MESA_SHADER_VERTEX = 0,
MESA_SHADER_GEOMETRY = 1,
MESA_SHADER_FRAGMENT = 2,
+ MESA_SHADER_COMPUTE = 3,
} gl_shader_stage;
-#define MESA_SHADER_STAGES (MESA_SHADER_FRAGMENT + 1)
+#define MESA_SHADER_STAGES (MESA_SHADER_COMPUTE + 1)
/**
*/
struct gl_texture_object
{
- _glthread_Mutex Mutex; /**< for thread safety */
+ 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 RescaleNormals; /**< GL_EXT_rescale_normal */
GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
-
- GLfloat CullEyePos[4];
- GLfloat CullObjPos[4];
};
};
+typedef enum {
+ MAP_USER,
+ MAP_INTERNAL,
+
+ MAP_COUNT
+} gl_map_buffer_index;
+
+
+/**
+ * Fields describing a mapped buffer range.
+ */
+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 */
+};
+
+
/**
* GL_ARB_vertex/pixel_buffer_object buffer object
*/
struct gl_buffer_object
{
- _glthread_Mutex Mutex;
+ mtx_t Mutex;
GLint RefCount;
GLuint Name;
GLchar *Label; /**< GL_KHR_debug */
GLenum 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. */
- /** Fields describing a mapped buffer */
- /*@{*/
- GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
- GLvoid *Pointer; /**< User-space address of mapping */
- GLintptr Offset; /**< Mapped offset */
- GLsizeiptr Length; /**< Mapped length */
- /*@}*/
GLboolean DeletePending; /**< true if buffer object is removed from the hash */
GLboolean Written; /**< Ever written to? (for debugging) */
GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
+ GLboolean Immutable; /**< GL_ARB_buffer_storage */
+
+ struct gl_buffer_mapping Mappings[MAP_COUNT];
};
/**
- * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
- * extension, but a nice encapsulation in any case.
+ * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+,
+ * GL_ARB_vertex_array_object, or the original GL_APPLE_vertex_array_object
+ * extension.
*/
struct gl_vertex_array_object
{
- /** Name of the array object as received from glGenVertexArrayAPPLE. */
+ /** Name of the VAO as received from glGenVertexArray. */
GLuint Name;
GLchar *Label; /**< GL_KHR_debug */
GLint RefCount;
- _glthread_Mutex Mutex;
+ mtx_t Mutex;
/**
* Does the VAO use ARB semantics or Apple semantics?
*/
GLboolean EverBound;
- /** Derived vertex attribute arrays */
+ /**
+ * 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.
+ */
struct gl_client_array _VertexAttrib[VERT_ATTRIB_MAX];
/** Vertex attribute arrays */
*/
GLuint _MaxElement;
- struct gl_buffer_object *ElementArrayBufferObj;
+ /** The index buffer (also known as the element array buffer in OpenGL). */
+ struct gl_buffer_object *IndexBufferObj;
};
SYSTEM_VALUE_SAMPLE_ID, /**< Fragment shader only */
SYSTEM_VALUE_SAMPLE_POS, /**< Fragment shader only */
SYSTEM_VALUE_SAMPLE_MASK_IN, /**< Fragment shader only */
+ SYSTEM_VALUE_INVOCATION_ID, /**< Geometry shader only */
SYSTEM_VALUE_MAX /**< Number of values */
} gl_system_value;
GLint VerticesIn;
GLint VerticesOut;
+ GLint Invocations;
GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
};
+/** Compute program object */
+struct gl_compute_program
+{
+ struct gl_program Base; /**< base class */
+
+ /**
+ * Size specified using local_size_{x,y,z}.
+ */
+ unsigned LocalSize[3];
+};
+
+
/**
* State common to vertex and fragment programs.
*/
/**
* This shader's uniform block information.
*
- * The offsets of the variables are assigned only for shaders in a program's
- * _LinkedShaders[].
+ * These fields are only set post-linking.
*/
struct gl_uniform_block *UniformBlocks;
unsigned NumUniformBlocks;
*/
struct {
GLint VerticesOut;
+ /**
+ * 0 - Invocations count not declared in shader, or
+ * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
+ */
+ GLint Invocations;
/**
* GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
* GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
* ImageAccess arrays above.
