mesa: Convert gl_context::Viewport to gl_context::ViewportArray
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39
40 #include "main/glheader.h"
41 #include "main/config.h"
42 #include "glapi/glapi.h"
43 #include "math/m_matrix.h" /* GLmatrix */
44 #include "main/simple_list.h" /* struct simple_node */
45 #include "main/formats.h" /* MESA_FORMAT_COUNT */
46
47
48 #ifdef __cplusplus
49 extern "C" {
50 #endif
51
52
53 /**
54 * \name 64-bit extension of GLbitfield.
55 */
56 /*@{*/
57 typedef GLuint64 GLbitfield64;
58
59 /** Set a single bit */
60 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
61 /** Set all bits up to excluding bit b */
62 #define BITFIELD64_MASK(b) \
63 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
64 /** Set count bits starting from bit b */
65 #define BITFIELD64_RANGE(b, count) \
66 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
67
68
69 /**
70 * \name Some forward type declarations
71 */
72 /*@{*/
73 struct _mesa_HashTable;
74 struct gl_attrib_node;
75 struct gl_list_extensions;
76 struct gl_meta_state;
77 struct gl_program_cache;
78 struct gl_texture_object;
79 struct gl_context;
80 struct st_context;
81 struct gl_uniform_storage;
82 struct prog_instruction;
83 struct gl_program_parameter_list;
84 struct set;
85 struct set_entry;
86 struct vbo_context;
87 /*@}*/
88
89
90 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
91 #define PRIM_MAX GL_TRIANGLE_STRIP_ADJACENCY
92 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
93 #define PRIM_UNKNOWN (PRIM_MAX + 2)
94
95
96
97 /**
98 * Indexes for vertex program attributes.
99 * GL_NV_vertex_program aliases generic attributes over the conventional
100 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
101 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
102 * generic attributes are distinct/separate).
103 */
104 typedef enum
105 {
106 VERT_ATTRIB_POS = 0,
107 VERT_ATTRIB_WEIGHT = 1,
108 VERT_ATTRIB_NORMAL = 2,
109 VERT_ATTRIB_COLOR0 = 3,
110 VERT_ATTRIB_COLOR1 = 4,
111 VERT_ATTRIB_FOG = 5,
112 VERT_ATTRIB_COLOR_INDEX = 6,
113 VERT_ATTRIB_EDGEFLAG = 7,
114 VERT_ATTRIB_TEX0 = 8,
115 VERT_ATTRIB_TEX1 = 9,
116 VERT_ATTRIB_TEX2 = 10,
117 VERT_ATTRIB_TEX3 = 11,
118 VERT_ATTRIB_TEX4 = 12,
119 VERT_ATTRIB_TEX5 = 13,
120 VERT_ATTRIB_TEX6 = 14,
121 VERT_ATTRIB_TEX7 = 15,
122 VERT_ATTRIB_POINT_SIZE = 16,
123 VERT_ATTRIB_GENERIC0 = 17,
124 VERT_ATTRIB_GENERIC1 = 18,
125 VERT_ATTRIB_GENERIC2 = 19,
126 VERT_ATTRIB_GENERIC3 = 20,
127 VERT_ATTRIB_GENERIC4 = 21,
128 VERT_ATTRIB_GENERIC5 = 22,
129 VERT_ATTRIB_GENERIC6 = 23,
130 VERT_ATTRIB_GENERIC7 = 24,
131 VERT_ATTRIB_GENERIC8 = 25,
132 VERT_ATTRIB_GENERIC9 = 26,
133 VERT_ATTRIB_GENERIC10 = 27,
134 VERT_ATTRIB_GENERIC11 = 28,
135 VERT_ATTRIB_GENERIC12 = 29,
136 VERT_ATTRIB_GENERIC13 = 30,
137 VERT_ATTRIB_GENERIC14 = 31,
138 VERT_ATTRIB_GENERIC15 = 32,
139 VERT_ATTRIB_MAX = 33
140 } gl_vert_attrib;
141
142 /**
143 * Symbolic constats to help iterating over
144 * specific blocks of vertex attributes.
145 *
146 * VERT_ATTRIB_FF
147 * includes all fixed function attributes as well as
148 * the aliased GL_NV_vertex_program shader attributes.
149 * VERT_ATTRIB_TEX
150 * include the classic texture coordinate attributes.
151 * Is a subset of VERT_ATTRIB_FF.
152 * VERT_ATTRIB_GENERIC
153 * include the OpenGL 2.0+ GLSL generic shader attributes.
154 * These alias the generic GL_ARB_vertex_shader attributes.
155 */
156 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
157 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
158
159 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
160 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
161
162 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
163 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
164
165 /**
166 * Bitflags for vertex attributes.
167 * These are used in bitfields in many places.
168 */
169 /*@{*/
170 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
171 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
172 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
173 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
174 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
175 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
176 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
177 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
178 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
179 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
180 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
181 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
182 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
183 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
184 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
185 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
186 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
187 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
188
189 #define VERT_BIT(i) BITFIELD64_BIT(i)
190 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
191
192 #define VERT_BIT_FF(i) VERT_BIT(i)
193 #define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
194 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
195 #define VERT_BIT_TEX_ALL \
196 BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
197
198 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
199 #define VERT_BIT_GENERIC_ALL \
200 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
201 /*@}*/
202
203
204 /**
205 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
206 * fragment shader inputs.
207 *
208 * Note that some of these values are not available to all pipeline stages.
209 *
210 * When this enum is updated, the following code must be updated too:
211 * - vertResults (in prog_print.c's arb_output_attrib_string())
212 * - fragAttribs (in prog_print.c's arb_input_attrib_string())
213 * - _mesa_varying_slot_in_fs()
214 */
215 typedef enum
216 {
217 VARYING_SLOT_POS,
218 VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
219 VARYING_SLOT_COL1,
220 VARYING_SLOT_FOGC,
221 VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
222 VARYING_SLOT_TEX1,
223 VARYING_SLOT_TEX2,
224 VARYING_SLOT_TEX3,
225 VARYING_SLOT_TEX4,
226 VARYING_SLOT_TEX5,
227 VARYING_SLOT_TEX6,
228 VARYING_SLOT_TEX7,
229 VARYING_SLOT_PSIZ, /* Does not appear in FS */
230 VARYING_SLOT_BFC0, /* Does not appear in FS */
231 VARYING_SLOT_BFC1, /* Does not appear in FS */
232 VARYING_SLOT_EDGE, /* Does not appear in FS */
233 VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
234 VARYING_SLOT_CLIP_DIST0,
235 VARYING_SLOT_CLIP_DIST1,
236 VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
237 VARYING_SLOT_LAYER, /* Appears as VS or GS output */
238 VARYING_SLOT_FACE, /* FS only */
239 VARYING_SLOT_PNTC, /* FS only */
240 VARYING_SLOT_VAR0, /* First generic varying slot */
241 VARYING_SLOT_MAX = VARYING_SLOT_VAR0 + MAX_VARYING
242 } gl_varying_slot;
243
244
245 /**
246 * Bitflags for varying slots.
247 */
248 /*@{*/
249 #define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
250 #define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
251 #define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
252 #define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
253 #define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
254 #define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
255 #define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
256 #define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
257 #define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
258 #define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
259 #define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
260 #define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
261 #define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
262 #define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
263 MAX_TEXTURE_COORD_UNITS)
264 #define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
265 #define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
266 #define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
267 #define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
268 #define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
269 #define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
270 #define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
271 #define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
272 #define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
273 #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
274 #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
275 #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
276 /*@}*/
277
278 /**
279 * Bitflags for system values.
280 */
281 #define SYSTEM_BIT_SAMPLE_ID BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_ID)
282 #define SYSTEM_BIT_SAMPLE_POS BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_POS)
283 #define SYSTEM_BIT_SAMPLE_MASK_IN BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_MASK_IN)
284
285 /**
286 * Determine if the given gl_varying_slot appears in the fragment shader.
287 */
288 static inline GLboolean
289 _mesa_varying_slot_in_fs(gl_varying_slot slot)
290 {
291 switch (slot) {
292 case VARYING_SLOT_PSIZ:
293 case VARYING_SLOT_BFC0:
294 case VARYING_SLOT_BFC1:
295 case VARYING_SLOT_EDGE:
296 case VARYING_SLOT_CLIP_VERTEX:
297 case VARYING_SLOT_LAYER:
298 return GL_FALSE;
299 default:
300 return GL_TRUE;
301 }
302 }
303
304
305 /**
306 * Fragment program results
307 */
308 typedef enum
309 {
310 FRAG_RESULT_DEPTH = 0,
311 FRAG_RESULT_STENCIL = 1,
312 /* If a single color should be written to all render targets, this
313 * register is written. No FRAG_RESULT_DATAn will be written.
314 */
315 FRAG_RESULT_COLOR = 2,
316 FRAG_RESULT_SAMPLE_MASK = 3,
317
318 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
319 * or ARB_fragment_program fragment.color[n]) color results. If
320 * any are written, FRAG_RESULT_COLOR will not be written.
321 */
322 FRAG_RESULT_DATA0 = 4,
323 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
324 } gl_frag_result;
325
326
327 /**
328 * Indexes for all renderbuffers
329 */
330 typedef enum
331 {
332 /* the four standard color buffers */
333 BUFFER_FRONT_LEFT,
334 BUFFER_BACK_LEFT,
335 BUFFER_FRONT_RIGHT,
336 BUFFER_BACK_RIGHT,
337 BUFFER_DEPTH,
338 BUFFER_STENCIL,
339 BUFFER_ACCUM,
340 /* optional aux buffer */
341 BUFFER_AUX0,
342 /* generic renderbuffers */
343 BUFFER_COLOR0,
344 BUFFER_COLOR1,
345 BUFFER_COLOR2,
346 BUFFER_COLOR3,
347 BUFFER_COLOR4,
348 BUFFER_COLOR5,
349 BUFFER_COLOR6,
350 BUFFER_COLOR7,
351 BUFFER_COUNT
352 } gl_buffer_index;
353
354 /**
355 * Bit flags for all renderbuffers
356 */
357 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
358 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
359 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
360 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
361 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
362 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
363 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
364 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
365 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
366 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
367 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
368 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
369 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
370 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
371 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
372 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
373 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
374 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
375 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
376
377 /**
378 * Mask of all the color buffer bits (but not accum).
379 */
380 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
381 BUFFER_BIT_BACK_LEFT | \
382 BUFFER_BIT_FRONT_RIGHT | \
383 BUFFER_BIT_BACK_RIGHT | \
384 BUFFER_BIT_AUX0 | \
385 BUFFER_BIT_COLOR0 | \
386 BUFFER_BIT_COLOR1 | \
387 BUFFER_BIT_COLOR2 | \
388 BUFFER_BIT_COLOR3 | \
389 BUFFER_BIT_COLOR4 | \
390 BUFFER_BIT_COLOR5 | \
391 BUFFER_BIT_COLOR6 | \
392 BUFFER_BIT_COLOR7)
393
394
395 /**
396 * Shader stages. Note that these will become 5 with tessellation.
397 *
398 * The order must match how shaders are ordered in the pipeline.
399 * The GLSL linker assumes that if i<j, then the j-th shader is
400 * executed later than the i-th shader.
401 */
402 typedef enum
403 {
404 MESA_SHADER_VERTEX = 0,
405 MESA_SHADER_GEOMETRY = 1,
406 MESA_SHADER_FRAGMENT = 2,
407 } gl_shader_stage;
408
409 #define MESA_SHADER_STAGES (MESA_SHADER_FRAGMENT + 1)
410
411
412 /**
413 * Framebuffer configuration (aka visual / pixelformat)
414 * Note: some of these fields should be boolean, but it appears that
415 * code in drivers/dri/common/util.c requires int-sized fields.
416 */
417 struct gl_config
418 {
419 GLboolean rgbMode;
420 GLboolean floatMode;
421 GLboolean colorIndexMode; /* XXX is this used anywhere? */
422 GLuint doubleBufferMode;
423 GLuint stereoMode;
424
425 GLboolean haveAccumBuffer;
426 GLboolean haveDepthBuffer;
427 GLboolean haveStencilBuffer;
428
429 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
430 GLuint redMask, greenMask, blueMask, alphaMask;
431 GLint rgbBits; /* total bits for rgb */
432 GLint indexBits; /* total bits for colorindex */
433
434 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
435 GLint depthBits;
436 GLint stencilBits;
437
438 GLint numAuxBuffers;
439
440 GLint level;
441
442 /* EXT_visual_rating / GLX 1.2 */
443 GLint visualRating;
444
445 /* EXT_visual_info / GLX 1.2 */
446 GLint transparentPixel;
447 /* colors are floats scaled to ints */
448 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
449 GLint transparentIndex;
450
451 /* ARB_multisample / SGIS_multisample */
452 GLint sampleBuffers;
453 GLint samples;
454
455 /* SGIX_pbuffer / GLX 1.3 */
456 GLint maxPbufferWidth;
457 GLint maxPbufferHeight;
458 GLint maxPbufferPixels;
459 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
460 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
461
462 /* OML_swap_method */
463 GLint swapMethod;
464
465 /* EXT_texture_from_pixmap */
466 GLint bindToTextureRgb;
467 GLint bindToTextureRgba;
468 GLint bindToMipmapTexture;
469 GLint bindToTextureTargets;
470 GLint yInverted;
471
472 /* EXT_framebuffer_sRGB */
473 GLint sRGBCapable;
474 };
475
476
477 /**
478 * \name Bit flags used for updating material values.
479 */
480 /*@{*/
481 #define MAT_ATTRIB_FRONT_AMBIENT 0
482 #define MAT_ATTRIB_BACK_AMBIENT 1
483 #define MAT_ATTRIB_FRONT_DIFFUSE 2
484 #define MAT_ATTRIB_BACK_DIFFUSE 3
485 #define MAT_ATTRIB_FRONT_SPECULAR 4
486 #define MAT_ATTRIB_BACK_SPECULAR 5
487 #define MAT_ATTRIB_FRONT_EMISSION 6
488 #define MAT_ATTRIB_BACK_EMISSION 7
489 #define MAT_ATTRIB_FRONT_SHININESS 8
490 #define MAT_ATTRIB_BACK_SHININESS 9
491 #define MAT_ATTRIB_FRONT_INDEXES 10
492 #define MAT_ATTRIB_BACK_INDEXES 11
493 #define MAT_ATTRIB_MAX 12
494
495 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
496 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
497 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
498 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
499 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
500 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
501
502 #define MAT_INDEX_AMBIENT 0
503 #define MAT_INDEX_DIFFUSE 1
504 #define MAT_INDEX_SPECULAR 2
505
506 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
507 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
508 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
509 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
510 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
511 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
512 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
513 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
514 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
515 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
516 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
517 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
518
519
520 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
521 MAT_BIT_FRONT_AMBIENT | \
522 MAT_BIT_FRONT_DIFFUSE | \
523 MAT_BIT_FRONT_SPECULAR | \
524 MAT_BIT_FRONT_SHININESS | \
525 MAT_BIT_FRONT_INDEXES)
526
527 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
528 MAT_BIT_BACK_AMBIENT | \
529 MAT_BIT_BACK_DIFFUSE | \
530 MAT_BIT_BACK_SPECULAR | \
531 MAT_BIT_BACK_SHININESS | \
532 MAT_BIT_BACK_INDEXES)
533
534 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
535 /*@}*/
536
537
538 /**
539 * Material state.
540 */
541 struct gl_material
542 {
543 GLfloat Attrib[MAT_ATTRIB_MAX][4];
544 };
545
546
547 /**
548 * Light state flags.
549 */
550 /*@{*/
551 #define LIGHT_SPOT 0x1
552 #define LIGHT_LOCAL_VIEWER 0x2
553 #define LIGHT_POSITIONAL 0x4
554 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
555 /*@}*/
556
557
558 /**
559 * Light source state.
