mesa: add PIPE_SHADER_* like constants and conversions to/from enums (v2)
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.7
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include "main/glheader.h"
38 #include "main/config.h"
39 #include "main/mfeatures.h"
40 #include "glapi/glapi.h"
41 #include "math/m_matrix.h" /* GLmatrix */
42 #include "main/simple_list.h" /* struct simple_node */
43
44 /* Shader stages. Note that these will become 5 with tessellation.
45 * These MUST have the same values as PIPE_SHADER_*
46 */
47 #define MESA_SHADER_VERTEX 0
48 #define MESA_SHADER_FRAGMENT 1
49 #define MESA_SHADER_GEOMETRY 2
50 #define MESA_SHADER_TYPES 3
51
52
53 /**
54 * Internal token
55 * Must be simply different than GL_VERTEX_PROGRAM
56 * and GL_FRAGMENT_PROGRAM_ARB
57 * FIXME: this will have to be a real GL extension
58 */
59 #define MESA_GEOMETRY_PROGRAM 0x9999
60
61 /**
62 * Color channel data type.
63 */
64 #if CHAN_BITS == 8
65 typedef GLubyte GLchan;
66 #define CHAN_MAX 255
67 #define CHAN_MAXF 255.0F
68 #define CHAN_TYPE GL_UNSIGNED_BYTE
69 #elif CHAN_BITS == 16
70 typedef GLushort GLchan;
71 #define CHAN_MAX 65535
72 #define CHAN_MAXF 65535.0F
73 #define CHAN_TYPE GL_UNSIGNED_SHORT
74 #elif CHAN_BITS == 32
75 typedef GLfloat GLchan;
76 #define CHAN_MAX 1.0
77 #define CHAN_MAXF 1.0F
78 #define CHAN_TYPE GL_FLOAT
79 #else
80 #error "illegal number of color channel bits"
81 #endif
82
83
84 /**
85 * Stencil buffer data type.
86 */
87 #if STENCIL_BITS==8
88 typedef GLubyte GLstencil;
89 #elif STENCIL_BITS==16
90 typedef GLushort GLstencil;
91 #else
92 # error "illegal number of stencil bits"
93 #endif
94
95
96 /**
97 * \name 64-bit extension of GLbitfield.
98 */
99 /*@{*/
100 typedef GLuint64 GLbitfield64;
101
102 #define BITFIELD64_ONE 1ULL
103 #define BITFIELD64_ALLONES ~0ULL
104
105 /** Set a single bit */
106 #define BITFIELD64_BIT(b) (BITFIELD64_ONE << (b))
107
108 /** Set a mask of the least significant \c b bits */
109 #define BITFIELD64_MASK(b) (((b) >= 64) ? BITFIELD64_ALLONES : \
110 (BITFIELD64_BIT(b) - 1))
111
112 /**
113 * Set all bits from l (low bit) to h (high bit), inclusive.
114 *
115 * \note \C BITFIELD_64_RANGE(0, 63) return 64 set bits.
116 */
117 #define BITFIELD64_RANGE(l, h) (BITFIELD64_MASK((h) + 1) & ~BITFIELD64_MASK(l))
118 /*@}*/
119
120
121 /**
122 * \name Some forward type declarations
123 */
124 /*@{*/
125 struct _mesa_HashTable;
126 struct gl_attrib_node;
127 struct gl_list_extensions;
128 struct gl_meta_state;
129 struct gl_pixelstore_attrib;
130 struct gl_program_cache;
131 struct gl_texture_format;
132 struct gl_texture_image;
133 struct gl_texture_object;
134 struct st_context;
135 typedef struct __GLcontextRec GLcontext;
136 typedef struct __GLcontextModesRec GLvisual;
137 typedef struct gl_framebuffer GLframebuffer;
138 /*@}*/
139
140
141
142 /**
143 * Indexes for vertex program attributes.
144 * GL_NV_vertex_program aliases generic attributes over the conventional
145 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
146 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
147 * generic attributes are distinct/separate).
148 */
149 typedef enum
150 {
151 VERT_ATTRIB_POS = 0,
152 VERT_ATTRIB_WEIGHT = 1,
153 VERT_ATTRIB_NORMAL = 2,
154 VERT_ATTRIB_COLOR0 = 3,
155 VERT_ATTRIB_COLOR1 = 4,
156 VERT_ATTRIB_FOG = 5,
157 VERT_ATTRIB_COLOR_INDEX = 6,
158 VERT_ATTRIB_POINT_SIZE = 6, /*alias*/
159 VERT_ATTRIB_EDGEFLAG = 7,
160 VERT_ATTRIB_TEX0 = 8,
161 VERT_ATTRIB_TEX1 = 9,
162 VERT_ATTRIB_TEX2 = 10,
163 VERT_ATTRIB_TEX3 = 11,
164 VERT_ATTRIB_TEX4 = 12,
165 VERT_ATTRIB_TEX5 = 13,
166 VERT_ATTRIB_TEX6 = 14,
167 VERT_ATTRIB_TEX7 = 15,
168 VERT_ATTRIB_GENERIC0 = 16,
169 VERT_ATTRIB_GENERIC1 = 17,
170 VERT_ATTRIB_GENERIC2 = 18,
171 VERT_ATTRIB_GENERIC3 = 19,
172 VERT_ATTRIB_GENERIC4 = 20,
173 VERT_ATTRIB_GENERIC5 = 21,
174 VERT_ATTRIB_GENERIC6 = 22,
175 VERT_ATTRIB_GENERIC7 = 23,
176 VERT_ATTRIB_GENERIC8 = 24,
177 VERT_ATTRIB_GENERIC9 = 25,
178 VERT_ATTRIB_GENERIC10 = 26,
179 VERT_ATTRIB_GENERIC11 = 27,
180 VERT_ATTRIB_GENERIC12 = 28,
181 VERT_ATTRIB_GENERIC13 = 29,
182 VERT_ATTRIB_GENERIC14 = 30,
183 VERT_ATTRIB_GENERIC15 = 31,
184 VERT_ATTRIB_MAX = 32
185 } gl_vert_attrib;
186
187 /**
188 * Bitflags for vertex attributes.
189 * These are used in bitfields in many places.
190 */
191 /*@{*/
192 #define VERT_BIT_POS (1 << VERT_ATTRIB_POS)
193 #define VERT_BIT_WEIGHT (1 << VERT_ATTRIB_WEIGHT)
194 #define VERT_BIT_NORMAL (1 << VERT_ATTRIB_NORMAL)
195 #define VERT_BIT_COLOR0 (1 << VERT_ATTRIB_COLOR0)
196 #define VERT_BIT_COLOR1 (1 << VERT_ATTRIB_COLOR1)
197 #define VERT_BIT_FOG (1 << VERT_ATTRIB_FOG)
198 #define VERT_BIT_COLOR_INDEX (1 << VERT_ATTRIB_COLOR_INDEX)
199 #define VERT_BIT_EDGEFLAG (1 << VERT_ATTRIB_EDGEFLAG)
200 #define VERT_BIT_TEX0 (1 << VERT_ATTRIB_TEX0)
201 #define VERT_BIT_TEX1 (1 << VERT_ATTRIB_TEX1)
202 #define VERT_BIT_TEX2 (1 << VERT_ATTRIB_TEX2)
203 #define VERT_BIT_TEX3 (1 << VERT_ATTRIB_TEX3)
204 #define VERT_BIT_TEX4 (1 << VERT_ATTRIB_TEX4)
205 #define VERT_BIT_TEX5 (1 << VERT_ATTRIB_TEX5)
206 #define VERT_BIT_TEX6 (1 << VERT_ATTRIB_TEX6)
207 #define VERT_BIT_TEX7 (1 << VERT_ATTRIB_TEX7)
208 #define VERT_BIT_GENERIC0 (1 << VERT_ATTRIB_GENERIC0)
209 #define VERT_BIT_GENERIC1 (1 << VERT_ATTRIB_GENERIC1)
210 #define VERT_BIT_GENERIC2 (1 << VERT_ATTRIB_GENERIC2)
211 #define VERT_BIT_GENERIC3 (1 << VERT_ATTRIB_GENERIC3)
212 #define VERT_BIT_GENERIC4 (1 << VERT_ATTRIB_GENERIC4)
213 #define VERT_BIT_GENERIC5 (1 << VERT_ATTRIB_GENERIC5)
214 #define VERT_BIT_GENERIC6 (1 << VERT_ATTRIB_GENERIC6)
215 #define VERT_BIT_GENERIC7 (1 << VERT_ATTRIB_GENERIC7)
216 #define VERT_BIT_GENERIC8 (1 << VERT_ATTRIB_GENERIC8)
217 #define VERT_BIT_GENERIC9 (1 << VERT_ATTRIB_GENERIC9)
218 #define VERT_BIT_GENERIC10 (1 << VERT_ATTRIB_GENERIC10)
219 #define VERT_BIT_GENERIC11 (1 << VERT_ATTRIB_GENERIC11)
220 #define VERT_BIT_GENERIC12 (1 << VERT_ATTRIB_GENERIC12)
221 #define VERT_BIT_GENERIC13 (1 << VERT_ATTRIB_GENERIC13)
222 #define VERT_BIT_GENERIC14 (1 << VERT_ATTRIB_GENERIC14)
223 #define VERT_BIT_GENERIC15 (1 << VERT_ATTRIB_GENERIC15)
224
225 #define VERT_BIT_TEX(u) (1 << (VERT_ATTRIB_TEX0 + (u)))
226 #define VERT_BIT_GENERIC(g) (1 << (VERT_ATTRIB_GENERIC0 + (g)))
227 /*@}*/
228
229
230 /**
231 * Indexes for vertex program result attributes
232 */
233 typedef enum
234 {
235 VERT_RESULT_HPOS = 0,
236 VERT_RESULT_COL0 = 1,
237 VERT_RESULT_COL1 = 2,
238 VERT_RESULT_FOGC = 3,
239 VERT_RESULT_TEX0 = 4,
240 VERT_RESULT_TEX1 = 5,
241 VERT_RESULT_TEX2 = 6,
242 VERT_RESULT_TEX3 = 7,
243 VERT_RESULT_TEX4 = 8,
244 VERT_RESULT_TEX5 = 9,
245 VERT_RESULT_TEX6 = 10,
246 VERT_RESULT_TEX7 = 11,
247 VERT_RESULT_PSIZ = 12,
248 VERT_RESULT_BFC0 = 13,
249 VERT_RESULT_BFC1 = 14,
250 VERT_RESULT_EDGE = 15,
251 VERT_RESULT_VAR0 = 16, /**< shader varying */
252 VERT_RESULT_MAX = (VERT_RESULT_VAR0 + MAX_VARYING)
253 } gl_vert_result;
254
255
256 /*********************************************/
257
258 /**
259 * Indexes for geometry program attributes.
260 */
261 typedef enum
262 {
263 GEOM_ATTRIB_POSITION = 0,
264 GEOM_ATTRIB_COLOR0 = 1,
265 GEOM_ATTRIB_COLOR1 = 2,
266 GEOM_ATTRIB_SECONDARY_COLOR0 = 3,
267 GEOM_ATTRIB_SECONDARY_COLOR1 = 4,
268 GEOM_ATTRIB_FOG_FRAG_COORD = 5,
269 GEOM_ATTRIB_POINT_SIZE = 6,
270 GEOM_ATTRIB_CLIP_VERTEX = 7,
271 GEOM_ATTRIB_PRIMITIVE_ID = 8,
272 GEOM_ATTRIB_TEX_COORD = 9,
273
274 GEOM_ATTRIB_VAR0 = 16,
275 GEOM_ATTRIB_MAX = (GEOM_ATTRIB_VAR0 + MAX_VARYING)
276 } gl_geom_attrib;
277
278 /**
279 * Bitflags for geometry attributes.
280 * These are used in bitfields in many places.
281 */
282 /*@{*/
283 #define GEOM_BIT_COLOR0 (1 << GEOM_ATTRIB_COLOR0)
284 #define GEOM_BIT_COLOR1 (1 << GEOM_ATTRIB_COLOR1)
285 #define GEOM_BIT_SCOLOR0 (1 << GEOM_ATTRIB_SECONDARY_COLOR0)
286 #define GEOM_BIT_SCOLOR1 (1 << GEOM_ATTRIB_SECONDARY_COLOR1)
287 #define GEOM_BIT_TEX_COORD (1 << GEOM_ATTRIB_TEX_COORD)
288 #define GEOM_BIT_FOG_COORD (1 << GEOM_ATTRIB_FOG_FRAG_COORD)
289 #define GEOM_BIT_POSITION (1 << GEOM_ATTRIB_POSITION)
290 #define GEOM_BIT_POINT_SIDE (1 << GEOM_ATTRIB_POINT_SIZE)
291 #define GEOM_BIT_CLIP_VERTEX (1 << GEOM_ATTRIB_CLIP_VERTEX)
292 #define GEOM_BIT_PRIM_ID (1 << GEOM_ATTRIB_PRIMITIVE_ID)
293 #define GEOM_BIT_VAR0 (1 << GEOM_ATTRIB_VAR0)
294
295 #define GEOM_BIT_VAR(g) (1 << (GEOM_BIT_VAR0 + (g)))
296 /*@}*/
297
298
299 /**
300 * Indexes for geometry program result attributes
301 */
302 /*@{*/
303 typedef enum {
304 GEOM_RESULT_POS = 0,
305 GEOM_RESULT_COL0 = 1,
306 GEOM_RESULT_COL1 = 2,
307 GEOM_RESULT_SCOL0 = 3,
308 GEOM_RESULT_SCOL1 = 4,
309 GEOM_RESULT_FOGC = 5,
310 GEOM_RESULT_TEX0 = 6,
311 GEOM_RESULT_TEX1 = 7,
312 GEOM_RESULT_TEX2 = 8,
313 GEOM_RESULT_TEX3 = 9,
314 GEOM_RESULT_TEX4 = 10,
315 GEOM_RESULT_TEX5 = 11,
316 GEOM_RESULT_TEX6 = 12,
317 GEOM_RESULT_TEX7 = 13,
318 GEOM_RESULT_PSIZ = 14,
319 GEOM_RESULT_CLPV = 15,
320 GEOM_RESULT_PRID = 16,
321 GEOM_RESULT_LAYR = 17,
322 GEOM_RESULT_VAR0 = 18, /**< shader varying, should really be 16 */
323 /* ### we need to -2 because var0 is 18 instead 16 like in the others */
324 GEOM_RESULT_MAX = (GEOM_RESULT_VAR0 + MAX_VARYING - 2)
325 } gl_geom_result;
326 /*@}*/
327
328 /**
329 * Indexes for fragment program input attributes.
