glsl: Add extension tracking for AMD_shader_trinary_minmax
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39
40 #include "main/glheader.h"
41 #include "main/config.h"
42 #include "glapi/glapi.h"
43 #include "math/m_matrix.h" /* GLmatrix */
44 #include "main/simple_list.h" /* struct simple_node */
45 #include "main/formats.h" /* MESA_FORMAT_COUNT */
46
47
48 #ifdef __cplusplus
49 extern "C" {
50 #endif
51
52
53 /**
54 * \name 64-bit extension of GLbitfield.
55 */
56 /*@{*/
57 typedef GLuint64 GLbitfield64;
58
59 /** Set a single bit */
60 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
61 /** Set all bits up to excluding bit b */
62 #define BITFIELD64_MASK(b) \
63 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
64 /** Set count bits starting from bit b */
65 #define BITFIELD64_RANGE(b, count) \
66 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
67
68
69 /**
70 * \name Some forward type declarations
71 */
72 /*@{*/
73 struct _mesa_HashTable;
74 struct gl_attrib_node;
75 struct gl_list_extensions;
76 struct gl_meta_state;
77 struct gl_program_cache;
78 struct gl_texture_object;
79 struct gl_context;
80 struct st_context;
81 struct gl_uniform_storage;
82 struct prog_instruction;
83 struct gl_program_parameter_list;
84 struct set;
85 struct set_entry;
86 struct vbo_context;
87 /*@}*/
88
89
90 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
91 #define PRIM_MAX GL_TRIANGLE_STRIP_ADJACENCY
92 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
93 #define PRIM_UNKNOWN (PRIM_MAX + 2)
94
95
96
97 /**
98 * Indexes for vertex program attributes.
99 * GL_NV_vertex_program aliases generic attributes over the conventional
100 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
101 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
102 * generic attributes are distinct/separate).
103 */
104 typedef enum
105 {
106 VERT_ATTRIB_POS = 0,
107 VERT_ATTRIB_WEIGHT = 1,
108 VERT_ATTRIB_NORMAL = 2,
109 VERT_ATTRIB_COLOR0 = 3,
110 VERT_ATTRIB_COLOR1 = 4,
111 VERT_ATTRIB_FOG = 5,
112 VERT_ATTRIB_COLOR_INDEX = 6,
113 VERT_ATTRIB_EDGEFLAG = 7,
114 VERT_ATTRIB_TEX0 = 8,
115 VERT_ATTRIB_TEX1 = 9,
116 VERT_ATTRIB_TEX2 = 10,
117 VERT_ATTRIB_TEX3 = 11,
118 VERT_ATTRIB_TEX4 = 12,
119 VERT_ATTRIB_TEX5 = 13,
120 VERT_ATTRIB_TEX6 = 14,
121 VERT_ATTRIB_TEX7 = 15,
122 VERT_ATTRIB_POINT_SIZE = 16,
123 VERT_ATTRIB_GENERIC0 = 17,
124 VERT_ATTRIB_GENERIC1 = 18,
125 VERT_ATTRIB_GENERIC2 = 19,
126 VERT_ATTRIB_GENERIC3 = 20,
127 VERT_ATTRIB_GENERIC4 = 21,
128 VERT_ATTRIB_GENERIC5 = 22,
129 VERT_ATTRIB_GENERIC6 = 23,
130 VERT_ATTRIB_GENERIC7 = 24,
131 VERT_ATTRIB_GENERIC8 = 25,
132 VERT_ATTRIB_GENERIC9 = 26,
133 VERT_ATTRIB_GENERIC10 = 27,
134 VERT_ATTRIB_GENERIC11 = 28,
135 VERT_ATTRIB_GENERIC12 = 29,
136 VERT_ATTRIB_GENERIC13 = 30,
137 VERT_ATTRIB_GENERIC14 = 31,
138 VERT_ATTRIB_GENERIC15 = 32,
139 VERT_ATTRIB_MAX = 33
140 } gl_vert_attrib;
141
142 /**
143 * Symbolic constats to help iterating over
144 * specific blocks of vertex attributes.
145 *
146 * VERT_ATTRIB_FF
147 * includes all fixed function attributes as well as
148 * the aliased GL_NV_vertex_program shader attributes.
149 * VERT_ATTRIB_TEX
150 * include the classic texture coordinate attributes.
151 * Is a subset of VERT_ATTRIB_FF.
152 * VERT_ATTRIB_GENERIC
153 * include the OpenGL 2.0+ GLSL generic shader attributes.
154 * These alias the generic GL_ARB_vertex_shader attributes.
155 */
156 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
157 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
158
159 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
160 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
161
162 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
163 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
164
165 /**
166 * Bitflags for vertex attributes.
167 * These are used in bitfields in many places.
168 */
169 /*@{*/
170 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
171 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
172 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
173 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
174 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
175 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
176 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
177 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
178 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
179 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
180 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
181 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
182 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
183 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
184 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
185 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
186 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
187 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
188
189 #define VERT_BIT(i) BITFIELD64_BIT(i)
190 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
191
192 #define VERT_BIT_FF(i) VERT_BIT(i)
193 #define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
194 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
195 #define VERT_BIT_TEX_ALL \
196 BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
197
198 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
199 #define VERT_BIT_GENERIC_ALL \
200 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
201 /*@}*/
202
203
204 /**
205 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
206 * fragment shader inputs.
207 *
208 * Note that some of these values are not available to all pipeline stages.
209 *
210 * When this enum is updated, the following code must be updated too:
211 * - vertResults (in prog_print.c's arb_output_attrib_string())
212 * - fragAttribs (in prog_print.c's arb_input_attrib_string())
213 * - _mesa_varying_slot_in_fs()
214 */
215 typedef enum
216 {
217 VARYING_SLOT_POS,
218 VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
219 VARYING_SLOT_COL1,
220 VARYING_SLOT_FOGC,
221 VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
222 VARYING_SLOT_TEX1,
223 VARYING_SLOT_TEX2,
224 VARYING_SLOT_TEX3,
225 VARYING_SLOT_TEX4,
226 VARYING_SLOT_TEX5,
227 VARYING_SLOT_TEX6,
228 VARYING_SLOT_TEX7,
229 VARYING_SLOT_PSIZ, /* Does not appear in FS */
230 VARYING_SLOT_BFC0, /* Does not appear in FS */
231 VARYING_SLOT_BFC1, /* Does not appear in FS */
232 VARYING_SLOT_EDGE, /* Does not appear in FS */
233 VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
234 VARYING_SLOT_CLIP_DIST0,
235 VARYING_SLOT_CLIP_DIST1,
236 VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
237 VARYING_SLOT_LAYER, /* Appears as VS or GS output */
238 VARYING_SLOT_FACE, /* FS only */
239 VARYING_SLOT_PNTC, /* FS only */
240 VARYING_SLOT_VAR0, /* First generic varying slot */
241 VARYING_SLOT_MAX = VARYING_SLOT_VAR0 + MAX_VARYING
242 } gl_varying_slot;
243
244
245 /**
246 * Bitflags for varying slots.
247 */
248 /*@{*/
249 #define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
250 #define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
251 #define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
252 #define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
253 #define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
254 #define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
255 #define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
256 #define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
257 #define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
258 #define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
259 #define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
260 #define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
261 #define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
262 #define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
263 MAX_TEXTURE_COORD_UNITS)
264 #define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
265 #define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
266 #define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
267 #define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
268 #define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
269 #define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
270 #define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
271 #define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
272 #define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
273 #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
274 #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
275 #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
276 /*@}*/
277
278 /**
279 * Bitflags for system values.
280 */
281 #define SYSTEM_BIT_SAMPLE_ID BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_ID)
282 #define SYSTEM_BIT_SAMPLE_POS BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_POS)
283 #define SYSTEM_BIT_SAMPLE_MASK_IN BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_MASK_IN)
284
285 /**
286 * Determine if the given gl_varying_slot appears in the fragment shader.
287 */
288 static inline GLboolean
289 _mesa_varying_slot_in_fs(gl_varying_slot slot)
290 {
291 switch (slot) {
292 case VARYING_SLOT_PSIZ:
293 case VARYING_SLOT_BFC0:
294 case VARYING_SLOT_BFC1:
295 case VARYING_SLOT_EDGE:
296 case VARYING_SLOT_CLIP_VERTEX:
297 case VARYING_SLOT_LAYER:
298 return GL_FALSE;
299 default:
300 return GL_TRUE;
301 }
302 }
303
304
305 /**
306 * Fragment program results
307 */
308 typedef enum
309 {
310 FRAG_RESULT_DEPTH = 0,
311 FRAG_RESULT_STENCIL = 1,
312 /* If a single color should be written to all render targets, this
313 * register is written. No FRAG_RESULT_DATAn will be written.
314 */
315 FRAG_RESULT_COLOR = 2,
316 FRAG_RESULT_SAMPLE_MASK = 3,
317
318 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
319 * or ARB_fragment_program fragment.color[n]) color results. If
320 * any are written, FRAG_RESULT_COLOR will not be written.
321 */
322 FRAG_RESULT_DATA0 = 4,
323 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
324 } gl_frag_result;
325
326
327 /**
328 * Indexes for all renderbuffers
329 */
330 typedef enum
331 {
332 /* the four standard color buffers */
333 BUFFER_FRONT_LEFT,
334 BUFFER_BACK_LEFT,
335 BUFFER_FRONT_RIGHT,
336 BUFFER_BACK_RIGHT,
337 BUFFER_DEPTH,
338 BUFFER_STENCIL,
339 BUFFER_ACCUM,
340 /* optional aux buffer */
341 BUFFER_AUX0,
342 /* generic renderbuffers */
343 BUFFER_COLOR0,
344 BUFFER_COLOR1,
345 BUFFER_COLOR2,
346 BUFFER_COLOR3,
347 BUFFER_COLOR4,
348 BUFFER_COLOR5,
349 BUFFER_COLOR6,
350 BUFFER_COLOR7,
351 BUFFER_COUNT
352 } gl_buffer_index;
353
354 /**
355 * Bit flags for all renderbuffers
356 */
357 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
358 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
359 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
360 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
361 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
362 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
363 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
364 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
365 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
366 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
367 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
368 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
369 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
370 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
371 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
372 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
373 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
374 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
375 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
376
377 /**
378 * Mask of all the color buffer bits (but not accum).
379 */
380 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
381 BUFFER_BIT_BACK_LEFT | \
382 BUFFER_BIT_FRONT_RIGHT | \
383 BUFFER_BIT_BACK_RIGHT | \
384 BUFFER_BIT_AUX0 | \
385 BUFFER_BIT_COLOR0 | \
386 BUFFER_BIT_COLOR1 | \
387 BUFFER_BIT_COLOR2 | \
388 BUFFER_BIT_COLOR3 | \
389 BUFFER_BIT_COLOR4 | \
390 BUFFER_BIT_COLOR5 | \
391 BUFFER_BIT_COLOR6 | \
392 BUFFER_BIT_COLOR7)
393
394
395 /**
396 * Framebuffer configuration (aka visual / pixelformat)
397 * Note: some of these fields should be boolean, but it appears that
398 * code in drivers/dri/common/util.c requires int-sized fields.
399 */
400 struct gl_config
401 {
402 GLboolean rgbMode;
403 GLboolean floatMode;
404 GLboolean colorIndexMode; /* XXX is this used anywhere? */
405 GLuint doubleBufferMode;
406 GLuint stereoMode;
407
408 GLboolean haveAccumBuffer;
409 GLboolean haveDepthBuffer;
410 GLboolean haveStencilBuffer;
411
412 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
413 GLuint redMask, greenMask, blueMask, alphaMask;
414 GLint rgbBits; /* total bits for rgb */
415 GLint indexBits; /* total bits for colorindex */
416
417 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
418 GLint depthBits;
419 GLint stencilBits;
420
421 GLint numAuxBuffers;
422
423 GLint level;
424
425 /* EXT_visual_rating / GLX 1.2 */
426 GLint visualRating;
427
428 /* EXT_visual_info / GLX 1.2 */
429 GLint transparentPixel;
430 /* colors are floats scaled to ints */
431 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
432 GLint transparentIndex;
433
434 /* ARB_multisample / SGIS_multisample */
435 GLint sampleBuffers;
436 GLint samples;
437
438 /* SGIX_pbuffer / GLX 1.3 */
439 GLint maxPbufferWidth;
440 GLint maxPbufferHeight;
441 GLint maxPbufferPixels;
442 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
443 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
444
445 /* OML_swap_method */
446 GLint swapMethod;
447
448 /* EXT_texture_from_pixmap */
449 GLint bindToTextureRgb;
450 GLint bindToTextureRgba;
451 GLint bindToMipmapTexture;
452 GLint bindToTextureTargets;
453 GLint yInverted;
454
455 /* EXT_framebuffer_sRGB */
456 GLint sRGBCapable;
457 };
458
459
460 /**
461 * \name Bit flags used for updating material values.
462 */
463 /*@{*/
464 #define MAT_ATTRIB_FRONT_AMBIENT 0
465 #define MAT_ATTRIB_BACK_AMBIENT 1
466 #define MAT_ATTRIB_FRONT_DIFFUSE 2
467 #define MAT_ATTRIB_BACK_DIFFUSE 3
468 #define MAT_ATTRIB_FRONT_SPECULAR 4
469 #define MAT_ATTRIB_BACK_SPECULAR 5
470 #define MAT_ATTRIB_FRONT_EMISSION 6
471 #define MAT_ATTRIB_BACK_EMISSION 7
472 #define MAT_ATTRIB_FRONT_SHININESS 8
473 #define MAT_ATTRIB_BACK_SHININESS 9
474 #define MAT_ATTRIB_FRONT_INDEXES 10
475 #define MAT_ATTRIB_BACK_INDEXES 11
476 #define MAT_ATTRIB_MAX 12
477
478 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
479 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
480 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
481 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
482 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
483 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
484
485 #define MAT_INDEX_AMBIENT 0
486 #define MAT_INDEX_DIFFUSE 1
487 #define MAT_INDEX_SPECULAR 2
488
489 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
490 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
491 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
492 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
493 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
494 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
495 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
496 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
497 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
498 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
499 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
500 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
501
502
503 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
504 MAT_BIT_FRONT_AMBIENT | \
505 MAT_BIT_FRONT_DIFFUSE | \
506 MAT_BIT_FRONT_SPECULAR | \
507 MAT_BIT_FRONT_SHININESS | \
508 MAT_BIT_FRONT_INDEXES)
509
510 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
511 MAT_BIT_BACK_AMBIENT | \
512 MAT_BIT_BACK_DIFFUSE | \
513 MAT_BIT_BACK_SPECULAR | \
514 MAT_BIT_BACK_SHININESS | \
515 MAT_BIT_BACK_INDEXES)
516
517 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
518 /*@}*/
519
520
521 /**
522 * Material state.
523 */
524 struct gl_material
525 {
526 GLfloat Attrib[MAT_ATTRIB_MAX][4];
527 };
528
529
530 /**
531 * Light state flags.
532 */
533 /*@{*/
534 #define LIGHT_SPOT 0x1
535 #define LIGHT_LOCAL_VIEWER 0x2
536 #define LIGHT_POSITIONAL 0x4
537 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
538 /*@}*/
539
540
541 /**
542 * Light source state.
