mesa: pass context parameter to gl_renderbuffer::Delete()
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.7
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include "main/glheader.h"
38 #include "main/config.h"
39 #include "main/mfeatures.h"
40 #include "glapi/glapi.h"
41 #include "math/m_matrix.h" /* GLmatrix */
42 #include "main/simple_list.h" /* struct simple_node */
43 #include "main/formats.h" /* MESA_FORMAT_COUNT */
44
45
46 #ifdef __cplusplus
47 extern "C" {
48 #endif
49
50
51 /**
52 * \name 64-bit extension of GLbitfield.
53 */
54 /*@{*/
55 typedef GLuint64 GLbitfield64;
56
57 /** Set a single bit */
58 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
59 /** Set all bits up to excluding bit b */
60 #define BITFIELD64_MASK(b) \
61 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
62 /** Set count bits starting from bit b */
63 #define BITFIELD64_RANGE(b, count) \
64 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
65
66
67 /**
68 * \name Some forward type declarations
69 */
70 /*@{*/
71 struct _mesa_HashTable;
72 struct gl_attrib_node;
73 struct gl_list_extensions;
74 struct gl_meta_state;
75 struct gl_program_cache;
76 struct gl_texture_object;
77 struct gl_context;
78 struct st_context;
79 struct gl_uniform_storage;
80 struct prog_instruction;
81 struct gl_program_parameter_list;
82 /*@}*/
83
84
85 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
86 #define PRIM_OUTSIDE_BEGIN_END (GL_POLYGON+1)
87 #define PRIM_INSIDE_UNKNOWN_PRIM (GL_POLYGON+2)
88 #define PRIM_UNKNOWN (GL_POLYGON+3)
89
90
91
92 /**
93 * Indexes for vertex program attributes.
94 * GL_NV_vertex_program aliases generic attributes over the conventional
95 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
96 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
97 * generic attributes are distinct/separate).
98 */
99 typedef enum
100 {
101 VERT_ATTRIB_POS = 0,
102 VERT_ATTRIB_WEIGHT = 1,
103 VERT_ATTRIB_NORMAL = 2,
104 VERT_ATTRIB_COLOR0 = 3,
105 VERT_ATTRIB_COLOR1 = 4,
106 VERT_ATTRIB_FOG = 5,
107 VERT_ATTRIB_COLOR_INDEX = 6,
108 VERT_ATTRIB_EDGEFLAG = 7,
109 VERT_ATTRIB_TEX0 = 8,
110 VERT_ATTRIB_TEX1 = 9,
111 VERT_ATTRIB_TEX2 = 10,
112 VERT_ATTRIB_TEX3 = 11,
113 VERT_ATTRIB_TEX4 = 12,
114 VERT_ATTRIB_TEX5 = 13,
115 VERT_ATTRIB_TEX6 = 14,
116 VERT_ATTRIB_TEX7 = 15,
117 VERT_ATTRIB_POINT_SIZE = 16,
118 VERT_ATTRIB_GENERIC0 = 17,
119 VERT_ATTRIB_GENERIC1 = 18,
120 VERT_ATTRIB_GENERIC2 = 19,
121 VERT_ATTRIB_GENERIC3 = 20,
122 VERT_ATTRIB_GENERIC4 = 21,
123 VERT_ATTRIB_GENERIC5 = 22,
124 VERT_ATTRIB_GENERIC6 = 23,
125 VERT_ATTRIB_GENERIC7 = 24,
126 VERT_ATTRIB_GENERIC8 = 25,
127 VERT_ATTRIB_GENERIC9 = 26,
128 VERT_ATTRIB_GENERIC10 = 27,
129 VERT_ATTRIB_GENERIC11 = 28,
130 VERT_ATTRIB_GENERIC12 = 29,
131 VERT_ATTRIB_GENERIC13 = 30,
132 VERT_ATTRIB_GENERIC14 = 31,
133 VERT_ATTRIB_GENERIC15 = 32,
134 VERT_ATTRIB_MAX = 33
135 } gl_vert_attrib;
136
137 /**
138 * Symbolic constats to help iterating over
139 * specific blocks of vertex attributes.
140 *
141 * VERT_ATTRIB_FF
142 * includes all fixed function attributes as well as
143 * the aliased GL_NV_vertex_program shader attributes.
144 * VERT_ATTRIB_TEX
145 * include the classic texture coordinate attributes.
146 * Is a subset of VERT_ATTRIB_FF.
147 * VERT_ATTRIB_GENERIC_NV
148 * include the NV shader attributes.
149 * Is a subset of VERT_ATTRIB_FF.
150 * VERT_ATTRIB_GENERIC
151 * include the OpenGL 2.0+ GLSL generic shader attributes.
152 * These alias the generic GL_ARB_vertex_shader attributes.
153 */
154 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
155 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
156
157 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
158 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
159
160 #define VERT_ATTRIB_GENERIC_NV(i) (VERT_ATTRIB_POS + (i))
161 #define VERT_ATTRIB_GENERIC_NV_MAX MAX_VERTEX_GENERIC_ATTRIBS
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_NV(i) VERT_BIT(VERT_ATTRIB_GENERIC_NV(i))
200 #define VERT_BIT_GENERIC_NV_ALL \
201 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC_NV(0), VERT_ATTRIB_GENERIC_NV_MAX)
202
203 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
204 #define VERT_BIT_GENERIC_ALL \
205 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
206 /*@}*/
207
208
209 /**
210 * Indexes for vertex program result attributes. Note that
211 * _mesa_vert_result_to_frag_attrib() and _mesa_frag_attrib_to_vert_result() make
212 * assumptions about the layout of this enum.
213 */
214 typedef enum
215 {
216 VERT_RESULT_HPOS = 0,
217 VERT_RESULT_COL0 = 1,
218 VERT_RESULT_COL1 = 2,
219 VERT_RESULT_FOGC = 3,
220 VERT_RESULT_TEX0 = 4,
221 VERT_RESULT_TEX1 = 5,
222 VERT_RESULT_TEX2 = 6,
223 VERT_RESULT_TEX3 = 7,
224 VERT_RESULT_TEX4 = 8,
225 VERT_RESULT_TEX5 = 9,
226 VERT_RESULT_TEX6 = 10,
227 VERT_RESULT_TEX7 = 11,
228 VERT_RESULT_PSIZ = 12,
229 VERT_RESULT_BFC0 = 13,
230 VERT_RESULT_BFC1 = 14,
231 VERT_RESULT_EDGE = 15,
232 VERT_RESULT_CLIP_VERTEX = 16,
233 VERT_RESULT_CLIP_DIST0 = 17,
234 VERT_RESULT_CLIP_DIST1 = 18,
235 VERT_RESULT_VAR0 = 19, /**< shader varying */
236 VERT_RESULT_MAX = (VERT_RESULT_VAR0 + MAX_VARYING)
237 } gl_vert_result;
238
239
240 /*********************************************/
241
242 /**
243 * Indexes for geometry program attributes.
244 */
245 typedef enum
246 {
247 GEOM_ATTRIB_POSITION = 0,
248 GEOM_ATTRIB_COLOR0 = 1,
249 GEOM_ATTRIB_COLOR1 = 2,
250 GEOM_ATTRIB_SECONDARY_COLOR0 = 3,
251 GEOM_ATTRIB_SECONDARY_COLOR1 = 4,
252 GEOM_ATTRIB_FOG_FRAG_COORD = 5,
253 GEOM_ATTRIB_POINT_SIZE = 6,
254 GEOM_ATTRIB_CLIP_VERTEX = 7,
255 GEOM_ATTRIB_PRIMITIVE_ID = 8,
256 GEOM_ATTRIB_TEX_COORD = 9,
257
258 GEOM_ATTRIB_VAR0 = 16,
259 GEOM_ATTRIB_MAX = (GEOM_ATTRIB_VAR0 + MAX_VARYING)
260 } gl_geom_attrib;
261
262 /**
263 * Bitflags for geometry attributes.
264 * These are used in bitfields in many places.
265 */
266 /*@{*/
267 #define GEOM_BIT_COLOR0 (1 << GEOM_ATTRIB_COLOR0)
268 #define GEOM_BIT_COLOR1 (1 << GEOM_ATTRIB_COLOR1)
269 #define GEOM_BIT_SCOLOR0 (1 << GEOM_ATTRIB_SECONDARY_COLOR0)
270 #define GEOM_BIT_SCOLOR1 (1 << GEOM_ATTRIB_SECONDARY_COLOR1)
271 #define GEOM_BIT_TEX_COORD (1 << GEOM_ATTRIB_TEX_COORD)
272 #define GEOM_BIT_FOG_COORD (1 << GEOM_ATTRIB_FOG_FRAG_COORD)
273 #define GEOM_BIT_POSITION (1 << GEOM_ATTRIB_POSITION)
274 #define GEOM_BIT_POINT_SIDE (1 << GEOM_ATTRIB_POINT_SIZE)
275 #define GEOM_BIT_CLIP_VERTEX (1 << GEOM_ATTRIB_CLIP_VERTEX)
276 #define GEOM_BIT_PRIM_ID (1 << GEOM_ATTRIB_PRIMITIVE_ID)
277 #define GEOM_BIT_VAR0 (1 << GEOM_ATTRIB_VAR0)
278
279 #define GEOM_BIT_VAR(g) (1 << (GEOM_BIT_VAR0 + (g)))
280 /*@}*/
281
282
283 /**
284 * Indexes for geometry program result attributes
285 */
286 typedef enum
287 {
288 GEOM_RESULT_POS = 0,
289 GEOM_RESULT_COL0 = 1,
290 GEOM_RESULT_COL1 = 2,
291 GEOM_RESULT_SCOL0 = 3,
292 GEOM_RESULT_SCOL1 = 4,
293 GEOM_RESULT_FOGC = 5,
294 GEOM_RESULT_TEX0 = 6,
295 GEOM_RESULT_TEX1 = 7,
296 GEOM_RESULT_TEX2 = 8,
297 GEOM_RESULT_TEX3 = 9,
298 GEOM_RESULT_TEX4 = 10,
299 GEOM_RESULT_TEX5 = 11,
300 GEOM_RESULT_TEX6 = 12,
301 GEOM_RESULT_TEX7 = 13,
302 GEOM_RESULT_PSIZ = 14,
303 GEOM_RESULT_CLPV = 15,
304 GEOM_RESULT_PRID = 16,
305 GEOM_RESULT_LAYR = 17,
306 GEOM_RESULT_VAR0 = 18, /**< shader varying, should really be 16 */
307 /* ### we need to -2 because var0 is 18 instead 16 like in the others */
308 GEOM_RESULT_MAX = (GEOM_RESULT_VAR0 + MAX_VARYING - 2)
309 } gl_geom_result;
310
311
312 /**
313 * Indexes for fragment program input attributes. Note that
314 * _mesa_vert_result_to_frag_attrib() and frag_attrib_to_vert_result() make
315 * assumptions about the layout of this enum.
316 */
317 typedef enum
318 {
319 FRAG_ATTRIB_WPOS = 0,
320 FRAG_ATTRIB_COL0 = 1,
321 FRAG_ATTRIB_COL1 = 2,
322 FRAG_ATTRIB_FOGC = 3,
323 FRAG_ATTRIB_TEX0 = 4,
324 FRAG_ATTRIB_TEX1 = 5,
325 FRAG_ATTRIB_TEX2 = 6,
326 FRAG_ATTRIB_TEX3 = 7,
327 FRAG_ATTRIB_TEX4 = 8,
328 FRAG_ATTRIB_TEX5 = 9,
329 FRAG_ATTRIB_TEX6 = 10,
330 FRAG_ATTRIB_TEX7 = 11,
331 FRAG_ATTRIB_FACE = 12, /**< front/back face */
332 FRAG_ATTRIB_PNTC = 13, /**< sprite/point coord */
333 FRAG_ATTRIB_CLIP_DIST0 = 14,
334 FRAG_ATTRIB_CLIP_DIST1 = 15,
335 FRAG_ATTRIB_VAR0 = 16, /**< shader varying */
336 FRAG_ATTRIB_MAX = (FRAG_ATTRIB_VAR0 + MAX_VARYING)
337 } gl_frag_attrib;
338
339
340 /**
341 * Convert from a gl_vert_result value to the corresponding gl_frag_attrib.
342 *
343 * VERT_RESULT_HPOS is converted to FRAG_ATTRIB_WPOS.
344 *
345 * gl_vert_result values which have no corresponding gl_frag_attrib
346 * (VERT_RESULT_PSIZ, VERT_RESULT_BFC0, VERT_RESULT_BFC1, and
347 * VERT_RESULT_EDGE) are converted to a value of -1.
348 */
349 static inline int
350 _mesa_vert_result_to_frag_attrib(gl_vert_result vert_result)
351 {
352 if (vert_result >= VERT_RESULT_CLIP_DIST0)
353 return vert_result - VERT_RESULT_CLIP_DIST0 + FRAG_ATTRIB_CLIP_DIST0;
354 else if (vert_result <= VERT_RESULT_TEX7)
355 return vert_result;
356 else
357 return -1;
358 }
359
360
361 /**
362 * Convert from a gl_frag_attrib value to the corresponding gl_vert_result.
363 *
364 * FRAG_ATTRIB_WPOS is converted to VERT_RESULT_HPOS.
365 *
366 * gl_frag_attrib values which have no corresponding gl_vert_result
367 * (FRAG_ATTRIB_FACE and FRAG_ATTRIB_PNTC) are converted to a value of -1.
368 */
369 static inline int
370 _mesa_frag_attrib_to_vert_result(gl_frag_attrib frag_attrib)
371 {
372 if (frag_attrib <= FRAG_ATTRIB_TEX7)
373 return frag_attrib;
374 else if (frag_attrib >= FRAG_ATTRIB_CLIP_DIST0)
375 return frag_attrib - FRAG_ATTRIB_CLIP_DIST0 + VERT_RESULT_CLIP_DIST0;
376 else
377 return -1;
378 }
379
380
381 /**
382 * Bitflags for fragment program input attributes.
