mesa: Eliminate gl_shader_program::InternalSeparateShader
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39
40 #include "main/glheader.h"
41 #include "main/config.h"
42 #include "glapi/glapi.h"
43 #include "math/m_matrix.h" /* GLmatrix */
44 #include "main/simple_list.h" /* struct simple_node */
45 #include "main/formats.h" /* MESA_FORMAT_COUNT */
46
47
48 #ifdef __cplusplus
49 extern "C" {
50 #endif
51
52
53 /**
54 * \name 64-bit extension of GLbitfield.
55 */
56 /*@{*/
57 typedef GLuint64 GLbitfield64;
58
59 /** Set a single bit */
60 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
61 /** Set all bits up to excluding bit b */
62 #define BITFIELD64_MASK(b) \
63 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
64 /** Set count bits starting from bit b */
65 #define BITFIELD64_RANGE(b, count) \
66 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
67
68
69 /**
70 * \name Some forward type declarations
71 */
72 /*@{*/
73 struct _mesa_HashTable;
74 struct gl_attrib_node;
75 struct gl_list_extensions;
76 struct gl_meta_state;
77 struct gl_program_cache;
78 struct gl_texture_object;
79 struct gl_debug_state;
80 struct gl_context;
81 struct st_context;
82 struct gl_uniform_storage;
83 struct prog_instruction;
84 struct gl_program_parameter_list;
85 struct set;
86 struct set_entry;
87 struct vbo_context;
88 /*@}*/
89
90
91 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
92 #define PRIM_MAX GL_TRIANGLE_STRIP_ADJACENCY
93 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
94 #define PRIM_UNKNOWN (PRIM_MAX + 2)
95
96
97
98 /**
99 * Indexes for vertex program attributes.
100 * GL_NV_vertex_program aliases generic attributes over the conventional
101 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
102 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
103 * generic attributes are distinct/separate).
104 */
105 typedef enum
106 {
107 VERT_ATTRIB_POS = 0,
108 VERT_ATTRIB_WEIGHT = 1,
109 VERT_ATTRIB_NORMAL = 2,
110 VERT_ATTRIB_COLOR0 = 3,
111 VERT_ATTRIB_COLOR1 = 4,
112 VERT_ATTRIB_FOG = 5,
113 VERT_ATTRIB_COLOR_INDEX = 6,
114 VERT_ATTRIB_EDGEFLAG = 7,
115 VERT_ATTRIB_TEX0 = 8,
116 VERT_ATTRIB_TEX1 = 9,
117 VERT_ATTRIB_TEX2 = 10,
118 VERT_ATTRIB_TEX3 = 11,
119 VERT_ATTRIB_TEX4 = 12,
120 VERT_ATTRIB_TEX5 = 13,
121 VERT_ATTRIB_TEX6 = 14,
122 VERT_ATTRIB_TEX7 = 15,
123 VERT_ATTRIB_POINT_SIZE = 16,
124 VERT_ATTRIB_GENERIC0 = 17,
125 VERT_ATTRIB_GENERIC1 = 18,
126 VERT_ATTRIB_GENERIC2 = 19,
127 VERT_ATTRIB_GENERIC3 = 20,
128 VERT_ATTRIB_GENERIC4 = 21,
129 VERT_ATTRIB_GENERIC5 = 22,
130 VERT_ATTRIB_GENERIC6 = 23,
131 VERT_ATTRIB_GENERIC7 = 24,
132 VERT_ATTRIB_GENERIC8 = 25,
133 VERT_ATTRIB_GENERIC9 = 26,
134 VERT_ATTRIB_GENERIC10 = 27,
135 VERT_ATTRIB_GENERIC11 = 28,
136 VERT_ATTRIB_GENERIC12 = 29,
137 VERT_ATTRIB_GENERIC13 = 30,
138 VERT_ATTRIB_GENERIC14 = 31,
139 VERT_ATTRIB_GENERIC15 = 32,
140 VERT_ATTRIB_MAX = 33
141 } gl_vert_attrib;
142
143 /**
144 * Symbolic constats to help iterating over
145 * specific blocks of vertex attributes.
146 *
147 * VERT_ATTRIB_FF
148 * includes all fixed function attributes as well as
149 * the aliased GL_NV_vertex_program shader attributes.
150 * VERT_ATTRIB_TEX
151 * include the classic texture coordinate attributes.
152 * Is a subset of VERT_ATTRIB_FF.
153 * VERT_ATTRIB_GENERIC
154 * include the OpenGL 2.0+ GLSL generic shader attributes.
155 * These alias the generic GL_ARB_vertex_shader attributes.
156 */
157 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
158 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
159
160 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
161 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
162
163 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
164 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
165
166 /**
167 * Bitflags for vertex attributes.
168 * These are used in bitfields in many places.
169 */
170 /*@{*/
171 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
172 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
173 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
174 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
175 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
176 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
177 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
178 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
179 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
180 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
181 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
182 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
183 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
184 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
185 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
186 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
187 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
188 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
189
190 #define VERT_BIT(i) BITFIELD64_BIT(i)
191 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
192
193 #define VERT_BIT_FF(i) VERT_BIT(i)
194 #define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
195 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
196 #define VERT_BIT_TEX_ALL \
197 BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
198
199 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
200 #define VERT_BIT_GENERIC_ALL \
201 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
202 /*@}*/
203
204
205 /**
206 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
207 * fragment shader inputs.
208 *
209 * Note that some of these values are not available to all pipeline stages.
210 *
211 * When this enum is updated, the following code must be updated too:
212 * - vertResults (in prog_print.c's arb_output_attrib_string())
213 * - fragAttribs (in prog_print.c's arb_input_attrib_string())
214 * - _mesa_varying_slot_in_fs()
215 */
216 typedef enum
217 {
218 VARYING_SLOT_POS,
219 VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
220 VARYING_SLOT_COL1,
221 VARYING_SLOT_FOGC,
222 VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
223 VARYING_SLOT_TEX1,
224 VARYING_SLOT_TEX2,
225 VARYING_SLOT_TEX3,
226 VARYING_SLOT_TEX4,
227 VARYING_SLOT_TEX5,
228 VARYING_SLOT_TEX6,
229 VARYING_SLOT_TEX7,
230 VARYING_SLOT_PSIZ, /* Does not appear in FS */
231 VARYING_SLOT_BFC0, /* Does not appear in FS */
232 VARYING_SLOT_BFC1, /* Does not appear in FS */
233 VARYING_SLOT_EDGE, /* Does not appear in FS */
234 VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
235 VARYING_SLOT_CLIP_DIST0,
236 VARYING_SLOT_CLIP_DIST1,
237 VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
238 VARYING_SLOT_LAYER, /* Appears as VS or GS output */
239 VARYING_SLOT_VIEWPORT, /* Appears as VS or GS output */
240 VARYING_SLOT_FACE, /* FS only */
241 VARYING_SLOT_PNTC, /* FS only */
242 VARYING_SLOT_VAR0, /* First generic varying slot */
243 VARYING_SLOT_MAX = VARYING_SLOT_VAR0 + MAX_VARYING
244 } gl_varying_slot;
245
246
247 /**
248 * Bitflags for varying slots.
249 */
250 /*@{*/
251 #define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
252 #define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
253 #define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
254 #define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
255 #define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
256 #define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
257 #define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
258 #define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
259 #define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
260 #define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
261 #define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
262 #define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
263 #define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
264 #define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
265 MAX_TEXTURE_COORD_UNITS)
266 #define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
267 #define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
268 #define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
269 #define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
270 #define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
271 #define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
272 #define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
273 #define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
274 #define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
275 #define VARYING_BIT_VIEWPORT BITFIELD64_BIT(VARYING_SLOT_VIEWPORT)
276 #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
277 #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
278 #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
279 /*@}*/
280
281 /**
282 * Bitflags for system values.
283 */
284 #define SYSTEM_BIT_SAMPLE_ID BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_ID)
285 #define SYSTEM_BIT_SAMPLE_POS BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_POS)
286 #define SYSTEM_BIT_SAMPLE_MASK_IN BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_MASK_IN)
287
288 /**
289 * Determine if the given gl_varying_slot appears in the fragment shader.
290 */
291 static inline GLboolean
292 _mesa_varying_slot_in_fs(gl_varying_slot slot)
293 {
294 switch (slot) {
295 case VARYING_SLOT_PSIZ:
296 case VARYING_SLOT_BFC0:
297 case VARYING_SLOT_BFC1:
298 case VARYING_SLOT_EDGE:
299 case VARYING_SLOT_CLIP_VERTEX:
300 case VARYING_SLOT_LAYER:
301 return GL_FALSE;
302 default:
303 return GL_TRUE;
304 }
305 }
306
307
308 /**
309 * Fragment program results
310 */
311 typedef enum
312 {
313 FRAG_RESULT_DEPTH = 0,
314 FRAG_RESULT_STENCIL = 1,
315 /* If a single color should be written to all render targets, this
316 * register is written. No FRAG_RESULT_DATAn will be written.
317 */
318 FRAG_RESULT_COLOR = 2,
319 FRAG_RESULT_SAMPLE_MASK = 3,
320
321 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
322 * or ARB_fragment_program fragment.color[n]) color results. If
323 * any are written, FRAG_RESULT_COLOR will not be written.
324 */
325 FRAG_RESULT_DATA0 = 4,
326 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
327 } gl_frag_result;
328
329
330 /**
331 * Indexes for all renderbuffers
332 */
333 typedef enum
334 {
335 /* the four standard color buffers */
336 BUFFER_FRONT_LEFT,
337 BUFFER_BACK_LEFT,
338 BUFFER_FRONT_RIGHT,
339 BUFFER_BACK_RIGHT,
340 BUFFER_DEPTH,
341 BUFFER_STENCIL,
342 BUFFER_ACCUM,
343 /* optional aux buffer */
344 BUFFER_AUX0,
345 /* generic renderbuffers */
346 BUFFER_COLOR0,
347 BUFFER_COLOR1,
348 BUFFER_COLOR2,
349 BUFFER_COLOR3,
350 BUFFER_COLOR4,
351 BUFFER_COLOR5,
352 BUFFER_COLOR6,
353 BUFFER_COLOR7,
354 BUFFER_COUNT
355 } gl_buffer_index;
356
357 /**
358 * Bit flags for all renderbuffers
359 */
360 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
361 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
362 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
363 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
364 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
365 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
366 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
367 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
368 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
369 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
370 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
371 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
372 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
373 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
374 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
375 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
376 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
377 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
378 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
379
380 /**
381 * Mask of all the color buffer bits (but not accum).
382 */
383 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
384 BUFFER_BIT_BACK_LEFT | \
385 BUFFER_BIT_FRONT_RIGHT | \
386 BUFFER_BIT_BACK_RIGHT | \
387 BUFFER_BIT_AUX0 | \
388 BUFFER_BIT_COLOR0 | \
389 BUFFER_BIT_COLOR1 | \
390 BUFFER_BIT_COLOR2 | \
391 BUFFER_BIT_COLOR3 | \
392 BUFFER_BIT_COLOR4 | \
393 BUFFER_BIT_COLOR5 | \
394 BUFFER_BIT_COLOR6 | \
395 BUFFER_BIT_COLOR7)
396
397
398 /**
399 * Shader stages. Note that these will become 5 with tessellation.
400 *
401 * The order must match how shaders are ordered in the pipeline.
402 * The GLSL linker assumes that if i<j, then the j-th shader is
403 * executed later than the i-th shader.
404 */
405 typedef enum
406 {
407 MESA_SHADER_VERTEX = 0,
408 MESA_SHADER_GEOMETRY = 1,
409 MESA_SHADER_FRAGMENT = 2,
410 MESA_SHADER_COMPUTE = 3,
411 } gl_shader_stage;
412
413 #define MESA_SHADER_STAGES (MESA_SHADER_COMPUTE + 1)
414
415
416 /**
417 * Framebuffer configuration (aka visual / pixelformat)
418 * Note: some of these fields should be boolean, but it appears that
419 * code in drivers/dri/common/util.c requires int-sized fields.
420 */
421 struct gl_config
422 {
423 GLboolean rgbMode;
424 GLboolean floatMode;
425 GLboolean colorIndexMode; /* XXX is this used anywhere? */
426 GLuint doubleBufferMode;
427 GLuint stereoMode;
428
429 GLboolean haveAccumBuffer;
430 GLboolean haveDepthBuffer;
431 GLboolean haveStencilBuffer;
432
433 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
434 GLuint redMask, greenMask, blueMask, alphaMask;
435 GLint rgbBits; /* total bits for rgb */
436 GLint indexBits; /* total bits for colorindex */
437
438 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
439 GLint depthBits;
440 GLint stencilBits;
441
442 GLint numAuxBuffers;
443
444 GLint level;
445
446 /* EXT_visual_rating / GLX 1.2 */
447 GLint visualRating;
448
449 /* EXT_visual_info / GLX 1.2 */
450 GLint transparentPixel;
451 /* colors are floats scaled to ints */
452 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
453 GLint transparentIndex;
454
455 /* ARB_multisample / SGIS_multisample */
456 GLint sampleBuffers;
457 GLint samples;
458
459 /* SGIX_pbuffer / GLX 1.3 */
460 GLint maxPbufferWidth;
461 GLint maxPbufferHeight;
462 GLint maxPbufferPixels;
463 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
464 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
465
466 /* OML_swap_method */
467 GLint swapMethod;
468
469 /* EXT_texture_from_pixmap */
470 GLint bindToTextureRgb;
471 GLint bindToTextureRgba;
472 GLint bindToMipmapTexture;
473 GLint bindToTextureTargets;
474 GLint yInverted;
475
476 /* EXT_framebuffer_sRGB */
477 GLint sRGBCapable;
478 };
479
480
481 /**
482 * \name Bit flags used for updating material values.
483 */
484 /*@{*/
485 #define MAT_ATTRIB_FRONT_AMBIENT 0
486 #define MAT_ATTRIB_BACK_AMBIENT 1
487 #define MAT_ATTRIB_FRONT_DIFFUSE 2
488 #define MAT_ATTRIB_BACK_DIFFUSE 3
489 #define MAT_ATTRIB_FRONT_SPECULAR 4
490 #define MAT_ATTRIB_BACK_SPECULAR 5
491 #define MAT_ATTRIB_FRONT_EMISSION 6
492 #define MAT_ATTRIB_BACK_EMISSION 7
493 #define MAT_ATTRIB_FRONT_SHININESS 8
494 #define MAT_ATTRIB_BACK_SHININESS 9
495 #define MAT_ATTRIB_FRONT_INDEXES 10
496 #define MAT_ATTRIB_BACK_INDEXES 11
497 #define MAT_ATTRIB_MAX 12
498
499 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
500 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
501 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
502 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
503 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
504 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
505
506 #define MAT_INDEX_AMBIENT 0
507 #define MAT_INDEX_DIFFUSE 1
508 #define MAT_INDEX_SPECULAR 2
509
510 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
511 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
512 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
513 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
514 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
515 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
516 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
517 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
518 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
519 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
520 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
521 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
522
523
524 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
525 MAT_BIT_FRONT_AMBIENT | \
526 MAT_BIT_FRONT_DIFFUSE | \
527 MAT_BIT_FRONT_SPECULAR | \
528 MAT_BIT_FRONT_SHININESS | \
529 MAT_BIT_FRONT_INDEXES)
530
531 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
532 MAT_BIT_BACK_AMBIENT | \
533 MAT_BIT_BACK_DIFFUSE | \
534 MAT_BIT_BACK_SPECULAR | \
535 MAT_BIT_BACK_SHININESS | \
536 MAT_BIT_BACK_INDEXES)
537
538 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
539 /*@}*/
540
541
542 /**
543 * Material state.
544 */
545 struct gl_material
546 {
547 GLfloat Attrib[MAT_ATTRIB_MAX][4];
548 };
549
550
551 /**
552 * Light state flags.
553 */
554 /*@{*/
555 #define LIGHT_SPOT 0x1
556 #define LIGHT_LOCAL_VIEWER 0x2
557 #define LIGHT_POSITIONAL 0x4
558 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
559 /*@}*/
560
561
562 /**
563 * Light source state.