543 */
544 struct gl_light
545 {
546 struct gl_light *next; /**< double linked list with sentinel */
547 struct gl_light *prev;
548
549 GLfloat Ambient[4]; /**< ambient color */
550 GLfloat Diffuse[4]; /**< diffuse color */
551 GLfloat Specular[4]; /**< specular color */
552 GLfloat EyePosition[4]; /**< position in eye coordinates */
553 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
554 GLfloat SpotExponent;
555 GLfloat SpotCutoff; /**< in degrees */
556 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
557 GLfloat ConstantAttenuation;
558 GLfloat LinearAttenuation;
559 GLfloat QuadraticAttenuation;
560 GLboolean Enabled; /**< On/off flag */
561
562 /**
563 * \name Derived fields
564 */
565 /*@{*/
566 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
567
568 GLfloat _Position[4]; /**< position in eye/obj coordinates */
569 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
570 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
571 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
572 GLfloat _VP_inf_spot_attenuation;
573
574 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
575 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
576 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
577 /*@}*/
578 };
579
580
581 /**
582 * Light model state.
583 */
584 struct gl_lightmodel
585 {
586 GLfloat Ambient[4]; /**< ambient color */
587 GLboolean LocalViewer; /**< Local (or infinite) view point? */
588 GLboolean TwoSide; /**< Two (or one) sided lighting? */
589 GLenum ColorControl; /**< either GL_SINGLE_COLOR
590 * or GL_SEPARATE_SPECULAR_COLOR */
591 };
592
593
594 /**
595 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
596 */
597 struct gl_accum_attrib
598 {
599 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
600 };
601
602
603 /**
604 * Used for storing clear color, texture border color, etc.
605 * The float values are typically unclamped.
606 */
607 union gl_color_union
608 {
609 GLfloat f[4];
610 GLint i[4];
611 GLuint ui[4];
612 };
613
614
615 /**
616 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
617 */
618 struct gl_colorbuffer_attrib
619 {
620 GLuint ClearIndex; /**< Index for glClear */
621 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
622 GLuint IndexMask; /**< Color index write mask */
623 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
624
625 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
626
627 /**
628 * \name alpha testing
629 */
630 /*@{*/
631 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
632 GLenum AlphaFunc; /**< Alpha test function */
633 GLfloat AlphaRefUnclamped;
634 GLclampf AlphaRef; /**< Alpha reference value */
635 /*@}*/
636
637 /**
638 * \name Blending
639 */
640 /*@{*/
641 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
642
643 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
644 * control, only on the fixed-pointness of the render target.
645 * The query does however depend on fragment color clamping.
646 */
647 GLfloat BlendColorUnclamped[4]; /**< Blending color */
648 GLfloat BlendColor[4]; /**< Blending color */
649
650 struct
651 {
652 GLenum SrcRGB; /**< RGB blend source term */
653 GLenum DstRGB; /**< RGB blend dest term */
654 GLenum SrcA; /**< Alpha blend source term */
655 GLenum DstA; /**< Alpha blend dest term */
656 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
657 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
658 /**
659 * Set if any blend factor uses SRC1. Computed at the time blend factors
660 * get set.
661 */
662 GLboolean _UsesDualSrc;
663 } Blend[MAX_DRAW_BUFFERS];
664 /** Are the blend func terms currently different for each buffer/target? */
665 GLboolean _BlendFuncPerBuffer;
666 /** Are the blend equations currently different for each buffer/target? */
667 GLboolean _BlendEquationPerBuffer;
668 /*@}*/
669
670 /**
671 * \name Logic op
672 */
673 /*@{*/
674 GLenum LogicOp; /**< Logic operator */
675 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
676 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
677 /*@}*/
678
679 GLboolean DitherFlag; /**< Dither enable flag */
680
681 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
682 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
683 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
684
685 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
686 };
687
688
689 /**
690 * Current attribute group (GL_CURRENT_BIT).
691 */
692 struct gl_current_attrib
693 {
694 /**
695 * \name Current vertex attributes.
696 * \note Values are valid only after FLUSH_VERTICES has been called.
697 * \note Index and Edgeflag current values are stored as floats in the
698 * SIX and SEVEN attribute slots.
699 */
700 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
701
702 /**
703 * \name Current raster position attributes (always valid).
704 * \note This set of attributes is very similar to the SWvertex struct.
705 */
706 /*@{*/
707 GLfloat RasterPos[4];
708 GLfloat RasterDistance;
709 GLfloat RasterColor[4];
710 GLfloat RasterSecondaryColor[4];
711 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
712 GLboolean RasterPosValid;
713 /*@}*/
714 };
715
716
717 /**
718 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
719 */
720 struct gl_depthbuffer_attrib
721 {
722 GLenum Func; /**< Function for depth buffer compare */
723 GLclampd Clear; /**< Value to clear depth buffer to */
724 GLboolean Test; /**< Depth buffering enabled flag */
725 GLboolean Mask; /**< Depth buffer writable? */
726 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
727 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
728 };
729
730
731 /**
732 * Evaluator attribute group (GL_EVAL_BIT).
733 */
734 struct gl_eval_attrib
735 {
736 /**
737 * \name Enable bits
738 */
739 /*@{*/
740 GLboolean Map1Color4;
741 GLboolean Map1Index;
742 GLboolean Map1Normal;
743 GLboolean Map1TextureCoord1;
744 GLboolean Map1TextureCoord2;
745 GLboolean Map1TextureCoord3;
746 GLboolean Map1TextureCoord4;
747 GLboolean Map1Vertex3;
748 GLboolean Map1Vertex4;
749 GLboolean Map2Color4;
750 GLboolean Map2Index;
751 GLboolean Map2Normal;
752 GLboolean Map2TextureCoord1;
753 GLboolean Map2TextureCoord2;
754 GLboolean Map2TextureCoord3;
755 GLboolean Map2TextureCoord4;
756 GLboolean Map2Vertex3;
757 GLboolean Map2Vertex4;
758 GLboolean AutoNormal;
759 /*@}*/
760
761 /**
762 * \name Map Grid endpoints and divisions and calculated du values
763 */
764 /*@{*/
765 GLint MapGrid1un;
766 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
767 GLint MapGrid2un, MapGrid2vn;
768 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
769 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
770 /*@}*/
771 };
772
773
774 /**
775 * Fog attribute group (GL_FOG_BIT).
776 */
777 struct gl_fog_attrib
778 {
779 GLboolean Enabled; /**< Fog enabled flag */
780 GLfloat ColorUnclamped[4]; /**< Fog color */
781 GLfloat Color[4]; /**< Fog color */
782 GLfloat Density; /**< Density >= 0.0 */
783 GLfloat Start; /**< Start distance in eye coords */
784 GLfloat End; /**< End distance in eye coords */
785 GLfloat Index; /**< Fog index */
786 GLenum Mode; /**< Fog mode */
787 GLboolean ColorSumEnabled;
788 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
789 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
790 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
791 };
792
793
794 /**
795 * Hint attribute group (GL_HINT_BIT).
796 *
797 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
798 */
799 struct gl_hint_attrib
800 {
801 GLenum PerspectiveCorrection;
802 GLenum PointSmooth;
803 GLenum LineSmooth;
804 GLenum PolygonSmooth;
805 GLenum Fog;
806 GLenum TextureCompression; /**< GL_ARB_texture_compression */
807 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
808 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
809 };
810
811
812 /**
813 * Lighting attribute group (GL_LIGHT_BIT).
814 */
815 struct gl_light_attrib
816 {
817 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
818 struct gl_lightmodel Model; /**< Lighting model */
819
820 /**
821 * Front and back material values.
822 * Note: must call FLUSH_VERTICES() before using.
823 */
824 struct gl_material Material;
825
826 GLboolean Enabled; /**< Lighting enabled flag */
827 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
828 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
829 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
830 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
831 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
832 GLboolean ColorMaterialEnabled;
833 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
834 GLboolean _ClampVertexColor;
835
836 struct gl_light EnabledList; /**< List sentinel */
837
838 /**
839 * Derived state for optimizations:
840 */
841 /*@{*/
842 GLboolean _NeedEyeCoords;
843 GLboolean _NeedVertices; /**< Use fast shader? */
844 GLfloat _BaseColor[2][3];
845 /*@}*/
846 };
847
848
849 /**
850 * Line attribute group (GL_LINE_BIT).
851 */
852 struct gl_line_attrib
853 {
854 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
855 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
856 GLushort StipplePattern; /**< Stipple pattern */
857 GLint StippleFactor; /**< Stipple repeat factor */
858 GLfloat Width; /**< Line width */
859 };
860
861
862 /**
863 * Display list attribute group (GL_LIST_BIT).
864 */
865 struct gl_list_attrib
866 {
867 GLuint ListBase;
868 };
869
870
871 /**
872 * Multisample attribute group (GL_MULTISAMPLE_BIT).
873 */
874 struct gl_multisample_attrib
875 {
876 GLboolean Enabled;
877 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
878 GLboolean SampleAlphaToCoverage;
879 GLboolean SampleAlphaToOne;
880 GLboolean SampleCoverage;
881 GLfloat SampleCoverageValue;
882 GLboolean SampleCoverageInvert;
883 GLboolean SampleShading;
884 GLfloat MinSampleShadingValue;
885
886 /* ARB_texture_multisample / GL3.2 additions */
887 GLboolean SampleMask;
888 /** The GL spec defines this as an array but >32x MSAA is madness */
889 GLbitfield SampleMaskValue;
890 };
891
892
893 /**
894 * A pixelmap (see glPixelMap)
895 */
896 struct gl_pixelmap
897 {
898 GLint Size;
899 GLfloat Map[MAX_PIXEL_MAP_TABLE];
900 };
901
902
903 /**
904 * Collection of all pixelmaps
905 */
906 struct gl_pixelmaps
907 {
908 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
909 struct gl_pixelmap GtoG;
910 struct gl_pixelmap BtoB;
911 struct gl_pixelmap AtoA;
912 struct gl_pixelmap ItoR;
913 struct gl_pixelmap ItoG;
914 struct gl_pixelmap ItoB;
915 struct gl_pixelmap ItoA;
916 struct gl_pixelmap ItoI;
917 struct gl_pixelmap StoS;
918 };
919
920
921 /**
922 * Pixel attribute group (GL_PIXEL_MODE_BIT).
923 */
924 struct gl_pixel_attrib
925 {
926 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
927
928 /*--- Begin Pixel Transfer State ---*/
929 /* Fields are in the order in which they're applied... */
930
931 /** Scale & Bias (index shift, offset) */
932 /*@{*/
933 GLfloat RedBias, RedScale;
934 GLfloat GreenBias, GreenScale;
935 GLfloat BlueBias, BlueScale;
936 GLfloat AlphaBias, AlphaScale;
937 GLfloat DepthBias, DepthScale;
938 GLint IndexShift, IndexOffset;
939 /*@}*/
940
941 /* Pixel Maps */
942 /* Note: actual pixel maps are not part of this attrib group */
943 GLboolean MapColorFlag;
944 GLboolean MapStencilFlag;
945
946 /*--- End Pixel Transfer State ---*/
947
948 /** glPixelZoom */
949 GLfloat ZoomX, ZoomY;
950 };
951
952
953 /**
954 * Point attribute group (GL_POINT_BIT).
955 */
956 struct gl_point_attrib
957 {
958 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
959 GLfloat Size; /**< User-specified point size */
960 GLfloat Params[3]; /**< GL_EXT_point_parameters */
961 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
962 GLfloat Threshold; /**< GL_EXT_point_parameters */
963 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
964 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
965 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
966 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
967 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
968 };
969
970
971 /**
972 * Polygon attribute group (GL_POLYGON_BIT).
973 */
974 struct gl_polygon_attrib
975 {
976 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
977 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
978 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
979 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
980 GLboolean CullFlag; /**< Culling on/off flag */
981 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
982 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
983 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
984 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
985 GLfloat OffsetUnits; /**< Polygon offset units, from user */
986 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
987 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
988 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
989 };
990
991
992 /**
993 * Scissor attributes (GL_SCISSOR_BIT).
994 */
995 struct gl_scissor_attrib
996 {
997 GLboolean Enabled; /**< Scissor test enabled? */
998 GLint X, Y; /**< Lower left corner of box */
999 GLsizei Width, Height; /**< Size of box */
1000 };
1001
1002
1003 /**
1004 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1005 *
1006 * Three sets of stencil data are tracked so that OpenGL 2.0,
1007 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1008 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1009 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1010 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1011 * GL_EXT_stencil_two_side GL_BACK state.
1012 *
1013 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1014 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1015 *
1016 * The derived value \c _TestTwoSide is set when the front-face and back-face
1017 * stencil state are different.
1018 */
1019 struct gl_stencil_attrib
1020 {
1021 GLboolean Enabled; /**< Enabled flag */
1022 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1023 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1024 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1025 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
1026 GLboolean _TestTwoSide;
1027 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1028 GLenum Function[3]; /**< Stencil function */
1029 GLenum FailFunc[3]; /**< Fail function */
1030 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1031 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1032 GLint Ref[3]; /**< Reference value */
1033 GLuint ValueMask[3]; /**< Value mask */
1034 GLuint WriteMask[3]; /**< Write mask */
1035 GLuint Clear; /**< Clear value */
1036 };
1037
1038
1039 /**
1040 * An index for each type of texture object. These correspond to the GL
1041 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1042 * Note: the order is from highest priority to lowest priority.
1043 */
1044 typedef enum
1045 {
1046 TEXTURE_2D_MULTISAMPLE_INDEX,
1047 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
1048 TEXTURE_CUBE_ARRAY_INDEX,
1049 TEXTURE_BUFFER_INDEX,
1050 TEXTURE_2D_ARRAY_INDEX,
1051 TEXTURE_1D_ARRAY_INDEX,
1052 TEXTURE_EXTERNAL_INDEX,
1053 TEXTURE_CUBE_INDEX,
1054 TEXTURE_3D_INDEX,
1055 TEXTURE_RECT_INDEX,
1056 TEXTURE_2D_INDEX,
1057 TEXTURE_1D_INDEX,
1058 NUM_TEXTURE_TARGETS
1059 } gl_texture_index;
1060
1061
1062 /**
1063 * Bit flags for each type of texture object
1064 * Used for Texture.Unit[]._ReallyEnabled flags.
1065 */
1066 /*@{*/
1067 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
1068 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
1069 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
1070 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1071 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1072 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1073 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1074 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1075 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1076 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1077 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1078 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1079 /*@}*/
1080
1081
1082 /**
1083 * Texture image state. Drivers will typically create a subclass of this
1084 * with extra fields for memory buffers, etc.
1085 */
1086 struct gl_texture_image
1087 {
1088 GLint InternalFormat; /**< Internal format as given by the user */
1089 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1090 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1091 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1092 * GL_DEPTH_STENCIL_EXT only. Used for
1093 * choosing TexEnv arithmetic.
1094 */
1095 gl_format TexFormat; /**< The actual texture memory format */
1096
1097 GLuint Border; /**< 0 or 1 */
1098 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1099 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1100 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1101 GLuint Width2; /**< = Width - 2*Border */
1102 GLuint Height2; /**< = Height - 2*Border */
1103 GLuint Depth2; /**< = Depth - 2*Border */
1104 GLuint WidthLog2; /**< = log2(Width2) */
1105 GLuint HeightLog2; /**< = log2(Height2) */
1106 GLuint DepthLog2; /**< = log2(Depth2) */
1107 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
1108 levels, computed from the dimensions */
1109
1110 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1111 GLuint Level; /**< Which mipmap level am I? */
1112 /** Cube map face: index into gl_texture_object::Image[] array */
1113 GLuint Face;
1114
1115 /** GL_ARB_texture_multisample */
1116 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
1117 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
1118 };
1119
1120
1121 /**
1122 * Indexes for cube map faces.
