mesa: fix _mesa_get_fallback_texture() to handle all texture targets
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.7
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include "main/glheader.h"
38 #include "main/config.h"
39 #include "main/mfeatures.h"
40 #include "glapi/glapi.h"
41 #include "math/m_matrix.h" /* GLmatrix */
42 #include "main/simple_list.h" /* struct simple_node */
43 #include "main/formats.h" /* MESA_FORMAT_COUNT */
44
45
46 #ifdef __cplusplus
47 extern "C" {
48 #endif
49
50
51 /**
52 * \name 64-bit extension of GLbitfield.
53 */
54 /*@{*/
55 typedef GLuint64 GLbitfield64;
56
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))
65
66
67 /**
68 * \name Some forward type declarations
69 */
70 /*@{*/
71 struct _mesa_HashTable;
72 struct gl_attrib_node;
73 struct gl_list_extensions;
74 struct gl_meta_state;
75 struct gl_program_cache;
76 struct gl_texture_object;
77 struct gl_context;
78 struct st_context;
79 struct gl_uniform_storage;
80 /*@}*/
81
82
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)
87
88
89 /**
90 * Shader stages. Note that these will become 5 with tessellation.
91 * These MUST have the same values as gallium's PIPE_SHADER_*
92 */
93 typedef enum
94 {
95 MESA_SHADER_VERTEX = 0,
96 MESA_SHADER_FRAGMENT = 1,
97 MESA_SHADER_GEOMETRY = 2,
98 MESA_SHADER_TYPES = 3
99 } gl_shader_type;
100
101
102
103 /**
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).
109 */
110 typedef enum
111 {
112 VERT_ATTRIB_POS = 0,
113 VERT_ATTRIB_WEIGHT = 1,
114 VERT_ATTRIB_NORMAL = 2,
115 VERT_ATTRIB_COLOR0 = 3,
116 VERT_ATTRIB_COLOR1 = 4,
117 VERT_ATTRIB_FOG = 5,
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,
145 VERT_ATTRIB_MAX = 33
146 } gl_vert_attrib;
147
148 /**
149 * Symbolic constats to help iterating over
150 * specific blocks of vertex attributes.
151 *
152 * VERT_ATTRIB_FF
153 * includes all fixed function attributes as well as
154 * the aliased GL_NV_vertex_program shader attributes.
155 * VERT_ATTRIB_TEX
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.
164 */
165 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
166 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
167
168 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
169 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
170
171 #define VERT_ATTRIB_GENERIC_NV(i) (VERT_ATTRIB_POS + (i))
172 #define VERT_ATTRIB_GENERIC_NV_MAX MAX_VERTEX_GENERIC_ATTRIBS
173
174 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
175 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
176
177 /**
178 * Bitflags for vertex attributes.
179 * These are used in bitfields in many places.
180 */
181 /*@{*/
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)
200
201 #define VERT_BIT(i) BITFIELD64_BIT(i)
202 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
203
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))
211
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)
215
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)
219 /*@}*/
220
221
222 /**
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.
226 */
227 typedef enum
228 {
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)
250 } gl_vert_result;
251
252
253 /*********************************************/
254
255 /**
256 * Indexes for geometry program attributes.
257 */
258 typedef enum
259 {
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,
270
271 GEOM_ATTRIB_VAR0 = 16,
272 GEOM_ATTRIB_MAX = (GEOM_ATTRIB_VAR0 + MAX_VARYING)
273 } gl_geom_attrib;
274
275 /**
276 * Bitflags for geometry attributes.
277 * These are used in bitfields in many places.
278 */
279 /*@{*/
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)
291
292 #define GEOM_BIT_VAR(g) (1 << (GEOM_BIT_VAR0 + (g)))
293 /*@}*/
294
295
296 /**
297 * Indexes for geometry program result attributes
298 */
299 typedef enum
300 {
301 GEOM_RESULT_POS = 0,
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)
322 } gl_geom_result;
323
324
325 /**
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.
329 */
330 typedef enum
331 {
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)
350 } gl_frag_attrib;
351
352
353 /**
354 * Convert from a gl_vert_result value to the corresponding gl_frag_attrib.
355 *
356 * VERT_RESULT_HPOS is converted to FRAG_ATTRIB_WPOS.
357 *
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.
361 */
362 static inline int
363 _mesa_vert_result_to_frag_attrib(gl_vert_result vert_result)
364 {
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)
368 return vert_result;
369 else
370 return -1;
371 }
372
373
374 /**
375 * Convert from a gl_frag_attrib value to the corresponding gl_vert_result.
376 *
377 * FRAG_ATTRIB_WPOS is converted to VERT_RESULT_HPOS.
378 *
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.
381 */
382 static inline int
383 _mesa_frag_attrib_to_vert_result(gl_frag_attrib frag_attrib)
384 {
385 if (frag_attrib <= FRAG_ATTRIB_TEX7)
386 return frag_attrib;
387 else if (frag_attrib >= FRAG_ATTRIB_CLIP_DIST0)
388 return frag_attrib - FRAG_ATTRIB_CLIP_DIST0 + VERT_RESULT_CLIP_DIST0;
389 else
390 return -1;
391 }
392
393
394 /**
395 * Bitflags for fragment program input attributes.
396 */
397 /*@{*/
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)
413
414 #define FRAG_BIT_TEX(U) (FRAG_BIT_TEX0 << (U))
415 #define FRAG_BIT_VAR(V) (FRAG_BIT_VAR0 << (V))
416
417 #define FRAG_BITS_TEX_ANY (FRAG_BIT_TEX0| \
418 FRAG_BIT_TEX1| \
419 FRAG_BIT_TEX2| \
420 FRAG_BIT_TEX3| \
421 FRAG_BIT_TEX4| \
422 FRAG_BIT_TEX5| \
423 FRAG_BIT_TEX6| \
424 FRAG_BIT_TEX7)
425 /*@}*/
426
427
428 /**
429 * Fragment program results
430 */
431 typedef enum
432 {
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.
437 */
438 FRAG_RESULT_COLOR = 2,
439
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.
443 */
444 FRAG_RESULT_DATA0 = 3,
445 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
446 } gl_frag_result;
447
448
449 /**
450 * Indexes for all renderbuffers
451 */
452 typedef enum
453 {
454 /* the four standard color buffers */
455 BUFFER_FRONT_LEFT,
456 BUFFER_BACK_LEFT,
457 BUFFER_FRONT_RIGHT,
458 BUFFER_BACK_RIGHT,
459 BUFFER_DEPTH,
460 BUFFER_STENCIL,
461 BUFFER_ACCUM,
462 /* optional aux buffer */
463 BUFFER_AUX0,
464 /* generic renderbuffers */
465 BUFFER_COLOR0,
466 BUFFER_COLOR1,
467 BUFFER_COLOR2,
468 BUFFER_COLOR3,
469 BUFFER_COLOR4,
470 BUFFER_COLOR5,
471 BUFFER_COLOR6,
472 BUFFER_COLOR7,
473 BUFFER_COUNT
474 } gl_buffer_index;
475
476 /**
477 * Bit flags for all renderbuffers
478 */
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)
498
499 /**
500 * Mask of all the color buffer bits (but not accum).
501 */
502 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
503 BUFFER_BIT_BACK_LEFT | \
504 BUFFER_BIT_FRONT_RIGHT | \
505 BUFFER_BIT_BACK_RIGHT | \
506 BUFFER_BIT_AUX0 | \
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 | \
514 BUFFER_BIT_COLOR7)
515
516
517 /**
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.
