2 * Mesa 3-D graphics library
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
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:
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
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.
28 * Main Mesa data structures.
30 * Please try to mark derived values with a leading underscore ('_').
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 */
52 * \name 64-bit extension of GLbitfield.
55 typedef GLuint64 GLbitfield64
;
57 /** Set a single bit */
58 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
59 /** Set all bits up to excluding bit b */
60 #define BITFIELD64_MASK(b) \
61 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
62 /** Set count bits starting from bit b */
63 #define BITFIELD64_RANGE(b, count) \
64 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
68 * \name Some forward type declarations
71 struct _mesa_HashTable
;
72 struct gl_attrib_node
;
73 struct gl_list_extensions
;
75 struct gl_program_cache
;
76 struct gl_texture_object
;
79 struct gl_uniform_storage
;
83 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
84 #define PRIM_OUTSIDE_BEGIN_END (GL_POLYGON+1)
85 #define PRIM_INSIDE_UNKNOWN_PRIM (GL_POLYGON+2)
86 #define PRIM_UNKNOWN (GL_POLYGON+3)
90 * Shader stages. Note that these will become 5 with tessellation.
91 * These MUST have the same values as gallium's PIPE_SHADER_*
95 MESA_SHADER_VERTEX
= 0,
96 MESA_SHADER_FRAGMENT
= 1,
97 MESA_SHADER_GEOMETRY
= 2,
104 * Indexes for vertex program attributes.
105 * GL_NV_vertex_program aliases generic attributes over the conventional
106 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
107 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
108 * generic attributes are distinct/separate).
113 VERT_ATTRIB_WEIGHT
= 1,
114 VERT_ATTRIB_NORMAL
= 2,
115 VERT_ATTRIB_COLOR0
= 3,
116 VERT_ATTRIB_COLOR1
= 4,
118 VERT_ATTRIB_COLOR_INDEX
= 6,
119 VERT_ATTRIB_EDGEFLAG
= 7,
120 VERT_ATTRIB_TEX0
= 8,
121 VERT_ATTRIB_TEX1
= 9,
122 VERT_ATTRIB_TEX2
= 10,
123 VERT_ATTRIB_TEX3
= 11,
124 VERT_ATTRIB_TEX4
= 12,
125 VERT_ATTRIB_TEX5
= 13,
126 VERT_ATTRIB_TEX6
= 14,
127 VERT_ATTRIB_TEX7
= 15,
128 VERT_ATTRIB_POINT_SIZE
= 16,
129 VERT_ATTRIB_GENERIC0
= 17,
130 VERT_ATTRIB_GENERIC1
= 18,
131 VERT_ATTRIB_GENERIC2
= 19,
132 VERT_ATTRIB_GENERIC3
= 20,
133 VERT_ATTRIB_GENERIC4
= 21,
134 VERT_ATTRIB_GENERIC5
= 22,
135 VERT_ATTRIB_GENERIC6
= 23,
136 VERT_ATTRIB_GENERIC7
= 24,
137 VERT_ATTRIB_GENERIC8
= 25,
138 VERT_ATTRIB_GENERIC9
= 26,
139 VERT_ATTRIB_GENERIC10
= 27,
140 VERT_ATTRIB_GENERIC11
= 28,
141 VERT_ATTRIB_GENERIC12
= 29,
142 VERT_ATTRIB_GENERIC13
= 30,
143 VERT_ATTRIB_GENERIC14
= 31,
144 VERT_ATTRIB_GENERIC15
= 32,
149 * Symbolic constats to help iterating over
150 * specific blocks of vertex attributes.
153 * includes all fixed function attributes as well as
154 * the aliased GL_NV_vertex_program shader attributes.
156 * include the classic texture coordinate attributes.
157 * Is a subset of VERT_ATTRIB_FF.
158 * VERT_ATTRIB_GENERIC_NV
159 * include the NV shader attributes.
160 * Is a subset of VERT_ATTRIB_FF.
161 * VERT_ATTRIB_GENERIC
162 * include the OpenGL 2.0+ GLSL generic shader attributes.
163 * These alias the generic GL_ARB_vertex_shader attributes.
165 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
166 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
168 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
169 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
171 #define VERT_ATTRIB_GENERIC_NV(i) (VERT_ATTRIB_POS + (i))
172 #define VERT_ATTRIB_GENERIC_NV_MAX MAX_VERTEX_GENERIC_ATTRIBS
174 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
175 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
178 * Bitflags for vertex attributes.
179 * These are used in bitfields in many places.
182 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
183 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
184 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
185 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
186 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
187 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
188 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
189 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
190 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
191 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
192 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
193 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
194 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
195 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
196 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
197 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
198 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
199 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
201 #define VERT_BIT(i) BITFIELD64_BIT(i)
202 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
204 #define VERT_BIT_FF(i) VERT_BIT(i)
205 #define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
206 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
207 #define VERT_BIT_TEX_ALL \
208 BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
209 #define VERT_BIT_FF_NVALIAS \
210 BITFIELD64_RANGE(VERT_ATTRIB_POS, VERT_ATTRIB_TEX(VERT_ATTRIB_TEX_MAX))
212 #define VERT_BIT_GENERIC_NV(i) VERT_BIT(VERT_ATTRIB_GENERIC_NV(i))
213 #define VERT_BIT_GENERIC_NV_ALL \
214 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC_NV(0), VERT_ATTRIB_GENERIC_NV_MAX)
216 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
217 #define VERT_BIT_GENERIC_ALL \
218 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
223 * Indexes for vertex program result attributes. Note that
224 * _mesa_vert_result_to_frag_attrib() and _mesa_frag_attrib_to_vert_result() make
225 * assumptions about the layout of this enum.
229 VERT_RESULT_HPOS
= 0,
230 VERT_RESULT_COL0
= 1,
231 VERT_RESULT_COL1
= 2,
232 VERT_RESULT_FOGC
= 3,
233 VERT_RESULT_TEX0
= 4,
234 VERT_RESULT_TEX1
= 5,
235 VERT_RESULT_TEX2
= 6,
236 VERT_RESULT_TEX3
= 7,
237 VERT_RESULT_TEX4
= 8,
238 VERT_RESULT_TEX5
= 9,
239 VERT_RESULT_TEX6
= 10,
240 VERT_RESULT_TEX7
= 11,
241 VERT_RESULT_PSIZ
= 12,
242 VERT_RESULT_BFC0
= 13,
243 VERT_RESULT_BFC1
= 14,
244 VERT_RESULT_EDGE
= 15,
245 VERT_RESULT_CLIP_VERTEX
= 16,
246 VERT_RESULT_CLIP_DIST0
= 17,
247 VERT_RESULT_CLIP_DIST1
= 18,
248 VERT_RESULT_VAR0
= 19, /**< shader varying */
249 VERT_RESULT_MAX
= (VERT_RESULT_VAR0
+ MAX_VARYING
)
253 /*********************************************/
256 * Indexes for geometry program attributes.
260 GEOM_ATTRIB_POSITION
= 0,
261 GEOM_ATTRIB_COLOR0
= 1,
262 GEOM_ATTRIB_COLOR1
= 2,
263 GEOM_ATTRIB_SECONDARY_COLOR0
= 3,
264 GEOM_ATTRIB_SECONDARY_COLOR1
= 4,
265 GEOM_ATTRIB_FOG_FRAG_COORD
= 5,
266 GEOM_ATTRIB_POINT_SIZE
= 6,
267 GEOM_ATTRIB_CLIP_VERTEX
= 7,
268 GEOM_ATTRIB_PRIMITIVE_ID
= 8,
269 GEOM_ATTRIB_TEX_COORD
= 9,
271 GEOM_ATTRIB_VAR0
= 16,
272 GEOM_ATTRIB_MAX
= (GEOM_ATTRIB_VAR0
+ MAX_VARYING
)
276 * Bitflags for geometry attributes.
277 * These are used in bitfields in many places.
280 #define GEOM_BIT_COLOR0 (1 << GEOM_ATTRIB_COLOR0)
281 #define GEOM_BIT_COLOR1 (1 << GEOM_ATTRIB_COLOR1)
282 #define GEOM_BIT_SCOLOR0 (1 << GEOM_ATTRIB_SECONDARY_COLOR0)
283 #define GEOM_BIT_SCOLOR1 (1 << GEOM_ATTRIB_SECONDARY_COLOR1)
284 #define GEOM_BIT_TEX_COORD (1 << GEOM_ATTRIB_TEX_COORD)
285 #define GEOM_BIT_FOG_COORD (1 << GEOM_ATTRIB_FOG_FRAG_COORD)
286 #define GEOM_BIT_POSITION (1 << GEOM_ATTRIB_POSITION)
287 #define GEOM_BIT_POINT_SIDE (1 << GEOM_ATTRIB_POINT_SIZE)
288 #define GEOM_BIT_CLIP_VERTEX (1 << GEOM_ATTRIB_CLIP_VERTEX)
289 #define GEOM_BIT_PRIM_ID (1 << GEOM_ATTRIB_PRIMITIVE_ID)
290 #define GEOM_BIT_VAR0 (1 << GEOM_ATTRIB_VAR0)
292 #define GEOM_BIT_VAR(g) (1 << (GEOM_BIT_VAR0 + (g)))
297 * Indexes for geometry program result attributes
302 GEOM_RESULT_COL0
= 1,
303 GEOM_RESULT_COL1
= 2,
304 GEOM_RESULT_SCOL0
= 3,
305 GEOM_RESULT_SCOL1
= 4,
306 GEOM_RESULT_FOGC
= 5,
307 GEOM_RESULT_TEX0
= 6,
308 GEOM_RESULT_TEX1
= 7,
309 GEOM_RESULT_TEX2
= 8,
310 GEOM_RESULT_TEX3
= 9,
311 GEOM_RESULT_TEX4
= 10,
312 GEOM_RESULT_TEX5
= 11,
313 GEOM_RESULT_TEX6
= 12,
314 GEOM_RESULT_TEX7
= 13,
315 GEOM_RESULT_PSIZ
= 14,
316 GEOM_RESULT_CLPV
= 15,
317 GEOM_RESULT_PRID
= 16,
318 GEOM_RESULT_LAYR
= 17,
319 GEOM_RESULT_VAR0
= 18, /**< shader varying, should really be 16 */
320 /* ### we need to -2 because var0 is 18 instead 16 like in the others */
321 GEOM_RESULT_MAX
= (GEOM_RESULT_VAR0
+ MAX_VARYING
- 2)
326 * Indexes for fragment program input attributes. Note that
327 * _mesa_vert_result_to_frag_attrib() and frag_attrib_to_vert_result() make
328 * assumptions about the layout of this enum.
332 FRAG_ATTRIB_WPOS
= 0,
333 FRAG_ATTRIB_COL0
= 1,
334 FRAG_ATTRIB_COL1
= 2,
335 FRAG_ATTRIB_FOGC
= 3,
336 FRAG_ATTRIB_TEX0
= 4,
337 FRAG_ATTRIB_TEX1
= 5,
338 FRAG_ATTRIB_TEX2
= 6,
339 FRAG_ATTRIB_TEX3
= 7,
340 FRAG_ATTRIB_TEX4
= 8,
341 FRAG_ATTRIB_TEX5
= 9,
342 FRAG_ATTRIB_TEX6
= 10,
343 FRAG_ATTRIB_TEX7
= 11,
344 FRAG_ATTRIB_FACE
= 12, /**< front/back face */
345 FRAG_ATTRIB_PNTC
= 13, /**< sprite/point coord */
346 FRAG_ATTRIB_CLIP_DIST0
= 14,
347 FRAG_ATTRIB_CLIP_DIST1
= 15,
348 FRAG_ATTRIB_VAR0
= 16, /**< shader varying */
349 FRAG_ATTRIB_MAX
= (FRAG_ATTRIB_VAR0
+ MAX_VARYING
)
354 * Convert from a gl_vert_result value to the corresponding gl_frag_attrib.
356 * VERT_RESULT_HPOS is converted to FRAG_ATTRIB_WPOS.
358 * gl_vert_result values which have no corresponding gl_frag_attrib
359 * (VERT_RESULT_PSIZ, VERT_RESULT_BFC0, VERT_RESULT_BFC1, and
360 * VERT_RESULT_EDGE) are converted to a value of -1.
363 _mesa_vert_result_to_frag_attrib(gl_vert_result vert_result
)
365 if (vert_result
>= VERT_RESULT_CLIP_DIST0
)
366 return vert_result
- VERT_RESULT_CLIP_DIST0
+ FRAG_ATTRIB_CLIP_DIST0
;
367 else if (vert_result
<= VERT_RESULT_TEX7
)
375 * Convert from a gl_frag_attrib value to the corresponding gl_vert_result.
377 * FRAG_ATTRIB_WPOS is converted to VERT_RESULT_HPOS.
379 * gl_frag_attrib values which have no corresponding gl_vert_result
380 * (FRAG_ATTRIB_FACE and FRAG_ATTRIB_PNTC) are converted to a value of -1.
383 _mesa_frag_attrib_to_vert_result(gl_frag_attrib frag_attrib
)
385 if (frag_attrib
<= FRAG_ATTRIB_TEX7
)
387 else if (frag_attrib
>= FRAG_ATTRIB_CLIP_DIST0
)
388 return frag_attrib
- FRAG_ATTRIB_CLIP_DIST0
+ VERT_RESULT_CLIP_DIST0
;
395 * Bitflags for fragment program input attributes.
398 #define FRAG_BIT_WPOS (1 << FRAG_ATTRIB_WPOS)
399 #define FRAG_BIT_COL0 (1 << FRAG_ATTRIB_COL0)
400 #define FRAG_BIT_COL1 (1 << FRAG_ATTRIB_COL1)
401 #define FRAG_BIT_FOGC (1 << FRAG_ATTRIB_FOGC)
402 #define FRAG_BIT_FACE (1 << FRAG_ATTRIB_FACE)
403 #define FRAG_BIT_PNTC (1 << FRAG_ATTRIB_PNTC)
404 #define FRAG_BIT_TEX0 (1 << FRAG_ATTRIB_TEX0)
405 #define FRAG_BIT_TEX1 (1 << FRAG_ATTRIB_TEX1)
406 #define FRAG_BIT_TEX2 (1 << FRAG_ATTRIB_TEX2)
407 #define FRAG_BIT_TEX3 (1 << FRAG_ATTRIB_TEX3)
408 #define FRAG_BIT_TEX4 (1 << FRAG_ATTRIB_TEX4)
409 #define FRAG_BIT_TEX5 (1 << FRAG_ATTRIB_TEX5)
410 #define FRAG_BIT_TEX6 (1 << FRAG_ATTRIB_TEX6)
411 #define FRAG_BIT_TEX7 (1 << FRAG_ATTRIB_TEX7)
412 #define FRAG_BIT_VAR0 (1 << FRAG_ATTRIB_VAR0)
414 #define FRAG_BIT_TEX(U) (FRAG_BIT_TEX0 << (U))
415 #define FRAG_BIT_VAR(V) (FRAG_BIT_VAR0 << (V))
417 #define FRAG_BITS_TEX_ANY (FRAG_BIT_TEX0| \
429 * Fragment program results
433 FRAG_RESULT_DEPTH
= 0,
434 FRAG_RESULT_STENCIL
= 1,
435 /* If a single color should be written to all render targets, this
436 * register is written. No FRAG_RESULT_DATAn will be written.
