mesa: remove gl_shader_compiler_options::EmitNoNoise
[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 "main/formats.h" /* MESA_FORMAT_COUNT */
47 #include "compiler/glsl/list.h"
48 #include "util/bitscan.h"
49
50
51 #ifdef __cplusplus
52 extern "C" {
53 #endif
54
55
56 /**
57 * \name 64-bit extension of GLbitfield.
58 */
59 /*@{*/
60 typedef GLuint64 GLbitfield64;
61
62 /** Set a single bit */
63 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
64 /** Set all bits up to excluding bit b */
65 #define BITFIELD64_MASK(b) \
66 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
67 /** Set count bits starting from bit b */
68 #define BITFIELD64_RANGE(b, count) \
69 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
70
71
72 /**
73 * \name Some forward type declarations
74 */
75 /*@{*/
76 struct _mesa_HashTable;
77 struct gl_attrib_node;
78 struct gl_list_extensions;
79 struct gl_meta_state;
80 struct gl_program_cache;
81 struct gl_texture_object;
82 struct gl_debug_state;
83 struct gl_context;
84 struct st_context;
85 struct gl_uniform_storage;
86 struct prog_instruction;
87 struct gl_program_parameter_list;
88 struct set;
89 struct set_entry;
90 struct vbo_context;
91 /*@}*/
92
93
94 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
95 #define PRIM_MAX GL_PATCHES
96 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
97 #define PRIM_UNKNOWN (PRIM_MAX + 2)
98
99 /**
100 * Determine if the given gl_varying_slot appears in the fragment shader.
101 */
102 static inline GLboolean
103 _mesa_varying_slot_in_fs(gl_varying_slot slot)
104 {
105 switch (slot) {
106 case VARYING_SLOT_PSIZ:
107 case VARYING_SLOT_BFC0:
108 case VARYING_SLOT_BFC1:
109 case VARYING_SLOT_EDGE:
110 case VARYING_SLOT_CLIP_VERTEX:
111 case VARYING_SLOT_LAYER:
112 case VARYING_SLOT_TESS_LEVEL_OUTER:
113 case VARYING_SLOT_TESS_LEVEL_INNER:
114 case VARYING_SLOT_BOUNDING_BOX0:
115 case VARYING_SLOT_BOUNDING_BOX1:
116 return GL_FALSE;
117 default:
118 return GL_TRUE;
119 }
120 }
121
122 /**
123 * Indexes for all renderbuffers
124 */
125 typedef enum
126 {
127 /* the four standard color buffers */
128 BUFFER_FRONT_LEFT,
129 BUFFER_BACK_LEFT,
130 BUFFER_FRONT_RIGHT,
131 BUFFER_BACK_RIGHT,
132 BUFFER_DEPTH,
133 BUFFER_STENCIL,
134 BUFFER_ACCUM,
135 /* optional aux buffer */
136 BUFFER_AUX0,
137 /* generic renderbuffers */
138 BUFFER_COLOR0,
139 BUFFER_COLOR1,
140 BUFFER_COLOR2,
141 BUFFER_COLOR3,
142 BUFFER_COLOR4,
143 BUFFER_COLOR5,
144 BUFFER_COLOR6,
145 BUFFER_COLOR7,
146 BUFFER_COUNT
147 } gl_buffer_index;
148
149 /**
150 * Bit flags for all renderbuffers
151 */
152 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
153 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
154 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
155 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
156 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
157 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
158 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
159 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
160 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
161 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
162 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
163 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
164 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
165 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
166 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
167 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
168 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
169 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
170 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
171
172 /**
173 * Mask of all the color buffer bits (but not accum).
174 */
175 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
176 BUFFER_BIT_BACK_LEFT | \
177 BUFFER_BIT_FRONT_RIGHT | \
178 BUFFER_BIT_BACK_RIGHT | \
179 BUFFER_BIT_AUX0 | \
180 BUFFER_BIT_COLOR0 | \
181 BUFFER_BIT_COLOR1 | \
182 BUFFER_BIT_COLOR2 | \
183 BUFFER_BIT_COLOR3 | \
184 BUFFER_BIT_COLOR4 | \
185 BUFFER_BIT_COLOR5 | \
186 BUFFER_BIT_COLOR6 | \
187 BUFFER_BIT_COLOR7)
188
189 /**
190 * Framebuffer configuration (aka visual / pixelformat)
191 * Note: some of these fields should be boolean, but it appears that
192 * code in drivers/dri/common/util.c requires int-sized fields.
193 */
194 struct gl_config
195 {
196 GLboolean rgbMode;
197 GLboolean floatMode;
198 GLuint doubleBufferMode;
199 GLuint stereoMode;
200
201 GLboolean haveAccumBuffer;
202 GLboolean haveDepthBuffer;
203 GLboolean haveStencilBuffer;
204
205 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
206 GLuint redMask, greenMask, blueMask, alphaMask;
207 GLint rgbBits; /* total bits for rgb */
208 GLint indexBits; /* total bits for colorindex */
209
210 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
211 GLint depthBits;
212 GLint stencilBits;
213
214 GLint numAuxBuffers;
215
216 GLint level;
217
218 /* EXT_visual_rating / GLX 1.2 */
219 GLint visualRating;
220
221 /* EXT_visual_info / GLX 1.2 */
222 GLint transparentPixel;
223 /* colors are floats scaled to ints */
224 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
225 GLint transparentIndex;
226
227 /* ARB_multisample / SGIS_multisample */
228 GLint sampleBuffers;
229 GLint samples;
230
231 /* SGIX_pbuffer / GLX 1.3 */
232 GLint maxPbufferWidth;
233 GLint maxPbufferHeight;
234 GLint maxPbufferPixels;
235 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
236 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
237
238 /* OML_swap_method */
239 GLint swapMethod;
240
241 /* EXT_texture_from_pixmap */
242 GLint bindToTextureRgb;
243 GLint bindToTextureRgba;
244 GLint bindToMipmapTexture;
245 GLint bindToTextureTargets;
246 GLint yInverted;
247
248 /* EXT_framebuffer_sRGB */
249 GLint sRGBCapable;
250 };
251
252
253 /**
254 * \name Bit flags used for updating material values.
255 */
256 /*@{*/
257 #define MAT_ATTRIB_FRONT_AMBIENT 0
258 #define MAT_ATTRIB_BACK_AMBIENT 1
259 #define MAT_ATTRIB_FRONT_DIFFUSE 2
260 #define MAT_ATTRIB_BACK_DIFFUSE 3
261 #define MAT_ATTRIB_FRONT_SPECULAR 4
262 #define MAT_ATTRIB_BACK_SPECULAR 5
263 #define MAT_ATTRIB_FRONT_EMISSION 6
264 #define MAT_ATTRIB_BACK_EMISSION 7
265 #define MAT_ATTRIB_FRONT_SHININESS 8
266 #define MAT_ATTRIB_BACK_SHININESS 9
267 #define MAT_ATTRIB_FRONT_INDEXES 10
268 #define MAT_ATTRIB_BACK_INDEXES 11
269 #define MAT_ATTRIB_MAX 12
270
271 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
272 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
273 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
274 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
275 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
276 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
277
278 #define MAT_INDEX_AMBIENT 0
279 #define MAT_INDEX_DIFFUSE 1
280 #define MAT_INDEX_SPECULAR 2
281
282 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
283 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
284 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
285 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
286 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
287 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
288 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
289 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
290 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
291 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
292 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
293 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
294
295
296 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
297 MAT_BIT_FRONT_AMBIENT | \
298 MAT_BIT_FRONT_DIFFUSE | \
299 MAT_BIT_FRONT_SPECULAR | \
300 MAT_BIT_FRONT_SHININESS | \
301 MAT_BIT_FRONT_INDEXES)
302
303 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
304 MAT_BIT_BACK_AMBIENT | \
305 MAT_BIT_BACK_DIFFUSE | \
306 MAT_BIT_BACK_SPECULAR | \
307 MAT_BIT_BACK_SHININESS | \
308 MAT_BIT_BACK_INDEXES)
309
310 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
311 /*@}*/
312
313
314 /**
315 * Material state.
316 */
317 struct gl_material
318 {
319 GLfloat Attrib[MAT_ATTRIB_MAX][4];
320 };
321
322
323 /**
324 * Light state flags.
325 */
326 /*@{*/
327 #define LIGHT_SPOT 0x1
328 #define LIGHT_LOCAL_VIEWER 0x2
329 #define LIGHT_POSITIONAL 0x4
330 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
331 /*@}*/
332
333
334 /**
335 * Light source state.
336 */
337 struct gl_light
338 {
339 GLfloat Ambient[4]; /**< ambient color */
340 GLfloat Diffuse[4]; /**< diffuse color */
341 GLfloat Specular[4]; /**< specular color */
342 GLfloat EyePosition[4]; /**< position in eye coordinates */
343 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
344 GLfloat SpotExponent;
345 GLfloat SpotCutoff; /**< in degrees */
346 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
347 GLfloat ConstantAttenuation;
348 GLfloat LinearAttenuation;
349 GLfloat QuadraticAttenuation;
350 GLboolean Enabled; /**< On/off flag */
351
352 /**
353 * \name Derived fields
354 */
355 /*@{*/
356 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
357
358 GLfloat _Position[4]; /**< position in eye/obj coordinates */
359 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
360 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
361 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
362 GLfloat _VP_inf_spot_attenuation;
363
364 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
365 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
366 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
367 /*@}*/
368 };
369
370
371 /**
372 * Light model state.
373 */
374 struct gl_lightmodel
375 {
376 GLfloat Ambient[4]; /**< ambient color */
377 GLboolean LocalViewer; /**< Local (or infinite) view point? */
378 GLboolean TwoSide; /**< Two (or one) sided lighting? */
379 GLenum ColorControl; /**< either GL_SINGLE_COLOR
380 * or GL_SEPARATE_SPECULAR_COLOR */
381 };
382
383
384 /**
385 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
386 */
387 struct gl_accum_attrib
388 {
389 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
390 };
391
392
393 /**
394 * Used for storing clear color, texture border color, etc.
395 * The float values are typically unclamped.
396 */
397 union gl_color_union
398 {
399 GLfloat f[4];
400 GLint i[4];
401 GLuint ui[4];
402 };
403
404
405 /**
406 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
407 */
408 struct gl_colorbuffer_attrib
409 {
410 GLuint ClearIndex; /**< Index for glClear */
411 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
412 GLuint IndexMask; /**< Color index write mask */
413 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
414
415 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
416
417 /**
418 * \name alpha testing
419 */
420 /*@{*/
421 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
422 GLenum AlphaFunc; /**< Alpha test function */
423 GLfloat AlphaRefUnclamped;
424 GLclampf AlphaRef; /**< Alpha reference value */
425 /*@}*/
426
427 /**
428 * \name Blending
429 */
430 /*@{*/
431 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
432
433 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
434 * control, only on the fixed-pointness of the render target.
435 * The query does however depend on fragment color clamping.
436 */
437 GLfloat BlendColorUnclamped[4]; /**< Blending color */
438 GLfloat BlendColor[4]; /**< Blending color */
439
440 struct
441 {
442 GLenum SrcRGB; /**< RGB blend source term */
443 GLenum DstRGB; /**< RGB blend dest term */
444 GLenum SrcA; /**< Alpha blend source term */
445 GLenum DstA; /**< Alpha blend dest term */
446 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
447 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
448 /**
449 * Set if any blend factor uses SRC1. Computed at the time blend factors
450 * get set.
451 */
452 GLboolean _UsesDualSrc;
453 } Blend[MAX_DRAW_BUFFERS];
454 /** Are the blend func terms currently different for each buffer/target? */
455 GLboolean _BlendFuncPerBuffer;
456 /** Are the blend equations currently different for each buffer/target? */
457 GLboolean _BlendEquationPerBuffer;
458
459 /**
460 * Which advanced blending mode is in use (or BLEND_NONE).
461 *
462 * KHR_blend_equation_advanced only allows advanced blending with a single
463 * draw buffer, and NVX_blend_equation_advanced_multi_draw_buffer still
464 * requires all draw buffers to match, so we only need a single value.
465 */
466 enum gl_advanced_blend_mode _AdvancedBlendMode;
467
468 /** Coherency requested via glEnable(GL_BLEND_ADVANCED_COHERENT_KHR)? */
469 bool BlendCoherent;
470 /*@}*/
471
472 /**
473 * \name Logic op
474 */
475 /*@{*/
476 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
477 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
478 GLenum LogicOp; /**< Logic operator */
479
480 /*@}*/
481
482 GLboolean DitherFlag; /**< Dither enable flag */
483
484 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
485 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
486 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
487
488 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
489 };
490
491
492 /**
493 * Current attribute group (GL_CURRENT_BIT).
494 */
495 struct gl_current_attrib
496 {
497 /**
498 * \name Current vertex attributes (color, texcoords, etc).
499 * \note Values are valid only after FLUSH_VERTICES has been called.
500 * \note Index and Edgeflag current values are stored as floats in the
501 * SIX and SEVEN attribute slots.
502 * \note We need double storage for 64-bit vertex attributes
503 */
504 GLfloat Attrib[VERT_ATTRIB_MAX][4*2];
505
506 /**
507 * \name Current raster position attributes (always up to date after a
508 * glRasterPos call).
509 */
510 GLfloat RasterPos[4];
511 GLfloat RasterDistance;
512 GLfloat RasterColor[4];
513 GLfloat RasterSecondaryColor[4];
514 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
515 GLboolean RasterPosValid;
516 };
517
518
519 /**
520 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
521 */
522 struct gl_depthbuffer_attrib
523 {
524 GLenum Func; /**< Function for depth buffer compare */
525 GLclampd Clear; /**< Value to clear depth buffer to */
526 GLboolean Test; /**< Depth buffering enabled flag */
527 GLboolean Mask; /**< Depth buffer writable? */
528 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
529 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
530 };
531
532
533 /**
534 * Evaluator attribute group (GL_EVAL_BIT).
535 */
536 struct gl_eval_attrib
537 {
538 /**
539 * \name Enable bits
540 */
541 /*@{*/
542 GLboolean Map1Color4;
543 GLboolean Map1Index;
544 GLboolean Map1Normal;
545 GLboolean Map1TextureCoord1;
546 GLboolean Map1TextureCoord2;
547 GLboolean Map1TextureCoord3;
548 GLboolean Map1TextureCoord4;
549 GLboolean Map1Vertex3;
550 GLboolean Map1Vertex4;
551 GLboolean Map2Color4;
552 GLboolean Map2Index;
553 GLboolean Map2Normal;
554 GLboolean Map2TextureCoord1;
555 GLboolean Map2TextureCoord2;
556 GLboolean Map2TextureCoord3;
557 GLboolean Map2TextureCoord4;
558 GLboolean Map2Vertex3;
559 GLboolean Map2Vertex4;
560 GLboolean AutoNormal;
561 /*@}*/
562
563 /**
564 * \name Map Grid endpoints and divisions and calculated du values
565 */
566 /*@{*/
567 GLint MapGrid1un;
568 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
569 GLint MapGrid2un, MapGrid2vn;
570 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
571 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
572 /*@}*/
573 };
574
575
576 /**
577 * Fog attribute group (GL_FOG_BIT).
578 */
579 struct gl_fog_attrib
580 {
581 GLboolean Enabled; /**< Fog enabled flag */
582 GLboolean ColorSumEnabled;
583 GLfloat ColorUnclamped[4]; /**< Fog color */
584 GLfloat Color[4]; /**< Fog color */
585 GLfloat Density; /**< Density >= 0.0 */
586 GLfloat Start; /**< Start distance in eye coords */
587 GLfloat End; /**< End distance in eye coords */
588 GLfloat Index; /**< Fog index */
589 GLenum Mode; /**< Fog mode */
590 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
591 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
592 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
593 };
594
595
596 /**
597 * Hint attribute group (GL_HINT_BIT).
598 *
599 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
600 */
601 struct gl_hint_attrib
602 {
603 GLenum PerspectiveCorrection;
604 GLenum PointSmooth;
605 GLenum LineSmooth;
606 GLenum PolygonSmooth;
607 GLenum Fog;
608 GLenum TextureCompression; /**< GL_ARB_texture_compression */
609 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
610 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
611 };
612
613
614 /**
615 * Lighting attribute group (GL_LIGHT_BIT).
616 */
617 struct gl_light_attrib
618 {
619 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
620 struct gl_lightmodel Model; /**< Lighting model */
621
622 /**
623 * Front and back material values.
624 * Note: must call FLUSH_VERTICES() before using.
625 */
626 struct gl_material Material;
627
628 GLboolean Enabled; /**< Lighting enabled flag */
629 GLboolean ColorMaterialEnabled;
630
631 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
632 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
633 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
634 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
635 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
636
637
638 GLboolean _ClampVertexColor;
639 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
640
641 /**
642 * Derived state for optimizations:
643 */
644 /*@{*/
645 GLbitfield _EnabledLights; /**< bitmask containing enabled lights */
646
647 GLboolean _NeedEyeCoords;
648 GLboolean _NeedVertices; /**< Use fast shader? */
649
650 GLfloat _BaseColor[2][3];
651 /*@}*/
652 };
653
654
655 /**
656 * Line attribute group (GL_LINE_BIT).
657 */
658 struct gl_line_attrib
659 {
660 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
661 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
662 GLushort StipplePattern; /**< Stipple pattern */
663 GLint StippleFactor; /**< Stipple repeat factor */
664 GLfloat Width; /**< Line width */
665 };
666
667
668 /**
669 * Display list attribute group (GL_LIST_BIT).
670 */
671 struct gl_list_attrib
672 {
673 GLuint ListBase;
674 };
675
676
677 /**
678 * Multisample attribute group (GL_MULTISAMPLE_BIT).
679 */
680 struct gl_multisample_attrib
681 {
682 GLboolean Enabled;
683 GLboolean SampleAlphaToCoverage;
684 GLboolean SampleAlphaToOne;
685 GLboolean SampleCoverage;
686 GLboolean SampleCoverageInvert;
687 GLboolean SampleShading;
688
689 /* ARB_texture_multisample / GL3.2 additions */
690 GLboolean SampleMask;
691
692 GLfloat SampleCoverageValue;
693 GLfloat MinSampleShadingValue;
694
695 /** The GL spec defines this as an array but >32x MSAA is madness */
696 GLbitfield SampleMaskValue;
697 };
698
699
700 /**
701 * A pixelmap (see glPixelMap)
702 */
703 struct gl_pixelmap
704 {
705 GLint Size;
706 GLfloat Map[MAX_PIXEL_MAP_TABLE];
707 };
708
709
710 /**
711 * Collection of all pixelmaps
712 */
713 struct gl_pixelmaps
714 {
715 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
716 struct gl_pixelmap GtoG;
717 struct gl_pixelmap BtoB;
718 struct gl_pixelmap AtoA;
719 struct gl_pixelmap ItoR;
720 struct gl_pixelmap ItoG;
721 struct gl_pixelmap ItoB;
722 struct gl_pixelmap ItoA;
723 struct gl_pixelmap ItoI;
724 struct gl_pixelmap StoS;
725 };
726
727
728 /**
729 * Pixel attribute group (GL_PIXEL_MODE_BIT).