521 */
522 struct gl_config
523 {
524 GLboolean rgbMode;
525 GLboolean floatMode;
526 GLboolean colorIndexMode; /* XXX is this used anywhere? */
527 GLuint doubleBufferMode;
528 GLuint stereoMode;
529
530 GLboolean haveAccumBuffer;
531 GLboolean haveDepthBuffer;
532 GLboolean haveStencilBuffer;
533
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 */
538
539 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
540 GLint depthBits;
541 GLint stencilBits;
542
543 GLint numAuxBuffers;
544
545 GLint level;
546
547 /* EXT_visual_rating / GLX 1.2 */
548 GLint visualRating;
549
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;
555
556 /* ARB_multisample / SGIS_multisample */
557 GLint sampleBuffers;
558 GLint samples;
559
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. */
566
567 /* OML_swap_method */
568 GLint swapMethod;
569
570 /* EXT_texture_from_pixmap */
571 GLint bindToTextureRgb;
572 GLint bindToTextureRgba;
573 GLint bindToMipmapTexture;
574 GLint bindToTextureTargets;
575 GLint yInverted;
576
577 /* EXT_framebuffer_sRGB */
578 GLint sRGBCapable;
579 };
580
581
582 /**
583 * \name Bit flags used for updating material values.
584 */
585 /*@{*/
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
599
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))
606
607 #define MAT_INDEX_AMBIENT 0
608 #define MAT_INDEX_DIFFUSE 1
609 #define MAT_INDEX_SPECULAR 2
610
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)
623
624
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)
631
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)
638
639 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
640 /*@}*/
641
642
643 #define EXP_TABLE_SIZE 512 /**< Specular exponent lookup table sizes */
644 #define SHINE_TABLE_SIZE 256 /**< Material shininess lookup table sizes */
645
646 /**
647 * Material shininess lookup table.
648 */
649 struct gl_shine_tab
650 {
651 struct gl_shine_tab *next, *prev;
652 GLfloat tab[SHINE_TABLE_SIZE+1];
653 GLfloat shininess;
654 GLuint refcount;
655 };
656
657
658 /**
659 * Light source state.
660 */
661 struct gl_light
662 {
663 struct gl_light *next; /**< double linked list with sentinel */
664 struct gl_light *prev;
665
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 */
679
680 /**
681 * \name Derived fields
682 */
683 /*@{*/
684 GLbitfield _Flags; /**< State */
685
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;
691
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 */
695 /*@}*/
696 };
697
698
699 /**
700 * Light model state.
701 */
702 struct gl_lightmodel
703 {
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 */
709 };
710
711
712 /**
713 * Material state.
714 */
715 struct gl_material
716 {
717 GLfloat Attrib[MAT_ATTRIB_MAX][4];
718 };
719
720
721 /**
722 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
723 */
724 struct gl_accum_attrib
725 {
726 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
727 };
728
729
730 /**
731 * Used for storing clear color, texture border color, etc.
732 * The float values are typically unclamped.
733 */
734 union gl_color_union
735 {
736 GLfloat f[4];
737 GLint i[4];
738 GLuint ui[4];
739 };
740
741
742 /**
743 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
744 */
745 struct gl_colorbuffer_attrib
746 {
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 */
751
752 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
753
754 /**
755 * \name alpha testing
756 */
757 /*@{*/
758 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
759 GLenum AlphaFunc; /**< Alpha test function */
760 GLfloat AlphaRefUnclamped;
761 GLclampf AlphaRef; /**< Alpha reference value */
762 /*@}*/
763
764 /**
765 * \name Blending
766 */
767 /*@{*/
768 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
769
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.
773 */
774 GLfloat BlendColorUnclamped[4]; /**< Blending color */
775 GLfloat BlendColor[4]; /**< Blending color */
776
777 struct
778 {
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;
790 /*@}*/
791
792 /**
793 * \name Logic op
794 */
795 /*@{*/
796 GLenum LogicOp; /**< Logic operator */
797 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
798 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
799 /*@}*/
800
801 GLboolean DitherFlag; /**< Dither enable flag */
802
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 */
807
808 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
809 };
810
811
812 /**
813 * Current attribute group (GL_CURRENT_BIT).
814 */
815 struct gl_current_attrib
816 {
817 /**
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.
822 */
823 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
824
825 /**
826 * \name Current raster position attributes (always valid).
827 * \note This set of attributes is very similar to the SWvertex struct.
828 */
829 /*@{*/
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;
836 /*@}*/
837 };
838
839
840 /**
841 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
842 */
843 struct gl_depthbuffer_attrib
844 {
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 */
851 };
852
853
854 /**
855 * Evaluator attribute group (GL_EVAL_BIT).
856 */
857 struct gl_eval_attrib
858 {
859 /**
860 * \name Enable bits
861 */
862 /*@{*/
863 GLboolean Map1Color4;
864 GLboolean Map1Index;
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;
874 GLboolean Map2Index;
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;
884 /*@}*/
885
886 /**
887 * \name Map Grid endpoints and divisions and calculated du values
888 */
889 /*@{*/
890 GLint MapGrid1un;
891 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
892 GLint MapGrid2un, MapGrid2vn;
893 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
894 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
895 /*@}*/
896 };
897
898
899 /**
900 * Fog attribute group (GL_FOG_BIT).
901 */
902 struct gl_fog_attrib
903 {
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 */
916 };
917
918
919 /**
920 * \brief Layout qualifiers for gl_FragDepth.
921 *
922 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
923 * a layout qualifier.
924 *
925 * \see enum ir_depth_layout
926 */
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
933 };
934
935
936 /**
937 * Hint attribute group (GL_HINT_BIT).
938 *
939 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
940 */
941 struct gl_hint_attrib
942 {
943 GLenum PerspectiveCorrection;
944 GLenum PointSmooth;
945 GLenum LineSmooth;
946 GLenum PolygonSmooth;
947 GLenum Fog;
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 */
952 };
953
954 /**
955 * Light state flags.
956 */
957 /*@{*/
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)
962 /*@}*/
963
964
965 /**
966 * Lighting attribute group (GL_LIGHT_BIT).
967 */
968 struct gl_light_attrib
969 {
970 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
971 struct gl_lightmodel Model; /**< Lighting model */
972
973 /**
974 * Must flush FLUSH_VERTICES before referencing:
975 */
976 /*@{*/
977 struct gl_material Material; /**< Includes front & back values */
978 /*@}*/
979
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;
989
990 struct gl_light EnabledList; /**< List sentinel */
991
992 /**
993 * Derived state for optimizations:
994 */
995 /*@{*/
996 GLboolean _NeedEyeCoords;
997 GLboolean _NeedVertices; /**< Use fast shader? */
998 GLbitfield _Flags; /**< LIGHT_* flags, see above */
999 GLfloat _BaseColor[2][3];
1000 /*@}*/
1001 };
1002
1003
1004 /**
1005 * Line attribute group (GL_LINE_BIT).
1006 */
1007 struct gl_line_attrib
1008 {
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 */
1014 };
1015
1016
1017 /**
1018 * Display list attribute group (GL_LIST_BIT).
1019 */
1020 struct gl_list_attrib
1021 {
1022 GLuint ListBase;
1023 };
1024
1025
1026 /**
1027 * Multisample attribute group (GL_MULTISAMPLE_BIT).
1028 */
1029 struct gl_multisample_attrib
1030 {
1031 GLboolean Enabled;
1032 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
1033 GLboolean SampleAlphaToCoverage;
1034 GLboolean SampleAlphaToOne;
1035 GLboolean SampleCoverage;
1036 GLfloat SampleCoverageValue;
1037 GLboolean SampleCoverageInvert;
1038 };
1039
1040
1041 /**
1042 * A pixelmap (see glPixelMap)
1043 */
1044 struct gl_pixelmap
1045 {
1046 GLint Size;
1047 GLfloat Map[MAX_PIXEL_MAP_TABLE];
1048 };
1049
1050
1051 /**
1052 * Collection of all pixelmaps
1053 */
1054 struct gl_pixelmaps
1055 {
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;
1066 };
1067
1068
1069 /**
1070 * Pixel attribute group (GL_PIXEL_MODE_BIT).
