mesa: Rename MESA_shader_integer_mix to EXT_shader_integer_mix
[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 "main/glheader.h"
38 #include "main/config.h"
39 #include "glapi/glapi.h"
40 #include "math/m_matrix.h" /* GLmatrix */
41 #include "main/simple_list.h" /* struct simple_node */
42 #include "main/formats.h" /* MESA_FORMAT_COUNT */
43
44
45 #ifdef __cplusplus
46 extern "C" {
47 #endif
48
49
50 /**
51 * \name 64-bit extension of GLbitfield.
52 */
53 /*@{*/
54 typedef GLuint64 GLbitfield64;
55
56 /** Set a single bit */
57 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
58 /** Set all bits up to excluding bit b */
59 #define BITFIELD64_MASK(b) \
60 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
61 /** Set count bits starting from bit b */
62 #define BITFIELD64_RANGE(b, count) \
63 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
64
65
66 /**
67 * \name Some forward type declarations
68 */
69 /*@{*/
70 struct _mesa_HashTable;
71 struct gl_attrib_node;
72 struct gl_list_extensions;
73 struct gl_meta_state;
74 struct gl_program_cache;
75 struct gl_texture_object;
76 struct gl_context;
77 struct st_context;
78 struct gl_uniform_storage;
79 struct prog_instruction;
80 struct gl_program_parameter_list;
81 struct set;
82 struct set_entry;
83 struct vbo_context;
84 /*@}*/
85
86
87 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
88 #define PRIM_MAX GL_TRIANGLE_STRIP_ADJACENCY
89 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
90 #define PRIM_UNKNOWN (PRIM_MAX + 2)
91
92
93
94 /**
95 * Indexes for vertex program attributes.
96 * GL_NV_vertex_program aliases generic attributes over the conventional
97 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
98 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
99 * generic attributes are distinct/separate).
100 */
101 typedef enum
102 {
103 VERT_ATTRIB_POS = 0,
104 VERT_ATTRIB_WEIGHT = 1,
105 VERT_ATTRIB_NORMAL = 2,
106 VERT_ATTRIB_COLOR0 = 3,
107 VERT_ATTRIB_COLOR1 = 4,
108 VERT_ATTRIB_FOG = 5,
109 VERT_ATTRIB_COLOR_INDEX = 6,
110 VERT_ATTRIB_EDGEFLAG = 7,
111 VERT_ATTRIB_TEX0 = 8,
112 VERT_ATTRIB_TEX1 = 9,
113 VERT_ATTRIB_TEX2 = 10,
114 VERT_ATTRIB_TEX3 = 11,
115 VERT_ATTRIB_TEX4 = 12,
116 VERT_ATTRIB_TEX5 = 13,
117 VERT_ATTRIB_TEX6 = 14,
118 VERT_ATTRIB_TEX7 = 15,
119 VERT_ATTRIB_POINT_SIZE = 16,
120 VERT_ATTRIB_GENERIC0 = 17,
121 VERT_ATTRIB_GENERIC1 = 18,
122 VERT_ATTRIB_GENERIC2 = 19,
123 VERT_ATTRIB_GENERIC3 = 20,
124 VERT_ATTRIB_GENERIC4 = 21,
125 VERT_ATTRIB_GENERIC5 = 22,
126 VERT_ATTRIB_GENERIC6 = 23,
127 VERT_ATTRIB_GENERIC7 = 24,
128 VERT_ATTRIB_GENERIC8 = 25,
129 VERT_ATTRIB_GENERIC9 = 26,
130 VERT_ATTRIB_GENERIC10 = 27,
131 VERT_ATTRIB_GENERIC11 = 28,
132 VERT_ATTRIB_GENERIC12 = 29,
133 VERT_ATTRIB_GENERIC13 = 30,
134 VERT_ATTRIB_GENERIC14 = 31,
135 VERT_ATTRIB_GENERIC15 = 32,
136 VERT_ATTRIB_MAX = 33
137 } gl_vert_attrib;
138
139 /**
140 * Symbolic constats to help iterating over
141 * specific blocks of vertex attributes.
142 *
143 * VERT_ATTRIB_FF
144 * includes all fixed function attributes as well as
145 * the aliased GL_NV_vertex_program shader attributes.
146 * VERT_ATTRIB_TEX
147 * include the classic texture coordinate attributes.
148 * Is a subset of VERT_ATTRIB_FF.
149 * VERT_ATTRIB_GENERIC
150 * include the OpenGL 2.0+ GLSL generic shader attributes.
151 * These alias the generic GL_ARB_vertex_shader attributes.
152 */
153 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
154 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
155
156 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
157 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
158
159 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
160 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
161
162 /**
163 * Bitflags for vertex attributes.
164 * These are used in bitfields in many places.
165 */
166 /*@{*/
167 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
168 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
169 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
170 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
171 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
172 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
173 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
174 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
175 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
176 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
177 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
178 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
179 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
180 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
181 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
182 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
183 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
184 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
185
186 #define VERT_BIT(i) BITFIELD64_BIT(i)
187 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
188
189 #define VERT_BIT_FF(i) VERT_BIT(i)
190 #define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
191 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
192 #define VERT_BIT_TEX_ALL \
193 BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
194
195 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
196 #define VERT_BIT_GENERIC_ALL \
197 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
198 /*@}*/
199
200
201 /**
202 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
203 * fragment shader inputs.
204 *
205 * Note that some of these values are not available to all pipeline stages.
206 *
207 * When this enum is updated, the following code must be updated too:
208 * - vertResults (in prog_print.c's arb_output_attrib_string())
209 * - fragAttribs (in prog_print.c's arb_input_attrib_string())
210 * - _mesa_varying_slot_in_fs()
211 */
212 typedef enum
213 {
214 VARYING_SLOT_POS,
215 VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
216 VARYING_SLOT_COL1,
217 VARYING_SLOT_FOGC,
218 VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
219 VARYING_SLOT_TEX1,
220 VARYING_SLOT_TEX2,
221 VARYING_SLOT_TEX3,
222 VARYING_SLOT_TEX4,
223 VARYING_SLOT_TEX5,
224 VARYING_SLOT_TEX6,
225 VARYING_SLOT_TEX7,
226 VARYING_SLOT_PSIZ, /* Does not appear in FS */
227 VARYING_SLOT_BFC0, /* Does not appear in FS */
228 VARYING_SLOT_BFC1, /* Does not appear in FS */
229 VARYING_SLOT_EDGE, /* Does not appear in FS */
230 VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
231 VARYING_SLOT_CLIP_DIST0,
232 VARYING_SLOT_CLIP_DIST1,
233 VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
234 VARYING_SLOT_LAYER, /* Appears as VS or GS output */
235 VARYING_SLOT_FACE, /* FS only */
236 VARYING_SLOT_PNTC, /* FS only */
237 VARYING_SLOT_VAR0, /* First generic varying slot */
238 VARYING_SLOT_MAX = VARYING_SLOT_VAR0 + MAX_VARYING
239 } gl_varying_slot;
240
241
242 /**
243 * Bitflags for varying slots.
244 */
245 /*@{*/
246 #define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
247 #define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
248 #define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
249 #define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
250 #define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
251 #define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
252 #define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
253 #define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
254 #define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
255 #define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
256 #define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
257 #define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
258 #define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
259 #define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
260 MAX_TEXTURE_COORD_UNITS)
261 #define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
262 #define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
263 #define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
264 #define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
265 #define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
266 #define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
267 #define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
268 #define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
269 #define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
270 #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
271 #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
272 #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
273 /*@}*/
274
275
276 /**
277 * Determine if the given gl_varying_slot appears in the fragment shader.
278 */
279 static inline GLboolean
280 _mesa_varying_slot_in_fs(gl_varying_slot slot)
281 {
282 switch (slot) {
283 case VARYING_SLOT_PSIZ:
284 case VARYING_SLOT_BFC0:
285 case VARYING_SLOT_BFC1:
286 case VARYING_SLOT_EDGE:
287 case VARYING_SLOT_CLIP_VERTEX:
288 case VARYING_SLOT_LAYER:
289 return GL_FALSE;
290 default:
291 return GL_TRUE;
292 }
293 }
294
295
296 /**
297 * Fragment program results
298 */
299 typedef enum
300 {
301 FRAG_RESULT_DEPTH = 0,
302 FRAG_RESULT_STENCIL = 1,
303 /* If a single color should be written to all render targets, this
304 * register is written. No FRAG_RESULT_DATAn will be written.
305 */
306 FRAG_RESULT_COLOR = 2,
307
308 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
309 * or ARB_fragment_program fragment.color[n]) color results. If
310 * any are written, FRAG_RESULT_COLOR will not be written.
311 */
312 FRAG_RESULT_DATA0 = 3,
313 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
314 } gl_frag_result;
315
316
317 /**
318 * Indexes for all renderbuffers
319 */
320 typedef enum
321 {
322 /* the four standard color buffers */
323 BUFFER_FRONT_LEFT,
324 BUFFER_BACK_LEFT,
325 BUFFER_FRONT_RIGHT,
326 BUFFER_BACK_RIGHT,
327 BUFFER_DEPTH,
328 BUFFER_STENCIL,
329 BUFFER_ACCUM,
330 /* optional aux buffer */
331 BUFFER_AUX0,
332 /* generic renderbuffers */
333 BUFFER_COLOR0,
334 BUFFER_COLOR1,
335 BUFFER_COLOR2,
336 BUFFER_COLOR3,
337 BUFFER_COLOR4,
338 BUFFER_COLOR5,
339 BUFFER_COLOR6,
340 BUFFER_COLOR7,
341 BUFFER_COUNT
342 } gl_buffer_index;
343
344 /**
345 * Bit flags for all renderbuffers
346 */
347 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
348 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
349 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
350 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
351 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
352 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
353 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
354 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
355 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
356 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
357 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
358 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
359 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
360 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
361 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
362 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
363 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
364 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
365 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
366
367 /**
368 * Mask of all the color buffer bits (but not accum).
369 */
370 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
371 BUFFER_BIT_BACK_LEFT | \
372 BUFFER_BIT_FRONT_RIGHT | \
373 BUFFER_BIT_BACK_RIGHT | \
374 BUFFER_BIT_AUX0 | \
375 BUFFER_BIT_COLOR0 | \
376 BUFFER_BIT_COLOR1 | \
377 BUFFER_BIT_COLOR2 | \
378 BUFFER_BIT_COLOR3 | \
379 BUFFER_BIT_COLOR4 | \
380 BUFFER_BIT_COLOR5 | \
381 BUFFER_BIT_COLOR6 | \
382 BUFFER_BIT_COLOR7)
383
384
385 /**
386 * Framebuffer configuration (aka visual / pixelformat)
387 * Note: some of these fields should be boolean, but it appears that
388 * code in drivers/dri/common/util.c requires int-sized fields.
389 */
390 struct gl_config
391 {
392 GLboolean rgbMode;
393 GLboolean floatMode;
394 GLboolean colorIndexMode; /* XXX is this used anywhere? */
395 GLuint doubleBufferMode;
396 GLuint stereoMode;
397
398 GLboolean haveAccumBuffer;
399 GLboolean haveDepthBuffer;
400 GLboolean haveStencilBuffer;
401
402 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
403 GLuint redMask, greenMask, blueMask, alphaMask;
404 GLint rgbBits; /* total bits for rgb */
405 GLint indexBits; /* total bits for colorindex */
406
407 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
408 GLint depthBits;
409 GLint stencilBits;
410
411 GLint numAuxBuffers;
412
413 GLint level;
414
415 /* EXT_visual_rating / GLX 1.2 */
416 GLint visualRating;
417
418 /* EXT_visual_info / GLX 1.2 */
419 GLint transparentPixel;
420 /* colors are floats scaled to ints */
421 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
422 GLint transparentIndex;
423
424 /* ARB_multisample / SGIS_multisample */
425 GLint sampleBuffers;
426 GLint samples;
427
428 /* SGIX_pbuffer / GLX 1.3 */
429 GLint maxPbufferWidth;
430 GLint maxPbufferHeight;
431 GLint maxPbufferPixels;
432 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
433 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
434
435 /* OML_swap_method */
436 GLint swapMethod;
437
438 /* EXT_texture_from_pixmap */
439 GLint bindToTextureRgb;
440 GLint bindToTextureRgba;
441 GLint bindToMipmapTexture;
442 GLint bindToTextureTargets;
443 GLint yInverted;
444
445 /* EXT_framebuffer_sRGB */
446 GLint sRGBCapable;
447 };
448
449
450 /**
451 * \name Bit flags used for updating material values.
452 */
453 /*@{*/
454 #define MAT_ATTRIB_FRONT_AMBIENT 0
455 #define MAT_ATTRIB_BACK_AMBIENT 1
456 #define MAT_ATTRIB_FRONT_DIFFUSE 2
457 #define MAT_ATTRIB_BACK_DIFFUSE 3
458 #define MAT_ATTRIB_FRONT_SPECULAR 4
459 #define MAT_ATTRIB_BACK_SPECULAR 5
460 #define MAT_ATTRIB_FRONT_EMISSION 6
461 #define MAT_ATTRIB_BACK_EMISSION 7
462 #define MAT_ATTRIB_FRONT_SHININESS 8
463 #define MAT_ATTRIB_BACK_SHININESS 9
464 #define MAT_ATTRIB_FRONT_INDEXES 10
465 #define MAT_ATTRIB_BACK_INDEXES 11
466 #define MAT_ATTRIB_MAX 12
467
468 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
469 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
470 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
471 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
472 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
473 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
474
475 #define MAT_INDEX_AMBIENT 0
476 #define MAT_INDEX_DIFFUSE 1
477 #define MAT_INDEX_SPECULAR 2
478
479 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
480 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
481 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
482 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
483 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
484 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
485 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
486 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
487 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
488 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
489 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
490 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
491
492
493 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
494 MAT_BIT_FRONT_AMBIENT | \
495 MAT_BIT_FRONT_DIFFUSE | \
496 MAT_BIT_FRONT_SPECULAR | \
497 MAT_BIT_FRONT_SHININESS | \
498 MAT_BIT_FRONT_INDEXES)
499
500 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
501 MAT_BIT_BACK_AMBIENT | \
502 MAT_BIT_BACK_DIFFUSE | \
503 MAT_BIT_BACK_SPECULAR | \
504 MAT_BIT_BACK_SHININESS | \
505 MAT_BIT_BACK_INDEXES)
506
507 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
508 /*@}*/
509
510
511 /**
512 * Material state.
