glsl: set outputs read directly in shader_info
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39 #include "c11/threads.h"
40
41 #include "main/glheader.h"
42 #include "main/config.h"
43 #include "glapi/glapi.h"
44 #include "math/m_matrix.h" /* GLmatrix */
45 #include "compiler/shader_enums.h"
46 #include "compiler/shader_info.h"
47 #include "main/formats.h" /* MESA_FORMAT_COUNT */
48 #include "compiler/glsl/list.h"
49 #include "util/bitscan.h"
50
51
52 #ifdef __cplusplus
53 extern "C" {
54 #endif
55
56
57 /**
58 * \name 64-bit extension of GLbitfield.
59 */
60 /*@{*/
61 typedef GLuint64 GLbitfield64;
62
63 /** Set a single bit */
64 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
65 /** Set all bits up to excluding bit b */
66 #define BITFIELD64_MASK(b) \
67 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
68 /** Set count bits starting from bit b */
69 #define BITFIELD64_RANGE(b, count) \
70 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
71
72
73 /**
74 * \name Some forward type declarations
75 */
76 /*@{*/
77 struct _mesa_HashTable;
78 struct gl_attrib_node;
79 struct gl_list_extensions;
80 struct gl_meta_state;
81 struct gl_program_cache;
82 struct gl_texture_object;
83 struct gl_debug_state;
84 struct gl_context;
85 struct st_context;
86 struct gl_uniform_storage;
87 struct prog_instruction;
88 struct gl_program_parameter_list;
89 struct set;
90 struct set_entry;
91 struct vbo_context;
92 /*@}*/
93
94
95 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
96 #define PRIM_MAX GL_PATCHES
97 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
98 #define PRIM_UNKNOWN (PRIM_MAX + 2)
99
100 /**
101 * Determine if the given gl_varying_slot appears in the fragment shader.
102 */
103 static inline GLboolean
104 _mesa_varying_slot_in_fs(gl_varying_slot slot)
105 {
106 switch (slot) {
107 case VARYING_SLOT_PSIZ:
108 case VARYING_SLOT_BFC0:
109 case VARYING_SLOT_BFC1:
110 case VARYING_SLOT_EDGE:
111 case VARYING_SLOT_CLIP_VERTEX:
112 case VARYING_SLOT_LAYER:
113 case VARYING_SLOT_TESS_LEVEL_OUTER:
114 case VARYING_SLOT_TESS_LEVEL_INNER:
115 case VARYING_SLOT_BOUNDING_BOX0:
116 case VARYING_SLOT_BOUNDING_BOX1:
117 return GL_FALSE;
118 default:
119 return GL_TRUE;
120 }
121 }
122
123 /**
124 * Indexes for all renderbuffers
125 */
126 typedef enum
127 {
128 /* the four standard color buffers */
129 BUFFER_FRONT_LEFT,
130 BUFFER_BACK_LEFT,
131 BUFFER_FRONT_RIGHT,
132 BUFFER_BACK_RIGHT,
133 BUFFER_DEPTH,
134 BUFFER_STENCIL,
135 BUFFER_ACCUM,
136 /* optional aux buffer */
137 BUFFER_AUX0,
138 /* generic renderbuffers */
139 BUFFER_COLOR0,
140 BUFFER_COLOR1,
141 BUFFER_COLOR2,
142 BUFFER_COLOR3,
143 BUFFER_COLOR4,
144 BUFFER_COLOR5,
145 BUFFER_COLOR6,
146 BUFFER_COLOR7,
147 BUFFER_COUNT
148 } gl_buffer_index;
149
150 /**
151 * Bit flags for all renderbuffers
152 */
153 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
154 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
155 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
156 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
157 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
158 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
159 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
160 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
161 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
162 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
163 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
164 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
165 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
166 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
167 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
168 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
169 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
170 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
171 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
172
173 /**
174 * Mask of all the color buffer bits (but not accum).
175 */
176 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
177 BUFFER_BIT_BACK_LEFT | \
178 BUFFER_BIT_FRONT_RIGHT | \
179 BUFFER_BIT_BACK_RIGHT | \
180 BUFFER_BIT_AUX0 | \
181 BUFFER_BIT_COLOR0 | \
182 BUFFER_BIT_COLOR1 | \
183 BUFFER_BIT_COLOR2 | \
184 BUFFER_BIT_COLOR3 | \
185 BUFFER_BIT_COLOR4 | \
186 BUFFER_BIT_COLOR5 | \
187 BUFFER_BIT_COLOR6 | \
188 BUFFER_BIT_COLOR7)
189
190 /**
191 * Framebuffer configuration (aka visual / pixelformat)
192 * Note: some of these fields should be boolean, but it appears that
193 * code in drivers/dri/common/util.c requires int-sized fields.
194 */
195 struct gl_config
196 {
197 GLboolean rgbMode;
198 GLboolean floatMode;
199 GLuint doubleBufferMode;
200 GLuint stereoMode;
201
202 GLboolean haveAccumBuffer;
203 GLboolean haveDepthBuffer;
204 GLboolean haveStencilBuffer;
205
206 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
207 GLuint redMask, greenMask, blueMask, alphaMask;
208 GLint rgbBits; /* total bits for rgb */
209 GLint indexBits; /* total bits for colorindex */
210
211 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
212 GLint depthBits;
213 GLint stencilBits;
214
215 GLint numAuxBuffers;
216
217 GLint level;
218
219 /* EXT_visual_rating / GLX 1.2 */
220 GLint visualRating;
221
222 /* EXT_visual_info / GLX 1.2 */
223 GLint transparentPixel;
224 /* colors are floats scaled to ints */
225 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
226 GLint transparentIndex;
227
228 /* ARB_multisample / SGIS_multisample */
229 GLint sampleBuffers;
230 GLint samples;
231
232 /* SGIX_pbuffer / GLX 1.3 */
233 GLint maxPbufferWidth;
234 GLint maxPbufferHeight;
235 GLint maxPbufferPixels;
236 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
237 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
238
239 /* OML_swap_method */
240 GLint swapMethod;
241
242 /* EXT_texture_from_pixmap */
243 GLint bindToTextureRgb;
244 GLint bindToTextureRgba;
245 GLint bindToMipmapTexture;
246 GLint bindToTextureTargets;
247 GLint yInverted;
248
249 /* EXT_framebuffer_sRGB */
250 GLint sRGBCapable;
251 };
252
253
254 /**
255 * \name Bit flags used for updating material values.
256 */
257 /*@{*/
258 #define MAT_ATTRIB_FRONT_AMBIENT 0
259 #define MAT_ATTRIB_BACK_AMBIENT 1
260 #define MAT_ATTRIB_FRONT_DIFFUSE 2
261 #define MAT_ATTRIB_BACK_DIFFUSE 3
262 #define MAT_ATTRIB_FRONT_SPECULAR 4
263 #define MAT_ATTRIB_BACK_SPECULAR 5
264 #define MAT_ATTRIB_FRONT_EMISSION 6
265 #define MAT_ATTRIB_BACK_EMISSION 7
266 #define MAT_ATTRIB_FRONT_SHININESS 8
267 #define MAT_ATTRIB_BACK_SHININESS 9
268 #define MAT_ATTRIB_FRONT_INDEXES 10
269 #define MAT_ATTRIB_BACK_INDEXES 11
270 #define MAT_ATTRIB_MAX 12
271
272 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
273 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
274 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
275 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
276 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
277 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
278
279 #define MAT_INDEX_AMBIENT 0
280 #define MAT_INDEX_DIFFUSE 1
281 #define MAT_INDEX_SPECULAR 2
282
283 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
284 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
285 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
286 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
287 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
288 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
289 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
290 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
291 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
292 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
293 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
294 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
295
296
297 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
298 MAT_BIT_FRONT_AMBIENT | \
299 MAT_BIT_FRONT_DIFFUSE | \
300 MAT_BIT_FRONT_SPECULAR | \
301 MAT_BIT_FRONT_SHININESS | \
302 MAT_BIT_FRONT_INDEXES)
303
304 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
305 MAT_BIT_BACK_AMBIENT | \
306 MAT_BIT_BACK_DIFFUSE | \
307 MAT_BIT_BACK_SPECULAR | \
308 MAT_BIT_BACK_SHININESS | \
309 MAT_BIT_BACK_INDEXES)
310
311 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
312 /*@}*/
313
314
315 /**
316 * Material state.
317 */
318 struct gl_material
319 {
320 GLfloat Attrib[MAT_ATTRIB_MAX][4];
321 };
322
323
324 /**
325 * Light state flags.
326 */
327 /*@{*/
328 #define LIGHT_SPOT 0x1
329 #define LIGHT_LOCAL_VIEWER 0x2
330 #define LIGHT_POSITIONAL 0x4
331 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
332 /*@}*/
333
334
335 /**
336 * Light source state.
337 */
338 struct gl_light
339 {
340 GLfloat Ambient[4]; /**< ambient color */
341 GLfloat Diffuse[4]; /**< diffuse color */
342 GLfloat Specular[4]; /**< specular color */
343 GLfloat EyePosition[4]; /**< position in eye coordinates */
344 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
345 GLfloat SpotExponent;
346 GLfloat SpotCutoff; /**< in degrees */
347 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
348 GLfloat ConstantAttenuation;
349 GLfloat LinearAttenuation;
350 GLfloat QuadraticAttenuation;
351 GLboolean Enabled; /**< On/off flag */
352
353 /**
354 * \name Derived fields
355 */
356 /*@{*/
357 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
358
359 GLfloat _Position[4]; /**< position in eye/obj coordinates */
360 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
361 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
362 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
363 GLfloat _VP_inf_spot_attenuation;
364
365 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
366 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
367 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
368 /*@}*/
369 };
370
371
372 /**
373 * Light model state.
374 */
375 struct gl_lightmodel
376 {
377 GLfloat Ambient[4]; /**< ambient color */
378 GLboolean LocalViewer; /**< Local (or infinite) view point? */
379 GLboolean TwoSide; /**< Two (or one) sided lighting? */
380 GLenum ColorControl; /**< either GL_SINGLE_COLOR
381 * or GL_SEPARATE_SPECULAR_COLOR */
382 };
383
384
385 /**
386 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
387 */
388 struct gl_accum_attrib
389 {
390 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
391 };
392
393
394 /**
395 * Used for storing clear color, texture border color, etc.
396 * The float values are typically unclamped.
397 */
398 union gl_color_union
399 {
400 GLfloat f[4];
401 GLint i[4];
402 GLuint ui[4];
403 };
404
405
406 /**
407 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
408 */
409 struct gl_colorbuffer_attrib
410 {
411 GLuint ClearIndex; /**< Index for glClear */
412 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
413 GLuint IndexMask; /**< Color index write mask */
414 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
415
416 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
417
418 /**
419 * \name alpha testing
420 */
421 /*@{*/
422 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
423 GLenum AlphaFunc; /**< Alpha test function */
424 GLfloat AlphaRefUnclamped;
425 GLclampf AlphaRef; /**< Alpha reference value */
426 /*@}*/
427
428 /**
429 * \name Blending
430 */
431 /*@{*/
432 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
433
434 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
435 * control, only on the fixed-pointness of the render target.
436 * The query does however depend on fragment color clamping.
437 */
438 GLfloat BlendColorUnclamped[4]; /**< Blending color */
439 GLfloat BlendColor[4]; /**< Blending color */
440
441 struct
442 {
443 GLenum SrcRGB; /**< RGB blend source term */
444 GLenum DstRGB; /**< RGB blend dest term */
445 GLenum SrcA; /**< Alpha blend source term */
446 GLenum DstA; /**< Alpha blend dest term */
447 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
448 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
449 /**
450 * Set if any blend factor uses SRC1. Computed at the time blend factors
451 * get set.
452 */
453 GLboolean _UsesDualSrc;
454 } Blend[MAX_DRAW_BUFFERS];
455 /** Are the blend func terms currently different for each buffer/target? */
456 GLboolean _BlendFuncPerBuffer;
457 /** Are the blend equations currently different for each buffer/target? */
458 GLboolean _BlendEquationPerBuffer;
459
460 /**
461 * Which advanced blending mode is in use (or BLEND_NONE).
462 *
463 * KHR_blend_equation_advanced only allows advanced blending with a single
464 * draw buffer, and NVX_blend_equation_advanced_multi_draw_buffer still
465 * requires all draw buffers to match, so we only need a single value.
466 */
467 enum gl_advanced_blend_mode _AdvancedBlendMode;
468
469 /** Coherency requested via glEnable(GL_BLEND_ADVANCED_COHERENT_KHR)? */
470 bool BlendCoherent;
471 /*@}*/
472
473 /**
474 * \name Logic op
475 */
476 /*@{*/
477 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
478 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
479 GLenum LogicOp; /**< Logic operator */
480
481 /*@}*/
482
483 GLboolean DitherFlag; /**< Dither enable flag */
484
485 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
486 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
487 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
488
489 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
490 };
491
492
493 /**
494 * Current attribute group (GL_CURRENT_BIT).
495 */
496 struct gl_current_attrib
497 {
498 /**
499 * \name Current vertex attributes (color, texcoords, etc).
500 * \note Values are valid only after FLUSH_VERTICES has been called.
501 * \note Index and Edgeflag current values are stored as floats in the
502 * SIX and SEVEN attribute slots.
503 * \note We need double storage for 64-bit vertex attributes
504 */
505 GLfloat Attrib[VERT_ATTRIB_MAX][4*2];
506
507 /**
508 * \name Current raster position attributes (always up to date after a
509 * glRasterPos call).
510 */
511 GLfloat RasterPos[4];
512 GLfloat RasterDistance;
513 GLfloat RasterColor[4];
514 GLfloat RasterSecondaryColor[4];
515 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
516 GLboolean RasterPosValid;
517 };
518
519
520 /**
521 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
522 */
523 struct gl_depthbuffer_attrib
524 {
525 GLenum Func; /**< Function for depth buffer compare */
526 GLclampd Clear; /**< Value to clear depth buffer to */
527 GLboolean Test; /**< Depth buffering enabled flag */
528 GLboolean Mask; /**< Depth buffer writable? */
529 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
530 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
531 };
532
533
534 /**
535 * Evaluator attribute group (GL_EVAL_BIT).
536 */
537 struct gl_eval_attrib
538 {
539 /**
540 * \name Enable bits
541 */
542 /*@{*/
543 GLboolean Map1Color4;
544 GLboolean Map1Index;
545 GLboolean Map1Normal;
546 GLboolean Map1TextureCoord1;
547 GLboolean Map1TextureCoord2;
548 GLboolean Map1TextureCoord3;
549 GLboolean Map1TextureCoord4;
550 GLboolean Map1Vertex3;
551 GLboolean Map1Vertex4;
552 GLboolean Map2Color4;
553 GLboolean Map2Index;
554 GLboolean Map2Normal;
555 GLboolean Map2TextureCoord1;
556 GLboolean Map2TextureCoord2;
557 GLboolean Map2TextureCoord3;
558 GLboolean Map2TextureCoord4;
559 GLboolean Map2Vertex3;
560 GLboolean Map2Vertex4;
561 GLboolean AutoNormal;
562 /*@}*/
563
564 /**
565 * \name Map Grid endpoints and divisions and calculated du values
566 */
567 /*@{*/
568 GLint MapGrid1un;
569 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
570 GLint MapGrid2un, MapGrid2vn;
571 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
572 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
573 /*@}*/
574 };
575
576
577 /**
578 * Fog attribute group (GL_FOG_BIT).
579 */
580 struct gl_fog_attrib
581 {
582 GLboolean Enabled; /**< Fog enabled flag */
583 GLboolean ColorSumEnabled;
584 GLfloat ColorUnclamped[4]; /**< Fog color */
585 GLfloat Color[4]; /**< Fog color */
586 GLfloat Density; /**< Density >= 0.0 */
587 GLfloat Start; /**< Start distance in eye coords */
588 GLfloat End; /**< End distance in eye coords */
589 GLfloat Index; /**< Fog index */
590 GLenum Mode; /**< Fog mode */
591 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
592 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
593 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
594 };
595
596
597 /**
598 * Hint attribute group (GL_HINT_BIT).
599 *
600 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
601 */
602 struct gl_hint_attrib
603 {
604 GLenum PerspectiveCorrection;
605 GLenum PointSmooth;
606 GLenum LineSmooth;
607 GLenum PolygonSmooth;
608 GLenum Fog;
609 GLenum TextureCompression; /**< GL_ARB_texture_compression */
610 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
611 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
612 };
613
614
615 /**
616 * Lighting attribute group (GL_LIGHT_BIT).
617 */
618 struct gl_light_attrib
619 {
620 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
621 struct gl_lightmodel Model; /**< Lighting model */
622
623 /**
624 * Front and back material values.
625 * Note: must call FLUSH_VERTICES() before using.
626 */
627 struct gl_material Material;
628
629 GLboolean Enabled; /**< Lighting enabled flag */
630 GLboolean ColorMaterialEnabled;
631
632 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
633 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
634 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
635 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
636 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
637
638
639 GLboolean _ClampVertexColor;
640 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
641
642 /**
643 * Derived state for optimizations:
644 */
645 /*@{*/
646 GLbitfield _EnabledLights; /**< bitmask containing enabled lights */
647
648 GLboolean _NeedEyeCoords;
649 GLboolean _NeedVertices; /**< Use fast shader? */
650
651 GLfloat _BaseColor[2][3];
652 /*@}*/
653 };
654
655
656 /**
657 * Line attribute group (GL_LINE_BIT).
658 */
659 struct gl_line_attrib
660 {
661 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
662 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
663 GLushort StipplePattern; /**< Stipple pattern */
664 GLint StippleFactor; /**< Stipple repeat factor */
665 GLfloat Width; /**< Line width */
666 };
667
668
669 /**
670 * Display list attribute group (GL_LIST_BIT).
671 */
672 struct gl_list_attrib
673 {
674 GLuint ListBase;
675 };
676
677
678 /**
679 * Multisample attribute group (GL_MULTISAMPLE_BIT).