1071 */
1072 struct gl_pixel_attrib
1073 {
1074 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
1075
1076 /*--- Begin Pixel Transfer State ---*/
1077 /* Fields are in the order in which they're applied... */
1078
1079 /** Scale & Bias (index shift, offset) */
1080 /*@{*/
1081 GLfloat RedBias, RedScale;
1082 GLfloat GreenBias, GreenScale;
1083 GLfloat BlueBias, BlueScale;
1084 GLfloat AlphaBias, AlphaScale;
1085 GLfloat DepthBias, DepthScale;
1086 GLint IndexShift, IndexOffset;
1087 /*@}*/
1088
1089 /* Pixel Maps */
1090 /* Note: actual pixel maps are not part of this attrib group */
1091 GLboolean MapColorFlag;
1092 GLboolean MapStencilFlag;
1093
1094 /*--- End Pixel Transfer State ---*/
1095
1096 /** glPixelZoom */
1097 GLfloat ZoomX, ZoomY;
1098 };
1099
1100
1101 /**
1102 * Point attribute group (GL_POINT_BIT).
1103 */
1104 struct gl_point_attrib
1105 {
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 */
1116 };
1117
1118
1119 /**
1120 * Polygon attribute group (GL_POLYGON_BIT).
1121 */
1122 struct gl_polygon_attrib
1123 {
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 */
1137 };
1138
1139
1140 /**
1141 * Scissor attributes (GL_SCISSOR_BIT).
1142 */
1143 struct gl_scissor_attrib
1144 {
1145 GLboolean Enabled; /**< Scissor test enabled? */
1146 GLint X, Y; /**< Lower left corner of box */
1147 GLsizei Width, Height; /**< Size of box */
1148 };
1149
1150
1151 /**
1152 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1153 *
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.
1160 *
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.
1163 *
1164 * The derived value \c _TestTwoSide is set when the front-face and back-face
1165 * stencil state are different.
1166 */
1167 struct gl_stencil_attrib
1168 {
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 */
1183 };
1184
1185
1186 /**
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.
1190 */
1191 typedef enum
1192 {
1193 TEXTURE_BUFFER_INDEX,
1194 TEXTURE_2D_ARRAY_INDEX,
1195 TEXTURE_1D_ARRAY_INDEX,
1196 TEXTURE_EXTERNAL_INDEX,
1197 TEXTURE_CUBE_INDEX,
1198 TEXTURE_3D_INDEX,
1199 TEXTURE_RECT_INDEX,
1200 TEXTURE_2D_INDEX,
1201 TEXTURE_1D_INDEX,
1202 NUM_TEXTURE_TARGETS
1203 } gl_texture_index;
1204
1205
1206 /**
1207 * Bit flags for each type of texture object
1208 * Used for Texture.Unit[]._ReallyEnabled flags.
1209 */
1210 /*@{*/
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)
1220 /*@}*/
1221
1222
1223 /**
1224 * TexGenEnabled flags.
1225 */
1226 /*@{*/
1227 #define S_BIT 1
1228 #define T_BIT 2
1229 #define R_BIT 4
1230 #define Q_BIT 8
1231 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1232 /*@}*/
1233
1234
1235 /**
1236 * Bit flag versions of the corresponding GL_ constants.
1237 */
1238 /*@{*/
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
1244
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 | \
1251 TEXGEN_EYE_LINEAR)
1252 /*@}*/
1253
1254
1255
1256 /** Tex-gen enabled for texture unit? */
1257 #define ENABLE_TEXGEN(unit) (1 << (unit))
1258
1259 /** Non-identity texture matrix for texture unit? */
1260 #define ENABLE_TEXMAT(unit) (1 << (unit))
1261
1262
1263 /**
1264 * Texture image state. Drivers will typically create a subclass of this
1265 * with extra fields for memory buffers, etc.
1266 */
1267 struct gl_texture_image
1268 {
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.
1275 */
1276 gl_format TexFormat; /**< The actual texture memory format */
1277
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) */
1289
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 */
1293 GLuint Face;
1294 };
1295
1296
1297 /**
1298 * Indexes for cube map faces.
1299 */
1300 typedef enum
1301 {
1302 FACE_POS_X = 0,
1303 FACE_NEG_X = 1,
1304 FACE_POS_Y = 2,
1305 FACE_NEG_Y = 3,
1306 FACE_POS_Z = 4,
1307 FACE_NEG_Z = 5,
1308 MAX_FACES = 6
1309 } gl_face_index;
1310
1311
1312 /**
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.
1315 */
1316 struct gl_sampler_object
1317 {
1318 GLuint Name;
1319 GLint RefCount;
1320
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 */
1336
1337 /* deprecated sampler state */
1338 GLenum DepthMode; /**< GL_ARB_depth_texture */
1339 };
1340
1341
1342 /**
1343 * Texture object state. Contains the array of mipmap images, border color,
1344 * wrap modes, filter modes, and shadow/texcompare state.
1345 */
1346 struct gl_texture_object
1347 {
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. */
1352
1353 struct gl_sampler_object Sampler;
1354
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 */
1368
1369 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1370 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1371
1372 /** GL_ARB_texture_buffer_object */
1373 struct gl_buffer_object *BufferObject;
1374 GLenum BufferObjectFormat;
1375
1376 /** GL_OES_EGL_image_external */
1377 GLint RequiredTextureImageUnits;
1378 };
1379
1380
1381 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1382 #define MAX_COMBINER_TERMS 4
1383
1384
1385 /**
1386 * Texture combine environment state.
1387 */
1388 struct gl_tex_env_combine_state
1389 {
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 */
1402 };
1403
1404
1405 /**
1406 * Texture coord generation state.
1407 */
1408 struct gl_texgen
1409 {
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];
1414 };
1415
1416
1417 /**
1418 * Texture unit state. Contains enable flags, texture environment/function/
1419 * combiners, texgen state, and pointers to current texture objects.
1420 */
1421 struct gl_texture_unit
1422 {
1423 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1424 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1425
1426 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1427 GLclampf EnvColor[4];
1428 GLfloat EnvColorUnclamped[4];
1429
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 */
1436
1437 GLfloat LodBias; /**< for biasing mipmap levels */
1438 GLenum BumpTarget;
1439 GLfloat RotMatrix[4]; /* 2x2 matrix */
1440
1441 /** Current sampler object (GL_ARB_sampler_objects) */
1442 struct gl_sampler_object *Sampler;
1443
1444 /**
1445 * \name GL_EXT_texture_env_combine
1446 */
1447 struct gl_tex_env_combine_state Combine;
1448
1449 /**
1450 * Derived state based on \c EnvMode and the \c BaseFormat of the
1451 * currently enabled texture.
1452 */
1453 struct gl_tex_env_combine_state _EnvMode;
1454
1455 /**
1456 * Currently enabled combiner state. This will point to either
1457 * \c Combine or \c _EnvMode.
1458 */
1459 struct gl_tex_env_combine_state *_CurrentCombine;
1460
1461 /** Current texture object pointers */
1462 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1463
1464 /** Points to highest priority, complete and enabled texture object */
1465 struct gl_texture_object *_Current;
1466 };
1467
1468
1469 /**
1470 * Texture attribute group (GL_TEXTURE_BIT).
