mesa: Remove unused field gl_program::Varying
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.7
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include "main/glheader.h"
38 #include "main/config.h"
39 #include "main/mfeatures.h"
40 #include "glapi/glapi.h"
41 #include "math/m_matrix.h" /* GLmatrix */
42 #include "main/simple_list.h" /* struct simple_node */
43 #include "main/formats.h" /* MESA_FORMAT_COUNT */
44
45
46 /**
47 * Stencil buffer data type.
48 */
49 #if STENCIL_BITS==8
50 typedef GLubyte GLstencil;
51 #elif STENCIL_BITS==16
52 typedef GLushort GLstencil;
53 #else
54 # error "illegal number of stencil bits"
55 #endif
56
57
58 /**
59 * \name 64-bit extension of GLbitfield.
60 */
61 /*@{*/
62 typedef GLuint64 GLbitfield64;
63
64 /** Set a single bit */
65 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
66
67
68 /**
69 * \name Some forward type declarations
70 */
71 /*@{*/
72 struct _mesa_HashTable;
73 struct gl_attrib_node;
74 struct gl_list_extensions;
75 struct gl_meta_state;
76 struct gl_pixelstore_attrib;
77 struct gl_program_cache;
78 struct gl_texture_format;
79 struct gl_texture_image;
80 struct gl_texture_object;
81 struct gl_context;
82 struct st_context;
83 /*@}*/
84
85
86 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
87 #define PRIM_OUTSIDE_BEGIN_END (GL_POLYGON+1)
88 #define PRIM_INSIDE_UNKNOWN_PRIM (GL_POLYGON+2)
89 #define PRIM_UNKNOWN (GL_POLYGON+3)
90
91
92 /**
93 * Shader stages. Note that these will become 5 with tessellation.
94 * These MUST have the same values as gallium's PIPE_SHADER_*
95 */
96 typedef enum
97 {
98 MESA_SHADER_VERTEX = 0,
99 MESA_SHADER_FRAGMENT = 1,
100 MESA_SHADER_GEOMETRY = 2,
101 MESA_SHADER_TYPES = 3
102 } gl_shader_type;
103
104
105
106 /**
107 * Indexes for vertex program attributes.
108 * GL_NV_vertex_program aliases generic attributes over the conventional
109 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
110 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
111 * generic attributes are distinct/separate).
112 */
113 typedef enum
114 {
115 VERT_ATTRIB_POS = 0,
116 VERT_ATTRIB_WEIGHT = 1,
117 VERT_ATTRIB_NORMAL = 2,
118 VERT_ATTRIB_COLOR0 = 3,
119 VERT_ATTRIB_COLOR1 = 4,
120 VERT_ATTRIB_FOG = 5,
121 VERT_ATTRIB_COLOR_INDEX = 6,
122 VERT_ATTRIB_POINT_SIZE = 6, /*alias*/
123 VERT_ATTRIB_EDGEFLAG = 7,
124 VERT_ATTRIB_TEX0 = 8,
125 VERT_ATTRIB_TEX1 = 9,
126 VERT_ATTRIB_TEX2 = 10,
127 VERT_ATTRIB_TEX3 = 11,
128 VERT_ATTRIB_TEX4 = 12,
129 VERT_ATTRIB_TEX5 = 13,
130 VERT_ATTRIB_TEX6 = 14,
131 VERT_ATTRIB_TEX7 = 15,
132 VERT_ATTRIB_GENERIC0 = 16,
133 VERT_ATTRIB_GENERIC1 = 17,
134 VERT_ATTRIB_GENERIC2 = 18,
135 VERT_ATTRIB_GENERIC3 = 19,
136 VERT_ATTRIB_GENERIC4 = 20,
137 VERT_ATTRIB_GENERIC5 = 21,
138 VERT_ATTRIB_GENERIC6 = 22,
139 VERT_ATTRIB_GENERIC7 = 23,
140 VERT_ATTRIB_GENERIC8 = 24,
141 VERT_ATTRIB_GENERIC9 = 25,
142 VERT_ATTRIB_GENERIC10 = 26,
143 VERT_ATTRIB_GENERIC11 = 27,
144 VERT_ATTRIB_GENERIC12 = 28,
145 VERT_ATTRIB_GENERIC13 = 29,
146 VERT_ATTRIB_GENERIC14 = 30,
147 VERT_ATTRIB_GENERIC15 = 31,
148 VERT_ATTRIB_MAX = 32
149 } gl_vert_attrib;
150
151 /**
152 * Bitflags for vertex attributes.
153 * These are used in bitfields in many places.
154 */
155 /*@{*/
156 #define VERT_BIT_POS (1 << VERT_ATTRIB_POS)
157 #define VERT_BIT_WEIGHT (1 << VERT_ATTRIB_WEIGHT)
158 #define VERT_BIT_NORMAL (1 << VERT_ATTRIB_NORMAL)
159 #define VERT_BIT_COLOR0 (1 << VERT_ATTRIB_COLOR0)
160 #define VERT_BIT_COLOR1 (1 << VERT_ATTRIB_COLOR1)
161 #define VERT_BIT_FOG (1 << VERT_ATTRIB_FOG)
162 #define VERT_BIT_COLOR_INDEX (1 << VERT_ATTRIB_COLOR_INDEX)
163 #define VERT_BIT_EDGEFLAG (1 << VERT_ATTRIB_EDGEFLAG)
164 #define VERT_BIT_TEX0 (1 << VERT_ATTRIB_TEX0)
165 #define VERT_BIT_TEX1 (1 << VERT_ATTRIB_TEX1)
166 #define VERT_BIT_TEX2 (1 << VERT_ATTRIB_TEX2)
167 #define VERT_BIT_TEX3 (1 << VERT_ATTRIB_TEX3)
168 #define VERT_BIT_TEX4 (1 << VERT_ATTRIB_TEX4)
169 #define VERT_BIT_TEX5 (1 << VERT_ATTRIB_TEX5)
170 #define VERT_BIT_TEX6 (1 << VERT_ATTRIB_TEX6)
171 #define VERT_BIT_TEX7 (1 << VERT_ATTRIB_TEX7)
172 #define VERT_BIT_GENERIC0 (1 << VERT_ATTRIB_GENERIC0)
173 #define VERT_BIT_GENERIC1 (1 << VERT_ATTRIB_GENERIC1)
174 #define VERT_BIT_GENERIC2 (1 << VERT_ATTRIB_GENERIC2)
175 #define VERT_BIT_GENERIC3 (1 << VERT_ATTRIB_GENERIC3)
176 #define VERT_BIT_GENERIC4 (1 << VERT_ATTRIB_GENERIC4)
177 #define VERT_BIT_GENERIC5 (1 << VERT_ATTRIB_GENERIC5)
178 #define VERT_BIT_GENERIC6 (1 << VERT_ATTRIB_GENERIC6)
179 #define VERT_BIT_GENERIC7 (1 << VERT_ATTRIB_GENERIC7)
180 #define VERT_BIT_GENERIC8 (1 << VERT_ATTRIB_GENERIC8)
181 #define VERT_BIT_GENERIC9 (1 << VERT_ATTRIB_GENERIC9)
182 #define VERT_BIT_GENERIC10 (1 << VERT_ATTRIB_GENERIC10)
183 #define VERT_BIT_GENERIC11 (1 << VERT_ATTRIB_GENERIC11)
184 #define VERT_BIT_GENERIC12 (1 << VERT_ATTRIB_GENERIC12)
185 #define VERT_BIT_GENERIC13 (1 << VERT_ATTRIB_GENERIC13)
186 #define VERT_BIT_GENERIC14 (1 << VERT_ATTRIB_GENERIC14)
187 #define VERT_BIT_GENERIC15 (1 << VERT_ATTRIB_GENERIC15)
188
189 #define VERT_BIT_TEX(u) (1 << (VERT_ATTRIB_TEX0 + (u)))
190 #define VERT_BIT_GENERIC(g) (1 << (VERT_ATTRIB_GENERIC0 + (g)))
191 /*@}*/
192
193
194 /**
195 * Indexes for vertex program result attributes. Note that
196 * _mesa_vert_result_to_frag_attrib() and _mesa_frag_attrib_to_vert_result() make
197 * assumptions about the layout of this enum.
198 */
199 typedef enum
200 {
201 VERT_RESULT_HPOS = 0,
202 VERT_RESULT_COL0 = 1,
203 VERT_RESULT_COL1 = 2,
204 VERT_RESULT_FOGC = 3,
205 VERT_RESULT_TEX0 = 4,
206 VERT_RESULT_TEX1 = 5,
207 VERT_RESULT_TEX2 = 6,
208 VERT_RESULT_TEX3 = 7,
209 VERT_RESULT_TEX4 = 8,
210 VERT_RESULT_TEX5 = 9,
211 VERT_RESULT_TEX6 = 10,
212 VERT_RESULT_TEX7 = 11,
213 VERT_RESULT_PSIZ = 12,
214 VERT_RESULT_BFC0 = 13,
215 VERT_RESULT_BFC1 = 14,
216 VERT_RESULT_EDGE = 15,
217 VERT_RESULT_CLIP_DIST0 = 16,
218 VERT_RESULT_CLIP_DIST1 = 17,
219 VERT_RESULT_VAR0 = 18, /**< shader varying */
220 VERT_RESULT_MAX = (VERT_RESULT_VAR0 + MAX_VARYING)
221 } gl_vert_result;
222
223
224 /*********************************************/
225
226 /**
227 * Indexes for geometry program attributes.
228 */
229 typedef enum
230 {
231 GEOM_ATTRIB_POSITION = 0,
232 GEOM_ATTRIB_COLOR0 = 1,
233 GEOM_ATTRIB_COLOR1 = 2,
234 GEOM_ATTRIB_SECONDARY_COLOR0 = 3,
235 GEOM_ATTRIB_SECONDARY_COLOR1 = 4,
236 GEOM_ATTRIB_FOG_FRAG_COORD = 5,
237 GEOM_ATTRIB_POINT_SIZE = 6,
238 GEOM_ATTRIB_CLIP_VERTEX = 7,
239 GEOM_ATTRIB_PRIMITIVE_ID = 8,
240 GEOM_ATTRIB_TEX_COORD = 9,
241
242 GEOM_ATTRIB_VAR0 = 16,
243 GEOM_ATTRIB_MAX = (GEOM_ATTRIB_VAR0 + MAX_VARYING)
244 } gl_geom_attrib;
245
246 /**
247 * Bitflags for geometry attributes.
248 * These are used in bitfields in many places.
249 */
250 /*@{*/
251 #define GEOM_BIT_COLOR0 (1 << GEOM_ATTRIB_COLOR0)
252 #define GEOM_BIT_COLOR1 (1 << GEOM_ATTRIB_COLOR1)
253 #define GEOM_BIT_SCOLOR0 (1 << GEOM_ATTRIB_SECONDARY_COLOR0)
254 #define GEOM_BIT_SCOLOR1 (1 << GEOM_ATTRIB_SECONDARY_COLOR1)
255 #define GEOM_BIT_TEX_COORD (1 << GEOM_ATTRIB_TEX_COORD)
256 #define GEOM_BIT_FOG_COORD (1 << GEOM_ATTRIB_FOG_FRAG_COORD)
257 #define GEOM_BIT_POSITION (1 << GEOM_ATTRIB_POSITION)
258 #define GEOM_BIT_POINT_SIDE (1 << GEOM_ATTRIB_POINT_SIZE)
259 #define GEOM_BIT_CLIP_VERTEX (1 << GEOM_ATTRIB_CLIP_VERTEX)
260 #define GEOM_BIT_PRIM_ID (1 << GEOM_ATTRIB_PRIMITIVE_ID)
261 #define GEOM_BIT_VAR0 (1 << GEOM_ATTRIB_VAR0)
262
263 #define GEOM_BIT_VAR(g) (1 << (GEOM_BIT_VAR0 + (g)))
264 /*@}*/
265
266
267 /**
268 * Indexes for geometry program result attributes
269 */
270 typedef enum
271 {
272 GEOM_RESULT_POS = 0,
273 GEOM_RESULT_COL0 = 1,
274 GEOM_RESULT_COL1 = 2,
275 GEOM_RESULT_SCOL0 = 3,
276 GEOM_RESULT_SCOL1 = 4,
277 GEOM_RESULT_FOGC = 5,
278 GEOM_RESULT_TEX0 = 6,
279 GEOM_RESULT_TEX1 = 7,
280 GEOM_RESULT_TEX2 = 8,
281 GEOM_RESULT_TEX3 = 9,
282 GEOM_RESULT_TEX4 = 10,
283 GEOM_RESULT_TEX5 = 11,
284 GEOM_RESULT_TEX6 = 12,
285 GEOM_RESULT_TEX7 = 13,
286 GEOM_RESULT_PSIZ = 14,
287 GEOM_RESULT_CLPV = 15,
288 GEOM_RESULT_PRID = 16,
289 GEOM_RESULT_LAYR = 17,
290 GEOM_RESULT_VAR0 = 18, /**< shader varying, should really be 16 */
291 /* ### we need to -2 because var0 is 18 instead 16 like in the others */
292 GEOM_RESULT_MAX = (GEOM_RESULT_VAR0 + MAX_VARYING - 2)
293 } gl_geom_result;
294
295
296 /**
297 * Indexes for fragment program input attributes. Note that
298 * _mesa_vert_result_to_frag_attrib() and frag_attrib_to_vert_result() make
299 * assumptions about the layout of this enum.
300 */
301 typedef enum
302 {
303 FRAG_ATTRIB_WPOS = 0,
304 FRAG_ATTRIB_COL0 = 1,
305 FRAG_ATTRIB_COL1 = 2,
306 FRAG_ATTRIB_FOGC = 3,
307 FRAG_ATTRIB_TEX0 = 4,
308 FRAG_ATTRIB_TEX1 = 5,
309 FRAG_ATTRIB_TEX2 = 6,
310 FRAG_ATTRIB_TEX3 = 7,
311 FRAG_ATTRIB_TEX4 = 8,
312 FRAG_ATTRIB_TEX5 = 9,
313 FRAG_ATTRIB_TEX6 = 10,
314 FRAG_ATTRIB_TEX7 = 11,
315 FRAG_ATTRIB_FACE = 12, /**< front/back face */
316 FRAG_ATTRIB_PNTC = 13, /**< sprite/point coord */
317 FRAG_ATTRIB_CLIP_DIST0 = 14,
318 FRAG_ATTRIB_CLIP_DIST1 = 15,
319 FRAG_ATTRIB_VAR0 = 16, /**< shader varying */
320 FRAG_ATTRIB_MAX = (FRAG_ATTRIB_VAR0 + MAX_VARYING)
321 } gl_frag_attrib;
322
323
324 /**
325 * Convert from a gl_vert_result value to the corresponding gl_frag_attrib.
