#include "compiler/shader_info.h"
#include "main/formats.h" /* MESA_FORMAT_COUNT */
#include "compiler/glsl/list.h"
-#include "util/bitscan.h"
+#include "util/simple_mtx.h"
#include "util/u_dynarray.h"
#endif
+/** Set a single bit */
+#define BITFIELD_BIT(b) ((GLbitfield)1 << (b))
+/** Set all bits up to excluding bit b */
+#define BITFIELD_MASK(b) \
+ ((b) == 32 ? (~(GLbitfield)0) : BITFIELD_BIT(b) - 1)
+/** Set count bits starting from bit b */
+#define BITFIELD_RANGE(b, count) \
+ (BITFIELD_MASK((b) + (count)) & ~BITFIELD_MASK(b))
+
+
/**
* \name 64-bit extension of GLbitfield.
*/
(BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
+#define GET_COLORMASK_BIT(mask, buf, chan) (((mask) >> (4 * (buf) + (chan))) & 0x1)
+#define GET_COLORMASK(mask, buf) (((mask) >> (4 * (buf))) & 0xf)
+
+
/**
* \name Some forward type declarations
*/
struct gl_uniform_storage;
struct prog_instruction;
struct gl_program_parameter_list;
+struct gl_shader_spirv_data;
struct set;
-struct set_entry;
struct vbo_context;
/*@}*/
/* ARB_multisample / SGIS_multisample */
GLint sampleBuffers;
- GLint samples;
+ GLuint samples;
/* SGIX_pbuffer / GLX 1.3 */
GLint maxPbufferWidth;
* \name Bit flags used for updating material values.
*/
/*@{*/
-#define MAT_ATTRIB_FRONT_AMBIENT 0
+#define MAT_ATTRIB_FRONT_AMBIENT 0
#define MAT_ATTRIB_BACK_AMBIENT 1
-#define MAT_ATTRIB_FRONT_DIFFUSE 2
+#define MAT_ATTRIB_FRONT_DIFFUSE 2
#define MAT_ATTRIB_BACK_DIFFUSE 3
-#define MAT_ATTRIB_FRONT_SPECULAR 4
+#define MAT_ATTRIB_FRONT_SPECULAR 4
#define MAT_ATTRIB_BACK_SPECULAR 5
#define MAT_ATTRIB_FRONT_EMISSION 6
#define MAT_ATTRIB_BACK_EMISSION 7
#define MAT_ATTRIB_BACK_INDEXES 11
#define MAT_ATTRIB_MAX 12
-#define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
-#define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
-#define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
-#define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
+#define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
+#define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
+#define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
+#define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
#define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
-#define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
-
-#define MAT_INDEX_AMBIENT 0
-#define MAT_INDEX_DIFFUSE 1
-#define MAT_INDEX_SPECULAR 2
+#define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
#define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
#define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
#define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
-#define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
- MAT_BIT_FRONT_AMBIENT | \
- MAT_BIT_FRONT_DIFFUSE | \
- MAT_BIT_FRONT_SPECULAR | \
- MAT_BIT_FRONT_SHININESS | \
- MAT_BIT_FRONT_INDEXES)
+#define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
+ MAT_BIT_FRONT_AMBIENT | \
+ MAT_BIT_FRONT_DIFFUSE | \
+ MAT_BIT_FRONT_SPECULAR | \
+ MAT_BIT_FRONT_SHININESS | \
+ MAT_BIT_FRONT_INDEXES)
-#define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
- MAT_BIT_BACK_AMBIENT | \
- MAT_BIT_BACK_DIFFUSE | \
- MAT_BIT_BACK_SPECULAR | \
- MAT_BIT_BACK_SHININESS | \
- MAT_BIT_BACK_INDEXES)
+#define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
+ MAT_BIT_BACK_AMBIENT | \
+ MAT_BIT_BACK_DIFFUSE | \
+ MAT_BIT_BACK_SPECULAR | \
+ MAT_BIT_BACK_SHININESS | \
+ MAT_BIT_BACK_INDEXES)
-#define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
+#define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
/*@}*/
GLfloat QuadraticAttenuation;
GLboolean Enabled; /**< On/off flag */
- /**
+ /**
* \name Derived fields
*/
/*@{*/
GLfloat Ambient[4]; /**< ambient color */
GLboolean LocalViewer; /**< Local (or infinite) view point? */
GLboolean TwoSide; /**< Two (or one) sided lighting? */
- GLenum ColorControl; /**< either GL_SINGLE_COLOR
- * or GL_SEPARATE_SPECULAR_COLOR */
+ GLenum16 ColorControl; /**< either GL_SINGLE_COLOR
+ or GL_SEPARATE_SPECULAR_COLOR */
};
GLuint ui[4];
};
+/**
+ * Remapped color logical operations
+ *
+ * With the exception of NVIDIA hardware, which consumes the OpenGL enumerants
+ * directly, everything wants this mapping of color logical operations.
+ *
+ * Fun fact: These values are just the bit-reverse of the low-nibble of the GL
+ * enumerant values (i.e., `GL_NOOP & 0x0f` is `b0101' while
+ * \c COLOR_LOGICOP_NOOP is `b1010`).
+ *
+ * Fun fact #2: These values are just an encoding of the operation as a table
+ * of bit values. The result of the logic op is:
+ *
+ * result_bit = (logic_op >> (2 * src_bit + dst_bit)) & 1
+ *
+ * For the GL enums, the result is:
+ *
+ * result_bit = logic_op & (1 << (2 * src_bit + dst_bit))
+ */
+enum PACKED gl_logicop_mode {
+ COLOR_LOGICOP_CLEAR = 0,
+ COLOR_LOGICOP_NOR = 1,
+ COLOR_LOGICOP_AND_INVERTED = 2,
+ COLOR_LOGICOP_COPY_INVERTED = 3,
+ COLOR_LOGICOP_AND_REVERSE = 4,
+ COLOR_LOGICOP_INVERT = 5,
+ COLOR_LOGICOP_XOR = 6,
+ COLOR_LOGICOP_NAND = 7,
+ COLOR_LOGICOP_AND = 8,
+ COLOR_LOGICOP_EQUIV = 9,
+ COLOR_LOGICOP_NOOP = 10,
+ COLOR_LOGICOP_OR_INVERTED = 11,
+ COLOR_LOGICOP_COPY = 12,
+ COLOR_LOGICOP_OR_REVERSE = 13,
+ COLOR_LOGICOP_OR = 14,
+ COLOR_LOGICOP_SET = 15
+};
/**
* Color buffer attribute group (GL_COLOR_BUFFER_BIT).
GLuint ClearIndex; /**< Index for glClear */
union gl_color_union ClearColor; /**< Color for glClear, unclamped */
GLuint IndexMask; /**< Color index write mask */
- GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
- GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
+ /** 4 colormask bits per draw buffer, max 8 draw buffers. 4*8 = 32 bits */
+ GLbitfield ColorMask;
+
+ GLenum16 DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
- /**
+ /**
* \name alpha testing
*/
/*@{*/
GLboolean AlphaEnabled; /**< Alpha test enabled flag */
- GLenum AlphaFunc; /**< Alpha test function */
+ GLenum16 AlphaFunc; /**< Alpha test function */
GLfloat AlphaRefUnclamped;
GLclampf AlphaRef; /**< Alpha reference value */
/*@}*/
- /**
+ /**
* \name Blending
*/
/*@{*/
* control, only on the fixed-pointness of the render target.
* The query does however depend on fragment color clamping.
*/
- GLfloat BlendColorUnclamped[4]; /**< Blending color */
+ GLfloat BlendColorUnclamped[4]; /**< Blending color */
GLfloat BlendColor[4]; /**< Blending color */
struct
{
- GLenum SrcRGB; /**< RGB blend source term */
- GLenum DstRGB; /**< RGB blend dest term */
- GLenum SrcA; /**< Alpha blend source term */
- GLenum DstA; /**< Alpha blend dest term */
- GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
- GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
+ GLenum16 SrcRGB; /**< RGB blend source term */
+ GLenum16 DstRGB; /**< RGB blend dest term */
+ GLenum16 SrcA; /**< Alpha blend source term */
+ GLenum16 DstA; /**< Alpha blend dest term */
+ GLenum16 EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
+ GLenum16 EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
/**
* Set if any blend factor uses SRC1. Computed at the time blend factors
* get set.
bool BlendCoherent;
/*@}*/
- /**
+ /**
* \name Logic op
*/
/*@{*/
GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
- GLenum LogicOp; /**< Logic operator */
-
+ GLenum16 LogicOp; /**< Logic operator */
+ enum gl_logicop_mode _LogicOp;
/*@}*/
- GLboolean DitherFlag; /**< Dither enable flag */
+ GLboolean DitherFlag; /**< Dither enable flag */
- GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
- GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
- GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
+ GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
+ GLenum16 ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
+ GLenum16 ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
- GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
+ GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
};
/**
* \name Current vertex attributes (color, texcoords, etc).
