mesa: add GL_EXT_window_rectangles state storage/retrieval functionality
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39 #include "c11/threads.h"
40
41 #include "main/glheader.h"
42 #include "main/config.h"
43 #include "glapi/glapi.h"
44 #include "math/m_matrix.h" /* GLmatrix */
45 #include "compiler/shader_enums.h"
46 #include "main/formats.h" /* MESA_FORMAT_COUNT */
47 #include "compiler/glsl/list.h"
48
49
50 #ifdef __cplusplus
51 extern "C" {
52 #endif
53
54
55 /**
56 * \name 64-bit extension of GLbitfield.
57 */
58 /*@{*/
59 typedef GLuint64 GLbitfield64;
60
61 /** Set a single bit */
62 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
63 /** Set all bits up to excluding bit b */
64 #define BITFIELD64_MASK(b) \
65 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
66 /** Set count bits starting from bit b */
67 #define BITFIELD64_RANGE(b, count) \
68 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
69
70
71 /**
72 * \name Some forward type declarations
73 */
74 /*@{*/
75 struct _mesa_HashTable;
76 struct gl_attrib_node;
77 struct gl_list_extensions;
78 struct gl_meta_state;
79 struct gl_program_cache;
80 struct gl_texture_object;
81 struct gl_debug_state;
82 struct gl_context;
83 struct st_context;
84 struct gl_uniform_storage;
85 struct prog_instruction;
86 struct gl_program_parameter_list;
87 struct set;
88 struct set_entry;
89 struct vbo_context;
90 /*@}*/
91
92
93 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
94 #define PRIM_MAX GL_PATCHES
95 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
96 #define PRIM_UNKNOWN (PRIM_MAX + 2)
97
98 /**
99 * Determine if the given gl_varying_slot appears in the fragment shader.
100 */
101 static inline GLboolean
102 _mesa_varying_slot_in_fs(gl_varying_slot slot)
103 {
104 switch (slot) {
105 case VARYING_SLOT_PSIZ:
106 case VARYING_SLOT_BFC0:
107 case VARYING_SLOT_BFC1:
108 case VARYING_SLOT_EDGE:
109 case VARYING_SLOT_CLIP_VERTEX:
110 case VARYING_SLOT_LAYER:
111 case VARYING_SLOT_TESS_LEVEL_OUTER:
112 case VARYING_SLOT_TESS_LEVEL_INNER:
113 return GL_FALSE;
114 default:
115 return GL_TRUE;
116 }
117 }
118
119 /**
120 * Indexes for all renderbuffers
121 */
122 typedef enum
123 {
124 /* the four standard color buffers */
125 BUFFER_FRONT_LEFT,
126 BUFFER_BACK_LEFT,
127 BUFFER_FRONT_RIGHT,
128 BUFFER_BACK_RIGHT,
129 BUFFER_DEPTH,
130 BUFFER_STENCIL,
131 BUFFER_ACCUM,
132 /* optional aux buffer */
133 BUFFER_AUX0,
134 /* generic renderbuffers */
135 BUFFER_COLOR0,
136 BUFFER_COLOR1,
137 BUFFER_COLOR2,
138 BUFFER_COLOR3,
139 BUFFER_COLOR4,
140 BUFFER_COLOR5,
141 BUFFER_COLOR6,
142 BUFFER_COLOR7,
143 BUFFER_COUNT
144 } gl_buffer_index;
145
146 /**
147 * Bit flags for all renderbuffers
148 */
149 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
150 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
151 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
152 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
153 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
154 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
155 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
156 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
157 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
158 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
159 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
160 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
161 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
162 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
163 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
164 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
165 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
166 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
167 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
168
169 /**
170 * Mask of all the color buffer bits (but not accum).
171 */
172 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
173 BUFFER_BIT_BACK_LEFT | \
174 BUFFER_BIT_FRONT_RIGHT | \
175 BUFFER_BIT_BACK_RIGHT | \
176 BUFFER_BIT_AUX0 | \
177 BUFFER_BIT_COLOR0 | \
178 BUFFER_BIT_COLOR1 | \
179 BUFFER_BIT_COLOR2 | \
180 BUFFER_BIT_COLOR3 | \
181 BUFFER_BIT_COLOR4 | \
182 BUFFER_BIT_COLOR5 | \
183 BUFFER_BIT_COLOR6 | \
184 BUFFER_BIT_COLOR7)
185
186 /**
187 * Framebuffer configuration (aka visual / pixelformat)
188 * Note: some of these fields should be boolean, but it appears that
189 * code in drivers/dri/common/util.c requires int-sized fields.
190 */
191 struct gl_config
192 {
193 GLboolean rgbMode;
194 GLboolean floatMode;
195 GLuint doubleBufferMode;
196 GLuint stereoMode;
197
198 GLboolean haveAccumBuffer;
199 GLboolean haveDepthBuffer;
200 GLboolean haveStencilBuffer;
201
202 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
203 GLuint redMask, greenMask, blueMask, alphaMask;
204 GLint rgbBits; /* total bits for rgb */
205 GLint indexBits; /* total bits for colorindex */
206
207 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
208 GLint depthBits;
209 GLint stencilBits;
210
211 GLint numAuxBuffers;
212
213 GLint level;
214
215 /* EXT_visual_rating / GLX 1.2 */
216 GLint visualRating;
217
218 /* EXT_visual_info / GLX 1.2 */
219 GLint transparentPixel;
220 /* colors are floats scaled to ints */
221 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
222 GLint transparentIndex;
223
224 /* ARB_multisample / SGIS_multisample */
225 GLint sampleBuffers;
226 GLint samples;
227
228 /* SGIX_pbuffer / GLX 1.3 */
229 GLint maxPbufferWidth;
230 GLint maxPbufferHeight;
231 GLint maxPbufferPixels;
232 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
233 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
234
235 /* OML_swap_method */
236 GLint swapMethod;
237
238 /* EXT_texture_from_pixmap */
239 GLint bindToTextureRgb;
240 GLint bindToTextureRgba;
241 GLint bindToMipmapTexture;
242 GLint bindToTextureTargets;
243 GLint yInverted;
244
245 /* EXT_framebuffer_sRGB */
246 GLint sRGBCapable;
247 };
248
249
250 /**
251 * \name Bit flags used for updating material values.
252 */
253 /*@{*/
254 #define MAT_ATTRIB_FRONT_AMBIENT 0
255 #define MAT_ATTRIB_BACK_AMBIENT 1
256 #define MAT_ATTRIB_FRONT_DIFFUSE 2
257 #define MAT_ATTRIB_BACK_DIFFUSE 3
258 #define MAT_ATTRIB_FRONT_SPECULAR 4
259 #define MAT_ATTRIB_BACK_SPECULAR 5
260 #define MAT_ATTRIB_FRONT_EMISSION 6
261 #define MAT_ATTRIB_BACK_EMISSION 7
262 #define MAT_ATTRIB_FRONT_SHININESS 8
263 #define MAT_ATTRIB_BACK_SHININESS 9
264 #define MAT_ATTRIB_FRONT_INDEXES 10
265 #define MAT_ATTRIB_BACK_INDEXES 11
266 #define MAT_ATTRIB_MAX 12
267
268 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
269 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
270 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
271 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
272 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
273 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
274
275 #define MAT_INDEX_AMBIENT 0
276 #define MAT_INDEX_DIFFUSE 1
277 #define MAT_INDEX_SPECULAR 2
278
279 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
280 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
281 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
282 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
283 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
284 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
285 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
286 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
287 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
288 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
289 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
290 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
291
292
293 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
294 MAT_BIT_FRONT_AMBIENT | \
295 MAT_BIT_FRONT_DIFFUSE | \
296 MAT_BIT_FRONT_SPECULAR | \
297 MAT_BIT_FRONT_SHININESS | \
298 MAT_BIT_FRONT_INDEXES)
299
300 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
301 MAT_BIT_BACK_AMBIENT | \
302 MAT_BIT_BACK_DIFFUSE | \
303 MAT_BIT_BACK_SPECULAR | \
304 MAT_BIT_BACK_SHININESS | \
305 MAT_BIT_BACK_INDEXES)
306
307 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
308 /*@}*/
309
310
311 /**
312 * Material state.
313 */
314 struct gl_material
315 {
316 GLfloat Attrib[MAT_ATTRIB_MAX][4];
317 };
318
319
320 /**
321 * Light state flags.
322 */
323 /*@{*/
324 #define LIGHT_SPOT 0x1
325 #define LIGHT_LOCAL_VIEWER 0x2
326 #define LIGHT_POSITIONAL 0x4
327 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
328 /*@}*/
329
330
331 /**
332 * Light source state.
333 */
334 struct gl_light
335 {
336 GLfloat Ambient[4]; /**< ambient color */
337 GLfloat Diffuse[4]; /**< diffuse color */
338 GLfloat Specular[4]; /**< specular color */
339 GLfloat EyePosition[4]; /**< position in eye coordinates */
340 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
341 GLfloat SpotExponent;
342 GLfloat SpotCutoff; /**< in degrees */
343 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
344 GLfloat ConstantAttenuation;
345 GLfloat LinearAttenuation;
346 GLfloat QuadraticAttenuation;
347 GLboolean Enabled; /**< On/off flag */
348
349 /**
350 * \name Derived fields
351 */
352 /*@{*/
353 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
354
355 GLfloat _Position[4]; /**< position in eye/obj coordinates */
356 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
357 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
358 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
359 GLfloat _VP_inf_spot_attenuation;
360
361 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
362 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
363 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
364 /*@}*/
365 };
366
367
368 /**
369 * Light model state.
370 */
371 struct gl_lightmodel
372 {
373 GLfloat Ambient[4]; /**< ambient color */
374 GLboolean LocalViewer; /**< Local (or infinite) view point? */
375 GLboolean TwoSide; /**< Two (or one) sided lighting? */
376 GLenum ColorControl; /**< either GL_SINGLE_COLOR
377 * or GL_SEPARATE_SPECULAR_COLOR */
378 };
379
380
381 /**
382 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
383 */
384 struct gl_accum_attrib
385 {
386 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
387 };
388
389
390 /**
391 * Used for storing clear color, texture border color, etc.
392 * The float values are typically unclamped.
393 */
394 union gl_color_union
395 {
396 GLfloat f[4];
397 GLint i[4];
398 GLuint ui[4];
399 };
400
401
402 /**
403 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
404 */
405 struct gl_colorbuffer_attrib
406 {
407 GLuint ClearIndex; /**< Index for glClear */
408 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
409 GLuint IndexMask; /**< Color index write mask */
410 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
411
412 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
413
414 /**
415 * \name alpha testing
416 */
417 /*@{*/
418 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
419 GLenum AlphaFunc; /**< Alpha test function */
420 GLfloat AlphaRefUnclamped;
421 GLclampf AlphaRef; /**< Alpha reference value */
422 /*@}*/
423
424 /**
425 * \name Blending
426 */
427 /*@{*/
428 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
429
430 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
431 * control, only on the fixed-pointness of the render target.
432 * The query does however depend on fragment color clamping.
433 */
434 GLfloat BlendColorUnclamped[4]; /**< Blending color */
435 GLfloat BlendColor[4]; /**< Blending color */
436
437 struct
438 {
439 GLenum SrcRGB; /**< RGB blend source term */
440 GLenum DstRGB; /**< RGB blend dest term */
441 GLenum SrcA; /**< Alpha blend source term */
442 GLenum DstA; /**< Alpha blend dest term */
443 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
444 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
445 /**
446 * Set if any blend factor uses SRC1. Computed at the time blend factors
447 * get set.
448 */
449 GLboolean _UsesDualSrc;
450 } Blend[MAX_DRAW_BUFFERS];
451 /** Are the blend func terms currently different for each buffer/target? */
452 GLboolean _BlendFuncPerBuffer;
453 /** Are the blend equations currently different for each buffer/target? */
454 GLboolean _BlendEquationPerBuffer;
455 /*@}*/
456
457 /**
458 * \name Logic op
459 */
460 /*@{*/
461 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
462 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
463 GLenum LogicOp; /**< Logic operator */
464
465 /*@}*/
466
467 GLboolean DitherFlag; /**< Dither enable flag */
468
469 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
470 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
471 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
472
473 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
474 };
475
476
477 /**
478 * Current attribute group (GL_CURRENT_BIT).
479 */
480 struct gl_current_attrib
481 {
482 /**
483 * \name Current vertex attributes (color, texcoords, etc).
484 * \note Values are valid only after FLUSH_VERTICES has been called.
485 * \note Index and Edgeflag current values are stored as floats in the
486 * SIX and SEVEN attribute slots.
487 * \note We need double storage for 64-bit vertex attributes
488 */
489 GLfloat Attrib[VERT_ATTRIB_MAX][4*2];
490
491 /**
492 * \name Current raster position attributes (always up to date after a
493 * glRasterPos call).
494 */
495 GLfloat RasterPos[4];
496 GLfloat RasterDistance;
497 GLfloat RasterColor[4];
498 GLfloat RasterSecondaryColor[4];
499 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
500 GLboolean RasterPosValid;
501 };
502
503
504 /**
505 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
506 */
507 struct gl_depthbuffer_attrib
508 {
509 GLenum Func; /**< Function for depth buffer compare */
510 GLclampd Clear; /**< Value to clear depth buffer to */
511 GLboolean Test; /**< Depth buffering enabled flag */
512 GLboolean Mask; /**< Depth buffer writable? */
513 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
514 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
515 };
516
517
518 /**
519 * Evaluator attribute group (GL_EVAL_BIT).
520 */
521 struct gl_eval_attrib
522 {
523 /**
524 * \name Enable bits
525 */
526 /*@{*/
527 GLboolean Map1Color4;
528 GLboolean Map1Index;
529 GLboolean Map1Normal;
530 GLboolean Map1TextureCoord1;
531 GLboolean Map1TextureCoord2;
532 GLboolean Map1TextureCoord3;
533 GLboolean Map1TextureCoord4;
534 GLboolean Map1Vertex3;
535 GLboolean Map1Vertex4;
536 GLboolean Map2Color4;
537 GLboolean Map2Index;
538 GLboolean Map2Normal;
539 GLboolean Map2TextureCoord1;
540 GLboolean Map2TextureCoord2;
541 GLboolean Map2TextureCoord3;
542 GLboolean Map2TextureCoord4;
543 GLboolean Map2Vertex3;
544 GLboolean Map2Vertex4;
545 GLboolean AutoNormal;
546 /*@}*/
547
548 /**
549 * \name Map Grid endpoints and divisions and calculated du values
550 */
551 /*@{*/
552 GLint MapGrid1un;
553 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
554 GLint MapGrid2un, MapGrid2vn;
555 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
556 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
557 /*@}*/
558 };
559
560
561 /**
562 * Fog attribute group (GL_FOG_BIT).
563 */
564 struct gl_fog_attrib
565 {
566 GLboolean Enabled; /**< Fog enabled flag */
567 GLboolean ColorSumEnabled;
568 GLfloat ColorUnclamped[4]; /**< Fog color */
569 GLfloat Color[4]; /**< Fog color */
570 GLfloat Density; /**< Density >= 0.0 */
571 GLfloat Start; /**< Start distance in eye coords */
572 GLfloat End; /**< End distance in eye coords */
573 GLfloat Index; /**< Fog index */
574 GLenum Mode; /**< Fog mode */
575 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
576 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
577 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
578 };
579
580
581 /**
582 * Hint attribute group (GL_HINT_BIT).
583 *
584 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
585 */
586 struct gl_hint_attrib
587 {
588 GLenum PerspectiveCorrection;
589 GLenum PointSmooth;
590 GLenum LineSmooth;
591 GLenum PolygonSmooth;
592 GLenum Fog;
593 GLenum TextureCompression; /**< GL_ARB_texture_compression */
594 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
595 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
596 };
597
598
599 /**
600 * Lighting attribute group (GL_LIGHT_BIT).
601 */
602 struct gl_light_attrib
603 {
604 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
605 struct gl_lightmodel Model; /**< Lighting model */
606
607 /**
608 * Front and back material values.
609 * Note: must call FLUSH_VERTICES() before using.
610 */
611 struct gl_material Material;
612
613 GLboolean Enabled; /**< Lighting enabled flag */
614 GLboolean ColorMaterialEnabled;
615
616 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
617 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
618 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
619 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
620 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
621
622
623 GLboolean _ClampVertexColor;
624 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
625
626 /**
627 * Derived state for optimizations:
628 */
629 /*@{*/
630 GLbitfield _EnabledLights; /**< bitmask containing enabled lights */
631
632 GLboolean _NeedEyeCoords;
633 GLboolean _NeedVertices; /**< Use fast shader? */
634
635 GLfloat _BaseColor[2][3];
636 /*@}*/
637 };
638
639
640 /**
641 * Line attribute group (GL_LINE_BIT).
642 */
643 struct gl_line_attrib
644 {
645 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
646 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
647 GLushort StipplePattern; /**< Stipple pattern */
648 GLint StippleFactor; /**< Stipple repeat factor */
649 GLfloat Width; /**< Line width */
650 };
651
652
653 /**
654 * Display list attribute group (GL_LIST_BIT).
655 */
656 struct gl_list_attrib
657 {
658 GLuint ListBase;
659 };
660
661
662 /**
663 * Multisample attribute group (GL_MULTISAMPLE_BIT).
664 */
665 struct gl_multisample_attrib
666 {
667 GLboolean Enabled;
668 GLboolean SampleAlphaToCoverage;
669 GLboolean SampleAlphaToOne;
670 GLboolean SampleCoverage;
671 GLboolean SampleCoverageInvert;
672 GLboolean SampleShading;
673
674 /* ARB_texture_multisample / GL3.2 additions */
675 GLboolean SampleMask;
676
677 GLfloat SampleCoverageValue;
678 GLfloat MinSampleShadingValue;
679
680 /** The GL spec defines this as an array but >32x MSAA is madness */
681 GLbitfield SampleMaskValue;
682 };
683
684
685 /**
686 * A pixelmap (see glPixelMap)
687 */
688 struct gl_pixelmap
689 {
690 GLint Size;
691 GLfloat Map[MAX_PIXEL_MAP_TABLE];
692 };
693
694
695 /**
696 * Collection of all pixelmaps
697 */
698 struct gl_pixelmaps
699 {
700 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
701 struct gl_pixelmap GtoG;
702 struct gl_pixelmap BtoB;
703 struct gl_pixelmap AtoA;
704 struct gl_pixelmap ItoR;
705 struct gl_pixelmap ItoG;
706 struct gl_pixelmap ItoB;
707 struct gl_pixelmap ItoA;
708 struct gl_pixelmap ItoI;
709 struct gl_pixelmap StoS;
710 };
711
712
713 /**
714 * Pixel attribute group (GL_PIXEL_MODE_BIT).
