mesa: implement glBufferStorage, immutable buffers; add extension enable flag
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39
40 #include "main/glheader.h"
41 #include "main/config.h"
42 #include "glapi/glapi.h"
43 #include "math/m_matrix.h" /* GLmatrix */
44 #include "main/simple_list.h" /* struct simple_node */
45 #include "main/formats.h" /* MESA_FORMAT_COUNT */
46
47
48 #ifdef __cplusplus
49 extern "C" {
50 #endif
51
52
53 /**
54 * \name 64-bit extension of GLbitfield.
55 */
56 /*@{*/
57 typedef GLuint64 GLbitfield64;
58
59 /** Set a single bit */
60 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
61 /** Set all bits up to excluding bit b */
62 #define BITFIELD64_MASK(b) \
63 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
64 /** Set count bits starting from bit b */
65 #define BITFIELD64_RANGE(b, count) \
66 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
67
68
69 /**
70 * \name Some forward type declarations
71 */
72 /*@{*/
73 struct _mesa_HashTable;
74 struct gl_attrib_node;
75 struct gl_list_extensions;
76 struct gl_meta_state;
77 struct gl_program_cache;
78 struct gl_texture_object;
79 struct gl_context;
80 struct st_context;
81 struct gl_uniform_storage;
82 struct prog_instruction;
83 struct gl_program_parameter_list;
84 struct set;
85 struct set_entry;
86 struct vbo_context;
87 /*@}*/
88
89
90 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
91 #define PRIM_MAX GL_TRIANGLE_STRIP_ADJACENCY
92 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
93 #define PRIM_UNKNOWN (PRIM_MAX + 2)
94
95
96
97 /**
98 * Indexes for vertex program attributes.
99 * GL_NV_vertex_program aliases generic attributes over the conventional
100 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
101 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
102 * generic attributes are distinct/separate).
103 */
104 typedef enum
105 {
106 VERT_ATTRIB_POS = 0,
107 VERT_ATTRIB_WEIGHT = 1,
108 VERT_ATTRIB_NORMAL = 2,
109 VERT_ATTRIB_COLOR0 = 3,
110 VERT_ATTRIB_COLOR1 = 4,
111 VERT_ATTRIB_FOG = 5,
112 VERT_ATTRIB_COLOR_INDEX = 6,
113 VERT_ATTRIB_EDGEFLAG = 7,
114 VERT_ATTRIB_TEX0 = 8,
115 VERT_ATTRIB_TEX1 = 9,
116 VERT_ATTRIB_TEX2 = 10,
117 VERT_ATTRIB_TEX3 = 11,
118 VERT_ATTRIB_TEX4 = 12,
119 VERT_ATTRIB_TEX5 = 13,
120 VERT_ATTRIB_TEX6 = 14,
121 VERT_ATTRIB_TEX7 = 15,
122 VERT_ATTRIB_POINT_SIZE = 16,
123 VERT_ATTRIB_GENERIC0 = 17,
124 VERT_ATTRIB_GENERIC1 = 18,
125 VERT_ATTRIB_GENERIC2 = 19,
126 VERT_ATTRIB_GENERIC3 = 20,
127 VERT_ATTRIB_GENERIC4 = 21,
128 VERT_ATTRIB_GENERIC5 = 22,
129 VERT_ATTRIB_GENERIC6 = 23,
130 VERT_ATTRIB_GENERIC7 = 24,
131 VERT_ATTRIB_GENERIC8 = 25,
132 VERT_ATTRIB_GENERIC9 = 26,
133 VERT_ATTRIB_GENERIC10 = 27,
134 VERT_ATTRIB_GENERIC11 = 28,
135 VERT_ATTRIB_GENERIC12 = 29,
136 VERT_ATTRIB_GENERIC13 = 30,
137 VERT_ATTRIB_GENERIC14 = 31,
138 VERT_ATTRIB_GENERIC15 = 32,
139 VERT_ATTRIB_MAX = 33
140 } gl_vert_attrib;
141
142 /**
143 * Symbolic constats to help iterating over
144 * specific blocks of vertex attributes.
145 *
146 * VERT_ATTRIB_FF
147 * includes all fixed function attributes as well as
148 * the aliased GL_NV_vertex_program shader attributes.
149 * VERT_ATTRIB_TEX
150 * include the classic texture coordinate attributes.
151 * Is a subset of VERT_ATTRIB_FF.
152 * VERT_ATTRIB_GENERIC
153 * include the OpenGL 2.0+ GLSL generic shader attributes.
154 * These alias the generic GL_ARB_vertex_shader attributes.
155 */
156 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
157 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
158
159 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
160 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
161
162 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
163 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
164
165 /**
166 * Bitflags for vertex attributes.
167 * These are used in bitfields in many places.
168 */
169 /*@{*/
170 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
171 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
172 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
173 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
174 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
175 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
176 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
177 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
178 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
179 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
180 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
181 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
182 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
183 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
184 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
185 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
186 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
187 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
188
189 #define VERT_BIT(i) BITFIELD64_BIT(i)
190 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
191
192 #define VERT_BIT_FF(i) VERT_BIT(i)
193 #define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
194 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
195 #define VERT_BIT_TEX_ALL \
196 BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
197
198 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
199 #define VERT_BIT_GENERIC_ALL \
200 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
201 /*@}*/
202
203
204 /**
205 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
206 * fragment shader inputs.
207 *
208 * Note that some of these values are not available to all pipeline stages.
209 *
210 * When this enum is updated, the following code must be updated too:
211 * - vertResults (in prog_print.c's arb_output_attrib_string())
212 * - fragAttribs (in prog_print.c's arb_input_attrib_string())
213 * - _mesa_varying_slot_in_fs()
214 */
215 typedef enum
216 {
217 VARYING_SLOT_POS,
218 VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
219 VARYING_SLOT_COL1,
220 VARYING_SLOT_FOGC,
221 VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
222 VARYING_SLOT_TEX1,
223 VARYING_SLOT_TEX2,
224 VARYING_SLOT_TEX3,
225 VARYING_SLOT_TEX4,
226 VARYING_SLOT_TEX5,
227 VARYING_SLOT_TEX6,
228 VARYING_SLOT_TEX7,
229 VARYING_SLOT_PSIZ, /* Does not appear in FS */
230 VARYING_SLOT_BFC0, /* Does not appear in FS */
231 VARYING_SLOT_BFC1, /* Does not appear in FS */
232 VARYING_SLOT_EDGE, /* Does not appear in FS */
233 VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
234 VARYING_SLOT_CLIP_DIST0,
235 VARYING_SLOT_CLIP_DIST1,
236 VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
237 VARYING_SLOT_LAYER, /* Appears as VS or GS output */
238 VARYING_SLOT_VIEWPORT, /* Appears as VS or GS output */
239 VARYING_SLOT_FACE, /* FS only */
240 VARYING_SLOT_PNTC, /* FS only */
241 VARYING_SLOT_VAR0, /* First generic varying slot */
242 VARYING_SLOT_MAX = VARYING_SLOT_VAR0 + MAX_VARYING
243 } gl_varying_slot;
244
245
246 /**
247 * Bitflags for varying slots.
248 */
249 /*@{*/
250 #define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
251 #define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
252 #define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
253 #define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
254 #define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
255 #define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
256 #define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
257 #define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
258 #define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
259 #define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
260 #define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
261 #define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
262 #define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
263 #define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
264 MAX_TEXTURE_COORD_UNITS)
265 #define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
266 #define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
267 #define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
268 #define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
269 #define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
270 #define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
271 #define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
272 #define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
273 #define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
274 #define VARYING_BIT_VIEWPORT BITFIELD64_BIT(VARYING_SLOT_VIEWPORT)
275 #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
276 #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
277 #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
278 /*@}*/
279
280 /**
281 * Bitflags for system values.
282 */
283 #define SYSTEM_BIT_SAMPLE_ID BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_ID)
284 #define SYSTEM_BIT_SAMPLE_POS BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_POS)
285 #define SYSTEM_BIT_SAMPLE_MASK_IN BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_MASK_IN)
286
287 /**
288 * Determine if the given gl_varying_slot appears in the fragment shader.
289 */
290 static inline GLboolean
291 _mesa_varying_slot_in_fs(gl_varying_slot slot)
292 {
293 switch (slot) {
294 case VARYING_SLOT_PSIZ:
295 case VARYING_SLOT_BFC0:
296 case VARYING_SLOT_BFC1:
297 case VARYING_SLOT_EDGE:
298 case VARYING_SLOT_CLIP_VERTEX:
299 case VARYING_SLOT_LAYER:
300 return GL_FALSE;
301 default:
302 return GL_TRUE;
303 }
304 }
305
306
307 /**
308 * Fragment program results
309 */
310 typedef enum
311 {
312 FRAG_RESULT_DEPTH = 0,
313 FRAG_RESULT_STENCIL = 1,
314 /* If a single color should be written to all render targets, this
315 * register is written. No FRAG_RESULT_DATAn will be written.
316 */
317 FRAG_RESULT_COLOR = 2,
318 FRAG_RESULT_SAMPLE_MASK = 3,
319
320 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
321 * or ARB_fragment_program fragment.color[n]) color results. If
322 * any are written, FRAG_RESULT_COLOR will not be written.
323 */
324 FRAG_RESULT_DATA0 = 4,
325 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
326 } gl_frag_result;
327
328
329 /**
330 * Indexes for all renderbuffers
331 */
332 typedef enum
333 {
334 /* the four standard color buffers */
335 BUFFER_FRONT_LEFT,
336 BUFFER_BACK_LEFT,
337 BUFFER_FRONT_RIGHT,
338 BUFFER_BACK_RIGHT,
339 BUFFER_DEPTH,
340 BUFFER_STENCIL,
341 BUFFER_ACCUM,
342 /* optional aux buffer */
343 BUFFER_AUX0,
344 /* generic renderbuffers */
345 BUFFER_COLOR0,
346 BUFFER_COLOR1,
347 BUFFER_COLOR2,
348 BUFFER_COLOR3,
349 BUFFER_COLOR4,
350 BUFFER_COLOR5,
351 BUFFER_COLOR6,
352 BUFFER_COLOR7,
353 BUFFER_COUNT
354 } gl_buffer_index;
355
356 /**
357 * Bit flags for all renderbuffers
358 */
359 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
360 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
361 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
362 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
363 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
364 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
365 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
366 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
367 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
368 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
369 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
370 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
371 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
372 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
373 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
374 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
375 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
376 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
377 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
378
379 /**
380 * Mask of all the color buffer bits (but not accum).
381 */
382 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
383 BUFFER_BIT_BACK_LEFT | \
384 BUFFER_BIT_FRONT_RIGHT | \
385 BUFFER_BIT_BACK_RIGHT | \
386 BUFFER_BIT_AUX0 | \
387 BUFFER_BIT_COLOR0 | \
388 BUFFER_BIT_COLOR1 | \
389 BUFFER_BIT_COLOR2 | \
390 BUFFER_BIT_COLOR3 | \
391 BUFFER_BIT_COLOR4 | \
392 BUFFER_BIT_COLOR5 | \
393 BUFFER_BIT_COLOR6 | \
394 BUFFER_BIT_COLOR7)
395
396
397 /**
398 * Shader stages. Note that these will become 5 with tessellation.
399 *
400 * The order must match how shaders are ordered in the pipeline.
401 * The GLSL linker assumes that if i<j, then the j-th shader is
402 * executed later than the i-th shader.
403 */
404 typedef enum
405 {
406 MESA_SHADER_VERTEX = 0,
407 MESA_SHADER_GEOMETRY = 1,
408 MESA_SHADER_FRAGMENT = 2,
409 MESA_SHADER_COMPUTE = 3,
410 } gl_shader_stage;
411
412 #define MESA_SHADER_STAGES (MESA_SHADER_COMPUTE + 1)
413
414
415 /**
416 * Framebuffer configuration (aka visual / pixelformat)
417 * Note: some of these fields should be boolean, but it appears that
418 * code in drivers/dri/common/util.c requires int-sized fields.
419 */
420 struct gl_config
421 {
422 GLboolean rgbMode;
423 GLboolean floatMode;
424 GLboolean colorIndexMode; /* XXX is this used anywhere? */
425 GLuint doubleBufferMode;
426 GLuint stereoMode;
427
428 GLboolean haveAccumBuffer;
429 GLboolean haveDepthBuffer;
430 GLboolean haveStencilBuffer;
431
432 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
433 GLuint redMask, greenMask, blueMask, alphaMask;
434 GLint rgbBits; /* total bits for rgb */
435 GLint indexBits; /* total bits for colorindex */
436
437 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
438 GLint depthBits;
439 GLint stencilBits;
440
441 GLint numAuxBuffers;
442
443 GLint level;
444
445 /* EXT_visual_rating / GLX 1.2 */
446 GLint visualRating;
447
448 /* EXT_visual_info / GLX 1.2 */
449 GLint transparentPixel;
450 /* colors are floats scaled to ints */
451 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
452 GLint transparentIndex;
453
454 /* ARB_multisample / SGIS_multisample */
455 GLint sampleBuffers;
456 GLint samples;
457
458 /* SGIX_pbuffer / GLX 1.3 */
459 GLint maxPbufferWidth;
460 GLint maxPbufferHeight;
461 GLint maxPbufferPixels;
462 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
463 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
464
465 /* OML_swap_method */
466 GLint swapMethod;
467
468 /* EXT_texture_from_pixmap */
469 GLint bindToTextureRgb;
470 GLint bindToTextureRgba;
471 GLint bindToMipmapTexture;
472 GLint bindToTextureTargets;
473 GLint yInverted;
474
475 /* EXT_framebuffer_sRGB */
476 GLint sRGBCapable;
477 };
478
479
480 /**
481 * \name Bit flags used for updating material values.
482 */
483 /*@{*/
484 #define MAT_ATTRIB_FRONT_AMBIENT 0
485 #define MAT_ATTRIB_BACK_AMBIENT 1
486 #define MAT_ATTRIB_FRONT_DIFFUSE 2
487 #define MAT_ATTRIB_BACK_DIFFUSE 3
488 #define MAT_ATTRIB_FRONT_SPECULAR 4
489 #define MAT_ATTRIB_BACK_SPECULAR 5
490 #define MAT_ATTRIB_FRONT_EMISSION 6
491 #define MAT_ATTRIB_BACK_EMISSION 7
492 #define MAT_ATTRIB_FRONT_SHININESS 8
493 #define MAT_ATTRIB_BACK_SHININESS 9
494 #define MAT_ATTRIB_FRONT_INDEXES 10
495 #define MAT_ATTRIB_BACK_INDEXES 11
496 #define MAT_ATTRIB_MAX 12
497
498 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
499 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
500 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
501 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
502 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
503 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
504
505 #define MAT_INDEX_AMBIENT 0
506 #define MAT_INDEX_DIFFUSE 1
507 #define MAT_INDEX_SPECULAR 2
508
509 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
510 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
511 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
512 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
513 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
514 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
515 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
516 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
517 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
518 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
519 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
520 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
521
522
523 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
524 MAT_BIT_FRONT_AMBIENT | \
525 MAT_BIT_FRONT_DIFFUSE | \
526 MAT_BIT_FRONT_SPECULAR | \
527 MAT_BIT_FRONT_SHININESS | \
528 MAT_BIT_FRONT_INDEXES)
529
530 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
531 MAT_BIT_BACK_AMBIENT | \
532 MAT_BIT_BACK_DIFFUSE | \
533 MAT_BIT_BACK_SPECULAR | \
534 MAT_BIT_BACK_SHININESS | \
535 MAT_BIT_BACK_INDEXES)
536
537 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
538 /*@}*/
539
540
541 /**
542 * Material state.
543 */
544 struct gl_material
545 {
546 GLfloat Attrib[MAT_ATTRIB_MAX][4];
547 };
548
549
550 /**
551 * Light state flags.
552 */
553 /*@{*/
554 #define LIGHT_SPOT 0x1
555 #define LIGHT_LOCAL_VIEWER 0x2
556 #define LIGHT_POSITIONAL 0x4
557 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
558 /*@}*/
559
560
561 /**
562 * Light source state.