326 *
327 * VERT_RESULT_HPOS is converted to FRAG_ATTRIB_WPOS.
328 *
329 * gl_vert_result values which have no corresponding gl_frag_attrib
330 * (VERT_RESULT_PSIZ, VERT_RESULT_BFC0, VERT_RESULT_BFC1, and
331 * VERT_RESULT_EDGE) are converted to a value of -1.
332 */
333 static INLINE int
334 _mesa_vert_result_to_frag_attrib(gl_vert_result vert_result)
335 {
336 if (vert_result >= VERT_RESULT_CLIP_DIST0)
337 return vert_result - VERT_RESULT_CLIP_DIST0 + FRAG_ATTRIB_CLIP_DIST0;
338 else if (vert_result <= VERT_RESULT_TEX7)
339 return vert_result;
340 else
341 return -1;
342 }
343
344
345 /**
346 * Convert from a gl_frag_attrib value to the corresponding gl_vert_result.
347 *
348 * FRAG_ATTRIB_WPOS is converted to VERT_RESULT_HPOS.
349 *
350 * gl_frag_attrib values which have no corresponding gl_vert_result
351 * (FRAG_ATTRIB_FACE and FRAG_ATTRIB_PNTC) are converted to a value of -1.
352 */
353 static INLINE int
354 _mesa_frag_attrib_to_vert_result(gl_frag_attrib frag_attrib)
355 {
356 if (frag_attrib <= FRAG_ATTRIB_TEX7)
357 return frag_attrib;
358 else if (frag_attrib >= FRAG_ATTRIB_CLIP_DIST0)
359 return frag_attrib - FRAG_ATTRIB_CLIP_DIST0 + VERT_RESULT_CLIP_DIST0;
360 else
361 return -1;
362 }
363
364
365 /**
366 * Bitflags for fragment program input attributes.
367 */
368 /*@{*/
369 #define FRAG_BIT_WPOS (1 << FRAG_ATTRIB_WPOS)
370 #define FRAG_BIT_COL0 (1 << FRAG_ATTRIB_COL0)
371 #define FRAG_BIT_COL1 (1 << FRAG_ATTRIB_COL1)
372 #define FRAG_BIT_FOGC (1 << FRAG_ATTRIB_FOGC)
373 #define FRAG_BIT_FACE (1 << FRAG_ATTRIB_FACE)
374 #define FRAG_BIT_PNTC (1 << FRAG_ATTRIB_PNTC)
375 #define FRAG_BIT_TEX0 (1 << FRAG_ATTRIB_TEX0)
376 #define FRAG_BIT_TEX1 (1 << FRAG_ATTRIB_TEX1)
377 #define FRAG_BIT_TEX2 (1 << FRAG_ATTRIB_TEX2)
378 #define FRAG_BIT_TEX3 (1 << FRAG_ATTRIB_TEX3)
379 #define FRAG_BIT_TEX4 (1 << FRAG_ATTRIB_TEX4)
380 #define FRAG_BIT_TEX5 (1 << FRAG_ATTRIB_TEX5)
381 #define FRAG_BIT_TEX6 (1 << FRAG_ATTRIB_TEX6)
382 #define FRAG_BIT_TEX7 (1 << FRAG_ATTRIB_TEX7)
383 #define FRAG_BIT_VAR0 (1 << FRAG_ATTRIB_VAR0)
384
385 #define FRAG_BIT_TEX(U) (FRAG_BIT_TEX0 << (U))
386 #define FRAG_BIT_VAR(V) (FRAG_BIT_VAR0 << (V))
387
388 #define FRAG_BITS_TEX_ANY (FRAG_BIT_TEX0| \
389 FRAG_BIT_TEX1| \
390 FRAG_BIT_TEX2| \
391 FRAG_BIT_TEX3| \
392 FRAG_BIT_TEX4| \
393 FRAG_BIT_TEX5| \
394 FRAG_BIT_TEX6| \
395 FRAG_BIT_TEX7)
396 /*@}*/
397
398
399 /**
400 * Fragment program results
401 */
402 typedef enum
403 {
404 FRAG_RESULT_DEPTH = 0,
405 FRAG_RESULT_STENCIL = 1,
406 /* If a single color should be written to all render targets, this
407 * register is written. No FRAG_RESULT_DATAn will be written.
408 */
409 FRAG_RESULT_COLOR = 2,
410
411 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
412 * or ARB_fragment_program fragment.color[n]) color results. If
413 * any are written, FRAG_RESULT_COLOR will not be written.
414 */
415 FRAG_RESULT_DATA0 = 3,
416 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
417 } gl_frag_result;
418
419
420 /**
421 * Indexes for all renderbuffers
422 */
423 typedef enum
424 {
425 /* the four standard color buffers */
426 BUFFER_FRONT_LEFT,
427 BUFFER_BACK_LEFT,
428 BUFFER_FRONT_RIGHT,
429 BUFFER_BACK_RIGHT,
430 BUFFER_DEPTH,
431 BUFFER_STENCIL,
432 BUFFER_ACCUM,
433 /* optional aux buffer */
434 BUFFER_AUX0,
435 /* generic renderbuffers */
436 BUFFER_COLOR0,
437 BUFFER_COLOR1,
438 BUFFER_COLOR2,
439 BUFFER_COLOR3,
440 BUFFER_COLOR4,
441 BUFFER_COLOR5,
442 BUFFER_COLOR6,
443 BUFFER_COLOR7,
444 BUFFER_COUNT
445 } gl_buffer_index;
446
447 /**
448 * Bit flags for all renderbuffers
449 */
450 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
451 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
452 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
453 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
454 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
455 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
456 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
457 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
458 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
459 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
460 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
461 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
462 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
463 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
464 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
465 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
466 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
467 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
468 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
469
470 /**
471 * Mask of all the color buffer bits (but not accum).
472 */
473 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
474 BUFFER_BIT_BACK_LEFT | \
475 BUFFER_BIT_FRONT_RIGHT | \
476 BUFFER_BIT_BACK_RIGHT | \
477 BUFFER_BIT_AUX0 | \
478 BUFFER_BIT_COLOR0 | \
479 BUFFER_BIT_COLOR1 | \
480 BUFFER_BIT_COLOR2 | \
481 BUFFER_BIT_COLOR3 | \
482 BUFFER_BIT_COLOR4 | \
483 BUFFER_BIT_COLOR5 | \
484 BUFFER_BIT_COLOR6 | \
485 BUFFER_BIT_COLOR7)
486
487
488 /**
489 * Framebuffer configuration (aka visual / pixelformat)
490 * Note: some of these fields should be boolean, but it appears that
491 * code in drivers/dri/common/util.c requires int-sized fields.
492 */
493 struct gl_config
494 {
495 GLboolean rgbMode;
496 GLboolean floatMode;
497 GLboolean colorIndexMode; /* XXX is this used anywhere? */
498 GLuint doubleBufferMode;
499 GLuint stereoMode;
500
501 GLboolean haveAccumBuffer;
502 GLboolean haveDepthBuffer;
503 GLboolean haveStencilBuffer;
504
505 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
506 GLuint redMask, greenMask, blueMask, alphaMask;
507 GLint rgbBits; /* total bits for rgb */
508 GLint indexBits; /* total bits for colorindex */
509
510 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
511 GLint depthBits;
512 GLint stencilBits;
513
514 GLint numAuxBuffers;
515
516 GLint level;
517
518 /* EXT_visual_rating / GLX 1.2 */
519 GLint visualRating;
520
521 /* EXT_visual_info / GLX 1.2 */
522 GLint transparentPixel;
523 /* colors are floats scaled to ints */
524 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
525 GLint transparentIndex;
526
527 /* ARB_multisample / SGIS_multisample */
528 GLint sampleBuffers;
529 GLint samples;
530
531 /* SGIX_pbuffer / GLX 1.3 */
532 GLint maxPbufferWidth;
533 GLint maxPbufferHeight;
534 GLint maxPbufferPixels;
535 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
536 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
537
538 /* OML_swap_method */
539 GLint swapMethod;
540
541 /* EXT_texture_from_pixmap */
542 GLint bindToTextureRgb;
543 GLint bindToTextureRgba;
544 GLint bindToMipmapTexture;
545 GLint bindToTextureTargets;
546 GLint yInverted;
547
548 /* EXT_framebuffer_sRGB */
549 GLint sRGBCapable;
550 };
551
552
553 /**
554 * \name Bit flags used for updating material values.
555 */
556 /*@{*/
557 #define MAT_ATTRIB_FRONT_AMBIENT 0
558 #define MAT_ATTRIB_BACK_AMBIENT 1
559 #define MAT_ATTRIB_FRONT_DIFFUSE 2
560 #define MAT_ATTRIB_BACK_DIFFUSE 3
561 #define MAT_ATTRIB_FRONT_SPECULAR 4
562 #define MAT_ATTRIB_BACK_SPECULAR 5
563 #define MAT_ATTRIB_FRONT_EMISSION 6
564 #define MAT_ATTRIB_BACK_EMISSION 7
565 #define MAT_ATTRIB_FRONT_SHININESS 8
566 #define MAT_ATTRIB_BACK_SHININESS 9
567 #define MAT_ATTRIB_FRONT_INDEXES 10
568 #define MAT_ATTRIB_BACK_INDEXES 11
569 #define MAT_ATTRIB_MAX 12
570
571 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
572 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
573 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
574 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
575 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
576 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
577
578 #define MAT_INDEX_AMBIENT 0
579 #define MAT_INDEX_DIFFUSE 1
580 #define MAT_INDEX_SPECULAR 2
581
582 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
583 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
584 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
585 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
586 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
587 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
588 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
589 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
590 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
591 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
592 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
593 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
594
595
596 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
597 MAT_BIT_FRONT_AMBIENT | \
598 MAT_BIT_FRONT_DIFFUSE | \
599 MAT_BIT_FRONT_SPECULAR | \
600 MAT_BIT_FRONT_SHININESS | \
601 MAT_BIT_FRONT_INDEXES)
602
603 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
604 MAT_BIT_BACK_AMBIENT | \
605 MAT_BIT_BACK_DIFFUSE | \
606 MAT_BIT_BACK_SPECULAR | \
607 MAT_BIT_BACK_SHININESS | \
608 MAT_BIT_BACK_INDEXES)
609
610 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
611 /*@}*/
612
613
614 #define EXP_TABLE_SIZE 512 /**< Specular exponent lookup table sizes */
615 #define SHINE_TABLE_SIZE 256 /**< Material shininess lookup table sizes */
616
617 /**
618 * Material shininess lookup table.
619 */
620 struct gl_shine_tab
621 {
622 struct gl_shine_tab *next, *prev;
623 GLfloat tab[SHINE_TABLE_SIZE+1];
624 GLfloat shininess;
625 GLuint refcount;
626 };
627
628
629 /**
630 * Light source state.
631 */
632 struct gl_light
633 {
634 struct gl_light *next; /**< double linked list with sentinel */
635 struct gl_light *prev;
636
637 GLfloat Ambient[4]; /**< ambient color */
638 GLfloat Diffuse[4]; /**< diffuse color */
639 GLfloat Specular[4]; /**< specular color */
640 GLfloat EyePosition[4]; /**< position in eye coordinates */
641 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
642 GLfloat SpotExponent;
643 GLfloat SpotCutoff; /**< in degrees */
644 GLfloat _CosCutoffNeg; /**< = cos(SpotCutoff) */
645 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
646 GLfloat ConstantAttenuation;
647 GLfloat LinearAttenuation;
648 GLfloat QuadraticAttenuation;
649 GLboolean Enabled; /**< On/off flag */
650
651 /**
652 * \name Derived fields
653 */
654 /*@{*/
655 GLbitfield _Flags; /**< State */
656
657 GLfloat _Position[4]; /**< position in eye/obj coordinates */
658 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
659 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
660 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
661 GLfloat _VP_inf_spot_attenuation;
662
663 GLfloat _SpotExpTable[EXP_TABLE_SIZE][2]; /**< to replace a pow() call */
664 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
665 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
666 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
667 GLfloat _dli; /**< CI diffuse light intensity */
668 GLfloat _sli; /**< CI specular light intensity */
669 /*@}*/
670 };
671
672
673 /**
674 * Light model state.
675 */
676 struct gl_lightmodel
677 {
678 GLfloat Ambient[4]; /**< ambient color */
679 GLboolean LocalViewer; /**< Local (or infinite) view point? */
680 GLboolean TwoSide; /**< Two (or one) sided lighting? */
681 GLenum ColorControl; /**< either GL_SINGLE_COLOR
682 * or GL_SEPARATE_SPECULAR_COLOR */
683 };
684
685
686 /**
687 * Material state.
688 */
689 struct gl_material
690 {
691 GLfloat Attrib[MAT_ATTRIB_MAX][4];
692 };
693
694
695 /**
696 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
697 */
698 struct gl_accum_attrib
699 {
700 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
701 };
702
703
704 /**
705 * Used for storing clear color, texture border color, etc.
706 * The float values are typically unclamped.
707 */
708 union gl_color_union
709 {
710 GLfloat f[4];
711 GLint i[4];
712 GLuint ui[4];
713 };
714
715
716 /**
717 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
718 */
719 struct gl_colorbuffer_attrib
720 {
721 GLuint ClearIndex; /**< Index for glClear */
722 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
723 GLuint IndexMask; /**< Color index write mask */
724 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
725
726 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
727
728 /**
729 * \name alpha testing
730 */
731 /*@{*/
732 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
733 GLenum AlphaFunc; /**< Alpha test function */
734 GLfloat AlphaRefUnclamped;
735 GLclampf AlphaRef; /**< Alpha reference value */
736 /*@}*/
737
738 /**
739 * \name Blending
740 */
741 /*@{*/
742 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
743
744 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
745 * control, only on the fixed-pointness of the render target.
746 * The query does however depend on fragment color clamping.