438 FRAG_RESULT_COLOR
= 2,
440 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
441 * or ARB_fragment_program fragment.color[n]) color results. If
442 * any are written, FRAG_RESULT_COLOR will not be written.
444 FRAG_RESULT_DATA0
= 3,
445 FRAG_RESULT_MAX
= (FRAG_RESULT_DATA0
+ MAX_DRAW_BUFFERS
)
450 * Indexes for all renderbuffers
454 /* the four standard color buffers */
462 /* optional aux buffer */
464 /* generic renderbuffers */
477 * Bit flags for all renderbuffers
479 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
480 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
481 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
482 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
483 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
484 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
485 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
486 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
487 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
488 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
489 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
490 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
491 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
492 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
493 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
494 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
495 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
496 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
497 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
500 * Mask of all the color buffer bits (but not accum).
502 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
503 BUFFER_BIT_BACK_LEFT | \
504 BUFFER_BIT_FRONT_RIGHT | \
505 BUFFER_BIT_BACK_RIGHT | \
507 BUFFER_BIT_COLOR0 | \
508 BUFFER_BIT_COLOR1 | \
509 BUFFER_BIT_COLOR2 | \
510 BUFFER_BIT_COLOR3 | \
511 BUFFER_BIT_COLOR4 | \
512 BUFFER_BIT_COLOR5 | \
513 BUFFER_BIT_COLOR6 | \
518 * Framebuffer configuration (aka visual / pixelformat)
519 * Note: some of these fields should be boolean, but it appears that
520 * code in drivers/dri/common/util.c requires int-sized fields.
526 GLboolean colorIndexMode
; /* XXX is this used anywhere? */
527 GLuint doubleBufferMode
;
530 GLboolean haveAccumBuffer
;
531 GLboolean haveDepthBuffer
;
532 GLboolean haveStencilBuffer
;
534 GLint redBits
, greenBits
, blueBits
, alphaBits
; /* bits per comp */
535 GLuint redMask
, greenMask
, blueMask
, alphaMask
;
536 GLint rgbBits
; /* total bits for rgb */
537 GLint indexBits
; /* total bits for colorindex */
539 GLint accumRedBits
, accumGreenBits
, accumBlueBits
, accumAlphaBits
;
547 /* EXT_visual_rating / GLX 1.2 */
550 /* EXT_visual_info / GLX 1.2 */
551 GLint transparentPixel
;
552 /* colors are floats scaled to ints */
553 GLint transparentRed
, transparentGreen
, transparentBlue
, transparentAlpha
;
554 GLint transparentIndex
;
556 /* ARB_multisample / SGIS_multisample */
560 /* SGIX_pbuffer / GLX 1.3 */
561 GLint maxPbufferWidth
;
562 GLint maxPbufferHeight
;
563 GLint maxPbufferPixels
;
564 GLint optimalPbufferWidth
; /* Only for SGIX_pbuffer. */
565 GLint optimalPbufferHeight
; /* Only for SGIX_pbuffer. */
567 /* OML_swap_method */
570 /* EXT_texture_from_pixmap */
571 GLint bindToTextureRgb
;
572 GLint bindToTextureRgba
;
573 GLint bindToMipmapTexture
;
574 GLint bindToTextureTargets
;
577 /* EXT_framebuffer_sRGB */
583 * \name Bit flags used for updating material values.
586 #define MAT_ATTRIB_FRONT_AMBIENT 0
587 #define MAT_ATTRIB_BACK_AMBIENT 1
588 #define MAT_ATTRIB_FRONT_DIFFUSE 2
589 #define MAT_ATTRIB_BACK_DIFFUSE 3
590 #define MAT_ATTRIB_FRONT_SPECULAR 4
591 #define MAT_ATTRIB_BACK_SPECULAR 5
592 #define MAT_ATTRIB_FRONT_EMISSION 6
593 #define MAT_ATTRIB_BACK_EMISSION 7
594 #define MAT_ATTRIB_FRONT_SHININESS 8
595 #define MAT_ATTRIB_BACK_SHININESS 9
596 #define MAT_ATTRIB_FRONT_INDEXES 10
597 #define MAT_ATTRIB_BACK_INDEXES 11
598 #define MAT_ATTRIB_MAX 12
600 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
601 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
602 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
603 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
604 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
605 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
607 #define MAT_INDEX_AMBIENT 0
608 #define MAT_INDEX_DIFFUSE 1
609 #define MAT_INDEX_SPECULAR 2
611 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
612 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
613 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
614 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
615 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
616 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
617 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
618 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
619 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
620 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
621 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
622 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
625 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
626 MAT_BIT_FRONT_AMBIENT | \
627 MAT_BIT_FRONT_DIFFUSE | \
628 MAT_BIT_FRONT_SPECULAR | \
629 MAT_BIT_FRONT_SHININESS | \
630 MAT_BIT_FRONT_INDEXES)
632 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
633 MAT_BIT_BACK_AMBIENT | \
634 MAT_BIT_BACK_DIFFUSE | \
635 MAT_BIT_BACK_SPECULAR | \
636 MAT_BIT_BACK_SHININESS | \
637 MAT_BIT_BACK_INDEXES)
639 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
643 #define EXP_TABLE_SIZE 512 /**< Specular exponent lookup table sizes */
644 #define SHINE_TABLE_SIZE 256 /**< Material shininess lookup table sizes */
647 * Material shininess lookup table.
651 struct gl_shine_tab
*next
, *prev
;
652 GLfloat tab
[SHINE_TABLE_SIZE
+1];
659 * Light source state.
663 struct gl_light
*next
; /**< double linked list with sentinel */
664 struct gl_light
*prev
;
666 GLfloat Ambient
[4]; /**< ambient color */
667 GLfloat Diffuse
[4]; /**< diffuse color */
668 GLfloat Specular
[4]; /**< specular color */
669 GLfloat EyePosition
[4]; /**< position in eye coordinates */
670 GLfloat SpotDirection
[4]; /**< spotlight direction in eye coordinates */
671 GLfloat SpotExponent
;
672 GLfloat SpotCutoff
; /**< in degrees */
673 GLfloat _CosCutoffNeg
; /**< = cos(SpotCutoff) */
674 GLfloat _CosCutoff
; /**< = MAX(0, cos(SpotCutoff)) */
675 GLfloat ConstantAttenuation
;
676 GLfloat LinearAttenuation
;
677 GLfloat QuadraticAttenuation
;
678 GLboolean Enabled
; /**< On/off flag */
681 * \name Derived fields
684 GLbitfield _Flags
; /**< State */
686 GLfloat _Position
[4]; /**< position in eye/obj coordinates */
687 GLfloat _VP_inf_norm
[3]; /**< Norm direction to infinite light */
688 GLfloat _h_inf_norm
[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
689 GLfloat _NormSpotDirection
[4]; /**< normalized spotlight direction */
690 GLfloat _VP_inf_spot_attenuation
;
692 GLfloat _MatAmbient
[2][3]; /**< material ambient * light ambient */
693 GLfloat _MatDiffuse
[2][3]; /**< material diffuse * light diffuse */
694 GLfloat _MatSpecular
[2][3]; /**< material spec * light specular */
704 GLfloat Ambient
[4]; /**< ambient color */
705 GLboolean LocalViewer
; /**< Local (or infinite) view point? */
706 GLboolean TwoSide
; /**< Two (or one) sided lighting? */
707 GLenum ColorControl
; /**< either GL_SINGLE_COLOR
708 * or GL_SEPARATE_SPECULAR_COLOR */
717 GLfloat Attrib
[MAT_ATTRIB_MAX
][4];
722 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
724 struct gl_accum_attrib
726 GLfloat ClearColor
[4]; /**< Accumulation buffer clear color */
731 * Used for storing clear color, texture border color, etc.
732 * The float values are typically unclamped.
743 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
745 struct gl_colorbuffer_attrib
747 GLuint ClearIndex
; /**< Index for glClear */
748 union gl_color_union ClearColor
; /**< Color for glClear, unclamped */
749 GLuint IndexMask
; /**< Color index write mask */
750 GLubyte ColorMask
[MAX_DRAW_BUFFERS
][4]; /**< Each flag is 0xff or 0x0 */
752 GLenum DrawBuffer
[MAX_DRAW_BUFFERS
]; /**< Which buffer to draw into */
755 * \name alpha testing
758 GLboolean AlphaEnabled
; /**< Alpha test enabled flag */
759 GLenum AlphaFunc
; /**< Alpha test function */
760 GLfloat AlphaRefUnclamped
;
761 GLclampf AlphaRef
; /**< Alpha reference value */
768 GLbitfield BlendEnabled
; /**< Per-buffer blend enable flags */
770 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
771 * control, only on the fixed-pointness of the render target.
772 * The query does however depend on fragment color clamping.
774 GLfloat BlendColorUnclamped
[4]; /**< Blending color */
775 GLfloat BlendColor
[4]; /**< Blending color */
779 GLenum SrcRGB
; /**< RGB blend source term */
780 GLenum DstRGB
; /**< RGB blend dest term */
781 GLenum SrcA
; /**< Alpha blend source term */
782 GLenum DstA
; /**< Alpha blend dest term */
783 GLenum EquationRGB
; /**< GL_ADD, GL_SUBTRACT, etc. */
784 GLenum EquationA
; /**< GL_ADD, GL_SUBTRACT, etc. */
785 } Blend
[MAX_DRAW_BUFFERS
];
786 /** Are the blend func terms currently different for each buffer/target? */
787 GLboolean _BlendFuncPerBuffer
;
788 /** Are the blend equations currently different for each buffer/target? */
789 GLboolean _BlendEquationPerBuffer
;
796 GLenum LogicOp
; /**< Logic operator */
797 GLboolean IndexLogicOpEnabled
; /**< Color index logic op enabled flag */
798 GLboolean ColorLogicOpEnabled
; /**< RGBA logic op enabled flag */
801 GLboolean DitherFlag
; /**< Dither enable flag */
803 GLenum ClampFragmentColor
; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
804 GLboolean _ClampFragmentColor
; /** < with GL_FIXED_ONLY_ARB resolved */
805 GLenum ClampReadColor
; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
806 GLboolean _ClampReadColor
; /** < with GL_FIXED_ONLY_ARB resolved */
808 GLboolean sRGBEnabled
; /**< Framebuffer sRGB blending/updating requested */
813 * Current attribute group (GL_CURRENT_BIT).
815 struct gl_current_attrib
818 * \name Current vertex attributes.
819 * \note Values are valid only after FLUSH_VERTICES has been called.
820 * \note Index and Edgeflag current values are stored as floats in the
821 * SIX and SEVEN attribute slots.
823 GLfloat Attrib
[VERT_ATTRIB_MAX
][4]; /**< Position, color, texcoords, etc */
826 * \name Current raster position attributes (always valid).
827 * \note This set of attributes is very similar to the SWvertex struct.
830 GLfloat RasterPos
[4];
831 GLfloat RasterDistance
;
832 GLfloat RasterColor
[4];
833 GLfloat RasterSecondaryColor
[4];
834 GLfloat RasterTexCoords
[MAX_TEXTURE_COORD_UNITS
][4];
835 GLboolean RasterPosValid
;
841 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
843 struct gl_depthbuffer_attrib
845 GLenum Func
; /**< Function for depth buffer compare */
846 GLclampd Clear
; /**< Value to clear depth buffer to */
847 GLboolean Test
; /**< Depth buffering enabled flag */
848 GLboolean Mask
; /**< Depth buffer writable? */
849 GLboolean BoundsTest
; /**< GL_EXT_depth_bounds_test */
850 GLfloat BoundsMin
, BoundsMax
;/**< GL_EXT_depth_bounds_test */
855 * Evaluator attribute group (GL_EVAL_BIT).
857 struct gl_eval_attrib
863 GLboolean Map1Color4
;
865 GLboolean Map1Normal
;
866 GLboolean Map1TextureCoord1
;
867 GLboolean Map1TextureCoord2
;
868 GLboolean Map1TextureCoord3
;
869 GLboolean Map1TextureCoord4
;
870 GLboolean Map1Vertex3
;
871 GLboolean Map1Vertex4
;
872 GLboolean Map1Attrib
[16]; /* GL_NV_vertex_program */
873 GLboolean Map2Color4
;
875 GLboolean Map2Normal
;
876 GLboolean Map2TextureCoord1
;
877 GLboolean Map2TextureCoord2
;
878 GLboolean Map2TextureCoord3
;
879 GLboolean Map2TextureCoord4
;
880 GLboolean Map2Vertex3
;
881 GLboolean Map2Vertex4
;
882 GLboolean Map2Attrib
[16]; /* GL_NV_vertex_program */
883 GLboolean AutoNormal
;
887 * \name Map Grid endpoints and divisions and calculated du values
891 GLfloat MapGrid1u1
, MapGrid1u2
, MapGrid1du
;
892 GLint MapGrid2un
, MapGrid2vn
;
893 GLfloat MapGrid2u1
, MapGrid2u2
, MapGrid2du
;
894 GLfloat MapGrid2v1
, MapGrid2v2
, MapGrid2dv
;
900 * Fog attribute group (GL_FOG_BIT).
904 GLboolean Enabled
; /**< Fog enabled flag */
905 GLfloat ColorUnclamped
[4]; /**< Fog color */
906 GLfloat Color
[4]; /**< Fog color */
907 GLfloat Density
; /**< Density >= 0.0 */
908 GLfloat Start
; /**< Start distance in eye coords */
909 GLfloat End
; /**< End distance in eye coords */
910 GLfloat Index
; /**< Fog index */
911 GLenum Mode
; /**< Fog mode */
912 GLboolean ColorSumEnabled
;
913 GLenum FogCoordinateSource
; /**< GL_EXT_fog_coord */
914 GLfloat _Scale
; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
915 GLenum FogDistanceMode
; /**< GL_NV_fog_distance */
920 * \brief Layout qualifiers for gl_FragDepth.