*/
GLuint NumImages;
+
+ /**
+ * Compute shader state from ARB_compute_shader layout qualifiers.
+ */
+ struct {
+ /**
+ * Size specified using local_size_{x,y,z}, or all 0's to indicate that
+ * it's not set in this shader.
+ */
+ unsigned LocalSize[3];
+ } Comp;
};
*/
GLboolean InternalSeparateShader;
+ /**
+ * Indicates whether program can be bound for individual pipeline stages
+ * using UseProgramStages after it is next linked.
+ */
+ GLboolean SeparateShader;
+
GLuint NumShaders; /**< number of attached shaders */
struct gl_shader **Shaders; /**< List of attached the shaders */
struct {
GLint VerticesIn;
GLint VerticesOut;
+ /**
+ * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
+ */
+ GLint Invocations;
GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
0 if not present. */
} Vert;
+ /**
+ * Compute shader state - copied into gl_compute_program by
+ * _mesa_copy_linked_program_data().
+ */
+ struct {
+ /**
+ * If this shader contains a compute stage, size specified using
+ * local_size_{x,y,z}. Otherwise undefined.
+ */
+ unsigned LocalSize[3];
+ } Comp;
+
/* post-link info: */
unsigned NumUserUniformStorage;
struct gl_uniform_storage *UniformStorage;
+ /**
+ * Mapping from GL uniform locations returned by \c glUniformLocation to
+ * UniformStorage entries. Arrays will have multiple contiguous slots
+ * in the UniformRemapTable, all pointing to the same UniformStorage entry.
+ */
+ unsigned NumUniformRemapTable;
+ struct gl_uniform_storage **UniformRemapTable;
+
/**
* Size of the gl_ClipDistance array that is output from the last pipeline
* stage before the fragment shader.
struct gl_uniform_block *UniformBlocks;
unsigned NumUniformBlocks;
- /**
- * Scale factor for the uniform base location
- *
- * This is used to generate locations (returned by \c glGetUniformLocation)
- * of uniforms. The base location of the uniform is multiplied by this
- * value, and the array index is added.
- *
- * \note
- * Must be >= 1.
- *
- * \sa
- * _mesa_uniform_merge_location_offset, _mesa_uniform_split_location_offset
- */
- unsigned UniformLocationBaseScale;
-
/**
* Indices into the _LinkedShaders's UniformBlocks[] array for each stage
* they're used in, or -1.
/**
* Context state for GLSL vertex/fragment shaders.
+ * Extended to support pipeline object
*/
-struct gl_shader_state
+struct gl_pipeline_object
{
+ /** Name of the pipeline object as received from glGenProgramPipelines.
+ * It would be 0 for shaders without separate shader objects.
+ */
+ GLuint Name;
+
+ GLint RefCount;
+
+ mtx_t Mutex;
+
/**
* Programs used for rendering
*
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 */
+
+ GLchar *InfoLog;
};
+/**
+ * Context state for GLSL pipeline shaders.
+ */
+struct gl_pipeline_shader_state
+{
+ /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
+ struct gl_pipeline_object *Current;
+
+ /* Default Object to ensure that _Shader is never NULL */
+ struct gl_pipeline_object *Default;
+
+ /** Pipeline objects */
+ struct _mesa_HashTable *Objects;
+};
/**
* Compiler options for a single GLSL shaders type
*/
struct gl_shared_state
{
- _glthread_Mutex Mutex; /**< for thread safety */
+ mtx_t Mutex; /**< for thread safety */
GLint RefCount; /**< Reference count */
struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
* \todo Improve the granularity of locking.
