mesa: replace _mesa_update_stencil() with helper functions
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * 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 <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39 #include "c11/threads.h"
40
41 #include "main/glheader.h"
42 #include "main/config.h"
43 #include "glapi/glapi.h"
44 #include "math/m_matrix.h" /* GLmatrix */
45 #include "compiler/shader_enums.h"
46 #include "compiler/shader_info.h"
47 #include "main/formats.h" /* MESA_FORMAT_COUNT */
48 #include "compiler/glsl/list.h"
49 #include "util/bitscan.h"
50 #include "util/u_dynarray.h"
51
52
53 #ifdef __cplusplus
54 extern "C" {
55 #endif
56
57
58 /**
59 * \name 64-bit extension of GLbitfield.
60 */
61 /*@{*/
62 typedef GLuint64 GLbitfield64;
63
64 /** Set a single bit */
65 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
66 /** Set all bits up to excluding bit b */
67 #define BITFIELD64_MASK(b) \
68 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
69 /** Set count bits starting from bit b */
70 #define BITFIELD64_RANGE(b, count) \
71 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
72
73
74 /**
75 * \name Some forward type declarations
76 */
77 /*@{*/
78 struct _mesa_HashTable;
79 struct gl_attrib_node;
80 struct gl_list_extensions;
81 struct gl_meta_state;
82 struct gl_program_cache;
83 struct gl_texture_object;
84 struct gl_debug_state;
85 struct gl_context;
86 struct st_context;
87 struct gl_uniform_storage;
88 struct prog_instruction;
89 struct gl_program_parameter_list;
90 struct set;
91 struct set_entry;
92 struct vbo_context;
93 /*@}*/
94
95
96 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
97 #define PRIM_MAX GL_PATCHES
98 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
99 #define PRIM_UNKNOWN (PRIM_MAX + 2)
100
101 /**
102 * Determine if the given gl_varying_slot appears in the fragment shader.
103 */
104 static inline GLboolean
105 _mesa_varying_slot_in_fs(gl_varying_slot slot)
106 {
107 switch (slot) {
108 case VARYING_SLOT_PSIZ:
109 case VARYING_SLOT_BFC0:
110 case VARYING_SLOT_BFC1:
111 case VARYING_SLOT_EDGE:
112 case VARYING_SLOT_CLIP_VERTEX:
113 case VARYING_SLOT_LAYER:
114 case VARYING_SLOT_TESS_LEVEL_OUTER:
115 case VARYING_SLOT_TESS_LEVEL_INNER:
116 case VARYING_SLOT_BOUNDING_BOX0:
117 case VARYING_SLOT_BOUNDING_BOX1:
118 return GL_FALSE;
119 default:
120 return GL_TRUE;
121 }
122 }
123
124 /**
125 * Indexes for all renderbuffers
126 */
127 typedef enum
128 {
129 /* the four standard color buffers */
130 BUFFER_FRONT_LEFT,
131 BUFFER_BACK_LEFT,
132 BUFFER_FRONT_RIGHT,
133 BUFFER_BACK_RIGHT,
134 BUFFER_DEPTH,
135 BUFFER_STENCIL,
136 BUFFER_ACCUM,
137 /* optional aux buffer */
138 BUFFER_AUX0,
139 /* generic renderbuffers */
140 BUFFER_COLOR0,
141 BUFFER_COLOR1,
142 BUFFER_COLOR2,
143 BUFFER_COLOR3,
144 BUFFER_COLOR4,
145 BUFFER_COLOR5,
146 BUFFER_COLOR6,
147 BUFFER_COLOR7,
148 BUFFER_COUNT,
149 BUFFER_NONE = -1,
150 } gl_buffer_index;
151
152 /**
153 * Bit flags for all renderbuffers
154 */
155 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
156 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
157 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
158 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
159 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
160 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
161 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
162 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
163 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
164 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
165 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
166 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
167 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
168 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
169 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
170 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
171 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
172 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
173 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
174
175 /**
176 * Mask of all the color buffer bits (but not accum).
177 */
178 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
179 BUFFER_BIT_BACK_LEFT | \
180 BUFFER_BIT_FRONT_RIGHT | \
181 BUFFER_BIT_BACK_RIGHT | \
182 BUFFER_BIT_AUX0 | \
183 BUFFER_BIT_COLOR0 | \
184 BUFFER_BIT_COLOR1 | \
185 BUFFER_BIT_COLOR2 | \
186 BUFFER_BIT_COLOR3 | \
187 BUFFER_BIT_COLOR4 | \
188 BUFFER_BIT_COLOR5 | \
189 BUFFER_BIT_COLOR6 | \
190 BUFFER_BIT_COLOR7)
191
192 /* Mask of bits for depth+stencil buffers */
193 #define BUFFER_BITS_DEPTH_STENCIL (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL)
194
195 /**
196 * Framebuffer configuration (aka visual / pixelformat)
197 * Note: some of these fields should be boolean, but it appears that
198 * code in drivers/dri/common/util.c requires int-sized fields.
199 */
200 struct gl_config
201 {
202 GLboolean rgbMode;
203 GLboolean floatMode;
204 GLuint doubleBufferMode;
205 GLuint stereoMode;
206
207 GLboolean haveAccumBuffer;
208 GLboolean haveDepthBuffer;
209 GLboolean haveStencilBuffer;
210
211 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
212 GLuint redMask, greenMask, blueMask, alphaMask;
213 GLint rgbBits; /* total bits for rgb */
214 GLint indexBits; /* total bits for colorindex */
215
216 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
217 GLint depthBits;
218 GLint stencilBits;
219
220 GLint numAuxBuffers;
221
222 GLint level;
223
224 /* EXT_visual_rating / GLX 1.2 */
225 GLint visualRating;
226
227 /* EXT_visual_info / GLX 1.2 */
228 GLint transparentPixel;
229 /* colors are floats scaled to ints */
230 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
231 GLint transparentIndex;
232
233 /* ARB_multisample / SGIS_multisample */
234 GLint sampleBuffers;
235 GLint samples;
236
237 /* SGIX_pbuffer / GLX 1.3 */
238 GLint maxPbufferWidth;
239 GLint maxPbufferHeight;
240 GLint maxPbufferPixels;
241 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
242 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
243
244 /* OML_swap_method */
245 GLint swapMethod;
246
247 /* EXT_texture_from_pixmap */
248 GLint bindToTextureRgb;
249 GLint bindToTextureRgba;
250 GLint bindToMipmapTexture;
251 GLint bindToTextureTargets;
252 GLint yInverted;
253
254 /* EXT_framebuffer_sRGB */
255 GLint sRGBCapable;
256 };
257
258
259 /**
260 * \name Bit flags used for updating material values.
261 */
262 /*@{*/
263 #define MAT_ATTRIB_FRONT_AMBIENT 0
264 #define MAT_ATTRIB_BACK_AMBIENT 1
265 #define MAT_ATTRIB_FRONT_DIFFUSE 2
266 #define MAT_ATTRIB_BACK_DIFFUSE 3
267 #define MAT_ATTRIB_FRONT_SPECULAR 4
268 #define MAT_ATTRIB_BACK_SPECULAR 5
269 #define MAT_ATTRIB_FRONT_EMISSION 6
270 #define MAT_ATTRIB_BACK_EMISSION 7
271 #define MAT_ATTRIB_FRONT_SHININESS 8
272 #define MAT_ATTRIB_BACK_SHININESS 9
273 #define MAT_ATTRIB_FRONT_INDEXES 10
274 #define MAT_ATTRIB_BACK_INDEXES 11
275 #define MAT_ATTRIB_MAX 12
276
277 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
278 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
279 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
280 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
281 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
282 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
283
284 #define MAT_INDEX_AMBIENT 0
285 #define MAT_INDEX_DIFFUSE 1
286 #define MAT_INDEX_SPECULAR 2
287
288 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
289 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
290 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
291 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
292 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
293 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
294 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
295 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
296 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
297 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
298 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
299 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
300
301
302 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
303 MAT_BIT_FRONT_AMBIENT | \
304 MAT_BIT_FRONT_DIFFUSE | \
305 MAT_BIT_FRONT_SPECULAR | \
306 MAT_BIT_FRONT_SHININESS | \
307 MAT_BIT_FRONT_INDEXES)
308
309 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
310 MAT_BIT_BACK_AMBIENT | \
311 MAT_BIT_BACK_DIFFUSE | \
312 MAT_BIT_BACK_SPECULAR | \
313 MAT_BIT_BACK_SHININESS | \
314 MAT_BIT_BACK_INDEXES)
315
316 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
317 /*@}*/
318
319
320 /**
321 * Material state.
322 */
323 struct gl_material
324 {
325 GLfloat Attrib[MAT_ATTRIB_MAX][4];
326 };
327
328
329 /**
330 * Light state flags.
331 */
332 /*@{*/
333 #define LIGHT_SPOT 0x1
334 #define LIGHT_LOCAL_VIEWER 0x2
335 #define LIGHT_POSITIONAL 0x4
336 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
337 /*@}*/
338
339
340 /**
341 * Light source state.
342 */
343 struct gl_light
344 {
345 GLfloat Ambient[4]; /**< ambient color */
346 GLfloat Diffuse[4]; /**< diffuse color */
347 GLfloat Specular[4]; /**< specular color */
348 GLfloat EyePosition[4]; /**< position in eye coordinates */
349 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
350 GLfloat SpotExponent;
351 GLfloat SpotCutoff; /**< in degrees */
352 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
353 GLfloat ConstantAttenuation;
354 GLfloat LinearAttenuation;
355 GLfloat QuadraticAttenuation;
356 GLboolean Enabled; /**< On/off flag */
357
358 /**
359 * \name Derived fields
360 */
361 /*@{*/
362 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
363
364 GLfloat _Position[4]; /**< position in eye/obj coordinates */
365 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
366 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
367 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
368 GLfloat _VP_inf_spot_attenuation;
369
370 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
371 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
372 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
373 /*@}*/
374 };
375
376
377 /**
378 * Light model state.
379 */
380 struct gl_lightmodel
381 {
382 GLfloat Ambient[4]; /**< ambient color */
383 GLboolean LocalViewer; /**< Local (or infinite) view point? */
384 GLboolean TwoSide; /**< Two (or one) sided lighting? */
385 GLenum ColorControl; /**< either GL_SINGLE_COLOR
386 * or GL_SEPARATE_SPECULAR_COLOR */
387 };
388
389
390 /**
391 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
392 */
393 struct gl_accum_attrib
394 {
395 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
396 };
397
398
399 /**
400 * Used for storing clear color, texture border color, etc.
401 * The float values are typically unclamped.
402 */
403 union gl_color_union
404 {
405 GLfloat f[4];
406 GLint i[4];
407 GLuint ui[4];
408 };
409
410
411 /**
412 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
413 */
414 struct gl_colorbuffer_attrib
415 {
416 GLuint ClearIndex; /**< Index for glClear */
417 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
418 GLuint IndexMask; /**< Color index write mask */
419 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
420
421 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
422
423 /**
424 * \name alpha testing
425 */
426 /*@{*/
427 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
428 GLenum AlphaFunc; /**< Alpha test function */
429 GLfloat AlphaRefUnclamped;
430 GLclampf AlphaRef; /**< Alpha reference value */
431 /*@}*/
432
433 /**
434 * \name Blending
435 */
436 /*@{*/
437 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
438
439 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
440 * control, only on the fixed-pointness of the render target.
441 * The query does however depend on fragment color clamping.
442 */
443 GLfloat BlendColorUnclamped[4]; /**< Blending color */
444 GLfloat BlendColor[4]; /**< Blending color */
445
446 struct
447 {
448 GLenum SrcRGB; /**< RGB blend source term */
449 GLenum DstRGB; /**< RGB blend dest term */
450 GLenum SrcA; /**< Alpha blend source term */
451 GLenum DstA; /**< Alpha blend dest term */
452 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
453 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
454 /**
455 * Set if any blend factor uses SRC1. Computed at the time blend factors
456 * get set.
457 */
458 GLboolean _UsesDualSrc;
459 } Blend[MAX_DRAW_BUFFERS];
460 /** Are the blend func terms currently different for each buffer/target? */
461 GLboolean _BlendFuncPerBuffer;
462 /** Are the blend equations currently different for each buffer/target? */
463 GLboolean _BlendEquationPerBuffer;
464
465 /**
466 * Which advanced blending mode is in use (or BLEND_NONE).
467 *
468 * KHR_blend_equation_advanced only allows advanced blending with a single
469 * draw buffer, and NVX_blend_equation_advanced_multi_draw_buffer still
470 * requires all draw buffers to match, so we only need a single value.
471 */
472 enum gl_advanced_blend_mode _AdvancedBlendMode;
473
474 /** Coherency requested via glEnable(GL_BLEND_ADVANCED_COHERENT_KHR)? */
475 bool BlendCoherent;
476 /*@}*/
477
478 /**
479 * \name Logic op
480 */
481 /*@{*/
482 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
483 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
484 GLenum LogicOp; /**< Logic operator */
485
486 /*@}*/
487
488 GLboolean DitherFlag; /**< Dither enable flag */
489
490 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
491 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
492 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
493
494 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
495 };
496
497
498 /**
499 * Current attribute group (GL_CURRENT_BIT).
500 */
501 struct gl_current_attrib
502 {
503 /**
504 * \name Current vertex attributes (color, texcoords, etc).
505 * \note Values are valid only after FLUSH_VERTICES has been called.
506 * \note Index and Edgeflag current values are stored as floats in the
507 * SIX and SEVEN attribute slots.
508 * \note We need double storage for 64-bit vertex attributes
509 */
510 GLfloat Attrib[VERT_ATTRIB_MAX][4*2];
511
512 /**
513 * \name Current raster position attributes (always up to date after a
514 * glRasterPos call).
515 */
516 GLfloat RasterPos[4];
517 GLfloat RasterDistance;
518 GLfloat RasterColor[4];
519 GLfloat RasterSecondaryColor[4];
520 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
521 GLboolean RasterPosValid;
522 };
523
524
525 /**
526 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
527 */
528 struct gl_depthbuffer_attrib
529 {
530 GLenum Func; /**< Function for depth buffer compare */
531 GLclampd Clear; /**< Value to clear depth buffer to */
532 GLboolean Test; /**< Depth buffering enabled flag */
533 GLboolean Mask; /**< Depth buffer writable? */
534 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
535 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
536 };
537
538
539 /**
540 * Evaluator attribute group (GL_EVAL_BIT).
541 */
542 struct gl_eval_attrib
543 {
544 /**
545 * \name Enable bits
546 */
547 /*@{*/
548 GLboolean Map1Color4;
549 GLboolean Map1Index;
550 GLboolean Map1Normal;
551 GLboolean Map1TextureCoord1;
552 GLboolean Map1TextureCoord2;
553 GLboolean Map1TextureCoord3;
554 GLboolean Map1TextureCoord4;
555 GLboolean Map1Vertex3;
556 GLboolean Map1Vertex4;
557 GLboolean Map2Color4;
558 GLboolean Map2Index;
559 GLboolean Map2Normal;
560 GLboolean Map2TextureCoord1;
561 GLboolean Map2TextureCoord2;
562 GLboolean Map2TextureCoord3;
563 GLboolean Map2TextureCoord4;
564 GLboolean Map2Vertex3;
565 GLboolean Map2Vertex4;
566 GLboolean AutoNormal;
567 /*@}*/
568
569 /**
570 * \name Map Grid endpoints and divisions and calculated du values
571 */
572 /*@{*/
573 GLint MapGrid1un;
574 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
575 GLint MapGrid2un, MapGrid2vn;
576 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
577 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
578 /*@}*/
579 };
580
581
582 /**
583 * Compressed fog mode.
584 */
585 enum gl_fog_mode
586 {
587 FOG_NONE,
588 FOG_LINEAR,
589 FOG_EXP,
590 FOG_EXP2,
591 };
592
593
594 /**
595 * Fog attribute group (GL_FOG_BIT).
596 */
597 struct gl_fog_attrib
598 {
599 GLboolean Enabled; /**< Fog enabled flag */
600 GLboolean ColorSumEnabled;
601 uint8_t _PackedMode; /**< Fog mode as 2 bits */
602 uint8_t _PackedEnabledMode; /**< Masked CompressedMode */
603 GLfloat ColorUnclamped[4]; /**< Fog color */
604 GLfloat Color[4]; /**< Fog color */
605 GLfloat Density; /**< Density >= 0.0 */
606 GLfloat Start; /**< Start distance in eye coords */
607 GLfloat End; /**< End distance in eye coords */
608 GLfloat Index; /**< Fog index */
609 GLenum Mode; /**< Fog mode */
610 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
611 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
612 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
613 };
614
615
616 /**
617 * Hint attribute group (GL_HINT_BIT).
618 *
619 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
620 */
621 struct gl_hint_attrib
622 {
623 GLenum PerspectiveCorrection;
624 GLenum PointSmooth;
625 GLenum LineSmooth;
626 GLenum PolygonSmooth;
627 GLenum Fog;
628 GLenum TextureCompression; /**< GL_ARB_texture_compression */
629 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
630 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
631 };
632
633
634 /**
635 * Lighting attribute group (GL_LIGHT_BIT).
636 */
637 struct gl_light_attrib
638 {
639 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
640 struct gl_lightmodel Model; /**< Lighting model */
641
642 /**
643 * Front and back material values.
644 * Note: must call FLUSH_VERTICES() before using.
645 */
646 struct gl_material Material;
647
648 GLboolean Enabled; /**< Lighting enabled flag */
649 GLboolean ColorMaterialEnabled;
650
651 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
652 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
653 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
654 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
655 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
656
657
658 GLboolean _ClampVertexColor;
659 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
660
661 /**
662 * Derived state for optimizations:
663 */
664 /*@{*/
665 GLbitfield _EnabledLights; /**< bitmask containing enabled lights */
666
667 GLboolean _NeedEyeCoords;
668 GLboolean _NeedVertices; /**< Use fast shader? */
669
670 GLfloat _BaseColor[2][3];
671 /*@}*/
672 };
673
674
675 /**
676 * Line attribute group (GL_LINE_BIT).
677 */
678 struct gl_line_attrib
679 {
680 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
681 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
682 GLushort StipplePattern; /**< Stipple pattern */
683 GLint StippleFactor; /**< Stipple repeat factor */
684 GLfloat Width; /**< Line width */
685 };
686
687
688 /**
689 * Display list attribute group (GL_LIST_BIT).
690 */
691 struct gl_list_attrib
692 {
693 GLuint ListBase;
694 };
695
696
697 /**
698 * Multisample attribute group (GL_MULTISAMPLE_BIT).
699 */
700 struct gl_multisample_attrib
701 {
702 GLboolean Enabled;
703 GLboolean SampleAlphaToCoverage;
704 GLboolean SampleAlphaToOne;
705 GLboolean SampleCoverage;
706 GLboolean SampleCoverageInvert;
707 GLboolean SampleShading;
708
709 /* ARB_texture_multisample / GL3.2 additions */
710 GLboolean SampleMask;
711
712 GLfloat SampleCoverageValue; /**< In range [0, 1] */
713 GLfloat MinSampleShadingValue; /**< In range [0, 1] */
714
715 /** The GL spec defines this as an array but >32x MSAA is madness */
716 GLbitfield SampleMaskValue;
717 };
718
719
720 /**
721 * A pixelmap (see glPixelMap)
722 */
723 struct gl_pixelmap
724 {
725 GLint Size;
726 GLfloat Map[MAX_PIXEL_MAP_TABLE];
727 };
728
729
730 /**
731 * Collection of all pixelmaps
732 */
733 struct gl_pixelmaps
734 {
735 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
736 struct gl_pixelmap GtoG;
737 struct gl_pixelmap BtoB;
738 struct gl_pixelmap AtoA;
739 struct gl_pixelmap ItoR;
740 struct gl_pixelmap ItoG;
741 struct gl_pixelmap ItoB;
742 struct gl_pixelmap ItoA;
743 struct gl_pixelmap ItoI;
744 struct gl_pixelmap StoS;
745 };
746
747
748 /**
749 * Pixel attribute group (GL_PIXEL_MODE_BIT).