383 */
384 /*@{*/
385 #define FRAG_BIT_WPOS (1 << FRAG_ATTRIB_WPOS)
386 #define FRAG_BIT_COL0 (1 << FRAG_ATTRIB_COL0)
387 #define FRAG_BIT_COL1 (1 << FRAG_ATTRIB_COL1)
388 #define FRAG_BIT_FOGC (1 << FRAG_ATTRIB_FOGC)
389 #define FRAG_BIT_FACE (1 << FRAG_ATTRIB_FACE)
390 #define FRAG_BIT_PNTC (1 << FRAG_ATTRIB_PNTC)
391 #define FRAG_BIT_TEX0 (1 << FRAG_ATTRIB_TEX0)
392 #define FRAG_BIT_TEX1 (1 << FRAG_ATTRIB_TEX1)
393 #define FRAG_BIT_TEX2 (1 << FRAG_ATTRIB_TEX2)
394 #define FRAG_BIT_TEX3 (1 << FRAG_ATTRIB_TEX3)
395 #define FRAG_BIT_TEX4 (1 << FRAG_ATTRIB_TEX4)
396 #define FRAG_BIT_TEX5 (1 << FRAG_ATTRIB_TEX5)
397 #define FRAG_BIT_TEX6 (1 << FRAG_ATTRIB_TEX6)
398 #define FRAG_BIT_TEX7 (1 << FRAG_ATTRIB_TEX7)
399 #define FRAG_BIT_VAR0 (1 << FRAG_ATTRIB_VAR0)
400
401 #define FRAG_BIT_TEX(U) (FRAG_BIT_TEX0 << (U))
402 #define FRAG_BIT_VAR(V) (FRAG_BIT_VAR0 << (V))
403
404 #define FRAG_BITS_TEX_ANY (FRAG_BIT_TEX0| \
405 FRAG_BIT_TEX1| \
406 FRAG_BIT_TEX2| \
407 FRAG_BIT_TEX3| \
408 FRAG_BIT_TEX4| \
409 FRAG_BIT_TEX5| \
410 FRAG_BIT_TEX6| \
411 FRAG_BIT_TEX7)
412 /*@}*/
413
414
415 /**
416 * Fragment program results
417 */
418 typedef enum
419 {
420 FRAG_RESULT_DEPTH = 0,
421 FRAG_RESULT_STENCIL = 1,
422 /* If a single color should be written to all render targets, this
423 * register is written. No FRAG_RESULT_DATAn will be written.
424 */
425 FRAG_RESULT_COLOR = 2,
426
427 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
428 * or ARB_fragment_program fragment.color[n]) color results. If
429 * any are written, FRAG_RESULT_COLOR will not be written.
430 */
431 FRAG_RESULT_DATA0 = 3,
432 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
433 } gl_frag_result;
434
435
436 /**
437 * Indexes for all renderbuffers
438 */
439 typedef enum
440 {
441 /* the four standard color buffers */
442 BUFFER_FRONT_LEFT,
443 BUFFER_BACK_LEFT,
444 BUFFER_FRONT_RIGHT,
445 BUFFER_BACK_RIGHT,
446 BUFFER_DEPTH,
447 BUFFER_STENCIL,
448 BUFFER_ACCUM,
449 /* optional aux buffer */
450 BUFFER_AUX0,
451 /* generic renderbuffers */
452 BUFFER_COLOR0,
453 BUFFER_COLOR1,
454 BUFFER_COLOR2,
455 BUFFER_COLOR3,
456 BUFFER_COLOR4,
457 BUFFER_COLOR5,
458 BUFFER_COLOR6,
459 BUFFER_COLOR7,
460 BUFFER_COUNT
461 } gl_buffer_index;
462
463 /**
464 * Bit flags for all renderbuffers
465 */
466 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
467 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
468 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
469 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
470 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
471 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
472 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
473 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
474 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
475 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
476 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
477 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
478 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
479 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
480 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
481 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
482 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
483 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
484 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
485
486 /**
487 * Mask of all the color buffer bits (but not accum).
488 */
489 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
490 BUFFER_BIT_BACK_LEFT | \
491 BUFFER_BIT_FRONT_RIGHT | \
492 BUFFER_BIT_BACK_RIGHT | \
493 BUFFER_BIT_AUX0 | \
494 BUFFER_BIT_COLOR0 | \
495 BUFFER_BIT_COLOR1 | \
496 BUFFER_BIT_COLOR2 | \
497 BUFFER_BIT_COLOR3 | \
498 BUFFER_BIT_COLOR4 | \
499 BUFFER_BIT_COLOR5 | \
500 BUFFER_BIT_COLOR6 | \
501 BUFFER_BIT_COLOR7)
502
503
504 /**
505 * Framebuffer configuration (aka visual / pixelformat)
506 * Note: some of these fields should be boolean, but it appears that
507 * code in drivers/dri/common/util.c requires int-sized fields.
508 */
509 struct gl_config
510 {
511 GLboolean rgbMode;
512 GLboolean floatMode;
513 GLboolean colorIndexMode; /* XXX is this used anywhere? */
514 GLuint doubleBufferMode;
515 GLuint stereoMode;
516
517 GLboolean haveAccumBuffer;
518 GLboolean haveDepthBuffer;
519 GLboolean haveStencilBuffer;
520
521 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
522 GLuint redMask, greenMask, blueMask, alphaMask;
523 GLint rgbBits; /* total bits for rgb */
524 GLint indexBits; /* total bits for colorindex */
525
526 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
527 GLint depthBits;
528 GLint stencilBits;
529
530 GLint numAuxBuffers;
531
532 GLint level;
533
534 /* EXT_visual_rating / GLX 1.2 */
535 GLint visualRating;
536
537 /* EXT_visual_info / GLX 1.2 */
538 GLint transparentPixel;
539 /* colors are floats scaled to ints */
540 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
541 GLint transparentIndex;
542
543 /* ARB_multisample / SGIS_multisample */
544 GLint sampleBuffers;
545 GLint samples;
546
547 /* SGIX_pbuffer / GLX 1.3 */
548 GLint maxPbufferWidth;
549 GLint maxPbufferHeight;
550 GLint maxPbufferPixels;
551 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
552 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
553
554 /* OML_swap_method */
555 GLint swapMethod;
556
557 /* EXT_texture_from_pixmap */
558 GLint bindToTextureRgb;
559 GLint bindToTextureRgba;
560 GLint bindToMipmapTexture;
561 GLint bindToTextureTargets;
562 GLint yInverted;
563
564 /* EXT_framebuffer_sRGB */
565 GLint sRGBCapable;
566 };
567
568
569 /**
570 * \name Bit flags used for updating material values.
571 */
572 /*@{*/
573 #define MAT_ATTRIB_FRONT_AMBIENT 0
574 #define MAT_ATTRIB_BACK_AMBIENT 1
575 #define MAT_ATTRIB_FRONT_DIFFUSE 2
576 #define MAT_ATTRIB_BACK_DIFFUSE 3
577 #define MAT_ATTRIB_FRONT_SPECULAR 4
578 #define MAT_ATTRIB_BACK_SPECULAR 5
579 #define MAT_ATTRIB_FRONT_EMISSION 6
580 #define MAT_ATTRIB_BACK_EMISSION 7
581 #define MAT_ATTRIB_FRONT_SHININESS 8
582 #define MAT_ATTRIB_BACK_SHININESS 9
583 #define MAT_ATTRIB_FRONT_INDEXES 10
584 #define MAT_ATTRIB_BACK_INDEXES 11
585 #define MAT_ATTRIB_MAX 12
586
587 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
588 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
589 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
590 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
591 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
592 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
593
594 #define MAT_INDEX_AMBIENT 0
595 #define MAT_INDEX_DIFFUSE 1
596 #define MAT_INDEX_SPECULAR 2
597
598 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
599 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
600 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
601 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
602 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
603 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
604 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
605 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
606 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
607 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
608 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
609 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
610
611
612 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
613 MAT_BIT_FRONT_AMBIENT | \
614 MAT_BIT_FRONT_DIFFUSE | \
615 MAT_BIT_FRONT_SPECULAR | \
616 MAT_BIT_FRONT_SHININESS | \
617 MAT_BIT_FRONT_INDEXES)
618
619 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
620 MAT_BIT_BACK_AMBIENT | \
621 MAT_BIT_BACK_DIFFUSE | \
622 MAT_BIT_BACK_SPECULAR | \
623 MAT_BIT_BACK_SHININESS | \
624 MAT_BIT_BACK_INDEXES)
625
626 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
627 /*@}*/
628
629
630 /**
631 * Material state.
632 */
633 struct gl_material
634 {
635 GLfloat Attrib[MAT_ATTRIB_MAX][4];
636 };
637
638
639 /**
640 * Light state flags.
641 */
642 /*@{*/
643 #define LIGHT_SPOT 0x1
644 #define LIGHT_LOCAL_VIEWER 0x2
645 #define LIGHT_POSITIONAL 0x4
646 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
647 /*@}*/
648
649
650 /**
651 * Light source state.
652 */
653 struct gl_light
654 {
655 struct gl_light *next; /**< double linked list with sentinel */
656 struct gl_light *prev;
657
658 GLfloat Ambient[4]; /**< ambient color */
659 GLfloat Diffuse[4]; /**< diffuse color */
660 GLfloat Specular[4]; /**< specular color */
661 GLfloat EyePosition[4]; /**< position in eye coordinates */
662 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
663 GLfloat SpotExponent;
664 GLfloat SpotCutoff; /**< in degrees */
665 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
666 GLfloat ConstantAttenuation;
667 GLfloat LinearAttenuation;
668 GLfloat QuadraticAttenuation;
669 GLboolean Enabled; /**< On/off flag */
670
671 /**
672 * \name Derived fields
673 */
674 /*@{*/
675 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
676
677 GLfloat _Position[4]; /**< position in eye/obj coordinates */
678 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
679 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
680 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
681 GLfloat _VP_inf_spot_attenuation;
682
683 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
684 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
685 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
686 /*@}*/
687 };
688
689
690 /**
691 * Light model state.
692 */
693 struct gl_lightmodel
694 {
695 GLfloat Ambient[4]; /**< ambient color */
696 GLboolean LocalViewer; /**< Local (or infinite) view point? */
697 GLboolean TwoSide; /**< Two (or one) sided lighting? */
698 GLenum ColorControl; /**< either GL_SINGLE_COLOR
699 * or GL_SEPARATE_SPECULAR_COLOR */
700 };
701
702
703 /**
704 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
705 */
706 struct gl_accum_attrib
707 {
708 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
709 };
710
711
712 /**
713 * Used for storing clear color, texture border color, etc.
714 * The float values are typically unclamped.
715 */
716 union gl_color_union
717 {
718 GLfloat f[4];
719 GLint i[4];
720 GLuint ui[4];
721 };
722
723
724 /**
725 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
726 */
727 struct gl_colorbuffer_attrib
728 {
729 GLuint ClearIndex; /**< Index for glClear */
730 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
731 GLuint IndexMask; /**< Color index write mask */
732 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
733
734 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
735
736 /**
737 * \name alpha testing
738 */
739 /*@{*/
740 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
741 GLenum AlphaFunc; /**< Alpha test function */
742 GLfloat AlphaRefUnclamped;
743 GLclampf AlphaRef; /**< Alpha reference value */
744 /*@}*/
745
746 /**
747 * \name Blending
748 */
749 /*@{*/
750 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
751
752 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
753 * control, only on the fixed-pointness of the render target.
754 * The query does however depend on fragment color clamping.
755 */
756 GLfloat BlendColorUnclamped[4]; /**< Blending color */
757 GLfloat BlendColor[4]; /**< Blending color */
758
759 struct
760 {
761 GLenum SrcRGB; /**< RGB blend source term */
762 GLenum DstRGB; /**< RGB blend dest term */
763 GLenum SrcA; /**< Alpha blend source term */
764 GLenum DstA; /**< Alpha blend dest term */
765 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
766 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
767 /**
768 * Set if any blend factor uses SRC1. Computed at the time blend factors
769 * get set.
770 */
771 GLboolean _UsesDualSrc;
772 } Blend[MAX_DRAW_BUFFERS];
773 /** Are the blend func terms currently different for each buffer/target? */
774 GLboolean _BlendFuncPerBuffer;
775 /** Are the blend equations currently different for each buffer/target? */
776 GLboolean _BlendEquationPerBuffer;
777 /*@}*/
778
779 /**
780 * \name Logic op
781 */
782 /*@{*/
783 GLenum LogicOp; /**< Logic operator */
784 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
785 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
786 /*@}*/
787
788 GLboolean DitherFlag; /**< Dither enable flag */
789
790 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
791 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
792 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
793 GLboolean _ClampReadColor; /** < with GL_FIXED_ONLY_ARB resolved */
794
795 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
796 };
797
798
799 /**
800 * Current attribute group (GL_CURRENT_BIT).
801 */
802 struct gl_current_attrib
803 {
804 /**
805 * \name Current vertex attributes.
806 * \note Values are valid only after FLUSH_VERTICES has been called.
807 * \note Index and Edgeflag current values are stored as floats in the
808 * SIX and SEVEN attribute slots.
809 */
810 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
811
812 /**
813 * \name Current raster position attributes (always valid).
814 * \note This set of attributes is very similar to the SWvertex struct.
815 */
816 /*@{*/
817 GLfloat RasterPos[4];
818 GLfloat RasterDistance;
819 GLfloat RasterColor[4];
820 GLfloat RasterSecondaryColor[4];
821 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
822 GLboolean RasterPosValid;
823 /*@}*/
824 };
825
826
827 /**
828 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
829 */
830 struct gl_depthbuffer_attrib
831 {
832 GLenum Func; /**< Function for depth buffer compare */
833 GLclampd Clear; /**< Value to clear depth buffer to */
834 GLboolean Test; /**< Depth buffering enabled flag */
835 GLboolean Mask; /**< Depth buffer writable? */
836 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
837 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
838 };
839
840
841 /**
842 * Evaluator attribute group (GL_EVAL_BIT).