730 */
731 struct gl_pixel_attrib
732 {
733 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
734
735 /*--- Begin Pixel Transfer State ---*/
736 /* Fields are in the order in which they're applied... */
737
738 /** Scale & Bias (index shift, offset) */
739 /*@{*/
740 GLfloat RedBias, RedScale;
741 GLfloat GreenBias, GreenScale;
742 GLfloat BlueBias, BlueScale;
743 GLfloat AlphaBias, AlphaScale;
744 GLfloat DepthBias, DepthScale;
745 GLint IndexShift, IndexOffset;
746 /*@}*/
747
748 /* Pixel Maps */
749 /* Note: actual pixel maps are not part of this attrib group */
750 GLboolean MapColorFlag;
751 GLboolean MapStencilFlag;
752
753 /*--- End Pixel Transfer State ---*/
754
755 /** glPixelZoom */
756 GLfloat ZoomX, ZoomY;
757 };
758
759
760 /**
761 * Point attribute group (GL_POINT_BIT).
762 */
763 struct gl_point_attrib
764 {
765 GLfloat Size; /**< User-specified point size */
766 GLfloat Params[3]; /**< GL_EXT_point_parameters */
767 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
768 GLfloat Threshold; /**< GL_EXT_point_parameters */
769 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
770 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
771 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
772 GLbitfield CoordReplace; /**< GL_ARB_point_sprite*/
773 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
774 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
775 };
776
777
778 /**
779 * Polygon attribute group (GL_POLYGON_BIT).
780 */
781 struct gl_polygon_attrib
782 {
783 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
784 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
785 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
786 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
787 GLboolean CullFlag; /**< Culling on/off flag */
788 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
789 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
790 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
791 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
792 GLfloat OffsetUnits; /**< Polygon offset units, from user */
793 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
794 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
795 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
796 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
797 };
798
799
800 /**
801 * Scissor attributes (GL_SCISSOR_BIT).
802 */
803 struct gl_scissor_rect
804 {
805 GLint X, Y; /**< Lower left corner of box */
806 GLsizei Width, Height; /**< Size of box */
807 };
808 struct gl_scissor_attrib
809 {
810 GLbitfield EnableFlags; /**< Scissor test enabled? */
811 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
812 GLint NumWindowRects; /**< Count of enabled window rectangles */
813 GLenum WindowRectMode; /**< Whether to include or exclude the rects */
814 struct gl_scissor_rect WindowRects[MAX_WINDOW_RECTANGLES];
815 };
816
817
818 /**
819 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
820 *
821 * Three sets of stencil data are tracked so that OpenGL 2.0,
822 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
823 * simultaneously. In each of the stencil state arrays, element 0 corresponds
824 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
825 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
826 * GL_EXT_stencil_two_side GL_BACK state.
827 *
828 * The derived value \c _BackFace is either 1 or 2 depending on whether or
829 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
830 *
831 * The derived value \c _TestTwoSide is set when the front-face and back-face
832 * stencil state are different.
833 */
834 struct gl_stencil_attrib
835 {
836 GLboolean Enabled; /**< Enabled flag */
837 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
838 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
839 GLboolean _Enabled; /**< Enabled and stencil buffer present */
840 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
841 GLboolean _TestTwoSide;
842 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
843 GLenum Function[3]; /**< Stencil function */
844 GLenum FailFunc[3]; /**< Fail function */
845 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
846 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
847 GLint Ref[3]; /**< Reference value */
848 GLuint ValueMask[3]; /**< Value mask */
849 GLuint WriteMask[3]; /**< Write mask */
850 GLuint Clear; /**< Clear value */
851 };
852
853
854 /**
855 * An index for each type of texture object. These correspond to the GL
856 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
857 * Note: the order is from highest priority to lowest priority.
858 */
859 typedef enum
860 {
861 TEXTURE_2D_MULTISAMPLE_INDEX,
862 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
863 TEXTURE_CUBE_ARRAY_INDEX,
864 TEXTURE_BUFFER_INDEX,
865 TEXTURE_2D_ARRAY_INDEX,
866 TEXTURE_1D_ARRAY_INDEX,
867 TEXTURE_EXTERNAL_INDEX,
868 TEXTURE_CUBE_INDEX,
869 TEXTURE_3D_INDEX,
870 TEXTURE_RECT_INDEX,
871 TEXTURE_2D_INDEX,
872 TEXTURE_1D_INDEX,
873 NUM_TEXTURE_TARGETS
874 } gl_texture_index;
875
876
877 /**
878 * Bit flags for each type of texture object
879 */
880 /*@{*/
881 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
882 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
883 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
884 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
885 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
886 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
887 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
888 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
889 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
890 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
891 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
892 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
893 /*@}*/
894
895
896 /**
897 * Texture image state. Drivers will typically create a subclass of this
898 * with extra fields for memory buffers, etc.
899 */
900 struct gl_texture_image
901 {
902 GLint InternalFormat; /**< Internal format as given by the user */
903 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
904 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
905 * GL_INTENSITY, GL_DEPTH_COMPONENT or
906 * GL_DEPTH_STENCIL_EXT only. Used for
907 * choosing TexEnv arithmetic.
908 */
909 mesa_format TexFormat; /**< The actual texture memory format */
910
911 GLuint Border; /**< 0 or 1 */
912 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
913 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
914 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
915 GLuint Width2; /**< = Width - 2*Border */
916 GLuint Height2; /**< = Height - 2*Border */
917 GLuint Depth2; /**< = Depth - 2*Border */
918 GLuint WidthLog2; /**< = log2(Width2) */
919 GLuint HeightLog2; /**< = log2(Height2) */
920 GLuint DepthLog2; /**< = log2(Depth2) */
921 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
922 levels, computed from the dimensions */
923
924 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
925 GLuint Level; /**< Which mipmap level am I? */
926 /** Cube map face: index into gl_texture_object::Image[] array */
927 GLuint Face;
928
929 /** GL_ARB_texture_multisample */
930 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
931 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
932 };
933
934
935 /**
936 * Indexes for cube map faces.
937 */
938 typedef enum
939 {
940 FACE_POS_X = 0,
941 FACE_NEG_X = 1,
942 FACE_POS_Y = 2,
943 FACE_NEG_Y = 3,
944 FACE_POS_Z = 4,
945 FACE_NEG_Z = 5,
946 MAX_FACES = 6
947 } gl_face_index;
948
949
950 /**
951 * Sampler object state. These objects are new with GL_ARB_sampler_objects
952 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
953 */
954 struct gl_sampler_object
955 {
956 mtx_t Mutex;
957 GLuint Name;
958 GLint RefCount;
959 GLchar *Label; /**< GL_KHR_debug */
960
961 GLenum WrapS; /**< S-axis texture image wrap mode */
962 GLenum WrapT; /**< T-axis texture image wrap mode */
963 GLenum WrapR; /**< R-axis texture image wrap mode */
964 GLenum MinFilter; /**< minification filter */
965 GLenum MagFilter; /**< magnification filter */
966 union gl_color_union BorderColor; /**< Interpreted according to texture format */
967 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
968 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
969 GLfloat LodBias; /**< OpenGL 1.4 */
970 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
971 GLenum CompareMode; /**< GL_ARB_shadow */
972 GLenum CompareFunc; /**< GL_ARB_shadow */
973 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
974 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
975 };
976
977
978 /**
979 * Texture object state. Contains the array of mipmap images, border color,
980 * wrap modes, filter modes, and shadow/texcompare state.
981 */
982 struct gl_texture_object
983 {
984 mtx_t Mutex; /**< for thread safety */
985 GLint RefCount; /**< reference count */
986 GLuint Name; /**< the user-visible texture object ID */
987 GLchar *Label; /**< GL_KHR_debug */
988 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
989 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
990 Only valid when Target is valid. */
991
992 struct gl_sampler_object Sampler;
993
994 GLenum DepthMode; /**< GL_ARB_depth_texture */
995 bool StencilSampling; /**< Should we sample stencil instead of depth? */
996
997 GLfloat Priority; /**< in [0,1] */
998 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
999 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1000 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1001 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1002 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1003 GLint CropRect[4]; /**< GL_OES_draw_texture */
1004 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1005 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1006 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1007 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1008 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1009 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1010 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1011 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1012 pressure? */
1013 GLboolean Immutable; /**< GL_ARB_texture_storage */
1014 GLboolean _IsFloat; /**< GL_OES_float_texture */
1015 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
1016
1017 GLuint MinLevel; /**< GL_ARB_texture_view */
1018 GLuint MinLayer; /**< GL_ARB_texture_view */
1019 GLuint NumLevels; /**< GL_ARB_texture_view */
1020 GLuint NumLayers; /**< GL_ARB_texture_view */
1021
1022 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1023 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1024
1025 /** GL_ARB_texture_buffer_object */
1026 struct gl_buffer_object *BufferObject;
1027 GLenum BufferObjectFormat;
1028 /** Equivalent Mesa format for BufferObjectFormat. */
1029 mesa_format _BufferObjectFormat;
1030 /** GL_ARB_texture_buffer_range */
1031 GLintptr BufferOffset;
1032 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1033
1034 /** GL_OES_EGL_image_external */
1035 GLint RequiredTextureImageUnits;
1036
1037 /** GL_ARB_shader_image_load_store */
1038 GLenum ImageFormatCompatibilityType;
1039 };
1040
1041
1042 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1043 #define MAX_COMBINER_TERMS 4
1044
1045
1046 /**
1047 * Texture combine environment state.
1048 */
1049 struct gl_tex_env_combine_state
1050 {
1051 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1052 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1053 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1054 GLenum SourceRGB[MAX_COMBINER_TERMS];
1055 GLenum SourceA[MAX_COMBINER_TERMS];
1056 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1057 GLenum OperandRGB[MAX_COMBINER_TERMS];
1058 GLenum OperandA[MAX_COMBINER_TERMS];
1059 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1060 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1061 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1062 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1063 };
1064
1065
1066 /**
1067 * TexGenEnabled flags.
1068 */
1069 /*@{*/
1070 #define S_BIT 1
1071 #define T_BIT 2
1072 #define R_BIT 4
1073 #define Q_BIT 8
1074 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1075 /*@}*/
1076
1077
1078 /**
1079 * Bit flag versions of the corresponding GL_ constants.
1080 */
1081 /*@{*/
1082 #define TEXGEN_SPHERE_MAP 0x1
1083 #define TEXGEN_OBJ_LINEAR 0x2
1084 #define TEXGEN_EYE_LINEAR 0x4
1085 #define TEXGEN_REFLECTION_MAP_NV 0x8
1086 #define TEXGEN_NORMAL_MAP_NV 0x10
1087
1088 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1089 TEXGEN_REFLECTION_MAP_NV | \
1090 TEXGEN_NORMAL_MAP_NV)
1091 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1092 TEXGEN_REFLECTION_MAP_NV | \
1093 TEXGEN_NORMAL_MAP_NV | \
1094 TEXGEN_EYE_LINEAR)
1095 /*@}*/
1096
1097
1098
1099 /** Tex-gen enabled for texture unit? */
1100 #define ENABLE_TEXGEN(unit) (1 << (unit))
1101
1102 /** Non-identity texture matrix for texture unit? */
1103 #define ENABLE_TEXMAT(unit) (1 << (unit))
1104
1105
1106 /**
1107 * Texture coord generation state.
1108 */
1109 struct gl_texgen
1110 {
1111 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1112 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1113 GLfloat ObjectPlane[4];
1114 GLfloat EyePlane[4];
1115 };
1116
1117
1118 /**
1119 * Texture unit state. Contains enable flags, texture environment/function/
1120 * combiners, texgen state, and pointers to current texture objects.
1121 */
1122 struct gl_texture_unit
1123 {
1124 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1125
1126 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1127 GLclampf EnvColor[4];
1128 GLfloat EnvColorUnclamped[4];
1129
1130 struct gl_texgen GenS;
1131 struct gl_texgen GenT;
1132 struct gl_texgen GenR;
1133 struct gl_texgen GenQ;
1134 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1135 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1136
1137 GLfloat LodBias; /**< for biasing mipmap levels */
1138
1139 /** Texture targets that have a non-default texture bound */
1140 GLbitfield _BoundTextures;
1141
1142 /** Current sampler object (GL_ARB_sampler_objects) */
1143 struct gl_sampler_object *Sampler;
1144
1145 /**
1146 * \name GL_EXT_texture_env_combine
1147 */
1148 struct gl_tex_env_combine_state Combine;
1149
1150 /**
1151 * Derived state based on \c EnvMode and the \c BaseFormat of the
1152 * currently enabled texture.
1153 */
1154 struct gl_tex_env_combine_state _EnvMode;
1155
1156 /**
1157 * Currently enabled combiner state. This will point to either
1158 * \c Combine or \c _EnvMode.
1159 */
1160 struct gl_tex_env_combine_state *_CurrentCombine;
1161
1162 /** Current texture object pointers */
1163 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1164
1165 /** Points to highest priority, complete and enabled texture object */
1166 struct gl_texture_object *_Current;
1167
1168 };
1169
1170
1171 /**
1172 * Texture attribute group (GL_TEXTURE_BIT).
1173 */
1174 struct gl_texture_attrib
1175 {
1176 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1177
1178 /** GL_ARB_seamless_cubemap */
1179 GLboolean CubeMapSeamless;
1180
1181 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1182
1183 /** GL_ARB_texture_buffer_object */
1184 struct gl_buffer_object *BufferObject;
1185
1186 /** Texture coord units/sets used for fragment texturing */
1187 GLbitfield _EnabledCoordUnits;
1188
1189 /** Texture coord units that have texgen enabled */
1190 GLbitfield _TexGenEnabled;
1191
1192 /** Texture coord units that have non-identity matrices */
1193 GLbitfield _TexMatEnabled;
1194
1195 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1196 GLbitfield _GenFlags;
1197
1198 /** Largest index of a texture unit with _Current != NULL. */
1199 GLint _MaxEnabledTexImageUnit;
1200
1201 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1202 GLint NumCurrentTexUsed;
1203
1204 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1205 };
1206
1207
1208 /**
1209 * Data structure representing a single clip plane (e.g. one of the elements
1210 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1211 */
1212 typedef GLfloat gl_clip_plane[4];
1213
1214
1215 /**
1216 * Transformation attribute group (GL_TRANSFORM_BIT).
1217 */
1218 struct gl_transform_attrib
1219 {
1220 GLenum MatrixMode; /**< Matrix mode */
1221 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1222 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1223 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1224 GLboolean Normalize; /**< Normalize all normals? */
1225 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1226 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1227 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1228 /** GL_ARB_clip_control */
1229 GLenum ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1230 GLenum ClipDepthMode; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1231 };
1232
1233
1234 /**
1235 * Viewport attribute group (GL_VIEWPORT_BIT).
1236 */
1237 struct gl_viewport_attrib
1238 {
1239 GLfloat X, Y; /**< position */
1240 GLfloat Width, Height; /**< size */
1241 GLdouble Near, Far; /**< Depth buffer range */
1242 };
1243
1244
1245 typedef enum {
1246 MAP_USER,
1247 MAP_INTERNAL,
1248
1249 MAP_COUNT
1250 } gl_map_buffer_index;
1251
1252
1253 /**
1254 * Fields describing a mapped buffer range.
1255 */
1256 struct gl_buffer_mapping {
1257 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1258 GLvoid *Pointer; /**< User-space address of mapping */
1259 GLintptr Offset; /**< Mapped offset */
1260 GLsizeiptr Length; /**< Mapped length */
1261 };
1262
1263
1264 /**
1265 * Usages we've seen for a buffer object.
1266 */
1267 typedef enum {
1268 USAGE_UNIFORM_BUFFER = 0x1,
1269 USAGE_TEXTURE_BUFFER = 0x2,
1270 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1271 USAGE_SHADER_STORAGE_BUFFER = 0x8,
1272 USAGE_TRANSFORM_FEEDBACK_BUFFER = 0x10,
1273 USAGE_PIXEL_PACK_BUFFER = 0x20,
1274 USAGE_DISABLE_MINMAX_CACHE = 0x40,
1275 } gl_buffer_usage;
1276
1277
1278 /**
1279 * GL_ARB_vertex/pixel_buffer_object buffer object
1280 */
1281 struct gl_buffer_object
1282 {
1283 mtx_t Mutex;
1284 GLint RefCount;
1285 GLuint Name;
1286 GLchar *Label; /**< GL_KHR_debug */
1287 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1288 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1289 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1290 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1291 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1292 GLboolean Written; /**< Ever written to? (for debugging) */
1293 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1294 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1295 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1296
1297 /** Counters used for buffer usage warnings */
1298 GLuint NumSubDataCalls;
1299 GLuint NumMapBufferWriteCalls;
1300
1301 struct gl_buffer_mapping Mappings[MAP_COUNT];
1302
1303 /** Memoization of min/max index computations for static index buffers */
1304 struct hash_table *MinMaxCache;
1305 unsigned MinMaxCacheHitIndices;
1306 unsigned MinMaxCacheMissIndices;
1307 bool MinMaxCacheDirty;
1308 };
1309
1310
1311 /**
1312 * Client pixel packing/unpacking attributes
1313 */
1314 struct gl_pixelstore_attrib
1315 {
1316 GLint Alignment;
1317 GLint RowLength;
1318 GLint SkipPixels;
1319 GLint SkipRows;
1320 GLint ImageHeight;
1321 GLint SkipImages;
1322 GLboolean SwapBytes;
1323 GLboolean LsbFirst;
1324 GLboolean Invert; /**< GL_MESA_pack_invert */
1325 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1326 GLint CompressedBlockHeight;
1327 GLint CompressedBlockDepth;
1328 GLint CompressedBlockSize;
1329 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1330 };
1331
1332
1333 /**
1334 * Client vertex array attributes
1335 */
1336 struct gl_client_array
1337 {
1338 GLint Size; /**< components per element (1,2,3,4) */
1339 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1340 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1341 GLsizei StrideB; /**< actual stride in bytes */
1342 GLuint _ElementSize; /**< size of each element in bytes */
1343 const GLubyte *Ptr; /**< Points to array data */
1344 GLboolean Normalized; /**< GL_ARB_vertex_program */
1345 GLboolean Integer; /**< Integer-valued? */
1346 GLboolean Doubles; /**< double precision values are not converted to floats */
1347 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1348
1349 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1350 };
1351
1352
1353 /**
1354 * Attributes to describe a vertex array.
