i965 Gen6: Implement gl_ClipVertex.
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.7
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include "main/glheader.h"
38 #include "main/config.h"
39 #include "main/mfeatures.h"
40 #include "glapi/glapi.h"
41 #include "math/m_matrix.h" /* GLmatrix */
42 #include "main/simple_list.h" /* struct simple_node */
43 #include "main/formats.h" /* MESA_FORMAT_COUNT */
44
45
46 /**
47 * Stencil buffer data type.
48 */
49 #if STENCIL_BITS==8
50 typedef GLubyte GLstencil;
51 #elif STENCIL_BITS==16
52 typedef GLushort GLstencil;
53 #else
54 # error "illegal number of stencil bits"
55 #endif
56
57
58 /**
59 * \name 64-bit extension of GLbitfield.
60 */
61 /*@{*/
62 typedef GLuint64 GLbitfield64;
63
64 /** Set a single bit */
65 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
66
67
68 /**
69 * \name Some forward type declarations
70 */
71 /*@{*/
72 struct _mesa_HashTable;
73 struct gl_attrib_node;
74 struct gl_list_extensions;
75 struct gl_meta_state;
76 struct gl_pixelstore_attrib;
77 struct gl_program_cache;
78 struct gl_texture_format;
79 struct gl_texture_image;
80 struct gl_texture_object;
81 struct gl_context;
82 struct st_context;
83 /*@}*/
84
85
86 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
87 #define PRIM_OUTSIDE_BEGIN_END (GL_POLYGON+1)
88 #define PRIM_INSIDE_UNKNOWN_PRIM (GL_POLYGON+2)
89 #define PRIM_UNKNOWN (GL_POLYGON+3)
90
91
92 /**
93 * Shader stages. Note that these will become 5 with tessellation.
94 * These MUST have the same values as gallium's PIPE_SHADER_*
95 */
96 typedef enum
97 {
98 MESA_SHADER_VERTEX = 0,
99 MESA_SHADER_FRAGMENT = 1,
100 MESA_SHADER_GEOMETRY = 2,
101 MESA_SHADER_TYPES = 3
102 } gl_shader_type;
103
104
105
106 /**
107 * Indexes for vertex program attributes.
108 * GL_NV_vertex_program aliases generic attributes over the conventional
109 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
110 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
111 * generic attributes are distinct/separate).
112 */
113 typedef enum
114 {
115 VERT_ATTRIB_POS = 0,
116 VERT_ATTRIB_WEIGHT = 1,
117 VERT_ATTRIB_NORMAL = 2,
118 VERT_ATTRIB_COLOR0 = 3,
119 VERT_ATTRIB_COLOR1 = 4,
120 VERT_ATTRIB_FOG = 5,
121 VERT_ATTRIB_COLOR_INDEX = 6,
122 VERT_ATTRIB_POINT_SIZE = 6, /*alias*/
123 VERT_ATTRIB_EDGEFLAG = 7,
124 VERT_ATTRIB_TEX0 = 8,
125 VERT_ATTRIB_TEX1 = 9,
126 VERT_ATTRIB_TEX2 = 10,
127 VERT_ATTRIB_TEX3 = 11,
128 VERT_ATTRIB_TEX4 = 12,
129 VERT_ATTRIB_TEX5 = 13,
130 VERT_ATTRIB_TEX6 = 14,
131 VERT_ATTRIB_TEX7 = 15,
132 VERT_ATTRIB_GENERIC0 = 16,
133 VERT_ATTRIB_GENERIC1 = 17,
134 VERT_ATTRIB_GENERIC2 = 18,
135 VERT_ATTRIB_GENERIC3 = 19,
136 VERT_ATTRIB_GENERIC4 = 20,
137 VERT_ATTRIB_GENERIC5 = 21,
138 VERT_ATTRIB_GENERIC6 = 22,
139 VERT_ATTRIB_GENERIC7 = 23,
140 VERT_ATTRIB_GENERIC8 = 24,
141 VERT_ATTRIB_GENERIC9 = 25,
142 VERT_ATTRIB_GENERIC10 = 26,
143 VERT_ATTRIB_GENERIC11 = 27,
144 VERT_ATTRIB_GENERIC12 = 28,
145 VERT_ATTRIB_GENERIC13 = 29,
146 VERT_ATTRIB_GENERIC14 = 30,
147 VERT_ATTRIB_GENERIC15 = 31,
148 VERT_ATTRIB_MAX = 32
149 } gl_vert_attrib;
150
151 /**
152 * Bitflags for vertex attributes.
153 * These are used in bitfields in many places.
154 */
155 /*@{*/
156 #define VERT_BIT_POS (1 << VERT_ATTRIB_POS)
157 #define VERT_BIT_WEIGHT (1 << VERT_ATTRIB_WEIGHT)
158 #define VERT_BIT_NORMAL (1 << VERT_ATTRIB_NORMAL)
159 #define VERT_BIT_COLOR0 (1 << VERT_ATTRIB_COLOR0)
160 #define VERT_BIT_COLOR1 (1 << VERT_ATTRIB_COLOR1)
161 #define VERT_BIT_FOG (1 << VERT_ATTRIB_FOG)
162 #define VERT_BIT_COLOR_INDEX (1 << VERT_ATTRIB_COLOR_INDEX)
163 #define VERT_BIT_EDGEFLAG (1 << VERT_ATTRIB_EDGEFLAG)
164 #define VERT_BIT_TEX0 (1 << VERT_ATTRIB_TEX0)
165 #define VERT_BIT_TEX1 (1 << VERT_ATTRIB_TEX1)
166 #define VERT_BIT_TEX2 (1 << VERT_ATTRIB_TEX2)
167 #define VERT_BIT_TEX3 (1 << VERT_ATTRIB_TEX3)
168 #define VERT_BIT_TEX4 (1 << VERT_ATTRIB_TEX4)
169 #define VERT_BIT_TEX5 (1 << VERT_ATTRIB_TEX5)
170 #define VERT_BIT_TEX6 (1 << VERT_ATTRIB_TEX6)
171 #define VERT_BIT_TEX7 (1 << VERT_ATTRIB_TEX7)
172 #define VERT_BIT_GENERIC0 (1 << VERT_ATTRIB_GENERIC0)
173 #define VERT_BIT_GENERIC1 (1 << VERT_ATTRIB_GENERIC1)
174 #define VERT_BIT_GENERIC2 (1 << VERT_ATTRIB_GENERIC2)
175 #define VERT_BIT_GENERIC3 (1 << VERT_ATTRIB_GENERIC3)
176 #define VERT_BIT_GENERIC4 (1 << VERT_ATTRIB_GENERIC4)
177 #define VERT_BIT_GENERIC5 (1 << VERT_ATTRIB_GENERIC5)
178 #define VERT_BIT_GENERIC6 (1 << VERT_ATTRIB_GENERIC6)
179 #define VERT_BIT_GENERIC7 (1 << VERT_ATTRIB_GENERIC7)
180 #define VERT_BIT_GENERIC8 (1 << VERT_ATTRIB_GENERIC8)
181 #define VERT_BIT_GENERIC9 (1 << VERT_ATTRIB_GENERIC9)
182 #define VERT_BIT_GENERIC10 (1 << VERT_ATTRIB_GENERIC10)
183 #define VERT_BIT_GENERIC11 (1 << VERT_ATTRIB_GENERIC11)
184 #define VERT_BIT_GENERIC12 (1 << VERT_ATTRIB_GENERIC12)
185 #define VERT_BIT_GENERIC13 (1 << VERT_ATTRIB_GENERIC13)
186 #define VERT_BIT_GENERIC14 (1 << VERT_ATTRIB_GENERIC14)
187 #define VERT_BIT_GENERIC15 (1 << VERT_ATTRIB_GENERIC15)
188
189 #define VERT_BIT_TEX(u) (1 << (VERT_ATTRIB_TEX0 + (u)))
190 #define VERT_BIT_GENERIC(g) (1 << (VERT_ATTRIB_GENERIC0 + (g)))
191 /*@}*/
192
193
194 /**
195 * Indexes for vertex program result attributes. Note that
196 * _mesa_vert_result_to_frag_attrib() and _mesa_frag_attrib_to_vert_result() make
197 * assumptions about the layout of this enum.
198 */
199 typedef enum
200 {
201 VERT_RESULT_HPOS = 0,
202 VERT_RESULT_COL0 = 1,
203 VERT_RESULT_COL1 = 2,
204 VERT_RESULT_FOGC = 3,
205 VERT_RESULT_TEX0 = 4,
206 VERT_RESULT_TEX1 = 5,
207 VERT_RESULT_TEX2 = 6,
208 VERT_RESULT_TEX3 = 7,
209 VERT_RESULT_TEX4 = 8,
210 VERT_RESULT_TEX5 = 9,
211 VERT_RESULT_TEX6 = 10,
212 VERT_RESULT_TEX7 = 11,
213 VERT_RESULT_PSIZ = 12,
214 VERT_RESULT_BFC0 = 13,
215 VERT_RESULT_BFC1 = 14,
216 VERT_RESULT_EDGE = 15,
217 VERT_RESULT_CLIP_VERTEX = 16,
218 VERT_RESULT_CLIP_DIST0 = 17,
219 VERT_RESULT_CLIP_DIST1 = 18,
220 VERT_RESULT_VAR0 = 19, /**< shader varying */
221 VERT_RESULT_MAX = (VERT_RESULT_VAR0 + MAX_VARYING)
222 } gl_vert_result;
223
224
225 /*********************************************/
226
227 /**
228 * Indexes for geometry program attributes.
229 */
230 typedef enum
231 {
232 GEOM_ATTRIB_POSITION = 0,
233 GEOM_ATTRIB_COLOR0 = 1,
234 GEOM_ATTRIB_COLOR1 = 2,
235 GEOM_ATTRIB_SECONDARY_COLOR0 = 3,
236 GEOM_ATTRIB_SECONDARY_COLOR1 = 4,
237 GEOM_ATTRIB_FOG_FRAG_COORD = 5,
238 GEOM_ATTRIB_POINT_SIZE = 6,
239 GEOM_ATTRIB_CLIP_VERTEX = 7,
240 GEOM_ATTRIB_PRIMITIVE_ID = 8,
241 GEOM_ATTRIB_TEX_COORD = 9,
242
243 GEOM_ATTRIB_VAR0 = 16,
244 GEOM_ATTRIB_MAX = (GEOM_ATTRIB_VAR0 + MAX_VARYING)
245 } gl_geom_attrib;
246
247 /**
248 * Bitflags for geometry attributes.
249 * These are used in bitfields in many places.
250 */
251 /*@{*/
252 #define GEOM_BIT_COLOR0 (1 << GEOM_ATTRIB_COLOR0)
253 #define GEOM_BIT_COLOR1 (1 << GEOM_ATTRIB_COLOR1)
254 #define GEOM_BIT_SCOLOR0 (1 << GEOM_ATTRIB_SECONDARY_COLOR0)
255 #define GEOM_BIT_SCOLOR1 (1 << GEOM_ATTRIB_SECONDARY_COLOR1)
256 #define GEOM_BIT_TEX_COORD (1 << GEOM_ATTRIB_TEX_COORD)
257 #define GEOM_BIT_FOG_COORD (1 << GEOM_ATTRIB_FOG_FRAG_COORD)
258 #define GEOM_BIT_POSITION (1 << GEOM_ATTRIB_POSITION)
259 #define GEOM_BIT_POINT_SIDE (1 << GEOM_ATTRIB_POINT_SIZE)
260 #define GEOM_BIT_CLIP_VERTEX (1 << GEOM_ATTRIB_CLIP_VERTEX)
261 #define GEOM_BIT_PRIM_ID (1 << GEOM_ATTRIB_PRIMITIVE_ID)
262 #define GEOM_BIT_VAR0 (1 << GEOM_ATTRIB_VAR0)
263
264 #define GEOM_BIT_VAR(g) (1 << (GEOM_BIT_VAR0 + (g)))
265 /*@}*/
266
267
268 /**
269 * Indexes for geometry program result attributes
270 */
271 typedef enum
272 {
273 GEOM_RESULT_POS = 0,
274 GEOM_RESULT_COL0 = 1,
275 GEOM_RESULT_COL1 = 2,
276 GEOM_RESULT_SCOL0 = 3,
277 GEOM_RESULT_SCOL1 = 4,
278 GEOM_RESULT_FOGC = 5,
279 GEOM_RESULT_TEX0 = 6,
280 GEOM_RESULT_TEX1 = 7,
281 GEOM_RESULT_TEX2 = 8,
282 GEOM_RESULT_TEX3 = 9,
283 GEOM_RESULT_TEX4 = 10,
284 GEOM_RESULT_TEX5 = 11,
285 GEOM_RESULT_TEX6 = 12,
286 GEOM_RESULT_TEX7 = 13,
287 GEOM_RESULT_PSIZ = 14,
288 GEOM_RESULT_CLPV = 15,
289 GEOM_RESULT_PRID = 16,
290 GEOM_RESULT_LAYR = 17,
291 GEOM_RESULT_VAR0 = 18, /**< shader varying, should really be 16 */
292 /* ### we need to -2 because var0 is 18 instead 16 like in the others */
293 GEOM_RESULT_MAX = (GEOM_RESULT_VAR0 + MAX_VARYING - 2)
294 } gl_geom_result;
295
296
297 /**
298 * Indexes for fragment program input attributes. Note that
299 * _mesa_vert_result_to_frag_attrib() and frag_attrib_to_vert_result() make
300 * assumptions about the layout of this enum.
301 */
302 typedef enum
303 {
304 FRAG_ATTRIB_WPOS = 0,
305 FRAG_ATTRIB_COL0 = 1,
306 FRAG_ATTRIB_COL1 = 2,
307 FRAG_ATTRIB_FOGC = 3,
308 FRAG_ATTRIB_TEX0 = 4,
309 FRAG_ATTRIB_TEX1 = 5,
310 FRAG_ATTRIB_TEX2 = 6,
311 FRAG_ATTRIB_TEX3 = 7,
312 FRAG_ATTRIB_TEX4 = 8,
313 FRAG_ATTRIB_TEX5 = 9,
314 FRAG_ATTRIB_TEX6 = 10,
315 FRAG_ATTRIB_TEX7 = 11,
316 FRAG_ATTRIB_FACE = 12, /**< front/back face */
317 FRAG_ATTRIB_PNTC = 13, /**< sprite/point coord */
318 FRAG_ATTRIB_CLIP_DIST0 = 14,
319 FRAG_ATTRIB_CLIP_DIST1 = 15,
320 FRAG_ATTRIB_VAR0 = 16, /**< shader varying */
321 FRAG_ATTRIB_MAX = (FRAG_ATTRIB_VAR0 + MAX_VARYING)
322 } gl_frag_attrib;
323
324
325 /**
326 * Convert from a gl_vert_result value to the corresponding gl_frag_attrib.