330 */
331 typedef enum
332 {
333 FRAG_ATTRIB_WPOS = 0,
334 FRAG_ATTRIB_COL0 = 1,
335 FRAG_ATTRIB_COL1 = 2,
336 FRAG_ATTRIB_FOGC = 3,
337 FRAG_ATTRIB_TEX0 = 4,
338 FRAG_ATTRIB_TEX1 = 5,
339 FRAG_ATTRIB_TEX2 = 6,
340 FRAG_ATTRIB_TEX3 = 7,
341 FRAG_ATTRIB_TEX4 = 8,
342 FRAG_ATTRIB_TEX5 = 9,
343 FRAG_ATTRIB_TEX6 = 10,
344 FRAG_ATTRIB_TEX7 = 11,
345 FRAG_ATTRIB_FACE = 12, /**< front/back face */
346 FRAG_ATTRIB_PNTC = 13, /**< sprite/point coord */
347 FRAG_ATTRIB_VAR0 = 14, /**< shader varying */
348 FRAG_ATTRIB_MAX = (FRAG_ATTRIB_VAR0 + MAX_VARYING)
349 } gl_frag_attrib;
350
351 /**
352 * Bitflags for fragment program input attributes.
353 */
354 /*@{*/
355 #define FRAG_BIT_WPOS (1 << FRAG_ATTRIB_WPOS)
356 #define FRAG_BIT_COL0 (1 << FRAG_ATTRIB_COL0)
357 #define FRAG_BIT_COL1 (1 << FRAG_ATTRIB_COL1)
358 #define FRAG_BIT_FOGC (1 << FRAG_ATTRIB_FOGC)
359 #define FRAG_BIT_FACE (1 << FRAG_ATTRIB_FACE)
360 #define FRAG_BIT_PNTC (1 << FRAG_ATTRIB_PNTC)
361 #define FRAG_BIT_TEX0 (1 << FRAG_ATTRIB_TEX0)
362 #define FRAG_BIT_TEX1 (1 << FRAG_ATTRIB_TEX1)
363 #define FRAG_BIT_TEX2 (1 << FRAG_ATTRIB_TEX2)
364 #define FRAG_BIT_TEX3 (1 << FRAG_ATTRIB_TEX3)
365 #define FRAG_BIT_TEX4 (1 << FRAG_ATTRIB_TEX4)
366 #define FRAG_BIT_TEX5 (1 << FRAG_ATTRIB_TEX5)
367 #define FRAG_BIT_TEX6 (1 << FRAG_ATTRIB_TEX6)
368 #define FRAG_BIT_TEX7 (1 << FRAG_ATTRIB_TEX7)
369 #define FRAG_BIT_VAR0 (1 << FRAG_ATTRIB_VAR0)
370
371 #define FRAG_BIT_TEX(U) (FRAG_BIT_TEX0 << (U))
372 #define FRAG_BIT_VAR(V) (FRAG_BIT_VAR0 << (V))
373
374 #define FRAG_BITS_TEX_ANY (FRAG_BIT_TEX0| \
375 FRAG_BIT_TEX1| \
376 FRAG_BIT_TEX2| \
377 FRAG_BIT_TEX3| \
378 FRAG_BIT_TEX4| \
379 FRAG_BIT_TEX5| \
380 FRAG_BIT_TEX6| \
381 FRAG_BIT_TEX7)
382 /*@}*/
383
384
385 /**
386 * Fragment program results
387 */
388 typedef enum
389 {
390 FRAG_RESULT_DEPTH = 0,
391 FRAG_RESULT_COLOR = 1,
392 FRAG_RESULT_DATA0 = 2,
393 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
394 } gl_frag_result;
395
396
397 /**
398 * Indexes for all renderbuffers
399 */
400 typedef enum
401 {
402 /* the four standard color buffers */
403 BUFFER_FRONT_LEFT,
404 BUFFER_BACK_LEFT,
405 BUFFER_FRONT_RIGHT,
406 BUFFER_BACK_RIGHT,
407 BUFFER_DEPTH,
408 BUFFER_STENCIL,
409 BUFFER_ACCUM,
410 /* optional aux buffer */
411 BUFFER_AUX0,
412 /* generic renderbuffers */
413 BUFFER_COLOR0,
414 BUFFER_COLOR1,
415 BUFFER_COLOR2,
416 BUFFER_COLOR3,
417 BUFFER_COLOR4,
418 BUFFER_COLOR5,
419 BUFFER_COLOR6,
420 BUFFER_COLOR7,
421 BUFFER_COUNT
422 } gl_buffer_index;
423
424 /**
425 * Bit flags for all renderbuffers
426 */
427 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
428 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
429 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
430 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
431 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
432 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
433 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
434 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
435 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
436 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
437 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
438 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
439 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
440 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
441 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
442 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
443 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
444 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
445 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
446
447 /**
448 * Mask of all the color buffer bits (but not accum).
449 */
450 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
451 BUFFER_BIT_BACK_LEFT | \
452 BUFFER_BIT_FRONT_RIGHT | \
453 BUFFER_BIT_BACK_RIGHT | \
454 BUFFER_BIT_AUX0 | \
455 BUFFER_BIT_COLOR0 | \
456 BUFFER_BIT_COLOR1 | \
457 BUFFER_BIT_COLOR2 | \
458 BUFFER_BIT_COLOR3 | \
459 BUFFER_BIT_COLOR4 | \
460 BUFFER_BIT_COLOR5 | \
461 BUFFER_BIT_COLOR6 | \
462 BUFFER_BIT_COLOR7)
463
464
465 /** The pixel transfer path has three color tables: */
466 typedef enum
467 {
468 COLORTABLE_PRECONVOLUTION,
469 COLORTABLE_POSTCONVOLUTION,
470 COLORTABLE_POSTCOLORMATRIX,
471 COLORTABLE_MAX
472 } gl_colortable_index;
473
474
475 /**
476 * Data structure for color tables
477 */
478 struct gl_color_table
479 {
480 GLenum InternalFormat; /**< The user-specified format */
481 GLenum _BaseFormat; /**< GL_ALPHA, GL_RGBA, GL_RGB, etc */
482 GLuint Size; /**< number of entries in table */
483 GLfloat *TableF; /**< Color table, floating point values */
484 GLubyte *TableUB; /**< Color table, ubyte values */
485 GLubyte RedSize;
486 GLubyte GreenSize;
487 GLubyte BlueSize;
488 GLubyte AlphaSize;
489 GLubyte LuminanceSize;
490 GLubyte IntensitySize;
491 };
492
493
494 /**
495 * \name Bit flags used for updating material values.
496 */
497 /*@{*/
498 #define MAT_ATTRIB_FRONT_AMBIENT 0
499 #define MAT_ATTRIB_BACK_AMBIENT 1
500 #define MAT_ATTRIB_FRONT_DIFFUSE 2
501 #define MAT_ATTRIB_BACK_DIFFUSE 3
502 #define MAT_ATTRIB_FRONT_SPECULAR 4
503 #define MAT_ATTRIB_BACK_SPECULAR 5
504 #define MAT_ATTRIB_FRONT_EMISSION 6
505 #define MAT_ATTRIB_BACK_EMISSION 7
506 #define MAT_ATTRIB_FRONT_SHININESS 8
507 #define MAT_ATTRIB_BACK_SHININESS 9
508 #define MAT_ATTRIB_FRONT_INDEXES 10
509 #define MAT_ATTRIB_BACK_INDEXES 11
510 #define MAT_ATTRIB_MAX 12
511
512 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
513 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
514 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
515 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
516 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
517 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
518
519 #define MAT_INDEX_AMBIENT 0
520 #define MAT_INDEX_DIFFUSE 1
521 #define MAT_INDEX_SPECULAR 2
522
523 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
524 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
525 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
526 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
527 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
528 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
529 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
530 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
531 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
532 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
533 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
534 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
535
536
537 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
538 MAT_BIT_FRONT_AMBIENT | \
539 MAT_BIT_FRONT_DIFFUSE | \
540 MAT_BIT_FRONT_SPECULAR | \
541 MAT_BIT_FRONT_SHININESS | \
542 MAT_BIT_FRONT_INDEXES)
543
544 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
545 MAT_BIT_BACK_AMBIENT | \
546 MAT_BIT_BACK_DIFFUSE | \
547 MAT_BIT_BACK_SPECULAR | \
548 MAT_BIT_BACK_SHININESS | \
549 MAT_BIT_BACK_INDEXES)
550
551 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
552 /*@}*/
553
554
555 #define EXP_TABLE_SIZE 512 /**< Specular exponent lookup table sizes */
556 #define SHINE_TABLE_SIZE 256 /**< Material shininess lookup table sizes */
557
558 /**
559 * Material shininess lookup table.
560 */
561 struct gl_shine_tab
562 {
563 struct gl_shine_tab *next, *prev;
564 GLfloat tab[SHINE_TABLE_SIZE+1];
565 GLfloat shininess;
566 GLuint refcount;
567 };
568
569
570 /**
571 * Light source state.
572 */
573 struct gl_light
574 {
575 struct gl_light *next; /**< double linked list with sentinel */
576 struct gl_light *prev;
577
578 GLfloat Ambient[4]; /**< ambient color */
579 GLfloat Diffuse[4]; /**< diffuse color */
580 GLfloat Specular[4]; /**< specular color */
581 GLfloat EyePosition[4]; /**< position in eye coordinates */
582 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
583 GLfloat SpotExponent;
584 GLfloat SpotCutoff; /**< in degrees */
585 GLfloat _CosCutoffNeg; /**< = cos(SpotCutoff) */
586 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
587 GLfloat ConstantAttenuation;
588 GLfloat LinearAttenuation;
589 GLfloat QuadraticAttenuation;
590 GLboolean Enabled; /**< On/off flag */
591
592 /**
593 * \name Derived fields
594 */
595 /*@{*/
596 GLbitfield _Flags; /**< State */
597
598 GLfloat _Position[4]; /**< position in eye/obj coordinates */
599 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
600 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
601 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
602 GLfloat _VP_inf_spot_attenuation;
603
604 GLfloat _SpotExpTable[EXP_TABLE_SIZE][2]; /**< to replace a pow() call */
605 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
606 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
607 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
608 GLfloat _dli; /**< CI diffuse light intensity */
609 GLfloat _sli; /**< CI specular light intensity */
610 /*@}*/
611 };
612
613
614 /**
615 * Light model state.
616 */
617 struct gl_lightmodel
618 {
619 GLfloat Ambient[4]; /**< ambient color */
620 GLboolean LocalViewer; /**< Local (or infinite) view point? */
621 GLboolean TwoSide; /**< Two (or one) sided lighting? */
622 GLenum ColorControl; /**< either GL_SINGLE_COLOR
623 * or GL_SEPARATE_SPECULAR_COLOR */
624 };
625
626
627 /**
628 * Material state.
629 */
630 struct gl_material
631 {
632 GLfloat Attrib[MAT_ATTRIB_MAX][4];
633 };
634
635
636 /**
637 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
638 */
639 struct gl_accum_attrib
640 {
641 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
642 };
643
644
645 /**
646 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
647 */
648 struct gl_colorbuffer_attrib
649 {
650 GLuint ClearIndex; /**< Index to use for glClear */
651 GLclampf ClearColor[4]; /**< Color to use for glClear */
652
653 GLuint IndexMask; /**< Color index write mask */
654 GLubyte ColorMask[MAX_DRAW_BUFFERS][4];/**< Each flag is 0xff or 0x0 */
655
656 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
657
658 /**
659 * \name alpha testing
660 */
661 /*@{*/
662 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
663 GLenum AlphaFunc; /**< Alpha test function */
664 GLclampf AlphaRef; /**< Alpha reference value */
665 /*@}*/
666
667 /**
668 * \name Blending
669 */
670 /*@{*/
671 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
672 GLenum BlendSrcRGB; /**< Blending source operator */
673 GLenum BlendDstRGB; /**< Blending destination operator */
674 GLenum BlendSrcA; /**< GL_INGR_blend_func_separate */
675 GLenum BlendDstA; /**< GL_INGR_blend_func_separate */
676 GLenum BlendEquationRGB; /**< Blending equation */
677 GLenum BlendEquationA; /**< GL_EXT_blend_equation_separate */
678 GLfloat BlendColor[4]; /**< Blending color */
679 /*@}*/
680
681 /**
682 * \name Logic op
683 */
684 /*@{*/
685 GLenum LogicOp; /**< Logic operator */
686 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
687 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
688 GLboolean _LogicOpEnabled; /**< RGBA logic op + EXT_blend_logic_op enabled flag */
689 /*@}*/
690
691 GLboolean DitherFlag; /**< Dither enable flag */
692
693 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
694 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
695 };
696
697
698 /**
699 * Current attribute group (GL_CURRENT_BIT).
700 */
701 struct gl_current_attrib
702 {
703 /**
704 * \name Current vertex attributes.
705 * \note Values are valid only after FLUSH_VERTICES has been called.
706 * \note Index and Edgeflag current values are stored as floats in the
707 * SIX and SEVEN attribute slots.
708 */
709 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
710
711 /**
712 * \name Current raster position attributes (always valid).
713 * \note This set of attributes is very similar to the SWvertex struct.
714 */
715 /*@{*/
716 GLfloat RasterPos[4];
717 GLfloat RasterDistance;
718 GLfloat RasterColor[4];
719 GLfloat RasterSecondaryColor[4];
720 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
721 GLboolean RasterPosValid;
722 /*@}*/
723 };
724
725
726 /**
727 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
728 */
729 struct gl_depthbuffer_attrib
730 {
731 GLenum Func; /**< Function for depth buffer compare */
732 GLclampd Clear; /**< Value to clear depth buffer to */
733 GLboolean Test; /**< Depth buffering enabled flag */
734 GLboolean Mask; /**< Depth buffer writable? */
735 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
736 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
737 };
738
739
740 /**
741 * Evaluator attribute group (GL_EVAL_BIT).
742 */
743 struct gl_eval_attrib
744 {
745 /**
746 * \name Enable bits
747 */
748 /*@{*/
749 GLboolean Map1Color4;
750 GLboolean Map1Index;
751 GLboolean Map1Normal;
752 GLboolean Map1TextureCoord1;
753 GLboolean Map1TextureCoord2;
754 GLboolean Map1TextureCoord3;
755 GLboolean Map1TextureCoord4;
756 GLboolean Map1Vertex3;
757 GLboolean Map1Vertex4;
758 GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */
759 GLboolean Map2Color4;
760 GLboolean Map2Index;
761 GLboolean Map2Normal;
762 GLboolean Map2TextureCoord1;
763 GLboolean Map2TextureCoord2;
764 GLboolean Map2TextureCoord3;
765 GLboolean Map2TextureCoord4;
766 GLboolean Map2Vertex3;
767 GLboolean Map2Vertex4;
768 GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */
769 GLboolean AutoNormal;
770 /*@}*/
771
772 /**
773 * \name Map Grid endpoints and divisions and calculated du values
774 */
775 /*@{*/
776 GLint MapGrid1un;
777 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
778 GLint MapGrid2un, MapGrid2vn;
779 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
780 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
781 /*@}*/
782 };
783
784
785 /**
786 * Fog attribute group (GL_FOG_BIT).
787 */
788 struct gl_fog_attrib
789 {
790 GLboolean Enabled; /**< Fog enabled flag */
791 GLfloat Color[4]; /**< Fog color */
792 GLfloat Density; /**< Density >= 0.0 */
793 GLfloat Start; /**< Start distance in eye coords */
794 GLfloat End; /**< End distance in eye coords */
795 GLfloat Index; /**< Fog index */
796 GLenum Mode; /**< Fog mode */
797 GLboolean ColorSumEnabled;
798 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
799 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
800 };
801
802
803 /**
804 * Hint attribute group (GL_HINT_BIT).