1355 *
1356 * Contains the size, type, format and normalization flag,
1357 * along with the index of a vertex buffer binding point.
1358 *
1359 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1360 * and is only present for backwards compatibility reasons.
1361 * Rendering always uses VERTEX_BINDING_STRIDE.
1362 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1363 * and VERTEX_BINDING_STRIDE to the same value, while
1364 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1365 */
1366 struct gl_array_attributes
1367 {
1368 GLint Size; /**< Components per element (1,2,3,4) */
1369 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1370 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1371 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1372 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1373 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1374 GLboolean Enabled; /**< Whether the array is enabled */
1375 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1376 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1377 GLboolean Doubles; /**< double precision values are not converted to floats */
1378 GLuint _ElementSize; /**< Size of each element in bytes */
1379 GLuint BufferBindingIndex; /**< Vertex buffer binding */
1380 };
1381
1382
1383 /**
1384 * This describes the buffer object used for a vertex array (or
1385 * multiple vertex arrays). If BufferObj points to the default/null
1386 * buffer object, then the vertex array lives in user memory and not a VBO.
1387 */
1388 struct gl_vertex_buffer_binding
1389 {
1390 GLintptr Offset; /**< User-specified offset */
1391 GLsizei Stride; /**< User-specified stride */
1392 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1393 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1394 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1395 };
1396
1397
1398 /**
1399 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+,
1400 * GL_ARB_vertex_array_object, or the original GL_APPLE_vertex_array_object
1401 * extension.
1402 */
1403 struct gl_vertex_array_object
1404 {
1405 /** Name of the VAO as received from glGenVertexArray. */
1406 GLuint Name;
1407
1408 GLint RefCount;
1409
1410 GLchar *Label; /**< GL_KHR_debug */
1411
1412 mtx_t Mutex;
1413
1414 /**
1415 * Does the VAO use ARB semantics or Apple semantics?
1416 *
1417 * There are several ways in which ARB_vertex_array_object and
1418 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1419 * least,
1420 *
1421 * - ARB VAOs require that all array data be sourced from vertex buffer
1422 * objects, but Apple VAOs do not.
1423 *
1424 * - ARB VAOs require that names come from GenVertexArrays.
1425 *
1426 * This flag notes which behavior governs this VAO.
1427 */
1428 GLboolean ARBsemantics;
1429
1430 /**
1431 * Has this array object been bound?
1432 */
1433 GLboolean EverBound;
1434
1435 /**
1436 * Derived vertex attribute arrays
1437 *
1438 * This is a legacy data structure created from gl_vertex_attrib_array and
1439 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1440 */
1441 struct gl_client_array _VertexAttrib[VERT_ATTRIB_MAX];
1442
1443 /** Vertex attribute arrays */
1444 struct gl_array_attributes VertexAttrib[VERT_ATTRIB_MAX];
1445
1446 /** Vertex buffer bindings */
1447 struct gl_vertex_buffer_binding VertexBinding[VERT_ATTRIB_MAX];
1448
1449 /** Mask indicating which vertex arrays have vertex buffer associated. */
1450 GLbitfield64 VertexAttribBufferMask;
1451
1452 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1453 GLbitfield64 _Enabled;
1454
1455 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1456 GLbitfield64 NewArrays;
1457
1458 /** The index buffer (also known as the element array buffer in OpenGL). */
1459 struct gl_buffer_object *IndexBufferObj;
1460 };
1461
1462
1463 /** Used to signal when transitioning from one kind of drawing method
1464 * to another.
1465 */
1466 typedef enum {
1467 DRAW_NONE, /**< Initial value only */
1468 DRAW_BEGIN_END,
1469 DRAW_DISPLAY_LIST,
1470 DRAW_ARRAYS
1471 } gl_draw_method;
1472
1473 /**
1474 * Enum for the OpenGL APIs we know about and may support.
1475 *
1476 * NOTE: This must match the api_enum table in
1477 * src/mesa/main/get_hash_generator.py
1478 */
1479 typedef enum
1480 {
1481 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
1482 API_OPENGLES,
1483 API_OPENGLES2,
1484 API_OPENGL_CORE,
1485 API_OPENGL_LAST = API_OPENGL_CORE
1486 } gl_api;
1487
1488 /**
1489 * Vertex array state
1490 */
1491 struct gl_array_attrib
1492 {
1493 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1494 struct gl_vertex_array_object *VAO;
1495
1496 /** The default vertex array object */
1497 struct gl_vertex_array_object *DefaultVAO;
1498
1499 /** The last VAO accessed by a DSA function */
1500 struct gl_vertex_array_object *LastLookedUpVAO;
1501
1502 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1503 struct _mesa_HashTable *Objects;
1504
1505 GLint ActiveTexture; /**< Client Active Texture */
1506 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1507 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1508
1509 /**
1510 * \name Primitive restart controls
1511 *
1512 * Primitive restart is enabled if either \c PrimitiveRestart or
1513 * \c PrimitiveRestartFixedIndex is set.
1514 */
1515 /*@{*/
1516 GLboolean PrimitiveRestart;
1517 GLboolean PrimitiveRestartFixedIndex;
1518 GLboolean _PrimitiveRestart;
1519 GLuint RestartIndex;
1520 /*@}*/
1521
1522 /** One of the DRAW_xxx flags, not consumed by drivers */
1523 gl_draw_method DrawMethod;
1524
1525 /* GL_ARB_vertex_buffer_object */
1526 struct gl_buffer_object *ArrayBufferObj;
1527
1528 /**
1529 * Vertex arrays as consumed by a driver.
1530 * The array pointer is set up only by the VBO module.
1531 */
1532 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1533
1534 /** Legal array datatypes and the API for which they have been computed */
1535 GLbitfield LegalTypesMask;
1536 gl_api LegalTypesMaskAPI;
1537 };
1538
1539
1540 /**
1541 * Feedback buffer state
1542 */
1543 struct gl_feedback
1544 {
1545 GLenum Type;
1546 GLbitfield _Mask; /**< FB_* bits */
1547 GLfloat *Buffer;
1548 GLuint BufferSize;
1549 GLuint Count;
1550 };
1551
1552
1553 /**
1554 * Selection buffer state
1555 */
1556 struct gl_selection
1557 {
1558 GLuint *Buffer; /**< selection buffer */
1559 GLuint BufferSize; /**< size of the selection buffer */
1560 GLuint BufferCount; /**< number of values in the selection buffer */
1561 GLuint Hits; /**< number of records in the selection buffer */
1562 GLuint NameStackDepth; /**< name stack depth */
1563 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1564 GLboolean HitFlag; /**< hit flag */
1565 GLfloat HitMinZ; /**< minimum hit depth */
1566 GLfloat HitMaxZ; /**< maximum hit depth */
1567 };
1568
1569
1570 /**
1571 * 1-D Evaluator control points
1572 */
1573 struct gl_1d_map
1574 {
1575 GLuint Order; /**< Number of control points */
1576 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1577 GLfloat *Points; /**< Points to contiguous control points */
1578 };
1579
1580
1581 /**
1582 * 2-D Evaluator control points
1583 */
1584 struct gl_2d_map
1585 {
1586 GLuint Uorder; /**< Number of control points in U dimension */
1587 GLuint Vorder; /**< Number of control points in V dimension */
1588 GLfloat u1, u2, du;
1589 GLfloat v1, v2, dv;
1590 GLfloat *Points; /**< Points to contiguous control points */
1591 };
1592
1593
1594 /**
1595 * All evaluator control point state
1596 */
1597 struct gl_evaluators
1598 {
1599 /**
1600 * \name 1-D maps
1601 */
1602 /*@{*/
1603 struct gl_1d_map Map1Vertex3;
1604 struct gl_1d_map Map1Vertex4;
1605 struct gl_1d_map Map1Index;
1606 struct gl_1d_map Map1Color4;
1607 struct gl_1d_map Map1Normal;
1608 struct gl_1d_map Map1Texture1;
1609 struct gl_1d_map Map1Texture2;
1610 struct gl_1d_map Map1Texture3;
1611 struct gl_1d_map Map1Texture4;
1612 /*@}*/
1613
1614 /**
1615 * \name 2-D maps
1616 */
1617 /*@{*/
1618 struct gl_2d_map Map2Vertex3;
1619 struct gl_2d_map Map2Vertex4;
1620 struct gl_2d_map Map2Index;
1621 struct gl_2d_map Map2Color4;
1622 struct gl_2d_map Map2Normal;
1623 struct gl_2d_map Map2Texture1;
1624 struct gl_2d_map Map2Texture2;
1625 struct gl_2d_map Map2Texture3;
1626 struct gl_2d_map Map2Texture4;
1627 /*@}*/
1628 };
1629
1630
1631 struct gl_transform_feedback_varying_info
1632 {
1633 char *Name;
1634 GLenum Type;
1635 GLint BufferIndex;
1636 GLint Size;
1637 GLint Offset;
1638 };
1639
1640
1641 /**
1642 * Per-output info vertex shaders for transform feedback.
1643 */
1644 struct gl_transform_feedback_output
1645 {
1646 uint32_t OutputRegister;
1647 uint32_t OutputBuffer;
1648 uint32_t NumComponents;
1649 uint32_t StreamId;
1650
1651 /** offset (in DWORDs) of this output within the interleaved structure */
1652 uint32_t DstOffset;
1653
1654 /**
1655 * Offset into the output register of the data to output. For example,
1656 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1657 * offset is in the y and z components of the output register.
1658 */
1659 uint32_t ComponentOffset;
1660 };
1661
1662
1663 struct gl_transform_feedback_buffer
1664 {
1665 uint32_t Binding;
1666
1667 uint32_t NumVaryings;
1668
1669 /**
1670 * Total number of components stored in each buffer. This may be used by
1671 * hardware back-ends to determine the correct stride when interleaving
1672 * multiple transform feedback outputs in the same buffer.
1673 */
1674 uint32_t Stride;
1675
1676 /**
1677 * Which transform feedback stream this buffer binding is associated with.
1678 */
1679 uint32_t Stream;
1680 };
1681
1682
1683 /** Post-link transform feedback info. */
1684 struct gl_transform_feedback_info
1685 {
1686 unsigned NumOutputs;
1687
1688 /* Bitmask of active buffer indices. */
1689 unsigned ActiveBuffers;
1690
1691 struct gl_transform_feedback_output *Outputs;
1692
1693 /** Transform feedback varyings used for the linking of this shader program.
1694 *
1695 * Use for glGetTransformFeedbackVarying().
1696 */
1697 struct gl_transform_feedback_varying_info *Varyings;
1698 GLint NumVarying;
1699
1700 struct gl_transform_feedback_buffer Buffers[MAX_FEEDBACK_BUFFERS];
1701 };
1702
1703
1704 /**
1705 * Transform feedback object state
1706 */
1707 struct gl_transform_feedback_object
1708 {
1709 GLuint Name; /**< AKA the object ID */
1710 GLint RefCount;
1711 GLchar *Label; /**< GL_KHR_debug */
1712 GLboolean Active; /**< Is transform feedback enabled? */
1713 GLboolean Paused; /**< Is transform feedback paused? */
1714 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1715 at least once? */
1716 GLboolean EverBound; /**< Has this object been bound? */
1717
1718 /**
1719 * GLES: if Active is true, remaining number of primitives which can be
1720 * rendered without overflow. This is necessary to track because GLES
1721 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1722 * glDrawArraysInstanced would overflow transform feedback buffers.
1723 * Undefined if Active is false.
1724 *
1725 * Not tracked for desktop GL since it's unnecessary.
1726 */
1727 unsigned GlesRemainingPrims;
1728
1729 /**
1730 * The shader program active when BeginTransformFeedback() was called.
1731 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1732 * where stage is the pipeline stage that is the source of data for
1733 * transform feedback.
1734 */
1735 struct gl_shader_program *shader_program;
1736
1737 /** The feedback buffers */
1738 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1739 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1740
1741 /** Start of feedback data in dest buffer */
1742 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1743
1744 /**
1745 * Max data to put into dest buffer (in bytes). Computed based on
1746 * RequestedSize and the actual size of the buffer.
1747 */
1748 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1749
1750 /**
1751 * Size that was specified when the buffer was bound. If the buffer was
1752 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1753 * zero.
1754 */
1755 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1756 };
1757
1758
1759 /**
1760 * Context state for transform feedback.
1761 */
1762 struct gl_transform_feedback_state
1763 {
1764 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1765
1766 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1767 struct gl_buffer_object *CurrentBuffer;
1768
1769 /** The table of all transform feedback objects */
1770 struct _mesa_HashTable *Objects;
1771
1772 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1773 struct gl_transform_feedback_object *CurrentObject;
1774
1775 /** The default xform-fb object (Name==0) */
1776 struct gl_transform_feedback_object *DefaultObject;
1777 };
1778
1779
1780 /**
1781 * A "performance monitor" as described in AMD_performance_monitor.
1782 */
1783 struct gl_perf_monitor_object
1784 {
1785 GLuint Name;
1786
1787 /** True if the monitor is currently active (Begin called but not End). */
1788 GLboolean Active;
1789
1790 /**
1791 * True if the monitor has ended.
1792 *
1793 * This is distinct from !Active because it may never have began.
1794 */
1795 GLboolean Ended;
1796
1797 /**
1798 * A list of groups with currently active counters.
1799 *
1800 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1801 */
1802 unsigned *ActiveGroups;
1803
1804 /**
1805 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1806 *
1807 * Checking whether counter 'c' in group 'g' is active can be done via:
1808 *
1809 * BITSET_TEST(ActiveCounters[g], c)
1810 */
1811 GLuint **ActiveCounters;
1812 };
1813
1814
1815 union gl_perf_monitor_counter_value
1816 {
1817 float f;
1818 uint64_t u64;
1819 uint32_t u32;
1820 };
1821
1822
1823 struct gl_perf_monitor_counter
1824 {
1825 /** Human readable name for the counter. */
1826 const char *Name;
1827
1828 /**
1829 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1830 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1831 */
1832 GLenum Type;
1833
1834 /** Minimum counter value. */
1835 union gl_perf_monitor_counter_value Minimum;
1836
1837 /** Maximum counter value. */
1838 union gl_perf_monitor_counter_value Maximum;
1839 };
1840
1841
1842 struct gl_perf_monitor_group
1843 {
1844 /** Human readable name for the group. */
1845 const char *Name;
1846
1847 /**
1848 * Maximum number of counters in this group which can be active at the
1849 * same time.
1850 */
1851 GLuint MaxActiveCounters;
1852
1853 /** Array of counters within this group. */
1854 const struct gl_perf_monitor_counter *Counters;
1855 GLuint NumCounters;
1856 };
1857
1858
1859 /**
1860 * Context state for AMD_performance_monitor.
1861 */
1862 struct gl_perf_monitor_state
1863 {
1864 /** Array of performance monitor groups (indexed by group ID) */
1865 const struct gl_perf_monitor_group *Groups;
1866 GLuint NumGroups;
1867
1868 /** The table of all performance monitors. */
1869 struct _mesa_HashTable *Monitors;
1870 };
1871
1872
1873 /**
1874 * Names of the various vertex/fragment program register files, etc.
1875 *
1876 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1877 * All values should fit in a 4-bit field.
1878 *
1879 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
1880 * considered to be "uniform" variables since they can only be set outside
1881 * glBegin/End. They're also all stored in the same Parameters array.
1882 */
1883 typedef enum
1884 {
1885 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1886 PROGRAM_ARRAY, /**< Arrays & Matrixes */
1887 PROGRAM_INPUT, /**< machine->Inputs[] */
1888 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1889 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1890 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1891 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1892 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1893 PROGRAM_ADDRESS, /**< machine->AddressReg */
1894 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1895 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1896 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1897 PROGRAM_IMMEDIATE, /**< Immediate value, used by TGSI */
1898 PROGRAM_BUFFER, /**< for shader buffers, compile-time only */
1899 PROGRAM_MEMORY, /**< for shared, global and local memory */
1900 PROGRAM_IMAGE, /**< for shader images, compile-time only */
1901 PROGRAM_FILE_MAX
1902 } gl_register_file;
1903
1904
1905 /**
1906 * Base class for any kind of program object
1907 */
1908 struct gl_program
1909 {
1910 mtx_t Mutex;
1911 GLuint Id;
1912 GLint RefCount;
1913 GLubyte *String; /**< Null-terminated program text */
1914
1915 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
1916 GLenum Format; /**< String encoding format */
1917
1918 struct prog_instruction *Instructions;
1919
1920 struct nir_shader *nir;
1921
1922 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
1923 GLbitfield64 DoubleInputsRead; /**< Bitmask of which input regs are read and are doubles */
1924 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1925 GLbitfield64 SecondaryOutputsWritten; /**< Subset of OutputsWritten outputs written with non-zero index. */
1926 GLbitfield64 OutputsRead; /**< Bitmask of which output regs are read */
1927 GLbitfield PatchInputsRead; /**< VAR[0..31] usage for patch inputs (user-defined only) */
1928 GLbitfield PatchOutputsWritten; /**< VAR[0..31] usage for patch outputs (user-defined only) */
1929 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1930 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1931 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1932 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1933 GLbitfield ExternalSamplersUsed; /**< Texture units used for samplerExternalOES */
1934
1935 GLboolean UsesGather; /**< Does this program use gather4 at all? */
1936
1937 /**
1938 * For vertex and geometry shaders, true if the program uses the
1939 * gl_ClipDistance output. Ignored for fragment shaders.
1940 */
1941 unsigned ClipDistanceArraySize;
1942 unsigned CullDistanceArraySize;
1943
1944
1945 /** Named parameters, constants, etc. from program text */
1946 struct gl_program_parameter_list *Parameters;
1947
1948 /**
1949 * Local parameters used by the program.
1950 *
1951 * It's dynamically allocated because it is rarely used (just
1952 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
1953 * allocated.
1954 */
1955 GLfloat (*LocalParams)[4];
1956
1957 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1958 GLubyte SamplerUnits[MAX_SAMPLERS];
1959
1960 /** Bitmask of which register files are read/written with indirect
1961 * addressing. Mask of (1 << PROGRAM_x) bits.