564 */
565 struct gl_light
566 {
567 struct gl_light *next; /**< double linked list with sentinel */
568 struct gl_light *prev;
569
570 GLfloat Ambient[4]; /**< ambient color */
571 GLfloat Diffuse[4]; /**< diffuse color */
572 GLfloat Specular[4]; /**< specular color */
573 GLfloat EyePosition[4]; /**< position in eye coordinates */
574 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
575 GLfloat SpotExponent;
576 GLfloat SpotCutoff; /**< in degrees */
577 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
578 GLfloat ConstantAttenuation;
579 GLfloat LinearAttenuation;
580 GLfloat QuadraticAttenuation;
581 GLboolean Enabled; /**< On/off flag */
582
583 /**
584 * \name Derived fields
585 */
586 /*@{*/
587 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
588
589 GLfloat _Position[4]; /**< position in eye/obj coordinates */
590 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
591 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
592 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
593 GLfloat _VP_inf_spot_attenuation;
594
595 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
596 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
597 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
598 /*@}*/
599 };
600
601
602 /**
603 * Light model state.
604 */
605 struct gl_lightmodel
606 {
607 GLfloat Ambient[4]; /**< ambient color */
608 GLboolean LocalViewer; /**< Local (or infinite) view point? */
609 GLboolean TwoSide; /**< Two (or one) sided lighting? */
610 GLenum ColorControl; /**< either GL_SINGLE_COLOR
611 * or GL_SEPARATE_SPECULAR_COLOR */
612 };
613
614
615 /**
616 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
617 */
618 struct gl_accum_attrib
619 {
620 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
621 };
622
623
624 /**
625 * Used for storing clear color, texture border color, etc.
626 * The float values are typically unclamped.
627 */
628 union gl_color_union
629 {
630 GLfloat f[4];
631 GLint i[4];
632 GLuint ui[4];
633 };
634
635
636 /**
637 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
638 */
639 struct gl_colorbuffer_attrib
640 {
641 GLuint ClearIndex; /**< Index for glClear */
642 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
643 GLuint IndexMask; /**< Color index write mask */
644 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
645
646 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
647
648 /**
649 * \name alpha testing
650 */
651 /*@{*/
652 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
653 GLenum AlphaFunc; /**< Alpha test function */
654 GLfloat AlphaRefUnclamped;
655 GLclampf AlphaRef; /**< Alpha reference value */
656 /*@}*/
657
658 /**
659 * \name Blending
660 */
661 /*@{*/
662 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
663
664 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
665 * control, only on the fixed-pointness of the render target.
666 * The query does however depend on fragment color clamping.
667 */
668 GLfloat BlendColorUnclamped[4]; /**< Blending color */
669 GLfloat BlendColor[4]; /**< Blending color */
670
671 struct
672 {
673 GLenum SrcRGB; /**< RGB blend source term */
674 GLenum DstRGB; /**< RGB blend dest term */
675 GLenum SrcA; /**< Alpha blend source term */
676 GLenum DstA; /**< Alpha blend dest term */
677 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
678 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
679 /**
680 * Set if any blend factor uses SRC1. Computed at the time blend factors
681 * get set.
682 */
683 GLboolean _UsesDualSrc;
684 } Blend[MAX_DRAW_BUFFERS];
685 /** Are the blend func terms currently different for each buffer/target? */
686 GLboolean _BlendFuncPerBuffer;
687 /** Are the blend equations currently different for each buffer/target? */
688 GLboolean _BlendEquationPerBuffer;
689 /*@}*/
690
691 /**
692 * \name Logic op
693 */
694 /*@{*/
695 GLenum LogicOp; /**< Logic operator */
696 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
697 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
698 /*@}*/
699
700 GLboolean DitherFlag; /**< Dither enable flag */
701
702 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
703 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
704 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
705
706 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
707 };
708
709
710 /**
711 * Current attribute group (GL_CURRENT_BIT).
712 */
713 struct gl_current_attrib
714 {
715 /**
716 * \name Current vertex attributes.
717 * \note Values are valid only after FLUSH_VERTICES has been called.
718 * \note Index and Edgeflag current values are stored as floats in the
719 * SIX and SEVEN attribute slots.
720 */
721 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
722
723 /**
724 * \name Current raster position attributes (always valid).
725 * \note This set of attributes is very similar to the SWvertex struct.
726 */
727 /*@{*/
728 GLfloat RasterPos[4];
729 GLfloat RasterDistance;
730 GLfloat RasterColor[4];
731 GLfloat RasterSecondaryColor[4];
732 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
733 GLboolean RasterPosValid;
734 /*@}*/
735 };
736
737
738 /**
739 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
740 */
741 struct gl_depthbuffer_attrib
742 {
743 GLenum Func; /**< Function for depth buffer compare */
744 GLclampd Clear; /**< Value to clear depth buffer to */
745 GLboolean Test; /**< Depth buffering enabled flag */
746 GLboolean Mask; /**< Depth buffer writable? */
747 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
748 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
749 };
750
751
752 /**
753 * Evaluator attribute group (GL_EVAL_BIT).
754 */
755 struct gl_eval_attrib
756 {
757 /**
758 * \name Enable bits
759 */
760 /*@{*/
761 GLboolean Map1Color4;
762 GLboolean Map1Index;
763 GLboolean Map1Normal;
764 GLboolean Map1TextureCoord1;
765 GLboolean Map1TextureCoord2;
766 GLboolean Map1TextureCoord3;
767 GLboolean Map1TextureCoord4;
768 GLboolean Map1Vertex3;
769 GLboolean Map1Vertex4;
770 GLboolean Map2Color4;
771 GLboolean Map2Index;
772 GLboolean Map2Normal;
773 GLboolean Map2TextureCoord1;
774 GLboolean Map2TextureCoord2;
775 GLboolean Map2TextureCoord3;
776 GLboolean Map2TextureCoord4;
777 GLboolean Map2Vertex3;
778 GLboolean Map2Vertex4;
779 GLboolean AutoNormal;
780 /*@}*/
781
782 /**
783 * \name Map Grid endpoints and divisions and calculated du values
784 */
785 /*@{*/
786 GLint MapGrid1un;
787 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
788 GLint MapGrid2un, MapGrid2vn;
789 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
790 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
791 /*@}*/
792 };
793
794
795 /**
796 * Fog attribute group (GL_FOG_BIT).
797 */
798 struct gl_fog_attrib
799 {
800 GLboolean Enabled; /**< Fog enabled flag */
801 GLfloat ColorUnclamped[4]; /**< Fog color */
802 GLfloat Color[4]; /**< Fog color */
803 GLfloat Density; /**< Density >= 0.0 */
804 GLfloat Start; /**< Start distance in eye coords */
805 GLfloat End; /**< End distance in eye coords */
806 GLfloat Index; /**< Fog index */
807 GLenum Mode; /**< Fog mode */
808 GLboolean ColorSumEnabled;
809 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
810 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
811 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
812 };
813
814
815 /**
816 * Hint attribute group (GL_HINT_BIT).
817 *
818 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
819 */
820 struct gl_hint_attrib
821 {
822 GLenum PerspectiveCorrection;
823 GLenum PointSmooth;
824 GLenum LineSmooth;
825 GLenum PolygonSmooth;
826 GLenum Fog;
827 GLenum TextureCompression; /**< GL_ARB_texture_compression */
828 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
829 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
830 };
831
832
833 /**
834 * Lighting attribute group (GL_LIGHT_BIT).
835 */
836 struct gl_light_attrib
837 {
838 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
839 struct gl_lightmodel Model; /**< Lighting model */
840
841 /**
842 * Front and back material values.
843 * Note: must call FLUSH_VERTICES() before using.
844 */
845 struct gl_material Material;
846
847 GLboolean Enabled; /**< Lighting enabled flag */
848 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
849 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
850 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
851 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
852 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
853 GLboolean ColorMaterialEnabled;
854 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
855 GLboolean _ClampVertexColor;
856
857 struct gl_light EnabledList; /**< List sentinel */
858
859 /**
860 * Derived state for optimizations:
861 */
862 /*@{*/
863 GLboolean _NeedEyeCoords;
864 GLboolean _NeedVertices; /**< Use fast shader? */
865 GLfloat _BaseColor[2][3];
866 /*@}*/
867 };
868
869
870 /**
871 * Line attribute group (GL_LINE_BIT).
872 */
873 struct gl_line_attrib
874 {
875 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
876 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
877 GLushort StipplePattern; /**< Stipple pattern */
878 GLint StippleFactor; /**< Stipple repeat factor */
879 GLfloat Width; /**< Line width */
880 };
881
882
883 /**
884 * Display list attribute group (GL_LIST_BIT).
885 */
886 struct gl_list_attrib
887 {
888 GLuint ListBase;
889 };
890
891
892 /**
893 * Multisample attribute group (GL_MULTISAMPLE_BIT).
894 */
895 struct gl_multisample_attrib
896 {
897 GLboolean Enabled;
898 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
899 GLboolean SampleAlphaToCoverage;
900 GLboolean SampleAlphaToOne;
901 GLboolean SampleCoverage;
902 GLfloat SampleCoverageValue;
903 GLboolean SampleCoverageInvert;
904 GLboolean SampleShading;
905 GLfloat MinSampleShadingValue;
906
907 /* ARB_texture_multisample / GL3.2 additions */
908 GLboolean SampleMask;
909 /** The GL spec defines this as an array but >32x MSAA is madness */
910 GLbitfield SampleMaskValue;
911 };
912
913
914 /**
915 * A pixelmap (see glPixelMap)
916 */
917 struct gl_pixelmap
918 {
919 GLint Size;
920 GLfloat Map[MAX_PIXEL_MAP_TABLE];
921 };
922
923
924 /**
925 * Collection of all pixelmaps
926 */
927 struct gl_pixelmaps
928 {
929 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
930 struct gl_pixelmap GtoG;
931 struct gl_pixelmap BtoB;
932 struct gl_pixelmap AtoA;
933 struct gl_pixelmap ItoR;
934 struct gl_pixelmap ItoG;
935 struct gl_pixelmap ItoB;
936 struct gl_pixelmap ItoA;
937 struct gl_pixelmap ItoI;
938 struct gl_pixelmap StoS;
939 };
940
941
942 /**
943 * Pixel attribute group (GL_PIXEL_MODE_BIT).
944 */
945 struct gl_pixel_attrib
946 {
947 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
948
949 /*--- Begin Pixel Transfer State ---*/
950 /* Fields are in the order in which they're applied... */
951
952 /** Scale & Bias (index shift, offset) */
953 /*@{*/
954 GLfloat RedBias, RedScale;
955 GLfloat GreenBias, GreenScale;
956 GLfloat BlueBias, BlueScale;
957 GLfloat AlphaBias, AlphaScale;
958 GLfloat DepthBias, DepthScale;
959 GLint IndexShift, IndexOffset;
960 /*@}*/
961
962 /* Pixel Maps */
963 /* Note: actual pixel maps are not part of this attrib group */
964 GLboolean MapColorFlag;
965 GLboolean MapStencilFlag;
966
967 /*--- End Pixel Transfer State ---*/
968
969 /** glPixelZoom */
970 GLfloat ZoomX, ZoomY;
971 };
972
973
974 /**
975 * Point attribute group (GL_POINT_BIT).
976 */
977 struct gl_point_attrib
978 {
979 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
980 GLfloat Size; /**< User-specified point size */
981 GLfloat Params[3]; /**< GL_EXT_point_parameters */
982 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
983 GLfloat Threshold; /**< GL_EXT_point_parameters */
984 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
985 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
986 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
987 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
988 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
989 };
990
991
992 /**
993 * Polygon attribute group (GL_POLYGON_BIT).
994 */
995 struct gl_polygon_attrib
996 {
997 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
998 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
999 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1000 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
1001 GLboolean CullFlag; /**< Culling on/off flag */
1002 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
1003 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
1004 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
1005 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
1006 GLfloat OffsetUnits; /**< Polygon offset units, from user */
1007 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
1008 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
1009 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
1010 };
1011
1012
1013 /**
1014 * Scissor attributes (GL_SCISSOR_BIT).
1015 */
1016 struct gl_scissor_rect
1017 {
1018 GLint X, Y; /**< Lower left corner of box */
1019 GLsizei Width, Height; /**< Size of box */
1020 };
1021 struct gl_scissor_attrib
1022 {
1023 GLbitfield EnableFlags; /**< Scissor test enabled? */
1024 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
1025 };
1026
1027
1028 /**
1029 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1030 *
1031 * Three sets of stencil data are tracked so that OpenGL 2.0,
1032 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1033 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1034 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1035 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1036 * GL_EXT_stencil_two_side GL_BACK state.
1037 *
1038 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1039 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1040 *
1041 * The derived value \c _TestTwoSide is set when the front-face and back-face
1042 * stencil state are different.
1043 */
1044 struct gl_stencil_attrib
1045 {
1046 GLboolean Enabled; /**< Enabled flag */
1047 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1048 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1049 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1050 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
1051 GLboolean _TestTwoSide;
1052 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1053 GLenum Function[3]; /**< Stencil function */
1054 GLenum FailFunc[3]; /**< Fail function */
1055 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1056 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1057 GLint Ref[3]; /**< Reference value */
1058 GLuint ValueMask[3]; /**< Value mask */
1059 GLuint WriteMask[3]; /**< Write mask */
1060 GLuint Clear; /**< Clear value */
1061 };
1062
1063
1064 /**
1065 * An index for each type of texture object. These correspond to the GL
1066 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1067 * Note: the order is from highest priority to lowest priority.
1068 */
1069 typedef enum
1070 {
1071 TEXTURE_2D_MULTISAMPLE_INDEX,
1072 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
1073 TEXTURE_CUBE_ARRAY_INDEX,
1074 TEXTURE_BUFFER_INDEX,
1075 TEXTURE_2D_ARRAY_INDEX,
1076 TEXTURE_1D_ARRAY_INDEX,
1077 TEXTURE_EXTERNAL_INDEX,
1078 TEXTURE_CUBE_INDEX,
1079 TEXTURE_3D_INDEX,
1080 TEXTURE_RECT_INDEX,
1081 TEXTURE_2D_INDEX,
1082 TEXTURE_1D_INDEX,
1083 NUM_TEXTURE_TARGETS
1084 } gl_texture_index;
1085
1086
1087 /**
1088 * Bit flags for each type of texture object
1089 */
1090 /*@{*/
1091 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
1092 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
1093 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
1094 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1095 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1096 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1097 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1098 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1099 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1100 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1101 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1102 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1103 /*@}*/
1104
1105
1106 /**
1107 * Texture image state. Drivers will typically create a subclass of this
1108 * with extra fields for memory buffers, etc.
1109 */
1110 struct gl_texture_image
1111 {
1112 GLint InternalFormat; /**< Internal format as given by the user */
1113 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1114 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1115 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1116 * GL_DEPTH_STENCIL_EXT only. Used for
1117 * choosing TexEnv arithmetic.
1118 */
1119 mesa_format TexFormat; /**< The actual texture memory format */
1120
1121 GLuint Border; /**< 0 or 1 */
1122 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1123 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1124 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1125 GLuint Width2; /**< = Width - 2*Border */
1126 GLuint Height2; /**< = Height - 2*Border */
1127 GLuint Depth2; /**< = Depth - 2*Border */
1128 GLuint WidthLog2; /**< = log2(Width2) */
1129 GLuint HeightLog2; /**< = log2(Height2) */
1130 GLuint DepthLog2; /**< = log2(Depth2) */
1131 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
1132 levels, computed from the dimensions */
1133
1134 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1135 GLuint Level; /**< Which mipmap level am I? */
1136 /** Cube map face: index into gl_texture_object::Image[] array */
1137 GLuint Face;
1138
1139 /** GL_ARB_texture_multisample */
1140 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
1141 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
1142 };
1143
1144
1145 /**
1146 * Indexes for cube map faces.