747 */
748 GLfloat BlendColorUnclamped[4]; /**< Blending color */
749 GLfloat BlendColor[4]; /**< Blending color */
750
751 struct
752 {
753 GLenum SrcRGB; /**< RGB blend source term */
754 GLenum DstRGB; /**< RGB blend dest term */
755 GLenum SrcA; /**< Alpha blend source term */
756 GLenum DstA; /**< Alpha blend dest term */
757 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
758 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
759 } Blend[MAX_DRAW_BUFFERS];
760 /** Are the blend func terms currently different for each buffer/target? */
761 GLboolean _BlendFuncPerBuffer;
762 /** Are the blend equations currently different for each buffer/target? */
763 GLboolean _BlendEquationPerBuffer;
764 /*@}*/
765
766 /**
767 * \name Logic op
768 */
769 /*@{*/
770 GLenum LogicOp; /**< Logic operator */
771 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
772 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
773 /*@}*/
774
775 GLboolean DitherFlag; /**< Dither enable flag */
776
777 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
778 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
779 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
780 GLboolean _ClampReadColor; /** < with GL_FIXED_ONLY_ARB resolved */
781
782 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
783 };
784
785
786 /**
787 * Current attribute group (GL_CURRENT_BIT).
788 */
789 struct gl_current_attrib
790 {
791 /**
792 * \name Current vertex attributes.
793 * \note Values are valid only after FLUSH_VERTICES has been called.
794 * \note Index and Edgeflag current values are stored as floats in the
795 * SIX and SEVEN attribute slots.
796 */
797 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
798
799 /**
800 * \name Current raster position attributes (always valid).
801 * \note This set of attributes is very similar to the SWvertex struct.
802 */
803 /*@{*/
804 GLfloat RasterPos[4];
805 GLfloat RasterDistance;
806 GLfloat RasterColor[4];
807 GLfloat RasterSecondaryColor[4];
808 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
809 GLboolean RasterPosValid;
810 /*@}*/
811 };
812
813
814 /**
815 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
816 */
817 struct gl_depthbuffer_attrib
818 {
819 GLenum Func; /**< Function for depth buffer compare */
820 GLclampd Clear; /**< Value to clear depth buffer to */
821 GLboolean Test; /**< Depth buffering enabled flag */
822 GLboolean Mask; /**< Depth buffer writable? */
823 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
824 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
825 };
826
827
828 /**
829 * Evaluator attribute group (GL_EVAL_BIT).
830 */
831 struct gl_eval_attrib
832 {
833 /**
834 * \name Enable bits
835 */
836 /*@{*/
837 GLboolean Map1Color4;
838 GLboolean Map1Index;
839 GLboolean Map1Normal;
840 GLboolean Map1TextureCoord1;
841 GLboolean Map1TextureCoord2;
842 GLboolean Map1TextureCoord3;
843 GLboolean Map1TextureCoord4;
844 GLboolean Map1Vertex3;
845 GLboolean Map1Vertex4;
846 GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */
847 GLboolean Map2Color4;
848 GLboolean Map2Index;
849 GLboolean Map2Normal;
850 GLboolean Map2TextureCoord1;
851 GLboolean Map2TextureCoord2;
852 GLboolean Map2TextureCoord3;
853 GLboolean Map2TextureCoord4;
854 GLboolean Map2Vertex3;
855 GLboolean Map2Vertex4;
856 GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */
857 GLboolean AutoNormal;
858 /*@}*/
859
860 /**
861 * \name Map Grid endpoints and divisions and calculated du values
862 */
863 /*@{*/
864 GLint MapGrid1un;
865 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
866 GLint MapGrid2un, MapGrid2vn;
867 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
868 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
869 /*@}*/
870 };
871
872
873 /**
874 * Fog attribute group (GL_FOG_BIT).
875 */
876 struct gl_fog_attrib
877 {
878 GLboolean Enabled; /**< Fog enabled flag */
879 GLfloat ColorUnclamped[4]; /**< Fog color */
880 GLfloat Color[4]; /**< Fog color */
881 GLfloat Density; /**< Density >= 0.0 */
882 GLfloat Start; /**< Start distance in eye coords */
883 GLfloat End; /**< End distance in eye coords */
884 GLfloat Index; /**< Fog index */
885 GLenum Mode; /**< Fog mode */
886 GLboolean ColorSumEnabled;
887 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
888 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
889 };
890
891
892 /**
893 * \brief Layout qualifiers for gl_FragDepth.
894 *
895 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
896 * a layout qualifier.
897 *
898 * \see enum ir_depth_layout
899 */
900 enum gl_frag_depth_layout {
901 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
902 FRAG_DEPTH_LAYOUT_ANY,
903 FRAG_DEPTH_LAYOUT_GREATER,
904 FRAG_DEPTH_LAYOUT_LESS,
905 FRAG_DEPTH_LAYOUT_UNCHANGED
906 };
907
908
909 /**
910 * Hint attribute group (GL_HINT_BIT).
911 *
912 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
913 */
914 struct gl_hint_attrib
915 {
916 GLenum PerspectiveCorrection;
917 GLenum PointSmooth;
918 GLenum LineSmooth;
919 GLenum PolygonSmooth;
920 GLenum Fog;
921 GLenum ClipVolumeClipping; /**< GL_EXT_clip_volume_hint */
922 GLenum TextureCompression; /**< GL_ARB_texture_compression */
923 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
924 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
925 };
926
927 /**
928 * Light state flags.
929 */
930 /*@{*/
931 #define LIGHT_SPOT 0x1
932 #define LIGHT_LOCAL_VIEWER 0x2
933 #define LIGHT_POSITIONAL 0x4
934 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
935 /*@}*/
936
937
938 /**
939 * Lighting attribute group (GL_LIGHT_BIT).
940 */
941 struct gl_light_attrib
942 {
943 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
944 struct gl_lightmodel Model; /**< Lighting model */
945
946 /**
947 * Must flush FLUSH_VERTICES before referencing:
948 */
949 /*@{*/
950 struct gl_material Material; /**< Includes front & back values */
951 /*@}*/
952
953 GLboolean Enabled; /**< Lighting enabled flag */
954 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
955 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
956 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
957 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
958 GLbitfield ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
959 GLboolean ColorMaterialEnabled;
960 GLenum ClampVertexColor;
961 GLboolean _ClampVertexColor;
962
963 struct gl_light EnabledList; /**< List sentinel */
964
965 /**
966 * Derived state for optimizations:
967 */
968 /*@{*/
969 GLboolean _NeedEyeCoords;
970 GLboolean _NeedVertices; /**< Use fast shader? */
971 GLbitfield _Flags; /**< LIGHT_* flags, see above */
972 GLfloat _BaseColor[2][3];
973 /*@}*/
974 };
975
976
977 /**
978 * Line attribute group (GL_LINE_BIT).
979 */
980 struct gl_line_attrib
981 {
982 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
983 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
984 GLushort StipplePattern; /**< Stipple pattern */
985 GLint StippleFactor; /**< Stipple repeat factor */
986 GLfloat Width; /**< Line width */
987 };
988
989
990 /**
991 * Display list attribute group (GL_LIST_BIT).
992 */
993 struct gl_list_attrib
994 {
995 GLuint ListBase;
996 };
997
998
999 /**
1000 * Multisample attribute group (GL_MULTISAMPLE_BIT).
1001 */
1002 struct gl_multisample_attrib
1003 {
1004 GLboolean Enabled;
1005 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
1006 GLboolean SampleAlphaToCoverage;
1007 GLboolean SampleAlphaToOne;
1008 GLboolean SampleCoverage;
1009 GLfloat SampleCoverageValue;
1010 GLboolean SampleCoverageInvert;
1011 };
1012
1013
1014 /**
1015 * A pixelmap (see glPixelMap)
1016 */
1017 struct gl_pixelmap
1018 {
1019 GLint Size;
1020 GLfloat Map[MAX_PIXEL_MAP_TABLE];
1021 GLubyte Map8[MAX_PIXEL_MAP_TABLE]; /**< converted to 8-bit color */
1022 };
1023
1024
1025 /**
1026 * Collection of all pixelmaps
1027 */
1028 struct gl_pixelmaps
1029 {
1030 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
1031 struct gl_pixelmap GtoG;
1032 struct gl_pixelmap BtoB;
1033 struct gl_pixelmap AtoA;
1034 struct gl_pixelmap ItoR;
1035 struct gl_pixelmap ItoG;
1036 struct gl_pixelmap ItoB;
1037 struct gl_pixelmap ItoA;
1038 struct gl_pixelmap ItoI;
1039 struct gl_pixelmap StoS;
1040 };
1041
1042
1043 /**
1044 * Pixel attribute group (GL_PIXEL_MODE_BIT).
1045 */
1046 struct gl_pixel_attrib
1047 {
1048 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
1049
1050 /*--- Begin Pixel Transfer State ---*/
1051 /* Fields are in the order in which they're applied... */
1052
1053 /** Scale & Bias (index shift, offset) */
1054 /*@{*/
1055 GLfloat RedBias, RedScale;
1056 GLfloat GreenBias, GreenScale;
1057 GLfloat BlueBias, BlueScale;
1058 GLfloat AlphaBias, AlphaScale;
1059 GLfloat DepthBias, DepthScale;
1060 GLint IndexShift, IndexOffset;
1061 /*@}*/
1062
1063 /* Pixel Maps */
1064 /* Note: actual pixel maps are not part of this attrib group */
1065 GLboolean MapColorFlag;
1066 GLboolean MapStencilFlag;
1067
1068 /*--- End Pixel Transfer State ---*/
1069
1070 /** glPixelZoom */
1071 GLfloat ZoomX, ZoomY;
1072 };
1073
1074
1075 /**
1076 * Point attribute group (GL_POINT_BIT).
1077 */
1078 struct gl_point_attrib
1079 {
1080 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
1081 GLfloat Size; /**< User-specified point size */
1082 GLfloat Params[3]; /**< GL_EXT_point_parameters */
1083 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
1084 GLfloat Threshold; /**< GL_EXT_point_parameters */
1085 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
1086 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
1087 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
1088 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
1089 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
1090 };
1091
1092
1093 /**
1094 * Polygon attribute group (GL_POLYGON_BIT).
1095 */
1096 struct gl_polygon_attrib
1097 {
1098 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
1099 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1100 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1101 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
1102 GLboolean CullFlag; /**< Culling on/off flag */
1103 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
1104 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
1105 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
1106 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
1107 GLfloat OffsetUnits; /**< Polygon offset units, from user */
1108 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
1109 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
1110 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
1111 };
1112
1113
1114 /**
1115 * Scissor attributes (GL_SCISSOR_BIT).
1116 */
1117 struct gl_scissor_attrib
1118 {
1119 GLboolean Enabled; /**< Scissor test enabled? */
1120 GLint X, Y; /**< Lower left corner of box */
1121 GLsizei Width, Height; /**< Size of box */
1122 };
1123
1124
1125 /**
1126 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1127 *
1128 * Three sets of stencil data are tracked so that OpenGL 2.0,
1129 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1130 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1131 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1132 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1133 * GL_EXT_stencil_two_side GL_BACK state.
1134 *
1135 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1136 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1137 *
1138 * The derived value \c _TestTwoSide is set when the front-face and back-face
1139 * stencil state are different.
1140 */
1141 struct gl_stencil_attrib
1142 {
1143 GLboolean Enabled; /**< Enabled flag */
1144 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1145 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1146 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1147 GLboolean _TestTwoSide;
1148 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1149 GLenum Function[3]; /**< Stencil function */
1150 GLenum FailFunc[3]; /**< Fail function */
1151 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1152 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1153 GLint Ref[3]; /**< Reference value */
1154 GLuint ValueMask[3]; /**< Value mask */
1155 GLuint WriteMask[3]; /**< Write mask */
1156 GLuint Clear; /**< Clear value */
1157 };
1158
1159
1160 /**
1161 * An index for each type of texture object. These correspond to the GL
1162 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1163 * Note: the order is from highest priority to lowest priority.
1164 */
1165 typedef enum
1166 {
1167 TEXTURE_BUFFER_INDEX,
1168 TEXTURE_2D_ARRAY_INDEX,
1169 TEXTURE_1D_ARRAY_INDEX,
1170 TEXTURE_CUBE_INDEX,
1171 TEXTURE_3D_INDEX,
1172 TEXTURE_RECT_INDEX,
1173 TEXTURE_2D_INDEX,
1174 TEXTURE_1D_INDEX,
1175 NUM_TEXTURE_TARGETS
1176 } gl_texture_index;
1177
1178
1179 /**
1180 * Bit flags for each type of texture object
1181 * Used for Texture.Unit[]._ReallyEnabled flags.
1182 */
1183 /*@{*/
1184 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1185 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1186 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1187 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1188 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1189 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1190 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1191 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1192 /*@}*/
1193
1194
1195 /**
1196 * TexGenEnabled flags.
1197 */
1198 /*@{*/
1199 #define S_BIT 1
1200 #define T_BIT 2
1201 #define R_BIT 4
1202 #define Q_BIT 8
1203 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1204 /*@}*/
1205
1206
1207 /**
1208 * Bit flag versions of the corresponding GL_ constants.
1209 */
1210 /*@{*/
1211 #define TEXGEN_SPHERE_MAP 0x1
1212 #define TEXGEN_OBJ_LINEAR 0x2
1213 #define TEXGEN_EYE_LINEAR 0x4
1214 #define TEXGEN_REFLECTION_MAP_NV 0x8
1215 #define TEXGEN_NORMAL_MAP_NV 0x10
1216
1217 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1218 TEXGEN_REFLECTION_MAP_NV | \
1219 TEXGEN_NORMAL_MAP_NV)
1220 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1221 TEXGEN_REFLECTION_MAP_NV | \
1222 TEXGEN_NORMAL_MAP_NV | \
1223 TEXGEN_EYE_LINEAR)
1224 /*@}*/
1225
1226
1227
1228 /** Tex-gen enabled for texture unit? */
1229 #define ENABLE_TEXGEN(unit) (1 << (unit))
1230
1231 /** Non-identity texture matrix for texture unit? */
1232 #define ENABLE_TEXMAT(unit) (1 << (unit))
1233
1234
1235 /**
1236 * Texture image state. Describes the dimensions of a texture image,
1237 * the texel format and pointers to Texel Fetch functions.
