mesa: Set the gl_array_object::ARBsemantics flag at the right time
[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 #ifdef __cplusplus
47 extern "C" {
48 #endif
49
50
51 /**
52 * \name 64-bit extension of GLbitfield.
53 */
54 /*@{*/
55 typedef GLuint64 GLbitfield64;
56
57 /** Set a single bit */
58 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
59 /** Set all bits up to excluding bit b */
60 #define BITFIELD64_MASK(b) \
61 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
62 /** Set count bits starting from bit b */
63 #define BITFIELD64_RANGE(b, count) \
64 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
65
66
67 /**
68 * \name Some forward type declarations
69 */
70 /*@{*/
71 struct _mesa_HashTable;
72 struct gl_attrib_node;
73 struct gl_list_extensions;
74 struct gl_meta_state;
75 struct gl_program_cache;
76 struct gl_texture_object;
77 struct gl_context;
78 struct st_context;
79 struct gl_uniform_storage;
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_EDGEFLAG = 7,
120 VERT_ATTRIB_TEX0 = 8,
121 VERT_ATTRIB_TEX1 = 9,
122 VERT_ATTRIB_TEX2 = 10,
123 VERT_ATTRIB_TEX3 = 11,
124 VERT_ATTRIB_TEX4 = 12,
125 VERT_ATTRIB_TEX5 = 13,
126 VERT_ATTRIB_TEX6 = 14,
127 VERT_ATTRIB_TEX7 = 15,
128 VERT_ATTRIB_POINT_SIZE = 16,
129 VERT_ATTRIB_GENERIC0 = 17,
130 VERT_ATTRIB_GENERIC1 = 18,
131 VERT_ATTRIB_GENERIC2 = 19,
132 VERT_ATTRIB_GENERIC3 = 20,
133 VERT_ATTRIB_GENERIC4 = 21,
134 VERT_ATTRIB_GENERIC5 = 22,
135 VERT_ATTRIB_GENERIC6 = 23,
136 VERT_ATTRIB_GENERIC7 = 24,
137 VERT_ATTRIB_GENERIC8 = 25,
138 VERT_ATTRIB_GENERIC9 = 26,
139 VERT_ATTRIB_GENERIC10 = 27,
140 VERT_ATTRIB_GENERIC11 = 28,
141 VERT_ATTRIB_GENERIC12 = 29,
142 VERT_ATTRIB_GENERIC13 = 30,
143 VERT_ATTRIB_GENERIC14 = 31,
144 VERT_ATTRIB_GENERIC15 = 32,
145 VERT_ATTRIB_MAX = 33
146 } gl_vert_attrib;
147
148 /**
149 * Symbolic constats to help iterating over
150 * specific blocks of vertex attributes.
151 *
152 * VERT_ATTRIB_FF
153 * includes all fixed function attributes as well as
154 * the aliased GL_NV_vertex_program shader attributes.
155 * VERT_ATTRIB_TEX
156 * include the classic texture coordinate attributes.
157 * Is a subset of VERT_ATTRIB_FF.
158 * VERT_ATTRIB_GENERIC_NV
159 * include the NV shader attributes.
160 * Is a subset of VERT_ATTRIB_FF.
161 * VERT_ATTRIB_GENERIC
162 * include the OpenGL 2.0+ GLSL generic shader attributes.
163 * These alias the generic GL_ARB_vertex_shader attributes.
164 */
165 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
166 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
167
168 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
169 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
170
171 #define VERT_ATTRIB_GENERIC_NV(i) (VERT_ATTRIB_POS + (i))
172 #define VERT_ATTRIB_GENERIC_NV_MAX MAX_VERTEX_GENERIC_ATTRIBS
173
174 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
175 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
176
177 /**
178 * Bitflags for vertex attributes.
179 * These are used in bitfields in many places.
180 */
181 /*@{*/
182 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
183 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
184 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
185 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
186 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
187 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
188 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
189 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
190 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
191 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
192 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
193 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
194 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
195 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
196 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
197 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
198 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
199 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
200
201 #define VERT_BIT(i) BITFIELD64_BIT(i)
202 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
203
204 #define VERT_BIT_FF(i) VERT_BIT(i)
205 #define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
206 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
207 #define VERT_BIT_TEX_ALL \
208 BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
209 #define VERT_BIT_FF_NVALIAS \
210 BITFIELD64_RANGE(VERT_ATTRIB_POS, VERT_ATTRIB_TEX(VERT_ATTRIB_TEX_MAX))
211
212 #define VERT_BIT_GENERIC_NV(i) VERT_BIT(VERT_ATTRIB_GENERIC_NV(i))
213 #define VERT_BIT_GENERIC_NV_ALL \
214 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC_NV(0), VERT_ATTRIB_GENERIC_NV_MAX)
215
216 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
217 #define VERT_BIT_GENERIC_ALL \
218 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
219 /*@}*/
220
221
222 /**
223 * Indexes for vertex program result attributes. Note that
224 * _mesa_vert_result_to_frag_attrib() and _mesa_frag_attrib_to_vert_result() make
225 * assumptions about the layout of this enum.
226 */
227 typedef enum
228 {
229 VERT_RESULT_HPOS = 0,
230 VERT_RESULT_COL0 = 1,
231 VERT_RESULT_COL1 = 2,
232 VERT_RESULT_FOGC = 3,
233 VERT_RESULT_TEX0 = 4,
234 VERT_RESULT_TEX1 = 5,
235 VERT_RESULT_TEX2 = 6,
236 VERT_RESULT_TEX3 = 7,
237 VERT_RESULT_TEX4 = 8,
238 VERT_RESULT_TEX5 = 9,
239 VERT_RESULT_TEX6 = 10,
240 VERT_RESULT_TEX7 = 11,
241 VERT_RESULT_PSIZ = 12,
242 VERT_RESULT_BFC0 = 13,
243 VERT_RESULT_BFC1 = 14,
244 VERT_RESULT_EDGE = 15,
245 VERT_RESULT_CLIP_VERTEX = 16,
246 VERT_RESULT_CLIP_DIST0 = 17,
247 VERT_RESULT_CLIP_DIST1 = 18,
248 VERT_RESULT_VAR0 = 19, /**< shader varying */
249 VERT_RESULT_MAX = (VERT_RESULT_VAR0 + MAX_VARYING)
250 } gl_vert_result;
251
252
253 /*********************************************/
254
255 /**
256 * Indexes for geometry program attributes.
257 */
258 typedef enum
259 {
260 GEOM_ATTRIB_POSITION = 0,
261 GEOM_ATTRIB_COLOR0 = 1,
262 GEOM_ATTRIB_COLOR1 = 2,
263 GEOM_ATTRIB_SECONDARY_COLOR0 = 3,
264 GEOM_ATTRIB_SECONDARY_COLOR1 = 4,
265 GEOM_ATTRIB_FOG_FRAG_COORD = 5,
266 GEOM_ATTRIB_POINT_SIZE = 6,
267 GEOM_ATTRIB_CLIP_VERTEX = 7,
268 GEOM_ATTRIB_PRIMITIVE_ID = 8,
269 GEOM_ATTRIB_TEX_COORD = 9,
270
271 GEOM_ATTRIB_VAR0 = 16,
272 GEOM_ATTRIB_MAX = (GEOM_ATTRIB_VAR0 + MAX_VARYING)
273 } gl_geom_attrib;
274
275 /**
276 * Bitflags for geometry attributes.
277 * These are used in bitfields in many places.
278 */
279 /*@{*/
280 #define GEOM_BIT_COLOR0 (1 << GEOM_ATTRIB_COLOR0)
281 #define GEOM_BIT_COLOR1 (1 << GEOM_ATTRIB_COLOR1)
282 #define GEOM_BIT_SCOLOR0 (1 << GEOM_ATTRIB_SECONDARY_COLOR0)
283 #define GEOM_BIT_SCOLOR1 (1 << GEOM_ATTRIB_SECONDARY_COLOR1)
284 #define GEOM_BIT_TEX_COORD (1 << GEOM_ATTRIB_TEX_COORD)
285 #define GEOM_BIT_FOG_COORD (1 << GEOM_ATTRIB_FOG_FRAG_COORD)
286 #define GEOM_BIT_POSITION (1 << GEOM_ATTRIB_POSITION)
287 #define GEOM_BIT_POINT_SIDE (1 << GEOM_ATTRIB_POINT_SIZE)
288 #define GEOM_BIT_CLIP_VERTEX (1 << GEOM_ATTRIB_CLIP_VERTEX)
289 #define GEOM_BIT_PRIM_ID (1 << GEOM_ATTRIB_PRIMITIVE_ID)
290 #define GEOM_BIT_VAR0 (1 << GEOM_ATTRIB_VAR0)
291
292 #define GEOM_BIT_VAR(g) (1 << (GEOM_BIT_VAR0 + (g)))
293 /*@}*/
294
295
296 /**
297 * Indexes for geometry program result attributes
298 */
299 typedef enum
300 {
301 GEOM_RESULT_POS = 0,
302 GEOM_RESULT_COL0 = 1,
303 GEOM_RESULT_COL1 = 2,
304 GEOM_RESULT_SCOL0 = 3,
305 GEOM_RESULT_SCOL1 = 4,
306 GEOM_RESULT_FOGC = 5,
307 GEOM_RESULT_TEX0 = 6,
308 GEOM_RESULT_TEX1 = 7,
309 GEOM_RESULT_TEX2 = 8,
310 GEOM_RESULT_TEX3 = 9,
311 GEOM_RESULT_TEX4 = 10,
312 GEOM_RESULT_TEX5 = 11,
313 GEOM_RESULT_TEX6 = 12,
314 GEOM_RESULT_TEX7 = 13,
315 GEOM_RESULT_PSIZ = 14,
316 GEOM_RESULT_CLPV = 15,
317 GEOM_RESULT_PRID = 16,
318 GEOM_RESULT_LAYR = 17,
319 GEOM_RESULT_VAR0 = 18, /**< shader varying, should really be 16 */
320 /* ### we need to -2 because var0 is 18 instead 16 like in the others */
321 GEOM_RESULT_MAX = (GEOM_RESULT_VAR0 + MAX_VARYING - 2)
322 } gl_geom_result;
323
324
325 /**
326 * Indexes for fragment program input attributes. Note that
327 * _mesa_vert_result_to_frag_attrib() and frag_attrib_to_vert_result() make
328 * assumptions about the layout of this enum.
329 */
330 typedef enum
331 {
332 FRAG_ATTRIB_WPOS = 0,
333 FRAG_ATTRIB_COL0 = 1,
334 FRAG_ATTRIB_COL1 = 2,
335 FRAG_ATTRIB_FOGC = 3,
336 FRAG_ATTRIB_TEX0 = 4,
337 FRAG_ATTRIB_TEX1 = 5,
338 FRAG_ATTRIB_TEX2 = 6,
339 FRAG_ATTRIB_TEX3 = 7,
340 FRAG_ATTRIB_TEX4 = 8,
341 FRAG_ATTRIB_TEX5 = 9,
342 FRAG_ATTRIB_TEX6 = 10,
343 FRAG_ATTRIB_TEX7 = 11,
344 FRAG_ATTRIB_FACE = 12, /**< front/back face */
345 FRAG_ATTRIB_PNTC = 13, /**< sprite/point coord */
346 FRAG_ATTRIB_CLIP_DIST0 = 14,
347 FRAG_ATTRIB_CLIP_DIST1 = 15,
348 FRAG_ATTRIB_VAR0 = 16, /**< shader varying */
349 FRAG_ATTRIB_MAX = (FRAG_ATTRIB_VAR0 + MAX_VARYING)
350 } gl_frag_attrib;
351
352
353 /**
354 * Convert from a gl_vert_result value to the corresponding gl_frag_attrib.
355 *
356 * VERT_RESULT_HPOS is converted to FRAG_ATTRIB_WPOS.
357 *
358 * gl_vert_result values which have no corresponding gl_frag_attrib
359 * (VERT_RESULT_PSIZ, VERT_RESULT_BFC0, VERT_RESULT_BFC1, and
360 * VERT_RESULT_EDGE) are converted to a value of -1.
361 */
362 static inline int
363 _mesa_vert_result_to_frag_attrib(gl_vert_result vert_result)
364 {
365 if (vert_result >= VERT_RESULT_CLIP_DIST0)
366 return vert_result - VERT_RESULT_CLIP_DIST0 + FRAG_ATTRIB_CLIP_DIST0;
367 else if (vert_result <= VERT_RESULT_TEX7)
368 return vert_result;
369 else
370 return -1;
371 }
372
373
374 /**
375 * Convert from a gl_frag_attrib value to the corresponding gl_vert_result.
376 *
377 * FRAG_ATTRIB_WPOS is converted to VERT_RESULT_HPOS.
378 *
379 * gl_frag_attrib values which have no corresponding gl_vert_result
380 * (FRAG_ATTRIB_FACE and FRAG_ATTRIB_PNTC) are converted to a value of -1.
381 */
382 static inline int
383 _mesa_frag_attrib_to_vert_result(gl_frag_attrib frag_attrib)
384 {
385 if (frag_attrib <= FRAG_ATTRIB_TEX7)
386 return frag_attrib;
387 else if (frag_attrib >= FRAG_ATTRIB_CLIP_DIST0)
388 return frag_attrib - FRAG_ATTRIB_CLIP_DIST0 + VERT_RESULT_CLIP_DIST0;
389 else
390 return -1;
391 }
392
393
394 /**
395 * Bitflags for fragment program input attributes.