1147 */
1148 typedef enum
1149 {
1150 FACE_POS_X = 0,
1151 FACE_NEG_X = 1,
1152 FACE_POS_Y = 2,
1153 FACE_NEG_Y = 3,
1154 FACE_POS_Z = 4,
1155 FACE_NEG_Z = 5,
1156 MAX_FACES = 6
1157 } gl_face_index;
1158
1159
1160 /**
1161 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1162 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1163 */
1164 struct gl_sampler_object
1165 {
1166 GLuint Name;
1167 GLint RefCount;
1168 GLchar *Label; /**< GL_KHR_debug */
1169
1170 GLenum WrapS; /**< S-axis texture image wrap mode */
1171 GLenum WrapT; /**< T-axis texture image wrap mode */
1172 GLenum WrapR; /**< R-axis texture image wrap mode */
1173 GLenum MinFilter; /**< minification filter */
1174 GLenum MagFilter; /**< magnification filter */
1175 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1176 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1177 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1178 GLfloat LodBias; /**< OpenGL 1.4 */
1179 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1180 GLenum CompareMode; /**< GL_ARB_shadow */
1181 GLenum CompareFunc; /**< GL_ARB_shadow */
1182 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1183 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1184 };
1185
1186
1187 /**
1188 * Texture object state. Contains the array of mipmap images, border color,
1189 * wrap modes, filter modes, and shadow/texcompare state.
1190 */
1191 struct gl_texture_object
1192 {
1193 mtx_t Mutex; /**< for thread safety */
1194 GLint RefCount; /**< reference count */
1195 GLuint Name; /**< the user-visible texture object ID */
1196 GLchar *Label; /**< GL_KHR_debug */
1197 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1198 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
1199 Only valid when Target is valid. */
1200
1201 struct gl_sampler_object Sampler;
1202
1203 GLenum DepthMode; /**< GL_ARB_depth_texture */
1204 bool StencilSampling; /**< Should we sample stencil instead of depth? */
1205
1206 GLfloat Priority; /**< in [0,1] */
1207 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1208 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1209 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1210 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1211 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1212 GLint CropRect[4]; /**< GL_OES_draw_texture */
1213 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1214 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1215 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1216 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1217 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1218 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1219 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1220 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1221 pressure? */
1222 GLboolean Immutable; /**< GL_ARB_texture_storage */
1223
1224 GLuint MinLevel; /**< GL_ARB_texture_view */
1225 GLuint MinLayer; /**< GL_ARB_texture_view */
1226 GLuint NumLevels; /**< GL_ARB_texture_view */
1227 GLuint NumLayers; /**< GL_ARB_texture_view */
1228
1229 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1230 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1231
1232 /** GL_ARB_texture_buffer_object */
1233 struct gl_buffer_object *BufferObject;
1234 GLenum BufferObjectFormat;
1235 /** Equivalent Mesa format for BufferObjectFormat. */
1236 mesa_format _BufferObjectFormat;
1237 /** GL_ARB_texture_buffer_range */
1238 GLintptr BufferOffset;
1239 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1240
1241 /** GL_OES_EGL_image_external */
1242 GLint RequiredTextureImageUnits;
1243
1244 /** GL_ARB_shader_image_load_store */
1245 GLenum ImageFormatCompatibilityType;
1246 };
1247
1248
1249 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1250 #define MAX_COMBINER_TERMS 4
1251
1252
1253 /**
1254 * Texture combine environment state.
1255 */
1256 struct gl_tex_env_combine_state
1257 {
1258 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1259 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1260 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1261 GLenum SourceRGB[MAX_COMBINER_TERMS];
1262 GLenum SourceA[MAX_COMBINER_TERMS];
1263 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1264 GLenum OperandRGB[MAX_COMBINER_TERMS];
1265 GLenum OperandA[MAX_COMBINER_TERMS];
1266 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1267 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1268 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1269 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1270 };
1271
1272
1273 /**
1274 * TexGenEnabled flags.
1275 */
1276 /*@{*/
1277 #define S_BIT 1
1278 #define T_BIT 2
1279 #define R_BIT 4
1280 #define Q_BIT 8
1281 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1282 /*@}*/
1283
1284
1285 /**
1286 * Bit flag versions of the corresponding GL_ constants.
1287 */
1288 /*@{*/
1289 #define TEXGEN_SPHERE_MAP 0x1
1290 #define TEXGEN_OBJ_LINEAR 0x2
1291 #define TEXGEN_EYE_LINEAR 0x4
1292 #define TEXGEN_REFLECTION_MAP_NV 0x8
1293 #define TEXGEN_NORMAL_MAP_NV 0x10
1294
1295 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1296 TEXGEN_REFLECTION_MAP_NV | \
1297 TEXGEN_NORMAL_MAP_NV)
1298 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1299 TEXGEN_REFLECTION_MAP_NV | \
1300 TEXGEN_NORMAL_MAP_NV | \
1301 TEXGEN_EYE_LINEAR)
1302 /*@}*/
1303
1304
1305
1306 /** Tex-gen enabled for texture unit? */
1307 #define ENABLE_TEXGEN(unit) (1 << (unit))
1308
1309 /** Non-identity texture matrix for texture unit? */
1310 #define ENABLE_TEXMAT(unit) (1 << (unit))
1311
1312
1313 /**
1314 * Texture coord generation state.
1315 */
1316 struct gl_texgen
1317 {
1318 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1319 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1320 GLfloat ObjectPlane[4];
1321 GLfloat EyePlane[4];
1322 };
1323
1324
1325 /**
1326 * Texture unit state. Contains enable flags, texture environment/function/
1327 * combiners, texgen state, and pointers to current texture objects.
1328 */
1329 struct gl_texture_unit
1330 {
1331 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1332
1333 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1334 GLclampf EnvColor[4];
1335 GLfloat EnvColorUnclamped[4];
1336
1337 struct gl_texgen GenS;
1338 struct gl_texgen GenT;
1339 struct gl_texgen GenR;
1340 struct gl_texgen GenQ;
1341 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1342 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1343
1344 GLfloat LodBias; /**< for biasing mipmap levels */
1345 GLenum BumpTarget;
1346 GLfloat RotMatrix[4]; /* 2x2 matrix */
1347
1348 /** Current sampler object (GL_ARB_sampler_objects) */
1349 struct gl_sampler_object *Sampler;
1350
1351 /**
1352 * \name GL_EXT_texture_env_combine
1353 */
1354 struct gl_tex_env_combine_state Combine;
1355
1356 /**
1357 * Derived state based on \c EnvMode and the \c BaseFormat of the
1358 * currently enabled texture.
1359 */
1360 struct gl_tex_env_combine_state _EnvMode;
1361
1362 /**
1363 * Currently enabled combiner state. This will point to either
1364 * \c Combine or \c _EnvMode.
1365 */
1366 struct gl_tex_env_combine_state *_CurrentCombine;
1367
1368 /** Current texture object pointers */
1369 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1370
1371 /** Points to highest priority, complete and enabled texture object */
1372 struct gl_texture_object *_Current;
1373
1374 /** Texture targets that have a non-default texture bound */
1375 GLbitfield _BoundTextures;
1376 };
1377
1378
1379 /**
1380 * Texture attribute group (GL_TEXTURE_BIT).
1381 */
1382 struct gl_texture_attrib
1383 {
1384 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1385 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1386
1387 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1388
1389 /** GL_ARB_texture_buffer_object */
1390 struct gl_buffer_object *BufferObject;
1391
1392 /** GL_ARB_seamless_cubemap */
1393 GLboolean CubeMapSeamless;
1394
1395 /** Texture coord units/sets used for fragment texturing */
1396 GLbitfield _EnabledCoordUnits;
1397
1398 /** Texture coord units that have texgen enabled */
1399 GLbitfield _TexGenEnabled;
1400
1401 /** Texture coord units that have non-identity matrices */
1402 GLbitfield _TexMatEnabled;
1403
1404 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1405 GLbitfield _GenFlags;
1406
1407 /** Largest index of a texture unit with _Current != NULL. */
1408 GLint _MaxEnabledTexImageUnit;
1409
1410 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1411 GLint NumCurrentTexUsed;
1412 };
1413
1414
1415 /**
1416 * Data structure representing a single clip plane (e.g. one of the elements
1417 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1418 */
1419 typedef GLfloat gl_clip_plane[4];
1420
1421
1422 /**
1423 * Transformation attribute group (GL_TRANSFORM_BIT).
1424 */
1425 struct gl_transform_attrib
1426 {
1427 GLenum MatrixMode; /**< Matrix mode */
1428 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1429 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1430 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1431 GLboolean Normalize; /**< Normalize all normals? */
1432 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1433 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1434 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1435 };
1436
1437
1438 /**
1439 * Viewport attribute group (GL_VIEWPORT_BIT).
1440 */
1441 struct gl_viewport_attrib
1442 {
1443 GLfloat X, Y; /**< position */
1444 GLfloat Width, Height; /**< size */
1445 GLdouble Near, Far; /**< Depth buffer range */
1446 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1447 };
1448
1449
1450 typedef enum {
1451 MAP_USER,
1452 MAP_INTERNAL,
1453
1454 MAP_COUNT
1455 } gl_map_buffer_index;
1456
1457
1458 /**
1459 * Fields describing a mapped buffer range.
1460 */
1461 struct gl_buffer_mapping {
1462 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1463 GLvoid *Pointer; /**< User-space address of mapping */
1464 GLintptr Offset; /**< Mapped offset */
1465 GLsizeiptr Length; /**< Mapped length */
1466 };
1467
1468
1469 /**
1470 * GL_ARB_vertex/pixel_buffer_object buffer object
1471 */
1472 struct gl_buffer_object
1473 {
1474 mtx_t Mutex;
1475 GLint RefCount;
1476 GLuint Name;
1477 GLchar *Label; /**< GL_KHR_debug */
1478 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1479 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1480 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1481 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1482 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1483 GLboolean Written; /**< Ever written to? (for debugging) */
1484 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1485 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1486
1487 struct gl_buffer_mapping Mappings[MAP_COUNT];
1488 };
1489
1490
1491 /**
1492 * Client pixel packing/unpacking attributes
1493 */
1494 struct gl_pixelstore_attrib
1495 {
1496 GLint Alignment;
1497 GLint RowLength;
1498 GLint SkipPixels;
1499 GLint SkipRows;
1500 GLint ImageHeight;
1501 GLint SkipImages;
1502 GLboolean SwapBytes;
1503 GLboolean LsbFirst;
1504 GLboolean Invert; /**< GL_MESA_pack_invert */
1505 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1506 };
1507
1508
1509 /**
1510 * Client vertex array attributes
1511 */
1512 struct gl_client_array
1513 {
1514 GLint Size; /**< components per element (1,2,3,4) */
1515 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1516 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1517 GLsizei Stride; /**< user-specified stride */
1518 GLsizei StrideB; /**< actual stride in bytes */
1519 const GLubyte *Ptr; /**< Points to array data */
1520 GLboolean Enabled; /**< Enabled flag is a boolean */
1521 GLboolean Normalized; /**< GL_ARB_vertex_program */
1522 GLboolean Integer; /**< Integer-valued? */
1523 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1524 GLuint _ElementSize; /**< size of each element in bytes */
1525
1526 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1527 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1528 };
1529
1530
1531 /**
1532 * Vertex attribute array as seen by the client.
1533 *
1534 * Contains the size, type, format and normalization flag,
1535 * along with the index of a vertex buffer binding point.
1536 *
1537 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1538 * and is only present for backwards compatibility reasons.
1539 * Rendering always uses VERTEX_BINDING_STRIDE.
1540 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1541 * and VERTEX_BINDING_STRIDE to the same value, while
1542 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1543 */
1544 struct gl_vertex_attrib_array
1545 {
1546 GLint Size; /**< Components per element (1,2,3,4) */
1547 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1548 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1549 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1550 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1551 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1552 GLboolean Enabled; /**< Whether the array is enabled */
1553 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1554 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1555 GLuint _ElementSize; /**< Size of each element in bytes */
1556 GLuint VertexBinding; /**< Vertex buffer binding */
1557 };
1558
1559
1560 /**
1561 * This describes the buffer object used for a vertex array (or
1562 * multiple vertex arrays). If BufferObj points to the default/null
1563 * buffer object, then the vertex array lives in user memory and not a VBO.
1564 */
1565 struct gl_vertex_buffer_binding
1566 {
1567 GLintptr Offset; /**< User-specified offset */
1568 GLsizei Stride; /**< User-specified stride */
1569 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1570 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1571 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1572 };
1573
1574
1575 /**
1576 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+,
1577 * GL_ARB_vertex_array_object, or the original GL_APPLE_vertex_array_object
1578 * extension.
1579 */
1580 struct gl_vertex_array_object
1581 {
1582 /** Name of the VAO as received from glGenVertexArray. */
1583 GLuint Name;
1584 GLchar *Label; /**< GL_KHR_debug */
1585
1586 GLint RefCount;
1587 mtx_t Mutex;
1588
1589 /**
1590 * Does the VAO use ARB semantics or Apple semantics?
1591 *
1592 * There are several ways in which ARB_vertex_array_object and
1593 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1594 * least,
1595 *
1596 * - ARB VAOs require that all array data be sourced from vertex buffer
1597 * objects, but Apple VAOs do not.
1598 *
1599 * - ARB VAOs require that names come from GenVertexArrays.
1600 *
1601 * This flag notes which behavior governs this VAO.
1602 */
1603 GLboolean ARBsemantics;
1604
1605 /**
1606 * Has this array object been bound?
1607 */
1608 GLboolean EverBound;
1609
1610 /**
1611 * Derived vertex attribute arrays
1612 *
1613 * This is a legacy data structure created from gl_vertex_attrib_array and
1614 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1615 */
1616 struct gl_client_array _VertexAttrib[VERT_ATTRIB_MAX];
1617
1618 /** Vertex attribute arrays */
1619 struct gl_vertex_attrib_array VertexAttrib[VERT_ATTRIB_MAX];
1620
1621 /** Vertex buffer bindings */
1622 struct gl_vertex_buffer_binding VertexBinding[VERT_ATTRIB_MAX];
1623
1624 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1625 GLbitfield64 _Enabled;
1626
1627 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1628 GLbitfield64 NewArrays;
1629
1630 /**
1631 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1632 * we can determine the max legal (in bounds) glDrawElements array index.
1633 */
1634 GLuint _MaxElement;
1635
1636 /** The index buffer (also known as the element array buffer in OpenGL). */
1637 struct gl_buffer_object *IndexBufferObj;
1638 };
1639
1640
1641 /**
1642 * Vertex array state
1643 */
1644 struct gl_array_attrib
1645 {
1646 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1647 struct gl_vertex_array_object *VAO;
1648
1649 /** The default vertex array object */
1650 struct gl_vertex_array_object *DefaultVAO;
1651
1652 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1653 struct _mesa_HashTable *Objects;
1654
1655 GLint ActiveTexture; /**< Client Active Texture */
1656 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1657 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1658
1659 /**
1660 * \name Primitive restart controls
1661 *
1662 * Primitive restart is enabled if either \c PrimitiveRestart or
1663 * \c PrimitiveRestartFixedIndex is set.
1664 */
1665 /*@{*/
1666 GLboolean PrimitiveRestart;
1667 GLboolean PrimitiveRestartFixedIndex;
1668 GLboolean _PrimitiveRestart;
1669 GLuint RestartIndex;
1670 /*@}*/
1671
1672 /* GL_ARB_vertex_buffer_object */
1673 struct gl_buffer_object *ArrayBufferObj;
1674
1675 /**
1676 * Vertex arrays as consumed by a driver.
1677 * The array pointer is set up only by the VBO module.