563 */
564 struct gl_light
565 {
566 struct gl_light *next; /**< double linked list with sentinel */
567 struct gl_light *prev;
568
569 GLfloat Ambient[4]; /**< ambient color */
570 GLfloat Diffuse[4]; /**< diffuse color */
571 GLfloat Specular[4]; /**< specular color */
572 GLfloat EyePosition[4]; /**< position in eye coordinates */
573 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
574 GLfloat SpotExponent;
575 GLfloat SpotCutoff; /**< in degrees */
576 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
577 GLfloat ConstantAttenuation;
578 GLfloat LinearAttenuation;
579 GLfloat QuadraticAttenuation;
580 GLboolean Enabled; /**< On/off flag */
581
582 /**
583 * \name Derived fields
584 */
585 /*@{*/
586 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
587
588 GLfloat _Position[4]; /**< position in eye/obj coordinates */
589 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
590 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
591 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
592 GLfloat _VP_inf_spot_attenuation;
593
594 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
595 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
596 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
597 /*@}*/
598 };
599
600
601 /**
602 * Light model state.
603 */
604 struct gl_lightmodel
605 {
606 GLfloat Ambient[4]; /**< ambient color */
607 GLboolean LocalViewer; /**< Local (or infinite) view point? */
608 GLboolean TwoSide; /**< Two (or one) sided lighting? */
609 GLenum ColorControl; /**< either GL_SINGLE_COLOR
610 * or GL_SEPARATE_SPECULAR_COLOR */
611 };
612
613
614 /**
615 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
616 */
617 struct gl_accum_attrib
618 {
619 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
620 };
621
622
623 /**
624 * Used for storing clear color, texture border color, etc.
625 * The float values are typically unclamped.
626 */
627 union gl_color_union
628 {
629 GLfloat f[4];
630 GLint i[4];
631 GLuint ui[4];
632 };
633
634
635 /**
636 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
637 */
638 struct gl_colorbuffer_attrib
639 {
640 GLuint ClearIndex; /**< Index for glClear */
641 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
642 GLuint IndexMask; /**< Color index write mask */
643 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
644
645 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
646
647 /**
648 * \name alpha testing
649 */
650 /*@{*/
651 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
652 GLenum AlphaFunc; /**< Alpha test function */
653 GLfloat AlphaRefUnclamped;
654 GLclampf AlphaRef; /**< Alpha reference value */
655 /*@}*/
656
657 /**
658 * \name Blending
659 */
660 /*@{*/
661 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
662
663 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
664 * control, only on the fixed-pointness of the render target.
665 * The query does however depend on fragment color clamping.
666 */
667 GLfloat BlendColorUnclamped[4]; /**< Blending color */
668 GLfloat BlendColor[4]; /**< Blending color */
669
670 struct
671 {
672 GLenum SrcRGB; /**< RGB blend source term */
673 GLenum DstRGB; /**< RGB blend dest term */
674 GLenum SrcA; /**< Alpha blend source term */
675 GLenum DstA; /**< Alpha blend dest term */
676 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
677 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
678 /**
679 * Set if any blend factor uses SRC1. Computed at the time blend factors
680 * get set.
681 */
682 GLboolean _UsesDualSrc;
683 } Blend[MAX_DRAW_BUFFERS];
684 /** Are the blend func terms currently different for each buffer/target? */
685 GLboolean _BlendFuncPerBuffer;
686 /** Are the blend equations currently different for each buffer/target? */
687 GLboolean _BlendEquationPerBuffer;
688 /*@}*/
689
690 /**
691 * \name Logic op
692 */
693 /*@{*/
694 GLenum LogicOp; /**< Logic operator */
695 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
696 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
697 /*@}*/
698
699 GLboolean DitherFlag; /**< Dither enable flag */
700
701 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
702 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
703 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
704
705 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
706 };
707
708
709 /**
710 * Current attribute group (GL_CURRENT_BIT).
711 */
712 struct gl_current_attrib
713 {
714 /**
715 * \name Current vertex attributes.
716 * \note Values are valid only after FLUSH_VERTICES has been called.
717 * \note Index and Edgeflag current values are stored as floats in the
718 * SIX and SEVEN attribute slots.
719 */
720 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
721
722 /**
723 * \name Current raster position attributes (always valid).
724 * \note This set of attributes is very similar to the SWvertex struct.
725 */
726 /*@{*/
727 GLfloat RasterPos[4];
728 GLfloat RasterDistance;
729 GLfloat RasterColor[4];
730 GLfloat RasterSecondaryColor[4];
731 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
732 GLboolean RasterPosValid;
733 /*@}*/
734 };
735
736
737 /**
738 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
739 */
740 struct gl_depthbuffer_attrib
741 {
742 GLenum Func; /**< Function for depth buffer compare */
743 GLclampd Clear; /**< Value to clear depth buffer to */
744 GLboolean Test; /**< Depth buffering enabled flag */
745 GLboolean Mask; /**< Depth buffer writable? */
746 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
747 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
748 };
749
750
751 /**
752 * Evaluator attribute group (GL_EVAL_BIT).
753 */
754 struct gl_eval_attrib
755 {
756 /**
757 * \name Enable bits
758 */
759 /*@{*/
760 GLboolean Map1Color4;
761 GLboolean Map1Index;
762 GLboolean Map1Normal;
763 GLboolean Map1TextureCoord1;
764 GLboolean Map1TextureCoord2;
765 GLboolean Map1TextureCoord3;
766 GLboolean Map1TextureCoord4;
767 GLboolean Map1Vertex3;
768 GLboolean Map1Vertex4;
769 GLboolean Map2Color4;
770 GLboolean Map2Index;
771 GLboolean Map2Normal;
772 GLboolean Map2TextureCoord1;
773 GLboolean Map2TextureCoord2;
774 GLboolean Map2TextureCoord3;
775 GLboolean Map2TextureCoord4;
776 GLboolean Map2Vertex3;
777 GLboolean Map2Vertex4;
778 GLboolean AutoNormal;
779 /*@}*/
780
781 /**
782 * \name Map Grid endpoints and divisions and calculated du values
783 */
784 /*@{*/
785 GLint MapGrid1un;
786 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
787 GLint MapGrid2un, MapGrid2vn;
788 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
789 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
790 /*@}*/
791 };
792
793
794 /**
795 * Fog attribute group (GL_FOG_BIT).
796 */
797 struct gl_fog_attrib
798 {
799 GLboolean Enabled; /**< Fog enabled flag */
800 GLfloat ColorUnclamped[4]; /**< Fog color */
801 GLfloat Color[4]; /**< Fog color */
802 GLfloat Density; /**< Density >= 0.0 */
803 GLfloat Start; /**< Start distance in eye coords */
804 GLfloat End; /**< End distance in eye coords */
805 GLfloat Index; /**< Fog index */
806 GLenum Mode; /**< Fog mode */
807 GLboolean ColorSumEnabled;
808 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
809 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
810 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
811 };
812
813
814 /**
815 * Hint attribute group (GL_HINT_BIT).
816 *
817 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
818 */
819 struct gl_hint_attrib
820 {
821 GLenum PerspectiveCorrection;
822 GLenum PointSmooth;
823 GLenum LineSmooth;
824 GLenum PolygonSmooth;
825 GLenum Fog;
826 GLenum TextureCompression; /**< GL_ARB_texture_compression */
827 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
828 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
829 };
830
831
832 /**
833 * Lighting attribute group (GL_LIGHT_BIT).
834 */
835 struct gl_light_attrib
836 {
837 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
838 struct gl_lightmodel Model; /**< Lighting model */
839
840 /**
841 * Front and back material values.
842 * Note: must call FLUSH_VERTICES() before using.
843 */
844 struct gl_material Material;
845
846 GLboolean Enabled; /**< Lighting enabled flag */
847 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
848 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
849 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
850 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
851 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
852 GLboolean ColorMaterialEnabled;
853 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
854 GLboolean _ClampVertexColor;
855
856 struct gl_light EnabledList; /**< List sentinel */
857
858 /**
859 * Derived state for optimizations:
860 */
861 /*@{*/
862 GLboolean _NeedEyeCoords;
863 GLboolean _NeedVertices; /**< Use fast shader? */
864 GLfloat _BaseColor[2][3];
865 /*@}*/
866 };
867
868
869 /**
870 * Line attribute group (GL_LINE_BIT).
871 */
872 struct gl_line_attrib
873 {
874 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
875 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
876 GLushort StipplePattern; /**< Stipple pattern */
877 GLint StippleFactor; /**< Stipple repeat factor */
878 GLfloat Width; /**< Line width */
879 };
880
881
882 /**
883 * Display list attribute group (GL_LIST_BIT).
884 */
885 struct gl_list_attrib
886 {
887 GLuint ListBase;
888 };
889
890
891 /**
892 * Multisample attribute group (GL_MULTISAMPLE_BIT).
893 */
894 struct gl_multisample_attrib
895 {
896 GLboolean Enabled;
897 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
898 GLboolean SampleAlphaToCoverage;
899 GLboolean SampleAlphaToOne;
900 GLboolean SampleCoverage;
901 GLfloat SampleCoverageValue;
902 GLboolean SampleCoverageInvert;
903 GLboolean SampleShading;
904 GLfloat MinSampleShadingValue;
905
906 /* ARB_texture_multisample / GL3.2 additions */
907 GLboolean SampleMask;
908 /** The GL spec defines this as an array but >32x MSAA is madness */
909 GLbitfield SampleMaskValue;
910 };
911
912
913 /**
914 * A pixelmap (see glPixelMap)
915 */
916 struct gl_pixelmap
917 {
918 GLint Size;
919 GLfloat Map[MAX_PIXEL_MAP_TABLE];
920 };
921
922
923 /**
924 * Collection of all pixelmaps
925 */
926 struct gl_pixelmaps
927 {
928 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
929 struct gl_pixelmap GtoG;
930 struct gl_pixelmap BtoB;
931 struct gl_pixelmap AtoA;
932 struct gl_pixelmap ItoR;
933 struct gl_pixelmap ItoG;
934 struct gl_pixelmap ItoB;
935 struct gl_pixelmap ItoA;
936 struct gl_pixelmap ItoI;
937 struct gl_pixelmap StoS;
938 };
939
940
941 /**
942 * Pixel attribute group (GL_PIXEL_MODE_BIT).
943 */
944 struct gl_pixel_attrib
945 {
946 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
947
948 /*--- Begin Pixel Transfer State ---*/
949 /* Fields are in the order in which they're applied... */
950
951 /** Scale & Bias (index shift, offset) */
952 /*@{*/
953 GLfloat RedBias, RedScale;
954 GLfloat GreenBias, GreenScale;
955 GLfloat BlueBias, BlueScale;
956 GLfloat AlphaBias, AlphaScale;
957 GLfloat DepthBias, DepthScale;
958 GLint IndexShift, IndexOffset;
959 /*@}*/
960
961 /* Pixel Maps */
962 /* Note: actual pixel maps are not part of this attrib group */
963 GLboolean MapColorFlag;
964 GLboolean MapStencilFlag;
965
966 /*--- End Pixel Transfer State ---*/
967
968 /** glPixelZoom */
969 GLfloat ZoomX, ZoomY;
970 };
971
972
973 /**
974 * Point attribute group (GL_POINT_BIT).
975 */
976 struct gl_point_attrib
977 {
978 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
979 GLfloat Size; /**< User-specified point size */
980 GLfloat Params[3]; /**< GL_EXT_point_parameters */
981 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
982 GLfloat Threshold; /**< GL_EXT_point_parameters */
983 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
984 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
985 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
986 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
987 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
988 };
989
990
991 /**
992 * Polygon attribute group (GL_POLYGON_BIT).
993 */
994 struct gl_polygon_attrib
995 {
996 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
997 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
998 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
999 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
1000 GLboolean CullFlag; /**< Culling on/off flag */
1001 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
1002 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
1003 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
1004 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
1005 GLfloat OffsetUnits; /**< Polygon offset units, from user */
1006 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
1007 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
1008 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
1009 };
1010
1011
1012 /**
1013 * Scissor attributes (GL_SCISSOR_BIT).
1014 */
1015 struct gl_scissor_rect
1016 {
1017 GLint X, Y; /**< Lower left corner of box */
1018 GLsizei Width, Height; /**< Size of box */
1019 };
1020 struct gl_scissor_attrib
1021 {
1022 GLbitfield EnableFlags; /**< Scissor test enabled? */
1023 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
1024 };
1025
1026
1027 /**
1028 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1029 *
1030 * Three sets of stencil data are tracked so that OpenGL 2.0,
1031 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1032 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1033 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1034 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1035 * GL_EXT_stencil_two_side GL_BACK state.
1036 *
1037 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1038 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1039 *
1040 * The derived value \c _TestTwoSide is set when the front-face and back-face
1041 * stencil state are different.
1042 */
1043 struct gl_stencil_attrib
1044 {
1045 GLboolean Enabled; /**< Enabled flag */
1046 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1047 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1048 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1049 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
1050 GLboolean _TestTwoSide;
1051 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1052 GLenum Function[3]; /**< Stencil function */
1053 GLenum FailFunc[3]; /**< Fail function */
1054 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1055 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1056 GLint Ref[3]; /**< Reference value */
1057 GLuint ValueMask[3]; /**< Value mask */
1058 GLuint WriteMask[3]; /**< Write mask */
1059 GLuint Clear; /**< Clear value */
1060 };
1061
1062
1063 /**
1064 * An index for each type of texture object. These correspond to the GL
1065 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1066 * Note: the order is from highest priority to lowest priority.
1067 */
1068 typedef enum
1069 {
1070 TEXTURE_2D_MULTISAMPLE_INDEX,
1071 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
1072 TEXTURE_CUBE_ARRAY_INDEX,
1073 TEXTURE_BUFFER_INDEX,
1074 TEXTURE_2D_ARRAY_INDEX,
1075 TEXTURE_1D_ARRAY_INDEX,
1076 TEXTURE_EXTERNAL_INDEX,
1077 TEXTURE_CUBE_INDEX,
1078 TEXTURE_3D_INDEX,
1079 TEXTURE_RECT_INDEX,
1080 TEXTURE_2D_INDEX,
1081 TEXTURE_1D_INDEX,
1082 NUM_TEXTURE_TARGETS
1083 } gl_texture_index;
1084
1085
1086 /**
1087 * Bit flags for each type of texture object
1088 * Used for Texture.Unit[]._ReallyEnabled flags.
1089 */
1090 /*@{*/
1091 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
1092 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
1093 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
1094 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1095 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1096 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1097 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1098 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1099 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1100 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1101 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1102 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1103 /*@}*/
1104
1105
1106 /**
1107 * Texture image state. Drivers will typically create a subclass of this
1108 * with extra fields for memory buffers, etc.
1109 */
1110 struct gl_texture_image
1111 {
1112 GLint InternalFormat; /**< Internal format as given by the user */
1113 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1114 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1115 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1116 * GL_DEPTH_STENCIL_EXT only. Used for
1117 * choosing TexEnv arithmetic.
1118 */
1119 mesa_format TexFormat; /**< The actual texture memory format */
1120
1121 GLuint Border; /**< 0 or 1 */
1122 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1123 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1124 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1125 GLuint Width2; /**< = Width - 2*Border */
1126 GLuint Height2; /**< = Height - 2*Border */
1127 GLuint Depth2; /**< = Depth - 2*Border */
1128 GLuint WidthLog2; /**< = log2(Width2) */
1129 GLuint HeightLog2; /**< = log2(Height2) */
1130 GLuint DepthLog2; /**< = log2(Depth2) */
1131 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
1132 levels, computed from the dimensions */
1133
1134 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1135 GLuint Level; /**< Which mipmap level am I? */
1136 /** Cube map face: index into gl_texture_object::Image[] array */
1137 GLuint Face;
1138
1139 /** GL_ARB_texture_multisample */
1140 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
1141 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
1142 };
1143
1144
1145 /**
1146 * Indexes for cube map faces.