513 */
514 struct gl_material
515 {
516 GLfloat Attrib[MAT_ATTRIB_MAX][4];
517 };
518
519
520 /**
521 * Light state flags.
522 */
523 /*@{*/
524 #define LIGHT_SPOT 0x1
525 #define LIGHT_LOCAL_VIEWER 0x2
526 #define LIGHT_POSITIONAL 0x4
527 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
528 /*@}*/
529
530
531 /**
532 * Light source state.
533 */
534 struct gl_light
535 {
536 struct gl_light *next; /**< double linked list with sentinel */
537 struct gl_light *prev;
538
539 GLfloat Ambient[4]; /**< ambient color */
540 GLfloat Diffuse[4]; /**< diffuse color */
541 GLfloat Specular[4]; /**< specular color */
542 GLfloat EyePosition[4]; /**< position in eye coordinates */
543 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
544 GLfloat SpotExponent;
545 GLfloat SpotCutoff; /**< in degrees */
546 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
547 GLfloat ConstantAttenuation;
548 GLfloat LinearAttenuation;
549 GLfloat QuadraticAttenuation;
550 GLboolean Enabled; /**< On/off flag */
551
552 /**
553 * \name Derived fields
554 */
555 /*@{*/
556 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
557
558 GLfloat _Position[4]; /**< position in eye/obj coordinates */
559 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
560 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
561 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
562 GLfloat _VP_inf_spot_attenuation;
563
564 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
565 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
566 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
567 /*@}*/
568 };
569
570
571 /**
572 * Light model state.
573 */
574 struct gl_lightmodel
575 {
576 GLfloat Ambient[4]; /**< ambient color */
577 GLboolean LocalViewer; /**< Local (or infinite) view point? */
578 GLboolean TwoSide; /**< Two (or one) sided lighting? */
579 GLenum ColorControl; /**< either GL_SINGLE_COLOR
580 * or GL_SEPARATE_SPECULAR_COLOR */
581 };
582
583
584 /**
585 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
586 */
587 struct gl_accum_attrib
588 {
589 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
590 };
591
592
593 /**
594 * Used for storing clear color, texture border color, etc.
595 * The float values are typically unclamped.
596 */
597 union gl_color_union
598 {
599 GLfloat f[4];
600 GLint i[4];
601 GLuint ui[4];
602 };
603
604
605 /**
606 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
607 */
608 struct gl_colorbuffer_attrib
609 {
610 GLuint ClearIndex; /**< Index for glClear */
611 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
612 GLuint IndexMask; /**< Color index write mask */
613 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
614
615 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
616
617 /**
618 * \name alpha testing
619 */
620 /*@{*/
621 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
622 GLenum AlphaFunc; /**< Alpha test function */
623 GLfloat AlphaRefUnclamped;
624 GLclampf AlphaRef; /**< Alpha reference value */
625 /*@}*/
626
627 /**
628 * \name Blending
629 */
630 /*@{*/
631 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
632
633 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
634 * control, only on the fixed-pointness of the render target.
635 * The query does however depend on fragment color clamping.
636 */
637 GLfloat BlendColorUnclamped[4]; /**< Blending color */
638 GLfloat BlendColor[4]; /**< Blending color */
639
640 struct
641 {
642 GLenum SrcRGB; /**< RGB blend source term */
643 GLenum DstRGB; /**< RGB blend dest term */
644 GLenum SrcA; /**< Alpha blend source term */
645 GLenum DstA; /**< Alpha blend dest term */
646 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
647 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
648 /**
649 * Set if any blend factor uses SRC1. Computed at the time blend factors
650 * get set.
651 */
652 GLboolean _UsesDualSrc;
653 } Blend[MAX_DRAW_BUFFERS];
654 /** Are the blend func terms currently different for each buffer/target? */
655 GLboolean _BlendFuncPerBuffer;
656 /** Are the blend equations currently different for each buffer/target? */
657 GLboolean _BlendEquationPerBuffer;
658 /*@}*/
659
660 /**
661 * \name Logic op
662 */
663 /*@{*/
664 GLenum LogicOp; /**< Logic operator */
665 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
666 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
667 /*@}*/
668
669 GLboolean DitherFlag; /**< Dither enable flag */
670
671 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
672 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
673 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
674
675 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
676 };
677
678
679 /**
680 * Current attribute group (GL_CURRENT_BIT).
681 */
682 struct gl_current_attrib
683 {
684 /**
685 * \name Current vertex attributes.
686 * \note Values are valid only after FLUSH_VERTICES has been called.
687 * \note Index and Edgeflag current values are stored as floats in the
688 * SIX and SEVEN attribute slots.
689 */
690 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
691
692 /**
693 * \name Current raster position attributes (always valid).
694 * \note This set of attributes is very similar to the SWvertex struct.
695 */
696 /*@{*/
697 GLfloat RasterPos[4];
698 GLfloat RasterDistance;
699 GLfloat RasterColor[4];
700 GLfloat RasterSecondaryColor[4];
701 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
702 GLboolean RasterPosValid;
703 /*@}*/
704 };
705
706
707 /**
708 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
709 */
710 struct gl_depthbuffer_attrib
711 {
712 GLenum Func; /**< Function for depth buffer compare */
713 GLclampd Clear; /**< Value to clear depth buffer to */
714 GLboolean Test; /**< Depth buffering enabled flag */
715 GLboolean Mask; /**< Depth buffer writable? */
716 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
717 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
718 };
719
720
721 /**
722 * Evaluator attribute group (GL_EVAL_BIT).
723 */
724 struct gl_eval_attrib
725 {
726 /**
727 * \name Enable bits
728 */
729 /*@{*/
730 GLboolean Map1Color4;
731 GLboolean Map1Index;
732 GLboolean Map1Normal;
733 GLboolean Map1TextureCoord1;
734 GLboolean Map1TextureCoord2;
735 GLboolean Map1TextureCoord3;
736 GLboolean Map1TextureCoord4;
737 GLboolean Map1Vertex3;
738 GLboolean Map1Vertex4;
739 GLboolean Map2Color4;
740 GLboolean Map2Index;
741 GLboolean Map2Normal;
742 GLboolean Map2TextureCoord1;
743 GLboolean Map2TextureCoord2;
744 GLboolean Map2TextureCoord3;
745 GLboolean Map2TextureCoord4;
746 GLboolean Map2Vertex3;
747 GLboolean Map2Vertex4;
748 GLboolean AutoNormal;
749 /*@}*/
750
751 /**
752 * \name Map Grid endpoints and divisions and calculated du values
753 */
754 /*@{*/
755 GLint MapGrid1un;
756 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
757 GLint MapGrid2un, MapGrid2vn;
758 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
759 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
760 /*@}*/
761 };
762
763
764 /**
765 * Fog attribute group (GL_FOG_BIT).
766 */
767 struct gl_fog_attrib
768 {
769 GLboolean Enabled; /**< Fog enabled flag */
770 GLfloat ColorUnclamped[4]; /**< Fog color */
771 GLfloat Color[4]; /**< Fog color */
772 GLfloat Density; /**< Density >= 0.0 */
773 GLfloat Start; /**< Start distance in eye coords */
774 GLfloat End; /**< End distance in eye coords */
775 GLfloat Index; /**< Fog index */
776 GLenum Mode; /**< Fog mode */
777 GLboolean ColorSumEnabled;
778 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
779 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
780 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
781 };
782
783
784 /**
785 * Hint attribute group (GL_HINT_BIT).
786 *
787 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
788 */
789 struct gl_hint_attrib
790 {
791 GLenum PerspectiveCorrection;
792 GLenum PointSmooth;
793 GLenum LineSmooth;
794 GLenum PolygonSmooth;
795 GLenum Fog;
796 GLenum TextureCompression; /**< GL_ARB_texture_compression */
797 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
798 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
799 };
800
801
802 /**
803 * Lighting attribute group (GL_LIGHT_BIT).
804 */
805 struct gl_light_attrib
806 {
807 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
808 struct gl_lightmodel Model; /**< Lighting model */
809
810 /**
811 * Front and back material values.
812 * Note: must call FLUSH_VERTICES() before using.
813 */
814 struct gl_material Material;
815
816 GLboolean Enabled; /**< Lighting enabled flag */
817 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
818 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
819 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
820 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
821 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
822 GLboolean ColorMaterialEnabled;
823 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
824 GLboolean _ClampVertexColor;
825
826 struct gl_light EnabledList; /**< List sentinel */
827
828 /**
829 * Derived state for optimizations:
830 */
831 /*@{*/
832 GLboolean _NeedEyeCoords;
833 GLboolean _NeedVertices; /**< Use fast shader? */
834 GLfloat _BaseColor[2][3];
835 /*@}*/
836 };
837
838
839 /**
840 * Line attribute group (GL_LINE_BIT).
841 */
842 struct gl_line_attrib
843 {
844 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
845 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
846 GLushort StipplePattern; /**< Stipple pattern */
847 GLint StippleFactor; /**< Stipple repeat factor */
848 GLfloat Width; /**< Line width */
849 };
850
851
852 /**
853 * Display list attribute group (GL_LIST_BIT).
854 */
855 struct gl_list_attrib
856 {
857 GLuint ListBase;
858 };
859
860
861 /**
862 * Multisample attribute group (GL_MULTISAMPLE_BIT).
863 */
864 struct gl_multisample_attrib
865 {
866 GLboolean Enabled;
867 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
868 GLboolean SampleAlphaToCoverage;
869 GLboolean SampleAlphaToOne;
870 GLboolean SampleCoverage;
871 GLfloat SampleCoverageValue;
872 GLboolean SampleCoverageInvert;
873
874 /* ARB_texture_multisample / GL3.2 additions */
875 GLboolean SampleMask;
876 /** The GL spec defines this as an array but >32x MSAA is madness */
877 GLbitfield SampleMaskValue;
878 };
879
880
881 /**
882 * A pixelmap (see glPixelMap)
883 */
884 struct gl_pixelmap
885 {
886 GLint Size;
887 GLfloat Map[MAX_PIXEL_MAP_TABLE];
888 };
889
890
891 /**
892 * Collection of all pixelmaps
893 */
894 struct gl_pixelmaps
895 {
896 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
897 struct gl_pixelmap GtoG;
898 struct gl_pixelmap BtoB;
899 struct gl_pixelmap AtoA;
900 struct gl_pixelmap ItoR;
901 struct gl_pixelmap ItoG;
902 struct gl_pixelmap ItoB;
903 struct gl_pixelmap ItoA;
904 struct gl_pixelmap ItoI;
905 struct gl_pixelmap StoS;
906 };
907
908
909 /**
910 * Pixel attribute group (GL_PIXEL_MODE_BIT).
911 */
912 struct gl_pixel_attrib
913 {
914 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
915
916 /*--- Begin Pixel Transfer State ---*/
917 /* Fields are in the order in which they're applied... */
918
919 /** Scale & Bias (index shift, offset) */
920 /*@{*/
921 GLfloat RedBias, RedScale;
922 GLfloat GreenBias, GreenScale;
923 GLfloat BlueBias, BlueScale;
924 GLfloat AlphaBias, AlphaScale;
925 GLfloat DepthBias, DepthScale;
926 GLint IndexShift, IndexOffset;
927 /*@}*/
928
929 /* Pixel Maps */
930 /* Note: actual pixel maps are not part of this attrib group */
931 GLboolean MapColorFlag;
932 GLboolean MapStencilFlag;
933
934 /*--- End Pixel Transfer State ---*/
935
936 /** glPixelZoom */
937 GLfloat ZoomX, ZoomY;
938 };
939
940
941 /**
942 * Point attribute group (GL_POINT_BIT).
943 */
944 struct gl_point_attrib
945 {
946 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
947 GLfloat Size; /**< User-specified point size */
948 GLfloat Params[3]; /**< GL_EXT_point_parameters */
949 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
950 GLfloat Threshold; /**< GL_EXT_point_parameters */
951 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
952 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
953 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
954 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
955 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
956 };
957
958
959 /**
960 * Polygon attribute group (GL_POLYGON_BIT).
961 */
962 struct gl_polygon_attrib
963 {
964 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
965 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
966 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
967 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
968 GLboolean CullFlag; /**< Culling on/off flag */
969 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
970 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
971 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
972 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
973 GLfloat OffsetUnits; /**< Polygon offset units, from user */
974 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
975 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
976 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
977 };
978
979
980 /**
981 * Scissor attributes (GL_SCISSOR_BIT).
982 */
983 struct gl_scissor_attrib
984 {
985 GLboolean Enabled; /**< Scissor test enabled? */
986 GLint X, Y; /**< Lower left corner of box */
987 GLsizei Width, Height; /**< Size of box */
988 };
989
990
991 /**
992 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
993 *
994 * Three sets of stencil data are tracked so that OpenGL 2.0,
995 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
996 * simultaneously. In each of the stencil state arrays, element 0 corresponds
997 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
998 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
999 * GL_EXT_stencil_two_side GL_BACK state.
1000 *
1001 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1002 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1003 *
1004 * The derived value \c _TestTwoSide is set when the front-face and back-face
1005 * stencil state are different.
1006 */
1007 struct gl_stencil_attrib
1008 {
1009 GLboolean Enabled; /**< Enabled flag */
1010 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1011 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1012 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1013 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
1014 GLboolean _TestTwoSide;
1015 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1016 GLenum Function[3]; /**< Stencil function */
1017 GLenum FailFunc[3]; /**< Fail function */
1018 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1019 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1020 GLint Ref[3]; /**< Reference value */
1021 GLuint ValueMask[3]; /**< Value mask */
1022 GLuint WriteMask[3]; /**< Write mask */
1023 GLuint Clear; /**< Clear value */
1024 };
1025
1026
1027 /**
1028 * An index for each type of texture object. These correspond to the GL
1029 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1030 * Note: the order is from highest priority to lowest priority.
