mesa: Copy linked program data for GS.
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include "main/glheader.h"
38 #include "main/config.h"
39 #include "glapi/glapi.h"
40 #include "math/m_matrix.h" /* GLmatrix */
41 #include "main/simple_list.h" /* struct simple_node */
42 #include "main/formats.h" /* MESA_FORMAT_COUNT */
43
44
45 #ifdef __cplusplus
46 extern "C" {
47 #endif
48
49
50 /**
51 * \name 64-bit extension of GLbitfield.
52 */
53 /*@{*/
54 typedef GLuint64 GLbitfield64;
55
56 /** Set a single bit */
57 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
58 /** Set all bits up to excluding bit b */
59 #define BITFIELD64_MASK(b) \
60 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
61 /** Set count bits starting from bit b */
62 #define BITFIELD64_RANGE(b, count) \
63 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
64
65
66 /**
67 * \name Some forward type declarations
68 */
69 /*@{*/
70 struct _mesa_HashTable;
71 struct gl_attrib_node;
72 struct gl_list_extensions;
73 struct gl_meta_state;
74 struct gl_program_cache;
75 struct gl_texture_object;
76 struct gl_context;
77 struct st_context;
78 struct gl_uniform_storage;
79 struct prog_instruction;
80 struct gl_program_parameter_list;
81 struct set;
82 struct set_entry;
83 /*@}*/
84
85
86 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
87 #define PRIM_MAX GL_TRIANGLE_STRIP_ADJACENCY
88 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
89 #define PRIM_UNKNOWN (PRIM_MAX + 2)
90
91
92
93 /**
94 * Indexes for vertex program attributes.
95 * GL_NV_vertex_program aliases generic attributes over the conventional
96 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
97 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
98 * generic attributes are distinct/separate).
99 */
100 typedef enum
101 {
102 VERT_ATTRIB_POS = 0,
103 VERT_ATTRIB_WEIGHT = 1,
104 VERT_ATTRIB_NORMAL = 2,
105 VERT_ATTRIB_COLOR0 = 3,
106 VERT_ATTRIB_COLOR1 = 4,
107 VERT_ATTRIB_FOG = 5,
108 VERT_ATTRIB_COLOR_INDEX = 6,
109 VERT_ATTRIB_EDGEFLAG = 7,
110 VERT_ATTRIB_TEX0 = 8,
111 VERT_ATTRIB_TEX1 = 9,
112 VERT_ATTRIB_TEX2 = 10,
113 VERT_ATTRIB_TEX3 = 11,
114 VERT_ATTRIB_TEX4 = 12,
115 VERT_ATTRIB_TEX5 = 13,
116 VERT_ATTRIB_TEX6 = 14,
117 VERT_ATTRIB_TEX7 = 15,
118 VERT_ATTRIB_POINT_SIZE = 16,
119 VERT_ATTRIB_GENERIC0 = 17,
120 VERT_ATTRIB_GENERIC1 = 18,
121 VERT_ATTRIB_GENERIC2 = 19,
122 VERT_ATTRIB_GENERIC3 = 20,
123 VERT_ATTRIB_GENERIC4 = 21,
124 VERT_ATTRIB_GENERIC5 = 22,
125 VERT_ATTRIB_GENERIC6 = 23,
126 VERT_ATTRIB_GENERIC7 = 24,
127 VERT_ATTRIB_GENERIC8 = 25,
128 VERT_ATTRIB_GENERIC9 = 26,
129 VERT_ATTRIB_GENERIC10 = 27,
130 VERT_ATTRIB_GENERIC11 = 28,
131 VERT_ATTRIB_GENERIC12 = 29,
132 VERT_ATTRIB_GENERIC13 = 30,
133 VERT_ATTRIB_GENERIC14 = 31,
134 VERT_ATTRIB_GENERIC15 = 32,
135 VERT_ATTRIB_MAX = 33
136 } gl_vert_attrib;
137
138 /**
139 * Symbolic constats to help iterating over
140 * specific blocks of vertex attributes.
141 *
142 * VERT_ATTRIB_FF
143 * includes all fixed function attributes as well as
144 * the aliased GL_NV_vertex_program shader attributes.
145 * VERT_ATTRIB_TEX
146 * include the classic texture coordinate attributes.
147 * Is a subset of VERT_ATTRIB_FF.
148 * VERT_ATTRIB_GENERIC
149 * include the OpenGL 2.0+ GLSL generic shader attributes.
150 * These alias the generic GL_ARB_vertex_shader attributes.
151 */
152 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
153 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
154
155 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
156 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
157
158 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
159 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
160
161 /**
162 * Bitflags for vertex attributes.
163 * These are used in bitfields in many places.
164 */
165 /*@{*/
166 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
167 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
168 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
169 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
170 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
171 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
172 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
173 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
174 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
175 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
176 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
177 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
178 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
179 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
180 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
181 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
182 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
183 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
184
185 #define VERT_BIT(i) BITFIELD64_BIT(i)
186 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
187
188 #define VERT_BIT_FF(i) VERT_BIT(i)
189 #define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
190 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
191 #define VERT_BIT_TEX_ALL \
192 BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
193
194 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
195 #define VERT_BIT_GENERIC_ALL \
196 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
197 /*@}*/
198
199
200 /**
201 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
202 * fragment shader inputs.
203 *
204 * Note that some of these values are not available to all pipeline stages.
205 *
206 * When this enum is updated, the following code must be updated too:
207 * - vertResults (in prog_print.c's arb_output_attrib_string())
208 * - fragAttribs (in prog_print.c's arb_input_attrib_string())
209 * - _mesa_varying_slot_in_fs()
210 */
211 typedef enum
212 {
213 VARYING_SLOT_POS,
214 VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
215 VARYING_SLOT_COL1,
216 VARYING_SLOT_FOGC,
217 VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
218 VARYING_SLOT_TEX1,
219 VARYING_SLOT_TEX2,
220 VARYING_SLOT_TEX3,
221 VARYING_SLOT_TEX4,
222 VARYING_SLOT_TEX5,
223 VARYING_SLOT_TEX6,
224 VARYING_SLOT_TEX7,
225 VARYING_SLOT_PSIZ, /* Does not appear in FS */
226 VARYING_SLOT_BFC0, /* Does not appear in FS */
227 VARYING_SLOT_BFC1, /* Does not appear in FS */
228 VARYING_SLOT_EDGE, /* Does not appear in FS */
229 VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
230 VARYING_SLOT_CLIP_DIST0,
231 VARYING_SLOT_CLIP_DIST1,
232 VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
233 VARYING_SLOT_LAYER, /* Appears as VS or GS output */
234 VARYING_SLOT_FACE, /* FS only */
235 VARYING_SLOT_PNTC, /* FS only */
236 VARYING_SLOT_VAR0, /* First generic varying slot */
237 VARYING_SLOT_MAX = VARYING_SLOT_VAR0 + MAX_VARYING
238 } gl_varying_slot;
239
240
241 /**
242 * Bitflags for varying slots.
243 */
244 /*@{*/
245 #define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
246 #define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
247 #define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
248 #define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
249 #define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
250 #define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
251 #define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
252 #define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
253 #define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
254 #define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
255 #define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
256 #define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
257 #define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
258 #define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
259 MAX_TEXTURE_COORD_UNITS)
260 #define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
261 #define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
262 #define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
263 #define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
264 #define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
265 #define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
266 #define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
267 #define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
268 #define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
269 #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
270 #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
271 #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
272 /*@}*/
273
274
275 /**
276 * Determine if the given gl_varying_slot appears in the fragment shader.
277 */
278 static inline GLboolean
279 _mesa_varying_slot_in_fs(gl_varying_slot slot)
280 {
281 switch (slot) {
282 case VARYING_SLOT_PSIZ:
283 case VARYING_SLOT_BFC0:
284 case VARYING_SLOT_BFC1:
285 case VARYING_SLOT_EDGE:
286 case VARYING_SLOT_CLIP_VERTEX:
287 case VARYING_SLOT_LAYER:
288 return GL_FALSE;
289 default:
290 return GL_TRUE;
291 }
292 }
293
294
295 /**
296 * Fragment program results
297 */
298 typedef enum
299 {
300 FRAG_RESULT_DEPTH = 0,
301 FRAG_RESULT_STENCIL = 1,
302 /* If a single color should be written to all render targets, this
303 * register is written. No FRAG_RESULT_DATAn will be written.
304 */
305 FRAG_RESULT_COLOR = 2,
306
307 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
308 * or ARB_fragment_program fragment.color[n]) color results. If
309 * any are written, FRAG_RESULT_COLOR will not be written.
310 */
311 FRAG_RESULT_DATA0 = 3,
312 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
313 } gl_frag_result;
314
315
316 /**
317 * Indexes for all renderbuffers
318 */
319 typedef enum
320 {
321 /* the four standard color buffers */
322 BUFFER_FRONT_LEFT,
323 BUFFER_BACK_LEFT,
324 BUFFER_FRONT_RIGHT,
325 BUFFER_BACK_RIGHT,
326 BUFFER_DEPTH,
327 BUFFER_STENCIL,
328 BUFFER_ACCUM,
329 /* optional aux buffer */
330 BUFFER_AUX0,
331 /* generic renderbuffers */
332 BUFFER_COLOR0,
333 BUFFER_COLOR1,
334 BUFFER_COLOR2,
335 BUFFER_COLOR3,
336 BUFFER_COLOR4,
337 BUFFER_COLOR5,
338 BUFFER_COLOR6,
339 BUFFER_COLOR7,
340 BUFFER_COUNT
341 } gl_buffer_index;
342
343 /**
344 * Bit flags for all renderbuffers
345 */
346 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
347 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
348 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
349 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
350 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
351 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
352 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
353 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
354 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
355 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
356 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
357 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
358 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
359 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
360 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
361 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
362 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
363 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
364 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
365
366 /**
367 * Mask of all the color buffer bits (but not accum).
368 */
369 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
370 BUFFER_BIT_BACK_LEFT | \
371 BUFFER_BIT_FRONT_RIGHT | \
372 BUFFER_BIT_BACK_RIGHT | \
373 BUFFER_BIT_AUX0 | \
374 BUFFER_BIT_COLOR0 | \
375 BUFFER_BIT_COLOR1 | \
376 BUFFER_BIT_COLOR2 | \
377 BUFFER_BIT_COLOR3 | \
378 BUFFER_BIT_COLOR4 | \
379 BUFFER_BIT_COLOR5 | \
380 BUFFER_BIT_COLOR6 | \
381 BUFFER_BIT_COLOR7)
382
383
384 /**
385 * Framebuffer configuration (aka visual / pixelformat)
386 * Note: some of these fields should be boolean, but it appears that
387 * code in drivers/dri/common/util.c requires int-sized fields.
388 */
389 struct gl_config
390 {
391 GLboolean rgbMode;
392 GLboolean floatMode;
393 GLboolean colorIndexMode; /* XXX is this used anywhere? */
394 GLuint doubleBufferMode;
395 GLuint stereoMode;
396
397 GLboolean haveAccumBuffer;
398 GLboolean haveDepthBuffer;
399 GLboolean haveStencilBuffer;
400
401 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
402 GLuint redMask, greenMask, blueMask, alphaMask;
403 GLint rgbBits; /* total bits for rgb */
404 GLint indexBits; /* total bits for colorindex */
405
406 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
407 GLint depthBits;
408 GLint stencilBits;
409
410 GLint numAuxBuffers;
411
412 GLint level;
413
414 /* EXT_visual_rating / GLX 1.2 */
415 GLint visualRating;
416
417 /* EXT_visual_info / GLX 1.2 */
418 GLint transparentPixel;
419 /* colors are floats scaled to ints */
420 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
421 GLint transparentIndex;
422
423 /* ARB_multisample / SGIS_multisample */
424 GLint sampleBuffers;
425 GLint samples;
426
427 /* SGIX_pbuffer / GLX 1.3 */
428 GLint maxPbufferWidth;
429 GLint maxPbufferHeight;
430 GLint maxPbufferPixels;
431 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
432 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
433
434 /* OML_swap_method */
435 GLint swapMethod;
436
437 /* EXT_texture_from_pixmap */
438 GLint bindToTextureRgb;
439 GLint bindToTextureRgba;
440 GLint bindToMipmapTexture;
441 GLint bindToTextureTargets;
442 GLint yInverted;
443
444 /* EXT_framebuffer_sRGB */
445 GLint sRGBCapable;
446 };
447
448
449 /**
450 * \name Bit flags used for updating material values.
451 */
452 /*@{*/
453 #define MAT_ATTRIB_FRONT_AMBIENT 0
454 #define MAT_ATTRIB_BACK_AMBIENT 1
455 #define MAT_ATTRIB_FRONT_DIFFUSE 2
456 #define MAT_ATTRIB_BACK_DIFFUSE 3
457 #define MAT_ATTRIB_FRONT_SPECULAR 4
458 #define MAT_ATTRIB_BACK_SPECULAR 5
459 #define MAT_ATTRIB_FRONT_EMISSION 6
460 #define MAT_ATTRIB_BACK_EMISSION 7
461 #define MAT_ATTRIB_FRONT_SHININESS 8
462 #define MAT_ATTRIB_BACK_SHININESS 9
463 #define MAT_ATTRIB_FRONT_INDEXES 10
464 #define MAT_ATTRIB_BACK_INDEXES 11
465 #define MAT_ATTRIB_MAX 12
466
467 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
468 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
469 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
470 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
471 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
472 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
473
474 #define MAT_INDEX_AMBIENT 0
475 #define MAT_INDEX_DIFFUSE 1
476 #define MAT_INDEX_SPECULAR 2
477
478 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
479 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
480 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
481 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
482 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
483 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
484 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
485 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
486 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
487 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
488 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
489 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
490
491
492 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
493 MAT_BIT_FRONT_AMBIENT | \
494 MAT_BIT_FRONT_DIFFUSE | \
495 MAT_BIT_FRONT_SPECULAR | \
496 MAT_BIT_FRONT_SHININESS | \
497 MAT_BIT_FRONT_INDEXES)
498
499 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
500 MAT_BIT_BACK_AMBIENT | \
501 MAT_BIT_BACK_DIFFUSE | \
502 MAT_BIT_BACK_SPECULAR | \
503 MAT_BIT_BACK_SHININESS | \
504 MAT_BIT_BACK_INDEXES)
505
506 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
507 /*@}*/
508
509
510 /**
511 * Material state.
