mesa: Drop _EnabledUnits.
[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
40 #include "main/glheader.h"
41 #include "main/config.h"
42 #include "glapi/glapi.h"
43 #include "math/m_matrix.h" /* GLmatrix */
44 #include "main/simple_list.h" /* struct simple_node */
45 #include "main/formats.h" /* MESA_FORMAT_COUNT */
46
47
48 #ifdef __cplusplus
49 extern "C" {
50 #endif
51
52
53 /**
54 * \name 64-bit extension of GLbitfield.
55 */
56 /*@{*/
57 typedef GLuint64 GLbitfield64;
58
59 /** Set a single bit */
60 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
61 /** Set all bits up to excluding bit b */
62 #define BITFIELD64_MASK(b) \
63 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
64 /** Set count bits starting from bit b */
65 #define BITFIELD64_RANGE(b, count) \
66 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
67
68
69 /**
70 * \name Some forward type declarations
71 */
72 /*@{*/
73 struct _mesa_HashTable;
74 struct gl_attrib_node;
75 struct gl_list_extensions;
76 struct gl_meta_state;
77 struct gl_program_cache;
78 struct gl_texture_object;
79 struct gl_debug_state;
80 struct gl_context;
81 struct st_context;
82 struct gl_uniform_storage;
83 struct prog_instruction;
84 struct gl_program_parameter_list;
85 struct set;
86 struct set_entry;
87 struct vbo_context;
88 /*@}*/
89
90
91 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
92 #define PRIM_MAX GL_TRIANGLE_STRIP_ADJACENCY
93 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
94 #define PRIM_UNKNOWN (PRIM_MAX + 2)
95
96
97
98 /**
99 * Indexes for vertex program attributes.
100 * GL_NV_vertex_program aliases generic attributes over the conventional
101 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
102 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
103 * generic attributes are distinct/separate).
104 */
105 typedef enum
106 {
107 VERT_ATTRIB_POS = 0,
108 VERT_ATTRIB_WEIGHT = 1,
109 VERT_ATTRIB_NORMAL = 2,
110 VERT_ATTRIB_COLOR0 = 3,
111 VERT_ATTRIB_COLOR1 = 4,
112 VERT_ATTRIB_FOG = 5,
113 VERT_ATTRIB_COLOR_INDEX = 6,
114 VERT_ATTRIB_EDGEFLAG = 7,
115 VERT_ATTRIB_TEX0 = 8,
116 VERT_ATTRIB_TEX1 = 9,
117 VERT_ATTRIB_TEX2 = 10,
118 VERT_ATTRIB_TEX3 = 11,
119 VERT_ATTRIB_TEX4 = 12,
120 VERT_ATTRIB_TEX5 = 13,
121 VERT_ATTRIB_TEX6 = 14,
122 VERT_ATTRIB_TEX7 = 15,
123 VERT_ATTRIB_POINT_SIZE = 16,
124 VERT_ATTRIB_GENERIC0 = 17,
125 VERT_ATTRIB_GENERIC1 = 18,
126 VERT_ATTRIB_GENERIC2 = 19,
127 VERT_ATTRIB_GENERIC3 = 20,
128 VERT_ATTRIB_GENERIC4 = 21,
129 VERT_ATTRIB_GENERIC5 = 22,
130 VERT_ATTRIB_GENERIC6 = 23,
131 VERT_ATTRIB_GENERIC7 = 24,
132 VERT_ATTRIB_GENERIC8 = 25,
133 VERT_ATTRIB_GENERIC9 = 26,
134 VERT_ATTRIB_GENERIC10 = 27,
135 VERT_ATTRIB_GENERIC11 = 28,
136 VERT_ATTRIB_GENERIC12 = 29,
137 VERT_ATTRIB_GENERIC13 = 30,
138 VERT_ATTRIB_GENERIC14 = 31,
139 VERT_ATTRIB_GENERIC15 = 32,
140 VERT_ATTRIB_MAX = 33
141 } gl_vert_attrib;
142
143 /**
144 * Symbolic constats to help iterating over
145 * specific blocks of vertex attributes.
146 *
147 * VERT_ATTRIB_FF
148 * includes all fixed function attributes as well as
149 * the aliased GL_NV_vertex_program shader attributes.
150 * VERT_ATTRIB_TEX
151 * include the classic texture coordinate attributes.
152 * Is a subset of VERT_ATTRIB_FF.
153 * VERT_ATTRIB_GENERIC
154 * include the OpenGL 2.0+ GLSL generic shader attributes.
155 * These alias the generic GL_ARB_vertex_shader attributes.
156 */
157 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
158 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
159
160 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
161 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
162
163 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
164 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
165
166 /**
167 * Bitflags for vertex attributes.
168 * These are used in bitfields in many places.
169 */
170 /*@{*/
171 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
172 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
173 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
174 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
175 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
176 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
177 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
178 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
179 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
180 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
181 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
182 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
183 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
184 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
185 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
186 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
187 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
188 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
189
190 #define VERT_BIT(i) BITFIELD64_BIT(i)
191 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
192
193 #define VERT_BIT_FF(i) VERT_BIT(i)
194 #define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
195 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
196 #define VERT_BIT_TEX_ALL \
197 BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
198
199 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
200 #define VERT_BIT_GENERIC_ALL \
201 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
202 /*@}*/
203
204
205 /**
206 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
207 * fragment shader inputs.
208 *
209 * Note that some of these values are not available to all pipeline stages.
210 *
211 * When this enum is updated, the following code must be updated too:
212 * - vertResults (in prog_print.c's arb_output_attrib_string())
213 * - fragAttribs (in prog_print.c's arb_input_attrib_string())
214 * - _mesa_varying_slot_in_fs()
215 */
216 typedef enum
217 {
218 VARYING_SLOT_POS,
219 VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
220 VARYING_SLOT_COL1,
221 VARYING_SLOT_FOGC,
222 VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
223 VARYING_SLOT_TEX1,
224 VARYING_SLOT_TEX2,
225 VARYING_SLOT_TEX3,
226 VARYING_SLOT_TEX4,
227 VARYING_SLOT_TEX5,
228 VARYING_SLOT_TEX6,
229 VARYING_SLOT_TEX7,
230 VARYING_SLOT_PSIZ, /* Does not appear in FS */
231 VARYING_SLOT_BFC0, /* Does not appear in FS */
232 VARYING_SLOT_BFC1, /* Does not appear in FS */
233 VARYING_SLOT_EDGE, /* Does not appear in FS */
234 VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
235 VARYING_SLOT_CLIP_DIST0,
236 VARYING_SLOT_CLIP_DIST1,
237 VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
238 VARYING_SLOT_LAYER, /* Appears as VS or GS output */
239 VARYING_SLOT_VIEWPORT, /* Appears as VS or GS output */
240 VARYING_SLOT_FACE, /* FS only */
241 VARYING_SLOT_PNTC, /* FS only */
242 VARYING_SLOT_VAR0, /* First generic varying slot */
243 VARYING_SLOT_MAX = VARYING_SLOT_VAR0 + MAX_VARYING
244 } gl_varying_slot;
245
246
247 /**
248 * Bitflags for varying slots.
249 */
250 /*@{*/
251 #define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
252 #define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
253 #define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
254 #define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
255 #define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
256 #define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
257 #define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
258 #define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
259 #define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
260 #define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
261 #define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
262 #define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
263 #define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
264 #define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
265 MAX_TEXTURE_COORD_UNITS)
266 #define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
267 #define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
268 #define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
269 #define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
270 #define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
271 #define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
272 #define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
273 #define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
274 #define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
275 #define VARYING_BIT_VIEWPORT BITFIELD64_BIT(VARYING_SLOT_VIEWPORT)
276 #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
277 #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
278 #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
279 /*@}*/
280
281 /**
282 * Bitflags for system values.
283 */
284 #define SYSTEM_BIT_SAMPLE_ID BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_ID)
285 #define SYSTEM_BIT_SAMPLE_POS BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_POS)
286 #define SYSTEM_BIT_SAMPLE_MASK_IN BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_MASK_IN)
287
288 /**
289 * Determine if the given gl_varying_slot appears in the fragment shader.
290 */
291 static inline GLboolean
292 _mesa_varying_slot_in_fs(gl_varying_slot slot)
293 {
294 switch (slot) {
295 case VARYING_SLOT_PSIZ:
296 case VARYING_SLOT_BFC0:
297 case VARYING_SLOT_BFC1:
298 case VARYING_SLOT_EDGE:
299 case VARYING_SLOT_CLIP_VERTEX:
300 case VARYING_SLOT_LAYER:
301 return GL_FALSE;
302 default:
303 return GL_TRUE;
304 }
305 }
306
307
308 /**
309 * Fragment program results
310 */
311 typedef enum
312 {
313 FRAG_RESULT_DEPTH = 0,
314 FRAG_RESULT_STENCIL = 1,
315 /* If a single color should be written to all render targets, this
316 * register is written. No FRAG_RESULT_DATAn will be written.
317 */
318 FRAG_RESULT_COLOR = 2,
319 FRAG_RESULT_SAMPLE_MASK = 3,
320
321 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
322 * or ARB_fragment_program fragment.color[n]) color results. If
323 * any are written, FRAG_RESULT_COLOR will not be written.
324 */
325 FRAG_RESULT_DATA0 = 4,
326 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
327 } gl_frag_result;
328
329
330 /**
331 * Indexes for all renderbuffers
332 */
333 typedef enum
334 {
335 /* the four standard color buffers */
336 BUFFER_FRONT_LEFT,
337 BUFFER_BACK_LEFT,
338 BUFFER_FRONT_RIGHT,
339 BUFFER_BACK_RIGHT,
340 BUFFER_DEPTH,
341 BUFFER_STENCIL,
342 BUFFER_ACCUM,
343 /* optional aux buffer */
344 BUFFER_AUX0,
345 /* generic renderbuffers */
346 BUFFER_COLOR0,
347 BUFFER_COLOR1,
348 BUFFER_COLOR2,
349 BUFFER_COLOR3,
350 BUFFER_COLOR4,
351 BUFFER_COLOR5,
352 BUFFER_COLOR6,
353 BUFFER_COLOR7,
354 BUFFER_COUNT
355 } gl_buffer_index;
356
357 /**
358 * Bit flags for all renderbuffers
359 */
360 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
361 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
362 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
363 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
364 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
365 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
366 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
367 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
368 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
369 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
370 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
371 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
372 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
373 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
374 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
375 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
376 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
377 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
378 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
379
380 /**
381 * Mask of all the color buffer bits (but not accum).
382 */
383 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
384 BUFFER_BIT_BACK_LEFT | \
385 BUFFER_BIT_FRONT_RIGHT | \
386 BUFFER_BIT_BACK_RIGHT | \
387 BUFFER_BIT_AUX0 | \
388 BUFFER_BIT_COLOR0 | \
389 BUFFER_BIT_COLOR1 | \
390 BUFFER_BIT_COLOR2 | \
391 BUFFER_BIT_COLOR3 | \
392 BUFFER_BIT_COLOR4 | \
393 BUFFER_BIT_COLOR5 | \
394 BUFFER_BIT_COLOR6 | \
395 BUFFER_BIT_COLOR7)
396
397
398 /**
399 * Shader stages. Note that these will become 5 with tessellation.
400 *
401 * The order must match how shaders are ordered in the pipeline.
402 * The GLSL linker assumes that if i<j, then the j-th shader is
403 * executed later than the i-th shader.
404 */
405 typedef enum
406 {
407 MESA_SHADER_VERTEX = 0,
408 MESA_SHADER_GEOMETRY = 1,
409 MESA_SHADER_FRAGMENT = 2,
410 MESA_SHADER_COMPUTE = 3,
411 } gl_shader_stage;
412
413 #define MESA_SHADER_STAGES (MESA_SHADER_COMPUTE + 1)
414
415
416 /**
417 * Framebuffer configuration (aka visual / pixelformat)
418 * Note: some of these fields should be boolean, but it appears that
419 * code in drivers/dri/common/util.c requires int-sized fields.
420 */
421 struct gl_config
422 {
423 GLboolean rgbMode;
424 GLboolean floatMode;
425 GLboolean colorIndexMode; /* XXX is this used anywhere? */
426 GLuint doubleBufferMode;
427 GLuint stereoMode;
428
429 GLboolean haveAccumBuffer;
430 GLboolean haveDepthBuffer;
431 GLboolean haveStencilBuffer;
432
433 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
434 GLuint redMask, greenMask, blueMask, alphaMask;
435 GLint rgbBits; /* total bits for rgb */
436 GLint indexBits; /* total bits for colorindex */
437
438 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
439 GLint depthBits;
440 GLint stencilBits;
441
442 GLint numAuxBuffers;
443
444 GLint level;
445
446 /* EXT_visual_rating / GLX 1.2 */
447 GLint visualRating;
448
449 /* EXT_visual_info / GLX 1.2 */
450 GLint transparentPixel;
451 /* colors are floats scaled to ints */
452 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
453 GLint transparentIndex;
454
455 /* ARB_multisample / SGIS_multisample */
456 GLint sampleBuffers;
457 GLint samples;
458
459 /* SGIX_pbuffer / GLX 1.3 */
460 GLint maxPbufferWidth;
461 GLint maxPbufferHeight;
462 GLint maxPbufferPixels;
463 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
464 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
465
466 /* OML_swap_method */
467 GLint swapMethod;
468
469 /* EXT_texture_from_pixmap */
470 GLint bindToTextureRgb;
471 GLint bindToTextureRgba;
472 GLint bindToMipmapTexture;
473 GLint bindToTextureTargets;
474 GLint yInverted;
475
476 /* EXT_framebuffer_sRGB */
477 GLint sRGBCapable;
478 };
479
480
481 /**
482 * \name Bit flags used for updating material values.
483 */
484 /*@{*/
485 #define MAT_ATTRIB_FRONT_AMBIENT 0
486 #define MAT_ATTRIB_BACK_AMBIENT 1
487 #define MAT_ATTRIB_FRONT_DIFFUSE 2
488 #define MAT_ATTRIB_BACK_DIFFUSE 3
489 #define MAT_ATTRIB_FRONT_SPECULAR 4
490 #define MAT_ATTRIB_BACK_SPECULAR 5
491 #define MAT_ATTRIB_FRONT_EMISSION 6
492 #define MAT_ATTRIB_BACK_EMISSION 7
493 #define MAT_ATTRIB_FRONT_SHININESS 8
494 #define MAT_ATTRIB_BACK_SHININESS 9
495 #define MAT_ATTRIB_FRONT_INDEXES 10
496 #define MAT_ATTRIB_BACK_INDEXES 11
497 #define MAT_ATTRIB_MAX 12
498
499 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
500 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
501 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
502 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
503 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
504 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
505
506 #define MAT_INDEX_AMBIENT 0
507 #define MAT_INDEX_DIFFUSE 1
508 #define MAT_INDEX_SPECULAR 2
509
510 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
511 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
512 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
513 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
514 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
515 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
516 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
517 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
518 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
519 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
520 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
521 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
522
523
524 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
525 MAT_BIT_FRONT_AMBIENT | \
526 MAT_BIT_FRONT_DIFFUSE | \
527 MAT_BIT_FRONT_SPECULAR | \
528 MAT_BIT_FRONT_SHININESS | \
529 MAT_BIT_FRONT_INDEXES)
530
531 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
532 MAT_BIT_BACK_AMBIENT | \
533 MAT_BIT_BACK_DIFFUSE | \
534 MAT_BIT_BACK_SPECULAR | \
535 MAT_BIT_BACK_SHININESS | \
536 MAT_BIT_BACK_INDEXES)
537
538 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
539 /*@}*/
540
541
542 /**
543 * Material state.
544 */
545 struct gl_material
546 {
547 GLfloat Attrib[MAT_ATTRIB_MAX][4];
548 };
549
550
551 /**
552 * Light state flags.
553 */
554 /*@{*/
555 #define LIGHT_SPOT 0x1
556 #define LIGHT_LOCAL_VIEWER 0x2
557 #define LIGHT_POSITIONAL 0x4
558 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
559 /*@}*/
560
561
562 /**
563 * Light source state.