1123 */
1124 typedef enum
1125 {
1126 FACE_POS_X = 0,
1127 FACE_NEG_X = 1,
1128 FACE_POS_Y = 2,
1129 FACE_NEG_Y = 3,
1130 FACE_POS_Z = 4,
1131 FACE_NEG_Z = 5,
1132 MAX_FACES = 6
1133 } gl_face_index;
1134
1135
1136 /**
1137 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1138 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1139 */
1140 struct gl_sampler_object
1141 {
1142 GLuint Name;
1143 GLint RefCount;
1144 GLchar *Label; /**< GL_KHR_debug */
1145
1146 GLenum WrapS; /**< S-axis texture image wrap mode */
1147 GLenum WrapT; /**< T-axis texture image wrap mode */
1148 GLenum WrapR; /**< R-axis texture image wrap mode */
1149 GLenum MinFilter; /**< minification filter */
1150 GLenum MagFilter; /**< magnification filter */
1151 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1152 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1153 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1154 GLfloat LodBias; /**< OpenGL 1.4 */
1155 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1156 GLenum CompareMode; /**< GL_ARB_shadow */
1157 GLenum CompareFunc; /**< GL_ARB_shadow */
1158 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1159 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1160 };
1161
1162
1163 /**
1164 * Texture object state. Contains the array of mipmap images, border color,
1165 * wrap modes, filter modes, and shadow/texcompare state.
1166 */
1167 struct gl_texture_object
1168 {
1169 _glthread_Mutex Mutex; /**< for thread safety */
1170 GLint RefCount; /**< reference count */
1171 GLuint Name; /**< the user-visible texture object ID */
1172 GLchar *Label; /**< GL_KHR_debug */
1173 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1174
1175 struct gl_sampler_object Sampler;
1176
1177 GLenum DepthMode; /**< GL_ARB_depth_texture */
1178
1179 GLfloat Priority; /**< in [0,1] */
1180 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1181 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1182 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1183 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1184 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1185 GLint CropRect[4]; /**< GL_OES_draw_texture */
1186 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1187 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1188 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1189 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1190 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1191 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1192 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1193 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1194 pressure? */
1195 GLboolean Immutable; /**< GL_ARB_texture_storage */
1196
1197 GLuint MinLevel; /**< GL_ARB_texture_view */
1198 GLuint MinLayer; /**< GL_ARB_texture_view */
1199 GLuint NumLevels; /**< GL_ARB_texture_view */
1200 GLuint NumLayers; /**< GL_ARB_texture_view */
1201
1202 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1203 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1204
1205 /** GL_ARB_texture_buffer_object */
1206 struct gl_buffer_object *BufferObject;
1207 GLenum BufferObjectFormat;
1208 /** Equivalent Mesa format for BufferObjectFormat. */
1209 gl_format _BufferObjectFormat;
1210 /** GL_ARB_texture_buffer_range */
1211 GLintptr BufferOffset;
1212 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1213
1214 /** GL_OES_EGL_image_external */
1215 GLint RequiredTextureImageUnits;
1216 };
1217
1218
1219 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1220 #define MAX_COMBINER_TERMS 4
1221
1222
1223 /**
1224 * Texture combine environment state.
1225 */
1226 struct gl_tex_env_combine_state
1227 {
1228 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1229 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1230 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1231 GLenum SourceRGB[MAX_COMBINER_TERMS];
1232 GLenum SourceA[MAX_COMBINER_TERMS];
1233 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1234 GLenum OperandRGB[MAX_COMBINER_TERMS];
1235 GLenum OperandA[MAX_COMBINER_TERMS];
1236 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1237 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1238 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1239 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1240 };
1241
1242
1243 /**
1244 * TexGenEnabled flags.
1245 */
1246 /*@{*/
1247 #define S_BIT 1
1248 #define T_BIT 2
1249 #define R_BIT 4
1250 #define Q_BIT 8
1251 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1252 /*@}*/
1253
1254
1255 /**
1256 * Bit flag versions of the corresponding GL_ constants.
1257 */
1258 /*@{*/
1259 #define TEXGEN_SPHERE_MAP 0x1
1260 #define TEXGEN_OBJ_LINEAR 0x2
1261 #define TEXGEN_EYE_LINEAR 0x4
1262 #define TEXGEN_REFLECTION_MAP_NV 0x8
1263 #define TEXGEN_NORMAL_MAP_NV 0x10
1264
1265 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1266 TEXGEN_REFLECTION_MAP_NV | \
1267 TEXGEN_NORMAL_MAP_NV)
1268 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1269 TEXGEN_REFLECTION_MAP_NV | \
1270 TEXGEN_NORMAL_MAP_NV | \
1271 TEXGEN_EYE_LINEAR)
1272 /*@}*/
1273
1274
1275
1276 /** Tex-gen enabled for texture unit? */
1277 #define ENABLE_TEXGEN(unit) (1 << (unit))
1278
1279 /** Non-identity texture matrix for texture unit? */
1280 #define ENABLE_TEXMAT(unit) (1 << (unit))
1281
1282
1283 /**
1284 * Texture coord generation state.
1285 */
1286 struct gl_texgen
1287 {
1288 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1289 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1290 GLfloat ObjectPlane[4];
1291 GLfloat EyePlane[4];
1292 };
1293
1294
1295 /**
1296 * Texture unit state. Contains enable flags, texture environment/function/
1297 * combiners, texgen state, and pointers to current texture objects.
1298 */
1299 struct gl_texture_unit
1300 {
1301 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1302 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1303
1304 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1305 GLclampf EnvColor[4];
1306 GLfloat EnvColorUnclamped[4];
1307
1308 struct gl_texgen GenS;
1309 struct gl_texgen GenT;
1310 struct gl_texgen GenR;
1311 struct gl_texgen GenQ;
1312 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1313 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1314
1315 GLfloat LodBias; /**< for biasing mipmap levels */
1316 GLenum BumpTarget;
1317 GLfloat RotMatrix[4]; /* 2x2 matrix */
1318
1319 /** Current sampler object (GL_ARB_sampler_objects) */
1320 struct gl_sampler_object *Sampler;
1321
1322 /**
1323 * \name GL_EXT_texture_env_combine
1324 */
1325 struct gl_tex_env_combine_state Combine;
1326
1327 /**
1328 * Derived state based on \c EnvMode and the \c BaseFormat of the
1329 * currently enabled texture.
1330 */
1331 struct gl_tex_env_combine_state _EnvMode;
1332
1333 /**
1334 * Currently enabled combiner state. This will point to either
1335 * \c Combine or \c _EnvMode.
1336 */
1337 struct gl_tex_env_combine_state *_CurrentCombine;
1338
1339 /** Current texture object pointers */
1340 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1341
1342 /** Points to highest priority, complete and enabled texture object */
1343 struct gl_texture_object *_Current;
1344 };
1345
1346
1347 /**
1348 * Texture attribute group (GL_TEXTURE_BIT).
1349 */
1350 struct gl_texture_attrib
1351 {
1352 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1353 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1354
1355 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1356
1357 /** GL_ARB_texture_buffer_object */
1358 struct gl_buffer_object *BufferObject;
1359
1360 /** GL_ARB_seamless_cubemap */
1361 GLboolean CubeMapSeamless;
1362
1363 /** Texture units/samplers used by vertex or fragment texturing */
1364 GLbitfield _EnabledUnits;
1365
1366 /** Texture coord units/sets used for fragment texturing */
1367 GLbitfield _EnabledCoordUnits;
1368
1369 /** Texture coord units that have texgen enabled */
1370 GLbitfield _TexGenEnabled;
1371
1372 /** Texture coord units that have non-identity matrices */
1373 GLbitfield _TexMatEnabled;
1374
1375 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1376 GLbitfield _GenFlags;
1377 };
1378
1379
1380 /**
1381 * Data structure representing a single clip plane (e.g. one of the elements
1382 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1383 */
1384 typedef GLfloat gl_clip_plane[4];
1385
1386
1387 /**
1388 * Transformation attribute group (GL_TRANSFORM_BIT).
1389 */
1390 struct gl_transform_attrib
1391 {
1392 GLenum MatrixMode; /**< Matrix mode */
1393 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1394 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1395 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1396 GLboolean Normalize; /**< Normalize all normals? */
1397 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1398 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1399 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1400
1401 GLfloat CullEyePos[4];
1402 GLfloat CullObjPos[4];
1403 };
1404
1405
1406 /**
1407 * Viewport attribute group (GL_VIEWPORT_BIT).
1408 */
1409 struct gl_viewport_attrib
1410 {
1411 GLint X, Y; /**< position */
1412 GLsizei Width, Height; /**< size */
1413 GLfloat Near, Far; /**< Depth buffer range */
1414 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1415 };
1416
1417
1418 /**
1419 * GL_ARB_vertex/pixel_buffer_object buffer object
1420 */
1421 struct gl_buffer_object
1422 {
1423 _glthread_Mutex Mutex;
1424 GLint RefCount;
1425 GLuint Name;
1426 GLchar *Label; /**< GL_KHR_debug */
1427 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1428 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1429 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1430 /** Fields describing a mapped buffer */
1431 /*@{*/
1432 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1433 GLvoid *Pointer; /**< User-space address of mapping */
1434 GLintptr Offset; /**< Mapped offset */
1435 GLsizeiptr Length; /**< Mapped length */
1436 /*@}*/
1437 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1438 GLboolean Written; /**< Ever written to? (for debugging) */
1439 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1440 };
1441
1442
1443 /**
1444 * Client pixel packing/unpacking attributes
1445 */
1446 struct gl_pixelstore_attrib
1447 {
1448 GLint Alignment;
1449 GLint RowLength;
1450 GLint SkipPixels;
1451 GLint SkipRows;
1452 GLint ImageHeight;
1453 GLint SkipImages;
1454 GLboolean SwapBytes;
1455 GLboolean LsbFirst;
1456 GLboolean Invert; /**< GL_MESA_pack_invert */
1457 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1458 };
1459
1460
1461 /**
1462 * Client vertex array attributes
1463 */
1464 struct gl_client_array
1465 {
1466 GLint Size; /**< components per element (1,2,3,4) */
1467 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1468 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1469 GLsizei Stride; /**< user-specified stride */
1470 GLsizei StrideB; /**< actual stride in bytes */
1471 const GLubyte *Ptr; /**< Points to array data */
1472 GLboolean Enabled; /**< Enabled flag is a boolean */
1473 GLboolean Normalized; /**< GL_ARB_vertex_program */
1474 GLboolean Integer; /**< Integer-valued? */
1475 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1476 GLuint _ElementSize; /**< size of each element in bytes */
1477
1478 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1479 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1480 };
1481
1482
1483 /**
1484 * Vertex attribute array as seen by the client.
1485 *
1486 * Contains the size, type, format and normalization flag,
1487 * along with the index of a vertex buffer binding point.
1488 *
1489 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1490 * and is only present for backwards compatibility reasons.
1491 * Rendering always uses VERTEX_BINDING_STRIDE.
1492 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1493 * and VERTEX_BINDING_STRIDE to the same value, while
1494 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1495 */
1496 struct gl_vertex_attrib_array
1497 {
1498 GLint Size; /**< Components per element (1,2,3,4) */
1499 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1500 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1501 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1502 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1503 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1504 GLboolean Enabled; /**< Whether the array is enabled */
1505 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1506 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1507 GLuint _ElementSize; /**< Size of each element in bytes */
1508 GLuint VertexBinding; /**< Vertex buffer binding */
1509 };
1510
1511
1512 /**
1513 * This describes the buffer object used for a vertex array (or
1514 * multiple vertex arrays). If BufferObj points to the default/null
1515 * buffer object, then the vertex array lives in user memory and not a VBO.
1516 */
1517 struct gl_vertex_buffer_binding
1518 {
1519 GLintptr Offset; /**< User-specified offset */
1520 GLsizei Stride; /**< User-specified stride */
1521 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1522 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1523 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1524 };
1525
1526
1527 /**
1528 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1529 * extension, but a nice encapsulation in any case.
1530 */
1531 struct gl_array_object
1532 {
1533 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1534 GLuint Name;
1535 GLchar *Label; /**< GL_KHR_debug */
1536
1537 GLint RefCount;
1538 _glthread_Mutex Mutex;
1539
1540 /**
1541 * Does the VAO use ARB semantics or Apple semantics?
1542 *
1543 * There are several ways in which ARB_vertex_array_object and
1544 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1545 * least,
1546 *
1547 * - ARB VAOs require that all array data be sourced from vertex buffer
1548 * objects, but Apple VAOs do not.
1549 *
1550 * - ARB VAOs require that names come from GenVertexArrays.
1551 *
1552 * This flag notes which behavior governs this VAO.
1553 */
1554 GLboolean ARBsemantics;
1555
1556 /**
1557 * Has this array object been bound?
1558 */
1559 GLboolean EverBound;
1560
1561 /** Derived vertex attribute arrays */
1562 struct gl_client_array _VertexAttrib[VERT_ATTRIB_MAX];
1563
1564 /** Vertex attribute arrays */
1565 struct gl_vertex_attrib_array VertexAttrib[VERT_ATTRIB_MAX];
1566
1567 /** Vertex buffer bindings */
1568 struct gl_vertex_buffer_binding VertexBinding[VERT_ATTRIB_MAX];
1569
1570 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1571 GLbitfield64 _Enabled;
1572
1573 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1574 GLbitfield64 NewArrays;
1575
1576 /**
1577 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1578 * we can determine the max legal (in bounds) glDrawElements array index.
1579 */
1580 GLuint _MaxElement;
1581
1582 struct gl_buffer_object *ElementArrayBufferObj;
1583 };
1584
1585
1586 /**
1587 * Vertex array state
1588 */
1589 struct gl_array_attrib
1590 {
1591 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1592 struct gl_array_object *ArrayObj;
1593
1594 /** The default vertex array object */
1595 struct gl_array_object *DefaultArrayObj;
1596
1597 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1598 struct _mesa_HashTable *Objects;
1599
1600 GLint ActiveTexture; /**< Client Active Texture */
1601 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1602 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1603
1604 /**
1605 * \name Primitive restart controls
1606 *
1607 * Primitive restart is enabled if either \c PrimitiveRestart or
1608 * \c PrimitiveRestartFixedIndex is set.
1609 */
1610 /*@{*/
1611 GLboolean PrimitiveRestart;
1612 GLboolean PrimitiveRestartFixedIndex;
1613 GLboolean _PrimitiveRestart;
1614 GLuint RestartIndex;
1615 /*@}*/
1616
1617 /* GL_ARB_vertex_buffer_object */
1618 struct gl_buffer_object *ArrayBufferObj;
1619
1620 /**
1621 * Vertex arrays as consumed by a driver.
1622 * The array pointer is set up only by the VBO module.