1238 */
1239 struct gl_texture_image
1240 {
1241 GLint InternalFormat; /**< Internal format as given by the user */
1242 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1243 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1244 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1245 * GL_DEPTH_STENCIL_EXT only. Used for
1246 * choosing TexEnv arithmetic.
1247 */
1248 gl_format TexFormat; /**< The actual texture memory format */
1249
1250 GLuint Border; /**< 0 or 1 */
1251 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1252 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1253 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1254 GLuint Width2; /**< = Width - 2*Border */
1255 GLuint Height2; /**< = Height - 2*Border */
1256 GLuint Depth2; /**< = Depth - 2*Border */
1257 GLuint WidthLog2; /**< = log2(Width2) */
1258 GLuint HeightLog2; /**< = log2(Height2) */
1259 GLuint DepthLog2; /**< = log2(Depth2) */
1260 GLuint MaxLog2; /**< = MAX(WidthLog2, HeightLog2) */
1261
1262 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1263 GLuint Level; /**< Which mipmap level am I? */
1264 /** Cube map face: index into gl_texture_object::Image[] array */
1265 GLuint Face;
1266
1267 GLuint RowStride; /**< Padded width in units of texels */
1268 GLuint *ImageOffsets; /**< if 3D texture: array [Depth] of offsets to
1269 each 2D slice in 'Data', in texels */
1270 GLvoid *Data; /**< Image data, accessed via FetchTexel() */
1271
1272 /**
1273 * \name For device driver:
1274 */
1275 /*@{*/
1276 void *DriverData; /**< Arbitrary device driver data */
1277 /*@}*/
1278 };
1279
1280
1281 /**
1282 * Indexes for cube map faces.
1283 */
1284 typedef enum
1285 {
1286 FACE_POS_X = 0,
1287 FACE_NEG_X = 1,
1288 FACE_POS_Y = 2,
1289 FACE_NEG_Y = 3,
1290 FACE_POS_Z = 4,
1291 FACE_NEG_Z = 5,
1292 MAX_FACES = 6
1293 } gl_face_index;
1294
1295
1296 /**
1297 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1298 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1299 */
1300 struct gl_sampler_object
1301 {
1302 GLuint Name;
1303 GLint RefCount;
1304
1305 GLenum WrapS; /**< S-axis texture image wrap mode */
1306 GLenum WrapT; /**< T-axis texture image wrap mode */
1307 GLenum WrapR; /**< R-axis texture image wrap mode */
1308 GLenum MinFilter; /**< minification filter */
1309 GLenum MagFilter; /**< magnification filter */
1310 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1311 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1312 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1313 GLfloat LodBias; /**< OpenGL 1.4 */
1314 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1315 GLenum CompareMode; /**< GL_ARB_shadow */
1316 GLenum CompareFunc; /**< GL_ARB_shadow */
1317 GLfloat CompareFailValue; /**< GL_ARB_shadow_ambient */
1318 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1319 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1320
1321 /* deprecated sampler state */
1322 GLenum DepthMode; /**< GL_ARB_depth_texture */
1323
1324 /** Is the texture object complete with respect to this sampler? */
1325 GLboolean _CompleteTexture;
1326 };
1327
1328
1329 /**
1330 * Texture object state. Contains the array of mipmap images, border color,
1331 * wrap modes, filter modes, and shadow/texcompare state.
1332 */
1333 struct gl_texture_object
1334 {
1335 _glthread_Mutex Mutex; /**< for thread safety */
1336 GLint RefCount; /**< reference count */
1337 GLuint Name; /**< the user-visible texture object ID */
1338 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1339
1340 struct gl_sampler_object Sampler;
1341
1342 GLfloat Priority; /**< in [0,1] */
1343 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1344 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1345 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1346 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */
1347 GLint CropRect[4]; /**< GL_OES_draw_texture */
1348 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1349 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1350 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1351 GLboolean _Complete; /**< Is texture object complete? */
1352 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1353 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1354
1355 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1356 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1357
1358 /** GL_ARB_texture_buffer_object */
1359 struct gl_buffer_object *BufferObject;
1360 GLenum BufferObjectFormat;
1361
1362 /**
1363 * \name For device driver.
1364 * Note: instead of attaching driver data to this pointer, it's preferable
1365 * to instead use this struct as a base class for your own texture object
1366 * class. Driver->NewTextureObject() can be used to implement the
1367 * allocation.
1368 */
1369 void *DriverData; /**< Arbitrary device driver data */
1370 };
1371
1372
1373 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1374 #define MAX_COMBINER_TERMS 4
1375
1376
1377 /**
1378 * Texture combine environment state.
1379 */
1380 struct gl_tex_env_combine_state
1381 {
1382 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1383 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1384 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1385 GLenum SourceRGB[MAX_COMBINER_TERMS];
1386 GLenum SourceA[MAX_COMBINER_TERMS];
1387 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1388 GLenum OperandRGB[MAX_COMBINER_TERMS];
1389 GLenum OperandA[MAX_COMBINER_TERMS];
1390 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1391 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1392 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1393 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1394 };
1395
1396
1397 /**
1398 * Texture coord generation state.
1399 */
1400 struct gl_texgen
1401 {
1402 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1403 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1404 GLfloat ObjectPlane[4];
1405 GLfloat EyePlane[4];
1406 };
1407
1408
1409 /**
1410 * Texture unit state. Contains enable flags, texture environment/function/
1411 * combiners, texgen state, and pointers to current texture objects.
1412 */
1413 struct gl_texture_unit
1414 {
1415 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1416 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1417
1418 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1419 GLclampf EnvColor[4];
1420 GLfloat EnvColorUnclamped[4];
1421
1422 struct gl_texgen GenS;
1423 struct gl_texgen GenT;
1424 struct gl_texgen GenR;
1425 struct gl_texgen GenQ;
1426 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1427 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1428
1429 GLfloat LodBias; /**< for biasing mipmap levels */
1430 GLenum BumpTarget;
1431 GLfloat RotMatrix[4]; /* 2x2 matrix */
1432
1433 /** Current sampler object (GL_ARB_sampler_objects) */
1434 struct gl_sampler_object *Sampler;
1435
1436 /**
1437 * \name GL_EXT_texture_env_combine
1438 */
1439 struct gl_tex_env_combine_state Combine;
1440
1441 /**
1442 * Derived state based on \c EnvMode and the \c BaseFormat of the
1443 * currently enabled texture.
1444 */
1445 struct gl_tex_env_combine_state _EnvMode;
1446
1447 /**
1448 * Currently enabled combiner state. This will point to either
1449 * \c Combine or \c _EnvMode.
1450 */
1451 struct gl_tex_env_combine_state *_CurrentCombine;
1452
1453 /** Current texture object pointers */
1454 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1455
1456 /** Points to highest priority, complete and enabled texture object */
1457 struct gl_texture_object *_Current;
1458 };
1459
1460
1461 /**
1462 * Texture attribute group (GL_TEXTURE_BIT).
1463 */
1464 struct gl_texture_attrib
1465 {
1466 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1467 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1468
1469 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1470
1471 /** GL_ARB_texture_buffer_object */
1472 struct gl_buffer_object *BufferObject;
1473
1474 /** GL_ARB_seamless_cubemap */
1475 GLboolean CubeMapSeamless;
1476
1477 /** Texture units/samplers used by vertex or fragment texturing */
1478 GLbitfield _EnabledUnits;
1479
1480 /** Texture coord units/sets used for fragment texturing */
1481 GLbitfield _EnabledCoordUnits;
1482
1483 /** Texture coord units that have texgen enabled */
1484 GLbitfield _TexGenEnabled;
1485
1486 /** Texture coord units that have non-identity matrices */
1487 GLbitfield _TexMatEnabled;
1488
1489 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1490 GLbitfield _GenFlags;
1491 };
1492
1493
1494 /**
1495 * Transformation attribute group (GL_TRANSFORM_BIT).
1496 */
1497 struct gl_transform_attrib
1498 {
1499 GLenum MatrixMode; /**< Matrix mode */
1500 GLfloat EyeUserPlane[MAX_CLIP_PLANES][4]; /**< User clip planes */
1501 GLfloat _ClipUserPlane[MAX_CLIP_PLANES][4]; /**< derived */
1502 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1503 GLboolean Normalize; /**< Normalize all normals? */
1504 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1505 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1506 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1507
1508 GLfloat CullEyePos[4];
1509 GLfloat CullObjPos[4];
1510 };
1511
1512
1513 /**
1514 * Viewport attribute group (GL_VIEWPORT_BIT).
1515 */
1516 struct gl_viewport_attrib
1517 {
1518 GLint X, Y; /**< position */
1519 GLsizei Width, Height; /**< size */
1520 GLfloat Near, Far; /**< Depth buffer range */
1521 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1522 };
1523
1524
1525 /**
1526 * GL_ARB_vertex/pixel_buffer_object buffer object
1527 */
1528 struct gl_buffer_object
1529 {
1530 _glthread_Mutex Mutex;
1531 GLint RefCount;
1532 GLuint Name;
1533 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1534 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1535 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1536 /** Fields describing a mapped buffer */
1537 /*@{*/
1538 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1539 GLvoid *Pointer; /**< User-space address of mapping */
1540 GLintptr Offset; /**< Mapped offset */
1541 GLsizeiptr Length; /**< Mapped length */
1542 /*@}*/
1543 GLboolean Written; /**< Ever written to? (for debugging) */
1544 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1545 };
1546
1547
1548 /**
1549 * Client pixel packing/unpacking attributes
1550 */
1551 struct gl_pixelstore_attrib
1552 {
1553 GLint Alignment;
1554 GLint RowLength;
1555 GLint SkipPixels;
1556 GLint SkipRows;
1557 GLint ImageHeight;
1558 GLint SkipImages;
1559 GLboolean SwapBytes;
1560 GLboolean LsbFirst;
1561 GLboolean Invert; /**< GL_MESA_pack_invert */
1562 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1563 };
1564
1565
1566 /**
1567 * Client vertex array attributes
1568 */
1569 struct gl_client_array
1570 {
1571 GLint Size; /**< components per element (1,2,3,4) */
1572 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1573 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1574 GLsizei Stride; /**< user-specified stride */
1575 GLsizei StrideB; /**< actual stride in bytes */
1576 const GLubyte *Ptr; /**< Points to array data */
1577 GLboolean Enabled; /**< Enabled flag is a boolean */
1578 GLboolean Normalized; /**< GL_ARB_vertex_program */
1579 GLboolean Integer; /**< Integer-valued? */
1580 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1581 GLuint _ElementSize; /**< size of each element in bytes */
1582
1583 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1584 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1585 };
1586
1587
1588 /**
1589 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1590 * extension, but a nice encapsulation in any case.
1591 */
1592 struct gl_array_object
1593 {
1594 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1595 GLuint Name;
1596
1597 GLint RefCount;
1598 _glthread_Mutex Mutex;
1599 GLboolean VBOonly; /**< require all arrays to live in VBOs? */
1600
1601 /** Conventional vertex arrays */
1602 /*@{*/
1603 struct gl_client_array Vertex;
1604 struct gl_client_array Weight;
1605 struct gl_client_array Normal;
1606 struct gl_client_array Color;
1607 struct gl_client_array SecondaryColor;
1608 struct gl_client_array FogCoord;
1609 struct gl_client_array Index;
1610 struct gl_client_array EdgeFlag;
1611 struct gl_client_array TexCoord[MAX_TEXTURE_COORD_UNITS];
1612 struct gl_client_array PointSize;
1613 /*@}*/
1614
1615 /**
1616 * Generic arrays for vertex programs/shaders.
1617 * For NV vertex programs, these attributes alias and take priority
1618 * over the conventional attribs above. For ARB vertex programs and
1619 * GLSL vertex shaders, these attributes are separate.
1620 */
1621 struct gl_client_array VertexAttrib[MAX_VERTEX_GENERIC_ATTRIBS];
1622
1623 /** Mask of _NEW_ARRAY_* values indicating which arrays are enabled */
1624 GLbitfield _Enabled;
1625
1626 /**
1627 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1628 * we can determine the max legal (in bounds) glDrawElements array index.
1629 */
1630 GLuint _MaxElement;
1631 };
1632
1633
1634 /**
1635 * Vertex array state
1636 */
1637 struct gl_array_attrib
1638 {
1639 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1640 struct gl_array_object *ArrayObj;
1641
1642 /** The default vertex array object */
1643 struct gl_array_object *DefaultArrayObj;
1644
1645 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1646 struct _mesa_HashTable *Objects;
1647
1648 GLint ActiveTexture; /**< Client Active Texture */
1649 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1650 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1651
1652 /** GL 3.1 (slightly different from GL_NV_primitive_restart) */
1653 GLboolean PrimitiveRestart;
1654 GLuint RestartIndex;
1655
1656 GLbitfield NewState; /**< mask of _NEW_ARRAY_* values */
1657 GLboolean RebindArrays; /**< whether the VBO module should rebind arrays */
1658
1659 /* GL_ARB_vertex_buffer_object */
1660 struct gl_buffer_object *ArrayBufferObj;
1661 struct gl_buffer_object *ElementArrayBufferObj;
1662 };
1663
1664
1665 /**
1666 * Feedback buffer state
1667 */
1668 struct gl_feedback
1669 {
1670 GLenum Type;
1671 GLbitfield _Mask; /**< FB_* bits */
1672 GLfloat *Buffer;
1673 GLuint BufferSize;
1674 GLuint Count;
1675 };
1676
1677
1678 /**
1679 * Selection buffer state
1680 */
1681 struct gl_selection
1682 {
1683 GLuint *Buffer; /**< selection buffer */
1684 GLuint BufferSize; /**< size of the selection buffer */
1685 GLuint BufferCount; /**< number of values in the selection buffer */
1686 GLuint Hits; /**< number of records in the selection buffer */
1687 GLuint NameStackDepth; /**< name stack depth */
1688 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1689 GLboolean HitFlag; /**< hit flag */
1690 GLfloat HitMinZ; /**< minimum hit depth */
1691 GLfloat HitMaxZ; /**< maximum hit depth */
1692 };
1693
1694
1695 /**
1696 * 1-D Evaluator control points
1697 */
1698 struct gl_1d_map
1699 {
1700 GLuint Order; /**< Number of control points */
1701 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1702 GLfloat *Points; /**< Points to contiguous control points */
1703 };
1704
1705
1706 /**
1707 * 2-D Evaluator control points
1708 */
1709 struct gl_2d_map
1710 {
1711 GLuint Uorder; /**< Number of control points in U dimension */
1712 GLuint Vorder; /**< Number of control points in V dimension */
1713 GLfloat u1, u2, du;
1714 GLfloat v1, v2, dv;
1715 GLfloat *Points; /**< Points to contiguous control points */
1716 };
1717
1718
1719 /**
1720 * All evaluator control point state
1721 */
1722 struct gl_evaluators
1723 {
1724 /**
1725 * \name 1-D maps
1726 */
1727 /*@{*/
1728 struct gl_1d_map Map1Vertex3;
1729 struct gl_1d_map Map1Vertex4;
1730 struct gl_1d_map Map1Index;
1731 struct gl_1d_map Map1Color4;
1732 struct gl_1d_map Map1Normal;
1733 struct gl_1d_map Map1Texture1;
1734 struct gl_1d_map Map1Texture2;
1735 struct gl_1d_map Map1Texture3;
1736 struct gl_1d_map Map1Texture4;
1737 struct gl_1d_map Map1Attrib[16]; /**< GL_NV_vertex_program */
1738 /*@}*/
1739
1740 /**
1741 * \name 2-D maps
1742 */
1743 /*@{*/
1744 struct gl_2d_map Map2Vertex3;
1745 struct gl_2d_map Map2Vertex4;
1746 struct gl_2d_map Map2Index;
1747 struct gl_2d_map Map2Color4;
1748 struct gl_2d_map Map2Normal;
1749 struct gl_2d_map Map2Texture1;
1750 struct gl_2d_map Map2Texture2;
1751 struct gl_2d_map Map2Texture3;
1752 struct gl_2d_map Map2Texture4;
1753 struct gl_2d_map Map2Attrib[16]; /**< GL_NV_vertex_program */
1754 /*@}*/
1755 };
1756
1757
1758 /**
1759 * Names of the various vertex/fragment program register files, etc.