560 */
561 struct gl_light
562 {
563 struct gl_light *next; /**< double linked list with sentinel */
564 struct gl_light *prev;
565
566 GLfloat Ambient[4]; /**< ambient color */
567 GLfloat Diffuse[4]; /**< diffuse color */
568 GLfloat Specular[4]; /**< specular color */
569 GLfloat EyePosition[4]; /**< position in eye coordinates */
570 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
571 GLfloat SpotExponent;
572 GLfloat SpotCutoff; /**< in degrees */
573 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
574 GLfloat ConstantAttenuation;
575 GLfloat LinearAttenuation;
576 GLfloat QuadraticAttenuation;
577 GLboolean Enabled; /**< On/off flag */
578
579 /**
580 * \name Derived fields
581 */
582 /*@{*/
583 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
584
585 GLfloat _Position[4]; /**< position in eye/obj coordinates */
586 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
587 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
588 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
589 GLfloat _VP_inf_spot_attenuation;
590
591 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
592 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
593 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
594 /*@}*/
595 };
596
597
598 /**
599 * Light model state.
600 */
601 struct gl_lightmodel
602 {
603 GLfloat Ambient[4]; /**< ambient color */
604 GLboolean LocalViewer; /**< Local (or infinite) view point? */
605 GLboolean TwoSide; /**< Two (or one) sided lighting? */
606 GLenum ColorControl; /**< either GL_SINGLE_COLOR
607 * or GL_SEPARATE_SPECULAR_COLOR */
608 };
609
610
611 /**
612 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
613 */
614 struct gl_accum_attrib
615 {
616 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
617 };
618
619
620 /**
621 * Used for storing clear color, texture border color, etc.
622 * The float values are typically unclamped.
623 */
624 union gl_color_union
625 {
626 GLfloat f[4];
627 GLint i[4];
628 GLuint ui[4];
629 };
630
631
632 /**
633 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
634 */
635 struct gl_colorbuffer_attrib
636 {
637 GLuint ClearIndex; /**< Index for glClear */
638 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
639 GLuint IndexMask; /**< Color index write mask */
640 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
641
642 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
643
644 /**
645 * \name alpha testing
646 */
647 /*@{*/
648 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
649 GLenum AlphaFunc; /**< Alpha test function */
650 GLfloat AlphaRefUnclamped;
651 GLclampf AlphaRef; /**< Alpha reference value */
652 /*@}*/
653
654 /**
655 * \name Blending
656 */
657 /*@{*/
658 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
659
660 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
661 * control, only on the fixed-pointness of the render target.
662 * The query does however depend on fragment color clamping.
663 */
664 GLfloat BlendColorUnclamped[4]; /**< Blending color */
665 GLfloat BlendColor[4]; /**< Blending color */
666
667 struct
668 {
669 GLenum SrcRGB; /**< RGB blend source term */
670 GLenum DstRGB; /**< RGB blend dest term */
671 GLenum SrcA; /**< Alpha blend source term */
672 GLenum DstA; /**< Alpha blend dest term */
673 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
674 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
675 /**
676 * Set if any blend factor uses SRC1. Computed at the time blend factors
677 * get set.
678 */
679 GLboolean _UsesDualSrc;
680 } Blend[MAX_DRAW_BUFFERS];
681 /** Are the blend func terms currently different for each buffer/target? */
682 GLboolean _BlendFuncPerBuffer;
683 /** Are the blend equations currently different for each buffer/target? */
684 GLboolean _BlendEquationPerBuffer;
685 /*@}*/
686
687 /**
688 * \name Logic op
689 */
690 /*@{*/
691 GLenum LogicOp; /**< Logic operator */
692 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
693 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
694 /*@}*/
695
696 GLboolean DitherFlag; /**< Dither enable flag */
697
698 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
699 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
700 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
701
702 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
703 };
704
705
706 /**
707 * Current attribute group (GL_CURRENT_BIT).
708 */
709 struct gl_current_attrib
710 {
711 /**
712 * \name Current vertex attributes.
713 * \note Values are valid only after FLUSH_VERTICES has been called.
714 * \note Index and Edgeflag current values are stored as floats in the
715 * SIX and SEVEN attribute slots.
716 */
717 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
718
719 /**
720 * \name Current raster position attributes (always valid).
721 * \note This set of attributes is very similar to the SWvertex struct.
722 */
723 /*@{*/
724 GLfloat RasterPos[4];
725 GLfloat RasterDistance;
726 GLfloat RasterColor[4];
727 GLfloat RasterSecondaryColor[4];
728 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
729 GLboolean RasterPosValid;
730 /*@}*/
731 };
732
733
734 /**
735 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
736 */
737 struct gl_depthbuffer_attrib
738 {
739 GLenum Func; /**< Function for depth buffer compare */
740 GLclampd Clear; /**< Value to clear depth buffer to */
741 GLboolean Test; /**< Depth buffering enabled flag */
742 GLboolean Mask; /**< Depth buffer writable? */
743 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
744 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
745 };
746
747
748 /**
749 * Evaluator attribute group (GL_EVAL_BIT).
750 */
751 struct gl_eval_attrib
752 {
753 /**
754 * \name Enable bits
755 */
756 /*@{*/
757 GLboolean Map1Color4;
758 GLboolean Map1Index;
759 GLboolean Map1Normal;
760 GLboolean Map1TextureCoord1;
761 GLboolean Map1TextureCoord2;
762 GLboolean Map1TextureCoord3;
763 GLboolean Map1TextureCoord4;
764 GLboolean Map1Vertex3;
765 GLboolean Map1Vertex4;
766 GLboolean Map2Color4;
767 GLboolean Map2Index;
768 GLboolean Map2Normal;
769 GLboolean Map2TextureCoord1;
770 GLboolean Map2TextureCoord2;
771 GLboolean Map2TextureCoord3;
772 GLboolean Map2TextureCoord4;
773 GLboolean Map2Vertex3;
774 GLboolean Map2Vertex4;
775 GLboolean AutoNormal;
776 /*@}*/
777
778 /**
779 * \name Map Grid endpoints and divisions and calculated du values
780 */
781 /*@{*/
782 GLint MapGrid1un;
783 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
784 GLint MapGrid2un, MapGrid2vn;
785 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
786 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
787 /*@}*/
788 };
789
790
791 /**
792 * Fog attribute group (GL_FOG_BIT).
793 */
794 struct gl_fog_attrib
795 {
796 GLboolean Enabled; /**< Fog enabled flag */
797 GLfloat ColorUnclamped[4]; /**< Fog color */
798 GLfloat Color[4]; /**< Fog color */
799 GLfloat Density; /**< Density >= 0.0 */
800 GLfloat Start; /**< Start distance in eye coords */
801 GLfloat End; /**< End distance in eye coords */
802 GLfloat Index; /**< Fog index */
803 GLenum Mode; /**< Fog mode */
804 GLboolean ColorSumEnabled;
805 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
806 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
807 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
808 };
809
810
811 /**
812 * Hint attribute group (GL_HINT_BIT).
813 *
814 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
815 */
816 struct gl_hint_attrib
817 {
818 GLenum PerspectiveCorrection;
819 GLenum PointSmooth;
820 GLenum LineSmooth;
821 GLenum PolygonSmooth;
822 GLenum Fog;
823 GLenum TextureCompression; /**< GL_ARB_texture_compression */
824 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
825 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
826 };
827
828
829 /**
830 * Lighting attribute group (GL_LIGHT_BIT).
831 */
832 struct gl_light_attrib
833 {
834 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
835 struct gl_lightmodel Model; /**< Lighting model */
836
837 /**
838 * Front and back material values.
839 * Note: must call FLUSH_VERTICES() before using.
840 */
841 struct gl_material Material;
842
843 GLboolean Enabled; /**< Lighting enabled flag */
844 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
845 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
846 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
847 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
848 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
849 GLboolean ColorMaterialEnabled;
850 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
851 GLboolean _ClampVertexColor;
852
853 struct gl_light EnabledList; /**< List sentinel */
854
855 /**
856 * Derived state for optimizations:
857 */
858 /*@{*/
859 GLboolean _NeedEyeCoords;
860 GLboolean _NeedVertices; /**< Use fast shader? */
861 GLfloat _BaseColor[2][3];
862 /*@}*/
863 };
864
865
866 /**
867 * Line attribute group (GL_LINE_BIT).
868 */
869 struct gl_line_attrib
870 {
871 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
872 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
873 GLushort StipplePattern; /**< Stipple pattern */
874 GLint StippleFactor; /**< Stipple repeat factor */
875 GLfloat Width; /**< Line width */
876 };
877
878
879 /**
880 * Display list attribute group (GL_LIST_BIT).
881 */
882 struct gl_list_attrib
883 {
884 GLuint ListBase;
885 };
886
887
888 /**
889 * Multisample attribute group (GL_MULTISAMPLE_BIT).
890 */
891 struct gl_multisample_attrib
892 {
893 GLboolean Enabled;
894 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
895 GLboolean SampleAlphaToCoverage;
896 GLboolean SampleAlphaToOne;
897 GLboolean SampleCoverage;
898 GLfloat SampleCoverageValue;
899 GLboolean SampleCoverageInvert;
900 GLboolean SampleShading;
901 GLfloat MinSampleShadingValue;
902
903 /* ARB_texture_multisample / GL3.2 additions */
904 GLboolean SampleMask;
905 /** The GL spec defines this as an array but >32x MSAA is madness */
906 GLbitfield SampleMaskValue;
907 };
908
909
910 /**
911 * A pixelmap (see glPixelMap)
912 */
913 struct gl_pixelmap
914 {
915 GLint Size;
916 GLfloat Map[MAX_PIXEL_MAP_TABLE];
917 };
918
919
920 /**
921 * Collection of all pixelmaps
922 */
923 struct gl_pixelmaps
924 {
925 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
926 struct gl_pixelmap GtoG;
927 struct gl_pixelmap BtoB;
928 struct gl_pixelmap AtoA;
929 struct gl_pixelmap ItoR;
930 struct gl_pixelmap ItoG;
931 struct gl_pixelmap ItoB;
932 struct gl_pixelmap ItoA;
933 struct gl_pixelmap ItoI;
934 struct gl_pixelmap StoS;
935 };
936
937
938 /**
939 * Pixel attribute group (GL_PIXEL_MODE_BIT).
940 */
941 struct gl_pixel_attrib
942 {
943 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
944
945 /*--- Begin Pixel Transfer State ---*/
946 /* Fields are in the order in which they're applied... */
947
948 /** Scale & Bias (index shift, offset) */
949 /*@{*/
950 GLfloat RedBias, RedScale;
951 GLfloat GreenBias, GreenScale;
952 GLfloat BlueBias, BlueScale;
953 GLfloat AlphaBias, AlphaScale;
954 GLfloat DepthBias, DepthScale;
955 GLint IndexShift, IndexOffset;
956 /*@}*/
957
958 /* Pixel Maps */
959 /* Note: actual pixel maps are not part of this attrib group */
960 GLboolean MapColorFlag;
961 GLboolean MapStencilFlag;
962
963 /*--- End Pixel Transfer State ---*/
964
965 /** glPixelZoom */
966 GLfloat ZoomX, ZoomY;
967 };
968
969
970 /**
971 * Point attribute group (GL_POINT_BIT).
972 */
973 struct gl_point_attrib
974 {
975 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
976 GLfloat Size; /**< User-specified point size */
977 GLfloat Params[3]; /**< GL_EXT_point_parameters */
978 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
979 GLfloat Threshold; /**< GL_EXT_point_parameters */
980 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
981 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
982 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
983 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
984 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
985 };
986
987
988 /**
989 * Polygon attribute group (GL_POLYGON_BIT).
990 */
991 struct gl_polygon_attrib
992 {
993 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
994 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
995 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
996 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
997 GLboolean CullFlag; /**< Culling on/off flag */
998 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
999 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
1000 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
1001 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
1002 GLfloat OffsetUnits; /**< Polygon offset units, from user */
1003 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
1004 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
1005 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
1006 };
1007
1008
1009 /**
1010 * Scissor attributes (GL_SCISSOR_BIT).
1011 */
1012 struct gl_scissor_rect
1013 {
1014 GLint X, Y; /**< Lower left corner of box */
1015 GLsizei Width, Height; /**< Size of box */
1016 };
1017 struct gl_scissor_attrib
1018 {
1019 GLbitfield EnableFlags; /**< Scissor test enabled? */
1020 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
1021 };
1022
1023
1024 /**
1025 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1026 *
1027 * Three sets of stencil data are tracked so that OpenGL 2.0,
1028 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1029 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1030 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1031 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1032 * GL_EXT_stencil_two_side GL_BACK state.
1033 *
1034 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1035 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1036 *
1037 * The derived value \c _TestTwoSide is set when the front-face and back-face
1038 * stencil state are different.
1039 */
1040 struct gl_stencil_attrib
1041 {
1042 GLboolean Enabled; /**< Enabled flag */
1043 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1044 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1045 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1046 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
1047 GLboolean _TestTwoSide;
1048 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1049 GLenum Function[3]; /**< Stencil function */
1050 GLenum FailFunc[3]; /**< Fail function */
1051 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1052 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1053 GLint Ref[3]; /**< Reference value */
1054 GLuint ValueMask[3]; /**< Value mask */
1055 GLuint WriteMask[3]; /**< Write mask */
1056 GLuint Clear; /**< Clear value */
1057 };
1058
1059
1060 /**
1061 * An index for each type of texture object. These correspond to the GL
1062 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1063 * Note: the order is from highest priority to lowest priority.
1064 */
1065 typedef enum
1066 {
1067 TEXTURE_2D_MULTISAMPLE_INDEX,
1068 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
1069 TEXTURE_CUBE_ARRAY_INDEX,
1070 TEXTURE_BUFFER_INDEX,
1071 TEXTURE_2D_ARRAY_INDEX,
1072 TEXTURE_1D_ARRAY_INDEX,
1073 TEXTURE_EXTERNAL_INDEX,
1074 TEXTURE_CUBE_INDEX,
1075 TEXTURE_3D_INDEX,
1076 TEXTURE_RECT_INDEX,
1077 TEXTURE_2D_INDEX,
1078 TEXTURE_1D_INDEX,
1079 NUM_TEXTURE_TARGETS
1080 } gl_texture_index;
1081
1082
1083 /**
1084 * Bit flags for each type of texture object
1085 * Used for Texture.Unit[]._ReallyEnabled flags.
1086 */
1087 /*@{*/
1088 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
1089 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
1090 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
1091 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1092 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1093 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1094 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1095 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1096 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1097 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1098 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1099 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1100 /*@}*/
1101
1102
1103 /**
1104 * Texture image state. Drivers will typically create a subclass of this
1105 * with extra fields for memory buffers, etc.
1106 */
1107 struct gl_texture_image
1108 {
1109 GLint InternalFormat; /**< Internal format as given by the user */
1110 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1111 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1112 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1113 * GL_DEPTH_STENCIL_EXT only. Used for
1114 * choosing TexEnv arithmetic.
1115 */
1116 gl_format TexFormat; /**< The actual texture memory format */
1117
1118 GLuint Border; /**< 0 or 1 */
1119 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1120 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1121 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1122 GLuint Width2; /**< = Width - 2*Border */
1123 GLuint Height2; /**< = Height - 2*Border */
1124 GLuint Depth2; /**< = Depth - 2*Border */
1125 GLuint WidthLog2; /**< = log2(Width2) */
1126 GLuint HeightLog2; /**< = log2(Height2) */
1127 GLuint DepthLog2; /**< = log2(Depth2) */
1128 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
1129 levels, computed from the dimensions */
1130
1131 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1132 GLuint Level; /**< Which mipmap level am I? */
1133 /** Cube map face: index into gl_texture_object::Image[] array */
1134 GLuint Face;
1135
1136 /** GL_ARB_texture_multisample */
1137 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
1138 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
1139 };
1140
1141
1142 /**
1143 * Indexes for cube map faces.