1147 */
1148 typedef enum
1149 {
1150 FACE_POS_X = 0,
1151 FACE_NEG_X = 1,
1152 FACE_POS_Y = 2,
1153 FACE_NEG_Y = 3,
1154 FACE_POS_Z = 4,
1155 FACE_NEG_Z = 5,
1156 MAX_FACES = 6
1157 } gl_face_index;
1158
1159
1160 /**
1161 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1162 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1163 */
1164 struct gl_sampler_object
1165 {
1166 GLuint Name;
1167 GLint RefCount;
1168 GLchar *Label; /**< GL_KHR_debug */
1169
1170 GLenum WrapS; /**< S-axis texture image wrap mode */
1171 GLenum WrapT; /**< T-axis texture image wrap mode */
1172 GLenum WrapR; /**< R-axis texture image wrap mode */
1173 GLenum MinFilter; /**< minification filter */
1174 GLenum MagFilter; /**< magnification filter */
1175 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1176 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1177 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1178 GLfloat LodBias; /**< OpenGL 1.4 */
1179 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1180 GLenum CompareMode; /**< GL_ARB_shadow */
1181 GLenum CompareFunc; /**< GL_ARB_shadow */
1182 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1183 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1184 };
1185
1186
1187 /**
1188 * Texture object state. Contains the array of mipmap images, border color,
1189 * wrap modes, filter modes, and shadow/texcompare state.
1190 */
1191 struct gl_texture_object
1192 {
1193 _glthread_Mutex Mutex; /**< for thread safety */
1194 GLint RefCount; /**< reference count */
1195 GLuint Name; /**< the user-visible texture object ID */
1196 GLchar *Label; /**< GL_KHR_debug */
1197 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1198
1199 struct gl_sampler_object Sampler;
1200
1201 GLenum DepthMode; /**< GL_ARB_depth_texture */
1202
1203 GLfloat Priority; /**< in [0,1] */
1204 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1205 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1206 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1207 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1208 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1209 GLint CropRect[4]; /**< GL_OES_draw_texture */
1210 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1211 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1212 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1213 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1214 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1215 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1216 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1217 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1218 pressure? */
1219 GLboolean Immutable; /**< GL_ARB_texture_storage */
1220
1221 GLuint MinLevel; /**< GL_ARB_texture_view */
1222 GLuint MinLayer; /**< GL_ARB_texture_view */
1223 GLuint NumLevels; /**< GL_ARB_texture_view */
1224 GLuint NumLayers; /**< GL_ARB_texture_view */
1225
1226 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1227 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1228
1229 /** GL_ARB_texture_buffer_object */
1230 struct gl_buffer_object *BufferObject;
1231 GLenum BufferObjectFormat;
1232 /** Equivalent Mesa format for BufferObjectFormat. */
1233 mesa_format _BufferObjectFormat;
1234 /** GL_ARB_texture_buffer_range */
1235 GLintptr BufferOffset;
1236 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1237
1238 /** GL_OES_EGL_image_external */
1239 GLint RequiredTextureImageUnits;
1240
1241 /** GL_ARB_shader_image_load_store */
1242 GLenum ImageFormatCompatibilityType;
1243 };
1244
1245
1246 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1247 #define MAX_COMBINER_TERMS 4
1248
1249
1250 /**
1251 * Texture combine environment state.
1252 */
1253 struct gl_tex_env_combine_state
1254 {
1255 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1256 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1257 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1258 GLenum SourceRGB[MAX_COMBINER_TERMS];
1259 GLenum SourceA[MAX_COMBINER_TERMS];
1260 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1261 GLenum OperandRGB[MAX_COMBINER_TERMS];
1262 GLenum OperandA[MAX_COMBINER_TERMS];
1263 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1264 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1265 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1266 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1267 };
1268
1269
1270 /**
1271 * TexGenEnabled flags.
1272 */
1273 /*@{*/
1274 #define S_BIT 1
1275 #define T_BIT 2
1276 #define R_BIT 4
1277 #define Q_BIT 8
1278 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1279 /*@}*/
1280
1281
1282 /**
1283 * Bit flag versions of the corresponding GL_ constants.
1284 */
1285 /*@{*/
1286 #define TEXGEN_SPHERE_MAP 0x1
1287 #define TEXGEN_OBJ_LINEAR 0x2
1288 #define TEXGEN_EYE_LINEAR 0x4
1289 #define TEXGEN_REFLECTION_MAP_NV 0x8
1290 #define TEXGEN_NORMAL_MAP_NV 0x10
1291
1292 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1293 TEXGEN_REFLECTION_MAP_NV | \
1294 TEXGEN_NORMAL_MAP_NV)
1295 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1296 TEXGEN_REFLECTION_MAP_NV | \
1297 TEXGEN_NORMAL_MAP_NV | \
1298 TEXGEN_EYE_LINEAR)
1299 /*@}*/
1300
1301
1302
1303 /** Tex-gen enabled for texture unit? */
1304 #define ENABLE_TEXGEN(unit) (1 << (unit))
1305
1306 /** Non-identity texture matrix for texture unit? */
1307 #define ENABLE_TEXMAT(unit) (1 << (unit))
1308
1309
1310 /**
1311 * Texture coord generation state.
1312 */
1313 struct gl_texgen
1314 {
1315 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1316 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1317 GLfloat ObjectPlane[4];
1318 GLfloat EyePlane[4];
1319 };
1320
1321
1322 /**
1323 * Texture unit state. Contains enable flags, texture environment/function/
1324 * combiners, texgen state, and pointers to current texture objects.
1325 */
1326 struct gl_texture_unit
1327 {
1328 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1329 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1330
1331 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1332 GLclampf EnvColor[4];
1333 GLfloat EnvColorUnclamped[4];
1334
1335 struct gl_texgen GenS;
1336 struct gl_texgen GenT;
1337 struct gl_texgen GenR;
1338 struct gl_texgen GenQ;
1339 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1340 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1341
1342 GLfloat LodBias; /**< for biasing mipmap levels */
1343 GLenum BumpTarget;
1344 GLfloat RotMatrix[4]; /* 2x2 matrix */
1345
1346 /** Current sampler object (GL_ARB_sampler_objects) */
1347 struct gl_sampler_object *Sampler;
1348
1349 /**
1350 * \name GL_EXT_texture_env_combine
1351 */
1352 struct gl_tex_env_combine_state Combine;
1353
1354 /**
1355 * Derived state based on \c EnvMode and the \c BaseFormat of the
1356 * currently enabled texture.
1357 */
1358 struct gl_tex_env_combine_state _EnvMode;
1359
1360 /**
1361 * Currently enabled combiner state. This will point to either
1362 * \c Combine or \c _EnvMode.
1363 */
1364 struct gl_tex_env_combine_state *_CurrentCombine;
1365
1366 /** Current texture object pointers */
1367 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1368
1369 /** Points to highest priority, complete and enabled texture object */
1370 struct gl_texture_object *_Current;
1371 };
1372
1373
1374 /**
1375 * Texture attribute group (GL_TEXTURE_BIT).
1376 */
1377 struct gl_texture_attrib
1378 {
1379 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1380 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1381
1382 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1383
1384 /** GL_ARB_texture_buffer_object */
1385 struct gl_buffer_object *BufferObject;
1386
1387 /** GL_ARB_seamless_cubemap */
1388 GLboolean CubeMapSeamless;
1389
1390 /** Texture units/samplers used by vertex or fragment texturing */
1391 GLbitfield _EnabledUnits;
1392
1393 /** Texture coord units/sets used for fragment texturing */
1394 GLbitfield _EnabledCoordUnits;
1395
1396 /** Texture coord units that have texgen enabled */
1397 GLbitfield _TexGenEnabled;
1398
1399 /** Texture coord units that have non-identity matrices */
1400 GLbitfield _TexMatEnabled;
1401
1402 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1403 GLbitfield _GenFlags;
1404 };
1405
1406
1407 /**
1408 * Data structure representing a single clip plane (e.g. one of the elements
1409 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1410 */
1411 typedef GLfloat gl_clip_plane[4];
1412
1413
1414 /**
1415 * Transformation attribute group (GL_TRANSFORM_BIT).
1416 */
1417 struct gl_transform_attrib
1418 {
1419 GLenum MatrixMode; /**< Matrix mode */
1420 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1421 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1422 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1423 GLboolean Normalize; /**< Normalize all normals? */
1424 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1425 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1426 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1427 };
1428
1429
1430 /**
1431 * Viewport attribute group (GL_VIEWPORT_BIT).
1432 */
1433 struct gl_viewport_attrib
1434 {
1435 GLfloat X, Y; /**< position */
1436 GLfloat Width, Height; /**< size */
1437 GLdouble Near, Far; /**< Depth buffer range */
1438 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1439 };
1440
1441
1442 /**
1443 * GL_ARB_vertex/pixel_buffer_object buffer object
1444 */
1445 struct gl_buffer_object
1446 {
1447 _glthread_Mutex Mutex;
1448 GLint RefCount;
1449 GLuint Name;
1450 GLchar *Label; /**< GL_KHR_debug */
1451 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1452 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1453 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1454 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1455 /** Fields describing a mapped buffer */
1456 /*@{*/
1457 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1458 GLvoid *Pointer; /**< User-space address of mapping */
1459 GLintptr Offset; /**< Mapped offset */
1460 GLsizeiptr Length; /**< Mapped length */
1461 /*@}*/
1462 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1463 GLboolean Written; /**< Ever written to? (for debugging) */
1464 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1465 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1466 };
1467
1468
1469 /**
1470 * Client pixel packing/unpacking attributes
1471 */
1472 struct gl_pixelstore_attrib
1473 {
1474 GLint Alignment;
1475 GLint RowLength;
1476 GLint SkipPixels;
1477 GLint SkipRows;
1478 GLint ImageHeight;
1479 GLint SkipImages;
1480 GLboolean SwapBytes;
1481 GLboolean LsbFirst;
1482 GLboolean Invert; /**< GL_MESA_pack_invert */
1483 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1484 };
1485
1486
1487 /**
1488 * Client vertex array attributes
1489 */
1490 struct gl_client_array
1491 {
1492 GLint Size; /**< components per element (1,2,3,4) */
1493 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1494 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1495 GLsizei Stride; /**< user-specified stride */
1496 GLsizei StrideB; /**< actual stride in bytes */
1497 const GLubyte *Ptr; /**< Points to array data */
1498 GLboolean Enabled; /**< Enabled flag is a boolean */
1499 GLboolean Normalized; /**< GL_ARB_vertex_program */
1500 GLboolean Integer; /**< Integer-valued? */
1501 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1502 GLuint _ElementSize; /**< size of each element in bytes */
1503
1504 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1505 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1506 };
1507
1508
1509 /**
1510 * Vertex attribute array as seen by the client.
1511 *
1512 * Contains the size, type, format and normalization flag,
1513 * along with the index of a vertex buffer binding point.
1514 *
1515 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1516 * and is only present for backwards compatibility reasons.
1517 * Rendering always uses VERTEX_BINDING_STRIDE.
1518 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1519 * and VERTEX_BINDING_STRIDE to the same value, while
1520 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1521 */
1522 struct gl_vertex_attrib_array
1523 {
1524 GLint Size; /**< Components per element (1,2,3,4) */
1525 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1526 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1527 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1528 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1529 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1530 GLboolean Enabled; /**< Whether the array is enabled */
1531 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1532 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1533 GLuint _ElementSize; /**< Size of each element in bytes */
1534 GLuint VertexBinding; /**< Vertex buffer binding */
1535 };
1536
1537
1538 /**
1539 * This describes the buffer object used for a vertex array (or
1540 * multiple vertex arrays). If BufferObj points to the default/null
1541 * buffer object, then the vertex array lives in user memory and not a VBO.
1542 */
1543 struct gl_vertex_buffer_binding
1544 {
1545 GLintptr Offset; /**< User-specified offset */
1546 GLsizei Stride; /**< User-specified stride */
1547 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1548 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1549 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1550 };
1551
1552
1553 /**
1554 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+,
1555 * GL_ARB_vertex_array_object, or the original GL_APPLE_vertex_array_object
1556 * extension.
1557 */
1558 struct gl_vertex_array_object
1559 {
1560 /** Name of the VAO as received from glGenVertexArray. */
1561 GLuint Name;
1562 GLchar *Label; /**< GL_KHR_debug */
1563
1564 GLint RefCount;
1565 _glthread_Mutex Mutex;
1566
1567 /**
1568 * Does the VAO use ARB semantics or Apple semantics?
1569 *
1570 * There are several ways in which ARB_vertex_array_object and
1571 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1572 * least,
1573 *
1574 * - ARB VAOs require that all array data be sourced from vertex buffer
1575 * objects, but Apple VAOs do not.
1576 *
1577 * - ARB VAOs require that names come from GenVertexArrays.
1578 *
1579 * This flag notes which behavior governs this VAO.
1580 */
1581 GLboolean ARBsemantics;
1582
1583 /**
1584 * Has this array object been bound?
1585 */
1586 GLboolean EverBound;
1587
1588 /**
1589 * Derived vertex attribute arrays
1590 *
1591 * This is a legacy data structure created from gl_vertex_attrib_array and
1592 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1593 */
1594 struct gl_client_array _VertexAttrib[VERT_ATTRIB_MAX];
1595
1596 /** Vertex attribute arrays */
1597 struct gl_vertex_attrib_array VertexAttrib[VERT_ATTRIB_MAX];
1598
1599 /** Vertex buffer bindings */
1600 struct gl_vertex_buffer_binding VertexBinding[VERT_ATTRIB_MAX];
1601
1602 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1603 GLbitfield64 _Enabled;
1604
1605 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1606 GLbitfield64 NewArrays;
1607
1608 /**
1609 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1610 * we can determine the max legal (in bounds) glDrawElements array index.
1611 */
1612 GLuint _MaxElement;
1613
1614 /** The index buffer (also known as the element array buffer in OpenGL). */
1615 struct gl_buffer_object *IndexBufferObj;
1616 };
1617
1618
1619 /**
1620 * Vertex array state
1621 */
1622 struct gl_array_attrib
1623 {
1624 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1625 struct gl_vertex_array_object *VAO;
1626
1627 /** The default vertex array object */
1628 struct gl_vertex_array_object *DefaultVAO;
1629
1630 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1631 struct _mesa_HashTable *Objects;
1632
1633 GLint ActiveTexture; /**< Client Active Texture */
1634 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1635 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1636
1637 /**
1638 * \name Primitive restart controls
1639 *
1640 * Primitive restart is enabled if either \c PrimitiveRestart or
1641 * \c PrimitiveRestartFixedIndex is set.
1642 */
1643 /*@{*/
1644 GLboolean PrimitiveRestart;
1645 GLboolean PrimitiveRestartFixedIndex;
1646 GLboolean _PrimitiveRestart;
1647 GLuint RestartIndex;
1648 /*@}*/
1649
1650 /* GL_ARB_vertex_buffer_object */
1651 struct gl_buffer_object *ArrayBufferObj;
1652
1653 /**
1654 * Vertex arrays as consumed by a driver.
1655 * The array pointer is set up only by the VBO module.