805 *
806 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
807 */
808 struct gl_hint_attrib
809 {
810 GLenum PerspectiveCorrection;
811 GLenum PointSmooth;
812 GLenum LineSmooth;
813 GLenum PolygonSmooth;
814 GLenum Fog;
815 GLenum ClipVolumeClipping; /**< GL_EXT_clip_volume_hint */
816 GLenum TextureCompression; /**< GL_ARB_texture_compression */
817 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
818 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
819 };
820
821
822 /**
823 * Histogram attributes.
824 */
825 struct gl_histogram_attrib
826 {
827 GLuint Width; /**< number of table entries */
828 GLint Format; /**< GL_ALPHA, GL_RGB, etc */
829 GLuint Count[HISTOGRAM_TABLE_SIZE][4]; /**< the histogram */
830 GLboolean Sink; /**< terminate image transfer? */
831 GLubyte RedSize; /**< Bits per counter */
832 GLubyte GreenSize;
833 GLubyte BlueSize;
834 GLubyte AlphaSize;
835 GLubyte LuminanceSize;
836 };
837
838
839 /**
840 * Color Min/max state.
841 */
842 struct gl_minmax_attrib
843 {
844 GLenum Format;
845 GLboolean Sink;
846 GLfloat Min[4], Max[4]; /**< RGBA */
847 };
848
849
850 /**
851 * Image convolution state.
852 */
853 struct gl_convolution_attrib
854 {
855 GLenum Format;
856 GLenum InternalFormat;
857 GLuint Width;
858 GLuint Height;
859 GLfloat Filter[MAX_CONVOLUTION_WIDTH * MAX_CONVOLUTION_HEIGHT * 4];
860 };
861
862
863 /**
864 * Light state flags.
865 */
866 /*@{*/
867 #define LIGHT_SPOT 0x1
868 #define LIGHT_LOCAL_VIEWER 0x2
869 #define LIGHT_POSITIONAL 0x4
870 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
871 /*@}*/
872
873
874 /**
875 * Lighting attribute group (GL_LIGHT_BIT).
876 */
877 struct gl_light_attrib
878 {
879 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
880 struct gl_lightmodel Model; /**< Lighting model */
881
882 /**
883 * Must flush FLUSH_VERTICES before referencing:
884 */
885 /*@{*/
886 struct gl_material Material; /**< Includes front & back values */
887 /*@}*/
888
889 GLboolean Enabled; /**< Lighting enabled flag */
890 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
891 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
892 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
893 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
894 GLbitfield ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
895 GLboolean ColorMaterialEnabled;
896 GLenum ClampVertexColor;
897
898 struct gl_light EnabledList; /**< List sentinel */
899
900 /**
901 * Derived state for optimizations:
902 */
903 /*@{*/
904 GLboolean _NeedEyeCoords;
905 GLboolean _NeedVertices; /**< Use fast shader? */
906 GLbitfield _Flags; /**< LIGHT_* flags, see above */
907 GLfloat _BaseColor[2][3];
908 /*@}*/
909 };
910
911
912 /**
913 * Line attribute group (GL_LINE_BIT).
914 */
915 struct gl_line_attrib
916 {
917 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
918 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
919 GLushort StipplePattern; /**< Stipple pattern */
920 GLint StippleFactor; /**< Stipple repeat factor */
921 GLfloat Width; /**< Line width */
922 };
923
924
925 /**
926 * Display list attribute group (GL_LIST_BIT).
927 */
928 struct gl_list_attrib
929 {
930 GLuint ListBase;
931 };
932
933
934 /**
935 * Multisample attribute group (GL_MULTISAMPLE_BIT).
936 */
937 struct gl_multisample_attrib
938 {
939 GLboolean Enabled;
940 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
941 GLboolean SampleAlphaToCoverage;
942 GLboolean SampleAlphaToOne;
943 GLboolean SampleCoverage;
944 GLfloat SampleCoverageValue;
945 GLboolean SampleCoverageInvert;
946 };
947
948
949 /**
950 * A pixelmap (see glPixelMap)
951 */
952 struct gl_pixelmap
953 {
954 GLint Size;
955 GLfloat Map[MAX_PIXEL_MAP_TABLE];
956 GLubyte Map8[MAX_PIXEL_MAP_TABLE]; /**< converted to 8-bit color */
957 };
958
959
960 /**
961 * Collection of all pixelmaps
962 */
963 struct gl_pixelmaps
964 {
965 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
966 struct gl_pixelmap GtoG;
967 struct gl_pixelmap BtoB;
968 struct gl_pixelmap AtoA;
969 struct gl_pixelmap ItoR;
970 struct gl_pixelmap ItoG;
971 struct gl_pixelmap ItoB;
972 struct gl_pixelmap ItoA;
973 struct gl_pixelmap ItoI;
974 struct gl_pixelmap StoS;
975 };
976
977
978 /**
979 * Pixel attribute group (GL_PIXEL_MODE_BIT).
980 */
981 struct gl_pixel_attrib
982 {
983 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
984
985 /*--- Begin Pixel Transfer State ---*/
986 /* Fields are in the order in which they're applied... */
987
988 /** Scale & Bias (index shift, offset) */
989 /*@{*/
990 GLfloat RedBias, RedScale;
991 GLfloat GreenBias, GreenScale;
992 GLfloat BlueBias, BlueScale;
993 GLfloat AlphaBias, AlphaScale;
994 GLfloat DepthBias, DepthScale;
995 GLint IndexShift, IndexOffset;
996 /*@}*/
997
998 /* Pixel Maps */
999 /* Note: actual pixel maps are not part of this attrib group */
1000 GLboolean MapColorFlag;
1001 GLboolean MapStencilFlag;
1002
1003 /* There are multiple color table stages: */
1004 GLboolean ColorTableEnabled[COLORTABLE_MAX];
1005 GLfloat ColorTableScale[COLORTABLE_MAX][4]; /**< RGBA */
1006 GLfloat ColorTableBias[COLORTABLE_MAX][4]; /**< RGBA */
1007
1008 /* Convolution (GL_EXT_convolution) */
1009 GLboolean Convolution1DEnabled;
1010 GLboolean Convolution2DEnabled;
1011 GLboolean Separable2DEnabled;
1012 GLfloat ConvolutionBorderColor[3][4]; /**< RGBA */
1013 GLenum ConvolutionBorderMode[3];
1014 GLfloat ConvolutionFilterScale[3][4]; /**< RGBA */
1015 GLfloat ConvolutionFilterBias[3][4]; /**< RGBA */
1016 GLfloat PostConvolutionScale[4]; /**< RGBA */
1017 GLfloat PostConvolutionBias[4]; /**< RGBA */
1018
1019 /* Color matrix (GL_SGI_color_matrix) */
1020 /* Note: the color matrix is not part of this attrib group */
1021 GLfloat PostColorMatrixScale[4]; /**< RGBA */
1022 GLfloat PostColorMatrixBias[4]; /**< RGBA */
1023
1024 /* Histogram & minmax (GL_EXT_histogram) */
1025 /* Note: histogram and minmax data are not part of this attrib group */
1026 GLboolean HistogramEnabled;
1027 GLboolean MinMaxEnabled;
1028
1029 /*--- End Pixel Transfer State ---*/
1030
1031 /** glPixelZoom */
1032 GLfloat ZoomX, ZoomY;
1033
1034 /** GL_SGI_texture_color_table */
1035 GLfloat TextureColorTableScale[4]; /**< RGBA */
1036 GLfloat TextureColorTableBias[4]; /**< RGBA */
1037 };
1038
1039
1040 /**
1041 * Point attribute group (GL_POINT_BIT).
1042 */
1043 struct gl_point_attrib
1044 {
1045 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
1046 GLfloat Size; /**< User-specified point size */
1047 GLfloat Params[3]; /**< GL_EXT_point_parameters */
1048 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
1049 GLfloat Threshold; /**< GL_EXT_point_parameters */
1050 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
1051 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
1052 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
1053 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
1054 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
1055 };
1056
1057
1058 /**
1059 * Polygon attribute group (GL_POLYGON_BIT).
1060 */
1061 struct gl_polygon_attrib
1062 {
1063 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
1064 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1065 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1066 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
1067 GLboolean CullFlag; /**< Culling on/off flag */
1068 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
1069 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
1070 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
1071 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
1072 GLfloat OffsetUnits; /**< Polygon offset units, from user */
1073 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
1074 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
1075 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
1076 };
1077
1078
1079 /**
1080 * Scissor attributes (GL_SCISSOR_BIT).
1081 */
1082 struct gl_scissor_attrib
1083 {
1084 GLboolean Enabled; /**< Scissor test enabled? */
1085 GLint X, Y; /**< Lower left corner of box */
1086 GLsizei Width, Height; /**< Size of box */
1087 };
1088
1089
1090 /**
1091 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1092 *
1093 * Three sets of stencil data are tracked so that OpenGL 2.0,
1094 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1095 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1096 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1097 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1098 * GL_EXT_stencil_two_side GL_BACK state.
1099 *
1100 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1101 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1102 *
1103 * The derived value \c _TestTwoSide is set when the front-face and back-face
1104 * stencil state are different.
1105 */
1106 struct gl_stencil_attrib
1107 {
1108 GLboolean Enabled; /**< Enabled flag */
1109 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1110 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1111 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1112 GLboolean _TestTwoSide;
1113 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1114 GLenum Function[3]; /**< Stencil function */
1115 GLenum FailFunc[3]; /**< Fail function */
1116 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1117 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1118 GLint Ref[3]; /**< Reference value */
1119 GLuint ValueMask[3]; /**< Value mask */
1120 GLuint WriteMask[3]; /**< Write mask */
1121 GLuint Clear; /**< Clear value */
1122 };
1123
1124
1125 /**
1126 * An index for each type of texture object. These correspond to the GL
1127 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1128 * Note: the order is from highest priority to lowest priority.
1129 */
1130 typedef enum
1131 {
1132 TEXTURE_2D_ARRAY_INDEX,
1133 TEXTURE_1D_ARRAY_INDEX,
1134 TEXTURE_CUBE_INDEX,
1135 TEXTURE_3D_INDEX,
1136 TEXTURE_RECT_INDEX,
1137 TEXTURE_2D_INDEX,
1138 TEXTURE_1D_INDEX,
1139 NUM_TEXTURE_TARGETS
1140 } gl_texture_index;
1141
1142
1143 /**
1144 * Bit flags for each type of texture object
1145 * Used for Texture.Unit[]._ReallyEnabled flags.
1146 */
1147 /*@{*/
1148 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1149 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1150 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1151 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1152 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1153 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1154 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1155 /*@}*/
1156
1157
1158 /**
1159 * TexGenEnabled flags.
1160 */
1161 /*@{*/
1162 #define S_BIT 1
1163 #define T_BIT 2
1164 #define R_BIT 4
1165 #define Q_BIT 8
1166 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1167 /*@}*/
1168
1169
1170 /**
1171 * Bit flag versions of the corresponding GL_ constants.
1172 */
1173 /*@{*/
1174 #define TEXGEN_SPHERE_MAP 0x1
1175 #define TEXGEN_OBJ_LINEAR 0x2
1176 #define TEXGEN_EYE_LINEAR 0x4
1177 #define TEXGEN_REFLECTION_MAP_NV 0x8
1178 #define TEXGEN_NORMAL_MAP_NV 0x10
1179
1180 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1181 TEXGEN_REFLECTION_MAP_NV | \
1182 TEXGEN_NORMAL_MAP_NV)
1183 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1184 TEXGEN_REFLECTION_MAP_NV | \
1185 TEXGEN_NORMAL_MAP_NV | \
1186 TEXGEN_EYE_LINEAR)
1187 /*@}*/
1188
1189
1190
1191 /** Tex-gen enabled for texture unit? */
1192 #define ENABLE_TEXGEN(unit) (1 << (unit))
1193
1194 /** Non-identity texture matrix for texture unit? */
1195 #define ENABLE_TEXMAT(unit) (1 << (unit))
1196
1197
1198 /**
1199 * Texel fetch function prototype. We use texel fetch functions to
1200 * extract RGBA, color indexes and depth components out of 1D, 2D and 3D
1201 * texture images. These functions help to isolate us from the gritty
1202 * details of all the various texture image encodings.
1203 *
1204 * \param texImage texture image.
1205 * \param col texel column.
1206 * \param row texel row.
1207 * \param img texel image level/layer.
1208 * \param texelOut output texel (up to 4 GLchans)
1209 */
1210 typedef void (*FetchTexelFuncC)( const struct gl_texture_image *texImage,
1211 GLint col, GLint row, GLint img,
1212 GLchan *texelOut );
1213
1214 /**
1215 * As above, but returns floats.
1216 * Used for depth component images and for upcoming signed/float
1217 * texture images.
1218 */
1219 typedef void (*FetchTexelFuncF)( const struct gl_texture_image *texImage,
1220 GLint col, GLint row, GLint img,
1221 GLfloat *texelOut );
1222
1223
1224 typedef void (*StoreTexelFunc)(struct gl_texture_image *texImage,
1225 GLint col, GLint row, GLint img,
1226 const void *texel);
1227
1228
1229 /**
1230 * Texture image state. Describes the dimensions of a texture image,
1231 * the texel format and pointers to Texel Fetch functions.
1232 */
1233 struct gl_texture_image
1234 {
1235 GLint InternalFormat; /**< Internal format as given by the user */
1236 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1237 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1238 * GL_INTENSITY, GL_COLOR_INDEX,
1239 * GL_DEPTH_COMPONENT or GL_DEPTH_STENCIL_EXT
1240 * only. Used for choosing TexEnv arithmetic.
1241 */
1242 GLuint TexFormat; /**< The actual format: MESA_FORMAT_x */
1243
1244 GLuint Border; /**< 0 or 1 */
1245 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1246 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1247 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1248 GLuint Width2; /**< = Width - 2*Border */
1249 GLuint Height2; /**< = Height - 2*Border */
1250 GLuint Depth2; /**< = Depth - 2*Border */
1251 GLuint WidthLog2; /**< = log2(Width2) */
1252 GLuint HeightLog2; /**< = log2(Height2) */
1253 GLuint DepthLog2; /**< = log2(Depth2) */
1254 GLuint MaxLog2; /**< = MAX(WidthLog2, HeightLog2) */
1255 GLfloat WidthScale; /**< used for mipmap LOD computation */
1256 GLfloat HeightScale; /**< used for mipmap LOD computation */
1257 GLfloat DepthScale; /**< used for mipmap LOD computation */
1258 GLboolean IsClientData; /**< Data owned by client? */
1259 GLboolean _IsPowerOfTwo; /**< Are all dimensions powers of two? */
1260
1261 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1262
1263 FetchTexelFuncC FetchTexelc; /**< GLchan texel fetch function pointer */
1264 FetchTexelFuncF FetchTexelf; /**< Float texel fetch function pointer */
1265
1266 GLuint RowStride; /**< Padded width in units of texels */
1267 GLuint *ImageOffsets; /**< if 3D texture: array [Depth] of offsets to
1268 each 2D slice in 'Data', in texels */
1269 GLvoid *Data; /**< Image data, accessed via FetchTexel() */
1270
1271 /**
1272 * \name For device driver:
1273 */
1274 /*@{*/
1275 void *DriverData; /**< Arbitrary device driver data */
1276 /*@}*/
1277 };
1278
1279
1280 /**
1281 * Indexes for cube map faces.