680 */
681 struct gl_multisample_attrib
682 {
683 GLboolean Enabled;
684 GLboolean SampleAlphaToCoverage;
685 GLboolean SampleAlphaToOne;
686 GLboolean SampleCoverage;
687 GLboolean SampleCoverageInvert;
688 GLboolean SampleShading;
689
690 /* ARB_texture_multisample / GL3.2 additions */
691 GLboolean SampleMask;
692
693 GLfloat SampleCoverageValue;
694 GLfloat MinSampleShadingValue;
695
696 /** The GL spec defines this as an array but >32x MSAA is madness */
697 GLbitfield SampleMaskValue;
698 };
699
700
701 /**
702 * A pixelmap (see glPixelMap)
703 */
704 struct gl_pixelmap
705 {
706 GLint Size;
707 GLfloat Map[MAX_PIXEL_MAP_TABLE];
708 };
709
710
711 /**
712 * Collection of all pixelmaps
713 */
714 struct gl_pixelmaps
715 {
716 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
717 struct gl_pixelmap GtoG;
718 struct gl_pixelmap BtoB;
719 struct gl_pixelmap AtoA;
720 struct gl_pixelmap ItoR;
721 struct gl_pixelmap ItoG;
722 struct gl_pixelmap ItoB;
723 struct gl_pixelmap ItoA;
724 struct gl_pixelmap ItoI;
725 struct gl_pixelmap StoS;
726 };
727
728
729 /**
730 * Pixel attribute group (GL_PIXEL_MODE_BIT).
731 */
732 struct gl_pixel_attrib
733 {
734 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
735
736 /*--- Begin Pixel Transfer State ---*/
737 /* Fields are in the order in which they're applied... */
738
739 /** Scale & Bias (index shift, offset) */
740 /*@{*/
741 GLfloat RedBias, RedScale;
742 GLfloat GreenBias, GreenScale;
743 GLfloat BlueBias, BlueScale;
744 GLfloat AlphaBias, AlphaScale;
745 GLfloat DepthBias, DepthScale;
746 GLint IndexShift, IndexOffset;
747 /*@}*/
748
749 /* Pixel Maps */
750 /* Note: actual pixel maps are not part of this attrib group */
751 GLboolean MapColorFlag;
752 GLboolean MapStencilFlag;
753
754 /*--- End Pixel Transfer State ---*/
755
756 /** glPixelZoom */
757 GLfloat ZoomX, ZoomY;
758 };
759
760
761 /**
762 * Point attribute group (GL_POINT_BIT).
763 */
764 struct gl_point_attrib
765 {
766 GLfloat Size; /**< User-specified point size */
767 GLfloat Params[3]; /**< GL_EXT_point_parameters */
768 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
769 GLfloat Threshold; /**< GL_EXT_point_parameters */
770 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
771 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
772 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
773 GLbitfield CoordReplace; /**< GL_ARB_point_sprite*/
774 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
775 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
776 };
777
778
779 /**
780 * Polygon attribute group (GL_POLYGON_BIT).
781 */
782 struct gl_polygon_attrib
783 {
784 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
785 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
786 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
787 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
788 GLboolean CullFlag; /**< Culling on/off flag */
789 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
790 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
791 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
792 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
793 GLfloat OffsetUnits; /**< Polygon offset units, from user */
794 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
795 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
796 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
797 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
798 };
799
800
801 /**
802 * Scissor attributes (GL_SCISSOR_BIT).
803 */
804 struct gl_scissor_rect
805 {
806 GLint X, Y; /**< Lower left corner of box */
807 GLsizei Width, Height; /**< Size of box */
808 };
809 struct gl_scissor_attrib
810 {
811 GLbitfield EnableFlags; /**< Scissor test enabled? */
812 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
813 GLint NumWindowRects; /**< Count of enabled window rectangles */
814 GLenum WindowRectMode; /**< Whether to include or exclude the rects */
815 struct gl_scissor_rect WindowRects[MAX_WINDOW_RECTANGLES];
816 };
817
818
819 /**
820 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
821 *
822 * Three sets of stencil data are tracked so that OpenGL 2.0,
823 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
824 * simultaneously. In each of the stencil state arrays, element 0 corresponds
825 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
826 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
827 * GL_EXT_stencil_two_side GL_BACK state.
828 *
829 * The derived value \c _BackFace is either 1 or 2 depending on whether or
830 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
831 *
832 * The derived value \c _TestTwoSide is set when the front-face and back-face
833 * stencil state are different.
834 */
835 struct gl_stencil_attrib
836 {
837 GLboolean Enabled; /**< Enabled flag */
838 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
839 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
840 GLboolean _Enabled; /**< Enabled and stencil buffer present */
841 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
842 GLboolean _TestTwoSide;
843 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
844 GLenum Function[3]; /**< Stencil function */
845 GLenum FailFunc[3]; /**< Fail function */
846 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
847 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
848 GLint Ref[3]; /**< Reference value */
849 GLuint ValueMask[3]; /**< Value mask */
850 GLuint WriteMask[3]; /**< Write mask */
851 GLuint Clear; /**< Clear value */
852 };
853
854
855 /**
856 * An index for each type of texture object. These correspond to the GL
857 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
858 * Note: the order is from highest priority to lowest priority.
859 */
860 typedef enum
861 {
862 TEXTURE_2D_MULTISAMPLE_INDEX,
863 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
864 TEXTURE_CUBE_ARRAY_INDEX,
865 TEXTURE_BUFFER_INDEX,
866 TEXTURE_2D_ARRAY_INDEX,
867 TEXTURE_1D_ARRAY_INDEX,
868 TEXTURE_EXTERNAL_INDEX,
869 TEXTURE_CUBE_INDEX,
870 TEXTURE_3D_INDEX,
871 TEXTURE_RECT_INDEX,
872 TEXTURE_2D_INDEX,
873 TEXTURE_1D_INDEX,
874 NUM_TEXTURE_TARGETS
875 } gl_texture_index;
876
877
878 /**
879 * Bit flags for each type of texture object
880 */
881 /*@{*/
882 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
883 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
884 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
885 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
886 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
887 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
888 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
889 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
890 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
891 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
892 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
893 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
894 /*@}*/
895
896
897 /**
898 * Texture image state. Drivers will typically create a subclass of this
899 * with extra fields for memory buffers, etc.
900 */
901 struct gl_texture_image
902 {
903 GLint InternalFormat; /**< Internal format as given by the user */
904 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
905 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
906 * GL_INTENSITY, GL_DEPTH_COMPONENT or
907 * GL_DEPTH_STENCIL_EXT only. Used for
908 * choosing TexEnv arithmetic.
909 */
910 mesa_format TexFormat; /**< The actual texture memory format */
911
912 GLuint Border; /**< 0 or 1 */
913 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
914 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
915 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
916 GLuint Width2; /**< = Width - 2*Border */
917 GLuint Height2; /**< = Height - 2*Border */
918 GLuint Depth2; /**< = Depth - 2*Border */
919 GLuint WidthLog2; /**< = log2(Width2) */
920 GLuint HeightLog2; /**< = log2(Height2) */
921 GLuint DepthLog2; /**< = log2(Depth2) */
922 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
923 levels, computed from the dimensions */
924
925 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
926 GLuint Level; /**< Which mipmap level am I? */
927 /** Cube map face: index into gl_texture_object::Image[] array */
928 GLuint Face;
929
930 /** GL_ARB_texture_multisample */
931 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
932 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
933 };
934
935
936 /**
937 * Indexes for cube map faces.
938 */
939 typedef enum
940 {
941 FACE_POS_X = 0,
942 FACE_NEG_X = 1,
943 FACE_POS_Y = 2,
944 FACE_NEG_Y = 3,
945 FACE_POS_Z = 4,
946 FACE_NEG_Z = 5,
947 MAX_FACES = 6
948 } gl_face_index;
949
950
951 /**
952 * Sampler object state. These objects are new with GL_ARB_sampler_objects
953 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
954 */
955 struct gl_sampler_object
956 {
957 mtx_t Mutex;
958 GLuint Name;
959 GLint RefCount;
960 GLchar *Label; /**< GL_KHR_debug */
961
962 GLenum WrapS; /**< S-axis texture image wrap mode */
963 GLenum WrapT; /**< T-axis texture image wrap mode */
964 GLenum WrapR; /**< R-axis texture image wrap mode */
965 GLenum MinFilter; /**< minification filter */
966 GLenum MagFilter; /**< magnification filter */
967 union gl_color_union BorderColor; /**< Interpreted according to texture format */
968 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
969 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
970 GLfloat LodBias; /**< OpenGL 1.4 */
971 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
972 GLenum CompareMode; /**< GL_ARB_shadow */
973 GLenum CompareFunc; /**< GL_ARB_shadow */
974 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
975 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
976 };
977
978
979 /**
980 * Texture object state. Contains the array of mipmap images, border color,
981 * wrap modes, filter modes, and shadow/texcompare state.
982 */
983 struct gl_texture_object
984 {
985 mtx_t Mutex; /**< for thread safety */
986 GLint RefCount; /**< reference count */
987 GLuint Name; /**< the user-visible texture object ID */
988 GLchar *Label; /**< GL_KHR_debug */
989 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
990 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
991 Only valid when Target is valid. */
992
993 struct gl_sampler_object Sampler;
994
995 GLenum DepthMode; /**< GL_ARB_depth_texture */
996 bool StencilSampling; /**< Should we sample stencil instead of depth? */
997
998 GLfloat Priority; /**< in [0,1] */
999 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1000 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1001 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1002 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1003 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1004 GLint CropRect[4]; /**< GL_OES_draw_texture */
1005 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1006 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1007 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1008 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1009 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1010 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1011 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1012 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1013 pressure? */
1014 GLboolean Immutable; /**< GL_ARB_texture_storage */
1015 GLboolean _IsFloat; /**< GL_OES_float_texture */
1016 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
1017
1018 GLuint MinLevel; /**< GL_ARB_texture_view */
1019 GLuint MinLayer; /**< GL_ARB_texture_view */
1020 GLuint NumLevels; /**< GL_ARB_texture_view */
1021 GLuint NumLayers; /**< GL_ARB_texture_view */
1022
1023 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1024 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1025
1026 /** GL_ARB_texture_buffer_object */
1027 struct gl_buffer_object *BufferObject;
1028 GLenum BufferObjectFormat;
1029 /** Equivalent Mesa format for BufferObjectFormat. */
1030 mesa_format _BufferObjectFormat;
1031 /** GL_ARB_texture_buffer_range */
1032 GLintptr BufferOffset;
1033 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1034
1035 /** GL_OES_EGL_image_external */
1036 GLint RequiredTextureImageUnits;
1037
1038 /** GL_ARB_shader_image_load_store */
1039 GLenum ImageFormatCompatibilityType;
1040 };
1041
1042
1043 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1044 #define MAX_COMBINER_TERMS 4
1045
1046
1047 /**
1048 * Texture combine environment state.
1049 */
1050 struct gl_tex_env_combine_state
1051 {
1052 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1053 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1054 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1055 GLenum SourceRGB[MAX_COMBINER_TERMS];
1056 GLenum SourceA[MAX_COMBINER_TERMS];
1057 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1058 GLenum OperandRGB[MAX_COMBINER_TERMS];
1059 GLenum OperandA[MAX_COMBINER_TERMS];
1060 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1061 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1062 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1063 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1064 };
1065
1066
1067 /**
1068 * TexGenEnabled flags.
1069 */
1070 /*@{*/
1071 #define S_BIT 1
1072 #define T_BIT 2
1073 #define R_BIT 4
1074 #define Q_BIT 8
1075 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1076 /*@}*/
1077
1078
1079 /**
1080 * Bit flag versions of the corresponding GL_ constants.
1081 */
1082 /*@{*/
1083 #define TEXGEN_SPHERE_MAP 0x1
1084 #define TEXGEN_OBJ_LINEAR 0x2
1085 #define TEXGEN_EYE_LINEAR 0x4
1086 #define TEXGEN_REFLECTION_MAP_NV 0x8
1087 #define TEXGEN_NORMAL_MAP_NV 0x10
1088
1089 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1090 TEXGEN_REFLECTION_MAP_NV | \
1091 TEXGEN_NORMAL_MAP_NV)
1092 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1093 TEXGEN_REFLECTION_MAP_NV | \
1094 TEXGEN_NORMAL_MAP_NV | \
1095 TEXGEN_EYE_LINEAR)
1096 /*@}*/
1097
1098
1099
1100 /** Tex-gen enabled for texture unit? */
1101 #define ENABLE_TEXGEN(unit) (1 << (unit))
1102
1103 /** Non-identity texture matrix for texture unit? */
1104 #define ENABLE_TEXMAT(unit) (1 << (unit))
1105
1106
1107 /**
1108 * Texture coord generation state.
1109 */
1110 struct gl_texgen
1111 {
1112 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1113 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1114 GLfloat ObjectPlane[4];
1115 GLfloat EyePlane[4];
1116 };
1117
1118
1119 /**
1120 * Texture unit state. Contains enable flags, texture environment/function/
1121 * combiners, texgen state, and pointers to current texture objects.
1122 */
1123 struct gl_texture_unit
1124 {
1125 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1126
1127 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1128 GLclampf EnvColor[4];
1129 GLfloat EnvColorUnclamped[4];
1130
1131 struct gl_texgen GenS;
1132 struct gl_texgen GenT;
1133 struct gl_texgen GenR;
1134 struct gl_texgen GenQ;
1135 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1136 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1137
1138 GLfloat LodBias; /**< for biasing mipmap levels */
1139
1140 /** Texture targets that have a non-default texture bound */
1141 GLbitfield _BoundTextures;
1142
1143 /** Current sampler object (GL_ARB_sampler_objects) */
1144 struct gl_sampler_object *Sampler;
1145
1146 /**
1147 * \name GL_EXT_texture_env_combine
1148 */
1149 struct gl_tex_env_combine_state Combine;
1150
1151 /**
1152 * Derived state based on \c EnvMode and the \c BaseFormat of the
1153 * currently enabled texture.
1154 */
1155 struct gl_tex_env_combine_state _EnvMode;
1156
1157 /**
1158 * Currently enabled combiner state. This will point to either
1159 * \c Combine or \c _EnvMode.
1160 */
1161 struct gl_tex_env_combine_state *_CurrentCombine;
1162
1163 /** Current texture object pointers */
1164 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1165
1166 /** Points to highest priority, complete and enabled texture object */
1167 struct gl_texture_object *_Current;
1168
1169 };
1170
1171
1172 /**
1173 * Texture attribute group (GL_TEXTURE_BIT).
1174 */
1175 struct gl_texture_attrib
1176 {
1177 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1178
1179 /** GL_ARB_seamless_cubemap */
1180 GLboolean CubeMapSeamless;
1181
1182 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1183
1184 /** GL_ARB_texture_buffer_object */
1185 struct gl_buffer_object *BufferObject;
1186
1187 /** Texture coord units/sets used for fragment texturing */
1188 GLbitfield _EnabledCoordUnits;
1189
1190 /** Texture coord units that have texgen enabled */
1191 GLbitfield _TexGenEnabled;
1192
1193 /** Texture coord units that have non-identity matrices */
1194 GLbitfield _TexMatEnabled;
1195
1196 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1197 GLbitfield _GenFlags;
1198
1199 /** Largest index of a texture unit with _Current != NULL. */
1200 GLint _MaxEnabledTexImageUnit;
1201
1202 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1203 GLint NumCurrentTexUsed;
1204
1205 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1206 };
1207
1208
1209 /**
1210 * Data structure representing a single clip plane (e.g. one of the elements
1211 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1212 */
1213 typedef GLfloat gl_clip_plane[4];
1214
1215
1216 /**
1217 * Transformation attribute group (GL_TRANSFORM_BIT).
1218 */
1219 struct gl_transform_attrib
1220 {
1221 GLenum MatrixMode; /**< Matrix mode */
1222 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1223 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1224 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1225 GLboolean Normalize; /**< Normalize all normals? */
1226 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1227 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1228 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1229 /** GL_ARB_clip_control */
1230 GLenum ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1231 GLenum ClipDepthMode; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1232 };
1233
1234
1235 /**
1236 * Viewport attribute group (GL_VIEWPORT_BIT).
1237 */
1238 struct gl_viewport_attrib
1239 {
1240 GLfloat X, Y; /**< position */
1241 GLfloat Width, Height; /**< size */
1242 GLdouble Near, Far; /**< Depth buffer range */
1243 };
1244
1245
1246 typedef enum {
1247 MAP_USER,
1248 MAP_INTERNAL,
1249
1250 MAP_COUNT
1251 } gl_map_buffer_index;
1252
1253
1254 /**
1255 * Fields describing a mapped buffer range.
1256 */
1257 struct gl_buffer_mapping {
1258 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1259 GLvoid *Pointer; /**< User-space address of mapping */
1260 GLintptr Offset; /**< Mapped offset */
1261 GLsizeiptr Length; /**< Mapped length */
1262 };
1263
1264
1265 /**
1266 * Usages we've seen for a buffer object.
1267 */
1268 typedef enum {
1269 USAGE_UNIFORM_BUFFER = 0x1,
1270 USAGE_TEXTURE_BUFFER = 0x2,
1271 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1272 USAGE_SHADER_STORAGE_BUFFER = 0x8,
1273 USAGE_TRANSFORM_FEEDBACK_BUFFER = 0x10,
1274 USAGE_PIXEL_PACK_BUFFER = 0x20,
1275 USAGE_DISABLE_MINMAX_CACHE = 0x40,
1276 } gl_buffer_usage;
1277
1278
1279 /**
1280 * GL_ARB_vertex/pixel_buffer_object buffer object
1281 */
1282 struct gl_buffer_object
1283 {
1284 mtx_t Mutex;
1285 GLint RefCount;
1286 GLuint Name;
1287 GLchar *Label; /**< GL_KHR_debug */
1288 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1289 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1290 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1291 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1292 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1293 GLboolean Written; /**< Ever written to? (for debugging) */
1294 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1295 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1296 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1297
1298 /** Counters used for buffer usage warnings */
1299 GLuint NumSubDataCalls;
1300 GLuint NumMapBufferWriteCalls;
1301
1302 struct gl_buffer_mapping Mappings[MAP_COUNT];
1303
1304 /** Memoization of min/max index computations for static index buffers */
1305 struct hash_table *MinMaxCache;
1306 unsigned MinMaxCacheHitIndices;
1307 unsigned MinMaxCacheMissIndices;
1308 bool MinMaxCacheDirty;
1309 };
1310
1311
1312 /**
1313 * Client pixel packing/unpacking attributes
1314 */
1315 struct gl_pixelstore_attrib
1316 {
1317 GLint Alignment;
1318 GLint RowLength;
1319 GLint SkipPixels;
1320 GLint SkipRows;
1321 GLint ImageHeight;
1322 GLint SkipImages;
1323 GLboolean SwapBytes;
1324 GLboolean LsbFirst;
1325 GLboolean Invert; /**< GL_MESA_pack_invert */
1326 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1327 GLint CompressedBlockHeight;
1328 GLint CompressedBlockDepth;
1329 GLint CompressedBlockSize;
1330 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1331 };
1332
1333
1334 /**
1335 * Client vertex array attributes
1336 */
1337 struct gl_client_array
1338 {
1339 GLint Size; /**< components per element (1,2,3,4) */
1340 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1341 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1342 GLsizei StrideB; /**< actual stride in bytes */
1343 GLuint _ElementSize; /**< size of each element in bytes */
1344 const GLubyte *Ptr; /**< Points to array data */
1345 GLboolean Normalized; /**< GL_ARB_vertex_program */
1346 GLboolean Integer; /**< Integer-valued? */
1347 GLboolean Doubles; /**< double precision values are not converted to floats */
1348 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1349
1350 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1351 };
1352
1353
1354 /**
1355 * Attributes to describe a vertex array.
