mesa: replace ctx->Polygon._FrontBit with a helper function
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39 #include "c11/threads.h"
40
41 #include "main/glheader.h"
42 #include "main/config.h"
43 #include "glapi/glapi.h"
44 #include "math/m_matrix.h" /* GLmatrix */
45 #include "compiler/shader_enums.h"
46 #include "compiler/shader_info.h"
47 #include "main/formats.h" /* MESA_FORMAT_COUNT */
48 #include "compiler/glsl/list.h"
49 #include "util/bitscan.h"
50 #include "util/u_dynarray.h"
51
52
53 #ifdef __cplusplus
54 extern "C" {
55 #endif
56
57
58 /**
59 * \name 64-bit extension of GLbitfield.
60 */
61 /*@{*/
62 typedef GLuint64 GLbitfield64;
63
64 /** Set a single bit */
65 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
66 /** Set all bits up to excluding bit b */
67 #define BITFIELD64_MASK(b) \
68 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
69 /** Set count bits starting from bit b */
70 #define BITFIELD64_RANGE(b, count) \
71 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
72
73
74 /**
75 * \name Some forward type declarations
76 */
77 /*@{*/
78 struct _mesa_HashTable;
79 struct gl_attrib_node;
80 struct gl_list_extensions;
81 struct gl_meta_state;
82 struct gl_program_cache;
83 struct gl_texture_object;
84 struct gl_debug_state;
85 struct gl_context;
86 struct st_context;
87 struct gl_uniform_storage;
88 struct prog_instruction;
89 struct gl_program_parameter_list;
90 struct set;
91 struct set_entry;
92 struct vbo_context;
93 /*@}*/
94
95
96 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
97 #define PRIM_MAX GL_PATCHES
98 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
99 #define PRIM_UNKNOWN (PRIM_MAX + 2)
100
101 /**
102 * Determine if the given gl_varying_slot appears in the fragment shader.
103 */
104 static inline GLboolean
105 _mesa_varying_slot_in_fs(gl_varying_slot slot)
106 {
107 switch (slot) {
108 case VARYING_SLOT_PSIZ:
109 case VARYING_SLOT_BFC0:
110 case VARYING_SLOT_BFC1:
111 case VARYING_SLOT_EDGE:
112 case VARYING_SLOT_CLIP_VERTEX:
113 case VARYING_SLOT_LAYER:
114 case VARYING_SLOT_TESS_LEVEL_OUTER:
115 case VARYING_SLOT_TESS_LEVEL_INNER:
116 case VARYING_SLOT_BOUNDING_BOX0:
117 case VARYING_SLOT_BOUNDING_BOX1:
118 return GL_FALSE;
119 default:
120 return GL_TRUE;
121 }
122 }
123
124 /**
125 * Indexes for all renderbuffers
126 */
127 typedef enum
128 {
129 /* the four standard color buffers */
130 BUFFER_FRONT_LEFT,
131 BUFFER_BACK_LEFT,
132 BUFFER_FRONT_RIGHT,
133 BUFFER_BACK_RIGHT,
134 BUFFER_DEPTH,
135 BUFFER_STENCIL,
136 BUFFER_ACCUM,
137 /* optional aux buffer */
138 BUFFER_AUX0,
139 /* generic renderbuffers */
140 BUFFER_COLOR0,
141 BUFFER_COLOR1,
142 BUFFER_COLOR2,
143 BUFFER_COLOR3,
144 BUFFER_COLOR4,
145 BUFFER_COLOR5,
146 BUFFER_COLOR6,
147 BUFFER_COLOR7,
148 BUFFER_COUNT,
149 BUFFER_NONE = -1,
150 } gl_buffer_index;
151
152 /**
153 * Bit flags for all renderbuffers
154 */
155 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
156 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
157 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
158 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
159 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
160 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
161 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
162 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
163 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
164 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
165 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
166 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
167 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
168 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
169 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
170 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
171 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
172 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
173 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
174
175 /**
176 * Mask of all the color buffer bits (but not accum).
177 */
178 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
179 BUFFER_BIT_BACK_LEFT | \
180 BUFFER_BIT_FRONT_RIGHT | \
181 BUFFER_BIT_BACK_RIGHT | \
182 BUFFER_BIT_AUX0 | \
183 BUFFER_BIT_COLOR0 | \
184 BUFFER_BIT_COLOR1 | \
185 BUFFER_BIT_COLOR2 | \
186 BUFFER_BIT_COLOR3 | \
187 BUFFER_BIT_COLOR4 | \
188 BUFFER_BIT_COLOR5 | \
189 BUFFER_BIT_COLOR6 | \
190 BUFFER_BIT_COLOR7)
191
192 /* Mask of bits for depth+stencil buffers */
193 #define BUFFER_BITS_DEPTH_STENCIL (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL)
194
195 /**
196 * Framebuffer configuration (aka visual / pixelformat)
197 * Note: some of these fields should be boolean, but it appears that
198 * code in drivers/dri/common/util.c requires int-sized fields.
199 */
200 struct gl_config
201 {
202 GLboolean rgbMode;
203 GLboolean floatMode;
204 GLuint doubleBufferMode;
205 GLuint stereoMode;
206
207 GLboolean haveAccumBuffer;
208 GLboolean haveDepthBuffer;
209 GLboolean haveStencilBuffer;
210
211 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
212 GLuint redMask, greenMask, blueMask, alphaMask;
213 GLint rgbBits; /* total bits for rgb */
214 GLint indexBits; /* total bits for colorindex */
215
216 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
217 GLint depthBits;
218 GLint stencilBits;
219
220 GLint numAuxBuffers;
221
222 GLint level;
223
224 /* EXT_visual_rating / GLX 1.2 */
225 GLint visualRating;
226
227 /* EXT_visual_info / GLX 1.2 */
228 GLint transparentPixel;
229 /* colors are floats scaled to ints */
230 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
231 GLint transparentIndex;
232
233 /* ARB_multisample / SGIS_multisample */
234 GLint sampleBuffers;
235 GLint samples;
236
237 /* SGIX_pbuffer / GLX 1.3 */
238 GLint maxPbufferWidth;
239 GLint maxPbufferHeight;
240 GLint maxPbufferPixels;
241 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
242 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
243
244 /* OML_swap_method */
245 GLint swapMethod;
246
247 /* EXT_texture_from_pixmap */
248 GLint bindToTextureRgb;
249 GLint bindToTextureRgba;
250 GLint bindToMipmapTexture;
251 GLint bindToTextureTargets;
252 GLint yInverted;
253
254 /* EXT_framebuffer_sRGB */
255 GLint sRGBCapable;
256 };
257
258
259 /**
260 * \name Bit flags used for updating material values.
261 */
262 /*@{*/
263 #define MAT_ATTRIB_FRONT_AMBIENT 0
264 #define MAT_ATTRIB_BACK_AMBIENT 1
265 #define MAT_ATTRIB_FRONT_DIFFUSE 2
266 #define MAT_ATTRIB_BACK_DIFFUSE 3
267 #define MAT_ATTRIB_FRONT_SPECULAR 4
268 #define MAT_ATTRIB_BACK_SPECULAR 5
269 #define MAT_ATTRIB_FRONT_EMISSION 6
270 #define MAT_ATTRIB_BACK_EMISSION 7
271 #define MAT_ATTRIB_FRONT_SHININESS 8
272 #define MAT_ATTRIB_BACK_SHININESS 9
273 #define MAT_ATTRIB_FRONT_INDEXES 10
274 #define MAT_ATTRIB_BACK_INDEXES 11
275 #define MAT_ATTRIB_MAX 12
276
277 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
278 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
279 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
280 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
281 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
282 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
283
284 #define MAT_INDEX_AMBIENT 0
285 #define MAT_INDEX_DIFFUSE 1
286 #define MAT_INDEX_SPECULAR 2
287
288 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
289 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
290 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
291 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
292 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
293 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
294 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
295 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
296 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
297 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
298 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
299 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
300
301
302 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
303 MAT_BIT_FRONT_AMBIENT | \
304 MAT_BIT_FRONT_DIFFUSE | \
305 MAT_BIT_FRONT_SPECULAR | \
306 MAT_BIT_FRONT_SHININESS | \
307 MAT_BIT_FRONT_INDEXES)
308
309 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
310 MAT_BIT_BACK_AMBIENT | \
311 MAT_BIT_BACK_DIFFUSE | \
312 MAT_BIT_BACK_SPECULAR | \
313 MAT_BIT_BACK_SHININESS | \
314 MAT_BIT_BACK_INDEXES)
315
316 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
317 /*@}*/
318
319
320 /**
321 * Material state.
322 */
323 struct gl_material
324 {
325 GLfloat Attrib[MAT_ATTRIB_MAX][4];
326 };
327
328
329 /**
330 * Light state flags.
331 */
332 /*@{*/
333 #define LIGHT_SPOT 0x1
334 #define LIGHT_LOCAL_VIEWER 0x2
335 #define LIGHT_POSITIONAL 0x4
336 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
337 /*@}*/
338
339
340 /**
341 * Light source state.
342 */
343 struct gl_light
344 {
345 GLfloat Ambient[4]; /**< ambient color */
346 GLfloat Diffuse[4]; /**< diffuse color */
347 GLfloat Specular[4]; /**< specular color */
348 GLfloat EyePosition[4]; /**< position in eye coordinates */
349 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
350 GLfloat SpotExponent;
351 GLfloat SpotCutoff; /**< in degrees */
352 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
353 GLfloat ConstantAttenuation;
354 GLfloat LinearAttenuation;
355 GLfloat QuadraticAttenuation;
356 GLboolean Enabled; /**< On/off flag */
357
358 /**
359 * \name Derived fields
360 */
361 /*@{*/
362 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
363
364 GLfloat _Position[4]; /**< position in eye/obj coordinates */
365 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
366 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
367 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
368 GLfloat _VP_inf_spot_attenuation;
369
370 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
371 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
372 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
373 /*@}*/
374 };
375
376
377 /**
378 * Light model state.
379 */
380 struct gl_lightmodel
381 {
382 GLfloat Ambient[4]; /**< ambient color */
383 GLboolean LocalViewer; /**< Local (or infinite) view point? */
384 GLboolean TwoSide; /**< Two (or one) sided lighting? */
385 GLenum ColorControl; /**< either GL_SINGLE_COLOR
386 * or GL_SEPARATE_SPECULAR_COLOR */
387 };
388
389
390 /**
391 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
392 */
393 struct gl_accum_attrib
394 {
395 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
396 };
397
398
399 /**
400 * Used for storing clear color, texture border color, etc.
401 * The float values are typically unclamped.
402 */
403 union gl_color_union
404 {
405 GLfloat f[4];
406 GLint i[4];
407 GLuint ui[4];
408 };
409
410
411 /**
412 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
413 */
414 struct gl_colorbuffer_attrib
415 {
416 GLuint ClearIndex; /**< Index for glClear */
417 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
418 GLuint IndexMask; /**< Color index write mask */
419 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
420
421 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
422
423 /**
424 * \name alpha testing
425 */
426 /*@{*/
427 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
428 GLenum AlphaFunc; /**< Alpha test function */
429 GLfloat AlphaRefUnclamped;
430 GLclampf AlphaRef; /**< Alpha reference value */
431 /*@}*/
432
433 /**
434 * \name Blending
435 */
436 /*@{*/
437 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
438
439 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
440 * control, only on the fixed-pointness of the render target.
441 * The query does however depend on fragment color clamping.
442 */
443 GLfloat BlendColorUnclamped[4]; /**< Blending color */
444 GLfloat BlendColor[4]; /**< Blending color */
445
446 struct
447 {
448 GLenum SrcRGB; /**< RGB blend source term */
449 GLenum DstRGB; /**< RGB blend dest term */
450 GLenum SrcA; /**< Alpha blend source term */
451 GLenum DstA; /**< Alpha blend dest term */
452 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
453 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
454 /**
455 * Set if any blend factor uses SRC1. Computed at the time blend factors
456 * get set.
457 */
458 GLboolean _UsesDualSrc;
459 } Blend[MAX_DRAW_BUFFERS];
460 /** Are the blend func terms currently different for each buffer/target? */
461 GLboolean _BlendFuncPerBuffer;
462 /** Are the blend equations currently different for each buffer/target? */
463 GLboolean _BlendEquationPerBuffer;
464
465 /**
466 * Which advanced blending mode is in use (or BLEND_NONE).
467 *
468 * KHR_blend_equation_advanced only allows advanced blending with a single
469 * draw buffer, and NVX_blend_equation_advanced_multi_draw_buffer still
470 * requires all draw buffers to match, so we only need a single value.
471 */
472 enum gl_advanced_blend_mode _AdvancedBlendMode;
473
474 /** Coherency requested via glEnable(GL_BLEND_ADVANCED_COHERENT_KHR)? */
475 bool BlendCoherent;
476 /*@}*/
477
478 /**
479 * \name Logic op
480 */
481 /*@{*/
482 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
483 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
484 GLenum LogicOp; /**< Logic operator */
485
486 /*@}*/
487
488 GLboolean DitherFlag; /**< Dither enable flag */
489
490 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
491 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
492 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
493
494 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
495 };
496
497
498 /**
499 * Current attribute group (GL_CURRENT_BIT).
500 */
501 struct gl_current_attrib
502 {
503 /**
504 * \name Current vertex attributes (color, texcoords, etc).
505 * \note Values are valid only after FLUSH_VERTICES has been called.
506 * \note Index and Edgeflag current values are stored as floats in the
507 * SIX and SEVEN attribute slots.
508 * \note We need double storage for 64-bit vertex attributes
509 */
510 GLfloat Attrib[VERT_ATTRIB_MAX][4*2];
511
512 /**
513 * \name Current raster position attributes (always up to date after a
514 * glRasterPos call).
515 */
516 GLfloat RasterPos[4];
517 GLfloat RasterDistance;
518 GLfloat RasterColor[4];
519 GLfloat RasterSecondaryColor[4];
520 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
521 GLboolean RasterPosValid;
522 };
523
524
525 /**
526 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
527 */
528 struct gl_depthbuffer_attrib
529 {
530 GLenum Func; /**< Function for depth buffer compare */
531 GLclampd Clear; /**< Value to clear depth buffer to */
532 GLboolean Test; /**< Depth buffering enabled flag */
533 GLboolean Mask; /**< Depth buffer writable? */
534 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
535 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
536 };
537
538
539 /**
540 * Evaluator attribute group (GL_EVAL_BIT).
541 */
542 struct gl_eval_attrib
543 {
544 /**
545 * \name Enable bits
546 */
547 /*@{*/
548 GLboolean Map1Color4;
549 GLboolean Map1Index;
550 GLboolean Map1Normal;
551 GLboolean Map1TextureCoord1;
552 GLboolean Map1TextureCoord2;
553 GLboolean Map1TextureCoord3;
554 GLboolean Map1TextureCoord4;
555 GLboolean Map1Vertex3;
556 GLboolean Map1Vertex4;
557 GLboolean Map2Color4;
558 GLboolean Map2Index;
559 GLboolean Map2Normal;
560 GLboolean Map2TextureCoord1;
561 GLboolean Map2TextureCoord2;
562 GLboolean Map2TextureCoord3;
563 GLboolean Map2TextureCoord4;
564 GLboolean Map2Vertex3;
565 GLboolean Map2Vertex4;
566 GLboolean AutoNormal;
567 /*@}*/
568
569 /**
570 * \name Map Grid endpoints and divisions and calculated du values
571 */
572 /*@{*/
573 GLint MapGrid1un;
574 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
575 GLint MapGrid2un, MapGrid2vn;
576 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
577 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
578 /*@}*/
579 };
580
581
582 /**
583 * Compressed fog mode.
584 */
585 enum gl_fog_mode
586 {
587 FOG_NONE,
588 FOG_LINEAR,
589 FOG_EXP,
590 FOG_EXP2,
591 };
592
593
594 /**
595 * Fog attribute group (GL_FOG_BIT).
596 */
597 struct gl_fog_attrib
598 {
599 GLboolean Enabled; /**< Fog enabled flag */
600 GLboolean ColorSumEnabled;
601 uint8_t _PackedMode; /**< Fog mode as 2 bits */
602 uint8_t _PackedEnabledMode; /**< Masked CompressedMode */
603 GLfloat ColorUnclamped[4]; /**< Fog color */
604 GLfloat Color[4]; /**< Fog color */
605 GLfloat Density; /**< Density >= 0.0 */
606 GLfloat Start; /**< Start distance in eye coords */
607 GLfloat End; /**< End distance in eye coords */
608 GLfloat Index; /**< Fog index */
609 GLenum Mode; /**< Fog mode */
610 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
611 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
612 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
613 };
614
615
616 /**
617 * Hint attribute group (GL_HINT_BIT).
618 *
619 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
620 */
621 struct gl_hint_attrib
622 {
623 GLenum PerspectiveCorrection;
624 GLenum PointSmooth;
625 GLenum LineSmooth;
626 GLenum PolygonSmooth;
627 GLenum Fog;
628 GLenum TextureCompression; /**< GL_ARB_texture_compression */
629 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
630 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
631 };
632
633
634 /**
635 * Lighting attribute group (GL_LIGHT_BIT).
636 */
637 struct gl_light_attrib
638 {
639 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
640 struct gl_lightmodel Model; /**< Lighting model */
641
642 /**
643 * Front and back material values.
644 * Note: must call FLUSH_VERTICES() before using.
645 */
646 struct gl_material Material;
647
648 GLboolean Enabled; /**< Lighting enabled flag */
649 GLboolean ColorMaterialEnabled;
650
651 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
652 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
653 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
654 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
655 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
656
657
658 GLboolean _ClampVertexColor;
659 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
660
661 /**
662 * Derived state for optimizations:
663 */
664 /*@{*/
665 GLbitfield _EnabledLights; /**< bitmask containing enabled lights */
666
667 GLboolean _NeedEyeCoords;
668 GLboolean _NeedVertices; /**< Use fast shader? */
669
670 GLfloat _BaseColor[2][3];
671 /*@}*/
672 };
673
674
675 /**
676 * Line attribute group (GL_LINE_BIT).
677 */
678 struct gl_line_attrib
679 {
680 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
681 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
682 GLushort StipplePattern; /**< Stipple pattern */
683 GLint StippleFactor; /**< Stipple repeat factor */
684 GLfloat Width; /**< Line width */
685 };
686
687
688 /**
689 * Display list attribute group (GL_LIST_BIT).
690 */
691 struct gl_list_attrib
692 {
693 GLuint ListBase;
694 };
695
696
697 /**
698 * Multisample attribute group (GL_MULTISAMPLE_BIT).
699 */
700 struct gl_multisample_attrib
701 {
702 GLboolean Enabled;
703 GLboolean SampleAlphaToCoverage;
704 GLboolean SampleAlphaToOne;
705 GLboolean SampleCoverage;
706 GLboolean SampleCoverageInvert;
707 GLboolean SampleShading;
708
709 /* ARB_texture_multisample / GL3.2 additions */
710 GLboolean SampleMask;
711
712 GLfloat SampleCoverageValue; /**< In range [0, 1] */
713 GLfloat MinSampleShadingValue; /**< In range [0, 1] */
714
715 /** The GL spec defines this as an array but >32x MSAA is madness */
716 GLbitfield SampleMaskValue;
717 };
718
719
720 /**
721 * A pixelmap (see glPixelMap)
722 */
723 struct gl_pixelmap
724 {
725 GLint Size;
726 GLfloat Map[MAX_PIXEL_MAP_TABLE];
727 };
728
729
730 /**
731 * Collection of all pixelmaps
732 */
733 struct gl_pixelmaps
734 {
735 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
736 struct gl_pixelmap GtoG;
737 struct gl_pixelmap BtoB;
738 struct gl_pixelmap AtoA;
739 struct gl_pixelmap ItoR;
740 struct gl_pixelmap ItoG;
741 struct gl_pixelmap ItoB;
742 struct gl_pixelmap ItoA;
743 struct gl_pixelmap ItoI;
744 struct gl_pixelmap StoS;
745 };
746
747
748 /**
749 * Pixel attribute group (GL_PIXEL_MODE_BIT).