715 */
716 struct gl_pixel_attrib
717 {
718 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
719
720 /*--- Begin Pixel Transfer State ---*/
721 /* Fields are in the order in which they're applied... */
722
723 /** Scale & Bias (index shift, offset) */
724 /*@{*/
725 GLfloat RedBias, RedScale;
726 GLfloat GreenBias, GreenScale;
727 GLfloat BlueBias, BlueScale;
728 GLfloat AlphaBias, AlphaScale;
729 GLfloat DepthBias, DepthScale;
730 GLint IndexShift, IndexOffset;
731 /*@}*/
732
733 /* Pixel Maps */
734 /* Note: actual pixel maps are not part of this attrib group */
735 GLboolean MapColorFlag;
736 GLboolean MapStencilFlag;
737
738 /*--- End Pixel Transfer State ---*/
739
740 /** glPixelZoom */
741 GLfloat ZoomX, ZoomY;
742 };
743
744
745 /**
746 * Point attribute group (GL_POINT_BIT).
747 */
748 struct gl_point_attrib
749 {
750 GLfloat Size; /**< User-specified point size */
751 GLfloat Params[3]; /**< GL_EXT_point_parameters */
752 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
753 GLfloat Threshold; /**< GL_EXT_point_parameters */
754 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
755 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
756 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
757 GLbitfield CoordReplace; /**< GL_ARB_point_sprite*/
758 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
759 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
760 };
761
762
763 /**
764 * Polygon attribute group (GL_POLYGON_BIT).
765 */
766 struct gl_polygon_attrib
767 {
768 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
769 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
770 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
771 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
772 GLboolean CullFlag; /**< Culling on/off flag */
773 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
774 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
775 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
776 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
777 GLfloat OffsetUnits; /**< Polygon offset units, from user */
778 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
779 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
780 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
781 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
782 };
783
784
785 /**
786 * Scissor attributes (GL_SCISSOR_BIT).
787 */
788 struct gl_scissor_rect
789 {
790 GLint X, Y; /**< Lower left corner of box */
791 GLsizei Width, Height; /**< Size of box */
792 };
793 struct gl_scissor_attrib
794 {
795 GLbitfield EnableFlags; /**< Scissor test enabled? */
796 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
797 GLint NumWindowRects; /**< Count of enabled window rectangles */
798 GLenum WindowRectMode; /**< Whether to include or exclude the rects */
799 struct gl_scissor_rect WindowRects[MAX_WINDOW_RECTANGLES];
800 };
801
802
803 /**
804 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
805 *
806 * Three sets of stencil data are tracked so that OpenGL 2.0,
807 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
808 * simultaneously. In each of the stencil state arrays, element 0 corresponds
809 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
810 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
811 * GL_EXT_stencil_two_side GL_BACK state.
812 *
813 * The derived value \c _BackFace is either 1 or 2 depending on whether or
814 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
815 *
816 * The derived value \c _TestTwoSide is set when the front-face and back-face
817 * stencil state are different.
818 */
819 struct gl_stencil_attrib
820 {
821 GLboolean Enabled; /**< Enabled flag */
822 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
823 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
824 GLboolean _Enabled; /**< Enabled and stencil buffer present */
825 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
826 GLboolean _TestTwoSide;
827 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
828 GLenum Function[3]; /**< Stencil function */
829 GLenum FailFunc[3]; /**< Fail function */
830 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
831 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
832 GLint Ref[3]; /**< Reference value */
833 GLuint ValueMask[3]; /**< Value mask */
834 GLuint WriteMask[3]; /**< Write mask */
835 GLuint Clear; /**< Clear value */
836 };
837
838
839 /**
840 * An index for each type of texture object. These correspond to the GL
841 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
842 * Note: the order is from highest priority to lowest priority.
843 */
844 typedef enum
845 {
846 TEXTURE_2D_MULTISAMPLE_INDEX,
847 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
848 TEXTURE_CUBE_ARRAY_INDEX,
849 TEXTURE_BUFFER_INDEX,
850 TEXTURE_2D_ARRAY_INDEX,
851 TEXTURE_1D_ARRAY_INDEX,
852 TEXTURE_EXTERNAL_INDEX,
853 TEXTURE_CUBE_INDEX,
854 TEXTURE_3D_INDEX,
855 TEXTURE_RECT_INDEX,
856 TEXTURE_2D_INDEX,
857 TEXTURE_1D_INDEX,
858 NUM_TEXTURE_TARGETS
859 } gl_texture_index;
860
861
862 /**
863 * Bit flags for each type of texture object
864 */
865 /*@{*/
866 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
867 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
868 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
869 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
870 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
871 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
872 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
873 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
874 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
875 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
876 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
877 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
878 /*@}*/
879
880
881 /**
882 * Texture image state. Drivers will typically create a subclass of this
883 * with extra fields for memory buffers, etc.
884 */
885 struct gl_texture_image
886 {
887 GLint InternalFormat; /**< Internal format as given by the user */
888 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
889 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
890 * GL_INTENSITY, GL_DEPTH_COMPONENT or
891 * GL_DEPTH_STENCIL_EXT only. Used for
892 * choosing TexEnv arithmetic.
893 */
894 mesa_format TexFormat; /**< The actual texture memory format */
895
896 GLuint Border; /**< 0 or 1 */
897 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
898 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
899 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
900 GLuint Width2; /**< = Width - 2*Border */
901 GLuint Height2; /**< = Height - 2*Border */
902 GLuint Depth2; /**< = Depth - 2*Border */
903 GLuint WidthLog2; /**< = log2(Width2) */
904 GLuint HeightLog2; /**< = log2(Height2) */
905 GLuint DepthLog2; /**< = log2(Depth2) */
906 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
907 levels, computed from the dimensions */
908
909 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
910 GLuint Level; /**< Which mipmap level am I? */
911 /** Cube map face: index into gl_texture_object::Image[] array */
912 GLuint Face;
913
914 /** GL_ARB_texture_multisample */
915 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
916 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
917 };
918
919
920 /**
921 * Indexes for cube map faces.
922 */
923 typedef enum
924 {
925 FACE_POS_X = 0,
926 FACE_NEG_X = 1,
927 FACE_POS_Y = 2,
928 FACE_NEG_Y = 3,
929 FACE_POS_Z = 4,
930 FACE_NEG_Z = 5,
931 MAX_FACES = 6
932 } gl_face_index;
933
934
935 /**
936 * Sampler object state. These objects are new with GL_ARB_sampler_objects
937 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
938 */
939 struct gl_sampler_object
940 {
941 mtx_t Mutex;
942 GLuint Name;
943 GLint RefCount;
944 GLchar *Label; /**< GL_KHR_debug */
945
946 GLenum WrapS; /**< S-axis texture image wrap mode */
947 GLenum WrapT; /**< T-axis texture image wrap mode */
948 GLenum WrapR; /**< R-axis texture image wrap mode */
949 GLenum MinFilter; /**< minification filter */
950 GLenum MagFilter; /**< magnification filter */
951 union gl_color_union BorderColor; /**< Interpreted according to texture format */
952 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
953 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
954 GLfloat LodBias; /**< OpenGL 1.4 */
955 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
956 GLenum CompareMode; /**< GL_ARB_shadow */
957 GLenum CompareFunc; /**< GL_ARB_shadow */
958 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
959 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
960 };
961
962
963 /**
964 * Texture object state. Contains the array of mipmap images, border color,
965 * wrap modes, filter modes, and shadow/texcompare state.
966 */
967 struct gl_texture_object
968 {
969 mtx_t Mutex; /**< for thread safety */
970 GLint RefCount; /**< reference count */
971 GLuint Name; /**< the user-visible texture object ID */
972 GLchar *Label; /**< GL_KHR_debug */
973 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
974 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
975 Only valid when Target is valid. */
976
977 struct gl_sampler_object Sampler;
978
979 GLenum DepthMode; /**< GL_ARB_depth_texture */
980 bool StencilSampling; /**< Should we sample stencil instead of depth? */
981
982 GLfloat Priority; /**< in [0,1] */
983 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
984 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
985 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
986 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
987 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
988 GLint CropRect[4]; /**< GL_OES_draw_texture */
989 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
990 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
991 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
992 GLboolean _BaseComplete; /**< Is the base texture level valid? */
993 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
994 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
995 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
996 GLboolean Purgeable; /**< Is the buffer purgeable under memory
997 pressure? */
998 GLboolean Immutable; /**< GL_ARB_texture_storage */
999 GLboolean _IsFloat; /**< GL_OES_float_texture */
1000 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
1001
1002 GLuint MinLevel; /**< GL_ARB_texture_view */
1003 GLuint MinLayer; /**< GL_ARB_texture_view */
1004 GLuint NumLevels; /**< GL_ARB_texture_view */
1005 GLuint NumLayers; /**< GL_ARB_texture_view */
1006
1007 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1008 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1009
1010 /** GL_ARB_texture_buffer_object */
1011 struct gl_buffer_object *BufferObject;
1012 GLenum BufferObjectFormat;
1013 /** Equivalent Mesa format for BufferObjectFormat. */
1014 mesa_format _BufferObjectFormat;
1015 /** GL_ARB_texture_buffer_range */
1016 GLintptr BufferOffset;
1017 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1018
1019 /** GL_OES_EGL_image_external */
1020 GLint RequiredTextureImageUnits;
1021
1022 /** GL_ARB_shader_image_load_store */
1023 GLenum ImageFormatCompatibilityType;
1024 };
1025
1026
1027 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1028 #define MAX_COMBINER_TERMS 4
1029
1030
1031 /**
1032 * Texture combine environment state.
1033 */
1034 struct gl_tex_env_combine_state
1035 {
1036 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1037 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1038 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1039 GLenum SourceRGB[MAX_COMBINER_TERMS];
1040 GLenum SourceA[MAX_COMBINER_TERMS];
1041 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1042 GLenum OperandRGB[MAX_COMBINER_TERMS];
1043 GLenum OperandA[MAX_COMBINER_TERMS];
1044 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1045 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1046 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1047 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1048 };
1049
1050
1051 /**
1052 * TexGenEnabled flags.
1053 */
1054 /*@{*/
1055 #define S_BIT 1
1056 #define T_BIT 2
1057 #define R_BIT 4
1058 #define Q_BIT 8
1059 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1060 /*@}*/
1061
1062
1063 /**
1064 * Bit flag versions of the corresponding GL_ constants.
1065 */
1066 /*@{*/
1067 #define TEXGEN_SPHERE_MAP 0x1
1068 #define TEXGEN_OBJ_LINEAR 0x2
1069 #define TEXGEN_EYE_LINEAR 0x4
1070 #define TEXGEN_REFLECTION_MAP_NV 0x8
1071 #define TEXGEN_NORMAL_MAP_NV 0x10
1072
1073 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1074 TEXGEN_REFLECTION_MAP_NV | \
1075 TEXGEN_NORMAL_MAP_NV)
1076 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1077 TEXGEN_REFLECTION_MAP_NV | \
1078 TEXGEN_NORMAL_MAP_NV | \
1079 TEXGEN_EYE_LINEAR)
1080 /*@}*/
1081
1082
1083
1084 /** Tex-gen enabled for texture unit? */
1085 #define ENABLE_TEXGEN(unit) (1 << (unit))
1086
1087 /** Non-identity texture matrix for texture unit? */
1088 #define ENABLE_TEXMAT(unit) (1 << (unit))
1089
1090
1091 /**
1092 * Texture coord generation state.
1093 */
1094 struct gl_texgen
1095 {
1096 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1097 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1098 GLfloat ObjectPlane[4];
1099 GLfloat EyePlane[4];
1100 };
1101
1102
1103 /**
1104 * Texture unit state. Contains enable flags, texture environment/function/
1105 * combiners, texgen state, and pointers to current texture objects.
1106 */
1107 struct gl_texture_unit
1108 {
1109 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1110
1111 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1112 GLclampf EnvColor[4];
1113 GLfloat EnvColorUnclamped[4];
1114
1115 struct gl_texgen GenS;
1116 struct gl_texgen GenT;
1117 struct gl_texgen GenR;
1118 struct gl_texgen GenQ;
1119 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1120 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1121
1122 GLfloat LodBias; /**< for biasing mipmap levels */
1123
1124 /** Texture targets that have a non-default texture bound */
1125 GLbitfield _BoundTextures;
1126
1127 /** Current sampler object (GL_ARB_sampler_objects) */
1128 struct gl_sampler_object *Sampler;
1129
1130 /**
1131 * \name GL_EXT_texture_env_combine
1132 */
1133 struct gl_tex_env_combine_state Combine;
1134
1135 /**
1136 * Derived state based on \c EnvMode and the \c BaseFormat of the
1137 * currently enabled texture.
1138 */
1139 struct gl_tex_env_combine_state _EnvMode;
1140
1141 /**
1142 * Currently enabled combiner state. This will point to either
1143 * \c Combine or \c _EnvMode.
1144 */
1145 struct gl_tex_env_combine_state *_CurrentCombine;
1146
1147 /** Current texture object pointers */
1148 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1149
1150 /** Points to highest priority, complete and enabled texture object */
1151 struct gl_texture_object *_Current;
1152
1153 };
1154
1155
1156 /**
1157 * Texture attribute group (GL_TEXTURE_BIT).
1158 */
1159 struct gl_texture_attrib
1160 {
1161 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1162
1163 /** GL_ARB_seamless_cubemap */
1164 GLboolean CubeMapSeamless;
1165
1166 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1167
1168 /** GL_ARB_texture_buffer_object */
1169 struct gl_buffer_object *BufferObject;
1170
1171 /** Texture coord units/sets used for fragment texturing */
1172 GLbitfield _EnabledCoordUnits;
1173
1174 /** Texture coord units that have texgen enabled */
1175 GLbitfield _TexGenEnabled;
1176
1177 /** Texture coord units that have non-identity matrices */
1178 GLbitfield _TexMatEnabled;
1179
1180 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1181 GLbitfield _GenFlags;
1182
1183 /** Largest index of a texture unit with _Current != NULL. */
1184 GLint _MaxEnabledTexImageUnit;
1185
1186 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1187 GLint NumCurrentTexUsed;
1188
1189 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1190 };
1191
1192
1193 /**
1194 * Data structure representing a single clip plane (e.g. one of the elements
1195 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1196 */
1197 typedef GLfloat gl_clip_plane[4];
1198
1199
1200 /**
1201 * Transformation attribute group (GL_TRANSFORM_BIT).
1202 */
1203 struct gl_transform_attrib
1204 {
1205 GLenum MatrixMode; /**< Matrix mode */
1206 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1207 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1208 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1209 GLboolean Normalize; /**< Normalize all normals? */
1210 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1211 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1212 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1213 /** GL_ARB_clip_control */
1214 GLenum ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1215 GLenum ClipDepthMode; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1216 };
1217
1218
1219 /**
1220 * Viewport attribute group (GL_VIEWPORT_BIT).
1221 */
1222 struct gl_viewport_attrib
1223 {
1224 GLfloat X, Y; /**< position */
1225 GLfloat Width, Height; /**< size */
1226 GLdouble Near, Far; /**< Depth buffer range */
1227 };
1228
1229
1230 typedef enum {
1231 MAP_USER,
1232 MAP_INTERNAL,
1233
1234 MAP_COUNT
1235 } gl_map_buffer_index;
1236
1237
1238 /**
1239 * Fields describing a mapped buffer range.
1240 */
1241 struct gl_buffer_mapping {
1242 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1243 GLvoid *Pointer; /**< User-space address of mapping */
1244 GLintptr Offset; /**< Mapped offset */
1245 GLsizeiptr Length; /**< Mapped length */
1246 };
1247
1248
1249 /**
1250 * Usages we've seen for a buffer object.
1251 */
1252 typedef enum {
1253 USAGE_UNIFORM_BUFFER = 0x1,
1254 USAGE_TEXTURE_BUFFER = 0x2,
1255 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1256 USAGE_SHADER_STORAGE_BUFFER = 0x8,
1257 USAGE_TRANSFORM_FEEDBACK_BUFFER = 0x10,
1258 USAGE_PIXEL_PACK_BUFFER = 0x20,
1259 USAGE_DISABLE_MINMAX_CACHE = 0x40,
1260 } gl_buffer_usage;
1261
1262
1263 /**
1264 * GL_ARB_vertex/pixel_buffer_object buffer object
1265 */
1266 struct gl_buffer_object
1267 {
1268 mtx_t Mutex;
1269 GLint RefCount;
1270 GLuint Name;
1271 GLchar *Label; /**< GL_KHR_debug */
1272 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1273 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1274 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1275 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1276 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1277 GLboolean Written; /**< Ever written to? (for debugging) */
1278 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1279 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1280 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1281
1282 /** Counters used for buffer usage warnings */
1283 GLuint NumSubDataCalls;
1284 GLuint NumMapBufferWriteCalls;
1285
1286 struct gl_buffer_mapping Mappings[MAP_COUNT];
1287
1288 /** Memoization of min/max index computations for static index buffers */
1289 struct hash_table *MinMaxCache;
1290 unsigned MinMaxCacheHitIndices;
1291 unsigned MinMaxCacheMissIndices;
1292 bool MinMaxCacheDirty;
1293 };
1294
1295
1296 /**
1297 * Client pixel packing/unpacking attributes
1298 */
1299 struct gl_pixelstore_attrib
1300 {
1301 GLint Alignment;
1302 GLint RowLength;
1303 GLint SkipPixels;
1304 GLint SkipRows;
1305 GLint ImageHeight;
1306 GLint SkipImages;
1307 GLboolean SwapBytes;
1308 GLboolean LsbFirst;
1309 GLboolean Invert; /**< GL_MESA_pack_invert */
1310 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1311 GLint CompressedBlockHeight;
1312 GLint CompressedBlockDepth;
1313 GLint CompressedBlockSize;
1314 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1315 };
1316
1317
1318 /**
1319 * Client vertex array attributes
1320 */
1321 struct gl_client_array
1322 {
1323 GLint Size; /**< components per element (1,2,3,4) */
1324 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1325 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1326 GLsizei Stride; /**< user-specified stride */
1327 GLsizei StrideB; /**< actual stride in bytes */
1328 GLuint _ElementSize; /**< size of each element in bytes */
1329 const GLubyte *Ptr; /**< Points to array data */
1330 GLboolean Enabled; /**< Enabled flag is a boolean */
1331 GLboolean Normalized; /**< GL_ARB_vertex_program */
1332 GLboolean Integer; /**< Integer-valued? */
1333 GLboolean Doubles; /**< double precision values are not converted to floats */
1334 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1335
1336 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1337 };
1338
1339
1340 /**
1341 * Vertex attribute array as seen by the client.