1962 */
1963 GLbitfield IndirectRegisterFiles;
1964
1965 /** Logical counts */
1966 /*@{*/
1967 GLuint NumInstructions;
1968 GLuint NumTemporaries;
1969 GLuint NumParameters;
1970 GLuint NumAttributes;
1971 GLuint NumAddressRegs;
1972 GLuint NumAluInstructions;
1973 GLuint NumTexInstructions;
1974 GLuint NumTexIndirections;
1975 /*@}*/
1976 /** Native, actual h/w counts */
1977 /*@{*/
1978 GLuint NumNativeInstructions;
1979 GLuint NumNativeTemporaries;
1980 GLuint NumNativeParameters;
1981 GLuint NumNativeAttributes;
1982 GLuint NumNativeAddressRegs;
1983 GLuint NumNativeAluInstructions;
1984 GLuint NumNativeTexInstructions;
1985 GLuint NumNativeTexIndirections;
1986 /*@}*/
1987 };
1988
1989
1990 /** Vertex program object */
1991 struct gl_vertex_program
1992 {
1993 struct gl_program Base; /**< base class */
1994 GLboolean IsPositionInvariant;
1995 };
1996
1997
1998 /** Tessellation control program object */
1999 struct gl_tess_ctrl_program
2000 {
2001 struct gl_program Base; /**< base class */
2002
2003 /* output layout */
2004 GLint VerticesOut;
2005 };
2006
2007
2008 /** Tessellation evaluation program object */
2009 struct gl_tess_eval_program
2010 {
2011 struct gl_program Base; /**< base class */
2012
2013 /* input layout */
2014 GLenum PrimitiveMode; /* GL_TRIANGLES, GL_QUADS or GL_ISOLINES */
2015 GLenum Spacing; /* GL_EQUAL, GL_FRACTIONAL_EVEN, GL_FRACTIONAL_ODD */
2016 GLenum VertexOrder; /* GL_CW or GL_CCW */
2017 bool PointMode;
2018 };
2019
2020
2021 /** Geometry program object */
2022 struct gl_geometry_program
2023 {
2024 struct gl_program Base; /**< base class */
2025
2026 GLint VerticesIn;
2027 GLint VerticesOut;
2028 GLint Invocations;
2029 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2030 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2031 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2032 bool UsesEndPrimitive;
2033 bool UsesStreams;
2034 };
2035
2036
2037 /** Fragment program object */
2038 struct gl_fragment_program
2039 {
2040 struct gl_program Base; /**< base class */
2041 GLboolean UsesKill; /**< shader uses KIL instruction */
2042 GLboolean OriginUpperLeft;
2043 GLboolean PixelCenterInteger;
2044 enum gl_frag_depth_layout FragDepthLayout;
2045
2046 /**
2047 * GLSL interpolation qualifier associated with each fragment shader input.
2048 * For inputs that do not have an interpolation qualifier specified in
2049 * GLSL, the value is INTERP_MODE_NONE.
2050 */
2051 enum glsl_interp_mode InterpQualifier[VARYING_SLOT_MAX];
2052
2053 /**
2054 * Bitfield indicating, for each fragment shader input, 1 if that input
2055 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2056 */
2057 GLbitfield64 IsCentroid;
2058
2059 /**
2060 * Bitfield indicating, for each fragment shader input, 1 if that input
2061 * uses sample interpolation, 0 otherwise. Unused inputs are 0.
2062 */
2063 GLbitfield64 IsSample;
2064 };
2065
2066
2067 /** Compute program object */
2068 struct gl_compute_program
2069 {
2070 struct gl_program Base; /**< base class */
2071
2072 /**
2073 * Size specified using local_size_{x,y,z}.
2074 */
2075 unsigned LocalSize[3];
2076
2077 /**
2078 * Size of shared variables accessed by the compute shader.
2079 */
2080 unsigned SharedSize;
2081
2082 /**
2083 * Whether a variable work group size has been specified.
2084 */
2085 bool LocalSizeVariable;
2086 };
2087
2088
2089 /**
2090 * State common to vertex and fragment programs.
2091 */
2092 struct gl_program_state
2093 {
2094 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2095 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2096 };
2097
2098
2099 /**
2100 * Context state for vertex programs.
2101 */
2102 struct gl_vertex_program_state
2103 {
2104 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2105 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2106 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2107 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2108 /** Computed two sided lighting for fixed function/programs. */
2109 GLboolean _TwoSideEnabled;
2110 struct gl_vertex_program *Current; /**< User-bound vertex program */
2111
2112 /** Currently enabled and valid vertex program (including internal
2113 * programs, user-defined vertex programs and GLSL vertex shaders).
2114 * This is the program we must use when rendering.
2115 */
2116 struct gl_vertex_program *_Current;
2117
2118 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2119
2120 /** Should fixed-function T&L be implemented with a vertex prog? */
2121 GLboolean _MaintainTnlProgram;
2122
2123 /** Program to emulate fixed-function T&L (see above) */
2124 struct gl_vertex_program *_TnlProgram;
2125
2126 /** Cache of fixed-function programs */
2127 struct gl_program_cache *Cache;
2128
2129 GLboolean _Overriden;
2130 };
2131
2132 /**
2133 * Context state for tessellation control programs.
2134 */
2135 struct gl_tess_ctrl_program_state
2136 {
2137 /** Currently bound and valid shader. */
2138 struct gl_tess_ctrl_program *_Current;
2139
2140 GLint patch_vertices;
2141 GLfloat patch_default_outer_level[4];
2142 GLfloat patch_default_inner_level[2];
2143 };
2144
2145 /**
2146 * Context state for tessellation evaluation programs.
2147 */
2148 struct gl_tess_eval_program_state
2149 {
2150 /** Currently bound and valid shader. */
2151 struct gl_tess_eval_program *_Current;
2152 };
2153
2154 /**
2155 * Context state for geometry programs.
2156 */
2157 struct gl_geometry_program_state
2158 {
2159 /** Currently enabled and valid program (including internal programs
2160 * and compiled shader programs).
2161 */
2162 struct gl_geometry_program *_Current;
2163 };
2164
2165 /**
2166 * Context state for fragment programs.
2167 */
2168 struct gl_fragment_program_state
2169 {
2170 GLboolean Enabled; /**< User-set fragment program enable flag */
2171 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2172 struct gl_fragment_program *Current; /**< User-bound fragment program */
2173
2174 /** Currently enabled and valid fragment program (including internal
2175 * programs, user-defined fragment programs and GLSL fragment shaders).
2176 * This is the program we must use when rendering.
2177 */
2178 struct gl_fragment_program *_Current;
2179
2180 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2181
2182 /** Should fixed-function texturing be implemented with a fragment prog? */
2183 GLboolean _MaintainTexEnvProgram;
2184
2185 /** Program to emulate fixed-function texture env/combine (see above) */
2186 struct gl_fragment_program *_TexEnvProgram;
2187
2188 /** Cache of fixed-function programs */
2189 struct gl_program_cache *Cache;
2190 };
2191
2192
2193 /**
2194 * Context state for compute programs.
2195 */
2196 struct gl_compute_program_state
2197 {
2198 /** Currently enabled and valid program (including internal programs
2199 * and compiled shader programs).
2200 */
2201 struct gl_compute_program *_Current;
2202 };
2203
2204
2205 /**
2206 * ATI_fragment_shader runtime state
2207 */
2208
2209 struct atifs_instruction;
2210 struct atifs_setupinst;
2211
2212 /**
2213 * ATI fragment shader
2214 */
2215 struct ati_fragment_shader
2216 {
2217 GLuint Id;
2218 GLint RefCount;
2219 struct atifs_instruction *Instructions[2];
2220 struct atifs_setupinst *SetupInst[2];
2221 GLfloat Constants[8][4];
2222 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2223 GLubyte numArithInstr[2];
2224 GLubyte regsAssigned[2];
2225 GLubyte NumPasses; /**< 1 or 2 */
2226 GLubyte cur_pass;
2227 GLubyte last_optype;
2228 GLboolean interpinp1;
2229 GLboolean isValid;
2230 GLuint swizzlerq;
2231 struct gl_program *Program;
2232 };
2233
2234 /**
2235 * Context state for GL_ATI_fragment_shader
2236 */
2237 struct gl_ati_fragment_shader_state
2238 {
2239 GLboolean Enabled;
2240 GLboolean _Enabled; /**< enabled and valid shader? */
2241 GLboolean Compiling;
2242 GLfloat GlobalConstants[8][4];
2243 struct ati_fragment_shader *Current;
2244 };
2245
2246 /**
2247 * Shader subroutine function definition
2248 */
2249 struct gl_subroutine_function
2250 {
2251 char *name;
2252 int index;
2253 int num_compat_types;
2254 const struct glsl_type **types;
2255 };
2256
2257 /**
2258 * Shader information needed by both gl_shader and gl_linked shader.
2259 */
2260 struct gl_shader_info
2261 {
2262 bool uses_builtin_functions;
2263 bool uses_gl_fragcoord;
2264 bool redeclares_gl_fragcoord;
2265 bool ARB_fragment_coord_conventions_enable;
2266
2267 /**
2268 * Fragment shader state from GLSL 1.50 layout qualifiers.
2269 */
2270 bool origin_upper_left;
2271 bool pixel_center_integer;
2272
2273 struct {
2274 /** Global xfb_stride out qualifier if any */
2275 GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
2276 } TransformFeedback;
2277
2278 /**
2279 * Tessellation Control shader state from layout qualifiers.
2280 */
2281 struct {
2282 /**
2283 * 0 - vertices not declared in shader, or
2284 * 1 .. GL_MAX_PATCH_VERTICES
2285 */
2286 GLint VerticesOut;
2287 } TessCtrl;
2288
2289 /**
2290 * Tessellation Evaluation shader state from layout qualifiers.
2291 */
2292 struct {
2293 /**
2294 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2295 * in this shader.
2296 */
2297 GLenum PrimitiveMode;
2298 /**
2299 * GL_EQUAL, GL_FRACTIONAL_ODD, GL_FRACTIONAL_EVEN, or 0 if it's not set
2300 * in this shader.
2301 */
2302 GLenum Spacing;
2303 /**
2304 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2305 */
2306 GLenum VertexOrder;
2307 /**
2308 * 1, 0, or -1 if it's not set in this shader.
2309 */
2310 int PointMode;
2311 } TessEval;
2312
2313 /**
2314 * Geometry shader state from GLSL 1.50 layout qualifiers.
2315 */
2316 struct {
2317 GLint VerticesOut;
2318 /**
2319 * 0 - Invocations count not declared in shader, or
2320 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2321 */
2322 GLint Invocations;
2323 /**
2324 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2325 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2326 * shader.
2327 */
2328 GLenum InputType;
2329 /**
2330 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2331 * it's not set in this shader.
2332 */
2333 GLenum OutputType;
2334 } Geom;
2335
2336 /**
2337 * Whether early fragment tests are enabled as defined by
2338 * ARB_shader_image_load_store.
2339 */
2340 bool EarlyFragmentTests;
2341
2342 /**
2343 * A bitmask of gl_advanced_blend_mode values
2344 */
2345 GLbitfield BlendSupport;
2346
2347 /**
2348 * Compute shader state from ARB_compute_shader and
2349 * ARB_compute_variable_group_size layout qualifiers.
2350 */
2351 struct {
2352 /**
2353 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2354 * it's not set in this shader.
2355 */
2356 unsigned LocalSize[3];
2357
2358 /**
2359 * Whether a variable work group size has been specified as defined by
2360 * ARB_compute_variable_group_size.
2361 */
2362 bool LocalSizeVariable;
2363 } Comp;
2364 };
2365
2366 /**
2367 * A linked GLSL shader object.
2368 */
2369 struct gl_linked_shader
2370 {
2371 gl_shader_stage Stage;
2372
2373 struct gl_program *Program; /**< Post-compile assembly code */
2374
2375 /**
2376 * \name Sampler tracking
2377 *
2378 * \note Each of these fields is only set post-linking.
2379 */
2380 /*@{*/
2381 unsigned num_samplers; /**< Number of samplers used by this shader. */
2382 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2383 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2384 /*@}*/
2385
2386 /**
2387 * Map from sampler unit to texture unit (set by glUniform1i())
2388 *
2389 * A sampler unit is associated with each sampler uniform by the linker.
2390 * The sampler unit associated with each uniform is stored in the
2391 * \c gl_uniform_storage::sampler field.
2392 */
2393 GLubyte SamplerUnits[MAX_SAMPLERS];
2394 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2395 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2396
2397 /**
2398 * Number of default uniform block components used by this shader.
2399 *
2400 * This field is only set post-linking.
2401 */
2402 unsigned num_uniform_components;
2403
2404 /**
2405 * Number of combined uniform components used by this shader.
2406 *
2407 * This field is only set post-linking. It is the sum of the uniform block
2408 * sizes divided by sizeof(float), and num_uniform_compoennts.
2409 */
2410 unsigned num_combined_uniform_components;
2411
2412 unsigned NumUniformBlocks;
2413 struct gl_uniform_block **UniformBlocks;
2414
2415 unsigned NumShaderStorageBlocks;
2416 struct gl_uniform_block **ShaderStorageBlocks;
2417
2418 struct exec_list *ir;
2419 struct exec_list *packed_varyings;
2420 struct exec_list *fragdata_arrays;
2421 struct glsl_symbol_table *symbols;
2422
2423 /**
2424 * Map from image uniform index to image unit (set by glUniform1i())
2425 *
2426 * An image uniform index is associated with each image uniform by
2427 * the linker. The image index associated with each uniform is
2428 * stored in the \c gl_uniform_storage::image field.
2429 */
2430 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2431
2432 /**
2433 * Access qualifier specified in the shader for each image uniform
2434 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2435 * GL_READ_WRITE.
2436 *
2437 * It may be different, though only more strict than the value of
2438 * \c gl_image_unit::Access for the corresponding image unit.
2439 */
2440 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2441
2442 /**
2443 * Number of image uniforms defined in the shader. It specifies
2444 * the number of valid elements in the \c ImageUnits and \c
2445 * ImageAccess arrays above.
2446 */
2447 GLuint NumImages;
2448
2449 struct gl_active_atomic_buffer **AtomicBuffers;
2450 unsigned NumAtomicBuffers;
2451
2452 /**
2453 * Number of types for subroutine uniforms.
2454 */
2455 GLuint NumSubroutineUniformTypes;
2456
2457 /**
2458 * Subroutine uniform remap table
2459 * based on the program level uniform remap table.
2460 */
2461 GLuint NumSubroutineUniforms; /* non-sparse total */
2462 GLuint NumSubroutineUniformRemapTable;
2463 struct gl_uniform_storage **SubroutineUniformRemapTable;
2464
2465 /**
2466 * Num of subroutine functions for this stage
2467 * and storage for them.
2468 */
2469 GLuint NumSubroutineFunctions;
2470 GLuint MaxSubroutineFunctionIndex;
2471 struct gl_subroutine_function *SubroutineFunctions;
2472
2473 struct gl_shader_info info;
2474 };
2475
2476 static inline GLbitfield gl_external_samplers(struct gl_linked_shader *shader)
2477 {
2478 GLbitfield external_samplers = 0;
2479 GLbitfield mask = shader->active_samplers;
2480
2481 while (mask) {
2482 int idx = u_bit_scan(&mask);
2483 if (shader->SamplerTargets[idx] == TEXTURE_EXTERNAL_INDEX)
2484 external_samplers |= (1 << idx);
2485 }
2486
2487 return external_samplers;
2488 }
2489
2490 /**
2491 * A GLSL shader object.
2492 */
2493 struct gl_shader
2494 {
2495 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2496 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2497 * Must be the first field.
2498 */
2499 GLenum Type;
2500 gl_shader_stage Stage;
2501 GLuint Name; /**< AKA the handle */
2502 GLint RefCount; /**< Reference count */
2503 GLchar *Label; /**< GL_KHR_debug */
2504 GLboolean DeletePending;
2505 GLboolean CompileStatus;
2506 bool IsES; /**< True if this shader uses GLSL ES */
2507
2508 GLuint SourceChecksum; /**< for debug/logging purposes */
2509 const GLchar *Source; /**< Source code string */
2510
2511 GLchar *InfoLog;
2512
2513 unsigned Version; /**< GLSL version used for linking */
2514
2515 struct exec_list *ir;
2516 struct glsl_symbol_table *symbols;
2517
2518 struct gl_shader_info info;
2519 };
2520
2521
2522 struct gl_uniform_buffer_variable
2523 {
2524 char *Name;
2525
2526 /**
2527 * Name of the uniform as seen by glGetUniformIndices.
2528 *
2529 * glGetUniformIndices requires that the block instance index \b not be
2530 * present in the name of queried uniforms.
2531 *
2532 * \note
2533 * \c gl_uniform_buffer_variable::IndexName and
2534 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2535 */
2536 char *IndexName;
2537
2538 const struct glsl_type *Type;
2539 unsigned int Offset;
2540 GLboolean RowMajor;
2541 };
2542
2543
2544 enum gl_uniform_block_packing
2545 {
2546 ubo_packing_std140,
2547 ubo_packing_shared,
2548 ubo_packing_packed,
2549 ubo_packing_std430
2550 };
2551
2552
2553 struct gl_uniform_block
2554 {
2555 /** Declared name of the uniform block */
2556 char *Name;
2557
2558 /** Array of supplemental information about UBO ir_variables. */
2559 struct gl_uniform_buffer_variable *Uniforms;
2560 GLuint NumUniforms;
2561
2562 /**
2563 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2564 * with glBindBufferBase to bind a buffer object to this uniform block. When
2565 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2566 */
2567 GLuint Binding;
2568
2569 /**
2570 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2571 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2572 */
2573 GLuint UniformBufferSize;
2574
2575 /** Stages that reference this block */
2576 uint8_t stageref;
2577
2578 /**
2579 * Layout specified in the shader
2580 *
2581 * This isn't accessible through the API, but it is used while
2582 * cross-validating uniform blocks.
2583 */
2584 enum gl_uniform_block_packing _Packing;
2585 };
2586
2587 /**
2588 * Structure that represents a reference to an atomic buffer from some
2589 * shader program.
2590 */
2591 struct gl_active_atomic_buffer
2592 {
2593 /** Uniform indices of the atomic counters declared within it. */
2594 GLuint *Uniforms;
2595 GLuint NumUniforms;
2596
2597 /** Binding point index associated with it. */
2598 GLuint Binding;
2599
2600 /** Minimum reasonable size it is expected to have. */
2601 GLuint MinimumSize;
2602
2603 /** Shader stages making use of it. */
2604 GLboolean StageReferences[MESA_SHADER_STAGES];
2605 };
2606
2607 /**
2608 * Data container for shader queries. This holds only the minimal
2609 * amount of required information for resource queries to work.
2610 */
2611 struct gl_shader_variable
2612 {
2613 /**
2614 * Declared type of the variable
2615 */
2616 const struct glsl_type *type;
2617
2618 /**
2619 * If the variable is in an interface block, this is the type of the block.