1623 */
1624 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1625 };
1626
1627
1628 /**
1629 * Feedback buffer state
1630 */
1631 struct gl_feedback
1632 {
1633 GLenum Type;
1634 GLbitfield _Mask; /**< FB_* bits */
1635 GLfloat *Buffer;
1636 GLuint BufferSize;
1637 GLuint Count;
1638 };
1639
1640
1641 /**
1642 * Selection buffer state
1643 */
1644 struct gl_selection
1645 {
1646 GLuint *Buffer; /**< selection buffer */
1647 GLuint BufferSize; /**< size of the selection buffer */
1648 GLuint BufferCount; /**< number of values in the selection buffer */
1649 GLuint Hits; /**< number of records in the selection buffer */
1650 GLuint NameStackDepth; /**< name stack depth */
1651 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1652 GLboolean HitFlag; /**< hit flag */
1653 GLfloat HitMinZ; /**< minimum hit depth */
1654 GLfloat HitMaxZ; /**< maximum hit depth */
1655 };
1656
1657
1658 /**
1659 * 1-D Evaluator control points
1660 */
1661 struct gl_1d_map
1662 {
1663 GLuint Order; /**< Number of control points */
1664 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1665 GLfloat *Points; /**< Points to contiguous control points */
1666 };
1667
1668
1669 /**
1670 * 2-D Evaluator control points
1671 */
1672 struct gl_2d_map
1673 {
1674 GLuint Uorder; /**< Number of control points in U dimension */
1675 GLuint Vorder; /**< Number of control points in V dimension */
1676 GLfloat u1, u2, du;
1677 GLfloat v1, v2, dv;
1678 GLfloat *Points; /**< Points to contiguous control points */
1679 };
1680
1681
1682 /**
1683 * All evaluator control point state
1684 */
1685 struct gl_evaluators
1686 {
1687 /**
1688 * \name 1-D maps
1689 */
1690 /*@{*/
1691 struct gl_1d_map Map1Vertex3;
1692 struct gl_1d_map Map1Vertex4;
1693 struct gl_1d_map Map1Index;
1694 struct gl_1d_map Map1Color4;
1695 struct gl_1d_map Map1Normal;
1696 struct gl_1d_map Map1Texture1;
1697 struct gl_1d_map Map1Texture2;
1698 struct gl_1d_map Map1Texture3;
1699 struct gl_1d_map Map1Texture4;
1700 /*@}*/
1701
1702 /**
1703 * \name 2-D maps
1704 */
1705 /*@{*/
1706 struct gl_2d_map Map2Vertex3;
1707 struct gl_2d_map Map2Vertex4;
1708 struct gl_2d_map Map2Index;
1709 struct gl_2d_map Map2Color4;
1710 struct gl_2d_map Map2Normal;
1711 struct gl_2d_map Map2Texture1;
1712 struct gl_2d_map Map2Texture2;
1713 struct gl_2d_map Map2Texture3;
1714 struct gl_2d_map Map2Texture4;
1715 /*@}*/
1716 };
1717
1718
1719 struct gl_transform_feedback_varying_info
1720 {
1721 char *Name;
1722 GLenum Type;
1723 GLint Size;
1724 };
1725
1726
1727 /**
1728 * Per-output info vertex shaders for transform feedback.
1729 */
1730 struct gl_transform_feedback_output
1731 {
1732 unsigned OutputRegister;
1733 unsigned OutputBuffer;
1734 unsigned NumComponents;
1735
1736 /** offset (in DWORDs) of this output within the interleaved structure */
1737 unsigned DstOffset;
1738
1739 /**
1740 * Offset into the output register of the data to output. For example,
1741 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1742 * offset is in the y and z components of the output register.
1743 */
1744 unsigned ComponentOffset;
1745 };
1746
1747
1748 /** Post-link transform feedback info. */
1749 struct gl_transform_feedback_info
1750 {
1751 unsigned NumOutputs;
1752
1753 /**
1754 * Number of transform feedback buffers in use by this program.
1755 */
1756 unsigned NumBuffers;
1757
1758 struct gl_transform_feedback_output *Outputs;
1759
1760 /** Transform feedback varyings used for the linking of this shader program.
1761 *
1762 * Use for glGetTransformFeedbackVarying().
1763 */
1764 struct gl_transform_feedback_varying_info *Varyings;
1765 GLint NumVarying;
1766
1767 /**
1768 * Total number of components stored in each buffer. This may be used by
1769 * hardware back-ends to determine the correct stride when interleaving
1770 * multiple transform feedback outputs in the same buffer.
1771 */
1772 unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1773 };
1774
1775
1776 /**
1777 * Transform feedback object state
1778 */
1779 struct gl_transform_feedback_object
1780 {
1781 GLuint Name; /**< AKA the object ID */
1782 GLchar *Label; /**< GL_KHR_debug */
1783 GLint RefCount;
1784 GLboolean Active; /**< Is transform feedback enabled? */
1785 GLboolean Paused; /**< Is transform feedback paused? */
1786 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1787 at least once? */
1788 GLboolean EverBound; /**< Has this object been bound? */
1789
1790 /**
1791 * The shader program active when BeginTransformFeedback() was called.
1792 * When active and unpaused, this equals ctx->Shader.CurrentVertexProgram.
1793 */
1794 struct gl_shader_program *shader_program;
1795
1796 /**
1797 * GLES: if Active is true, remaining number of primitives which can be
1798 * rendered without overflow. This is necessary to track because GLES
1799 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1800 * glDrawArraysInstanced would overflow transform feedback buffers.
1801 * Undefined if Active is false.
1802 *
1803 * Not tracked for desktop GL since it's unnecessary.
1804 */
1805 unsigned GlesRemainingPrims;
1806
1807 /** The feedback buffers */
1808 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1809 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1810
1811 /** Start of feedback data in dest buffer */
1812 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1813
1814 /**
1815 * Max data to put into dest buffer (in bytes). Computed based on
1816 * RequestedSize and the actual size of the buffer.
1817 */
1818 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1819
1820 /**
1821 * Size that was specified when the buffer was bound. If the buffer was
1822 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1823 * zero.
1824 */
1825 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1826 };
1827
1828
1829 /**
1830 * Context state for transform feedback.
1831 */
1832 struct gl_transform_feedback_state
1833 {
1834 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1835
1836 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1837 struct gl_buffer_object *CurrentBuffer;
1838
1839 /** The table of all transform feedback objects */
1840 struct _mesa_HashTable *Objects;
1841
1842 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1843 struct gl_transform_feedback_object *CurrentObject;
1844
1845 /** The default xform-fb object (Name==0) */
1846 struct gl_transform_feedback_object *DefaultObject;
1847 };
1848
1849
1850 /**
1851 * A "performance monitor" as described in AMD_performance_monitor.
1852 */
1853 struct gl_perf_monitor_object
1854 {
1855 GLuint Name;
1856
1857 /** True if the monitor is currently active (Begin called but not End). */
1858 GLboolean Active;
1859
1860 /**
1861 * True if the monitor has ended.
1862 *
1863 * This is distinct from !Active because it may never have began.
1864 */
1865 GLboolean Ended;
1866
1867 /**
1868 * A list of groups with currently active counters.
1869 *
1870 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1871 */
1872 unsigned *ActiveGroups;
1873
1874 /**
1875 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1876 *
1877 * Checking whether counter 'c' in group 'g' is active can be done via:
1878 *
1879 * BITSET_TEST(ActiveCounters[g], c)
1880 */
1881 GLuint **ActiveCounters;
1882 };
1883
1884
1885 union gl_perf_monitor_counter_value
1886 {
1887 float f;
1888 uint64_t u64;
1889 uint32_t u32;
1890 };
1891
1892
1893 struct gl_perf_monitor_counter
1894 {
1895 /** Human readable name for the counter. */
1896 const char *Name;
1897
1898 /**
1899 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1900 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1901 */
1902 GLenum Type;
1903
1904 /** Minimum counter value. */
1905 union gl_perf_monitor_counter_value Minimum;
1906
1907 /** Maximum counter value. */
1908 union gl_perf_monitor_counter_value Maximum;
1909 };
1910
1911
1912 struct gl_perf_monitor_group
1913 {
1914 /** Human readable name for the group. */
1915 const char *Name;
1916
1917 /**
1918 * Maximum number of counters in this group which can be active at the
1919 * same time.
1920 */
1921 GLuint MaxActiveCounters;
1922
1923 /** Array of counters within this group. */
1924 const struct gl_perf_monitor_counter *Counters;
1925 GLuint NumCounters;
1926 };
1927
1928
1929 /**
1930 * Context state for AMD_performance_monitor.
1931 */
1932 struct gl_perf_monitor_state
1933 {
1934 /** Array of performance monitor groups (indexed by group ID) */
1935 const struct gl_perf_monitor_group *Groups;
1936 GLuint NumGroups;
1937
1938 /** The table of all performance monitors. */
1939 struct _mesa_HashTable *Monitors;
1940 };
1941
1942
1943 /**
1944 * Names of the various vertex/fragment program register files, etc.
1945 *
1946 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1947 * All values should fit in a 4-bit field.
1948 *
1949 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
1950 * considered to be "uniform" variables since they can only be set outside
1951 * glBegin/End. They're also all stored in the same Parameters array.
1952 */
1953 typedef enum
1954 {
1955 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1956 PROGRAM_ARRAY, /**< Arrays & Matrixes */
1957 PROGRAM_INPUT, /**< machine->Inputs[] */
1958 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1959 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1960 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1961 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1962 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1963 PROGRAM_ADDRESS, /**< machine->AddressReg */
1964 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1965 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1966 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1967 PROGRAM_FILE_MAX
1968 } gl_register_file;
1969
1970
1971 /**
1972 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1973 * one of these values.
1974 */
1975 typedef enum
1976 {
1977 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
1978 SYSTEM_VALUE_VERTEX_ID, /**< Vertex shader only */
1979 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
1980 SYSTEM_VALUE_SAMPLE_ID, /**< Fragment shader only */
1981 SYSTEM_VALUE_SAMPLE_POS, /**< Fragment shader only */
1982 SYSTEM_VALUE_SAMPLE_MASK_IN, /**< Fragment shader only */
1983 SYSTEM_VALUE_MAX /**< Number of values */
1984 } gl_system_value;
1985
1986
1987 /**
1988 * The possible interpolation qualifiers that can be applied to a fragment
1989 * shader input in GLSL.
1990 *
1991 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
1992 * gl_fragment_program data structure to 0 causes the default behavior.
1993 */
1994 enum glsl_interp_qualifier
1995 {
1996 INTERP_QUALIFIER_NONE = 0,
1997 INTERP_QUALIFIER_SMOOTH,
1998 INTERP_QUALIFIER_FLAT,
1999 INTERP_QUALIFIER_NOPERSPECTIVE,
2000 INTERP_QUALIFIER_COUNT /**< Number of interpolation qualifiers */
2001 };
2002
2003
2004 /**
2005 * \brief Layout qualifiers for gl_FragDepth.
2006 *
2007 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
2008 * a layout qualifier.
2009 *
2010 * \see enum ir_depth_layout
2011 */
2012 enum gl_frag_depth_layout
2013 {
2014 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
2015 FRAG_DEPTH_LAYOUT_ANY,
2016 FRAG_DEPTH_LAYOUT_GREATER,
2017 FRAG_DEPTH_LAYOUT_LESS,
2018 FRAG_DEPTH_LAYOUT_UNCHANGED
2019 };
2020
2021
2022 /**
2023 * Base class for any kind of program object
2024 */
2025 struct gl_program
2026 {
2027 GLuint Id;
2028 GLubyte *String; /**< Null-terminated program text */
2029 GLint RefCount;
2030 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2031 GLenum Format; /**< String encoding format */
2032
2033 struct prog_instruction *Instructions;
2034
2035 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
2036 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
2037 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
2038 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
2039 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
2040 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
2041 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
2042 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
2043
2044 GLboolean UsesGather; /**< Does this program use gather4 at all? */
2045
2046 /**
2047 * For vertex and geometry shaders, true if the program uses the
2048 * gl_ClipDistance output. Ignored for fragment shaders.
2049 */
2050 GLboolean UsesClipDistanceOut;
2051
2052
2053 /** Named parameters, constants, etc. from program text */
2054 struct gl_program_parameter_list *Parameters;
2055
2056 /**
2057 * Local parameters used by the program.
2058 *
2059 * It's dynamically allocated because it is rarely used (just
2060 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
2061 * allocated.
2062 */
2063 GLfloat (*LocalParams)[4];
2064
2065 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2066 GLubyte SamplerUnits[MAX_SAMPLERS];
2067
2068 /** Bitmask of which register files are read/written with indirect
2069 * addressing. Mask of (1 << PROGRAM_x) bits.
2070 */
2071 GLbitfield IndirectRegisterFiles;
2072
2073 /** Logical counts */
2074 /*@{*/
2075 GLuint NumInstructions;
2076 GLuint NumTemporaries;
2077 GLuint NumParameters;
2078 GLuint NumAttributes;
2079 GLuint NumAddressRegs;
2080 GLuint NumAluInstructions;
2081 GLuint NumTexInstructions;
2082 GLuint NumTexIndirections;
2083 /*@}*/
2084 /** Native, actual h/w counts */
2085 /*@{*/
2086 GLuint NumNativeInstructions;
2087 GLuint NumNativeTemporaries;
2088 GLuint NumNativeParameters;
2089 GLuint NumNativeAttributes;
2090 GLuint NumNativeAddressRegs;
2091 GLuint NumNativeAluInstructions;
2092 GLuint NumNativeTexInstructions;
2093 GLuint NumNativeTexIndirections;
2094 /*@}*/
2095 };
2096
2097
2098 /** Vertex program object */
2099 struct gl_vertex_program
2100 {
2101 struct gl_program Base; /**< base class */
2102 GLboolean IsPositionInvariant;
2103 };
2104
2105
2106 /** Geometry program object */
2107 struct gl_geometry_program
2108 {
2109 struct gl_program Base; /**< base class */
2110
2111 GLint VerticesIn;
2112 GLint VerticesOut;
2113 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2114 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2115 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2116 GLboolean UsesEndPrimitive;
2117 };
2118
2119
2120 /** Fragment program object */
2121 struct gl_fragment_program
2122 {
2123 struct gl_program Base; /**< base class */
2124 GLboolean UsesKill; /**< shader uses KIL instruction */
2125 GLboolean UsesDFdy; /**< shader uses DDY instruction */
2126 GLboolean OriginUpperLeft;
2127 GLboolean PixelCenterInteger;
2128 enum gl_frag_depth_layout FragDepthLayout;
2129
2130 /**
2131 * GLSL interpolation qualifier associated with each fragment shader input.
2132 * For inputs that do not have an interpolation qualifier specified in
2133 * GLSL, the value is INTERP_QUALIFIER_NONE.
2134 */
2135 enum glsl_interp_qualifier InterpQualifier[VARYING_SLOT_MAX];
2136
2137 /**
2138 * Bitfield indicating, for each fragment shader input, 1 if that input
2139 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2140 */
2141 GLbitfield64 IsCentroid;
2142
2143 /**
2144 * Bitfield indicating, for each fragment shader input, 1 if that input
2145 * uses sample interpolation, 0 otherwise. Unused inputs are 0.
2146 */
2147 GLbitfield64 IsSample;
2148 };
2149
2150
2151 /**
2152 * State common to vertex and fragment programs.
2153 */
2154 struct gl_program_state
2155 {
2156 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2157 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2158 };
2159
2160
2161 /**
2162 * Context state for vertex programs.
2163 */
2164 struct gl_vertex_program_state
2165 {
2166 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2167 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2168 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2169 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2170 /** Computed two sided lighting for fixed function/programs. */
2171 GLboolean _TwoSideEnabled;
2172 struct gl_vertex_program *Current; /**< User-bound vertex program */
2173
2174 /** Currently enabled and valid vertex program (including internal
2175 * programs, user-defined vertex programs and GLSL vertex shaders).
2176 * This is the program we must use when rendering.
2177 */
2178 struct gl_vertex_program *_Current;
2179
2180 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2181
2182 /** Should fixed-function T&L be implemented with a vertex prog? */
2183 GLboolean _MaintainTnlProgram;
2184
2185 /** Program to emulate fixed-function T&L (see above) */
2186 struct gl_vertex_program *_TnlProgram;
2187
2188 /** Cache of fixed-function programs */
2189 struct gl_program_cache *Cache;
2190
2191 GLboolean _Overriden;
2192 };
2193
2194
2195 /**
2196 * Context state for geometry programs.
