Delete code made dead by previous uniform related patches
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.7
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include "main/glheader.h"
38 #include "main/config.h"
39 #include "main/mfeatures.h"
40 #include "glapi/glapi.h"
41 #include "math/m_matrix.h" /* GLmatrix */
42 #include "main/simple_list.h" /* struct simple_node */
43 #include "main/formats.h" /* MESA_FORMAT_COUNT */
44
45
46 /**
47 * Stencil buffer data type.
48 */
49 #if STENCIL_BITS==8
50 typedef GLubyte GLstencil;
51 #elif STENCIL_BITS==16
52 typedef GLushort GLstencil;
53 #else
54 # error "illegal number of stencil bits"
55 #endif
56
57
58 /**
59 * \name 64-bit extension of GLbitfield.
60 */
61 /*@{*/
62 typedef GLuint64 GLbitfield64;
63
64 /** Set a single bit */
65 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
66
67
68 /**
69 * \name Some forward type declarations
70 */
71 /*@{*/
72 struct _mesa_HashTable;
73 struct gl_attrib_node;
74 struct gl_list_extensions;
75 struct gl_meta_state;
76 struct gl_program_cache;
77 struct gl_texture_object;
78 struct gl_context;
79 struct st_context;
80 struct gl_uniform_storage;
81 /*@}*/
82
83
84 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
85 #define PRIM_OUTSIDE_BEGIN_END (GL_POLYGON+1)
86 #define PRIM_INSIDE_UNKNOWN_PRIM (GL_POLYGON+2)
87 #define PRIM_UNKNOWN (GL_POLYGON+3)
88
89
90 /**
91 * Shader stages. Note that these will become 5 with tessellation.
92 * These MUST have the same values as gallium's PIPE_SHADER_*
93 */
94 typedef enum
95 {
96 MESA_SHADER_VERTEX = 0,
97 MESA_SHADER_FRAGMENT = 1,
98 MESA_SHADER_GEOMETRY = 2,
99 MESA_SHADER_TYPES = 3
100 } gl_shader_type;
101
102
103
104 /**
105 * Indexes for vertex program attributes.
106 * GL_NV_vertex_program aliases generic attributes over the conventional
107 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
108 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
109 * generic attributes are distinct/separate).
110 */
111 typedef enum
112 {
113 VERT_ATTRIB_POS = 0,
114 VERT_ATTRIB_WEIGHT = 1,
115 VERT_ATTRIB_NORMAL = 2,
116 VERT_ATTRIB_COLOR0 = 3,
117 VERT_ATTRIB_COLOR1 = 4,
118 VERT_ATTRIB_FOG = 5,
119 VERT_ATTRIB_COLOR_INDEX = 6,
120 VERT_ATTRIB_POINT_SIZE = 6, /*alias*/
121 VERT_ATTRIB_EDGEFLAG = 7,
122 VERT_ATTRIB_TEX0 = 8,
123 VERT_ATTRIB_TEX1 = 9,
124 VERT_ATTRIB_TEX2 = 10,
125 VERT_ATTRIB_TEX3 = 11,
126 VERT_ATTRIB_TEX4 = 12,
127 VERT_ATTRIB_TEX5 = 13,
128 VERT_ATTRIB_TEX6 = 14,
129 VERT_ATTRIB_TEX7 = 15,
130 VERT_ATTRIB_GENERIC0 = 16,
131 VERT_ATTRIB_GENERIC1 = 17,
132 VERT_ATTRIB_GENERIC2 = 18,
133 VERT_ATTRIB_GENERIC3 = 19,
134 VERT_ATTRIB_GENERIC4 = 20,
135 VERT_ATTRIB_GENERIC5 = 21,
136 VERT_ATTRIB_GENERIC6 = 22,
137 VERT_ATTRIB_GENERIC7 = 23,
138 VERT_ATTRIB_GENERIC8 = 24,
139 VERT_ATTRIB_GENERIC9 = 25,
140 VERT_ATTRIB_GENERIC10 = 26,
141 VERT_ATTRIB_GENERIC11 = 27,
142 VERT_ATTRIB_GENERIC12 = 28,
143 VERT_ATTRIB_GENERIC13 = 29,
144 VERT_ATTRIB_GENERIC14 = 30,
145 VERT_ATTRIB_GENERIC15 = 31,
146 VERT_ATTRIB_MAX = 32
147 } gl_vert_attrib;
148
149 /**
150 * Bitflags for vertex attributes.
151 * These are used in bitfields in many places.
152 */
153 /*@{*/
154 #define VERT_BIT_POS (1 << VERT_ATTRIB_POS)
155 #define VERT_BIT_WEIGHT (1 << VERT_ATTRIB_WEIGHT)
156 #define VERT_BIT_NORMAL (1 << VERT_ATTRIB_NORMAL)
157 #define VERT_BIT_COLOR0 (1 << VERT_ATTRIB_COLOR0)
158 #define VERT_BIT_COLOR1 (1 << VERT_ATTRIB_COLOR1)
159 #define VERT_BIT_FOG (1 << VERT_ATTRIB_FOG)
160 #define VERT_BIT_COLOR_INDEX (1 << VERT_ATTRIB_COLOR_INDEX)
161 #define VERT_BIT_EDGEFLAG (1 << VERT_ATTRIB_EDGEFLAG)
162 #define VERT_BIT_TEX0 (1 << VERT_ATTRIB_TEX0)
163 #define VERT_BIT_TEX1 (1 << VERT_ATTRIB_TEX1)
164 #define VERT_BIT_TEX2 (1 << VERT_ATTRIB_TEX2)
165 #define VERT_BIT_TEX3 (1 << VERT_ATTRIB_TEX3)
166 #define VERT_BIT_TEX4 (1 << VERT_ATTRIB_TEX4)
167 #define VERT_BIT_TEX5 (1 << VERT_ATTRIB_TEX5)
168 #define VERT_BIT_TEX6 (1 << VERT_ATTRIB_TEX6)
169 #define VERT_BIT_TEX7 (1 << VERT_ATTRIB_TEX7)
170 #define VERT_BIT_GENERIC0 (1 << VERT_ATTRIB_GENERIC0)
171 #define VERT_BIT_GENERIC1 (1 << VERT_ATTRIB_GENERIC1)
172 #define VERT_BIT_GENERIC2 (1 << VERT_ATTRIB_GENERIC2)
173 #define VERT_BIT_GENERIC3 (1 << VERT_ATTRIB_GENERIC3)
174 #define VERT_BIT_GENERIC4 (1 << VERT_ATTRIB_GENERIC4)
175 #define VERT_BIT_GENERIC5 (1 << VERT_ATTRIB_GENERIC5)
176 #define VERT_BIT_GENERIC6 (1 << VERT_ATTRIB_GENERIC6)
177 #define VERT_BIT_GENERIC7 (1 << VERT_ATTRIB_GENERIC7)
178 #define VERT_BIT_GENERIC8 (1 << VERT_ATTRIB_GENERIC8)
179 #define VERT_BIT_GENERIC9 (1 << VERT_ATTRIB_GENERIC9)
180 #define VERT_BIT_GENERIC10 (1 << VERT_ATTRIB_GENERIC10)
181 #define VERT_BIT_GENERIC11 (1 << VERT_ATTRIB_GENERIC11)
182 #define VERT_BIT_GENERIC12 (1 << VERT_ATTRIB_GENERIC12)
183 #define VERT_BIT_GENERIC13 (1 << VERT_ATTRIB_GENERIC13)
184 #define VERT_BIT_GENERIC14 (1 << VERT_ATTRIB_GENERIC14)
185 #define VERT_BIT_GENERIC15 (1 << VERT_ATTRIB_GENERIC15)
186
187 #define VERT_BIT_TEX(u) (1 << (VERT_ATTRIB_TEX0 + (u)))
188 #define VERT_BIT_GENERIC(g) (1 << (VERT_ATTRIB_GENERIC0 + (g)))
189 /*@}*/
190
191
192 /**
193 * Indexes for vertex program result attributes. Note that
194 * _mesa_vert_result_to_frag_attrib() and _mesa_frag_attrib_to_vert_result() make
195 * assumptions about the layout of this enum.
196 */
197 typedef enum
198 {
199 VERT_RESULT_HPOS = 0,
200 VERT_RESULT_COL0 = 1,
201 VERT_RESULT_COL1 = 2,
202 VERT_RESULT_FOGC = 3,
203 VERT_RESULT_TEX0 = 4,
204 VERT_RESULT_TEX1 = 5,
205 VERT_RESULT_TEX2 = 6,
206 VERT_RESULT_TEX3 = 7,
207 VERT_RESULT_TEX4 = 8,
208 VERT_RESULT_TEX5 = 9,
209 VERT_RESULT_TEX6 = 10,
210 VERT_RESULT_TEX7 = 11,
211 VERT_RESULT_PSIZ = 12,
212 VERT_RESULT_BFC0 = 13,
213 VERT_RESULT_BFC1 = 14,
214 VERT_RESULT_EDGE = 15,
215 VERT_RESULT_CLIP_VERTEX = 16,
216 VERT_RESULT_CLIP_DIST0 = 17,
217 VERT_RESULT_CLIP_DIST1 = 18,
218 VERT_RESULT_VAR0 = 19, /**< shader varying */
219 VERT_RESULT_MAX = (VERT_RESULT_VAR0 + MAX_VARYING)
220 } gl_vert_result;
221
222
223 /*********************************************/
224
225 /**
226 * Indexes for geometry program attributes.
227 */
228 typedef enum
229 {
230 GEOM_ATTRIB_POSITION = 0,
231 GEOM_ATTRIB_COLOR0 = 1,
232 GEOM_ATTRIB_COLOR1 = 2,
233 GEOM_ATTRIB_SECONDARY_COLOR0 = 3,
234 GEOM_ATTRIB_SECONDARY_COLOR1 = 4,
235 GEOM_ATTRIB_FOG_FRAG_COORD = 5,
236 GEOM_ATTRIB_POINT_SIZE = 6,
237 GEOM_ATTRIB_CLIP_VERTEX = 7,
238 GEOM_ATTRIB_PRIMITIVE_ID = 8,
239 GEOM_ATTRIB_TEX_COORD = 9,
240
241 GEOM_ATTRIB_VAR0 = 16,
242 GEOM_ATTRIB_MAX = (GEOM_ATTRIB_VAR0 + MAX_VARYING)
243 } gl_geom_attrib;
244
245 /**
246 * Bitflags for geometry attributes.
247 * These are used in bitfields in many places.
248 */
249 /*@{*/
250 #define GEOM_BIT_COLOR0 (1 << GEOM_ATTRIB_COLOR0)
251 #define GEOM_BIT_COLOR1 (1 << GEOM_ATTRIB_COLOR1)
252 #define GEOM_BIT_SCOLOR0 (1 << GEOM_ATTRIB_SECONDARY_COLOR0)
253 #define GEOM_BIT_SCOLOR1 (1 << GEOM_ATTRIB_SECONDARY_COLOR1)
254 #define GEOM_BIT_TEX_COORD (1 << GEOM_ATTRIB_TEX_COORD)
255 #define GEOM_BIT_FOG_COORD (1 << GEOM_ATTRIB_FOG_FRAG_COORD)
256 #define GEOM_BIT_POSITION (1 << GEOM_ATTRIB_POSITION)
257 #define GEOM_BIT_POINT_SIDE (1 << GEOM_ATTRIB_POINT_SIZE)
258 #define GEOM_BIT_CLIP_VERTEX (1 << GEOM_ATTRIB_CLIP_VERTEX)
259 #define GEOM_BIT_PRIM_ID (1 << GEOM_ATTRIB_PRIMITIVE_ID)
260 #define GEOM_BIT_VAR0 (1 << GEOM_ATTRIB_VAR0)
261
262 #define GEOM_BIT_VAR(g) (1 << (GEOM_BIT_VAR0 + (g)))
263 /*@}*/
264
265
266 /**
267 * Indexes for geometry program result attributes
268 */
269 typedef enum
270 {
271 GEOM_RESULT_POS = 0,
272 GEOM_RESULT_COL0 = 1,
273 GEOM_RESULT_COL1 = 2,
274 GEOM_RESULT_SCOL0 = 3,
275 GEOM_RESULT_SCOL1 = 4,
276 GEOM_RESULT_FOGC = 5,
277 GEOM_RESULT_TEX0 = 6,
278 GEOM_RESULT_TEX1 = 7,
279 GEOM_RESULT_TEX2 = 8,
280 GEOM_RESULT_TEX3 = 9,
281 GEOM_RESULT_TEX4 = 10,
282 GEOM_RESULT_TEX5 = 11,
283 GEOM_RESULT_TEX6 = 12,
284 GEOM_RESULT_TEX7 = 13,
285 GEOM_RESULT_PSIZ = 14,
286 GEOM_RESULT_CLPV = 15,
287 GEOM_RESULT_PRID = 16,
288 GEOM_RESULT_LAYR = 17,
289 GEOM_RESULT_VAR0 = 18, /**< shader varying, should really be 16 */
290 /* ### we need to -2 because var0 is 18 instead 16 like in the others */
291 GEOM_RESULT_MAX = (GEOM_RESULT_VAR0 + MAX_VARYING - 2)
292 } gl_geom_result;
293
294
295 /**
296 * Indexes for fragment program input attributes. Note that
297 * _mesa_vert_result_to_frag_attrib() and frag_attrib_to_vert_result() make
298 * assumptions about the layout of this enum.
299 */
300 typedef enum
301 {
302 FRAG_ATTRIB_WPOS = 0,
303 FRAG_ATTRIB_COL0 = 1,
304 FRAG_ATTRIB_COL1 = 2,
305 FRAG_ATTRIB_FOGC = 3,
306 FRAG_ATTRIB_TEX0 = 4,
307 FRAG_ATTRIB_TEX1 = 5,
308 FRAG_ATTRIB_TEX2 = 6,
309 FRAG_ATTRIB_TEX3 = 7,
310 FRAG_ATTRIB_TEX4 = 8,
311 FRAG_ATTRIB_TEX5 = 9,
312 FRAG_ATTRIB_TEX6 = 10,
313 FRAG_ATTRIB_TEX7 = 11,
314 FRAG_ATTRIB_FACE = 12, /**< front/back face */
315 FRAG_ATTRIB_PNTC = 13, /**< sprite/point coord */
316 FRAG_ATTRIB_CLIP_DIST0 = 14,
317 FRAG_ATTRIB_CLIP_DIST1 = 15,
318 FRAG_ATTRIB_VAR0 = 16, /**< shader varying */
319 FRAG_ATTRIB_MAX = (FRAG_ATTRIB_VAR0 + MAX_VARYING)
320 } gl_frag_attrib;
321
322
323 /**
324 * Convert from a gl_vert_result value to the corresponding gl_frag_attrib.
