#include "glapi/glapi.h"
#include "math/m_matrix.h" /* GLmatrix */
#include "main/simple_list.h" /* struct simple_node */
-
-/* Shader stages. Note that these will become 5 with tessellation.
- * These MUST have the same values as PIPE_SHADER_*
- */
-#define MESA_SHADER_VERTEX 0
-#define MESA_SHADER_FRAGMENT 1
-#define MESA_SHADER_GEOMETRY 2
-#define MESA_SHADER_TYPES 3
+#include "main/formats.h" /* MESA_FORMAT_COUNT */
/**
/*@}*/
+/** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
+#define PRIM_OUTSIDE_BEGIN_END (GL_POLYGON+1)
+#define PRIM_INSIDE_UNKNOWN_PRIM (GL_POLYGON+2)
+#define PRIM_UNKNOWN (GL_POLYGON+3)
+
+
+/**
+ * Shader stages. Note that these will become 5 with tessellation.
+ * These MUST have the same values as gallium's PIPE_SHADER_*
+ */
+typedef enum
+{
+ MESA_SHADER_VERTEX = 0,
+ MESA_SHADER_FRAGMENT = 1,
+ MESA_SHADER_GEOMETRY = 2,
+ MESA_SHADER_TYPES = 3
+} gl_shader_type;
+
+
/**
* Indexes for vertex program attributes.
/**
* Indexes for geometry program result attributes
*/
-/*@{*/
-typedef enum {
+typedef enum
+{
GEOM_RESULT_POS = 0,
GEOM_RESULT_COL0 = 1,
GEOM_RESULT_COL1 = 2,
/* ### we need to -2 because var0 is 18 instead 16 like in the others */
GEOM_RESULT_MAX = (GEOM_RESULT_VAR0 + MAX_VARYING - 2)
} gl_geom_result;
-/*@}*/
+
/**
* Indexes for fragment program input attributes.
BUFFER_BIT_COLOR7)
+/**
+ * Framebuffer configuration (aka visual / pixelformat)
+ * Note: some of these fields should be boolean, but it appears that
+ * code in drivers/dri/common/util.c requires int-sized fields.
+ */
+struct gl_config
+{
+ GLboolean rgbMode;
+ GLboolean floatMode;
+ GLboolean colorIndexMode; /* XXX is this used anywhere? */
+ GLuint doubleBufferMode;
+ GLuint stereoMode;
+
+ GLboolean haveAccumBuffer;
+ GLboolean haveDepthBuffer;
+ GLboolean haveStencilBuffer;
+
+ GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
+ GLuint redMask, greenMask, blueMask, alphaMask;
+ GLint rgbBits; /* total bits for rgb */
+ GLint indexBits; /* total bits for colorindex */
+
+ GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
+ GLint depthBits;
+ GLint stencilBits;
+
+ GLint numAuxBuffers;
+
+ GLint level;
+
+ /* EXT_visual_rating / GLX 1.2 */
+ GLint visualRating;
+
+ /* EXT_visual_info / GLX 1.2 */
+ GLint transparentPixel;
+ /* colors are floats scaled to ints */
+ GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
+ GLint transparentIndex;
+
+ /* ARB_multisample / SGIS_multisample */
+ GLint sampleBuffers;
+ GLint samples;
+
+ /* SGIX_pbuffer / GLX 1.3 */
+ GLint maxPbufferWidth;
+ GLint maxPbufferHeight;
+ GLint maxPbufferPixels;
+ GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
+ GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
+
+ /* OML_swap_method */
+ GLint swapMethod;
+
+ /* EXT_texture_from_pixmap */
+ GLint bindToTextureRgb;
+ GLint bindToTextureRgba;
+ GLint bindToMipmapTexture;
+ GLint bindToTextureTargets;
+ GLint yInverted;
+};
+
+
/**
* Data structure for color tables
*/
GLuint refcount;
};
-struct gl_config {
- GLboolean rgbMode;
- GLboolean floatMode;
- GLboolean colorIndexMode;
- GLuint doubleBufferMode;
- GLuint stereoMode;
-
- GLboolean haveAccumBuffer;
- GLboolean haveDepthBuffer;
- GLboolean haveStencilBuffer;
-
- GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
- GLuint redMask, greenMask, blueMask, alphaMask;
- GLint rgbBits; /* total bits for rgb */
- GLint indexBits; /* total bits for colorindex */
-
- GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
- GLint depthBits;
- GLint stencilBits;
-
- GLint numAuxBuffers;
-
- GLint level;
-
- /* EXT_visual_rating / GLX 1.2 */
- GLint visualRating;
-
- /* EXT_visual_info / GLX 1.2 */
- GLint transparentPixel;
- /* colors are floats scaled to ints */
- GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
- GLint transparentIndex;
-
- /* ARB_multisample / SGIS_multisample */
- GLint sampleBuffers;
- GLint samples;
-
- /* SGIX_pbuffer / GLX 1.3 */
- GLint maxPbufferWidth;
- GLint maxPbufferHeight;
- GLint maxPbufferPixels;
- GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
- GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
-
- /* OML_swap_method */
- GLint swapMethod;
-
- /* EXT_texture_from_pixmap */
- GLint bindToTextureRgb;
- GLint bindToTextureRgba;
- GLint bindToMipmapTexture;
- GLint bindToTextureTargets;
- GLint yInverted;
-};
/**
* Light source state.