396 */
397 /*@{*/
398 #define FRAG_BIT_WPOS (1 << FRAG_ATTRIB_WPOS)
399 #define FRAG_BIT_COL0 (1 << FRAG_ATTRIB_COL0)
400 #define FRAG_BIT_COL1 (1 << FRAG_ATTRIB_COL1)
401 #define FRAG_BIT_FOGC (1 << FRAG_ATTRIB_FOGC)
402 #define FRAG_BIT_FACE (1 << FRAG_ATTRIB_FACE)
403 #define FRAG_BIT_PNTC (1 << FRAG_ATTRIB_PNTC)
404 #define FRAG_BIT_TEX0 (1 << FRAG_ATTRIB_TEX0)
405 #define FRAG_BIT_TEX1 (1 << FRAG_ATTRIB_TEX1)
406 #define FRAG_BIT_TEX2 (1 << FRAG_ATTRIB_TEX2)
407 #define FRAG_BIT_TEX3 (1 << FRAG_ATTRIB_TEX3)
408 #define FRAG_BIT_TEX4 (1 << FRAG_ATTRIB_TEX4)
409 #define FRAG_BIT_TEX5 (1 << FRAG_ATTRIB_TEX5)
410 #define FRAG_BIT_TEX6 (1 << FRAG_ATTRIB_TEX6)
411 #define FRAG_BIT_TEX7 (1 << FRAG_ATTRIB_TEX7)
412 #define FRAG_BIT_VAR0 (1 << FRAG_ATTRIB_VAR0)
413
414 #define FRAG_BIT_TEX(U) (FRAG_BIT_TEX0 << (U))
415 #define FRAG_BIT_VAR(V) (FRAG_BIT_VAR0 << (V))
416
417 #define FRAG_BITS_TEX_ANY (FRAG_BIT_TEX0| \
418 FRAG_BIT_TEX1| \
419 FRAG_BIT_TEX2| \
420 FRAG_BIT_TEX3| \
421 FRAG_BIT_TEX4| \
422 FRAG_BIT_TEX5| \
423 FRAG_BIT_TEX6| \
424 FRAG_BIT_TEX7)
425 /*@}*/
426
427
428 /**
429 * Fragment program results
430 */
431 typedef enum
432 {
433 FRAG_RESULT_DEPTH = 0,
434 FRAG_RESULT_STENCIL = 1,
435 /* If a single color should be written to all render targets, this
436 * register is written. No FRAG_RESULT_DATAn will be written.
437 */
438 FRAG_RESULT_COLOR = 2,
439
440 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
441 * or ARB_fragment_program fragment.color[n]) color results. If
442 * any are written, FRAG_RESULT_COLOR will not be written.
443 */
444 FRAG_RESULT_DATA0 = 3,
445 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
446 } gl_frag_result;
447
448
449 /**
450 * Indexes for all renderbuffers
451 */
452 typedef enum
453 {
454 /* the four standard color buffers */
455 BUFFER_FRONT_LEFT,
456 BUFFER_BACK_LEFT,
457 BUFFER_FRONT_RIGHT,
458 BUFFER_BACK_RIGHT,
459 BUFFER_DEPTH,
460 BUFFER_STENCIL,
461 BUFFER_ACCUM,
462 /* optional aux buffer */
463 BUFFER_AUX0,
464 /* generic renderbuffers */
465 BUFFER_COLOR0,
466 BUFFER_COLOR1,
467 BUFFER_COLOR2,
468 BUFFER_COLOR3,
469 BUFFER_COLOR4,
470 BUFFER_COLOR5,
471 BUFFER_COLOR6,
472 BUFFER_COLOR7,
473 BUFFER_COUNT
474 } gl_buffer_index;
475
476 /**
477 * Bit flags for all renderbuffers
478 */
479 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
480 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
481 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
482 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
483 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
484 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
485 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
486 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
487 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
488 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
489 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
490 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
491 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
492 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
493 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
494 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
495 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
496 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
497 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
498
499 /**
500 * Mask of all the color buffer bits (but not accum).
501 */
502 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
503 BUFFER_BIT_BACK_LEFT | \
504 BUFFER_BIT_FRONT_RIGHT | \
505 BUFFER_BIT_BACK_RIGHT | \
506 BUFFER_BIT_AUX0 | \
507 BUFFER_BIT_COLOR0 | \
508 BUFFER_BIT_COLOR1 | \
509 BUFFER_BIT_COLOR2 | \
510 BUFFER_BIT_COLOR3 | \
511 BUFFER_BIT_COLOR4 | \
512 BUFFER_BIT_COLOR5 | \
513 BUFFER_BIT_COLOR6 | \
514 BUFFER_BIT_COLOR7)
515
516
517 /**
518 * Framebuffer configuration (aka visual / pixelformat)
519 * Note: some of these fields should be boolean, but it appears that
520 * code in drivers/dri/common/util.c requires int-sized fields.
521 */
522 struct gl_config
523 {
524 GLboolean rgbMode;
525 GLboolean floatMode;
526 GLboolean colorIndexMode; /* XXX is this used anywhere? */
527 GLuint doubleBufferMode;
528 GLuint stereoMode;
529
530 GLboolean haveAccumBuffer;
531 GLboolean haveDepthBuffer;
532 GLboolean haveStencilBuffer;
533
534 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
535 GLuint redMask, greenMask, blueMask, alphaMask;
536 GLint rgbBits; /* total bits for rgb */
537 GLint indexBits; /* total bits for colorindex */
538
539 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
540 GLint depthBits;
541 GLint stencilBits;
542
543 GLint numAuxBuffers;
544
545 GLint level;
546
547 /* EXT_visual_rating / GLX 1.2 */
548 GLint visualRating;
549
550 /* EXT_visual_info / GLX 1.2 */
551 GLint transparentPixel;
552 /* colors are floats scaled to ints */
553 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
554 GLint transparentIndex;
555
556 /* ARB_multisample / SGIS_multisample */
557 GLint sampleBuffers;
558 GLint samples;
559
560 /* SGIX_pbuffer / GLX 1.3 */
561 GLint maxPbufferWidth;
562 GLint maxPbufferHeight;
563 GLint maxPbufferPixels;
564 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
565 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
566
567 /* OML_swap_method */
568 GLint swapMethod;
569
570 /* EXT_texture_from_pixmap */
571 GLint bindToTextureRgb;
572 GLint bindToTextureRgba;
573 GLint bindToMipmapTexture;
574 GLint bindToTextureTargets;
575 GLint yInverted;
576
577 /* EXT_framebuffer_sRGB */
578 GLint sRGBCapable;
579 };
580
581
582 /**
583 * \name Bit flags used for updating material values.
584 */
585 /*@{*/
586 #define MAT_ATTRIB_FRONT_AMBIENT 0
587 #define MAT_ATTRIB_BACK_AMBIENT 1
588 #define MAT_ATTRIB_FRONT_DIFFUSE 2
589 #define MAT_ATTRIB_BACK_DIFFUSE 3
590 #define MAT_ATTRIB_FRONT_SPECULAR 4
591 #define MAT_ATTRIB_BACK_SPECULAR 5
592 #define MAT_ATTRIB_FRONT_EMISSION 6
593 #define MAT_ATTRIB_BACK_EMISSION 7
594 #define MAT_ATTRIB_FRONT_SHININESS 8
595 #define MAT_ATTRIB_BACK_SHININESS 9
596 #define MAT_ATTRIB_FRONT_INDEXES 10
597 #define MAT_ATTRIB_BACK_INDEXES 11
598 #define MAT_ATTRIB_MAX 12
599
600 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
601 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
602 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
603 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
604 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
605 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
606
607 #define MAT_INDEX_AMBIENT 0
608 #define MAT_INDEX_DIFFUSE 1
609 #define MAT_INDEX_SPECULAR 2
610
611 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
612 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
613 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
614 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
615 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
616 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
617 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
618 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
619 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
620 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
621 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
622 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
623
624
625 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
626 MAT_BIT_FRONT_AMBIENT | \
627 MAT_BIT_FRONT_DIFFUSE | \
628 MAT_BIT_FRONT_SPECULAR | \
629 MAT_BIT_FRONT_SHININESS | \
630 MAT_BIT_FRONT_INDEXES)
631
632 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
633 MAT_BIT_BACK_AMBIENT | \
634 MAT_BIT_BACK_DIFFUSE | \
635 MAT_BIT_BACK_SPECULAR | \
636 MAT_BIT_BACK_SHININESS | \
637 MAT_BIT_BACK_INDEXES)
638
639 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
640 /*@}*/
641
642
643 #define EXP_TABLE_SIZE 512 /**< Specular exponent lookup table sizes */
644 #define SHINE_TABLE_SIZE 256 /**< Material shininess lookup table sizes */
645
646 /**
647 * Material shininess lookup table.
648 */
649 struct gl_shine_tab
650 {
651 struct gl_shine_tab *next, *prev;
652 GLfloat tab[SHINE_TABLE_SIZE+1];
653 GLfloat shininess;
654 GLuint refcount;
655 };
656
657
658 /**
659 * Light source state.
660 */
661 struct gl_light
662 {
663 struct gl_light *next; /**< double linked list with sentinel */
664 struct gl_light *prev;
665
666 GLfloat Ambient[4]; /**< ambient color */
667 GLfloat Diffuse[4]; /**< diffuse color */
668 GLfloat Specular[4]; /**< specular color */
669 GLfloat EyePosition[4]; /**< position in eye coordinates */
670 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
671 GLfloat SpotExponent;
672 GLfloat SpotCutoff; /**< in degrees */
673 GLfloat _CosCutoffNeg; /**< = cos(SpotCutoff) */
674 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
675 GLfloat ConstantAttenuation;
676 GLfloat LinearAttenuation;
677 GLfloat QuadraticAttenuation;
678 GLboolean Enabled; /**< On/off flag */
679
680 /**
681 * \name Derived fields
682 */
683 /*@{*/
684 GLbitfield _Flags; /**< State */
685
686 GLfloat _Position[4]; /**< position in eye/obj coordinates */
687 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
688 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
689 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
690 GLfloat _VP_inf_spot_attenuation;
691
692 GLfloat _SpotExpTable[EXP_TABLE_SIZE][2]; /**< to replace a pow() call */
693 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
694 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
695 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
696 /*@}*/
697 };
698
699
700 /**
701 * Light model state.
702 */
703 struct gl_lightmodel
704 {
705 GLfloat Ambient[4]; /**< ambient color */
706 GLboolean LocalViewer; /**< Local (or infinite) view point? */
707 GLboolean TwoSide; /**< Two (or one) sided lighting? */
708 GLenum ColorControl; /**< either GL_SINGLE_COLOR
709 * or GL_SEPARATE_SPECULAR_COLOR */
710 };
711
712
713 /**
714 * Material state.
715 */
716 struct gl_material
717 {
718 GLfloat Attrib[MAT_ATTRIB_MAX][4];
719 };
720
721
722 /**
723 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
724 */
725 struct gl_accum_attrib
726 {
727 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
728 };
729
730
731 /**
732 * Used for storing clear color, texture border color, etc.
733 * The float values are typically unclamped.
734 */
735 union gl_color_union
736 {
737 GLfloat f[4];
738 GLint i[4];
739 GLuint ui[4];
740 };
741
742
743 /**
744 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
745 */
746 struct gl_colorbuffer_attrib
747 {
748 GLuint ClearIndex; /**< Index for glClear */
749 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
750 GLuint IndexMask; /**< Color index write mask */
751 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
752
753 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
754
755 /**
756 * \name alpha testing
757 */
758 /*@{*/
759 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
760 GLenum AlphaFunc; /**< Alpha test function */
761 GLfloat AlphaRefUnclamped;
762 GLclampf AlphaRef; /**< Alpha reference value */
763 /*@}*/
764
765 /**
766 * \name Blending
767 */
768 /*@{*/
769 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
770
771 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
772 * control, only on the fixed-pointness of the render target.
773 * The query does however depend on fragment color clamping.
774 */
775 GLfloat BlendColorUnclamped[4]; /**< Blending color */
776 GLfloat BlendColor[4]; /**< Blending color */
777
778 struct
779 {
780 GLenum SrcRGB; /**< RGB blend source term */
781 GLenum DstRGB; /**< RGB blend dest term */
782 GLenum SrcA; /**< Alpha blend source term */
783 GLenum DstA; /**< Alpha blend dest term */
784 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
785 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
786 } Blend[MAX_DRAW_BUFFERS];
787 /** Are the blend func terms currently different for each buffer/target? */
788 GLboolean _BlendFuncPerBuffer;
789 /** Are the blend equations currently different for each buffer/target? */
790 GLboolean _BlendEquationPerBuffer;
791 /*@}*/
792
793 /**
794 * \name Logic op
795 */
796 /*@{*/
797 GLenum LogicOp; /**< Logic operator */
798 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
799 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
800 /*@}*/
801
802 GLboolean DitherFlag; /**< Dither enable flag */
803
804 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
805 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
806 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
807 GLboolean _ClampReadColor; /** < with GL_FIXED_ONLY_ARB resolved */
808
809 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
810 };
811
812
813 /**
814 * Current attribute group (GL_CURRENT_BIT).
815 */
816 struct gl_current_attrib
817 {
818 /**
819 * \name Current vertex attributes.
820 * \note Values are valid only after FLUSH_VERTICES has been called.
821 * \note Index and Edgeflag current values are stored as floats in the
822 * SIX and SEVEN attribute slots.
823 */
824 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
825
826 /**
827 * \name Current raster position attributes (always valid).
828 * \note This set of attributes is very similar to the SWvertex struct.
829 */
830 /*@{*/
831 GLfloat RasterPos[4];
832 GLfloat RasterDistance;
833 GLfloat RasterColor[4];
834 GLfloat RasterSecondaryColor[4];
835 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
836 GLboolean RasterPosValid;
837 /*@}*/
838 };
839
840
841 /**
842 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
843 */
844 struct gl_depthbuffer_attrib
845 {
846 GLenum Func; /**< Function for depth buffer compare */
847 GLclampd Clear; /**< Value to clear depth buffer to */
848 GLboolean Test; /**< Depth buffering enabled flag */
849 GLboolean Mask; /**< Depth buffer writable? */
850 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
851 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
852 };
853
854
855 /**
856 * Evaluator attribute group (GL_EVAL_BIT).
