mesa: Separate INTEL_performance_query frontend
[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 "compiler/shader_info.h"
47 #include "main/formats.h" /* MESA_FORMAT_COUNT */
48 #include "compiler/glsl/list.h"
49 #include "util/bitscan.h"
50
51
52 #ifdef __cplusplus
53 extern "C" {
54 #endif
55
56
57 /**
58 * \name 64-bit extension of GLbitfield.
59 */
60 /*@{*/
61 typedef GLuint64 GLbitfield64;
62
63 /** Set a single bit */
64 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
65 /** Set all bits up to excluding bit b */
66 #define BITFIELD64_MASK(b) \
67 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
68 /** Set count bits starting from bit b */
69 #define BITFIELD64_RANGE(b, count) \
70 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
71
72
73 /**
74 * \name Some forward type declarations
75 */
76 /*@{*/
77 struct _mesa_HashTable;
78 struct gl_attrib_node;
79 struct gl_list_extensions;
80 struct gl_meta_state;
81 struct gl_program_cache;
82 struct gl_texture_object;
83 struct gl_debug_state;
84 struct gl_context;
85 struct st_context;
86 struct gl_uniform_storage;
87 struct prog_instruction;
88 struct gl_program_parameter_list;
89 struct set;
90 struct set_entry;
91 struct vbo_context;
92 /*@}*/
93
94
95 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
96 #define PRIM_MAX GL_PATCHES
97 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
98 #define PRIM_UNKNOWN (PRIM_MAX + 2)
99
100 /**
101 * Determine if the given gl_varying_slot appears in the fragment shader.
102 */
103 static inline GLboolean
104 _mesa_varying_slot_in_fs(gl_varying_slot slot)
105 {
106 switch (slot) {
107 case VARYING_SLOT_PSIZ:
108 case VARYING_SLOT_BFC0:
109 case VARYING_SLOT_BFC1:
110 case VARYING_SLOT_EDGE:
111 case VARYING_SLOT_CLIP_VERTEX:
112 case VARYING_SLOT_LAYER:
113 case VARYING_SLOT_TESS_LEVEL_OUTER:
114 case VARYING_SLOT_TESS_LEVEL_INNER:
115 case VARYING_SLOT_BOUNDING_BOX0:
116 case VARYING_SLOT_BOUNDING_BOX1:
117 return GL_FALSE;
118 default:
119 return GL_TRUE;
120 }
121 }
122
123 /**
124 * Indexes for all renderbuffers
125 */
126 typedef enum
127 {
128 /* the four standard color buffers */
129 BUFFER_FRONT_LEFT,
130 BUFFER_BACK_LEFT,
131 BUFFER_FRONT_RIGHT,
132 BUFFER_BACK_RIGHT,
133 BUFFER_DEPTH,
134 BUFFER_STENCIL,
135 BUFFER_ACCUM,
136 /* optional aux buffer */
137 BUFFER_AUX0,
138 /* generic renderbuffers */
139 BUFFER_COLOR0,
140 BUFFER_COLOR1,
141 BUFFER_COLOR2,
142 BUFFER_COLOR3,
143 BUFFER_COLOR4,
144 BUFFER_COLOR5,
145 BUFFER_COLOR6,
146 BUFFER_COLOR7,
147 BUFFER_COUNT
148 } gl_buffer_index;
149
150 /**
151 * Bit flags for all renderbuffers
152 */
153 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
154 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
155 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
156 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
157 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
158 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
159 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
160 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
161 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
162 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
163 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
164 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
165 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
166 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
167 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
168 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
169 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
170 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
171 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
172
173 /**
174 * Mask of all the color buffer bits (but not accum).
175 */
176 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
177 BUFFER_BIT_BACK_LEFT | \
178 BUFFER_BIT_FRONT_RIGHT | \
179 BUFFER_BIT_BACK_RIGHT | \
180 BUFFER_BIT_AUX0 | \
181 BUFFER_BIT_COLOR0 | \
182 BUFFER_BIT_COLOR1 | \
183 BUFFER_BIT_COLOR2 | \
184 BUFFER_BIT_COLOR3 | \
185 BUFFER_BIT_COLOR4 | \
186 BUFFER_BIT_COLOR5 | \
187 BUFFER_BIT_COLOR6 | \
188 BUFFER_BIT_COLOR7)
189
190 /**
191 * Framebuffer configuration (aka visual / pixelformat)
192 * Note: some of these fields should be boolean, but it appears that
193 * code in drivers/dri/common/util.c requires int-sized fields.
194 */
195 struct gl_config
196 {
197 GLboolean rgbMode;
198 GLboolean floatMode;
199 GLuint doubleBufferMode;
200 GLuint stereoMode;
201
202 GLboolean haveAccumBuffer;
203 GLboolean haveDepthBuffer;
204 GLboolean haveStencilBuffer;
205
206 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
207 GLuint redMask, greenMask, blueMask, alphaMask;
208 GLint rgbBits; /* total bits for rgb */
209 GLint indexBits; /* total bits for colorindex */
210
211 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
212 GLint depthBits;
213 GLint stencilBits;
214
215 GLint numAuxBuffers;
216
217 GLint level;
218
219 /* EXT_visual_rating / GLX 1.2 */
220 GLint visualRating;
221
222 /* EXT_visual_info / GLX 1.2 */
223 GLint transparentPixel;
224 /* colors are floats scaled to ints */
225 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
226 GLint transparentIndex;
227
228 /* ARB_multisample / SGIS_multisample */
229 GLint sampleBuffers;
230 GLint samples;
231
232 /* SGIX_pbuffer / GLX 1.3 */
233 GLint maxPbufferWidth;
234 GLint maxPbufferHeight;
235 GLint maxPbufferPixels;
236 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
237 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
238
239 /* OML_swap_method */
240 GLint swapMethod;
241
242 /* EXT_texture_from_pixmap */
243 GLint bindToTextureRgb;
244 GLint bindToTextureRgba;
245 GLint bindToMipmapTexture;
246 GLint bindToTextureTargets;
247 GLint yInverted;
248
249 /* EXT_framebuffer_sRGB */
250 GLint sRGBCapable;
251 };
252
253
254 /**
255 * \name Bit flags used for updating material values.
256 */
257 /*@{*/
258 #define MAT_ATTRIB_FRONT_AMBIENT 0
259 #define MAT_ATTRIB_BACK_AMBIENT 1
260 #define MAT_ATTRIB_FRONT_DIFFUSE 2
261 #define MAT_ATTRIB_BACK_DIFFUSE 3
262 #define MAT_ATTRIB_FRONT_SPECULAR 4
263 #define MAT_ATTRIB_BACK_SPECULAR 5
264 #define MAT_ATTRIB_FRONT_EMISSION 6
265 #define MAT_ATTRIB_BACK_EMISSION 7
266 #define MAT_ATTRIB_FRONT_SHININESS 8
267 #define MAT_ATTRIB_BACK_SHININESS 9
268 #define MAT_ATTRIB_FRONT_INDEXES 10
269 #define MAT_ATTRIB_BACK_INDEXES 11
270 #define MAT_ATTRIB_MAX 12
271
272 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
273 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
274 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
275 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
276 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
277 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
278
279 #define MAT_INDEX_AMBIENT 0
280 #define MAT_INDEX_DIFFUSE 1
281 #define MAT_INDEX_SPECULAR 2
282
283 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
284 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
285 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
286 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
287 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
288 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
289 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
290 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
291 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
292 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
293 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
294 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
295
296
297 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
298 MAT_BIT_FRONT_AMBIENT | \
299 MAT_BIT_FRONT_DIFFUSE | \
300 MAT_BIT_FRONT_SPECULAR | \
301 MAT_BIT_FRONT_SHININESS | \
302 MAT_BIT_FRONT_INDEXES)
303
304 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
305 MAT_BIT_BACK_AMBIENT | \
306 MAT_BIT_BACK_DIFFUSE | \
307 MAT_BIT_BACK_SPECULAR | \
308 MAT_BIT_BACK_SHININESS | \
309 MAT_BIT_BACK_INDEXES)
310
311 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
312 /*@}*/
313
314
315 /**
316 * Material state.
317 */
318 struct gl_material
319 {
320 GLfloat Attrib[MAT_ATTRIB_MAX][4];
321 };
322
323
324 /**
325 * Light state flags.
326 */
327 /*@{*/
328 #define LIGHT_SPOT 0x1
329 #define LIGHT_LOCAL_VIEWER 0x2
330 #define LIGHT_POSITIONAL 0x4
331 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
332 /*@}*/
333
334
335 /**
336 * Light source state.
337 */
338 struct gl_light
339 {
340 GLfloat Ambient[4]; /**< ambient color */
341 GLfloat Diffuse[4]; /**< diffuse color */
342 GLfloat Specular[4]; /**< specular color */
343 GLfloat EyePosition[4]; /**< position in eye coordinates */
344 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
345 GLfloat SpotExponent;
346 GLfloat SpotCutoff; /**< in degrees */
347 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
348 GLfloat ConstantAttenuation;
349 GLfloat LinearAttenuation;
350 GLfloat QuadraticAttenuation;
351 GLboolean Enabled; /**< On/off flag */
352
353 /**
354 * \name Derived fields
355 */
356 /*@{*/
357 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
358
359 GLfloat _Position[4]; /**< position in eye/obj coordinates */
360 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
361 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
362 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
363 GLfloat _VP_inf_spot_attenuation;
364
365 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
366 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
367 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
368 /*@}*/
369 };
370
371
372 /**
373 * Light model state.
374 */
375 struct gl_lightmodel
376 {
377 GLfloat Ambient[4]; /**< ambient color */
378 GLboolean LocalViewer; /**< Local (or infinite) view point? */
379 GLboolean TwoSide; /**< Two (or one) sided lighting? */
380 GLenum ColorControl; /**< either GL_SINGLE_COLOR
381 * or GL_SEPARATE_SPECULAR_COLOR */
382 };
383
384
385 /**
386 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
387 */
388 struct gl_accum_attrib
389 {
390 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
391 };
392
393
394 /**
395 * Used for storing clear color, texture border color, etc.
396 * The float values are typically unclamped.
397 */
398 union gl_color_union
399 {
400 GLfloat f[4];
401 GLint i[4];
402 GLuint ui[4];
403 };
404
405
406 /**
407 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
408 */
409 struct gl_colorbuffer_attrib
410 {
411 GLuint ClearIndex; /**< Index for glClear */
412 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
413 GLuint IndexMask; /**< Color index write mask */
414 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
415
416 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
417
418 /**
419 * \name alpha testing
420 */
421 /*@{*/
422 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
423 GLenum AlphaFunc; /**< Alpha test function */
424 GLfloat AlphaRefUnclamped;
425 GLclampf AlphaRef; /**< Alpha reference value */
426 /*@}*/
427
428 /**
429 * \name Blending
430 */
431 /*@{*/
432 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
433
434 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
435 * control, only on the fixed-pointness of the render target.
436 * The query does however depend on fragment color clamping.
437 */
438 GLfloat BlendColorUnclamped[4]; /**< Blending color */
439 GLfloat BlendColor[4]; /**< Blending color */
440
441 struct
442 {
443 GLenum SrcRGB; /**< RGB blend source term */
444 GLenum DstRGB; /**< RGB blend dest term */
445 GLenum SrcA; /**< Alpha blend source term */
446 GLenum DstA; /**< Alpha blend dest term */
447 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
448 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
449 /**
450 * Set if any blend factor uses SRC1. Computed at the time blend factors
451 * get set.
452 */
453 GLboolean _UsesDualSrc;
454 } Blend[MAX_DRAW_BUFFERS];
455 /** Are the blend func terms currently different for each buffer/target? */
456 GLboolean _BlendFuncPerBuffer;
457 /** Are the blend equations currently different for each buffer/target? */
458 GLboolean _BlendEquationPerBuffer;
459
460 /**
461 * Which advanced blending mode is in use (or BLEND_NONE).
462 *
463 * KHR_blend_equation_advanced only allows advanced blending with a single
464 * draw buffer, and NVX_blend_equation_advanced_multi_draw_buffer still
465 * requires all draw buffers to match, so we only need a single value.
466 */
467 enum gl_advanced_blend_mode _AdvancedBlendMode;
468
469 /** Coherency requested via glEnable(GL_BLEND_ADVANCED_COHERENT_KHR)? */
470 bool BlendCoherent;
471 /*@}*/
472
473 /**
474 * \name Logic op
475 */
476 /*@{*/
477 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
478 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
479 GLenum LogicOp; /**< Logic operator */
480
481 /*@}*/
482
483 GLboolean DitherFlag; /**< Dither enable flag */
484
485 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
486 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
487 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
488
489 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
490 };
491
492
493 /**
494 * Current attribute group (GL_CURRENT_BIT).
495 */
496 struct gl_current_attrib
497 {
498 /**
499 * \name Current vertex attributes (color, texcoords, etc).
500 * \note Values are valid only after FLUSH_VERTICES has been called.
501 * \note Index and Edgeflag current values are stored as floats in the
502 * SIX and SEVEN attribute slots.
503 * \note We need double storage for 64-bit vertex attributes
504 */
505 GLfloat Attrib[VERT_ATTRIB_MAX][4*2];
506
507 /**
508 * \name Current raster position attributes (always up to date after a
509 * glRasterPos call).
510 */
511 GLfloat RasterPos[4];
512 GLfloat RasterDistance;
513 GLfloat RasterColor[4];
514 GLfloat RasterSecondaryColor[4];
515 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
516 GLboolean RasterPosValid;
517 };
518
519
520 /**
521 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
522 */
523 struct gl_depthbuffer_attrib
524 {
525 GLenum Func; /**< Function for depth buffer compare */
526 GLclampd Clear; /**< Value to clear depth buffer to */
527 GLboolean Test; /**< Depth buffering enabled flag */
528 GLboolean Mask; /**< Depth buffer writable? */
529 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
530 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
531 };
532
533
534 /**
535 * Evaluator attribute group (GL_EVAL_BIT).
536 */
537 struct gl_eval_attrib
538 {
539 /**
540 * \name Enable bits
541 */
542 /*@{*/
543 GLboolean Map1Color4;
544 GLboolean Map1Index;
545 GLboolean Map1Normal;
546 GLboolean Map1TextureCoord1;
547 GLboolean Map1TextureCoord2;
548 GLboolean Map1TextureCoord3;
549 GLboolean Map1TextureCoord4;
550 GLboolean Map1Vertex3;
551 GLboolean Map1Vertex4;
552 GLboolean Map2Color4;
553 GLboolean Map2Index;
554 GLboolean Map2Normal;
555 GLboolean Map2TextureCoord1;
556 GLboolean Map2TextureCoord2;
557 GLboolean Map2TextureCoord3;
558 GLboolean Map2TextureCoord4;
559 GLboolean Map2Vertex3;
560 GLboolean Map2Vertex4;
561 GLboolean AutoNormal;
562 /*@}*/
563
564 /**
565 * \name Map Grid endpoints and divisions and calculated du values
566 */
567 /*@{*/
568 GLint MapGrid1un;
569 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
570 GLint MapGrid2un, MapGrid2vn;
571 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
572 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
573 /*@}*/
574 };
575
576
577 /**
578 * Fog attribute group (GL_FOG_BIT).
579 */
580 struct gl_fog_attrib
581 {
582 GLboolean Enabled; /**< Fog enabled flag */
583 GLboolean ColorSumEnabled;
584 GLfloat ColorUnclamped[4]; /**< Fog color */
585 GLfloat Color[4]; /**< Fog color */
586 GLfloat Density; /**< Density >= 0.0 */
587 GLfloat Start; /**< Start distance in eye coords */
588 GLfloat End; /**< End distance in eye coords */
589 GLfloat Index; /**< Fog index */
590 GLenum Mode; /**< Fog mode */
591 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
592 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
593 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
594 };
595
596
597 /**
598 * Hint attribute group (GL_HINT_BIT).
599 *
600 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
601 */
602 struct gl_hint_attrib
603 {
604 GLenum PerspectiveCorrection;
605 GLenum PointSmooth;
606 GLenum LineSmooth;
607 GLenum PolygonSmooth;
608 GLenum Fog;
609 GLenum TextureCompression; /**< GL_ARB_texture_compression */
610 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
611 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
612 };
613
614
615 /**
616 * Lighting attribute group (GL_LIGHT_BIT).
617 */
618 struct gl_light_attrib
619 {
620 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
621 struct gl_lightmodel Model; /**< Lighting model */
622
623 /**
624 * Front and back material values.
625 * Note: must call FLUSH_VERTICES() before using.
626 */
627 struct gl_material Material;
628
629 GLboolean Enabled; /**< Lighting enabled flag */
630 GLboolean ColorMaterialEnabled;
631
632 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
633 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
634 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
635 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
636 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
637
638
639 GLboolean _ClampVertexColor;
640 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
641
642 /**
643 * Derived state for optimizations:
644 */
645 /*@{*/
646 GLbitfield _EnabledLights; /**< bitmask containing enabled lights */
647
648 GLboolean _NeedEyeCoords;
649 GLboolean _NeedVertices; /**< Use fast shader? */
650
651 GLfloat _BaseColor[2][3];
652 /*@}*/
653 };
654
655
656 /**
657 * Line attribute group (GL_LINE_BIT).
658 */
659 struct gl_line_attrib
660 {
661 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
662 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
663 GLushort StipplePattern; /**< Stipple pattern */
664 GLint StippleFactor; /**< Stipple repeat factor */
665 GLfloat Width; /**< Line width */
666 };
667
668
669 /**
670 * Display list attribute group (GL_LIST_BIT).
671 */
672 struct gl_list_attrib
673 {
674 GLuint ListBase;
675 };
676
677
678 /**
679 * Multisample attribute group (GL_MULTISAMPLE_BIT).
680 */
681 struct gl_multisample_attrib
682 {
683 GLboolean Enabled;
684 GLboolean SampleAlphaToCoverage;
685 GLboolean SampleAlphaToOne;
686 GLboolean SampleCoverage;
687 GLboolean SampleCoverageInvert;
688 GLboolean SampleShading;
689
690 /* ARB_texture_multisample / GL3.2 additions */
691 GLboolean SampleMask;
692
693 GLfloat SampleCoverageValue;
694 GLfloat MinSampleShadingValue;
695
696 /** The GL spec defines this as an array but >32x MSAA is madness */
697 GLbitfield SampleMaskValue;
698 };
699
700
701 /**
702 * A pixelmap (see glPixelMap)
703 */
704 struct gl_pixelmap
705 {
706 GLint Size;
707 GLfloat Map[MAX_PIXEL_MAP_TABLE];
708 };
709
710
711 /**
712 * Collection of all pixelmaps
713 */
714 struct gl_pixelmaps
715 {
716 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
717 struct gl_pixelmap GtoG;
718 struct gl_pixelmap BtoB;
719 struct gl_pixelmap AtoA;
720 struct gl_pixelmap ItoR;
721 struct gl_pixelmap ItoG;
722 struct gl_pixelmap ItoB;
723 struct gl_pixelmap ItoA;
724 struct gl_pixelmap ItoI;
725 struct gl_pixelmap StoS;
726 };
727
728
729 /**
730 * Pixel attribute group (GL_PIXEL_MODE_BIT).