327 *
328 * VERT_RESULT_HPOS is converted to FRAG_ATTRIB_WPOS.
329 *
330 * gl_vert_result values which have no corresponding gl_frag_attrib
331 * (VERT_RESULT_PSIZ, VERT_RESULT_BFC0, VERT_RESULT_BFC1, and
332 * VERT_RESULT_EDGE) are converted to a value of -1.
333 */
334 static inline int
335 _mesa_vert_result_to_frag_attrib(gl_vert_result vert_result)
336 {
337 if (vert_result >= VERT_RESULT_CLIP_DIST0)
338 return vert_result - VERT_RESULT_CLIP_DIST0 + FRAG_ATTRIB_CLIP_DIST0;
339 else if (vert_result <= VERT_RESULT_TEX7)
340 return vert_result;
341 else
342 return -1;
343 }
344
345
346 /**
347 * Convert from a gl_frag_attrib value to the corresponding gl_vert_result.
348 *
349 * FRAG_ATTRIB_WPOS is converted to VERT_RESULT_HPOS.
350 *
351 * gl_frag_attrib values which have no corresponding gl_vert_result
352 * (FRAG_ATTRIB_FACE and FRAG_ATTRIB_PNTC) are converted to a value of -1.
353 */
354 static inline int
355 _mesa_frag_attrib_to_vert_result(gl_frag_attrib frag_attrib)
356 {
357 if (frag_attrib <= FRAG_ATTRIB_TEX7)
358 return frag_attrib;
359 else if (frag_attrib >= FRAG_ATTRIB_CLIP_DIST0)
360 return frag_attrib - FRAG_ATTRIB_CLIP_DIST0 + VERT_RESULT_CLIP_DIST0;
361 else
362 return -1;
363 }
364
365
366 /**
367 * Bitflags for fragment program input attributes.
368 */
369 /*@{*/
370 #define FRAG_BIT_WPOS (1 << FRAG_ATTRIB_WPOS)
371 #define FRAG_BIT_COL0 (1 << FRAG_ATTRIB_COL0)
372 #define FRAG_BIT_COL1 (1 << FRAG_ATTRIB_COL1)
373 #define FRAG_BIT_FOGC (1 << FRAG_ATTRIB_FOGC)
374 #define FRAG_BIT_FACE (1 << FRAG_ATTRIB_FACE)
375 #define FRAG_BIT_PNTC (1 << FRAG_ATTRIB_PNTC)
376 #define FRAG_BIT_TEX0 (1 << FRAG_ATTRIB_TEX0)
377 #define FRAG_BIT_TEX1 (1 << FRAG_ATTRIB_TEX1)
378 #define FRAG_BIT_TEX2 (1 << FRAG_ATTRIB_TEX2)
379 #define FRAG_BIT_TEX3 (1 << FRAG_ATTRIB_TEX3)
380 #define FRAG_BIT_TEX4 (1 << FRAG_ATTRIB_TEX4)
381 #define FRAG_BIT_TEX5 (1 << FRAG_ATTRIB_TEX5)
382 #define FRAG_BIT_TEX6 (1 << FRAG_ATTRIB_TEX6)
383 #define FRAG_BIT_TEX7 (1 << FRAG_ATTRIB_TEX7)
384 #define FRAG_BIT_VAR0 (1 << FRAG_ATTRIB_VAR0)
385
386 #define FRAG_BIT_TEX(U) (FRAG_BIT_TEX0 << (U))
387 #define FRAG_BIT_VAR(V) (FRAG_BIT_VAR0 << (V))
388
389 #define FRAG_BITS_TEX_ANY (FRAG_BIT_TEX0| \
390 FRAG_BIT_TEX1| \
391 FRAG_BIT_TEX2| \
392 FRAG_BIT_TEX3| \
393 FRAG_BIT_TEX4| \
394 FRAG_BIT_TEX5| \
395 FRAG_BIT_TEX6| \
396 FRAG_BIT_TEX7)
397 /*@}*/
398
399
400 /**
401 * Fragment program results
402 */
403 typedef enum
404 {
405 FRAG_RESULT_DEPTH = 0,
406 FRAG_RESULT_STENCIL = 1,
407 /* If a single color should be written to all render targets, this
408 * register is written. No FRAG_RESULT_DATAn will be written.
409 */
410 FRAG_RESULT_COLOR = 2,
411
412 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
413 * or ARB_fragment_program fragment.color[n]) color results. If
414 * any are written, FRAG_RESULT_COLOR will not be written.
415 */
416 FRAG_RESULT_DATA0 = 3,
417 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
418 } gl_frag_result;
419
420
421 /**
422 * Indexes for all renderbuffers
423 */
424 typedef enum
425 {
426 /* the four standard color buffers */
427 BUFFER_FRONT_LEFT,
428 BUFFER_BACK_LEFT,
429 BUFFER_FRONT_RIGHT,
430 BUFFER_BACK_RIGHT,
431 BUFFER_DEPTH,
432 BUFFER_STENCIL,
433 BUFFER_ACCUM,
434 /* optional aux buffer */
435 BUFFER_AUX0,
436 /* generic renderbuffers */
437 BUFFER_COLOR0,
438 BUFFER_COLOR1,
439 BUFFER_COLOR2,
440 BUFFER_COLOR3,
441 BUFFER_COLOR4,
442 BUFFER_COLOR5,
443 BUFFER_COLOR6,
444 BUFFER_COLOR7,
445 BUFFER_COUNT
446 } gl_buffer_index;
447
448 /**
449 * Bit flags for all renderbuffers
450 */
451 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
452 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
453 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
454 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
455 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
456 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
457 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
458 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
459 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
460 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
461 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
462 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
463 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
464 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
465 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
466 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
467 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
468 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
469 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
470
471 /**
472 * Mask of all the color buffer bits (but not accum).
473 */
474 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
475 BUFFER_BIT_BACK_LEFT | \
476 BUFFER_BIT_FRONT_RIGHT | \
477 BUFFER_BIT_BACK_RIGHT | \
478 BUFFER_BIT_AUX0 | \
479 BUFFER_BIT_COLOR0 | \
480 BUFFER_BIT_COLOR1 | \
481 BUFFER_BIT_COLOR2 | \
482 BUFFER_BIT_COLOR3 | \
483 BUFFER_BIT_COLOR4 | \
484 BUFFER_BIT_COLOR5 | \
485 BUFFER_BIT_COLOR6 | \
486 BUFFER_BIT_COLOR7)
487
488
489 /**
490 * Framebuffer configuration (aka visual / pixelformat)
491 * Note: some of these fields should be boolean, but it appears that
492 * code in drivers/dri/common/util.c requires int-sized fields.
493 */
494 struct gl_config
495 {
496 GLboolean rgbMode;
497 GLboolean floatMode;
498 GLboolean colorIndexMode; /* XXX is this used anywhere? */
499 GLuint doubleBufferMode;
500 GLuint stereoMode;
501
502 GLboolean haveAccumBuffer;
503 GLboolean haveDepthBuffer;
504 GLboolean haveStencilBuffer;
505
506 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
507 GLuint redMask, greenMask, blueMask, alphaMask;
508 GLint rgbBits; /* total bits for rgb */
509 GLint indexBits; /* total bits for colorindex */
510
511 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
512 GLint depthBits;
513 GLint stencilBits;
514
515 GLint numAuxBuffers;
516
517 GLint level;
518
519 /* EXT_visual_rating / GLX 1.2 */
520 GLint visualRating;
521
522 /* EXT_visual_info / GLX 1.2 */
523 GLint transparentPixel;
524 /* colors are floats scaled to ints */
525 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
526 GLint transparentIndex;
527
528 /* ARB_multisample / SGIS_multisample */
529 GLint sampleBuffers;
530 GLint samples;
531
532 /* SGIX_pbuffer / GLX 1.3 */
533 GLint maxPbufferWidth;
534 GLint maxPbufferHeight;
535 GLint maxPbufferPixels;
536 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
537 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
538
539 /* OML_swap_method */
540 GLint swapMethod;
541
542 /* EXT_texture_from_pixmap */
543 GLint bindToTextureRgb;
544 GLint bindToTextureRgba;
545 GLint bindToMipmapTexture;
546 GLint bindToTextureTargets;
547 GLint yInverted;
548
549 /* EXT_framebuffer_sRGB */
550 GLint sRGBCapable;
551 };
552
553
554 /**
555 * \name Bit flags used for updating material values.
556 */
557 /*@{*/
558 #define MAT_ATTRIB_FRONT_AMBIENT 0
559 #define MAT_ATTRIB_BACK_AMBIENT 1
560 #define MAT_ATTRIB_FRONT_DIFFUSE 2
561 #define MAT_ATTRIB_BACK_DIFFUSE 3
562 #define MAT_ATTRIB_FRONT_SPECULAR 4
563 #define MAT_ATTRIB_BACK_SPECULAR 5
564 #define MAT_ATTRIB_FRONT_EMISSION 6
565 #define MAT_ATTRIB_BACK_EMISSION 7
566 #define MAT_ATTRIB_FRONT_SHININESS 8
567 #define MAT_ATTRIB_BACK_SHININESS 9
568 #define MAT_ATTRIB_FRONT_INDEXES 10
569 #define MAT_ATTRIB_BACK_INDEXES 11
570 #define MAT_ATTRIB_MAX 12
571
572 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
573 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
574 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
575 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
576 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
577 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
578
579 #define MAT_INDEX_AMBIENT 0
580 #define MAT_INDEX_DIFFUSE 1
581 #define MAT_INDEX_SPECULAR 2
582
583 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
584 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
585 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
586 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
587 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
588 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
589 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
590 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
591 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
592 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
593 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
594 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
595
596
597 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
598 MAT_BIT_FRONT_AMBIENT | \
599 MAT_BIT_FRONT_DIFFUSE | \
600 MAT_BIT_FRONT_SPECULAR | \
601 MAT_BIT_FRONT_SHININESS | \
602 MAT_BIT_FRONT_INDEXES)
603
604 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
605 MAT_BIT_BACK_AMBIENT | \
606 MAT_BIT_BACK_DIFFUSE | \
607 MAT_BIT_BACK_SPECULAR | \
608 MAT_BIT_BACK_SHININESS | \
609 MAT_BIT_BACK_INDEXES)
610
611 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
612 /*@}*/
613
614
615 #define EXP_TABLE_SIZE 512 /**< Specular exponent lookup table sizes */
616 #define SHINE_TABLE_SIZE 256 /**< Material shininess lookup table sizes */
617
618 /**
619 * Material shininess lookup table.
620 */
621 struct gl_shine_tab
622 {
623 struct gl_shine_tab *next, *prev;
624 GLfloat tab[SHINE_TABLE_SIZE+1];
625 GLfloat shininess;
626 GLuint refcount;
627 };
628
629
630 /**
631 * Light source state.
632 */
633 struct gl_light
634 {
635 struct gl_light *next; /**< double linked list with sentinel */
636 struct gl_light *prev;
637
638 GLfloat Ambient[4]; /**< ambient color */
639 GLfloat Diffuse[4]; /**< diffuse color */
640 GLfloat Specular[4]; /**< specular color */
641 GLfloat EyePosition[4]; /**< position in eye coordinates */
642 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
643 GLfloat SpotExponent;
644 GLfloat SpotCutoff; /**< in degrees */
645 GLfloat _CosCutoffNeg; /**< = cos(SpotCutoff) */
646 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
647 GLfloat ConstantAttenuation;
648 GLfloat LinearAttenuation;
649 GLfloat QuadraticAttenuation;
650 GLboolean Enabled; /**< On/off flag */
651
652 /**
653 * \name Derived fields
654 */
655 /*@{*/
656 GLbitfield _Flags; /**< State */
657
658 GLfloat _Position[4]; /**< position in eye/obj coordinates */
659 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
660 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
661 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
662 GLfloat _VP_inf_spot_attenuation;
663
664 GLfloat _SpotExpTable[EXP_TABLE_SIZE][2]; /**< to replace a pow() call */
665 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
666 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
667 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
668 GLfloat _dli; /**< CI diffuse light intensity */
669 GLfloat _sli; /**< CI specular light intensity */
670 /*@}*/
671 };
672
673
674 /**
675 * Light model state.
676 */
677 struct gl_lightmodel
678 {
679 GLfloat Ambient[4]; /**< ambient color */
680 GLboolean LocalViewer; /**< Local (or infinite) view point? */
681 GLboolean TwoSide; /**< Two (or one) sided lighting? */
682 GLenum ColorControl; /**< either GL_SINGLE_COLOR
683 * or GL_SEPARATE_SPECULAR_COLOR */
684 };
685
686
687 /**
688 * Material state.
689 */
690 struct gl_material
691 {
692 GLfloat Attrib[MAT_ATTRIB_MAX][4];
693 };
694
695
696 /**
697 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
698 */
699 struct gl_accum_attrib
700 {
701 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
702 };
703
704
705 /**
706 * Used for storing clear color, texture border color, etc.
707 * The float values are typically unclamped.
708 */
709 union gl_color_union
710 {
711 GLfloat f[4];
712 GLint i[4];
713 GLuint ui[4];
714 };
715
716
717 /**
718 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
719 */
720 struct gl_colorbuffer_attrib
721 {
722 GLuint ClearIndex; /**< Index for glClear */
723 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
724 GLuint IndexMask; /**< Color index write mask */
725 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
726
727 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
728
729 /**
730 * \name alpha testing
731 */
732 /*@{*/
733 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
734 GLenum AlphaFunc; /**< Alpha test function */
735 GLfloat AlphaRefUnclamped;
736 GLclampf AlphaRef; /**< Alpha reference value */
737 /*@}*/
738
739 /**
740 * \name Blending
741 */
742 /*@{*/
743 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
744
745 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
746 * control, only on the fixed-pointness of the render target.
747 * The query does however depend on fragment color clamping.