750 */
751 struct gl_pixel_attrib
752 {
753 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
754
755 /*--- Begin Pixel Transfer State ---*/
756 /* Fields are in the order in which they're applied... */
757
758 /** Scale & Bias (index shift, offset) */
759 /*@{*/
760 GLfloat RedBias, RedScale;
761 GLfloat GreenBias, GreenScale;
762 GLfloat BlueBias, BlueScale;
763 GLfloat AlphaBias, AlphaScale;
764 GLfloat DepthBias, DepthScale;
765 GLint IndexShift, IndexOffset;
766 /*@}*/
767
768 /* Pixel Maps */
769 /* Note: actual pixel maps are not part of this attrib group */
770 GLboolean MapColorFlag;
771 GLboolean MapStencilFlag;
772
773 /*--- End Pixel Transfer State ---*/
774
775 /** glPixelZoom */
776 GLfloat ZoomX, ZoomY;
777 };
778
779
780 /**
781 * Point attribute group (GL_POINT_BIT).
782 */
783 struct gl_point_attrib
784 {
785 GLfloat Size; /**< User-specified point size */
786 GLfloat Params[3]; /**< GL_EXT_point_parameters */
787 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
788 GLfloat Threshold; /**< GL_EXT_point_parameters */
789 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
790 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
791 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
792 GLbitfield CoordReplace; /**< GL_ARB_point_sprite*/
793 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
794 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
795 };
796
797
798 /**
799 * Polygon attribute group (GL_POLYGON_BIT).
800 */
801 struct gl_polygon_attrib
802 {
803 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
804 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
805 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
806 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
807 GLboolean CullFlag; /**< Culling on/off flag */
808 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
809 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
810 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
811 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
812 GLfloat OffsetUnits; /**< Polygon offset units, from user */
813 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
814 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
815 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
816 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
817 };
818
819
820 /**
821 * Scissor attributes (GL_SCISSOR_BIT).
822 */
823 struct gl_scissor_rect
824 {
825 GLint X, Y; /**< Lower left corner of box */
826 GLsizei Width, Height; /**< Size of box */
827 };
828 struct gl_scissor_attrib
829 {
830 GLbitfield EnableFlags; /**< Scissor test enabled? */
831 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
832 GLint NumWindowRects; /**< Count of enabled window rectangles */
833 GLenum WindowRectMode; /**< Whether to include or exclude the rects */
834 struct gl_scissor_rect WindowRects[MAX_WINDOW_RECTANGLES];
835 };
836
837
838 /**
839 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
840 *
841 * Three sets of stencil data are tracked so that OpenGL 2.0,
842 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
843 * simultaneously. In each of the stencil state arrays, element 0 corresponds
844 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
845 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
846 * GL_EXT_stencil_two_side GL_BACK state.
847 *
848 * The derived value \c _BackFace is either 1 or 2 depending on whether or
849 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
850 *
851 * The derived value \c _TestTwoSide is set when the front-face and back-face
852 * stencil state are different.
853 */
854 struct gl_stencil_attrib
855 {
856 GLboolean Enabled; /**< Enabled flag */
857 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
858 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
859 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
860 GLenum Function[3]; /**< Stencil function */
861 GLenum FailFunc[3]; /**< Fail function */
862 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
863 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
864 GLint Ref[3]; /**< Reference value */
865 GLuint ValueMask[3]; /**< Value mask */
866 GLuint WriteMask[3]; /**< Write mask */
867 GLuint Clear; /**< Clear value */
868 };
869
870
871 /**
872 * An index for each type of texture object. These correspond to the GL
873 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
874 * Note: the order is from highest priority to lowest priority.
875 */
876 typedef enum
877 {
878 TEXTURE_2D_MULTISAMPLE_INDEX,
879 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
880 TEXTURE_CUBE_ARRAY_INDEX,
881 TEXTURE_BUFFER_INDEX,
882 TEXTURE_2D_ARRAY_INDEX,
883 TEXTURE_1D_ARRAY_INDEX,
884 TEXTURE_EXTERNAL_INDEX,
885 TEXTURE_CUBE_INDEX,
886 TEXTURE_3D_INDEX,
887 TEXTURE_RECT_INDEX,
888 TEXTURE_2D_INDEX,
889 TEXTURE_1D_INDEX,
890 NUM_TEXTURE_TARGETS
891 } gl_texture_index;
892
893
894 /**
895 * Bit flags for each type of texture object
896 */
897 /*@{*/
898 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
899 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
900 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
901 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
902 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
903 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
904 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
905 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
906 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
907 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
908 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
909 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
910 /*@}*/
911
912
913 /**
914 * Texture image state. Drivers will typically create a subclass of this
915 * with extra fields for memory buffers, etc.
916 */
917 struct gl_texture_image
918 {
919 GLint InternalFormat; /**< Internal format as given by the user */
920 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
921 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
922 * GL_INTENSITY, GL_DEPTH_COMPONENT or
923 * GL_DEPTH_STENCIL_EXT only. Used for
924 * choosing TexEnv arithmetic.
925 */
926 mesa_format TexFormat; /**< The actual texture memory format */
927
928 GLuint Border; /**< 0 or 1 */
929 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
930 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
931 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
932 GLuint Width2; /**< = Width - 2*Border */
933 GLuint Height2; /**< = Height - 2*Border */
934 GLuint Depth2; /**< = Depth - 2*Border */
935 GLuint WidthLog2; /**< = log2(Width2) */
936 GLuint HeightLog2; /**< = log2(Height2) */
937 GLuint DepthLog2; /**< = log2(Depth2) */
938 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
939 levels, computed from the dimensions */
940
941 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
942 GLuint Level; /**< Which mipmap level am I? */
943 /** Cube map face: index into gl_texture_object::Image[] array */
944 GLuint Face;
945
946 /** GL_ARB_texture_multisample */
947 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
948 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
949 };
950
951
952 /**
953 * Indexes for cube map faces.
954 */
955 typedef enum
956 {
957 FACE_POS_X = 0,
958 FACE_NEG_X = 1,
959 FACE_POS_Y = 2,
960 FACE_NEG_Y = 3,
961 FACE_POS_Z = 4,
962 FACE_NEG_Z = 5,
963 MAX_FACES = 6
964 } gl_face_index;
965
966
967 /**
968 * Sampler object state. These objects are new with GL_ARB_sampler_objects
969 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
970 */
971 struct gl_sampler_object
972 {
973 mtx_t Mutex;
974 GLuint Name;
975 GLint RefCount;
976 GLchar *Label; /**< GL_KHR_debug */
977
978 GLenum WrapS; /**< S-axis texture image wrap mode */
979 GLenum WrapT; /**< T-axis texture image wrap mode */
980 GLenum WrapR; /**< R-axis texture image wrap mode */
981 GLenum MinFilter; /**< minification filter */
982 GLenum MagFilter; /**< magnification filter */
983 union gl_color_union BorderColor; /**< Interpreted according to texture format */
984 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
985 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
986 GLfloat LodBias; /**< OpenGL 1.4 */
987 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
988 GLenum CompareMode; /**< GL_ARB_shadow */
989 GLenum CompareFunc; /**< GL_ARB_shadow */
990 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
991 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
992
993 /** GL_ARB_bindless_texture */
994 struct util_dynarray Handles;
995 bool HandleAllocated;
996 };
997
998
999 /**
1000 * Texture object state. Contains the array of mipmap images, border color,
1001 * wrap modes, filter modes, and shadow/texcompare state.
1002 */
1003 struct gl_texture_object
1004 {
1005 mtx_t Mutex; /**< for thread safety */
1006 GLint RefCount; /**< reference count */
1007 GLuint Name; /**< the user-visible texture object ID */
1008 GLchar *Label; /**< GL_KHR_debug */
1009 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1010 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
1011 Only valid when Target is valid. */
1012
1013 struct gl_sampler_object Sampler;
1014
1015 GLenum DepthMode; /**< GL_ARB_depth_texture */
1016 bool StencilSampling; /**< Should we sample stencil instead of depth? */
1017
1018 GLfloat Priority; /**< in [0,1] */
1019 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1020 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1021 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1022 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1023 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1024 GLint CropRect[4]; /**< GL_OES_draw_texture */
1025 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1026 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1027 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1028 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1029 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1030 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1031 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1032 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1033 pressure? */
1034 GLboolean Immutable; /**< GL_ARB_texture_storage */
1035 GLboolean _IsFloat; /**< GL_OES_float_texture */
1036 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
1037
1038 GLuint MinLevel; /**< GL_ARB_texture_view */
1039 GLuint MinLayer; /**< GL_ARB_texture_view */
1040 GLuint NumLevels; /**< GL_ARB_texture_view */
1041 GLuint NumLayers; /**< GL_ARB_texture_view */
1042
1043 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1044 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1045
1046 /** GL_ARB_texture_buffer_object */
1047 struct gl_buffer_object *BufferObject;
1048 GLenum BufferObjectFormat;
1049 /** Equivalent Mesa format for BufferObjectFormat. */
1050 mesa_format _BufferObjectFormat;
1051 /** GL_ARB_texture_buffer_range */
1052 GLintptr BufferOffset;
1053 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1054
1055 /** GL_OES_EGL_image_external */
1056 GLint RequiredTextureImageUnits;
1057
1058 /** GL_ARB_shader_image_load_store */
1059 GLenum ImageFormatCompatibilityType;
1060
1061 /** GL_ARB_bindless_texture */
1062 struct util_dynarray SamplerHandles;
1063 struct util_dynarray ImageHandles;
1064 bool HandleAllocated;
1065 };
1066
1067
1068 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1069 #define MAX_COMBINER_TERMS 4
1070
1071
1072 /**
1073 * Texture combine environment state.
1074 */
1075 struct gl_tex_env_combine_state
1076 {
1077 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1078 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1079 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1080 GLenum SourceRGB[MAX_COMBINER_TERMS];
1081 GLenum SourceA[MAX_COMBINER_TERMS];
1082 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1083 GLenum OperandRGB[MAX_COMBINER_TERMS];
1084 GLenum OperandA[MAX_COMBINER_TERMS];
1085 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1086 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1087 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1088 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1089 };
1090
1091
1092 /** Compressed TexEnv effective Combine mode */
1093 enum gl_tex_env_mode
1094 {
1095 TEXENV_MODE_REPLACE, /* r = a0 */
1096 TEXENV_MODE_MODULATE, /* r = a0 * a1 */
1097 TEXENV_MODE_ADD, /* r = a0 + a1 */
1098 TEXENV_MODE_ADD_SIGNED, /* r = a0 + a1 - 0.5 */
1099 TEXENV_MODE_INTERPOLATE, /* r = a0 * a2 + a1 * (1 - a2) */
1100 TEXENV_MODE_SUBTRACT, /* r = a0 - a1 */
1101 TEXENV_MODE_DOT3_RGB, /* r = a0 . a1 */
1102 TEXENV_MODE_DOT3_RGB_EXT, /* r = a0 . a1 */
1103 TEXENV_MODE_DOT3_RGBA, /* r = a0 . a1 */
1104 TEXENV_MODE_DOT3_RGBA_EXT, /* r = a0 . a1 */
1105 TEXENV_MODE_MODULATE_ADD_ATI, /* r = a0 * a2 + a1 */
1106 TEXENV_MODE_MODULATE_SIGNED_ADD_ATI, /* r = a0 * a2 + a1 - 0.5 */
1107 TEXENV_MODE_MODULATE_SUBTRACT_ATI, /* r = a0 * a2 - a1 */
1108 TEXENV_MODE_ADD_PRODUCTS_NV, /* r = a0 * a1 + a2 * a3 */
1109 TEXENV_MODE_ADD_PRODUCTS_SIGNED_NV, /* r = a0 * a1 + a2 * a3 - 0.5 */
1110 };
1111
1112
1113 /** Compressed TexEnv Combine source */
1114 enum gl_tex_env_source
1115 {
1116 TEXENV_SRC_TEXTURE0,
1117 TEXENV_SRC_TEXTURE1,
1118 TEXENV_SRC_TEXTURE2,
1119 TEXENV_SRC_TEXTURE3,
1120 TEXENV_SRC_TEXTURE4,
1121 TEXENV_SRC_TEXTURE5,
1122 TEXENV_SRC_TEXTURE6,
1123 TEXENV_SRC_TEXTURE7,
1124 TEXENV_SRC_TEXTURE,
1125 TEXENV_SRC_PREVIOUS,
1126 TEXENV_SRC_PRIMARY_COLOR,
1127 TEXENV_SRC_CONSTANT,
1128 TEXENV_SRC_ZERO,
1129 TEXENV_SRC_ONE,
1130 };
1131
1132
1133 /** Compressed TexEnv Combine operand */
1134 enum gl_tex_env_operand
1135 {
1136 TEXENV_OPR_COLOR,
1137 TEXENV_OPR_ONE_MINUS_COLOR,
1138 TEXENV_OPR_ALPHA,
1139 TEXENV_OPR_ONE_MINUS_ALPHA,
1140 };
1141
1142
1143 /** Compressed TexEnv Combine argument */
1144 struct gl_tex_env_argument
1145 {
1146 #ifdef __GNUC__
1147 __extension__ uint8_t Source:4; /**< TEXENV_SRC_x */
1148 __extension__ uint8_t Operand:2; /**< TEXENV_OPR_x */
1149 #else
1150 uint8_t Source; /**< SRC_x */
1151 uint8_t Operand; /**< OPR_x */
1152 #endif
1153 };
1154
1155
1156 /***
1157 * Compressed TexEnv Combine state.
1158 */
1159 struct gl_tex_env_combine_packed
1160 {
1161 uint32_t ModeRGB:4; /**< Effective mode for RGB as 4 bits */
1162 uint32_t ModeA:4; /**< Effective mode for RGB as 4 bits */
1163 uint32_t ScaleShiftRGB:2; /**< 0, 1 or 2 */
1164 uint32_t ScaleShiftA:2; /**< 0, 1 or 2 */
1165 uint32_t NumArgsRGB:3; /**< Number of inputs used for the RGB combiner */
1166 uint32_t NumArgsA:3; /**< Number of inputs used for the A combiner */
1167 /** Source arguments in a packed manner */
1168 struct gl_tex_env_argument ArgsRGB[MAX_COMBINER_TERMS];
1169 struct gl_tex_env_argument ArgsA[MAX_COMBINER_TERMS];
1170 };
1171
1172
1173 /**
1174 * TexGenEnabled flags.
1175 */
1176 /*@{*/
1177 #define S_BIT 1
1178 #define T_BIT 2
1179 #define R_BIT 4
1180 #define Q_BIT 8
1181 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1182 /*@}*/
1183
1184
1185 /**
1186 * Bit flag versions of the corresponding GL_ constants.
1187 */
1188 /*@{*/
1189 #define TEXGEN_SPHERE_MAP 0x1
1190 #define TEXGEN_OBJ_LINEAR 0x2
1191 #define TEXGEN_EYE_LINEAR 0x4
1192 #define TEXGEN_REFLECTION_MAP_NV 0x8
1193 #define TEXGEN_NORMAL_MAP_NV 0x10
1194
1195 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1196 TEXGEN_REFLECTION_MAP_NV | \
1197 TEXGEN_NORMAL_MAP_NV)
1198 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1199 TEXGEN_REFLECTION_MAP_NV | \
1200 TEXGEN_NORMAL_MAP_NV | \
1201 TEXGEN_EYE_LINEAR)
1202 /*@}*/
1203
1204
1205
1206 /** Tex-gen enabled for texture unit? */
1207 #define ENABLE_TEXGEN(unit) (1 << (unit))
1208
1209 /** Non-identity texture matrix for texture unit? */
1210 #define ENABLE_TEXMAT(unit) (1 << (unit))
1211
1212
1213 /**
1214 * Texture coord generation state.
1215 */
1216 struct gl_texgen
1217 {
1218 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1219 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1220 GLfloat ObjectPlane[4];
1221 GLfloat EyePlane[4];
1222 };
1223
1224
1225 /**
1226 * Texture unit state. Contains enable flags, texture environment/function/
1227 * combiners, texgen state, and pointers to current texture objects.
1228 */
1229 struct gl_texture_unit
1230 {
1231 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1232
1233 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1234 GLclampf EnvColor[4];
1235 GLfloat EnvColorUnclamped[4];
1236
1237 struct gl_texgen GenS;
1238 struct gl_texgen GenT;
1239 struct gl_texgen GenR;
1240 struct gl_texgen GenQ;
1241 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1242 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1243
1244 GLfloat LodBias; /**< for biasing mipmap levels */
1245
1246 /** Texture targets that have a non-default texture bound */
1247 GLbitfield _BoundTextures;
1248
1249 /** Current sampler object (GL_ARB_sampler_objects) */
1250 struct gl_sampler_object *Sampler;
1251
1252 /**
1253 * \name GL_EXT_texture_env_combine
1254 */
1255 struct gl_tex_env_combine_state Combine;
1256
1257 /**
1258 * Derived state based on \c EnvMode and the \c BaseFormat of the
1259 * currently enabled texture.
1260 */
1261 struct gl_tex_env_combine_state _EnvMode;
1262
1263 /**
1264 * Currently enabled combiner state. This will point to either
1265 * \c Combine or \c _EnvMode.
1266 */
1267 struct gl_tex_env_combine_state *_CurrentCombine;
1268
1269 /** Current texture object pointers */
1270 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1271
1272 /** Points to highest priority, complete and enabled texture object */
1273 struct gl_texture_object *_Current;
1274
1275 /** Current compressed TexEnv & Combine state */
1276 struct gl_tex_env_combine_packed _CurrentCombinePacked;
1277 };
1278
1279
1280 /**
1281 * Texture attribute group (GL_TEXTURE_BIT).
1282 */
1283 struct gl_texture_attrib
1284 {
1285 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1286
1287 /** GL_ARB_seamless_cubemap */
1288 GLboolean CubeMapSeamless;
1289
1290 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1291
1292 /** GL_ARB_texture_buffer_object */
1293 struct gl_buffer_object *BufferObject;
1294
1295 /** Texture coord units/sets used for fragment texturing */
1296 GLbitfield _EnabledCoordUnits;
1297
1298 /** Texture coord units that have texgen enabled */
1299 GLbitfield _TexGenEnabled;
1300
1301 /** Texture coord units that have non-identity matrices */
1302 GLbitfield _TexMatEnabled;
1303
1304 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1305 GLbitfield _GenFlags;
1306
1307 /** Largest index of a texture unit with _Current != NULL. */
1308 GLint _MaxEnabledTexImageUnit;
1309
1310 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1311 GLint NumCurrentTexUsed;
1312
1313 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1314 };
1315
1316
1317 /**
1318 * Data structure representing a single clip plane (e.g. one of the elements
1319 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1320 */
1321 typedef GLfloat gl_clip_plane[4];
1322
1323
1324 /**
1325 * Transformation attribute group (GL_TRANSFORM_BIT).
1326 */
1327 struct gl_transform_attrib
1328 {
1329 GLenum MatrixMode; /**< Matrix mode */
1330 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1331 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1332 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1333 GLboolean Normalize; /**< Normalize all normals? */
1334 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1335 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1336 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1337 /** GL_ARB_clip_control */
1338 GLenum ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1339 GLenum ClipDepthMode; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1340 };
1341
1342
1343 /**
1344 * Viewport attribute group (GL_VIEWPORT_BIT).
1345 */
1346 struct gl_viewport_attrib
1347 {
1348 GLfloat X, Y; /**< position */
1349 GLfloat Width, Height; /**< size */
1350 GLdouble Near, Far; /**< Depth buffer range */
1351 };
1352
1353
1354 typedef enum {
1355 MAP_USER,
1356 MAP_INTERNAL,
1357
1358 MAP_COUNT
1359 } gl_map_buffer_index;
1360
1361
1362 /**
1363 * Fields describing a mapped buffer range.