1760 *
1761 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1762 * All values should fit in a 4-bit field.
1763 *
1764 * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR, PROGRAM_NAMED_PARAM,
1765 * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1766 * be "uniform" variables since they can only be set outside glBegin/End.
1767 * They're also all stored in the same Parameters array.
1768 */
1769 typedef enum
1770 {
1771 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1772 PROGRAM_INPUT, /**< machine->Inputs[] */
1773 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1774 PROGRAM_VARYING, /**< machine->Inputs[]/Outputs[] */
1775 PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
1776 PROGRAM_ENV_PARAM, /**< gl_program->Parameters[] */
1777 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1778 PROGRAM_NAMED_PARAM, /**< gl_program->Parameters[] */
1779 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1780 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1781 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1782 PROGRAM_ADDRESS, /**< machine->AddressReg */
1783 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1784 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1785 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1786 PROGRAM_FILE_MAX
1787 } gl_register_file;
1788
1789
1790 /**
1791 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1792 * one of these values.
1793 */
1794 typedef enum
1795 {
1796 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
1797 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
1798 SYSTEM_VALUE_MAX /**< Number of values */
1799 } gl_system_value;
1800
1801
1802 /** Vertex and fragment instructions */
1803 struct prog_instruction;
1804 struct gl_program_parameter_list;
1805 struct gl_uniform_list;
1806
1807
1808 /**
1809 * Base class for any kind of program object
1810 */
1811 struct gl_program
1812 {
1813 GLuint Id;
1814 GLubyte *String; /**< Null-terminated program text */
1815 GLint RefCount;
1816 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_FRAGMENT_PROGRAM_NV */
1817 GLenum Format; /**< String encoding format */
1818 GLboolean Resident;
1819
1820 struct prog_instruction *Instructions;
1821
1822 GLbitfield InputsRead; /**< Bitmask of which input regs are read */
1823 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1824 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1825 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
1826 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
1827 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1828 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1829 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1830
1831
1832 /** Named parameters, constants, etc. from program text */
1833 struct gl_program_parameter_list *Parameters;
1834 /** Numbered local parameters */
1835 GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
1836
1837 /** Vertex program user-defined attributes */
1838 struct gl_program_parameter_list *Attributes;
1839
1840 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1841 GLubyte SamplerUnits[MAX_SAMPLERS];
1842 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
1843 gl_texture_index SamplerTargets[MAX_SAMPLERS];
1844
1845 /** Bitmask of which register files are read/written with indirect
1846 * addressing. Mask of (1 << PROGRAM_x) bits.
1847 */
1848 GLbitfield IndirectRegisterFiles;
1849
1850 /** Logical counts */
1851 /*@{*/
1852 GLuint NumInstructions;
1853 GLuint NumTemporaries;
1854 GLuint NumParameters;
1855 GLuint NumAttributes;
1856 GLuint NumAddressRegs;
1857 GLuint NumAluInstructions;
1858 GLuint NumTexInstructions;
1859 GLuint NumTexIndirections;
1860 /*@}*/
1861 /** Native, actual h/w counts */
1862 /*@{*/
1863 GLuint NumNativeInstructions;
1864 GLuint NumNativeTemporaries;
1865 GLuint NumNativeParameters;
1866 GLuint NumNativeAttributes;
1867 GLuint NumNativeAddressRegs;
1868 GLuint NumNativeAluInstructions;
1869 GLuint NumNativeTexInstructions;
1870 GLuint NumNativeTexIndirections;
1871 /*@}*/
1872 };
1873
1874
1875 /** Vertex program object */
1876 struct gl_vertex_program
1877 {
1878 struct gl_program Base; /**< base class */
1879 GLboolean IsNVProgram; /**< is this a GL_NV_vertex_program program? */
1880 GLboolean IsPositionInvariant;
1881 GLboolean UsesClipDistance;
1882 };
1883
1884
1885 /** Geometry program object */
1886 struct gl_geometry_program
1887 {
1888 struct gl_program Base; /**< base class */
1889
1890 GLint VerticesOut;
1891 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
1892 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
1893 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
1894 };
1895
1896
1897 /** Fragment program object */
1898 struct gl_fragment_program
1899 {
1900 struct gl_program Base; /**< base class */
1901 GLboolean UsesKill; /**< shader uses KIL instruction */
1902 GLboolean OriginUpperLeft;
1903 GLboolean PixelCenterInteger;
1904 enum gl_frag_depth_layout FragDepthLayout;
1905 };
1906
1907
1908 /**
1909 * State common to vertex and fragment programs.
1910 */
1911 struct gl_program_state
1912 {
1913 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
1914 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
1915 };
1916
1917
1918 /**
1919 * Context state for vertex programs.
1920 */
1921 struct gl_vertex_program_state
1922 {
1923 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
1924 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
1925 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
1926 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
1927 /** Computed two sided lighting for fixed function/programs. */
1928 GLboolean _TwoSideEnabled;
1929 struct gl_vertex_program *Current; /**< User-bound vertex program */
1930
1931 /** Currently enabled and valid vertex program (including internal
1932 * programs, user-defined vertex programs and GLSL vertex shaders).
1933 * This is the program we must use when rendering.
1934 */
1935 struct gl_vertex_program *_Current;
1936
1937 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1938
1939 /* For GL_NV_vertex_program only: */
1940 GLenum TrackMatrix[MAX_PROGRAM_ENV_PARAMS / 4];
1941 GLenum TrackMatrixTransform[MAX_PROGRAM_ENV_PARAMS / 4];
1942
1943 /** Should fixed-function T&L be implemented with a vertex prog? */
1944 GLboolean _MaintainTnlProgram;
1945
1946 /** Program to emulate fixed-function T&L (see above) */
1947 struct gl_vertex_program *_TnlProgram;
1948
1949 /** Cache of fixed-function programs */
1950 struct gl_program_cache *Cache;
1951
1952 GLboolean _Overriden;
1953 };
1954
1955
1956 /**
1957 * Context state for geometry programs.
1958 */
1959 struct gl_geometry_program_state
1960 {
1961 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
1962 GLboolean _Enabled; /**< Enabled and valid program? */
1963 struct gl_geometry_program *Current; /**< user-bound geometry program */
1964
1965 /** Currently enabled and valid program (including internal programs
1966 * and compiled shader programs).
1967 */
1968 struct gl_geometry_program *_Current;
1969
1970 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1971
1972 /** Cache of fixed-function programs */
1973 struct gl_program_cache *Cache;
1974 };
1975
1976 /**
1977 * Context state for fragment programs.
1978 */
1979 struct gl_fragment_program_state
1980 {
1981 GLboolean Enabled; /**< User-set fragment program enable flag */
1982 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
1983 struct gl_fragment_program *Current; /**< User-bound fragment program */
1984
1985 /** Currently enabled and valid fragment program (including internal
1986 * programs, user-defined fragment programs and GLSL fragment shaders).
1987 * This is the program we must use when rendering.
1988 */
1989 struct gl_fragment_program *_Current;
1990
1991 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1992
1993 /** Should fixed-function texturing be implemented with a fragment prog? */
1994 GLboolean _MaintainTexEnvProgram;
1995
1996 /** Program to emulate fixed-function texture env/combine (see above) */
1997 struct gl_fragment_program *_TexEnvProgram;
1998
1999 /** Cache of fixed-function programs */
2000 struct gl_program_cache *Cache;
2001 };
2002
2003
2004 /**
2005 * ATI_fragment_shader runtime state
2006 */
2007 #define ATI_FS_INPUT_PRIMARY 0
2008 #define ATI_FS_INPUT_SECONDARY 1
2009
2010 struct atifs_instruction;
2011 struct atifs_setupinst;
2012
2013 /**
2014 * ATI fragment shader
2015 */
2016 struct ati_fragment_shader
2017 {
2018 GLuint Id;
2019 GLint RefCount;
2020 struct atifs_instruction *Instructions[2];
2021 struct atifs_setupinst *SetupInst[2];
2022 GLfloat Constants[8][4];
2023 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2024 GLubyte numArithInstr[2];
2025 GLubyte regsAssigned[2];
2026 GLubyte NumPasses; /**< 1 or 2 */
2027 GLubyte cur_pass;
2028 GLubyte last_optype;
2029 GLboolean interpinp1;
2030 GLboolean isValid;
2031 GLuint swizzlerq;
2032 };
2033
2034 /**
2035 * Context state for GL_ATI_fragment_shader
2036 */
2037 struct gl_ati_fragment_shader_state
2038 {
2039 GLboolean Enabled;
2040 GLboolean _Enabled; /**< enabled and valid shader? */
2041 GLboolean Compiling;
2042 GLfloat GlobalConstants[8][4];
2043 struct ati_fragment_shader *Current;
2044 };
2045
2046
2047 /**
2048 * Occlusion/timer query object.
2049 */
2050 struct gl_query_object
2051 {
2052 GLenum Target; /**< The query target, when active */
2053 GLuint Id; /**< hash table ID/name */
2054 GLuint64EXT Result; /**< the counter */
2055 GLboolean Active; /**< inside Begin/EndQuery */
2056 GLboolean Ready; /**< result is ready? */
2057 };
2058
2059
2060 /**
2061 * Context state for query objects.
2062 */
2063 struct gl_query_state
2064 {
2065 struct _mesa_HashTable *QueryObjects;
2066 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2067 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2068
2069 /** GL_NV_conditional_render */
2070 struct gl_query_object *CondRenderQuery;
2071
2072 /** GL_EXT_transform_feedback */
2073 struct gl_query_object *PrimitivesGenerated;
2074 struct gl_query_object *PrimitivesWritten;
2075
2076 /** GL_ARB_timer_query */
2077 struct gl_query_object *TimeElapsed;
2078
2079 GLenum CondRenderMode;
2080 };
2081
2082
2083 /** Sync object state */
2084 struct gl_sync_object {
2085 struct simple_node link;
2086 GLenum Type; /**< GL_SYNC_FENCE */
2087 GLuint Name; /**< Fence name */
2088 GLint RefCount; /**< Reference count */
2089 GLboolean DeletePending; /**< Object was deleted while there were still
2090 * live references (e.g., sync not yet finished)
2091 */
2092 GLenum SyncCondition;
2093 GLbitfield Flags; /**< Flags passed to glFenceSync */
2094 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2095 };
2096
2097
2098 /** Set by #pragma directives */
2099 struct gl_sl_pragmas
2100 {
2101 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2102 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2103 GLboolean Optimize; /**< defaults on */
2104 GLboolean Debug; /**< defaults off */
2105 };
2106
2107
2108 /**
2109 * A GLSL vertex or fragment shader object.
2110 */
2111 struct gl_shader
2112 {
2113 GLenum Type; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB (first field!) */
2114 GLuint Name; /**< AKA the handle */
2115 GLint RefCount; /**< Reference count */
2116 GLboolean DeletePending;
2117 GLboolean CompileStatus;
2118 const GLchar *Source; /**< Source code string */
2119 GLuint SourceChecksum; /**< for debug/logging purposes */
2120 struct gl_program *Program; /**< Post-compile assembly code */
2121 GLchar *InfoLog;
2122 struct gl_sl_pragmas Pragmas;
2123
2124 unsigned Version; /**< GLSL version used for linking */
2125
2126 struct exec_list *ir;
2127 struct glsl_symbol_table *symbols;
2128
2129 /** Shaders containing built-in functions that are used for linking. */
2130 struct gl_shader *builtins_to_link[16];
2131 unsigned num_builtins_to_link;
2132 };
2133
2134
2135 /**
2136 * A GLSL program object.
2137 * Basically a linked collection of vertex and fragment shaders.