1342 *
1343 * Contains the size, type, format and normalization flag,
1344 * along with the index of a vertex buffer binding point.
1345 *
1346 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1347 * and is only present for backwards compatibility reasons.
1348 * Rendering always uses VERTEX_BINDING_STRIDE.
1349 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1350 * and VERTEX_BINDING_STRIDE to the same value, while
1351 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1352 */
1353 struct gl_vertex_attrib_array
1354 {
1355 GLint Size; /**< Components per element (1,2,3,4) */
1356 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1357 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1358 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1359 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1360 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1361 GLboolean Enabled; /**< Whether the array is enabled */
1362 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1363 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1364 GLboolean Doubles; /**< double precision values are not converted to floats */
1365 GLuint _ElementSize; /**< Size of each element in bytes */
1366 GLuint VertexBinding; /**< Vertex buffer binding */
1367 };
1368
1369
1370 /**
1371 * This describes the buffer object used for a vertex array (or
1372 * multiple vertex arrays). If BufferObj points to the default/null
1373 * buffer object, then the vertex array lives in user memory and not a VBO.
1374 */
1375 struct gl_vertex_buffer_binding
1376 {
1377 GLintptr Offset; /**< User-specified offset */
1378 GLsizei Stride; /**< User-specified stride */
1379 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1380 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1381 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1382 };
1383
1384
1385 /**
1386 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+,
1387 * GL_ARB_vertex_array_object, or the original GL_APPLE_vertex_array_object
1388 * extension.
1389 */
1390 struct gl_vertex_array_object
1391 {
1392 /** Name of the VAO as received from glGenVertexArray. */
1393 GLuint Name;
1394
1395 GLint RefCount;
1396
1397 GLchar *Label; /**< GL_KHR_debug */
1398
1399 mtx_t Mutex;
1400
1401 /**
1402 * Does the VAO use ARB semantics or Apple semantics?
1403 *
1404 * There are several ways in which ARB_vertex_array_object and
1405 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1406 * least,
1407 *
1408 * - ARB VAOs require that all array data be sourced from vertex buffer
1409 * objects, but Apple VAOs do not.
1410 *
1411 * - ARB VAOs require that names come from GenVertexArrays.
1412 *
1413 * This flag notes which behavior governs this VAO.
1414 */
1415 GLboolean ARBsemantics;
1416
1417 /**
1418 * Has this array object been bound?
1419 */
1420 GLboolean EverBound;
1421
1422 /**
1423 * Derived vertex attribute arrays
1424 *
1425 * This is a legacy data structure created from gl_vertex_attrib_array and
1426 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1427 */
1428 struct gl_client_array _VertexAttrib[VERT_ATTRIB_MAX];
1429
1430 /** Vertex attribute arrays */
1431 struct gl_vertex_attrib_array VertexAttrib[VERT_ATTRIB_MAX];
1432
1433 /** Vertex buffer bindings */
1434 struct gl_vertex_buffer_binding VertexBinding[VERT_ATTRIB_MAX];
1435
1436 /** Mask indicating which vertex arrays have vertex buffer associated. */
1437 GLbitfield64 VertexAttribBufferMask;
1438
1439 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1440 GLbitfield64 _Enabled;
1441
1442 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1443 GLbitfield64 NewArrays;
1444
1445 /** The index buffer (also known as the element array buffer in OpenGL). */
1446 struct gl_buffer_object *IndexBufferObj;
1447 };
1448
1449
1450 /** Used to signal when transitioning from one kind of drawing method
1451 * to another.
1452 */
1453 typedef enum {
1454 DRAW_NONE, /**< Initial value only */
1455 DRAW_BEGIN_END,
1456 DRAW_DISPLAY_LIST,
1457 DRAW_ARRAYS
1458 } gl_draw_method;
1459
1460 /**
1461 * Enum for the OpenGL APIs we know about and may support.
1462 *
1463 * NOTE: This must match the api_enum table in
1464 * src/mesa/main/get_hash_generator.py
1465 */
1466 typedef enum
1467 {
1468 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
1469 API_OPENGLES,
1470 API_OPENGLES2,
1471 API_OPENGL_CORE,
1472 API_OPENGL_LAST = API_OPENGL_CORE
1473 } gl_api;
1474
1475 /**
1476 * Vertex array state
1477 */
1478 struct gl_array_attrib
1479 {
1480 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1481 struct gl_vertex_array_object *VAO;
1482
1483 /** The default vertex array object */
1484 struct gl_vertex_array_object *DefaultVAO;
1485
1486 /** The last VAO accessed by a DSA function */
1487 struct gl_vertex_array_object *LastLookedUpVAO;
1488
1489 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1490 struct _mesa_HashTable *Objects;
1491
1492 GLint ActiveTexture; /**< Client Active Texture */
1493 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1494 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1495
1496 /**
1497 * \name Primitive restart controls
1498 *
1499 * Primitive restart is enabled if either \c PrimitiveRestart or
1500 * \c PrimitiveRestartFixedIndex is set.
1501 */
1502 /*@{*/
1503 GLboolean PrimitiveRestart;
1504 GLboolean PrimitiveRestartFixedIndex;
1505 GLboolean _PrimitiveRestart;
1506 GLuint RestartIndex;
1507 /*@}*/
1508
1509 /** One of the DRAW_xxx flags, not consumed by drivers */
1510 gl_draw_method DrawMethod;
1511
1512 /* GL_ARB_vertex_buffer_object */
1513 struct gl_buffer_object *ArrayBufferObj;
1514
1515 /**
1516 * Vertex arrays as consumed by a driver.
1517 * The array pointer is set up only by the VBO module.
1518 */
1519 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1520
1521 /** Legal array datatypes and the API for which they have been computed */
1522 GLbitfield LegalTypesMask;
1523 gl_api LegalTypesMaskAPI;
1524 };
1525
1526
1527 /**
1528 * Feedback buffer state
1529 */
1530 struct gl_feedback
1531 {
1532 GLenum Type;
1533 GLbitfield _Mask; /**< FB_* bits */
1534 GLfloat *Buffer;
1535 GLuint BufferSize;
1536 GLuint Count;
1537 };
1538
1539
1540 /**
1541 * Selection buffer state
1542 */
1543 struct gl_selection
1544 {
1545 GLuint *Buffer; /**< selection buffer */
1546 GLuint BufferSize; /**< size of the selection buffer */
1547 GLuint BufferCount; /**< number of values in the selection buffer */
1548 GLuint Hits; /**< number of records in the selection buffer */
1549 GLuint NameStackDepth; /**< name stack depth */
1550 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1551 GLboolean HitFlag; /**< hit flag */
1552 GLfloat HitMinZ; /**< minimum hit depth */
1553 GLfloat HitMaxZ; /**< maximum hit depth */
1554 };
1555
1556
1557 /**
1558 * 1-D Evaluator control points
1559 */
1560 struct gl_1d_map
1561 {
1562 GLuint Order; /**< Number of control points */
1563 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1564 GLfloat *Points; /**< Points to contiguous control points */
1565 };
1566
1567
1568 /**
1569 * 2-D Evaluator control points
1570 */
1571 struct gl_2d_map
1572 {
1573 GLuint Uorder; /**< Number of control points in U dimension */
1574 GLuint Vorder; /**< Number of control points in V dimension */
1575 GLfloat u1, u2, du;
1576 GLfloat v1, v2, dv;
1577 GLfloat *Points; /**< Points to contiguous control points */
1578 };
1579
1580
1581 /**
1582 * All evaluator control point state
1583 */
1584 struct gl_evaluators
1585 {
1586 /**
1587 * \name 1-D maps
1588 */
1589 /*@{*/
1590 struct gl_1d_map Map1Vertex3;
1591 struct gl_1d_map Map1Vertex4;
1592 struct gl_1d_map Map1Index;
1593 struct gl_1d_map Map1Color4;
1594 struct gl_1d_map Map1Normal;
1595 struct gl_1d_map Map1Texture1;
1596 struct gl_1d_map Map1Texture2;
1597 struct gl_1d_map Map1Texture3;
1598 struct gl_1d_map Map1Texture4;
1599 /*@}*/
1600
1601 /**
1602 * \name 2-D maps
1603 */
1604 /*@{*/
1605 struct gl_2d_map Map2Vertex3;
1606 struct gl_2d_map Map2Vertex4;
1607 struct gl_2d_map Map2Index;
1608 struct gl_2d_map Map2Color4;
1609 struct gl_2d_map Map2Normal;
1610 struct gl_2d_map Map2Texture1;
1611 struct gl_2d_map Map2Texture2;
1612 struct gl_2d_map Map2Texture3;
1613 struct gl_2d_map Map2Texture4;
1614 /*@}*/
1615 };
1616
1617
1618 struct gl_transform_feedback_varying_info
1619 {
1620 char *Name;
1621 GLenum Type;
1622 GLint BufferIndex;
1623 GLint Size;
1624 GLint Offset;
1625 };
1626
1627
1628 /**
1629 * Per-output info vertex shaders for transform feedback.
1630 */
1631 struct gl_transform_feedback_output
1632 {
1633 unsigned OutputRegister;
1634 unsigned OutputBuffer;
1635 unsigned NumComponents;
1636 unsigned StreamId;
1637
1638 /** offset (in DWORDs) of this output within the interleaved structure */
1639 unsigned DstOffset;
1640
1641 /**
1642 * Offset into the output register of the data to output. For example,
1643 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1644 * offset is in the y and z components of the output register.
1645 */
1646 unsigned ComponentOffset;
1647 };
1648
1649
1650 struct gl_transform_feedback_buffer
1651 {
1652 unsigned Binding;
1653
1654 unsigned NumVaryings;
1655
1656 /**
1657 * Total number of components stored in each buffer. This may be used by
1658 * hardware back-ends to determine the correct stride when interleaving
1659 * multiple transform feedback outputs in the same buffer.
1660 */
1661 unsigned Stride;
1662
1663 /**
1664 * Which transform feedback stream this buffer binding is associated with.
1665 */
1666 unsigned Stream;
1667 };
1668
1669
1670 /** Post-link transform feedback info. */
1671 struct gl_transform_feedback_info
1672 {
1673 unsigned NumOutputs;
1674
1675 /* Bitmask of active buffer indices. */
1676 unsigned ActiveBuffers;
1677
1678 struct gl_transform_feedback_output *Outputs;
1679
1680 /** Transform feedback varyings used for the linking of this shader program.
1681 *
1682 * Use for glGetTransformFeedbackVarying().
1683 */
1684 struct gl_transform_feedback_varying_info *Varyings;
1685 GLint NumVarying;
1686
1687 struct gl_transform_feedback_buffer Buffers[MAX_FEEDBACK_BUFFERS];
1688 };
1689
1690
1691 /**
1692 * Transform feedback object state
1693 */
1694 struct gl_transform_feedback_object
1695 {
1696 GLuint Name; /**< AKA the object ID */
1697 GLint RefCount;
1698 GLchar *Label; /**< GL_KHR_debug */
1699 GLboolean Active; /**< Is transform feedback enabled? */
1700 GLboolean Paused; /**< Is transform feedback paused? */
1701 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1702 at least once? */
1703 GLboolean EverBound; /**< Has this object been bound? */
1704
1705 /**
1706 * GLES: if Active is true, remaining number of primitives which can be
1707 * rendered without overflow. This is necessary to track because GLES
1708 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1709 * glDrawArraysInstanced would overflow transform feedback buffers.
1710 * Undefined if Active is false.
1711 *
1712 * Not tracked for desktop GL since it's unnecessary.
1713 */
1714 unsigned GlesRemainingPrims;
1715
1716 /**
1717 * The shader program active when BeginTransformFeedback() was called.
1718 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1719 * where stage is the pipeline stage that is the source of data for
1720 * transform feedback.
1721 */
1722 struct gl_shader_program *shader_program;
1723
1724 /** The feedback buffers */
1725 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1726 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1727
1728 /** Start of feedback data in dest buffer */
1729 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1730
1731 /**
1732 * Max data to put into dest buffer (in bytes). Computed based on
1733 * RequestedSize and the actual size of the buffer.
1734 */
1735 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1736
1737 /**
1738 * Size that was specified when the buffer was bound. If the buffer was
1739 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1740 * zero.
1741 */
1742 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1743 };
1744
1745
1746 /**
1747 * Context state for transform feedback.
1748 */
1749 struct gl_transform_feedback_state
1750 {
1751 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1752
1753 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1754 struct gl_buffer_object *CurrentBuffer;
1755
1756 /** The table of all transform feedback objects */
1757 struct _mesa_HashTable *Objects;
1758
1759 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1760 struct gl_transform_feedback_object *CurrentObject;
1761
1762 /** The default xform-fb object (Name==0) */
1763 struct gl_transform_feedback_object *DefaultObject;
1764 };
1765
1766
1767 /**
1768 * A "performance monitor" as described in AMD_performance_monitor.
1769 */
1770 struct gl_perf_monitor_object
1771 {
1772 GLuint Name;
1773
1774 /** True if the monitor is currently active (Begin called but not End). */
1775 GLboolean Active;
1776
1777 /**
1778 * True if the monitor has ended.
1779 *
1780 * This is distinct from !Active because it may never have began.
1781 */
1782 GLboolean Ended;
1783
1784 /**
1785 * A list of groups with currently active counters.
1786 *
1787 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1788 */
1789 unsigned *ActiveGroups;
1790
1791 /**
1792 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1793 *
1794 * Checking whether counter 'c' in group 'g' is active can be done via:
1795 *
1796 * BITSET_TEST(ActiveCounters[g], c)
1797 */
1798 GLuint **ActiveCounters;
1799 };
1800
1801
1802 union gl_perf_monitor_counter_value
1803 {
1804 float f;
1805 uint64_t u64;
1806 uint32_t u32;
1807 };
1808
1809
1810 struct gl_perf_monitor_counter
1811 {
1812 /** Human readable name for the counter. */
1813 const char *Name;
1814
1815 /**
1816 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1817 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1818 */
1819 GLenum Type;
1820
1821 /** Minimum counter value. */
1822 union gl_perf_monitor_counter_value Minimum;
1823
1824 /** Maximum counter value. */
1825 union gl_perf_monitor_counter_value Maximum;
1826 };
1827
1828
1829 struct gl_perf_monitor_group
1830 {
1831 /** Human readable name for the group. */
1832 const char *Name;
1833
1834 /**
1835 * Maximum number of counters in this group which can be active at the
1836 * same time.
1837 */
1838 GLuint MaxActiveCounters;
1839
1840 /** Array of counters within this group. */
1841 const struct gl_perf_monitor_counter *Counters;
1842 GLuint NumCounters;
1843 };
1844
1845
1846 /**
1847 * Context state for AMD_performance_monitor.
1848 */
1849 struct gl_perf_monitor_state
1850 {
1851 /** Array of performance monitor groups (indexed by group ID) */
1852 const struct gl_perf_monitor_group *Groups;
1853 GLuint NumGroups;
1854
1855 /** The table of all performance monitors. */
1856 struct _mesa_HashTable *Monitors;
1857 };
1858
1859
1860 /**
1861 * Names of the various vertex/fragment program register files, etc.
1862 *
1863 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1864 * All values should fit in a 4-bit field.
1865 *
1866 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
1867 * considered to be "uniform" variables since they can only be set outside
1868 * glBegin/End. They're also all stored in the same Parameters array.
1869 */
1870 typedef enum
1871 {
1872 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1873 PROGRAM_ARRAY, /**< Arrays & Matrixes */
1874 PROGRAM_INPUT, /**< machine->Inputs[] */
1875 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1876 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1877 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1878 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1879 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1880 PROGRAM_ADDRESS, /**< machine->AddressReg */
1881 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1882 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1883 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1884 PROGRAM_IMMEDIATE, /**< Immediate value, used by TGSI */
1885 PROGRAM_BUFFER, /**< for shader buffers, compile-time only */
1886 PROGRAM_MEMORY, /**< for shared, global and local memory */
1887 PROGRAM_IMAGE, /**< for shader images, compile-time only */
1888 PROGRAM_FILE_MAX
1889 } gl_register_file;
1890
1891
1892 /**
1893 * Base class for any kind of program object
1894 */
1895 struct gl_program
1896 {
1897 mtx_t Mutex;
1898 GLuint Id;
1899 GLint RefCount;
1900 GLubyte *String; /**< Null-terminated program text */
1901
1902 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
1903 GLenum Format; /**< String encoding format */
1904
1905 struct prog_instruction *Instructions;
1906
1907 struct nir_shader *nir;
1908
1909 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
1910 GLbitfield64 DoubleInputsRead; /**< Bitmask of which input regs are read and are doubles */
1911 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1912 GLbitfield PatchInputsRead; /**< VAR[0..31] usage for patch inputs (user-defined only) */
1913 GLbitfield PatchOutputsWritten; /**< VAR[0..31] usage for patch outputs (user-defined only) */
1914 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1915 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1916 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1917 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1918
1919 GLboolean UsesGather; /**< Does this program use gather4 at all? */
1920
1921 /**
1922 * For vertex and geometry shaders, true if the program uses the
1923 * gl_ClipDistance output. Ignored for fragment shaders.
1924 */
1925 unsigned ClipDistanceArraySize;
1926 unsigned CullDistanceArraySize;
1927
1928
1929 /** Named parameters, constants, etc. from program text */
1930 struct gl_program_parameter_list *Parameters;
1931
1932 /**
1933 * Local parameters used by the program.
1934 *
1935 * It's dynamically allocated because it is rarely used (just
1936 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
1937 * allocated.