1656 */
1657 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1658 };
1659
1660
1661 /**
1662 * Feedback buffer state
1663 */
1664 struct gl_feedback
1665 {
1666 GLenum Type;
1667 GLbitfield _Mask; /**< FB_* bits */
1668 GLfloat *Buffer;
1669 GLuint BufferSize;
1670 GLuint Count;
1671 };
1672
1673
1674 /**
1675 * Selection buffer state
1676 */
1677 struct gl_selection
1678 {
1679 GLuint *Buffer; /**< selection buffer */
1680 GLuint BufferSize; /**< size of the selection buffer */
1681 GLuint BufferCount; /**< number of values in the selection buffer */
1682 GLuint Hits; /**< number of records in the selection buffer */
1683 GLuint NameStackDepth; /**< name stack depth */
1684 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1685 GLboolean HitFlag; /**< hit flag */
1686 GLfloat HitMinZ; /**< minimum hit depth */
1687 GLfloat HitMaxZ; /**< maximum hit depth */
1688 };
1689
1690
1691 /**
1692 * 1-D Evaluator control points
1693 */
1694 struct gl_1d_map
1695 {
1696 GLuint Order; /**< Number of control points */
1697 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1698 GLfloat *Points; /**< Points to contiguous control points */
1699 };
1700
1701
1702 /**
1703 * 2-D Evaluator control points
1704 */
1705 struct gl_2d_map
1706 {
1707 GLuint Uorder; /**< Number of control points in U dimension */
1708 GLuint Vorder; /**< Number of control points in V dimension */
1709 GLfloat u1, u2, du;
1710 GLfloat v1, v2, dv;
1711 GLfloat *Points; /**< Points to contiguous control points */
1712 };
1713
1714
1715 /**
1716 * All evaluator control point state
1717 */
1718 struct gl_evaluators
1719 {
1720 /**
1721 * \name 1-D maps
1722 */
1723 /*@{*/
1724 struct gl_1d_map Map1Vertex3;
1725 struct gl_1d_map Map1Vertex4;
1726 struct gl_1d_map Map1Index;
1727 struct gl_1d_map Map1Color4;
1728 struct gl_1d_map Map1Normal;
1729 struct gl_1d_map Map1Texture1;
1730 struct gl_1d_map Map1Texture2;
1731 struct gl_1d_map Map1Texture3;
1732 struct gl_1d_map Map1Texture4;
1733 /*@}*/
1734
1735 /**
1736 * \name 2-D maps
1737 */
1738 /*@{*/
1739 struct gl_2d_map Map2Vertex3;
1740 struct gl_2d_map Map2Vertex4;
1741 struct gl_2d_map Map2Index;
1742 struct gl_2d_map Map2Color4;
1743 struct gl_2d_map Map2Normal;
1744 struct gl_2d_map Map2Texture1;
1745 struct gl_2d_map Map2Texture2;
1746 struct gl_2d_map Map2Texture3;
1747 struct gl_2d_map Map2Texture4;
1748 /*@}*/
1749 };
1750
1751
1752 struct gl_transform_feedback_varying_info
1753 {
1754 char *Name;
1755 GLenum Type;
1756 GLint Size;
1757 };
1758
1759
1760 /**
1761 * Per-output info vertex shaders for transform feedback.
1762 */
1763 struct gl_transform_feedback_output
1764 {
1765 unsigned OutputRegister;
1766 unsigned OutputBuffer;
1767 unsigned NumComponents;
1768
1769 /** offset (in DWORDs) of this output within the interleaved structure */
1770 unsigned DstOffset;
1771
1772 /**
1773 * Offset into the output register of the data to output. For example,
1774 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1775 * offset is in the y and z components of the output register.
1776 */
1777 unsigned ComponentOffset;
1778 };
1779
1780
1781 /** Post-link transform feedback info. */
1782 struct gl_transform_feedback_info
1783 {
1784 unsigned NumOutputs;
1785
1786 /**
1787 * Number of transform feedback buffers in use by this program.
1788 */
1789 unsigned NumBuffers;
1790
1791 struct gl_transform_feedback_output *Outputs;
1792
1793 /** Transform feedback varyings used for the linking of this shader program.
1794 *
1795 * Use for glGetTransformFeedbackVarying().
1796 */
1797 struct gl_transform_feedback_varying_info *Varyings;
1798 GLint NumVarying;
1799
1800 /**
1801 * Total number of components stored in each buffer. This may be used by
1802 * hardware back-ends to determine the correct stride when interleaving
1803 * multiple transform feedback outputs in the same buffer.
1804 */
1805 unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1806 };
1807
1808
1809 /**
1810 * Transform feedback object state
1811 */
1812 struct gl_transform_feedback_object
1813 {
1814 GLuint Name; /**< AKA the object ID */
1815 GLchar *Label; /**< GL_KHR_debug */
1816 GLint RefCount;
1817 GLboolean Active; /**< Is transform feedback enabled? */
1818 GLboolean Paused; /**< Is transform feedback paused? */
1819 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1820 at least once? */
1821 GLboolean EverBound; /**< Has this object been bound? */
1822
1823 /**
1824 * The shader program active when BeginTransformFeedback() was called.
1825 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1826 * where stage is the pipeline stage that is the source of data for
1827 * transform feedback.
1828 */
1829 struct gl_shader_program *shader_program;
1830
1831 /**
1832 * GLES: if Active is true, remaining number of primitives which can be
1833 * rendered without overflow. This is necessary to track because GLES
1834 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1835 * glDrawArraysInstanced would overflow transform feedback buffers.
1836 * Undefined if Active is false.
1837 *
1838 * Not tracked for desktop GL since it's unnecessary.
1839 */
1840 unsigned GlesRemainingPrims;
1841
1842 /** The feedback buffers */
1843 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1844 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1845
1846 /** Start of feedback data in dest buffer */
1847 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1848
1849 /**
1850 * Max data to put into dest buffer (in bytes). Computed based on
1851 * RequestedSize and the actual size of the buffer.
1852 */
1853 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1854
1855 /**
1856 * Size that was specified when the buffer was bound. If the buffer was
1857 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1858 * zero.
1859 */
1860 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1861 };
1862
1863
1864 /**
1865 * Context state for transform feedback.
1866 */
1867 struct gl_transform_feedback_state
1868 {
1869 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1870
1871 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1872 struct gl_buffer_object *CurrentBuffer;
1873
1874 /** The table of all transform feedback objects */
1875 struct _mesa_HashTable *Objects;
1876
1877 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1878 struct gl_transform_feedback_object *CurrentObject;
1879
1880 /** The default xform-fb object (Name==0) */
1881 struct gl_transform_feedback_object *DefaultObject;
1882 };
1883
1884
1885 /**
1886 * A "performance monitor" as described in AMD_performance_monitor.
1887 */
1888 struct gl_perf_monitor_object
1889 {
1890 GLuint Name;
1891
1892 /** True if the monitor is currently active (Begin called but not End). */
1893 GLboolean Active;
1894
1895 /**
1896 * True if the monitor has ended.
1897 *
1898 * This is distinct from !Active because it may never have began.
1899 */
1900 GLboolean Ended;
1901
1902 /**
1903 * A list of groups with currently active counters.
1904 *
1905 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1906 */
1907 unsigned *ActiveGroups;
1908
1909 /**
1910 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1911 *
1912 * Checking whether counter 'c' in group 'g' is active can be done via:
1913 *
1914 * BITSET_TEST(ActiveCounters[g], c)
1915 */
1916 GLuint **ActiveCounters;
1917 };
1918
1919
1920 union gl_perf_monitor_counter_value
1921 {
1922 float f;
1923 uint64_t u64;
1924 uint32_t u32;
1925 };
1926
1927
1928 struct gl_perf_monitor_counter
1929 {
1930 /** Human readable name for the counter. */
1931 const char *Name;
1932
1933 /**
1934 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1935 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1936 */
1937 GLenum Type;
1938
1939 /** Minimum counter value. */
1940 union gl_perf_monitor_counter_value Minimum;
1941
1942 /** Maximum counter value. */
1943 union gl_perf_monitor_counter_value Maximum;
1944 };
1945
1946
1947 struct gl_perf_monitor_group
1948 {
1949 /** Human readable name for the group. */
1950 const char *Name;
1951
1952 /**
1953 * Maximum number of counters in this group which can be active at the
1954 * same time.
1955 */
1956 GLuint MaxActiveCounters;
1957
1958 /** Array of counters within this group. */
1959 const struct gl_perf_monitor_counter *Counters;
1960 GLuint NumCounters;
1961 };
1962
1963
1964 /**
1965 * Context state for AMD_performance_monitor.
1966 */
1967 struct gl_perf_monitor_state
1968 {
1969 /** Array of performance monitor groups (indexed by group ID) */
1970 const struct gl_perf_monitor_group *Groups;
1971 GLuint NumGroups;
1972
1973 /** The table of all performance monitors. */
1974 struct _mesa_HashTable *Monitors;
1975 };
1976
1977
1978 /**
1979 * Names of the various vertex/fragment program register files, etc.
1980 *
1981 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1982 * All values should fit in a 4-bit field.
1983 *
1984 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
1985 * considered to be "uniform" variables since they can only be set outside
1986 * glBegin/End. They're also all stored in the same Parameters array.
1987 */
1988 typedef enum
1989 {
1990 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1991 PROGRAM_ARRAY, /**< Arrays & Matrixes */
1992 PROGRAM_INPUT, /**< machine->Inputs[] */
1993 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1994 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1995 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1996 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1997 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1998 PROGRAM_ADDRESS, /**< machine->AddressReg */
1999 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
2000 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
2001 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
2002 PROGRAM_FILE_MAX
2003 } gl_register_file;
2004
2005
2006 /**
2007 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
2008 * one of these values.
2009 */
2010 typedef enum
2011 {
2012 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
2013 SYSTEM_VALUE_VERTEX_ID, /**< Vertex shader only */
2014 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
2015 SYSTEM_VALUE_SAMPLE_ID, /**< Fragment shader only */
2016 SYSTEM_VALUE_SAMPLE_POS, /**< Fragment shader only */
2017 SYSTEM_VALUE_SAMPLE_MASK_IN, /**< Fragment shader only */
2018 SYSTEM_VALUE_INVOCATION_ID, /**< Geometry shader only */
2019 SYSTEM_VALUE_MAX /**< Number of values */
2020 } gl_system_value;
2021
2022
2023 /**
2024 * The possible interpolation qualifiers that can be applied to a fragment
2025 * shader input in GLSL.
2026 *
2027 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
2028 * gl_fragment_program data structure to 0 causes the default behavior.
2029 */
2030 enum glsl_interp_qualifier
2031 {
2032 INTERP_QUALIFIER_NONE = 0,
2033 INTERP_QUALIFIER_SMOOTH,
2034 INTERP_QUALIFIER_FLAT,
2035 INTERP_QUALIFIER_NOPERSPECTIVE,
2036 INTERP_QUALIFIER_COUNT /**< Number of interpolation qualifiers */
2037 };
2038
2039
2040 /**
2041 * \brief Layout qualifiers for gl_FragDepth.
2042 *
2043 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
2044 * a layout qualifier.
2045 *
2046 * \see enum ir_depth_layout
2047 */
2048 enum gl_frag_depth_layout
2049 {
2050 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
2051 FRAG_DEPTH_LAYOUT_ANY,
2052 FRAG_DEPTH_LAYOUT_GREATER,
2053 FRAG_DEPTH_LAYOUT_LESS,
2054 FRAG_DEPTH_LAYOUT_UNCHANGED
2055 };
2056
2057
2058 /**
2059 * Base class for any kind of program object
2060 */
2061 struct gl_program
2062 {
2063 GLuint Id;
2064 GLubyte *String; /**< Null-terminated program text */
2065 GLint RefCount;
2066 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2067 GLenum Format; /**< String encoding format */
2068
2069 struct prog_instruction *Instructions;
2070
2071 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
2072 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
2073 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
2074 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
2075 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
2076 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
2077 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
2078 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
2079
2080 GLboolean UsesGather; /**< Does this program use gather4 at all? */
2081
2082 /**
2083 * For vertex and geometry shaders, true if the program uses the
2084 * gl_ClipDistance output. Ignored for fragment shaders.
2085 */
2086 GLboolean UsesClipDistanceOut;
2087
2088
2089 /** Named parameters, constants, etc. from program text */
2090 struct gl_program_parameter_list *Parameters;
2091
2092 /**
2093 * Local parameters used by the program.
2094 *
2095 * It's dynamically allocated because it is rarely used (just
2096 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
2097 * allocated.
2098 */
2099 GLfloat (*LocalParams)[4];
2100
2101 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2102 GLubyte SamplerUnits[MAX_SAMPLERS];
2103
2104 /** Bitmask of which register files are read/written with indirect
2105 * addressing. Mask of (1 << PROGRAM_x) bits.
2106 */
2107 GLbitfield IndirectRegisterFiles;
2108
2109 /** Logical counts */
2110 /*@{*/
2111 GLuint NumInstructions;
2112 GLuint NumTemporaries;
2113 GLuint NumParameters;
2114 GLuint NumAttributes;
2115 GLuint NumAddressRegs;
2116 GLuint NumAluInstructions;
2117 GLuint NumTexInstructions;
2118 GLuint NumTexIndirections;
2119 /*@}*/
2120 /** Native, actual h/w counts */
2121 /*@{*/
2122 GLuint NumNativeInstructions;
2123 GLuint NumNativeTemporaries;
2124 GLuint NumNativeParameters;
2125 GLuint NumNativeAttributes;
2126 GLuint NumNativeAddressRegs;
2127 GLuint NumNativeAluInstructions;
2128 GLuint NumNativeTexInstructions;
2129 GLuint NumNativeTexIndirections;
2130 /*@}*/
2131 };
2132
2133
2134 /** Vertex program object */
2135 struct gl_vertex_program
2136 {
2137 struct gl_program Base; /**< base class */
2138 GLboolean IsPositionInvariant;
2139 };
2140
2141
2142 /** Geometry program object */
2143 struct gl_geometry_program
2144 {
2145 struct gl_program Base; /**< base class */
2146
2147 GLint VerticesIn;
2148 GLint VerticesOut;
2149 GLint Invocations;
2150 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2151 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2152 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2153 GLboolean UsesEndPrimitive;
2154 };
2155
2156
2157 /** Fragment program object */
2158 struct gl_fragment_program
2159 {
2160 struct gl_program Base; /**< base class */
2161 GLboolean UsesKill; /**< shader uses KIL instruction */
2162 GLboolean UsesDFdy; /**< shader uses DDY instruction */
2163 GLboolean OriginUpperLeft;
2164 GLboolean PixelCenterInteger;
2165 enum gl_frag_depth_layout FragDepthLayout;
2166
2167 /**
2168 * GLSL interpolation qualifier associated with each fragment shader input.
2169 * For inputs that do not have an interpolation qualifier specified in
2170 * GLSL, the value is INTERP_QUALIFIER_NONE.
2171 */
2172 enum glsl_interp_qualifier InterpQualifier[VARYING_SLOT_MAX];
2173
2174 /**
2175 * Bitfield indicating, for each fragment shader input, 1 if that input
2176 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2177 */
2178 GLbitfield64 IsCentroid;
2179
2180 /**
2181 * Bitfield indicating, for each fragment shader input, 1 if that input
2182 * uses sample interpolation, 0 otherwise. Unused inputs are 0.
2183 */
2184 GLbitfield64 IsSample;
2185 };
2186
2187
2188 /** Compute program object */
2189 struct gl_compute_program
2190 {
2191 struct gl_program Base; /**< base class */
2192
2193 /**
2194 * Size specified using local_size_{x,y,z}.
2195 */
2196 unsigned LocalSize[3];
2197 };
2198
2199
2200 /**
2201 * State common to vertex and fragment programs.
2202 */
2203 struct gl_program_state
2204 {
2205 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2206 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2207 };
2208
2209
2210 /**
2211 * Context state for vertex programs.
2212 */
2213 struct gl_vertex_program_state
2214 {
2215 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2216 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2217 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2218 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2219 /** Computed two sided lighting for fixed function/programs. */
2220 GLboolean _TwoSideEnabled;
2221 struct gl_vertex_program *Current; /**< User-bound vertex program */
2222
2223 /** Currently enabled and valid vertex program (including internal
2224 * programs, user-defined vertex programs and GLSL vertex shaders).
2225 * This is the program we must use when rendering.
2226 */
2227 struct gl_vertex_program *_Current;
2228
2229 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2230
2231 /** Should fixed-function T&L be implemented with a vertex prog? */
2232 GLboolean _MaintainTnlProgram;
2233
2234 /** Program to emulate fixed-function T&L (see above) */
2235 struct gl_vertex_program *_TnlProgram;
2236
2237 /** Cache of fixed-function programs */
2238 struct gl_program_cache *Cache;
2239
2240 GLboolean _Overriden;
2241 };
2242
2243
2244 /**
2245 * Context state for geometry programs.
2246 */
2247 struct gl_geometry_program_state
2248 {
2249 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
2250 GLboolean _Enabled; /**< Enabled and valid program? */
2251 struct gl_geometry_program *Current; /**< user-bound geometry program */
2252
2253 /** Currently enabled and valid program (including internal programs
2254 * and compiled shader programs).
2255 */
2256 struct gl_geometry_program *_Current;
2257
2258 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2259
2260 /** Cache of fixed-function programs */
2261 struct gl_program_cache *Cache;
2262 };
2263
2264 /**
2265 * Context state for fragment programs.
2266 */
2267 struct gl_fragment_program_state
2268 {
2269 GLboolean Enabled; /**< User-set fragment program enable flag */
2270 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2271 struct gl_fragment_program *Current; /**< User-bound fragment program */
2272
2273 /** Currently enabled and valid fragment program (including internal
2274 * programs, user-defined fragment programs and GLSL fragment shaders).