564 */
565 struct gl_light
566 {
567 struct gl_light *next; /**< double linked list with sentinel */
568 struct gl_light *prev;
569
570 GLfloat Ambient[4]; /**< ambient color */
571 GLfloat Diffuse[4]; /**< diffuse color */
572 GLfloat Specular[4]; /**< specular color */
573 GLfloat EyePosition[4]; /**< position in eye coordinates */
574 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
575 GLfloat SpotExponent;
576 GLfloat SpotCutoff; /**< in degrees */
577 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
578 GLfloat ConstantAttenuation;
579 GLfloat LinearAttenuation;
580 GLfloat QuadraticAttenuation;
581 GLboolean Enabled; /**< On/off flag */
582
583 /**
584 * \name Derived fields
585 */
586 /*@{*/
587 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
588
589 GLfloat _Position[4]; /**< position in eye/obj coordinates */
590 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
591 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
592 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
593 GLfloat _VP_inf_spot_attenuation;
594
595 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
596 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
597 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
598 /*@}*/
599 };
600
601
602 /**
603 * Light model state.
604 */
605 struct gl_lightmodel
606 {
607 GLfloat Ambient[4]; /**< ambient color */
608 GLboolean LocalViewer; /**< Local (or infinite) view point? */
609 GLboolean TwoSide; /**< Two (or one) sided lighting? */
610 GLenum ColorControl; /**< either GL_SINGLE_COLOR
611 * or GL_SEPARATE_SPECULAR_COLOR */
612 };
613
614
615 /**
616 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
617 */
618 struct gl_accum_attrib
619 {
620 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
621 };
622
623
624 /**
625 * Used for storing clear color, texture border color, etc.
626 * The float values are typically unclamped.
627 */
628 union gl_color_union
629 {
630 GLfloat f[4];
631 GLint i[4];
632 GLuint ui[4];
633 };
634
635
636 /**
637 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
638 */
639 struct gl_colorbuffer_attrib
640 {
641 GLuint ClearIndex; /**< Index for glClear */
642 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
643 GLuint IndexMask; /**< Color index write mask */
644 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
645
646 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
647
648 /**
649 * \name alpha testing
650 */
651 /*@{*/
652 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
653 GLenum AlphaFunc; /**< Alpha test function */
654 GLfloat AlphaRefUnclamped;
655 GLclampf AlphaRef; /**< Alpha reference value */
656 /*@}*/
657
658 /**
659 * \name Blending
660 */
661 /*@{*/
662 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
663
664 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
665 * control, only on the fixed-pointness of the render target.
666 * The query does however depend on fragment color clamping.
667 */
668 GLfloat BlendColorUnclamped[4]; /**< Blending color */
669 GLfloat BlendColor[4]; /**< Blending color */
670
671 struct
672 {
673 GLenum SrcRGB; /**< RGB blend source term */
674 GLenum DstRGB; /**< RGB blend dest term */
675 GLenum SrcA; /**< Alpha blend source term */
676 GLenum DstA; /**< Alpha blend dest term */
677 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
678 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
679 /**
680 * Set if any blend factor uses SRC1. Computed at the time blend factors
681 * get set.
682 */
683 GLboolean _UsesDualSrc;
684 } Blend[MAX_DRAW_BUFFERS];
685 /** Are the blend func terms currently different for each buffer/target? */
686 GLboolean _BlendFuncPerBuffer;
687 /** Are the blend equations currently different for each buffer/target? */
688 GLboolean _BlendEquationPerBuffer;
689 /*@}*/
690
691 /**
692 * \name Logic op
693 */
694 /*@{*/
695 GLenum LogicOp; /**< Logic operator */
696 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
697 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
698 /*@}*/
699
700 GLboolean DitherFlag; /**< Dither enable flag */
701
702 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
703 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
704 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
705
706 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
707 };
708
709
710 /**
711 * Current attribute group (GL_CURRENT_BIT).
712 */
713 struct gl_current_attrib
714 {
715 /**
716 * \name Current vertex attributes.
717 * \note Values are valid only after FLUSH_VERTICES has been called.
718 * \note Index and Edgeflag current values are stored as floats in the
719 * SIX and SEVEN attribute slots.
720 */
721 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
722
723 /**
724 * \name Current raster position attributes (always valid).
725 * \note This set of attributes is very similar to the SWvertex struct.
726 */
727 /*@{*/
728 GLfloat RasterPos[4];
729 GLfloat RasterDistance;
730 GLfloat RasterColor[4];
731 GLfloat RasterSecondaryColor[4];
732 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
733 GLboolean RasterPosValid;
734 /*@}*/
735 };
736
737
738 /**
739 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
740 */
741 struct gl_depthbuffer_attrib
742 {
743 GLenum Func; /**< Function for depth buffer compare */
744 GLclampd Clear; /**< Value to clear depth buffer to */
745 GLboolean Test; /**< Depth buffering enabled flag */
746 GLboolean Mask; /**< Depth buffer writable? */
747 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
748 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
749 };
750
751
752 /**
753 * Evaluator attribute group (GL_EVAL_BIT).
754 */
755 struct gl_eval_attrib
756 {
757 /**
758 * \name Enable bits
759 */
760 /*@{*/
761 GLboolean Map1Color4;
762 GLboolean Map1Index;
763 GLboolean Map1Normal;
764 GLboolean Map1TextureCoord1;
765 GLboolean Map1TextureCoord2;
766 GLboolean Map1TextureCoord3;
767 GLboolean Map1TextureCoord4;
768 GLboolean Map1Vertex3;
769 GLboolean Map1Vertex4;
770 GLboolean Map2Color4;
771 GLboolean Map2Index;
772 GLboolean Map2Normal;
773 GLboolean Map2TextureCoord1;
774 GLboolean Map2TextureCoord2;
775 GLboolean Map2TextureCoord3;
776 GLboolean Map2TextureCoord4;
777 GLboolean Map2Vertex3;
778 GLboolean Map2Vertex4;
779 GLboolean AutoNormal;
780 /*@}*/
781
782 /**
783 * \name Map Grid endpoints and divisions and calculated du values
784 */
785 /*@{*/
786 GLint MapGrid1un;
787 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
788 GLint MapGrid2un, MapGrid2vn;
789 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
790 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
791 /*@}*/
792 };
793
794
795 /**
796 * Fog attribute group (GL_FOG_BIT).
797 */
798 struct gl_fog_attrib
799 {
800 GLboolean Enabled; /**< Fog enabled flag */
801 GLfloat ColorUnclamped[4]; /**< Fog color */
802 GLfloat Color[4]; /**< Fog color */
803 GLfloat Density; /**< Density >= 0.0 */
804 GLfloat Start; /**< Start distance in eye coords */
805 GLfloat End; /**< End distance in eye coords */
806 GLfloat Index; /**< Fog index */
807 GLenum Mode; /**< Fog mode */
808 GLboolean ColorSumEnabled;
809 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
810 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
811 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
812 };
813
814
815 /**
816 * Hint attribute group (GL_HINT_BIT).
817 *
818 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
819 */
820 struct gl_hint_attrib
821 {
822 GLenum PerspectiveCorrection;
823 GLenum PointSmooth;
824 GLenum LineSmooth;
825 GLenum PolygonSmooth;
826 GLenum Fog;
827 GLenum TextureCompression; /**< GL_ARB_texture_compression */
828 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
829 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
830 };
831
832
833 /**
834 * Lighting attribute group (GL_LIGHT_BIT).
835 */
836 struct gl_light_attrib
837 {
838 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
839 struct gl_lightmodel Model; /**< Lighting model */
840
841 /**
842 * Front and back material values.
843 * Note: must call FLUSH_VERTICES() before using.
844 */
845 struct gl_material Material;
846
847 GLboolean Enabled; /**< Lighting enabled flag */
848 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
849 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
850 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
851 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
852 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
853 GLboolean ColorMaterialEnabled;
854 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
855 GLboolean _ClampVertexColor;
856
857 struct gl_light EnabledList; /**< List sentinel */
858
859 /**
860 * Derived state for optimizations:
861 */
862 /*@{*/
863 GLboolean _NeedEyeCoords;
864 GLboolean _NeedVertices; /**< Use fast shader? */
865 GLfloat _BaseColor[2][3];
866 /*@}*/
867 };
868
869
870 /**
871 * Line attribute group (GL_LINE_BIT).
872 */
873 struct gl_line_attrib
874 {
875 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
876 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
877 GLushort StipplePattern; /**< Stipple pattern */
878 GLint StippleFactor; /**< Stipple repeat factor */
879 GLfloat Width; /**< Line width */
880 };
881
882
883 /**
884 * Display list attribute group (GL_LIST_BIT).
885 */
886 struct gl_list_attrib
887 {
888 GLuint ListBase;
889 };
890
891
892 /**
893 * Multisample attribute group (GL_MULTISAMPLE_BIT).
894 */
895 struct gl_multisample_attrib
896 {
897 GLboolean Enabled;
898 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
899 GLboolean SampleAlphaToCoverage;
900 GLboolean SampleAlphaToOne;
901 GLboolean SampleCoverage;
902 GLfloat SampleCoverageValue;
903 GLboolean SampleCoverageInvert;
904 GLboolean SampleShading;
905 GLfloat MinSampleShadingValue;
906
907 /* ARB_texture_multisample / GL3.2 additions */
908 GLboolean SampleMask;
909 /** The GL spec defines this as an array but >32x MSAA is madness */
910 GLbitfield SampleMaskValue;
911 };
912
913
914 /**
915 * A pixelmap (see glPixelMap)
916 */
917 struct gl_pixelmap
918 {
919 GLint Size;
920 GLfloat Map[MAX_PIXEL_MAP_TABLE];
921 };
922
923
924 /**
925 * Collection of all pixelmaps
926 */
927 struct gl_pixelmaps
928 {
929 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
930 struct gl_pixelmap GtoG;
931 struct gl_pixelmap BtoB;
932 struct gl_pixelmap AtoA;
933 struct gl_pixelmap ItoR;
934 struct gl_pixelmap ItoG;
935 struct gl_pixelmap ItoB;
936 struct gl_pixelmap ItoA;
937 struct gl_pixelmap ItoI;
938 struct gl_pixelmap StoS;
939 };
940
941
942 /**
943 * Pixel attribute group (GL_PIXEL_MODE_BIT).
944 */
945 struct gl_pixel_attrib
946 {
947 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
948
949 /*--- Begin Pixel Transfer State ---*/
950 /* Fields are in the order in which they're applied... */
951
952 /** Scale & Bias (index shift, offset) */
953 /*@{*/
954 GLfloat RedBias, RedScale;
955 GLfloat GreenBias, GreenScale;
956 GLfloat BlueBias, BlueScale;
957 GLfloat AlphaBias, AlphaScale;
958 GLfloat DepthBias, DepthScale;
959 GLint IndexShift, IndexOffset;
960 /*@}*/
961
962 /* Pixel Maps */
963 /* Note: actual pixel maps are not part of this attrib group */
964 GLboolean MapColorFlag;
965 GLboolean MapStencilFlag;
966
967 /*--- End Pixel Transfer State ---*/
968
969 /** glPixelZoom */
970 GLfloat ZoomX, ZoomY;
971 };
972
973
974 /**
975 * Point attribute group (GL_POINT_BIT).
976 */
977 struct gl_point_attrib
978 {
979 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
980 GLfloat Size; /**< User-specified point size */
981 GLfloat Params[3]; /**< GL_EXT_point_parameters */
982 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
983 GLfloat Threshold; /**< GL_EXT_point_parameters */
984 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
985 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
986 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
987 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
988 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
989 };
990
991
992 /**
993 * Polygon attribute group (GL_POLYGON_BIT).
994 */
995 struct gl_polygon_attrib
996 {
997 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
998 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
999 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1000 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
1001 GLboolean CullFlag; /**< Culling on/off flag */
1002 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
1003 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
1004 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
1005 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
1006 GLfloat OffsetUnits; /**< Polygon offset units, from user */
1007 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
1008 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
1009 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
1010 };
1011
1012
1013 /**
1014 * Scissor attributes (GL_SCISSOR_BIT).
1015 */
1016 struct gl_scissor_rect
1017 {
1018 GLint X, Y; /**< Lower left corner of box */
1019 GLsizei Width, Height; /**< Size of box */
1020 };
1021 struct gl_scissor_attrib
1022 {
1023 GLbitfield EnableFlags; /**< Scissor test enabled? */
1024 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
1025 };
1026
1027
1028 /**
1029 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1030 *
1031 * Three sets of stencil data are tracked so that OpenGL 2.0,
1032 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1033 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1034 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1035 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1036 * GL_EXT_stencil_two_side GL_BACK state.
1037 *
1038 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1039 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1040 *
1041 * The derived value \c _TestTwoSide is set when the front-face and back-face
1042 * stencil state are different.
1043 */
1044 struct gl_stencil_attrib
1045 {
1046 GLboolean Enabled; /**< Enabled flag */
1047 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1048 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1049 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1050 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
1051 GLboolean _TestTwoSide;
1052 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1053 GLenum Function[3]; /**< Stencil function */
1054 GLenum FailFunc[3]; /**< Fail function */
1055 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1056 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1057 GLint Ref[3]; /**< Reference value */
1058 GLuint ValueMask[3]; /**< Value mask */
1059 GLuint WriteMask[3]; /**< Write mask */
1060 GLuint Clear; /**< Clear value */
1061 };
1062
1063
1064 /**
1065 * An index for each type of texture object. These correspond to the GL
1066 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1067 * Note: the order is from highest priority to lowest priority.
1068 */
1069 typedef enum
1070 {
1071 TEXTURE_2D_MULTISAMPLE_INDEX,
1072 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
1073 TEXTURE_CUBE_ARRAY_INDEX,
1074 TEXTURE_BUFFER_INDEX,
1075 TEXTURE_2D_ARRAY_INDEX,
1076 TEXTURE_1D_ARRAY_INDEX,
1077 TEXTURE_EXTERNAL_INDEX,
1078 TEXTURE_CUBE_INDEX,
1079 TEXTURE_3D_INDEX,
1080 TEXTURE_RECT_INDEX,
1081 TEXTURE_2D_INDEX,
1082 TEXTURE_1D_INDEX,
1083 NUM_TEXTURE_TARGETS
1084 } gl_texture_index;
1085
1086
1087 /**
1088 * Bit flags for each type of texture object
1089 * Used for Texture.Unit[]._ReallyEnabled flags.
1090 */
1091 /*@{*/
1092 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
1093 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
1094 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
1095 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1096 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1097 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1098 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1099 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1100 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1101 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1102 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1103 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1104 /*@}*/
1105
1106
1107 /**
1108 * Texture image state. Drivers will typically create a subclass of this
1109 * with extra fields for memory buffers, etc.
1110 */
1111 struct gl_texture_image
1112 {
1113 GLint InternalFormat; /**< Internal format as given by the user */
1114 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1115 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1116 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1117 * GL_DEPTH_STENCIL_EXT only. Used for
1118 * choosing TexEnv arithmetic.
1119 */
1120 mesa_format TexFormat; /**< The actual texture memory format */
1121
1122 GLuint Border; /**< 0 or 1 */
1123 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1124 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1125 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1126 GLuint Width2; /**< = Width - 2*Border */
1127 GLuint Height2; /**< = Height - 2*Border */
1128 GLuint Depth2; /**< = Depth - 2*Border */
1129 GLuint WidthLog2; /**< = log2(Width2) */
1130 GLuint HeightLog2; /**< = log2(Height2) */
1131 GLuint DepthLog2; /**< = log2(Depth2) */
1132 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
1133 levels, computed from the dimensions */
1134
1135 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1136 GLuint Level; /**< Which mipmap level am I? */
1137 /** Cube map face: index into gl_texture_object::Image[] array */
1138 GLuint Face;
1139
1140 /** GL_ARB_texture_multisample */
1141 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
1142 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
1143 };
1144
1145
1146 /**
1147 * Indexes for cube map faces.