1282 */
1283 typedef enum
1284 {
1285 FACE_POS_X = 0,
1286 FACE_NEG_X = 1,
1287 FACE_POS_Y = 2,
1288 FACE_NEG_Y = 3,
1289 FACE_POS_Z = 4,
1290 FACE_NEG_Z = 5,
1291 MAX_FACES = 6
1292 } gl_face_index;
1293
1294
1295 /**
1296 * Texture object state. Contains the array of mipmap images, border color,
1297 * wrap modes, filter modes, shadow/texcompare state, and the per-texture
1298 * color palette.
1299 */
1300 struct gl_texture_object
1301 {
1302 _glthread_Mutex Mutex; /**< for thread safety */
1303 GLint RefCount; /**< reference count */
1304 GLuint Name; /**< the user-visible texture object ID */
1305 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1306 GLfloat Priority; /**< in [0,1] */
1307 union {
1308 GLfloat f[4];
1309 GLuint ui[4];
1310 GLint i[4];
1311 } BorderColor; /**< Interpreted according to texture format */
1312 GLenum WrapS; /**< S-axis texture image wrap mode */
1313 GLenum WrapT; /**< T-axis texture image wrap mode */
1314 GLenum WrapR; /**< R-axis texture image wrap mode */
1315 GLenum MinFilter; /**< minification filter */
1316 GLenum MagFilter; /**< magnification filter */
1317 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1318 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1319 GLfloat LodBias; /**< OpenGL 1.4 */
1320 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1321 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1322 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1323 GLenum CompareMode; /**< GL_ARB_shadow */
1324 GLenum CompareFunc; /**< GL_ARB_shadow */
1325 GLfloat CompareFailValue; /**< GL_ARB_shadow_ambient */
1326 GLenum DepthMode; /**< GL_ARB_depth_texture */
1327 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1328 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */
1329 GLint CropRect[4]; /**< GL_OES_draw_texture */
1330 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1331 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1332 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1333 GLboolean _Complete; /**< Is texture object complete? */
1334 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1335 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1336
1337 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1338 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1339
1340 /** GL_EXT_paletted_texture */
1341 struct gl_color_table Palette;
1342
1343 /**
1344 * \name For device driver.
1345 * Note: instead of attaching driver data to this pointer, it's preferable
1346 * to instead use this struct as a base class for your own texture object
1347 * class. Driver->NewTextureObject() can be used to implement the
1348 * allocation.
1349 */
1350 void *DriverData; /**< Arbitrary device driver data */
1351 };
1352
1353
1354 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1355 #define MAX_COMBINER_TERMS 4
1356
1357
1358 /**
1359 * Texture combine environment state.
1360 */
1361 struct gl_tex_env_combine_state
1362 {
1363 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1364 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1365 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1366 GLenum SourceRGB[MAX_COMBINER_TERMS];
1367 GLenum SourceA[MAX_COMBINER_TERMS];
1368 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1369 GLenum OperandRGB[MAX_COMBINER_TERMS];
1370 GLenum OperandA[MAX_COMBINER_TERMS];
1371 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1372 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1373 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1374 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1375 };
1376
1377
1378 /**
1379 * Texture coord generation state.
1380 */
1381 struct gl_texgen
1382 {
1383 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1384 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1385 GLfloat ObjectPlane[4];
1386 GLfloat EyePlane[4];
1387 };
1388
1389
1390 /**
1391 * Texture unit state. Contains enable flags, texture environment/function/
1392 * combiners, texgen state, pointers to current texture objects and
1393 * post-filter color tables.
1394 */
1395 struct gl_texture_unit
1396 {
1397 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1398 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1399
1400 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1401 GLfloat EnvColor[4];
1402
1403 struct gl_texgen GenS;
1404 struct gl_texgen GenT;
1405 struct gl_texgen GenR;
1406 struct gl_texgen GenQ;
1407 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1408 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1409
1410 GLfloat LodBias; /**< for biasing mipmap levels */
1411 GLenum BumpTarget;
1412 GLfloat RotMatrix[4]; /* 2x2 matrix */
1413
1414 /**
1415 * \name GL_EXT_texture_env_combine
1416 */
1417 struct gl_tex_env_combine_state Combine;
1418
1419 /**
1420 * Derived state based on \c EnvMode and the \c BaseFormat of the
1421 * currently enabled texture.
1422 */
1423 struct gl_tex_env_combine_state _EnvMode;
1424
1425 /**
1426 * Currently enabled combiner state. This will point to either
1427 * \c Combine or \c _EnvMode.
1428 */
1429 struct gl_tex_env_combine_state *_CurrentCombine;
1430
1431 /** Current texture object pointers */
1432 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1433
1434 /** Points to highest priority, complete and enabled texture object */
1435 struct gl_texture_object *_Current;
1436
1437 /** GL_SGI_texture_color_table */
1438 /*@{*/
1439 struct gl_color_table ColorTable;
1440 struct gl_color_table ProxyColorTable;
1441 GLboolean ColorTableEnabled;
1442 /*@}*/
1443 };
1444
1445
1446 /**
1447 * Texture attribute group (GL_TEXTURE_BIT).
1448 */
1449 struct gl_texture_attrib
1450 {
1451 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1452 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1453
1454 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1455
1456 /** GL_ARB_seamless_cubemap */
1457 GLboolean CubeMapSeamless;
1458
1459 /** GL_EXT_shared_texture_palette */
1460 GLboolean SharedPalette;
1461 struct gl_color_table Palette;
1462
1463 /** Texture units/samplers used by vertex or fragment texturing */
1464 GLbitfield _EnabledUnits;
1465
1466 /** Texture coord units/sets used for fragment texturing */
1467 GLbitfield _EnabledCoordUnits;
1468
1469 /** Texture coord units that have texgen enabled */
1470 GLbitfield _TexGenEnabled;
1471
1472 /** Texture coord units that have non-identity matrices */
1473 GLbitfield _TexMatEnabled;
1474
1475 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1476 GLbitfield _GenFlags;
1477 };
1478
1479
1480 /**
1481 * Transformation attribute group (GL_TRANSFORM_BIT).
1482 */
1483 struct gl_transform_attrib
1484 {
1485 GLenum MatrixMode; /**< Matrix mode */
1486 GLfloat EyeUserPlane[MAX_CLIP_PLANES][4]; /**< User clip planes */
1487 GLfloat _ClipUserPlane[MAX_CLIP_PLANES][4]; /**< derived */
1488 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1489 GLboolean Normalize; /**< Normalize all normals? */
1490 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1491 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1492 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1493
1494 GLboolean CullVertexFlag; /**< True if GL_CULL_VERTEX_EXT is enabled */
1495 GLfloat CullEyePos[4];
1496 GLfloat CullObjPos[4];
1497 };
1498
1499
1500 /**
1501 * Viewport attribute group (GL_VIEWPORT_BIT).
1502 */
1503 struct gl_viewport_attrib
1504 {
1505 GLint X, Y; /**< position */
1506 GLsizei Width, Height; /**< size */
1507 GLfloat Near, Far; /**< Depth buffer range */
1508 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1509 };
1510
1511
1512 /**
1513 * GL_ARB_vertex/pixel_buffer_object buffer object
1514 */
1515 struct gl_buffer_object
1516 {
1517 _glthread_Mutex Mutex;
1518 GLint RefCount;
1519 GLuint Name;
1520 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1521 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1522 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1523 /** Fields describing a mapped buffer */
1524 /*@{*/
1525 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1526 GLvoid *Pointer; /**< User-space address of mapping */
1527 GLintptr Offset; /**< Mapped offset */
1528 GLsizeiptr Length; /**< Mapped length */
1529 /*@}*/
1530 GLboolean Written; /**< Ever written to? (for debugging) */
1531 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1532 };
1533
1534
1535 /**
1536 * Client pixel packing/unpacking attributes
1537 */
1538 struct gl_pixelstore_attrib
1539 {
1540 GLint Alignment;
1541 GLint RowLength;
1542 GLint SkipPixels;
1543 GLint SkipRows;
1544 GLint ImageHeight;
1545 GLint SkipImages;
1546 GLboolean SwapBytes;
1547 GLboolean LsbFirst;
1548 GLboolean ClientStorage; /**< GL_APPLE_client_storage */
1549 GLboolean Invert; /**< GL_MESA_pack_invert */
1550 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1551 };
1552
1553
1554 /**
1555 * Client vertex array attributes
1556 */
1557 struct gl_client_array
1558 {
1559 GLint Size; /**< components per element (1,2,3,4) */
1560 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1561 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1562 GLsizei Stride; /**< user-specified stride */
1563 GLsizei StrideB; /**< actual stride in bytes */
1564 const GLubyte *Ptr; /**< Points to array data */
1565 GLboolean Enabled; /**< Enabled flag is a boolean */
1566 GLboolean Normalized; /**< GL_ARB_vertex_program */
1567 GLuint _ElementSize; /**< size of each element in bytes */
1568
1569 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1570 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1571 };
1572
1573
1574 /**
1575 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1576 * extension, but a nice encapsulation in any case.
1577 */
1578 struct gl_array_object
1579 {
1580 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1581 GLuint Name;
1582
1583 GLint RefCount;
1584 _glthread_Mutex Mutex;
1585 GLboolean VBOonly; /**< require all arrays to live in VBOs? */
1586
1587 /** Conventional vertex arrays */
1588 /*@{*/
1589 struct gl_client_array Vertex;
1590 struct gl_client_array Weight;
1591 struct gl_client_array Normal;
1592 struct gl_client_array Color;
1593 struct gl_client_array SecondaryColor;
1594 struct gl_client_array FogCoord;
1595 struct gl_client_array Index;
1596 struct gl_client_array EdgeFlag;
1597 struct gl_client_array TexCoord[MAX_TEXTURE_COORD_UNITS];
1598 struct gl_client_array PointSize;
1599 /*@}*/
1600
1601 /**
1602 * Generic arrays for vertex programs/shaders.
1603 * For NV vertex programs, these attributes alias and take priority
1604 * over the conventional attribs above. For ARB vertex programs and
1605 * GLSL vertex shaders, these attributes are separate.
1606 */
1607 struct gl_client_array VertexAttrib[MAX_VERTEX_GENERIC_ATTRIBS];
1608
1609 /** Mask of _NEW_ARRAY_* values indicating which arrays are enabled */
1610 GLbitfield _Enabled;
1611
1612 /**
1613 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1614 * we can determine the max legal (in bounds) glDrawElements array index.
1615 */
1616 GLuint _MaxElement;
1617 };
1618
1619
1620 /**
1621 * Vertex array state
1622 */
1623 struct gl_array_attrib
1624 {
1625 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1626 struct gl_array_object *ArrayObj;
1627
1628 /** The default vertex array object */
1629 struct gl_array_object *DefaultArrayObj;
1630
1631 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1632 struct _mesa_HashTable *Objects;
1633
1634 GLint ActiveTexture; /**< Client Active Texture */
1635 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1636 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1637
1638 /** GL 3.1 (slightly different from GL_NV_primitive_restart) */
1639 GLboolean PrimitiveRestart;
1640 GLuint RestartIndex;
1641
1642 GLbitfield NewState; /**< mask of _NEW_ARRAY_* values */
1643
1644 /* GL_ARB_vertex_buffer_object */
1645 struct gl_buffer_object *ArrayBufferObj;
1646 struct gl_buffer_object *ElementArrayBufferObj;
1647 };
1648
1649
1650 /**
1651 * Feedback buffer state
1652 */
1653 struct gl_feedback
1654 {
1655 GLenum Type;
1656 GLbitfield _Mask; /**< FB_* bits */
1657 GLfloat *Buffer;
1658 GLuint BufferSize;
1659 GLuint Count;
1660 };
1661
1662
1663 /**
1664 * Selection buffer state
1665 */
1666 struct gl_selection
1667 {
1668 GLuint *Buffer; /**< selection buffer */
1669 GLuint BufferSize; /**< size of the selection buffer */
1670 GLuint BufferCount; /**< number of values in the selection buffer */
1671 GLuint Hits; /**< number of records in the selection buffer */
1672 GLuint NameStackDepth; /**< name stack depth */
1673 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1674 GLboolean HitFlag; /**< hit flag */
1675 GLfloat HitMinZ; /**< minimum hit depth */
1676 GLfloat HitMaxZ; /**< maximum hit depth */
1677 };
1678
1679
1680 /**
1681 * 1-D Evaluator control points
1682 */
1683 struct gl_1d_map
1684 {
1685 GLuint Order; /**< Number of control points */
1686 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1687 GLfloat *Points; /**< Points to contiguous control points */
1688 };
1689
1690
1691 /**
1692 * 2-D Evaluator control points
1693 */
1694 struct gl_2d_map
1695 {
1696 GLuint Uorder; /**< Number of control points in U dimension */
1697 GLuint Vorder; /**< Number of control points in V dimension */
1698 GLfloat u1, u2, du;
1699 GLfloat v1, v2, dv;
1700 GLfloat *Points; /**< Points to contiguous control points */
1701 };
1702
1703
1704 /**
1705 * All evaluator control point state
1706 */
1707 struct gl_evaluators
1708 {
1709 /**
1710 * \name 1-D maps
1711 */
1712 /*@{*/
1713 struct gl_1d_map Map1Vertex3;
1714 struct gl_1d_map Map1Vertex4;
1715 struct gl_1d_map Map1Index;
1716 struct gl_1d_map Map1Color4;
1717 struct gl_1d_map Map1Normal;
1718 struct gl_1d_map Map1Texture1;
1719 struct gl_1d_map Map1Texture2;
1720 struct gl_1d_map Map1Texture3;
1721 struct gl_1d_map Map1Texture4;
1722 struct gl_1d_map Map1Attrib[16]; /**< GL_NV_vertex_program */
1723 /*@}*/
1724
1725 /**
1726 * \name 2-D maps
1727 */
1728 /*@{*/
1729 struct gl_2d_map Map2Vertex3;
1730 struct gl_2d_map Map2Vertex4;
1731 struct gl_2d_map Map2Index;
1732 struct gl_2d_map Map2Color4;
1733 struct gl_2d_map Map2Normal;
1734 struct gl_2d_map Map2Texture1;
1735 struct gl_2d_map Map2Texture2;
1736 struct gl_2d_map Map2Texture3;
1737 struct gl_2d_map Map2Texture4;
1738 struct gl_2d_map Map2Attrib[16]; /**< GL_NV_vertex_program */
1739 /*@}*/
1740 };
1741
1742
1743 /**
1744 * Names of the various vertex/fragment program register files, etc.
1745 *
1746 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1747 * All values should fit in a 4-bit field.