1938 */
1939 GLfloat (*LocalParams)[4];
1940
1941 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1942 GLubyte SamplerUnits[MAX_SAMPLERS];
1943
1944 /** Bitmask of which register files are read/written with indirect
1945 * addressing. Mask of (1 << PROGRAM_x) bits.
1946 */
1947 GLbitfield IndirectRegisterFiles;
1948
1949 /** Logical counts */
1950 /*@{*/
1951 GLuint NumInstructions;
1952 GLuint NumTemporaries;
1953 GLuint NumParameters;
1954 GLuint NumAttributes;
1955 GLuint NumAddressRegs;
1956 GLuint NumAluInstructions;
1957 GLuint NumTexInstructions;
1958 GLuint NumTexIndirections;
1959 /*@}*/
1960 /** Native, actual h/w counts */
1961 /*@{*/
1962 GLuint NumNativeInstructions;
1963 GLuint NumNativeTemporaries;
1964 GLuint NumNativeParameters;
1965 GLuint NumNativeAttributes;
1966 GLuint NumNativeAddressRegs;
1967 GLuint NumNativeAluInstructions;
1968 GLuint NumNativeTexInstructions;
1969 GLuint NumNativeTexIndirections;
1970 /*@}*/
1971 };
1972
1973
1974 /** Vertex program object */
1975 struct gl_vertex_program
1976 {
1977 struct gl_program Base; /**< base class */
1978 GLboolean IsPositionInvariant;
1979 };
1980
1981
1982 /** Tessellation control program object */
1983 struct gl_tess_ctrl_program
1984 {
1985 struct gl_program Base; /**< base class */
1986
1987 /* output layout */
1988 GLint VerticesOut;
1989 };
1990
1991
1992 /** Tessellation evaluation program object */
1993 struct gl_tess_eval_program
1994 {
1995 struct gl_program Base; /**< base class */
1996
1997 /* input layout */
1998 GLenum PrimitiveMode; /* GL_TRIANGLES, GL_QUADS or GL_ISOLINES */
1999 GLenum Spacing; /* GL_EQUAL, GL_FRACTIONAL_EVEN, GL_FRACTIONAL_ODD */
2000 GLenum VertexOrder; /* GL_CW or GL_CCW */
2001 bool PointMode;
2002 };
2003
2004
2005 /** Geometry program object */
2006 struct gl_geometry_program
2007 {
2008 struct gl_program Base; /**< base class */
2009
2010 GLint VerticesIn;
2011 GLint VerticesOut;
2012 GLint Invocations;
2013 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2014 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2015 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2016 bool UsesEndPrimitive;
2017 bool UsesStreams;
2018 };
2019
2020
2021 /** Fragment program object */
2022 struct gl_fragment_program
2023 {
2024 struct gl_program Base; /**< base class */
2025 GLboolean UsesKill; /**< shader uses KIL instruction */
2026 GLboolean UsesDFdy; /**< shader uses DDY instruction */
2027 GLboolean OriginUpperLeft;
2028 GLboolean PixelCenterInteger;
2029 enum gl_frag_depth_layout FragDepthLayout;
2030
2031 /**
2032 * GLSL interpolation qualifier associated with each fragment shader input.
2033 * For inputs that do not have an interpolation qualifier specified in
2034 * GLSL, the value is INTERP_QUALIFIER_NONE.
2035 */
2036 enum glsl_interp_qualifier InterpQualifier[VARYING_SLOT_MAX];
2037
2038 /**
2039 * Bitfield indicating, for each fragment shader input, 1 if that input
2040 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2041 */
2042 GLbitfield64 IsCentroid;
2043
2044 /**
2045 * Bitfield indicating, for each fragment shader input, 1 if that input
2046 * uses sample interpolation, 0 otherwise. Unused inputs are 0.
2047 */
2048 GLbitfield64 IsSample;
2049 };
2050
2051
2052 /** Compute program object */
2053 struct gl_compute_program
2054 {
2055 struct gl_program Base; /**< base class */
2056
2057 /**
2058 * Size specified using local_size_{x,y,z}.
2059 */
2060 unsigned LocalSize[3];
2061
2062 /**
2063 * Size of shared variables accessed by the compute shader.
2064 */
2065 unsigned SharedSize;
2066 };
2067
2068
2069 /**
2070 * State common to vertex and fragment programs.
2071 */
2072 struct gl_program_state
2073 {
2074 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2075 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2076 };
2077
2078
2079 /**
2080 * Context state for vertex programs.
2081 */
2082 struct gl_vertex_program_state
2083 {
2084 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2085 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2086 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2087 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2088 /** Computed two sided lighting for fixed function/programs. */
2089 GLboolean _TwoSideEnabled;
2090 struct gl_vertex_program *Current; /**< User-bound vertex program */
2091
2092 /** Currently enabled and valid vertex program (including internal
2093 * programs, user-defined vertex programs and GLSL vertex shaders).
2094 * This is the program we must use when rendering.
2095 */
2096 struct gl_vertex_program *_Current;
2097
2098 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2099
2100 /** Should fixed-function T&L be implemented with a vertex prog? */
2101 GLboolean _MaintainTnlProgram;
2102
2103 /** Program to emulate fixed-function T&L (see above) */
2104 struct gl_vertex_program *_TnlProgram;
2105
2106 /** Cache of fixed-function programs */
2107 struct gl_program_cache *Cache;
2108
2109 GLboolean _Overriden;
2110 };
2111
2112 /**
2113 * Context state for tessellation control programs.
2114 */
2115 struct gl_tess_ctrl_program_state
2116 {
2117 /** Currently bound and valid shader. */
2118 struct gl_tess_ctrl_program *_Current;
2119
2120 GLint patch_vertices;
2121 GLfloat patch_default_outer_level[4];
2122 GLfloat patch_default_inner_level[2];
2123 };
2124
2125 /**
2126 * Context state for tessellation evaluation programs.
2127 */
2128 struct gl_tess_eval_program_state
2129 {
2130 /** Currently bound and valid shader. */
2131 struct gl_tess_eval_program *_Current;
2132 };
2133
2134 /**
2135 * Context state for geometry programs.
2136 */
2137 struct gl_geometry_program_state
2138 {
2139 /** Currently enabled and valid program (including internal programs
2140 * and compiled shader programs).
2141 */
2142 struct gl_geometry_program *_Current;
2143 };
2144
2145 /**
2146 * Context state for fragment programs.
2147 */
2148 struct gl_fragment_program_state
2149 {
2150 GLboolean Enabled; /**< User-set fragment program enable flag */
2151 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2152 struct gl_fragment_program *Current; /**< User-bound fragment program */
2153
2154 /** Currently enabled and valid fragment program (including internal
2155 * programs, user-defined fragment programs and GLSL fragment shaders).
2156 * This is the program we must use when rendering.
2157 */
2158 struct gl_fragment_program *_Current;
2159
2160 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2161
2162 /** Should fixed-function texturing be implemented with a fragment prog? */
2163 GLboolean _MaintainTexEnvProgram;
2164
2165 /** Program to emulate fixed-function texture env/combine (see above) */
2166 struct gl_fragment_program *_TexEnvProgram;
2167
2168 /** Cache of fixed-function programs */
2169 struct gl_program_cache *Cache;
2170 };
2171
2172
2173 /**
2174 * Context state for compute programs.
2175 */
2176 struct gl_compute_program_state
2177 {
2178 /** Currently enabled and valid program (including internal programs
2179 * and compiled shader programs).
2180 */
2181 struct gl_compute_program *_Current;
2182 };
2183
2184
2185 /**
2186 * ATI_fragment_shader runtime state
2187 */
2188
2189 struct atifs_instruction;
2190 struct atifs_setupinst;
2191
2192 /**
2193 * ATI fragment shader
2194 */
2195 struct ati_fragment_shader
2196 {
2197 GLuint Id;
2198 GLint RefCount;
2199 struct atifs_instruction *Instructions[2];
2200 struct atifs_setupinst *SetupInst[2];
2201 GLfloat Constants[8][4];
2202 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2203 GLubyte numArithInstr[2];
2204 GLubyte regsAssigned[2];
2205 GLubyte NumPasses; /**< 1 or 2 */
2206 GLubyte cur_pass;
2207 GLubyte last_optype;
2208 GLboolean interpinp1;
2209 GLboolean isValid;
2210 GLuint swizzlerq;
2211 struct gl_program *Program;
2212 };
2213
2214 /**
2215 * Context state for GL_ATI_fragment_shader
2216 */
2217 struct gl_ati_fragment_shader_state
2218 {
2219 GLboolean Enabled;
2220 GLboolean _Enabled; /**< enabled and valid shader? */
2221 GLboolean Compiling;
2222 GLfloat GlobalConstants[8][4];
2223 struct ati_fragment_shader *Current;
2224 };
2225
2226 /**
2227 * Shader subroutine function definition
2228 */
2229 struct gl_subroutine_function
2230 {
2231 char *name;
2232 int index;
2233 int num_compat_types;
2234 const struct glsl_type **types;
2235 };
2236
2237 /**
2238 * A GLSL vertex or fragment shader object.
2239 */
2240 struct gl_shader
2241 {
2242 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2243 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2244 * Must be the first field.
2245 */
2246 GLenum Type;
2247 gl_shader_stage Stage;
2248 GLuint Name; /**< AKA the handle */
2249 GLint RefCount; /**< Reference count */
2250 GLchar *Label; /**< GL_KHR_debug */
2251 GLboolean DeletePending;
2252 GLboolean CompileStatus;
2253 bool IsES; /**< True if this shader uses GLSL ES */
2254
2255 GLuint SourceChecksum; /**< for debug/logging purposes */
2256 const GLchar *Source; /**< Source code string */
2257
2258 struct gl_program *Program; /**< Post-compile assembly code */
2259 GLchar *InfoLog;
2260
2261 unsigned Version; /**< GLSL version used for linking */
2262
2263 /**
2264 * \name Sampler tracking
2265 *
2266 * \note Each of these fields is only set post-linking.
2267 */
2268 /*@{*/
2269 unsigned num_samplers; /**< Number of samplers used by this shader. */
2270 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2271 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2272 /*@}*/
2273
2274 /**
2275 * Map from sampler unit to texture unit (set by glUniform1i())
2276 *
2277 * A sampler unit is associated with each sampler uniform by the linker.
2278 * The sampler unit associated with each uniform is stored in the
2279 * \c gl_uniform_storage::sampler field.
2280 */
2281 GLubyte SamplerUnits[MAX_SAMPLERS];
2282 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2283 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2284
2285 /**
2286 * Number of default uniform block components used by this shader.
2287 *
2288 * This field is only set post-linking.
2289 */
2290 unsigned num_uniform_components;
2291
2292 /**
2293 * Number of combined uniform components used by this shader.
2294 *
2295 * This field is only set post-linking. It is the sum of the uniform block
2296 * sizes divided by sizeof(float), and num_uniform_compoennts.
2297 */
2298 unsigned num_combined_uniform_components;
2299
2300 unsigned NumUniformBlocks;
2301 struct gl_uniform_block **UniformBlocks;
2302
2303 unsigned NumShaderStorageBlocks;
2304 struct gl_uniform_block **ShaderStorageBlocks;
2305
2306 struct exec_list *ir;
2307 struct exec_list *packed_varyings;
2308 struct exec_list *fragdata_arrays;
2309 struct glsl_symbol_table *symbols;
2310
2311 bool uses_builtin_functions;
2312 bool uses_gl_fragcoord;
2313 bool redeclares_gl_fragcoord;
2314 bool ARB_fragment_coord_conventions_enable;
2315
2316 /**
2317 * Fragment shader state from GLSL 1.50 layout qualifiers.
2318 */
2319 bool origin_upper_left;
2320 bool pixel_center_integer;
2321
2322 struct {
2323 /** Global xfb_stride out qualifier if any */
2324 GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
2325 } TransformFeedback;
2326
2327 /**
2328 * Tessellation Control shader state from layout qualifiers.
2329 */
2330 struct {
2331 /**
2332 * 0 - vertices not declared in shader, or
2333 * 1 .. GL_MAX_PATCH_VERTICES
2334 */
2335 GLint VerticesOut;
2336 } TessCtrl;
2337
2338 /**
2339 * Tessellation Evaluation shader state from layout qualifiers.
2340 */
2341 struct {
2342 /**
2343 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2344 * in this shader.
2345 */
2346 GLenum PrimitiveMode;
2347 /**
2348 * GL_EQUAL, GL_FRACTIONAL_ODD, GL_FRACTIONAL_EVEN, or 0 if it's not set
2349 * in this shader.
2350 */
2351 GLenum Spacing;
2352 /**
2353 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2354 */
2355 GLenum VertexOrder;
2356 /**
2357 * 1, 0, or -1 if it's not set in this shader.
2358 */
2359 int PointMode;
2360 } TessEval;
2361
2362 /**
2363 * Geometry shader state from GLSL 1.50 layout qualifiers.
2364 */
2365 struct {
2366 GLint VerticesOut;
2367 /**
2368 * 0 - Invocations count not declared in shader, or
2369 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2370 */
2371 GLint Invocations;
2372 /**
2373 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2374 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2375 * shader.
2376 */
2377 GLenum InputType;
2378 /**
2379 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2380 * it's not set in this shader.
2381 */
2382 GLenum OutputType;
2383 } Geom;
2384
2385 /**
2386 * Map from image uniform index to image unit (set by glUniform1i())
2387 *
2388 * An image uniform index is associated with each image uniform by
2389 * the linker. The image index associated with each uniform is
2390 * stored in the \c gl_uniform_storage::image field.
2391 */
2392 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2393
2394 /**
2395 * Access qualifier specified in the shader for each image uniform
2396 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2397 * GL_READ_WRITE.
2398 *
2399 * It may be different, though only more strict than the value of
2400 * \c gl_image_unit::Access for the corresponding image unit.
2401 */
2402 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2403
2404 /**
2405 * Number of image uniforms defined in the shader. It specifies
2406 * the number of valid elements in the \c ImageUnits and \c
2407 * ImageAccess arrays above.
2408 */
2409 GLuint NumImages;
2410
2411 struct gl_active_atomic_buffer **AtomicBuffers;
2412 unsigned NumAtomicBuffers;
2413
2414 /**
2415 * Whether early fragment tests are enabled as defined by
2416 * ARB_shader_image_load_store.
2417 */
2418 bool EarlyFragmentTests;
2419
2420 /**
2421 * Compute shader state from ARB_compute_shader layout qualifiers.
2422 */
2423 struct {
2424 /**
2425 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2426 * it's not set in this shader.
2427 */
2428 unsigned LocalSize[3];
2429 } Comp;
2430
2431 /**
2432 * Number of types for subroutine uniforms.
2433 */
2434 GLuint NumSubroutineUniformTypes;
2435
2436 /**
2437 * Subroutine uniform remap table
2438 * based on the program level uniform remap table.
2439 */
2440 GLuint NumSubroutineUniforms; /* non-sparse total */
2441 GLuint NumSubroutineUniformRemapTable;
2442 struct gl_uniform_storage **SubroutineUniformRemapTable;
2443
2444 /**
2445 * Num of subroutine functions for this stage
2446 * and storage for them.
2447 */
2448 GLuint NumSubroutineFunctions;
2449 GLuint MaxSubroutineFunctionIndex;
2450 struct gl_subroutine_function *SubroutineFunctions;
2451 };
2452
2453
2454 struct gl_uniform_buffer_variable
2455 {
2456 char *Name;
2457
2458 /**
2459 * Name of the uniform as seen by glGetUniformIndices.
2460 *
2461 * glGetUniformIndices requires that the block instance index \b not be
2462 * present in the name of queried uniforms.
2463 *
2464 * \note
2465 * \c gl_uniform_buffer_variable::IndexName and
2466 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2467 */
2468 char *IndexName;
2469
2470 const struct glsl_type *Type;
2471 unsigned int Offset;
2472 GLboolean RowMajor;
2473 };
2474
2475
2476 enum gl_uniform_block_packing
2477 {
2478 ubo_packing_std140,
2479 ubo_packing_shared,
2480 ubo_packing_packed,
2481 ubo_packing_std430
2482 };
2483
2484
2485 struct gl_uniform_block
2486 {
2487 /** Declared name of the uniform block */
2488 char *Name;
2489
2490 /** Array of supplemental information about UBO ir_variables. */
2491 struct gl_uniform_buffer_variable *Uniforms;
2492 GLuint NumUniforms;
2493
2494 /**
2495 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2496 * with glBindBufferBase to bind a buffer object to this uniform block. When
2497 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2498 */
2499 GLuint Binding;
2500
2501 /**
2502 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2503 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2504 */
2505 GLuint UniformBufferSize;
2506
2507 /** Stages that reference this block */
2508 uint8_t stageref;
2509
2510 /**
2511 * Layout specified in the shader
2512 *
2513 * This isn't accessible through the API, but it is used while
2514 * cross-validating uniform blocks.
2515 */
2516 enum gl_uniform_block_packing _Packing;
2517 };
2518
2519 /**
2520 * Structure that represents a reference to an atomic buffer from some
2521 * shader program.
2522 */
2523 struct gl_active_atomic_buffer
2524 {
2525 /** Uniform indices of the atomic counters declared within it. */
2526 GLuint *Uniforms;
2527 GLuint NumUniforms;
2528
2529 /** Binding point index associated with it. */
2530 GLuint Binding;
2531
2532 /** Minimum reasonable size it is expected to have. */
2533 GLuint MinimumSize;
2534
2535 /** Shader stages making use of it. */
2536 GLboolean StageReferences[MESA_SHADER_STAGES];
2537 };
2538
2539 /**
2540 * Data container for shader queries. This holds only the minimal
2541 * amount of required information for resource queries to work.
2542 */
2543 struct gl_shader_variable
2544 {
2545 /**
2546 * Declared type of the variable
2547 */
2548 const struct glsl_type *type;
2549
2550 /**
2551 * If the variable is in an interface block, this is the type of the block.
2552 */
2553 const struct glsl_type *interface_type;
2554
2555 /**
2556 * For variables inside structs (possibly recursively), this is the
2557 * outermost struct type.
2558 */
2559 const struct glsl_type *outermost_struct_type;
2560
2561 /**
2562 * Declared name of the variable
2563 */
2564 char *name;
2565
2566 /**
2567 * Storage location of the base of this variable
2568 *
2569 * The precise meaning of this field depends on the nature of the variable.