2197 */
2198 struct gl_geometry_program_state
2199 {
2200 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
2201 GLboolean _Enabled; /**< Enabled and valid program? */
2202 struct gl_geometry_program *Current; /**< user-bound geometry program */
2203
2204 /** Currently enabled and valid program (including internal programs
2205 * and compiled shader programs).
2206 */
2207 struct gl_geometry_program *_Current;
2208
2209 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2210
2211 /** Cache of fixed-function programs */
2212 struct gl_program_cache *Cache;
2213 };
2214
2215 /**
2216 * Context state for fragment programs.
2217 */
2218 struct gl_fragment_program_state
2219 {
2220 GLboolean Enabled; /**< User-set fragment program enable flag */
2221 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2222 struct gl_fragment_program *Current; /**< User-bound fragment program */
2223
2224 /** Currently enabled and valid fragment program (including internal
2225 * programs, user-defined fragment programs and GLSL fragment shaders).
2226 * This is the program we must use when rendering.
2227 */
2228 struct gl_fragment_program *_Current;
2229
2230 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2231
2232 /** Should fixed-function texturing be implemented with a fragment prog? */
2233 GLboolean _MaintainTexEnvProgram;
2234
2235 /** Program to emulate fixed-function texture env/combine (see above) */
2236 struct gl_fragment_program *_TexEnvProgram;
2237
2238 /** Cache of fixed-function programs */
2239 struct gl_program_cache *Cache;
2240 };
2241
2242
2243 /**
2244 * ATI_fragment_shader runtime state
2245 */
2246 #define ATI_FS_INPUT_PRIMARY 0
2247 #define ATI_FS_INPUT_SECONDARY 1
2248
2249 struct atifs_instruction;
2250 struct atifs_setupinst;
2251
2252 /**
2253 * ATI fragment shader
2254 */
2255 struct ati_fragment_shader
2256 {
2257 GLuint Id;
2258 GLint RefCount;
2259 struct atifs_instruction *Instructions[2];
2260 struct atifs_setupinst *SetupInst[2];
2261 GLfloat Constants[8][4];
2262 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2263 GLubyte numArithInstr[2];
2264 GLubyte regsAssigned[2];
2265 GLubyte NumPasses; /**< 1 or 2 */
2266 GLubyte cur_pass;
2267 GLubyte last_optype;
2268 GLboolean interpinp1;
2269 GLboolean isValid;
2270 GLuint swizzlerq;
2271 };
2272
2273 /**
2274 * Context state for GL_ATI_fragment_shader
2275 */
2276 struct gl_ati_fragment_shader_state
2277 {
2278 GLboolean Enabled;
2279 GLboolean _Enabled; /**< enabled and valid shader? */
2280 GLboolean Compiling;
2281 GLfloat GlobalConstants[8][4];
2282 struct ati_fragment_shader *Current;
2283 };
2284
2285
2286 /** Set by #pragma directives */
2287 struct gl_sl_pragmas
2288 {
2289 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2290 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2291 GLboolean Optimize; /**< defaults on */
2292 GLboolean Debug; /**< defaults off */
2293 };
2294
2295
2296 /**
2297 * A GLSL vertex or fragment shader object.
2298 */
2299 struct gl_shader
2300 {
2301 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB.
2302 * Must be the first field.
2303 */
2304 GLenum Type;
2305 GLuint Name; /**< AKA the handle */
2306 GLchar *Label; /**< GL_KHR_debug */
2307 GLint RefCount; /**< Reference count */
2308 GLboolean DeletePending;
2309 GLboolean CompileStatus;
2310 const GLchar *Source; /**< Source code string */
2311 GLuint SourceChecksum; /**< for debug/logging purposes */
2312 struct gl_program *Program; /**< Post-compile assembly code */
2313 GLchar *InfoLog;
2314 struct gl_sl_pragmas Pragmas;
2315
2316 unsigned Version; /**< GLSL version used for linking */
2317 GLboolean IsES; /**< True if this shader uses GLSL ES */
2318
2319 /**
2320 * \name Sampler tracking
2321 *
2322 * \note Each of these fields is only set post-linking.
2323 */
2324 /*@{*/
2325 unsigned num_samplers; /**< Number of samplers used by this shader. */
2326 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2327 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2328 /*@}*/
2329
2330 /**
2331 * Map from sampler unit to texture unit (set by glUniform1i())
2332 *
2333 * A sampler unit is associated with each sampler uniform by the linker.
2334 * The sampler unit associated with each uniform is stored in the
2335 * \c gl_uniform_storage::sampler field.
2336 */
2337 GLubyte SamplerUnits[MAX_SAMPLERS];
2338 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2339 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2340
2341 /**
2342 * Number of default uniform block components used by this shader.
2343 *
2344 * This field is only set post-linking.
2345 */
2346 unsigned num_uniform_components;
2347
2348 /**
2349 * Number of combined uniform components used by this shader.
2350 *
2351 * This field is only set post-linking. It is the sum of the uniform block
2352 * sizes divided by sizeof(float), and num_uniform_compoennts.
2353 */
2354 unsigned num_combined_uniform_components;
2355
2356 /**
2357 * This shader's uniform block information.
2358 *
2359 * The offsets of the variables are assigned only for shaders in a program's
2360 * _LinkedShaders[].
2361 */
2362 struct gl_uniform_block *UniformBlocks;
2363 unsigned NumUniformBlocks;
2364
2365 struct exec_list *ir;
2366 struct glsl_symbol_table *symbols;
2367
2368 bool uses_builtin_functions;
2369
2370 /**
2371 * Geometry shader state from GLSL 1.50 layout qualifiers.
2372 */
2373 struct {
2374 GLint VerticesOut;
2375 /**
2376 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2377 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2378 * shader.
2379 */
2380 GLenum InputType;
2381 /**
2382 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2383 * it's not set in this shader.
2384 */
2385 GLenum OutputType;
2386 } Geom;
2387 };
2388
2389
2390 /**
2391 * Shader stages. Note that these will become 5 with tessellation.
2392 *
2393 * The order must match how shaders are ordered in the pipeline.
2394 * The GLSL linker assumes that if i<j, then the j-th shader is
2395 * executed later than the i-th shader.
2396 */
2397 typedef enum
2398 {
2399 MESA_SHADER_VERTEX = 0,
2400 MESA_SHADER_GEOMETRY = 1,
2401 MESA_SHADER_FRAGMENT = 2,
2402 } gl_shader_type;
2403
2404 #define MESA_SHADER_TYPES (MESA_SHADER_FRAGMENT + 1)
2405
2406
2407 struct gl_uniform_buffer_variable
2408 {
2409 char *Name;
2410
2411 /**
2412 * Name of the uniform as seen by glGetUniformIndices.
2413 *
2414 * glGetUniformIndices requires that the block instance index \b not be
2415 * present in the name of queried uniforms.
2416 *
2417 * \note
2418 * \c gl_uniform_buffer_variable::IndexName and
2419 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2420 */
2421 char *IndexName;
2422
2423 const struct glsl_type *Type;
2424 unsigned int Offset;
2425 GLboolean RowMajor;
2426 };
2427
2428
2429 enum gl_uniform_block_packing
2430 {
2431 ubo_packing_std140,
2432 ubo_packing_shared,
2433 ubo_packing_packed
2434 };
2435
2436
2437 struct gl_uniform_block
2438 {
2439 /** Declared name of the uniform block */
2440 char *Name;
2441
2442 /** Array of supplemental information about UBO ir_variables. */
2443 struct gl_uniform_buffer_variable *Uniforms;
2444 GLuint NumUniforms;
2445
2446 /**
2447 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2448 * with glBindBufferBase to bind a buffer object to this uniform block. When
2449 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2450 */
2451 GLuint Binding;
2452
2453 /**
2454 * Minimum size of a buffer object to back this uniform buffer
2455 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2456 */
2457 GLuint UniformBufferSize;
2458
2459 /**
2460 * Layout specified in the shader
2461 *
2462 * This isn't accessible through the API, but it is used while
2463 * cross-validating uniform blocks.
2464 */
2465 enum gl_uniform_block_packing _Packing;
2466 };
2467
2468 /**
2469 * Structure that represents a reference to an atomic buffer from some
2470 * shader program.
2471 */
2472 struct gl_active_atomic_buffer
2473 {
2474 /** Uniform indices of the atomic counters declared within it. */
2475 GLuint *Uniforms;
2476 GLuint NumUniforms;
2477
2478 /** Binding point index associated with it. */
2479 GLuint Binding;
2480
2481 /** Minimum reasonable size it is expected to have. */
2482 GLuint MinimumSize;
2483
2484 /** Shader stages making use of it. */
2485 GLboolean StageReferences[MESA_SHADER_TYPES];
2486 };
2487
2488 /**
2489 * A GLSL program object.
2490 * Basically a linked collection of vertex and fragment shaders.
2491 */
2492 struct gl_shader_program
2493 {
2494 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2495 GLuint Name; /**< aka handle or ID */
2496 GLchar *Label; /**< GL_KHR_debug */
2497 GLint RefCount; /**< Reference count */
2498 GLboolean DeletePending;
2499
2500 /**
2501 * Is the application intending to glGetProgramBinary this program?
2502 */
2503 GLboolean BinaryRetreivableHint;
2504
2505 /**
2506 * Flags that the linker should not reject the program if it lacks
2507 * a vertex or fragment shader. GLES2 doesn't allow separate
2508 * shader objects, and would reject them. However, we internally
2509 * build separate shader objects for fixed function programs, which
2510 * we use for drivers/common/meta.c and for handling
2511 * _mesa_update_state with no program bound (for example in
2512 * glClear()).
2513 */
2514 GLboolean InternalSeparateShader;
2515
2516 GLuint NumShaders; /**< number of attached shaders */
2517 struct gl_shader **Shaders; /**< List of attached the shaders */
2518
2519 /**
2520 * User-defined attribute bindings
2521 *
2522 * These are set via \c glBindAttribLocation and are used to direct the
2523 * GLSL linker. These are \b not the values used in the compiled shader,
2524 * and they are \b not the values returned by \c glGetAttribLocation.
2525 */
2526 struct string_to_uint_map *AttributeBindings;
2527
2528 /**
2529 * User-defined fragment data bindings
2530 *
2531 * These are set via \c glBindFragDataLocation and are used to direct the
2532 * GLSL linker. These are \b not the values used in the compiled shader,
2533 * and they are \b not the values returned by \c glGetFragDataLocation.
2534 */
2535 struct string_to_uint_map *FragDataBindings;
2536 struct string_to_uint_map *FragDataIndexBindings;
2537
2538 /**
2539 * Transform feedback varyings last specified by
2540 * glTransformFeedbackVaryings().
2541 *
2542 * For the current set of transform feeedback varyings used for transform
2543 * feedback output, see LinkedTransformFeedback.
2544 */
2545 struct {
2546 GLenum BufferMode;
2547 GLuint NumVarying;
2548 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2549 } TransformFeedback;
2550
2551 /** Post-link transform feedback info. */
2552 struct gl_transform_feedback_info LinkedTransformFeedback;
2553
2554 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2555 enum gl_frag_depth_layout FragDepthLayout;
2556
2557 /**
2558 * Geometry shader state - copied into gl_geometry_program by
2559 * _mesa_copy_linked_program_data().
2560 */
2561 struct {
2562 GLint VerticesIn;
2563 GLint VerticesOut;
2564 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2565 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2566 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2567 /**
2568 * True if gl_ClipDistance is written to. Copied into
2569 * gl_geometry_program by _mesa_copy_linked_program_data().
2570 */
2571 GLboolean UsesClipDistance;
2572 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2573 0 if not present. */
2574 GLboolean UsesEndPrimitive;
2575 } Geom;
2576
2577 /** Vertex shader state */
2578 struct {
2579 /**
2580 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2581 * by _mesa_copy_linked_program_data().
2582 */
2583 GLboolean UsesClipDistance;
2584 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2585 0 if not present. */
2586 } Vert;
2587
2588 /* post-link info: */
2589 unsigned NumUserUniformStorage;
2590 struct gl_uniform_storage *UniformStorage;
2591
2592 /**
2593 * Size of the gl_ClipDistance array that is output from the last pipeline
2594 * stage before the fragment shader.
2595 */
2596 unsigned LastClipDistanceArraySize;
2597
2598 struct gl_uniform_block *UniformBlocks;
2599 unsigned NumUniformBlocks;
2600
2601 /**
2602 * Scale factor for the uniform base location
2603 *
2604 * This is used to generate locations (returned by \c glGetUniformLocation)
2605 * of uniforms. The base location of the uniform is multiplied by this
2606 * value, and the array index is added.
2607 *
2608 * \note
2609 * Must be >= 1.
2610 *
2611 * \sa
2612 * _mesa_uniform_merge_location_offset, _mesa_uniform_split_location_offset
2613 */
2614 unsigned UniformLocationBaseScale;
2615
2616 /**
2617 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2618 * they're used in, or -1.
2619 *
2620 * This is used to maintain the Binding values of the stage's UniformBlocks[]
2621 * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2622 */
2623 int *UniformBlockStageIndex[MESA_SHADER_TYPES];
2624
2625 /**
2626 * Map of active uniform names to locations
2627 *
2628 * Maps any active uniform that is not an array element to a location.
2629 * Each active uniform, including individual structure members will appear
2630 * in this map. This roughly corresponds to the set of names that would be
2631 * enumerated by \c glGetActiveUniform.
2632 */
2633 struct string_to_uint_map *UniformHash;
2634
2635 struct gl_active_atomic_buffer *AtomicBuffers;
2636 unsigned NumAtomicBuffers;
2637
2638 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2639 GLboolean Validated;
2640 GLboolean _Used; /**< Ever used for drawing? */
2641 GLchar *InfoLog;
2642
2643 unsigned Version; /**< GLSL version used for linking */
2644 GLboolean IsES; /**< True if this program uses GLSL ES */
2645
2646 /**
2647 * Per-stage shaders resulting from the first stage of linking.
2648 *
2649 * Set of linked shaders for this program. The array is accessed using the
2650 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2651 * \c NULL.
2652 */
2653 struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES];
2654 };
2655
2656
2657 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2658 #define GLSL_LOG 0x2 /**< Write shaders to files */
2659 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2660 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2661 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2662 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2663 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2664 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2665 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2666 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2667
2668
2669 /**
2670 * Context state for GLSL vertex/fragment shaders.
2671 */
2672 struct gl_shader_state
2673 {
2674 /**
2675 * Programs used for rendering
2676 *
2677 * There is a separate program set for each shader stage. If
2678 * GL_EXT_separate_shader_objects is not supported, each of these must point
2679 * to \c NULL or to the same program.
2680 */
2681 struct gl_shader_program *CurrentVertexProgram;
2682 struct gl_shader_program *CurrentGeometryProgram;
2683 struct gl_shader_program *CurrentFragmentProgram;
2684
2685 struct gl_shader_program *_CurrentFragmentProgram;
2686
2687 /**
2688 * Program used by glUniform calls.