* \note Values are valid only after FLUSH_VERTICES has been called.
- * \note Index and Edgeflag current values are stored as floats in the
+ * \note Index and Edgeflag current values are stored as floats in the
* SIX and SEVEN attribute slots.
* \note We need double storage for 64-bit vertex attributes
*/
*/
struct gl_depthbuffer_attrib
{
- GLenum Func; /**< Function for depth buffer compare */
+ GLenum16 Func; /**< Function for depth buffer compare */
GLclampd Clear; /**< Value to clear depth buffer to */
GLboolean Test; /**< Depth buffering enabled flag */
GLboolean Mask; /**< Depth buffer writable? */
struct gl_eval_attrib
{
/**
- * \name Enable bits
+ * \name Enable bits
*/
/*@{*/
GLboolean Map1Color4;
GLboolean Map2Vertex4;
GLboolean AutoNormal;
/*@}*/
-
+
/**
* \name Map Grid endpoints and divisions and calculated du values
*/
GLfloat Start; /**< Start distance in eye coords */
GLfloat End; /**< End distance in eye coords */
GLfloat Index; /**< Fog index */
- GLenum Mode; /**< Fog mode */
- GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
- GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
- GLenum FogDistanceMode; /**< GL_NV_fog_distance */
+ GLenum16 Mode; /**< Fog mode */
+ GLenum16 FogCoordinateSource;/**< GL_EXT_fog_coord */
+ GLenum16 FogDistanceMode; /**< GL_NV_fog_distance */
};
-/**
+/**
* Hint attribute group (GL_HINT_BIT).
- *
+ *
* Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
*/
struct gl_hint_attrib
{
- GLenum PerspectiveCorrection;
- GLenum PointSmooth;
- GLenum LineSmooth;
- GLenum PolygonSmooth;
- GLenum Fog;
- GLenum TextureCompression; /**< GL_ARB_texture_compression */
- GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
- GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
+ GLenum16 PerspectiveCorrection;
+ GLenum16 PointSmooth;
+ GLenum16 LineSmooth;
+ GLenum16 PolygonSmooth;
+ GLenum16 Fog;
+ GLenum16 TextureCompression; /**< GL_ARB_texture_compression */
+ GLenum16 GenerateMipmap; /**< GL_SGIS_generate_mipmap */
+ GLenum16 FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
};
GLboolean Enabled; /**< Lighting enabled flag */
GLboolean ColorMaterialEnabled;
- GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
- GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
- GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
- GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
+ GLenum16 ShadeModel; /**< GL_FLAT or GL_SMOOTH */
+ GLenum16 ProvokingVertex; /**< GL_EXT_provoking_vertex */
+ GLenum16 ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
+ GLenum16 ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
GLboolean _ClampVertexColor;
- GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
+ GLenum16 ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
- /**
- * Derived state for optimizations:
+ /**
+ * Derived state for optimizations:
*/
/*@{*/
GLbitfield _EnabledLights; /**< bitmask containing enabled lights */
- GLboolean _NeedEyeCoords;
+ GLboolean _NeedEyeCoords;
GLboolean _NeedVertices; /**< Use fast shader? */
GLfloat _BaseColor[2][3];
*/
struct gl_pixel_attrib
{
- GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
+ GLenum16 ReadBuffer; /**< source buffer for glRead/CopyPixels() */
/*--- Begin Pixel Transfer State ---*/
/* Fields are in the order in which they're applied... */
GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
GLbitfield CoordReplace; /**< GL_ARB_point_sprite*/
- GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
- GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
+ GLenum16 SpriteRMode; /**< GL_NV_point_sprite (only!) */
+ GLenum16 SpriteOrigin; /**< GL_ARB_point_sprite */
};
*/
struct gl_polygon_attrib
{
- GLenum FrontFace; /**< Either GL_CW or GL_CCW */
+ GLenum16 FrontFace; /**< Either GL_CW or GL_CCW */
GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
GLboolean CullFlag; /**< Culling on/off flag */
GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
- GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
+ GLenum16 CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
GLfloat OffsetFactor; /**< Polygon offset factor, from user */
GLfloat OffsetUnits; /**< Polygon offset units, from user */
GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
GLint X, Y; /**< Lower left corner of box */
GLsizei Width, Height; /**< Size of box */
};
+
+
struct gl_scissor_attrib
{
GLbitfield EnableFlags; /**< Scissor test enabled? */
struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
GLint NumWindowRects; /**< Count of enabled window rectangles */
- GLenum WindowRectMode; /**< Whether to include or exclude the rects */
+ GLenum16 WindowRectMode; /**< Whether to include or exclude the rects */
struct gl_scissor_rect WindowRects[MAX_WINDOW_RECTANGLES];
};
GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
- GLenum Function[3]; /**< Stencil function */
- GLenum FailFunc[3]; /**< Fail function */
- GLenum ZPassFunc[3]; /**< Depth buffer pass function */
- GLenum ZFailFunc[3]; /**< Depth buffer fail function */
+ GLenum16 Function[3]; /**< Stencil function */
+ GLenum16 FailFunc[3]; /**< Fail function */
+ GLenum16 ZPassFunc[3]; /**< Depth buffer pass function */
+ GLenum16 ZFailFunc[3]; /**< Depth buffer fail function */
GLint Ref[3]; /**< Reference value */
GLuint ValueMask[3]; /**< Value mask */
GLuint WriteMask[3]; /**< Write mask */
struct gl_texture_image
{
GLint InternalFormat; /**< Internal format as given by the user */
- GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
- * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
- * GL_INTENSITY, GL_DEPTH_COMPONENT or
- * GL_DEPTH_STENCIL_EXT only. Used for
- * choosing TexEnv arithmetic.
- */
+ GLenum16 _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
+ * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
+ * GL_INTENSITY, GL_DEPTH_COMPONENT or
+ * GL_DEPTH_STENCIL_EXT only. Used for
+ * choosing TexEnv arithmetic.
+ */
mesa_format TexFormat; /**< The actual texture memory format */
GLuint Border; /**< 0 or 1 */
*/
struct gl_sampler_object
{
- mtx_t Mutex;
+ simple_mtx_t Mutex;
GLuint Name;
- GLint RefCount;
GLchar *Label; /**< GL_KHR_debug */
+ GLint RefCount;
- GLenum WrapS; /**< S-axis texture image wrap mode */
- GLenum WrapT; /**< T-axis texture image wrap mode */
- GLenum WrapR; /**< R-axis texture image wrap mode */
- GLenum MinFilter; /**< minification filter */
- GLenum MagFilter; /**< magnification filter */
+ GLenum16 WrapS; /**< S-axis texture image wrap mode */
+ GLenum16 WrapT; /**< T-axis texture image wrap mode */
+ GLenum16 WrapR; /**< R-axis texture image wrap mode */
+ GLenum16 MinFilter; /**< minification filter */
+ GLenum16 MagFilter; /**< magnification filter */
+ GLenum16 sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
union gl_color_union BorderColor; /**< Interpreted according to texture format */
GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
GLfloat LodBias; /**< OpenGL 1.4 */
GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
- GLenum CompareMode; /**< GL_ARB_shadow */
- GLenum CompareFunc; /**< GL_ARB_shadow */
- GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
+ GLenum16 CompareMode; /**< GL_ARB_shadow */
+ GLenum16 CompareFunc; /**< GL_ARB_shadow */
GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
/** GL_ARB_bindless_texture */
- struct util_dynarray Handles;
bool HandleAllocated;
+ struct util_dynarray Handles;
};
*/
struct gl_texture_object
{
- mtx_t Mutex; /**< for thread safety */
+ simple_mtx_t Mutex; /**< for thread safety */
GLint RefCount; /**< reference count */
GLuint Name; /**< the user-visible texture object ID */
- GLchar *Label; /**< GL_KHR_debug */
- GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
- gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
- Only valid when Target is valid. */
+ GLenum16 Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
+ GLenum16 DepthMode; /**< GL_ARB_depth_texture */
+ GLchar *Label; /**< GL_KHR_debug */
struct gl_sampler_object Sampler;
- GLenum DepthMode; /**< GL_ARB_depth_texture */
- bool StencilSampling; /**< Should we sample stencil instead of depth? */
-
+ gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
+ Only valid when Target is valid. */
GLfloat Priority; /**< in [0,1] */
- GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
- GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
- GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
- GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
+ GLint MaxLevel; /**< max mipmap level (max=1000), OpenGL 1.2 */
+ GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
+ GLbyte _MaxLevel; /**< actual max mipmap level (q in the spec) */
GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
GLint CropRect[4]; /**< GL_OES_draw_texture */
GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
- GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
+ GLushort _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
+ GLbyte ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
GLboolean _BaseComplete; /**< Is the base texture level valid? */
GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
GLboolean Immutable; /**< GL_ARB_texture_storage */
GLboolean _IsFloat; /**< GL_OES_float_texture */
GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
+ bool StencilSampling; /**< Should we sample stencil instead of depth? */
+ bool HandleAllocated; /**< GL_ARB_bindless_texture */
- GLuint MinLevel; /**< GL_ARB_texture_view */
- GLuint MinLayer; /**< GL_ARB_texture_view */
- GLuint NumLevels; /**< GL_ARB_texture_view */
- GLuint NumLayers; /**< GL_ARB_texture_view */
+ /** GL_OES_EGL_image_external */
+ GLubyte RequiredTextureImageUnits;
- /** Actual texture images, indexed by [cube face] and [mipmap level] */
- struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
+ GLubyte MinLevel; /**< GL_ARB_texture_view */
+ GLubyte NumLevels; /**< GL_ARB_texture_view */
+ GLushort MinLayer; /**< GL_ARB_texture_view */
+ GLushort NumLayers; /**< GL_ARB_texture_view */
+
+ /** GL_EXT_memory_object */
+ GLenum16 TextureTiling;
+
+ /** GL_ARB_shader_image_load_store */
+ GLenum16 ImageFormatCompatibilityType;
/** GL_ARB_texture_buffer_object */
- struct gl_buffer_object *BufferObject;
- GLenum BufferObjectFormat;
+ GLenum16 BufferObjectFormat;
/** Equivalent Mesa format for BufferObjectFormat. */
mesa_format _BufferObjectFormat;
+ struct gl_buffer_object *BufferObject;
+
/** GL_ARB_texture_buffer_range */
GLintptr BufferOffset;
GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
- /** GL_OES_EGL_image_external */
- GLint RequiredTextureImageUnits;
-
- /** GL_ARB_shader_image_load_store */
- GLenum ImageFormatCompatibilityType;
+ /** Actual texture images, indexed by [cube face] and [mipmap level] */
+ struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
/** GL_ARB_bindless_texture */
struct util_dynarray SamplerHandles;
struct util_dynarray ImageHandles;
- bool HandleAllocated;
};
*/
struct gl_tex_env_combine_state
{
- GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
- GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
+ GLenum16 ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
+ GLenum16 ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
/** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
- GLenum SourceRGB[MAX_COMBINER_TERMS];
- GLenum SourceA[MAX_COMBINER_TERMS];
+ GLenum16 SourceRGB[MAX_COMBINER_TERMS];
+ GLenum16 SourceA[MAX_COMBINER_TERMS];
/** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
- GLenum OperandRGB[MAX_COMBINER_TERMS];
- GLenum OperandA[MAX_COMBINER_TERMS];
- GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
- GLuint ScaleShiftA; /**< 0, 1 or 2 */
- GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
- GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
+ GLenum16 OperandRGB[MAX_COMBINER_TERMS];
+ GLenum16 OperandA[MAX_COMBINER_TERMS];
+ GLubyte ScaleShiftRGB; /**< 0, 1 or 2 */
+ GLubyte ScaleShiftA; /**< 0, 1 or 2 */
+ GLubyte _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
+ GLubyte _NumArgsA; /**< Number of inputs used for the A combiner */
};
*/
struct gl_tex_env_combine_packed
{
- uint32_t ModeRGB:4; /**< Effective mode for RGB as 4 bits */
- uint32_t ModeA:4; /**< Effective mode for RGB as 4 bits */
- uint32_t ScaleShiftRGB:2; /**< 0, 1 or 2 */
- uint32_t ScaleShiftA:2; /**< 0, 1 or 2 */
- uint32_t NumArgsRGB:3; /**< Number of inputs used for the RGB combiner */
- uint32_t NumArgsA:3; /**< Number of inputs used for the A combiner */
+ uint32_t ModeRGB:4; /**< Effective mode for RGB as 4 bits */
+ uint32_t ModeA:4; /**< Effective mode for RGB as 4 bits */
+ uint32_t ScaleShiftRGB:2; /**< 0, 1 or 2 */
+ uint32_t ScaleShiftA:2; /**< 0, 1 or 2 */
+ uint32_t NumArgsRGB:3; /**< Number of inputs used for the RGB combiner */
+ uint32_t NumArgsA:3; /**< Number of inputs used for the A combiner */
/** Source arguments in a packed manner */
struct gl_tex_env_argument ArgsRGB[MAX_COMBINER_TERMS];
struct gl_tex_env_argument ArgsA[MAX_COMBINER_TERMS];
#define TEXGEN_REFLECTION_MAP_NV 0x8
#define TEXGEN_NORMAL_MAP_NV 0x10
-#define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
- TEXGEN_REFLECTION_MAP_NV | \
- TEXGEN_NORMAL_MAP_NV)
-#define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
- TEXGEN_REFLECTION_MAP_NV | \
- TEXGEN_NORMAL_MAP_NV | \
- TEXGEN_EYE_LINEAR)
+#define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
+ TEXGEN_REFLECTION_MAP_NV | \
+ TEXGEN_NORMAL_MAP_NV)
+#define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
+ TEXGEN_REFLECTION_MAP_NV | \
+ TEXGEN_NORMAL_MAP_NV | \
+ TEXGEN_EYE_LINEAR)
/*@}*/
*/
struct gl_texgen
{
- GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
- GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
+ GLenum16 Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
+ GLbitfield8 _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
GLfloat ObjectPlane[4];
GLfloat EyePlane[4];
};
/**
- * Texture unit state. Contains enable flags, texture environment/function/
- * combiners, texgen state, and pointers to current texture objects.
+ * Sampler-related subset of a texture unit, like current texture objects.
*/
struct gl_texture_unit
{
- GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
+ GLfloat LodBias; /**< for biasing mipmap levels */
+
+ /** Texture targets that have a non-default texture bound */
+ GLbitfield _BoundTextures;
+
+ /** Current sampler object (GL_ARB_sampler_objects) */
+ struct gl_sampler_object *Sampler;
+
+ /** Current texture object pointers */
+ struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
+
+ /** Points to highest priority, complete and enabled texture object */
+ struct gl_texture_object *_Current;
+};
+
+
+/**
+ * Fixed-function-related subset of a texture unit, like enable flags,
+ * texture environment/function/combiners, and texgen state.
+ */
+struct gl_fixedfunc_texture_unit
+{
+ GLbitfield16 Enabled; /**< bitmask of TEXTURE_*_BIT flags */
- GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
+ GLenum16 EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
GLclampf EnvColor[4];
GLfloat EnvColorUnclamped[4];
struct gl_texgen GenT;
struct gl_texgen GenR;
struct gl_texgen GenQ;
- GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
- GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
-
- GLfloat LodBias; /**< for biasing mipmap levels */
-
- /** Texture targets that have a non-default texture bound */
- GLbitfield _BoundTextures;
-
- /** Current sampler object (GL_ARB_sampler_objects) */
- struct gl_sampler_object *Sampler;
+ GLbitfield8 TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
+ GLbitfield8 _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
- /**
- * \name GL_EXT_texture_env_combine
+ /**
+ * \name GL_EXT_texture_env_combine
*/
struct gl_tex_env_combine_state Combine;
*/
struct gl_tex_env_combine_state _EnvMode;
+ /** Current compressed TexEnv & Combine state */
+ struct gl_tex_env_combine_packed _CurrentCombinePacked;
+
/**
* Currently enabled combiner state. This will point to either
* \c Combine or \c _EnvMode.
*/
struct gl_tex_env_combine_state *_CurrentCombine;
-
- /** Current texture object pointers */
- struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
-
- /** Points to highest priority, complete and enabled texture object */
- struct gl_texture_object *_Current;
-
- /** Current compressed TexEnv & Combine state */
- struct gl_tex_env_combine_packed _CurrentCombinePacked;
};
*/
struct gl_texture_attrib
{
- GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
-
- /** GL_ARB_seamless_cubemap */
- GLboolean CubeMapSeamless;
-
struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
/** GL_ARB_texture_buffer_object */
struct gl_buffer_object *BufferObject;
+ GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
+
/** Texture coord units/sets used for fragment texturing */
- GLbitfield _EnabledCoordUnits;
+ GLbitfield8 _EnabledCoordUnits;
/** Texture coord units that have texgen enabled */
- GLbitfield _TexGenEnabled;
+ GLbitfield8 _TexGenEnabled;
/** Texture coord units that have non-identity matrices */
- GLbitfield _TexMatEnabled;
+ GLbitfield8 _TexMatEnabled;
/** Bitwise-OR of all Texture.Unit[i]._GenFlags */
- GLbitfield _GenFlags;
+ GLbitfield8 _GenFlags;
/** Largest index of a texture unit with _Current != NULL. */
- GLint _MaxEnabledTexImageUnit;
+ GLshort _MaxEnabledTexImageUnit;
/** Largest index + 1 of texture units that have had any CurrentTex set. */
- GLint NumCurrentTexUsed;
+ GLubyte NumCurrentTexUsed;
+
+ /** GL_ARB_seamless_cubemap */
+ GLboolean CubeMapSeamless;
struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
+ struct gl_fixedfunc_texture_unit FixedFuncUnit[MAX_TEXTURE_COORD_UNITS];
};
*/
struct gl_transform_attrib
{
- GLenum MatrixMode; /**< Matrix mode */
+ GLenum16 MatrixMode; /**< Matrix mode */
gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
/** GL_ARB_clip_control */
- GLenum ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
- GLenum ClipDepthMode; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
+ GLenum16 ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
+ GLenum16 ClipDepthMode;/**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
};
{
GLfloat X, Y; /**< position */
GLfloat Width, Height; /**< size */
- GLdouble Near, Far; /**< Depth buffer range */
+ GLfloat Near, Far; /**< Depth buffer range */
};
-typedef enum {
+typedef enum
+{
MAP_USER,
MAP_INTERNAL,
-
MAP_COUNT
} gl_map_buffer_index;
/**
* Fields describing a mapped buffer range.