1148 */
1149 typedef enum
1150 {
1151 FACE_POS_X = 0,
1152 FACE_NEG_X = 1,
1153 FACE_POS_Y = 2,
1154 FACE_NEG_Y = 3,
1155 FACE_POS_Z = 4,
1156 FACE_NEG_Z = 5,
1157 MAX_FACES = 6
1158 } gl_face_index;
1159
1160
1161 /**
1162 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1163 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1164 */
1165 struct gl_sampler_object
1166 {
1167 GLuint Name;
1168 GLint RefCount;
1169 GLchar *Label; /**< GL_KHR_debug */
1170
1171 GLenum WrapS; /**< S-axis texture image wrap mode */
1172 GLenum WrapT; /**< T-axis texture image wrap mode */
1173 GLenum WrapR; /**< R-axis texture image wrap mode */
1174 GLenum MinFilter; /**< minification filter */
1175 GLenum MagFilter; /**< magnification filter */
1176 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1177 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1178 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1179 GLfloat LodBias; /**< OpenGL 1.4 */
1180 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1181 GLenum CompareMode; /**< GL_ARB_shadow */
1182 GLenum CompareFunc; /**< GL_ARB_shadow */
1183 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1184 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1185 };
1186
1187
1188 /**
1189 * Texture object state. Contains the array of mipmap images, border color,
1190 * wrap modes, filter modes, and shadow/texcompare state.
1191 */
1192 struct gl_texture_object
1193 {
1194 mtx_t Mutex; /**< for thread safety */
1195 GLint RefCount; /**< reference count */
1196 GLuint Name; /**< the user-visible texture object ID */
1197 GLchar *Label; /**< GL_KHR_debug */
1198 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1199
1200 struct gl_sampler_object Sampler;
1201
1202 GLenum DepthMode; /**< GL_ARB_depth_texture */
1203 bool StencilSampling; /**< Should we sample stencil instead of depth? */
1204
1205 GLfloat Priority; /**< in [0,1] */
1206 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1207 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1208 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1209 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1210 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1211 GLint CropRect[4]; /**< GL_OES_draw_texture */
1212 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1213 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1214 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1215 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1216 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1217 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1218 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1219 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1220 pressure? */
1221 GLboolean Immutable; /**< GL_ARB_texture_storage */
1222
1223 GLuint MinLevel; /**< GL_ARB_texture_view */
1224 GLuint MinLayer; /**< GL_ARB_texture_view */
1225 GLuint NumLevels; /**< GL_ARB_texture_view */
1226 GLuint NumLayers; /**< GL_ARB_texture_view */
1227
1228 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1229 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1230
1231 /** GL_ARB_texture_buffer_object */
1232 struct gl_buffer_object *BufferObject;
1233 GLenum BufferObjectFormat;
1234 /** Equivalent Mesa format for BufferObjectFormat. */
1235 mesa_format _BufferObjectFormat;
1236 /** GL_ARB_texture_buffer_range */
1237 GLintptr BufferOffset;
1238 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1239
1240 /** GL_OES_EGL_image_external */
1241 GLint RequiredTextureImageUnits;
1242
1243 /** GL_ARB_shader_image_load_store */
1244 GLenum ImageFormatCompatibilityType;
1245 };
1246
1247
1248 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1249 #define MAX_COMBINER_TERMS 4
1250
1251
1252 /**
1253 * Texture combine environment state.
1254 */
1255 struct gl_tex_env_combine_state
1256 {
1257 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1258 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1259 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1260 GLenum SourceRGB[MAX_COMBINER_TERMS];
1261 GLenum SourceA[MAX_COMBINER_TERMS];
1262 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1263 GLenum OperandRGB[MAX_COMBINER_TERMS];
1264 GLenum OperandA[MAX_COMBINER_TERMS];
1265 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1266 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1267 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1268 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1269 };
1270
1271
1272 /**
1273 * TexGenEnabled flags.
1274 */
1275 /*@{*/
1276 #define S_BIT 1
1277 #define T_BIT 2
1278 #define R_BIT 4
1279 #define Q_BIT 8
1280 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1281 /*@}*/
1282
1283
1284 /**
1285 * Bit flag versions of the corresponding GL_ constants.
1286 */
1287 /*@{*/
1288 #define TEXGEN_SPHERE_MAP 0x1
1289 #define TEXGEN_OBJ_LINEAR 0x2
1290 #define TEXGEN_EYE_LINEAR 0x4
1291 #define TEXGEN_REFLECTION_MAP_NV 0x8
1292 #define TEXGEN_NORMAL_MAP_NV 0x10
1293
1294 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1295 TEXGEN_REFLECTION_MAP_NV | \
1296 TEXGEN_NORMAL_MAP_NV)
1297 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1298 TEXGEN_REFLECTION_MAP_NV | \
1299 TEXGEN_NORMAL_MAP_NV | \
1300 TEXGEN_EYE_LINEAR)
1301 /*@}*/
1302
1303
1304
1305 /** Tex-gen enabled for texture unit? */
1306 #define ENABLE_TEXGEN(unit) (1 << (unit))
1307
1308 /** Non-identity texture matrix for texture unit? */
1309 #define ENABLE_TEXMAT(unit) (1 << (unit))
1310
1311
1312 /**
1313 * Texture coord generation state.
1314 */
1315 struct gl_texgen
1316 {
1317 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1318 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1319 GLfloat ObjectPlane[4];
1320 GLfloat EyePlane[4];
1321 };
1322
1323
1324 /**
1325 * Texture unit state. Contains enable flags, texture environment/function/
1326 * combiners, texgen state, and pointers to current texture objects.
1327 */
1328 struct gl_texture_unit
1329 {
1330 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1331 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1332
1333 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1334 GLclampf EnvColor[4];
1335 GLfloat EnvColorUnclamped[4];
1336
1337 struct gl_texgen GenS;
1338 struct gl_texgen GenT;
1339 struct gl_texgen GenR;
1340 struct gl_texgen GenQ;
1341 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1342 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1343
1344 GLfloat LodBias; /**< for biasing mipmap levels */
1345 GLenum BumpTarget;
1346 GLfloat RotMatrix[4]; /* 2x2 matrix */
1347
1348 /** Current sampler object (GL_ARB_sampler_objects) */
1349 struct gl_sampler_object *Sampler;
1350
1351 /**
1352 * \name GL_EXT_texture_env_combine
1353 */
1354 struct gl_tex_env_combine_state Combine;
1355
1356 /**
1357 * Derived state based on \c EnvMode and the \c BaseFormat of the
1358 * currently enabled texture.
1359 */
1360 struct gl_tex_env_combine_state _EnvMode;
1361
1362 /**
1363 * Currently enabled combiner state. This will point to either
1364 * \c Combine or \c _EnvMode.
1365 */
1366 struct gl_tex_env_combine_state *_CurrentCombine;
1367
1368 /** Current texture object pointers */
1369 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1370
1371 /** Points to highest priority, complete and enabled texture object */
1372 struct gl_texture_object *_Current;
1373 };
1374
1375
1376 /**
1377 * Texture attribute group (GL_TEXTURE_BIT).
1378 */
1379 struct gl_texture_attrib
1380 {
1381 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1382 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1383
1384 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1385
1386 /** GL_ARB_texture_buffer_object */
1387 struct gl_buffer_object *BufferObject;
1388
1389 /** GL_ARB_seamless_cubemap */
1390 GLboolean CubeMapSeamless;
1391
1392 /** Texture coord units/sets used for fragment texturing */
1393 GLbitfield _EnabledCoordUnits;
1394
1395 /** Texture coord units that have texgen enabled */
1396 GLbitfield _TexGenEnabled;
1397
1398 /** Texture coord units that have non-identity matrices */
1399 GLbitfield _TexMatEnabled;
1400
1401 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1402 GLbitfield _GenFlags;
1403
1404 /** Upper bound on _ReallyEnabled texunits. */
1405 GLint _MaxEnabledTexImageUnit;
1406 };
1407
1408
1409 /**
1410 * Data structure representing a single clip plane (e.g. one of the elements
1411 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1412 */
1413 typedef GLfloat gl_clip_plane[4];
1414
1415
1416 /**
1417 * Transformation attribute group (GL_TRANSFORM_BIT).
1418 */
1419 struct gl_transform_attrib
1420 {
1421 GLenum MatrixMode; /**< Matrix mode */
1422 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1423 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1424 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1425 GLboolean Normalize; /**< Normalize all normals? */
1426 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1427 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1428 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1429 };
1430
1431
1432 /**
1433 * Viewport attribute group (GL_VIEWPORT_BIT).
1434 */
1435 struct gl_viewport_attrib
1436 {
1437 GLfloat X, Y; /**< position */
1438 GLfloat Width, Height; /**< size */
1439 GLdouble Near, Far; /**< Depth buffer range */
1440 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1441 };
1442
1443
1444 typedef enum {
1445 MAP_USER,
1446 MAP_INTERNAL,
1447
1448 MAP_COUNT
1449 } gl_map_buffer_index;
1450
1451
1452 /**
1453 * Fields describing a mapped buffer range.
1454 */
1455 struct gl_buffer_mapping {
1456 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1457 GLvoid *Pointer; /**< User-space address of mapping */
1458 GLintptr Offset; /**< Mapped offset */
1459 GLsizeiptr Length; /**< Mapped length */
1460 };
1461
1462
1463 /**
1464 * GL_ARB_vertex/pixel_buffer_object buffer object
1465 */
1466 struct gl_buffer_object
1467 {
1468 mtx_t Mutex;
1469 GLint RefCount;
1470 GLuint Name;
1471 GLchar *Label; /**< GL_KHR_debug */
1472 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1473 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1474 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1475 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1476 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1477 GLboolean Written; /**< Ever written to? (for debugging) */
1478 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1479 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1480
1481 struct gl_buffer_mapping Mappings[MAP_COUNT];
1482 };
1483
1484
1485 /**
1486 * Client pixel packing/unpacking attributes
1487 */
1488 struct gl_pixelstore_attrib
1489 {
1490 GLint Alignment;
1491 GLint RowLength;
1492 GLint SkipPixels;
1493 GLint SkipRows;
1494 GLint ImageHeight;
1495 GLint SkipImages;
1496 GLboolean SwapBytes;
1497 GLboolean LsbFirst;
1498 GLboolean Invert; /**< GL_MESA_pack_invert */
1499 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1500 };
1501
1502
1503 /**
1504 * Client vertex array attributes
1505 */
1506 struct gl_client_array
1507 {
1508 GLint Size; /**< components per element (1,2,3,4) */
1509 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1510 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1511 GLsizei Stride; /**< user-specified stride */
1512 GLsizei StrideB; /**< actual stride in bytes */
1513 const GLubyte *Ptr; /**< Points to array data */
1514 GLboolean Enabled; /**< Enabled flag is a boolean */
1515 GLboolean Normalized; /**< GL_ARB_vertex_program */
1516 GLboolean Integer; /**< Integer-valued? */
1517 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1518 GLuint _ElementSize; /**< size of each element in bytes */
1519
1520 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1521 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1522 };
1523
1524
1525 /**
1526 * Vertex attribute array as seen by the client.
1527 *
1528 * Contains the size, type, format and normalization flag,
1529 * along with the index of a vertex buffer binding point.
1530 *
1531 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1532 * and is only present for backwards compatibility reasons.
1533 * Rendering always uses VERTEX_BINDING_STRIDE.
1534 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1535 * and VERTEX_BINDING_STRIDE to the same value, while
1536 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1537 */
1538 struct gl_vertex_attrib_array
1539 {
1540 GLint Size; /**< Components per element (1,2,3,4) */
1541 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1542 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1543 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1544 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1545 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1546 GLboolean Enabled; /**< Whether the array is enabled */
1547 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1548 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1549 GLuint _ElementSize; /**< Size of each element in bytes */
1550 GLuint VertexBinding; /**< Vertex buffer binding */
1551 };
1552
1553
1554 /**
1555 * This describes the buffer object used for a vertex array (or
1556 * multiple vertex arrays). If BufferObj points to the default/null
1557 * buffer object, then the vertex array lives in user memory and not a VBO.
1558 */
1559 struct gl_vertex_buffer_binding
1560 {
1561 GLintptr Offset; /**< User-specified offset */
1562 GLsizei Stride; /**< User-specified stride */
1563 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1564 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1565 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1566 };
1567
1568
1569 /**
1570 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+,
1571 * GL_ARB_vertex_array_object, or the original GL_APPLE_vertex_array_object
1572 * extension.
1573 */
1574 struct gl_vertex_array_object
1575 {
1576 /** Name of the VAO as received from glGenVertexArray. */
1577 GLuint Name;
1578 GLchar *Label; /**< GL_KHR_debug */
1579
1580 GLint RefCount;
1581 mtx_t Mutex;
1582
1583 /**
1584 * Does the VAO use ARB semantics or Apple semantics?
1585 *
1586 * There are several ways in which ARB_vertex_array_object and
1587 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1588 * least,
1589 *
1590 * - ARB VAOs require that all array data be sourced from vertex buffer
1591 * objects, but Apple VAOs do not.
1592 *
1593 * - ARB VAOs require that names come from GenVertexArrays.
1594 *
1595 * This flag notes which behavior governs this VAO.
1596 */
1597 GLboolean ARBsemantics;
1598
1599 /**
1600 * Has this array object been bound?
1601 */
1602 GLboolean EverBound;
1603
1604 /**
1605 * Derived vertex attribute arrays
1606 *
1607 * This is a legacy data structure created from gl_vertex_attrib_array and
1608 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1609 */
1610 struct gl_client_array _VertexAttrib[VERT_ATTRIB_MAX];
1611
1612 /** Vertex attribute arrays */
1613 struct gl_vertex_attrib_array VertexAttrib[VERT_ATTRIB_MAX];
1614
1615 /** Vertex buffer bindings */
1616 struct gl_vertex_buffer_binding VertexBinding[VERT_ATTRIB_MAX];
1617
1618 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1619 GLbitfield64 _Enabled;
1620
1621 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1622 GLbitfield64 NewArrays;
1623
1624 /**
1625 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1626 * we can determine the max legal (in bounds) glDrawElements array index.
1627 */
1628 GLuint _MaxElement;
1629
1630 /** The index buffer (also known as the element array buffer in OpenGL). */
1631 struct gl_buffer_object *IndexBufferObj;
1632 };
1633
1634
1635 /**
1636 * Vertex array state
1637 */
1638 struct gl_array_attrib
1639 {
1640 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1641 struct gl_vertex_array_object *VAO;
1642
1643 /** The default vertex array object */
1644 struct gl_vertex_array_object *DefaultVAO;
1645
1646 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1647 struct _mesa_HashTable *Objects;
1648
1649 GLint ActiveTexture; /**< Client Active Texture */
1650 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1651 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1652
1653 /**
1654 * \name Primitive restart controls
1655 *
1656 * Primitive restart is enabled if either \c PrimitiveRestart or
1657 * \c PrimitiveRestartFixedIndex is set.
1658 */
1659 /*@{*/
1660 GLboolean PrimitiveRestart;
1661 GLboolean PrimitiveRestartFixedIndex;
1662 GLboolean _PrimitiveRestart;
1663 GLuint RestartIndex;
1664 /*@}*/
1665
1666 /* GL_ARB_vertex_buffer_object */
1667 struct gl_buffer_object *ArrayBufferObj;
1668
1669 /**
1670 * Vertex arrays as consumed by a driver.
1671 * The array pointer is set up only by the VBO module.