1356 *
1357 * Contains the size, type, format and normalization flag,
1358 * along with the index of a vertex buffer binding point.
1359 *
1360 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1361 * and is only present for backwards compatibility reasons.
1362 * Rendering always uses VERTEX_BINDING_STRIDE.
1363 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1364 * and VERTEX_BINDING_STRIDE to the same value, while
1365 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1366 */
1367 struct gl_array_attributes
1368 {
1369 GLint Size; /**< Components per element (1,2,3,4) */
1370 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1371 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1372 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1373 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1374 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1375 GLboolean Enabled; /**< Whether the array is enabled */
1376 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1377 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1378 GLboolean Doubles; /**< double precision values are not converted to floats */
1379 GLuint _ElementSize; /**< Size of each element in bytes */
1380 GLuint BufferBindingIndex; /**< Vertex buffer binding */
1381 };
1382
1383
1384 /**
1385 * This describes the buffer object used for a vertex array (or
1386 * multiple vertex arrays). If BufferObj points to the default/null
1387 * buffer object, then the vertex array lives in user memory and not a VBO.
1388 */
1389 struct gl_vertex_buffer_binding
1390 {
1391 GLintptr Offset; /**< User-specified offset */
1392 GLsizei Stride; /**< User-specified stride */
1393 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1394 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1395 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1396 };
1397
1398
1399 /**
1400 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+,
1401 * GL_ARB_vertex_array_object, or the original GL_APPLE_vertex_array_object
1402 * extension.
1403 */
1404 struct gl_vertex_array_object
1405 {
1406 /** Name of the VAO as received from glGenVertexArray. */
1407 GLuint Name;
1408
1409 GLint RefCount;
1410
1411 GLchar *Label; /**< GL_KHR_debug */
1412
1413 mtx_t Mutex;
1414
1415 /**
1416 * Does the VAO use ARB semantics or Apple semantics?
1417 *
1418 * There are several ways in which ARB_vertex_array_object and
1419 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1420 * least,
1421 *
1422 * - ARB VAOs require that all array data be sourced from vertex buffer
1423 * objects, but Apple VAOs do not.
1424 *
1425 * - ARB VAOs require that names come from GenVertexArrays.
1426 *
1427 * This flag notes which behavior governs this VAO.
1428 */
1429 GLboolean ARBsemantics;
1430
1431 /**
1432 * Has this array object been bound?
1433 */
1434 GLboolean EverBound;
1435
1436 /**
1437 * Derived vertex attribute arrays
1438 *
1439 * This is a legacy data structure created from gl_vertex_attrib_array and
1440 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1441 */
1442 struct gl_client_array _VertexAttrib[VERT_ATTRIB_MAX];
1443
1444 /** Vertex attribute arrays */
1445 struct gl_array_attributes VertexAttrib[VERT_ATTRIB_MAX];
1446
1447 /** Vertex buffer bindings */
1448 struct gl_vertex_buffer_binding VertexBinding[VERT_ATTRIB_MAX];
1449
1450 /** Mask indicating which vertex arrays have vertex buffer associated. */
1451 GLbitfield64 VertexAttribBufferMask;
1452
1453 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1454 GLbitfield64 _Enabled;
1455
1456 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1457 GLbitfield64 NewArrays;
1458
1459 /** The index buffer (also known as the element array buffer in OpenGL). */
1460 struct gl_buffer_object *IndexBufferObj;
1461 };
1462
1463
1464 /** Used to signal when transitioning from one kind of drawing method
1465 * to another.
1466 */
1467 typedef enum {
1468 DRAW_NONE, /**< Initial value only */
1469 DRAW_BEGIN_END,
1470 DRAW_DISPLAY_LIST,
1471 DRAW_ARRAYS
1472 } gl_draw_method;
1473
1474 /**
1475 * Enum for the OpenGL APIs we know about and may support.
1476 *
1477 * NOTE: This must match the api_enum table in
1478 * src/mesa/main/get_hash_generator.py
1479 */
1480 typedef enum
1481 {
1482 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
1483 API_OPENGLES,
1484 API_OPENGLES2,
1485 API_OPENGL_CORE,
1486 API_OPENGL_LAST = API_OPENGL_CORE
1487 } gl_api;
1488
1489 /**
1490 * Vertex array state
1491 */
1492 struct gl_array_attrib
1493 {
1494 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1495 struct gl_vertex_array_object *VAO;
1496
1497 /** The default vertex array object */
1498 struct gl_vertex_array_object *DefaultVAO;
1499
1500 /** The last VAO accessed by a DSA function */
1501 struct gl_vertex_array_object *LastLookedUpVAO;
1502
1503 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1504 struct _mesa_HashTable *Objects;
1505
1506 GLint ActiveTexture; /**< Client Active Texture */
1507 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1508 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1509
1510 /**
1511 * \name Primitive restart controls
1512 *
1513 * Primitive restart is enabled if either \c PrimitiveRestart or
1514 * \c PrimitiveRestartFixedIndex is set.
1515 */
1516 /*@{*/
1517 GLboolean PrimitiveRestart;
1518 GLboolean PrimitiveRestartFixedIndex;
1519 GLboolean _PrimitiveRestart;
1520 GLuint RestartIndex;
1521 /*@}*/
1522
1523 /** One of the DRAW_xxx flags, not consumed by drivers */
1524 gl_draw_method DrawMethod;
1525
1526 /* GL_ARB_vertex_buffer_object */
1527 struct gl_buffer_object *ArrayBufferObj;
1528
1529 /**
1530 * Vertex arrays as consumed by a driver.
1531 * The array pointer is set up only by the VBO module.
1532 */
1533 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1534
1535 /** Legal array datatypes and the API for which they have been computed */
1536 GLbitfield LegalTypesMask;
1537 gl_api LegalTypesMaskAPI;
1538 };
1539
1540
1541 /**
1542 * Feedback buffer state
1543 */
1544 struct gl_feedback
1545 {
1546 GLenum Type;
1547 GLbitfield _Mask; /**< FB_* bits */
1548 GLfloat *Buffer;
1549 GLuint BufferSize;
1550 GLuint Count;
1551 };
1552
1553
1554 /**
1555 * Selection buffer state
1556 */
1557 struct gl_selection
1558 {
1559 GLuint *Buffer; /**< selection buffer */
1560 GLuint BufferSize; /**< size of the selection buffer */
1561 GLuint BufferCount; /**< number of values in the selection buffer */
1562 GLuint Hits; /**< number of records in the selection buffer */
1563 GLuint NameStackDepth; /**< name stack depth */
1564 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1565 GLboolean HitFlag; /**< hit flag */
1566 GLfloat HitMinZ; /**< minimum hit depth */
1567 GLfloat HitMaxZ; /**< maximum hit depth */
1568 };
1569
1570
1571 /**
1572 * 1-D Evaluator control points
1573 */
1574 struct gl_1d_map
1575 {
1576 GLuint Order; /**< Number of control points */
1577 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1578 GLfloat *Points; /**< Points to contiguous control points */
1579 };
1580
1581
1582 /**
1583 * 2-D Evaluator control points
1584 */
1585 struct gl_2d_map
1586 {
1587 GLuint Uorder; /**< Number of control points in U dimension */
1588 GLuint Vorder; /**< Number of control points in V dimension */
1589 GLfloat u1, u2, du;
1590 GLfloat v1, v2, dv;
1591 GLfloat *Points; /**< Points to contiguous control points */
1592 };
1593
1594
1595 /**
1596 * All evaluator control point state
1597 */
1598 struct gl_evaluators
1599 {
1600 /**
1601 * \name 1-D maps
1602 */
1603 /*@{*/
1604 struct gl_1d_map Map1Vertex3;
1605 struct gl_1d_map Map1Vertex4;
1606 struct gl_1d_map Map1Index;
1607 struct gl_1d_map Map1Color4;
1608 struct gl_1d_map Map1Normal;
1609 struct gl_1d_map Map1Texture1;
1610 struct gl_1d_map Map1Texture2;
1611 struct gl_1d_map Map1Texture3;
1612 struct gl_1d_map Map1Texture4;
1613 /*@}*/
1614
1615 /**
1616 * \name 2-D maps
1617 */
1618 /*@{*/
1619 struct gl_2d_map Map2Vertex3;
1620 struct gl_2d_map Map2Vertex4;
1621 struct gl_2d_map Map2Index;
1622 struct gl_2d_map Map2Color4;
1623 struct gl_2d_map Map2Normal;
1624 struct gl_2d_map Map2Texture1;
1625 struct gl_2d_map Map2Texture2;
1626 struct gl_2d_map Map2Texture3;
1627 struct gl_2d_map Map2Texture4;
1628 /*@}*/
1629 };
1630
1631
1632 struct gl_transform_feedback_varying_info
1633 {
1634 char *Name;
1635 GLenum Type;
1636 GLint BufferIndex;
1637 GLint Size;
1638 GLint Offset;
1639 };
1640
1641
1642 /**
1643 * Per-output info vertex shaders for transform feedback.
1644 */
1645 struct gl_transform_feedback_output
1646 {
1647 uint32_t OutputRegister;
1648 uint32_t OutputBuffer;
1649 uint32_t NumComponents;
1650 uint32_t StreamId;
1651
1652 /** offset (in DWORDs) of this output within the interleaved structure */
1653 uint32_t DstOffset;
1654
1655 /**
1656 * Offset into the output register of the data to output. For example,
1657 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1658 * offset is in the y and z components of the output register.
1659 */
1660 uint32_t ComponentOffset;
1661 };
1662
1663
1664 struct gl_transform_feedback_buffer
1665 {
1666 uint32_t Binding;
1667
1668 uint32_t NumVaryings;
1669
1670 /**
1671 * Total number of components stored in each buffer. This may be used by
1672 * hardware back-ends to determine the correct stride when interleaving
1673 * multiple transform feedback outputs in the same buffer.
1674 */
1675 uint32_t Stride;
1676
1677 /**
1678 * Which transform feedback stream this buffer binding is associated with.
1679 */
1680 uint32_t Stream;
1681 };
1682
1683
1684 /** Post-link transform feedback info. */
1685 struct gl_transform_feedback_info
1686 {
1687 unsigned NumOutputs;
1688
1689 /* Bitmask of active buffer indices. */
1690 unsigned ActiveBuffers;
1691
1692 struct gl_transform_feedback_output *Outputs;
1693
1694 /** Transform feedback varyings used for the linking of this shader program.
1695 *
1696 * Use for glGetTransformFeedbackVarying().
1697 */
1698 struct gl_transform_feedback_varying_info *Varyings;
1699 GLint NumVarying;
1700
1701 struct gl_transform_feedback_buffer Buffers[MAX_FEEDBACK_BUFFERS];
1702 };
1703
1704
1705 /**
1706 * Transform feedback object state
1707 */
1708 struct gl_transform_feedback_object
1709 {
1710 GLuint Name; /**< AKA the object ID */
1711 GLint RefCount;
1712 GLchar *Label; /**< GL_KHR_debug */
1713 GLboolean Active; /**< Is transform feedback enabled? */
1714 GLboolean Paused; /**< Is transform feedback paused? */
1715 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1716 at least once? */
1717 GLboolean EverBound; /**< Has this object been bound? */
1718
1719 /**
1720 * GLES: if Active is true, remaining number of primitives which can be
1721 * rendered without overflow. This is necessary to track because GLES
1722 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1723 * glDrawArraysInstanced would overflow transform feedback buffers.
1724 * Undefined if Active is false.
1725 *
1726 * Not tracked for desktop GL since it's unnecessary.
1727 */
1728 unsigned GlesRemainingPrims;
1729
1730 /**
1731 * The shader program active when BeginTransformFeedback() was called.
1732 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1733 * where stage is the pipeline stage that is the source of data for
1734 * transform feedback.
1735 */
1736 struct gl_shader_program *shader_program;
1737
1738 /** The feedback buffers */
1739 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1740 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1741
1742 /** Start of feedback data in dest buffer */
1743 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1744
1745 /**
1746 * Max data to put into dest buffer (in bytes). Computed based on
1747 * RequestedSize and the actual size of the buffer.
1748 */
1749 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1750
1751 /**
1752 * Size that was specified when the buffer was bound. If the buffer was
1753 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1754 * zero.
1755 */
1756 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1757 };
1758
1759
1760 /**
1761 * Context state for transform feedback.
1762 */
1763 struct gl_transform_feedback_state
1764 {
1765 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1766
1767 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1768 struct gl_buffer_object *CurrentBuffer;
1769
1770 /** The table of all transform feedback objects */
1771 struct _mesa_HashTable *Objects;
1772
1773 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1774 struct gl_transform_feedback_object *CurrentObject;
1775
1776 /** The default xform-fb object (Name==0) */
1777 struct gl_transform_feedback_object *DefaultObject;
1778 };
1779
1780
1781 /**
1782 * A "performance monitor" as described in AMD_performance_monitor.
1783 */
1784 struct gl_perf_monitor_object
1785 {
1786 GLuint Name;
1787
1788 /** True if the monitor is currently active (Begin called but not End). */
1789 GLboolean Active;
1790
1791 /**
1792 * True if the monitor has ended.
1793 *
1794 * This is distinct from !Active because it may never have began.
1795 */
1796 GLboolean Ended;
1797
1798 /**
1799 * A list of groups with currently active counters.
1800 *
1801 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1802 */
1803 unsigned *ActiveGroups;
1804
1805 /**
1806 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1807 *
1808 * Checking whether counter 'c' in group 'g' is active can be done via:
1809 *
1810 * BITSET_TEST(ActiveCounters[g], c)
1811 */
1812 GLuint **ActiveCounters;
1813 };
1814
1815
1816 union gl_perf_monitor_counter_value
1817 {
1818 float f;
1819 uint64_t u64;
1820 uint32_t u32;
1821 };
1822
1823
1824 struct gl_perf_monitor_counter
1825 {
1826 /** Human readable name for the counter. */
1827 const char *Name;
1828
1829 /**
1830 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1831 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1832 */
1833 GLenum Type;
1834
1835 /** Minimum counter value. */
1836 union gl_perf_monitor_counter_value Minimum;
1837
1838 /** Maximum counter value. */
1839 union gl_perf_monitor_counter_value Maximum;
1840 };
1841
1842
1843 struct gl_perf_monitor_group
1844 {
1845 /** Human readable name for the group. */
1846 const char *Name;
1847
1848 /**
1849 * Maximum number of counters in this group which can be active at the
1850 * same time.
1851 */
1852 GLuint MaxActiveCounters;
1853
1854 /** Array of counters within this group. */
1855 const struct gl_perf_monitor_counter *Counters;
1856 GLuint NumCounters;
1857 };
1858
1859
1860 /**
1861 * Context state for AMD_performance_monitor.
1862 */
1863 struct gl_perf_monitor_state
1864 {
1865 /** Array of performance monitor groups (indexed by group ID) */
1866 const struct gl_perf_monitor_group *Groups;
1867 GLuint NumGroups;
1868
1869 /** The table of all performance monitors. */
1870 struct _mesa_HashTable *Monitors;
1871 };
1872
1873
1874 /**
1875 * Names of the various vertex/fragment program register files, etc.
1876 *
1877 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1878 * All values should fit in a 4-bit field.
1879 *
1880 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
1881 * considered to be "uniform" variables since they can only be set outside
1882 * glBegin/End. They're also all stored in the same Parameters array.
1883 */
1884 typedef enum
1885 {
1886 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1887 PROGRAM_ARRAY, /**< Arrays & Matrixes */
1888 PROGRAM_INPUT, /**< machine->Inputs[] */
1889 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1890 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1891 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1892 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1893 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1894 PROGRAM_ADDRESS, /**< machine->AddressReg */
1895 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1896 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1897 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1898 PROGRAM_IMMEDIATE, /**< Immediate value, used by TGSI */
1899 PROGRAM_BUFFER, /**< for shader buffers, compile-time only */
1900 PROGRAM_MEMORY, /**< for shared, global and local memory */
1901 PROGRAM_IMAGE, /**< for shader images, compile-time only */
1902 PROGRAM_FILE_MAX
1903 } gl_register_file;
1904
1905
1906 /**
1907 * Base class for any kind of program object
1908 */
1909 struct gl_program
1910 {
1911 mtx_t Mutex;
1912 GLuint Id;
1913 GLint RefCount;
1914 GLubyte *String; /**< Null-terminated program text */
1915
1916 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
1917 GLenum Format; /**< String encoding format */
1918
1919 struct prog_instruction *Instructions;
1920
1921 struct nir_shader *nir;
1922
1923 struct shader_info info;
1924
1925 GLbitfield64 SecondaryOutputsWritten; /**< Subset of OutputsWritten outputs written with non-zero index. */
1926 GLbitfield PatchInputsRead; /**< VAR[0..31] usage for patch inputs (user-defined only) */
1927 GLbitfield PatchOutputsWritten; /**< VAR[0..31] usage for patch outputs (user-defined only) */
1928 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1929 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1930 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1931 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1932 GLbitfield ExternalSamplersUsed; /**< Texture units used for samplerExternalOES */
1933
1934 GLboolean UsesGather; /**< Does this program use gather4 at all? */
1935
1936 /* Vertex and geometry shaders fields */
1937 unsigned ClipDistanceArraySize;
1938 unsigned CullDistanceArraySize;
1939
1940 /* Fragement shader only fields */
1941 GLboolean OriginUpperLeft;
1942 GLboolean PixelCenterInteger;
1943
1944 /** Named parameters, constants, etc. from program text */
1945 struct gl_program_parameter_list *Parameters;
1946
1947 /**
1948 * Local parameters used by the program.