1031 */
1032 typedef enum
1033 {
1034 TEXTURE_2D_MULTISAMPLE_INDEX,
1035 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
1036 TEXTURE_CUBE_ARRAY_INDEX,
1037 TEXTURE_BUFFER_INDEX,
1038 TEXTURE_2D_ARRAY_INDEX,
1039 TEXTURE_1D_ARRAY_INDEX,
1040 TEXTURE_EXTERNAL_INDEX,
1041 TEXTURE_CUBE_INDEX,
1042 TEXTURE_3D_INDEX,
1043 TEXTURE_RECT_INDEX,
1044 TEXTURE_2D_INDEX,
1045 TEXTURE_1D_INDEX,
1046 NUM_TEXTURE_TARGETS
1047 } gl_texture_index;
1048
1049
1050 /**
1051 * Bit flags for each type of texture object
1052 * Used for Texture.Unit[]._ReallyEnabled flags.
1053 */
1054 /*@{*/
1055 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
1056 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
1057 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
1058 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1059 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1060 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1061 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1062 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1063 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1064 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1065 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1066 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1067 /*@}*/
1068
1069
1070 /**
1071 * Texture image state. Drivers will typically create a subclass of this
1072 * with extra fields for memory buffers, etc.
1073 */
1074 struct gl_texture_image
1075 {
1076 GLint InternalFormat; /**< Internal format as given by the user */
1077 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1078 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1079 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1080 * GL_DEPTH_STENCIL_EXT only. Used for
1081 * choosing TexEnv arithmetic.
1082 */
1083 gl_format TexFormat; /**< The actual texture memory format */
1084
1085 GLuint Border; /**< 0 or 1 */
1086 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1087 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1088 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1089 GLuint Width2; /**< = Width - 2*Border */
1090 GLuint Height2; /**< = Height - 2*Border */
1091 GLuint Depth2; /**< = Depth - 2*Border */
1092 GLuint WidthLog2; /**< = log2(Width2) */
1093 GLuint HeightLog2; /**< = log2(Height2) */
1094 GLuint DepthLog2; /**< = log2(Depth2) */
1095 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
1096 levels, computed from the dimensions */
1097
1098 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1099 GLuint Level; /**< Which mipmap level am I? */
1100 /** Cube map face: index into gl_texture_object::Image[] array */
1101 GLuint Face;
1102
1103 /** GL_ARB_texture_multisample */
1104 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
1105 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
1106 };
1107
1108
1109 /**
1110 * Indexes for cube map faces.
1111 */
1112 typedef enum
1113 {
1114 FACE_POS_X = 0,
1115 FACE_NEG_X = 1,
1116 FACE_POS_Y = 2,
1117 FACE_NEG_Y = 3,
1118 FACE_POS_Z = 4,
1119 FACE_NEG_Z = 5,
1120 MAX_FACES = 6
1121 } gl_face_index;
1122
1123
1124 /**
1125 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1126 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1127 */
1128 struct gl_sampler_object
1129 {
1130 GLuint Name;
1131 GLint RefCount;
1132 GLchar *Label; /**< GL_KHR_debug */
1133
1134 GLenum WrapS; /**< S-axis texture image wrap mode */
1135 GLenum WrapT; /**< T-axis texture image wrap mode */
1136 GLenum WrapR; /**< R-axis texture image wrap mode */
1137 GLenum MinFilter; /**< minification filter */
1138 GLenum MagFilter; /**< magnification filter */
1139 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1140 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1141 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1142 GLfloat LodBias; /**< OpenGL 1.4 */
1143 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1144 GLenum CompareMode; /**< GL_ARB_shadow */
1145 GLenum CompareFunc; /**< GL_ARB_shadow */
1146 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1147 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1148 };
1149
1150
1151 /**
1152 * Texture object state. Contains the array of mipmap images, border color,
1153 * wrap modes, filter modes, and shadow/texcompare state.
1154 */
1155 struct gl_texture_object
1156 {
1157 _glthread_Mutex Mutex; /**< for thread safety */
1158 GLint RefCount; /**< reference count */
1159 GLuint Name; /**< the user-visible texture object ID */
1160 GLchar *Label; /**< GL_KHR_debug */
1161 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1162
1163 struct gl_sampler_object Sampler;
1164
1165 GLenum DepthMode; /**< GL_ARB_depth_texture */
1166
1167 GLfloat Priority; /**< in [0,1] */
1168 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1169 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1170 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1171 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1172 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1173 GLint CropRect[4]; /**< GL_OES_draw_texture */
1174 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1175 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1176 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1177 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1178 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1179 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1180 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1181 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1182 pressure? */
1183 GLboolean Immutable; /**< GL_ARB_texture_storage */
1184
1185 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1186 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1187
1188 /** GL_ARB_texture_buffer_object */
1189 struct gl_buffer_object *BufferObject;
1190 GLenum BufferObjectFormat;
1191 /** Equivalent Mesa format for BufferObjectFormat. */
1192 gl_format _BufferObjectFormat;
1193 /** GL_ARB_texture_buffer_range */
1194 GLintptr BufferOffset;
1195 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1196
1197 /** GL_OES_EGL_image_external */
1198 GLint RequiredTextureImageUnits;
1199 };
1200
1201
1202 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1203 #define MAX_COMBINER_TERMS 4
1204
1205
1206 /**
1207 * Texture combine environment state.
1208 */
1209 struct gl_tex_env_combine_state
1210 {
1211 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1212 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1213 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1214 GLenum SourceRGB[MAX_COMBINER_TERMS];
1215 GLenum SourceA[MAX_COMBINER_TERMS];
1216 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1217 GLenum OperandRGB[MAX_COMBINER_TERMS];
1218 GLenum OperandA[MAX_COMBINER_TERMS];
1219 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1220 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1221 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1222 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1223 };
1224
1225
1226 /**
1227 * TexGenEnabled flags.
1228 */
1229 /*@{*/
1230 #define S_BIT 1
1231 #define T_BIT 2
1232 #define R_BIT 4
1233 #define Q_BIT 8
1234 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1235 /*@}*/
1236
1237
1238 /**
1239 * Bit flag versions of the corresponding GL_ constants.
1240 */
1241 /*@{*/
1242 #define TEXGEN_SPHERE_MAP 0x1
1243 #define TEXGEN_OBJ_LINEAR 0x2
1244 #define TEXGEN_EYE_LINEAR 0x4
1245 #define TEXGEN_REFLECTION_MAP_NV 0x8
1246 #define TEXGEN_NORMAL_MAP_NV 0x10
1247
1248 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1249 TEXGEN_REFLECTION_MAP_NV | \
1250 TEXGEN_NORMAL_MAP_NV)
1251 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1252 TEXGEN_REFLECTION_MAP_NV | \
1253 TEXGEN_NORMAL_MAP_NV | \
1254 TEXGEN_EYE_LINEAR)
1255 /*@}*/
1256
1257
1258
1259 /** Tex-gen enabled for texture unit? */
1260 #define ENABLE_TEXGEN(unit) (1 << (unit))
1261
1262 /** Non-identity texture matrix for texture unit? */
1263 #define ENABLE_TEXMAT(unit) (1 << (unit))
1264
1265
1266 /**
1267 * Texture coord generation state.
1268 */
1269 struct gl_texgen
1270 {
1271 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1272 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1273 GLfloat ObjectPlane[4];
1274 GLfloat EyePlane[4];
1275 };
1276
1277
1278 /**
1279 * Texture unit state. Contains enable flags, texture environment/function/
1280 * combiners, texgen state, and pointers to current texture objects.
1281 */
1282 struct gl_texture_unit
1283 {
1284 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1285 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1286
1287 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1288 GLclampf EnvColor[4];
1289 GLfloat EnvColorUnclamped[4];
1290
1291 struct gl_texgen GenS;
1292 struct gl_texgen GenT;
1293 struct gl_texgen GenR;
1294 struct gl_texgen GenQ;
1295 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1296 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1297
1298 GLfloat LodBias; /**< for biasing mipmap levels */
1299 GLenum BumpTarget;
1300 GLfloat RotMatrix[4]; /* 2x2 matrix */
1301
1302 /** Current sampler object (GL_ARB_sampler_objects) */
1303 struct gl_sampler_object *Sampler;
1304
1305 /**
1306 * \name GL_EXT_texture_env_combine
1307 */
1308 struct gl_tex_env_combine_state Combine;
1309
1310 /**
1311 * Derived state based on \c EnvMode and the \c BaseFormat of the
1312 * currently enabled texture.
1313 */
1314 struct gl_tex_env_combine_state _EnvMode;
1315
1316 /**
1317 * Currently enabled combiner state. This will point to either
1318 * \c Combine or \c _EnvMode.
1319 */
1320 struct gl_tex_env_combine_state *_CurrentCombine;
1321
1322 /** Current texture object pointers */
1323 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1324
1325 /** Points to highest priority, complete and enabled texture object */
1326 struct gl_texture_object *_Current;
1327 };
1328
1329
1330 /**
1331 * Texture attribute group (GL_TEXTURE_BIT).
1332 */
1333 struct gl_texture_attrib
1334 {
1335 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1336 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1337
1338 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1339
1340 /** GL_ARB_texture_buffer_object */
1341 struct gl_buffer_object *BufferObject;
1342
1343 /** GL_ARB_seamless_cubemap */
1344 GLboolean CubeMapSeamless;
1345
1346 /** Texture units/samplers used by vertex or fragment texturing */
1347 GLbitfield _EnabledUnits;
1348
1349 /** Texture coord units/sets used for fragment texturing */
1350 GLbitfield _EnabledCoordUnits;
1351
1352 /** Texture coord units that have texgen enabled */
1353 GLbitfield _TexGenEnabled;
1354
1355 /** Texture coord units that have non-identity matrices */
1356 GLbitfield _TexMatEnabled;
1357
1358 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1359 GLbitfield _GenFlags;
1360 };
1361
1362
1363 /**
1364 * Data structure representing a single clip plane (e.g. one of the elements
1365 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1366 */
1367 typedef GLfloat gl_clip_plane[4];
1368
1369
1370 /**
1371 * Transformation attribute group (GL_TRANSFORM_BIT).
1372 */
1373 struct gl_transform_attrib
1374 {
1375 GLenum MatrixMode; /**< Matrix mode */
1376 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1377 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1378 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1379 GLboolean Normalize; /**< Normalize all normals? */
1380 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1381 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1382 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1383
1384 GLfloat CullEyePos[4];
1385 GLfloat CullObjPos[4];
1386 };
1387
1388
1389 /**
1390 * Viewport attribute group (GL_VIEWPORT_BIT).
1391 */
1392 struct gl_viewport_attrib
1393 {
1394 GLint X, Y; /**< position */
1395 GLsizei Width, Height; /**< size */
1396 GLfloat Near, Far; /**< Depth buffer range */
1397 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1398 };
1399
1400
1401 /**
1402 * GL_ARB_vertex/pixel_buffer_object buffer object
1403 */
1404 struct gl_buffer_object
1405 {
1406 _glthread_Mutex Mutex;
1407 GLint RefCount;
1408 GLuint Name;
1409 GLchar *Label; /**< GL_KHR_debug */
1410 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1411 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1412 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1413 /** Fields describing a mapped buffer */
1414 /*@{*/
1415 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1416 GLvoid *Pointer; /**< User-space address of mapping */
1417 GLintptr Offset; /**< Mapped offset */
1418 GLsizeiptr Length; /**< Mapped length */
1419 /*@}*/
1420 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1421 GLboolean Written; /**< Ever written to? (for debugging) */
1422 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1423 };
1424
1425
1426 /**
1427 * Client pixel packing/unpacking attributes
1428 */
1429 struct gl_pixelstore_attrib
1430 {
1431 GLint Alignment;
1432 GLint RowLength;
1433 GLint SkipPixels;
1434 GLint SkipRows;
1435 GLint ImageHeight;
1436 GLint SkipImages;
1437 GLboolean SwapBytes;
1438 GLboolean LsbFirst;
1439 GLboolean Invert; /**< GL_MESA_pack_invert */
1440 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1441 };
1442
1443
1444 /**
1445 * Client vertex array attributes
1446 */
1447 struct gl_client_array
1448 {
1449 GLint Size; /**< components per element (1,2,3,4) */
1450 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1451 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1452 GLsizei Stride; /**< user-specified stride */
1453 GLsizei StrideB; /**< actual stride in bytes */
1454 const GLubyte *Ptr; /**< Points to array data */
1455 GLboolean Enabled; /**< Enabled flag is a boolean */
1456 GLboolean Normalized; /**< GL_ARB_vertex_program */
1457 GLboolean Integer; /**< Integer-valued? */
1458 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1459 GLuint _ElementSize; /**< size of each element in bytes */
1460
1461 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1462 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1463 };
1464
1465
1466 /**
1467 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1468 * extension, but a nice encapsulation in any case.
1469 */
1470 struct gl_array_object
1471 {
1472 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1473 GLuint Name;
1474 GLchar *Label; /**< GL_KHR_debug */
1475
1476 GLint RefCount;
1477 _glthread_Mutex Mutex;
1478
1479 /**
1480 * Does the VAO use ARB semantics or Apple semantics?
1481 *
1482 * There are several ways in which ARB_vertex_array_object and
1483 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1484 * least,
1485 *
1486 * - ARB VAOs require that all array data be sourced from vertex buffer
1487 * objects, but Apple VAOs do not.
1488 *
1489 * - ARB VAOs require that names come from GenVertexArrays.
1490 *
1491 * This flag notes which behavior governs this VAO.
1492 */
1493 GLboolean ARBsemantics;
1494
1495 /**
1496 * Has this array object been bound?
1497 */
1498 GLboolean EverBound;
1499
1500 /** Vertex attribute arrays */
1501 struct gl_client_array VertexAttrib[VERT_ATTRIB_MAX];
1502
1503 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1504 GLbitfield64 _Enabled;
1505
1506 /**
1507 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1508 * we can determine the max legal (in bounds) glDrawElements array index.
1509 */
1510 GLuint _MaxElement;
1511
1512 struct gl_buffer_object *ElementArrayBufferObj;
1513 };
1514
1515
1516 /**
1517 * Vertex array state
1518 */
1519 struct gl_array_attrib
1520 {
1521 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1522 struct gl_array_object *ArrayObj;
1523
1524 /** The default vertex array object */
1525 struct gl_array_object *DefaultArrayObj;
1526
1527 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1528 struct _mesa_HashTable *Objects;
1529
1530 GLint ActiveTexture; /**< Client Active Texture */
1531 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1532 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1533
1534 /**
1535 * \name Primitive restart controls
1536 *
1537 * Primitive restart is enabled if either \c PrimitiveRestart or
1538 * \c PrimitiveRestartFixedIndex is set.