*/
-struct gl_buffer_mapping {
+struct gl_buffer_mapping
+{
GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
- GLvoid *Pointer; /**< User-space address of mapping */
- GLintptr Offset; /**< Mapped offset */
- GLsizeiptr Length; /**< Mapped length */
+ GLvoid *Pointer; /**< User-space address of mapping */
+ GLintptr Offset; /**< Mapped offset */
+ GLsizeiptr Length; /**< Mapped length */
};
/**
* Usages we've seen for a buffer object.
*/
-typedef enum {
+typedef enum
+{
USAGE_UNIFORM_BUFFER = 0x1,
USAGE_TEXTURE_BUFFER = 0x2,
USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
*/
struct gl_buffer_object
{
- mtx_t Mutex;
GLint RefCount;
GLuint Name;
GLchar *Label; /**< GL_KHR_debug */
- GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
+ GLenum16 Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
struct gl_buffer_mapping Mappings[MAP_COUNT];
/** Memoization of min/max index computations for static index buffers */
+ simple_mtx_t MinMaxCacheMutex;
struct hash_table *MinMaxCache;
unsigned MinMaxCacheHitIndices;
unsigned MinMaxCacheMissIndices;
/**
- * Vertex array information which is derived from gl_array_attributes
- * and gl_vertex_buffer_binding information. Used by the VBO module and
- * device drivers.
+ * Enum for defining the mapping for the position/generic0 attribute.
+ *
+ * Do not change the order of the values as these are used as
+ * array indices.
*/
-struct gl_vertex_array
+typedef enum
{
- GLint Size; /**< components per element (1,2,3,4) */
- GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
- GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
- GLsizei StrideB; /**< actual stride in bytes */
- GLuint _ElementSize; /**< size of each element in bytes */
- const GLubyte *Ptr; /**< Points to array data */
- GLboolean Normalized; /**< GL_ARB_vertex_program */
- GLboolean Integer; /**< Integer-valued? */
- GLboolean Doubles; /**< double precision values are not converted to floats */
- GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
-
- struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
-};
+ ATTRIBUTE_MAP_MODE_IDENTITY, /**< 1:1 mapping */
+ ATTRIBUTE_MAP_MODE_POSITION, /**< get position and generic0 from position */
+ ATTRIBUTE_MAP_MODE_GENERIC0, /**< get position and generic0 from generic0 */
+ ATTRIBUTE_MAP_MODE_MAX /**< for sizing arrays */
+} gl_attribute_map_mode;
/**
*/
struct gl_array_attributes
{
- GLint Size; /**< Components per element (1,2,3,4) */
- GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
- GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
- GLsizei Stride; /**< Stride as specified with gl*Pointer() */
- const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
- GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
+ /** Points to client array data. Not used when a VBO is bound */
+ const GLubyte *Ptr;
+ /** Offset of the first element relative to the binding offset */
+ GLuint RelativeOffset;
+ GLshort Stride; /**< Stride as specified with gl*Pointer() */
+ GLenum16 Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
+ GLenum16 Format; /**< Default: GL_RGBA, but may be GL_BGRA */
GLboolean Enabled; /**< Whether the array is enabled */
- GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
- GLboolean Integer; /**< Fixed-point values are not converted to floats */
- GLboolean Doubles; /**< double precision values are not converted to floats */
- GLuint _ElementSize; /**< Size of each element in bytes */
- GLuint BufferBindingIndex; /**< Vertex buffer binding */
+ GLubyte Size; /**< Components per element (1,2,3,4) */
+ unsigned Normalized:1; /**< Fixed-point values are normalized when converted to floats */
+ unsigned Integer:1; /**< Fixed-point values are not converted to floats */
+ unsigned Doubles:1; /**< double precision values are not converted to floats */
+ unsigned _ElementSize:8; /**< Size of each element in bytes */
+ /** Index into gl_vertex_array_object::BufferBinding[] array */
+ unsigned BufferBindingIndex:6;
};
GLsizei Stride; /**< User-specified stride */
GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
- GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
+ GLbitfield _BoundArrays; /**< Arrays bound to this binding point */
+};
+
+
+/**
+ * Vertex array information which is derived from gl_array_attributes
+ * and gl_vertex_buffer_binding information. Used by the VBO module and
+ * device drivers.
+ */
+struct gl_vertex_array
+{
+ /** Vertex attribute array */
+ const struct gl_array_attributes *VertexAttrib;
+ /** Vertex buffer binding */
+ const struct gl_vertex_buffer_binding *BufferBinding;
};
GLboolean EverBound;
/**
- * Derived vertex attribute arrays
- *
- * This is a legacy data structure created from gl_vertex_attrib_array and
- * gl_vertex_buffer_binding, for compatibility with existing driver code.
+ * Marked to true if the object is shared between contexts and immutable.
+ * Then reference counting is done using atomics and thread safe.
+ * Is used for dlist VAOs.
*/
- struct gl_vertex_array _VertexAttrib[VERT_ATTRIB_MAX];
+ bool SharedAndImmutable;
/** Vertex attribute arrays */
struct gl_array_attributes VertexAttrib[VERT_ATTRIB_MAX];
struct gl_vertex_buffer_binding BufferBinding[VERT_ATTRIB_MAX];
/** Mask indicating which vertex arrays have vertex buffer associated. */
- GLbitfield64 VertexAttribBufferMask;
+ GLbitfield VertexAttribBufferMask;
/** Mask of VERT_BIT_* values indicating which arrays are enabled */
- GLbitfield64 _Enabled;
+ GLbitfield _Enabled;
+
+ /** Denotes the way the position/generic0 attribute is mapped */
+ gl_attribute_map_mode _AttributeMapMode;
/** Mask of VERT_BIT_* values indicating changed/dirty arrays */
- GLbitfield64 NewArrays;
+ GLbitfield NewArrays;
/** The index buffer (also known as the element array buffer in OpenGL). */
struct gl_buffer_object *IndexBufferObj;
};
-/** Used to signal when transitioning from one kind of drawing method
- * to another.
- */
-typedef enum {
- DRAW_NONE, /**< Initial value only */
- DRAW_BEGIN_END,
- DRAW_DISPLAY_LIST,
- DRAW_ARRAYS
-} gl_draw_method;
-
/**
* Enum for the OpenGL APIs we know about and may support.
*
API_OPENGL_LAST = API_OPENGL_CORE
} gl_api;
+
/**
* Vertex array state
*/
GLuint RestartIndex;
/*@}*/
- /** One of the DRAW_xxx flags, not consumed by drivers */
- gl_draw_method DrawMethod;
-
/* GL_ARB_vertex_buffer_object */
struct gl_buffer_object *ArrayBufferObj;
+ /**
+ * Vertex array object that is used with the currently active draw command.
+ * The _DrawVAO is either set to the currently bound VAO for array type
+ * draws or to internal VAO's set up by the vbo module to execute immediate
+ * mode or display list draws.
+ */
+ struct gl_vertex_array_object *_DrawVAO;
+ /**
+ * The VERT_BIT_* bits effectively enabled from the current _DrawVAO.
+ * This is always a subset of _mesa_get_vao_vp_inputs(_DrawVAO)
+ * but may omit those arrays that shall not be referenced by the current
+ * gl_vertex_program_state::_VPMode. For example the generic attributes are
+ * maked out form the _DrawVAO's enabled arrays when a fixed function
+ * array draw is executed.
+ */
+ GLbitfield _DrawVAOEnabledAttribs;
+ /**
+ * Initially or if the VAO referenced by _DrawVAO is deleted the _DrawVAO
+ * pointer is set to the _EmptyVAO which is just an empty VAO all the time.
+ */
+ struct gl_vertex_array_object *_EmptyVAO;
+
/**
* Vertex arrays as consumed by a driver.
* The array pointer is set up only by the VBO module.