750 */
751 struct gl_pixel_attrib
752 {
753 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
754
755 /*--- Begin Pixel Transfer State ---*/
756 /* Fields are in the order in which they're applied... */
757
758 /** Scale & Bias (index shift, offset) */
759 /*@{*/
760 GLfloat RedBias, RedScale;
761 GLfloat GreenBias, GreenScale;
762 GLfloat BlueBias, BlueScale;
763 GLfloat AlphaBias, AlphaScale;
764 GLfloat DepthBias, DepthScale;
765 GLint IndexShift, IndexOffset;
766 /*@}*/
767
768 /* Pixel Maps */
769 /* Note: actual pixel maps are not part of this attrib group */
770 GLboolean MapColorFlag;
771 GLboolean MapStencilFlag;
772
773 /*--- End Pixel Transfer State ---*/
774
775 /** glPixelZoom */
776 GLfloat ZoomX, ZoomY;
777 };
778
779
780 /**
781 * Point attribute group (GL_POINT_BIT).
782 */
783 struct gl_point_attrib
784 {
785 GLfloat Size; /**< User-specified point size */
786 GLfloat Params[3]; /**< GL_EXT_point_parameters */
787 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
788 GLfloat Threshold; /**< GL_EXT_point_parameters */
789 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
790 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
791 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
792 GLbitfield CoordReplace; /**< GL_ARB_point_sprite*/
793 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
794 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
795 };
796
797
798 /**
799 * Polygon attribute group (GL_POLYGON_BIT).
800 */
801 struct gl_polygon_attrib
802 {
803 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
804 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
805 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
806 GLboolean CullFlag; /**< Culling on/off flag */
807 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
808 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
809 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
810 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
811 GLfloat OffsetUnits; /**< Polygon offset units, from user */
812 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
813 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
814 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
815 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
816 };
817
818
819 /**
820 * Scissor attributes (GL_SCISSOR_BIT).
821 */
822 struct gl_scissor_rect
823 {
824 GLint X, Y; /**< Lower left corner of box */
825 GLsizei Width, Height; /**< Size of box */
826 };
827 struct gl_scissor_attrib
828 {
829 GLbitfield EnableFlags; /**< Scissor test enabled? */
830 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
831 GLint NumWindowRects; /**< Count of enabled window rectangles */
832 GLenum WindowRectMode; /**< Whether to include or exclude the rects */
833 struct gl_scissor_rect WindowRects[MAX_WINDOW_RECTANGLES];
834 };
835
836
837 /**
838 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
839 *
840 * Three sets of stencil data are tracked so that OpenGL 2.0,
841 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
842 * simultaneously. In each of the stencil state arrays, element 0 corresponds
843 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
844 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
845 * GL_EXT_stencil_two_side GL_BACK state.
846 *
847 * The derived value \c _BackFace is either 1 or 2 depending on whether or
848 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
849 *
850 * The derived value \c _TestTwoSide is set when the front-face and back-face
851 * stencil state are different.
852 */
853 struct gl_stencil_attrib
854 {
855 GLboolean Enabled; /**< Enabled flag */
856 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
857 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
858 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
859 GLenum Function[3]; /**< Stencil function */
860 GLenum FailFunc[3]; /**< Fail function */
861 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
862 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
863 GLint Ref[3]; /**< Reference value */
864 GLuint ValueMask[3]; /**< Value mask */
865 GLuint WriteMask[3]; /**< Write mask */
866 GLuint Clear; /**< Clear value */
867 };
868
869
870 /**
871 * An index for each type of texture object. These correspond to the GL
872 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
873 * Note: the order is from highest priority to lowest priority.
874 */
875 typedef enum
876 {
877 TEXTURE_2D_MULTISAMPLE_INDEX,
878 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
879 TEXTURE_CUBE_ARRAY_INDEX,
880 TEXTURE_BUFFER_INDEX,
881 TEXTURE_2D_ARRAY_INDEX,
882 TEXTURE_1D_ARRAY_INDEX,
883 TEXTURE_EXTERNAL_INDEX,
884 TEXTURE_CUBE_INDEX,
885 TEXTURE_3D_INDEX,
886 TEXTURE_RECT_INDEX,
887 TEXTURE_2D_INDEX,
888 TEXTURE_1D_INDEX,
889 NUM_TEXTURE_TARGETS
890 } gl_texture_index;
891
892
893 /**
894 * Bit flags for each type of texture object
895 */
896 /*@{*/
897 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
898 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
899 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
900 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
901 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
902 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
903 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
904 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
905 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
906 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
907 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
908 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
909 /*@}*/
910
911
912 /**
913 * Texture image state. Drivers will typically create a subclass of this
914 * with extra fields for memory buffers, etc.
915 */
916 struct gl_texture_image
917 {
918 GLint InternalFormat; /**< Internal format as given by the user */
919 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
920 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
921 * GL_INTENSITY, GL_DEPTH_COMPONENT or
922 * GL_DEPTH_STENCIL_EXT only. Used for
923 * choosing TexEnv arithmetic.
924 */
925 mesa_format TexFormat; /**< The actual texture memory format */
926
927 GLuint Border; /**< 0 or 1 */
928 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
929 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
930 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
931 GLuint Width2; /**< = Width - 2*Border */
932 GLuint Height2; /**< = Height - 2*Border */
933 GLuint Depth2; /**< = Depth - 2*Border */
934 GLuint WidthLog2; /**< = log2(Width2) */
935 GLuint HeightLog2; /**< = log2(Height2) */
936 GLuint DepthLog2; /**< = log2(Depth2) */
937 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
938 levels, computed from the dimensions */
939
940 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
941 GLuint Level; /**< Which mipmap level am I? */
942 /** Cube map face: index into gl_texture_object::Image[] array */
943 GLuint Face;
944
945 /** GL_ARB_texture_multisample */
946 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
947 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
948 };
949
950
951 /**
952 * Indexes for cube map faces.
953 */
954 typedef enum
955 {
956 FACE_POS_X = 0,
957 FACE_NEG_X = 1,
958 FACE_POS_Y = 2,
959 FACE_NEG_Y = 3,
960 FACE_POS_Z = 4,
961 FACE_NEG_Z = 5,
962 MAX_FACES = 6
963 } gl_face_index;
964
965
966 /**
967 * Sampler object state. These objects are new with GL_ARB_sampler_objects
968 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
969 */
970 struct gl_sampler_object
971 {
972 mtx_t Mutex;
973 GLuint Name;
974 GLint RefCount;
975 GLchar *Label; /**< GL_KHR_debug */
976
977 GLenum WrapS; /**< S-axis texture image wrap mode */
978 GLenum WrapT; /**< T-axis texture image wrap mode */
979 GLenum WrapR; /**< R-axis texture image wrap mode */
980 GLenum MinFilter; /**< minification filter */
981 GLenum MagFilter; /**< magnification filter */
982 union gl_color_union BorderColor; /**< Interpreted according to texture format */
983 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
984 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
985 GLfloat LodBias; /**< OpenGL 1.4 */
986 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
987 GLenum CompareMode; /**< GL_ARB_shadow */
988 GLenum CompareFunc; /**< GL_ARB_shadow */
989 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
990 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
991
992 /** GL_ARB_bindless_texture */
993 struct util_dynarray Handles;
994 bool HandleAllocated;
995 };
996
997
998 /**
999 * Texture object state. Contains the array of mipmap images, border color,
1000 * wrap modes, filter modes, and shadow/texcompare state.
1001 */
1002 struct gl_texture_object
1003 {
1004 mtx_t Mutex; /**< for thread safety */
1005 GLint RefCount; /**< reference count */
1006 GLuint Name; /**< the user-visible texture object ID */
1007 GLchar *Label; /**< GL_KHR_debug */
1008 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1009 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
1010 Only valid when Target is valid. */
1011
1012 struct gl_sampler_object Sampler;
1013
1014 GLenum DepthMode; /**< GL_ARB_depth_texture */
1015 bool StencilSampling; /**< Should we sample stencil instead of depth? */
1016
1017 GLfloat Priority; /**< in [0,1] */
1018 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1019 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1020 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1021 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1022 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1023 GLint CropRect[4]; /**< GL_OES_draw_texture */
1024 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1025 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1026 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1027 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1028 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1029 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1030 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1031 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1032 pressure? */
1033 GLboolean Immutable; /**< GL_ARB_texture_storage */
1034 GLboolean _IsFloat; /**< GL_OES_float_texture */
1035 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
1036
1037 GLuint MinLevel; /**< GL_ARB_texture_view */
1038 GLuint MinLayer; /**< GL_ARB_texture_view */
1039 GLuint NumLevels; /**< GL_ARB_texture_view */
1040 GLuint NumLayers; /**< GL_ARB_texture_view */
1041
1042 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1043 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1044
1045 /** GL_ARB_texture_buffer_object */
1046 struct gl_buffer_object *BufferObject;
1047 GLenum BufferObjectFormat;
1048 /** Equivalent Mesa format for BufferObjectFormat. */
1049 mesa_format _BufferObjectFormat;
1050 /** GL_ARB_texture_buffer_range */
1051 GLintptr BufferOffset;
1052 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1053
1054 /** GL_OES_EGL_image_external */
1055 GLint RequiredTextureImageUnits;
1056
1057 /** GL_ARB_shader_image_load_store */
1058 GLenum ImageFormatCompatibilityType;
1059
1060 /** GL_ARB_bindless_texture */
1061 struct util_dynarray SamplerHandles;
1062 struct util_dynarray ImageHandles;
1063 bool HandleAllocated;
1064 };
1065
1066
1067 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1068 #define MAX_COMBINER_TERMS 4
1069
1070
1071 /**
1072 * Texture combine environment state.
1073 */
1074 struct gl_tex_env_combine_state
1075 {
1076 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1077 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1078 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1079 GLenum SourceRGB[MAX_COMBINER_TERMS];
1080 GLenum SourceA[MAX_COMBINER_TERMS];
1081 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1082 GLenum OperandRGB[MAX_COMBINER_TERMS];
1083 GLenum OperandA[MAX_COMBINER_TERMS];
1084 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1085 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1086 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1087 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1088 };
1089
1090
1091 /** Compressed TexEnv effective Combine mode */
1092 enum gl_tex_env_mode
1093 {
1094 TEXENV_MODE_REPLACE, /* r = a0 */
1095 TEXENV_MODE_MODULATE, /* r = a0 * a1 */
1096 TEXENV_MODE_ADD, /* r = a0 + a1 */
1097 TEXENV_MODE_ADD_SIGNED, /* r = a0 + a1 - 0.5 */
1098 TEXENV_MODE_INTERPOLATE, /* r = a0 * a2 + a1 * (1 - a2) */
1099 TEXENV_MODE_SUBTRACT, /* r = a0 - a1 */
1100 TEXENV_MODE_DOT3_RGB, /* r = a0 . a1 */
1101 TEXENV_MODE_DOT3_RGB_EXT, /* r = a0 . a1 */
1102 TEXENV_MODE_DOT3_RGBA, /* r = a0 . a1 */
1103 TEXENV_MODE_DOT3_RGBA_EXT, /* r = a0 . a1 */
1104 TEXENV_MODE_MODULATE_ADD_ATI, /* r = a0 * a2 + a1 */
1105 TEXENV_MODE_MODULATE_SIGNED_ADD_ATI, /* r = a0 * a2 + a1 - 0.5 */
1106 TEXENV_MODE_MODULATE_SUBTRACT_ATI, /* r = a0 * a2 - a1 */
1107 TEXENV_MODE_ADD_PRODUCTS_NV, /* r = a0 * a1 + a2 * a3 */
1108 TEXENV_MODE_ADD_PRODUCTS_SIGNED_NV, /* r = a0 * a1 + a2 * a3 - 0.5 */
1109 };
1110
1111
1112 /** Compressed TexEnv Combine source */
1113 enum gl_tex_env_source
1114 {
1115 TEXENV_SRC_TEXTURE0,
1116 TEXENV_SRC_TEXTURE1,
1117 TEXENV_SRC_TEXTURE2,
1118 TEXENV_SRC_TEXTURE3,
1119 TEXENV_SRC_TEXTURE4,
1120 TEXENV_SRC_TEXTURE5,
1121 TEXENV_SRC_TEXTURE6,
1122 TEXENV_SRC_TEXTURE7,
1123 TEXENV_SRC_TEXTURE,
1124 TEXENV_SRC_PREVIOUS,
1125 TEXENV_SRC_PRIMARY_COLOR,
1126 TEXENV_SRC_CONSTANT,
1127 TEXENV_SRC_ZERO,
1128 TEXENV_SRC_ONE,
1129 };
1130
1131
1132 /** Compressed TexEnv Combine operand */
1133 enum gl_tex_env_operand
1134 {
1135 TEXENV_OPR_COLOR,
1136 TEXENV_OPR_ONE_MINUS_COLOR,
1137 TEXENV_OPR_ALPHA,
1138 TEXENV_OPR_ONE_MINUS_ALPHA,
1139 };
1140
1141
1142 /** Compressed TexEnv Combine argument */
1143 struct gl_tex_env_argument
1144 {
1145 #ifdef __GNUC__
1146 __extension__ uint8_t Source:4; /**< TEXENV_SRC_x */
1147 __extension__ uint8_t Operand:2; /**< TEXENV_OPR_x */
1148 #else
1149 uint8_t Source; /**< SRC_x */
1150 uint8_t Operand; /**< OPR_x */
1151 #endif
1152 };
1153
1154
1155 /***
1156 * Compressed TexEnv Combine state.
1157 */
1158 struct gl_tex_env_combine_packed
1159 {
1160 uint32_t ModeRGB:4; /**< Effective mode for RGB as 4 bits */
1161 uint32_t ModeA:4; /**< Effective mode for RGB as 4 bits */
1162 uint32_t ScaleShiftRGB:2; /**< 0, 1 or 2 */
1163 uint32_t ScaleShiftA:2; /**< 0, 1 or 2 */
1164 uint32_t NumArgsRGB:3; /**< Number of inputs used for the RGB combiner */
1165 uint32_t NumArgsA:3; /**< Number of inputs used for the A combiner */
1166 /** Source arguments in a packed manner */
1167 struct gl_tex_env_argument ArgsRGB[MAX_COMBINER_TERMS];
1168 struct gl_tex_env_argument ArgsA[MAX_COMBINER_TERMS];
1169 };
1170
1171
1172 /**
1173 * TexGenEnabled flags.
1174 */
1175 /*@{*/
1176 #define S_BIT 1
1177 #define T_BIT 2
1178 #define R_BIT 4
1179 #define Q_BIT 8
1180 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1181 /*@}*/
1182
1183
1184 /**
1185 * Bit flag versions of the corresponding GL_ constants.
1186 */
1187 /*@{*/
1188 #define TEXGEN_SPHERE_MAP 0x1
1189 #define TEXGEN_OBJ_LINEAR 0x2
1190 #define TEXGEN_EYE_LINEAR 0x4
1191 #define TEXGEN_REFLECTION_MAP_NV 0x8
1192 #define TEXGEN_NORMAL_MAP_NV 0x10
1193
1194 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1195 TEXGEN_REFLECTION_MAP_NV | \
1196 TEXGEN_NORMAL_MAP_NV)
1197 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1198 TEXGEN_REFLECTION_MAP_NV | \
1199 TEXGEN_NORMAL_MAP_NV | \
1200 TEXGEN_EYE_LINEAR)
1201 /*@}*/
1202
1203
1204
1205 /** Tex-gen enabled for texture unit? */
1206 #define ENABLE_TEXGEN(unit) (1 << (unit))
1207
1208 /** Non-identity texture matrix for texture unit? */
1209 #define ENABLE_TEXMAT(unit) (1 << (unit))
1210
1211
1212 /**
1213 * Texture coord generation state.
1214 */
1215 struct gl_texgen
1216 {
1217 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1218 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1219 GLfloat ObjectPlane[4];
1220 GLfloat EyePlane[4];
1221 };
1222
1223
1224 /**
1225 * Texture unit state. Contains enable flags, texture environment/function/
1226 * combiners, texgen state, and pointers to current texture objects.
1227 */
1228 struct gl_texture_unit
1229 {
1230 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1231
1232 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1233 GLclampf EnvColor[4];
1234 GLfloat EnvColorUnclamped[4];
1235
1236 struct gl_texgen GenS;
1237 struct gl_texgen GenT;
1238 struct gl_texgen GenR;
1239 struct gl_texgen GenQ;
1240 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1241 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1242
1243 GLfloat LodBias; /**< for biasing mipmap levels */
1244
1245 /** Texture targets that have a non-default texture bound */
1246 GLbitfield _BoundTextures;
1247
1248 /** Current sampler object (GL_ARB_sampler_objects) */
1249 struct gl_sampler_object *Sampler;
1250
1251 /**
1252 * \name GL_EXT_texture_env_combine
1253 */
1254 struct gl_tex_env_combine_state Combine;
1255
1256 /**
1257 * Derived state based on \c EnvMode and the \c BaseFormat of the
1258 * currently enabled texture.
1259 */
1260 struct gl_tex_env_combine_state _EnvMode;
1261
1262 /**
1263 * Currently enabled combiner state. This will point to either
1264 * \c Combine or \c _EnvMode.
1265 */
1266 struct gl_tex_env_combine_state *_CurrentCombine;
1267
1268 /** Current texture object pointers */
1269 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1270
1271 /** Points to highest priority, complete and enabled texture object */
1272 struct gl_texture_object *_Current;
1273
1274 /** Current compressed TexEnv & Combine state */
1275 struct gl_tex_env_combine_packed _CurrentCombinePacked;
1276 };
1277
1278
1279 /**
1280 * Texture attribute group (GL_TEXTURE_BIT).
1281 */
1282 struct gl_texture_attrib
1283 {
1284 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1285
1286 /** GL_ARB_seamless_cubemap */
1287 GLboolean CubeMapSeamless;
1288
1289 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1290
1291 /** GL_ARB_texture_buffer_object */
1292 struct gl_buffer_object *BufferObject;
1293
1294 /** Texture coord units/sets used for fragment texturing */
1295 GLbitfield _EnabledCoordUnits;
1296
1297 /** Texture coord units that have texgen enabled */
1298 GLbitfield _TexGenEnabled;
1299
1300 /** Texture coord units that have non-identity matrices */
1301 GLbitfield _TexMatEnabled;
1302
1303 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1304 GLbitfield _GenFlags;
1305
1306 /** Largest index of a texture unit with _Current != NULL. */
1307 GLint _MaxEnabledTexImageUnit;
1308
1309 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1310 GLint NumCurrentTexUsed;
1311
1312 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1313 };
1314
1315
1316 /**
1317 * Data structure representing a single clip plane (e.g. one of the elements
1318 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1319 */
1320 typedef GLfloat gl_clip_plane[4];
1321
1322
1323 /**
1324 * Transformation attribute group (GL_TRANSFORM_BIT).
1325 */
1326 struct gl_transform_attrib
1327 {
1328 GLenum MatrixMode; /**< Matrix mode */
1329 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1330 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1331 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1332 GLboolean Normalize; /**< Normalize all normals? */
1333 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1334 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1335 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1336 /** GL_ARB_clip_control */
1337 GLenum ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1338 GLenum ClipDepthMode; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1339 };
1340
1341
1342 /**
1343 * Viewport attribute group (GL_VIEWPORT_BIT).
1344 */
1345 struct gl_viewport_attrib
1346 {
1347 GLfloat X, Y; /**< position */
1348 GLfloat Width, Height; /**< size */
1349 GLdouble Near, Far; /**< Depth buffer range */
1350 };
1351
1352
1353 typedef enum {
1354 MAP_USER,
1355 MAP_INTERNAL,
1356
1357 MAP_COUNT
1358 } gl_map_buffer_index;
1359
1360
1361 /**
1362 * Fields describing a mapped buffer range.