748 */
749 GLfloat BlendColorUnclamped[4]; /**< Blending color */
750 GLfloat BlendColor[4]; /**< Blending color */
751
752 struct
753 {
754 GLenum SrcRGB; /**< RGB blend source term */
755 GLenum DstRGB; /**< RGB blend dest term */
756 GLenum SrcA; /**< Alpha blend source term */
757 GLenum DstA; /**< Alpha blend dest term */
758 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
759 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
760 } Blend[MAX_DRAW_BUFFERS];
761 /** Are the blend func terms currently different for each buffer/target? */
762 GLboolean _BlendFuncPerBuffer;
763 /** Are the blend equations currently different for each buffer/target? */
764 GLboolean _BlendEquationPerBuffer;
765 /*@}*/
766
767 /**
768 * \name Logic op
769 */
770 /*@{*/
771 GLenum LogicOp; /**< Logic operator */
772 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
773 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
774 /*@}*/
775
776 GLboolean DitherFlag; /**< Dither enable flag */
777
778 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
779 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
780 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
781 GLboolean _ClampReadColor; /** < with GL_FIXED_ONLY_ARB resolved */
782
783 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
784 };
785
786
787 /**
788 * Current attribute group (GL_CURRENT_BIT).
789 */
790 struct gl_current_attrib
791 {
792 /**
793 * \name Current vertex attributes.
794 * \note Values are valid only after FLUSH_VERTICES has been called.
795 * \note Index and Edgeflag current values are stored as floats in the
796 * SIX and SEVEN attribute slots.
797 */
798 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
799
800 /**
801 * \name Current raster position attributes (always valid).
802 * \note This set of attributes is very similar to the SWvertex struct.
803 */
804 /*@{*/
805 GLfloat RasterPos[4];
806 GLfloat RasterDistance;
807 GLfloat RasterColor[4];
808 GLfloat RasterSecondaryColor[4];
809 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
810 GLboolean RasterPosValid;
811 /*@}*/
812 };
813
814
815 /**
816 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
817 */
818 struct gl_depthbuffer_attrib
819 {
820 GLenum Func; /**< Function for depth buffer compare */
821 GLclampd Clear; /**< Value to clear depth buffer to */
822 GLboolean Test; /**< Depth buffering enabled flag */
823 GLboolean Mask; /**< Depth buffer writable? */
824 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
825 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
826 };
827
828
829 /**
830 * Evaluator attribute group (GL_EVAL_BIT).
831 */
832 struct gl_eval_attrib
833 {
834 /**
835 * \name Enable bits
836 */
837 /*@{*/
838 GLboolean Map1Color4;
839 GLboolean Map1Index;
840 GLboolean Map1Normal;
841 GLboolean Map1TextureCoord1;
842 GLboolean Map1TextureCoord2;
843 GLboolean Map1TextureCoord3;
844 GLboolean Map1TextureCoord4;
845 GLboolean Map1Vertex3;
846 GLboolean Map1Vertex4;
847 GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */
848 GLboolean Map2Color4;
849 GLboolean Map2Index;
850 GLboolean Map2Normal;
851 GLboolean Map2TextureCoord1;
852 GLboolean Map2TextureCoord2;
853 GLboolean Map2TextureCoord3;
854 GLboolean Map2TextureCoord4;
855 GLboolean Map2Vertex3;
856 GLboolean Map2Vertex4;
857 GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */
858 GLboolean AutoNormal;
859 /*@}*/
860
861 /**
862 * \name Map Grid endpoints and divisions and calculated du values
863 */
864 /*@{*/
865 GLint MapGrid1un;
866 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
867 GLint MapGrid2un, MapGrid2vn;
868 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
869 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
870 /*@}*/
871 };
872
873
874 /**
875 * Fog attribute group (GL_FOG_BIT).
876 */
877 struct gl_fog_attrib
878 {
879 GLboolean Enabled; /**< Fog enabled flag */
880 GLfloat ColorUnclamped[4]; /**< Fog color */
881 GLfloat Color[4]; /**< Fog color */
882 GLfloat Density; /**< Density >= 0.0 */
883 GLfloat Start; /**< Start distance in eye coords */
884 GLfloat End; /**< End distance in eye coords */
885 GLfloat Index; /**< Fog index */
886 GLenum Mode; /**< Fog mode */
887 GLboolean ColorSumEnabled;
888 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
889 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
890 };
891
892
893 /**
894 * \brief Layout qualifiers for gl_FragDepth.
895 *
896 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
897 * a layout qualifier.
898 *
899 * \see enum ir_depth_layout
900 */
901 enum gl_frag_depth_layout {
902 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
903 FRAG_DEPTH_LAYOUT_ANY,
904 FRAG_DEPTH_LAYOUT_GREATER,
905 FRAG_DEPTH_LAYOUT_LESS,
906 FRAG_DEPTH_LAYOUT_UNCHANGED
907 };
908
909
910 /**
911 * Hint attribute group (GL_HINT_BIT).
912 *
913 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
914 */
915 struct gl_hint_attrib
916 {
917 GLenum PerspectiveCorrection;
918 GLenum PointSmooth;
919 GLenum LineSmooth;
920 GLenum PolygonSmooth;
921 GLenum Fog;
922 GLenum ClipVolumeClipping; /**< GL_EXT_clip_volume_hint */
923 GLenum TextureCompression; /**< GL_ARB_texture_compression */
924 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
925 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
926 };
927
928 /**
929 * Light state flags.
930 */
931 /*@{*/
932 #define LIGHT_SPOT 0x1
933 #define LIGHT_LOCAL_VIEWER 0x2
934 #define LIGHT_POSITIONAL 0x4
935 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
936 /*@}*/
937
938
939 /**
940 * Lighting attribute group (GL_LIGHT_BIT).
941 */
942 struct gl_light_attrib
943 {
944 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
945 struct gl_lightmodel Model; /**< Lighting model */
946
947 /**
948 * Must flush FLUSH_VERTICES before referencing:
949 */
950 /*@{*/
951 struct gl_material Material; /**< Includes front & back values */
952 /*@}*/
953
954 GLboolean Enabled; /**< Lighting enabled flag */
955 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
956 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
957 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
958 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
959 GLbitfield ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
960 GLboolean ColorMaterialEnabled;
961 GLenum ClampVertexColor;
962 GLboolean _ClampVertexColor;
963
964 struct gl_light EnabledList; /**< List sentinel */
965
966 /**
967 * Derived state for optimizations:
968 */
969 /*@{*/
970 GLboolean _NeedEyeCoords;
971 GLboolean _NeedVertices; /**< Use fast shader? */
972 GLbitfield _Flags; /**< LIGHT_* flags, see above */
973 GLfloat _BaseColor[2][3];
974 /*@}*/
975 };
976
977
978 /**
979 * Line attribute group (GL_LINE_BIT).
980 */
981 struct gl_line_attrib
982 {
983 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
984 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
985 GLushort StipplePattern; /**< Stipple pattern */
986 GLint StippleFactor; /**< Stipple repeat factor */
987 GLfloat Width; /**< Line width */
988 };
989
990
991 /**
992 * Display list attribute group (GL_LIST_BIT).
993 */
994 struct gl_list_attrib
995 {
996 GLuint ListBase;
997 };
998
999
1000 /**
1001 * Multisample attribute group (GL_MULTISAMPLE_BIT).
1002 */
1003 struct gl_multisample_attrib
1004 {
1005 GLboolean Enabled;
1006 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
1007 GLboolean SampleAlphaToCoverage;
1008 GLboolean SampleAlphaToOne;
1009 GLboolean SampleCoverage;
1010 GLfloat SampleCoverageValue;
1011 GLboolean SampleCoverageInvert;
1012 };
1013
1014
1015 /**
1016 * A pixelmap (see glPixelMap)
1017 */
1018 struct gl_pixelmap
1019 {
1020 GLint Size;
1021 GLfloat Map[MAX_PIXEL_MAP_TABLE];
1022 GLubyte Map8[MAX_PIXEL_MAP_TABLE]; /**< converted to 8-bit color */
1023 };
1024
1025
1026 /**
1027 * Collection of all pixelmaps
1028 */
1029 struct gl_pixelmaps
1030 {
1031 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
1032 struct gl_pixelmap GtoG;
1033 struct gl_pixelmap BtoB;
1034 struct gl_pixelmap AtoA;
1035 struct gl_pixelmap ItoR;
1036 struct gl_pixelmap ItoG;
1037 struct gl_pixelmap ItoB;
1038 struct gl_pixelmap ItoA;
1039 struct gl_pixelmap ItoI;
1040 struct gl_pixelmap StoS;
1041 };
1042
1043
1044 /**
1045 * Pixel attribute group (GL_PIXEL_MODE_BIT).
1046 */
1047 struct gl_pixel_attrib
1048 {
1049 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
1050
1051 /*--- Begin Pixel Transfer State ---*/
1052 /* Fields are in the order in which they're applied... */
1053
1054 /** Scale & Bias (index shift, offset) */
1055 /*@{*/
1056 GLfloat RedBias, RedScale;
1057 GLfloat GreenBias, GreenScale;
1058 GLfloat BlueBias, BlueScale;
1059 GLfloat AlphaBias, AlphaScale;
1060 GLfloat DepthBias, DepthScale;
1061 GLint IndexShift, IndexOffset;
1062 /*@}*/
1063
1064 /* Pixel Maps */
1065 /* Note: actual pixel maps are not part of this attrib group */
1066 GLboolean MapColorFlag;
1067 GLboolean MapStencilFlag;
1068
1069 /*--- End Pixel Transfer State ---*/
1070
1071 /** glPixelZoom */
1072 GLfloat ZoomX, ZoomY;
1073 };
1074
1075
1076 /**
1077 * Point attribute group (GL_POINT_BIT).
1078 */
1079 struct gl_point_attrib
1080 {
1081 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
1082 GLfloat Size; /**< User-specified point size */
1083 GLfloat Params[3]; /**< GL_EXT_point_parameters */
1084 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
1085 GLfloat Threshold; /**< GL_EXT_point_parameters */
1086 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
1087 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
1088 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
1089 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
1090 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
1091 };
1092
1093
1094 /**
1095 * Polygon attribute group (GL_POLYGON_BIT).
1096 */
1097 struct gl_polygon_attrib
1098 {
1099 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
1100 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1101 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1102 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
1103 GLboolean CullFlag; /**< Culling on/off flag */
1104 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
1105 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
1106 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
1107 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
1108 GLfloat OffsetUnits; /**< Polygon offset units, from user */
1109 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
1110 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
1111 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
1112 };
1113
1114
1115 /**
1116 * Scissor attributes (GL_SCISSOR_BIT).
1117 */
1118 struct gl_scissor_attrib
1119 {
1120 GLboolean Enabled; /**< Scissor test enabled? */
1121 GLint X, Y; /**< Lower left corner of box */
1122 GLsizei Width, Height; /**< Size of box */
1123 };
1124
1125
1126 /**
1127 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1128 *
1129 * Three sets of stencil data are tracked so that OpenGL 2.0,
1130 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1131 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1132 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1133 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1134 * GL_EXT_stencil_two_side GL_BACK state.
1135 *
1136 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1137 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1138 *
1139 * The derived value \c _TestTwoSide is set when the front-face and back-face
1140 * stencil state are different.
1141 */
1142 struct gl_stencil_attrib
1143 {
1144 GLboolean Enabled; /**< Enabled flag */
1145 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1146 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1147 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1148 GLboolean _TestTwoSide;
1149 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1150 GLenum Function[3]; /**< Stencil function */
1151 GLenum FailFunc[3]; /**< Fail function */
1152 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1153 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1154 GLint Ref[3]; /**< Reference value */
1155 GLuint ValueMask[3]; /**< Value mask */
1156 GLuint WriteMask[3]; /**< Write mask */
1157 GLuint Clear; /**< Clear value */
1158 };
1159
1160
1161 /**
1162 * An index for each type of texture object. These correspond to the GL
1163 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1164 * Note: the order is from highest priority to lowest priority.
1165 */
1166 typedef enum
1167 {
1168 TEXTURE_BUFFER_INDEX,
1169 TEXTURE_2D_ARRAY_INDEX,
1170 TEXTURE_1D_ARRAY_INDEX,
1171 TEXTURE_CUBE_INDEX,
1172 TEXTURE_3D_INDEX,
1173 TEXTURE_RECT_INDEX,
1174 TEXTURE_2D_INDEX,
1175 TEXTURE_1D_INDEX,
1176 NUM_TEXTURE_TARGETS
1177 } gl_texture_index;
1178
1179
1180 /**
1181 * Bit flags for each type of texture object
1182 * Used for Texture.Unit[]._ReallyEnabled flags.
1183 */
1184 /*@{*/
1185 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1186 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1187 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1188 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1189 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1190 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1191 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1192 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1193 /*@}*/
1194
1195
1196 /**
1197 * TexGenEnabled flags.
1198 */
1199 /*@{*/
1200 #define S_BIT 1
1201 #define T_BIT 2
1202 #define R_BIT 4
1203 #define Q_BIT 8
1204 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1205 /*@}*/
1206
1207
1208 /**
1209 * Bit flag versions of the corresponding GL_ constants.
1210 */
1211 /*@{*/
1212 #define TEXGEN_SPHERE_MAP 0x1
1213 #define TEXGEN_OBJ_LINEAR 0x2
1214 #define TEXGEN_EYE_LINEAR 0x4
1215 #define TEXGEN_REFLECTION_MAP_NV 0x8
1216 #define TEXGEN_NORMAL_MAP_NV 0x10
1217
1218 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1219 TEXGEN_REFLECTION_MAP_NV | \
1220 TEXGEN_NORMAL_MAP_NV)
1221 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1222 TEXGEN_REFLECTION_MAP_NV | \
1223 TEXGEN_NORMAL_MAP_NV | \
1224 TEXGEN_EYE_LINEAR)
1225 /*@}*/
1226
1227
1228
1229 /** Tex-gen enabled for texture unit? */
1230 #define ENABLE_TEXGEN(unit) (1 << (unit))
1231
1232 /** Non-identity texture matrix for texture unit? */
1233 #define ENABLE_TEXMAT(unit) (1 << (unit))
1234
1235
1236 /**
1237 * Texture image state. Describes the dimensions of a texture image,
1238 * the texel format and pointers to Texel Fetch functions.