512 */
513 struct gl_material
514 {
515 GLfloat Attrib[MAT_ATTRIB_MAX][4];
516 };
517
518
519 /**
520 * Light state flags.
521 */
522 /*@{*/
523 #define LIGHT_SPOT 0x1
524 #define LIGHT_LOCAL_VIEWER 0x2
525 #define LIGHT_POSITIONAL 0x4
526 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
527 /*@}*/
528
529
530 /**
531 * Light source state.
532 */
533 struct gl_light
534 {
535 struct gl_light *next; /**< double linked list with sentinel */
536 struct gl_light *prev;
537
538 GLfloat Ambient[4]; /**< ambient color */
539 GLfloat Diffuse[4]; /**< diffuse color */
540 GLfloat Specular[4]; /**< specular color */
541 GLfloat EyePosition[4]; /**< position in eye coordinates */
542 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
543 GLfloat SpotExponent;
544 GLfloat SpotCutoff; /**< in degrees */
545 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
546 GLfloat ConstantAttenuation;
547 GLfloat LinearAttenuation;
548 GLfloat QuadraticAttenuation;
549 GLboolean Enabled; /**< On/off flag */
550
551 /**
552 * \name Derived fields
553 */
554 /*@{*/
555 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
556
557 GLfloat _Position[4]; /**< position in eye/obj coordinates */
558 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
559 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
560 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
561 GLfloat _VP_inf_spot_attenuation;
562
563 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
564 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
565 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
566 /*@}*/
567 };
568
569
570 /**
571 * Light model state.
572 */
573 struct gl_lightmodel
574 {
575 GLfloat Ambient[4]; /**< ambient color */
576 GLboolean LocalViewer; /**< Local (or infinite) view point? */
577 GLboolean TwoSide; /**< Two (or one) sided lighting? */
578 GLenum ColorControl; /**< either GL_SINGLE_COLOR
579 * or GL_SEPARATE_SPECULAR_COLOR */
580 };
581
582
583 /**
584 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
585 */
586 struct gl_accum_attrib
587 {
588 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
589 };
590
591
592 /**
593 * Used for storing clear color, texture border color, etc.
594 * The float values are typically unclamped.
595 */
596 union gl_color_union
597 {
598 GLfloat f[4];
599 GLint i[4];
600 GLuint ui[4];
601 };
602
603
604 /**
605 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
606 */
607 struct gl_colorbuffer_attrib
608 {
609 GLuint ClearIndex; /**< Index for glClear */
610 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
611 GLuint IndexMask; /**< Color index write mask */
612 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
613
614 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
615
616 /**
617 * \name alpha testing
618 */
619 /*@{*/
620 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
621 GLenum AlphaFunc; /**< Alpha test function */
622 GLfloat AlphaRefUnclamped;
623 GLclampf AlphaRef; /**< Alpha reference value */
624 /*@}*/
625
626 /**
627 * \name Blending
628 */
629 /*@{*/
630 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
631
632 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
633 * control, only on the fixed-pointness of the render target.
634 * The query does however depend on fragment color clamping.
635 */
636 GLfloat BlendColorUnclamped[4]; /**< Blending color */
637 GLfloat BlendColor[4]; /**< Blending color */
638
639 struct
640 {
641 GLenum SrcRGB; /**< RGB blend source term */
642 GLenum DstRGB; /**< RGB blend dest term */
643 GLenum SrcA; /**< Alpha blend source term */
644 GLenum DstA; /**< Alpha blend dest term */
645 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
646 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
647 /**
648 * Set if any blend factor uses SRC1. Computed at the time blend factors
649 * get set.
650 */
651 GLboolean _UsesDualSrc;
652 } Blend[MAX_DRAW_BUFFERS];
653 /** Are the blend func terms currently different for each buffer/target? */
654 GLboolean _BlendFuncPerBuffer;
655 /** Are the blend equations currently different for each buffer/target? */
656 GLboolean _BlendEquationPerBuffer;
657 /*@}*/
658
659 /**
660 * \name Logic op
661 */
662 /*@{*/
663 GLenum LogicOp; /**< Logic operator */
664 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
665 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
666 /*@}*/
667
668 GLboolean DitherFlag; /**< Dither enable flag */
669
670 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
671 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
672 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
673
674 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
675 };
676
677
678 /**
679 * Current attribute group (GL_CURRENT_BIT).
680 */
681 struct gl_current_attrib
682 {
683 /**
684 * \name Current vertex attributes.
685 * \note Values are valid only after FLUSH_VERTICES has been called.
686 * \note Index and Edgeflag current values are stored as floats in the
687 * SIX and SEVEN attribute slots.
688 */
689 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
690
691 /**
692 * \name Current raster position attributes (always valid).
693 * \note This set of attributes is very similar to the SWvertex struct.
694 */
695 /*@{*/
696 GLfloat RasterPos[4];
697 GLfloat RasterDistance;
698 GLfloat RasterColor[4];
699 GLfloat RasterSecondaryColor[4];
700 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
701 GLboolean RasterPosValid;
702 /*@}*/
703 };
704
705
706 /**
707 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
708 */
709 struct gl_depthbuffer_attrib
710 {
711 GLenum Func; /**< Function for depth buffer compare */
712 GLclampd Clear; /**< Value to clear depth buffer to */
713 GLboolean Test; /**< Depth buffering enabled flag */
714 GLboolean Mask; /**< Depth buffer writable? */
715 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
716 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
717 };
718
719
720 /**
721 * Evaluator attribute group (GL_EVAL_BIT).
722 */
723 struct gl_eval_attrib
724 {
725 /**
726 * \name Enable bits
727 */
728 /*@{*/
729 GLboolean Map1Color4;
730 GLboolean Map1Index;
731 GLboolean Map1Normal;
732 GLboolean Map1TextureCoord1;
733 GLboolean Map1TextureCoord2;
734 GLboolean Map1TextureCoord3;
735 GLboolean Map1TextureCoord4;
736 GLboolean Map1Vertex3;
737 GLboolean Map1Vertex4;
738 GLboolean Map2Color4;
739 GLboolean Map2Index;
740 GLboolean Map2Normal;
741 GLboolean Map2TextureCoord1;
742 GLboolean Map2TextureCoord2;
743 GLboolean Map2TextureCoord3;
744 GLboolean Map2TextureCoord4;
745 GLboolean Map2Vertex3;
746 GLboolean Map2Vertex4;
747 GLboolean AutoNormal;
748 /*@}*/
749
750 /**
751 * \name Map Grid endpoints and divisions and calculated du values
752 */
753 /*@{*/
754 GLint MapGrid1un;
755 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
756 GLint MapGrid2un, MapGrid2vn;
757 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
758 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
759 /*@}*/
760 };
761
762
763 /**
764 * Fog attribute group (GL_FOG_BIT).
765 */
766 struct gl_fog_attrib
767 {
768 GLboolean Enabled; /**< Fog enabled flag */
769 GLfloat ColorUnclamped[4]; /**< Fog color */
770 GLfloat Color[4]; /**< Fog color */
771 GLfloat Density; /**< Density >= 0.0 */
772 GLfloat Start; /**< Start distance in eye coords */
773 GLfloat End; /**< End distance in eye coords */
774 GLfloat Index; /**< Fog index */
775 GLenum Mode; /**< Fog mode */
776 GLboolean ColorSumEnabled;
777 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
778 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
779 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
780 };
781
782
783 /**
784 * Hint attribute group (GL_HINT_BIT).
785 *
786 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
787 */
788 struct gl_hint_attrib
789 {
790 GLenum PerspectiveCorrection;
791 GLenum PointSmooth;
792 GLenum LineSmooth;
793 GLenum PolygonSmooth;
794 GLenum Fog;
795 GLenum TextureCompression; /**< GL_ARB_texture_compression */
796 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
797 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
798 };
799
800
801 /**
802 * Lighting attribute group (GL_LIGHT_BIT).
803 */
804 struct gl_light_attrib
805 {
806 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
807 struct gl_lightmodel Model; /**< Lighting model */
808
809 /**
810 * Front and back material values.
811 * Note: must call FLUSH_VERTICES() before using.
812 */
813 struct gl_material Material;
814
815 GLboolean Enabled; /**< Lighting enabled flag */
816 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
817 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
818 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
819 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
820 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
821 GLboolean ColorMaterialEnabled;
822 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
823 GLboolean _ClampVertexColor;
824
825 struct gl_light EnabledList; /**< List sentinel */
826
827 /**
828 * Derived state for optimizations:
829 */
830 /*@{*/
831 GLboolean _NeedEyeCoords;
832 GLboolean _NeedVertices; /**< Use fast shader? */
833 GLfloat _BaseColor[2][3];
834 /*@}*/
835 };
836
837
838 /**
839 * Line attribute group (GL_LINE_BIT).
840 */
841 struct gl_line_attrib
842 {
843 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
844 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
845 GLushort StipplePattern; /**< Stipple pattern */
846 GLint StippleFactor; /**< Stipple repeat factor */
847 GLfloat Width; /**< Line width */
848 };
849
850
851 /**
852 * Display list attribute group (GL_LIST_BIT).
853 */
854 struct gl_list_attrib
855 {
856 GLuint ListBase;
857 };
858
859
860 /**
861 * Multisample attribute group (GL_MULTISAMPLE_BIT).
862 */
863 struct gl_multisample_attrib
864 {
865 GLboolean Enabled;
866 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
867 GLboolean SampleAlphaToCoverage;
868 GLboolean SampleAlphaToOne;
869 GLboolean SampleCoverage;
870 GLfloat SampleCoverageValue;
871 GLboolean SampleCoverageInvert;
872
873 /* ARB_texture_multisample / GL3.2 additions */
874 GLboolean SampleMask;
875 /** The GL spec defines this as an array but >32x MSAA is madness */
876 GLbitfield SampleMaskValue;
877 };
878
879
880 /**
881 * A pixelmap (see glPixelMap)
882 */
883 struct gl_pixelmap
884 {
885 GLint Size;
886 GLfloat Map[MAX_PIXEL_MAP_TABLE];
887 };
888
889
890 /**
891 * Collection of all pixelmaps
892 */
893 struct gl_pixelmaps
894 {
895 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
896 struct gl_pixelmap GtoG;
897 struct gl_pixelmap BtoB;
898 struct gl_pixelmap AtoA;
899 struct gl_pixelmap ItoR;
900 struct gl_pixelmap ItoG;
901 struct gl_pixelmap ItoB;
902 struct gl_pixelmap ItoA;
903 struct gl_pixelmap ItoI;
904 struct gl_pixelmap StoS;
905 };
906
907
908 /**
909 * Pixel attribute group (GL_PIXEL_MODE_BIT).
910 */
911 struct gl_pixel_attrib
912 {
913 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
914
915 /*--- Begin Pixel Transfer State ---*/
916 /* Fields are in the order in which they're applied... */
917
918 /** Scale & Bias (index shift, offset) */
919 /*@{*/
920 GLfloat RedBias, RedScale;
921 GLfloat GreenBias, GreenScale;
922 GLfloat BlueBias, BlueScale;
923 GLfloat AlphaBias, AlphaScale;
924 GLfloat DepthBias, DepthScale;
925 GLint IndexShift, IndexOffset;
926 /*@}*/
927
928 /* Pixel Maps */
929 /* Note: actual pixel maps are not part of this attrib group */
930 GLboolean MapColorFlag;
931 GLboolean MapStencilFlag;
932
933 /*--- End Pixel Transfer State ---*/
934
935 /** glPixelZoom */
936 GLfloat ZoomX, ZoomY;
937 };
938
939
940 /**
941 * Point attribute group (GL_POINT_BIT).
942 */
943 struct gl_point_attrib
944 {
945 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
946 GLfloat Size; /**< User-specified point size */
947 GLfloat Params[3]; /**< GL_EXT_point_parameters */
948 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
949 GLfloat Threshold; /**< GL_EXT_point_parameters */
950 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
951 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
952 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
953 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
954 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
955 };
956
957
958 /**
959 * Polygon attribute group (GL_POLYGON_BIT).
960 */
961 struct gl_polygon_attrib
962 {
963 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
964 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
965 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
966 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
967 GLboolean CullFlag; /**< Culling on/off flag */
968 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
969 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
970 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
971 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
972 GLfloat OffsetUnits; /**< Polygon offset units, from user */
973 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
974 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
975 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
976 };
977
978
979 /**
980 * Scissor attributes (GL_SCISSOR_BIT).
981 */
982 struct gl_scissor_attrib
983 {
984 GLboolean Enabled; /**< Scissor test enabled? */
985 GLint X, Y; /**< Lower left corner of box */
986 GLsizei Width, Height; /**< Size of box */
987 };
988
989
990 /**
991 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
992 *
993 * Three sets of stencil data are tracked so that OpenGL 2.0,
994 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
995 * simultaneously. In each of the stencil state arrays, element 0 corresponds
996 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
997 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
998 * GL_EXT_stencil_two_side GL_BACK state.
999 *
1000 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1001 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1002 *
1003 * The derived value \c _TestTwoSide is set when the front-face and back-face
1004 * stencil state are different.
1005 */
1006 struct gl_stencil_attrib
1007 {
1008 GLboolean Enabled; /**< Enabled flag */
1009 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1010 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1011 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1012 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
1013 GLboolean _TestTwoSide;
1014 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1015 GLenum Function[3]; /**< Stencil function */
1016 GLenum FailFunc[3]; /**< Fail function */
1017 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1018 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1019 GLint Ref[3]; /**< Reference value */
1020 GLuint ValueMask[3]; /**< Value mask */
1021 GLuint WriteMask[3]; /**< Write mask */
1022 GLuint Clear; /**< Clear value */
1023 };
1024
1025
1026 /**
1027 * An index for each type of texture object. These correspond to the GL
1028 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1029 * Note: the order is from highest priority to lowest priority.