1672 */
1673 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1674 };
1675
1676
1677 /**
1678 * Feedback buffer state
1679 */
1680 struct gl_feedback
1681 {
1682 GLenum Type;
1683 GLbitfield _Mask; /**< FB_* bits */
1684 GLfloat *Buffer;
1685 GLuint BufferSize;
1686 GLuint Count;
1687 };
1688
1689
1690 /**
1691 * Selection buffer state
1692 */
1693 struct gl_selection
1694 {
1695 GLuint *Buffer; /**< selection buffer */
1696 GLuint BufferSize; /**< size of the selection buffer */
1697 GLuint BufferCount; /**< number of values in the selection buffer */
1698 GLuint Hits; /**< number of records in the selection buffer */
1699 GLuint NameStackDepth; /**< name stack depth */
1700 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1701 GLboolean HitFlag; /**< hit flag */
1702 GLfloat HitMinZ; /**< minimum hit depth */
1703 GLfloat HitMaxZ; /**< maximum hit depth */
1704 };
1705
1706
1707 /**
1708 * 1-D Evaluator control points
1709 */
1710 struct gl_1d_map
1711 {
1712 GLuint Order; /**< Number of control points */
1713 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1714 GLfloat *Points; /**< Points to contiguous control points */
1715 };
1716
1717
1718 /**
1719 * 2-D Evaluator control points
1720 */
1721 struct gl_2d_map
1722 {
1723 GLuint Uorder; /**< Number of control points in U dimension */
1724 GLuint Vorder; /**< Number of control points in V dimension */
1725 GLfloat u1, u2, du;
1726 GLfloat v1, v2, dv;
1727 GLfloat *Points; /**< Points to contiguous control points */
1728 };
1729
1730
1731 /**
1732 * All evaluator control point state
1733 */
1734 struct gl_evaluators
1735 {
1736 /**
1737 * \name 1-D maps
1738 */
1739 /*@{*/
1740 struct gl_1d_map Map1Vertex3;
1741 struct gl_1d_map Map1Vertex4;
1742 struct gl_1d_map Map1Index;
1743 struct gl_1d_map Map1Color4;
1744 struct gl_1d_map Map1Normal;
1745 struct gl_1d_map Map1Texture1;
1746 struct gl_1d_map Map1Texture2;
1747 struct gl_1d_map Map1Texture3;
1748 struct gl_1d_map Map1Texture4;
1749 /*@}*/
1750
1751 /**
1752 * \name 2-D maps
1753 */
1754 /*@{*/
1755 struct gl_2d_map Map2Vertex3;
1756 struct gl_2d_map Map2Vertex4;
1757 struct gl_2d_map Map2Index;
1758 struct gl_2d_map Map2Color4;
1759 struct gl_2d_map Map2Normal;
1760 struct gl_2d_map Map2Texture1;
1761 struct gl_2d_map Map2Texture2;
1762 struct gl_2d_map Map2Texture3;
1763 struct gl_2d_map Map2Texture4;
1764 /*@}*/
1765 };
1766
1767
1768 struct gl_transform_feedback_varying_info
1769 {
1770 char *Name;
1771 GLenum Type;
1772 GLint Size;
1773 };
1774
1775
1776 /**
1777 * Per-output info vertex shaders for transform feedback.
1778 */
1779 struct gl_transform_feedback_output
1780 {
1781 unsigned OutputRegister;
1782 unsigned OutputBuffer;
1783 unsigned NumComponents;
1784
1785 /** offset (in DWORDs) of this output within the interleaved structure */
1786 unsigned DstOffset;
1787
1788 /**
1789 * Offset into the output register of the data to output. For example,
1790 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1791 * offset is in the y and z components of the output register.
1792 */
1793 unsigned ComponentOffset;
1794 };
1795
1796
1797 /** Post-link transform feedback info. */
1798 struct gl_transform_feedback_info
1799 {
1800 unsigned NumOutputs;
1801
1802 /**
1803 * Number of transform feedback buffers in use by this program.
1804 */
1805 unsigned NumBuffers;
1806
1807 struct gl_transform_feedback_output *Outputs;
1808
1809 /** Transform feedback varyings used for the linking of this shader program.
1810 *
1811 * Use for glGetTransformFeedbackVarying().
1812 */
1813 struct gl_transform_feedback_varying_info *Varyings;
1814 GLint NumVarying;
1815
1816 /**
1817 * Total number of components stored in each buffer. This may be used by
1818 * hardware back-ends to determine the correct stride when interleaving
1819 * multiple transform feedback outputs in the same buffer.
1820 */
1821 unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1822 };
1823
1824
1825 /**
1826 * Transform feedback object state
1827 */
1828 struct gl_transform_feedback_object
1829 {
1830 GLuint Name; /**< AKA the object ID */
1831 GLchar *Label; /**< GL_KHR_debug */
1832 GLint RefCount;
1833 GLboolean Active; /**< Is transform feedback enabled? */
1834 GLboolean Paused; /**< Is transform feedback paused? */
1835 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1836 at least once? */
1837 GLboolean EverBound; /**< Has this object been bound? */
1838
1839 /**
1840 * The shader program active when BeginTransformFeedback() was called.
1841 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1842 * where stage is the pipeline stage that is the source of data for
1843 * transform feedback.
1844 */
1845 struct gl_shader_program *shader_program;
1846
1847 /**
1848 * GLES: if Active is true, remaining number of primitives which can be
1849 * rendered without overflow. This is necessary to track because GLES
1850 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1851 * glDrawArraysInstanced would overflow transform feedback buffers.
1852 * Undefined if Active is false.
1853 *
1854 * Not tracked for desktop GL since it's unnecessary.
1855 */
1856 unsigned GlesRemainingPrims;
1857
1858 /** The feedback buffers */
1859 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1860 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1861
1862 /** Start of feedback data in dest buffer */
1863 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1864
1865 /**
1866 * Max data to put into dest buffer (in bytes). Computed based on
1867 * RequestedSize and the actual size of the buffer.
1868 */
1869 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1870
1871 /**
1872 * Size that was specified when the buffer was bound. If the buffer was
1873 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1874 * zero.
1875 */
1876 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1877 };
1878
1879
1880 /**
1881 * Context state for transform feedback.
1882 */
1883 struct gl_transform_feedback_state
1884 {
1885 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1886
1887 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1888 struct gl_buffer_object *CurrentBuffer;
1889
1890 /** The table of all transform feedback objects */
1891 struct _mesa_HashTable *Objects;
1892
1893 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1894 struct gl_transform_feedback_object *CurrentObject;
1895
1896 /** The default xform-fb object (Name==0) */
1897 struct gl_transform_feedback_object *DefaultObject;
1898 };
1899
1900
1901 /**
1902 * A "performance monitor" as described in AMD_performance_monitor.
1903 */
1904 struct gl_perf_monitor_object
1905 {
1906 GLuint Name;
1907
1908 /** True if the monitor is currently active (Begin called but not End). */
1909 GLboolean Active;
1910
1911 /**
1912 * True if the monitor has ended.
1913 *
1914 * This is distinct from !Active because it may never have began.
1915 */
1916 GLboolean Ended;
1917
1918 /**
1919 * A list of groups with currently active counters.
1920 *
1921 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1922 */
1923 unsigned *ActiveGroups;
1924
1925 /**
1926 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1927 *
1928 * Checking whether counter 'c' in group 'g' is active can be done via:
1929 *
1930 * BITSET_TEST(ActiveCounters[g], c)
1931 */
1932 GLuint **ActiveCounters;
1933 };
1934
1935
1936 union gl_perf_monitor_counter_value
1937 {
1938 float f;
1939 uint64_t u64;
1940 uint32_t u32;
1941 };
1942
1943
1944 struct gl_perf_monitor_counter
1945 {
1946 /** Human readable name for the counter. */
1947 const char *Name;
1948
1949 /**
1950 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1951 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1952 */
1953 GLenum Type;
1954
1955 /** Minimum counter value. */
1956 union gl_perf_monitor_counter_value Minimum;
1957
1958 /** Maximum counter value. */
1959 union gl_perf_monitor_counter_value Maximum;
1960 };
1961
1962
1963 struct gl_perf_monitor_group
1964 {
1965 /** Human readable name for the group. */
1966 const char *Name;
1967
1968 /**
1969 * Maximum number of counters in this group which can be active at the
1970 * same time.
1971 */
1972 GLuint MaxActiveCounters;
1973
1974 /** Array of counters within this group. */
1975 const struct gl_perf_monitor_counter *Counters;
1976 GLuint NumCounters;
1977 };
1978
1979
1980 /**
1981 * Context state for AMD_performance_monitor.
1982 */
1983 struct gl_perf_monitor_state
1984 {
1985 /** Array of performance monitor groups (indexed by group ID) */
1986 const struct gl_perf_monitor_group *Groups;
1987 GLuint NumGroups;
1988
1989 /** The table of all performance monitors. */
1990 struct _mesa_HashTable *Monitors;
1991 };
1992
1993
1994 /**
1995 * Names of the various vertex/fragment program register files, etc.
1996 *
1997 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1998 * All values should fit in a 4-bit field.
1999 *
2000 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
2001 * considered to be "uniform" variables since they can only be set outside
2002 * glBegin/End. They're also all stored in the same Parameters array.
2003 */
2004 typedef enum
2005 {
2006 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
2007 PROGRAM_ARRAY, /**< Arrays & Matrixes */
2008 PROGRAM_INPUT, /**< machine->Inputs[] */
2009 PROGRAM_OUTPUT, /**< machine->Outputs[] */
2010 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
2011 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
2012 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
2013 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
2014 PROGRAM_ADDRESS, /**< machine->AddressReg */
2015 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
2016 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
2017 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
2018 PROGRAM_FILE_MAX
2019 } gl_register_file;
2020
2021
2022 /**
2023 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
2024 * one of these values.
2025 */
2026 typedef enum
2027 {
2028 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
2029 SYSTEM_VALUE_VERTEX_ID, /**< Vertex shader only */
2030 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
2031 SYSTEM_VALUE_SAMPLE_ID, /**< Fragment shader only */
2032 SYSTEM_VALUE_SAMPLE_POS, /**< Fragment shader only */
2033 SYSTEM_VALUE_SAMPLE_MASK_IN, /**< Fragment shader only */
2034 SYSTEM_VALUE_INVOCATION_ID, /**< Geometry shader only */
2035 SYSTEM_VALUE_MAX /**< Number of values */
2036 } gl_system_value;
2037
2038
2039 /**
2040 * The possible interpolation qualifiers that can be applied to a fragment
2041 * shader input in GLSL.
2042 *
2043 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
2044 * gl_fragment_program data structure to 0 causes the default behavior.
2045 */
2046 enum glsl_interp_qualifier
2047 {
2048 INTERP_QUALIFIER_NONE = 0,
2049 INTERP_QUALIFIER_SMOOTH,
2050 INTERP_QUALIFIER_FLAT,
2051 INTERP_QUALIFIER_NOPERSPECTIVE,
2052 INTERP_QUALIFIER_COUNT /**< Number of interpolation qualifiers */
2053 };
2054
2055
2056 /**
2057 * \brief Layout qualifiers for gl_FragDepth.
2058 *
2059 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
2060 * a layout qualifier.
2061 *
2062 * \see enum ir_depth_layout
2063 */
2064 enum gl_frag_depth_layout
2065 {
2066 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
2067 FRAG_DEPTH_LAYOUT_ANY,
2068 FRAG_DEPTH_LAYOUT_GREATER,
2069 FRAG_DEPTH_LAYOUT_LESS,
2070 FRAG_DEPTH_LAYOUT_UNCHANGED
2071 };
2072
2073
2074 /**
2075 * Base class for any kind of program object
2076 */
2077 struct gl_program
2078 {
2079 GLuint Id;
2080 GLubyte *String; /**< Null-terminated program text */
2081 GLint RefCount;
2082 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2083 GLenum Format; /**< String encoding format */
2084
2085 struct prog_instruction *Instructions;
2086
2087 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
2088 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
2089 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
2090 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
2091 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
2092 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
2093 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
2094 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
2095
2096 GLboolean UsesGather; /**< Does this program use gather4 at all? */
2097
2098 /**
2099 * For vertex and geometry shaders, true if the program uses the
2100 * gl_ClipDistance output. Ignored for fragment shaders.
2101 */
2102 GLboolean UsesClipDistanceOut;
2103
2104
2105 /** Named parameters, constants, etc. from program text */
2106 struct gl_program_parameter_list *Parameters;
2107
2108 /**
2109 * Local parameters used by the program.
2110 *
2111 * It's dynamically allocated because it is rarely used (just
2112 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
2113 * allocated.
2114 */
2115 GLfloat (*LocalParams)[4];
2116
2117 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2118 GLubyte SamplerUnits[MAX_SAMPLERS];
2119
2120 /** Bitmask of which register files are read/written with indirect
2121 * addressing. Mask of (1 << PROGRAM_x) bits.
2122 */
2123 GLbitfield IndirectRegisterFiles;
2124
2125 /** Logical counts */
2126 /*@{*/
2127 GLuint NumInstructions;
2128 GLuint NumTemporaries;
2129 GLuint NumParameters;
2130 GLuint NumAttributes;
2131 GLuint NumAddressRegs;
2132 GLuint NumAluInstructions;
2133 GLuint NumTexInstructions;
2134 GLuint NumTexIndirections;
2135 /*@}*/
2136 /** Native, actual h/w counts */
2137 /*@{*/
2138 GLuint NumNativeInstructions;
2139 GLuint NumNativeTemporaries;
2140 GLuint NumNativeParameters;
2141 GLuint NumNativeAttributes;
2142 GLuint NumNativeAddressRegs;
2143 GLuint NumNativeAluInstructions;
2144 GLuint NumNativeTexInstructions;
2145 GLuint NumNativeTexIndirections;
2146 /*@}*/
2147 };
2148
2149
2150 /** Vertex program object */
2151 struct gl_vertex_program
2152 {
2153 struct gl_program Base; /**< base class */
2154 GLboolean IsPositionInvariant;
2155 };
2156
2157
2158 /** Geometry program object */
2159 struct gl_geometry_program
2160 {
2161 struct gl_program Base; /**< base class */
2162
2163 GLint VerticesIn;
2164 GLint VerticesOut;
2165 GLint Invocations;
2166 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2167 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2168 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2169 GLboolean UsesEndPrimitive;
2170 };
2171
2172
2173 /** Fragment program object */
2174 struct gl_fragment_program
2175 {
2176 struct gl_program Base; /**< base class */
2177 GLboolean UsesKill; /**< shader uses KIL instruction */
2178 GLboolean UsesDFdy; /**< shader uses DDY instruction */
2179 GLboolean OriginUpperLeft;
2180 GLboolean PixelCenterInteger;
2181 enum gl_frag_depth_layout FragDepthLayout;
2182
2183 /**
2184 * GLSL interpolation qualifier associated with each fragment shader input.
2185 * For inputs that do not have an interpolation qualifier specified in
2186 * GLSL, the value is INTERP_QUALIFIER_NONE.
2187 */
2188 enum glsl_interp_qualifier InterpQualifier[VARYING_SLOT_MAX];
2189
2190 /**
2191 * Bitfield indicating, for each fragment shader input, 1 if that input
2192 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2193 */
2194 GLbitfield64 IsCentroid;
2195
2196 /**
2197 * Bitfield indicating, for each fragment shader input, 1 if that input
2198 * uses sample interpolation, 0 otherwise. Unused inputs are 0.
2199 */
2200 GLbitfield64 IsSample;
2201 };
2202
2203
2204 /** Compute program object */
2205 struct gl_compute_program
2206 {
2207 struct gl_program Base; /**< base class */
2208
2209 /**
2210 * Size specified using local_size_{x,y,z}.
2211 */
2212 unsigned LocalSize[3];
2213 };
2214
2215
2216 /**
2217 * State common to vertex and fragment programs.
2218 */
2219 struct gl_program_state
2220 {
2221 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2222 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2223 };
2224
2225
2226 /**
2227 * Context state for vertex programs.
2228 */
2229 struct gl_vertex_program_state
2230 {
2231 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2232 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2233 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2234 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2235 /** Computed two sided lighting for fixed function/programs. */
2236 GLboolean _TwoSideEnabled;
2237 struct gl_vertex_program *Current; /**< User-bound vertex program */
2238
2239 /** Currently enabled and valid vertex program (including internal
2240 * programs, user-defined vertex programs and GLSL vertex shaders).
2241 * This is the program we must use when rendering.
2242 */
2243 struct gl_vertex_program *_Current;
2244
2245 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2246
2247 /** Should fixed-function T&L be implemented with a vertex prog? */
2248 GLboolean _MaintainTnlProgram;
2249
2250 /** Program to emulate fixed-function T&L (see above) */
2251 struct gl_vertex_program *_TnlProgram;
2252
2253 /** Cache of fixed-function programs */
2254 struct gl_program_cache *Cache;
2255
2256 GLboolean _Overriden;
2257 };
2258
2259
2260 /**
2261 * Context state for geometry programs.