1239 */
1240 struct gl_texture_image
1241 {
1242 GLint InternalFormat; /**< Internal format as given by the user */
1243 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1244 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1245 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1246 * GL_DEPTH_STENCIL_EXT only. Used for
1247 * choosing TexEnv arithmetic.
1248 */
1249 gl_format TexFormat; /**< The actual texture memory format */
1250
1251 GLuint Border; /**< 0 or 1 */
1252 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1253 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1254 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1255 GLuint Width2; /**< = Width - 2*Border */
1256 GLuint Height2; /**< = Height - 2*Border */
1257 GLuint Depth2; /**< = Depth - 2*Border */
1258 GLuint WidthLog2; /**< = log2(Width2) */
1259 GLuint HeightLog2; /**< = log2(Height2) */
1260 GLuint DepthLog2; /**< = log2(Depth2) */
1261 GLuint MaxLog2; /**< = MAX(WidthLog2, HeightLog2) */
1262
1263 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1264 GLuint Level; /**< Which mipmap level am I? */
1265 /** Cube map face: index into gl_texture_object::Image[] array */
1266 GLuint Face;
1267
1268 GLuint RowStride; /**< Padded width in units of texels */
1269 GLuint *ImageOffsets; /**< if 3D texture: array [Depth] of offsets to
1270 each 2D slice in 'Data', in texels */
1271 GLvoid *Data; /**< Image data, accessed via FetchTexel() */
1272
1273 /**
1274 * \name For device driver:
1275 */
1276 /*@{*/
1277 void *DriverData; /**< Arbitrary device driver data */
1278 /*@}*/
1279 };
1280
1281
1282 /**
1283 * Indexes for cube map faces.
1284 */
1285 typedef enum
1286 {
1287 FACE_POS_X = 0,
1288 FACE_NEG_X = 1,
1289 FACE_POS_Y = 2,
1290 FACE_NEG_Y = 3,
1291 FACE_POS_Z = 4,
1292 FACE_NEG_Z = 5,
1293 MAX_FACES = 6
1294 } gl_face_index;
1295
1296
1297 /**
1298 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1299 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1300 */
1301 struct gl_sampler_object
1302 {
1303 GLuint Name;
1304 GLint RefCount;
1305
1306 GLenum WrapS; /**< S-axis texture image wrap mode */
1307 GLenum WrapT; /**< T-axis texture image wrap mode */
1308 GLenum WrapR; /**< R-axis texture image wrap mode */
1309 GLenum MinFilter; /**< minification filter */
1310 GLenum MagFilter; /**< magnification filter */
1311 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1312 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1313 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1314 GLfloat LodBias; /**< OpenGL 1.4 */
1315 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1316 GLenum CompareMode; /**< GL_ARB_shadow */
1317 GLenum CompareFunc; /**< GL_ARB_shadow */
1318 GLfloat CompareFailValue; /**< GL_ARB_shadow_ambient */
1319 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1320 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1321
1322 /* deprecated sampler state */
1323 GLenum DepthMode; /**< GL_ARB_depth_texture */
1324
1325 /** Is the texture object complete with respect to this sampler? */
1326 GLboolean _CompleteTexture;
1327 };
1328
1329
1330 /**
1331 * Texture object state. Contains the array of mipmap images, border color,
1332 * wrap modes, filter modes, and shadow/texcompare state.
1333 */
1334 struct gl_texture_object
1335 {
1336 _glthread_Mutex Mutex; /**< for thread safety */
1337 GLint RefCount; /**< reference count */
1338 GLuint Name; /**< the user-visible texture object ID */
1339 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1340
1341 struct gl_sampler_object Sampler;
1342
1343 GLfloat Priority; /**< in [0,1] */
1344 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1345 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1346 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1347 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */
1348 GLint CropRect[4]; /**< GL_OES_draw_texture */
1349 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1350 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1351 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1352 GLboolean _Complete; /**< Is texture object complete? */
1353 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1354 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1355
1356 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1357 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1358
1359 /** GL_ARB_texture_buffer_object */
1360 struct gl_buffer_object *BufferObject;
1361 GLenum BufferObjectFormat;
1362
1363 /**
1364 * \name For device driver.
1365 * Note: instead of attaching driver data to this pointer, it's preferable
1366 * to instead use this struct as a base class for your own texture object
1367 * class. Driver->NewTextureObject() can be used to implement the
1368 * allocation.
1369 */
1370 void *DriverData; /**< Arbitrary device driver data */
1371 };
1372
1373
1374 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1375 #define MAX_COMBINER_TERMS 4
1376
1377
1378 /**
1379 * Texture combine environment state.
1380 */
1381 struct gl_tex_env_combine_state
1382 {
1383 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1384 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1385 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1386 GLenum SourceRGB[MAX_COMBINER_TERMS];
1387 GLenum SourceA[MAX_COMBINER_TERMS];
1388 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1389 GLenum OperandRGB[MAX_COMBINER_TERMS];
1390 GLenum OperandA[MAX_COMBINER_TERMS];
1391 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1392 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1393 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1394 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1395 };
1396
1397
1398 /**
1399 * Texture coord generation state.
1400 */
1401 struct gl_texgen
1402 {
1403 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1404 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1405 GLfloat ObjectPlane[4];
1406 GLfloat EyePlane[4];
1407 };
1408
1409
1410 /**
1411 * Texture unit state. Contains enable flags, texture environment/function/
1412 * combiners, texgen state, and pointers to current texture objects.
1413 */
1414 struct gl_texture_unit
1415 {
1416 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1417 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1418
1419 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1420 GLclampf EnvColor[4];
1421 GLfloat EnvColorUnclamped[4];
1422
1423 struct gl_texgen GenS;
1424 struct gl_texgen GenT;
1425 struct gl_texgen GenR;
1426 struct gl_texgen GenQ;
1427 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1428 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1429
1430 GLfloat LodBias; /**< for biasing mipmap levels */
1431 GLenum BumpTarget;
1432 GLfloat RotMatrix[4]; /* 2x2 matrix */
1433
1434 /** Current sampler object (GL_ARB_sampler_objects) */
1435 struct gl_sampler_object *Sampler;
1436
1437 /**
1438 * \name GL_EXT_texture_env_combine
1439 */
1440 struct gl_tex_env_combine_state Combine;
1441
1442 /**
1443 * Derived state based on \c EnvMode and the \c BaseFormat of the
1444 * currently enabled texture.
1445 */
1446 struct gl_tex_env_combine_state _EnvMode;
1447
1448 /**
1449 * Currently enabled combiner state. This will point to either
1450 * \c Combine or \c _EnvMode.
1451 */
1452 struct gl_tex_env_combine_state *_CurrentCombine;
1453
1454 /** Current texture object pointers */
1455 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1456
1457 /** Points to highest priority, complete and enabled texture object */
1458 struct gl_texture_object *_Current;
1459 };
1460
1461
1462 /**
1463 * Texture attribute group (GL_TEXTURE_BIT).
1464 */
1465 struct gl_texture_attrib
1466 {
1467 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1468 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1469
1470 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1471
1472 /** GL_ARB_texture_buffer_object */
1473 struct gl_buffer_object *BufferObject;
1474
1475 /** GL_ARB_seamless_cubemap */
1476 GLboolean CubeMapSeamless;
1477
1478 /** Texture units/samplers used by vertex or fragment texturing */
1479 GLbitfield _EnabledUnits;
1480
1481 /** Texture coord units/sets used for fragment texturing */
1482 GLbitfield _EnabledCoordUnits;
1483
1484 /** Texture coord units that have texgen enabled */
1485 GLbitfield _TexGenEnabled;
1486
1487 /** Texture coord units that have non-identity matrices */
1488 GLbitfield _TexMatEnabled;
1489
1490 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1491 GLbitfield _GenFlags;
1492 };
1493
1494
1495 /**
1496 * Data structure representing a single clip plane (e.g. one of the elements
1497 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1498 */
1499 typedef GLfloat gl_clip_plane[4];
1500
1501
1502 /**
1503 * Transformation attribute group (GL_TRANSFORM_BIT).
1504 */
1505 struct gl_transform_attrib
1506 {
1507 GLenum MatrixMode; /**< Matrix mode */
1508 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1509 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1510 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1511 GLboolean Normalize; /**< Normalize all normals? */
1512 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1513 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1514 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1515
1516 GLfloat CullEyePos[4];
1517 GLfloat CullObjPos[4];
1518 };
1519
1520
1521 /**
1522 * Viewport attribute group (GL_VIEWPORT_BIT).
1523 */
1524 struct gl_viewport_attrib
1525 {
1526 GLint X, Y; /**< position */
1527 GLsizei Width, Height; /**< size */
1528 GLfloat Near, Far; /**< Depth buffer range */
1529 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1530 };
1531
1532
1533 /**
1534 * GL_ARB_vertex/pixel_buffer_object buffer object
1535 */
1536 struct gl_buffer_object
1537 {
1538 _glthread_Mutex Mutex;
1539 GLint RefCount;
1540 GLuint Name;
1541 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1542 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1543 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1544 /** Fields describing a mapped buffer */
1545 /*@{*/
1546 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1547 GLvoid *Pointer; /**< User-space address of mapping */
1548 GLintptr Offset; /**< Mapped offset */
1549 GLsizeiptr Length; /**< Mapped length */
1550 /*@}*/
1551 GLboolean Written; /**< Ever written to? (for debugging) */
1552 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1553 };
1554
1555
1556 /**
1557 * Client pixel packing/unpacking attributes
1558 */
1559 struct gl_pixelstore_attrib
1560 {
1561 GLint Alignment;
1562 GLint RowLength;
1563 GLint SkipPixels;
1564 GLint SkipRows;
1565 GLint ImageHeight;
1566 GLint SkipImages;
1567 GLboolean SwapBytes;
1568 GLboolean LsbFirst;
1569 GLboolean Invert; /**< GL_MESA_pack_invert */
1570 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1571 };
1572
1573
1574 /**
1575 * Client vertex array attributes
1576 */
1577 struct gl_client_array
1578 {
1579 GLint Size; /**< components per element (1,2,3,4) */
1580 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1581 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1582 GLsizei Stride; /**< user-specified stride */
1583 GLsizei StrideB; /**< actual stride in bytes */
1584 const GLubyte *Ptr; /**< Points to array data */
1585 GLboolean Enabled; /**< Enabled flag is a boolean */
1586 GLboolean Normalized; /**< GL_ARB_vertex_program */
1587 GLboolean Integer; /**< Integer-valued? */
1588 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1589 GLuint _ElementSize; /**< size of each element in bytes */
1590
1591 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1592 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1593 };
1594
1595
1596 /**
1597 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1598 * extension, but a nice encapsulation in any case.
1599 */
1600 struct gl_array_object
1601 {
1602 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1603 GLuint Name;
1604
1605 GLint RefCount;
1606 _glthread_Mutex Mutex;
1607 GLboolean VBOonly; /**< require all arrays to live in VBOs? */
1608
1609 /** Conventional vertex arrays */
1610 /*@{*/
1611 struct gl_client_array Vertex;
1612 struct gl_client_array Weight;
1613 struct gl_client_array Normal;
1614 struct gl_client_array Color;
1615 struct gl_client_array SecondaryColor;
1616 struct gl_client_array FogCoord;
1617 struct gl_client_array Index;
1618 struct gl_client_array EdgeFlag;
1619 struct gl_client_array TexCoord[MAX_TEXTURE_COORD_UNITS];
1620 struct gl_client_array PointSize;
1621 /*@}*/
1622
1623 /**
1624 * Generic arrays for vertex programs/shaders.
1625 * For NV vertex programs, these attributes alias and take priority
1626 * over the conventional attribs above. For ARB vertex programs and
1627 * GLSL vertex shaders, these attributes are separate.
1628 */
1629 struct gl_client_array VertexAttrib[MAX_VERTEX_GENERIC_ATTRIBS];
1630
1631 /** Mask of _NEW_ARRAY_* values indicating which arrays are enabled */
1632 GLbitfield _Enabled;
1633
1634 /**
1635 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1636 * we can determine the max legal (in bounds) glDrawElements array index.
1637 */
1638 GLuint _MaxElement;
1639 };
1640
1641
1642 /**
1643 * Vertex array state
1644 */
1645 struct gl_array_attrib
1646 {
1647 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1648 struct gl_array_object *ArrayObj;
1649
1650 /** The default vertex array object */
1651 struct gl_array_object *DefaultArrayObj;
1652
1653 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1654 struct _mesa_HashTable *Objects;
1655
1656 GLint ActiveTexture; /**< Client Active Texture */
1657 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1658 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1659
1660 /** GL 3.1 (slightly different from GL_NV_primitive_restart) */
1661 GLboolean PrimitiveRestart;
1662 GLuint RestartIndex;
1663
1664 GLbitfield NewState; /**< mask of _NEW_ARRAY_* values */
1665 GLboolean RebindArrays; /**< whether the VBO module should rebind arrays */
1666
1667 /* GL_ARB_vertex_buffer_object */
1668 struct gl_buffer_object *ArrayBufferObj;
1669 struct gl_buffer_object *ElementArrayBufferObj;
1670 };
1671
1672
1673 /**
1674 * Feedback buffer state
1675 */
1676 struct gl_feedback
1677 {
1678 GLenum Type;
1679 GLbitfield _Mask; /**< FB_* bits */
1680 GLfloat *Buffer;
1681 GLuint BufferSize;
1682 GLuint Count;
1683 };
1684
1685
1686 /**
1687 * Selection buffer state
1688 */
1689 struct gl_selection
1690 {
1691 GLuint *Buffer; /**< selection buffer */
1692 GLuint BufferSize; /**< size of the selection buffer */
1693 GLuint BufferCount; /**< number of values in the selection buffer */
1694 GLuint Hits; /**< number of records in the selection buffer */
1695 GLuint NameStackDepth; /**< name stack depth */
1696 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1697 GLboolean HitFlag; /**< hit flag */
1698 GLfloat HitMinZ; /**< minimum hit depth */
1699 GLfloat HitMaxZ; /**< maximum hit depth */
1700 };
1701
1702
1703 /**
1704 * 1-D Evaluator control points
1705 */
1706 struct gl_1d_map
1707 {
1708 GLuint Order; /**< Number of control points */
1709 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1710 GLfloat *Points; /**< Points to contiguous control points */
1711 };
1712
1713
1714 /**
1715 * 2-D Evaluator control points
1716 */
1717 struct gl_2d_map
1718 {
1719 GLuint Uorder; /**< Number of control points in U dimension */
1720 GLuint Vorder; /**< Number of control points in V dimension */
1721 GLfloat u1, u2, du;
1722 GLfloat v1, v2, dv;
1723 GLfloat *Points; /**< Points to contiguous control points */
1724 };
1725
1726
1727 /**
1728 * All evaluator control point state
1729 */
1730 struct gl_evaluators
1731 {
1732 /**
1733 * \name 1-D maps
1734 */
1735 /*@{*/
1736 struct gl_1d_map Map1Vertex3;
1737 struct gl_1d_map Map1Vertex4;
1738 struct gl_1d_map Map1Index;
1739 struct gl_1d_map Map1Color4;
1740 struct gl_1d_map Map1Normal;
1741 struct gl_1d_map Map1Texture1;
1742 struct gl_1d_map Map1Texture2;
1743 struct gl_1d_map Map1Texture3;
1744 struct gl_1d_map Map1Texture4;
1745 struct gl_1d_map Map1Attrib[16]; /**< GL_NV_vertex_program */
1746 /*@}*/
1747
1748 /**
1749 * \name 2-D maps
1750 */
1751 /*@{*/
1752 struct gl_2d_map Map2Vertex3;
1753 struct gl_2d_map Map2Vertex4;
1754 struct gl_2d_map Map2Index;
1755 struct gl_2d_map Map2Color4;
1756 struct gl_2d_map Map2Normal;
1757 struct gl_2d_map Map2Texture1;
1758 struct gl_2d_map Map2Texture2;
1759 struct gl_2d_map Map2Texture3;
1760 struct gl_2d_map Map2Texture4;
1761 struct gl_2d_map Map2Attrib[16]; /**< GL_NV_vertex_program */
1762 /*@}*/
1763 };
1764
1765
1766 /**
1767 * Names of the various vertex/fragment program register files, etc.