2620 */
2621 const struct glsl_type *interface_type;
2622
2623 /**
2624 * For variables inside structs (possibly recursively), this is the
2625 * outermost struct type.
2626 */
2627 const struct glsl_type *outermost_struct_type;
2628
2629 /**
2630 * Declared name of the variable
2631 */
2632 char *name;
2633
2634 /**
2635 * Storage location of the base of this variable
2636 *
2637 * The precise meaning of this field depends on the nature of the variable.
2638 *
2639 * - Vertex shader input: one of the values from \c gl_vert_attrib.
2640 * - Vertex shader output: one of the values from \c gl_varying_slot.
2641 * - Geometry shader input: one of the values from \c gl_varying_slot.
2642 * - Geometry shader output: one of the values from \c gl_varying_slot.
2643 * - Fragment shader input: one of the values from \c gl_varying_slot.
2644 * - Fragment shader output: one of the values from \c gl_frag_result.
2645 * - Uniforms: Per-stage uniform slot number for default uniform block.
2646 * - Uniforms: Index within the uniform block definition for UBO members.
2647 * - Non-UBO Uniforms: explicit location until linking then reused to
2648 * store uniform slot number.
2649 * - Other: This field is not currently used.
2650 *
2651 * If the variable is a uniform, shader input, or shader output, and the
2652 * slot has not been assigned, the value will be -1.
2653 */
2654 int location;
2655
2656 /**
2657 * Specifies the first component the variable is stored in as per
2658 * ARB_enhanced_layouts.
2659 */
2660 unsigned component:2;
2661
2662 /**
2663 * Output index for dual source blending.
2664 *
2665 * \note
2666 * The GLSL spec only allows the values 0 or 1 for the index in \b dual
2667 * source blending.
2668 */
2669 unsigned index:1;
2670
2671 /**
2672 * Specifies whether a shader input/output is per-patch in tessellation
2673 * shader stages.
2674 */
2675 unsigned patch:1;
2676
2677 /**
2678 * Storage class of the variable.
2679 *
2680 * \sa (n)ir_variable_mode
2681 */
2682 unsigned mode:4;
2683
2684 /**
2685 * Interpolation mode for shader inputs / outputs
2686 *
2687 * \sa glsl_interp_mode
2688 */
2689 unsigned interpolation:2;
2690
2691 /**
2692 * Was the location explicitly set in the shader?
2693 *
2694 * If the location is explicitly set in the shader, it \b cannot be changed
2695 * by the linker or by the API (e.g., calls to \c glBindAttribLocation have
2696 * no effect).
2697 */
2698 unsigned explicit_location:1;
2699
2700 /**
2701 * Precision qualifier.
2702 */
2703 unsigned precision:2;
2704 };
2705
2706 /**
2707 * Active resource in a gl_shader_program
2708 */
2709 struct gl_program_resource
2710 {
2711 GLenum Type; /** Program interface type. */
2712 const void *Data; /** Pointer to resource associated data structure. */
2713 uint8_t StageReferences; /** Bitmask of shader stage references. */
2714 };
2715
2716 /**
2717 * A GLSL program object.
2718 * Basically a linked collection of vertex and fragment shaders.
2719 */
2720 struct gl_shader_program
2721 {
2722 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2723 GLuint Name; /**< aka handle or ID */
2724 GLchar *Label; /**< GL_KHR_debug */
2725 GLint RefCount; /**< Reference count */
2726 GLboolean DeletePending;
2727
2728 /**
2729 * Is the application intending to glGetProgramBinary this program?
2730 */
2731 GLboolean BinaryRetreivableHint;
2732
2733 /**
2734 * Indicates whether program can be bound for individual pipeline stages
2735 * using UseProgramStages after it is next linked.
2736 */
2737 GLboolean SeparateShader;
2738
2739 GLuint NumShaders; /**< number of attached shaders */
2740 struct gl_shader **Shaders; /**< List of attached the shaders */
2741
2742 /**
2743 * User-defined attribute bindings
2744 *
2745 * These are set via \c glBindAttribLocation and are used to direct the
2746 * GLSL linker. These are \b not the values used in the compiled shader,
2747 * and they are \b not the values returned by \c glGetAttribLocation.
2748 */
2749 struct string_to_uint_map *AttributeBindings;
2750
2751 /**
2752 * User-defined fragment data bindings
2753 *
2754 * These are set via \c glBindFragDataLocation and are used to direct the
2755 * GLSL linker. These are \b not the values used in the compiled shader,
2756 * and they are \b not the values returned by \c glGetFragDataLocation.
2757 */
2758 struct string_to_uint_map *FragDataBindings;
2759 struct string_to_uint_map *FragDataIndexBindings;
2760
2761 /**
2762 * Transform feedback varyings last specified by
2763 * glTransformFeedbackVaryings().
2764 *
2765 * For the current set of transform feedback varyings used for transform
2766 * feedback output, see LinkedTransformFeedback.
2767 */
2768 struct {
2769 GLenum BufferMode;
2770 /** Global xfb_stride out qualifier if any */
2771 GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
2772 GLuint NumVarying;
2773 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2774 } TransformFeedback;
2775
2776 /** Post-link transform feedback info. */
2777 struct gl_transform_feedback_info LinkedTransformFeedback;
2778
2779 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2780 enum gl_frag_depth_layout FragDepthLayout;
2781
2782 /**
2783 * Tessellation Evaluation shader state from layout qualifiers.
2784 */
2785 struct {
2786 /**
2787 * True if gl_ClipDistance is written to. Copied into
2788 * gl_tess_eval_program by _mesa_copy_linked_program_data().
2789 */
2790 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2791 0 if not present. */
2792 GLuint CullDistanceArraySize; /**< Size of the gl_CullDistance array, or
2793 0 if not present. */
2794 } TessEval;
2795
2796 /**
2797 * Geometry shader state - copied into gl_geometry_program by
2798 * _mesa_copy_linked_program_data().
2799 */
2800 struct {
2801 GLint VerticesIn;
2802
2803 /**
2804 * True if gl_ClipDistance is written to. Copied into
2805 * gl_geometry_program by _mesa_copy_linked_program_data().
2806 */
2807 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2808 0 if not present. */
2809 GLuint CullDistanceArraySize; /**< Size of the gl_CullDistance array, or
2810 0 if not present. */
2811 bool UsesEndPrimitive;
2812 bool UsesStreams;
2813 } Geom;
2814
2815 /** Vertex shader state */
2816 struct {
2817 /**
2818 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2819 * by _mesa_copy_linked_program_data().
2820 */
2821 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2822 0 if not present. */
2823 GLuint CullDistanceArraySize; /**< Size of the gl_CullDistance array, or
2824 0 if not present. */
2825 } Vert;
2826
2827 /**
2828 * Compute shader state - copied into gl_compute_program by
2829 * _mesa_copy_linked_program_data().
2830 */
2831 struct {
2832 /**
2833 * If this shader contains a compute stage, size specified using
2834 * local_size_{x,y,z}. Otherwise undefined.
2835 */
2836 unsigned LocalSize[3];
2837 /**
2838 * Size of shared variables accessed by the compute shader.
2839 */
2840 unsigned SharedSize;
2841
2842 /**
2843 * Whether a variable work group size has been specified.
2844 */
2845 bool LocalSizeVariable;
2846 } Comp;
2847
2848 /* post-link info: */
2849 unsigned NumUniformStorage;
2850 unsigned NumHiddenUniforms;
2851 struct gl_uniform_storage *UniformStorage;
2852
2853 /**
2854 * Mapping from GL uniform locations returned by \c glUniformLocation to
2855 * UniformStorage entries. Arrays will have multiple contiguous slots
2856 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2857 */
2858 unsigned NumUniformRemapTable;
2859 struct gl_uniform_storage **UniformRemapTable;
2860
2861 /**
2862 * Sometimes there are empty slots left over in UniformRemapTable after we
2863 * allocate slots to explicit locations. This list stores the blocks of
2864 * continuous empty slots inside UniformRemapTable.
2865 */
2866 struct exec_list EmptyUniformLocations;
2867
2868 /**
2869 * Size of the gl_ClipDistance array that is output from the last pipeline
2870 * stage before the fragment shader.
2871 */
2872 unsigned LastClipDistanceArraySize;
2873 unsigned LastCullDistanceArraySize;
2874
2875 unsigned NumUniformBlocks;
2876 struct gl_uniform_block *UniformBlocks;
2877
2878 unsigned NumShaderStorageBlocks;
2879 struct gl_uniform_block *ShaderStorageBlocks;
2880
2881 /**
2882 * Map of active uniform names to locations
2883 *
2884 * Maps any active uniform that is not an array element to a location.
2885 * Each active uniform, including individual structure members will appear
2886 * in this map. This roughly corresponds to the set of names that would be
2887 * enumerated by \c glGetActiveUniform.
2888 */
2889 struct string_to_uint_map *UniformHash;
2890
2891 struct gl_active_atomic_buffer *AtomicBuffers;
2892 unsigned NumAtomicBuffers;
2893
2894 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2895 GLboolean Validated;
2896 GLboolean _Used; /**< Ever used for drawing? */
2897 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
2898 GLchar *InfoLog;
2899
2900 unsigned Version; /**< GLSL version used for linking */
2901 bool IsES; /**< True if this program uses GLSL ES */
2902
2903 /**
2904 * Per-stage shaders resulting from the first stage of linking.
2905 *
2906 * Set of linked shaders for this program. The array is accessed using the
2907 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2908 * \c NULL.
2909 */
2910 struct gl_linked_shader *_LinkedShaders[MESA_SHADER_STAGES];
2911
2912 /** List of all active resources after linking. */
2913 struct gl_program_resource *ProgramResourceList;
2914 unsigned NumProgramResourceList;
2915
2916 /* True if any of the fragment shaders attached to this program use:
2917 * #extension ARB_fragment_coord_conventions: enable
2918 */
2919 GLboolean ARB_fragment_coord_conventions_enable;
2920 };
2921
2922
2923 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2924 #define GLSL_LOG 0x2 /**< Write shaders to files */
2925 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2926 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2927 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2928 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2929 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2930 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2931 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2932 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2933
2934
2935 /**
2936 * Context state for GLSL vertex/fragment shaders.
2937 * Extended to support pipeline object
2938 */
2939 struct gl_pipeline_object
2940 {
2941 /** Name of the pipeline object as received from glGenProgramPipelines.
2942 * It would be 0 for shaders without separate shader objects.
2943 */
2944 GLuint Name;
2945
2946 GLint RefCount;
2947
2948 mtx_t Mutex;
2949
2950 GLchar *Label; /**< GL_KHR_debug */
2951
2952 /**
2953 * Programs used for rendering
2954 *
2955 * There is a separate program set for each shader stage.
2956 */
2957 struct gl_shader_program *CurrentProgram[MESA_SHADER_STAGES];
2958
2959 struct gl_shader_program *_CurrentFragmentProgram;
2960
2961 /**
2962 * Program used by glUniform calls.
2963 *
2964 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2965 */
2966 struct gl_shader_program *ActiveProgram;
2967
2968 GLbitfield Flags; /**< Mask of GLSL_x flags */
2969
2970 GLboolean EverBound; /**< Has the pipeline object been created */
2971
2972 GLboolean Validated; /**< Pipeline Validation status */
2973
2974 GLchar *InfoLog;
2975 };
2976
2977 /**
2978 * Context state for GLSL pipeline shaders.
2979 */
2980 struct gl_pipeline_shader_state
2981 {
2982 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
2983 struct gl_pipeline_object *Current;
2984
2985 /* Default Object to ensure that _Shader is never NULL */
2986 struct gl_pipeline_object *Default;
2987
2988 /** Pipeline objects */
2989 struct _mesa_HashTable *Objects;
2990 };
2991
2992 /**
2993 * Compiler options for a single GLSL shaders type
2994 */
2995 struct gl_shader_compiler_options
2996 {
2997 /** Driver-selectable options: */
2998 GLboolean EmitNoLoops;
2999 GLboolean EmitNoFunctions;
3000 GLboolean EmitNoCont; /**< Emit CONT opcode? */
3001 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
3002 GLboolean EmitNoPow; /**< Emit POW opcodes? */
3003 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
3004 GLboolean LowerCombinedClipCullDistance; /** Lower gl_ClipDistance and
3005 * gl_CullDistance together from
3006 * float[8] to vec4[2]
3007 **/
3008
3009 /**
3010 * \name Forms of indirect addressing the driver cannot do.
3011 */
3012 /*@{*/
3013 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
3014 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
3015 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
3016 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
3017 GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
3018 /*@}*/
3019
3020 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
3021 GLuint MaxUnrollIterations;
3022
3023 /**
3024 * Optimize code for array of structures backends.
3025 *
3026 * This is a proxy for:
3027 * - preferring DP4 instructions (rather than MUL/MAD) for
3028 * matrix * vector operations, such as position transformation.
3029 */
3030 GLboolean OptimizeForAOS;
3031
3032 GLboolean LowerBufferInterfaceBlocks; /**< Lower UBO and SSBO access to intrinsics. */
3033
3034 /** Clamp UBO and SSBO block indices so they don't go out-of-bounds. */
3035 GLboolean ClampBlockIndicesToArrayBounds;
3036
3037 GLboolean LowerShaderSharedVariables; /**< Lower compute shader shared
3038 * variable access to intrinsics. */
3039
3040 const struct nir_shader_compiler_options *NirOptions;
3041 };
3042
3043
3044 /**
3045 * Occlusion/timer query object.
3046 */
3047 struct gl_query_object
3048 {
3049 GLenum Target; /**< The query target, when active */
3050 GLuint Id; /**< hash table ID/name */
3051 GLchar *Label; /**< GL_KHR_debug */
3052 GLuint64EXT Result; /**< the counter */
3053 GLboolean Active; /**< inside Begin/EndQuery */
3054 GLboolean Ready; /**< result is ready? */
3055 GLboolean EverBound;/**< has query object ever been bound */
3056 GLuint Stream; /**< The stream */
3057 };
3058
3059
3060 /**
3061 * Context state for query objects.
3062 */
3063 struct gl_query_state
3064 {
3065 struct _mesa_HashTable *QueryObjects;
3066 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
3067 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
3068
3069 /** GL_NV_conditional_render */
3070 struct gl_query_object *CondRenderQuery;
3071
3072 /** GL_EXT_transform_feedback */
3073 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
3074 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
3075
3076 /** GL_ARB_timer_query */
3077 struct gl_query_object *TimeElapsed;
3078
3079 /** GL_ARB_pipeline_statistics_query */
3080 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
3081
3082 GLenum CondRenderMode;
3083 };
3084
3085
3086 /** Sync object state */
3087 struct gl_sync_object
3088 {
3089 GLenum Type; /**< GL_SYNC_FENCE */
3090 GLuint Name; /**< Fence name */
3091 GLchar *Label; /**< GL_KHR_debug */
3092 GLint RefCount; /**< Reference count */
3093 GLboolean DeletePending; /**< Object was deleted while there were still
3094 * live references (e.g., sync not yet finished)
3095 */
3096 GLenum SyncCondition;
3097 GLbitfield Flags; /**< Flags passed to glFenceSync */
3098 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
3099 };
3100
3101
3102 /**
3103 * State which can be shared by multiple contexts:
3104 */
3105 struct gl_shared_state
3106 {
3107 mtx_t Mutex; /**< for thread safety */
3108 GLint RefCount; /**< Reference count */
3109 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
3110 struct _mesa_HashTable *BitmapAtlas; /**< For optimized glBitmap text */
3111 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
3112
3113 /** Default texture objects (shared by all texture units) */
3114 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
3115
3116 /** Fallback texture used when a bound texture is incomplete */
3117 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
3118
3119 /**
3120 * \name Thread safety and statechange notification for texture
3121 * objects.
3122 *
3123 * \todo Improve the granularity of locking.
3124 */
3125 /*@{*/
3126 mtx_t TexMutex; /**< texobj thread safety */
3127 GLuint TextureStateStamp; /**< state notification for shared tex */
3128 /*@}*/
3129
3130 /** Default buffer object for vertex arrays that aren't in VBOs */
3131 struct gl_buffer_object *NullBufferObj;
3132
3133 /**
3134 * \name Vertex/geometry/fragment programs
3135 */
3136 /*@{*/
3137 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3138 struct gl_vertex_program *DefaultVertexProgram;
3139 struct gl_fragment_program *DefaultFragmentProgram;
3140 /*@}*/
3141
3142 /* GL_ATI_fragment_shader */
3143 struct _mesa_HashTable *ATIShaders;
3144 struct ati_fragment_shader *DefaultFragmentShader;
3145
3146 struct _mesa_HashTable *BufferObjects;
3147
3148 /** Table of both gl_shader and gl_shader_program objects */
3149 struct _mesa_HashTable *ShaderObjects;
3150
3151 /* GL_EXT_framebuffer_object */
3152 struct _mesa_HashTable *RenderBuffers;
3153 struct _mesa_HashTable *FrameBuffers;
3154
3155 /* GL_ARB_sync */
3156 struct set *SyncObjects;
3157
3158 /** GL_ARB_sampler_objects */
3159 struct _mesa_HashTable *SamplerObjects;
3160
3161 /**
3162 * Some context in this share group was affected by a GPU reset
3163 *
3164 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3165 * been affected by a GPU reset must also return
3166 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3167 *
3168 * Once this field becomes true, it is never reset to false.
3169 */
3170 bool ShareGroupReset;
3171 };
3172
3173
3174
3175 /**
3176 * Renderbuffers represent drawing surfaces such as color, depth and/or
3177 * stencil. A framebuffer object has a set of renderbuffers.
3178 * Drivers will typically derive subclasses of this type.
3179 */
3180 struct gl_renderbuffer
3181 {
3182 mtx_t Mutex; /**< for thread safety */
3183 GLuint ClassID; /**< Useful for drivers */
3184 GLuint Name;
3185 GLchar *Label; /**< GL_KHR_debug */
3186 GLint RefCount;
3187 GLuint Width, Height;
3188 GLuint Depth;
3189 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3190 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3191 /**
3192 * True for renderbuffers that wrap textures, giving the driver a chance to
3193 * flush render caches through the FinishRenderTexture hook.
3194 *
3195 * Drivers may also set this on renderbuffers other than those generated by
3196 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3197 * called without a rb->TexImage.
3198 */
3199 GLboolean NeedsFinishRenderTexture;
3200 GLubyte NumSamples;
3201 GLenum InternalFormat; /**< The user-specified format */
3202 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3203 GL_STENCIL_INDEX. */
3204 mesa_format Format; /**< The actual renderbuffer memory format */
3205 /**
3206 * Pointer to the texture image if this renderbuffer wraps a texture,
3207 * otherwise NULL.