731 */
732 struct gl_pixel_attrib
733 {
734 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
735
736 /*--- Begin Pixel Transfer State ---*/
737 /* Fields are in the order in which they're applied... */
738
739 /** Scale & Bias (index shift, offset) */
740 /*@{*/
741 GLfloat RedBias, RedScale;
742 GLfloat GreenBias, GreenScale;
743 GLfloat BlueBias, BlueScale;
744 GLfloat AlphaBias, AlphaScale;
745 GLfloat DepthBias, DepthScale;
746 GLint IndexShift, IndexOffset;
747 /*@}*/
748
749 /* Pixel Maps */
750 /* Note: actual pixel maps are not part of this attrib group */
751 GLboolean MapColorFlag;
752 GLboolean MapStencilFlag;
753
754 /*--- End Pixel Transfer State ---*/
755
756 /** glPixelZoom */
757 GLfloat ZoomX, ZoomY;
758 };
759
760
761 /**
762 * Point attribute group (GL_POINT_BIT).
763 */
764 struct gl_point_attrib
765 {
766 GLfloat Size; /**< User-specified point size */
767 GLfloat Params[3]; /**< GL_EXT_point_parameters */
768 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
769 GLfloat Threshold; /**< GL_EXT_point_parameters */
770 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
771 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
772 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
773 GLbitfield CoordReplace; /**< GL_ARB_point_sprite*/
774 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
775 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
776 };
777
778
779 /**
780 * Polygon attribute group (GL_POLYGON_BIT).
781 */
782 struct gl_polygon_attrib
783 {
784 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
785 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
786 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
787 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
788 GLboolean CullFlag; /**< Culling on/off flag */
789 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
790 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
791 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
792 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
793 GLfloat OffsetUnits; /**< Polygon offset units, from user */
794 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
795 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
796 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
797 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
798 };
799
800
801 /**
802 * Scissor attributes (GL_SCISSOR_BIT).
803 */
804 struct gl_scissor_rect
805 {
806 GLint X, Y; /**< Lower left corner of box */
807 GLsizei Width, Height; /**< Size of box */
808 };
809 struct gl_scissor_attrib
810 {
811 GLbitfield EnableFlags; /**< Scissor test enabled? */
812 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
813 GLint NumWindowRects; /**< Count of enabled window rectangles */
814 GLenum WindowRectMode; /**< Whether to include or exclude the rects */
815 struct gl_scissor_rect WindowRects[MAX_WINDOW_RECTANGLES];
816 };
817
818
819 /**
820 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
821 *
822 * Three sets of stencil data are tracked so that OpenGL 2.0,
823 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
824 * simultaneously. In each of the stencil state arrays, element 0 corresponds
825 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
826 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
827 * GL_EXT_stencil_two_side GL_BACK state.
828 *
829 * The derived value \c _BackFace is either 1 or 2 depending on whether or
830 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
831 *
832 * The derived value \c _TestTwoSide is set when the front-face and back-face
833 * stencil state are different.
834 */
835 struct gl_stencil_attrib
836 {
837 GLboolean Enabled; /**< Enabled flag */
838 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
839 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
840 GLboolean _Enabled; /**< Enabled and stencil buffer present */
841 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
842 GLboolean _TestTwoSide;
843 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
844 GLenum Function[3]; /**< Stencil function */
845 GLenum FailFunc[3]; /**< Fail function */
846 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
847 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
848 GLint Ref[3]; /**< Reference value */
849 GLuint ValueMask[3]; /**< Value mask */
850 GLuint WriteMask[3]; /**< Write mask */
851 GLuint Clear; /**< Clear value */
852 };
853
854
855 /**
856 * An index for each type of texture object. These correspond to the GL
857 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
858 * Note: the order is from highest priority to lowest priority.
859 */
860 typedef enum
861 {
862 TEXTURE_2D_MULTISAMPLE_INDEX,
863 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
864 TEXTURE_CUBE_ARRAY_INDEX,
865 TEXTURE_BUFFER_INDEX,
866 TEXTURE_2D_ARRAY_INDEX,
867 TEXTURE_1D_ARRAY_INDEX,
868 TEXTURE_EXTERNAL_INDEX,
869 TEXTURE_CUBE_INDEX,
870 TEXTURE_3D_INDEX,
871 TEXTURE_RECT_INDEX,
872 TEXTURE_2D_INDEX,
873 TEXTURE_1D_INDEX,
874 NUM_TEXTURE_TARGETS
875 } gl_texture_index;
876
877
878 /**
879 * Bit flags for each type of texture object
880 */
881 /*@{*/
882 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
883 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
884 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
885 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
886 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
887 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
888 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
889 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
890 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
891 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
892 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
893 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
894 /*@}*/
895
896
897 /**
898 * Texture image state. Drivers will typically create a subclass of this
899 * with extra fields for memory buffers, etc.
900 */
901 struct gl_texture_image
902 {
903 GLint InternalFormat; /**< Internal format as given by the user */
904 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
905 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
906 * GL_INTENSITY, GL_DEPTH_COMPONENT or
907 * GL_DEPTH_STENCIL_EXT only. Used for
908 * choosing TexEnv arithmetic.
909 */
910 mesa_format TexFormat; /**< The actual texture memory format */
911
912 GLuint Border; /**< 0 or 1 */
913 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
914 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
915 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
916 GLuint Width2; /**< = Width - 2*Border */
917 GLuint Height2; /**< = Height - 2*Border */
918 GLuint Depth2; /**< = Depth - 2*Border */
919 GLuint WidthLog2; /**< = log2(Width2) */
920 GLuint HeightLog2; /**< = log2(Height2) */
921 GLuint DepthLog2; /**< = log2(Depth2) */
922 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
923 levels, computed from the dimensions */
924
925 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
926 GLuint Level; /**< Which mipmap level am I? */
927 /** Cube map face: index into gl_texture_object::Image[] array */
928 GLuint Face;
929
930 /** GL_ARB_texture_multisample */
931 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
932 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
933 };
934
935
936 /**
937 * Indexes for cube map faces.
938 */
939 typedef enum
940 {
941 FACE_POS_X = 0,
942 FACE_NEG_X = 1,
943 FACE_POS_Y = 2,
944 FACE_NEG_Y = 3,
945 FACE_POS_Z = 4,
946 FACE_NEG_Z = 5,
947 MAX_FACES = 6
948 } gl_face_index;
949
950
951 /**
952 * Sampler object state. These objects are new with GL_ARB_sampler_objects
953 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
954 */
955 struct gl_sampler_object
956 {
957 mtx_t Mutex;
958 GLuint Name;
959 GLint RefCount;
960 GLchar *Label; /**< GL_KHR_debug */
961
962 GLenum WrapS; /**< S-axis texture image wrap mode */
963 GLenum WrapT; /**< T-axis texture image wrap mode */
964 GLenum WrapR; /**< R-axis texture image wrap mode */
965 GLenum MinFilter; /**< minification filter */
966 GLenum MagFilter; /**< magnification filter */
967 union gl_color_union BorderColor; /**< Interpreted according to texture format */
968 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
969 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
970 GLfloat LodBias; /**< OpenGL 1.4 */
971 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
972 GLenum CompareMode; /**< GL_ARB_shadow */
973 GLenum CompareFunc; /**< GL_ARB_shadow */
974 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
975 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
976 };
977
978
979 /**
980 * Texture object state. Contains the array of mipmap images, border color,
981 * wrap modes, filter modes, and shadow/texcompare state.
982 */
983 struct gl_texture_object
984 {
985 mtx_t Mutex; /**< for thread safety */
986 GLint RefCount; /**< reference count */
987 GLuint Name; /**< the user-visible texture object ID */
988 GLchar *Label; /**< GL_KHR_debug */
989 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
990 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
991 Only valid when Target is valid. */
992
993 struct gl_sampler_object Sampler;
994
995 GLenum DepthMode; /**< GL_ARB_depth_texture */
996 bool StencilSampling; /**< Should we sample stencil instead of depth? */
997
998 GLfloat Priority; /**< in [0,1] */
999 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1000 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1001 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1002 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1003 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1004 GLint CropRect[4]; /**< GL_OES_draw_texture */
1005 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1006 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1007 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1008 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1009 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1010 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1011 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1012 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1013 pressure? */
1014 GLboolean Immutable; /**< GL_ARB_texture_storage */
1015 GLboolean _IsFloat; /**< GL_OES_float_texture */
1016 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
1017
1018 GLuint MinLevel; /**< GL_ARB_texture_view */
1019 GLuint MinLayer; /**< GL_ARB_texture_view */
1020 GLuint NumLevels; /**< GL_ARB_texture_view */
1021 GLuint NumLayers; /**< GL_ARB_texture_view */
1022
1023 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1024 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1025
1026 /** GL_ARB_texture_buffer_object */
1027 struct gl_buffer_object *BufferObject;
1028 GLenum BufferObjectFormat;
1029 /** Equivalent Mesa format for BufferObjectFormat. */
1030 mesa_format _BufferObjectFormat;
1031 /** GL_ARB_texture_buffer_range */
1032 GLintptr BufferOffset;
1033 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1034
1035 /** GL_OES_EGL_image_external */
1036 GLint RequiredTextureImageUnits;
1037
1038 /** GL_ARB_shader_image_load_store */
1039 GLenum ImageFormatCompatibilityType;
1040 };
1041
1042
1043 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1044 #define MAX_COMBINER_TERMS 4
1045
1046
1047 /**
1048 * Texture combine environment state.
1049 */
1050 struct gl_tex_env_combine_state
1051 {
1052 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1053 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1054 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1055 GLenum SourceRGB[MAX_COMBINER_TERMS];
1056 GLenum SourceA[MAX_COMBINER_TERMS];
1057 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1058 GLenum OperandRGB[MAX_COMBINER_TERMS];
1059 GLenum OperandA[MAX_COMBINER_TERMS];
1060 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1061 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1062 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1063 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1064 };
1065
1066
1067 /**
1068 * TexGenEnabled flags.
1069 */
1070 /*@{*/
1071 #define S_BIT 1
1072 #define T_BIT 2
1073 #define R_BIT 4
1074 #define Q_BIT 8
1075 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1076 /*@}*/
1077
1078
1079 /**
1080 * Bit flag versions of the corresponding GL_ constants.
1081 */
1082 /*@{*/
1083 #define TEXGEN_SPHERE_MAP 0x1
1084 #define TEXGEN_OBJ_LINEAR 0x2
1085 #define TEXGEN_EYE_LINEAR 0x4
1086 #define TEXGEN_REFLECTION_MAP_NV 0x8
1087 #define TEXGEN_NORMAL_MAP_NV 0x10
1088
1089 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1090 TEXGEN_REFLECTION_MAP_NV | \
1091 TEXGEN_NORMAL_MAP_NV)
1092 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1093 TEXGEN_REFLECTION_MAP_NV | \
1094 TEXGEN_NORMAL_MAP_NV | \
1095 TEXGEN_EYE_LINEAR)
1096 /*@}*/
1097
1098
1099
1100 /** Tex-gen enabled for texture unit? */
1101 #define ENABLE_TEXGEN(unit) (1 << (unit))
1102
1103 /** Non-identity texture matrix for texture unit? */
1104 #define ENABLE_TEXMAT(unit) (1 << (unit))
1105
1106
1107 /**
1108 * Texture coord generation state.
1109 */
1110 struct gl_texgen
1111 {
1112 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1113 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1114 GLfloat ObjectPlane[4];
1115 GLfloat EyePlane[4];
1116 };
1117
1118
1119 /**
1120 * Texture unit state. Contains enable flags, texture environment/function/
1121 * combiners, texgen state, and pointers to current texture objects.
1122 */
1123 struct gl_texture_unit
1124 {
1125 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1126
1127 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1128 GLclampf EnvColor[4];
1129 GLfloat EnvColorUnclamped[4];
1130
1131 struct gl_texgen GenS;
1132 struct gl_texgen GenT;
1133 struct gl_texgen GenR;
1134 struct gl_texgen GenQ;
1135 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1136 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1137
1138 GLfloat LodBias; /**< for biasing mipmap levels */
1139
1140 /** Texture targets that have a non-default texture bound */
1141 GLbitfield _BoundTextures;
1142
1143 /** Current sampler object (GL_ARB_sampler_objects) */
1144 struct gl_sampler_object *Sampler;
1145
1146 /**
1147 * \name GL_EXT_texture_env_combine
1148 */
1149 struct gl_tex_env_combine_state Combine;
1150
1151 /**
1152 * Derived state based on \c EnvMode and the \c BaseFormat of the
1153 * currently enabled texture.
1154 */
1155 struct gl_tex_env_combine_state _EnvMode;
1156
1157 /**
1158 * Currently enabled combiner state. This will point to either
1159 * \c Combine or \c _EnvMode.
1160 */
1161 struct gl_tex_env_combine_state *_CurrentCombine;
1162
1163 /** Current texture object pointers */
1164 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1165
1166 /** Points to highest priority, complete and enabled texture object */
1167 struct gl_texture_object *_Current;
1168
1169 };
1170
1171
1172 /**
1173 * Texture attribute group (GL_TEXTURE_BIT).
1174 */
1175 struct gl_texture_attrib
1176 {
1177 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1178
1179 /** GL_ARB_seamless_cubemap */
1180 GLboolean CubeMapSeamless;
1181
1182 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1183
1184 /** GL_ARB_texture_buffer_object */
1185 struct gl_buffer_object *BufferObject;
1186
1187 /** Texture coord units/sets used for fragment texturing */
1188 GLbitfield _EnabledCoordUnits;
1189
1190 /** Texture coord units that have texgen enabled */
1191 GLbitfield _TexGenEnabled;
1192
1193 /** Texture coord units that have non-identity matrices */
1194 GLbitfield _TexMatEnabled;
1195
1196 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1197 GLbitfield _GenFlags;
1198
1199 /** Largest index of a texture unit with _Current != NULL. */
1200 GLint _MaxEnabledTexImageUnit;
1201
1202 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1203 GLint NumCurrentTexUsed;
1204
1205 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1206 };
1207
1208
1209 /**
1210 * Data structure representing a single clip plane (e.g. one of the elements
1211 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1212 */
1213 typedef GLfloat gl_clip_plane[4];
1214
1215
1216 /**
1217 * Transformation attribute group (GL_TRANSFORM_BIT).
1218 */
1219 struct gl_transform_attrib
1220 {
1221 GLenum MatrixMode; /**< Matrix mode */
1222 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1223 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1224 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1225 GLboolean Normalize; /**< Normalize all normals? */
1226 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1227 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1228 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1229 /** GL_ARB_clip_control */
1230 GLenum ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1231 GLenum ClipDepthMode; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1232 };
1233
1234
1235 /**
1236 * Viewport attribute group (GL_VIEWPORT_BIT).
1237 */
1238 struct gl_viewport_attrib
1239 {
1240 GLfloat X, Y; /**< position */
1241 GLfloat Width, Height; /**< size */
1242 GLdouble Near, Far; /**< Depth buffer range */
1243 };
1244
1245
1246 typedef enum {
1247 MAP_USER,
1248 MAP_INTERNAL,
1249
1250 MAP_COUNT
1251 } gl_map_buffer_index;
1252
1253
1254 /**
1255 * Fields describing a mapped buffer range.
1256 */
1257 struct gl_buffer_mapping {
1258 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1259 GLvoid *Pointer; /**< User-space address of mapping */
1260 GLintptr Offset; /**< Mapped offset */
1261 GLsizeiptr Length; /**< Mapped length */
1262 };
1263
1264
1265 /**
1266 * Usages we've seen for a buffer object.
1267 */
1268 typedef enum {
1269 USAGE_UNIFORM_BUFFER = 0x1,
1270 USAGE_TEXTURE_BUFFER = 0x2,
1271 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1272 USAGE_SHADER_STORAGE_BUFFER = 0x8,
1273 USAGE_TRANSFORM_FEEDBACK_BUFFER = 0x10,
1274 USAGE_PIXEL_PACK_BUFFER = 0x20,
1275 USAGE_DISABLE_MINMAX_CACHE = 0x40,
1276 } gl_buffer_usage;
1277
1278
1279 /**
1280 * GL_ARB_vertex/pixel_buffer_object buffer object
1281 */
1282 struct gl_buffer_object
1283 {
1284 mtx_t Mutex;
1285 GLint RefCount;
1286 GLuint Name;
1287 GLchar *Label; /**< GL_KHR_debug */
1288 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1289 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1290 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1291 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1292 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1293 GLboolean Written; /**< Ever written to? (for debugging) */
1294 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1295 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1296 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1297
1298 /** Counters used for buffer usage warnings */
1299 GLuint NumSubDataCalls;
1300 GLuint NumMapBufferWriteCalls;
1301
1302 struct gl_buffer_mapping Mappings[MAP_COUNT];
1303
1304 /** Memoization of min/max index computations for static index buffers */
1305 struct hash_table *MinMaxCache;
1306 unsigned MinMaxCacheHitIndices;
1307 unsigned MinMaxCacheMissIndices;
1308 bool MinMaxCacheDirty;
1309 };
1310
1311
1312 /**
1313 * Client pixel packing/unpacking attributes
1314 */
1315 struct gl_pixelstore_attrib
1316 {
1317 GLint Alignment;
1318 GLint RowLength;
1319 GLint SkipPixels;
1320 GLint SkipRows;
1321 GLint ImageHeight;
1322 GLint SkipImages;
1323 GLboolean SwapBytes;
1324 GLboolean LsbFirst;
1325 GLboolean Invert; /**< GL_MESA_pack_invert */
1326 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1327 GLint CompressedBlockHeight;
1328 GLint CompressedBlockDepth;
1329 GLint CompressedBlockSize;
1330 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1331 };
1332
1333
1334 /**
1335 * Vertex array information which is derived from gl_array_attributes
1336 * and gl_vertex_buffer_binding information. Used by the VBO module and
1337 * device drivers.