1030 */
1031 typedef enum
1032 {
1033 TEXTURE_2D_MULTISAMPLE_INDEX,
1034 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
1035 TEXTURE_CUBE_ARRAY_INDEX,
1036 TEXTURE_BUFFER_INDEX,
1037 TEXTURE_2D_ARRAY_INDEX,
1038 TEXTURE_1D_ARRAY_INDEX,
1039 TEXTURE_EXTERNAL_INDEX,
1040 TEXTURE_CUBE_INDEX,
1041 TEXTURE_3D_INDEX,
1042 TEXTURE_RECT_INDEX,
1043 TEXTURE_2D_INDEX,
1044 TEXTURE_1D_INDEX,
1045 NUM_TEXTURE_TARGETS
1046 } gl_texture_index;
1047
1048
1049 /**
1050 * Bit flags for each type of texture object
1051 * Used for Texture.Unit[]._ReallyEnabled flags.
1052 */
1053 /*@{*/
1054 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
1055 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
1056 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
1057 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1058 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1059 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1060 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1061 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1062 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1063 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1064 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1065 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1066 /*@}*/
1067
1068
1069 /**
1070 * Texture image state. Drivers will typically create a subclass of this
1071 * with extra fields for memory buffers, etc.
1072 */
1073 struct gl_texture_image
1074 {
1075 GLint InternalFormat; /**< Internal format as given by the user */
1076 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1077 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1078 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1079 * GL_DEPTH_STENCIL_EXT only. Used for
1080 * choosing TexEnv arithmetic.
1081 */
1082 gl_format TexFormat; /**< The actual texture memory format */
1083
1084 GLuint Border; /**< 0 or 1 */
1085 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1086 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1087 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1088 GLuint Width2; /**< = Width - 2*Border */
1089 GLuint Height2; /**< = Height - 2*Border */
1090 GLuint Depth2; /**< = Depth - 2*Border */
1091 GLuint WidthLog2; /**< = log2(Width2) */
1092 GLuint HeightLog2; /**< = log2(Height2) */
1093 GLuint DepthLog2; /**< = log2(Depth2) */
1094 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
1095 levels, computed from the dimensions */
1096
1097 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1098 GLuint Level; /**< Which mipmap level am I? */
1099 /** Cube map face: index into gl_texture_object::Image[] array */
1100 GLuint Face;
1101
1102 /** GL_ARB_texture_multisample */
1103 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
1104 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
1105 };
1106
1107
1108 /**
1109 * Indexes for cube map faces.
1110 */
1111 typedef enum
1112 {
1113 FACE_POS_X = 0,
1114 FACE_NEG_X = 1,
1115 FACE_POS_Y = 2,
1116 FACE_NEG_Y = 3,
1117 FACE_POS_Z = 4,
1118 FACE_NEG_Z = 5,
1119 MAX_FACES = 6
1120 } gl_face_index;
1121
1122
1123 /**
1124 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1125 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1126 */
1127 struct gl_sampler_object
1128 {
1129 GLuint Name;
1130 GLint RefCount;
1131
1132 GLenum WrapS; /**< S-axis texture image wrap mode */
1133 GLenum WrapT; /**< T-axis texture image wrap mode */
1134 GLenum WrapR; /**< R-axis texture image wrap mode */
1135 GLenum MinFilter; /**< minification filter */
1136 GLenum MagFilter; /**< magnification filter */
1137 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1138 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1139 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1140 GLfloat LodBias; /**< OpenGL 1.4 */
1141 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1142 GLenum CompareMode; /**< GL_ARB_shadow */
1143 GLenum CompareFunc; /**< GL_ARB_shadow */
1144 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1145 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1146 };
1147
1148
1149 /**
1150 * Texture object state. Contains the array of mipmap images, border color,
1151 * wrap modes, filter modes, and shadow/texcompare state.
1152 */
1153 struct gl_texture_object
1154 {
1155 _glthread_Mutex Mutex; /**< for thread safety */
1156 GLint RefCount; /**< reference count */
1157 GLuint Name; /**< the user-visible texture object ID */
1158 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1159
1160 struct gl_sampler_object Sampler;
1161
1162 GLenum DepthMode; /**< GL_ARB_depth_texture */
1163
1164 GLfloat Priority; /**< in [0,1] */
1165 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1166 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1167 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1168 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1169 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */
1170 GLint CropRect[4]; /**< GL_OES_draw_texture */
1171 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1172 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1173 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1174 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1175 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1176 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1177 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1178 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1179 pressure? */
1180 GLboolean Immutable; /**< GL_ARB_texture_storage */
1181
1182 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1183 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1184
1185 /** GL_ARB_texture_buffer_object */
1186 struct gl_buffer_object *BufferObject;
1187 GLenum BufferObjectFormat;
1188 /** Equivalent Mesa format for BufferObjectFormat. */
1189 gl_format _BufferObjectFormat;
1190 /** GL_ARB_texture_buffer_range */
1191 GLintptr BufferOffset;
1192 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1193
1194 /** GL_OES_EGL_image_external */
1195 GLint RequiredTextureImageUnits;
1196 };
1197
1198
1199 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1200 #define MAX_COMBINER_TERMS 4
1201
1202
1203 /**
1204 * Texture combine environment state.
1205 */
1206 struct gl_tex_env_combine_state
1207 {
1208 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1209 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1210 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1211 GLenum SourceRGB[MAX_COMBINER_TERMS];
1212 GLenum SourceA[MAX_COMBINER_TERMS];
1213 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1214 GLenum OperandRGB[MAX_COMBINER_TERMS];
1215 GLenum OperandA[MAX_COMBINER_TERMS];
1216 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1217 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1218 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1219 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1220 };
1221
1222
1223 /**
1224 * TexGenEnabled flags.
1225 */
1226 /*@{*/
1227 #define S_BIT 1
1228 #define T_BIT 2
1229 #define R_BIT 4
1230 #define Q_BIT 8
1231 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1232 /*@}*/
1233
1234
1235 /**
1236 * Bit flag versions of the corresponding GL_ constants.
1237 */
1238 /*@{*/
1239 #define TEXGEN_SPHERE_MAP 0x1
1240 #define TEXGEN_OBJ_LINEAR 0x2
1241 #define TEXGEN_EYE_LINEAR 0x4
1242 #define TEXGEN_REFLECTION_MAP_NV 0x8
1243 #define TEXGEN_NORMAL_MAP_NV 0x10
1244
1245 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1246 TEXGEN_REFLECTION_MAP_NV | \
1247 TEXGEN_NORMAL_MAP_NV)
1248 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1249 TEXGEN_REFLECTION_MAP_NV | \
1250 TEXGEN_NORMAL_MAP_NV | \
1251 TEXGEN_EYE_LINEAR)
1252 /*@}*/
1253
1254
1255
1256 /** Tex-gen enabled for texture unit? */
1257 #define ENABLE_TEXGEN(unit) (1 << (unit))
1258
1259 /** Non-identity texture matrix for texture unit? */
1260 #define ENABLE_TEXMAT(unit) (1 << (unit))
1261
1262
1263 /**
1264 * Texture coord generation state.
1265 */
1266 struct gl_texgen
1267 {
1268 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1269 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1270 GLfloat ObjectPlane[4];
1271 GLfloat EyePlane[4];
1272 };
1273
1274
1275 /**
1276 * Texture unit state. Contains enable flags, texture environment/function/
1277 * combiners, texgen state, and pointers to current texture objects.
1278 */
1279 struct gl_texture_unit
1280 {
1281 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1282 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1283
1284 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1285 GLclampf EnvColor[4];
1286 GLfloat EnvColorUnclamped[4];
1287
1288 struct gl_texgen GenS;
1289 struct gl_texgen GenT;
1290 struct gl_texgen GenR;
1291 struct gl_texgen GenQ;
1292 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1293 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1294
1295 GLfloat LodBias; /**< for biasing mipmap levels */
1296 GLenum BumpTarget;
1297 GLfloat RotMatrix[4]; /* 2x2 matrix */
1298
1299 /** Current sampler object (GL_ARB_sampler_objects) */
1300 struct gl_sampler_object *Sampler;
1301
1302 /**
1303 * \name GL_EXT_texture_env_combine
1304 */
1305 struct gl_tex_env_combine_state Combine;
1306
1307 /**
1308 * Derived state based on \c EnvMode and the \c BaseFormat of the
1309 * currently enabled texture.
1310 */
1311 struct gl_tex_env_combine_state _EnvMode;
1312
1313 /**
1314 * Currently enabled combiner state. This will point to either
1315 * \c Combine or \c _EnvMode.
1316 */
1317 struct gl_tex_env_combine_state *_CurrentCombine;
1318
1319 /** Current texture object pointers */
1320 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1321
1322 /** Points to highest priority, complete and enabled texture object */
1323 struct gl_texture_object *_Current;
1324 };
1325
1326
1327 /**
1328 * Texture attribute group (GL_TEXTURE_BIT).
1329 */
1330 struct gl_texture_attrib
1331 {
1332 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1333 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1334
1335 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1336
1337 /** GL_ARB_texture_buffer_object */
1338 struct gl_buffer_object *BufferObject;
1339
1340 /** GL_ARB_seamless_cubemap */
1341 GLboolean CubeMapSeamless;
1342
1343 /** Texture units/samplers used by vertex or fragment texturing */
1344 GLbitfield _EnabledUnits;
1345
1346 /** Texture coord units/sets used for fragment texturing */
1347 GLbitfield _EnabledCoordUnits;
1348
1349 /** Texture coord units that have texgen enabled */
1350 GLbitfield _TexGenEnabled;
1351
1352 /** Texture coord units that have non-identity matrices */
1353 GLbitfield _TexMatEnabled;
1354
1355 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1356 GLbitfield _GenFlags;
1357 };
1358
1359
1360 /**
1361 * Data structure representing a single clip plane (e.g. one of the elements
1362 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1363 */
1364 typedef GLfloat gl_clip_plane[4];
1365
1366
1367 /**
1368 * Transformation attribute group (GL_TRANSFORM_BIT).
1369 */
1370 struct gl_transform_attrib
1371 {
1372 GLenum MatrixMode; /**< Matrix mode */
1373 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1374 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1375 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1376 GLboolean Normalize; /**< Normalize all normals? */
1377 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1378 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1379 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1380
1381 GLfloat CullEyePos[4];
1382 GLfloat CullObjPos[4];
1383 };
1384
1385
1386 /**
1387 * Viewport attribute group (GL_VIEWPORT_BIT).
1388 */
1389 struct gl_viewport_attrib
1390 {
1391 GLint X, Y; /**< position */
1392 GLsizei Width, Height; /**< size */
1393 GLfloat Near, Far; /**< Depth buffer range */
1394 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1395 };
1396
1397
1398 /**
1399 * GL_ARB_vertex/pixel_buffer_object buffer object
1400 */
1401 struct gl_buffer_object
1402 {
1403 _glthread_Mutex Mutex;
1404 GLint RefCount;
1405 GLuint Name;
1406 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1407 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1408 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1409 /** Fields describing a mapped buffer */
1410 /*@{*/
1411 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1412 GLvoid *Pointer; /**< User-space address of mapping */
1413 GLintptr Offset; /**< Mapped offset */
1414 GLsizeiptr Length; /**< Mapped length */
1415 /*@}*/
1416 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1417 GLboolean Written; /**< Ever written to? (for debugging) */
1418 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1419 };
1420
1421
1422 /**
1423 * Client pixel packing/unpacking attributes
1424 */
1425 struct gl_pixelstore_attrib
1426 {
1427 GLint Alignment;
1428 GLint RowLength;
1429 GLint SkipPixels;
1430 GLint SkipRows;
1431 GLint ImageHeight;
1432 GLint SkipImages;
1433 GLboolean SwapBytes;
1434 GLboolean LsbFirst;
1435 GLboolean Invert; /**< GL_MESA_pack_invert */
1436 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1437 };
1438
1439
1440 /**
1441 * Client vertex array attributes
1442 */
1443 struct gl_client_array
1444 {
1445 GLint Size; /**< components per element (1,2,3,4) */
1446 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1447 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1448 GLsizei Stride; /**< user-specified stride */
1449 GLsizei StrideB; /**< actual stride in bytes */
1450 const GLubyte *Ptr; /**< Points to array data */
1451 GLboolean Enabled; /**< Enabled flag is a boolean */
1452 GLboolean Normalized; /**< GL_ARB_vertex_program */
1453 GLboolean Integer; /**< Integer-valued? */
1454 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1455 GLuint _ElementSize; /**< size of each element in bytes */
1456
1457 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1458 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1459 };
1460
1461
1462 /**
1463 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1464 * extension, but a nice encapsulation in any case.
1465 */
1466 struct gl_array_object
1467 {
1468 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1469 GLuint Name;
1470
1471 GLint RefCount;
1472 _glthread_Mutex Mutex;
1473
1474 /**
1475 * Does the VAO use ARB semantics or Apple semantics?
1476 *
1477 * There are several ways in which ARB_vertex_array_object and
1478 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1479 * least,
1480 *
1481 * - ARB VAOs require that all array data be sourced from vertex buffer
1482 * objects, but Apple VAOs do not.
1483 *
1484 * - ARB VAOs require that names come from GenVertexArrays.
1485 *
1486 * This flag notes which behavior governs this VAO.
1487 */
1488 GLboolean ARBsemantics;
1489
1490 /**
1491 * Has this array object been bound?
1492 */
1493 GLboolean EverBound;
1494
1495 /** Vertex attribute arrays */
1496 struct gl_client_array VertexAttrib[VERT_ATTRIB_MAX];
1497
1498 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1499 GLbitfield64 _Enabled;
1500
1501 /**
1502 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1503 * we can determine the max legal (in bounds) glDrawElements array index.