1144 */
1145 typedef enum
1146 {
1147 FACE_POS_X = 0,
1148 FACE_NEG_X = 1,
1149 FACE_POS_Y = 2,
1150 FACE_NEG_Y = 3,
1151 FACE_POS_Z = 4,
1152 FACE_NEG_Z = 5,
1153 MAX_FACES = 6
1154 } gl_face_index;
1155
1156
1157 /**
1158 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1159 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1160 */
1161 struct gl_sampler_object
1162 {
1163 GLuint Name;
1164 GLint RefCount;
1165 GLchar *Label; /**< GL_KHR_debug */
1166
1167 GLenum WrapS; /**< S-axis texture image wrap mode */
1168 GLenum WrapT; /**< T-axis texture image wrap mode */
1169 GLenum WrapR; /**< R-axis texture image wrap mode */
1170 GLenum MinFilter; /**< minification filter */
1171 GLenum MagFilter; /**< magnification filter */
1172 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1173 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1174 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1175 GLfloat LodBias; /**< OpenGL 1.4 */
1176 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1177 GLenum CompareMode; /**< GL_ARB_shadow */
1178 GLenum CompareFunc; /**< GL_ARB_shadow */
1179 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1180 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1181 };
1182
1183
1184 /**
1185 * Texture object state. Contains the array of mipmap images, border color,
1186 * wrap modes, filter modes, and shadow/texcompare state.
1187 */
1188 struct gl_texture_object
1189 {
1190 _glthread_Mutex Mutex; /**< for thread safety */
1191 GLint RefCount; /**< reference count */
1192 GLuint Name; /**< the user-visible texture object ID */
1193 GLchar *Label; /**< GL_KHR_debug */
1194 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1195
1196 struct gl_sampler_object Sampler;
1197
1198 GLenum DepthMode; /**< GL_ARB_depth_texture */
1199
1200 GLfloat Priority; /**< in [0,1] */
1201 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1202 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1203 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1204 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1205 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1206 GLint CropRect[4]; /**< GL_OES_draw_texture */
1207 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1208 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1209 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1210 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1211 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1212 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1213 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1214 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1215 pressure? */
1216 GLboolean Immutable; /**< GL_ARB_texture_storage */
1217
1218 GLuint MinLevel; /**< GL_ARB_texture_view */
1219 GLuint MinLayer; /**< GL_ARB_texture_view */
1220 GLuint NumLevels; /**< GL_ARB_texture_view */
1221 GLuint NumLayers; /**< GL_ARB_texture_view */
1222
1223 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1224 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1225
1226 /** GL_ARB_texture_buffer_object */
1227 struct gl_buffer_object *BufferObject;
1228 GLenum BufferObjectFormat;
1229 /** Equivalent Mesa format for BufferObjectFormat. */
1230 gl_format _BufferObjectFormat;
1231 /** GL_ARB_texture_buffer_range */
1232 GLintptr BufferOffset;
1233 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1234
1235 /** GL_OES_EGL_image_external */
1236 GLint RequiredTextureImageUnits;
1237
1238 /** GL_ARB_shader_image_load_store */
1239 GLenum ImageFormatCompatibilityType;
1240 };
1241
1242
1243 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1244 #define MAX_COMBINER_TERMS 4
1245
1246
1247 /**
1248 * Texture combine environment state.
1249 */
1250 struct gl_tex_env_combine_state
1251 {
1252 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1253 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1254 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1255 GLenum SourceRGB[MAX_COMBINER_TERMS];
1256 GLenum SourceA[MAX_COMBINER_TERMS];
1257 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1258 GLenum OperandRGB[MAX_COMBINER_TERMS];
1259 GLenum OperandA[MAX_COMBINER_TERMS];
1260 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1261 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1262 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1263 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1264 };
1265
1266
1267 /**
1268 * TexGenEnabled flags.
1269 */
1270 /*@{*/
1271 #define S_BIT 1
1272 #define T_BIT 2
1273 #define R_BIT 4
1274 #define Q_BIT 8
1275 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1276 /*@}*/
1277
1278
1279 /**
1280 * Bit flag versions of the corresponding GL_ constants.
1281 */
1282 /*@{*/
1283 #define TEXGEN_SPHERE_MAP 0x1
1284 #define TEXGEN_OBJ_LINEAR 0x2
1285 #define TEXGEN_EYE_LINEAR 0x4
1286 #define TEXGEN_REFLECTION_MAP_NV 0x8
1287 #define TEXGEN_NORMAL_MAP_NV 0x10
1288
1289 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1290 TEXGEN_REFLECTION_MAP_NV | \
1291 TEXGEN_NORMAL_MAP_NV)
1292 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1293 TEXGEN_REFLECTION_MAP_NV | \
1294 TEXGEN_NORMAL_MAP_NV | \
1295 TEXGEN_EYE_LINEAR)
1296 /*@}*/
1297
1298
1299
1300 /** Tex-gen enabled for texture unit? */
1301 #define ENABLE_TEXGEN(unit) (1 << (unit))
1302
1303 /** Non-identity texture matrix for texture unit? */
1304 #define ENABLE_TEXMAT(unit) (1 << (unit))
1305
1306
1307 /**
1308 * Texture coord generation state.
1309 */
1310 struct gl_texgen
1311 {
1312 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1313 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1314 GLfloat ObjectPlane[4];
1315 GLfloat EyePlane[4];
1316 };
1317
1318
1319 /**
1320 * Texture unit state. Contains enable flags, texture environment/function/
1321 * combiners, texgen state, and pointers to current texture objects.
1322 */
1323 struct gl_texture_unit
1324 {
1325 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1326 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1327
1328 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1329 GLclampf EnvColor[4];
1330 GLfloat EnvColorUnclamped[4];
1331
1332 struct gl_texgen GenS;
1333 struct gl_texgen GenT;
1334 struct gl_texgen GenR;
1335 struct gl_texgen GenQ;
1336 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1337 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1338
1339 GLfloat LodBias; /**< for biasing mipmap levels */
1340 GLenum BumpTarget;
1341 GLfloat RotMatrix[4]; /* 2x2 matrix */
1342
1343 /** Current sampler object (GL_ARB_sampler_objects) */
1344 struct gl_sampler_object *Sampler;
1345
1346 /**
1347 * \name GL_EXT_texture_env_combine
1348 */
1349 struct gl_tex_env_combine_state Combine;
1350
1351 /**
1352 * Derived state based on \c EnvMode and the \c BaseFormat of the
1353 * currently enabled texture.
1354 */
1355 struct gl_tex_env_combine_state _EnvMode;
1356
1357 /**
1358 * Currently enabled combiner state. This will point to either
1359 * \c Combine or \c _EnvMode.
1360 */
1361 struct gl_tex_env_combine_state *_CurrentCombine;
1362
1363 /** Current texture object pointers */
1364 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1365
1366 /** Points to highest priority, complete and enabled texture object */
1367 struct gl_texture_object *_Current;
1368 };
1369
1370
1371 /**
1372 * Texture attribute group (GL_TEXTURE_BIT).
1373 */
1374 struct gl_texture_attrib
1375 {
1376 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1377 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1378
1379 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1380
1381 /** GL_ARB_texture_buffer_object */
1382 struct gl_buffer_object *BufferObject;
1383
1384 /** GL_ARB_seamless_cubemap */
1385 GLboolean CubeMapSeamless;
1386
1387 /** Texture units/samplers used by vertex or fragment texturing */
1388 GLbitfield _EnabledUnits;
1389
1390 /** Texture coord units/sets used for fragment texturing */
1391 GLbitfield _EnabledCoordUnits;
1392
1393 /** Texture coord units that have texgen enabled */
1394 GLbitfield _TexGenEnabled;
1395
1396 /** Texture coord units that have non-identity matrices */
1397 GLbitfield _TexMatEnabled;
1398
1399 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1400 GLbitfield _GenFlags;
1401 };
1402
1403
1404 /**
1405 * Data structure representing a single clip plane (e.g. one of the elements
1406 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1407 */
1408 typedef GLfloat gl_clip_plane[4];
1409
1410
1411 /**
1412 * Transformation attribute group (GL_TRANSFORM_BIT).
1413 */
1414 struct gl_transform_attrib
1415 {
1416 GLenum MatrixMode; /**< Matrix mode */
1417 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1418 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1419 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1420 GLboolean Normalize; /**< Normalize all normals? */
1421 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1422 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1423 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1424
1425 GLfloat CullEyePos[4];
1426 GLfloat CullObjPos[4];
1427 };
1428
1429
1430 /**
1431 * Viewport attribute group (GL_VIEWPORT_BIT).
1432 */
1433 struct gl_viewport_attrib
1434 {
1435 GLfloat X, Y; /**< position */
1436 GLfloat Width, Height; /**< size */
1437 GLdouble Near, Far; /**< Depth buffer range */
1438 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1439 };
1440
1441
1442 /**
1443 * GL_ARB_vertex/pixel_buffer_object buffer object
1444 */
1445 struct gl_buffer_object
1446 {
1447 _glthread_Mutex Mutex;
1448 GLint RefCount;
1449 GLuint Name;
1450 GLchar *Label; /**< GL_KHR_debug */
1451 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1452 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1453 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1454 /** Fields describing a mapped buffer */
1455 /*@{*/
1456 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1457 GLvoid *Pointer; /**< User-space address of mapping */
1458 GLintptr Offset; /**< Mapped offset */
1459 GLsizeiptr Length; /**< Mapped length */
1460 /*@}*/
1461 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1462 GLboolean Written; /**< Ever written to? (for debugging) */
1463 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1464 };
1465
1466
1467 /**
1468 * Client pixel packing/unpacking attributes
1469 */
1470 struct gl_pixelstore_attrib
1471 {
1472 GLint Alignment;
1473 GLint RowLength;
1474 GLint SkipPixels;
1475 GLint SkipRows;
1476 GLint ImageHeight;
1477 GLint SkipImages;
1478 GLboolean SwapBytes;
1479 GLboolean LsbFirst;
1480 GLboolean Invert; /**< GL_MESA_pack_invert */
1481 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1482 };
1483
1484
1485 /**
1486 * Client vertex array attributes
1487 */
1488 struct gl_client_array
1489 {
1490 GLint Size; /**< components per element (1,2,3,4) */
1491 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1492 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1493 GLsizei Stride; /**< user-specified stride */
1494 GLsizei StrideB; /**< actual stride in bytes */
1495 const GLubyte *Ptr; /**< Points to array data */
1496 GLboolean Enabled; /**< Enabled flag is a boolean */
1497 GLboolean Normalized; /**< GL_ARB_vertex_program */
1498 GLboolean Integer; /**< Integer-valued? */
1499 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1500 GLuint _ElementSize; /**< size of each element in bytes */
1501
1502 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1503 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1504 };
1505
1506
1507 /**
1508 * Vertex attribute array as seen by the client.
1509 *
1510 * Contains the size, type, format and normalization flag,
1511 * along with the index of a vertex buffer binding point.
1512 *
1513 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1514 * and is only present for backwards compatibility reasons.
1515 * Rendering always uses VERTEX_BINDING_STRIDE.
1516 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1517 * and VERTEX_BINDING_STRIDE to the same value, while
1518 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1519 */
1520 struct gl_vertex_attrib_array
1521 {
1522 GLint Size; /**< Components per element (1,2,3,4) */
1523 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1524 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1525 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1526 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1527 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1528 GLboolean Enabled; /**< Whether the array is enabled */
1529 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1530 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1531 GLuint _ElementSize; /**< Size of each element in bytes */
1532 GLuint VertexBinding; /**< Vertex buffer binding */
1533 };
1534
1535
1536 /**
1537 * This describes the buffer object used for a vertex array (or
1538 * multiple vertex arrays). If BufferObj points to the default/null
1539 * buffer object, then the vertex array lives in user memory and not a VBO.
1540 */
1541 struct gl_vertex_buffer_binding
1542 {
1543 GLintptr Offset; /**< User-specified offset */
1544 GLsizei Stride; /**< User-specified stride */
1545 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1546 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1547 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1548 };
1549
1550
1551 /**
1552 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1553 * extension, but a nice encapsulation in any case.
1554 */
1555 struct gl_array_object
1556 {
1557 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1558 GLuint Name;
1559 GLchar *Label; /**< GL_KHR_debug */
1560
1561 GLint RefCount;
1562 _glthread_Mutex Mutex;
1563
1564 /**
1565 * Does the VAO use ARB semantics or Apple semantics?
1566 *
1567 * There are several ways in which ARB_vertex_array_object and
1568 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1569 * least,
1570 *
1571 * - ARB VAOs require that all array data be sourced from vertex buffer
1572 * objects, but Apple VAOs do not.
1573 *
1574 * - ARB VAOs require that names come from GenVertexArrays.
1575 *
1576 * This flag notes which behavior governs this VAO.
1577 */
1578 GLboolean ARBsemantics;
1579
1580 /**
1581 * Has this array object been bound?
1582 */
1583 GLboolean EverBound;
1584
1585 /** Derived vertex attribute arrays */
1586 struct gl_client_array _VertexAttrib[VERT_ATTRIB_MAX];
1587
1588 /** Vertex attribute arrays */
1589 struct gl_vertex_attrib_array VertexAttrib[VERT_ATTRIB_MAX];
1590
1591 /** Vertex buffer bindings */
1592 struct gl_vertex_buffer_binding VertexBinding[VERT_ATTRIB_MAX];
1593
1594 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1595 GLbitfield64 _Enabled;
1596
1597 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1598 GLbitfield64 NewArrays;
1599
1600 /**
1601 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1602 * we can determine the max legal (in bounds) glDrawElements array index.
1603 */
1604 GLuint _MaxElement;
1605
1606 struct gl_buffer_object *ElementArrayBufferObj;
1607 };
1608
1609
1610 /**
1611 * Vertex array state
1612 */
1613 struct gl_array_attrib
1614 {
1615 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1616 struct gl_array_object *ArrayObj;
1617
1618 /** The default vertex array object */
1619 struct gl_array_object *DefaultArrayObj;
1620
1621 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1622 struct _mesa_HashTable *Objects;
1623
1624 GLint ActiveTexture; /**< Client Active Texture */
1625 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1626 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1627
1628 /**
1629 * \name Primitive restart controls
1630 *
1631 * Primitive restart is enabled if either \c PrimitiveRestart or
1632 * \c PrimitiveRestartFixedIndex is set.
1633 */
1634 /*@{*/
1635 GLboolean PrimitiveRestart;
1636 GLboolean PrimitiveRestartFixedIndex;
1637 GLboolean _PrimitiveRestart;
1638 GLuint RestartIndex;
1639 /*@}*/
1640
1641 /* GL_ARB_vertex_buffer_object */
1642 struct gl_buffer_object *ArrayBufferObj;
1643
1644 /**
1645 * Vertex arrays as consumed by a driver.
1646 * The array pointer is set up only by the VBO module.
