mesa/glsl: build list of program resources during linking
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39 #include "c11/threads.h"
40
41 #include "main/glheader.h"
42 #include "main/config.h"
43 #include "glapi/glapi.h"
44 #include "math/m_matrix.h" /* GLmatrix */
45 #include "glsl/shader_enums.h"
46 #include "util/simple_list.h" /* struct simple_node */
47 #include "main/formats.h" /* MESA_FORMAT_COUNT */
48
49
50 #ifdef __cplusplus
51 extern "C" {
52 #endif
53
54
55 /**
56 * \name 64-bit extension of GLbitfield.
57 */
58 /*@{*/
59 typedef GLuint64 GLbitfield64;
60
61 /** Set a single bit */
62 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
63 /** Set all bits up to excluding bit b */
64 #define BITFIELD64_MASK(b) \
65 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
66 /** Set count bits starting from bit b */
67 #define BITFIELD64_RANGE(b, count) \
68 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
69
70
71 /**
72 * \name Some forward type declarations
73 */
74 /*@{*/
75 struct _mesa_HashTable;
76 struct gl_attrib_node;
77 struct gl_list_extensions;
78 struct gl_meta_state;
79 struct gl_program_cache;
80 struct gl_texture_object;
81 struct gl_debug_state;
82 struct gl_context;
83 struct st_context;
84 struct gl_uniform_storage;
85 struct prog_instruction;
86 struct gl_program_parameter_list;
87 struct set;
88 struct set_entry;
89 struct vbo_context;
90 /*@}*/
91
92
93 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
94 #define PRIM_MAX GL_TRIANGLE_STRIP_ADJACENCY
95 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
96 #define PRIM_UNKNOWN (PRIM_MAX + 2)
97
98
99
100 /**
101 * Indexes for vertex program attributes.
102 * GL_NV_vertex_program aliases generic attributes over the conventional
103 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
104 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
105 * generic attributes are distinct/separate).
106 */
107 typedef enum
108 {
109 VERT_ATTRIB_POS = 0,
110 VERT_ATTRIB_WEIGHT = 1,
111 VERT_ATTRIB_NORMAL = 2,
112 VERT_ATTRIB_COLOR0 = 3,
113 VERT_ATTRIB_COLOR1 = 4,
114 VERT_ATTRIB_FOG = 5,
115 VERT_ATTRIB_COLOR_INDEX = 6,
116 VERT_ATTRIB_EDGEFLAG = 7,
117 VERT_ATTRIB_TEX0 = 8,
118 VERT_ATTRIB_TEX1 = 9,
119 VERT_ATTRIB_TEX2 = 10,
120 VERT_ATTRIB_TEX3 = 11,
121 VERT_ATTRIB_TEX4 = 12,
122 VERT_ATTRIB_TEX5 = 13,
123 VERT_ATTRIB_TEX6 = 14,
124 VERT_ATTRIB_TEX7 = 15,
125 VERT_ATTRIB_POINT_SIZE = 16,
126 VERT_ATTRIB_GENERIC0 = 17,
127 VERT_ATTRIB_GENERIC1 = 18,
128 VERT_ATTRIB_GENERIC2 = 19,
129 VERT_ATTRIB_GENERIC3 = 20,
130 VERT_ATTRIB_GENERIC4 = 21,
131 VERT_ATTRIB_GENERIC5 = 22,
132 VERT_ATTRIB_GENERIC6 = 23,
133 VERT_ATTRIB_GENERIC7 = 24,
134 VERT_ATTRIB_GENERIC8 = 25,
135 VERT_ATTRIB_GENERIC9 = 26,
136 VERT_ATTRIB_GENERIC10 = 27,
137 VERT_ATTRIB_GENERIC11 = 28,
138 VERT_ATTRIB_GENERIC12 = 29,
139 VERT_ATTRIB_GENERIC13 = 30,
140 VERT_ATTRIB_GENERIC14 = 31,
141 VERT_ATTRIB_GENERIC15 = 32,
142 VERT_ATTRIB_MAX = 33
143 } gl_vert_attrib;
144
145 /**
146 * Symbolic constats to help iterating over
147 * specific blocks of vertex attributes.
148 *
149 * VERT_ATTRIB_FF
150 * includes all fixed function attributes as well as
151 * the aliased GL_NV_vertex_program shader attributes.
152 * VERT_ATTRIB_TEX
153 * include the classic texture coordinate attributes.
154 * Is a subset of VERT_ATTRIB_FF.
155 * VERT_ATTRIB_GENERIC
156 * include the OpenGL 2.0+ GLSL generic shader attributes.
157 * These alias the generic GL_ARB_vertex_shader attributes.
158 */
159 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
160 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
161
162 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
163 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
164
165 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
166 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
167
168 /**
169 * Bitflags for vertex attributes.
170 * These are used in bitfields in many places.
171 */
172 /*@{*/
173 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
174 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
175 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
176 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
177 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
178 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
179 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
180 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
181 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
182 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
183 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
184 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
185 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
186 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
187 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
188 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
189 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
190 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
191
192 #define VERT_BIT(i) BITFIELD64_BIT(i)
193 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
194
195 #define VERT_BIT_FF(i) VERT_BIT(i)
196 #define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
197 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
198 #define VERT_BIT_TEX_ALL \
199 BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
200
201 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
202 #define VERT_BIT_GENERIC_ALL \
203 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
204 /*@}*/
205
206
207 /**
208 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
209 * fragment shader inputs.
210 *
211 * Note that some of these values are not available to all pipeline stages.
212 *
213 * When this enum is updated, the following code must be updated too:
214 * - vertResults (in prog_print.c's arb_output_attrib_string())
215 * - fragAttribs (in prog_print.c's arb_input_attrib_string())
216 * - _mesa_varying_slot_in_fs()
217 */
218 typedef enum
219 {
220 VARYING_SLOT_POS,
221 VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
222 VARYING_SLOT_COL1,
223 VARYING_SLOT_FOGC,
224 VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
225 VARYING_SLOT_TEX1,
226 VARYING_SLOT_TEX2,
227 VARYING_SLOT_TEX3,
228 VARYING_SLOT_TEX4,
229 VARYING_SLOT_TEX5,
230 VARYING_SLOT_TEX6,
231 VARYING_SLOT_TEX7,
232 VARYING_SLOT_PSIZ, /* Does not appear in FS */
233 VARYING_SLOT_BFC0, /* Does not appear in FS */
234 VARYING_SLOT_BFC1, /* Does not appear in FS */
235 VARYING_SLOT_EDGE, /* Does not appear in FS */
236 VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
237 VARYING_SLOT_CLIP_DIST0,
238 VARYING_SLOT_CLIP_DIST1,
239 VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
240 VARYING_SLOT_LAYER, /* Appears as VS or GS output */
241 VARYING_SLOT_VIEWPORT, /* Appears as VS or GS output */
242 VARYING_SLOT_FACE, /* FS only */
243 VARYING_SLOT_PNTC, /* FS only */
244 VARYING_SLOT_VAR0, /* First generic varying slot */
245 VARYING_SLOT_MAX = VARYING_SLOT_VAR0 + MAX_VARYING
246 } gl_varying_slot;
247
248
249 /**
250 * Bitflags for varying slots.
251 */
252 /*@{*/
253 #define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
254 #define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
255 #define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
256 #define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
257 #define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
258 #define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
259 #define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
260 #define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
261 #define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
262 #define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
263 #define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
264 #define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
265 #define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
266 #define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
267 MAX_TEXTURE_COORD_UNITS)
268 #define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
269 #define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
270 #define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
271 #define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
272 #define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
273 #define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
274 #define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
275 #define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
276 #define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
277 #define VARYING_BIT_VIEWPORT BITFIELD64_BIT(VARYING_SLOT_VIEWPORT)
278 #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
279 #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
280 #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
281 /*@}*/
282
283 /**
284 * Determine if the given gl_varying_slot appears in the fragment shader.
285 */
286 static inline GLboolean
287 _mesa_varying_slot_in_fs(gl_varying_slot slot)
288 {
289 switch (slot) {
290 case VARYING_SLOT_PSIZ:
291 case VARYING_SLOT_BFC0:
292 case VARYING_SLOT_BFC1:
293 case VARYING_SLOT_EDGE:
294 case VARYING_SLOT_CLIP_VERTEX:
295 case VARYING_SLOT_LAYER:
296 return GL_FALSE;
297 default:
298 return GL_TRUE;
299 }
300 }
301
302
303 /**
304 * Fragment program results
305 */
306 typedef enum
307 {
308 FRAG_RESULT_DEPTH = 0,
309 FRAG_RESULT_STENCIL = 1,
310 /* If a single color should be written to all render targets, this
311 * register is written. No FRAG_RESULT_DATAn will be written.
312 */
313 FRAG_RESULT_COLOR = 2,
314 FRAG_RESULT_SAMPLE_MASK = 3,
315
316 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
317 * or ARB_fragment_program fragment.color[n]) color results. If
318 * any are written, FRAG_RESULT_COLOR will not be written.
319 */
320 FRAG_RESULT_DATA0 = 4,
321 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
322 } gl_frag_result;
323
324
325 /**
326 * Indexes for all renderbuffers
327 */
328 typedef enum
329 {
330 /* the four standard color buffers */
331 BUFFER_FRONT_LEFT,
332 BUFFER_BACK_LEFT,
333 BUFFER_FRONT_RIGHT,
334 BUFFER_BACK_RIGHT,
335 BUFFER_DEPTH,
336 BUFFER_STENCIL,
337 BUFFER_ACCUM,
338 /* optional aux buffer */
339 BUFFER_AUX0,
340 /* generic renderbuffers */
341 BUFFER_COLOR0,
342 BUFFER_COLOR1,
343 BUFFER_COLOR2,
344 BUFFER_COLOR3,
345 BUFFER_COLOR4,
346 BUFFER_COLOR5,
347 BUFFER_COLOR6,
348 BUFFER_COLOR7,
349 BUFFER_COUNT
350 } gl_buffer_index;
351
352 /**
353 * Bit flags for all renderbuffers
354 */
355 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
356 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
357 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
358 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
359 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
360 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
361 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
362 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
363 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
364 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
365 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
366 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
367 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
368 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
369 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
370 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
371 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
372 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
373 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
374
375 /**
376 * Mask of all the color buffer bits (but not accum).
377 */
378 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
379 BUFFER_BIT_BACK_LEFT | \
380 BUFFER_BIT_FRONT_RIGHT | \
381 BUFFER_BIT_BACK_RIGHT | \
382 BUFFER_BIT_AUX0 | \
383 BUFFER_BIT_COLOR0 | \
384 BUFFER_BIT_COLOR1 | \
385 BUFFER_BIT_COLOR2 | \
386 BUFFER_BIT_COLOR3 | \
387 BUFFER_BIT_COLOR4 | \
388 BUFFER_BIT_COLOR5 | \
389 BUFFER_BIT_COLOR6 | \
390 BUFFER_BIT_COLOR7)
391
392 /**
393 * Framebuffer configuration (aka visual / pixelformat)
394 * Note: some of these fields should be boolean, but it appears that
395 * code in drivers/dri/common/util.c requires int-sized fields.
396 */
397 struct gl_config
398 {
399 GLboolean rgbMode;
400 GLboolean floatMode;
401 GLboolean colorIndexMode; /* XXX is this used anywhere? */
402 GLuint doubleBufferMode;
403 GLuint stereoMode;
404
405 GLboolean haveAccumBuffer;
406 GLboolean haveDepthBuffer;
407 GLboolean haveStencilBuffer;
408
409 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
410 GLuint redMask, greenMask, blueMask, alphaMask;
411 GLint rgbBits; /* total bits for rgb */
412 GLint indexBits; /* total bits for colorindex */
413
414 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
415 GLint depthBits;
416 GLint stencilBits;
417
418 GLint numAuxBuffers;
419
420 GLint level;
421
422 /* EXT_visual_rating / GLX 1.2 */
423 GLint visualRating;
424
425 /* EXT_visual_info / GLX 1.2 */
426 GLint transparentPixel;
427 /* colors are floats scaled to ints */
428 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
429 GLint transparentIndex;
430
431 /* ARB_multisample / SGIS_multisample */
432 GLint sampleBuffers;
433 GLint samples;
434
435 /* SGIX_pbuffer / GLX 1.3 */
436 GLint maxPbufferWidth;
437 GLint maxPbufferHeight;
438 GLint maxPbufferPixels;
439 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
440 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
441
442 /* OML_swap_method */
443 GLint swapMethod;
444
445 /* EXT_texture_from_pixmap */
446 GLint bindToTextureRgb;
447 GLint bindToTextureRgba;
448 GLint bindToMipmapTexture;
449 GLint bindToTextureTargets;
450 GLint yInverted;
451
452 /* EXT_framebuffer_sRGB */
453 GLint sRGBCapable;
454 };
455
456
457 /**
458 * \name Bit flags used for updating material values.
459 */
460 /*@{*/
461 #define MAT_ATTRIB_FRONT_AMBIENT 0
462 #define MAT_ATTRIB_BACK_AMBIENT 1
463 #define MAT_ATTRIB_FRONT_DIFFUSE 2
464 #define MAT_ATTRIB_BACK_DIFFUSE 3
465 #define MAT_ATTRIB_FRONT_SPECULAR 4
466 #define MAT_ATTRIB_BACK_SPECULAR 5
467 #define MAT_ATTRIB_FRONT_EMISSION 6
468 #define MAT_ATTRIB_BACK_EMISSION 7
469 #define MAT_ATTRIB_FRONT_SHININESS 8
470 #define MAT_ATTRIB_BACK_SHININESS 9
471 #define MAT_ATTRIB_FRONT_INDEXES 10
472 #define MAT_ATTRIB_BACK_INDEXES 11
473 #define MAT_ATTRIB_MAX 12
474
475 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
476 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
477 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
478 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
479 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
480 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
481
482 #define MAT_INDEX_AMBIENT 0
483 #define MAT_INDEX_DIFFUSE 1
484 #define MAT_INDEX_SPECULAR 2
485
486 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
487 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
488 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
489 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
490 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
491 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
492 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
493 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
494 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
495 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
496 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
497 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
498
499
500 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
501 MAT_BIT_FRONT_AMBIENT | \
502 MAT_BIT_FRONT_DIFFUSE | \
503 MAT_BIT_FRONT_SPECULAR | \
504 MAT_BIT_FRONT_SHININESS | \
505 MAT_BIT_FRONT_INDEXES)
506
507 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
508 MAT_BIT_BACK_AMBIENT | \
509 MAT_BIT_BACK_DIFFUSE | \
510 MAT_BIT_BACK_SPECULAR | \
511 MAT_BIT_BACK_SHININESS | \
512 MAT_BIT_BACK_INDEXES)
513
514 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
515 /*@}*/
516
517
518 /**
519 * Material state.
520 */
521 struct gl_material
522 {
523 GLfloat Attrib[MAT_ATTRIB_MAX][4];
524 };
525
526
527 /**
528 * Light state flags.
529 */
530 /*@{*/
531 #define LIGHT_SPOT 0x1
532 #define LIGHT_LOCAL_VIEWER 0x2
533 #define LIGHT_POSITIONAL 0x4
534 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
535 /*@}*/
536
537
538 /**
539 * Light source state.
540 */
541 struct gl_light
542 {
543 struct gl_light *next; /**< double linked list with sentinel */
544 struct gl_light *prev;
545
546 GLfloat Ambient[4]; /**< ambient color */
547 GLfloat Diffuse[4]; /**< diffuse color */
548 GLfloat Specular[4]; /**< specular color */
549 GLfloat EyePosition[4]; /**< position in eye coordinates */
550 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
551 GLfloat SpotExponent;
552 GLfloat SpotCutoff; /**< in degrees */
553 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
554 GLfloat ConstantAttenuation;
555 GLfloat LinearAttenuation;
556 GLfloat QuadraticAttenuation;
557 GLboolean Enabled; /**< On/off flag */
558
559 /**
560 * \name Derived fields
561 */
562 /*@{*/
563 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
564
565 GLfloat _Position[4]; /**< position in eye/obj coordinates */
566 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
567 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
568 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
569 GLfloat _VP_inf_spot_attenuation;
570
571 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
572 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
573 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
574 /*@}*/
575 };
576
577
578 /**
579 * Light model state.