*/
/*@{*/
GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
- GLenum BlendSrcRGB; /**< Blending source operator */
- GLenum BlendDstRGB; /**< Blending destination operator */
- GLenum BlendSrcA; /**< GL_INGR_blend_func_separate */
- GLenum BlendDstA; /**< GL_INGR_blend_func_separate */
- GLenum BlendEquationRGB; /**< Blending equation */
- GLenum BlendEquationA; /**< GL_EXT_blend_equation_separate */
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. */
+ } Blend[MAX_DRAW_BUFFERS];
+ /** Are the blend func terms currently different for each buffer/target? */
+ GLboolean _BlendFuncPerBuffer;
+ /** Are the blend equations currently different for each buffer/target? */
+ GLboolean _BlendEquationPerBuffer;
/*@}*/
/**
GLboolean _Complete; /**< Is texture object complete? */
GLboolean _RenderToTexture; /**< Any rendering to this texture? */
GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
+ GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
/** Actual texture images, indexed by [cube face] and [mipmap level] */
struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
const GLubyte *Ptr; /**< Points to array data */
GLboolean Enabled; /**< Enabled flag is a boolean */
GLboolean Normalized; /**< GL_ARB_vertex_program */
+ GLboolean Integer; /**< Integer-valued? */
+ GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
GLuint _ElementSize; /**< size of each element in bytes */
struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
PROGRAM_ADDRESS, /**< machine->AddressReg */
PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
+ PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
PROGRAM_UNDEFINED, /**< Invalid/TBD value */
PROGRAM_FILE_MAX
} gl_register_file;
+/**
+ * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
+ * one of these values.
+ */
+typedef enum
+{
+ SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
+ SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
+ SYSTEM_VALUE_MAX /**< Number of values */
+} gl_system_value;
+
+
/** Vertex and fragment instructions */
struct prog_instruction;
struct gl_program_parameter_list;
GLbitfield InputsRead; /**< Bitmask of which input regs are read */
GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
+ GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
GLbitfield TexturesUsed[MAX_TEXTURE_UNITS]; /**< TEXTURE_x_BIT bitmask */
*/
struct gl_shader_state
{
- struct gl_shader_program *CurrentProgram; /**< The user-bound program */
+ /**
+ * 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.
+ */
+ struct gl_shader_program *CurrentVertexProgram;
+ struct gl_shader_program *CurrentGeometryProgram;
+ struct gl_shader_program *CurrentFragmentProgram;
+
+ /**
+ * Program used by glUniform calls.
+ *
+ * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
+ */
+ struct gl_shader_program *ActiveProgram;
+
void *MemPool;
GLbitfield Flags; /**< Mask of GLSL_x flags */
GLboolean EmitNoCont; /**< Emit CONT opcode? */
GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
+ GLboolean EmitNoPow; /**< Emit POW opcodes? */
/**
* \name Forms of indirect addressing the driver cannot do.
/** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
GLenum _Status;
+ /** Integer color values */
+ GLboolean _IntegerColor;
+
/** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
};
+/**
+ * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
+ */
+struct gl_precision
+{
+ GLushort RangeMin; /**< min value exponent */
+ GLushort RangeMax; /**< max value exponent */
+ GLushort Precision; /**< number of mantissa bits */
+};
+
+
/**
* Limits for vertex and fragment programs/shaders.