1471 */
1472 struct gl_texture_attrib
1473 {
1474 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1475 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1476
1477 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1478
1479 /** GL_ARB_texture_buffer_object */
1480 struct gl_buffer_object *BufferObject;
1481
1482 /** GL_ARB_seamless_cubemap */
1483 GLboolean CubeMapSeamless;
1484
1485 /** Texture units/samplers used by vertex or fragment texturing */
1486 GLbitfield _EnabledUnits;
1487
1488 /** Texture coord units/sets used for fragment texturing */
1489 GLbitfield _EnabledCoordUnits;
1490
1491 /** Texture coord units that have texgen enabled */
1492 GLbitfield _TexGenEnabled;
1493
1494 /** Texture coord units that have non-identity matrices */
1495 GLbitfield _TexMatEnabled;
1496
1497 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1498 GLbitfield _GenFlags;
1499 };
1500
1501
1502 /**
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).
1505 */
1506 typedef GLfloat gl_clip_plane[4];
1507
1508
1509 /**
1510 * Transformation attribute group (GL_TRANSFORM_BIT).
1511 */
1512 struct gl_transform_attrib
1513 {
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 */
1522
1523 GLfloat CullEyePos[4];
1524 GLfloat CullObjPos[4];
1525 };
1526
1527
1528 /**
1529 * Viewport attribute group (GL_VIEWPORT_BIT).
1530 */
1531 struct gl_viewport_attrib
1532 {
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. */
1537 };
1538
1539
1540 /**
1541 * GL_ARB_vertex/pixel_buffer_object buffer object
1542 */
1543 struct gl_buffer_object
1544 {
1545 _glthread_Mutex Mutex;
1546 GLint RefCount;
1547 GLuint Name;
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 */
1552 /*@{*/
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 */
1557 /*@}*/
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? */
1561 };
1562
1563
1564 /**
1565 * Client pixel packing/unpacking attributes
1566 */
1567 struct gl_pixelstore_attrib
1568 {
1569 GLint Alignment;
1570 GLint RowLength;
1571 GLint SkipPixels;
1572 GLint SkipRows;
1573 GLint ImageHeight;
1574 GLint SkipImages;
1575 GLboolean SwapBytes;
1576 GLboolean LsbFirst;
1577 GLboolean Invert; /**< GL_MESA_pack_invert */
1578 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1579 };
1580
1581
1582 /**
1583 * Client vertex array attributes
1584 */
1585 struct gl_client_array
1586 {
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 */
1598
1599 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1600 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1601 };
1602
1603
1604 /**
1605 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1606 * extension, but a nice encapsulation in any case.
1607 */
1608 struct gl_array_object
1609 {
1610 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1611 GLuint Name;
1612
1613 GLint RefCount;
1614 _glthread_Mutex Mutex;
1615
1616 /**
1617 * Does the VAO use ARB semantics or Apple semantics?
1618 *
1619 * There are several ways in which ARB_vertex_array_object and
1620 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1621 * least,
1622 *
1623 * - ARB VAOs require that all array data be sourced from vertex buffer
1624 * objects, but Apple VAOs do not.
1625 *
1626 * - ARB VAOs require that names come from GenVertexArrays.
1627 *
1628 * This flag notes which behavior governs this VAO.
1629 */
1630 GLboolean ARBsemantics;
1631
1632 /**
1633 * Has this array object been bound?
1634 */
1635 GLboolean _Used;
1636
1637 /** Vertex attribute arrays */
1638 struct gl_client_array VertexAttrib[VERT_ATTRIB_MAX];
1639
1640 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1641 GLbitfield64 _Enabled;
1642
1643 /**
1644 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1645 * we can determine the max legal (in bounds) glDrawElements array index.
1646 */
1647 GLuint _MaxElement;
1648
1649 struct gl_buffer_object *ElementArrayBufferObj;
1650 };
1651
1652
1653 /**
1654 * Vertex array state
1655 */
1656 struct gl_array_attrib
1657 {
1658 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1659 struct gl_array_object *ArrayObj;
1660
1661 /** The default vertex array object */
1662 struct gl_array_object *DefaultArrayObj;
1663
1664 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1665 struct _mesa_HashTable *Objects;
1666
1667 GLint ActiveTexture; /**< Client Active Texture */
1668 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1669 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1670
1671 /** GL 3.1 (slightly different from GL_NV_primitive_restart) */
1672 GLboolean PrimitiveRestart;
1673 GLuint RestartIndex;
1674
1675 GLbitfield64 NewState; /**< mask of VERT_BIT_* values */
1676 GLboolean RebindArrays; /**< whether the VBO module should rebind arrays */
1677
1678 /* GL_ARB_vertex_buffer_object */
1679 struct gl_buffer_object *ArrayBufferObj;
1680 };
1681
1682
1683 /**
1684 * Feedback buffer state
1685 */
1686 struct gl_feedback
1687 {
1688 GLenum Type;
1689 GLbitfield _Mask; /**< FB_* bits */
1690 GLfloat *Buffer;
1691 GLuint BufferSize;
1692 GLuint Count;
1693 };
1694
1695
1696 /**
1697 * Selection buffer state
1698 */
1699 struct gl_selection
1700 {
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 */
1710 };
1711
1712
1713 /**
1714 * 1-D Evaluator control points
1715 */
1716 struct gl_1d_map
1717 {
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 */
1721 };
1722
1723
1724 /**
1725 * 2-D Evaluator control points
1726 */
1727 struct gl_2d_map
1728 {
1729 GLuint Uorder; /**< Number of control points in U dimension */
1730 GLuint Vorder; /**< Number of control points in V dimension */
1731 GLfloat u1, u2, du;
1732 GLfloat v1, v2, dv;
1733 GLfloat *Points; /**< Points to contiguous control points */
1734 };
1735
1736
1737 /**
1738 * All evaluator control point state
1739 */
1740 struct gl_evaluators
1741 {
1742 /**
1743 * \name 1-D maps
1744 */
1745 /*@{*/
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 */
1756 /*@}*/
1757
1758 /**
1759 * \name 2-D maps
1760 */
1761 /*@{*/
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 */
1772 /*@}*/
1773 };
1774
1775
1776 /**
1777 * Names of the various vertex/fragment program register files, etc.
1778 *
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.
1781 *
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.
1786 */
1787 typedef enum
1788 {
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 */
1804 PROGRAM_FILE_MAX
1805 } gl_register_file;
1806
1807
1808 /**
1809 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1810 * one of these values.
1811 */
1812 typedef enum
1813 {
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 */
1818 } gl_system_value;
1819
1820
1821 /**
1822 * The possible interpolation qualifiers that can be applied to a fragment
1823 * shader input in GLSL.
1824 *
1825 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
1826 * gl_fragment_program data structure to 0 causes the default behavior.
1827 */
1828 enum glsl_interp_qualifier
1829 {
1830 INTERP_QUALIFIER_NONE = 0,
1831 INTERP_QUALIFIER_SMOOTH,
1832 INTERP_QUALIFIER_FLAT,
1833 INTERP_QUALIFIER_NOPERSPECTIVE
1834 };
1835
1836
1837 /** Vertex and fragment instructions */
1838 struct prog_instruction;
1839 struct gl_program_parameter_list;
1840 struct gl_uniform_list;
1841
1842 struct gl_transform_feedback_varying_info {
1843 char *Name;
1844 GLenum Type;
1845 GLint Size;
1846 };
1847
1848 struct gl_transform_feedback_output {
1849 unsigned OutputRegister;
1850 unsigned OutputBuffer;
1851 unsigned NumComponents;
1852
1853 /** offset (in DWORDs) of this output within the interleaved structure */
1854 unsigned DstOffset;
1855
1856 /**
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.