1363 */
1364 struct gl_buffer_mapping {
1365 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1366 GLvoid *Pointer; /**< User-space address of mapping */
1367 GLintptr Offset; /**< Mapped offset */
1368 GLsizeiptr Length; /**< Mapped length */
1369 };
1370
1371
1372 /**
1373 * Usages we've seen for a buffer object.
1374 */
1375 typedef enum {
1376 USAGE_UNIFORM_BUFFER = 0x1,
1377 USAGE_TEXTURE_BUFFER = 0x2,
1378 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1379 USAGE_SHADER_STORAGE_BUFFER = 0x8,
1380 USAGE_TRANSFORM_FEEDBACK_BUFFER = 0x10,
1381 USAGE_PIXEL_PACK_BUFFER = 0x20,
1382 USAGE_DISABLE_MINMAX_CACHE = 0x40,
1383 } gl_buffer_usage;
1384
1385
1386 /**
1387 * GL_ARB_vertex/pixel_buffer_object buffer object
1388 */
1389 struct gl_buffer_object
1390 {
1391 mtx_t Mutex;
1392 GLint RefCount;
1393 GLuint Name;
1394 GLchar *Label; /**< GL_KHR_debug */
1395 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1396 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1397 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1398 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1399 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1400 GLboolean Written; /**< Ever written to? (for debugging) */
1401 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1402 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1403 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1404
1405 /** Counters used for buffer usage warnings */
1406 GLuint NumSubDataCalls;
1407 GLuint NumMapBufferWriteCalls;
1408
1409 struct gl_buffer_mapping Mappings[MAP_COUNT];
1410
1411 /** Memoization of min/max index computations for static index buffers */
1412 struct hash_table *MinMaxCache;
1413 unsigned MinMaxCacheHitIndices;
1414 unsigned MinMaxCacheMissIndices;
1415 bool MinMaxCacheDirty;
1416
1417 bool HandleAllocated; /**< GL_ARB_bindless_texture */
1418 };
1419
1420
1421 /**
1422 * Client pixel packing/unpacking attributes
1423 */
1424 struct gl_pixelstore_attrib
1425 {
1426 GLint Alignment;
1427 GLint RowLength;
1428 GLint SkipPixels;
1429 GLint SkipRows;
1430 GLint ImageHeight;
1431 GLint SkipImages;
1432 GLboolean SwapBytes;
1433 GLboolean LsbFirst;
1434 GLboolean Invert; /**< GL_MESA_pack_invert */
1435 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1436 GLint CompressedBlockHeight;
1437 GLint CompressedBlockDepth;
1438 GLint CompressedBlockSize;
1439 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1440 };
1441
1442
1443 /**
1444 * Vertex array information which is derived from gl_array_attributes
1445 * and gl_vertex_buffer_binding information. Used by the VBO module and
1446 * device drivers.
1447 */
1448 struct gl_vertex_array
1449 {
1450 GLint Size; /**< components per element (1,2,3,4) */
1451 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1452 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1453 GLsizei StrideB; /**< actual stride in bytes */
1454 GLuint _ElementSize; /**< size of each element in bytes */
1455 const GLubyte *Ptr; /**< Points to array data */
1456 GLboolean Normalized; /**< GL_ARB_vertex_program */
1457 GLboolean Integer; /**< Integer-valued? */
1458 GLboolean Doubles; /**< double precision values are not converted to floats */
1459 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1460
1461 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1462 };
1463
1464
1465 /**
1466 * Attributes to describe a vertex array.
1467 *
1468 * Contains the size, type, format and normalization flag,
1469 * along with the index of a vertex buffer binding point.
1470 *
1471 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1472 * and is only present for backwards compatibility reasons.
1473 * Rendering always uses VERTEX_BINDING_STRIDE.
1474 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1475 * and VERTEX_BINDING_STRIDE to the same value, while
1476 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1477 */
1478 struct gl_array_attributes
1479 {
1480 GLint Size; /**< Components per element (1,2,3,4) */
1481 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1482 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1483 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1484 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1485 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1486 GLboolean Enabled; /**< Whether the array is enabled */
1487 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1488 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1489 GLboolean Doubles; /**< double precision values are not converted to floats */
1490 GLuint _ElementSize; /**< Size of each element in bytes */
1491 GLuint BufferBindingIndex; /**< Vertex buffer binding */
1492 };
1493
1494
1495 /**
1496 * This describes the buffer object used for a vertex array (or
1497 * multiple vertex arrays). If BufferObj points to the default/null
1498 * buffer object, then the vertex array lives in user memory and not a VBO.
1499 */
1500 struct gl_vertex_buffer_binding
1501 {
1502 GLintptr Offset; /**< User-specified offset */
1503 GLsizei Stride; /**< User-specified stride */
1504 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1505 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1506 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1507 };
1508
1509
1510 /**
1511 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+ /
1512 * the GL_ARB_vertex_array_object extension.
1513 */
1514 struct gl_vertex_array_object
1515 {
1516 /** Name of the VAO as received from glGenVertexArray. */
1517 GLuint Name;
1518
1519 GLint RefCount;
1520
1521 GLchar *Label; /**< GL_KHR_debug */
1522
1523 /**
1524 * Has this array object been bound?
1525 */
1526 GLboolean EverBound;
1527
1528 /**
1529 * Derived vertex attribute arrays
1530 *
1531 * This is a legacy data structure created from gl_vertex_attrib_array and
1532 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1533 */
1534 struct gl_vertex_array _VertexAttrib[VERT_ATTRIB_MAX];
1535
1536 /** Vertex attribute arrays */
1537 struct gl_array_attributes VertexAttrib[VERT_ATTRIB_MAX];
1538
1539 /** Vertex buffer bindings */
1540 struct gl_vertex_buffer_binding BufferBinding[VERT_ATTRIB_MAX];
1541
1542 /** Mask indicating which vertex arrays have vertex buffer associated. */
1543 GLbitfield64 VertexAttribBufferMask;
1544
1545 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1546 GLbitfield64 _Enabled;
1547
1548 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1549 GLbitfield64 NewArrays;
1550
1551 /** The index buffer (also known as the element array buffer in OpenGL). */
1552 struct gl_buffer_object *IndexBufferObj;
1553 };
1554
1555
1556 /** Used to signal when transitioning from one kind of drawing method
1557 * to another.
1558 */
1559 typedef enum {
1560 DRAW_NONE, /**< Initial value only */
1561 DRAW_BEGIN_END,
1562 DRAW_DISPLAY_LIST,
1563 DRAW_ARRAYS
1564 } gl_draw_method;
1565
1566 /**
1567 * Enum for the OpenGL APIs we know about and may support.
1568 *
1569 * NOTE: This must match the api_enum table in
1570 * src/mesa/main/get_hash_generator.py
1571 */
1572 typedef enum
1573 {
1574 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
1575 API_OPENGLES,
1576 API_OPENGLES2,
1577 API_OPENGL_CORE,
1578 API_OPENGL_LAST = API_OPENGL_CORE
1579 } gl_api;
1580
1581 /**
1582 * Vertex array state
1583 */
1584 struct gl_array_attrib
1585 {
1586 /** Currently bound array object. */
1587 struct gl_vertex_array_object *VAO;
1588
1589 /** The default vertex array object */
1590 struct gl_vertex_array_object *DefaultVAO;
1591
1592 /** The last VAO accessed by a DSA function */
1593 struct gl_vertex_array_object *LastLookedUpVAO;
1594
1595 /** Array objects (GL_ARB_vertex_array_object) */
1596 struct _mesa_HashTable *Objects;
1597
1598 GLint ActiveTexture; /**< Client Active Texture */
1599 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1600 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1601
1602 /**
1603 * \name Primitive restart controls
1604 *
1605 * Primitive restart is enabled if either \c PrimitiveRestart or
1606 * \c PrimitiveRestartFixedIndex is set.
1607 */
1608 /*@{*/
1609 GLboolean PrimitiveRestart;
1610 GLboolean PrimitiveRestartFixedIndex;
1611 GLboolean _PrimitiveRestart;
1612 GLuint RestartIndex;
1613 /*@}*/
1614
1615 /** One of the DRAW_xxx flags, not consumed by drivers */
1616 gl_draw_method DrawMethod;
1617
1618 /* GL_ARB_vertex_buffer_object */
1619 struct gl_buffer_object *ArrayBufferObj;
1620
1621 /**
1622 * Vertex arrays as consumed by a driver.
1623 * The array pointer is set up only by the VBO module.
1624 */
1625 const struct gl_vertex_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1626
1627 /** Legal array datatypes and the API for which they have been computed */
1628 GLbitfield LegalTypesMask;
1629 gl_api LegalTypesMaskAPI;
1630 };
1631
1632
1633 /**
1634 * Feedback buffer state
1635 */
1636 struct gl_feedback
1637 {
1638 GLenum Type;
1639 GLbitfield _Mask; /**< FB_* bits */
1640 GLfloat *Buffer;
1641 GLuint BufferSize;
1642 GLuint Count;
1643 };
1644
1645
1646 /**
1647 * Selection buffer state
1648 */
1649 struct gl_selection
1650 {
1651 GLuint *Buffer; /**< selection buffer */
1652 GLuint BufferSize; /**< size of the selection buffer */
1653 GLuint BufferCount; /**< number of values in the selection buffer */
1654 GLuint Hits; /**< number of records in the selection buffer */
1655 GLuint NameStackDepth; /**< name stack depth */
1656 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1657 GLboolean HitFlag; /**< hit flag */
1658 GLfloat HitMinZ; /**< minimum hit depth */
1659 GLfloat HitMaxZ; /**< maximum hit depth */
1660 };
1661
1662
1663 /**
1664 * 1-D Evaluator control points
1665 */
1666 struct gl_1d_map
1667 {
1668 GLuint Order; /**< Number of control points */
1669 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1670 GLfloat *Points; /**< Points to contiguous control points */
1671 };
1672
1673
1674 /**
1675 * 2-D Evaluator control points
1676 */
1677 struct gl_2d_map
1678 {
1679 GLuint Uorder; /**< Number of control points in U dimension */
1680 GLuint Vorder; /**< Number of control points in V dimension */
1681 GLfloat u1, u2, du;
1682 GLfloat v1, v2, dv;
1683 GLfloat *Points; /**< Points to contiguous control points */
1684 };
1685
1686
1687 /**
1688 * All evaluator control point state
1689 */
1690 struct gl_evaluators
1691 {
1692 /**
1693 * \name 1-D maps
1694 */
1695 /*@{*/
1696 struct gl_1d_map Map1Vertex3;
1697 struct gl_1d_map Map1Vertex4;
1698 struct gl_1d_map Map1Index;
1699 struct gl_1d_map Map1Color4;
1700 struct gl_1d_map Map1Normal;
1701 struct gl_1d_map Map1Texture1;
1702 struct gl_1d_map Map1Texture2;
1703 struct gl_1d_map Map1Texture3;
1704 struct gl_1d_map Map1Texture4;
1705 /*@}*/
1706
1707 /**
1708 * \name 2-D maps
1709 */
1710 /*@{*/
1711 struct gl_2d_map Map2Vertex3;
1712 struct gl_2d_map Map2Vertex4;
1713 struct gl_2d_map Map2Index;
1714 struct gl_2d_map Map2Color4;
1715 struct gl_2d_map Map2Normal;
1716 struct gl_2d_map Map2Texture1;
1717 struct gl_2d_map Map2Texture2;
1718 struct gl_2d_map Map2Texture3;
1719 struct gl_2d_map Map2Texture4;
1720 /*@}*/
1721 };
1722
1723
1724 struct gl_transform_feedback_varying_info
1725 {
1726 char *Name;
1727 GLenum Type;
1728 GLint BufferIndex;
1729 GLint Size;
1730 GLint Offset;
1731 };
1732
1733
1734 /**
1735 * Per-output info vertex shaders for transform feedback.
1736 */
1737 struct gl_transform_feedback_output
1738 {
1739 uint32_t OutputRegister;
1740 uint32_t OutputBuffer;
1741 uint32_t NumComponents;
1742 uint32_t StreamId;
1743
1744 /** offset (in DWORDs) of this output within the interleaved structure */
1745 uint32_t DstOffset;
1746
1747 /**
1748 * Offset into the output register of the data to output. For example,
1749 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1750 * offset is in the y and z components of the output register.
1751 */
1752 uint32_t ComponentOffset;
1753 };
1754
1755
1756 struct gl_transform_feedback_buffer
1757 {
1758 uint32_t Binding;
1759
1760 uint32_t NumVaryings;
1761
1762 /**
1763 * Total number of components stored in each buffer. This may be used by
1764 * hardware back-ends to determine the correct stride when interleaving
1765 * multiple transform feedback outputs in the same buffer.
1766 */
1767 uint32_t Stride;
1768
1769 /**
1770 * Which transform feedback stream this buffer binding is associated with.
1771 */
1772 uint32_t Stream;
1773 };
1774
1775
1776 /** Post-link transform feedback info. */
1777 struct gl_transform_feedback_info
1778 {
1779 unsigned NumOutputs;
1780
1781 /* Bitmask of active buffer indices. */
1782 unsigned ActiveBuffers;
1783
1784 struct gl_transform_feedback_output *Outputs;
1785
1786 /** Transform feedback varyings used for the linking of this shader program.
1787 *
1788 * Use for glGetTransformFeedbackVarying().
1789 */
1790 struct gl_transform_feedback_varying_info *Varyings;
1791 GLint NumVarying;
1792
1793 struct gl_transform_feedback_buffer Buffers[MAX_FEEDBACK_BUFFERS];
1794 };
1795
1796
1797 /**
1798 * Transform feedback object state
1799 */
1800 struct gl_transform_feedback_object
1801 {
1802 GLuint Name; /**< AKA the object ID */
1803 GLint RefCount;
1804 GLchar *Label; /**< GL_KHR_debug */
1805 GLboolean Active; /**< Is transform feedback enabled? */
1806 GLboolean Paused; /**< Is transform feedback paused? */
1807 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1808 at least once? */
1809 GLboolean EverBound; /**< Has this object been bound? */
1810
1811 /**
1812 * GLES: if Active is true, remaining number of primitives which can be
1813 * rendered without overflow. This is necessary to track because GLES
1814 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1815 * glDrawArraysInstanced would overflow transform feedback buffers.
1816 * Undefined if Active is false.
1817 *
1818 * Not tracked for desktop GL since it's unnecessary.
1819 */
1820 unsigned GlesRemainingPrims;
1821
1822 /**
1823 * The program active when BeginTransformFeedback() was called.
1824 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1825 * where stage is the pipeline stage that is the source of data for
1826 * transform feedback.
1827 */
1828 struct gl_program *program;
1829
1830 /** The feedback buffers */
1831 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1832 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1833
1834 /** Start of feedback data in dest buffer */
1835 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1836
1837 /**
1838 * Max data to put into dest buffer (in bytes). Computed based on
1839 * RequestedSize and the actual size of the buffer.
1840 */
1841 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1842
1843 /**
1844 * Size that was specified when the buffer was bound. If the buffer was
1845 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1846 * zero.
1847 */
1848 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1849 };
1850
1851
1852 /**
1853 * Context state for transform feedback.
1854 */
1855 struct gl_transform_feedback_state
1856 {
1857 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1858
1859 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1860 struct gl_buffer_object *CurrentBuffer;
1861
1862 /** The table of all transform feedback objects */
1863 struct _mesa_HashTable *Objects;
1864
1865 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1866 struct gl_transform_feedback_object *CurrentObject;
1867
1868 /** The default xform-fb object (Name==0) */
1869 struct gl_transform_feedback_object *DefaultObject;
1870 };
1871
1872
1873 /**
1874 * A "performance monitor" as described in AMD_performance_monitor.
1875 */
1876 struct gl_perf_monitor_object
1877 {
1878 GLuint Name;
1879
1880 /** True if the monitor is currently active (Begin called but not End). */
1881 GLboolean Active;
1882
1883 /**
1884 * True if the monitor has ended.
1885 *
1886 * This is distinct from !Active because it may never have began.
1887 */
1888 GLboolean Ended;
1889
1890 /**
1891 * A list of groups with currently active counters.
1892 *
1893 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1894 */
1895 unsigned *ActiveGroups;
1896
1897 /**
1898 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1899 *
1900 * Checking whether counter 'c' in group 'g' is active can be done via:
1901 *
1902 * BITSET_TEST(ActiveCounters[g], c)
1903 */
1904 GLuint **ActiveCounters;
1905 };
1906
1907
1908 union gl_perf_monitor_counter_value
1909 {
1910 float f;
1911 uint64_t u64;
1912 uint32_t u32;
1913 };
1914
1915
1916 struct gl_perf_monitor_counter
1917 {
1918 /** Human readable name for the counter. */
1919 const char *Name;
1920
1921 /**
1922 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1923 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1924 */
1925 GLenum Type;
1926
1927 /** Minimum counter value. */
1928 union gl_perf_monitor_counter_value Minimum;
1929
1930 /** Maximum counter value. */
1931 union gl_perf_monitor_counter_value Maximum;
1932 };
1933
1934
1935 struct gl_perf_monitor_group
1936 {
1937 /** Human readable name for the group. */
1938 const char *Name;
1939
1940 /**
1941 * Maximum number of counters in this group which can be active at the
1942 * same time.
1943 */
1944 GLuint MaxActiveCounters;
1945
1946 /** Array of counters within this group. */
1947 const struct gl_perf_monitor_counter *Counters;
1948 GLuint NumCounters;
1949 };
1950
1951
1952 /**
1953 * A query object instance as described in INTEL_performance_query.
1954 *
1955 * NB: We want to keep this and the corresponding backend structure
1956 * relatively lean considering that applications may expect to
1957 * allocate enough objects to be able to query around all draw calls
1958 * in a frame.
1959 */
1960 struct gl_perf_query_object
1961 {
1962 GLuint Id; /**< hash table ID/name */
1963 unsigned Used:1; /**< has been used for 1 or more queries */
1964 unsigned Active:1; /**< inside Begin/EndPerfQuery */
1965 unsigned Ready:1; /**< result is ready? */
1966 };
1967
1968
1969 /**
1970 * Context state for AMD_performance_monitor.
1971 */
1972 struct gl_perf_monitor_state
1973 {
1974 /** Array of performance monitor groups (indexed by group ID) */
1975 const struct gl_perf_monitor_group *Groups;
1976 GLuint NumGroups;
1977
1978 /** The table of all performance monitors. */
1979 struct _mesa_HashTable *Monitors;
1980 };
1981
1982
1983 /**
1984 * Context state for INTEL_performance_query.
1985 */
1986 struct gl_perf_query_state
1987 {
1988 struct _mesa_HashTable *Objects; /**< The table of all performance query objects */
1989 };
1990
1991
1992 /**
1993 * A bindless sampler object.
1994 */
1995 struct gl_bindless_sampler
1996 {
1997 /** Texture unit (set by glUniform1()). */
1998 GLubyte unit;
1999
2000 /** Texture Target (TEXTURE_1D/2D/3D/etc_INDEX). */
2001 gl_texture_index target;
2002
2003 /** Whether this bindless sampler is bound to a unit. */
2004 GLboolean bound;
2005
2006 /** Pointer to the base of the data. */
2007 GLvoid *data;
2008 };
2009
2010 /**
2011 * A bindless image object.
2012 */
2013 struct gl_bindless_image
2014 {
2015 /** Image unit (set by glUniform1()). */
2016 GLubyte unit;
2017
2018 /** Access qualifier (GL_READ_WRITE, GL_READ_ONLY, GL_WRITE_ONLY) */
2019 GLenum access;
2020
2021 /** Whether this bindless image is bound to a unit. */
2022 GLboolean bound;
2023
2024 /** Pointer to the base of the data. */
2025 GLvoid *data;
2026 };
2027
2028 /**
2029 * Names of the various vertex/fragment program register files, etc.
2030 *
2031 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
2032 * All values should fit in a 4-bit field.
2033 *
2034 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
2035 * considered to be "uniform" variables since they can only be set outside
2036 * glBegin/End. They're also all stored in the same Parameters array.