1748 *
1749 * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR, PROGRAM_NAMED_PARAM,
1750 * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1751 * be "uniform" variables since they can only be set outside glBegin/End.
1752 * They're also all stored in the same Parameters array.
1753 */
1754 typedef enum
1755 {
1756 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1757 PROGRAM_INPUT, /**< machine->Inputs[] */
1758 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1759 PROGRAM_VARYING, /**< machine->Inputs[]/Outputs[] */
1760 PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
1761 PROGRAM_ENV_PARAM, /**< gl_program->Parameters[] */
1762 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1763 PROGRAM_NAMED_PARAM, /**< gl_program->Parameters[] */
1764 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1765 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1766 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1767 PROGRAM_ADDRESS, /**< machine->AddressReg */
1768 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1769 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1770 PROGRAM_FILE_MAX
1771 } gl_register_file;
1772
1773
1774 /** Vertex and fragment instructions */
1775 struct prog_instruction;
1776 struct gl_program_parameter_list;
1777 struct gl_uniform_list;
1778
1779
1780 /**
1781 * Base class for any kind of program object
1782 */
1783 struct gl_program
1784 {
1785 GLuint Id;
1786 GLubyte *String; /**< Null-terminated program text */
1787 GLint RefCount;
1788 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_FRAGMENT_PROGRAM_NV */
1789 GLenum Format; /**< String encoding format */
1790 GLboolean Resident;
1791
1792 struct prog_instruction *Instructions;
1793
1794 GLbitfield InputsRead; /**< Bitmask of which input regs are read */
1795 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1796 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
1797 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
1798 GLbitfield TexturesUsed[MAX_TEXTURE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1799 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1800 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1801
1802
1803 /** Named parameters, constants, etc. from program text */
1804 struct gl_program_parameter_list *Parameters;
1805 /** Numbered local parameters */
1806 GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
1807
1808 /** Vertex/fragment shader varying vars */
1809 struct gl_program_parameter_list *Varying;
1810 /** Vertex program user-defined attributes */
1811 struct gl_program_parameter_list *Attributes;
1812
1813 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1814 GLubyte SamplerUnits[MAX_SAMPLERS];
1815 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
1816 gl_texture_index SamplerTargets[MAX_SAMPLERS];
1817
1818 /** Bitmask of which register files are read/written with indirect
1819 * addressing. Mask of (1 << PROGRAM_x) bits.
1820 */
1821 GLbitfield IndirectRegisterFiles;
1822
1823 /** Logical counts */
1824 /*@{*/
1825 GLuint NumInstructions;
1826 GLuint NumTemporaries;
1827 GLuint NumParameters;
1828 GLuint NumAttributes;
1829 GLuint NumAddressRegs;
1830 GLuint NumAluInstructions;
1831 GLuint NumTexInstructions;
1832 GLuint NumTexIndirections;
1833 /*@}*/
1834 /** Native, actual h/w counts */
1835 /*@{*/
1836 GLuint NumNativeInstructions;
1837 GLuint NumNativeTemporaries;
1838 GLuint NumNativeParameters;
1839 GLuint NumNativeAttributes;
1840 GLuint NumNativeAddressRegs;
1841 GLuint NumNativeAluInstructions;
1842 GLuint NumNativeTexInstructions;
1843 GLuint NumNativeTexIndirections;
1844 /*@}*/
1845 };
1846
1847
1848 /** Vertex program object */
1849 struct gl_vertex_program
1850 {
1851 struct gl_program Base; /**< base class */
1852 GLboolean IsNVProgram; /**< is this a GL_NV_vertex_program program? */
1853 GLboolean IsPositionInvariant;
1854 };
1855
1856
1857 /** Geometry program object */
1858 struct gl_geometry_program
1859 {
1860 struct gl_program Base; /**< base class */
1861
1862 GLint VerticesOut;
1863 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
1864 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
1865 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
1866 };
1867
1868
1869 /** Fragment program object */
1870 struct gl_fragment_program
1871 {
1872 struct gl_program Base; /**< base class */
1873 GLenum FogOption;
1874 GLboolean UsesKill; /**< shader uses KIL instruction */
1875 GLboolean OriginUpperLeft;
1876 GLboolean PixelCenterInteger;
1877 };
1878
1879
1880 /**
1881 * State common to vertex and fragment programs.
1882 */
1883 struct gl_program_state
1884 {
1885 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
1886 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
1887 };
1888
1889
1890 /**
1891 * Context state for vertex programs.
1892 */
1893 struct gl_vertex_program_state
1894 {
1895 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
1896 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
1897 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
1898 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
1899 struct gl_vertex_program *Current; /**< User-bound vertex program */
1900
1901 /** Currently enabled and valid vertex program (including internal
1902 * programs, user-defined vertex programs and GLSL vertex shaders).
1903 * This is the program we must use when rendering.
1904 */
1905 struct gl_vertex_program *_Current;
1906
1907 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1908
1909 /* For GL_NV_vertex_program only: */
1910 GLenum TrackMatrix[MAX_PROGRAM_ENV_PARAMS / 4];
1911 GLenum TrackMatrixTransform[MAX_PROGRAM_ENV_PARAMS / 4];
1912
1913 /** Should fixed-function T&L be implemented with a vertex prog? */
1914 GLboolean _MaintainTnlProgram;
1915
1916 /** Program to emulate fixed-function T&L (see above) */
1917 struct gl_vertex_program *_TnlProgram;
1918
1919 /** Cache of fixed-function programs */
1920 struct gl_program_cache *Cache;
1921
1922 GLboolean _Overriden;
1923 };
1924
1925
1926 /**
1927 * Context state for geometry programs.
1928 */
1929 struct gl_geometry_program_state
1930 {
1931 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
1932 GLboolean _Enabled; /**< Enabled and valid program? */
1933 struct gl_geometry_program *Current; /**< user-bound geometry program */
1934
1935 /** Currently enabled and valid program (including internal programs
1936 * and compiled shader programs).
1937 */
1938 struct gl_geometry_program *_Current;
1939
1940 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1941
1942 /** Cache of fixed-function programs */
1943 struct gl_program_cache *Cache;
1944 };
1945
1946 /**
1947 * Context state for fragment programs.
1948 */
1949 struct gl_fragment_program_state
1950 {
1951 GLboolean Enabled; /**< User-set fragment program enable flag */
1952 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
1953 struct gl_fragment_program *Current; /**< User-bound fragment program */
1954
1955 /** Currently enabled and valid fragment program (including internal
1956 * programs, user-defined fragment programs and GLSL fragment shaders).
1957 * This is the program we must use when rendering.
1958 */
1959 struct gl_fragment_program *_Current;
1960
1961 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1962
1963 /** Should fixed-function texturing be implemented with a fragment prog? */
1964 GLboolean _MaintainTexEnvProgram;
1965
1966 /** Program to emulate fixed-function texture env/combine (see above) */
1967 struct gl_fragment_program *_TexEnvProgram;
1968
1969 /** Cache of fixed-function programs */
1970 struct gl_program_cache *Cache;
1971 };
1972
1973
1974 /**
1975 * ATI_fragment_shader runtime state
1976 */
1977 #define ATI_FS_INPUT_PRIMARY 0
1978 #define ATI_FS_INPUT_SECONDARY 1
1979
1980 struct atifs_instruction;
1981 struct atifs_setupinst;
1982
1983 /**
1984 * ATI fragment shader
1985 */
1986 struct ati_fragment_shader
1987 {
1988 GLuint Id;
1989 GLint RefCount;
1990 struct atifs_instruction *Instructions[2];
1991 struct atifs_setupinst *SetupInst[2];
1992 GLfloat Constants[8][4];
1993 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
1994 GLubyte numArithInstr[2];
1995 GLubyte regsAssigned[2];
1996 GLubyte NumPasses; /**< 1 or 2 */
1997 GLubyte cur_pass;
1998 GLubyte last_optype;
1999 GLboolean interpinp1;
2000 GLboolean isValid;
2001 GLuint swizzlerq;
2002 };
2003
2004 /**
2005 * Context state for GL_ATI_fragment_shader
2006 */
2007 struct gl_ati_fragment_shader_state
2008 {
2009 GLboolean Enabled;
2010 GLboolean _Enabled; /**< enabled and valid shader? */
2011 GLboolean Compiling;
2012 GLfloat GlobalConstants[8][4];
2013 struct ati_fragment_shader *Current;
2014 };
2015
2016
2017 /**
2018 * Occlusion/timer query object.
2019 */
2020 struct gl_query_object
2021 {
2022 GLenum Target; /**< The query target, when active */
2023 GLuint Id; /**< hash table ID/name */
2024 GLuint64EXT Result; /**< the counter */
2025 GLboolean Active; /**< inside Begin/EndQuery */
2026 GLboolean Ready; /**< result is ready? */
2027 };
2028
2029
2030 /**
2031 * Context state for query objects.
2032 */
2033 struct gl_query_state
2034 {
2035 struct _mesa_HashTable *QueryObjects;
2036 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2037 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2038
2039 /** GL_NV_conditional_render */
2040 struct gl_query_object *CondRenderQuery;
2041
2042 /** GL_EXT_transform_feedback */
2043 struct gl_query_object *PrimitivesGenerated;
2044 struct gl_query_object *PrimitivesWritten;
2045
2046 /** GL_ARB_timer_query */
2047 struct gl_query_object *TimeElapsed;
2048
2049 GLenum CondRenderMode;
2050 };
2051
2052
2053 /** Sync object state */
2054 struct gl_sync_object {
2055 struct simple_node link;
2056 GLenum Type; /**< GL_SYNC_FENCE */
2057 GLuint Name; /**< Fence name */
2058 GLint RefCount; /**< Reference count */
2059 GLboolean DeletePending; /**< Object was deleted while there were still
2060 * live references (e.g., sync not yet finished)
2061 */
2062 GLenum SyncCondition;
2063 GLbitfield Flags; /**< Flags passed to glFenceSync */
2064 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2065 };
2066
2067
2068 /** Set by #pragma directives */
2069 struct gl_sl_pragmas
2070 {
2071 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2072 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2073 GLboolean Optimize; /**< defaults on */
2074 GLboolean Debug; /**< defaults off */
2075 };
2076
2077
2078 /**
2079 * A GLSL vertex or fragment shader object.
2080 */
2081 struct gl_shader
2082 {
2083 GLenum Type; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB (first field!) */
2084 GLuint Name; /**< AKA the handle */
2085 GLint RefCount; /**< Reference count */
2086 GLboolean DeletePending;
2087 GLboolean CompileStatus;
2088 GLboolean Main; /**< shader defines main() */
2089 GLboolean UnresolvedRefs;
2090 const GLchar *Source; /**< Source code string */
2091 GLuint SourceChecksum; /**< for debug/logging purposes */
2092 struct gl_program *Program; /**< Post-compile assembly code */
2093 GLchar *InfoLog;
2094 struct gl_sl_pragmas Pragmas;
2095
2096 unsigned Version; /**< GLSL version used for linking */
2097
2098 struct exec_list *ir;
2099 struct glsl_symbol_table *symbols;
2100
2101 /** Shaders containing built-in functions that are used for linking. */
2102 struct gl_shader *builtins_to_link[16];
2103 unsigned num_builtins_to_link;
2104 };
2105
2106
2107 /**
2108 * A GLSL program object.
2109 * Basically a linked collection of vertex and fragment shaders.
2110 */
2111 struct gl_shader_program
2112 {
2113 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2114 GLuint Name; /**< aka handle or ID */
2115 GLint RefCount; /**< Reference count */
2116 GLboolean DeletePending;
2117
2118 GLuint NumShaders; /**< number of attached shaders */
2119 struct gl_shader **Shaders; /**< List of attached the shaders */
2120
2121 /** User-defined attribute bindings (glBindAttribLocation) */
2122 struct gl_program_parameter_list *Attributes;
2123
2124 /** Transform feedback varyings */
2125 struct {
2126 GLenum BufferMode;
2127 GLuint NumVarying;
2128 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2129 } TransformFeedback;
2130
2131 /** Geometry shader state - copied into gl_geometry_program at link time */
2132 struct {
2133 GLint VerticesOut;
2134 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2135 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2136 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2137 } Geom;
2138
2139 /* post-link info: */
2140 struct gl_vertex_program *VertexProgram; /**< Linked vertex program */
2141 struct gl_fragment_program *FragmentProgram; /**< Linked fragment prog */
2142 struct gl_geometry_program *GeometryProgram; /**< Linked geometry prog */
2143 struct gl_uniform_list *Uniforms;
2144 struct gl_program_parameter_list *Varying;
2145 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2146 GLboolean Validated;
2147 GLboolean _Used; /**< Ever used for drawing? */
2148 GLchar *InfoLog;
2149
2150 unsigned Version; /**< GLSL version used for linking */
2151
2152 /**
2153 * Per-stage shaders resulting from the first stage of linking.
2154 */
2155 /*@{*/
2156 GLuint _NumLinkedShaders;
2157 struct gl_shader *_LinkedShaders[2];
2158 /*@}*/
2159 };
2160
2161
2162 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2163 #define GLSL_LOG 0x2 /**< Write shaders to files */
2164 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2165 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2166 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2167 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2168 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2169 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2170
2171
2172 /**
2173 * Context state for GLSL vertex/fragment shaders.
2174 */
2175 struct gl_shader_state
2176 {
2177 struct gl_shader_program *CurrentProgram; /**< The user-bound program */
2178 /** Driver-selectable options: */
2179 GLboolean EmitHighLevelInstructions; /**< IF/ELSE/ENDIF vs. BRA, etc. */
2180 GLboolean EmitContReturn; /**< Emit CONT/RET opcodes? */
2181 GLboolean EmitCondCodes; /**< Use condition codes? */
2182 GLboolean EmitComments; /**< Annotated instructions */
2183 GLboolean EmitNVTempInitialization; /**< 0-fill NV temp registers */
2184 /**
2185 * Attempts to flatten all ir_if (OPCODE_IF) for GPUs that can't
2186 * support control flow.
2187 */
2188 GLboolean EmitNoIfs;
2189 void *MemPool;
2190 GLbitfield Flags; /**< Mask of GLSL_x flags */
2191 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2192 };
2193
2194
2195 /**
2196 * Transform feedback object state
2197 */
2198 struct gl_transform_feedback_object
2199 {
2200 GLuint Name; /**< AKA the object ID */
2201 GLint RefCount;
2202 GLboolean Active; /**< Is transform feedback enabled? */
2203 GLboolean Paused; /**< Is transform feedback paused? */
2204
2205 /** The feedback buffers */
2206 GLuint BufferNames[MAX_FEEDBACK_ATTRIBS];
2207 struct gl_buffer_object *Buffers[MAX_FEEDBACK_ATTRIBS];
2208
2209 /** Start of feedback data in dest buffer */
2210 GLintptr Offset[MAX_FEEDBACK_ATTRIBS];
2211 /** Max data to put into dest buffer (in bytes) */
2212 GLsizeiptr Size[MAX_FEEDBACK_ATTRIBS];
2213 };
2214
2215
2216 /**
2217 * Context state for transform feedback.