2570 *
2571 * - Vertex shader input: one of the values from \c gl_vert_attrib.
2572 * - Vertex shader output: one of the values from \c gl_varying_slot.
2573 * - Geometry shader input: one of the values from \c gl_varying_slot.
2574 * - Geometry shader output: one of the values from \c gl_varying_slot.
2575 * - Fragment shader input: one of the values from \c gl_varying_slot.
2576 * - Fragment shader output: one of the values from \c gl_frag_result.
2577 * - Uniforms: Per-stage uniform slot number for default uniform block.
2578 * - Uniforms: Index within the uniform block definition for UBO members.
2579 * - Non-UBO Uniforms: explicit location until linking then reused to
2580 * store uniform slot number.
2581 * - Other: This field is not currently used.
2582 *
2583 * If the variable is a uniform, shader input, or shader output, and the
2584 * slot has not been assigned, the value will be -1.
2585 */
2586 int location;
2587
2588 /**
2589 * Specifies the first component the variable is stored in as per
2590 * ARB_enhanced_layouts.
2591 */
2592 unsigned component:2;
2593
2594 /**
2595 * Output index for dual source blending.
2596 *
2597 * \note
2598 * The GLSL spec only allows the values 0 or 1 for the index in \b dual
2599 * source blending.
2600 */
2601 unsigned index:1;
2602
2603 /**
2604 * Specifies whether a shader input/output is per-patch in tessellation
2605 * shader stages.
2606 */
2607 unsigned patch:1;
2608
2609 /**
2610 * Storage class of the variable.
2611 *
2612 * \sa (n)ir_variable_mode
2613 */
2614 unsigned mode:4;
2615
2616 /**
2617 * Interpolation mode for shader inputs / outputs
2618 *
2619 * \sa ir_variable_interpolation
2620 */
2621 unsigned interpolation:2;
2622
2623 /**
2624 * Was the location explicitly set in the shader?
2625 *
2626 * If the location is explicitly set in the shader, it \b cannot be changed
2627 * by the linker or by the API (e.g., calls to \c glBindAttribLocation have
2628 * no effect).
2629 */
2630 unsigned explicit_location:1;
2631
2632 /**
2633 * Precision qualifier.
2634 */
2635 unsigned precision:2;
2636 };
2637
2638 /**
2639 * Active resource in a gl_shader_program
2640 */
2641 struct gl_program_resource
2642 {
2643 GLenum Type; /** Program interface type. */
2644 const void *Data; /** Pointer to resource associated data structure. */
2645 uint8_t StageReferences; /** Bitmask of shader stage references. */
2646 };
2647
2648 /**
2649 * A GLSL program object.
2650 * Basically a linked collection of vertex and fragment shaders.
2651 */
2652 struct gl_shader_program
2653 {
2654 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2655 GLuint Name; /**< aka handle or ID */
2656 GLchar *Label; /**< GL_KHR_debug */
2657 GLint RefCount; /**< Reference count */
2658 GLboolean DeletePending;
2659
2660 /**
2661 * Is the application intending to glGetProgramBinary this program?
2662 */
2663 GLboolean BinaryRetreivableHint;
2664
2665 /**
2666 * Indicates whether program can be bound for individual pipeline stages
2667 * using UseProgramStages after it is next linked.
2668 */
2669 GLboolean SeparateShader;
2670
2671 GLuint NumShaders; /**< number of attached shaders */
2672 struct gl_shader **Shaders; /**< List of attached the shaders */
2673
2674 /**
2675 * User-defined attribute bindings
2676 *
2677 * These are set via \c glBindAttribLocation and are used to direct the
2678 * GLSL linker. These are \b not the values used in the compiled shader,
2679 * and they are \b not the values returned by \c glGetAttribLocation.
2680 */
2681 struct string_to_uint_map *AttributeBindings;
2682
2683 /**
2684 * User-defined fragment data bindings
2685 *
2686 * These are set via \c glBindFragDataLocation and are used to direct the
2687 * GLSL linker. These are \b not the values used in the compiled shader,
2688 * and they are \b not the values returned by \c glGetFragDataLocation.
2689 */
2690 struct string_to_uint_map *FragDataBindings;
2691 struct string_to_uint_map *FragDataIndexBindings;
2692
2693 /**
2694 * Transform feedback varyings last specified by
2695 * glTransformFeedbackVaryings().
2696 *
2697 * For the current set of transform feedback varyings used for transform
2698 * feedback output, see LinkedTransformFeedback.
2699 */
2700 struct {
2701 GLenum BufferMode;
2702 /** Global xfb_stride out qualifier if any */
2703 GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
2704 GLuint NumVarying;
2705 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2706 } TransformFeedback;
2707
2708 /** Post-link transform feedback info. */
2709 struct gl_transform_feedback_info LinkedTransformFeedback;
2710
2711 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2712 enum gl_frag_depth_layout FragDepthLayout;
2713
2714 /**
2715 * Tessellation Control shader state from layout qualifiers.
2716 */
2717 struct {
2718 /**
2719 * 0 - vertices not declared in shader, or
2720 * 1 .. GL_MAX_PATCH_VERTICES
2721 */
2722 GLint VerticesOut;
2723 } TessCtrl;
2724
2725 /**
2726 * Tessellation Evaluation shader state from layout qualifiers.
2727 */
2728 struct {
2729 /** GL_TRIANGLES, GL_QUADS or GL_ISOLINES */
2730 GLenum PrimitiveMode;
2731 /** GL_EQUAL, GL_FRACTIONAL_ODD or GL_FRACTIONAL_EVEN */
2732 GLenum Spacing;
2733 /** GL_CW or GL_CCW */
2734 GLenum VertexOrder;
2735 bool PointMode;
2736 /**
2737 * True if gl_ClipDistance is written to. Copied into
2738 * gl_tess_eval_program by _mesa_copy_linked_program_data().
2739 */
2740 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2741 0 if not present. */
2742 GLuint CullDistanceArraySize; /**< Size of the gl_CullDistance array, or
2743 0 if not present. */
2744 } TessEval;
2745
2746 /**
2747 * Geometry shader state - copied into gl_geometry_program by
2748 * _mesa_copy_linked_program_data().
2749 */
2750 struct {
2751 GLint VerticesIn;
2752 GLint VerticesOut;
2753 /**
2754 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2755 */
2756 GLint Invocations;
2757 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2758 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2759 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2760 /**
2761 * True if gl_ClipDistance is written to. Copied into
2762 * gl_geometry_program by _mesa_copy_linked_program_data().
2763 */
2764 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2765 0 if not present. */
2766 GLuint CullDistanceArraySize; /**< Size of the gl_CullDistance array, or
2767 0 if not present. */
2768 bool UsesEndPrimitive;
2769 bool UsesStreams;
2770 } Geom;
2771
2772 /** Vertex shader state */
2773 struct {
2774 /**
2775 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2776 * by _mesa_copy_linked_program_data().
2777 */
2778 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2779 0 if not present. */
2780 GLuint CullDistanceArraySize; /**< Size of the gl_CullDistance array, or
2781 0 if not present. */
2782 } Vert;
2783
2784 /**
2785 * Compute shader state - copied into gl_compute_program by
2786 * _mesa_copy_linked_program_data().
2787 */
2788 struct {
2789 /**
2790 * If this shader contains a compute stage, size specified using
2791 * local_size_{x,y,z}. Otherwise undefined.
2792 */
2793 unsigned LocalSize[3];
2794 /**
2795 * Size of shared variables accessed by the compute shader.
2796 */
2797 unsigned SharedSize;
2798 } Comp;
2799
2800 /* post-link info: */
2801 unsigned NumUniformStorage;
2802 unsigned NumHiddenUniforms;
2803 struct gl_uniform_storage *UniformStorage;
2804
2805 /**
2806 * Mapping from GL uniform locations returned by \c glUniformLocation to
2807 * UniformStorage entries. Arrays will have multiple contiguous slots
2808 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2809 */
2810 unsigned NumUniformRemapTable;
2811 struct gl_uniform_storage **UniformRemapTable;
2812
2813 /**
2814 * Sometimes there are empty slots left over in UniformRemapTable after we
2815 * allocate slots to explicit locations. This list stores the blocks of
2816 * continuous empty slots inside UniformRemapTable.
2817 */
2818 struct exec_list EmptyUniformLocations;
2819
2820 /**
2821 * Size of the gl_ClipDistance array that is output from the last pipeline
2822 * stage before the fragment shader.
2823 */
2824 unsigned LastClipDistanceArraySize;
2825 unsigned LastCullDistanceArraySize;
2826
2827 unsigned NumUniformBlocks;
2828 struct gl_uniform_block *UniformBlocks;
2829
2830 unsigned NumShaderStorageBlocks;
2831 struct gl_uniform_block *ShaderStorageBlocks;
2832
2833 /**
2834 * Map of active uniform names to locations
2835 *
2836 * Maps any active uniform that is not an array element to a location.
2837 * Each active uniform, including individual structure members will appear
2838 * in this map. This roughly corresponds to the set of names that would be
2839 * enumerated by \c glGetActiveUniform.
2840 */
2841 struct string_to_uint_map *UniformHash;
2842
2843 struct gl_active_atomic_buffer *AtomicBuffers;
2844 unsigned NumAtomicBuffers;
2845
2846 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2847 GLboolean Validated;
2848 GLboolean _Used; /**< Ever used for drawing? */
2849 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
2850 GLchar *InfoLog;
2851
2852 unsigned Version; /**< GLSL version used for linking */
2853 bool IsES; /**< True if this program uses GLSL ES */
2854
2855 /**
2856 * Per-stage shaders resulting from the first stage of linking.
2857 *
2858 * Set of linked shaders for this program. The array is accessed using the
2859 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2860 * \c NULL.
2861 */
2862 struct gl_shader *_LinkedShaders[MESA_SHADER_STAGES];
2863
2864 /** List of all active resources after linking. */
2865 struct gl_program_resource *ProgramResourceList;
2866 unsigned NumProgramResourceList;
2867
2868 /* True if any of the fragment shaders attached to this program use:
2869 * #extension ARB_fragment_coord_conventions: enable
2870 */
2871 GLboolean ARB_fragment_coord_conventions_enable;
2872 };
2873
2874
2875 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2876 #define GLSL_LOG 0x2 /**< Write shaders to files */
2877 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2878 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2879 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2880 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2881 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2882 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2883 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2884 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2885
2886
2887 /**
2888 * Context state for GLSL vertex/fragment shaders.
2889 * Extended to support pipeline object
2890 */
2891 struct gl_pipeline_object
2892 {
2893 /** Name of the pipeline object as received from glGenProgramPipelines.
2894 * It would be 0 for shaders without separate shader objects.
2895 */
2896 GLuint Name;
2897
2898 GLint RefCount;
2899
2900 mtx_t Mutex;
2901
2902 GLchar *Label; /**< GL_KHR_debug */
2903
2904 /**
2905 * Programs used for rendering
2906 *
2907 * There is a separate program set for each shader stage.
2908 */
2909 struct gl_shader_program *CurrentProgram[MESA_SHADER_STAGES];
2910
2911 struct gl_shader_program *_CurrentFragmentProgram;
2912
2913 /**
2914 * Program used by glUniform calls.
2915 *
2916 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2917 */
2918 struct gl_shader_program *ActiveProgram;
2919
2920 GLbitfield Flags; /**< Mask of GLSL_x flags */
2921
2922 GLboolean EverBound; /**< Has the pipeline object been created */
2923
2924 GLboolean Validated; /**< Pipeline Validation status */
2925
2926 GLchar *InfoLog;
2927 };
2928
2929 /**
2930 * Context state for GLSL pipeline shaders.
2931 */
2932 struct gl_pipeline_shader_state
2933 {
2934 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
2935 struct gl_pipeline_object *Current;
2936
2937 /* Default Object to ensure that _Shader is never NULL */
2938 struct gl_pipeline_object *Default;
2939
2940 /** Pipeline objects */
2941 struct _mesa_HashTable *Objects;
2942 };
2943
2944 /**
2945 * Compiler options for a single GLSL shaders type
2946 */
2947 struct gl_shader_compiler_options
2948 {
2949 /** Driver-selectable options: */
2950 GLboolean EmitNoLoops;
2951 GLboolean EmitNoFunctions;
2952 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2953 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2954 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2955 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2956 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
2957 GLboolean LowerCombinedClipCullDistance; /** Lower gl_ClipDistance and
2958 * gl_CullDistance together from
2959 * float[8] to vec4[2]
2960 **/
2961
2962 /**
2963 * \name Forms of indirect addressing the driver cannot do.
2964 */
2965 /*@{*/
2966 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2967 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2968 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2969 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2970 GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
2971 /*@}*/
2972
2973 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2974 GLuint MaxUnrollIterations;
2975
2976 /**
2977 * Optimize code for array of structures backends.
2978 *
2979 * This is a proxy for:
2980 * - preferring DP4 instructions (rather than MUL/MAD) for
2981 * matrix * vector operations, such as position transformation.
2982 */
2983 GLboolean OptimizeForAOS;
2984
2985 GLboolean LowerBufferInterfaceBlocks; /**< Lower UBO and SSBO access to intrinsics. */
2986
2987 /** Clamp UBO and SSBO block indices so they don't go out-of-bounds. */
2988 GLboolean ClampBlockIndicesToArrayBounds;
2989
2990 GLboolean LowerShaderSharedVariables; /**< Lower compute shader shared
2991 * variable access to intrinsics. */
2992
2993 const struct nir_shader_compiler_options *NirOptions;
2994 };
2995
2996
2997 /**
2998 * Occlusion/timer query object.
2999 */
3000 struct gl_query_object
3001 {
3002 GLenum Target; /**< The query target, when active */
3003 GLuint Id; /**< hash table ID/name */
3004 GLchar *Label; /**< GL_KHR_debug */
3005 GLuint64EXT Result; /**< the counter */
3006 GLboolean Active; /**< inside Begin/EndQuery */
3007 GLboolean Ready; /**< result is ready? */
3008 GLboolean EverBound;/**< has query object ever been bound */
3009 GLuint Stream; /**< The stream */
3010 };
3011
3012
3013 /**
3014 * Context state for query objects.
3015 */
3016 struct gl_query_state
3017 {
3018 struct _mesa_HashTable *QueryObjects;
3019 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
3020 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
3021
3022 /** GL_NV_conditional_render */
3023 struct gl_query_object *CondRenderQuery;
3024
3025 /** GL_EXT_transform_feedback */
3026 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
3027 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
3028
3029 /** GL_ARB_timer_query */
3030 struct gl_query_object *TimeElapsed;
3031
3032 /** GL_ARB_pipeline_statistics_query */
3033 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
3034
3035 GLenum CondRenderMode;
3036 };
3037
3038
3039 /** Sync object state */
3040 struct gl_sync_object
3041 {
3042 GLenum Type; /**< GL_SYNC_FENCE */
3043 GLuint Name; /**< Fence name */
3044 GLchar *Label; /**< GL_KHR_debug */
3045 GLint RefCount; /**< Reference count */
3046 GLboolean DeletePending; /**< Object was deleted while there were still
3047 * live references (e.g., sync not yet finished)
3048 */
3049 GLenum SyncCondition;
3050 GLbitfield Flags; /**< Flags passed to glFenceSync */
3051 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
3052 };
3053
3054
3055 /**
3056 * State which can be shared by multiple contexts:
3057 */
3058 struct gl_shared_state
3059 {
3060 mtx_t Mutex; /**< for thread safety */
3061 GLint RefCount; /**< Reference count */
3062 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
3063 struct _mesa_HashTable *BitmapAtlas; /**< For optimized glBitmap text */
3064 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
3065
3066 /** Default texture objects (shared by all texture units) */
3067 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
3068
3069 /** Fallback texture used when a bound texture is incomplete */
3070 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
3071
3072 /**
3073 * \name Thread safety and statechange notification for texture
3074 * objects.
3075 *
3076 * \todo Improve the granularity of locking.
3077 */
3078 /*@{*/
3079 mtx_t TexMutex; /**< texobj thread safety */
3080 GLuint TextureStateStamp; /**< state notification for shared tex */
3081 /*@}*/
3082
3083 /** Default buffer object for vertex arrays that aren't in VBOs */
3084 struct gl_buffer_object *NullBufferObj;
3085
3086 /**
3087 * \name Vertex/geometry/fragment programs
3088 */
3089 /*@{*/
3090 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3091 struct gl_vertex_program *DefaultVertexProgram;
3092 struct gl_fragment_program *DefaultFragmentProgram;
3093 /*@}*/
3094
3095 /* GL_ATI_fragment_shader */
3096 struct _mesa_HashTable *ATIShaders;
3097 struct ati_fragment_shader *DefaultFragmentShader;
3098
3099 struct _mesa_HashTable *BufferObjects;
3100
3101 /** Table of both gl_shader and gl_shader_program objects */
3102 struct _mesa_HashTable *ShaderObjects;
3103
3104 /* GL_EXT_framebuffer_object */
3105 struct _mesa_HashTable *RenderBuffers;
3106 struct _mesa_HashTable *FrameBuffers;
3107
3108 /* GL_ARB_sync */
3109 struct set *SyncObjects;
3110
3111 /** GL_ARB_sampler_objects */
3112 struct _mesa_HashTable *SamplerObjects;
3113
3114 /**
3115 * Some context in this share group was affected by a GPU reset
3116 *
3117 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3118 * been affected by a GPU reset must also return
3119 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3120 *
3121 * Once this field becomes true, it is never reset to false.
3122 */
3123 bool ShareGroupReset;
3124 };
3125
3126
3127
3128 /**
3129 * Renderbuffers represent drawing surfaces such as color, depth and/or
3130 * stencil. A framebuffer object has a set of renderbuffers.
3131 * Drivers will typically derive subclasses of this type.
3132 */
3133 struct gl_renderbuffer
3134 {
3135 mtx_t Mutex; /**< for thread safety */
3136 GLuint ClassID; /**< Useful for drivers */
3137 GLuint Name;
3138 GLchar *Label; /**< GL_KHR_debug */
3139 GLint RefCount;
3140 GLuint Width, Height;
3141 GLuint Depth;
3142 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3143 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3144 /**
3145 * True for renderbuffers that wrap textures, giving the driver a chance to
3146 * flush render caches through the FinishRenderTexture hook.