580 */
581 struct gl_lightmodel
582 {
583 GLfloat Ambient[4]; /**< ambient color */
584 GLboolean LocalViewer; /**< Local (or infinite) view point? */
585 GLboolean TwoSide; /**< Two (or one) sided lighting? */
586 GLenum ColorControl; /**< either GL_SINGLE_COLOR
587 * or GL_SEPARATE_SPECULAR_COLOR */
588 };
589
590
591 /**
592 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
593 */
594 struct gl_accum_attrib
595 {
596 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
597 };
598
599
600 /**
601 * Used for storing clear color, texture border color, etc.
602 * The float values are typically unclamped.
603 */
604 union gl_color_union
605 {
606 GLfloat f[4];
607 GLint i[4];
608 GLuint ui[4];
609 };
610
611
612 /**
613 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
614 */
615 struct gl_colorbuffer_attrib
616 {
617 GLuint ClearIndex; /**< Index for glClear */
618 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
619 GLuint IndexMask; /**< Color index write mask */
620 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
621
622 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
623
624 /**
625 * \name alpha testing
626 */
627 /*@{*/
628 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
629 GLenum AlphaFunc; /**< Alpha test function */
630 GLfloat AlphaRefUnclamped;
631 GLclampf AlphaRef; /**< Alpha reference value */
632 /*@}*/
633
634 /**
635 * \name Blending
636 */
637 /*@{*/
638 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
639
640 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
641 * control, only on the fixed-pointness of the render target.
642 * The query does however depend on fragment color clamping.
643 */
644 GLfloat BlendColorUnclamped[4]; /**< Blending color */
645 GLfloat BlendColor[4]; /**< Blending color */
646
647 struct
648 {
649 GLenum SrcRGB; /**< RGB blend source term */
650 GLenum DstRGB; /**< RGB blend dest term */
651 GLenum SrcA; /**< Alpha blend source term */
652 GLenum DstA; /**< Alpha blend dest term */
653 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
654 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
655 /**
656 * Set if any blend factor uses SRC1. Computed at the time blend factors
657 * get set.
658 */
659 GLboolean _UsesDualSrc;
660 } Blend[MAX_DRAW_BUFFERS];
661 /** Are the blend func terms currently different for each buffer/target? */
662 GLboolean _BlendFuncPerBuffer;
663 /** Are the blend equations currently different for each buffer/target? */
664 GLboolean _BlendEquationPerBuffer;
665 /*@}*/
666
667 /**
668 * \name Logic op
669 */
670 /*@{*/
671 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
672 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
673 GLenum LogicOp; /**< Logic operator */
674
675 /*@}*/
676
677 GLboolean DitherFlag; /**< Dither enable flag */
678
679 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
680 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
681 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
682
683 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
684 };
685
686
687 /**
688 * Current attribute group (GL_CURRENT_BIT).
689 */
690 struct gl_current_attrib
691 {
692 /**
693 * \name Current vertex attributes.
694 * \note Values are valid only after FLUSH_VERTICES has been called.
695 * \note Index and Edgeflag current values are stored as floats in the
696 * SIX and SEVEN attribute slots.
697 */
698 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
699
700 /**
701 * \name Current raster position attributes (always valid).
702 * \note This set of attributes is very similar to the SWvertex struct.
703 */
704 /*@{*/
705 GLfloat RasterPos[4];
706 GLfloat RasterDistance;
707 GLfloat RasterColor[4];
708 GLfloat RasterSecondaryColor[4];
709 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
710 GLboolean RasterPosValid;
711 /*@}*/
712 };
713
714
715 /**
716 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
717 */
718 struct gl_depthbuffer_attrib
719 {
720 GLenum Func; /**< Function for depth buffer compare */
721 GLclampd Clear; /**< Value to clear depth buffer to */
722 GLboolean Test; /**< Depth buffering enabled flag */
723 GLboolean Mask; /**< Depth buffer writable? */
724 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
725 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
726 };
727
728
729 /**
730 * Evaluator attribute group (GL_EVAL_BIT).
731 */
732 struct gl_eval_attrib
733 {
734 /**
735 * \name Enable bits
736 */
737 /*@{*/
738 GLboolean Map1Color4;
739 GLboolean Map1Index;
740 GLboolean Map1Normal;
741 GLboolean Map1TextureCoord1;
742 GLboolean Map1TextureCoord2;
743 GLboolean Map1TextureCoord3;
744 GLboolean Map1TextureCoord4;
745 GLboolean Map1Vertex3;
746 GLboolean Map1Vertex4;
747 GLboolean Map2Color4;
748 GLboolean Map2Index;
749 GLboolean Map2Normal;
750 GLboolean Map2TextureCoord1;
751 GLboolean Map2TextureCoord2;
752 GLboolean Map2TextureCoord3;
753 GLboolean Map2TextureCoord4;
754 GLboolean Map2Vertex3;
755 GLboolean Map2Vertex4;
756 GLboolean AutoNormal;
757 /*@}*/
758
759 /**
760 * \name Map Grid endpoints and divisions and calculated du values
761 */
762 /*@{*/
763 GLint MapGrid1un;
764 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
765 GLint MapGrid2un, MapGrid2vn;
766 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
767 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
768 /*@}*/
769 };
770
771
772 /**
773 * Fog attribute group (GL_FOG_BIT).
774 */
775 struct gl_fog_attrib
776 {
777 GLboolean Enabled; /**< Fog enabled flag */
778 GLboolean ColorSumEnabled;
779 GLfloat ColorUnclamped[4]; /**< Fog color */
780 GLfloat Color[4]; /**< Fog color */
781 GLfloat Density; /**< Density >= 0.0 */
782 GLfloat Start; /**< Start distance in eye coords */
783 GLfloat End; /**< End distance in eye coords */
784 GLfloat Index; /**< Fog index */
785 GLenum Mode; /**< Fog mode */
786 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
787 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
788 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
789 };
790
791
792 /**
793 * Hint attribute group (GL_HINT_BIT).
794 *
795 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
796 */
797 struct gl_hint_attrib
798 {
799 GLenum PerspectiveCorrection;
800 GLenum PointSmooth;
801 GLenum LineSmooth;
802 GLenum PolygonSmooth;
803 GLenum Fog;
804 GLenum TextureCompression; /**< GL_ARB_texture_compression */
805 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
806 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
807 };
808
809
810 /**
811 * Lighting attribute group (GL_LIGHT_BIT).
812 */
813 struct gl_light_attrib
814 {
815 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
816 struct gl_lightmodel Model; /**< Lighting model */
817
818 /**
819 * Front and back material values.
820 * Note: must call FLUSH_VERTICES() before using.
821 */
822 struct gl_material Material;
823
824 GLboolean Enabled; /**< Lighting enabled flag */
825 GLboolean ColorMaterialEnabled;
826
827 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
828 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
829 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
830 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
831 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
832
833
834 GLboolean _ClampVertexColor;
835 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
836
837 /**
838 * Derived state for optimizations:
839 */
840 /*@{*/
841 GLboolean _NeedEyeCoords;
842 GLboolean _NeedVertices; /**< Use fast shader? */
843 struct gl_light EnabledList; /**< List sentinel */
844
845 GLfloat _BaseColor[2][3];
846 /*@}*/
847 };
848
849
850 /**
851 * Line attribute group (GL_LINE_BIT).
852 */
853 struct gl_line_attrib
854 {
855 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
856 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
857 GLushort StipplePattern; /**< Stipple pattern */
858 GLint StippleFactor; /**< Stipple repeat factor */
859 GLfloat Width; /**< Line width */
860 };
861
862
863 /**
864 * Display list attribute group (GL_LIST_BIT).
865 */
866 struct gl_list_attrib
867 {
868 GLuint ListBase;
869 };
870
871
872 /**
873 * Multisample attribute group (GL_MULTISAMPLE_BIT).
874 */
875 struct gl_multisample_attrib
876 {
877 GLboolean Enabled;
878 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
879 GLboolean SampleAlphaToCoverage;
880 GLboolean SampleAlphaToOne;
881 GLboolean SampleCoverage;
882 GLboolean SampleCoverageInvert;
883 GLboolean SampleShading;
884
885 /* ARB_texture_multisample / GL3.2 additions */
886 GLboolean SampleMask;
887
888 GLfloat SampleCoverageValue;
889 GLfloat MinSampleShadingValue;
890
891 /** The GL spec defines this as an array but >32x MSAA is madness */
892 GLbitfield SampleMaskValue;
893 };
894
895
896 /**
897 * A pixelmap (see glPixelMap)
898 */
899 struct gl_pixelmap
900 {
901 GLint Size;
902 GLfloat Map[MAX_PIXEL_MAP_TABLE];
903 };
904
905
906 /**
907 * Collection of all pixelmaps
908 */
909 struct gl_pixelmaps
910 {
911 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
912 struct gl_pixelmap GtoG;
913 struct gl_pixelmap BtoB;
914 struct gl_pixelmap AtoA;
915 struct gl_pixelmap ItoR;
916 struct gl_pixelmap ItoG;
917 struct gl_pixelmap ItoB;
918 struct gl_pixelmap ItoA;
919 struct gl_pixelmap ItoI;
920 struct gl_pixelmap StoS;
921 };
922
923
924 /**
925 * Pixel attribute group (GL_PIXEL_MODE_BIT).
926 */
927 struct gl_pixel_attrib
928 {
929 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
930
931 /*--- Begin Pixel Transfer State ---*/
932 /* Fields are in the order in which they're applied... */
933
934 /** Scale & Bias (index shift, offset) */
935 /*@{*/
936 GLfloat RedBias, RedScale;
937 GLfloat GreenBias, GreenScale;
938 GLfloat BlueBias, BlueScale;
939 GLfloat AlphaBias, AlphaScale;
940 GLfloat DepthBias, DepthScale;
941 GLint IndexShift, IndexOffset;
942 /*@}*/
943
944 /* Pixel Maps */
945 /* Note: actual pixel maps are not part of this attrib group */
946 GLboolean MapColorFlag;
947 GLboolean MapStencilFlag;
948
949 /*--- End Pixel Transfer State ---*/
950
951 /** glPixelZoom */
952 GLfloat ZoomX, ZoomY;
953 };
954
955
956 /**
957 * Point attribute group (GL_POINT_BIT).
958 */
959 struct gl_point_attrib
960 {
961 GLfloat Size; /**< User-specified point size */
962 GLfloat Params[3]; /**< GL_EXT_point_parameters */
963 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
964 GLfloat Threshold; /**< GL_EXT_point_parameters */
965 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
966 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
967 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
968 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
969 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
970 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
971 };
972
973
974 /**
975 * Polygon attribute group (GL_POLYGON_BIT).
976 */
977 struct gl_polygon_attrib
978 {
979 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
980 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
981 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
982 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
983 GLboolean CullFlag; /**< Culling on/off flag */
984 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
985 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
986 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
987 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
988 GLfloat OffsetUnits; /**< Polygon offset units, from user */
989 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
990 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
991 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
992 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
993 };
994
995
996 /**
997 * Scissor attributes (GL_SCISSOR_BIT).
998 */
999 struct gl_scissor_rect
1000 {
1001 GLint X, Y; /**< Lower left corner of box */
1002 GLsizei Width, Height; /**< Size of box */
1003 };
1004 struct gl_scissor_attrib
1005 {
1006 GLbitfield EnableFlags; /**< Scissor test enabled? */
1007 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
1008 };
1009
1010
1011 /**
1012 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1013 *
1014 * Three sets of stencil data are tracked so that OpenGL 2.0,
1015 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1016 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1017 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1018 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1019 * GL_EXT_stencil_two_side GL_BACK state.
1020 *
1021 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1022 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1023 *
1024 * The derived value \c _TestTwoSide is set when the front-face and back-face
1025 * stencil state are different.
1026 */
1027 struct gl_stencil_attrib
1028 {
1029 GLboolean Enabled; /**< Enabled flag */
1030 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1031 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1032 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1033 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
1034 GLboolean _TestTwoSide;
1035 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1036 GLenum Function[3]; /**< Stencil function */
1037 GLenum FailFunc[3]; /**< Fail function */
1038 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1039 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1040 GLint Ref[3]; /**< Reference value */
1041 GLuint ValueMask[3]; /**< Value mask */
1042 GLuint WriteMask[3]; /**< Write mask */
1043 GLuint Clear; /**< Clear value */
1044 };
1045
1046
1047 /**
1048 * An index for each type of texture object. These correspond to the GL
1049 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1050 * Note: the order is from highest priority to lowest priority.
1051 */
1052 typedef enum
1053 {
1054 TEXTURE_2D_MULTISAMPLE_INDEX,
1055 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
1056 TEXTURE_CUBE_ARRAY_INDEX,
1057 TEXTURE_BUFFER_INDEX,
1058 TEXTURE_2D_ARRAY_INDEX,
1059 TEXTURE_1D_ARRAY_INDEX,
1060 TEXTURE_EXTERNAL_INDEX,
1061 TEXTURE_CUBE_INDEX,
1062 TEXTURE_3D_INDEX,
1063 TEXTURE_RECT_INDEX,
1064 TEXTURE_2D_INDEX,
1065 TEXTURE_1D_INDEX,
1066 NUM_TEXTURE_TARGETS
1067 } gl_texture_index;
1068
1069
1070 /**
1071 * Bit flags for each type of texture object
1072 */
1073 /*@{*/
1074 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
1075 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
1076 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
1077 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1078 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1079 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1080 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1081 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1082 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1083 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1084 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1085 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1086 /*@}*/
1087
1088
1089 /**
1090 * Texture image state. Drivers will typically create a subclass of this
1091 * with extra fields for memory buffers, etc.
1092 */
1093 struct gl_texture_image
1094 {
1095 GLint InternalFormat; /**< Internal format as given by the user */
1096 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1097 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1098 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1099 * GL_DEPTH_STENCIL_EXT only. Used for
1100 * choosing TexEnv arithmetic.
1101 */
1102 mesa_format TexFormat; /**< The actual texture memory format */
1103
1104 GLuint Border; /**< 0 or 1 */
1105 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1106 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1107 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1108 GLuint Width2; /**< = Width - 2*Border */
1109 GLuint Height2; /**< = Height - 2*Border */
1110 GLuint Depth2; /**< = Depth - 2*Border */
1111 GLuint WidthLog2; /**< = log2(Width2) */
1112 GLuint HeightLog2; /**< = log2(Height2) */
1113 GLuint DepthLog2; /**< = log2(Depth2) */
1114 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
1115 levels, computed from the dimensions */
1116
1117 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1118 GLuint Level; /**< Which mipmap level am I? */
1119 /** Cube map face: index into gl_texture_object::Image[] array */
1120 GLuint Face;
1121
1122 /** GL_ARB_texture_multisample */
1123 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
1124 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
1125 };
1126
1127
1128 /**
1129 * Indexes for cube map faces.
1130 */
1131 typedef enum
1132 {
1133 FACE_POS_X = 0,
1134 FACE_NEG_X = 1,
1135 FACE_POS_Y = 2,
1136 FACE_NEG_Y = 3,
1137 FACE_POS_Z = 4,
1138 FACE_NEG_Z = 5,
1139 MAX_FACES = 6
1140 } gl_face_index;
1141
1142
1143 /**
1144 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1145 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1146 */
1147 struct gl_sampler_object
1148 {
1149 GLuint Name;
1150 GLint RefCount;
1151 GLchar *Label; /**< GL_KHR_debug */
1152
1153 GLenum WrapS; /**< S-axis texture image wrap mode */
1154 GLenum WrapT; /**< T-axis texture image wrap mode */
1155 GLenum WrapR; /**< R-axis texture image wrap mode */
1156 GLenum MinFilter; /**< minification filter */
1157 GLenum MagFilter; /**< magnification filter */
1158 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1159 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1160 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1161 GLfloat LodBias; /**< OpenGL 1.4 */
1162 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1163 GLenum CompareMode; /**< GL_ARB_shadow */
1164 GLenum CompareFunc; /**< GL_ARB_shadow */
1165 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1166 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1167 };
1168
1169
1170 /**
1171 * Texture object state. Contains the array of mipmap images, border color,
1172 * wrap modes, filter modes, and shadow/texcompare state.