843 */
844 struct gl_eval_attrib
845 {
846 /**
847 * \name Enable bits
848 */
849 /*@{*/
850 GLboolean Map1Color4;
851 GLboolean Map1Index;
852 GLboolean Map1Normal;
853 GLboolean Map1TextureCoord1;
854 GLboolean Map1TextureCoord2;
855 GLboolean Map1TextureCoord3;
856 GLboolean Map1TextureCoord4;
857 GLboolean Map1Vertex3;
858 GLboolean Map1Vertex4;
859 GLboolean Map2Color4;
860 GLboolean Map2Index;
861 GLboolean Map2Normal;
862 GLboolean Map2TextureCoord1;
863 GLboolean Map2TextureCoord2;
864 GLboolean Map2TextureCoord3;
865 GLboolean Map2TextureCoord4;
866 GLboolean Map2Vertex3;
867 GLboolean Map2Vertex4;
868 GLboolean AutoNormal;
869 /*@}*/
870
871 /**
872 * \name Map Grid endpoints and divisions and calculated du values
873 */
874 /*@{*/
875 GLint MapGrid1un;
876 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
877 GLint MapGrid2un, MapGrid2vn;
878 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
879 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
880 /*@}*/
881 };
882
883
884 /**
885 * Fog attribute group (GL_FOG_BIT).
886 */
887 struct gl_fog_attrib
888 {
889 GLboolean Enabled; /**< Fog enabled flag */
890 GLfloat ColorUnclamped[4]; /**< Fog color */
891 GLfloat Color[4]; /**< Fog color */
892 GLfloat Density; /**< Density >= 0.0 */
893 GLfloat Start; /**< Start distance in eye coords */
894 GLfloat End; /**< End distance in eye coords */
895 GLfloat Index; /**< Fog index */
896 GLenum Mode; /**< Fog mode */
897 GLboolean ColorSumEnabled;
898 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
899 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
900 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
901 };
902
903
904 /**
905 * Hint attribute group (GL_HINT_BIT).
906 *
907 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
908 */
909 struct gl_hint_attrib
910 {
911 GLenum PerspectiveCorrection;
912 GLenum PointSmooth;
913 GLenum LineSmooth;
914 GLenum PolygonSmooth;
915 GLenum Fog;
916 GLenum ClipVolumeClipping; /**< GL_EXT_clip_volume_hint */
917 GLenum TextureCompression; /**< GL_ARB_texture_compression */
918 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
919 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
920 };
921
922
923 /**
924 * Lighting attribute group (GL_LIGHT_BIT).
925 */
926 struct gl_light_attrib
927 {
928 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
929 struct gl_lightmodel Model; /**< Lighting model */
930
931 /**
932 * Front and back material values.
933 * Note: must call FLUSH_VERTICES() before using.
934 */
935 struct gl_material Material;
936
937 GLboolean Enabled; /**< Lighting enabled flag */
938 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
939 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
940 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
941 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
942 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
943 GLboolean ColorMaterialEnabled;
944 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
945 GLboolean _ClampVertexColor;
946
947 struct gl_light EnabledList; /**< List sentinel */
948
949 /**
950 * Derived state for optimizations:
951 */
952 /*@{*/
953 GLboolean _NeedEyeCoords;
954 GLboolean _NeedVertices; /**< Use fast shader? */
955 GLfloat _BaseColor[2][3];
956 /*@}*/
957 };
958
959
960 /**
961 * Line attribute group (GL_LINE_BIT).
962 */
963 struct gl_line_attrib
964 {
965 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
966 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
967 GLushort StipplePattern; /**< Stipple pattern */
968 GLint StippleFactor; /**< Stipple repeat factor */
969 GLfloat Width; /**< Line width */
970 };
971
972
973 /**
974 * Display list attribute group (GL_LIST_BIT).
975 */
976 struct gl_list_attrib
977 {
978 GLuint ListBase;
979 };
980
981
982 /**
983 * Multisample attribute group (GL_MULTISAMPLE_BIT).
984 */
985 struct gl_multisample_attrib
986 {
987 GLboolean Enabled;
988 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
989 GLboolean SampleAlphaToCoverage;
990 GLboolean SampleAlphaToOne;
991 GLboolean SampleCoverage;
992 GLfloat SampleCoverageValue;
993 GLboolean SampleCoverageInvert;
994 };
995
996
997 /**
998 * A pixelmap (see glPixelMap)
999 */
1000 struct gl_pixelmap
1001 {
1002 GLint Size;
1003 GLfloat Map[MAX_PIXEL_MAP_TABLE];
1004 };
1005
1006
1007 /**
1008 * Collection of all pixelmaps
1009 */
1010 struct gl_pixelmaps
1011 {
1012 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
1013 struct gl_pixelmap GtoG;
1014 struct gl_pixelmap BtoB;
1015 struct gl_pixelmap AtoA;
1016 struct gl_pixelmap ItoR;
1017 struct gl_pixelmap ItoG;
1018 struct gl_pixelmap ItoB;
1019 struct gl_pixelmap ItoA;
1020 struct gl_pixelmap ItoI;
1021 struct gl_pixelmap StoS;
1022 };
1023
1024
1025 /**
1026 * Pixel attribute group (GL_PIXEL_MODE_BIT).
1027 */
1028 struct gl_pixel_attrib
1029 {
1030 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
1031
1032 /*--- Begin Pixel Transfer State ---*/
1033 /* Fields are in the order in which they're applied... */
1034
1035 /** Scale & Bias (index shift, offset) */
1036 /*@{*/
1037 GLfloat RedBias, RedScale;
1038 GLfloat GreenBias, GreenScale;
1039 GLfloat BlueBias, BlueScale;
1040 GLfloat AlphaBias, AlphaScale;
1041 GLfloat DepthBias, DepthScale;
1042 GLint IndexShift, IndexOffset;
1043 /*@}*/
1044
1045 /* Pixel Maps */
1046 /* Note: actual pixel maps are not part of this attrib group */
1047 GLboolean MapColorFlag;
1048 GLboolean MapStencilFlag;
1049
1050 /*--- End Pixel Transfer State ---*/
1051
1052 /** glPixelZoom */
1053 GLfloat ZoomX, ZoomY;
1054 };
1055
1056
1057 /**
1058 * Point attribute group (GL_POINT_BIT).
1059 */
1060 struct gl_point_attrib
1061 {
1062 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
1063 GLfloat Size; /**< User-specified point size */
1064 GLfloat Params[3]; /**< GL_EXT_point_parameters */
1065 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
1066 GLfloat Threshold; /**< GL_EXT_point_parameters */
1067 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
1068 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
1069 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
1070 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
1071 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
1072 };
1073
1074
1075 /**
1076 * Polygon attribute group (GL_POLYGON_BIT).
1077 */
1078 struct gl_polygon_attrib
1079 {
1080 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
1081 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1082 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1083 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
1084 GLboolean CullFlag; /**< Culling on/off flag */
1085 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
1086 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
1087 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
1088 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
1089 GLfloat OffsetUnits; /**< Polygon offset units, from user */
1090 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
1091 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
1092 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
1093 };
1094
1095
1096 /**
1097 * Scissor attributes (GL_SCISSOR_BIT).
1098 */
1099 struct gl_scissor_attrib
1100 {
1101 GLboolean Enabled; /**< Scissor test enabled? */
1102 GLint X, Y; /**< Lower left corner of box */
1103 GLsizei Width, Height; /**< Size of box */
1104 };
1105
1106
1107 /**
1108 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1109 *
1110 * Three sets of stencil data are tracked so that OpenGL 2.0,
1111 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1112 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1113 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1114 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1115 * GL_EXT_stencil_two_side GL_BACK state.
1116 *
1117 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1118 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1119 *
1120 * The derived value \c _TestTwoSide is set when the front-face and back-face
1121 * stencil state are different.
1122 */
1123 struct gl_stencil_attrib
1124 {
1125 GLboolean Enabled; /**< Enabled flag */
1126 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1127 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1128 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1129 GLboolean _TestTwoSide;
1130 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1131 GLenum Function[3]; /**< Stencil function */
1132 GLenum FailFunc[3]; /**< Fail function */
1133 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1134 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1135 GLint Ref[3]; /**< Reference value */
1136 GLuint ValueMask[3]; /**< Value mask */
1137 GLuint WriteMask[3]; /**< Write mask */
1138 GLuint Clear; /**< Clear value */
1139 };
1140
1141
1142 /**
1143 * An index for each type of texture object. These correspond to the GL
1144 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1145 * Note: the order is from highest priority to lowest priority.
1146 */
1147 typedef enum
1148 {
1149 TEXTURE_CUBE_ARRAY_INDEX,
1150 TEXTURE_BUFFER_INDEX,
1151 TEXTURE_2D_ARRAY_INDEX,
1152 TEXTURE_1D_ARRAY_INDEX,
1153 TEXTURE_EXTERNAL_INDEX,
1154 TEXTURE_CUBE_INDEX,
1155 TEXTURE_3D_INDEX,
1156 TEXTURE_RECT_INDEX,
1157 TEXTURE_2D_INDEX,
1158 TEXTURE_1D_INDEX,
1159 NUM_TEXTURE_TARGETS
1160 } gl_texture_index;
1161
1162
1163 /**
1164 * Bit flags for each type of texture object
1165 * Used for Texture.Unit[]._ReallyEnabled flags.
1166 */
1167 /*@{*/
1168 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
1169 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1170 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1171 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1172 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1173 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1174 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1175 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1176 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1177 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1178 /*@}*/
1179
1180
1181 /**
1182 * Texture image state. Drivers will typically create a subclass of this
1183 * with extra fields for memory buffers, etc.
1184 */
1185 struct gl_texture_image
1186 {
1187 GLint InternalFormat; /**< Internal format as given by the user */
1188 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1189 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1190 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1191 * GL_DEPTH_STENCIL_EXT only. Used for
1192 * choosing TexEnv arithmetic.
1193 */
1194 gl_format TexFormat; /**< The actual texture memory format */
1195
1196 GLuint Border; /**< 0 or 1 */
1197 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1198 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1199 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1200 GLuint Width2; /**< = Width - 2*Border */
1201 GLuint Height2; /**< = Height - 2*Border */
1202 GLuint Depth2; /**< = Depth - 2*Border */
1203 GLuint WidthLog2; /**< = log2(Width2) */
1204 GLuint HeightLog2; /**< = log2(Height2) */
1205 GLuint DepthLog2; /**< = log2(Depth2) */
1206 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
1207 levels, computed from the dimensions */
1208
1209 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1210 GLuint Level; /**< Which mipmap level am I? */
1211 /** Cube map face: index into gl_texture_object::Image[] array */
1212 GLuint Face;
1213 };
1214
1215
1216 /**
1217 * Indexes for cube map faces.
1218 */
1219 typedef enum
1220 {
1221 FACE_POS_X = 0,
1222 FACE_NEG_X = 1,
1223 FACE_POS_Y = 2,
1224 FACE_NEG_Y = 3,
1225 FACE_POS_Z = 4,
1226 FACE_NEG_Z = 5,
1227 MAX_FACES = 6
1228 } gl_face_index;
1229
1230
1231 /**
1232 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1233 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1234 */
1235 struct gl_sampler_object
1236 {
1237 GLuint Name;
1238 GLint RefCount;
1239
1240 GLenum WrapS; /**< S-axis texture image wrap mode */
1241 GLenum WrapT; /**< T-axis texture image wrap mode */
1242 GLenum WrapR; /**< R-axis texture image wrap mode */
1243 GLenum MinFilter; /**< minification filter */
1244 GLenum MagFilter; /**< magnification filter */
1245 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1246 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1247 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1248 GLfloat LodBias; /**< OpenGL 1.4 */
1249 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1250 GLenum CompareMode; /**< GL_ARB_shadow */
1251 GLenum CompareFunc; /**< GL_ARB_shadow */
1252 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1253 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1254 };
1255
1256
1257 /**
1258 * Texture object state. Contains the array of mipmap images, border color,
1259 * wrap modes, filter modes, and shadow/texcompare state.
1260 */
1261 struct gl_texture_object
1262 {
1263 _glthread_Mutex Mutex; /**< for thread safety */
1264 GLint RefCount; /**< reference count */
1265 GLuint Name; /**< the user-visible texture object ID */
1266 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1267
1268 struct gl_sampler_object Sampler;
1269
1270 GLenum DepthMode; /**< GL_ARB_depth_texture */
1271
1272 GLfloat Priority; /**< in [0,1] */
1273 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1274 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1275 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1276 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */
1277 GLint CropRect[4]; /**< GL_OES_draw_texture */
1278 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1279 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1280 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1281 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1282 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1283 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1284 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1285 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1286 GLboolean Immutable; /**< GL_ARB_texture_storage */
1287
1288 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1289 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1290
1291 /** GL_ARB_texture_buffer_object */
1292 struct gl_buffer_object *BufferObject;
1293 GLenum BufferObjectFormat;
1294 /** Equivalent Mesa format for BufferObjectFormat. */
1295 gl_format _BufferObjectFormat;
1296
1297 /** GL_OES_EGL_image_external */
1298 GLint RequiredTextureImageUnits;
1299 };
1300
1301
1302 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1303 #define MAX_COMBINER_TERMS 4
1304
1305
1306 /**
1307 * Texture combine environment state.
1308 */
1309 struct gl_tex_env_combine_state
1310 {
1311 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1312 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1313 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1314 GLenum SourceRGB[MAX_COMBINER_TERMS];
1315 GLenum SourceA[MAX_COMBINER_TERMS];
1316 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1317 GLenum OperandRGB[MAX_COMBINER_TERMS];
1318 GLenum OperandA[MAX_COMBINER_TERMS];
1319 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1320 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1321 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1322 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1323 };
1324
1325
1326 /**
1327 * TexGenEnabled flags.
1328 */
1329 /*@{*/
1330 #define S_BIT 1
1331 #define T_BIT 2
1332 #define R_BIT 4
1333 #define Q_BIT 8
1334 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1335 /*@}*/
1336
1337
1338 /**
1339 * Bit flag versions of the corresponding GL_ constants.
1340 */
1341 /*@{*/
1342 #define TEXGEN_SPHERE_MAP 0x1
1343 #define TEXGEN_OBJ_LINEAR 0x2
1344 #define TEXGEN_EYE_LINEAR 0x4
1345 #define TEXGEN_REFLECTION_MAP_NV 0x8
1346 #define TEXGEN_NORMAL_MAP_NV 0x10
1347
1348 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1349 TEXGEN_REFLECTION_MAP_NV | \
1350 TEXGEN_NORMAL_MAP_NV)
1351 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1352 TEXGEN_REFLECTION_MAP_NV | \
1353 TEXGEN_NORMAL_MAP_NV | \
1354 TEXGEN_EYE_LINEAR)
1355 /*@}*/
1356
1357
1358
1359 /** Tex-gen enabled for texture unit? */
1360 #define ENABLE_TEXGEN(unit) (1 << (unit))
1361
1362 /** Non-identity texture matrix for texture unit? */
1363 #define ENABLE_TEXMAT(unit) (1 << (unit))
1364
1365
1366 /**
1367 * Texture coord generation state.