1768 *
1769 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1770 * All values should fit in a 4-bit field.
1771 *
1772 * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR, PROGRAM_NAMED_PARAM,
1773 * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1774 * be "uniform" variables since they can only be set outside glBegin/End.
1775 * They're also all stored in the same Parameters array.
1776 */
1777 typedef enum
1778 {
1779 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1780 PROGRAM_INPUT, /**< machine->Inputs[] */
1781 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1782 PROGRAM_VARYING, /**< machine->Inputs[]/Outputs[] */
1783 PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
1784 PROGRAM_ENV_PARAM, /**< gl_program->Parameters[] */
1785 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1786 PROGRAM_NAMED_PARAM, /**< gl_program->Parameters[] */
1787 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1788 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1789 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1790 PROGRAM_ADDRESS, /**< machine->AddressReg */
1791 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1792 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1793 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1794 PROGRAM_FILE_MAX
1795 } gl_register_file;
1796
1797
1798 /**
1799 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1800 * one of these values.
1801 */
1802 typedef enum
1803 {
1804 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
1805 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
1806 SYSTEM_VALUE_MAX /**< Number of values */
1807 } gl_system_value;
1808
1809
1810 /** Vertex and fragment instructions */
1811 struct prog_instruction;
1812 struct gl_program_parameter_list;
1813 struct gl_uniform_list;
1814
1815
1816 /**
1817 * Base class for any kind of program object
1818 */
1819 struct gl_program
1820 {
1821 GLuint Id;
1822 GLubyte *String; /**< Null-terminated program text */
1823 GLint RefCount;
1824 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_FRAGMENT_PROGRAM_NV */
1825 GLenum Format; /**< String encoding format */
1826 GLboolean Resident;
1827
1828 struct prog_instruction *Instructions;
1829
1830 GLbitfield InputsRead; /**< Bitmask of which input regs are read */
1831 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1832 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1833 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
1834 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
1835 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1836 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1837 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1838
1839
1840 /** Named parameters, constants, etc. from program text */
1841 struct gl_program_parameter_list *Parameters;
1842 /** Numbered local parameters */
1843 GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
1844
1845 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1846 GLubyte SamplerUnits[MAX_SAMPLERS];
1847 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
1848 gl_texture_index SamplerTargets[MAX_SAMPLERS];
1849
1850 /** Bitmask of which register files are read/written with indirect
1851 * addressing. Mask of (1 << PROGRAM_x) bits.
1852 */
1853 GLbitfield IndirectRegisterFiles;
1854
1855 /** Logical counts */
1856 /*@{*/
1857 GLuint NumInstructions;
1858 GLuint NumTemporaries;
1859 GLuint NumParameters;
1860 GLuint NumAttributes;
1861 GLuint NumAddressRegs;
1862 GLuint NumAluInstructions;
1863 GLuint NumTexInstructions;
1864 GLuint NumTexIndirections;
1865 /*@}*/
1866 /** Native, actual h/w counts */
1867 /*@{*/
1868 GLuint NumNativeInstructions;
1869 GLuint NumNativeTemporaries;
1870 GLuint NumNativeParameters;
1871 GLuint NumNativeAttributes;
1872 GLuint NumNativeAddressRegs;
1873 GLuint NumNativeAluInstructions;
1874 GLuint NumNativeTexInstructions;
1875 GLuint NumNativeTexIndirections;
1876 /*@}*/
1877 };
1878
1879
1880 /** Vertex program object */
1881 struct gl_vertex_program
1882 {
1883 struct gl_program Base; /**< base class */
1884 GLboolean IsNVProgram; /**< is this a GL_NV_vertex_program program? */
1885 GLboolean IsPositionInvariant;
1886 GLboolean UsesClipDistance;
1887 };
1888
1889
1890 /** Geometry program object */
1891 struct gl_geometry_program
1892 {
1893 struct gl_program Base; /**< base class */
1894
1895 GLint VerticesOut;
1896 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
1897 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
1898 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
1899 };
1900
1901
1902 /** Fragment program object */
1903 struct gl_fragment_program
1904 {
1905 struct gl_program Base; /**< base class */
1906 GLboolean UsesKill; /**< shader uses KIL instruction */
1907 GLboolean OriginUpperLeft;
1908 GLboolean PixelCenterInteger;
1909 enum gl_frag_depth_layout FragDepthLayout;
1910 };
1911
1912
1913 /**
1914 * State common to vertex and fragment programs.
1915 */
1916 struct gl_program_state
1917 {
1918 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
1919 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
1920 };
1921
1922
1923 /**
1924 * Context state for vertex programs.
1925 */
1926 struct gl_vertex_program_state
1927 {
1928 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
1929 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
1930 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
1931 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
1932 /** Computed two sided lighting for fixed function/programs. */
1933 GLboolean _TwoSideEnabled;
1934 struct gl_vertex_program *Current; /**< User-bound vertex program */
1935
1936 /** Currently enabled and valid vertex program (including internal
1937 * programs, user-defined vertex programs and GLSL vertex shaders).
1938 * This is the program we must use when rendering.
1939 */
1940 struct gl_vertex_program *_Current;
1941
1942 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1943
1944 /* For GL_NV_vertex_program only: */
1945 GLenum TrackMatrix[MAX_PROGRAM_ENV_PARAMS / 4];
1946 GLenum TrackMatrixTransform[MAX_PROGRAM_ENV_PARAMS / 4];
1947
1948 /** Should fixed-function T&L be implemented with a vertex prog? */
1949 GLboolean _MaintainTnlProgram;
1950
1951 /** Program to emulate fixed-function T&L (see above) */
1952 struct gl_vertex_program *_TnlProgram;
1953
1954 /** Cache of fixed-function programs */
1955 struct gl_program_cache *Cache;
1956
1957 GLboolean _Overriden;
1958 };
1959
1960
1961 /**
1962 * Context state for geometry programs.
1963 */
1964 struct gl_geometry_program_state
1965 {
1966 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
1967 GLboolean _Enabled; /**< Enabled and valid program? */
1968 struct gl_geometry_program *Current; /**< user-bound geometry program */
1969
1970 /** Currently enabled and valid program (including internal programs
1971 * and compiled shader programs).
1972 */
1973 struct gl_geometry_program *_Current;
1974
1975 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1976
1977 /** Cache of fixed-function programs */
1978 struct gl_program_cache *Cache;
1979 };
1980
1981 /**
1982 * Context state for fragment programs.
1983 */
1984 struct gl_fragment_program_state
1985 {
1986 GLboolean Enabled; /**< User-set fragment program enable flag */
1987 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
1988 struct gl_fragment_program *Current; /**< User-bound fragment program */
1989
1990 /** Currently enabled and valid fragment program (including internal
1991 * programs, user-defined fragment programs and GLSL fragment shaders).
1992 * This is the program we must use when rendering.
1993 */
1994 struct gl_fragment_program *_Current;
1995
1996 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1997
1998 /** Should fixed-function texturing be implemented with a fragment prog? */
1999 GLboolean _MaintainTexEnvProgram;
2000
2001 /** Program to emulate fixed-function texture env/combine (see above) */
2002 struct gl_fragment_program *_TexEnvProgram;
2003
2004 /** Cache of fixed-function programs */
2005 struct gl_program_cache *Cache;
2006 };
2007
2008
2009 /**
2010 * ATI_fragment_shader runtime state
2011 */
2012 #define ATI_FS_INPUT_PRIMARY 0
2013 #define ATI_FS_INPUT_SECONDARY 1
2014
2015 struct atifs_instruction;
2016 struct atifs_setupinst;
2017
2018 /**
2019 * ATI fragment shader
2020 */
2021 struct ati_fragment_shader
2022 {
2023 GLuint Id;
2024 GLint RefCount;
2025 struct atifs_instruction *Instructions[2];
2026 struct atifs_setupinst *SetupInst[2];
2027 GLfloat Constants[8][4];
2028 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2029 GLubyte numArithInstr[2];
2030 GLubyte regsAssigned[2];
2031 GLubyte NumPasses; /**< 1 or 2 */
2032 GLubyte cur_pass;
2033 GLubyte last_optype;
2034 GLboolean interpinp1;
2035 GLboolean isValid;
2036 GLuint swizzlerq;
2037 };
2038
2039 /**
2040 * Context state for GL_ATI_fragment_shader
2041 */
2042 struct gl_ati_fragment_shader_state
2043 {
2044 GLboolean Enabled;
2045 GLboolean _Enabled; /**< enabled and valid shader? */
2046 GLboolean Compiling;
2047 GLfloat GlobalConstants[8][4];
2048 struct ati_fragment_shader *Current;
2049 };
2050
2051
2052 /**
2053 * Occlusion/timer query object.
2054 */
2055 struct gl_query_object
2056 {
2057 GLenum Target; /**< The query target, when active */
2058 GLuint Id; /**< hash table ID/name */
2059 GLuint64EXT Result; /**< the counter */
2060 GLboolean Active; /**< inside Begin/EndQuery */
2061 GLboolean Ready; /**< result is ready? */
2062 };
2063
2064
2065 /**
2066 * Context state for query objects.
2067 */
2068 struct gl_query_state
2069 {
2070 struct _mesa_HashTable *QueryObjects;
2071 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2072 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2073
2074 /** GL_NV_conditional_render */
2075 struct gl_query_object *CondRenderQuery;
2076
2077 /** GL_EXT_transform_feedback */
2078 struct gl_query_object *PrimitivesGenerated;
2079 struct gl_query_object *PrimitivesWritten;
2080
2081 /** GL_ARB_timer_query */
2082 struct gl_query_object *TimeElapsed;
2083
2084 GLenum CondRenderMode;
2085 };
2086
2087
2088 /** Sync object state */
2089 struct gl_sync_object {
2090 struct simple_node link;
2091 GLenum Type; /**< GL_SYNC_FENCE */
2092 GLuint Name; /**< Fence name */
2093 GLint RefCount; /**< Reference count */
2094 GLboolean DeletePending; /**< Object was deleted while there were still
2095 * live references (e.g., sync not yet finished)
2096 */
2097 GLenum SyncCondition;
2098 GLbitfield Flags; /**< Flags passed to glFenceSync */
2099 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2100 };
2101
2102
2103 /** Set by #pragma directives */
2104 struct gl_sl_pragmas
2105 {
2106 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2107 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2108 GLboolean Optimize; /**< defaults on */
2109 GLboolean Debug; /**< defaults off */
2110 };
2111
2112
2113 /**
2114 * A GLSL vertex or fragment shader object.
2115 */
2116 struct gl_shader
2117 {
2118 GLenum Type; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB (first field!) */
2119 GLuint Name; /**< AKA the handle */
2120 GLint RefCount; /**< Reference count */
2121 GLboolean DeletePending;
2122 GLboolean CompileStatus;
2123 const GLchar *Source; /**< Source code string */
2124 GLuint SourceChecksum; /**< for debug/logging purposes */
2125 struct gl_program *Program; /**< Post-compile assembly code */
2126 GLchar *InfoLog;
2127 struct gl_sl_pragmas Pragmas;
2128
2129 unsigned Version; /**< GLSL version used for linking */
2130
2131 struct exec_list *ir;
2132 struct glsl_symbol_table *symbols;
2133
2134 /** Shaders containing built-in functions that are used for linking. */
2135 struct gl_shader *builtins_to_link[16];
2136 unsigned num_builtins_to_link;
2137 };
2138
2139
2140 /**
2141 * A GLSL program object.
2142 * Basically a linked collection of vertex and fragment shaders.
2143 */
2144 struct gl_shader_program
2145 {
2146 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2147 GLuint Name; /**< aka handle or ID */
2148 GLint RefCount; /**< Reference count */
2149 GLboolean DeletePending;
2150
2151 GLuint NumShaders; /**< number of attached shaders */
2152 struct gl_shader **Shaders; /**< List of attached the shaders */
2153
2154 /**
2155 * User-defined attribute bindings
2156 *
2157 * These are set via \c glBindAttribLocation and are used to direct the
2158 * GLSL linker. These are \b not the values used in the compiled shader,
2159 * and they are \b not the values returned by \c glGetAttribLocation.