2218 */
2219 struct gl_transform_feedback
2220 {
2221 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
2222
2223 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
2224
2225 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
2226 struct gl_buffer_object *CurrentBuffer;
2227
2228 /** The table of all transform feedback objects */
2229 struct _mesa_HashTable *Objects;
2230
2231 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
2232 struct gl_transform_feedback_object *CurrentObject;
2233
2234 /** The default xform-fb object (Name==0) */
2235 struct gl_transform_feedback_object *DefaultObject;
2236 };
2237
2238
2239
2240 /**
2241 * State which can be shared by multiple contexts:
2242 */
2243 struct gl_shared_state
2244 {
2245 _glthread_Mutex Mutex; /**< for thread safety */
2246 GLint RefCount; /**< Reference count */
2247 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2248 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2249
2250 /** Default texture objects (shared by all texture units) */
2251 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2252
2253 /** Fallback texture used when a bound texture is incomplete */
2254 struct gl_texture_object *FallbackTex;
2255
2256 /**
2257 * \name Thread safety and statechange notification for texture
2258 * objects.
2259 *
2260 * \todo Improve the granularity of locking.
2261 */
2262 /*@{*/
2263 _glthread_Mutex TexMutex; /**< texobj thread safety */
2264 GLuint TextureStateStamp; /**< state notification for shared tex */
2265 /*@}*/
2266
2267 /** Default buffer object for vertex arrays that aren't in VBOs */
2268 struct gl_buffer_object *NullBufferObj;
2269
2270 /**
2271 * \name Vertex/geometry/fragment programs
2272 */
2273 /*@{*/
2274 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2275 struct gl_vertex_program *DefaultVertexProgram;
2276 struct gl_fragment_program *DefaultFragmentProgram;
2277 struct gl_geometry_program *DefaultGeometryProgram;
2278 /*@}*/
2279
2280 /* GL_ATI_fragment_shader */
2281 struct _mesa_HashTable *ATIShaders;
2282 struct ati_fragment_shader *DefaultFragmentShader;
2283
2284 struct _mesa_HashTable *BufferObjects;
2285
2286 /** Table of both gl_shader and gl_shader_program objects */
2287 struct _mesa_HashTable *ShaderObjects;
2288
2289 /* GL_EXT_framebuffer_object */
2290 struct _mesa_HashTable *RenderBuffers;
2291 struct _mesa_HashTable *FrameBuffers;
2292
2293 /* GL_ARB_sync */
2294 struct simple_node SyncObjects;
2295
2296 void *DriverData; /**< Device driver shared state */
2297 };
2298
2299
2300
2301
2302 /**
2303 * A renderbuffer stores colors or depth values or stencil values.
2304 * A framebuffer object will have a collection of these.
2305 * Data are read/written to the buffer with a handful of Get/Put functions.
2306 *
2307 * Instances of this object are allocated with the Driver's NewRenderbuffer
2308 * hook. Drivers will likely wrap this class inside a driver-specific
2309 * class to simulate inheritance.
2310 */
2311 struct gl_renderbuffer
2312 {
2313 #define RB_MAGIC 0xaabbccdd
2314 int Magic; /** XXX TEMPORARY DEBUG INFO */
2315 _glthread_Mutex Mutex; /**< for thread safety */
2316 GLuint ClassID; /**< Useful for drivers */
2317 GLuint Name;
2318 GLint RefCount;
2319 GLuint Width, Height;
2320 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2321
2322 GLenum InternalFormat; /**< The user-specified format */
2323 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2324 GL_STENCIL_INDEX. */
2325 GLuint Format; /**< The actual format: MESA_FORMAT_x */
2326
2327 GLubyte NumSamples;
2328
2329 GLenum DataType; /**< Type of values passed to the Get/Put functions */
2330 GLvoid *Data; /**< This may not be used by some kinds of RBs */
2331
2332 /* Used to wrap one renderbuffer around another: */
2333 struct gl_renderbuffer *Wrapped;
2334
2335 /* Delete this renderbuffer */
2336 void (*Delete)(struct gl_renderbuffer *rb);
2337
2338 /* Allocate new storage for this renderbuffer */
2339 GLboolean (*AllocStorage)(GLcontext *ctx, struct gl_renderbuffer *rb,
2340 GLenum internalFormat,
2341 GLuint width, GLuint height);
2342
2343 /* Lock/Unlock are called before/after calling the Get/Put functions.
2344 * Not sure this is the right place for these yet.
2345 void (*Lock)(GLcontext *ctx, struct gl_renderbuffer *rb);
2346 void (*Unlock)(GLcontext *ctx, struct gl_renderbuffer *rb);
2347 */
2348
2349 /* Return a pointer to the element/pixel at (x,y).
2350 * Should return NULL if the buffer memory can't be directly addressed.
2351 */
2352 void *(*GetPointer)(GLcontext *ctx, struct gl_renderbuffer *rb,
2353 GLint x, GLint y);
2354
2355 /* Get/Read a row of values.
2356 * The values will be of format _BaseFormat and type DataType.
2357 */
2358 void (*GetRow)(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
2359 GLint x, GLint y, void *values);
2360
2361 /* Get/Read values at arbitrary locations.
2362 * The values will be of format _BaseFormat and type DataType.
2363 */
2364 void (*GetValues)(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
2365 const GLint x[], const GLint y[], void *values);
2366
2367 /* Put/Write a row of values.
2368 * The values will be of format _BaseFormat and type DataType.
2369 */
2370 void (*PutRow)(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
2371 GLint x, GLint y, const void *values, const GLubyte *mask);
2372
2373 /* Put/Write a row of RGB values. This is a special-case routine that's
2374 * only used for RGBA renderbuffers when the source data is GL_RGB. That's
2375 * a common case for glDrawPixels and some triangle routines.
2376 * The values will be of format GL_RGB and type DataType.
2377 */
2378 void (*PutRowRGB)(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
2379 GLint x, GLint y, const void *values, const GLubyte *mask);
2380
2381
2382 /* Put/Write a row of identical values.
2383 * The values will be of format _BaseFormat and type DataType.
2384 */
2385 void (*PutMonoRow)(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
2386 GLint x, GLint y, const void *value, const GLubyte *mask);
2387
2388 /* Put/Write values at arbitrary locations.
2389 * The values will be of format _BaseFormat and type DataType.
2390 */
2391 void (*PutValues)(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
2392 const GLint x[], const GLint y[], const void *values,
2393 const GLubyte *mask);
2394 /* Put/Write identical values at arbitrary locations.
2395 * The values will be of format _BaseFormat and type DataType.
2396 */
2397 void (*PutMonoValues)(GLcontext *ctx, struct gl_renderbuffer *rb,
2398 GLuint count, const GLint x[], const GLint y[],
2399 const void *value, const GLubyte *mask);
2400 };
2401
2402
2403 /**
2404 * A renderbuffer attachment points to either a texture object (and specifies
2405 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2406 */
2407 struct gl_renderbuffer_attachment
2408 {
2409 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2410 GLboolean Complete;
2411
2412 /**
2413 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2414 * application supplied renderbuffer object.
2415 */
2416 struct gl_renderbuffer *Renderbuffer;
2417
2418 /**
2419 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2420 * supplied texture object.
2421 */
2422 struct gl_texture_object *Texture;
2423 GLuint TextureLevel; /**< Attached mipmap level. */
2424 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2425 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2426 * and 2D array textures */
2427 };
2428
2429
2430 /**
2431 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2432 * In C++ terms, think of this as a base class from which device drivers
2433 * will make derived classes.
2434 */
2435 struct gl_framebuffer
2436 {
2437 _glthread_Mutex Mutex; /**< for thread safety */
2438 /**
2439 * If zero, this is a window system framebuffer. If non-zero, this
2440 * is a FBO framebuffer; note that for some devices (i.e. those with
2441 * a natural pixel coordinate system for FBOs that differs from the
2442 * OpenGL/Mesa coordinate system), this means that the viewport,
2443 * polygon face orientation, and polygon stipple will have to be inverted.
2444 */
2445 GLuint Name;
2446
2447 GLint RefCount;
2448 GLboolean DeletePending;
2449
2450 /**
2451 * The framebuffer's visual. Immutable if this is a window system buffer.
2452 * Computed from attachments if user-made FBO.
2453 */
2454 GLvisual Visual;
2455
2456 GLboolean Initialized;
2457
2458 GLuint Width, Height; /**< size of frame buffer in pixels */
2459
2460 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2461 /*@{*/
2462 GLint _Xmin, _Xmax; /**< inclusive */
2463 GLint _Ymin, _Ymax; /**< exclusive */
2464 /*@}*/
2465
2466 /** \name Derived Z buffer stuff */
2467 /*@{*/
2468 GLuint _DepthMax; /**< Max depth buffer value */
2469 GLfloat _DepthMaxF; /**< Float max depth buffer value */
2470 GLfloat _MRD; /**< minimum resolvable difference in Z values */
2471 /*@}*/
2472
2473 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2474 GLenum _Status;
2475
2476 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2477 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2478
2479 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2480 * attribute group and GL_PIXEL attribute group, respectively.
2481 */
2482 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
2483 GLenum ColorReadBuffer;
2484
2485 /** Computed from ColorDraw/ReadBuffer above */
2486 GLuint _NumColorDrawBuffers;
2487 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
2488 GLint _ColorReadBufferIndex; /* -1 = None */
2489 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
2490 struct gl_renderbuffer *_ColorReadBuffer;
2491
2492 /** The Actual depth/stencil buffers to use. May be wrappers around the
2493 * depth/stencil buffers attached above. */
2494 struct gl_renderbuffer *_DepthBuffer;
2495 struct gl_renderbuffer *_StencilBuffer;
2496
2497 /** Delete this framebuffer */
2498 void (*Delete)(struct gl_framebuffer *fb);
2499 };
2500
2501
2502 /**
2503 * Limits for vertex and fragment programs/shaders.
2504 */
2505 struct gl_program_constants
2506 {
2507 /* logical limits */
2508 GLuint MaxInstructions;
2509 GLuint MaxAluInstructions;
2510 GLuint MaxTexInstructions;
2511 GLuint MaxTexIndirections;
2512 GLuint MaxAttribs;
2513 GLuint MaxTemps;
2514 GLuint MaxAddressRegs;
2515 GLuint MaxParameters;
2516 GLuint MaxLocalParams;
2517 GLuint MaxEnvParams;
2518 /* native/hardware limits */
2519 GLuint MaxNativeInstructions;
2520 GLuint MaxNativeAluInstructions;
2521 GLuint MaxNativeTexInstructions;
2522 GLuint MaxNativeTexIndirections;
2523 GLuint MaxNativeAttribs;
2524 GLuint MaxNativeTemps;
2525 GLuint MaxNativeAddressRegs;
2526 GLuint MaxNativeParameters;
2527 /* For shaders */
2528 GLuint MaxUniformComponents;
2529 /* GL_ARB_geometry_shader4 */
2530 GLuint MaxGeometryTextureImageUnits;
2531 GLuint MaxGeometryVaryingComponents;
2532 GLuint MaxVertexVaryingComponents;
2533 GLuint MaxGeometryUniformComponents;
2534 GLuint MaxGeometryOutputVertices;
2535 GLuint MaxGeometryTotalOutputComponents;
2536 };
2537
2538
2539 /**
2540 * Constants which may be overridden by device driver during context creation
2541 * but are never changed after that.
2542 */
2543 struct gl_constants
2544 {
2545 GLint MaxTextureLevels; /**< Max mipmap levels. */
2546 GLint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
2547 GLint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
2548 GLint MaxArrayTextureLayers; /**< Max layers in array textures */
2549 GLint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
2550 GLuint MaxTextureCoordUnits;
2551 GLuint MaxTextureImageUnits;
2552 GLuint MaxVertexTextureImageUnits;
2553 GLuint MaxCombinedTextureImageUnits;
2554 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, ImageUnits) */
2555 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
2556 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
2557
2558 GLuint MaxArrayLockSize;
2559
2560 GLint SubPixelBits;
2561
2562 GLfloat MinPointSize, MaxPointSize; /**< aliased */
2563 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
2564 GLfloat PointSizeGranularity;
2565 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
2566 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
2567 GLfloat LineWidthGranularity;
2568
2569 GLuint MaxColorTableSize;
2570 GLuint MaxConvolutionWidth;
2571 GLuint MaxConvolutionHeight;
2572
2573 GLuint MaxClipPlanes;
2574 GLuint MaxLights;
2575 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
2576 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
2577
2578 GLuint MaxViewportWidth, MaxViewportHeight;
2579
2580 struct gl_program_constants VertexProgram; /**< GL_ARB_vertex_program */
2581 struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
2582 struct gl_program_constants GeometryProgram; /**< GL_ARB_geometry_shader4 */
2583 GLuint MaxProgramMatrices;
2584 GLuint MaxProgramMatrixStackDepth;
2585
2586 /** vertex array / buffer object bounds checking */
2587 GLboolean CheckArrayBounds;
2588
2589 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
2590
2591 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
2592 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
2593 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
2594
2595 GLuint MaxVarying; /**< Number of float[4] varying parameters */
2596
2597 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
2598 GLbitfield SupportedBumpUnits;
2599
2600 /**
2601 * Maximum amount of time, measured in nanseconds, that the server can wait.
2602 */
2603 GLuint64 MaxServerWaitTimeout;
2604
2605 /** GL_EXT_provoking_vertex */
2606 GLboolean QuadsFollowProvokingVertexConvention;
2607
2608 /** OpenGL version 3.0 */
2609 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
2610
2611 /** OpenGL version 3.2 */
2612 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
2613
2614 /** GL_EXT_transform_feedback */
2615 GLuint MaxTransformFeedbackSeparateAttribs;
2616 GLuint MaxTransformFeedbackSeparateComponents;
2617 GLuint MaxTransformFeedbackInterleavedComponents;
2618 };
2619
2620
2621 /**
2622 * Enable flag for each OpenGL extension. Different device drivers will
2623 * enable different extensions at runtime.