1173 */
1174 struct gl_texture_object
1175 {
1176 mtx_t Mutex; /**< for thread safety */
1177 GLint RefCount; /**< reference count */
1178 GLuint Name; /**< the user-visible texture object ID */
1179 GLchar *Label; /**< GL_KHR_debug */
1180 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1181 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
1182 Only valid when Target is valid. */
1183
1184 struct gl_sampler_object Sampler;
1185
1186 GLenum DepthMode; /**< GL_ARB_depth_texture */
1187 bool StencilSampling; /**< Should we sample stencil instead of depth? */
1188
1189 GLfloat Priority; /**< in [0,1] */
1190 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1191 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1192 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1193 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1194 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1195 GLint CropRect[4]; /**< GL_OES_draw_texture */
1196 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1197 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1198 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1199 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1200 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1201 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1202 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1203 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1204 pressure? */
1205 GLboolean Immutable; /**< GL_ARB_texture_storage */
1206 GLboolean _IsFloat; /**< GL_OES_float_texture */
1207 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
1208
1209 GLuint MinLevel; /**< GL_ARB_texture_view */
1210 GLuint MinLayer; /**< GL_ARB_texture_view */
1211 GLuint NumLevels; /**< GL_ARB_texture_view */
1212 GLuint NumLayers; /**< GL_ARB_texture_view */
1213
1214 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1215 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1216
1217 /** GL_ARB_texture_buffer_object */
1218 struct gl_buffer_object *BufferObject;
1219 GLenum BufferObjectFormat;
1220 /** Equivalent Mesa format for BufferObjectFormat. */
1221 mesa_format _BufferObjectFormat;
1222 /** GL_ARB_texture_buffer_range */
1223 GLintptr BufferOffset;
1224 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1225
1226 /** GL_OES_EGL_image_external */
1227 GLint RequiredTextureImageUnits;
1228
1229 /** GL_ARB_shader_image_load_store */
1230 GLenum ImageFormatCompatibilityType;
1231 };
1232
1233
1234 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1235 #define MAX_COMBINER_TERMS 4
1236
1237
1238 /**
1239 * Texture combine environment state.
1240 */
1241 struct gl_tex_env_combine_state
1242 {
1243 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1244 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1245 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1246 GLenum SourceRGB[MAX_COMBINER_TERMS];
1247 GLenum SourceA[MAX_COMBINER_TERMS];
1248 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1249 GLenum OperandRGB[MAX_COMBINER_TERMS];
1250 GLenum OperandA[MAX_COMBINER_TERMS];
1251 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1252 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1253 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1254 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1255 };
1256
1257
1258 /**
1259 * TexGenEnabled flags.
1260 */
1261 /*@{*/
1262 #define S_BIT 1
1263 #define T_BIT 2
1264 #define R_BIT 4
1265 #define Q_BIT 8
1266 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1267 /*@}*/
1268
1269
1270 /**
1271 * Bit flag versions of the corresponding GL_ constants.
1272 */
1273 /*@{*/
1274 #define TEXGEN_SPHERE_MAP 0x1
1275 #define TEXGEN_OBJ_LINEAR 0x2
1276 #define TEXGEN_EYE_LINEAR 0x4
1277 #define TEXGEN_REFLECTION_MAP_NV 0x8
1278 #define TEXGEN_NORMAL_MAP_NV 0x10
1279
1280 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1281 TEXGEN_REFLECTION_MAP_NV | \
1282 TEXGEN_NORMAL_MAP_NV)
1283 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1284 TEXGEN_REFLECTION_MAP_NV | \
1285 TEXGEN_NORMAL_MAP_NV | \
1286 TEXGEN_EYE_LINEAR)
1287 /*@}*/
1288
1289
1290
1291 /** Tex-gen enabled for texture unit? */
1292 #define ENABLE_TEXGEN(unit) (1 << (unit))
1293
1294 /** Non-identity texture matrix for texture unit? */
1295 #define ENABLE_TEXMAT(unit) (1 << (unit))
1296
1297
1298 /**
1299 * Texture coord generation state.
1300 */
1301 struct gl_texgen
1302 {
1303 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1304 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1305 GLfloat ObjectPlane[4];
1306 GLfloat EyePlane[4];
1307 };
1308
1309
1310 /**
1311 * Texture unit state. Contains enable flags, texture environment/function/
1312 * combiners, texgen state, and pointers to current texture objects.
1313 */
1314 struct gl_texture_unit
1315 {
1316 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1317
1318 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1319 GLclampf EnvColor[4];
1320 GLfloat EnvColorUnclamped[4];
1321
1322 struct gl_texgen GenS;
1323 struct gl_texgen GenT;
1324 struct gl_texgen GenR;
1325 struct gl_texgen GenQ;
1326 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1327 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1328
1329 GLfloat LodBias; /**< for biasing mipmap levels */
1330
1331 /** Texture targets that have a non-default texture bound */
1332 GLbitfield _BoundTextures;
1333
1334 /** Current sampler object (GL_ARB_sampler_objects) */
1335 struct gl_sampler_object *Sampler;
1336
1337 /**
1338 * \name GL_EXT_texture_env_combine
1339 */
1340 struct gl_tex_env_combine_state Combine;
1341
1342 /**
1343 * Derived state based on \c EnvMode and the \c BaseFormat of the
1344 * currently enabled texture.
1345 */
1346 struct gl_tex_env_combine_state _EnvMode;
1347
1348 /**
1349 * Currently enabled combiner state. This will point to either
1350 * \c Combine or \c _EnvMode.
1351 */
1352 struct gl_tex_env_combine_state *_CurrentCombine;
1353
1354 /** Current texture object pointers */
1355 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1356
1357 /** Points to highest priority, complete and enabled texture object */
1358 struct gl_texture_object *_Current;
1359
1360 };
1361
1362
1363 /**
1364 * Texture attribute group (GL_TEXTURE_BIT).
1365 */
1366 struct gl_texture_attrib
1367 {
1368 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1369
1370 /** GL_ARB_seamless_cubemap */
1371 GLboolean CubeMapSeamless;
1372
1373 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1374
1375 /** GL_ARB_texture_buffer_object */
1376 struct gl_buffer_object *BufferObject;
1377
1378 /** Texture coord units/sets used for fragment texturing */
1379 GLbitfield _EnabledCoordUnits;
1380
1381 /** Texture coord units that have texgen enabled */
1382 GLbitfield _TexGenEnabled;
1383
1384 /** Texture coord units that have non-identity matrices */
1385 GLbitfield _TexMatEnabled;
1386
1387 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1388 GLbitfield _GenFlags;
1389
1390 /** Largest index of a texture unit with _Current != NULL. */
1391 GLint _MaxEnabledTexImageUnit;
1392
1393 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1394 GLint NumCurrentTexUsed;
1395
1396 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1397 };
1398
1399
1400 /**
1401 * Data structure representing a single clip plane (e.g. one of the elements
1402 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1403 */
1404 typedef GLfloat gl_clip_plane[4];
1405
1406
1407 /**
1408 * Transformation attribute group (GL_TRANSFORM_BIT).
1409 */
1410 struct gl_transform_attrib
1411 {
1412 GLenum MatrixMode; /**< Matrix mode */
1413 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1414 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1415 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1416 GLboolean Normalize; /**< Normalize all normals? */
1417 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1418 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1419 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1420 /** GL_ARB_clip_control */
1421 GLenum ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1422 GLenum ClipDepthMode; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1423 };
1424
1425
1426 /**
1427 * Viewport attribute group (GL_VIEWPORT_BIT).
1428 */
1429 struct gl_viewport_attrib
1430 {
1431 GLfloat X, Y; /**< position */
1432 GLfloat Width, Height; /**< size */
1433 GLdouble Near, Far; /**< Depth buffer range */
1434 };
1435
1436
1437 typedef enum {
1438 MAP_USER,
1439 MAP_INTERNAL,
1440
1441 MAP_COUNT
1442 } gl_map_buffer_index;
1443
1444
1445 /**
1446 * Fields describing a mapped buffer range.
1447 */
1448 struct gl_buffer_mapping {
1449 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1450 GLvoid *Pointer; /**< User-space address of mapping */
1451 GLintptr Offset; /**< Mapped offset */
1452 GLsizeiptr Length; /**< Mapped length */
1453 };
1454
1455
1456 /**
1457 * Usages we've seen for a buffer object.
1458 */
1459 typedef enum {
1460 USAGE_UNIFORM_BUFFER = 0x1,
1461 USAGE_TEXTURE_BUFFER = 0x2,
1462 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1463 } gl_buffer_usage;
1464
1465
1466 /**
1467 * GL_ARB_vertex/pixel_buffer_object buffer object
1468 */
1469 struct gl_buffer_object
1470 {
1471 mtx_t Mutex;
1472 GLint RefCount;
1473 GLuint Name;
1474 GLchar *Label; /**< GL_KHR_debug */
1475 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1476 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1477 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1478 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1479 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1480 GLboolean Written; /**< Ever written to? (for debugging) */
1481 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1482 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1483 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1484
1485 struct gl_buffer_mapping Mappings[MAP_COUNT];
1486 };
1487
1488
1489 /**
1490 * Client pixel packing/unpacking attributes
1491 */
1492 struct gl_pixelstore_attrib
1493 {
1494 GLint Alignment;
1495 GLint RowLength;
1496 GLint SkipPixels;
1497 GLint SkipRows;
1498 GLint ImageHeight;
1499 GLint SkipImages;
1500 GLboolean SwapBytes;
1501 GLboolean LsbFirst;
1502 GLboolean Invert; /**< GL_MESA_pack_invert */
1503 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1504 GLint CompressedBlockHeight;
1505 GLint CompressedBlockDepth;
1506 GLint CompressedBlockSize;
1507 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1508 };
1509
1510
1511 /**
1512 * Client vertex array attributes
1513 */
1514 struct gl_client_array
1515 {
1516 GLint Size; /**< components per element (1,2,3,4) */
1517 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1518 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1519 GLsizei Stride; /**< user-specified stride */
1520 GLsizei StrideB; /**< actual stride in bytes */
1521 GLuint _ElementSize; /**< size of each element in bytes */
1522 const GLubyte *Ptr; /**< Points to array data */
1523 GLboolean Enabled; /**< Enabled flag is a boolean */
1524 GLboolean Normalized; /**< GL_ARB_vertex_program */
1525 GLboolean Integer; /**< Integer-valued? */
1526 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1527
1528 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1529 };
1530
1531
1532 /**
1533 * Vertex attribute array as seen by the client.
1534 *
1535 * Contains the size, type, format and normalization flag,
1536 * along with the index of a vertex buffer binding point.
1537 *
1538 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1539 * and is only present for backwards compatibility reasons.
1540 * Rendering always uses VERTEX_BINDING_STRIDE.
1541 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1542 * and VERTEX_BINDING_STRIDE to the same value, while
1543 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1544 */
1545 struct gl_vertex_attrib_array
1546 {
1547 GLint Size; /**< Components per element (1,2,3,4) */
1548 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1549 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1550 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1551 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1552 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1553 GLboolean Enabled; /**< Whether the array is enabled */
1554 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1555 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1556 GLuint _ElementSize; /**< Size of each element in bytes */
1557 GLuint VertexBinding; /**< Vertex buffer binding */
1558 };
1559
1560
1561 /**
1562 * This describes the buffer object used for a vertex array (or
1563 * multiple vertex arrays). If BufferObj points to the default/null
1564 * buffer object, then the vertex array lives in user memory and not a VBO.
1565 */
1566 struct gl_vertex_buffer_binding
1567 {
1568 GLintptr Offset; /**< User-specified offset */
1569 GLsizei Stride; /**< User-specified stride */
1570 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1571 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1572 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1573 };
1574
1575
1576 /**
1577 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+,
1578 * GL_ARB_vertex_array_object, or the original GL_APPLE_vertex_array_object
1579 * extension.
1580 */
1581 struct gl_vertex_array_object
1582 {
1583 /** Name of the VAO as received from glGenVertexArray. */
1584 GLuint Name;
1585
1586 GLint RefCount;
1587
1588 GLchar *Label; /**< GL_KHR_debug */
1589
1590 mtx_t Mutex;
1591
1592 /**
1593 * Does the VAO use ARB semantics or Apple semantics?
1594 *
1595 * There are several ways in which ARB_vertex_array_object and
1596 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1597 * least,
1598 *
1599 * - ARB VAOs require that all array data be sourced from vertex buffer
1600 * objects, but Apple VAOs do not.
1601 *
1602 * - ARB VAOs require that names come from GenVertexArrays.
1603 *
1604 * This flag notes which behavior governs this VAO.
1605 */
1606 GLboolean ARBsemantics;
1607
1608 /**
1609 * Has this array object been bound?
1610 */
1611 GLboolean EverBound;
1612
1613 /**
1614 * Derived vertex attribute arrays
1615 *
1616 * This is a legacy data structure created from gl_vertex_attrib_array and
1617 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1618 */
1619 struct gl_client_array _VertexAttrib[VERT_ATTRIB_MAX];
1620
1621 /** Vertex attribute arrays */
1622 struct gl_vertex_attrib_array VertexAttrib[VERT_ATTRIB_MAX];
1623
1624 /** Vertex buffer bindings */
1625 struct gl_vertex_buffer_binding VertexBinding[VERT_ATTRIB_MAX];
1626
1627 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1628 GLbitfield64 _Enabled;
1629
1630 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1631 GLbitfield64 NewArrays;
1632
1633 /** The index buffer (also known as the element array buffer in OpenGL). */
1634 struct gl_buffer_object *IndexBufferObj;
1635 };
1636
1637
1638 /** Used to signal when transitioning from one kind of drawing method
1639 * to another.
1640 */
1641 typedef enum {
1642 DRAW_NONE, /**< Initial value only */
1643 DRAW_BEGIN_END,
1644 DRAW_DISPLAY_LIST,
1645 DRAW_ARRAYS
1646 } gl_draw_method;
1647
1648 /**
1649 * Enum for the OpenGL APIs we know about and may support.
1650 *
1651 * NOTE: This must match the api_enum table in
1652 * src/mesa/main/get_hash_generator.py
1653 */
1654 typedef enum
1655 {
1656 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
1657 API_OPENGLES,
1658 API_OPENGLES2,
1659 API_OPENGL_CORE,
1660 API_OPENGL_LAST = API_OPENGL_CORE
1661 } gl_api;
1662
1663 /**
1664 * Vertex array state
1665 */
1666 struct gl_array_attrib
1667 {
1668 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1669 struct gl_vertex_array_object *VAO;
1670
1671 /** The default vertex array object */
1672 struct gl_vertex_array_object *DefaultVAO;
1673
1674 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1675 struct _mesa_HashTable *Objects;
1676
1677 GLint ActiveTexture; /**< Client Active Texture */
1678 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1679 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1680
1681 /**
1682 * \name Primitive restart controls
1683 *
1684 * Primitive restart is enabled if either \c PrimitiveRestart or
1685 * \c PrimitiveRestartFixedIndex is set.
1686 */
1687 /*@{*/
1688 GLboolean PrimitiveRestart;
1689 GLboolean PrimitiveRestartFixedIndex;
1690 GLboolean _PrimitiveRestart;
1691 GLuint RestartIndex;
1692 /*@}*/
1693
1694 /** One of the DRAW_xxx flags, not consumed by drivers */
1695 gl_draw_method DrawMethod;
1696
1697 /* GL_ARB_vertex_buffer_object */
1698 struct gl_buffer_object *ArrayBufferObj;
1699
1700 /**
1701 * Vertex arrays as consumed by a driver.
1702 * The array pointer is set up only by the VBO module.