2275 * This is the program we must use when rendering.
2276 */
2277 struct gl_fragment_program *_Current;
2278
2279 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2280
2281 /** Should fixed-function texturing be implemented with a fragment prog? */
2282 GLboolean _MaintainTexEnvProgram;
2283
2284 /** Program to emulate fixed-function texture env/combine (see above) */
2285 struct gl_fragment_program *_TexEnvProgram;
2286
2287 /** Cache of fixed-function programs */
2288 struct gl_program_cache *Cache;
2289 };
2290
2291
2292 /**
2293 * ATI_fragment_shader runtime state
2294 */
2295 #define ATI_FS_INPUT_PRIMARY 0
2296 #define ATI_FS_INPUT_SECONDARY 1
2297
2298 struct atifs_instruction;
2299 struct atifs_setupinst;
2300
2301 /**
2302 * ATI fragment shader
2303 */
2304 struct ati_fragment_shader
2305 {
2306 GLuint Id;
2307 GLint RefCount;
2308 struct atifs_instruction *Instructions[2];
2309 struct atifs_setupinst *SetupInst[2];
2310 GLfloat Constants[8][4];
2311 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2312 GLubyte numArithInstr[2];
2313 GLubyte regsAssigned[2];
2314 GLubyte NumPasses; /**< 1 or 2 */
2315 GLubyte cur_pass;
2316 GLubyte last_optype;
2317 GLboolean interpinp1;
2318 GLboolean isValid;
2319 GLuint swizzlerq;
2320 };
2321
2322 /**
2323 * Context state for GL_ATI_fragment_shader
2324 */
2325 struct gl_ati_fragment_shader_state
2326 {
2327 GLboolean Enabled;
2328 GLboolean _Enabled; /**< enabled and valid shader? */
2329 GLboolean Compiling;
2330 GLfloat GlobalConstants[8][4];
2331 struct ati_fragment_shader *Current;
2332 };
2333
2334
2335 /** Set by #pragma directives */
2336 struct gl_sl_pragmas
2337 {
2338 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2339 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2340 GLboolean Optimize; /**< defaults on */
2341 GLboolean Debug; /**< defaults off */
2342 };
2343
2344
2345 /**
2346 * A GLSL vertex or fragment shader object.
2347 */
2348 struct gl_shader
2349 {
2350 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB.
2351 * Must be the first field.
2352 */
2353 GLenum Type;
2354 gl_shader_stage Stage;
2355 GLuint Name; /**< AKA the handle */
2356 GLchar *Label; /**< GL_KHR_debug */
2357 GLint RefCount; /**< Reference count */
2358 GLboolean DeletePending;
2359 GLboolean CompileStatus;
2360 const GLchar *Source; /**< Source code string */
2361 GLuint SourceChecksum; /**< for debug/logging purposes */
2362 struct gl_program *Program; /**< Post-compile assembly code */
2363 GLchar *InfoLog;
2364 struct gl_sl_pragmas Pragmas;
2365
2366 unsigned Version; /**< GLSL version used for linking */
2367 GLboolean IsES; /**< True if this shader uses GLSL ES */
2368
2369 /**
2370 * \name Sampler tracking
2371 *
2372 * \note Each of these fields is only set post-linking.
2373 */
2374 /*@{*/
2375 unsigned num_samplers; /**< Number of samplers used by this shader. */
2376 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2377 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2378 /*@}*/
2379
2380 /**
2381 * Map from sampler unit to texture unit (set by glUniform1i())
2382 *
2383 * A sampler unit is associated with each sampler uniform by the linker.
2384 * The sampler unit associated with each uniform is stored in the
2385 * \c gl_uniform_storage::sampler field.
2386 */
2387 GLubyte SamplerUnits[MAX_SAMPLERS];
2388 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2389 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2390
2391 /**
2392 * Number of default uniform block components used by this shader.
2393 *
2394 * This field is only set post-linking.
2395 */
2396 unsigned num_uniform_components;
2397
2398 /**
2399 * Number of combined uniform components used by this shader.
2400 *
2401 * This field is only set post-linking. It is the sum of the uniform block
2402 * sizes divided by sizeof(float), and num_uniform_compoennts.
2403 */
2404 unsigned num_combined_uniform_components;
2405
2406 /**
2407 * This shader's uniform block information.
2408 *
2409 * The offsets of the variables are assigned only for shaders in a program's
2410 * _LinkedShaders[].
2411 */
2412 struct gl_uniform_block *UniformBlocks;
2413 unsigned NumUniformBlocks;
2414
2415 struct exec_list *ir;
2416 struct glsl_symbol_table *symbols;
2417
2418 bool uses_builtin_functions;
2419
2420 /**
2421 * Geometry shader state from GLSL 1.50 layout qualifiers.
2422 */
2423 struct {
2424 GLint VerticesOut;
2425 /**
2426 * 0 - Invocations count not declared in shader, or
2427 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2428 */
2429 GLint Invocations;
2430 /**
2431 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2432 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2433 * shader.
2434 */
2435 GLenum InputType;
2436 /**
2437 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2438 * it's not set in this shader.
2439 */
2440 GLenum OutputType;
2441 } Geom;
2442
2443 /**
2444 * Map from image uniform index to image unit (set by glUniform1i())
2445 *
2446 * An image uniform index is associated with each image uniform by
2447 * the linker. The image index associated with each uniform is
2448 * stored in the \c gl_uniform_storage::image field.
2449 */
2450 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2451
2452 /**
2453 * Access qualifier specified in the shader for each image uniform
2454 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2455 * GL_READ_WRITE.
2456 *
2457 * It may be different, though only more strict than the value of
2458 * \c gl_image_unit::Access for the corresponding image unit.
2459 */
2460 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2461
2462 /**
2463 * Number of image uniforms defined in the shader. It specifies
2464 * the number of valid elements in the \c ImageUnits and \c
2465 * ImageAccess arrays above.
2466 */
2467 GLuint NumImages;
2468
2469 /**
2470 * Compute shader state from ARB_compute_shader layout qualifiers.
2471 */
2472 struct {
2473 /**
2474 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2475 * it's not set in this shader.
2476 */
2477 unsigned LocalSize[3];
2478 } Comp;
2479 };
2480
2481
2482 struct gl_uniform_buffer_variable
2483 {
2484 char *Name;
2485
2486 /**
2487 * Name of the uniform as seen by glGetUniformIndices.
2488 *
2489 * glGetUniformIndices requires that the block instance index \b not be
2490 * present in the name of queried uniforms.
2491 *
2492 * \note
2493 * \c gl_uniform_buffer_variable::IndexName and
2494 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2495 */
2496 char *IndexName;
2497
2498 const struct glsl_type *Type;
2499 unsigned int Offset;
2500 GLboolean RowMajor;
2501 };
2502
2503
2504 enum gl_uniform_block_packing
2505 {
2506 ubo_packing_std140,
2507 ubo_packing_shared,
2508 ubo_packing_packed
2509 };
2510
2511
2512 struct gl_uniform_block
2513 {
2514 /** Declared name of the uniform block */
2515 char *Name;
2516
2517 /** Array of supplemental information about UBO ir_variables. */
2518 struct gl_uniform_buffer_variable *Uniforms;
2519 GLuint NumUniforms;
2520
2521 /**
2522 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2523 * with glBindBufferBase to bind a buffer object to this uniform block. When
2524 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2525 */
2526 GLuint Binding;
2527
2528 /**
2529 * Minimum size of a buffer object to back this uniform buffer
2530 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2531 */
2532 GLuint UniformBufferSize;
2533
2534 /**
2535 * Layout specified in the shader
2536 *
2537 * This isn't accessible through the API, but it is used while
2538 * cross-validating uniform blocks.
2539 */
2540 enum gl_uniform_block_packing _Packing;
2541 };
2542
2543 /**
2544 * Structure that represents a reference to an atomic buffer from some
2545 * shader program.
2546 */
2547 struct gl_active_atomic_buffer
2548 {
2549 /** Uniform indices of the atomic counters declared within it. */
2550 GLuint *Uniforms;
2551 GLuint NumUniforms;
2552
2553 /** Binding point index associated with it. */
2554 GLuint Binding;
2555
2556 /** Minimum reasonable size it is expected to have. */
2557 GLuint MinimumSize;
2558
2559 /** Shader stages making use of it. */
2560 GLboolean StageReferences[MESA_SHADER_STAGES];
2561 };
2562
2563 /**
2564 * A GLSL program object.
2565 * Basically a linked collection of vertex and fragment shaders.
2566 */
2567 struct gl_shader_program
2568 {
2569 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2570 GLuint Name; /**< aka handle or ID */
2571 GLchar *Label; /**< GL_KHR_debug */
2572 GLint RefCount; /**< Reference count */
2573 GLboolean DeletePending;
2574
2575 /**
2576 * Is the application intending to glGetProgramBinary this program?
2577 */
2578 GLboolean BinaryRetreivableHint;
2579
2580 /**
2581 * Flags that the linker should not reject the program if it lacks
2582 * a vertex or fragment shader. GLES2 doesn't allow separate
2583 * shader objects, and would reject them. However, we internally
2584 * build separate shader objects for fixed function programs, which
2585 * we use for drivers/common/meta.c and for handling
2586 * _mesa_update_state with no program bound (for example in
2587 * glClear()).
2588 */
2589 GLboolean InternalSeparateShader;
2590
2591 /**
2592 * Indicates whether program can be bound for individual pipeline stages
2593 * using UseProgramStages after it is next linked.
2594 */
2595 GLboolean SeparateShader;
2596
2597 GLuint NumShaders; /**< number of attached shaders */
2598 struct gl_shader **Shaders; /**< List of attached the shaders */
2599
2600 /**
2601 * User-defined attribute bindings
2602 *
2603 * These are set via \c glBindAttribLocation and are used to direct the
2604 * GLSL linker. These are \b not the values used in the compiled shader,
2605 * and they are \b not the values returned by \c glGetAttribLocation.
2606 */
2607 struct string_to_uint_map *AttributeBindings;
2608
2609 /**
2610 * User-defined fragment data bindings
2611 *
2612 * These are set via \c glBindFragDataLocation and are used to direct the
2613 * GLSL linker. These are \b not the values used in the compiled shader,
2614 * and they are \b not the values returned by \c glGetFragDataLocation.
2615 */
2616 struct string_to_uint_map *FragDataBindings;
2617 struct string_to_uint_map *FragDataIndexBindings;
2618
2619 /**
2620 * Transform feedback varyings last specified by
2621 * glTransformFeedbackVaryings().
2622 *
2623 * For the current set of transform feeedback varyings used for transform
2624 * feedback output, see LinkedTransformFeedback.
2625 */
2626 struct {
2627 GLenum BufferMode;
2628 GLuint NumVarying;
2629 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2630 } TransformFeedback;
2631
2632 /** Post-link transform feedback info. */
2633 struct gl_transform_feedback_info LinkedTransformFeedback;
2634
2635 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2636 enum gl_frag_depth_layout FragDepthLayout;
2637
2638 /**
2639 * Geometry shader state - copied into gl_geometry_program by
2640 * _mesa_copy_linked_program_data().
2641 */
2642 struct {
2643 GLint VerticesIn;
2644 GLint VerticesOut;
2645 /**
2646 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2647 */
2648 GLint Invocations;
2649 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2650 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2651 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2652 /**
2653 * True if gl_ClipDistance is written to. Copied into
2654 * gl_geometry_program by _mesa_copy_linked_program_data().
2655 */
2656 GLboolean UsesClipDistance;
2657 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2658 0 if not present. */
2659 GLboolean UsesEndPrimitive;
2660 } Geom;
2661
2662 /** Vertex shader state */
2663 struct {
2664 /**
2665 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2666 * by _mesa_copy_linked_program_data().
2667 */
2668 GLboolean UsesClipDistance;
2669 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2670 0 if not present. */
2671 } Vert;
2672
2673 /**
2674 * Compute shader state - copied into gl_compute_program by
2675 * _mesa_copy_linked_program_data().
2676 */
2677 struct {
2678 /**
2679 * If this shader contains a compute stage, size specified using
2680 * local_size_{x,y,z}. Otherwise undefined.
2681 */
2682 unsigned LocalSize[3];
2683 } Comp;
2684
2685 /* post-link info: */
2686 unsigned NumUserUniformStorage;
2687 struct gl_uniform_storage *UniformStorage;
2688
2689 /**
2690 * Size of the gl_ClipDistance array that is output from the last pipeline
2691 * stage before the fragment shader.
2692 */
2693 unsigned LastClipDistanceArraySize;
2694
2695 struct gl_uniform_block *UniformBlocks;
2696 unsigned NumUniformBlocks;
2697
2698 /**
2699 * Scale factor for the uniform base location
2700 *
2701 * This is used to generate locations (returned by \c glGetUniformLocation)
2702 * of uniforms. The base location of the uniform is multiplied by this
2703 * value, and the array index is added.
2704 *
2705 * \note
2706 * Must be >= 1.
2707 *
2708 * \sa
2709 * _mesa_uniform_merge_location_offset, _mesa_uniform_split_location_offset
2710 */
2711 unsigned UniformLocationBaseScale;
2712
2713 /**
2714 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2715 * they're used in, or -1.
2716 *
2717 * This is used to maintain the Binding values of the stage's UniformBlocks[]
2718 * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2719 */
2720 int *UniformBlockStageIndex[MESA_SHADER_STAGES];
2721
2722 /**
2723 * Map of active uniform names to locations
2724 *
2725 * Maps any active uniform that is not an array element to a location.
2726 * Each active uniform, including individual structure members will appear
2727 * in this map. This roughly corresponds to the set of names that would be
2728 * enumerated by \c glGetActiveUniform.
2729 */
2730 struct string_to_uint_map *UniformHash;
2731
2732 struct gl_active_atomic_buffer *AtomicBuffers;
2733 unsigned NumAtomicBuffers;
2734
2735 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2736 GLboolean Validated;
2737 GLboolean _Used; /**< Ever used for drawing? */
2738 GLchar *InfoLog;
2739
2740 unsigned Version; /**< GLSL version used for linking */
2741 GLboolean IsES; /**< True if this program uses GLSL ES */
2742
2743 /**
2744 * Per-stage shaders resulting from the first stage of linking.
2745 *
2746 * Set of linked shaders for this program. The array is accessed using the
2747 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2748 * \c NULL.
2749 */
2750 struct gl_shader *_LinkedShaders[MESA_SHADER_STAGES];
2751 };
2752
2753
2754 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2755 #define GLSL_LOG 0x2 /**< Write shaders to files */
2756 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2757 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2758 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2759 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2760 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2761 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2762 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2763 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2764
2765
2766 /**
2767 * Context state for GLSL vertex/fragment shaders.
2768 * Extended to support pipeline object
2769 */
2770 struct gl_pipeline_object
2771 {
2772 /** Name of the pipeline object as received from glGenProgramPipelines.
2773 * It would be 0 for shaders without separate shader objects.
2774 */
2775 GLuint Name;
2776
2777 GLint RefCount;
2778
2779 _glthread_Mutex Mutex;
2780
2781 /**
2782 * Programs used for rendering
2783 *
2784 * There is a separate program set for each shader stage. If
2785 * GL_EXT_separate_shader_objects is not supported, each of these must point
2786 * to \c NULL or to the same program.
2787 */
2788 struct gl_shader_program *CurrentProgram[MESA_SHADER_STAGES];
2789
2790 struct gl_shader_program *_CurrentFragmentProgram;
2791
2792 /**
2793 * Program used by glUniform calls.
2794 *
2795 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2796 */
2797 struct gl_shader_program *ActiveProgram;
2798
2799 GLbitfield Flags; /**< Mask of GLSL_x flags */
2800
2801 GLboolean EverBound; /**< Has the pipeline object been created */
2802 };
2803
2804 /**
2805 * Context state for GLSL pipeline shaders.