1647 */
1648 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1649 };
1650
1651
1652 /**
1653 * Feedback buffer state
1654 */
1655 struct gl_feedback
1656 {
1657 GLenum Type;
1658 GLbitfield _Mask; /**< FB_* bits */
1659 GLfloat *Buffer;
1660 GLuint BufferSize;
1661 GLuint Count;
1662 };
1663
1664
1665 /**
1666 * Selection buffer state
1667 */
1668 struct gl_selection
1669 {
1670 GLuint *Buffer; /**< selection buffer */
1671 GLuint BufferSize; /**< size of the selection buffer */
1672 GLuint BufferCount; /**< number of values in the selection buffer */
1673 GLuint Hits; /**< number of records in the selection buffer */
1674 GLuint NameStackDepth; /**< name stack depth */
1675 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1676 GLboolean HitFlag; /**< hit flag */
1677 GLfloat HitMinZ; /**< minimum hit depth */
1678 GLfloat HitMaxZ; /**< maximum hit depth */
1679 };
1680
1681
1682 /**
1683 * 1-D Evaluator control points
1684 */
1685 struct gl_1d_map
1686 {
1687 GLuint Order; /**< Number of control points */
1688 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1689 GLfloat *Points; /**< Points to contiguous control points */
1690 };
1691
1692
1693 /**
1694 * 2-D Evaluator control points
1695 */
1696 struct gl_2d_map
1697 {
1698 GLuint Uorder; /**< Number of control points in U dimension */
1699 GLuint Vorder; /**< Number of control points in V dimension */
1700 GLfloat u1, u2, du;
1701 GLfloat v1, v2, dv;
1702 GLfloat *Points; /**< Points to contiguous control points */
1703 };
1704
1705
1706 /**
1707 * All evaluator control point state
1708 */
1709 struct gl_evaluators
1710 {
1711 /**
1712 * \name 1-D maps
1713 */
1714 /*@{*/
1715 struct gl_1d_map Map1Vertex3;
1716 struct gl_1d_map Map1Vertex4;
1717 struct gl_1d_map Map1Index;
1718 struct gl_1d_map Map1Color4;
1719 struct gl_1d_map Map1Normal;
1720 struct gl_1d_map Map1Texture1;
1721 struct gl_1d_map Map1Texture2;
1722 struct gl_1d_map Map1Texture3;
1723 struct gl_1d_map Map1Texture4;
1724 /*@}*/
1725
1726 /**
1727 * \name 2-D maps
1728 */
1729 /*@{*/
1730 struct gl_2d_map Map2Vertex3;
1731 struct gl_2d_map Map2Vertex4;
1732 struct gl_2d_map Map2Index;
1733 struct gl_2d_map Map2Color4;
1734 struct gl_2d_map Map2Normal;
1735 struct gl_2d_map Map2Texture1;
1736 struct gl_2d_map Map2Texture2;
1737 struct gl_2d_map Map2Texture3;
1738 struct gl_2d_map Map2Texture4;
1739 /*@}*/
1740 };
1741
1742
1743 struct gl_transform_feedback_varying_info
1744 {
1745 char *Name;
1746 GLenum Type;
1747 GLint Size;
1748 };
1749
1750
1751 /**
1752 * Per-output info vertex shaders for transform feedback.
1753 */
1754 struct gl_transform_feedback_output
1755 {
1756 unsigned OutputRegister;
1757 unsigned OutputBuffer;
1758 unsigned NumComponents;
1759
1760 /** offset (in DWORDs) of this output within the interleaved structure */
1761 unsigned DstOffset;
1762
1763 /**
1764 * Offset into the output register of the data to output. For example,
1765 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1766 * offset is in the y and z components of the output register.
1767 */
1768 unsigned ComponentOffset;
1769 };
1770
1771
1772 /** Post-link transform feedback info. */
1773 struct gl_transform_feedback_info
1774 {
1775 unsigned NumOutputs;
1776
1777 /**
1778 * Number of transform feedback buffers in use by this program.
1779 */
1780 unsigned NumBuffers;
1781
1782 struct gl_transform_feedback_output *Outputs;
1783
1784 /** Transform feedback varyings used for the linking of this shader program.
1785 *
1786 * Use for glGetTransformFeedbackVarying().
1787 */
1788 struct gl_transform_feedback_varying_info *Varyings;
1789 GLint NumVarying;
1790
1791 /**
1792 * Total number of components stored in each buffer. This may be used by
1793 * hardware back-ends to determine the correct stride when interleaving
1794 * multiple transform feedback outputs in the same buffer.
1795 */
1796 unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1797 };
1798
1799
1800 /**
1801 * Transform feedback object state
1802 */
1803 struct gl_transform_feedback_object
1804 {
1805 GLuint Name; /**< AKA the object ID */
1806 GLchar *Label; /**< GL_KHR_debug */
1807 GLint RefCount;
1808 GLboolean Active; /**< Is transform feedback enabled? */
1809 GLboolean Paused; /**< Is transform feedback paused? */
1810 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1811 at least once? */
1812 GLboolean EverBound; /**< Has this object been bound? */
1813
1814 /**
1815 * The shader program active when BeginTransformFeedback() was called.
1816 * When active and unpaused, this equals ctx->Shader.CurrentVertexProgram.
1817 */
1818 struct gl_shader_program *shader_program;
1819
1820 /**
1821 * GLES: if Active is true, remaining number of primitives which can be
1822 * rendered without overflow. This is necessary to track because GLES
1823 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1824 * glDrawArraysInstanced would overflow transform feedback buffers.
1825 * Undefined if Active is false.
1826 *
1827 * Not tracked for desktop GL since it's unnecessary.
1828 */
1829 unsigned GlesRemainingPrims;
1830
1831 /** The feedback buffers */
1832 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1833 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1834
1835 /** Start of feedback data in dest buffer */
1836 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1837
1838 /**
1839 * Max data to put into dest buffer (in bytes). Computed based on
1840 * RequestedSize and the actual size of the buffer.
1841 */
1842 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1843
1844 /**
1845 * Size that was specified when the buffer was bound. If the buffer was
1846 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1847 * zero.
1848 */
1849 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1850 };
1851
1852
1853 /**
1854 * Context state for transform feedback.
1855 */
1856 struct gl_transform_feedback_state
1857 {
1858 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1859
1860 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1861 struct gl_buffer_object *CurrentBuffer;
1862
1863 /** The table of all transform feedback objects */
1864 struct _mesa_HashTable *Objects;
1865
1866 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1867 struct gl_transform_feedback_object *CurrentObject;
1868
1869 /** The default xform-fb object (Name==0) */
1870 struct gl_transform_feedback_object *DefaultObject;
1871 };
1872
1873
1874 /**
1875 * A "performance monitor" as described in AMD_performance_monitor.
1876 */
1877 struct gl_perf_monitor_object
1878 {
1879 GLuint Name;
1880
1881 /** True if the monitor is currently active (Begin called but not End). */
1882 GLboolean Active;
1883
1884 /**
1885 * True if the monitor has ended.
1886 *
1887 * This is distinct from !Active because it may never have began.
1888 */
1889 GLboolean Ended;
1890
1891 /**
1892 * A list of groups with currently active counters.
1893 *
1894 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1895 */
1896 unsigned *ActiveGroups;
1897
1898 /**
1899 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1900 *
1901 * Checking whether counter 'c' in group 'g' is active can be done via:
1902 *
1903 * BITSET_TEST(ActiveCounters[g], c)
1904 */
1905 GLuint **ActiveCounters;
1906 };
1907
1908
1909 union gl_perf_monitor_counter_value
1910 {
1911 float f;
1912 uint64_t u64;
1913 uint32_t u32;
1914 };
1915
1916
1917 struct gl_perf_monitor_counter
1918 {
1919 /** Human readable name for the counter. */
1920 const char *Name;
1921
1922 /**
1923 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1924 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1925 */
1926 GLenum Type;
1927
1928 /** Minimum counter value. */
1929 union gl_perf_monitor_counter_value Minimum;
1930
1931 /** Maximum counter value. */
1932 union gl_perf_monitor_counter_value Maximum;
1933 };
1934
1935
1936 struct gl_perf_monitor_group
1937 {
1938 /** Human readable name for the group. */
1939 const char *Name;
1940
1941 /**
1942 * Maximum number of counters in this group which can be active at the
1943 * same time.
1944 */
1945 GLuint MaxActiveCounters;
1946
1947 /** Array of counters within this group. */
1948 const struct gl_perf_monitor_counter *Counters;
1949 GLuint NumCounters;
1950 };
1951
1952
1953 /**
1954 * Context state for AMD_performance_monitor.
1955 */
1956 struct gl_perf_monitor_state
1957 {
1958 /** Array of performance monitor groups (indexed by group ID) */
1959 const struct gl_perf_monitor_group *Groups;
1960 GLuint NumGroups;
1961
1962 /** The table of all performance monitors. */
1963 struct _mesa_HashTable *Monitors;
1964 };
1965
1966
1967 /**
1968 * Names of the various vertex/fragment program register files, etc.
1969 *
1970 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1971 * All values should fit in a 4-bit field.
1972 *
1973 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
1974 * considered to be "uniform" variables since they can only be set outside
1975 * glBegin/End. They're also all stored in the same Parameters array.
1976 */
1977 typedef enum
1978 {
1979 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1980 PROGRAM_ARRAY, /**< Arrays & Matrixes */
1981 PROGRAM_INPUT, /**< machine->Inputs[] */
1982 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1983 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1984 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1985 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1986 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1987 PROGRAM_ADDRESS, /**< machine->AddressReg */
1988 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1989 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1990 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1991 PROGRAM_FILE_MAX
1992 } gl_register_file;
1993
1994
1995 /**
1996 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1997 * one of these values.
1998 */
1999 typedef enum
2000 {
2001 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
2002 SYSTEM_VALUE_VERTEX_ID, /**< Vertex shader only */
2003 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
2004 SYSTEM_VALUE_SAMPLE_ID, /**< Fragment shader only */
2005 SYSTEM_VALUE_SAMPLE_POS, /**< Fragment shader only */
2006 SYSTEM_VALUE_SAMPLE_MASK_IN, /**< Fragment shader only */
2007 SYSTEM_VALUE_MAX /**< Number of values */
2008 } gl_system_value;
2009
2010
2011 /**
2012 * The possible interpolation qualifiers that can be applied to a fragment
2013 * shader input in GLSL.
2014 *
2015 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
2016 * gl_fragment_program data structure to 0 causes the default behavior.
2017 */
2018 enum glsl_interp_qualifier
2019 {
2020 INTERP_QUALIFIER_NONE = 0,
2021 INTERP_QUALIFIER_SMOOTH,
2022 INTERP_QUALIFIER_FLAT,
2023 INTERP_QUALIFIER_NOPERSPECTIVE,
2024 INTERP_QUALIFIER_COUNT /**< Number of interpolation qualifiers */
2025 };
2026
2027
2028 /**
2029 * \brief Layout qualifiers for gl_FragDepth.
2030 *
2031 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
2032 * a layout qualifier.
2033 *
2034 * \see enum ir_depth_layout
2035 */
2036 enum gl_frag_depth_layout
2037 {
2038 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
2039 FRAG_DEPTH_LAYOUT_ANY,
2040 FRAG_DEPTH_LAYOUT_GREATER,
2041 FRAG_DEPTH_LAYOUT_LESS,
2042 FRAG_DEPTH_LAYOUT_UNCHANGED
2043 };
2044
2045
2046 /**
2047 * Base class for any kind of program object
2048 */
2049 struct gl_program
2050 {
2051 GLuint Id;
2052 GLubyte *String; /**< Null-terminated program text */
2053 GLint RefCount;
2054 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2055 GLenum Format; /**< String encoding format */
2056
2057 struct prog_instruction *Instructions;
2058
2059 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
2060 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
2061 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
2062 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
2063 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
2064 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
2065 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
2066 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
2067
2068 GLboolean UsesGather; /**< Does this program use gather4 at all? */
2069
2070 /**
2071 * For vertex and geometry shaders, true if the program uses the
2072 * gl_ClipDistance output. Ignored for fragment shaders.
2073 */
2074 GLboolean UsesClipDistanceOut;
2075
2076
2077 /** Named parameters, constants, etc. from program text */
2078 struct gl_program_parameter_list *Parameters;
2079
2080 /**
2081 * Local parameters used by the program.
2082 *
2083 * It's dynamically allocated because it is rarely used (just
2084 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
2085 * allocated.
2086 */
2087 GLfloat (*LocalParams)[4];
2088
2089 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2090 GLubyte SamplerUnits[MAX_SAMPLERS];
2091
2092 /** Bitmask of which register files are read/written with indirect
2093 * addressing. Mask of (1 << PROGRAM_x) bits.
2094 */
2095 GLbitfield IndirectRegisterFiles;
2096
2097 /** Logical counts */
2098 /*@{*/
2099 GLuint NumInstructions;
2100 GLuint NumTemporaries;
2101 GLuint NumParameters;
2102 GLuint NumAttributes;
2103 GLuint NumAddressRegs;
2104 GLuint NumAluInstructions;
2105 GLuint NumTexInstructions;
2106 GLuint NumTexIndirections;
2107 /*@}*/
2108 /** Native, actual h/w counts */
2109 /*@{*/
2110 GLuint NumNativeInstructions;
2111 GLuint NumNativeTemporaries;
2112 GLuint NumNativeParameters;
2113 GLuint NumNativeAttributes;
2114 GLuint NumNativeAddressRegs;
2115 GLuint NumNativeAluInstructions;
2116 GLuint NumNativeTexInstructions;
2117 GLuint NumNativeTexIndirections;
2118 /*@}*/
2119 };
2120
2121
2122 /** Vertex program object */
2123 struct gl_vertex_program
2124 {
2125 struct gl_program Base; /**< base class */
2126 GLboolean IsPositionInvariant;
2127 };
2128
2129
2130 /** Geometry program object */
2131 struct gl_geometry_program
2132 {
2133 struct gl_program Base; /**< base class */
2134
2135 GLint VerticesIn;
2136 GLint VerticesOut;
2137 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2138 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2139 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2140 GLboolean UsesEndPrimitive;
2141 };
2142
2143
2144 /** Fragment program object */
2145 struct gl_fragment_program
2146 {
2147 struct gl_program Base; /**< base class */
2148 GLboolean UsesKill; /**< shader uses KIL instruction */
2149 GLboolean UsesDFdy; /**< shader uses DDY instruction */
2150 GLboolean OriginUpperLeft;
2151 GLboolean PixelCenterInteger;
2152 enum gl_frag_depth_layout FragDepthLayout;
2153
2154 /**
2155 * GLSL interpolation qualifier associated with each fragment shader input.
2156 * For inputs that do not have an interpolation qualifier specified in
2157 * GLSL, the value is INTERP_QUALIFIER_NONE.
2158 */
2159 enum glsl_interp_qualifier InterpQualifier[VARYING_SLOT_MAX];
2160
2161 /**
2162 * Bitfield indicating, for each fragment shader input, 1 if that input
2163 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2164 */
2165 GLbitfield64 IsCentroid;
2166
2167 /**
2168 * Bitfield indicating, for each fragment shader input, 1 if that input
2169 * uses sample interpolation, 0 otherwise. Unused inputs are 0.
2170 */
2171 GLbitfield64 IsSample;
2172 };
2173
2174
2175 /**
2176 * State common to vertex and fragment programs.
2177 */
2178 struct gl_program_state
2179 {
2180 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2181 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2182 };
2183
2184
2185 /**
2186 * Context state for vertex programs.
2187 */
2188 struct gl_vertex_program_state
2189 {
2190 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2191 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2192 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2193 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2194 /** Computed two sided lighting for fixed function/programs. */
2195 GLboolean _TwoSideEnabled;
2196 struct gl_vertex_program *Current; /**< User-bound vertex program */
2197
2198 /** Currently enabled and valid vertex program (including internal
2199 * programs, user-defined vertex programs and GLSL vertex shaders).
2200 * This is the program we must use when rendering.
2201 */
2202 struct gl_vertex_program *_Current;
2203
2204 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2205
2206 /** Should fixed-function T&L be implemented with a vertex prog? */
2207 GLboolean _MaintainTnlProgram;
2208
2209 /** Program to emulate fixed-function T&L (see above) */
2210 struct gl_vertex_program *_TnlProgram;
2211
2212 /** Cache of fixed-function programs */
2213 struct gl_program_cache *Cache;
2214
2215 GLboolean _Overriden;
2216 };
2217
2218
2219 /**
2220 * Context state for geometry programs.
2221 */
2222 struct gl_geometry_program_state
2223 {
2224 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
2225 GLboolean _Enabled; /**< Enabled and valid program? */
2226 struct gl_geometry_program *Current; /**< user-bound geometry program */
2227
2228 /** Currently enabled and valid program (including internal programs
2229 * and compiled shader programs).