922 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
923 * a layout qualifier.
925 * \see enum ir_depth_layout
927 enum gl_frag_depth_layout
{
928 FRAG_DEPTH_LAYOUT_NONE
, /**< No layout is specified. */
929 FRAG_DEPTH_LAYOUT_ANY
,
930 FRAG_DEPTH_LAYOUT_GREATER
,
931 FRAG_DEPTH_LAYOUT_LESS
,
932 FRAG_DEPTH_LAYOUT_UNCHANGED
937 * Hint attribute group (GL_HINT_BIT).
939 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
941 struct gl_hint_attrib
943 GLenum PerspectiveCorrection
;
946 GLenum PolygonSmooth
;
948 GLenum ClipVolumeClipping
; /**< GL_EXT_clip_volume_hint */
949 GLenum TextureCompression
; /**< GL_ARB_texture_compression */
950 GLenum GenerateMipmap
; /**< GL_SGIS_generate_mipmap */
951 GLenum FragmentShaderDerivative
; /**< GL_ARB_fragment_shader */
958 #define LIGHT_SPOT 0x1
959 #define LIGHT_LOCAL_VIEWER 0x2
960 #define LIGHT_POSITIONAL 0x4
961 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
966 * Lighting attribute group (GL_LIGHT_BIT).
968 struct gl_light_attrib
970 struct gl_light Light
[MAX_LIGHTS
]; /**< Array of light sources */
971 struct gl_lightmodel Model
; /**< Lighting model */
974 * Must flush FLUSH_VERTICES before referencing:
977 struct gl_material Material
; /**< Includes front & back values */
980 GLboolean Enabled
; /**< Lighting enabled flag */
981 GLenum ShadeModel
; /**< GL_FLAT or GL_SMOOTH */
982 GLenum ProvokingVertex
; /**< GL_EXT_provoking_vertex */
983 GLenum ColorMaterialFace
; /**< GL_FRONT, BACK or FRONT_AND_BACK */
984 GLenum ColorMaterialMode
; /**< GL_AMBIENT, GL_DIFFUSE, etc */
985 GLbitfield ColorMaterialBitmask
; /**< bitmask formed from Face and Mode */
986 GLboolean ColorMaterialEnabled
;
987 GLenum ClampVertexColor
;
988 GLboolean _ClampVertexColor
;
990 struct gl_light EnabledList
; /**< List sentinel */
993 * Derived state for optimizations:
996 GLboolean _NeedEyeCoords
;
997 GLboolean _NeedVertices
; /**< Use fast shader? */
998 GLbitfield _Flags
; /**< LIGHT_* flags, see above */
999 GLfloat _BaseColor
[2][3];
1005 * Line attribute group (GL_LINE_BIT).
1007 struct gl_line_attrib
1009 GLboolean SmoothFlag
; /**< GL_LINE_SMOOTH enabled? */
1010 GLboolean StippleFlag
; /**< GL_LINE_STIPPLE enabled? */
1011 GLushort StipplePattern
; /**< Stipple pattern */
1012 GLint StippleFactor
; /**< Stipple repeat factor */
1013 GLfloat Width
; /**< Line width */
1018 * Display list attribute group (GL_LIST_BIT).
1020 struct gl_list_attrib
1027 * Multisample attribute group (GL_MULTISAMPLE_BIT).
1029 struct gl_multisample_attrib
1032 GLboolean _Enabled
; /**< true if Enabled and multisample buffer */
1033 GLboolean SampleAlphaToCoverage
;
1034 GLboolean SampleAlphaToOne
;
1035 GLboolean SampleCoverage
;
1036 GLfloat SampleCoverageValue
;
1037 GLboolean SampleCoverageInvert
;
1042 * A pixelmap (see glPixelMap)
1047 GLfloat Map
[MAX_PIXEL_MAP_TABLE
];
1052 * Collection of all pixelmaps
1056 struct gl_pixelmap RtoR
; /**< i.e. GL_PIXEL_MAP_R_TO_R */
1057 struct gl_pixelmap GtoG
;
1058 struct gl_pixelmap BtoB
;
1059 struct gl_pixelmap AtoA
;
1060 struct gl_pixelmap ItoR
;
1061 struct gl_pixelmap ItoG
;
1062 struct gl_pixelmap ItoB
;
1063 struct gl_pixelmap ItoA
;
1064 struct gl_pixelmap ItoI
;
1065 struct gl_pixelmap StoS
;
1070 * Pixel attribute group (GL_PIXEL_MODE_BIT).
1072 struct gl_pixel_attrib
1074 GLenum ReadBuffer
; /**< source buffer for glRead/CopyPixels() */
1076 /*--- Begin Pixel Transfer State ---*/
1077 /* Fields are in the order in which they're applied... */
1079 /** Scale & Bias (index shift, offset) */
1081 GLfloat RedBias
, RedScale
;
1082 GLfloat GreenBias
, GreenScale
;
1083 GLfloat BlueBias
, BlueScale
;
1084 GLfloat AlphaBias
, AlphaScale
;
1085 GLfloat DepthBias
, DepthScale
;
1086 GLint IndexShift
, IndexOffset
;
1090 /* Note: actual pixel maps are not part of this attrib group */
1091 GLboolean MapColorFlag
;
1092 GLboolean MapStencilFlag
;
1094 /*--- End Pixel Transfer State ---*/
1097 GLfloat ZoomX
, ZoomY
;
1102 * Point attribute group (GL_POINT_BIT).
1104 struct gl_point_attrib
1106 GLboolean SmoothFlag
; /**< True if GL_POINT_SMOOTH is enabled */
1107 GLfloat Size
; /**< User-specified point size */
1108 GLfloat Params
[3]; /**< GL_EXT_point_parameters */
1109 GLfloat MinSize
, MaxSize
; /**< GL_EXT_point_parameters */
1110 GLfloat Threshold
; /**< GL_EXT_point_parameters */
1111 GLboolean _Attenuated
; /**< True if Params != [1, 0, 0] */
1112 GLboolean PointSprite
; /**< GL_NV/ARB_point_sprite */
1113 GLboolean CoordReplace
[MAX_TEXTURE_COORD_UNITS
]; /**< GL_ARB_point_sprite*/
1114 GLenum SpriteRMode
; /**< GL_NV_point_sprite (only!) */
1115 GLenum SpriteOrigin
; /**< GL_ARB_point_sprite */
1120 * Polygon attribute group (GL_POLYGON_BIT).
1122 struct gl_polygon_attrib
1124 GLenum FrontFace
; /**< Either GL_CW or GL_CCW */
1125 GLenum FrontMode
; /**< Either GL_POINT, GL_LINE or GL_FILL */
1126 GLenum BackMode
; /**< Either GL_POINT, GL_LINE or GL_FILL */
1127 GLboolean _FrontBit
; /**< 0=GL_CCW, 1=GL_CW */
1128 GLboolean CullFlag
; /**< Culling on/off flag */
1129 GLboolean SmoothFlag
; /**< True if GL_POLYGON_SMOOTH is enabled */
1130 GLboolean StippleFlag
; /**< True if GL_POLYGON_STIPPLE is enabled */
1131 GLenum CullFaceMode
; /**< Culling mode GL_FRONT or GL_BACK */
1132 GLfloat OffsetFactor
; /**< Polygon offset factor, from user */
1133 GLfloat OffsetUnits
; /**< Polygon offset units, from user */
1134 GLboolean OffsetPoint
; /**< Offset in GL_POINT mode */
1135 GLboolean OffsetLine
; /**< Offset in GL_LINE mode */
1136 GLboolean OffsetFill
; /**< Offset in GL_FILL mode */
1141 * Scissor attributes (GL_SCISSOR_BIT).
1143 struct gl_scissor_attrib
1145 GLboolean Enabled
; /**< Scissor test enabled? */
1146 GLint X
, Y
; /**< Lower left corner of box */
1147 GLsizei Width
, Height
; /**< Size of box */
1152 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1154 * Three sets of stencil data are tracked so that OpenGL 2.0,
1155 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1156 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1157 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1158 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1159 * GL_EXT_stencil_two_side GL_BACK state.
1161 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1162 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1164 * The derived value \c _TestTwoSide is set when the front-face and back-face
1165 * stencil state are different.
1167 struct gl_stencil_attrib
1169 GLboolean Enabled
; /**< Enabled flag */
1170 GLboolean TestTwoSide
; /**< GL_EXT_stencil_two_side */
1171 GLubyte ActiveFace
; /**< GL_EXT_stencil_two_side (0 or 2) */
1172 GLboolean _Enabled
; /**< Enabled and stencil buffer present */
1173 GLboolean _TestTwoSide
;
1174 GLubyte _BackFace
; /**< Current back stencil state (1 or 2) */
1175 GLenum Function
[3]; /**< Stencil function */
1176 GLenum FailFunc
[3]; /**< Fail function */
1177 GLenum ZPassFunc
[3]; /**< Depth buffer pass function */
1178 GLenum ZFailFunc
[3]; /**< Depth buffer fail function */
1179 GLint Ref
[3]; /**< Reference value */
1180 GLuint ValueMask
[3]; /**< Value mask */
1181 GLuint WriteMask
[3]; /**< Write mask */
1182 GLuint Clear
; /**< Clear value */
1187 * An index for each type of texture object. These correspond to the GL
1188 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1189 * Note: the order is from highest priority to lowest priority.
1193 TEXTURE_BUFFER_INDEX
,
1194 TEXTURE_2D_ARRAY_INDEX
,
1195 TEXTURE_1D_ARRAY_INDEX
,
1196 TEXTURE_EXTERNAL_INDEX
,
1207 * Bit flags for each type of texture object
1208 * Used for Texture.Unit[]._ReallyEnabled flags.
1211 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1212 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1213 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1214 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1215 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1216 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1217 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1218 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1219 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1224 * TexGenEnabled flags.
1231 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1236 * Bit flag versions of the corresponding GL_ constants.
1239 #define TEXGEN_SPHERE_MAP 0x1
1240 #define TEXGEN_OBJ_LINEAR 0x2
1241 #define TEXGEN_EYE_LINEAR 0x4
1242 #define TEXGEN_REFLECTION_MAP_NV 0x8
1243 #define TEXGEN_NORMAL_MAP_NV 0x10
1245 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1246 TEXGEN_REFLECTION_MAP_NV | \
1247 TEXGEN_NORMAL_MAP_NV)
1248 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1249 TEXGEN_REFLECTION_MAP_NV | \
1250 TEXGEN_NORMAL_MAP_NV | \
1256 /** Tex-gen enabled for texture unit? */
1257 #define ENABLE_TEXGEN(unit) (1 << (unit))
1259 /** Non-identity texture matrix for texture unit? */
1260 #define ENABLE_TEXMAT(unit) (1 << (unit))
1264 * Texture image state. Drivers will typically create a subclass of this
1265 * with extra fields for memory buffers, etc.
1267 struct gl_texture_image
1269 GLint InternalFormat
; /**< Internal format as given by the user */
1270 GLenum _BaseFormat
; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1271 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1272 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1273 * GL_DEPTH_STENCIL_EXT only. Used for
1274 * choosing TexEnv arithmetic.
1276 gl_format TexFormat
; /**< The actual texture memory format */
1278 GLuint Border
; /**< 0 or 1 */
1279 GLuint Width
; /**< = 2^WidthLog2 + 2*Border */
1280 GLuint Height
; /**< = 2^HeightLog2 + 2*Border */
1281 GLuint Depth
; /**< = 2^DepthLog2 + 2*Border */
1282 GLuint Width2
; /**< = Width - 2*Border */
1283 GLuint Height2
; /**< = Height - 2*Border */
1284 GLuint Depth2
; /**< = Depth - 2*Border */
1285 GLuint WidthLog2
; /**< = log2(Width2) */
1286 GLuint HeightLog2
; /**< = log2(Height2) */
1287 GLuint DepthLog2
; /**< = log2(Depth2) */
1288 GLuint MaxLog2
; /**< = MAX(WidthLog2, HeightLog2) */
1290 struct gl_texture_object
*TexObject
; /**< Pointer back to parent object */
1291 GLuint Level
; /**< Which mipmap level am I? */
1292 /** Cube map face: index into gl_texture_object::Image[] array */
1298 * Indexes for cube map faces.
1313 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1314 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1316 struct gl_sampler_object
1321 GLenum WrapS
; /**< S-axis texture image wrap mode */
1322 GLenum WrapT
; /**< T-axis texture image wrap mode */
1323 GLenum WrapR
; /**< R-axis texture image wrap mode */
1324 GLenum MinFilter
; /**< minification filter */
1325 GLenum MagFilter
; /**< magnification filter */
1326 union gl_color_union BorderColor
; /**< Interpreted according to texture format */
1327 GLfloat MinLod
; /**< min lambda, OpenGL 1.2 */
1328 GLfloat MaxLod
; /**< max lambda, OpenGL 1.2 */
1329 GLfloat LodBias
; /**< OpenGL 1.4 */
1330 GLfloat MaxAnisotropy
; /**< GL_EXT_texture_filter_anisotropic */
1331 GLenum CompareMode
; /**< GL_ARB_shadow */
1332 GLenum CompareFunc
; /**< GL_ARB_shadow */
1333 GLfloat CompareFailValue
; /**< GL_ARB_shadow_ambient */
1334 GLenum sRGBDecode
; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1335 GLboolean CubeMapSeamless
; /**< GL_AMD_seamless_cubemap_per_texture */
1337 /* deprecated sampler state */
1338 GLenum DepthMode
; /**< GL_ARB_depth_texture */
1343 * Texture object state. Contains the array of mipmap images, border color,
1344 * wrap modes, filter modes, and shadow/texcompare state.