2138 */
2139 struct gl_shader_program
2140 {
2141 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2142 GLuint Name; /**< aka handle or ID */
2143 GLint RefCount; /**< Reference count */
2144 GLboolean DeletePending;
2145
2146 GLuint NumShaders; /**< number of attached shaders */
2147 struct gl_shader **Shaders; /**< List of attached the shaders */
2148
2149 /** User-defined attribute bindings (glBindAttribLocation) */
2150 struct gl_program_parameter_list *Attributes;
2151
2152 /** Transform feedback varyings */
2153 struct {
2154 GLenum BufferMode;
2155 GLuint NumVarying;
2156 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2157 } TransformFeedback;
2158
2159 /** Geometry shader state - copied into gl_geometry_program at link time */
2160 struct {
2161 GLint VerticesOut;
2162 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2163 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2164 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2165 } Geom;
2166
2167 /** Vertex shader state - copied into gl_vertex_program at link time */
2168 struct {
2169 GLboolean UsesClipDistance; /**< True if gl_ClipDistance is written to. */
2170 } Vert;
2171
2172 /* post-link info: */
2173 struct gl_vertex_program *VertexProgram; /**< Linked vertex program */
2174 struct gl_fragment_program *FragmentProgram; /**< Linked fragment prog */
2175 struct gl_geometry_program *GeometryProgram; /**< Linked geometry prog */
2176 struct gl_uniform_list *Uniforms;
2177 struct gl_program_parameter_list *Varying;
2178 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2179 GLboolean Validated;
2180 GLboolean _Used; /**< Ever used for drawing? */
2181 GLchar *InfoLog;
2182
2183 unsigned Version; /**< GLSL version used for linking */
2184
2185 /**
2186 * Per-stage shaders resulting from the first stage of linking.
2187 *
2188 * Set of linked shaders for this program. The array is accessed using the
2189 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2190 * \c NULL.
2191 */
2192 struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES];
2193 };
2194
2195
2196 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2197 #define GLSL_LOG 0x2 /**< Write shaders to files */
2198 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2199 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2200 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2201 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2202 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2203 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2204
2205
2206 /**
2207 * Context state for GLSL vertex/fragment shaders.
2208 */
2209 struct gl_shader_state
2210 {
2211 /**
2212 * Programs used for rendering
2213 *
2214 * There is a separate program set for each shader stage. If
2215 * GL_EXT_separate_shader_objects is not supported, each of these must point
2216 * to \c NULL or to the same program.
2217 */
2218 struct gl_shader_program *CurrentVertexProgram;
2219 struct gl_shader_program *CurrentGeometryProgram;
2220 struct gl_shader_program *CurrentFragmentProgram;
2221
2222 /**
2223 * Program used by glUniform calls.
2224 *
2225 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2226 */
2227 struct gl_shader_program *ActiveProgram;
2228
2229 GLbitfield Flags; /**< Mask of GLSL_x flags */
2230 };
2231
2232 /**
2233 * Compiler options for a single GLSL shaders type
2234 */
2235 struct gl_shader_compiler_options
2236 {
2237 /** Driver-selectable options: */
2238 GLboolean EmitCondCodes; /**< Use condition codes? */
2239 GLboolean EmitNVTempInitialization; /**< 0-fill NV temp registers */
2240 GLboolean EmitNoLoops;
2241 GLboolean EmitNoFunctions;
2242 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2243 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2244 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2245 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2246 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2247
2248 /**
2249 * \name Forms of indirect addressing the driver cannot do.
2250 */
2251 /*@{*/
2252 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2253 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2254 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2255 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2256 /*@}*/
2257
2258 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2259 GLuint MaxUnrollIterations;
2260
2261 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2262 };
2263
2264 /**
2265 * Transform feedback object state
2266 */
2267 struct gl_transform_feedback_object
2268 {
2269 GLuint Name; /**< AKA the object ID */
2270 GLint RefCount;
2271 GLboolean Active; /**< Is transform feedback enabled? */
2272 GLboolean Paused; /**< Is transform feedback paused? */
2273
2274 /** The feedback buffers */
2275 GLuint BufferNames[MAX_FEEDBACK_ATTRIBS];
2276 struct gl_buffer_object *Buffers[MAX_FEEDBACK_ATTRIBS];
2277
2278 /** Start of feedback data in dest buffer */
2279 GLintptr Offset[MAX_FEEDBACK_ATTRIBS];
2280 /** Max data to put into dest buffer (in bytes) */
2281 GLsizeiptr Size[MAX_FEEDBACK_ATTRIBS];
2282 };
2283
2284
2285 /**
2286 * Context state for transform feedback.
2287 */
2288 struct gl_transform_feedback
2289 {
2290 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
2291
2292 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
2293
2294 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
2295 struct gl_buffer_object *CurrentBuffer;
2296
2297 /** The table of all transform feedback objects */
2298 struct _mesa_HashTable *Objects;
2299
2300 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
2301 struct gl_transform_feedback_object *CurrentObject;
2302
2303 /** The default xform-fb object (Name==0) */
2304 struct gl_transform_feedback_object *DefaultObject;
2305 };
2306
2307
2308
2309 /**
2310 * State which can be shared by multiple contexts:
2311 */
2312 struct gl_shared_state
2313 {
2314 _glthread_Mutex Mutex; /**< for thread safety */
2315 GLint RefCount; /**< Reference count */
2316 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2317 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2318
2319 /** Default texture objects (shared by all texture units) */
2320 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2321
2322 /** Fallback texture used when a bound texture is incomplete */
2323 struct gl_texture_object *FallbackTex;
2324
2325 /**
2326 * \name Thread safety and statechange notification for texture
2327 * objects.
2328 *
2329 * \todo Improve the granularity of locking.
2330 */
2331 /*@{*/
2332 _glthread_Mutex TexMutex; /**< texobj thread safety */
2333 GLuint TextureStateStamp; /**< state notification for shared tex */
2334 /*@}*/
2335
2336 /** Default buffer object for vertex arrays that aren't in VBOs */
2337 struct gl_buffer_object *NullBufferObj;
2338
2339 /**
2340 * \name Vertex/geometry/fragment programs
2341 */
2342 /*@{*/
2343 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2344 struct gl_vertex_program *DefaultVertexProgram;
2345 struct gl_fragment_program *DefaultFragmentProgram;
2346 struct gl_geometry_program *DefaultGeometryProgram;
2347 /*@}*/
2348
2349 /* GL_ATI_fragment_shader */
2350 struct _mesa_HashTable *ATIShaders;
2351 struct ati_fragment_shader *DefaultFragmentShader;
2352
2353 struct _mesa_HashTable *BufferObjects;
2354
2355 /** Table of both gl_shader and gl_shader_program objects */
2356 struct _mesa_HashTable *ShaderObjects;
2357
2358 /* GL_EXT_framebuffer_object */
2359 struct _mesa_HashTable *RenderBuffers;
2360 struct _mesa_HashTable *FrameBuffers;
2361
2362 /* GL_ARB_sync */
2363 struct simple_node SyncObjects;
2364
2365 /** GL_ARB_sampler_objects */
2366 struct _mesa_HashTable *SamplerObjects;
2367
2368 void *DriverData; /**< Device driver shared state */
2369 };
2370
2371
2372
2373
2374 /**
2375 * A renderbuffer stores colors or depth values or stencil values.
2376 * A framebuffer object will have a collection of these.
2377 * Data are read/written to the buffer with a handful of Get/Put functions.
2378 *
2379 * Instances of this object are allocated with the Driver's NewRenderbuffer
2380 * hook. Drivers will likely wrap this class inside a driver-specific
2381 * class to simulate inheritance.
2382 */
2383 struct gl_renderbuffer
2384 {
2385 _glthread_Mutex Mutex; /**< for thread safety */
2386 GLuint ClassID; /**< Useful for drivers */
2387 GLuint Name;
2388 GLint RefCount;
2389 GLuint Width, Height;
2390 GLint RowStride; /**< Padded width in units of pixels */
2391 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2392
2393 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
2394
2395 GLubyte NumSamples;
2396
2397 GLenum InternalFormat; /**< The user-specified format */
2398 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2399 GL_STENCIL_INDEX. */
2400 gl_format Format; /**< The actual renderbuffer memory format */
2401
2402 GLenum DataType; /**< Type of values passed to the Get/Put functions */
2403 GLvoid *Data; /**< This may not be used by some kinds of RBs */
2404
2405 /* Used to wrap one renderbuffer around another: */
2406 struct gl_renderbuffer *Wrapped;
2407
2408 /* Delete this renderbuffer */
2409 void (*Delete)(struct gl_renderbuffer *rb);
2410
2411 /* Allocate new storage for this renderbuffer */
2412 GLboolean (*AllocStorage)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2413 GLenum internalFormat,
2414 GLuint width, GLuint height);
2415
2416 /* Lock/Unlock are called before/after calling the Get/Put functions.
2417 * Not sure this is the right place for these yet.
2418 void (*Lock)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2419 void (*Unlock)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2420 */
2421
2422 /* Return a pointer to the element/pixel at (x,y).
2423 * Should return NULL if the buffer memory can't be directly addressed.
2424 */
2425 void *(*GetPointer)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2426 GLint x, GLint y);
2427
2428 /* Get/Read a row of values.
2429 * The values will be of format _BaseFormat and type DataType.
2430 */
2431 void (*GetRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2432 GLint x, GLint y, void *values);
2433
2434 /* Get/Read values at arbitrary locations.
2435 * The values will be of format _BaseFormat and type DataType.
2436 */
2437 void (*GetValues)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2438 const GLint x[], const GLint y[], void *values);
2439
2440 /* Put/Write a row of values.
2441 * The values will be of format _BaseFormat and type DataType.
2442 */
2443 void (*PutRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2444 GLint x, GLint y, const void *values, const GLubyte *mask);
2445
2446 /* Put/Write a row of RGB values. This is a special-case routine that's
2447 * only used for RGBA renderbuffers when the source data is GL_RGB. That's
2448 * a common case for glDrawPixels and some triangle routines.
2449 * The values will be of format GL_RGB and type DataType.
2450 */
2451 void (*PutRowRGB)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2452 GLint x, GLint y, const void *values, const GLubyte *mask);
2453
2454
2455 /* Put/Write a row of identical values.
2456 * The values will be of format _BaseFormat and type DataType.
2457 */
2458 void (*PutMonoRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2459 GLint x, GLint y, const void *value, const GLubyte *mask);
2460
2461 /* Put/Write values at arbitrary locations.
2462 * The values will be of format _BaseFormat and type DataType.
2463 */
2464 void (*PutValues)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2465 const GLint x[], const GLint y[], const void *values,
2466 const GLubyte *mask);
2467 /* Put/Write identical values at arbitrary locations.
2468 * The values will be of format _BaseFormat and type DataType.
2469 */
2470 void (*PutMonoValues)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2471 GLuint count, const GLint x[], const GLint y[],
2472 const void *value, const GLubyte *mask);
2473 };
2474
2475
2476 /**
2477 * A renderbuffer attachment points to either a texture object (and specifies
2478 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2479 */
2480 struct gl_renderbuffer_attachment
2481 {
2482 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2483 GLboolean Complete;
2484
2485 /**
2486 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2487 * application supplied renderbuffer object.
2488 */
2489 struct gl_renderbuffer *Renderbuffer;
2490
2491 /**
2492 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2493 * supplied texture object.
2494 */
2495 struct gl_texture_object *Texture;
2496 GLuint TextureLevel; /**< Attached mipmap level. */
2497 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2498 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2499 * and 2D array textures */
2500 };
2501
2502
2503 /**
2504 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2505 * In C++ terms, think of this as a base class from which device drivers
2506 * will make derived classes.
2507 */
2508 struct gl_framebuffer
2509 {
2510 _glthread_Mutex Mutex; /**< for thread safety */
2511 /**
2512 * If zero, this is a window system framebuffer. If non-zero, this
2513 * is a FBO framebuffer; note that for some devices (i.e. those with
2514 * a natural pixel coordinate system for FBOs that differs from the
2515 * OpenGL/Mesa coordinate system), this means that the viewport,
2516 * polygon face orientation, and polygon stipple will have to be inverted.
2517 */
2518 GLuint Name;
2519
2520 GLint RefCount;
2521 GLboolean DeletePending;
2522
2523 /**
2524 * The framebuffer's visual. Immutable if this is a window system buffer.
2525 * Computed from attachments if user-made FBO.
2526 */
2527 struct gl_config Visual;
2528
2529 GLboolean Initialized;
2530
2531 GLuint Width, Height; /**< size of frame buffer in pixels */
2532
2533 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2534 /*@{*/
2535 GLint _Xmin, _Xmax; /**< inclusive */
2536 GLint _Ymin, _Ymax; /**< exclusive */
2537 /*@}*/
2538
2539 /** \name Derived Z buffer stuff */
2540 /*@{*/
2541 GLuint _DepthMax; /**< Max depth buffer value */
2542 GLfloat _DepthMaxF; /**< Float max depth buffer value */
2543 GLfloat _MRD; /**< minimum resolvable difference in Z values */
2544 /*@}*/
2545
2546 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2547 GLenum _Status;
2548
2549 /** Integer color values */
2550 GLboolean _IntegerColor;
2551
2552 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2553 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2554
2555 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2556 * attribute group and GL_PIXEL attribute group, respectively.
2557 */
2558 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
2559 GLenum ColorReadBuffer;
2560
2561 /** Computed from ColorDraw/ReadBuffer above */
2562 GLuint _NumColorDrawBuffers;
2563 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
2564 GLint _ColorReadBufferIndex; /* -1 = None */
2565 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
2566 struct gl_renderbuffer *_ColorReadBuffer;
2567
2568 /** The Actual depth/stencil buffers to use. May be wrappers around the
2569 * depth/stencil buffers attached above. */
2570 struct gl_renderbuffer *_DepthBuffer;
2571 struct gl_renderbuffer *_StencilBuffer;
2572
2573 /** Delete this framebuffer */
2574 void (*Delete)(struct gl_framebuffer *fb);
2575 };
2576
2577
2578 /**
2579 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
2580 */
2581 struct gl_precision
2582 {
2583 GLushort RangeMin; /**< min value exponent */
2584 GLushort RangeMax; /**< max value exponent */
2585 GLushort Precision; /**< number of mantissa bits */
2586 };
2587
2588
2589 /**
2590 * Limits for vertex, geometry and fragment programs/shaders.
2591 */
2592 struct gl_program_constants
2593 {
2594 /* logical limits */
2595 GLuint MaxInstructions;
2596 GLuint MaxAluInstructions;
2597 GLuint MaxTexInstructions;
2598 GLuint MaxTexIndirections;
2599 GLuint MaxAttribs;
2600 GLuint MaxTemps;
2601 GLuint MaxAddressRegs;
2602 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
2603 GLuint MaxParameters;
2604 GLuint MaxLocalParams;
2605 GLuint MaxEnvParams;
2606 /* native/hardware limits */
2607 GLuint MaxNativeInstructions;
2608 GLuint MaxNativeAluInstructions;
2609 GLuint MaxNativeTexInstructions;
2610 GLuint MaxNativeTexIndirections;
2611 GLuint MaxNativeAttribs;
2612 GLuint MaxNativeTemps;
2613 GLuint MaxNativeAddressRegs;
2614 GLuint MaxNativeParameters;
2615 /* For shaders */
2616 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
2617 /* ES 2.0 and GL_ARB_ES2_compatibility */
2618 struct gl_precision LowFloat, MediumFloat, HighFloat;
2619 struct gl_precision LowInt, MediumInt, HighInt;
2620 };
2621
2622
2623 /**
2624 * Constants which may be overridden by device driver during context creation
2625 * but are never changed after that.