2262 */
2263 struct gl_geometry_program_state
2264 {
2265 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
2266 GLboolean _Enabled; /**< Enabled and valid program? */
2267 struct gl_geometry_program *Current; /**< user-bound geometry program */
2268
2269 /** Currently enabled and valid program (including internal programs
2270 * and compiled shader programs).
2271 */
2272 struct gl_geometry_program *_Current;
2273
2274 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2275
2276 /** Cache of fixed-function programs */
2277 struct gl_program_cache *Cache;
2278 };
2279
2280 /**
2281 * Context state for fragment programs.
2282 */
2283 struct gl_fragment_program_state
2284 {
2285 GLboolean Enabled; /**< User-set fragment program enable flag */
2286 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2287 struct gl_fragment_program *Current; /**< User-bound fragment program */
2288
2289 /** Currently enabled and valid fragment program (including internal
2290 * programs, user-defined fragment programs and GLSL fragment shaders).
2291 * This is the program we must use when rendering.
2292 */
2293 struct gl_fragment_program *_Current;
2294
2295 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2296
2297 /** Should fixed-function texturing be implemented with a fragment prog? */
2298 GLboolean _MaintainTexEnvProgram;
2299
2300 /** Program to emulate fixed-function texture env/combine (see above) */
2301 struct gl_fragment_program *_TexEnvProgram;
2302
2303 /** Cache of fixed-function programs */
2304 struct gl_program_cache *Cache;
2305 };
2306
2307
2308 /**
2309 * ATI_fragment_shader runtime state
2310 */
2311 #define ATI_FS_INPUT_PRIMARY 0
2312 #define ATI_FS_INPUT_SECONDARY 1
2313
2314 struct atifs_instruction;
2315 struct atifs_setupinst;
2316
2317 /**
2318 * ATI fragment shader
2319 */
2320 struct ati_fragment_shader
2321 {
2322 GLuint Id;
2323 GLint RefCount;
2324 struct atifs_instruction *Instructions[2];
2325 struct atifs_setupinst *SetupInst[2];
2326 GLfloat Constants[8][4];
2327 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2328 GLubyte numArithInstr[2];
2329 GLubyte regsAssigned[2];
2330 GLubyte NumPasses; /**< 1 or 2 */
2331 GLubyte cur_pass;
2332 GLubyte last_optype;
2333 GLboolean interpinp1;
2334 GLboolean isValid;
2335 GLuint swizzlerq;
2336 };
2337
2338 /**
2339 * Context state for GL_ATI_fragment_shader
2340 */
2341 struct gl_ati_fragment_shader_state
2342 {
2343 GLboolean Enabled;
2344 GLboolean _Enabled; /**< enabled and valid shader? */
2345 GLboolean Compiling;
2346 GLfloat GlobalConstants[8][4];
2347 struct ati_fragment_shader *Current;
2348 };
2349
2350
2351 /** Set by #pragma directives */
2352 struct gl_sl_pragmas
2353 {
2354 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2355 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2356 GLboolean Optimize; /**< defaults on */
2357 GLboolean Debug; /**< defaults off */
2358 };
2359
2360
2361 /**
2362 * A GLSL vertex or fragment shader object.
2363 */
2364 struct gl_shader
2365 {
2366 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB.
2367 * Must be the first field.
2368 */
2369 GLenum Type;
2370 gl_shader_stage Stage;
2371 GLuint Name; /**< AKA the handle */
2372 GLchar *Label; /**< GL_KHR_debug */
2373 GLint RefCount; /**< Reference count */
2374 GLboolean DeletePending;
2375 GLboolean CompileStatus;
2376 const GLchar *Source; /**< Source code string */
2377 GLuint SourceChecksum; /**< for debug/logging purposes */
2378 struct gl_program *Program; /**< Post-compile assembly code */
2379 GLchar *InfoLog;
2380 struct gl_sl_pragmas Pragmas;
2381
2382 unsigned Version; /**< GLSL version used for linking */
2383 GLboolean IsES; /**< True if this shader uses GLSL ES */
2384
2385 /**
2386 * \name Sampler tracking
2387 *
2388 * \note Each of these fields is only set post-linking.
2389 */
2390 /*@{*/
2391 unsigned num_samplers; /**< Number of samplers used by this shader. */
2392 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2393 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2394 /*@}*/
2395
2396 /**
2397 * Map from sampler unit to texture unit (set by glUniform1i())
2398 *
2399 * A sampler unit is associated with each sampler uniform by the linker.
2400 * The sampler unit associated with each uniform is stored in the
2401 * \c gl_uniform_storage::sampler field.
2402 */
2403 GLubyte SamplerUnits[MAX_SAMPLERS];
2404 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2405 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2406
2407 /**
2408 * Number of default uniform block components used by this shader.
2409 *
2410 * This field is only set post-linking.
2411 */
2412 unsigned num_uniform_components;
2413
2414 /**
2415 * Number of combined uniform components used by this shader.
2416 *
2417 * This field is only set post-linking. It is the sum of the uniform block
2418 * sizes divided by sizeof(float), and num_uniform_compoennts.
2419 */
2420 unsigned num_combined_uniform_components;
2421
2422 /**
2423 * This shader's uniform block information.
2424 *
2425 * These fields are only set post-linking.
2426 */
2427 struct gl_uniform_block *UniformBlocks;
2428 unsigned NumUniformBlocks;
2429
2430 struct exec_list *ir;
2431 struct glsl_symbol_table *symbols;
2432
2433 bool uses_builtin_functions;
2434
2435 /**
2436 * Geometry shader state from GLSL 1.50 layout qualifiers.
2437 */
2438 struct {
2439 GLint VerticesOut;
2440 /**
2441 * 0 - Invocations count not declared in shader, or
2442 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2443 */
2444 GLint Invocations;
2445 /**
2446 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2447 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2448 * shader.
2449 */
2450 GLenum InputType;
2451 /**
2452 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2453 * it's not set in this shader.
2454 */
2455 GLenum OutputType;
2456 } Geom;
2457
2458 /**
2459 * Map from image uniform index to image unit (set by glUniform1i())
2460 *
2461 * An image uniform index is associated with each image uniform by
2462 * the linker. The image index associated with each uniform is
2463 * stored in the \c gl_uniform_storage::image field.
2464 */
2465 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2466
2467 /**
2468 * Access qualifier specified in the shader for each image uniform
2469 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2470 * GL_READ_WRITE.
2471 *
2472 * It may be different, though only more strict than the value of
2473 * \c gl_image_unit::Access for the corresponding image unit.
2474 */
2475 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2476
2477 /**
2478 * Number of image uniforms defined in the shader. It specifies
2479 * the number of valid elements in the \c ImageUnits and \c
2480 * ImageAccess arrays above.
2481 */
2482 GLuint NumImages;
2483
2484 /**
2485 * Compute shader state from ARB_compute_shader layout qualifiers.
2486 */
2487 struct {
2488 /**
2489 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2490 * it's not set in this shader.
2491 */
2492 unsigned LocalSize[3];
2493 } Comp;
2494 };
2495
2496
2497 struct gl_uniform_buffer_variable
2498 {
2499 char *Name;
2500
2501 /**
2502 * Name of the uniform as seen by glGetUniformIndices.
2503 *
2504 * glGetUniformIndices requires that the block instance index \b not be
2505 * present in the name of queried uniforms.
2506 *
2507 * \note
2508 * \c gl_uniform_buffer_variable::IndexName and
2509 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2510 */
2511 char *IndexName;
2512
2513 const struct glsl_type *Type;
2514 unsigned int Offset;
2515 GLboolean RowMajor;
2516 };
2517
2518
2519 enum gl_uniform_block_packing
2520 {
2521 ubo_packing_std140,
2522 ubo_packing_shared,
2523 ubo_packing_packed
2524 };
2525
2526
2527 struct gl_uniform_block
2528 {
2529 /** Declared name of the uniform block */
2530 char *Name;
2531
2532 /** Array of supplemental information about UBO ir_variables. */
2533 struct gl_uniform_buffer_variable *Uniforms;
2534 GLuint NumUniforms;
2535
2536 /**
2537 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2538 * with glBindBufferBase to bind a buffer object to this uniform block. When
2539 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2540 */
2541 GLuint Binding;
2542
2543 /**
2544 * Minimum size of a buffer object to back this uniform buffer
2545 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2546 */
2547 GLuint UniformBufferSize;
2548
2549 /**
2550 * Layout specified in the shader
2551 *
2552 * This isn't accessible through the API, but it is used while
2553 * cross-validating uniform blocks.
2554 */
2555 enum gl_uniform_block_packing _Packing;
2556 };
2557
2558 /**
2559 * Structure that represents a reference to an atomic buffer from some
2560 * shader program.
2561 */
2562 struct gl_active_atomic_buffer
2563 {
2564 /** Uniform indices of the atomic counters declared within it. */
2565 GLuint *Uniforms;
2566 GLuint NumUniforms;
2567
2568 /** Binding point index associated with it. */
2569 GLuint Binding;
2570
2571 /** Minimum reasonable size it is expected to have. */
2572 GLuint MinimumSize;
2573
2574 /** Shader stages making use of it. */
2575 GLboolean StageReferences[MESA_SHADER_STAGES];
2576 };
2577
2578 /**
2579 * A GLSL program object.
2580 * Basically a linked collection of vertex and fragment shaders.
2581 */
2582 struct gl_shader_program
2583 {
2584 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2585 GLuint Name; /**< aka handle or ID */
2586 GLchar *Label; /**< GL_KHR_debug */
2587 GLint RefCount; /**< Reference count */
2588 GLboolean DeletePending;
2589
2590 /**
2591 * Is the application intending to glGetProgramBinary this program?
2592 */
2593 GLboolean BinaryRetreivableHint;
2594
2595 /**
2596 * Flags that the linker should not reject the program if it lacks
2597 * a vertex or fragment shader. GLES2 doesn't allow separate
2598 * shader objects, and would reject them. However, we internally
2599 * build separate shader objects for fixed function programs, which
2600 * we use for drivers/common/meta.c and for handling
2601 * _mesa_update_state with no program bound (for example in
2602 * glClear()).
2603 */
2604 GLboolean InternalSeparateShader;
2605
2606 /**
2607 * Indicates whether program can be bound for individual pipeline stages
2608 * using UseProgramStages after it is next linked.
2609 */
2610 GLboolean SeparateShader;
2611
2612 GLuint NumShaders; /**< number of attached shaders */
2613 struct gl_shader **Shaders; /**< List of attached the shaders */
2614
2615 /**
2616 * User-defined attribute bindings
2617 *
2618 * These are set via \c glBindAttribLocation and are used to direct the
2619 * GLSL linker. These are \b not the values used in the compiled shader,
2620 * and they are \b not the values returned by \c glGetAttribLocation.
2621 */
2622 struct string_to_uint_map *AttributeBindings;
2623
2624 /**
2625 * User-defined fragment data bindings
2626 *
2627 * These are set via \c glBindFragDataLocation and are used to direct the
2628 * GLSL linker. These are \b not the values used in the compiled shader,
2629 * and they are \b not the values returned by \c glGetFragDataLocation.
2630 */
2631 struct string_to_uint_map *FragDataBindings;
2632 struct string_to_uint_map *FragDataIndexBindings;
2633
2634 /**
2635 * Transform feedback varyings last specified by
2636 * glTransformFeedbackVaryings().
2637 *
2638 * For the current set of transform feeedback varyings used for transform
2639 * feedback output, see LinkedTransformFeedback.
2640 */
2641 struct {
2642 GLenum BufferMode;
2643 GLuint NumVarying;
2644 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2645 } TransformFeedback;
2646
2647 /** Post-link transform feedback info. */
2648 struct gl_transform_feedback_info LinkedTransformFeedback;
2649
2650 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2651 enum gl_frag_depth_layout FragDepthLayout;
2652
2653 /**
2654 * Geometry shader state - copied into gl_geometry_program by
2655 * _mesa_copy_linked_program_data().
2656 */
2657 struct {
2658 GLint VerticesIn;
2659 GLint VerticesOut;
2660 /**
2661 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2662 */
2663 GLint Invocations;
2664 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2665 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2666 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2667 /**
2668 * True if gl_ClipDistance is written to. Copied into
2669 * gl_geometry_program by _mesa_copy_linked_program_data().
2670 */
2671 GLboolean UsesClipDistance;
2672 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2673 0 if not present. */
2674 GLboolean UsesEndPrimitive;
2675 } Geom;
2676
2677 /** Vertex shader state */
2678 struct {
2679 /**
2680 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2681 * by _mesa_copy_linked_program_data().
2682 */
2683 GLboolean UsesClipDistance;
2684 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2685 0 if not present. */
2686 } Vert;
2687
2688 /**
2689 * Compute shader state - copied into gl_compute_program by
2690 * _mesa_copy_linked_program_data().
2691 */
2692 struct {
2693 /**
2694 * If this shader contains a compute stage, size specified using
2695 * local_size_{x,y,z}. Otherwise undefined.
2696 */
2697 unsigned LocalSize[3];
2698 } Comp;
2699
2700 /* post-link info: */
2701 unsigned NumUserUniformStorage;
2702 struct gl_uniform_storage *UniformStorage;
2703
2704 /**
2705 * Mapping from GL uniform locations returned by \c glUniformLocation to
2706 * UniformStorage entries. Arrays will have multiple contiguous slots
2707 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2708 */
2709 unsigned NumUniformRemapTable;
2710 struct gl_uniform_storage **UniformRemapTable;
2711
2712 /**
2713 * Size of the gl_ClipDistance array that is output from the last pipeline
2714 * stage before the fragment shader.
2715 */
2716 unsigned LastClipDistanceArraySize;
2717
2718 struct gl_uniform_block *UniformBlocks;
2719 unsigned NumUniformBlocks;
2720
2721 /**
2722 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2723 * they're used in, or -1.
2724 *
2725 * This is used to maintain the Binding values of the stage's UniformBlocks[]
2726 * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2727 */
2728 int *UniformBlockStageIndex[MESA_SHADER_STAGES];
2729
2730 /**
2731 * Map of active uniform names to locations
2732 *
2733 * Maps any active uniform that is not an array element to a location.
2734 * Each active uniform, including individual structure members will appear
2735 * in this map. This roughly corresponds to the set of names that would be
2736 * enumerated by \c glGetActiveUniform.
2737 */
2738 struct string_to_uint_map *UniformHash;
2739
2740 struct gl_active_atomic_buffer *AtomicBuffers;
2741 unsigned NumAtomicBuffers;
2742
2743 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2744 GLboolean Validated;
2745 GLboolean _Used; /**< Ever used for drawing? */
2746 GLchar *InfoLog;
2747
2748 unsigned Version; /**< GLSL version used for linking */
2749 GLboolean IsES; /**< True if this program uses GLSL ES */
2750
2751 /**
2752 * Per-stage shaders resulting from the first stage of linking.
2753 *
2754 * Set of linked shaders for this program. The array is accessed using the
2755 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2756 * \c NULL.
2757 */
2758 struct gl_shader *_LinkedShaders[MESA_SHADER_STAGES];
2759 };
2760
2761
2762 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2763 #define GLSL_LOG 0x2 /**< Write shaders to files */
2764 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2765 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2766 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2767 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2768 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2769 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2770 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2771 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2772
2773
2774 /**
2775 * Context state for GLSL vertex/fragment shaders.
2776 * Extended to support pipeline object
2777 */
2778 struct gl_pipeline_object
2779 {
2780 /** Name of the pipeline object as received from glGenProgramPipelines.
2781 * It would be 0 for shaders without separate shader objects.
2782 */
2783 GLuint Name;
2784
2785 GLint RefCount;
2786
2787 mtx_t Mutex;
2788
2789 /**
2790 * Programs used for rendering
2791 *
2792 * There is a separate program set for each shader stage. If
2793 * GL_EXT_separate_shader_objects is not supported, each of these must point
2794 * to \c NULL or to the same program.
2795 */
2796 struct gl_shader_program *CurrentProgram[MESA_SHADER_STAGES];
2797
2798 struct gl_shader_program *_CurrentFragmentProgram;
2799
2800 /**
2801 * Program used by glUniform calls.