325 *
326 * VERT_RESULT_HPOS is converted to FRAG_ATTRIB_WPOS.
327 *
328 * gl_vert_result values which have no corresponding gl_frag_attrib
329 * (VERT_RESULT_PSIZ, VERT_RESULT_BFC0, VERT_RESULT_BFC1, and
330 * VERT_RESULT_EDGE) are converted to a value of -1.
331 */
332 static inline int
333 _mesa_vert_result_to_frag_attrib(gl_vert_result vert_result)
334 {
335 if (vert_result >= VERT_RESULT_CLIP_DIST0)
336 return vert_result - VERT_RESULT_CLIP_DIST0 + FRAG_ATTRIB_CLIP_DIST0;
337 else if (vert_result <= VERT_RESULT_TEX7)
338 return vert_result;
339 else
340 return -1;
341 }
342
343
344 /**
345 * Convert from a gl_frag_attrib value to the corresponding gl_vert_result.
346 *
347 * FRAG_ATTRIB_WPOS is converted to VERT_RESULT_HPOS.
348 *
349 * gl_frag_attrib values which have no corresponding gl_vert_result
350 * (FRAG_ATTRIB_FACE and FRAG_ATTRIB_PNTC) are converted to a value of -1.
351 */
352 static inline int
353 _mesa_frag_attrib_to_vert_result(gl_frag_attrib frag_attrib)
354 {
355 if (frag_attrib <= FRAG_ATTRIB_TEX7)
356 return frag_attrib;
357 else if (frag_attrib >= FRAG_ATTRIB_CLIP_DIST0)
358 return frag_attrib - FRAG_ATTRIB_CLIP_DIST0 + VERT_RESULT_CLIP_DIST0;
359 else
360 return -1;
361 }
362
363
364 /**
365 * Bitflags for fragment program input attributes.
366 */
367 /*@{*/
368 #define FRAG_BIT_WPOS (1 << FRAG_ATTRIB_WPOS)
369 #define FRAG_BIT_COL0 (1 << FRAG_ATTRIB_COL0)
370 #define FRAG_BIT_COL1 (1 << FRAG_ATTRIB_COL1)
371 #define FRAG_BIT_FOGC (1 << FRAG_ATTRIB_FOGC)
372 #define FRAG_BIT_FACE (1 << FRAG_ATTRIB_FACE)
373 #define FRAG_BIT_PNTC (1 << FRAG_ATTRIB_PNTC)
374 #define FRAG_BIT_TEX0 (1 << FRAG_ATTRIB_TEX0)
375 #define FRAG_BIT_TEX1 (1 << FRAG_ATTRIB_TEX1)
376 #define FRAG_BIT_TEX2 (1 << FRAG_ATTRIB_TEX2)
377 #define FRAG_BIT_TEX3 (1 << FRAG_ATTRIB_TEX3)
378 #define FRAG_BIT_TEX4 (1 << FRAG_ATTRIB_TEX4)
379 #define FRAG_BIT_TEX5 (1 << FRAG_ATTRIB_TEX5)
380 #define FRAG_BIT_TEX6 (1 << FRAG_ATTRIB_TEX6)
381 #define FRAG_BIT_TEX7 (1 << FRAG_ATTRIB_TEX7)
382 #define FRAG_BIT_VAR0 (1 << FRAG_ATTRIB_VAR0)
383
384 #define FRAG_BIT_TEX(U) (FRAG_BIT_TEX0 << (U))
385 #define FRAG_BIT_VAR(V) (FRAG_BIT_VAR0 << (V))
386
387 #define FRAG_BITS_TEX_ANY (FRAG_BIT_TEX0| \
388 FRAG_BIT_TEX1| \
389 FRAG_BIT_TEX2| \
390 FRAG_BIT_TEX3| \
391 FRAG_BIT_TEX4| \
392 FRAG_BIT_TEX5| \
393 FRAG_BIT_TEX6| \
394 FRAG_BIT_TEX7)
395 /*@}*/
396
397
398 /**
399 * Fragment program results
400 */
401 typedef enum
402 {
403 FRAG_RESULT_DEPTH = 0,
404 FRAG_RESULT_STENCIL = 1,
405 /* If a single color should be written to all render targets, this
406 * register is written. No FRAG_RESULT_DATAn will be written.
407 */
408 FRAG_RESULT_COLOR = 2,
409
410 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
411 * or ARB_fragment_program fragment.color[n]) color results. If
412 * any are written, FRAG_RESULT_COLOR will not be written.
413 */
414 FRAG_RESULT_DATA0 = 3,
415 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
416 } gl_frag_result;
417
418
419 /**
420 * Indexes for all renderbuffers
421 */
422 typedef enum
423 {
424 /* the four standard color buffers */
425 BUFFER_FRONT_LEFT,
426 BUFFER_BACK_LEFT,
427 BUFFER_FRONT_RIGHT,
428 BUFFER_BACK_RIGHT,
429 BUFFER_DEPTH,
430 BUFFER_STENCIL,
431 BUFFER_ACCUM,
432 /* optional aux buffer */
433 BUFFER_AUX0,
434 /* generic renderbuffers */
435 BUFFER_COLOR0,
436 BUFFER_COLOR1,
437 BUFFER_COLOR2,
438 BUFFER_COLOR3,
439 BUFFER_COLOR4,
440 BUFFER_COLOR5,
441 BUFFER_COLOR6,
442 BUFFER_COLOR7,
443 BUFFER_COUNT
444 } gl_buffer_index;
445
446 /**
447 * Bit flags for all renderbuffers
448 */
449 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
450 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
451 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
452 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
453 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
454 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
455 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
456 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
457 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
458 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
459 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
460 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
461 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
462 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
463 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
464 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
465 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
466 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
467 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
468
469 /**
470 * Mask of all the color buffer bits (but not accum).
471 */
472 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
473 BUFFER_BIT_BACK_LEFT | \
474 BUFFER_BIT_FRONT_RIGHT | \
475 BUFFER_BIT_BACK_RIGHT | \
476 BUFFER_BIT_AUX0 | \
477 BUFFER_BIT_COLOR0 | \
478 BUFFER_BIT_COLOR1 | \
479 BUFFER_BIT_COLOR2 | \
480 BUFFER_BIT_COLOR3 | \
481 BUFFER_BIT_COLOR4 | \
482 BUFFER_BIT_COLOR5 | \
483 BUFFER_BIT_COLOR6 | \
484 BUFFER_BIT_COLOR7)
485
486
487 /**
488 * Framebuffer configuration (aka visual / pixelformat)
489 * Note: some of these fields should be boolean, but it appears that
490 * code in drivers/dri/common/util.c requires int-sized fields.
491 */
492 struct gl_config
493 {
494 GLboolean rgbMode;
495 GLboolean floatMode;
496 GLboolean colorIndexMode; /* XXX is this used anywhere? */
497 GLuint doubleBufferMode;
498 GLuint stereoMode;
499
500 GLboolean haveAccumBuffer;
501 GLboolean haveDepthBuffer;
502 GLboolean haveStencilBuffer;
503
504 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
505 GLuint redMask, greenMask, blueMask, alphaMask;
506 GLint rgbBits; /* total bits for rgb */
507 GLint indexBits; /* total bits for colorindex */
508
509 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
510 GLint depthBits;
511 GLint stencilBits;
512
513 GLint numAuxBuffers;
514
515 GLint level;
516
517 /* EXT_visual_rating / GLX 1.2 */
518 GLint visualRating;
519
520 /* EXT_visual_info / GLX 1.2 */
521 GLint transparentPixel;
522 /* colors are floats scaled to ints */
523 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
524 GLint transparentIndex;
525
526 /* ARB_multisample / SGIS_multisample */
527 GLint sampleBuffers;
528 GLint samples;
529
530 /* SGIX_pbuffer / GLX 1.3 */
531 GLint maxPbufferWidth;
532 GLint maxPbufferHeight;
533 GLint maxPbufferPixels;
534 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
535 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
536
537 /* OML_swap_method */
538 GLint swapMethod;
539
540 /* EXT_texture_from_pixmap */
541 GLint bindToTextureRgb;
542 GLint bindToTextureRgba;
543 GLint bindToMipmapTexture;
544 GLint bindToTextureTargets;
545 GLint yInverted;
546
547 /* EXT_framebuffer_sRGB */
548 GLint sRGBCapable;
549 };
550
551
552 /**
553 * \name Bit flags used for updating material values.
554 */
555 /*@{*/
556 #define MAT_ATTRIB_FRONT_AMBIENT 0
557 #define MAT_ATTRIB_BACK_AMBIENT 1
558 #define MAT_ATTRIB_FRONT_DIFFUSE 2
559 #define MAT_ATTRIB_BACK_DIFFUSE 3
560 #define MAT_ATTRIB_FRONT_SPECULAR 4
561 #define MAT_ATTRIB_BACK_SPECULAR 5
562 #define MAT_ATTRIB_FRONT_EMISSION 6
563 #define MAT_ATTRIB_BACK_EMISSION 7
564 #define MAT_ATTRIB_FRONT_SHININESS 8
565 #define MAT_ATTRIB_BACK_SHININESS 9
566 #define MAT_ATTRIB_FRONT_INDEXES 10
567 #define MAT_ATTRIB_BACK_INDEXES 11
568 #define MAT_ATTRIB_MAX 12
569
570 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
571 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
572 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
573 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
574 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
575 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
576
577 #define MAT_INDEX_AMBIENT 0
578 #define MAT_INDEX_DIFFUSE 1
579 #define MAT_INDEX_SPECULAR 2
580
581 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
582 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
583 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
584 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
585 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
586 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
587 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
588 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
589 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
590 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
591 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
592 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
593
594
595 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
596 MAT_BIT_FRONT_AMBIENT | \
597 MAT_BIT_FRONT_DIFFUSE | \
598 MAT_BIT_FRONT_SPECULAR | \
599 MAT_BIT_FRONT_SHININESS | \
600 MAT_BIT_FRONT_INDEXES)
601
602 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
603 MAT_BIT_BACK_AMBIENT | \
604 MAT_BIT_BACK_DIFFUSE | \
605 MAT_BIT_BACK_SPECULAR | \
606 MAT_BIT_BACK_SHININESS | \
607 MAT_BIT_BACK_INDEXES)
608
609 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
610 /*@}*/
611
612
613 #define EXP_TABLE_SIZE 512 /**< Specular exponent lookup table sizes */
614 #define SHINE_TABLE_SIZE 256 /**< Material shininess lookup table sizes */
615
616 /**
617 * Material shininess lookup table.
618 */
619 struct gl_shine_tab
620 {
621 struct gl_shine_tab *next, *prev;
622 GLfloat tab[SHINE_TABLE_SIZE+1];
623 GLfloat shininess;
624 GLuint refcount;
625 };
626
627
628 /**
629 * Light source state.
630 */
631 struct gl_light
632 {
633 struct gl_light *next; /**< double linked list with sentinel */
634 struct gl_light *prev;
635
636 GLfloat Ambient[4]; /**< ambient color */
637 GLfloat Diffuse[4]; /**< diffuse color */
638 GLfloat Specular[4]; /**< specular color */
639 GLfloat EyePosition[4]; /**< position in eye coordinates */
640 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
641 GLfloat SpotExponent;
642 GLfloat SpotCutoff; /**< in degrees */
643 GLfloat _CosCutoffNeg; /**< = cos(SpotCutoff) */
644 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
645 GLfloat ConstantAttenuation;
646 GLfloat LinearAttenuation;
647 GLfloat QuadraticAttenuation;
648 GLboolean Enabled; /**< On/off flag */
649
650 /**
651 * \name Derived fields
652 */
653 /*@{*/
654 GLbitfield _Flags; /**< State */
655
656 GLfloat _Position[4]; /**< position in eye/obj coordinates */
657 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
658 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
659 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
660 GLfloat _VP_inf_spot_attenuation;
661
662 GLfloat _SpotExpTable[EXP_TABLE_SIZE][2]; /**< to replace a pow() call */
663 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
664 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
665 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
666 GLfloat _dli; /**< CI diffuse light intensity */
667 GLfloat _sli; /**< CI specular light intensity */
668 /*@}*/
669 };
670
671
672 /**
673 * Light model state.
674 */
675 struct gl_lightmodel
676 {
677 GLfloat Ambient[4]; /**< ambient color */
678 GLboolean LocalViewer; /**< Local (or infinite) view point? */
679 GLboolean TwoSide; /**< Two (or one) sided lighting? */
680 GLenum ColorControl; /**< either GL_SINGLE_COLOR
681 * or GL_SEPARATE_SPECULAR_COLOR */
682 };
683
684
685 /**
686 * Material state.
687 */
688 struct gl_material
689 {
690 GLfloat Attrib[MAT_ATTRIB_MAX][4];
691 };
692
693
694 /**
695 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
696 */
697 struct gl_accum_attrib
698 {
699 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
700 };
701
702
703 /**
704 * Used for storing clear color, texture border color, etc.
705 * The float values are typically unclamped.
706 */
707 union gl_color_union
708 {
709 GLfloat f[4];
710 GLint i[4];
711 GLuint ui[4];
712 };
713
714
715 /**
716 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
717 */
718 struct gl_colorbuffer_attrib
719 {
720 GLuint ClearIndex; /**< Index for glClear */
721 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
722 GLuint IndexMask; /**< Color index write mask */
723 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
724
725 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
726
727 /**
728 * \name alpha testing
729 */
730 /*@{*/
731 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
732 GLenum AlphaFunc; /**< Alpha test function */
733 GLfloat AlphaRefUnclamped;
734 GLclampf AlphaRef; /**< Alpha reference value */
735 /*@}*/
736
737 /**
738 * \name Blending
739 */
740 /*@{*/
741 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
742
743 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
744 * control, only on the fixed-pointness of the render target.
745 * The query does however depend on fragment color clamping.
746 */
747 GLfloat BlendColorUnclamped[4]; /**< Blending color */
748 GLfloat BlendColor[4]; /**< Blending color */
749
750 struct
751 {
752 GLenum SrcRGB; /**< RGB blend source term */
753 GLenum DstRGB; /**< RGB blend dest term */
754 GLenum SrcA; /**< Alpha blend source term */
755 GLenum DstA; /**< Alpha blend dest term */
756 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
757 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
758 } Blend[MAX_DRAW_BUFFERS];
759 /** Are the blend func terms currently different for each buffer/target? */
760 GLboolean _BlendFuncPerBuffer;
761 /** Are the blend equations currently different for each buffer/target? */
762 GLboolean _BlendEquationPerBuffer;
763 /*@}*/
764
765 /**
766 * \name Logic op
767 */
768 /*@{*/
769 GLenum LogicOp; /**< Logic operator */
770 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
771 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
772 /*@}*/
773
774 GLboolean DitherFlag; /**< Dither enable flag */
775
776 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
777 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
778 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
779 GLboolean _ClampReadColor; /** < with GL_FIXED_ONLY_ARB resolved */
780
781 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
782 };
783
784
785 /**
786 * Current attribute group (GL_CURRENT_BIT).