1338 */
1339 struct gl_vertex_array
1340 {
1341 GLint Size; /**< components per element (1,2,3,4) */
1342 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1343 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1344 GLsizei StrideB; /**< actual stride in bytes */
1345 GLuint _ElementSize; /**< size of each element in bytes */
1346 const GLubyte *Ptr; /**< Points to array data */
1347 GLboolean Normalized; /**< GL_ARB_vertex_program */
1348 GLboolean Integer; /**< Integer-valued? */
1349 GLboolean Doubles; /**< double precision values are not converted to floats */
1350 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1351
1352 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1353 };
1354
1355
1356 /**
1357 * Attributes to describe a vertex array.
1358 *
1359 * Contains the size, type, format and normalization flag,
1360 * along with the index of a vertex buffer binding point.
1361 *
1362 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1363 * and is only present for backwards compatibility reasons.
1364 * Rendering always uses VERTEX_BINDING_STRIDE.
1365 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1366 * and VERTEX_BINDING_STRIDE to the same value, while
1367 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1368 */
1369 struct gl_array_attributes
1370 {
1371 GLint Size; /**< Components per element (1,2,3,4) */
1372 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1373 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1374 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1375 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1376 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1377 GLboolean Enabled; /**< Whether the array is enabled */
1378 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1379 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1380 GLboolean Doubles; /**< double precision values are not converted to floats */
1381 GLuint _ElementSize; /**< Size of each element in bytes */
1382 GLuint BufferBindingIndex; /**< Vertex buffer binding */
1383 };
1384
1385
1386 /**
1387 * This describes the buffer object used for a vertex array (or
1388 * multiple vertex arrays). If BufferObj points to the default/null
1389 * buffer object, then the vertex array lives in user memory and not a VBO.
1390 */
1391 struct gl_vertex_buffer_binding
1392 {
1393 GLintptr Offset; /**< User-specified offset */
1394 GLsizei Stride; /**< User-specified stride */
1395 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1396 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1397 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1398 };
1399
1400
1401 /**
1402 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+,
1403 * GL_ARB_vertex_array_object, or the original GL_APPLE_vertex_array_object
1404 * extension.
1405 */
1406 struct gl_vertex_array_object
1407 {
1408 /** Name of the VAO as received from glGenVertexArray. */
1409 GLuint Name;
1410
1411 GLint RefCount;
1412
1413 GLchar *Label; /**< GL_KHR_debug */
1414
1415 mtx_t Mutex;
1416
1417 /**
1418 * Does the VAO use ARB semantics or Apple semantics?
1419 *
1420 * There are several ways in which ARB_vertex_array_object and
1421 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1422 * least,
1423 *
1424 * - ARB VAOs require that all array data be sourced from vertex buffer
1425 * objects, but Apple VAOs do not.
1426 *
1427 * - ARB VAOs require that names come from GenVertexArrays.
1428 *
1429 * This flag notes which behavior governs this VAO.
1430 */
1431 GLboolean ARBsemantics;
1432
1433 /**
1434 * Has this array object been bound?
1435 */
1436 GLboolean EverBound;
1437
1438 /**
1439 * Derived vertex attribute arrays
1440 *
1441 * This is a legacy data structure created from gl_vertex_attrib_array and
1442 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1443 */
1444 struct gl_vertex_array _VertexAttrib[VERT_ATTRIB_MAX];
1445
1446 /** Vertex attribute arrays */
1447 struct gl_array_attributes VertexAttrib[VERT_ATTRIB_MAX];
1448
1449 /** Vertex buffer bindings */
1450 struct gl_vertex_buffer_binding BufferBinding[VERT_ATTRIB_MAX];
1451
1452 /** Mask indicating which vertex arrays have vertex buffer associated. */
1453 GLbitfield64 VertexAttribBufferMask;
1454
1455 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1456 GLbitfield64 _Enabled;
1457
1458 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1459 GLbitfield64 NewArrays;
1460
1461 /** The index buffer (also known as the element array buffer in OpenGL). */
1462 struct gl_buffer_object *IndexBufferObj;
1463 };
1464
1465
1466 /** Used to signal when transitioning from one kind of drawing method
1467 * to another.
1468 */
1469 typedef enum {
1470 DRAW_NONE, /**< Initial value only */
1471 DRAW_BEGIN_END,
1472 DRAW_DISPLAY_LIST,
1473 DRAW_ARRAYS
1474 } gl_draw_method;
1475
1476 /**
1477 * Enum for the OpenGL APIs we know about and may support.
1478 *
1479 * NOTE: This must match the api_enum table in
1480 * src/mesa/main/get_hash_generator.py
1481 */
1482 typedef enum
1483 {
1484 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
1485 API_OPENGLES,
1486 API_OPENGLES2,
1487 API_OPENGL_CORE,
1488 API_OPENGL_LAST = API_OPENGL_CORE
1489 } gl_api;
1490
1491 /**
1492 * Vertex array state
1493 */
1494 struct gl_array_attrib
1495 {
1496 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1497 struct gl_vertex_array_object *VAO;
1498
1499 /** The default vertex array object */
1500 struct gl_vertex_array_object *DefaultVAO;
1501
1502 /** The last VAO accessed by a DSA function */
1503 struct gl_vertex_array_object *LastLookedUpVAO;
1504
1505 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1506 struct _mesa_HashTable *Objects;
1507
1508 GLint ActiveTexture; /**< Client Active Texture */
1509 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1510 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1511
1512 /**
1513 * \name Primitive restart controls
1514 *
1515 * Primitive restart is enabled if either \c PrimitiveRestart or
1516 * \c PrimitiveRestartFixedIndex is set.
1517 */
1518 /*@{*/
1519 GLboolean PrimitiveRestart;
1520 GLboolean PrimitiveRestartFixedIndex;
1521 GLboolean _PrimitiveRestart;
1522 GLuint RestartIndex;
1523 /*@}*/
1524
1525 /** One of the DRAW_xxx flags, not consumed by drivers */
1526 gl_draw_method DrawMethod;
1527
1528 /* GL_ARB_vertex_buffer_object */
1529 struct gl_buffer_object *ArrayBufferObj;
1530
1531 /**
1532 * Vertex arrays as consumed by a driver.
1533 * The array pointer is set up only by the VBO module.
1534 */
1535 const struct gl_vertex_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1536
1537 /** Legal array datatypes and the API for which they have been computed */
1538 GLbitfield LegalTypesMask;
1539 gl_api LegalTypesMaskAPI;
1540 };
1541
1542
1543 /**
1544 * Feedback buffer state
1545 */
1546 struct gl_feedback
1547 {
1548 GLenum Type;
1549 GLbitfield _Mask; /**< FB_* bits */
1550 GLfloat *Buffer;
1551 GLuint BufferSize;
1552 GLuint Count;
1553 };
1554
1555
1556 /**
1557 * Selection buffer state
1558 */
1559 struct gl_selection
1560 {
1561 GLuint *Buffer; /**< selection buffer */
1562 GLuint BufferSize; /**< size of the selection buffer */
1563 GLuint BufferCount; /**< number of values in the selection buffer */
1564 GLuint Hits; /**< number of records in the selection buffer */
1565 GLuint NameStackDepth; /**< name stack depth */
1566 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1567 GLboolean HitFlag; /**< hit flag */
1568 GLfloat HitMinZ; /**< minimum hit depth */
1569 GLfloat HitMaxZ; /**< maximum hit depth */
1570 };
1571
1572
1573 /**
1574 * 1-D Evaluator control points
1575 */
1576 struct gl_1d_map
1577 {
1578 GLuint Order; /**< Number of control points */
1579 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1580 GLfloat *Points; /**< Points to contiguous control points */
1581 };
1582
1583
1584 /**
1585 * 2-D Evaluator control points
1586 */
1587 struct gl_2d_map
1588 {
1589 GLuint Uorder; /**< Number of control points in U dimension */
1590 GLuint Vorder; /**< Number of control points in V dimension */
1591 GLfloat u1, u2, du;
1592 GLfloat v1, v2, dv;
1593 GLfloat *Points; /**< Points to contiguous control points */
1594 };
1595
1596
1597 /**
1598 * All evaluator control point state
1599 */
1600 struct gl_evaluators
1601 {
1602 /**
1603 * \name 1-D maps
1604 */
1605 /*@{*/
1606 struct gl_1d_map Map1Vertex3;
1607 struct gl_1d_map Map1Vertex4;
1608 struct gl_1d_map Map1Index;
1609 struct gl_1d_map Map1Color4;
1610 struct gl_1d_map Map1Normal;
1611 struct gl_1d_map Map1Texture1;
1612 struct gl_1d_map Map1Texture2;
1613 struct gl_1d_map Map1Texture3;
1614 struct gl_1d_map Map1Texture4;
1615 /*@}*/
1616
1617 /**
1618 * \name 2-D maps
1619 */
1620 /*@{*/
1621 struct gl_2d_map Map2Vertex3;
1622 struct gl_2d_map Map2Vertex4;
1623 struct gl_2d_map Map2Index;
1624 struct gl_2d_map Map2Color4;
1625 struct gl_2d_map Map2Normal;
1626 struct gl_2d_map Map2Texture1;
1627 struct gl_2d_map Map2Texture2;
1628 struct gl_2d_map Map2Texture3;
1629 struct gl_2d_map Map2Texture4;
1630 /*@}*/
1631 };
1632
1633
1634 struct gl_transform_feedback_varying_info
1635 {
1636 char *Name;
1637 GLenum Type;
1638 GLint BufferIndex;
1639 GLint Size;
1640 GLint Offset;
1641 };
1642
1643
1644 /**
1645 * Per-output info vertex shaders for transform feedback.
1646 */
1647 struct gl_transform_feedback_output
1648 {
1649 uint32_t OutputRegister;
1650 uint32_t OutputBuffer;
1651 uint32_t NumComponents;
1652 uint32_t StreamId;
1653
1654 /** offset (in DWORDs) of this output within the interleaved structure */
1655 uint32_t DstOffset;
1656
1657 /**
1658 * Offset into the output register of the data to output. For example,
1659 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1660 * offset is in the y and z components of the output register.
1661 */
1662 uint32_t ComponentOffset;
1663 };
1664
1665
1666 struct gl_transform_feedback_buffer
1667 {
1668 uint32_t Binding;
1669
1670 uint32_t NumVaryings;
1671
1672 /**
1673 * Total number of components stored in each buffer. This may be used by
1674 * hardware back-ends to determine the correct stride when interleaving
1675 * multiple transform feedback outputs in the same buffer.
1676 */
1677 uint32_t Stride;
1678
1679 /**
1680 * Which transform feedback stream this buffer binding is associated with.
1681 */
1682 uint32_t Stream;
1683 };
1684
1685
1686 /** Post-link transform feedback info. */
1687 struct gl_transform_feedback_info
1688 {
1689 unsigned NumOutputs;
1690
1691 /* Bitmask of active buffer indices. */
1692 unsigned ActiveBuffers;
1693
1694 struct gl_transform_feedback_output *Outputs;
1695
1696 /** Transform feedback varyings used for the linking of this shader program.
1697 *
1698 * Use for glGetTransformFeedbackVarying().
1699 */
1700 struct gl_transform_feedback_varying_info *Varyings;
1701 GLint NumVarying;
1702
1703 struct gl_transform_feedback_buffer Buffers[MAX_FEEDBACK_BUFFERS];
1704 };
1705
1706
1707 /**
1708 * Transform feedback object state
1709 */
1710 struct gl_transform_feedback_object
1711 {
1712 GLuint Name; /**< AKA the object ID */
1713 GLint RefCount;
1714 GLchar *Label; /**< GL_KHR_debug */
1715 GLboolean Active; /**< Is transform feedback enabled? */
1716 GLboolean Paused; /**< Is transform feedback paused? */
1717 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1718 at least once? */
1719 GLboolean EverBound; /**< Has this object been bound? */
1720
1721 /**
1722 * GLES: if Active is true, remaining number of primitives which can be
1723 * rendered without overflow. This is necessary to track because GLES
1724 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1725 * glDrawArraysInstanced would overflow transform feedback buffers.
1726 * Undefined if Active is false.
1727 *
1728 * Not tracked for desktop GL since it's unnecessary.
1729 */
1730 unsigned GlesRemainingPrims;
1731
1732 /**
1733 * The program active when BeginTransformFeedback() was called.
1734 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1735 * where stage is the pipeline stage that is the source of data for
1736 * transform feedback.
1737 */
1738 struct gl_program *program;
1739
1740 /** The feedback buffers */
1741 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1742 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1743
1744 /** Start of feedback data in dest buffer */
1745 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1746
1747 /**
1748 * Max data to put into dest buffer (in bytes). Computed based on
1749 * RequestedSize and the actual size of the buffer.
1750 */
1751 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1752
1753 /**
1754 * Size that was specified when the buffer was bound. If the buffer was
1755 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1756 * zero.
1757 */
1758 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1759 };
1760
1761
1762 /**
1763 * Context state for transform feedback.
1764 */
1765 struct gl_transform_feedback_state
1766 {
1767 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1768
1769 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1770 struct gl_buffer_object *CurrentBuffer;
1771
1772 /** The table of all transform feedback objects */
1773 struct _mesa_HashTable *Objects;
1774
1775 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1776 struct gl_transform_feedback_object *CurrentObject;
1777
1778 /** The default xform-fb object (Name==0) */
1779 struct gl_transform_feedback_object *DefaultObject;
1780 };
1781
1782
1783 /**
1784 * A "performance monitor" as described in AMD_performance_monitor.
1785 */
1786 struct gl_perf_monitor_object
1787 {
1788 GLuint Name;
1789
1790 /** True if the monitor is currently active (Begin called but not End). */
1791 GLboolean Active;
1792
1793 /**
1794 * True if the monitor has ended.
1795 *
1796 * This is distinct from !Active because it may never have began.
1797 */
1798 GLboolean Ended;
1799
1800 /**
1801 * A list of groups with currently active counters.
1802 *
1803 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1804 */
1805 unsigned *ActiveGroups;
1806
1807 /**
1808 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1809 *
1810 * Checking whether counter 'c' in group 'g' is active can be done via:
1811 *
1812 * BITSET_TEST(ActiveCounters[g], c)
1813 */
1814 GLuint **ActiveCounters;
1815 };
1816
1817
1818 union gl_perf_monitor_counter_value
1819 {
1820 float f;
1821 uint64_t u64;
1822 uint32_t u32;
1823 };
1824
1825
1826 struct gl_perf_monitor_counter
1827 {
1828 /** Human readable name for the counter. */
1829 const char *Name;
1830
1831 /**
1832 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1833 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1834 */
1835 GLenum Type;
1836
1837 /** Minimum counter value. */
1838 union gl_perf_monitor_counter_value Minimum;
1839
1840 /** Maximum counter value. */
1841 union gl_perf_monitor_counter_value Maximum;
1842 };
1843
1844
1845 struct gl_perf_monitor_group
1846 {
1847 /** Human readable name for the group. */
1848 const char *Name;
1849
1850 /**
1851 * Maximum number of counters in this group which can be active at the
1852 * same time.
1853 */
1854 GLuint MaxActiveCounters;
1855
1856 /** Array of counters within this group. */
1857 const struct gl_perf_monitor_counter *Counters;
1858 GLuint NumCounters;
1859 };
1860
1861
1862 /**
1863 * Context state for AMD_performance_monitor.
1864 */
1865 struct gl_perf_monitor_state
1866 {
1867 /** Array of performance monitor groups (indexed by group ID) */
1868 const struct gl_perf_monitor_group *Groups;
1869 GLuint NumGroups;
1870
1871 /** The table of all performance monitors. */
1872 struct _mesa_HashTable *Monitors;
1873 };
1874
1875
1876 /**
1877 * Context state for INTEL_performance_query.
1878 */
1879 struct gl_perf_query_state
1880 {
1881 /** Array of performance monitor groups (indexed by group ID) */
1882 const struct gl_perf_monitor_group *Groups;
1883 GLuint NumGroups;
1884
1885 /** The table of all performance query objects. */
1886 struct _mesa_HashTable *Objects;
1887 };
1888
1889
1890 /**
1891 * Names of the various vertex/fragment program register files, etc.
1892 *
1893 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1894 * All values should fit in a 4-bit field.
1895 *
1896 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
1897 * considered to be "uniform" variables since they can only be set outside
1898 * glBegin/End. They're also all stored in the same Parameters array.
1899 */
1900 typedef enum
1901 {
1902 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1903 PROGRAM_ARRAY, /**< Arrays & Matrixes */
1904 PROGRAM_INPUT, /**< machine->Inputs[] */
1905 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1906 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1907 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1908 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1909 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1910 PROGRAM_ADDRESS, /**< machine->AddressReg */
1911 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1912 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1913 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1914 PROGRAM_IMMEDIATE, /**< Immediate value, used by TGSI */
1915 PROGRAM_BUFFER, /**< for shader buffers, compile-time only */
1916 PROGRAM_MEMORY, /**< for shared, global and local memory */
1917 PROGRAM_IMAGE, /**< for shader images, compile-time only */
1918 PROGRAM_FILE_MAX
1919 } gl_register_file;
1920
1921
1922 /**
1923 * Base class for any kind of program object
1924 */
1925 struct gl_program
1926 {
1927 /** FIXME: This must be first until we split shader_info from nir_shader */
1928 struct shader_info info;
1929
1930 mtx_t Mutex;
1931 GLuint Id;
1932 GLint RefCount;
1933 GLubyte *String; /**< Null-terminated program text */
1934
1935 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
1936 GLenum Format; /**< String encoding format */
1937
1938 GLboolean _Used; /**< Ever used for drawing? Used for debugging */
1939
1940 struct nir_shader *nir;
1941
1942 bool is_arb_asm; /** Is this an ARB assembly-style program */
1943
1944 /** Is this program written to on disk shader cache */
1945 bool program_written_to_cache;
1946
1947 GLbitfield64 SecondaryOutputsWritten; /**< Subset of OutputsWritten outputs written with non-zero index. */
1948 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1949 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1950 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1951 GLbitfield ExternalSamplersUsed; /**< Texture units used for samplerExternalOES */
1952
1953 /* Fragement shader only fields */
1954 GLboolean OriginUpperLeft;
1955 GLboolean PixelCenterInteger;
1956
1957 /** Named parameters, constants, etc. from program text */
1958 struct gl_program_parameter_list *Parameters;
1959
1960 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1961 GLubyte SamplerUnits[MAX_SAMPLERS];
1962
1963 /* FIXME: We should be able to make this struct a union. However some
1964 * drivers (i915/fragment_programs, swrast/prog_execute) mix the use of
1965 * these fields, we should fix this.