1368 */
1369 struct gl_texgen
1370 {
1371 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1372 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1373 GLfloat ObjectPlane[4];
1374 GLfloat EyePlane[4];
1375 };
1376
1377
1378 /**
1379 * Texture unit state. Contains enable flags, texture environment/function/
1380 * combiners, texgen state, and pointers to current texture objects.
1381 */
1382 struct gl_texture_unit
1383 {
1384 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1385 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1386
1387 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1388 GLclampf EnvColor[4];
1389 GLfloat EnvColorUnclamped[4];
1390
1391 struct gl_texgen GenS;
1392 struct gl_texgen GenT;
1393 struct gl_texgen GenR;
1394 struct gl_texgen GenQ;
1395 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1396 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1397
1398 GLfloat LodBias; /**< for biasing mipmap levels */
1399 GLenum BumpTarget;
1400 GLfloat RotMatrix[4]; /* 2x2 matrix */
1401
1402 /** Current sampler object (GL_ARB_sampler_objects) */
1403 struct gl_sampler_object *Sampler;
1404
1405 /**
1406 * \name GL_EXT_texture_env_combine
1407 */
1408 struct gl_tex_env_combine_state Combine;
1409
1410 /**
1411 * Derived state based on \c EnvMode and the \c BaseFormat of the
1412 * currently enabled texture.
1413 */
1414 struct gl_tex_env_combine_state _EnvMode;
1415
1416 /**
1417 * Currently enabled combiner state. This will point to either
1418 * \c Combine or \c _EnvMode.
1419 */
1420 struct gl_tex_env_combine_state *_CurrentCombine;
1421
1422 /** Current texture object pointers */
1423 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1424
1425 /** Points to highest priority, complete and enabled texture object */
1426 struct gl_texture_object *_Current;
1427 };
1428
1429
1430 /**
1431 * Texture attribute group (GL_TEXTURE_BIT).
1432 */
1433 struct gl_texture_attrib
1434 {
1435 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1436 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1437
1438 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1439
1440 /** GL_ARB_texture_buffer_object */
1441 struct gl_buffer_object *BufferObject;
1442
1443 /** GL_ARB_seamless_cubemap */
1444 GLboolean CubeMapSeamless;
1445
1446 /** Texture units/samplers used by vertex or fragment texturing */
1447 GLbitfield _EnabledUnits;
1448
1449 /** Texture coord units/sets used for fragment texturing */
1450 GLbitfield _EnabledCoordUnits;
1451
1452 /** Texture coord units that have texgen enabled */
1453 GLbitfield _TexGenEnabled;
1454
1455 /** Texture coord units that have non-identity matrices */
1456 GLbitfield _TexMatEnabled;
1457
1458 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1459 GLbitfield _GenFlags;
1460 };
1461
1462
1463 /**
1464 * Data structure representing a single clip plane (e.g. one of the elements
1465 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1466 */
1467 typedef GLfloat gl_clip_plane[4];
1468
1469
1470 /**
1471 * Transformation attribute group (GL_TRANSFORM_BIT).
1472 */
1473 struct gl_transform_attrib
1474 {
1475 GLenum MatrixMode; /**< Matrix mode */
1476 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1477 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1478 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1479 GLboolean Normalize; /**< Normalize all normals? */
1480 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1481 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1482 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1483
1484 GLfloat CullEyePos[4];
1485 GLfloat CullObjPos[4];
1486 };
1487
1488
1489 /**
1490 * Viewport attribute group (GL_VIEWPORT_BIT).
1491 */
1492 struct gl_viewport_attrib
1493 {
1494 GLint X, Y; /**< position */
1495 GLsizei Width, Height; /**< size */
1496 GLfloat Near, Far; /**< Depth buffer range */
1497 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1498 };
1499
1500
1501 /**
1502 * GL_ARB_vertex/pixel_buffer_object buffer object
1503 */
1504 struct gl_buffer_object
1505 {
1506 _glthread_Mutex Mutex;
1507 GLint RefCount;
1508 GLuint Name;
1509 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1510 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1511 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1512 /** Fields describing a mapped buffer */
1513 /*@{*/
1514 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1515 GLvoid *Pointer; /**< User-space address of mapping */
1516 GLintptr Offset; /**< Mapped offset */
1517 GLsizeiptr Length; /**< Mapped length */
1518 /*@}*/
1519 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1520 GLboolean Written; /**< Ever written to? (for debugging) */
1521 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1522 };
1523
1524
1525 /**
1526 * Client pixel packing/unpacking attributes
1527 */
1528 struct gl_pixelstore_attrib
1529 {
1530 GLint Alignment;
1531 GLint RowLength;
1532 GLint SkipPixels;
1533 GLint SkipRows;
1534 GLint ImageHeight;
1535 GLint SkipImages;
1536 GLboolean SwapBytes;
1537 GLboolean LsbFirst;
1538 GLboolean Invert; /**< GL_MESA_pack_invert */
1539 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1540 };
1541
1542
1543 /**
1544 * Client vertex array attributes
1545 */
1546 struct gl_client_array
1547 {
1548 GLint Size; /**< components per element (1,2,3,4) */
1549 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1550 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1551 GLsizei Stride; /**< user-specified stride */
1552 GLsizei StrideB; /**< actual stride in bytes */
1553 const GLubyte *Ptr; /**< Points to array data */
1554 GLboolean Enabled; /**< Enabled flag is a boolean */
1555 GLboolean Normalized; /**< GL_ARB_vertex_program */
1556 GLboolean Integer; /**< Integer-valued? */
1557 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1558 GLuint _ElementSize; /**< size of each element in bytes */
1559
1560 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1561 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1562 };
1563
1564
1565 /**
1566 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1567 * extension, but a nice encapsulation in any case.
1568 */
1569 struct gl_array_object
1570 {
1571 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1572 GLuint Name;
1573
1574 GLint RefCount;
1575 _glthread_Mutex Mutex;
1576
1577 /**
1578 * Does the VAO use ARB semantics or Apple semantics?
1579 *
1580 * There are several ways in which ARB_vertex_array_object and
1581 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1582 * least,
1583 *
1584 * - ARB VAOs require that all array data be sourced from vertex buffer
1585 * objects, but Apple VAOs do not.
1586 *
1587 * - ARB VAOs require that names come from GenVertexArrays.
1588 *
1589 * This flag notes which behavior governs this VAO.
1590 */
1591 GLboolean ARBsemantics;
1592
1593 /**
1594 * Has this array object been bound?
1595 */
1596 GLboolean _Used;
1597
1598 /** Vertex attribute arrays */
1599 struct gl_client_array VertexAttrib[VERT_ATTRIB_MAX];
1600
1601 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1602 GLbitfield64 _Enabled;
1603
1604 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1605 GLbitfield64 NewArrays;
1606
1607 /**
1608 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1609 * we can determine the max legal (in bounds) glDrawElements array index.
1610 */
1611 GLuint _MaxElement;
1612
1613 struct gl_buffer_object *ElementArrayBufferObj;
1614 };
1615
1616
1617 /**
1618 * Vertex array state
1619 */
1620 struct gl_array_attrib
1621 {
1622 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1623 struct gl_array_object *ArrayObj;
1624
1625 /** The default vertex array object */
1626 struct gl_array_object *DefaultArrayObj;
1627
1628 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1629 struct _mesa_HashTable *Objects;
1630
1631 GLint ActiveTexture; /**< Client Active Texture */
1632 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1633 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1634
1635 /** GL 3.1 (slightly different from GL_NV_primitive_restart) */
1636 GLboolean PrimitiveRestart;
1637 GLuint RestartIndex;
1638
1639 /* GL_ARB_vertex_buffer_object */
1640 struct gl_buffer_object *ArrayBufferObj;
1641
1642 /**
1643 * Vertex arrays as consumed by a driver.
1644 * The array pointer is set up only by the VBO module. */
1645 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1646 };
1647
1648
1649 /**
1650 * Feedback buffer state
1651 */
1652 struct gl_feedback
1653 {
1654 GLenum Type;
1655 GLbitfield _Mask; /**< FB_* bits */
1656 GLfloat *Buffer;
1657 GLuint BufferSize;
1658 GLuint Count;
1659 };
1660
1661
1662 /**
1663 * Selection buffer state
1664 */
1665 struct gl_selection
1666 {
1667 GLuint *Buffer; /**< selection buffer */
1668 GLuint BufferSize; /**< size of the selection buffer */
1669 GLuint BufferCount; /**< number of values in the selection buffer */
1670 GLuint Hits; /**< number of records in the selection buffer */
1671 GLuint NameStackDepth; /**< name stack depth */
1672 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1673 GLboolean HitFlag; /**< hit flag */
1674 GLfloat HitMinZ; /**< minimum hit depth */
1675 GLfloat HitMaxZ; /**< maximum hit depth */
1676 };
1677
1678
1679 /**
1680 * 1-D Evaluator control points
1681 */
1682 struct gl_1d_map
1683 {
1684 GLuint Order; /**< Number of control points */
1685 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1686 GLfloat *Points; /**< Points to contiguous control points */
1687 };
1688
1689
1690 /**
1691 * 2-D Evaluator control points
1692 */
1693 struct gl_2d_map
1694 {
1695 GLuint Uorder; /**< Number of control points in U dimension */
1696 GLuint Vorder; /**< Number of control points in V dimension */
1697 GLfloat u1, u2, du;
1698 GLfloat v1, v2, dv;
1699 GLfloat *Points; /**< Points to contiguous control points */
1700 };
1701
1702
1703 /**
1704 * All evaluator control point state
1705 */
1706 struct gl_evaluators
1707 {
1708 /**
1709 * \name 1-D maps
1710 */
1711 /*@{*/
1712 struct gl_1d_map Map1Vertex3;
1713 struct gl_1d_map Map1Vertex4;
1714 struct gl_1d_map Map1Index;
1715 struct gl_1d_map Map1Color4;
1716 struct gl_1d_map Map1Normal;
1717 struct gl_1d_map Map1Texture1;
1718 struct gl_1d_map Map1Texture2;
1719 struct gl_1d_map Map1Texture3;
1720 struct gl_1d_map Map1Texture4;
1721 /*@}*/
1722
1723 /**
1724 * \name 2-D maps
1725 */
1726 /*@{*/
1727 struct gl_2d_map Map2Vertex3;
1728 struct gl_2d_map Map2Vertex4;
1729 struct gl_2d_map Map2Index;
1730 struct gl_2d_map Map2Color4;
1731 struct gl_2d_map Map2Normal;
1732 struct gl_2d_map Map2Texture1;
1733 struct gl_2d_map Map2Texture2;
1734 struct gl_2d_map Map2Texture3;
1735 struct gl_2d_map Map2Texture4;
1736 /*@}*/
1737 };
1738
1739
1740 struct gl_transform_feedback_varying_info
1741 {
1742 char *Name;
1743 GLenum Type;
1744 GLint Size;
1745 };
1746
1747
1748 /**
1749 * Per-output info vertex shaders for transform feedback.
1750 */
1751 struct gl_transform_feedback_output
1752 {
1753 unsigned OutputRegister;
1754 unsigned OutputBuffer;
1755 unsigned NumComponents;
1756
1757 /** offset (in DWORDs) of this output within the interleaved structure */
1758 unsigned DstOffset;
1759
1760 /**
1761 * Offset into the output register of the data to output. For example,
1762 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1763 * offset is in the y and z components of the output register.
1764 */
1765 unsigned ComponentOffset;
1766 };
1767
1768
1769 /** Post-link transform feedback info. */
1770 struct gl_transform_feedback_info
1771 {
1772 unsigned NumOutputs;
1773
1774 /**
1775 * Number of transform feedback buffers in use by this program.
1776 */
1777 unsigned NumBuffers;
1778
1779 struct gl_transform_feedback_output *Outputs;
1780
1781 /** Transform feedback varyings used for the linking of this shader program.
1782 *
1783 * Use for glGetTransformFeedbackVarying().
1784 */
1785 struct gl_transform_feedback_varying_info *Varyings;
1786 GLint NumVarying;
1787
1788 /**
1789 * Total number of components stored in each buffer. This may be used by
1790 * hardware back-ends to determine the correct stride when interleaving
1791 * multiple transform feedback outputs in the same buffer.
1792 */
1793 unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1794 };
1795
1796
1797 /**
1798 * Transform feedback object state
1799 */
1800 struct gl_transform_feedback_object
1801 {
1802 GLuint Name; /**< AKA the object ID */
1803 GLint RefCount;
1804 GLboolean Active; /**< Is transform feedback enabled? */
1805 GLboolean Paused; /**< Is transform feedback paused? */
1806 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1807 at least once? */
1808
1809 /** The feedback buffers */
1810 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1811 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1812
1813 /** Start of feedback data in dest buffer */
1814 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1815 /** Max data to put into dest buffer (in bytes) */
1816 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1817 };
1818
1819
1820 /**
1821 * Context state for transform feedback.
1822 */
1823 struct gl_transform_feedback_state
1824 {
1825 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1826
1827 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1828 struct gl_buffer_object *CurrentBuffer;
1829
1830 /** The table of all transform feedback objects */
1831 struct _mesa_HashTable *Objects;
1832
1833 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1834 struct gl_transform_feedback_object *CurrentObject;
1835
1836 /** The default xform-fb object (Name==0) */
1837 struct gl_transform_feedback_object *DefaultObject;
1838 };
1839
1840
1841 /**
1842 * Names of the various vertex/fragment program register files, etc.
1843 *
1844 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1845 * All values should fit in a 4-bit field.
1846 *
1847 * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR,
1848 * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1849 * be "uniform" variables since they can only be set outside glBegin/End.
1850 * They're also all stored in the same Parameters array.
1851 */
1852 typedef enum
1853 {
1854 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1855 PROGRAM_INPUT, /**< machine->Inputs[] */
1856 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1857 PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
1858 PROGRAM_ENV_PARAM, /**< gl_program->Parameters[] */
1859 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1860 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1861 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1862 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1863 PROGRAM_ADDRESS, /**< machine->AddressReg */
1864 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1865 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1866 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1867 PROGRAM_FILE_MAX
1868 } gl_register_file;
1869
1870
1871 /**
1872 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1873 * one of these values.