787 */
788 struct gl_current_attrib
789 {
790 /**
791 * \name Current vertex attributes.
792 * \note Values are valid only after FLUSH_VERTICES has been called.
793 * \note Index and Edgeflag current values are stored as floats in the
794 * SIX and SEVEN attribute slots.
795 */
796 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
797
798 /**
799 * \name Current raster position attributes (always valid).
800 * \note This set of attributes is very similar to the SWvertex struct.
801 */
802 /*@{*/
803 GLfloat RasterPos[4];
804 GLfloat RasterDistance;
805 GLfloat RasterColor[4];
806 GLfloat RasterSecondaryColor[4];
807 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
808 GLboolean RasterPosValid;
809 /*@}*/
810 };
811
812
813 /**
814 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
815 */
816 struct gl_depthbuffer_attrib
817 {
818 GLenum Func; /**< Function for depth buffer compare */
819 GLclampd Clear; /**< Value to clear depth buffer to */
820 GLboolean Test; /**< Depth buffering enabled flag */
821 GLboolean Mask; /**< Depth buffer writable? */
822 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
823 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
824 };
825
826
827 /**
828 * Evaluator attribute group (GL_EVAL_BIT).
829 */
830 struct gl_eval_attrib
831 {
832 /**
833 * \name Enable bits
834 */
835 /*@{*/
836 GLboolean Map1Color4;
837 GLboolean Map1Index;
838 GLboolean Map1Normal;
839 GLboolean Map1TextureCoord1;
840 GLboolean Map1TextureCoord2;
841 GLboolean Map1TextureCoord3;
842 GLboolean Map1TextureCoord4;
843 GLboolean Map1Vertex3;
844 GLboolean Map1Vertex4;
845 GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */
846 GLboolean Map2Color4;
847 GLboolean Map2Index;
848 GLboolean Map2Normal;
849 GLboolean Map2TextureCoord1;
850 GLboolean Map2TextureCoord2;
851 GLboolean Map2TextureCoord3;
852 GLboolean Map2TextureCoord4;
853 GLboolean Map2Vertex3;
854 GLboolean Map2Vertex4;
855 GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */
856 GLboolean AutoNormal;
857 /*@}*/
858
859 /**
860 * \name Map Grid endpoints and divisions and calculated du values
861 */
862 /*@{*/
863 GLint MapGrid1un;
864 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
865 GLint MapGrid2un, MapGrid2vn;
866 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
867 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
868 /*@}*/
869 };
870
871
872 /**
873 * Fog attribute group (GL_FOG_BIT).
874 */
875 struct gl_fog_attrib
876 {
877 GLboolean Enabled; /**< Fog enabled flag */
878 GLfloat ColorUnclamped[4]; /**< Fog color */
879 GLfloat Color[4]; /**< Fog color */
880 GLfloat Density; /**< Density >= 0.0 */
881 GLfloat Start; /**< Start distance in eye coords */
882 GLfloat End; /**< End distance in eye coords */
883 GLfloat Index; /**< Fog index */
884 GLenum Mode; /**< Fog mode */
885 GLboolean ColorSumEnabled;
886 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
887 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
888 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
889 };
890
891
892 /**
893 * \brief Layout qualifiers for gl_FragDepth.
894 *
895 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
896 * a layout qualifier.
897 *
898 * \see enum ir_depth_layout
899 */
900 enum gl_frag_depth_layout {
901 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
902 FRAG_DEPTH_LAYOUT_ANY,
903 FRAG_DEPTH_LAYOUT_GREATER,
904 FRAG_DEPTH_LAYOUT_LESS,
905 FRAG_DEPTH_LAYOUT_UNCHANGED
906 };
907
908
909 /**
910 * Hint attribute group (GL_HINT_BIT).
911 *
912 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
913 */
914 struct gl_hint_attrib
915 {
916 GLenum PerspectiveCorrection;
917 GLenum PointSmooth;
918 GLenum LineSmooth;
919 GLenum PolygonSmooth;
920 GLenum Fog;
921 GLenum ClipVolumeClipping; /**< GL_EXT_clip_volume_hint */
922 GLenum TextureCompression; /**< GL_ARB_texture_compression */
923 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
924 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
925 };
926
927 /**
928 * Light state flags.
929 */
930 /*@{*/
931 #define LIGHT_SPOT 0x1
932 #define LIGHT_LOCAL_VIEWER 0x2
933 #define LIGHT_POSITIONAL 0x4
934 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
935 /*@}*/
936
937
938 /**
939 * Lighting attribute group (GL_LIGHT_BIT).
940 */
941 struct gl_light_attrib
942 {
943 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
944 struct gl_lightmodel Model; /**< Lighting model */
945
946 /**
947 * Must flush FLUSH_VERTICES before referencing:
948 */
949 /*@{*/
950 struct gl_material Material; /**< Includes front & back values */
951 /*@}*/
952
953 GLboolean Enabled; /**< Lighting enabled flag */
954 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
955 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
956 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
957 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
958 GLbitfield ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
959 GLboolean ColorMaterialEnabled;
960 GLenum ClampVertexColor;
961 GLboolean _ClampVertexColor;
962
963 struct gl_light EnabledList; /**< List sentinel */
964
965 /**
966 * Derived state for optimizations:
967 */
968 /*@{*/
969 GLboolean _NeedEyeCoords;
970 GLboolean _NeedVertices; /**< Use fast shader? */
971 GLbitfield _Flags; /**< LIGHT_* flags, see above */
972 GLfloat _BaseColor[2][3];
973 /*@}*/
974 };
975
976
977 /**
978 * Line attribute group (GL_LINE_BIT).
979 */
980 struct gl_line_attrib
981 {
982 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
983 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
984 GLushort StipplePattern; /**< Stipple pattern */
985 GLint StippleFactor; /**< Stipple repeat factor */
986 GLfloat Width; /**< Line width */
987 };
988
989
990 /**
991 * Display list attribute group (GL_LIST_BIT).
992 */
993 struct gl_list_attrib
994 {
995 GLuint ListBase;
996 };
997
998
999 /**
1000 * Multisample attribute group (GL_MULTISAMPLE_BIT).
1001 */
1002 struct gl_multisample_attrib
1003 {
1004 GLboolean Enabled;
1005 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
1006 GLboolean SampleAlphaToCoverage;
1007 GLboolean SampleAlphaToOne;
1008 GLboolean SampleCoverage;
1009 GLfloat SampleCoverageValue;
1010 GLboolean SampleCoverageInvert;
1011 };
1012
1013
1014 /**
1015 * A pixelmap (see glPixelMap)
1016 */
1017 struct gl_pixelmap
1018 {
1019 GLint Size;
1020 GLfloat Map[MAX_PIXEL_MAP_TABLE];
1021 GLubyte Map8[MAX_PIXEL_MAP_TABLE]; /**< converted to 8-bit color */
1022 };
1023
1024
1025 /**
1026 * Collection of all pixelmaps
1027 */
1028 struct gl_pixelmaps
1029 {
1030 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
1031 struct gl_pixelmap GtoG;
1032 struct gl_pixelmap BtoB;
1033 struct gl_pixelmap AtoA;
1034 struct gl_pixelmap ItoR;
1035 struct gl_pixelmap ItoG;
1036 struct gl_pixelmap ItoB;
1037 struct gl_pixelmap ItoA;
1038 struct gl_pixelmap ItoI;
1039 struct gl_pixelmap StoS;
1040 };
1041
1042
1043 /**
1044 * Pixel attribute group (GL_PIXEL_MODE_BIT).
1045 */
1046 struct gl_pixel_attrib
1047 {
1048 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
1049
1050 /*--- Begin Pixel Transfer State ---*/
1051 /* Fields are in the order in which they're applied... */
1052
1053 /** Scale & Bias (index shift, offset) */
1054 /*@{*/
1055 GLfloat RedBias, RedScale;
1056 GLfloat GreenBias, GreenScale;
1057 GLfloat BlueBias, BlueScale;
1058 GLfloat AlphaBias, AlphaScale;
1059 GLfloat DepthBias, DepthScale;
1060 GLint IndexShift, IndexOffset;
1061 /*@}*/
1062
1063 /* Pixel Maps */
1064 /* Note: actual pixel maps are not part of this attrib group */
1065 GLboolean MapColorFlag;
1066 GLboolean MapStencilFlag;
1067
1068 /*--- End Pixel Transfer State ---*/
1069
1070 /** glPixelZoom */
1071 GLfloat ZoomX, ZoomY;
1072 };
1073
1074
1075 /**
1076 * Point attribute group (GL_POINT_BIT).
1077 */
1078 struct gl_point_attrib
1079 {
1080 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
1081 GLfloat Size; /**< User-specified point size */
1082 GLfloat Params[3]; /**< GL_EXT_point_parameters */
1083 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
1084 GLfloat Threshold; /**< GL_EXT_point_parameters */
1085 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
1086 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
1087 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
1088 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
1089 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
1090 };
1091
1092
1093 /**
1094 * Polygon attribute group (GL_POLYGON_BIT).
1095 */
1096 struct gl_polygon_attrib
1097 {
1098 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
1099 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1100 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1101 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
1102 GLboolean CullFlag; /**< Culling on/off flag */
1103 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
1104 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
1105 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
1106 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
1107 GLfloat OffsetUnits; /**< Polygon offset units, from user */
1108 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
1109 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
1110 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
1111 };
1112
1113
1114 /**
1115 * Scissor attributes (GL_SCISSOR_BIT).
1116 */
1117 struct gl_scissor_attrib
1118 {
1119 GLboolean Enabled; /**< Scissor test enabled? */
1120 GLint X, Y; /**< Lower left corner of box */
1121 GLsizei Width, Height; /**< Size of box */
1122 };
1123
1124
1125 /**
1126 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1127 *
1128 * Three sets of stencil data are tracked so that OpenGL 2.0,
1129 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1130 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1131 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1132 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1133 * GL_EXT_stencil_two_side GL_BACK state.
1134 *
1135 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1136 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1137 *
1138 * The derived value \c _TestTwoSide is set when the front-face and back-face
1139 * stencil state are different.
1140 */
1141 struct gl_stencil_attrib
1142 {
1143 GLboolean Enabled; /**< Enabled flag */
1144 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1145 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1146 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1147 GLboolean _TestTwoSide;
1148 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1149 GLenum Function[3]; /**< Stencil function */
1150 GLenum FailFunc[3]; /**< Fail function */
1151 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1152 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1153 GLint Ref[3]; /**< Reference value */
1154 GLuint ValueMask[3]; /**< Value mask */
1155 GLuint WriteMask[3]; /**< Write mask */
1156 GLuint Clear; /**< Clear value */
1157 };
1158
1159
1160 /**
1161 * An index for each type of texture object. These correspond to the GL
1162 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1163 * Note: the order is from highest priority to lowest priority.
1164 */
1165 typedef enum
1166 {
1167 TEXTURE_BUFFER_INDEX,
1168 TEXTURE_2D_ARRAY_INDEX,
1169 TEXTURE_1D_ARRAY_INDEX,
1170 TEXTURE_EXTERNAL_INDEX,
1171 TEXTURE_CUBE_INDEX,
1172 TEXTURE_3D_INDEX,
1173 TEXTURE_RECT_INDEX,
1174 TEXTURE_2D_INDEX,
1175 TEXTURE_1D_INDEX,
1176 NUM_TEXTURE_TARGETS
1177 } gl_texture_index;
1178
1179
1180 /**
1181 * Bit flags for each type of texture object
1182 * Used for Texture.Unit[]._ReallyEnabled flags.
1183 */
1184 /*@{*/
1185 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1186 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1187 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1188 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1189 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1190 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1191 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1192 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1193 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1194 /*@}*/
1195
1196
1197 /**
1198 * TexGenEnabled flags.
1199 */
1200 /*@{*/
1201 #define S_BIT 1
1202 #define T_BIT 2
1203 #define R_BIT 4
1204 #define Q_BIT 8
1205 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1206 /*@}*/
1207
1208
1209 /**
1210 * Bit flag versions of the corresponding GL_ constants.
1211 */
1212 /*@{*/
1213 #define TEXGEN_SPHERE_MAP 0x1
1214 #define TEXGEN_OBJ_LINEAR 0x2
1215 #define TEXGEN_EYE_LINEAR 0x4
1216 #define TEXGEN_REFLECTION_MAP_NV 0x8
1217 #define TEXGEN_NORMAL_MAP_NV 0x10
1218
1219 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1220 TEXGEN_REFLECTION_MAP_NV | \
1221 TEXGEN_NORMAL_MAP_NV)
1222 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1223 TEXGEN_REFLECTION_MAP_NV | \
1224 TEXGEN_NORMAL_MAP_NV | \
1225 TEXGEN_EYE_LINEAR)
1226 /*@}*/
1227
1228
1229
1230 /** Tex-gen enabled for texture unit? */
1231 #define ENABLE_TEXGEN(unit) (1 << (unit))
1232
1233 /** Non-identity texture matrix for texture unit? */
1234 #define ENABLE_TEXMAT(unit) (1 << (unit))
1235
1236
1237 /**
1238 * Texture image state. Drivers will typically create a subclass of this
1239 * with extra fields for memory buffers, etc.
1240 */
1241 struct gl_texture_image
1242 {
1243 GLint InternalFormat; /**< Internal format as given by the user */
1244 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1245 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1246 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1247 * GL_DEPTH_STENCIL_EXT only. Used for
1248 * choosing TexEnv arithmetic.
1249 */
1250 gl_format TexFormat; /**< The actual texture memory format */
1251
1252 GLuint Border; /**< 0 or 1 */
1253 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1254 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1255 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1256 GLuint Width2; /**< = Width - 2*Border */
1257 GLuint Height2; /**< = Height - 2*Border */
1258 GLuint Depth2; /**< = Depth - 2*Border */
1259 GLuint WidthLog2; /**< = log2(Width2) */
1260 GLuint HeightLog2; /**< = log2(Height2) */
1261 GLuint DepthLog2; /**< = log2(Depth2) */
1262 GLuint MaxLog2; /**< = MAX(WidthLog2, HeightLog2) */
1263
1264 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1265 GLuint Level; /**< Which mipmap level am I? */
1266 /** Cube map face: index into gl_texture_object::Image[] array */
1267 GLuint Face;
1268 };
1269
1270
1271 /**
1272 * Indexes for cube map faces.