857 */
858 struct gl_eval_attrib
859 {
860 /**
861 * \name Enable bits
862 */
863 /*@{*/
864 GLboolean Map1Color4;
865 GLboolean Map1Index;
866 GLboolean Map1Normal;
867 GLboolean Map1TextureCoord1;
868 GLboolean Map1TextureCoord2;
869 GLboolean Map1TextureCoord3;
870 GLboolean Map1TextureCoord4;
871 GLboolean Map1Vertex3;
872 GLboolean Map1Vertex4;
873 GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */
874 GLboolean Map2Color4;
875 GLboolean Map2Index;
876 GLboolean Map2Normal;
877 GLboolean Map2TextureCoord1;
878 GLboolean Map2TextureCoord2;
879 GLboolean Map2TextureCoord3;
880 GLboolean Map2TextureCoord4;
881 GLboolean Map2Vertex3;
882 GLboolean Map2Vertex4;
883 GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */
884 GLboolean AutoNormal;
885 /*@}*/
886
887 /**
888 * \name Map Grid endpoints and divisions and calculated du values
889 */
890 /*@{*/
891 GLint MapGrid1un;
892 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
893 GLint MapGrid2un, MapGrid2vn;
894 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
895 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
896 /*@}*/
897 };
898
899
900 /**
901 * Fog attribute group (GL_FOG_BIT).
902 */
903 struct gl_fog_attrib
904 {
905 GLboolean Enabled; /**< Fog enabled flag */
906 GLfloat ColorUnclamped[4]; /**< Fog color */
907 GLfloat Color[4]; /**< Fog color */
908 GLfloat Density; /**< Density >= 0.0 */
909 GLfloat Start; /**< Start distance in eye coords */
910 GLfloat End; /**< End distance in eye coords */
911 GLfloat Index; /**< Fog index */
912 GLenum Mode; /**< Fog mode */
913 GLboolean ColorSumEnabled;
914 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
915 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
916 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
917 };
918
919
920 /**
921 * \brief Layout qualifiers for gl_FragDepth.
922 *
923 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
924 * a layout qualifier.
925 *
926 * \see enum ir_depth_layout
927 */
928 enum gl_frag_depth_layout {
929 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
930 FRAG_DEPTH_LAYOUT_ANY,
931 FRAG_DEPTH_LAYOUT_GREATER,
932 FRAG_DEPTH_LAYOUT_LESS,
933 FRAG_DEPTH_LAYOUT_UNCHANGED
934 };
935
936
937 /**
938 * Hint attribute group (GL_HINT_BIT).
939 *
940 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
941 */
942 struct gl_hint_attrib
943 {
944 GLenum PerspectiveCorrection;
945 GLenum PointSmooth;
946 GLenum LineSmooth;
947 GLenum PolygonSmooth;
948 GLenum Fog;
949 GLenum ClipVolumeClipping; /**< GL_EXT_clip_volume_hint */
950 GLenum TextureCompression; /**< GL_ARB_texture_compression */
951 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
952 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
953 };
954
955 /**
956 * Light state flags.
957 */
958 /*@{*/
959 #define LIGHT_SPOT 0x1
960 #define LIGHT_LOCAL_VIEWER 0x2
961 #define LIGHT_POSITIONAL 0x4
962 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
963 /*@}*/
964
965
966 /**
967 * Lighting attribute group (GL_LIGHT_BIT).
968 */
969 struct gl_light_attrib
970 {
971 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
972 struct gl_lightmodel Model; /**< Lighting model */
973
974 /**
975 * Must flush FLUSH_VERTICES before referencing:
976 */
977 /*@{*/
978 struct gl_material Material; /**< Includes front & back values */
979 /*@}*/
980
981 GLboolean Enabled; /**< Lighting enabled flag */
982 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
983 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
984 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
985 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
986 GLbitfield ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
987 GLboolean ColorMaterialEnabled;
988 GLenum ClampVertexColor;
989 GLboolean _ClampVertexColor;
990
991 struct gl_light EnabledList; /**< List sentinel */
992
993 /**
994 * Derived state for optimizations:
995 */
996 /*@{*/
997 GLboolean _NeedEyeCoords;
998 GLboolean _NeedVertices; /**< Use fast shader? */
999 GLbitfield _Flags; /**< LIGHT_* flags, see above */
1000 GLfloat _BaseColor[2][3];
1001 /*@}*/
1002 };
1003
1004
1005 /**
1006 * Line attribute group (GL_LINE_BIT).
1007 */
1008 struct gl_line_attrib
1009 {
1010 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
1011 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
1012 GLushort StipplePattern; /**< Stipple pattern */
1013 GLint StippleFactor; /**< Stipple repeat factor */
1014 GLfloat Width; /**< Line width */
1015 };
1016
1017
1018 /**
1019 * Display list attribute group (GL_LIST_BIT).
1020 */
1021 struct gl_list_attrib
1022 {
1023 GLuint ListBase;
1024 };
1025
1026
1027 /**
1028 * Multisample attribute group (GL_MULTISAMPLE_BIT).
1029 */
1030 struct gl_multisample_attrib
1031 {
1032 GLboolean Enabled;
1033 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
1034 GLboolean SampleAlphaToCoverage;
1035 GLboolean SampleAlphaToOne;
1036 GLboolean SampleCoverage;
1037 GLfloat SampleCoverageValue;
1038 GLboolean SampleCoverageInvert;
1039 };
1040
1041
1042 /**
1043 * A pixelmap (see glPixelMap)
1044 */
1045 struct gl_pixelmap
1046 {
1047 GLint Size;
1048 GLfloat Map[MAX_PIXEL_MAP_TABLE];
1049 GLubyte Map8[MAX_PIXEL_MAP_TABLE]; /**< converted to 8-bit color */
1050 };
1051
1052
1053 /**
1054 * Collection of all pixelmaps
1055 */
1056 struct gl_pixelmaps
1057 {
1058 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
1059 struct gl_pixelmap GtoG;
1060 struct gl_pixelmap BtoB;
1061 struct gl_pixelmap AtoA;
1062 struct gl_pixelmap ItoR;
1063 struct gl_pixelmap ItoG;
1064 struct gl_pixelmap ItoB;
1065 struct gl_pixelmap ItoA;
1066 struct gl_pixelmap ItoI;
1067 struct gl_pixelmap StoS;
1068 };
1069
1070
1071 /**
1072 * Pixel attribute group (GL_PIXEL_MODE_BIT).
1073 */
1074 struct gl_pixel_attrib
1075 {
1076 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
1077
1078 /*--- Begin Pixel Transfer State ---*/
1079 /* Fields are in the order in which they're applied... */
1080
1081 /** Scale & Bias (index shift, offset) */
1082 /*@{*/
1083 GLfloat RedBias, RedScale;
1084 GLfloat GreenBias, GreenScale;
1085 GLfloat BlueBias, BlueScale;
1086 GLfloat AlphaBias, AlphaScale;
1087 GLfloat DepthBias, DepthScale;
1088 GLint IndexShift, IndexOffset;
1089 /*@}*/
1090
1091 /* Pixel Maps */
1092 /* Note: actual pixel maps are not part of this attrib group */
1093 GLboolean MapColorFlag;
1094 GLboolean MapStencilFlag;
1095
1096 /*--- End Pixel Transfer State ---*/
1097
1098 /** glPixelZoom */
1099 GLfloat ZoomX, ZoomY;
1100 };
1101
1102
1103 /**
1104 * Point attribute group (GL_POINT_BIT).
1105 */
1106 struct gl_point_attrib
1107 {
1108 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
1109 GLfloat Size; /**< User-specified point size */
1110 GLfloat Params[3]; /**< GL_EXT_point_parameters */
1111 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
1112 GLfloat Threshold; /**< GL_EXT_point_parameters */
1113 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
1114 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
1115 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
1116 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
1117 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
1118 };
1119
1120
1121 /**
1122 * Polygon attribute group (GL_POLYGON_BIT).
1123 */
1124 struct gl_polygon_attrib
1125 {
1126 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
1127 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1128 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1129 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
1130 GLboolean CullFlag; /**< Culling on/off flag */
1131 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
1132 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
1133 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
1134 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
1135 GLfloat OffsetUnits; /**< Polygon offset units, from user */
1136 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
1137 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
1138 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
1139 };
1140
1141
1142 /**
1143 * Scissor attributes (GL_SCISSOR_BIT).
1144 */
1145 struct gl_scissor_attrib
1146 {
1147 GLboolean Enabled; /**< Scissor test enabled? */
1148 GLint X, Y; /**< Lower left corner of box */
1149 GLsizei Width, Height; /**< Size of box */
1150 };
1151
1152
1153 /**
1154 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1155 *
1156 * Three sets of stencil data are tracked so that OpenGL 2.0,
1157 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1158 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1159 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1160 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1161 * GL_EXT_stencil_two_side GL_BACK state.
1162 *
1163 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1164 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1165 *
1166 * The derived value \c _TestTwoSide is set when the front-face and back-face
1167 * stencil state are different.
1168 */
1169 struct gl_stencil_attrib
1170 {
1171 GLboolean Enabled; /**< Enabled flag */
1172 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1173 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1174 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1175 GLboolean _TestTwoSide;
1176 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1177 GLenum Function[3]; /**< Stencil function */
1178 GLenum FailFunc[3]; /**< Fail function */
1179 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1180 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1181 GLint Ref[3]; /**< Reference value */
1182 GLuint ValueMask[3]; /**< Value mask */
1183 GLuint WriteMask[3]; /**< Write mask */
1184 GLuint Clear; /**< Clear value */
1185 };
1186
1187
1188 /**
1189 * An index for each type of texture object. These correspond to the GL
1190 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1191 * Note: the order is from highest priority to lowest priority.
1192 */
1193 typedef enum
1194 {
1195 TEXTURE_BUFFER_INDEX,
1196 TEXTURE_2D_ARRAY_INDEX,
1197 TEXTURE_1D_ARRAY_INDEX,
1198 TEXTURE_EXTERNAL_INDEX,
1199 TEXTURE_CUBE_INDEX,
1200 TEXTURE_3D_INDEX,
1201 TEXTURE_RECT_INDEX,
1202 TEXTURE_2D_INDEX,
1203 TEXTURE_1D_INDEX,
1204 NUM_TEXTURE_TARGETS
1205 } gl_texture_index;
1206
1207
1208 /**
1209 * Bit flags for each type of texture object
1210 * Used for Texture.Unit[]._ReallyEnabled flags.
1211 */
1212 /*@{*/
1213 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1214 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1215 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1216 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1217 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1218 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1219 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1220 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1221 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1222 /*@}*/
1223
1224
1225 /**
1226 * TexGenEnabled flags.
1227 */
1228 /*@{*/
1229 #define S_BIT 1
1230 #define T_BIT 2
1231 #define R_BIT 4
1232 #define Q_BIT 8
1233 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1234 /*@}*/
1235
1236
1237 /**
1238 * Bit flag versions of the corresponding GL_ constants.
1239 */
1240 /*@{*/
1241 #define TEXGEN_SPHERE_MAP 0x1
1242 #define TEXGEN_OBJ_LINEAR 0x2
1243 #define TEXGEN_EYE_LINEAR 0x4
1244 #define TEXGEN_REFLECTION_MAP_NV 0x8
1245 #define TEXGEN_NORMAL_MAP_NV 0x10
1246
1247 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1248 TEXGEN_REFLECTION_MAP_NV | \
1249 TEXGEN_NORMAL_MAP_NV)
1250 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1251 TEXGEN_REFLECTION_MAP_NV | \
1252 TEXGEN_NORMAL_MAP_NV | \
1253 TEXGEN_EYE_LINEAR)
1254 /*@}*/
1255
1256
1257
1258 /** Tex-gen enabled for texture unit? */
1259 #define ENABLE_TEXGEN(unit) (1 << (unit))
1260
1261 /** Non-identity texture matrix for texture unit? */
1262 #define ENABLE_TEXMAT(unit) (1 << (unit))
1263
1264
1265 /**
1266 * Texture image state. Drivers will typically create a subclass of this
1267 * with extra fields for memory buffers, etc.
1268 */
1269 struct gl_texture_image
1270 {
1271 GLint InternalFormat; /**< Internal format as given by the user */
1272 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1273 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1274 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1275 * GL_DEPTH_STENCIL_EXT only. Used for
1276 * choosing TexEnv arithmetic.
1277 */
1278 gl_format TexFormat; /**< The actual texture memory format */
1279
1280 GLuint Border; /**< 0 or 1 */
1281 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1282 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1283 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1284 GLuint Width2; /**< = Width - 2*Border */
1285 GLuint Height2; /**< = Height - 2*Border */
1286 GLuint Depth2; /**< = Depth - 2*Border */
1287 GLuint WidthLog2; /**< = log2(Width2) */
1288 GLuint HeightLog2; /**< = log2(Height2) */
1289 GLuint DepthLog2; /**< = log2(Depth2) */
1290 GLuint MaxLog2; /**< = MAX(WidthLog2, HeightLog2) */
1291
1292 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1293 GLuint Level; /**< Which mipmap level am I? */
1294 /** Cube map face: index into gl_texture_object::Image[] array */
1295 GLuint Face;
1296 };
1297
1298
1299 /**
1300 * Indexes for cube map faces.