1504 */
1505 GLuint _MaxElement;
1506
1507 struct gl_buffer_object *ElementArrayBufferObj;
1508 };
1509
1510
1511 /**
1512 * Vertex array state
1513 */
1514 struct gl_array_attrib
1515 {
1516 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1517 struct gl_array_object *ArrayObj;
1518
1519 /** The default vertex array object */
1520 struct gl_array_object *DefaultArrayObj;
1521
1522 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1523 struct _mesa_HashTable *Objects;
1524
1525 GLint ActiveTexture; /**< Client Active Texture */
1526 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1527 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1528
1529 /**
1530 * \name Primitive restart controls
1531 *
1532 * Primitive restart is enabled if either \c PrimitiveRestart or
1533 * \c PrimitiveRestartFixedIndex is set.
1534 */
1535 /*@{*/
1536 GLboolean PrimitiveRestart;
1537 GLboolean PrimitiveRestartFixedIndex;
1538 GLboolean _PrimitiveRestart;
1539 GLuint RestartIndex;
1540 /*@}*/
1541
1542 /* GL_ARB_vertex_buffer_object */
1543 struct gl_buffer_object *ArrayBufferObj;
1544
1545 /**
1546 * Vertex arrays as consumed by a driver.
1547 * The array pointer is set up only by the VBO module.
1548 */
1549 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1550 };
1551
1552
1553 /**
1554 * Feedback buffer state
1555 */
1556 struct gl_feedback
1557 {
1558 GLenum Type;
1559 GLbitfield _Mask; /**< FB_* bits */
1560 GLfloat *Buffer;
1561 GLuint BufferSize;
1562 GLuint Count;
1563 };
1564
1565
1566 /**
1567 * Selection buffer state
1568 */
1569 struct gl_selection
1570 {
1571 GLuint *Buffer; /**< selection buffer */
1572 GLuint BufferSize; /**< size of the selection buffer */
1573 GLuint BufferCount; /**< number of values in the selection buffer */
1574 GLuint Hits; /**< number of records in the selection buffer */
1575 GLuint NameStackDepth; /**< name stack depth */
1576 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1577 GLboolean HitFlag; /**< hit flag */
1578 GLfloat HitMinZ; /**< minimum hit depth */
1579 GLfloat HitMaxZ; /**< maximum hit depth */
1580 };
1581
1582
1583 /**
1584 * 1-D Evaluator control points
1585 */
1586 struct gl_1d_map
1587 {
1588 GLuint Order; /**< Number of control points */
1589 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1590 GLfloat *Points; /**< Points to contiguous control points */
1591 };
1592
1593
1594 /**
1595 * 2-D Evaluator control points
1596 */
1597 struct gl_2d_map
1598 {
1599 GLuint Uorder; /**< Number of control points in U dimension */
1600 GLuint Vorder; /**< Number of control points in V dimension */
1601 GLfloat u1, u2, du;
1602 GLfloat v1, v2, dv;
1603 GLfloat *Points; /**< Points to contiguous control points */
1604 };
1605
1606
1607 /**
1608 * All evaluator control point state
1609 */
1610 struct gl_evaluators
1611 {
1612 /**
1613 * \name 1-D maps
1614 */
1615 /*@{*/
1616 struct gl_1d_map Map1Vertex3;
1617 struct gl_1d_map Map1Vertex4;
1618 struct gl_1d_map Map1Index;
1619 struct gl_1d_map Map1Color4;
1620 struct gl_1d_map Map1Normal;
1621 struct gl_1d_map Map1Texture1;
1622 struct gl_1d_map Map1Texture2;
1623 struct gl_1d_map Map1Texture3;
1624 struct gl_1d_map Map1Texture4;
1625 /*@}*/
1626
1627 /**
1628 * \name 2-D maps
1629 */
1630 /*@{*/
1631 struct gl_2d_map Map2Vertex3;
1632 struct gl_2d_map Map2Vertex4;
1633 struct gl_2d_map Map2Index;
1634 struct gl_2d_map Map2Color4;
1635 struct gl_2d_map Map2Normal;
1636 struct gl_2d_map Map2Texture1;
1637 struct gl_2d_map Map2Texture2;
1638 struct gl_2d_map Map2Texture3;
1639 struct gl_2d_map Map2Texture4;
1640 /*@}*/
1641 };
1642
1643
1644 struct gl_transform_feedback_varying_info
1645 {
1646 char *Name;
1647 GLenum Type;
1648 GLint Size;
1649 };
1650
1651
1652 /**
1653 * Per-output info vertex shaders for transform feedback.
1654 */
1655 struct gl_transform_feedback_output
1656 {
1657 unsigned OutputRegister;
1658 unsigned OutputBuffer;
1659 unsigned NumComponents;
1660
1661 /** offset (in DWORDs) of this output within the interleaved structure */
1662 unsigned DstOffset;
1663
1664 /**
1665 * Offset into the output register of the data to output. For example,
1666 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1667 * offset is in the y and z components of the output register.
1668 */
1669 unsigned ComponentOffset;
1670 };
1671
1672
1673 /** Post-link transform feedback info. */
1674 struct gl_transform_feedback_info
1675 {
1676 unsigned NumOutputs;
1677
1678 /**
1679 * Number of transform feedback buffers in use by this program.
1680 */
1681 unsigned NumBuffers;
1682
1683 struct gl_transform_feedback_output *Outputs;
1684
1685 /** Transform feedback varyings used for the linking of this shader program.
1686 *
1687 * Use for glGetTransformFeedbackVarying().
1688 */
1689 struct gl_transform_feedback_varying_info *Varyings;
1690 GLint NumVarying;
1691
1692 /**
1693 * Total number of components stored in each buffer. This may be used by
1694 * hardware back-ends to determine the correct stride when interleaving
1695 * multiple transform feedback outputs in the same buffer.
1696 */
1697 unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1698 };
1699
1700
1701 /**
1702 * Transform feedback object state
1703 */
1704 struct gl_transform_feedback_object
1705 {
1706 GLuint Name; /**< AKA the object ID */
1707 GLint RefCount;
1708 GLboolean Active; /**< Is transform feedback enabled? */
1709 GLboolean Paused; /**< Is transform feedback paused? */
1710 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1711 at least once? */
1712 GLboolean EverBound; /**< Has this object been bound? */
1713
1714 /**
1715 * GLES: if Active is true, remaining number of primitives which can be
1716 * rendered without overflow. This is necessary to track because GLES
1717 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1718 * glDrawArraysInstanced would overflow transform feedback buffers.
1719 * Undefined if Active is false.
1720 *
1721 * Not tracked for desktop GL since it's unnecessary.
1722 */
1723 unsigned GlesRemainingPrims;
1724
1725 /** The feedback buffers */
1726 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1727 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1728
1729 /** Start of feedback data in dest buffer */
1730 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1731
1732 /**
1733 * Max data to put into dest buffer (in bytes). Computed based on
1734 * RequestedSize and the actual size of the buffer.
1735 */
1736 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1737
1738 /**
1739 * Size that was specified when the buffer was bound. If the buffer was
1740 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1741 * zero.
1742 */
1743 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1744 };
1745
1746
1747 /**
1748 * Context state for transform feedback.
1749 */
1750 struct gl_transform_feedback_state
1751 {
1752 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1753
1754 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1755 struct gl_buffer_object *CurrentBuffer;
1756
1757 /** The table of all transform feedback objects */
1758 struct _mesa_HashTable *Objects;
1759
1760 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1761 struct gl_transform_feedback_object *CurrentObject;
1762
1763 /** The default xform-fb object (Name==0) */
1764 struct gl_transform_feedback_object *DefaultObject;
1765 };
1766
1767
1768 /**
1769 * Names of the various vertex/fragment program register files, etc.
1770 *
1771 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1772 * All values should fit in a 4-bit field.
1773 *
1774 * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR,
1775 * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1776 * be "uniform" variables since they can only be set outside glBegin/End.
1777 * They're also all stored in the same Parameters array.
1778 */
1779 typedef enum
1780 {
1781 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1782 PROGRAM_ARRAY, /**< Arrays & Matrixes */
1783 PROGRAM_INPUT, /**< machine->Inputs[] */
1784 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1785 PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
1786 PROGRAM_ENV_PARAM, /**< gl_program->Parameters[] */
1787 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1788 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1789 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1790 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1791 PROGRAM_ADDRESS, /**< machine->AddressReg */
1792 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1793 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1794 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1795 PROGRAM_FILE_MAX
1796 } gl_register_file;
1797
1798
1799 /**
1800 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1801 * one of these values.
1802 */
1803 typedef enum
1804 {
1805 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
1806 SYSTEM_VALUE_VERTEX_ID, /**< Vertex shader only */
1807 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
1808 SYSTEM_VALUE_MAX /**< Number of values */
1809 } gl_system_value;
1810
1811
1812 /**
1813 * The possible interpolation qualifiers that can be applied to a fragment
1814 * shader input in GLSL.
1815 *
1816 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
1817 * gl_fragment_program data structure to 0 causes the default behavior.
1818 */
1819 enum glsl_interp_qualifier
1820 {
1821 INTERP_QUALIFIER_NONE = 0,
1822 INTERP_QUALIFIER_SMOOTH,
1823 INTERP_QUALIFIER_FLAT,
1824 INTERP_QUALIFIER_NOPERSPECTIVE,
1825 INTERP_QUALIFIER_COUNT /**< Number of interpolation qualifiers */
1826 };
1827
1828
1829 /**
1830 * \brief Layout qualifiers for gl_FragDepth.
1831 *
1832 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
1833 * a layout qualifier.
1834 *
1835 * \see enum ir_depth_layout
1836 */
1837 enum gl_frag_depth_layout
1838 {
1839 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
1840 FRAG_DEPTH_LAYOUT_ANY,
1841 FRAG_DEPTH_LAYOUT_GREATER,
1842 FRAG_DEPTH_LAYOUT_LESS,
1843 FRAG_DEPTH_LAYOUT_UNCHANGED
1844 };
1845
1846
1847 /**
1848 * Base class for any kind of program object
1849 */
1850 struct gl_program
1851 {
1852 GLuint Id;
1853 GLubyte *String; /**< Null-terminated program text */
1854 GLint RefCount;
1855 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
1856 GLenum Format; /**< String encoding format */
1857
1858 struct prog_instruction *Instructions;
1859
1860 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
1861 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1862 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1863 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
1864 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
1865 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1866 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1867 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1868
1869
1870 /** Named parameters, constants, etc. from program text */
1871 struct gl_program_parameter_list *Parameters;
1872 /** Numbered local parameters */
1873 GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
1874
1875 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1876 GLubyte SamplerUnits[MAX_SAMPLERS];
1877
1878 /** Bitmask of which register files are read/written with indirect
1879 * addressing. Mask of (1 << PROGRAM_x) bits.
1880 */
1881 GLbitfield IndirectRegisterFiles;
1882
1883 /** Logical counts */
1884 /*@{*/
1885 GLuint NumInstructions;
1886 GLuint NumTemporaries;
1887 GLuint NumParameters;
1888 GLuint NumAttributes;
1889 GLuint NumAddressRegs;
1890 GLuint NumAluInstructions;
1891 GLuint NumTexInstructions;
1892 GLuint NumTexIndirections;
1893 /*@}*/
1894 /** Native, actual h/w counts */
1895 /*@{*/
1896 GLuint NumNativeInstructions;
1897 GLuint NumNativeTemporaries;
1898 GLuint NumNativeParameters;
1899 GLuint NumNativeAttributes;
1900 GLuint NumNativeAddressRegs;
1901 GLuint NumNativeAluInstructions;
1902 GLuint NumNativeTexInstructions;
1903 GLuint NumNativeTexIndirections;
1904 /*@}*/
1905 };
1906
1907
1908 /** Vertex program object */
1909 struct gl_vertex_program
1910 {
1911 struct gl_program Base; /**< base class */
1912 GLboolean IsPositionInvariant;
1913 GLboolean UsesClipDistance;
1914 };
1915
1916
1917 /** Geometry program object */
1918 struct gl_geometry_program
1919 {
1920 struct gl_program Base; /**< base class */
1921
1922 GLint VerticesIn;
1923 GLint VerticesOut;
1924 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
1925 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
1926 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
1927 };
1928
1929
1930 /** Fragment program object */
1931 struct gl_fragment_program
1932 {
1933 struct gl_program Base; /**< base class */
1934 GLboolean UsesKill; /**< shader uses KIL instruction */
1935 GLboolean UsesDFdy; /**< shader uses DDY instruction */
1936 GLboolean OriginUpperLeft;
1937 GLboolean PixelCenterInteger;
1938 enum gl_frag_depth_layout FragDepthLayout;
1939
1940 /**
1941 * GLSL interpolation qualifier associated with each fragment shader input.
1942 * For inputs that do not have an interpolation qualifier specified in
1943 * GLSL, the value is INTERP_QUALIFIER_NONE.
1944 */
1945 enum glsl_interp_qualifier InterpQualifier[VARYING_SLOT_MAX];
1946
1947 /**
1948 * Bitfield indicating, for each fragment shader input, 1 if that input
1949 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
1950 */
1951 GLbitfield64 IsCentroid;
1952 };
1953
1954
1955 /**
1956 * State common to vertex and fragment programs.
1957 */
1958 struct gl_program_state
1959 {
1960 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
1961 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
1962 };
1963
1964
1965 /**
1966 * Context state for vertex programs.
1967 */
1968 struct gl_vertex_program_state
1969 {
1970 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
1971 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
1972 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
1973 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
1974 /** Computed two sided lighting for fixed function/programs. */
1975 GLboolean _TwoSideEnabled;
1976 struct gl_vertex_program *Current; /**< User-bound vertex program */
1977
1978 /** Currently enabled and valid vertex program (including internal
1979 * programs, user-defined vertex programs and GLSL vertex shaders).
1980 * This is the program we must use when rendering.