1703 */
1704 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1705
1706 /** Legal array datatypes and the API for which they have been computed */
1707 GLbitfield LegalTypesMask;
1708 gl_api LegalTypesMaskAPI;
1709 };
1710
1711
1712 /**
1713 * Feedback buffer state
1714 */
1715 struct gl_feedback
1716 {
1717 GLenum Type;
1718 GLbitfield _Mask; /**< FB_* bits */
1719 GLfloat *Buffer;
1720 GLuint BufferSize;
1721 GLuint Count;
1722 };
1723
1724
1725 /**
1726 * Selection buffer state
1727 */
1728 struct gl_selection
1729 {
1730 GLuint *Buffer; /**< selection buffer */
1731 GLuint BufferSize; /**< size of the selection buffer */
1732 GLuint BufferCount; /**< number of values in the selection buffer */
1733 GLuint Hits; /**< number of records in the selection buffer */
1734 GLuint NameStackDepth; /**< name stack depth */
1735 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1736 GLboolean HitFlag; /**< hit flag */
1737 GLfloat HitMinZ; /**< minimum hit depth */
1738 GLfloat HitMaxZ; /**< maximum hit depth */
1739 };
1740
1741
1742 /**
1743 * 1-D Evaluator control points
1744 */
1745 struct gl_1d_map
1746 {
1747 GLuint Order; /**< Number of control points */
1748 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1749 GLfloat *Points; /**< Points to contiguous control points */
1750 };
1751
1752
1753 /**
1754 * 2-D Evaluator control points
1755 */
1756 struct gl_2d_map
1757 {
1758 GLuint Uorder; /**< Number of control points in U dimension */
1759 GLuint Vorder; /**< Number of control points in V dimension */
1760 GLfloat u1, u2, du;
1761 GLfloat v1, v2, dv;
1762 GLfloat *Points; /**< Points to contiguous control points */
1763 };
1764
1765
1766 /**
1767 * All evaluator control point state
1768 */
1769 struct gl_evaluators
1770 {
1771 /**
1772 * \name 1-D maps
1773 */
1774 /*@{*/
1775 struct gl_1d_map Map1Vertex3;
1776 struct gl_1d_map Map1Vertex4;
1777 struct gl_1d_map Map1Index;
1778 struct gl_1d_map Map1Color4;
1779 struct gl_1d_map Map1Normal;
1780 struct gl_1d_map Map1Texture1;
1781 struct gl_1d_map Map1Texture2;
1782 struct gl_1d_map Map1Texture3;
1783 struct gl_1d_map Map1Texture4;
1784 /*@}*/
1785
1786 /**
1787 * \name 2-D maps
1788 */
1789 /*@{*/
1790 struct gl_2d_map Map2Vertex3;
1791 struct gl_2d_map Map2Vertex4;
1792 struct gl_2d_map Map2Index;
1793 struct gl_2d_map Map2Color4;
1794 struct gl_2d_map Map2Normal;
1795 struct gl_2d_map Map2Texture1;
1796 struct gl_2d_map Map2Texture2;
1797 struct gl_2d_map Map2Texture3;
1798 struct gl_2d_map Map2Texture4;
1799 /*@}*/
1800 };
1801
1802
1803 struct gl_transform_feedback_varying_info
1804 {
1805 char *Name;
1806 GLenum Type;
1807 GLint Size;
1808 };
1809
1810
1811 /**
1812 * Per-output info vertex shaders for transform feedback.
1813 */
1814 struct gl_transform_feedback_output
1815 {
1816 unsigned OutputRegister;
1817 unsigned OutputBuffer;
1818 unsigned NumComponents;
1819 unsigned StreamId;
1820
1821 /** offset (in DWORDs) of this output within the interleaved structure */
1822 unsigned DstOffset;
1823
1824 /**
1825 * Offset into the output register of the data to output. For example,
1826 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1827 * offset is in the y and z components of the output register.
1828 */
1829 unsigned ComponentOffset;
1830 };
1831
1832
1833 /** Post-link transform feedback info. */
1834 struct gl_transform_feedback_info
1835 {
1836 unsigned NumOutputs;
1837
1838 /**
1839 * Number of transform feedback buffers in use by this program.
1840 */
1841 unsigned NumBuffers;
1842
1843 struct gl_transform_feedback_output *Outputs;
1844
1845 /** Transform feedback varyings used for the linking of this shader program.
1846 *
1847 * Use for glGetTransformFeedbackVarying().
1848 */
1849 struct gl_transform_feedback_varying_info *Varyings;
1850 GLint NumVarying;
1851
1852 /**
1853 * Total number of components stored in each buffer. This may be used by
1854 * hardware back-ends to determine the correct stride when interleaving
1855 * multiple transform feedback outputs in the same buffer.
1856 */
1857 unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1858 };
1859
1860
1861 /**
1862 * Transform feedback object state
1863 */
1864 struct gl_transform_feedback_object
1865 {
1866 GLuint Name; /**< AKA the object ID */
1867 GLint RefCount;
1868 GLchar *Label; /**< GL_KHR_debug */
1869 GLboolean Active; /**< Is transform feedback enabled? */
1870 GLboolean Paused; /**< Is transform feedback paused? */
1871 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1872 at least once? */
1873 GLboolean EverBound; /**< Has this object been bound? */
1874
1875 /**
1876 * GLES: if Active is true, remaining number of primitives which can be
1877 * rendered without overflow. This is necessary to track because GLES
1878 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1879 * glDrawArraysInstanced would overflow transform feedback buffers.
1880 * Undefined if Active is false.
1881 *
1882 * Not tracked for desktop GL since it's unnecessary.
1883 */
1884 unsigned GlesRemainingPrims;
1885
1886 /**
1887 * The shader program active when BeginTransformFeedback() was called.
1888 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1889 * where stage is the pipeline stage that is the source of data for
1890 * transform feedback.
1891 */
1892 struct gl_shader_program *shader_program;
1893
1894 /** The feedback buffers */
1895 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1896 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1897
1898 /** Start of feedback data in dest buffer */
1899 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1900
1901 /**
1902 * Max data to put into dest buffer (in bytes). Computed based on
1903 * RequestedSize and the actual size of the buffer.
1904 */
1905 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1906
1907 /**
1908 * Size that was specified when the buffer was bound. If the buffer was
1909 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1910 * zero.
1911 */
1912 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1913 };
1914
1915
1916 /**
1917 * Context state for transform feedback.
1918 */
1919 struct gl_transform_feedback_state
1920 {
1921 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1922
1923 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1924 struct gl_buffer_object *CurrentBuffer;
1925
1926 /** The table of all transform feedback objects */
1927 struct _mesa_HashTable *Objects;
1928
1929 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1930 struct gl_transform_feedback_object *CurrentObject;
1931
1932 /** The default xform-fb object (Name==0) */
1933 struct gl_transform_feedback_object *DefaultObject;
1934 };
1935
1936
1937 /**
1938 * A "performance monitor" as described in AMD_performance_monitor.
1939 */
1940 struct gl_perf_monitor_object
1941 {
1942 GLuint Name;
1943
1944 /** True if the monitor is currently active (Begin called but not End). */
1945 GLboolean Active;
1946
1947 /**
1948 * True if the monitor has ended.
1949 *
1950 * This is distinct from !Active because it may never have began.
1951 */
1952 GLboolean Ended;
1953
1954 /**
1955 * A list of groups with currently active counters.
1956 *
1957 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1958 */
1959 unsigned *ActiveGroups;
1960
1961 /**
1962 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1963 *
1964 * Checking whether counter 'c' in group 'g' is active can be done via:
1965 *
1966 * BITSET_TEST(ActiveCounters[g], c)
1967 */
1968 GLuint **ActiveCounters;
1969 };
1970
1971
1972 union gl_perf_monitor_counter_value
1973 {
1974 float f;
1975 uint64_t u64;
1976 uint32_t u32;
1977 };
1978
1979
1980 struct gl_perf_monitor_counter
1981 {
1982 /** Human readable name for the counter. */
1983 const char *Name;
1984
1985 /**
1986 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1987 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1988 */
1989 GLenum Type;
1990
1991 /** Minimum counter value. */
1992 union gl_perf_monitor_counter_value Minimum;
1993
1994 /** Maximum counter value. */
1995 union gl_perf_monitor_counter_value Maximum;
1996 };
1997
1998
1999 struct gl_perf_monitor_group
2000 {
2001 /** Human readable name for the group. */
2002 const char *Name;
2003
2004 /**
2005 * Maximum number of counters in this group which can be active at the
2006 * same time.
2007 */
2008 GLuint MaxActiveCounters;
2009
2010 /** Array of counters within this group. */
2011 const struct gl_perf_monitor_counter *Counters;
2012 GLuint NumCounters;
2013 };
2014
2015
2016 /**
2017 * Context state for AMD_performance_monitor.
2018 */
2019 struct gl_perf_monitor_state
2020 {
2021 /** Array of performance monitor groups (indexed by group ID) */
2022 const struct gl_perf_monitor_group *Groups;
2023 GLuint NumGroups;
2024
2025 /** The table of all performance monitors. */
2026 struct _mesa_HashTable *Monitors;
2027 };
2028
2029
2030 /**
2031 * Names of the various vertex/fragment program register files, etc.
2032 *
2033 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
2034 * All values should fit in a 4-bit field.
2035 *
2036 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
2037 * considered to be "uniform" variables since they can only be set outside
2038 * glBegin/End. They're also all stored in the same Parameters array.
2039 */
2040 typedef enum
2041 {
2042 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
2043 PROGRAM_ARRAY, /**< Arrays & Matrixes */
2044 PROGRAM_INPUT, /**< machine->Inputs[] */
2045 PROGRAM_OUTPUT, /**< machine->Outputs[] */
2046 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
2047 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
2048 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
2049 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
2050 PROGRAM_ADDRESS, /**< machine->AddressReg */
2051 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
2052 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
2053 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
2054 PROGRAM_FILE_MAX
2055 } gl_register_file;
2056
2057
2058 /**
2059 * \brief Layout qualifiers for gl_FragDepth.
2060 *
2061 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
2062 * a layout qualifier.
2063 *
2064 * \see enum ir_depth_layout
2065 */
2066 enum gl_frag_depth_layout
2067 {
2068 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
2069 FRAG_DEPTH_LAYOUT_ANY,
2070 FRAG_DEPTH_LAYOUT_GREATER,
2071 FRAG_DEPTH_LAYOUT_LESS,
2072 FRAG_DEPTH_LAYOUT_UNCHANGED
2073 };
2074
2075
2076 /**
2077 * Base class for any kind of program object
2078 */
2079 struct gl_program
2080 {
2081 GLuint Id;
2082 GLint RefCount;
2083 GLubyte *String; /**< Null-terminated program text */
2084
2085 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2086 GLenum Format; /**< String encoding format */
2087
2088 struct prog_instruction *Instructions;
2089
2090 struct nir_shader *nir;
2091
2092 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
2093 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
2094 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
2095 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
2096 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
2097 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
2098 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
2099 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
2100
2101 GLboolean UsesGather; /**< Does this program use gather4 at all? */
2102
2103 /**
2104 * For vertex and geometry shaders, true if the program uses the
2105 * gl_ClipDistance output. Ignored for fragment shaders.
2106 */
2107 GLboolean UsesClipDistanceOut;
2108
2109
2110 /** Named parameters, constants, etc. from program text */
2111 struct gl_program_parameter_list *Parameters;
2112
2113 /**
2114 * Local parameters used by the program.
2115 *
2116 * It's dynamically allocated because it is rarely used (just
2117 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
2118 * allocated.
2119 */
2120 GLfloat (*LocalParams)[4];
2121
2122 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2123 GLubyte SamplerUnits[MAX_SAMPLERS];
2124
2125 /** Bitmask of which register files are read/written with indirect
2126 * addressing. Mask of (1 << PROGRAM_x) bits.
2127 */
2128 GLbitfield IndirectRegisterFiles;
2129
2130 /** Logical counts */
2131 /*@{*/
2132 GLuint NumInstructions;
2133 GLuint NumTemporaries;
2134 GLuint NumParameters;
2135 GLuint NumAttributes;
2136 GLuint NumAddressRegs;
2137 GLuint NumAluInstructions;
2138 GLuint NumTexInstructions;
2139 GLuint NumTexIndirections;
2140 /*@}*/
2141 /** Native, actual h/w counts */
2142 /*@{*/
2143 GLuint NumNativeInstructions;
2144 GLuint NumNativeTemporaries;
2145 GLuint NumNativeParameters;
2146 GLuint NumNativeAttributes;
2147 GLuint NumNativeAddressRegs;
2148 GLuint NumNativeAluInstructions;
2149 GLuint NumNativeTexInstructions;
2150 GLuint NumNativeTexIndirections;
2151 /*@}*/
2152 };
2153
2154
2155 /** Vertex program object */
2156 struct gl_vertex_program
2157 {
2158 struct gl_program Base; /**< base class */
2159 GLboolean IsPositionInvariant;
2160 };
2161
2162
2163 /** Geometry program object */
2164 struct gl_geometry_program
2165 {
2166 struct gl_program Base; /**< base class */
2167
2168 GLint VerticesIn;
2169 GLint VerticesOut;
2170 GLint Invocations;
2171 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2172 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2173 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2174 bool UsesEndPrimitive;
2175 bool UsesStreams;
2176 };
2177
2178
2179 /** Fragment program object */
2180 struct gl_fragment_program
2181 {
2182 struct gl_program Base; /**< base class */
2183 GLboolean UsesKill; /**< shader uses KIL instruction */
2184 GLboolean UsesDFdy; /**< shader uses DDY instruction */
2185 GLboolean OriginUpperLeft;
2186 GLboolean PixelCenterInteger;
2187 enum gl_frag_depth_layout FragDepthLayout;
2188
2189 /**
2190 * GLSL interpolation qualifier associated with each fragment shader input.
2191 * For inputs that do not have an interpolation qualifier specified in
2192 * GLSL, the value is INTERP_QUALIFIER_NONE.
2193 */
2194 enum glsl_interp_qualifier InterpQualifier[VARYING_SLOT_MAX];
2195
2196 /**
2197 * Bitfield indicating, for each fragment shader input, 1 if that input
2198 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2199 */
2200 GLbitfield64 IsCentroid;
2201
2202 /**
2203 * Bitfield indicating, for each fragment shader input, 1 if that input
2204 * uses sample interpolation, 0 otherwise. Unused inputs are 0.
2205 */
2206 GLbitfield64 IsSample;
2207 };
2208
2209
2210 /** Compute program object */
2211 struct gl_compute_program
2212 {
2213 struct gl_program Base; /**< base class */
2214
2215 /**
2216 * Size specified using local_size_{x,y,z}.
2217 */
2218 unsigned LocalSize[3];
2219 };
2220
2221
2222 /**
2223 * State common to vertex and fragment programs.
2224 */
2225 struct gl_program_state
2226 {
2227 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2228 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2229 };
2230
2231
2232 /**
2233 * Context state for vertex programs.
2234 */
2235 struct gl_vertex_program_state
2236 {
2237 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2238 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2239 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2240 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2241 /** Computed two sided lighting for fixed function/programs. */
2242 GLboolean _TwoSideEnabled;
2243 struct gl_vertex_program *Current; /**< User-bound vertex program */
2244
2245 /** Currently enabled and valid vertex program (including internal
2246 * programs, user-defined vertex programs and GLSL vertex shaders).
2247 * This is the program we must use when rendering.
2248 */
2249 struct gl_vertex_program *_Current;
2250
2251 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2252
2253 /** Should fixed-function T&L be implemented with a vertex prog? */
2254 GLboolean _MaintainTnlProgram;
2255
2256 /** Program to emulate fixed-function T&L (see above) */
2257 struct gl_vertex_program *_TnlProgram;
2258
2259 /** Cache of fixed-function programs */
2260 struct gl_program_cache *Cache;
2261
2262 GLboolean _Overriden;
2263 };
2264
2265
2266 /**
2267 * Context state for geometry programs.
2268 */
2269 struct gl_geometry_program_state
2270 {
2271 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
2272 GLboolean _Enabled; /**< Enabled and valid program? */
2273 struct gl_geometry_program *Current; /**< user-bound geometry program */
2274
2275 /** Currently enabled and valid program (including internal programs
2276 * and compiled shader programs).
2277 */
2278 struct gl_geometry_program *_Current;
2279
2280 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2281 };
2282
2283 /**
2284 * Context state for fragment programs.
2285 */
2286 struct gl_fragment_program_state
2287 {
2288 GLboolean Enabled; /**< User-set fragment program enable flag */
2289 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2290 struct gl_fragment_program *Current; /**< User-bound fragment program */
2291
2292 /** Currently enabled and valid fragment program (including internal
2293 * programs, user-defined fragment programs and GLSL fragment shaders).
2294 * This is the program we must use when rendering.
2295 */
2296 struct gl_fragment_program *_Current;
2297
2298 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2299
2300 /** Should fixed-function texturing be implemented with a fragment prog? */
2301 GLboolean _MaintainTexEnvProgram;
2302
2303 /** Program to emulate fixed-function texture env/combine (see above) */
2304 struct gl_fragment_program *_TexEnvProgram;
2305
2306 /** Cache of fixed-function programs */
2307 struct gl_program_cache *Cache;
2308 };
2309
2310
2311 /**
2312 * Context state for compute programs.
2313 */
2314 struct gl_compute_program_state
2315 {
2316 struct gl_compute_program *Current; /**< user-bound compute program */
2317
2318 /** Currently enabled and valid program (including internal programs
2319 * and compiled shader programs).