1539 */
1540 /*@{*/
1541 GLboolean PrimitiveRestart;
1542 GLboolean PrimitiveRestartFixedIndex;
1543 GLboolean _PrimitiveRestart;
1544 GLuint RestartIndex;
1545 /*@}*/
1546
1547 /* GL_ARB_vertex_buffer_object */
1548 struct gl_buffer_object *ArrayBufferObj;
1549
1550 /**
1551 * Vertex arrays as consumed by a driver.
1552 * The array pointer is set up only by the VBO module.
1553 */
1554 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1555 };
1556
1557
1558 /**
1559 * Feedback buffer state
1560 */
1561 struct gl_feedback
1562 {
1563 GLenum Type;
1564 GLbitfield _Mask; /**< FB_* bits */
1565 GLfloat *Buffer;
1566 GLuint BufferSize;
1567 GLuint Count;
1568 };
1569
1570
1571 /**
1572 * Selection buffer state
1573 */
1574 struct gl_selection
1575 {
1576 GLuint *Buffer; /**< selection buffer */
1577 GLuint BufferSize; /**< size of the selection buffer */
1578 GLuint BufferCount; /**< number of values in the selection buffer */
1579 GLuint Hits; /**< number of records in the selection buffer */
1580 GLuint NameStackDepth; /**< name stack depth */
1581 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1582 GLboolean HitFlag; /**< hit flag */
1583 GLfloat HitMinZ; /**< minimum hit depth */
1584 GLfloat HitMaxZ; /**< maximum hit depth */
1585 };
1586
1587
1588 /**
1589 * 1-D Evaluator control points
1590 */
1591 struct gl_1d_map
1592 {
1593 GLuint Order; /**< Number of control points */
1594 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1595 GLfloat *Points; /**< Points to contiguous control points */
1596 };
1597
1598
1599 /**
1600 * 2-D Evaluator control points
1601 */
1602 struct gl_2d_map
1603 {
1604 GLuint Uorder; /**< Number of control points in U dimension */
1605 GLuint Vorder; /**< Number of control points in V dimension */
1606 GLfloat u1, u2, du;
1607 GLfloat v1, v2, dv;
1608 GLfloat *Points; /**< Points to contiguous control points */
1609 };
1610
1611
1612 /**
1613 * All evaluator control point state
1614 */
1615 struct gl_evaluators
1616 {
1617 /**
1618 * \name 1-D maps
1619 */
1620 /*@{*/
1621 struct gl_1d_map Map1Vertex3;
1622 struct gl_1d_map Map1Vertex4;
1623 struct gl_1d_map Map1Index;
1624 struct gl_1d_map Map1Color4;
1625 struct gl_1d_map Map1Normal;
1626 struct gl_1d_map Map1Texture1;
1627 struct gl_1d_map Map1Texture2;
1628 struct gl_1d_map Map1Texture3;
1629 struct gl_1d_map Map1Texture4;
1630 /*@}*/
1631
1632 /**
1633 * \name 2-D maps
1634 */
1635 /*@{*/
1636 struct gl_2d_map Map2Vertex3;
1637 struct gl_2d_map Map2Vertex4;
1638 struct gl_2d_map Map2Index;
1639 struct gl_2d_map Map2Color4;
1640 struct gl_2d_map Map2Normal;
1641 struct gl_2d_map Map2Texture1;
1642 struct gl_2d_map Map2Texture2;
1643 struct gl_2d_map Map2Texture3;
1644 struct gl_2d_map Map2Texture4;
1645 /*@}*/
1646 };
1647
1648
1649 struct gl_transform_feedback_varying_info
1650 {
1651 char *Name;
1652 GLenum Type;
1653 GLint Size;
1654 };
1655
1656
1657 /**
1658 * Per-output info vertex shaders for transform feedback.
1659 */
1660 struct gl_transform_feedback_output
1661 {
1662 unsigned OutputRegister;
1663 unsigned OutputBuffer;
1664 unsigned NumComponents;
1665
1666 /** offset (in DWORDs) of this output within the interleaved structure */
1667 unsigned DstOffset;
1668
1669 /**
1670 * Offset into the output register of the data to output. For example,
1671 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1672 * offset is in the y and z components of the output register.
1673 */
1674 unsigned ComponentOffset;
1675 };
1676
1677
1678 /** Post-link transform feedback info. */
1679 struct gl_transform_feedback_info
1680 {
1681 unsigned NumOutputs;
1682
1683 /**
1684 * Number of transform feedback buffers in use by this program.
1685 */
1686 unsigned NumBuffers;
1687
1688 struct gl_transform_feedback_output *Outputs;
1689
1690 /** Transform feedback varyings used for the linking of this shader program.
1691 *
1692 * Use for glGetTransformFeedbackVarying().
1693 */
1694 struct gl_transform_feedback_varying_info *Varyings;
1695 GLint NumVarying;
1696
1697 /**
1698 * Total number of components stored in each buffer. This may be used by
1699 * hardware back-ends to determine the correct stride when interleaving
1700 * multiple transform feedback outputs in the same buffer.
1701 */
1702 unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1703 };
1704
1705
1706 /**
1707 * Transform feedback object state
1708 */
1709 struct gl_transform_feedback_object
1710 {
1711 GLuint Name; /**< AKA the object ID */
1712 GLchar *Label; /**< GL_KHR_debug */
1713 GLint RefCount;
1714 GLboolean Active; /**< Is transform feedback enabled? */
1715 GLboolean Paused; /**< Is transform feedback paused? */
1716 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1717 at least once? */
1718 GLboolean EverBound; /**< Has this object been bound? */
1719
1720 /**
1721 * The shader program active when BeginTransformFeedback() was called.
1722 * When active and unpaused, this equals ctx->Shader.CurrentVertexProgram.
1723 */
1724 struct gl_shader_program *shader_program;
1725
1726 /**
1727 * GLES: if Active is true, remaining number of primitives which can be
1728 * rendered without overflow. This is necessary to track because GLES
1729 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1730 * glDrawArraysInstanced would overflow transform feedback buffers.
1731 * Undefined if Active is false.
1732 *
1733 * Not tracked for desktop GL since it's unnecessary.
1734 */
1735 unsigned GlesRemainingPrims;
1736
1737 /** The feedback buffers */
1738 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1739 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1740
1741 /** Start of feedback data in dest buffer */
1742 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1743
1744 /**
1745 * Max data to put into dest buffer (in bytes). Computed based on
1746 * RequestedSize and the actual size of the buffer.
1747 */
1748 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1749
1750 /**
1751 * Size that was specified when the buffer was bound. If the buffer was
1752 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1753 * zero.
1754 */
1755 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1756 };
1757
1758
1759 /**
1760 * Context state for transform feedback.
1761 */
1762 struct gl_transform_feedback_state
1763 {
1764 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1765
1766 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1767 struct gl_buffer_object *CurrentBuffer;
1768
1769 /** The table of all transform feedback objects */
1770 struct _mesa_HashTable *Objects;
1771
1772 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1773 struct gl_transform_feedback_object *CurrentObject;
1774
1775 /** The default xform-fb object (Name==0) */
1776 struct gl_transform_feedback_object *DefaultObject;
1777 };
1778
1779
1780 /**
1781 * Names of the various vertex/fragment program register files, etc.
1782 *
1783 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1784 * All values should fit in a 4-bit field.
1785 *
1786 * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR,
1787 * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1788 * be "uniform" variables since they can only be set outside glBegin/End.
1789 * They're also all stored in the same Parameters array.
1790 */
1791 typedef enum
1792 {
1793 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1794 PROGRAM_ARRAY, /**< Arrays & Matrixes */
1795 PROGRAM_INPUT, /**< machine->Inputs[] */
1796 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1797 PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
1798 PROGRAM_ENV_PARAM, /**< gl_program->Parameters[] */
1799 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1800 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1801 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1802 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1803 PROGRAM_ADDRESS, /**< machine->AddressReg */
1804 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1805 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1806 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1807 PROGRAM_FILE_MAX
1808 } gl_register_file;
1809
1810
1811 /**
1812 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1813 * one of these values.
1814 */
1815 typedef enum
1816 {
1817 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
1818 SYSTEM_VALUE_VERTEX_ID, /**< Vertex shader only */
1819 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
1820 SYSTEM_VALUE_MAX /**< Number of values */
1821 } gl_system_value;
1822
1823
1824 /**
1825 * The possible interpolation qualifiers that can be applied to a fragment
1826 * shader input in GLSL.
1827 *
1828 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
1829 * gl_fragment_program data structure to 0 causes the default behavior.
1830 */
1831 enum glsl_interp_qualifier
1832 {
1833 INTERP_QUALIFIER_NONE = 0,
1834 INTERP_QUALIFIER_SMOOTH,
1835 INTERP_QUALIFIER_FLAT,
1836 INTERP_QUALIFIER_NOPERSPECTIVE,
1837 INTERP_QUALIFIER_COUNT /**< Number of interpolation qualifiers */
1838 };
1839
1840
1841 /**
1842 * \brief Layout qualifiers for gl_FragDepth.
1843 *
1844 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
1845 * a layout qualifier.
1846 *
1847 * \see enum ir_depth_layout
1848 */
1849 enum gl_frag_depth_layout
1850 {
1851 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
1852 FRAG_DEPTH_LAYOUT_ANY,
1853 FRAG_DEPTH_LAYOUT_GREATER,
1854 FRAG_DEPTH_LAYOUT_LESS,
1855 FRAG_DEPTH_LAYOUT_UNCHANGED
1856 };
1857
1858
1859 /**
1860 * Base class for any kind of program object
1861 */
1862 struct gl_program
1863 {
1864 GLuint Id;
1865 GLubyte *String; /**< Null-terminated program text */
1866 GLint RefCount;
1867 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
1868 GLenum Format; /**< String encoding format */
1869
1870 struct prog_instruction *Instructions;
1871
1872 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
1873 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1874 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1875 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
1876 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
1877 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1878 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1879 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1880
1881
1882 /** Named parameters, constants, etc. from program text */
1883 struct gl_program_parameter_list *Parameters;
1884 /** Numbered local parameters */
1885 GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
1886
1887 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1888 GLubyte SamplerUnits[MAX_SAMPLERS];
1889
1890 /** Bitmask of which register files are read/written with indirect
1891 * addressing. Mask of (1 << PROGRAM_x) bits.
1892 */
1893 GLbitfield IndirectRegisterFiles;
1894
1895 /** Logical counts */
1896 /*@{*/
1897 GLuint NumInstructions;
1898 GLuint NumTemporaries;
1899 GLuint NumParameters;
1900 GLuint NumAttributes;
1901 GLuint NumAddressRegs;
1902 GLuint NumAluInstructions;
1903 GLuint NumTexInstructions;
1904 GLuint NumTexIndirections;
1905 /*@}*/
1906 /** Native, actual h/w counts */
1907 /*@{*/
1908 GLuint NumNativeInstructions;
1909 GLuint NumNativeTemporaries;
1910 GLuint NumNativeParameters;
1911 GLuint NumNativeAttributes;
1912 GLuint NumNativeAddressRegs;
1913 GLuint NumNativeAluInstructions;
1914 GLuint NumNativeTexInstructions;
1915 GLuint NumNativeTexIndirections;
1916 /*@}*/
1917 };
1918
1919
1920 /** Vertex program object */
1921 struct gl_vertex_program
1922 {
1923 struct gl_program Base; /**< base class */
1924 GLboolean IsPositionInvariant;
1925 GLboolean UsesClipDistance;
1926 };
1927
1928
1929 /** Geometry program object */
1930 struct gl_geometry_program
1931 {
1932 struct gl_program Base; /**< base class */
1933
1934 GLint VerticesIn;
1935 GLint VerticesOut;
1936 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
1937 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
1938 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
1939 GLboolean UsesClipDistance;
1940 GLboolean UsesEndPrimitive;
1941 };
1942
1943
1944 /** Fragment program object */
1945 struct gl_fragment_program
1946 {
1947 struct gl_program Base; /**< base class */
1948 GLboolean UsesKill; /**< shader uses KIL instruction */
1949 GLboolean UsesDFdy; /**< shader uses DDY instruction */
1950 GLboolean OriginUpperLeft;
1951 GLboolean PixelCenterInteger;
1952 enum gl_frag_depth_layout FragDepthLayout;
1953
1954 /**
1955 * GLSL interpolation qualifier associated with each fragment shader input.
1956 * For inputs that do not have an interpolation qualifier specified in
1957 * GLSL, the value is INTERP_QUALIFIER_NONE.
1958 */
1959 enum glsl_interp_qualifier InterpQualifier[VARYING_SLOT_MAX];
1960
1961 /**
1962 * Bitfield indicating, for each fragment shader input, 1 if that input
1963 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
1964 */
1965 GLbitfield64 IsCentroid;
1966 };
1967
1968
1969 /**
1970 * State common to vertex and fragment programs.
1971 */
1972 struct gl_program_state
1973 {
1974 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
1975 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
1976 };
1977
1978
1979 /**
1980 * Context state for vertex programs.
1981 */
1982 struct gl_vertex_program_state
1983 {
1984 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
1985 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
1986 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
1987 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
1988 /** Computed two sided lighting for fixed function/programs. */
1989 GLboolean _TwoSideEnabled;
1990 struct gl_vertex_program *Current; /**< User-bound vertex program */
1991
1992 /** Currently enabled and valid vertex program (including internal
1993 * programs, user-defined vertex programs and GLSL vertex shaders).
1994 * This is the program we must use when rendering.
1995 */
1996 struct gl_vertex_program *_Current;
1997
1998 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1999
2000 /** Should fixed-function T&L be implemented with a vertex prog? */
2001 GLboolean _MaintainTnlProgram;
2002
2003 /** Program to emulate fixed-function T&L (see above) */
2004 struct gl_vertex_program *_TnlProgram;
2005
2006 /** Cache of fixed-function programs */
2007 struct gl_program_cache *Cache;
2008
2009 GLboolean _Overriden;
2010 };
2011
2012
2013 /**
2014 * Context state for geometry programs.
2015 */
2016 struct gl_geometry_program_state
2017 {
2018 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
2019 GLboolean _Enabled; /**< Enabled and valid program? */
2020 struct gl_geometry_program *Current; /**< user-bound geometry program */
2021
2022 /** Currently enabled and valid program (including internal programs
2023 * and compiled shader programs).