3208 *
3209 * Note that the reference on the gl_texture_object containing this
3210 * TexImage is held by the gl_renderbuffer_attachment.
3211 */
3212 struct gl_texture_image *TexImage;
3213
3214 /** Delete this renderbuffer */
3215 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3216
3217 /** Allocate new storage for this renderbuffer */
3218 GLboolean (*AllocStorage)(struct gl_context *ctx,
3219 struct gl_renderbuffer *rb,
3220 GLenum internalFormat,
3221 GLuint width, GLuint height);
3222 };
3223
3224
3225 /**
3226 * A renderbuffer attachment points to either a texture object (and specifies
3227 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3228 */
3229 struct gl_renderbuffer_attachment
3230 {
3231 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3232 GLboolean Complete;
3233
3234 /**
3235 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3236 * application supplied renderbuffer object.
3237 */
3238 struct gl_renderbuffer *Renderbuffer;
3239
3240 /**
3241 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3242 * supplied texture object.
3243 */
3244 struct gl_texture_object *Texture;
3245 GLuint TextureLevel; /**< Attached mipmap level. */
3246 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3247 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3248 * and 2D array textures */
3249 GLboolean Layered;
3250 };
3251
3252
3253 /**
3254 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3255 * In C++ terms, think of this as a base class from which device drivers
3256 * will make derived classes.
3257 */
3258 struct gl_framebuffer
3259 {
3260 mtx_t Mutex; /**< for thread safety */
3261 /**
3262 * If zero, this is a window system framebuffer. If non-zero, this
3263 * is a FBO framebuffer; note that for some devices (i.e. those with
3264 * a natural pixel coordinate system for FBOs that differs from the
3265 * OpenGL/Mesa coordinate system), this means that the viewport,
3266 * polygon face orientation, and polygon stipple will have to be inverted.
3267 */
3268 GLuint Name;
3269 GLint RefCount;
3270
3271 GLchar *Label; /**< GL_KHR_debug */
3272
3273 GLboolean DeletePending;
3274
3275 /**
3276 * The framebuffer's visual. Immutable if this is a window system buffer.
3277 * Computed from attachments if user-made FBO.
3278 */
3279 struct gl_config Visual;
3280
3281 /**
3282 * Size of frame buffer in pixels. If there are no attachments, then both
3283 * of these are 0.
3284 */
3285 GLuint Width, Height;
3286
3287 /**
3288 * In the case that the framebuffer has no attachment (i.e.
3289 * GL_ARB_framebuffer_no_attachments) then the geometry of
3290 * the framebuffer is specified by the default values.
3291 */
3292 struct {
3293 GLuint Width, Height, Layers, NumSamples;
3294 GLboolean FixedSampleLocations;
3295 /* Derived from NumSamples by the driver so that it can choose a valid
3296 * value for the hardware.
3297 */
3298 GLuint _NumSamples;
3299 } DefaultGeometry;
3300
3301 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3302 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3303 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3304 */
3305 /*@{*/
3306 GLint _Xmin, _Xmax;
3307 GLint _Ymin, _Ymax;
3308 /*@}*/
3309
3310 /** \name Derived Z buffer stuff */
3311 /*@{*/
3312 GLuint _DepthMax; /**< Max depth buffer value */
3313 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3314 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3315 /*@}*/
3316
3317 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3318 GLenum _Status;
3319
3320 /** Whether one of Attachment has Type != GL_NONE
3321 * NOTE: the values for Width and Height are set to 0 in case of having
3322 * no attachments, a backend driver supporting the extension
3323 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3324 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3325 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3326 * _Ymax do NOT take into account _HasAttachments being false). To get the
3327 * geometry of the framebuffer, the helper functions
3328 * _mesa_geometric_width(),
3329 * _mesa_geometric_height(),
3330 * _mesa_geometric_samples() and
3331 * _mesa_geometric_layers()
3332 * are available that check _HasAttachments.
3333 */
3334 bool _HasAttachments;
3335
3336 GLbitfield _IntegerBuffers; /**< Which color buffers are integer valued */
3337
3338 /* ARB_color_buffer_float */
3339 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3340 GLboolean _HasSNormOrFloatColorBuffer;
3341
3342 /**
3343 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3344 * is not layered. For cube maps and cube map arrays, each cube face
3345 * counts as a layer. As the case for Width, Height a backend driver
3346 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3347 * in the case that _HasAttachments is false
3348 */
3349 GLuint MaxNumLayers;
3350
3351 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3352 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3353
3354 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3355 * attribute group and GL_PIXEL attribute group, respectively.
3356 */
3357 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3358 GLenum ColorReadBuffer;
3359
3360 /** Computed from ColorDraw/ReadBuffer above */
3361 GLuint _NumColorDrawBuffers;
3362 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3363 GLint _ColorReadBufferIndex; /* -1 = None */
3364 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3365 struct gl_renderbuffer *_ColorReadBuffer;
3366
3367 /** Delete this framebuffer */
3368 void (*Delete)(struct gl_framebuffer *fb);
3369 };
3370
3371
3372 /**
3373 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3374 */
3375 struct gl_precision
3376 {
3377 GLushort RangeMin; /**< min value exponent */
3378 GLushort RangeMax; /**< max value exponent */
3379 GLushort Precision; /**< number of mantissa bits */
3380 };
3381
3382
3383 /**
3384 * Limits for vertex, geometry and fragment programs/shaders.
3385 */
3386 struct gl_program_constants
3387 {
3388 /* logical limits */
3389 GLuint MaxInstructions;
3390 GLuint MaxAluInstructions;
3391 GLuint MaxTexInstructions;
3392 GLuint MaxTexIndirections;
3393 GLuint MaxAttribs;
3394 GLuint MaxTemps;
3395 GLuint MaxAddressRegs;
3396 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3397 GLuint MaxParameters;
3398 GLuint MaxLocalParams;
3399 GLuint MaxEnvParams;
3400 /* native/hardware limits */
3401 GLuint MaxNativeInstructions;
3402 GLuint MaxNativeAluInstructions;
3403 GLuint MaxNativeTexInstructions;
3404 GLuint MaxNativeTexIndirections;
3405 GLuint MaxNativeAttribs;
3406 GLuint MaxNativeTemps;
3407 GLuint MaxNativeAddressRegs;
3408 GLuint MaxNativeParameters;
3409 /* For shaders */
3410 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3411
3412 /**
3413 * \name Per-stage input / output limits
3414 *
3415 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3416 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3417 * ES). This is stored as \c gl_constants::MaxVarying.
3418 *
3419 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3420 * variables. Each stage as a certain number of outputs that it can feed
3421 * to the next stage and a certain number inputs that it can consume from
3422 * the previous stage.
3423 *
3424 * Vertex shader inputs do not participate this in this accounting.
3425 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3426 *
3427 * Fragment shader outputs do not participate this in this accounting.
3428 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3429 */
3430 /*@{*/
3431 GLuint MaxInputComponents;
3432 GLuint MaxOutputComponents;
3433 /*@}*/
3434
3435 /* ES 2.0 and GL_ARB_ES2_compatibility */
3436 struct gl_precision LowFloat, MediumFloat, HighFloat;
3437 struct gl_precision LowInt, MediumInt, HighInt;
3438 /* GL_ARB_uniform_buffer_object */
3439 GLuint MaxUniformBlocks;
3440 GLuint MaxCombinedUniformComponents;
3441 GLuint MaxTextureImageUnits;
3442
3443 /* GL_ARB_shader_atomic_counters */
3444 GLuint MaxAtomicBuffers;
3445 GLuint MaxAtomicCounters;
3446
3447 /* GL_ARB_shader_image_load_store */
3448 GLuint MaxImageUniforms;
3449
3450 /* GL_ARB_shader_storage_buffer_object */
3451 GLuint MaxShaderStorageBlocks;
3452 };
3453
3454
3455 /**
3456 * Constants which may be overridden by device driver during context creation
3457 * but are never changed after that.
3458 */
3459 struct gl_constants
3460 {
3461 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3462 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3463 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3464 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3465 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3466 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3467 GLuint MaxTextureCoordUnits;
3468 GLuint MaxCombinedTextureImageUnits;
3469 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3470 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3471 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3472 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3473
3474 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3475
3476 GLuint MaxArrayLockSize;
3477
3478 GLint SubPixelBits;
3479
3480 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3481 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3482 GLfloat PointSizeGranularity;
3483 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3484 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3485 GLfloat LineWidthGranularity;
3486
3487 GLuint MaxClipPlanes;
3488 GLuint MaxLights;
3489 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3490 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3491
3492 GLuint MaxViewportWidth, MaxViewportHeight;
3493 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3494 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3495 struct {
3496 GLfloat Min;
3497 GLfloat Max;
3498 } ViewportBounds; /**< GL_ARB_viewport_array */
3499 GLuint MaxWindowRectangles; /**< GL_EXT_window_rectangles */
3500
3501 struct gl_program_constants Program[MESA_SHADER_STAGES];
3502 GLuint MaxProgramMatrices;
3503 GLuint MaxProgramMatrixStackDepth;
3504
3505 struct {
3506 GLuint SamplesPassed;
3507 GLuint TimeElapsed;
3508 GLuint Timestamp;
3509 GLuint PrimitivesGenerated;
3510 GLuint PrimitivesWritten;
3511 GLuint VerticesSubmitted;
3512 GLuint PrimitivesSubmitted;
3513 GLuint VsInvocations;
3514 GLuint TessPatches;
3515 GLuint TessInvocations;
3516 GLuint GsInvocations;
3517 GLuint GsPrimitives;
3518 GLuint FsInvocations;
3519 GLuint ComputeInvocations;
3520 GLuint ClInPrimitives;
3521 GLuint ClOutPrimitives;
3522 } QueryCounterBits;
3523
3524 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3525
3526 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3527 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3528 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3529
3530 /**
3531 * GL_ARB_framebuffer_no_attachments
3532 */
3533 GLuint MaxFramebufferWidth;
3534 GLuint MaxFramebufferHeight;
3535 GLuint MaxFramebufferLayers;
3536 GLuint MaxFramebufferSamples;
3537
3538 /** Number of varying vectors between any two shader stages. */
3539 GLuint MaxVarying;
3540
3541 /** @{
3542 * GL_ARB_uniform_buffer_object
3543 */
3544 GLuint MaxCombinedUniformBlocks;
3545 GLuint MaxUniformBufferBindings;
3546 GLuint MaxUniformBlockSize;
3547 GLuint UniformBufferOffsetAlignment;
3548 /** @} */
3549
3550 /** @{
3551 * GL_ARB_shader_storage_buffer_object
3552 */
3553 GLuint MaxCombinedShaderStorageBlocks;
3554 GLuint MaxShaderStorageBufferBindings;
3555 GLuint MaxShaderStorageBlockSize;
3556 GLuint ShaderStorageBufferOffsetAlignment;
3557 /** @} */
3558
3559 /**
3560 * GL_ARB_explicit_uniform_location
3561 */
3562 GLuint MaxUserAssignableUniformLocations;
3563
3564 /** geometry shader */
3565 GLuint MaxGeometryOutputVertices;
3566 GLuint MaxGeometryTotalOutputComponents;
3567
3568 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3569
3570 /**
3571 * Changes default GLSL extension behavior from "error" to "warn". It's out
3572 * of spec, but it can make some apps work that otherwise wouldn't.
3573 */
3574 GLboolean ForceGLSLExtensionsWarn;
3575
3576 /**
3577 * If non-zero, forces GLSL shaders to behave as if they began
3578 * with "#version ForceGLSLVersion".
3579 */
3580 GLuint ForceGLSLVersion;
3581
3582 /**
3583 * Allow GLSL #extension directives in the middle of shaders.
3584 */
3585 GLboolean AllowGLSLExtensionDirectiveMidShader;
3586
3587 /**
3588 * Force uninitialized variables to default to zero.
3589 */
3590 GLboolean GLSLZeroInit;
3591
3592 /**
3593 * Does the driver support real 32-bit integers? (Otherwise, integers are
3594 * simulated via floats.)
3595 */
3596 GLboolean NativeIntegers;
3597
3598 /**
3599 * Does VertexID count from zero or from base vertex?
3600 *
3601 * \note
3602 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3603 * ignored and need not be set.
3604 */
3605 bool VertexID_is_zero_based;
3606
3607 /**
3608 * If the driver supports real 32-bit integers, what integer value should be
3609 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3610 */
3611 GLuint UniformBooleanTrue;
3612
3613 /**
3614 * Maximum amount of time, measured in nanseconds, that the server can wait.
3615 */
3616 GLuint64 MaxServerWaitTimeout;
3617
3618 /** GL_EXT_provoking_vertex */
3619 GLboolean QuadsFollowProvokingVertexConvention;
3620
3621 /** GL_ARB_viewport_array */
3622 GLenum LayerAndVPIndexProvokingVertex;
3623
3624 /** OpenGL version 3.0 */
3625 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3626
3627 /** OpenGL version 3.2 */
3628 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3629
3630 /** OpenGL version 4.4 */
3631 GLuint MaxVertexAttribStride;
3632
3633 /** GL_EXT_transform_feedback */
3634 GLuint MaxTransformFeedbackBuffers;
3635 GLuint MaxTransformFeedbackSeparateComponents;
3636 GLuint MaxTransformFeedbackInterleavedComponents;
3637 GLuint MaxVertexStreams;
3638
3639 /** GL_EXT_gpu_shader4 */
3640 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3641
3642 /** GL_ARB_texture_gather */
3643 GLuint MinProgramTextureGatherOffset;
3644 GLuint MaxProgramTextureGatherOffset;
3645 GLuint MaxProgramTextureGatherComponents;
3646
3647 /* GL_ARB_robustness */
3648 GLenum ResetStrategy;
3649
3650 /* GL_ARB_blend_func_extended */
3651 GLuint MaxDualSourceDrawBuffers;
3652
3653 /**
3654 * Whether the implementation strips out and ignores texture borders.
3655 *
3656 * Many GPU hardware implementations don't support rendering with texture
3657 * borders and mipmapped textures. (Note: not static border color, but the
3658 * old 1-pixel border around each edge). Implementations then have to do
3659 * slow fallbacks to be correct, or just ignore the border and be fast but
3660 * wrong. Setting the flag strips the border off of TexImage calls,
3661 * providing "fast but wrong" at significantly reduced driver complexity.
3662 *
3663 * Texture borders are deprecated in GL 3.0.
3664 **/
3665 GLboolean StripTextureBorder;
3666
3667 /**
3668 * For drivers which can do a better job at eliminating unused uniforms
3669 * than the GLSL compiler.
3670 *
3671 * XXX Remove these as soon as a better solution is available.
3672 */
3673 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3674
3675 /** Whether gl_FragCoord and gl_FrontFacing are system values. */
3676 bool GLSLFragCoordIsSysVal;
3677 bool GLSLFrontFacingIsSysVal;
3678
3679 /**
3680 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3681 * than passing the transform feedback object to the drawing function.
3682 */
3683 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3684
3685 /** GL_ARB_map_buffer_alignment */
3686 GLuint MinMapBufferAlignment;
3687
3688 /**
3689 * Disable varying packing. This is out of spec, but potentially useful
3690 * for older platforms that supports a limited number of texture
3691 * indirections--on these platforms, unpacking the varyings in the fragment
3692 * shader increases the number of texture indirections by 1, which might
3693 * make some shaders not executable at all.
3694 *
3695 * Drivers that support transform feedback must set this value to GL_FALSE.
3696 */
3697 GLboolean DisableVaryingPacking;
3698
3699 /**
3700 * Should meaningful names be generated for compiler temporary variables?
3701 *
3702 * Generally, it is not useful to have the compiler generate "meaningful"
3703 * names for temporary variables that it creates. This can, however, be a
3704 * useful debugging aid. In Mesa debug builds or release builds when
3705 * MESA_GLSL is set at run-time, meaningful names will be generated.
3706 * Drivers can also force names to be generated by setting this field.
3707 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3708 * vertex shader assembly) is set at run-time.
3709 */
3710 bool GenerateTemporaryNames;
3711
3712 /*
3713 * Maximum value supported for an index in DrawElements and friends.
3714 *
3715 * This must be at least (1ull<<24)-1. The default value is
3716 * (1ull<<32)-1.
3717 *
3718 * \since ES 3.0 or GL_ARB_ES3_compatibility
3719 * \sa _mesa_init_constants
3720 */
3721 GLuint64 MaxElementIndex;
3722
3723 /**
3724 * Disable interpretation of line continuations (lines ending with a
3725 * backslash character ('\') in GLSL source.
3726 */
3727 GLboolean DisableGLSLLineContinuations;
3728
3729 /** GL_ARB_texture_multisample */
3730 GLint MaxColorTextureSamples;
3731 GLint MaxDepthTextureSamples;
3732 GLint MaxIntegerSamples;
3733
3734 /**
3735 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3736 * samples are laid out in a rectangular grid roughly corresponding to
3737 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3738 * are used to map indices of rectangular grid to sample numbers within
3739 * a pixel. This mapping of indices to sample numbers must be initialized
3740 * by the driver for the target hardware. For example, if we have the 8X
3741 * MSAA sample number layout (sample positions) for XYZ hardware:
3742 *
3743 * sample indices layout sample number layout
3744 * --------- ---------
3745 * | 0 | 1 | | a | b |
3746 * --------- ---------
3747 * | 2 | 3 | | c | d |
3748 * --------- ---------
3749 * | 4 | 5 | | e | f |
3750 * --------- ---------
3751 * | 6 | 7 | | g | h |
3752 * --------- ---------
3753 *
3754 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3755 *
3756 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3757 * below:
3758 * SampleMap8x = {a, b, c, d, e, f, g, h};
3759 *
3760 * Follow the logic for sample counts 2-8.