1301 */
1302 typedef enum
1303 {
1304 FACE_POS_X = 0,
1305 FACE_NEG_X = 1,
1306 FACE_POS_Y = 2,
1307 FACE_NEG_Y = 3,
1308 FACE_POS_Z = 4,
1309 FACE_NEG_Z = 5,
1310 MAX_FACES = 6
1311 } gl_face_index;
1312
1313
1314 /**
1315 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1316 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1317 */
1318 struct gl_sampler_object
1319 {
1320 GLuint Name;
1321 GLint RefCount;
1322
1323 GLenum WrapS; /**< S-axis texture image wrap mode */
1324 GLenum WrapT; /**< T-axis texture image wrap mode */
1325 GLenum WrapR; /**< R-axis texture image wrap mode */
1326 GLenum MinFilter; /**< minification filter */
1327 GLenum MagFilter; /**< magnification filter */
1328 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1329 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1330 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1331 GLfloat LodBias; /**< OpenGL 1.4 */
1332 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1333 GLenum CompareMode; /**< GL_ARB_shadow */
1334 GLenum CompareFunc; /**< GL_ARB_shadow */
1335 GLfloat CompareFailValue; /**< GL_ARB_shadow_ambient */
1336 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1337 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1338
1339 /* deprecated sampler state */
1340 GLenum DepthMode; /**< GL_ARB_depth_texture */
1341 };
1342
1343
1344 /**
1345 * Texture object state. Contains the array of mipmap images, border color,
1346 * wrap modes, filter modes, and shadow/texcompare state.
1347 */
1348 struct gl_texture_object
1349 {
1350 _glthread_Mutex Mutex; /**< for thread safety */
1351 GLint RefCount; /**< reference count */
1352 GLuint Name; /**< the user-visible texture object ID */
1353 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1354
1355 struct gl_sampler_object Sampler;
1356
1357 GLfloat Priority; /**< in [0,1] */
1358 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1359 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1360 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1361 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */
1362 GLint CropRect[4]; /**< GL_OES_draw_texture */
1363 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1364 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1365 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1366 GLboolean _Complete; /**< Is texture object complete? */
1367 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1368 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1369 GLboolean Immutable; /**< GL_ARB_texture_storage */
1370
1371 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1372 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1373
1374 /** GL_ARB_texture_buffer_object */
1375 struct gl_buffer_object *BufferObject;
1376 GLenum BufferObjectFormat;
1377
1378 /** GL_OES_EGL_image_external */
1379 GLint RequiredTextureImageUnits;
1380 };
1381
1382
1383 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1384 #define MAX_COMBINER_TERMS 4
1385
1386
1387 /**
1388 * Texture combine environment state.
1389 */
1390 struct gl_tex_env_combine_state
1391 {
1392 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1393 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1394 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1395 GLenum SourceRGB[MAX_COMBINER_TERMS];
1396 GLenum SourceA[MAX_COMBINER_TERMS];
1397 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1398 GLenum OperandRGB[MAX_COMBINER_TERMS];
1399 GLenum OperandA[MAX_COMBINER_TERMS];
1400 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1401 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1402 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1403 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1404 };
1405
1406
1407 /**
1408 * Texture coord generation state.
1409 */
1410 struct gl_texgen
1411 {
1412 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1413 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1414 GLfloat ObjectPlane[4];
1415 GLfloat EyePlane[4];
1416 };
1417
1418
1419 /**
1420 * Texture unit state. Contains enable flags, texture environment/function/
1421 * combiners, texgen state, and pointers to current texture objects.
1422 */
1423 struct gl_texture_unit
1424 {
1425 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1426 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1427
1428 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1429 GLclampf EnvColor[4];
1430 GLfloat EnvColorUnclamped[4];
1431
1432 struct gl_texgen GenS;
1433 struct gl_texgen GenT;
1434 struct gl_texgen GenR;
1435 struct gl_texgen GenQ;
1436 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1437 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1438
1439 GLfloat LodBias; /**< for biasing mipmap levels */
1440 GLenum BumpTarget;
1441 GLfloat RotMatrix[4]; /* 2x2 matrix */
1442
1443 /** Current sampler object (GL_ARB_sampler_objects) */
1444 struct gl_sampler_object *Sampler;
1445
1446 /**
1447 * \name GL_EXT_texture_env_combine
1448 */
1449 struct gl_tex_env_combine_state Combine;
1450
1451 /**
1452 * Derived state based on \c EnvMode and the \c BaseFormat of the
1453 * currently enabled texture.
1454 */
1455 struct gl_tex_env_combine_state _EnvMode;
1456
1457 /**
1458 * Currently enabled combiner state. This will point to either
1459 * \c Combine or \c _EnvMode.
1460 */
1461 struct gl_tex_env_combine_state *_CurrentCombine;
1462
1463 /** Current texture object pointers */
1464 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1465
1466 /** Points to highest priority, complete and enabled texture object */
1467 struct gl_texture_object *_Current;
1468 };
1469
1470
1471 /**
1472 * Texture attribute group (GL_TEXTURE_BIT).
1473 */
1474 struct gl_texture_attrib
1475 {
1476 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1477 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1478
1479 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1480
1481 /** GL_ARB_texture_buffer_object */
1482 struct gl_buffer_object *BufferObject;
1483
1484 /** GL_ARB_seamless_cubemap */
1485 GLboolean CubeMapSeamless;
1486
1487 /** Texture units/samplers used by vertex or fragment texturing */
1488 GLbitfield _EnabledUnits;
1489
1490 /** Texture coord units/sets used for fragment texturing */
1491 GLbitfield _EnabledCoordUnits;
1492
1493 /** Texture coord units that have texgen enabled */
1494 GLbitfield _TexGenEnabled;
1495
1496 /** Texture coord units that have non-identity matrices */
1497 GLbitfield _TexMatEnabled;
1498
1499 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1500 GLbitfield _GenFlags;
1501 };
1502
1503
1504 /**
1505 * Data structure representing a single clip plane (e.g. one of the elements
1506 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1507 */
1508 typedef GLfloat gl_clip_plane[4];
1509
1510
1511 /**
1512 * Transformation attribute group (GL_TRANSFORM_BIT).
1513 */
1514 struct gl_transform_attrib
1515 {
1516 GLenum MatrixMode; /**< Matrix mode */
1517 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1518 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1519 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1520 GLboolean Normalize; /**< Normalize all normals? */
1521 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1522 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1523 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1524
1525 GLfloat CullEyePos[4];
1526 GLfloat CullObjPos[4];
1527 };
1528
1529
1530 /**
1531 * Viewport attribute group (GL_VIEWPORT_BIT).
1532 */
1533 struct gl_viewport_attrib
1534 {
1535 GLint X, Y; /**< position */
1536 GLsizei Width, Height; /**< size */
1537 GLfloat Near, Far; /**< Depth buffer range */
1538 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1539 };
1540
1541
1542 /**
1543 * GL_ARB_vertex/pixel_buffer_object buffer object
1544 */
1545 struct gl_buffer_object
1546 {
1547 _glthread_Mutex Mutex;
1548 GLint RefCount;
1549 GLuint Name;
1550 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1551 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1552 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1553 /** Fields describing a mapped buffer */
1554 /*@{*/
1555 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1556 GLvoid *Pointer; /**< User-space address of mapping */
1557 GLintptr Offset; /**< Mapped offset */
1558 GLsizeiptr Length; /**< Mapped length */
1559 /*@}*/
1560 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1561 GLboolean Written; /**< Ever written to? (for debugging) */
1562 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1563 };
1564
1565
1566 /**
1567 * Client pixel packing/unpacking attributes
1568 */
1569 struct gl_pixelstore_attrib
1570 {
1571 GLint Alignment;
1572 GLint RowLength;
1573 GLint SkipPixels;
1574 GLint SkipRows;
1575 GLint ImageHeight;
1576 GLint SkipImages;
1577 GLboolean SwapBytes;
1578 GLboolean LsbFirst;
1579 GLboolean Invert; /**< GL_MESA_pack_invert */
1580 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1581 };
1582
1583
1584 /**
1585 * Client vertex array attributes
1586 */
1587 struct gl_client_array
1588 {
1589 GLint Size; /**< components per element (1,2,3,4) */
1590 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1591 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1592 GLsizei Stride; /**< user-specified stride */
1593 GLsizei StrideB; /**< actual stride in bytes */
1594 const GLubyte *Ptr; /**< Points to array data */
1595 GLboolean Enabled; /**< Enabled flag is a boolean */
1596 GLboolean Normalized; /**< GL_ARB_vertex_program */
1597 GLboolean Integer; /**< Integer-valued? */
1598 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1599 GLuint _ElementSize; /**< size of each element in bytes */
1600
1601 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1602 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1603 };
1604
1605
1606 /**
1607 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1608 * extension, but a nice encapsulation in any case.
1609 */
1610 struct gl_array_object
1611 {
1612 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1613 GLuint Name;
1614
1615 GLint RefCount;
1616 _glthread_Mutex Mutex;
1617
1618 /**
1619 * Does the VAO use ARB semantics or Apple semantics?
1620 *
1621 * There are several ways in which ARB_vertex_array_object and
1622 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1623 * least,
1624 *
1625 * - ARB VAOs require that all array data be sourced from vertex buffer
1626 * objects, but Apple VAOs do not.
1627 *
1628 * - ARB VAOs require that names come from GenVertexArrays.
1629 *
1630 * This flag notes which behavior governs this VAO.
1631 */
1632 GLboolean ARBsemantics;
1633
1634 /**
1635 * Has this array object been bound?
1636 */
1637 GLboolean _Used;
1638
1639 /** Vertex attribute arrays */
1640 struct gl_client_array VertexAttrib[VERT_ATTRIB_MAX];
1641
1642 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1643 GLbitfield64 _Enabled;
1644
1645 /**
1646 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1647 * we can determine the max legal (in bounds) glDrawElements array index.
1648 */
1649 GLuint _MaxElement;
1650
1651 struct gl_buffer_object *ElementArrayBufferObj;
1652 };
1653
1654
1655 /**
1656 * Vertex array state
1657 */
1658 struct gl_array_attrib
1659 {
1660 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1661 struct gl_array_object *ArrayObj;
1662
1663 /** The default vertex array object */
1664 struct gl_array_object *DefaultArrayObj;
1665
1666 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1667 struct _mesa_HashTable *Objects;
1668
1669 GLint ActiveTexture; /**< Client Active Texture */
1670 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1671 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1672
1673 /** GL 3.1 (slightly different from GL_NV_primitive_restart) */
1674 GLboolean PrimitiveRestart;
1675 GLuint RestartIndex;
1676
1677 GLbitfield64 NewState; /**< mask of VERT_BIT_* values */
1678 GLboolean RebindArrays; /**< whether the VBO module should rebind arrays */
1679
1680 /* GL_ARB_vertex_buffer_object */
1681 struct gl_buffer_object *ArrayBufferObj;
1682 };
1683
1684
1685 /**
1686 * Feedback buffer state
1687 */
1688 struct gl_feedback
1689 {
1690 GLenum Type;
1691 GLbitfield _Mask; /**< FB_* bits */
1692 GLfloat *Buffer;
1693 GLuint BufferSize;
1694 GLuint Count;
1695 };
1696
1697
1698 /**
1699 * Selection buffer state
1700 */
1701 struct gl_selection
1702 {
1703 GLuint *Buffer; /**< selection buffer */
1704 GLuint BufferSize; /**< size of the selection buffer */
1705 GLuint BufferCount; /**< number of values in the selection buffer */
1706 GLuint Hits; /**< number of records in the selection buffer */
1707 GLuint NameStackDepth; /**< name stack depth */
1708 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1709 GLboolean HitFlag; /**< hit flag */
1710 GLfloat HitMinZ; /**< minimum hit depth */
1711 GLfloat HitMaxZ; /**< maximum hit depth */
1712 };
1713
1714
1715 /**
1716 * 1-D Evaluator control points
1717 */
1718 struct gl_1d_map
1719 {
1720 GLuint Order; /**< Number of control points */
1721 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1722 GLfloat *Points; /**< Points to contiguous control points */
1723 };
1724
1725
1726 /**
1727 * 2-D Evaluator control points
1728 */
1729 struct gl_2d_map
1730 {
1731 GLuint Uorder; /**< Number of control points in U dimension */
1732 GLuint Vorder; /**< Number of control points in V dimension */
1733 GLfloat u1, u2, du;
1734 GLfloat v1, v2, dv;
1735 GLfloat *Points; /**< Points to contiguous control points */
1736 };
1737
1738
1739 /**
1740 * All evaluator control point state
1741 */
1742 struct gl_evaluators
1743 {
1744 /**
1745 * \name 1-D maps
1746 */
1747 /*@{*/
1748 struct gl_1d_map Map1Vertex3;
1749 struct gl_1d_map Map1Vertex4;
1750 struct gl_1d_map Map1Index;
1751 struct gl_1d_map Map1Color4;
1752 struct gl_1d_map Map1Normal;
1753 struct gl_1d_map Map1Texture1;
1754 struct gl_1d_map Map1Texture2;
1755 struct gl_1d_map Map1Texture3;
1756 struct gl_1d_map Map1Texture4;
1757 struct gl_1d_map Map1Attrib[16]; /**< GL_NV_vertex_program */
1758 /*@}*/
1759
1760 /**
1761 * \name 2-D maps
1762 */
1763 /*@{*/
1764 struct gl_2d_map Map2Vertex3;
1765 struct gl_2d_map Map2Vertex4;
1766 struct gl_2d_map Map2Index;
1767 struct gl_2d_map Map2Color4;
1768 struct gl_2d_map Map2Normal;
1769 struct gl_2d_map Map2Texture1;
1770 struct gl_2d_map Map2Texture2;
1771 struct gl_2d_map Map2Texture3;
1772 struct gl_2d_map Map2Texture4;
1773 struct gl_2d_map Map2Attrib[16]; /**< GL_NV_vertex_program */
1774 /*@}*/
1775 };
1776
1777
1778 /**
1779 * Names of the various vertex/fragment program register files, etc.
1780 *
1781 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1782 * All values should fit in a 4-bit field.
1783 *
1784 * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR, PROGRAM_NAMED_PARAM,
1785 * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1786 * be "uniform" variables since they can only be set outside glBegin/End.
1787 * They're also all stored in the same Parameters array.