2024 */
2025 struct gl_geometry_program *_Current;
2026
2027 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2028
2029 /** Cache of fixed-function programs */
2030 struct gl_program_cache *Cache;
2031 };
2032
2033 /**
2034 * Context state for fragment programs.
2035 */
2036 struct gl_fragment_program_state
2037 {
2038 GLboolean Enabled; /**< User-set fragment program enable flag */
2039 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2040 struct gl_fragment_program *Current; /**< User-bound fragment program */
2041
2042 /** Currently enabled and valid fragment program (including internal
2043 * programs, user-defined fragment programs and GLSL fragment shaders).
2044 * This is the program we must use when rendering.
2045 */
2046 struct gl_fragment_program *_Current;
2047
2048 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2049
2050 /** Should fixed-function texturing be implemented with a fragment prog? */
2051 GLboolean _MaintainTexEnvProgram;
2052
2053 /** Program to emulate fixed-function texture env/combine (see above) */
2054 struct gl_fragment_program *_TexEnvProgram;
2055
2056 /** Cache of fixed-function programs */
2057 struct gl_program_cache *Cache;
2058 };
2059
2060
2061 /**
2062 * ATI_fragment_shader runtime state
2063 */
2064 #define ATI_FS_INPUT_PRIMARY 0
2065 #define ATI_FS_INPUT_SECONDARY 1
2066
2067 struct atifs_instruction;
2068 struct atifs_setupinst;
2069
2070 /**
2071 * ATI fragment shader
2072 */
2073 struct ati_fragment_shader
2074 {
2075 GLuint Id;
2076 GLint RefCount;
2077 struct atifs_instruction *Instructions[2];
2078 struct atifs_setupinst *SetupInst[2];
2079 GLfloat Constants[8][4];
2080 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2081 GLubyte numArithInstr[2];
2082 GLubyte regsAssigned[2];
2083 GLubyte NumPasses; /**< 1 or 2 */
2084 GLubyte cur_pass;
2085 GLubyte last_optype;
2086 GLboolean interpinp1;
2087 GLboolean isValid;
2088 GLuint swizzlerq;
2089 };
2090
2091 /**
2092 * Context state for GL_ATI_fragment_shader
2093 */
2094 struct gl_ati_fragment_shader_state
2095 {
2096 GLboolean Enabled;
2097 GLboolean _Enabled; /**< enabled and valid shader? */
2098 GLboolean Compiling;
2099 GLfloat GlobalConstants[8][4];
2100 struct ati_fragment_shader *Current;
2101 };
2102
2103
2104 /** Set by #pragma directives */
2105 struct gl_sl_pragmas
2106 {
2107 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2108 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2109 GLboolean Optimize; /**< defaults on */
2110 GLboolean Debug; /**< defaults off */
2111 };
2112
2113
2114 /**
2115 * A GLSL vertex or fragment shader object.
2116 */
2117 struct gl_shader
2118 {
2119 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB.
2120 * Must be the first field.
2121 */
2122 GLenum Type;
2123 GLuint Name; /**< AKA the handle */
2124 GLchar *Label; /**< GL_KHR_debug */
2125 GLint RefCount; /**< Reference count */
2126 GLboolean DeletePending;
2127 GLboolean CompileStatus;
2128 const GLchar *Source; /**< Source code string */
2129 GLuint SourceChecksum; /**< for debug/logging purposes */
2130 struct gl_program *Program; /**< Post-compile assembly code */
2131 GLchar *InfoLog;
2132 struct gl_sl_pragmas Pragmas;
2133
2134 unsigned Version; /**< GLSL version used for linking */
2135 GLboolean IsES; /**< True if this shader uses GLSL ES */
2136
2137 /**
2138 * \name Sampler tracking
2139 *
2140 * \note Each of these fields is only set post-linking.
2141 */
2142 /*@{*/
2143 unsigned num_samplers; /**< Number of samplers used by this shader. */
2144 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2145 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2146 /*@}*/
2147
2148 /**
2149 * Map from sampler unit to texture unit (set by glUniform1i())
2150 *
2151 * A sampler unit is associated with each sampler uniform by the linker.
2152 * The sampler unit associated with each uniform is stored in the
2153 * \c gl_uniform_storage::sampler field.
2154 */
2155 GLubyte SamplerUnits[MAX_SAMPLERS];
2156 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2157 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2158
2159 /**
2160 * Number of default uniform block components used by this shader.
2161 *
2162 * This field is only set post-linking.
2163 */
2164 unsigned num_uniform_components;
2165
2166 /**
2167 * Number of combined uniform components used by this shader.
2168 *
2169 * This field is only set post-linking. It is the sum of the uniform block
2170 * sizes divided by sizeof(float), and num_uniform_compoennts.
2171 */
2172 unsigned num_combined_uniform_components;
2173
2174 /**
2175 * This shader's uniform block information.
2176 *
2177 * The offsets of the variables are assigned only for shaders in a program's
2178 * _LinkedShaders[].
2179 */
2180 struct gl_uniform_block *UniformBlocks;
2181 unsigned NumUniformBlocks;
2182
2183 struct exec_list *ir;
2184 struct glsl_symbol_table *symbols;
2185
2186 /** Shaders containing built-in functions that are used for linking. */
2187 struct gl_shader *builtins_to_link[16];
2188 unsigned num_builtins_to_link;
2189
2190 /**
2191 * Geometry shader state from GLSL 1.50 layout qualifiers.
2192 */
2193 struct {
2194 GLint VerticesOut;
2195 /**
2196 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2197 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2198 * shader.
2199 */
2200 GLenum InputType;
2201 /**
2202 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2203 * it's not set in this shader.
2204 */
2205 GLenum OutputType;
2206 } Geom;
2207 };
2208
2209
2210 /**
2211 * Shader stages. Note that these will become 5 with tessellation.
2212 *
2213 * The order must match how shaders are ordered in the pipeline.
2214 * The GLSL linker assumes that if i<j, then the j-th shader is
2215 * executed later than the i-th shader.
2216 */
2217 typedef enum
2218 {
2219 MESA_SHADER_VERTEX = 0,
2220 MESA_SHADER_GEOMETRY = 1,
2221 MESA_SHADER_FRAGMENT = 2,
2222 MESA_SHADER_TYPES = 3
2223 } gl_shader_type;
2224
2225
2226 struct gl_uniform_buffer_variable
2227 {
2228 char *Name;
2229
2230 /**
2231 * Name of the uniform as seen by glGetUniformIndices.
2232 *
2233 * glGetUniformIndices requires that the block instance index \b not be
2234 * present in the name of queried uniforms.
2235 *
2236 * \note
2237 * \c gl_uniform_buffer_variable::IndexName and
2238 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2239 */
2240 char *IndexName;
2241
2242 const struct glsl_type *Type;
2243 unsigned int Offset;
2244 GLboolean RowMajor;
2245 };
2246
2247
2248 enum gl_uniform_block_packing
2249 {
2250 ubo_packing_std140,
2251 ubo_packing_shared,
2252 ubo_packing_packed
2253 };
2254
2255
2256 struct gl_uniform_block
2257 {
2258 /** Declared name of the uniform block */
2259 char *Name;
2260
2261 /** Array of supplemental information about UBO ir_variables. */
2262 struct gl_uniform_buffer_variable *Uniforms;
2263 GLuint NumUniforms;
2264
2265 /**
2266 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2267 * with glBindBufferBase to bind a buffer object to this uniform block. When
2268 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2269 */
2270 GLuint Binding;
2271
2272 /**
2273 * Minimum size of a buffer object to back this uniform buffer
2274 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2275 */
2276 GLuint UniformBufferSize;
2277
2278 /**
2279 * Layout specified in the shader
2280 *
2281 * This isn't accessible through the API, but it is used while
2282 * cross-validating uniform blocks.
2283 */
2284 enum gl_uniform_block_packing _Packing;
2285 };
2286
2287
2288 /**
2289 * A GLSL program object.
2290 * Basically a linked collection of vertex and fragment shaders.
2291 */
2292 struct gl_shader_program
2293 {
2294 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2295 GLuint Name; /**< aka handle or ID */
2296 GLchar *Label; /**< GL_KHR_debug */
2297 GLint RefCount; /**< Reference count */
2298 GLboolean DeletePending;
2299
2300 /**
2301 * Is the application intending to glGetProgramBinary this program?
2302 */
2303 GLboolean BinaryRetreivableHint;
2304
2305 /**
2306 * Flags that the linker should not reject the program if it lacks
2307 * a vertex or fragment shader. GLES2 doesn't allow separate
2308 * shader objects, and would reject them. However, we internally
2309 * build separate shader objects for fixed function programs, which
2310 * we use for drivers/common/meta.c and for handling
2311 * _mesa_update_state with no program bound (for example in
2312 * glClear()).
2313 */
2314 GLboolean InternalSeparateShader;
2315
2316 GLuint NumShaders; /**< number of attached shaders */
2317 struct gl_shader **Shaders; /**< List of attached the shaders */
2318
2319 /**
2320 * User-defined attribute bindings
2321 *
2322 * These are set via \c glBindAttribLocation and are used to direct the
2323 * GLSL linker. These are \b not the values used in the compiled shader,
2324 * and they are \b not the values returned by \c glGetAttribLocation.
2325 */
2326 struct string_to_uint_map *AttributeBindings;
2327
2328 /**
2329 * User-defined fragment data bindings
2330 *
2331 * These are set via \c glBindFragDataLocation and are used to direct the
2332 * GLSL linker. These are \b not the values used in the compiled shader,
2333 * and they are \b not the values returned by \c glGetFragDataLocation.
2334 */
2335 struct string_to_uint_map *FragDataBindings;
2336 struct string_to_uint_map *FragDataIndexBindings;
2337
2338 /**
2339 * Transform feedback varyings last specified by
2340 * glTransformFeedbackVaryings().
2341 *
2342 * For the current set of transform feeedback varyings used for transform
2343 * feedback output, see LinkedTransformFeedback.
2344 */
2345 struct {
2346 GLenum BufferMode;
2347 GLuint NumVarying;
2348 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2349 } TransformFeedback;
2350
2351 /** Post-link transform feedback info. */
2352 struct gl_transform_feedback_info LinkedTransformFeedback;
2353
2354 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2355 enum gl_frag_depth_layout FragDepthLayout;
2356
2357 /**
2358 * Geometry shader state - copied into gl_geometry_program by
2359 * _mesa_copy_linked_program_data().
2360 */
2361 struct {
2362 GLint VerticesIn;
2363 GLint VerticesOut;
2364 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2365 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2366 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2367 /**
2368 * True if gl_ClipDistance is written to. Copied into
2369 * gl_geometry_program by _mesa_copy_linked_program_data().
2370 */
2371 GLboolean UsesClipDistance;
2372 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2373 0 if not present. */
2374 GLboolean UsesEndPrimitive;
2375 } Geom;
2376
2377 /** Vertex shader state */
2378 struct {
2379 /**
2380 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2381 * by _mesa_copy_linked_program_data().
2382 */
2383 GLboolean UsesClipDistance;
2384 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2385 0 if not present. */
2386 } Vert;
2387
2388 /* post-link info: */
2389 unsigned NumUserUniformStorage;
2390 struct gl_uniform_storage *UniformStorage;
2391
2392 struct gl_uniform_block *UniformBlocks;
2393 unsigned NumUniformBlocks;
2394
2395 /**
2396 * Scale factor for the uniform base location
2397 *
2398 * This is used to generate locations (returned by \c glGetUniformLocation)
2399 * of uniforms. The base location of the uniform is multiplied by this
2400 * value, and the array index is added.
2401 *
2402 * \note
2403 * Must be >= 1.
2404 *
2405 * \sa
2406 * _mesa_uniform_merge_location_offset, _mesa_uniform_split_location_offset
2407 */
2408 unsigned UniformLocationBaseScale;
2409
2410 /**
2411 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2412 * they're used in, or -1.
2413 *
2414 * This is used to maintain the Binding values of the stage's UniformBlocks[]
2415 * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2416 */
2417 int *UniformBlockStageIndex[MESA_SHADER_TYPES];
2418
2419 /**
2420 * Map of active uniform names to locations
2421 *
2422 * Maps any active uniform that is not an array element to a location.
2423 * Each active uniform, including individual structure members will appear
2424 * in this map. This roughly corresponds to the set of names that would be
2425 * enumerated by \c glGetActiveUniform.
2426 */
2427 struct string_to_uint_map *UniformHash;
2428
2429 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2430 GLboolean Validated;
2431 GLboolean _Used; /**< Ever used for drawing? */
2432 GLchar *InfoLog;
2433
2434 unsigned Version; /**< GLSL version used for linking */
2435 GLboolean IsES; /**< True if this program uses GLSL ES */
2436
2437 /**
2438 * Per-stage shaders resulting from the first stage of linking.
2439 *
2440 * Set of linked shaders for this program. The array is accessed using the
2441 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2442 * \c NULL.
2443 */
2444 struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES];
2445 };
2446
2447
2448 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2449 #define GLSL_LOG 0x2 /**< Write shaders to files */
2450 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2451 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2452 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2453 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2454 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2455 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2456 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2457 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2458
2459
2460 /**
2461 * Context state for GLSL vertex/fragment shaders.
2462 */
2463 struct gl_shader_state
2464 {
2465 /**
2466 * Programs used for rendering
2467 *
2468 * There is a separate program set for each shader stage. If
2469 * GL_EXT_separate_shader_objects is not supported, each of these must point
2470 * to \c NULL or to the same program.
2471 */
2472 struct gl_shader_program *CurrentVertexProgram;
2473 struct gl_shader_program *CurrentGeometryProgram;
2474 struct gl_shader_program *CurrentFragmentProgram;
2475
2476 struct gl_shader_program *_CurrentFragmentProgram;
2477
2478 /**
2479 * Program used by glUniform calls.
2480 *
2481 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2482 */
2483 struct gl_shader_program *ActiveProgram;
2484
2485 GLbitfield Flags; /**< Mask of GLSL_x flags */
2486 };
2487
2488
2489 /**
2490 * Compiler options for a single GLSL shaders type
2491 */
2492 struct gl_shader_compiler_options
2493 {
2494 /** Driver-selectable options: */
2495 GLboolean EmitCondCodes; /**< Use condition codes? */
2496 GLboolean EmitNoLoops;
2497 GLboolean EmitNoFunctions;
2498 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2499 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2500 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2501 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2502 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2503
2504 /**
2505 * \name Forms of indirect addressing the driver cannot do.