2160 */
2161 struct string_to_uint_map *AttributeBindings;
2162
2163 /** Transform feedback varyings */
2164 struct {
2165 GLenum BufferMode;
2166 GLuint NumVarying;
2167 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2168 } TransformFeedback;
2169
2170 /** Geometry shader state - copied into gl_geometry_program at link time */
2171 struct {
2172 GLint VerticesOut;
2173 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2174 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2175 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2176 } Geom;
2177
2178 /** Vertex shader state - copied into gl_vertex_program at link time */
2179 struct {
2180 GLboolean UsesClipDistance; /**< True if gl_ClipDistance is written to. */
2181 } Vert;
2182
2183 /* post-link info: */
2184 struct gl_vertex_program *VertexProgram; /**< Linked vertex program */
2185 struct gl_fragment_program *FragmentProgram; /**< Linked fragment prog */
2186 struct gl_geometry_program *GeometryProgram; /**< Linked geometry prog */
2187 struct gl_uniform_list *Uniforms;
2188 struct gl_program_parameter_list *Varying;
2189 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2190 GLboolean Validated;
2191 GLboolean _Used; /**< Ever used for drawing? */
2192 GLchar *InfoLog;
2193
2194 unsigned Version; /**< GLSL version used for linking */
2195
2196 /**
2197 * Per-stage shaders resulting from the first stage of linking.
2198 *
2199 * Set of linked shaders for this program. The array is accessed using the
2200 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2201 * \c NULL.
2202 */
2203 struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES];
2204 };
2205
2206
2207 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2208 #define GLSL_LOG 0x2 /**< Write shaders to files */
2209 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2210 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2211 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2212 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2213 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2214 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2215
2216
2217 /**
2218 * Context state for GLSL vertex/fragment shaders.
2219 */
2220 struct gl_shader_state
2221 {
2222 /**
2223 * Programs used for rendering
2224 *
2225 * There is a separate program set for each shader stage. If
2226 * GL_EXT_separate_shader_objects is not supported, each of these must point
2227 * to \c NULL or to the same program.
2228 */
2229 struct gl_shader_program *CurrentVertexProgram;
2230 struct gl_shader_program *CurrentGeometryProgram;
2231 struct gl_shader_program *CurrentFragmentProgram;
2232
2233 /**
2234 * Program used by glUniform calls.
2235 *
2236 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2237 */
2238 struct gl_shader_program *ActiveProgram;
2239
2240 GLbitfield Flags; /**< Mask of GLSL_x flags */
2241 };
2242
2243 /**
2244 * Compiler options for a single GLSL shaders type
2245 */
2246 struct gl_shader_compiler_options
2247 {
2248 /** Driver-selectable options: */
2249 GLboolean EmitCondCodes; /**< Use condition codes? */
2250 GLboolean EmitNVTempInitialization; /**< 0-fill NV temp registers */
2251 GLboolean EmitNoLoops;
2252 GLboolean EmitNoFunctions;
2253 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2254 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2255 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2256 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2257 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2258
2259 /**
2260 * \name Forms of indirect addressing the driver cannot do.
2261 */
2262 /*@{*/
2263 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2264 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2265 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2266 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2267 /*@}*/
2268
2269 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2270 GLuint MaxUnrollIterations;
2271
2272 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2273 };
2274
2275 /**
2276 * Transform feedback object state
2277 */
2278 struct gl_transform_feedback_object
2279 {
2280 GLuint Name; /**< AKA the object ID */
2281 GLint RefCount;
2282 GLboolean Active; /**< Is transform feedback enabled? */
2283 GLboolean Paused; /**< Is transform feedback paused? */
2284
2285 /** The feedback buffers */
2286 GLuint BufferNames[MAX_FEEDBACK_ATTRIBS];
2287 struct gl_buffer_object *Buffers[MAX_FEEDBACK_ATTRIBS];
2288
2289 /** Start of feedback data in dest buffer */
2290 GLintptr Offset[MAX_FEEDBACK_ATTRIBS];
2291 /** Max data to put into dest buffer (in bytes) */
2292 GLsizeiptr Size[MAX_FEEDBACK_ATTRIBS];
2293 };
2294
2295
2296 /**
2297 * Context state for transform feedback.
2298 */
2299 struct gl_transform_feedback
2300 {
2301 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
2302
2303 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
2304
2305 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
2306 struct gl_buffer_object *CurrentBuffer;
2307
2308 /** The table of all transform feedback objects */
2309 struct _mesa_HashTable *Objects;
2310
2311 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
2312 struct gl_transform_feedback_object *CurrentObject;
2313
2314 /** The default xform-fb object (Name==0) */
2315 struct gl_transform_feedback_object *DefaultObject;
2316 };
2317
2318
2319
2320 /**
2321 * State which can be shared by multiple contexts:
2322 */
2323 struct gl_shared_state
2324 {
2325 _glthread_Mutex Mutex; /**< for thread safety */
2326 GLint RefCount; /**< Reference count */
2327 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2328 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2329
2330 /** Default texture objects (shared by all texture units) */
2331 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2332
2333 /** Fallback texture used when a bound texture is incomplete */
2334 struct gl_texture_object *FallbackTex;
2335
2336 /**
2337 * \name Thread safety and statechange notification for texture
2338 * objects.
2339 *
2340 * \todo Improve the granularity of locking.
2341 */
2342 /*@{*/
2343 _glthread_Mutex TexMutex; /**< texobj thread safety */
2344 GLuint TextureStateStamp; /**< state notification for shared tex */
2345 /*@}*/
2346
2347 /** Default buffer object for vertex arrays that aren't in VBOs */
2348 struct gl_buffer_object *NullBufferObj;
2349
2350 /**
2351 * \name Vertex/geometry/fragment programs
2352 */
2353 /*@{*/
2354 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2355 struct gl_vertex_program *DefaultVertexProgram;
2356 struct gl_fragment_program *DefaultFragmentProgram;
2357 struct gl_geometry_program *DefaultGeometryProgram;
2358 /*@}*/
2359
2360 /* GL_ATI_fragment_shader */
2361 struct _mesa_HashTable *ATIShaders;
2362 struct ati_fragment_shader *DefaultFragmentShader;
2363
2364 struct _mesa_HashTable *BufferObjects;
2365
2366 /** Table of both gl_shader and gl_shader_program objects */
2367 struct _mesa_HashTable *ShaderObjects;
2368
2369 /* GL_EXT_framebuffer_object */
2370 struct _mesa_HashTable *RenderBuffers;
2371 struct _mesa_HashTable *FrameBuffers;
2372
2373 /* GL_ARB_sync */
2374 struct simple_node SyncObjects;
2375
2376 /** GL_ARB_sampler_objects */
2377 struct _mesa_HashTable *SamplerObjects;
2378
2379 void *DriverData; /**< Device driver shared state */
2380 };
2381
2382
2383
2384
2385 /**
2386 * A renderbuffer stores colors or depth values or stencil values.
2387 * A framebuffer object will have a collection of these.
2388 * Data are read/written to the buffer with a handful of Get/Put functions.
2389 *
2390 * Instances of this object are allocated with the Driver's NewRenderbuffer
2391 * hook. Drivers will likely wrap this class inside a driver-specific
2392 * class to simulate inheritance.
2393 */
2394 struct gl_renderbuffer
2395 {
2396 _glthread_Mutex Mutex; /**< for thread safety */
2397 GLuint ClassID; /**< Useful for drivers */
2398 GLuint Name;
2399 GLint RefCount;
2400 GLuint Width, Height;
2401 GLint RowStride; /**< Padded width in units of pixels */
2402 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2403
2404 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
2405
2406 GLubyte NumSamples;
2407
2408 GLenum InternalFormat; /**< The user-specified format */
2409 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2410 GL_STENCIL_INDEX. */
2411 gl_format Format; /**< The actual renderbuffer memory format */
2412
2413 GLenum DataType; /**< Type of values passed to the Get/Put functions */
2414 GLvoid *Data; /**< This may not be used by some kinds of RBs */
2415
2416 /* Used to wrap one renderbuffer around another: */
2417 struct gl_renderbuffer *Wrapped;
2418
2419 /* Delete this renderbuffer */
2420 void (*Delete)(struct gl_renderbuffer *rb);
2421
2422 /* Allocate new storage for this renderbuffer */
2423 GLboolean (*AllocStorage)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2424 GLenum internalFormat,
2425 GLuint width, GLuint height);
2426
2427 /* Lock/Unlock are called before/after calling the Get/Put functions.
2428 * Not sure this is the right place for these yet.
2429 void (*Lock)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2430 void (*Unlock)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2431 */
2432
2433 /* Return a pointer to the element/pixel at (x,y).
2434 * Should return NULL if the buffer memory can't be directly addressed.
2435 */
2436 void *(*GetPointer)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2437 GLint x, GLint y);
2438
2439 /* Get/Read a row of values.
2440 * The values will be of format _BaseFormat and type DataType.
2441 */
2442 void (*GetRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2443 GLint x, GLint y, void *values);
2444
2445 /* Get/Read values at arbitrary locations.
2446 * The values will be of format _BaseFormat and type DataType.
2447 */
2448 void (*GetValues)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2449 const GLint x[], const GLint y[], void *values);
2450
2451 /* Put/Write a row of values.
2452 * The values will be of format _BaseFormat and type DataType.
2453 */
2454 void (*PutRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2455 GLint x, GLint y, const void *values, const GLubyte *mask);
2456
2457 /* Put/Write a row of RGB values. This is a special-case routine that's
2458 * only used for RGBA renderbuffers when the source data is GL_RGB. That's
2459 * a common case for glDrawPixels and some triangle routines.
2460 * The values will be of format GL_RGB and type DataType.
2461 */
2462 void (*PutRowRGB)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2463 GLint x, GLint y, const void *values, const GLubyte *mask);
2464
2465
2466 /* Put/Write a row of identical values.
2467 * The values will be of format _BaseFormat and type DataType.
2468 */
2469 void (*PutMonoRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2470 GLint x, GLint y, const void *value, const GLubyte *mask);
2471
2472 /* Put/Write values at arbitrary locations.
2473 * The values will be of format _BaseFormat and type DataType.
2474 */
2475 void (*PutValues)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2476 const GLint x[], const GLint y[], const void *values,
2477 const GLubyte *mask);
2478 /* Put/Write identical values at arbitrary locations.
2479 * The values will be of format _BaseFormat and type DataType.
2480 */
2481 void (*PutMonoValues)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2482 GLuint count, const GLint x[], const GLint y[],
2483 const void *value, const GLubyte *mask);
2484 };
2485
2486
2487 /**
2488 * A renderbuffer attachment points to either a texture object (and specifies
2489 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2490 */
2491 struct gl_renderbuffer_attachment
2492 {
2493 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2494 GLboolean Complete;
2495
2496 /**
2497 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2498 * application supplied renderbuffer object.
2499 */
2500 struct gl_renderbuffer *Renderbuffer;
2501
2502 /**
2503 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2504 * supplied texture object.
2505 */
2506 struct gl_texture_object *Texture;
2507 GLuint TextureLevel; /**< Attached mipmap level. */
2508 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2509 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2510 * and 2D array textures */
2511 };
2512
2513
2514 /**
2515 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2516 * In C++ terms, think of this as a base class from which device drivers
2517 * will make derived classes.
2518 */
2519 struct gl_framebuffer
2520 {
2521 _glthread_Mutex Mutex; /**< for thread safety */
2522 /**
2523 * If zero, this is a window system framebuffer. If non-zero, this
2524 * is a FBO framebuffer; note that for some devices (i.e. those with
2525 * a natural pixel coordinate system for FBOs that differs from the
2526 * OpenGL/Mesa coordinate system), this means that the viewport,
2527 * polygon face orientation, and polygon stipple will have to be inverted.
2528 */
2529 GLuint Name;
2530
2531 GLint RefCount;
2532 GLboolean DeletePending;
2533
2534 /**
2535 * The framebuffer's visual. Immutable if this is a window system buffer.
2536 * Computed from attachments if user-made FBO.
2537 */
2538 struct gl_config Visual;
2539
2540 GLboolean Initialized;
2541
2542 GLuint Width, Height; /**< size of frame buffer in pixels */
2543
2544 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2545 /*@{*/
2546 GLint _Xmin, _Xmax; /**< inclusive */
2547 GLint _Ymin, _Ymax; /**< exclusive */
2548 /*@}*/
2549
2550 /** \name Derived Z buffer stuff */
2551 /*@{*/
2552 GLuint _DepthMax; /**< Max depth buffer value */
2553 GLfloat _DepthMaxF; /**< Float max depth buffer value */
2554 GLfloat _MRD; /**< minimum resolvable difference in Z values */
2555 /*@}*/
2556
2557 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2558 GLenum _Status;
2559
2560 /** Integer color values */
2561 GLboolean _IntegerColor;
2562
2563 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2564 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2565
2566 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2567 * attribute group and GL_PIXEL attribute group, respectively.
2568 */
2569 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
2570 GLenum ColorReadBuffer;
2571
2572 /** Computed from ColorDraw/ReadBuffer above */
2573 GLuint _NumColorDrawBuffers;
2574 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
2575 GLint _ColorReadBufferIndex; /* -1 = None */
2576 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
2577 struct gl_renderbuffer *_ColorReadBuffer;
2578
2579 /** The Actual depth/stencil buffers to use. May be wrappers around the
2580 * depth/stencil buffers attached above. */
2581 struct gl_renderbuffer *_DepthBuffer;
2582 struct gl_renderbuffer *_StencilBuffer;
2583
2584 /** Delete this framebuffer */
2585 void (*Delete)(struct gl_framebuffer *fb);
2586 };
2587
2588
2589 /**
2590 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
2591 */
2592 struct gl_precision
2593 {
2594 GLushort RangeMin; /**< min value exponent */
2595 GLushort RangeMax; /**< max value exponent */
2596 GLushort Precision; /**< number of mantissa bits */
2597 };
2598
2599
2600 /**
2601 * Limits for vertex, geometry and fragment programs/shaders.
2602 */
2603 struct gl_program_constants
2604 {
2605 /* logical limits */
2606 GLuint MaxInstructions;
2607 GLuint MaxAluInstructions;
2608 GLuint MaxTexInstructions;
2609 GLuint MaxTexIndirections;
2610 GLuint MaxAttribs;
2611 GLuint MaxTemps;
2612 GLuint MaxAddressRegs;
2613 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
2614 GLuint MaxParameters;
2615 GLuint MaxLocalParams;
2616 GLuint MaxEnvParams;
2617 /* native/hardware limits */
2618 GLuint MaxNativeInstructions;
2619 GLuint MaxNativeAluInstructions;
2620 GLuint MaxNativeTexInstructions;
2621 GLuint MaxNativeTexIndirections;
2622 GLuint MaxNativeAttribs;
2623 GLuint MaxNativeTemps;
2624 GLuint MaxNativeAddressRegs;
2625 GLuint MaxNativeParameters;
2626 /* For shaders */
2627 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
2628 /* ES 2.0 and GL_ARB_ES2_compatibility */
2629 struct gl_precision LowFloat, MediumFloat, HighFloat;
2630 struct gl_precision LowInt, MediumInt, HighInt;
2631 };
2632
2633
2634 /**
2635 * Constants which may be overridden by device driver during context creation
2636 * but are never changed after that.
