#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.
*/
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
*/
/*@{*/
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 */
+ 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).
GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
- /**
+ /**
* \name alpha testing
*/
/*@{*/
GLclampf AlphaRef; /**< Alpha reference value */
/*@}*/
- /**
+ /**
* \name Blending
*/
/*@{*/
bool BlendCoherent;
/*@}*/
- /**
+ /**
* \name Logic op
*/
/*@{*/
GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
GLenum LogicOp; /**< Logic operator */
+ enum gl_logicop_mode _LogicOp;
/*@}*/
/**
* \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_eval_attrib
{
/**
- * \name Enable bits
+ * \name Enable bits
*/
/*@{*/
GLboolean Map1Color4;
GLboolean Map2Vertex4;
GLboolean AutoNormal;
/*@}*/
-
+
/**
* \name Map Grid endpoints and divisions and calculated du values
*/
};
-/**
+/**
* Hint attribute group (GL_HINT_BIT).
- *
+ *
* Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
*/
struct gl_hint_attrib
GLboolean _ClampVertexColor;
GLenum 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];
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_sampler_object
{
- mtx_t Mutex;
+ simple_mtx_t Mutex;
GLuint Name;
GLint RefCount;
GLchar *Label; /**< GL_KHR_debug */
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 */
struct gl_sampler_object Sampler;
GLenum DepthMode; /**< GL_ARB_depth_texture */
- bool StencilSampling; /**< Should we sample stencil instead of depth? */
GLfloat Priority; /**< in [0,1] */
GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
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_EXT_memory_object */
+ GLenum TextureTiling;
+
/** 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;
};
#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)
/*@}*/
/** Current sampler object (GL_ARB_sampler_objects) */
struct gl_sampler_object *Sampler;
- /**
- * \name GL_EXT_texture_env_combine
+ /**
+ * \name GL_EXT_texture_env_combine
*/
struct gl_tex_env_combine_state Combine;
};
-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 */
/**
* 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;
+ simple_mtx_t Mutex;
GLint RefCount;
GLuint Name;
GLchar *Label; /**< GL_KHR_debug */
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 */
};
/**
* Derived vertex attribute arrays
*
- * This is a legacy data structure created from gl_vertex_attrib_array and
+ * This is a legacy data structure created from gl_array_attributes and
* gl_vertex_buffer_binding, for compatibility with existing driver code.
*/
struct gl_vertex_array _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;
/** 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
+/**
+ * Used to signal when transitioning from one kind of drawing method
* to another.
*/
-typedef enum {
+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
*/
*/
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;
/** Post-link transform feedback info. */
struct gl_transform_feedback_info
{
+ /* Was xfb enabled via the api or in shader layout qualifiers */
+ bool api_enabled;
+
unsigned NumOutputs;
/* Bitmask of active buffer indices. */
/** 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) */
+ GLenum 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;
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 */
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_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
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;
};
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
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_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 */
* #extension ARB_fragment_coord_conventions: enable
*/
GLboolean ARB_fragment_coord_conventions_enable;
-};
+};
#define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
/** 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)
- */
+ * live references (e.g., sync not yet finished)
+ */
GLenum 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;
+
+ /**
+ * 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;
+ GLubyte NumSamples; /**< zero means not multisampled */
GLenum InternalFormat; /**< The user-specified format */
GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
GL_STENCIL_INDEX. */
*/
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
/** 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.
*/
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 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?
*
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;
};
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_shader_integer_mix;
GLboolean EXT_shader_samples_identical;
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;
* 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];
* 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::Color::Alpha* */
uint64_t NewAlphaTest;
+ /** gl_context::Color::Blend/Dither */
+ uint64_t NewBlend;
+
+ /** gl_context::Color::BlendColor */
+ uint64_t NewBlendColor;
+
+ /** gl_context::Color::Color/Index */
+ uint64_t NewColorMask;
+
/** gl_context::Depth */
uint64_t NewDepth;
+ /** gl_context::Color::LogicOp/ColorLogicOp/IndexLogicOp */
+ uint64_t NewLogicOp;
+
+ /** gl_context::Multisample::Enabled */
+ uint64_t NewMultisampleEnable;
+
+ /** gl_context::Multisample::SampleAlphaTo* */
+ uint64_t NewSampleAlphaToXEnable;
+
+ /** gl_context::Multisample::SampleCoverage/SampleMaskValue */
+ uint64_t NewSampleMask;
+
+ /** gl_context::Multisample::(Min)SampleShading */
+ uint64_t NewSampleShading;
+
/** 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;
};
-/**
- * Binding point for an atomic counter buffer object.
- */
-struct gl_atomic_buffer_binding
-{
- struct gl_buffer_object *BufferObject;
- GLintptr Offset;
- GLsizeiptr Size;
-};
-
/**
* Shader subroutines storage
*/
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 */
+};
+
/**
* 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];
/**
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 */
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.
*/