1981 */
1982 struct gl_vertex_program *_Current;
1983
1984 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1985
1986 /** Should fixed-function T&L be implemented with a vertex prog? */
1987 GLboolean _MaintainTnlProgram;
1988
1989 /** Program to emulate fixed-function T&L (see above) */
1990 struct gl_vertex_program *_TnlProgram;
1991
1992 /** Cache of fixed-function programs */
1993 struct gl_program_cache *Cache;
1994
1995 GLboolean _Overriden;
1996 };
1997
1998
1999 /**
2000 * Context state for geometry programs.
2001 */
2002 struct gl_geometry_program_state
2003 {
2004 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
2005 GLboolean _Enabled; /**< Enabled and valid program? */
2006 struct gl_geometry_program *Current; /**< user-bound geometry program */
2007
2008 /** Currently enabled and valid program (including internal programs
2009 * and compiled shader programs).
2010 */
2011 struct gl_geometry_program *_Current;
2012
2013 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2014
2015 /** Cache of fixed-function programs */
2016 struct gl_program_cache *Cache;
2017 };
2018
2019 /**
2020 * Context state for fragment programs.
2021 */
2022 struct gl_fragment_program_state
2023 {
2024 GLboolean Enabled; /**< User-set fragment program enable flag */
2025 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2026 struct gl_fragment_program *Current; /**< User-bound fragment program */
2027
2028 /** Currently enabled and valid fragment program (including internal
2029 * programs, user-defined fragment programs and GLSL fragment shaders).
2030 * This is the program we must use when rendering.
2031 */
2032 struct gl_fragment_program *_Current;
2033
2034 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2035
2036 /** Should fixed-function texturing be implemented with a fragment prog? */
2037 GLboolean _MaintainTexEnvProgram;
2038
2039 /** Program to emulate fixed-function texture env/combine (see above) */
2040 struct gl_fragment_program *_TexEnvProgram;
2041
2042 /** Cache of fixed-function programs */
2043 struct gl_program_cache *Cache;
2044 };
2045
2046
2047 /**
2048 * ATI_fragment_shader runtime state
2049 */
2050 #define ATI_FS_INPUT_PRIMARY 0
2051 #define ATI_FS_INPUT_SECONDARY 1
2052
2053 struct atifs_instruction;
2054 struct atifs_setupinst;
2055
2056 /**
2057 * ATI fragment shader
2058 */
2059 struct ati_fragment_shader
2060 {
2061 GLuint Id;
2062 GLint RefCount;
2063 struct atifs_instruction *Instructions[2];
2064 struct atifs_setupinst *SetupInst[2];
2065 GLfloat Constants[8][4];
2066 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2067 GLubyte numArithInstr[2];
2068 GLubyte regsAssigned[2];
2069 GLubyte NumPasses; /**< 1 or 2 */
2070 GLubyte cur_pass;
2071 GLubyte last_optype;
2072 GLboolean interpinp1;
2073 GLboolean isValid;
2074 GLuint swizzlerq;
2075 };
2076
2077 /**
2078 * Context state for GL_ATI_fragment_shader
2079 */
2080 struct gl_ati_fragment_shader_state
2081 {
2082 GLboolean Enabled;
2083 GLboolean _Enabled; /**< enabled and valid shader? */
2084 GLboolean Compiling;
2085 GLfloat GlobalConstants[8][4];
2086 struct ati_fragment_shader *Current;
2087 };
2088
2089
2090 /** Set by #pragma directives */
2091 struct gl_sl_pragmas
2092 {
2093 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2094 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2095 GLboolean Optimize; /**< defaults on */
2096 GLboolean Debug; /**< defaults off */
2097 };
2098
2099
2100 /**
2101 * A GLSL vertex or fragment shader object.
2102 */
2103 struct gl_shader
2104 {
2105 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB.
2106 * Must be the first field.
2107 */
2108 GLenum Type;
2109 GLuint Name; /**< AKA the handle */
2110 GLint RefCount; /**< Reference count */
2111 GLboolean DeletePending;
2112 GLboolean CompileStatus;
2113 const GLchar *Source; /**< Source code string */
2114 GLuint SourceChecksum; /**< for debug/logging purposes */
2115 struct gl_program *Program; /**< Post-compile assembly code */
2116 GLchar *InfoLog;
2117 struct gl_sl_pragmas Pragmas;
2118
2119 unsigned Version; /**< GLSL version used for linking */
2120 GLboolean IsES; /**< True if this shader uses GLSL ES */
2121
2122 /**
2123 * \name Sampler tracking
2124 *
2125 * \note Each of these fields is only set post-linking.
2126 */
2127 /*@{*/
2128 unsigned num_samplers; /**< Number of samplers used by this shader. */
2129 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2130 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2131 /*@}*/
2132
2133 /**
2134 * Map from sampler unit to texture unit (set by glUniform1i())
2135 *
2136 * A sampler unit is associated with each sampler uniform by the linker.
2137 * The sampler unit associated with each uniform is stored in the
2138 * \c gl_uniform_storage::sampler field.
2139 */
2140 GLubyte SamplerUnits[MAX_SAMPLERS];
2141 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2142 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2143
2144 /**
2145 * Number of default uniform block components used by this shader.
2146 *
2147 * This field is only set post-linking.
2148 */
2149 unsigned num_uniform_components;
2150
2151 /**
2152 * Number of combined uniform components used by this shader.
2153 *
2154 * This field is only set post-linking. It is the sum of the uniform block
2155 * sizes divided by sizeof(float), and num_uniform_compoennts.
2156 */
2157 unsigned num_combined_uniform_components;
2158
2159 /**
2160 * This shader's uniform block information.
2161 *
2162 * The offsets of the variables are assigned only for shaders in a program's
2163 * _LinkedShaders[].
2164 */
2165 struct gl_uniform_block *UniformBlocks;
2166 unsigned NumUniformBlocks;
2167
2168 struct exec_list *ir;
2169 struct glsl_symbol_table *symbols;
2170
2171 /** Shaders containing built-in functions that are used for linking. */
2172 struct gl_shader *builtins_to_link[16];
2173 unsigned num_builtins_to_link;
2174 };
2175
2176
2177 /**
2178 * Shader stages. Note that these will become 5 with tessellation.
2179 *
2180 * The order must match how shaders are ordered in the pipeline.
2181 * The GLSL linker assumes that if i<j, then the j-th shader is
2182 * executed later than the i-th shader.
2183 */
2184 typedef enum
2185 {
2186 MESA_SHADER_VERTEX = 0,
2187 MESA_SHADER_GEOMETRY = 1,
2188 MESA_SHADER_FRAGMENT = 2,
2189 MESA_SHADER_TYPES = 3
2190 } gl_shader_type;
2191
2192
2193 struct gl_uniform_buffer_variable
2194 {
2195 char *Name;
2196
2197 /**
2198 * Name of the uniform as seen by glGetUniformIndices.
2199 *
2200 * glGetUniformIndices requires that the block instance index \b not be
2201 * present in the name of queried uniforms.
2202 *
2203 * \note
2204 * \c gl_uniform_buffer_variable::IndexName and
2205 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2206 */
2207 char *IndexName;
2208
2209 const struct glsl_type *Type;
2210 unsigned int Offset;
2211 GLboolean RowMajor;
2212 };
2213
2214
2215 enum gl_uniform_block_packing
2216 {
2217 ubo_packing_std140,
2218 ubo_packing_shared,
2219 ubo_packing_packed
2220 };
2221
2222
2223 struct gl_uniform_block
2224 {
2225 /** Declared name of the uniform block */
2226 char *Name;
2227
2228 /** Array of supplemental information about UBO ir_variables. */
2229 struct gl_uniform_buffer_variable *Uniforms;
2230 GLuint NumUniforms;
2231
2232 /**
2233 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2234 * with glBindBufferBase to bind a buffer object to this uniform block. When
2235 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2236 */
2237 GLuint Binding;
2238
2239 /**
2240 * Minimum size of a buffer object to back this uniform buffer
2241 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2242 */
2243 GLuint UniformBufferSize;
2244
2245 /**
2246 * Layout specified in the shader
2247 *
2248 * This isn't accessible through the API, but it is used while
2249 * cross-validating uniform blocks.
2250 */
2251 enum gl_uniform_block_packing _Packing;
2252 };
2253
2254
2255 /**
2256 * A GLSL program object.
2257 * Basically a linked collection of vertex and fragment shaders.
2258 */
2259 struct gl_shader_program
2260 {
2261 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2262 GLuint Name; /**< aka handle or ID */
2263 GLint RefCount; /**< Reference count */
2264 GLboolean DeletePending;
2265
2266 /**
2267 * Is the application intending to glGetProgramBinary this program?
2268 */
2269 GLboolean BinaryRetreivableHint;
2270
2271 /**
2272 * Flags that the linker should not reject the program if it lacks
2273 * a vertex or fragment shader. GLES2 doesn't allow separate
2274 * shader objects, and would reject them. However, we internally
2275 * build separate shader objects for fixed function programs, which
2276 * we use for drivers/common/meta.c and for handling
2277 * _mesa_update_state with no program bound (for example in
2278 * glClear()).
2279 */
2280 GLboolean InternalSeparateShader;
2281
2282 GLuint NumShaders; /**< number of attached shaders */
2283 struct gl_shader **Shaders; /**< List of attached the shaders */
2284
2285 /**
2286 * User-defined attribute bindings
2287 *
2288 * These are set via \c glBindAttribLocation and are used to direct the
2289 * GLSL linker. These are \b not the values used in the compiled shader,
2290 * and they are \b not the values returned by \c glGetAttribLocation.
2291 */
2292 struct string_to_uint_map *AttributeBindings;
2293
2294 /**
2295 * User-defined fragment data bindings
2296 *
2297 * These are set via \c glBindFragDataLocation and are used to direct the
2298 * GLSL linker. These are \b not the values used in the compiled shader,
2299 * and they are \b not the values returned by \c glGetFragDataLocation.
2300 */
2301 struct string_to_uint_map *FragDataBindings;
2302 struct string_to_uint_map *FragDataIndexBindings;
2303
2304 /**
2305 * Transform feedback varyings last specified by
2306 * glTransformFeedbackVaryings().
2307 *
2308 * For the current set of transform feeedback varyings used for transform
2309 * feedback output, see LinkedTransformFeedback.
2310 */
2311 struct {
2312 GLenum BufferMode;
2313 GLuint NumVarying;
2314 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2315 } TransformFeedback;
2316
2317 /** Post-link transform feedback info. */
2318 struct gl_transform_feedback_info LinkedTransformFeedback;
2319
2320 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2321 enum gl_frag_depth_layout FragDepthLayout;
2322
2323 /**
2324 * Geometry shader state - copied into gl_geometry_program by
2325 * _mesa_copy_linked_program_data().
2326 */
2327 struct {
2328 GLint VerticesIn;
2329 GLint VerticesOut;
2330 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2331 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2332 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2333 } Geom;
2334
2335 /** Vertex shader state */
2336 struct {
2337 /**
2338 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2339 * by _mesa_copy_linked_program_data().
2340 */
2341 GLboolean UsesClipDistance;
2342 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2343 0 if not present. */
2344 } Vert;
2345
2346 /* post-link info: */
2347 unsigned NumUserUniformStorage;
2348 struct gl_uniform_storage *UniformStorage;
2349
2350 struct gl_uniform_block *UniformBlocks;
2351 unsigned NumUniformBlocks;
2352
2353 /**
2354 * Scale factor for the uniform base location
2355 *
2356 * This is used to generate locations (returned by \c glGetUniformLocation)
2357 * of uniforms. The base location of the uniform is multiplied by this
2358 * value, and the array index is added.
2359 *
2360 * \note
2361 * Must be >= 1.
2362 *
2363 * \sa
2364 * _mesa_uniform_merge_location_offset, _mesa_uniform_split_location_offset
2365 */
2366 unsigned UniformLocationBaseScale;
2367
2368 /**
2369 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2370 * they're used in, or -1.
2371 *
2372 * This is used to maintain the Binding values of the stage's UniformBlocks[]
2373 * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2374 */
2375 int *UniformBlockStageIndex[MESA_SHADER_TYPES];
2376
2377 /**
2378 * Map of active uniform names to locations
2379 *
2380 * Maps any active uniform that is not an array element to a location.
2381 * Each active uniform, including individual structure members will appear
2382 * in this map. This roughly corresponds to the set of names that would be
2383 * enumerated by \c glGetActiveUniform.
2384 */
2385 struct string_to_uint_map *UniformHash;
2386
2387 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2388 GLboolean Validated;
2389 GLboolean _Used; /**< Ever used for drawing? */
2390 GLchar *InfoLog;
2391
2392 unsigned Version; /**< GLSL version used for linking */
2393 GLboolean IsES; /**< True if this program uses GLSL ES */
2394
2395 /**
2396 * Per-stage shaders resulting from the first stage of linking.
2397 *
2398 * Set of linked shaders for this program. The array is accessed using the
2399 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2400 * \c NULL.
2401 */
2402 struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES];
2403 };
2404
2405
2406 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2407 #define GLSL_LOG 0x2 /**< Write shaders to files */
2408 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2409 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2410 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2411 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2412 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2413 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2414 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2415 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2416
2417
2418 /**
2419 * Context state for GLSL vertex/fragment shaders.
2420 */
2421 struct gl_shader_state
2422 {
2423 /**
2424 * Programs used for rendering
2425 *
2426 * There is a separate program set for each shader stage. If
2427 * GL_EXT_separate_shader_objects is not supported, each of these must point
2428 * to \c NULL or to the same program.
2429 */
2430 struct gl_shader_program *CurrentVertexProgram;
2431 struct gl_shader_program *CurrentGeometryProgram;
2432 struct gl_shader_program *CurrentFragmentProgram;
2433
2434 struct gl_shader_program *_CurrentFragmentProgram;
2435
2436 /**
2437 * Program used by glUniform calls.
2438 *
2439 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2440 */
2441 struct gl_shader_program *ActiveProgram;
2442
2443 GLbitfield Flags; /**< Mask of GLSL_x flags */
2444 };
2445
2446
2447 /**
2448 * Compiler options for a single GLSL shaders type
2449 */
2450 struct gl_shader_compiler_options
2451 {
2452 /** Driver-selectable options: */
2453 GLboolean EmitCondCodes; /**< Use condition codes? */
2454 GLboolean EmitNoLoops;
2455 GLboolean EmitNoFunctions;
2456 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2457 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2458 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2459 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2460 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2461
2462 /**
2463 * \name Forms of indirect addressing the driver cannot do.