2320 */
2321 struct gl_compute_program *_Current;
2322 };
2323
2324
2325 /**
2326 * ATI_fragment_shader runtime state
2327 */
2328 #define ATI_FS_INPUT_PRIMARY 0
2329 #define ATI_FS_INPUT_SECONDARY 1
2330
2331 struct atifs_instruction;
2332 struct atifs_setupinst;
2333
2334 /**
2335 * ATI fragment shader
2336 */
2337 struct ati_fragment_shader
2338 {
2339 GLuint Id;
2340 GLint RefCount;
2341 struct atifs_instruction *Instructions[2];
2342 struct atifs_setupinst *SetupInst[2];
2343 GLfloat Constants[8][4];
2344 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2345 GLubyte numArithInstr[2];
2346 GLubyte regsAssigned[2];
2347 GLubyte NumPasses; /**< 1 or 2 */
2348 GLubyte cur_pass;
2349 GLubyte last_optype;
2350 GLboolean interpinp1;
2351 GLboolean isValid;
2352 GLuint swizzlerq;
2353 };
2354
2355 /**
2356 * Context state for GL_ATI_fragment_shader
2357 */
2358 struct gl_ati_fragment_shader_state
2359 {
2360 GLboolean Enabled;
2361 GLboolean _Enabled; /**< enabled and valid shader? */
2362 GLboolean Compiling;
2363 GLfloat GlobalConstants[8][4];
2364 struct ati_fragment_shader *Current;
2365 };
2366
2367
2368 /** Set by #pragma directives */
2369 struct gl_sl_pragmas
2370 {
2371 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2372 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2373 GLboolean Optimize; /**< defaults on */
2374 GLboolean Debug; /**< defaults off */
2375 };
2376
2377
2378 /**
2379 * A GLSL vertex or fragment shader object.
2380 */
2381 struct gl_shader
2382 {
2383 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB.
2384 * Must be the first field.
2385 */
2386 GLenum Type;
2387 gl_shader_stage Stage;
2388 GLuint Name; /**< AKA the handle */
2389 GLint RefCount; /**< Reference count */
2390 GLchar *Label; /**< GL_KHR_debug */
2391 GLboolean DeletePending;
2392 GLboolean CompileStatus;
2393 bool IsES; /**< True if this shader uses GLSL ES */
2394
2395 GLuint SourceChecksum; /**< for debug/logging purposes */
2396 const GLchar *Source; /**< Source code string */
2397
2398 struct gl_program *Program; /**< Post-compile assembly code */
2399 GLchar *InfoLog;
2400 struct gl_sl_pragmas Pragmas;
2401
2402 unsigned Version; /**< GLSL version used for linking */
2403
2404 /**
2405 * \name Sampler tracking
2406 *
2407 * \note Each of these fields is only set post-linking.
2408 */
2409 /*@{*/
2410 unsigned num_samplers; /**< Number of samplers used by this shader. */
2411 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2412 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2413 /*@}*/
2414
2415 /**
2416 * Map from sampler unit to texture unit (set by glUniform1i())
2417 *
2418 * A sampler unit is associated with each sampler uniform by the linker.
2419 * The sampler unit associated with each uniform is stored in the
2420 * \c gl_uniform_storage::sampler field.
2421 */
2422 GLubyte SamplerUnits[MAX_SAMPLERS];
2423 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2424 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2425
2426 /**
2427 * Number of default uniform block components used by this shader.
2428 *
2429 * This field is only set post-linking.
2430 */
2431 unsigned num_uniform_components;
2432
2433 /**
2434 * Number of combined uniform components used by this shader.
2435 *
2436 * This field is only set post-linking. It is the sum of the uniform block
2437 * sizes divided by sizeof(float), and num_uniform_compoennts.
2438 */
2439 unsigned num_combined_uniform_components;
2440
2441 /**
2442 * This shader's uniform block information.
2443 *
2444 * These fields are only set post-linking.
2445 */
2446 unsigned NumUniformBlocks;
2447 struct gl_uniform_block *UniformBlocks;
2448
2449 struct exec_list *ir;
2450 struct glsl_symbol_table *symbols;
2451
2452 bool uses_builtin_functions;
2453 bool uses_gl_fragcoord;
2454 bool redeclares_gl_fragcoord;
2455 bool ARB_fragment_coord_conventions_enable;
2456
2457 /**
2458 * Fragment shader state from GLSL 1.50 layout qualifiers.
2459 */
2460 bool origin_upper_left;
2461 bool pixel_center_integer;
2462
2463 /**
2464 * Geometry shader state from GLSL 1.50 layout qualifiers.
2465 */
2466 struct {
2467 GLint VerticesOut;
2468 /**
2469 * 0 - Invocations count not declared in shader, or
2470 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2471 */
2472 GLint Invocations;
2473 /**
2474 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2475 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2476 * shader.
2477 */
2478 GLenum InputType;
2479 /**
2480 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2481 * it's not set in this shader.
2482 */
2483 GLenum OutputType;
2484 } Geom;
2485
2486 /**
2487 * Map from image uniform index to image unit (set by glUniform1i())
2488 *
2489 * An image uniform index is associated with each image uniform by
2490 * the linker. The image index associated with each uniform is
2491 * stored in the \c gl_uniform_storage::image field.
2492 */
2493 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2494
2495 /**
2496 * Access qualifier specified in the shader for each image uniform
2497 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2498 * GL_READ_WRITE.
2499 *
2500 * It may be different, though only more strict than the value of
2501 * \c gl_image_unit::Access for the corresponding image unit.
2502 */
2503 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2504
2505 /**
2506 * Number of image uniforms defined in the shader. It specifies
2507 * the number of valid elements in the \c ImageUnits and \c
2508 * ImageAccess arrays above.
2509 */
2510 GLuint NumImages;
2511
2512 /**
2513 * Compute shader state from ARB_compute_shader layout qualifiers.
2514 */
2515 struct {
2516 /**
2517 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2518 * it's not set in this shader.
2519 */
2520 unsigned LocalSize[3];
2521 } Comp;
2522 };
2523
2524
2525 struct gl_uniform_buffer_variable
2526 {
2527 char *Name;
2528
2529 /**
2530 * Name of the uniform as seen by glGetUniformIndices.
2531 *
2532 * glGetUniformIndices requires that the block instance index \b not be
2533 * present in the name of queried uniforms.
2534 *
2535 * \note
2536 * \c gl_uniform_buffer_variable::IndexName and
2537 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2538 */
2539 char *IndexName;
2540
2541 const struct glsl_type *Type;
2542 unsigned int Offset;
2543 GLboolean RowMajor;
2544 };
2545
2546
2547 enum gl_uniform_block_packing
2548 {
2549 ubo_packing_std140,
2550 ubo_packing_shared,
2551 ubo_packing_packed
2552 };
2553
2554
2555 struct gl_uniform_block
2556 {
2557 /** Declared name of the uniform block */
2558 char *Name;
2559
2560 /** Array of supplemental information about UBO ir_variables. */
2561 struct gl_uniform_buffer_variable *Uniforms;
2562 GLuint NumUniforms;
2563
2564 /**
2565 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2566 * with glBindBufferBase to bind a buffer object to this uniform block. When
2567 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2568 */
2569 GLuint Binding;
2570
2571 /**
2572 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2573 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2574 */
2575 GLuint UniformBufferSize;
2576
2577 /**
2578 * Layout specified in the shader
2579 *
2580 * This isn't accessible through the API, but it is used while
2581 * cross-validating uniform blocks.
2582 */
2583 enum gl_uniform_block_packing _Packing;
2584 };
2585
2586 /**
2587 * Structure that represents a reference to an atomic buffer from some
2588 * shader program.
2589 */
2590 struct gl_active_atomic_buffer
2591 {
2592 /** Uniform indices of the atomic counters declared within it. */
2593 GLuint *Uniforms;
2594 GLuint NumUniforms;
2595
2596 /** Binding point index associated with it. */
2597 GLuint Binding;
2598
2599 /** Minimum reasonable size it is expected to have. */
2600 GLuint MinimumSize;
2601
2602 /** Shader stages making use of it. */
2603 GLboolean StageReferences[MESA_SHADER_STAGES];
2604 };
2605
2606 /**
2607 * Active resource in a gl_shader_program
2608 */
2609 struct gl_program_resource
2610 {
2611 GLenum Type; /** Program interface type. */
2612 const void *Data; /** Pointer to resource associated data structure. */
2613 uint8_t StageReferences; /** Bitmask of shader stage references. */
2614 };
2615
2616 /**
2617 * A GLSL program object.
2618 * Basically a linked collection of vertex and fragment shaders.
2619 */
2620 struct gl_shader_program
2621 {
2622 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2623 GLuint Name; /**< aka handle or ID */
2624 GLchar *Label; /**< GL_KHR_debug */
2625 GLint RefCount; /**< Reference count */
2626 GLboolean DeletePending;
2627
2628 /**
2629 * Is the application intending to glGetProgramBinary this program?
2630 */
2631 GLboolean BinaryRetreivableHint;
2632
2633 /**
2634 * Indicates whether program can be bound for individual pipeline stages
2635 * using UseProgramStages after it is next linked.
2636 */
2637 GLboolean SeparateShader;
2638
2639 GLuint NumShaders; /**< number of attached shaders */
2640 struct gl_shader **Shaders; /**< List of attached the shaders */
2641
2642 /**
2643 * User-defined attribute bindings
2644 *
2645 * These are set via \c glBindAttribLocation and are used to direct the
2646 * GLSL linker. These are \b not the values used in the compiled shader,
2647 * and they are \b not the values returned by \c glGetAttribLocation.
2648 */
2649 struct string_to_uint_map *AttributeBindings;
2650
2651 /**
2652 * User-defined fragment data bindings
2653 *
2654 * These are set via \c glBindFragDataLocation and are used to direct the
2655 * GLSL linker. These are \b not the values used in the compiled shader,
2656 * and they are \b not the values returned by \c glGetFragDataLocation.
2657 */
2658 struct string_to_uint_map *FragDataBindings;
2659 struct string_to_uint_map *FragDataIndexBindings;
2660
2661 /**
2662 * Transform feedback varyings last specified by
2663 * glTransformFeedbackVaryings().
2664 *
2665 * For the current set of transform feedback varyings used for transform
2666 * feedback output, see LinkedTransformFeedback.
2667 */
2668 struct {
2669 GLenum BufferMode;
2670 GLuint NumVarying;
2671 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2672 } TransformFeedback;
2673
2674 /** Post-link transform feedback info. */
2675 struct gl_transform_feedback_info LinkedTransformFeedback;
2676
2677 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2678 enum gl_frag_depth_layout FragDepthLayout;
2679
2680 /**
2681 * Geometry shader state - copied into gl_geometry_program by
2682 * _mesa_copy_linked_program_data().
2683 */
2684 struct {
2685 GLint VerticesIn;
2686 GLint VerticesOut;
2687 /**
2688 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2689 */
2690 GLint Invocations;
2691 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2692 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2693 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2694 /**
2695 * True if gl_ClipDistance is written to. Copied into
2696 * gl_geometry_program by _mesa_copy_linked_program_data().
2697 */
2698 GLboolean UsesClipDistance;
2699 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2700 0 if not present. */
2701 bool UsesEndPrimitive;
2702 bool UsesStreams;
2703 } Geom;
2704
2705 /** Vertex shader state */
2706 struct {
2707 /**
2708 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2709 * by _mesa_copy_linked_program_data().
2710 */
2711 GLboolean UsesClipDistance;
2712 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2713 0 if not present. */
2714 } Vert;
2715
2716 /**
2717 * Compute shader state - copied into gl_compute_program by
2718 * _mesa_copy_linked_program_data().
2719 */
2720 struct {
2721 /**
2722 * If this shader contains a compute stage, size specified using
2723 * local_size_{x,y,z}. Otherwise undefined.
2724 */
2725 unsigned LocalSize[3];
2726 } Comp;
2727
2728 /* post-link info: */
2729 unsigned NumUserUniformStorage;
2730 unsigned NumHiddenUniforms;
2731 struct gl_uniform_storage *UniformStorage;
2732
2733 /**
2734 * Mapping from GL uniform locations returned by \c glUniformLocation to
2735 * UniformStorage entries. Arrays will have multiple contiguous slots
2736 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2737 */
2738 unsigned NumUniformRemapTable;
2739 struct gl_uniform_storage **UniformRemapTable;
2740
2741 /**
2742 * Size of the gl_ClipDistance array that is output from the last pipeline
2743 * stage before the fragment shader.
2744 */
2745 unsigned LastClipDistanceArraySize;
2746
2747 unsigned NumUniformBlocks;
2748 struct gl_uniform_block *UniformBlocks;
2749
2750 /**
2751 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2752 * they're used in, or -1.
2753 *
2754 * This is used to maintain the Binding values of the stage's UniformBlocks[]
2755 * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2756 */
2757 int *UniformBlockStageIndex[MESA_SHADER_STAGES];
2758
2759 /**
2760 * Map of active uniform names to locations
2761 *
2762 * Maps any active uniform that is not an array element to a location.
2763 * Each active uniform, including individual structure members will appear
2764 * in this map. This roughly corresponds to the set of names that would be
2765 * enumerated by \c glGetActiveUniform.
2766 */
2767 struct string_to_uint_map *UniformHash;
2768
2769 struct gl_active_atomic_buffer *AtomicBuffers;
2770 unsigned NumAtomicBuffers;
2771
2772 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2773 GLboolean Validated;
2774 GLboolean _Used; /**< Ever used for drawing? */
2775 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
2776 GLchar *InfoLog;
2777
2778 unsigned Version; /**< GLSL version used for linking */
2779 bool IsES; /**< True if this program uses GLSL ES */
2780
2781 /**
2782 * Per-stage shaders resulting from the first stage of linking.
2783 *
2784 * Set of linked shaders for this program. The array is accessed using the
2785 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2786 * \c NULL.
2787 */
2788 struct gl_shader *_LinkedShaders[MESA_SHADER_STAGES];
2789
2790 /** List of all active resources after linking. */
2791 struct gl_program_resource *ProgramResourceList;
2792 unsigned NumProgramResourceList;
2793
2794 /* True if any of the fragment shaders attached to this program use:
2795 * #extension ARB_fragment_coord_conventions: enable
2796 */
2797 GLboolean ARB_fragment_coord_conventions_enable;
2798 };
2799
2800
2801 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2802 #define GLSL_LOG 0x2 /**< Write shaders to files */
2803 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2804 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2805 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2806 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2807 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2808 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2809 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2810 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2811
2812
2813 /**
2814 * Context state for GLSL vertex/fragment shaders.
2815 * Extended to support pipeline object
2816 */
2817 struct gl_pipeline_object
2818 {
2819 /** Name of the pipeline object as received from glGenProgramPipelines.
2820 * It would be 0 for shaders without separate shader objects.
2821 */
2822 GLuint Name;
2823
2824 GLint RefCount;
2825
2826 mtx_t Mutex;
2827
2828 /**
2829 * Programs used for rendering
2830 *
2831 * There is a separate program set for each shader stage.
2832 */
2833 struct gl_shader_program *CurrentProgram[MESA_SHADER_STAGES];
2834
2835 struct gl_shader_program *_CurrentFragmentProgram;
2836
2837 /**
2838 * Program used by glUniform calls.
2839 *
2840 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2841 */
2842 struct gl_shader_program *ActiveProgram;
2843
2844 GLbitfield Flags; /**< Mask of GLSL_x flags */
2845
2846 GLboolean EverBound; /**< Has the pipeline object been created */
2847
2848 GLboolean Validated; /**< Pipeline Validation status */
2849
2850 GLchar *InfoLog;
2851 };
2852
2853 /**
2854 * Context state for GLSL pipeline shaders.
2855 */
2856 struct gl_pipeline_shader_state
2857 {
2858 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
2859 struct gl_pipeline_object *Current;
2860
2861 /* Default Object to ensure that _Shader is never NULL */
2862 struct gl_pipeline_object *Default;
2863
2864 /** Pipeline objects */
2865 struct _mesa_HashTable *Objects;
2866 };
2867
2868 /**
2869 * Compiler options for a single GLSL shaders type
2870 */
2871 struct gl_shader_compiler_options
2872 {
2873 /** Driver-selectable options: */
2874 GLboolean EmitCondCodes; /**< Use condition codes? */
2875 GLboolean EmitNoLoops;
2876 GLboolean EmitNoFunctions;
2877 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2878 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2879 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2880 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2881 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
2882 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2883
2884 /**
2885 * \name Forms of indirect addressing the driver cannot do.
2886 */
2887 /*@{*/
2888 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2889 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2890 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2891 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2892 /*@}*/
2893
2894 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2895 GLuint MaxUnrollIterations;
2896
2897 /**
2898 * Optimize code for array of structures backends.
2899 *
2900 * This is a proxy for:
2901 * - preferring DP4 instructions (rather than MUL/MAD) for
2902 * matrix * vector operations, such as position transformation.
