{
GLenum InternalFormat; /**< The user-specified format */
GLenum _BaseFormat; /**< GL_ALPHA, GL_RGBA, GL_RGB, etc */
- GLuint Size; /**< number of entries (rows) in table */
- GLvoid *Table; /**< points to data of <Type> */
- GLenum Type; /**< GL_UNSIGNED_BYTE or GL_FLOAT */
+ GLuint Size; /**< number of entries in table */
+ GLfloat *TableF; /**< Color table, floating point values */
+ GLubyte *TableUB; /**< Color table, ubyte values */
GLubyte RedSize;
GLubyte GreenSize;
GLubyte BlueSize;
GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
GLbitfield ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
GLboolean ColorMaterialEnabled;
+ GLenum ClampVertexColor;
struct gl_light EnabledList; /**< List sentinel */
};
-/**
- * State used during execution of fragment programs.
- */
-struct fp_machine
-{
- GLfloat Temporaries[MAX_NV_FRAGMENT_PROGRAM_TEMPS][4];
- GLfloat Inputs[MAX_NV_FRAGMENT_PROGRAM_INPUTS][4];
- GLfloat Outputs[MAX_NV_FRAGMENT_PROGRAM_OUTPUTS][4];
- GLuint CondCodes[4];
-};
-
-
/**
* Names of the various vertex/fragment program register files, etc.
* NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
/**
- * State vars for GL_ARB/GL_NV_vertex_program
+ * Context state for vertex programs.
*/
struct gl_vertex_program_state
{
- GLboolean Enabled; /**< GL_VERTEX_PROGRAM_ARB/NV */
- GLboolean _Enabled; /**< Enabled and valid program? */
- GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
- GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
+ GLboolean Enabled; /**< GL_VERTEX_PROGRAM_ARB/NV */
+ GLboolean _Enabled; /**< Enabled and valid program? */
+ GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
+ GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
struct gl_vertex_program *Current; /**< ptr to currently bound program */
const struct gl_vertex_program *_Current; /**< ptr to currently bound
program, including internal
(t_vp_build.c) programs */
+ GLfloat Parameters[MAX_NV_VERTEX_PROGRAM_PARAMS][4]; /**< Env params */
+
+ /* For GL_NV_vertex_program only: */
GLenum TrackMatrix[MAX_NV_VERTEX_PROGRAM_PARAMS / 4];
GLenum TrackMatrixTransform[MAX_NV_VERTEX_PROGRAM_PARAMS / 4];
- GLfloat Parameters[MAX_NV_VERTEX_PROGRAM_PARAMS][4]; /* Env params */
- /* Only used during program execution (may be moved someday): */
- GLfloat Temporaries[MAX_NV_VERTEX_PROGRAM_TEMPS][4];
- GLfloat Inputs[MAX_NV_VERTEX_PROGRAM_INPUTS][4];
- GLuint InputsSize[MAX_NV_VERTEX_PROGRAM_INPUTS];
- GLfloat Outputs[MAX_NV_VERTEX_PROGRAM_OUTPUTS][4];
- GLint AddressReg[4];
-
#if FEATURE_MESA_program_debug
GLprogramcallbackMESA Callback;
GLvoid *CallbackData;
/**
- * Context state for GL_ARB/NV_fragment_program
+ * Context state for fragment programs.
*/
struct gl_fragment_program_state
{
- GLboolean Enabled; /* GL_VERTEX_PROGRAM_NV */
- GLboolean _Enabled; /* Enabled and valid program? */
- GLboolean _Active;
- struct gl_fragment_program *Current; /* ptr to currently bound program */
- const struct gl_fragment_program *_Current; /* ptr to currently active program
+ GLboolean Enabled; /**< User-set fragment program enable flag */
+ GLboolean _Enabled; /**< Fragment program enabled and valid? */
+ GLboolean _Active; /**< Is a user program or internal program active? */
+ struct gl_fragment_program *Current; /**< User-bound program */
+ const struct gl_fragment_program *_Current; /**< currently active program
(including internal programs) */
- struct fp_machine Machine; /* machine state */
- GLfloat Parameters[MAX_NV_FRAGMENT_PROGRAM_PARAMS][4]; /* Env params */
+ GLfloat Parameters[MAX_NV_FRAGMENT_PROGRAM_PARAMS][4]; /**< Env params */
#if FEATURE_MESA_program_debug
GLprogramcallbackMESA Callback;
struct atifs_instruction;
struct atifs_setupinst;
-/**
- * State for executing ATI fragment shader.
- */
-struct atifs_machine
-{
- GLfloat Registers[6][4]; /** six temporary registers */
- GLfloat PrevPassRegisters[6][4];
- GLfloat Inputs[2][4]; /** Primary, secondary input colors */
-};
-
-
/**
* ATI fragment shader
*/
GLboolean _Enabled; /** enabled and valid shader? */
GLboolean Compiling;
GLfloat GlobalConstants[8][4];
- struct atifs_machine Machine; /* machine state */
struct ati_fragment_shader *Current;
};
struct gl_texture_object *DefaultRect;
/*@}*/
+ /**
+ * \name Thread safety and statechange notification for texture
+ * objects.
+ *
+ * \todo Improve the granularity of locking.
+ */
+ /*@{*/
+ _glthread_Mutex TexMutex; /**< texobj thread safety */
+ GLuint TextureStateStamp; /**< state notification for shared tex */
+ /*@}*/
+
+
+
/**
* \name Vertex/fragment programs
*/
GLuint MaxNativeTemps;
GLuint MaxNativeAddressRegs; /* vertex program only, for now */
GLuint MaxNativeParameters;
+ /* For shaders */
+ GLuint MaxUniformComponents;
};
/* GL_EXT_framebuffer_object */
GLuint MaxColorAttachments;
GLuint MaxRenderbufferSize;
+ /* GL_ARB_vertex_shader */
+ GLuint MaxVertexTextureImageUnits;
+ GLuint MaxVaryingFloats;
};
GLboolean ARB_point_sprite;
GLboolean ARB_shader_objects;
GLboolean ARB_shading_language_100;
+ GLboolean ARB_shading_language_120;
GLboolean ARB_shadow;
GLboolean ARB_texture_border_clamp;
GLboolean ARB_texture_compression;
GLboolean EXT_framebuffer_object;
GLboolean EXT_fog_coord;
GLboolean EXT_framebuffer_blit;
+ GLboolean EXT_gpu_program_parameters;
GLboolean EXT_histogram;
GLboolean EXT_multi_draw_arrays;
GLboolean EXT_paletted_texture;
GLboolean _ForceEyeCoords;
GLenum _CurrentProgram; /* currently executing program */
+ GLuint TextureStateTimestamp; /* detect changes to shared state */
+
struct gl_shine_tab *_ShineTable[2]; /**< Active shine tables */
struct gl_shine_tab *_ShineTabList; /**< MRU list of inactive shine tables */
/**@}*/