1346 struct gl_texture_object
1348 _glthread_Mutex Mutex
; /**< for thread safety */
1349 GLint RefCount
; /**< reference count */
1350 GLuint Name
; /**< the user-visible texture object ID */
1351 GLenum Target
; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1353 struct gl_sampler_object Sampler
;
1355 GLfloat Priority
; /**< in [0,1] */
1356 GLint BaseLevel
; /**< min mipmap level, OpenGL 1.2 */
1357 GLint MaxLevel
; /**< max mipmap level, OpenGL 1.2 */
1358 GLint _MaxLevel
; /**< actual max mipmap level (q in the spec) */
1359 GLfloat _MaxLambda
; /**< = _MaxLevel - BaseLevel (q - b in spec) */
1360 GLint CropRect
[4]; /**< GL_OES_draw_texture */
1361 GLenum Swizzle
[4]; /**< GL_EXT_texture_swizzle */
1362 GLuint _Swizzle
; /**< same as Swizzle, but SWIZZLE_* format */
1363 GLboolean GenerateMipmap
; /**< GL_SGIS_generate_mipmap */
1364 GLboolean _Complete
; /**< Is texture object complete? */
1365 GLboolean _RenderToTexture
; /**< Any rendering to this texture? */
1366 GLboolean Purgeable
; /**< Is the buffer purgeable under memory pressure? */
1367 GLboolean Immutable
; /**< GL_ARB_texture_storage */
1369 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1370 struct gl_texture_image
*Image
[MAX_FACES
][MAX_TEXTURE_LEVELS
];
1372 /** GL_ARB_texture_buffer_object */
1373 struct gl_buffer_object
*BufferObject
;
1374 GLenum BufferObjectFormat
;
1376 /** GL_OES_EGL_image_external */
1377 GLint RequiredTextureImageUnits
;
1381 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1382 #define MAX_COMBINER_TERMS 4
1386 * Texture combine environment state.
1388 struct gl_tex_env_combine_state
1390 GLenum ModeRGB
; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1391 GLenum ModeA
; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1392 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1393 GLenum SourceRGB
[MAX_COMBINER_TERMS
];
1394 GLenum SourceA
[MAX_COMBINER_TERMS
];
1395 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1396 GLenum OperandRGB
[MAX_COMBINER_TERMS
];
1397 GLenum OperandA
[MAX_COMBINER_TERMS
];
1398 GLuint ScaleShiftRGB
; /**< 0, 1 or 2 */
1399 GLuint ScaleShiftA
; /**< 0, 1 or 2 */
1400 GLuint _NumArgsRGB
; /**< Number of inputs used for the RGB combiner */
1401 GLuint _NumArgsA
; /**< Number of inputs used for the A combiner */
1406 * Texture coord generation state.
1410 GLenum Mode
; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1411 GLbitfield _ModeBit
; /**< TEXGEN_x bit corresponding to Mode */
1412 GLfloat ObjectPlane
[4];
1413 GLfloat EyePlane
[4];
1418 * Texture unit state. Contains enable flags, texture environment/function/
1419 * combiners, texgen state, and pointers to current texture objects.
1421 struct gl_texture_unit
1423 GLbitfield Enabled
; /**< bitmask of TEXTURE_*_BIT flags */
1424 GLbitfield _ReallyEnabled
; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1426 GLenum EnvMode
; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1427 GLclampf EnvColor
[4];
1428 GLfloat EnvColorUnclamped
[4];
1430 struct gl_texgen GenS
;
1431 struct gl_texgen GenT
;
1432 struct gl_texgen GenR
;
1433 struct gl_texgen GenQ
;
1434 GLbitfield TexGenEnabled
; /**< Bitwise-OR of [STRQ]_BIT values */
1435 GLbitfield _GenFlags
; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1437 GLfloat LodBias
; /**< for biasing mipmap levels */
1439 GLfloat RotMatrix
[4]; /* 2x2 matrix */
1441 /** Current sampler object (GL_ARB_sampler_objects) */
1442 struct gl_sampler_object
*Sampler
;
1445 * \name GL_EXT_texture_env_combine
1447 struct gl_tex_env_combine_state Combine
;
1450 * Derived state based on \c EnvMode and the \c BaseFormat of the
1451 * currently enabled texture.
1453 struct gl_tex_env_combine_state _EnvMode
;
1456 * Currently enabled combiner state. This will point to either
1457 * \c Combine or \c _EnvMode.
1459 struct gl_tex_env_combine_state
*_CurrentCombine
;
1461 /** Current texture object pointers */
1462 struct gl_texture_object
*CurrentTex
[NUM_TEXTURE_TARGETS
];
1464 /** Points to highest priority, complete and enabled texture object */
1465 struct gl_texture_object
*_Current
;
1470 * Texture attribute group (GL_TEXTURE_BIT).
1472 struct gl_texture_attrib
1474 GLuint CurrentUnit
; /**< GL_ACTIVE_TEXTURE */
1475 struct gl_texture_unit Unit
[MAX_COMBINED_TEXTURE_IMAGE_UNITS
];
1477 struct gl_texture_object
*ProxyTex
[NUM_TEXTURE_TARGETS
];
1479 /** GL_ARB_texture_buffer_object */
1480 struct gl_buffer_object
*BufferObject
;
1482 /** GL_ARB_seamless_cubemap */
1483 GLboolean CubeMapSeamless
;
1485 /** Texture units/samplers used by vertex or fragment texturing */
1486 GLbitfield _EnabledUnits
;
1488 /** Texture coord units/sets used for fragment texturing */
1489 GLbitfield _EnabledCoordUnits
;
1491 /** Texture coord units that have texgen enabled */
1492 GLbitfield _TexGenEnabled
;
1494 /** Texture coord units that have non-identity matrices */
1495 GLbitfield _TexMatEnabled
;
1497 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1498 GLbitfield _GenFlags
;
1503 * Data structure representing a single clip plane (e.g. one of the elements
1504 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1506 typedef GLfloat gl_clip_plane
[4];
1510 * Transformation attribute group (GL_TRANSFORM_BIT).
1512 struct gl_transform_attrib
1514 GLenum MatrixMode
; /**< Matrix mode */
1515 gl_clip_plane EyeUserPlane
[MAX_CLIP_PLANES
]; /**< User clip planes */
1516 gl_clip_plane _ClipUserPlane
[MAX_CLIP_PLANES
]; /**< derived */
1517 GLbitfield ClipPlanesEnabled
; /**< on/off bitmask */
1518 GLboolean Normalize
; /**< Normalize all normals? */
1519 GLboolean RescaleNormals
; /**< GL_EXT_rescale_normal */
1520 GLboolean RasterPositionUnclipped
; /**< GL_IBM_rasterpos_clip */
1521 GLboolean DepthClamp
; /**< GL_ARB_depth_clamp */
1523 GLfloat CullEyePos
[4];
1524 GLfloat CullObjPos
[4];
1529 * Viewport attribute group (GL_VIEWPORT_BIT).
1531 struct gl_viewport_attrib
1533 GLint X
, Y
; /**< position */
1534 GLsizei Width
, Height
; /**< size */
1535 GLfloat Near
, Far
; /**< Depth buffer range */
1536 GLmatrix _WindowMap
; /**< Mapping transformation as a matrix. */
1541 * GL_ARB_vertex/pixel_buffer_object buffer object
1543 struct gl_buffer_object
1545 _glthread_Mutex Mutex
;
1548 GLenum Usage
; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1549 GLsizeiptrARB Size
; /**< Size of buffer storage in bytes */
1550 GLubyte
*Data
; /**< Location of storage either in RAM or VRAM. */
1551 /** Fields describing a mapped buffer */
1553 GLbitfield AccessFlags
; /**< Mask of GL_MAP_x_BIT flags */
1554 GLvoid
*Pointer
; /**< User-space address of mapping */
1555 GLintptr Offset
; /**< Mapped offset */
1556 GLsizeiptr Length
; /**< Mapped length */
1558 GLboolean DeletePending
; /**< true if buffer object is removed from the hash */
1559 GLboolean Written
; /**< Ever written to? (for debugging) */
1560 GLboolean Purgeable
; /**< Is the buffer purgeable under memory pressure? */
1565 * Client pixel packing/unpacking attributes
1567 struct gl_pixelstore_attrib
1575 GLboolean SwapBytes
;
1577 GLboolean Invert
; /**< GL_MESA_pack_invert */
1578 struct gl_buffer_object
*BufferObj
; /**< GL_ARB_pixel_buffer_object */
1583 * Client vertex array attributes
1585 struct gl_client_array
1587 GLint Size
; /**< components per element (1,2,3,4) */
1588 GLenum Type
; /**< datatype: GL_FLOAT, GL_INT, etc */
1589 GLenum Format
; /**< default: GL_RGBA, but may be GL_BGRA */
1590 GLsizei Stride
; /**< user-specified stride */
1591 GLsizei StrideB
; /**< actual stride in bytes */
1592 const GLubyte
*Ptr
; /**< Points to array data */
1593 GLboolean Enabled
; /**< Enabled flag is a boolean */
1594 GLboolean Normalized
; /**< GL_ARB_vertex_program */
1595 GLboolean Integer
; /**< Integer-valued? */
1596 GLuint InstanceDivisor
; /**< GL_ARB_instanced_arrays */
1597 GLuint _ElementSize
; /**< size of each element in bytes */
1599 struct gl_buffer_object
*BufferObj
;/**< GL_ARB_vertex_buffer_object */
1600 GLuint _MaxElement
; /**< max element index into array buffer + 1 */
1605 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1606 * extension, but a nice encapsulation in any case.
1608 struct gl_array_object
1610 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1614 _glthread_Mutex Mutex
;
1617 * Does the VAO use ARB semantics or Apple semantics?
1619 * There are several ways in which ARB_vertex_array_object and
1620 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1623 * - ARB VAOs require that all array data be sourced from vertex buffer
1624 * objects, but Apple VAOs do not.
1626 * - ARB VAOs require that names come from GenVertexArrays.
1628 * This flag notes which behavior governs this VAO.
1630 GLboolean ARBsemantics
;
1633 * Has this array object been bound?
1637 /** Vertex attribute arrays */
1638 struct gl_client_array VertexAttrib
[VERT_ATTRIB_MAX
];
1640 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1641 GLbitfield64 _Enabled
;
1644 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1645 * we can determine the max legal (in bounds) glDrawElements array index.
1649 struct gl_buffer_object
*ElementArrayBufferObj
;
1654 * Vertex array state
1656 struct gl_array_attrib
1658 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1659 struct gl_array_object
*ArrayObj
;
1661 /** The default vertex array object */
1662 struct gl_array_object
*DefaultArrayObj
;
1664 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1665 struct _mesa_HashTable
*Objects
;
1667 GLint ActiveTexture
; /**< Client Active Texture */
1668 GLuint LockFirst
; /**< GL_EXT_compiled_vertex_array */
1669 GLuint LockCount
; /**< GL_EXT_compiled_vertex_array */
1671 /** GL 3.1 (slightly different from GL_NV_primitive_restart) */
1672 GLboolean PrimitiveRestart
;
1673 GLuint RestartIndex
;
1675 GLbitfield64 NewState
; /**< mask of VERT_BIT_* values */
1676 GLboolean RebindArrays
; /**< whether the VBO module should rebind arrays */
1678 /* GL_ARB_vertex_buffer_object */
1679 struct gl_buffer_object
*ArrayBufferObj
;
1684 * Feedback buffer state
1689 GLbitfield _Mask
; /**< FB_* bits */
1697 * Selection buffer state
1701 GLuint
*Buffer
; /**< selection buffer */
1702 GLuint BufferSize
; /**< size of the selection buffer */
1703 GLuint BufferCount
; /**< number of values in the selection buffer */
1704 GLuint Hits
; /**< number of records in the selection buffer */
1705 GLuint NameStackDepth
; /**< name stack depth */
1706 GLuint NameStack
[MAX_NAME_STACK_DEPTH
]; /**< name stack */
1707 GLboolean HitFlag
; /**< hit flag */
1708 GLfloat HitMinZ
; /**< minimum hit depth */
1709 GLfloat HitMaxZ
; /**< maximum hit depth */
1714 * 1-D Evaluator control points
1718 GLuint Order
; /**< Number of control points */
1719 GLfloat u1
, u2
, du
; /**< u1, u2, 1.0/(u2-u1) */
1720 GLfloat
*Points
; /**< Points to contiguous control points */
1725 * 2-D Evaluator control points
1729 GLuint Uorder
; /**< Number of control points in U dimension */
1730 GLuint Vorder
; /**< Number of control points in V dimension */
1733 GLfloat
*Points
; /**< Points to contiguous control points */
1738 * All evaluator control point state
1740 struct gl_evaluators
1746 struct gl_1d_map Map1Vertex3
;
1747 struct gl_1d_map Map1Vertex4
;
1748 struct gl_1d_map Map1Index
;
1749 struct gl_1d_map Map1Color4
;
1750 struct gl_1d_map Map1Normal
;
1751 struct gl_1d_map Map1Texture1
;
1752 struct gl_1d_map Map1Texture2
;
1753 struct gl_1d_map Map1Texture3
;
1754 struct gl_1d_map Map1Texture4
;
1755 struct gl_1d_map Map1Attrib
[16]; /**< GL_NV_vertex_program */
1762 struct gl_2d_map Map2Vertex3
;
1763 struct gl_2d_map Map2Vertex4
;
1764 struct gl_2d_map Map2Index
;
1765 struct gl_2d_map Map2Color4
;
1766 struct gl_2d_map Map2Normal
;
1767 struct gl_2d_map Map2Texture1
;
1768 struct gl_2d_map Map2Texture2
;
1769 struct gl_2d_map Map2Texture3
;
1770 struct gl_2d_map Map2Texture4
;
1771 struct gl_2d_map Map2Attrib
[16]; /**< GL_NV_vertex_program */
1777 * Names of the various vertex/fragment program register files, etc.
1779 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1780 * All values should fit in a 4-bit field.
1782 * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR, PROGRAM_NAMED_PARAM,
1783 * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1784 * be "uniform" variables since they can only be set outside glBegin/End.
1785 * They're also all stored in the same Parameters array.
1789 PROGRAM_TEMPORARY
, /**< machine->Temporary[] */
1790 PROGRAM_INPUT
, /**< machine->Inputs[] */
1791 PROGRAM_OUTPUT
, /**< machine->Outputs[] */
1792 PROGRAM_VARYING
, /**< machine->Inputs[]/Outputs[] */
1793 PROGRAM_LOCAL_PARAM
, /**< gl_program->LocalParams[] */
1794 PROGRAM_ENV_PARAM
, /**< gl_program->Parameters[] */
1795 PROGRAM_STATE_VAR
, /**< gl_program->Parameters[] */
1796 PROGRAM_NAMED_PARAM
, /**< gl_program->Parameters[] */
1797 PROGRAM_CONSTANT
, /**< gl_program->Parameters[] */
1798 PROGRAM_UNIFORM
, /**< gl_program->Parameters[] */
1799 PROGRAM_WRITE_ONLY
, /**< A dummy, write-only register */
1800 PROGRAM_ADDRESS
, /**< machine->AddressReg */
1801 PROGRAM_SAMPLER
, /**< for shader samplers, compile-time only */
1802 PROGRAM_SYSTEM_VALUE
,/**< InstanceId, PrimitiveID, etc. */
1803 PROGRAM_UNDEFINED
, /**< Invalid/TBD value */
1809 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1810 * one of these values.