1874 */
1875 typedef enum
1876 {
1877 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
1878 SYSTEM_VALUE_VERTEX_ID, /**< Vertex shader only */
1879 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
1880 SYSTEM_VALUE_MAX /**< Number of values */
1881 } gl_system_value;
1882
1883
1884 /**
1885 * The possible interpolation qualifiers that can be applied to a fragment
1886 * shader input in GLSL.
1887 *
1888 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
1889 * gl_fragment_program data structure to 0 causes the default behavior.
1890 */
1891 enum glsl_interp_qualifier
1892 {
1893 INTERP_QUALIFIER_NONE = 0,
1894 INTERP_QUALIFIER_SMOOTH,
1895 INTERP_QUALIFIER_FLAT,
1896 INTERP_QUALIFIER_NOPERSPECTIVE
1897 };
1898
1899
1900 /**
1901 * \brief Layout qualifiers for gl_FragDepth.
1902 *
1903 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
1904 * a layout qualifier.
1905 *
1906 * \see enum ir_depth_layout
1907 */
1908 enum gl_frag_depth_layout
1909 {
1910 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
1911 FRAG_DEPTH_LAYOUT_ANY,
1912 FRAG_DEPTH_LAYOUT_GREATER,
1913 FRAG_DEPTH_LAYOUT_LESS,
1914 FRAG_DEPTH_LAYOUT_UNCHANGED
1915 };
1916
1917
1918 /**
1919 * Base class for any kind of program object
1920 */
1921 struct gl_program
1922 {
1923 GLuint Id;
1924 GLubyte *String; /**< Null-terminated program text */
1925 GLint RefCount;
1926 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB */
1927 GLenum Format; /**< String encoding format */
1928
1929 struct prog_instruction *Instructions;
1930
1931 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
1932 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1933 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1934 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
1935 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
1936 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1937 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1938 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1939
1940
1941 /** Named parameters, constants, etc. from program text */
1942 struct gl_program_parameter_list *Parameters;
1943 /** Numbered local parameters */
1944 GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
1945
1946 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1947 GLubyte SamplerUnits[MAX_SAMPLERS];
1948
1949 /** Bitmask of which register files are read/written with indirect
1950 * addressing. Mask of (1 << PROGRAM_x) bits.
1951 */
1952 GLbitfield IndirectRegisterFiles;
1953
1954 /** Logical counts */
1955 /*@{*/
1956 GLuint NumInstructions;
1957 GLuint NumTemporaries;
1958 GLuint NumParameters;
1959 GLuint NumAttributes;
1960 GLuint NumAddressRegs;
1961 GLuint NumAluInstructions;
1962 GLuint NumTexInstructions;
1963 GLuint NumTexIndirections;
1964 /*@}*/
1965 /** Native, actual h/w counts */
1966 /*@{*/
1967 GLuint NumNativeInstructions;
1968 GLuint NumNativeTemporaries;
1969 GLuint NumNativeParameters;
1970 GLuint NumNativeAttributes;
1971 GLuint NumNativeAddressRegs;
1972 GLuint NumNativeAluInstructions;
1973 GLuint NumNativeTexInstructions;
1974 GLuint NumNativeTexIndirections;
1975 /*@}*/
1976 };
1977
1978
1979 /** Vertex program object */
1980 struct gl_vertex_program
1981 {
1982 struct gl_program Base; /**< base class */
1983 GLboolean IsPositionInvariant;
1984 GLboolean UsesClipDistance;
1985 };
1986
1987
1988 /** Geometry program object */
1989 struct gl_geometry_program
1990 {
1991 struct gl_program Base; /**< base class */
1992
1993 GLint VerticesOut;
1994 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
1995 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
1996 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
1997 };
1998
1999
2000 /** Fragment program object */
2001 struct gl_fragment_program
2002 {
2003 struct gl_program Base; /**< base class */
2004 GLboolean UsesKill; /**< shader uses KIL instruction */
2005 GLboolean UsesDFdy; /**< shader uses DDY instruction */
2006 GLboolean OriginUpperLeft;
2007 GLboolean PixelCenterInteger;
2008 enum gl_frag_depth_layout FragDepthLayout;
2009
2010 /**
2011 * GLSL interpolation qualifier associated with each fragment shader input.
2012 * For inputs that do not have an interpolation qualifier specified in
2013 * GLSL, the value is INTERP_QUALIFIER_NONE.
2014 */
2015 enum glsl_interp_qualifier InterpQualifier[FRAG_ATTRIB_MAX];
2016
2017 /**
2018 * Bitfield indicating, for each fragment shader input, 1 if that input
2019 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2020 */
2021 GLbitfield64 IsCentroid;
2022 };
2023
2024
2025 /**
2026 * State common to vertex and fragment programs.
2027 */
2028 struct gl_program_state
2029 {
2030 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2031 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2032 };
2033
2034
2035 /**
2036 * Context state for vertex programs.
2037 */
2038 struct gl_vertex_program_state
2039 {
2040 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2041 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2042 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2043 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2044 /** Computed two sided lighting for fixed function/programs. */
2045 GLboolean _TwoSideEnabled;
2046 struct gl_vertex_program *Current; /**< User-bound vertex program */
2047
2048 /** Currently enabled and valid vertex program (including internal
2049 * programs, user-defined vertex programs and GLSL vertex shaders).
2050 * This is the program we must use when rendering.
2051 */
2052 struct gl_vertex_program *_Current;
2053
2054 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2055
2056 /** Should fixed-function T&L be implemented with a vertex prog? */
2057 GLboolean _MaintainTnlProgram;
2058
2059 /** Program to emulate fixed-function T&L (see above) */
2060 struct gl_vertex_program *_TnlProgram;
2061
2062 /** Cache of fixed-function programs */
2063 struct gl_program_cache *Cache;
2064
2065 GLboolean _Overriden;
2066 };
2067
2068
2069 /**
2070 * Context state for geometry programs.
2071 */
2072 struct gl_geometry_program_state
2073 {
2074 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
2075 GLboolean _Enabled; /**< Enabled and valid program? */
2076 struct gl_geometry_program *Current; /**< user-bound geometry program */
2077
2078 /** Currently enabled and valid program (including internal programs
2079 * and compiled shader programs).
2080 */
2081 struct gl_geometry_program *_Current;
2082
2083 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2084
2085 /** Cache of fixed-function programs */
2086 struct gl_program_cache *Cache;
2087 };
2088
2089 /**
2090 * Context state for fragment programs.
2091 */
2092 struct gl_fragment_program_state
2093 {
2094 GLboolean Enabled; /**< User-set fragment program enable flag */
2095 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2096 struct gl_fragment_program *Current; /**< User-bound fragment program */
2097
2098 /** Currently enabled and valid fragment program (including internal
2099 * programs, user-defined fragment programs and GLSL fragment shaders).
2100 * This is the program we must use when rendering.
2101 */
2102 struct gl_fragment_program *_Current;
2103
2104 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2105
2106 /** Should fixed-function texturing be implemented with a fragment prog? */
2107 GLboolean _MaintainTexEnvProgram;
2108
2109 /** Program to emulate fixed-function texture env/combine (see above) */
2110 struct gl_fragment_program *_TexEnvProgram;
2111
2112 /** Cache of fixed-function programs */
2113 struct gl_program_cache *Cache;
2114 };
2115
2116
2117 /**
2118 * ATI_fragment_shader runtime state
2119 */
2120 #define ATI_FS_INPUT_PRIMARY 0
2121 #define ATI_FS_INPUT_SECONDARY 1
2122
2123 struct atifs_instruction;
2124 struct atifs_setupinst;
2125
2126 /**
2127 * ATI fragment shader
2128 */
2129 struct ati_fragment_shader
2130 {
2131 GLuint Id;
2132 GLint RefCount;
2133 struct atifs_instruction *Instructions[2];
2134 struct atifs_setupinst *SetupInst[2];
2135 GLfloat Constants[8][4];
2136 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2137 GLubyte numArithInstr[2];
2138 GLubyte regsAssigned[2];
2139 GLubyte NumPasses; /**< 1 or 2 */
2140 GLubyte cur_pass;
2141 GLubyte last_optype;
2142 GLboolean interpinp1;
2143 GLboolean isValid;
2144 GLuint swizzlerq;
2145 };
2146
2147 /**
2148 * Context state for GL_ATI_fragment_shader
2149 */
2150 struct gl_ati_fragment_shader_state
2151 {
2152 GLboolean Enabled;
2153 GLboolean _Enabled; /**< enabled and valid shader? */
2154 GLboolean Compiling;
2155 GLfloat GlobalConstants[8][4];
2156 struct ati_fragment_shader *Current;
2157 };
2158
2159
2160 /** Set by #pragma directives */
2161 struct gl_sl_pragmas
2162 {
2163 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2164 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2165 GLboolean Optimize; /**< defaults on */
2166 GLboolean Debug; /**< defaults off */
2167 };
2168
2169
2170 /**
2171 * A GLSL vertex or fragment shader object.
2172 */
2173 struct gl_shader
2174 {
2175 GLenum Type; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB (first field!) */
2176 GLuint Name; /**< AKA the handle */
2177 GLint RefCount; /**< Reference count */
2178 GLboolean DeletePending;
2179 GLboolean CompileStatus;
2180 const GLchar *Source; /**< Source code string */
2181 GLuint SourceChecksum; /**< for debug/logging purposes */
2182 struct gl_program *Program; /**< Post-compile assembly code */
2183 GLchar *InfoLog;
2184 struct gl_sl_pragmas Pragmas;
2185
2186 unsigned Version; /**< GLSL version used for linking */
2187
2188 /**
2189 * \name Sampler tracking
2190 *
2191 * \note Each of these fields is only set post-linking.
2192 */
2193 /*@{*/
2194 unsigned num_samplers; /**< Number of samplers used by this shader. */
2195 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2196 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2197 /*@}*/
2198
2199 /**
2200 * Number of uniform components used by this shader.
2201 *
2202 * This field is only set post-linking.
2203 */
2204 unsigned num_uniform_components;
2205
2206 /**
2207 * This shader's uniform block information.
2208 *
2209 * The offsets of the variables are assigned only for shaders in a program's
2210 * _LinkedShaders[].
2211 */
2212 struct gl_uniform_block *UniformBlocks;
2213 unsigned NumUniformBlocks;
2214
2215 struct exec_list *ir;
2216 struct glsl_symbol_table *symbols;
2217
2218 /** Shaders containing built-in functions that are used for linking. */
2219 struct gl_shader *builtins_to_link[16];
2220 unsigned num_builtins_to_link;
2221 };
2222
2223
2224 /**
2225 * Shader stages. Note that these will become 5 with tessellation.
2226 * These MUST have the same values as gallium's PIPE_SHADER_*
2227 */
2228 typedef enum
2229 {
2230 MESA_SHADER_VERTEX = 0,
2231 MESA_SHADER_FRAGMENT = 1,
2232 MESA_SHADER_GEOMETRY = 2,
2233 MESA_SHADER_TYPES = 3
2234 } gl_shader_type;
2235
2236 struct gl_uniform_buffer_variable
2237 {
2238 char *Name;
2239 const struct glsl_type *Type;
2240 unsigned int Buffer;
2241 unsigned int Offset;
2242 GLboolean RowMajor;
2243 };
2244
2245 struct gl_uniform_block
2246 {
2247 /** Declared name of the uniform block */
2248 char *Name;
2249
2250 /** Array of supplemental information about UBO ir_variables. */
2251 struct gl_uniform_buffer_variable *Uniforms;
2252 GLuint NumUniforms;
2253
2254 /**
2255 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2256 * with glBindBufferBase to bind a buffer object to this uniform block. When
2257 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2258 */
2259 GLuint Binding;
2260
2261 /**
2262 * Minimum size of a buffer object to back this uniform buffer
2263 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2264 */
2265 GLuint UniformBufferSize;
2266 };
2267
2268 /**
2269 * A GLSL program object.
2270 * Basically a linked collection of vertex and fragment shaders.
2271 */
2272 struct gl_shader_program
2273 {
2274 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2275 GLuint Name; /**< aka handle or ID */
2276 GLint RefCount; /**< Reference count */
2277 GLboolean DeletePending;
2278
2279 /**
2280 * Flags that the linker should not reject the program if it lacks
2281 * a vertex or fragment shader. GLES2 doesn't allow separate
2282 * shader objects, and would reject them. However, we internally
2283 * build separate shader objects for fixed function programs, which
2284 * we use for drivers/common/meta.c and for handling
2285 * _mesa_update_state with no program bound (for example in
2286 * glClear()).
2287 */
2288 GLboolean InternalSeparateShader;
2289
2290 GLuint NumShaders; /**< number of attached shaders */
2291 struct gl_shader **Shaders; /**< List of attached the shaders */
2292
2293 /**
2294 * User-defined attribute bindings
2295 *
2296 * These are set via \c glBindAttribLocation and are used to direct the
2297 * GLSL linker. These are \b not the values used in the compiled shader,
2298 * and they are \b not the values returned by \c glGetAttribLocation.
2299 */
2300 struct string_to_uint_map *AttributeBindings;
2301
2302 /**
2303 * User-defined fragment data bindings
2304 *
2305 * These are set via \c glBindFragDataLocation and are used to direct the
2306 * GLSL linker. These are \b not the values used in the compiled shader,
2307 * and they are \b not the values returned by \c glGetFragDataLocation.
2308 */
2309 struct string_to_uint_map *FragDataBindings;
2310 struct string_to_uint_map *FragDataIndexBindings;
2311
2312 /**
2313 * Transform feedback varyings last specified by
2314 * glTransformFeedbackVaryings().
2315 *
2316 * For the current set of transform feeedback varyings used for transform
2317 * feedback output, see LinkedTransformFeedback.