1678 */
1679 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1680 };
1681
1682
1683 /**
1684 * Feedback buffer state
1685 */
1686 struct gl_feedback
1687 {
1688 GLenum Type;
1689 GLbitfield _Mask; /**< FB_* bits */
1690 GLfloat *Buffer;
1691 GLuint BufferSize;
1692 GLuint Count;
1693 };
1694
1695
1696 /**
1697 * Selection buffer state
1698 */
1699 struct gl_selection
1700 {
1701 GLuint *Buffer; /**< selection buffer */
1702 GLuint BufferSize; /**< size of the selection buffer */
1703 GLuint BufferCount; /**< number of values in the selection buffer */
1704 GLuint Hits; /**< number of records in the selection buffer */
1705 GLuint NameStackDepth; /**< name stack depth */
1706 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1707 GLboolean HitFlag; /**< hit flag */
1708 GLfloat HitMinZ; /**< minimum hit depth */
1709 GLfloat HitMaxZ; /**< maximum hit depth */
1710 };
1711
1712
1713 /**
1714 * 1-D Evaluator control points
1715 */
1716 struct gl_1d_map
1717 {
1718 GLuint Order; /**< Number of control points */
1719 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1720 GLfloat *Points; /**< Points to contiguous control points */
1721 };
1722
1723
1724 /**
1725 * 2-D Evaluator control points
1726 */
1727 struct gl_2d_map
1728 {
1729 GLuint Uorder; /**< Number of control points in U dimension */
1730 GLuint Vorder; /**< Number of control points in V dimension */
1731 GLfloat u1, u2, du;
1732 GLfloat v1, v2, dv;
1733 GLfloat *Points; /**< Points to contiguous control points */
1734 };
1735
1736
1737 /**
1738 * All evaluator control point state
1739 */
1740 struct gl_evaluators
1741 {
1742 /**
1743 * \name 1-D maps
1744 */
1745 /*@{*/
1746 struct gl_1d_map Map1Vertex3;
1747 struct gl_1d_map Map1Vertex4;
1748 struct gl_1d_map Map1Index;
1749 struct gl_1d_map Map1Color4;
1750 struct gl_1d_map Map1Normal;
1751 struct gl_1d_map Map1Texture1;
1752 struct gl_1d_map Map1Texture2;
1753 struct gl_1d_map Map1Texture3;
1754 struct gl_1d_map Map1Texture4;
1755 /*@}*/
1756
1757 /**
1758 * \name 2-D maps
1759 */
1760 /*@{*/
1761 struct gl_2d_map Map2Vertex3;
1762 struct gl_2d_map Map2Vertex4;
1763 struct gl_2d_map Map2Index;
1764 struct gl_2d_map Map2Color4;
1765 struct gl_2d_map Map2Normal;
1766 struct gl_2d_map Map2Texture1;
1767 struct gl_2d_map Map2Texture2;
1768 struct gl_2d_map Map2Texture3;
1769 struct gl_2d_map Map2Texture4;
1770 /*@}*/
1771 };
1772
1773
1774 struct gl_transform_feedback_varying_info
1775 {
1776 char *Name;
1777 GLenum Type;
1778 GLint Size;
1779 };
1780
1781
1782 /**
1783 * Per-output info vertex shaders for transform feedback.
1784 */
1785 struct gl_transform_feedback_output
1786 {
1787 unsigned OutputRegister;
1788 unsigned OutputBuffer;
1789 unsigned NumComponents;
1790
1791 /** offset (in DWORDs) of this output within the interleaved structure */
1792 unsigned DstOffset;
1793
1794 /**
1795 * Offset into the output register of the data to output. For example,
1796 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1797 * offset is in the y and z components of the output register.
1798 */
1799 unsigned ComponentOffset;
1800 };
1801
1802
1803 /** Post-link transform feedback info. */
1804 struct gl_transform_feedback_info
1805 {
1806 unsigned NumOutputs;
1807
1808 /**
1809 * Number of transform feedback buffers in use by this program.
1810 */
1811 unsigned NumBuffers;
1812
1813 struct gl_transform_feedback_output *Outputs;
1814
1815 /** Transform feedback varyings used for the linking of this shader program.
1816 *
1817 * Use for glGetTransformFeedbackVarying().
1818 */
1819 struct gl_transform_feedback_varying_info *Varyings;
1820 GLint NumVarying;
1821
1822 /**
1823 * Total number of components stored in each buffer. This may be used by
1824 * hardware back-ends to determine the correct stride when interleaving
1825 * multiple transform feedback outputs in the same buffer.
1826 */
1827 unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1828 };
1829
1830
1831 /**
1832 * Transform feedback object state
1833 */
1834 struct gl_transform_feedback_object
1835 {
1836 GLuint Name; /**< AKA the object ID */
1837 GLchar *Label; /**< GL_KHR_debug */
1838 GLint RefCount;
1839 GLboolean Active; /**< Is transform feedback enabled? */
1840 GLboolean Paused; /**< Is transform feedback paused? */
1841 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1842 at least once? */
1843 GLboolean EverBound; /**< Has this object been bound? */
1844
1845 /**
1846 * The shader program active when BeginTransformFeedback() was called.
1847 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1848 * where stage is the pipeline stage that is the source of data for
1849 * transform feedback.
1850 */
1851 struct gl_shader_program *shader_program;
1852
1853 /**
1854 * GLES: if Active is true, remaining number of primitives which can be
1855 * rendered without overflow. This is necessary to track because GLES
1856 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1857 * glDrawArraysInstanced would overflow transform feedback buffers.
1858 * Undefined if Active is false.
1859 *
1860 * Not tracked for desktop GL since it's unnecessary.
1861 */
1862 unsigned GlesRemainingPrims;
1863
1864 /** The feedback buffers */
1865 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1866 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1867
1868 /** Start of feedback data in dest buffer */
1869 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1870
1871 /**
1872 * Max data to put into dest buffer (in bytes). Computed based on
1873 * RequestedSize and the actual size of the buffer.
1874 */
1875 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1876
1877 /**
1878 * Size that was specified when the buffer was bound. If the buffer was
1879 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1880 * zero.
1881 */
1882 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1883 };
1884
1885
1886 /**
1887 * Context state for transform feedback.
1888 */
1889 struct gl_transform_feedback_state
1890 {
1891 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1892
1893 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1894 struct gl_buffer_object *CurrentBuffer;
1895
1896 /** The table of all transform feedback objects */
1897 struct _mesa_HashTable *Objects;
1898
1899 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1900 struct gl_transform_feedback_object *CurrentObject;
1901
1902 /** The default xform-fb object (Name==0) */
1903 struct gl_transform_feedback_object *DefaultObject;
1904 };
1905
1906
1907 /**
1908 * A "performance monitor" as described in AMD_performance_monitor.
1909 */
1910 struct gl_perf_monitor_object
1911 {
1912 GLuint Name;
1913
1914 /** True if the monitor is currently active (Begin called but not End). */
1915 GLboolean Active;
1916
1917 /**
1918 * True if the monitor has ended.
1919 *
1920 * This is distinct from !Active because it may never have began.
1921 */
1922 GLboolean Ended;
1923
1924 /**
1925 * A list of groups with currently active counters.
1926 *
1927 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1928 */
1929 unsigned *ActiveGroups;
1930
1931 /**
1932 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1933 *
1934 * Checking whether counter 'c' in group 'g' is active can be done via:
1935 *
1936 * BITSET_TEST(ActiveCounters[g], c)
1937 */
1938 GLuint **ActiveCounters;
1939 };
1940
1941
1942 union gl_perf_monitor_counter_value
1943 {
1944 float f;
1945 uint64_t u64;
1946 uint32_t u32;
1947 };
1948
1949
1950 struct gl_perf_monitor_counter
1951 {
1952 /** Human readable name for the counter. */
1953 const char *Name;
1954
1955 /**
1956 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1957 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1958 */
1959 GLenum Type;
1960
1961 /** Minimum counter value. */
1962 union gl_perf_monitor_counter_value Minimum;
1963
1964 /** Maximum counter value. */
1965 union gl_perf_monitor_counter_value Maximum;
1966 };
1967
1968
1969 struct gl_perf_monitor_group
1970 {
1971 /** Human readable name for the group. */
1972 const char *Name;
1973
1974 /**
1975 * Maximum number of counters in this group which can be active at the
1976 * same time.
1977 */
1978 GLuint MaxActiveCounters;
1979
1980 /** Array of counters within this group. */
1981 const struct gl_perf_monitor_counter *Counters;
1982 GLuint NumCounters;
1983 };
1984
1985
1986 /**
1987 * Context state for AMD_performance_monitor.
1988 */
1989 struct gl_perf_monitor_state
1990 {
1991 /** Array of performance monitor groups (indexed by group ID) */
1992 const struct gl_perf_monitor_group *Groups;
1993 GLuint NumGroups;
1994
1995 /** The table of all performance monitors. */
1996 struct _mesa_HashTable *Monitors;
1997 };
1998
1999
2000 /**
2001 * Names of the various vertex/fragment program register files, etc.
2002 *
2003 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
2004 * All values should fit in a 4-bit field.
2005 *
2006 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
2007 * considered to be "uniform" variables since they can only be set outside
2008 * glBegin/End. They're also all stored in the same Parameters array.
2009 */
2010 typedef enum
2011 {
2012 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
2013 PROGRAM_ARRAY, /**< Arrays & Matrixes */
2014 PROGRAM_INPUT, /**< machine->Inputs[] */
2015 PROGRAM_OUTPUT, /**< machine->Outputs[] */
2016 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
2017 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
2018 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
2019 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
2020 PROGRAM_ADDRESS, /**< machine->AddressReg */
2021 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
2022 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
2023 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
2024 PROGRAM_FILE_MAX
2025 } gl_register_file;
2026
2027
2028 /**
2029 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
2030 * one of these values.
2031 */
2032 typedef enum
2033 {
2034 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
2035 SYSTEM_VALUE_VERTEX_ID, /**< Vertex shader only */
2036 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
2037 SYSTEM_VALUE_SAMPLE_ID, /**< Fragment shader only */
2038 SYSTEM_VALUE_SAMPLE_POS, /**< Fragment shader only */
2039 SYSTEM_VALUE_SAMPLE_MASK_IN, /**< Fragment shader only */
2040 SYSTEM_VALUE_INVOCATION_ID, /**< Geometry shader only */
2041 SYSTEM_VALUE_MAX /**< Number of values */
2042 } gl_system_value;
2043
2044
2045 /**
2046 * The possible interpolation qualifiers that can be applied to a fragment
2047 * shader input in GLSL.
2048 *
2049 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
2050 * gl_fragment_program data structure to 0 causes the default behavior.
2051 */
2052 enum glsl_interp_qualifier
2053 {
2054 INTERP_QUALIFIER_NONE = 0,
2055 INTERP_QUALIFIER_SMOOTH,
2056 INTERP_QUALIFIER_FLAT,
2057 INTERP_QUALIFIER_NOPERSPECTIVE,
2058 INTERP_QUALIFIER_COUNT /**< Number of interpolation qualifiers */
2059 };
2060
2061
2062 /**
2063 * \brief Layout qualifiers for gl_FragDepth.
2064 *
2065 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
2066 * a layout qualifier.
2067 *
2068 * \see enum ir_depth_layout
2069 */
2070 enum gl_frag_depth_layout
2071 {
2072 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
2073 FRAG_DEPTH_LAYOUT_ANY,
2074 FRAG_DEPTH_LAYOUT_GREATER,
2075 FRAG_DEPTH_LAYOUT_LESS,
2076 FRAG_DEPTH_LAYOUT_UNCHANGED
2077 };
2078
2079
2080 /**
2081 * Base class for any kind of program object
2082 */
2083 struct gl_program
2084 {
2085 GLuint Id;
2086 GLubyte *String; /**< Null-terminated program text */
2087 GLint RefCount;
2088 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2089 GLenum Format; /**< String encoding format */
2090
2091 struct prog_instruction *Instructions;
2092
2093 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
2094 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
2095 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
2096 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
2097 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
2098 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
2099 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
2100 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
2101
2102 GLboolean UsesGather; /**< Does this program use gather4 at all? */
2103
2104 /**
2105 * For vertex and geometry shaders, true if the program uses the
2106 * gl_ClipDistance output. Ignored for fragment shaders.
2107 */
2108 GLboolean UsesClipDistanceOut;
2109
2110
2111 /** Named parameters, constants, etc. from program text */
2112 struct gl_program_parameter_list *Parameters;
2113
2114 /**
2115 * Local parameters used by the program.
2116 *
2117 * It's dynamically allocated because it is rarely used (just
2118 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
2119 * allocated.
2120 */
2121 GLfloat (*LocalParams)[4];
2122
2123 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2124 GLubyte SamplerUnits[MAX_SAMPLERS];
2125
2126 /** Bitmask of which register files are read/written with indirect
2127 * addressing. Mask of (1 << PROGRAM_x) bits.
2128 */
2129 GLbitfield IndirectRegisterFiles;
2130
2131 /** Logical counts */
2132 /*@{*/
2133 GLuint NumInstructions;
2134 GLuint NumTemporaries;
2135 GLuint NumParameters;
2136 GLuint NumAttributes;
2137 GLuint NumAddressRegs;
2138 GLuint NumAluInstructions;
2139 GLuint NumTexInstructions;
2140 GLuint NumTexIndirections;
2141 /*@}*/
2142 /** Native, actual h/w counts */
2143 /*@{*/
2144 GLuint NumNativeInstructions;
2145 GLuint NumNativeTemporaries;
2146 GLuint NumNativeParameters;
2147 GLuint NumNativeAttributes;
2148 GLuint NumNativeAddressRegs;
2149 GLuint NumNativeAluInstructions;
2150 GLuint NumNativeTexInstructions;
2151 GLuint NumNativeTexIndirections;
2152 /*@}*/
2153 };
2154
2155
2156 /** Vertex program object */
2157 struct gl_vertex_program
2158 {
2159 struct gl_program Base; /**< base class */
2160 GLboolean IsPositionInvariant;
2161 };
2162
2163
2164 /** Geometry program object */
2165 struct gl_geometry_program
2166 {
2167 struct gl_program Base; /**< base class */
2168
2169 GLint VerticesIn;
2170 GLint VerticesOut;
2171 GLint Invocations;
2172 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2173 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2174 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2175 GLboolean UsesEndPrimitive;
2176 };
2177
2178
2179 /** Fragment program object */
2180 struct gl_fragment_program
2181 {
2182 struct gl_program Base; /**< base class */
2183 GLboolean UsesKill; /**< shader uses KIL instruction */
2184 GLboolean UsesDFdy; /**< shader uses DDY instruction */
2185 GLboolean OriginUpperLeft;
2186 GLboolean PixelCenterInteger;
2187 enum gl_frag_depth_layout FragDepthLayout;
2188
2189 /**
2190 * GLSL interpolation qualifier associated with each fragment shader input.
2191 * For inputs that do not have an interpolation qualifier specified in
2192 * GLSL, the value is INTERP_QUALIFIER_NONE.
2193 */
2194 enum glsl_interp_qualifier InterpQualifier[VARYING_SLOT_MAX];
2195
2196 /**
2197 * Bitfield indicating, for each fragment shader input, 1 if that input
2198 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2199 */
2200 GLbitfield64 IsCentroid;
2201
2202 /**
2203 * Bitfield indicating, for each fragment shader input, 1 if that input
2204 * uses sample interpolation, 0 otherwise. Unused inputs are 0.
2205 */
2206 GLbitfield64 IsSample;
2207 };
2208
2209
2210 /** Compute program object */
2211 struct gl_compute_program
2212 {
2213 struct gl_program Base; /**< base class */
2214
2215 /**
2216 * Size specified using local_size_{x,y,z}.
2217 */
2218 unsigned LocalSize[3];
2219 };
2220
2221
2222 /**
2223 * State common to vertex and fragment programs.
2224 */
2225 struct gl_program_state
2226 {
2227 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2228 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2229 };
2230
2231
2232 /**
2233 * Context state for vertex programs.
2234 */
2235 struct gl_vertex_program_state
2236 {
2237 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2238 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2239 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2240 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2241 /** Computed two sided lighting for fixed function/programs. */
2242 GLboolean _TwoSideEnabled;
2243 struct gl_vertex_program *Current; /**< User-bound vertex program */
2244
2245 /** Currently enabled and valid vertex program (including internal
2246 * programs, user-defined vertex programs and GLSL vertex shaders).
2247 * This is the program we must use when rendering.
2248 */
2249 struct gl_vertex_program *_Current;
2250
2251 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2252
2253 /** Should fixed-function T&L be implemented with a vertex prog? */
2254 GLboolean _MaintainTnlProgram;
2255
2256 /** Program to emulate fixed-function T&L (see above) */
2257 struct gl_vertex_program *_TnlProgram;
2258
2259 /** Cache of fixed-function programs */
2260 struct gl_program_cache *Cache;
2261
2262 GLboolean _Overriden;
2263 };
2264
2265
2266 /**
2267 * Context state for geometry programs.