1788 */
1789 typedef enum
1790 {
1791 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1792 PROGRAM_INPUT, /**< machine->Inputs[] */
1793 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1794 PROGRAM_VARYING, /**< machine->Inputs[]/Outputs[] */
1795 PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
1796 PROGRAM_ENV_PARAM, /**< gl_program->Parameters[] */
1797 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1798 PROGRAM_NAMED_PARAM, /**< gl_program->Parameters[] */
1799 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1800 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1801 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1802 PROGRAM_ADDRESS, /**< machine->AddressReg */
1803 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1804 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1805 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1806 PROGRAM_FILE_MAX
1807 } gl_register_file;
1808
1809
1810 /**
1811 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1812 * one of these values.
1813 */
1814 typedef enum
1815 {
1816 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
1817 SYSTEM_VALUE_VERTEX_ID, /**< Vertex shader only */
1818 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
1819 SYSTEM_VALUE_MAX /**< Number of values */
1820 } gl_system_value;
1821
1822
1823 /**
1824 * The possible interpolation qualifiers that can be applied to a fragment
1825 * shader input in GLSL.
1826 *
1827 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
1828 * gl_fragment_program data structure to 0 causes the default behavior.
1829 */
1830 enum glsl_interp_qualifier
1831 {
1832 INTERP_QUALIFIER_NONE = 0,
1833 INTERP_QUALIFIER_SMOOTH,
1834 INTERP_QUALIFIER_FLAT,
1835 INTERP_QUALIFIER_NOPERSPECTIVE
1836 };
1837
1838
1839 /** Vertex and fragment instructions */
1840 struct prog_instruction;
1841 struct gl_program_parameter_list;
1842 struct gl_uniform_list;
1843
1844 struct gl_transform_feedback_varying_info {
1845 char *Name;
1846 GLenum Type;
1847 GLint Size;
1848 };
1849
1850 struct gl_transform_feedback_output {
1851 unsigned OutputRegister;
1852 unsigned OutputBuffer;
1853 unsigned NumComponents;
1854
1855 /** offset (in DWORDs) of this output within the interleaved structure */
1856 unsigned DstOffset;
1857
1858 /**
1859 * Offset into the output register of the data to output. For example,
1860 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1861 * offset is in the y and z components of the output register.
1862 */
1863 unsigned ComponentOffset;
1864 };
1865
1866 /** Post-link transform feedback info. */
1867 struct gl_transform_feedback_info {
1868 unsigned NumOutputs;
1869
1870 /**
1871 * Number of transform feedback buffers in use by this program.
1872 */
1873 unsigned NumBuffers;
1874
1875 struct gl_transform_feedback_output *Outputs;
1876
1877 /** Transform feedback varyings used for the linking of this shader program.
1878 *
1879 * Use for glGetTransformFeedbackVarying().
1880 */
1881 struct gl_transform_feedback_varying_info *Varyings;
1882 GLint NumVarying;
1883
1884 /**
1885 * Total number of components stored in each buffer. This may be used by
1886 * hardware back-ends to determine the correct stride when interleaving
1887 * multiple transform feedback outputs in the same buffer.
1888 */
1889 unsigned BufferStride[MAX_FEEDBACK_ATTRIBS];
1890 };
1891
1892 /**
1893 * Base class for any kind of program object
1894 */
1895 struct gl_program
1896 {
1897 GLuint Id;
1898 GLubyte *String; /**< Null-terminated program text */
1899 GLint RefCount;
1900 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_FRAGMENT_PROGRAM_NV */
1901 GLenum Format; /**< String encoding format */
1902 GLboolean Resident;
1903
1904 struct prog_instruction *Instructions;
1905
1906 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
1907 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1908 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1909 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
1910 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
1911 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1912 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1913 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1914
1915
1916 /** Named parameters, constants, etc. from program text */
1917 struct gl_program_parameter_list *Parameters;
1918 /** Numbered local parameters */
1919 GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
1920
1921 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1922 GLubyte SamplerUnits[MAX_SAMPLERS];
1923
1924 /** Bitmask of which register files are read/written with indirect
1925 * addressing. Mask of (1 << PROGRAM_x) bits.
1926 */
1927 GLbitfield IndirectRegisterFiles;
1928
1929 /** Logical counts */
1930 /*@{*/
1931 GLuint NumInstructions;
1932 GLuint NumTemporaries;
1933 GLuint NumParameters;
1934 GLuint NumAttributes;
1935 GLuint NumAddressRegs;
1936 GLuint NumAluInstructions;
1937 GLuint NumTexInstructions;
1938 GLuint NumTexIndirections;
1939 /*@}*/
1940 /** Native, actual h/w counts */
1941 /*@{*/
1942 GLuint NumNativeInstructions;
1943 GLuint NumNativeTemporaries;
1944 GLuint NumNativeParameters;
1945 GLuint NumNativeAttributes;
1946 GLuint NumNativeAddressRegs;
1947 GLuint NumNativeAluInstructions;
1948 GLuint NumNativeTexInstructions;
1949 GLuint NumNativeTexIndirections;
1950 /*@}*/
1951 };
1952
1953
1954 /** Vertex program object */
1955 struct gl_vertex_program
1956 {
1957 struct gl_program Base; /**< base class */
1958 GLboolean IsNVProgram; /**< is this a GL_NV_vertex_program program? */
1959 GLboolean IsPositionInvariant;
1960 GLboolean UsesClipDistance;
1961 };
1962
1963
1964 /** Geometry program object */
1965 struct gl_geometry_program
1966 {
1967 struct gl_program Base; /**< base class */
1968
1969 GLint VerticesOut;
1970 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
1971 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
1972 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
1973 };
1974
1975
1976 /** Fragment program object */
1977 struct gl_fragment_program
1978 {
1979 struct gl_program Base; /**< base class */
1980 GLboolean UsesKill; /**< shader uses KIL instruction */
1981 GLboolean OriginUpperLeft;
1982 GLboolean PixelCenterInteger;
1983 enum gl_frag_depth_layout FragDepthLayout;
1984
1985 /**
1986 * GLSL interpolation qualifier associated with each fragment shader input.
1987 * For inputs that do not have an interpolation qualifier specified in
1988 * GLSL, the value is INTERP_QUALIFIER_NONE.
1989 */
1990 enum glsl_interp_qualifier InterpQualifier[FRAG_ATTRIB_MAX];
1991 };
1992
1993
1994 /**
1995 * State common to vertex and fragment programs.
1996 */
1997 struct gl_program_state
1998 {
1999 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2000 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2001 };
2002
2003
2004 /**
2005 * Context state for vertex programs.
2006 */
2007 struct gl_vertex_program_state
2008 {
2009 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2010 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2011 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2012 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2013 /** Computed two sided lighting for fixed function/programs. */
2014 GLboolean _TwoSideEnabled;
2015 struct gl_vertex_program *Current; /**< User-bound vertex program */
2016
2017 /** Currently enabled and valid vertex program (including internal
2018 * programs, user-defined vertex programs and GLSL vertex shaders).
2019 * This is the program we must use when rendering.
2020 */
2021 struct gl_vertex_program *_Current;
2022
2023 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2024
2025 /* For GL_NV_vertex_program only: */
2026 GLenum TrackMatrix[MAX_PROGRAM_ENV_PARAMS / 4];
2027 GLenum TrackMatrixTransform[MAX_PROGRAM_ENV_PARAMS / 4];
2028
2029 /** Should fixed-function T&L be implemented with a vertex prog? */
2030 GLboolean _MaintainTnlProgram;
2031
2032 /** Program to emulate fixed-function T&L (see above) */
2033 struct gl_vertex_program *_TnlProgram;
2034
2035 /** Cache of fixed-function programs */
2036 struct gl_program_cache *Cache;
2037
2038 GLboolean _Overriden;
2039 };
2040
2041
2042 /**
2043 * Context state for geometry programs.
2044 */
2045 struct gl_geometry_program_state
2046 {
2047 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
2048 GLboolean _Enabled; /**< Enabled and valid program? */
2049 struct gl_geometry_program *Current; /**< user-bound geometry program */
2050
2051 /** Currently enabled and valid program (including internal programs
2052 * and compiled shader programs).
2053 */
2054 struct gl_geometry_program *_Current;
2055
2056 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2057
2058 /** Cache of fixed-function programs */
2059 struct gl_program_cache *Cache;
2060 };
2061
2062 /**
2063 * Context state for fragment programs.
2064 */
2065 struct gl_fragment_program_state
2066 {
2067 GLboolean Enabled; /**< User-set fragment program enable flag */
2068 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2069 struct gl_fragment_program *Current; /**< User-bound fragment program */
2070
2071 /** Currently enabled and valid fragment program (including internal
2072 * programs, user-defined fragment programs and GLSL fragment shaders).
2073 * This is the program we must use when rendering.
2074 */
2075 struct gl_fragment_program *_Current;
2076
2077 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2078
2079 /** Should fixed-function texturing be implemented with a fragment prog? */
2080 GLboolean _MaintainTexEnvProgram;
2081
2082 /** Program to emulate fixed-function texture env/combine (see above) */
2083 struct gl_fragment_program *_TexEnvProgram;
2084
2085 /** Cache of fixed-function programs */
2086 struct gl_program_cache *Cache;
2087 };
2088
2089
2090 /**
2091 * ATI_fragment_shader runtime state
2092 */
2093 #define ATI_FS_INPUT_PRIMARY 0
2094 #define ATI_FS_INPUT_SECONDARY 1
2095
2096 struct atifs_instruction;
2097 struct atifs_setupinst;
2098
2099 /**
2100 * ATI fragment shader
2101 */
2102 struct ati_fragment_shader
2103 {
2104 GLuint Id;
2105 GLint RefCount;
2106 struct atifs_instruction *Instructions[2];
2107 struct atifs_setupinst *SetupInst[2];
2108 GLfloat Constants[8][4];
2109 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2110 GLubyte numArithInstr[2];
2111 GLubyte regsAssigned[2];
2112 GLubyte NumPasses; /**< 1 or 2 */
2113 GLubyte cur_pass;
2114 GLubyte last_optype;
2115 GLboolean interpinp1;
2116 GLboolean isValid;
2117 GLuint swizzlerq;
2118 };
2119
2120 /**
2121 * Context state for GL_ATI_fragment_shader
2122 */
2123 struct gl_ati_fragment_shader_state
2124 {
2125 GLboolean Enabled;
2126 GLboolean _Enabled; /**< enabled and valid shader? */
2127 GLboolean Compiling;
2128 GLfloat GlobalConstants[8][4];
2129 struct ati_fragment_shader *Current;
2130 };
2131
2132
2133 /**
2134 * Occlusion/timer query object.
2135 */
2136 struct gl_query_object
2137 {
2138 GLenum Target; /**< The query target, when active */
2139 GLuint Id; /**< hash table ID/name */
2140 GLuint64EXT Result; /**< the counter */
2141 GLboolean Active; /**< inside Begin/EndQuery */
2142 GLboolean Ready; /**< result is ready? */
2143 };
2144
2145
2146 /**
2147 * Context state for query objects.
2148 */
2149 struct gl_query_state
2150 {
2151 struct _mesa_HashTable *QueryObjects;
2152 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2153 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2154
2155 /** GL_NV_conditional_render */
2156 struct gl_query_object *CondRenderQuery;
2157
2158 /** GL_EXT_transform_feedback */
2159 struct gl_query_object *PrimitivesGenerated;
2160 struct gl_query_object *PrimitivesWritten;
2161
2162 /** GL_ARB_timer_query */
2163 struct gl_query_object *TimeElapsed;
2164
2165 GLenum CondRenderMode;
2166 };
2167
2168
2169 /** Sync object state */
2170 struct gl_sync_object {
2171 struct simple_node link;
2172 GLenum Type; /**< GL_SYNC_FENCE */
2173 GLuint Name; /**< Fence name */
2174 GLint RefCount; /**< Reference count */
2175 GLboolean DeletePending; /**< Object was deleted while there were still
2176 * live references (e.g., sync not yet finished)
2177 */
2178 GLenum SyncCondition;
2179 GLbitfield Flags; /**< Flags passed to glFenceSync */
2180 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2181 };
2182
2183
2184 /** Set by #pragma directives */
2185 struct gl_sl_pragmas
2186 {
2187 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2188 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2189 GLboolean Optimize; /**< defaults on */
2190 GLboolean Debug; /**< defaults off */
2191 };
2192
2193
2194 /**
2195 * A GLSL vertex or fragment shader object.
2196 */
2197 struct gl_shader
2198 {
2199 GLenum Type; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB (first field!) */
2200 GLuint Name; /**< AKA the handle */
2201 GLint RefCount; /**< Reference count */
2202 GLboolean DeletePending;
2203 GLboolean CompileStatus;
2204 const GLchar *Source; /**< Source code string */
2205 GLuint SourceChecksum; /**< for debug/logging purposes */
2206 struct gl_program *Program; /**< Post-compile assembly code */
2207 GLchar *InfoLog;
2208 struct gl_sl_pragmas Pragmas;
2209
2210 unsigned Version; /**< GLSL version used for linking */
2211
2212 /**
2213 * \name Sampler tracking
2214 *
2215 * \note Each of these fields is only set post-linking.
2216 */
2217 /*@{*/
2218 unsigned num_samplers; /**< Number of samplers used by this shader. */
2219 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2220 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2221 /*@}*/
2222
2223 /**
2224 * Number of uniform components used by this shader.
2225 *
2226 * This field is only set post-linking.
2227 */
2228 unsigned num_uniform_components;
2229
2230 struct exec_list *ir;
2231 struct glsl_symbol_table *symbols;
2232
2233 /** Shaders containing built-in functions that are used for linking. */
2234 struct gl_shader *builtins_to_link[16];
2235 unsigned num_builtins_to_link;
2236 };
2237
2238
2239 /**
2240 * A GLSL program object.
2241 * Basically a linked collection of vertex and fragment shaders.
2242 */
2243 struct gl_shader_program
2244 {
2245 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2246 GLuint Name; /**< aka handle or ID */
2247 GLint RefCount; /**< Reference count */
2248 GLboolean DeletePending;
2249
2250 /**
2251 * Flags that the linker should not reject the program if it lacks
2252 * a vertex or fragment shader. GLES2 doesn't allow separate
2253 * shader objects, and would reject them. However, we internally
2254 * build separate shader objects for fixed function programs, which
2255 * we use for drivers/common/meta.c and for handling
2256 * _mesa_update_state with no program bound (for example in
2257 * glClear()).