2626 */
2627 struct gl_constants
2628 {
2629 GLint MaxTextureMbytes; /**< Max memory per image, in MB */
2630 GLint MaxTextureLevels; /**< Max mipmap levels. */
2631 GLint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
2632 GLint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
2633 GLint MaxArrayTextureLayers; /**< Max layers in array textures */
2634 GLint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
2635 GLuint MaxTextureCoordUnits;
2636 GLuint MaxTextureImageUnits;
2637 GLuint MaxVertexTextureImageUnits;
2638 GLuint MaxCombinedTextureImageUnits;
2639 GLuint MaxGeometryTextureImageUnits;
2640 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, ImageUnits) */
2641 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
2642 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
2643 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
2644
2645 GLuint MaxArrayLockSize;
2646
2647 GLint SubPixelBits;
2648
2649 GLfloat MinPointSize, MaxPointSize; /**< aliased */
2650 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
2651 GLfloat PointSizeGranularity;
2652 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
2653 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
2654 GLfloat LineWidthGranularity;
2655
2656 GLuint MaxColorTableSize;
2657
2658 GLuint MaxClipPlanes;
2659 GLuint MaxLights;
2660 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
2661 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
2662
2663 GLuint MaxViewportWidth, MaxViewportHeight;
2664
2665 struct gl_program_constants VertexProgram; /**< GL_ARB_vertex_program */
2666 struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
2667 struct gl_program_constants GeometryProgram; /**< GL_ARB_geometry_shader4 */
2668 GLuint MaxProgramMatrices;
2669 GLuint MaxProgramMatrixStackDepth;
2670
2671 /** vertex array / buffer object bounds checking */
2672 GLboolean CheckArrayBounds;
2673
2674 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
2675
2676 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
2677 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
2678 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
2679
2680 /** Number of varying vectors between vertex and fragment shaders */
2681 GLuint MaxVarying;
2682 GLuint MaxVertexVaryingComponents; /**< Between vert and geom shader */
2683 GLuint MaxGeometryVaryingComponents; /**< Between geom and frag shader */
2684
2685 /** GL_ARB_geometry_shader4 */
2686 GLuint MaxGeometryOutputVertices;
2687 GLuint MaxGeometryTotalOutputComponents;
2688
2689 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
2690
2691 /**
2692 * Does the driver support real 32-bit integers? (Otherwise, integers are
2693 * simulated via floats.)
2694 */
2695 GLboolean NativeIntegers;
2696
2697 /**
2698 * If the driver supports real 32-bit integers, what integer value should be
2699 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
2700 */
2701 GLuint UniformBooleanTrue;
2702
2703 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
2704 GLbitfield SupportedBumpUnits;
2705
2706 /**
2707 * Maximum amount of time, measured in nanseconds, that the server can wait.
2708 */
2709 GLuint64 MaxServerWaitTimeout;
2710
2711 /** GL_EXT_provoking_vertex */
2712 GLboolean QuadsFollowProvokingVertexConvention;
2713
2714 /** OpenGL version 3.0 */
2715 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
2716
2717 /** OpenGL version 3.2 */
2718 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
2719
2720 /** GL_EXT_transform_feedback */
2721 GLuint MaxTransformFeedbackSeparateAttribs;
2722 GLuint MaxTransformFeedbackSeparateComponents;
2723 GLuint MaxTransformFeedbackInterleavedComponents;
2724
2725 /** GL_EXT_gpu_shader4 */
2726 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
2727
2728 /* GL_EXT_framebuffer_sRGB */
2729 GLboolean sRGBCapable; /* can enable sRGB blend/update on FBOs */
2730
2731 /* GL_ARB_robustness */
2732 GLenum ResetStrategy;
2733 };
2734
2735
2736 /**
2737 * Enable flag for each OpenGL extension. Different device drivers will
2738 * enable different extensions at runtime.
2739 */
2740 struct gl_extensions
2741 {
2742 GLboolean dummy; /* don't remove this! */
2743 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
2744 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
2745 GLboolean ARB_ES2_compatibility;
2746 GLboolean ARB_blend_func_extended;
2747 GLboolean ARB_color_buffer_float;
2748 GLboolean ARB_copy_buffer;
2749 GLboolean ARB_depth_buffer_float;
2750 GLboolean ARB_depth_clamp;
2751 GLboolean ARB_depth_texture;
2752 GLboolean ARB_draw_buffers;
2753 GLboolean ARB_draw_buffers_blend;
2754 GLboolean ARB_draw_elements_base_vertex;
2755 GLboolean ARB_draw_instanced;
2756 GLboolean ARB_fragment_coord_conventions;
2757 GLboolean ARB_fragment_program;
2758 GLboolean ARB_fragment_program_shadow;
2759 GLboolean ARB_fragment_shader;
2760 GLboolean ARB_framebuffer_object;
2761 GLboolean ARB_explicit_attrib_location;
2762 GLboolean ARB_geometry_shader4;
2763 GLboolean ARB_half_float_pixel;
2764 GLboolean ARB_half_float_vertex;
2765 GLboolean ARB_instanced_arrays;
2766 GLboolean ARB_map_buffer_range;
2767 GLboolean ARB_occlusion_query;
2768 GLboolean ARB_occlusion_query2;
2769 GLboolean ARB_point_sprite;
2770 GLboolean ARB_sampler_objects;
2771 GLboolean ARB_seamless_cube_map;
2772 GLboolean ARB_shader_objects;
2773 GLboolean ARB_shader_stencil_export;
2774 GLboolean ARB_shader_texture_lod;
2775 GLboolean ARB_shading_language_100;
2776 GLboolean ARB_shadow;
2777 GLboolean ARB_shadow_ambient;
2778 GLboolean ARB_sync;
2779 GLboolean ARB_texture_border_clamp;
2780 GLboolean ARB_texture_buffer_object;
2781 GLboolean ARB_texture_compression_rgtc;
2782 GLboolean ARB_texture_cube_map;
2783 GLboolean ARB_texture_env_combine;
2784 GLboolean ARB_texture_env_crossbar;
2785 GLboolean ARB_texture_env_dot3;
2786 GLboolean ARB_texture_float;
2787 GLboolean ARB_texture_multisample;
2788 GLboolean ARB_texture_non_power_of_two;
2789 GLboolean ARB_texture_rg;
2790 GLboolean ARB_texture_rgb10_a2ui;
2791 GLboolean ARB_timer_query;
2792 GLboolean ARB_transform_feedback2;
2793 GLboolean ARB_transpose_matrix;
2794 GLboolean ARB_uniform_buffer_object;
2795 GLboolean ARB_vertex_array_object;
2796 GLboolean ARB_vertex_program;
2797 GLboolean ARB_vertex_shader;
2798 GLboolean ARB_vertex_type_2_10_10_10_rev;
2799 GLboolean ARB_window_pos;
2800 GLboolean EXT_blend_color;
2801 GLboolean EXT_blend_equation_separate;
2802 GLboolean EXT_blend_func_separate;
2803 GLboolean EXT_blend_minmax;
2804 GLboolean EXT_clip_volume_hint;
2805 GLboolean EXT_compiled_vertex_array;
2806 GLboolean EXT_depth_bounds_test;
2807 GLboolean EXT_draw_buffers2;
2808 GLboolean EXT_draw_range_elements;
2809 GLboolean EXT_fog_coord;
2810 GLboolean EXT_framebuffer_blit;
2811 GLboolean EXT_framebuffer_multisample;
2812 GLboolean EXT_framebuffer_object;
2813 GLboolean EXT_framebuffer_sRGB;
2814 GLboolean EXT_gpu_program_parameters;
2815 GLboolean EXT_gpu_shader4;
2816 GLboolean EXT_packed_depth_stencil;
2817 GLboolean EXT_packed_float;
2818 GLboolean EXT_packed_pixels;
2819 GLboolean EXT_pixel_buffer_object;
2820 GLboolean EXT_point_parameters;
2821 GLboolean EXT_provoking_vertex;
2822 GLboolean EXT_rescale_normal;
2823 GLboolean EXT_shadow_funcs;
2824 GLboolean EXT_secondary_color;
2825 GLboolean EXT_separate_shader_objects;
2826 GLboolean EXT_separate_specular_color;
2827 GLboolean EXT_stencil_two_side;
2828 GLboolean EXT_texture3D;
2829 GLboolean EXT_texture_array;
2830 GLboolean EXT_texture_compression_latc;
2831 GLboolean EXT_texture_compression_s3tc;
2832 GLboolean EXT_texture_env_dot3;
2833 GLboolean EXT_texture_filter_anisotropic;
2834 GLboolean EXT_texture_integer;
2835 GLboolean EXT_texture_mirror_clamp;
2836 GLboolean EXT_texture_shared_exponent;
2837 GLboolean EXT_texture_snorm;
2838 GLboolean EXT_texture_sRGB;
2839 GLboolean EXT_texture_sRGB_decode;
2840 GLboolean EXT_texture_swizzle;
2841 GLboolean EXT_transform_feedback;
2842 GLboolean EXT_timer_query;
2843 GLboolean EXT_vertex_array_bgra;
2844 GLboolean OES_standard_derivatives;
2845 /* vendor extensions */
2846 GLboolean AMD_conservative_depth;
2847 GLboolean AMD_seamless_cubemap_per_texture;
2848 GLboolean APPLE_packed_pixels;
2849 GLboolean APPLE_vertex_array_object;
2850 GLboolean APPLE_object_purgeable;
2851 GLboolean ATI_envmap_bumpmap;
2852 GLboolean ATI_texture_compression_3dc;
2853 GLboolean ATI_texture_mirror_once;
2854 GLboolean ATI_texture_env_combine3;
2855 GLboolean ATI_fragment_shader;
2856 GLboolean ATI_separate_stencil;
2857 GLboolean IBM_rasterpos_clip;
2858 GLboolean IBM_multimode_draw_arrays;
2859 GLboolean MESA_pack_invert;
2860 GLboolean MESA_resize_buffers;
2861 GLboolean MESA_ycbcr_texture;
2862 GLboolean MESA_texture_array;
2863 GLboolean NV_blend_square;
2864 GLboolean NV_conditional_render;
2865 GLboolean NV_fragment_program;
2866 GLboolean NV_fragment_program_option;
2867 GLboolean NV_light_max_exponent;
2868 GLboolean NV_point_sprite;
2869 GLboolean NV_primitive_restart;
2870 GLboolean NV_texture_barrier;
2871 GLboolean NV_texgen_reflection;
2872 GLboolean NV_texture_env_combine4;
2873 GLboolean NV_texture_rectangle;
2874 GLboolean NV_vertex_program;
2875 GLboolean NV_vertex_program1_1;
2876 GLboolean SGIS_texture_lod;
2877 GLboolean TDFX_texture_compression_FXT1;
2878 GLboolean S3_s3tc;
2879 GLboolean OES_EGL_image;
2880 GLboolean OES_draw_texture;
2881 GLboolean extension_sentinel;
2882 /** The extension string */
2883 const GLubyte *String;
2884 /** Number of supported extensions */
2885 GLuint Count;
2886 };
2887
2888
2889 /**
2890 * A stack of matrices (projection, modelview, color, texture, etc).
2891 */
2892 struct gl_matrix_stack
2893 {
2894 GLmatrix *Top; /**< points into Stack */
2895 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
2896 GLuint Depth; /**< 0 <= Depth < MaxDepth */
2897 GLuint MaxDepth; /**< size of Stack[] array */
2898 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
2899 };
2900
2901
2902 /**
2903 * \name Bits for image transfer operations
2904 * \sa __struct gl_contextRec::ImageTransferState.
2905 */
2906 /*@{*/
2907 #define IMAGE_SCALE_BIAS_BIT 0x1
2908 #define IMAGE_SHIFT_OFFSET_BIT 0x2
2909 #define IMAGE_MAP_COLOR_BIT 0x4
2910 #define IMAGE_CLAMP_BIT 0x800
2911
2912
2913 /** Pixel Transfer ops */
2914 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
2915 IMAGE_SHIFT_OFFSET_BIT | \
2916 IMAGE_MAP_COLOR_BIT)
2917
2918 /**
2919 * \name Bits to indicate what state has changed.
2920 */
2921 /*@{*/
2922 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
2923 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
2924 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
2925 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
2926 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
2927 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
2928 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
2929 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
2930 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
2931 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
2932 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
2933 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
2934 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
2935 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
2936 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
2937 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
2938 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
2939 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
2940 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
2941 #define _NEW_PACKUNPACK (1 << 19) /**< gl_context::Pack, Unpack */
2942 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
2943 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
2944 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
2945 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
2946 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
2947 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
2948 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
2949 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
2950 #define _NEW_BUFFER_OBJECT (1 << 28)
2951 #define _NEW_FRAG_CLAMP (1 << 29)
2952 #define _NEW_ALL ~0
2953 /*@}*/
2954
2955
2956 /**
2957 * \name Bits to track array state changes
2958 *
2959 * Also used to summarize array enabled.