1949 *
1950 * It's dynamically allocated because it is rarely used (just
1951 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
1952 * allocated.
1953 */
1954 GLfloat (*LocalParams)[4];
1955
1956 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1957 GLubyte SamplerUnits[MAX_SAMPLERS];
1958
1959 /** Bitmask of which register files are read/written with indirect
1960 * addressing. Mask of (1 << PROGRAM_x) bits.
1961 */
1962 GLbitfield IndirectRegisterFiles;
1963
1964 /** Logical counts */
1965 /*@{*/
1966 GLuint NumInstructions;
1967 GLuint NumTemporaries;
1968 GLuint NumParameters;
1969 GLuint NumAttributes;
1970 GLuint NumAddressRegs;
1971 GLuint NumAluInstructions;
1972 GLuint NumTexInstructions;
1973 GLuint NumTexIndirections;
1974 /*@}*/
1975 /** Native, actual h/w counts */
1976 /*@{*/
1977 GLuint NumNativeInstructions;
1978 GLuint NumNativeTemporaries;
1979 GLuint NumNativeParameters;
1980 GLuint NumNativeAttributes;
1981 GLuint NumNativeAddressRegs;
1982 GLuint NumNativeAluInstructions;
1983 GLuint NumNativeTexInstructions;
1984 GLuint NumNativeTexIndirections;
1985 /*@}*/
1986
1987 /** Used by ARB assembly-style programs. Can only be true for vertex
1988 * programs.
1989 */
1990 GLboolean IsPositionInvariant;
1991 };
1992
1993
1994 /**
1995 * State common to vertex and fragment programs.
1996 */
1997 struct gl_program_state
1998 {
1999 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2000 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2001 };
2002
2003
2004 /**
2005 * Context state for vertex programs.
2006 */
2007 struct gl_vertex_program_state
2008 {
2009 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2010 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2011 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2012 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2013 /** Computed two sided lighting for fixed function/programs. */
2014 GLboolean _TwoSideEnabled;
2015 struct gl_program *Current; /**< User-bound vertex program */
2016
2017 /** Currently enabled and valid vertex program (including internal
2018 * programs, user-defined vertex programs and GLSL vertex shaders).
2019 * This is the program we must use when rendering.
2020 */
2021 struct gl_program *_Current;
2022
2023 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2024
2025 /** Should fixed-function T&L be implemented with a vertex prog? */
2026 GLboolean _MaintainTnlProgram;
2027
2028 /** Program to emulate fixed-function T&L (see above) */
2029 struct gl_program *_TnlProgram;
2030
2031 /** Cache of fixed-function programs */
2032 struct gl_program_cache *Cache;
2033
2034 GLboolean _Overriden;
2035 };
2036
2037 /**
2038 * Context state for tessellation control programs.
2039 */
2040 struct gl_tess_ctrl_program_state
2041 {
2042 /** Currently bound and valid shader. */
2043 struct gl_program *_Current;
2044
2045 GLint patch_vertices;
2046 GLfloat patch_default_outer_level[4];
2047 GLfloat patch_default_inner_level[2];
2048 };
2049
2050 /**
2051 * Context state for tessellation evaluation programs.
2052 */
2053 struct gl_tess_eval_program_state
2054 {
2055 /** Currently bound and valid shader. */
2056 struct gl_program *_Current;
2057 };
2058
2059 /**
2060 * Context state for geometry programs.
2061 */
2062 struct gl_geometry_program_state
2063 {
2064 /** Currently enabled and valid program (including internal programs
2065 * and compiled shader programs).
2066 */
2067 struct gl_program *_Current;
2068 };
2069
2070 /**
2071 * Context state for fragment programs.
2072 */
2073 struct gl_fragment_program_state
2074 {
2075 GLboolean Enabled; /**< User-set fragment program enable flag */
2076 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2077 struct gl_program *Current; /**< User-bound fragment program */
2078
2079 /** Currently enabled and valid fragment program (including internal
2080 * programs, user-defined fragment programs and GLSL fragment shaders).
2081 * This is the program we must use when rendering.
2082 */
2083 struct gl_program *_Current;
2084
2085 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2086
2087 /** Should fixed-function texturing be implemented with a fragment prog? */
2088 GLboolean _MaintainTexEnvProgram;
2089
2090 /** Program to emulate fixed-function texture env/combine (see above) */
2091 struct gl_program *_TexEnvProgram;
2092
2093 /** Cache of fixed-function programs */
2094 struct gl_program_cache *Cache;
2095 };
2096
2097
2098 /**
2099 * Context state for compute programs.
2100 */
2101 struct gl_compute_program_state
2102 {
2103 /** Currently enabled and valid program (including internal programs
2104 * and compiled shader programs).
2105 */
2106 struct gl_program *_Current;
2107 };
2108
2109
2110 /**
2111 * ATI_fragment_shader runtime state
2112 */
2113
2114 struct atifs_instruction;
2115 struct atifs_setupinst;
2116
2117 /**
2118 * ATI fragment shader
2119 */
2120 struct ati_fragment_shader
2121 {
2122 GLuint Id;
2123 GLint RefCount;
2124 struct atifs_instruction *Instructions[2];
2125 struct atifs_setupinst *SetupInst[2];
2126 GLfloat Constants[8][4];
2127 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2128 GLubyte numArithInstr[2];
2129 GLubyte regsAssigned[2];
2130 GLubyte NumPasses; /**< 1 or 2 */
2131 GLubyte cur_pass;
2132 GLubyte last_optype;
2133 GLboolean interpinp1;
2134 GLboolean isValid;
2135 GLuint swizzlerq;
2136 struct gl_program *Program;
2137 };
2138
2139 /**
2140 * Context state for GL_ATI_fragment_shader
2141 */
2142 struct gl_ati_fragment_shader_state
2143 {
2144 GLboolean Enabled;
2145 GLboolean _Enabled; /**< enabled and valid shader? */
2146 GLboolean Compiling;
2147 GLfloat GlobalConstants[8][4];
2148 struct ati_fragment_shader *Current;
2149 };
2150
2151 /**
2152 * Shader subroutine function definition
2153 */
2154 struct gl_subroutine_function
2155 {
2156 char *name;
2157 int index;
2158 int num_compat_types;
2159 const struct glsl_type **types;
2160 };
2161
2162 /**
2163 * Shader information needed by both gl_shader and gl_linked shader.
2164 */
2165 struct gl_shader_info
2166 {
2167 bool uses_builtin_functions;
2168 bool uses_gl_fragcoord;
2169 bool redeclares_gl_fragcoord;
2170 bool ARB_fragment_coord_conventions_enable;
2171
2172 /**
2173 * Fragment shader state from GLSL 1.50 layout qualifiers.
2174 */
2175 bool origin_upper_left;
2176 bool pixel_center_integer;
2177
2178 struct {
2179 /** Global xfb_stride out qualifier if any */
2180 GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
2181 } TransformFeedback;
2182
2183 /**
2184 * Tessellation Control shader state from layout qualifiers.
2185 */
2186 struct {
2187 /**
2188 * 0 - vertices not declared in shader, or
2189 * 1 .. GL_MAX_PATCH_VERTICES
2190 */
2191 GLint VerticesOut;
2192 } TessCtrl;
2193
2194 /**
2195 * Tessellation Evaluation shader state from layout qualifiers.
2196 */
2197 struct {
2198 /**
2199 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2200 * in this shader.
2201 */
2202 GLenum PrimitiveMode;
2203 /**
2204 * GL_EQUAL, GL_FRACTIONAL_ODD, GL_FRACTIONAL_EVEN, or 0 if it's not set
2205 * in this shader.
2206 */
2207 GLenum Spacing;
2208 /**
2209 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2210 */
2211 GLenum VertexOrder;
2212 /**
2213 * 1, 0, or -1 if it's not set in this shader.
2214 */
2215 int PointMode;
2216 } TessEval;
2217
2218 /**
2219 * Geometry shader state from GLSL 1.50 layout qualifiers.
2220 */
2221 struct {
2222 GLint VerticesOut;
2223 /**
2224 * 0 - Invocations count not declared in shader, or
2225 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2226 */
2227 GLint Invocations;
2228 /**
2229 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2230 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2231 * shader.
2232 */
2233 GLenum InputType;
2234 /**
2235 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2236 * it's not set in this shader.
2237 */
2238 GLenum OutputType;
2239 } Geom;
2240
2241 /**
2242 * Whether early fragment tests are enabled as defined by
2243 * ARB_shader_image_load_store.
2244 */
2245 bool EarlyFragmentTests;
2246
2247 /**
2248 * A bitmask of gl_advanced_blend_mode values
2249 */
2250 GLbitfield BlendSupport;
2251
2252 /**
2253 * Compute shader state from ARB_compute_shader and
2254 * ARB_compute_variable_group_size layout qualifiers.
2255 */
2256 struct {
2257 /**
2258 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2259 * it's not set in this shader.
2260 */
2261 unsigned LocalSize[3];
2262
2263 /**
2264 * Whether a variable work group size has been specified as defined by
2265 * ARB_compute_variable_group_size.
2266 */
2267 bool LocalSizeVariable;
2268 } Comp;
2269 };
2270
2271 /**
2272 * A linked GLSL shader object.
2273 */
2274 struct gl_linked_shader
2275 {
2276 gl_shader_stage Stage;
2277
2278 struct gl_program *Program; /**< Post-compile assembly code */
2279
2280 /**
2281 * \name Sampler tracking
2282 *
2283 * \note Each of these fields is only set post-linking.
2284 */
2285 /*@{*/
2286 unsigned num_samplers; /**< Number of samplers used by this shader. */
2287 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2288 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2289 /*@}*/
2290
2291 /**
2292 * Map from sampler unit to texture unit (set by glUniform1i())
2293 *
2294 * A sampler unit is associated with each sampler uniform by the linker.
2295 * The sampler unit associated with each uniform is stored in the
2296 * \c gl_uniform_storage::sampler field.
2297 */
2298 GLubyte SamplerUnits[MAX_SAMPLERS];
2299 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2300 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2301
2302 /**
2303 * Number of default uniform block components used by this shader.
2304 *
2305 * This field is only set post-linking.
2306 */
2307 unsigned num_uniform_components;
2308
2309 /**
2310 * Number of combined uniform components used by this shader.
2311 *
2312 * This field is only set post-linking. It is the sum of the uniform block
2313 * sizes divided by sizeof(float), and num_uniform_compoennts.
2314 */
2315 unsigned num_combined_uniform_components;
2316
2317 unsigned NumUniformBlocks;
2318 struct gl_uniform_block **UniformBlocks;
2319
2320 unsigned NumShaderStorageBlocks;
2321 struct gl_uniform_block **ShaderStorageBlocks;
2322
2323 struct exec_list *ir;
2324 struct exec_list *packed_varyings;
2325 struct exec_list *fragdata_arrays;
2326 struct glsl_symbol_table *symbols;
2327
2328 /**
2329 * Map from image uniform index to image unit (set by glUniform1i())
2330 *
2331 * An image uniform index is associated with each image uniform by
2332 * the linker. The image index associated with each uniform is
2333 * stored in the \c gl_uniform_storage::image field.
2334 */
2335 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2336
2337 /**
2338 * Access qualifier specified in the shader for each image uniform
2339 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2340 * GL_READ_WRITE.
2341 *
2342 * It may be different, though only more strict than the value of
2343 * \c gl_image_unit::Access for the corresponding image unit.
2344 */
2345 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2346
2347 /**
2348 * Number of image uniforms defined in the shader. It specifies
2349 * the number of valid elements in the \c ImageUnits and \c
2350 * ImageAccess arrays above.
2351 */
2352 GLuint NumImages;
2353
2354 struct gl_active_atomic_buffer **AtomicBuffers;
2355 unsigned NumAtomicBuffers;
2356
2357 /**
2358 * Number of types for subroutine uniforms.
2359 */
2360 GLuint NumSubroutineUniformTypes;
2361
2362 /**
2363 * Subroutine uniform remap table
2364 * based on the program level uniform remap table.
2365 */
2366 GLuint NumSubroutineUniforms; /* non-sparse total */
2367 GLuint NumSubroutineUniformRemapTable;
2368 struct gl_uniform_storage **SubroutineUniformRemapTable;
2369
2370 /**
2371 * Num of subroutine functions for this stage
2372 * and storage for them.
2373 */
2374 GLuint NumSubroutineFunctions;
2375 GLuint MaxSubroutineFunctionIndex;
2376 struct gl_subroutine_function *SubroutineFunctions;
2377
2378 struct gl_shader_info info;
2379 };
2380
2381 static inline GLbitfield gl_external_samplers(struct gl_linked_shader *shader)
2382 {
2383 GLbitfield external_samplers = 0;
2384 GLbitfield mask = shader->active_samplers;
2385
2386 while (mask) {
2387 int idx = u_bit_scan(&mask);
2388 if (shader->SamplerTargets[idx] == TEXTURE_EXTERNAL_INDEX)
2389 external_samplers |= (1 << idx);
2390 }
2391
2392 return external_samplers;
2393 }
2394
2395 /**
2396 * A GLSL shader object.
2397 */
2398 struct gl_shader
2399 {
2400 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2401 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2402 * Must be the first field.
2403 */
2404 GLenum Type;
2405 gl_shader_stage Stage;
2406 GLuint Name; /**< AKA the handle */
2407 GLint RefCount; /**< Reference count */
2408 GLchar *Label; /**< GL_KHR_debug */
2409 GLboolean DeletePending;
2410 GLboolean CompileStatus;
2411 bool IsES; /**< True if this shader uses GLSL ES */
2412
2413 GLuint SourceChecksum; /**< for debug/logging purposes */
2414 const GLchar *Source; /**< Source code string */
2415
2416 GLchar *InfoLog;
2417
2418 unsigned Version; /**< GLSL version used for linking */
2419
2420 struct exec_list *ir;
2421 struct glsl_symbol_table *symbols;
2422
2423 struct gl_shader_info info;
2424 };
2425
2426
2427 struct gl_uniform_buffer_variable
2428 {
2429 char *Name;
2430
2431 /**
2432 * Name of the uniform as seen by glGetUniformIndices.
2433 *
2434 * glGetUniformIndices requires that the block instance index \b not be
2435 * present in the name of queried uniforms.
2436 *
2437 * \note
2438 * \c gl_uniform_buffer_variable::IndexName and
2439 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2440 */
2441 char *IndexName;
2442
2443 const struct glsl_type *Type;
2444 unsigned int Offset;
2445 GLboolean RowMajor;
2446 };
2447
2448
2449 enum gl_uniform_block_packing
2450 {
2451 ubo_packing_std140,
2452 ubo_packing_shared,
2453 ubo_packing_packed,
2454 ubo_packing_std430
2455 };
2456
2457
2458 struct gl_uniform_block
2459 {
2460 /** Declared name of the uniform block */
2461 char *Name;
2462
2463 /** Array of supplemental information about UBO ir_variables. */
2464 struct gl_uniform_buffer_variable *Uniforms;
2465 GLuint NumUniforms;
2466
2467 /**
2468 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2469 * with glBindBufferBase to bind a buffer object to this uniform block. When
2470 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2471 */
2472 GLuint Binding;
2473
2474 /**
2475 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2476 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2477 */
2478 GLuint UniformBufferSize;
2479
2480 /** Stages that reference this block */
2481 uint8_t stageref;
2482
2483 /**
2484 * Layout specified in the shader
2485 *
2486 * This isn't accessible through the API, but it is used while
2487 * cross-validating uniform blocks.
2488 */
2489 enum gl_uniform_block_packing _Packing;
2490 GLboolean _RowMajor;
2491 };
2492
2493 /**
2494 * Structure that represents a reference to an atomic buffer from some
2495 * shader program.
2496 */
2497 struct gl_active_atomic_buffer
2498 {
2499 /** Uniform indices of the atomic counters declared within it. */
2500 GLuint *Uniforms;
2501 GLuint NumUniforms;
2502
2503 /** Binding point index associated with it. */
2504 GLuint Binding;
2505
2506 /** Minimum reasonable size it is expected to have. */
2507 GLuint MinimumSize;
2508
2509 /** Shader stages making use of it. */
2510 GLboolean StageReferences[MESA_SHADER_STAGES];
2511 };
2512
2513 /**
2514 * Data container for shader queries. This holds only the minimal
2515 * amount of required information for resource queries to work.
2516 */
2517 struct gl_shader_variable
2518 {
2519 /**
2520 * Declared type of the variable
2521 */
2522 const struct glsl_type *type;
2523
2524 /**
2525 * If the variable is in an interface block, this is the type of the block.
2526 */
2527 const struct glsl_type *interface_type;
2528
2529 /**
2530 * For variables inside structs (possibly recursively), this is the
2531 * outermost struct type.
2532 */
2533 const struct glsl_type *outermost_struct_type;
2534
2535 /**
2536 * Declared name of the variable
2537 */
2538 char *name;
2539
2540 /**
2541 * Storage location of the base of this variable
2542 *
2543 * The precise meaning of this field depends on the nature of the variable.
2544 *
2545 * - Vertex shader input: one of the values from \c gl_vert_attrib.
2546 * - Vertex shader output: one of the values from \c gl_varying_slot.
2547 * - Geometry shader input: one of the values from \c gl_varying_slot.
2548 * - Geometry shader output: one of the values from \c gl_varying_slot.
2549 * - Fragment shader input: one of the values from \c gl_varying_slot.
2550 * - Fragment shader output: one of the values from \c gl_frag_result.
2551 * - Uniforms: Per-stage uniform slot number for default uniform block.
2552 * - Uniforms: Index within the uniform block definition for UBO members.
2553 * - Non-UBO Uniforms: explicit location until linking then reused to
2554 * store uniform slot number.
2555 * - Other: This field is not currently used.