2258 */
2259 GLboolean InternalSeparateShader;
2260
2261 GLuint NumShaders; /**< number of attached shaders */
2262 struct gl_shader **Shaders; /**< List of attached the shaders */
2263
2264 /**
2265 * User-defined attribute bindings
2266 *
2267 * These are set via \c glBindAttribLocation and are used to direct the
2268 * GLSL linker. These are \b not the values used in the compiled shader,
2269 * and they are \b not the values returned by \c glGetAttribLocation.
2270 */
2271 struct string_to_uint_map *AttributeBindings;
2272
2273 /**
2274 * User-defined fragment data bindings
2275 *
2276 * These are set via \c glBindFragDataLocation and are used to direct the
2277 * GLSL linker. These are \b not the values used in the compiled shader,
2278 * and they are \b not the values returned by \c glGetFragDataLocation.
2279 */
2280 struct string_to_uint_map *FragDataBindings;
2281
2282 /**
2283 * Transform feedback varyings last specified by
2284 * glTransformFeedbackVaryings().
2285 *
2286 * For the current set of transform feeedback varyings used for transform
2287 * feedback output, see LinkedTransformFeedback.
2288 */
2289 struct {
2290 GLenum BufferMode;
2291 GLuint NumVarying;
2292 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2293 } TransformFeedback;
2294
2295 /** Post-link transform feedback info. */
2296 struct gl_transform_feedback_info LinkedTransformFeedback;
2297
2298 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2299 enum gl_frag_depth_layout FragDepthLayout;
2300
2301 /** Geometry shader state - copied into gl_geometry_program at link time */
2302 struct {
2303 GLint VerticesOut;
2304 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2305 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2306 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2307 } Geom;
2308
2309 /** Vertex shader state - copied into gl_vertex_program at link time */
2310 struct {
2311 GLboolean UsesClipDistance; /**< True if gl_ClipDistance is written to. */
2312 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2313 0 if not present. */
2314 } Vert;
2315
2316 /* post-link info: */
2317 unsigned NumUserUniformStorage;
2318 struct gl_uniform_storage *UniformStorage;
2319
2320 /**
2321 * Map of active uniform names to locations
2322 *
2323 * Maps any active uniform that is not an array element to a location.
2324 * Each active uniform, including individual structure members will appear
2325 * in this map. This roughly corresponds to the set of names that would be
2326 * enumerated by \c glGetActiveUniform.
2327 */
2328 struct string_to_uint_map *UniformHash;
2329
2330 /**
2331 * Map from sampler unit to texture unit (set by glUniform1i())
2332 *
2333 * A sampler unit is associated with each sampler uniform by the linker.
2334 * The sampler unit associated with each uniform is stored in the
2335 * \c gl_uniform_storage::sampler field.
2336 */
2337 GLubyte SamplerUnits[MAX_SAMPLERS];
2338 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2339 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2340
2341 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2342 GLboolean Validated;
2343 GLboolean _Used; /**< Ever used for drawing? */
2344 GLchar *InfoLog;
2345
2346 unsigned Version; /**< GLSL version used for linking */
2347
2348 /**
2349 * Per-stage shaders resulting from the first stage of linking.
2350 *
2351 * Set of linked shaders for this program. The array is accessed using the
2352 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2353 * \c NULL.
2354 */
2355 struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES];
2356 };
2357
2358
2359 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2360 #define GLSL_LOG 0x2 /**< Write shaders to files */
2361 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2362 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2363 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2364 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2365 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2366 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2367
2368
2369 /**
2370 * Context state for GLSL vertex/fragment shaders.
2371 */
2372 struct gl_shader_state
2373 {
2374 /**
2375 * Programs used for rendering
2376 *
2377 * There is a separate program set for each shader stage. If
2378 * GL_EXT_separate_shader_objects is not supported, each of these must point
2379 * to \c NULL or to the same program.
2380 */
2381 struct gl_shader_program *CurrentVertexProgram;
2382 struct gl_shader_program *CurrentGeometryProgram;
2383 struct gl_shader_program *CurrentFragmentProgram;
2384
2385 struct gl_shader_program *_CurrentFragmentProgram;
2386
2387 /**
2388 * Program used by glUniform calls.
2389 *
2390 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2391 */
2392 struct gl_shader_program *ActiveProgram;
2393
2394 GLbitfield Flags; /**< Mask of GLSL_x flags */
2395 };
2396
2397 /**
2398 * Compiler options for a single GLSL shaders type
2399 */
2400 struct gl_shader_compiler_options
2401 {
2402 /** Driver-selectable options: */
2403 GLboolean EmitCondCodes; /**< Use condition codes? */
2404 GLboolean EmitNVTempInitialization; /**< 0-fill NV temp registers */
2405 GLboolean EmitNoLoops;
2406 GLboolean EmitNoFunctions;
2407 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2408 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2409 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2410 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2411 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2412
2413 /**
2414 * \name Forms of indirect addressing the driver cannot do.
2415 */
2416 /*@{*/
2417 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2418 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2419 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2420 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2421 /*@}*/
2422
2423 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2424 GLuint MaxUnrollIterations;
2425
2426 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2427 };
2428
2429 /**
2430 * Transform feedback object state
2431 */
2432 struct gl_transform_feedback_object
2433 {
2434 GLuint Name; /**< AKA the object ID */
2435 GLint RefCount;
2436 GLboolean Active; /**< Is transform feedback enabled? */
2437 GLboolean Paused; /**< Is transform feedback paused? */
2438 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
2439 at least once? */
2440
2441 /** The feedback buffers */
2442 GLuint BufferNames[MAX_FEEDBACK_ATTRIBS];
2443 struct gl_buffer_object *Buffers[MAX_FEEDBACK_ATTRIBS];
2444
2445 /** Start of feedback data in dest buffer */
2446 GLintptr Offset[MAX_FEEDBACK_ATTRIBS];
2447 /** Max data to put into dest buffer (in bytes) */
2448 GLsizeiptr Size[MAX_FEEDBACK_ATTRIBS];
2449 };
2450
2451
2452 /**
2453 * Context state for transform feedback.
2454 */
2455 struct gl_transform_feedback
2456 {
2457 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
2458
2459 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
2460 struct gl_buffer_object *CurrentBuffer;
2461
2462 /** The table of all transform feedback objects */
2463 struct _mesa_HashTable *Objects;
2464
2465 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
2466 struct gl_transform_feedback_object *CurrentObject;
2467
2468 /** The default xform-fb object (Name==0) */
2469 struct gl_transform_feedback_object *DefaultObject;
2470 };
2471
2472
2473
2474 /**
2475 * State which can be shared by multiple contexts:
2476 */
2477 struct gl_shared_state
2478 {
2479 _glthread_Mutex Mutex; /**< for thread safety */
2480 GLint RefCount; /**< Reference count */
2481 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2482 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2483
2484 /** Default texture objects (shared by all texture units) */
2485 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2486
2487 /** Fallback texture used when a bound texture is incomplete */
2488 struct gl_texture_object *FallbackTex;
2489
2490 /**
2491 * \name Thread safety and statechange notification for texture
2492 * objects.
2493 *
2494 * \todo Improve the granularity of locking.
2495 */
2496 /*@{*/
2497 _glthread_Mutex TexMutex; /**< texobj thread safety */
2498 GLuint TextureStateStamp; /**< state notification for shared tex */
2499 /*@}*/
2500
2501 /** Default buffer object for vertex arrays that aren't in VBOs */
2502 struct gl_buffer_object *NullBufferObj;
2503
2504 /**
2505 * \name Vertex/geometry/fragment programs
2506 */
2507 /*@{*/
2508 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2509 struct gl_vertex_program *DefaultVertexProgram;
2510 struct gl_fragment_program *DefaultFragmentProgram;
2511 struct gl_geometry_program *DefaultGeometryProgram;
2512 /*@}*/
2513
2514 /* GL_ATI_fragment_shader */
2515 struct _mesa_HashTable *ATIShaders;
2516 struct ati_fragment_shader *DefaultFragmentShader;
2517
2518 struct _mesa_HashTable *BufferObjects;
2519
2520 /** Table of both gl_shader and gl_shader_program objects */
2521 struct _mesa_HashTable *ShaderObjects;
2522
2523 /* GL_EXT_framebuffer_object */
2524 struct _mesa_HashTable *RenderBuffers;
2525 struct _mesa_HashTable *FrameBuffers;
2526
2527 /* GL_ARB_sync */
2528 struct simple_node SyncObjects;
2529
2530 /** GL_ARB_sampler_objects */
2531 struct _mesa_HashTable *SamplerObjects;
2532
2533 void *DriverData; /**< Device driver shared state */
2534 };
2535
2536
2537
2538 /**
2539 * Renderbuffers represent drawing surfaces such as color, depth and/or
2540 * stencil. A framebuffer object has a set of renderbuffers.
2541 * Drivers will typically derive subclasses of this type.
2542 */
2543 struct gl_renderbuffer
2544 {
2545 _glthread_Mutex Mutex; /**< for thread safety */
2546 GLuint ClassID; /**< Useful for drivers */
2547 GLuint Name;
2548 GLint RefCount;
2549 GLuint Width, Height;
2550 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2551 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
2552 GLubyte NumSamples;
2553 GLenum InternalFormat; /**< The user-specified format */
2554 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2555 GL_STENCIL_INDEX. */
2556 gl_format Format; /**< The actual renderbuffer memory format */
2557
2558 /** Delete this renderbuffer */
2559 void (*Delete)(struct gl_renderbuffer *rb);
2560
2561 /** Allocate new storage for this renderbuffer */
2562 GLboolean (*AllocStorage)(struct gl_context *ctx,
2563 struct gl_renderbuffer *rb,
2564 GLenum internalFormat,
2565 GLuint width, GLuint height);
2566 };
2567
2568
2569 /**
2570 * A renderbuffer attachment points to either a texture object (and specifies
2571 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2572 */
2573 struct gl_renderbuffer_attachment
2574 {
2575 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2576 GLboolean Complete;
2577
2578 /**
2579 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2580 * application supplied renderbuffer object.
2581 */
2582 struct gl_renderbuffer *Renderbuffer;
2583
2584 /**
2585 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2586 * supplied texture object.
2587 */
2588 struct gl_texture_object *Texture;
2589 GLuint TextureLevel; /**< Attached mipmap level. */
2590 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2591 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2592 * and 2D array textures */
2593 };
2594
2595
2596 /**
2597 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2598 * In C++ terms, think of this as a base class from which device drivers
2599 * will make derived classes.
2600 */
2601 struct gl_framebuffer
2602 {
2603 _glthread_Mutex Mutex; /**< for thread safety */
2604 /**
2605 * If zero, this is a window system framebuffer. If non-zero, this
2606 * is a FBO framebuffer; note that for some devices (i.e. those with
2607 * a natural pixel coordinate system for FBOs that differs from the
2608 * OpenGL/Mesa coordinate system), this means that the viewport,
2609 * polygon face orientation, and polygon stipple will have to be inverted.
2610 */
2611 GLuint Name;
2612
2613 GLint RefCount;
2614 GLboolean DeletePending;
2615
2616 /**
2617 * The framebuffer's visual. Immutable if this is a window system buffer.
2618 * Computed from attachments if user-made FBO.
2619 */
2620 struct gl_config Visual;
2621
2622 GLboolean Initialized;
2623
2624 GLuint Width, Height; /**< size of frame buffer in pixels */
2625
2626 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2627 /*@{*/
2628 GLint _Xmin, _Xmax; /**< inclusive */
2629 GLint _Ymin, _Ymax; /**< exclusive */
2630 /*@}*/
2631
2632 /** \name Derived Z buffer stuff */
2633 /*@{*/
2634 GLuint _DepthMax; /**< Max depth buffer value */
2635 GLfloat _DepthMaxF; /**< Float max depth buffer value */
2636 GLfloat _MRD; /**< minimum resolvable difference in Z values */
2637 /*@}*/
2638
2639 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2640 GLenum _Status;
2641
2642 /** Integer color values */
2643 GLboolean _IntegerColor;
2644
2645 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2646 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2647
2648 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2649 * attribute group and GL_PIXEL attribute group, respectively.
2650 */
2651 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
2652 GLenum ColorReadBuffer;
2653
2654 /** Computed from ColorDraw/ReadBuffer above */
2655 GLuint _NumColorDrawBuffers;
2656 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
2657 GLint _ColorReadBufferIndex; /* -1 = None */
2658 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
2659 struct gl_renderbuffer *_ColorReadBuffer;
2660
2661 /** Delete this framebuffer */
2662 void (*Delete)(struct gl_framebuffer *fb);
2663 };
2664
2665
2666 /**
2667 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
2668 */
2669 struct gl_precision
2670 {
2671 GLushort RangeMin; /**< min value exponent */
2672 GLushort RangeMax; /**< max value exponent */
2673 GLushort Precision; /**< number of mantissa bits */
2674 };
2675
2676
2677 /**
2678 * Limits for vertex, geometry and fragment programs/shaders.
2679 */
2680 struct gl_program_constants
2681 {
2682 /* logical limits */
2683 GLuint MaxInstructions;
2684 GLuint MaxAluInstructions;
2685 GLuint MaxTexInstructions;
2686 GLuint MaxTexIndirections;
2687 GLuint MaxAttribs;
2688 GLuint MaxTemps;
2689 GLuint MaxAddressRegs;
2690 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
2691 GLuint MaxParameters;
2692 GLuint MaxLocalParams;
2693 GLuint MaxEnvParams;
2694 /* native/hardware limits */
2695 GLuint MaxNativeInstructions;
2696 GLuint MaxNativeAluInstructions;
2697 GLuint MaxNativeTexInstructions;
2698 GLuint MaxNativeTexIndirections;
2699 GLuint MaxNativeAttribs;
2700 GLuint MaxNativeTemps;
2701 GLuint MaxNativeAddressRegs;
2702 GLuint MaxNativeParameters;
2703 /* For shaders */
2704 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
2705 /* ES 2.0 and GL_ARB_ES2_compatibility */
2706 struct gl_precision LowFloat, MediumFloat, HighFloat;
2707 struct gl_precision LowInt, MediumInt, HighInt;
2708 };
2709
2710
2711 /**
2712 * Constants which may be overridden by device driver during context creation
2713 * but are never changed after that.