2318 */
2319 struct {
2320 GLenum BufferMode;
2321 GLuint NumVarying;
2322 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2323 } TransformFeedback;
2324
2325 /** Post-link transform feedback info. */
2326 struct gl_transform_feedback_info LinkedTransformFeedback;
2327
2328 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2329 enum gl_frag_depth_layout FragDepthLayout;
2330
2331 /** Geometry shader state - copied into gl_geometry_program at link time */
2332 struct {
2333 GLint VerticesOut;
2334 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2335 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2336 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2337 } Geom;
2338
2339 /** Vertex shader state - copied into gl_vertex_program at link time */
2340 struct {
2341 GLboolean UsesClipDistance; /**< True if gl_ClipDistance is written to. */
2342 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2343 0 if not present. */
2344 } Vert;
2345
2346 /* post-link info: */
2347 unsigned NumUserUniformStorage;
2348 struct gl_uniform_storage *UniformStorage;
2349
2350 struct gl_uniform_block *UniformBlocks;
2351 unsigned NumUniformBlocks;
2352
2353 /**
2354 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2355 * they're used in, or -1.
2356 *
2357 * This is used to maintain the Binding values of the stage's UniformBlocks[]
2358 * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2359 */
2360 int *UniformBlockStageIndex[MESA_SHADER_TYPES];
2361
2362 /**
2363 * Map of active uniform names to locations
2364 *
2365 * Maps any active uniform that is not an array element to a location.
2366 * Each active uniform, including individual structure members will appear
2367 * in this map. This roughly corresponds to the set of names that would be
2368 * enumerated by \c glGetActiveUniform.
2369 */
2370 struct string_to_uint_map *UniformHash;
2371
2372 /**
2373 * Map from sampler unit to texture unit (set by glUniform1i())
2374 *
2375 * A sampler unit is associated with each sampler uniform by the linker.
2376 * The sampler unit associated with each uniform is stored in the
2377 * \c gl_uniform_storage::sampler field.
2378 */
2379 GLubyte SamplerUnits[MAX_SAMPLERS];
2380 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2381 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2382
2383 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2384 GLboolean Validated;
2385 GLboolean _Used; /**< Ever used for drawing? */
2386 GLchar *InfoLog;
2387
2388 unsigned Version; /**< GLSL version used for linking */
2389
2390 /**
2391 * Per-stage shaders resulting from the first stage of linking.
2392 *
2393 * Set of linked shaders for this program. The array is accessed using the
2394 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2395 * \c NULL.
2396 */
2397 struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES];
2398 };
2399
2400
2401 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2402 #define GLSL_LOG 0x2 /**< Write shaders to files */
2403 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2404 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2405 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2406 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2407 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2408 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2409 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2410
2411
2412 /**
2413 * Context state for GLSL vertex/fragment shaders.
2414 */
2415 struct gl_shader_state
2416 {
2417 /**
2418 * Programs used for rendering
2419 *
2420 * There is a separate program set for each shader stage. If
2421 * GL_EXT_separate_shader_objects is not supported, each of these must point
2422 * to \c NULL or to the same program.
2423 */
2424 struct gl_shader_program *CurrentVertexProgram;
2425 struct gl_shader_program *CurrentGeometryProgram;
2426 struct gl_shader_program *CurrentFragmentProgram;
2427
2428 struct gl_shader_program *_CurrentFragmentProgram;
2429
2430 /**
2431 * Program used by glUniform calls.
2432 *
2433 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2434 */
2435 struct gl_shader_program *ActiveProgram;
2436
2437 GLbitfield Flags; /**< Mask of GLSL_x flags */
2438 };
2439
2440
2441 /**
2442 * Compiler options for a single GLSL shaders type
2443 */
2444 struct gl_shader_compiler_options
2445 {
2446 /** Driver-selectable options: */
2447 GLboolean EmitCondCodes; /**< Use condition codes? */
2448 GLboolean EmitNoLoops;
2449 GLboolean EmitNoFunctions;
2450 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2451 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2452 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2453 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2454 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2455
2456 /**
2457 * \name Forms of indirect addressing the driver cannot do.
2458 */
2459 /*@{*/
2460 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2461 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2462 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2463 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2464 /*@}*/
2465
2466 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2467 GLuint MaxUnrollIterations;
2468
2469 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2470 };
2471
2472
2473 /**
2474 * Occlusion/timer query object.
2475 */
2476 struct gl_query_object
2477 {
2478 GLenum Target; /**< The query target, when active */
2479 GLuint Id; /**< hash table ID/name */
2480 GLuint64EXT Result; /**< the counter */
2481 GLboolean Active; /**< inside Begin/EndQuery */
2482 GLboolean Ready; /**< result is ready? */
2483 };
2484
2485
2486 /**
2487 * Context state for query objects.
2488 */
2489 struct gl_query_state
2490 {
2491 struct _mesa_HashTable *QueryObjects;
2492 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2493 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2494
2495 /** GL_NV_conditional_render */
2496 struct gl_query_object *CondRenderQuery;
2497
2498 /** GL_EXT_transform_feedback */
2499 struct gl_query_object *PrimitivesGenerated;
2500 struct gl_query_object *PrimitivesWritten;
2501
2502 /** GL_ARB_timer_query */
2503 struct gl_query_object *TimeElapsed;
2504
2505 GLenum CondRenderMode;
2506 };
2507
2508
2509 /** Sync object state */
2510 struct gl_sync_object
2511 {
2512 struct simple_node link;
2513 GLenum Type; /**< GL_SYNC_FENCE */
2514 GLuint Name; /**< Fence name */
2515 GLint RefCount; /**< Reference count */
2516 GLboolean DeletePending; /**< Object was deleted while there were still
2517 * live references (e.g., sync not yet finished)
2518 */
2519 GLenum SyncCondition;
2520 GLbitfield Flags; /**< Flags passed to glFenceSync */
2521 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2522 };
2523
2524
2525 /**
2526 * State which can be shared by multiple contexts:
2527 */
2528 struct gl_shared_state
2529 {
2530 _glthread_Mutex Mutex; /**< for thread safety */
2531 GLint RefCount; /**< Reference count */
2532 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2533 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2534
2535 /** Default texture objects (shared by all texture units) */
2536 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2537
2538 /** Fallback texture used when a bound texture is incomplete */
2539 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
2540
2541 /**
2542 * \name Thread safety and statechange notification for texture
2543 * objects.
2544 *
2545 * \todo Improve the granularity of locking.
2546 */
2547 /*@{*/
2548 _glthread_Mutex TexMutex; /**< texobj thread safety */
2549 GLuint TextureStateStamp; /**< state notification for shared tex */
2550 /*@}*/
2551
2552 /** Default buffer object for vertex arrays that aren't in VBOs */
2553 struct gl_buffer_object *NullBufferObj;
2554
2555 /**
2556 * \name Vertex/geometry/fragment programs
2557 */
2558 /*@{*/
2559 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2560 struct gl_vertex_program *DefaultVertexProgram;
2561 struct gl_fragment_program *DefaultFragmentProgram;
2562 struct gl_geometry_program *DefaultGeometryProgram;
2563 /*@}*/
2564
2565 /* GL_ATI_fragment_shader */
2566 struct _mesa_HashTable *ATIShaders;
2567 struct ati_fragment_shader *DefaultFragmentShader;
2568
2569 struct _mesa_HashTable *BufferObjects;
2570
2571 /** Table of both gl_shader and gl_shader_program objects */
2572 struct _mesa_HashTable *ShaderObjects;
2573
2574 /* GL_EXT_framebuffer_object */
2575 struct _mesa_HashTable *RenderBuffers;
2576 struct _mesa_HashTable *FrameBuffers;
2577
2578 /* GL_ARB_sync */
2579 struct simple_node SyncObjects;
2580
2581 /** GL_ARB_sampler_objects */
2582 struct _mesa_HashTable *SamplerObjects;
2583 };
2584
2585
2586
2587 /**
2588 * Renderbuffers represent drawing surfaces such as color, depth and/or
2589 * stencil. A framebuffer object has a set of renderbuffers.
2590 * Drivers will typically derive subclasses of this type.
2591 */
2592 struct gl_renderbuffer
2593 {
2594 _glthread_Mutex Mutex; /**< for thread safety */
2595 GLuint ClassID; /**< Useful for drivers */
2596 GLuint Name;
2597 GLint RefCount;
2598 GLuint Width, Height;
2599 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2600 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
2601 GLubyte NumSamples;
2602 GLenum InternalFormat; /**< The user-specified format */
2603 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2604 GL_STENCIL_INDEX. */
2605 gl_format Format; /**< The actual renderbuffer memory format */
2606
2607 /** Delete this renderbuffer */
2608 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2609
2610 /** Allocate new storage for this renderbuffer */
2611 GLboolean (*AllocStorage)(struct gl_context *ctx,
2612 struct gl_renderbuffer *rb,
2613 GLenum internalFormat,
2614 GLuint width, GLuint height);
2615 };
2616
2617
2618 /**
2619 * A renderbuffer attachment points to either a texture object (and specifies
2620 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2621 */
2622 struct gl_renderbuffer_attachment
2623 {
2624 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2625 GLboolean Complete;
2626
2627 /**
2628 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2629 * application supplied renderbuffer object.
2630 */
2631 struct gl_renderbuffer *Renderbuffer;
2632
2633 /**
2634 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2635 * supplied texture object.
2636 */
2637 struct gl_texture_object *Texture;
2638 GLuint TextureLevel; /**< Attached mipmap level. */
2639 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2640 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2641 * and 2D array textures */
2642 };
2643
2644
2645 /**
2646 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2647 * In C++ terms, think of this as a base class from which device drivers
2648 * will make derived classes.
2649 */
2650 struct gl_framebuffer
2651 {
2652 _glthread_Mutex Mutex; /**< for thread safety */
2653 /**
2654 * If zero, this is a window system framebuffer. If non-zero, this
2655 * is a FBO framebuffer; note that for some devices (i.e. those with
2656 * a natural pixel coordinate system for FBOs that differs from the
2657 * OpenGL/Mesa coordinate system), this means that the viewport,
2658 * polygon face orientation, and polygon stipple will have to be inverted.
2659 */
2660 GLuint Name;
2661
2662 GLint RefCount;
2663 GLboolean DeletePending;
2664
2665 /**
2666 * The framebuffer's visual. Immutable if this is a window system buffer.
2667 * Computed from attachments if user-made FBO.
2668 */
2669 struct gl_config Visual;
2670
2671 GLboolean Initialized;
2672
2673 GLuint Width, Height; /**< size of frame buffer in pixels */
2674
2675 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2676 /*@{*/
2677 GLint _Xmin, _Xmax; /**< inclusive */
2678 GLint _Ymin, _Ymax; /**< exclusive */
2679 /*@}*/
2680
2681 /** \name Derived Z buffer stuff */
2682 /*@{*/
2683 GLuint _DepthMax; /**< Max depth buffer value */
2684 GLfloat _DepthMaxF; /**< Float max depth buffer value */
2685 GLfloat _MRD; /**< minimum resolvable difference in Z values */
2686 /*@}*/
2687
2688 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2689 GLenum _Status;
2690
2691 /** Integer color values */
2692 GLboolean _IntegerColor;
2693
2694 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2695 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2696
2697 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2698 * attribute group and GL_PIXEL attribute group, respectively.
2699 */
2700 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
2701 GLenum ColorReadBuffer;
2702
2703 /** Computed from ColorDraw/ReadBuffer above */
2704 GLuint _NumColorDrawBuffers;
2705 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
2706 GLint _ColorReadBufferIndex; /* -1 = None */
2707 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
2708 struct gl_renderbuffer *_ColorReadBuffer;
2709
2710 /** Delete this framebuffer */
2711 void (*Delete)(struct gl_framebuffer *fb);
2712 };
2713
2714
2715 /**
2716 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
2717 */
2718 struct gl_precision
2719 {
2720 GLushort RangeMin; /**< min value exponent */
2721 GLushort RangeMax; /**< max value exponent */
2722 GLushort Precision; /**< number of mantissa bits */
2723 };
2724
2725
2726 /**
2727 * Limits for vertex, geometry and fragment programs/shaders.
2728 */
2729 struct gl_program_constants
2730 {
2731 /* logical limits */
2732 GLuint MaxInstructions;
2733 GLuint MaxAluInstructions;
2734 GLuint MaxTexInstructions;
2735 GLuint MaxTexIndirections;
2736 GLuint MaxAttribs;
2737 GLuint MaxTemps;
2738 GLuint MaxAddressRegs;
2739 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
2740 GLuint MaxParameters;
2741 GLuint MaxLocalParams;
2742 GLuint MaxEnvParams;
2743 /* native/hardware limits */
2744 GLuint MaxNativeInstructions;
2745 GLuint MaxNativeAluInstructions;
2746 GLuint MaxNativeTexInstructions;
2747 GLuint MaxNativeTexIndirections;
2748 GLuint MaxNativeAttribs;
2749 GLuint MaxNativeTemps;
2750 GLuint MaxNativeAddressRegs;
2751 GLuint MaxNativeParameters;
2752 /* For shaders */
2753 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
2754 /* ES 2.0 and GL_ARB_ES2_compatibility */
2755 struct gl_precision LowFloat, MediumFloat, HighFloat;
2756 struct gl_precision LowInt, MediumInt, HighInt;
2757 /* GL_ARB_uniform_buffer_object */
2758 GLuint MaxUniformBlocks;
2759 GLuint MaxCombinedUniformComponents;
2760 };
2761
2762
2763 /**
2764 * Constants which may be overridden by device driver during context creation
2765 * but are never changed after that.