1966 */
1967 struct {
1968 /** Fields used by GLSL programs */
1969 struct {
1970 /** Data shared by gl_program and gl_shader_program */
1971 struct gl_shader_program_data *data;
1972
1973 struct gl_active_atomic_buffer **AtomicBuffers;
1974
1975 /** Post-link transform feedback info. */
1976 struct gl_transform_feedback_info *LinkedTransformFeedback;
1977
1978 /**
1979 * Number of types for subroutine uniforms.
1980 */
1981 GLuint NumSubroutineUniformTypes;
1982
1983 /**
1984 * Subroutine uniform remap table
1985 * based on the program level uniform remap table.
1986 */
1987 GLuint NumSubroutineUniforms; /* non-sparse total */
1988 GLuint NumSubroutineUniformRemapTable;
1989 struct gl_uniform_storage **SubroutineUniformRemapTable;
1990
1991 /**
1992 * Num of subroutine functions for this stage and storage for them.
1993 */
1994 GLuint NumSubroutineFunctions;
1995 GLuint MaxSubroutineFunctionIndex;
1996 struct gl_subroutine_function *SubroutineFunctions;
1997
1998 /**
1999 * Map from image uniform index to image unit (set by glUniform1i())
2000 *
2001 * An image uniform index is associated with each image uniform by
2002 * the linker. The image index associated with each uniform is
2003 * stored in the \c gl_uniform_storage::image field.
2004 */
2005 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2006
2007 /**
2008 * Access qualifier specified in the shader for each image uniform
2009 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2010 * GL_READ_WRITE.
2011 *
2012 * It may be different, though only more strict than the value of
2013 * \c gl_image_unit::Access for the corresponding image unit.
2014 */
2015 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2016
2017 struct gl_uniform_block **UniformBlocks;
2018 struct gl_uniform_block **ShaderStorageBlocks;
2019
2020 /** Which texture target is being sampled
2021 * (TEXTURE_1D/2D/3D/etc_INDEX)
2022 */
2023 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2024
2025 union {
2026 struct {
2027 /**
2028 * A bitmask of gl_advanced_blend_mode values
2029 */
2030 GLbitfield BlendSupport;
2031 } fs;
2032 };
2033 } sh;
2034
2035 /** ARB assembly-style program fields */
2036 struct {
2037 struct prog_instruction *Instructions;
2038
2039 /**
2040 * Local parameters used by the program.
2041 *
2042 * It's dynamically allocated because it is rarely used (just
2043 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries
2044 * once it's allocated.
2045 */
2046 GLfloat (*LocalParams)[4];
2047
2048 /** Bitmask of which register files are read/written with indirect
2049 * addressing. Mask of (1 << PROGRAM_x) bits.
2050 */
2051 GLbitfield IndirectRegisterFiles;
2052
2053 /** Logical counts */
2054 /*@{*/
2055 GLuint NumInstructions;
2056 GLuint NumTemporaries;
2057 GLuint NumParameters;
2058 GLuint NumAttributes;
2059 GLuint NumAddressRegs;
2060 GLuint NumAluInstructions;
2061 GLuint NumTexInstructions;
2062 GLuint NumTexIndirections;
2063 /*@}*/
2064 /** Native, actual h/w counts */
2065 /*@{*/
2066 GLuint NumNativeInstructions;
2067 GLuint NumNativeTemporaries;
2068 GLuint NumNativeParameters;
2069 GLuint NumNativeAttributes;
2070 GLuint NumNativeAddressRegs;
2071 GLuint NumNativeAluInstructions;
2072 GLuint NumNativeTexInstructions;
2073 GLuint NumNativeTexIndirections;
2074 /*@}*/
2075
2076 /** Used by ARB assembly-style programs. Can only be true for vertex
2077 * programs.
2078 */
2079 GLboolean IsPositionInvariant;
2080 } arb;
2081 };
2082 };
2083
2084
2085 /**
2086 * State common to vertex and fragment programs.
2087 */
2088 struct gl_program_state
2089 {
2090 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2091 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2092 };
2093
2094
2095 /**
2096 * Context state for vertex programs.
2097 */
2098 struct gl_vertex_program_state
2099 {
2100 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2101 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2102 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2103 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2104 /** Computed two sided lighting for fixed function/programs. */
2105 GLboolean _TwoSideEnabled;
2106 struct gl_program *Current; /**< User-bound vertex program */
2107
2108 /** Currently enabled and valid vertex program (including internal
2109 * programs, user-defined vertex programs and GLSL vertex shaders).
2110 * This is the program we must use when rendering.
2111 */
2112 struct gl_program *_Current;
2113
2114 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2115
2116 /** Should fixed-function T&L be implemented with a vertex prog? */
2117 GLboolean _MaintainTnlProgram;
2118
2119 /** Program to emulate fixed-function T&L (see above) */
2120 struct gl_program *_TnlProgram;
2121
2122 /** Cache of fixed-function programs */
2123 struct gl_program_cache *Cache;
2124
2125 GLboolean _Overriden;
2126 };
2127
2128 /**
2129 * Context state for tessellation control programs.
2130 */
2131 struct gl_tess_ctrl_program_state
2132 {
2133 /** Currently bound and valid shader. */
2134 struct gl_program *_Current;
2135
2136 GLint patch_vertices;
2137 GLfloat patch_default_outer_level[4];
2138 GLfloat patch_default_inner_level[2];
2139 };
2140
2141 /**
2142 * Context state for tessellation evaluation programs.
2143 */
2144 struct gl_tess_eval_program_state
2145 {
2146 /** Currently bound and valid shader. */
2147 struct gl_program *_Current;
2148 };
2149
2150 /**
2151 * Context state for geometry programs.
2152 */
2153 struct gl_geometry_program_state
2154 {
2155 /** Currently enabled and valid program (including internal programs
2156 * and compiled shader programs).
2157 */
2158 struct gl_program *_Current;
2159 };
2160
2161 /**
2162 * Context state for fragment programs.
2163 */
2164 struct gl_fragment_program_state
2165 {
2166 GLboolean Enabled; /**< User-set fragment program enable flag */
2167 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2168 struct gl_program *Current; /**< User-bound fragment program */
2169
2170 /** Currently enabled and valid fragment program (including internal
2171 * programs, user-defined fragment programs and GLSL fragment shaders).
2172 * This is the program we must use when rendering.
2173 */
2174 struct gl_program *_Current;
2175
2176 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2177
2178 /** Should fixed-function texturing be implemented with a fragment prog? */
2179 GLboolean _MaintainTexEnvProgram;
2180
2181 /** Program to emulate fixed-function texture env/combine (see above) */
2182 struct gl_program *_TexEnvProgram;
2183
2184 /** Cache of fixed-function programs */
2185 struct gl_program_cache *Cache;
2186 };
2187
2188
2189 /**
2190 * Context state for compute programs.
2191 */
2192 struct gl_compute_program_state
2193 {
2194 /** Currently enabled and valid program (including internal programs
2195 * and compiled shader programs).
2196 */
2197 struct gl_program *_Current;
2198 };
2199
2200
2201 /**
2202 * ATI_fragment_shader runtime state
2203 */
2204
2205 struct atifs_instruction;
2206 struct atifs_setupinst;
2207
2208 /**
2209 * ATI fragment shader
2210 */
2211 struct ati_fragment_shader
2212 {
2213 GLuint Id;
2214 GLint RefCount;
2215 struct atifs_instruction *Instructions[2];
2216 struct atifs_setupinst *SetupInst[2];
2217 GLfloat Constants[8][4];
2218 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2219 GLubyte numArithInstr[2];
2220 GLubyte regsAssigned[2];
2221 GLubyte NumPasses; /**< 1 or 2 */
2222 GLubyte cur_pass;
2223 GLubyte last_optype;
2224 GLboolean interpinp1;
2225 GLboolean isValid;
2226 GLuint swizzlerq;
2227 struct gl_program *Program;
2228 };
2229
2230 /**
2231 * Context state for GL_ATI_fragment_shader
2232 */
2233 struct gl_ati_fragment_shader_state
2234 {
2235 GLboolean Enabled;
2236 GLboolean _Enabled; /**< enabled and valid shader? */
2237 GLboolean Compiling;
2238 GLfloat GlobalConstants[8][4];
2239 struct ati_fragment_shader *Current;
2240 };
2241
2242 /**
2243 * Shader subroutine function definition
2244 */
2245 struct gl_subroutine_function
2246 {
2247 char *name;
2248 int index;
2249 int num_compat_types;
2250 const struct glsl_type **types;
2251 };
2252
2253 /**
2254 * Shader information needed by both gl_shader and gl_linked shader.
2255 */
2256 struct gl_shader_info
2257 {
2258 /**
2259 * Tessellation Control shader state from layout qualifiers.
2260 */
2261 struct {
2262 /**
2263 * 0 - vertices not declared in shader, or
2264 * 1 .. GL_MAX_PATCH_VERTICES
2265 */
2266 GLint VerticesOut;
2267 } TessCtrl;
2268
2269 /**
2270 * Tessellation Evaluation shader state from layout qualifiers.
2271 */
2272 struct {
2273 /**
2274 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2275 * in this shader.
2276 */
2277 GLenum PrimitiveMode;
2278
2279 enum gl_tess_spacing Spacing;
2280
2281 /**
2282 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2283 */
2284 GLenum VertexOrder;
2285 /**
2286 * 1, 0, or -1 if it's not set in this shader.
2287 */
2288 int PointMode;
2289 } TessEval;
2290
2291 /**
2292 * Geometry shader state from GLSL 1.50 layout qualifiers.
2293 */
2294 struct {
2295 GLint VerticesOut;
2296 /**
2297 * 0 - Invocations count not declared in shader, or
2298 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2299 */
2300 GLint Invocations;
2301 /**
2302 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2303 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2304 * shader.
2305 */
2306 GLenum InputType;
2307 /**
2308 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2309 * it's not set in this shader.
2310 */
2311 GLenum OutputType;
2312 } Geom;
2313
2314 /**
2315 * Compute shader state from ARB_compute_shader and
2316 * ARB_compute_variable_group_size layout qualifiers.
2317 */
2318 struct {
2319 /**
2320 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2321 * it's not set in this shader.
2322 */
2323 unsigned LocalSize[3];
2324
2325 /**
2326 * Whether a variable work group size has been specified as defined by
2327 * ARB_compute_variable_group_size.
2328 */
2329 bool LocalSizeVariable;
2330 } Comp;
2331 };
2332
2333 /**
2334 * A linked GLSL shader object.
2335 */
2336 struct gl_linked_shader
2337 {
2338 gl_shader_stage Stage;
2339
2340 #ifdef DEBUG
2341 unsigned SourceChecksum;
2342 #endif
2343
2344 struct gl_program *Program; /**< Post-compile assembly code */
2345
2346 /**
2347 * \name Sampler tracking
2348 *
2349 * \note Each of these fields is only set post-linking.
2350 */
2351 /*@{*/
2352 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2353 /*@}*/
2354
2355 /**
2356 * Number of default uniform block components used by this shader.
2357 *
2358 * This field is only set post-linking.
2359 */
2360 unsigned num_uniform_components;
2361
2362 /**
2363 * Number of combined uniform components used by this shader.
2364 *
2365 * This field is only set post-linking. It is the sum of the uniform block
2366 * sizes divided by sizeof(float), and num_uniform_compoennts.
2367 */
2368 unsigned num_combined_uniform_components;
2369
2370 struct exec_list *ir;
2371 struct exec_list *packed_varyings;
2372 struct exec_list *fragdata_arrays;
2373 struct glsl_symbol_table *symbols;
2374 };
2375
2376 static inline GLbitfield gl_external_samplers(struct gl_program *prog)
2377 {
2378 GLbitfield external_samplers = 0;
2379 GLbitfield mask = prog->SamplersUsed;
2380
2381 while (mask) {
2382 int idx = u_bit_scan(&mask);
2383 if (prog->sh.SamplerTargets[idx] == TEXTURE_EXTERNAL_INDEX)
2384 external_samplers |= (1 << idx);
2385 }
2386
2387 return external_samplers;
2388 }
2389
2390 /**
2391 * A GLSL shader object.
2392 */
2393 struct gl_shader
2394 {
2395 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2396 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2397 * Must be the first field.
2398 */
2399 GLenum Type;
2400 gl_shader_stage Stage;
2401 GLuint Name; /**< AKA the handle */
2402 GLint RefCount; /**< Reference count */
2403 GLchar *Label; /**< GL_KHR_debug */
2404 unsigned char sha1[20]; /**< SHA1 hash of pre-processed source */
2405 GLboolean DeletePending;
2406 GLboolean CompileStatus;
2407 bool IsES; /**< True if this shader uses GLSL ES */
2408
2409 #ifdef DEBUG
2410 unsigned SourceChecksum; /**< for debug/logging purposes */
2411 #endif
2412 const GLchar *Source; /**< Source code string */
2413
2414 const GLchar *FallbackSource; /**< Fallback string used by on-disk cache*/
2415
2416 GLchar *InfoLog;
2417
2418 unsigned Version; /**< GLSL version used for linking */
2419
2420 struct exec_list *ir;
2421 struct glsl_symbol_table *symbols;
2422
2423 /**
2424 * A bitmask of gl_advanced_blend_mode values
2425 */
2426 GLbitfield BlendSupport;
2427
2428 /**
2429 * Whether early fragment tests are enabled as defined by
2430 * ARB_shader_image_load_store.
2431 */
2432 bool EarlyFragmentTests;
2433
2434 bool ARB_fragment_coord_conventions_enable;
2435
2436 bool redeclares_gl_fragcoord;
2437 bool uses_gl_fragcoord;
2438
2439 bool PostDepthCoverage;
2440 bool InnerCoverage;
2441
2442 /**
2443 * Fragment shader state from GLSL 1.50 layout qualifiers.
2444 */
2445 bool origin_upper_left;
2446 bool pixel_center_integer;
2447
2448 /** Global xfb_stride out qualifier if any */
2449 GLuint TransformFeedbackBufferStride[MAX_FEEDBACK_BUFFERS];
2450
2451 struct gl_shader_info info;
2452 };
2453
2454
2455 struct gl_uniform_buffer_variable
2456 {
2457 char *Name;
2458
2459 /**
2460 * Name of the uniform as seen by glGetUniformIndices.
2461 *
2462 * glGetUniformIndices requires that the block instance index \b not be
2463 * present in the name of queried uniforms.
2464 *
2465 * \note
2466 * \c gl_uniform_buffer_variable::IndexName and
2467 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2468 */
2469 char *IndexName;
2470
2471 const struct glsl_type *Type;
2472 unsigned int Offset;
2473 GLboolean RowMajor;
2474 };
2475
2476
2477 enum gl_uniform_block_packing
2478 {
2479 ubo_packing_std140,
2480 ubo_packing_shared,
2481 ubo_packing_packed,
2482 ubo_packing_std430
2483 };
2484
2485
2486 struct gl_uniform_block
2487 {
2488 /** Declared name of the uniform block */
2489 char *Name;
2490
2491 /** Array of supplemental information about UBO ir_variables. */
2492 struct gl_uniform_buffer_variable *Uniforms;
2493 GLuint NumUniforms;
2494
2495 /**
2496 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2497 * with glBindBufferBase to bind a buffer object to this uniform block. When
2498 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2499 */
2500 GLuint Binding;
2501
2502 /**
2503 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2504 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2505 */
2506 GLuint UniformBufferSize;
2507
2508 /** Stages that reference this block */
2509 uint8_t stageref;
2510
2511 /**
2512 * Linearized array index for uniform block instance arrays
2513 *
2514 * Given a uniform block instance array declared with size
2515 * blk[s_0][s_1]..[s_m], the block referenced by blk[i_0][i_1]..[i_m] will
2516 * have the linearized array index
2517 *
2518 * m-1 m
2519 * i_m + ∑ i_j * ∏ s_k
2520 * j=0 k=j+1
2521 *
2522 * For a uniform block instance that is not an array, this is always 0.
2523 */
2524 uint8_t linearized_array_index;
2525
2526 /**
2527 * Layout specified in the shader
2528 *
2529 * This isn't accessible through the API, but it is used while
2530 * cross-validating uniform blocks.
2531 */
2532 enum gl_uniform_block_packing _Packing;
2533 GLboolean _RowMajor;
2534 };
2535
2536 /**
2537 * Structure that represents a reference to an atomic buffer from some
2538 * shader program.
2539 */
2540 struct gl_active_atomic_buffer
2541 {
2542 /** Uniform indices of the atomic counters declared within it. */
2543 GLuint *Uniforms;
2544 GLuint NumUniforms;
2545
2546 /** Binding point index associated with it. */
2547 GLuint Binding;
2548
2549 /** Minimum reasonable size it is expected to have. */
2550 GLuint MinimumSize;
2551
2552 /** Shader stages making use of it. */
2553 GLboolean StageReferences[MESA_SHADER_STAGES];
2554 };
2555
2556 /**
2557 * Data container for shader queries. This holds only the minimal
2558 * amount of required information for resource queries to work.
2559 */
2560 struct gl_shader_variable
2561 {
2562 /**
2563 * Declared type of the variable
2564 */
2565 const struct glsl_type *type;
2566
2567 /**
2568 * If the variable is in an interface block, this is the type of the block.
2569 */
2570 const struct glsl_type *interface_type;
2571
2572 /**
2573 * For variables inside structs (possibly recursively), this is the
2574 * outermost struct type.
2575 */
2576 const struct glsl_type *outermost_struct_type;
2577
2578 /**
2579 * Declared name of the variable
2580 */
2581 char *name;
2582
2583 /**
2584 * Storage location of the base of this variable
2585 *
2586 * The precise meaning of this field depends on the nature of the variable.
2587 *
2588 * - Vertex shader input: one of the values from \c gl_vert_attrib.
2589 * - Vertex shader output: one of the values from \c gl_varying_slot.
2590 * - Geometry shader input: one of the values from \c gl_varying_slot.
2591 * - Geometry shader output: one of the values from \c gl_varying_slot.
2592 * - Fragment shader input: one of the values from \c gl_varying_slot.
2593 * - Fragment shader output: one of the values from \c gl_frag_result.
2594 * - Uniforms: Per-stage uniform slot number for default uniform block.
2595 * - Uniforms: Index within the uniform block definition for UBO members.
2596 * - Non-UBO Uniforms: explicit location until linking then reused to
2597 * store uniform slot number.
2598 * - Other: This field is not currently used.
2599 *
2600 * If the variable is a uniform, shader input, or shader output, and the
2601 * slot has not been assigned, the value will be -1.
2602 */
2603 int location;
2604
2605 /**
2606 * Specifies the first component the variable is stored in as per
2607 * ARB_enhanced_layouts.