2230 */
2231 struct gl_geometry_program *_Current;
2232
2233 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2234
2235 /** Cache of fixed-function programs */
2236 struct gl_program_cache *Cache;
2237 };
2238
2239 /**
2240 * Context state for fragment programs.
2241 */
2242 struct gl_fragment_program_state
2243 {
2244 GLboolean Enabled; /**< User-set fragment program enable flag */
2245 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2246 struct gl_fragment_program *Current; /**< User-bound fragment program */
2247
2248 /** Currently enabled and valid fragment program (including internal
2249 * programs, user-defined fragment programs and GLSL fragment shaders).
2250 * This is the program we must use when rendering.
2251 */
2252 struct gl_fragment_program *_Current;
2253
2254 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2255
2256 /** Should fixed-function texturing be implemented with a fragment prog? */
2257 GLboolean _MaintainTexEnvProgram;
2258
2259 /** Program to emulate fixed-function texture env/combine (see above) */
2260 struct gl_fragment_program *_TexEnvProgram;
2261
2262 /** Cache of fixed-function programs */
2263 struct gl_program_cache *Cache;
2264 };
2265
2266
2267 /**
2268 * ATI_fragment_shader runtime state
2269 */
2270 #define ATI_FS_INPUT_PRIMARY 0
2271 #define ATI_FS_INPUT_SECONDARY 1
2272
2273 struct atifs_instruction;
2274 struct atifs_setupinst;
2275
2276 /**
2277 * ATI fragment shader
2278 */
2279 struct ati_fragment_shader
2280 {
2281 GLuint Id;
2282 GLint RefCount;
2283 struct atifs_instruction *Instructions[2];
2284 struct atifs_setupinst *SetupInst[2];
2285 GLfloat Constants[8][4];
2286 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2287 GLubyte numArithInstr[2];
2288 GLubyte regsAssigned[2];
2289 GLubyte NumPasses; /**< 1 or 2 */
2290 GLubyte cur_pass;
2291 GLubyte last_optype;
2292 GLboolean interpinp1;
2293 GLboolean isValid;
2294 GLuint swizzlerq;
2295 };
2296
2297 /**
2298 * Context state for GL_ATI_fragment_shader
2299 */
2300 struct gl_ati_fragment_shader_state
2301 {
2302 GLboolean Enabled;
2303 GLboolean _Enabled; /**< enabled and valid shader? */
2304 GLboolean Compiling;
2305 GLfloat GlobalConstants[8][4];
2306 struct ati_fragment_shader *Current;
2307 };
2308
2309
2310 /** Set by #pragma directives */
2311 struct gl_sl_pragmas
2312 {
2313 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2314 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2315 GLboolean Optimize; /**< defaults on */
2316 GLboolean Debug; /**< defaults off */
2317 };
2318
2319
2320 /**
2321 * A GLSL vertex or fragment shader object.
2322 */
2323 struct gl_shader
2324 {
2325 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB.
2326 * Must be the first field.
2327 */
2328 GLenum Type;
2329 gl_shader_stage Stage;
2330 GLuint Name; /**< AKA the handle */
2331 GLchar *Label; /**< GL_KHR_debug */
2332 GLint RefCount; /**< Reference count */
2333 GLboolean DeletePending;
2334 GLboolean CompileStatus;
2335 const GLchar *Source; /**< Source code string */
2336 GLuint SourceChecksum; /**< for debug/logging purposes */
2337 struct gl_program *Program; /**< Post-compile assembly code */
2338 GLchar *InfoLog;
2339 struct gl_sl_pragmas Pragmas;
2340
2341 unsigned Version; /**< GLSL version used for linking */
2342 GLboolean IsES; /**< True if this shader uses GLSL ES */
2343
2344 /**
2345 * \name Sampler tracking
2346 *
2347 * \note Each of these fields is only set post-linking.
2348 */
2349 /*@{*/
2350 unsigned num_samplers; /**< Number of samplers used by this shader. */
2351 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2352 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2353 /*@}*/
2354
2355 /**
2356 * Map from sampler unit to texture unit (set by glUniform1i())
2357 *
2358 * A sampler unit is associated with each sampler uniform by the linker.
2359 * The sampler unit associated with each uniform is stored in the
2360 * \c gl_uniform_storage::sampler field.
2361 */
2362 GLubyte SamplerUnits[MAX_SAMPLERS];
2363 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2364 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2365
2366 /**
2367 * Number of default uniform block components used by this shader.
2368 *
2369 * This field is only set post-linking.
2370 */
2371 unsigned num_uniform_components;
2372
2373 /**
2374 * Number of combined uniform components used by this shader.
2375 *
2376 * This field is only set post-linking. It is the sum of the uniform block
2377 * sizes divided by sizeof(float), and num_uniform_compoennts.
2378 */
2379 unsigned num_combined_uniform_components;
2380
2381 /**
2382 * This shader's uniform block information.
2383 *
2384 * The offsets of the variables are assigned only for shaders in a program's
2385 * _LinkedShaders[].
2386 */
2387 struct gl_uniform_block *UniformBlocks;
2388 unsigned NumUniformBlocks;
2389
2390 struct exec_list *ir;
2391 struct glsl_symbol_table *symbols;
2392
2393 bool uses_builtin_functions;
2394
2395 /**
2396 * Geometry shader state from GLSL 1.50 layout qualifiers.
2397 */
2398 struct {
2399 GLint VerticesOut;
2400 /**
2401 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2402 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2403 * shader.
2404 */
2405 GLenum InputType;
2406 /**
2407 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2408 * it's not set in this shader.
2409 */
2410 GLenum OutputType;
2411 } Geom;
2412
2413 /**
2414 * Map from image uniform index to image unit (set by glUniform1i())
2415 *
2416 * An image uniform index is associated with each image uniform by
2417 * the linker. The image index associated with each uniform is
2418 * stored in the \c gl_uniform_storage::image field.
2419 */
2420 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2421
2422 /**
2423 * Access qualifier specified in the shader for each image uniform
2424 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2425 * GL_READ_WRITE.
2426 *
2427 * It may be different, though only more strict than the value of
2428 * \c gl_image_unit::Access for the corresponding image unit.
2429 */
2430 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2431
2432 /**
2433 * Number of image uniforms defined in the shader. It specifies
2434 * the number of valid elements in the \c ImageUnits and \c
2435 * ImageAccess arrays above.
2436 */
2437 GLuint NumImages;
2438 };
2439
2440
2441 struct gl_uniform_buffer_variable
2442 {
2443 char *Name;
2444
2445 /**
2446 * Name of the uniform as seen by glGetUniformIndices.
2447 *
2448 * glGetUniformIndices requires that the block instance index \b not be
2449 * present in the name of queried uniforms.
2450 *
2451 * \note
2452 * \c gl_uniform_buffer_variable::IndexName and
2453 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2454 */
2455 char *IndexName;
2456
2457 const struct glsl_type *Type;
2458 unsigned int Offset;
2459 GLboolean RowMajor;
2460 };
2461
2462
2463 enum gl_uniform_block_packing
2464 {
2465 ubo_packing_std140,
2466 ubo_packing_shared,
2467 ubo_packing_packed
2468 };
2469
2470
2471 struct gl_uniform_block
2472 {
2473 /** Declared name of the uniform block */
2474 char *Name;
2475
2476 /** Array of supplemental information about UBO ir_variables. */
2477 struct gl_uniform_buffer_variable *Uniforms;
2478 GLuint NumUniforms;
2479
2480 /**
2481 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2482 * with glBindBufferBase to bind a buffer object to this uniform block. When
2483 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2484 */
2485 GLuint Binding;
2486
2487 /**
2488 * Minimum size of a buffer object to back this uniform buffer
2489 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2490 */
2491 GLuint UniformBufferSize;
2492
2493 /**
2494 * Layout specified in the shader
2495 *
2496 * This isn't accessible through the API, but it is used while
2497 * cross-validating uniform blocks.
2498 */
2499 enum gl_uniform_block_packing _Packing;
2500 };
2501
2502 /**
2503 * Structure that represents a reference to an atomic buffer from some
2504 * shader program.
2505 */
2506 struct gl_active_atomic_buffer
2507 {
2508 /** Uniform indices of the atomic counters declared within it. */
2509 GLuint *Uniforms;
2510 GLuint NumUniforms;
2511
2512 /** Binding point index associated with it. */
2513 GLuint Binding;
2514
2515 /** Minimum reasonable size it is expected to have. */
2516 GLuint MinimumSize;
2517
2518 /** Shader stages making use of it. */
2519 GLboolean StageReferences[MESA_SHADER_STAGES];
2520 };
2521
2522 /**
2523 * A GLSL program object.
2524 * Basically a linked collection of vertex and fragment shaders.
2525 */
2526 struct gl_shader_program
2527 {
2528 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2529 GLuint Name; /**< aka handle or ID */
2530 GLchar *Label; /**< GL_KHR_debug */
2531 GLint RefCount; /**< Reference count */
2532 GLboolean DeletePending;
2533
2534 /**
2535 * Is the application intending to glGetProgramBinary this program?
2536 */
2537 GLboolean BinaryRetreivableHint;
2538
2539 /**
2540 * Flags that the linker should not reject the program if it lacks
2541 * a vertex or fragment shader. GLES2 doesn't allow separate
2542 * shader objects, and would reject them. However, we internally
2543 * build separate shader objects for fixed function programs, which
2544 * we use for drivers/common/meta.c and for handling
2545 * _mesa_update_state with no program bound (for example in
2546 * glClear()).
2547 */
2548 GLboolean InternalSeparateShader;
2549
2550 GLuint NumShaders; /**< number of attached shaders */
2551 struct gl_shader **Shaders; /**< List of attached the shaders */
2552
2553 /**
2554 * User-defined attribute bindings
2555 *
2556 * These are set via \c glBindAttribLocation and are used to direct the
2557 * GLSL linker. These are \b not the values used in the compiled shader,
2558 * and they are \b not the values returned by \c glGetAttribLocation.
2559 */
2560 struct string_to_uint_map *AttributeBindings;
2561
2562 /**
2563 * User-defined fragment data bindings
2564 *
2565 * These are set via \c glBindFragDataLocation and are used to direct the
2566 * GLSL linker. These are \b not the values used in the compiled shader,
2567 * and they are \b not the values returned by \c glGetFragDataLocation.
2568 */
2569 struct string_to_uint_map *FragDataBindings;
2570 struct string_to_uint_map *FragDataIndexBindings;
2571
2572 /**
2573 * Transform feedback varyings last specified by
2574 * glTransformFeedbackVaryings().
2575 *
2576 * For the current set of transform feeedback varyings used for transform
2577 * feedback output, see LinkedTransformFeedback.
2578 */
2579 struct {
2580 GLenum BufferMode;
2581 GLuint NumVarying;
2582 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2583 } TransformFeedback;
2584
2585 /** Post-link transform feedback info. */
2586 struct gl_transform_feedback_info LinkedTransformFeedback;
2587
2588 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2589 enum gl_frag_depth_layout FragDepthLayout;
2590
2591 /**
2592 * Geometry shader state - copied into gl_geometry_program by
2593 * _mesa_copy_linked_program_data().
2594 */
2595 struct {
2596 GLint VerticesIn;
2597 GLint VerticesOut;
2598 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2599 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2600 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2601 /**
2602 * True if gl_ClipDistance is written to. Copied into
2603 * gl_geometry_program by _mesa_copy_linked_program_data().
2604 */
2605 GLboolean UsesClipDistance;
2606 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2607 0 if not present. */
2608 GLboolean UsesEndPrimitive;
2609 } Geom;
2610
2611 /** Vertex shader state */
2612 struct {
2613 /**
2614 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2615 * by _mesa_copy_linked_program_data().
2616 */
2617 GLboolean UsesClipDistance;
2618 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2619 0 if not present. */
2620 } Vert;
2621
2622 /* post-link info: */
2623 unsigned NumUserUniformStorage;
2624 struct gl_uniform_storage *UniformStorage;
2625
2626 /**
2627 * Size of the gl_ClipDistance array that is output from the last pipeline
2628 * stage before the fragment shader.
2629 */
2630 unsigned LastClipDistanceArraySize;
2631
2632 struct gl_uniform_block *UniformBlocks;
2633 unsigned NumUniformBlocks;
2634
2635 /**
2636 * Scale factor for the uniform base location
2637 *
2638 * This is used to generate locations (returned by \c glGetUniformLocation)
2639 * of uniforms. The base location of the uniform is multiplied by this
2640 * value, and the array index is added.
2641 *
2642 * \note
2643 * Must be >= 1.
2644 *
2645 * \sa
2646 * _mesa_uniform_merge_location_offset, _mesa_uniform_split_location_offset
2647 */
2648 unsigned UniformLocationBaseScale;
2649
2650 /**
2651 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2652 * they're used in, or -1.
2653 *
2654 * This is used to maintain the Binding values of the stage's UniformBlocks[]
2655 * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2656 */
2657 int *UniformBlockStageIndex[MESA_SHADER_STAGES];
2658
2659 /**
2660 * Map of active uniform names to locations
2661 *
2662 * Maps any active uniform that is not an array element to a location.
2663 * Each active uniform, including individual structure members will appear
2664 * in this map. This roughly corresponds to the set of names that would be
2665 * enumerated by \c glGetActiveUniform.
2666 */
2667 struct string_to_uint_map *UniformHash;
2668
2669 struct gl_active_atomic_buffer *AtomicBuffers;
2670 unsigned NumAtomicBuffers;
2671
2672 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2673 GLboolean Validated;
2674 GLboolean _Used; /**< Ever used for drawing? */
2675 GLchar *InfoLog;
2676
2677 unsigned Version; /**< GLSL version used for linking */
2678 GLboolean IsES; /**< True if this program uses GLSL ES */
2679
2680 /**
2681 * Per-stage shaders resulting from the first stage of linking.
2682 *
2683 * Set of linked shaders for this program. The array is accessed using the
2684 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2685 * \c NULL.
2686 */
2687 struct gl_shader *_LinkedShaders[MESA_SHADER_STAGES];
2688 };
2689
2690
2691 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2692 #define GLSL_LOG 0x2 /**< Write shaders to files */
2693 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2694 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2695 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2696 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2697 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2698 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2699 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2700 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2701
2702
2703 /**
2704 * Context state for GLSL vertex/fragment shaders.
2705 */
2706 struct gl_shader_state
2707 {
2708 /**
2709 * Programs used for rendering
2710 *
2711 * There is a separate program set for each shader stage. If
2712 * GL_EXT_separate_shader_objects is not supported, each of these must point
2713 * to \c NULL or to the same program.
2714 */
2715 struct gl_shader_program *CurrentVertexProgram;
2716 struct gl_shader_program *CurrentGeometryProgram;
2717 struct gl_shader_program *CurrentFragmentProgram;
2718
2719 struct gl_shader_program *_CurrentFragmentProgram;
2720
2721 /**
2722 * Program used by glUniform calls.
2723 *
2724 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2725 */
2726 struct gl_shader_program *ActiveProgram;
2727
2728 GLbitfield Flags; /**< Mask of GLSL_x flags */
2729 };
2730
2731
2732 /**
2733 * Compiler options for a single GLSL shaders type
2734 */
2735 struct gl_shader_compiler_options
2736 {
2737 /** Driver-selectable options: */
2738 GLboolean EmitCondCodes; /**< Use condition codes? */
2739 GLboolean EmitNoLoops;
2740 GLboolean EmitNoFunctions;
2741 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2742 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2743 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2744 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2745 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2746
2747 /**
2748 * \name Forms of indirect addressing the driver cannot do.
2749 */
2750 /*@{*/
2751 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2752 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2753 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2754 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2755 /*@}*/
2756
2757 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2758 GLuint MaxUnrollIterations;
2759
2760 /**
2761 * Prefer DP4 instructions (rather than MUL/MAD) for matrix * vector
2762 * operations, such as position transformation.