3147 *
3148 * Drivers may also set this on renderbuffers other than those generated by
3149 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3150 * called without a rb->TexImage.
3151 */
3152 GLboolean NeedsFinishRenderTexture;
3153 GLubyte NumSamples;
3154 GLenum InternalFormat; /**< The user-specified format */
3155 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3156 GL_STENCIL_INDEX. */
3157 mesa_format Format; /**< The actual renderbuffer memory format */
3158 /**
3159 * Pointer to the texture image if this renderbuffer wraps a texture,
3160 * otherwise NULL.
3161 *
3162 * Note that the reference on the gl_texture_object containing this
3163 * TexImage is held by the gl_renderbuffer_attachment.
3164 */
3165 struct gl_texture_image *TexImage;
3166
3167 /** Delete this renderbuffer */
3168 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3169
3170 /** Allocate new storage for this renderbuffer */
3171 GLboolean (*AllocStorage)(struct gl_context *ctx,
3172 struct gl_renderbuffer *rb,
3173 GLenum internalFormat,
3174 GLuint width, GLuint height);
3175 };
3176
3177
3178 /**
3179 * A renderbuffer attachment points to either a texture object (and specifies
3180 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3181 */
3182 struct gl_renderbuffer_attachment
3183 {
3184 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3185 GLboolean Complete;
3186
3187 /**
3188 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3189 * application supplied renderbuffer object.
3190 */
3191 struct gl_renderbuffer *Renderbuffer;
3192
3193 /**
3194 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3195 * supplied texture object.
3196 */
3197 struct gl_texture_object *Texture;
3198 GLuint TextureLevel; /**< Attached mipmap level. */
3199 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3200 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3201 * and 2D array textures */
3202 GLboolean Layered;
3203 };
3204
3205
3206 /**
3207 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3208 * In C++ terms, think of this as a base class from which device drivers
3209 * will make derived classes.
3210 */
3211 struct gl_framebuffer
3212 {
3213 mtx_t Mutex; /**< for thread safety */
3214 /**
3215 * If zero, this is a window system framebuffer. If non-zero, this
3216 * is a FBO framebuffer; note that for some devices (i.e. those with
3217 * a natural pixel coordinate system for FBOs that differs from the
3218 * OpenGL/Mesa coordinate system), this means that the viewport,
3219 * polygon face orientation, and polygon stipple will have to be inverted.
3220 */
3221 GLuint Name;
3222 GLint RefCount;
3223
3224 GLchar *Label; /**< GL_KHR_debug */
3225
3226 GLboolean DeletePending;
3227
3228 /**
3229 * The framebuffer's visual. Immutable if this is a window system buffer.
3230 * Computed from attachments if user-made FBO.
3231 */
3232 struct gl_config Visual;
3233
3234 /**
3235 * Size of frame buffer in pixels. If there are no attachments, then both
3236 * of these are 0.
3237 */
3238 GLuint Width, Height;
3239
3240 /**
3241 * In the case that the framebuffer has no attachment (i.e.
3242 * GL_ARB_framebuffer_no_attachments) then the geometry of
3243 * the framebuffer is specified by the default values.
3244 */
3245 struct {
3246 GLuint Width, Height, Layers, NumSamples;
3247 GLboolean FixedSampleLocations;
3248 /* Derived from NumSamples by the driver so that it can choose a valid
3249 * value for the hardware.
3250 */
3251 GLuint _NumSamples;
3252 } DefaultGeometry;
3253
3254 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3255 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3256 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3257 */
3258 /*@{*/
3259 GLint _Xmin, _Xmax;
3260 GLint _Ymin, _Ymax;
3261 /*@}*/
3262
3263 /** \name Derived Z buffer stuff */
3264 /*@{*/
3265 GLuint _DepthMax; /**< Max depth buffer value */
3266 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3267 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3268 /*@}*/
3269
3270 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3271 GLenum _Status;
3272
3273 /** Whether one of Attachment has Type != GL_NONE
3274 * NOTE: the values for Width and Height are set to 0 in case of having
3275 * no attachments, a backend driver supporting the extension
3276 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3277 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3278 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3279 * _Ymax do NOT take into account _HasAttachments being false). To get the
3280 * geometry of the framebuffer, the helper functions
3281 * _mesa_geometric_width(),
3282 * _mesa_geometric_height(),
3283 * _mesa_geometric_samples() and
3284 * _mesa_geometric_layers()
3285 * are available that check _HasAttachments.
3286 */
3287 bool _HasAttachments;
3288
3289 /** Integer color values */
3290 GLboolean _IntegerColor;
3291
3292 /* ARB_color_buffer_float */
3293 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3294 GLboolean _HasSNormOrFloatColorBuffer;
3295
3296 /**
3297 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3298 * is not layered. For cube maps and cube map arrays, each cube face
3299 * counts as a layer. As the case for Width, Height a backend driver
3300 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3301 * in the case that _HasAttachments is false
3302 */
3303 GLuint MaxNumLayers;
3304
3305 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3306 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3307
3308 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3309 * attribute group and GL_PIXEL attribute group, respectively.
3310 */
3311 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3312 GLenum ColorReadBuffer;
3313
3314 /** Computed from ColorDraw/ReadBuffer above */
3315 GLuint _NumColorDrawBuffers;
3316 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3317 GLint _ColorReadBufferIndex; /* -1 = None */
3318 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3319 struct gl_renderbuffer *_ColorReadBuffer;
3320
3321 /** Delete this framebuffer */
3322 void (*Delete)(struct gl_framebuffer *fb);
3323 };
3324
3325
3326 /**
3327 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3328 */
3329 struct gl_precision
3330 {
3331 GLushort RangeMin; /**< min value exponent */
3332 GLushort RangeMax; /**< max value exponent */
3333 GLushort Precision; /**< number of mantissa bits */
3334 };
3335
3336
3337 /**
3338 * Limits for vertex, geometry and fragment programs/shaders.
3339 */
3340 struct gl_program_constants
3341 {
3342 /* logical limits */
3343 GLuint MaxInstructions;
3344 GLuint MaxAluInstructions;
3345 GLuint MaxTexInstructions;
3346 GLuint MaxTexIndirections;
3347 GLuint MaxAttribs;
3348 GLuint MaxTemps;
3349 GLuint MaxAddressRegs;
3350 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3351 GLuint MaxParameters;
3352 GLuint MaxLocalParams;
3353 GLuint MaxEnvParams;
3354 /* native/hardware limits */
3355 GLuint MaxNativeInstructions;
3356 GLuint MaxNativeAluInstructions;
3357 GLuint MaxNativeTexInstructions;
3358 GLuint MaxNativeTexIndirections;
3359 GLuint MaxNativeAttribs;
3360 GLuint MaxNativeTemps;
3361 GLuint MaxNativeAddressRegs;
3362 GLuint MaxNativeParameters;
3363 /* For shaders */
3364 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3365
3366 /**
3367 * \name Per-stage input / output limits
3368 *
3369 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3370 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3371 * ES). This is stored as \c gl_constants::MaxVarying.
3372 *
3373 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3374 * variables. Each stage as a certain number of outputs that it can feed
3375 * to the next stage and a certain number inputs that it can consume from
3376 * the previous stage.
3377 *
3378 * Vertex shader inputs do not participate this in this accounting.
3379 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3380 *
3381 * Fragment shader outputs do not participate this in this accounting.
3382 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3383 */
3384 /*@{*/
3385 GLuint MaxInputComponents;
3386 GLuint MaxOutputComponents;
3387 /*@}*/
3388
3389 /* ES 2.0 and GL_ARB_ES2_compatibility */
3390 struct gl_precision LowFloat, MediumFloat, HighFloat;
3391 struct gl_precision LowInt, MediumInt, HighInt;
3392 /* GL_ARB_uniform_buffer_object */
3393 GLuint MaxUniformBlocks;
3394 GLuint MaxCombinedUniformComponents;
3395 GLuint MaxTextureImageUnits;
3396
3397 /* GL_ARB_shader_atomic_counters */
3398 GLuint MaxAtomicBuffers;
3399 GLuint MaxAtomicCounters;
3400
3401 /* GL_ARB_shader_image_load_store */
3402 GLuint MaxImageUniforms;
3403
3404 /* GL_ARB_shader_storage_buffer_object */
3405 GLuint MaxShaderStorageBlocks;
3406 };
3407
3408
3409 /**
3410 * Constants which may be overridden by device driver during context creation
3411 * but are never changed after that.
3412 */
3413 struct gl_constants
3414 {
3415 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3416 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3417 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3418 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3419 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3420 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3421 GLuint MaxTextureCoordUnits;
3422 GLuint MaxCombinedTextureImageUnits;
3423 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3424 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3425 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3426 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3427
3428 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3429
3430 GLuint MaxArrayLockSize;
3431
3432 GLint SubPixelBits;
3433
3434 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3435 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3436 GLfloat PointSizeGranularity;
3437 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3438 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3439 GLfloat LineWidthGranularity;
3440
3441 GLuint MaxClipPlanes;
3442 GLuint MaxLights;
3443 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3444 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3445
3446 GLuint MaxViewportWidth, MaxViewportHeight;
3447 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3448 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3449 struct {
3450 GLfloat Min;
3451 GLfloat Max;
3452 } ViewportBounds; /**< GL_ARB_viewport_array */
3453 GLuint MaxWindowRectangles; /**< GL_EXT_window_rectangles */
3454
3455 struct gl_program_constants Program[MESA_SHADER_STAGES];
3456 GLuint MaxProgramMatrices;
3457 GLuint MaxProgramMatrixStackDepth;
3458
3459 struct {
3460 GLuint SamplesPassed;
3461 GLuint TimeElapsed;
3462 GLuint Timestamp;
3463 GLuint PrimitivesGenerated;
3464 GLuint PrimitivesWritten;
3465 GLuint VerticesSubmitted;
3466 GLuint PrimitivesSubmitted;
3467 GLuint VsInvocations;
3468 GLuint TessPatches;
3469 GLuint TessInvocations;
3470 GLuint GsInvocations;
3471 GLuint GsPrimitives;
3472 GLuint FsInvocations;
3473 GLuint ComputeInvocations;
3474 GLuint ClInPrimitives;
3475 GLuint ClOutPrimitives;
3476 } QueryCounterBits;
3477
3478 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3479
3480 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3481 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3482 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3483
3484 /**
3485 * GL_ARB_framebuffer_no_attachments
3486 */
3487 GLuint MaxFramebufferWidth;
3488 GLuint MaxFramebufferHeight;
3489 GLuint MaxFramebufferLayers;
3490 GLuint MaxFramebufferSamples;
3491
3492 /** Number of varying vectors between any two shader stages. */
3493 GLuint MaxVarying;
3494
3495 /** @{
3496 * GL_ARB_uniform_buffer_object
3497 */
3498 GLuint MaxCombinedUniformBlocks;
3499 GLuint MaxUniformBufferBindings;
3500 GLuint MaxUniformBlockSize;
3501 GLuint UniformBufferOffsetAlignment;
3502 /** @} */
3503
3504 /** @{
3505 * GL_ARB_shader_storage_buffer_object
3506 */
3507 GLuint MaxCombinedShaderStorageBlocks;
3508 GLuint MaxShaderStorageBufferBindings;
3509 GLuint MaxShaderStorageBlockSize;
3510 GLuint ShaderStorageBufferOffsetAlignment;
3511 /** @} */
3512
3513 /**
3514 * GL_ARB_explicit_uniform_location
3515 */
3516 GLuint MaxUserAssignableUniformLocations;
3517
3518 /** geometry shader */
3519 GLuint MaxGeometryOutputVertices;
3520 GLuint MaxGeometryTotalOutputComponents;
3521
3522 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3523
3524 /**
3525 * Changes default GLSL extension behavior from "error" to "warn". It's out
3526 * of spec, but it can make some apps work that otherwise wouldn't.
3527 */
3528 GLboolean ForceGLSLExtensionsWarn;
3529
3530 /**
3531 * If non-zero, forces GLSL shaders to behave as if they began
3532 * with "#version ForceGLSLVersion".
3533 */
3534 GLuint ForceGLSLVersion;
3535
3536 /**
3537 * Allow GLSL #extension directives in the middle of shaders.
3538 */
3539 GLboolean AllowGLSLExtensionDirectiveMidShader;
3540
3541 /**
3542 * Does the driver support real 32-bit integers? (Otherwise, integers are
3543 * simulated via floats.)
3544 */
3545 GLboolean NativeIntegers;
3546
3547 /**
3548 * Does VertexID count from zero or from base vertex?
3549 *
3550 * \note
3551 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3552 * ignored and need not be set.
3553 */
3554 bool VertexID_is_zero_based;
3555
3556 /**
3557 * If the driver supports real 32-bit integers, what integer value should be
3558 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3559 */
3560 GLuint UniformBooleanTrue;
3561
3562 /**
3563 * Maximum amount of time, measured in nanseconds, that the server can wait.
3564 */
3565 GLuint64 MaxServerWaitTimeout;
3566
3567 /** GL_EXT_provoking_vertex */
3568 GLboolean QuadsFollowProvokingVertexConvention;
3569
3570 /** GL_ARB_viewport_array */
3571 GLenum LayerAndVPIndexProvokingVertex;
3572
3573 /** OpenGL version 3.0 */
3574 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3575
3576 /** OpenGL version 3.2 */
3577 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3578
3579 /** OpenGL version 4.4 */
3580 GLuint MaxVertexAttribStride;
3581
3582 /** GL_EXT_transform_feedback */
3583 GLuint MaxTransformFeedbackBuffers;
3584 GLuint MaxTransformFeedbackSeparateComponents;
3585 GLuint MaxTransformFeedbackInterleavedComponents;
3586 GLuint MaxVertexStreams;
3587
3588 /** GL_EXT_gpu_shader4 */
3589 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3590
3591 /** GL_ARB_texture_gather */
3592 GLuint MinProgramTextureGatherOffset;
3593 GLuint MaxProgramTextureGatherOffset;
3594 GLuint MaxProgramTextureGatherComponents;
3595
3596 /* GL_ARB_robustness */
3597 GLenum ResetStrategy;
3598
3599 /* GL_ARB_blend_func_extended */
3600 GLuint MaxDualSourceDrawBuffers;
3601
3602 /**
3603 * Whether the implementation strips out and ignores texture borders.
3604 *
3605 * Many GPU hardware implementations don't support rendering with texture
3606 * borders and mipmapped textures. (Note: not static border color, but the
3607 * old 1-pixel border around each edge). Implementations then have to do
3608 * slow fallbacks to be correct, or just ignore the border and be fast but
3609 * wrong. Setting the flag strips the border off of TexImage calls,
3610 * providing "fast but wrong" at significantly reduced driver complexity.
3611 *
3612 * Texture borders are deprecated in GL 3.0.
3613 **/
3614 GLboolean StripTextureBorder;
3615
3616 /**
3617 * For drivers which can do a better job at eliminating unused uniforms
3618 * than the GLSL compiler.
3619 *
3620 * XXX Remove these as soon as a better solution is available.
3621 */
3622 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3623
3624 /** Whether gl_FragCoord and gl_FrontFacing are system values. */
3625 bool GLSLFragCoordIsSysVal;
3626 bool GLSLFrontFacingIsSysVal;
3627
3628 /**
3629 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3630 * than passing the transform feedback object to the drawing function.
3631 */
3632 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3633
3634 /** GL_ARB_map_buffer_alignment */
3635 GLuint MinMapBufferAlignment;
3636
3637 /**
3638 * Disable varying packing. This is out of spec, but potentially useful
3639 * for older platforms that supports a limited number of texture
3640 * indirections--on these platforms, unpacking the varyings in the fragment
3641 * shader increases the number of texture indirections by 1, which might
3642 * make some shaders not executable at all.
3643 *
3644 * Drivers that support transform feedback must set this value to GL_FALSE.
3645 */
3646 GLboolean DisableVaryingPacking;
3647
3648 /**
3649 * Should meaningful names be generated for compiler temporary variables?
3650 *
3651 * Generally, it is not useful to have the compiler generate "meaningful"
3652 * names for temporary variables that it creates. This can, however, be a
3653 * useful debugging aid. In Mesa debug builds or release builds when
3654 * MESA_GLSL is set at run-time, meaningful names will be generated.
3655 * Drivers can also force names to be generated by setting this field.
3656 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3657 * vertex shader assembly) is set at run-time.
3658 */
3659 bool GenerateTemporaryNames;
3660
3661 /*
3662 * Maximum value supported for an index in DrawElements and friends.
3663 *
3664 * This must be at least (1ull<<24)-1. The default value is
3665 * (1ull<<32)-1.
3666 *
3667 * \since ES 3.0 or GL_ARB_ES3_compatibility
3668 * \sa _mesa_init_constants
3669 */
3670 GLuint64 MaxElementIndex;
3671
3672 /**
3673 * Disable interpretation of line continuations (lines ending with a
3674 * backslash character ('\') in GLSL source.
3675 */
3676 GLboolean DisableGLSLLineContinuations;
3677
3678 /** GL_ARB_texture_multisample */
3679 GLint MaxColorTextureSamples;
3680 GLint MaxDepthTextureSamples;
3681 GLint MaxIntegerSamples;
3682
3683 /**
3684 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3685 * samples are laid out in a rectangular grid roughly corresponding to
3686 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3687 * are used to map indices of rectangular grid to sample numbers within
3688 * a pixel. This mapping of indices to sample numbers must be initialized
3689 * by the driver for the target hardware. For example, if we have the 8X
3690 * MSAA sample number layout (sample positions) for XYZ hardware:
3691 *
3692 * sample indices layout sample number layout
3693 * --------- ---------
3694 * | 0 | 1 | | a | b |
3695 * --------- ---------
3696 * | 2 | 3 | | c | d |
3697 * --------- ---------
3698 * | 4 | 5 | | e | f |
3699 * --------- ---------
3700 * | 6 | 7 | | g | h |
3701 * --------- ---------
3702 *
3703 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3704 *
3705 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3706 * below:
3707 * SampleMap8x = {a, b, c, d, e, f, g, h};
3708 *
3709 * Follow the logic for sample counts 2-8.