2637 */
2638 struct gl_constants
2639 {
2640 GLint MaxTextureMbytes; /**< Max memory per image, in MB */
2641 GLint MaxTextureLevels; /**< Max mipmap levels. */
2642 GLint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
2643 GLint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
2644 GLint MaxArrayTextureLayers; /**< Max layers in array textures */
2645 GLint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
2646 GLuint MaxTextureCoordUnits;
2647 GLuint MaxTextureImageUnits;
2648 GLuint MaxVertexTextureImageUnits;
2649 GLuint MaxCombinedTextureImageUnits;
2650 GLuint MaxGeometryTextureImageUnits;
2651 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, ImageUnits) */
2652 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
2653 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
2654 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
2655
2656 GLuint MaxArrayLockSize;
2657
2658 GLint SubPixelBits;
2659
2660 GLfloat MinPointSize, MaxPointSize; /**< aliased */
2661 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
2662 GLfloat PointSizeGranularity;
2663 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
2664 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
2665 GLfloat LineWidthGranularity;
2666
2667 GLuint MaxColorTableSize;
2668
2669 GLuint MaxClipPlanes;
2670 GLuint MaxLights;
2671 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
2672 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
2673
2674 GLuint MaxViewportWidth, MaxViewportHeight;
2675
2676 struct gl_program_constants VertexProgram; /**< GL_ARB_vertex_program */
2677 struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
2678 struct gl_program_constants GeometryProgram; /**< GL_ARB_geometry_shader4 */
2679 GLuint MaxProgramMatrices;
2680 GLuint MaxProgramMatrixStackDepth;
2681
2682 /** vertex array / buffer object bounds checking */
2683 GLboolean CheckArrayBounds;
2684
2685 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
2686
2687 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
2688 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
2689 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
2690
2691 /** Number of varying vectors between vertex and fragment shaders */
2692 GLuint MaxVarying;
2693 GLuint MaxVertexVaryingComponents; /**< Between vert and geom shader */
2694 GLuint MaxGeometryVaryingComponents; /**< Between geom and frag shader */
2695
2696 /** GL_ARB_geometry_shader4 */
2697 GLuint MaxGeometryOutputVertices;
2698 GLuint MaxGeometryTotalOutputComponents;
2699
2700 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
2701
2702 /**
2703 * Does the driver support real 32-bit integers? (Otherwise, integers are
2704 * simulated via floats.)
2705 */
2706 GLboolean NativeIntegers;
2707
2708 /**
2709 * If the driver supports real 32-bit integers, what integer value should be
2710 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
2711 */
2712 GLuint UniformBooleanTrue;
2713
2714 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
2715 GLbitfield SupportedBumpUnits;
2716
2717 /**
2718 * Maximum amount of time, measured in nanseconds, that the server can wait.
2719 */
2720 GLuint64 MaxServerWaitTimeout;
2721
2722 /** GL_EXT_provoking_vertex */
2723 GLboolean QuadsFollowProvokingVertexConvention;
2724
2725 /** OpenGL version 3.0 */
2726 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
2727
2728 /** OpenGL version 3.2 */
2729 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
2730
2731 /** GL_EXT_transform_feedback */
2732 GLuint MaxTransformFeedbackSeparateAttribs;
2733 GLuint MaxTransformFeedbackSeparateComponents;
2734 GLuint MaxTransformFeedbackInterleavedComponents;
2735
2736 /** GL_EXT_gpu_shader4 */
2737 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
2738
2739 /* GL_EXT_framebuffer_sRGB */
2740 GLboolean sRGBCapable; /* can enable sRGB blend/update on FBOs */
2741
2742 /* GL_ARB_robustness */
2743 GLenum ResetStrategy;
2744 };
2745
2746
2747 /**
2748 * Enable flag for each OpenGL extension. Different device drivers will
2749 * enable different extensions at runtime.
2750 */
2751 struct gl_extensions
2752 {
2753 GLboolean dummy; /* don't remove this! */
2754 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
2755 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
2756 GLboolean ARB_ES2_compatibility;
2757 GLboolean ARB_blend_func_extended;
2758 GLboolean ARB_color_buffer_float;
2759 GLboolean ARB_copy_buffer;
2760 GLboolean ARB_depth_buffer_float;
2761 GLboolean ARB_depth_clamp;
2762 GLboolean ARB_depth_texture;
2763 GLboolean ARB_draw_buffers_blend;
2764 GLboolean ARB_draw_elements_base_vertex;
2765 GLboolean ARB_draw_instanced;
2766 GLboolean ARB_fragment_coord_conventions;
2767 GLboolean ARB_fragment_program;
2768 GLboolean ARB_fragment_program_shadow;
2769 GLboolean ARB_fragment_shader;
2770 GLboolean ARB_framebuffer_object;
2771 GLboolean ARB_explicit_attrib_location;
2772 GLboolean ARB_geometry_shader4;
2773 GLboolean ARB_half_float_pixel;
2774 GLboolean ARB_half_float_vertex;
2775 GLboolean ARB_instanced_arrays;
2776 GLboolean ARB_map_buffer_range;
2777 GLboolean ARB_occlusion_query;
2778 GLboolean ARB_occlusion_query2;
2779 GLboolean ARB_point_sprite;
2780 GLboolean ARB_sampler_objects;
2781 GLboolean ARB_seamless_cube_map;
2782 GLboolean ARB_shader_objects;
2783 GLboolean ARB_shader_stencil_export;
2784 GLboolean ARB_shader_texture_lod;
2785 GLboolean ARB_shading_language_100;
2786 GLboolean ARB_shadow;
2787 GLboolean ARB_shadow_ambient;
2788 GLboolean ARB_sync;
2789 GLboolean ARB_texture_border_clamp;
2790 GLboolean ARB_texture_buffer_object;
2791 GLboolean ARB_texture_compression_rgtc;
2792 GLboolean ARB_texture_cube_map;
2793 GLboolean ARB_texture_env_combine;
2794 GLboolean ARB_texture_env_crossbar;
2795 GLboolean ARB_texture_env_dot3;
2796 GLboolean ARB_texture_float;
2797 GLboolean ARB_texture_multisample;
2798 GLboolean ARB_texture_non_power_of_two;
2799 GLboolean ARB_texture_rg;
2800 GLboolean ARB_texture_rgb10_a2ui;
2801 GLboolean ARB_timer_query;
2802 GLboolean ARB_transform_feedback2;
2803 GLboolean ARB_transpose_matrix;
2804 GLboolean ARB_uniform_buffer_object;
2805 GLboolean ARB_vertex_array_object;
2806 GLboolean ARB_vertex_program;
2807 GLboolean ARB_vertex_shader;
2808 GLboolean ARB_vertex_type_2_10_10_10_rev;
2809 GLboolean ARB_window_pos;
2810 GLboolean EXT_blend_color;
2811 GLboolean EXT_blend_equation_separate;
2812 GLboolean EXT_blend_func_separate;
2813 GLboolean EXT_blend_minmax;
2814 GLboolean EXT_clip_volume_hint;
2815 GLboolean EXT_compiled_vertex_array;
2816 GLboolean EXT_depth_bounds_test;
2817 GLboolean EXT_draw_buffers2;
2818 GLboolean EXT_draw_range_elements;
2819 GLboolean EXT_fog_coord;
2820 GLboolean EXT_framebuffer_blit;
2821 GLboolean EXT_framebuffer_multisample;
2822 GLboolean EXT_framebuffer_object;
2823 GLboolean EXT_framebuffer_sRGB;
2824 GLboolean EXT_gpu_program_parameters;
2825 GLboolean EXT_gpu_shader4;
2826 GLboolean EXT_packed_depth_stencil;
2827 GLboolean EXT_packed_float;
2828 GLboolean EXT_packed_pixels;
2829 GLboolean EXT_pixel_buffer_object;
2830 GLboolean EXT_point_parameters;
2831 GLboolean EXT_provoking_vertex;
2832 GLboolean EXT_rescale_normal;
2833 GLboolean EXT_shadow_funcs;
2834 GLboolean EXT_secondary_color;
2835 GLboolean EXT_separate_shader_objects;
2836 GLboolean EXT_separate_specular_color;
2837 GLboolean EXT_stencil_two_side;
2838 GLboolean EXT_texture3D;
2839 GLboolean EXT_texture_array;
2840 GLboolean EXT_texture_compression_latc;
2841 GLboolean EXT_texture_compression_s3tc;
2842 GLboolean EXT_texture_env_dot3;
2843 GLboolean EXT_texture_filter_anisotropic;
2844 GLboolean EXT_texture_integer;
2845 GLboolean EXT_texture_mirror_clamp;
2846 GLboolean EXT_texture_shared_exponent;
2847 GLboolean EXT_texture_snorm;
2848 GLboolean EXT_texture_sRGB;
2849 GLboolean EXT_texture_sRGB_decode;
2850 GLboolean EXT_texture_swizzle;
2851 GLboolean EXT_transform_feedback;
2852 GLboolean EXT_timer_query;
2853 GLboolean EXT_vertex_array_bgra;
2854 GLboolean OES_standard_derivatives;
2855 /* vendor extensions */
2856 GLboolean AMD_conservative_depth;
2857 GLboolean AMD_seamless_cubemap_per_texture;
2858 GLboolean APPLE_packed_pixels;
2859 GLboolean APPLE_vertex_array_object;
2860 GLboolean APPLE_object_purgeable;
2861 GLboolean ATI_envmap_bumpmap;
2862 GLboolean ATI_texture_compression_3dc;
2863 GLboolean ATI_texture_mirror_once;
2864 GLboolean ATI_texture_env_combine3;
2865 GLboolean ATI_fragment_shader;
2866 GLboolean ATI_separate_stencil;
2867 GLboolean IBM_rasterpos_clip;
2868 GLboolean IBM_multimode_draw_arrays;
2869 GLboolean MESA_pack_invert;
2870 GLboolean MESA_resize_buffers;
2871 GLboolean MESA_ycbcr_texture;
2872 GLboolean MESA_texture_array;
2873 GLboolean NV_blend_square;
2874 GLboolean NV_conditional_render;
2875 GLboolean NV_fragment_program;
2876 GLboolean NV_fragment_program_option;
2877 GLboolean NV_light_max_exponent;
2878 GLboolean NV_point_sprite;
2879 GLboolean NV_primitive_restart;
2880 GLboolean NV_texture_barrier;
2881 GLboolean NV_texgen_reflection;
2882 GLboolean NV_texture_env_combine4;
2883 GLboolean NV_texture_rectangle;
2884 GLboolean NV_vertex_program;
2885 GLboolean NV_vertex_program1_1;
2886 GLboolean SGIS_texture_lod;
2887 GLboolean TDFX_texture_compression_FXT1;
2888 GLboolean S3_s3tc;
2889 GLboolean OES_EGL_image;
2890 GLboolean OES_draw_texture;
2891 GLboolean extension_sentinel;
2892 /** The extension string */
2893 const GLubyte *String;
2894 /** Number of supported extensions */
2895 GLuint Count;
2896 };
2897
2898
2899 /**
2900 * A stack of matrices (projection, modelview, color, texture, etc).
2901 */
2902 struct gl_matrix_stack
2903 {
2904 GLmatrix *Top; /**< points into Stack */
2905 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
2906 GLuint Depth; /**< 0 <= Depth < MaxDepth */
2907 GLuint MaxDepth; /**< size of Stack[] array */
2908 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
2909 };
2910
2911
2912 /**
2913 * \name Bits for image transfer operations
2914 * \sa __struct gl_contextRec::ImageTransferState.
2915 */
2916 /*@{*/
2917 #define IMAGE_SCALE_BIAS_BIT 0x1
2918 #define IMAGE_SHIFT_OFFSET_BIT 0x2
2919 #define IMAGE_MAP_COLOR_BIT 0x4
2920 #define IMAGE_CLAMP_BIT 0x800
2921
2922
2923 /** Pixel Transfer ops */
2924 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
2925 IMAGE_SHIFT_OFFSET_BIT | \
2926 IMAGE_MAP_COLOR_BIT)
2927
2928 /**
2929 * \name Bits to indicate what state has changed.
2930 */
2931 /*@{*/
2932 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
2933 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
2934 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
2935 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
2936 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
2937 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
2938 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
2939 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
2940 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
2941 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
2942 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
2943 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
2944 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
2945 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
2946 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
2947 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
2948 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
2949 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
2950 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
2951 #define _NEW_PACKUNPACK (1 << 19) /**< gl_context::Pack, Unpack */
2952 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
2953 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
2954 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
2955 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
2956 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
2957 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
2958 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
2959 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
2960 #define _NEW_BUFFER_OBJECT (1 << 28)
2961 #define _NEW_FRAG_CLAMP (1 << 29)
2962 #define _NEW_ALL ~0
2963 /*@}*/
2964
2965
2966 /**
2967 * \name Bits to track array state changes
2968 *
2969 * Also used to summarize array enabled.