2506 */
2507 /*@{*/
2508 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2509 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2510 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2511 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2512 /*@}*/
2513
2514 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2515 GLuint MaxUnrollIterations;
2516
2517 /**
2518 * Prefer DP4 instructions (rather than MUL/MAD) for matrix * vector
2519 * operations, such as position transformation.
2520 */
2521 GLboolean PreferDP4;
2522
2523 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2524 };
2525
2526
2527 /**
2528 * Occlusion/timer query object.
2529 */
2530 struct gl_query_object
2531 {
2532 GLenum Target; /**< The query target, when active */
2533 GLuint Id; /**< hash table ID/name */
2534 GLchar *Label; /**< GL_KHR_debug */
2535 GLuint64EXT Result; /**< the counter */
2536 GLboolean Active; /**< inside Begin/EndQuery */
2537 GLboolean Ready; /**< result is ready? */
2538 GLboolean EverBound;/**< has query object ever been bound */
2539 };
2540
2541
2542 /**
2543 * Context state for query objects.
2544 */
2545 struct gl_query_state
2546 {
2547 struct _mesa_HashTable *QueryObjects;
2548 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2549 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2550
2551 /** GL_NV_conditional_render */
2552 struct gl_query_object *CondRenderQuery;
2553
2554 /** GL_EXT_transform_feedback */
2555 struct gl_query_object *PrimitivesGenerated;
2556 struct gl_query_object *PrimitivesWritten;
2557
2558 /** GL_ARB_timer_query */
2559 struct gl_query_object *TimeElapsed;
2560
2561 GLenum CondRenderMode;
2562 };
2563
2564
2565 /** Sync object state */
2566 struct gl_sync_object
2567 {
2568 GLenum Type; /**< GL_SYNC_FENCE */
2569 GLuint Name; /**< Fence name */
2570 GLchar *Label; /**< GL_KHR_debug */
2571 GLint RefCount; /**< Reference count */
2572 GLboolean DeletePending; /**< Object was deleted while there were still
2573 * live references (e.g., sync not yet finished)
2574 */
2575 GLenum SyncCondition;
2576 GLbitfield Flags; /**< Flags passed to glFenceSync */
2577 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2578 };
2579
2580
2581 /**
2582 * State which can be shared by multiple contexts:
2583 */
2584 struct gl_shared_state
2585 {
2586 _glthread_Mutex Mutex; /**< for thread safety */
2587 GLint RefCount; /**< Reference count */
2588 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2589 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2590
2591 /** Default texture objects (shared by all texture units) */
2592 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2593
2594 /** Fallback texture used when a bound texture is incomplete */
2595 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
2596
2597 /**
2598 * \name Thread safety and statechange notification for texture
2599 * objects.
2600 *
2601 * \todo Improve the granularity of locking.
2602 */
2603 /*@{*/
2604 _glthread_Mutex TexMutex; /**< texobj thread safety */
2605 GLuint TextureStateStamp; /**< state notification for shared tex */
2606 /*@}*/
2607
2608 /** Default buffer object for vertex arrays that aren't in VBOs */
2609 struct gl_buffer_object *NullBufferObj;
2610
2611 /**
2612 * \name Vertex/geometry/fragment programs
2613 */
2614 /*@{*/
2615 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2616 struct gl_vertex_program *DefaultVertexProgram;
2617 struct gl_fragment_program *DefaultFragmentProgram;
2618 struct gl_geometry_program *DefaultGeometryProgram;
2619 /*@}*/
2620
2621 /* GL_ATI_fragment_shader */
2622 struct _mesa_HashTable *ATIShaders;
2623 struct ati_fragment_shader *DefaultFragmentShader;
2624
2625 struct _mesa_HashTable *BufferObjects;
2626
2627 /** Table of both gl_shader and gl_shader_program objects */
2628 struct _mesa_HashTable *ShaderObjects;
2629
2630 /* GL_EXT_framebuffer_object */
2631 struct _mesa_HashTable *RenderBuffers;
2632 struct _mesa_HashTable *FrameBuffers;
2633
2634 /* GL_ARB_sync */
2635 struct set *SyncObjects;
2636
2637 /** GL_ARB_sampler_objects */
2638 struct _mesa_HashTable *SamplerObjects;
2639 };
2640
2641
2642
2643 /**
2644 * Renderbuffers represent drawing surfaces such as color, depth and/or
2645 * stencil. A framebuffer object has a set of renderbuffers.
2646 * Drivers will typically derive subclasses of this type.
2647 */
2648 struct gl_renderbuffer
2649 {
2650 _glthread_Mutex Mutex; /**< for thread safety */
2651 GLuint ClassID; /**< Useful for drivers */
2652 GLuint Name;
2653 GLchar *Label; /**< GL_KHR_debug */
2654 GLint RefCount;
2655 GLuint Width, Height;
2656 GLuint Depth;
2657 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2658 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
2659 /**
2660 * True for renderbuffers that wrap textures, giving the driver a chance to
2661 * flush render caches through the FinishRenderTexture hook.
2662 *
2663 * Drivers may also set this on renderbuffers other than those generated by
2664 * glFramebufferTexture(), though it means FinishRenderTexture() would be
2665 * called without a rb->TexImage.
2666 */
2667 GLboolean NeedsFinishRenderTexture;
2668 GLubyte NumSamples;
2669 GLenum InternalFormat; /**< The user-specified format */
2670 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2671 GL_STENCIL_INDEX. */
2672 gl_format Format; /**< The actual renderbuffer memory format */
2673 /**
2674 * Pointer to the texture image if this renderbuffer wraps a texture,
2675 * otherwise NULL.
2676 *
2677 * Note that the reference on the gl_texture_object containing this
2678 * TexImage is held by the gl_renderbuffer_attachment.
2679 */
2680 struct gl_texture_image *TexImage;
2681
2682 /** Delete this renderbuffer */
2683 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2684
2685 /** Allocate new storage for this renderbuffer */
2686 GLboolean (*AllocStorage)(struct gl_context *ctx,
2687 struct gl_renderbuffer *rb,
2688 GLenum internalFormat,
2689 GLuint width, GLuint height);
2690 };
2691
2692
2693 /**
2694 * A renderbuffer attachment points to either a texture object (and specifies
2695 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2696 */
2697 struct gl_renderbuffer_attachment
2698 {
2699 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2700 GLboolean Complete;
2701
2702 /**
2703 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2704 * application supplied renderbuffer object.
2705 */
2706 struct gl_renderbuffer *Renderbuffer;
2707
2708 /**
2709 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2710 * supplied texture object.
2711 */
2712 struct gl_texture_object *Texture;
2713 GLuint TextureLevel; /**< Attached mipmap level. */
2714 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2715 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2716 * and 2D array textures */
2717 GLboolean Layered;
2718 };
2719
2720
2721 /**
2722 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2723 * In C++ terms, think of this as a base class from which device drivers
2724 * will make derived classes.
2725 */
2726 struct gl_framebuffer
2727 {
2728 _glthread_Mutex Mutex; /**< for thread safety */
2729 /**
2730 * If zero, this is a window system framebuffer. If non-zero, this
2731 * is a FBO framebuffer; note that for some devices (i.e. those with
2732 * a natural pixel coordinate system for FBOs that differs from the
2733 * OpenGL/Mesa coordinate system), this means that the viewport,
2734 * polygon face orientation, and polygon stipple will have to be inverted.
2735 */
2736 GLuint Name;
2737 GLchar *Label; /**< GL_KHR_debug */
2738
2739 GLint RefCount;
2740 GLboolean DeletePending;
2741
2742 /**
2743 * The framebuffer's visual. Immutable if this is a window system buffer.
2744 * Computed from attachments if user-made FBO.
2745 */
2746 struct gl_config Visual;
2747
2748 GLuint Width, Height; /**< size of frame buffer in pixels */
2749
2750 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2751 /*@{*/
2752 GLint _Xmin, _Xmax; /**< inclusive */
2753 GLint _Ymin, _Ymax; /**< exclusive */
2754 /*@}*/
2755
2756 /** \name Derived Z buffer stuff */
2757 /*@{*/
2758 GLuint _DepthMax; /**< Max depth buffer value */
2759 GLfloat _DepthMaxF; /**< Float max depth buffer value */
2760 GLfloat _MRD; /**< minimum resolvable difference in Z values */
2761 /*@}*/
2762
2763 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2764 GLenum _Status;
2765
2766 /** Integer color values */
2767 GLboolean _IntegerColor;
2768
2769 /* ARB_color_buffer_float */
2770 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
2771 GLboolean _HasSNormOrFloatColorBuffer;
2772
2773 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2774 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2775
2776 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2777 * attribute group and GL_PIXEL attribute group, respectively.
2778 */
2779 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
2780 GLenum ColorReadBuffer;
2781
2782 /** Computed from ColorDraw/ReadBuffer above */
2783 GLuint _NumColorDrawBuffers;
2784 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
2785 GLint _ColorReadBufferIndex; /* -1 = None */
2786 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
2787 struct gl_renderbuffer *_ColorReadBuffer;
2788
2789 GLboolean Layered;
2790
2791 /** Delete this framebuffer */
2792 void (*Delete)(struct gl_framebuffer *fb);
2793 };
2794
2795
2796 /**
2797 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
2798 */
2799 struct gl_precision
2800 {
2801 GLushort RangeMin; /**< min value exponent */
2802 GLushort RangeMax; /**< max value exponent */
2803 GLushort Precision; /**< number of mantissa bits */
2804 };
2805
2806
2807 /**
2808 * Limits for vertex, geometry and fragment programs/shaders.
2809 */
2810 struct gl_program_constants
2811 {
2812 /* logical limits */
2813 GLuint MaxInstructions;
2814 GLuint MaxAluInstructions;
2815 GLuint MaxTexInstructions;
2816 GLuint MaxTexIndirections;
2817 GLuint MaxAttribs;
2818 GLuint MaxTemps;
2819 GLuint MaxAddressRegs;
2820 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
2821 GLuint MaxParameters;
2822 GLuint MaxLocalParams;
2823 GLuint MaxEnvParams;
2824 /* native/hardware limits */
2825 GLuint MaxNativeInstructions;
2826 GLuint MaxNativeAluInstructions;
2827 GLuint MaxNativeTexInstructions;
2828 GLuint MaxNativeTexIndirections;
2829 GLuint MaxNativeAttribs;
2830 GLuint MaxNativeTemps;
2831 GLuint MaxNativeAddressRegs;
2832 GLuint MaxNativeParameters;
2833 /* For shaders */
2834 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
2835 /* ES 2.0 and GL_ARB_ES2_compatibility */
2836 struct gl_precision LowFloat, MediumFloat, HighFloat;
2837 struct gl_precision LowInt, MediumInt, HighInt;
2838 /* GL_ARB_uniform_buffer_object */
2839 GLuint MaxUniformBlocks;
2840 GLuint MaxCombinedUniformComponents;
2841 GLuint MaxTextureImageUnits;
2842 };
2843
2844
2845 /**
2846 * Constants which may be overridden by device driver during context creation
2847 * but are never changed after that.
2848 */
2849 struct gl_constants
2850 {
2851 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
2852 GLuint MaxTextureLevels; /**< Max mipmap levels. */
2853 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
2854 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
2855 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
2856 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
2857 GLuint MaxTextureCoordUnits;
2858 GLuint MaxCombinedTextureImageUnits;
2859 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
2860 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
2861 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
2862 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
2863
2864 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
2865
2866 GLuint MaxArrayLockSize;
2867
2868 GLint SubPixelBits;
2869
2870 GLfloat MinPointSize, MaxPointSize; /**< aliased */
2871 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
2872 GLfloat PointSizeGranularity;
2873 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
2874 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
2875 GLfloat LineWidthGranularity;
2876
2877 GLuint MaxClipPlanes;
2878 GLuint MaxLights;
2879 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
2880 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
2881
2882 GLuint MaxViewportWidth, MaxViewportHeight;
2883
2884 struct gl_program_constants VertexProgram; /**< GL_ARB_vertex_program */
2885 struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
2886 struct gl_program_constants GeometryProgram; /**< GL_ARB_geometry_shader4 */
2887 GLuint MaxProgramMatrices;
2888 GLuint MaxProgramMatrixStackDepth;
2889
2890 struct {
2891 GLuint SamplesPassed;
2892 GLuint TimeElapsed;
2893 GLuint Timestamp;
2894 GLuint PrimitivesGenerated;
2895 GLuint PrimitivesWritten;
2896 } QueryCounterBits;
2897
2898 /** vertex array / buffer object bounds checking */
2899 GLboolean CheckArrayBounds;
2900
2901 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
2902
2903 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
2904 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
2905 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
2906
2907 /** Number of varying vectors between any two shader stages. */
2908 GLuint MaxVarying;
2909 GLuint MaxVaryingComponents;
2910
2911 /** @{
2912 * GL_ARB_uniform_buffer_object
2913 */
2914 GLuint MaxCombinedUniformBlocks;
2915 GLuint MaxUniformBufferBindings;
2916 GLuint MaxUniformBlockSize;
2917 GLuint UniformBufferOffsetAlignment;
2918 /** @} */
2919
2920 /** GL_ARB_geometry_shader4 */
2921 GLuint MaxGeometryOutputVertices;
2922 GLuint MaxGeometryTotalOutputComponents;
2923
2924 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
2925
2926 /**
2927 * Changes default GLSL extension behavior from "error" to "warn". It's out
2928 * of spec, but it can make some apps work that otherwise wouldn't.
2929 */
2930 GLboolean ForceGLSLExtensionsWarn;
2931
2932 /**
2933 * If non-zero, forces GLSL shaders without the #version directive to behave
2934 * as if they began with "#version ForceGLSLVersion".
2935 */
2936 GLuint ForceGLSLVersion;
2937
2938 /**
2939 * Does the driver support real 32-bit integers? (Otherwise, integers are
2940 * simulated via floats.)
2941 */
2942 GLboolean NativeIntegers;
2943
2944 /**
2945 * If the driver supports real 32-bit integers, what integer value should be
2946 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
2947 */
2948 GLuint UniformBooleanTrue;
2949
2950 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
2951 GLbitfield SupportedBumpUnits;
2952
2953 /**
2954 * Maximum amount of time, measured in nanseconds, that the server can wait.