2268 */
2269 struct gl_geometry_program_state
2270 {
2271 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
2272 GLboolean _Enabled; /**< Enabled and valid program? */
2273 struct gl_geometry_program *Current; /**< user-bound geometry program */
2274
2275 /** Currently enabled and valid program (including internal programs
2276 * and compiled shader programs).
2277 */
2278 struct gl_geometry_program *_Current;
2279
2280 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2281
2282 /** Cache of fixed-function programs */
2283 struct gl_program_cache *Cache;
2284 };
2285
2286 /**
2287 * Context state for fragment programs.
2288 */
2289 struct gl_fragment_program_state
2290 {
2291 GLboolean Enabled; /**< User-set fragment program enable flag */
2292 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2293 struct gl_fragment_program *Current; /**< User-bound fragment program */
2294
2295 /** Currently enabled and valid fragment program (including internal
2296 * programs, user-defined fragment programs and GLSL fragment shaders).
2297 * This is the program we must use when rendering.
2298 */
2299 struct gl_fragment_program *_Current;
2300
2301 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2302
2303 /** Should fixed-function texturing be implemented with a fragment prog? */
2304 GLboolean _MaintainTexEnvProgram;
2305
2306 /** Program to emulate fixed-function texture env/combine (see above) */
2307 struct gl_fragment_program *_TexEnvProgram;
2308
2309 /** Cache of fixed-function programs */
2310 struct gl_program_cache *Cache;
2311 };
2312
2313
2314 /**
2315 * ATI_fragment_shader runtime state
2316 */
2317 #define ATI_FS_INPUT_PRIMARY 0
2318 #define ATI_FS_INPUT_SECONDARY 1
2319
2320 struct atifs_instruction;
2321 struct atifs_setupinst;
2322
2323 /**
2324 * ATI fragment shader
2325 */
2326 struct ati_fragment_shader
2327 {
2328 GLuint Id;
2329 GLint RefCount;
2330 struct atifs_instruction *Instructions[2];
2331 struct atifs_setupinst *SetupInst[2];
2332 GLfloat Constants[8][4];
2333 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2334 GLubyte numArithInstr[2];
2335 GLubyte regsAssigned[2];
2336 GLubyte NumPasses; /**< 1 or 2 */
2337 GLubyte cur_pass;
2338 GLubyte last_optype;
2339 GLboolean interpinp1;
2340 GLboolean isValid;
2341 GLuint swizzlerq;
2342 };
2343
2344 /**
2345 * Context state for GL_ATI_fragment_shader
2346 */
2347 struct gl_ati_fragment_shader_state
2348 {
2349 GLboolean Enabled;
2350 GLboolean _Enabled; /**< enabled and valid shader? */
2351 GLboolean Compiling;
2352 GLfloat GlobalConstants[8][4];
2353 struct ati_fragment_shader *Current;
2354 };
2355
2356
2357 /** Set by #pragma directives */
2358 struct gl_sl_pragmas
2359 {
2360 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2361 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2362 GLboolean Optimize; /**< defaults on */
2363 GLboolean Debug; /**< defaults off */
2364 };
2365
2366
2367 /**
2368 * A GLSL vertex or fragment shader object.
2369 */
2370 struct gl_shader
2371 {
2372 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB.
2373 * Must be the first field.
2374 */
2375 GLenum Type;
2376 gl_shader_stage Stage;
2377 GLuint Name; /**< AKA the handle */
2378 GLchar *Label; /**< GL_KHR_debug */
2379 GLint RefCount; /**< Reference count */
2380 GLboolean DeletePending;
2381 GLboolean CompileStatus;
2382 const GLchar *Source; /**< Source code string */
2383 GLuint SourceChecksum; /**< for debug/logging purposes */
2384 struct gl_program *Program; /**< Post-compile assembly code */
2385 GLchar *InfoLog;
2386 struct gl_sl_pragmas Pragmas;
2387
2388 unsigned Version; /**< GLSL version used for linking */
2389 GLboolean IsES; /**< True if this shader uses GLSL ES */
2390
2391 /**
2392 * \name Sampler tracking
2393 *
2394 * \note Each of these fields is only set post-linking.
2395 */
2396 /*@{*/
2397 unsigned num_samplers; /**< Number of samplers used by this shader. */
2398 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2399 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2400 /*@}*/
2401
2402 /**
2403 * Map from sampler unit to texture unit (set by glUniform1i())
2404 *
2405 * A sampler unit is associated with each sampler uniform by the linker.
2406 * The sampler unit associated with each uniform is stored in the
2407 * \c gl_uniform_storage::sampler field.
2408 */
2409 GLubyte SamplerUnits[MAX_SAMPLERS];
2410 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2411 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2412
2413 /**
2414 * Number of default uniform block components used by this shader.
2415 *
2416 * This field is only set post-linking.
2417 */
2418 unsigned num_uniform_components;
2419
2420 /**
2421 * Number of combined uniform components used by this shader.
2422 *
2423 * This field is only set post-linking. It is the sum of the uniform block
2424 * sizes divided by sizeof(float), and num_uniform_compoennts.
2425 */
2426 unsigned num_combined_uniform_components;
2427
2428 /**
2429 * This shader's uniform block information.
2430 *
2431 * These fields are only set post-linking.
2432 */
2433 struct gl_uniform_block *UniformBlocks;
2434 unsigned NumUniformBlocks;
2435
2436 struct exec_list *ir;
2437 struct glsl_symbol_table *symbols;
2438
2439 bool uses_builtin_functions;
2440 bool uses_gl_fragcoord;
2441 bool redeclares_gl_fragcoord;
2442 bool ARB_fragment_coord_conventions_enable;
2443
2444 /**
2445 * Fragment shader state from GLSL 1.50 layout qualifiers.
2446 */
2447 bool origin_upper_left;
2448 bool pixel_center_integer;
2449
2450 /**
2451 * Geometry shader state from GLSL 1.50 layout qualifiers.
2452 */
2453 struct {
2454 GLint VerticesOut;
2455 /**
2456 * 0 - Invocations count not declared in shader, or
2457 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2458 */
2459 GLint Invocations;
2460 /**
2461 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2462 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2463 * shader.
2464 */
2465 GLenum InputType;
2466 /**
2467 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2468 * it's not set in this shader.
2469 */
2470 GLenum OutputType;
2471 } Geom;
2472
2473 /**
2474 * Map from image uniform index to image unit (set by glUniform1i())
2475 *
2476 * An image uniform index is associated with each image uniform by
2477 * the linker. The image index associated with each uniform is
2478 * stored in the \c gl_uniform_storage::image field.
2479 */
2480 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2481
2482 /**
2483 * Access qualifier specified in the shader for each image uniform
2484 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2485 * GL_READ_WRITE.
2486 *
2487 * It may be different, though only more strict than the value of
2488 * \c gl_image_unit::Access for the corresponding image unit.
2489 */
2490 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2491
2492 /**
2493 * Number of image uniforms defined in the shader. It specifies
2494 * the number of valid elements in the \c ImageUnits and \c
2495 * ImageAccess arrays above.
2496 */
2497 GLuint NumImages;
2498
2499 /**
2500 * Compute shader state from ARB_compute_shader layout qualifiers.
2501 */
2502 struct {
2503 /**
2504 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2505 * it's not set in this shader.
2506 */
2507 unsigned LocalSize[3];
2508 } Comp;
2509 };
2510
2511
2512 struct gl_uniform_buffer_variable
2513 {
2514 char *Name;
2515
2516 /**
2517 * Name of the uniform as seen by glGetUniformIndices.
2518 *
2519 * glGetUniformIndices requires that the block instance index \b not be
2520 * present in the name of queried uniforms.
2521 *
2522 * \note
2523 * \c gl_uniform_buffer_variable::IndexName and
2524 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2525 */
2526 char *IndexName;
2527
2528 const struct glsl_type *Type;
2529 unsigned int Offset;
2530 GLboolean RowMajor;
2531 };
2532
2533
2534 enum gl_uniform_block_packing
2535 {
2536 ubo_packing_std140,
2537 ubo_packing_shared,
2538 ubo_packing_packed
2539 };
2540
2541
2542 struct gl_uniform_block
2543 {
2544 /** Declared name of the uniform block */
2545 char *Name;
2546
2547 /** Array of supplemental information about UBO ir_variables. */
2548 struct gl_uniform_buffer_variable *Uniforms;
2549 GLuint NumUniforms;
2550
2551 /**
2552 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2553 * with glBindBufferBase to bind a buffer object to this uniform block. When
2554 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2555 */
2556 GLuint Binding;
2557
2558 /**
2559 * Minimum size of a buffer object to back this uniform buffer
2560 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2561 */
2562 GLuint UniformBufferSize;
2563
2564 /**
2565 * Layout specified in the shader
2566 *
2567 * This isn't accessible through the API, but it is used while
2568 * cross-validating uniform blocks.
2569 */
2570 enum gl_uniform_block_packing _Packing;
2571 };
2572
2573 /**
2574 * Structure that represents a reference to an atomic buffer from some
2575 * shader program.
2576 */
2577 struct gl_active_atomic_buffer
2578 {
2579 /** Uniform indices of the atomic counters declared within it. */
2580 GLuint *Uniforms;
2581 GLuint NumUniforms;
2582
2583 /** Binding point index associated with it. */
2584 GLuint Binding;
2585
2586 /** Minimum reasonable size it is expected to have. */
2587 GLuint MinimumSize;
2588
2589 /** Shader stages making use of it. */
2590 GLboolean StageReferences[MESA_SHADER_STAGES];
2591 };
2592
2593 /**
2594 * A GLSL program object.
2595 * Basically a linked collection of vertex and fragment shaders.
2596 */
2597 struct gl_shader_program
2598 {
2599 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2600 GLuint Name; /**< aka handle or ID */
2601 GLchar *Label; /**< GL_KHR_debug */
2602 GLint RefCount; /**< Reference count */
2603 GLboolean DeletePending;
2604
2605 /**
2606 * Is the application intending to glGetProgramBinary this program?
2607 */
2608 GLboolean BinaryRetreivableHint;
2609
2610 /**
2611 * Indicates whether program can be bound for individual pipeline stages
2612 * using UseProgramStages after it is next linked.
2613 */
2614 GLboolean SeparateShader;
2615
2616 GLuint NumShaders; /**< number of attached shaders */
2617 struct gl_shader **Shaders; /**< List of attached the shaders */
2618
2619 /**
2620 * User-defined attribute bindings
2621 *
2622 * These are set via \c glBindAttribLocation and are used to direct the
2623 * GLSL linker. These are \b not the values used in the compiled shader,
2624 * and they are \b not the values returned by \c glGetAttribLocation.
2625 */
2626 struct string_to_uint_map *AttributeBindings;
2627
2628 /**
2629 * User-defined fragment data bindings
2630 *
2631 * These are set via \c glBindFragDataLocation and are used to direct the
2632 * GLSL linker. These are \b not the values used in the compiled shader,
2633 * and they are \b not the values returned by \c glGetFragDataLocation.
2634 */
2635 struct string_to_uint_map *FragDataBindings;
2636 struct string_to_uint_map *FragDataIndexBindings;
2637
2638 /**
2639 * Transform feedback varyings last specified by
2640 * glTransformFeedbackVaryings().
2641 *
2642 * For the current set of transform feeedback varyings used for transform
2643 * feedback output, see LinkedTransformFeedback.
2644 */
2645 struct {
2646 GLenum BufferMode;
2647 GLuint NumVarying;
2648 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2649 } TransformFeedback;
2650
2651 /** Post-link transform feedback info. */
2652 struct gl_transform_feedback_info LinkedTransformFeedback;
2653
2654 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2655 enum gl_frag_depth_layout FragDepthLayout;
2656
2657 /**
2658 * Geometry shader state - copied into gl_geometry_program by
2659 * _mesa_copy_linked_program_data().
2660 */
2661 struct {
2662 GLint VerticesIn;
2663 GLint VerticesOut;
2664 /**
2665 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2666 */
2667 GLint Invocations;
2668 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2669 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2670 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2671 /**
2672 * True if gl_ClipDistance is written to. Copied into
2673 * gl_geometry_program by _mesa_copy_linked_program_data().
2674 */
2675 GLboolean UsesClipDistance;
2676 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2677 0 if not present. */
2678 GLboolean UsesEndPrimitive;
2679 } Geom;
2680
2681 /** Vertex shader state */
2682 struct {
2683 /**
2684 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2685 * by _mesa_copy_linked_program_data().
2686 */
2687 GLboolean UsesClipDistance;
2688 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2689 0 if not present. */
2690 } Vert;
2691
2692 /**
2693 * Compute shader state - copied into gl_compute_program by
2694 * _mesa_copy_linked_program_data().
2695 */
2696 struct {
2697 /**
2698 * If this shader contains a compute stage, size specified using
2699 * local_size_{x,y,z}. Otherwise undefined.
2700 */
2701 unsigned LocalSize[3];
2702 } Comp;
2703
2704 /* post-link info: */
2705 unsigned NumUserUniformStorage;
2706 struct gl_uniform_storage *UniformStorage;
2707
2708 /**
2709 * Mapping from GL uniform locations returned by \c glUniformLocation to
2710 * UniformStorage entries. Arrays will have multiple contiguous slots
2711 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2712 */
2713 unsigned NumUniformRemapTable;
2714 struct gl_uniform_storage **UniformRemapTable;
2715
2716 /**
2717 * Size of the gl_ClipDistance array that is output from the last pipeline
2718 * stage before the fragment shader.
2719 */
2720 unsigned LastClipDistanceArraySize;
2721
2722 struct gl_uniform_block *UniformBlocks;
2723 unsigned NumUniformBlocks;
2724
2725 /**
2726 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2727 * they're used in, or -1.
2728 *
2729 * This is used to maintain the Binding values of the stage's UniformBlocks[]
2730 * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2731 */
2732 int *UniformBlockStageIndex[MESA_SHADER_STAGES];
2733
2734 /**
2735 * Map of active uniform names to locations
2736 *
2737 * Maps any active uniform that is not an array element to a location.
2738 * Each active uniform, including individual structure members will appear
2739 * in this map. This roughly corresponds to the set of names that would be
2740 * enumerated by \c glGetActiveUniform.
2741 */
2742 struct string_to_uint_map *UniformHash;
2743
2744 struct gl_active_atomic_buffer *AtomicBuffers;
2745 unsigned NumAtomicBuffers;
2746
2747 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2748 GLboolean Validated;
2749 GLboolean _Used; /**< Ever used for drawing? */
2750 GLchar *InfoLog;
2751
2752 unsigned Version; /**< GLSL version used for linking */
2753 GLboolean IsES; /**< True if this program uses GLSL ES */
2754
2755 /**
2756 * Per-stage shaders resulting from the first stage of linking.
2757 *
2758 * Set of linked shaders for this program. The array is accessed using the
2759 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2760 * \c NULL.
2761 */
2762 struct gl_shader *_LinkedShaders[MESA_SHADER_STAGES];
2763
2764 /* True if any of the fragment shaders attached to this program use:
2765 * #extension ARB_fragment_coord_conventions: enable
2766 */
2767 GLboolean ARB_fragment_coord_conventions_enable;
2768 };
2769
2770
2771 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2772 #define GLSL_LOG 0x2 /**< Write shaders to files */
2773 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2774 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2775 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2776 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2777 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2778 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2779 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2780 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2781
2782
2783 /**
2784 * Context state for GLSL vertex/fragment shaders.
2785 * Extended to support pipeline object
2786 */
2787 struct gl_pipeline_object
2788 {
2789 /** Name of the pipeline object as received from glGenProgramPipelines.
2790 * It would be 0 for shaders without separate shader objects.
2791 */
2792 GLuint Name;
2793
2794 GLint RefCount;
2795
2796 mtx_t Mutex;
2797
2798 /**
2799 * Programs used for rendering
2800 *
2801 * There is a separate program set for each shader stage.
2802 */
2803 struct gl_shader_program *CurrentProgram[MESA_SHADER_STAGES];
2804
2805 struct gl_shader_program *_CurrentFragmentProgram;
2806
2807 /**
2808 * Program used by glUniform calls.