2464 */
2465 /*@{*/
2466 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2467 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2468 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2469 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2470 /*@}*/
2471
2472 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2473 GLuint MaxUnrollIterations;
2474
2475 /**
2476 * Prefer DP4 instructions (rather than MUL/MAD) for matrix * vector
2477 * operations, such as position transformation.
2478 */
2479 GLboolean PreferDP4;
2480
2481 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2482 };
2483
2484
2485 /**
2486 * Occlusion/timer query object.
2487 */
2488 struct gl_query_object
2489 {
2490 GLenum Target; /**< The query target, when active */
2491 GLuint Id; /**< hash table ID/name */
2492 GLuint64EXT Result; /**< the counter */
2493 GLboolean Active; /**< inside Begin/EndQuery */
2494 GLboolean Ready; /**< result is ready? */
2495 GLboolean EverBound;/**< has query object ever been bound */
2496 };
2497
2498
2499 /**
2500 * Context state for query objects.
2501 */
2502 struct gl_query_state
2503 {
2504 struct _mesa_HashTable *QueryObjects;
2505 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2506 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2507
2508 /** GL_NV_conditional_render */
2509 struct gl_query_object *CondRenderQuery;
2510
2511 /** GL_EXT_transform_feedback */
2512 struct gl_query_object *PrimitivesGenerated;
2513 struct gl_query_object *PrimitivesWritten;
2514
2515 /** GL_ARB_timer_query */
2516 struct gl_query_object *TimeElapsed;
2517
2518 GLenum CondRenderMode;
2519 };
2520
2521
2522 /** Sync object state */
2523 struct gl_sync_object
2524 {
2525 GLenum Type; /**< GL_SYNC_FENCE */
2526 GLuint Name; /**< Fence name */
2527 GLint RefCount; /**< Reference count */
2528 GLboolean DeletePending; /**< Object was deleted while there were still
2529 * live references (e.g., sync not yet finished)
2530 */
2531 GLenum SyncCondition;
2532 GLbitfield Flags; /**< Flags passed to glFenceSync */
2533 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2534 };
2535
2536
2537 /**
2538 * State which can be shared by multiple contexts:
2539 */
2540 struct gl_shared_state
2541 {
2542 _glthread_Mutex Mutex; /**< for thread safety */
2543 GLint RefCount; /**< Reference count */
2544 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2545 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2546
2547 /** Default texture objects (shared by all texture units) */
2548 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2549
2550 /** Fallback texture used when a bound texture is incomplete */
2551 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
2552
2553 /**
2554 * \name Thread safety and statechange notification for texture
2555 * objects.
2556 *
2557 * \todo Improve the granularity of locking.
2558 */
2559 /*@{*/
2560 _glthread_Mutex TexMutex; /**< texobj thread safety */
2561 GLuint TextureStateStamp; /**< state notification for shared tex */
2562 /*@}*/
2563
2564 /** Default buffer object for vertex arrays that aren't in VBOs */
2565 struct gl_buffer_object *NullBufferObj;
2566
2567 /**
2568 * \name Vertex/geometry/fragment programs
2569 */
2570 /*@{*/
2571 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2572 struct gl_vertex_program *DefaultVertexProgram;
2573 struct gl_fragment_program *DefaultFragmentProgram;
2574 struct gl_geometry_program *DefaultGeometryProgram;
2575 /*@}*/
2576
2577 /* GL_ATI_fragment_shader */
2578 struct _mesa_HashTable *ATIShaders;
2579 struct ati_fragment_shader *DefaultFragmentShader;
2580
2581 struct _mesa_HashTable *BufferObjects;
2582
2583 /** Table of both gl_shader and gl_shader_program objects */
2584 struct _mesa_HashTable *ShaderObjects;
2585
2586 /* GL_EXT_framebuffer_object */
2587 struct _mesa_HashTable *RenderBuffers;
2588 struct _mesa_HashTable *FrameBuffers;
2589
2590 /* GL_ARB_sync */
2591 struct set *SyncObjects;
2592
2593 /** GL_ARB_sampler_objects */
2594 struct _mesa_HashTable *SamplerObjects;
2595 };
2596
2597
2598
2599 /**
2600 * Renderbuffers represent drawing surfaces such as color, depth and/or
2601 * stencil. A framebuffer object has a set of renderbuffers.
2602 * Drivers will typically derive subclasses of this type.
2603 */
2604 struct gl_renderbuffer
2605 {
2606 _glthread_Mutex Mutex; /**< for thread safety */
2607 GLuint ClassID; /**< Useful for drivers */
2608 GLuint Name;
2609 GLint RefCount;
2610 GLuint Width, Height;
2611 GLuint Depth;
2612 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2613 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
2614 /**
2615 * True for renderbuffers that wrap textures, giving the driver a chance to
2616 * flush render caches through the FinishRenderTexture hook.
2617 *
2618 * Drivers may also set this on renderbuffers other than those generated by
2619 * glFramebufferTexture(), though it means FinishRenderTexture() would be
2620 * called without a rb->TexImage.
2621 */
2622 GLboolean NeedsFinishRenderTexture;
2623 GLubyte NumSamples;
2624 GLenum InternalFormat; /**< The user-specified format */
2625 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2626 GL_STENCIL_INDEX. */
2627 gl_format Format; /**< The actual renderbuffer memory format */
2628 /**
2629 * Pointer to the texture image if this renderbuffer wraps a texture,
2630 * otherwise NULL.
2631 *
2632 * Note that the reference on the gl_texture_object containing this
2633 * TexImage is held by the gl_renderbuffer_attachment.
2634 */
2635 struct gl_texture_image *TexImage;
2636
2637 /** Delete this renderbuffer */
2638 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2639
2640 /** Allocate new storage for this renderbuffer */
2641 GLboolean (*AllocStorage)(struct gl_context *ctx,
2642 struct gl_renderbuffer *rb,
2643 GLenum internalFormat,
2644 GLuint width, GLuint height);
2645 };
2646
2647
2648 /**
2649 * A renderbuffer attachment points to either a texture object (and specifies
2650 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2651 */
2652 struct gl_renderbuffer_attachment
2653 {
2654 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2655 GLboolean Complete;
2656
2657 /**
2658 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2659 * application supplied renderbuffer object.
2660 */
2661 struct gl_renderbuffer *Renderbuffer;
2662
2663 /**
2664 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2665 * supplied texture object.
2666 */
2667 struct gl_texture_object *Texture;
2668 GLuint TextureLevel; /**< Attached mipmap level. */
2669 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2670 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2671 * and 2D array textures */
2672 GLboolean Layered;
2673 };
2674
2675
2676 /**
2677 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2678 * In C++ terms, think of this as a base class from which device drivers
2679 * will make derived classes.
2680 */
2681 struct gl_framebuffer
2682 {
2683 _glthread_Mutex Mutex; /**< for thread safety */
2684 /**
2685 * If zero, this is a window system framebuffer. If non-zero, this
2686 * is a FBO framebuffer; note that for some devices (i.e. those with
2687 * a natural pixel coordinate system for FBOs that differs from the
2688 * OpenGL/Mesa coordinate system), this means that the viewport,
2689 * polygon face orientation, and polygon stipple will have to be inverted.
2690 */
2691 GLuint Name;
2692
2693 GLint RefCount;
2694 GLboolean DeletePending;
2695
2696 /**
2697 * The framebuffer's visual. Immutable if this is a window system buffer.
2698 * Computed from attachments if user-made FBO.
2699 */
2700 struct gl_config Visual;
2701
2702 GLuint Width, Height; /**< size of frame buffer in pixels */
2703
2704 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2705 /*@{*/
2706 GLint _Xmin, _Xmax; /**< inclusive */
2707 GLint _Ymin, _Ymax; /**< exclusive */
2708 /*@}*/
2709
2710 /** \name Derived Z buffer stuff */
2711 /*@{*/
2712 GLuint _DepthMax; /**< Max depth buffer value */
2713 GLfloat _DepthMaxF; /**< Float max depth buffer value */
2714 GLfloat _MRD; /**< minimum resolvable difference in Z values */
2715 /*@}*/
2716
2717 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2718 GLenum _Status;
2719
2720 /** Integer color values */
2721 GLboolean _IntegerColor;
2722
2723 /* ARB_color_buffer_float */
2724 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
2725 GLboolean _HasSNormOrFloatColorBuffer;
2726
2727 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2728 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2729
2730 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2731 * attribute group and GL_PIXEL attribute group, respectively.
2732 */
2733 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
2734 GLenum ColorReadBuffer;
2735
2736 /** Computed from ColorDraw/ReadBuffer above */
2737 GLuint _NumColorDrawBuffers;
2738 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
2739 GLint _ColorReadBufferIndex; /* -1 = None */
2740 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
2741 struct gl_renderbuffer *_ColorReadBuffer;
2742
2743 GLboolean Layered;
2744
2745 /** Delete this framebuffer */
2746 void (*Delete)(struct gl_framebuffer *fb);
2747 };
2748
2749
2750 /**
2751 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
2752 */
2753 struct gl_precision
2754 {
2755 GLushort RangeMin; /**< min value exponent */
2756 GLushort RangeMax; /**< max value exponent */
2757 GLushort Precision; /**< number of mantissa bits */
2758 };
2759
2760
2761 /**
2762 * Limits for vertex, geometry and fragment programs/shaders.
2763 */
2764 struct gl_program_constants
2765 {
2766 /* logical limits */
2767 GLuint MaxInstructions;
2768 GLuint MaxAluInstructions;
2769 GLuint MaxTexInstructions;
2770 GLuint MaxTexIndirections;
2771 GLuint MaxAttribs;
2772 GLuint MaxTemps;
2773 GLuint MaxAddressRegs;
2774 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
2775 GLuint MaxParameters;
2776 GLuint MaxLocalParams;
2777 GLuint MaxEnvParams;
2778 /* native/hardware limits */
2779 GLuint MaxNativeInstructions;
2780 GLuint MaxNativeAluInstructions;
2781 GLuint MaxNativeTexInstructions;
2782 GLuint MaxNativeTexIndirections;
2783 GLuint MaxNativeAttribs;
2784 GLuint MaxNativeTemps;
2785 GLuint MaxNativeAddressRegs;
2786 GLuint MaxNativeParameters;
2787 /* For shaders */
2788 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
2789 /* ES 2.0 and GL_ARB_ES2_compatibility */
2790 struct gl_precision LowFloat, MediumFloat, HighFloat;
2791 struct gl_precision LowInt, MediumInt, HighInt;
2792 /* GL_ARB_uniform_buffer_object */
2793 GLuint MaxUniformBlocks;
2794 GLuint MaxCombinedUniformComponents;
2795 GLuint MaxTextureImageUnits;
2796 };
2797
2798
2799 /**
2800 * Constants which may be overridden by device driver during context creation
2801 * but are never changed after that.
2802 */
2803 struct gl_constants
2804 {
2805 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
2806 GLuint MaxTextureLevels; /**< Max mipmap levels. */
2807 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
2808 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
2809 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
2810 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
2811 GLuint MaxTextureCoordUnits;
2812 GLuint MaxCombinedTextureImageUnits;
2813 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
2814 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
2815 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
2816 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
2817
2818 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
2819
2820 GLuint MaxArrayLockSize;
2821
2822 GLint SubPixelBits;
2823
2824 GLfloat MinPointSize, MaxPointSize; /**< aliased */
2825 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
2826 GLfloat PointSizeGranularity;
2827 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
2828 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
2829 GLfloat LineWidthGranularity;
2830
2831 GLuint MaxClipPlanes;
2832 GLuint MaxLights;
2833 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
2834 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
2835
2836 GLuint MaxViewportWidth, MaxViewportHeight;
2837
2838 struct gl_program_constants VertexProgram; /**< GL_ARB_vertex_program */
2839 struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
2840 struct gl_program_constants GeometryProgram; /**< GL_ARB_geometry_shader4 */
2841 GLuint MaxProgramMatrices;
2842 GLuint MaxProgramMatrixStackDepth;
2843
2844 struct {
2845 GLuint SamplesPassed;
2846 GLuint TimeElapsed;
2847 GLuint Timestamp;
2848 GLuint PrimitivesGenerated;
2849 GLuint PrimitivesWritten;
2850 } QueryCounterBits;
2851
2852 /** vertex array / buffer object bounds checking */
2853 GLboolean CheckArrayBounds;
2854
2855 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
2856
2857 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
2858 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
2859 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
2860
2861 /** Number of varying vectors between any two shader stages. */
2862 GLuint MaxVarying;
2863 GLuint MaxVaryingComponents;
2864
2865 /** @{
2866 * GL_ARB_uniform_buffer_object
2867 */
2868 GLuint MaxCombinedUniformBlocks;
2869 GLuint MaxUniformBufferBindings;
2870 GLuint MaxUniformBlockSize;
2871 GLuint UniformBufferOffsetAlignment;
2872 /** @} */
2873
2874 /** GL_ARB_geometry_shader4 */
2875 GLuint MaxGeometryOutputVertices;
2876 GLuint MaxGeometryTotalOutputComponents;
2877
2878 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
2879
2880 /**
2881 * Changes default GLSL extension behavior from "error" to "warn". It's out
2882 * of spec, but it can make some apps work that otherwise wouldn't.
2883 */
2884 GLboolean ForceGLSLExtensionsWarn;
2885
2886 /**
2887 * If non-zero, forces GLSL shaders without the #version directive to behave
2888 * as if they began with "#version ForceGLSLVersion".
2889 */
2890 GLuint ForceGLSLVersion;
2891
2892 /**
2893 * Does the driver support real 32-bit integers? (Otherwise, integers are
2894 * simulated via floats.)