*/
- const struct gl_vertex_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
+ const struct gl_vertex_array *_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
/** Legal array datatypes and the API for which they have been computed */
GLbitfield LegalTypesMask;
*/
struct gl_feedback
{
- GLenum Type;
+ GLenum16 Type;
GLbitfield _Mask; /**< FB_* bits */
GLfloat *Buffer;
GLuint BufferSize;
*/
struct gl_evaluators
{
- /**
+ /**
* \name 1-D maps
*/
/*@{*/
struct gl_1d_map Map1Texture4;
/*@}*/
- /**
- * \name 2-D maps
+ /**
+ * \name 2-D maps
*/
/*@{*/
struct gl_2d_map Map2Vertex3;
struct gl_transform_feedback_varying_info
{
char *Name;
- GLenum Type;
+ GLenum16 Type;
GLint BufferIndex;
GLint Size;
GLint Offset;
*/
struct gl_transform_feedback_state
{
- GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
+ GLenum16 Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
/** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
struct gl_buffer_object *CurrentBuffer;
* Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
* UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
*/
- GLenum Type;
+ GLenum16 Type;
/** Minimum counter value. */
union gl_perf_monitor_counter_value Minimum;
/** Texture unit (set by glUniform1()). */
GLubyte unit;
- /** Texture Target (TEXTURE_1D/2D/3D/etc_INDEX). */
- gl_texture_index target;
-
/** Whether this bindless sampler is bound to a unit. */
GLboolean bound;
+ /** Texture Target (TEXTURE_1D/2D/3D/etc_INDEX). */
+ gl_texture_index target;
+
/** Pointer to the base of the data. */
GLvoid *data;
};
+
/**
* A bindless image object.
*/
/** Image unit (set by glUniform1()). */
GLubyte unit;
- /** Access qualifier (GL_READ_WRITE, GL_READ_ONLY, GL_WRITE_ONLY) */
- GLenum access;
-
/** Whether this bindless image is bound to a unit. */
GLboolean bound;
+ /** Access qualifier (GL_READ_WRITE, GL_READ_ONLY, GL_WRITE_ONLY) */
+ GLenum16 access;
+
/** Pointer to the base of the data. */
GLvoid *data;
};
+
/**
* Names of the various vertex/fragment program register files, etc.
*
PROGRAM_BUFFER, /**< for shader buffers, compile-time only */
PROGRAM_MEMORY, /**< for shared, global and local memory */
PROGRAM_IMAGE, /**< for shader images, compile-time only */
+ PROGRAM_HW_ATOMIC, /**< for hw atomic counters, compile-time only */
PROGRAM_FILE_MAX
} gl_register_file;
+/**
+ * Current vertex processing mode: fixed function vs. shader.
+ * In reality, fixed function is probably implemented by a shader but that's
+ * not what we care about here.
+ */
+typedef enum
+{
+ VP_MODE_FF, /**< legacy / fixed function */
+ VP_MODE_SHADER, /**< ARB vertex program or GLSL vertex shader */
+ VP_MODE_MAX /**< for sizing arrays */
+} gl_vertex_processing_mode;
+
+
/**
* Base class for any kind of program object
*/
GLint RefCount;
GLubyte *String; /**< Null-terminated program text */
- GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
- GLenum Format; /**< String encoding format */
+ /** GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
+ GLenum16 Target;
+ GLenum16 Format; /**< String encoding format */
GLboolean _Used; /**< Ever used for drawing? Used for debugging */
struct nir_shader *nir;
+ /* Saved and restored with metadata. Freed with ralloc. */
+ void *driver_cache_blob;
+ size_t driver_cache_blob_size;
+
bool is_arb_asm; /** Is this an ARB assembly-style program */
/** Is this program written to on disk shader cache */
bool program_written_to_cache;
- GLbitfield64 SecondaryOutputsWritten; /**< Subset of OutputsWritten outputs written with non-zero index. */
- GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
- GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
- GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
- GLbitfield ExternalSamplersUsed; /**< Texture units used for samplerExternalOES */
+ /** Subset of OutputsWritten outputs written with non-zero index. */
+ GLbitfield64 SecondaryOutputsWritten;
+ /** TEXTURE_x_BIT bitmask */
+ GLbitfield16 TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
+ /** Bitfield of which samplers are used */
+ GLbitfield SamplersUsed;
+ /** Texture units used for shadow sampling. */
+ GLbitfield ShadowSamplers;
+ /** Texture units used for samplerExternalOES */
+ GLbitfield ExternalSamplersUsed;
/* Fragement shader only fields */
GLboolean OriginUpperLeft;
* It may be different, though only more strict than the value of
* \c gl_image_unit::Access for the corresponding image unit.
*/
- GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
+ GLenum16 ImageAccess[MAX_IMAGE_UNIFORMS];
struct gl_uniform_block **UniformBlocks;
struct gl_uniform_block **ShaderStorageBlocks;
/** Which texture target is being sampled
* (TEXTURE_1D/2D/3D/etc_INDEX)
*/
- gl_texture_index SamplerTargets[MAX_SAMPLERS];
+ GLubyte SamplerTargets[MAX_SAMPLERS];
/**
* Number of samplers declared with the bindless_sampler layout
GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
+ /** Should fixed-function T&L be implemented with a vertex prog? */
+ GLboolean _MaintainTnlProgram;
+
struct gl_program *Current; /**< User-bound vertex program */
/** Currently enabled and valid vertex program (including internal
GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
- /** Should fixed-function T&L be implemented with a vertex prog? */
- GLboolean _MaintainTnlProgram;
-
/** Program to emulate fixed-function T&L (see above) */
struct gl_program *_TnlProgram;
struct gl_program_cache *Cache;
GLboolean _Overriden;
+
+ /**
+ * If we have a vertex program, a TNL program or no program at all.
+ * Note that this value should be kept up to date all the time,
+ * nevertheless its correctness is asserted in _mesa_update_state.
+ * The reason is to avoid calling _mesa_update_state twice we need
+ * this value on draw *before* actually calling _mesa_update_state.
+ * Also it should need to get recomputed only on changes to the
+ * vertex program which are heavyweight already.
+ */
+ gl_vertex_processing_mode _VPMode;
};
/**
*/
struct gl_geometry_program_state
{
- /** Currently enabled and valid program (including internal programs
+ /**
+ * Currently enabled and valid program (including internal programs
* and compiled shader programs).
*/
struct gl_program *_Current;
struct gl_fragment_program_state
{
GLboolean Enabled; /**< User-set fragment program enable flag */
+ /** Should fixed-function texturing be implemented with a fragment prog? */
+ GLboolean _MaintainTexEnvProgram;
+
struct gl_program *Current; /**< User-bound fragment program */
- /** Currently enabled and valid fragment program (including internal
+ /**
+ * Currently enabled and valid fragment program (including internal
* programs, user-defined fragment programs and GLSL fragment shaders).
* This is the program we must use when rendering.
*/
GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
- /** Should fixed-function texturing be implemented with a fragment prog? */
- GLboolean _MaintainTexEnvProgram;
-
/** Program to emulate fixed-function texture env/combine (see above) */
struct gl_program *_TexEnvProgram;
GLubyte numArithInstr[2];
GLubyte regsAssigned[2];
GLubyte NumPasses; /**< 1 or 2 */
+ /**
+ * Current compile stage: 0 setup pass1, 1 arith pass1,
+ * 2 setup pass2, 3 arith pass2.
+ */
GLubyte cur_pass;
GLubyte last_optype;
GLboolean interpinp1;
GLboolean isValid;
+ /**
+ * Array of 2 bit values for each tex unit to remember whether
+ * STR or STQ swizzle was used
+ */
GLuint swizzlerq;
struct gl_program *Program;
};
* GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
* in this shader.
*/
- GLenum PrimitiveMode;
+ GLenum16 PrimitiveMode;
enum gl_tess_spacing Spacing;
/**
* GL_CW, GL_CCW, or 0 if it's not set in this shader.
*/
- GLenum VertexOrder;
+ GLenum16 VertexOrder;
/**
* 1, 0, or -1 if it's not set in this shader.
*/
* GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
* shader.
*/
- GLenum InputType;
+ GLenum16 InputType;
/**
* GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
* it's not set in this shader.
*/
- GLenum OutputType;
+ GLenum16 OutputType;
} Geom;
/**
struct glsl_symbol_table *symbols;
};
-static inline GLbitfield gl_external_samplers(struct gl_program *prog)
-{
- GLbitfield external_samplers = 0;
- GLbitfield mask = prog->SamplersUsed;
-
- while (mask) {
- int idx = u_bit_scan(&mask);
- if (prog->sh.SamplerTargets[idx] == TEXTURE_EXTERNAL_INDEX)
- external_samplers |= (1 << idx);
- }
-
- return external_samplers;
-}
/**
- * Compile status enum. compile_skipped is used to indicate the compile
+ * Compile status enum. COMPILE_SKIPPED is used to indicate the compile
* was skipped due to the shader matching one that's been seen before by
* the on-disk cache.