2556 *
2557 * If the variable is a uniform, shader input, or shader output, and the
2558 * slot has not been assigned, the value will be -1.
2559 */
2560 int location;
2561
2562 /**
2563 * Specifies the first component the variable is stored in as per
2564 * ARB_enhanced_layouts.
2565 */
2566 unsigned component:2;
2567
2568 /**
2569 * Output index for dual source blending.
2570 *
2571 * \note
2572 * The GLSL spec only allows the values 0 or 1 for the index in \b dual
2573 * source blending.
2574 */
2575 unsigned index:1;
2576
2577 /**
2578 * Specifies whether a shader input/output is per-patch in tessellation
2579 * shader stages.
2580 */
2581 unsigned patch:1;
2582
2583 /**
2584 * Storage class of the variable.
2585 *
2586 * \sa (n)ir_variable_mode
2587 */
2588 unsigned mode:4;
2589
2590 /**
2591 * Interpolation mode for shader inputs / outputs
2592 *
2593 * \sa glsl_interp_mode
2594 */
2595 unsigned interpolation:2;
2596
2597 /**
2598 * Was the location explicitly set in the shader?
2599 *
2600 * If the location is explicitly set in the shader, it \b cannot be changed
2601 * by the linker or by the API (e.g., calls to \c glBindAttribLocation have
2602 * no effect).
2603 */
2604 unsigned explicit_location:1;
2605
2606 /**
2607 * Precision qualifier.
2608 */
2609 unsigned precision:2;
2610 };
2611
2612 /**
2613 * Active resource in a gl_shader_program
2614 */
2615 struct gl_program_resource
2616 {
2617 GLenum Type; /** Program interface type. */
2618 const void *Data; /** Pointer to resource associated data structure. */
2619 uint8_t StageReferences; /** Bitmask of shader stage references. */
2620 };
2621
2622 /**
2623 * A GLSL program object.
2624 * Basically a linked collection of vertex and fragment shaders.
2625 */
2626 struct gl_shader_program
2627 {
2628 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2629 GLuint Name; /**< aka handle or ID */
2630 GLchar *Label; /**< GL_KHR_debug */
2631 GLint RefCount; /**< Reference count */
2632 GLboolean DeletePending;
2633
2634 /**
2635 * Is the application intending to glGetProgramBinary this program?
2636 */
2637 GLboolean BinaryRetreivableHint;
2638
2639 /**
2640 * Indicates whether program can be bound for individual pipeline stages
2641 * using UseProgramStages after it is next linked.
2642 */
2643 GLboolean SeparateShader;
2644
2645 GLuint NumShaders; /**< number of attached shaders */
2646 struct gl_shader **Shaders; /**< List of attached the shaders */
2647
2648 /**
2649 * User-defined attribute bindings
2650 *
2651 * These are set via \c glBindAttribLocation and are used to direct the
2652 * GLSL linker. These are \b not the values used in the compiled shader,
2653 * and they are \b not the values returned by \c glGetAttribLocation.
2654 */
2655 struct string_to_uint_map *AttributeBindings;
2656
2657 /**
2658 * User-defined fragment data bindings
2659 *
2660 * These are set via \c glBindFragDataLocation and are used to direct the
2661 * GLSL linker. These are \b not the values used in the compiled shader,
2662 * and they are \b not the values returned by \c glGetFragDataLocation.
2663 */
2664 struct string_to_uint_map *FragDataBindings;
2665 struct string_to_uint_map *FragDataIndexBindings;
2666
2667 /**
2668 * Transform feedback varyings last specified by
2669 * glTransformFeedbackVaryings().
2670 *
2671 * For the current set of transform feedback varyings used for transform
2672 * feedback output, see LinkedTransformFeedback.
2673 */
2674 struct {
2675 GLenum BufferMode;
2676 /** Global xfb_stride out qualifier if any */
2677 GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
2678 GLuint NumVarying;
2679 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2680 } TransformFeedback;
2681
2682 /** Post-link transform feedback info. */
2683 struct gl_transform_feedback_info LinkedTransformFeedback;
2684
2685 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2686 enum gl_frag_depth_layout FragDepthLayout;
2687
2688 /**
2689 * Tessellation Evaluation shader state from layout qualifiers.
2690 */
2691 struct {
2692 /**
2693 * True if gl_ClipDistance is written to. Copied into
2694 * gl_program by _mesa_copy_linked_program_data().
2695 */
2696 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2697 0 if not present. */
2698 GLuint CullDistanceArraySize; /**< Size of the gl_CullDistance array, or
2699 0 if not present. */
2700 } TessEval;
2701
2702 /**
2703 * Geometry shader state - copied into gl_program by
2704 * _mesa_copy_linked_program_data().
2705 */
2706 struct {
2707 GLint VerticesIn;
2708
2709 /**
2710 * True if gl_ClipDistance is written to. Copied into
2711 * gl_program by _mesa_copy_linked_program_data().
2712 */
2713 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2714 0 if not present. */
2715 GLuint CullDistanceArraySize; /**< Size of the gl_CullDistance array, or
2716 0 if not present. */
2717 bool UsesEndPrimitive;
2718 bool UsesStreams;
2719 } Geom;
2720
2721 /** Vertex shader state */
2722 struct {
2723 /**
2724 * True if gl_ClipDistance is written to. Copied into gl_program
2725 * by _mesa_copy_linked_program_data().
2726 */
2727 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2728 0 if not present. */
2729 GLuint CullDistanceArraySize; /**< Size of the gl_CullDistance array, or
2730 0 if not present. */
2731 } Vert;
2732
2733 /**
2734 * Compute shader state - copied into gl_program by
2735 * _mesa_copy_linked_program_data().
2736 */
2737 struct {
2738 /**
2739 * If this shader contains a compute stage, size specified using
2740 * local_size_{x,y,z}. Otherwise undefined.
2741 */
2742 unsigned LocalSize[3];
2743 /**
2744 * Size of shared variables accessed by the compute shader.
2745 */
2746 unsigned SharedSize;
2747
2748 /**
2749 * Whether a variable work group size has been specified.
2750 */
2751 bool LocalSizeVariable;
2752 } Comp;
2753
2754 /* post-link info: */
2755 unsigned NumUniformStorage;
2756 unsigned NumHiddenUniforms;
2757 struct gl_uniform_storage *UniformStorage;
2758
2759 /**
2760 * Mapping from GL uniform locations returned by \c glUniformLocation to
2761 * UniformStorage entries. Arrays will have multiple contiguous slots
2762 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2763 */
2764 unsigned NumUniformRemapTable;
2765 struct gl_uniform_storage **UniformRemapTable;
2766
2767 /**
2768 * Sometimes there are empty slots left over in UniformRemapTable after we
2769 * allocate slots to explicit locations. This list stores the blocks of
2770 * continuous empty slots inside UniformRemapTable.
2771 */
2772 struct exec_list EmptyUniformLocations;
2773
2774 /**
2775 * Size of the gl_ClipDistance array that is output from the last pipeline
2776 * stage before the fragment shader.
2777 */
2778 unsigned LastClipDistanceArraySize;
2779 unsigned LastCullDistanceArraySize;
2780
2781 unsigned NumUniformBlocks;
2782 struct gl_uniform_block *UniformBlocks;
2783
2784 unsigned NumShaderStorageBlocks;
2785 struct gl_uniform_block *ShaderStorageBlocks;
2786
2787 /**
2788 * Map of active uniform names to locations
2789 *
2790 * Maps any active uniform that is not an array element to a location.
2791 * Each active uniform, including individual structure members will appear
2792 * in this map. This roughly corresponds to the set of names that would be
2793 * enumerated by \c glGetActiveUniform.
2794 */
2795 struct string_to_uint_map *UniformHash;
2796
2797 struct gl_active_atomic_buffer *AtomicBuffers;
2798 unsigned NumAtomicBuffers;
2799
2800 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2801 GLboolean Validated;
2802 GLboolean _Used; /**< Ever used for drawing? */
2803 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
2804 GLchar *InfoLog;
2805
2806 unsigned Version; /**< GLSL version used for linking */
2807 bool IsES; /**< True if this program uses GLSL ES */
2808
2809 /**
2810 * Per-stage shaders resulting from the first stage of linking.
2811 *
2812 * Set of linked shaders for this program. The array is accessed using the
2813 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2814 * \c NULL.
2815 */
2816 struct gl_linked_shader *_LinkedShaders[MESA_SHADER_STAGES];
2817
2818 /** List of all active resources after linking. */
2819 struct gl_program_resource *ProgramResourceList;
2820 unsigned NumProgramResourceList;
2821
2822 /* True if any of the fragment shaders attached to this program use:
2823 * #extension ARB_fragment_coord_conventions: enable
2824 */
2825 GLboolean ARB_fragment_coord_conventions_enable;
2826 };
2827
2828
2829 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2830 #define GLSL_LOG 0x2 /**< Write shaders to files */
2831 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2832 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2833 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2834 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2835 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2836 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2837 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2838 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2839
2840
2841 /**
2842 * Context state for GLSL vertex/fragment shaders.
2843 * Extended to support pipeline object
2844 */
2845 struct gl_pipeline_object
2846 {
2847 /** Name of the pipeline object as received from glGenProgramPipelines.
2848 * It would be 0 for shaders without separate shader objects.
2849 */
2850 GLuint Name;
2851
2852 GLint RefCount;
2853
2854 mtx_t Mutex;
2855
2856 GLchar *Label; /**< GL_KHR_debug */
2857
2858 /**
2859 * Programs used for rendering
2860 *
2861 * There is a separate program set for each shader stage.
2862 */
2863 struct gl_shader_program *CurrentProgram[MESA_SHADER_STAGES];
2864
2865 struct gl_shader_program *_CurrentFragmentProgram;
2866
2867 /**
2868 * Program used by glUniform calls.
2869 *
2870 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2871 */
2872 struct gl_shader_program *ActiveProgram;
2873
2874 GLbitfield Flags; /**< Mask of GLSL_x flags */
2875
2876 GLboolean EverBound; /**< Has the pipeline object been created */
2877
2878 GLboolean Validated; /**< Pipeline Validation status */
2879
2880 GLchar *InfoLog;
2881 };
2882
2883 /**
2884 * Context state for GLSL pipeline shaders.
2885 */
2886 struct gl_pipeline_shader_state
2887 {
2888 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
2889 struct gl_pipeline_object *Current;
2890
2891 /* Default Object to ensure that _Shader is never NULL */
2892 struct gl_pipeline_object *Default;
2893
2894 /** Pipeline objects */
2895 struct _mesa_HashTable *Objects;
2896 };
2897
2898 /**
2899 * Compiler options for a single GLSL shaders type
2900 */
2901 struct gl_shader_compiler_options
2902 {
2903 /** Driver-selectable options: */
2904 GLboolean EmitNoLoops;
2905 GLboolean EmitNoFunctions;
2906 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2907 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2908 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2909 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
2910 GLboolean LowerCombinedClipCullDistance; /** Lower gl_ClipDistance and
2911 * gl_CullDistance together from
2912 * float[8] to vec4[2]
2913 **/
2914
2915 /**
2916 * \name Forms of indirect addressing the driver cannot do.
2917 */
2918 /*@{*/
2919 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2920 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2921 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2922 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2923 GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
2924 /*@}*/
2925
2926 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2927 GLuint MaxUnrollIterations;
2928
2929 /**
2930 * Optimize code for array of structures backends.
2931 *
2932 * This is a proxy for:
2933 * - preferring DP4 instructions (rather than MUL/MAD) for
2934 * matrix * vector operations, such as position transformation.
2935 */
2936 GLboolean OptimizeForAOS;
2937
2938 GLboolean LowerBufferInterfaceBlocks; /**< Lower UBO and SSBO access to intrinsics. */
2939
2940 /** Clamp UBO and SSBO block indices so they don't go out-of-bounds. */
2941 GLboolean ClampBlockIndicesToArrayBounds;
2942
2943 GLboolean LowerShaderSharedVariables; /**< Lower compute shader shared
2944 * variable access to intrinsics. */
2945
2946 const struct nir_shader_compiler_options *NirOptions;
2947 };
2948
2949
2950 /**
2951 * Occlusion/timer query object.
2952 */
2953 struct gl_query_object
2954 {
2955 GLenum Target; /**< The query target, when active */
2956 GLuint Id; /**< hash table ID/name */
2957 GLchar *Label; /**< GL_KHR_debug */
2958 GLuint64EXT Result; /**< the counter */
2959 GLboolean Active; /**< inside Begin/EndQuery */
2960 GLboolean Ready; /**< result is ready? */
2961 GLboolean EverBound;/**< has query object ever been bound */
2962 GLuint Stream; /**< The stream */
2963 };
2964
2965
2966 /**
2967 * Context state for query objects.
2968 */
2969 struct gl_query_state
2970 {
2971 struct _mesa_HashTable *QueryObjects;
2972 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2973 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2974
2975 /** GL_NV_conditional_render */
2976 struct gl_query_object *CondRenderQuery;
2977
2978 /** GL_EXT_transform_feedback */
2979 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
2980 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
2981
2982 /** GL_ARB_timer_query */
2983 struct gl_query_object *TimeElapsed;
2984
2985 /** GL_ARB_pipeline_statistics_query */
2986 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
2987
2988 GLenum CondRenderMode;
2989 };
2990
2991
2992 /** Sync object state */
2993 struct gl_sync_object
2994 {
2995 GLenum Type; /**< GL_SYNC_FENCE */
2996 GLuint Name; /**< Fence name */
2997 GLchar *Label; /**< GL_KHR_debug */
2998 GLint RefCount; /**< Reference count */
2999 GLboolean DeletePending; /**< Object was deleted while there were still
3000 * live references (e.g., sync not yet finished)
3001 */
3002 GLenum SyncCondition;
3003 GLbitfield Flags; /**< Flags passed to glFenceSync */
3004 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
3005 };
3006
3007
3008 /**
3009 * State which can be shared by multiple contexts:
3010 */
3011 struct gl_shared_state
3012 {
3013 mtx_t Mutex; /**< for thread safety */
3014 GLint RefCount; /**< Reference count */
3015 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
3016 struct _mesa_HashTable *BitmapAtlas; /**< For optimized glBitmap text */
3017 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
3018
3019 /** Default texture objects (shared by all texture units) */
3020 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
3021
3022 /** Fallback texture used when a bound texture is incomplete */
3023 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
3024
3025 /**
3026 * \name Thread safety and statechange notification for texture
3027 * objects.
3028 *
3029 * \todo Improve the granularity of locking.
3030 */
3031 /*@{*/
3032 mtx_t TexMutex; /**< texobj thread safety */
3033 GLuint TextureStateStamp; /**< state notification for shared tex */
3034 /*@}*/
3035
3036 /** Default buffer object for vertex arrays that aren't in VBOs */
3037 struct gl_buffer_object *NullBufferObj;
3038
3039 /**
3040 * \name Vertex/geometry/fragment programs
3041 */
3042 /*@{*/
3043 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3044 struct gl_program *DefaultVertexProgram;
3045 struct gl_program *DefaultFragmentProgram;
3046 /*@}*/
3047
3048 /* GL_ATI_fragment_shader */
3049 struct _mesa_HashTable *ATIShaders;
3050 struct ati_fragment_shader *DefaultFragmentShader;
3051
3052 struct _mesa_HashTable *BufferObjects;
3053
3054 /** Table of both gl_shader and gl_shader_program objects */
3055 struct _mesa_HashTable *ShaderObjects;
3056
3057 /* GL_EXT_framebuffer_object */
3058 struct _mesa_HashTable *RenderBuffers;
3059 struct _mesa_HashTable *FrameBuffers;
3060
3061 /* GL_ARB_sync */
3062 struct set *SyncObjects;
3063
3064 /** GL_ARB_sampler_objects */
3065 struct _mesa_HashTable *SamplerObjects;
3066
3067 /**
3068 * Some context in this share group was affected by a GPU reset
3069 *
3070 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3071 * been affected by a GPU reset must also return
3072 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3073 *
3074 * Once this field becomes true, it is never reset to false.
3075 */
3076 bool ShareGroupReset;
3077 };
3078
3079
3080
3081 /**
3082 * Renderbuffers represent drawing surfaces such as color, depth and/or
3083 * stencil. A framebuffer object has a set of renderbuffers.
3084 * Drivers will typically derive subclasses of this type.
3085 */
3086 struct gl_renderbuffer
3087 {
3088 mtx_t Mutex; /**< for thread safety */
3089 GLuint ClassID; /**< Useful for drivers */
3090 GLuint Name;
3091 GLchar *Label; /**< GL_KHR_debug */
3092 GLint RefCount;
3093 GLuint Width, Height;
3094 GLuint Depth;
3095 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3096 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3097 /**
3098 * True for renderbuffers that wrap textures, giving the driver a chance to
3099 * flush render caches through the FinishRenderTexture hook.
3100 *
3101 * Drivers may also set this on renderbuffers other than those generated by
3102 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3103 * called without a rb->TexImage.
3104 */
3105 GLboolean NeedsFinishRenderTexture;
3106 GLubyte NumSamples;
3107 GLenum InternalFormat; /**< The user-specified format */
3108 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3109 GL_STENCIL_INDEX. */
3110 mesa_format Format; /**< The actual renderbuffer memory format */
3111 /**
3112 * Pointer to the texture image if this renderbuffer wraps a texture,
3113 * otherwise NULL.
3114 *
3115 * Note that the reference on the gl_texture_object containing this
3116 * TexImage is held by the gl_renderbuffer_attachment.
3117 */
3118 struct gl_texture_image *TexImage;
3119
3120 /** Delete this renderbuffer */
3121 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3122
3123 /** Allocate new storage for this renderbuffer */
3124 GLboolean (*AllocStorage)(struct gl_context *ctx,
3125 struct gl_renderbuffer *rb,
3126 GLenum internalFormat,
3127 GLuint width, GLuint height);
3128 };
3129
3130
3131 /**
3132 * A renderbuffer attachment points to either a texture object (and specifies
3133 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3134 */
3135 struct gl_renderbuffer_attachment
3136 {
3137 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3138 GLboolean Complete;
3139
3140 /**
3141 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3142 * application supplied renderbuffer object.
3143 */
3144 struct gl_renderbuffer *Renderbuffer;
3145
3146 /**
3147 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3148 * supplied texture object.