*/
GLuint MaxGeometryUniformComponents;
GLuint MaxGeometryOutputVertices;
GLuint MaxGeometryTotalOutputComponents;
+ /* ES 2.0 and GL_ARB_ES2_compatibility */
+ struct gl_precision LowFloat, MediumFloat, HighFloat;
+ struct gl_precision LowInt, MediumInt, HighInt;
};
*/
struct gl_constants
{
+ GLint MaxTextureMbytes; /**< Max memory per image, in MB */
GLint MaxTextureLevels; /**< Max mipmap levels. */
GLint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
GLint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
GLuint MaxTransformFeedbackSeparateAttribs;
GLuint MaxTransformFeedbackSeparateComponents;
GLuint MaxTransformFeedbackInterleavedComponents;
+
+ /** GL_EXT_gpu_shader4 */
+ GLint MinProgramTexelOffset, MaxProgramTexelOffset;
};
struct gl_extensions
{
GLboolean dummy; /* don't remove this! */
+ GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
+ GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
+ GLboolean ARB_ES2_compatibility;
GLboolean ARB_blend_func_extended;
GLboolean ARB_copy_buffer;
GLboolean ARB_depth_buffer_float;
GLboolean ARB_depth_clamp;
GLboolean ARB_depth_texture;
GLboolean ARB_draw_buffers;
+ GLboolean ARB_draw_buffers_blend;
GLboolean ARB_draw_elements_base_vertex;
GLboolean ARB_draw_instanced;
GLboolean ARB_fragment_coord_conventions;
GLboolean EXT_framebuffer_object;
GLboolean EXT_framebuffer_sRGB;
GLboolean EXT_gpu_program_parameters;
+ GLboolean EXT_gpu_shader4;
GLboolean EXT_multi_draw_arrays;
GLboolean EXT_paletted_texture;
GLboolean EXT_packed_depth_stencil;
GLboolean EXT_rescale_normal;
GLboolean EXT_shadow_funcs;
GLboolean EXT_secondary_color;
+ GLboolean EXT_separate_shader_objects;
GLboolean EXT_separate_specular_color;
GLboolean EXT_shared_texture_palette;
GLboolean EXT_stencil_wrap;
GLboolean EXT_texture_mirror_clamp;
GLboolean EXT_texture_shared_exponent;
GLboolean EXT_texture_sRGB;
+ GLboolean EXT_texture_sRGB_decode;
GLboolean EXT_texture_swizzle;
GLboolean EXT_transform_feedback;
GLboolean EXT_timer_query;
GLboolean EXT_vertex_array;
GLboolean EXT_vertex_array_bgra;
GLboolean EXT_vertex_array_set;
+ GLboolean OES_standard_derivatives;
/* vendor extensions */
GLboolean APPLE_client_storage;
GLboolean APPLE_packed_pixels;
GLboolean OES_EGL_image;
GLboolean OES_draw_texture;
GLboolean EXT_texture_format_BGRA8888;
+ GLboolean extension_sentinel;
/** The extension string */
const GLubyte *String;
/** Number of supported extensions */
#define DD_TRI_OFFSET 0x80
#define DD_LINE_SMOOTH 0x100
#define DD_LINE_STIPPLE 0x200
-#define DD_LINE_WIDTH 0x400
-#define DD_POINT_SMOOTH 0x800
-#define DD_POINT_SIZE 0x1000
-#define DD_POINT_ATTEN 0x2000
-#define DD_TRI_TWOSTENCIL 0x4000
+#define DD_POINT_SMOOTH 0x400
+#define DD_POINT_ATTEN 0x800
+#define DD_TRI_TWOSTENCIL 0x1000
/*@}*/
} Current;
};
+
/**
* Enum for the OpenGL APIs we know about and may support.
*/
-typedef enum {
+typedef enum
+{
API_OPENGL,
API_OPENGLES,
API_OPENGLES2
} gl_api;
+
/**
* Mesa rendering context.
*
/** software compression/decompression supported or not */
GLboolean Mesa_DXTn;
+ GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
+
/**
* Use dp4 (rather than mul/mad) instructions for position
* transformation?
};
-/** The string names for GL_POINT, GL_LINE_LOOP, etc */
-extern const char *_mesa_prim_name[GL_POLYGON+4];
-
-
#ifdef DEBUG
extern int MESA_VERBOSE;
extern int MESA_DEBUG_FLAGS;