2689 *
2690 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2691 */
2692 struct gl_shader_program *ActiveProgram;
2693
2694 GLbitfield Flags; /**< Mask of GLSL_x flags */
2695 };
2696
2697
2698 /**
2699 * Compiler options for a single GLSL shaders type
2700 */
2701 struct gl_shader_compiler_options
2702 {
2703 /** Driver-selectable options: */
2704 GLboolean EmitCondCodes; /**< Use condition codes? */
2705 GLboolean EmitNoLoops;
2706 GLboolean EmitNoFunctions;
2707 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2708 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2709 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2710 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2711 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2712
2713 /**
2714 * \name Forms of indirect addressing the driver cannot do.
2715 */
2716 /*@{*/
2717 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2718 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2719 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2720 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2721 /*@}*/
2722
2723 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2724 GLuint MaxUnrollIterations;
2725
2726 /**
2727 * Prefer DP4 instructions (rather than MUL/MAD) for matrix * vector
2728 * operations, such as position transformation.
2729 */
2730 GLboolean PreferDP4;
2731
2732 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2733 };
2734
2735
2736 /**
2737 * Occlusion/timer query object.
2738 */
2739 struct gl_query_object
2740 {
2741 GLenum Target; /**< The query target, when active */
2742 GLuint Id; /**< hash table ID/name */
2743 GLchar *Label; /**< GL_KHR_debug */
2744 GLuint64EXT Result; /**< the counter */
2745 GLboolean Active; /**< inside Begin/EndQuery */
2746 GLboolean Ready; /**< result is ready? */
2747 GLboolean EverBound;/**< has query object ever been bound */
2748 };
2749
2750
2751 /**
2752 * Context state for query objects.
2753 */
2754 struct gl_query_state
2755 {
2756 struct _mesa_HashTable *QueryObjects;
2757 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2758 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2759
2760 /** GL_NV_conditional_render */
2761 struct gl_query_object *CondRenderQuery;
2762
2763 /** GL_EXT_transform_feedback */
2764 struct gl_query_object *PrimitivesGenerated;
2765 struct gl_query_object *PrimitivesWritten;
2766
2767 /** GL_ARB_timer_query */
2768 struct gl_query_object *TimeElapsed;
2769
2770 GLenum CondRenderMode;
2771 };
2772
2773
2774 /** Sync object state */
2775 struct gl_sync_object
2776 {
2777 GLenum Type; /**< GL_SYNC_FENCE */
2778 GLuint Name; /**< Fence name */
2779 GLchar *Label; /**< GL_KHR_debug */
2780 GLint RefCount; /**< Reference count */
2781 GLboolean DeletePending; /**< Object was deleted while there were still
2782 * live references (e.g., sync not yet finished)
2783 */
2784 GLenum SyncCondition;
2785 GLbitfield Flags; /**< Flags passed to glFenceSync */
2786 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2787 };
2788
2789
2790 /**
2791 * State which can be shared by multiple contexts:
2792 */
2793 struct gl_shared_state
2794 {
2795 _glthread_Mutex Mutex; /**< for thread safety */
2796 GLint RefCount; /**< Reference count */
2797 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2798 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2799
2800 /** Default texture objects (shared by all texture units) */
2801 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2802
2803 /** Fallback texture used when a bound texture is incomplete */
2804 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
2805
2806 /**
2807 * \name Thread safety and statechange notification for texture
2808 * objects.
2809 *
2810 * \todo Improve the granularity of locking.
2811 */
2812 /*@{*/
2813 _glthread_Mutex TexMutex; /**< texobj thread safety */
2814 GLuint TextureStateStamp; /**< state notification for shared tex */
2815 /*@}*/
2816
2817 /** Default buffer object for vertex arrays that aren't in VBOs */
2818 struct gl_buffer_object *NullBufferObj;
2819
2820 /**
2821 * \name Vertex/geometry/fragment programs
2822 */
2823 /*@{*/
2824 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2825 struct gl_vertex_program *DefaultVertexProgram;
2826 struct gl_fragment_program *DefaultFragmentProgram;
2827 struct gl_geometry_program *DefaultGeometryProgram;
2828 /*@}*/
2829
2830 /* GL_ATI_fragment_shader */
2831 struct _mesa_HashTable *ATIShaders;
2832 struct ati_fragment_shader *DefaultFragmentShader;
2833
2834 struct _mesa_HashTable *BufferObjects;
2835
2836 /** Table of both gl_shader and gl_shader_program objects */
2837 struct _mesa_HashTable *ShaderObjects;
2838
2839 /* GL_EXT_framebuffer_object */
2840 struct _mesa_HashTable *RenderBuffers;
2841 struct _mesa_HashTable *FrameBuffers;
2842
2843 /* GL_ARB_sync */
2844 struct set *SyncObjects;
2845
2846 /** GL_ARB_sampler_objects */
2847 struct _mesa_HashTable *SamplerObjects;
2848
2849 /**
2850 * Some context in this share group was affected by a GPU reset
2851 *
2852 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
2853 * been affected by a GPU reset must also return
2854 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
2855 *
2856 * Once this field becomes true, it is never reset to false.
2857 */
2858 bool ShareGroupReset;
2859 };
2860
2861
2862
2863 /**
2864 * Renderbuffers represent drawing surfaces such as color, depth and/or
2865 * stencil. A framebuffer object has a set of renderbuffers.
2866 * Drivers will typically derive subclasses of this type.
2867 */
2868 struct gl_renderbuffer
2869 {
2870 _glthread_Mutex Mutex; /**< for thread safety */
2871 GLuint ClassID; /**< Useful for drivers */
2872 GLuint Name;
2873 GLchar *Label; /**< GL_KHR_debug */
2874 GLint RefCount;
2875 GLuint Width, Height;
2876 GLuint Depth;
2877 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2878 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
2879 /**
2880 * True for renderbuffers that wrap textures, giving the driver a chance to
2881 * flush render caches through the FinishRenderTexture hook.
2882 *
2883 * Drivers may also set this on renderbuffers other than those generated by
2884 * glFramebufferTexture(), though it means FinishRenderTexture() would be
2885 * called without a rb->TexImage.
2886 */
2887 GLboolean NeedsFinishRenderTexture;
2888 GLubyte NumSamples;
2889 GLenum InternalFormat; /**< The user-specified format */
2890 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2891 GL_STENCIL_INDEX. */
2892 gl_format Format; /**< The actual renderbuffer memory format */
2893 /**
2894 * Pointer to the texture image if this renderbuffer wraps a texture,
2895 * otherwise NULL.
2896 *
2897 * Note that the reference on the gl_texture_object containing this
2898 * TexImage is held by the gl_renderbuffer_attachment.
2899 */
2900 struct gl_texture_image *TexImage;
2901
2902 /** Delete this renderbuffer */
2903 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2904
2905 /** Allocate new storage for this renderbuffer */
2906 GLboolean (*AllocStorage)(struct gl_context *ctx,
2907 struct gl_renderbuffer *rb,
2908 GLenum internalFormat,
2909 GLuint width, GLuint height);
2910 };
2911
2912
2913 /**
2914 * A renderbuffer attachment points to either a texture object (and specifies
2915 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2916 */
2917 struct gl_renderbuffer_attachment
2918 {
2919 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2920 GLboolean Complete;
2921
2922 /**
2923 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2924 * application supplied renderbuffer object.
2925 */
2926 struct gl_renderbuffer *Renderbuffer;
2927
2928 /**
2929 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2930 * supplied texture object.
2931 */
2932 struct gl_texture_object *Texture;
2933 GLuint TextureLevel; /**< Attached mipmap level. */
2934 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2935 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2936 * and 2D array textures */
2937 GLboolean Layered;
2938 };
2939
2940
2941 /**
2942 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2943 * In C++ terms, think of this as a base class from which device drivers
2944 * will make derived classes.
2945 */
2946 struct gl_framebuffer
2947 {
2948 _glthread_Mutex Mutex; /**< for thread safety */
2949 /**
2950 * If zero, this is a window system framebuffer. If non-zero, this
2951 * is a FBO framebuffer; note that for some devices (i.e. those with
2952 * a natural pixel coordinate system for FBOs that differs from the
2953 * OpenGL/Mesa coordinate system), this means that the viewport,
2954 * polygon face orientation, and polygon stipple will have to be inverted.
2955 */
2956 GLuint Name;
2957 GLchar *Label; /**< GL_KHR_debug */
2958
2959 GLint RefCount;
2960 GLboolean DeletePending;
2961
2962 /**
2963 * The framebuffer's visual. Immutable if this is a window system buffer.
2964 * Computed from attachments if user-made FBO.
2965 */
2966 struct gl_config Visual;
2967
2968 GLuint Width, Height; /**< size of frame buffer in pixels */
2969
2970 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2971 /*@{*/
2972 GLint _Xmin, _Xmax; /**< inclusive */
2973 GLint _Ymin, _Ymax; /**< exclusive */
2974 /*@}*/
2975
2976 /** \name Derived Z buffer stuff */
2977 /*@{*/
2978 GLuint _DepthMax; /**< Max depth buffer value */
2979 GLfloat _DepthMaxF; /**< Float max depth buffer value */
2980 GLfloat _MRD; /**< minimum resolvable difference in Z values */
2981 /*@}*/
2982
2983 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2984 GLenum _Status;
2985
2986 /** Integer color values */
2987 GLboolean _IntegerColor;
2988
2989 /* ARB_color_buffer_float */
2990 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
2991 GLboolean _HasSNormOrFloatColorBuffer;
2992
2993 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2994 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2995
2996 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2997 * attribute group and GL_PIXEL attribute group, respectively.
2998 */
2999 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3000 GLenum ColorReadBuffer;
3001
3002 /** Computed from ColorDraw/ReadBuffer above */
3003 GLuint _NumColorDrawBuffers;
3004 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3005 GLint _ColorReadBufferIndex; /* -1 = None */
3006 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3007 struct gl_renderbuffer *_ColorReadBuffer;
3008
3009 /**
3010 * The number of layers in the framebuffer, or 0 if the framebuffer is not
3011 * layered. For cube maps, this value is 6. For cube map arrays, this
3012 * value is the "depth" value passed to TexImage3D (always a multiple of
3013 * 6).
3014 */
3015 GLuint NumLayers;
3016
3017 /** Delete this framebuffer */
3018 void (*Delete)(struct gl_framebuffer *fb);
3019 };
3020
3021
3022 /**
3023 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3024 */
3025 struct gl_precision
3026 {
3027 GLushort RangeMin; /**< min value exponent */
3028 GLushort RangeMax; /**< max value exponent */
3029 GLushort Precision; /**< number of mantissa bits */
3030 };
3031
3032
3033 /**
3034 * Limits for vertex, geometry and fragment programs/shaders.
3035 */
3036 struct gl_program_constants
3037 {
3038 /* logical limits */
3039 GLuint MaxInstructions;
3040 GLuint MaxAluInstructions;
3041 GLuint MaxTexInstructions;
3042 GLuint MaxTexIndirections;
3043 GLuint MaxAttribs;
3044 GLuint MaxTemps;
3045 GLuint MaxAddressRegs;
3046 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3047 GLuint MaxParameters;
3048 GLuint MaxLocalParams;
3049 GLuint MaxEnvParams;
3050 /* native/hardware limits */
3051 GLuint MaxNativeInstructions;
3052 GLuint MaxNativeAluInstructions;
3053 GLuint MaxNativeTexInstructions;
3054 GLuint MaxNativeTexIndirections;
3055 GLuint MaxNativeAttribs;
3056 GLuint MaxNativeTemps;
3057 GLuint MaxNativeAddressRegs;
3058 GLuint MaxNativeParameters;
3059 /* For shaders */
3060 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3061
3062 /**
3063 * \name Per-stage input / output limits
3064 *
3065 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3066 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3067 * ES). This is stored as \c gl_constants::MaxVarying.
3068 *
3069 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3070 * variables. Each stage as a certain number of outputs that it can feed
3071 * to the next stage and a certain number inputs that it can consume from
3072 * the previous stage.
3073 *
3074 * Vertex shader inputs do not participate this in this accounting.
3075 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3076 *
3077 * Fragment shader outputs do not participate this in this accounting.
3078 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3079 */
3080 /*@{*/
3081 GLuint MaxInputComponents;
3082 GLuint MaxOutputComponents;
3083 /*@}*/
3084
3085 /* ES 2.0 and GL_ARB_ES2_compatibility */
3086 struct gl_precision LowFloat, MediumFloat, HighFloat;
3087 struct gl_precision LowInt, MediumInt, HighInt;
3088 /* GL_ARB_uniform_buffer_object */
3089 GLuint MaxUniformBlocks;
3090 GLuint MaxCombinedUniformComponents;
3091 GLuint MaxTextureImageUnits;
3092 /* GL_ARB_shader_atomic_counters */
3093 GLuint MaxAtomicBuffers;
3094 GLuint MaxAtomicCounters;
3095 };
3096
3097
3098 /**
3099 * Constants which may be overridden by device driver during context creation
3100 * but are never changed after that.
3101 */
3102 struct gl_constants
3103 {
3104 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3105 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3106 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3107 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3108 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3109 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3110 GLuint MaxTextureCoordUnits;
3111 GLuint MaxCombinedTextureImageUnits;
3112 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3113 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3114 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3115 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3116
3117 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3118
3119 GLuint MaxArrayLockSize;
3120
3121 GLint SubPixelBits;
3122
3123 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3124 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3125 GLfloat PointSizeGranularity;
3126 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3127 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3128 GLfloat LineWidthGranularity;
3129
3130 GLuint MaxClipPlanes;
3131 GLuint MaxLights;
3132 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3133 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3134
3135 GLuint MaxViewportWidth, MaxViewportHeight;
3136
3137 struct gl_program_constants VertexProgram; /**< GL_ARB_vertex_program */
3138 struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
3139 struct gl_program_constants GeometryProgram; /**< GL_ARB_geometry_shader4 */
3140 GLuint MaxProgramMatrices;
3141 GLuint MaxProgramMatrixStackDepth;
3142
3143 struct {
3144 GLuint SamplesPassed;
3145 GLuint TimeElapsed;
3146 GLuint Timestamp;
3147 GLuint PrimitivesGenerated;
3148 GLuint PrimitivesWritten;
3149 } QueryCounterBits;
3150
3151 /** vertex array / buffer object bounds checking */
3152 GLboolean CheckArrayBounds;
3153
3154 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3155
3156 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3157 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3158 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3159
3160 /** Number of varying vectors between any two shader stages. */
3161 GLuint MaxVarying;
3162
3163 /** @{
3164 * GL_ARB_uniform_buffer_object
3165 */
3166 GLuint MaxCombinedUniformBlocks;
3167 GLuint MaxUniformBufferBindings;
3168 GLuint MaxUniformBlockSize;
3169 GLuint UniformBufferOffsetAlignment;
3170 /** @} */
3171
3172 /** GL_ARB_geometry_shader4 */
3173 GLuint MaxGeometryOutputVertices;
3174 GLuint MaxGeometryTotalOutputComponents;
3175
3176 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
3177
3178 /**
3179 * Changes default GLSL extension behavior from "error" to "warn". It's out
3180 * of spec, but it can make some apps work that otherwise wouldn't.
3181 */
3182 GLboolean ForceGLSLExtensionsWarn;
3183
3184 /**
3185 * If non-zero, forces GLSL shaders without the #version directive to behave
3186 * as if they began with "#version ForceGLSLVersion".
3187 */
3188 GLuint ForceGLSLVersion;
3189
3190 /**
3191 * Does the driver support real 32-bit integers? (Otherwise, integers are
3192 * simulated via floats.)
3193 */
3194 GLboolean NativeIntegers;
3195
3196 /**
3197 * If the driver supports real 32-bit integers, what integer value should be
3198 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3199 */
3200 GLuint UniformBooleanTrue;
3201
3202 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
3203 GLbitfield SupportedBumpUnits;
3204
3205 /**
3206 * Maximum amount of time, measured in nanseconds, that the server can wait.
