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. */
struct gl_sampler_object Sampler;
GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
GLfloat LodBias; /**< for biasing mipmap levels */
- GLenum BumpTarget;
- GLfloat RotMatrix[4]; /* 2x2 matrix */
/** Current sampler object (GL_ARB_sampler_objects) */
struct gl_sampler_object *Sampler;
/** Points to highest priority, complete and enabled texture object */
struct gl_texture_object *_Current;
+
+ /** Texture targets that have a non-default texture bound */
+ GLbitfield _BoundTextures;
};
GLboolean SwapBytes;
GLboolean LsbFirst;
GLboolean Invert; /**< GL_MESA_pack_invert */
+ GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
+ GLint CompressedBlockHeight;
+ GLint CompressedBlockDepth;
+ GLint CompressedBlockSize;
struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
};
};
+/** 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;
+
+
/**
* Vertex array state
*/
* The array pointer is set up only by the VBO module.
*/
const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
+
+ /** One of the DRAW_xxx flags, not consumed by drivers */
+ gl_draw_method DrawMethod;
};
unsigned OutputRegister;
unsigned OutputBuffer;
unsigned NumComponents;
+ unsigned StreamId;
/** offset (in DWORDs) of this output within the interleaved structure */
unsigned DstOffset;
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 */
- GLboolean UsesEndPrimitive;
+ bool UsesEndPrimitive;
+ bool UsesStreams;
};
bool uses_builtin_functions;
bool uses_gl_fragcoord;
bool redeclares_gl_fragcoord;
+ bool ARB_fragment_coord_conventions_enable;
/**
* Fragment shader state from GLSL 1.50 layout qualifiers.
GLuint Binding;
/**
- * Minimum size of a buffer object to back this uniform buffer
+ * Minimum size (in bytes) of a buffer object to back this uniform buffer
* (GL_UNIFORM_BLOCK_DATA_SIZE).
*/
GLuint UniformBufferSize;
*/
GLboolean BinaryRetreivableHint;
- /**
- * Flags that the linker should not reject the program if it lacks
- * a vertex or fragment shader. GLES2 doesn't allow separate
- * shader objects, and would reject them. However, we internally
- * build separate shader objects for fixed function programs, which
- * we use for drivers/common/meta.c and for handling
- * _mesa_update_state with no program bound (for example in
- * glClear()).
- */
- GLboolean InternalSeparateShader;
-
/**
* Indicates whether program can be bound for individual pipeline stages
* using UseProgramStages after it is next linked.
GLboolean UsesClipDistance;
GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
0 if not present. */
- GLboolean UsesEndPrimitive;
+ bool UsesEndPrimitive;
+ bool UsesStreams;
} Geom;
/** Vertex shader state */
* \c NULL.
*/
struct gl_shader *_LinkedShaders[MESA_SHADER_STAGES];
+
+ /* True if any of the fragment shaders attached to this program use:
+ * #extension ARB_fragment_coord_conventions: enable
+ */
+ GLboolean ARB_fragment_coord_conventions_enable;
};
/**
* Programs used for rendering
*
- * There is a separate program set for each shader stage. If
- * GL_EXT_separate_shader_objects is not supported, each of these must point
- * to \c NULL or to the same program.
+ * There is a separate program set for each shader stage.
*/
struct gl_shader_program *CurrentProgram[MESA_SHADER_STAGES];
GLboolean Active; /**< inside Begin/EndQuery */
GLboolean Ready; /**< result is ready? */
GLboolean EverBound;/**< has query object ever been bound */
+ GLuint Stream; /**< The stream */
};
struct gl_query_object *CondRenderQuery;
/** GL_EXT_transform_feedback */
- struct gl_query_object *PrimitivesGenerated;
- struct gl_query_object *PrimitivesWritten;
+ struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
+ struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
/** GL_ARB_timer_query */
struct gl_query_object *TimeElapsed;
GLuint UniformBufferOffsetAlignment;
/** @} */
+ /**
+ * GL_ARB_explicit_uniform_location
+ */
+ GLuint MaxUserAssignableUniformLocations;
+
/** GL_ARB_geometry_shader4 */
GLuint MaxGeometryOutputVertices;
GLuint MaxGeometryTotalOutputComponents;
*/
GLuint ForceGLSLVersion;
+ /**
+ * Allow GLSL #extension directives in the middle of shaders.
+ */
+ GLboolean AllowGLSLExtensionDirectiveMidShader;
+
/**
* Does the driver support real 32-bit integers? (Otherwise, integers are
* simulated via floats.)
*/
GLuint UniformBooleanTrue;
- /** Which texture units support GL_ATI_envmap_bumpmap as targets */
- GLbitfield SupportedBumpUnits;
-
/**
* Maximum amount of time, measured in nanseconds, that the server can wait.
*/
GLboolean ARB_base_instance;
GLboolean ARB_blend_func_extended;
GLboolean ARB_buffer_storage;
+ GLboolean ARB_clear_texture;
GLboolean ARB_color_buffer_float;
GLboolean ARB_compute_shader;
GLboolean ARB_conservative_depth;
GLboolean ARB_draw_indirect;
GLboolean ARB_draw_instanced;
GLboolean ARB_fragment_coord_conventions;
+ GLboolean ARB_fragment_layer_viewport;
GLboolean ARB_fragment_program;
GLboolean ARB_fragment_program_shadow;
GLboolean ARB_fragment_shader;
GLboolean ARB_framebuffer_object;
GLboolean ARB_explicit_attrib_location;
+ GLboolean ARB_explicit_uniform_location;
GLboolean ARB_geometry_shader4;
GLboolean ARB_gpu_shader5;
GLboolean ARB_half_float_vertex;
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_texture_mirror_clamp_to_edge;
GLboolean ARB_texture_multisample;
GLboolean ARB_texture_non_power_of_two;
+ GLboolean ARB_texture_stencil8;
GLboolean ARB_texture_query_levels;
GLboolean ARB_texture_query_lod;
GLboolean ARB_texture_rg;
GLboolean EXT_pixel_buffer_object;
GLboolean EXT_point_parameters;
GLboolean EXT_provoking_vertex;
- GLboolean EXT_separate_shader_objects;
GLboolean EXT_shader_integer_mix;
GLboolean EXT_stencil_two_side;
GLboolean EXT_texture3D;
GLboolean AMD_performance_monitor;
GLboolean AMD_seamless_cubemap_per_texture;
GLboolean AMD_vertex_shader_layer;
+ GLboolean AMD_vertex_shader_viewport_index;
GLboolean APPLE_object_purgeable;
- GLboolean ATI_envmap_bumpmap;
GLboolean ATI_texture_compression_3dc;
GLboolean ATI_texture_mirror_once;
GLboolean ATI_texture_env_combine3;
GLboolean ATI_fragment_shader;
GLboolean ATI_separate_stencil;
+ GLboolean INTEL_performance_query;
GLboolean MESA_pack_invert;
GLboolean MESA_ycbcr_texture;
GLboolean NV_conditional_render;