1273 */
1274 typedef enum
1275 {
1276 FACE_POS_X = 0,
1277 FACE_NEG_X = 1,
1278 FACE_POS_Y = 2,
1279 FACE_NEG_Y = 3,
1280 FACE_POS_Z = 4,
1281 FACE_NEG_Z = 5,
1282 MAX_FACES = 6
1283 } gl_face_index;
1284
1285
1286 /**
1287 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1288 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1289 */
1290 struct gl_sampler_object
1291 {
1292 GLuint Name;
1293 GLint RefCount;
1294
1295 GLenum WrapS; /**< S-axis texture image wrap mode */
1296 GLenum WrapT; /**< T-axis texture image wrap mode */
1297 GLenum WrapR; /**< R-axis texture image wrap mode */
1298 GLenum MinFilter; /**< minification filter */
1299 GLenum MagFilter; /**< magnification filter */
1300 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1301 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1302 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1303 GLfloat LodBias; /**< OpenGL 1.4 */
1304 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1305 GLenum CompareMode; /**< GL_ARB_shadow */
1306 GLenum CompareFunc; /**< GL_ARB_shadow */
1307 GLfloat CompareFailValue; /**< GL_ARB_shadow_ambient */
1308 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1309 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1310
1311 /* deprecated sampler state */
1312 GLenum DepthMode; /**< GL_ARB_depth_texture */
1313 };
1314
1315
1316 /**
1317 * Texture object state. Contains the array of mipmap images, border color,
1318 * wrap modes, filter modes, and shadow/texcompare state.
1319 */
1320 struct gl_texture_object
1321 {
1322 _glthread_Mutex Mutex; /**< for thread safety */
1323 GLint RefCount; /**< reference count */
1324 GLuint Name; /**< the user-visible texture object ID */
1325 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1326
1327 struct gl_sampler_object Sampler;
1328
1329 GLfloat Priority; /**< in [0,1] */
1330 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1331 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1332 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1333 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */
1334 GLint CropRect[4]; /**< GL_OES_draw_texture */
1335 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1336 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1337 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1338 GLboolean _Complete; /**< Is texture object complete? */
1339 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1340 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1341 GLboolean Immutable; /**< GL_ARB_texture_storage */
1342
1343 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1344 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1345
1346 /** GL_ARB_texture_buffer_object */
1347 struct gl_buffer_object *BufferObject;
1348 GLenum BufferObjectFormat;
1349
1350 /** GL_OES_EGL_image_external */
1351 GLint RequiredTextureImageUnits;
1352
1353 /**
1354 * \name For device driver.
1355 * Note: instead of attaching driver data to this pointer, it's preferable
1356 * to instead use this struct as a base class for your own texture object
1357 * class. Driver->NewTextureObject() can be used to implement the
1358 * allocation.
1359 */
1360 void *DriverData; /**< Arbitrary device driver data */
1361 };
1362
1363
1364 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1365 #define MAX_COMBINER_TERMS 4
1366
1367
1368 /**
1369 * Texture combine environment state.
1370 */
1371 struct gl_tex_env_combine_state
1372 {
1373 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1374 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1375 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1376 GLenum SourceRGB[MAX_COMBINER_TERMS];
1377 GLenum SourceA[MAX_COMBINER_TERMS];
1378 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1379 GLenum OperandRGB[MAX_COMBINER_TERMS];
1380 GLenum OperandA[MAX_COMBINER_TERMS];
1381 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1382 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1383 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1384 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1385 };
1386
1387
1388 /**
1389 * Texture coord generation state.
1390 */
1391 struct gl_texgen
1392 {
1393 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1394 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1395 GLfloat ObjectPlane[4];
1396 GLfloat EyePlane[4];
1397 };
1398
1399
1400 /**
1401 * Texture unit state. Contains enable flags, texture environment/function/
1402 * combiners, texgen state, and pointers to current texture objects.
1403 */
1404 struct gl_texture_unit
1405 {
1406 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1407 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1408
1409 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1410 GLclampf EnvColor[4];
1411 GLfloat EnvColorUnclamped[4];
1412
1413 struct gl_texgen GenS;
1414 struct gl_texgen GenT;
1415 struct gl_texgen GenR;
1416 struct gl_texgen GenQ;
1417 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1418 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1419
1420 GLfloat LodBias; /**< for biasing mipmap levels */
1421 GLenum BumpTarget;
1422 GLfloat RotMatrix[4]; /* 2x2 matrix */
1423
1424 /** Current sampler object (GL_ARB_sampler_objects) */
1425 struct gl_sampler_object *Sampler;
1426
1427 /**
1428 * \name GL_EXT_texture_env_combine
1429 */
1430 struct gl_tex_env_combine_state Combine;
1431
1432 /**
1433 * Derived state based on \c EnvMode and the \c BaseFormat of the
1434 * currently enabled texture.
1435 */
1436 struct gl_tex_env_combine_state _EnvMode;
1437
1438 /**
1439 * Currently enabled combiner state. This will point to either
1440 * \c Combine or \c _EnvMode.
1441 */
1442 struct gl_tex_env_combine_state *_CurrentCombine;
1443
1444 /** Current texture object pointers */
1445 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1446
1447 /** Points to highest priority, complete and enabled texture object */
1448 struct gl_texture_object *_Current;
1449 };
1450
1451
1452 /**
1453 * Texture attribute group (GL_TEXTURE_BIT).
1454 */
1455 struct gl_texture_attrib
1456 {
1457 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1458 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1459
1460 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1461
1462 /** GL_ARB_texture_buffer_object */
1463 struct gl_buffer_object *BufferObject;
1464
1465 /** GL_ARB_seamless_cubemap */
1466 GLboolean CubeMapSeamless;
1467
1468 /** Texture units/samplers used by vertex or fragment texturing */
1469 GLbitfield _EnabledUnits;
1470
1471 /** Texture coord units/sets used for fragment texturing */
1472 GLbitfield _EnabledCoordUnits;
1473
1474 /** Texture coord units that have texgen enabled */
1475 GLbitfield _TexGenEnabled;
1476
1477 /** Texture coord units that have non-identity matrices */
1478 GLbitfield _TexMatEnabled;
1479
1480 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1481 GLbitfield _GenFlags;
1482 };
1483
1484
1485 /**
1486 * Data structure representing a single clip plane (e.g. one of the elements
1487 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1488 */
1489 typedef GLfloat gl_clip_plane[4];
1490
1491
1492 /**
1493 * Transformation attribute group (GL_TRANSFORM_BIT).
1494 */
1495 struct gl_transform_attrib
1496 {
1497 GLenum MatrixMode; /**< Matrix mode */
1498 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1499 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1500 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1501 GLboolean Normalize; /**< Normalize all normals? */
1502 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1503 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1504 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1505
1506 GLfloat CullEyePos[4];
1507 GLfloat CullObjPos[4];
1508 };
1509
1510
1511 /**
1512 * Viewport attribute group (GL_VIEWPORT_BIT).
1513 */
1514 struct gl_viewport_attrib
1515 {
1516 GLint X, Y; /**< position */
1517 GLsizei Width, Height; /**< size */
1518 GLfloat Near, Far; /**< Depth buffer range */
1519 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1520 };
1521
1522
1523 /**
1524 * GL_ARB_vertex/pixel_buffer_object buffer object
1525 */
1526 struct gl_buffer_object
1527 {
1528 _glthread_Mutex Mutex;
1529 GLint RefCount;
1530 GLuint Name;
1531 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1532 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1533 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1534 /** Fields describing a mapped buffer */
1535 /*@{*/
1536 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1537 GLvoid *Pointer; /**< User-space address of mapping */
1538 GLintptr Offset; /**< Mapped offset */
1539 GLsizeiptr Length; /**< Mapped length */
1540 /*@}*/
1541 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1542 GLboolean Written; /**< Ever written to? (for debugging) */
1543 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1544 };
1545
1546
1547 /**
1548 * Client pixel packing/unpacking attributes
1549 */
1550 struct gl_pixelstore_attrib
1551 {
1552 GLint Alignment;
1553 GLint RowLength;
1554 GLint SkipPixels;
1555 GLint SkipRows;
1556 GLint ImageHeight;
1557 GLint SkipImages;
1558 GLboolean SwapBytes;
1559 GLboolean LsbFirst;
1560 GLboolean Invert; /**< GL_MESA_pack_invert */
1561 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1562 };
1563
1564
1565 /**
1566 * Client vertex array attributes
1567 */
1568 struct gl_client_array
1569 {
1570 GLint Size; /**< components per element (1,2,3,4) */
1571 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1572 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1573 GLsizei Stride; /**< user-specified stride */
1574 GLsizei StrideB; /**< actual stride in bytes */
1575 const GLubyte *Ptr; /**< Points to array data */
1576 GLboolean Enabled; /**< Enabled flag is a boolean */
1577 GLboolean Normalized; /**< GL_ARB_vertex_program */
1578 GLboolean Integer; /**< Integer-valued? */
1579 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1580 GLuint _ElementSize; /**< size of each element in bytes */
1581
1582 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1583 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1584 };
1585
1586
1587 /**
1588 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1589 * extension, but a nice encapsulation in any case.
1590 */
1591 struct gl_array_object
1592 {
1593 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1594 GLuint Name;
1595
1596 GLint RefCount;
1597 _glthread_Mutex Mutex;
1598 GLboolean VBOonly; /**< require all arrays to live in VBOs? */
1599
1600 /** Conventional vertex arrays */
1601 /*@{*/
1602 struct gl_client_array Vertex;
1603 struct gl_client_array Weight;
1604 struct gl_client_array Normal;
1605 struct gl_client_array Color;
1606 struct gl_client_array SecondaryColor;
1607 struct gl_client_array FogCoord;
1608 struct gl_client_array Index;
1609 struct gl_client_array EdgeFlag;
1610 struct gl_client_array TexCoord[MAX_TEXTURE_COORD_UNITS];
1611 struct gl_client_array PointSize;
1612 /*@}*/
1613
1614 /**
1615 * Generic arrays for vertex programs/shaders.
1616 * For NV vertex programs, these attributes alias and take priority
1617 * over the conventional attribs above. For ARB vertex programs and
1618 * GLSL vertex shaders, these attributes are separate.
1619 */
1620 struct gl_client_array VertexAttrib[MAX_VERTEX_GENERIC_ATTRIBS];
1621
1622 /** Mask of _NEW_ARRAY_* values indicating which arrays are enabled */
1623 GLbitfield _Enabled;
1624
1625 /**
1626 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1627 * we can determine the max legal (in bounds) glDrawElements array index.
1628 */
1629 GLuint _MaxElement;
1630 };
1631
1632
1633 /**
1634 * Vertex array state
1635 */
1636 struct gl_array_attrib
1637 {
1638 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1639 struct gl_array_object *ArrayObj;
1640
1641 /** The default vertex array object */
1642 struct gl_array_object *DefaultArrayObj;
1643
1644 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1645 struct _mesa_HashTable *Objects;
1646
1647 GLint ActiveTexture; /**< Client Active Texture */
1648 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1649 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1650
1651 /** GL 3.1 (slightly different from GL_NV_primitive_restart) */
1652 GLboolean PrimitiveRestart;
1653 GLuint RestartIndex;
1654
1655 GLbitfield NewState; /**< mask of _NEW_ARRAY_* values */
1656 GLboolean RebindArrays; /**< whether the VBO module should rebind arrays */
1657
1658 /* GL_ARB_vertex_buffer_object */
1659 struct gl_buffer_object *ArrayBufferObj;
1660 struct gl_buffer_object *ElementArrayBufferObj;
1661 };
1662
1663
1664 /**
1665 * Feedback buffer state
1666 */
1667 struct gl_feedback
1668 {
1669 GLenum Type;
1670 GLbitfield _Mask; /**< FB_* bits */
1671 GLfloat *Buffer;
1672 GLuint BufferSize;
1673 GLuint Count;
1674 };
1675
1676
1677 /**
1678 * Selection buffer state
1679 */
1680 struct gl_selection
1681 {
1682 GLuint *Buffer; /**< selection buffer */
1683 GLuint BufferSize; /**< size of the selection buffer */
1684 GLuint BufferCount; /**< number of values in the selection buffer */
1685 GLuint Hits; /**< number of records in the selection buffer */
1686 GLuint NameStackDepth; /**< name stack depth */
1687 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1688 GLboolean HitFlag; /**< hit flag */
1689 GLfloat HitMinZ; /**< minimum hit depth */
1690 GLfloat HitMaxZ; /**< maximum hit depth */
1691 };
1692
1693
1694 /**
1695 * 1-D Evaluator control points
1696 */
1697 struct gl_1d_map
1698 {
1699 GLuint Order; /**< Number of control points */
1700 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1701 GLfloat *Points; /**< Points to contiguous control points */
1702 };
1703
1704
1705 /**
1706 * 2-D Evaluator control points
1707 */
1708 struct gl_2d_map
1709 {
1710 GLuint Uorder; /**< Number of control points in U dimension */
1711 GLuint Vorder; /**< Number of control points in V dimension */
1712 GLfloat u1, u2, du;
1713 GLfloat v1, v2, dv;
1714 GLfloat *Points; /**< Points to contiguous control points */
1715 };
1716
1717
1718 /**
1719 * All evaluator control point state
1720 */
1721 struct gl_evaluators
1722 {
1723 /**
1724 * \name 1-D maps
1725 */
1726 /*@{*/
1727 struct gl_1d_map Map1Vertex3;
1728 struct gl_1d_map Map1Vertex4;
1729 struct gl_1d_map Map1Index;
1730 struct gl_1d_map Map1Color4;
1731 struct gl_1d_map Map1Normal;
1732 struct gl_1d_map Map1Texture1;
1733 struct gl_1d_map Map1Texture2;
1734 struct gl_1d_map Map1Texture3;
1735 struct gl_1d_map Map1Texture4;
1736 struct gl_1d_map Map1Attrib[16]; /**< GL_NV_vertex_program */
1737 /*@}*/
1738
1739 /**
1740 * \name 2-D maps
1741 */
1742 /*@{*/
1743 struct gl_2d_map Map2Vertex3;
1744 struct gl_2d_map Map2Vertex4;
1745 struct gl_2d_map Map2Index;
1746 struct gl_2d_map Map2Color4;
1747 struct gl_2d_map Map2Normal;
1748 struct gl_2d_map Map2Texture1;
1749 struct gl_2d_map Map2Texture2;
1750 struct gl_2d_map Map2Texture3;
1751 struct gl_2d_map Map2Texture4;
1752 struct gl_2d_map Map2Attrib[16]; /**< GL_NV_vertex_program */
1753 /*@}*/
1754 };
1755
1756
1757 /**
1758 * Names of the various vertex/fragment program register files, etc.