3761 *
3762 * For 16x the sample indices layout as a 4x4 grid as follows:
3763 *
3764 * -----------------
3765 * | 0 | 1 | 2 | 3 |
3766 * -----------------
3767 * | 4 | 5 | 6 | 7 |
3768 * -----------------
3769 * | 8 | 9 |10 |11 |
3770 * -----------------
3771 * |12 |13 |14 |15 |
3772 * -----------------
3773 */
3774 uint8_t SampleMap2x[2];
3775 uint8_t SampleMap4x[4];
3776 uint8_t SampleMap8x[8];
3777 uint8_t SampleMap16x[16];
3778
3779 /** GL_ARB_shader_atomic_counters */
3780 GLuint MaxAtomicBufferBindings;
3781 GLuint MaxAtomicBufferSize;
3782 GLuint MaxCombinedAtomicBuffers;
3783 GLuint MaxCombinedAtomicCounters;
3784
3785 /** GL_ARB_vertex_attrib_binding */
3786 GLint MaxVertexAttribRelativeOffset;
3787 GLint MaxVertexAttribBindings;
3788
3789 /* GL_ARB_shader_image_load_store */
3790 GLuint MaxImageUnits;
3791 GLuint MaxCombinedShaderOutputResources;
3792 GLuint MaxImageSamples;
3793 GLuint MaxCombinedImageUniforms;
3794
3795 /** GL_ARB_compute_shader */
3796 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3797 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3798 GLuint MaxComputeWorkGroupInvocations;
3799 GLuint MaxComputeSharedMemorySize;
3800
3801 /** GL_ARB_compute_variable_group_size */
3802 GLuint MaxComputeVariableGroupSize[3]; /* Array of x, y, z dimensions */
3803 GLuint MaxComputeVariableGroupInvocations;
3804
3805 /** GL_ARB_gpu_shader5 */
3806 GLfloat MinFragmentInterpolationOffset;
3807 GLfloat MaxFragmentInterpolationOffset;
3808
3809 GLboolean FakeSWMSAA;
3810
3811 /** GL_KHR_context_flush_control */
3812 GLenum ContextReleaseBehavior;
3813
3814 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
3815
3816 /** GL_ARB_tessellation_shader */
3817 GLuint MaxPatchVertices;
3818 GLuint MaxTessGenLevel;
3819 GLuint MaxTessPatchComponents;
3820 GLuint MaxTessControlTotalOutputComponents;
3821 bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
3822 bool LowerTCSPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */
3823 bool LowerTESPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */
3824 bool PrimitiveRestartForPatches;
3825 bool LowerCsDerivedVariables; /**< Lower gl_GlobalInvocationID and
3826 * gl_LocalInvocationIndex based on
3827 * other builtin variables. */
3828
3829 /** GL_OES_primitive_bounding_box */
3830 bool NoPrimitiveBoundingBoxOutput;
3831 };
3832
3833
3834 /**
3835 * Enable flag for each OpenGL extension. Different device drivers will
3836 * enable different extensions at runtime.
3837 */
3838 struct gl_extensions
3839 {
3840 GLboolean dummy; /* don't remove this! */
3841 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3842 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3843 GLboolean ANGLE_texture_compression_dxt;
3844 GLboolean ARB_ES2_compatibility;
3845 GLboolean ARB_ES3_compatibility;
3846 GLboolean ARB_ES3_1_compatibility;
3847 GLboolean ARB_ES3_2_compatibility;
3848 GLboolean ARB_arrays_of_arrays;
3849 GLboolean ARB_base_instance;
3850 GLboolean ARB_blend_func_extended;
3851 GLboolean ARB_buffer_storage;
3852 GLboolean ARB_clear_texture;
3853 GLboolean ARB_clip_control;
3854 GLboolean ARB_color_buffer_float;
3855 GLboolean ARB_compute_shader;
3856 GLboolean ARB_compute_variable_group_size;
3857 GLboolean ARB_conditional_render_inverted;
3858 GLboolean ARB_conservative_depth;
3859 GLboolean ARB_copy_image;
3860 GLboolean ARB_cull_distance;
3861 GLboolean ARB_depth_buffer_float;
3862 GLboolean ARB_depth_clamp;
3863 GLboolean ARB_depth_texture;
3864 GLboolean ARB_derivative_control;
3865 GLboolean ARB_draw_buffers_blend;
3866 GLboolean ARB_draw_elements_base_vertex;
3867 GLboolean ARB_draw_indirect;
3868 GLboolean ARB_draw_instanced;
3869 GLboolean ARB_fragment_coord_conventions;
3870 GLboolean ARB_fragment_layer_viewport;
3871 GLboolean ARB_fragment_program;
3872 GLboolean ARB_fragment_program_shadow;
3873 GLboolean ARB_fragment_shader;
3874 GLboolean ARB_framebuffer_no_attachments;
3875 GLboolean ARB_framebuffer_object;
3876 GLboolean ARB_enhanced_layouts;
3877 GLboolean ARB_explicit_attrib_location;
3878 GLboolean ARB_explicit_uniform_location;
3879 GLboolean ARB_gpu_shader5;
3880 GLboolean ARB_gpu_shader_fp64;
3881 GLboolean ARB_half_float_vertex;
3882 GLboolean ARB_indirect_parameters;
3883 GLboolean ARB_instanced_arrays;
3884 GLboolean ARB_internalformat_query;
3885 GLboolean ARB_internalformat_query2;
3886 GLboolean ARB_map_buffer_range;
3887 GLboolean ARB_occlusion_query;
3888 GLboolean ARB_occlusion_query2;
3889 GLboolean ARB_pipeline_statistics_query;
3890 GLboolean ARB_point_sprite;
3891 GLboolean ARB_query_buffer_object;
3892 GLboolean ARB_robust_buffer_access_behavior;
3893 GLboolean ARB_sample_shading;
3894 GLboolean ARB_seamless_cube_map;
3895 GLboolean ARB_shader_atomic_counter_ops;
3896 GLboolean ARB_shader_atomic_counters;
3897 GLboolean ARB_shader_bit_encoding;
3898 GLboolean ARB_shader_clock;
3899 GLboolean ARB_shader_draw_parameters;
3900 GLboolean ARB_shader_group_vote;
3901 GLboolean ARB_shader_image_load_store;
3902 GLboolean ARB_shader_image_size;
3903 GLboolean ARB_shader_precision;
3904 GLboolean ARB_shader_stencil_export;
3905 GLboolean ARB_shader_storage_buffer_object;
3906 GLboolean ARB_shader_subroutine;
3907 GLboolean ARB_shader_texture_image_samples;
3908 GLboolean ARB_shader_texture_lod;
3909 GLboolean ARB_shader_viewport_layer_array;
3910 GLboolean ARB_shading_language_packing;
3911 GLboolean ARB_shading_language_420pack;
3912 GLboolean ARB_shadow;
3913 GLboolean ARB_stencil_texturing;
3914 GLboolean ARB_sync;
3915 GLboolean ARB_tessellation_shader;
3916 GLboolean ARB_texture_border_clamp;
3917 GLboolean ARB_texture_buffer_object;
3918 GLboolean ARB_texture_buffer_object_rgb32;
3919 GLboolean ARB_texture_buffer_range;
3920 GLboolean ARB_texture_compression_bptc;
3921 GLboolean ARB_texture_compression_rgtc;
3922 GLboolean ARB_texture_cube_map;
3923 GLboolean ARB_texture_cube_map_array;
3924 GLboolean ARB_texture_env_combine;
3925 GLboolean ARB_texture_env_crossbar;
3926 GLboolean ARB_texture_env_dot3;
3927 GLboolean ARB_texture_float;
3928 GLboolean ARB_texture_gather;
3929 GLboolean ARB_texture_mirror_clamp_to_edge;
3930 GLboolean ARB_texture_multisample;
3931 GLboolean ARB_texture_non_power_of_two;
3932 GLboolean ARB_texture_stencil8;
3933 GLboolean ARB_texture_query_levels;
3934 GLboolean ARB_texture_query_lod;
3935 GLboolean ARB_texture_rg;
3936 GLboolean ARB_texture_rgb10_a2ui;
3937 GLboolean ARB_texture_view;
3938 GLboolean ARB_timer_query;
3939 GLboolean ARB_transform_feedback2;
3940 GLboolean ARB_transform_feedback3;
3941 GLboolean ARB_transform_feedback_instanced;
3942 GLboolean ARB_uniform_buffer_object;
3943 GLboolean ARB_vertex_attrib_64bit;
3944 GLboolean ARB_vertex_program;
3945 GLboolean ARB_vertex_shader;
3946 GLboolean ARB_vertex_type_10f_11f_11f_rev;
3947 GLboolean ARB_vertex_type_2_10_10_10_rev;
3948 GLboolean ARB_viewport_array;
3949 GLboolean EXT_blend_color;
3950 GLboolean EXT_blend_equation_separate;
3951 GLboolean EXT_blend_func_separate;
3952 GLboolean EXT_blend_minmax;
3953 GLboolean EXT_depth_bounds_test;
3954 GLboolean EXT_draw_buffers2;
3955 GLboolean EXT_framebuffer_multisample;
3956 GLboolean EXT_framebuffer_multisample_blit_scaled;
3957 GLboolean EXT_framebuffer_sRGB;
3958 GLboolean EXT_gpu_program_parameters;
3959 GLboolean EXT_gpu_shader4;
3960 GLboolean EXT_packed_float;
3961 GLboolean EXT_pixel_buffer_object;
3962 GLboolean EXT_point_parameters;
3963 GLboolean EXT_polygon_offset_clamp;
3964 GLboolean EXT_provoking_vertex;
3965 GLboolean EXT_shader_integer_mix;
3966 GLboolean EXT_shader_samples_identical;
3967 GLboolean EXT_stencil_two_side;
3968 GLboolean EXT_texture_array;
3969 GLboolean EXT_texture_compression_latc;
3970 GLboolean EXT_texture_compression_s3tc;
3971 GLboolean EXT_texture_env_dot3;
3972 GLboolean EXT_texture_filter_anisotropic;
3973 GLboolean EXT_texture_integer;
3974 GLboolean EXT_texture_mirror_clamp;
3975 GLboolean EXT_texture_shared_exponent;
3976 GLboolean EXT_texture_snorm;
3977 GLboolean EXT_texture_sRGB;
3978 GLboolean EXT_texture_sRGB_decode;
3979 GLboolean EXT_texture_swizzle;
3980 GLboolean EXT_transform_feedback;
3981 GLboolean EXT_timer_query;
3982 GLboolean EXT_vertex_array_bgra;
3983 GLboolean EXT_window_rectangles;
3984 GLboolean OES_copy_image;
3985 GLboolean OES_primitive_bounding_box;
3986 GLboolean OES_sample_variables;
3987 GLboolean OES_standard_derivatives;
3988 GLboolean OES_texture_buffer;
3989 GLboolean OES_texture_cube_map_array;
3990 GLboolean OES_viewport_array;
3991 /* vendor extensions */
3992 GLboolean AMD_performance_monitor;
3993 GLboolean AMD_pinned_memory;
3994 GLboolean AMD_seamless_cubemap_per_texture;
3995 GLboolean AMD_vertex_shader_layer;
3996 GLboolean AMD_vertex_shader_viewport_index;
3997 GLboolean ANDROID_extension_pack_es31a;
3998 GLboolean APPLE_object_purgeable;
3999 GLboolean ATI_meminfo;
4000 GLboolean ATI_texture_compression_3dc;
4001 GLboolean ATI_texture_mirror_once;
4002 GLboolean ATI_texture_env_combine3;
4003 GLboolean ATI_fragment_shader;
4004 GLboolean ATI_separate_stencil;
4005 GLboolean GREMEDY_string_marker;
4006 GLboolean INTEL_performance_query;
4007 GLboolean KHR_blend_equation_advanced;
4008 GLboolean KHR_blend_equation_advanced_coherent;
4009 GLboolean KHR_robustness;
4010 GLboolean KHR_texture_compression_astc_hdr;
4011 GLboolean KHR_texture_compression_astc_ldr;
4012 GLboolean KHR_texture_compression_astc_sliced_3d;
4013 GLboolean MESA_pack_invert;
4014 GLboolean MESA_shader_framebuffer_fetch;
4015 GLboolean MESA_shader_framebuffer_fetch_non_coherent;
4016 GLboolean MESA_shader_integer_functions;
4017 GLboolean MESA_ycbcr_texture;
4018 GLboolean NV_conditional_render;
4019 GLboolean NV_fog_distance;
4020 GLboolean NV_point_sprite;
4021 GLboolean NV_primitive_restart;
4022 GLboolean NV_texture_barrier;
4023 GLboolean NV_texture_env_combine4;
4024 GLboolean NV_texture_rectangle;
4025 GLboolean NV_vdpau_interop;
4026 GLboolean NVX_gpu_memory_info;
4027 GLboolean TDFX_texture_compression_FXT1;
4028 GLboolean OES_EGL_image;
4029 GLboolean OES_draw_texture;
4030 GLboolean OES_depth_texture_cube_map;
4031 GLboolean OES_EGL_image_external;
4032 GLboolean OES_texture_float;
4033 GLboolean OES_texture_float_linear;
4034 GLboolean OES_texture_half_float;
4035 GLboolean OES_texture_half_float_linear;
4036 GLboolean OES_compressed_ETC1_RGB8_texture;
4037 GLboolean OES_geometry_shader;
4038 GLboolean OES_texture_compression_astc;
4039 GLboolean extension_sentinel;
4040 /** The extension string */
4041 const GLubyte *String;
4042 /** Number of supported extensions */
4043 GLuint Count;
4044 /**
4045 * The context version which extension helper functions compare against.
4046 * By default, the value is equal to ctx->Version. This changes to ~0
4047 * while meta is in progress.
4048 */
4049 GLubyte Version;
4050 };
4051
4052
4053 /**
4054 * A stack of matrices (projection, modelview, color, texture, etc).
4055 */
4056 struct gl_matrix_stack
4057 {
4058 GLmatrix *Top; /**< points into Stack */
4059 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
4060 unsigned StackSize; /**< Number of elements in Stack */
4061 GLuint Depth; /**< 0 <= Depth < MaxDepth */
4062 GLuint MaxDepth; /**< size of Stack[] array */
4063 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
4064 };
4065
4066
4067 /**
4068 * \name Bits for image transfer operations
4069 * \sa __struct gl_contextRec::ImageTransferState.
4070 */
4071 /*@{*/
4072 #define IMAGE_SCALE_BIAS_BIT 0x1
4073 #define IMAGE_SHIFT_OFFSET_BIT 0x2
4074 #define IMAGE_MAP_COLOR_BIT 0x4
4075 #define IMAGE_CLAMP_BIT 0x800
4076
4077
4078 /** Pixel Transfer ops */
4079 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
4080 IMAGE_SHIFT_OFFSET_BIT | \
4081 IMAGE_MAP_COLOR_BIT)
4082
4083 /**
4084 * \name Bits to indicate what state has changed.
4085 */
4086 /*@{*/
4087 #define _NEW_MODELVIEW (1u << 0) /**< gl_context::ModelView */
4088 #define _NEW_PROJECTION (1u << 1) /**< gl_context::Projection */
4089 #define _NEW_TEXTURE_MATRIX (1u << 2) /**< gl_context::TextureMatrix */
4090 #define _NEW_COLOR (1u << 3) /**< gl_context::Color */
4091 #define _NEW_DEPTH (1u << 4) /**< gl_context::Depth */
4092 #define _NEW_EVAL (1u << 5) /**< gl_context::Eval, EvalMap */
4093 #define _NEW_FOG (1u << 6) /**< gl_context::Fog */
4094 #define _NEW_HINT (1u << 7) /**< gl_context::Hint */
4095 #define _NEW_LIGHT (1u << 8) /**< gl_context::Light */
4096 #define _NEW_LINE (1u << 9) /**< gl_context::Line */
4097 #define _NEW_PIXEL (1u << 10) /**< gl_context::Pixel */
4098 #define _NEW_POINT (1u << 11) /**< gl_context::Point */
4099 #define _NEW_POLYGON (1u << 12) /**< gl_context::Polygon */
4100 #define _NEW_POLYGONSTIPPLE (1u << 13) /**< gl_context::PolygonStipple */
4101 #define _NEW_SCISSOR (1u << 14) /**< gl_context::Scissor */
4102 #define _NEW_STENCIL (1u << 15) /**< gl_context::Stencil */
4103 #define _NEW_TEXTURE (1u << 16) /**< gl_context::Texture */
4104 #define _NEW_TRANSFORM (1u << 17) /**< gl_context::Transform */
4105 #define _NEW_VIEWPORT (1u << 18) /**< gl_context::Viewport */
4106 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4107 #define _NEW_ARRAY (1u << 20) /**< gl_context::Array */
4108 #define _NEW_RENDERMODE (1u << 21) /**< gl_context::RenderMode, etc */
4109 #define _NEW_BUFFERS (1u << 22) /**< gl_context::Visual, DrawBuffer, */
4110 #define _NEW_CURRENT_ATTRIB (1u << 23) /**< gl_context::Current */
4111 #define _NEW_MULTISAMPLE (1u << 24) /**< gl_context::Multisample */
4112 #define _NEW_TRACK_MATRIX (1u << 25) /**< gl_context::VertexProgram */
4113 #define _NEW_PROGRAM (1u << 26) /**< New program/shader state */
4114 #define _NEW_PROGRAM_CONSTANTS (1u << 27)
4115 #define _NEW_BUFFER_OBJECT (1u << 28)
4116 #define _NEW_FRAG_CLAMP (1u << 29)
4117 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4118 #define _NEW_VARYING_VP_INPUTS (1u << 31) /**< gl_context::varying_vp_inputs */
4119 #define _NEW_ALL ~0
4120 /*@}*/
4121
4122
4123 /**
4124 * Composite state flags
4125 */
4126 /*@{*/
4127 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
4128 _NEW_TEXTURE | \
4129 _NEW_POINT | \
4130 _NEW_PROGRAM | \
4131 _NEW_MODELVIEW)
4132
4133 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
4134 _NEW_FOG | \
4135 _NEW_PROGRAM)
4136
4137
4138 /*@}*/
4139
4140
4141
4142
4143 /* This has to be included here. */
4144 #include "dd.h"
4145
4146
4147 /**
4148 * Display list flags.
4149 * Strictly this is a tnl-private concept, but it doesn't seem
4150 * worthwhile adding a tnl private structure just to hold this one bit
4151 * of information:
4152 */
4153 #define DLIST_DANGLING_REFS 0x1
4154
4155
4156 /** Opaque declaration of display list payload data type */
4157 union gl_dlist_node;
4158
4159
4160 /**
4161 * Provide a location where information about a display list can be
4162 * collected. Could be extended with driverPrivate structures,
4163 * etc. in the future.
4164 */
4165 struct gl_display_list
4166 {
4167 GLuint Name;
4168 GLchar *Label; /**< GL_KHR_debug */
4169 GLbitfield Flags; /**< DLIST_x flags */
4170 /** The dlist commands are in a linked list of nodes */
4171 union gl_dlist_node *Head;
4172 };
4173
4174
4175 /**
4176 * State used during display list compilation and execution.
4177 */
4178 struct gl_dlist_state
4179 {
4180 GLuint CallDepth; /**< Current recursion calling depth */
4181
4182 struct gl_display_list *CurrentList; /**< List currently being compiled */
4183 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
4184 GLuint CurrentPos; /**< Index into current block of nodes */
4185
4186 GLvertexformat ListVtxfmt;
4187
4188 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
4189 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
4190
4191 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
4192 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
4193
4194 struct {
4195 /* State known to have been set by the currently-compiling display
4196 * list. Used to eliminate some redundant state changes.