3710 *
3711 * For 16x the sample indices layout as a 4x4 grid as follows:
3712 *
3713 * -----------------
3714 * | 0 | 1 | 2 | 3 |
3715 * -----------------
3716 * | 4 | 5 | 6 | 7 |
3717 * -----------------
3718 * | 8 | 9 |10 |11 |
3719 * -----------------
3720 * |12 |13 |14 |15 |
3721 * -----------------
3722 */
3723 uint8_t SampleMap2x[2];
3724 uint8_t SampleMap4x[4];
3725 uint8_t SampleMap8x[8];
3726 uint8_t SampleMap16x[16];
3727
3728 /** GL_ARB_shader_atomic_counters */
3729 GLuint MaxAtomicBufferBindings;
3730 GLuint MaxAtomicBufferSize;
3731 GLuint MaxCombinedAtomicBuffers;
3732 GLuint MaxCombinedAtomicCounters;
3733
3734 /** GL_ARB_vertex_attrib_binding */
3735 GLint MaxVertexAttribRelativeOffset;
3736 GLint MaxVertexAttribBindings;
3737
3738 /* GL_ARB_shader_image_load_store */
3739 GLuint MaxImageUnits;
3740 GLuint MaxCombinedShaderOutputResources;
3741 GLuint MaxImageSamples;
3742 GLuint MaxCombinedImageUniforms;
3743
3744 /** GL_ARB_compute_shader */
3745 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3746 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3747 GLuint MaxComputeWorkGroupInvocations;
3748 GLuint MaxComputeSharedMemorySize;
3749
3750 /** GL_ARB_gpu_shader5 */
3751 GLfloat MinFragmentInterpolationOffset;
3752 GLfloat MaxFragmentInterpolationOffset;
3753
3754 GLboolean FakeSWMSAA;
3755
3756 /** GL_KHR_context_flush_control */
3757 GLenum ContextReleaseBehavior;
3758
3759 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
3760
3761 /** GL_ARB_tessellation_shader */
3762 GLuint MaxPatchVertices;
3763 GLuint MaxTessGenLevel;
3764 GLuint MaxTessPatchComponents;
3765 GLuint MaxTessControlTotalOutputComponents;
3766 bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
3767 bool LowerTCSPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */
3768 bool LowerTESPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */
3769 bool PrimitiveRestartForPatches;
3770 bool LowerCsDerivedVariables; /**< Lower gl_GlobalInvocationID and
3771 * gl_LocalInvocationIndex based on
3772 * other builtin variables. */
3773 };
3774
3775
3776 /**
3777 * Enable flag for each OpenGL extension. Different device drivers will
3778 * enable different extensions at runtime.
3779 */
3780 struct gl_extensions
3781 {
3782 GLboolean dummy; /* don't remove this! */
3783 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3784 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3785 GLboolean ANGLE_texture_compression_dxt;
3786 GLboolean ARB_ES2_compatibility;
3787 GLboolean ARB_ES3_compatibility;
3788 GLboolean ARB_ES3_1_compatibility;
3789 GLboolean ARB_ES3_2_compatibility;
3790 GLboolean ARB_arrays_of_arrays;
3791 GLboolean ARB_base_instance;
3792 GLboolean ARB_blend_func_extended;
3793 GLboolean ARB_buffer_storage;
3794 GLboolean ARB_clear_texture;
3795 GLboolean ARB_clip_control;
3796 GLboolean ARB_color_buffer_float;
3797 GLboolean ARB_compute_shader;
3798 GLboolean ARB_conditional_render_inverted;
3799 GLboolean ARB_conservative_depth;
3800 GLboolean ARB_copy_image;
3801 GLboolean ARB_cull_distance;
3802 GLboolean ARB_depth_buffer_float;
3803 GLboolean ARB_depth_clamp;
3804 GLboolean ARB_depth_texture;
3805 GLboolean ARB_derivative_control;
3806 GLboolean ARB_draw_buffers_blend;
3807 GLboolean ARB_draw_elements_base_vertex;
3808 GLboolean ARB_draw_indirect;
3809 GLboolean ARB_draw_instanced;
3810 GLboolean ARB_fragment_coord_conventions;
3811 GLboolean ARB_fragment_layer_viewport;
3812 GLboolean ARB_fragment_program;
3813 GLboolean ARB_fragment_program_shadow;
3814 GLboolean ARB_fragment_shader;
3815 GLboolean ARB_framebuffer_no_attachments;
3816 GLboolean ARB_framebuffer_object;
3817 GLboolean ARB_enhanced_layouts;
3818 GLboolean ARB_explicit_attrib_location;
3819 GLboolean ARB_explicit_uniform_location;
3820 GLboolean ARB_gpu_shader5;
3821 GLboolean ARB_gpu_shader_fp64;
3822 GLboolean ARB_half_float_vertex;
3823 GLboolean ARB_indirect_parameters;
3824 GLboolean ARB_instanced_arrays;
3825 GLboolean ARB_internalformat_query;
3826 GLboolean ARB_internalformat_query2;
3827 GLboolean ARB_map_buffer_range;
3828 GLboolean ARB_occlusion_query;
3829 GLboolean ARB_occlusion_query2;
3830 GLboolean ARB_pipeline_statistics_query;
3831 GLboolean ARB_point_sprite;
3832 GLboolean ARB_query_buffer_object;
3833 GLboolean ARB_robust_buffer_access_behavior;
3834 GLboolean ARB_sample_shading;
3835 GLboolean ARB_seamless_cube_map;
3836 GLboolean ARB_shader_atomic_counter_ops;
3837 GLboolean ARB_shader_atomic_counters;
3838 GLboolean ARB_shader_bit_encoding;
3839 GLboolean ARB_shader_clock;
3840 GLboolean ARB_shader_draw_parameters;
3841 GLboolean ARB_shader_group_vote;
3842 GLboolean ARB_shader_image_load_store;
3843 GLboolean ARB_shader_image_size;
3844 GLboolean ARB_shader_precision;
3845 GLboolean ARB_shader_stencil_export;
3846 GLboolean ARB_shader_storage_buffer_object;
3847 GLboolean ARB_shader_subroutine;
3848 GLboolean ARB_shader_texture_image_samples;
3849 GLboolean ARB_shader_texture_lod;
3850 GLboolean ARB_shading_language_packing;
3851 GLboolean ARB_shading_language_420pack;
3852 GLboolean ARB_shadow;
3853 GLboolean ARB_stencil_texturing;
3854 GLboolean ARB_sync;
3855 GLboolean ARB_tessellation_shader;
3856 GLboolean ARB_texture_border_clamp;
3857 GLboolean ARB_texture_buffer_object;
3858 GLboolean ARB_texture_buffer_object_rgb32;
3859 GLboolean ARB_texture_buffer_range;
3860 GLboolean ARB_texture_compression_bptc;
3861 GLboolean ARB_texture_compression_rgtc;
3862 GLboolean ARB_texture_cube_map;
3863 GLboolean ARB_texture_cube_map_array;
3864 GLboolean ARB_texture_env_combine;
3865 GLboolean ARB_texture_env_crossbar;
3866 GLboolean ARB_texture_env_dot3;
3867 GLboolean ARB_texture_float;
3868 GLboolean ARB_texture_gather;
3869 GLboolean ARB_texture_mirror_clamp_to_edge;
3870 GLboolean ARB_texture_multisample;
3871 GLboolean ARB_texture_non_power_of_two;
3872 GLboolean ARB_texture_stencil8;
3873 GLboolean ARB_texture_query_levels;
3874 GLboolean ARB_texture_query_lod;
3875 GLboolean ARB_texture_rg;
3876 GLboolean ARB_texture_rgb10_a2ui;
3877 GLboolean ARB_texture_view;
3878 GLboolean ARB_timer_query;
3879 GLboolean ARB_transform_feedback2;
3880 GLboolean ARB_transform_feedback3;
3881 GLboolean ARB_transform_feedback_instanced;
3882 GLboolean ARB_uniform_buffer_object;
3883 GLboolean ARB_vertex_attrib_64bit;
3884 GLboolean ARB_vertex_program;
3885 GLboolean ARB_vertex_shader;
3886 GLboolean ARB_vertex_type_10f_11f_11f_rev;
3887 GLboolean ARB_vertex_type_2_10_10_10_rev;
3888 GLboolean ARB_viewport_array;
3889 GLboolean EXT_blend_color;
3890 GLboolean EXT_blend_equation_separate;
3891 GLboolean EXT_blend_func_separate;
3892 GLboolean EXT_blend_minmax;
3893 GLboolean EXT_depth_bounds_test;
3894 GLboolean EXT_draw_buffers2;
3895 GLboolean EXT_framebuffer_multisample;
3896 GLboolean EXT_framebuffer_multisample_blit_scaled;
3897 GLboolean EXT_framebuffer_sRGB;
3898 GLboolean EXT_gpu_program_parameters;
3899 GLboolean EXT_gpu_shader4;
3900 GLboolean EXT_packed_float;
3901 GLboolean EXT_pixel_buffer_object;
3902 GLboolean EXT_point_parameters;
3903 GLboolean EXT_polygon_offset_clamp;
3904 GLboolean EXT_provoking_vertex;
3905 GLboolean EXT_shader_integer_mix;
3906 GLboolean EXT_shader_samples_identical;
3907 GLboolean EXT_stencil_two_side;
3908 GLboolean EXT_texture_array;
3909 GLboolean EXT_texture_compression_latc;
3910 GLboolean EXT_texture_compression_s3tc;
3911 GLboolean EXT_texture_env_dot3;
3912 GLboolean EXT_texture_filter_anisotropic;
3913 GLboolean EXT_texture_integer;
3914 GLboolean EXT_texture_mirror_clamp;
3915 GLboolean EXT_texture_shared_exponent;
3916 GLboolean EXT_texture_snorm;
3917 GLboolean EXT_texture_sRGB;
3918 GLboolean EXT_texture_sRGB_decode;
3919 GLboolean EXT_texture_swizzle;
3920 GLboolean EXT_transform_feedback;
3921 GLboolean EXT_timer_query;
3922 GLboolean EXT_vertex_array_bgra;
3923 GLboolean EXT_window_rectangles;
3924 GLboolean OES_copy_image;
3925 GLboolean OES_sample_variables;
3926 GLboolean OES_shader_io_blocks;
3927 GLboolean OES_standard_derivatives;
3928 GLboolean OES_texture_buffer;
3929 /* vendor extensions */
3930 GLboolean AMD_performance_monitor;
3931 GLboolean AMD_pinned_memory;
3932 GLboolean AMD_seamless_cubemap_per_texture;
3933 GLboolean AMD_vertex_shader_layer;
3934 GLboolean AMD_vertex_shader_viewport_index;
3935 GLboolean APPLE_object_purgeable;
3936 GLboolean ATI_meminfo;
3937 GLboolean ATI_texture_compression_3dc;
3938 GLboolean ATI_texture_mirror_once;
3939 GLboolean ATI_texture_env_combine3;
3940 GLboolean ATI_fragment_shader;
3941 GLboolean ATI_separate_stencil;
3942 GLboolean GREMEDY_string_marker;
3943 GLboolean INTEL_performance_query;
3944 GLboolean KHR_robustness;
3945 GLboolean KHR_texture_compression_astc_hdr;
3946 GLboolean KHR_texture_compression_astc_ldr;
3947 GLboolean MESA_pack_invert;
3948 GLboolean MESA_ycbcr_texture;
3949 GLboolean NV_conditional_render;
3950 GLboolean NV_fog_distance;
3951 GLboolean NV_point_sprite;
3952 GLboolean NV_primitive_restart;
3953 GLboolean NV_texture_barrier;
3954 GLboolean NV_texture_env_combine4;
3955 GLboolean NV_texture_rectangle;
3956 GLboolean NV_vdpau_interop;
3957 GLboolean NVX_gpu_memory_info;
3958 GLboolean TDFX_texture_compression_FXT1;
3959 GLboolean OES_EGL_image;
3960 GLboolean OES_draw_texture;
3961 GLboolean OES_depth_texture_cube_map;
3962 GLboolean OES_EGL_image_external;
3963 GLboolean OES_texture_float;
3964 GLboolean OES_texture_float_linear;
3965 GLboolean OES_texture_half_float;
3966 GLboolean OES_texture_half_float_linear;
3967 GLboolean OES_compressed_ETC1_RGB8_texture;
3968 GLboolean OES_geometry_shader;
3969 GLboolean OES_texture_compression_astc;
3970 GLboolean extension_sentinel;
3971 /** The extension string */
3972 const GLubyte *String;
3973 /** Number of supported extensions */
3974 GLuint Count;
3975 /**
3976 * The context version which extension helper functions compare against.
3977 * By default, the value is equal to ctx->Version. This changes to ~0
3978 * while meta is in progress.
3979 */
3980 GLubyte Version;
3981 };
3982
3983
3984 /**
3985 * A stack of matrices (projection, modelview, color, texture, etc).
3986 */
3987 struct gl_matrix_stack
3988 {
3989 GLmatrix *Top; /**< points into Stack */
3990 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3991 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3992 GLuint MaxDepth; /**< size of Stack[] array */
3993 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3994 };
3995
3996
3997 /**
3998 * \name Bits for image transfer operations
3999 * \sa __struct gl_contextRec::ImageTransferState.
4000 */
4001 /*@{*/
4002 #define IMAGE_SCALE_BIAS_BIT 0x1
4003 #define IMAGE_SHIFT_OFFSET_BIT 0x2
4004 #define IMAGE_MAP_COLOR_BIT 0x4
4005 #define IMAGE_CLAMP_BIT 0x800
4006
4007
4008 /** Pixel Transfer ops */
4009 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
4010 IMAGE_SHIFT_OFFSET_BIT | \
4011 IMAGE_MAP_COLOR_BIT)
4012
4013 /**
4014 * \name Bits to indicate what state has changed.
4015 */
4016 /*@{*/
4017 #define _NEW_MODELVIEW (1u << 0) /**< gl_context::ModelView */
4018 #define _NEW_PROJECTION (1u << 1) /**< gl_context::Projection */
4019 #define _NEW_TEXTURE_MATRIX (1u << 2) /**< gl_context::TextureMatrix */
4020 #define _NEW_COLOR (1u << 3) /**< gl_context::Color */
4021 #define _NEW_DEPTH (1u << 4) /**< gl_context::Depth */
4022 #define _NEW_EVAL (1u << 5) /**< gl_context::Eval, EvalMap */
4023 #define _NEW_FOG (1u << 6) /**< gl_context::Fog */
4024 #define _NEW_HINT (1u << 7) /**< gl_context::Hint */
4025 #define _NEW_LIGHT (1u << 8) /**< gl_context::Light */
4026 #define _NEW_LINE (1u << 9) /**< gl_context::Line */
4027 #define _NEW_PIXEL (1u << 10) /**< gl_context::Pixel */
4028 #define _NEW_POINT (1u << 11) /**< gl_context::Point */
4029 #define _NEW_POLYGON (1u << 12) /**< gl_context::Polygon */
4030 #define _NEW_POLYGONSTIPPLE (1u << 13) /**< gl_context::PolygonStipple */
4031 #define _NEW_SCISSOR (1u << 14) /**< gl_context::Scissor */
4032 #define _NEW_STENCIL (1u << 15) /**< gl_context::Stencil */
4033 #define _NEW_TEXTURE (1u << 16) /**< gl_context::Texture */
4034 #define _NEW_TRANSFORM (1u << 17) /**< gl_context::Transform */
4035 #define _NEW_VIEWPORT (1u << 18) /**< gl_context::Viewport */
4036 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4037 #define _NEW_ARRAY (1u << 20) /**< gl_context::Array */
4038 #define _NEW_RENDERMODE (1u << 21) /**< gl_context::RenderMode, etc */
4039 #define _NEW_BUFFERS (1u << 22) /**< gl_context::Visual, DrawBuffer, */
4040 #define _NEW_CURRENT_ATTRIB (1u << 23) /**< gl_context::Current */
4041 #define _NEW_MULTISAMPLE (1u << 24) /**< gl_context::Multisample */
4042 #define _NEW_TRACK_MATRIX (1u << 25) /**< gl_context::VertexProgram */
4043 #define _NEW_PROGRAM (1u << 26) /**< New program/shader state */
4044 #define _NEW_PROGRAM_CONSTANTS (1u << 27)
4045 #define _NEW_BUFFER_OBJECT (1u << 28)
4046 #define _NEW_FRAG_CLAMP (1u << 29)
4047 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4048 #define _NEW_VARYING_VP_INPUTS (1u << 31) /**< gl_context::varying_vp_inputs */
4049 #define _NEW_ALL ~0
4050 /*@}*/
4051
4052
4053 /**
4054 * Composite state flags
4055 */
4056 /*@{*/
4057 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
4058 _NEW_TEXTURE | \
4059 _NEW_POINT | \
4060 _NEW_PROGRAM | \
4061 _NEW_MODELVIEW)
4062
4063 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
4064 _NEW_FOG | \
4065 _NEW_PROGRAM)
4066
4067
4068 /*@}*/
4069
4070
4071
4072
4073 /* This has to be included here. */
4074 #include "dd.h"
4075
4076
4077 /**
4078 * Display list flags.
4079 * Strictly this is a tnl-private concept, but it doesn't seem
4080 * worthwhile adding a tnl private structure just to hold this one bit
4081 * of information:
4082 */
4083 #define DLIST_DANGLING_REFS 0x1
4084
4085
4086 /** Opaque declaration of display list payload data type */
4087 union gl_dlist_node;
4088
4089
4090 /**
4091 * Provide a location where information about a display list can be
4092 * collected. Could be extended with driverPrivate structures,
4093 * etc. in the future.
4094 */
4095 struct gl_display_list
4096 {
4097 GLuint Name;
4098 GLchar *Label; /**< GL_KHR_debug */
4099 GLbitfield Flags; /**< DLIST_x flags */
4100 /** The dlist commands are in a linked list of nodes */
4101 union gl_dlist_node *Head;
4102 };
4103
4104
4105 /**
4106 * State used during display list compilation and execution.
4107 */
4108 struct gl_dlist_state
4109 {
4110 GLuint CallDepth; /**< Current recursion calling depth */
4111
4112 struct gl_display_list *CurrentList; /**< List currently being compiled */
4113 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
4114 GLuint CurrentPos; /**< Index into current block of nodes */
4115
4116 GLvertexformat ListVtxfmt;
4117
4118 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
4119 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
4120
4121 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
4122 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
4123
4124 struct {
4125 /* State known to have been set by the currently-compiling display
4126 * list. Used to eliminate some redundant state changes.