2037 */
2038 typedef enum
2039 {
2040 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
2041 PROGRAM_ARRAY, /**< Arrays & Matrixes */
2042 PROGRAM_INPUT, /**< machine->Inputs[] */
2043 PROGRAM_OUTPUT, /**< machine->Outputs[] */
2044 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
2045 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
2046 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
2047 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
2048 PROGRAM_ADDRESS, /**< machine->AddressReg */
2049 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
2050 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
2051 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
2052 PROGRAM_IMMEDIATE, /**< Immediate value, used by TGSI */
2053 PROGRAM_BUFFER, /**< for shader buffers, compile-time only */
2054 PROGRAM_MEMORY, /**< for shared, global and local memory */
2055 PROGRAM_IMAGE, /**< for shader images, compile-time only */
2056 PROGRAM_FILE_MAX
2057 } gl_register_file;
2058
2059
2060 /**
2061 * Base class for any kind of program object
2062 */
2063 struct gl_program
2064 {
2065 /** FIXME: This must be first until we split shader_info from nir_shader */
2066 struct shader_info info;
2067
2068 GLuint Id;
2069 GLint RefCount;
2070 GLubyte *String; /**< Null-terminated program text */
2071
2072 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2073 GLenum Format; /**< String encoding format */
2074
2075 GLboolean _Used; /**< Ever used for drawing? Used for debugging */
2076
2077 struct nir_shader *nir;
2078
2079 bool is_arb_asm; /** Is this an ARB assembly-style program */
2080
2081 /** Is this program written to on disk shader cache */
2082 bool program_written_to_cache;
2083
2084 GLbitfield64 SecondaryOutputsWritten; /**< Subset of OutputsWritten outputs written with non-zero index. */
2085 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
2086 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
2087 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
2088 GLbitfield ExternalSamplersUsed; /**< Texture units used for samplerExternalOES */
2089
2090 /* Fragement shader only fields */
2091 GLboolean OriginUpperLeft;
2092 GLboolean PixelCenterInteger;
2093
2094 /** Named parameters, constants, etc. from program text */
2095 struct gl_program_parameter_list *Parameters;
2096
2097 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2098 GLubyte SamplerUnits[MAX_SAMPLERS];
2099
2100 /* FIXME: We should be able to make this struct a union. However some
2101 * drivers (i915/fragment_programs, swrast/prog_execute) mix the use of
2102 * these fields, we should fix this.
2103 */
2104 struct {
2105 /** Fields used by GLSL programs */
2106 struct {
2107 /** Data shared by gl_program and gl_shader_program */
2108 struct gl_shader_program_data *data;
2109
2110 struct gl_active_atomic_buffer **AtomicBuffers;
2111
2112 /** Post-link transform feedback info. */
2113 struct gl_transform_feedback_info *LinkedTransformFeedback;
2114
2115 /**
2116 * Number of types for subroutine uniforms.
2117 */
2118 GLuint NumSubroutineUniformTypes;
2119
2120 /**
2121 * Subroutine uniform remap table
2122 * based on the program level uniform remap table.
2123 */
2124 GLuint NumSubroutineUniforms; /* non-sparse total */
2125 GLuint NumSubroutineUniformRemapTable;
2126 struct gl_uniform_storage **SubroutineUniformRemapTable;
2127
2128 /**
2129 * Num of subroutine functions for this stage and storage for them.
2130 */
2131 GLuint NumSubroutineFunctions;
2132 GLuint MaxSubroutineFunctionIndex;
2133 struct gl_subroutine_function *SubroutineFunctions;
2134
2135 /**
2136 * Map from image uniform index to image unit (set by glUniform1i())
2137 *
2138 * An image uniform index is associated with each image uniform by
2139 * the linker. The image index associated with each uniform is
2140 * stored in the \c gl_uniform_storage::image field.
2141 */
2142 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2143
2144 /**
2145 * Access qualifier specified in the shader for each image uniform
2146 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2147 * GL_READ_WRITE.
2148 *
2149 * It may be different, though only more strict than the value of
2150 * \c gl_image_unit::Access for the corresponding image unit.
2151 */
2152 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2153
2154 struct gl_uniform_block **UniformBlocks;
2155 struct gl_uniform_block **ShaderStorageBlocks;
2156
2157 /** Which texture target is being sampled
2158 * (TEXTURE_1D/2D/3D/etc_INDEX)
2159 */
2160 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2161
2162 /**
2163 * Number of samplers declared with the bindless_sampler layout
2164 * qualifier as specified by ARB_bindless_texture.
2165 */
2166 GLuint NumBindlessSamplers;
2167 GLboolean HasBoundBindlessSampler;
2168 struct gl_bindless_sampler *BindlessSamplers;
2169
2170 /**
2171 * Number of images declared with the bindless_image layout qualifier
2172 * as specified by ARB_bindless_texture.
2173 */
2174 GLuint NumBindlessImages;
2175 GLboolean HasBoundBindlessImage;
2176 struct gl_bindless_image *BindlessImages;
2177
2178 union {
2179 struct {
2180 /**
2181 * A bitmask of gl_advanced_blend_mode values
2182 */
2183 GLbitfield BlendSupport;
2184 } fs;
2185 };
2186 } sh;
2187
2188 /** ARB assembly-style program fields */
2189 struct {
2190 struct prog_instruction *Instructions;
2191
2192 /**
2193 * Local parameters used by the program.
2194 *
2195 * It's dynamically allocated because it is rarely used (just
2196 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries
2197 * once it's allocated.
2198 */
2199 GLfloat (*LocalParams)[4];
2200
2201 /** Bitmask of which register files are read/written with indirect
2202 * addressing. Mask of (1 << PROGRAM_x) bits.
2203 */
2204 GLbitfield IndirectRegisterFiles;
2205
2206 /** Logical counts */
2207 /*@{*/
2208 GLuint NumInstructions;
2209 GLuint NumTemporaries;
2210 GLuint NumParameters;
2211 GLuint NumAttributes;
2212 GLuint NumAddressRegs;
2213 GLuint NumAluInstructions;
2214 GLuint NumTexInstructions;
2215 GLuint NumTexIndirections;
2216 /*@}*/
2217 /** Native, actual h/w counts */
2218 /*@{*/
2219 GLuint NumNativeInstructions;
2220 GLuint NumNativeTemporaries;
2221 GLuint NumNativeParameters;
2222 GLuint NumNativeAttributes;
2223 GLuint NumNativeAddressRegs;
2224 GLuint NumNativeAluInstructions;
2225 GLuint NumNativeTexInstructions;
2226 GLuint NumNativeTexIndirections;
2227 /*@}*/
2228
2229 /** Used by ARB assembly-style programs. Can only be true for vertex
2230 * programs.
2231 */
2232 GLboolean IsPositionInvariant;
2233 } arb;
2234 };
2235 };
2236
2237
2238 /**
2239 * State common to vertex and fragment programs.
2240 */
2241 struct gl_program_state
2242 {
2243 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2244 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2245 };
2246
2247
2248 /**
2249 * Context state for vertex programs.
2250 */
2251 struct gl_vertex_program_state
2252 {
2253 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2254 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2255 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2256 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2257 struct gl_program *Current; /**< User-bound vertex program */
2258
2259 /** Currently enabled and valid vertex program (including internal
2260 * programs, user-defined vertex programs and GLSL vertex shaders).
2261 * This is the program we must use when rendering.
2262 */
2263 struct gl_program *_Current;
2264
2265 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2266
2267 /** Should fixed-function T&L be implemented with a vertex prog? */
2268 GLboolean _MaintainTnlProgram;
2269
2270 /** Program to emulate fixed-function T&L (see above) */
2271 struct gl_program *_TnlProgram;
2272
2273 /** Cache of fixed-function programs */
2274 struct gl_program_cache *Cache;
2275
2276 GLboolean _Overriden;
2277 };
2278
2279 /**
2280 * Context state for tessellation control programs.
2281 */
2282 struct gl_tess_ctrl_program_state
2283 {
2284 /** Currently bound and valid shader. */
2285 struct gl_program *_Current;
2286
2287 GLint patch_vertices;
2288 GLfloat patch_default_outer_level[4];
2289 GLfloat patch_default_inner_level[2];
2290 };
2291
2292 /**
2293 * Context state for tessellation evaluation programs.
2294 */
2295 struct gl_tess_eval_program_state
2296 {
2297 /** Currently bound and valid shader. */
2298 struct gl_program *_Current;
2299 };
2300
2301 /**
2302 * Context state for geometry programs.
2303 */
2304 struct gl_geometry_program_state
2305 {
2306 /** Currently enabled and valid program (including internal programs
2307 * and compiled shader programs).
2308 */
2309 struct gl_program *_Current;
2310 };
2311
2312 /**
2313 * Context state for fragment programs.
2314 */
2315 struct gl_fragment_program_state
2316 {
2317 GLboolean Enabled; /**< User-set fragment program enable flag */
2318 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2319 struct gl_program *Current; /**< User-bound fragment program */
2320
2321 /** Currently enabled and valid fragment program (including internal
2322 * programs, user-defined fragment programs and GLSL fragment shaders).
2323 * This is the program we must use when rendering.
2324 */
2325 struct gl_program *_Current;
2326
2327 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2328
2329 /** Should fixed-function texturing be implemented with a fragment prog? */
2330 GLboolean _MaintainTexEnvProgram;
2331
2332 /** Program to emulate fixed-function texture env/combine (see above) */
2333 struct gl_program *_TexEnvProgram;
2334
2335 /** Cache of fixed-function programs */
2336 struct gl_program_cache *Cache;
2337 };
2338
2339
2340 /**
2341 * Context state for compute programs.
2342 */
2343 struct gl_compute_program_state
2344 {
2345 /** Currently enabled and valid program (including internal programs
2346 * and compiled shader programs).
2347 */
2348 struct gl_program *_Current;
2349 };
2350
2351
2352 /**
2353 * ATI_fragment_shader runtime state
2354 */
2355
2356 struct atifs_instruction;
2357 struct atifs_setupinst;
2358
2359 /**
2360 * ATI fragment shader
2361 */
2362 struct ati_fragment_shader
2363 {
2364 GLuint Id;
2365 GLint RefCount;
2366 struct atifs_instruction *Instructions[2];
2367 struct atifs_setupinst *SetupInst[2];
2368 GLfloat Constants[8][4];
2369 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2370 GLubyte numArithInstr[2];
2371 GLubyte regsAssigned[2];
2372 GLubyte NumPasses; /**< 1 or 2 */
2373 GLubyte cur_pass;
2374 GLubyte last_optype;
2375 GLboolean interpinp1;
2376 GLboolean isValid;
2377 GLuint swizzlerq;
2378 struct gl_program *Program;
2379 };
2380
2381 /**
2382 * Context state for GL_ATI_fragment_shader
2383 */
2384 struct gl_ati_fragment_shader_state
2385 {
2386 GLboolean Enabled;
2387 GLboolean _Enabled; /**< enabled and valid shader? */
2388 GLboolean Compiling;
2389 GLfloat GlobalConstants[8][4];
2390 struct ati_fragment_shader *Current;
2391 };
2392
2393 /**
2394 * Shader subroutine function definition
2395 */
2396 struct gl_subroutine_function
2397 {
2398 char *name;
2399 int index;
2400 int num_compat_types;
2401 const struct glsl_type **types;
2402 };
2403
2404 /**
2405 * Shader information needed by both gl_shader and gl_linked shader.
2406 */
2407 struct gl_shader_info
2408 {
2409 /**
2410 * Tessellation Control shader state from layout qualifiers.
2411 */
2412 struct {
2413 /**
2414 * 0 - vertices not declared in shader, or
2415 * 1 .. GL_MAX_PATCH_VERTICES
2416 */
2417 GLint VerticesOut;
2418 } TessCtrl;
2419
2420 /**
2421 * Tessellation Evaluation shader state from layout qualifiers.
2422 */
2423 struct {
2424 /**
2425 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2426 * in this shader.
2427 */
2428 GLenum PrimitiveMode;
2429
2430 enum gl_tess_spacing Spacing;
2431
2432 /**
2433 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2434 */
2435 GLenum VertexOrder;
2436 /**
2437 * 1, 0, or -1 if it's not set in this shader.
2438 */
2439 int PointMode;
2440 } TessEval;
2441
2442 /**
2443 * Geometry shader state from GLSL 1.50 layout qualifiers.
2444 */
2445 struct {
2446 GLint VerticesOut;
2447 /**
2448 * 0 - Invocations count not declared in shader, or
2449 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2450 */
2451 GLint Invocations;
2452 /**
2453 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2454 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2455 * shader.
2456 */
2457 GLenum InputType;
2458 /**
2459 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2460 * it's not set in this shader.
2461 */
2462 GLenum OutputType;
2463 } Geom;
2464
2465 /**
2466 * Compute shader state from ARB_compute_shader and
2467 * ARB_compute_variable_group_size layout qualifiers.
2468 */
2469 struct {
2470 /**
2471 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2472 * it's not set in this shader.
2473 */
2474 unsigned LocalSize[3];
2475
2476 /**
2477 * Whether a variable work group size has been specified as defined by
2478 * ARB_compute_variable_group_size.
2479 */
2480 bool LocalSizeVariable;
2481 } Comp;
2482 };
2483
2484 /**
2485 * A linked GLSL shader object.
2486 */
2487 struct gl_linked_shader
2488 {
2489 gl_shader_stage Stage;
2490
2491 #ifdef DEBUG
2492 unsigned SourceChecksum;
2493 #endif
2494
2495 struct gl_program *Program; /**< Post-compile assembly code */
2496
2497 /**
2498 * \name Sampler tracking
2499 *
2500 * \note Each of these fields is only set post-linking.
2501 */
2502 /*@{*/
2503 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2504 /*@}*/
2505
2506 /**
2507 * Number of default uniform block components used by this shader.
2508 *
2509 * This field is only set post-linking.
2510 */
2511 unsigned num_uniform_components;
2512
2513 /**
2514 * Number of combined uniform components used by this shader.
2515 *
2516 * This field is only set post-linking. It is the sum of the uniform block
2517 * sizes divided by sizeof(float), and num_uniform_compoennts.
2518 */
2519 unsigned num_combined_uniform_components;
2520
2521 struct exec_list *ir;
2522 struct exec_list *packed_varyings;
2523 struct exec_list *fragdata_arrays;
2524 struct glsl_symbol_table *symbols;
2525 };
2526
2527 static inline GLbitfield gl_external_samplers(struct gl_program *prog)
2528 {
2529 GLbitfield external_samplers = 0;
2530 GLbitfield mask = prog->SamplersUsed;
2531
2532 while (mask) {
2533 int idx = u_bit_scan(&mask);
2534 if (prog->sh.SamplerTargets[idx] == TEXTURE_EXTERNAL_INDEX)
2535 external_samplers |= (1 << idx);
2536 }
2537
2538 return external_samplers;
2539 }
2540
2541 /**
2542 * Compile status enum. compile_skipped is used to indicate the compile
2543 * was skipped due to the shader matching one that's been seen before by
2544 * the on-disk cache.
2545 */
2546 enum gl_compile_status
2547 {
2548 compile_failure = 0,
2549 compile_success,
2550 compile_skipped,
2551 compiled_no_opts
2552 };
2553
2554 /**
2555 * A GLSL shader object.
2556 */
2557 struct gl_shader
2558 {
2559 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2560 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2561 * Must be the first field.
2562 */
2563 GLenum Type;
2564 gl_shader_stage Stage;
2565 GLuint Name; /**< AKA the handle */
2566 GLint RefCount; /**< Reference count */
2567 GLchar *Label; /**< GL_KHR_debug */
2568 unsigned char sha1[20]; /**< SHA1 hash of pre-processed source */
2569 GLboolean DeletePending;
2570 enum gl_compile_status CompileStatus;
2571 bool IsES; /**< True if this shader uses GLSL ES */
2572
2573 #ifdef DEBUG
2574 unsigned SourceChecksum; /**< for debug/logging purposes */
2575 #endif
2576 const GLchar *Source; /**< Source code string */
2577
2578 const GLchar *FallbackSource; /**< Fallback string used by on-disk cache*/
2579
2580 GLchar *InfoLog;
2581
2582 unsigned Version; /**< GLSL version used for linking */
2583
2584 struct exec_list *ir;
2585 struct glsl_symbol_table *symbols;
2586
2587 /**
2588 * A bitmask of gl_advanced_blend_mode values
2589 */
2590 GLbitfield BlendSupport;
2591
2592 /**
2593 * Whether early fragment tests are enabled as defined by
2594 * ARB_shader_image_load_store.
2595 */
2596 bool EarlyFragmentTests;
2597
2598 bool ARB_fragment_coord_conventions_enable;
2599
2600 bool redeclares_gl_fragcoord;
2601 bool uses_gl_fragcoord;
2602
2603 bool PostDepthCoverage;
2604 bool InnerCoverage;
2605
2606 /**
2607 * Fragment shader state from GLSL 1.50 layout qualifiers.
2608 */
2609 bool origin_upper_left;
2610 bool pixel_center_integer;
2611
2612 /**
2613 * Whether bindless_sampler/bindless_image, and respectively
2614 * bound_sampler/bound_image are declared at global scope as defined by
2615 * ARB_bindless_texture.
2616 */
2617 bool bindless_sampler;
2618 bool bindless_image;
2619 bool bound_sampler;
2620 bool bound_image;
2621
2622 /** Global xfb_stride out qualifier if any */
2623 GLuint TransformFeedbackBufferStride[MAX_FEEDBACK_BUFFERS];
2624
2625 struct gl_shader_info info;
2626 };
2627
2628
2629 struct gl_uniform_buffer_variable
2630 {
2631 char *Name;
2632
2633 /**
2634 * Name of the uniform as seen by glGetUniformIndices.
2635 *
2636 * glGetUniformIndices requires that the block instance index \b not be
2637 * present in the name of queried uniforms.
2638 *
2639 * \note
2640 * \c gl_uniform_buffer_variable::IndexName and
2641 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2642 */
2643 char *IndexName;
2644
2645 const struct glsl_type *Type;
2646 unsigned int Offset;
2647 GLboolean RowMajor;
2648 };
2649
2650
2651 enum gl_uniform_block_packing
2652 {
2653 ubo_packing_std140,
2654 ubo_packing_shared,
2655 ubo_packing_packed,
2656 ubo_packing_std430
2657 };
2658
2659
2660 struct gl_uniform_block
2661 {
2662 /** Declared name of the uniform block */
2663 char *Name;
2664
2665 /** Array of supplemental information about UBO ir_variables. */
2666 struct gl_uniform_buffer_variable *Uniforms;
2667 GLuint NumUniforms;
2668
2669 /**
2670 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2671 * with glBindBufferBase to bind a buffer object to this uniform block. When
2672 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2673 */
2674 GLuint Binding;
2675
2676 /**
2677 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2678 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2679 */
2680 GLuint UniformBufferSize;
2681
2682 /** Stages that reference this block */
2683 uint8_t stageref;
2684
2685 /**
2686 * Linearized array index for uniform block instance arrays
2687 *
2688 * Given a uniform block instance array declared with size
2689 * blk[s_0][s_1]..[s_m], the block referenced by blk[i_0][i_1]..[i_m] will
2690 * have the linearized array index
2691 *
2692 * m-1 m
2693 * i_m + ∑ i_j * ∏ s_k
2694 * j=0 k=j+1
2695 *
2696 * For a uniform block instance that is not an array, this is always 0.
2697 */
2698 uint8_t linearized_array_index;
2699
2700 /**
2701 * Layout specified in the shader
2702 *
2703 * This isn't accessible through the API, but it is used while
2704 * cross-validating uniform blocks.
2705 */
2706 enum gl_uniform_block_packing _Packing;
2707 GLboolean _RowMajor;
2708 };
2709
2710 /**
2711 * Structure that represents a reference to an atomic buffer from some
2712 * shader program.