2806 */
2807 struct gl_pipeline_shader_state
2808 {
2809 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
2810 struct gl_pipeline_object *Current;
2811
2812 /** Pipeline objects */
2813 struct _mesa_HashTable *Objects;
2814 };
2815
2816 /**
2817 * Compiler options for a single GLSL shaders type
2818 */
2819 struct gl_shader_compiler_options
2820 {
2821 /** Driver-selectable options: */
2822 GLboolean EmitCondCodes; /**< Use condition codes? */
2823 GLboolean EmitNoLoops;
2824 GLboolean EmitNoFunctions;
2825 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2826 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2827 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2828 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2829 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2830
2831 /**
2832 * \name Forms of indirect addressing the driver cannot do.
2833 */
2834 /*@{*/
2835 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2836 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2837 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2838 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2839 /*@}*/
2840
2841 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2842 GLuint MaxUnrollIterations;
2843
2844 /**
2845 * Optimize code for array of structures backends.
2846 *
2847 * This is a proxy for:
2848 * - preferring DP4 instructions (rather than MUL/MAD) for
2849 * matrix * vector operations, such as position transformation.
2850 */
2851 GLboolean OptimizeForAOS;
2852
2853 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2854 };
2855
2856
2857 /**
2858 * Occlusion/timer query object.
2859 */
2860 struct gl_query_object
2861 {
2862 GLenum Target; /**< The query target, when active */
2863 GLuint Id; /**< hash table ID/name */
2864 GLchar *Label; /**< GL_KHR_debug */
2865 GLuint64EXT Result; /**< the counter */
2866 GLboolean Active; /**< inside Begin/EndQuery */
2867 GLboolean Ready; /**< result is ready? */
2868 GLboolean EverBound;/**< has query object ever been bound */
2869 };
2870
2871
2872 /**
2873 * Context state for query objects.
2874 */
2875 struct gl_query_state
2876 {
2877 struct _mesa_HashTable *QueryObjects;
2878 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2879 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2880
2881 /** GL_NV_conditional_render */
2882 struct gl_query_object *CondRenderQuery;
2883
2884 /** GL_EXT_transform_feedback */
2885 struct gl_query_object *PrimitivesGenerated;
2886 struct gl_query_object *PrimitivesWritten;
2887
2888 /** GL_ARB_timer_query */
2889 struct gl_query_object *TimeElapsed;
2890
2891 GLenum CondRenderMode;
2892 };
2893
2894
2895 /** Sync object state */
2896 struct gl_sync_object
2897 {
2898 GLenum Type; /**< GL_SYNC_FENCE */
2899 GLuint Name; /**< Fence name */
2900 GLchar *Label; /**< GL_KHR_debug */
2901 GLint RefCount; /**< Reference count */
2902 GLboolean DeletePending; /**< Object was deleted while there were still
2903 * live references (e.g., sync not yet finished)
2904 */
2905 GLenum SyncCondition;
2906 GLbitfield Flags; /**< Flags passed to glFenceSync */
2907 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2908 };
2909
2910
2911 /**
2912 * State which can be shared by multiple contexts:
2913 */
2914 struct gl_shared_state
2915 {
2916 _glthread_Mutex Mutex; /**< for thread safety */
2917 GLint RefCount; /**< Reference count */
2918 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2919 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2920
2921 /** Default texture objects (shared by all texture units) */
2922 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2923
2924 /** Fallback texture used when a bound texture is incomplete */
2925 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
2926
2927 /**
2928 * \name Thread safety and statechange notification for texture
2929 * objects.
2930 *
2931 * \todo Improve the granularity of locking.
2932 */
2933 /*@{*/
2934 _glthread_Mutex TexMutex; /**< texobj thread safety */
2935 GLuint TextureStateStamp; /**< state notification for shared tex */
2936 /*@}*/
2937
2938 /** Default buffer object for vertex arrays that aren't in VBOs */
2939 struct gl_buffer_object *NullBufferObj;
2940
2941 /**
2942 * \name Vertex/geometry/fragment programs
2943 */
2944 /*@{*/
2945 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2946 struct gl_vertex_program *DefaultVertexProgram;
2947 struct gl_fragment_program *DefaultFragmentProgram;
2948 struct gl_geometry_program *DefaultGeometryProgram;
2949 /*@}*/
2950
2951 /* GL_ATI_fragment_shader */
2952 struct _mesa_HashTable *ATIShaders;
2953 struct ati_fragment_shader *DefaultFragmentShader;
2954
2955 struct _mesa_HashTable *BufferObjects;
2956
2957 /** Table of both gl_shader and gl_shader_program objects */
2958 struct _mesa_HashTable *ShaderObjects;
2959
2960 /* GL_EXT_framebuffer_object */
2961 struct _mesa_HashTable *RenderBuffers;
2962 struct _mesa_HashTable *FrameBuffers;
2963
2964 /* GL_ARB_sync */
2965 struct set *SyncObjects;
2966
2967 /** GL_ARB_sampler_objects */
2968 struct _mesa_HashTable *SamplerObjects;
2969
2970 /**
2971 * Some context in this share group was affected by a GPU reset
2972 *
2973 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
2974 * been affected by a GPU reset must also return
2975 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
2976 *
2977 * Once this field becomes true, it is never reset to false.
2978 */
2979 bool ShareGroupReset;
2980 };
2981
2982
2983
2984 /**
2985 * Renderbuffers represent drawing surfaces such as color, depth and/or
2986 * stencil. A framebuffer object has a set of renderbuffers.
2987 * Drivers will typically derive subclasses of this type.
2988 */
2989 struct gl_renderbuffer
2990 {
2991 _glthread_Mutex Mutex; /**< for thread safety */
2992 GLuint ClassID; /**< Useful for drivers */
2993 GLuint Name;
2994 GLchar *Label; /**< GL_KHR_debug */
2995 GLint RefCount;
2996 GLuint Width, Height;
2997 GLuint Depth;
2998 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2999 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3000 /**
3001 * True for renderbuffers that wrap textures, giving the driver a chance to
3002 * flush render caches through the FinishRenderTexture hook.
3003 *
3004 * Drivers may also set this on renderbuffers other than those generated by
3005 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3006 * called without a rb->TexImage.
3007 */
3008 GLboolean NeedsFinishRenderTexture;
3009 GLubyte NumSamples;
3010 GLenum InternalFormat; /**< The user-specified format */
3011 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3012 GL_STENCIL_INDEX. */
3013 mesa_format Format; /**< The actual renderbuffer memory format */
3014 /**
3015 * Pointer to the texture image if this renderbuffer wraps a texture,
3016 * otherwise NULL.
3017 *
3018 * Note that the reference on the gl_texture_object containing this
3019 * TexImage is held by the gl_renderbuffer_attachment.
3020 */
3021 struct gl_texture_image *TexImage;
3022
3023 /** Delete this renderbuffer */
3024 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3025
3026 /** Allocate new storage for this renderbuffer */
3027 GLboolean (*AllocStorage)(struct gl_context *ctx,
3028 struct gl_renderbuffer *rb,
3029 GLenum internalFormat,
3030 GLuint width, GLuint height);
3031 };
3032
3033
3034 /**
3035 * A renderbuffer attachment points to either a texture object (and specifies
3036 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3037 */
3038 struct gl_renderbuffer_attachment
3039 {
3040 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3041 GLboolean Complete;
3042
3043 /**
3044 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3045 * application supplied renderbuffer object.
3046 */
3047 struct gl_renderbuffer *Renderbuffer;
3048
3049 /**
3050 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3051 * supplied texture object.
3052 */
3053 struct gl_texture_object *Texture;
3054 GLuint TextureLevel; /**< Attached mipmap level. */
3055 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3056 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3057 * and 2D array textures */
3058 GLboolean Layered;
3059 };
3060
3061
3062 /**
3063 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3064 * In C++ terms, think of this as a base class from which device drivers
3065 * will make derived classes.
3066 */
3067 struct gl_framebuffer
3068 {
3069 _glthread_Mutex Mutex; /**< for thread safety */
3070 /**
3071 * If zero, this is a window system framebuffer. If non-zero, this
3072 * is a FBO framebuffer; note that for some devices (i.e. those with
3073 * a natural pixel coordinate system for FBOs that differs from the
3074 * OpenGL/Mesa coordinate system), this means that the viewport,
3075 * polygon face orientation, and polygon stipple will have to be inverted.
3076 */
3077 GLuint Name;
3078 GLchar *Label; /**< GL_KHR_debug */
3079
3080 GLint RefCount;
3081 GLboolean DeletePending;
3082
3083 /**
3084 * The framebuffer's visual. Immutable if this is a window system buffer.
3085 * Computed from attachments if user-made FBO.
3086 */
3087 struct gl_config Visual;
3088
3089 GLuint Width, Height; /**< size of frame buffer in pixels */
3090
3091 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
3092 /*@{*/
3093 GLint _Xmin, _Xmax; /**< inclusive */
3094 GLint _Ymin, _Ymax; /**< exclusive */
3095 /*@}*/
3096
3097 /** \name Derived Z buffer stuff */
3098 /*@{*/
3099 GLuint _DepthMax; /**< Max depth buffer value */
3100 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3101 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3102 /*@}*/
3103
3104 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3105 GLenum _Status;
3106
3107 /** Integer color values */
3108 GLboolean _IntegerColor;
3109
3110 /* ARB_color_buffer_float */
3111 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3112 GLboolean _HasSNormOrFloatColorBuffer;
3113
3114 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3115 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3116
3117 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3118 * attribute group and GL_PIXEL attribute group, respectively.
3119 */
3120 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3121 GLenum ColorReadBuffer;
3122
3123 /** Computed from ColorDraw/ReadBuffer above */
3124 GLuint _NumColorDrawBuffers;
3125 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3126 GLint _ColorReadBufferIndex; /* -1 = None */
3127 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3128 struct gl_renderbuffer *_ColorReadBuffer;
3129
3130 /**
3131 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3132 * is not layered. For cube maps and cube map arrays, each cube face
3133 * counts as a layer.
3134 */
3135 GLuint MaxNumLayers;
3136
3137 /** Delete this framebuffer */
3138 void (*Delete)(struct gl_framebuffer *fb);
3139 };
3140
3141
3142 /**
3143 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3144 */
3145 struct gl_precision
3146 {
3147 GLushort RangeMin; /**< min value exponent */
3148 GLushort RangeMax; /**< max value exponent */
3149 GLushort Precision; /**< number of mantissa bits */
3150 };
3151
3152
3153 /**
3154 * Limits for vertex, geometry and fragment programs/shaders.
3155 */
3156 struct gl_program_constants
3157 {
3158 /* logical limits */
3159 GLuint MaxInstructions;
3160 GLuint MaxAluInstructions;
3161 GLuint MaxTexInstructions;
3162 GLuint MaxTexIndirections;
3163 GLuint MaxAttribs;
3164 GLuint MaxTemps;
3165 GLuint MaxAddressRegs;
3166 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3167 GLuint MaxParameters;
3168 GLuint MaxLocalParams;
3169 GLuint MaxEnvParams;
3170 /* native/hardware limits */
3171 GLuint MaxNativeInstructions;
3172 GLuint MaxNativeAluInstructions;
3173 GLuint MaxNativeTexInstructions;
3174 GLuint MaxNativeTexIndirections;
3175 GLuint MaxNativeAttribs;
3176 GLuint MaxNativeTemps;
3177 GLuint MaxNativeAddressRegs;
3178 GLuint MaxNativeParameters;
3179 /* For shaders */
3180 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3181
3182 /**
3183 * \name Per-stage input / output limits
3184 *
3185 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3186 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3187 * ES). This is stored as \c gl_constants::MaxVarying.
3188 *
3189 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3190 * variables. Each stage as a certain number of outputs that it can feed
3191 * to the next stage and a certain number inputs that it can consume from
3192 * the previous stage.
3193 *
3194 * Vertex shader inputs do not participate this in this accounting.
3195 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3196 *
3197 * Fragment shader outputs do not participate this in this accounting.
3198 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3199 */
3200 /*@{*/
3201 GLuint MaxInputComponents;
3202 GLuint MaxOutputComponents;
3203 /*@}*/
3204
3205 /* ES 2.0 and GL_ARB_ES2_compatibility */
3206 struct gl_precision LowFloat, MediumFloat, HighFloat;
3207 struct gl_precision LowInt, MediumInt, HighInt;
3208 /* GL_ARB_uniform_buffer_object */
3209 GLuint MaxUniformBlocks;
3210 GLuint MaxCombinedUniformComponents;
3211 GLuint MaxTextureImageUnits;
3212
3213 /* GL_ARB_shader_atomic_counters */
3214 GLuint MaxAtomicBuffers;
3215 GLuint MaxAtomicCounters;
3216
3217 /* GL_ARB_shader_image_load_store */
3218 GLuint MaxImageUniforms;
3219 };
3220
3221
3222 /**
3223 * Constants which may be overridden by device driver during context creation
3224 * but are never changed after that.
3225 */
3226 struct gl_constants
3227 {
3228 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3229 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3230 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3231 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3232 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3233 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3234 GLuint MaxTextureCoordUnits;
3235 GLuint MaxCombinedTextureImageUnits;
3236 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3237 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3238 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3239 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3240
3241 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3242
3243 GLuint MaxArrayLockSize;
3244
3245 GLint SubPixelBits;
3246
3247 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3248 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3249 GLfloat PointSizeGranularity;
3250 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3251 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3252 GLfloat LineWidthGranularity;
3253
3254 GLuint MaxClipPlanes;
3255 GLuint MaxLights;
3256 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3257 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3258
3259 GLuint MaxViewportWidth, MaxViewportHeight;
3260 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3261 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3262 struct {
3263 GLfloat Min;
3264 GLfloat Max;
3265 } ViewportBounds; /**< GL_ARB_viewport_array */
3266
3267 struct gl_program_constants Program[MESA_SHADER_STAGES];
3268 GLuint MaxProgramMatrices;
3269 GLuint MaxProgramMatrixStackDepth;
3270
3271 struct {
3272 GLuint SamplesPassed;
3273 GLuint TimeElapsed;
3274 GLuint Timestamp;
3275 GLuint PrimitivesGenerated;
3276 GLuint PrimitivesWritten;
3277 } QueryCounterBits;
3278
3279 /** vertex array / buffer object bounds checking */
3280 GLboolean CheckArrayBounds;
3281
3282 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3283
3284 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3285 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3286 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3287
3288 /** Number of varying vectors between any two shader stages. */
3289 GLuint MaxVarying;
3290
3291 /** @{
3292 * GL_ARB_uniform_buffer_object
3293 */
3294 GLuint MaxCombinedUniformBlocks;
3295 GLuint MaxUniformBufferBindings;
3296 GLuint MaxUniformBlockSize;
3297 GLuint UniformBufferOffsetAlignment;
3298 /** @} */
3299
3300 /** GL_ARB_geometry_shader4 */
3301 GLuint MaxGeometryOutputVertices;
3302 GLuint MaxGeometryTotalOutputComponents;
3303
3304 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
3305
3306 /**
3307 * Changes default GLSL extension behavior from "error" to "warn". It's out
3308 * of spec, but it can make some apps work that otherwise wouldn't.
3309 */
3310 GLboolean ForceGLSLExtensionsWarn;
3311
3312 /**
3313 * If non-zero, forces GLSL shaders without the #version directive to behave
3314 * as if they began with "#version ForceGLSLVersion".
3315 */
3316 GLuint ForceGLSLVersion;
3317
3318 /**
3319 * Does the driver support real 32-bit integers? (Otherwise, integers are
3320 * simulated via floats.)
3321 */
3322 GLboolean NativeIntegers;
3323
3324 /**
3325 * If the driver supports real 32-bit integers, what integer value should be
3326 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3327 */
3328 GLuint UniformBooleanTrue;
3329
3330 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
3331 GLbitfield SupportedBumpUnits;
3332
3333 /**
3334 * Maximum amount of time, measured in nanseconds, that the server can wait.