2608 */
2609 unsigned component:2;
2610
2611 /**
2612 * Output index for dual source blending.
2613 *
2614 * \note
2615 * The GLSL spec only allows the values 0 or 1 for the index in \b dual
2616 * source blending.
2617 */
2618 unsigned index:1;
2619
2620 /**
2621 * Specifies whether a shader input/output is per-patch in tessellation
2622 * shader stages.
2623 */
2624 unsigned patch:1;
2625
2626 /**
2627 * Storage class of the variable.
2628 *
2629 * \sa (n)ir_variable_mode
2630 */
2631 unsigned mode:4;
2632
2633 /**
2634 * Interpolation mode for shader inputs / outputs
2635 *
2636 * \sa glsl_interp_mode
2637 */
2638 unsigned interpolation:2;
2639
2640 /**
2641 * Was the location explicitly set in the shader?
2642 *
2643 * If the location is explicitly set in the shader, it \b cannot be changed
2644 * by the linker or by the API (e.g., calls to \c glBindAttribLocation have
2645 * no effect).
2646 */
2647 unsigned explicit_location:1;
2648
2649 /**
2650 * Precision qualifier.
2651 */
2652 unsigned precision:2;
2653 };
2654
2655 /**
2656 * Active resource in a gl_shader_program
2657 */
2658 struct gl_program_resource
2659 {
2660 GLenum Type; /** Program interface type. */
2661 const void *Data; /** Pointer to resource associated data structure. */
2662 uint8_t StageReferences; /** Bitmask of shader stage references. */
2663 };
2664
2665 /**
2666 * Link status enum. linking_skipped is used to indicate linking
2667 * was skipped due to the shader being loaded from the on-disk cache.
2668 */
2669 enum gl_link_status
2670 {
2671 linking_failure = 0,
2672 linking_success,
2673 linking_skipped
2674 };
2675
2676 /**
2677 * A data structure to be shared by gl_shader_program and gl_program.
2678 */
2679 struct gl_shader_program_data
2680 {
2681 GLint RefCount; /**< Reference count */
2682
2683 /** SHA1 hash of linked shader program */
2684 unsigned char sha1[20];
2685
2686 unsigned NumUniformStorage;
2687 unsigned NumHiddenUniforms;
2688 struct gl_uniform_storage *UniformStorage;
2689
2690 unsigned NumUniformBlocks;
2691 struct gl_uniform_block *UniformBlocks;
2692
2693 unsigned NumShaderStorageBlocks;
2694 struct gl_uniform_block *ShaderStorageBlocks;
2695
2696 struct gl_active_atomic_buffer *AtomicBuffers;
2697 unsigned NumAtomicBuffers;
2698
2699 /* Shader cache variables used during restore */
2700 unsigned NumUniformDataSlots;
2701 union gl_constant_value *UniformDataSlots;
2702
2703 bool cache_fallback;
2704
2705 /** List of all active resources after linking. */
2706 struct gl_program_resource *ProgramResourceList;
2707 unsigned NumProgramResourceList;
2708
2709 enum gl_link_status LinkStatus; /**< GL_LINK_STATUS */
2710 GLboolean Validated;
2711 GLchar *InfoLog;
2712
2713 unsigned Version; /**< GLSL version used for linking */
2714
2715 /* Mask of stages this program was linked against */
2716 unsigned linked_stages;
2717 };
2718
2719 /**
2720 * A GLSL program object.
2721 * Basically a linked collection of vertex and fragment shaders.
2722 */
2723 struct gl_shader_program
2724 {
2725 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2726 GLuint Name; /**< aka handle or ID */
2727 GLchar *Label; /**< GL_KHR_debug */
2728 GLint RefCount; /**< Reference count */
2729 GLboolean DeletePending;
2730
2731 /**
2732 * Is the application intending to glGetProgramBinary this program?
2733 */
2734 GLboolean BinaryRetreivableHint;
2735
2736 /**
2737 * Indicates whether program can be bound for individual pipeline stages
2738 * using UseProgramStages after it is next linked.
2739 */
2740 GLboolean SeparateShader;
2741
2742 GLuint NumShaders; /**< number of attached shaders */
2743 struct gl_shader **Shaders; /**< List of attached the shaders */
2744
2745 /**
2746 * User-defined attribute bindings
2747 *
2748 * These are set via \c glBindAttribLocation and are used to direct the
2749 * GLSL linker. These are \b not the values used in the compiled shader,
2750 * and they are \b not the values returned by \c glGetAttribLocation.
2751 */
2752 struct string_to_uint_map *AttributeBindings;
2753
2754 /**
2755 * User-defined fragment data bindings
2756 *
2757 * These are set via \c glBindFragDataLocation and are used to direct the
2758 * GLSL linker. These are \b not the values used in the compiled shader,
2759 * and they are \b not the values returned by \c glGetFragDataLocation.
2760 */
2761 struct string_to_uint_map *FragDataBindings;
2762 struct string_to_uint_map *FragDataIndexBindings;
2763
2764 /**
2765 * Transform feedback varyings last specified by
2766 * glTransformFeedbackVaryings().
2767 *
2768 * For the current set of transform feedback varyings used for transform
2769 * feedback output, see LinkedTransformFeedback.
2770 */
2771 struct {
2772 GLenum BufferMode;
2773 /** Global xfb_stride out qualifier if any */
2774 GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
2775 GLuint NumVarying;
2776 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2777 } TransformFeedback;
2778
2779 struct gl_program *last_vert_prog;
2780
2781 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2782 enum gl_frag_depth_layout FragDepthLayout;
2783
2784 /**
2785 * Geometry shader state - copied into gl_program by
2786 * _mesa_copy_linked_program_data().
2787 */
2788 struct {
2789 GLint VerticesIn;
2790
2791 bool UsesEndPrimitive;
2792 bool UsesStreams;
2793 } Geom;
2794
2795 /**
2796 * Compute shader state - copied into gl_program by
2797 * _mesa_copy_linked_program_data().
2798 */
2799 struct {
2800 /**
2801 * Size of shared variables accessed by the compute shader.
2802 */
2803 unsigned SharedSize;
2804 } Comp;
2805
2806 /** Data shared by gl_program and gl_shader_program */
2807 struct gl_shader_program_data *data;
2808
2809 /**
2810 * Mapping from GL uniform locations returned by \c glUniformLocation to
2811 * UniformStorage entries. Arrays will have multiple contiguous slots
2812 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2813 */
2814 unsigned NumUniformRemapTable;
2815 struct gl_uniform_storage **UniformRemapTable;
2816
2817 /**
2818 * Sometimes there are empty slots left over in UniformRemapTable after we
2819 * allocate slots to explicit locations. This list stores the blocks of
2820 * continuous empty slots inside UniformRemapTable.
2821 */
2822 struct exec_list EmptyUniformLocations;
2823
2824 /**
2825 * Total number of explicit uniform location including inactive uniforms.
2826 */
2827 unsigned NumExplicitUniformLocations;
2828
2829 /**
2830 * Map of active uniform names to locations
2831 *
2832 * Maps any active uniform that is not an array element to a location.
2833 * Each active uniform, including individual structure members will appear
2834 * in this map. This roughly corresponds to the set of names that would be
2835 * enumerated by \c glGetActiveUniform.
2836 */
2837 struct string_to_uint_map *UniformHash;
2838
2839 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
2840
2841 bool IsES; /**< True if this program uses GLSL ES */
2842
2843 /**
2844 * Per-stage shaders resulting from the first stage of linking.
2845 *
2846 * Set of linked shaders for this program. The array is accessed using the
2847 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2848 * \c NULL.
2849 */
2850 struct gl_linked_shader *_LinkedShaders[MESA_SHADER_STAGES];
2851
2852 /* True if any of the fragment shaders attached to this program use:
2853 * #extension ARB_fragment_coord_conventions: enable
2854 */
2855 GLboolean ARB_fragment_coord_conventions_enable;
2856 };
2857
2858
2859 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2860 #define GLSL_LOG 0x2 /**< Write shaders to files */
2861 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2862 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2863 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2864 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2865 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2866 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2867 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2868 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2869 #define GLSL_CACHE_INFO 0x400 /**< Print debug information about shader cache */
2870
2871
2872 /**
2873 * Context state for GLSL vertex/fragment shaders.
2874 * Extended to support pipeline object
2875 */
2876 struct gl_pipeline_object
2877 {
2878 /** Name of the pipeline object as received from glGenProgramPipelines.
2879 * It would be 0 for shaders without separate shader objects.
2880 */
2881 GLuint Name;
2882
2883 GLint RefCount;
2884
2885 mtx_t Mutex;
2886
2887 GLchar *Label; /**< GL_KHR_debug */
2888
2889 /**
2890 * Programs used for rendering
2891 *
2892 * There is a separate program set for each shader stage.
2893 */
2894 struct gl_program *CurrentProgram[MESA_SHADER_STAGES];
2895
2896 struct gl_shader_program *ReferencedPrograms[MESA_SHADER_STAGES];
2897
2898 struct gl_program *_CurrentFragmentProgram;
2899
2900 /**
2901 * Program used by glUniform calls.
2902 *
2903 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2904 */
2905 struct gl_shader_program *ActiveProgram;
2906
2907 GLbitfield Flags; /**< Mask of GLSL_x flags */
2908
2909 GLboolean EverBound; /**< Has the pipeline object been created */
2910
2911 GLboolean Validated; /**< Pipeline Validation status */
2912
2913 GLchar *InfoLog;
2914 };
2915
2916 /**
2917 * Context state for GLSL pipeline shaders.
2918 */
2919 struct gl_pipeline_shader_state
2920 {
2921 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
2922 struct gl_pipeline_object *Current;
2923
2924 /* Default Object to ensure that _Shader is never NULL */
2925 struct gl_pipeline_object *Default;
2926
2927 /** Pipeline objects */
2928 struct _mesa_HashTable *Objects;
2929 };
2930
2931 /**
2932 * Compiler options for a single GLSL shaders type
2933 */
2934 struct gl_shader_compiler_options
2935 {
2936 /** Driver-selectable options: */
2937 GLboolean EmitNoLoops;
2938 GLboolean EmitNoFunctions;
2939 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2940 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2941 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2942 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
2943 GLboolean LowerCombinedClipCullDistance; /** Lower gl_ClipDistance and
2944 * gl_CullDistance together from
2945 * float[8] to vec4[2]
2946 **/
2947
2948 /**
2949 * \name Forms of indirect addressing the driver cannot do.
2950 */
2951 /*@{*/
2952 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2953 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2954 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2955 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2956 GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
2957 /*@}*/
2958
2959 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2960 GLuint MaxUnrollIterations;
2961
2962 /**
2963 * Optimize code for array of structures backends.
2964 *
2965 * This is a proxy for:
2966 * - preferring DP4 instructions (rather than MUL/MAD) for
2967 * matrix * vector operations, such as position transformation.
2968 */
2969 GLboolean OptimizeForAOS;
2970
2971 GLboolean LowerBufferInterfaceBlocks; /**< Lower UBO and SSBO access to intrinsics. */
2972
2973 /** Clamp UBO and SSBO block indices so they don't go out-of-bounds. */
2974 GLboolean ClampBlockIndicesToArrayBounds;
2975
2976 const struct nir_shader_compiler_options *NirOptions;
2977 };
2978
2979
2980 /**
2981 * Occlusion/timer query object.
2982 */
2983 struct gl_query_object
2984 {
2985 GLenum Target; /**< The query target, when active */
2986 GLuint Id; /**< hash table ID/name */
2987 GLchar *Label; /**< GL_KHR_debug */
2988 GLuint64EXT Result; /**< the counter */
2989 GLboolean Active; /**< inside Begin/EndQuery */
2990 GLboolean Ready; /**< result is ready? */
2991 GLboolean EverBound;/**< has query object ever been bound */
2992 GLuint Stream; /**< The stream */
2993 };
2994
2995
2996 /**
2997 * Context state for query objects.
2998 */
2999 struct gl_query_state
3000 {
3001 struct _mesa_HashTable *QueryObjects;
3002 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
3003 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
3004
3005 /** GL_NV_conditional_render */
3006 struct gl_query_object *CondRenderQuery;
3007
3008 /** GL_EXT_transform_feedback */
3009 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
3010 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
3011
3012 /** GL_ARB_transform_feedback_overflow_query */
3013 struct gl_query_object *TransformFeedbackOverflow[MAX_VERTEX_STREAMS];
3014 struct gl_query_object *TransformFeedbackOverflowAny;
3015
3016 /** GL_ARB_timer_query */
3017 struct gl_query_object *TimeElapsed;
3018
3019 /** GL_ARB_pipeline_statistics_query */
3020 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
3021
3022 GLenum CondRenderMode;
3023 };
3024
3025
3026 /** Sync object state */
3027 struct gl_sync_object
3028 {
3029 GLenum Type; /**< GL_SYNC_FENCE */
3030 GLuint Name; /**< Fence name */
3031 GLchar *Label; /**< GL_KHR_debug */
3032 GLint RefCount; /**< Reference count */
3033 GLboolean DeletePending; /**< Object was deleted while there were still
3034 * live references (e.g., sync not yet finished)
3035 */
3036 GLenum SyncCondition;
3037 GLbitfield Flags; /**< Flags passed to glFenceSync */
3038 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
3039 };
3040
3041
3042 /**
3043 * State which can be shared by multiple contexts:
3044 */
3045 struct gl_shared_state
3046 {
3047 mtx_t Mutex; /**< for thread safety */
3048 GLint RefCount; /**< Reference count */
3049 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
3050 struct _mesa_HashTable *BitmapAtlas; /**< For optimized glBitmap text */
3051 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
3052
3053 /** Default texture objects (shared by all texture units) */
3054 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
3055
3056 /** Fallback texture used when a bound texture is incomplete */
3057 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
3058
3059 /**
3060 * \name Thread safety and statechange notification for texture
3061 * objects.
3062 *
3063 * \todo Improve the granularity of locking.
3064 */
3065 /*@{*/
3066 mtx_t TexMutex; /**< texobj thread safety */
3067 GLuint TextureStateStamp; /**< state notification for shared tex */
3068 /*@}*/
3069
3070 /** Default buffer object for vertex arrays that aren't in VBOs */
3071 struct gl_buffer_object *NullBufferObj;
3072
3073 /**
3074 * \name Vertex/geometry/fragment programs
3075 */
3076 /*@{*/
3077 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3078 struct gl_program *DefaultVertexProgram;
3079 struct gl_program *DefaultFragmentProgram;
3080 /*@}*/
3081
3082 /* GL_ATI_fragment_shader */
3083 struct _mesa_HashTable *ATIShaders;
3084 struct ati_fragment_shader *DefaultFragmentShader;
3085
3086 struct _mesa_HashTable *BufferObjects;
3087
3088 /** Table of both gl_shader and gl_shader_program objects */
3089 struct _mesa_HashTable *ShaderObjects;
3090
3091 /* GL_EXT_framebuffer_object */
3092 struct _mesa_HashTable *RenderBuffers;
3093 struct _mesa_HashTable *FrameBuffers;
3094
3095 /* GL_ARB_sync */
3096 struct set *SyncObjects;
3097
3098 /** GL_ARB_sampler_objects */
3099 struct _mesa_HashTable *SamplerObjects;
3100
3101 /**
3102 * Some context in this share group was affected by a GPU reset
3103 *
3104 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3105 * been affected by a GPU reset must also return
3106 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3107 *
3108 * Once this field becomes true, it is never reset to false.
3109 */
3110 bool ShareGroupReset;
3111 };
3112
3113
3114
3115 /**
3116 * Renderbuffers represent drawing surfaces such as color, depth and/or
3117 * stencil. A framebuffer object has a set of renderbuffers.
3118 * Drivers will typically derive subclasses of this type.
3119 */
3120 struct gl_renderbuffer
3121 {
3122 mtx_t Mutex; /**< for thread safety */
3123 GLuint ClassID; /**< Useful for drivers */
3124 GLuint Name;
3125 GLchar *Label; /**< GL_KHR_debug */
3126 GLint RefCount;
3127 GLuint Width, Height;
3128 GLuint Depth;
3129 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3130 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3131 /**
3132 * True for renderbuffers that wrap textures, giving the driver a chance to
3133 * flush render caches through the FinishRenderTexture hook.
3134 *
3135 * Drivers may also set this on renderbuffers other than those generated by
3136 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3137 * called without a rb->TexImage.
3138 */
3139 GLboolean NeedsFinishRenderTexture;
3140 GLubyte NumSamples;
3141 GLenum InternalFormat; /**< The user-specified format */
3142 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3143 GL_STENCIL_INDEX. */
3144 mesa_format Format; /**< The actual renderbuffer memory format */
3145 /**
3146 * Pointer to the texture image if this renderbuffer wraps a texture,
3147 * otherwise NULL.
3148 *
3149 * Note that the reference on the gl_texture_object containing this
3150 * TexImage is held by the gl_renderbuffer_attachment.
3151 */
3152 struct gl_texture_image *TexImage;
3153
3154 /** Delete this renderbuffer */
3155 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3156
3157 /** Allocate new storage for this renderbuffer */
3158 GLboolean (*AllocStorage)(struct gl_context *ctx,
3159 struct gl_renderbuffer *rb,
3160 GLenum internalFormat,
3161 GLuint width, GLuint height);
3162 };
3163
3164
3165 /**
3166 * A renderbuffer attachment points to either a texture object (and specifies
3167 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3168 */
3169 struct gl_renderbuffer_attachment
3170 {
3171 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3172 GLboolean Complete;
3173
3174 /**
3175 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3176 * application supplied renderbuffer object.
3177 */
3178 struct gl_renderbuffer *Renderbuffer;
3179
3180 /**
3181 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3182 * supplied texture object.
3183 */
3184 struct gl_texture_object *Texture;
3185 GLuint TextureLevel; /**< Attached mipmap level. */
3186 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3187 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3188 * and 2D array textures */
3189 GLboolean Layered;
3190 };
3191
3192
3193 /**
3194 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3195 * In C++ terms, think of this as a base class from which device drivers
3196 * will make derived classes.
3197 */
3198 struct gl_framebuffer
3199 {
3200 mtx_t Mutex; /**< for thread safety */
3201 /**
3202 * If zero, this is a window system framebuffer. If non-zero, this
3203 * is a FBO framebuffer; note that for some devices (i.e. those with
3204 * a natural pixel coordinate system for FBOs that differs from the
3205 * OpenGL/Mesa coordinate system), this means that the viewport,
3206 * polygon face orientation, and polygon stipple will have to be inverted.