2713 */
2714 struct gl_active_atomic_buffer
2715 {
2716 /** Uniform indices of the atomic counters declared within it. */
2717 GLuint *Uniforms;
2718 GLuint NumUniforms;
2719
2720 /** Binding point index associated with it. */
2721 GLuint Binding;
2722
2723 /** Minimum reasonable size it is expected to have. */
2724 GLuint MinimumSize;
2725
2726 /** Shader stages making use of it. */
2727 GLboolean StageReferences[MESA_SHADER_STAGES];
2728 };
2729
2730 /**
2731 * Data container for shader queries. This holds only the minimal
2732 * amount of required information for resource queries to work.
2733 */
2734 struct gl_shader_variable
2735 {
2736 /**
2737 * Declared type of the variable
2738 */
2739 const struct glsl_type *type;
2740
2741 /**
2742 * If the variable is in an interface block, this is the type of the block.
2743 */
2744 const struct glsl_type *interface_type;
2745
2746 /**
2747 * For variables inside structs (possibly recursively), this is the
2748 * outermost struct type.
2749 */
2750 const struct glsl_type *outermost_struct_type;
2751
2752 /**
2753 * Declared name of the variable
2754 */
2755 char *name;
2756
2757 /**
2758 * Storage location of the base of this variable
2759 *
2760 * The precise meaning of this field depends on the nature of the variable.
2761 *
2762 * - Vertex shader input: one of the values from \c gl_vert_attrib.
2763 * - Vertex shader output: one of the values from \c gl_varying_slot.
2764 * - Geometry shader input: one of the values from \c gl_varying_slot.
2765 * - Geometry shader output: one of the values from \c gl_varying_slot.
2766 * - Fragment shader input: one of the values from \c gl_varying_slot.
2767 * - Fragment shader output: one of the values from \c gl_frag_result.
2768 * - Uniforms: Per-stage uniform slot number for default uniform block.
2769 * - Uniforms: Index within the uniform block definition for UBO members.
2770 * - Non-UBO Uniforms: explicit location until linking then reused to
2771 * store uniform slot number.
2772 * - Other: This field is not currently used.
2773 *
2774 * If the variable is a uniform, shader input, or shader output, and the
2775 * slot has not been assigned, the value will be -1.
2776 */
2777 int location;
2778
2779 /**
2780 * Specifies the first component the variable is stored in as per
2781 * ARB_enhanced_layouts.
2782 */
2783 unsigned component:2;
2784
2785 /**
2786 * Output index for dual source blending.
2787 *
2788 * \note
2789 * The GLSL spec only allows the values 0 or 1 for the index in \b dual
2790 * source blending.
2791 */
2792 unsigned index:1;
2793
2794 /**
2795 * Specifies whether a shader input/output is per-patch in tessellation
2796 * shader stages.
2797 */
2798 unsigned patch:1;
2799
2800 /**
2801 * Storage class of the variable.
2802 *
2803 * \sa (n)ir_variable_mode
2804 */
2805 unsigned mode:4;
2806
2807 /**
2808 * Interpolation mode for shader inputs / outputs
2809 *
2810 * \sa glsl_interp_mode
2811 */
2812 unsigned interpolation:2;
2813
2814 /**
2815 * Was the location explicitly set in the shader?
2816 *
2817 * If the location is explicitly set in the shader, it \b cannot be changed
2818 * by the linker or by the API (e.g., calls to \c glBindAttribLocation have
2819 * no effect).
2820 */
2821 unsigned explicit_location:1;
2822
2823 /**
2824 * Precision qualifier.
2825 */
2826 unsigned precision:2;
2827 };
2828
2829 /**
2830 * Active resource in a gl_shader_program
2831 */
2832 struct gl_program_resource
2833 {
2834 GLenum Type; /** Program interface type. */
2835 const void *Data; /** Pointer to resource associated data structure. */
2836 uint8_t StageReferences; /** Bitmask of shader stage references. */
2837 };
2838
2839 /**
2840 * Link status enum. linking_skipped is used to indicate linking
2841 * was skipped due to the shader being loaded from the on-disk cache.
2842 */
2843 enum gl_link_status
2844 {
2845 linking_failure = 0,
2846 linking_success,
2847 linking_skipped
2848 };
2849
2850 /**
2851 * A data structure to be shared by gl_shader_program and gl_program.
2852 */
2853 struct gl_shader_program_data
2854 {
2855 GLint RefCount; /**< Reference count */
2856
2857 /** SHA1 hash of linked shader program */
2858 unsigned char sha1[20];
2859
2860 unsigned NumUniformStorage;
2861 unsigned NumHiddenUniforms;
2862 struct gl_uniform_storage *UniformStorage;
2863
2864 unsigned NumUniformBlocks;
2865 struct gl_uniform_block *UniformBlocks;
2866
2867 unsigned NumShaderStorageBlocks;
2868 struct gl_uniform_block *ShaderStorageBlocks;
2869
2870 struct gl_active_atomic_buffer *AtomicBuffers;
2871 unsigned NumAtomicBuffers;
2872
2873 /* Shader cache variables used during restore */
2874 unsigned NumUniformDataSlots;
2875 union gl_constant_value *UniformDataSlots;
2876
2877 bool cache_fallback;
2878
2879 /* TODO: This used by Gallium drivers to skip the cache on tgsi fallback.
2880 * All structures (gl_program, uniform storage, etc) will get recreated
2881 * even though we have already loaded them from cache. Once the i965 cache
2882 * lands we should switch to using the cache_fallback support.
2883 */
2884 bool skip_cache;
2885
2886 /** List of all active resources after linking. */
2887 struct gl_program_resource *ProgramResourceList;
2888 unsigned NumProgramResourceList;
2889
2890 enum gl_link_status LinkStatus; /**< GL_LINK_STATUS */
2891 GLboolean Validated;
2892 GLchar *InfoLog;
2893
2894 unsigned Version; /**< GLSL version used for linking */
2895
2896 /* Mask of stages this program was linked against */
2897 unsigned linked_stages;
2898 };
2899
2900 /**
2901 * A GLSL program object.
2902 * Basically a linked collection of vertex and fragment shaders.
2903 */
2904 struct gl_shader_program
2905 {
2906 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2907 GLuint Name; /**< aka handle or ID */
2908 GLchar *Label; /**< GL_KHR_debug */
2909 GLint RefCount; /**< Reference count */
2910 GLboolean DeletePending;
2911
2912 /**
2913 * Is the application intending to glGetProgramBinary this program?
2914 */
2915 GLboolean BinaryRetreivableHint;
2916
2917 /**
2918 * Indicates whether program can be bound for individual pipeline stages
2919 * using UseProgramStages after it is next linked.
2920 */
2921 GLboolean SeparateShader;
2922
2923 GLuint NumShaders; /**< number of attached shaders */
2924 struct gl_shader **Shaders; /**< List of attached the shaders */
2925
2926 /**
2927 * User-defined attribute bindings
2928 *
2929 * These are set via \c glBindAttribLocation and are used to direct the
2930 * GLSL linker. These are \b not the values used in the compiled shader,
2931 * and they are \b not the values returned by \c glGetAttribLocation.
2932 */
2933 struct string_to_uint_map *AttributeBindings;
2934
2935 /**
2936 * User-defined fragment data bindings
2937 *
2938 * These are set via \c glBindFragDataLocation and are used to direct the
2939 * GLSL linker. These are \b not the values used in the compiled shader,
2940 * and they are \b not the values returned by \c glGetFragDataLocation.
2941 */
2942 struct string_to_uint_map *FragDataBindings;
2943 struct string_to_uint_map *FragDataIndexBindings;
2944
2945 /**
2946 * Transform feedback varyings last specified by
2947 * glTransformFeedbackVaryings().
2948 *
2949 * For the current set of transform feedback varyings used for transform
2950 * feedback output, see LinkedTransformFeedback.
2951 */
2952 struct {
2953 GLenum BufferMode;
2954 /** Global xfb_stride out qualifier if any */
2955 GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
2956 GLuint NumVarying;
2957 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2958 } TransformFeedback;
2959
2960 struct gl_program *last_vert_prog;
2961
2962 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2963 enum gl_frag_depth_layout FragDepthLayout;
2964
2965 /**
2966 * Geometry shader state - copied into gl_program by
2967 * _mesa_copy_linked_program_data().
2968 */
2969 struct {
2970 GLint VerticesIn;
2971
2972 bool UsesEndPrimitive;
2973 bool UsesStreams;
2974 } Geom;
2975
2976 /**
2977 * Compute shader state - copied into gl_program by
2978 * _mesa_copy_linked_program_data().
2979 */
2980 struct {
2981 /**
2982 * Size of shared variables accessed by the compute shader.
2983 */
2984 unsigned SharedSize;
2985 } Comp;
2986
2987 /** Data shared by gl_program and gl_shader_program */
2988 struct gl_shader_program_data *data;
2989
2990 /**
2991 * Mapping from GL uniform locations returned by \c glUniformLocation to
2992 * UniformStorage entries. Arrays will have multiple contiguous slots
2993 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2994 */
2995 unsigned NumUniformRemapTable;
2996 struct gl_uniform_storage **UniformRemapTable;
2997
2998 /**
2999 * Sometimes there are empty slots left over in UniformRemapTable after we
3000 * allocate slots to explicit locations. This list stores the blocks of
3001 * continuous empty slots inside UniformRemapTable.
3002 */
3003 struct exec_list EmptyUniformLocations;
3004
3005 /**
3006 * Total number of explicit uniform location including inactive uniforms.
3007 */
3008 unsigned NumExplicitUniformLocations;
3009
3010 /**
3011 * Map of active uniform names to locations
3012 *
3013 * Maps any active uniform that is not an array element to a location.
3014 * Each active uniform, including individual structure members will appear
3015 * in this map. This roughly corresponds to the set of names that would be
3016 * enumerated by \c glGetActiveUniform.
3017 */
3018 struct string_to_uint_map *UniformHash;
3019
3020 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
3021
3022 bool IsES; /**< True if this program uses GLSL ES */
3023
3024 /**
3025 * Per-stage shaders resulting from the first stage of linking.
3026 *
3027 * Set of linked shaders for this program. The array is accessed using the
3028 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
3029 * \c NULL.
3030 */
3031 struct gl_linked_shader *_LinkedShaders[MESA_SHADER_STAGES];
3032
3033 /* True if any of the fragment shaders attached to this program use:
3034 * #extension ARB_fragment_coord_conventions: enable
3035 */
3036 GLboolean ARB_fragment_coord_conventions_enable;
3037 };
3038
3039
3040 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
3041 #define GLSL_LOG 0x2 /**< Write shaders to files */
3042 #define GLSL_UNIFORMS 0x4 /**< Print glUniform calls */
3043 #define GLSL_NOP_VERT 0x8 /**< Force no-op vertex shaders */
3044 #define GLSL_NOP_FRAG 0x10 /**< Force no-op fragment shaders */
3045 #define GLSL_USE_PROG 0x20 /**< Log glUseProgram calls */
3046 #define GLSL_REPORT_ERRORS 0x40 /**< Print compilation errors */
3047 #define GLSL_DUMP_ON_ERROR 0x80 /**< Dump shaders to stderr on compile error */
3048 #define GLSL_CACHE_INFO 0x100 /**< Print debug information about shader cache */
3049 #define GLSL_CACHE_FALLBACK 0x200 /**< Force shader cache fallback paths */
3050
3051
3052 /**
3053 * Context state for GLSL vertex/fragment shaders.
3054 * Extended to support pipeline object
3055 */
3056 struct gl_pipeline_object
3057 {
3058 /** Name of the pipeline object as received from glGenProgramPipelines.
3059 * It would be 0 for shaders without separate shader objects.
3060 */
3061 GLuint Name;
3062
3063 GLint RefCount;
3064
3065 GLchar *Label; /**< GL_KHR_debug */
3066
3067 /**
3068 * Programs used for rendering
3069 *
3070 * There is a separate program set for each shader stage.
3071 */
3072 struct gl_program *CurrentProgram[MESA_SHADER_STAGES];
3073
3074 struct gl_shader_program *ReferencedPrograms[MESA_SHADER_STAGES];
3075
3076 /**
3077 * Program used by glUniform calls.
3078 *
3079 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
3080 */
3081 struct gl_shader_program *ActiveProgram;
3082
3083 GLbitfield Flags; /**< Mask of GLSL_x flags */
3084
3085 GLboolean EverBound; /**< Has the pipeline object been created */
3086
3087 GLboolean Validated; /**< Pipeline Validation status */
3088
3089 GLchar *InfoLog;
3090 };
3091
3092 /**
3093 * Context state for GLSL pipeline shaders.
3094 */
3095 struct gl_pipeline_shader_state
3096 {
3097 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
3098 struct gl_pipeline_object *Current;
3099
3100 /* Default Object to ensure that _Shader is never NULL */
3101 struct gl_pipeline_object *Default;
3102
3103 /** Pipeline objects */
3104 struct _mesa_HashTable *Objects;
3105 };
3106
3107 /**
3108 * Compiler options for a single GLSL shaders type
3109 */
3110 struct gl_shader_compiler_options
3111 {
3112 /** Driver-selectable options: */
3113 GLboolean EmitNoLoops;
3114 GLboolean EmitNoCont; /**< Emit CONT opcode? */
3115 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
3116 GLboolean EmitNoPow; /**< Emit POW opcodes? */
3117 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
3118 GLboolean LowerCombinedClipCullDistance; /** Lower gl_ClipDistance and
3119 * gl_CullDistance together from
3120 * float[8] to vec4[2]
3121 **/
3122
3123 /**
3124 * \name Forms of indirect addressing the driver cannot do.
3125 */
3126 /*@{*/
3127 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
3128 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
3129 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
3130 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
3131 GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
3132 /*@}*/
3133
3134 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
3135 GLuint MaxUnrollIterations;
3136
3137 /**
3138 * Optimize code for array of structures backends.
3139 *
3140 * This is a proxy for:
3141 * - preferring DP4 instructions (rather than MUL/MAD) for
3142 * matrix * vector operations, such as position transformation.
3143 */
3144 GLboolean OptimizeForAOS;
3145
3146 GLboolean LowerBufferInterfaceBlocks; /**< Lower UBO and SSBO access to intrinsics. */
3147
3148 /** Clamp UBO and SSBO block indices so they don't go out-of-bounds. */
3149 GLboolean ClampBlockIndicesToArrayBounds;
3150
3151 const struct nir_shader_compiler_options *NirOptions;
3152 };
3153
3154
3155 /**
3156 * Occlusion/timer query object.
3157 */
3158 struct gl_query_object
3159 {
3160 GLenum Target; /**< The query target, when active */
3161 GLuint Id; /**< hash table ID/name */
3162 GLchar *Label; /**< GL_KHR_debug */
3163 GLuint64EXT Result; /**< the counter */
3164 GLboolean Active; /**< inside Begin/EndQuery */
3165 GLboolean Ready; /**< result is ready? */
3166 GLboolean EverBound;/**< has query object ever been bound */
3167 GLuint Stream; /**< The stream */
3168 };
3169
3170
3171 /**
3172 * Context state for query objects.
3173 */
3174 struct gl_query_state
3175 {
3176 struct _mesa_HashTable *QueryObjects;
3177 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
3178 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
3179
3180 /** GL_NV_conditional_render */
3181 struct gl_query_object *CondRenderQuery;
3182
3183 /** GL_EXT_transform_feedback */
3184 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
3185 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
3186
3187 /** GL_ARB_transform_feedback_overflow_query */
3188 struct gl_query_object *TransformFeedbackOverflow[MAX_VERTEX_STREAMS];
3189 struct gl_query_object *TransformFeedbackOverflowAny;
3190
3191 /** GL_ARB_timer_query */
3192 struct gl_query_object *TimeElapsed;
3193
3194 /** GL_ARB_pipeline_statistics_query */
3195 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
3196
3197 GLenum CondRenderMode;
3198 };
3199
3200
3201 /** Sync object state */
3202 struct gl_sync_object
3203 {
3204 GLenum Type; /**< GL_SYNC_FENCE */
3205 GLuint Name; /**< Fence name */
3206 GLchar *Label; /**< GL_KHR_debug */
3207 GLint RefCount; /**< Reference count */
3208 GLboolean DeletePending; /**< Object was deleted while there were still
3209 * live references (e.g., sync not yet finished)
3210 */
3211 GLenum SyncCondition;
3212 GLbitfield Flags; /**< Flags passed to glFenceSync */
3213 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
3214 };
3215
3216
3217 /**
3218 * State which can be shared by multiple contexts:
3219 */
3220 struct gl_shared_state
3221 {
3222 mtx_t Mutex; /**< for thread safety */
3223 GLint RefCount; /**< Reference count */
3224 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
3225 struct _mesa_HashTable *BitmapAtlas; /**< For optimized glBitmap text */
3226 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
3227
3228 /** Default texture objects (shared by all texture units) */
3229 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
3230
3231 /** Fallback texture used when a bound texture is incomplete */
3232 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
3233
3234 /**
3235 * \name Thread safety and statechange notification for texture
3236 * objects.
3237 *
3238 * \todo Improve the granularity of locking.
3239 */
3240 /*@{*/
3241 mtx_t TexMutex; /**< texobj thread safety */
3242 GLuint TextureStateStamp; /**< state notification for shared tex */
3243 /*@}*/
3244
3245 /** Default buffer object for vertex arrays that aren't in VBOs */
3246 struct gl_buffer_object *NullBufferObj;
3247
3248 /**
3249 * \name Vertex/geometry/fragment programs
3250 */
3251 /*@{*/
3252 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3253 struct gl_program *DefaultVertexProgram;
3254 struct gl_program *DefaultFragmentProgram;
3255 /*@}*/
3256
3257 /* GL_ATI_fragment_shader */
3258 struct _mesa_HashTable *ATIShaders;
3259 struct ati_fragment_shader *DefaultFragmentShader;
3260
3261 struct _mesa_HashTable *BufferObjects;
3262
3263 /** Table of both gl_shader and gl_shader_program objects */
3264 struct _mesa_HashTable *ShaderObjects;
3265
3266 /* GL_EXT_framebuffer_object */
3267 struct _mesa_HashTable *RenderBuffers;
3268 struct _mesa_HashTable *FrameBuffers;
3269
3270 /* GL_ARB_sync */
3271 struct set *SyncObjects;
3272
3273 /** GL_ARB_sampler_objects */
3274 struct _mesa_HashTable *SamplerObjects;
3275
3276 /* GL_ARB_bindless_texture */
3277 struct hash_table_u64 *TextureHandles;
3278 struct hash_table_u64 *ImageHandles;
3279 mtx_t HandlesMutex; /**< For texture/image handles safety */
3280
3281 /**
3282 * Some context in this share group was affected by a GPU reset
3283 *
3284 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3285 * been affected by a GPU reset must also return
3286 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3287 *
3288 * Once this field becomes true, it is never reset to false.
3289 */
3290 bool ShareGroupReset;
3291 };
3292
3293
3294
3295 /**
3296 * Renderbuffers represent drawing surfaces such as color, depth and/or
3297 * stencil. A framebuffer object has a set of renderbuffers.
3298 * Drivers will typically derive subclasses of this type.
3299 */
3300 struct gl_renderbuffer
3301 {
3302 mtx_t Mutex; /**< for thread safety */
3303 GLuint ClassID; /**< Useful for drivers */
3304 GLuint Name;
3305 GLchar *Label; /**< GL_KHR_debug */
3306 GLint RefCount;
3307 GLuint Width, Height;
3308 GLuint Depth;
3309 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3310 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3311 /**
3312 * True for renderbuffers that wrap textures, giving the driver a chance to
3313 * flush render caches through the FinishRenderTexture hook.
3314 *
3315 * Drivers may also set this on renderbuffers other than those generated by
3316 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3317 * called without a rb->TexImage.
3318 */
3319 GLboolean NeedsFinishRenderTexture;
3320 GLubyte NumSamples;
3321 GLenum InternalFormat; /**< The user-specified format */
3322 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3323 GL_STENCIL_INDEX. */
3324 mesa_format Format; /**< The actual renderbuffer memory format */
3325 /**
3326 * Pointer to the texture image if this renderbuffer wraps a texture,
3327 * otherwise NULL.
3328 *
3329 * Note that the reference on the gl_texture_object containing this
3330 * TexImage is held by the gl_renderbuffer_attachment.