2763 */
2764 GLboolean PreferDP4;
2765
2766 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2767 };
2768
2769
2770 /**
2771 * Occlusion/timer query object.
2772 */
2773 struct gl_query_object
2774 {
2775 GLenum Target; /**< The query target, when active */
2776 GLuint Id; /**< hash table ID/name */
2777 GLchar *Label; /**< GL_KHR_debug */
2778 GLuint64EXT Result; /**< the counter */
2779 GLboolean Active; /**< inside Begin/EndQuery */
2780 GLboolean Ready; /**< result is ready? */
2781 GLboolean EverBound;/**< has query object ever been bound */
2782 };
2783
2784
2785 /**
2786 * Context state for query objects.
2787 */
2788 struct gl_query_state
2789 {
2790 struct _mesa_HashTable *QueryObjects;
2791 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2792 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2793
2794 /** GL_NV_conditional_render */
2795 struct gl_query_object *CondRenderQuery;
2796
2797 /** GL_EXT_transform_feedback */
2798 struct gl_query_object *PrimitivesGenerated;
2799 struct gl_query_object *PrimitivesWritten;
2800
2801 /** GL_ARB_timer_query */
2802 struct gl_query_object *TimeElapsed;
2803
2804 GLenum CondRenderMode;
2805 };
2806
2807
2808 /** Sync object state */
2809 struct gl_sync_object
2810 {
2811 GLenum Type; /**< GL_SYNC_FENCE */
2812 GLuint Name; /**< Fence name */
2813 GLchar *Label; /**< GL_KHR_debug */
2814 GLint RefCount; /**< Reference count */
2815 GLboolean DeletePending; /**< Object was deleted while there were still
2816 * live references (e.g., sync not yet finished)
2817 */
2818 GLenum SyncCondition;
2819 GLbitfield Flags; /**< Flags passed to glFenceSync */
2820 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2821 };
2822
2823
2824 /**
2825 * State which can be shared by multiple contexts:
2826 */
2827 struct gl_shared_state
2828 {
2829 _glthread_Mutex Mutex; /**< for thread safety */
2830 GLint RefCount; /**< Reference count */
2831 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2832 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2833
2834 /** Default texture objects (shared by all texture units) */
2835 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2836
2837 /** Fallback texture used when a bound texture is incomplete */
2838 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
2839
2840 /**
2841 * \name Thread safety and statechange notification for texture
2842 * objects.
2843 *
2844 * \todo Improve the granularity of locking.
2845 */
2846 /*@{*/
2847 _glthread_Mutex TexMutex; /**< texobj thread safety */
2848 GLuint TextureStateStamp; /**< state notification for shared tex */
2849 /*@}*/
2850
2851 /** Default buffer object for vertex arrays that aren't in VBOs */
2852 struct gl_buffer_object *NullBufferObj;
2853
2854 /**
2855 * \name Vertex/geometry/fragment programs
2856 */
2857 /*@{*/
2858 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2859 struct gl_vertex_program *DefaultVertexProgram;
2860 struct gl_fragment_program *DefaultFragmentProgram;
2861 struct gl_geometry_program *DefaultGeometryProgram;
2862 /*@}*/
2863
2864 /* GL_ATI_fragment_shader */
2865 struct _mesa_HashTable *ATIShaders;
2866 struct ati_fragment_shader *DefaultFragmentShader;
2867
2868 struct _mesa_HashTable *BufferObjects;
2869
2870 /** Table of both gl_shader and gl_shader_program objects */
2871 struct _mesa_HashTable *ShaderObjects;
2872
2873 /* GL_EXT_framebuffer_object */
2874 struct _mesa_HashTable *RenderBuffers;
2875 struct _mesa_HashTable *FrameBuffers;
2876
2877 /* GL_ARB_sync */
2878 struct set *SyncObjects;
2879
2880 /** GL_ARB_sampler_objects */
2881 struct _mesa_HashTable *SamplerObjects;
2882
2883 /**
2884 * Some context in this share group was affected by a GPU reset
2885 *
2886 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
2887 * been affected by a GPU reset must also return
2888 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
2889 *
2890 * Once this field becomes true, it is never reset to false.
2891 */
2892 bool ShareGroupReset;
2893 };
2894
2895
2896
2897 /**
2898 * Renderbuffers represent drawing surfaces such as color, depth and/or
2899 * stencil. A framebuffer object has a set of renderbuffers.
2900 * Drivers will typically derive subclasses of this type.
2901 */
2902 struct gl_renderbuffer
2903 {
2904 _glthread_Mutex Mutex; /**< for thread safety */
2905 GLuint ClassID; /**< Useful for drivers */
2906 GLuint Name;
2907 GLchar *Label; /**< GL_KHR_debug */
2908 GLint RefCount;
2909 GLuint Width, Height;
2910 GLuint Depth;
2911 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2912 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
2913 /**
2914 * True for renderbuffers that wrap textures, giving the driver a chance to
2915 * flush render caches through the FinishRenderTexture hook.
2916 *
2917 * Drivers may also set this on renderbuffers other than those generated by
2918 * glFramebufferTexture(), though it means FinishRenderTexture() would be
2919 * called without a rb->TexImage.
2920 */
2921 GLboolean NeedsFinishRenderTexture;
2922 GLubyte NumSamples;
2923 GLenum InternalFormat; /**< The user-specified format */
2924 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2925 GL_STENCIL_INDEX. */
2926 gl_format Format; /**< The actual renderbuffer memory format */
2927 /**
2928 * Pointer to the texture image if this renderbuffer wraps a texture,
2929 * otherwise NULL.
2930 *
2931 * Note that the reference on the gl_texture_object containing this
2932 * TexImage is held by the gl_renderbuffer_attachment.
2933 */
2934 struct gl_texture_image *TexImage;
2935
2936 /** Delete this renderbuffer */
2937 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2938
2939 /** Allocate new storage for this renderbuffer */
2940 GLboolean (*AllocStorage)(struct gl_context *ctx,
2941 struct gl_renderbuffer *rb,
2942 GLenum internalFormat,
2943 GLuint width, GLuint height);
2944 };
2945
2946
2947 /**
2948 * A renderbuffer attachment points to either a texture object (and specifies
2949 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2950 */
2951 struct gl_renderbuffer_attachment
2952 {
2953 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2954 GLboolean Complete;
2955
2956 /**
2957 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2958 * application supplied renderbuffer object.
2959 */
2960 struct gl_renderbuffer *Renderbuffer;
2961
2962 /**
2963 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2964 * supplied texture object.
2965 */
2966 struct gl_texture_object *Texture;
2967 GLuint TextureLevel; /**< Attached mipmap level. */
2968 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2969 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2970 * and 2D array textures */
2971 GLboolean Layered;
2972 };
2973
2974
2975 /**
2976 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2977 * In C++ terms, think of this as a base class from which device drivers
2978 * will make derived classes.
2979 */
2980 struct gl_framebuffer
2981 {
2982 _glthread_Mutex Mutex; /**< for thread safety */
2983 /**
2984 * If zero, this is a window system framebuffer. If non-zero, this
2985 * is a FBO framebuffer; note that for some devices (i.e. those with
2986 * a natural pixel coordinate system for FBOs that differs from the
2987 * OpenGL/Mesa coordinate system), this means that the viewport,
2988 * polygon face orientation, and polygon stipple will have to be inverted.
2989 */
2990 GLuint Name;
2991 GLchar *Label; /**< GL_KHR_debug */
2992
2993 GLint RefCount;
2994 GLboolean DeletePending;
2995
2996 /**
2997 * The framebuffer's visual. Immutable if this is a window system buffer.
2998 * Computed from attachments if user-made FBO.
2999 */
3000 struct gl_config Visual;
3001
3002 GLuint Width, Height; /**< size of frame buffer in pixels */
3003
3004 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
3005 /*@{*/
3006 GLint _Xmin, _Xmax; /**< inclusive */
3007 GLint _Ymin, _Ymax; /**< exclusive */
3008 /*@}*/
3009
3010 /** \name Derived Z buffer stuff */
3011 /*@{*/
3012 GLuint _DepthMax; /**< Max depth buffer value */
3013 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3014 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3015 /*@}*/
3016
3017 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3018 GLenum _Status;
3019
3020 /** Integer color values */
3021 GLboolean _IntegerColor;
3022
3023 /* ARB_color_buffer_float */
3024 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3025 GLboolean _HasSNormOrFloatColorBuffer;
3026
3027 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3028 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3029
3030 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3031 * attribute group and GL_PIXEL attribute group, respectively.
3032 */
3033 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3034 GLenum ColorReadBuffer;
3035
3036 /** Computed from ColorDraw/ReadBuffer above */
3037 GLuint _NumColorDrawBuffers;
3038 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3039 GLint _ColorReadBufferIndex; /* -1 = None */
3040 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3041 struct gl_renderbuffer *_ColorReadBuffer;
3042
3043 /**
3044 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3045 * is not layered. For cube maps and cube map arrays, each cube face
3046 * counts as a layer.
3047 */
3048 GLuint MaxNumLayers;
3049
3050 /** Delete this framebuffer */
3051 void (*Delete)(struct gl_framebuffer *fb);
3052 };
3053
3054
3055 /**
3056 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3057 */
3058 struct gl_precision
3059 {
3060 GLushort RangeMin; /**< min value exponent */
3061 GLushort RangeMax; /**< max value exponent */
3062 GLushort Precision; /**< number of mantissa bits */
3063 };
3064
3065
3066 /**
3067 * Limits for vertex, geometry and fragment programs/shaders.
3068 */
3069 struct gl_program_constants
3070 {
3071 /* logical limits */
3072 GLuint MaxInstructions;
3073 GLuint MaxAluInstructions;
3074 GLuint MaxTexInstructions;
3075 GLuint MaxTexIndirections;
3076 GLuint MaxAttribs;
3077 GLuint MaxTemps;
3078 GLuint MaxAddressRegs;
3079 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3080 GLuint MaxParameters;
3081 GLuint MaxLocalParams;
3082 GLuint MaxEnvParams;
3083 /* native/hardware limits */
3084 GLuint MaxNativeInstructions;
3085 GLuint MaxNativeAluInstructions;
3086 GLuint MaxNativeTexInstructions;
3087 GLuint MaxNativeTexIndirections;
3088 GLuint MaxNativeAttribs;
3089 GLuint MaxNativeTemps;
3090 GLuint MaxNativeAddressRegs;
3091 GLuint MaxNativeParameters;
3092 /* For shaders */
3093 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3094
3095 /**
3096 * \name Per-stage input / output limits
3097 *
3098 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3099 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3100 * ES). This is stored as \c gl_constants::MaxVarying.
3101 *
3102 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3103 * variables. Each stage as a certain number of outputs that it can feed
3104 * to the next stage and a certain number inputs that it can consume from
3105 * the previous stage.
3106 *
3107 * Vertex shader inputs do not participate this in this accounting.
3108 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3109 *
3110 * Fragment shader outputs do not participate this in this accounting.
3111 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3112 */
3113 /*@{*/
3114 GLuint MaxInputComponents;
3115 GLuint MaxOutputComponents;
3116 /*@}*/
3117
3118 /* ES 2.0 and GL_ARB_ES2_compatibility */
3119 struct gl_precision LowFloat, MediumFloat, HighFloat;
3120 struct gl_precision LowInt, MediumInt, HighInt;
3121 /* GL_ARB_uniform_buffer_object */
3122 GLuint MaxUniformBlocks;
3123 GLuint MaxCombinedUniformComponents;
3124 GLuint MaxTextureImageUnits;
3125
3126 /* GL_ARB_shader_atomic_counters */
3127 GLuint MaxAtomicBuffers;
3128 GLuint MaxAtomicCounters;
3129
3130 /* GL_ARB_shader_image_load_store */
3131 GLuint MaxImageUniforms;
3132 };
3133
3134
3135 /**
3136 * Constants which may be overridden by device driver during context creation
3137 * but are never changed after that.
3138 */
3139 struct gl_constants
3140 {
3141 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3142 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3143 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3144 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3145 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3146 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3147 GLuint MaxTextureCoordUnits;
3148 GLuint MaxCombinedTextureImageUnits;
3149 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3150 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3151 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3152 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3153
3154 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3155
3156 GLuint MaxArrayLockSize;
3157
3158 GLint SubPixelBits;
3159
3160 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3161 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3162 GLfloat PointSizeGranularity;
3163 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3164 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3165 GLfloat LineWidthGranularity;
3166
3167 GLuint MaxClipPlanes;
3168 GLuint MaxLights;
3169 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3170 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3171
3172 GLuint MaxViewportWidth, MaxViewportHeight;
3173 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3174 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3175 struct {
3176 GLfloat Min;
3177 GLfloat Max;
3178 } ViewportBounds; /**< GL_ARB_viewport_array */
3179
3180 struct gl_program_constants Program[MESA_SHADER_STAGES];
3181 GLuint MaxProgramMatrices;
3182 GLuint MaxProgramMatrixStackDepth;
3183
3184 struct {
3185 GLuint SamplesPassed;
3186 GLuint TimeElapsed;
3187 GLuint Timestamp;
3188 GLuint PrimitivesGenerated;
3189 GLuint PrimitivesWritten;
3190 } QueryCounterBits;
3191
3192 /** vertex array / buffer object bounds checking */
3193 GLboolean CheckArrayBounds;
3194
3195 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3196
3197 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3198 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3199 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3200
3201 /** Number of varying vectors between any two shader stages. */
3202 GLuint MaxVarying;
3203
3204 /** @{
3205 * GL_ARB_uniform_buffer_object
3206 */
3207 GLuint MaxCombinedUniformBlocks;
3208 GLuint MaxUniformBufferBindings;
3209 GLuint MaxUniformBlockSize;
3210 GLuint UniformBufferOffsetAlignment;
3211 /** @} */
3212
3213 /** GL_ARB_geometry_shader4 */
3214 GLuint MaxGeometryOutputVertices;
3215 GLuint MaxGeometryTotalOutputComponents;
3216
3217 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
3218
3219 /**
3220 * Changes default GLSL extension behavior from "error" to "warn". It's out
3221 * of spec, but it can make some apps work that otherwise wouldn't.
3222 */
3223 GLboolean ForceGLSLExtensionsWarn;
3224
3225 /**
3226 * If non-zero, forces GLSL shaders without the #version directive to behave
3227 * as if they began with "#version ForceGLSLVersion".
3228 */
3229 GLuint ForceGLSLVersion;
3230
3231 /**
3232 * Does the driver support real 32-bit integers? (Otherwise, integers are
3233 * simulated via floats.)
3234 */
3235 GLboolean NativeIntegers;
3236
3237 /**
3238 * If the driver supports real 32-bit integers, what integer value should be
3239 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3240 */
3241 GLuint UniformBooleanTrue;
3242
3243 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
3244 GLbitfield SupportedBumpUnits;
3245
3246 /**
3247 * Maximum amount of time, measured in nanseconds, that the server can wait.
3248 */
3249 GLuint64 MaxServerWaitTimeout;
3250
3251 /** GL_EXT_provoking_vertex */
3252 GLboolean QuadsFollowProvokingVertexConvention;
3253
3254 /** OpenGL version 3.0 */
3255 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3256
3257 /** OpenGL version 3.2 */
3258 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3259
3260 /** GL_EXT_transform_feedback */
3261 GLuint MaxTransformFeedbackBuffers;
3262 GLuint MaxTransformFeedbackSeparateComponents;
3263 GLuint MaxTransformFeedbackInterleavedComponents;
3264 GLuint MaxVertexStreams;
3265
3266 /** GL_EXT_gpu_shader4 */
3267 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3268
3269 /** GL_ARB_texture_gather */
3270 GLuint MinProgramTextureGatherOffset;
3271 GLuint MaxProgramTextureGatherOffset;
3272 GLuint MaxProgramTextureGatherComponents;
3273
3274 /* GL_ARB_robustness */
3275 GLenum ResetStrategy;
3276
3277 /* GL_ARB_blend_func_extended */
3278 GLuint MaxDualSourceDrawBuffers;
3279
3280 /**
3281 * Whether the implementation strips out and ignores texture borders.