2802 *
2803 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2804 */
2805 struct gl_shader_program *ActiveProgram;
2806
2807 GLbitfield Flags; /**< Mask of GLSL_x flags */
2808
2809 GLboolean EverBound; /**< Has the pipeline object been created */
2810
2811 GLboolean Validated; /**< Pipeline Validation status */
2812
2813 GLchar *InfoLog;
2814 };
2815
2816 /**
2817 * Context state for GLSL pipeline shaders.
2818 */
2819 struct gl_pipeline_shader_state
2820 {
2821 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
2822 struct gl_pipeline_object *Current;
2823
2824 /* Default Object to ensure that _Shader is never NULL */
2825 struct gl_pipeline_object *Default;
2826
2827 /** Pipeline objects */
2828 struct _mesa_HashTable *Objects;
2829 };
2830
2831 /**
2832 * Compiler options for a single GLSL shaders type
2833 */
2834 struct gl_shader_compiler_options
2835 {
2836 /** Driver-selectable options: */
2837 GLboolean EmitCondCodes; /**< Use condition codes? */
2838 GLboolean EmitNoLoops;
2839 GLboolean EmitNoFunctions;
2840 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2841 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2842 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2843 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2844 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2845
2846 /**
2847 * \name Forms of indirect addressing the driver cannot do.
2848 */
2849 /*@{*/
2850 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2851 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2852 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2853 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2854 /*@}*/
2855
2856 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2857 GLuint MaxUnrollIterations;
2858
2859 /**
2860 * Optimize code for array of structures backends.
2861 *
2862 * This is a proxy for:
2863 * - preferring DP4 instructions (rather than MUL/MAD) for
2864 * matrix * vector operations, such as position transformation.
2865 */
2866 GLboolean OptimizeForAOS;
2867
2868 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2869 };
2870
2871
2872 /**
2873 * Occlusion/timer query object.
2874 */
2875 struct gl_query_object
2876 {
2877 GLenum Target; /**< The query target, when active */
2878 GLuint Id; /**< hash table ID/name */
2879 GLchar *Label; /**< GL_KHR_debug */
2880 GLuint64EXT Result; /**< the counter */
2881 GLboolean Active; /**< inside Begin/EndQuery */
2882 GLboolean Ready; /**< result is ready? */
2883 GLboolean EverBound;/**< has query object ever been bound */
2884 };
2885
2886
2887 /**
2888 * Context state for query objects.
2889 */
2890 struct gl_query_state
2891 {
2892 struct _mesa_HashTable *QueryObjects;
2893 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2894 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2895
2896 /** GL_NV_conditional_render */
2897 struct gl_query_object *CondRenderQuery;
2898
2899 /** GL_EXT_transform_feedback */
2900 struct gl_query_object *PrimitivesGenerated;
2901 struct gl_query_object *PrimitivesWritten;
2902
2903 /** GL_ARB_timer_query */
2904 struct gl_query_object *TimeElapsed;
2905
2906 GLenum CondRenderMode;
2907 };
2908
2909
2910 /** Sync object state */
2911 struct gl_sync_object
2912 {
2913 GLenum Type; /**< GL_SYNC_FENCE */
2914 GLuint Name; /**< Fence name */
2915 GLchar *Label; /**< GL_KHR_debug */
2916 GLint RefCount; /**< Reference count */
2917 GLboolean DeletePending; /**< Object was deleted while there were still
2918 * live references (e.g., sync not yet finished)
2919 */
2920 GLenum SyncCondition;
2921 GLbitfield Flags; /**< Flags passed to glFenceSync */
2922 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2923 };
2924
2925
2926 /**
2927 * State which can be shared by multiple contexts:
2928 */
2929 struct gl_shared_state
2930 {
2931 mtx_t Mutex; /**< for thread safety */
2932 GLint RefCount; /**< Reference count */
2933 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2934 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2935
2936 /** Default texture objects (shared by all texture units) */
2937 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2938
2939 /** Fallback texture used when a bound texture is incomplete */
2940 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
2941
2942 /**
2943 * \name Thread safety and statechange notification for texture
2944 * objects.
2945 *
2946 * \todo Improve the granularity of locking.
2947 */
2948 /*@{*/
2949 mtx_t TexMutex; /**< texobj thread safety */
2950 GLuint TextureStateStamp; /**< state notification for shared tex */
2951 /*@}*/
2952
2953 /** Default buffer object for vertex arrays that aren't in VBOs */
2954 struct gl_buffer_object *NullBufferObj;
2955
2956 /**
2957 * \name Vertex/geometry/fragment programs
2958 */
2959 /*@{*/
2960 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2961 struct gl_vertex_program *DefaultVertexProgram;
2962 struct gl_fragment_program *DefaultFragmentProgram;
2963 struct gl_geometry_program *DefaultGeometryProgram;
2964 /*@}*/
2965
2966 /* GL_ATI_fragment_shader */
2967 struct _mesa_HashTable *ATIShaders;
2968 struct ati_fragment_shader *DefaultFragmentShader;
2969
2970 struct _mesa_HashTable *BufferObjects;
2971
2972 /** Table of both gl_shader and gl_shader_program objects */
2973 struct _mesa_HashTable *ShaderObjects;
2974
2975 /* GL_EXT_framebuffer_object */
2976 struct _mesa_HashTable *RenderBuffers;
2977 struct _mesa_HashTable *FrameBuffers;
2978
2979 /* GL_ARB_sync */
2980 struct set *SyncObjects;
2981
2982 /** GL_ARB_sampler_objects */
2983 struct _mesa_HashTable *SamplerObjects;
2984
2985 /**
2986 * Some context in this share group was affected by a GPU reset
2987 *
2988 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
2989 * been affected by a GPU reset must also return
2990 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
2991 *
2992 * Once this field becomes true, it is never reset to false.
2993 */
2994 bool ShareGroupReset;
2995 };
2996
2997
2998
2999 /**
3000 * Renderbuffers represent drawing surfaces such as color, depth and/or
3001 * stencil. A framebuffer object has a set of renderbuffers.
3002 * Drivers will typically derive subclasses of this type.
3003 */
3004 struct gl_renderbuffer
3005 {
3006 mtx_t Mutex; /**< for thread safety */
3007 GLuint ClassID; /**< Useful for drivers */
3008 GLuint Name;
3009 GLchar *Label; /**< GL_KHR_debug */
3010 GLint RefCount;
3011 GLuint Width, Height;
3012 GLuint Depth;
3013 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3014 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3015 /**
3016 * True for renderbuffers that wrap textures, giving the driver a chance to
3017 * flush render caches through the FinishRenderTexture hook.
3018 *
3019 * Drivers may also set this on renderbuffers other than those generated by
3020 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3021 * called without a rb->TexImage.
3022 */
3023 GLboolean NeedsFinishRenderTexture;
3024 GLubyte NumSamples;
3025 GLenum InternalFormat; /**< The user-specified format */
3026 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3027 GL_STENCIL_INDEX. */
3028 mesa_format Format; /**< The actual renderbuffer memory format */
3029 /**
3030 * Pointer to the texture image if this renderbuffer wraps a texture,
3031 * otherwise NULL.
3032 *
3033 * Note that the reference on the gl_texture_object containing this
3034 * TexImage is held by the gl_renderbuffer_attachment.
3035 */
3036 struct gl_texture_image *TexImage;
3037
3038 /** Delete this renderbuffer */
3039 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3040
3041 /** Allocate new storage for this renderbuffer */
3042 GLboolean (*AllocStorage)(struct gl_context *ctx,
3043 struct gl_renderbuffer *rb,
3044 GLenum internalFormat,
3045 GLuint width, GLuint height);
3046 };
3047
3048
3049 /**
3050 * A renderbuffer attachment points to either a texture object (and specifies
3051 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3052 */
3053 struct gl_renderbuffer_attachment
3054 {
3055 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3056 GLboolean Complete;
3057
3058 /**
3059 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3060 * application supplied renderbuffer object.
3061 */
3062 struct gl_renderbuffer *Renderbuffer;
3063
3064 /**
3065 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3066 * supplied texture object.
3067 */
3068 struct gl_texture_object *Texture;
3069 GLuint TextureLevel; /**< Attached mipmap level. */
3070 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3071 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3072 * and 2D array textures */
3073 GLboolean Layered;
3074 };
3075
3076
3077 /**
3078 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3079 * In C++ terms, think of this as a base class from which device drivers
3080 * will make derived classes.
3081 */
3082 struct gl_framebuffer
3083 {
3084 mtx_t Mutex; /**< for thread safety */
3085 /**
3086 * If zero, this is a window system framebuffer. If non-zero, this
3087 * is a FBO framebuffer; note that for some devices (i.e. those with
3088 * a natural pixel coordinate system for FBOs that differs from the
3089 * OpenGL/Mesa coordinate system), this means that the viewport,
3090 * polygon face orientation, and polygon stipple will have to be inverted.
3091 */
3092 GLuint Name;
3093 GLchar *Label; /**< GL_KHR_debug */
3094
3095 GLint RefCount;
3096 GLboolean DeletePending;
3097
3098 /**
3099 * The framebuffer's visual. Immutable if this is a window system buffer.
3100 * Computed from attachments if user-made FBO.
3101 */
3102 struct gl_config Visual;
3103
3104 GLuint Width, Height; /**< size of frame buffer in pixels */
3105
3106 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
3107 /*@{*/
3108 GLint _Xmin, _Xmax; /**< inclusive */
3109 GLint _Ymin, _Ymax; /**< exclusive */
3110 /*@}*/
3111
3112 /** \name Derived Z buffer stuff */
3113 /*@{*/
3114 GLuint _DepthMax; /**< Max depth buffer value */
3115 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3116 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3117 /*@}*/
3118
3119 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3120 GLenum _Status;
3121
3122 /** Integer color values */
3123 GLboolean _IntegerColor;
3124
3125 /* ARB_color_buffer_float */
3126 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3127 GLboolean _HasSNormOrFloatColorBuffer;
3128
3129 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3130 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3131
3132 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3133 * attribute group and GL_PIXEL attribute group, respectively.
3134 */
3135 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3136 GLenum ColorReadBuffer;
3137
3138 /** Computed from ColorDraw/ReadBuffer above */
3139 GLuint _NumColorDrawBuffers;
3140 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3141 GLint _ColorReadBufferIndex; /* -1 = None */
3142 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3143 struct gl_renderbuffer *_ColorReadBuffer;
3144
3145 /**
3146 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3147 * is not layered. For cube maps and cube map arrays, each cube face
3148 * counts as a layer.
3149 */
3150 GLuint MaxNumLayers;
3151
3152 /** Delete this framebuffer */
3153 void (*Delete)(struct gl_framebuffer *fb);
3154 };
3155
3156
3157 /**
3158 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3159 */
3160 struct gl_precision
3161 {
3162 GLushort RangeMin; /**< min value exponent */
3163 GLushort RangeMax; /**< max value exponent */
3164 GLushort Precision; /**< number of mantissa bits */
3165 };
3166
3167
3168 /**
3169 * Limits for vertex, geometry and fragment programs/shaders.
3170 */
3171 struct gl_program_constants
3172 {
3173 /* logical limits */
3174 GLuint MaxInstructions;
3175 GLuint MaxAluInstructions;
3176 GLuint MaxTexInstructions;
3177 GLuint MaxTexIndirections;
3178 GLuint MaxAttribs;
3179 GLuint MaxTemps;
3180 GLuint MaxAddressRegs;
3181 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3182 GLuint MaxParameters;
3183 GLuint MaxLocalParams;
3184 GLuint MaxEnvParams;
3185 /* native/hardware limits */
3186 GLuint MaxNativeInstructions;
3187 GLuint MaxNativeAluInstructions;
3188 GLuint MaxNativeTexInstructions;
3189 GLuint MaxNativeTexIndirections;
3190 GLuint MaxNativeAttribs;
3191 GLuint MaxNativeTemps;
3192 GLuint MaxNativeAddressRegs;
3193 GLuint MaxNativeParameters;
3194 /* For shaders */
3195 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3196
3197 /**
3198 * \name Per-stage input / output limits
3199 *
3200 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3201 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3202 * ES). This is stored as \c gl_constants::MaxVarying.
3203 *
3204 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3205 * variables. Each stage as a certain number of outputs that it can feed
3206 * to the next stage and a certain number inputs that it can consume from
3207 * the previous stage.
3208 *
3209 * Vertex shader inputs do not participate this in this accounting.
3210 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3211 *
3212 * Fragment shader outputs do not participate this in this accounting.
3213 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3214 */
3215 /*@{*/
3216 GLuint MaxInputComponents;
3217 GLuint MaxOutputComponents;
3218 /*@}*/
3219
3220 /* ES 2.0 and GL_ARB_ES2_compatibility */
3221 struct gl_precision LowFloat, MediumFloat, HighFloat;
3222 struct gl_precision LowInt, MediumInt, HighInt;
3223 /* GL_ARB_uniform_buffer_object */
3224 GLuint MaxUniformBlocks;
3225 GLuint MaxCombinedUniformComponents;
3226 GLuint MaxTextureImageUnits;
3227
3228 /* GL_ARB_shader_atomic_counters */
3229 GLuint MaxAtomicBuffers;
3230 GLuint MaxAtomicCounters;
3231
3232 /* GL_ARB_shader_image_load_store */
3233 GLuint MaxImageUniforms;
3234 };
3235
3236
3237 /**
3238 * Constants which may be overridden by device driver during context creation
3239 * but are never changed after that.
3240 */
3241 struct gl_constants
3242 {
3243 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3244 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3245 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3246 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3247 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3248 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3249 GLuint MaxTextureCoordUnits;
3250 GLuint MaxCombinedTextureImageUnits;
3251 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3252 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3253 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3254 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3255
3256 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3257
3258 GLuint MaxArrayLockSize;
3259
3260 GLint SubPixelBits;
3261
3262 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3263 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3264 GLfloat PointSizeGranularity;
3265 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3266 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3267 GLfloat LineWidthGranularity;
3268
3269 GLuint MaxClipPlanes;
3270 GLuint MaxLights;
3271 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3272 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3273
3274 GLuint MaxViewportWidth, MaxViewportHeight;
3275 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3276 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3277 struct {
3278 GLfloat Min;
3279 GLfloat Max;
3280 } ViewportBounds; /**< GL_ARB_viewport_array */
3281
3282 struct gl_program_constants Program[MESA_SHADER_STAGES];
3283 GLuint MaxProgramMatrices;
3284 GLuint MaxProgramMatrixStackDepth;
3285
3286 struct {
3287 GLuint SamplesPassed;
3288 GLuint TimeElapsed;
3289 GLuint Timestamp;
3290 GLuint PrimitivesGenerated;
3291 GLuint PrimitivesWritten;
3292 } QueryCounterBits;
3293
3294 /** vertex array / buffer object bounds checking */
3295 GLboolean CheckArrayBounds;
3296
3297 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3298
3299 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3300 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3301 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3302
3303 /** Number of varying vectors between any two shader stages. */
3304 GLuint MaxVarying;
3305
3306 /** @{
3307 * GL_ARB_uniform_buffer_object
3308 */
3309 GLuint MaxCombinedUniformBlocks;
3310 GLuint MaxUniformBufferBindings;
3311 GLuint MaxUniformBlockSize;
3312 GLuint UniformBufferOffsetAlignment;
3313 /** @} */
3314
3315 /** GL_ARB_geometry_shader4 */
3316 GLuint MaxGeometryOutputVertices;
3317 GLuint MaxGeometryTotalOutputComponents;
3318
3319 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
3320
3321 /**
3322 * Changes default GLSL extension behavior from "error" to "warn". It's out
3323 * of spec, but it can make some apps work that otherwise wouldn't.
3324 */
3325 GLboolean ForceGLSLExtensionsWarn;
3326
3327 /**
3328 * If non-zero, forces GLSL shaders without the #version directive to behave
3329 * as if they began with "#version ForceGLSLVersion".
3330 */
3331 GLuint ForceGLSLVersion;
3332
3333 /**
3334 * Does the driver support real 32-bit integers? (Otherwise, integers are
3335 * simulated via floats.)