2766 */
2767 struct gl_constants
2768 {
2769 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
2770 GLuint MaxTextureLevels; /**< Max mipmap levels. */
2771 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
2772 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
2773 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
2774 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
2775 GLuint MaxTextureCoordUnits;
2776 GLuint MaxTextureImageUnits;
2777 GLuint MaxVertexTextureImageUnits;
2778 GLuint MaxCombinedTextureImageUnits;
2779 GLuint MaxGeometryTextureImageUnits;
2780 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, ImageUnits) */
2781 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
2782 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
2783 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
2784
2785 GLuint MaxArrayLockSize;
2786
2787 GLint SubPixelBits;
2788
2789 GLfloat MinPointSize, MaxPointSize; /**< aliased */
2790 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
2791 GLfloat PointSizeGranularity;
2792 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
2793 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
2794 GLfloat LineWidthGranularity;
2795
2796 GLuint MaxColorTableSize;
2797
2798 GLuint MaxClipPlanes;
2799 GLuint MaxLights;
2800 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
2801 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
2802
2803 GLuint MaxViewportWidth, MaxViewportHeight;
2804
2805 struct gl_program_constants VertexProgram; /**< GL_ARB_vertex_program */
2806 struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
2807 struct gl_program_constants GeometryProgram; /**< GL_ARB_geometry_shader4 */
2808 GLuint MaxProgramMatrices;
2809 GLuint MaxProgramMatrixStackDepth;
2810
2811 struct {
2812 GLuint SamplesPassed;
2813 GLuint TimeElapsed;
2814 GLuint Timestamp;
2815 GLuint PrimitivesGenerated;
2816 GLuint PrimitivesWritten;
2817 } QueryCounterBits;
2818
2819 /** vertex array / buffer object bounds checking */
2820 GLboolean CheckArrayBounds;
2821
2822 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
2823
2824 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
2825 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
2826 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
2827
2828 /** Number of varying vectors between vertex and fragment shaders */
2829 GLuint MaxVarying;
2830 GLuint MaxVertexVaryingComponents; /**< Between vert and geom shader */
2831 GLuint MaxGeometryVaryingComponents; /**< Between geom and frag shader */
2832
2833 /** @{
2834 * GL_ARB_uniform_buffer_object
2835 */
2836 GLuint MaxCombinedUniformBlocks;
2837 GLuint MaxUniformBufferBindings;
2838 GLuint MaxUniformBlockSize;
2839 GLuint UniformBufferOffsetAlignment;
2840 /** @} */
2841
2842 /** GL_ARB_geometry_shader4 */
2843 GLuint MaxGeometryOutputVertices;
2844 GLuint MaxGeometryTotalOutputComponents;
2845
2846 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
2847
2848 /**
2849 * Changes default GLSL extension behavior from "error" to "warn". It's out
2850 * of spec, but it can make some apps work that otherwise wouldn't.
2851 */
2852 GLboolean ForceGLSLExtensionsWarn;
2853
2854 /**
2855 * Does the driver support real 32-bit integers? (Otherwise, integers are
2856 * simulated via floats.)
2857 */
2858 GLboolean NativeIntegers;
2859
2860 /**
2861 * If the driver supports real 32-bit integers, what integer value should be
2862 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
2863 */
2864 GLuint UniformBooleanTrue;
2865
2866 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
2867 GLbitfield SupportedBumpUnits;
2868
2869 /**
2870 * Maximum amount of time, measured in nanseconds, that the server can wait.
2871 */
2872 GLuint64 MaxServerWaitTimeout;
2873
2874 /** GL_EXT_provoking_vertex */
2875 GLboolean QuadsFollowProvokingVertexConvention;
2876
2877 /** OpenGL version 3.0 */
2878 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
2879
2880 /** OpenGL version 3.2 */
2881 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
2882
2883 /** GL_EXT_transform_feedback */
2884 GLuint MaxTransformFeedbackBuffers;
2885 GLuint MaxTransformFeedbackSeparateComponents;
2886 GLuint MaxTransformFeedbackInterleavedComponents;
2887 GLuint MaxVertexStreams;
2888
2889 /** GL_EXT_gpu_shader4 */
2890 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
2891
2892 /* GL_ARB_robustness */
2893 GLenum ResetStrategy;
2894
2895 /* GL_ARB_blend_func_extended */
2896 GLuint MaxDualSourceDrawBuffers;
2897
2898 /**
2899 * Whether the implementation strips out and ignores texture borders.
2900 *
2901 * Many GPU hardware implementations don't support rendering with texture
2902 * borders and mipmapped textures. (Note: not static border color, but the
2903 * old 1-pixel border around each edge). Implementations then have to do
2904 * slow fallbacks to be correct, or just ignore the border and be fast but
2905 * wrong. Setting the flag strips the border off of TexImage calls,
2906 * providing "fast but wrong" at significantly reduced driver complexity.
2907 *
2908 * Texture borders are deprecated in GL 3.0.
2909 **/
2910 GLboolean StripTextureBorder;
2911
2912 /**
2913 * For drivers which can do a better job at eliminating unused varyings
2914 * and uniforms than the GLSL compiler.
2915 *
2916 * XXX Remove these as soon as a better solution is available.
2917 */
2918 GLboolean GLSLSkipStrictMaxVaryingLimitCheck;
2919 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
2920
2921 /**
2922 * Force software support for primitive restart in the VBO module.
2923 */
2924 GLboolean PrimitiveRestartInSoftware;
2925
2926 /** GL_ARB_map_buffer_alignment */
2927 GLuint MinMapBufferAlignment;
2928 };
2929
2930
2931 /**
2932 * Enable flag for each OpenGL extension. Different device drivers will
2933 * enable different extensions at runtime.
2934 */
2935 struct gl_extensions
2936 {
2937 GLboolean dummy; /* don't remove this! */
2938 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
2939 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
2940 GLboolean ANGLE_texture_compression_dxt;
2941 GLboolean ARB_ES2_compatibility;
2942 GLboolean ARB_base_instance;
2943 GLboolean ARB_blend_func_extended;
2944 GLboolean ARB_color_buffer_float;
2945 GLboolean ARB_conservative_depth;
2946 GLboolean ARB_depth_buffer_float;
2947 GLboolean ARB_depth_clamp;
2948 GLboolean ARB_depth_texture;
2949 GLboolean ARB_draw_buffers_blend;
2950 GLboolean ARB_draw_elements_base_vertex;
2951 GLboolean ARB_draw_instanced;
2952 GLboolean ARB_fragment_coord_conventions;
2953 GLboolean ARB_fragment_program;
2954 GLboolean ARB_fragment_program_shadow;
2955 GLboolean ARB_fragment_shader;
2956 GLboolean ARB_framebuffer_object;
2957 GLboolean ARB_explicit_attrib_location;
2958 GLboolean ARB_geometry_shader4;
2959 GLboolean ARB_half_float_pixel;
2960 GLboolean ARB_half_float_vertex;
2961 GLboolean ARB_instanced_arrays;
2962 GLboolean ARB_map_buffer_alignment;
2963 GLboolean ARB_map_buffer_range;
2964 GLboolean ARB_occlusion_query;
2965 GLboolean ARB_occlusion_query2;
2966 GLboolean ARB_point_sprite;
2967 GLboolean ARB_seamless_cube_map;
2968 GLboolean ARB_shader_bit_encoding;
2969 GLboolean ARB_shader_objects;
2970 GLboolean ARB_shader_stencil_export;
2971 GLboolean ARB_shader_texture_lod;
2972 GLboolean ARB_shading_language_100;
2973 GLboolean ARB_shadow;
2974 GLboolean ARB_sync;
2975 GLboolean ARB_texture_border_clamp;
2976 GLboolean ARB_texture_buffer_object;
2977 GLboolean ARB_texture_compression_rgtc;
2978 GLboolean ARB_texture_cube_map;
2979 GLboolean ARB_texture_cube_map_array;
2980 GLboolean ARB_texture_env_combine;
2981 GLboolean ARB_texture_env_crossbar;
2982 GLboolean ARB_texture_env_dot3;
2983 GLboolean ARB_texture_float;
2984 GLboolean ARB_texture_multisample;
2985 GLboolean ARB_texture_non_power_of_two;
2986 GLboolean ARB_texture_rg;
2987 GLboolean ARB_texture_rgb10_a2ui;
2988 GLboolean ARB_texture_storage;
2989 GLboolean ARB_timer_query;
2990 GLboolean ARB_transform_feedback2;
2991 GLboolean ARB_transform_feedback3;
2992 GLboolean ARB_transform_feedback_instanced;
2993 GLboolean ARB_uniform_buffer_object;
2994 GLboolean ARB_vertex_program;
2995 GLboolean ARB_vertex_shader;
2996 GLboolean ARB_vertex_type_2_10_10_10_rev;
2997 GLboolean EXT_blend_color;
2998 GLboolean EXT_blend_equation_separate;
2999 GLboolean EXT_blend_func_separate;
3000 GLboolean EXT_blend_minmax;
3001 GLboolean EXT_clip_volume_hint;
3002 GLboolean EXT_depth_bounds_test;
3003 GLboolean EXT_draw_buffers2;
3004 GLboolean EXT_fog_coord;
3005 GLboolean EXT_framebuffer_blit;
3006 GLboolean EXT_framebuffer_multisample;
3007 GLboolean EXT_framebuffer_object;
3008 GLboolean EXT_framebuffer_sRGB;
3009 GLboolean EXT_gpu_program_parameters;
3010 GLboolean EXT_gpu_shader4;
3011 GLboolean EXT_packed_depth_stencil;
3012 GLboolean EXT_packed_float;
3013 GLboolean EXT_pixel_buffer_object;
3014 GLboolean EXT_point_parameters;
3015 GLboolean EXT_provoking_vertex;
3016 GLboolean EXT_shadow_funcs;
3017 GLboolean EXT_secondary_color;
3018 GLboolean EXT_separate_shader_objects;
3019 GLboolean EXT_stencil_two_side;
3020 GLboolean EXT_texture3D;
3021 GLboolean EXT_texture_array;
3022 GLboolean EXT_texture_compression_latc;
3023 GLboolean EXT_texture_compression_s3tc;
3024 GLboolean EXT_texture_env_dot3;
3025 GLboolean EXT_texture_filter_anisotropic;
3026 GLboolean EXT_texture_integer;
3027 GLboolean EXT_texture_mirror_clamp;
3028 GLboolean EXT_texture_shared_exponent;
3029 GLboolean EXT_texture_snorm;
3030 GLboolean EXT_texture_sRGB;
3031 GLboolean EXT_texture_sRGB_decode;
3032 GLboolean EXT_texture_swizzle;
3033 GLboolean EXT_transform_feedback;
3034 GLboolean EXT_timer_query;
3035 GLboolean EXT_vertex_array_bgra;
3036 GLboolean OES_standard_derivatives;
3037 /* vendor extensions */
3038 GLboolean AMD_seamless_cubemap_per_texture;
3039 GLboolean APPLE_object_purgeable;
3040 GLboolean ATI_envmap_bumpmap;
3041 GLboolean ATI_texture_compression_3dc;
3042 GLboolean ATI_texture_mirror_once;
3043 GLboolean ATI_texture_env_combine3;
3044 GLboolean ATI_fragment_shader;
3045 GLboolean ATI_separate_stencil;
3046 GLboolean MESA_pack_invert;
3047 GLboolean MESA_resize_buffers;
3048 GLboolean MESA_ycbcr_texture;
3049 GLboolean MESA_texture_array;
3050 GLboolean NV_blend_square;
3051 GLboolean NV_conditional_render;
3052 GLboolean NV_fog_distance;
3053 GLboolean NV_fragment_program_option;
3054 GLboolean NV_point_sprite;
3055 GLboolean NV_primitive_restart;
3056 GLboolean NV_texture_barrier;
3057 GLboolean NV_texture_env_combine4;
3058 GLboolean NV_texture_rectangle;
3059 GLboolean TDFX_texture_compression_FXT1;
3060 GLboolean S3_s3tc;
3061 GLboolean OES_EGL_image;
3062 GLboolean OES_draw_texture;
3063 GLboolean OES_EGL_image_external;
3064 GLboolean OES_compressed_ETC1_RGB8_texture;
3065 GLboolean extension_sentinel;
3066 /** The extension string */
3067 const GLubyte *String;
3068 /** Number of supported extensions */
3069 GLuint Count;
3070 };
3071
3072
3073 /**
3074 * A stack of matrices (projection, modelview, color, texture, etc).
3075 */
3076 struct gl_matrix_stack
3077 {
3078 GLmatrix *Top; /**< points into Stack */
3079 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3080 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3081 GLuint MaxDepth; /**< size of Stack[] array */
3082 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3083 };
3084
3085
3086 /**
3087 * \name Bits for image transfer operations
3088 * \sa __struct gl_contextRec::ImageTransferState.
3089 */
3090 /*@{*/
3091 #define IMAGE_SCALE_BIAS_BIT 0x1
3092 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3093 #define IMAGE_MAP_COLOR_BIT 0x4
3094 #define IMAGE_CLAMP_BIT 0x800
3095
3096
3097 /** Pixel Transfer ops */
3098 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3099 IMAGE_SHIFT_OFFSET_BIT | \
3100 IMAGE_MAP_COLOR_BIT)
3101
3102 /**
3103 * \name Bits to indicate what state has changed.
3104 */
3105 /*@{*/
3106 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3107 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3108 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3109 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3110 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3111 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3112 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3113 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3114 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3115 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3116 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3117 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3118 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3119 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3120 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3121 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3122 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3123 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3124 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3125 #define _NEW_PACKUNPACK (1 << 19) /**< gl_context::Pack, Unpack */
3126 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3127 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3128 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3129 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3130 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3131 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3132 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3133 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3134 #define _NEW_BUFFER_OBJECT (1 << 28)
3135 #define _NEW_FRAG_CLAMP (1 << 29)
3136 #define _NEW_TRANSFORM_FEEDBACK (1 << 30) /**< gl_context::TransformFeedback */
3137 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3138 #define _NEW_ALL ~0
3139
3140 /**
3141 * We use _NEW_TRANSFORM for GL_RASTERIZER_DISCARD. This #define is for
3142 * clarity.
3143 */
3144 #define _NEW_RASTERIZER_DISCARD _NEW_TRANSFORM
3145 /*@}*/
3146
3147
3148 /**
3149 * \name A bunch of flags that we think might be useful to drivers.
3150 *
3151 * Set in the __struct gl_contextRec::_TriangleCaps bitfield.
3152 */
3153 /*@{*/
3154 #define DD_SEPARATE_SPECULAR (1 << 0)
3155 #define DD_TRI_LIGHT_TWOSIDE (1 << 1)
3156 #define DD_TRI_UNFILLED (1 << 2)
3157 #define DD_TRI_SMOOTH (1 << 3)
3158 #define DD_TRI_STIPPLE (1 << 4)
3159 #define DD_TRI_OFFSET (1 << 5)
3160 #define DD_LINE_SMOOTH (1 << 6)
3161 #define DD_LINE_STIPPLE (1 << 7)
3162 #define DD_POINT_SMOOTH (1 << 8)
3163 #define DD_POINT_ATTEN (1 << 9)
3164 /*@}*/
3165
3166
3167 /**
3168 * Composite state flags
3169 */
3170 /*@{*/
3171 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3172 _NEW_TEXTURE | \
3173 _NEW_POINT | \
3174 _NEW_PROGRAM | \
3175 _NEW_MODELVIEW)
3176
3177 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3178 _NEW_FOG | \
3179 _NEW_PROGRAM)
3180
3181
3182 /*@}*/
3183
3184
3185
3186
3187 /* This has to be included here. */
3188 #include "dd.h"
3189
3190
3191 /**
3192 * Display list flags.