2960 */
2961 /*@{*/
2962 #define _NEW_ARRAY_VERTEX VERT_BIT_POS
2963 #define _NEW_ARRAY_WEIGHT VERT_BIT_WEIGHT
2964 #define _NEW_ARRAY_NORMAL VERT_BIT_NORMAL
2965 #define _NEW_ARRAY_COLOR0 VERT_BIT_COLOR0
2966 #define _NEW_ARRAY_COLOR1 VERT_BIT_COLOR1
2967 #define _NEW_ARRAY_FOGCOORD VERT_BIT_FOG
2968 #define _NEW_ARRAY_INDEX VERT_BIT_COLOR_INDEX
2969 #define _NEW_ARRAY_EDGEFLAG VERT_BIT_EDGEFLAG
2970 #define _NEW_ARRAY_POINT_SIZE VERT_BIT_COLOR_INDEX /* aliased */
2971 #define _NEW_ARRAY_TEXCOORD_0 VERT_BIT_TEX0
2972 #define _NEW_ARRAY_TEXCOORD_1 VERT_BIT_TEX1
2973 #define _NEW_ARRAY_TEXCOORD_2 VERT_BIT_TEX2
2974 #define _NEW_ARRAY_TEXCOORD_3 VERT_BIT_TEX3
2975 #define _NEW_ARRAY_TEXCOORD_4 VERT_BIT_TEX4
2976 #define _NEW_ARRAY_TEXCOORD_5 VERT_BIT_TEX5
2977 #define _NEW_ARRAY_TEXCOORD_6 VERT_BIT_TEX6
2978 #define _NEW_ARRAY_TEXCOORD_7 VERT_BIT_TEX7
2979 #define _NEW_ARRAY_ATTRIB_0 VERT_BIT_GENERIC0 /* start at bit 16 */
2980 #define _NEW_ARRAY_ALL 0xffffffff
2981
2982
2983 #define _NEW_ARRAY_TEXCOORD(i) (_NEW_ARRAY_TEXCOORD_0 << (i))
2984 #define _NEW_ARRAY_ATTRIB(i) (_NEW_ARRAY_ATTRIB_0 << (i))
2985 /*@}*/
2986
2987
2988
2989 /**
2990 * \name A bunch of flags that we think might be useful to drivers.
2991 *
2992 * Set in the __struct gl_contextRec::_TriangleCaps bitfield.
2993 */
2994 /*@{*/
2995 #define DD_FLATSHADE 0x1
2996 #define DD_SEPARATE_SPECULAR 0x2
2997 #define DD_TRI_CULL_FRONT_BACK 0x4 /* special case on some hw */
2998 #define DD_TRI_LIGHT_TWOSIDE 0x8
2999 #define DD_TRI_UNFILLED 0x10
3000 #define DD_TRI_SMOOTH 0x20
3001 #define DD_TRI_STIPPLE 0x40
3002 #define DD_TRI_OFFSET 0x80
3003 #define DD_LINE_SMOOTH 0x100
3004 #define DD_LINE_STIPPLE 0x200
3005 #define DD_POINT_SMOOTH 0x400
3006 #define DD_POINT_ATTEN 0x800
3007 #define DD_TRI_TWOSTENCIL 0x1000
3008 /*@}*/
3009
3010
3011 /**
3012 * \name Define the state changes under which each of these bits might change
3013 */
3014 /*@{*/
3015 #define _DD_NEW_FLATSHADE _NEW_LIGHT
3016 #define _DD_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | _NEW_FOG | _NEW_PROGRAM)
3017 #define _DD_NEW_TRI_CULL_FRONT_BACK _NEW_POLYGON
3018 #define _DD_NEW_TRI_LIGHT_TWOSIDE _NEW_LIGHT
3019 #define _DD_NEW_TRI_UNFILLED _NEW_POLYGON
3020 #define _DD_NEW_TRI_SMOOTH _NEW_POLYGON
3021 #define _DD_NEW_TRI_STIPPLE _NEW_POLYGON
3022 #define _DD_NEW_TRI_OFFSET _NEW_POLYGON
3023 #define _DD_NEW_LINE_SMOOTH _NEW_LINE
3024 #define _DD_NEW_LINE_STIPPLE _NEW_LINE
3025 #define _DD_NEW_LINE_WIDTH _NEW_LINE
3026 #define _DD_NEW_POINT_SMOOTH _NEW_POINT
3027 #define _DD_NEW_POINT_SIZE _NEW_POINT
3028 #define _DD_NEW_POINT_ATTEN _NEW_POINT
3029 /*@}*/
3030
3031
3032 /**
3033 * Composite state flags
3034 */
3035 /*@{*/
3036 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3037 _NEW_TEXTURE | \
3038 _NEW_POINT | \
3039 _NEW_PROGRAM | \
3040 _NEW_MODELVIEW)
3041 /*@}*/
3042
3043
3044
3045
3046 /* This has to be included here. */
3047 #include "dd.h"
3048
3049
3050 /**
3051 * Display list flags.
3052 * Strictly this is a tnl-private concept, but it doesn't seem
3053 * worthwhile adding a tnl private structure just to hold this one bit
3054 * of information:
3055 */
3056 #define DLIST_DANGLING_REFS 0x1
3057
3058
3059 /** Opaque declaration of display list payload data type */
3060 union gl_dlist_node;
3061
3062
3063 /**
3064 * Provide a location where information about a display list can be
3065 * collected. Could be extended with driverPrivate structures,
3066 * etc. in the future.
3067 */
3068 struct gl_display_list
3069 {
3070 GLuint Name;
3071 GLbitfield Flags; /**< DLIST_x flags */
3072 /** The dlist commands are in a linked list of nodes */
3073 union gl_dlist_node *Head;
3074 };
3075
3076
3077 /**
3078 * State used during display list compilation and execution.
3079 */
3080 struct gl_dlist_state
3081 {
3082 GLuint CallDepth; /**< Current recursion calling depth */
3083
3084 struct gl_display_list *CurrentList; /**< List currently being compiled */
3085 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3086 GLuint CurrentPos; /**< Index into current block of nodes */
3087
3088 GLvertexformat ListVtxfmt;
3089
3090 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3091 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3092
3093 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3094 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3095
3096 GLubyte ActiveIndex;
3097 GLfloat CurrentIndex;
3098
3099 GLubyte ActiveEdgeFlag;
3100 GLboolean CurrentEdgeFlag;
3101
3102 struct {
3103 /* State known to have been set by the currently-compiling display
3104 * list. Used to eliminate some redundant state changes.
3105 */
3106 GLenum ShadeModel;
3107 } Current;
3108 };
3109
3110
3111 /**
3112 * Enum for the OpenGL APIs we know about and may support.
3113 */
3114 typedef enum
3115 {
3116 API_OPENGL,
3117 API_OPENGLES,
3118 API_OPENGLES2
3119 } gl_api;
3120
3121
3122 /**
3123 * Mesa rendering context.
3124 *
3125 * This is the central context data structure for Mesa. Almost all
3126 * OpenGL state is contained in this structure.
3127 * Think of this as a base class from which device drivers will derive
3128 * sub classes.
3129 *
3130 * The struct gl_context typedef names this structure.
3131 */
3132 struct gl_context
3133 {
3134 /** State possibly shared with other contexts in the address space */
3135 struct gl_shared_state *Shared;
3136
3137 /** \name API function pointer tables */
3138 /*@{*/
3139 gl_api API;
3140 struct _glapi_table *Save; /**< Display list save functions */
3141 struct _glapi_table *Exec; /**< Execute functions */
3142 struct _glapi_table *CurrentDispatch; /**< == Save or Exec !! */
3143 /*@}*/
3144
3145 struct gl_config Visual;
3146 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
3147 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
3148 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
3149 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
3150
3151 /**
3152 * Device driver function pointer table
3153 */
3154 struct dd_function_table Driver;
3155
3156 void *DriverCtx; /**< Points to device driver context/state */
3157
3158 /** Core/Driver constants */
3159 struct gl_constants Const;
3160
3161 /** \name The various 4x4 matrix stacks */
3162 /*@{*/
3163 struct gl_matrix_stack ModelviewMatrixStack;
3164 struct gl_matrix_stack ProjectionMatrixStack;
3165 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3166 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3167 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3168 /*@}*/
3169
3170 /** Combined modelview and projection matrix */
3171 GLmatrix _ModelProjectMatrix;
3172
3173 /** \name Display lists */
3174 struct gl_dlist_state ListState;
3175
3176 GLboolean ExecuteFlag; /**< Execute GL commands? */
3177 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3178
3179 /** Extension information */
3180 struct gl_extensions Extensions;
3181
3182 /** Version info */
3183 GLuint VersionMajor, VersionMinor;
3184 char *VersionString;
3185
3186 /** \name State attribute stack (for glPush/PopAttrib) */
3187 /*@{*/
3188 GLuint AttribStackDepth;
3189 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3190 /*@}*/
3191
3192 /** \name Renderer attribute groups
3193 *
3194 * We define a struct for each attribute group to make pushing and popping
3195 * attributes easy. Also it's a good organization.
3196 */
3197 /*@{*/
3198 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
3199 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
3200 struct gl_current_attrib Current; /**< Current attributes */
3201 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
3202 struct gl_eval_attrib Eval; /**< Eval attributes */
3203 struct gl_fog_attrib Fog; /**< Fog attributes */
3204 struct gl_hint_attrib Hint; /**< Hint attributes */
3205 struct gl_light_attrib Light; /**< Light attributes */
3206 struct gl_line_attrib Line; /**< Line attributes */
3207 struct gl_list_attrib List; /**< List attributes */
3208 struct gl_multisample_attrib Multisample;
3209 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
3210 struct gl_point_attrib Point; /**< Point attributes */
3211 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
3212 GLuint PolygonStipple[32]; /**< Polygon stipple */
3213 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
3214 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
3215 struct gl_texture_attrib Texture; /**< Texture attributes */
3216 struct gl_transform_attrib Transform; /**< Transformation attributes */
3217 struct gl_viewport_attrib Viewport; /**< Viewport attributes */
3218 /*@}*/
3219
3220 /** \name Client attribute stack */
3221 /*@{*/
3222 GLuint ClientAttribStackDepth;
3223 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3224 /*@}*/
3225
3226 /** \name Client attribute groups */
3227 /*@{*/
3228 struct gl_array_attrib Array; /**< Vertex arrays */
3229 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
3230 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
3231 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
3232 /*@}*/
3233
3234 /** \name Other assorted state (not pushed/popped on attribute stack) */
3235 /*@{*/
3236 struct gl_pixelmaps PixelMaps;
3237
3238 struct gl_evaluators EvalMap; /**< All evaluators */
3239 struct gl_feedback Feedback; /**< Feedback */
3240 struct gl_selection Select; /**< Selection */
3241
3242 struct gl_program_state Program; /**< general program state */
3243 struct gl_vertex_program_state VertexProgram;
3244 struct gl_fragment_program_state FragmentProgram;
3245 struct gl_geometry_program_state GeometryProgram;
3246 struct gl_ati_fragment_shader_state ATIFragmentShader;
3247
3248 struct gl_shader_state Shader; /**< GLSL shader object state */
3249 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
3250
3251 struct gl_query_state Query; /**< occlusion, timer queries */
3252
3253 struct gl_transform_feedback TransformFeedback;
3254
3255 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3256 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3257 /*@}*/
3258
3259 struct gl_meta_state *Meta; /**< for "meta" operations */
3260
3261 /* GL_EXT_framebuffer_object */
3262 struct gl_renderbuffer *CurrentRenderbuffer;
3263
3264 GLenum ErrorValue; /**< Last error code */
3265
3266 /* GL_ARB_robustness */
3267 GLenum ResetStatus;
3268
3269 /**
3270 * Recognize and silence repeated error debug messages in buggy apps.
3271 */
3272 const char *ErrorDebugFmtString;
3273 GLuint ErrorDebugCount;
3274
3275 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3276 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
3277
3278 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
3279
3280 GLbitfield varying_vp_inputs; /**< mask of VERT_BIT_* flags */
3281
3282 /** \name Derived state */
3283 /*@{*/
3284 /** Bitwise-or of DD_* flags. Note that this bitfield may be used before
3285 * state validation so they need to always be current.
3286 */
3287 GLbitfield _TriangleCaps;
3288 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
3289 GLfloat _EyeZDir[3];
3290 GLfloat _ModelViewInvScale;
3291 GLboolean _NeedEyeCoords;
3292 GLboolean _ForceEyeCoords;
3293
3294 GLuint TextureStateTimestamp; /**< detect changes to shared state */
3295
3296 struct gl_shine_tab *_ShineTable[2]; /**< Active shine tables */
3297 struct gl_shine_tab *_ShineTabList; /**< MRU list of inactive shine tables */
3298 /**@}*/
3299
3300 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3301
3302 /** \name For debugging/development only */
3303 /*@{*/
3304 GLboolean FirstTimeCurrent;
3305 /*@}*/
3306
3307 /** software compression/decompression supported or not */
3308 GLboolean Mesa_DXTn;
3309
3310 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
3311
3312 /**
3313 * Use dp4 (rather than mul/mad) instructions for position
3314 * transformation?
3315 */
3316 GLboolean mvp_with_dp4;
3317
3318 /**
3319 * \name Hooks for module contexts.
3320 *
3321 * These will eventually live in the driver or elsewhere.
3322 */
3323 /*@{*/
3324 void *swrast_context;
3325 void *swsetup_context;
3326 void *swtnl_context;
3327 void *swtnl_im;
3328 struct st_context *st;
3329 void *aelt_context;
3330 /*@}*/
3331 };
3332
3333
3334 #ifdef DEBUG
3335 extern int MESA_VERBOSE;
3336 extern int MESA_DEBUG_FLAGS;
3337 # define MESA_FUNCTION __FUNCTION__
3338 #else
3339 # define MESA_VERBOSE 0
3340 # define MESA_DEBUG_FLAGS 0
3341 # define MESA_FUNCTION "a function"
3342 # ifndef NDEBUG
3343 # define NDEBUG
3344 # endif
3345 #endif
3346
3347
3348 /** The MESA_VERBOSE var is a bitmask of these flags */
3349 enum _verbose
3350 {
3351 VERBOSE_VARRAY = 0x0001,
3352 VERBOSE_TEXTURE = 0x0002,
3353 VERBOSE_MATERIAL = 0x0004,
3354 VERBOSE_PIPELINE = 0x0008,
3355 VERBOSE_DRIVER = 0x0010,
3356 VERBOSE_STATE = 0x0020,
3357 VERBOSE_API = 0x0040,
3358 VERBOSE_DISPLAY_LIST = 0x0100,
3359 VERBOSE_LIGHTING = 0x0200,
3360 VERBOSE_PRIMS = 0x0400,
3361 VERBOSE_VERTS = 0x0800,
3362 VERBOSE_DISASSEM = 0x1000,
3363 VERBOSE_DRAW = 0x2000,
3364 VERBOSE_SWAPBUFFERS = 0x4000
3365 };
3366
3367
3368 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3369 enum _debug
3370 {
3371 DEBUG_ALWAYS_FLUSH = 0x1
3372 };
3373
3374
3375
3376 #endif /* MTYPES_H */