3335 */
3336 GLuint64 MaxServerWaitTimeout;
3337
3338 /** GL_EXT_provoking_vertex */
3339 GLboolean QuadsFollowProvokingVertexConvention;
3340
3341 /** OpenGL version 3.0 */
3342 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3343
3344 /** OpenGL version 3.2 */
3345 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3346
3347 /** GL_EXT_transform_feedback */
3348 GLuint MaxTransformFeedbackBuffers;
3349 GLuint MaxTransformFeedbackSeparateComponents;
3350 GLuint MaxTransformFeedbackInterleavedComponents;
3351 GLuint MaxVertexStreams;
3352
3353 /** GL_EXT_gpu_shader4 */
3354 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3355
3356 /** GL_ARB_texture_gather */
3357 GLuint MinProgramTextureGatherOffset;
3358 GLuint MaxProgramTextureGatherOffset;
3359 GLuint MaxProgramTextureGatherComponents;
3360
3361 /* GL_ARB_robustness */
3362 GLenum ResetStrategy;
3363
3364 /* GL_ARB_blend_func_extended */
3365 GLuint MaxDualSourceDrawBuffers;
3366
3367 /**
3368 * Whether the implementation strips out and ignores texture borders.
3369 *
3370 * Many GPU hardware implementations don't support rendering with texture
3371 * borders and mipmapped textures. (Note: not static border color, but the
3372 * old 1-pixel border around each edge). Implementations then have to do
3373 * slow fallbacks to be correct, or just ignore the border and be fast but
3374 * wrong. Setting the flag strips the border off of TexImage calls,
3375 * providing "fast but wrong" at significantly reduced driver complexity.
3376 *
3377 * Texture borders are deprecated in GL 3.0.
3378 **/
3379 GLboolean StripTextureBorder;
3380
3381 /**
3382 * For drivers which can do a better job at eliminating unused uniforms
3383 * than the GLSL compiler.
3384 *
3385 * XXX Remove these as soon as a better solution is available.
3386 */
3387 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3388
3389 /**
3390 * Force software support for primitive restart in the VBO module.
3391 */
3392 GLboolean PrimitiveRestartInSoftware;
3393
3394 /**
3395 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3396 * than passing the transform feedback object to the drawing function.
3397 */
3398 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3399
3400 /** GL_ARB_map_buffer_alignment */
3401 GLuint MinMapBufferAlignment;
3402
3403 /**
3404 * Disable varying packing. This is out of spec, but potentially useful
3405 * for older platforms that supports a limited number of texture
3406 * indirections--on these platforms, unpacking the varyings in the fragment
3407 * shader increases the number of texture indirections by 1, which might
3408 * make some shaders not executable at all.
3409 *
3410 * Drivers that support transform feedback must set this value to GL_FALSE.
3411 */
3412 GLboolean DisableVaryingPacking;
3413
3414 /*
3415 * Maximum value supported for an index in DrawElements and friends.
3416 *
3417 * This must be at least (1ull<<24)-1. The default value is
3418 * (1ull<<32)-1.
3419 *
3420 * \since ES 3.0 or GL_ARB_ES3_compatibility
3421 * \sa _mesa_init_constants
3422 */
3423 GLuint64 MaxElementIndex;
3424
3425 /**
3426 * Disable interpretation of line continuations (lines ending with a
3427 * backslash character ('\') in GLSL source.
3428 */
3429 GLboolean DisableGLSLLineContinuations;
3430
3431 /** GL_ARB_texture_multisample */
3432 GLint MaxColorTextureSamples;
3433 GLint MaxDepthTextureSamples;
3434 GLint MaxIntegerSamples;
3435
3436 /** GL_ARB_shader_atomic_counters */
3437 GLuint MaxAtomicBufferBindings;
3438 GLuint MaxAtomicBufferSize;
3439 GLuint MaxCombinedAtomicBuffers;
3440 GLuint MaxCombinedAtomicCounters;
3441
3442 /** GL_ARB_vertex_attrib_binding */
3443 GLint MaxVertexAttribRelativeOffset;
3444 GLint MaxVertexAttribBindings;
3445
3446 /* GL_ARB_shader_image_load_store */
3447 GLuint MaxImageUnits;
3448 GLuint MaxCombinedImageUnitsAndFragmentOutputs;
3449 GLuint MaxImageSamples;
3450 GLuint MaxCombinedImageUniforms;
3451
3452 /** GL_ARB_compute_shader */
3453 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3454 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3455 GLuint MaxComputeWorkGroupInvocations;
3456
3457 /** GL_ARB_gpu_shader5 */
3458 GLfloat MinFragmentInterpolationOffset;
3459 GLfloat MaxFragmentInterpolationOffset;
3460 };
3461
3462
3463 /**
3464 * Enable flag for each OpenGL extension. Different device drivers will
3465 * enable different extensions at runtime.
3466 */
3467 struct gl_extensions
3468 {
3469 GLboolean dummy; /* don't remove this! */
3470 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3471 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3472 GLboolean ANGLE_texture_compression_dxt;
3473 GLboolean ARB_ES2_compatibility;
3474 GLboolean ARB_ES3_compatibility;
3475 GLboolean ARB_arrays_of_arrays;
3476 GLboolean ARB_base_instance;
3477 GLboolean ARB_blend_func_extended;
3478 GLboolean ARB_buffer_storage;
3479 GLboolean ARB_color_buffer_float;
3480 GLboolean ARB_compute_shader;
3481 GLboolean ARB_conservative_depth;
3482 GLboolean ARB_depth_buffer_float;
3483 GLboolean ARB_depth_clamp;
3484 GLboolean ARB_depth_texture;
3485 GLboolean ARB_draw_buffers_blend;
3486 GLboolean ARB_draw_elements_base_vertex;
3487 GLboolean ARB_draw_indirect;
3488 GLboolean ARB_draw_instanced;
3489 GLboolean ARB_fragment_coord_conventions;
3490 GLboolean ARB_fragment_program;
3491 GLboolean ARB_fragment_program_shadow;
3492 GLboolean ARB_fragment_shader;
3493 GLboolean ARB_framebuffer_object;
3494 GLboolean ARB_explicit_attrib_location;
3495 GLboolean ARB_geometry_shader4;
3496 GLboolean ARB_gpu_shader5;
3497 GLboolean ARB_half_float_vertex;
3498 GLboolean ARB_instanced_arrays;
3499 GLboolean ARB_internalformat_query;
3500 GLboolean ARB_map_buffer_range;
3501 GLboolean ARB_occlusion_query;
3502 GLboolean ARB_occlusion_query2;
3503 GLboolean ARB_point_sprite;
3504 GLboolean ARB_sample_shading;
3505 GLboolean ARB_seamless_cube_map;
3506 GLboolean ARB_separate_shader_objects;
3507 GLboolean ARB_shader_atomic_counters;
3508 GLboolean ARB_shader_bit_encoding;
3509 GLboolean ARB_shader_image_load_store;
3510 GLboolean ARB_shader_stencil_export;
3511 GLboolean ARB_shader_texture_lod;
3512 GLboolean ARB_shading_language_packing;
3513 GLboolean ARB_shading_language_420pack;
3514 GLboolean ARB_shadow;
3515 GLboolean ARB_sync;
3516 GLboolean ARB_texture_border_clamp;
3517 GLboolean ARB_texture_buffer_object;
3518 GLboolean ARB_texture_buffer_object_rgb32;
3519 GLboolean ARB_texture_buffer_range;
3520 GLboolean ARB_texture_compression_rgtc;
3521 GLboolean ARB_texture_cube_map;
3522 GLboolean ARB_texture_cube_map_array;
3523 GLboolean ARB_texture_env_combine;
3524 GLboolean ARB_texture_env_crossbar;
3525 GLboolean ARB_texture_env_dot3;
3526 GLboolean ARB_texture_float;
3527 GLboolean ARB_texture_gather;
3528 GLboolean ARB_texture_mirror_clamp_to_edge;
3529 GLboolean ARB_texture_multisample;
3530 GLboolean ARB_texture_non_power_of_two;
3531 GLboolean ARB_texture_query_levels;
3532 GLboolean ARB_texture_query_lod;
3533 GLboolean ARB_texture_rg;
3534 GLboolean ARB_texture_rgb10_a2ui;
3535 GLboolean ARB_texture_view;
3536 GLboolean ARB_timer_query;
3537 GLboolean ARB_transform_feedback2;
3538 GLboolean ARB_transform_feedback3;
3539 GLboolean ARB_transform_feedback_instanced;
3540 GLboolean ARB_uniform_buffer_object;
3541 GLboolean ARB_vertex_program;
3542 GLboolean ARB_vertex_shader;
3543 GLboolean ARB_vertex_type_10f_11f_11f_rev;
3544 GLboolean ARB_vertex_type_2_10_10_10_rev;
3545 GLboolean ARB_viewport_array;
3546 GLboolean EXT_blend_color;
3547 GLboolean EXT_blend_equation_separate;
3548 GLboolean EXT_blend_func_separate;
3549 GLboolean EXT_blend_minmax;
3550 GLboolean EXT_depth_bounds_test;
3551 GLboolean EXT_draw_buffers2;
3552 GLboolean EXT_framebuffer_multisample;
3553 GLboolean EXT_framebuffer_multisample_blit_scaled;
3554 GLboolean EXT_framebuffer_sRGB;
3555 GLboolean EXT_gpu_program_parameters;
3556 GLboolean EXT_gpu_shader4;
3557 GLboolean EXT_packed_float;
3558 GLboolean EXT_pixel_buffer_object;
3559 GLboolean EXT_point_parameters;
3560 GLboolean EXT_provoking_vertex;
3561 GLboolean EXT_separate_shader_objects;
3562 GLboolean EXT_shader_integer_mix;
3563 GLboolean EXT_stencil_two_side;
3564 GLboolean EXT_texture3D;
3565 GLboolean EXT_texture_array;
3566 GLboolean EXT_texture_compression_latc;
3567 GLboolean EXT_texture_compression_s3tc;
3568 GLboolean EXT_texture_env_dot3;
3569 GLboolean EXT_texture_filter_anisotropic;
3570 GLboolean EXT_texture_integer;
3571 GLboolean EXT_texture_mirror_clamp;
3572 GLboolean EXT_texture_shared_exponent;
3573 GLboolean EXT_texture_snorm;
3574 GLboolean EXT_texture_sRGB;
3575 GLboolean EXT_texture_sRGB_decode;
3576 GLboolean EXT_texture_swizzle;
3577 GLboolean EXT_transform_feedback;
3578 GLboolean EXT_timer_query;
3579 GLboolean EXT_vertex_array_bgra;
3580 GLboolean OES_standard_derivatives;
3581 /* vendor extensions */
3582 GLboolean AMD_performance_monitor;
3583 GLboolean AMD_seamless_cubemap_per_texture;
3584 GLboolean AMD_vertex_shader_layer;
3585 GLboolean APPLE_object_purgeable;
3586 GLboolean ATI_envmap_bumpmap;
3587 GLboolean ATI_texture_compression_3dc;
3588 GLboolean ATI_texture_mirror_once;
3589 GLboolean ATI_texture_env_combine3;
3590 GLboolean ATI_fragment_shader;
3591 GLboolean ATI_separate_stencil;
3592 GLboolean MESA_pack_invert;
3593 GLboolean MESA_ycbcr_texture;
3594 GLboolean NV_conditional_render;
3595 GLboolean NV_fog_distance;
3596 GLboolean NV_fragment_program_option;
3597 GLboolean NV_point_sprite;
3598 GLboolean NV_primitive_restart;
3599 GLboolean NV_texture_barrier;
3600 GLboolean NV_texture_env_combine4;
3601 GLboolean NV_texture_rectangle;
3602 GLboolean NV_vdpau_interop;
3603 GLboolean TDFX_texture_compression_FXT1;
3604 GLboolean OES_EGL_image;
3605 GLboolean OES_draw_texture;
3606 GLboolean OES_depth_texture_cube_map;
3607 GLboolean OES_EGL_image_external;
3608 GLboolean OES_compressed_ETC1_RGB8_texture;
3609 GLboolean extension_sentinel;
3610 /** The extension string */
3611 const GLubyte *String;
3612 /** Number of supported extensions */
3613 GLuint Count;
3614 };
3615
3616
3617 /**
3618 * A stack of matrices (projection, modelview, color, texture, etc).
3619 */
3620 struct gl_matrix_stack
3621 {
3622 GLmatrix *Top; /**< points into Stack */
3623 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3624 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3625 GLuint MaxDepth; /**< size of Stack[] array */
3626 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3627 };
3628
3629
3630 /**
3631 * \name Bits for image transfer operations
3632 * \sa __struct gl_contextRec::ImageTransferState.
3633 */
3634 /*@{*/
3635 #define IMAGE_SCALE_BIAS_BIT 0x1
3636 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3637 #define IMAGE_MAP_COLOR_BIT 0x4
3638 #define IMAGE_CLAMP_BIT 0x800
3639
3640
3641 /** Pixel Transfer ops */
3642 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3643 IMAGE_SHIFT_OFFSET_BIT | \
3644 IMAGE_MAP_COLOR_BIT)
3645
3646 /**
3647 * \name Bits to indicate what state has changed.
3648 */
3649 /*@{*/
3650 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3651 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3652 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3653 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3654 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3655 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3656 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3657 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3658 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3659 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3660 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3661 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3662 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3663 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3664 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3665 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3666 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3667 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3668 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3669 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3670 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3671 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3672 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3673 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3674 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3675 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3676 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3677 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3678 #define _NEW_BUFFER_OBJECT (1 << 28)
3679 #define _NEW_FRAG_CLAMP (1 << 29)
3680 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3681 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3682 #define _NEW_ALL ~0
3683 /*@}*/
3684
3685
3686 /**
3687 * Composite state flags
3688 */
3689 /*@{*/
3690 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3691 _NEW_TEXTURE | \
3692 _NEW_POINT | \
3693 _NEW_PROGRAM | \
3694 _NEW_MODELVIEW)
3695
3696 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3697 _NEW_FOG | \
3698 _NEW_PROGRAM)
3699
3700
3701 /*@}*/
3702
3703
3704
3705
3706 /* This has to be included here. */
3707 #include "dd.h"
3708
3709
3710 /**
3711 * Display list flags.
3712 * Strictly this is a tnl-private concept, but it doesn't seem
3713 * worthwhile adding a tnl private structure just to hold this one bit
3714 * of information:
3715 */
3716 #define DLIST_DANGLING_REFS 0x1
3717
3718
3719 /** Opaque declaration of display list payload data type */
3720 union gl_dlist_node;
3721
3722
3723 /**
3724 * Provide a location where information about a display list can be
3725 * collected. Could be extended with driverPrivate structures,
3726 * etc. in the future.
3727 */
3728 struct gl_display_list
3729 {
3730 GLuint Name;
3731 GLchar *Label; /**< GL_KHR_debug */
3732 GLbitfield Flags; /**< DLIST_x flags */
3733 /** The dlist commands are in a linked list of nodes */
3734 union gl_dlist_node *Head;
3735 };
3736
3737
3738 /**
3739 * State used during display list compilation and execution.
3740 */
3741 struct gl_dlist_state
3742 {
3743 GLuint CallDepth; /**< Current recursion calling depth */
3744
3745 struct gl_display_list *CurrentList; /**< List currently being compiled */
3746 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3747 GLuint CurrentPos; /**< Index into current block of nodes */
3748
3749 GLvertexformat ListVtxfmt;
3750
3751 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3752 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3753
3754 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3755 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3756
3757 struct {
3758 /* State known to have been set by the currently-compiling display
3759 * list. Used to eliminate some redundant state changes.
3760 */
3761 GLenum ShadeModel;
3762 } Current;
3763 };
3764
3765 /** @{
3766 *
3767 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
3768 * to small enums suitable for use as an array index.
3769 */
3770
3771 enum mesa_debug_source {
3772 MESA_DEBUG_SOURCE_API,
3773 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
3774 MESA_DEBUG_SOURCE_SHADER_COMPILER,
3775 MESA_DEBUG_SOURCE_THIRD_PARTY,
3776 MESA_DEBUG_SOURCE_APPLICATION,
3777 MESA_DEBUG_SOURCE_OTHER,
3778 MESA_DEBUG_SOURCE_COUNT
3779 };
3780
3781 enum mesa_debug_type {
3782 MESA_DEBUG_TYPE_ERROR,
3783 MESA_DEBUG_TYPE_DEPRECATED,
3784 MESA_DEBUG_TYPE_UNDEFINED,
3785 MESA_DEBUG_TYPE_PORTABILITY,
3786 MESA_DEBUG_TYPE_PERFORMANCE,
3787 MESA_DEBUG_TYPE_OTHER,
3788 MESA_DEBUG_TYPE_MARKER,
3789 MESA_DEBUG_TYPE_PUSH_GROUP,
3790 MESA_DEBUG_TYPE_POP_GROUP,
3791 MESA_DEBUG_TYPE_COUNT
3792 };
3793
3794 enum mesa_debug_severity {
3795 MESA_DEBUG_SEVERITY_LOW,
3796 MESA_DEBUG_SEVERITY_MEDIUM,
3797 MESA_DEBUG_SEVERITY_HIGH,
3798 MESA_DEBUG_SEVERITY_NOTIFICATION,
3799 MESA_DEBUG_SEVERITY_COUNT
3800 };
3801
3802 /** @} */
3803
3804 /**
3805 * An error, warning, or other piece of debug information for an application
3806 * to consume via GL_ARB_debug_output/GL_KHR_debug.