4197 */
4198 GLenum ShadeModel;
4199 } Current;
4200 };
4201
4202 /** @{
4203 *
4204 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
4205 * to small enums suitable for use as an array index.
4206 */
4207
4208 enum mesa_debug_source {
4209 MESA_DEBUG_SOURCE_API,
4210 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
4211 MESA_DEBUG_SOURCE_SHADER_COMPILER,
4212 MESA_DEBUG_SOURCE_THIRD_PARTY,
4213 MESA_DEBUG_SOURCE_APPLICATION,
4214 MESA_DEBUG_SOURCE_OTHER,
4215 MESA_DEBUG_SOURCE_COUNT
4216 };
4217
4218 enum mesa_debug_type {
4219 MESA_DEBUG_TYPE_ERROR,
4220 MESA_DEBUG_TYPE_DEPRECATED,
4221 MESA_DEBUG_TYPE_UNDEFINED,
4222 MESA_DEBUG_TYPE_PORTABILITY,
4223 MESA_DEBUG_TYPE_PERFORMANCE,
4224 MESA_DEBUG_TYPE_OTHER,
4225 MESA_DEBUG_TYPE_MARKER,
4226 MESA_DEBUG_TYPE_PUSH_GROUP,
4227 MESA_DEBUG_TYPE_POP_GROUP,
4228 MESA_DEBUG_TYPE_COUNT
4229 };
4230
4231 enum mesa_debug_severity {
4232 MESA_DEBUG_SEVERITY_LOW,
4233 MESA_DEBUG_SEVERITY_MEDIUM,
4234 MESA_DEBUG_SEVERITY_HIGH,
4235 MESA_DEBUG_SEVERITY_NOTIFICATION,
4236 MESA_DEBUG_SEVERITY_COUNT
4237 };
4238
4239 /** @} */
4240
4241 /**
4242 * Driver-specific state flags.
4243 *
4244 * These are or'd with gl_context::NewDriverState to notify a driver about
4245 * a state change. The driver sets the flags at context creation and
4246 * the meaning of the bits set is opaque to core Mesa.
4247 */
4248 struct gl_driver_flags
4249 {
4250 /** gl_context::Array::_DrawArrays (vertex array state) */
4251 uint64_t NewArray;
4252
4253 /** gl_context::TransformFeedback::CurrentObject */
4254 uint64_t NewTransformFeedback;
4255
4256 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4257 uint64_t NewTransformFeedbackProg;
4258
4259 /** gl_context::RasterDiscard */
4260 uint64_t NewRasterizerDiscard;
4261
4262 /**
4263 * gl_context::UniformBufferBindings
4264 * gl_shader_program::UniformBlocks
4265 */
4266 uint64_t NewUniformBuffer;
4267
4268 /**
4269 * gl_context::ShaderStorageBufferBindings
4270 * gl_shader_program::ShaderStorageBlocks
4271 */
4272 uint64_t NewShaderStorageBuffer;
4273
4274 uint64_t NewTextureBuffer;
4275
4276 /**
4277 * gl_context::AtomicBufferBindings
4278 */
4279 uint64_t NewAtomicBuffer;
4280
4281 /**
4282 * gl_context::ImageUnits
4283 */
4284 uint64_t NewImageUnits;
4285
4286 /**
4287 * gl_context::TessCtrlProgram::patch_default_*
4288 */
4289 uint64_t NewDefaultTessLevels;
4290 };
4291
4292 struct gl_uniform_buffer_binding
4293 {
4294 struct gl_buffer_object *BufferObject;
4295 /** Start of uniform block data in the buffer */
4296 GLintptr Offset;
4297 /** Size of data allowed to be referenced from the buffer (in bytes) */
4298 GLsizeiptr Size;
4299 /**
4300 * glBindBufferBase() indicates that the Size should be ignored and only
4301 * limited by the current size of the BufferObject.
4302 */
4303 GLboolean AutomaticSize;
4304 };
4305
4306 struct gl_shader_storage_buffer_binding
4307 {
4308 struct gl_buffer_object *BufferObject;
4309 /** Start of shader storage block data in the buffer */
4310 GLintptr Offset;
4311 /** Size of data allowed to be referenced from the buffer (in bytes) */
4312 GLsizeiptr Size;
4313 /**
4314 * glBindBufferBase() indicates that the Size should be ignored and only
4315 * limited by the current size of the BufferObject.
4316 */
4317 GLboolean AutomaticSize;
4318 };
4319
4320 /**
4321 * ARB_shader_image_load_store image unit.
4322 */
4323 struct gl_image_unit
4324 {
4325 /**
4326 * Texture object bound to this unit.
4327 */
4328 struct gl_texture_object *TexObj;
4329
4330 /**
4331 * Level of the texture object bound to this unit.
4332 */
4333 GLuint Level;
4334
4335 /**
4336 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4337 * GL_FALSE if only some specific layer of the texture is bound.
4338 * \sa Layer
4339 */
4340 GLboolean Layered;
4341
4342 /**
4343 * Layer of the texture object bound to this unit as specified by the
4344 * application.
4345 */
4346 GLuint Layer;
4347
4348 /**
4349 * Layer of the texture object bound to this unit, or zero if the
4350 * whole level is bound.
4351 */
4352 GLuint _Layer;
4353
4354 /**
4355 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4356 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4357 */
4358 GLenum Access;
4359
4360 /**
4361 * GL internal format that determines the interpretation of the
4362 * image memory when shader image operations are performed through
4363 * this unit.
4364 */
4365 GLenum Format;
4366
4367 /**
4368 * Mesa format corresponding to \c Format.
4369 */
4370 mesa_format _ActualFormat;
4371
4372 };
4373
4374 /**
4375 * Binding point for an atomic counter buffer object.
4376 */
4377 struct gl_atomic_buffer_binding
4378 {
4379 struct gl_buffer_object *BufferObject;
4380 GLintptr Offset;
4381 GLsizeiptr Size;
4382 };
4383
4384 /**
4385 * Shader subroutines storage
4386 */
4387 struct gl_subroutine_index_binding
4388 {
4389 GLuint NumIndex;
4390 GLuint *IndexPtr;
4391 };
4392
4393 /**
4394 * Mesa rendering context.
4395 *
4396 * This is the central context data structure for Mesa. Almost all
4397 * OpenGL state is contained in this structure.
4398 * Think of this as a base class from which device drivers will derive
4399 * sub classes.
4400 */
4401 struct gl_context
4402 {
4403 /** State possibly shared with other contexts in the address space */
4404 struct gl_shared_state *Shared;
4405
4406 /** \name API function pointer tables */
4407 /*@{*/
4408 gl_api API;
4409 /**
4410 * The current dispatch table for non-displaylist-saving execution, either
4411 * BeginEnd or OutsideBeginEnd
4412 */
4413 struct _glapi_table *Exec;
4414 /**
4415 * The normal dispatch table for non-displaylist-saving, non-begin/end
4416 */
4417 struct _glapi_table *OutsideBeginEnd;
4418 /** The dispatch table used between glNewList() and glEndList() */
4419 struct _glapi_table *Save;
4420 /**
4421 * The dispatch table used between glBegin() and glEnd() (outside of a
4422 * display list). Only valid functions between those two are set, which is
4423 * mostly just the set in a GLvertexformat struct.
4424 */
4425 struct _glapi_table *BeginEnd;
4426 /**
4427 * Dispatch table for when a graphics reset has happened.
4428 */
4429 struct _glapi_table *ContextLost;
4430 /**
4431 * Tracks the current dispatch table out of the 4 above, so that it can be
4432 * re-set on glXMakeCurrent().
4433 */
4434 struct _glapi_table *CurrentDispatch;
4435 /*@}*/
4436
4437 struct gl_config Visual;
4438 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4439 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4440 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4441 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4442
4443 /**
4444 * Device driver function pointer table
4445 */
4446 struct dd_function_table Driver;
4447
4448 /** Core/Driver constants */
4449 struct gl_constants Const;
4450
4451 /** \name The various 4x4 matrix stacks */
4452 /*@{*/
4453 struct gl_matrix_stack ModelviewMatrixStack;
4454 struct gl_matrix_stack ProjectionMatrixStack;
4455 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4456 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4457 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4458 /*@}*/
4459
4460 /** Combined modelview and projection matrix */
4461 GLmatrix _ModelProjectMatrix;
4462
4463 /** \name Display lists */
4464 struct gl_dlist_state ListState;
4465
4466 GLboolean ExecuteFlag; /**< Execute GL commands? */
4467 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4468
4469 /** Extension information */
4470 struct gl_extensions Extensions;
4471
4472 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4473 GLuint Version;
4474 char *VersionString;
4475
4476 /** \name State attribute stack (for glPush/PopAttrib) */
4477 /*@{*/
4478 GLuint AttribStackDepth;
4479 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4480 /*@}*/
4481
4482 /** \name Renderer attribute groups
4483 *
4484 * We define a struct for each attribute group to make pushing and popping
4485 * attributes easy. Also it's a good organization.
4486 */
4487 /*@{*/
4488 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4489 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4490 struct gl_current_attrib Current; /**< Current attributes */
4491 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4492 struct gl_eval_attrib Eval; /**< Eval attributes */
4493 struct gl_fog_attrib Fog; /**< Fog attributes */
4494 struct gl_hint_attrib Hint; /**< Hint attributes */
4495 struct gl_light_attrib Light; /**< Light attributes */
4496 struct gl_line_attrib Line; /**< Line attributes */
4497 struct gl_list_attrib List; /**< List attributes */
4498 struct gl_multisample_attrib Multisample;
4499 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4500 struct gl_point_attrib Point; /**< Point attributes */
4501 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4502 GLuint PolygonStipple[32]; /**< Polygon stipple */
4503 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4504 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4505 struct gl_texture_attrib Texture; /**< Texture attributes */
4506 struct gl_transform_attrib Transform; /**< Transformation attributes */
4507 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4508 /*@}*/
4509
4510 /** \name Client attribute stack */
4511 /*@{*/
4512 GLuint ClientAttribStackDepth;
4513 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4514 /*@}*/
4515
4516 /** \name Client attribute groups */
4517 /*@{*/
4518 struct gl_array_attrib Array; /**< Vertex arrays */
4519 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4520 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4521 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4522 /*@}*/
4523
4524 /** \name Other assorted state (not pushed/popped on attribute stack) */
4525 /*@{*/
4526 struct gl_pixelmaps PixelMaps;
4527
4528 struct gl_evaluators EvalMap; /**< All evaluators */
4529 struct gl_feedback Feedback; /**< Feedback */
4530 struct gl_selection Select; /**< Selection */
4531
4532 struct gl_program_state Program; /**< general program state */
4533 struct gl_vertex_program_state VertexProgram;
4534 struct gl_fragment_program_state FragmentProgram;
4535 struct gl_geometry_program_state GeometryProgram;
4536 struct gl_compute_program_state ComputeProgram;
4537 struct gl_tess_ctrl_program_state TessCtrlProgram;
4538 struct gl_tess_eval_program_state TessEvalProgram;
4539 struct gl_ati_fragment_shader_state ATIFragmentShader;
4540
4541 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4542 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4543
4544 /**
4545 * Current active shader pipeline state
4546 *
4547 * Almost all internal users want ::_Shader instead of ::Shader. The
4548 * exceptions are bits of legacy GLSL API that do not know about separate
4549 * shader objects.
4550 *
4551 * If a program is active via \c glUseProgram, this will point to
4552 * \c ::Shader.
4553 *
4554 * If a program pipeline is active via \c glBindProgramPipeline, this will
4555 * point to \c ::Pipeline.Current.
4556 *
4557 * If neither a program nor a program pipeline is active, this will point to
4558 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4559 * \c NULL.
4560 */
4561 struct gl_pipeline_object *_Shader;
4562
4563 struct gl_query_state Query; /**< occlusion, timer queries */
4564
4565 struct gl_transform_feedback_state TransformFeedback;
4566
4567 struct gl_perf_monitor_state PerfMonitor;
4568
4569 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4570 struct gl_buffer_object *ParameterBuffer; /** < GL_ARB_indirect_parameters */
4571 struct gl_buffer_object *DispatchIndirectBuffer; /** < GL_ARB_compute_shader */
4572
4573 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4574 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4575
4576 struct gl_buffer_object *QueryBuffer; /**< GL_ARB_query_buffer_object */
4577
4578 /**
4579 * Current GL_ARB_uniform_buffer_object binding referenced by
4580 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4581 */
4582 struct gl_buffer_object *UniformBuffer;
4583
4584 /**
4585 * Current GL_ARB_shader_storage_buffer_object binding referenced by
4586 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
4587 */
4588 struct gl_buffer_object *ShaderStorageBuffer;
4589
4590 /**
4591 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4592 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4593 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4594 * shader program.
4595 */
4596 struct gl_uniform_buffer_binding
4597 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4598
4599 /**
4600 * Array of shader storage buffers for ARB_shader_storage_buffer_object
4601 * and GL 4.3. This is set up using glBindBufferRange() or
4602 * glBindBufferBase(). They are associated with shader storage blocks by
4603 * glShaderStorageBlockBinding()'s state in the shader program.
4604 */
4605 struct gl_shader_storage_buffer_binding
4606 ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
4607
4608 /**
4609 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4610 * target.
4611 */
4612 struct gl_buffer_object *AtomicBuffer;
4613
4614 /**
4615 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4616 * target.
4617 */
4618 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
4619
4620 /**
4621 * Array of atomic counter buffer binding points.
4622 */
4623 struct gl_atomic_buffer_binding
4624 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4625
4626 /**
4627 * Array of image units for ARB_shader_image_load_store.
4628 */
4629 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4630
4631 struct gl_subroutine_index_binding SubroutineIndex[MESA_SHADER_STAGES];
4632 /*@}*/
4633
4634 struct gl_meta_state *Meta; /**< for "meta" operations */
4635
4636 /* GL_EXT_framebuffer_object */
4637 struct gl_renderbuffer *CurrentRenderbuffer;
4638
4639 GLenum ErrorValue; /**< Last error code */
4640
4641 /**
4642 * Recognize and silence repeated error debug messages in buggy apps.
4643 */
4644 const char *ErrorDebugFmtString;
4645 GLuint ErrorDebugCount;
4646
4647 /* GL_ARB_debug_output/GL_KHR_debug */
4648 mtx_t DebugMutex;
4649 struct gl_debug_state *Debug;
4650
4651 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4652 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4653 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
4654
4655 struct gl_driver_flags DriverFlags;
4656
4657 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4658
4659 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4660
4661 /** \name Derived state */
4662 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4663 GLfloat _EyeZDir[3];
4664 GLfloat _ModelViewInvScale;
4665 GLboolean _NeedEyeCoords;
4666 GLboolean _ForceEyeCoords;
4667
4668 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4669
4670 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4671
4672 /** \name For debugging/development only */
4673 /*@{*/
4674 GLboolean FirstTimeCurrent;
4675 /*@}*/
4676
4677 /**
4678 * False if this context was created without a config. This is needed
4679 * because the initial state of glDrawBuffers depends on this
4680 */
4681 GLboolean HasConfig;
4682
4683 /** software compression/decompression supported or not */
4684 GLboolean Mesa_DXTn;
4685
4686 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4687
4688 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4689
4690 /**
4691 * \name Hooks for module contexts.
4692 *
4693 * These will eventually live in the driver or elsewhere.
4694 */
4695 /*@{*/
4696 void *swrast_context;
4697 void *swsetup_context;
4698 void *swtnl_context;
4699 struct vbo_context *vbo_context;
4700 struct st_context *st;
4701 void *aelt_context;
4702 /*@}*/
4703
4704 /**
4705 * \name NV_vdpau_interop
4706 */
4707 /*@{*/
4708 const void *vdpDevice;
4709 const void *vdpGetProcAddress;
4710 struct set *vdpSurfaces;
4711 /*@}*/
4712
4713 /**
4714 * Has this context observed a GPU reset in any context in the share group?
4715 *
4716 * Once this field becomes true, it is never reset to false.
4717 */
4718 GLboolean ShareGroupReset;
4719
4720 /**
4721 * \name OES_primitive_bounding_box
4722 *
4723 * Stores the arguments to glPrimitiveBoundingBox
4724 */
4725 GLfloat PrimitiveBoundingBox[8];
4726 };
4727
4728 /**
4729 * Information about memory usage. All sizes are in kilobytes.
4730 */
4731 struct gl_memory_info
4732 {
4733 unsigned total_device_memory; /**< size of device memory, e.g. VRAM */
4734 unsigned avail_device_memory; /**< free device memory at the moment */
4735 unsigned total_staging_memory; /**< size of staging memory, e.g. GART */
4736 unsigned avail_staging_memory; /**< free staging memory at the moment */
4737 unsigned device_memory_evicted; /**< size of memory evicted (monotonic counter) */
4738 unsigned nr_device_memory_evictions; /**< # of evictions (monotonic counter) */
4739 };
4740
4741 #ifdef DEBUG
4742 extern int MESA_VERBOSE;
4743 extern int MESA_DEBUG_FLAGS;
4744 # define MESA_FUNCTION __func__
4745 #else
4746 # define MESA_VERBOSE 0
4747 # define MESA_DEBUG_FLAGS 0
4748 # define MESA_FUNCTION "a function"
4749 #endif
4750
4751
4752 /** The MESA_VERBOSE var is a bitmask of these flags */
4753 enum _verbose
4754 {
4755 VERBOSE_VARRAY = 0x0001,
4756 VERBOSE_TEXTURE = 0x0002,
4757 VERBOSE_MATERIAL = 0x0004,
4758 VERBOSE_PIPELINE = 0x0008,
4759 VERBOSE_DRIVER = 0x0010,
4760 VERBOSE_STATE = 0x0020,
4761 VERBOSE_API = 0x0040,
4762 VERBOSE_DISPLAY_LIST = 0x0100,
4763 VERBOSE_LIGHTING = 0x0200,
4764 VERBOSE_PRIMS = 0x0400,
4765 VERBOSE_VERTS = 0x0800,
4766 VERBOSE_DISASSEM = 0x1000,
4767 VERBOSE_DRAW = 0x2000,
4768 VERBOSE_SWAPBUFFERS = 0x4000
4769 };
4770
4771
4772 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4773 enum _debug
4774 {
4775 DEBUG_SILENT = (1 << 0),
4776 DEBUG_ALWAYS_FLUSH = (1 << 1),
4777 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
4778 DEBUG_INCOMPLETE_FBO = (1 << 3)
4779 };
4780
4781 #ifdef __cplusplus
4782 }
4783 #endif
4784
4785 #endif /* MTYPES_H */