3282 *
3283 * Many GPU hardware implementations don't support rendering with texture
3284 * borders and mipmapped textures. (Note: not static border color, but the
3285 * old 1-pixel border around each edge). Implementations then have to do
3286 * slow fallbacks to be correct, or just ignore the border and be fast but
3287 * wrong. Setting the flag strips the border off of TexImage calls,
3288 * providing "fast but wrong" at significantly reduced driver complexity.
3289 *
3290 * Texture borders are deprecated in GL 3.0.
3291 **/
3292 GLboolean StripTextureBorder;
3293
3294 /**
3295 * For drivers which can do a better job at eliminating unused uniforms
3296 * than the GLSL compiler.
3297 *
3298 * XXX Remove these as soon as a better solution is available.
3299 */
3300 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3301
3302 /**
3303 * Force software support for primitive restart in the VBO module.
3304 */
3305 GLboolean PrimitiveRestartInSoftware;
3306
3307 /**
3308 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3309 * than passing the transform feedback object to the drawing function.
3310 */
3311 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3312
3313 /** GL_ARB_map_buffer_alignment */
3314 GLuint MinMapBufferAlignment;
3315
3316 /**
3317 * Disable varying packing. This is out of spec, but potentially useful
3318 * for older platforms that supports a limited number of texture
3319 * indirections--on these platforms, unpacking the varyings in the fragment
3320 * shader increases the number of texture indirections by 1, which might
3321 * make some shaders not executable at all.
3322 *
3323 * Drivers that support transform feedback must set this value to GL_FALSE.
3324 */
3325 GLboolean DisableVaryingPacking;
3326
3327 /*
3328 * Maximum value supported for an index in DrawElements and friends.
3329 *
3330 * This must be at least (1ull<<24)-1. The default value is
3331 * (1ull<<32)-1.
3332 *
3333 * \since ES 3.0 or GL_ARB_ES3_compatibility
3334 * \sa _mesa_init_constants
3335 */
3336 GLuint64 MaxElementIndex;
3337
3338 /**
3339 * Disable interpretation of line continuations (lines ending with a
3340 * backslash character ('\') in GLSL source.
3341 */
3342 GLboolean DisableGLSLLineContinuations;
3343
3344 /** GL_ARB_texture_multisample */
3345 GLint MaxColorTextureSamples;
3346 GLint MaxDepthTextureSamples;
3347 GLint MaxIntegerSamples;
3348
3349 /** GL_ARB_shader_atomic_counters */
3350 GLuint MaxAtomicBufferBindings;
3351 GLuint MaxAtomicBufferSize;
3352 GLuint MaxCombinedAtomicBuffers;
3353 GLuint MaxCombinedAtomicCounters;
3354
3355 /** GL_ARB_vertex_attrib_binding */
3356 GLint MaxVertexAttribRelativeOffset;
3357 GLint MaxVertexAttribBindings;
3358
3359 /* GL_ARB_shader_image_load_store */
3360 GLuint MaxImageUnits;
3361 GLuint MaxCombinedImageUnitsAndFragmentOutputs;
3362 GLuint MaxImageSamples;
3363 GLuint MaxCombinedImageUniforms;
3364 };
3365
3366
3367 /**
3368 * Enable flag for each OpenGL extension. Different device drivers will
3369 * enable different extensions at runtime.
3370 */
3371 struct gl_extensions
3372 {
3373 GLboolean dummy; /* don't remove this! */
3374 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3375 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3376 GLboolean ANGLE_texture_compression_dxt;
3377 GLboolean ARB_ES2_compatibility;
3378 GLboolean ARB_ES3_compatibility;
3379 GLboolean ARB_base_instance;
3380 GLboolean ARB_blend_func_extended;
3381 GLboolean ARB_color_buffer_float;
3382 GLboolean ARB_conservative_depth;
3383 GLboolean ARB_depth_buffer_float;
3384 GLboolean ARB_depth_clamp;
3385 GLboolean ARB_depth_texture;
3386 GLboolean ARB_draw_buffers_blend;
3387 GLboolean ARB_draw_elements_base_vertex;
3388 GLboolean ARB_draw_indirect;
3389 GLboolean ARB_draw_instanced;
3390 GLboolean ARB_fragment_coord_conventions;
3391 GLboolean ARB_fragment_program;
3392 GLboolean ARB_fragment_program_shadow;
3393 GLboolean ARB_fragment_shader;
3394 GLboolean ARB_framebuffer_object;
3395 GLboolean ARB_explicit_attrib_location;
3396 GLboolean ARB_geometry_shader4;
3397 GLboolean ARB_gpu_shader5;
3398 GLboolean ARB_half_float_pixel;
3399 GLboolean ARB_half_float_vertex;
3400 GLboolean ARB_instanced_arrays;
3401 GLboolean ARB_internalformat_query;
3402 GLboolean ARB_map_buffer_alignment;
3403 GLboolean ARB_map_buffer_range;
3404 GLboolean ARB_occlusion_query;
3405 GLboolean ARB_occlusion_query2;
3406 GLboolean ARB_point_sprite;
3407 GLboolean ARB_sample_shading;
3408 GLboolean ARB_seamless_cube_map;
3409 GLboolean ARB_shader_atomic_counters;
3410 GLboolean ARB_shader_bit_encoding;
3411 GLboolean ARB_shader_image_load_store;
3412 GLboolean ARB_shader_stencil_export;
3413 GLboolean ARB_shader_texture_lod;
3414 GLboolean ARB_shading_language_packing;
3415 GLboolean ARB_shading_language_420pack;
3416 GLboolean ARB_shadow;
3417 GLboolean ARB_sync;
3418 GLboolean ARB_texture_border_clamp;
3419 GLboolean ARB_texture_buffer_object;
3420 GLboolean ARB_texture_buffer_object_rgb32;
3421 GLboolean ARB_texture_buffer_range;
3422 GLboolean ARB_texture_compression_rgtc;
3423 GLboolean ARB_texture_cube_map;
3424 GLboolean ARB_texture_cube_map_array;
3425 GLboolean ARB_texture_env_combine;
3426 GLboolean ARB_texture_env_crossbar;
3427 GLboolean ARB_texture_env_dot3;
3428 GLboolean ARB_texture_float;
3429 GLboolean ARB_texture_gather;
3430 GLboolean ARB_texture_mirror_clamp_to_edge;
3431 GLboolean ARB_texture_multisample;
3432 GLboolean ARB_texture_non_power_of_two;
3433 GLboolean ARB_texture_query_levels;
3434 GLboolean ARB_texture_query_lod;
3435 GLboolean ARB_texture_rg;
3436 GLboolean ARB_texture_rgb10_a2ui;
3437 GLboolean ARB_texture_view;
3438 GLboolean ARB_timer_query;
3439 GLboolean ARB_transform_feedback2;
3440 GLboolean ARB_transform_feedback3;
3441 GLboolean ARB_transform_feedback_instanced;
3442 GLboolean ARB_uniform_buffer_object;
3443 GLboolean ARB_vertex_program;
3444 GLboolean ARB_vertex_shader;
3445 GLboolean ARB_vertex_type_10f_11f_11f_rev;
3446 GLboolean ARB_vertex_type_2_10_10_10_rev;
3447 GLboolean ARB_viewport_array;
3448 GLboolean EXT_blend_color;
3449 GLboolean EXT_blend_equation_separate;
3450 GLboolean EXT_blend_func_separate;
3451 GLboolean EXT_blend_minmax;
3452 GLboolean EXT_depth_bounds_test;
3453 GLboolean EXT_draw_buffers2;
3454 GLboolean EXT_framebuffer_blit;
3455 GLboolean EXT_framebuffer_multisample;
3456 GLboolean EXT_framebuffer_multisample_blit_scaled;
3457 GLboolean EXT_framebuffer_sRGB;
3458 GLboolean EXT_gpu_program_parameters;
3459 GLboolean EXT_gpu_shader4;
3460 GLboolean EXT_packed_float;
3461 GLboolean EXT_pixel_buffer_object;
3462 GLboolean EXT_point_parameters;
3463 GLboolean EXT_provoking_vertex;
3464 GLboolean EXT_separate_shader_objects;
3465 GLboolean EXT_shader_integer_mix;
3466 GLboolean EXT_stencil_two_side;
3467 GLboolean EXT_texture3D;
3468 GLboolean EXT_texture_array;
3469 GLboolean EXT_texture_compression_latc;
3470 GLboolean EXT_texture_compression_s3tc;
3471 GLboolean EXT_texture_env_dot3;
3472 GLboolean EXT_texture_filter_anisotropic;
3473 GLboolean EXT_texture_integer;
3474 GLboolean EXT_texture_mirror_clamp;
3475 GLboolean EXT_texture_shared_exponent;
3476 GLboolean EXT_texture_snorm;
3477 GLboolean EXT_texture_sRGB;
3478 GLboolean EXT_texture_sRGB_decode;
3479 GLboolean EXT_texture_swizzle;
3480 GLboolean EXT_transform_feedback;
3481 GLboolean EXT_timer_query;
3482 GLboolean EXT_vertex_array_bgra;
3483 GLboolean OES_standard_derivatives;
3484 /* vendor extensions */
3485 GLboolean AMD_performance_monitor;
3486 GLboolean AMD_seamless_cubemap_per_texture;
3487 GLboolean AMD_shader_trinary_minmax;
3488 GLboolean AMD_vertex_shader_layer;
3489 GLboolean APPLE_object_purgeable;
3490 GLboolean ATI_envmap_bumpmap;
3491 GLboolean ATI_texture_compression_3dc;
3492 GLboolean ATI_texture_mirror_once;
3493 GLboolean ATI_texture_env_combine3;
3494 GLboolean ATI_fragment_shader;
3495 GLboolean ATI_separate_stencil;
3496 GLboolean MESA_pack_invert;
3497 GLboolean MESA_ycbcr_texture;
3498 GLboolean NV_conditional_render;
3499 GLboolean NV_fog_distance;
3500 GLboolean NV_fragment_program_option;
3501 GLboolean NV_point_sprite;
3502 GLboolean NV_primitive_restart;
3503 GLboolean NV_texture_barrier;
3504 GLboolean NV_texture_env_combine4;
3505 GLboolean NV_texture_rectangle;
3506 GLboolean NV_vdpau_interop;
3507 GLboolean TDFX_texture_compression_FXT1;
3508 GLboolean OES_EGL_image;
3509 GLboolean OES_draw_texture;
3510 GLboolean OES_depth_texture_cube_map;
3511 GLboolean OES_EGL_image_external;
3512 GLboolean OES_compressed_ETC1_RGB8_texture;
3513 GLboolean extension_sentinel;
3514 /** The extension string */
3515 const GLubyte *String;
3516 /** Number of supported extensions */
3517 GLuint Count;
3518 };
3519
3520
3521 /**
3522 * A stack of matrices (projection, modelview, color, texture, etc).
3523 */
3524 struct gl_matrix_stack
3525 {
3526 GLmatrix *Top; /**< points into Stack */
3527 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3528 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3529 GLuint MaxDepth; /**< size of Stack[] array */
3530 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3531 };
3532
3533
3534 /**
3535 * \name Bits for image transfer operations
3536 * \sa __struct gl_contextRec::ImageTransferState.
3537 */
3538 /*@{*/
3539 #define IMAGE_SCALE_BIAS_BIT 0x1
3540 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3541 #define IMAGE_MAP_COLOR_BIT 0x4
3542 #define IMAGE_CLAMP_BIT 0x800
3543
3544
3545 /** Pixel Transfer ops */
3546 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3547 IMAGE_SHIFT_OFFSET_BIT | \
3548 IMAGE_MAP_COLOR_BIT)
3549
3550 /**
3551 * \name Bits to indicate what state has changed.
3552 */
3553 /*@{*/
3554 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3555 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3556 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3557 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3558 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3559 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3560 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3561 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3562 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3563 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3564 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3565 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3566 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3567 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3568 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3569 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3570 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3571 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3572 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3573 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3574 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3575 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3576 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3577 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3578 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3579 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3580 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3581 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3582 #define _NEW_BUFFER_OBJECT (1 << 28)
3583 #define _NEW_FRAG_CLAMP (1 << 29)
3584 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3585 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3586 #define _NEW_ALL ~0
3587 /*@}*/
3588
3589
3590 /**
3591 * Composite state flags
3592 */
3593 /*@{*/
3594 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3595 _NEW_TEXTURE | \
3596 _NEW_POINT | \
3597 _NEW_PROGRAM | \
3598 _NEW_MODELVIEW)
3599
3600 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3601 _NEW_FOG | \
3602 _NEW_PROGRAM)
3603
3604
3605 /*@}*/
3606
3607
3608
3609
3610 /* This has to be included here. */
3611 #include "dd.h"
3612
3613
3614 /**
3615 * Display list flags.
3616 * Strictly this is a tnl-private concept, but it doesn't seem
3617 * worthwhile adding a tnl private structure just to hold this one bit
3618 * of information:
3619 */
3620 #define DLIST_DANGLING_REFS 0x1
3621
3622
3623 /** Opaque declaration of display list payload data type */
3624 union gl_dlist_node;
3625
3626
3627 /**
3628 * Provide a location where information about a display list can be
3629 * collected. Could be extended with driverPrivate structures,
3630 * etc. in the future.
3631 */
3632 struct gl_display_list
3633 {
3634 GLuint Name;
3635 GLchar *Label; /**< GL_KHR_debug */
3636 GLbitfield Flags; /**< DLIST_x flags */
3637 /** The dlist commands are in a linked list of nodes */
3638 union gl_dlist_node *Head;
3639 };
3640
3641
3642 /**
3643 * State used during display list compilation and execution.
3644 */
3645 struct gl_dlist_state
3646 {
3647 GLuint CallDepth; /**< Current recursion calling depth */
3648
3649 struct gl_display_list *CurrentList; /**< List currently being compiled */
3650 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3651 GLuint CurrentPos; /**< Index into current block of nodes */
3652
3653 GLvertexformat ListVtxfmt;
3654
3655 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3656 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3657
3658 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3659 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3660
3661 struct {
3662 /* State known to have been set by the currently-compiling display
3663 * list. Used to eliminate some redundant state changes.
3664 */
3665 GLenum ShadeModel;
3666 } Current;
3667 };
3668
3669 /** @{
3670 *
3671 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
3672 * to small enums suitable for use as an array index.
3673 */
3674
3675 enum mesa_debug_source {
3676 MESA_DEBUG_SOURCE_API,
3677 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
3678 MESA_DEBUG_SOURCE_SHADER_COMPILER,
3679 MESA_DEBUG_SOURCE_THIRD_PARTY,
3680 MESA_DEBUG_SOURCE_APPLICATION,
3681 MESA_DEBUG_SOURCE_OTHER,
3682 MESA_DEBUG_SOURCE_COUNT
3683 };
3684
3685 enum mesa_debug_type {
3686 MESA_DEBUG_TYPE_ERROR,
3687 MESA_DEBUG_TYPE_DEPRECATED,
3688 MESA_DEBUG_TYPE_UNDEFINED,
3689 MESA_DEBUG_TYPE_PORTABILITY,
3690 MESA_DEBUG_TYPE_PERFORMANCE,
3691 MESA_DEBUG_TYPE_OTHER,
3692 MESA_DEBUG_TYPE_MARKER,
3693 MESA_DEBUG_TYPE_PUSH_GROUP,
3694 MESA_DEBUG_TYPE_POP_GROUP,
3695 MESA_DEBUG_TYPE_COUNT
3696 };
3697
3698 enum mesa_debug_severity {
3699 MESA_DEBUG_SEVERITY_LOW,
3700 MESA_DEBUG_SEVERITY_MEDIUM,
3701 MESA_DEBUG_SEVERITY_HIGH,
3702 MESA_DEBUG_SEVERITY_NOTIFICATION,
3703 MESA_DEBUG_SEVERITY_COUNT
3704 };
3705
3706 /** @} */
3707
3708 /**
3709 * An error, warning, or other piece of debug information for an application
3710 * to consume via GL_ARB_debug_output/GL_KHR_debug.
