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