*/
enum gl_compile_status
{
- compile_failure = 0,
- compile_success,
- compile_skipped,
- compiled_no_opts
+ COMPILE_FAILURE = 0,
+ COMPILE_SUCCESS,
+ COMPILE_SKIPPED,
+ COMPILED_NO_OPTS
};
/**
* GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
* Must be the first field.
*/
- GLenum Type;
+ GLenum16 Type;
gl_shader_stage Stage;
GLuint Name; /**< AKA the handle */
GLint RefCount; /**< Reference count */
GLchar *Label; /**< GL_KHR_debug */
unsigned char sha1[20]; /**< SHA1 hash of pre-processed source */
GLboolean DeletePending;
- enum gl_compile_status CompileStatus;
bool IsES; /**< True if this shader uses GLSL ES */
+ enum gl_compile_status CompileStatus;
+
#ifdef DEBUG
unsigned SourceChecksum; /**< for debug/logging purposes */
#endif
unsigned Version; /**< GLSL version used for linking */
- struct exec_list *ir;
- struct glsl_symbol_table *symbols;
-
/**
* A bitmask of gl_advanced_blend_mode values
*/
GLbitfield BlendSupport;
+ struct exec_list *ir;
+ struct glsl_symbol_table *symbols;
+
/**
* Whether early fragment tests are enabled as defined by
* ARB_shader_image_load_store.
GLuint TransformFeedbackBufferStride[MAX_FEEDBACK_BUFFERS];
struct gl_shader_info info;
+
+ /* ARB_gl_spirv related data */
+ struct gl_shader_spirv_data *spirv_data;
};
};
-enum gl_uniform_block_packing
-{
- ubo_packing_std140,
- ubo_packing_shared,
- ubo_packing_packed,
- ubo_packing_std430
-};
-
-
struct gl_uniform_block
{
/** Declared name of the uniform block */
* This isn't accessible through the API, but it is used while
* cross-validating uniform blocks.
*/
- enum gl_uniform_block_packing _Packing;
+ enum glsl_interface_packing _Packing;
GLboolean _RowMajor;
};
*/
struct gl_program_resource
{
- GLenum Type; /** Program interface type. */
+ GLenum16 Type; /** Program interface type. */
const void *Data; /** Pointer to resource associated data structure. */
uint8_t StageReferences; /** Bitmask of shader stage references. */
};
/**
- * Link status enum. linking_skipped is used to indicate linking
+ * Link status enum. LINKING_SKIPPED is used to indicate linking
* was skipped due to the shader being loaded from the on-disk cache.
*/
enum gl_link_status
{
- linking_failure = 0,
- linking_success,
- linking_skipped
+ LINKING_FAILURE = 0,
+ LINKING_SUCCESS,
+ LINKING_SKIPPED
};
/**
struct gl_uniform_storage *UniformStorage;
unsigned NumUniformBlocks;
- struct gl_uniform_block *UniformBlocks;
-
unsigned NumShaderStorageBlocks;
+
+ struct gl_uniform_block *UniformBlocks;
struct gl_uniform_block *ShaderStorageBlocks;
struct gl_active_atomic_buffer *AtomicBuffers;
unsigned NumUniformDataSlots;
union gl_constant_value *UniformDataSlots;
- bool cache_fallback;
-
- /* TODO: This used by Gallium drivers to skip the cache on tgsi fallback.
- * All structures (gl_program, uniform storage, etc) will get recreated
- * even though we have already loaded them from cache. Once the i965 cache
- * lands we should switch to using the cache_fallback support.
+ /* Used to hold initial uniform values for program binary restores.
+ *
+ * From the ARB_get_program_binary spec:
+ *
+ * "A successful call to ProgramBinary will reset all uniform
+ * variables to their initial values. The initial value is either
+ * the value of the variable's initializer as specified in the
+ * original shader source, or 0 if no initializer was present.
*/
- bool skip_cache;
+ union gl_constant_value *UniformDataDefaults;
+
+ GLboolean Validated;
/** List of all active resources after linking. */
struct gl_program_resource *ProgramResourceList;
unsigned NumProgramResourceList;
enum gl_link_status LinkStatus; /**< GL_LINK_STATUS */
- GLboolean Validated;
GLchar *InfoLog;
unsigned Version; /**< GLSL version used for linking */
*/
struct gl_shader_program
{
- GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
+ GLenum16 Type; /**< Always GL_SHADER_PROGRAM (internal token) */
GLuint Name; /**< aka handle or ID */
GLchar *Label; /**< GL_KHR_debug */
GLint RefCount; /**< Reference count */
* feedback output, see LinkedTransformFeedback.
*/
struct {
- GLenum BufferMode;
+ GLenum16 BufferMode;
/** Global xfb_stride out qualifier if any */
GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
GLuint NumVarying;
*/
struct gl_linked_shader *_LinkedShaders[MESA_SHADER_STAGES];
- /* True if any of the fragment shaders attached to this program use:
+ /**
+ * True if any of the fragment shaders attached to this program use:
* #extension ARB_fragment_coord_conventions: enable
*/
GLboolean ARB_fragment_coord_conventions_enable;
-};
+};
#define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
*/
struct gl_shader_program *ActiveProgram;
- GLbitfield Flags; /**< Mask of GLSL_x flags */
-
- GLboolean EverBound; /**< Has the pipeline object been created */
-
- GLboolean Validated; /**< Pipeline Validation status */
+ GLbitfield Flags; /**< Mask of GLSL_x flags */
+ GLboolean EverBound; /**< Has the pipeline object been created */
+ GLboolean Validated; /**< Pipeline Validation status */
GLchar *InfoLog;
};
/** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
struct gl_pipeline_object *Current;
- /* Default Object to ensure that _Shader is never NULL */
+ /** Default Object to ensure that _Shader is never NULL */
struct gl_pipeline_object *Default;
/** Pipeline objects */
*/
GLboolean OptimizeForAOS;
- GLboolean LowerBufferInterfaceBlocks; /**< Lower UBO and SSBO access to intrinsics. */
+ /** Lower UBO and SSBO access to intrinsics. */
+ GLboolean LowerBufferInterfaceBlocks;
/** Clamp UBO and SSBO block indices so they don't go out-of-bounds. */
GLboolean ClampBlockIndicesToArrayBounds;
*/
struct gl_query_object
{
- GLenum Target; /**< The query target, when active */
+ GLenum16 Target; /**< The query target, when active */
GLuint Id; /**< hash table ID/name */
- GLchar *Label; /**< GL_KHR_debug */
+ GLchar *Label; /**< GL_KHR_debug */
GLuint64EXT Result; /**< the counter */
GLboolean Active; /**< inside Begin/EndQuery */
GLboolean Ready; /**< result is ready? */
/** GL_ARB_pipeline_statistics_query */
struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
- GLenum CondRenderMode;
+ GLenum16 CondRenderMode;
};
/** Sync object state */
struct gl_sync_object
{
- GLenum Type; /**< GL_SYNC_FENCE */
GLuint Name; /**< Fence name */
- GLchar *Label; /**< GL_KHR_debug */
GLint RefCount; /**< Reference count */
+ GLchar *Label; /**< GL_KHR_debug */
GLboolean DeletePending; /**< Object was deleted while there were still
- * live references (e.g., sync not yet finished)
- */
- GLenum SyncCondition;
+ * live references (e.g., sync not yet finished)
+ */
+ GLenum16 SyncCondition;
GLbitfield Flags; /**< Flags passed to glFenceSync */
GLuint StatusFlag:1; /**< Has the sync object been signaled? */
};
*/
struct gl_shared_state
{
- mtx_t Mutex; /**< for thread safety */
+ simple_mtx_t Mutex; /**< for thread safety */
GLint RefCount; /**< Reference count */
struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
struct _mesa_HashTable *BitmapAtlas; /**< For optimized glBitmap text */
/**
* \name Thread safety and statechange notification for texture
- * objects.
+ * objects.
*
* \todo Improve the granularity of locking.
*/
* Once this field becomes true, it is never reset to false.
*/
bool ShareGroupReset;
+
+ /** EXT_external_objects */
+ struct _mesa_HashTable *MemoryObjects;
+
+ /** EXT_semaphore */
+ struct _mesa_HashTable *SemaphoreObjects;
+
+ /**
+ * Some context in this share group was affected by a disjoint
+ * operation. This operation can be anything that has effects on
+ * values of timer queries in such manner that they become invalid for
+ * performance metrics. As example gpu reset, counter overflow or gpu
+ * frequency changes.
+ */
+ bool DisjointOperation;
};
*/
struct gl_renderbuffer
{
- mtx_t Mutex; /**< for thread safety */
+ simple_mtx_t Mutex; /**< for thread safety */
GLuint ClassID; /**< Useful for drivers */
GLuint Name;
GLchar *Label; /**< GL_KHR_debug */
* called without a rb->TexImage.