3331 */
3332 struct gl_texture_image *TexImage;
3333
3334 /** Delete this renderbuffer */
3335 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3336
3337 /** Allocate new storage for this renderbuffer */
3338 GLboolean (*AllocStorage)(struct gl_context *ctx,
3339 struct gl_renderbuffer *rb,
3340 GLenum internalFormat,
3341 GLuint width, GLuint height);
3342 };
3343
3344
3345 /**
3346 * A renderbuffer attachment points to either a texture object (and specifies
3347 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3348 */
3349 struct gl_renderbuffer_attachment
3350 {
3351 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3352 GLboolean Complete;
3353
3354 /**
3355 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3356 * application supplied renderbuffer object.
3357 */
3358 struct gl_renderbuffer *Renderbuffer;
3359
3360 /**
3361 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3362 * supplied texture object.
3363 */
3364 struct gl_texture_object *Texture;
3365 GLuint TextureLevel; /**< Attached mipmap level. */
3366 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3367 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3368 * and 2D array textures */
3369 GLboolean Layered;
3370 };
3371
3372
3373 /**
3374 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3375 * In C++ terms, think of this as a base class from which device drivers
3376 * will make derived classes.
3377 */
3378 struct gl_framebuffer
3379 {
3380 mtx_t Mutex; /**< for thread safety */
3381 /**
3382 * If zero, this is a window system framebuffer. If non-zero, this
3383 * is a FBO framebuffer; note that for some devices (i.e. those with
3384 * a natural pixel coordinate system for FBOs that differs from the
3385 * OpenGL/Mesa coordinate system), this means that the viewport,
3386 * polygon face orientation, and polygon stipple will have to be inverted.
3387 */
3388 GLuint Name;
3389 GLint RefCount;
3390
3391 GLchar *Label; /**< GL_KHR_debug */
3392
3393 GLboolean DeletePending;
3394
3395 /**
3396 * The framebuffer's visual. Immutable if this is a window system buffer.
3397 * Computed from attachments if user-made FBO.
3398 */
3399 struct gl_config Visual;
3400
3401 /**
3402 * Size of frame buffer in pixels. If there are no attachments, then both
3403 * of these are 0.
3404 */
3405 GLuint Width, Height;
3406
3407 /**
3408 * In the case that the framebuffer has no attachment (i.e.
3409 * GL_ARB_framebuffer_no_attachments) then the geometry of
3410 * the framebuffer is specified by the default values.
3411 */
3412 struct {
3413 GLuint Width, Height, Layers, NumSamples;
3414 GLboolean FixedSampleLocations;
3415 /* Derived from NumSamples by the driver so that it can choose a valid
3416 * value for the hardware.
3417 */
3418 GLuint _NumSamples;
3419 } DefaultGeometry;
3420
3421 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3422 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3423 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3424 */
3425 /*@{*/
3426 GLint _Xmin, _Xmax;
3427 GLint _Ymin, _Ymax;
3428 /*@}*/
3429
3430 /** \name Derived Z buffer stuff */
3431 /*@{*/
3432 GLuint _DepthMax; /**< Max depth buffer value */
3433 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3434 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3435 /*@}*/
3436
3437 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3438 GLenum _Status;
3439
3440 /** Whether one of Attachment has Type != GL_NONE
3441 * NOTE: the values for Width and Height are set to 0 in case of having
3442 * no attachments, a backend driver supporting the extension
3443 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3444 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3445 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3446 * _Ymax do NOT take into account _HasAttachments being false). To get the
3447 * geometry of the framebuffer, the helper functions
3448 * _mesa_geometric_width(),
3449 * _mesa_geometric_height(),
3450 * _mesa_geometric_samples() and
3451 * _mesa_geometric_layers()
3452 * are available that check _HasAttachments.
3453 */
3454 bool _HasAttachments;
3455
3456 GLbitfield _IntegerBuffers; /**< Which color buffers are integer valued */
3457
3458 /* ARB_color_buffer_float */
3459 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3460 GLboolean _HasSNormOrFloatColorBuffer;
3461
3462 /**
3463 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3464 * is not layered. For cube maps and cube map arrays, each cube face
3465 * counts as a layer. As the case for Width, Height a backend driver
3466 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3467 * in the case that _HasAttachments is false
3468 */
3469 GLuint MaxNumLayers;
3470
3471 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3472 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3473
3474 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3475 * attribute group and GL_PIXEL attribute group, respectively.
3476 */
3477 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3478 GLenum ColorReadBuffer;
3479
3480 /** Computed from ColorDraw/ReadBuffer above */
3481 GLuint _NumColorDrawBuffers;
3482 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3483 GLint _ColorReadBufferIndex; /* -1 = None */
3484 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3485 struct gl_renderbuffer *_ColorReadBuffer;
3486
3487 /** Delete this framebuffer */
3488 void (*Delete)(struct gl_framebuffer *fb);
3489 };
3490
3491
3492 /**
3493 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3494 */
3495 struct gl_precision
3496 {
3497 GLushort RangeMin; /**< min value exponent */
3498 GLushort RangeMax; /**< max value exponent */
3499 GLushort Precision; /**< number of mantissa bits */
3500 };
3501
3502
3503 /**
3504 * Limits for vertex, geometry and fragment programs/shaders.
3505 */
3506 struct gl_program_constants
3507 {
3508 /* logical limits */
3509 GLuint MaxInstructions;
3510 GLuint MaxAluInstructions;
3511 GLuint MaxTexInstructions;
3512 GLuint MaxTexIndirections;
3513 GLuint MaxAttribs;
3514 GLuint MaxTemps;
3515 GLuint MaxAddressRegs;
3516 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3517 GLuint MaxParameters;
3518 GLuint MaxLocalParams;
3519 GLuint MaxEnvParams;
3520 /* native/hardware limits */
3521 GLuint MaxNativeInstructions;
3522 GLuint MaxNativeAluInstructions;
3523 GLuint MaxNativeTexInstructions;
3524 GLuint MaxNativeTexIndirections;
3525 GLuint MaxNativeAttribs;
3526 GLuint MaxNativeTemps;
3527 GLuint MaxNativeAddressRegs;
3528 GLuint MaxNativeParameters;
3529 /* For shaders */
3530 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3531
3532 /**
3533 * \name Per-stage input / output limits
3534 *
3535 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3536 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3537 * ES). This is stored as \c gl_constants::MaxVarying.
3538 *
3539 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3540 * variables. Each stage as a certain number of outputs that it can feed
3541 * to the next stage and a certain number inputs that it can consume from
3542 * the previous stage.
3543 *
3544 * Vertex shader inputs do not participate this in this accounting.
3545 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3546 *
3547 * Fragment shader outputs do not participate this in this accounting.
3548 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3549 */
3550 /*@{*/
3551 GLuint MaxInputComponents;
3552 GLuint MaxOutputComponents;
3553 /*@}*/
3554
3555 /* ES 2.0 and GL_ARB_ES2_compatibility */
3556 struct gl_precision LowFloat, MediumFloat, HighFloat;
3557 struct gl_precision LowInt, MediumInt, HighInt;
3558 /* GL_ARB_uniform_buffer_object */
3559 GLuint MaxUniformBlocks;
3560 GLuint MaxCombinedUniformComponents;
3561 GLuint MaxTextureImageUnits;
3562
3563 /* GL_ARB_shader_atomic_counters */
3564 GLuint MaxAtomicBuffers;
3565 GLuint MaxAtomicCounters;
3566
3567 /* GL_ARB_shader_image_load_store */
3568 GLuint MaxImageUniforms;
3569
3570 /* GL_ARB_shader_storage_buffer_object */
3571 GLuint MaxShaderStorageBlocks;
3572 };
3573
3574
3575 /**
3576 * Constants which may be overridden by device driver during context creation
3577 * but are never changed after that.
3578 */
3579 struct gl_constants
3580 {
3581 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3582 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3583 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3584 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3585 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3586 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3587 GLuint MaxTextureCoordUnits;
3588 GLuint MaxCombinedTextureImageUnits;
3589 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3590 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3591 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3592 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3593
3594 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3595
3596 GLuint MaxArrayLockSize;
3597
3598 GLint SubPixelBits;
3599
3600 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3601 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3602 GLfloat PointSizeGranularity;
3603 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3604 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3605 GLfloat LineWidthGranularity;
3606
3607 GLuint MaxClipPlanes;
3608 GLuint MaxLights;
3609 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3610 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3611
3612 GLuint MaxViewportWidth, MaxViewportHeight;
3613 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3614 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3615 struct {
3616 GLfloat Min;
3617 GLfloat Max;
3618 } ViewportBounds; /**< GL_ARB_viewport_array */
3619 GLuint MaxWindowRectangles; /**< GL_EXT_window_rectangles */
3620
3621 struct gl_program_constants Program[MESA_SHADER_STAGES];
3622 GLuint MaxProgramMatrices;
3623 GLuint MaxProgramMatrixStackDepth;
3624
3625 struct {
3626 GLuint SamplesPassed;
3627 GLuint TimeElapsed;
3628 GLuint Timestamp;
3629 GLuint PrimitivesGenerated;
3630 GLuint PrimitivesWritten;
3631 GLuint VerticesSubmitted;
3632 GLuint PrimitivesSubmitted;
3633 GLuint VsInvocations;
3634 GLuint TessPatches;
3635 GLuint TessInvocations;
3636 GLuint GsInvocations;
3637 GLuint GsPrimitives;
3638 GLuint FsInvocations;
3639 GLuint ComputeInvocations;
3640 GLuint ClInPrimitives;
3641 GLuint ClOutPrimitives;
3642 } QueryCounterBits;
3643
3644 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3645
3646 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3647 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3648 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3649
3650 /**
3651 * GL_ARB_framebuffer_no_attachments
3652 */
3653 GLuint MaxFramebufferWidth;
3654 GLuint MaxFramebufferHeight;
3655 GLuint MaxFramebufferLayers;
3656 GLuint MaxFramebufferSamples;
3657
3658 /** Number of varying vectors between any two shader stages. */
3659 GLuint MaxVarying;
3660
3661 /** @{
3662 * GL_ARB_uniform_buffer_object
3663 */
3664 GLuint MaxCombinedUniformBlocks;
3665 GLuint MaxUniformBufferBindings;
3666 GLuint MaxUniformBlockSize;
3667 GLuint UniformBufferOffsetAlignment;
3668 /** @} */
3669
3670 /** @{
3671 * GL_ARB_shader_storage_buffer_object
3672 */
3673 GLuint MaxCombinedShaderStorageBlocks;
3674 GLuint MaxShaderStorageBufferBindings;
3675 GLuint MaxShaderStorageBlockSize;
3676 GLuint ShaderStorageBufferOffsetAlignment;
3677 /** @} */
3678
3679 /**
3680 * GL_ARB_explicit_uniform_location
3681 */
3682 GLuint MaxUserAssignableUniformLocations;
3683
3684 /** geometry shader */
3685 GLuint MaxGeometryOutputVertices;
3686 GLuint MaxGeometryTotalOutputComponents;
3687
3688 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3689
3690 /**
3691 * Changes default GLSL extension behavior from "error" to "warn". It's out
3692 * of spec, but it can make some apps work that otherwise wouldn't.
3693 */
3694 GLboolean ForceGLSLExtensionsWarn;
3695
3696 /**
3697 * If non-zero, forces GLSL shaders to behave as if they began
3698 * with "#version ForceGLSLVersion".
3699 */
3700 GLuint ForceGLSLVersion;
3701
3702 /**
3703 * Allow GLSL #extension directives in the middle of shaders.
3704 */
3705 GLboolean AllowGLSLExtensionDirectiveMidShader;
3706
3707 /**
3708 * Allow GLSL built-in variables to be redeclared verbatim
3709 */
3710 GLboolean AllowGLSLBuiltinVariableRedeclaration;
3711
3712 /**
3713 * Allow creating a higher compat profile (version 3.1+) for apps that
3714 * request it. Be careful when adding that driconf option because some
3715 * features are unimplemented and might not work correctly.
3716 */
3717 GLboolean AllowHigherCompatVersion;
3718
3719 /**
3720 * Force computing the absolute value for sqrt() and inversesqrt() to follow
3721 * D3D9 when apps rely on this behaviour.
3722 */
3723 GLboolean ForceGLSLAbsSqrt;
3724
3725 /**
3726 * Force uninitialized variables to default to zero.
3727 */
3728 GLboolean GLSLZeroInit;
3729
3730 /**
3731 * Does the driver support real 32-bit integers? (Otherwise, integers are
3732 * simulated via floats.)
3733 */
3734 GLboolean NativeIntegers;
3735
3736 /**
3737 * Does VertexID count from zero or from base vertex?
3738 *
3739 * \note
3740 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3741 * ignored and need not be set.
3742 */
3743 bool VertexID_is_zero_based;
3744
3745 /**
3746 * If the driver supports real 32-bit integers, what integer value should be
3747 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3748 */
3749 GLuint UniformBooleanTrue;
3750
3751 /**
3752 * Maximum amount of time, measured in nanseconds, that the server can wait.
3753 */
3754 GLuint64 MaxServerWaitTimeout;
3755
3756 /** GL_EXT_provoking_vertex */
3757 GLboolean QuadsFollowProvokingVertexConvention;
3758
3759 /** GL_ARB_viewport_array */
3760 GLenum LayerAndVPIndexProvokingVertex;
3761
3762 /** OpenGL version 3.0 */
3763 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3764
3765 /** OpenGL version 3.2 */
3766 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3767
3768 /** OpenGL version 4.4 */
3769 GLuint MaxVertexAttribStride;
3770
3771 /** GL_EXT_transform_feedback */
3772 GLuint MaxTransformFeedbackBuffers;
3773 GLuint MaxTransformFeedbackSeparateComponents;
3774 GLuint MaxTransformFeedbackInterleavedComponents;
3775 GLuint MaxVertexStreams;
3776
3777 /** GL_EXT_gpu_shader4 */
3778 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3779
3780 /** GL_ARB_texture_gather */
3781 GLuint MinProgramTextureGatherOffset;
3782 GLuint MaxProgramTextureGatherOffset;
3783 GLuint MaxProgramTextureGatherComponents;
3784
3785 /* GL_ARB_robustness */
3786 GLenum ResetStrategy;
3787
3788 /* GL_KHR_robustness */
3789 GLboolean RobustAccess;
3790
3791 /* GL_ARB_blend_func_extended */
3792 GLuint MaxDualSourceDrawBuffers;
3793
3794 /**
3795 * Whether the implementation strips out and ignores texture borders.
3796 *
3797 * Many GPU hardware implementations don't support rendering with texture
3798 * borders and mipmapped textures. (Note: not static border color, but the
3799 * old 1-pixel border around each edge). Implementations then have to do
3800 * slow fallbacks to be correct, or just ignore the border and be fast but
3801 * wrong. Setting the flag strips the border off of TexImage calls,
3802 * providing "fast but wrong" at significantly reduced driver complexity.
3803 *
3804 * Texture borders are deprecated in GL 3.0.
3805 **/
3806 GLboolean StripTextureBorder;
3807
3808 /**
3809 * For drivers which can do a better job at eliminating unused uniforms
3810 * than the GLSL compiler.
3811 *
3812 * XXX Remove these as soon as a better solution is available.
3813 */
3814 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3815
3816 /** Whether gl_FragCoord and gl_FrontFacing are system values. */
3817 bool GLSLFragCoordIsSysVal;
3818 bool GLSLFrontFacingIsSysVal;
3819
3820 /**
3821 * Run the minimum amount of GLSL optimizations to be able to link
3822 * shaders optimally (eliminate dead varyings and uniforms) and just do
3823 * all the necessary lowering.
3824 */
3825 bool GLSLOptimizeConservatively;
3826
3827 /**
3828 * True if gl_TessLevelInner/Outer[] in the TES should be inputs
3829 * (otherwise, they're system values).
3830 */
3831 bool GLSLTessLevelsAsInputs;
3832
3833 /**
3834 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3835 * than passing the transform feedback object to the drawing function.
3836 */
3837 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3838
3839 /** GL_ARB_map_buffer_alignment */
3840 GLuint MinMapBufferAlignment;
3841
3842 /**
3843 * Disable varying packing. This is out of spec, but potentially useful
3844 * for older platforms that supports a limited number of texture
3845 * indirections--on these platforms, unpacking the varyings in the fragment
3846 * shader increases the number of texture indirections by 1, which might
3847 * make some shaders not executable at all.
3848 *
3849 * Drivers that support transform feedback must set this value to GL_FALSE.
3850 */
3851 GLboolean DisableVaryingPacking;
3852
3853 /**
3854 * Should meaningful names be generated for compiler temporary variables?
3855 *
3856 * Generally, it is not useful to have the compiler generate "meaningful"
3857 * names for temporary variables that it creates. This can, however, be a
3858 * useful debugging aid. In Mesa debug builds or release builds when
3859 * MESA_GLSL is set at run-time, meaningful names will be generated.
3860 * Drivers can also force names to be generated by setting this field.
3861 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3862 * vertex shader assembly) is set at run-time.
3863 */
3864 bool GenerateTemporaryNames;
3865
3866 /*
3867 * Maximum value supported for an index in DrawElements and friends.
3868 *
3869 * This must be at least (1ull<<24)-1. The default value is
3870 * (1ull<<32)-1.
3871 *
3872 * \since ES 3.0 or GL_ARB_ES3_compatibility
3873 * \sa _mesa_init_constants
3874 */
3875 GLuint64 MaxElementIndex;
3876
3877 /**
3878 * Disable interpretation of line continuations (lines ending with a
3879 * backslash character ('\') in GLSL source.
3880 */
3881 GLboolean DisableGLSLLineContinuations;
3882
3883 /** GL_ARB_texture_multisample */
3884 GLint MaxColorTextureSamples;
3885 GLint MaxDepthTextureSamples;
3886 GLint MaxIntegerSamples;
3887
3888 /**
3889 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3890 * samples are laid out in a rectangular grid roughly corresponding to
3891 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3892 * are used to map indices of rectangular grid to sample numbers within
3893 * a pixel. This mapping of indices to sample numbers must be initialized
3894 * by the driver for the target hardware. For example, if we have the 8X
3895 * MSAA sample number layout (sample positions) for XYZ hardware:
3896 *
3897 * sample indices layout sample number layout
3898 * --------- ---------
3899 * | 0 | 1 | | a | b |
3900 * --------- ---------
3901 * | 2 | 3 | | c | d |
3902 * --------- ---------
3903 * | 4 | 5 | | e | f |
3904 * --------- ---------
3905 * | 6 | 7 | | g | h |
3906 * --------- ---------
3907 *
3908 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3909 *
3910 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3911 * below:
3912 * SampleMap8x = {a, b, c, d, e, f, g, h};
3913 *
3914 * Follow the logic for sample counts 2-8.