3149 */
3150 struct gl_texture_object *Texture;
3151 GLuint TextureLevel; /**< Attached mipmap level. */
3152 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3153 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3154 * and 2D array textures */
3155 GLboolean Layered;
3156 };
3157
3158
3159 /**
3160 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3161 * In C++ terms, think of this as a base class from which device drivers
3162 * will make derived classes.
3163 */
3164 struct gl_framebuffer
3165 {
3166 mtx_t Mutex; /**< for thread safety */
3167 /**
3168 * If zero, this is a window system framebuffer. If non-zero, this
3169 * is a FBO framebuffer; note that for some devices (i.e. those with
3170 * a natural pixel coordinate system for FBOs that differs from the
3171 * OpenGL/Mesa coordinate system), this means that the viewport,
3172 * polygon face orientation, and polygon stipple will have to be inverted.
3173 */
3174 GLuint Name;
3175 GLint RefCount;
3176
3177 GLchar *Label; /**< GL_KHR_debug */
3178
3179 GLboolean DeletePending;
3180
3181 /**
3182 * The framebuffer's visual. Immutable if this is a window system buffer.
3183 * Computed from attachments if user-made FBO.
3184 */
3185 struct gl_config Visual;
3186
3187 /**
3188 * Size of frame buffer in pixels. If there are no attachments, then both
3189 * of these are 0.
3190 */
3191 GLuint Width, Height;
3192
3193 /**
3194 * In the case that the framebuffer has no attachment (i.e.
3195 * GL_ARB_framebuffer_no_attachments) then the geometry of
3196 * the framebuffer is specified by the default values.
3197 */
3198 struct {
3199 GLuint Width, Height, Layers, NumSamples;
3200 GLboolean FixedSampleLocations;
3201 /* Derived from NumSamples by the driver so that it can choose a valid
3202 * value for the hardware.
3203 */
3204 GLuint _NumSamples;
3205 } DefaultGeometry;
3206
3207 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3208 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3209 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3210 */
3211 /*@{*/
3212 GLint _Xmin, _Xmax;
3213 GLint _Ymin, _Ymax;
3214 /*@}*/
3215
3216 /** \name Derived Z buffer stuff */
3217 /*@{*/
3218 GLuint _DepthMax; /**< Max depth buffer value */
3219 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3220 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3221 /*@}*/
3222
3223 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3224 GLenum _Status;
3225
3226 /** Whether one of Attachment has Type != GL_NONE
3227 * NOTE: the values for Width and Height are set to 0 in case of having
3228 * no attachments, a backend driver supporting the extension
3229 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3230 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3231 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3232 * _Ymax do NOT take into account _HasAttachments being false). To get the
3233 * geometry of the framebuffer, the helper functions
3234 * _mesa_geometric_width(),
3235 * _mesa_geometric_height(),
3236 * _mesa_geometric_samples() and
3237 * _mesa_geometric_layers()
3238 * are available that check _HasAttachments.
3239 */
3240 bool _HasAttachments;
3241
3242 GLbitfield _IntegerBuffers; /**< Which color buffers are integer valued */
3243
3244 /* ARB_color_buffer_float */
3245 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3246 GLboolean _HasSNormOrFloatColorBuffer;
3247
3248 /**
3249 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3250 * is not layered. For cube maps and cube map arrays, each cube face
3251 * counts as a layer. As the case for Width, Height a backend driver
3252 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3253 * in the case that _HasAttachments is false
3254 */
3255 GLuint MaxNumLayers;
3256
3257 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3258 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3259
3260 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3261 * attribute group and GL_PIXEL attribute group, respectively.
3262 */
3263 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3264 GLenum ColorReadBuffer;
3265
3266 /** Computed from ColorDraw/ReadBuffer above */
3267 GLuint _NumColorDrawBuffers;
3268 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3269 GLint _ColorReadBufferIndex; /* -1 = None */
3270 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3271 struct gl_renderbuffer *_ColorReadBuffer;
3272
3273 /** Delete this framebuffer */
3274 void (*Delete)(struct gl_framebuffer *fb);
3275 };
3276
3277
3278 /**
3279 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3280 */
3281 struct gl_precision
3282 {
3283 GLushort RangeMin; /**< min value exponent */
3284 GLushort RangeMax; /**< max value exponent */
3285 GLushort Precision; /**< number of mantissa bits */
3286 };
3287
3288
3289 /**
3290 * Limits for vertex, geometry and fragment programs/shaders.
3291 */
3292 struct gl_program_constants
3293 {
3294 /* logical limits */
3295 GLuint MaxInstructions;
3296 GLuint MaxAluInstructions;
3297 GLuint MaxTexInstructions;
3298 GLuint MaxTexIndirections;
3299 GLuint MaxAttribs;
3300 GLuint MaxTemps;
3301 GLuint MaxAddressRegs;
3302 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3303 GLuint MaxParameters;
3304 GLuint MaxLocalParams;
3305 GLuint MaxEnvParams;
3306 /* native/hardware limits */
3307 GLuint MaxNativeInstructions;
3308 GLuint MaxNativeAluInstructions;
3309 GLuint MaxNativeTexInstructions;
3310 GLuint MaxNativeTexIndirections;
3311 GLuint MaxNativeAttribs;
3312 GLuint MaxNativeTemps;
3313 GLuint MaxNativeAddressRegs;
3314 GLuint MaxNativeParameters;
3315 /* For shaders */
3316 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3317
3318 /**
3319 * \name Per-stage input / output limits
3320 *
3321 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3322 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3323 * ES). This is stored as \c gl_constants::MaxVarying.
3324 *
3325 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3326 * variables. Each stage as a certain number of outputs that it can feed
3327 * to the next stage and a certain number inputs that it can consume from
3328 * the previous stage.
3329 *
3330 * Vertex shader inputs do not participate this in this accounting.
3331 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3332 *
3333 * Fragment shader outputs do not participate this in this accounting.
3334 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3335 */
3336 /*@{*/
3337 GLuint MaxInputComponents;
3338 GLuint MaxOutputComponents;
3339 /*@}*/
3340
3341 /* ES 2.0 and GL_ARB_ES2_compatibility */
3342 struct gl_precision LowFloat, MediumFloat, HighFloat;
3343 struct gl_precision LowInt, MediumInt, HighInt;
3344 /* GL_ARB_uniform_buffer_object */
3345 GLuint MaxUniformBlocks;
3346 GLuint MaxCombinedUniformComponents;
3347 GLuint MaxTextureImageUnits;
3348
3349 /* GL_ARB_shader_atomic_counters */
3350 GLuint MaxAtomicBuffers;
3351 GLuint MaxAtomicCounters;
3352
3353 /* GL_ARB_shader_image_load_store */
3354 GLuint MaxImageUniforms;
3355
3356 /* GL_ARB_shader_storage_buffer_object */
3357 GLuint MaxShaderStorageBlocks;
3358 };
3359
3360
3361 /**
3362 * Constants which may be overridden by device driver during context creation
3363 * but are never changed after that.
3364 */
3365 struct gl_constants
3366 {
3367 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3368 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3369 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3370 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3371 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3372 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3373 GLuint MaxTextureCoordUnits;
3374 GLuint MaxCombinedTextureImageUnits;
3375 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3376 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3377 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3378 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3379
3380 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3381
3382 GLuint MaxArrayLockSize;
3383
3384 GLint SubPixelBits;
3385
3386 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3387 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3388 GLfloat PointSizeGranularity;
3389 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3390 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3391 GLfloat LineWidthGranularity;
3392
3393 GLuint MaxClipPlanes;
3394 GLuint MaxLights;
3395 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3396 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3397
3398 GLuint MaxViewportWidth, MaxViewportHeight;
3399 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3400 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3401 struct {
3402 GLfloat Min;
3403 GLfloat Max;
3404 } ViewportBounds; /**< GL_ARB_viewport_array */
3405 GLuint MaxWindowRectangles; /**< GL_EXT_window_rectangles */
3406
3407 struct gl_program_constants Program[MESA_SHADER_STAGES];
3408 GLuint MaxProgramMatrices;
3409 GLuint MaxProgramMatrixStackDepth;
3410
3411 struct {
3412 GLuint SamplesPassed;
3413 GLuint TimeElapsed;
3414 GLuint Timestamp;
3415 GLuint PrimitivesGenerated;
3416 GLuint PrimitivesWritten;
3417 GLuint VerticesSubmitted;
3418 GLuint PrimitivesSubmitted;
3419 GLuint VsInvocations;
3420 GLuint TessPatches;
3421 GLuint TessInvocations;
3422 GLuint GsInvocations;
3423 GLuint GsPrimitives;
3424 GLuint FsInvocations;
3425 GLuint ComputeInvocations;
3426 GLuint ClInPrimitives;
3427 GLuint ClOutPrimitives;
3428 } QueryCounterBits;
3429
3430 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3431
3432 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3433 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3434 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3435
3436 /**
3437 * GL_ARB_framebuffer_no_attachments
3438 */
3439 GLuint MaxFramebufferWidth;
3440 GLuint MaxFramebufferHeight;
3441 GLuint MaxFramebufferLayers;
3442 GLuint MaxFramebufferSamples;
3443
3444 /** Number of varying vectors between any two shader stages. */
3445 GLuint MaxVarying;
3446
3447 /** @{
3448 * GL_ARB_uniform_buffer_object
3449 */
3450 GLuint MaxCombinedUniformBlocks;
3451 GLuint MaxUniformBufferBindings;
3452 GLuint MaxUniformBlockSize;
3453 GLuint UniformBufferOffsetAlignment;
3454 /** @} */
3455
3456 /** @{
3457 * GL_ARB_shader_storage_buffer_object
3458 */
3459 GLuint MaxCombinedShaderStorageBlocks;
3460 GLuint MaxShaderStorageBufferBindings;
3461 GLuint MaxShaderStorageBlockSize;
3462 GLuint ShaderStorageBufferOffsetAlignment;
3463 /** @} */
3464
3465 /**
3466 * GL_ARB_explicit_uniform_location
3467 */
3468 GLuint MaxUserAssignableUniformLocations;
3469
3470 /** geometry shader */
3471 GLuint MaxGeometryOutputVertices;
3472 GLuint MaxGeometryTotalOutputComponents;
3473
3474 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3475
3476 /**
3477 * Changes default GLSL extension behavior from "error" to "warn". It's out
3478 * of spec, but it can make some apps work that otherwise wouldn't.
3479 */
3480 GLboolean ForceGLSLExtensionsWarn;
3481
3482 /**
3483 * If non-zero, forces GLSL shaders to behave as if they began
3484 * with "#version ForceGLSLVersion".
3485 */
3486 GLuint ForceGLSLVersion;
3487
3488 /**
3489 * Allow GLSL #extension directives in the middle of shaders.
3490 */
3491 GLboolean AllowGLSLExtensionDirectiveMidShader;
3492
3493 /**
3494 * Force uninitialized variables to default to zero.
3495 */
3496 GLboolean GLSLZeroInit;
3497
3498 /**
3499 * Does the driver support real 32-bit integers? (Otherwise, integers are
3500 * simulated via floats.)
3501 */
3502 GLboolean NativeIntegers;
3503
3504 /**
3505 * Does VertexID count from zero or from base vertex?
3506 *
3507 * \note
3508 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3509 * ignored and need not be set.
3510 */
3511 bool VertexID_is_zero_based;
3512
3513 /**
3514 * If the driver supports real 32-bit integers, what integer value should be
3515 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3516 */
3517 GLuint UniformBooleanTrue;
3518
3519 /**
3520 * Maximum amount of time, measured in nanseconds, that the server can wait.
3521 */
3522 GLuint64 MaxServerWaitTimeout;
3523
3524 /** GL_EXT_provoking_vertex */
3525 GLboolean QuadsFollowProvokingVertexConvention;
3526
3527 /** GL_ARB_viewport_array */
3528 GLenum LayerAndVPIndexProvokingVertex;
3529
3530 /** OpenGL version 3.0 */
3531 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3532
3533 /** OpenGL version 3.2 */
3534 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3535
3536 /** OpenGL version 4.4 */
3537 GLuint MaxVertexAttribStride;
3538
3539 /** GL_EXT_transform_feedback */
3540 GLuint MaxTransformFeedbackBuffers;
3541 GLuint MaxTransformFeedbackSeparateComponents;
3542 GLuint MaxTransformFeedbackInterleavedComponents;
3543 GLuint MaxVertexStreams;
3544
3545 /** GL_EXT_gpu_shader4 */
3546 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3547
3548 /** GL_ARB_texture_gather */
3549 GLuint MinProgramTextureGatherOffset;
3550 GLuint MaxProgramTextureGatherOffset;
3551 GLuint MaxProgramTextureGatherComponents;
3552
3553 /* GL_ARB_robustness */
3554 GLenum ResetStrategy;
3555
3556 /* GL_ARB_blend_func_extended */
3557 GLuint MaxDualSourceDrawBuffers;
3558
3559 /**
3560 * Whether the implementation strips out and ignores texture borders.
3561 *
3562 * Many GPU hardware implementations don't support rendering with texture
3563 * borders and mipmapped textures. (Note: not static border color, but the
3564 * old 1-pixel border around each edge). Implementations then have to do
3565 * slow fallbacks to be correct, or just ignore the border and be fast but
3566 * wrong. Setting the flag strips the border off of TexImage calls,
3567 * providing "fast but wrong" at significantly reduced driver complexity.
3568 *
3569 * Texture borders are deprecated in GL 3.0.
3570 **/
3571 GLboolean StripTextureBorder;
3572
3573 /**
3574 * For drivers which can do a better job at eliminating unused uniforms
3575 * than the GLSL compiler.
3576 *
3577 * XXX Remove these as soon as a better solution is available.
3578 */
3579 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3580
3581 /** Whether gl_FragCoord and gl_FrontFacing are system values. */
3582 bool GLSLFragCoordIsSysVal;
3583 bool GLSLFrontFacingIsSysVal;
3584
3585 /**
3586 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3587 * than passing the transform feedback object to the drawing function.
3588 */
3589 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3590
3591 /** GL_ARB_map_buffer_alignment */
3592 GLuint MinMapBufferAlignment;
3593
3594 /**
3595 * Disable varying packing. This is out of spec, but potentially useful
3596 * for older platforms that supports a limited number of texture
3597 * indirections--on these platforms, unpacking the varyings in the fragment
3598 * shader increases the number of texture indirections by 1, which might
3599 * make some shaders not executable at all.
3600 *
3601 * Drivers that support transform feedback must set this value to GL_FALSE.
3602 */
3603 GLboolean DisableVaryingPacking;
3604
3605 /**
3606 * Should meaningful names be generated for compiler temporary variables?
3607 *
3608 * Generally, it is not useful to have the compiler generate "meaningful"
3609 * names for temporary variables that it creates. This can, however, be a
3610 * useful debugging aid. In Mesa debug builds or release builds when
3611 * MESA_GLSL is set at run-time, meaningful names will be generated.
3612 * Drivers can also force names to be generated by setting this field.
3613 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3614 * vertex shader assembly) is set at run-time.
3615 */
3616 bool GenerateTemporaryNames;
3617
3618 /*
3619 * Maximum value supported for an index in DrawElements and friends.
3620 *
3621 * This must be at least (1ull<<24)-1. The default value is
3622 * (1ull<<32)-1.
3623 *
3624 * \since ES 3.0 or GL_ARB_ES3_compatibility
3625 * \sa _mesa_init_constants
3626 */
3627 GLuint64 MaxElementIndex;
3628
3629 /**
3630 * Disable interpretation of line continuations (lines ending with a
3631 * backslash character ('\') in GLSL source.
3632 */
3633 GLboolean DisableGLSLLineContinuations;
3634
3635 /** GL_ARB_texture_multisample */
3636 GLint MaxColorTextureSamples;
3637 GLint MaxDepthTextureSamples;
3638 GLint MaxIntegerSamples;
3639
3640 /**
3641 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3642 * samples are laid out in a rectangular grid roughly corresponding to
3643 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3644 * are used to map indices of rectangular grid to sample numbers within
3645 * a pixel. This mapping of indices to sample numbers must be initialized
3646 * by the driver for the target hardware. For example, if we have the 8X
3647 * MSAA sample number layout (sample positions) for XYZ hardware:
3648 *
3649 * sample indices layout sample number layout
3650 * --------- ---------
3651 * | 0 | 1 | | a | b |
3652 * --------- ---------
3653 * | 2 | 3 | | c | d |
3654 * --------- ---------
3655 * | 4 | 5 | | e | f |
3656 * --------- ---------
3657 * | 6 | 7 | | g | h |
3658 * --------- ---------
3659 *
3660 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3661 *
3662 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3663 * below:
3664 * SampleMap8x = {a, b, c, d, e, f, g, h};
3665 *
3666 * Follow the logic for sample counts 2-8.
3667 *
3668 * For 16x the sample indices layout as a 4x4 grid as follows:
3669 *
3670 * -----------------
3671 * | 0 | 1 | 2 | 3 |
3672 * -----------------
3673 * | 4 | 5 | 6 | 7 |
3674 * -----------------
3675 * | 8 | 9 |10 |11 |
3676 * -----------------
3677 * |12 |13 |14 |15 |
3678 * -----------------
3679 */
3680 uint8_t SampleMap2x[2];
3681 uint8_t SampleMap4x[4];
3682 uint8_t SampleMap8x[8];
3683 uint8_t SampleMap16x[16];
3684
3685 /** GL_ARB_shader_atomic_counters */
3686 GLuint MaxAtomicBufferBindings;
3687 GLuint MaxAtomicBufferSize;
3688 GLuint MaxCombinedAtomicBuffers;
3689 GLuint MaxCombinedAtomicCounters;
3690
3691 /** GL_ARB_vertex_attrib_binding */
3692 GLint MaxVertexAttribRelativeOffset;
3693 GLint MaxVertexAttribBindings;
3694
3695 /* GL_ARB_shader_image_load_store */
3696 GLuint MaxImageUnits;
3697 GLuint MaxCombinedShaderOutputResources;
3698 GLuint MaxImageSamples;
3699 GLuint MaxCombinedImageUniforms;
3700
3701 /** GL_ARB_compute_shader */
3702 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3703 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3704 GLuint MaxComputeWorkGroupInvocations;
3705 GLuint MaxComputeSharedMemorySize;
3706
3707 /** GL_ARB_compute_variable_group_size */
3708 GLuint MaxComputeVariableGroupSize[3]; /* Array of x, y, z dimensions */
3709 GLuint MaxComputeVariableGroupInvocations;
3710
3711 /** GL_ARB_gpu_shader5 */
3712 GLfloat MinFragmentInterpolationOffset;
3713 GLfloat MaxFragmentInterpolationOffset;
3714
3715 GLboolean FakeSWMSAA;
3716
3717 /** GL_KHR_context_flush_control */
3718 GLenum ContextReleaseBehavior;
3719
3720 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
3721
3722 /** GL_ARB_tessellation_shader */
3723 GLuint MaxPatchVertices;
3724 GLuint MaxTessGenLevel;
3725 GLuint MaxTessPatchComponents;
3726 GLuint MaxTessControlTotalOutputComponents;
3727 bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
3728 bool LowerTCSPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */
3729 bool LowerTESPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */
3730 bool PrimitiveRestartForPatches;
3731 bool LowerCsDerivedVariables; /**< Lower gl_GlobalInvocationID and
3732 * gl_LocalInvocationIndex based on
3733 * other builtin variables. */
3734
3735 /** GL_OES_primitive_bounding_box */
3736 bool NoPrimitiveBoundingBoxOutput;
3737 };
3738
3739
3740 /**
3741 * Enable flag for each OpenGL extension. Different device drivers will
3742 * enable different extensions at runtime.