3207 */
3208 GLuint Name;
3209 GLint RefCount;
3210
3211 GLchar *Label; /**< GL_KHR_debug */
3212
3213 GLboolean DeletePending;
3214
3215 /**
3216 * The framebuffer's visual. Immutable if this is a window system buffer.
3217 * Computed from attachments if user-made FBO.
3218 */
3219 struct gl_config Visual;
3220
3221 /**
3222 * Size of frame buffer in pixels. If there are no attachments, then both
3223 * of these are 0.
3224 */
3225 GLuint Width, Height;
3226
3227 /**
3228 * In the case that the framebuffer has no attachment (i.e.
3229 * GL_ARB_framebuffer_no_attachments) then the geometry of
3230 * the framebuffer is specified by the default values.
3231 */
3232 struct {
3233 GLuint Width, Height, Layers, NumSamples;
3234 GLboolean FixedSampleLocations;
3235 /* Derived from NumSamples by the driver so that it can choose a valid
3236 * value for the hardware.
3237 */
3238 GLuint _NumSamples;
3239 } DefaultGeometry;
3240
3241 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3242 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3243 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3244 */
3245 /*@{*/
3246 GLint _Xmin, _Xmax;
3247 GLint _Ymin, _Ymax;
3248 /*@}*/
3249
3250 /** \name Derived Z buffer stuff */
3251 /*@{*/
3252 GLuint _DepthMax; /**< Max depth buffer value */
3253 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3254 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3255 /*@}*/
3256
3257 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3258 GLenum _Status;
3259
3260 /** Whether one of Attachment has Type != GL_NONE
3261 * NOTE: the values for Width and Height are set to 0 in case of having
3262 * no attachments, a backend driver supporting the extension
3263 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3264 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3265 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3266 * _Ymax do NOT take into account _HasAttachments being false). To get the
3267 * geometry of the framebuffer, the helper functions
3268 * _mesa_geometric_width(),
3269 * _mesa_geometric_height(),
3270 * _mesa_geometric_samples() and
3271 * _mesa_geometric_layers()
3272 * are available that check _HasAttachments.
3273 */
3274 bool _HasAttachments;
3275
3276 GLbitfield _IntegerBuffers; /**< Which color buffers are integer valued */
3277
3278 /* ARB_color_buffer_float */
3279 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3280 GLboolean _HasSNormOrFloatColorBuffer;
3281
3282 /**
3283 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3284 * is not layered. For cube maps and cube map arrays, each cube face
3285 * counts as a layer. As the case for Width, Height a backend driver
3286 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3287 * in the case that _HasAttachments is false
3288 */
3289 GLuint MaxNumLayers;
3290
3291 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3292 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3293
3294 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3295 * attribute group and GL_PIXEL attribute group, respectively.
3296 */
3297 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3298 GLenum ColorReadBuffer;
3299
3300 /** Computed from ColorDraw/ReadBuffer above */
3301 GLuint _NumColorDrawBuffers;
3302 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3303 GLint _ColorReadBufferIndex; /* -1 = None */
3304 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3305 struct gl_renderbuffer *_ColorReadBuffer;
3306
3307 /** Delete this framebuffer */
3308 void (*Delete)(struct gl_framebuffer *fb);
3309 };
3310
3311
3312 /**
3313 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3314 */
3315 struct gl_precision
3316 {
3317 GLushort RangeMin; /**< min value exponent */
3318 GLushort RangeMax; /**< max value exponent */
3319 GLushort Precision; /**< number of mantissa bits */
3320 };
3321
3322
3323 /**
3324 * Limits for vertex, geometry and fragment programs/shaders.
3325 */
3326 struct gl_program_constants
3327 {
3328 /* logical limits */
3329 GLuint MaxInstructions;
3330 GLuint MaxAluInstructions;
3331 GLuint MaxTexInstructions;
3332 GLuint MaxTexIndirections;
3333 GLuint MaxAttribs;
3334 GLuint MaxTemps;
3335 GLuint MaxAddressRegs;
3336 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3337 GLuint MaxParameters;
3338 GLuint MaxLocalParams;
3339 GLuint MaxEnvParams;
3340 /* native/hardware limits */
3341 GLuint MaxNativeInstructions;
3342 GLuint MaxNativeAluInstructions;
3343 GLuint MaxNativeTexInstructions;
3344 GLuint MaxNativeTexIndirections;
3345 GLuint MaxNativeAttribs;
3346 GLuint MaxNativeTemps;
3347 GLuint MaxNativeAddressRegs;
3348 GLuint MaxNativeParameters;
3349 /* For shaders */
3350 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3351
3352 /**
3353 * \name Per-stage input / output limits
3354 *
3355 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3356 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3357 * ES). This is stored as \c gl_constants::MaxVarying.
3358 *
3359 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3360 * variables. Each stage as a certain number of outputs that it can feed
3361 * to the next stage and a certain number inputs that it can consume from
3362 * the previous stage.
3363 *
3364 * Vertex shader inputs do not participate this in this accounting.
3365 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3366 *
3367 * Fragment shader outputs do not participate this in this accounting.
3368 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3369 */
3370 /*@{*/
3371 GLuint MaxInputComponents;
3372 GLuint MaxOutputComponents;
3373 /*@}*/
3374
3375 /* ES 2.0 and GL_ARB_ES2_compatibility */
3376 struct gl_precision LowFloat, MediumFloat, HighFloat;
3377 struct gl_precision LowInt, MediumInt, HighInt;
3378 /* GL_ARB_uniform_buffer_object */
3379 GLuint MaxUniformBlocks;
3380 GLuint MaxCombinedUniformComponents;
3381 GLuint MaxTextureImageUnits;
3382
3383 /* GL_ARB_shader_atomic_counters */
3384 GLuint MaxAtomicBuffers;
3385 GLuint MaxAtomicCounters;
3386
3387 /* GL_ARB_shader_image_load_store */
3388 GLuint MaxImageUniforms;
3389
3390 /* GL_ARB_shader_storage_buffer_object */
3391 GLuint MaxShaderStorageBlocks;
3392 };
3393
3394
3395 /**
3396 * Constants which may be overridden by device driver during context creation
3397 * but are never changed after that.
3398 */
3399 struct gl_constants
3400 {
3401 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3402 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3403 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3404 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3405 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3406 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3407 GLuint MaxTextureCoordUnits;
3408 GLuint MaxCombinedTextureImageUnits;
3409 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3410 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3411 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3412 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3413
3414 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3415
3416 GLuint MaxArrayLockSize;
3417
3418 GLint SubPixelBits;
3419
3420 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3421 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3422 GLfloat PointSizeGranularity;
3423 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3424 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3425 GLfloat LineWidthGranularity;
3426
3427 GLuint MaxClipPlanes;
3428 GLuint MaxLights;
3429 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3430 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3431
3432 GLuint MaxViewportWidth, MaxViewportHeight;
3433 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3434 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3435 struct {
3436 GLfloat Min;
3437 GLfloat Max;
3438 } ViewportBounds; /**< GL_ARB_viewport_array */
3439 GLuint MaxWindowRectangles; /**< GL_EXT_window_rectangles */
3440
3441 struct gl_program_constants Program[MESA_SHADER_STAGES];
3442 GLuint MaxProgramMatrices;
3443 GLuint MaxProgramMatrixStackDepth;
3444
3445 struct {
3446 GLuint SamplesPassed;
3447 GLuint TimeElapsed;
3448 GLuint Timestamp;
3449 GLuint PrimitivesGenerated;
3450 GLuint PrimitivesWritten;
3451 GLuint VerticesSubmitted;
3452 GLuint PrimitivesSubmitted;
3453 GLuint VsInvocations;
3454 GLuint TessPatches;
3455 GLuint TessInvocations;
3456 GLuint GsInvocations;
3457 GLuint GsPrimitives;
3458 GLuint FsInvocations;
3459 GLuint ComputeInvocations;
3460 GLuint ClInPrimitives;
3461 GLuint ClOutPrimitives;
3462 } QueryCounterBits;
3463
3464 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3465
3466 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3467 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3468 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3469
3470 /**
3471 * GL_ARB_framebuffer_no_attachments
3472 */
3473 GLuint MaxFramebufferWidth;
3474 GLuint MaxFramebufferHeight;
3475 GLuint MaxFramebufferLayers;
3476 GLuint MaxFramebufferSamples;
3477
3478 /** Number of varying vectors between any two shader stages. */
3479 GLuint MaxVarying;
3480
3481 /** @{
3482 * GL_ARB_uniform_buffer_object
3483 */
3484 GLuint MaxCombinedUniformBlocks;
3485 GLuint MaxUniformBufferBindings;
3486 GLuint MaxUniformBlockSize;
3487 GLuint UniformBufferOffsetAlignment;
3488 /** @} */
3489
3490 /** @{
3491 * GL_ARB_shader_storage_buffer_object
3492 */
3493 GLuint MaxCombinedShaderStorageBlocks;
3494 GLuint MaxShaderStorageBufferBindings;
3495 GLuint MaxShaderStorageBlockSize;
3496 GLuint ShaderStorageBufferOffsetAlignment;
3497 /** @} */
3498
3499 /**
3500 * GL_ARB_explicit_uniform_location
3501 */
3502 GLuint MaxUserAssignableUniformLocations;
3503
3504 /** geometry shader */
3505 GLuint MaxGeometryOutputVertices;
3506 GLuint MaxGeometryTotalOutputComponents;
3507
3508 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3509
3510 /**
3511 * Changes default GLSL extension behavior from "error" to "warn". It's out
3512 * of spec, but it can make some apps work that otherwise wouldn't.
3513 */
3514 GLboolean ForceGLSLExtensionsWarn;
3515
3516 /**
3517 * If non-zero, forces GLSL shaders to behave as if they began
3518 * with "#version ForceGLSLVersion".
3519 */
3520 GLuint ForceGLSLVersion;
3521
3522 /**
3523 * Allow GLSL #extension directives in the middle of shaders.
3524 */
3525 GLboolean AllowGLSLExtensionDirectiveMidShader;
3526
3527 /**
3528 * Allow creating a higher compat profile (version 3.1+) for apps that
3529 * request it. Be careful when adding that driconf option because some
3530 * features are unimplemented and might not work correctly.
3531 */
3532 GLboolean AllowHigherCompatVersion;
3533
3534 /**
3535 * Force uninitialized variables to default to zero.
3536 */
3537 GLboolean GLSLZeroInit;
3538
3539 /**
3540 * Does the driver support real 32-bit integers? (Otherwise, integers are
3541 * simulated via floats.)
3542 */
3543 GLboolean NativeIntegers;
3544
3545 /**
3546 * Does VertexID count from zero or from base vertex?
3547 *
3548 * \note
3549 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3550 * ignored and need not be set.
3551 */
3552 bool VertexID_is_zero_based;
3553
3554 /**
3555 * If the driver supports real 32-bit integers, what integer value should be
3556 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3557 */
3558 GLuint UniformBooleanTrue;
3559
3560 /**
3561 * Maximum amount of time, measured in nanseconds, that the server can wait.
3562 */
3563 GLuint64 MaxServerWaitTimeout;
3564
3565 /** GL_EXT_provoking_vertex */
3566 GLboolean QuadsFollowProvokingVertexConvention;
3567
3568 /** GL_ARB_viewport_array */
3569 GLenum LayerAndVPIndexProvokingVertex;
3570
3571 /** OpenGL version 3.0 */
3572 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3573
3574 /** OpenGL version 3.2 */
3575 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3576
3577 /** OpenGL version 4.4 */
3578 GLuint MaxVertexAttribStride;
3579
3580 /** GL_EXT_transform_feedback */
3581 GLuint MaxTransformFeedbackBuffers;
3582 GLuint MaxTransformFeedbackSeparateComponents;
3583 GLuint MaxTransformFeedbackInterleavedComponents;
3584 GLuint MaxVertexStreams;
3585
3586 /** GL_EXT_gpu_shader4 */
3587 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3588
3589 /** GL_ARB_texture_gather */
3590 GLuint MinProgramTextureGatherOffset;
3591 GLuint MaxProgramTextureGatherOffset;
3592 GLuint MaxProgramTextureGatherComponents;
3593
3594 /* GL_ARB_robustness */
3595 GLenum ResetStrategy;
3596
3597 /* GL_KHR_robustness */
3598 GLboolean RobustAccess;
3599
3600 /* GL_ARB_blend_func_extended */
3601 GLuint MaxDualSourceDrawBuffers;
3602
3603 /**
3604 * Whether the implementation strips out and ignores texture borders.
3605 *
3606 * Many GPU hardware implementations don't support rendering with texture
3607 * borders and mipmapped textures. (Note: not static border color, but the
3608 * old 1-pixel border around each edge). Implementations then have to do
3609 * slow fallbacks to be correct, or just ignore the border and be fast but
3610 * wrong. Setting the flag strips the border off of TexImage calls,
3611 * providing "fast but wrong" at significantly reduced driver complexity.
3612 *
3613 * Texture borders are deprecated in GL 3.0.
3614 **/
3615 GLboolean StripTextureBorder;
3616
3617 /**
3618 * For drivers which can do a better job at eliminating unused uniforms
3619 * than the GLSL compiler.
3620 *
3621 * XXX Remove these as soon as a better solution is available.
3622 */
3623 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3624
3625 /** Whether gl_FragCoord and gl_FrontFacing are system values. */
3626 bool GLSLFragCoordIsSysVal;
3627 bool GLSLFrontFacingIsSysVal;
3628
3629 /**
3630 * Run the minimum amount of GLSL optimizations to be able to link
3631 * shaders optimally (eliminate dead varyings and uniforms) and just do
3632 * all the necessary lowering.
3633 */
3634 bool GLSLOptimizeConservatively;
3635
3636 /**
3637 * True if gl_TessLevelInner/Outer[] in the TES should be inputs
3638 * (otherwise, they're system values).
3639 */
3640 bool GLSLTessLevelsAsInputs;
3641
3642 /**
3643 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3644 * than passing the transform feedback object to the drawing function.
3645 */
3646 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3647
3648 /** GL_ARB_map_buffer_alignment */
3649 GLuint MinMapBufferAlignment;
3650
3651 /**
3652 * Disable varying packing. This is out of spec, but potentially useful
3653 * for older platforms that supports a limited number of texture
3654 * indirections--on these platforms, unpacking the varyings in the fragment
3655 * shader increases the number of texture indirections by 1, which might
3656 * make some shaders not executable at all.
3657 *
3658 * Drivers that support transform feedback must set this value to GL_FALSE.
3659 */
3660 GLboolean DisableVaryingPacking;
3661
3662 /**
3663 * Should meaningful names be generated for compiler temporary variables?
3664 *
3665 * Generally, it is not useful to have the compiler generate "meaningful"
3666 * names for temporary variables that it creates. This can, however, be a
3667 * useful debugging aid. In Mesa debug builds or release builds when
3668 * MESA_GLSL is set at run-time, meaningful names will be generated.
3669 * Drivers can also force names to be generated by setting this field.
3670 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3671 * vertex shader assembly) is set at run-time.
3672 */
3673 bool GenerateTemporaryNames;
3674
3675 /*
3676 * Maximum value supported for an index in DrawElements and friends.
3677 *
3678 * This must be at least (1ull<<24)-1. The default value is
3679 * (1ull<<32)-1.
3680 *
3681 * \since ES 3.0 or GL_ARB_ES3_compatibility
3682 * \sa _mesa_init_constants
3683 */
3684 GLuint64 MaxElementIndex;
3685
3686 /**
3687 * Disable interpretation of line continuations (lines ending with a
3688 * backslash character ('\') in GLSL source.
3689 */
3690 GLboolean DisableGLSLLineContinuations;
3691
3692 /** GL_ARB_texture_multisample */
3693 GLint MaxColorTextureSamples;
3694 GLint MaxDepthTextureSamples;
3695 GLint MaxIntegerSamples;
3696
3697 /**
3698 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3699 * samples are laid out in a rectangular grid roughly corresponding to
3700 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3701 * are used to map indices of rectangular grid to sample numbers within
3702 * a pixel. This mapping of indices to sample numbers must be initialized
3703 * by the driver for the target hardware. For example, if we have the 8X
3704 * MSAA sample number layout (sample positions) for XYZ hardware:
3705 *
3706 * sample indices layout sample number layout
3707 * --------- ---------
3708 * | 0 | 1 | | a | b |
3709 * --------- ---------
3710 * | 2 | 3 | | c | d |
3711 * --------- ---------
3712 * | 4 | 5 | | e | f |
3713 * --------- ---------
3714 * | 6 | 7 | | g | h |
3715 * --------- ---------
3716 *
3717 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3718 *
3719 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3720 * below:
3721 * SampleMap8x = {a, b, c, d, e, f, g, h};
3722 *
3723 * Follow the logic for sample counts 2-8.
3724 *
3725 * For 16x the sample indices layout as a 4x4 grid as follows:
3726 *
3727 * -----------------
3728 * | 0 | 1 | 2 | 3 |
3729 * -----------------
3730 * | 4 | 5 | 6 | 7 |
3731 * -----------------
3732 * | 8 | 9 |10 |11 |
3733 * -----------------
3734 * |12 |13 |14 |15 |
3735 * -----------------
3736 */
3737 uint8_t SampleMap2x[2];
3738 uint8_t SampleMap4x[4];
3739 uint8_t SampleMap8x[8];
3740 uint8_t SampleMap16x[16];
3741
3742 /** GL_ARB_shader_atomic_counters */
3743 GLuint MaxAtomicBufferBindings;
3744 GLuint MaxAtomicBufferSize;
3745 GLuint MaxCombinedAtomicBuffers;
3746 GLuint MaxCombinedAtomicCounters;
3747
3748 /** GL_ARB_vertex_attrib_binding */
3749 GLint MaxVertexAttribRelativeOffset;
3750 GLint MaxVertexAttribBindings;
3751
3752 /* GL_ARB_shader_image_load_store */
3753 GLuint MaxImageUnits;
3754 GLuint MaxCombinedShaderOutputResources;
3755 GLuint MaxImageSamples;
3756 GLuint MaxCombinedImageUniforms;
3757
3758 /** GL_ARB_compute_shader */
3759 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3760 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3761 GLuint MaxComputeWorkGroupInvocations;
3762 GLuint MaxComputeSharedMemorySize;
3763
3764 /** GL_ARB_compute_variable_group_size */
3765 GLuint MaxComputeVariableGroupSize[3]; /* Array of x, y, z dimensions */
3766 GLuint MaxComputeVariableGroupInvocations;
3767
3768 /** GL_ARB_gpu_shader5 */
3769 GLfloat MinFragmentInterpolationOffset;
3770 GLfloat MaxFragmentInterpolationOffset;
3771
3772 GLboolean FakeSWMSAA;
3773
3774 /** GL_KHR_context_flush_control */
3775 GLenum ContextReleaseBehavior;
3776
3777 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
3778
3779 /** GL_ARB_tessellation_shader */
3780 GLuint MaxPatchVertices;
3781 GLuint MaxTessGenLevel;
3782 GLuint MaxTessPatchComponents;
3783 GLuint MaxTessControlTotalOutputComponents;
3784 bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
3785 bool LowerTCSPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */
3786 bool LowerTESPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */
3787 bool PrimitiveRestartForPatches;
3788 bool LowerCsDerivedVariables; /**< Lower gl_GlobalInvocationID and
3789 * gl_LocalInvocationIndex based on
3790 * other builtin variables. */
3791
3792 /** GL_OES_primitive_bounding_box */
3793 bool NoPrimitiveBoundingBoxOutput;
3794
3795 /** Used as an input for sha1 generation in the on-disk shader cache */
3796 unsigned char *dri_config_options_sha1;
3797 };
3798
3799
3800 /**
3801 * Enable flag for each OpenGL extension. Different device drivers will
3802 * enable different extensions at runtime.