*/
/*@{*/
- _glthread_Mutex TexMutex; /**< texobj thread safety */
+ mtx_t TexMutex; /**< texobj thread safety */
GLuint TextureStateStamp; /**< state notification for shared tex */
/*@}*/
*/
struct gl_renderbuffer
{
- _glthread_Mutex Mutex; /**< for thread safety */
+ mtx_t Mutex; /**< for thread safety */
GLuint ClassID; /**< Useful for drivers */
GLuint Name;
GLchar *Label; /**< GL_KHR_debug */
*/
struct gl_framebuffer
{
- _glthread_Mutex Mutex; /**< for thread safety */
+ 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
GLuint MaxCombinedImageUnitsAndFragmentOutputs;
GLuint MaxImageSamples;
GLuint MaxCombinedImageUniforms;
+
+ /** GL_ARB_compute_shader */
+ GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
+ GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
+ GLuint MaxComputeWorkGroupInvocations;
+
+ /** GL_ARB_gpu_shader5 */
+ GLfloat MinFragmentInterpolationOffset;
+ GLfloat MaxFragmentInterpolationOffset;
};
GLboolean ARB_arrays_of_arrays;
GLboolean ARB_base_instance;
GLboolean ARB_blend_func_extended;
+ GLboolean ARB_buffer_storage;
GLboolean ARB_color_buffer_float;
+ GLboolean ARB_compute_shader;
GLboolean ARB_conservative_depth;
GLboolean ARB_depth_buffer_float;
GLboolean ARB_depth_clamp;
GLboolean ARB_explicit_attrib_location;
GLboolean ARB_geometry_shader4;
GLboolean ARB_gpu_shader5;
- GLboolean ARB_half_float_pixel;
GLboolean ARB_half_float_vertex;
GLboolean ARB_instanced_arrays;
GLboolean ARB_internalformat_query;
GLboolean ARB_point_sprite;
GLboolean ARB_sample_shading;
GLboolean ARB_seamless_cube_map;
+ GLboolean ARB_separate_shader_objects;
GLboolean ARB_shader_atomic_counters;
GLboolean ARB_shader_bit_encoding;
GLboolean ARB_shader_image_load_store;
GLboolean ARB_shading_language_packing;
GLboolean ARB_shading_language_420pack;
GLboolean ARB_shadow;
+ GLboolean ARB_stencil_texturing;
GLboolean ARB_sync;
GLboolean ARB_texture_border_clamp;
GLboolean ARB_texture_buffer_object;
const void *CallbackData;
GLboolean SyncOutput;
GLboolean DebugOutput;
- GLboolean ARBCallback; /* Used to track if current callback is of type ARB_debug_output or KHR_debug */
GLboolean Defaults[MAX_DEBUG_GROUP_STACK_DEPTH][MESA_DEBUG_SEVERITY_COUNT][MESA_DEBUG_SOURCE_COUNT][MESA_DEBUG_TYPE_COUNT];
struct gl_debug_namespace Namespaces[MAX_DEBUG_GROUP_STACK_DEPTH][MESA_DEBUG_SOURCE_COUNT][MESA_DEBUG_TYPE_COUNT];
struct gl_debug_msg Log[MAX_DEBUG_LOGGED_MESSAGES];
struct gl_geometry_program_state GeometryProgram;
struct gl_ati_fragment_shader_state ATIFragmentShader;
- struct gl_shader_state Shader; /**< GLSL shader object state */
+ struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
+ struct gl_pipeline_object Shader; /**< GLSL shader object state */
+
+ /**
+ * Current active shader pipeline state
+ *
+ * Almost all internal users want ::_Shader instead of ::Shader. The
+ * exceptions are bits of legacy GLSL API that do not know about separate
+ * shader objects.
+ *
+ * If a program is active via \c glUseProgram, this will point to
+ * \c ::Shader.
+ *
+ * If a program pipeline is active via \c glBindProgramPipeline, this will
+ * point to \c ::Pipeline.Current.
+ *
+ * If neither a program nor a program pipeline is active, this will point to
+ * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
+ * \c NULL.
+ */
+ struct gl_pipeline_object *_Shader;
+
struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
struct gl_query_state Query; /**< occlusion, timer queries */
GLuint ErrorDebugCount;
/* GL_ARB_debug_output/GL_KHR_debug */
- struct gl_debug_state Debug;
+ struct gl_debug_state *Debug;
GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
GLboolean FirstTimeCurrent;
/*@}*/
+ /**
+ * False if this context was created without a config. This is needed
+ * because the initial state of glDrawBuffers depends on this
+ */
+ GLboolean HasConfig;
+
/** software compression/decompression supported or not */
GLboolean Mesa_DXTn;