1759 *
1760 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1761 * All values should fit in a 4-bit field.
1762 *
1763 * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR, PROGRAM_NAMED_PARAM,
1764 * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1765 * be "uniform" variables since they can only be set outside glBegin/End.
1766 * They're also all stored in the same Parameters array.
1767 */
1768 typedef enum
1769 {
1770 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1771 PROGRAM_INPUT, /**< machine->Inputs[] */
1772 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1773 PROGRAM_VARYING, /**< machine->Inputs[]/Outputs[] */
1774 PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
1775 PROGRAM_ENV_PARAM, /**< gl_program->Parameters[] */
1776 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1777 PROGRAM_NAMED_PARAM, /**< gl_program->Parameters[] */
1778 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1779 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1780 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1781 PROGRAM_ADDRESS, /**< machine->AddressReg */
1782 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1783 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1784 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1785 PROGRAM_FILE_MAX
1786 } gl_register_file;
1787
1788
1789 /**
1790 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1791 * one of these values.
1792 */
1793 typedef enum
1794 {
1795 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
1796 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
1797 SYSTEM_VALUE_MAX /**< Number of values */
1798 } gl_system_value;
1799
1800
1801 /**
1802 * The possible interpolation qualifiers that can be applied to a fragment
1803 * shader input in GLSL.
1804 *
1805 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
1806 * gl_fragment_program data structure to 0 causes the default behavior.
1807 */
1808 enum glsl_interp_qualifier
1809 {
1810 INTERP_QUALIFIER_NONE = 0,
1811 INTERP_QUALIFIER_SMOOTH,
1812 INTERP_QUALIFIER_FLAT,
1813 INTERP_QUALIFIER_NOPERSPECTIVE
1814 };
1815
1816
1817 /** Vertex and fragment instructions */
1818 struct prog_instruction;
1819 struct gl_program_parameter_list;
1820 struct gl_uniform_list;
1821
1822
1823 /**
1824 * Base class for any kind of program object
1825 */
1826 struct gl_program
1827 {
1828 GLuint Id;
1829 GLubyte *String; /**< Null-terminated program text */
1830 GLint RefCount;
1831 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_FRAGMENT_PROGRAM_NV */
1832 GLenum Format; /**< String encoding format */
1833 GLboolean Resident;
1834
1835 struct prog_instruction *Instructions;
1836
1837 GLbitfield InputsRead; /**< Bitmask of which input regs are read */
1838 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1839 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1840 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
1841 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
1842 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1843 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1844 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1845
1846
1847 /** Named parameters, constants, etc. from program text */
1848 struct gl_program_parameter_list *Parameters;
1849 /** Numbered local parameters */
1850 GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
1851
1852 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1853 GLubyte SamplerUnits[MAX_SAMPLERS];
1854 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
1855 gl_texture_index SamplerTargets[MAX_SAMPLERS];
1856
1857 /** Bitmask of which register files are read/written with indirect
1858 * addressing. Mask of (1 << PROGRAM_x) bits.
1859 */
1860 GLbitfield IndirectRegisterFiles;
1861
1862 /** Logical counts */
1863 /*@{*/
1864 GLuint NumInstructions;
1865 GLuint NumTemporaries;
1866 GLuint NumParameters;
1867 GLuint NumAttributes;
1868 GLuint NumAddressRegs;
1869 GLuint NumAluInstructions;
1870 GLuint NumTexInstructions;
1871 GLuint NumTexIndirections;
1872 /*@}*/
1873 /** Native, actual h/w counts */
1874 /*@{*/
1875 GLuint NumNativeInstructions;
1876 GLuint NumNativeTemporaries;
1877 GLuint NumNativeParameters;
1878 GLuint NumNativeAttributes;
1879 GLuint NumNativeAddressRegs;
1880 GLuint NumNativeAluInstructions;
1881 GLuint NumNativeTexInstructions;
1882 GLuint NumNativeTexIndirections;
1883 /*@}*/
1884 };
1885
1886
1887 /** Vertex program object */
1888 struct gl_vertex_program
1889 {
1890 struct gl_program Base; /**< base class */
1891 GLboolean IsNVProgram; /**< is this a GL_NV_vertex_program program? */
1892 GLboolean IsPositionInvariant;
1893 GLboolean UsesClipDistance;
1894 };
1895
1896
1897 /** Geometry program object */
1898 struct gl_geometry_program
1899 {
1900 struct gl_program Base; /**< base class */
1901
1902 GLint VerticesOut;
1903 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
1904 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
1905 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
1906 };
1907
1908
1909 /** Fragment program object */
1910 struct gl_fragment_program
1911 {
1912 struct gl_program Base; /**< base class */
1913 GLboolean UsesKill; /**< shader uses KIL instruction */
1914 GLboolean OriginUpperLeft;
1915 GLboolean PixelCenterInteger;
1916 enum gl_frag_depth_layout FragDepthLayout;
1917
1918 /**
1919 * GLSL interpolation qualifier associated with each fragment shader input.
1920 * For inputs that do not have an interpolation qualifier specified in
1921 * GLSL, the value is INTERP_QUALIFIER_NONE.
1922 */
1923 enum glsl_interp_qualifier InterpQualifier[FRAG_ATTRIB_MAX];
1924 };
1925
1926
1927 /**
1928 * State common to vertex and fragment programs.
1929 */
1930 struct gl_program_state
1931 {
1932 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
1933 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
1934 };
1935
1936
1937 /**
1938 * Context state for vertex programs.
1939 */
1940 struct gl_vertex_program_state
1941 {
1942 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
1943 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
1944 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
1945 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
1946 /** Computed two sided lighting for fixed function/programs. */
1947 GLboolean _TwoSideEnabled;
1948 struct gl_vertex_program *Current; /**< User-bound vertex program */
1949
1950 /** Currently enabled and valid vertex program (including internal
1951 * programs, user-defined vertex programs and GLSL vertex shaders).
1952 * This is the program we must use when rendering.
1953 */
1954 struct gl_vertex_program *_Current;
1955
1956 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1957
1958 /* For GL_NV_vertex_program only: */
1959 GLenum TrackMatrix[MAX_PROGRAM_ENV_PARAMS / 4];
1960 GLenum TrackMatrixTransform[MAX_PROGRAM_ENV_PARAMS / 4];
1961
1962 /** Should fixed-function T&L be implemented with a vertex prog? */
1963 GLboolean _MaintainTnlProgram;
1964
1965 /** Program to emulate fixed-function T&L (see above) */
1966 struct gl_vertex_program *_TnlProgram;
1967
1968 /** Cache of fixed-function programs */
1969 struct gl_program_cache *Cache;
1970
1971 GLboolean _Overriden;
1972 };
1973
1974
1975 /**
1976 * Context state for geometry programs.
1977 */
1978 struct gl_geometry_program_state
1979 {
1980 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
1981 GLboolean _Enabled; /**< Enabled and valid program? */
1982 struct gl_geometry_program *Current; /**< user-bound geometry program */
1983
1984 /** Currently enabled and valid program (including internal programs
1985 * and compiled shader programs).
1986 */
1987 struct gl_geometry_program *_Current;
1988
1989 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1990
1991 /** Cache of fixed-function programs */
1992 struct gl_program_cache *Cache;
1993 };
1994
1995 /**
1996 * Context state for fragment programs.
1997 */
1998 struct gl_fragment_program_state
1999 {
2000 GLboolean Enabled; /**< User-set fragment program enable flag */
2001 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2002 struct gl_fragment_program *Current; /**< User-bound fragment program */
2003
2004 /** Currently enabled and valid fragment program (including internal
2005 * programs, user-defined fragment programs and GLSL fragment shaders).
2006 * This is the program we must use when rendering.
2007 */
2008 struct gl_fragment_program *_Current;
2009
2010 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2011
2012 /** Should fixed-function texturing be implemented with a fragment prog? */
2013 GLboolean _MaintainTexEnvProgram;
2014
2015 /** Program to emulate fixed-function texture env/combine (see above) */
2016 struct gl_fragment_program *_TexEnvProgram;
2017
2018 /** Cache of fixed-function programs */
2019 struct gl_program_cache *Cache;
2020 };
2021
2022
2023 /**
2024 * ATI_fragment_shader runtime state
2025 */
2026 #define ATI_FS_INPUT_PRIMARY 0
2027 #define ATI_FS_INPUT_SECONDARY 1
2028
2029 struct atifs_instruction;
2030 struct atifs_setupinst;
2031
2032 /**
2033 * ATI fragment shader
2034 */
2035 struct ati_fragment_shader
2036 {
2037 GLuint Id;
2038 GLint RefCount;
2039 struct atifs_instruction *Instructions[2];
2040 struct atifs_setupinst *SetupInst[2];
2041 GLfloat Constants[8][4];
2042 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2043 GLubyte numArithInstr[2];
2044 GLubyte regsAssigned[2];
2045 GLubyte NumPasses; /**< 1 or 2 */
2046 GLubyte cur_pass;
2047 GLubyte last_optype;
2048 GLboolean interpinp1;
2049 GLboolean isValid;
2050 GLuint swizzlerq;
2051 };
2052
2053 /**
2054 * Context state for GL_ATI_fragment_shader
2055 */
2056 struct gl_ati_fragment_shader_state
2057 {
2058 GLboolean Enabled;
2059 GLboolean _Enabled; /**< enabled and valid shader? */
2060 GLboolean Compiling;
2061 GLfloat GlobalConstants[8][4];
2062 struct ati_fragment_shader *Current;
2063 };
2064
2065
2066 /**
2067 * Occlusion/timer query object.
2068 */
2069 struct gl_query_object
2070 {
2071 GLenum Target; /**< The query target, when active */
2072 GLuint Id; /**< hash table ID/name */
2073 GLuint64EXT Result; /**< the counter */
2074 GLboolean Active; /**< inside Begin/EndQuery */
2075 GLboolean Ready; /**< result is ready? */
2076 };
2077
2078
2079 /**
2080 * Context state for query objects.
2081 */
2082 struct gl_query_state
2083 {
2084 struct _mesa_HashTable *QueryObjects;
2085 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2086 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2087
2088 /** GL_NV_conditional_render */
2089 struct gl_query_object *CondRenderQuery;
2090
2091 /** GL_EXT_transform_feedback */
2092 struct gl_query_object *PrimitivesGenerated;
2093 struct gl_query_object *PrimitivesWritten;
2094
2095 /** GL_ARB_timer_query */
2096 struct gl_query_object *TimeElapsed;
2097
2098 GLenum CondRenderMode;
2099 };
2100
2101
2102 /** Sync object state */
2103 struct gl_sync_object {
2104 struct simple_node link;
2105 GLenum Type; /**< GL_SYNC_FENCE */
2106 GLuint Name; /**< Fence name */
2107 GLint RefCount; /**< Reference count */
2108 GLboolean DeletePending; /**< Object was deleted while there were still
2109 * live references (e.g., sync not yet finished)
2110 */
2111 GLenum SyncCondition;
2112 GLbitfield Flags; /**< Flags passed to glFenceSync */
2113 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2114 };
2115
2116
2117 /** Set by #pragma directives */
2118 struct gl_sl_pragmas
2119 {
2120 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2121 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2122 GLboolean Optimize; /**< defaults on */
2123 GLboolean Debug; /**< defaults off */
2124 };
2125
2126
2127 /**
2128 * A GLSL vertex or fragment shader object.
2129 */
2130 struct gl_shader
2131 {
2132 GLenum Type; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB (first field!) */
2133 GLuint Name; /**< AKA the handle */
2134 GLint RefCount; /**< Reference count */
2135 GLboolean DeletePending;
2136 GLboolean CompileStatus;
2137 const GLchar *Source; /**< Source code string */
2138 GLuint SourceChecksum; /**< for debug/logging purposes */
2139 struct gl_program *Program; /**< Post-compile assembly code */
2140 GLchar *InfoLog;
2141 struct gl_sl_pragmas Pragmas;
2142
2143 unsigned Version; /**< GLSL version used for linking */
2144
2145 struct exec_list *ir;
2146 struct glsl_symbol_table *symbols;
2147
2148 /** Shaders containing built-in functions that are used for linking. */
2149 struct gl_shader *builtins_to_link[16];
2150 unsigned num_builtins_to_link;
2151 };
2152
2153
2154 /**
2155 * A GLSL program object.
2156 * Basically a linked collection of vertex and fragment shaders.
2157 */
2158 struct gl_shader_program
2159 {
2160 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2161 GLuint Name; /**< aka handle or ID */
2162 GLint RefCount; /**< Reference count */
2163 GLboolean DeletePending;
2164
2165 /**
2166 * Flags that the linker should not reject the program if it lacks
2167 * a vertex or fragment shader. GLES2 doesn't allow separate
2168 * shader objects, and would reject them. However, we internally
2169 * build separate shader objects for fixed function programs, which
2170 * we use for drivers/common/meta.c and for handling
2171 * _mesa_update_state with no program bound (for example in
2172 * glClear()).
2173 */
2174 GLboolean InternalSeparateShader;
2175
2176 GLuint NumShaders; /**< number of attached shaders */
2177 struct gl_shader **Shaders; /**< List of attached the shaders */
2178
2179 /**
2180 * User-defined attribute bindings
2181 *
2182 * These are set via \c glBindAttribLocation and are used to direct the
2183 * GLSL linker. These are \b not the values used in the compiled shader,
2184 * and they are \b not the values returned by \c glGetAttribLocation.
2185 */
2186 struct string_to_uint_map *AttributeBindings;
2187
2188 /** Transform feedback varyings */
2189 struct {
2190 GLenum BufferMode;
2191 GLuint NumVarying;
2192 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2193 } TransformFeedback;
2194
2195 /** Geometry shader state - copied into gl_geometry_program at link time */
2196 struct {
2197 GLint VerticesOut;
2198 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2199 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2200 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2201 } Geom;
2202
2203 /** Vertex shader state - copied into gl_vertex_program at link time */
2204 struct {
2205 GLboolean UsesClipDistance; /**< True if gl_ClipDistance is written to. */
2206 } Vert;
2207
2208 /* post-link info: */
2209 unsigned NumUserUniformStorage;
2210 struct gl_uniform_storage *UniformStorage;
2211
2212 /**
2213 * Map of active uniform names to locations
2214 *
2215 * Maps any active uniform that is not an array element to a location.