2895 */
2896 GLboolean NativeIntegers;
2897
2898 /**
2899 * If the driver supports real 32-bit integers, what integer value should be
2900 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
2901 */
2902 GLuint UniformBooleanTrue;
2903
2904 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
2905 GLbitfield SupportedBumpUnits;
2906
2907 /**
2908 * Maximum amount of time, measured in nanseconds, that the server can wait.
2909 */
2910 GLuint64 MaxServerWaitTimeout;
2911
2912 /** GL_EXT_provoking_vertex */
2913 GLboolean QuadsFollowProvokingVertexConvention;
2914
2915 /** OpenGL version 3.0 */
2916 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
2917
2918 /** OpenGL version 3.2 */
2919 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
2920
2921 /** GL_EXT_transform_feedback */
2922 GLuint MaxTransformFeedbackBuffers;
2923 GLuint MaxTransformFeedbackSeparateComponents;
2924 GLuint MaxTransformFeedbackInterleavedComponents;
2925 GLuint MaxVertexStreams;
2926
2927 /** GL_EXT_gpu_shader4 */
2928 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
2929
2930 /* GL_ARB_robustness */
2931 GLenum ResetStrategy;
2932
2933 /* GL_ARB_blend_func_extended */
2934 GLuint MaxDualSourceDrawBuffers;
2935
2936 /**
2937 * Whether the implementation strips out and ignores texture borders.
2938 *
2939 * Many GPU hardware implementations don't support rendering with texture
2940 * borders and mipmapped textures. (Note: not static border color, but the
2941 * old 1-pixel border around each edge). Implementations then have to do
2942 * slow fallbacks to be correct, or just ignore the border and be fast but
2943 * wrong. Setting the flag strips the border off of TexImage calls,
2944 * providing "fast but wrong" at significantly reduced driver complexity.
2945 *
2946 * Texture borders are deprecated in GL 3.0.
2947 **/
2948 GLboolean StripTextureBorder;
2949
2950 /**
2951 * For drivers which can do a better job at eliminating unused uniforms
2952 * than the GLSL compiler.
2953 *
2954 * XXX Remove these as soon as a better solution is available.
2955 */
2956 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
2957
2958 /**
2959 * Force software support for primitive restart in the VBO module.
2960 */
2961 GLboolean PrimitiveRestartInSoftware;
2962
2963 /** GL_ARB_map_buffer_alignment */
2964 GLuint MinMapBufferAlignment;
2965
2966 /**
2967 * Disable varying packing. This is out of spec, but potentially useful
2968 * for older platforms that supports a limited number of texture
2969 * indirections--on these platforms, unpacking the varyings in the fragment
2970 * shader increases the number of texture indirections by 1, which might
2971 * make some shaders not executable at all.
2972 *
2973 * Drivers that support transform feedback must set this value to GL_FALSE.
2974 */
2975 GLboolean DisableVaryingPacking;
2976
2977 /*
2978 * Maximum value supported for an index in DrawElements and friends.
2979 *
2980 * This must be at least (1ull<<24)-1. The default value is
2981 * (1ull<<32)-1.
2982 *
2983 * \since ES 3.0 or GL_ARB_ES3_compatibility
2984 * \sa _mesa_init_constants
2985 */
2986 GLuint64 MaxElementIndex;
2987
2988 /**
2989 * Disable interpretation of line continuations (lines ending with a
2990 * backslash character ('\') in GLSL source.
2991 */
2992 GLboolean DisableGLSLLineContinuations;
2993
2994 /** GL_ARB_texture_multisample */
2995 GLint MaxColorTextureSamples;
2996 GLint MaxDepthTextureSamples;
2997 GLint MaxIntegerSamples;
2998 };
2999
3000
3001 /**
3002 * Enable flag for each OpenGL extension. Different device drivers will
3003 * enable different extensions at runtime.
3004 */
3005 struct gl_extensions
3006 {
3007 GLboolean dummy; /* don't remove this! */
3008 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3009 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3010 GLboolean ANGLE_texture_compression_dxt;
3011 GLboolean ARB_ES2_compatibility;
3012 GLboolean ARB_ES3_compatibility;
3013 GLboolean ARB_base_instance;
3014 GLboolean ARB_blend_func_extended;
3015 GLboolean ARB_color_buffer_float;
3016 GLboolean ARB_conservative_depth;
3017 GLboolean ARB_depth_buffer_float;
3018 GLboolean ARB_depth_clamp;
3019 GLboolean ARB_depth_texture;
3020 GLboolean ARB_draw_buffers_blend;
3021 GLboolean ARB_draw_elements_base_vertex;
3022 GLboolean ARB_draw_instanced;
3023 GLboolean ARB_fragment_coord_conventions;
3024 GLboolean ARB_fragment_program;
3025 GLboolean ARB_fragment_program_shadow;
3026 GLboolean ARB_fragment_shader;
3027 GLboolean ARB_framebuffer_object;
3028 GLboolean ARB_explicit_attrib_location;
3029 GLboolean ARB_geometry_shader4;
3030 GLboolean ARB_gpu_shader5;
3031 GLboolean ARB_half_float_pixel;
3032 GLboolean ARB_half_float_vertex;
3033 GLboolean ARB_instanced_arrays;
3034 GLboolean ARB_internalformat_query;
3035 GLboolean ARB_map_buffer_alignment;
3036 GLboolean ARB_map_buffer_range;
3037 GLboolean ARB_occlusion_query;
3038 GLboolean ARB_occlusion_query2;
3039 GLboolean ARB_point_sprite;
3040 GLboolean ARB_seamless_cube_map;
3041 GLboolean ARB_shader_bit_encoding;
3042 GLboolean ARB_shader_stencil_export;
3043 GLboolean ARB_shader_texture_lod;
3044 GLboolean ARB_shading_language_packing;
3045 GLboolean ARB_shading_language_420pack;
3046 GLboolean ARB_shadow;
3047 GLboolean ARB_sync;
3048 GLboolean ARB_texture_border_clamp;
3049 GLboolean ARB_texture_buffer_object;
3050 GLboolean ARB_texture_buffer_object_rgb32;
3051 GLboolean ARB_texture_buffer_range;
3052 GLboolean ARB_texture_compression_rgtc;
3053 GLboolean ARB_texture_cube_map;
3054 GLboolean ARB_texture_cube_map_array;
3055 GLboolean ARB_texture_env_combine;
3056 GLboolean ARB_texture_env_crossbar;
3057 GLboolean ARB_texture_env_dot3;
3058 GLboolean ARB_texture_float;
3059 GLboolean ARB_texture_multisample;
3060 GLboolean ARB_texture_non_power_of_two;
3061 GLboolean ARB_texture_query_lod;
3062 GLboolean ARB_texture_rg;
3063 GLboolean ARB_texture_rgb10_a2ui;
3064 GLboolean ARB_timer_query;
3065 GLboolean ARB_transform_feedback2;
3066 GLboolean ARB_transform_feedback3;
3067 GLboolean ARB_transform_feedback_instanced;
3068 GLboolean ARB_uniform_buffer_object;
3069 GLboolean ARB_vertex_program;
3070 GLboolean ARB_vertex_shader;
3071 GLboolean ARB_vertex_type_2_10_10_10_rev;
3072 GLboolean EXT_blend_color;
3073 GLboolean EXT_blend_equation_separate;
3074 GLboolean EXT_blend_func_separate;
3075 GLboolean EXT_blend_minmax;
3076 GLboolean EXT_depth_bounds_test;
3077 GLboolean EXT_draw_buffers2;
3078 GLboolean EXT_framebuffer_blit;
3079 GLboolean EXT_framebuffer_multisample;
3080 GLboolean EXT_framebuffer_multisample_blit_scaled;
3081 GLboolean EXT_framebuffer_sRGB;
3082 GLboolean EXT_gpu_program_parameters;
3083 GLboolean EXT_gpu_shader4;
3084 GLboolean EXT_packed_depth_stencil;
3085 GLboolean EXT_packed_float;
3086 GLboolean EXT_pixel_buffer_object;
3087 GLboolean EXT_point_parameters;
3088 GLboolean EXT_provoking_vertex;
3089 GLboolean EXT_separate_shader_objects;
3090 GLboolean EXT_stencil_two_side;
3091 GLboolean EXT_texture3D;
3092 GLboolean EXT_texture_array;
3093 GLboolean EXT_texture_compression_latc;
3094 GLboolean EXT_texture_compression_s3tc;
3095 GLboolean EXT_texture_env_dot3;
3096 GLboolean EXT_texture_filter_anisotropic;
3097 GLboolean EXT_texture_integer;
3098 GLboolean EXT_texture_mirror_clamp;
3099 GLboolean EXT_texture_shared_exponent;
3100 GLboolean EXT_texture_snorm;
3101 GLboolean EXT_texture_sRGB;
3102 GLboolean EXT_texture_sRGB_decode;
3103 GLboolean EXT_texture_swizzle;
3104 GLboolean EXT_transform_feedback;
3105 GLboolean EXT_timer_query;
3106 GLboolean EXT_vertex_array_bgra;
3107 GLboolean OES_standard_derivatives;
3108 /* vendor extensions */
3109 GLboolean AMD_seamless_cubemap_per_texture;
3110 GLboolean AMD_vertex_shader_layer;
3111 GLboolean APPLE_object_purgeable;
3112 GLboolean ATI_envmap_bumpmap;
3113 GLboolean ATI_texture_compression_3dc;
3114 GLboolean ATI_texture_mirror_once;
3115 GLboolean ATI_texture_env_combine3;
3116 GLboolean ATI_fragment_shader;
3117 GLboolean ATI_separate_stencil;
3118 GLboolean MESA_pack_invert;
3119 GLboolean MESA_ycbcr_texture;
3120 GLboolean MESA_texture_array;
3121 GLboolean NV_conditional_render;
3122 GLboolean NV_fog_distance;
3123 GLboolean NV_fragment_program_option;
3124 GLboolean NV_point_sprite;
3125 GLboolean NV_primitive_restart;
3126 GLboolean NV_texture_barrier;
3127 GLboolean NV_texture_env_combine4;
3128 GLboolean NV_texture_rectangle;
3129 GLboolean TDFX_texture_compression_FXT1;
3130 GLboolean OES_EGL_image;
3131 GLboolean OES_draw_texture;
3132 GLboolean OES_depth_texture_cube_map;
3133 GLboolean OES_EGL_image_external;
3134 GLboolean OES_compressed_ETC1_RGB8_texture;
3135 GLboolean extension_sentinel;
3136 /** The extension string */
3137 const GLubyte *String;
3138 /** Number of supported extensions */
3139 GLuint Count;
3140 };
3141
3142
3143 /**
3144 * A stack of matrices (projection, modelview, color, texture, etc).
3145 */
3146 struct gl_matrix_stack
3147 {
3148 GLmatrix *Top; /**< points into Stack */
3149 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3150 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3151 GLuint MaxDepth; /**< size of Stack[] array */
3152 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3153 };
3154
3155
3156 /**
3157 * \name Bits for image transfer operations
3158 * \sa __struct gl_contextRec::ImageTransferState.
3159 */
3160 /*@{*/
3161 #define IMAGE_SCALE_BIAS_BIT 0x1
3162 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3163 #define IMAGE_MAP_COLOR_BIT 0x4
3164 #define IMAGE_CLAMP_BIT 0x800
3165
3166
3167 /** Pixel Transfer ops */
3168 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3169 IMAGE_SHIFT_OFFSET_BIT | \
3170 IMAGE_MAP_COLOR_BIT)
3171
3172 /**
3173 * \name Bits to indicate what state has changed.
3174 */
3175 /*@{*/
3176 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3177 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3178 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3179 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3180 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3181 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3182 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3183 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3184 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3185 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3186 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3187 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3188 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3189 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3190 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3191 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3192 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3193 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3194 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3195 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3196 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3197 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3198 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3199 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3200 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3201 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3202 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3203 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3204 #define _NEW_BUFFER_OBJECT (1 << 28)
3205 #define _NEW_FRAG_CLAMP (1 << 29)
3206 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3207 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3208 #define _NEW_ALL ~0
3209 /*@}*/
3210
3211
3212 /**
3213 * Composite state flags
3214 */
3215 /*@{*/
3216 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3217 _NEW_TEXTURE | \
3218 _NEW_POINT | \
3219 _NEW_PROGRAM | \
3220 _NEW_MODELVIEW)
3221
3222 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3223 _NEW_FOG | \
3224 _NEW_PROGRAM)
3225
3226
3227 /*@}*/
3228
3229
3230
3231
3232 /* This has to be included here. */
3233 #include "dd.h"
3234
3235
3236 /**
3237 * Display list flags.
3238 * Strictly this is a tnl-private concept, but it doesn't seem
3239 * worthwhile adding a tnl private structure just to hold this one bit
3240 * of information:
3241 */
3242 #define DLIST_DANGLING_REFS 0x1
3243
3244
3245 /** Opaque declaration of display list payload data type */
3246 union gl_dlist_node;
3247
3248
3249 /**
3250 * Provide a location where information about a display list can be
3251 * collected. Could be extended with driverPrivate structures,
3252 * etc. in the future.
3253 */
3254 struct gl_display_list
3255 {
3256 GLuint Name;
3257 GLbitfield Flags; /**< DLIST_x flags */
3258 /** The dlist commands are in a linked list of nodes */
3259 union gl_dlist_node *Head;
3260 };
3261
3262
3263 /**
3264 * State used during display list compilation and execution.
3265 */
3266 struct gl_dlist_state
3267 {
3268 GLuint CallDepth; /**< Current recursion calling depth */
3269
3270 struct gl_display_list *CurrentList; /**< List currently being compiled */
3271 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3272 GLuint CurrentPos; /**< Index into current block of nodes */
3273
3274 GLvertexformat ListVtxfmt;
3275
3276 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3277 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3278
3279 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3280 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3281
3282 struct {
3283 /* State known to have been set by the currently-compiling display
3284 * list. Used to eliminate some redundant state changes.
3285 */
3286 GLenum ShadeModel;
3287 } Current;
3288 };
3289
3290 /** @{
3291 *
3292 * These are a mapping of the GL_ARB_debug_output enums to small enums
3293 * suitable for use as an array index.