2624 */
2625 struct gl_extensions
2626 {
2627 GLboolean dummy; /* don't remove this! */
2628 GLboolean ARB_blend_func_extended;
2629 GLboolean ARB_copy_buffer;
2630 GLboolean ARB_depth_buffer_float;
2631 GLboolean ARB_depth_clamp;
2632 GLboolean ARB_depth_texture;
2633 GLboolean ARB_draw_buffers;
2634 GLboolean ARB_draw_elements_base_vertex;
2635 GLboolean ARB_draw_instanced;
2636 GLboolean ARB_fragment_coord_conventions;
2637 GLboolean ARB_fragment_program;
2638 GLboolean ARB_fragment_program_shadow;
2639 GLboolean ARB_fragment_shader;
2640 GLboolean ARB_framebuffer_object;
2641 GLboolean ARB_explicit_attrib_location;
2642 GLboolean ARB_geometry_shader4;
2643 GLboolean ARB_half_float_pixel;
2644 GLboolean ARB_half_float_vertex;
2645 GLboolean ARB_imaging;
2646 GLboolean ARB_instanced_arrays;
2647 GLboolean ARB_map_buffer_range;
2648 GLboolean ARB_multisample;
2649 GLboolean ARB_multitexture;
2650 GLboolean ARB_occlusion_query;
2651 GLboolean ARB_occlusion_query2;
2652 GLboolean ARB_point_sprite;
2653 GLboolean ARB_sampler_objects;
2654 GLboolean ARB_seamless_cube_map;
2655 GLboolean ARB_shader_objects;
2656 GLboolean ARB_shading_language_100;
2657 GLboolean ARB_shading_language_120;
2658 GLboolean ARB_shadow;
2659 GLboolean ARB_shadow_ambient;
2660 GLboolean ARB_sync;
2661 GLboolean ARB_texture_border_clamp;
2662 GLboolean ARB_texture_buffer_object;
2663 GLboolean ARB_texture_compression;
2664 GLboolean ARB_texture_cube_map;
2665 GLboolean ARB_texture_env_combine;
2666 GLboolean ARB_texture_env_crossbar;
2667 GLboolean ARB_texture_env_dot3;
2668 GLboolean ARB_texture_float;
2669 GLboolean ARB_texture_mirrored_repeat;
2670 GLboolean ARB_texture_multisample;
2671 GLboolean ARB_texture_non_power_of_two;
2672 GLboolean ARB_texture_rg;
2673 GLboolean ARB_texture_rgb10_a2ui;
2674 GLboolean ARB_timer_query;
2675 GLboolean ARB_transform_feedback2;
2676 GLboolean ARB_transpose_matrix;
2677 GLboolean ARB_uniform_buffer_object;
2678 GLboolean ARB_vertex_array_object;
2679 GLboolean ARB_vertex_buffer_object;
2680 GLboolean ARB_vertex_program;
2681 GLboolean ARB_vertex_shader;
2682 GLboolean ARB_vertex_type_2_10_10_10_rev;
2683 GLboolean ARB_window_pos;
2684 GLboolean EXT_abgr;
2685 GLboolean EXT_bgra;
2686 GLboolean EXT_blend_color;
2687 GLboolean EXT_blend_equation_separate;
2688 GLboolean EXT_blend_func_separate;
2689 GLboolean EXT_blend_logic_op;
2690 GLboolean EXT_blend_minmax;
2691 GLboolean EXT_blend_subtract;
2692 GLboolean EXT_clip_volume_hint;
2693 GLboolean EXT_cull_vertex;
2694 GLboolean EXT_convolution;
2695 GLboolean EXT_compiled_vertex_array;
2696 GLboolean EXT_copy_texture;
2697 GLboolean EXT_depth_bounds_test;
2698 GLboolean EXT_draw_buffers2;
2699 GLboolean EXT_draw_range_elements;
2700 GLboolean EXT_fog_coord;
2701 GLboolean EXT_framebuffer_blit;
2702 GLboolean EXT_framebuffer_multisample;
2703 GLboolean EXT_framebuffer_object;
2704 GLboolean EXT_framebuffer_sRGB;
2705 GLboolean EXT_gpu_program_parameters;
2706 GLboolean EXT_histogram;
2707 GLboolean EXT_multi_draw_arrays;
2708 GLboolean EXT_paletted_texture;
2709 GLboolean EXT_packed_depth_stencil;
2710 GLboolean EXT_packed_float;
2711 GLboolean EXT_packed_pixels;
2712 GLboolean EXT_pixel_buffer_object;
2713 GLboolean EXT_point_parameters;
2714 GLboolean EXT_polygon_offset;
2715 GLboolean EXT_provoking_vertex;
2716 GLboolean EXT_rescale_normal;
2717 GLboolean EXT_shadow_funcs;
2718 GLboolean EXT_secondary_color;
2719 GLboolean EXT_separate_specular_color;
2720 GLboolean EXT_shared_texture_palette;
2721 GLboolean EXT_stencil_wrap;
2722 GLboolean EXT_stencil_two_side;
2723 GLboolean EXT_subtexture;
2724 GLboolean EXT_texture;
2725 GLboolean EXT_texture_object;
2726 GLboolean EXT_texture3D;
2727 GLboolean EXT_texture_array;
2728 GLboolean EXT_texture_compression_s3tc;
2729 GLboolean EXT_texture_compression_rgtc;
2730 GLboolean EXT_texture_env_add;
2731 GLboolean EXT_texture_env_combine;
2732 GLboolean EXT_texture_env_dot3;
2733 GLboolean EXT_texture_filter_anisotropic;
2734 GLboolean EXT_texture_integer;
2735 GLboolean EXT_texture_lod_bias;
2736 GLboolean EXT_texture_mirror_clamp;
2737 GLboolean EXT_texture_shared_exponent;
2738 GLboolean EXT_texture_sRGB;
2739 GLboolean EXT_texture_swizzle;
2740 GLboolean EXT_transform_feedback;
2741 GLboolean EXT_timer_query;
2742 GLboolean EXT_vertex_array;
2743 GLboolean EXT_vertex_array_bgra;
2744 GLboolean EXT_vertex_array_set;
2745 /* vendor extensions */
2746 GLboolean APPLE_client_storage;
2747 GLboolean APPLE_packed_pixels;
2748 GLboolean APPLE_vertex_array_object;
2749 GLboolean APPLE_object_purgeable;
2750 GLboolean ATI_envmap_bumpmap;
2751 GLboolean ATI_texture_mirror_once;
2752 GLboolean ATI_texture_env_combine3;
2753 GLboolean ATI_fragment_shader;
2754 GLboolean ATI_separate_stencil;
2755 GLboolean IBM_rasterpos_clip;
2756 GLboolean IBM_multimode_draw_arrays;
2757 GLboolean MESA_pack_invert;
2758 GLboolean MESA_packed_depth_stencil;
2759 GLboolean MESA_resize_buffers;
2760 GLboolean MESA_ycbcr_texture;
2761 GLboolean MESA_texture_array;
2762 GLboolean MESA_texture_signed_rgba;
2763 GLboolean NV_blend_square;
2764 GLboolean NV_conditional_render;
2765 GLboolean NV_fragment_program;
2766 GLboolean NV_fragment_program_option;
2767 GLboolean NV_light_max_exponent;
2768 GLboolean NV_point_sprite;
2769 GLboolean NV_primitive_restart;
2770 GLboolean NV_texgen_reflection;
2771 GLboolean NV_texture_env_combine4;
2772 GLboolean NV_texture_rectangle;
2773 GLboolean NV_vertex_program;
2774 GLboolean NV_vertex_program1_1;
2775 GLboolean OES_read_format;
2776 GLboolean SGI_color_matrix;
2777 GLboolean SGI_color_table;
2778 GLboolean SGI_texture_color_table;
2779 GLboolean SGIS_generate_mipmap;
2780 GLboolean SGIS_texture_edge_clamp;
2781 GLboolean SGIS_texture_lod;
2782 GLboolean TDFX_texture_compression_FXT1;
2783 GLboolean S3_s3tc;
2784 GLboolean OES_EGL_image;
2785 GLboolean OES_draw_texture;
2786 /** The extension string */
2787 const GLubyte *String;
2788 /** Number of supported extensions */
2789 GLuint Count;
2790 };
2791
2792
2793 /**
2794 * A stack of matrices (projection, modelview, color, texture, etc).
2795 */
2796 struct gl_matrix_stack
2797 {
2798 GLmatrix *Top; /**< points into Stack */
2799 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
2800 GLuint Depth; /**< 0 <= Depth < MaxDepth */
2801 GLuint MaxDepth; /**< size of Stack[] array */
2802 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
2803 };
2804
2805
2806 /**
2807 * \name Bits for image transfer operations
2808 * \sa __GLcontextRec::ImageTransferState.
2809 */
2810 /*@{*/
2811 #define IMAGE_SCALE_BIAS_BIT 0x1
2812 #define IMAGE_SHIFT_OFFSET_BIT 0x2
2813 #define IMAGE_MAP_COLOR_BIT 0x4
2814 #define IMAGE_COLOR_TABLE_BIT 0x8
2815 #define IMAGE_CONVOLUTION_BIT 0x10
2816 #define IMAGE_POST_CONVOLUTION_SCALE_BIAS 0x20
2817 #define IMAGE_POST_CONVOLUTION_COLOR_TABLE_BIT 0x40
2818 #define IMAGE_COLOR_MATRIX_BIT 0x80
2819 #define IMAGE_POST_COLOR_MATRIX_COLOR_TABLE_BIT 0x100
2820 #define IMAGE_HISTOGRAM_BIT 0x200
2821 #define IMAGE_MIN_MAX_BIT 0x400
2822 #define IMAGE_CLAMP_BIT 0x800
2823
2824
2825 /** Pixel Transfer ops up to convolution */
2826 #define IMAGE_PRE_CONVOLUTION_BITS (IMAGE_SCALE_BIAS_BIT | \
2827 IMAGE_SHIFT_OFFSET_BIT | \
2828 IMAGE_MAP_COLOR_BIT | \
2829 IMAGE_COLOR_TABLE_BIT)
2830
2831 /** Pixel transfer ops after convolution */
2832 #define IMAGE_POST_CONVOLUTION_BITS (IMAGE_POST_CONVOLUTION_SCALE_BIAS | \
2833 IMAGE_POST_CONVOLUTION_COLOR_TABLE_BIT | \
2834 IMAGE_COLOR_MATRIX_BIT | \
2835 IMAGE_POST_COLOR_MATRIX_COLOR_TABLE_BIT |\
2836 IMAGE_HISTOGRAM_BIT | \
2837 IMAGE_MIN_MAX_BIT)
2838 /*@}*/
2839
2840
2841 /**
2842 * \name Bits to indicate what state has changed.
2843 *
2844 * 4 unused flags.
2845 */
2846 /*@{*/
2847 #define _NEW_MODELVIEW 0x1 /**< __GLcontextRec::ModelView */
2848 #define _NEW_PROJECTION 0x2 /**< __GLcontextRec::Projection */
2849 #define _NEW_TEXTURE_MATRIX 0x4 /**< __GLcontextRec::TextureMatrix */
2850 #define _NEW_COLOR_MATRIX 0x8 /**< __GLcontextRec::ColorMatrix */
2851 #define _NEW_ACCUM 0x10 /**< __GLcontextRec::Accum */
2852 #define _NEW_COLOR 0x20 /**< __GLcontextRec::Color */
2853 #define _NEW_DEPTH 0x40 /**< __GLcontextRec::Depth */
2854 #define _NEW_EVAL 0x80 /**< __GLcontextRec::Eval, __GLcontextRec::EvalMap */
2855 #define _NEW_FOG 0x100 /**< __GLcontextRec::Fog */
2856 #define _NEW_HINT 0x200 /**< __GLcontextRec::Hint */
2857 #define _NEW_LIGHT 0x400 /**< __GLcontextRec::Light */
2858 #define _NEW_LINE 0x800 /**< __GLcontextRec::Line */
2859 #define _NEW_PIXEL 0x1000 /**< __GLcontextRec::Pixel */
2860 #define _NEW_POINT 0x2000 /**< __GLcontextRec::Point */
2861 #define _NEW_POLYGON 0x4000 /**< __GLcontextRec::Polygon */
2862 #define _NEW_POLYGONSTIPPLE 0x8000 /**< __GLcontextRec::PolygonStipple */
2863 #define _NEW_SCISSOR 0x10000 /**< __GLcontextRec::Scissor */
2864 #define _NEW_STENCIL 0x20000 /**< __GLcontextRec::Stencil */
2865 #define _NEW_TEXTURE 0x40000 /**< __GLcontextRec::Texture */
2866 #define _NEW_TRANSFORM 0x80000 /**< __GLcontextRec::Transform */
2867 #define _NEW_VIEWPORT 0x100000 /**< __GLcontextRec::Viewport */
2868 #define _NEW_PACKUNPACK 0x200000 /**< __GLcontextRec::Pack, __GLcontextRec::Unpack */
2869 #define _NEW_ARRAY 0x400000 /**< __GLcontextRec::Array */
2870 #define _NEW_RENDERMODE 0x800000 /**< __GLcontextRec::RenderMode, __GLcontextRec::Feedback, __GLcontextRec::Select */
2871 #define _NEW_BUFFERS 0x1000000 /**< __GLcontextRec::Visual, __GLcontextRec::DrawBuffer, */
2872 #define _NEW_MULTISAMPLE 0x2000000 /**< __GLcontextRec::Multisample */
2873 #define _NEW_TRACK_MATRIX 0x4000000 /**< __GLcontextRec::VertexProgram */
2874 #define _NEW_PROGRAM 0x8000000 /**< __GLcontextRec::VertexProgram */
2875 #define _NEW_CURRENT_ATTRIB 0x10000000 /**< __GLcontextRec::Current */
2876 #define _NEW_PROGRAM_CONSTANTS 0x20000000
2877 #define _NEW_BUFFER_OBJECT 0x40000000
2878 #define _NEW_ALL ~0
2879 /*@}*/
2880
2881
2882 /**
2883 * \name Bits to track array state changes
2884 *
2885 * Also used to summarize array enabled.
2886 */
2887 /*@{*/
2888 #define _NEW_ARRAY_VERTEX VERT_BIT_POS
2889 #define _NEW_ARRAY_WEIGHT VERT_BIT_WEIGHT
2890 #define _NEW_ARRAY_NORMAL VERT_BIT_NORMAL
2891 #define _NEW_ARRAY_COLOR0 VERT_BIT_COLOR0
2892 #define _NEW_ARRAY_COLOR1 VERT_BIT_COLOR1
2893 #define _NEW_ARRAY_FOGCOORD VERT_BIT_FOG
2894 #define _NEW_ARRAY_INDEX VERT_BIT_COLOR_INDEX
2895 #define _NEW_ARRAY_EDGEFLAG VERT_BIT_EDGEFLAG
2896 #define _NEW_ARRAY_POINT_SIZE VERT_BIT_COLOR_INDEX /* aliased */
2897 #define _NEW_ARRAY_TEXCOORD_0 VERT_BIT_TEX0
2898 #define _NEW_ARRAY_TEXCOORD_1 VERT_BIT_TEX1
2899 #define _NEW_ARRAY_TEXCOORD_2 VERT_BIT_TEX2
2900 #define _NEW_ARRAY_TEXCOORD_3 VERT_BIT_TEX3
2901 #define _NEW_ARRAY_TEXCOORD_4 VERT_BIT_TEX4
2902 #define _NEW_ARRAY_TEXCOORD_5 VERT_BIT_TEX5
2903 #define _NEW_ARRAY_TEXCOORD_6 VERT_BIT_TEX6
2904 #define _NEW_ARRAY_TEXCOORD_7 VERT_BIT_TEX7
2905 #define _NEW_ARRAY_ATTRIB_0 VERT_BIT_GENERIC0 /* start at bit 16 */
2906 #define _NEW_ARRAY_ALL 0xffffffff
2907
2908
2909 #define _NEW_ARRAY_TEXCOORD(i) (_NEW_ARRAY_TEXCOORD_0 << (i))
2910 #define _NEW_ARRAY_ATTRIB(i) (_NEW_ARRAY_ATTRIB_0 << (i))
2911 /*@}*/
2912
2913
2914
2915 /**
2916 * \name A bunch of flags that we think might be useful to drivers.