3915 *
3916 * For 16x the sample indices layout as a 4x4 grid as follows:
3917 *
3918 * -----------------
3919 * | 0 | 1 | 2 | 3 |
3920 * -----------------
3921 * | 4 | 5 | 6 | 7 |
3922 * -----------------
3923 * | 8 | 9 |10 |11 |
3924 * -----------------
3925 * |12 |13 |14 |15 |
3926 * -----------------
3927 */
3928 uint8_t SampleMap2x[2];
3929 uint8_t SampleMap4x[4];
3930 uint8_t SampleMap8x[8];
3931 uint8_t SampleMap16x[16];
3932
3933 /** GL_ARB_shader_atomic_counters */
3934 GLuint MaxAtomicBufferBindings;
3935 GLuint MaxAtomicBufferSize;
3936 GLuint MaxCombinedAtomicBuffers;
3937 GLuint MaxCombinedAtomicCounters;
3938
3939 /** GL_ARB_vertex_attrib_binding */
3940 GLint MaxVertexAttribRelativeOffset;
3941 GLint MaxVertexAttribBindings;
3942
3943 /* GL_ARB_shader_image_load_store */
3944 GLuint MaxImageUnits;
3945 GLuint MaxCombinedShaderOutputResources;
3946 GLuint MaxImageSamples;
3947 GLuint MaxCombinedImageUniforms;
3948
3949 /** GL_ARB_compute_shader */
3950 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3951 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3952 GLuint MaxComputeWorkGroupInvocations;
3953 GLuint MaxComputeSharedMemorySize;
3954
3955 /** GL_ARB_compute_variable_group_size */
3956 GLuint MaxComputeVariableGroupSize[3]; /* Array of x, y, z dimensions */
3957 GLuint MaxComputeVariableGroupInvocations;
3958
3959 /** GL_ARB_gpu_shader5 */
3960 GLfloat MinFragmentInterpolationOffset;
3961 GLfloat MaxFragmentInterpolationOffset;
3962
3963 GLboolean FakeSWMSAA;
3964
3965 /** GL_KHR_context_flush_control */
3966 GLenum ContextReleaseBehavior;
3967
3968 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
3969
3970 /** GL_ARB_tessellation_shader */
3971 GLuint MaxPatchVertices;
3972 GLuint MaxTessGenLevel;
3973 GLuint MaxTessPatchComponents;
3974 GLuint MaxTessControlTotalOutputComponents;
3975 bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
3976 bool LowerTCSPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */
3977 bool LowerTESPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */
3978 bool PrimitiveRestartForPatches;
3979 bool LowerCsDerivedVariables; /**< Lower gl_GlobalInvocationID and
3980 * gl_LocalInvocationIndex based on
3981 * other builtin variables. */
3982
3983 /** GL_OES_primitive_bounding_box */
3984 bool NoPrimitiveBoundingBoxOutput;
3985
3986 /** GL_ARB_sparse_buffer */
3987 GLuint SparseBufferPageSize;
3988
3989 /** Used as an input for sha1 generation in the on-disk shader cache */
3990 unsigned char *dri_config_options_sha1;
3991
3992 /** When drivers are OK with mapped buffers during draw and other calls. */
3993 bool AllowMappedBuffersDuringExecution;
3994 };
3995
3996
3997 /**
3998 * Enable flag for each OpenGL extension. Different device drivers will
3999 * enable different extensions at runtime.
4000 */
4001 struct gl_extensions
4002 {
4003 GLboolean dummy; /* don't remove this! */
4004 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
4005 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
4006 GLboolean ANGLE_texture_compression_dxt;
4007 GLboolean ARB_ES2_compatibility;
4008 GLboolean ARB_ES3_compatibility;
4009 GLboolean ARB_ES3_1_compatibility;
4010 GLboolean ARB_ES3_2_compatibility;
4011 GLboolean ARB_arrays_of_arrays;
4012 GLboolean ARB_base_instance;
4013 GLboolean ARB_bindless_texture;
4014 GLboolean ARB_blend_func_extended;
4015 GLboolean ARB_buffer_storage;
4016 GLboolean ARB_clear_texture;
4017 GLboolean ARB_clip_control;
4018 GLboolean ARB_color_buffer_float;
4019 GLboolean ARB_compute_shader;
4020 GLboolean ARB_compute_variable_group_size;
4021 GLboolean ARB_conditional_render_inverted;
4022 GLboolean ARB_conservative_depth;
4023 GLboolean ARB_copy_image;
4024 GLboolean ARB_cull_distance;
4025 GLboolean ARB_depth_buffer_float;
4026 GLboolean ARB_depth_clamp;
4027 GLboolean ARB_depth_texture;
4028 GLboolean ARB_derivative_control;
4029 GLboolean ARB_draw_buffers_blend;
4030 GLboolean ARB_draw_elements_base_vertex;
4031 GLboolean ARB_draw_indirect;
4032 GLboolean ARB_draw_instanced;
4033 GLboolean ARB_fragment_coord_conventions;
4034 GLboolean ARB_fragment_layer_viewport;
4035 GLboolean ARB_fragment_program;
4036 GLboolean ARB_fragment_program_shadow;
4037 GLboolean ARB_fragment_shader;
4038 GLboolean ARB_framebuffer_no_attachments;
4039 GLboolean ARB_framebuffer_object;
4040 GLboolean ARB_enhanced_layouts;
4041 GLboolean ARB_explicit_attrib_location;
4042 GLboolean ARB_explicit_uniform_location;
4043 GLboolean ARB_gpu_shader5;
4044 GLboolean ARB_gpu_shader_fp64;
4045 GLboolean ARB_gpu_shader_int64;
4046 GLboolean ARB_half_float_vertex;
4047 GLboolean ARB_indirect_parameters;
4048 GLboolean ARB_instanced_arrays;
4049 GLboolean ARB_internalformat_query;
4050 GLboolean ARB_internalformat_query2;
4051 GLboolean ARB_map_buffer_range;
4052 GLboolean ARB_occlusion_query;
4053 GLboolean ARB_occlusion_query2;
4054 GLboolean ARB_pipeline_statistics_query;
4055 GLboolean ARB_point_sprite;
4056 GLboolean ARB_post_depth_coverage;
4057 GLboolean ARB_query_buffer_object;
4058 GLboolean ARB_robust_buffer_access_behavior;
4059 GLboolean ARB_sample_shading;
4060 GLboolean ARB_seamless_cube_map;
4061 GLboolean ARB_shader_atomic_counter_ops;
4062 GLboolean ARB_shader_atomic_counters;
4063 GLboolean ARB_shader_ballot;
4064 GLboolean ARB_shader_bit_encoding;
4065 GLboolean ARB_shader_clock;
4066 GLboolean ARB_shader_draw_parameters;
4067 GLboolean ARB_shader_group_vote;
4068 GLboolean ARB_shader_image_load_store;
4069 GLboolean ARB_shader_image_size;
4070 GLboolean ARB_shader_precision;
4071 GLboolean ARB_shader_stencil_export;
4072 GLboolean ARB_shader_storage_buffer_object;
4073 GLboolean ARB_shader_texture_image_samples;
4074 GLboolean ARB_shader_texture_lod;
4075 GLboolean ARB_shader_viewport_layer_array;
4076 GLboolean ARB_shading_language_packing;
4077 GLboolean ARB_shading_language_420pack;
4078 GLboolean ARB_shadow;
4079 GLboolean ARB_sparse_buffer;
4080 GLboolean ARB_stencil_texturing;
4081 GLboolean ARB_sync;
4082 GLboolean ARB_tessellation_shader;
4083 GLboolean ARB_texture_border_clamp;
4084 GLboolean ARB_texture_buffer_object;
4085 GLboolean ARB_texture_buffer_object_rgb32;
4086 GLboolean ARB_texture_buffer_range;
4087 GLboolean ARB_texture_compression_bptc;
4088 GLboolean ARB_texture_compression_rgtc;
4089 GLboolean ARB_texture_cube_map;
4090 GLboolean ARB_texture_cube_map_array;
4091 GLboolean ARB_texture_env_combine;
4092 GLboolean ARB_texture_env_crossbar;
4093 GLboolean ARB_texture_env_dot3;
4094 GLboolean ARB_texture_float;
4095 GLboolean ARB_texture_gather;
4096 GLboolean ARB_texture_mirror_clamp_to_edge;
4097 GLboolean ARB_texture_multisample;
4098 GLboolean ARB_texture_non_power_of_two;
4099 GLboolean ARB_texture_stencil8;
4100 GLboolean ARB_texture_query_levels;
4101 GLboolean ARB_texture_query_lod;
4102 GLboolean ARB_texture_rg;
4103 GLboolean ARB_texture_rgb10_a2ui;
4104 GLboolean ARB_texture_view;
4105 GLboolean ARB_timer_query;
4106 GLboolean ARB_transform_feedback2;
4107 GLboolean ARB_transform_feedback3;
4108 GLboolean ARB_transform_feedback_instanced;
4109 GLboolean ARB_transform_feedback_overflow_query;
4110 GLboolean ARB_uniform_buffer_object;
4111 GLboolean ARB_vertex_attrib_64bit;
4112 GLboolean ARB_vertex_program;
4113 GLboolean ARB_vertex_shader;
4114 GLboolean ARB_vertex_type_10f_11f_11f_rev;
4115 GLboolean ARB_vertex_type_2_10_10_10_rev;
4116 GLboolean ARB_viewport_array;
4117 GLboolean EXT_blend_color;
4118 GLboolean EXT_blend_equation_separate;
4119 GLboolean EXT_blend_func_separate;
4120 GLboolean EXT_blend_minmax;
4121 GLboolean EXT_depth_bounds_test;
4122 GLboolean EXT_draw_buffers2;
4123 GLboolean EXT_framebuffer_multisample;
4124 GLboolean EXT_framebuffer_multisample_blit_scaled;
4125 GLboolean EXT_framebuffer_sRGB;
4126 GLboolean EXT_gpu_program_parameters;
4127 GLboolean EXT_gpu_shader4;
4128 GLboolean EXT_packed_float;
4129 GLboolean EXT_pixel_buffer_object;
4130 GLboolean EXT_point_parameters;
4131 GLboolean EXT_polygon_offset_clamp;
4132 GLboolean EXT_provoking_vertex;
4133 GLboolean EXT_shader_integer_mix;
4134 GLboolean EXT_shader_samples_identical;
4135 GLboolean EXT_stencil_two_side;
4136 GLboolean EXT_texture_array;
4137 GLboolean EXT_texture_compression_latc;
4138 GLboolean EXT_texture_compression_s3tc;
4139 GLboolean EXT_texture_env_dot3;
4140 GLboolean EXT_texture_filter_anisotropic;
4141 GLboolean EXT_texture_integer;
4142 GLboolean EXT_texture_mirror_clamp;
4143 GLboolean EXT_texture_shared_exponent;
4144 GLboolean EXT_texture_snorm;
4145 GLboolean EXT_texture_sRGB;
4146 GLboolean EXT_texture_sRGB_decode;
4147 GLboolean EXT_texture_swizzle;
4148 GLboolean EXT_transform_feedback;
4149 GLboolean EXT_timer_query;
4150 GLboolean EXT_vertex_array_bgra;
4151 GLboolean EXT_window_rectangles;
4152 GLboolean OES_copy_image;
4153 GLboolean OES_primitive_bounding_box;
4154 GLboolean OES_sample_variables;
4155 GLboolean OES_standard_derivatives;
4156 GLboolean OES_texture_buffer;
4157 GLboolean OES_texture_cube_map_array;
4158 GLboolean OES_viewport_array;
4159 /* vendor extensions */
4160 GLboolean AMD_performance_monitor;
4161 GLboolean AMD_pinned_memory;
4162 GLboolean AMD_seamless_cubemap_per_texture;
4163 GLboolean AMD_vertex_shader_layer;
4164 GLboolean AMD_vertex_shader_viewport_index;
4165 GLboolean ANDROID_extension_pack_es31a;
4166 GLboolean APPLE_object_purgeable;
4167 GLboolean ATI_meminfo;
4168 GLboolean ATI_texture_compression_3dc;
4169 GLboolean ATI_texture_mirror_once;
4170 GLboolean ATI_texture_env_combine3;
4171 GLboolean ATI_fragment_shader;
4172 GLboolean ATI_separate_stencil;
4173 GLboolean GREMEDY_string_marker;
4174 GLboolean INTEL_conservative_rasterization;
4175 GLboolean INTEL_performance_query;
4176 GLboolean KHR_blend_equation_advanced;
4177 GLboolean KHR_blend_equation_advanced_coherent;
4178 GLboolean KHR_robustness;
4179 GLboolean KHR_texture_compression_astc_hdr;
4180 GLboolean KHR_texture_compression_astc_ldr;
4181 GLboolean KHR_texture_compression_astc_sliced_3d;
4182 GLboolean MESA_pack_invert;
4183 GLboolean MESA_shader_framebuffer_fetch;
4184 GLboolean MESA_shader_framebuffer_fetch_non_coherent;
4185 GLboolean MESA_shader_integer_functions;
4186 GLboolean MESA_ycbcr_texture;
4187 GLboolean NV_conditional_render;
4188 GLboolean NV_fill_rectangle;
4189 GLboolean NV_fog_distance;
4190 GLboolean NV_point_sprite;
4191 GLboolean NV_primitive_restart;
4192 GLboolean NV_texture_barrier;
4193 GLboolean NV_texture_env_combine4;
4194 GLboolean NV_texture_rectangle;
4195 GLboolean NV_vdpau_interop;
4196 GLboolean NVX_gpu_memory_info;
4197 GLboolean TDFX_texture_compression_FXT1;
4198 GLboolean OES_EGL_image;
4199 GLboolean OES_draw_texture;
4200 GLboolean OES_depth_texture_cube_map;
4201 GLboolean OES_EGL_image_external;
4202 GLboolean OES_texture_float;
4203 GLboolean OES_texture_float_linear;
4204 GLboolean OES_texture_half_float;
4205 GLboolean OES_texture_half_float_linear;
4206 GLboolean OES_compressed_ETC1_RGB8_texture;
4207 GLboolean OES_geometry_shader;
4208 GLboolean OES_texture_compression_astc;
4209 GLboolean extension_sentinel;
4210 /** The extension string */
4211 const GLubyte *String;
4212 /** Number of supported extensions */
4213 GLuint Count;
4214 /**
4215 * The context version which extension helper functions compare against.
4216 * By default, the value is equal to ctx->Version. This changes to ~0
4217 * while meta is in progress.
4218 */
4219 GLubyte Version;
4220 };
4221
4222
4223 /**
4224 * A stack of matrices (projection, modelview, color, texture, etc).
4225 */
4226 struct gl_matrix_stack
4227 {
4228 GLmatrix *Top; /**< points into Stack */
4229 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
4230 unsigned StackSize; /**< Number of elements in Stack */
4231 GLuint Depth; /**< 0 <= Depth < MaxDepth */
4232 GLuint MaxDepth; /**< size of Stack[] array */
4233 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
4234 };
4235
4236
4237 /**
4238 * \name Bits for image transfer operations
4239 * \sa __struct gl_contextRec::ImageTransferState.
4240 */
4241 /*@{*/
4242 #define IMAGE_SCALE_BIAS_BIT 0x1
4243 #define IMAGE_SHIFT_OFFSET_BIT 0x2
4244 #define IMAGE_MAP_COLOR_BIT 0x4
4245 #define IMAGE_CLAMP_BIT 0x800
4246
4247
4248 /** Pixel Transfer ops */
4249 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
4250 IMAGE_SHIFT_OFFSET_BIT | \
4251 IMAGE_MAP_COLOR_BIT)
4252
4253 /**
4254 * \name Bits to indicate what state has changed.
4255 */
4256 /*@{*/
4257 #define _NEW_MODELVIEW (1u << 0) /**< gl_context::ModelView */
4258 #define _NEW_PROJECTION (1u << 1) /**< gl_context::Projection */
4259 #define _NEW_TEXTURE_MATRIX (1u << 2) /**< gl_context::TextureMatrix */
4260 #define _NEW_COLOR (1u << 3) /**< gl_context::Color */
4261 #define _NEW_DEPTH (1u << 4) /**< gl_context::Depth */
4262 #define _NEW_EVAL (1u << 5) /**< gl_context::Eval, EvalMap */
4263 #define _NEW_FOG (1u << 6) /**< gl_context::Fog */
4264 #define _NEW_HINT (1u << 7) /**< gl_context::Hint */
4265 #define _NEW_LIGHT (1u << 8) /**< gl_context::Light */
4266 #define _NEW_LINE (1u << 9) /**< gl_context::Line */
4267 #define _NEW_PIXEL (1u << 10) /**< gl_context::Pixel */
4268 #define _NEW_POINT (1u << 11) /**< gl_context::Point */
4269 #define _NEW_POLYGON (1u << 12) /**< gl_context::Polygon */
4270 #define _NEW_POLYGONSTIPPLE (1u << 13) /**< gl_context::PolygonStipple */
4271 #define _NEW_SCISSOR (1u << 14) /**< gl_context::Scissor */
4272 #define _NEW_STENCIL (1u << 15) /**< gl_context::Stencil */
4273 #define _NEW_TEXTURE_OBJECT (1u << 16) /**< gl_context::Texture (bindings only) */
4274 #define _NEW_TRANSFORM (1u << 17) /**< gl_context::Transform */
4275 #define _NEW_VIEWPORT (1u << 18) /**< gl_context::Viewport */
4276 #define _NEW_TEXTURE_STATE (1u << 19) /**< gl_context::Texture (states only) */
4277 #define _NEW_ARRAY (1u << 20) /**< gl_context::Array */
4278 #define _NEW_RENDERMODE (1u << 21) /**< gl_context::RenderMode, etc */
4279 #define _NEW_BUFFERS (1u << 22) /**< gl_context::Visual, DrawBuffer, */
4280 #define _NEW_CURRENT_ATTRIB (1u << 23) /**< gl_context::Current */
4281 #define _NEW_MULTISAMPLE (1u << 24) /**< gl_context::Multisample */
4282 #define _NEW_TRACK_MATRIX (1u << 25) /**< gl_context::VertexProgram */
4283 #define _NEW_PROGRAM (1u << 26) /**< New program/shader state */
4284 #define _NEW_PROGRAM_CONSTANTS (1u << 27)
4285 #define _NEW_BUFFER_OBJECT (1u << 28)
4286 #define _NEW_FRAG_CLAMP (1u << 29)
4287 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4288 #define _NEW_VARYING_VP_INPUTS (1u << 31) /**< gl_context::varying_vp_inputs */
4289 #define _NEW_ALL ~0
4290 /*@}*/
4291
4292
4293 /**
4294 * Composite state flags
4295 */
4296 /*@{*/
4297 #define _NEW_TEXTURE (_NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE)
4298
4299 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
4300 _NEW_TEXTURE_STATE | \
4301 _NEW_POINT | \
4302 _NEW_PROGRAM | \
4303 _NEW_MODELVIEW)
4304
4305 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
4306 _NEW_FOG | \
4307 _NEW_PROGRAM)
4308
4309
4310 /*@}*/
4311
4312
4313
4314
4315 /* This has to be included here. */
4316 #include "dd.h"
4317
4318
4319 /**
4320 * Display list flags.
4321 * Strictly this is a tnl-private concept, but it doesn't seem
4322 * worthwhile adding a tnl private structure just to hold this one bit
4323 * of information:
4324 */
4325 #define DLIST_DANGLING_REFS 0x1
4326
4327
4328 /** Opaque declaration of display list payload data type */
4329 union gl_dlist_node;
4330
4331
4332 /**
4333 * Provide a location where information about a display list can be
4334 * collected. Could be extended with driverPrivate structures,
4335 * etc. in the future.
4336 */
4337 struct gl_display_list
4338 {
4339 GLuint Name;
4340 GLchar *Label; /**< GL_KHR_debug */
4341 GLbitfield Flags; /**< DLIST_x flags */
4342 /** The dlist commands are in a linked list of nodes */
4343 union gl_dlist_node *Head;
4344 };
4345
4346
4347 /**
4348 * State used during display list compilation and execution.
4349 */
4350 struct gl_dlist_state
4351 {
4352 GLuint CallDepth; /**< Current recursion calling depth */
4353
4354 struct gl_display_list *CurrentList; /**< List currently being compiled */
4355 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
4356 GLuint CurrentPos; /**< Index into current block of nodes */
4357
4358 GLvertexformat ListVtxfmt;
4359
4360 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
4361 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
4362
4363 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
4364 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
4365
4366 struct {
4367 /* State known to have been set by the currently-compiling display
4368 * list. Used to eliminate some redundant state changes.
4369 */
4370 GLenum ShadeModel;
4371 } Current;
4372 };
4373
4374 /** @{
4375 *
4376 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
4377 * to small enums suitable for use as an array index.