3743 */
3744 struct gl_extensions
3745 {
3746 GLboolean dummy; /* don't remove this! */
3747 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3748 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3749 GLboolean ANGLE_texture_compression_dxt;
3750 GLboolean ARB_ES2_compatibility;
3751 GLboolean ARB_ES3_compatibility;
3752 GLboolean ARB_ES3_1_compatibility;
3753 GLboolean ARB_ES3_2_compatibility;
3754 GLboolean ARB_arrays_of_arrays;
3755 GLboolean ARB_base_instance;
3756 GLboolean ARB_blend_func_extended;
3757 GLboolean ARB_buffer_storage;
3758 GLboolean ARB_clear_texture;
3759 GLboolean ARB_clip_control;
3760 GLboolean ARB_color_buffer_float;
3761 GLboolean ARB_compute_shader;
3762 GLboolean ARB_compute_variable_group_size;
3763 GLboolean ARB_conditional_render_inverted;
3764 GLboolean ARB_conservative_depth;
3765 GLboolean ARB_copy_image;
3766 GLboolean ARB_cull_distance;
3767 GLboolean ARB_depth_buffer_float;
3768 GLboolean ARB_depth_clamp;
3769 GLboolean ARB_depth_texture;
3770 GLboolean ARB_derivative_control;
3771 GLboolean ARB_draw_buffers_blend;
3772 GLboolean ARB_draw_elements_base_vertex;
3773 GLboolean ARB_draw_indirect;
3774 GLboolean ARB_draw_instanced;
3775 GLboolean ARB_fragment_coord_conventions;
3776 GLboolean ARB_fragment_layer_viewport;
3777 GLboolean ARB_fragment_program;
3778 GLboolean ARB_fragment_program_shadow;
3779 GLboolean ARB_fragment_shader;
3780 GLboolean ARB_framebuffer_no_attachments;
3781 GLboolean ARB_framebuffer_object;
3782 GLboolean ARB_enhanced_layouts;
3783 GLboolean ARB_explicit_attrib_location;
3784 GLboolean ARB_explicit_uniform_location;
3785 GLboolean ARB_gpu_shader5;
3786 GLboolean ARB_gpu_shader_fp64;
3787 GLboolean ARB_half_float_vertex;
3788 GLboolean ARB_indirect_parameters;
3789 GLboolean ARB_instanced_arrays;
3790 GLboolean ARB_internalformat_query;
3791 GLboolean ARB_internalformat_query2;
3792 GLboolean ARB_map_buffer_range;
3793 GLboolean ARB_occlusion_query;
3794 GLboolean ARB_occlusion_query2;
3795 GLboolean ARB_pipeline_statistics_query;
3796 GLboolean ARB_point_sprite;
3797 GLboolean ARB_query_buffer_object;
3798 GLboolean ARB_robust_buffer_access_behavior;
3799 GLboolean ARB_sample_shading;
3800 GLboolean ARB_seamless_cube_map;
3801 GLboolean ARB_shader_atomic_counter_ops;
3802 GLboolean ARB_shader_atomic_counters;
3803 GLboolean ARB_shader_bit_encoding;
3804 GLboolean ARB_shader_clock;
3805 GLboolean ARB_shader_draw_parameters;
3806 GLboolean ARB_shader_group_vote;
3807 GLboolean ARB_shader_image_load_store;
3808 GLboolean ARB_shader_image_size;
3809 GLboolean ARB_shader_precision;
3810 GLboolean ARB_shader_stencil_export;
3811 GLboolean ARB_shader_storage_buffer_object;
3812 GLboolean ARB_shader_subroutine;
3813 GLboolean ARB_shader_texture_image_samples;
3814 GLboolean ARB_shader_texture_lod;
3815 GLboolean ARB_shader_viewport_layer_array;
3816 GLboolean ARB_shading_language_packing;
3817 GLboolean ARB_shading_language_420pack;
3818 GLboolean ARB_shadow;
3819 GLboolean ARB_stencil_texturing;
3820 GLboolean ARB_sync;
3821 GLboolean ARB_tessellation_shader;
3822 GLboolean ARB_texture_border_clamp;
3823 GLboolean ARB_texture_buffer_object;
3824 GLboolean ARB_texture_buffer_object_rgb32;
3825 GLboolean ARB_texture_buffer_range;
3826 GLboolean ARB_texture_compression_bptc;
3827 GLboolean ARB_texture_compression_rgtc;
3828 GLboolean ARB_texture_cube_map;
3829 GLboolean ARB_texture_cube_map_array;
3830 GLboolean ARB_texture_env_combine;
3831 GLboolean ARB_texture_env_crossbar;
3832 GLboolean ARB_texture_env_dot3;
3833 GLboolean ARB_texture_float;
3834 GLboolean ARB_texture_gather;
3835 GLboolean ARB_texture_mirror_clamp_to_edge;
3836 GLboolean ARB_texture_multisample;
3837 GLboolean ARB_texture_non_power_of_two;
3838 GLboolean ARB_texture_stencil8;
3839 GLboolean ARB_texture_query_levels;
3840 GLboolean ARB_texture_query_lod;
3841 GLboolean ARB_texture_rg;
3842 GLboolean ARB_texture_rgb10_a2ui;
3843 GLboolean ARB_texture_view;
3844 GLboolean ARB_timer_query;
3845 GLboolean ARB_transform_feedback2;
3846 GLboolean ARB_transform_feedback3;
3847 GLboolean ARB_transform_feedback_instanced;
3848 GLboolean ARB_uniform_buffer_object;
3849 GLboolean ARB_vertex_attrib_64bit;
3850 GLboolean ARB_vertex_program;
3851 GLboolean ARB_vertex_shader;
3852 GLboolean ARB_vertex_type_10f_11f_11f_rev;
3853 GLboolean ARB_vertex_type_2_10_10_10_rev;
3854 GLboolean ARB_viewport_array;
3855 GLboolean EXT_blend_color;
3856 GLboolean EXT_blend_equation_separate;
3857 GLboolean EXT_blend_func_separate;
3858 GLboolean EXT_blend_minmax;
3859 GLboolean EXT_depth_bounds_test;
3860 GLboolean EXT_draw_buffers2;
3861 GLboolean EXT_framebuffer_multisample;
3862 GLboolean EXT_framebuffer_multisample_blit_scaled;
3863 GLboolean EXT_framebuffer_sRGB;
3864 GLboolean EXT_gpu_program_parameters;
3865 GLboolean EXT_gpu_shader4;
3866 GLboolean EXT_packed_float;
3867 GLboolean EXT_pixel_buffer_object;
3868 GLboolean EXT_point_parameters;
3869 GLboolean EXT_polygon_offset_clamp;
3870 GLboolean EXT_provoking_vertex;
3871 GLboolean EXT_shader_integer_mix;
3872 GLboolean EXT_shader_samples_identical;
3873 GLboolean EXT_stencil_two_side;
3874 GLboolean EXT_texture_array;
3875 GLboolean EXT_texture_compression_latc;
3876 GLboolean EXT_texture_compression_s3tc;
3877 GLboolean EXT_texture_env_dot3;
3878 GLboolean EXT_texture_filter_anisotropic;
3879 GLboolean EXT_texture_integer;
3880 GLboolean EXT_texture_mirror_clamp;
3881 GLboolean EXT_texture_shared_exponent;
3882 GLboolean EXT_texture_snorm;
3883 GLboolean EXT_texture_sRGB;
3884 GLboolean EXT_texture_sRGB_decode;
3885 GLboolean EXT_texture_swizzle;
3886 GLboolean EXT_transform_feedback;
3887 GLboolean EXT_timer_query;
3888 GLboolean EXT_vertex_array_bgra;
3889 GLboolean EXT_window_rectangles;
3890 GLboolean OES_copy_image;
3891 GLboolean OES_primitive_bounding_box;
3892 GLboolean OES_sample_variables;
3893 GLboolean OES_standard_derivatives;
3894 GLboolean OES_texture_buffer;
3895 GLboolean OES_texture_cube_map_array;
3896 GLboolean OES_viewport_array;
3897 /* vendor extensions */
3898 GLboolean AMD_performance_monitor;
3899 GLboolean AMD_pinned_memory;
3900 GLboolean AMD_seamless_cubemap_per_texture;
3901 GLboolean AMD_vertex_shader_layer;
3902 GLboolean AMD_vertex_shader_viewport_index;
3903 GLboolean ANDROID_extension_pack_es31a;
3904 GLboolean APPLE_object_purgeable;
3905 GLboolean ATI_meminfo;
3906 GLboolean ATI_texture_compression_3dc;
3907 GLboolean ATI_texture_mirror_once;
3908 GLboolean ATI_texture_env_combine3;
3909 GLboolean ATI_fragment_shader;
3910 GLboolean ATI_separate_stencil;
3911 GLboolean GREMEDY_string_marker;
3912 GLboolean INTEL_performance_query;
3913 GLboolean KHR_blend_equation_advanced;
3914 GLboolean KHR_blend_equation_advanced_coherent;
3915 GLboolean KHR_robustness;
3916 GLboolean KHR_texture_compression_astc_hdr;
3917 GLboolean KHR_texture_compression_astc_ldr;
3918 GLboolean KHR_texture_compression_astc_sliced_3d;
3919 GLboolean MESA_pack_invert;
3920 GLboolean MESA_shader_framebuffer_fetch;
3921 GLboolean MESA_shader_framebuffer_fetch_non_coherent;
3922 GLboolean MESA_shader_integer_functions;
3923 GLboolean MESA_ycbcr_texture;
3924 GLboolean NV_conditional_render;
3925 GLboolean NV_fog_distance;
3926 GLboolean NV_point_sprite;
3927 GLboolean NV_primitive_restart;
3928 GLboolean NV_texture_barrier;
3929 GLboolean NV_texture_env_combine4;
3930 GLboolean NV_texture_rectangle;
3931 GLboolean NV_vdpau_interop;
3932 GLboolean NVX_gpu_memory_info;
3933 GLboolean TDFX_texture_compression_FXT1;
3934 GLboolean OES_EGL_image;
3935 GLboolean OES_draw_texture;
3936 GLboolean OES_depth_texture_cube_map;
3937 GLboolean OES_EGL_image_external;
3938 GLboolean OES_texture_float;
3939 GLboolean OES_texture_float_linear;
3940 GLboolean OES_texture_half_float;
3941 GLboolean OES_texture_half_float_linear;
3942 GLboolean OES_compressed_ETC1_RGB8_texture;
3943 GLboolean OES_geometry_shader;
3944 GLboolean OES_texture_compression_astc;
3945 GLboolean extension_sentinel;
3946 /** The extension string */
3947 const GLubyte *String;
3948 /** Number of supported extensions */
3949 GLuint Count;
3950 /**
3951 * The context version which extension helper functions compare against.
3952 * By default, the value is equal to ctx->Version. This changes to ~0
3953 * while meta is in progress.
3954 */
3955 GLubyte Version;
3956 };
3957
3958
3959 /**
3960 * A stack of matrices (projection, modelview, color, texture, etc).
3961 */
3962 struct gl_matrix_stack
3963 {
3964 GLmatrix *Top; /**< points into Stack */
3965 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3966 unsigned StackSize; /**< Number of elements in Stack */
3967 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3968 GLuint MaxDepth; /**< size of Stack[] array */
3969 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3970 };
3971
3972
3973 /**
3974 * \name Bits for image transfer operations
3975 * \sa __struct gl_contextRec::ImageTransferState.
3976 */
3977 /*@{*/
3978 #define IMAGE_SCALE_BIAS_BIT 0x1
3979 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3980 #define IMAGE_MAP_COLOR_BIT 0x4
3981 #define IMAGE_CLAMP_BIT 0x800
3982
3983
3984 /** Pixel Transfer ops */
3985 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3986 IMAGE_SHIFT_OFFSET_BIT | \
3987 IMAGE_MAP_COLOR_BIT)
3988
3989 /**
3990 * \name Bits to indicate what state has changed.
3991 */
3992 /*@{*/
3993 #define _NEW_MODELVIEW (1u << 0) /**< gl_context::ModelView */
3994 #define _NEW_PROJECTION (1u << 1) /**< gl_context::Projection */
3995 #define _NEW_TEXTURE_MATRIX (1u << 2) /**< gl_context::TextureMatrix */
3996 #define _NEW_COLOR (1u << 3) /**< gl_context::Color */
3997 #define _NEW_DEPTH (1u << 4) /**< gl_context::Depth */
3998 #define _NEW_EVAL (1u << 5) /**< gl_context::Eval, EvalMap */
3999 #define _NEW_FOG (1u << 6) /**< gl_context::Fog */
4000 #define _NEW_HINT (1u << 7) /**< gl_context::Hint */
4001 #define _NEW_LIGHT (1u << 8) /**< gl_context::Light */
4002 #define _NEW_LINE (1u << 9) /**< gl_context::Line */
4003 #define _NEW_PIXEL (1u << 10) /**< gl_context::Pixel */
4004 #define _NEW_POINT (1u << 11) /**< gl_context::Point */
4005 #define _NEW_POLYGON (1u << 12) /**< gl_context::Polygon */
4006 #define _NEW_POLYGONSTIPPLE (1u << 13) /**< gl_context::PolygonStipple */
4007 #define _NEW_SCISSOR (1u << 14) /**< gl_context::Scissor */
4008 #define _NEW_STENCIL (1u << 15) /**< gl_context::Stencil */
4009 #define _NEW_TEXTURE (1u << 16) /**< gl_context::Texture */
4010 #define _NEW_TRANSFORM (1u << 17) /**< gl_context::Transform */
4011 #define _NEW_VIEWPORT (1u << 18) /**< gl_context::Viewport */
4012 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4013 #define _NEW_ARRAY (1u << 20) /**< gl_context::Array */
4014 #define _NEW_RENDERMODE (1u << 21) /**< gl_context::RenderMode, etc */
4015 #define _NEW_BUFFERS (1u << 22) /**< gl_context::Visual, DrawBuffer, */
4016 #define _NEW_CURRENT_ATTRIB (1u << 23) /**< gl_context::Current */
4017 #define _NEW_MULTISAMPLE (1u << 24) /**< gl_context::Multisample */
4018 #define _NEW_TRACK_MATRIX (1u << 25) /**< gl_context::VertexProgram */
4019 #define _NEW_PROGRAM (1u << 26) /**< New program/shader state */
4020 #define _NEW_PROGRAM_CONSTANTS (1u << 27)
4021 #define _NEW_BUFFER_OBJECT (1u << 28)
4022 #define _NEW_FRAG_CLAMP (1u << 29)
4023 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4024 #define _NEW_VARYING_VP_INPUTS (1u << 31) /**< gl_context::varying_vp_inputs */
4025 #define _NEW_ALL ~0
4026 /*@}*/
4027
4028
4029 /**
4030 * Composite state flags
4031 */
4032 /*@{*/
4033 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
4034 _NEW_TEXTURE | \
4035 _NEW_POINT | \
4036 _NEW_PROGRAM | \
4037 _NEW_MODELVIEW)
4038
4039 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
4040 _NEW_FOG | \
4041 _NEW_PROGRAM)
4042
4043
4044 /*@}*/
4045
4046
4047
4048
4049 /* This has to be included here. */
4050 #include "dd.h"
4051
4052
4053 /**
4054 * Display list flags.
4055 * Strictly this is a tnl-private concept, but it doesn't seem
4056 * worthwhile adding a tnl private structure just to hold this one bit
4057 * of information:
4058 */
4059 #define DLIST_DANGLING_REFS 0x1
4060
4061
4062 /** Opaque declaration of display list payload data type */
4063 union gl_dlist_node;
4064
4065
4066 /**
4067 * Provide a location where information about a display list can be
4068 * collected. Could be extended with driverPrivate structures,
4069 * etc. in the future.
4070 */
4071 struct gl_display_list
4072 {
4073 GLuint Name;
4074 GLchar *Label; /**< GL_KHR_debug */
4075 GLbitfield Flags; /**< DLIST_x flags */
4076 /** The dlist commands are in a linked list of nodes */
4077 union gl_dlist_node *Head;
4078 };
4079
4080
4081 /**
4082 * State used during display list compilation and execution.
4083 */
4084 struct gl_dlist_state
4085 {
4086 GLuint CallDepth; /**< Current recursion calling depth */
4087
4088 struct gl_display_list *CurrentList; /**< List currently being compiled */
4089 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
4090 GLuint CurrentPos; /**< Index into current block of nodes */
4091
4092 GLvertexformat ListVtxfmt;
4093
4094 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
4095 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
4096
4097 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
4098 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
4099
4100 struct {
4101 /* State known to have been set by the currently-compiling display
4102 * list. Used to eliminate some redundant state changes.
4103 */
4104 GLenum ShadeModel;
4105 } Current;
4106 };
4107
4108 /** @{
4109 *
4110 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
4111 * to small enums suitable for use as an array index.