3193 * Strictly this is a tnl-private concept, but it doesn't seem
3194 * worthwhile adding a tnl private structure just to hold this one bit
3195 * of information:
3196 */
3197 #define DLIST_DANGLING_REFS 0x1
3198
3199
3200 /** Opaque declaration of display list payload data type */
3201 union gl_dlist_node;
3202
3203
3204 /**
3205 * Provide a location where information about a display list can be
3206 * collected. Could be extended with driverPrivate structures,
3207 * etc. in the future.
3208 */
3209 struct gl_display_list
3210 {
3211 GLuint Name;
3212 GLbitfield Flags; /**< DLIST_x flags */
3213 /** The dlist commands are in a linked list of nodes */
3214 union gl_dlist_node *Head;
3215 };
3216
3217
3218 /**
3219 * State used during display list compilation and execution.
3220 */
3221 struct gl_dlist_state
3222 {
3223 GLuint CallDepth; /**< Current recursion calling depth */
3224
3225 struct gl_display_list *CurrentList; /**< List currently being compiled */
3226 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3227 GLuint CurrentPos; /**< Index into current block of nodes */
3228
3229 GLvertexformat ListVtxfmt;
3230
3231 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3232 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3233
3234 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3235 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3236
3237 struct {
3238 /* State known to have been set by the currently-compiling display
3239 * list. Used to eliminate some redundant state changes.
3240 */
3241 GLenum ShadeModel;
3242 } Current;
3243 };
3244
3245 /**
3246 * An error, warning, or other piece of debug information for an application
3247 * to consume via GL_ARB_debug_output.
3248 */
3249 struct gl_debug_msg
3250 {
3251 GLenum source;
3252 GLenum type;
3253 GLuint id;
3254 GLenum severity;
3255 GLsizei length;
3256 GLcharARB *message;
3257 };
3258
3259 typedef enum {
3260 API_ERROR_UNKNOWN,
3261 API_ERROR_COUNT
3262 } gl_api_error;
3263
3264 typedef enum {
3265 WINSYS_ERROR_UNKNOWN,
3266 WINSYS_ERROR_COUNT
3267 } gl_winsys_error;
3268
3269 typedef enum {
3270 SHADER_ERROR_UNKNOWN,
3271 SHADER_ERROR_COUNT
3272 } gl_shader_error;
3273
3274 typedef enum {
3275 OTHER_ERROR_UNKNOWN,
3276 OTHER_ERROR_OUT_OF_MEMORY,
3277 OTHER_ERROR_COUNT
3278 } gl_other_error;
3279
3280 struct gl_client_namespace
3281 {
3282 struct _mesa_HashTable *IDs;
3283 unsigned ZeroID; /* a HashTable won't take zero, so store its state here */
3284 struct simple_node Severity[3]; /* lists of IDs in the hash table */
3285 };
3286
3287 struct gl_client_debug
3288 {
3289 GLboolean Defaults[3][2][6]; /* severity, source, type */
3290 struct gl_client_namespace Namespaces[2][6]; /* source, type */
3291 };
3292
3293 struct gl_debug_state
3294 {
3295 GLDEBUGPROCARB Callback;
3296 GLvoid *CallbackData;
3297 GLboolean SyncOutput;
3298 GLboolean ApiErrors[API_ERROR_COUNT];
3299 GLboolean WinsysErrors[WINSYS_ERROR_COUNT];
3300 GLboolean ShaderErrors[SHADER_ERROR_COUNT];
3301 GLboolean OtherErrors[OTHER_ERROR_COUNT];
3302 struct gl_client_debug ClientIDs;
3303 struct gl_debug_msg Log[MAX_DEBUG_LOGGED_MESSAGES];
3304 GLint NumMessages;
3305 GLint NextMsg;
3306 GLint NextMsgLength; /* redundant, but copied here from Log[NextMsg].length
3307 for the sake of the offsetof() code in get.c */
3308 };
3309
3310 /**
3311 * Enum for the OpenGL APIs we know about and may support.
3312 *
3313 * NOTE: This must match the api_enum table in
3314 * src/mesa/main/get_hash_generator.py
3315 */
3316 typedef enum
3317 {
3318 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
3319 API_OPENGLES,
3320 API_OPENGLES2,
3321 API_OPENGL_CORE,
3322 } gl_api;
3323
3324 /**
3325 * Driver-specific state flags.
3326 *
3327 * These are or'd with gl_context::NewDriverState to notify a driver about
3328 * a state change. The driver sets the flags at context creation and
3329 * the meaning of the bits set is opaque to core Mesa.
3330 */
3331 struct gl_driver_flags
3332 {
3333 GLbitfield NewArray; /**< Vertex array state */
3334 };
3335
3336 struct gl_uniform_buffer_binding
3337 {
3338 struct gl_buffer_object *BufferObject;
3339 /** Start of uniform block data in the buffer */
3340 GLintptr Offset;
3341 /** Size of data allowed to be referenced from the buffer (in bytes) */
3342 GLsizeiptr Size;
3343 /**
3344 * glBindBufferBase() indicates that the Size should be ignored and only
3345 * limited by the current size of the BufferObject.
3346 */
3347 GLboolean AutomaticSize;
3348 };
3349
3350 /**
3351 * Mesa rendering context.
3352 *
3353 * This is the central context data structure for Mesa. Almost all
3354 * OpenGL state is contained in this structure.
3355 * Think of this as a base class from which device drivers will derive
3356 * sub classes.
3357 *
3358 * The struct gl_context typedef names this structure.
3359 */
3360 struct gl_context
3361 {
3362 /** State possibly shared with other contexts in the address space */
3363 struct gl_shared_state *Shared;
3364
3365 /** \name API function pointer tables */
3366 /*@{*/
3367 gl_api API;
3368 struct _glapi_table *Save; /**< Display list save functions */
3369 struct _glapi_table *Exec; /**< Execute functions */
3370 struct _glapi_table *CurrentDispatch; /**< == Save or Exec !! */
3371 /*@}*/
3372
3373 struct gl_config Visual;
3374 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
3375 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
3376 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
3377 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
3378
3379 /**
3380 * Device driver function pointer table
3381 */
3382 struct dd_function_table Driver;
3383
3384 /** Core/Driver constants */
3385 struct gl_constants Const;
3386
3387 /** \name The various 4x4 matrix stacks */
3388 /*@{*/
3389 struct gl_matrix_stack ModelviewMatrixStack;
3390 struct gl_matrix_stack ProjectionMatrixStack;
3391 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3392 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3393 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3394 /*@}*/
3395
3396 /** Combined modelview and projection matrix */
3397 GLmatrix _ModelProjectMatrix;
3398
3399 /** \name Display lists */
3400 struct gl_dlist_state ListState;
3401
3402 GLboolean ExecuteFlag; /**< Execute GL commands? */
3403 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3404
3405 /** Extension information */
3406 struct gl_extensions Extensions;
3407
3408 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
3409 GLuint Version;
3410 char *VersionString;
3411
3412 /** \name State attribute stack (for glPush/PopAttrib) */
3413 /*@{*/
3414 GLuint AttribStackDepth;
3415 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3416 /*@}*/
3417
3418 /** \name Renderer attribute groups
3419 *
3420 * We define a struct for each attribute group to make pushing and popping
3421 * attributes easy. Also it's a good organization.
3422 */
3423 /*@{*/
3424 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
3425 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
3426 struct gl_current_attrib Current; /**< Current attributes */
3427 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
3428 struct gl_eval_attrib Eval; /**< Eval attributes */
3429 struct gl_fog_attrib Fog; /**< Fog attributes */
3430 struct gl_hint_attrib Hint; /**< Hint attributes */
3431 struct gl_light_attrib Light; /**< Light attributes */
3432 struct gl_line_attrib Line; /**< Line attributes */
3433 struct gl_list_attrib List; /**< List attributes */
3434 struct gl_multisample_attrib Multisample;
3435 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
3436 struct gl_point_attrib Point; /**< Point attributes */
3437 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
3438 GLuint PolygonStipple[32]; /**< Polygon stipple */
3439 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
3440 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
3441 struct gl_texture_attrib Texture; /**< Texture attributes */
3442 struct gl_transform_attrib Transform; /**< Transformation attributes */
3443 struct gl_viewport_attrib Viewport; /**< Viewport attributes */
3444 /*@}*/
3445
3446 /** \name Client attribute stack */
3447 /*@{*/
3448 GLuint ClientAttribStackDepth;
3449 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3450 /*@}*/
3451
3452 /** \name Client attribute groups */
3453 /*@{*/
3454 struct gl_array_attrib Array; /**< Vertex arrays */
3455 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
3456 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
3457 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
3458 /*@}*/
3459
3460 /** \name Other assorted state (not pushed/popped on attribute stack) */
3461 /*@{*/
3462 struct gl_pixelmaps PixelMaps;
3463
3464 struct gl_evaluators EvalMap; /**< All evaluators */
3465 struct gl_feedback Feedback; /**< Feedback */
3466 struct gl_selection Select; /**< Selection */
3467
3468 struct gl_program_state Program; /**< general program state */
3469 struct gl_vertex_program_state VertexProgram;
3470 struct gl_fragment_program_state FragmentProgram;
3471 struct gl_geometry_program_state GeometryProgram;
3472 struct gl_ati_fragment_shader_state ATIFragmentShader;
3473
3474 struct gl_shader_state Shader; /**< GLSL shader object state */
3475 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
3476
3477 struct gl_query_state Query; /**< occlusion, timer queries */
3478
3479 struct gl_transform_feedback_state TransformFeedback;
3480
3481 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3482 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3483
3484 /**
3485 * Current GL_ARB_uniform_buffer_object binding referenced by
3486 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
3487 */
3488 struct gl_buffer_object *UniformBuffer;
3489
3490 /**
3491 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
3492 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
3493 * associated with uniform blocks by glUniformBlockBinding()'s state in the
3494 * shader program.
3495 */
3496 struct gl_uniform_buffer_binding *UniformBufferBindings;
3497
3498 /*@}*/
3499
3500 struct gl_meta_state *Meta; /**< for "meta" operations */
3501
3502 /* GL_EXT_framebuffer_object */
3503 struct gl_renderbuffer *CurrentRenderbuffer;
3504
3505 GLenum ErrorValue; /**< Last error code */
3506
3507 /* GL_ARB_robustness */
3508 GLenum ResetStatus;
3509
3510 /**
3511 * Recognize and silence repeated error debug messages in buggy apps.
3512 */
3513 const char *ErrorDebugFmtString;
3514 GLuint ErrorDebugCount;
3515
3516 /* GL_ARB_debug_output */
3517 struct gl_debug_state Debug;
3518
3519 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3520 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
3521 GLbitfield NewDriverState;/**< bitwise-or of flags from DriverFlags */
3522
3523 struct gl_driver_flags DriverFlags;
3524
3525 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
3526
3527 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
3528
3529 /** \name Derived state */
3530 /*@{*/
3531 /** Bitwise-or of DD_* flags. Note that this bitfield may be used before
3532 * state validation so they need to always be current.
3533 */
3534 GLbitfield _TriangleCaps;
3535 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
3536 GLfloat _EyeZDir[3];
3537 GLfloat _ModelViewInvScale;
3538 GLboolean _NeedEyeCoords;
3539 GLboolean _ForceEyeCoords;
3540
3541 GLuint TextureStateTimestamp; /**< detect changes to shared state */
3542
3543 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3544
3545 /** \name For debugging/development only */
3546 /*@{*/
3547 GLboolean FirstTimeCurrent;
3548 /*@}*/
3549
3550 /** software compression/decompression supported or not */
3551 GLboolean Mesa_DXTn;
3552
3553 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
3554
3555 /**
3556 * Use dp4 (rather than mul/mad) instructions for position
3557 * transformation?
3558 */
3559 GLboolean mvp_with_dp4;
3560
3561 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
3562
3563 /**
3564 * \name Hooks for module contexts.
3565 *
3566 * These will eventually live in the driver or elsewhere.
3567 */
3568 /*@{*/
3569 void *swrast_context;
3570 void *swsetup_context;
3571 void *swtnl_context;
3572 void *swtnl_im;
3573 struct st_context *st;
3574 void *aelt_context;
3575 /*@}*/
3576 };
3577
3578
3579 #ifdef DEBUG
3580 extern int MESA_VERBOSE;
3581 extern int MESA_DEBUG_FLAGS;
3582 # define MESA_FUNCTION __FUNCTION__
3583 #else
3584 # define MESA_VERBOSE 0
3585 # define MESA_DEBUG_FLAGS 0
3586 # define MESA_FUNCTION "a function"
3587 # ifndef NDEBUG
3588 # define NDEBUG
3589 # endif
3590 #endif
3591
3592
3593 /** The MESA_VERBOSE var is a bitmask of these flags */
3594 enum _verbose
3595 {
3596 VERBOSE_VARRAY = 0x0001,
3597 VERBOSE_TEXTURE = 0x0002,
3598 VERBOSE_MATERIAL = 0x0004,
3599 VERBOSE_PIPELINE = 0x0008,
3600 VERBOSE_DRIVER = 0x0010,
3601 VERBOSE_STATE = 0x0020,
3602 VERBOSE_API = 0x0040,
3603 VERBOSE_DISPLAY_LIST = 0x0100,
3604 VERBOSE_LIGHTING = 0x0200,
3605 VERBOSE_PRIMS = 0x0400,
3606 VERBOSE_VERTS = 0x0800,
3607 VERBOSE_DISASSEM = 0x1000,
3608 VERBOSE_DRAW = 0x2000,
3609 VERBOSE_SWAPBUFFERS = 0x4000
3610 };
3611
3612
3613 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3614 enum _debug
3615 {
3616 DEBUG_SILENT = (1 << 0),
3617 DEBUG_ALWAYS_FLUSH = (1 << 1),
3618 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
3619 DEBUG_INCOMPLETE_FBO = (1 << 3)
3620 };
3621
3622
3623
3624 #ifdef __cplusplus
3625 }
3626 #endif
3627
3628 #endif /* MTYPES_H */