1860 */
1861 unsigned ComponentOffset;
1862 };
1863
1864 /** Post-link transform feedback info. */
1865 struct gl_transform_feedback_info {
1866 unsigned NumOutputs;
1867
1868 /**
1869 * Number of transform feedback buffers in use by this program.
1870 */
1871 unsigned NumBuffers;
1872
1873 struct gl_transform_feedback_output *Outputs;
1874
1875 /** Transform feedback varyings used for the linking of this shader program.
1876 *
1877 * Use for glGetTransformFeedbackVarying().
1878 */
1879 struct gl_transform_feedback_varying_info *Varyings;
1880 GLint NumVarying;
1881
1882 /**
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.
1886 */
1887 unsigned BufferStride[MAX_FEEDBACK_ATTRIBS];
1888 };
1889
1890 /**
1891 * Base class for any kind of program object
1892 */
1893 struct gl_program
1894 {
1895 GLuint Id;
1896 GLubyte *String; /**< Null-terminated program text */
1897 GLint RefCount;
1898 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_FRAGMENT_PROGRAM_NV */
1899 GLenum Format; /**< String encoding format */
1900 GLboolean Resident;
1901
1902 struct prog_instruction *Instructions;
1903
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. */
1912
1913
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];
1918
1919 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1920 GLubyte SamplerUnits[MAX_SAMPLERS];
1921
1922 /** Bitmask of which register files are read/written with indirect
1923 * addressing. Mask of (1 << PROGRAM_x) bits.
1924 */
1925 GLbitfield IndirectRegisterFiles;
1926
1927 /** Logical counts */
1928 /*@{*/
1929 GLuint NumInstructions;
1930 GLuint NumTemporaries;
1931 GLuint NumParameters;
1932 GLuint NumAttributes;
1933 GLuint NumAddressRegs;
1934 GLuint NumAluInstructions;
1935 GLuint NumTexInstructions;
1936 GLuint NumTexIndirections;
1937 /*@}*/
1938 /** Native, actual h/w counts */
1939 /*@{*/
1940 GLuint NumNativeInstructions;
1941 GLuint NumNativeTemporaries;
1942 GLuint NumNativeParameters;
1943 GLuint NumNativeAttributes;
1944 GLuint NumNativeAddressRegs;
1945 GLuint NumNativeAluInstructions;
1946 GLuint NumNativeTexInstructions;
1947 GLuint NumNativeTexIndirections;
1948 /*@}*/
1949 };
1950
1951
1952 /** Vertex program object */
1953 struct gl_vertex_program
1954 {
1955 struct gl_program Base; /**< base class */
1956 GLboolean IsNVProgram; /**< is this a GL_NV_vertex_program program? */
1957 GLboolean IsPositionInvariant;
1958 GLboolean UsesClipDistance;
1959 };
1960
1961
1962 /** Geometry program object */
1963 struct gl_geometry_program
1964 {
1965 struct gl_program Base; /**< base class */
1966
1967 GLint VerticesOut;
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 */
1971 };
1972
1973
1974 /** Fragment program object */
1975 struct gl_fragment_program
1976 {
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;
1982
1983 /**
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.
1987 */
1988 enum glsl_interp_qualifier InterpQualifier[FRAG_ATTRIB_MAX];
1989 };
1990
1991
1992 /**
1993 * State common to vertex and fragment programs.
1994 */
1995 struct gl_program_state
1996 {
1997 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
1998 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
1999 };
2000
2001
2002 /**
2003 * Context state for vertex programs.
2004 */
2005 struct gl_vertex_program_state
2006 {
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 */
2014
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.
2018 */
2019 struct gl_vertex_program *_Current;
2020
2021 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2022
2023 /* For GL_NV_vertex_program only: */
2024 GLenum TrackMatrix[MAX_PROGRAM_ENV_PARAMS / 4];
2025 GLenum TrackMatrixTransform[MAX_PROGRAM_ENV_PARAMS / 4];
2026
2027 /** Should fixed-function T&L be implemented with a vertex prog? */
2028 GLboolean _MaintainTnlProgram;
2029
2030 /** Program to emulate fixed-function T&L (see above) */
2031 struct gl_vertex_program *_TnlProgram;
2032
2033 /** Cache of fixed-function programs */
2034 struct gl_program_cache *Cache;
2035
2036 GLboolean _Overriden;
2037 };
2038
2039
2040 /**
2041 * Context state for geometry programs.
2042 */
2043 struct gl_geometry_program_state
2044 {
2045 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
2046 GLboolean _Enabled; /**< Enabled and valid program? */
2047 struct gl_geometry_program *Current; /**< user-bound geometry program */
2048
2049 /** Currently enabled and valid program (including internal programs
2050 * and compiled shader programs).
2051 */
2052 struct gl_geometry_program *_Current;
2053
2054 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2055
2056 /** Cache of fixed-function programs */
2057 struct gl_program_cache *Cache;
2058 };
2059
2060 /**
2061 * Context state for fragment programs.
2062 */
2063 struct gl_fragment_program_state
2064 {
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 */
2068
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.
2072 */
2073 struct gl_fragment_program *_Current;
2074
2075 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2076
2077 /** Should fixed-function texturing be implemented with a fragment prog? */
2078 GLboolean _MaintainTexEnvProgram;
2079
2080 /** Program to emulate fixed-function texture env/combine (see above) */
2081 struct gl_fragment_program *_TexEnvProgram;
2082
2083 /** Cache of fixed-function programs */
2084 struct gl_program_cache *Cache;
2085 };
2086
2087
2088 /**
2089 * ATI_fragment_shader runtime state
2090 */
2091 #define ATI_FS_INPUT_PRIMARY 0
2092 #define ATI_FS_INPUT_SECONDARY 1
2093
2094 struct atifs_instruction;
2095 struct atifs_setupinst;
2096
2097 /**
2098 * ATI fragment shader
2099 */
2100 struct ati_fragment_shader
2101 {
2102 GLuint Id;
2103 GLint RefCount;
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 */
2111 GLubyte cur_pass;
2112 GLubyte last_optype;
2113 GLboolean interpinp1;
2114 GLboolean isValid;
2115 GLuint swizzlerq;
2116 };
2117
2118 /**
2119 * Context state for GL_ATI_fragment_shader
2120 */
2121 struct gl_ati_fragment_shader_state
2122 {
2123 GLboolean Enabled;
2124 GLboolean _Enabled; /**< enabled and valid shader? */
2125 GLboolean Compiling;
2126 GLfloat GlobalConstants[8][4];
2127 struct ati_fragment_shader *Current;
2128 };
2129
2130
2131 /**
2132 * Occlusion/timer query object.
2133 */
2134 struct gl_query_object
2135 {
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? */
2141 };
2142
2143
2144 /**
2145 * Context state for query objects.
2146 */
2147 struct gl_query_state
2148 {
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 */
2152
2153 /** GL_NV_conditional_render */
2154 struct gl_query_object *CondRenderQuery;
2155
2156 /** GL_EXT_transform_feedback */
2157 struct gl_query_object *PrimitivesGenerated;
2158 struct gl_query_object *PrimitivesWritten;
2159
2160 /** GL_ARB_timer_query */
2161 struct gl_query_object *TimeElapsed;
2162
2163 GLenum CondRenderMode;
2164 };
2165
2166
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)
2175 */
2176 GLenum SyncCondition;
2177 GLbitfield Flags; /**< Flags passed to glFenceSync */
2178 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2179 };
2180
2181
2182 /** Set by #pragma directives */
2183 struct gl_sl_pragmas
2184 {
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 */
2189 };
2190
2191
2192 /**
2193 * A GLSL vertex or fragment shader object.