2903 */
2904 GLboolean OptimizeForAOS;
2905
2906 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2907
2908 const struct nir_shader_compiler_options *NirOptions;
2909 };
2910
2911
2912 /**
2913 * Occlusion/timer query object.
2914 */
2915 struct gl_query_object
2916 {
2917 GLenum Target; /**< The query target, when active */
2918 GLuint Id; /**< hash table ID/name */
2919 GLchar *Label; /**< GL_KHR_debug */
2920 GLuint64EXT Result; /**< the counter */
2921 GLboolean Active; /**< inside Begin/EndQuery */
2922 GLboolean Ready; /**< result is ready? */
2923 GLboolean EverBound;/**< has query object ever been bound */
2924 GLuint Stream; /**< The stream */
2925 };
2926
2927
2928 /**
2929 * Context state for query objects.
2930 */
2931 struct gl_query_state
2932 {
2933 struct _mesa_HashTable *QueryObjects;
2934 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2935 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2936
2937 /** GL_NV_conditional_render */
2938 struct gl_query_object *CondRenderQuery;
2939
2940 /** GL_EXT_transform_feedback */
2941 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
2942 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
2943
2944 /** GL_ARB_timer_query */
2945 struct gl_query_object *TimeElapsed;
2946
2947 /** GL_ARB_pipeline_statistics_query */
2948 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
2949
2950 GLenum CondRenderMode;
2951 };
2952
2953
2954 /** Sync object state */
2955 struct gl_sync_object
2956 {
2957 GLenum Type; /**< GL_SYNC_FENCE */
2958 GLuint Name; /**< Fence name */
2959 GLchar *Label; /**< GL_KHR_debug */
2960 GLint RefCount; /**< Reference count */
2961 GLboolean DeletePending; /**< Object was deleted while there were still
2962 * live references (e.g., sync not yet finished)
2963 */
2964 GLenum SyncCondition;
2965 GLbitfield Flags; /**< Flags passed to glFenceSync */
2966 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2967 };
2968
2969
2970 /**
2971 * State which can be shared by multiple contexts:
2972 */
2973 struct gl_shared_state
2974 {
2975 mtx_t Mutex; /**< for thread safety */
2976 GLint RefCount; /**< Reference count */
2977 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2978 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2979
2980 /** Default texture objects (shared by all texture units) */
2981 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2982
2983 /** Fallback texture used when a bound texture is incomplete */
2984 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
2985
2986 /**
2987 * \name Thread safety and statechange notification for texture
2988 * objects.
2989 *
2990 * \todo Improve the granularity of locking.
2991 */
2992 /*@{*/
2993 mtx_t TexMutex; /**< texobj thread safety */
2994 GLuint TextureStateStamp; /**< state notification for shared tex */
2995 /*@}*/
2996
2997 /** Default buffer object for vertex arrays that aren't in VBOs */
2998 struct gl_buffer_object *NullBufferObj;
2999
3000 /**
3001 * \name Vertex/geometry/fragment programs
3002 */
3003 /*@{*/
3004 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3005 struct gl_vertex_program *DefaultVertexProgram;
3006 struct gl_fragment_program *DefaultFragmentProgram;
3007 struct gl_geometry_program *DefaultGeometryProgram;
3008 /*@}*/
3009
3010 /* GL_ATI_fragment_shader */
3011 struct _mesa_HashTable *ATIShaders;
3012 struct ati_fragment_shader *DefaultFragmentShader;
3013
3014 struct _mesa_HashTable *BufferObjects;
3015
3016 /** Table of both gl_shader and gl_shader_program objects */
3017 struct _mesa_HashTable *ShaderObjects;
3018
3019 /* GL_EXT_framebuffer_object */
3020 struct _mesa_HashTable *RenderBuffers;
3021 struct _mesa_HashTable *FrameBuffers;
3022
3023 /* GL_ARB_sync */
3024 struct set *SyncObjects;
3025
3026 /** GL_ARB_sampler_objects */
3027 struct _mesa_HashTable *SamplerObjects;
3028
3029 /**
3030 * Some context in this share group was affected by a GPU reset
3031 *
3032 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3033 * been affected by a GPU reset must also return
3034 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3035 *
3036 * Once this field becomes true, it is never reset to false.
3037 */
3038 bool ShareGroupReset;
3039 };
3040
3041
3042
3043 /**
3044 * Renderbuffers represent drawing surfaces such as color, depth and/or
3045 * stencil. A framebuffer object has a set of renderbuffers.
3046 * Drivers will typically derive subclasses of this type.
3047 */
3048 struct gl_renderbuffer
3049 {
3050 mtx_t Mutex; /**< for thread safety */
3051 GLuint ClassID; /**< Useful for drivers */
3052 GLuint Name;
3053 GLchar *Label; /**< GL_KHR_debug */
3054 GLint RefCount;
3055 GLuint Width, Height;
3056 GLuint Depth;
3057 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3058 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3059 /**
3060 * True for renderbuffers that wrap textures, giving the driver a chance to
3061 * flush render caches through the FinishRenderTexture hook.
3062 *
3063 * Drivers may also set this on renderbuffers other than those generated by
3064 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3065 * called without a rb->TexImage.
3066 */
3067 GLboolean NeedsFinishRenderTexture;
3068 GLubyte NumSamples;
3069 GLenum InternalFormat; /**< The user-specified format */
3070 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3071 GL_STENCIL_INDEX. */
3072 mesa_format Format; /**< The actual renderbuffer memory format */
3073 /**
3074 * Pointer to the texture image if this renderbuffer wraps a texture,
3075 * otherwise NULL.
3076 *
3077 * Note that the reference on the gl_texture_object containing this
3078 * TexImage is held by the gl_renderbuffer_attachment.
3079 */
3080 struct gl_texture_image *TexImage;
3081
3082 /** Delete this renderbuffer */
3083 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3084
3085 /** Allocate new storage for this renderbuffer */
3086 GLboolean (*AllocStorage)(struct gl_context *ctx,
3087 struct gl_renderbuffer *rb,
3088 GLenum internalFormat,
3089 GLuint width, GLuint height);
3090 };
3091
3092
3093 /**
3094 * A renderbuffer attachment points to either a texture object (and specifies
3095 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3096 */
3097 struct gl_renderbuffer_attachment
3098 {
3099 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3100 GLboolean Complete;
3101
3102 /**
3103 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3104 * application supplied renderbuffer object.
3105 */
3106 struct gl_renderbuffer *Renderbuffer;
3107
3108 /**
3109 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3110 * supplied texture object.
3111 */
3112 struct gl_texture_object *Texture;
3113 GLuint TextureLevel; /**< Attached mipmap level. */
3114 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3115 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3116 * and 2D array textures */
3117 GLboolean Layered;
3118 };
3119
3120
3121 /**
3122 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3123 * In C++ terms, think of this as a base class from which device drivers
3124 * will make derived classes.
3125 */
3126 struct gl_framebuffer
3127 {
3128 mtx_t Mutex; /**< for thread safety */
3129 /**
3130 * If zero, this is a window system framebuffer. If non-zero, this
3131 * is a FBO framebuffer; note that for some devices (i.e. those with
3132 * a natural pixel coordinate system for FBOs that differs from the
3133 * OpenGL/Mesa coordinate system), this means that the viewport,
3134 * polygon face orientation, and polygon stipple will have to be inverted.
3135 */
3136 GLuint Name;
3137 GLint RefCount;
3138
3139 GLchar *Label; /**< GL_KHR_debug */
3140
3141 GLboolean DeletePending;
3142
3143 /**
3144 * The framebuffer's visual. Immutable if this is a window system buffer.
3145 * Computed from attachments if user-made FBO.
3146 */
3147 struct gl_config Visual;
3148
3149 GLuint Width, Height; /**< size of frame buffer in pixels */
3150
3151 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
3152 /*@{*/
3153 GLint _Xmin, _Xmax; /**< inclusive */
3154 GLint _Ymin, _Ymax; /**< exclusive */
3155 /*@}*/
3156
3157 /** \name Derived Z buffer stuff */
3158 /*@{*/
3159 GLuint _DepthMax; /**< Max depth buffer value */
3160 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3161 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3162 /*@}*/
3163
3164 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3165 GLenum _Status;
3166
3167 /** Integer color values */
3168 GLboolean _IntegerColor;
3169
3170 /* ARB_color_buffer_float */
3171 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3172 GLboolean _HasSNormOrFloatColorBuffer;
3173
3174 /**
3175 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3176 * is not layered. For cube maps and cube map arrays, each cube face
3177 * counts as a layer.
3178 */
3179 GLuint MaxNumLayers;
3180
3181 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3182 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3183
3184 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3185 * attribute group and GL_PIXEL attribute group, respectively.
3186 */
3187 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3188 GLenum ColorReadBuffer;
3189
3190 /** Computed from ColorDraw/ReadBuffer above */
3191 GLuint _NumColorDrawBuffers;
3192 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3193 GLint _ColorReadBufferIndex; /* -1 = None */
3194 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3195 struct gl_renderbuffer *_ColorReadBuffer;
3196
3197 /** Delete this framebuffer */
3198 void (*Delete)(struct gl_framebuffer *fb);
3199 };
3200
3201
3202 /**
3203 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3204 */
3205 struct gl_precision
3206 {
3207 GLushort RangeMin; /**< min value exponent */
3208 GLushort RangeMax; /**< max value exponent */
3209 GLushort Precision; /**< number of mantissa bits */
3210 };
3211
3212
3213 /**
3214 * Limits for vertex, geometry and fragment programs/shaders.
3215 */
3216 struct gl_program_constants
3217 {
3218 /* logical limits */
3219 GLuint MaxInstructions;
3220 GLuint MaxAluInstructions;
3221 GLuint MaxTexInstructions;
3222 GLuint MaxTexIndirections;
3223 GLuint MaxAttribs;
3224 GLuint MaxTemps;
3225 GLuint MaxAddressRegs;
3226 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3227 GLuint MaxParameters;
3228 GLuint MaxLocalParams;
3229 GLuint MaxEnvParams;
3230 /* native/hardware limits */
3231 GLuint MaxNativeInstructions;
3232 GLuint MaxNativeAluInstructions;
3233 GLuint MaxNativeTexInstructions;
3234 GLuint MaxNativeTexIndirections;
3235 GLuint MaxNativeAttribs;
3236 GLuint MaxNativeTemps;
3237 GLuint MaxNativeAddressRegs;
3238 GLuint MaxNativeParameters;
3239 /* For shaders */
3240 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3241
3242 /**
3243 * \name Per-stage input / output limits
3244 *
3245 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3246 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3247 * ES). This is stored as \c gl_constants::MaxVarying.
3248 *
3249 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3250 * variables. Each stage as a certain number of outputs that it can feed
3251 * to the next stage and a certain number inputs that it can consume from
3252 * the previous stage.
3253 *
3254 * Vertex shader inputs do not participate this in this accounting.
3255 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3256 *
3257 * Fragment shader outputs do not participate this in this accounting.
3258 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3259 */
3260 /*@{*/
3261 GLuint MaxInputComponents;
3262 GLuint MaxOutputComponents;
3263 /*@}*/
3264
3265 /* ES 2.0 and GL_ARB_ES2_compatibility */
3266 struct gl_precision LowFloat, MediumFloat, HighFloat;
3267 struct gl_precision LowInt, MediumInt, HighInt;
3268 /* GL_ARB_uniform_buffer_object */
3269 GLuint MaxUniformBlocks;
3270 GLuint MaxCombinedUniformComponents;
3271 GLuint MaxTextureImageUnits;
3272
3273 /* GL_ARB_shader_atomic_counters */
3274 GLuint MaxAtomicBuffers;
3275 GLuint MaxAtomicCounters;
3276
3277 /* GL_ARB_shader_image_load_store */
3278 GLuint MaxImageUniforms;
3279 };
3280
3281
3282 /**
3283 * Constants which may be overridden by device driver during context creation
3284 * but are never changed after that.
3285 */
3286 struct gl_constants
3287 {
3288 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3289 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3290 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3291 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3292 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3293 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3294 GLuint MaxTextureCoordUnits;
3295 GLuint MaxCombinedTextureImageUnits;
3296 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3297 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3298 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3299 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3300
3301 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3302
3303 GLuint MaxArrayLockSize;
3304
3305 GLint SubPixelBits;
3306
3307 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3308 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3309 GLfloat PointSizeGranularity;
3310 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3311 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3312 GLfloat LineWidthGranularity;
3313
3314 GLuint MaxClipPlanes;
3315 GLuint MaxLights;
3316 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3317 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3318
3319 GLuint MaxViewportWidth, MaxViewportHeight;
3320 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3321 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3322 struct {
3323 GLfloat Min;
3324 GLfloat Max;
3325 } ViewportBounds; /**< GL_ARB_viewport_array */
3326
3327 struct gl_program_constants Program[MESA_SHADER_STAGES];
3328 GLuint MaxProgramMatrices;
3329 GLuint MaxProgramMatrixStackDepth;
3330
3331 struct {
3332 GLuint SamplesPassed;
3333 GLuint TimeElapsed;
3334 GLuint Timestamp;
3335 GLuint PrimitivesGenerated;
3336 GLuint PrimitivesWritten;
3337 GLuint VerticesSubmitted;
3338 GLuint PrimitivesSubmitted;
3339 GLuint VsInvocations;
3340 GLuint TessPatches;
3341 GLuint TessInvocations;
3342 GLuint GsInvocations;
3343 GLuint GsPrimitives;
3344 GLuint FsInvocations;
3345 GLuint ComputeInvocations;
3346 GLuint ClInPrimitives;
3347 GLuint ClOutPrimitives;
3348 } QueryCounterBits;
3349
3350 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3351
3352 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3353 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3354 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3355
3356 /** Number of varying vectors between any two shader stages. */
3357 GLuint MaxVarying;
3358
3359 /** @{
3360 * GL_ARB_uniform_buffer_object
3361 */
3362 GLuint MaxCombinedUniformBlocks;
3363 GLuint MaxUniformBufferBindings;
3364 GLuint MaxUniformBlockSize;
3365 GLuint UniformBufferOffsetAlignment;
3366 /** @} */
3367
3368 /**
3369 * GL_ARB_explicit_uniform_location
3370 */
3371 GLuint MaxUserAssignableUniformLocations;
3372
3373 /** GL_ARB_geometry_shader4 */
3374 GLuint MaxGeometryOutputVertices;
3375 GLuint MaxGeometryTotalOutputComponents;
3376
3377 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3378
3379 /**
3380 * Changes default GLSL extension behavior from "error" to "warn". It's out
3381 * of spec, but it can make some apps work that otherwise wouldn't.
3382 */
3383 GLboolean ForceGLSLExtensionsWarn;
3384
3385 /**
3386 * If non-zero, forces GLSL shaders to behave as if they began
3387 * with "#version ForceGLSLVersion".
3388 */
3389 GLuint ForceGLSLVersion;
3390
3391 /**
3392 * Allow GLSL #extension directives in the middle of shaders.
3393 */
3394 GLboolean AllowGLSLExtensionDirectiveMidShader;
3395
3396 /**
3397 * Does the driver support real 32-bit integers? (Otherwise, integers are
3398 * simulated via floats.)
3399 */
3400 GLboolean NativeIntegers;
3401
3402 /**
3403 * Does VertexID count from zero or from base vertex?
3404 *
3405 * \note
3406 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3407 * ignored and need not be set.
3408 */
3409 bool VertexID_is_zero_based;
3410
3411 /**
3412 * If the driver supports real 32-bit integers, what integer value should be
3413 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3414 */
3415 GLuint UniformBooleanTrue;
3416
3417 /**
3418 * Maximum amount of time, measured in nanseconds, that the server can wait.
3419 */
3420 GLuint64 MaxServerWaitTimeout;
3421
3422 /** GL_EXT_provoking_vertex */
3423 GLboolean QuadsFollowProvokingVertexConvention;
3424
3425 /** OpenGL version 3.0 */
3426 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3427
3428 /** OpenGL version 3.2 */
3429 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3430
3431 /** OpenGL version 4.4 */
3432 GLuint MaxVertexAttribStride;
3433
3434 /** GL_EXT_transform_feedback */
3435 GLuint MaxTransformFeedbackBuffers;
3436 GLuint MaxTransformFeedbackSeparateComponents;
3437 GLuint MaxTransformFeedbackInterleavedComponents;
3438 GLuint MaxVertexStreams;
3439
3440 /** GL_EXT_gpu_shader4 */
3441 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3442
3443 /** GL_ARB_texture_gather */
3444 GLuint MinProgramTextureGatherOffset;
3445 GLuint MaxProgramTextureGatherOffset;
3446 GLuint MaxProgramTextureGatherComponents;
3447
3448 /* GL_ARB_robustness */
3449 GLenum ResetStrategy;
3450
3451 /* GL_ARB_blend_func_extended */
3452 GLuint MaxDualSourceDrawBuffers;
3453
3454 /**
3455 * Whether the implementation strips out and ignores texture borders.