2955 */
2956 GLuint64 MaxServerWaitTimeout;
2957
2958 /** GL_EXT_provoking_vertex */
2959 GLboolean QuadsFollowProvokingVertexConvention;
2960
2961 /** OpenGL version 3.0 */
2962 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
2963
2964 /** OpenGL version 3.2 */
2965 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
2966
2967 /** GL_EXT_transform_feedback */
2968 GLuint MaxTransformFeedbackBuffers;
2969 GLuint MaxTransformFeedbackSeparateComponents;
2970 GLuint MaxTransformFeedbackInterleavedComponents;
2971 GLuint MaxVertexStreams;
2972
2973 /** GL_EXT_gpu_shader4 */
2974 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
2975
2976 /* GL_ARB_robustness */
2977 GLenum ResetStrategy;
2978
2979 /* GL_ARB_blend_func_extended */
2980 GLuint MaxDualSourceDrawBuffers;
2981
2982 /**
2983 * Whether the implementation strips out and ignores texture borders.
2984 *
2985 * Many GPU hardware implementations don't support rendering with texture
2986 * borders and mipmapped textures. (Note: not static border color, but the
2987 * old 1-pixel border around each edge). Implementations then have to do
2988 * slow fallbacks to be correct, or just ignore the border and be fast but
2989 * wrong. Setting the flag strips the border off of TexImage calls,
2990 * providing "fast but wrong" at significantly reduced driver complexity.
2991 *
2992 * Texture borders are deprecated in GL 3.0.
2993 **/
2994 GLboolean StripTextureBorder;
2995
2996 /**
2997 * For drivers which can do a better job at eliminating unused uniforms
2998 * than the GLSL compiler.
2999 *
3000 * XXX Remove these as soon as a better solution is available.
3001 */
3002 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3003
3004 /**
3005 * Force software support for primitive restart in the VBO module.
3006 */
3007 GLboolean PrimitiveRestartInSoftware;
3008
3009 /** GL_ARB_map_buffer_alignment */
3010 GLuint MinMapBufferAlignment;
3011
3012 /**
3013 * Disable varying packing. This is out of spec, but potentially useful
3014 * for older platforms that supports a limited number of texture
3015 * indirections--on these platforms, unpacking the varyings in the fragment
3016 * shader increases the number of texture indirections by 1, which might
3017 * make some shaders not executable at all.
3018 *
3019 * Drivers that support transform feedback must set this value to GL_FALSE.
3020 */
3021 GLboolean DisableVaryingPacking;
3022
3023 /*
3024 * Maximum value supported for an index in DrawElements and friends.
3025 *
3026 * This must be at least (1ull<<24)-1. The default value is
3027 * (1ull<<32)-1.
3028 *
3029 * \since ES 3.0 or GL_ARB_ES3_compatibility
3030 * \sa _mesa_init_constants
3031 */
3032 GLuint64 MaxElementIndex;
3033
3034 /**
3035 * Disable interpretation of line continuations (lines ending with a
3036 * backslash character ('\') in GLSL source.
3037 */
3038 GLboolean DisableGLSLLineContinuations;
3039
3040 /** GL_ARB_texture_multisample */
3041 GLint MaxColorTextureSamples;
3042 GLint MaxDepthTextureSamples;
3043 GLint MaxIntegerSamples;
3044 };
3045
3046
3047 /**
3048 * Enable flag for each OpenGL extension. Different device drivers will
3049 * enable different extensions at runtime.
3050 */
3051 struct gl_extensions
3052 {
3053 GLboolean dummy; /* don't remove this! */
3054 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3055 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3056 GLboolean ANGLE_texture_compression_dxt;
3057 GLboolean ARB_ES2_compatibility;
3058 GLboolean ARB_ES3_compatibility;
3059 GLboolean ARB_base_instance;
3060 GLboolean ARB_blend_func_extended;
3061 GLboolean ARB_color_buffer_float;
3062 GLboolean ARB_conservative_depth;
3063 GLboolean ARB_depth_buffer_float;
3064 GLboolean ARB_depth_clamp;
3065 GLboolean ARB_depth_texture;
3066 GLboolean ARB_draw_buffers_blend;
3067 GLboolean ARB_draw_elements_base_vertex;
3068 GLboolean ARB_draw_instanced;
3069 GLboolean ARB_fragment_coord_conventions;
3070 GLboolean ARB_fragment_program;
3071 GLboolean ARB_fragment_program_shadow;
3072 GLboolean ARB_fragment_shader;
3073 GLboolean ARB_framebuffer_object;
3074 GLboolean ARB_explicit_attrib_location;
3075 GLboolean ARB_geometry_shader4;
3076 GLboolean ARB_gpu_shader5;
3077 GLboolean ARB_half_float_pixel;
3078 GLboolean ARB_half_float_vertex;
3079 GLboolean ARB_instanced_arrays;
3080 GLboolean ARB_internalformat_query;
3081 GLboolean ARB_map_buffer_alignment;
3082 GLboolean ARB_map_buffer_range;
3083 GLboolean ARB_occlusion_query;
3084 GLboolean ARB_occlusion_query2;
3085 GLboolean ARB_point_sprite;
3086 GLboolean ARB_seamless_cube_map;
3087 GLboolean ARB_shader_bit_encoding;
3088 GLboolean ARB_shader_stencil_export;
3089 GLboolean ARB_shader_texture_lod;
3090 GLboolean ARB_shading_language_packing;
3091 GLboolean ARB_shading_language_420pack;
3092 GLboolean ARB_shadow;
3093 GLboolean ARB_sync;
3094 GLboolean ARB_texture_border_clamp;
3095 GLboolean ARB_texture_buffer_object;
3096 GLboolean ARB_texture_buffer_object_rgb32;
3097 GLboolean ARB_texture_buffer_range;
3098 GLboolean ARB_texture_compression_rgtc;
3099 GLboolean ARB_texture_cube_map;
3100 GLboolean ARB_texture_cube_map_array;
3101 GLboolean ARB_texture_env_combine;
3102 GLboolean ARB_texture_env_crossbar;
3103 GLboolean ARB_texture_env_dot3;
3104 GLboolean ARB_texture_float;
3105 GLboolean ARB_texture_multisample;
3106 GLboolean ARB_texture_non_power_of_two;
3107 GLboolean ARB_texture_query_lod;
3108 GLboolean ARB_texture_rg;
3109 GLboolean ARB_texture_rgb10_a2ui;
3110 GLboolean ARB_timer_query;
3111 GLboolean ARB_transform_feedback2;
3112 GLboolean ARB_transform_feedback3;
3113 GLboolean ARB_transform_feedback_instanced;
3114 GLboolean ARB_uniform_buffer_object;
3115 GLboolean ARB_vertex_program;
3116 GLboolean ARB_vertex_shader;
3117 GLboolean ARB_vertex_type_2_10_10_10_rev;
3118 GLboolean EXT_blend_color;
3119 GLboolean EXT_blend_equation_separate;
3120 GLboolean EXT_blend_func_separate;
3121 GLboolean EXT_blend_minmax;
3122 GLboolean EXT_depth_bounds_test;
3123 GLboolean EXT_draw_buffers2;
3124 GLboolean EXT_framebuffer_blit;
3125 GLboolean EXT_framebuffer_multisample;
3126 GLboolean EXT_framebuffer_multisample_blit_scaled;
3127 GLboolean EXT_framebuffer_sRGB;
3128 GLboolean EXT_gpu_program_parameters;
3129 GLboolean EXT_gpu_shader4;
3130 GLboolean EXT_packed_depth_stencil;
3131 GLboolean EXT_packed_float;
3132 GLboolean EXT_pixel_buffer_object;
3133 GLboolean EXT_point_parameters;
3134 GLboolean EXT_provoking_vertex;
3135 GLboolean EXT_separate_shader_objects;
3136 GLboolean EXT_shader_integer_mix;
3137 GLboolean EXT_stencil_two_side;
3138 GLboolean EXT_texture3D;
3139 GLboolean EXT_texture_array;
3140 GLboolean EXT_texture_compression_latc;
3141 GLboolean EXT_texture_compression_s3tc;
3142 GLboolean EXT_texture_env_dot3;
3143 GLboolean EXT_texture_filter_anisotropic;
3144 GLboolean EXT_texture_integer;
3145 GLboolean EXT_texture_mirror_clamp;
3146 GLboolean EXT_texture_shared_exponent;
3147 GLboolean EXT_texture_snorm;
3148 GLboolean EXT_texture_sRGB;
3149 GLboolean EXT_texture_sRGB_decode;
3150 GLboolean EXT_texture_swizzle;
3151 GLboolean EXT_transform_feedback;
3152 GLboolean EXT_timer_query;
3153 GLboolean EXT_vertex_array_bgra;
3154 GLboolean OES_standard_derivatives;
3155 /* vendor extensions */
3156 GLboolean AMD_seamless_cubemap_per_texture;
3157 GLboolean AMD_vertex_shader_layer;
3158 GLboolean APPLE_object_purgeable;
3159 GLboolean ATI_envmap_bumpmap;
3160 GLboolean ATI_texture_compression_3dc;
3161 GLboolean ATI_texture_mirror_once;
3162 GLboolean ATI_texture_env_combine3;
3163 GLboolean ATI_fragment_shader;
3164 GLboolean ATI_separate_stencil;
3165 GLboolean MESA_pack_invert;
3166 GLboolean MESA_texture_array;
3167 GLboolean MESA_ycbcr_texture;
3168 GLboolean NV_conditional_render;
3169 GLboolean NV_fog_distance;
3170 GLboolean NV_fragment_program_option;
3171 GLboolean NV_point_sprite;
3172 GLboolean NV_primitive_restart;
3173 GLboolean NV_texture_barrier;
3174 GLboolean NV_texture_env_combine4;
3175 GLboolean NV_texture_rectangle;
3176 GLboolean TDFX_texture_compression_FXT1;
3177 GLboolean OES_EGL_image;
3178 GLboolean OES_draw_texture;
3179 GLboolean OES_depth_texture_cube_map;
3180 GLboolean OES_EGL_image_external;
3181 GLboolean OES_compressed_ETC1_RGB8_texture;
3182 GLboolean extension_sentinel;
3183 /** The extension string */
3184 const GLubyte *String;
3185 /** Number of supported extensions */
3186 GLuint Count;
3187 };
3188
3189
3190 /**
3191 * A stack of matrices (projection, modelview, color, texture, etc).
3192 */
3193 struct gl_matrix_stack
3194 {
3195 GLmatrix *Top; /**< points into Stack */
3196 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3197 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3198 GLuint MaxDepth; /**< size of Stack[] array */
3199 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3200 };
3201
3202
3203 /**
3204 * \name Bits for image transfer operations
3205 * \sa __struct gl_contextRec::ImageTransferState.
3206 */
3207 /*@{*/
3208 #define IMAGE_SCALE_BIAS_BIT 0x1
3209 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3210 #define IMAGE_MAP_COLOR_BIT 0x4
3211 #define IMAGE_CLAMP_BIT 0x800
3212
3213
3214 /** Pixel Transfer ops */
3215 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3216 IMAGE_SHIFT_OFFSET_BIT | \
3217 IMAGE_MAP_COLOR_BIT)
3218
3219 /**
3220 * \name Bits to indicate what state has changed.
3221 */
3222 /*@{*/
3223 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3224 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3225 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3226 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3227 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3228 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3229 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3230 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3231 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3232 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3233 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3234 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3235 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3236 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3237 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3238 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3239 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3240 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3241 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3242 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3243 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3244 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3245 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3246 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3247 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3248 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3249 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3250 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3251 #define _NEW_BUFFER_OBJECT (1 << 28)
3252 #define _NEW_FRAG_CLAMP (1 << 29)
3253 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3254 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3255 #define _NEW_ALL ~0
3256 /*@}*/
3257
3258
3259 /**
3260 * Composite state flags
3261 */
3262 /*@{*/
3263 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3264 _NEW_TEXTURE | \
3265 _NEW_POINT | \
3266 _NEW_PROGRAM | \
3267 _NEW_MODELVIEW)
3268
3269 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3270 _NEW_FOG | \
3271 _NEW_PROGRAM)
3272
3273
3274 /*@}*/
3275
3276
3277
3278
3279 /* This has to be included here. */
3280 #include "dd.h"
3281
3282
3283 /**
3284 * Display list flags.
3285 * Strictly this is a tnl-private concept, but it doesn't seem
3286 * worthwhile adding a tnl private structure just to hold this one bit
3287 * of information:
3288 */
3289 #define DLIST_DANGLING_REFS 0x1
3290
3291
3292 /** Opaque declaration of display list payload data type */
3293 union gl_dlist_node;
3294
3295
3296 /**
3297 * Provide a location where information about a display list can be
3298 * collected. Could be extended with driverPrivate structures,
3299 * etc. in the future.
3300 */
3301 struct gl_display_list
3302 {
3303 GLuint Name;
3304 GLchar *Label; /**< GL_KHR_debug */
3305 GLbitfield Flags; /**< DLIST_x flags */
3306 /** The dlist commands are in a linked list of nodes */
3307 union gl_dlist_node *Head;
3308 };
3309
3310
3311 /**
3312 * State used during display list compilation and execution.
3313 */
3314 struct gl_dlist_state
3315 {
3316 GLuint CallDepth; /**< Current recursion calling depth */
3317
3318 struct gl_display_list *CurrentList; /**< List currently being compiled */
3319 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3320 GLuint CurrentPos; /**< Index into current block of nodes */
3321
3322 GLvertexformat ListVtxfmt;
3323
3324 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3325 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3326
3327 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3328 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3329
3330 struct {
3331 /* State known to have been set by the currently-compiling display
3332 * list. Used to eliminate some redundant state changes.
3333 */
3334 GLenum ShadeModel;
3335 } Current;
3336 };
3337
3338 /** @{
3339 *
3340 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
3341 * to small enums suitable for use as an array index.