3207 */
3208 GLuint64 MaxServerWaitTimeout;
3209
3210 /** GL_EXT_provoking_vertex */
3211 GLboolean QuadsFollowProvokingVertexConvention;
3212
3213 /** OpenGL version 3.0 */
3214 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3215
3216 /** OpenGL version 3.2 */
3217 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3218
3219 /** GL_EXT_transform_feedback */
3220 GLuint MaxTransformFeedbackBuffers;
3221 GLuint MaxTransformFeedbackSeparateComponents;
3222 GLuint MaxTransformFeedbackInterleavedComponents;
3223 GLuint MaxVertexStreams;
3224
3225 /** GL_EXT_gpu_shader4 */
3226 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3227
3228 /** GL_ARB_texture_gather */
3229 GLuint MinProgramTextureGatherOffset;
3230 GLuint MaxProgramTextureGatherOffset;
3231 GLuint MaxProgramTextureGatherComponents;
3232
3233 /* GL_ARB_robustness */
3234 GLenum ResetStrategy;
3235
3236 /* GL_ARB_blend_func_extended */
3237 GLuint MaxDualSourceDrawBuffers;
3238
3239 /**
3240 * Whether the implementation strips out and ignores texture borders.
3241 *
3242 * Many GPU hardware implementations don't support rendering with texture
3243 * borders and mipmapped textures. (Note: not static border color, but the
3244 * old 1-pixel border around each edge). Implementations then have to do
3245 * slow fallbacks to be correct, or just ignore the border and be fast but
3246 * wrong. Setting the flag strips the border off of TexImage calls,
3247 * providing "fast but wrong" at significantly reduced driver complexity.
3248 *
3249 * Texture borders are deprecated in GL 3.0.
3250 **/
3251 GLboolean StripTextureBorder;
3252
3253 /**
3254 * For drivers which can do a better job at eliminating unused uniforms
3255 * than the GLSL compiler.
3256 *
3257 * XXX Remove these as soon as a better solution is available.
3258 */
3259 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3260
3261 /**
3262 * Force software support for primitive restart in the VBO module.
3263 */
3264 GLboolean PrimitiveRestartInSoftware;
3265
3266 /**
3267 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3268 * than passing the transform feedback object to the drawing function.
3269 */
3270 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3271
3272 /** GL_ARB_map_buffer_alignment */
3273 GLuint MinMapBufferAlignment;
3274
3275 /**
3276 * Disable varying packing. This is out of spec, but potentially useful
3277 * for older platforms that supports a limited number of texture
3278 * indirections--on these platforms, unpacking the varyings in the fragment
3279 * shader increases the number of texture indirections by 1, which might
3280 * make some shaders not executable at all.
3281 *
3282 * Drivers that support transform feedback must set this value to GL_FALSE.
3283 */
3284 GLboolean DisableVaryingPacking;
3285
3286 /*
3287 * Maximum value supported for an index in DrawElements and friends.
3288 *
3289 * This must be at least (1ull<<24)-1. The default value is
3290 * (1ull<<32)-1.
3291 *
3292 * \since ES 3.0 or GL_ARB_ES3_compatibility
3293 * \sa _mesa_init_constants
3294 */
3295 GLuint64 MaxElementIndex;
3296
3297 /**
3298 * Disable interpretation of line continuations (lines ending with a
3299 * backslash character ('\') in GLSL source.
3300 */
3301 GLboolean DisableGLSLLineContinuations;
3302
3303 /** GL_ARB_texture_multisample */
3304 GLint MaxColorTextureSamples;
3305 GLint MaxDepthTextureSamples;
3306 GLint MaxIntegerSamples;
3307
3308 /** GL_ARB_shader_atomic_counters */
3309 GLuint MaxAtomicBufferBindings;
3310 GLuint MaxAtomicBufferSize;
3311 GLuint MaxCombinedAtomicBuffers;
3312 GLuint MaxCombinedAtomicCounters;
3313
3314 /** GL_ARB_vertex_attrib_binding */
3315 GLint MaxVertexAttribRelativeOffset;
3316 GLint MaxVertexAttribBindings;
3317 };
3318
3319
3320 /**
3321 * Enable flag for each OpenGL extension. Different device drivers will
3322 * enable different extensions at runtime.
3323 */
3324 struct gl_extensions
3325 {
3326 GLboolean dummy; /* don't remove this! */
3327 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3328 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3329 GLboolean ANGLE_texture_compression_dxt;
3330 GLboolean ARB_ES2_compatibility;
3331 GLboolean ARB_ES3_compatibility;
3332 GLboolean ARB_base_instance;
3333 GLboolean ARB_blend_func_extended;
3334 GLboolean ARB_color_buffer_float;
3335 GLboolean ARB_conservative_depth;
3336 GLboolean ARB_depth_buffer_float;
3337 GLboolean ARB_depth_clamp;
3338 GLboolean ARB_depth_texture;
3339 GLboolean ARB_draw_buffers_blend;
3340 GLboolean ARB_draw_elements_base_vertex;
3341 GLboolean ARB_draw_indirect;
3342 GLboolean ARB_draw_instanced;
3343 GLboolean ARB_fragment_coord_conventions;
3344 GLboolean ARB_fragment_program;
3345 GLboolean ARB_fragment_program_shadow;
3346 GLboolean ARB_fragment_shader;
3347 GLboolean ARB_framebuffer_object;
3348 GLboolean ARB_explicit_attrib_location;
3349 GLboolean ARB_geometry_shader4;
3350 GLboolean ARB_gpu_shader5;
3351 GLboolean ARB_half_float_pixel;
3352 GLboolean ARB_half_float_vertex;
3353 GLboolean ARB_instanced_arrays;
3354 GLboolean ARB_internalformat_query;
3355 GLboolean ARB_map_buffer_alignment;
3356 GLboolean ARB_map_buffer_range;
3357 GLboolean ARB_occlusion_query;
3358 GLboolean ARB_occlusion_query2;
3359 GLboolean ARB_point_sprite;
3360 GLboolean ARB_sample_shading;
3361 GLboolean ARB_seamless_cube_map;
3362 GLboolean ARB_shader_atomic_counters;
3363 GLboolean ARB_shader_bit_encoding;
3364 GLboolean ARB_shader_stencil_export;
3365 GLboolean ARB_shader_texture_lod;
3366 GLboolean ARB_shading_language_packing;
3367 GLboolean ARB_shading_language_420pack;
3368 GLboolean ARB_shadow;
3369 GLboolean ARB_sync;
3370 GLboolean ARB_texture_border_clamp;
3371 GLboolean ARB_texture_buffer_object;
3372 GLboolean ARB_texture_buffer_object_rgb32;
3373 GLboolean ARB_texture_buffer_range;
3374 GLboolean ARB_texture_compression_rgtc;
3375 GLboolean ARB_texture_cube_map;
3376 GLboolean ARB_texture_cube_map_array;
3377 GLboolean ARB_texture_env_combine;
3378 GLboolean ARB_texture_env_crossbar;
3379 GLboolean ARB_texture_env_dot3;
3380 GLboolean ARB_texture_float;
3381 GLboolean ARB_texture_gather;
3382 GLboolean ARB_texture_mirror_clamp_to_edge;
3383 GLboolean ARB_texture_multisample;
3384 GLboolean ARB_texture_non_power_of_two;
3385 GLboolean ARB_texture_query_levels;
3386 GLboolean ARB_texture_query_lod;
3387 GLboolean ARB_texture_rg;
3388 GLboolean ARB_texture_rgb10_a2ui;
3389 GLboolean ARB_texture_view;
3390 GLboolean ARB_timer_query;
3391 GLboolean ARB_transform_feedback2;
3392 GLboolean ARB_transform_feedback3;
3393 GLboolean ARB_transform_feedback_instanced;
3394 GLboolean ARB_uniform_buffer_object;
3395 GLboolean ARB_vertex_program;
3396 GLboolean ARB_vertex_shader;
3397 GLboolean ARB_vertex_type_10f_11f_11f_rev;
3398 GLboolean ARB_vertex_type_2_10_10_10_rev;
3399 GLboolean EXT_blend_color;
3400 GLboolean EXT_blend_equation_separate;
3401 GLboolean EXT_blend_func_separate;
3402 GLboolean EXT_blend_minmax;
3403 GLboolean EXT_depth_bounds_test;
3404 GLboolean EXT_draw_buffers2;
3405 GLboolean EXT_framebuffer_blit;
3406 GLboolean EXT_framebuffer_multisample;
3407 GLboolean EXT_framebuffer_multisample_blit_scaled;
3408 GLboolean EXT_framebuffer_sRGB;
3409 GLboolean EXT_gpu_program_parameters;
3410 GLboolean EXT_gpu_shader4;
3411 GLboolean EXT_packed_float;
3412 GLboolean EXT_pixel_buffer_object;
3413 GLboolean EXT_point_parameters;
3414 GLboolean EXT_provoking_vertex;
3415 GLboolean EXT_separate_shader_objects;
3416 GLboolean EXT_shader_integer_mix;
3417 GLboolean EXT_stencil_two_side;
3418 GLboolean EXT_texture3D;
3419 GLboolean EXT_texture_array;
3420 GLboolean EXT_texture_compression_latc;
3421 GLboolean EXT_texture_compression_s3tc;
3422 GLboolean EXT_texture_env_dot3;
3423 GLboolean EXT_texture_filter_anisotropic;
3424 GLboolean EXT_texture_integer;
3425 GLboolean EXT_texture_mirror_clamp;
3426 GLboolean EXT_texture_shared_exponent;
3427 GLboolean EXT_texture_snorm;
3428 GLboolean EXT_texture_sRGB;
3429 GLboolean EXT_texture_sRGB_decode;
3430 GLboolean EXT_texture_swizzle;
3431 GLboolean EXT_transform_feedback;
3432 GLboolean EXT_timer_query;
3433 GLboolean EXT_vertex_array_bgra;
3434 GLboolean OES_standard_derivatives;
3435 /* vendor extensions */
3436 GLboolean AMD_performance_monitor;
3437 GLboolean AMD_seamless_cubemap_per_texture;
3438 GLboolean AMD_shader_trinary_minmax;
3439 GLboolean AMD_vertex_shader_layer;
3440 GLboolean APPLE_object_purgeable;
3441 GLboolean ATI_envmap_bumpmap;
3442 GLboolean ATI_texture_compression_3dc;
3443 GLboolean ATI_texture_mirror_once;
3444 GLboolean ATI_texture_env_combine3;
3445 GLboolean ATI_fragment_shader;
3446 GLboolean ATI_separate_stencil;
3447 GLboolean MESA_pack_invert;
3448 GLboolean MESA_ycbcr_texture;
3449 GLboolean NV_conditional_render;
3450 GLboolean NV_fog_distance;
3451 GLboolean NV_fragment_program_option;
3452 GLboolean NV_point_sprite;
3453 GLboolean NV_primitive_restart;
3454 GLboolean NV_texture_barrier;
3455 GLboolean NV_texture_env_combine4;
3456 GLboolean NV_texture_rectangle;
3457 GLboolean NV_vdpau_interop;
3458 GLboolean TDFX_texture_compression_FXT1;
3459 GLboolean OES_EGL_image;
3460 GLboolean OES_draw_texture;
3461 GLboolean OES_depth_texture_cube_map;
3462 GLboolean OES_EGL_image_external;
3463 GLboolean OES_compressed_ETC1_RGB8_texture;
3464 GLboolean extension_sentinel;
3465 /** The extension string */
3466 const GLubyte *String;
3467 /** Number of supported extensions */
3468 GLuint Count;
3469 };
3470
3471
3472 /**
3473 * A stack of matrices (projection, modelview, color, texture, etc).
3474 */
3475 struct gl_matrix_stack
3476 {
3477 GLmatrix *Top; /**< points into Stack */
3478 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3479 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3480 GLuint MaxDepth; /**< size of Stack[] array */
3481 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3482 };
3483
3484
3485 /**
3486 * \name Bits for image transfer operations
3487 * \sa __struct gl_contextRec::ImageTransferState.
3488 */
3489 /*@{*/
3490 #define IMAGE_SCALE_BIAS_BIT 0x1
3491 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3492 #define IMAGE_MAP_COLOR_BIT 0x4
3493 #define IMAGE_CLAMP_BIT 0x800
3494
3495
3496 /** Pixel Transfer ops */
3497 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3498 IMAGE_SHIFT_OFFSET_BIT | \
3499 IMAGE_MAP_COLOR_BIT)
3500
3501 /**
3502 * \name Bits to indicate what state has changed.
3503 */
3504 /*@{*/
3505 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3506 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3507 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3508 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3509 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3510 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3511 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3512 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3513 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3514 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3515 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3516 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3517 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3518 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3519 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3520 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3521 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3522 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3523 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3524 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3525 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3526 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3527 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3528 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3529 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3530 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3531 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3532 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3533 #define _NEW_BUFFER_OBJECT (1 << 28)
3534 #define _NEW_FRAG_CLAMP (1 << 29)
3535 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3536 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3537 #define _NEW_ALL ~0
3538 /*@}*/
3539
3540
3541 /**
3542 * Composite state flags
3543 */
3544 /*@{*/
3545 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3546 _NEW_TEXTURE | \
3547 _NEW_POINT | \
3548 _NEW_PROGRAM | \
3549 _NEW_MODELVIEW)
3550
3551 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3552 _NEW_FOG | \
3553 _NEW_PROGRAM)
3554
3555
3556 /*@}*/
3557
3558
3559
3560
3561 /* This has to be included here. */
3562 #include "dd.h"
3563
3564
3565 /**
3566 * Display list flags.
3567 * Strictly this is a tnl-private concept, but it doesn't seem
3568 * worthwhile adding a tnl private structure just to hold this one bit
3569 * of information:
3570 */
3571 #define DLIST_DANGLING_REFS 0x1
3572
3573
3574 /** Opaque declaration of display list payload data type */
3575 union gl_dlist_node;
3576
3577
3578 /**
3579 * Provide a location where information about a display list can be
3580 * collected. Could be extended with driverPrivate structures,
3581 * etc. in the future.
3582 */
3583 struct gl_display_list
3584 {
3585 GLuint Name;
3586 GLchar *Label; /**< GL_KHR_debug */
3587 GLbitfield Flags; /**< DLIST_x flags */
3588 /** The dlist commands are in a linked list of nodes */
3589 union gl_dlist_node *Head;
3590 };
3591
3592
3593 /**
3594 * State used during display list compilation and execution.
3595 */
3596 struct gl_dlist_state
3597 {
3598 GLuint CallDepth; /**< Current recursion calling depth */
3599
3600 struct gl_display_list *CurrentList; /**< List currently being compiled */
3601 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3602 GLuint CurrentPos; /**< Index into current block of nodes */
3603
3604 GLvertexformat ListVtxfmt;
3605
3606 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3607 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3608
3609 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3610 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3611
3612 struct {
3613 /* State known to have been set by the currently-compiling display
3614 * list. Used to eliminate some redundant state changes.
3615 */
3616 GLenum ShadeModel;
3617 } Current;
3618 };
3619
3620 /** @{
3621 *
3622 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
3623 * to small enums suitable for use as an array index.