3456 *
3457 * Many GPU hardware implementations don't support rendering with texture
3458 * borders and mipmapped textures. (Note: not static border color, but the
3459 * old 1-pixel border around each edge). Implementations then have to do
3460 * slow fallbacks to be correct, or just ignore the border and be fast but
3461 * wrong. Setting the flag strips the border off of TexImage calls,
3462 * providing "fast but wrong" at significantly reduced driver complexity.
3463 *
3464 * Texture borders are deprecated in GL 3.0.
3465 **/
3466 GLboolean StripTextureBorder;
3467
3468 /**
3469 * For drivers which can do a better job at eliminating unused uniforms
3470 * than the GLSL compiler.
3471 *
3472 * XXX Remove these as soon as a better solution is available.
3473 */
3474 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3475
3476 /**
3477 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3478 * than passing the transform feedback object to the drawing function.
3479 */
3480 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3481
3482 /** GL_ARB_map_buffer_alignment */
3483 GLuint MinMapBufferAlignment;
3484
3485 /**
3486 * Disable varying packing. This is out of spec, but potentially useful
3487 * for older platforms that supports a limited number of texture
3488 * indirections--on these platforms, unpacking the varyings in the fragment
3489 * shader increases the number of texture indirections by 1, which might
3490 * make some shaders not executable at all.
3491 *
3492 * Drivers that support transform feedback must set this value to GL_FALSE.
3493 */
3494 GLboolean DisableVaryingPacking;
3495
3496 /**
3497 * Should meaningful names be generated for compiler temporary variables?
3498 *
3499 * Generally, it is not useful to have the compiler generate "meaningful"
3500 * names for temporary variables that it creates. This can, however, be a
3501 * useful debugging aid. In Mesa debug builds or release builds when
3502 * MESA_GLSL is set at run-time, meaningful names will be generated.
3503 * Drivers can also force names to be generated by setting this field.
3504 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3505 * vertex shader assembly) is set at run-time.
3506 */
3507 bool GenerateTemporaryNames;
3508
3509 /*
3510 * Maximum value supported for an index in DrawElements and friends.
3511 *
3512 * This must be at least (1ull<<24)-1. The default value is
3513 * (1ull<<32)-1.
3514 *
3515 * \since ES 3.0 or GL_ARB_ES3_compatibility
3516 * \sa _mesa_init_constants
3517 */
3518 GLuint64 MaxElementIndex;
3519
3520 /**
3521 * Disable interpretation of line continuations (lines ending with a
3522 * backslash character ('\') in GLSL source.
3523 */
3524 GLboolean DisableGLSLLineContinuations;
3525
3526 /** GL_ARB_texture_multisample */
3527 GLint MaxColorTextureSamples;
3528 GLint MaxDepthTextureSamples;
3529 GLint MaxIntegerSamples;
3530
3531 /**
3532 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3533 * samples are laid out in a rectangular grid roughly corresponding to
3534 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3535 * are used to map indices of rectangular grid to sample numbers within
3536 * a pixel. This mapping of indices to sample numbers must be initialized
3537 * by the driver for the target hardware. For example, if we have the 8X
3538 * MSAA sample number layout (sample positions) for XYZ hardware:
3539 *
3540 * sample indices layout sample number layout
3541 * --------- ---------
3542 * | 0 | 1 | | a | b |
3543 * --------- ---------
3544 * | 2 | 3 | | c | d |
3545 * --------- ---------
3546 * | 4 | 5 | | e | f |
3547 * --------- ---------
3548 * | 6 | 7 | | g | h |
3549 * --------- ---------
3550 *
3551 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3552 *
3553 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3554 * below:
3555 * SampleMap8x = {a, b, c, d, e, f, g, h};
3556 *
3557 * Follow the logic for other sample counts.
3558 */
3559 uint8_t SampleMap2x[2];
3560 uint8_t SampleMap4x[4];
3561 uint8_t SampleMap8x[8];
3562
3563 /** GL_ARB_shader_atomic_counters */
3564 GLuint MaxAtomicBufferBindings;
3565 GLuint MaxAtomicBufferSize;
3566 GLuint MaxCombinedAtomicBuffers;
3567 GLuint MaxCombinedAtomicCounters;
3568
3569 /** GL_ARB_vertex_attrib_binding */
3570 GLint MaxVertexAttribRelativeOffset;
3571 GLint MaxVertexAttribBindings;
3572
3573 /* GL_ARB_shader_image_load_store */
3574 GLuint MaxImageUnits;
3575 GLuint MaxCombinedImageUnitsAndFragmentOutputs;
3576 GLuint MaxImageSamples;
3577 GLuint MaxCombinedImageUniforms;
3578
3579 /** GL_ARB_compute_shader */
3580 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3581 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3582 GLuint MaxComputeWorkGroupInvocations;
3583
3584 /** GL_ARB_gpu_shader5 */
3585 GLfloat MinFragmentInterpolationOffset;
3586 GLfloat MaxFragmentInterpolationOffset;
3587
3588 GLboolean FakeSWMSAA;
3589
3590 /** GL_KHR_context_flush_control */
3591 GLenum ContextReleaseBehavior;
3592
3593 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
3594 };
3595
3596
3597 /**
3598 * Enable flag for each OpenGL extension. Different device drivers will
3599 * enable different extensions at runtime.
3600 */
3601 struct gl_extensions
3602 {
3603 GLboolean dummy; /* don't remove this! */
3604 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3605 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3606 GLboolean ANGLE_texture_compression_dxt;
3607 GLboolean ARB_ES2_compatibility;
3608 GLboolean ARB_ES3_compatibility;
3609 GLboolean ARB_arrays_of_arrays;
3610 GLboolean ARB_base_instance;
3611 GLboolean ARB_blend_func_extended;
3612 GLboolean ARB_buffer_storage;
3613 GLboolean ARB_clear_texture;
3614 GLboolean ARB_clip_control;
3615 GLboolean ARB_color_buffer_float;
3616 GLboolean ARB_compute_shader;
3617 GLboolean ARB_conditional_render_inverted;
3618 GLboolean ARB_conservative_depth;
3619 GLboolean ARB_copy_image;
3620 GLboolean ARB_depth_buffer_float;
3621 GLboolean ARB_depth_clamp;
3622 GLboolean ARB_depth_texture;
3623 GLboolean ARB_derivative_control;
3624 GLboolean ARB_draw_buffers_blend;
3625 GLboolean ARB_draw_elements_base_vertex;
3626 GLboolean ARB_draw_indirect;
3627 GLboolean ARB_draw_instanced;
3628 GLboolean ARB_fragment_coord_conventions;
3629 GLboolean ARB_fragment_layer_viewport;
3630 GLboolean ARB_fragment_program;
3631 GLboolean ARB_fragment_program_shadow;
3632 GLboolean ARB_fragment_shader;
3633 GLboolean ARB_framebuffer_object;
3634 GLboolean ARB_explicit_attrib_location;
3635 GLboolean ARB_explicit_uniform_location;
3636 GLboolean ARB_geometry_shader4;
3637 GLboolean ARB_gpu_shader5;
3638 GLboolean ARB_gpu_shader_fp64;
3639 GLboolean ARB_half_float_vertex;
3640 GLboolean ARB_instanced_arrays;
3641 GLboolean ARB_internalformat_query;
3642 GLboolean ARB_map_buffer_range;
3643 GLboolean ARB_occlusion_query;
3644 GLboolean ARB_occlusion_query2;
3645 GLboolean ARB_pipeline_statistics_query;
3646 GLboolean ARB_point_sprite;
3647 GLboolean ARB_sample_shading;
3648 GLboolean ARB_seamless_cube_map;
3649 GLboolean ARB_shader_atomic_counters;
3650 GLboolean ARB_shader_bit_encoding;
3651 GLboolean ARB_shader_image_load_store;
3652 GLboolean ARB_shader_precision;
3653 GLboolean ARB_shader_stencil_export;
3654 GLboolean ARB_shader_texture_lod;
3655 GLboolean ARB_shading_language_packing;
3656 GLboolean ARB_shading_language_420pack;
3657 GLboolean ARB_shadow;
3658 GLboolean ARB_stencil_texturing;
3659 GLboolean ARB_sync;
3660 GLboolean ARB_tessellation_shader;
3661 GLboolean ARB_texture_border_clamp;
3662 GLboolean ARB_texture_buffer_object;
3663 GLboolean ARB_texture_buffer_object_rgb32;
3664 GLboolean ARB_texture_buffer_range;
3665 GLboolean ARB_texture_compression_bptc;
3666 GLboolean ARB_texture_compression_rgtc;
3667 GLboolean ARB_texture_cube_map;
3668 GLboolean ARB_texture_cube_map_array;
3669 GLboolean ARB_texture_env_combine;
3670 GLboolean ARB_texture_env_crossbar;
3671 GLboolean ARB_texture_env_dot3;
3672 GLboolean ARB_texture_float;
3673 GLboolean ARB_texture_gather;
3674 GLboolean ARB_texture_mirror_clamp_to_edge;
3675 GLboolean ARB_texture_multisample;
3676 GLboolean ARB_texture_non_power_of_two;
3677 GLboolean ARB_texture_stencil8;
3678 GLboolean ARB_texture_query_levels;
3679 GLboolean ARB_texture_query_lod;
3680 GLboolean ARB_texture_rg;
3681 GLboolean ARB_texture_rgb10_a2ui;
3682 GLboolean ARB_texture_view;
3683 GLboolean ARB_timer_query;
3684 GLboolean ARB_transform_feedback2;
3685 GLboolean ARB_transform_feedback3;
3686 GLboolean ARB_transform_feedback_instanced;
3687 GLboolean ARB_uniform_buffer_object;
3688 GLboolean ARB_vertex_program;
3689 GLboolean ARB_vertex_shader;
3690 GLboolean ARB_vertex_type_10f_11f_11f_rev;
3691 GLboolean ARB_vertex_type_2_10_10_10_rev;
3692 GLboolean ARB_viewport_array;
3693 GLboolean EXT_blend_color;
3694 GLboolean EXT_blend_equation_separate;
3695 GLboolean EXT_blend_func_separate;
3696 GLboolean EXT_blend_minmax;
3697 GLboolean EXT_depth_bounds_test;
3698 GLboolean EXT_draw_buffers2;
3699 GLboolean EXT_framebuffer_multisample;
3700 GLboolean EXT_framebuffer_multisample_blit_scaled;
3701 GLboolean EXT_framebuffer_sRGB;
3702 GLboolean EXT_gpu_program_parameters;
3703 GLboolean EXT_gpu_shader4;
3704 GLboolean EXT_packed_float;
3705 GLboolean EXT_pixel_buffer_object;
3706 GLboolean EXT_point_parameters;
3707 GLboolean EXT_polygon_offset_clamp;
3708 GLboolean EXT_provoking_vertex;
3709 GLboolean EXT_shader_integer_mix;
3710 GLboolean EXT_stencil_two_side;
3711 GLboolean EXT_texture3D;
3712 GLboolean EXT_texture_array;
3713 GLboolean EXT_texture_compression_latc;
3714 GLboolean EXT_texture_compression_s3tc;
3715 GLboolean EXT_texture_env_dot3;
3716 GLboolean EXT_texture_filter_anisotropic;
3717 GLboolean EXT_texture_integer;
3718 GLboolean EXT_texture_mirror_clamp;
3719 GLboolean EXT_texture_shared_exponent;
3720 GLboolean EXT_texture_snorm;
3721 GLboolean EXT_texture_sRGB;
3722 GLboolean EXT_texture_sRGB_decode;
3723 GLboolean EXT_texture_swizzle;
3724 GLboolean EXT_transform_feedback;
3725 GLboolean EXT_timer_query;
3726 GLboolean EXT_vertex_array_bgra;
3727 GLboolean OES_standard_derivatives;
3728 /* vendor extensions */
3729 GLboolean AMD_performance_monitor;
3730 GLboolean AMD_pinned_memory;
3731 GLboolean AMD_seamless_cubemap_per_texture;
3732 GLboolean AMD_vertex_shader_layer;
3733 GLboolean AMD_vertex_shader_viewport_index;
3734 GLboolean APPLE_object_purgeable;
3735 GLboolean ATI_texture_compression_3dc;
3736 GLboolean ATI_texture_mirror_once;
3737 GLboolean ATI_texture_env_combine3;
3738 GLboolean ATI_fragment_shader;
3739 GLboolean ATI_separate_stencil;
3740 GLboolean INTEL_performance_query;
3741 GLboolean MESA_pack_invert;
3742 GLboolean MESA_ycbcr_texture;
3743 GLboolean NV_conditional_render;
3744 GLboolean NV_fog_distance;
3745 GLboolean NV_fragment_program_option;
3746 GLboolean NV_point_sprite;
3747 GLboolean NV_primitive_restart;
3748 GLboolean NV_texture_barrier;
3749 GLboolean NV_texture_env_combine4;
3750 GLboolean NV_texture_rectangle;
3751 GLboolean NV_vdpau_interop;
3752 GLboolean TDFX_texture_compression_FXT1;
3753 GLboolean OES_EGL_image;
3754 GLboolean OES_draw_texture;
3755 GLboolean OES_depth_texture_cube_map;
3756 GLboolean OES_EGL_image_external;
3757 GLboolean OES_texture_float;
3758 GLboolean OES_texture_float_linear;
3759 GLboolean OES_texture_half_float;
3760 GLboolean OES_texture_half_float_linear;
3761 GLboolean OES_compressed_ETC1_RGB8_texture;
3762 GLboolean extension_sentinel;
3763 /** The extension string */
3764 const GLubyte *String;
3765 /** Number of supported extensions */
3766 GLuint Count;
3767 };
3768
3769
3770 /**
3771 * A stack of matrices (projection, modelview, color, texture, etc).
3772 */
3773 struct gl_matrix_stack
3774 {
3775 GLmatrix *Top; /**< points into Stack */
3776 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3777 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3778 GLuint MaxDepth; /**< size of Stack[] array */
3779 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3780 };
3781
3782
3783 /**
3784 * \name Bits for image transfer operations
3785 * \sa __struct gl_contextRec::ImageTransferState.
3786 */
3787 /*@{*/
3788 #define IMAGE_SCALE_BIAS_BIT 0x1
3789 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3790 #define IMAGE_MAP_COLOR_BIT 0x4
3791 #define IMAGE_CLAMP_BIT 0x800
3792
3793
3794 /** Pixel Transfer ops */
3795 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3796 IMAGE_SHIFT_OFFSET_BIT | \
3797 IMAGE_MAP_COLOR_BIT)
3798
3799 /**
3800 * \name Bits to indicate what state has changed.
3801 */
3802 /*@{*/
3803 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3804 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3805 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3806 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3807 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3808 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3809 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3810 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3811 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3812 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3813 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3814 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3815 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3816 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3817 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3818 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3819 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3820 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3821 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3822 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3823 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3824 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3825 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3826 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3827 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3828 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3829 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3830 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3831 #define _NEW_BUFFER_OBJECT (1 << 28)
3832 #define _NEW_FRAG_CLAMP (1 << 29)
3833 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3834 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3835 #define _NEW_ALL ~0
3836 /*@}*/
3837
3838
3839 /**
3840 * Composite state flags
3841 */
3842 /*@{*/
3843 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3844 _NEW_TEXTURE | \
3845 _NEW_POINT | \
3846 _NEW_PROGRAM | \
3847 _NEW_MODELVIEW)
3848
3849 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3850 _NEW_FOG | \
3851 _NEW_PROGRAM)
3852
3853
3854 /*@}*/
3855
3856
3857
3858
3859 /* This has to be included here. */
3860 #include "dd.h"
3861
3862
3863 /**
3864 * Display list flags.
3865 * Strictly this is a tnl-private concept, but it doesn't seem
3866 * worthwhile adding a tnl private structure just to hold this one bit
3867 * of information:
3868 */
3869 #define DLIST_DANGLING_REFS 0x1
3870
3871
3872 /** Opaque declaration of display list payload data type */
3873 union gl_dlist_node;
3874
3875
3876 /**
3877 * Provide a location where information about a display list can be
3878 * collected. Could be extended with driverPrivate structures,
3879 * etc. in the future.