2714 */
2715 struct gl_constants
2716 {
2717 GLint MaxTextureMbytes; /**< Max memory per image, in MB */
2718 GLint MaxTextureLevels; /**< Max mipmap levels. */
2719 GLint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
2720 GLint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
2721 GLint MaxArrayTextureLayers; /**< Max layers in array textures */
2722 GLint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
2723 GLuint MaxTextureCoordUnits;
2724 GLuint MaxTextureImageUnits;
2725 GLuint MaxVertexTextureImageUnits;
2726 GLuint MaxCombinedTextureImageUnits;
2727 GLuint MaxGeometryTextureImageUnits;
2728 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, ImageUnits) */
2729 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
2730 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
2731 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
2732
2733 GLuint MaxArrayLockSize;
2734
2735 GLint SubPixelBits;
2736
2737 GLfloat MinPointSize, MaxPointSize; /**< aliased */
2738 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
2739 GLfloat PointSizeGranularity;
2740 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
2741 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
2742 GLfloat LineWidthGranularity;
2743
2744 GLuint MaxColorTableSize;
2745
2746 GLuint MaxClipPlanes;
2747 GLuint MaxLights;
2748 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
2749 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
2750
2751 GLuint MaxViewportWidth, MaxViewportHeight;
2752
2753 struct gl_program_constants VertexProgram; /**< GL_ARB_vertex_program */
2754 struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
2755 struct gl_program_constants GeometryProgram; /**< GL_ARB_geometry_shader4 */
2756 GLuint MaxProgramMatrices;
2757 GLuint MaxProgramMatrixStackDepth;
2758
2759 /** vertex array / buffer object bounds checking */
2760 GLboolean CheckArrayBounds;
2761
2762 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
2763
2764 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
2765 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
2766 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
2767
2768 /** Number of varying vectors between vertex and fragment shaders */
2769 GLuint MaxVarying;
2770 GLuint MaxVertexVaryingComponents; /**< Between vert and geom shader */
2771 GLuint MaxGeometryVaryingComponents; /**< Between geom and frag shader */
2772
2773 /** GL_ARB_geometry_shader4 */
2774 GLuint MaxGeometryOutputVertices;
2775 GLuint MaxGeometryTotalOutputComponents;
2776
2777 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
2778
2779 /**
2780 * Changes default GLSL extension behavior from "error" to "warn". It's out
2781 * of spec, but it can make some apps work that otherwise wouldn't.
2782 */
2783 GLboolean ForceGLSLExtensionsWarn;
2784
2785 /**
2786 * Does the driver support real 32-bit integers? (Otherwise, integers are
2787 * simulated via floats.)
2788 */
2789 GLboolean NativeIntegers;
2790
2791 /**
2792 * If the driver supports real 32-bit integers, what integer value should be
2793 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
2794 */
2795 GLuint UniformBooleanTrue;
2796
2797 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
2798 GLbitfield SupportedBumpUnits;
2799
2800 /**
2801 * Maximum amount of time, measured in nanseconds, that the server can wait.
2802 */
2803 GLuint64 MaxServerWaitTimeout;
2804
2805 /** GL_EXT_provoking_vertex */
2806 GLboolean QuadsFollowProvokingVertexConvention;
2807
2808 /** OpenGL version 3.0 */
2809 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
2810
2811 /** OpenGL version 3.2 */
2812 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
2813
2814 /** GL_EXT_transform_feedback */
2815 GLuint MaxTransformFeedbackSeparateAttribs;
2816 GLuint MaxTransformFeedbackSeparateComponents;
2817 GLuint MaxTransformFeedbackInterleavedComponents;
2818
2819 /** GL_EXT_gpu_shader4 */
2820 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
2821
2822 /* GL_ARB_robustness */
2823 GLenum ResetStrategy;
2824
2825 /**
2826 * Whether the implementation strips out and ignores texture borders.
2827 *
2828 * Many GPU hardware implementations don't support rendering with texture
2829 * borders and mipmapped textures. (Note: not static border color, but the
2830 * old 1-pixel border around each edge). Implementations then have to do
2831 * slow fallbacks to be correct, or just ignore the border and be fast but
2832 * wrong. Setting the flag stripts the border off of TexImage calls,
2833 * providing "fast but wrong" at significantly reduced driver complexity.
2834 *
2835 * Texture borders are deprecated in GL 3.0.
2836 **/
2837 GLboolean StripTextureBorder;
2838
2839 /**
2840 * For drivers which can do a better job at eliminating unused varyings
2841 * and uniforms than the GLSL compiler.
2842 *
2843 * XXX Remove these as soon as a better solution is available.
2844 */
2845 GLboolean GLSLSkipStrictMaxVaryingLimitCheck;
2846 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
2847 };
2848
2849
2850 /**
2851 * Enable flag for each OpenGL extension. Different device drivers will
2852 * enable different extensions at runtime.
2853 */
2854 struct gl_extensions
2855 {
2856 GLboolean dummy; /* don't remove this! */
2857 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
2858 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
2859 GLboolean ARB_ES2_compatibility;
2860 GLboolean ARB_blend_func_extended;
2861 GLboolean ARB_color_buffer_float;
2862 GLboolean ARB_conservative_depth;
2863 GLboolean ARB_copy_buffer;
2864 GLboolean ARB_depth_buffer_float;
2865 GLboolean ARB_depth_clamp;
2866 GLboolean ARB_depth_texture;
2867 GLboolean ARB_draw_buffers_blend;
2868 GLboolean ARB_draw_elements_base_vertex;
2869 GLboolean ARB_draw_instanced;
2870 GLboolean ARB_fragment_coord_conventions;
2871 GLboolean ARB_fragment_program;
2872 GLboolean ARB_fragment_program_shadow;
2873 GLboolean ARB_fragment_shader;
2874 GLboolean ARB_framebuffer_object;
2875 GLboolean ARB_explicit_attrib_location;
2876 GLboolean ARB_geometry_shader4;
2877 GLboolean ARB_half_float_pixel;
2878 GLboolean ARB_half_float_vertex;
2879 GLboolean ARB_instanced_arrays;
2880 GLboolean ARB_map_buffer_range;
2881 GLboolean ARB_occlusion_query;
2882 GLboolean ARB_occlusion_query2;
2883 GLboolean ARB_point_sprite;
2884 GLboolean ARB_sampler_objects;
2885 GLboolean ARB_seamless_cube_map;
2886 GLboolean ARB_shader_objects;
2887 GLboolean ARB_shader_stencil_export;
2888 GLboolean ARB_shader_texture_lod;
2889 GLboolean ARB_shading_language_100;
2890 GLboolean ARB_shadow;
2891 GLboolean ARB_shadow_ambient;
2892 GLboolean ARB_sync;
2893 GLboolean ARB_texture_border_clamp;
2894 GLboolean ARB_texture_buffer_object;
2895 GLboolean ARB_texture_compression_rgtc;
2896 GLboolean ARB_texture_cube_map;
2897 GLboolean ARB_texture_env_combine;
2898 GLboolean ARB_texture_env_crossbar;
2899 GLboolean ARB_texture_env_dot3;
2900 GLboolean ARB_texture_float;
2901 GLboolean ARB_texture_multisample;
2902 GLboolean ARB_texture_non_power_of_two;
2903 GLboolean ARB_texture_rg;
2904 GLboolean ARB_texture_rgb10_a2ui;
2905 GLboolean ARB_texture_storage;
2906 GLboolean ARB_timer_query;
2907 GLboolean ARB_transform_feedback2;
2908 GLboolean ARB_transpose_matrix;
2909 GLboolean ARB_uniform_buffer_object;
2910 GLboolean ARB_vertex_array_object;
2911 GLboolean ARB_vertex_program;
2912 GLboolean ARB_vertex_shader;
2913 GLboolean ARB_vertex_type_2_10_10_10_rev;
2914 GLboolean ARB_window_pos;
2915 GLboolean EXT_blend_color;
2916 GLboolean EXT_blend_equation_separate;
2917 GLboolean EXT_blend_func_separate;
2918 GLboolean EXT_blend_minmax;
2919 GLboolean EXT_clip_volume_hint;
2920 GLboolean EXT_compiled_vertex_array;
2921 GLboolean EXT_depth_bounds_test;
2922 GLboolean EXT_draw_buffers2;
2923 GLboolean EXT_draw_range_elements;
2924 GLboolean EXT_fog_coord;
2925 GLboolean EXT_framebuffer_blit;
2926 GLboolean EXT_framebuffer_multisample;
2927 GLboolean EXT_framebuffer_object;
2928 GLboolean EXT_framebuffer_sRGB;
2929 GLboolean EXT_gpu_program_parameters;
2930 GLboolean EXT_gpu_shader4;
2931 GLboolean EXT_packed_depth_stencil;
2932 GLboolean EXT_packed_float;
2933 GLboolean EXT_packed_pixels;
2934 GLboolean EXT_pixel_buffer_object;
2935 GLboolean EXT_point_parameters;
2936 GLboolean EXT_provoking_vertex;
2937 GLboolean EXT_rescale_normal;
2938 GLboolean EXT_shadow_funcs;
2939 GLboolean EXT_secondary_color;
2940 GLboolean EXT_separate_shader_objects;
2941 GLboolean EXT_separate_specular_color;
2942 GLboolean EXT_stencil_two_side;
2943 GLboolean EXT_texture3D;
2944 GLboolean EXT_texture_array;
2945 GLboolean EXT_texture_compression_latc;
2946 GLboolean EXT_texture_compression_s3tc;
2947 GLboolean EXT_texture_env_dot3;
2948 GLboolean EXT_texture_filter_anisotropic;
2949 GLboolean EXT_texture_integer;
2950 GLboolean EXT_texture_mirror_clamp;
2951 GLboolean EXT_texture_shared_exponent;
2952 GLboolean EXT_texture_snorm;
2953 GLboolean EXT_texture_sRGB;
2954 GLboolean EXT_texture_sRGB_decode;
2955 GLboolean EXT_texture_swizzle;
2956 GLboolean EXT_transform_feedback;
2957 GLboolean EXT_timer_query;
2958 GLboolean EXT_vertex_array_bgra;
2959 GLboolean OES_standard_derivatives;
2960 /* vendor extensions */
2961 GLboolean AMD_seamless_cubemap_per_texture;
2962 GLboolean APPLE_packed_pixels;
2963 GLboolean APPLE_vertex_array_object;
2964 GLboolean APPLE_object_purgeable;
2965 GLboolean ATI_envmap_bumpmap;
2966 GLboolean ATI_texture_compression_3dc;
2967 GLboolean ATI_texture_mirror_once;
2968 GLboolean ATI_texture_env_combine3;
2969 GLboolean ATI_fragment_shader;
2970 GLboolean ATI_separate_stencil;
2971 GLboolean IBM_rasterpos_clip;
2972 GLboolean IBM_multimode_draw_arrays;
2973 GLboolean MESA_pack_invert;
2974 GLboolean MESA_resize_buffers;
2975 GLboolean MESA_ycbcr_texture;
2976 GLboolean MESA_texture_array;
2977 GLboolean NV_blend_square;
2978 GLboolean NV_conditional_render;
2979 GLboolean NV_fog_distance;
2980 GLboolean NV_fragment_program;
2981 GLboolean NV_fragment_program_option;
2982 GLboolean NV_light_max_exponent;
2983 GLboolean NV_point_sprite;
2984 GLboolean NV_primitive_restart;
2985 GLboolean NV_texture_barrier;
2986 GLboolean NV_texgen_reflection;
2987 GLboolean NV_texture_env_combine4;
2988 GLboolean NV_texture_rectangle;
2989 GLboolean NV_vertex_program;
2990 GLboolean NV_vertex_program1_1;
2991 GLboolean SGIS_texture_lod;
2992 GLboolean TDFX_texture_compression_FXT1;
2993 GLboolean S3_s3tc;
2994 GLboolean OES_EGL_image;
2995 GLboolean OES_draw_texture;
2996 GLboolean OES_EGL_image_external;
2997 GLboolean OES_compressed_ETC1_RGB8_texture;
2998 GLboolean extension_sentinel;
2999 /** The extension string */
3000 const GLubyte *String;
3001 /** Number of supported extensions */
3002 GLuint Count;
3003 };
3004
3005
3006 /**
3007 * A stack of matrices (projection, modelview, color, texture, etc).
3008 */
3009 struct gl_matrix_stack
3010 {
3011 GLmatrix *Top; /**< points into Stack */
3012 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3013 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3014 GLuint MaxDepth; /**< size of Stack[] array */
3015 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3016 };
3017
3018
3019 /**
3020 * \name Bits for image transfer operations
3021 * \sa __struct gl_contextRec::ImageTransferState.
3022 */
3023 /*@{*/
3024 #define IMAGE_SCALE_BIAS_BIT 0x1
3025 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3026 #define IMAGE_MAP_COLOR_BIT 0x4
3027 #define IMAGE_CLAMP_BIT 0x800
3028
3029
3030 /** Pixel Transfer ops */
3031 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3032 IMAGE_SHIFT_OFFSET_BIT | \
3033 IMAGE_MAP_COLOR_BIT)
3034
3035 /**
3036 * \name Bits to indicate what state has changed.