*/
GLboolean NeedsFinishRenderTexture;
- GLubyte NumSamples;
- GLenum InternalFormat; /**< The user-specified format */
- GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
+ GLubyte NumSamples; /**< zero means not multisampled */
+ GLenum16 InternalFormat; /**< The user-specified format */
+ GLenum16 _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
GL_STENCIL_INDEX. */
mesa_format Format; /**< The actual renderbuffer memory format */
/**
*/
struct gl_renderbuffer_attachment
{
- GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
+ GLenum16 Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
GLboolean Complete;
/**
*/
struct gl_framebuffer
{
- mtx_t Mutex; /**< for thread safety */
+ simple_mtx_t Mutex; /**< for thread safety */
/**
* If zero, this is a window system framebuffer. If non-zero, this
* is a FBO framebuffer; note that for some devices (i.e. those with
/*@}*/
/** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
- GLenum _Status;
+ GLenum16 _Status;
/** Whether one of Attachment has Type != GL_NONE
* NOTE: the values for Width and Height are set to 0 in case of having
/* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
* attribute group and GL_PIXEL attribute group, respectively.
*/
- GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
- GLenum ColorReadBuffer;
+ GLenum16 ColorDrawBuffer[MAX_DRAW_BUFFERS];
+ GLenum16 ColorReadBuffer;
/** Computed from ColorDraw/ReadBuffer above */
GLuint _NumColorDrawBuffers;
- GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
- GLint _ColorReadBufferIndex; /* -1 = None */
+ gl_buffer_index _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS];
+ gl_buffer_index _ColorReadBufferIndex;
struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
struct gl_renderbuffer *_ColorReadBuffer;
GLuint MaxShaderStorageBlocks;
};
-
/**
* Constants which may be overridden by device driver during context creation
* but are never changed after that.
struct gl_constants
{
GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
- GLuint MaxTextureLevels; /**< Max mipmap levels. */
+ GLuint MaxTextureLevels; /**< Max mipmap levels. */
GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
*/
GLboolean AllowGLSLBuiltinVariableRedeclaration;
+ /**
+ * Allow GLSL interpolation qualifier mismatch across shader stages.
+ */
+ GLboolean AllowGLSLCrossStageInterpolationMismatch;
+
/**
* Allow creating a higher compat profile (version 3.1+) for apps that
* request it. Be careful when adding that driconf option because some
GLboolean QuadsFollowProvokingVertexConvention;
/** GL_ARB_viewport_array */
- GLenum LayerAndVPIndexProvokingVertex;
+ GLenum16 LayerAndVPIndexProvokingVertex;
/** OpenGL version 3.0 */
GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
GLuint MaxProgramTextureGatherComponents;
/* GL_ARB_robustness */
- GLenum ResetStrategy;
+ GLenum16 ResetStrategy;
/* GL_KHR_robustness */
GLboolean RobustAccess;
*/
GLboolean DisableVaryingPacking;
+ /**
+ * UBOs and SSBOs can be packed tightly by the OpenGL implementation when
+ * layout is set as shared (the default) or packed. However most Mesa drivers
+ * just use STD140 for these layouts. This flag allows drivers to use STD430
+ * for packed and shared layouts which allows arrays to be packed more
+ * tightly.
+ */
+ bool UseSTD430AsDefaultPacking;
+
/**
* Should meaningful names be generated for compiler temporary variables?
*
GLboolean FakeSWMSAA;
/** GL_KHR_context_flush_control */
- GLenum ContextReleaseBehavior;
+ GLenum16 ContextReleaseBehavior;
struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
GLuint MaxTessPatchComponents;
GLuint MaxTessControlTotalOutputComponents;
bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
- bool LowerTCSPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */
- bool LowerTESPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */
bool PrimitiveRestartForPatches;
bool LowerCsDerivedVariables; /**< Lower gl_GlobalInvocationID and
* gl_LocalInvocationIndex based on
/** When drivers are OK with mapped buffers during draw and other calls. */
bool AllowMappedBuffersDuringExecution;
+
+ /** GL_ARB_get_program_binary */
+ GLuint NumProgramBinaryFormats;
+
+ /** Is the drivers uniform storage packed or padded to 16 bytes. */
+ bool PackedDriverUniformStorage;
};
GLboolean ARB_clear_texture;
GLboolean ARB_clip_control;
GLboolean ARB_color_buffer_float;
+ GLboolean ARB_compatibility;
GLboolean ARB_compute_shader;
GLboolean ARB_compute_variable_group_size;
GLboolean ARB_conditional_render_inverted;
GLboolean ARB_enhanced_layouts;
GLboolean ARB_explicit_attrib_location;
GLboolean ARB_explicit_uniform_location;
+ GLboolean ARB_gl_spirv;
GLboolean ARB_gpu_shader5;
GLboolean ARB_gpu_shader_fp64;
GLboolean ARB_gpu_shader_int64;
GLboolean ARB_occlusion_query2;
GLboolean ARB_pipeline_statistics_query;
GLboolean ARB_point_sprite;
+ GLboolean ARB_polygon_offset_clamp;
GLboolean ARB_post_depth_coverage;
GLboolean ARB_query_buffer_object;
GLboolean ARB_robust_buffer_access_behavior;
GLboolean ARB_texture_env_combine;
GLboolean ARB_texture_env_crossbar;
GLboolean ARB_texture_env_dot3;
+ GLboolean ARB_texture_filter_anisotropic;
GLboolean ARB_texture_float;
GLboolean ARB_texture_gather;
GLboolean ARB_texture_mirror_clamp_to_edge;
GLboolean EXT_blend_func_separate;
GLboolean EXT_blend_minmax;
GLboolean EXT_depth_bounds_test;
+ GLboolean EXT_disjoint_timer_query;
GLboolean EXT_draw_buffers2;
GLboolean EXT_framebuffer_multisample;
GLboolean EXT_framebuffer_multisample_blit_scaled;
GLboolean EXT_framebuffer_sRGB;
GLboolean EXT_gpu_program_parameters;
GLboolean EXT_gpu_shader4;
+ GLboolean EXT_memory_object;
+ GLboolean EXT_memory_object_fd;
GLboolean EXT_packed_float;
GLboolean EXT_pixel_buffer_object;
GLboolean EXT_point_parameters;
- GLboolean EXT_polygon_offset_clamp;
GLboolean EXT_provoking_vertex;
+ GLboolean EXT_semaphore;
+ GLboolean EXT_semaphore_fd;
GLboolean EXT_shader_integer_mix;
GLboolean EXT_shader_samples_identical;
GLboolean EXT_stencil_two_side;
GLboolean EXT_texture_sRGB;
GLboolean EXT_texture_sRGB_decode;
GLboolean EXT_texture_swizzle;
+ GLboolean EXT_texture_type_2_10_10_10_REV;
GLboolean EXT_transform_feedback;
GLboolean EXT_timer_query;
GLboolean EXT_vertex_array_bgra;
GLboolean KHR_texture_compression_astc_hdr;
GLboolean KHR_texture_compression_astc_ldr;
GLboolean KHR_texture_compression_astc_sliced_3d;
+ GLboolean MESA_tile_raster_order;
GLboolean MESA_pack_invert;
- GLboolean MESA_shader_framebuffer_fetch;
- GLboolean MESA_shader_framebuffer_fetch_non_coherent;
+ GLboolean EXT_shader_framebuffer_fetch;
+ GLboolean EXT_shader_framebuffer_fetch_non_coherent;
GLboolean MESA_shader_integer_functions;
GLboolean MESA_ycbcr_texture;
GLboolean NV_conditional_render;
* while meta is in progress.
*/
GLubyte Version;
+ /**
+ * Force-enabled, yet unrecognized, extensions.
+ * See _mesa_one_time_init_extension_overrides()
+ */
+#define MAX_UNRECOGNIZED_EXTENSIONS 16
+ const char *unrecognized_extensions[MAX_UNRECOGNIZED_EXTENSIONS];
};
/**
- * \name Bits for image transfer operations
+ * \name Bits for image transfer operations
* \sa __struct gl_contextRec::ImageTransferState.
*/
/*@{*/
/** Pixel Transfer ops */
-#define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
- IMAGE_SHIFT_OFFSET_BIT | \
- IMAGE_MAP_COLOR_BIT)
+#define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
+ IMAGE_SHIFT_OFFSET_BIT | \
+ IMAGE_MAP_COLOR_BIT)
+
/**
- * \name Bits to indicate what state has changed.
+ * \name Bits to indicate what state has changed.
*/
/*@{*/
#define _NEW_MODELVIEW (1u << 0) /**< gl_context::ModelView */
#include "dd.h"
-/**
- * Display list flags.