3624 */
3625
3626 enum mesa_debug_source {
3627 MESA_DEBUG_SOURCE_API,
3628 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
3629 MESA_DEBUG_SOURCE_SHADER_COMPILER,
3630 MESA_DEBUG_SOURCE_THIRD_PARTY,
3631 MESA_DEBUG_SOURCE_APPLICATION,
3632 MESA_DEBUG_SOURCE_OTHER,
3633 MESA_DEBUG_SOURCE_COUNT
3634 };
3635
3636 enum mesa_debug_type {
3637 MESA_DEBUG_TYPE_ERROR,
3638 MESA_DEBUG_TYPE_DEPRECATED,
3639 MESA_DEBUG_TYPE_UNDEFINED,
3640 MESA_DEBUG_TYPE_PORTABILITY,
3641 MESA_DEBUG_TYPE_PERFORMANCE,
3642 MESA_DEBUG_TYPE_OTHER,
3643 MESA_DEBUG_TYPE_MARKER,
3644 MESA_DEBUG_TYPE_PUSH_GROUP,
3645 MESA_DEBUG_TYPE_POP_GROUP,
3646 MESA_DEBUG_TYPE_COUNT
3647 };
3648
3649 enum mesa_debug_severity {
3650 MESA_DEBUG_SEVERITY_LOW,
3651 MESA_DEBUG_SEVERITY_MEDIUM,
3652 MESA_DEBUG_SEVERITY_HIGH,
3653 MESA_DEBUG_SEVERITY_NOTIFICATION,
3654 MESA_DEBUG_SEVERITY_COUNT
3655 };
3656
3657 /** @} */
3658
3659 /**
3660 * An error, warning, or other piece of debug information for an application
3661 * to consume via GL_ARB_debug_output/GL_KHR_debug.
3662 */
3663 struct gl_debug_msg
3664 {
3665 enum mesa_debug_source source;
3666 enum mesa_debug_type type;
3667 GLuint id;
3668 enum mesa_debug_severity severity;
3669 GLsizei length;
3670 GLcharARB *message;
3671 };
3672
3673 struct gl_debug_namespace
3674 {
3675 struct _mesa_HashTable *IDs;
3676 unsigned ZeroID; /* a HashTable won't take zero, so store its state here */
3677 /** lists of IDs in the hash table at each severity */
3678 struct simple_node Severity[MESA_DEBUG_SEVERITY_COUNT];
3679 };
3680
3681 struct gl_debug_state
3682 {
3683 GLDEBUGPROC Callback;
3684 const void *CallbackData;
3685 GLboolean SyncOutput;
3686 GLboolean DebugOutput;
3687 GLboolean ARBCallback; /* Used to track if current callback is of type ARB_debug_output or KHR_debug */
3688 GLboolean Defaults[MAX_DEBUG_GROUP_STACK_DEPTH][MESA_DEBUG_SEVERITY_COUNT][MESA_DEBUG_SOURCE_COUNT][MESA_DEBUG_TYPE_COUNT];
3689 struct gl_debug_namespace Namespaces[MAX_DEBUG_GROUP_STACK_DEPTH][MESA_DEBUG_SOURCE_COUNT][MESA_DEBUG_TYPE_COUNT];
3690 struct gl_debug_msg Log[MAX_DEBUG_LOGGED_MESSAGES];
3691 struct gl_debug_msg DebugGroupMsgs[MAX_DEBUG_GROUP_STACK_DEPTH];
3692 GLint GroupStackDepth;
3693 GLint NumMessages;
3694 GLint NextMsg;
3695 GLint NextMsgLength; /* redundant, but copied here from Log[NextMsg].length
3696 for the sake of the offsetof() code in get.c */
3697 };
3698
3699 /**
3700 * Enum for the OpenGL APIs we know about and may support.
3701 *
3702 * NOTE: This must match the api_enum table in
3703 * src/mesa/main/get_hash_generator.py
3704 */
3705 typedef enum
3706 {
3707 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
3708 API_OPENGLES,
3709 API_OPENGLES2,
3710 API_OPENGL_CORE,
3711 API_OPENGL_LAST = API_OPENGL_CORE
3712 } gl_api;
3713
3714 /**
3715 * Driver-specific state flags.
3716 *
3717 * These are or'd with gl_context::NewDriverState to notify a driver about
3718 * a state change. The driver sets the flags at context creation and
3719 * the meaning of the bits set is opaque to core Mesa.
3720 */
3721 struct gl_driver_flags
3722 {
3723 /** gl_context::Array::_DrawArrays (vertex array state) */
3724 GLbitfield NewArray;
3725
3726 /** gl_context::TransformFeedback::CurrentObject */
3727 GLbitfield NewTransformFeedback;
3728
3729 /** gl_context::RasterDiscard */
3730 GLbitfield NewRasterizerDiscard;
3731
3732 /**
3733 * gl_context::UniformBufferBindings
3734 * gl_shader_program::UniformBlocks
3735 */
3736 GLbitfield NewUniformBuffer;
3737
3738 /**
3739 * gl_context::AtomicBufferBindings
3740 */
3741 GLbitfield NewAtomicBuffer;
3742 };
3743
3744 struct gl_uniform_buffer_binding
3745 {
3746 struct gl_buffer_object *BufferObject;
3747 /** Start of uniform block data in the buffer */
3748 GLintptr Offset;
3749 /** Size of data allowed to be referenced from the buffer (in bytes) */
3750 GLsizeiptr Size;
3751 /**
3752 * glBindBufferBase() indicates that the Size should be ignored and only
3753 * limited by the current size of the BufferObject.
3754 */
3755 GLboolean AutomaticSize;
3756 };
3757
3758 /**
3759 * Binding point for an atomic counter buffer object.
3760 */
3761 struct gl_atomic_buffer_binding
3762 {
3763 struct gl_buffer_object *BufferObject;
3764 GLintptr Offset;
3765 GLsizeiptr Size;
3766 };
3767
3768 /**
3769 * Mesa rendering context.
3770 *
3771 * This is the central context data structure for Mesa. Almost all
3772 * OpenGL state is contained in this structure.
3773 * Think of this as a base class from which device drivers will derive
3774 * sub classes.
3775 */
3776 struct gl_context
3777 {
3778 /** State possibly shared with other contexts in the address space */
3779 struct gl_shared_state *Shared;
3780
3781 /** \name API function pointer tables */
3782 /*@{*/
3783 gl_api API;
3784 /**
3785 * The current dispatch table for non-displaylist-saving execution, either
3786 * BeginEnd or OutsideBeginEnd
3787 */
3788 struct _glapi_table *Exec;
3789 /**
3790 * The normal dispatch table for non-displaylist-saving, non-begin/end
3791 */
3792 struct _glapi_table *OutsideBeginEnd;
3793 /** The dispatch table used between glNewList() and glEndList() */
3794 struct _glapi_table *Save;
3795 /**
3796 * The dispatch table used between glBegin() and glEnd() (outside of a
3797 * display list). Only valid functions between those two are set, which is
3798 * mostly just the set in a GLvertexformat struct.
3799 */
3800 struct _glapi_table *BeginEnd;
3801 /**
3802 * Tracks the current dispatch table out of the 3 above, so that it can be
3803 * re-set on glXMakeCurrent().
3804 */
3805 struct _glapi_table *CurrentDispatch;
3806 /*@}*/
3807
3808 struct gl_config Visual;
3809 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
3810 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
3811 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
3812 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
3813
3814 /**
3815 * Device driver function pointer table
3816 */
3817 struct dd_function_table Driver;
3818
3819 /** Core/Driver constants */
3820 struct gl_constants Const;
3821
3822 /** \name The various 4x4 matrix stacks */
3823 /*@{*/
3824 struct gl_matrix_stack ModelviewMatrixStack;
3825 struct gl_matrix_stack ProjectionMatrixStack;
3826 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3827 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3828 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3829 /*@}*/
3830
3831 /** Combined modelview and projection matrix */
3832 GLmatrix _ModelProjectMatrix;
3833
3834 /** \name Display lists */
3835 struct gl_dlist_state ListState;
3836
3837 GLboolean ExecuteFlag; /**< Execute GL commands? */
3838 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3839
3840 /** Extension information */
3841 struct gl_extensions Extensions;
3842
3843 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
3844 GLuint Version;
3845 char *VersionString;
3846
3847 /** \name State attribute stack (for glPush/PopAttrib) */
3848 /*@{*/
3849 GLuint AttribStackDepth;
3850 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3851 /*@}*/
3852
3853 /** \name Renderer attribute groups
3854 *
3855 * We define a struct for each attribute group to make pushing and popping
3856 * attributes easy. Also it's a good organization.
3857 */
3858 /*@{*/
3859 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
3860 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
3861 struct gl_current_attrib Current; /**< Current attributes */
3862 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
3863 struct gl_eval_attrib Eval; /**< Eval attributes */
3864 struct gl_fog_attrib Fog; /**< Fog attributes */
3865 struct gl_hint_attrib Hint; /**< Hint attributes */
3866 struct gl_light_attrib Light; /**< Light attributes */
3867 struct gl_line_attrib Line; /**< Line attributes */
3868 struct gl_list_attrib List; /**< List attributes */
3869 struct gl_multisample_attrib Multisample;
3870 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
3871 struct gl_point_attrib Point; /**< Point attributes */
3872 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
3873 GLuint PolygonStipple[32]; /**< Polygon stipple */
3874 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
3875 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
3876 struct gl_texture_attrib Texture; /**< Texture attributes */
3877 struct gl_transform_attrib Transform; /**< Transformation attributes */
3878 struct gl_viewport_attrib Viewport; /**< Viewport attributes */
3879 /*@}*/
3880
3881 /** \name Client attribute stack */
3882 /*@{*/
3883 GLuint ClientAttribStackDepth;
3884 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3885 /*@}*/
3886
3887 /** \name Client attribute groups */
3888 /*@{*/
3889 struct gl_array_attrib Array; /**< Vertex arrays */
3890 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
3891 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
3892 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
3893 /*@}*/
3894
3895 /** \name Other assorted state (not pushed/popped on attribute stack) */
3896 /*@{*/
3897 struct gl_pixelmaps PixelMaps;
3898
3899 struct gl_evaluators EvalMap; /**< All evaluators */
3900 struct gl_feedback Feedback; /**< Feedback */
3901 struct gl_selection Select; /**< Selection */
3902
3903 struct gl_program_state Program; /**< general program state */
3904 struct gl_vertex_program_state VertexProgram;
3905 struct gl_fragment_program_state FragmentProgram;
3906 struct gl_geometry_program_state GeometryProgram;
3907 struct gl_ati_fragment_shader_state ATIFragmentShader;
3908
3909 struct gl_shader_state Shader; /**< GLSL shader object state */
3910 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
3911
3912 struct gl_query_state Query; /**< occlusion, timer queries */
3913
3914 struct gl_transform_feedback_state TransformFeedback;
3915
3916 struct gl_perf_monitor_state PerfMonitor;
3917
3918 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
3919
3920 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3921 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3922
3923 /**
3924 * Current GL_ARB_uniform_buffer_object binding referenced by
3925 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
3926 */
3927 struct gl_buffer_object *UniformBuffer;
3928
3929 /**
3930 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
3931 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
3932 * associated with uniform blocks by glUniformBlockBinding()'s state in the
3933 * shader program.
3934 */
3935 struct gl_uniform_buffer_binding
3936 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
3937
3938 /**
3939 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
3940 * target.
3941 */
3942 struct gl_buffer_object *AtomicBuffer;
3943
3944 /**
3945 * Array of atomic counter buffer binding points.
3946 */
3947 struct gl_atomic_buffer_binding
3948 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
3949
3950 /*@}*/
3951
3952 struct gl_meta_state *Meta; /**< for "meta" operations */
3953
3954 /* GL_EXT_framebuffer_object */
3955 struct gl_renderbuffer *CurrentRenderbuffer;
3956
3957 GLenum ErrorValue; /**< Last error code */
3958
3959 /**
3960 * Recognize and silence repeated error debug messages in buggy apps.
3961 */
3962 const char *ErrorDebugFmtString;
3963 GLuint ErrorDebugCount;
3964
3965 /* GL_ARB_debug_output/GL_KHR_debug */
3966 struct gl_debug_state Debug;
3967
3968 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3969 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
3970 GLbitfield NewDriverState;/**< bitwise-or of flags from DriverFlags */
3971
3972 struct gl_driver_flags DriverFlags;
3973
3974 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
3975
3976 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
3977
3978 /** \name Derived state */
3979 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
3980 GLfloat _EyeZDir[3];
3981 GLfloat _ModelViewInvScale;
3982 GLboolean _NeedEyeCoords;
3983 GLboolean _ForceEyeCoords;
3984
3985 GLuint TextureStateTimestamp; /**< detect changes to shared state */
3986
3987 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3988
3989 /** \name For debugging/development only */
3990 /*@{*/
3991 GLboolean FirstTimeCurrent;
3992 /*@}*/
3993
3994 /** software compression/decompression supported or not */
3995 GLboolean Mesa_DXTn;
3996
3997 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
3998
3999 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4000
4001 /**
4002 * \name Hooks for module contexts.
4003 *
4004 * These will eventually live in the driver or elsewhere.
4005 */
4006 /*@{*/
4007 void *swrast_context;
4008 void *swsetup_context;
4009 void *swtnl_context;
4010 struct vbo_context *vbo_context;
4011 struct st_context *st;
4012 void *aelt_context;
4013 /*@}*/
4014
4015 /**
4016 * \name NV_vdpau_interop
4017 */
4018 /*@{*/
4019 const void *vdpDevice;
4020 const void *vdpGetProcAddress;
4021 struct set *vdpSurfaces;
4022 /*@}*/
4023
4024 /**
4025 * Has this context observed a GPU reset in any context in the share group?
4026 *
4027 * Once this field becomes true, it is never reset to false.
4028 */
4029 GLboolean ShareGroupReset;
4030 };
4031
4032
4033 #ifdef DEBUG
4034 extern int MESA_VERBOSE;
4035 extern int MESA_DEBUG_FLAGS;
4036 # define MESA_FUNCTION __FUNCTION__
4037 #else
4038 # define MESA_VERBOSE 0
4039 # define MESA_DEBUG_FLAGS 0
4040 # define MESA_FUNCTION "a function"
4041 # ifndef NDEBUG
4042 # define NDEBUG
4043 # endif
4044 #endif
4045
4046
4047 /** The MESA_VERBOSE var is a bitmask of these flags */
4048 enum _verbose
4049 {
4050 VERBOSE_VARRAY = 0x0001,
4051 VERBOSE_TEXTURE = 0x0002,
4052 VERBOSE_MATERIAL = 0x0004,
4053 VERBOSE_PIPELINE = 0x0008,
4054 VERBOSE_DRIVER = 0x0010,
4055 VERBOSE_STATE = 0x0020,
4056 VERBOSE_API = 0x0040,
4057 VERBOSE_DISPLAY_LIST = 0x0100,
4058 VERBOSE_LIGHTING = 0x0200,
4059 VERBOSE_PRIMS = 0x0400,
4060 VERBOSE_VERTS = 0x0800,
4061 VERBOSE_DISASSEM = 0x1000,
4062 VERBOSE_DRAW = 0x2000,
4063 VERBOSE_SWAPBUFFERS = 0x4000
4064 };
4065
4066
4067 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4068 enum _debug
4069 {
4070 DEBUG_SILENT = (1 << 0),
4071 DEBUG_ALWAYS_FLUSH = (1 << 1),
4072 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
4073 DEBUG_INCOMPLETE_FBO = (1 << 3)
4074 };
4075
4076
4077
4078 #ifdef __cplusplus
4079 }
4080 #endif
4081
4082 #endif /* MTYPES_H */