3037 */
3038 /*@{*/
3039 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3040 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3041 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3042 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3043 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3044 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3045 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3046 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3047 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3048 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3049 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3050 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3051 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3052 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3053 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3054 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3055 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3056 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3057 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3058 #define _NEW_PACKUNPACK (1 << 19) /**< gl_context::Pack, Unpack */
3059 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3060 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3061 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3062 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3063 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3064 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3065 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3066 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3067 #define _NEW_BUFFER_OBJECT (1 << 28)
3068 #define _NEW_FRAG_CLAMP (1 << 29)
3069 #define _NEW_TRANSFORM_FEEDBACK (1 << 30) /**< gl_context::TransformFeedback */
3070 #define _NEW_ALL ~0
3071
3072 /**
3073 * We use _NEW_TRANSFORM for GL_RASTERIZER_DISCARD. This #define is for
3074 * clarity.
3075 */
3076 #define _NEW_RASTERIZER_DISCARD _NEW_TRANSFORM
3077 /*@}*/
3078
3079
3080 /**
3081 * \name A bunch of flags that we think might be useful to drivers.
3082 *
3083 * Set in the __struct gl_contextRec::_TriangleCaps bitfield.
3084 */
3085 /*@{*/
3086 #define DD_FLATSHADE 0x1
3087 #define DD_SEPARATE_SPECULAR 0x2
3088 #define DD_TRI_CULL_FRONT_BACK 0x4 /* special case on some hw */
3089 #define DD_TRI_LIGHT_TWOSIDE 0x8
3090 #define DD_TRI_UNFILLED 0x10
3091 #define DD_TRI_SMOOTH 0x20
3092 #define DD_TRI_STIPPLE 0x40
3093 #define DD_TRI_OFFSET 0x80
3094 #define DD_LINE_SMOOTH 0x100
3095 #define DD_LINE_STIPPLE 0x200
3096 #define DD_POINT_SMOOTH 0x400
3097 #define DD_POINT_ATTEN 0x800
3098 #define DD_TRI_TWOSTENCIL 0x1000
3099 /*@}*/
3100
3101
3102 /**
3103 * \name Define the state changes under which each of these bits might change
3104 */
3105 /*@{*/
3106 #define _DD_NEW_FLATSHADE _NEW_LIGHT
3107 #define _DD_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | _NEW_FOG | _NEW_PROGRAM)
3108 #define _DD_NEW_TRI_CULL_FRONT_BACK _NEW_POLYGON
3109 #define _DD_NEW_TRI_LIGHT_TWOSIDE _NEW_LIGHT
3110 #define _DD_NEW_TRI_UNFILLED _NEW_POLYGON
3111 #define _DD_NEW_TRI_SMOOTH _NEW_POLYGON
3112 #define _DD_NEW_TRI_STIPPLE _NEW_POLYGON
3113 #define _DD_NEW_TRI_OFFSET _NEW_POLYGON
3114 #define _DD_NEW_LINE_SMOOTH _NEW_LINE
3115 #define _DD_NEW_LINE_STIPPLE _NEW_LINE
3116 #define _DD_NEW_LINE_WIDTH _NEW_LINE
3117 #define _DD_NEW_POINT_SMOOTH _NEW_POINT
3118 #define _DD_NEW_POINT_SIZE _NEW_POINT
3119 #define _DD_NEW_POINT_ATTEN _NEW_POINT
3120 /*@}*/
3121
3122
3123 /**
3124 * Composite state flags
3125 */
3126 /*@{*/
3127 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3128 _NEW_TEXTURE | \
3129 _NEW_POINT | \
3130 _NEW_PROGRAM | \
3131 _NEW_MODELVIEW)
3132 /*@}*/
3133
3134
3135
3136
3137 /* This has to be included here. */
3138 #include "dd.h"
3139
3140
3141 /**
3142 * Display list flags.
3143 * Strictly this is a tnl-private concept, but it doesn't seem
3144 * worthwhile adding a tnl private structure just to hold this one bit
3145 * of information:
3146 */
3147 #define DLIST_DANGLING_REFS 0x1
3148
3149
3150 /** Opaque declaration of display list payload data type */
3151 union gl_dlist_node;
3152
3153
3154 /**
3155 * Provide a location where information about a display list can be
3156 * collected. Could be extended with driverPrivate structures,
3157 * etc. in the future.
3158 */
3159 struct gl_display_list
3160 {
3161 GLuint Name;
3162 GLbitfield Flags; /**< DLIST_x flags */
3163 /** The dlist commands are in a linked list of nodes */
3164 union gl_dlist_node *Head;
3165 };
3166
3167
3168 /**
3169 * State used during display list compilation and execution.
3170 */
3171 struct gl_dlist_state
3172 {
3173 GLuint CallDepth; /**< Current recursion calling depth */
3174
3175 struct gl_display_list *CurrentList; /**< List currently being compiled */
3176 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3177 GLuint CurrentPos; /**< Index into current block of nodes */
3178
3179 GLvertexformat ListVtxfmt;
3180
3181 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3182 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3183
3184 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3185 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3186
3187 GLubyte ActiveIndex;
3188 GLfloat CurrentIndex;
3189
3190 GLubyte ActiveEdgeFlag;
3191 GLboolean CurrentEdgeFlag;
3192
3193 struct {
3194 /* State known to have been set by the currently-compiling display
3195 * list. Used to eliminate some redundant state changes.
3196 */
3197 GLenum ShadeModel;
3198 } Current;
3199 };
3200
3201
3202 /**
3203 * Enum for the OpenGL APIs we know about and may support.
3204 */
3205 typedef enum
3206 {
3207 API_OPENGL,
3208 API_OPENGLES,
3209 API_OPENGLES2
3210 } gl_api;
3211
3212
3213 /**
3214 * Mesa rendering context.
3215 *
3216 * This is the central context data structure for Mesa. Almost all
3217 * OpenGL state is contained in this structure.
3218 * Think of this as a base class from which device drivers will derive
3219 * sub classes.
3220 *
3221 * The struct gl_context typedef names this structure.
3222 */
3223 struct gl_context
3224 {
3225 /** State possibly shared with other contexts in the address space */
3226 struct gl_shared_state *Shared;
3227
3228 /** \name API function pointer tables */
3229 /*@{*/
3230 gl_api API;
3231 struct _glapi_table *Save; /**< Display list save functions */
3232 struct _glapi_table *Exec; /**< Execute functions */
3233 struct _glapi_table *CurrentDispatch; /**< == Save or Exec !! */
3234 /*@}*/
3235
3236 struct gl_config Visual;
3237 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
3238 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
3239 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
3240 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
3241
3242 /**
3243 * Device driver function pointer table
3244 */
3245 struct dd_function_table Driver;
3246
3247 void *DriverCtx; /**< Points to device driver context/state */
3248
3249 /** Core/Driver constants */
3250 struct gl_constants Const;
3251
3252 /** \name The various 4x4 matrix stacks */
3253 /*@{*/
3254 struct gl_matrix_stack ModelviewMatrixStack;
3255 struct gl_matrix_stack ProjectionMatrixStack;
3256 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3257 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3258 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3259 /*@}*/
3260
3261 /** Combined modelview and projection matrix */
3262 GLmatrix _ModelProjectMatrix;
3263
3264 /** \name Display lists */
3265 struct gl_dlist_state ListState;
3266
3267 GLboolean ExecuteFlag; /**< Execute GL commands? */
3268 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3269
3270 /** Extension information */
3271 struct gl_extensions Extensions;
3272
3273 /** Version info */
3274 GLuint VersionMajor, VersionMinor;
3275 char *VersionString;
3276
3277 /** \name State attribute stack (for glPush/PopAttrib) */
3278 /*@{*/
3279 GLuint AttribStackDepth;
3280 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3281 /*@}*/
3282
3283 /** \name Renderer attribute groups
3284 *
3285 * We define a struct for each attribute group to make pushing and popping
3286 * attributes easy. Also it's a good organization.
3287 */
3288 /*@{*/
3289 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
3290 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
3291 struct gl_current_attrib Current; /**< Current attributes */
3292 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
3293 struct gl_eval_attrib Eval; /**< Eval attributes */
3294 struct gl_fog_attrib Fog; /**< Fog attributes */
3295 struct gl_hint_attrib Hint; /**< Hint attributes */
3296 struct gl_light_attrib Light; /**< Light attributes */
3297 struct gl_line_attrib Line; /**< Line attributes */
3298 struct gl_list_attrib List; /**< List attributes */
3299 struct gl_multisample_attrib Multisample;
3300 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
3301 struct gl_point_attrib Point; /**< Point attributes */
3302 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
3303 GLuint PolygonStipple[32]; /**< Polygon stipple */
3304 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
3305 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
3306 struct gl_texture_attrib Texture; /**< Texture attributes */
3307 struct gl_transform_attrib Transform; /**< Transformation attributes */
3308 struct gl_viewport_attrib Viewport; /**< Viewport attributes */
3309 /*@}*/
3310
3311 /** \name Client attribute stack */
3312 /*@{*/
3313 GLuint ClientAttribStackDepth;
3314 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3315 /*@}*/
3316
3317 /** \name Client attribute groups */
3318 /*@{*/
3319 struct gl_array_attrib Array; /**< Vertex arrays */
3320 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
3321 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
3322 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
3323 /*@}*/
3324
3325 /** \name Other assorted state (not pushed/popped on attribute stack) */
3326 /*@{*/
3327 struct gl_pixelmaps PixelMaps;
3328
3329 struct gl_evaluators EvalMap; /**< All evaluators */
3330 struct gl_feedback Feedback; /**< Feedback */
3331 struct gl_selection Select; /**< Selection */
3332
3333 struct gl_program_state Program; /**< general program state */
3334 struct gl_vertex_program_state VertexProgram;
3335 struct gl_fragment_program_state FragmentProgram;
3336 struct gl_geometry_program_state GeometryProgram;
3337 struct gl_ati_fragment_shader_state ATIFragmentShader;
3338
3339 struct gl_shader_state Shader; /**< GLSL shader object state */
3340 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
3341
3342 struct gl_query_state Query; /**< occlusion, timer queries */
3343
3344 struct gl_transform_feedback TransformFeedback;
3345
3346 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3347 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3348 /*@}*/
3349
3350 struct gl_meta_state *Meta; /**< for "meta" operations */
3351
3352 /* GL_EXT_framebuffer_object */
3353 struct gl_renderbuffer *CurrentRenderbuffer;
3354
3355 GLenum ErrorValue; /**< Last error code */
3356
3357 /* GL_ARB_robustness */
3358 GLenum ResetStatus;
3359
3360 /**
3361 * Recognize and silence repeated error debug messages in buggy apps.
3362 */
3363 const char *ErrorDebugFmtString;
3364 GLuint ErrorDebugCount;
3365
3366 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3367 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
3368
3369 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
3370
3371 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
3372
3373 /** \name Derived state */
3374 /*@{*/
3375 /** Bitwise-or of DD_* flags. Note that this bitfield may be used before
3376 * state validation so they need to always be current.
3377 */
3378 GLbitfield _TriangleCaps;
3379 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
3380 GLfloat _EyeZDir[3];
3381 GLfloat _ModelViewInvScale;
3382 GLboolean _NeedEyeCoords;
3383 GLboolean _ForceEyeCoords;
3384
3385 GLuint TextureStateTimestamp; /**< detect changes to shared state */
3386
3387 struct gl_shine_tab *_ShineTable[2]; /**< Active shine tables */
3388 struct gl_shine_tab *_ShineTabList; /**< MRU list of inactive shine tables */
3389 /**@}*/
3390
3391 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3392
3393 /** \name For debugging/development only */
3394 /*@{*/
3395 GLboolean FirstTimeCurrent;
3396 /*@}*/
3397
3398 /** software compression/decompression supported or not */
3399 GLboolean Mesa_DXTn;
3400
3401 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
3402
3403 /**
3404 * Use dp4 (rather than mul/mad) instructions for position
3405 * transformation?
3406 */
3407 GLboolean mvp_with_dp4;
3408
3409 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
3410
3411 /**
3412 * \name Hooks for module contexts.
3413 *
3414 * These will eventually live in the driver or elsewhere.
3415 */
3416 /*@{*/
3417 void *swrast_context;
3418 void *swsetup_context;
3419 void *swtnl_context;
3420 void *swtnl_im;
3421 struct st_context *st;
3422 void *aelt_context;
3423 /*@}*/
3424 };
3425
3426
3427 #ifdef DEBUG
3428 extern int MESA_VERBOSE;
3429 extern int MESA_DEBUG_FLAGS;
3430 # define MESA_FUNCTION __FUNCTION__
3431 #else
3432 # define MESA_VERBOSE 0
3433 # define MESA_DEBUG_FLAGS 0
3434 # define MESA_FUNCTION "a function"
3435 # ifndef NDEBUG
3436 # define NDEBUG
3437 # endif
3438 #endif
3439
3440
3441 /** The MESA_VERBOSE var is a bitmask of these flags */
3442 enum _verbose
3443 {
3444 VERBOSE_VARRAY = 0x0001,
3445 VERBOSE_TEXTURE = 0x0002,
3446 VERBOSE_MATERIAL = 0x0004,
3447 VERBOSE_PIPELINE = 0x0008,
3448 VERBOSE_DRIVER = 0x0010,
3449 VERBOSE_STATE = 0x0020,
3450 VERBOSE_API = 0x0040,
3451 VERBOSE_DISPLAY_LIST = 0x0100,
3452 VERBOSE_LIGHTING = 0x0200,
3453 VERBOSE_PRIMS = 0x0400,
3454 VERBOSE_VERTS = 0x0800,
3455 VERBOSE_DISASSEM = 0x1000,
3456 VERBOSE_DRAW = 0x2000,
3457 VERBOSE_SWAPBUFFERS = 0x4000
3458 };
3459
3460
3461 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3462 enum _debug
3463 {
3464 DEBUG_ALWAYS_FLUSH = 0x1
3465 };
3466
3467
3468
3469 #ifdef __cplusplus
3470 }
3471 #endif
3472
3473 #endif /* MTYPES_H */