3336 */
3337 GLboolean NativeIntegers;
3338
3339 /**
3340 * If the driver supports real 32-bit integers, what integer value should be
3341 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3342 */
3343 GLuint UniformBooleanTrue;
3344
3345 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
3346 GLbitfield SupportedBumpUnits;
3347
3348 /**
3349 * Maximum amount of time, measured in nanseconds, that the server can wait.
3350 */
3351 GLuint64 MaxServerWaitTimeout;
3352
3353 /** GL_EXT_provoking_vertex */
3354 GLboolean QuadsFollowProvokingVertexConvention;
3355
3356 /** OpenGL version 3.0 */
3357 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3358
3359 /** OpenGL version 3.2 */
3360 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3361
3362 /** GL_EXT_transform_feedback */
3363 GLuint MaxTransformFeedbackBuffers;
3364 GLuint MaxTransformFeedbackSeparateComponents;
3365 GLuint MaxTransformFeedbackInterleavedComponents;
3366 GLuint MaxVertexStreams;
3367
3368 /** GL_EXT_gpu_shader4 */
3369 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3370
3371 /** GL_ARB_texture_gather */
3372 GLuint MinProgramTextureGatherOffset;
3373 GLuint MaxProgramTextureGatherOffset;
3374 GLuint MaxProgramTextureGatherComponents;
3375
3376 /* GL_ARB_robustness */
3377 GLenum ResetStrategy;
3378
3379 /* GL_ARB_blend_func_extended */
3380 GLuint MaxDualSourceDrawBuffers;
3381
3382 /**
3383 * Whether the implementation strips out and ignores texture borders.
3384 *
3385 * Many GPU hardware implementations don't support rendering with texture
3386 * borders and mipmapped textures. (Note: not static border color, but the
3387 * old 1-pixel border around each edge). Implementations then have to do
3388 * slow fallbacks to be correct, or just ignore the border and be fast but
3389 * wrong. Setting the flag strips the border off of TexImage calls,
3390 * providing "fast but wrong" at significantly reduced driver complexity.
3391 *
3392 * Texture borders are deprecated in GL 3.0.
3393 **/
3394 GLboolean StripTextureBorder;
3395
3396 /**
3397 * For drivers which can do a better job at eliminating unused uniforms
3398 * than the GLSL compiler.
3399 *
3400 * XXX Remove these as soon as a better solution is available.
3401 */
3402 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3403
3404 /**
3405 * Force software support for primitive restart in the VBO module.
3406 */
3407 GLboolean PrimitiveRestartInSoftware;
3408
3409 /**
3410 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3411 * than passing the transform feedback object to the drawing function.
3412 */
3413 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3414
3415 /** GL_ARB_map_buffer_alignment */
3416 GLuint MinMapBufferAlignment;
3417
3418 /**
3419 * Disable varying packing. This is out of spec, but potentially useful
3420 * for older platforms that supports a limited number of texture
3421 * indirections--on these platforms, unpacking the varyings in the fragment
3422 * shader increases the number of texture indirections by 1, which might
3423 * make some shaders not executable at all.
3424 *
3425 * Drivers that support transform feedback must set this value to GL_FALSE.
3426 */
3427 GLboolean DisableVaryingPacking;
3428
3429 /*
3430 * Maximum value supported for an index in DrawElements and friends.
3431 *
3432 * This must be at least (1ull<<24)-1. The default value is
3433 * (1ull<<32)-1.
3434 *
3435 * \since ES 3.0 or GL_ARB_ES3_compatibility
3436 * \sa _mesa_init_constants
3437 */
3438 GLuint64 MaxElementIndex;
3439
3440 /**
3441 * Disable interpretation of line continuations (lines ending with a
3442 * backslash character ('\') in GLSL source.
3443 */
3444 GLboolean DisableGLSLLineContinuations;
3445
3446 /** GL_ARB_texture_multisample */
3447 GLint MaxColorTextureSamples;
3448 GLint MaxDepthTextureSamples;
3449 GLint MaxIntegerSamples;
3450
3451 /** GL_ARB_shader_atomic_counters */
3452 GLuint MaxAtomicBufferBindings;
3453 GLuint MaxAtomicBufferSize;
3454 GLuint MaxCombinedAtomicBuffers;
3455 GLuint MaxCombinedAtomicCounters;
3456
3457 /** GL_ARB_vertex_attrib_binding */
3458 GLint MaxVertexAttribRelativeOffset;
3459 GLint MaxVertexAttribBindings;
3460
3461 /* GL_ARB_shader_image_load_store */
3462 GLuint MaxImageUnits;
3463 GLuint MaxCombinedImageUnitsAndFragmentOutputs;
3464 GLuint MaxImageSamples;
3465 GLuint MaxCombinedImageUniforms;
3466
3467 /** GL_ARB_compute_shader */
3468 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3469 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3470 GLuint MaxComputeWorkGroupInvocations;
3471
3472 /** GL_ARB_gpu_shader5 */
3473 GLfloat MinFragmentInterpolationOffset;
3474 GLfloat MaxFragmentInterpolationOffset;
3475
3476 GLboolean FakeSWMSAA;
3477 };
3478
3479
3480 /**
3481 * Enable flag for each OpenGL extension. Different device drivers will
3482 * enable different extensions at runtime.
3483 */
3484 struct gl_extensions
3485 {
3486 GLboolean dummy; /* don't remove this! */
3487 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3488 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3489 GLboolean ANGLE_texture_compression_dxt;
3490 GLboolean ARB_ES2_compatibility;
3491 GLboolean ARB_ES3_compatibility;
3492 GLboolean ARB_arrays_of_arrays;
3493 GLboolean ARB_base_instance;
3494 GLboolean ARB_blend_func_extended;
3495 GLboolean ARB_buffer_storage;
3496 GLboolean ARB_color_buffer_float;
3497 GLboolean ARB_compute_shader;
3498 GLboolean ARB_conservative_depth;
3499 GLboolean ARB_depth_buffer_float;
3500 GLboolean ARB_depth_clamp;
3501 GLboolean ARB_depth_texture;
3502 GLboolean ARB_draw_buffers_blend;
3503 GLboolean ARB_draw_elements_base_vertex;
3504 GLboolean ARB_draw_indirect;
3505 GLboolean ARB_draw_instanced;
3506 GLboolean ARB_fragment_coord_conventions;
3507 GLboolean ARB_fragment_program;
3508 GLboolean ARB_fragment_program_shadow;
3509 GLboolean ARB_fragment_shader;
3510 GLboolean ARB_framebuffer_object;
3511 GLboolean ARB_explicit_attrib_location;
3512 GLboolean ARB_geometry_shader4;
3513 GLboolean ARB_gpu_shader5;
3514 GLboolean ARB_half_float_vertex;
3515 GLboolean ARB_instanced_arrays;
3516 GLboolean ARB_internalformat_query;
3517 GLboolean ARB_map_buffer_range;
3518 GLboolean ARB_occlusion_query;
3519 GLboolean ARB_occlusion_query2;
3520 GLboolean ARB_point_sprite;
3521 GLboolean ARB_sample_shading;
3522 GLboolean ARB_seamless_cube_map;
3523 GLboolean ARB_separate_shader_objects;
3524 GLboolean ARB_shader_atomic_counters;
3525 GLboolean ARB_shader_bit_encoding;
3526 GLboolean ARB_shader_image_load_store;
3527 GLboolean ARB_shader_stencil_export;
3528 GLboolean ARB_shader_texture_lod;
3529 GLboolean ARB_shading_language_packing;
3530 GLboolean ARB_shading_language_420pack;
3531 GLboolean ARB_shadow;
3532 GLboolean ARB_stencil_texturing;
3533 GLboolean ARB_sync;
3534 GLboolean ARB_texture_border_clamp;
3535 GLboolean ARB_texture_buffer_object;
3536 GLboolean ARB_texture_buffer_object_rgb32;
3537 GLboolean ARB_texture_buffer_range;
3538 GLboolean ARB_texture_compression_rgtc;
3539 GLboolean ARB_texture_cube_map;
3540 GLboolean ARB_texture_cube_map_array;
3541 GLboolean ARB_texture_env_combine;
3542 GLboolean ARB_texture_env_crossbar;
3543 GLboolean ARB_texture_env_dot3;
3544 GLboolean ARB_texture_float;
3545 GLboolean ARB_texture_gather;
3546 GLboolean ARB_texture_mirror_clamp_to_edge;
3547 GLboolean ARB_texture_multisample;
3548 GLboolean ARB_texture_non_power_of_two;
3549 GLboolean ARB_texture_query_levels;
3550 GLboolean ARB_texture_query_lod;
3551 GLboolean ARB_texture_rg;
3552 GLboolean ARB_texture_rgb10_a2ui;
3553 GLboolean ARB_texture_view;
3554 GLboolean ARB_timer_query;
3555 GLboolean ARB_transform_feedback2;
3556 GLboolean ARB_transform_feedback3;
3557 GLboolean ARB_transform_feedback_instanced;
3558 GLboolean ARB_uniform_buffer_object;
3559 GLboolean ARB_vertex_program;
3560 GLboolean ARB_vertex_shader;
3561 GLboolean ARB_vertex_type_10f_11f_11f_rev;
3562 GLboolean ARB_vertex_type_2_10_10_10_rev;
3563 GLboolean ARB_viewport_array;
3564 GLboolean EXT_blend_color;
3565 GLboolean EXT_blend_equation_separate;
3566 GLboolean EXT_blend_func_separate;
3567 GLboolean EXT_blend_minmax;
3568 GLboolean EXT_depth_bounds_test;
3569 GLboolean EXT_draw_buffers2;
3570 GLboolean EXT_framebuffer_multisample;
3571 GLboolean EXT_framebuffer_multisample_blit_scaled;
3572 GLboolean EXT_framebuffer_sRGB;
3573 GLboolean EXT_gpu_program_parameters;
3574 GLboolean EXT_gpu_shader4;
3575 GLboolean EXT_packed_float;
3576 GLboolean EXT_pixel_buffer_object;
3577 GLboolean EXT_point_parameters;
3578 GLboolean EXT_provoking_vertex;
3579 GLboolean EXT_separate_shader_objects;
3580 GLboolean EXT_shader_integer_mix;
3581 GLboolean EXT_stencil_two_side;
3582 GLboolean EXT_texture3D;
3583 GLboolean EXT_texture_array;
3584 GLboolean EXT_texture_compression_latc;
3585 GLboolean EXT_texture_compression_s3tc;
3586 GLboolean EXT_texture_env_dot3;
3587 GLboolean EXT_texture_filter_anisotropic;
3588 GLboolean EXT_texture_integer;
3589 GLboolean EXT_texture_mirror_clamp;
3590 GLboolean EXT_texture_shared_exponent;
3591 GLboolean EXT_texture_snorm;
3592 GLboolean EXT_texture_sRGB;
3593 GLboolean EXT_texture_sRGB_decode;
3594 GLboolean EXT_texture_swizzle;
3595 GLboolean EXT_transform_feedback;
3596 GLboolean EXT_timer_query;
3597 GLboolean EXT_vertex_array_bgra;
3598 GLboolean OES_standard_derivatives;
3599 /* vendor extensions */
3600 GLboolean AMD_performance_monitor;
3601 GLboolean AMD_seamless_cubemap_per_texture;
3602 GLboolean AMD_vertex_shader_layer;
3603 GLboolean APPLE_object_purgeable;
3604 GLboolean ATI_envmap_bumpmap;
3605 GLboolean ATI_texture_compression_3dc;
3606 GLboolean ATI_texture_mirror_once;
3607 GLboolean ATI_texture_env_combine3;
3608 GLboolean ATI_fragment_shader;
3609 GLboolean ATI_separate_stencil;
3610 GLboolean MESA_pack_invert;
3611 GLboolean MESA_ycbcr_texture;
3612 GLboolean NV_conditional_render;
3613 GLboolean NV_fog_distance;
3614 GLboolean NV_fragment_program_option;
3615 GLboolean NV_point_sprite;
3616 GLboolean NV_primitive_restart;
3617 GLboolean NV_texture_barrier;
3618 GLboolean NV_texture_env_combine4;
3619 GLboolean NV_texture_rectangle;
3620 GLboolean NV_vdpau_interop;
3621 GLboolean TDFX_texture_compression_FXT1;
3622 GLboolean OES_EGL_image;
3623 GLboolean OES_draw_texture;
3624 GLboolean OES_depth_texture_cube_map;
3625 GLboolean OES_EGL_image_external;
3626 GLboolean OES_compressed_ETC1_RGB8_texture;
3627 GLboolean extension_sentinel;
3628 /** The extension string */
3629 const GLubyte *String;
3630 /** Number of supported extensions */
3631 GLuint Count;
3632 };
3633
3634
3635 /**
3636 * A stack of matrices (projection, modelview, color, texture, etc).
3637 */
3638 struct gl_matrix_stack
3639 {
3640 GLmatrix *Top; /**< points into Stack */
3641 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3642 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3643 GLuint MaxDepth; /**< size of Stack[] array */
3644 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3645 };
3646
3647
3648 /**
3649 * \name Bits for image transfer operations
3650 * \sa __struct gl_contextRec::ImageTransferState.
3651 */
3652 /*@{*/
3653 #define IMAGE_SCALE_BIAS_BIT 0x1
3654 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3655 #define IMAGE_MAP_COLOR_BIT 0x4
3656 #define IMAGE_CLAMP_BIT 0x800
3657
3658
3659 /** Pixel Transfer ops */
3660 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3661 IMAGE_SHIFT_OFFSET_BIT | \
3662 IMAGE_MAP_COLOR_BIT)
3663
3664 /**
3665 * \name Bits to indicate what state has changed.
3666 */
3667 /*@{*/
3668 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3669 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3670 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3671 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3672 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3673 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3674 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3675 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3676 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3677 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3678 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3679 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3680 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3681 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3682 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3683 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3684 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3685 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3686 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3687 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3688 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3689 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3690 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3691 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3692 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3693 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3694 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3695 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3696 #define _NEW_BUFFER_OBJECT (1 << 28)
3697 #define _NEW_FRAG_CLAMP (1 << 29)
3698 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3699 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3700 #define _NEW_ALL ~0
3701 /*@}*/
3702
3703
3704 /**
3705 * Composite state flags
3706 */
3707 /*@{*/
3708 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3709 _NEW_TEXTURE | \
3710 _NEW_POINT | \
3711 _NEW_PROGRAM | \
3712 _NEW_MODELVIEW)
3713
3714 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3715 _NEW_FOG | \
3716 _NEW_PROGRAM)
3717
3718
3719 /*@}*/
3720
3721
3722
3723
3724 /* This has to be included here. */
3725 #include "dd.h"
3726
3727
3728 /**
3729 * Display list flags.
3730 * Strictly this is a tnl-private concept, but it doesn't seem
3731 * worthwhile adding a tnl private structure just to hold this one bit
3732 * of information:
3733 */
3734 #define DLIST_DANGLING_REFS 0x1
3735
3736
3737 /** Opaque declaration of display list payload data type */
3738 union gl_dlist_node;
3739
3740
3741 /**
3742 * Provide a location where information about a display list can be
3743 * collected. Could be extended with driverPrivate structures,
3744 * etc. in the future.
3745 */
3746 struct gl_display_list
3747 {
3748 GLuint Name;
3749 GLchar *Label; /**< GL_KHR_debug */
3750 GLbitfield Flags; /**< DLIST_x flags */
3751 /** The dlist commands are in a linked list of nodes */
3752 union gl_dlist_node *Head;
3753 };
3754
3755
3756 /**
3757 * State used during display list compilation and execution.
3758 */
3759 struct gl_dlist_state
3760 {
3761 GLuint CallDepth; /**< Current recursion calling depth */
3762
3763 struct gl_display_list *CurrentList; /**< List currently being compiled */
3764 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3765 GLuint CurrentPos; /**< Index into current block of nodes */
3766
3767 GLvertexformat ListVtxfmt;
3768
3769 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3770 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3771
3772 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3773 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3774
3775 struct {
3776 /* State known to have been set by the currently-compiling display
3777 * list. Used to eliminate some redundant state changes.