2194 */
2195 struct gl_shader
2196 {
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 */
2205 GLchar *InfoLog;
2206 struct gl_sl_pragmas Pragmas;
2207
2208 unsigned Version; /**< GLSL version used for linking */
2209
2210 /**
2211 * \name Sampler tracking
2212 *
2213 * \note Each of these fields is only set post-linking.
2214 */
2215 /*@{*/
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. */
2219 /*@}*/
2220
2221 /**
2222 * Number of uniform components used by this shader.
2223 *
2224 * This field is only set post-linking.
2225 */
2226 unsigned num_uniform_components;
2227
2228 struct exec_list *ir;
2229 struct glsl_symbol_table *symbols;
2230
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;
2234 };
2235
2236
2237 /**
2238 * A GLSL program object.
2239 * Basically a linked collection of vertex and fragment shaders.
2240 */
2241 struct gl_shader_program
2242 {
2243 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2244 GLuint Name; /**< aka handle or ID */
2245 GLint RefCount; /**< Reference count */
2246 GLboolean DeletePending;
2247
2248 /**
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
2255 * glClear()).
2256 */
2257 GLboolean InternalSeparateShader;
2258
2259 GLuint NumShaders; /**< number of attached shaders */
2260 struct gl_shader **Shaders; /**< List of attached the shaders */
2261
2262 /**
2263 * User-defined attribute bindings
2264 *
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.
2268 */
2269 struct string_to_uint_map *AttributeBindings;
2270
2271 /**
2272 * User-defined fragment data bindings
2273 *
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.
2277 */
2278 struct string_to_uint_map *FragDataBindings;
2279
2280 /**
2281 * Transform feedback varyings last specified by
2282 * glTransformFeedbackVaryings().
2283 *
2284 * For the current set of transform feeedback varyings used for transform
2285 * feedback output, see LinkedTransformFeedback.
2286 */
2287 struct {
2288 GLenum BufferMode;
2289 GLuint NumVarying;
2290 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2291 } TransformFeedback;
2292
2293 /** Post-link transform feedback info. */
2294 struct gl_transform_feedback_info LinkedTransformFeedback;
2295
2296 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2297 enum gl_frag_depth_layout FragDepthLayout;
2298
2299 /** Geometry shader state - copied into gl_geometry_program at link time */
2300 struct {
2301 GLint VerticesOut;
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 */
2305 } Geom;
2306
2307 /** Vertex shader state - copied into gl_vertex_program at link time */
2308 struct {
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. */
2312 } Vert;
2313
2314 /* post-link info: */
2315 unsigned NumUserUniformStorage;
2316 struct gl_uniform_storage *UniformStorage;
2317
2318 /**
2319 * Map of active uniform names to locations
2320 *
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.
2325 */
2326 struct string_to_uint_map *UniformHash;
2327
2328 /**
2329 * Map from sampler unit to texture unit (set by glUniform1i())
2330 *
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.
2334 */
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];
2338
2339 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2340 GLboolean Validated;
2341 GLboolean _Used; /**< Ever used for drawing? */
2342 GLchar *InfoLog;
2343
2344 unsigned Version; /**< GLSL version used for linking */
2345
2346 /**
2347 * Per-stage shaders resulting from the first stage of linking.
2348 *
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
2351 * \c NULL.
2352 */
2353 struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES];
2354 };
2355
2356
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 */
2365
2366
2367 /**
2368 * Context state for GLSL vertex/fragment shaders.
2369 */
2370 struct gl_shader_state
2371 {
2372 /**
2373 * Programs used for rendering
2374 *
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.
2378 */
2379 struct gl_shader_program *CurrentVertexProgram;
2380 struct gl_shader_program *CurrentGeometryProgram;
2381 struct gl_shader_program *CurrentFragmentProgram;
2382
2383 struct gl_shader_program *_CurrentFragmentProgram;
2384
2385 /**
2386 * Program used by glUniform calls.
2387 *
2388 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2389 */
2390 struct gl_shader_program *ActiveProgram;
2391
2392 GLbitfield Flags; /**< Mask of GLSL_x flags */
2393 };
2394
2395 /**
2396 * Compiler options for a single GLSL shaders type
2397 */
2398 struct gl_shader_compiler_options
2399 {
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]? */
2410
2411 /**
2412 * \name Forms of indirect addressing the driver cannot do.
2413 */
2414 /*@{*/
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 */
2419 /*@}*/
2420
2421 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2422 GLuint MaxUnrollIterations;
2423
2424 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2425 };
2426
2427 /**
2428 * Transform feedback object state
2429 */
2430 struct gl_transform_feedback_object
2431 {
2432 GLuint Name; /**< AKA the object ID */
2433 GLint RefCount;
2434 GLboolean Active; /**< Is transform feedback enabled? */
2435 GLboolean Paused; /**< Is transform feedback paused? */
2436 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
2437 at least once? */
2438
2439 /** The feedback buffers */
2440 GLuint BufferNames[MAX_FEEDBACK_ATTRIBS];
2441 struct gl_buffer_object *Buffers[MAX_FEEDBACK_ATTRIBS];
2442
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];
2447 };
2448
2449
2450 /**
2451 * Context state for transform feedback.
2452 */
2453 struct gl_transform_feedback
2454 {
2455 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
2456
2457 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
2458 struct gl_buffer_object *CurrentBuffer;
2459
2460 /** The table of all transform feedback objects */
2461 struct _mesa_HashTable *Objects;
2462
2463 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
2464 struct gl_transform_feedback_object *CurrentObject;
2465
2466 /** The default xform-fb object (Name==0) */
2467 struct gl_transform_feedback_object *DefaultObject;
2468 };
2469
2470
2471
2472 /**
2473 * State which can be shared by multiple contexts:
2474 */
2475 struct gl_shared_state
2476 {
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 */
2481
2482 /** Default texture objects (shared by all texture units) */
2483 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2484
2485 /** Fallback texture used when a bound texture is incomplete */
2486 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
2487
2488 /**
2489 * \name Thread safety and statechange notification for texture
2490 * objects.
2491 *
2492 * \todo Improve the granularity of locking.
2493 */
2494 /*@{*/
2495 _glthread_Mutex TexMutex; /**< texobj thread safety */
2496 GLuint TextureStateStamp; /**< state notification for shared tex */
2497 /*@}*/
2498
2499 /** Default buffer object for vertex arrays that aren't in VBOs */
2500 struct gl_buffer_object *NullBufferObj;
2501
2502 /**
2503 * \name Vertex/geometry/fragment programs
2504 */
2505 /*@{*/
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;
2510 /*@}*/
2511
2512 /* GL_ATI_fragment_shader */
2513 struct _mesa_HashTable *ATIShaders;
2514 struct ati_fragment_shader *DefaultFragmentShader;
2515
2516 struct _mesa_HashTable *BufferObjects;
2517
2518 /** Table of both gl_shader and gl_shader_program objects */
2519 struct _mesa_HashTable *ShaderObjects;
2520
2521 /* GL_EXT_framebuffer_object */
2522 struct _mesa_HashTable *RenderBuffers;
2523 struct _mesa_HashTable *FrameBuffers;
2524
2525 /* GL_ARB_sync */
2526 struct simple_node SyncObjects;
2527
2528 /** GL_ARB_sampler_objects */
2529 struct _mesa_HashTable *SamplerObjects;
2530 };
2531
2532
2533
2534 /**
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.
2538 */
2539 struct gl_renderbuffer
2540 {
2541 _glthread_Mutex Mutex; /**< for thread safety */
2542 GLuint ClassID; /**< Useful for drivers */
2543 GLuint Name;
2544 GLint RefCount;
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 */
2548 GLubyte NumSamples;
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 */
2553
2554 /** Delete this renderbuffer */
2555 void (*Delete)(struct gl_renderbuffer *rb);
2556
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);
2562 };
2563
2564
2565 /**
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.