2970 */
2971 /*@{*/
2972 #define _NEW_ARRAY_VERTEX VERT_BIT_POS
2973 #define _NEW_ARRAY_WEIGHT VERT_BIT_WEIGHT
2974 #define _NEW_ARRAY_NORMAL VERT_BIT_NORMAL
2975 #define _NEW_ARRAY_COLOR0 VERT_BIT_COLOR0
2976 #define _NEW_ARRAY_COLOR1 VERT_BIT_COLOR1
2977 #define _NEW_ARRAY_FOGCOORD VERT_BIT_FOG
2978 #define _NEW_ARRAY_INDEX VERT_BIT_COLOR_INDEX
2979 #define _NEW_ARRAY_EDGEFLAG VERT_BIT_EDGEFLAG
2980 #define _NEW_ARRAY_POINT_SIZE VERT_BIT_COLOR_INDEX /* aliased */
2981 #define _NEW_ARRAY_TEXCOORD_0 VERT_BIT_TEX0
2982 #define _NEW_ARRAY_TEXCOORD_1 VERT_BIT_TEX1
2983 #define _NEW_ARRAY_TEXCOORD_2 VERT_BIT_TEX2
2984 #define _NEW_ARRAY_TEXCOORD_3 VERT_BIT_TEX3
2985 #define _NEW_ARRAY_TEXCOORD_4 VERT_BIT_TEX4
2986 #define _NEW_ARRAY_TEXCOORD_5 VERT_BIT_TEX5
2987 #define _NEW_ARRAY_TEXCOORD_6 VERT_BIT_TEX6
2988 #define _NEW_ARRAY_TEXCOORD_7 VERT_BIT_TEX7
2989 #define _NEW_ARRAY_ATTRIB_0 VERT_BIT_GENERIC0 /* start at bit 16 */
2990 #define _NEW_ARRAY_ALL 0xffffffff
2991
2992
2993 #define _NEW_ARRAY_TEXCOORD(i) (_NEW_ARRAY_TEXCOORD_0 << (i))
2994 #define _NEW_ARRAY_ATTRIB(i) (_NEW_ARRAY_ATTRIB_0 << (i))
2995 /*@}*/
2996
2997
2998
2999 /**
3000 * \name A bunch of flags that we think might be useful to drivers.
3001 *
3002 * Set in the __struct gl_contextRec::_TriangleCaps bitfield.
3003 */
3004 /*@{*/
3005 #define DD_FLATSHADE 0x1
3006 #define DD_SEPARATE_SPECULAR 0x2
3007 #define DD_TRI_CULL_FRONT_BACK 0x4 /* special case on some hw */
3008 #define DD_TRI_LIGHT_TWOSIDE 0x8
3009 #define DD_TRI_UNFILLED 0x10
3010 #define DD_TRI_SMOOTH 0x20
3011 #define DD_TRI_STIPPLE 0x40
3012 #define DD_TRI_OFFSET 0x80
3013 #define DD_LINE_SMOOTH 0x100
3014 #define DD_LINE_STIPPLE 0x200
3015 #define DD_POINT_SMOOTH 0x400
3016 #define DD_POINT_ATTEN 0x800
3017 #define DD_TRI_TWOSTENCIL 0x1000
3018 /*@}*/
3019
3020
3021 /**
3022 * \name Define the state changes under which each of these bits might change
3023 */
3024 /*@{*/
3025 #define _DD_NEW_FLATSHADE _NEW_LIGHT
3026 #define _DD_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | _NEW_FOG | _NEW_PROGRAM)
3027 #define _DD_NEW_TRI_CULL_FRONT_BACK _NEW_POLYGON
3028 #define _DD_NEW_TRI_LIGHT_TWOSIDE _NEW_LIGHT
3029 #define _DD_NEW_TRI_UNFILLED _NEW_POLYGON
3030 #define _DD_NEW_TRI_SMOOTH _NEW_POLYGON
3031 #define _DD_NEW_TRI_STIPPLE _NEW_POLYGON
3032 #define _DD_NEW_TRI_OFFSET _NEW_POLYGON
3033 #define _DD_NEW_LINE_SMOOTH _NEW_LINE
3034 #define _DD_NEW_LINE_STIPPLE _NEW_LINE
3035 #define _DD_NEW_LINE_WIDTH _NEW_LINE
3036 #define _DD_NEW_POINT_SMOOTH _NEW_POINT
3037 #define _DD_NEW_POINT_SIZE _NEW_POINT
3038 #define _DD_NEW_POINT_ATTEN _NEW_POINT
3039 /*@}*/
3040
3041
3042 /**
3043 * Composite state flags
3044 */
3045 /*@{*/
3046 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3047 _NEW_TEXTURE | \
3048 _NEW_POINT | \
3049 _NEW_PROGRAM | \
3050 _NEW_MODELVIEW)
3051 /*@}*/
3052
3053
3054
3055
3056 /* This has to be included here. */
3057 #include "dd.h"
3058
3059
3060 /**
3061 * Display list flags.
3062 * Strictly this is a tnl-private concept, but it doesn't seem
3063 * worthwhile adding a tnl private structure just to hold this one bit
3064 * of information:
3065 */
3066 #define DLIST_DANGLING_REFS 0x1
3067
3068
3069 /** Opaque declaration of display list payload data type */
3070 union gl_dlist_node;
3071
3072
3073 /**
3074 * Provide a location where information about a display list can be
3075 * collected. Could be extended with driverPrivate structures,
3076 * etc. in the future.
3077 */
3078 struct gl_display_list
3079 {
3080 GLuint Name;
3081 GLbitfield Flags; /**< DLIST_x flags */
3082 /** The dlist commands are in a linked list of nodes */
3083 union gl_dlist_node *Head;
3084 };
3085
3086
3087 /**
3088 * State used during display list compilation and execution.
3089 */
3090 struct gl_dlist_state
3091 {
3092 GLuint CallDepth; /**< Current recursion calling depth */
3093
3094 struct gl_display_list *CurrentList; /**< List currently being compiled */
3095 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3096 GLuint CurrentPos; /**< Index into current block of nodes */
3097
3098 GLvertexformat ListVtxfmt;
3099
3100 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3101 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3102
3103 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3104 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3105
3106 GLubyte ActiveIndex;
3107 GLfloat CurrentIndex;
3108
3109 GLubyte ActiveEdgeFlag;
3110 GLboolean CurrentEdgeFlag;
3111
3112 struct {
3113 /* State known to have been set by the currently-compiling display
3114 * list. Used to eliminate some redundant state changes.
3115 */
3116 GLenum ShadeModel;
3117 } Current;
3118 };
3119
3120
3121 /**
3122 * Enum for the OpenGL APIs we know about and may support.
3123 */
3124 typedef enum
3125 {
3126 API_OPENGL,
3127 API_OPENGLES,
3128 API_OPENGLES2
3129 } gl_api;
3130
3131
3132 /**
3133 * Mesa rendering context.
3134 *
3135 * This is the central context data structure for Mesa. Almost all
3136 * OpenGL state is contained in this structure.
3137 * Think of this as a base class from which device drivers will derive
3138 * sub classes.
3139 *
3140 * The struct gl_context typedef names this structure.
3141 */
3142 struct gl_context
3143 {
3144 /** State possibly shared with other contexts in the address space */
3145 struct gl_shared_state *Shared;
3146
3147 /** \name API function pointer tables */
3148 /*@{*/
3149 gl_api API;
3150 struct _glapi_table *Save; /**< Display list save functions */
3151 struct _glapi_table *Exec; /**< Execute functions */
3152 struct _glapi_table *CurrentDispatch; /**< == Save or Exec !! */
3153 /*@}*/
3154
3155 struct gl_config Visual;
3156 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
3157 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
3158 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
3159 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
3160
3161 /**
3162 * Device driver function pointer table
3163 */
3164 struct dd_function_table Driver;
3165
3166 void *DriverCtx; /**< Points to device driver context/state */
3167
3168 /** Core/Driver constants */
3169 struct gl_constants Const;
3170
3171 /** \name The various 4x4 matrix stacks */
3172 /*@{*/
3173 struct gl_matrix_stack ModelviewMatrixStack;
3174 struct gl_matrix_stack ProjectionMatrixStack;
3175 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3176 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3177 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3178 /*@}*/
3179
3180 /** Combined modelview and projection matrix */
3181 GLmatrix _ModelProjectMatrix;
3182
3183 /** \name Display lists */
3184 struct gl_dlist_state ListState;
3185
3186 GLboolean ExecuteFlag; /**< Execute GL commands? */
3187 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3188
3189 /** Extension information */
3190 struct gl_extensions Extensions;
3191
3192 /** Version info */
3193 GLuint VersionMajor, VersionMinor;
3194 char *VersionString;
3195
3196 /** \name State attribute stack (for glPush/PopAttrib) */
3197 /*@{*/
3198 GLuint AttribStackDepth;
3199 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3200 /*@}*/
3201
3202 /** \name Renderer attribute groups
3203 *
3204 * We define a struct for each attribute group to make pushing and popping
3205 * attributes easy. Also it's a good organization.
3206 */
3207 /*@{*/
3208 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
3209 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
3210 struct gl_current_attrib Current; /**< Current attributes */
3211 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
3212 struct gl_eval_attrib Eval; /**< Eval attributes */
3213 struct gl_fog_attrib Fog; /**< Fog attributes */
3214 struct gl_hint_attrib Hint; /**< Hint attributes */
3215 struct gl_light_attrib Light; /**< Light attributes */
3216 struct gl_line_attrib Line; /**< Line attributes */
3217 struct gl_list_attrib List; /**< List attributes */
3218 struct gl_multisample_attrib Multisample;
3219 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
3220 struct gl_point_attrib Point; /**< Point attributes */
3221 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
3222 GLuint PolygonStipple[32]; /**< Polygon stipple */
3223 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
3224 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
3225 struct gl_texture_attrib Texture; /**< Texture attributes */
3226 struct gl_transform_attrib Transform; /**< Transformation attributes */
3227 struct gl_viewport_attrib Viewport; /**< Viewport attributes */
3228 /*@}*/
3229
3230 /** \name Client attribute stack */
3231 /*@{*/
3232 GLuint ClientAttribStackDepth;
3233 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3234 /*@}*/
3235
3236 /** \name Client attribute groups */
3237 /*@{*/
3238 struct gl_array_attrib Array; /**< Vertex arrays */
3239 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
3240 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
3241 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
3242 /*@}*/
3243
3244 /** \name Other assorted state (not pushed/popped on attribute stack) */
3245 /*@{*/
3246 struct gl_pixelmaps PixelMaps;
3247
3248 struct gl_evaluators EvalMap; /**< All evaluators */
3249 struct gl_feedback Feedback; /**< Feedback */
3250 struct gl_selection Select; /**< Selection */
3251
3252 struct gl_program_state Program; /**< general program state */
3253 struct gl_vertex_program_state VertexProgram;
3254 struct gl_fragment_program_state FragmentProgram;
3255 struct gl_geometry_program_state GeometryProgram;
3256 struct gl_ati_fragment_shader_state ATIFragmentShader;
3257
3258 struct gl_shader_state Shader; /**< GLSL shader object state */
3259 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
3260
3261 struct gl_query_state Query; /**< occlusion, timer queries */
3262
3263 struct gl_transform_feedback TransformFeedback;
3264
3265 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3266 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3267 /*@}*/
3268
3269 struct gl_meta_state *Meta; /**< for "meta" operations */
3270
3271 /* GL_EXT_framebuffer_object */
3272 struct gl_renderbuffer *CurrentRenderbuffer;
3273
3274 GLenum ErrorValue; /**< Last error code */
3275
3276 /* GL_ARB_robustness */
3277 GLenum ResetStatus;
3278
3279 /**
3280 * Recognize and silence repeated error debug messages in buggy apps.
3281 */
3282 const char *ErrorDebugFmtString;
3283 GLuint ErrorDebugCount;
3284
3285 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3286 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
3287
3288 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
3289
3290 GLbitfield varying_vp_inputs; /**< mask of VERT_BIT_* flags */
3291
3292 /** \name Derived state */
3293 /*@{*/
3294 /** Bitwise-or of DD_* flags. Note that this bitfield may be used before
3295 * state validation so they need to always be current.
3296 */
3297 GLbitfield _TriangleCaps;
3298 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
3299 GLfloat _EyeZDir[3];
3300 GLfloat _ModelViewInvScale;
3301 GLboolean _NeedEyeCoords;
3302 GLboolean _ForceEyeCoords;
3303
3304 GLuint TextureStateTimestamp; /**< detect changes to shared state */
3305
3306 struct gl_shine_tab *_ShineTable[2]; /**< Active shine tables */
3307 struct gl_shine_tab *_ShineTabList; /**< MRU list of inactive shine tables */
3308 /**@}*/
3309
3310 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3311
3312 /** \name For debugging/development only */
3313 /*@{*/
3314 GLboolean FirstTimeCurrent;
3315 /*@}*/
3316
3317 /** software compression/decompression supported or not */
3318 GLboolean Mesa_DXTn;
3319
3320 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
3321
3322 /**
3323 * Use dp4 (rather than mul/mad) instructions for position
3324 * transformation?
3325 */
3326 GLboolean mvp_with_dp4;
3327
3328 /**
3329 * \name Hooks for module contexts.
3330 *
3331 * These will eventually live in the driver or elsewhere.
3332 */
3333 /*@{*/
3334 void *swrast_context;
3335 void *swsetup_context;
3336 void *swtnl_context;
3337 void *swtnl_im;
3338 struct st_context *st;
3339 void *aelt_context;
3340 /*@}*/
3341 };
3342
3343
3344 #ifdef DEBUG
3345 extern int MESA_VERBOSE;
3346 extern int MESA_DEBUG_FLAGS;
3347 # define MESA_FUNCTION __FUNCTION__
3348 #else
3349 # define MESA_VERBOSE 0
3350 # define MESA_DEBUG_FLAGS 0
3351 # define MESA_FUNCTION "a function"
3352 # ifndef NDEBUG
3353 # define NDEBUG
3354 # endif
3355 #endif
3356
3357
3358 /** The MESA_VERBOSE var is a bitmask of these flags */
3359 enum _verbose
3360 {
3361 VERBOSE_VARRAY = 0x0001,
3362 VERBOSE_TEXTURE = 0x0002,
3363 VERBOSE_MATERIAL = 0x0004,
3364 VERBOSE_PIPELINE = 0x0008,
3365 VERBOSE_DRIVER = 0x0010,
3366 VERBOSE_STATE = 0x0020,
3367 VERBOSE_API = 0x0040,
3368 VERBOSE_DISPLAY_LIST = 0x0100,
3369 VERBOSE_LIGHTING = 0x0200,
3370 VERBOSE_PRIMS = 0x0400,
3371 VERBOSE_VERTS = 0x0800,
3372 VERBOSE_DISASSEM = 0x1000,
3373 VERBOSE_DRAW = 0x2000,
3374 VERBOSE_SWAPBUFFERS = 0x4000
3375 };
3376
3377
3378 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3379 enum _debug
3380 {
3381 DEBUG_ALWAYS_FLUSH = 0x1
3382 };
3383
3384
3385
3386 #endif /* MTYPES_H */