4378 */
4379
4380 enum mesa_debug_source {
4381 MESA_DEBUG_SOURCE_API,
4382 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
4383 MESA_DEBUG_SOURCE_SHADER_COMPILER,
4384 MESA_DEBUG_SOURCE_THIRD_PARTY,
4385 MESA_DEBUG_SOURCE_APPLICATION,
4386 MESA_DEBUG_SOURCE_OTHER,
4387 MESA_DEBUG_SOURCE_COUNT
4388 };
4389
4390 enum mesa_debug_type {
4391 MESA_DEBUG_TYPE_ERROR,
4392 MESA_DEBUG_TYPE_DEPRECATED,
4393 MESA_DEBUG_TYPE_UNDEFINED,
4394 MESA_DEBUG_TYPE_PORTABILITY,
4395 MESA_DEBUG_TYPE_PERFORMANCE,
4396 MESA_DEBUG_TYPE_OTHER,
4397 MESA_DEBUG_TYPE_MARKER,
4398 MESA_DEBUG_TYPE_PUSH_GROUP,
4399 MESA_DEBUG_TYPE_POP_GROUP,
4400 MESA_DEBUG_TYPE_COUNT
4401 };
4402
4403 enum mesa_debug_severity {
4404 MESA_DEBUG_SEVERITY_LOW,
4405 MESA_DEBUG_SEVERITY_MEDIUM,
4406 MESA_DEBUG_SEVERITY_HIGH,
4407 MESA_DEBUG_SEVERITY_NOTIFICATION,
4408 MESA_DEBUG_SEVERITY_COUNT
4409 };
4410
4411 /** @} */
4412
4413 /**
4414 * Driver-specific state flags.
4415 *
4416 * These are or'd with gl_context::NewDriverState to notify a driver about
4417 * a state change. The driver sets the flags at context creation and
4418 * the meaning of the bits set is opaque to core Mesa.
4419 */
4420 struct gl_driver_flags
4421 {
4422 /** gl_context::Array::_DrawArrays (vertex array state) */
4423 uint64_t NewArray;
4424
4425 /** gl_context::TransformFeedback::CurrentObject */
4426 uint64_t NewTransformFeedback;
4427
4428 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4429 uint64_t NewTransformFeedbackProg;
4430
4431 /** gl_context::RasterDiscard */
4432 uint64_t NewRasterizerDiscard;
4433
4434 /**
4435 * gl_context::UniformBufferBindings
4436 * gl_shader_program::UniformBlocks
4437 */
4438 uint64_t NewUniformBuffer;
4439
4440 /**
4441 * gl_context::ShaderStorageBufferBindings
4442 * gl_shader_program::ShaderStorageBlocks
4443 */
4444 uint64_t NewShaderStorageBuffer;
4445
4446 uint64_t NewTextureBuffer;
4447
4448 /**
4449 * gl_context::AtomicBufferBindings
4450 */
4451 uint64_t NewAtomicBuffer;
4452
4453 /**
4454 * gl_context::ImageUnits
4455 */
4456 uint64_t NewImageUnits;
4457
4458 /**
4459 * gl_context::TessCtrlProgram::patch_default_*
4460 */
4461 uint64_t NewDefaultTessLevels;
4462
4463 /**
4464 * gl_context::IntelConservativeRasterization
4465 */
4466 uint64_t NewIntelConservativeRasterization;
4467
4468 /**
4469 * gl_context::Scissor::WindowRects
4470 */
4471 uint64_t NewWindowRectangles;
4472
4473 /** gl_context::Color::sRGBEnabled */
4474 uint64_t NewFramebufferSRGB;
4475
4476 /** gl_context::Scissor::EnableFlags */
4477 uint64_t NewScissorTest;
4478
4479 /** gl_context::Scissor::ScissorArray */
4480 uint64_t NewScissorRect;
4481
4482 /** gl_context::Stencil */
4483 uint64_t NewStencil;
4484 };
4485
4486 struct gl_uniform_buffer_binding
4487 {
4488 struct gl_buffer_object *BufferObject;
4489 /** Start of uniform block data in the buffer */
4490 GLintptr Offset;
4491 /** Size of data allowed to be referenced from the buffer (in bytes) */
4492 GLsizeiptr Size;
4493 /**
4494 * glBindBufferBase() indicates that the Size should be ignored and only
4495 * limited by the current size of the BufferObject.
4496 */
4497 GLboolean AutomaticSize;
4498 };
4499
4500 struct gl_shader_storage_buffer_binding
4501 {
4502 struct gl_buffer_object *BufferObject;
4503 /** Start of shader storage block data in the buffer */
4504 GLintptr Offset;
4505 /** Size of data allowed to be referenced from the buffer (in bytes) */
4506 GLsizeiptr Size;
4507 /**
4508 * glBindBufferBase() indicates that the Size should be ignored and only
4509 * limited by the current size of the BufferObject.
4510 */
4511 GLboolean AutomaticSize;
4512 };
4513
4514 /**
4515 * ARB_shader_image_load_store image unit.
4516 */
4517 struct gl_image_unit
4518 {
4519 /**
4520 * Texture object bound to this unit.
4521 */
4522 struct gl_texture_object *TexObj;
4523
4524 /**
4525 * Level of the texture object bound to this unit.
4526 */
4527 GLuint Level;
4528
4529 /**
4530 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4531 * GL_FALSE if only some specific layer of the texture is bound.
4532 * \sa Layer
4533 */
4534 GLboolean Layered;
4535
4536 /**
4537 * Layer of the texture object bound to this unit as specified by the
4538 * application.
4539 */
4540 GLuint Layer;
4541
4542 /**
4543 * Layer of the texture object bound to this unit, or zero if the
4544 * whole level is bound.
4545 */
4546 GLuint _Layer;
4547
4548 /**
4549 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4550 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4551 */
4552 GLenum Access;
4553
4554 /**
4555 * GL internal format that determines the interpretation of the
4556 * image memory when shader image operations are performed through
4557 * this unit.
4558 */
4559 GLenum Format;
4560
4561 /**
4562 * Mesa format corresponding to \c Format.
4563 */
4564 mesa_format _ActualFormat;
4565
4566 };
4567
4568 /**
4569 * Binding point for an atomic counter buffer object.
4570 */
4571 struct gl_atomic_buffer_binding
4572 {
4573 struct gl_buffer_object *BufferObject;
4574 GLintptr Offset;
4575 GLsizeiptr Size;
4576 };
4577
4578 /**
4579 * Shader subroutines storage
4580 */
4581 struct gl_subroutine_index_binding
4582 {
4583 GLuint NumIndex;
4584 GLuint *IndexPtr;
4585 };
4586
4587 struct gl_texture_handle_object
4588 {
4589 struct gl_texture_object *texObj;
4590 struct gl_sampler_object *sampObj;
4591 GLuint64 handle;
4592 };
4593
4594 struct gl_image_handle_object
4595 {
4596 struct gl_image_unit imgObj;
4597 GLuint64 handle;
4598 };
4599
4600 /**
4601 * Mesa rendering context.
4602 *
4603 * This is the central context data structure for Mesa. Almost all
4604 * OpenGL state is contained in this structure.
4605 * Think of this as a base class from which device drivers will derive
4606 * sub classes.
4607 */
4608 struct gl_context
4609 {
4610 /** State possibly shared with other contexts in the address space */
4611 struct gl_shared_state *Shared;
4612
4613 /** \name API function pointer tables */
4614 /*@{*/
4615 gl_api API;
4616
4617 /**
4618 * The current dispatch table for non-displaylist-saving execution, either
4619 * BeginEnd or OutsideBeginEnd
4620 */
4621 struct _glapi_table *Exec;
4622 /**
4623 * The normal dispatch table for non-displaylist-saving, non-begin/end
4624 */
4625 struct _glapi_table *OutsideBeginEnd;
4626 /** The dispatch table used between glNewList() and glEndList() */
4627 struct _glapi_table *Save;
4628 /**
4629 * The dispatch table used between glBegin() and glEnd() (outside of a
4630 * display list). Only valid functions between those two are set, which is
4631 * mostly just the set in a GLvertexformat struct.
4632 */
4633 struct _glapi_table *BeginEnd;
4634 /**
4635 * Dispatch table for when a graphics reset has happened.
4636 */
4637 struct _glapi_table *ContextLost;
4638 /**
4639 * Dispatch table used to marshal API calls from the client program to a
4640 * separate server thread. NULL if API calls are not being marshalled to
4641 * another thread.
4642 */
4643 struct _glapi_table *MarshalExec;
4644 /**
4645 * Dispatch table currently in use for fielding API calls from the client
4646 * program. If API calls are being marshalled to another thread, this ==
4647 * MarshalExec. Otherwise it == CurrentServerDispatch.
4648 */
4649 struct _glapi_table *CurrentClientDispatch;
4650
4651 /**
4652 * Dispatch table currently in use for performing API calls. == Save or
4653 * Exec.
4654 */
4655 struct _glapi_table *CurrentServerDispatch;
4656
4657 /*@}*/
4658
4659 struct glthread_state *GLThread;
4660
4661 struct gl_config Visual;
4662 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4663 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4664 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4665 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4666
4667 /**
4668 * Device driver function pointer table
4669 */
4670 struct dd_function_table Driver;
4671
4672 /** Core/Driver constants */
4673 struct gl_constants Const;
4674
4675 /** \name The various 4x4 matrix stacks */
4676 /*@{*/
4677 struct gl_matrix_stack ModelviewMatrixStack;
4678 struct gl_matrix_stack ProjectionMatrixStack;
4679 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4680 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4681 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4682 /*@}*/
4683
4684 /** Combined modelview and projection matrix */
4685 GLmatrix _ModelProjectMatrix;
4686
4687 /** \name Display lists */
4688 struct gl_dlist_state ListState;
4689
4690 GLboolean ExecuteFlag; /**< Execute GL commands? */
4691 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4692
4693 /** Extension information */
4694 struct gl_extensions Extensions;
4695
4696 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4697 GLuint Version;
4698 char *VersionString;
4699
4700 /** \name State attribute stack (for glPush/PopAttrib) */
4701 /*@{*/
4702 GLuint AttribStackDepth;
4703 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4704 /*@}*/
4705
4706 /** \name Renderer attribute groups
4707 *
4708 * We define a struct for each attribute group to make pushing and popping
4709 * attributes easy. Also it's a good organization.
4710 */
4711 /*@{*/
4712 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4713 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4714 struct gl_current_attrib Current; /**< Current attributes */
4715 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4716 struct gl_eval_attrib Eval; /**< Eval attributes */
4717 struct gl_fog_attrib Fog; /**< Fog attributes */
4718 struct gl_hint_attrib Hint; /**< Hint attributes */
4719 struct gl_light_attrib Light; /**< Light attributes */
4720 struct gl_line_attrib Line; /**< Line attributes */
4721 struct gl_list_attrib List; /**< List attributes */
4722 struct gl_multisample_attrib Multisample;
4723 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4724 struct gl_point_attrib Point; /**< Point attributes */
4725 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4726 GLuint PolygonStipple[32]; /**< Polygon stipple */
4727 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4728 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4729 struct gl_texture_attrib Texture; /**< Texture attributes */
4730 struct gl_transform_attrib Transform; /**< Transformation attributes */
4731 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4732 /*@}*/
4733
4734 /** \name Client attribute stack */
4735 /*@{*/
4736 GLuint ClientAttribStackDepth;
4737 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4738 /*@}*/
4739
4740 /** \name Client attribute groups */
4741 /*@{*/
4742 struct gl_array_attrib Array; /**< Vertex arrays */
4743 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4744 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4745 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4746 /*@}*/
4747
4748 /** \name Other assorted state (not pushed/popped on attribute stack) */
4749 /*@{*/
4750 struct gl_pixelmaps PixelMaps;
4751
4752 struct gl_evaluators EvalMap; /**< All evaluators */
4753 struct gl_feedback Feedback; /**< Feedback */
4754 struct gl_selection Select; /**< Selection */
4755
4756 struct gl_program_state Program; /**< general program state */
4757 struct gl_vertex_program_state VertexProgram;
4758 struct gl_fragment_program_state FragmentProgram;
4759 struct gl_geometry_program_state GeometryProgram;
4760 struct gl_compute_program_state ComputeProgram;
4761 struct gl_tess_ctrl_program_state TessCtrlProgram;
4762 struct gl_tess_eval_program_state TessEvalProgram;
4763 struct gl_ati_fragment_shader_state ATIFragmentShader;
4764
4765 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4766 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4767
4768 /**
4769 * Current active shader pipeline state
4770 *
4771 * Almost all internal users want ::_Shader instead of ::Shader. The
4772 * exceptions are bits of legacy GLSL API that do not know about separate
4773 * shader objects.
4774 *
4775 * If a program is active via \c glUseProgram, this will point to
4776 * \c ::Shader.
4777 *
4778 * If a program pipeline is active via \c glBindProgramPipeline, this will
4779 * point to \c ::Pipeline.Current.
4780 *
4781 * If neither a program nor a program pipeline is active, this will point to
4782 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4783 * \c NULL.
4784 */
4785 struct gl_pipeline_object *_Shader;
4786
4787 struct gl_query_state Query; /**< occlusion, timer queries */
4788
4789 struct gl_transform_feedback_state TransformFeedback;
4790
4791 struct gl_perf_monitor_state PerfMonitor;
4792 struct gl_perf_query_state PerfQuery;
4793
4794 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4795 struct gl_buffer_object *ParameterBuffer; /** < GL_ARB_indirect_parameters */
4796 struct gl_buffer_object *DispatchIndirectBuffer; /** < GL_ARB_compute_shader */
4797
4798 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4799 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4800
4801 struct gl_buffer_object *QueryBuffer; /**< GL_ARB_query_buffer_object */
4802
4803 /**
4804 * Current GL_ARB_uniform_buffer_object binding referenced by
4805 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4806 */
4807 struct gl_buffer_object *UniformBuffer;
4808
4809 /**
4810 * Current GL_ARB_shader_storage_buffer_object binding referenced by
4811 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
4812 */
4813 struct gl_buffer_object *ShaderStorageBuffer;
4814
4815 /**
4816 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4817 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4818 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4819 * shader program.
4820 */
4821 struct gl_uniform_buffer_binding
4822 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4823
4824 /**
4825 * Array of shader storage buffers for ARB_shader_storage_buffer_object
4826 * and GL 4.3. This is set up using glBindBufferRange() or
4827 * glBindBufferBase(). They are associated with shader storage blocks by
4828 * glShaderStorageBlockBinding()'s state in the shader program.
4829 */
4830 struct gl_shader_storage_buffer_binding
4831 ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
4832
4833 /**
4834 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4835 * target.
4836 */
4837 struct gl_buffer_object *AtomicBuffer;
4838
4839 /**
4840 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4841 * target.
4842 */
4843 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
4844
4845 /**
4846 * Array of atomic counter buffer binding points.
4847 */
4848 struct gl_atomic_buffer_binding
4849 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4850
4851 /**
4852 * Array of image units for ARB_shader_image_load_store.
4853 */
4854 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4855
4856 struct gl_subroutine_index_binding SubroutineIndex[MESA_SHADER_STAGES];
4857 /*@}*/
4858
4859 struct gl_meta_state *Meta; /**< for "meta" operations */
4860
4861 /* GL_EXT_framebuffer_object */
4862 struct gl_renderbuffer *CurrentRenderbuffer;
4863
4864 GLenum ErrorValue; /**< Last error code */
4865
4866 /**
4867 * Recognize and silence repeated error debug messages in buggy apps.
4868 */
4869 const char *ErrorDebugFmtString;
4870 GLuint ErrorDebugCount;
4871
4872 /* GL_ARB_debug_output/GL_KHR_debug */
4873 mtx_t DebugMutex;
4874 struct gl_debug_state *Debug;
4875
4876 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4877 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4878 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
4879
4880 struct gl_driver_flags DriverFlags;
4881
4882 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4883
4884 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4885
4886 /** \name Derived state */
4887 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4888 GLfloat _EyeZDir[3];
4889 GLfloat _ModelViewInvScale;
4890 GLboolean _NeedEyeCoords;
4891 GLboolean _ForceEyeCoords;
4892
4893 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4894
4895 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4896
4897 /** \name For debugging/development only */
4898 /*@{*/
4899 GLboolean FirstTimeCurrent;
4900 /*@}*/
4901
4902 /**
4903 * False if this context was created without a config. This is needed
4904 * because the initial state of glDrawBuffers depends on this
4905 */
4906 GLboolean HasConfig;
4907
4908 /** software compression/decompression supported or not */
4909 GLboolean Mesa_DXTn;
4910
4911 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4912
4913 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4914 GLboolean IntelConservativeRasterization; /**< GL_INTEL_CONSERVATIVE_RASTERIZATION */
4915
4916 /**
4917 * \name Hooks for module contexts.
4918 *
4919 * These will eventually live in the driver or elsewhere.
4920 */
4921 /*@{*/
4922 void *swrast_context;
4923 void *swsetup_context;
4924 void *swtnl_context;
4925 struct vbo_context *vbo_context;
4926 struct st_context *st;
4927 void *aelt_context;
4928 /*@}*/
4929
4930 /**
4931 * \name NV_vdpau_interop
4932 */
4933 /*@{*/
4934 const void *vdpDevice;
4935 const void *vdpGetProcAddress;
4936 struct set *vdpSurfaces;
4937 /*@}*/
4938
4939 /**
4940 * Has this context observed a GPU reset in any context in the share group?
4941 *
4942 * Once this field becomes true, it is never reset to false.
4943 */
4944 GLboolean ShareGroupReset;
4945
4946 /**
4947 * \name OES_primitive_bounding_box
4948 *
4949 * Stores the arguments to glPrimitiveBoundingBox
4950 */
4951 GLfloat PrimitiveBoundingBox[8];
4952
4953 struct disk_cache *Cache;
4954
4955 /**
4956 * \name GL_ARB_bindless_texture
4957 */
4958 /*@{*/
4959 struct hash_table_u64 *ResidentTextureHandles;
4960 struct hash_table_u64 *ResidentImageHandles;
4961 /*@}*/
4962 };
4963
4964 /**
4965 * Information about memory usage. All sizes are in kilobytes.
4966 */
4967 struct gl_memory_info
4968 {
4969 unsigned total_device_memory; /**< size of device memory, e.g. VRAM */
4970 unsigned avail_device_memory; /**< free device memory at the moment */
4971 unsigned total_staging_memory; /**< size of staging memory, e.g. GART */
4972 unsigned avail_staging_memory; /**< free staging memory at the moment */
4973 unsigned device_memory_evicted; /**< size of memory evicted (monotonic counter) */
4974 unsigned nr_device_memory_evictions; /**< # of evictions (monotonic counter) */
4975 };
4976
4977 #ifdef DEBUG
4978 extern int MESA_VERBOSE;
4979 extern int MESA_DEBUG_FLAGS;
4980 # define MESA_FUNCTION __func__
4981 #else
4982 # define MESA_VERBOSE 0
4983 # define MESA_DEBUG_FLAGS 0
4984 # define MESA_FUNCTION "a function"
4985 #endif
4986
4987
4988 /** The MESA_VERBOSE var is a bitmask of these flags */
4989 enum _verbose
4990 {
4991 VERBOSE_VARRAY = 0x0001,
4992 VERBOSE_TEXTURE = 0x0002,
4993 VERBOSE_MATERIAL = 0x0004,
4994 VERBOSE_PIPELINE = 0x0008,
4995 VERBOSE_DRIVER = 0x0010,
4996 VERBOSE_STATE = 0x0020,
4997 VERBOSE_API = 0x0040,
4998 VERBOSE_DISPLAY_LIST = 0x0100,
4999 VERBOSE_LIGHTING = 0x0200,
5000 VERBOSE_PRIMS = 0x0400,
5001 VERBOSE_VERTS = 0x0800,
5002 VERBOSE_DISASSEM = 0x1000,
5003 VERBOSE_DRAW = 0x2000,
5004 VERBOSE_SWAPBUFFERS = 0x4000
5005 };
5006
5007
5008 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
5009 enum _debug
5010 {
5011 DEBUG_SILENT = (1 << 0),
5012 DEBUG_ALWAYS_FLUSH = (1 << 1),
5013 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
5014 DEBUG_INCOMPLETE_FBO = (1 << 3),
5015 DEBUG_CONTEXT = (1 << 4)
5016 };
5017
5018 #ifdef __cplusplus
5019 }
5020 #endif
5021
5022 #endif /* MTYPES_H */