3294 */
3295
3296 enum mesa_debug_source {
3297 MESA_DEBUG_SOURCE_API,
3298 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
3299 MESA_DEBUG_SOURCE_SHADER_COMPILER,
3300 MESA_DEBUG_SOURCE_THIRD_PARTY,
3301 MESA_DEBUG_SOURCE_APPLICATION,
3302 MESA_DEBUG_SOURCE_OTHER,
3303 MESA_DEBUG_SOURCE_COUNT
3304 };
3305
3306 enum mesa_debug_type {
3307 MESA_DEBUG_TYPE_ERROR,
3308 MESA_DEBUG_TYPE_DEPRECATED,
3309 MESA_DEBUG_TYPE_UNDEFINED,
3310 MESA_DEBUG_TYPE_PORTABILITY,
3311 MESA_DEBUG_TYPE_PERFORMANCE,
3312 MESA_DEBUG_TYPE_OTHER,
3313 MESA_DEBUG_TYPE_COUNT
3314 };
3315
3316 enum mesa_debug_severity {
3317 MESA_DEBUG_SEVERITY_LOW,
3318 MESA_DEBUG_SEVERITY_MEDIUM,
3319 MESA_DEBUG_SEVERITY_HIGH,
3320 MESA_DEBUG_SEVERITY_COUNT
3321 };
3322
3323 /** @} */
3324
3325 /**
3326 * An error, warning, or other piece of debug information for an application
3327 * to consume via GL_ARB_debug_output.
3328 */
3329 struct gl_debug_msg
3330 {
3331 enum mesa_debug_source source;
3332 enum mesa_debug_type type;
3333 GLuint id;
3334 enum mesa_debug_severity severity;
3335 GLsizei length;
3336 GLcharARB *message;
3337 };
3338
3339 struct gl_debug_namespace
3340 {
3341 struct _mesa_HashTable *IDs;
3342 unsigned ZeroID; /* a HashTable won't take zero, so store its state here */
3343 /** lists of IDs in the hash table at each severity */
3344 struct simple_node Severity[MESA_DEBUG_SEVERITY_COUNT];
3345 };
3346
3347 struct gl_debug_state
3348 {
3349 GLDEBUGPROCARB Callback;
3350 const void *CallbackData;
3351 GLboolean SyncOutput;
3352 GLboolean Defaults[MESA_DEBUG_SEVERITY_COUNT][MESA_DEBUG_SOURCE_COUNT][MESA_DEBUG_TYPE_COUNT];
3353 struct gl_debug_namespace Namespaces[MESA_DEBUG_SOURCE_COUNT][MESA_DEBUG_TYPE_COUNT];
3354 struct gl_debug_msg Log[MAX_DEBUG_LOGGED_MESSAGES];
3355 GLint NumMessages;
3356 GLint NextMsg;
3357 GLint NextMsgLength; /* redundant, but copied here from Log[NextMsg].length
3358 for the sake of the offsetof() code in get.c */
3359 };
3360
3361 /**
3362 * Enum for the OpenGL APIs we know about and may support.
3363 *
3364 * NOTE: This must match the api_enum table in
3365 * src/mesa/main/get_hash_generator.py
3366 */
3367 typedef enum
3368 {
3369 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
3370 API_OPENGLES,
3371 API_OPENGLES2,
3372 API_OPENGL_CORE,
3373 API_OPENGL_LAST = API_OPENGL_CORE
3374 } gl_api;
3375
3376 /**
3377 * Driver-specific state flags.
3378 *
3379 * These are or'd with gl_context::NewDriverState to notify a driver about
3380 * a state change. The driver sets the flags at context creation and
3381 * the meaning of the bits set is opaque to core Mesa.
3382 */
3383 struct gl_driver_flags
3384 {
3385 /** gl_context::Array::_DrawArrays (vertex array state) */
3386 GLbitfield NewArray;
3387
3388 /** gl_context::TransformFeedback::CurrentObject */
3389 GLbitfield NewTransformFeedback;
3390
3391 /** gl_context::RasterDiscard */
3392 GLbitfield NewRasterizerDiscard;
3393
3394 /**
3395 * gl_context::UniformBufferBindings
3396 * gl_shader_program::UniformBlocks
3397 */
3398 GLbitfield NewUniformBuffer;
3399 };
3400
3401 struct gl_uniform_buffer_binding
3402 {
3403 struct gl_buffer_object *BufferObject;
3404 /** Start of uniform block data in the buffer */
3405 GLintptr Offset;
3406 /** Size of data allowed to be referenced from the buffer (in bytes) */
3407 GLsizeiptr Size;
3408 /**
3409 * glBindBufferBase() indicates that the Size should be ignored and only
3410 * limited by the current size of the BufferObject.
3411 */
3412 GLboolean AutomaticSize;
3413 };
3414
3415 /**
3416 * Mesa rendering context.
3417 *
3418 * This is the central context data structure for Mesa. Almost all
3419 * OpenGL state is contained in this structure.
3420 * Think of this as a base class from which device drivers will derive
3421 * sub classes.
3422 *
3423 * The struct gl_context typedef names this structure.
3424 */
3425 struct gl_context
3426 {
3427 /** State possibly shared with other contexts in the address space */
3428 struct gl_shared_state *Shared;
3429
3430 /** \name API function pointer tables */
3431 /*@{*/
3432 gl_api API;
3433 /**
3434 * The current dispatch table for non-displaylist-saving execution, either
3435 * BeginEnd or OutsideBeginEnd
3436 */
3437 struct _glapi_table *Exec;
3438 /**
3439 * The normal dispatch table for non-displaylist-saving, non-begin/end
3440 */
3441 struct _glapi_table *OutsideBeginEnd;
3442 /** The dispatch table used between glNewList() and glEndList() */
3443 struct _glapi_table *Save;
3444 /**
3445 * The dispatch table used between glBegin() and glEnd() (outside of a
3446 * display list). Only valid functions between those two are set, which is
3447 * mostly just the set in a GLvertexformat struct.
3448 */
3449 struct _glapi_table *BeginEnd;
3450 /**
3451 * Tracks the current dispatch table out of the 3 above, so that it can be
3452 * re-set on glXMakeCurrent().
3453 */
3454 struct _glapi_table *CurrentDispatch;
3455 /*@}*/
3456
3457 struct gl_config Visual;
3458 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
3459 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
3460 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
3461 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
3462
3463 /**
3464 * Device driver function pointer table
3465 */
3466 struct dd_function_table Driver;
3467
3468 /** Core/Driver constants */
3469 struct gl_constants Const;
3470
3471 /** \name The various 4x4 matrix stacks */
3472 /*@{*/
3473 struct gl_matrix_stack ModelviewMatrixStack;
3474 struct gl_matrix_stack ProjectionMatrixStack;
3475 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3476 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3477 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3478 /*@}*/
3479
3480 /** Combined modelview and projection matrix */
3481 GLmatrix _ModelProjectMatrix;
3482
3483 /** \name Display lists */
3484 struct gl_dlist_state ListState;
3485
3486 GLboolean ExecuteFlag; /**< Execute GL commands? */
3487 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3488
3489 /** Extension information */
3490 struct gl_extensions Extensions;
3491
3492 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
3493 GLuint Version;
3494 char *VersionString;
3495
3496 /** \name State attribute stack (for glPush/PopAttrib) */
3497 /*@{*/
3498 GLuint AttribStackDepth;
3499 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3500 /*@}*/
3501
3502 /** \name Renderer attribute groups
3503 *
3504 * We define a struct for each attribute group to make pushing and popping
3505 * attributes easy. Also it's a good organization.
3506 */
3507 /*@{*/
3508 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
3509 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
3510 struct gl_current_attrib Current; /**< Current attributes */
3511 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
3512 struct gl_eval_attrib Eval; /**< Eval attributes */
3513 struct gl_fog_attrib Fog; /**< Fog attributes */
3514 struct gl_hint_attrib Hint; /**< Hint attributes */
3515 struct gl_light_attrib Light; /**< Light attributes */
3516 struct gl_line_attrib Line; /**< Line attributes */
3517 struct gl_list_attrib List; /**< List attributes */
3518 struct gl_multisample_attrib Multisample;
3519 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
3520 struct gl_point_attrib Point; /**< Point attributes */
3521 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
3522 GLuint PolygonStipple[32]; /**< Polygon stipple */
3523 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
3524 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
3525 struct gl_texture_attrib Texture; /**< Texture attributes */
3526 struct gl_transform_attrib Transform; /**< Transformation attributes */
3527 struct gl_viewport_attrib Viewport; /**< Viewport attributes */
3528 /*@}*/
3529
3530 /** \name Client attribute stack */
3531 /*@{*/
3532 GLuint ClientAttribStackDepth;
3533 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3534 /*@}*/
3535
3536 /** \name Client attribute groups */
3537 /*@{*/
3538 struct gl_array_attrib Array; /**< Vertex arrays */
3539 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
3540 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
3541 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
3542 /*@}*/
3543
3544 /** \name Other assorted state (not pushed/popped on attribute stack) */
3545 /*@{*/
3546 struct gl_pixelmaps PixelMaps;
3547
3548 struct gl_evaluators EvalMap; /**< All evaluators */
3549 struct gl_feedback Feedback; /**< Feedback */
3550 struct gl_selection Select; /**< Selection */
3551
3552 struct gl_program_state Program; /**< general program state */
3553 struct gl_vertex_program_state VertexProgram;
3554 struct gl_fragment_program_state FragmentProgram;
3555 struct gl_geometry_program_state GeometryProgram;
3556 struct gl_ati_fragment_shader_state ATIFragmentShader;
3557
3558 struct gl_shader_state Shader; /**< GLSL shader object state */
3559 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
3560
3561 struct gl_query_state Query; /**< occlusion, timer queries */
3562
3563 struct gl_transform_feedback_state TransformFeedback;
3564
3565 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3566 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3567
3568 /**
3569 * Current GL_ARB_uniform_buffer_object binding referenced by
3570 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
3571 */
3572 struct gl_buffer_object *UniformBuffer;
3573
3574 /**
3575 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
3576 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
3577 * associated with uniform blocks by glUniformBlockBinding()'s state in the
3578 * shader program.
3579 */
3580 struct gl_uniform_buffer_binding
3581 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
3582
3583 /*@}*/
3584
3585 struct gl_meta_state *Meta; /**< for "meta" operations */
3586
3587 /* GL_EXT_framebuffer_object */
3588 struct gl_renderbuffer *CurrentRenderbuffer;
3589
3590 GLenum ErrorValue; /**< Last error code */
3591
3592 /* GL_ARB_robustness */
3593 GLenum ResetStatus;
3594
3595 /**
3596 * Recognize and silence repeated error debug messages in buggy apps.
3597 */
3598 const char *ErrorDebugFmtString;
3599 GLuint ErrorDebugCount;
3600
3601 /* GL_ARB_debug_output */
3602 struct gl_debug_state Debug;
3603
3604 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3605 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
3606 GLbitfield NewDriverState;/**< bitwise-or of flags from DriverFlags */
3607
3608 struct gl_driver_flags DriverFlags;
3609
3610 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
3611
3612 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
3613
3614 /** \name Derived state */
3615 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
3616 GLfloat _EyeZDir[3];
3617 GLfloat _ModelViewInvScale;
3618 GLboolean _NeedEyeCoords;
3619 GLboolean _ForceEyeCoords;
3620
3621 GLuint TextureStateTimestamp; /**< detect changes to shared state */
3622
3623 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3624
3625 /** \name For debugging/development only */
3626 /*@{*/
3627 GLboolean FirstTimeCurrent;
3628 /*@}*/
3629
3630 /** software compression/decompression supported or not */
3631 GLboolean Mesa_DXTn;
3632
3633 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
3634
3635 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
3636
3637 /**
3638 * \name Hooks for module contexts.
3639 *
3640 * These will eventually live in the driver or elsewhere.
3641 */
3642 /*@{*/
3643 void *swrast_context;
3644 void *swsetup_context;
3645 void *swtnl_context;
3646 void *swtnl_im;
3647 struct st_context *st;
3648 void *aelt_context;
3649 /*@}*/
3650 };
3651
3652
3653 #ifdef DEBUG
3654 extern int MESA_VERBOSE;
3655 extern int MESA_DEBUG_FLAGS;
3656 # define MESA_FUNCTION __FUNCTION__
3657 #else
3658 # define MESA_VERBOSE 0
3659 # define MESA_DEBUG_FLAGS 0
3660 # define MESA_FUNCTION "a function"
3661 # ifndef NDEBUG
3662 # define NDEBUG
3663 # endif
3664 #endif
3665
3666
3667 /** The MESA_VERBOSE var is a bitmask of these flags */
3668 enum _verbose
3669 {
3670 VERBOSE_VARRAY = 0x0001,
3671 VERBOSE_TEXTURE = 0x0002,
3672 VERBOSE_MATERIAL = 0x0004,
3673 VERBOSE_PIPELINE = 0x0008,
3674 VERBOSE_DRIVER = 0x0010,
3675 VERBOSE_STATE = 0x0020,
3676 VERBOSE_API = 0x0040,
3677 VERBOSE_DISPLAY_LIST = 0x0100,
3678 VERBOSE_LIGHTING = 0x0200,
3679 VERBOSE_PRIMS = 0x0400,
3680 VERBOSE_VERTS = 0x0800,
3681 VERBOSE_DISASSEM = 0x1000,
3682 VERBOSE_DRAW = 0x2000,
3683 VERBOSE_SWAPBUFFERS = 0x4000
3684 };
3685
3686
3687 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3688 enum _debug
3689 {
3690 DEBUG_SILENT = (1 << 0),
3691 DEBUG_ALWAYS_FLUSH = (1 << 1),
3692 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
3693 DEBUG_INCOMPLETE_FBO = (1 << 3)
3694 };
3695
3696
3697
3698 #ifdef __cplusplus
3699 }
3700 #endif
3701
3702 #endif /* MTYPES_H */