2809 *
2810 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2811 */
2812 struct gl_shader_program *ActiveProgram;
2813
2814 GLbitfield Flags; /**< Mask of GLSL_x flags */
2815
2816 GLboolean EverBound; /**< Has the pipeline object been created */
2817
2818 GLboolean Validated; /**< Pipeline Validation status */
2819
2820 GLchar *InfoLog;
2821 };
2822
2823 /**
2824 * Context state for GLSL pipeline shaders.
2825 */
2826 struct gl_pipeline_shader_state
2827 {
2828 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
2829 struct gl_pipeline_object *Current;
2830
2831 /* Default Object to ensure that _Shader is never NULL */
2832 struct gl_pipeline_object *Default;
2833
2834 /** Pipeline objects */
2835 struct _mesa_HashTable *Objects;
2836 };
2837
2838 /**
2839 * Compiler options for a single GLSL shaders type
2840 */
2841 struct gl_shader_compiler_options
2842 {
2843 /** Driver-selectable options: */
2844 GLboolean EmitCondCodes; /**< Use condition codes? */
2845 GLboolean EmitNoLoops;
2846 GLboolean EmitNoFunctions;
2847 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2848 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2849 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2850 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2851 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2852
2853 /**
2854 * \name Forms of indirect addressing the driver cannot do.
2855 */
2856 /*@{*/
2857 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2858 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2859 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2860 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2861 /*@}*/
2862
2863 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2864 GLuint MaxUnrollIterations;
2865
2866 /**
2867 * Optimize code for array of structures backends.
2868 *
2869 * This is a proxy for:
2870 * - preferring DP4 instructions (rather than MUL/MAD) for
2871 * matrix * vector operations, such as position transformation.
2872 */
2873 GLboolean OptimizeForAOS;
2874
2875 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2876 };
2877
2878
2879 /**
2880 * Occlusion/timer query object.
2881 */
2882 struct gl_query_object
2883 {
2884 GLenum Target; /**< The query target, when active */
2885 GLuint Id; /**< hash table ID/name */
2886 GLchar *Label; /**< GL_KHR_debug */
2887 GLuint64EXT Result; /**< the counter */
2888 GLboolean Active; /**< inside Begin/EndQuery */
2889 GLboolean Ready; /**< result is ready? */
2890 GLboolean EverBound;/**< has query object ever been bound */
2891 };
2892
2893
2894 /**
2895 * Context state for query objects.
2896 */
2897 struct gl_query_state
2898 {
2899 struct _mesa_HashTable *QueryObjects;
2900 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2901 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2902
2903 /** GL_NV_conditional_render */
2904 struct gl_query_object *CondRenderQuery;
2905
2906 /** GL_EXT_transform_feedback */
2907 struct gl_query_object *PrimitivesGenerated;
2908 struct gl_query_object *PrimitivesWritten;
2909
2910 /** GL_ARB_timer_query */
2911 struct gl_query_object *TimeElapsed;
2912
2913 GLenum CondRenderMode;
2914 };
2915
2916
2917 /** Sync object state */
2918 struct gl_sync_object
2919 {
2920 GLenum Type; /**< GL_SYNC_FENCE */
2921 GLuint Name; /**< Fence name */
2922 GLchar *Label; /**< GL_KHR_debug */
2923 GLint RefCount; /**< Reference count */
2924 GLboolean DeletePending; /**< Object was deleted while there were still
2925 * live references (e.g., sync not yet finished)
2926 */
2927 GLenum SyncCondition;
2928 GLbitfield Flags; /**< Flags passed to glFenceSync */
2929 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2930 };
2931
2932
2933 /**
2934 * State which can be shared by multiple contexts:
2935 */
2936 struct gl_shared_state
2937 {
2938 mtx_t Mutex; /**< for thread safety */
2939 GLint RefCount; /**< Reference count */
2940 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2941 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2942
2943 /** Default texture objects (shared by all texture units) */
2944 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2945
2946 /** Fallback texture used when a bound texture is incomplete */
2947 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
2948
2949 /**
2950 * \name Thread safety and statechange notification for texture
2951 * objects.
2952 *
2953 * \todo Improve the granularity of locking.
2954 */
2955 /*@{*/
2956 mtx_t TexMutex; /**< texobj thread safety */
2957 GLuint TextureStateStamp; /**< state notification for shared tex */
2958 /*@}*/
2959
2960 /** Default buffer object for vertex arrays that aren't in VBOs */
2961 struct gl_buffer_object *NullBufferObj;
2962
2963 /**
2964 * \name Vertex/geometry/fragment programs
2965 */
2966 /*@{*/
2967 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2968 struct gl_vertex_program *DefaultVertexProgram;
2969 struct gl_fragment_program *DefaultFragmentProgram;
2970 struct gl_geometry_program *DefaultGeometryProgram;
2971 /*@}*/
2972
2973 /* GL_ATI_fragment_shader */
2974 struct _mesa_HashTable *ATIShaders;
2975 struct ati_fragment_shader *DefaultFragmentShader;
2976
2977 struct _mesa_HashTable *BufferObjects;
2978
2979 /** Table of both gl_shader and gl_shader_program objects */
2980 struct _mesa_HashTable *ShaderObjects;
2981
2982 /* GL_EXT_framebuffer_object */
2983 struct _mesa_HashTable *RenderBuffers;
2984 struct _mesa_HashTable *FrameBuffers;
2985
2986 /* GL_ARB_sync */
2987 struct set *SyncObjects;
2988
2989 /** GL_ARB_sampler_objects */
2990 struct _mesa_HashTable *SamplerObjects;
2991
2992 /**
2993 * Some context in this share group was affected by a GPU reset
2994 *
2995 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
2996 * been affected by a GPU reset must also return
2997 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
2998 *
2999 * Once this field becomes true, it is never reset to false.
3000 */
3001 bool ShareGroupReset;
3002 };
3003
3004
3005
3006 /**
3007 * Renderbuffers represent drawing surfaces such as color, depth and/or
3008 * stencil. A framebuffer object has a set of renderbuffers.
3009 * Drivers will typically derive subclasses of this type.
3010 */
3011 struct gl_renderbuffer
3012 {
3013 mtx_t Mutex; /**< for thread safety */
3014 GLuint ClassID; /**< Useful for drivers */
3015 GLuint Name;
3016 GLchar *Label; /**< GL_KHR_debug */
3017 GLint RefCount;
3018 GLuint Width, Height;
3019 GLuint Depth;
3020 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3021 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3022 /**
3023 * True for renderbuffers that wrap textures, giving the driver a chance to
3024 * flush render caches through the FinishRenderTexture hook.
3025 *
3026 * Drivers may also set this on renderbuffers other than those generated by
3027 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3028 * called without a rb->TexImage.
3029 */
3030 GLboolean NeedsFinishRenderTexture;
3031 GLubyte NumSamples;
3032 GLenum InternalFormat; /**< The user-specified format */
3033 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3034 GL_STENCIL_INDEX. */
3035 mesa_format Format; /**< The actual renderbuffer memory format */
3036 /**
3037 * Pointer to the texture image if this renderbuffer wraps a texture,
3038 * otherwise NULL.
3039 *
3040 * Note that the reference on the gl_texture_object containing this
3041 * TexImage is held by the gl_renderbuffer_attachment.
3042 */
3043 struct gl_texture_image *TexImage;
3044
3045 /** Delete this renderbuffer */
3046 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3047
3048 /** Allocate new storage for this renderbuffer */
3049 GLboolean (*AllocStorage)(struct gl_context *ctx,
3050 struct gl_renderbuffer *rb,
3051 GLenum internalFormat,
3052 GLuint width, GLuint height);
3053 };
3054
3055
3056 /**
3057 * A renderbuffer attachment points to either a texture object (and specifies
3058 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3059 */
3060 struct gl_renderbuffer_attachment
3061 {
3062 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3063 GLboolean Complete;
3064
3065 /**
3066 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3067 * application supplied renderbuffer object.
3068 */
3069 struct gl_renderbuffer *Renderbuffer;
3070
3071 /**
3072 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3073 * supplied texture object.
3074 */
3075 struct gl_texture_object *Texture;
3076 GLuint TextureLevel; /**< Attached mipmap level. */
3077 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3078 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3079 * and 2D array textures */
3080 GLboolean Layered;
3081 };
3082
3083
3084 /**
3085 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3086 * In C++ terms, think of this as a base class from which device drivers
3087 * will make derived classes.
3088 */
3089 struct gl_framebuffer
3090 {
3091 mtx_t Mutex; /**< for thread safety */
3092 /**
3093 * If zero, this is a window system framebuffer. If non-zero, this
3094 * is a FBO framebuffer; note that for some devices (i.e. those with
3095 * a natural pixel coordinate system for FBOs that differs from the
3096 * OpenGL/Mesa coordinate system), this means that the viewport,
3097 * polygon face orientation, and polygon stipple will have to be inverted.
3098 */
3099 GLuint Name;
3100 GLchar *Label; /**< GL_KHR_debug */
3101
3102 GLint RefCount;
3103 GLboolean DeletePending;
3104
3105 /**
3106 * The framebuffer's visual. Immutable if this is a window system buffer.
3107 * Computed from attachments if user-made FBO.
3108 */
3109 struct gl_config Visual;
3110
3111 GLuint Width, Height; /**< size of frame buffer in pixels */
3112
3113 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
3114 /*@{*/
3115 GLint _Xmin, _Xmax; /**< inclusive */
3116 GLint _Ymin, _Ymax; /**< exclusive */
3117 /*@}*/
3118
3119 /** \name Derived Z buffer stuff */
3120 /*@{*/
3121 GLuint _DepthMax; /**< Max depth buffer value */
3122 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3123 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3124 /*@}*/
3125
3126 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3127 GLenum _Status;
3128
3129 /** Integer color values */
3130 GLboolean _IntegerColor;
3131
3132 /* ARB_color_buffer_float */
3133 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3134 GLboolean _HasSNormOrFloatColorBuffer;
3135
3136 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3137 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3138
3139 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3140 * attribute group and GL_PIXEL attribute group, respectively.
3141 */
3142 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3143 GLenum ColorReadBuffer;
3144
3145 /** Computed from ColorDraw/ReadBuffer above */
3146 GLuint _NumColorDrawBuffers;
3147 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3148 GLint _ColorReadBufferIndex; /* -1 = None */
3149 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3150 struct gl_renderbuffer *_ColorReadBuffer;
3151
3152 /**
3153 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3154 * is not layered. For cube maps and cube map arrays, each cube face
3155 * counts as a layer.
3156 */
3157 GLuint MaxNumLayers;
3158
3159 /** Delete this framebuffer */
3160 void (*Delete)(struct gl_framebuffer *fb);
3161 };
3162
3163
3164 /**
3165 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3166 */
3167 struct gl_precision
3168 {
3169 GLushort RangeMin; /**< min value exponent */
3170 GLushort RangeMax; /**< max value exponent */
3171 GLushort Precision; /**< number of mantissa bits */
3172 };
3173
3174
3175 /**
3176 * Limits for vertex, geometry and fragment programs/shaders.
3177 */
3178 struct gl_program_constants
3179 {
3180 /* logical limits */
3181 GLuint MaxInstructions;
3182 GLuint MaxAluInstructions;
3183 GLuint MaxTexInstructions;
3184 GLuint MaxTexIndirections;
3185 GLuint MaxAttribs;
3186 GLuint MaxTemps;
3187 GLuint MaxAddressRegs;
3188 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3189 GLuint MaxParameters;
3190 GLuint MaxLocalParams;
3191 GLuint MaxEnvParams;
3192 /* native/hardware limits */
3193 GLuint MaxNativeInstructions;
3194 GLuint MaxNativeAluInstructions;
3195 GLuint MaxNativeTexInstructions;
3196 GLuint MaxNativeTexIndirections;
3197 GLuint MaxNativeAttribs;
3198 GLuint MaxNativeTemps;
3199 GLuint MaxNativeAddressRegs;
3200 GLuint MaxNativeParameters;
3201 /* For shaders */
3202 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3203
3204 /**
3205 * \name Per-stage input / output limits
3206 *
3207 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3208 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3209 * ES). This is stored as \c gl_constants::MaxVarying.
3210 *
3211 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3212 * variables. Each stage as a certain number of outputs that it can feed
3213 * to the next stage and a certain number inputs that it can consume from
3214 * the previous stage.
3215 *
3216 * Vertex shader inputs do not participate this in this accounting.
3217 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3218 *
3219 * Fragment shader outputs do not participate this in this accounting.
3220 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3221 */
3222 /*@{*/
3223 GLuint MaxInputComponents;
3224 GLuint MaxOutputComponents;
3225 /*@}*/
3226
3227 /* ES 2.0 and GL_ARB_ES2_compatibility */
3228 struct gl_precision LowFloat, MediumFloat, HighFloat;
3229 struct gl_precision LowInt, MediumInt, HighInt;
3230 /* GL_ARB_uniform_buffer_object */
3231 GLuint MaxUniformBlocks;
3232 GLuint MaxCombinedUniformComponents;
3233 GLuint MaxTextureImageUnits;
3234
3235 /* GL_ARB_shader_atomic_counters */
3236 GLuint MaxAtomicBuffers;
3237 GLuint MaxAtomicCounters;
3238
3239 /* GL_ARB_shader_image_load_store */
3240 GLuint MaxImageUniforms;
3241 };
3242
3243
3244 /**
3245 * Constants which may be overridden by device driver during context creation
3246 * but are never changed after that.
3247 */
3248 struct gl_constants
3249 {
3250 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3251 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3252 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3253 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3254 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3255 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3256 GLuint MaxTextureCoordUnits;
3257 GLuint MaxCombinedTextureImageUnits;
3258 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3259 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3260 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3261 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3262
3263 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3264
3265 GLuint MaxArrayLockSize;
3266
3267 GLint SubPixelBits;
3268
3269 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3270 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3271 GLfloat PointSizeGranularity;
3272 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3273 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3274 GLfloat LineWidthGranularity;
3275
3276 GLuint MaxClipPlanes;
3277 GLuint MaxLights;
3278 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3279 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3280
3281 GLuint MaxViewportWidth, MaxViewportHeight;
3282 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3283 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3284 struct {
3285 GLfloat Min;
3286 GLfloat Max;
3287 } ViewportBounds; /**< GL_ARB_viewport_array */
3288
3289 struct gl_program_constants Program[MESA_SHADER_STAGES];
3290 GLuint MaxProgramMatrices;
3291 GLuint MaxProgramMatrixStackDepth;
3292
3293 struct {
3294 GLuint SamplesPassed;
3295 GLuint TimeElapsed;
3296 GLuint Timestamp;
3297 GLuint PrimitivesGenerated;
3298 GLuint PrimitivesWritten;
3299 } QueryCounterBits;
3300
3301 /** vertex array / buffer object bounds checking */
3302 GLboolean CheckArrayBounds;
3303
3304 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3305
3306 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3307 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3308 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3309
3310 /** Number of varying vectors between any two shader stages. */
3311 GLuint MaxVarying;
3312
3313 /** @{
3314 * GL_ARB_uniform_buffer_object
3315 */
3316 GLuint MaxCombinedUniformBlocks;
3317 GLuint MaxUniformBufferBindings;
3318 GLuint MaxUniformBlockSize;
3319 GLuint UniformBufferOffsetAlignment;
3320 /** @} */
3321
3322 /** GL_ARB_geometry_shader4 */
3323 GLuint MaxGeometryOutputVertices;
3324 GLuint MaxGeometryTotalOutputComponents;
3325
3326 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
3327
3328 /**
3329 * Changes default GLSL extension behavior from "error" to "warn". It's out
3330 * of spec, but it can make some apps work that otherwise wouldn't.
3331 */
3332 GLboolean ForceGLSLExtensionsWarn;
3333
3334 /**
3335 * If non-zero, forces GLSL shaders without the #version directive to behave
3336 * as if they began with "#version ForceGLSLVersion".
3337 */
3338 GLuint ForceGLSLVersion;
3339
3340 /**
3341 * Does the driver support real 32-bit integers? (Otherwise, integers are
3342 * simulated via floats.)