1364 */
1365 struct gl_buffer_mapping {
1366 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1367 GLvoid *Pointer; /**< User-space address of mapping */
1368 GLintptr Offset; /**< Mapped offset */
1369 GLsizeiptr Length; /**< Mapped length */
1370 };
1371
1372
1373 /**
1374 * Usages we've seen for a buffer object.
1375 */
1376 typedef enum {
1377 USAGE_UNIFORM_BUFFER = 0x1,
1378 USAGE_TEXTURE_BUFFER = 0x2,
1379 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1380 USAGE_SHADER_STORAGE_BUFFER = 0x8,
1381 USAGE_TRANSFORM_FEEDBACK_BUFFER = 0x10,
1382 USAGE_PIXEL_PACK_BUFFER = 0x20,
1383 USAGE_DISABLE_MINMAX_CACHE = 0x40,
1384 } gl_buffer_usage;
1385
1386
1387 /**
1388 * GL_ARB_vertex/pixel_buffer_object buffer object
1389 */
1390 struct gl_buffer_object
1391 {
1392 mtx_t Mutex;
1393 GLint RefCount;
1394 GLuint Name;
1395 GLchar *Label; /**< GL_KHR_debug */
1396 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1397 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1398 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1399 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1400 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1401 GLboolean Written; /**< Ever written to? (for debugging) */
1402 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1403 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1404 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1405
1406 /** Counters used for buffer usage warnings */
1407 GLuint NumSubDataCalls;
1408 GLuint NumMapBufferWriteCalls;
1409
1410 struct gl_buffer_mapping Mappings[MAP_COUNT];
1411
1412 /** Memoization of min/max index computations for static index buffers */
1413 struct hash_table *MinMaxCache;
1414 unsigned MinMaxCacheHitIndices;
1415 unsigned MinMaxCacheMissIndices;
1416 bool MinMaxCacheDirty;
1417
1418 bool HandleAllocated; /**< GL_ARB_bindless_texture */
1419 };
1420
1421
1422 /**
1423 * Client pixel packing/unpacking attributes
1424 */
1425 struct gl_pixelstore_attrib
1426 {
1427 GLint Alignment;
1428 GLint RowLength;
1429 GLint SkipPixels;
1430 GLint SkipRows;
1431 GLint ImageHeight;
1432 GLint SkipImages;
1433 GLboolean SwapBytes;
1434 GLboolean LsbFirst;
1435 GLboolean Invert; /**< GL_MESA_pack_invert */
1436 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1437 GLint CompressedBlockHeight;
1438 GLint CompressedBlockDepth;
1439 GLint CompressedBlockSize;
1440 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1441 };
1442
1443
1444 /**
1445 * Vertex array information which is derived from gl_array_attributes
1446 * and gl_vertex_buffer_binding information. Used by the VBO module and
1447 * device drivers.
1448 */
1449 struct gl_vertex_array
1450 {
1451 GLint Size; /**< components per element (1,2,3,4) */
1452 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1453 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1454 GLsizei StrideB; /**< actual stride in bytes */
1455 GLuint _ElementSize; /**< size of each element in bytes */
1456 const GLubyte *Ptr; /**< Points to array data */
1457 GLboolean Normalized; /**< GL_ARB_vertex_program */
1458 GLboolean Integer; /**< Integer-valued? */
1459 GLboolean Doubles; /**< double precision values are not converted to floats */
1460 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1461
1462 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1463 };
1464
1465
1466 /**
1467 * Attributes to describe a vertex array.
1468 *
1469 * Contains the size, type, format and normalization flag,
1470 * along with the index of a vertex buffer binding point.
1471 *
1472 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1473 * and is only present for backwards compatibility reasons.
1474 * Rendering always uses VERTEX_BINDING_STRIDE.
1475 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1476 * and VERTEX_BINDING_STRIDE to the same value, while
1477 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1478 */
1479 struct gl_array_attributes
1480 {
1481 GLint Size; /**< Components per element (1,2,3,4) */
1482 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1483 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1484 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1485 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1486 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1487 GLboolean Enabled; /**< Whether the array is enabled */
1488 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1489 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1490 GLboolean Doubles; /**< double precision values are not converted to floats */
1491 GLuint _ElementSize; /**< Size of each element in bytes */
1492 GLuint BufferBindingIndex; /**< Vertex buffer binding */
1493 };
1494
1495
1496 /**
1497 * This describes the buffer object used for a vertex array (or
1498 * multiple vertex arrays). If BufferObj points to the default/null
1499 * buffer object, then the vertex array lives in user memory and not a VBO.
1500 */
1501 struct gl_vertex_buffer_binding
1502 {
1503 GLintptr Offset; /**< User-specified offset */
1504 GLsizei Stride; /**< User-specified stride */
1505 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1506 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1507 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1508 };
1509
1510
1511 /**
1512 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+ /
1513 * the GL_ARB_vertex_array_object extension.
1514 */
1515 struct gl_vertex_array_object
1516 {
1517 /** Name of the VAO as received from glGenVertexArray. */
1518 GLuint Name;
1519
1520 GLint RefCount;
1521
1522 GLchar *Label; /**< GL_KHR_debug */
1523
1524 /**
1525 * Has this array object been bound?
1526 */
1527 GLboolean EverBound;
1528
1529 /**
1530 * Derived vertex attribute arrays
1531 *
1532 * This is a legacy data structure created from gl_vertex_attrib_array and
1533 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1534 */
1535 struct gl_vertex_array _VertexAttrib[VERT_ATTRIB_MAX];
1536
1537 /** Vertex attribute arrays */
1538 struct gl_array_attributes VertexAttrib[VERT_ATTRIB_MAX];
1539
1540 /** Vertex buffer bindings */
1541 struct gl_vertex_buffer_binding BufferBinding[VERT_ATTRIB_MAX];
1542
1543 /** Mask indicating which vertex arrays have vertex buffer associated. */
1544 GLbitfield64 VertexAttribBufferMask;
1545
1546 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1547 GLbitfield64 _Enabled;
1548
1549 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1550 GLbitfield64 NewArrays;
1551
1552 /** The index buffer (also known as the element array buffer in OpenGL). */
1553 struct gl_buffer_object *IndexBufferObj;
1554 };
1555
1556
1557 /** Used to signal when transitioning from one kind of drawing method
1558 * to another.
1559 */
1560 typedef enum {
1561 DRAW_NONE, /**< Initial value only */
1562 DRAW_BEGIN_END,
1563 DRAW_DISPLAY_LIST,
1564 DRAW_ARRAYS
1565 } gl_draw_method;
1566
1567 /**
1568 * Enum for the OpenGL APIs we know about and may support.
1569 *
1570 * NOTE: This must match the api_enum table in
1571 * src/mesa/main/get_hash_generator.py
1572 */
1573 typedef enum
1574 {
1575 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
1576 API_OPENGLES,
1577 API_OPENGLES2,
1578 API_OPENGL_CORE,
1579 API_OPENGL_LAST = API_OPENGL_CORE
1580 } gl_api;
1581
1582 /**
1583 * Vertex array state
1584 */
1585 struct gl_array_attrib
1586 {
1587 /** Currently bound array object. */
1588 struct gl_vertex_array_object *VAO;
1589
1590 /** The default vertex array object */
1591 struct gl_vertex_array_object *DefaultVAO;
1592
1593 /** The last VAO accessed by a DSA function */
1594 struct gl_vertex_array_object *LastLookedUpVAO;
1595
1596 /** Array objects (GL_ARB_vertex_array_object) */
1597 struct _mesa_HashTable *Objects;
1598
1599 GLint ActiveTexture; /**< Client Active Texture */
1600 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1601 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1602
1603 /**
1604 * \name Primitive restart controls
1605 *
1606 * Primitive restart is enabled if either \c PrimitiveRestart or
1607 * \c PrimitiveRestartFixedIndex is set.
1608 */
1609 /*@{*/
1610 GLboolean PrimitiveRestart;
1611 GLboolean PrimitiveRestartFixedIndex;
1612 GLboolean _PrimitiveRestart;
1613 GLuint RestartIndex;
1614 /*@}*/
1615
1616 /** One of the DRAW_xxx flags, not consumed by drivers */
1617 gl_draw_method DrawMethod;
1618
1619 /* GL_ARB_vertex_buffer_object */
1620 struct gl_buffer_object *ArrayBufferObj;
1621
1622 /**
1623 * Vertex arrays as consumed by a driver.
1624 * The array pointer is set up only by the VBO module.
1625 */
1626 const struct gl_vertex_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1627
1628 /** Legal array datatypes and the API for which they have been computed */
1629 GLbitfield LegalTypesMask;
1630 gl_api LegalTypesMaskAPI;
1631 };
1632
1633
1634 /**
1635 * Feedback buffer state
1636 */
1637 struct gl_feedback
1638 {
1639 GLenum Type;
1640 GLbitfield _Mask; /**< FB_* bits */
1641 GLfloat *Buffer;
1642 GLuint BufferSize;
1643 GLuint Count;
1644 };
1645
1646
1647 /**
1648 * Selection buffer state
1649 */
1650 struct gl_selection
1651 {
1652 GLuint *Buffer; /**< selection buffer */
1653 GLuint BufferSize; /**< size of the selection buffer */
1654 GLuint BufferCount; /**< number of values in the selection buffer */
1655 GLuint Hits; /**< number of records in the selection buffer */
1656 GLuint NameStackDepth; /**< name stack depth */
1657 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1658 GLboolean HitFlag; /**< hit flag */
1659 GLfloat HitMinZ; /**< minimum hit depth */
1660 GLfloat HitMaxZ; /**< maximum hit depth */
1661 };
1662
1663
1664 /**
1665 * 1-D Evaluator control points
1666 */
1667 struct gl_1d_map
1668 {
1669 GLuint Order; /**< Number of control points */
1670 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1671 GLfloat *Points; /**< Points to contiguous control points */
1672 };
1673
1674
1675 /**
1676 * 2-D Evaluator control points
1677 */
1678 struct gl_2d_map
1679 {
1680 GLuint Uorder; /**< Number of control points in U dimension */
1681 GLuint Vorder; /**< Number of control points in V dimension */
1682 GLfloat u1, u2, du;
1683 GLfloat v1, v2, dv;
1684 GLfloat *Points; /**< Points to contiguous control points */
1685 };
1686
1687
1688 /**
1689 * All evaluator control point state
1690 */
1691 struct gl_evaluators
1692 {
1693 /**
1694 * \name 1-D maps
1695 */
1696 /*@{*/
1697 struct gl_1d_map Map1Vertex3;
1698 struct gl_1d_map Map1Vertex4;
1699 struct gl_1d_map Map1Index;
1700 struct gl_1d_map Map1Color4;
1701 struct gl_1d_map Map1Normal;
1702 struct gl_1d_map Map1Texture1;
1703 struct gl_1d_map Map1Texture2;
1704 struct gl_1d_map Map1Texture3;
1705 struct gl_1d_map Map1Texture4;
1706 /*@}*/
1707
1708 /**
1709 * \name 2-D maps
1710 */
1711 /*@{*/
1712 struct gl_2d_map Map2Vertex3;
1713 struct gl_2d_map Map2Vertex4;
1714 struct gl_2d_map Map2Index;
1715 struct gl_2d_map Map2Color4;
1716 struct gl_2d_map Map2Normal;
1717 struct gl_2d_map Map2Texture1;
1718 struct gl_2d_map Map2Texture2;
1719 struct gl_2d_map Map2Texture3;
1720 struct gl_2d_map Map2Texture4;
1721 /*@}*/
1722 };
1723
1724
1725 struct gl_transform_feedback_varying_info
1726 {
1727 char *Name;
1728 GLenum Type;
1729 GLint BufferIndex;
1730 GLint Size;
1731 GLint Offset;
1732 };
1733
1734
1735 /**
1736 * Per-output info vertex shaders for transform feedback.
1737 */
1738 struct gl_transform_feedback_output
1739 {
1740 uint32_t OutputRegister;
1741 uint32_t OutputBuffer;
1742 uint32_t NumComponents;
1743 uint32_t StreamId;
1744
1745 /** offset (in DWORDs) of this output within the interleaved structure */
1746 uint32_t DstOffset;
1747
1748 /**
1749 * Offset into the output register of the data to output. For example,
1750 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1751 * offset is in the y and z components of the output register.
1752 */
1753 uint32_t ComponentOffset;
1754 };
1755
1756
1757 struct gl_transform_feedback_buffer
1758 {
1759 uint32_t Binding;
1760
1761 uint32_t NumVaryings;
1762
1763 /**
1764 * Total number of components stored in each buffer. This may be used by
1765 * hardware back-ends to determine the correct stride when interleaving
1766 * multiple transform feedback outputs in the same buffer.
1767 */
1768 uint32_t Stride;
1769
1770 /**
1771 * Which transform feedback stream this buffer binding is associated with.
1772 */
1773 uint32_t Stream;
1774 };
1775
1776
1777 /** Post-link transform feedback info. */
1778 struct gl_transform_feedback_info
1779 {
1780 unsigned NumOutputs;
1781
1782 /* Bitmask of active buffer indices. */
1783 unsigned ActiveBuffers;
1784
1785 struct gl_transform_feedback_output *Outputs;
1786
1787 /** Transform feedback varyings used for the linking of this shader program.
1788 *
1789 * Use for glGetTransformFeedbackVarying().
1790 */
1791 struct gl_transform_feedback_varying_info *Varyings;
1792 GLint NumVarying;
1793
1794 struct gl_transform_feedback_buffer Buffers[MAX_FEEDBACK_BUFFERS];
1795 };
1796
1797
1798 /**
1799 * Transform feedback object state
1800 */
1801 struct gl_transform_feedback_object
1802 {
1803 GLuint Name; /**< AKA the object ID */
1804 GLint RefCount;
1805 GLchar *Label; /**< GL_KHR_debug */
1806 GLboolean Active; /**< Is transform feedback enabled? */
1807 GLboolean Paused; /**< Is transform feedback paused? */
1808 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1809 at least once? */
1810 GLboolean EverBound; /**< Has this object been bound? */
1811
1812 /**
1813 * GLES: if Active is true, remaining number of primitives which can be
1814 * rendered without overflow. This is necessary to track because GLES
1815 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1816 * glDrawArraysInstanced would overflow transform feedback buffers.
1817 * Undefined if Active is false.
1818 *
1819 * Not tracked for desktop GL since it's unnecessary.
1820 */
1821 unsigned GlesRemainingPrims;
1822
1823 /**
1824 * The program active when BeginTransformFeedback() was called.
1825 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1826 * where stage is the pipeline stage that is the source of data for
1827 * transform feedback.
1828 */
1829 struct gl_program *program;
1830
1831 /** The feedback buffers */
1832 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1833 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1834
1835 /** Start of feedback data in dest buffer */
1836 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1837
1838 /**
1839 * Max data to put into dest buffer (in bytes). Computed based on
1840 * RequestedSize and the actual size of the buffer.
1841 */
1842 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1843
1844 /**
1845 * Size that was specified when the buffer was bound. If the buffer was
1846 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1847 * zero.
1848 */
1849 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1850 };
1851
1852
1853 /**
1854 * Context state for transform feedback.
1855 */
1856 struct gl_transform_feedback_state
1857 {
1858 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1859
1860 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1861 struct gl_buffer_object *CurrentBuffer;
1862
1863 /** The table of all transform feedback objects */
1864 struct _mesa_HashTable *Objects;
1865
1866 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1867 struct gl_transform_feedback_object *CurrentObject;
1868
1869 /** The default xform-fb object (Name==0) */
1870 struct gl_transform_feedback_object *DefaultObject;
1871 };
1872
1873
1874 /**
1875 * A "performance monitor" as described in AMD_performance_monitor.
1876 */
1877 struct gl_perf_monitor_object
1878 {
1879 GLuint Name;
1880
1881 /** True if the monitor is currently active (Begin called but not End). */
1882 GLboolean Active;
1883
1884 /**
1885 * True if the monitor has ended.
1886 *
1887 * This is distinct from !Active because it may never have began.
1888 */
1889 GLboolean Ended;
1890
1891 /**
1892 * A list of groups with currently active counters.
1893 *
1894 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1895 */
1896 unsigned *ActiveGroups;
1897
1898 /**
1899 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1900 *
1901 * Checking whether counter 'c' in group 'g' is active can be done via:
1902 *
1903 * BITSET_TEST(ActiveCounters[g], c)
1904 */
1905 GLuint **ActiveCounters;
1906 };
1907
1908
1909 union gl_perf_monitor_counter_value
1910 {
1911 float f;
1912 uint64_t u64;
1913 uint32_t u32;
1914 };
1915
1916
1917 struct gl_perf_monitor_counter
1918 {
1919 /** Human readable name for the counter. */
1920 const char *Name;
1921
1922 /**
1923 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1924 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1925 */
1926 GLenum Type;
1927
1928 /** Minimum counter value. */
1929 union gl_perf_monitor_counter_value Minimum;
1930
1931 /** Maximum counter value. */
1932 union gl_perf_monitor_counter_value Maximum;
1933 };
1934
1935
1936 struct gl_perf_monitor_group
1937 {
1938 /** Human readable name for the group. */
1939 const char *Name;
1940
1941 /**
1942 * Maximum number of counters in this group which can be active at the
1943 * same time.
1944 */
1945 GLuint MaxActiveCounters;
1946
1947 /** Array of counters within this group. */
1948 const struct gl_perf_monitor_counter *Counters;
1949 GLuint NumCounters;
1950 };
1951
1952
1953 /**
1954 * A query object instance as described in INTEL_performance_query.
1955 *
1956 * NB: We want to keep this and the corresponding backend structure
1957 * relatively lean considering that applications may expect to
1958 * allocate enough objects to be able to query around all draw calls
1959 * in a frame.
1960 */
1961 struct gl_perf_query_object
1962 {
1963 GLuint Id; /**< hash table ID/name */
1964 unsigned Used:1; /**< has been used for 1 or more queries */
1965 unsigned Active:1; /**< inside Begin/EndPerfQuery */
1966 unsigned Ready:1; /**< result is ready? */
1967 };
1968
1969
1970 /**
1971 * Context state for AMD_performance_monitor.
1972 */
1973 struct gl_perf_monitor_state
1974 {
1975 /** Array of performance monitor groups (indexed by group ID) */
1976 const struct gl_perf_monitor_group *Groups;
1977 GLuint NumGroups;
1978
1979 /** The table of all performance monitors. */
1980 struct _mesa_HashTable *Monitors;
1981 };
1982
1983
1984 /**
1985 * Context state for INTEL_performance_query.
1986 */
1987 struct gl_perf_query_state
1988 {
1989 struct _mesa_HashTable *Objects; /**< The table of all performance query objects */
1990 };
1991
1992
1993 /**
1994 * A bindless sampler object.
1995 */
1996 struct gl_bindless_sampler
1997 {
1998 /** Texture unit (set by glUniform1()). */
1999 GLubyte unit;
2000
2001 /** Texture Target (TEXTURE_1D/2D/3D/etc_INDEX). */
2002 gl_texture_index target;
2003
2004 /** Whether this bindless sampler is bound to a unit. */
2005 GLboolean bound;
2006
2007 /** Pointer to the base of the data. */
2008 GLvoid *data;
2009 };
2010
2011 /**
2012 * A bindless image object.
2013 */
2014 struct gl_bindless_image
2015 {
2016 /** Image unit (set by glUniform1()). */
2017 GLubyte unit;
2018
2019 /** Access qualifier (GL_READ_WRITE, GL_READ_ONLY, GL_WRITE_ONLY) */
2020 GLenum access;
2021
2022 /** Whether this bindless image is bound to a unit. */
2023 GLboolean bound;
2024
2025 /** Pointer to the base of the data. */
2026 GLvoid *data;
2027 };
2028
2029 /**
2030 * Names of the various vertex/fragment program register files, etc.
2031 *
2032 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
2033 * All values should fit in a 4-bit field.
2034 *
2035 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
2036 * considered to be "uniform" variables since they can only be set outside
2037 * glBegin/End. They're also all stored in the same Parameters array.