1814 SYSTEM_VALUE_FRONT_FACE
, /**< Fragment shader only (not done yet) */
1815 SYSTEM_VALUE_VERTEX_ID
, /**< Vertex shader only */
1816 SYSTEM_VALUE_INSTANCE_ID
, /**< Vertex shader only */
1817 SYSTEM_VALUE_MAX
/**< Number of values */
1822 * The possible interpolation qualifiers that can be applied to a fragment
1823 * shader input in GLSL.
1825 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
1826 * gl_fragment_program data structure to 0 causes the default behavior.
1828 enum glsl_interp_qualifier
1830 INTERP_QUALIFIER_NONE
= 0,
1831 INTERP_QUALIFIER_SMOOTH
,
1832 INTERP_QUALIFIER_FLAT
,
1833 INTERP_QUALIFIER_NOPERSPECTIVE
1837 /** Vertex and fragment instructions */
1838 struct prog_instruction
;
1839 struct gl_program_parameter_list
;
1840 struct gl_uniform_list
;
1842 struct gl_transform_feedback_varying_info
{
1848 struct gl_transform_feedback_output
{
1849 unsigned OutputRegister
;
1850 unsigned OutputBuffer
;
1851 unsigned NumComponents
;
1853 /** offset (in DWORDs) of this output within the interleaved structure */
1857 * Offset into the output register of the data to output. For example,
1858 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1859 * offset is in the y and z components of the output register.
1861 unsigned ComponentOffset
;
1864 /** Post-link transform feedback info. */
1865 struct gl_transform_feedback_info
{
1866 unsigned NumOutputs
;
1869 * Number of transform feedback buffers in use by this program.
1871 unsigned NumBuffers
;
1873 struct gl_transform_feedback_output
*Outputs
;
1875 /** Transform feedback varyings used for the linking of this shader program.
1877 * Use for glGetTransformFeedbackVarying().
1879 struct gl_transform_feedback_varying_info
*Varyings
;
1883 * Total number of components stored in each buffer. This may be used by
1884 * hardware back-ends to determine the correct stride when interleaving
1885 * multiple transform feedback outputs in the same buffer.
1887 unsigned BufferStride
[MAX_FEEDBACK_ATTRIBS
];
1891 * Base class for any kind of program object
1896 GLubyte
*String
; /**< Null-terminated program text */
1898 GLenum Target
; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_FRAGMENT_PROGRAM_NV */
1899 GLenum Format
; /**< String encoding format */
1902 struct prog_instruction
*Instructions
;
1904 GLbitfield64 InputsRead
; /**< Bitmask of which input regs are read */
1905 GLbitfield64 OutputsWritten
; /**< Bitmask of which output regs are written */
1906 GLbitfield SystemValuesRead
; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1907 GLbitfield InputFlags
[MAX_PROGRAM_INPUTS
]; /**< PROG_PARAM_BIT_x flags */
1908 GLbitfield OutputFlags
[MAX_PROGRAM_OUTPUTS
]; /**< PROG_PARAM_BIT_x flags */
1909 GLbitfield TexturesUsed
[MAX_COMBINED_TEXTURE_IMAGE_UNITS
]; /**< TEXTURE_x_BIT bitmask */
1910 GLbitfield SamplersUsed
; /**< Bitfield of which samplers are used */
1911 GLbitfield ShadowSamplers
; /**< Texture units used for shadow sampling. */
1914 /** Named parameters, constants, etc. from program text */
1915 struct gl_program_parameter_list
*Parameters
;
1916 /** Numbered local parameters */
1917 GLfloat LocalParams
[MAX_PROGRAM_LOCAL_PARAMS
][4];
1919 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1920 GLubyte SamplerUnits
[MAX_SAMPLERS
];
1922 /** Bitmask of which register files are read/written with indirect
1923 * addressing. Mask of (1 << PROGRAM_x) bits.
1925 GLbitfield IndirectRegisterFiles
;
1927 /** Logical counts */
1929 GLuint NumInstructions
;
1930 GLuint NumTemporaries
;
1931 GLuint NumParameters
;
1932 GLuint NumAttributes
;
1933 GLuint NumAddressRegs
;
1934 GLuint NumAluInstructions
;
1935 GLuint NumTexInstructions
;
1936 GLuint NumTexIndirections
;
1938 /** Native, actual h/w counts */
1940 GLuint NumNativeInstructions
;
1941 GLuint NumNativeTemporaries
;
1942 GLuint NumNativeParameters
;
1943 GLuint NumNativeAttributes
;
1944 GLuint NumNativeAddressRegs
;
1945 GLuint NumNativeAluInstructions
;
1946 GLuint NumNativeTexInstructions
;
1947 GLuint NumNativeTexIndirections
;
1952 /** Vertex program object */
1953 struct gl_vertex_program
1955 struct gl_program Base
; /**< base class */
1956 GLboolean IsNVProgram
; /**< is this a GL_NV_vertex_program program? */
1957 GLboolean IsPositionInvariant
;
1958 GLboolean UsesClipDistance
;
1962 /** Geometry program object */
1963 struct gl_geometry_program
1965 struct gl_program Base
; /**< base class */
1968 GLenum InputType
; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
1969 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
1970 GLenum OutputType
; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
1974 /** Fragment program object */
1975 struct gl_fragment_program
1977 struct gl_program Base
; /**< base class */
1978 GLboolean UsesKill
; /**< shader uses KIL instruction */
1979 GLboolean OriginUpperLeft
;
1980 GLboolean PixelCenterInteger
;
1981 enum gl_frag_depth_layout FragDepthLayout
;
1984 * GLSL interpolation qualifier associated with each fragment shader input.
1985 * For inputs that do not have an interpolation qualifier specified in
1986 * GLSL, the value is INTERP_QUALIFIER_NONE.
1988 enum glsl_interp_qualifier InterpQualifier
[FRAG_ATTRIB_MAX
];
1993 * State common to vertex and fragment programs.
1995 struct gl_program_state
1997 GLint ErrorPos
; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
1998 const char *ErrorString
; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2003 * Context state for vertex programs.
2005 struct gl_vertex_program_state
2007 GLboolean Enabled
; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2008 GLboolean _Enabled
; /**< Enabled and _valid_ user program? */
2009 GLboolean PointSizeEnabled
; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2010 GLboolean TwoSideEnabled
; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2011 /** Computed two sided lighting for fixed function/programs. */
2012 GLboolean _TwoSideEnabled
;
2013 struct gl_vertex_program
*Current
; /**< User-bound vertex program */
2015 /** Currently enabled and valid vertex program (including internal
2016 * programs, user-defined vertex programs and GLSL vertex shaders).
2017 * This is the program we must use when rendering.
2019 struct gl_vertex_program
*_Current
;
2021 GLfloat Parameters
[MAX_PROGRAM_ENV_PARAMS
][4]; /**< Env params */
2023 /* For GL_NV_vertex_program only: */
2024 GLenum TrackMatrix
[MAX_PROGRAM_ENV_PARAMS
/ 4];
2025 GLenum TrackMatrixTransform
[MAX_PROGRAM_ENV_PARAMS
/ 4];
2027 /** Should fixed-function T&L be implemented with a vertex prog? */
2028 GLboolean _MaintainTnlProgram
;
2030 /** Program to emulate fixed-function T&L (see above) */
2031 struct gl_vertex_program
*_TnlProgram
;
2033 /** Cache of fixed-function programs */
2034 struct gl_program_cache
*Cache
;
2036 GLboolean _Overriden
;
2041 * Context state for geometry programs.
2043 struct gl_geometry_program_state
2045 GLboolean Enabled
; /**< GL_ARB_GEOMETRY_SHADER4 */
2046 GLboolean _Enabled
; /**< Enabled and valid program? */
2047 struct gl_geometry_program
*Current
; /**< user-bound geometry program */
2049 /** Currently enabled and valid program (including internal programs
2050 * and compiled shader programs).
2052 struct gl_geometry_program
*_Current
;
2054 GLfloat Parameters
[MAX_PROGRAM_ENV_PARAMS
][4]; /**< Env params */
2056 /** Cache of fixed-function programs */
2057 struct gl_program_cache
*Cache
;
2061 * Context state for fragment programs.
2063 struct gl_fragment_program_state
2065 GLboolean Enabled
; /**< User-set fragment program enable flag */
2066 GLboolean _Enabled
; /**< Enabled and _valid_ user program? */
2067 struct gl_fragment_program
*Current
; /**< User-bound fragment program */
2069 /** Currently enabled and valid fragment program (including internal
2070 * programs, user-defined fragment programs and GLSL fragment shaders).
2071 * This is the program we must use when rendering.
2073 struct gl_fragment_program
*_Current
;
2075 GLfloat Parameters
[MAX_PROGRAM_ENV_PARAMS
][4]; /**< Env params */
2077 /** Should fixed-function texturing be implemented with a fragment prog? */
2078 GLboolean _MaintainTexEnvProgram
;
2080 /** Program to emulate fixed-function texture env/combine (see above) */
2081 struct gl_fragment_program
*_TexEnvProgram
;
2083 /** Cache of fixed-function programs */
2084 struct gl_program_cache
*Cache
;
2089 * ATI_fragment_shader runtime state
2091 #define ATI_FS_INPUT_PRIMARY 0
2092 #define ATI_FS_INPUT_SECONDARY 1
2094 struct atifs_instruction
;
2095 struct atifs_setupinst
;
2098 * ATI fragment shader
2100 struct ati_fragment_shader
2104 struct atifs_instruction
*Instructions
[2];
2105 struct atifs_setupinst
*SetupInst
[2];
2106 GLfloat Constants
[8][4];
2107 GLbitfield LocalConstDef
; /**< Indicates which constants have been set */
2108 GLubyte numArithInstr
[2];
2109 GLubyte regsAssigned
[2];
2110 GLubyte NumPasses
; /**< 1 or 2 */
2112 GLubyte last_optype
;
2113 GLboolean interpinp1
;
2119 * Context state for GL_ATI_fragment_shader
2121 struct gl_ati_fragment_shader_state
2124 GLboolean _Enabled
; /**< enabled and valid shader? */
2125 GLboolean Compiling
;
2126 GLfloat GlobalConstants
[8][4];
2127 struct ati_fragment_shader
*Current
;
2132 * Occlusion/timer query object.
2134 struct gl_query_object
2136 GLenum Target
; /**< The query target, when active */
2137 GLuint Id
; /**< hash table ID/name */
2138 GLuint64EXT Result
; /**< the counter */
2139 GLboolean Active
; /**< inside Begin/EndQuery */
2140 GLboolean Ready
; /**< result is ready? */
2145 * Context state for query objects.
2147 struct gl_query_state
2149 struct _mesa_HashTable
*QueryObjects
;
2150 struct gl_query_object
*CurrentOcclusionObject
; /* GL_ARB_occlusion_query */
2151 struct gl_query_object
*CurrentTimerObject
; /* GL_EXT_timer_query */
2153 /** GL_NV_conditional_render */
2154 struct gl_query_object
*CondRenderQuery
;
2156 /** GL_EXT_transform_feedback */
2157 struct gl_query_object
*PrimitivesGenerated
;
2158 struct gl_query_object
*PrimitivesWritten
;
2160 /** GL_ARB_timer_query */
2161 struct gl_query_object
*TimeElapsed
;
2163 GLenum CondRenderMode
;
2167 /** Sync object state */
2168 struct gl_sync_object
{
2169 struct simple_node link
;
2170 GLenum Type
; /**< GL_SYNC_FENCE */
2171 GLuint Name
; /**< Fence name */
2172 GLint RefCount
; /**< Reference count */
2173 GLboolean DeletePending
; /**< Object was deleted while there were still
2174 * live references (e.g., sync not yet finished)
2176 GLenum SyncCondition
;
2177 GLbitfield Flags
; /**< Flags passed to glFenceSync */
2178 GLuint StatusFlag
:1; /**< Has the sync object been signaled? */
2182 /** Set by #pragma directives */
2183 struct gl_sl_pragmas
2185 GLboolean IgnoreOptimize
; /**< ignore #pragma optimize(on/off) ? */
2186 GLboolean IgnoreDebug
; /**< ignore #pragma debug(on/off) ? */
2187 GLboolean Optimize
; /**< defaults on */
2188 GLboolean Debug
; /**< defaults off */
2193 * A GLSL vertex or fragment shader object.
2197 GLenum Type
; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB (first field!) */
2198 GLuint Name
; /**< AKA the handle */
2199 GLint RefCount
; /**< Reference count */
2200 GLboolean DeletePending
;
2201 GLboolean CompileStatus
;
2202 const GLchar
*Source
; /**< Source code string */
2203 GLuint SourceChecksum
; /**< for debug/logging purposes */
2204 struct gl_program
*Program
; /**< Post-compile assembly code */
2206 struct gl_sl_pragmas Pragmas
;
2208 unsigned Version
; /**< GLSL version used for linking */
2211 * \name Sampler tracking
2213 * \note Each of these fields is only set post-linking.
2216 unsigned num_samplers
; /**< Number of samplers used by this shader. */
2217 GLbitfield active_samplers
; /**< Bitfield of which samplers are used */
2218 GLbitfield shadow_samplers
; /**< Samplers used for shadow sampling. */
2222 * Number of uniform components used by this shader.
2224 * This field is only set post-linking.
2226 unsigned num_uniform_components
;
2228 struct exec_list
*ir
;
2229 struct glsl_symbol_table
*symbols
;
2231 /** Shaders containing built-in functions that are used for linking. */
2232 struct gl_shader
*builtins_to_link
[16];
2233 unsigned num_builtins_to_link
;
2238 * A GLSL program object.
2239 * Basically a linked collection of vertex and fragment shaders.
2241 struct gl_shader_program
2243 GLenum Type
; /**< Always GL_SHADER_PROGRAM (internal token) */
2244 GLuint Name
; /**< aka handle or ID */
2245 GLint RefCount
; /**< Reference count */
2246 GLboolean DeletePending
;
2249 * Flags that the linker should not reject the program if it lacks
2250 * a vertex or fragment shader. GLES2 doesn't allow separate
2251 * shader objects, and would reject them. However, we internally
2252 * build separate shader objects for fixed function programs, which
2253 * we use for drivers/common/meta.c and for handling
2254 * _mesa_update_state with no program bound (for example in
2257 GLboolean InternalSeparateShader
;
2259 GLuint NumShaders
; /**< number of attached shaders */
2260 struct gl_shader
**Shaders
; /**< List of attached the shaders */
2263 * User-defined attribute bindings
2265 * These are set via \c glBindAttribLocation and are used to direct the
2266 * GLSL linker. These are \b not the values used in the compiled shader,
2267 * and they are \b not the values returned by \c glGetAttribLocation.