4127 */
4128 GLenum ShadeModel;
4129 } Current;
4130 };
4131
4132 /** @{
4133 *
4134 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
4135 * to small enums suitable for use as an array index.
4136 */
4137
4138 enum mesa_debug_source {
4139 MESA_DEBUG_SOURCE_API,
4140 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
4141 MESA_DEBUG_SOURCE_SHADER_COMPILER,
4142 MESA_DEBUG_SOURCE_THIRD_PARTY,
4143 MESA_DEBUG_SOURCE_APPLICATION,
4144 MESA_DEBUG_SOURCE_OTHER,
4145 MESA_DEBUG_SOURCE_COUNT
4146 };
4147
4148 enum mesa_debug_type {
4149 MESA_DEBUG_TYPE_ERROR,
4150 MESA_DEBUG_TYPE_DEPRECATED,
4151 MESA_DEBUG_TYPE_UNDEFINED,
4152 MESA_DEBUG_TYPE_PORTABILITY,
4153 MESA_DEBUG_TYPE_PERFORMANCE,
4154 MESA_DEBUG_TYPE_OTHER,
4155 MESA_DEBUG_TYPE_MARKER,
4156 MESA_DEBUG_TYPE_PUSH_GROUP,
4157 MESA_DEBUG_TYPE_POP_GROUP,
4158 MESA_DEBUG_TYPE_COUNT
4159 };
4160
4161 enum mesa_debug_severity {
4162 MESA_DEBUG_SEVERITY_LOW,
4163 MESA_DEBUG_SEVERITY_MEDIUM,
4164 MESA_DEBUG_SEVERITY_HIGH,
4165 MESA_DEBUG_SEVERITY_NOTIFICATION,
4166 MESA_DEBUG_SEVERITY_COUNT
4167 };
4168
4169 /** @} */
4170
4171 /**
4172 * Driver-specific state flags.
4173 *
4174 * These are or'd with gl_context::NewDriverState to notify a driver about
4175 * a state change. The driver sets the flags at context creation and
4176 * the meaning of the bits set is opaque to core Mesa.
4177 */
4178 struct gl_driver_flags
4179 {
4180 /** gl_context::Array::_DrawArrays (vertex array state) */
4181 uint64_t NewArray;
4182
4183 /** gl_context::TransformFeedback::CurrentObject */
4184 uint64_t NewTransformFeedback;
4185
4186 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4187 uint64_t NewTransformFeedbackProg;
4188
4189 /** gl_context::RasterDiscard */
4190 uint64_t NewRasterizerDiscard;
4191
4192 /**
4193 * gl_context::UniformBufferBindings
4194 * gl_shader_program::UniformBlocks
4195 */
4196 uint64_t NewUniformBuffer;
4197
4198 /**
4199 * gl_context::ShaderStorageBufferBindings
4200 * gl_shader_program::ShaderStorageBlocks
4201 */
4202 uint64_t NewShaderStorageBuffer;
4203
4204 uint64_t NewTextureBuffer;
4205
4206 /**
4207 * gl_context::AtomicBufferBindings
4208 */
4209 uint64_t NewAtomicBuffer;
4210
4211 /**
4212 * gl_context::ImageUnits
4213 */
4214 uint64_t NewImageUnits;
4215
4216 /**
4217 * gl_context::TessCtrlProgram::patch_default_*
4218 */
4219 uint64_t NewDefaultTessLevels;
4220 };
4221
4222 struct gl_uniform_buffer_binding
4223 {
4224 struct gl_buffer_object *BufferObject;
4225 /** Start of uniform block data in the buffer */
4226 GLintptr Offset;
4227 /** Size of data allowed to be referenced from the buffer (in bytes) */
4228 GLsizeiptr Size;
4229 /**
4230 * glBindBufferBase() indicates that the Size should be ignored and only
4231 * limited by the current size of the BufferObject.
4232 */
4233 GLboolean AutomaticSize;
4234 };
4235
4236 struct gl_shader_storage_buffer_binding
4237 {
4238 struct gl_buffer_object *BufferObject;
4239 /** Start of shader storage block data in the buffer */
4240 GLintptr Offset;
4241 /** Size of data allowed to be referenced from the buffer (in bytes) */
4242 GLsizeiptr Size;
4243 /**
4244 * glBindBufferBase() indicates that the Size should be ignored and only
4245 * limited by the current size of the BufferObject.
4246 */
4247 GLboolean AutomaticSize;
4248 };
4249
4250 /**
4251 * ARB_shader_image_load_store image unit.
4252 */
4253 struct gl_image_unit
4254 {
4255 /**
4256 * Texture object bound to this unit.
4257 */
4258 struct gl_texture_object *TexObj;
4259
4260 /**
4261 * Level of the texture object bound to this unit.
4262 */
4263 GLuint Level;
4264
4265 /**
4266 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4267 * GL_FALSE if only some specific layer of the texture is bound.
4268 * \sa Layer
4269 */
4270 GLboolean Layered;
4271
4272 /**
4273 * Layer of the texture object bound to this unit as specified by the
4274 * application.
4275 */
4276 GLuint Layer;
4277
4278 /**
4279 * Layer of the texture object bound to this unit, or zero if the
4280 * whole level is bound.
4281 */
4282 GLuint _Layer;
4283
4284 /**
4285 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4286 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4287 */
4288 GLenum Access;
4289
4290 /**
4291 * GL internal format that determines the interpretation of the
4292 * image memory when shader image operations are performed through
4293 * this unit.
4294 */
4295 GLenum Format;
4296
4297 /**
4298 * Mesa format corresponding to \c Format.
4299 */
4300 mesa_format _ActualFormat;
4301
4302 };
4303
4304 /**
4305 * Binding point for an atomic counter buffer object.
4306 */
4307 struct gl_atomic_buffer_binding
4308 {
4309 struct gl_buffer_object *BufferObject;
4310 GLintptr Offset;
4311 GLsizeiptr Size;
4312 };
4313
4314 /**
4315 * Mesa rendering context.
4316 *
4317 * This is the central context data structure for Mesa. Almost all
4318 * OpenGL state is contained in this structure.
4319 * Think of this as a base class from which device drivers will derive
4320 * sub classes.
4321 */
4322 struct gl_context
4323 {
4324 /** State possibly shared with other contexts in the address space */
4325 struct gl_shared_state *Shared;
4326
4327 /** \name API function pointer tables */
4328 /*@{*/
4329 gl_api API;
4330 /**
4331 * The current dispatch table for non-displaylist-saving execution, either
4332 * BeginEnd or OutsideBeginEnd
4333 */
4334 struct _glapi_table *Exec;
4335 /**
4336 * The normal dispatch table for non-displaylist-saving, non-begin/end
4337 */
4338 struct _glapi_table *OutsideBeginEnd;
4339 /** The dispatch table used between glNewList() and glEndList() */
4340 struct _glapi_table *Save;
4341 /**
4342 * The dispatch table used between glBegin() and glEnd() (outside of a
4343 * display list). Only valid functions between those two are set, which is
4344 * mostly just the set in a GLvertexformat struct.
4345 */
4346 struct _glapi_table *BeginEnd;
4347 /**
4348 * Dispatch table for when a graphics reset has happened.
4349 */
4350 struct _glapi_table *ContextLost;
4351 /**
4352 * Tracks the current dispatch table out of the 4 above, so that it can be
4353 * re-set on glXMakeCurrent().
4354 */
4355 struct _glapi_table *CurrentDispatch;
4356 /*@}*/
4357
4358 struct gl_config Visual;
4359 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4360 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4361 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4362 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4363
4364 /**
4365 * Device driver function pointer table
4366 */
4367 struct dd_function_table Driver;
4368
4369 /** Core/Driver constants */
4370 struct gl_constants Const;
4371
4372 /** \name The various 4x4 matrix stacks */
4373 /*@{*/
4374 struct gl_matrix_stack ModelviewMatrixStack;
4375 struct gl_matrix_stack ProjectionMatrixStack;
4376 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4377 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4378 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4379 /*@}*/
4380
4381 /** Combined modelview and projection matrix */
4382 GLmatrix _ModelProjectMatrix;
4383
4384 /** \name Display lists */
4385 struct gl_dlist_state ListState;
4386
4387 GLboolean ExecuteFlag; /**< Execute GL commands? */
4388 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4389
4390 /** Extension information */
4391 struct gl_extensions Extensions;
4392
4393 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4394 GLuint Version;
4395 char *VersionString;
4396
4397 /** \name State attribute stack (for glPush/PopAttrib) */
4398 /*@{*/
4399 GLuint AttribStackDepth;
4400 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4401 /*@}*/
4402
4403 /** \name Renderer attribute groups
4404 *
4405 * We define a struct for each attribute group to make pushing and popping
4406 * attributes easy. Also it's a good organization.
4407 */
4408 /*@{*/
4409 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4410 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4411 struct gl_current_attrib Current; /**< Current attributes */
4412 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4413 struct gl_eval_attrib Eval; /**< Eval attributes */
4414 struct gl_fog_attrib Fog; /**< Fog attributes */
4415 struct gl_hint_attrib Hint; /**< Hint attributes */
4416 struct gl_light_attrib Light; /**< Light attributes */
4417 struct gl_line_attrib Line; /**< Line attributes */
4418 struct gl_list_attrib List; /**< List attributes */
4419 struct gl_multisample_attrib Multisample;
4420 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4421 struct gl_point_attrib Point; /**< Point attributes */
4422 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4423 GLuint PolygonStipple[32]; /**< Polygon stipple */
4424 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4425 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4426 struct gl_texture_attrib Texture; /**< Texture attributes */
4427 struct gl_transform_attrib Transform; /**< Transformation attributes */
4428 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4429 /*@}*/
4430
4431 /** \name Client attribute stack */
4432 /*@{*/
4433 GLuint ClientAttribStackDepth;
4434 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4435 /*@}*/
4436
4437 /** \name Client attribute groups */
4438 /*@{*/
4439 struct gl_array_attrib Array; /**< Vertex arrays */
4440 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4441 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4442 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4443 /*@}*/
4444
4445 /** \name Other assorted state (not pushed/popped on attribute stack) */
4446 /*@{*/
4447 struct gl_pixelmaps PixelMaps;
4448
4449 struct gl_evaluators EvalMap; /**< All evaluators */
4450 struct gl_feedback Feedback; /**< Feedback */
4451 struct gl_selection Select; /**< Selection */
4452
4453 struct gl_program_state Program; /**< general program state */
4454 struct gl_vertex_program_state VertexProgram;
4455 struct gl_fragment_program_state FragmentProgram;
4456 struct gl_geometry_program_state GeometryProgram;
4457 struct gl_compute_program_state ComputeProgram;
4458 struct gl_tess_ctrl_program_state TessCtrlProgram;
4459 struct gl_tess_eval_program_state TessEvalProgram;
4460 struct gl_ati_fragment_shader_state ATIFragmentShader;
4461
4462 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4463 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4464
4465 /**
4466 * Current active shader pipeline state
4467 *
4468 * Almost all internal users want ::_Shader instead of ::Shader. The
4469 * exceptions are bits of legacy GLSL API that do not know about separate
4470 * shader objects.
4471 *
4472 * If a program is active via \c glUseProgram, this will point to
4473 * \c ::Shader.
4474 *
4475 * If a program pipeline is active via \c glBindProgramPipeline, this will
4476 * point to \c ::Pipeline.Current.
4477 *
4478 * If neither a program nor a program pipeline is active, this will point to
4479 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4480 * \c NULL.
4481 */
4482 struct gl_pipeline_object *_Shader;
4483
4484 struct gl_query_state Query; /**< occlusion, timer queries */
4485
4486 struct gl_transform_feedback_state TransformFeedback;
4487
4488 struct gl_perf_monitor_state PerfMonitor;
4489
4490 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4491 struct gl_buffer_object *ParameterBuffer; /** < GL_ARB_indirect_parameters */
4492 struct gl_buffer_object *DispatchIndirectBuffer; /** < GL_ARB_compute_shader */
4493
4494 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4495 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4496
4497 struct gl_buffer_object *QueryBuffer; /**< GL_ARB_query_buffer_object */
4498
4499 /**
4500 * Current GL_ARB_uniform_buffer_object binding referenced by
4501 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4502 */
4503 struct gl_buffer_object *UniformBuffer;
4504
4505 /**
4506 * Current GL_ARB_shader_storage_buffer_object binding referenced by
4507 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
4508 */
4509 struct gl_buffer_object *ShaderStorageBuffer;
4510
4511 /**
4512 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4513 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4514 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4515 * shader program.
4516 */
4517 struct gl_uniform_buffer_binding
4518 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4519
4520 /**
4521 * Array of shader storage buffers for ARB_shader_storage_buffer_object
4522 * and GL 4.3. This is set up using glBindBufferRange() or
4523 * glBindBufferBase(). They are associated with shader storage blocks by
4524 * glShaderStorageBlockBinding()'s state in the shader program.
4525 */
4526 struct gl_shader_storage_buffer_binding
4527 ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
4528
4529 /**
4530 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4531 * target.
4532 */
4533 struct gl_buffer_object *AtomicBuffer;
4534
4535 /**
4536 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4537 * target.
4538 */
4539 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
4540
4541 /**
4542 * Array of atomic counter buffer binding points.
4543 */
4544 struct gl_atomic_buffer_binding
4545 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4546
4547 /**
4548 * Array of image units for ARB_shader_image_load_store.
4549 */
4550 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4551
4552 /*@}*/
4553
4554 struct gl_meta_state *Meta; /**< for "meta" operations */
4555
4556 /* GL_EXT_framebuffer_object */
4557 struct gl_renderbuffer *CurrentRenderbuffer;
4558
4559 GLenum ErrorValue; /**< Last error code */
4560
4561 /**
4562 * Recognize and silence repeated error debug messages in buggy apps.
4563 */
4564 const char *ErrorDebugFmtString;
4565 GLuint ErrorDebugCount;
4566
4567 /* GL_ARB_debug_output/GL_KHR_debug */
4568 mtx_t DebugMutex;
4569 struct gl_debug_state *Debug;
4570
4571 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4572 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4573 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
4574
4575 struct gl_driver_flags DriverFlags;
4576
4577 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4578
4579 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4580
4581 /** \name Derived state */
4582 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4583 GLfloat _EyeZDir[3];
4584 GLfloat _ModelViewInvScale;
4585 GLboolean _NeedEyeCoords;
4586 GLboolean _ForceEyeCoords;
4587
4588 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4589
4590 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4591
4592 /** \name For debugging/development only */
4593 /*@{*/
4594 GLboolean FirstTimeCurrent;
4595 /*@}*/
4596
4597 /**
4598 * False if this context was created without a config. This is needed
4599 * because the initial state of glDrawBuffers depends on this
4600 */
4601 GLboolean HasConfig;
4602
4603 /** software compression/decompression supported or not */
4604 GLboolean Mesa_DXTn;
4605
4606 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4607
4608 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4609
4610 /**
4611 * \name Hooks for module contexts.
4612 *
4613 * These will eventually live in the driver or elsewhere.
4614 */
4615 /*@{*/
4616 void *swrast_context;
4617 void *swsetup_context;
4618 void *swtnl_context;
4619 struct vbo_context *vbo_context;
4620 struct st_context *st;
4621 void *aelt_context;
4622 /*@}*/
4623
4624 /**
4625 * \name NV_vdpau_interop
4626 */
4627 /*@{*/
4628 const void *vdpDevice;
4629 const void *vdpGetProcAddress;
4630 struct set *vdpSurfaces;
4631 /*@}*/
4632
4633 /**
4634 * Has this context observed a GPU reset in any context in the share group?
4635 *
4636 * Once this field becomes true, it is never reset to false.
4637 */
4638 GLboolean ShareGroupReset;
4639 };
4640
4641 /**
4642 * Information about memory usage. All sizes are in kilobytes.
4643 */
4644 struct gl_memory_info
4645 {
4646 unsigned total_device_memory; /**< size of device memory, e.g. VRAM */
4647 unsigned avail_device_memory; /**< free device memory at the moment */
4648 unsigned total_staging_memory; /**< size of staging memory, e.g. GART */
4649 unsigned avail_staging_memory; /**< free staging memory at the moment */
4650 unsigned device_memory_evicted; /**< size of memory evicted (monotonic counter) */
4651 unsigned nr_device_memory_evictions; /**< # of evictions (monotonic counter) */
4652 };
4653
4654 #ifdef DEBUG
4655 extern int MESA_VERBOSE;
4656 extern int MESA_DEBUG_FLAGS;
4657 # define MESA_FUNCTION __func__
4658 #else
4659 # define MESA_VERBOSE 0
4660 # define MESA_DEBUG_FLAGS 0
4661 # define MESA_FUNCTION "a function"
4662 #endif
4663
4664
4665 /** The MESA_VERBOSE var is a bitmask of these flags */
4666 enum _verbose
4667 {
4668 VERBOSE_VARRAY = 0x0001,
4669 VERBOSE_TEXTURE = 0x0002,
4670 VERBOSE_MATERIAL = 0x0004,
4671 VERBOSE_PIPELINE = 0x0008,
4672 VERBOSE_DRIVER = 0x0010,
4673 VERBOSE_STATE = 0x0020,
4674 VERBOSE_API = 0x0040,
4675 VERBOSE_DISPLAY_LIST = 0x0100,
4676 VERBOSE_LIGHTING = 0x0200,
4677 VERBOSE_PRIMS = 0x0400,
4678 VERBOSE_VERTS = 0x0800,
4679 VERBOSE_DISASSEM = 0x1000,
4680 VERBOSE_DRAW = 0x2000,
4681 VERBOSE_SWAPBUFFERS = 0x4000
4682 };
4683
4684
4685 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4686 enum _debug
4687 {
4688 DEBUG_SILENT = (1 << 0),
4689 DEBUG_ALWAYS_FLUSH = (1 << 1),
4690 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
4691 DEBUG_INCOMPLETE_FBO = (1 << 3)
4692 };
4693
4694 #ifdef __cplusplus
4695 }
4696 #endif
4697
4698 #endif /* MTYPES_H */