2216 * Each active uniform, including individual structure members will appear
2217 * in this map. This roughly corresponds to the set of names that would be
2218 * enumerated by \c glGetActiveUniform.
2219 */
2220 struct string_to_uint_map *UniformHash;
2221
2222 /**
2223 * Map from sampler unit to texture unit (set by glUniform1i())
2224 *
2225 * A sampler unit is associated with each sampler uniform by the linker.
2226 * The sampler unit associated with each uniform is stored in the
2227 * \c gl_uniform_storage::sampler field.
2228 */
2229 GLubyte SamplerUnits[MAX_SAMPLERS];
2230 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2231 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2232
2233 struct gl_program_parameter_list *Varying;
2234 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2235 GLboolean Validated;
2236 GLboolean _Used; /**< Ever used for drawing? */
2237 GLchar *InfoLog;
2238
2239 unsigned Version; /**< GLSL version used for linking */
2240
2241 /**
2242 * Per-stage shaders resulting from the first stage of linking.
2243 *
2244 * Set of linked shaders for this program. The array is accessed using the
2245 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2246 * \c NULL.
2247 */
2248 struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES];
2249 };
2250
2251
2252 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2253 #define GLSL_LOG 0x2 /**< Write shaders to files */
2254 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2255 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2256 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2257 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2258 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2259 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2260
2261
2262 /**
2263 * Context state for GLSL vertex/fragment shaders.
2264 */
2265 struct gl_shader_state
2266 {
2267 /**
2268 * Programs used for rendering
2269 *
2270 * There is a separate program set for each shader stage. If
2271 * GL_EXT_separate_shader_objects is not supported, each of these must point
2272 * to \c NULL or to the same program.
2273 */
2274 struct gl_shader_program *CurrentVertexProgram;
2275 struct gl_shader_program *CurrentGeometryProgram;
2276 struct gl_shader_program *CurrentFragmentProgram;
2277
2278 /**
2279 * Program used by glUniform calls.
2280 *
2281 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2282 */
2283 struct gl_shader_program *ActiveProgram;
2284
2285 GLbitfield Flags; /**< Mask of GLSL_x flags */
2286 };
2287
2288 /**
2289 * Compiler options for a single GLSL shaders type
2290 */
2291 struct gl_shader_compiler_options
2292 {
2293 /** Driver-selectable options: */
2294 GLboolean EmitCondCodes; /**< Use condition codes? */
2295 GLboolean EmitNVTempInitialization; /**< 0-fill NV temp registers */
2296 GLboolean EmitNoLoops;
2297 GLboolean EmitNoFunctions;
2298 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2299 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2300 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2301 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2302 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2303
2304 /**
2305 * \name Forms of indirect addressing the driver cannot do.
2306 */
2307 /*@{*/
2308 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2309 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2310 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2311 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2312 /*@}*/
2313
2314 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2315 GLuint MaxUnrollIterations;
2316
2317 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2318 };
2319
2320 /**
2321 * Transform feedback object state
2322 */
2323 struct gl_transform_feedback_object
2324 {
2325 GLuint Name; /**< AKA the object ID */
2326 GLint RefCount;
2327 GLboolean Active; /**< Is transform feedback enabled? */
2328 GLboolean Paused; /**< Is transform feedback paused? */
2329
2330 /** The feedback buffers */
2331 GLuint BufferNames[MAX_FEEDBACK_ATTRIBS];
2332 struct gl_buffer_object *Buffers[MAX_FEEDBACK_ATTRIBS];
2333
2334 /** Start of feedback data in dest buffer */
2335 GLintptr Offset[MAX_FEEDBACK_ATTRIBS];
2336 /** Max data to put into dest buffer (in bytes) */
2337 GLsizeiptr Size[MAX_FEEDBACK_ATTRIBS];
2338 };
2339
2340
2341 /**
2342 * Context state for transform feedback.
2343 */
2344 struct gl_transform_feedback
2345 {
2346 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
2347
2348 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
2349
2350 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
2351 struct gl_buffer_object *CurrentBuffer;
2352
2353 /** The table of all transform feedback objects */
2354 struct _mesa_HashTable *Objects;
2355
2356 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
2357 struct gl_transform_feedback_object *CurrentObject;
2358
2359 /** The default xform-fb object (Name==0) */
2360 struct gl_transform_feedback_object *DefaultObject;
2361 };
2362
2363
2364
2365 /**
2366 * State which can be shared by multiple contexts:
2367 */
2368 struct gl_shared_state
2369 {
2370 _glthread_Mutex Mutex; /**< for thread safety */
2371 GLint RefCount; /**< Reference count */
2372 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2373 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2374
2375 /** Default texture objects (shared by all texture units) */
2376 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2377
2378 /** Fallback texture used when a bound texture is incomplete */
2379 struct gl_texture_object *FallbackTex;
2380
2381 /**
2382 * \name Thread safety and statechange notification for texture
2383 * objects.
2384 *
2385 * \todo Improve the granularity of locking.
2386 */
2387 /*@{*/
2388 _glthread_Mutex TexMutex; /**< texobj thread safety */
2389 GLuint TextureStateStamp; /**< state notification for shared tex */
2390 /*@}*/
2391
2392 /** Default buffer object for vertex arrays that aren't in VBOs */
2393 struct gl_buffer_object *NullBufferObj;
2394
2395 /**
2396 * \name Vertex/geometry/fragment programs
2397 */
2398 /*@{*/
2399 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2400 struct gl_vertex_program *DefaultVertexProgram;
2401 struct gl_fragment_program *DefaultFragmentProgram;
2402 struct gl_geometry_program *DefaultGeometryProgram;
2403 /*@}*/
2404
2405 /* GL_ATI_fragment_shader */
2406 struct _mesa_HashTable *ATIShaders;
2407 struct ati_fragment_shader *DefaultFragmentShader;
2408
2409 struct _mesa_HashTable *BufferObjects;
2410
2411 /** Table of both gl_shader and gl_shader_program objects */
2412 struct _mesa_HashTable *ShaderObjects;
2413
2414 /* GL_EXT_framebuffer_object */
2415 struct _mesa_HashTable *RenderBuffers;
2416 struct _mesa_HashTable *FrameBuffers;
2417
2418 /* GL_ARB_sync */
2419 struct simple_node SyncObjects;
2420
2421 /** GL_ARB_sampler_objects */
2422 struct _mesa_HashTable *SamplerObjects;
2423
2424 void *DriverData; /**< Device driver shared state */
2425 };
2426
2427
2428
2429
2430 /**
2431 * A renderbuffer stores colors or depth values or stencil values.
2432 * A framebuffer object will have a collection of these.
2433 * Data are read/written to the buffer with a handful of Get/Put functions.
2434 *
2435 * Instances of this object are allocated with the Driver's NewRenderbuffer
2436 * hook. Drivers will likely wrap this class inside a driver-specific
2437 * class to simulate inheritance.
2438 */
2439 struct gl_renderbuffer
2440 {
2441 _glthread_Mutex Mutex; /**< for thread safety */
2442 GLuint ClassID; /**< Useful for drivers */
2443 GLuint Name;
2444 GLint RefCount;
2445 GLuint Width, Height;
2446 GLint RowStride; /**< Padded width in units of pixels */
2447 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2448
2449 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
2450
2451 GLubyte NumSamples;
2452
2453 GLenum InternalFormat; /**< The user-specified format */
2454 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2455 GL_STENCIL_INDEX. */
2456 gl_format Format; /**< The actual renderbuffer memory format */
2457
2458 GLenum DataType; /**< Type of values passed to the Get/Put functions */
2459 GLvoid *Data; /**< This may not be used by some kinds of RBs */
2460
2461 /* Used to wrap one renderbuffer around another: */
2462 struct gl_renderbuffer *Wrapped;
2463
2464 /* Delete this renderbuffer */
2465 void (*Delete)(struct gl_renderbuffer *rb);
2466
2467 /* Allocate new storage for this renderbuffer */
2468 GLboolean (*AllocStorage)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2469 GLenum internalFormat,
2470 GLuint width, GLuint height);
2471
2472 /* Lock/Unlock are called before/after calling the Get/Put functions.
2473 * Not sure this is the right place for these yet.
2474 void (*Lock)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2475 void (*Unlock)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2476 */
2477
2478 /* Return a pointer to the element/pixel at (x,y).
2479 * Should return NULL if the buffer memory can't be directly addressed.
2480 */
2481 void *(*GetPointer)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2482 GLint x, GLint y);
2483
2484 /* Get/Read a row of values.
2485 * The values will be of format _BaseFormat and type DataType.
2486 */
2487 void (*GetRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2488 GLint x, GLint y, void *values);
2489
2490 /* Get/Read values at arbitrary locations.
2491 * The values will be of format _BaseFormat and type DataType.
2492 */
2493 void (*GetValues)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2494 const GLint x[], const GLint y[], void *values);
2495
2496 /* Put/Write a row of values.
2497 * The values will be of format _BaseFormat and type DataType.
2498 */
2499 void (*PutRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2500 GLint x, GLint y, const void *values, const GLubyte *mask);
2501
2502 /* Put/Write a row of RGB values. This is a special-case routine that's
2503 * only used for RGBA renderbuffers when the source data is GL_RGB. That's
2504 * a common case for glDrawPixels and some triangle routines.
2505 * The values will be of format GL_RGB and type DataType.
2506 */
2507 void (*PutRowRGB)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2508 GLint x, GLint y, const void *values, const GLubyte *mask);
2509
2510
2511 /* Put/Write a row of identical values.
2512 * The values will be of format _BaseFormat and type DataType.
2513 */
2514 void (*PutMonoRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2515 GLint x, GLint y, const void *value, const GLubyte *mask);
2516
2517 /* Put/Write values at arbitrary locations.
2518 * The values will be of format _BaseFormat and type DataType.
2519 */
2520 void (*PutValues)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2521 const GLint x[], const GLint y[], const void *values,
2522 const GLubyte *mask);
2523 /* Put/Write identical values at arbitrary locations.
2524 * The values will be of format _BaseFormat and type DataType.
2525 */
2526 void (*PutMonoValues)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2527 GLuint count, const GLint x[], const GLint y[],
2528 const void *value, const GLubyte *mask);
2529 };
2530
2531
2532 /**
2533 * A renderbuffer attachment points to either a texture object (and specifies
2534 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2535 */
2536 struct gl_renderbuffer_attachment
2537 {
2538 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2539 GLboolean Complete;
2540
2541 /**
2542 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2543 * application supplied renderbuffer object.
2544 */
2545 struct gl_renderbuffer *Renderbuffer;
2546
2547 /**
2548 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2549 * supplied texture object.
2550 */
2551 struct gl_texture_object *Texture;
2552 GLuint TextureLevel; /**< Attached mipmap level. */
2553 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2554 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2555 * and 2D array textures */
2556 };
2557
2558
2559 /**
2560 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2561 * In C++ terms, think of this as a base class from which device drivers
2562 * will make derived classes.
2563 */
2564 struct gl_framebuffer
2565 {
2566 _glthread_Mutex Mutex; /**< for thread safety */
2567 /**
2568 * If zero, this is a window system framebuffer. If non-zero, this
2569 * is a FBO framebuffer; note that for some devices (i.e. those with
2570 * a natural pixel coordinate system for FBOs that differs from the
2571 * OpenGL/Mesa coordinate system), this means that the viewport,
2572 * polygon face orientation, and polygon stipple will have to be inverted.
2573 */
2574 GLuint Name;
2575
2576 GLint RefCount;
2577 GLboolean DeletePending;
2578
2579 /**
2580 * The framebuffer's visual. Immutable if this is a window system buffer.
2581 * Computed from attachments if user-made FBO.
2582 */
2583 struct gl_config Visual;
2584
2585 GLboolean Initialized;
2586
2587 GLuint Width, Height; /**< size of frame buffer in pixels */
2588
2589 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2590 /*@{*/
2591 GLint _Xmin, _Xmax; /**< inclusive */
2592 GLint _Ymin, _Ymax; /**< exclusive */
2593 /*@}*/
2594
2595 /** \name Derived Z buffer stuff */
2596 /*@{*/
2597 GLuint _DepthMax; /**< Max depth buffer value */
2598 GLfloat _DepthMaxF; /**< Float max depth buffer value */
2599 GLfloat _MRD; /**< minimum resolvable difference in Z values */
2600 /*@}*/
2601
2602 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2603 GLenum _Status;
2604
2605 /** Integer color values */
2606 GLboolean _IntegerColor;
2607
2608 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2609 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2610
2611 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2612 * attribute group and GL_PIXEL attribute group, respectively.
2613 */
2614 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
2615 GLenum ColorReadBuffer;
2616
2617 /** Computed from ColorDraw/ReadBuffer above */
2618 GLuint _NumColorDrawBuffers;
2619 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
2620 GLint _ColorReadBufferIndex; /* -1 = None */
2621 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
2622 struct gl_renderbuffer *_ColorReadBuffer;
2623
2624 /** The Actual depth/stencil buffers to use. May be wrappers around the
2625 * depth/stencil buffers attached above. */
2626 struct gl_renderbuffer *_DepthBuffer;
2627 struct gl_renderbuffer *_StencilBuffer;
2628
2629 /** Delete this framebuffer */
2630 void (*Delete)(struct gl_framebuffer *fb);
2631 };
2632
2633
2634 /**
2635 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
2636 */
2637 struct gl_precision
2638 {
2639 GLushort RangeMin; /**< min value exponent */
2640 GLushort RangeMax; /**< max value exponent */
2641 GLushort Precision; /**< number of mantissa bits */
2642 };
2643
2644
2645 /**
2646 * Limits for vertex, geometry and fragment programs/shaders.
2647 */
2648 struct gl_program_constants
2649 {
2650 /* logical limits */
2651 GLuint MaxInstructions;
2652 GLuint MaxAluInstructions;
2653 GLuint MaxTexInstructions;
2654 GLuint MaxTexIndirections;
2655 GLuint MaxAttribs;
2656 GLuint MaxTemps;
2657 GLuint MaxAddressRegs;
2658 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
2659 GLuint MaxParameters;
2660 GLuint MaxLocalParams;
2661 GLuint MaxEnvParams;
2662 /* native/hardware limits */
2663 GLuint MaxNativeInstructions;
2664 GLuint MaxNativeAluInstructions;
2665 GLuint MaxNativeTexInstructions;
2666 GLuint MaxNativeTexIndirections;
2667 GLuint MaxNativeAttribs;
2668 GLuint MaxNativeTemps;
2669 GLuint MaxNativeAddressRegs;
2670 GLuint MaxNativeParameters;
2671 /* For shaders */
2672 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
2673 /* ES 2.0 and GL_ARB_ES2_compatibility */
2674 struct gl_precision LowFloat, MediumFloat, HighFloat;
2675 struct gl_precision LowInt, MediumInt, HighInt;
2676 };
2677
2678
2679 /**
2680 * Constants which may be overridden by device driver during context creation
2681 * but are never changed after that.
