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