3711 */
3712 struct gl_debug_msg
3713 {
3714 enum mesa_debug_source source;
3715 enum mesa_debug_type type;
3716 GLuint id;
3717 enum mesa_debug_severity severity;
3718 GLsizei length;
3719 GLcharARB *message;
3720 };
3721
3722 struct gl_debug_namespace
3723 {
3724 struct _mesa_HashTable *IDs;
3725 unsigned ZeroID; /* a HashTable won't take zero, so store its state here */
3726 /** lists of IDs in the hash table at each severity */
3727 struct simple_node Severity[MESA_DEBUG_SEVERITY_COUNT];
3728 };
3729
3730 struct gl_debug_state
3731 {
3732 GLDEBUGPROC Callback;
3733 const void *CallbackData;
3734 GLboolean SyncOutput;
3735 GLboolean DebugOutput;
3736 GLboolean ARBCallback; /* Used to track if current callback is of type ARB_debug_output or KHR_debug */
3737 GLboolean Defaults[MAX_DEBUG_GROUP_STACK_DEPTH][MESA_DEBUG_SEVERITY_COUNT][MESA_DEBUG_SOURCE_COUNT][MESA_DEBUG_TYPE_COUNT];
3738 struct gl_debug_namespace Namespaces[MAX_DEBUG_GROUP_STACK_DEPTH][MESA_DEBUG_SOURCE_COUNT][MESA_DEBUG_TYPE_COUNT];
3739 struct gl_debug_msg Log[MAX_DEBUG_LOGGED_MESSAGES];
3740 struct gl_debug_msg DebugGroupMsgs[MAX_DEBUG_GROUP_STACK_DEPTH];
3741 GLint GroupStackDepth;
3742 GLint NumMessages;
3743 GLint NextMsg;
3744 GLint NextMsgLength; /* redundant, but copied here from Log[NextMsg].length
3745 for the sake of the offsetof() code in get.c */
3746 };
3747
3748 /**
3749 * Enum for the OpenGL APIs we know about and may support.
3750 *
3751 * NOTE: This must match the api_enum table in
3752 * src/mesa/main/get_hash_generator.py
3753 */
3754 typedef enum
3755 {
3756 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
3757 API_OPENGLES,
3758 API_OPENGLES2,
3759 API_OPENGL_CORE,
3760 API_OPENGL_LAST = API_OPENGL_CORE
3761 } gl_api;
3762
3763 /**
3764 * Driver-specific state flags.
3765 *
3766 * These are or'd with gl_context::NewDriverState to notify a driver about
3767 * a state change. The driver sets the flags at context creation and
3768 * the meaning of the bits set is opaque to core Mesa.
3769 */
3770 struct gl_driver_flags
3771 {
3772 /** gl_context::Array::_DrawArrays (vertex array state) */
3773 GLbitfield NewArray;
3774
3775 /** gl_context::TransformFeedback::CurrentObject */
3776 GLbitfield NewTransformFeedback;
3777
3778 /** gl_context::RasterDiscard */
3779 GLbitfield NewRasterizerDiscard;
3780
3781 /**
3782 * gl_context::UniformBufferBindings
3783 * gl_shader_program::UniformBlocks
3784 */
3785 GLbitfield NewUniformBuffer;
3786
3787 /**
3788 * gl_context::AtomicBufferBindings
3789 */
3790 GLbitfield NewAtomicBuffer;
3791
3792 /**
3793 * gl_context::ImageUnits
3794 */
3795 GLbitfield NewImageUnits;
3796 };
3797
3798 struct gl_uniform_buffer_binding
3799 {
3800 struct gl_buffer_object *BufferObject;
3801 /** Start of uniform block data in the buffer */
3802 GLintptr Offset;
3803 /** Size of data allowed to be referenced from the buffer (in bytes) */
3804 GLsizeiptr Size;
3805 /**
3806 * glBindBufferBase() indicates that the Size should be ignored and only
3807 * limited by the current size of the BufferObject.
3808 */
3809 GLboolean AutomaticSize;
3810 };
3811
3812 /**
3813 * ARB_shader_image_load_store image unit.
3814 */
3815 struct gl_image_unit
3816 {
3817 /**
3818 * Texture object bound to this unit.
3819 */
3820 struct gl_texture_object *TexObj;
3821
3822 /**
3823 * Level of the texture object bound to this unit.
3824 */
3825 GLuint Level;
3826
3827 /**
3828 * \c GL_TRUE if the whole level is bound as an array of layers, \c
3829 * GL_FALSE if only some specific layer of the texture is bound.
3830 * \sa Layer
3831 */
3832 GLboolean Layered;
3833
3834 /**
3835 * Layer of the texture object bound to this unit, or zero if the
3836 * whole level is bound.
3837 */
3838 GLuint Layer;
3839
3840 /**
3841 * Access allowed to this texture image. Either \c GL_READ_ONLY,
3842 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
3843 */
3844 GLenum Access;
3845
3846 /**
3847 * GL internal format that determines the interpretation of the
3848 * image memory when shader image operations are performed through
3849 * this unit.
3850 */
3851 GLenum Format;
3852
3853 /**
3854 * Mesa format corresponding to \c Format.
3855 */
3856 gl_format _ActualFormat;
3857
3858 /**
3859 * GL_TRUE if the state of this image unit is valid and access from
3860 * the shader is allowed. Otherwise loads from this unit should
3861 * return zero and stores should have no effect.
3862 */
3863 GLboolean _Valid;
3864 };
3865
3866 /**
3867 * Binding point for an atomic counter buffer object.
3868 */
3869 struct gl_atomic_buffer_binding
3870 {
3871 struct gl_buffer_object *BufferObject;
3872 GLintptr Offset;
3873 GLsizeiptr Size;
3874 };
3875
3876 /**
3877 * Mesa rendering context.
3878 *
3879 * This is the central context data structure for Mesa. Almost all
3880 * OpenGL state is contained in this structure.
3881 * Think of this as a base class from which device drivers will derive
3882 * sub classes.
3883 */
3884 struct gl_context
3885 {
3886 /** State possibly shared with other contexts in the address space */
3887 struct gl_shared_state *Shared;
3888
3889 /** \name API function pointer tables */
3890 /*@{*/
3891 gl_api API;
3892 /**
3893 * The current dispatch table for non-displaylist-saving execution, either
3894 * BeginEnd or OutsideBeginEnd
3895 */
3896 struct _glapi_table *Exec;
3897 /**
3898 * The normal dispatch table for non-displaylist-saving, non-begin/end
3899 */
3900 struct _glapi_table *OutsideBeginEnd;
3901 /** The dispatch table used between glNewList() and glEndList() */
3902 struct _glapi_table *Save;
3903 /**
3904 * The dispatch table used between glBegin() and glEnd() (outside of a
3905 * display list). Only valid functions between those two are set, which is
3906 * mostly just the set in a GLvertexformat struct.
3907 */
3908 struct _glapi_table *BeginEnd;
3909 /**
3910 * Tracks the current dispatch table out of the 3 above, so that it can be
3911 * re-set on glXMakeCurrent().
3912 */
3913 struct _glapi_table *CurrentDispatch;
3914 /*@}*/
3915
3916 struct gl_config Visual;
3917 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
3918 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
3919 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
3920 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
3921
3922 /**
3923 * Device driver function pointer table
3924 */
3925 struct dd_function_table Driver;
3926
3927 /** Core/Driver constants */
3928 struct gl_constants Const;
3929
3930 /** \name The various 4x4 matrix stacks */
3931 /*@{*/
3932 struct gl_matrix_stack ModelviewMatrixStack;
3933 struct gl_matrix_stack ProjectionMatrixStack;
3934 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3935 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3936 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3937 /*@}*/
3938
3939 /** Combined modelview and projection matrix */
3940 GLmatrix _ModelProjectMatrix;
3941
3942 /** \name Display lists */
3943 struct gl_dlist_state ListState;
3944
3945 GLboolean ExecuteFlag; /**< Execute GL commands? */
3946 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3947
3948 /** Extension information */
3949 struct gl_extensions Extensions;
3950
3951 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
3952 GLuint Version;
3953 char *VersionString;
3954
3955 /** \name State attribute stack (for glPush/PopAttrib) */
3956 /*@{*/
3957 GLuint AttribStackDepth;
3958 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3959 /*@}*/
3960
3961 /** \name Renderer attribute groups
3962 *
3963 * We define a struct for each attribute group to make pushing and popping
3964 * attributes easy. Also it's a good organization.
3965 */
3966 /*@{*/
3967 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
3968 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
3969 struct gl_current_attrib Current; /**< Current attributes */
3970 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
3971 struct gl_eval_attrib Eval; /**< Eval attributes */
3972 struct gl_fog_attrib Fog; /**< Fog attributes */
3973 struct gl_hint_attrib Hint; /**< Hint attributes */
3974 struct gl_light_attrib Light; /**< Light attributes */
3975 struct gl_line_attrib Line; /**< Line attributes */
3976 struct gl_list_attrib List; /**< List attributes */
3977 struct gl_multisample_attrib Multisample;
3978 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
3979 struct gl_point_attrib Point; /**< Point attributes */
3980 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
3981 GLuint PolygonStipple[32]; /**< Polygon stipple */
3982 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
3983 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
3984 struct gl_texture_attrib Texture; /**< Texture attributes */
3985 struct gl_transform_attrib Transform; /**< Transformation attributes */
3986 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
3987 /*@}*/
3988
3989 /** \name Client attribute stack */
3990 /*@{*/
3991 GLuint ClientAttribStackDepth;
3992 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3993 /*@}*/
3994
3995 /** \name Client attribute groups */
3996 /*@{*/
3997 struct gl_array_attrib Array; /**< Vertex arrays */
3998 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
3999 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4000 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4001 /*@}*/
4002
4003 /** \name Other assorted state (not pushed/popped on attribute stack) */
4004 /*@{*/
4005 struct gl_pixelmaps PixelMaps;
4006
4007 struct gl_evaluators EvalMap; /**< All evaluators */
4008 struct gl_feedback Feedback; /**< Feedback */
4009 struct gl_selection Select; /**< Selection */
4010
4011 struct gl_program_state Program; /**< general program state */
4012 struct gl_vertex_program_state VertexProgram;
4013 struct gl_fragment_program_state FragmentProgram;
4014 struct gl_geometry_program_state GeometryProgram;
4015 struct gl_ati_fragment_shader_state ATIFragmentShader;
4016
4017 struct gl_shader_state Shader; /**< GLSL shader object state */
4018 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
4019
4020 struct gl_query_state Query; /**< occlusion, timer queries */
4021
4022 struct gl_transform_feedback_state TransformFeedback;
4023
4024 struct gl_perf_monitor_state PerfMonitor;
4025
4026 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4027
4028 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4029 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4030
4031 /**
4032 * Current GL_ARB_uniform_buffer_object binding referenced by
4033 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4034 */
4035 struct gl_buffer_object *UniformBuffer;
4036
4037 /**
4038 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4039 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4040 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4041 * shader program.
4042 */
4043 struct gl_uniform_buffer_binding
4044 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4045
4046 /**
4047 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4048 * target.
4049 */
4050 struct gl_buffer_object *AtomicBuffer;
4051
4052 /**
4053 * Array of atomic counter buffer binding points.
4054 */
4055 struct gl_atomic_buffer_binding
4056 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4057
4058 /**
4059 * Array of image units for ARB_shader_image_load_store.
4060 */
4061 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4062
4063 /*@}*/
4064
4065 struct gl_meta_state *Meta; /**< for "meta" operations */
4066
4067 /* GL_EXT_framebuffer_object */
4068 struct gl_renderbuffer *CurrentRenderbuffer;
4069
4070 GLenum ErrorValue; /**< Last error code */
4071
4072 /**
4073 * Recognize and silence repeated error debug messages in buggy apps.
4074 */
4075 const char *ErrorDebugFmtString;
4076 GLuint ErrorDebugCount;
4077
4078 /* GL_ARB_debug_output/GL_KHR_debug */
4079 struct gl_debug_state Debug;
4080
4081 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4082 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4083 GLbitfield NewDriverState;/**< bitwise-or of flags from DriverFlags */
4084
4085 struct gl_driver_flags DriverFlags;
4086
4087 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4088
4089 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4090
4091 /** \name Derived state */
4092 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4093 GLfloat _EyeZDir[3];
4094 GLfloat _ModelViewInvScale;
4095 GLboolean _NeedEyeCoords;
4096 GLboolean _ForceEyeCoords;
4097
4098 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4099
4100 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4101
4102 /** \name For debugging/development only */
4103 /*@{*/
4104 GLboolean FirstTimeCurrent;
4105 /*@}*/
4106
4107 /** software compression/decompression supported or not */
4108 GLboolean Mesa_DXTn;
4109
4110 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4111
4112 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4113
4114 /**
4115 * \name Hooks for module contexts.
4116 *
4117 * These will eventually live in the driver or elsewhere.
4118 */
4119 /*@{*/
4120 void *swrast_context;
4121 void *swsetup_context;
4122 void *swtnl_context;
4123 struct vbo_context *vbo_context;
4124 struct st_context *st;
4125 void *aelt_context;
4126 /*@}*/
4127
4128 /**
4129 * \name NV_vdpau_interop
4130 */
4131 /*@{*/
4132 const void *vdpDevice;
4133 const void *vdpGetProcAddress;
4134 struct set *vdpSurfaces;
4135 /*@}*/
4136
4137 /**
4138 * Has this context observed a GPU reset in any context in the share group?
4139 *
4140 * Once this field becomes true, it is never reset to false.
4141 */
4142 GLboolean ShareGroupReset;
4143 };
4144
4145
4146 #ifdef DEBUG
4147 extern int MESA_VERBOSE;
4148 extern int MESA_DEBUG_FLAGS;
4149 # define MESA_FUNCTION __FUNCTION__
4150 #else
4151 # define MESA_VERBOSE 0
4152 # define MESA_DEBUG_FLAGS 0
4153 # define MESA_FUNCTION "a function"
4154 # ifndef NDEBUG
4155 # define NDEBUG
4156 # endif
4157 #endif
4158
4159
4160 /** The MESA_VERBOSE var is a bitmask of these flags */
4161 enum _verbose
4162 {
4163 VERBOSE_VARRAY = 0x0001,
4164 VERBOSE_TEXTURE = 0x0002,
4165 VERBOSE_MATERIAL = 0x0004,
4166 VERBOSE_PIPELINE = 0x0008,
4167 VERBOSE_DRIVER = 0x0010,
4168 VERBOSE_STATE = 0x0020,
4169 VERBOSE_API = 0x0040,
4170 VERBOSE_DISPLAY_LIST = 0x0100,
4171 VERBOSE_LIGHTING = 0x0200,
4172 VERBOSE_PRIMS = 0x0400,
4173 VERBOSE_VERTS = 0x0800,
4174 VERBOSE_DISASSEM = 0x1000,
4175 VERBOSE_DRAW = 0x2000,
4176 VERBOSE_SWAPBUFFERS = 0x4000
4177 };
4178
4179
4180 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4181 enum _debug
4182 {
4183 DEBUG_SILENT = (1 << 0),
4184 DEBUG_ALWAYS_FLUSH = (1 << 1),
4185 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
4186 DEBUG_INCOMPLETE_FBO = (1 << 3)
4187 };
4188
4189
4190
4191 #ifdef __cplusplus
4192 }
4193 #endif
4194
4195 #endif /* MTYPES_H */