2682 */
2683 struct gl_constants
2684 {
2685 GLint MaxTextureMbytes; /**< Max memory per image, in MB */
2686 GLint MaxTextureLevels; /**< Max mipmap levels. */
2687 GLint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
2688 GLint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
2689 GLint MaxArrayTextureLayers; /**< Max layers in array textures */
2690 GLint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
2691 GLuint MaxTextureCoordUnits;
2692 GLuint MaxTextureImageUnits;
2693 GLuint MaxVertexTextureImageUnits;
2694 GLuint MaxCombinedTextureImageUnits;
2695 GLuint MaxGeometryTextureImageUnits;
2696 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, ImageUnits) */
2697 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
2698 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
2699 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
2700
2701 GLuint MaxArrayLockSize;
2702
2703 GLint SubPixelBits;
2704
2705 GLfloat MinPointSize, MaxPointSize; /**< aliased */
2706 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
2707 GLfloat PointSizeGranularity;
2708 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
2709 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
2710 GLfloat LineWidthGranularity;
2711
2712 GLuint MaxColorTableSize;
2713
2714 GLuint MaxClipPlanes;
2715 GLuint MaxLights;
2716 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
2717 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
2718
2719 GLuint MaxViewportWidth, MaxViewportHeight;
2720
2721 struct gl_program_constants VertexProgram; /**< GL_ARB_vertex_program */
2722 struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
2723 struct gl_program_constants GeometryProgram; /**< GL_ARB_geometry_shader4 */
2724 GLuint MaxProgramMatrices;
2725 GLuint MaxProgramMatrixStackDepth;
2726
2727 /** vertex array / buffer object bounds checking */
2728 GLboolean CheckArrayBounds;
2729
2730 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
2731
2732 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
2733 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
2734 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
2735
2736 /** Number of varying vectors between vertex and fragment shaders */
2737 GLuint MaxVarying;
2738 GLuint MaxVertexVaryingComponents; /**< Between vert and geom shader */
2739 GLuint MaxGeometryVaryingComponents; /**< Between geom and frag shader */
2740
2741 /** GL_ARB_geometry_shader4 */
2742 GLuint MaxGeometryOutputVertices;
2743 GLuint MaxGeometryTotalOutputComponents;
2744
2745 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
2746
2747 /**
2748 * Does the driver support real 32-bit integers? (Otherwise, integers are
2749 * simulated via floats.)
2750 */
2751 GLboolean NativeIntegers;
2752
2753 /**
2754 * If the driver supports real 32-bit integers, what integer value should be
2755 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
2756 */
2757 GLuint UniformBooleanTrue;
2758
2759 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
2760 GLbitfield SupportedBumpUnits;
2761
2762 /**
2763 * Maximum amount of time, measured in nanseconds, that the server can wait.
2764 */
2765 GLuint64 MaxServerWaitTimeout;
2766
2767 /** GL_EXT_provoking_vertex */
2768 GLboolean QuadsFollowProvokingVertexConvention;
2769
2770 /** OpenGL version 3.0 */
2771 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
2772
2773 /** OpenGL version 3.2 */
2774 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
2775
2776 /** GL_EXT_transform_feedback */
2777 GLuint MaxTransformFeedbackSeparateAttribs;
2778 GLuint MaxTransformFeedbackSeparateComponents;
2779 GLuint MaxTransformFeedbackInterleavedComponents;
2780
2781 /** GL_EXT_gpu_shader4 */
2782 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
2783
2784 /* GL_EXT_framebuffer_sRGB */
2785 GLboolean sRGBCapable; /* can enable sRGB blend/update on FBOs */
2786
2787 /* GL_ARB_robustness */
2788 GLenum ResetStrategy;
2789
2790 /**
2791 * Whether the implementation strips out and ignores texture borders.
2792 *
2793 * Many GPU hardware implementations don't support rendering with texture
2794 * borders and mipmapped textures. (Note: not static border color, but the
2795 * old 1-pixel border around each edge). Implementations then have to do
2796 * slow fallbacks to be correct, or just ignore the border and be fast but
2797 * wrong. Setting the flag stripts the border off of TexImage calls,
2798 * providing "fast but wrong" at significantly reduced driver complexity.
2799 *
2800 * Texture borders are deprecated in GL 3.0.
2801 **/
2802 GLboolean StripTextureBorder;
2803 };
2804
2805
2806 /**
2807 * Enable flag for each OpenGL extension. Different device drivers will
2808 * enable different extensions at runtime.
2809 */
2810 struct gl_extensions
2811 {
2812 GLboolean dummy; /* don't remove this! */
2813 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
2814 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
2815 GLboolean ARB_ES2_compatibility;
2816 GLboolean ARB_blend_func_extended;
2817 GLboolean ARB_color_buffer_float;
2818 GLboolean ARB_copy_buffer;
2819 GLboolean ARB_depth_buffer_float;
2820 GLboolean ARB_depth_clamp;
2821 GLboolean ARB_depth_texture;
2822 GLboolean ARB_draw_buffers_blend;
2823 GLboolean ARB_draw_elements_base_vertex;
2824 GLboolean ARB_draw_instanced;
2825 GLboolean ARB_fragment_coord_conventions;
2826 GLboolean ARB_fragment_program;
2827 GLboolean ARB_fragment_program_shadow;
2828 GLboolean ARB_fragment_shader;
2829 GLboolean ARB_framebuffer_object;
2830 GLboolean ARB_explicit_attrib_location;
2831 GLboolean ARB_geometry_shader4;
2832 GLboolean ARB_half_float_pixel;
2833 GLboolean ARB_half_float_vertex;
2834 GLboolean ARB_instanced_arrays;
2835 GLboolean ARB_map_buffer_range;
2836 GLboolean ARB_occlusion_query;
2837 GLboolean ARB_occlusion_query2;
2838 GLboolean ARB_point_sprite;
2839 GLboolean ARB_sampler_objects;
2840 GLboolean ARB_seamless_cube_map;
2841 GLboolean ARB_shader_objects;
2842 GLboolean ARB_shader_stencil_export;
2843 GLboolean ARB_shader_texture_lod;
2844 GLboolean ARB_shading_language_100;
2845 GLboolean ARB_shadow;
2846 GLboolean ARB_shadow_ambient;
2847 GLboolean ARB_sync;
2848 GLboolean ARB_texture_border_clamp;
2849 GLboolean ARB_texture_buffer_object;
2850 GLboolean ARB_texture_compression_rgtc;
2851 GLboolean ARB_texture_cube_map;
2852 GLboolean ARB_texture_env_combine;
2853 GLboolean ARB_texture_env_crossbar;
2854 GLboolean ARB_texture_env_dot3;
2855 GLboolean ARB_texture_float;
2856 GLboolean ARB_texture_multisample;
2857 GLboolean ARB_texture_non_power_of_two;
2858 GLboolean ARB_texture_rg;
2859 GLboolean ARB_texture_rgb10_a2ui;
2860 GLboolean ARB_texture_storage;
2861 GLboolean ARB_timer_query;
2862 GLboolean ARB_transform_feedback2;
2863 GLboolean ARB_transpose_matrix;
2864 GLboolean ARB_uniform_buffer_object;
2865 GLboolean ARB_vertex_array_object;
2866 GLboolean ARB_vertex_program;
2867 GLboolean ARB_vertex_shader;
2868 GLboolean ARB_vertex_type_2_10_10_10_rev;
2869 GLboolean ARB_window_pos;
2870 GLboolean EXT_blend_color;
2871 GLboolean EXT_blend_equation_separate;
2872 GLboolean EXT_blend_func_separate;
2873 GLboolean EXT_blend_minmax;
2874 GLboolean EXT_clip_volume_hint;
2875 GLboolean EXT_compiled_vertex_array;
2876 GLboolean EXT_depth_bounds_test;
2877 GLboolean EXT_draw_buffers2;
2878 GLboolean EXT_draw_range_elements;
2879 GLboolean EXT_fog_coord;
2880 GLboolean EXT_framebuffer_blit;
2881 GLboolean EXT_framebuffer_multisample;
2882 GLboolean EXT_framebuffer_object;
2883 GLboolean EXT_framebuffer_sRGB;
2884 GLboolean EXT_gpu_program_parameters;
2885 GLboolean EXT_gpu_shader4;
2886 GLboolean EXT_packed_depth_stencil;
2887 GLboolean EXT_packed_float;
2888 GLboolean EXT_packed_pixels;
2889 GLboolean EXT_pixel_buffer_object;
2890 GLboolean EXT_point_parameters;
2891 GLboolean EXT_provoking_vertex;
2892 GLboolean EXT_rescale_normal;
2893 GLboolean EXT_shadow_funcs;
2894 GLboolean EXT_secondary_color;
2895 GLboolean EXT_separate_shader_objects;
2896 GLboolean EXT_separate_specular_color;
2897 GLboolean EXT_stencil_two_side;
2898 GLboolean EXT_texture3D;
2899 GLboolean EXT_texture_array;
2900 GLboolean EXT_texture_compression_latc;
2901 GLboolean EXT_texture_compression_s3tc;
2902 GLboolean EXT_texture_env_dot3;
2903 GLboolean EXT_texture_filter_anisotropic;
2904 GLboolean EXT_texture_integer;
2905 GLboolean EXT_texture_mirror_clamp;
2906 GLboolean EXT_texture_shared_exponent;
2907 GLboolean EXT_texture_snorm;
2908 GLboolean EXT_texture_sRGB;
2909 GLboolean EXT_texture_sRGB_decode;
2910 GLboolean EXT_texture_swizzle;
2911 GLboolean EXT_transform_feedback;
2912 GLboolean EXT_timer_query;
2913 GLboolean EXT_vertex_array_bgra;
2914 GLboolean OES_standard_derivatives;
2915 /* vendor extensions */
2916 GLboolean AMD_conservative_depth;
2917 GLboolean AMD_seamless_cubemap_per_texture;
2918 GLboolean APPLE_packed_pixels;
2919 GLboolean APPLE_vertex_array_object;
2920 GLboolean APPLE_object_purgeable;
2921 GLboolean ATI_envmap_bumpmap;
2922 GLboolean ATI_texture_compression_3dc;
2923 GLboolean ATI_texture_mirror_once;
2924 GLboolean ATI_texture_env_combine3;
2925 GLboolean ATI_fragment_shader;
2926 GLboolean ATI_separate_stencil;
2927 GLboolean IBM_rasterpos_clip;
2928 GLboolean IBM_multimode_draw_arrays;
2929 GLboolean MESA_pack_invert;
2930 GLboolean MESA_resize_buffers;
2931 GLboolean MESA_ycbcr_texture;
2932 GLboolean MESA_texture_array;
2933 GLboolean NV_blend_square;
2934 GLboolean NV_conditional_render;
2935 GLboolean NV_fog_distance;
2936 GLboolean NV_fragment_program;
2937 GLboolean NV_fragment_program_option;
2938 GLboolean NV_light_max_exponent;
2939 GLboolean NV_point_sprite;
2940 GLboolean NV_primitive_restart;
2941 GLboolean NV_texture_barrier;
2942 GLboolean NV_texgen_reflection;
2943 GLboolean NV_texture_env_combine4;
2944 GLboolean NV_texture_rectangle;
2945 GLboolean NV_vertex_program;
2946 GLboolean NV_vertex_program1_1;
2947 GLboolean SGIS_texture_lod;
2948 GLboolean TDFX_texture_compression_FXT1;
2949 GLboolean S3_s3tc;
2950 GLboolean OES_EGL_image;
2951 GLboolean OES_draw_texture;
2952 GLboolean OES_EGL_image_external;
2953 GLboolean extension_sentinel;
2954 /** The extension string */
2955 const GLubyte *String;
2956 /** Number of supported extensions */
2957 GLuint Count;
2958 };
2959
2960
2961 /**
2962 * A stack of matrices (projection, modelview, color, texture, etc).
2963 */
2964 struct gl_matrix_stack
2965 {
2966 GLmatrix *Top; /**< points into Stack */
2967 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
2968 GLuint Depth; /**< 0 <= Depth < MaxDepth */
2969 GLuint MaxDepth; /**< size of Stack[] array */
2970 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
2971 };
2972
2973
2974 /**
2975 * \name Bits for image transfer operations
2976 * \sa __struct gl_contextRec::ImageTransferState.
2977 */
2978 /*@{*/
2979 #define IMAGE_SCALE_BIAS_BIT 0x1
2980 #define IMAGE_SHIFT_OFFSET_BIT 0x2
2981 #define IMAGE_MAP_COLOR_BIT 0x4
2982 #define IMAGE_CLAMP_BIT 0x800
2983
2984
2985 /** Pixel Transfer ops */
2986 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
2987 IMAGE_SHIFT_OFFSET_BIT | \
2988 IMAGE_MAP_COLOR_BIT)
2989
2990 /**
2991 * \name Bits to indicate what state has changed.
2992 */
2993 /*@{*/
2994 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
2995 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
2996 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
2997 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
2998 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
2999 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3000 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3001 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3002 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3003 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3004 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3005 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3006 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3007 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3008 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3009 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3010 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3011 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3012 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3013 #define _NEW_PACKUNPACK (1 << 19) /**< gl_context::Pack, Unpack */
3014 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3015 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3016 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3017 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3018 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3019 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3020 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3021 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3022 #define _NEW_BUFFER_OBJECT (1 << 28)
3023 #define _NEW_FRAG_CLAMP (1 << 29)
3024 #define _NEW_ALL ~0
3025 /*@}*/
3026
3027
3028 /**
3029 * \name Bits to track array state changes
3030 *
3031 * Also used to summarize array enabled.