4112 */
4113
4114 enum mesa_debug_source {
4115 MESA_DEBUG_SOURCE_API,
4116 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
4117 MESA_DEBUG_SOURCE_SHADER_COMPILER,
4118 MESA_DEBUG_SOURCE_THIRD_PARTY,
4119 MESA_DEBUG_SOURCE_APPLICATION,
4120 MESA_DEBUG_SOURCE_OTHER,
4121 MESA_DEBUG_SOURCE_COUNT
4122 };
4123
4124 enum mesa_debug_type {
4125 MESA_DEBUG_TYPE_ERROR,
4126 MESA_DEBUG_TYPE_DEPRECATED,
4127 MESA_DEBUG_TYPE_UNDEFINED,
4128 MESA_DEBUG_TYPE_PORTABILITY,
4129 MESA_DEBUG_TYPE_PERFORMANCE,
4130 MESA_DEBUG_TYPE_OTHER,
4131 MESA_DEBUG_TYPE_MARKER,
4132 MESA_DEBUG_TYPE_PUSH_GROUP,
4133 MESA_DEBUG_TYPE_POP_GROUP,
4134 MESA_DEBUG_TYPE_COUNT
4135 };
4136
4137 enum mesa_debug_severity {
4138 MESA_DEBUG_SEVERITY_LOW,
4139 MESA_DEBUG_SEVERITY_MEDIUM,
4140 MESA_DEBUG_SEVERITY_HIGH,
4141 MESA_DEBUG_SEVERITY_NOTIFICATION,
4142 MESA_DEBUG_SEVERITY_COUNT
4143 };
4144
4145 /** @} */
4146
4147 /**
4148 * Driver-specific state flags.
4149 *
4150 * These are or'd with gl_context::NewDriverState to notify a driver about
4151 * a state change. The driver sets the flags at context creation and
4152 * the meaning of the bits set is opaque to core Mesa.
4153 */
4154 struct gl_driver_flags
4155 {
4156 /** gl_context::Array::_DrawArrays (vertex array state) */
4157 uint64_t NewArray;
4158
4159 /** gl_context::TransformFeedback::CurrentObject */
4160 uint64_t NewTransformFeedback;
4161
4162 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4163 uint64_t NewTransformFeedbackProg;
4164
4165 /** gl_context::RasterDiscard */
4166 uint64_t NewRasterizerDiscard;
4167
4168 /**
4169 * gl_context::UniformBufferBindings
4170 * gl_shader_program::UniformBlocks
4171 */
4172 uint64_t NewUniformBuffer;
4173
4174 /**
4175 * gl_context::ShaderStorageBufferBindings
4176 * gl_shader_program::ShaderStorageBlocks
4177 */
4178 uint64_t NewShaderStorageBuffer;
4179
4180 uint64_t NewTextureBuffer;
4181
4182 /**
4183 * gl_context::AtomicBufferBindings
4184 */
4185 uint64_t NewAtomicBuffer;
4186
4187 /**
4188 * gl_context::ImageUnits
4189 */
4190 uint64_t NewImageUnits;
4191
4192 /**
4193 * gl_context::TessCtrlProgram::patch_default_*
4194 */
4195 uint64_t NewDefaultTessLevels;
4196 };
4197
4198 struct gl_uniform_buffer_binding
4199 {
4200 struct gl_buffer_object *BufferObject;
4201 /** Start of uniform block data in the buffer */
4202 GLintptr Offset;
4203 /** Size of data allowed to be referenced from the buffer (in bytes) */
4204 GLsizeiptr Size;
4205 /**
4206 * glBindBufferBase() indicates that the Size should be ignored and only
4207 * limited by the current size of the BufferObject.
4208 */
4209 GLboolean AutomaticSize;
4210 };
4211
4212 struct gl_shader_storage_buffer_binding
4213 {
4214 struct gl_buffer_object *BufferObject;
4215 /** Start of shader storage block data in the buffer */
4216 GLintptr Offset;
4217 /** Size of data allowed to be referenced from the buffer (in bytes) */
4218 GLsizeiptr Size;
4219 /**
4220 * glBindBufferBase() indicates that the Size should be ignored and only
4221 * limited by the current size of the BufferObject.
4222 */
4223 GLboolean AutomaticSize;
4224 };
4225
4226 /**
4227 * ARB_shader_image_load_store image unit.
4228 */
4229 struct gl_image_unit
4230 {
4231 /**
4232 * Texture object bound to this unit.
4233 */
4234 struct gl_texture_object *TexObj;
4235
4236 /**
4237 * Level of the texture object bound to this unit.
4238 */
4239 GLuint Level;
4240
4241 /**
4242 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4243 * GL_FALSE if only some specific layer of the texture is bound.
4244 * \sa Layer
4245 */
4246 GLboolean Layered;
4247
4248 /**
4249 * Layer of the texture object bound to this unit as specified by the
4250 * application.
4251 */
4252 GLuint Layer;
4253
4254 /**
4255 * Layer of the texture object bound to this unit, or zero if the
4256 * whole level is bound.
4257 */
4258 GLuint _Layer;
4259
4260 /**
4261 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4262 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4263 */
4264 GLenum Access;
4265
4266 /**
4267 * GL internal format that determines the interpretation of the
4268 * image memory when shader image operations are performed through
4269 * this unit.
4270 */
4271 GLenum Format;
4272
4273 /**
4274 * Mesa format corresponding to \c Format.
4275 */
4276 mesa_format _ActualFormat;
4277
4278 };
4279
4280 /**
4281 * Binding point for an atomic counter buffer object.
4282 */
4283 struct gl_atomic_buffer_binding
4284 {
4285 struct gl_buffer_object *BufferObject;
4286 GLintptr Offset;
4287 GLsizeiptr Size;
4288 };
4289
4290 /**
4291 * Shader subroutines storage
4292 */
4293 struct gl_subroutine_index_binding
4294 {
4295 GLuint NumIndex;
4296 GLuint *IndexPtr;
4297 };
4298
4299 /**
4300 * Mesa rendering context.
4301 *
4302 * This is the central context data structure for Mesa. Almost all
4303 * OpenGL state is contained in this structure.
4304 * Think of this as a base class from which device drivers will derive
4305 * sub classes.
4306 */
4307 struct gl_context
4308 {
4309 /** State possibly shared with other contexts in the address space */
4310 struct gl_shared_state *Shared;
4311
4312 /** \name API function pointer tables */
4313 /*@{*/
4314 gl_api API;
4315 /**
4316 * The current dispatch table for non-displaylist-saving execution, either
4317 * BeginEnd or OutsideBeginEnd
4318 */
4319 struct _glapi_table *Exec;
4320 /**
4321 * The normal dispatch table for non-displaylist-saving, non-begin/end
4322 */
4323 struct _glapi_table *OutsideBeginEnd;
4324 /** The dispatch table used between glNewList() and glEndList() */
4325 struct _glapi_table *Save;
4326 /**
4327 * The dispatch table used between glBegin() and glEnd() (outside of a
4328 * display list). Only valid functions between those two are set, which is
4329 * mostly just the set in a GLvertexformat struct.
4330 */
4331 struct _glapi_table *BeginEnd;
4332 /**
4333 * Dispatch table for when a graphics reset has happened.
4334 */
4335 struct _glapi_table *ContextLost;
4336 /**
4337 * Tracks the current dispatch table out of the 4 above, so that it can be
4338 * re-set on glXMakeCurrent().
4339 */
4340 struct _glapi_table *CurrentDispatch;
4341 /*@}*/
4342
4343 struct gl_config Visual;
4344 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4345 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4346 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4347 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4348
4349 /**
4350 * Device driver function pointer table
4351 */
4352 struct dd_function_table Driver;
4353
4354 /** Core/Driver constants */
4355 struct gl_constants Const;
4356
4357 /** \name The various 4x4 matrix stacks */
4358 /*@{*/
4359 struct gl_matrix_stack ModelviewMatrixStack;
4360 struct gl_matrix_stack ProjectionMatrixStack;
4361 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4362 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4363 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4364 /*@}*/
4365
4366 /** Combined modelview and projection matrix */
4367 GLmatrix _ModelProjectMatrix;
4368
4369 /** \name Display lists */
4370 struct gl_dlist_state ListState;
4371
4372 GLboolean ExecuteFlag; /**< Execute GL commands? */
4373 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4374
4375 /** Extension information */
4376 struct gl_extensions Extensions;
4377
4378 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4379 GLuint Version;
4380 char *VersionString;
4381
4382 /** \name State attribute stack (for glPush/PopAttrib) */
4383 /*@{*/
4384 GLuint AttribStackDepth;
4385 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4386 /*@}*/
4387
4388 /** \name Renderer attribute groups
4389 *
4390 * We define a struct for each attribute group to make pushing and popping
4391 * attributes easy. Also it's a good organization.
4392 */
4393 /*@{*/
4394 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4395 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4396 struct gl_current_attrib Current; /**< Current attributes */
4397 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4398 struct gl_eval_attrib Eval; /**< Eval attributes */
4399 struct gl_fog_attrib Fog; /**< Fog attributes */
4400 struct gl_hint_attrib Hint; /**< Hint attributes */
4401 struct gl_light_attrib Light; /**< Light attributes */
4402 struct gl_line_attrib Line; /**< Line attributes */
4403 struct gl_list_attrib List; /**< List attributes */
4404 struct gl_multisample_attrib Multisample;
4405 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4406 struct gl_point_attrib Point; /**< Point attributes */
4407 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4408 GLuint PolygonStipple[32]; /**< Polygon stipple */
4409 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4410 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4411 struct gl_texture_attrib Texture; /**< Texture attributes */
4412 struct gl_transform_attrib Transform; /**< Transformation attributes */
4413 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4414 /*@}*/
4415
4416 /** \name Client attribute stack */
4417 /*@{*/
4418 GLuint ClientAttribStackDepth;
4419 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4420 /*@}*/
4421
4422 /** \name Client attribute groups */
4423 /*@{*/
4424 struct gl_array_attrib Array; /**< Vertex arrays */
4425 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4426 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4427 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4428 /*@}*/
4429
4430 /** \name Other assorted state (not pushed/popped on attribute stack) */
4431 /*@{*/
4432 struct gl_pixelmaps PixelMaps;
4433
4434 struct gl_evaluators EvalMap; /**< All evaluators */
4435 struct gl_feedback Feedback; /**< Feedback */
4436 struct gl_selection Select; /**< Selection */
4437
4438 struct gl_program_state Program; /**< general program state */
4439 struct gl_vertex_program_state VertexProgram;
4440 struct gl_fragment_program_state FragmentProgram;
4441 struct gl_geometry_program_state GeometryProgram;
4442 struct gl_compute_program_state ComputeProgram;
4443 struct gl_tess_ctrl_program_state TessCtrlProgram;
4444 struct gl_tess_eval_program_state TessEvalProgram;
4445 struct gl_ati_fragment_shader_state ATIFragmentShader;
4446
4447 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4448 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4449
4450 /**
4451 * Current active shader pipeline state
4452 *
4453 * Almost all internal users want ::_Shader instead of ::Shader. The
4454 * exceptions are bits of legacy GLSL API that do not know about separate
4455 * shader objects.
4456 *
4457 * If a program is active via \c glUseProgram, this will point to
4458 * \c ::Shader.
4459 *
4460 * If a program pipeline is active via \c glBindProgramPipeline, this will
4461 * point to \c ::Pipeline.Current.
4462 *
4463 * If neither a program nor a program pipeline is active, this will point to
4464 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4465 * \c NULL.
4466 */
4467 struct gl_pipeline_object *_Shader;
4468
4469 struct gl_query_state Query; /**< occlusion, timer queries */
4470
4471 struct gl_transform_feedback_state TransformFeedback;
4472
4473 struct gl_perf_monitor_state PerfMonitor;
4474
4475 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4476 struct gl_buffer_object *ParameterBuffer; /** < GL_ARB_indirect_parameters */
4477 struct gl_buffer_object *DispatchIndirectBuffer; /** < GL_ARB_compute_shader */
4478
4479 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4480 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4481
4482 struct gl_buffer_object *QueryBuffer; /**< GL_ARB_query_buffer_object */
4483
4484 /**
4485 * Current GL_ARB_uniform_buffer_object binding referenced by
4486 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4487 */
4488 struct gl_buffer_object *UniformBuffer;
4489
4490 /**
4491 * Current GL_ARB_shader_storage_buffer_object binding referenced by
4492 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
4493 */
4494 struct gl_buffer_object *ShaderStorageBuffer;
4495
4496 /**
4497 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4498 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4499 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4500 * shader program.
4501 */
4502 struct gl_uniform_buffer_binding
4503 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4504
4505 /**
4506 * Array of shader storage buffers for ARB_shader_storage_buffer_object
4507 * and GL 4.3. This is set up using glBindBufferRange() or
4508 * glBindBufferBase(). They are associated with shader storage blocks by
4509 * glShaderStorageBlockBinding()'s state in the shader program.
4510 */
4511 struct gl_shader_storage_buffer_binding
4512 ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
4513
4514 /**
4515 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4516 * target.
4517 */
4518 struct gl_buffer_object *AtomicBuffer;
4519
4520 /**
4521 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4522 * target.
4523 */
4524 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
4525
4526 /**
4527 * Array of atomic counter buffer binding points.
4528 */
4529 struct gl_atomic_buffer_binding
4530 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4531
4532 /**
4533 * Array of image units for ARB_shader_image_load_store.
4534 */
4535 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4536
4537 struct gl_subroutine_index_binding SubroutineIndex[MESA_SHADER_STAGES];
4538 /*@}*/
4539
4540 struct gl_meta_state *Meta; /**< for "meta" operations */
4541
4542 /* GL_EXT_framebuffer_object */
4543 struct gl_renderbuffer *CurrentRenderbuffer;
4544
4545 GLenum ErrorValue; /**< Last error code */
4546
4547 /**
4548 * Recognize and silence repeated error debug messages in buggy apps.
4549 */
4550 const char *ErrorDebugFmtString;
4551 GLuint ErrorDebugCount;
4552
4553 /* GL_ARB_debug_output/GL_KHR_debug */
4554 mtx_t DebugMutex;
4555 struct gl_debug_state *Debug;
4556
4557 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4558 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4559 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
4560
4561 struct gl_driver_flags DriverFlags;
4562
4563 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4564
4565 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4566
4567 /** \name Derived state */
4568 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4569 GLfloat _EyeZDir[3];
4570 GLfloat _ModelViewInvScale;
4571 GLboolean _NeedEyeCoords;
4572 GLboolean _ForceEyeCoords;
4573
4574 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4575
4576 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4577
4578 /** \name For debugging/development only */
4579 /*@{*/
4580 GLboolean FirstTimeCurrent;
4581 /*@}*/
4582
4583 /**
4584 * False if this context was created without a config. This is needed
4585 * because the initial state of glDrawBuffers depends on this
4586 */
4587 GLboolean HasConfig;
4588
4589 /** software compression/decompression supported or not */
4590 GLboolean Mesa_DXTn;
4591
4592 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4593
4594 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4595
4596 /**
4597 * \name Hooks for module contexts.
4598 *
4599 * These will eventually live in the driver or elsewhere.
4600 */
4601 /*@{*/
4602 void *swrast_context;
4603 void *swsetup_context;
4604 void *swtnl_context;
4605 struct vbo_context *vbo_context;
4606 struct st_context *st;
4607 void *aelt_context;
4608 /*@}*/
4609
4610 /**
4611 * \name NV_vdpau_interop
4612 */
4613 /*@{*/
4614 const void *vdpDevice;
4615 const void *vdpGetProcAddress;
4616 struct set *vdpSurfaces;
4617 /*@}*/
4618
4619 /**
4620 * Has this context observed a GPU reset in any context in the share group?
4621 *
4622 * Once this field becomes true, it is never reset to false.
4623 */
4624 GLboolean ShareGroupReset;
4625
4626 /**
4627 * \name OES_primitive_bounding_box
4628 *
4629 * Stores the arguments to glPrimitiveBoundingBox
4630 */
4631 GLfloat PrimitiveBoundingBox[8];
4632 };
4633
4634 /**
4635 * Information about memory usage. All sizes are in kilobytes.
4636 */
4637 struct gl_memory_info
4638 {
4639 unsigned total_device_memory; /**< size of device memory, e.g. VRAM */
4640 unsigned avail_device_memory; /**< free device memory at the moment */
4641 unsigned total_staging_memory; /**< size of staging memory, e.g. GART */
4642 unsigned avail_staging_memory; /**< free staging memory at the moment */
4643 unsigned device_memory_evicted; /**< size of memory evicted (monotonic counter) */
4644 unsigned nr_device_memory_evictions; /**< # of evictions (monotonic counter) */
4645 };
4646
4647 #ifdef DEBUG
4648 extern int MESA_VERBOSE;
4649 extern int MESA_DEBUG_FLAGS;
4650 # define MESA_FUNCTION __func__
4651 #else
4652 # define MESA_VERBOSE 0
4653 # define MESA_DEBUG_FLAGS 0
4654 # define MESA_FUNCTION "a function"
4655 #endif
4656
4657
4658 /** The MESA_VERBOSE var is a bitmask of these flags */
4659 enum _verbose
4660 {
4661 VERBOSE_VARRAY = 0x0001,
4662 VERBOSE_TEXTURE = 0x0002,
4663 VERBOSE_MATERIAL = 0x0004,
4664 VERBOSE_PIPELINE = 0x0008,
4665 VERBOSE_DRIVER = 0x0010,
4666 VERBOSE_STATE = 0x0020,
4667 VERBOSE_API = 0x0040,
4668 VERBOSE_DISPLAY_LIST = 0x0100,
4669 VERBOSE_LIGHTING = 0x0200,
4670 VERBOSE_PRIMS = 0x0400,
4671 VERBOSE_VERTS = 0x0800,
4672 VERBOSE_DISASSEM = 0x1000,
4673 VERBOSE_DRAW = 0x2000,
4674 VERBOSE_SWAPBUFFERS = 0x4000
4675 };
4676
4677
4678 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4679 enum _debug
4680 {
4681 DEBUG_SILENT = (1 << 0),
4682 DEBUG_ALWAYS_FLUSH = (1 << 1),
4683 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
4684 DEBUG_INCOMPLETE_FBO = (1 << 3)
4685 };
4686
4687 #ifdef __cplusplus
4688 }
4689 #endif
4690
4691 #endif /* MTYPES_H */