3343 */
3344 GLboolean NativeIntegers;
3345
3346 /**
3347 * If the driver supports real 32-bit integers, what integer value should be
3348 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3349 */
3350 GLuint UniformBooleanTrue;
3351
3352 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
3353 GLbitfield SupportedBumpUnits;
3354
3355 /**
3356 * Maximum amount of time, measured in nanseconds, that the server can wait.
3357 */
3358 GLuint64 MaxServerWaitTimeout;
3359
3360 /** GL_EXT_provoking_vertex */
3361 GLboolean QuadsFollowProvokingVertexConvention;
3362
3363 /** OpenGL version 3.0 */
3364 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3365
3366 /** OpenGL version 3.2 */
3367 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3368
3369 /** GL_EXT_transform_feedback */
3370 GLuint MaxTransformFeedbackBuffers;
3371 GLuint MaxTransformFeedbackSeparateComponents;
3372 GLuint MaxTransformFeedbackInterleavedComponents;
3373 GLuint MaxVertexStreams;
3374
3375 /** GL_EXT_gpu_shader4 */
3376 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3377
3378 /** GL_ARB_texture_gather */
3379 GLuint MinProgramTextureGatherOffset;
3380 GLuint MaxProgramTextureGatherOffset;
3381 GLuint MaxProgramTextureGatherComponents;
3382
3383 /* GL_ARB_robustness */
3384 GLenum ResetStrategy;
3385
3386 /* GL_ARB_blend_func_extended */
3387 GLuint MaxDualSourceDrawBuffers;
3388
3389 /**
3390 * Whether the implementation strips out and ignores texture borders.
3391 *
3392 * Many GPU hardware implementations don't support rendering with texture
3393 * borders and mipmapped textures. (Note: not static border color, but the
3394 * old 1-pixel border around each edge). Implementations then have to do
3395 * slow fallbacks to be correct, or just ignore the border and be fast but
3396 * wrong. Setting the flag strips the border off of TexImage calls,
3397 * providing "fast but wrong" at significantly reduced driver complexity.
3398 *
3399 * Texture borders are deprecated in GL 3.0.
3400 **/
3401 GLboolean StripTextureBorder;
3402
3403 /**
3404 * For drivers which can do a better job at eliminating unused uniforms
3405 * than the GLSL compiler.
3406 *
3407 * XXX Remove these as soon as a better solution is available.
3408 */
3409 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3410
3411 /**
3412 * Force software support for primitive restart in the VBO module.
3413 */
3414 GLboolean PrimitiveRestartInSoftware;
3415
3416 /**
3417 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3418 * than passing the transform feedback object to the drawing function.
3419 */
3420 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3421
3422 /** GL_ARB_map_buffer_alignment */
3423 GLuint MinMapBufferAlignment;
3424
3425 /**
3426 * Disable varying packing. This is out of spec, but potentially useful
3427 * for older platforms that supports a limited number of texture
3428 * indirections--on these platforms, unpacking the varyings in the fragment
3429 * shader increases the number of texture indirections by 1, which might
3430 * make some shaders not executable at all.
3431 *
3432 * Drivers that support transform feedback must set this value to GL_FALSE.
3433 */
3434 GLboolean DisableVaryingPacking;
3435
3436 /*
3437 * Maximum value supported for an index in DrawElements and friends.
3438 *
3439 * This must be at least (1ull<<24)-1. The default value is
3440 * (1ull<<32)-1.
3441 *
3442 * \since ES 3.0 or GL_ARB_ES3_compatibility
3443 * \sa _mesa_init_constants
3444 */
3445 GLuint64 MaxElementIndex;
3446
3447 /**
3448 * Disable interpretation of line continuations (lines ending with a
3449 * backslash character ('\') in GLSL source.
3450 */
3451 GLboolean DisableGLSLLineContinuations;
3452
3453 /** GL_ARB_texture_multisample */
3454 GLint MaxColorTextureSamples;
3455 GLint MaxDepthTextureSamples;
3456 GLint MaxIntegerSamples;
3457
3458 /** GL_ARB_shader_atomic_counters */
3459 GLuint MaxAtomicBufferBindings;
3460 GLuint MaxAtomicBufferSize;
3461 GLuint MaxCombinedAtomicBuffers;
3462 GLuint MaxCombinedAtomicCounters;
3463
3464 /** GL_ARB_vertex_attrib_binding */
3465 GLint MaxVertexAttribRelativeOffset;
3466 GLint MaxVertexAttribBindings;
3467
3468 /* GL_ARB_shader_image_load_store */
3469 GLuint MaxImageUnits;
3470 GLuint MaxCombinedImageUnitsAndFragmentOutputs;
3471 GLuint MaxImageSamples;
3472 GLuint MaxCombinedImageUniforms;
3473
3474 /** GL_ARB_compute_shader */
3475 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3476 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3477 GLuint MaxComputeWorkGroupInvocations;
3478
3479 /** GL_ARB_gpu_shader5 */
3480 GLfloat MinFragmentInterpolationOffset;
3481 GLfloat MaxFragmentInterpolationOffset;
3482
3483 GLboolean FakeSWMSAA;
3484 };
3485
3486
3487 /**
3488 * Enable flag for each OpenGL extension. Different device drivers will
3489 * enable different extensions at runtime.
3490 */
3491 struct gl_extensions
3492 {
3493 GLboolean dummy; /* don't remove this! */
3494 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3495 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3496 GLboolean ANGLE_texture_compression_dxt;
3497 GLboolean ARB_ES2_compatibility;
3498 GLboolean ARB_ES3_compatibility;
3499 GLboolean ARB_arrays_of_arrays;
3500 GLboolean ARB_base_instance;
3501 GLboolean ARB_blend_func_extended;
3502 GLboolean ARB_buffer_storage;
3503 GLboolean ARB_color_buffer_float;
3504 GLboolean ARB_compute_shader;
3505 GLboolean ARB_conservative_depth;
3506 GLboolean ARB_depth_buffer_float;
3507 GLboolean ARB_depth_clamp;
3508 GLboolean ARB_depth_texture;
3509 GLboolean ARB_draw_buffers_blend;
3510 GLboolean ARB_draw_elements_base_vertex;
3511 GLboolean ARB_draw_indirect;
3512 GLboolean ARB_draw_instanced;
3513 GLboolean ARB_fragment_coord_conventions;
3514 GLboolean ARB_fragment_program;
3515 GLboolean ARB_fragment_program_shadow;
3516 GLboolean ARB_fragment_shader;
3517 GLboolean ARB_framebuffer_object;
3518 GLboolean ARB_explicit_attrib_location;
3519 GLboolean ARB_geometry_shader4;
3520 GLboolean ARB_gpu_shader5;
3521 GLboolean ARB_half_float_vertex;
3522 GLboolean ARB_instanced_arrays;
3523 GLboolean ARB_internalformat_query;
3524 GLboolean ARB_map_buffer_range;
3525 GLboolean ARB_occlusion_query;
3526 GLboolean ARB_occlusion_query2;
3527 GLboolean ARB_point_sprite;
3528 GLboolean ARB_sample_shading;
3529 GLboolean ARB_seamless_cube_map;
3530 GLboolean ARB_shader_atomic_counters;
3531 GLboolean ARB_shader_bit_encoding;
3532 GLboolean ARB_shader_image_load_store;
3533 GLboolean ARB_shader_stencil_export;
3534 GLboolean ARB_shader_texture_lod;
3535 GLboolean ARB_shading_language_packing;
3536 GLboolean ARB_shading_language_420pack;
3537 GLboolean ARB_shadow;
3538 GLboolean ARB_stencil_texturing;
3539 GLboolean ARB_sync;
3540 GLboolean ARB_texture_border_clamp;
3541 GLboolean ARB_texture_buffer_object;
3542 GLboolean ARB_texture_buffer_object_rgb32;
3543 GLboolean ARB_texture_buffer_range;
3544 GLboolean ARB_texture_compression_rgtc;
3545 GLboolean ARB_texture_cube_map;
3546 GLboolean ARB_texture_cube_map_array;
3547 GLboolean ARB_texture_env_combine;
3548 GLboolean ARB_texture_env_crossbar;
3549 GLboolean ARB_texture_env_dot3;
3550 GLboolean ARB_texture_float;
3551 GLboolean ARB_texture_gather;
3552 GLboolean ARB_texture_mirror_clamp_to_edge;
3553 GLboolean ARB_texture_multisample;
3554 GLboolean ARB_texture_non_power_of_two;
3555 GLboolean ARB_texture_stencil8;
3556 GLboolean ARB_texture_query_levels;
3557 GLboolean ARB_texture_query_lod;
3558 GLboolean ARB_texture_rg;
3559 GLboolean ARB_texture_rgb10_a2ui;
3560 GLboolean ARB_texture_view;
3561 GLboolean ARB_timer_query;
3562 GLboolean ARB_transform_feedback2;
3563 GLboolean ARB_transform_feedback3;
3564 GLboolean ARB_transform_feedback_instanced;
3565 GLboolean ARB_uniform_buffer_object;
3566 GLboolean ARB_vertex_program;
3567 GLboolean ARB_vertex_shader;
3568 GLboolean ARB_vertex_type_10f_11f_11f_rev;
3569 GLboolean ARB_vertex_type_2_10_10_10_rev;
3570 GLboolean ARB_viewport_array;
3571 GLboolean EXT_blend_color;
3572 GLboolean EXT_blend_equation_separate;
3573 GLboolean EXT_blend_func_separate;
3574 GLboolean EXT_blend_minmax;
3575 GLboolean EXT_depth_bounds_test;
3576 GLboolean EXT_draw_buffers2;
3577 GLboolean EXT_framebuffer_multisample;
3578 GLboolean EXT_framebuffer_multisample_blit_scaled;
3579 GLboolean EXT_framebuffer_sRGB;
3580 GLboolean EXT_gpu_program_parameters;
3581 GLboolean EXT_gpu_shader4;
3582 GLboolean EXT_packed_float;
3583 GLboolean EXT_pixel_buffer_object;
3584 GLboolean EXT_point_parameters;
3585 GLboolean EXT_provoking_vertex;
3586 GLboolean EXT_shader_integer_mix;
3587 GLboolean EXT_stencil_two_side;
3588 GLboolean EXT_texture3D;
3589 GLboolean EXT_texture_array;
3590 GLboolean EXT_texture_compression_latc;
3591 GLboolean EXT_texture_compression_s3tc;
3592 GLboolean EXT_texture_env_dot3;
3593 GLboolean EXT_texture_filter_anisotropic;
3594 GLboolean EXT_texture_integer;
3595 GLboolean EXT_texture_mirror_clamp;
3596 GLboolean EXT_texture_shared_exponent;
3597 GLboolean EXT_texture_snorm;
3598 GLboolean EXT_texture_sRGB;
3599 GLboolean EXT_texture_sRGB_decode;
3600 GLboolean EXT_texture_swizzle;
3601 GLboolean EXT_transform_feedback;
3602 GLboolean EXT_timer_query;
3603 GLboolean EXT_vertex_array_bgra;
3604 GLboolean OES_standard_derivatives;
3605 /* vendor extensions */
3606 GLboolean AMD_performance_monitor;
3607 GLboolean AMD_seamless_cubemap_per_texture;
3608 GLboolean AMD_vertex_shader_layer;
3609 GLboolean APPLE_object_purgeable;
3610 GLboolean ATI_envmap_bumpmap;
3611 GLboolean ATI_texture_compression_3dc;
3612 GLboolean ATI_texture_mirror_once;
3613 GLboolean ATI_texture_env_combine3;
3614 GLboolean ATI_fragment_shader;
3615 GLboolean ATI_separate_stencil;
3616 GLboolean MESA_pack_invert;
3617 GLboolean MESA_ycbcr_texture;
3618 GLboolean NV_conditional_render;
3619 GLboolean NV_fog_distance;
3620 GLboolean NV_fragment_program_option;
3621 GLboolean NV_point_sprite;
3622 GLboolean NV_primitive_restart;
3623 GLboolean NV_texture_barrier;
3624 GLboolean NV_texture_env_combine4;
3625 GLboolean NV_texture_rectangle;
3626 GLboolean NV_vdpau_interop;
3627 GLboolean TDFX_texture_compression_FXT1;
3628 GLboolean OES_EGL_image;
3629 GLboolean OES_draw_texture;
3630 GLboolean OES_depth_texture_cube_map;
3631 GLboolean OES_EGL_image_external;
3632 GLboolean OES_compressed_ETC1_RGB8_texture;
3633 GLboolean extension_sentinel;
3634 /** The extension string */
3635 const GLubyte *String;
3636 /** Number of supported extensions */
3637 GLuint Count;
3638 };
3639
3640
3641 /**
3642 * A stack of matrices (projection, modelview, color, texture, etc).
3643 */
3644 struct gl_matrix_stack
3645 {
3646 GLmatrix *Top; /**< points into Stack */
3647 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3648 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3649 GLuint MaxDepth; /**< size of Stack[] array */
3650 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3651 };
3652
3653
3654 /**
3655 * \name Bits for image transfer operations
3656 * \sa __struct gl_contextRec::ImageTransferState.
3657 */
3658 /*@{*/
3659 #define IMAGE_SCALE_BIAS_BIT 0x1
3660 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3661 #define IMAGE_MAP_COLOR_BIT 0x4
3662 #define IMAGE_CLAMP_BIT 0x800
3663
3664
3665 /** Pixel Transfer ops */
3666 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3667 IMAGE_SHIFT_OFFSET_BIT | \
3668 IMAGE_MAP_COLOR_BIT)
3669
3670 /**
3671 * \name Bits to indicate what state has changed.
3672 */
3673 /*@{*/
3674 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3675 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3676 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3677 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3678 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3679 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3680 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3681 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3682 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3683 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3684 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3685 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3686 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3687 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3688 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3689 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3690 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3691 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3692 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3693 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3694 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3695 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3696 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3697 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3698 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3699 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3700 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3701 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3702 #define _NEW_BUFFER_OBJECT (1 << 28)
3703 #define _NEW_FRAG_CLAMP (1 << 29)
3704 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3705 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3706 #define _NEW_ALL ~0
3707 /*@}*/
3708
3709
3710 /**
3711 * Composite state flags
3712 */
3713 /*@{*/
3714 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3715 _NEW_TEXTURE | \
3716 _NEW_POINT | \
3717 _NEW_PROGRAM | \
3718 _NEW_MODELVIEW)
3719
3720 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3721 _NEW_FOG | \
3722 _NEW_PROGRAM)
3723
3724
3725 /*@}*/
3726
3727
3728
3729
3730 /* This has to be included here. */
3731 #include "dd.h"
3732
3733
3734 /**
3735 * Display list flags.
3736 * Strictly this is a tnl-private concept, but it doesn't seem
3737 * worthwhile adding a tnl private structure just to hold this one bit
3738 * of information:
3739 */
3740 #define DLIST_DANGLING_REFS 0x1
3741
3742
3743 /** Opaque declaration of display list payload data type */
3744 union gl_dlist_node;
3745
3746
3747 /**
3748 * Provide a location where information about a display list can be
3749 * collected. Could be extended with driverPrivate structures,
3750 * etc. in the future.
3751 */
3752 struct gl_display_list
3753 {
3754 GLuint Name;
3755 GLchar *Label; /**< GL_KHR_debug */
3756 GLbitfield Flags; /**< DLIST_x flags */
3757 /** The dlist commands are in a linked list of nodes */
3758 union gl_dlist_node *Head;
3759 };
3760
3761
3762 /**
3763 * State used during display list compilation and execution.
3764 */
3765 struct gl_dlist_state
3766 {
3767 GLuint CallDepth; /**< Current recursion calling depth */
3768
3769 struct gl_display_list *CurrentList; /**< List currently being compiled */
3770 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3771 GLuint CurrentPos; /**< Index into current block of nodes */
3772
3773 GLvertexformat ListVtxfmt;
3774
3775 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3776 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3777
3778 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3779 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3780
3781 struct {
3782 /* State known to have been set by the currently-compiling display
3783 * list. Used to eliminate some redundant state changes.