2269 struct string_to_uint_map
*AttributeBindings
;
2272 * User-defined fragment data bindings
2274 * These are set via \c glBindFragDataLocation and are used to direct the
2275 * GLSL linker. These are \b not the values used in the compiled shader,
2276 * and they are \b not the values returned by \c glGetFragDataLocation.
2278 struct string_to_uint_map
*FragDataBindings
;
2281 * Transform feedback varyings last specified by
2282 * glTransformFeedbackVaryings().
2284 * For the current set of transform feeedback varyings used for transform
2285 * feedback output, see LinkedTransformFeedback.
2290 GLchar
**VaryingNames
; /**< Array [NumVarying] of char * */
2291 } TransformFeedback
;
2293 /** Post-link transform feedback info. */
2294 struct gl_transform_feedback_info LinkedTransformFeedback
;
2296 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2297 enum gl_frag_depth_layout FragDepthLayout
;
2299 /** Geometry shader state - copied into gl_geometry_program at link time */
2302 GLenum InputType
; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2303 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2304 GLenum OutputType
; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2307 /** Vertex shader state - copied into gl_vertex_program at link time */
2309 GLboolean UsesClipDistance
; /**< True if gl_ClipDistance is written to. */
2310 GLuint ClipDistanceArraySize
; /**< Size of the gl_ClipDistance array, or
2311 0 if not present. */
2314 /* post-link info: */
2315 unsigned NumUserUniformStorage
;
2316 struct gl_uniform_storage
*UniformStorage
;
2319 * Map of active uniform names to locations
2321 * Maps any active uniform that is not an array element to a location.
2322 * Each active uniform, including individual structure members will appear
2323 * in this map. This roughly corresponds to the set of names that would be
2324 * enumerated by \c glGetActiveUniform.
2326 struct string_to_uint_map
*UniformHash
;
2329 * Map from sampler unit to texture unit (set by glUniform1i())
2331 * A sampler unit is associated with each sampler uniform by the linker.
2332 * The sampler unit associated with each uniform is stored in the
2333 * \c gl_uniform_storage::sampler field.
2335 GLubyte SamplerUnits
[MAX_SAMPLERS
];
2336 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2337 gl_texture_index SamplerTargets
[MAX_SAMPLERS
];
2339 GLboolean LinkStatus
; /**< GL_LINK_STATUS */
2340 GLboolean Validated
;
2341 GLboolean _Used
; /**< Ever used for drawing? */
2344 unsigned Version
; /**< GLSL version used for linking */
2347 * Per-stage shaders resulting from the first stage of linking.
2349 * Set of linked shaders for this program. The array is accessed using the
2350 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2353 struct gl_shader
*_LinkedShaders
[MESA_SHADER_TYPES
];
2357 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2358 #define GLSL_LOG 0x2 /**< Write shaders to files */
2359 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2360 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2361 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2362 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2363 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2364 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2368 * Context state for GLSL vertex/fragment shaders.
2370 struct gl_shader_state
2373 * Programs used for rendering
2375 * There is a separate program set for each shader stage. If
2376 * GL_EXT_separate_shader_objects is not supported, each of these must point
2377 * to \c NULL or to the same program.
2379 struct gl_shader_program
*CurrentVertexProgram
;
2380 struct gl_shader_program
*CurrentGeometryProgram
;
2381 struct gl_shader_program
*CurrentFragmentProgram
;
2383 struct gl_shader_program
*_CurrentFragmentProgram
;
2386 * Program used by glUniform calls.
2388 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2390 struct gl_shader_program
*ActiveProgram
;
2392 GLbitfield Flags
; /**< Mask of GLSL_x flags */
2396 * Compiler options for a single GLSL shaders type
2398 struct gl_shader_compiler_options
2400 /** Driver-selectable options: */
2401 GLboolean EmitCondCodes
; /**< Use condition codes? */
2402 GLboolean EmitNVTempInitialization
; /**< 0-fill NV temp registers */
2403 GLboolean EmitNoLoops
;
2404 GLboolean EmitNoFunctions
;
2405 GLboolean EmitNoCont
; /**< Emit CONT opcode? */
2406 GLboolean EmitNoMainReturn
; /**< Emit CONT/RET opcodes? */
2407 GLboolean EmitNoNoise
; /**< Emit NOISE opcodes? */
2408 GLboolean EmitNoPow
; /**< Emit POW opcodes? */
2409 GLboolean LowerClipDistance
; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2412 * \name Forms of indirect addressing the driver cannot do.
2415 GLboolean EmitNoIndirectInput
; /**< No indirect addressing of inputs */
2416 GLboolean EmitNoIndirectOutput
; /**< No indirect addressing of outputs */
2417 GLboolean EmitNoIndirectTemp
; /**< No indirect addressing of temps */
2418 GLboolean EmitNoIndirectUniform
; /**< No indirect addressing of constants */
2421 GLuint MaxIfDepth
; /**< Maximum nested IF blocks */
2422 GLuint MaxUnrollIterations
;
2424 struct gl_sl_pragmas DefaultPragmas
; /**< Default #pragma settings */
2428 * Transform feedback object state
2430 struct gl_transform_feedback_object
2432 GLuint Name
; /**< AKA the object ID */
2434 GLboolean Active
; /**< Is transform feedback enabled? */
2435 GLboolean Paused
; /**< Is transform feedback paused? */
2436 GLboolean EndedAnytime
; /**< Has EndTransformFeedback been called
2439 /** The feedback buffers */
2440 GLuint BufferNames
[MAX_FEEDBACK_ATTRIBS
];
2441 struct gl_buffer_object
*Buffers
[MAX_FEEDBACK_ATTRIBS
];
2443 /** Start of feedback data in dest buffer */
2444 GLintptr Offset
[MAX_FEEDBACK_ATTRIBS
];
2445 /** Max data to put into dest buffer (in bytes) */
2446 GLsizeiptr Size
[MAX_FEEDBACK_ATTRIBS
];
2451 * Context state for transform feedback.
2453 struct gl_transform_feedback
2455 GLenum Mode
; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
2457 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
2458 struct gl_buffer_object
*CurrentBuffer
;
2460 /** The table of all transform feedback objects */
2461 struct _mesa_HashTable
*Objects
;
2463 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
2464 struct gl_transform_feedback_object
*CurrentObject
;
2466 /** The default xform-fb object (Name==0) */
2467 struct gl_transform_feedback_object
*DefaultObject
;
2473 * State which can be shared by multiple contexts:
2475 struct gl_shared_state
2477 _glthread_Mutex Mutex
; /**< for thread safety */
2478 GLint RefCount
; /**< Reference count */
2479 struct _mesa_HashTable
*DisplayList
; /**< Display lists hash table */
2480 struct _mesa_HashTable
*TexObjects
; /**< Texture objects hash table */
2482 /** Default texture objects (shared by all texture units) */
2483 struct gl_texture_object
*DefaultTex
[NUM_TEXTURE_TARGETS
];
2485 /** Fallback texture used when a bound texture is incomplete */
2486 struct gl_texture_object
*FallbackTex
[NUM_TEXTURE_TARGETS
];
2489 * \name Thread safety and statechange notification for texture
2492 * \todo Improve the granularity of locking.
2495 _glthread_Mutex TexMutex
; /**< texobj thread safety */
2496 GLuint TextureStateStamp
; /**< state notification for shared tex */
2499 /** Default buffer object for vertex arrays that aren't in VBOs */
2500 struct gl_buffer_object
*NullBufferObj
;
2503 * \name Vertex/geometry/fragment programs
2506 struct _mesa_HashTable
*Programs
; /**< All vertex/fragment programs */
2507 struct gl_vertex_program
*DefaultVertexProgram
;
2508 struct gl_fragment_program
*DefaultFragmentProgram
;
2509 struct gl_geometry_program
*DefaultGeometryProgram
;
2512 /* GL_ATI_fragment_shader */
2513 struct _mesa_HashTable
*ATIShaders
;
2514 struct ati_fragment_shader
*DefaultFragmentShader
;
2516 struct _mesa_HashTable
*BufferObjects
;
2518 /** Table of both gl_shader and gl_shader_program objects */
2519 struct _mesa_HashTable
*ShaderObjects
;
2521 /* GL_EXT_framebuffer_object */
2522 struct _mesa_HashTable
*RenderBuffers
;
2523 struct _mesa_HashTable
*FrameBuffers
;
2526 struct simple_node SyncObjects
;
2528 /** GL_ARB_sampler_objects */
2529 struct _mesa_HashTable
*SamplerObjects
;
2535 * Renderbuffers represent drawing surfaces such as color, depth and/or
2536 * stencil. A framebuffer object has a set of renderbuffers.
2537 * Drivers will typically derive subclasses of this type.
2539 struct gl_renderbuffer
2541 _glthread_Mutex Mutex
; /**< for thread safety */
2542 GLuint ClassID
; /**< Useful for drivers */
2545 GLuint Width
, Height
;
2546 GLboolean Purgeable
; /**< Is the buffer purgeable under memory pressure? */
2547 GLboolean AttachedAnytime
; /**< TRUE if it was attached to a framebuffer */
2549 GLenum InternalFormat
; /**< The user-specified format */
2550 GLenum _BaseFormat
; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2551 GL_STENCIL_INDEX. */
2552 gl_format Format
; /**< The actual renderbuffer memory format */
2554 /** Delete this renderbuffer */
2555 void (*Delete
)(struct gl_renderbuffer
*rb
);
2557 /** Allocate new storage for this renderbuffer */
2558 GLboolean (*AllocStorage
)(struct gl_context
*ctx
,
2559 struct gl_renderbuffer
*rb
,
2560 GLenum internalFormat
,
2561 GLuint width
, GLuint height
);
2566 * A renderbuffer attachment points to either a texture object (and specifies
2567 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2569 struct gl_renderbuffer_attachment
2571 GLenum Type
; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2575 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2576 * application supplied renderbuffer object.
2578 struct gl_renderbuffer
*Renderbuffer
;
2581 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2582 * supplied texture object.
2584 struct gl_texture_object
*Texture
;
2585 GLuint TextureLevel
; /**< Attached mipmap level. */
2586 GLuint CubeMapFace
; /**< 0 .. 5, for cube map textures. */
2587 GLuint Zoffset
; /**< Slice for 3D textures, or layer for both 1D
2588 * and 2D array textures */
2593 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2594 * In C++ terms, think of this as a base class from which device drivers
2595 * will make derived classes.
2597 struct gl_framebuffer
2599 _glthread_Mutex Mutex
; /**< for thread safety */
2601 * If zero, this is a window system framebuffer. If non-zero, this
2602 * is a FBO framebuffer; note that for some devices (i.e. those with
2603 * a natural pixel coordinate system for FBOs that differs from the
2604 * OpenGL/Mesa coordinate system), this means that the viewport,
2605 * polygon face orientation, and polygon stipple will have to be inverted.
2610 GLboolean DeletePending
;
2613 * The framebuffer's visual. Immutable if this is a window system buffer.
2614 * Computed from attachments if user-made FBO.
2616 struct gl_config Visual
;
2618 GLboolean Initialized
;
2620 GLuint Width
, Height
; /**< size of frame buffer in pixels */
2622 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2624 GLint _Xmin
, _Xmax
; /**< inclusive */
2625 GLint _Ymin
, _Ymax
; /**< exclusive */
2628 /** \name Derived Z buffer stuff */
2630 GLuint _DepthMax
; /**< Max depth buffer value */
2631 GLfloat _DepthMaxF
; /**< Float max depth buffer value */
2632 GLfloat _MRD
; /**< minimum resolvable difference in Z values */
2635 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2638 /** Integer color values */
2639 GLboolean _IntegerColor
;
2641 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2642 struct gl_renderbuffer_attachment Attachment
[BUFFER_COUNT
];
2644 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2645 * attribute group and GL_PIXEL attribute group, respectively.
2647 GLenum ColorDrawBuffer
[MAX_DRAW_BUFFERS
];
2648 GLenum ColorReadBuffer
;
2650 /** Computed from ColorDraw/ReadBuffer above */
2651 GLuint _NumColorDrawBuffers
;
2652 GLint _ColorDrawBufferIndexes
[MAX_DRAW_BUFFERS
]; /**< BUFFER_x or -1 */
2653 GLint _ColorReadBufferIndex
; /* -1 = None */
2654 struct gl_renderbuffer
*_ColorDrawBuffers
[MAX_DRAW_BUFFERS
];
2655 struct gl_renderbuffer
*_ColorReadBuffer
;
2657 /** Delete this framebuffer */
2658 void (*Delete
)(struct gl_framebuffer
*fb
);
2663 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
2667 GLushort RangeMin
; /**< min value exponent */
2668 GLushort RangeMax
; /**< max value exponent */
2669 GLushort Precision
; /**< number of mantissa bits */
2674 * Limits for vertex, geometry and fragment programs/shaders.
2676 struct gl_program_constants
2678 /* logical limits */
2679 GLuint MaxInstructions
;
2680 GLuint MaxAluInstructions
;
2681 GLuint MaxTexInstructions
;
2682 GLuint MaxTexIndirections
;
2685 GLuint MaxAddressRegs
;
2686 GLuint MaxAddressOffset
; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
2687 GLuint MaxParameters
;
2688 GLuint MaxLocalParams
;
2689 GLuint MaxEnvParams
;
2690 /* native/hardware limits */
2691 GLuint MaxNativeInstructions
;
2692 GLuint MaxNativeAluInstructions
;
2693 GLuint MaxNativeTexInstructions
;
2694 GLuint MaxNativeTexIndirections
;
2695 GLuint MaxNativeAttribs
;
2696 GLuint MaxNativeTemps
;
2697 GLuint MaxNativeAddressRegs
;
2698 GLuint MaxNativeParameters
;
2700 GLuint MaxUniformComponents
; /**< Usually == MaxParameters * 4 */
2701 /* ES 2.0 and GL_ARB_ES2_compatibility */
2702 struct gl_precision LowFloat
, MediumFloat
, HighFloat
;
2703 struct gl_precision LowInt
, MediumInt
, HighInt
;
2708 * Constants which may be overridden by device driver during context creation
2709 * but are never changed after that.