3342 */
3343
3344 enum mesa_debug_source {
3345 MESA_DEBUG_SOURCE_API,
3346 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
3347 MESA_DEBUG_SOURCE_SHADER_COMPILER,
3348 MESA_DEBUG_SOURCE_THIRD_PARTY,
3349 MESA_DEBUG_SOURCE_APPLICATION,
3350 MESA_DEBUG_SOURCE_OTHER,
3351 MESA_DEBUG_SOURCE_COUNT
3352 };
3353
3354 enum mesa_debug_type {
3355 MESA_DEBUG_TYPE_ERROR,
3356 MESA_DEBUG_TYPE_DEPRECATED,
3357 MESA_DEBUG_TYPE_UNDEFINED,
3358 MESA_DEBUG_TYPE_PORTABILITY,
3359 MESA_DEBUG_TYPE_PERFORMANCE,
3360 MESA_DEBUG_TYPE_OTHER,
3361 MESA_DEBUG_TYPE_MARKER,
3362 MESA_DEBUG_TYPE_PUSH_GROUP,
3363 MESA_DEBUG_TYPE_POP_GROUP,
3364 MESA_DEBUG_TYPE_COUNT
3365 };
3366
3367 enum mesa_debug_severity {
3368 MESA_DEBUG_SEVERITY_LOW,
3369 MESA_DEBUG_SEVERITY_MEDIUM,
3370 MESA_DEBUG_SEVERITY_HIGH,
3371 MESA_DEBUG_SEVERITY_NOTIFICATION,
3372 MESA_DEBUG_SEVERITY_COUNT
3373 };
3374
3375 /** @} */
3376
3377 /**
3378 * An error, warning, or other piece of debug information for an application
3379 * to consume via GL_ARB_debug_output/GL_KHR_debug.
3380 */
3381 struct gl_debug_msg
3382 {
3383 enum mesa_debug_source source;
3384 enum mesa_debug_type type;
3385 GLuint id;
3386 enum mesa_debug_severity severity;
3387 GLsizei length;
3388 GLcharARB *message;
3389 };
3390
3391 struct gl_debug_namespace
3392 {
3393 struct _mesa_HashTable *IDs;
3394 unsigned ZeroID; /* a HashTable won't take zero, so store its state here */
3395 /** lists of IDs in the hash table at each severity */
3396 struct simple_node Severity[MESA_DEBUG_SEVERITY_COUNT];
3397 };
3398
3399 struct gl_debug_state
3400 {
3401 GLDEBUGPROC Callback;
3402 const void *CallbackData;
3403 GLboolean SyncOutput;
3404 GLboolean DebugOutput;
3405 GLboolean ARBCallback; /* Used to track if current callback is of type ARB_debug_output or KHR_debug */
3406 GLboolean Defaults[MAX_DEBUG_GROUP_STACK_DEPTH][MESA_DEBUG_SEVERITY_COUNT][MESA_DEBUG_SOURCE_COUNT][MESA_DEBUG_TYPE_COUNT];
3407 struct gl_debug_namespace Namespaces[MAX_DEBUG_GROUP_STACK_DEPTH][MESA_DEBUG_SOURCE_COUNT][MESA_DEBUG_TYPE_COUNT];
3408 struct gl_debug_msg Log[MAX_DEBUG_LOGGED_MESSAGES];
3409 struct gl_debug_msg DebugGroupMsgs[MAX_DEBUG_GROUP_STACK_DEPTH];
3410 GLint GroupStackDepth;
3411 GLint NumMessages;
3412 GLint NextMsg;
3413 GLint NextMsgLength; /* redundant, but copied here from Log[NextMsg].length
3414 for the sake of the offsetof() code in get.c */
3415 };
3416
3417 /**
3418 * Enum for the OpenGL APIs we know about and may support.
3419 *
3420 * NOTE: This must match the api_enum table in
3421 * src/mesa/main/get_hash_generator.py
3422 */
3423 typedef enum
3424 {
3425 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
3426 API_OPENGLES,
3427 API_OPENGLES2,
3428 API_OPENGL_CORE,
3429 API_OPENGL_LAST = API_OPENGL_CORE
3430 } gl_api;
3431
3432 /**
3433 * Driver-specific state flags.
3434 *
3435 * These are or'd with gl_context::NewDriverState to notify a driver about
3436 * a state change. The driver sets the flags at context creation and
3437 * the meaning of the bits set is opaque to core Mesa.
3438 */
3439 struct gl_driver_flags
3440 {
3441 /** gl_context::Array::_DrawArrays (vertex array state) */
3442 GLbitfield NewArray;
3443
3444 /** gl_context::TransformFeedback::CurrentObject */
3445 GLbitfield NewTransformFeedback;
3446
3447 /** gl_context::RasterDiscard */
3448 GLbitfield NewRasterizerDiscard;
3449
3450 /**
3451 * gl_context::UniformBufferBindings
3452 * gl_shader_program::UniformBlocks
3453 */
3454 GLbitfield NewUniformBuffer;
3455 };
3456
3457 struct gl_uniform_buffer_binding
3458 {
3459 struct gl_buffer_object *BufferObject;
3460 /** Start of uniform block data in the buffer */
3461 GLintptr Offset;
3462 /** Size of data allowed to be referenced from the buffer (in bytes) */
3463 GLsizeiptr Size;
3464 /**
3465 * glBindBufferBase() indicates that the Size should be ignored and only
3466 * limited by the current size of the BufferObject.
3467 */
3468 GLboolean AutomaticSize;
3469 };
3470
3471 /**
3472 * Mesa rendering context.
3473 *
3474 * This is the central context data structure for Mesa. Almost all
3475 * OpenGL state is contained in this structure.
3476 * Think of this as a base class from which device drivers will derive
3477 * sub classes.
3478 *
3479 * The struct gl_context typedef names this structure.
3480 */
3481 struct gl_context
3482 {
3483 /** State possibly shared with other contexts in the address space */
3484 struct gl_shared_state *Shared;
3485
3486 /** \name API function pointer tables */
3487 /*@{*/
3488 gl_api API;
3489 /**
3490 * The current dispatch table for non-displaylist-saving execution, either
3491 * BeginEnd or OutsideBeginEnd
3492 */
3493 struct _glapi_table *Exec;
3494 /**
3495 * The normal dispatch table for non-displaylist-saving, non-begin/end
3496 */
3497 struct _glapi_table *OutsideBeginEnd;
3498 /** The dispatch table used between glNewList() and glEndList() */
3499 struct _glapi_table *Save;
3500 /**
3501 * The dispatch table used between glBegin() and glEnd() (outside of a
3502 * display list). Only valid functions between those two are set, which is
3503 * mostly just the set in a GLvertexformat struct.
3504 */
3505 struct _glapi_table *BeginEnd;
3506 /**
3507 * Tracks the current dispatch table out of the 3 above, so that it can be
3508 * re-set on glXMakeCurrent().
3509 */
3510 struct _glapi_table *CurrentDispatch;
3511 /*@}*/
3512
3513 struct gl_config Visual;
3514 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
3515 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
3516 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
3517 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
3518
3519 /**
3520 * Device driver function pointer table
3521 */
3522 struct dd_function_table Driver;
3523
3524 /** Core/Driver constants */
3525 struct gl_constants Const;
3526
3527 /** \name The various 4x4 matrix stacks */
3528 /*@{*/
3529 struct gl_matrix_stack ModelviewMatrixStack;
3530 struct gl_matrix_stack ProjectionMatrixStack;
3531 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3532 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3533 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3534 /*@}*/
3535
3536 /** Combined modelview and projection matrix */
3537 GLmatrix _ModelProjectMatrix;
3538
3539 /** \name Display lists */
3540 struct gl_dlist_state ListState;
3541
3542 GLboolean ExecuteFlag; /**< Execute GL commands? */
3543 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3544
3545 /** Extension information */
3546 struct gl_extensions Extensions;
3547
3548 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
3549 GLuint Version;
3550 char *VersionString;
3551
3552 /** \name State attribute stack (for glPush/PopAttrib) */
3553 /*@{*/
3554 GLuint AttribStackDepth;
3555 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3556 /*@}*/
3557
3558 /** \name Renderer attribute groups
3559 *
3560 * We define a struct for each attribute group to make pushing and popping
3561 * attributes easy. Also it's a good organization.
3562 */
3563 /*@{*/
3564 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
3565 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
3566 struct gl_current_attrib Current; /**< Current attributes */
3567 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
3568 struct gl_eval_attrib Eval; /**< Eval attributes */
3569 struct gl_fog_attrib Fog; /**< Fog attributes */
3570 struct gl_hint_attrib Hint; /**< Hint attributes */
3571 struct gl_light_attrib Light; /**< Light attributes */
3572 struct gl_line_attrib Line; /**< Line attributes */
3573 struct gl_list_attrib List; /**< List attributes */
3574 struct gl_multisample_attrib Multisample;
3575 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
3576 struct gl_point_attrib Point; /**< Point attributes */
3577 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
3578 GLuint PolygonStipple[32]; /**< Polygon stipple */
3579 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
3580 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
3581 struct gl_texture_attrib Texture; /**< Texture attributes */
3582 struct gl_transform_attrib Transform; /**< Transformation attributes */
3583 struct gl_viewport_attrib Viewport; /**< Viewport attributes */
3584 /*@}*/
3585
3586 /** \name Client attribute stack */
3587 /*@{*/
3588 GLuint ClientAttribStackDepth;
3589 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3590 /*@}*/
3591
3592 /** \name Client attribute groups */
3593 /*@{*/
3594 struct gl_array_attrib Array; /**< Vertex arrays */
3595 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
3596 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
3597 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
3598 /*@}*/
3599
3600 /** \name Other assorted state (not pushed/popped on attribute stack) */
3601 /*@{*/
3602 struct gl_pixelmaps PixelMaps;
3603
3604 struct gl_evaluators EvalMap; /**< All evaluators */
3605 struct gl_feedback Feedback; /**< Feedback */
3606 struct gl_selection Select; /**< Selection */
3607
3608 struct gl_program_state Program; /**< general program state */
3609 struct gl_vertex_program_state VertexProgram;
3610 struct gl_fragment_program_state FragmentProgram;
3611 struct gl_geometry_program_state GeometryProgram;
3612 struct gl_ati_fragment_shader_state ATIFragmentShader;
3613
3614 struct gl_shader_state Shader; /**< GLSL shader object state */
3615 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
3616
3617 struct gl_query_state Query; /**< occlusion, timer queries */
3618
3619 struct gl_transform_feedback_state TransformFeedback;
3620
3621 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3622 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3623
3624 /**
3625 * Current GL_ARB_uniform_buffer_object binding referenced by
3626 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
3627 */
3628 struct gl_buffer_object *UniformBuffer;
3629
3630 /**
3631 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
3632 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
3633 * associated with uniform blocks by glUniformBlockBinding()'s state in the
3634 * shader program.
3635 */
3636 struct gl_uniform_buffer_binding
3637 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
3638
3639 /*@}*/
3640
3641 struct gl_meta_state *Meta; /**< for "meta" operations */
3642
3643 /* GL_EXT_framebuffer_object */
3644 struct gl_renderbuffer *CurrentRenderbuffer;
3645
3646 GLenum ErrorValue; /**< Last error code */
3647
3648 /* GL_ARB_robustness */
3649 GLenum ResetStatus;
3650
3651 /**
3652 * Recognize and silence repeated error debug messages in buggy apps.
3653 */
3654 const char *ErrorDebugFmtString;
3655 GLuint ErrorDebugCount;
3656
3657 /* GL_ARB_debug_output/GL_KHR_debug */
3658 struct gl_debug_state Debug;
3659
3660 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3661 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
3662 GLbitfield NewDriverState;/**< bitwise-or of flags from DriverFlags */
3663
3664 struct gl_driver_flags DriverFlags;
3665
3666 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
3667
3668 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
3669
3670 /** \name Derived state */
3671 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
3672 GLfloat _EyeZDir[3];
3673 GLfloat _ModelViewInvScale;
3674 GLboolean _NeedEyeCoords;
3675 GLboolean _ForceEyeCoords;
3676
3677 GLuint TextureStateTimestamp; /**< detect changes to shared state */
3678
3679 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3680
3681 /** \name For debugging/development only */
3682 /*@{*/
3683 GLboolean FirstTimeCurrent;
3684 /*@}*/
3685
3686 /** software compression/decompression supported or not */
3687 GLboolean Mesa_DXTn;
3688
3689 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
3690
3691 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
3692
3693 /**
3694 * \name Hooks for module contexts.
3695 *
3696 * These will eventually live in the driver or elsewhere.
3697 */
3698 /*@{*/
3699 void *swrast_context;
3700 void *swsetup_context;
3701 void *swtnl_context;
3702 struct vbo_context *vbo_context;
3703 struct st_context *st;
3704 void *aelt_context;
3705 /*@}*/
3706 };
3707
3708
3709 #ifdef DEBUG
3710 extern int MESA_VERBOSE;
3711 extern int MESA_DEBUG_FLAGS;
3712 # define MESA_FUNCTION __FUNCTION__
3713 #else
3714 # define MESA_VERBOSE 0
3715 # define MESA_DEBUG_FLAGS 0
3716 # define MESA_FUNCTION "a function"
3717 # ifndef NDEBUG
3718 # define NDEBUG
3719 # endif
3720 #endif
3721
3722
3723 /** The MESA_VERBOSE var is a bitmask of these flags */
3724 enum _verbose
3725 {
3726 VERBOSE_VARRAY = 0x0001,
3727 VERBOSE_TEXTURE = 0x0002,
3728 VERBOSE_MATERIAL = 0x0004,
3729 VERBOSE_PIPELINE = 0x0008,
3730 VERBOSE_DRIVER = 0x0010,
3731 VERBOSE_STATE = 0x0020,
3732 VERBOSE_API = 0x0040,
3733 VERBOSE_DISPLAY_LIST = 0x0100,
3734 VERBOSE_LIGHTING = 0x0200,
3735 VERBOSE_PRIMS = 0x0400,
3736 VERBOSE_VERTS = 0x0800,
3737 VERBOSE_DISASSEM = 0x1000,
3738 VERBOSE_DRAW = 0x2000,
3739 VERBOSE_SWAPBUFFERS = 0x4000
3740 };
3741
3742
3743 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3744 enum _debug
3745 {
3746 DEBUG_SILENT = (1 << 0),
3747 DEBUG_ALWAYS_FLUSH = (1 << 1),
3748 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
3749 DEBUG_INCOMPLETE_FBO = (1 << 3)
3750 };
3751
3752
3753
3754 #ifdef __cplusplus
3755 }
3756 #endif
3757
3758 #endif /* MTYPES_H */