3784 */
3785 GLenum ShadeModel;
3786 } Current;
3787 };
3788
3789 /** @{
3790 *
3791 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
3792 * to small enums suitable for use as an array index.
3793 */
3794
3795 enum mesa_debug_source {
3796 MESA_DEBUG_SOURCE_API,
3797 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
3798 MESA_DEBUG_SOURCE_SHADER_COMPILER,
3799 MESA_DEBUG_SOURCE_THIRD_PARTY,
3800 MESA_DEBUG_SOURCE_APPLICATION,
3801 MESA_DEBUG_SOURCE_OTHER,
3802 MESA_DEBUG_SOURCE_COUNT
3803 };
3804
3805 enum mesa_debug_type {
3806 MESA_DEBUG_TYPE_ERROR,
3807 MESA_DEBUG_TYPE_DEPRECATED,
3808 MESA_DEBUG_TYPE_UNDEFINED,
3809 MESA_DEBUG_TYPE_PORTABILITY,
3810 MESA_DEBUG_TYPE_PERFORMANCE,
3811 MESA_DEBUG_TYPE_OTHER,
3812 MESA_DEBUG_TYPE_MARKER,
3813 MESA_DEBUG_TYPE_PUSH_GROUP,
3814 MESA_DEBUG_TYPE_POP_GROUP,
3815 MESA_DEBUG_TYPE_COUNT
3816 };
3817
3818 enum mesa_debug_severity {
3819 MESA_DEBUG_SEVERITY_LOW,
3820 MESA_DEBUG_SEVERITY_MEDIUM,
3821 MESA_DEBUG_SEVERITY_HIGH,
3822 MESA_DEBUG_SEVERITY_NOTIFICATION,
3823 MESA_DEBUG_SEVERITY_COUNT
3824 };
3825
3826 /** @} */
3827
3828 /**
3829 * Enum for the OpenGL APIs we know about and may support.
3830 *
3831 * NOTE: This must match the api_enum table in
3832 * src/mesa/main/get_hash_generator.py
3833 */
3834 typedef enum
3835 {
3836 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
3837 API_OPENGLES,
3838 API_OPENGLES2,
3839 API_OPENGL_CORE,
3840 API_OPENGL_LAST = API_OPENGL_CORE
3841 } gl_api;
3842
3843 /**
3844 * Driver-specific state flags.
3845 *
3846 * These are or'd with gl_context::NewDriverState to notify a driver about
3847 * a state change. The driver sets the flags at context creation and
3848 * the meaning of the bits set is opaque to core Mesa.
3849 */
3850 struct gl_driver_flags
3851 {
3852 /** gl_context::Array::_DrawArrays (vertex array state) */
3853 GLbitfield NewArray;
3854
3855 /** gl_context::TransformFeedback::CurrentObject */
3856 GLbitfield NewTransformFeedback;
3857
3858 /** gl_context::TransformFeedback::CurrentObject::shader_program */
3859 GLbitfield NewTransformFeedbackProg;
3860
3861 /** gl_context::RasterDiscard */
3862 GLbitfield NewRasterizerDiscard;
3863
3864 /**
3865 * gl_context::UniformBufferBindings
3866 * gl_shader_program::UniformBlocks
3867 */
3868 GLbitfield NewUniformBuffer;
3869
3870 /**
3871 * gl_context::AtomicBufferBindings
3872 */
3873 GLbitfield NewAtomicBuffer;
3874
3875 /**
3876 * gl_context::ImageUnits
3877 */
3878 GLbitfield NewImageUnits;
3879 };
3880
3881 struct gl_uniform_buffer_binding
3882 {
3883 struct gl_buffer_object *BufferObject;
3884 /** Start of uniform block data in the buffer */
3885 GLintptr Offset;
3886 /** Size of data allowed to be referenced from the buffer (in bytes) */
3887 GLsizeiptr Size;
3888 /**
3889 * glBindBufferBase() indicates that the Size should be ignored and only
3890 * limited by the current size of the BufferObject.
3891 */
3892 GLboolean AutomaticSize;
3893 };
3894
3895 /**
3896 * ARB_shader_image_load_store image unit.
3897 */
3898 struct gl_image_unit
3899 {
3900 /**
3901 * Texture object bound to this unit.
3902 */
3903 struct gl_texture_object *TexObj;
3904
3905 /**
3906 * Level of the texture object bound to this unit.
3907 */
3908 GLuint Level;
3909
3910 /**
3911 * \c GL_TRUE if the whole level is bound as an array of layers, \c
3912 * GL_FALSE if only some specific layer of the texture is bound.
3913 * \sa Layer
3914 */
3915 GLboolean Layered;
3916
3917 /**
3918 * Layer of the texture object bound to this unit, or zero if the
3919 * whole level is bound.
3920 */
3921 GLuint Layer;
3922
3923 /**
3924 * Access allowed to this texture image. Either \c GL_READ_ONLY,
3925 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
3926 */
3927 GLenum Access;
3928
3929 /**
3930 * GL internal format that determines the interpretation of the
3931 * image memory when shader image operations are performed through
3932 * this unit.
3933 */
3934 GLenum Format;
3935
3936 /**
3937 * Mesa format corresponding to \c Format.
3938 */
3939 mesa_format _ActualFormat;
3940
3941 /**
3942 * GL_TRUE if the state of this image unit is valid and access from
3943 * the shader is allowed. Otherwise loads from this unit should
3944 * return zero and stores should have no effect.
3945 */
3946 GLboolean _Valid;
3947 };
3948
3949 /**
3950 * Binding point for an atomic counter buffer object.
3951 */
3952 struct gl_atomic_buffer_binding
3953 {
3954 struct gl_buffer_object *BufferObject;
3955 GLintptr Offset;
3956 GLsizeiptr Size;
3957 };
3958
3959 /**
3960 * Mesa rendering context.
3961 *
3962 * This is the central context data structure for Mesa. Almost all
3963 * OpenGL state is contained in this structure.
3964 * Think of this as a base class from which device drivers will derive
3965 * sub classes.
3966 */
3967 struct gl_context
3968 {
3969 /** State possibly shared with other contexts in the address space */
3970 struct gl_shared_state *Shared;
3971
3972 /** \name API function pointer tables */
3973 /*@{*/
3974 gl_api API;
3975 /**
3976 * The current dispatch table for non-displaylist-saving execution, either
3977 * BeginEnd or OutsideBeginEnd
3978 */
3979 struct _glapi_table *Exec;
3980 /**
3981 * The normal dispatch table for non-displaylist-saving, non-begin/end
3982 */
3983 struct _glapi_table *OutsideBeginEnd;
3984 /** The dispatch table used between glNewList() and glEndList() */
3985 struct _glapi_table *Save;
3986 /**
3987 * The dispatch table used between glBegin() and glEnd() (outside of a
3988 * display list). Only valid functions between those two are set, which is
3989 * mostly just the set in a GLvertexformat struct.
3990 */
3991 struct _glapi_table *BeginEnd;
3992 /**
3993 * Tracks the current dispatch table out of the 3 above, so that it can be
3994 * re-set on glXMakeCurrent().
3995 */
3996 struct _glapi_table *CurrentDispatch;
3997 /*@}*/
3998
3999 struct gl_config Visual;
4000 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4001 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4002 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4003 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4004
4005 /**
4006 * Device driver function pointer table
4007 */
4008 struct dd_function_table Driver;
4009
4010 /** Core/Driver constants */
4011 struct gl_constants Const;
4012
4013 /** \name The various 4x4 matrix stacks */
4014 /*@{*/
4015 struct gl_matrix_stack ModelviewMatrixStack;
4016 struct gl_matrix_stack ProjectionMatrixStack;
4017 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4018 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4019 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4020 /*@}*/
4021
4022 /** Combined modelview and projection matrix */
4023 GLmatrix _ModelProjectMatrix;
4024
4025 /** \name Display lists */
4026 struct gl_dlist_state ListState;
4027
4028 GLboolean ExecuteFlag; /**< Execute GL commands? */
4029 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4030
4031 /** Extension information */
4032 struct gl_extensions Extensions;
4033
4034 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4035 GLuint Version;
4036 char *VersionString;
4037
4038 /** \name State attribute stack (for glPush/PopAttrib) */
4039 /*@{*/
4040 GLuint AttribStackDepth;
4041 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4042 /*@}*/
4043
4044 /** \name Renderer attribute groups
4045 *
4046 * We define a struct for each attribute group to make pushing and popping
4047 * attributes easy. Also it's a good organization.
4048 */
4049 /*@{*/
4050 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4051 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4052 struct gl_current_attrib Current; /**< Current attributes */
4053 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4054 struct gl_eval_attrib Eval; /**< Eval attributes */
4055 struct gl_fog_attrib Fog; /**< Fog attributes */
4056 struct gl_hint_attrib Hint; /**< Hint attributes */
4057 struct gl_light_attrib Light; /**< Light attributes */
4058 struct gl_line_attrib Line; /**< Line attributes */
4059 struct gl_list_attrib List; /**< List attributes */
4060 struct gl_multisample_attrib Multisample;
4061 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4062 struct gl_point_attrib Point; /**< Point attributes */
4063 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4064 GLuint PolygonStipple[32]; /**< Polygon stipple */
4065 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4066 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4067 struct gl_texture_attrib Texture; /**< Texture attributes */
4068 struct gl_transform_attrib Transform; /**< Transformation attributes */
4069 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4070 /*@}*/
4071
4072 /** \name Client attribute stack */
4073 /*@{*/
4074 GLuint ClientAttribStackDepth;
4075 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4076 /*@}*/
4077
4078 /** \name Client attribute groups */
4079 /*@{*/
4080 struct gl_array_attrib Array; /**< Vertex arrays */
4081 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4082 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4083 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4084 /*@}*/
4085
4086 /** \name Other assorted state (not pushed/popped on attribute stack) */
4087 /*@{*/
4088 struct gl_pixelmaps PixelMaps;
4089
4090 struct gl_evaluators EvalMap; /**< All evaluators */
4091 struct gl_feedback Feedback; /**< Feedback */
4092 struct gl_selection Select; /**< Selection */
4093
4094 struct gl_program_state Program; /**< general program state */
4095 struct gl_vertex_program_state VertexProgram;
4096 struct gl_fragment_program_state FragmentProgram;
4097 struct gl_geometry_program_state GeometryProgram;
4098 struct gl_ati_fragment_shader_state ATIFragmentShader;
4099
4100 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4101 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4102
4103 /**
4104 * Current active shader pipeline state
4105 *
4106 * Almost all internal users want ::_Shader instead of ::Shader. The
4107 * exceptions are bits of legacy GLSL API that do not know about separate
4108 * shader objects.
4109 *
4110 * If a program is active via \c glUseProgram, this will point to
4111 * \c ::Shader.
4112 *
4113 * If a program pipeline is active via \c glBindProgramPipeline, this will
4114 * point to \c ::Pipeline.Current.
4115 *
4116 * If neither a program nor a program pipeline is active, this will point to
4117 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4118 * \c NULL.
4119 */
4120 struct gl_pipeline_object *_Shader;
4121
4122 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
4123
4124 struct gl_query_state Query; /**< occlusion, timer queries */
4125
4126 struct gl_transform_feedback_state TransformFeedback;
4127
4128 struct gl_perf_monitor_state PerfMonitor;
4129
4130 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4131
4132 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4133 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4134
4135 /**
4136 * Current GL_ARB_uniform_buffer_object binding referenced by
4137 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4138 */
4139 struct gl_buffer_object *UniformBuffer;
4140
4141 /**
4142 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4143 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4144 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4145 * shader program.
4146 */
4147 struct gl_uniform_buffer_binding
4148 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4149
4150 /**
4151 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4152 * target.
4153 */
4154 struct gl_buffer_object *AtomicBuffer;
4155
4156 /**
4157 * Array of atomic counter buffer binding points.
4158 */
4159 struct gl_atomic_buffer_binding
4160 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4161
4162 /**
4163 * Array of image units for ARB_shader_image_load_store.
4164 */
4165 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4166
4167 /*@}*/
4168
4169 struct gl_meta_state *Meta; /**< for "meta" operations */
4170
4171 /* GL_EXT_framebuffer_object */
4172 struct gl_renderbuffer *CurrentRenderbuffer;
4173
4174 GLenum ErrorValue; /**< Last error code */
4175
4176 /**
4177 * Recognize and silence repeated error debug messages in buggy apps.
4178 */
4179 const char *ErrorDebugFmtString;
4180 GLuint ErrorDebugCount;
4181
4182 /* GL_ARB_debug_output/GL_KHR_debug */
4183 struct gl_debug_state *Debug;
4184
4185 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4186 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4187 GLbitfield NewDriverState;/**< bitwise-or of flags from DriverFlags */
4188
4189 struct gl_driver_flags DriverFlags;
4190
4191 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4192
4193 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4194
4195 /** \name Derived state */
4196 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4197 GLfloat _EyeZDir[3];
4198 GLfloat _ModelViewInvScale;
4199 GLboolean _NeedEyeCoords;
4200 GLboolean _ForceEyeCoords;
4201
4202 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4203
4204 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4205
4206 /** \name For debugging/development only */
4207 /*@{*/
4208 GLboolean FirstTimeCurrent;
4209 /*@}*/
4210
4211 /**
4212 * False if this context was created without a config. This is needed
4213 * because the initial state of glDrawBuffers depends on this
4214 */
4215 GLboolean HasConfig;
4216
4217 /** software compression/decompression supported or not */
4218 GLboolean Mesa_DXTn;
4219
4220 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4221
4222 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4223
4224 /**
4225 * \name Hooks for module contexts.
4226 *
4227 * These will eventually live in the driver or elsewhere.
4228 */
4229 /*@{*/
4230 void *swrast_context;
4231 void *swsetup_context;
4232 void *swtnl_context;
4233 struct vbo_context *vbo_context;
4234 struct st_context *st;
4235 void *aelt_context;
4236 /*@}*/
4237
4238 /**
4239 * \name NV_vdpau_interop
4240 */
4241 /*@{*/
4242 const void *vdpDevice;
4243 const void *vdpGetProcAddress;
4244 struct set *vdpSurfaces;
4245 /*@}*/
4246
4247 /**
4248 * Has this context observed a GPU reset in any context in the share group?
4249 *
4250 * Once this field becomes true, it is never reset to false.
4251 */
4252 GLboolean ShareGroupReset;
4253 };
4254
4255
4256 #ifdef DEBUG
4257 extern int MESA_VERBOSE;
4258 extern int MESA_DEBUG_FLAGS;
4259 # define MESA_FUNCTION __FUNCTION__
4260 #else
4261 # define MESA_VERBOSE 0
4262 # define MESA_DEBUG_FLAGS 0
4263 # define MESA_FUNCTION "a function"
4264 # ifndef NDEBUG
4265 # define NDEBUG
4266 # endif
4267 #endif
4268
4269
4270 /** The MESA_VERBOSE var is a bitmask of these flags */
4271 enum _verbose
4272 {
4273 VERBOSE_VARRAY = 0x0001,
4274 VERBOSE_TEXTURE = 0x0002,
4275 VERBOSE_MATERIAL = 0x0004,
4276 VERBOSE_PIPELINE = 0x0008,
4277 VERBOSE_DRIVER = 0x0010,
4278 VERBOSE_STATE = 0x0020,
4279 VERBOSE_API = 0x0040,
4280 VERBOSE_DISPLAY_LIST = 0x0100,
4281 VERBOSE_LIGHTING = 0x0200,
4282 VERBOSE_PRIMS = 0x0400,
4283 VERBOSE_VERTS = 0x0800,
4284 VERBOSE_DISASSEM = 0x1000,
4285 VERBOSE_DRAW = 0x2000,
4286 VERBOSE_SWAPBUFFERS = 0x4000
4287 };
4288
4289
4290 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4291 enum _debug
4292 {
4293 DEBUG_SILENT = (1 << 0),
4294 DEBUG_ALWAYS_FLUSH = (1 << 1),
4295 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
4296 DEBUG_INCOMPLETE_FBO = (1 << 3)
4297 };
4298
4299
4300
4301 #ifdef __cplusplus
4302 }
4303 #endif
4304
4305 #endif /* MTYPES_H */