2713 GLint MaxTextureMbytes
; /**< Max memory per image, in MB */
2714 GLint MaxTextureLevels
; /**< Max mipmap levels. */
2715 GLint Max3DTextureLevels
; /**< Max mipmap levels for 3D textures */
2716 GLint MaxCubeTextureLevels
; /**< Max mipmap levels for cube textures */
2717 GLint MaxArrayTextureLayers
; /**< Max layers in array textures */
2718 GLint MaxTextureRectSize
; /**< Max rectangle texture size, in pixes */
2719 GLuint MaxTextureCoordUnits
;
2720 GLuint MaxTextureImageUnits
;
2721 GLuint MaxVertexTextureImageUnits
;
2722 GLuint MaxCombinedTextureImageUnits
;
2723 GLuint MaxGeometryTextureImageUnits
;
2724 GLuint MaxTextureUnits
; /**< = MIN(CoordUnits, ImageUnits) */
2725 GLfloat MaxTextureMaxAnisotropy
; /**< GL_EXT_texture_filter_anisotropic */
2726 GLfloat MaxTextureLodBias
; /**< GL_EXT_texture_lod_bias */
2727 GLuint MaxTextureBufferSize
; /**< GL_ARB_texture_buffer_object */
2729 GLuint MaxArrayLockSize
;
2733 GLfloat MinPointSize
, MaxPointSize
; /**< aliased */
2734 GLfloat MinPointSizeAA
, MaxPointSizeAA
; /**< antialiased */
2735 GLfloat PointSizeGranularity
;
2736 GLfloat MinLineWidth
, MaxLineWidth
; /**< aliased */
2737 GLfloat MinLineWidthAA
, MaxLineWidthAA
; /**< antialiased */
2738 GLfloat LineWidthGranularity
;
2740 GLuint MaxColorTableSize
;
2742 GLuint MaxClipPlanes
;
2744 GLfloat MaxShininess
; /**< GL_NV_light_max_exponent */
2745 GLfloat MaxSpotExponent
; /**< GL_NV_light_max_exponent */
2747 GLuint MaxViewportWidth
, MaxViewportHeight
;
2749 struct gl_program_constants VertexProgram
; /**< GL_ARB_vertex_program */
2750 struct gl_program_constants FragmentProgram
; /**< GL_ARB_fragment_program */
2751 struct gl_program_constants GeometryProgram
; /**< GL_ARB_geometry_shader4 */
2752 GLuint MaxProgramMatrices
;
2753 GLuint MaxProgramMatrixStackDepth
;
2755 /** vertex array / buffer object bounds checking */
2756 GLboolean CheckArrayBounds
;
2758 GLuint MaxDrawBuffers
; /**< GL_ARB_draw_buffers */
2760 GLuint MaxColorAttachments
; /**< GL_EXT_framebuffer_object */
2761 GLuint MaxRenderbufferSize
; /**< GL_EXT_framebuffer_object */
2762 GLuint MaxSamples
; /**< GL_ARB_framebuffer_object */
2764 /** Number of varying vectors between vertex and fragment shaders */
2766 GLuint MaxVertexVaryingComponents
; /**< Between vert and geom shader */
2767 GLuint MaxGeometryVaryingComponents
; /**< Between geom and frag shader */
2769 /** GL_ARB_geometry_shader4 */
2770 GLuint MaxGeometryOutputVertices
;
2771 GLuint MaxGeometryTotalOutputComponents
;
2773 GLuint GLSLVersion
; /**< GLSL version supported (ex: 120 = 1.20) */
2776 * Changes default GLSL extension behavior from "error" to "warn". It's out
2777 * of spec, but it can make some apps work that otherwise wouldn't.
2779 GLboolean ForceGLSLExtensionsWarn
;
2782 * Does the driver support real 32-bit integers? (Otherwise, integers are
2783 * simulated via floats.)
2785 GLboolean NativeIntegers
;
2788 * If the driver supports real 32-bit integers, what integer value should be
2789 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
2791 GLuint UniformBooleanTrue
;
2793 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
2794 GLbitfield SupportedBumpUnits
;
2797 * Maximum amount of time, measured in nanseconds, that the server can wait.
2799 GLuint64 MaxServerWaitTimeout
;
2801 /** GL_EXT_provoking_vertex */
2802 GLboolean QuadsFollowProvokingVertexConvention
;
2804 /** OpenGL version 3.0 */
2805 GLbitfield ContextFlags
; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
2807 /** OpenGL version 3.2 */
2808 GLbitfield ProfileMask
; /**< Mask of CONTEXT_x_PROFILE_BIT */
2810 /** GL_EXT_transform_feedback */
2811 GLuint MaxTransformFeedbackSeparateAttribs
;
2812 GLuint MaxTransformFeedbackSeparateComponents
;
2813 GLuint MaxTransformFeedbackInterleavedComponents
;
2815 /** GL_EXT_gpu_shader4 */
2816 GLint MinProgramTexelOffset
, MaxProgramTexelOffset
;
2818 /* GL_ARB_robustness */
2819 GLenum ResetStrategy
;
2822 * Whether the implementation strips out and ignores texture borders.
2824 * Many GPU hardware implementations don't support rendering with texture
2825 * borders and mipmapped textures. (Note: not static border color, but the
2826 * old 1-pixel border around each edge). Implementations then have to do
2827 * slow fallbacks to be correct, or just ignore the border and be fast but
2828 * wrong. Setting the flag strips the border off of TexImage calls,
2829 * providing "fast but wrong" at significantly reduced driver complexity.
2831 * Texture borders are deprecated in GL 3.0.
2833 GLboolean StripTextureBorder
;
2836 * For drivers which can do a better job at eliminating unused varyings
2837 * and uniforms than the GLSL compiler.
2839 * XXX Remove these as soon as a better solution is available.
2841 GLboolean GLSLSkipStrictMaxVaryingLimitCheck
;
2842 GLboolean GLSLSkipStrictMaxUniformLimitCheck
;
2847 * Enable flag for each OpenGL extension. Different device drivers will
2848 * enable different extensions at runtime.
2850 struct gl_extensions
2852 GLboolean dummy
; /* don't remove this! */
2853 GLboolean dummy_true
; /* Set true by _mesa_init_extensions(). */
2854 GLboolean dummy_false
; /* Set false by _mesa_init_extensions(). */
2855 GLboolean ARB_ES2_compatibility
;
2856 GLboolean ARB_blend_func_extended
;
2857 GLboolean ARB_color_buffer_float
;
2858 GLboolean ARB_conservative_depth
;
2859 GLboolean ARB_copy_buffer
;
2860 GLboolean ARB_depth_buffer_float
;
2861 GLboolean ARB_depth_clamp
;
2862 GLboolean ARB_depth_texture
;
2863 GLboolean ARB_draw_buffers_blend
;
2864 GLboolean ARB_draw_elements_base_vertex
;
2865 GLboolean ARB_draw_instanced
;
2866 GLboolean ARB_fragment_coord_conventions
;
2867 GLboolean ARB_fragment_program
;
2868 GLboolean ARB_fragment_program_shadow
;
2869 GLboolean ARB_fragment_shader
;
2870 GLboolean ARB_framebuffer_object
;
2871 GLboolean ARB_explicit_attrib_location
;
2872 GLboolean ARB_geometry_shader4
;
2873 GLboolean ARB_half_float_pixel
;
2874 GLboolean ARB_half_float_vertex
;
2875 GLboolean ARB_instanced_arrays
;
2876 GLboolean ARB_map_buffer_range
;
2877 GLboolean ARB_occlusion_query
;
2878 GLboolean ARB_occlusion_query2
;
2879 GLboolean ARB_point_sprite
;
2880 GLboolean ARB_sampler_objects
;
2881 GLboolean ARB_seamless_cube_map
;
2882 GLboolean ARB_shader_objects
;
2883 GLboolean ARB_shader_stencil_export
;
2884 GLboolean ARB_shader_texture_lod
;
2885 GLboolean ARB_shading_language_100
;
2886 GLboolean ARB_shadow
;
2887 GLboolean ARB_shadow_ambient
;
2889 GLboolean ARB_texture_border_clamp
;
2890 GLboolean ARB_texture_buffer_object
;
2891 GLboolean ARB_texture_compression_rgtc
;
2892 GLboolean ARB_texture_cube_map
;
2893 GLboolean ARB_texture_env_combine
;
2894 GLboolean ARB_texture_env_crossbar
;
2895 GLboolean ARB_texture_env_dot3
;
2896 GLboolean ARB_texture_float
;
2897 GLboolean ARB_texture_multisample
;
2898 GLboolean ARB_texture_non_power_of_two
;
2899 GLboolean ARB_texture_rg
;
2900 GLboolean ARB_texture_rgb10_a2ui
;
2901 GLboolean ARB_texture_storage
;
2902 GLboolean ARB_timer_query
;
2903 GLboolean ARB_transform_feedback2
;
2904 GLboolean ARB_transpose_matrix
;
2905 GLboolean ARB_uniform_buffer_object
;
2906 GLboolean ARB_vertex_array_object
;
2907 GLboolean ARB_vertex_program
;
2908 GLboolean ARB_vertex_shader
;
2909 GLboolean ARB_vertex_type_2_10_10_10_rev
;
2910 GLboolean ARB_window_pos
;
2911 GLboolean EXT_blend_color
;
2912 GLboolean EXT_blend_equation_separate
;
2913 GLboolean EXT_blend_func_separate
;
2914 GLboolean EXT_blend_minmax
;
2915 GLboolean EXT_clip_volume_hint
;
2916 GLboolean EXT_compiled_vertex_array
;
2917 GLboolean EXT_depth_bounds_test
;
2918 GLboolean EXT_draw_buffers2
;
2919 GLboolean EXT_draw_range_elements
;
2920 GLboolean EXT_fog_coord
;
2921 GLboolean EXT_framebuffer_blit
;
2922 GLboolean EXT_framebuffer_multisample
;
2923 GLboolean EXT_framebuffer_object
;
2924 GLboolean EXT_framebuffer_sRGB
;
2925 GLboolean EXT_gpu_program_parameters
;
2926 GLboolean EXT_gpu_shader4
;
2927 GLboolean EXT_packed_depth_stencil
;
2928 GLboolean EXT_packed_float
;
2929 GLboolean EXT_packed_pixels
;
2930 GLboolean EXT_pixel_buffer_object
;
2931 GLboolean EXT_point_parameters
;
2932 GLboolean EXT_provoking_vertex
;
2933 GLboolean EXT_rescale_normal
;
2934 GLboolean EXT_shadow_funcs
;
2935 GLboolean EXT_secondary_color
;
2936 GLboolean EXT_separate_shader_objects
;
2937 GLboolean EXT_separate_specular_color
;
2938 GLboolean EXT_stencil_two_side
;
2939 GLboolean EXT_texture3D
;
2940 GLboolean EXT_texture_array
;
2941 GLboolean EXT_texture_compression_latc
;
2942 GLboolean EXT_texture_compression_s3tc
;
2943 GLboolean EXT_texture_env_dot3
;
2944 GLboolean EXT_texture_filter_anisotropic
;
2945 GLboolean EXT_texture_integer
;
2946 GLboolean EXT_texture_mirror_clamp
;
2947 GLboolean EXT_texture_shared_exponent
;
2948 GLboolean EXT_texture_snorm
;
2949 GLboolean EXT_texture_sRGB
;
2950 GLboolean EXT_texture_sRGB_decode
;
2951 GLboolean EXT_texture_swizzle
;
2952 GLboolean EXT_transform_feedback
;
2953 GLboolean EXT_timer_query
;
2954 GLboolean EXT_vertex_array_bgra
;
2955 GLboolean OES_standard_derivatives
;
2956 /* vendor extensions */
2957 GLboolean AMD_seamless_cubemap_per_texture
;
2958 GLboolean APPLE_packed_pixels
;
2959 GLboolean APPLE_vertex_array_object
;
2960 GLboolean APPLE_object_purgeable
;
2961 GLboolean ATI_envmap_bumpmap
;
2962 GLboolean ATI_texture_compression_3dc
;
2963 GLboolean ATI_texture_mirror_once
;
2964 GLboolean ATI_texture_env_combine3
;
2965 GLboolean ATI_fragment_shader
;
2966 GLboolean ATI_separate_stencil
;
2967 GLboolean IBM_rasterpos_clip
;
2968 GLboolean IBM_multimode_draw_arrays
;
2969 GLboolean MESA_pack_invert
;
2970 GLboolean MESA_resize_buffers
;
2971 GLboolean MESA_ycbcr_texture
;
2972 GLboolean MESA_texture_array
;
2973 GLboolean NV_blend_square
;
2974 GLboolean NV_conditional_render
;
2975 GLboolean NV_fog_distance
;
2976 GLboolean NV_fragment_program
;
2977 GLboolean NV_fragment_program_option
;
2978 GLboolean NV_light_max_exponent
;
2979 GLboolean NV_point_sprite
;
2980 GLboolean NV_primitive_restart
;
2981 GLboolean NV_texture_barrier
;
2982 GLboolean NV_texgen_reflection
;
2983 GLboolean NV_texture_env_combine4
;
2984 GLboolean NV_texture_rectangle
;
2985 GLboolean NV_vertex_program
;
2986 GLboolean NV_vertex_program1_1
;
2987 GLboolean SGIS_texture_lod
;
2988 GLboolean TDFX_texture_compression_FXT1
;
2990 GLboolean OES_EGL_image
;
2991 GLboolean OES_draw_texture
;
2992 GLboolean OES_EGL_image_external
;
2993 GLboolean OES_compressed_ETC1_RGB8_texture
;
2994 GLboolean extension_sentinel
;
2995 /** The extension string */
2996 const GLubyte
*String
;
2997 /** Number of supported extensions */
3003 * A stack of matrices (projection, modelview, color, texture, etc).
3005 struct gl_matrix_stack
3007 GLmatrix
*Top
; /**< points into Stack */
3008 GLmatrix
*Stack
; /**< array [MaxDepth] of GLmatrix */
3009 GLuint Depth
; /**< 0 <= Depth < MaxDepth */
3010 GLuint MaxDepth
; /**< size of Stack[] array */
3011 GLuint DirtyFlag
; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3016 * \name Bits for image transfer operations
3017 * \sa __struct gl_contextRec::ImageTransferState.
3020 #define IMAGE_SCALE_BIAS_BIT 0x1
3021 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3022 #define IMAGE_MAP_COLOR_BIT 0x4
3023 #define IMAGE_CLAMP_BIT 0x800
3026 /** Pixel Transfer ops */
3027 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3028 IMAGE_SHIFT_OFFSET_BIT | \
3029 IMAGE_MAP_COLOR_BIT)
3032 * \name Bits to indicate what state has changed.