2038 */
2039 typedef enum
2040 {
2041 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
2042 PROGRAM_ARRAY, /**< Arrays & Matrixes */
2043 PROGRAM_INPUT, /**< machine->Inputs[] */
2044 PROGRAM_OUTPUT, /**< machine->Outputs[] */
2045 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
2046 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
2047 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
2048 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
2049 PROGRAM_ADDRESS, /**< machine->AddressReg */
2050 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
2051 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
2052 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
2053 PROGRAM_IMMEDIATE, /**< Immediate value, used by TGSI */
2054 PROGRAM_BUFFER, /**< for shader buffers, compile-time only */
2055 PROGRAM_MEMORY, /**< for shared, global and local memory */
2056 PROGRAM_IMAGE, /**< for shader images, compile-time only */
2057 PROGRAM_FILE_MAX
2058 } gl_register_file;
2059
2060
2061 /**
2062 * Base class for any kind of program object
2063 */
2064 struct gl_program
2065 {
2066 /** FIXME: This must be first until we split shader_info from nir_shader */
2067 struct shader_info info;
2068
2069 GLuint Id;
2070 GLint RefCount;
2071 GLubyte *String; /**< Null-terminated program text */
2072
2073 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2074 GLenum Format; /**< String encoding format */
2075
2076 GLboolean _Used; /**< Ever used for drawing? Used for debugging */
2077
2078 struct nir_shader *nir;
2079
2080 bool is_arb_asm; /** Is this an ARB assembly-style program */
2081
2082 /** Is this program written to on disk shader cache */
2083 bool program_written_to_cache;
2084
2085 GLbitfield64 SecondaryOutputsWritten; /**< Subset of OutputsWritten outputs written with non-zero index. */
2086 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
2087 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
2088 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
2089 GLbitfield ExternalSamplersUsed; /**< Texture units used for samplerExternalOES */
2090
2091 /* Fragement shader only fields */
2092 GLboolean OriginUpperLeft;
2093 GLboolean PixelCenterInteger;
2094
2095 /** Named parameters, constants, etc. from program text */
2096 struct gl_program_parameter_list *Parameters;
2097
2098 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2099 GLubyte SamplerUnits[MAX_SAMPLERS];
2100
2101 /* FIXME: We should be able to make this struct a union. However some
2102 * drivers (i915/fragment_programs, swrast/prog_execute) mix the use of
2103 * these fields, we should fix this.
2104 */
2105 struct {
2106 /** Fields used by GLSL programs */
2107 struct {
2108 /** Data shared by gl_program and gl_shader_program */
2109 struct gl_shader_program_data *data;
2110
2111 struct gl_active_atomic_buffer **AtomicBuffers;
2112
2113 /** Post-link transform feedback info. */
2114 struct gl_transform_feedback_info *LinkedTransformFeedback;
2115
2116 /**
2117 * Number of types for subroutine uniforms.
2118 */
2119 GLuint NumSubroutineUniformTypes;
2120
2121 /**
2122 * Subroutine uniform remap table
2123 * based on the program level uniform remap table.
2124 */
2125 GLuint NumSubroutineUniforms; /* non-sparse total */
2126 GLuint NumSubroutineUniformRemapTable;
2127 struct gl_uniform_storage **SubroutineUniformRemapTable;
2128
2129 /**
2130 * Num of subroutine functions for this stage and storage for them.
2131 */
2132 GLuint NumSubroutineFunctions;
2133 GLuint MaxSubroutineFunctionIndex;
2134 struct gl_subroutine_function *SubroutineFunctions;
2135
2136 /**
2137 * Map from image uniform index to image unit (set by glUniform1i())
2138 *
2139 * An image uniform index is associated with each image uniform by
2140 * the linker. The image index associated with each uniform is
2141 * stored in the \c gl_uniform_storage::image field.
2142 */
2143 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2144
2145 /**
2146 * Access qualifier specified in the shader for each image uniform
2147 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2148 * GL_READ_WRITE.
2149 *
2150 * It may be different, though only more strict than the value of
2151 * \c gl_image_unit::Access for the corresponding image unit.
2152 */
2153 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2154
2155 struct gl_uniform_block **UniformBlocks;
2156 struct gl_uniform_block **ShaderStorageBlocks;
2157
2158 /** Which texture target is being sampled
2159 * (TEXTURE_1D/2D/3D/etc_INDEX)
2160 */
2161 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2162
2163 /**
2164 * Number of samplers declared with the bindless_sampler layout
2165 * qualifier as specified by ARB_bindless_texture.
2166 */
2167 GLuint NumBindlessSamplers;
2168 GLboolean HasBoundBindlessSampler;
2169 struct gl_bindless_sampler *BindlessSamplers;
2170
2171 /**
2172 * Number of images declared with the bindless_image layout qualifier
2173 * as specified by ARB_bindless_texture.
2174 */
2175 GLuint NumBindlessImages;
2176 GLboolean HasBoundBindlessImage;
2177 struct gl_bindless_image *BindlessImages;
2178
2179 union {
2180 struct {
2181 /**
2182 * A bitmask of gl_advanced_blend_mode values
2183 */
2184 GLbitfield BlendSupport;
2185 } fs;
2186 };
2187 } sh;
2188
2189 /** ARB assembly-style program fields */
2190 struct {
2191 struct prog_instruction *Instructions;
2192
2193 /**
2194 * Local parameters used by the program.
2195 *
2196 * It's dynamically allocated because it is rarely used (just
2197 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries
2198 * once it's allocated.
2199 */
2200 GLfloat (*LocalParams)[4];
2201
2202 /** Bitmask of which register files are read/written with indirect
2203 * addressing. Mask of (1 << PROGRAM_x) bits.
2204 */
2205 GLbitfield IndirectRegisterFiles;
2206
2207 /** Logical counts */
2208 /*@{*/
2209 GLuint NumInstructions;
2210 GLuint NumTemporaries;
2211 GLuint NumParameters;
2212 GLuint NumAttributes;
2213 GLuint NumAddressRegs;
2214 GLuint NumAluInstructions;
2215 GLuint NumTexInstructions;
2216 GLuint NumTexIndirections;
2217 /*@}*/
2218 /** Native, actual h/w counts */
2219 /*@{*/
2220 GLuint NumNativeInstructions;
2221 GLuint NumNativeTemporaries;
2222 GLuint NumNativeParameters;
2223 GLuint NumNativeAttributes;
2224 GLuint NumNativeAddressRegs;
2225 GLuint NumNativeAluInstructions;
2226 GLuint NumNativeTexInstructions;
2227 GLuint NumNativeTexIndirections;
2228 /*@}*/
2229
2230 /** Used by ARB assembly-style programs. Can only be true for vertex
2231 * programs.
2232 */
2233 GLboolean IsPositionInvariant;
2234 } arb;
2235 };
2236 };
2237
2238
2239 /**
2240 * State common to vertex and fragment programs.
2241 */
2242 struct gl_program_state
2243 {
2244 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2245 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2246 };
2247
2248
2249 /**
2250 * Context state for vertex programs.
2251 */
2252 struct gl_vertex_program_state
2253 {
2254 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2255 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2256 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2257 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2258 /** Computed two sided lighting for fixed function/programs. */
2259 GLboolean _TwoSideEnabled;
2260 struct gl_program *Current; /**< User-bound vertex program */
2261
2262 /** Currently enabled and valid vertex program (including internal
2263 * programs, user-defined vertex programs and GLSL vertex shaders).
2264 * This is the program we must use when rendering.
2265 */
2266 struct gl_program *_Current;
2267
2268 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2269
2270 /** Should fixed-function T&L be implemented with a vertex prog? */
2271 GLboolean _MaintainTnlProgram;
2272
2273 /** Program to emulate fixed-function T&L (see above) */
2274 struct gl_program *_TnlProgram;
2275
2276 /** Cache of fixed-function programs */
2277 struct gl_program_cache *Cache;
2278
2279 GLboolean _Overriden;
2280 };
2281
2282 /**
2283 * Context state for tessellation control programs.
2284 */
2285 struct gl_tess_ctrl_program_state
2286 {
2287 /** Currently bound and valid shader. */
2288 struct gl_program *_Current;
2289
2290 GLint patch_vertices;
2291 GLfloat patch_default_outer_level[4];
2292 GLfloat patch_default_inner_level[2];
2293 };
2294
2295 /**
2296 * Context state for tessellation evaluation programs.
2297 */
2298 struct gl_tess_eval_program_state
2299 {
2300 /** Currently bound and valid shader. */
2301 struct gl_program *_Current;
2302 };
2303
2304 /**
2305 * Context state for geometry programs.
2306 */
2307 struct gl_geometry_program_state
2308 {
2309 /** Currently enabled and valid program (including internal programs
2310 * and compiled shader programs).
2311 */
2312 struct gl_program *_Current;
2313 };
2314
2315 /**
2316 * Context state for fragment programs.
2317 */
2318 struct gl_fragment_program_state
2319 {
2320 GLboolean Enabled; /**< User-set fragment program enable flag */
2321 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2322 struct gl_program *Current; /**< User-bound fragment program */
2323
2324 /** Currently enabled and valid fragment program (including internal
2325 * programs, user-defined fragment programs and GLSL fragment shaders).
2326 * This is the program we must use when rendering.
2327 */
2328 struct gl_program *_Current;
2329
2330 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2331
2332 /** Should fixed-function texturing be implemented with a fragment prog? */
2333 GLboolean _MaintainTexEnvProgram;
2334
2335 /** Program to emulate fixed-function texture env/combine (see above) */
2336 struct gl_program *_TexEnvProgram;
2337
2338 /** Cache of fixed-function programs */
2339 struct gl_program_cache *Cache;
2340 };
2341
2342
2343 /**
2344 * Context state for compute programs.
2345 */
2346 struct gl_compute_program_state
2347 {
2348 /** Currently enabled and valid program (including internal programs
2349 * and compiled shader programs).
2350 */
2351 struct gl_program *_Current;
2352 };
2353
2354
2355 /**
2356 * ATI_fragment_shader runtime state
2357 */
2358
2359 struct atifs_instruction;
2360 struct atifs_setupinst;
2361
2362 /**
2363 * ATI fragment shader
2364 */
2365 struct ati_fragment_shader
2366 {
2367 GLuint Id;
2368 GLint RefCount;
2369 struct atifs_instruction *Instructions[2];
2370 struct atifs_setupinst *SetupInst[2];
2371 GLfloat Constants[8][4];
2372 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2373 GLubyte numArithInstr[2];
2374 GLubyte regsAssigned[2];
2375 GLubyte NumPasses; /**< 1 or 2 */
2376 GLubyte cur_pass;
2377 GLubyte last_optype;
2378 GLboolean interpinp1;
2379 GLboolean isValid;
2380 GLuint swizzlerq;
2381 struct gl_program *Program;
2382 };
2383
2384 /**
2385 * Context state for GL_ATI_fragment_shader
2386 */
2387 struct gl_ati_fragment_shader_state
2388 {
2389 GLboolean Enabled;
2390 GLboolean _Enabled; /**< enabled and valid shader? */
2391 GLboolean Compiling;
2392 GLfloat GlobalConstants[8][4];
2393 struct ati_fragment_shader *Current;
2394 };
2395
2396 /**
2397 * Shader subroutine function definition
2398 */
2399 struct gl_subroutine_function
2400 {
2401 char *name;
2402 int index;
2403 int num_compat_types;
2404 const struct glsl_type **types;
2405 };
2406
2407 /**
2408 * Shader information needed by both gl_shader and gl_linked shader.
2409 */
2410 struct gl_shader_info
2411 {
2412 /**
2413 * Tessellation Control shader state from layout qualifiers.
2414 */
2415 struct {
2416 /**
2417 * 0 - vertices not declared in shader, or
2418 * 1 .. GL_MAX_PATCH_VERTICES
2419 */
2420 GLint VerticesOut;
2421 } TessCtrl;
2422
2423 /**
2424 * Tessellation Evaluation shader state from layout qualifiers.
2425 */
2426 struct {
2427 /**
2428 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2429 * in this shader.
2430 */
2431 GLenum PrimitiveMode;
2432
2433 enum gl_tess_spacing Spacing;
2434
2435 /**
2436 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2437 */
2438 GLenum VertexOrder;
2439 /**
2440 * 1, 0, or -1 if it's not set in this shader.
2441 */
2442 int PointMode;
2443 } TessEval;
2444
2445 /**
2446 * Geometry shader state from GLSL 1.50 layout qualifiers.
2447 */
2448 struct {
2449 GLint VerticesOut;
2450 /**
2451 * 0 - Invocations count not declared in shader, or
2452 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2453 */
2454 GLint Invocations;
2455 /**
2456 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2457 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2458 * shader.
2459 */
2460 GLenum InputType;
2461 /**
2462 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2463 * it's not set in this shader.
2464 */
2465 GLenum OutputType;
2466 } Geom;
2467
2468 /**
2469 * Compute shader state from ARB_compute_shader and
2470 * ARB_compute_variable_group_size layout qualifiers.
2471 */
2472 struct {
2473 /**
2474 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2475 * it's not set in this shader.
2476 */
2477 unsigned LocalSize[3];
2478
2479 /**
2480 * Whether a variable work group size has been specified as defined by
2481 * ARB_compute_variable_group_size.
2482 */
2483 bool LocalSizeVariable;
2484 } Comp;
2485 };
2486
2487 /**
2488 * A linked GLSL shader object.
2489 */
2490 struct gl_linked_shader
2491 {
2492 gl_shader_stage Stage;
2493
2494 #ifdef DEBUG
2495 unsigned SourceChecksum;
2496 #endif
2497
2498 struct gl_program *Program; /**< Post-compile assembly code */
2499
2500 /**
2501 * \name Sampler tracking
2502 *
2503 * \note Each of these fields is only set post-linking.
2504 */
2505 /*@{*/
2506 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2507 /*@}*/
2508
2509 /**
2510 * Number of default uniform block components used by this shader.
2511 *
2512 * This field is only set post-linking.
2513 */
2514 unsigned num_uniform_components;
2515
2516 /**
2517 * Number of combined uniform components used by this shader.
2518 *
2519 * This field is only set post-linking. It is the sum of the uniform block
2520 * sizes divided by sizeof(float), and num_uniform_compoennts.
2521 */
2522 unsigned num_combined_uniform_components;
2523
2524 struct exec_list *ir;
2525 struct exec_list *packed_varyings;
2526 struct exec_list *fragdata_arrays;
2527 struct glsl_symbol_table *symbols;
2528 };
2529
2530 static inline GLbitfield gl_external_samplers(struct gl_program *prog)
2531 {
2532 GLbitfield external_samplers = 0;
2533 GLbitfield mask = prog->SamplersUsed;
2534
2535 while (mask) {
2536 int idx = u_bit_scan(&mask);
2537 if (prog->sh.SamplerTargets[idx] == TEXTURE_EXTERNAL_INDEX)
2538 external_samplers |= (1 << idx);
2539 }
2540
2541 return external_samplers;
2542 }
2543
2544 /**
2545 * Compile status enum. compile_skipped is used to indicate the compile
2546 * was skipped due to the shader matching one that's been seen before by
2547 * the on-disk cache.
2548 */
2549 enum gl_compile_status
2550 {
2551 compile_failure = 0,
2552 compile_success,
2553 compile_skipped,
2554 compiled_no_opts
2555 };
2556
2557 /**
2558 * A GLSL shader object.
2559 */
2560 struct gl_shader
2561 {
2562 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2563 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2564 * Must be the first field.
2565 */
2566 GLenum Type;
2567 gl_shader_stage Stage;
2568 GLuint Name; /**< AKA the handle */
2569 GLint RefCount; /**< Reference count */
2570 GLchar *Label; /**< GL_KHR_debug */
2571 unsigned char sha1[20]; /**< SHA1 hash of pre-processed source */
2572 GLboolean DeletePending;
2573 enum gl_compile_status CompileStatus;
2574 bool IsES; /**< True if this shader uses GLSL ES */
2575
2576 #ifdef DEBUG
2577 unsigned SourceChecksum; /**< for debug/logging purposes */
2578 #endif
2579 const GLchar *Source; /**< Source code string */
2580
2581 const GLchar *FallbackSource; /**< Fallback string used by on-disk cache*/
2582
2583 GLchar *InfoLog;
2584
2585 unsigned Version; /**< GLSL version used for linking */
2586
2587 struct exec_list *ir;
2588 struct glsl_symbol_table *symbols;
2589
2590 /**
2591 * A bitmask of gl_advanced_blend_mode values
2592 */
2593 GLbitfield BlendSupport;
2594
2595 /**
2596 * Whether early fragment tests are enabled as defined by
2597 * ARB_shader_image_load_store.
2598 */
2599 bool EarlyFragmentTests;
2600
2601 bool ARB_fragment_coord_conventions_enable;
2602
2603 bool redeclares_gl_fragcoord;
2604 bool uses_gl_fragcoord;
2605
2606 bool PostDepthCoverage;
2607 bool InnerCoverage;
2608
2609 /**
2610 * Fragment shader state from GLSL 1.50 layout qualifiers.
2611 */
2612 bool origin_upper_left;
2613 bool pixel_center_integer;
2614
2615 /**
2616 * Whether bindless_sampler/bindless_image, and respectively
2617 * bound_sampler/bound_image are declared at global scope as defined by
2618 * ARB_bindless_texture.
2619 */
2620 bool bindless_sampler;
2621 bool bindless_image;
2622 bool bound_sampler;
2623 bool bound_image;
2624
2625 /** Global xfb_stride out qualifier if any */
2626 GLuint TransformFeedbackBufferStride[MAX_FEEDBACK_BUFFERS];
2627
2628 struct gl_shader_info info;
2629 };
2630
2631
2632 struct gl_uniform_buffer_variable
2633 {
2634 char *Name;
2635
2636 /**
2637 * Name of the uniform as seen by glGetUniformIndices.
2638 *
2639 * glGetUniformIndices requires that the block instance index \b not be
2640 * present in the name of queried uniforms.
2641 *
2642 * \note
2643 * \c gl_uniform_buffer_variable::IndexName and
2644 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2645 */
2646 char *IndexName;
2647
2648 const struct glsl_type *Type;
2649 unsigned int Offset;
2650 GLboolean RowMajor;
2651 };
2652
2653
2654 enum gl_uniform_block_packing
2655 {
2656 ubo_packing_std140,
2657 ubo_packing_shared,
2658 ubo_packing_packed,
2659 ubo_packing_std430
2660 };
2661
2662
2663 struct gl_uniform_block
2664 {
2665 /** Declared name of the uniform block */
2666 char *Name;
2667
2668 /** Array of supplemental information about UBO ir_variables. */
2669 struct gl_uniform_buffer_variable *Uniforms;
2670 GLuint NumUniforms;
2671
2672 /**
2673 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2674 * with glBindBufferBase to bind a buffer object to this uniform block. When
2675 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2676 */
2677 GLuint Binding;
2678
2679 /**
2680 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2681 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2682 */
2683 GLuint UniformBufferSize;
2684
2685 /** Stages that reference this block */
2686 uint8_t stageref;
2687
2688 /**
2689 * Linearized array index for uniform block instance arrays
2690 *
2691 * Given a uniform block instance array declared with size
2692 * blk[s_0][s_1]..[s_m], the block referenced by blk[i_0][i_1]..[i_m] will
2693 * have the linearized array index
2694 *
2695 * m-1 m
2696 * i_m + ∑ i_j * ∏ s_k
2697 * j=0 k=j+1
2698 *
2699 * For a uniform block instance that is not an array, this is always 0.
2700 */
2701 uint8_t linearized_array_index;
2702
2703 /**
2704 * Layout specified in the shader
2705 *
2706 * This isn't accessible through the API, but it is used while
2707 * cross-validating uniform blocks.
2708 */
2709 enum gl_uniform_block_packing _Packing;
2710 GLboolean _RowMajor;
2711 };
2712
2713 /**
2714 * Structure that represents a reference to an atomic buffer from some
2715 * shader program.