2568 */
2569 struct gl_renderbuffer_attachment
2570 {
2571 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2572 GLboolean Complete;
2573
2574 /**
2575 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2576 * application supplied renderbuffer object.
2577 */
2578 struct gl_renderbuffer *Renderbuffer;
2579
2580 /**
2581 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2582 * supplied texture object.
2583 */
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 */
2589 };
2590
2591
2592 /**
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.
2596 */
2597 struct gl_framebuffer
2598 {
2599 _glthread_Mutex Mutex; /**< for thread safety */
2600 /**
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.
2606 */
2607 GLuint Name;
2608
2609 GLint RefCount;
2610 GLboolean DeletePending;
2611
2612 /**
2613 * The framebuffer's visual. Immutable if this is a window system buffer.
2614 * Computed from attachments if user-made FBO.
2615 */
2616 struct gl_config Visual;
2617
2618 GLboolean Initialized;
2619
2620 GLuint Width, Height; /**< size of frame buffer in pixels */
2621
2622 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2623 /*@{*/
2624 GLint _Xmin, _Xmax; /**< inclusive */
2625 GLint _Ymin, _Ymax; /**< exclusive */
2626 /*@}*/
2627
2628 /** \name Derived Z buffer stuff */
2629 /*@{*/
2630 GLuint _DepthMax; /**< Max depth buffer value */
2631 GLfloat _DepthMaxF; /**< Float max depth buffer value */
2632 GLfloat _MRD; /**< minimum resolvable difference in Z values */
2633 /*@}*/
2634
2635 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2636 GLenum _Status;
2637
2638 /** Integer color values */
2639 GLboolean _IntegerColor;
2640
2641 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2642 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2643
2644 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2645 * attribute group and GL_PIXEL attribute group, respectively.
2646 */
2647 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
2648 GLenum ColorReadBuffer;
2649
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;
2656
2657 /** Delete this framebuffer */
2658 void (*Delete)(struct gl_framebuffer *fb);
2659 };
2660
2661
2662 /**
2663 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
2664 */
2665 struct gl_precision
2666 {
2667 GLushort RangeMin; /**< min value exponent */
2668 GLushort RangeMax; /**< max value exponent */
2669 GLushort Precision; /**< number of mantissa bits */
2670 };
2671
2672
2673 /**
2674 * Limits for vertex, geometry and fragment programs/shaders.
2675 */
2676 struct gl_program_constants
2677 {
2678 /* logical limits */
2679 GLuint MaxInstructions;
2680 GLuint MaxAluInstructions;
2681 GLuint MaxTexInstructions;
2682 GLuint MaxTexIndirections;
2683 GLuint MaxAttribs;
2684 GLuint MaxTemps;
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;
2699 /* For shaders */
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;
2704 };
2705
2706
2707 /**
2708 * Constants which may be overridden by device driver during context creation
2709 * but are never changed after that.
2710 */
2711 struct gl_constants
2712 {
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 */
2728
2729 GLuint MaxArrayLockSize;
2730
2731 GLint SubPixelBits;
2732
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;
2739
2740 GLuint MaxColorTableSize;
2741
2742 GLuint MaxClipPlanes;
2743 GLuint MaxLights;
2744 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
2745 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
2746
2747 GLuint MaxViewportWidth, MaxViewportHeight;
2748
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;
2754
2755 /** vertex array / buffer object bounds checking */
2756 GLboolean CheckArrayBounds;
2757
2758 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
2759
2760 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
2761 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
2762 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
2763
2764 /** Number of varying vectors between vertex and fragment shaders */
2765 GLuint MaxVarying;
2766 GLuint MaxVertexVaryingComponents; /**< Between vert and geom shader */
2767 GLuint MaxGeometryVaryingComponents; /**< Between geom and frag shader */
2768
2769 /** GL_ARB_geometry_shader4 */
2770 GLuint MaxGeometryOutputVertices;
2771 GLuint MaxGeometryTotalOutputComponents;
2772
2773 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
2774
2775 /**
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.
2778 */
2779 GLboolean ForceGLSLExtensionsWarn;
2780
2781 /**
2782 * Does the driver support real 32-bit integers? (Otherwise, integers are
2783 * simulated via floats.)
2784 */
2785 GLboolean NativeIntegers;
2786
2787 /**
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.)
2790 */
2791 GLuint UniformBooleanTrue;
2792
2793 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
2794 GLbitfield SupportedBumpUnits;
2795
2796 /**
2797 * Maximum amount of time, measured in nanseconds, that the server can wait.
2798 */
2799 GLuint64 MaxServerWaitTimeout;
2800
2801 /** GL_EXT_provoking_vertex */
2802 GLboolean QuadsFollowProvokingVertexConvention;
2803
2804 /** OpenGL version 3.0 */
2805 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
2806
2807 /** OpenGL version 3.2 */
2808 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
2809
2810 /** GL_EXT_transform_feedback */
2811 GLuint MaxTransformFeedbackSeparateAttribs;
2812 GLuint MaxTransformFeedbackSeparateComponents;
2813 GLuint MaxTransformFeedbackInterleavedComponents;
2814
2815 /** GL_EXT_gpu_shader4 */
2816 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
2817
2818 /* GL_ARB_robustness */
2819 GLenum ResetStrategy;
2820
2821 /**
2822 * Whether the implementation strips out and ignores texture borders.
2823 *
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.
2830 *
2831 * Texture borders are deprecated in GL 3.0.
2832 **/
2833 GLboolean StripTextureBorder;
2834
2835 /**
2836 * For drivers which can do a better job at eliminating unused varyings
2837 * and uniforms than the GLSL compiler.
2838 *
2839 * XXX Remove these as soon as a better solution is available.
2840 */
2841 GLboolean GLSLSkipStrictMaxVaryingLimitCheck;
2842 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
2843 };
2844
2845
2846 /**
2847 * Enable flag for each OpenGL extension. Different device drivers will
2848 * enable different extensions at runtime.
2849 */
2850 struct gl_extensions
2851 {
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;
2888 GLboolean ARB_sync;
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;
2989 GLboolean S3_s3tc;
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 */
2998 GLuint Count;
2999 };
3000
3001
3002 /**
3003 * A stack of matrices (projection, modelview, color, texture, etc).
3004 */
3005 struct gl_matrix_stack
3006 {
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 */
3012 };
3013
3014
3015 /**
3016 * \name Bits for image transfer operations
3017 * \sa __struct gl_contextRec::ImageTransferState.
3018 */
3019 /*@{*/
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
3024
3025
3026 /** Pixel Transfer ops */
3027 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3028 IMAGE_SHIFT_OFFSET_BIT | \
3029 IMAGE_MAP_COLOR_BIT)
3030
3031 /**
3032 * \name Bits to indicate what state has changed.
3033 */
3034 /*@{*/
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 */
3066 #define _NEW_ALL ~0
3067
3068 /**
3069 * We use _NEW_TRANSFORM for GL_RASTERIZER_DISCARD. This #define is for
3070 * clarity.
3071 */
3072 #define _NEW_RASTERIZER_DISCARD _NEW_TRANSFORM
3073 /*@}*/
3074
3075
3076 /**
3077 * \name A bunch of flags that we think might be useful to drivers.
3078 *
3079 * Set in the __struct gl_contextRec::_TriangleCaps bitfield.