3778 */
3779 GLenum ShadeModel;
3780 } Current;
3781 };
3782
3783 /** @{
3784 *
3785 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
3786 * to small enums suitable for use as an array index.
3787 */
3788
3789 enum mesa_debug_source {
3790 MESA_DEBUG_SOURCE_API,
3791 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
3792 MESA_DEBUG_SOURCE_SHADER_COMPILER,
3793 MESA_DEBUG_SOURCE_THIRD_PARTY,
3794 MESA_DEBUG_SOURCE_APPLICATION,
3795 MESA_DEBUG_SOURCE_OTHER,
3796 MESA_DEBUG_SOURCE_COUNT
3797 };
3798
3799 enum mesa_debug_type {
3800 MESA_DEBUG_TYPE_ERROR,
3801 MESA_DEBUG_TYPE_DEPRECATED,
3802 MESA_DEBUG_TYPE_UNDEFINED,
3803 MESA_DEBUG_TYPE_PORTABILITY,
3804 MESA_DEBUG_TYPE_PERFORMANCE,
3805 MESA_DEBUG_TYPE_OTHER,
3806 MESA_DEBUG_TYPE_MARKER,
3807 MESA_DEBUG_TYPE_PUSH_GROUP,
3808 MESA_DEBUG_TYPE_POP_GROUP,
3809 MESA_DEBUG_TYPE_COUNT
3810 };
3811
3812 enum mesa_debug_severity {
3813 MESA_DEBUG_SEVERITY_LOW,
3814 MESA_DEBUG_SEVERITY_MEDIUM,
3815 MESA_DEBUG_SEVERITY_HIGH,
3816 MESA_DEBUG_SEVERITY_NOTIFICATION,
3817 MESA_DEBUG_SEVERITY_COUNT
3818 };
3819
3820 /** @} */
3821
3822 /**
3823 * Enum for the OpenGL APIs we know about and may support.
3824 *
3825 * NOTE: This must match the api_enum table in
3826 * src/mesa/main/get_hash_generator.py
3827 */
3828 typedef enum
3829 {
3830 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
3831 API_OPENGLES,
3832 API_OPENGLES2,
3833 API_OPENGL_CORE,
3834 API_OPENGL_LAST = API_OPENGL_CORE
3835 } gl_api;
3836
3837 /**
3838 * Driver-specific state flags.
3839 *
3840 * These are or'd with gl_context::NewDriverState to notify a driver about
3841 * a state change. The driver sets the flags at context creation and
3842 * the meaning of the bits set is opaque to core Mesa.
3843 */
3844 struct gl_driver_flags
3845 {
3846 /** gl_context::Array::_DrawArrays (vertex array state) */
3847 GLbitfield NewArray;
3848
3849 /** gl_context::TransformFeedback::CurrentObject */
3850 GLbitfield NewTransformFeedback;
3851
3852 /** gl_context::TransformFeedback::CurrentObject::shader_program */
3853 GLbitfield NewTransformFeedbackProg;
3854
3855 /** gl_context::RasterDiscard */
3856 GLbitfield NewRasterizerDiscard;
3857
3858 /**
3859 * gl_context::UniformBufferBindings
3860 * gl_shader_program::UniformBlocks
3861 */
3862 GLbitfield NewUniformBuffer;
3863
3864 /**
3865 * gl_context::AtomicBufferBindings
3866 */
3867 GLbitfield NewAtomicBuffer;
3868
3869 /**
3870 * gl_context::ImageUnits
3871 */
3872 GLbitfield NewImageUnits;
3873 };
3874
3875 struct gl_uniform_buffer_binding
3876 {
3877 struct gl_buffer_object *BufferObject;
3878 /** Start of uniform block data in the buffer */
3879 GLintptr Offset;
3880 /** Size of data allowed to be referenced from the buffer (in bytes) */
3881 GLsizeiptr Size;
3882 /**
3883 * glBindBufferBase() indicates that the Size should be ignored and only
3884 * limited by the current size of the BufferObject.
3885 */
3886 GLboolean AutomaticSize;
3887 };
3888
3889 /**
3890 * ARB_shader_image_load_store image unit.
3891 */
3892 struct gl_image_unit
3893 {
3894 /**
3895 * Texture object bound to this unit.
3896 */
3897 struct gl_texture_object *TexObj;
3898
3899 /**
3900 * Level of the texture object bound to this unit.
3901 */
3902 GLuint Level;
3903
3904 /**
3905 * \c GL_TRUE if the whole level is bound as an array of layers, \c
3906 * GL_FALSE if only some specific layer of the texture is bound.
3907 * \sa Layer
3908 */
3909 GLboolean Layered;
3910
3911 /**
3912 * Layer of the texture object bound to this unit, or zero if the
3913 * whole level is bound.
3914 */
3915 GLuint Layer;
3916
3917 /**
3918 * Access allowed to this texture image. Either \c GL_READ_ONLY,
3919 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
3920 */
3921 GLenum Access;
3922
3923 /**
3924 * GL internal format that determines the interpretation of the
3925 * image memory when shader image operations are performed through
3926 * this unit.
3927 */
3928 GLenum Format;
3929
3930 /**
3931 * Mesa format corresponding to \c Format.
3932 */
3933 mesa_format _ActualFormat;
3934
3935 /**
3936 * GL_TRUE if the state of this image unit is valid and access from
3937 * the shader is allowed. Otherwise loads from this unit should
3938 * return zero and stores should have no effect.
3939 */
3940 GLboolean _Valid;
3941 };
3942
3943 /**
3944 * Binding point for an atomic counter buffer object.
3945 */
3946 struct gl_atomic_buffer_binding
3947 {
3948 struct gl_buffer_object *BufferObject;
3949 GLintptr Offset;
3950 GLsizeiptr Size;
3951 };
3952
3953 /**
3954 * Mesa rendering context.
3955 *
3956 * This is the central context data structure for Mesa. Almost all
3957 * OpenGL state is contained in this structure.
3958 * Think of this as a base class from which device drivers will derive
3959 * sub classes.
3960 */
3961 struct gl_context
3962 {
3963 /** State possibly shared with other contexts in the address space */
3964 struct gl_shared_state *Shared;
3965
3966 /** \name API function pointer tables */
3967 /*@{*/
3968 gl_api API;
3969 /**
3970 * The current dispatch table for non-displaylist-saving execution, either
3971 * BeginEnd or OutsideBeginEnd
3972 */
3973 struct _glapi_table *Exec;
3974 /**
3975 * The normal dispatch table for non-displaylist-saving, non-begin/end
3976 */
3977 struct _glapi_table *OutsideBeginEnd;
3978 /** The dispatch table used between glNewList() and glEndList() */
3979 struct _glapi_table *Save;
3980 /**
3981 * The dispatch table used between glBegin() and glEnd() (outside of a
3982 * display list). Only valid functions between those two are set, which is
3983 * mostly just the set in a GLvertexformat struct.
3984 */
3985 struct _glapi_table *BeginEnd;
3986 /**
3987 * Tracks the current dispatch table out of the 3 above, so that it can be
3988 * re-set on glXMakeCurrent().
3989 */
3990 struct _glapi_table *CurrentDispatch;
3991 /*@}*/
3992
3993 struct gl_config Visual;
3994 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
3995 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
3996 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
3997 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
3998
3999 /**
4000 * Device driver function pointer table
4001 */
4002 struct dd_function_table Driver;
4003
4004 /** Core/Driver constants */
4005 struct gl_constants Const;
4006
4007 /** \name The various 4x4 matrix stacks */
4008 /*@{*/
4009 struct gl_matrix_stack ModelviewMatrixStack;
4010 struct gl_matrix_stack ProjectionMatrixStack;
4011 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4012 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4013 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4014 /*@}*/
4015
4016 /** Combined modelview and projection matrix */
4017 GLmatrix _ModelProjectMatrix;
4018
4019 /** \name Display lists */
4020 struct gl_dlist_state ListState;
4021
4022 GLboolean ExecuteFlag; /**< Execute GL commands? */
4023 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4024
4025 /** Extension information */
4026 struct gl_extensions Extensions;
4027
4028 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4029 GLuint Version;
4030 char *VersionString;
4031
4032 /** \name State attribute stack (for glPush/PopAttrib) */
4033 /*@{*/
4034 GLuint AttribStackDepth;
4035 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4036 /*@}*/
4037
4038 /** \name Renderer attribute groups
4039 *
4040 * We define a struct for each attribute group to make pushing and popping
4041 * attributes easy. Also it's a good organization.
4042 */
4043 /*@{*/
4044 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4045 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4046 struct gl_current_attrib Current; /**< Current attributes */
4047 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4048 struct gl_eval_attrib Eval; /**< Eval attributes */
4049 struct gl_fog_attrib Fog; /**< Fog attributes */
4050 struct gl_hint_attrib Hint; /**< Hint attributes */
4051 struct gl_light_attrib Light; /**< Light attributes */
4052 struct gl_line_attrib Line; /**< Line attributes */
4053 struct gl_list_attrib List; /**< List attributes */
4054 struct gl_multisample_attrib Multisample;
4055 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4056 struct gl_point_attrib Point; /**< Point attributes */
4057 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4058 GLuint PolygonStipple[32]; /**< Polygon stipple */
4059 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4060 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4061 struct gl_texture_attrib Texture; /**< Texture attributes */
4062 struct gl_transform_attrib Transform; /**< Transformation attributes */
4063 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4064 /*@}*/
4065
4066 /** \name Client attribute stack */
4067 /*@{*/
4068 GLuint ClientAttribStackDepth;
4069 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4070 /*@}*/
4071
4072 /** \name Client attribute groups */
4073 /*@{*/
4074 struct gl_array_attrib Array; /**< Vertex arrays */
4075 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4076 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4077 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4078 /*@}*/
4079
4080 /** \name Other assorted state (not pushed/popped on attribute stack) */
4081 /*@{*/
4082 struct gl_pixelmaps PixelMaps;
4083
4084 struct gl_evaluators EvalMap; /**< All evaluators */
4085 struct gl_feedback Feedback; /**< Feedback */
4086 struct gl_selection Select; /**< Selection */
4087
4088 struct gl_program_state Program; /**< general program state */
4089 struct gl_vertex_program_state VertexProgram;
4090 struct gl_fragment_program_state FragmentProgram;
4091 struct gl_geometry_program_state GeometryProgram;
4092 struct gl_ati_fragment_shader_state ATIFragmentShader;
4093
4094 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4095 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4096
4097 /**
4098 * Current active shader pipeline state
4099 *
4100 * Almost all internal users want ::_Shader instead of ::Shader. The
4101 * exceptions are bits of legacy GLSL API that do not know about separate
4102 * shader objects.
4103 *
4104 * If a program is active via \c glUseProgram, this will point to
4105 * \c ::Shader.
4106 *
4107 * If a program pipeline is active via \c glBindProgramPipeline, this will
4108 * point to \c ::Pipeline.Current.
4109 *
4110 * If neither a program nor a program pipeline is active, this will point to
4111 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4112 * \c NULL.
4113 */
4114 struct gl_pipeline_object *_Shader;
4115
4116 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
4117
4118 struct gl_query_state Query; /**< occlusion, timer queries */
4119
4120 struct gl_transform_feedback_state TransformFeedback;
4121
4122 struct gl_perf_monitor_state PerfMonitor;
4123
4124 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4125
4126 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4127 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4128
4129 /**
4130 * Current GL_ARB_uniform_buffer_object binding referenced by
4131 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4132 */
4133 struct gl_buffer_object *UniformBuffer;
4134
4135 /**
4136 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4137 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4138 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4139 * shader program.
4140 */
4141 struct gl_uniform_buffer_binding
4142 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4143
4144 /**
4145 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4146 * target.
4147 */
4148 struct gl_buffer_object *AtomicBuffer;
4149
4150 /**
4151 * Array of atomic counter buffer binding points.
4152 */
4153 struct gl_atomic_buffer_binding
4154 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4155
4156 /**
4157 * Array of image units for ARB_shader_image_load_store.
4158 */
4159 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4160
4161 /*@}*/
4162
4163 struct gl_meta_state *Meta; /**< for "meta" operations */
4164
4165 /* GL_EXT_framebuffer_object */
4166 struct gl_renderbuffer *CurrentRenderbuffer;
4167
4168 GLenum ErrorValue; /**< Last error code */
4169
4170 /**
4171 * Recognize and silence repeated error debug messages in buggy apps.
4172 */
4173 const char *ErrorDebugFmtString;
4174 GLuint ErrorDebugCount;
4175
4176 /* GL_ARB_debug_output/GL_KHR_debug */
4177 struct gl_debug_state *Debug;
4178
4179 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4180 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4181 GLbitfield NewDriverState;/**< bitwise-or of flags from DriverFlags */
4182
4183 struct gl_driver_flags DriverFlags;
4184
4185 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4186
4187 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4188
4189 /** \name Derived state */
4190 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4191 GLfloat _EyeZDir[3];
4192 GLfloat _ModelViewInvScale;
4193 GLboolean _NeedEyeCoords;
4194 GLboolean _ForceEyeCoords;
4195
4196 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4197
4198 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4199
4200 /** \name For debugging/development only */
4201 /*@{*/
4202 GLboolean FirstTimeCurrent;
4203 /*@}*/
4204
4205 /**
4206 * False if this context was created without a config. This is needed
4207 * because the initial state of glDrawBuffers depends on this
4208 */
4209 GLboolean HasConfig;
4210
4211 /** software compression/decompression supported or not */
4212 GLboolean Mesa_DXTn;
4213
4214 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4215
4216 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4217
4218 /**
4219 * \name Hooks for module contexts.
4220 *
4221 * These will eventually live in the driver or elsewhere.
4222 */
4223 /*@{*/
4224 void *swrast_context;
4225 void *swsetup_context;
4226 void *swtnl_context;
4227 struct vbo_context *vbo_context;
4228 struct st_context *st;
4229 void *aelt_context;
4230 /*@}*/
4231
4232 /**
4233 * \name NV_vdpau_interop
4234 */
4235 /*@{*/
4236 const void *vdpDevice;
4237 const void *vdpGetProcAddress;
4238 struct set *vdpSurfaces;
4239 /*@}*/
4240
4241 /**
4242 * Has this context observed a GPU reset in any context in the share group?
4243 *
4244 * Once this field becomes true, it is never reset to false.
4245 */
4246 GLboolean ShareGroupReset;
4247 };
4248
4249
4250 #ifdef DEBUG
4251 extern int MESA_VERBOSE;
4252 extern int MESA_DEBUG_FLAGS;
4253 # define MESA_FUNCTION __FUNCTION__
4254 #else
4255 # define MESA_VERBOSE 0
4256 # define MESA_DEBUG_FLAGS 0
4257 # define MESA_FUNCTION "a function"
4258 # ifndef NDEBUG
4259 # define NDEBUG
4260 # endif
4261 #endif
4262
4263
4264 /** The MESA_VERBOSE var is a bitmask of these flags */
4265 enum _verbose
4266 {
4267 VERBOSE_VARRAY = 0x0001,
4268 VERBOSE_TEXTURE = 0x0002,
4269 VERBOSE_MATERIAL = 0x0004,
4270 VERBOSE_PIPELINE = 0x0008,
4271 VERBOSE_DRIVER = 0x0010,
4272 VERBOSE_STATE = 0x0020,
4273 VERBOSE_API = 0x0040,
4274 VERBOSE_DISPLAY_LIST = 0x0100,
4275 VERBOSE_LIGHTING = 0x0200,
4276 VERBOSE_PRIMS = 0x0400,
4277 VERBOSE_VERTS = 0x0800,
4278 VERBOSE_DISASSEM = 0x1000,
4279 VERBOSE_DRAW = 0x2000,
4280 VERBOSE_SWAPBUFFERS = 0x4000
4281 };
4282
4283
4284 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4285 enum _debug
4286 {
4287 DEBUG_SILENT = (1 << 0),
4288 DEBUG_ALWAYS_FLUSH = (1 << 1),
4289 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
4290 DEBUG_INCOMPLETE_FBO = (1 << 3)
4291 };
4292
4293
4294
4295 #ifdef __cplusplus
4296 }
4297 #endif
4298
4299 #endif /* MTYPES_H */