2716 */
2717 struct gl_active_atomic_buffer
2718 {
2719 /** Uniform indices of the atomic counters declared within it. */
2720 GLuint *Uniforms;
2721 GLuint NumUniforms;
2722
2723 /** Binding point index associated with it. */
2724 GLuint Binding;
2725
2726 /** Minimum reasonable size it is expected to have. */
2727 GLuint MinimumSize;
2728
2729 /** Shader stages making use of it. */
2730 GLboolean StageReferences[MESA_SHADER_STAGES];
2731 };
2732
2733 /**
2734 * Data container for shader queries. This holds only the minimal
2735 * amount of required information for resource queries to work.
2736 */
2737 struct gl_shader_variable
2738 {
2739 /**
2740 * Declared type of the variable
2741 */
2742 const struct glsl_type *type;
2743
2744 /**
2745 * If the variable is in an interface block, this is the type of the block.
2746 */
2747 const struct glsl_type *interface_type;
2748
2749 /**
2750 * For variables inside structs (possibly recursively), this is the
2751 * outermost struct type.
2752 */
2753 const struct glsl_type *outermost_struct_type;
2754
2755 /**
2756 * Declared name of the variable
2757 */
2758 char *name;
2759
2760 /**
2761 * Storage location of the base of this variable
2762 *
2763 * The precise meaning of this field depends on the nature of the variable.
2764 *
2765 * - Vertex shader input: one of the values from \c gl_vert_attrib.
2766 * - Vertex shader output: one of the values from \c gl_varying_slot.
2767 * - Geometry shader input: one of the values from \c gl_varying_slot.
2768 * - Geometry shader output: one of the values from \c gl_varying_slot.
2769 * - Fragment shader input: one of the values from \c gl_varying_slot.
2770 * - Fragment shader output: one of the values from \c gl_frag_result.
2771 * - Uniforms: Per-stage uniform slot number for default uniform block.
2772 * - Uniforms: Index within the uniform block definition for UBO members.
2773 * - Non-UBO Uniforms: explicit location until linking then reused to
2774 * store uniform slot number.
2775 * - Other: This field is not currently used.
2776 *
2777 * If the variable is a uniform, shader input, or shader output, and the
2778 * slot has not been assigned, the value will be -1.
2779 */
2780 int location;
2781
2782 /**
2783 * Specifies the first component the variable is stored in as per
2784 * ARB_enhanced_layouts.
2785 */
2786 unsigned component:2;
2787
2788 /**
2789 * Output index for dual source blending.
2790 *
2791 * \note
2792 * The GLSL spec only allows the values 0 or 1 for the index in \b dual
2793 * source blending.
2794 */
2795 unsigned index:1;
2796
2797 /**
2798 * Specifies whether a shader input/output is per-patch in tessellation
2799 * shader stages.
2800 */
2801 unsigned patch:1;
2802
2803 /**
2804 * Storage class of the variable.
2805 *
2806 * \sa (n)ir_variable_mode
2807 */
2808 unsigned mode:4;
2809
2810 /**
2811 * Interpolation mode for shader inputs / outputs
2812 *
2813 * \sa glsl_interp_mode
2814 */
2815 unsigned interpolation:2;
2816
2817 /**
2818 * Was the location explicitly set in the shader?
2819 *
2820 * If the location is explicitly set in the shader, it \b cannot be changed
2821 * by the linker or by the API (e.g., calls to \c glBindAttribLocation have
2822 * no effect).
2823 */
2824 unsigned explicit_location:1;
2825
2826 /**
2827 * Precision qualifier.
2828 */
2829 unsigned precision:2;
2830 };
2831
2832 /**
2833 * Active resource in a gl_shader_program
2834 */
2835 struct gl_program_resource
2836 {
2837 GLenum Type; /** Program interface type. */
2838 const void *Data; /** Pointer to resource associated data structure. */
2839 uint8_t StageReferences; /** Bitmask of shader stage references. */
2840 };
2841
2842 /**
2843 * Link status enum. linking_skipped is used to indicate linking
2844 * was skipped due to the shader being loaded from the on-disk cache.
2845 */
2846 enum gl_link_status
2847 {
2848 linking_failure = 0,
2849 linking_success,
2850 linking_skipped
2851 };
2852
2853 /**
2854 * A data structure to be shared by gl_shader_program and gl_program.
2855 */
2856 struct gl_shader_program_data
2857 {
2858 GLint RefCount; /**< Reference count */
2859
2860 /** SHA1 hash of linked shader program */
2861 unsigned char sha1[20];
2862
2863 unsigned NumUniformStorage;
2864 unsigned NumHiddenUniforms;
2865 struct gl_uniform_storage *UniformStorage;
2866
2867 unsigned NumUniformBlocks;
2868 struct gl_uniform_block *UniformBlocks;
2869
2870 unsigned NumShaderStorageBlocks;
2871 struct gl_uniform_block *ShaderStorageBlocks;
2872
2873 struct gl_active_atomic_buffer *AtomicBuffers;
2874 unsigned NumAtomicBuffers;
2875
2876 /* Shader cache variables used during restore */
2877 unsigned NumUniformDataSlots;
2878 union gl_constant_value *UniformDataSlots;
2879
2880 bool cache_fallback;
2881
2882 /* TODO: This used by Gallium drivers to skip the cache on tgsi fallback.
2883 * All structures (gl_program, uniform storage, etc) will get recreated
2884 * even though we have already loaded them from cache. Once the i965 cache
2885 * lands we should switch to using the cache_fallback support.
2886 */
2887 bool skip_cache;
2888
2889 /** List of all active resources after linking. */
2890 struct gl_program_resource *ProgramResourceList;
2891 unsigned NumProgramResourceList;
2892
2893 enum gl_link_status LinkStatus; /**< GL_LINK_STATUS */
2894 GLboolean Validated;
2895 GLchar *InfoLog;
2896
2897 unsigned Version; /**< GLSL version used for linking */
2898
2899 /* Mask of stages this program was linked against */
2900 unsigned linked_stages;
2901 };
2902
2903 /**
2904 * A GLSL program object.
2905 * Basically a linked collection of vertex and fragment shaders.
2906 */
2907 struct gl_shader_program
2908 {
2909 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2910 GLuint Name; /**< aka handle or ID */
2911 GLchar *Label; /**< GL_KHR_debug */
2912 GLint RefCount; /**< Reference count */
2913 GLboolean DeletePending;
2914
2915 /**
2916 * Is the application intending to glGetProgramBinary this program?
2917 */
2918 GLboolean BinaryRetreivableHint;
2919
2920 /**
2921 * Indicates whether program can be bound for individual pipeline stages
2922 * using UseProgramStages after it is next linked.
2923 */
2924 GLboolean SeparateShader;
2925
2926 GLuint NumShaders; /**< number of attached shaders */
2927 struct gl_shader **Shaders; /**< List of attached the shaders */
2928
2929 /**
2930 * User-defined attribute bindings
2931 *
2932 * These are set via \c glBindAttribLocation and are used to direct the
2933 * GLSL linker. These are \b not the values used in the compiled shader,
2934 * and they are \b not the values returned by \c glGetAttribLocation.
2935 */
2936 struct string_to_uint_map *AttributeBindings;
2937
2938 /**
2939 * User-defined fragment data bindings
2940 *
2941 * These are set via \c glBindFragDataLocation and are used to direct the
2942 * GLSL linker. These are \b not the values used in the compiled shader,
2943 * and they are \b not the values returned by \c glGetFragDataLocation.
2944 */
2945 struct string_to_uint_map *FragDataBindings;
2946 struct string_to_uint_map *FragDataIndexBindings;
2947
2948 /**
2949 * Transform feedback varyings last specified by
2950 * glTransformFeedbackVaryings().
2951 *
2952 * For the current set of transform feedback varyings used for transform
2953 * feedback output, see LinkedTransformFeedback.
2954 */
2955 struct {
2956 GLenum BufferMode;
2957 /** Global xfb_stride out qualifier if any */
2958 GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
2959 GLuint NumVarying;
2960 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2961 } TransformFeedback;
2962
2963 struct gl_program *last_vert_prog;
2964
2965 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2966 enum gl_frag_depth_layout FragDepthLayout;
2967
2968 /**
2969 * Geometry shader state - copied into gl_program by
2970 * _mesa_copy_linked_program_data().
2971 */
2972 struct {
2973 GLint VerticesIn;
2974
2975 bool UsesEndPrimitive;
2976 bool UsesStreams;
2977 } Geom;
2978
2979 /**
2980 * Compute shader state - copied into gl_program by
2981 * _mesa_copy_linked_program_data().
2982 */
2983 struct {
2984 /**
2985 * Size of shared variables accessed by the compute shader.
2986 */
2987 unsigned SharedSize;
2988 } Comp;
2989
2990 /** Data shared by gl_program and gl_shader_program */
2991 struct gl_shader_program_data *data;
2992
2993 /**
2994 * Mapping from GL uniform locations returned by \c glUniformLocation to
2995 * UniformStorage entries. Arrays will have multiple contiguous slots
2996 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2997 */
2998 unsigned NumUniformRemapTable;
2999 struct gl_uniform_storage **UniformRemapTable;
3000
3001 /**
3002 * Sometimes there are empty slots left over in UniformRemapTable after we
3003 * allocate slots to explicit locations. This list stores the blocks of
3004 * continuous empty slots inside UniformRemapTable.
3005 */
3006 struct exec_list EmptyUniformLocations;
3007
3008 /**
3009 * Total number of explicit uniform location including inactive uniforms.
3010 */
3011 unsigned NumExplicitUniformLocations;
3012
3013 /**
3014 * Map of active uniform names to locations
3015 *
3016 * Maps any active uniform that is not an array element to a location.
3017 * Each active uniform, including individual structure members will appear
3018 * in this map. This roughly corresponds to the set of names that would be
3019 * enumerated by \c glGetActiveUniform.
3020 */
3021 struct string_to_uint_map *UniformHash;
3022
3023 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
3024
3025 bool IsES; /**< True if this program uses GLSL ES */
3026
3027 /**
3028 * Per-stage shaders resulting from the first stage of linking.
3029 *
3030 * Set of linked shaders for this program. The array is accessed using the
3031 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
3032 * \c NULL.
3033 */
3034 struct gl_linked_shader *_LinkedShaders[MESA_SHADER_STAGES];
3035
3036 /* True if any of the fragment shaders attached to this program use:
3037 * #extension ARB_fragment_coord_conventions: enable
3038 */
3039 GLboolean ARB_fragment_coord_conventions_enable;
3040 };
3041
3042
3043 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
3044 #define GLSL_LOG 0x2 /**< Write shaders to files */
3045 #define GLSL_UNIFORMS 0x4 /**< Print glUniform calls */
3046 #define GLSL_NOP_VERT 0x8 /**< Force no-op vertex shaders */
3047 #define GLSL_NOP_FRAG 0x10 /**< Force no-op fragment shaders */
3048 #define GLSL_USE_PROG 0x20 /**< Log glUseProgram calls */
3049 #define GLSL_REPORT_ERRORS 0x40 /**< Print compilation errors */
3050 #define GLSL_DUMP_ON_ERROR 0x80 /**< Dump shaders to stderr on compile error */
3051 #define GLSL_CACHE_INFO 0x100 /**< Print debug information about shader cache */
3052 #define GLSL_CACHE_FALLBACK 0x200 /**< Force shader cache fallback paths */
3053
3054
3055 /**
3056 * Context state for GLSL vertex/fragment shaders.
3057 * Extended to support pipeline object
3058 */
3059 struct gl_pipeline_object
3060 {
3061 /** Name of the pipeline object as received from glGenProgramPipelines.
3062 * It would be 0 for shaders without separate shader objects.
3063 */
3064 GLuint Name;
3065
3066 GLint RefCount;
3067
3068 GLchar *Label; /**< GL_KHR_debug */
3069
3070 /**
3071 * Programs used for rendering
3072 *
3073 * There is a separate program set for each shader stage.
3074 */
3075 struct gl_program *CurrentProgram[MESA_SHADER_STAGES];
3076
3077 struct gl_shader_program *ReferencedPrograms[MESA_SHADER_STAGES];
3078
3079 /**
3080 * Program used by glUniform calls.
3081 *
3082 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
3083 */
3084 struct gl_shader_program *ActiveProgram;
3085
3086 GLbitfield Flags; /**< Mask of GLSL_x flags */
3087
3088 GLboolean EverBound; /**< Has the pipeline object been created */
3089
3090 GLboolean Validated; /**< Pipeline Validation status */
3091
3092 GLchar *InfoLog;
3093 };
3094
3095 /**
3096 * Context state for GLSL pipeline shaders.
3097 */
3098 struct gl_pipeline_shader_state
3099 {
3100 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
3101 struct gl_pipeline_object *Current;
3102
3103 /* Default Object to ensure that _Shader is never NULL */
3104 struct gl_pipeline_object *Default;
3105
3106 /** Pipeline objects */
3107 struct _mesa_HashTable *Objects;
3108 };
3109
3110 /**
3111 * Compiler options for a single GLSL shaders type
3112 */
3113 struct gl_shader_compiler_options
3114 {
3115 /** Driver-selectable options: */
3116 GLboolean EmitNoLoops;
3117 GLboolean EmitNoCont; /**< Emit CONT opcode? */
3118 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
3119 GLboolean EmitNoPow; /**< Emit POW opcodes? */
3120 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
3121 GLboolean LowerCombinedClipCullDistance; /** Lower gl_ClipDistance and
3122 * gl_CullDistance together from
3123 * float[8] to vec4[2]
3124 **/
3125
3126 /**
3127 * \name Forms of indirect addressing the driver cannot do.
3128 */
3129 /*@{*/
3130 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
3131 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
3132 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
3133 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
3134 GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
3135 /*@}*/
3136
3137 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
3138 GLuint MaxUnrollIterations;
3139
3140 /**
3141 * Optimize code for array of structures backends.
3142 *
3143 * This is a proxy for:
3144 * - preferring DP4 instructions (rather than MUL/MAD) for
3145 * matrix * vector operations, such as position transformation.
3146 */
3147 GLboolean OptimizeForAOS;
3148
3149 GLboolean LowerBufferInterfaceBlocks; /**< Lower UBO and SSBO access to intrinsics. */
3150
3151 /** Clamp UBO and SSBO block indices so they don't go out-of-bounds. */
3152 GLboolean ClampBlockIndicesToArrayBounds;
3153
3154 const struct nir_shader_compiler_options *NirOptions;
3155 };
3156
3157
3158 /**
3159 * Occlusion/timer query object.
3160 */
3161 struct gl_query_object
3162 {
3163 GLenum Target; /**< The query target, when active */
3164 GLuint Id; /**< hash table ID/name */
3165 GLchar *Label; /**< GL_KHR_debug */
3166 GLuint64EXT Result; /**< the counter */
3167 GLboolean Active; /**< inside Begin/EndQuery */
3168 GLboolean Ready; /**< result is ready? */
3169 GLboolean EverBound;/**< has query object ever been bound */
3170 GLuint Stream; /**< The stream */
3171 };
3172
3173
3174 /**
3175 * Context state for query objects.
3176 */
3177 struct gl_query_state
3178 {
3179 struct _mesa_HashTable *QueryObjects;
3180 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
3181 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
3182
3183 /** GL_NV_conditional_render */
3184 struct gl_query_object *CondRenderQuery;
3185
3186 /** GL_EXT_transform_feedback */
3187 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
3188 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
3189
3190 /** GL_ARB_transform_feedback_overflow_query */
3191 struct gl_query_object *TransformFeedbackOverflow[MAX_VERTEX_STREAMS];
3192 struct gl_query_object *TransformFeedbackOverflowAny;
3193
3194 /** GL_ARB_timer_query */
3195 struct gl_query_object *TimeElapsed;
3196
3197 /** GL_ARB_pipeline_statistics_query */
3198 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
3199
3200 GLenum CondRenderMode;
3201 };
3202
3203
3204 /** Sync object state */
3205 struct gl_sync_object
3206 {
3207 GLenum Type; /**< GL_SYNC_FENCE */
3208 GLuint Name; /**< Fence name */
3209 GLchar *Label; /**< GL_KHR_debug */
3210 GLint RefCount; /**< Reference count */
3211 GLboolean DeletePending; /**< Object was deleted while there were still
3212 * live references (e.g., sync not yet finished)
3213 */
3214 GLenum SyncCondition;
3215 GLbitfield Flags; /**< Flags passed to glFenceSync */
3216 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
3217 };
3218
3219
3220 /**
3221 * State which can be shared by multiple contexts:
3222 */
3223 struct gl_shared_state
3224 {
3225 mtx_t Mutex; /**< for thread safety */
3226 GLint RefCount; /**< Reference count */
3227 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
3228 struct _mesa_HashTable *BitmapAtlas; /**< For optimized glBitmap text */
3229 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
3230
3231 /** Default texture objects (shared by all texture units) */
3232 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
3233
3234 /** Fallback texture used when a bound texture is incomplete */
3235 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
3236
3237 /**
3238 * \name Thread safety and statechange notification for texture
3239 * objects.
3240 *
3241 * \todo Improve the granularity of locking.
3242 */
3243 /*@{*/
3244 mtx_t TexMutex; /**< texobj thread safety */
3245 GLuint TextureStateStamp; /**< state notification for shared tex */
3246 /*@}*/
3247
3248 /** Default buffer object for vertex arrays that aren't in VBOs */
3249 struct gl_buffer_object *NullBufferObj;
3250
3251 /**
3252 * \name Vertex/geometry/fragment programs
3253 */
3254 /*@{*/
3255 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3256 struct gl_program *DefaultVertexProgram;
3257 struct gl_program *DefaultFragmentProgram;
3258 /*@}*/
3259
3260 /* GL_ATI_fragment_shader */
3261 struct _mesa_HashTable *ATIShaders;
3262 struct ati_fragment_shader *DefaultFragmentShader;
3263
3264 struct _mesa_HashTable *BufferObjects;
3265
3266 /** Table of both gl_shader and gl_shader_program objects */
3267 struct _mesa_HashTable *ShaderObjects;
3268
3269 /* GL_EXT_framebuffer_object */
3270 struct _mesa_HashTable *RenderBuffers;
3271 struct _mesa_HashTable *FrameBuffers;
3272
3273 /* GL_ARB_sync */
3274 struct set *SyncObjects;
3275
3276 /** GL_ARB_sampler_objects */
3277 struct _mesa_HashTable *SamplerObjects;
3278
3279 /* GL_ARB_bindless_texture */
3280 struct hash_table_u64 *TextureHandles;
3281 struct hash_table_u64 *ImageHandles;
3282 mtx_t HandlesMutex; /**< For texture/image handles safety */
3283
3284 /**
3285 * Some context in this share group was affected by a GPU reset
3286 *
3287 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3288 * been affected by a GPU reset must also return
3289 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3290 *
3291 * Once this field becomes true, it is never reset to false.
3292 */
3293 bool ShareGroupReset;
3294 };
3295
3296
3297
3298 /**
3299 * Renderbuffers represent drawing surfaces such as color, depth and/or
3300 * stencil. A framebuffer object has a set of renderbuffers.
3301 * Drivers will typically derive subclasses of this type.
3302 */
3303 struct gl_renderbuffer
3304 {
3305 mtx_t Mutex; /**< for thread safety */
3306 GLuint ClassID; /**< Useful for drivers */
3307 GLuint Name;
3308 GLchar *Label; /**< GL_KHR_debug */
3309 GLint RefCount;
3310 GLuint Width, Height;
3311 GLuint Depth;
3312 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3313 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3314 /**
3315 * True for renderbuffers that wrap textures, giving the driver a chance to
3316 * flush render caches through the FinishRenderTexture hook.
3317 *
3318 * Drivers may also set this on renderbuffers other than those generated by
3319 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3320 * called without a rb->TexImage.
3321 */
3322 GLboolean NeedsFinishRenderTexture;
3323 GLubyte NumSamples;
3324 GLenum InternalFormat; /**< The user-specified format */
3325 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3326 GL_STENCIL_INDEX. */
3327 mesa_format Format; /**< The actual renderbuffer memory format */
3328 /**
3329 * Pointer to the texture image if this renderbuffer wraps a texture,
3330 * otherwise NULL.