3080 */
3081 /*@{*/
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
3095 /*@}*/
3096
3097
3098 /**
3099 * \name Define the state changes under which each of these bits might change
3100 */
3101 /*@{*/
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
3116 /*@}*/
3117
3118
3119 /**
3120 * Composite state flags
3121 */
3122 /*@{*/
3123 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3124 _NEW_TEXTURE | \
3125 _NEW_POINT | \
3126 _NEW_PROGRAM | \
3127 _NEW_MODELVIEW)
3128 /*@}*/
3129
3130
3131
3132
3133 /* This has to be included here. */
3134 #include "dd.h"
3135
3136
3137 /**
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
3141 * of information:
3142 */
3143 #define DLIST_DANGLING_REFS 0x1
3144
3145
3146 /** Opaque declaration of display list payload data type */
3147 union gl_dlist_node;
3148
3149
3150 /**
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.
3154 */
3155 struct gl_display_list
3156 {
3157 GLuint Name;
3158 GLbitfield Flags; /**< DLIST_x flags */
3159 /** The dlist commands are in a linked list of nodes */
3160 union gl_dlist_node *Head;
3161 };
3162
3163
3164 /**
3165 * State used during display list compilation and execution.
3166 */
3167 struct gl_dlist_state
3168 {
3169 GLuint CallDepth; /**< Current recursion calling depth */
3170
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 */
3174
3175 GLvertexformat ListVtxfmt;
3176
3177 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3178 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3179
3180 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3181 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3182
3183 GLubyte ActiveIndex;
3184 GLfloat CurrentIndex;
3185
3186 GLubyte ActiveEdgeFlag;
3187 GLboolean CurrentEdgeFlag;
3188
3189 struct {
3190 /* State known to have been set by the currently-compiling display
3191 * list. Used to eliminate some redundant state changes.
3192 */
3193 GLenum ShadeModel;
3194 } Current;
3195 };
3196
3197
3198 /**
3199 * Enum for the OpenGL APIs we know about and may support.
3200 */
3201 typedef enum
3202 {
3203 API_OPENGL,
3204 API_OPENGLES,
3205 API_OPENGLES2
3206 } gl_api;
3207
3208
3209 /**
3210 * Mesa rendering context.
3211 *
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
3215 * sub classes.
3216 *
3217 * The struct gl_context typedef names this structure.
3218 */
3219 struct gl_context
3220 {
3221 /** State possibly shared with other contexts in the address space */
3222 struct gl_shared_state *Shared;
3223
3224 /** \name API function pointer tables */
3225 /*@{*/
3226 gl_api API;
3227 struct _glapi_table *Save; /**< Display list save functions */
3228 struct _glapi_table *Exec; /**< Execute functions */
3229 struct _glapi_table *CurrentDispatch; /**< == Save or Exec !! */
3230 /*@}*/
3231
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 */
3237
3238 /**
3239 * Device driver function pointer table
3240 */
3241 struct dd_function_table Driver;
3242
3243 void *DriverCtx; /**< Points to device driver context/state */
3244
3245 /** Core/Driver constants */
3246 struct gl_constants Const;
3247
3248 /** \name The various 4x4 matrix stacks */
3249 /*@{*/
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 */
3255 /*@}*/
3256
3257 /** Combined modelview and projection matrix */
3258 GLmatrix _ModelProjectMatrix;
3259
3260 /** \name Display lists */
3261 struct gl_dlist_state ListState;
3262
3263 GLboolean ExecuteFlag; /**< Execute GL commands? */
3264 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3265
3266 /** Extension information */
3267 struct gl_extensions Extensions;
3268
3269 /** Version info */
3270 GLuint VersionMajor, VersionMinor;
3271 char *VersionString;
3272
3273 /** \name State attribute stack (for glPush/PopAttrib) */
3274 /*@{*/
3275 GLuint AttribStackDepth;
3276 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3277 /*@}*/
3278
3279 /** \name Renderer attribute groups
3280 *
3281 * We define a struct for each attribute group to make pushing and popping
3282 * attributes easy. Also it's a good organization.
3283 */
3284 /*@{*/
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 */
3305 /*@}*/
3306
3307 /** \name Client attribute stack */
3308 /*@{*/
3309 GLuint ClientAttribStackDepth;
3310 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3311 /*@}*/
3312
3313 /** \name Client attribute groups */
3314 /*@{*/
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 */
3319 /*@}*/
3320
3321 /** \name Other assorted state (not pushed/popped on attribute stack) */
3322 /*@{*/
3323 struct gl_pixelmaps PixelMaps;
3324
3325 struct gl_evaluators EvalMap; /**< All evaluators */
3326 struct gl_feedback Feedback; /**< Feedback */
3327 struct gl_selection Select; /**< Selection */
3328
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;
3334
3335 struct gl_shader_state Shader; /**< GLSL shader object state */
3336 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
3337
3338 struct gl_query_state Query; /**< occlusion, timer queries */
3339
3340 struct gl_transform_feedback TransformFeedback;
3341
3342 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3343 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3344 /*@}*/
3345
3346 struct gl_meta_state *Meta; /**< for "meta" operations */
3347
3348 /* GL_EXT_framebuffer_object */
3349 struct gl_renderbuffer *CurrentRenderbuffer;
3350
3351 GLenum ErrorValue; /**< Last error code */
3352
3353 /* GL_ARB_robustness */
3354 GLenum ResetStatus;
3355
3356 /**
3357 * Recognize and silence repeated error debug messages in buggy apps.
3358 */
3359 const char *ErrorDebugFmtString;
3360 GLuint ErrorDebugCount;
3361
3362 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3363 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
3364
3365 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
3366
3367 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
3368
3369 /** \name Derived state */
3370 /*@{*/
3371 /** Bitwise-or of DD_* flags. Note that this bitfield may be used before
3372 * state validation so they need to always be current.
3373 */
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;
3380
3381 GLuint TextureStateTimestamp; /**< detect changes to shared state */
3382
3383 struct gl_shine_tab *_ShineTable[2]; /**< Active shine tables */
3384 struct gl_shine_tab *_ShineTabList; /**< MRU list of inactive shine tables */
3385 /**@}*/
3386
3387 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3388
3389 /** \name For debugging/development only */
3390 /*@{*/
3391 GLboolean FirstTimeCurrent;
3392 /*@}*/
3393
3394 /** software compression/decompression supported or not */
3395 GLboolean Mesa_DXTn;
3396
3397 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
3398
3399 /**
3400 * Use dp4 (rather than mul/mad) instructions for position
3401 * transformation?
3402 */
3403 GLboolean mvp_with_dp4;
3404
3405 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
3406
3407 /**
3408 * \name Hooks for module contexts.
3409 *
3410 * These will eventually live in the driver or elsewhere.
3411 */
3412 /*@{*/
3413 void *swrast_context;
3414 void *swsetup_context;
3415 void *swtnl_context;
3416 void *swtnl_im;
3417 struct st_context *st;
3418 void *aelt_context;
3419 /*@}*/
3420 };
3421
3422
3423 #ifdef DEBUG
3424 extern int MESA_VERBOSE;
3425 extern int MESA_DEBUG_FLAGS;
3426 # define MESA_FUNCTION __FUNCTION__
3427 #else
3428 # define MESA_VERBOSE 0
3429 # define MESA_DEBUG_FLAGS 0
3430 # define MESA_FUNCTION "a function"
3431 # ifndef NDEBUG
3432 # define NDEBUG
3433 # endif
3434 #endif
3435
3436
3437 /** The MESA_VERBOSE var is a bitmask of these flags */
3438 enum _verbose
3439 {
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
3454 };
3455
3456
3457 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3458 enum _debug
3459 {
3460 DEBUG_ALWAYS_FLUSH = 0x1
3461 };
3462
3463
3464
3465 #ifdef __cplusplus
3466 }
3467 #endif
3468
3469 #endif /* MTYPES_H */