3035 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3036 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3037 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3038 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3039 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3040 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3041 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3042 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3043 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3044 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3045 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3046 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3047 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3048 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3049 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3050 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3051 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3052 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3053 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3054 #define _NEW_PACKUNPACK (1 << 19) /**< gl_context::Pack, Unpack */
3055 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3056 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3057 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3058 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3059 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3060 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3061 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3062 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3063 #define _NEW_BUFFER_OBJECT (1 << 28)
3064 #define _NEW_FRAG_CLAMP (1 << 29)
3065 #define _NEW_TRANSFORM_FEEDBACK (1 << 30) /**< gl_context::TransformFeedback */
3069 * We use _NEW_TRANSFORM for GL_RASTERIZER_DISCARD. This #define is for
3072 #define _NEW_RASTERIZER_DISCARD _NEW_TRANSFORM
3077 * \name A bunch of flags that we think might be useful to drivers.
3079 * Set in the __struct gl_contextRec::_TriangleCaps bitfield.
3082 #define DD_FLATSHADE 0x1
3083 #define DD_SEPARATE_SPECULAR 0x2
3084 #define DD_TRI_CULL_FRONT_BACK 0x4 /* special case on some hw */
3085 #define DD_TRI_LIGHT_TWOSIDE 0x8
3086 #define DD_TRI_UNFILLED 0x10
3087 #define DD_TRI_SMOOTH 0x20
3088 #define DD_TRI_STIPPLE 0x40
3089 #define DD_TRI_OFFSET 0x80
3090 #define DD_LINE_SMOOTH 0x100
3091 #define DD_LINE_STIPPLE 0x200
3092 #define DD_POINT_SMOOTH 0x400
3093 #define DD_POINT_ATTEN 0x800
3094 #define DD_TRI_TWOSTENCIL 0x1000
3099 * \name Define the state changes under which each of these bits might change
3102 #define _DD_NEW_FLATSHADE _NEW_LIGHT
3103 #define _DD_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | _NEW_FOG | _NEW_PROGRAM)
3104 #define _DD_NEW_TRI_CULL_FRONT_BACK _NEW_POLYGON
3105 #define _DD_NEW_TRI_LIGHT_TWOSIDE _NEW_LIGHT
3106 #define _DD_NEW_TRI_UNFILLED _NEW_POLYGON
3107 #define _DD_NEW_TRI_SMOOTH _NEW_POLYGON
3108 #define _DD_NEW_TRI_STIPPLE _NEW_POLYGON
3109 #define _DD_NEW_TRI_OFFSET _NEW_POLYGON
3110 #define _DD_NEW_LINE_SMOOTH _NEW_LINE
3111 #define _DD_NEW_LINE_STIPPLE _NEW_LINE
3112 #define _DD_NEW_LINE_WIDTH _NEW_LINE
3113 #define _DD_NEW_POINT_SMOOTH _NEW_POINT
3114 #define _DD_NEW_POINT_SIZE _NEW_POINT
3115 #define _DD_NEW_POINT_ATTEN _NEW_POINT
3120 * Composite state flags
3123 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3133 /* This has to be included here. */
3138 * Display list flags.
3139 * Strictly this is a tnl-private concept, but it doesn't seem
3140 * worthwhile adding a tnl private structure just to hold this one bit
3143 #define DLIST_DANGLING_REFS 0x1
3146 /** Opaque declaration of display list payload data type */
3147 union gl_dlist_node
;
3151 * Provide a location where information about a display list can be
3152 * collected. Could be extended with driverPrivate structures,
3153 * etc. in the future.
3155 struct gl_display_list
3158 GLbitfield Flags
; /**< DLIST_x flags */
3159 /** The dlist commands are in a linked list of nodes */
3160 union gl_dlist_node
*Head
;
3165 * State used during display list compilation and execution.
3167 struct gl_dlist_state
3169 GLuint CallDepth
; /**< Current recursion calling depth */
3171 struct gl_display_list
*CurrentList
; /**< List currently being compiled */
3172 union gl_dlist_node
*CurrentBlock
; /**< Pointer to current block of nodes */
3173 GLuint CurrentPos
; /**< Index into current block of nodes */
3175 GLvertexformat ListVtxfmt
;
3177 GLubyte ActiveAttribSize
[VERT_ATTRIB_MAX
];
3178 GLfloat CurrentAttrib
[VERT_ATTRIB_MAX
][4];
3180 GLubyte ActiveMaterialSize
[MAT_ATTRIB_MAX
];
3181 GLfloat CurrentMaterial
[MAT_ATTRIB_MAX
][4];
3183 GLubyte ActiveIndex
;
3184 GLfloat CurrentIndex
;
3186 GLubyte ActiveEdgeFlag
;
3187 GLboolean CurrentEdgeFlag
;
3190 /* State known to have been set by the currently-compiling display
3191 * list. Used to eliminate some redundant state changes.
3199 * Enum for the OpenGL APIs we know about and may support.
3210 * Mesa rendering context.
3212 * This is the central context data structure for Mesa. Almost all
3213 * OpenGL state is contained in this structure.
3214 * Think of this as a base class from which device drivers will derive
3217 * The struct gl_context typedef names this structure.
3221 /** State possibly shared with other contexts in the address space */
3222 struct gl_shared_state
*Shared
;
3224 /** \name API function pointer tables */
3227 struct _glapi_table
*Save
; /**< Display list save functions */
3228 struct _glapi_table
*Exec
; /**< Execute functions */
3229 struct _glapi_table
*CurrentDispatch
; /**< == Save or Exec !! */
3232 struct gl_config Visual
;
3233 struct gl_framebuffer
*DrawBuffer
; /**< buffer for writing */
3234 struct gl_framebuffer
*ReadBuffer
; /**< buffer for reading */
3235 struct gl_framebuffer
*WinSysDrawBuffer
; /**< set with MakeCurrent */
3236 struct gl_framebuffer
*WinSysReadBuffer
; /**< set with MakeCurrent */
3239 * Device driver function pointer table
3241 struct dd_function_table Driver
;
3243 void *DriverCtx
; /**< Points to device driver context/state */
3245 /** Core/Driver constants */
3246 struct gl_constants Const
;
3248 /** \name The various 4x4 matrix stacks */
3250 struct gl_matrix_stack ModelviewMatrixStack
;
3251 struct gl_matrix_stack ProjectionMatrixStack
;
3252 struct gl_matrix_stack TextureMatrixStack
[MAX_TEXTURE_UNITS
];
3253 struct gl_matrix_stack ProgramMatrixStack
[MAX_PROGRAM_MATRICES
];
3254 struct gl_matrix_stack
*CurrentStack
; /**< Points to one of the above stacks */
3257 /** Combined modelview and projection matrix */
3258 GLmatrix _ModelProjectMatrix
;
3260 /** \name Display lists */
3261 struct gl_dlist_state ListState
;
3263 GLboolean ExecuteFlag
; /**< Execute GL commands? */
3264 GLboolean CompileFlag
; /**< Compile GL commands into display list? */
3266 /** Extension information */
3267 struct gl_extensions Extensions
;
3270 GLuint VersionMajor
, VersionMinor
;
3271 char *VersionString
;
3273 /** \name State attribute stack (for glPush/PopAttrib) */
3275 GLuint AttribStackDepth
;
3276 struct gl_attrib_node
*AttribStack
[MAX_ATTRIB_STACK_DEPTH
];
3279 /** \name Renderer attribute groups
3281 * We define a struct for each attribute group to make pushing and popping
3282 * attributes easy. Also it's a good organization.
3285 struct gl_accum_attrib Accum
; /**< Accum buffer attributes */
3286 struct gl_colorbuffer_attrib Color
; /**< Color buffer attributes */
3287 struct gl_current_attrib Current
; /**< Current attributes */
3288 struct gl_depthbuffer_attrib Depth
; /**< Depth buffer attributes */
3289 struct gl_eval_attrib Eval
; /**< Eval attributes */
3290 struct gl_fog_attrib Fog
; /**< Fog attributes */
3291 struct gl_hint_attrib Hint
; /**< Hint attributes */
3292 struct gl_light_attrib Light
; /**< Light attributes */
3293 struct gl_line_attrib Line
; /**< Line attributes */
3294 struct gl_list_attrib List
; /**< List attributes */
3295 struct gl_multisample_attrib Multisample
;
3296 struct gl_pixel_attrib Pixel
; /**< Pixel attributes */
3297 struct gl_point_attrib Point
; /**< Point attributes */
3298 struct gl_polygon_attrib Polygon
; /**< Polygon attributes */
3299 GLuint PolygonStipple
[32]; /**< Polygon stipple */
3300 struct gl_scissor_attrib Scissor
; /**< Scissor attributes */
3301 struct gl_stencil_attrib Stencil
; /**< Stencil buffer attributes */
3302 struct gl_texture_attrib Texture
; /**< Texture attributes */
3303 struct gl_transform_attrib Transform
; /**< Transformation attributes */
3304 struct gl_viewport_attrib Viewport
; /**< Viewport attributes */
3307 /** \name Client attribute stack */
3309 GLuint ClientAttribStackDepth
;
3310 struct gl_attrib_node
*ClientAttribStack
[MAX_CLIENT_ATTRIB_STACK_DEPTH
];
3313 /** \name Client attribute groups */
3315 struct gl_array_attrib Array
; /**< Vertex arrays */
3316 struct gl_pixelstore_attrib Pack
; /**< Pixel packing */
3317 struct gl_pixelstore_attrib Unpack
; /**< Pixel unpacking */
3318 struct gl_pixelstore_attrib DefaultPacking
; /**< Default params */
3321 /** \name Other assorted state (not pushed/popped on attribute stack) */
3323 struct gl_pixelmaps PixelMaps
;
3325 struct gl_evaluators EvalMap
; /**< All evaluators */
3326 struct gl_feedback Feedback
; /**< Feedback */
3327 struct gl_selection Select
; /**< Selection */
3329 struct gl_program_state Program
; /**< general program state */
3330 struct gl_vertex_program_state VertexProgram
;
3331 struct gl_fragment_program_state FragmentProgram
;
3332 struct gl_geometry_program_state GeometryProgram
;
3333 struct gl_ati_fragment_shader_state ATIFragmentShader
;
3335 struct gl_shader_state Shader
; /**< GLSL shader object state */
3336 struct gl_shader_compiler_options ShaderCompilerOptions
[MESA_SHADER_TYPES
];
3338 struct gl_query_state Query
; /**< occlusion, timer queries */
3340 struct gl_transform_feedback TransformFeedback
;
3342 struct gl_buffer_object
*CopyReadBuffer
; /**< GL_ARB_copy_buffer */
3343 struct gl_buffer_object
*CopyWriteBuffer
; /**< GL_ARB_copy_buffer */
3346 struct gl_meta_state
*Meta
; /**< for "meta" operations */
3348 /* GL_EXT_framebuffer_object */
3349 struct gl_renderbuffer
*CurrentRenderbuffer
;
3351 GLenum ErrorValue
; /**< Last error code */
3353 /* GL_ARB_robustness */
3357 * Recognize and silence repeated error debug messages in buggy apps.
3359 const char *ErrorDebugFmtString
;
3360 GLuint ErrorDebugCount
;
3362 GLenum RenderMode
; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3363 GLbitfield NewState
; /**< bitwise-or of _NEW_* flags */
3365 GLboolean ViewportInitialized
; /**< has viewport size been initialized? */
3367 GLbitfield64 varying_vp_inputs
; /**< mask of VERT_BIT_* flags */
3369 /** \name Derived state */
3371 /** Bitwise-or of DD_* flags. Note that this bitfield may be used before
3372 * state validation so they need to always be current.
3374 GLbitfield _TriangleCaps
;
3375 GLbitfield _ImageTransferState
;/**< bitwise-or of IMAGE_*_BIT flags */
3376 GLfloat _EyeZDir
[3];
3377 GLfloat _ModelViewInvScale
;
3378 GLboolean _NeedEyeCoords
;
3379 GLboolean _ForceEyeCoords
;
3381 GLuint TextureStateTimestamp
; /**< detect changes to shared state */
3383 struct gl_shine_tab
*_ShineTable
[2]; /**< Active shine tables */
3384 struct gl_shine_tab
*_ShineTabList
; /**< MRU list of inactive shine tables */
3387 struct gl_list_extensions
*ListExt
; /**< driver dlist extensions */
3389 /** \name For debugging/development only */
3391 GLboolean FirstTimeCurrent
;
3394 /** software compression/decompression supported or not */
3395 GLboolean Mesa_DXTn
;
3397 GLboolean TextureFormatSupported
[MESA_FORMAT_COUNT
];
3400 * Use dp4 (rather than mul/mad) instructions for position
3403 GLboolean mvp_with_dp4
;
3405 GLboolean RasterDiscard
; /**< GL_RASTERIZER_DISCARD */
3408 * \name Hooks for module contexts.
3410 * These will eventually live in the driver or elsewhere.
3413 void *swrast_context
;
3414 void *swsetup_context
;
3415 void *swtnl_context
;
3417 struct st_context
*st
;
3424 extern int MESA_VERBOSE
;
3425 extern int MESA_DEBUG_FLAGS
;
3426 # define MESA_FUNCTION __FUNCTION__
3428 # define MESA_VERBOSE 0
3429 # define MESA_DEBUG_FLAGS 0
3430 # define MESA_FUNCTION "a function"
3437 /** The MESA_VERBOSE var is a bitmask of these flags */
3440 VERBOSE_VARRAY
= 0x0001,
3441 VERBOSE_TEXTURE
= 0x0002,
3442 VERBOSE_MATERIAL
= 0x0004,
3443 VERBOSE_PIPELINE
= 0x0008,
3444 VERBOSE_DRIVER
= 0x0010,
3445 VERBOSE_STATE
= 0x0020,
3446 VERBOSE_API
= 0x0040,
3447 VERBOSE_DISPLAY_LIST
= 0x0100,
3448 VERBOSE_LIGHTING
= 0x0200,
3449 VERBOSE_PRIMS
= 0x0400,
3450 VERBOSE_VERTS
= 0x0800,
3451 VERBOSE_DISASSEM
= 0x1000,
3452 VERBOSE_DRAW
= 0x2000,
3453 VERBOSE_SWAPBUFFERS
= 0x4000
3457 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3460 DEBUG_ALWAYS_FLUSH
= 0x1
3469 #endif /* MTYPES_H */