2917 *
2918 * Set in the __GLcontextRec::_TriangleCaps bitfield.
2919 */
2920 /*@{*/
2921 #define DD_FLATSHADE 0x1
2922 #define DD_SEPARATE_SPECULAR 0x2
2923 #define DD_TRI_CULL_FRONT_BACK 0x4 /* special case on some hw */
2924 #define DD_TRI_LIGHT_TWOSIDE 0x8
2925 #define DD_TRI_UNFILLED 0x10
2926 #define DD_TRI_SMOOTH 0x20
2927 #define DD_TRI_STIPPLE 0x40
2928 #define DD_TRI_OFFSET 0x80
2929 #define DD_LINE_SMOOTH 0x100
2930 #define DD_LINE_STIPPLE 0x200
2931 #define DD_LINE_WIDTH 0x400
2932 #define DD_POINT_SMOOTH 0x800
2933 #define DD_POINT_SIZE 0x1000
2934 #define DD_POINT_ATTEN 0x2000
2935 #define DD_TRI_TWOSTENCIL 0x4000
2936 /*@}*/
2937
2938
2939 /**
2940 * \name Define the state changes under which each of these bits might change
2941 */
2942 /*@{*/
2943 #define _DD_NEW_FLATSHADE _NEW_LIGHT
2944 #define _DD_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | _NEW_FOG | _NEW_PROGRAM)
2945 #define _DD_NEW_TRI_CULL_FRONT_BACK _NEW_POLYGON
2946 #define _DD_NEW_TRI_LIGHT_TWOSIDE _NEW_LIGHT
2947 #define _DD_NEW_TRI_UNFILLED _NEW_POLYGON
2948 #define _DD_NEW_TRI_SMOOTH _NEW_POLYGON
2949 #define _DD_NEW_TRI_STIPPLE _NEW_POLYGON
2950 #define _DD_NEW_TRI_OFFSET _NEW_POLYGON
2951 #define _DD_NEW_LINE_SMOOTH _NEW_LINE
2952 #define _DD_NEW_LINE_STIPPLE _NEW_LINE
2953 #define _DD_NEW_LINE_WIDTH _NEW_LINE
2954 #define _DD_NEW_POINT_SMOOTH _NEW_POINT
2955 #define _DD_NEW_POINT_SIZE _NEW_POINT
2956 #define _DD_NEW_POINT_ATTEN _NEW_POINT
2957 /*@}*/
2958
2959
2960 /**
2961 * Composite state flags
2962 */
2963 /*@{*/
2964 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
2965 _NEW_TEXTURE | \
2966 _NEW_POINT | \
2967 _NEW_PROGRAM | \
2968 _NEW_MODELVIEW)
2969
2970 #define _MESA_NEW_NEED_NORMALS (_NEW_LIGHT | \
2971 _NEW_TEXTURE)
2972
2973 #define _MESA_NEW_TRANSFER_STATE (_NEW_PIXEL | \
2974 _NEW_COLOR_MATRIX)
2975 /*@}*/
2976
2977
2978
2979
2980 /* This has to be included here. */
2981 #include "dd.h"
2982
2983
2984 #define NUM_VERTEX_FORMAT_ENTRIES (sizeof(GLvertexformat) / sizeof(void *))
2985
2986 /**
2987 * Core Mesa's support for tnl modules:
2988 */
2989 struct gl_tnl_module
2990 {
2991 /**
2992 * Vertex format to be lazily swapped into current dispatch.
2993 */
2994 const GLvertexformat *Current;
2995
2996 /**
2997 * \name Record of functions swapped out.
2998 * On restore, only need to swap these functions back in.
2999 */
3000 /*@{*/
3001 struct {
3002 _glapi_proc * location;
3003 _glapi_proc function;
3004 } Swapped[NUM_VERTEX_FORMAT_ENTRIES];
3005 GLuint SwapCount;
3006 /*@}*/
3007 };
3008
3009
3010 /**
3011 * Display list flags.
3012 * Strictly this is a tnl-private concept, but it doesn't seem
3013 * worthwhile adding a tnl private structure just to hold this one bit
3014 * of information:
3015 */
3016 #define DLIST_DANGLING_REFS 0x1
3017
3018
3019 /** Opaque declaration of display list payload data type */
3020 union gl_dlist_node;
3021
3022
3023 /**
3024 * Provide a location where information about a display list can be
3025 * collected. Could be extended with driverPrivate structures,
3026 * etc. in the future.
3027 */
3028 struct gl_display_list
3029 {
3030 GLuint Name;
3031 GLbitfield Flags; /**< DLIST_x flags */
3032 /** The dlist commands are in a linked list of nodes */
3033 union gl_dlist_node *Head;
3034 };
3035
3036
3037 /**
3038 * State used during display list compilation and execution.
3039 */
3040 struct gl_dlist_state
3041 {
3042 GLuint CallDepth; /**< Current recursion calling depth */
3043
3044 struct gl_display_list *CurrentList; /**< List currently being compiled */
3045 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3046 GLuint CurrentPos; /**< Index into current block of nodes */
3047
3048 GLvertexformat ListVtxfmt;
3049
3050 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3051 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3052
3053 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3054 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3055
3056 GLubyte ActiveIndex;
3057 GLfloat CurrentIndex;
3058
3059 GLubyte ActiveEdgeFlag;
3060 GLboolean CurrentEdgeFlag;
3061
3062 struct {
3063 /* State known to have been set by the currently-compiling display
3064 * list. Used to eliminate some redundant state changes.
3065 */
3066 GLenum ShadeModel;
3067 } Current;
3068 };
3069
3070 /**
3071 * Enum for the OpenGL APIs we know about and may support.
3072 */
3073 typedef enum {
3074 API_OPENGL,
3075 API_OPENGLES,
3076 API_OPENGLES2
3077 } gl_api;
3078
3079 /**
3080 * Mesa rendering context.
3081 *
3082 * This is the central context data structure for Mesa. Almost all
3083 * OpenGL state is contained in this structure.
3084 * Think of this as a base class from which device drivers will derive
3085 * sub classes.
3086 *
3087 * The GLcontext typedef names this structure.
3088 */
3089 struct __GLcontextRec
3090 {
3091 /** State possibly shared with other contexts in the address space */
3092 struct gl_shared_state *Shared;
3093
3094 /** \name API function pointer tables */
3095 /*@{*/
3096 gl_api API;
3097 struct _glapi_table *Save; /**< Display list save functions */
3098 struct _glapi_table *Exec; /**< Execute functions */
3099 struct _glapi_table *CurrentDispatch; /**< == Save or Exec !! */
3100 /*@}*/
3101
3102 GLvisual Visual;
3103 GLframebuffer *DrawBuffer; /**< buffer for writing */
3104 GLframebuffer *ReadBuffer; /**< buffer for reading */
3105 GLframebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
3106 GLframebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
3107
3108 /**
3109 * Device driver function pointer table
3110 */
3111 struct dd_function_table Driver;
3112
3113 void *DriverCtx; /**< Points to device driver context/state */
3114
3115 /** Core/Driver constants */
3116 struct gl_constants Const;
3117
3118 /** \name The various 4x4 matrix stacks */
3119 /*@{*/
3120 struct gl_matrix_stack ModelviewMatrixStack;
3121 struct gl_matrix_stack ProjectionMatrixStack;
3122 struct gl_matrix_stack ColorMatrixStack;
3123 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3124 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3125 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3126 /*@}*/
3127
3128 /** Combined modelview and projection matrix */
3129 GLmatrix _ModelProjectMatrix;
3130
3131 /** \name Display lists */
3132 struct gl_dlist_state ListState;
3133
3134 GLboolean ExecuteFlag; /**< Execute GL commands? */
3135 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3136
3137 /** Extension information */
3138 struct gl_extensions Extensions;
3139
3140 /** Version info */
3141 GLuint VersionMajor, VersionMinor;
3142 char *VersionString;
3143
3144 /** \name State attribute stack (for glPush/PopAttrib) */
3145 /*@{*/
3146 GLuint AttribStackDepth;
3147 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3148 /*@}*/
3149
3150 /** \name Renderer attribute groups
3151 *
3152 * We define a struct for each attribute group to make pushing and popping
3153 * attributes easy. Also it's a good organization.
3154 */
3155 /*@{*/
3156 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
3157 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
3158 struct gl_current_attrib Current; /**< Current attributes */
3159 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
3160 struct gl_eval_attrib Eval; /**< Eval attributes */
3161 struct gl_fog_attrib Fog; /**< Fog attributes */
3162 struct gl_hint_attrib Hint; /**< Hint attributes */
3163 struct gl_light_attrib Light; /**< Light attributes */
3164 struct gl_line_attrib Line; /**< Line attributes */
3165 struct gl_list_attrib List; /**< List attributes */
3166 struct gl_multisample_attrib Multisample;
3167 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
3168 struct gl_point_attrib Point; /**< Point attributes */
3169 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
3170 GLuint PolygonStipple[32]; /**< Polygon stipple */
3171 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
3172 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
3173 struct gl_texture_attrib Texture; /**< Texture attributes */
3174 struct gl_transform_attrib Transform; /**< Transformation attributes */
3175 struct gl_viewport_attrib Viewport; /**< Viewport attributes */
3176 /*@}*/
3177
3178 /** \name Client attribute stack */
3179 /*@{*/
3180 GLuint ClientAttribStackDepth;
3181 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3182 /*@}*/
3183
3184 /** \name Client attribute groups */
3185 /*@{*/
3186 struct gl_array_attrib Array; /**< Vertex arrays */
3187 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
3188 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
3189 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
3190 /*@}*/
3191
3192 /** \name Other assorted state (not pushed/popped on attribute stack) */
3193 /*@{*/
3194 struct gl_pixelmaps PixelMaps;
3195 struct gl_histogram_attrib Histogram;
3196 struct gl_minmax_attrib MinMax;
3197 struct gl_convolution_attrib Convolution1D;
3198 struct gl_convolution_attrib Convolution2D;
3199 struct gl_convolution_attrib Separable2D;
3200
3201 struct gl_evaluators EvalMap; /**< All evaluators */
3202 struct gl_feedback Feedback; /**< Feedback */
3203 struct gl_selection Select; /**< Selection */
3204
3205 struct gl_color_table ColorTable[COLORTABLE_MAX];
3206 struct gl_color_table ProxyColorTable[COLORTABLE_MAX];
3207
3208 struct gl_program_state Program; /**< general program state */
3209 struct gl_vertex_program_state VertexProgram;
3210 struct gl_fragment_program_state FragmentProgram;
3211 struct gl_geometry_program_state GeometryProgram;
3212 struct gl_ati_fragment_shader_state ATIFragmentShader;
3213
3214 struct gl_shader_state Shader; /**< GLSL shader object state */
3215
3216 struct gl_query_state Query; /**< occlusion, timer queries */
3217
3218 struct gl_transform_feedback TransformFeedback;
3219
3220 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3221 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3222 /*@}*/
3223
3224 struct gl_meta_state *Meta; /**< for "meta" operations */
3225
3226 /* GL_EXT_framebuffer_object */
3227 struct gl_renderbuffer *CurrentRenderbuffer;
3228
3229 GLenum ErrorValue; /**< Last error code */
3230
3231 /**
3232 * Recognize and silence repeated error debug messages in buggy apps.
3233 */
3234 const char *ErrorDebugFmtString;
3235 GLuint ErrorDebugCount;
3236
3237 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3238 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
3239
3240 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
3241
3242 GLbitfield varying_vp_inputs; /**< mask of VERT_BIT_* flags */
3243
3244 /** \name Derived state */
3245 /*@{*/
3246 /** Bitwise-or of DD_* flags. Note that this bitfield may be used before
3247 * state validation so they need to always be current.
3248 */
3249 GLbitfield _TriangleCaps;
3250 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
3251 GLfloat _EyeZDir[3];
3252 GLfloat _ModelViewInvScale;
3253 GLboolean _NeedEyeCoords;
3254 GLboolean _ForceEyeCoords;
3255
3256 GLuint TextureStateTimestamp; /**< detect changes to shared state */
3257
3258 struct gl_shine_tab *_ShineTable[2]; /**< Active shine tables */
3259 struct gl_shine_tab *_ShineTabList; /**< MRU list of inactive shine tables */
3260 /**@}*/
3261
3262 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3263
3264 /** \name For debugging/development only */
3265 /*@{*/
3266 GLboolean FirstTimeCurrent;
3267 /*@}*/
3268
3269 /** Dither disable via MESA_NO_DITHER env var */
3270 GLboolean NoDither;
3271
3272 /** software compression/decompression supported or not */
3273 GLboolean Mesa_DXTn;
3274
3275 /**
3276 * Use dp4 (rather than mul/mad) instructions for position
3277 * transformation?
3278 */
3279 GLboolean mvp_with_dp4;
3280
3281 /** Core tnl module support */
3282 struct gl_tnl_module TnlModule;
3283
3284 /**
3285 * \name Hooks for module contexts.
3286 *
3287 * These will eventually live in the driver or elsewhere.
3288 */
3289 /*@{*/
3290 void *swrast_context;
3291 void *swsetup_context;
3292 void *swtnl_context;
3293 void *swtnl_im;
3294 struct st_context *st;
3295 void *aelt_context;
3296 /*@}*/
3297 };
3298
3299
3300 /** The string names for GL_POINT, GL_LINE_LOOP, etc */
3301 extern const char *_mesa_prim_name[GL_POLYGON+4];
3302
3303
3304 #ifdef DEBUG
3305 extern int MESA_VERBOSE;
3306 extern int MESA_DEBUG_FLAGS;
3307 # define MESA_FUNCTION __FUNCTION__
3308 #else
3309 # define MESA_VERBOSE 0
3310 # define MESA_DEBUG_FLAGS 0
3311 # define MESA_FUNCTION "a function"
3312 # ifndef NDEBUG
3313 # define NDEBUG
3314 # endif
3315 #endif
3316
3317
3318 /** The MESA_VERBOSE var is a bitmask of these flags */
3319 enum _verbose
3320 {
3321 VERBOSE_VARRAY = 0x0001,
3322 VERBOSE_TEXTURE = 0x0002,
3323 VERBOSE_MATERIAL = 0x0004,
3324 VERBOSE_PIPELINE = 0x0008,
3325 VERBOSE_DRIVER = 0x0010,
3326 VERBOSE_STATE = 0x0020,
3327 VERBOSE_API = 0x0040,
3328 VERBOSE_DISPLAY_LIST = 0x0100,
3329 VERBOSE_LIGHTING = 0x0200,
3330 VERBOSE_PRIMS = 0x0400,
3331 VERBOSE_VERTS = 0x0800,
3332 VERBOSE_DISASSEM = 0x1000,
3333 VERBOSE_DRAW = 0x2000,
3334 VERBOSE_SWAPBUFFERS = 0x4000
3335 };
3336
3337
3338 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3339 enum _debug
3340 {
3341 DEBUG_ALWAYS_FLUSH = 0x1
3342 };
3343
3344
3345
3346 #endif /* MTYPES_H */