3803 */
3804 struct gl_extensions
3805 {
3806 GLboolean dummy; /* don't remove this! */
3807 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3808 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3809 GLboolean ANGLE_texture_compression_dxt;
3810 GLboolean ARB_ES2_compatibility;
3811 GLboolean ARB_ES3_compatibility;
3812 GLboolean ARB_ES3_1_compatibility;
3813 GLboolean ARB_ES3_2_compatibility;
3814 GLboolean ARB_arrays_of_arrays;
3815 GLboolean ARB_base_instance;
3816 GLboolean ARB_blend_func_extended;
3817 GLboolean ARB_buffer_storage;
3818 GLboolean ARB_clear_texture;
3819 GLboolean ARB_clip_control;
3820 GLboolean ARB_color_buffer_float;
3821 GLboolean ARB_compute_shader;
3822 GLboolean ARB_compute_variable_group_size;
3823 GLboolean ARB_conditional_render_inverted;
3824 GLboolean ARB_conservative_depth;
3825 GLboolean ARB_copy_image;
3826 GLboolean ARB_cull_distance;
3827 GLboolean ARB_depth_buffer_float;
3828 GLboolean ARB_depth_clamp;
3829 GLboolean ARB_depth_texture;
3830 GLboolean ARB_derivative_control;
3831 GLboolean ARB_draw_buffers_blend;
3832 GLboolean ARB_draw_elements_base_vertex;
3833 GLboolean ARB_draw_indirect;
3834 GLboolean ARB_draw_instanced;
3835 GLboolean ARB_fragment_coord_conventions;
3836 GLboolean ARB_fragment_layer_viewport;
3837 GLboolean ARB_fragment_program;
3838 GLboolean ARB_fragment_program_shadow;
3839 GLboolean ARB_fragment_shader;
3840 GLboolean ARB_framebuffer_no_attachments;
3841 GLboolean ARB_framebuffer_object;
3842 GLboolean ARB_enhanced_layouts;
3843 GLboolean ARB_explicit_attrib_location;
3844 GLboolean ARB_explicit_uniform_location;
3845 GLboolean ARB_gpu_shader5;
3846 GLboolean ARB_gpu_shader_fp64;
3847 GLboolean ARB_gpu_shader_int64;
3848 GLboolean ARB_half_float_vertex;
3849 GLboolean ARB_indirect_parameters;
3850 GLboolean ARB_instanced_arrays;
3851 GLboolean ARB_internalformat_query;
3852 GLboolean ARB_internalformat_query2;
3853 GLboolean ARB_map_buffer_range;
3854 GLboolean ARB_occlusion_query;
3855 GLboolean ARB_occlusion_query2;
3856 GLboolean ARB_pipeline_statistics_query;
3857 GLboolean ARB_point_sprite;
3858 GLboolean ARB_post_depth_coverage;
3859 GLboolean ARB_query_buffer_object;
3860 GLboolean ARB_robust_buffer_access_behavior;
3861 GLboolean ARB_sample_shading;
3862 GLboolean ARB_seamless_cube_map;
3863 GLboolean ARB_shader_atomic_counter_ops;
3864 GLboolean ARB_shader_atomic_counters;
3865 GLboolean ARB_shader_bit_encoding;
3866 GLboolean ARB_shader_clock;
3867 GLboolean ARB_shader_draw_parameters;
3868 GLboolean ARB_shader_group_vote;
3869 GLboolean ARB_shader_image_load_store;
3870 GLboolean ARB_shader_image_size;
3871 GLboolean ARB_shader_precision;
3872 GLboolean ARB_shader_stencil_export;
3873 GLboolean ARB_shader_storage_buffer_object;
3874 GLboolean ARB_shader_subroutine;
3875 GLboolean ARB_shader_texture_image_samples;
3876 GLboolean ARB_shader_texture_lod;
3877 GLboolean ARB_shader_viewport_layer_array;
3878 GLboolean ARB_shading_language_packing;
3879 GLboolean ARB_shading_language_420pack;
3880 GLboolean ARB_shadow;
3881 GLboolean ARB_stencil_texturing;
3882 GLboolean ARB_sync;
3883 GLboolean ARB_tessellation_shader;
3884 GLboolean ARB_texture_border_clamp;
3885 GLboolean ARB_texture_buffer_object;
3886 GLboolean ARB_texture_buffer_object_rgb32;
3887 GLboolean ARB_texture_buffer_range;
3888 GLboolean ARB_texture_compression_bptc;
3889 GLboolean ARB_texture_compression_rgtc;
3890 GLboolean ARB_texture_cube_map;
3891 GLboolean ARB_texture_cube_map_array;
3892 GLboolean ARB_texture_env_combine;
3893 GLboolean ARB_texture_env_crossbar;
3894 GLboolean ARB_texture_env_dot3;
3895 GLboolean ARB_texture_float;
3896 GLboolean ARB_texture_gather;
3897 GLboolean ARB_texture_mirror_clamp_to_edge;
3898 GLboolean ARB_texture_multisample;
3899 GLboolean ARB_texture_non_power_of_two;
3900 GLboolean ARB_texture_stencil8;
3901 GLboolean ARB_texture_query_levels;
3902 GLboolean ARB_texture_query_lod;
3903 GLboolean ARB_texture_rg;
3904 GLboolean ARB_texture_rgb10_a2ui;
3905 GLboolean ARB_texture_view;
3906 GLboolean ARB_timer_query;
3907 GLboolean ARB_transform_feedback2;
3908 GLboolean ARB_transform_feedback3;
3909 GLboolean ARB_transform_feedback_instanced;
3910 GLboolean ARB_transform_feedback_overflow_query;
3911 GLboolean ARB_uniform_buffer_object;
3912 GLboolean ARB_vertex_attrib_64bit;
3913 GLboolean ARB_vertex_program;
3914 GLboolean ARB_vertex_shader;
3915 GLboolean ARB_vertex_type_10f_11f_11f_rev;
3916 GLboolean ARB_vertex_type_2_10_10_10_rev;
3917 GLboolean ARB_viewport_array;
3918 GLboolean EXT_blend_color;
3919 GLboolean EXT_blend_equation_separate;
3920 GLboolean EXT_blend_func_separate;
3921 GLboolean EXT_blend_minmax;
3922 GLboolean EXT_depth_bounds_test;
3923 GLboolean EXT_draw_buffers2;
3924 GLboolean EXT_framebuffer_multisample;
3925 GLboolean EXT_framebuffer_multisample_blit_scaled;
3926 GLboolean EXT_framebuffer_sRGB;
3927 GLboolean EXT_gpu_program_parameters;
3928 GLboolean EXT_gpu_shader4;
3929 GLboolean EXT_packed_float;
3930 GLboolean EXT_pixel_buffer_object;
3931 GLboolean EXT_point_parameters;
3932 GLboolean EXT_polygon_offset_clamp;
3933 GLboolean EXT_provoking_vertex;
3934 GLboolean EXT_shader_integer_mix;
3935 GLboolean EXT_shader_samples_identical;
3936 GLboolean EXT_stencil_two_side;
3937 GLboolean EXT_texture_array;
3938 GLboolean EXT_texture_compression_latc;
3939 GLboolean EXT_texture_compression_s3tc;
3940 GLboolean EXT_texture_env_dot3;
3941 GLboolean EXT_texture_filter_anisotropic;
3942 GLboolean EXT_texture_integer;
3943 GLboolean EXT_texture_mirror_clamp;
3944 GLboolean EXT_texture_shared_exponent;
3945 GLboolean EXT_texture_snorm;
3946 GLboolean EXT_texture_sRGB;
3947 GLboolean EXT_texture_sRGB_decode;
3948 GLboolean EXT_texture_swizzle;
3949 GLboolean EXT_transform_feedback;
3950 GLboolean EXT_timer_query;
3951 GLboolean EXT_vertex_array_bgra;
3952 GLboolean EXT_window_rectangles;
3953 GLboolean OES_copy_image;
3954 GLboolean OES_primitive_bounding_box;
3955 GLboolean OES_sample_variables;
3956 GLboolean OES_standard_derivatives;
3957 GLboolean OES_texture_buffer;
3958 GLboolean OES_texture_cube_map_array;
3959 GLboolean OES_viewport_array;
3960 /* vendor extensions */
3961 GLboolean AMD_performance_monitor;
3962 GLboolean AMD_pinned_memory;
3963 GLboolean AMD_seamless_cubemap_per_texture;
3964 GLboolean AMD_vertex_shader_layer;
3965 GLboolean AMD_vertex_shader_viewport_index;
3966 GLboolean ANDROID_extension_pack_es31a;
3967 GLboolean APPLE_object_purgeable;
3968 GLboolean ATI_meminfo;
3969 GLboolean ATI_texture_compression_3dc;
3970 GLboolean ATI_texture_mirror_once;
3971 GLboolean ATI_texture_env_combine3;
3972 GLboolean ATI_fragment_shader;
3973 GLboolean ATI_separate_stencil;
3974 GLboolean GREMEDY_string_marker;
3975 GLboolean INTEL_conservative_rasterization;
3976 GLboolean INTEL_performance_query;
3977 GLboolean KHR_blend_equation_advanced;
3978 GLboolean KHR_blend_equation_advanced_coherent;
3979 GLboolean KHR_robustness;
3980 GLboolean KHR_texture_compression_astc_hdr;
3981 GLboolean KHR_texture_compression_astc_ldr;
3982 GLboolean KHR_texture_compression_astc_sliced_3d;
3983 GLboolean MESA_pack_invert;
3984 GLboolean MESA_shader_framebuffer_fetch;
3985 GLboolean MESA_shader_framebuffer_fetch_non_coherent;
3986 GLboolean MESA_shader_integer_functions;
3987 GLboolean MESA_ycbcr_texture;
3988 GLboolean NV_conditional_render;
3989 GLboolean NV_fog_distance;
3990 GLboolean NV_point_sprite;
3991 GLboolean NV_primitive_restart;
3992 GLboolean NV_texture_barrier;
3993 GLboolean NV_texture_env_combine4;
3994 GLboolean NV_texture_rectangle;
3995 GLboolean NV_vdpau_interop;
3996 GLboolean NVX_gpu_memory_info;
3997 GLboolean TDFX_texture_compression_FXT1;
3998 GLboolean OES_EGL_image;
3999 GLboolean OES_draw_texture;
4000 GLboolean OES_depth_texture_cube_map;
4001 GLboolean OES_EGL_image_external;
4002 GLboolean OES_texture_float;
4003 GLboolean OES_texture_float_linear;
4004 GLboolean OES_texture_half_float;
4005 GLboolean OES_texture_half_float_linear;
4006 GLboolean OES_compressed_ETC1_RGB8_texture;
4007 GLboolean OES_geometry_shader;
4008 GLboolean OES_texture_compression_astc;
4009 GLboolean extension_sentinel;
4010 /** The extension string */
4011 const GLubyte *String;
4012 /** Number of supported extensions */
4013 GLuint Count;
4014 /**
4015 * The context version which extension helper functions compare against.
4016 * By default, the value is equal to ctx->Version. This changes to ~0
4017 * while meta is in progress.
4018 */
4019 GLubyte Version;
4020 };
4021
4022
4023 /**
4024 * A stack of matrices (projection, modelview, color, texture, etc).
4025 */
4026 struct gl_matrix_stack
4027 {
4028 GLmatrix *Top; /**< points into Stack */
4029 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
4030 unsigned StackSize; /**< Number of elements in Stack */
4031 GLuint Depth; /**< 0 <= Depth < MaxDepth */
4032 GLuint MaxDepth; /**< size of Stack[] array */
4033 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
4034 };
4035
4036
4037 /**
4038 * \name Bits for image transfer operations
4039 * \sa __struct gl_contextRec::ImageTransferState.
4040 */
4041 /*@{*/
4042 #define IMAGE_SCALE_BIAS_BIT 0x1
4043 #define IMAGE_SHIFT_OFFSET_BIT 0x2
4044 #define IMAGE_MAP_COLOR_BIT 0x4
4045 #define IMAGE_CLAMP_BIT 0x800
4046
4047
4048 /** Pixel Transfer ops */
4049 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
4050 IMAGE_SHIFT_OFFSET_BIT | \
4051 IMAGE_MAP_COLOR_BIT)
4052
4053 /**
4054 * \name Bits to indicate what state has changed.
4055 */
4056 /*@{*/
4057 #define _NEW_MODELVIEW (1u << 0) /**< gl_context::ModelView */
4058 #define _NEW_PROJECTION (1u << 1) /**< gl_context::Projection */
4059 #define _NEW_TEXTURE_MATRIX (1u << 2) /**< gl_context::TextureMatrix */
4060 #define _NEW_COLOR (1u << 3) /**< gl_context::Color */
4061 #define _NEW_DEPTH (1u << 4) /**< gl_context::Depth */
4062 #define _NEW_EVAL (1u << 5) /**< gl_context::Eval, EvalMap */
4063 #define _NEW_FOG (1u << 6) /**< gl_context::Fog */
4064 #define _NEW_HINT (1u << 7) /**< gl_context::Hint */
4065 #define _NEW_LIGHT (1u << 8) /**< gl_context::Light */
4066 #define _NEW_LINE (1u << 9) /**< gl_context::Line */
4067 #define _NEW_PIXEL (1u << 10) /**< gl_context::Pixel */
4068 #define _NEW_POINT (1u << 11) /**< gl_context::Point */
4069 #define _NEW_POLYGON (1u << 12) /**< gl_context::Polygon */
4070 #define _NEW_POLYGONSTIPPLE (1u << 13) /**< gl_context::PolygonStipple */
4071 #define _NEW_SCISSOR (1u << 14) /**< gl_context::Scissor */
4072 #define _NEW_STENCIL (1u << 15) /**< gl_context::Stencil */
4073 #define _NEW_TEXTURE (1u << 16) /**< gl_context::Texture */
4074 #define _NEW_TRANSFORM (1u << 17) /**< gl_context::Transform */
4075 #define _NEW_VIEWPORT (1u << 18) /**< gl_context::Viewport */
4076 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4077 #define _NEW_ARRAY (1u << 20) /**< gl_context::Array */
4078 #define _NEW_RENDERMODE (1u << 21) /**< gl_context::RenderMode, etc */
4079 #define _NEW_BUFFERS (1u << 22) /**< gl_context::Visual, DrawBuffer, */
4080 #define _NEW_CURRENT_ATTRIB (1u << 23) /**< gl_context::Current */
4081 #define _NEW_MULTISAMPLE (1u << 24) /**< gl_context::Multisample */
4082 #define _NEW_TRACK_MATRIX (1u << 25) /**< gl_context::VertexProgram */
4083 #define _NEW_PROGRAM (1u << 26) /**< New program/shader state */
4084 #define _NEW_PROGRAM_CONSTANTS (1u << 27)
4085 #define _NEW_BUFFER_OBJECT (1u << 28)
4086 #define _NEW_FRAG_CLAMP (1u << 29)
4087 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4088 #define _NEW_VARYING_VP_INPUTS (1u << 31) /**< gl_context::varying_vp_inputs */
4089 #define _NEW_ALL ~0
4090 /*@}*/
4091
4092
4093 /**
4094 * Composite state flags
4095 */
4096 /*@{*/
4097 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
4098 _NEW_TEXTURE | \
4099 _NEW_POINT | \
4100 _NEW_PROGRAM | \
4101 _NEW_MODELVIEW)
4102
4103 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
4104 _NEW_FOG | \
4105 _NEW_PROGRAM)
4106
4107
4108 /*@}*/
4109
4110
4111
4112
4113 /* This has to be included here. */
4114 #include "dd.h"
4115
4116
4117 /**
4118 * Display list flags.
4119 * Strictly this is a tnl-private concept, but it doesn't seem
4120 * worthwhile adding a tnl private structure just to hold this one bit
4121 * of information:
4122 */
4123 #define DLIST_DANGLING_REFS 0x1
4124
4125
4126 /** Opaque declaration of display list payload data type */
4127 union gl_dlist_node;
4128
4129
4130 /**
4131 * Provide a location where information about a display list can be
4132 * collected. Could be extended with driverPrivate structures,
4133 * etc. in the future.
4134 */
4135 struct gl_display_list
4136 {
4137 GLuint Name;
4138 GLchar *Label; /**< GL_KHR_debug */
4139 GLbitfield Flags; /**< DLIST_x flags */
4140 /** The dlist commands are in a linked list of nodes */
4141 union gl_dlist_node *Head;
4142 };
4143
4144
4145 /**
4146 * State used during display list compilation and execution.
4147 */
4148 struct gl_dlist_state
4149 {
4150 GLuint CallDepth; /**< Current recursion calling depth */
4151
4152 struct gl_display_list *CurrentList; /**< List currently being compiled */
4153 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
4154 GLuint CurrentPos; /**< Index into current block of nodes */
4155
4156 GLvertexformat ListVtxfmt;
4157
4158 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
4159 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
4160
4161 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
4162 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
4163
4164 struct {
4165 /* State known to have been set by the currently-compiling display
4166 * list. Used to eliminate some redundant state changes.
4167 */
4168 GLenum ShadeModel;
4169 } Current;
4170 };
4171
4172 /** @{
4173 *
4174 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
4175 * to small enums suitable for use as an array index.