3331 *
3332 * Note that the reference on the gl_texture_object containing this
3333 * TexImage is held by the gl_renderbuffer_attachment.
3334 */
3335 struct gl_texture_image *TexImage;
3336
3337 /** Delete this renderbuffer */
3338 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3339
3340 /** Allocate new storage for this renderbuffer */
3341 GLboolean (*AllocStorage)(struct gl_context *ctx,
3342 struct gl_renderbuffer *rb,
3343 GLenum internalFormat,
3344 GLuint width, GLuint height);
3345 };
3346
3347
3348 /**
3349 * A renderbuffer attachment points to either a texture object (and specifies
3350 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3351 */
3352 struct gl_renderbuffer_attachment
3353 {
3354 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3355 GLboolean Complete;
3356
3357 /**
3358 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3359 * application supplied renderbuffer object.
3360 */
3361 struct gl_renderbuffer *Renderbuffer;
3362
3363 /**
3364 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3365 * supplied texture object.
3366 */
3367 struct gl_texture_object *Texture;
3368 GLuint TextureLevel; /**< Attached mipmap level. */
3369 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3370 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3371 * and 2D array textures */
3372 GLboolean Layered;
3373 };
3374
3375
3376 /**
3377 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3378 * In C++ terms, think of this as a base class from which device drivers
3379 * will make derived classes.
3380 */
3381 struct gl_framebuffer
3382 {
3383 mtx_t Mutex; /**< for thread safety */
3384 /**
3385 * If zero, this is a window system framebuffer. If non-zero, this
3386 * is a FBO framebuffer; note that for some devices (i.e. those with
3387 * a natural pixel coordinate system for FBOs that differs from the
3388 * OpenGL/Mesa coordinate system), this means that the viewport,
3389 * polygon face orientation, and polygon stipple will have to be inverted.
3390 */
3391 GLuint Name;
3392 GLint RefCount;
3393
3394 GLchar *Label; /**< GL_KHR_debug */
3395
3396 GLboolean DeletePending;
3397
3398 /**
3399 * The framebuffer's visual. Immutable if this is a window system buffer.
3400 * Computed from attachments if user-made FBO.
3401 */
3402 struct gl_config Visual;
3403
3404 /**
3405 * Size of frame buffer in pixels. If there are no attachments, then both
3406 * of these are 0.
3407 */
3408 GLuint Width, Height;
3409
3410 /**
3411 * In the case that the framebuffer has no attachment (i.e.
3412 * GL_ARB_framebuffer_no_attachments) then the geometry of
3413 * the framebuffer is specified by the default values.
3414 */
3415 struct {
3416 GLuint Width, Height, Layers, NumSamples;
3417 GLboolean FixedSampleLocations;
3418 /* Derived from NumSamples by the driver so that it can choose a valid
3419 * value for the hardware.
3420 */
3421 GLuint _NumSamples;
3422 } DefaultGeometry;
3423
3424 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3425 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3426 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3427 */
3428 /*@{*/
3429 GLint _Xmin, _Xmax;
3430 GLint _Ymin, _Ymax;
3431 /*@}*/
3432
3433 /** \name Derived Z buffer stuff */
3434 /*@{*/
3435 GLuint _DepthMax; /**< Max depth buffer value */
3436 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3437 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3438 /*@}*/
3439
3440 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3441 GLenum _Status;
3442
3443 /** Whether one of Attachment has Type != GL_NONE
3444 * NOTE: the values for Width and Height are set to 0 in case of having
3445 * no attachments, a backend driver supporting the extension
3446 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3447 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3448 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3449 * _Ymax do NOT take into account _HasAttachments being false). To get the
3450 * geometry of the framebuffer, the helper functions
3451 * _mesa_geometric_width(),
3452 * _mesa_geometric_height(),
3453 * _mesa_geometric_samples() and
3454 * _mesa_geometric_layers()
3455 * are available that check _HasAttachments.
3456 */
3457 bool _HasAttachments;
3458
3459 GLbitfield _IntegerBuffers; /**< Which color buffers are integer valued */
3460
3461 /* ARB_color_buffer_float */
3462 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3463 GLboolean _HasSNormOrFloatColorBuffer;
3464
3465 /**
3466 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3467 * is not layered. For cube maps and cube map arrays, each cube face
3468 * counts as a layer. As the case for Width, Height a backend driver
3469 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3470 * in the case that _HasAttachments is false
3471 */
3472 GLuint MaxNumLayers;
3473
3474 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3475 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3476
3477 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3478 * attribute group and GL_PIXEL attribute group, respectively.
3479 */
3480 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3481 GLenum ColorReadBuffer;
3482
3483 /** Computed from ColorDraw/ReadBuffer above */
3484 GLuint _NumColorDrawBuffers;
3485 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3486 GLint _ColorReadBufferIndex; /* -1 = None */
3487 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3488 struct gl_renderbuffer *_ColorReadBuffer;
3489
3490 /** Delete this framebuffer */
3491 void (*Delete)(struct gl_framebuffer *fb);
3492 };
3493
3494
3495 /**
3496 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3497 */
3498 struct gl_precision
3499 {
3500 GLushort RangeMin; /**< min value exponent */
3501 GLushort RangeMax; /**< max value exponent */
3502 GLushort Precision; /**< number of mantissa bits */
3503 };
3504
3505
3506 /**
3507 * Limits for vertex, geometry and fragment programs/shaders.
3508 */
3509 struct gl_program_constants
3510 {
3511 /* logical limits */
3512 GLuint MaxInstructions;
3513 GLuint MaxAluInstructions;
3514 GLuint MaxTexInstructions;
3515 GLuint MaxTexIndirections;
3516 GLuint MaxAttribs;
3517 GLuint MaxTemps;
3518 GLuint MaxAddressRegs;
3519 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3520 GLuint MaxParameters;
3521 GLuint MaxLocalParams;
3522 GLuint MaxEnvParams;
3523 /* native/hardware limits */
3524 GLuint MaxNativeInstructions;
3525 GLuint MaxNativeAluInstructions;
3526 GLuint MaxNativeTexInstructions;
3527 GLuint MaxNativeTexIndirections;
3528 GLuint MaxNativeAttribs;
3529 GLuint MaxNativeTemps;
3530 GLuint MaxNativeAddressRegs;
3531 GLuint MaxNativeParameters;
3532 /* For shaders */
3533 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3534
3535 /**
3536 * \name Per-stage input / output limits
3537 *
3538 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3539 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3540 * ES). This is stored as \c gl_constants::MaxVarying.
3541 *
3542 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3543 * variables. Each stage as a certain number of outputs that it can feed
3544 * to the next stage and a certain number inputs that it can consume from
3545 * the previous stage.
3546 *
3547 * Vertex shader inputs do not participate this in this accounting.
3548 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3549 *
3550 * Fragment shader outputs do not participate this in this accounting.
3551 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3552 */
3553 /*@{*/
3554 GLuint MaxInputComponents;
3555 GLuint MaxOutputComponents;
3556 /*@}*/
3557
3558 /* ES 2.0 and GL_ARB_ES2_compatibility */
3559 struct gl_precision LowFloat, MediumFloat, HighFloat;
3560 struct gl_precision LowInt, MediumInt, HighInt;
3561 /* GL_ARB_uniform_buffer_object */
3562 GLuint MaxUniformBlocks;
3563 GLuint MaxCombinedUniformComponents;
3564 GLuint MaxTextureImageUnits;
3565
3566 /* GL_ARB_shader_atomic_counters */
3567 GLuint MaxAtomicBuffers;
3568 GLuint MaxAtomicCounters;
3569
3570 /* GL_ARB_shader_image_load_store */
3571 GLuint MaxImageUniforms;
3572
3573 /* GL_ARB_shader_storage_buffer_object */
3574 GLuint MaxShaderStorageBlocks;
3575 };
3576
3577
3578 /**
3579 * Constants which may be overridden by device driver during context creation
3580 * but are never changed after that.
3581 */
3582 struct gl_constants
3583 {
3584 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3585 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3586 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3587 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3588 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3589 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3590 GLuint MaxTextureCoordUnits;
3591 GLuint MaxCombinedTextureImageUnits;
3592 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3593 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3594 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3595 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3596
3597 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3598
3599 GLuint MaxArrayLockSize;
3600
3601 GLint SubPixelBits;
3602
3603 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3604 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3605 GLfloat PointSizeGranularity;
3606 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3607 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3608 GLfloat LineWidthGranularity;
3609
3610 GLuint MaxClipPlanes;
3611 GLuint MaxLights;
3612 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3613 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3614
3615 GLuint MaxViewportWidth, MaxViewportHeight;
3616 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3617 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3618 struct {
3619 GLfloat Min;
3620 GLfloat Max;
3621 } ViewportBounds; /**< GL_ARB_viewport_array */
3622 GLuint MaxWindowRectangles; /**< GL_EXT_window_rectangles */
3623
3624 struct gl_program_constants Program[MESA_SHADER_STAGES];
3625 GLuint MaxProgramMatrices;
3626 GLuint MaxProgramMatrixStackDepth;
3627
3628 struct {
3629 GLuint SamplesPassed;
3630 GLuint TimeElapsed;
3631 GLuint Timestamp;
3632 GLuint PrimitivesGenerated;
3633 GLuint PrimitivesWritten;
3634 GLuint VerticesSubmitted;
3635 GLuint PrimitivesSubmitted;
3636 GLuint VsInvocations;
3637 GLuint TessPatches;
3638 GLuint TessInvocations;
3639 GLuint GsInvocations;
3640 GLuint GsPrimitives;
3641 GLuint FsInvocations;
3642 GLuint ComputeInvocations;
3643 GLuint ClInPrimitives;
3644 GLuint ClOutPrimitives;
3645 } QueryCounterBits;
3646
3647 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3648
3649 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3650 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3651 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3652
3653 /**
3654 * GL_ARB_framebuffer_no_attachments
3655 */
3656 GLuint MaxFramebufferWidth;
3657 GLuint MaxFramebufferHeight;
3658 GLuint MaxFramebufferLayers;
3659 GLuint MaxFramebufferSamples;
3660
3661 /** Number of varying vectors between any two shader stages. */
3662 GLuint MaxVarying;
3663
3664 /** @{
3665 * GL_ARB_uniform_buffer_object
3666 */
3667 GLuint MaxCombinedUniformBlocks;
3668 GLuint MaxUniformBufferBindings;
3669 GLuint MaxUniformBlockSize;
3670 GLuint UniformBufferOffsetAlignment;
3671 /** @} */
3672
3673 /** @{
3674 * GL_ARB_shader_storage_buffer_object
3675 */
3676 GLuint MaxCombinedShaderStorageBlocks;
3677 GLuint MaxShaderStorageBufferBindings;
3678 GLuint MaxShaderStorageBlockSize;
3679 GLuint ShaderStorageBufferOffsetAlignment;
3680 /** @} */
3681
3682 /**
3683 * GL_ARB_explicit_uniform_location
3684 */
3685 GLuint MaxUserAssignableUniformLocations;
3686
3687 /** geometry shader */
3688 GLuint MaxGeometryOutputVertices;
3689 GLuint MaxGeometryTotalOutputComponents;
3690
3691 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3692
3693 /**
3694 * Changes default GLSL extension behavior from "error" to "warn". It's out
3695 * of spec, but it can make some apps work that otherwise wouldn't.
3696 */
3697 GLboolean ForceGLSLExtensionsWarn;
3698
3699 /**
3700 * If non-zero, forces GLSL shaders to behave as if they began
3701 * with "#version ForceGLSLVersion".
3702 */
3703 GLuint ForceGLSLVersion;
3704
3705 /**
3706 * Allow GLSL #extension directives in the middle of shaders.
3707 */
3708 GLboolean AllowGLSLExtensionDirectiveMidShader;
3709
3710 /**
3711 * Allow GLSL built-in variables to be redeclared verbatim
3712 */
3713 GLboolean AllowGLSLBuiltinVariableRedeclaration;
3714
3715 /**
3716 * Allow creating a higher compat profile (version 3.1+) for apps that
3717 * request it. Be careful when adding that driconf option because some
3718 * features are unimplemented and might not work correctly.
3719 */
3720 GLboolean AllowHigherCompatVersion;
3721
3722 /**
3723 * Force computing the absolute value for sqrt() and inversesqrt() to follow
3724 * D3D9 when apps rely on this behaviour.
3725 */
3726 GLboolean ForceGLSLAbsSqrt;
3727
3728 /**
3729 * Force uninitialized variables to default to zero.
3730 */
3731 GLboolean GLSLZeroInit;
3732
3733 /**
3734 * Does the driver support real 32-bit integers? (Otherwise, integers are
3735 * simulated via floats.)
3736 */
3737 GLboolean NativeIntegers;
3738
3739 /**
3740 * Does VertexID count from zero or from base vertex?
3741 *
3742 * \note
3743 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3744 * ignored and need not be set.
3745 */
3746 bool VertexID_is_zero_based;
3747
3748 /**
3749 * If the driver supports real 32-bit integers, what integer value should be
3750 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3751 */
3752 GLuint UniformBooleanTrue;
3753
3754 /**
3755 * Maximum amount of time, measured in nanseconds, that the server can wait.
3756 */
3757 GLuint64 MaxServerWaitTimeout;
3758
3759 /** GL_EXT_provoking_vertex */
3760 GLboolean QuadsFollowProvokingVertexConvention;
3761
3762 /** GL_ARB_viewport_array */
3763 GLenum LayerAndVPIndexProvokingVertex;
3764
3765 /** OpenGL version 3.0 */
3766 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3767
3768 /** OpenGL version 3.2 */
3769 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3770
3771 /** OpenGL version 4.4 */
3772 GLuint MaxVertexAttribStride;
3773
3774 /** GL_EXT_transform_feedback */
3775 GLuint MaxTransformFeedbackBuffers;
3776 GLuint MaxTransformFeedbackSeparateComponents;
3777 GLuint MaxTransformFeedbackInterleavedComponents;
3778 GLuint MaxVertexStreams;
3779
3780 /** GL_EXT_gpu_shader4 */
3781 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3782
3783 /** GL_ARB_texture_gather */
3784 GLuint MinProgramTextureGatherOffset;
3785 GLuint MaxProgramTextureGatherOffset;
3786 GLuint MaxProgramTextureGatherComponents;
3787
3788 /* GL_ARB_robustness */
3789 GLenum ResetStrategy;
3790
3791 /* GL_KHR_robustness */
3792 GLboolean RobustAccess;
3793
3794 /* GL_ARB_blend_func_extended */
3795 GLuint MaxDualSourceDrawBuffers;
3796
3797 /**
3798 * Whether the implementation strips out and ignores texture borders.
3799 *
3800 * Many GPU hardware implementations don't support rendering with texture
3801 * borders and mipmapped textures. (Note: not static border color, but the
3802 * old 1-pixel border around each edge). Implementations then have to do
3803 * slow fallbacks to be correct, or just ignore the border and be fast but
3804 * wrong. Setting the flag strips the border off of TexImage calls,
3805 * providing "fast but wrong" at significantly reduced driver complexity.
3806 *
3807 * Texture borders are deprecated in GL 3.0.
3808 **/
3809 GLboolean StripTextureBorder;
3810
3811 /**
3812 * For drivers which can do a better job at eliminating unused uniforms
3813 * than the GLSL compiler.
3814 *
3815 * XXX Remove these as soon as a better solution is available.
3816 */
3817 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3818
3819 /** Whether gl_FragCoord and gl_FrontFacing are system values. */
3820 bool GLSLFragCoordIsSysVal;
3821 bool GLSLFrontFacingIsSysVal;
3822
3823 /**
3824 * Run the minimum amount of GLSL optimizations to be able to link
3825 * shaders optimally (eliminate dead varyings and uniforms) and just do
3826 * all the necessary lowering.
3827 */
3828 bool GLSLOptimizeConservatively;
3829
3830 /**
3831 * True if gl_TessLevelInner/Outer[] in the TES should be inputs
3832 * (otherwise, they're system values).
3833 */
3834 bool GLSLTessLevelsAsInputs;
3835
3836 /**
3837 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3838 * than passing the transform feedback object to the drawing function.
3839 */
3840 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3841
3842 /** GL_ARB_map_buffer_alignment */
3843 GLuint MinMapBufferAlignment;
3844
3845 /**
3846 * Disable varying packing. This is out of spec, but potentially useful
3847 * for older platforms that supports a limited number of texture
3848 * indirections--on these platforms, unpacking the varyings in the fragment
3849 * shader increases the number of texture indirections by 1, which might
3850 * make some shaders not executable at all.
3851 *
3852 * Drivers that support transform feedback must set this value to GL_FALSE.
3853 */
3854 GLboolean DisableVaryingPacking;
3855
3856 /**
3857 * Should meaningful names be generated for compiler temporary variables?
3858 *
3859 * Generally, it is not useful to have the compiler generate "meaningful"
3860 * names for temporary variables that it creates. This can, however, be a
3861 * useful debugging aid. In Mesa debug builds or release builds when
3862 * MESA_GLSL is set at run-time, meaningful names will be generated.
3863 * Drivers can also force names to be generated by setting this field.
3864 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3865 * vertex shader assembly) is set at run-time.
3866 */
3867 bool GenerateTemporaryNames;
3868
3869 /*
3870 * Maximum value supported for an index in DrawElements and friends.
3871 *
3872 * This must be at least (1ull<<24)-1. The default value is
3873 * (1ull<<32)-1.
3874 *
3875 * \since ES 3.0 or GL_ARB_ES3_compatibility
3876 * \sa _mesa_init_constants
3877 */
3878 GLuint64 MaxElementIndex;
3879
3880 /**
3881 * Disable interpretation of line continuations (lines ending with a
3882 * backslash character ('\') in GLSL source.
3883 */
3884 GLboolean DisableGLSLLineContinuations;
3885
3886 /** GL_ARB_texture_multisample */
3887 GLint MaxColorTextureSamples;
3888 GLint MaxDepthTextureSamples;
3889 GLint MaxIntegerSamples;
3890
3891 /**
3892 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3893 * samples are laid out in a rectangular grid roughly corresponding to
3894 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3895 * are used to map indices of rectangular grid to sample numbers within
3896 * a pixel. This mapping of indices to sample numbers must be initialized
3897 * by the driver for the target hardware. For example, if we have the 8X
3898 * MSAA sample number layout (sample positions) for XYZ hardware:
3899 *
3900 * sample indices layout sample number layout
3901 * --------- ---------
3902 * | 0 | 1 | | a | b |
3903 * --------- ---------
3904 * | 2 | 3 | | c | d |
3905 * --------- ---------
3906 * | 4 | 5 | | e | f |
3907 * --------- ---------
3908 * | 6 | 7 | | g | h |
3909 * --------- ---------
3910 *
3911 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3912 *
3913 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3914 * below:
3915 * SampleMap8x = {a, b, c, d, e, f, g, h};
3916 *
3917 * Follow the logic for sample counts 2-8.