3880 */
3881 struct gl_display_list
3882 {
3883 GLuint Name;
3884 GLchar *Label; /**< GL_KHR_debug */
3885 GLbitfield Flags; /**< DLIST_x flags */
3886 /** The dlist commands are in a linked list of nodes */
3887 union gl_dlist_node *Head;
3888 };
3889
3890
3891 /**
3892 * State used during display list compilation and execution.
3893 */
3894 struct gl_dlist_state
3895 {
3896 GLuint CallDepth; /**< Current recursion calling depth */
3897
3898 struct gl_display_list *CurrentList; /**< List currently being compiled */
3899 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3900 GLuint CurrentPos; /**< Index into current block of nodes */
3901
3902 GLvertexformat ListVtxfmt;
3903
3904 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3905 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3906
3907 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3908 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3909
3910 struct {
3911 /* State known to have been set by the currently-compiling display
3912 * list. Used to eliminate some redundant state changes.
3913 */
3914 GLenum ShadeModel;
3915 } Current;
3916 };
3917
3918 /** @{
3919 *
3920 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
3921 * to small enums suitable for use as an array index.
3922 */
3923
3924 enum mesa_debug_source {
3925 MESA_DEBUG_SOURCE_API,
3926 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
3927 MESA_DEBUG_SOURCE_SHADER_COMPILER,
3928 MESA_DEBUG_SOURCE_THIRD_PARTY,
3929 MESA_DEBUG_SOURCE_APPLICATION,
3930 MESA_DEBUG_SOURCE_OTHER,
3931 MESA_DEBUG_SOURCE_COUNT
3932 };
3933
3934 enum mesa_debug_type {
3935 MESA_DEBUG_TYPE_ERROR,
3936 MESA_DEBUG_TYPE_DEPRECATED,
3937 MESA_DEBUG_TYPE_UNDEFINED,
3938 MESA_DEBUG_TYPE_PORTABILITY,
3939 MESA_DEBUG_TYPE_PERFORMANCE,
3940 MESA_DEBUG_TYPE_OTHER,
3941 MESA_DEBUG_TYPE_MARKER,
3942 MESA_DEBUG_TYPE_PUSH_GROUP,
3943 MESA_DEBUG_TYPE_POP_GROUP,
3944 MESA_DEBUG_TYPE_COUNT
3945 };
3946
3947 enum mesa_debug_severity {
3948 MESA_DEBUG_SEVERITY_LOW,
3949 MESA_DEBUG_SEVERITY_MEDIUM,
3950 MESA_DEBUG_SEVERITY_HIGH,
3951 MESA_DEBUG_SEVERITY_NOTIFICATION,
3952 MESA_DEBUG_SEVERITY_COUNT
3953 };
3954
3955 /** @} */
3956
3957 /**
3958 * Driver-specific state flags.
3959 *
3960 * These are or'd with gl_context::NewDriverState to notify a driver about
3961 * a state change. The driver sets the flags at context creation and
3962 * the meaning of the bits set is opaque to core Mesa.
3963 */
3964 struct gl_driver_flags
3965 {
3966 /** gl_context::Array::_DrawArrays (vertex array state) */
3967 uint64_t NewArray;
3968
3969 /** gl_context::TransformFeedback::CurrentObject */
3970 uint64_t NewTransformFeedback;
3971
3972 /** gl_context::TransformFeedback::CurrentObject::shader_program */
3973 uint64_t NewTransformFeedbackProg;
3974
3975 /** gl_context::RasterDiscard */
3976 uint64_t NewRasterizerDiscard;
3977
3978 /**
3979 * gl_context::UniformBufferBindings
3980 * gl_shader_program::UniformBlocks
3981 */
3982 uint64_t NewUniformBuffer;
3983
3984 uint64_t NewTextureBuffer;
3985
3986 /**
3987 * gl_context::AtomicBufferBindings
3988 */
3989 uint64_t NewAtomicBuffer;
3990
3991 /**
3992 * gl_context::ImageUnits
3993 */
3994 uint64_t NewImageUnits;
3995 };
3996
3997 struct gl_uniform_buffer_binding
3998 {
3999 struct gl_buffer_object *BufferObject;
4000 /** Start of uniform block data in the buffer */
4001 GLintptr Offset;
4002 /** Size of data allowed to be referenced from the buffer (in bytes) */
4003 GLsizeiptr Size;
4004 /**
4005 * glBindBufferBase() indicates that the Size should be ignored and only
4006 * limited by the current size of the BufferObject.
4007 */
4008 GLboolean AutomaticSize;
4009 };
4010
4011 /**
4012 * ARB_shader_image_load_store image unit.
4013 */
4014 struct gl_image_unit
4015 {
4016 /**
4017 * Texture object bound to this unit.
4018 */
4019 struct gl_texture_object *TexObj;
4020
4021 /**
4022 * Level of the texture object bound to this unit.
4023 */
4024 GLuint Level;
4025
4026 /**
4027 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4028 * GL_FALSE if only some specific layer of the texture is bound.
4029 * \sa Layer
4030 */
4031 GLboolean Layered;
4032
4033 /**
4034 * GL_TRUE if the state of this image unit is valid and access from
4035 * the shader is allowed. Otherwise loads from this unit should
4036 * return zero and stores should have no effect.
4037 */
4038 GLboolean _Valid;
4039
4040 /**
4041 * Layer of the texture object bound to this unit, or zero if the
4042 * whole level is bound.
4043 */
4044 GLuint Layer;
4045
4046 /**
4047 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4048 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4049 */
4050 GLenum Access;
4051
4052 /**
4053 * GL internal format that determines the interpretation of the
4054 * image memory when shader image operations are performed through
4055 * this unit.
4056 */
4057 GLenum Format;
4058
4059 /**
4060 * Mesa format corresponding to \c Format.
4061 */
4062 mesa_format _ActualFormat;
4063
4064 };
4065
4066 /**
4067 * Binding point for an atomic counter buffer object.
4068 */
4069 struct gl_atomic_buffer_binding
4070 {
4071 struct gl_buffer_object *BufferObject;
4072 GLintptr Offset;
4073 GLsizeiptr Size;
4074 };
4075
4076 /**
4077 * Mesa rendering context.
4078 *
4079 * This is the central context data structure for Mesa. Almost all
4080 * OpenGL state is contained in this structure.
4081 * Think of this as a base class from which device drivers will derive
4082 * sub classes.
4083 */
4084 struct gl_context
4085 {
4086 /** State possibly shared with other contexts in the address space */
4087 struct gl_shared_state *Shared;
4088
4089 /** \name API function pointer tables */
4090 /*@{*/
4091 gl_api API;
4092 /**
4093 * The current dispatch table for non-displaylist-saving execution, either
4094 * BeginEnd or OutsideBeginEnd
4095 */
4096 struct _glapi_table *Exec;
4097 /**
4098 * The normal dispatch table for non-displaylist-saving, non-begin/end
4099 */
4100 struct _glapi_table *OutsideBeginEnd;
4101 /** The dispatch table used between glNewList() and glEndList() */
4102 struct _glapi_table *Save;
4103 /**
4104 * The dispatch table used between glBegin() and glEnd() (outside of a
4105 * display list). Only valid functions between those two are set, which is
4106 * mostly just the set in a GLvertexformat struct.
4107 */
4108 struct _glapi_table *BeginEnd;
4109 /**
4110 * Tracks the current dispatch table out of the 3 above, so that it can be
4111 * re-set on glXMakeCurrent().
4112 */
4113 struct _glapi_table *CurrentDispatch;
4114 /*@}*/
4115
4116 struct gl_config Visual;
4117 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4118 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4119 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4120 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4121
4122 /**
4123 * Device driver function pointer table
4124 */
4125 struct dd_function_table Driver;
4126
4127 /** Core/Driver constants */
4128 struct gl_constants Const;
4129
4130 /** \name The various 4x4 matrix stacks */
4131 /*@{*/
4132 struct gl_matrix_stack ModelviewMatrixStack;
4133 struct gl_matrix_stack ProjectionMatrixStack;
4134 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4135 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4136 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4137 /*@}*/
4138
4139 /** Combined modelview and projection matrix */
4140 GLmatrix _ModelProjectMatrix;
4141
4142 /** \name Display lists */
4143 struct gl_dlist_state ListState;
4144
4145 GLboolean ExecuteFlag; /**< Execute GL commands? */
4146 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4147
4148 /** Extension information */
4149 struct gl_extensions Extensions;
4150
4151 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4152 GLuint Version;
4153 char *VersionString;
4154
4155 /** \name State attribute stack (for glPush/PopAttrib) */
4156 /*@{*/
4157 GLuint AttribStackDepth;
4158 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4159 /*@}*/
4160
4161 /** \name Renderer attribute groups
4162 *
4163 * We define a struct for each attribute group to make pushing and popping
4164 * attributes easy. Also it's a good organization.
4165 */
4166 /*@{*/
4167 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4168 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4169 struct gl_current_attrib Current; /**< Current attributes */
4170 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4171 struct gl_eval_attrib Eval; /**< Eval attributes */
4172 struct gl_fog_attrib Fog; /**< Fog attributes */
4173 struct gl_hint_attrib Hint; /**< Hint attributes */
4174 struct gl_light_attrib Light; /**< Light attributes */
4175 struct gl_line_attrib Line; /**< Line attributes */
4176 struct gl_list_attrib List; /**< List attributes */
4177 struct gl_multisample_attrib Multisample;
4178 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4179 struct gl_point_attrib Point; /**< Point attributes */
4180 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4181 GLuint PolygonStipple[32]; /**< Polygon stipple */
4182 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4183 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4184 struct gl_texture_attrib Texture; /**< Texture attributes */
4185 struct gl_transform_attrib Transform; /**< Transformation attributes */
4186 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4187 /*@}*/
4188
4189 /** \name Client attribute stack */
4190 /*@{*/
4191 GLuint ClientAttribStackDepth;
4192 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4193 /*@}*/
4194
4195 /** \name Client attribute groups */
4196 /*@{*/
4197 struct gl_array_attrib Array; /**< Vertex arrays */
4198 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4199 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4200 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4201 /*@}*/
4202
4203 /** \name Other assorted state (not pushed/popped on attribute stack) */
4204 /*@{*/
4205 struct gl_pixelmaps PixelMaps;
4206
4207 struct gl_evaluators EvalMap; /**< All evaluators */
4208 struct gl_feedback Feedback; /**< Feedback */
4209 struct gl_selection Select; /**< Selection */
4210
4211 struct gl_program_state Program; /**< general program state */
4212 struct gl_vertex_program_state VertexProgram;
4213 struct gl_fragment_program_state FragmentProgram;
4214 struct gl_geometry_program_state GeometryProgram;
4215 struct gl_compute_program_state ComputeProgram;
4216 struct gl_ati_fragment_shader_state ATIFragmentShader;
4217
4218 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4219 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4220
4221 /**
4222 * Current active shader pipeline state
4223 *
4224 * Almost all internal users want ::_Shader instead of ::Shader. The
4225 * exceptions are bits of legacy GLSL API that do not know about separate
4226 * shader objects.
4227 *
4228 * If a program is active via \c glUseProgram, this will point to
4229 * \c ::Shader.
4230 *
4231 * If a program pipeline is active via \c glBindProgramPipeline, this will
4232 * point to \c ::Pipeline.Current.
4233 *
4234 * If neither a program nor a program pipeline is active, this will point to
4235 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4236 * \c NULL.
4237 */
4238 struct gl_pipeline_object *_Shader;
4239
4240 struct gl_query_state Query; /**< occlusion, timer queries */
4241
4242 struct gl_transform_feedback_state TransformFeedback;
4243
4244 struct gl_perf_monitor_state PerfMonitor;
4245
4246 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4247
4248 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4249 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4250
4251 /**
4252 * Current GL_ARB_uniform_buffer_object binding referenced by
4253 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4254 */
4255 struct gl_buffer_object *UniformBuffer;
4256
4257 /**
4258 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4259 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4260 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4261 * shader program.
4262 */
4263 struct gl_uniform_buffer_binding
4264 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4265
4266 /**
4267 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4268 * target.
4269 */
4270 struct gl_buffer_object *AtomicBuffer;
4271
4272 /**
4273 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4274 * target.
4275 */
4276 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
4277
4278 /**
4279 * Array of atomic counter buffer binding points.
4280 */
4281 struct gl_atomic_buffer_binding
4282 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4283
4284 /**
4285 * Array of image units for ARB_shader_image_load_store.
4286 */
4287 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4288
4289 /*@}*/
4290
4291 struct gl_meta_state *Meta; /**< for "meta" operations */
4292
4293 /* GL_EXT_framebuffer_object */
4294 struct gl_renderbuffer *CurrentRenderbuffer;
4295
4296 GLenum ErrorValue; /**< Last error code */
4297
4298 /**
4299 * Recognize and silence repeated error debug messages in buggy apps.
4300 */
4301 const char *ErrorDebugFmtString;
4302 GLuint ErrorDebugCount;
4303
4304 /* GL_ARB_debug_output/GL_KHR_debug */
4305 mtx_t DebugMutex;
4306 struct gl_debug_state *Debug;
4307
4308 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4309 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4310 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
4311
4312 struct gl_driver_flags DriverFlags;
4313
4314 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4315
4316 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4317
4318 /** \name Derived state */
4319 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4320 GLfloat _EyeZDir[3];
4321 GLfloat _ModelViewInvScale;
4322 GLboolean _NeedEyeCoords;
4323 GLboolean _ForceEyeCoords;
4324
4325 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4326
4327 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4328
4329 /** \name For debugging/development only */
4330 /*@{*/
4331 GLboolean FirstTimeCurrent;
4332 /*@}*/
4333
4334 /**
4335 * False if this context was created without a config. This is needed
4336 * because the initial state of glDrawBuffers depends on this
4337 */
4338 GLboolean HasConfig;
4339
4340 /** software compression/decompression supported or not */
4341 GLboolean Mesa_DXTn;
4342
4343 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4344
4345 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4346
4347 /**
4348 * \name Hooks for module contexts.
4349 *
4350 * These will eventually live in the driver or elsewhere.
4351 */
4352 /*@{*/
4353 void *swrast_context;
4354 void *swsetup_context;
4355 void *swtnl_context;
4356 struct vbo_context *vbo_context;
4357 struct st_context *st;
4358 void *aelt_context;
4359 /*@}*/
4360
4361 /**
4362 * \name NV_vdpau_interop
4363 */
4364 /*@{*/
4365 const void *vdpDevice;
4366 const void *vdpGetProcAddress;
4367 struct set *vdpSurfaces;
4368 /*@}*/
4369
4370 /**
4371 * Has this context observed a GPU reset in any context in the share group?
4372 *
4373 * Once this field becomes true, it is never reset to false.
4374 */
4375 GLboolean ShareGroupReset;
4376 };
4377
4378
4379 #ifdef DEBUG
4380 extern int MESA_VERBOSE;
4381 extern int MESA_DEBUG_FLAGS;
4382 # define MESA_FUNCTION __func__
4383 #else
4384 # define MESA_VERBOSE 0
4385 # define MESA_DEBUG_FLAGS 0
4386 # define MESA_FUNCTION "a function"
4387 #endif
4388
4389
4390 /** The MESA_VERBOSE var is a bitmask of these flags */
4391 enum _verbose
4392 {
4393 VERBOSE_VARRAY = 0x0001,
4394 VERBOSE_TEXTURE = 0x0002,
4395 VERBOSE_MATERIAL = 0x0004,
4396 VERBOSE_PIPELINE = 0x0008,
4397 VERBOSE_DRIVER = 0x0010,
4398 VERBOSE_STATE = 0x0020,
4399 VERBOSE_API = 0x0040,
4400 VERBOSE_DISPLAY_LIST = 0x0100,
4401 VERBOSE_LIGHTING = 0x0200,
4402 VERBOSE_PRIMS = 0x0400,
4403 VERBOSE_VERTS = 0x0800,
4404 VERBOSE_DISASSEM = 0x1000,
4405 VERBOSE_DRAW = 0x2000,
4406 VERBOSE_SWAPBUFFERS = 0x4000
4407 };
4408
4409
4410 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4411 enum _debug
4412 {
4413 DEBUG_SILENT = (1 << 0),
4414 DEBUG_ALWAYS_FLUSH = (1 << 1),
4415 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
4416 DEBUG_INCOMPLETE_FBO = (1 << 3)
4417 };
4418
4419
4420
4421 #ifdef __cplusplus
4422 }
4423 #endif
4424
4425 #endif /* MTYPES_H */