4176 */
4177
4178 enum mesa_debug_source {
4179 MESA_DEBUG_SOURCE_API,
4180 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
4181 MESA_DEBUG_SOURCE_SHADER_COMPILER,
4182 MESA_DEBUG_SOURCE_THIRD_PARTY,
4183 MESA_DEBUG_SOURCE_APPLICATION,
4184 MESA_DEBUG_SOURCE_OTHER,
4185 MESA_DEBUG_SOURCE_COUNT
4186 };
4187
4188 enum mesa_debug_type {
4189 MESA_DEBUG_TYPE_ERROR,
4190 MESA_DEBUG_TYPE_DEPRECATED,
4191 MESA_DEBUG_TYPE_UNDEFINED,
4192 MESA_DEBUG_TYPE_PORTABILITY,
4193 MESA_DEBUG_TYPE_PERFORMANCE,
4194 MESA_DEBUG_TYPE_OTHER,
4195 MESA_DEBUG_TYPE_MARKER,
4196 MESA_DEBUG_TYPE_PUSH_GROUP,
4197 MESA_DEBUG_TYPE_POP_GROUP,
4198 MESA_DEBUG_TYPE_COUNT
4199 };
4200
4201 enum mesa_debug_severity {
4202 MESA_DEBUG_SEVERITY_LOW,
4203 MESA_DEBUG_SEVERITY_MEDIUM,
4204 MESA_DEBUG_SEVERITY_HIGH,
4205 MESA_DEBUG_SEVERITY_NOTIFICATION,
4206 MESA_DEBUG_SEVERITY_COUNT
4207 };
4208
4209 /** @} */
4210
4211 /**
4212 * Driver-specific state flags.
4213 *
4214 * These are or'd with gl_context::NewDriverState to notify a driver about
4215 * a state change. The driver sets the flags at context creation and
4216 * the meaning of the bits set is opaque to core Mesa.
4217 */
4218 struct gl_driver_flags
4219 {
4220 /** gl_context::Array::_DrawArrays (vertex array state) */
4221 uint64_t NewArray;
4222
4223 /** gl_context::TransformFeedback::CurrentObject */
4224 uint64_t NewTransformFeedback;
4225
4226 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4227 uint64_t NewTransformFeedbackProg;
4228
4229 /** gl_context::RasterDiscard */
4230 uint64_t NewRasterizerDiscard;
4231
4232 /**
4233 * gl_context::UniformBufferBindings
4234 * gl_shader_program::UniformBlocks
4235 */
4236 uint64_t NewUniformBuffer;
4237
4238 /**
4239 * gl_context::ShaderStorageBufferBindings
4240 * gl_shader_program::ShaderStorageBlocks
4241 */
4242 uint64_t NewShaderStorageBuffer;
4243
4244 uint64_t NewTextureBuffer;
4245
4246 /**
4247 * gl_context::AtomicBufferBindings
4248 */
4249 uint64_t NewAtomicBuffer;
4250
4251 /**
4252 * gl_context::ImageUnits
4253 */
4254 uint64_t NewImageUnits;
4255
4256 /**
4257 * gl_context::TessCtrlProgram::patch_default_*
4258 */
4259 uint64_t NewDefaultTessLevels;
4260
4261 /**
4262 * gl_context::IntelConservativeRasterization
4263 */
4264 uint64_t NewIntelConservativeRasterization;
4265 };
4266
4267 struct gl_uniform_buffer_binding
4268 {
4269 struct gl_buffer_object *BufferObject;
4270 /** Start of uniform block data in the buffer */
4271 GLintptr Offset;
4272 /** Size of data allowed to be referenced from the buffer (in bytes) */
4273 GLsizeiptr Size;
4274 /**
4275 * glBindBufferBase() indicates that the Size should be ignored and only
4276 * limited by the current size of the BufferObject.
4277 */
4278 GLboolean AutomaticSize;
4279 };
4280
4281 struct gl_shader_storage_buffer_binding
4282 {
4283 struct gl_buffer_object *BufferObject;
4284 /** Start of shader storage block data in the buffer */
4285 GLintptr Offset;
4286 /** Size of data allowed to be referenced from the buffer (in bytes) */
4287 GLsizeiptr Size;
4288 /**
4289 * glBindBufferBase() indicates that the Size should be ignored and only
4290 * limited by the current size of the BufferObject.
4291 */
4292 GLboolean AutomaticSize;
4293 };
4294
4295 /**
4296 * ARB_shader_image_load_store image unit.
4297 */
4298 struct gl_image_unit
4299 {
4300 /**
4301 * Texture object bound to this unit.
4302 */
4303 struct gl_texture_object *TexObj;
4304
4305 /**
4306 * Level of the texture object bound to this unit.
4307 */
4308 GLuint Level;
4309
4310 /**
4311 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4312 * GL_FALSE if only some specific layer of the texture is bound.
4313 * \sa Layer
4314 */
4315 GLboolean Layered;
4316
4317 /**
4318 * Layer of the texture object bound to this unit as specified by the
4319 * application.
4320 */
4321 GLuint Layer;
4322
4323 /**
4324 * Layer of the texture object bound to this unit, or zero if the
4325 * whole level is bound.
4326 */
4327 GLuint _Layer;
4328
4329 /**
4330 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4331 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4332 */
4333 GLenum Access;
4334
4335 /**
4336 * GL internal format that determines the interpretation of the
4337 * image memory when shader image operations are performed through
4338 * this unit.
4339 */
4340 GLenum Format;
4341
4342 /**
4343 * Mesa format corresponding to \c Format.
4344 */
4345 mesa_format _ActualFormat;
4346
4347 };
4348
4349 /**
4350 * Binding point for an atomic counter buffer object.
4351 */
4352 struct gl_atomic_buffer_binding
4353 {
4354 struct gl_buffer_object *BufferObject;
4355 GLintptr Offset;
4356 GLsizeiptr Size;
4357 };
4358
4359 /**
4360 * Shader subroutines storage
4361 */
4362 struct gl_subroutine_index_binding
4363 {
4364 GLuint NumIndex;
4365 GLuint *IndexPtr;
4366 };
4367
4368 /**
4369 * Mesa rendering context.
4370 *
4371 * This is the central context data structure for Mesa. Almost all
4372 * OpenGL state is contained in this structure.
4373 * Think of this as a base class from which device drivers will derive
4374 * sub classes.
4375 */
4376 struct gl_context
4377 {
4378 /** State possibly shared with other contexts in the address space */
4379 struct gl_shared_state *Shared;
4380
4381 /** \name API function pointer tables */
4382 /*@{*/
4383 gl_api API;
4384 /**
4385 * The current dispatch table for non-displaylist-saving execution, either
4386 * BeginEnd or OutsideBeginEnd
4387 */
4388 struct _glapi_table *Exec;
4389 /**
4390 * The normal dispatch table for non-displaylist-saving, non-begin/end
4391 */
4392 struct _glapi_table *OutsideBeginEnd;
4393 /** The dispatch table used between glNewList() and glEndList() */
4394 struct _glapi_table *Save;
4395 /**
4396 * The dispatch table used between glBegin() and glEnd() (outside of a
4397 * display list). Only valid functions between those two are set, which is
4398 * mostly just the set in a GLvertexformat struct.
4399 */
4400 struct _glapi_table *BeginEnd;
4401 /**
4402 * Dispatch table for when a graphics reset has happened.
4403 */
4404 struct _glapi_table *ContextLost;
4405 /**
4406 * Tracks the current dispatch table out of the 4 above, so that it can be
4407 * re-set on glXMakeCurrent().
4408 */
4409 struct _glapi_table *CurrentDispatch;
4410 /*@}*/
4411
4412 struct gl_config Visual;
4413 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4414 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4415 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4416 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4417
4418 /**
4419 * Device driver function pointer table
4420 */
4421 struct dd_function_table Driver;
4422
4423 /** Core/Driver constants */
4424 struct gl_constants Const;
4425
4426 /** \name The various 4x4 matrix stacks */
4427 /*@{*/
4428 struct gl_matrix_stack ModelviewMatrixStack;
4429 struct gl_matrix_stack ProjectionMatrixStack;
4430 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4431 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4432 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4433 /*@}*/
4434
4435 /** Combined modelview and projection matrix */
4436 GLmatrix _ModelProjectMatrix;
4437
4438 /** \name Display lists */
4439 struct gl_dlist_state ListState;
4440
4441 GLboolean ExecuteFlag; /**< Execute GL commands? */
4442 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4443
4444 /** Extension information */
4445 struct gl_extensions Extensions;
4446
4447 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4448 GLuint Version;
4449 char *VersionString;
4450
4451 /** \name State attribute stack (for glPush/PopAttrib) */
4452 /*@{*/
4453 GLuint AttribStackDepth;
4454 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4455 /*@}*/
4456
4457 /** \name Renderer attribute groups
4458 *
4459 * We define a struct for each attribute group to make pushing and popping
4460 * attributes easy. Also it's a good organization.
4461 */
4462 /*@{*/
4463 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4464 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4465 struct gl_current_attrib Current; /**< Current attributes */
4466 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4467 struct gl_eval_attrib Eval; /**< Eval attributes */
4468 struct gl_fog_attrib Fog; /**< Fog attributes */
4469 struct gl_hint_attrib Hint; /**< Hint attributes */
4470 struct gl_light_attrib Light; /**< Light attributes */
4471 struct gl_line_attrib Line; /**< Line attributes */
4472 struct gl_list_attrib List; /**< List attributes */
4473 struct gl_multisample_attrib Multisample;
4474 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4475 struct gl_point_attrib Point; /**< Point attributes */
4476 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4477 GLuint PolygonStipple[32]; /**< Polygon stipple */
4478 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4479 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4480 struct gl_texture_attrib Texture; /**< Texture attributes */
4481 struct gl_transform_attrib Transform; /**< Transformation attributes */
4482 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4483 /*@}*/
4484
4485 /** \name Client attribute stack */
4486 /*@{*/
4487 GLuint ClientAttribStackDepth;
4488 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4489 /*@}*/
4490
4491 /** \name Client attribute groups */
4492 /*@{*/
4493 struct gl_array_attrib Array; /**< Vertex arrays */
4494 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4495 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4496 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4497 /*@}*/
4498
4499 /** \name Other assorted state (not pushed/popped on attribute stack) */
4500 /*@{*/
4501 struct gl_pixelmaps PixelMaps;
4502
4503 struct gl_evaluators EvalMap; /**< All evaluators */
4504 struct gl_feedback Feedback; /**< Feedback */
4505 struct gl_selection Select; /**< Selection */
4506
4507 struct gl_program_state Program; /**< general program state */
4508 struct gl_vertex_program_state VertexProgram;
4509 struct gl_fragment_program_state FragmentProgram;
4510 struct gl_geometry_program_state GeometryProgram;
4511 struct gl_compute_program_state ComputeProgram;
4512 struct gl_tess_ctrl_program_state TessCtrlProgram;
4513 struct gl_tess_eval_program_state TessEvalProgram;
4514 struct gl_ati_fragment_shader_state ATIFragmentShader;
4515
4516 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4517 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4518
4519 /**
4520 * Current active shader pipeline state
4521 *
4522 * Almost all internal users want ::_Shader instead of ::Shader. The
4523 * exceptions are bits of legacy GLSL API that do not know about separate
4524 * shader objects.
4525 *
4526 * If a program is active via \c glUseProgram, this will point to
4527 * \c ::Shader.
4528 *
4529 * If a program pipeline is active via \c glBindProgramPipeline, this will
4530 * point to \c ::Pipeline.Current.
4531 *
4532 * If neither a program nor a program pipeline is active, this will point to
4533 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4534 * \c NULL.
4535 */
4536 struct gl_pipeline_object *_Shader;
4537
4538 struct gl_query_state Query; /**< occlusion, timer queries */
4539
4540 struct gl_transform_feedback_state TransformFeedback;
4541
4542 struct gl_perf_monitor_state PerfMonitor;
4543 struct gl_perf_query_state PerfQuery;
4544
4545 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4546 struct gl_buffer_object *ParameterBuffer; /** < GL_ARB_indirect_parameters */
4547 struct gl_buffer_object *DispatchIndirectBuffer; /** < GL_ARB_compute_shader */
4548
4549 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4550 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4551
4552 struct gl_buffer_object *QueryBuffer; /**< GL_ARB_query_buffer_object */
4553
4554 /**
4555 * Current GL_ARB_uniform_buffer_object binding referenced by
4556 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4557 */
4558 struct gl_buffer_object *UniformBuffer;
4559
4560 /**
4561 * Current GL_ARB_shader_storage_buffer_object binding referenced by
4562 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
4563 */
4564 struct gl_buffer_object *ShaderStorageBuffer;
4565
4566 /**
4567 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4568 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4569 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4570 * shader program.
4571 */
4572 struct gl_uniform_buffer_binding
4573 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4574
4575 /**
4576 * Array of shader storage buffers for ARB_shader_storage_buffer_object
4577 * and GL 4.3. This is set up using glBindBufferRange() or
4578 * glBindBufferBase(). They are associated with shader storage blocks by
4579 * glShaderStorageBlockBinding()'s state in the shader program.
4580 */
4581 struct gl_shader_storage_buffer_binding
4582 ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
4583
4584 /**
4585 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4586 * target.
4587 */
4588 struct gl_buffer_object *AtomicBuffer;
4589
4590 /**
4591 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4592 * target.
4593 */
4594 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
4595
4596 /**
4597 * Array of atomic counter buffer binding points.
4598 */
4599 struct gl_atomic_buffer_binding
4600 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4601
4602 /**
4603 * Array of image units for ARB_shader_image_load_store.
4604 */
4605 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4606
4607 struct gl_subroutine_index_binding SubroutineIndex[MESA_SHADER_STAGES];
4608 /*@}*/
4609
4610 struct gl_meta_state *Meta; /**< for "meta" operations */
4611
4612 /* GL_EXT_framebuffer_object */
4613 struct gl_renderbuffer *CurrentRenderbuffer;
4614
4615 GLenum ErrorValue; /**< Last error code */
4616
4617 /**
4618 * Recognize and silence repeated error debug messages in buggy apps.
4619 */
4620 const char *ErrorDebugFmtString;
4621 GLuint ErrorDebugCount;
4622
4623 /* GL_ARB_debug_output/GL_KHR_debug */
4624 mtx_t DebugMutex;
4625 struct gl_debug_state *Debug;
4626
4627 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4628 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4629 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
4630
4631 struct gl_driver_flags DriverFlags;
4632
4633 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4634
4635 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4636
4637 /** \name Derived state */
4638 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4639 GLfloat _EyeZDir[3];
4640 GLfloat _ModelViewInvScale;
4641 GLboolean _NeedEyeCoords;
4642 GLboolean _ForceEyeCoords;
4643
4644 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4645
4646 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4647
4648 /** \name For debugging/development only */
4649 /*@{*/
4650 GLboolean FirstTimeCurrent;
4651 /*@}*/
4652
4653 /**
4654 * False if this context was created without a config. This is needed
4655 * because the initial state of glDrawBuffers depends on this
4656 */
4657 GLboolean HasConfig;
4658
4659 /** software compression/decompression supported or not */
4660 GLboolean Mesa_DXTn;
4661
4662 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4663
4664 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4665 GLboolean IntelConservativeRasterization; /**< GL_INTEL_CONSERVATIVE_RASTERIZATION */
4666
4667 /**
4668 * \name Hooks for module contexts.
4669 *
4670 * These will eventually live in the driver or elsewhere.
4671 */
4672 /*@{*/
4673 void *swrast_context;
4674 void *swsetup_context;
4675 void *swtnl_context;
4676 struct vbo_context *vbo_context;
4677 struct st_context *st;
4678 void *aelt_context;
4679 /*@}*/
4680
4681 /**
4682 * \name NV_vdpau_interop
4683 */
4684 /*@{*/
4685 const void *vdpDevice;
4686 const void *vdpGetProcAddress;
4687 struct set *vdpSurfaces;
4688 /*@}*/
4689
4690 /**
4691 * Has this context observed a GPU reset in any context in the share group?
4692 *
4693 * Once this field becomes true, it is never reset to false.
4694 */
4695 GLboolean ShareGroupReset;
4696
4697 /**
4698 * \name OES_primitive_bounding_box
4699 *
4700 * Stores the arguments to glPrimitiveBoundingBox
4701 */
4702 GLfloat PrimitiveBoundingBox[8];
4703
4704 struct disk_cache *Cache;
4705 };
4706
4707 /**
4708 * Information about memory usage. All sizes are in kilobytes.
4709 */
4710 struct gl_memory_info
4711 {
4712 unsigned total_device_memory; /**< size of device memory, e.g. VRAM */
4713 unsigned avail_device_memory; /**< free device memory at the moment */
4714 unsigned total_staging_memory; /**< size of staging memory, e.g. GART */
4715 unsigned avail_staging_memory; /**< free staging memory at the moment */
4716 unsigned device_memory_evicted; /**< size of memory evicted (monotonic counter) */
4717 unsigned nr_device_memory_evictions; /**< # of evictions (monotonic counter) */
4718 };
4719
4720 #ifdef DEBUG
4721 extern int MESA_VERBOSE;
4722 extern int MESA_DEBUG_FLAGS;
4723 # define MESA_FUNCTION __func__
4724 #else
4725 # define MESA_VERBOSE 0
4726 # define MESA_DEBUG_FLAGS 0
4727 # define MESA_FUNCTION "a function"
4728 #endif
4729
4730
4731 /** The MESA_VERBOSE var is a bitmask of these flags */
4732 enum _verbose
4733 {
4734 VERBOSE_VARRAY = 0x0001,
4735 VERBOSE_TEXTURE = 0x0002,
4736 VERBOSE_MATERIAL = 0x0004,
4737 VERBOSE_PIPELINE = 0x0008,
4738 VERBOSE_DRIVER = 0x0010,
4739 VERBOSE_STATE = 0x0020,
4740 VERBOSE_API = 0x0040,
4741 VERBOSE_DISPLAY_LIST = 0x0100,
4742 VERBOSE_LIGHTING = 0x0200,
4743 VERBOSE_PRIMS = 0x0400,
4744 VERBOSE_VERTS = 0x0800,
4745 VERBOSE_DISASSEM = 0x1000,
4746 VERBOSE_DRAW = 0x2000,
4747 VERBOSE_SWAPBUFFERS = 0x4000
4748 };
4749
4750
4751 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4752 enum _debug
4753 {
4754 DEBUG_SILENT = (1 << 0),
4755 DEBUG_ALWAYS_FLUSH = (1 << 1),
4756 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
4757 DEBUG_INCOMPLETE_FBO = (1 << 3),
4758 DEBUG_CONTEXT = (1 << 4)
4759 };
4760
4761 #ifdef __cplusplus
4762 }
4763 #endif
4764
4765 #endif /* MTYPES_H */