- * Strictly this is a tnl-private concept, but it doesn't seem
- * worthwhile adding a tnl private structure just to hold this one bit
- * of information:
- */
-#define DLIST_DANGLING_REFS 0x1
-
-
/** Opaque declaration of display list payload data type */
union gl_dlist_node;
/**
- * Provide a location where information about a display list can be
- * collected. Could be extended with driverPrivate structures,
- * etc. in the future.
+ * Per-display list information.
*/
struct gl_display_list
{
GLuint Name;
- GLchar *Label; /**< GL_KHR_debug */
GLbitfield Flags; /**< DLIST_x flags */
+ GLchar *Label; /**< GL_KHR_debug */
/** The dlist commands are in a linked list of nodes */
union gl_dlist_node *Head;
};
*/
struct gl_dlist_state
{
- GLuint CallDepth; /**< Current recursion calling depth */
-
struct gl_display_list *CurrentList; /**< List currently being compiled */
union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
GLuint CurrentPos; /**< Index into current block of nodes */
+ GLuint CallDepth; /**< Current recursion calling depth */
GLvertexformat ListVtxfmt;
GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
-
+
GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
/* State known to have been set by the currently-compiling display
* list. Used to eliminate some redundant state changes.
*/
- GLenum ShadeModel;
+ GLenum16 ShadeModel;
} Current;
};
* to small enums suitable for use as an array index.
*/
-enum mesa_debug_source {
+enum mesa_debug_source
+{
MESA_DEBUG_SOURCE_API,
MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
MESA_DEBUG_SOURCE_SHADER_COMPILER,
MESA_DEBUG_SOURCE_COUNT
};
-enum mesa_debug_type {
+enum mesa_debug_type
+{
MESA_DEBUG_TYPE_ERROR,
MESA_DEBUG_TYPE_DEPRECATED,
MESA_DEBUG_TYPE_UNDEFINED,
MESA_DEBUG_TYPE_COUNT
};
-enum mesa_debug_severity {
+enum mesa_debug_severity
+{
MESA_DEBUG_SEVERITY_LOW,
MESA_DEBUG_SEVERITY_MEDIUM,
MESA_DEBUG_SEVERITY_HIGH,
/** gl_context::RasterDiscard */
uint64_t NewRasterizerDiscard;
+ /** gl_context::TileRasterOrder* */
+ uint64_t NewTileRasterOrder;
+
/**
* gl_context::UniformBufferBindings
* gl_shader_program::UniformBlocks
/** gl_context::Stencil */
uint64_t NewStencil;
-};
-struct gl_uniform_buffer_binding
-{
- struct gl_buffer_object *BufferObject;
- /** Start of uniform block data in the buffer */
- GLintptr Offset;
- /** Size of data allowed to be referenced from the buffer (in bytes) */
- GLsizeiptr Size;
- /**
- * glBindBufferBase() indicates that the Size should be ignored and only
- * limited by the current size of the BufferObject.
- */
- GLboolean AutomaticSize;
+ /** gl_context::Transform::ClipOrigin/ClipDepthMode */
+ uint64_t NewClipControl;
+
+ /** gl_context::Transform::EyeUserPlane */
+ uint64_t NewClipPlane;
+
+ /** gl_context::Transform::ClipPlanesEnabled */
+ uint64_t NewClipPlaneEnable;
+
+ /** gl_context::Transform::DepthClamp */
+ uint64_t NewDepthClamp;
+
+ /** gl_context::Line */
+ uint64_t NewLineState;
+
+ /** gl_context::Polygon */
+ uint64_t NewPolygonState;
+
+ /** gl_context::PolygonStipple */
+ uint64_t NewPolygonStipple;
+
+ /** gl_context::ViewportArray */
+ uint64_t NewViewport;
+
+ /** Shader constants (uniforms, program parameters, state constants) */
+ uint64_t NewShaderConstants[MESA_SHADER_STAGES];
};
-struct gl_shader_storage_buffer_binding
+struct gl_buffer_binding
{
struct gl_buffer_object *BufferObject;
- /** Start of shader storage block data in the buffer */
+ /** Start of uniform block data in the buffer */
GLintptr Offset;
/** Size of data allowed to be referenced from the buffer (in bytes) */
GLsizeiptr Size;
/**
* Level of the texture object bound to this unit.
*/
- GLuint Level;
+ GLubyte Level;
/**
* \c GL_TRUE if the whole level is bound as an array of layers, \c
* Layer of the texture object bound to this unit as specified by the
* application.
*/
- GLuint Layer;
+ GLushort Layer;
/**
- * Layer of the texture object bound to this unit, or zero if the
- * whole level is bound.
+ * Layer of the texture object bound to this unit, or zero if
+ * Layered == false.
*/
- GLuint _Layer;
+ GLushort _Layer;
/**
* Access allowed to this texture image. Either \c GL_READ_ONLY,
* \c GL_WRITE_ONLY or \c GL_READ_WRITE.
*/
- GLenum Access;
+ GLenum16 Access;
/**
* GL internal format that determines the interpretation of the
* image memory when shader image operations are performed through
* this unit.
*/
- GLenum Format;
+ GLenum16 Format;
/**
* Mesa format corresponding to \c Format.
*/
- mesa_format _ActualFormat;
-
-};
-
-/**
- * Binding point for an atomic counter buffer object.
- */
-struct gl_atomic_buffer_binding
-{
- struct gl_buffer_object *BufferObject;
- GLintptr Offset;
- GLsizeiptr Size;
+ mesa_format _ActualFormat:16;
};
/**
GLuint64 handle;
};
+struct gl_memory_object
+{
+ GLuint Name; /**< hash table ID/name */
+ GLboolean Immutable; /**< denotes mutability state of parameters */
+ GLboolean Dedicated; /**< import memory from a dedicated allocation */
+};
+
+struct gl_semaphore_object
+{
+ GLuint Name; /**< hash table ID/name */
+};
+
/**
* Mesa rendering context.
*
/*@}*/
/** \name Renderer attribute groups
- *
+ *
* We define a struct for each attribute group to make pushing and popping
* attributes easy. Also it's a good organization.
*/
* associated with uniform blocks by glUniformBlockBinding()'s state in the
* shader program.
*/
- struct gl_uniform_buffer_binding
+ struct gl_buffer_binding
UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
/**
* glBindBufferBase(). They are associated with shader storage blocks by
* glShaderStorageBlockBinding()'s state in the shader program.
*/
- struct gl_shader_storage_buffer_binding
+ struct gl_buffer_binding
ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
/**
/**
* Array of atomic counter buffer binding points.
*/
- struct gl_atomic_buffer_binding
+ struct gl_buffer_binding
AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
/**
/* GL_EXT_framebuffer_object */
struct gl_renderbuffer *CurrentRenderbuffer;
- GLenum ErrorValue; /**< Last error code */
+ GLenum16 ErrorValue; /**< Last error code */
/**
* Recognize and silence repeated error debug messages in buggy apps.
GLuint ErrorDebugCount;
/* GL_ARB_debug_output/GL_KHR_debug */
- mtx_t DebugMutex;
+ simple_mtx_t DebugMutex;
struct gl_debug_state *Debug;
- GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
+ GLenum16 RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
GLboolean ViewportInitialized; /**< has viewport size been initialized? */
- GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
+ GLbitfield varying_vp_inputs; /**< mask of VERT_BIT_* flags */
/** \name Derived state */
GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
GLfloat _EyeZDir[3];
- GLfloat _ModelViewInvScale;
+ GLfloat _ModelViewInvScale; /* may be for model- or eyespace lighting */
+ GLfloat _ModelViewInvScaleEyespace; /* always factor defined in spec */
GLboolean _NeedEyeCoords;
- GLboolean _ForceEyeCoords;
+ GLboolean _ForceEyeCoords;
GLuint TextureStateTimestamp; /**< detect changes to shared state */
*/
GLboolean HasConfig;
- /** software compression/decompression supported or not */
- GLboolean Mesa_DXTn;
-
GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
GLboolean IntelConservativeRasterization; /**< GL_INTEL_CONSERVATIVE_RASTERIZATION */
+ /** Does glVertexAttrib(0) alias glVertex()? */
+ bool _AttribZeroAliasesVertex;
+
+ /**
+ * When set, TileRasterOrderIncreasingX/Y control the order that a tiled
+ * renderer's tiles should be excecuted, to meet the requirements of
+ * GL_MESA_tile_raster_order.
+ */
+ GLboolean TileRasterOrderFixed;
+ GLboolean TileRasterOrderIncreasingX;
+ GLboolean TileRasterOrderIncreasingY;
+
/**
- * \name Hooks for module contexts.
+ * \name Hooks for module contexts.
*
* These will eventually live in the driver or elsewhere.
*/
#ifdef DEBUG
extern int MESA_VERBOSE;
extern int MESA_DEBUG_FLAGS;
-# define MESA_FUNCTION __func__
#else
# define MESA_VERBOSE 0
# define MESA_DEBUG_FLAGS 0
-# define MESA_FUNCTION "a function"
#endif