3807 */
3808 struct gl_debug_msg
3809 {
3810 enum mesa_debug_source source;
3811 enum mesa_debug_type type;
3812 GLuint id;
3813 enum mesa_debug_severity severity;
3814 GLsizei length;
3815 GLcharARB *message;
3816 };
3817
3818 struct gl_debug_namespace
3819 {
3820 struct _mesa_HashTable *IDs;
3821 unsigned ZeroID; /* a HashTable won't take zero, so store its state here */
3822 /** lists of IDs in the hash table at each severity */
3823 struct simple_node Severity[MESA_DEBUG_SEVERITY_COUNT];
3824 };
3825
3826 struct gl_debug_state
3827 {
3828 GLDEBUGPROC Callback;
3829 const void *CallbackData;
3830 GLboolean SyncOutput;
3831 GLboolean DebugOutput;
3832 GLboolean ARBCallback; /* Used to track if current callback is of type ARB_debug_output or KHR_debug */
3833 GLboolean Defaults[MAX_DEBUG_GROUP_STACK_DEPTH][MESA_DEBUG_SEVERITY_COUNT][MESA_DEBUG_SOURCE_COUNT][MESA_DEBUG_TYPE_COUNT];
3834 struct gl_debug_namespace Namespaces[MAX_DEBUG_GROUP_STACK_DEPTH][MESA_DEBUG_SOURCE_COUNT][MESA_DEBUG_TYPE_COUNT];
3835 struct gl_debug_msg Log[MAX_DEBUG_LOGGED_MESSAGES];
3836 struct gl_debug_msg DebugGroupMsgs[MAX_DEBUG_GROUP_STACK_DEPTH];
3837 GLint GroupStackDepth;
3838 GLint NumMessages;
3839 GLint NextMsg;
3840 GLint NextMsgLength; /* redundant, but copied here from Log[NextMsg].length
3841 for the sake of the offsetof() code in get.c */
3842 };
3843
3844 /**
3845 * Enum for the OpenGL APIs we know about and may support.
3846 *
3847 * NOTE: This must match the api_enum table in
3848 * src/mesa/main/get_hash_generator.py
3849 */
3850 typedef enum
3851 {
3852 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
3853 API_OPENGLES,
3854 API_OPENGLES2,
3855 API_OPENGL_CORE,
3856 API_OPENGL_LAST = API_OPENGL_CORE
3857 } gl_api;
3858
3859 /**
3860 * Driver-specific state flags.
3861 *
3862 * These are or'd with gl_context::NewDriverState to notify a driver about
3863 * a state change. The driver sets the flags at context creation and
3864 * the meaning of the bits set is opaque to core Mesa.
3865 */
3866 struct gl_driver_flags
3867 {
3868 /** gl_context::Array::_DrawArrays (vertex array state) */
3869 GLbitfield NewArray;
3870
3871 /** gl_context::TransformFeedback::CurrentObject */
3872 GLbitfield NewTransformFeedback;
3873
3874 /** gl_context::TransformFeedback::CurrentObject::shader_program */
3875 GLbitfield NewTransformFeedbackProg;
3876
3877 /** gl_context::RasterDiscard */
3878 GLbitfield NewRasterizerDiscard;
3879
3880 /**
3881 * gl_context::UniformBufferBindings
3882 * gl_shader_program::UniformBlocks
3883 */
3884 GLbitfield NewUniformBuffer;
3885
3886 /**
3887 * gl_context::AtomicBufferBindings
3888 */
3889 GLbitfield NewAtomicBuffer;
3890
3891 /**
3892 * gl_context::ImageUnits
3893 */
3894 GLbitfield NewImageUnits;
3895 };
3896
3897 struct gl_uniform_buffer_binding
3898 {
3899 struct gl_buffer_object *BufferObject;
3900 /** Start of uniform block data in the buffer */
3901 GLintptr Offset;
3902 /** Size of data allowed to be referenced from the buffer (in bytes) */
3903 GLsizeiptr Size;
3904 /**
3905 * glBindBufferBase() indicates that the Size should be ignored and only
3906 * limited by the current size of the BufferObject.
3907 */
3908 GLboolean AutomaticSize;
3909 };
3910
3911 /**
3912 * ARB_shader_image_load_store image unit.
3913 */
3914 struct gl_image_unit
3915 {
3916 /**
3917 * Texture object bound to this unit.
3918 */
3919 struct gl_texture_object *TexObj;
3920
3921 /**
3922 * Level of the texture object bound to this unit.
3923 */
3924 GLuint Level;
3925
3926 /**
3927 * \c GL_TRUE if the whole level is bound as an array of layers, \c
3928 * GL_FALSE if only some specific layer of the texture is bound.
3929 * \sa Layer
3930 */
3931 GLboolean Layered;
3932
3933 /**
3934 * Layer of the texture object bound to this unit, or zero if the
3935 * whole level is bound.
3936 */
3937 GLuint Layer;
3938
3939 /**
3940 * Access allowed to this texture image. Either \c GL_READ_ONLY,
3941 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
3942 */
3943 GLenum Access;
3944
3945 /**
3946 * GL internal format that determines the interpretation of the
3947 * image memory when shader image operations are performed through
3948 * this unit.
3949 */
3950 GLenum Format;
3951
3952 /**
3953 * Mesa format corresponding to \c Format.
3954 */
3955 mesa_format _ActualFormat;
3956
3957 /**
3958 * GL_TRUE if the state of this image unit is valid and access from
3959 * the shader is allowed. Otherwise loads from this unit should
3960 * return zero and stores should have no effect.
3961 */
3962 GLboolean _Valid;
3963 };
3964
3965 /**
3966 * Binding point for an atomic counter buffer object.
3967 */
3968 struct gl_atomic_buffer_binding
3969 {
3970 struct gl_buffer_object *BufferObject;
3971 GLintptr Offset;
3972 GLsizeiptr Size;
3973 };
3974
3975 /**
3976 * Mesa rendering context.
3977 *
3978 * This is the central context data structure for Mesa. Almost all
3979 * OpenGL state is contained in this structure.
3980 * Think of this as a base class from which device drivers will derive
3981 * sub classes.
3982 */
3983 struct gl_context
3984 {
3985 /** State possibly shared with other contexts in the address space */
3986 struct gl_shared_state *Shared;
3987
3988 /** \name API function pointer tables */
3989 /*@{*/
3990 gl_api API;
3991 /**
3992 * The current dispatch table for non-displaylist-saving execution, either
3993 * BeginEnd or OutsideBeginEnd
3994 */
3995 struct _glapi_table *Exec;
3996 /**
3997 * The normal dispatch table for non-displaylist-saving, non-begin/end
3998 */
3999 struct _glapi_table *OutsideBeginEnd;
4000 /** The dispatch table used between glNewList() and glEndList() */
4001 struct _glapi_table *Save;
4002 /**
4003 * The dispatch table used between glBegin() and glEnd() (outside of a
4004 * display list). Only valid functions between those two are set, which is
4005 * mostly just the set in a GLvertexformat struct.
4006 */
4007 struct _glapi_table *BeginEnd;
4008 /**
4009 * Tracks the current dispatch table out of the 3 above, so that it can be
4010 * re-set on glXMakeCurrent().
4011 */
4012 struct _glapi_table *CurrentDispatch;
4013 /*@}*/
4014
4015 struct gl_config Visual;
4016 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4017 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4018 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4019 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4020
4021 /**
4022 * Device driver function pointer table
4023 */
4024 struct dd_function_table Driver;
4025
4026 /** Core/Driver constants */
4027 struct gl_constants Const;
4028
4029 /** \name The various 4x4 matrix stacks */
4030 /*@{*/
4031 struct gl_matrix_stack ModelviewMatrixStack;
4032 struct gl_matrix_stack ProjectionMatrixStack;
4033 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4034 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4035 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4036 /*@}*/
4037
4038 /** Combined modelview and projection matrix */
4039 GLmatrix _ModelProjectMatrix;
4040
4041 /** \name Display lists */
4042 struct gl_dlist_state ListState;
4043
4044 GLboolean ExecuteFlag; /**< Execute GL commands? */
4045 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4046
4047 /** Extension information */
4048 struct gl_extensions Extensions;
4049
4050 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4051 GLuint Version;
4052 char *VersionString;
4053
4054 /** \name State attribute stack (for glPush/PopAttrib) */
4055 /*@{*/
4056 GLuint AttribStackDepth;
4057 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4058 /*@}*/
4059
4060 /** \name Renderer attribute groups
4061 *
4062 * We define a struct for each attribute group to make pushing and popping
4063 * attributes easy. Also it's a good organization.
4064 */
4065 /*@{*/
4066 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4067 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4068 struct gl_current_attrib Current; /**< Current attributes */
4069 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4070 struct gl_eval_attrib Eval; /**< Eval attributes */
4071 struct gl_fog_attrib Fog; /**< Fog attributes */
4072 struct gl_hint_attrib Hint; /**< Hint attributes */
4073 struct gl_light_attrib Light; /**< Light attributes */
4074 struct gl_line_attrib Line; /**< Line attributes */
4075 struct gl_list_attrib List; /**< List attributes */
4076 struct gl_multisample_attrib Multisample;
4077 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4078 struct gl_point_attrib Point; /**< Point attributes */
4079 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4080 GLuint PolygonStipple[32]; /**< Polygon stipple */
4081 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4082 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4083 struct gl_texture_attrib Texture; /**< Texture attributes */
4084 struct gl_transform_attrib Transform; /**< Transformation attributes */
4085 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4086 /*@}*/
4087
4088 /** \name Client attribute stack */
4089 /*@{*/
4090 GLuint ClientAttribStackDepth;
4091 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4092 /*@}*/
4093
4094 /** \name Client attribute groups */
4095 /*@{*/
4096 struct gl_array_attrib Array; /**< Vertex arrays */
4097 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4098 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4099 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4100 /*@}*/
4101
4102 /** \name Other assorted state (not pushed/popped on attribute stack) */
4103 /*@{*/
4104 struct gl_pixelmaps PixelMaps;
4105
4106 struct gl_evaluators EvalMap; /**< All evaluators */
4107 struct gl_feedback Feedback; /**< Feedback */
4108 struct gl_selection Select; /**< Selection */
4109
4110 struct gl_program_state Program; /**< general program state */
4111 struct gl_vertex_program_state VertexProgram;
4112 struct gl_fragment_program_state FragmentProgram;
4113 struct gl_geometry_program_state GeometryProgram;
4114 struct gl_ati_fragment_shader_state ATIFragmentShader;
4115
4116 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4117 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4118 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
4119
4120 struct gl_query_state Query; /**< occlusion, timer queries */
4121
4122 struct gl_transform_feedback_state TransformFeedback;
4123
4124 struct gl_perf_monitor_state PerfMonitor;
4125
4126 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4127
4128 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4129 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4130
4131 /**
4132 * Current GL_ARB_uniform_buffer_object binding referenced by
4133 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4134 */
4135 struct gl_buffer_object *UniformBuffer;
4136
4137 /**
4138 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4139 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4140 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4141 * shader program.
4142 */
4143 struct gl_uniform_buffer_binding
4144 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4145
4146 /**
4147 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4148 * target.
4149 */
4150 struct gl_buffer_object *AtomicBuffer;
4151
4152 /**
4153 * Array of atomic counter buffer binding points.
4154 */
4155 struct gl_atomic_buffer_binding
4156 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4157
4158 /**
4159 * Array of image units for ARB_shader_image_load_store.
4160 */
4161 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4162
4163 /*@}*/
4164
4165 struct gl_meta_state *Meta; /**< for "meta" operations */
4166
4167 /* GL_EXT_framebuffer_object */
4168 struct gl_renderbuffer *CurrentRenderbuffer;
4169
4170 GLenum ErrorValue; /**< Last error code */
4171
4172 /**
4173 * Recognize and silence repeated error debug messages in buggy apps.
4174 */
4175 const char *ErrorDebugFmtString;
4176 GLuint ErrorDebugCount;
4177
4178 /* GL_ARB_debug_output/GL_KHR_debug */
4179 struct gl_debug_state *Debug;
4180
4181 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4182 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4183 GLbitfield NewDriverState;/**< bitwise-or of flags from DriverFlags */
4184
4185 struct gl_driver_flags DriverFlags;
4186
4187 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4188
4189 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4190
4191 /** \name Derived state */
4192 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4193 GLfloat _EyeZDir[3];
4194 GLfloat _ModelViewInvScale;
4195 GLboolean _NeedEyeCoords;
4196 GLboolean _ForceEyeCoords;
4197
4198 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4199
4200 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4201
4202 /** \name For debugging/development only */
4203 /*@{*/
4204 GLboolean FirstTimeCurrent;
4205 /*@}*/
4206
4207 /** software compression/decompression supported or not */
4208 GLboolean Mesa_DXTn;
4209
4210 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4211
4212 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4213
4214 /**
4215 * \name Hooks for module contexts.
4216 *
4217 * These will eventually live in the driver or elsewhere.
4218 */
4219 /*@{*/
4220 void *swrast_context;
4221 void *swsetup_context;
4222 void *swtnl_context;
4223 struct vbo_context *vbo_context;
4224 struct st_context *st;
4225 void *aelt_context;
4226 /*@}*/
4227
4228 /**
4229 * \name NV_vdpau_interop
4230 */
4231 /*@{*/
4232 const void *vdpDevice;
4233 const void *vdpGetProcAddress;
4234 struct set *vdpSurfaces;
4235 /*@}*/
4236
4237 /**
4238 * Has this context observed a GPU reset in any context in the share group?
4239 *
4240 * Once this field becomes true, it is never reset to false.
4241 */
4242 GLboolean ShareGroupReset;
4243 };
4244
4245
4246 #ifdef DEBUG
4247 extern int MESA_VERBOSE;
4248 extern int MESA_DEBUG_FLAGS;
4249 # define MESA_FUNCTION __FUNCTION__
4250 #else
4251 # define MESA_VERBOSE 0
4252 # define MESA_DEBUG_FLAGS 0
4253 # define MESA_FUNCTION "a function"
4254 # ifndef NDEBUG
4255 # define NDEBUG
4256 # endif
4257 #endif
4258
4259
4260 /** The MESA_VERBOSE var is a bitmask of these flags */
4261 enum _verbose
4262 {
4263 VERBOSE_VARRAY = 0x0001,
4264 VERBOSE_TEXTURE = 0x0002,
4265 VERBOSE_MATERIAL = 0x0004,
4266 VERBOSE_PIPELINE = 0x0008,
4267 VERBOSE_DRIVER = 0x0010,
4268 VERBOSE_STATE = 0x0020,
4269 VERBOSE_API = 0x0040,
4270 VERBOSE_DISPLAY_LIST = 0x0100,
4271 VERBOSE_LIGHTING = 0x0200,
4272 VERBOSE_PRIMS = 0x0400,
4273 VERBOSE_VERTS = 0x0800,
4274 VERBOSE_DISASSEM = 0x1000,
4275 VERBOSE_DRAW = 0x2000,
4276 VERBOSE_SWAPBUFFERS = 0x4000
4277 };
4278
4279
4280 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4281 enum _debug
4282 {
4283 DEBUG_SILENT = (1 << 0),
4284 DEBUG_ALWAYS_FLUSH = (1 << 1),
4285 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
4286 DEBUG_INCOMPLETE_FBO = (1 << 3)
4287 };
4288
4289
4290
4291 #ifdef __cplusplus
4292 }
4293 #endif
4294
4295 #endif /* MTYPES_H */