3032 */
3033 /*@{*/
3034 #define _NEW_ARRAY_VERTEX VERT_BIT_POS
3035 #define _NEW_ARRAY_WEIGHT VERT_BIT_WEIGHT
3036 #define _NEW_ARRAY_NORMAL VERT_BIT_NORMAL
3037 #define _NEW_ARRAY_COLOR0 VERT_BIT_COLOR0
3038 #define _NEW_ARRAY_COLOR1 VERT_BIT_COLOR1
3039 #define _NEW_ARRAY_FOGCOORD VERT_BIT_FOG
3040 #define _NEW_ARRAY_INDEX VERT_BIT_COLOR_INDEX
3041 #define _NEW_ARRAY_EDGEFLAG VERT_BIT_EDGEFLAG
3042 #define _NEW_ARRAY_POINT_SIZE VERT_BIT_COLOR_INDEX /* aliased */
3043 #define _NEW_ARRAY_TEXCOORD_0 VERT_BIT_TEX0
3044 #define _NEW_ARRAY_TEXCOORD_1 VERT_BIT_TEX1
3045 #define _NEW_ARRAY_TEXCOORD_2 VERT_BIT_TEX2
3046 #define _NEW_ARRAY_TEXCOORD_3 VERT_BIT_TEX3
3047 #define _NEW_ARRAY_TEXCOORD_4 VERT_BIT_TEX4
3048 #define _NEW_ARRAY_TEXCOORD_5 VERT_BIT_TEX5
3049 #define _NEW_ARRAY_TEXCOORD_6 VERT_BIT_TEX6
3050 #define _NEW_ARRAY_TEXCOORD_7 VERT_BIT_TEX7
3051 #define _NEW_ARRAY_ATTRIB_0 VERT_BIT_GENERIC0 /* start at bit 16 */
3052 #define _NEW_ARRAY_ALL 0xffffffff
3053
3054
3055 #define _NEW_ARRAY_TEXCOORD(i) (_NEW_ARRAY_TEXCOORD_0 << (i))
3056 #define _NEW_ARRAY_ATTRIB(i) (_NEW_ARRAY_ATTRIB_0 << (i))
3057 /*@}*/
3058
3059
3060
3061 /**
3062 * \name A bunch of flags that we think might be useful to drivers.
3063 *
3064 * Set in the __struct gl_contextRec::_TriangleCaps bitfield.
3065 */
3066 /*@{*/
3067 #define DD_FLATSHADE 0x1
3068 #define DD_SEPARATE_SPECULAR 0x2
3069 #define DD_TRI_CULL_FRONT_BACK 0x4 /* special case on some hw */
3070 #define DD_TRI_LIGHT_TWOSIDE 0x8
3071 #define DD_TRI_UNFILLED 0x10
3072 #define DD_TRI_SMOOTH 0x20
3073 #define DD_TRI_STIPPLE 0x40
3074 #define DD_TRI_OFFSET 0x80
3075 #define DD_LINE_SMOOTH 0x100
3076 #define DD_LINE_STIPPLE 0x200
3077 #define DD_POINT_SMOOTH 0x400
3078 #define DD_POINT_ATTEN 0x800
3079 #define DD_TRI_TWOSTENCIL 0x1000
3080 /*@}*/
3081
3082
3083 /**
3084 * \name Define the state changes under which each of these bits might change
3085 */
3086 /*@{*/
3087 #define _DD_NEW_FLATSHADE _NEW_LIGHT
3088 #define _DD_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | _NEW_FOG | _NEW_PROGRAM)
3089 #define _DD_NEW_TRI_CULL_FRONT_BACK _NEW_POLYGON
3090 #define _DD_NEW_TRI_LIGHT_TWOSIDE _NEW_LIGHT
3091 #define _DD_NEW_TRI_UNFILLED _NEW_POLYGON
3092 #define _DD_NEW_TRI_SMOOTH _NEW_POLYGON
3093 #define _DD_NEW_TRI_STIPPLE _NEW_POLYGON
3094 #define _DD_NEW_TRI_OFFSET _NEW_POLYGON
3095 #define _DD_NEW_LINE_SMOOTH _NEW_LINE
3096 #define _DD_NEW_LINE_STIPPLE _NEW_LINE
3097 #define _DD_NEW_LINE_WIDTH _NEW_LINE
3098 #define _DD_NEW_POINT_SMOOTH _NEW_POINT
3099 #define _DD_NEW_POINT_SIZE _NEW_POINT
3100 #define _DD_NEW_POINT_ATTEN _NEW_POINT
3101 /*@}*/
3102
3103
3104 /**
3105 * Composite state flags
3106 */
3107 /*@{*/
3108 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3109 _NEW_TEXTURE | \
3110 _NEW_POINT | \
3111 _NEW_PROGRAM | \
3112 _NEW_MODELVIEW)
3113 /*@}*/
3114
3115
3116
3117
3118 /* This has to be included here. */
3119 #include "dd.h"
3120
3121
3122 /**
3123 * Display list flags.
3124 * Strictly this is a tnl-private concept, but it doesn't seem
3125 * worthwhile adding a tnl private structure just to hold this one bit
3126 * of information:
3127 */
3128 #define DLIST_DANGLING_REFS 0x1
3129
3130
3131 /** Opaque declaration of display list payload data type */
3132 union gl_dlist_node;
3133
3134
3135 /**
3136 * Provide a location where information about a display list can be
3137 * collected. Could be extended with driverPrivate structures,
3138 * etc. in the future.
3139 */
3140 struct gl_display_list
3141 {
3142 GLuint Name;
3143 GLbitfield Flags; /**< DLIST_x flags */
3144 /** The dlist commands are in a linked list of nodes */
3145 union gl_dlist_node *Head;
3146 };
3147
3148
3149 /**
3150 * State used during display list compilation and execution.
3151 */
3152 struct gl_dlist_state
3153 {
3154 GLuint CallDepth; /**< Current recursion calling depth */
3155
3156 struct gl_display_list *CurrentList; /**< List currently being compiled */
3157 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3158 GLuint CurrentPos; /**< Index into current block of nodes */
3159
3160 GLvertexformat ListVtxfmt;
3161
3162 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3163 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3164
3165 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3166 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3167
3168 GLubyte ActiveIndex;
3169 GLfloat CurrentIndex;
3170
3171 GLubyte ActiveEdgeFlag;
3172 GLboolean CurrentEdgeFlag;
3173
3174 struct {
3175 /* State known to have been set by the currently-compiling display
3176 * list. Used to eliminate some redundant state changes.
3177 */
3178 GLenum ShadeModel;
3179 } Current;
3180 };
3181
3182
3183 /**
3184 * Enum for the OpenGL APIs we know about and may support.
3185 */
3186 typedef enum
3187 {
3188 API_OPENGL,
3189 API_OPENGLES,
3190 API_OPENGLES2
3191 } gl_api;
3192
3193
3194 /**
3195 * Mesa rendering context.
3196 *
3197 * This is the central context data structure for Mesa. Almost all
3198 * OpenGL state is contained in this structure.
3199 * Think of this as a base class from which device drivers will derive
3200 * sub classes.
3201 *
3202 * The struct gl_context typedef names this structure.
3203 */
3204 struct gl_context
3205 {
3206 /** State possibly shared with other contexts in the address space */
3207 struct gl_shared_state *Shared;
3208
3209 /** \name API function pointer tables */
3210 /*@{*/
3211 gl_api API;
3212 struct _glapi_table *Save; /**< Display list save functions */
3213 struct _glapi_table *Exec; /**< Execute functions */
3214 struct _glapi_table *CurrentDispatch; /**< == Save or Exec !! */
3215 /*@}*/
3216
3217 struct gl_config Visual;
3218 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
3219 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
3220 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
3221 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
3222
3223 /**
3224 * Device driver function pointer table
3225 */
3226 struct dd_function_table Driver;
3227
3228 void *DriverCtx; /**< Points to device driver context/state */
3229
3230 /** Core/Driver constants */
3231 struct gl_constants Const;
3232
3233 /** \name The various 4x4 matrix stacks */
3234 /*@{*/
3235 struct gl_matrix_stack ModelviewMatrixStack;
3236 struct gl_matrix_stack ProjectionMatrixStack;
3237 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3238 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3239 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3240 /*@}*/
3241
3242 /** Combined modelview and projection matrix */
3243 GLmatrix _ModelProjectMatrix;
3244
3245 /** \name Display lists */
3246 struct gl_dlist_state ListState;
3247
3248 GLboolean ExecuteFlag; /**< Execute GL commands? */
3249 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3250
3251 /** Extension information */
3252 struct gl_extensions Extensions;
3253
3254 /** Version info */
3255 GLuint VersionMajor, VersionMinor;
3256 char *VersionString;
3257
3258 /** \name State attribute stack (for glPush/PopAttrib) */
3259 /*@{*/
3260 GLuint AttribStackDepth;
3261 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3262 /*@}*/
3263
3264 /** \name Renderer attribute groups
3265 *
3266 * We define a struct for each attribute group to make pushing and popping
3267 * attributes easy. Also it's a good organization.
3268 */
3269 /*@{*/
3270 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
3271 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
3272 struct gl_current_attrib Current; /**< Current attributes */
3273 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
3274 struct gl_eval_attrib Eval; /**< Eval attributes */
3275 struct gl_fog_attrib Fog; /**< Fog attributes */
3276 struct gl_hint_attrib Hint; /**< Hint attributes */
3277 struct gl_light_attrib Light; /**< Light attributes */
3278 struct gl_line_attrib Line; /**< Line attributes */
3279 struct gl_list_attrib List; /**< List attributes */
3280 struct gl_multisample_attrib Multisample;
3281 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
3282 struct gl_point_attrib Point; /**< Point attributes */
3283 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
3284 GLuint PolygonStipple[32]; /**< Polygon stipple */
3285 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
3286 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
3287 struct gl_texture_attrib Texture; /**< Texture attributes */
3288 struct gl_transform_attrib Transform; /**< Transformation attributes */
3289 struct gl_viewport_attrib Viewport; /**< Viewport attributes */
3290 /*@}*/
3291
3292 /** \name Client attribute stack */
3293 /*@{*/
3294 GLuint ClientAttribStackDepth;
3295 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3296 /*@}*/
3297
3298 /** \name Client attribute groups */
3299 /*@{*/
3300 struct gl_array_attrib Array; /**< Vertex arrays */
3301 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
3302 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
3303 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
3304 /*@}*/
3305
3306 /** \name Other assorted state (not pushed/popped on attribute stack) */
3307 /*@{*/
3308 struct gl_pixelmaps PixelMaps;
3309
3310 struct gl_evaluators EvalMap; /**< All evaluators */
3311 struct gl_feedback Feedback; /**< Feedback */
3312 struct gl_selection Select; /**< Selection */
3313
3314 struct gl_program_state Program; /**< general program state */
3315 struct gl_vertex_program_state VertexProgram;
3316 struct gl_fragment_program_state FragmentProgram;
3317 struct gl_geometry_program_state GeometryProgram;
3318 struct gl_ati_fragment_shader_state ATIFragmentShader;
3319
3320 struct gl_shader_state Shader; /**< GLSL shader object state */
3321 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
3322
3323 struct gl_query_state Query; /**< occlusion, timer queries */
3324
3325 struct gl_transform_feedback TransformFeedback;
3326
3327 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3328 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3329 /*@}*/
3330
3331 struct gl_meta_state *Meta; /**< for "meta" operations */
3332
3333 /* GL_EXT_framebuffer_object */
3334 struct gl_renderbuffer *CurrentRenderbuffer;
3335
3336 GLenum ErrorValue; /**< Last error code */
3337
3338 /* GL_ARB_robustness */
3339 GLenum ResetStatus;
3340
3341 /**
3342 * Recognize and silence repeated error debug messages in buggy apps.
3343 */
3344 const char *ErrorDebugFmtString;
3345 GLuint ErrorDebugCount;
3346
3347 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3348 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
3349
3350 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
3351
3352 GLbitfield varying_vp_inputs; /**< mask of VERT_BIT_* flags */
3353
3354 /** \name Derived state */
3355 /*@{*/
3356 /** Bitwise-or of DD_* flags. Note that this bitfield may be used before
3357 * state validation so they need to always be current.
3358 */
3359 GLbitfield _TriangleCaps;
3360 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
3361 GLfloat _EyeZDir[3];
3362 GLfloat _ModelViewInvScale;
3363 GLboolean _NeedEyeCoords;
3364 GLboolean _ForceEyeCoords;
3365
3366 GLuint TextureStateTimestamp; /**< detect changes to shared state */
3367
3368 struct gl_shine_tab *_ShineTable[2]; /**< Active shine tables */
3369 struct gl_shine_tab *_ShineTabList; /**< MRU list of inactive shine tables */
3370 /**@}*/
3371
3372 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3373
3374 /** \name For debugging/development only */
3375 /*@{*/
3376 GLboolean FirstTimeCurrent;
3377 /*@}*/
3378
3379 /** software compression/decompression supported or not */
3380 GLboolean Mesa_DXTn;
3381
3382 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
3383
3384 /**
3385 * Use dp4 (rather than mul/mad) instructions for position
3386 * transformation?
3387 */
3388 GLboolean mvp_with_dp4;
3389
3390 /**
3391 * \name Hooks for module contexts.
3392 *
3393 * These will eventually live in the driver or elsewhere.
3394 */
3395 /*@{*/
3396 void *swrast_context;
3397 void *swsetup_context;
3398 void *swtnl_context;
3399 void *swtnl_im;
3400 struct st_context *st;
3401 void *aelt_context;
3402 /*@}*/
3403 };
3404
3405
3406 #ifdef DEBUG
3407 extern int MESA_VERBOSE;
3408 extern int MESA_DEBUG_FLAGS;
3409 # define MESA_FUNCTION __FUNCTION__
3410 #else
3411 # define MESA_VERBOSE 0
3412 # define MESA_DEBUG_FLAGS 0
3413 # define MESA_FUNCTION "a function"
3414 # ifndef NDEBUG
3415 # define NDEBUG
3416 # endif
3417 #endif
3418
3419
3420 /** The MESA_VERBOSE var is a bitmask of these flags */
3421 enum _verbose
3422 {
3423 VERBOSE_VARRAY = 0x0001,
3424 VERBOSE_TEXTURE = 0x0002,
3425 VERBOSE_MATERIAL = 0x0004,
3426 VERBOSE_PIPELINE = 0x0008,
3427 VERBOSE_DRIVER = 0x0010,
3428 VERBOSE_STATE = 0x0020,
3429 VERBOSE_API = 0x0040,
3430 VERBOSE_DISPLAY_LIST = 0x0100,
3431 VERBOSE_LIGHTING = 0x0200,
3432 VERBOSE_PRIMS = 0x0400,
3433 VERBOSE_VERTS = 0x0800,
3434 VERBOSE_DISASSEM = 0x1000,
3435 VERBOSE_DRAW = 0x2000,
3436 VERBOSE_SWAPBUFFERS = 0x4000
3437 };
3438
3439
3440 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3441 enum _debug
3442 {
3443 DEBUG_ALWAYS_FLUSH = 0x1
3444 };
3445
3446
3447
3448 #endif /* MTYPES_H */