3918 *
3919 * For 16x the sample indices layout as a 4x4 grid as follows:
3920 *
3921 * -----------------
3922 * | 0 | 1 | 2 | 3 |
3923 * -----------------
3924 * | 4 | 5 | 6 | 7 |
3925 * -----------------
3926 * | 8 | 9 |10 |11 |
3927 * -----------------
3928 * |12 |13 |14 |15 |
3929 * -----------------
3930 */
3931 uint8_t SampleMap2x[2];
3932 uint8_t SampleMap4x[4];
3933 uint8_t SampleMap8x[8];
3934 uint8_t SampleMap16x[16];
3935
3936 /** GL_ARB_shader_atomic_counters */
3937 GLuint MaxAtomicBufferBindings;
3938 GLuint MaxAtomicBufferSize;
3939 GLuint MaxCombinedAtomicBuffers;
3940 GLuint MaxCombinedAtomicCounters;
3941
3942 /** GL_ARB_vertex_attrib_binding */
3943 GLint MaxVertexAttribRelativeOffset;
3944 GLint MaxVertexAttribBindings;
3945
3946 /* GL_ARB_shader_image_load_store */
3947 GLuint MaxImageUnits;
3948 GLuint MaxCombinedShaderOutputResources;
3949 GLuint MaxImageSamples;
3950 GLuint MaxCombinedImageUniforms;
3951
3952 /** GL_ARB_compute_shader */
3953 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3954 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3955 GLuint MaxComputeWorkGroupInvocations;
3956 GLuint MaxComputeSharedMemorySize;
3957
3958 /** GL_ARB_compute_variable_group_size */
3959 GLuint MaxComputeVariableGroupSize[3]; /* Array of x, y, z dimensions */
3960 GLuint MaxComputeVariableGroupInvocations;
3961
3962 /** GL_ARB_gpu_shader5 */
3963 GLfloat MinFragmentInterpolationOffset;
3964 GLfloat MaxFragmentInterpolationOffset;
3965
3966 GLboolean FakeSWMSAA;
3967
3968 /** GL_KHR_context_flush_control */
3969 GLenum ContextReleaseBehavior;
3970
3971 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
3972
3973 /** GL_ARB_tessellation_shader */
3974 GLuint MaxPatchVertices;
3975 GLuint MaxTessGenLevel;
3976 GLuint MaxTessPatchComponents;
3977 GLuint MaxTessControlTotalOutputComponents;
3978 bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
3979 bool LowerTCSPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */
3980 bool LowerTESPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */
3981 bool PrimitiveRestartForPatches;
3982 bool LowerCsDerivedVariables; /**< Lower gl_GlobalInvocationID and
3983 * gl_LocalInvocationIndex based on
3984 * other builtin variables. */
3985
3986 /** GL_OES_primitive_bounding_box */
3987 bool NoPrimitiveBoundingBoxOutput;
3988
3989 /** GL_ARB_sparse_buffer */
3990 GLuint SparseBufferPageSize;
3991
3992 /** Used as an input for sha1 generation in the on-disk shader cache */
3993 unsigned char *dri_config_options_sha1;
3994
3995 /** When drivers are OK with mapped buffers during draw and other calls. */
3996 bool AllowMappedBuffersDuringExecution;
3997 };
3998
3999
4000 /**
4001 * Enable flag for each OpenGL extension. Different device drivers will
4002 * enable different extensions at runtime.
4003 */
4004 struct gl_extensions
4005 {
4006 GLboolean dummy; /* don't remove this! */
4007 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
4008 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
4009 GLboolean ANGLE_texture_compression_dxt;
4010 GLboolean ARB_ES2_compatibility;
4011 GLboolean ARB_ES3_compatibility;
4012 GLboolean ARB_ES3_1_compatibility;
4013 GLboolean ARB_ES3_2_compatibility;
4014 GLboolean ARB_arrays_of_arrays;
4015 GLboolean ARB_base_instance;
4016 GLboolean ARB_bindless_texture;
4017 GLboolean ARB_blend_func_extended;
4018 GLboolean ARB_buffer_storage;
4019 GLboolean ARB_clear_texture;
4020 GLboolean ARB_clip_control;
4021 GLboolean ARB_color_buffer_float;
4022 GLboolean ARB_compute_shader;
4023 GLboolean ARB_compute_variable_group_size;
4024 GLboolean ARB_conditional_render_inverted;
4025 GLboolean ARB_conservative_depth;
4026 GLboolean ARB_copy_image;
4027 GLboolean ARB_cull_distance;
4028 GLboolean ARB_depth_buffer_float;
4029 GLboolean ARB_depth_clamp;
4030 GLboolean ARB_depth_texture;
4031 GLboolean ARB_derivative_control;
4032 GLboolean ARB_draw_buffers_blend;
4033 GLboolean ARB_draw_elements_base_vertex;
4034 GLboolean ARB_draw_indirect;
4035 GLboolean ARB_draw_instanced;
4036 GLboolean ARB_fragment_coord_conventions;
4037 GLboolean ARB_fragment_layer_viewport;
4038 GLboolean ARB_fragment_program;
4039 GLboolean ARB_fragment_program_shadow;
4040 GLboolean ARB_fragment_shader;
4041 GLboolean ARB_framebuffer_no_attachments;
4042 GLboolean ARB_framebuffer_object;
4043 GLboolean ARB_enhanced_layouts;
4044 GLboolean ARB_explicit_attrib_location;
4045 GLboolean ARB_explicit_uniform_location;
4046 GLboolean ARB_gpu_shader5;
4047 GLboolean ARB_gpu_shader_fp64;
4048 GLboolean ARB_gpu_shader_int64;
4049 GLboolean ARB_half_float_vertex;
4050 GLboolean ARB_indirect_parameters;
4051 GLboolean ARB_instanced_arrays;
4052 GLboolean ARB_internalformat_query;
4053 GLboolean ARB_internalformat_query2;
4054 GLboolean ARB_map_buffer_range;
4055 GLboolean ARB_occlusion_query;
4056 GLboolean ARB_occlusion_query2;
4057 GLboolean ARB_pipeline_statistics_query;
4058 GLboolean ARB_point_sprite;
4059 GLboolean ARB_post_depth_coverage;
4060 GLboolean ARB_query_buffer_object;
4061 GLboolean ARB_robust_buffer_access_behavior;
4062 GLboolean ARB_sample_shading;
4063 GLboolean ARB_seamless_cube_map;
4064 GLboolean ARB_shader_atomic_counter_ops;
4065 GLboolean ARB_shader_atomic_counters;
4066 GLboolean ARB_shader_ballot;
4067 GLboolean ARB_shader_bit_encoding;
4068 GLboolean ARB_shader_clock;
4069 GLboolean ARB_shader_draw_parameters;
4070 GLboolean ARB_shader_group_vote;
4071 GLboolean ARB_shader_image_load_store;
4072 GLboolean ARB_shader_image_size;
4073 GLboolean ARB_shader_precision;
4074 GLboolean ARB_shader_stencil_export;
4075 GLboolean ARB_shader_storage_buffer_object;
4076 GLboolean ARB_shader_texture_image_samples;
4077 GLboolean ARB_shader_texture_lod;
4078 GLboolean ARB_shader_viewport_layer_array;
4079 GLboolean ARB_shading_language_packing;
4080 GLboolean ARB_shading_language_420pack;
4081 GLboolean ARB_shadow;
4082 GLboolean ARB_sparse_buffer;
4083 GLboolean ARB_stencil_texturing;
4084 GLboolean ARB_sync;
4085 GLboolean ARB_tessellation_shader;
4086 GLboolean ARB_texture_border_clamp;
4087 GLboolean ARB_texture_buffer_object;
4088 GLboolean ARB_texture_buffer_object_rgb32;
4089 GLboolean ARB_texture_buffer_range;
4090 GLboolean ARB_texture_compression_bptc;
4091 GLboolean ARB_texture_compression_rgtc;
4092 GLboolean ARB_texture_cube_map;
4093 GLboolean ARB_texture_cube_map_array;
4094 GLboolean ARB_texture_env_combine;
4095 GLboolean ARB_texture_env_crossbar;
4096 GLboolean ARB_texture_env_dot3;
4097 GLboolean ARB_texture_float;
4098 GLboolean ARB_texture_gather;
4099 GLboolean ARB_texture_mirror_clamp_to_edge;
4100 GLboolean ARB_texture_multisample;
4101 GLboolean ARB_texture_non_power_of_two;
4102 GLboolean ARB_texture_stencil8;
4103 GLboolean ARB_texture_query_levels;
4104 GLboolean ARB_texture_query_lod;
4105 GLboolean ARB_texture_rg;
4106 GLboolean ARB_texture_rgb10_a2ui;
4107 GLboolean ARB_texture_view;
4108 GLboolean ARB_timer_query;
4109 GLboolean ARB_transform_feedback2;
4110 GLboolean ARB_transform_feedback3;
4111 GLboolean ARB_transform_feedback_instanced;
4112 GLboolean ARB_transform_feedback_overflow_query;
4113 GLboolean ARB_uniform_buffer_object;
4114 GLboolean ARB_vertex_attrib_64bit;
4115 GLboolean ARB_vertex_program;
4116 GLboolean ARB_vertex_shader;
4117 GLboolean ARB_vertex_type_10f_11f_11f_rev;
4118 GLboolean ARB_vertex_type_2_10_10_10_rev;
4119 GLboolean ARB_viewport_array;
4120 GLboolean EXT_blend_color;
4121 GLboolean EXT_blend_equation_separate;
4122 GLboolean EXT_blend_func_separate;
4123 GLboolean EXT_blend_minmax;
4124 GLboolean EXT_depth_bounds_test;
4125 GLboolean EXT_draw_buffers2;
4126 GLboolean EXT_framebuffer_multisample;
4127 GLboolean EXT_framebuffer_multisample_blit_scaled;
4128 GLboolean EXT_framebuffer_sRGB;
4129 GLboolean EXT_gpu_program_parameters;
4130 GLboolean EXT_gpu_shader4;
4131 GLboolean EXT_packed_float;
4132 GLboolean EXT_pixel_buffer_object;
4133 GLboolean EXT_point_parameters;
4134 GLboolean EXT_polygon_offset_clamp;
4135 GLboolean EXT_provoking_vertex;
4136 GLboolean EXT_shader_integer_mix;
4137 GLboolean EXT_shader_samples_identical;
4138 GLboolean EXT_stencil_two_side;
4139 GLboolean EXT_texture_array;
4140 GLboolean EXT_texture_compression_latc;
4141 GLboolean EXT_texture_compression_s3tc;
4142 GLboolean EXT_texture_env_dot3;
4143 GLboolean EXT_texture_filter_anisotropic;
4144 GLboolean EXT_texture_integer;
4145 GLboolean EXT_texture_mirror_clamp;
4146 GLboolean EXT_texture_shared_exponent;
4147 GLboolean EXT_texture_snorm;
4148 GLboolean EXT_texture_sRGB;
4149 GLboolean EXT_texture_sRGB_decode;
4150 GLboolean EXT_texture_swizzle;
4151 GLboolean EXT_transform_feedback;
4152 GLboolean EXT_timer_query;
4153 GLboolean EXT_vertex_array_bgra;
4154 GLboolean EXT_window_rectangles;
4155 GLboolean OES_copy_image;
4156 GLboolean OES_primitive_bounding_box;
4157 GLboolean OES_sample_variables;
4158 GLboolean OES_standard_derivatives;
4159 GLboolean OES_texture_buffer;
4160 GLboolean OES_texture_cube_map_array;
4161 GLboolean OES_viewport_array;
4162 /* vendor extensions */
4163 GLboolean AMD_performance_monitor;
4164 GLboolean AMD_pinned_memory;
4165 GLboolean AMD_seamless_cubemap_per_texture;
4166 GLboolean AMD_vertex_shader_layer;
4167 GLboolean AMD_vertex_shader_viewport_index;
4168 GLboolean ANDROID_extension_pack_es31a;
4169 GLboolean APPLE_object_purgeable;
4170 GLboolean ATI_meminfo;
4171 GLboolean ATI_texture_compression_3dc;
4172 GLboolean ATI_texture_mirror_once;
4173 GLboolean ATI_texture_env_combine3;
4174 GLboolean ATI_fragment_shader;
4175 GLboolean ATI_separate_stencil;
4176 GLboolean GREMEDY_string_marker;
4177 GLboolean INTEL_conservative_rasterization;
4178 GLboolean INTEL_performance_query;
4179 GLboolean KHR_blend_equation_advanced;
4180 GLboolean KHR_blend_equation_advanced_coherent;
4181 GLboolean KHR_robustness;
4182 GLboolean KHR_texture_compression_astc_hdr;
4183 GLboolean KHR_texture_compression_astc_ldr;
4184 GLboolean KHR_texture_compression_astc_sliced_3d;
4185 GLboolean MESA_pack_invert;
4186 GLboolean MESA_shader_framebuffer_fetch;
4187 GLboolean MESA_shader_framebuffer_fetch_non_coherent;
4188 GLboolean MESA_shader_integer_functions;
4189 GLboolean MESA_ycbcr_texture;
4190 GLboolean NV_conditional_render;
4191 GLboolean NV_fill_rectangle;
4192 GLboolean NV_fog_distance;
4193 GLboolean NV_point_sprite;
4194 GLboolean NV_primitive_restart;
4195 GLboolean NV_texture_barrier;
4196 GLboolean NV_texture_env_combine4;
4197 GLboolean NV_texture_rectangle;
4198 GLboolean NV_vdpau_interop;
4199 GLboolean NVX_gpu_memory_info;
4200 GLboolean TDFX_texture_compression_FXT1;
4201 GLboolean OES_EGL_image;
4202 GLboolean OES_draw_texture;
4203 GLboolean OES_depth_texture_cube_map;
4204 GLboolean OES_EGL_image_external;
4205 GLboolean OES_texture_float;
4206 GLboolean OES_texture_float_linear;
4207 GLboolean OES_texture_half_float;
4208 GLboolean OES_texture_half_float_linear;
4209 GLboolean OES_compressed_ETC1_RGB8_texture;
4210 GLboolean OES_geometry_shader;
4211 GLboolean OES_texture_compression_astc;
4212 GLboolean extension_sentinel;
4213 /** The extension string */
4214 const GLubyte *String;
4215 /** Number of supported extensions */
4216 GLuint Count;
4217 /**
4218 * The context version which extension helper functions compare against.
4219 * By default, the value is equal to ctx->Version. This changes to ~0
4220 * while meta is in progress.
4221 */
4222 GLubyte Version;
4223 };
4224
4225
4226 /**
4227 * A stack of matrices (projection, modelview, color, texture, etc).
4228 */
4229 struct gl_matrix_stack
4230 {
4231 GLmatrix *Top; /**< points into Stack */
4232 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
4233 unsigned StackSize; /**< Number of elements in Stack */
4234 GLuint Depth; /**< 0 <= Depth < MaxDepth */
4235 GLuint MaxDepth; /**< size of Stack[] array */
4236 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
4237 };
4238
4239
4240 /**
4241 * \name Bits for image transfer operations
4242 * \sa __struct gl_contextRec::ImageTransferState.
4243 */
4244 /*@{*/
4245 #define IMAGE_SCALE_BIAS_BIT 0x1
4246 #define IMAGE_SHIFT_OFFSET_BIT 0x2
4247 #define IMAGE_MAP_COLOR_BIT 0x4
4248 #define IMAGE_CLAMP_BIT 0x800
4249
4250
4251 /** Pixel Transfer ops */
4252 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
4253 IMAGE_SHIFT_OFFSET_BIT | \
4254 IMAGE_MAP_COLOR_BIT)
4255
4256 /**
4257 * \name Bits to indicate what state has changed.
4258 */
4259 /*@{*/
4260 #define _NEW_MODELVIEW (1u << 0) /**< gl_context::ModelView */
4261 #define _NEW_PROJECTION (1u << 1) /**< gl_context::Projection */
4262 #define _NEW_TEXTURE_MATRIX (1u << 2) /**< gl_context::TextureMatrix */
4263 #define _NEW_COLOR (1u << 3) /**< gl_context::Color */
4264 #define _NEW_DEPTH (1u << 4) /**< gl_context::Depth */
4265 #define _NEW_EVAL (1u << 5) /**< gl_context::Eval, EvalMap */
4266 #define _NEW_FOG (1u << 6) /**< gl_context::Fog */
4267 #define _NEW_HINT (1u << 7) /**< gl_context::Hint */
4268 #define _NEW_LIGHT (1u << 8) /**< gl_context::Light */
4269 #define _NEW_LINE (1u << 9) /**< gl_context::Line */
4270 #define _NEW_PIXEL (1u << 10) /**< gl_context::Pixel */
4271 #define _NEW_POINT (1u << 11) /**< gl_context::Point */
4272 #define _NEW_POLYGON (1u << 12) /**< gl_context::Polygon */
4273 #define _NEW_POLYGONSTIPPLE (1u << 13) /**< gl_context::PolygonStipple */
4274 #define _NEW_SCISSOR (1u << 14) /**< gl_context::Scissor */
4275 #define _NEW_STENCIL (1u << 15) /**< gl_context::Stencil */
4276 #define _NEW_TEXTURE_OBJECT (1u << 16) /**< gl_context::Texture (bindings only) */
4277 #define _NEW_TRANSFORM (1u << 17) /**< gl_context::Transform */
4278 #define _NEW_VIEWPORT (1u << 18) /**< gl_context::Viewport */
4279 #define _NEW_TEXTURE_STATE (1u << 19) /**< gl_context::Texture (states only) */
4280 #define _NEW_ARRAY (1u << 20) /**< gl_context::Array */
4281 #define _NEW_RENDERMODE (1u << 21) /**< gl_context::RenderMode, etc */
4282 #define _NEW_BUFFERS (1u << 22) /**< gl_context::Visual, DrawBuffer, */
4283 #define _NEW_CURRENT_ATTRIB (1u << 23) /**< gl_context::Current */
4284 #define _NEW_MULTISAMPLE (1u << 24) /**< gl_context::Multisample */
4285 #define _NEW_TRACK_MATRIX (1u << 25) /**< gl_context::VertexProgram */
4286 #define _NEW_PROGRAM (1u << 26) /**< New program/shader state */
4287 #define _NEW_PROGRAM_CONSTANTS (1u << 27)
4288 #define _NEW_BUFFER_OBJECT (1u << 28)
4289 #define _NEW_FRAG_CLAMP (1u << 29)
4290 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4291 #define _NEW_VARYING_VP_INPUTS (1u << 31) /**< gl_context::varying_vp_inputs */
4292 #define _NEW_ALL ~0
4293 /*@}*/
4294
4295
4296 /**
4297 * Composite state flags
4298 */
4299 /*@{*/
4300 #define _NEW_TEXTURE (_NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE)
4301
4302 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
4303 _NEW_TEXTURE_STATE | \
4304 _NEW_POINT | \
4305 _NEW_PROGRAM | \
4306 _NEW_MODELVIEW)
4307
4308 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
4309 _NEW_FOG | \
4310 _NEW_PROGRAM)
4311
4312
4313 /*@}*/
4314
4315
4316
4317
4318 /* This has to be included here. */
4319 #include "dd.h"
4320
4321
4322 /**
4323 * Display list flags.
4324 * Strictly this is a tnl-private concept, but it doesn't seem
4325 * worthwhile adding a tnl private structure just to hold this one bit
4326 * of information:
4327 */
4328 #define DLIST_DANGLING_REFS 0x1
4329
4330
4331 /** Opaque declaration of display list payload data type */
4332 union gl_dlist_node;
4333
4334
4335 /**
4336 * Provide a location where information about a display list can be
4337 * collected. Could be extended with driverPrivate structures,
4338 * etc. in the future.
4339 */
4340 struct gl_display_list
4341 {
4342 GLuint Name;
4343 GLchar *Label; /**< GL_KHR_debug */
4344 GLbitfield Flags; /**< DLIST_x flags */
4345 /** The dlist commands are in a linked list of nodes */
4346 union gl_dlist_node *Head;
4347 };
4348
4349
4350 /**
4351 * State used during display list compilation and execution.
4352 */
4353 struct gl_dlist_state
4354 {
4355 GLuint CallDepth; /**< Current recursion calling depth */
4356
4357 struct gl_display_list *CurrentList; /**< List currently being compiled */
4358 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
4359 GLuint CurrentPos; /**< Index into current block of nodes */
4360
4361 GLvertexformat ListVtxfmt;
4362
4363 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
4364 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
4365
4366 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
4367 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
4368
4369 struct {
4370 /* State known to have been set by the currently-compiling display
4371 * list. Used to eliminate some redundant state changes.
4372 */
4373 GLenum ShadeModel;
4374 } Current;
4375 };
4376
4377 /** @{
4378 *
4379 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
4380 * to small enums suitable for use as an array index.
4381 */
4382
4383 enum mesa_debug_source {
4384 MESA_DEBUG_SOURCE_API,
4385 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
4386 MESA_DEBUG_SOURCE_SHADER_COMPILER,
4387 MESA_DEBUG_SOURCE_THIRD_PARTY,
4388 MESA_DEBUG_SOURCE_APPLICATION,
4389 MESA_DEBUG_SOURCE_OTHER,
4390 MESA_DEBUG_SOURCE_COUNT
4391 };
4392
4393 enum mesa_debug_type {
4394 MESA_DEBUG_TYPE_ERROR,
4395 MESA_DEBUG_TYPE_DEPRECATED,
4396 MESA_DEBUG_TYPE_UNDEFINED,
4397 MESA_DEBUG_TYPE_PORTABILITY,
4398 MESA_DEBUG_TYPE_PERFORMANCE,
4399 MESA_DEBUG_TYPE_OTHER,
4400 MESA_DEBUG_TYPE_MARKER,
4401 MESA_DEBUG_TYPE_PUSH_GROUP,
4402 MESA_DEBUG_TYPE_POP_GROUP,
4403 MESA_DEBUG_TYPE_COUNT
4404 };
4405
4406 enum mesa_debug_severity {
4407 MESA_DEBUG_SEVERITY_LOW,
4408 MESA_DEBUG_SEVERITY_MEDIUM,
4409 MESA_DEBUG_SEVERITY_HIGH,
4410 MESA_DEBUG_SEVERITY_NOTIFICATION,
4411 MESA_DEBUG_SEVERITY_COUNT
4412 };
4413
4414 /** @} */
4415
4416 /**
4417 * Driver-specific state flags.
4418 *
4419 * These are or'd with gl_context::NewDriverState to notify a driver about
4420 * a state change. The driver sets the flags at context creation and
4421 * the meaning of the bits set is opaque to core Mesa.
4422 */
4423 struct gl_driver_flags
4424 {
4425 /** gl_context::Array::_DrawArrays (vertex array state) */
4426 uint64_t NewArray;
4427
4428 /** gl_context::TransformFeedback::CurrentObject */
4429 uint64_t NewTransformFeedback;
4430
4431 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4432 uint64_t NewTransformFeedbackProg;
4433
4434 /** gl_context::RasterDiscard */
4435 uint64_t NewRasterizerDiscard;
4436
4437 /**
4438 * gl_context::UniformBufferBindings
4439 * gl_shader_program::UniformBlocks
4440 */
4441 uint64_t NewUniformBuffer;
4442
4443 /**
4444 * gl_context::ShaderStorageBufferBindings
4445 * gl_shader_program::ShaderStorageBlocks
4446 */
4447 uint64_t NewShaderStorageBuffer;
4448
4449 uint64_t NewTextureBuffer;
4450
4451 /**
4452 * gl_context::AtomicBufferBindings
4453 */
4454 uint64_t NewAtomicBuffer;
4455
4456 /**
4457 * gl_context::ImageUnits
4458 */
4459 uint64_t NewImageUnits;
4460
4461 /**
4462 * gl_context::TessCtrlProgram::patch_default_*
4463 */
4464 uint64_t NewDefaultTessLevels;
4465
4466 /**
4467 * gl_context::IntelConservativeRasterization
4468 */
4469 uint64_t NewIntelConservativeRasterization;
4470
4471 /**
4472 * gl_context::Scissor::WindowRects
4473 */
4474 uint64_t NewWindowRectangles;
4475
4476 /** gl_context::Color::sRGBEnabled */
4477 uint64_t NewFramebufferSRGB;
4478
4479 /** gl_context::Scissor::EnableFlags */
4480 uint64_t NewScissorTest;
4481
4482 /** gl_context::Scissor::ScissorArray */
4483 uint64_t NewScissorRect;
4484 };
4485
4486 struct gl_uniform_buffer_binding
4487 {
4488 struct gl_buffer_object *BufferObject;
4489 /** Start of uniform block data in the buffer */
4490 GLintptr Offset;
4491 /** Size of data allowed to be referenced from the buffer (in bytes) */
4492 GLsizeiptr Size;
4493 /**
4494 * glBindBufferBase() indicates that the Size should be ignored and only
4495 * limited by the current size of the BufferObject.
4496 */
4497 GLboolean AutomaticSize;
4498 };
4499
4500 struct gl_shader_storage_buffer_binding
4501 {
4502 struct gl_buffer_object *BufferObject;
4503 /** Start of shader storage block data in the buffer */
4504 GLintptr Offset;
4505 /** Size of data allowed to be referenced from the buffer (in bytes) */
4506 GLsizeiptr Size;
4507 /**
4508 * glBindBufferBase() indicates that the Size should be ignored and only
4509 * limited by the current size of the BufferObject.
4510 */
4511 GLboolean AutomaticSize;
4512 };
4513
4514 /**
4515 * ARB_shader_image_load_store image unit.
4516 */
4517 struct gl_image_unit
4518 {
4519 /**
4520 * Texture object bound to this unit.
4521 */
4522 struct gl_texture_object *TexObj;
4523
4524 /**
4525 * Level of the texture object bound to this unit.
4526 */
4527 GLuint Level;
4528
4529 /**
4530 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4531 * GL_FALSE if only some specific layer of the texture is bound.
4532 * \sa Layer
4533 */
4534 GLboolean Layered;
4535
4536 /**
4537 * Layer of the texture object bound to this unit as specified by the
4538 * application.
4539 */
4540 GLuint Layer;
4541
4542 /**
4543 * Layer of the texture object bound to this unit, or zero if the
4544 * whole level is bound.
4545 */
4546 GLuint _Layer;
4547
4548 /**
4549 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4550 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4551 */
4552 GLenum Access;
4553
4554 /**
4555 * GL internal format that determines the interpretation of the
4556 * image memory when shader image operations are performed through
4557 * this unit.
4558 */
4559 GLenum Format;
4560
4561 /**
4562 * Mesa format corresponding to \c Format.
4563 */
4564 mesa_format _ActualFormat;
4565
4566 };
4567
4568 /**
4569 * Binding point for an atomic counter buffer object.
4570 */
4571 struct gl_atomic_buffer_binding
4572 {
4573 struct gl_buffer_object *BufferObject;
4574 GLintptr Offset;
4575 GLsizeiptr Size;
4576 };
4577
4578 /**
4579 * Shader subroutines storage
4580 */
4581 struct gl_subroutine_index_binding
4582 {
4583 GLuint NumIndex;
4584 GLuint *IndexPtr;
4585 };
4586
4587 struct gl_texture_handle_object
4588 {
4589 struct gl_texture_object *texObj;
4590 struct gl_sampler_object *sampObj;
4591 GLuint64 handle;
4592 };
4593
4594 struct gl_image_handle_object
4595 {
4596 struct gl_image_unit imgObj;
4597 GLuint64 handle;
4598 };
4599
4600 /**
4601 * Mesa rendering context.
4602 *
4603 * This is the central context data structure for Mesa. Almost all
4604 * OpenGL state is contained in this structure.
4605 * Think of this as a base class from which device drivers will derive
4606 * sub classes.
4607 */
4608 struct gl_context
4609 {
4610 /** State possibly shared with other contexts in the address space */
4611 struct gl_shared_state *Shared;
4612
4613 /** \name API function pointer tables */
4614 /*@{*/
4615 gl_api API;
4616
4617 /**
4618 * The current dispatch table for non-displaylist-saving execution, either
4619 * BeginEnd or OutsideBeginEnd
4620 */
4621 struct _glapi_table *Exec;
4622 /**
4623 * The normal dispatch table for non-displaylist-saving, non-begin/end
4624 */
4625 struct _glapi_table *OutsideBeginEnd;
4626 /** The dispatch table used between glNewList() and glEndList() */
4627 struct _glapi_table *Save;
4628 /**
4629 * The dispatch table used between glBegin() and glEnd() (outside of a
4630 * display list). Only valid functions between those two are set, which is
4631 * mostly just the set in a GLvertexformat struct.
4632 */
4633 struct _glapi_table *BeginEnd;
4634 /**
4635 * Dispatch table for when a graphics reset has happened.
4636 */
4637 struct _glapi_table *ContextLost;
4638 /**
4639 * Dispatch table used to marshal API calls from the client program to a
4640 * separate server thread. NULL if API calls are not being marshalled to
4641 * another thread.
4642 */
4643 struct _glapi_table *MarshalExec;
4644 /**
4645 * Dispatch table currently in use for fielding API calls from the client
4646 * program. If API calls are being marshalled to another thread, this ==
4647 * MarshalExec. Otherwise it == CurrentServerDispatch.
4648 */
4649 struct _glapi_table *CurrentClientDispatch;
4650
4651 /**
4652 * Dispatch table currently in use for performing API calls. == Save or
4653 * Exec.
4654 */
4655 struct _glapi_table *CurrentServerDispatch;
4656
4657 /*@}*/
4658
4659 struct glthread_state *GLThread;
4660
4661 struct gl_config Visual;
4662 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4663 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4664 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4665 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4666
4667 /**
4668 * Device driver function pointer table
4669 */
4670 struct dd_function_table Driver;
4671
4672 /** Core/Driver constants */
4673 struct gl_constants Const;
4674
4675 /** \name The various 4x4 matrix stacks */
4676 /*@{*/
4677 struct gl_matrix_stack ModelviewMatrixStack;
4678 struct gl_matrix_stack ProjectionMatrixStack;
4679 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4680 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4681 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4682 /*@}*/
4683
4684 /** Combined modelview and projection matrix */
4685 GLmatrix _ModelProjectMatrix;
4686
4687 /** \name Display lists */
4688 struct gl_dlist_state ListState;
4689
4690 GLboolean ExecuteFlag; /**< Execute GL commands? */
4691 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4692
4693 /** Extension information */
4694 struct gl_extensions Extensions;
4695
4696 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4697 GLuint Version;
4698 char *VersionString;
4699
4700 /** \name State attribute stack (for glPush/PopAttrib) */
4701 /*@{*/
4702 GLuint AttribStackDepth;
4703 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4704 /*@}*/
4705
4706 /** \name Renderer attribute groups
4707 *
4708 * We define a struct for each attribute group to make pushing and popping
4709 * attributes easy. Also it's a good organization.
4710 */
4711 /*@{*/
4712 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4713 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4714 struct gl_current_attrib Current; /**< Current attributes */
4715 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4716 struct gl_eval_attrib Eval; /**< Eval attributes */
4717 struct gl_fog_attrib Fog; /**< Fog attributes */
4718 struct gl_hint_attrib Hint; /**< Hint attributes */
4719 struct gl_light_attrib Light; /**< Light attributes */
4720 struct gl_line_attrib Line; /**< Line attributes */
4721 struct gl_list_attrib List; /**< List attributes */
4722 struct gl_multisample_attrib Multisample;
4723 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4724 struct gl_point_attrib Point; /**< Point attributes */
4725 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4726 GLuint PolygonStipple[32]; /**< Polygon stipple */
4727 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4728 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4729 struct gl_texture_attrib Texture; /**< Texture attributes */
4730 struct gl_transform_attrib Transform; /**< Transformation attributes */
4731 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4732 /*@}*/
4733
4734 /** \name Client attribute stack */
4735 /*@{*/
4736 GLuint ClientAttribStackDepth;
4737 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4738 /*@}*/
4739
4740 /** \name Client attribute groups */
4741 /*@{*/
4742 struct gl_array_attrib Array; /**< Vertex arrays */
4743 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4744 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4745 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4746 /*@}*/
4747
4748 /** \name Other assorted state (not pushed/popped on attribute stack) */
4749 /*@{*/
4750 struct gl_pixelmaps PixelMaps;
4751
4752 struct gl_evaluators EvalMap; /**< All evaluators */
4753 struct gl_feedback Feedback; /**< Feedback */
4754 struct gl_selection Select; /**< Selection */
4755
4756 struct gl_program_state Program; /**< general program state */
4757 struct gl_vertex_program_state VertexProgram;
4758 struct gl_fragment_program_state FragmentProgram;
4759 struct gl_geometry_program_state GeometryProgram;
4760 struct gl_compute_program_state ComputeProgram;
4761 struct gl_tess_ctrl_program_state TessCtrlProgram;
4762 struct gl_tess_eval_program_state TessEvalProgram;
4763 struct gl_ati_fragment_shader_state ATIFragmentShader;
4764
4765 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4766 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4767
4768 /**
4769 * Current active shader pipeline state
4770 *
4771 * Almost all internal users want ::_Shader instead of ::Shader. The
4772 * exceptions are bits of legacy GLSL API that do not know about separate
4773 * shader objects.
4774 *
4775 * If a program is active via \c glUseProgram, this will point to
4776 * \c ::Shader.
4777 *
4778 * If a program pipeline is active via \c glBindProgramPipeline, this will
4779 * point to \c ::Pipeline.Current.
4780 *
4781 * If neither a program nor a program pipeline is active, this will point to
4782 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4783 * \c NULL.
4784 */
4785 struct gl_pipeline_object *_Shader;
4786
4787 struct gl_query_state Query; /**< occlusion, timer queries */
4788
4789 struct gl_transform_feedback_state TransformFeedback;
4790
4791 struct gl_perf_monitor_state PerfMonitor;
4792 struct gl_perf_query_state PerfQuery;
4793
4794 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4795 struct gl_buffer_object *ParameterBuffer; /** < GL_ARB_indirect_parameters */
4796 struct gl_buffer_object *DispatchIndirectBuffer; /** < GL_ARB_compute_shader */
4797
4798 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4799 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4800
4801 struct gl_buffer_object *QueryBuffer; /**< GL_ARB_query_buffer_object */
4802
4803 /**
4804 * Current GL_ARB_uniform_buffer_object binding referenced by
4805 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4806 */
4807 struct gl_buffer_object *UniformBuffer;
4808
4809 /**
4810 * Current GL_ARB_shader_storage_buffer_object binding referenced by
4811 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
4812 */
4813 struct gl_buffer_object *ShaderStorageBuffer;
4814
4815 /**
4816 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4817 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4818 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4819 * shader program.
4820 */
4821 struct gl_uniform_buffer_binding
4822 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4823
4824 /**
4825 * Array of shader storage buffers for ARB_shader_storage_buffer_object
4826 * and GL 4.3. This is set up using glBindBufferRange() or
4827 * glBindBufferBase(). They are associated with shader storage blocks by
4828 * glShaderStorageBlockBinding()'s state in the shader program.
4829 */
4830 struct gl_shader_storage_buffer_binding
4831 ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
4832
4833 /**
4834 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4835 * target.
4836 */
4837 struct gl_buffer_object *AtomicBuffer;
4838
4839 /**
4840 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4841 * target.
4842 */
4843 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
4844
4845 /**
4846 * Array of atomic counter buffer binding points.
4847 */
4848 struct gl_atomic_buffer_binding
4849 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4850
4851 /**
4852 * Array of image units for ARB_shader_image_load_store.
4853 */
4854 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4855
4856 struct gl_subroutine_index_binding SubroutineIndex[MESA_SHADER_STAGES];
4857 /*@}*/
4858
4859 struct gl_meta_state *Meta; /**< for "meta" operations */
4860
4861 /* GL_EXT_framebuffer_object */
4862 struct gl_renderbuffer *CurrentRenderbuffer;
4863
4864 GLenum ErrorValue; /**< Last error code */
4865
4866 /**
4867 * Recognize and silence repeated error debug messages in buggy apps.
4868 */
4869 const char *ErrorDebugFmtString;
4870 GLuint ErrorDebugCount;
4871
4872 /* GL_ARB_debug_output/GL_KHR_debug */
4873 mtx_t DebugMutex;
4874 struct gl_debug_state *Debug;
4875
4876 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4877 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4878 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
4879
4880 struct gl_driver_flags DriverFlags;
4881
4882 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4883
4884 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4885
4886 /** \name Derived state */
4887 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4888 GLfloat _EyeZDir[3];
4889 GLfloat _ModelViewInvScale;
4890 GLboolean _NeedEyeCoords;
4891 GLboolean _ForceEyeCoords;
4892
4893 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4894
4895 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4896
4897 /** \name For debugging/development only */
4898 /*@{*/
4899 GLboolean FirstTimeCurrent;
4900 /*@}*/
4901
4902 /**
4903 * False if this context was created without a config. This is needed
4904 * because the initial state of glDrawBuffers depends on this
4905 */
4906 GLboolean HasConfig;
4907
4908 /** software compression/decompression supported or not */
4909 GLboolean Mesa_DXTn;
4910
4911 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4912
4913 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4914 GLboolean IntelConservativeRasterization; /**< GL_INTEL_CONSERVATIVE_RASTERIZATION */
4915
4916 /**
4917 * \name Hooks for module contexts.
4918 *
4919 * These will eventually live in the driver or elsewhere.
4920 */
4921 /*@{*/
4922 void *swrast_context;
4923 void *swsetup_context;
4924 void *swtnl_context;
4925 struct vbo_context *vbo_context;
4926 struct st_context *st;
4927 void *aelt_context;
4928 /*@}*/
4929
4930 /**
4931 * \name NV_vdpau_interop
4932 */
4933 /*@{*/
4934 const void *vdpDevice;
4935 const void *vdpGetProcAddress;
4936 struct set *vdpSurfaces;
4937 /*@}*/
4938
4939 /**
4940 * Has this context observed a GPU reset in any context in the share group?
4941 *
4942 * Once this field becomes true, it is never reset to false.
4943 */
4944 GLboolean ShareGroupReset;
4945
4946 /**
4947 * \name OES_primitive_bounding_box
4948 *
4949 * Stores the arguments to glPrimitiveBoundingBox
4950 */
4951 GLfloat PrimitiveBoundingBox[8];
4952
4953 struct disk_cache *Cache;
4954
4955 /**
4956 * \name GL_ARB_bindless_texture
4957 */
4958 /*@{*/
4959 struct hash_table_u64 *ResidentTextureHandles;
4960 struct hash_table_u64 *ResidentImageHandles;
4961 /*@}*/
4962 };
4963
4964 /**
4965 * Information about memory usage. All sizes are in kilobytes.
4966 */
4967 struct gl_memory_info
4968 {
4969 unsigned total_device_memory; /**< size of device memory, e.g. VRAM */
4970 unsigned avail_device_memory; /**< free device memory at the moment */
4971 unsigned total_staging_memory; /**< size of staging memory, e.g. GART */
4972 unsigned avail_staging_memory; /**< free staging memory at the moment */
4973 unsigned device_memory_evicted; /**< size of memory evicted (monotonic counter) */
4974 unsigned nr_device_memory_evictions; /**< # of evictions (monotonic counter) */
4975 };
4976
4977 #ifdef DEBUG
4978 extern int MESA_VERBOSE;
4979 extern int MESA_DEBUG_FLAGS;
4980 # define MESA_FUNCTION __func__
4981 #else
4982 # define MESA_VERBOSE 0
4983 # define MESA_DEBUG_FLAGS 0
4984 # define MESA_FUNCTION "a function"
4985 #endif
4986
4987
4988 /** The MESA_VERBOSE var is a bitmask of these flags */
4989 enum _verbose
4990 {
4991 VERBOSE_VARRAY = 0x0001,
4992 VERBOSE_TEXTURE = 0x0002,
4993 VERBOSE_MATERIAL = 0x0004,
4994 VERBOSE_PIPELINE = 0x0008,
4995 VERBOSE_DRIVER = 0x0010,
4996 VERBOSE_STATE = 0x0020,
4997 VERBOSE_API = 0x0040,
4998 VERBOSE_DISPLAY_LIST = 0x0100,
4999 VERBOSE_LIGHTING = 0x0200,
5000 VERBOSE_PRIMS = 0x0400,
5001 VERBOSE_VERTS = 0x0800,
5002 VERBOSE_DISASSEM = 0x1000,
5003 VERBOSE_DRAW = 0x2000,
5004 VERBOSE_SWAPBUFFERS = 0x4000
5005 };
5006
5007
5008 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
5009 enum _debug
5010 {
5011 DEBUG_SILENT = (1 << 0),
5012 DEBUG_ALWAYS_FLUSH = (1 << 1),
5013 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
5014 DEBUG_INCOMPLETE_FBO = (1 << 3),
5015 DEBUG_CONTEXT = (1 << 4)
5016 };
5017
5018 #ifdef __cplusplus
5019 }
5020 #endif
5021
5022 #endif /* MTYPES_H */