#include "glapi/glapi.h"
#include "math/m_matrix.h" /* GLmatrix */
#include "glsl/shader_enums.h"
-#include "util/simple_list.h" /* struct simple_node */
#include "main/formats.h" /* MESA_FORMAT_COUNT */
/** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
-#define PRIM_MAX GL_TRIANGLE_STRIP_ADJACENCY
+#define PRIM_MAX GL_PATCHES
#define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
#define PRIM_UNKNOWN (PRIM_MAX + 2)
-
-
-/**
- * Indexes for vertex program attributes.
- * GL_NV_vertex_program aliases generic attributes over the conventional
- * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
- * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
- * generic attributes are distinct/separate).
- */
-typedef enum
-{
- VERT_ATTRIB_POS = 0,
- VERT_ATTRIB_WEIGHT = 1,
- VERT_ATTRIB_NORMAL = 2,
- VERT_ATTRIB_COLOR0 = 3,
- VERT_ATTRIB_COLOR1 = 4,
- VERT_ATTRIB_FOG = 5,
- VERT_ATTRIB_COLOR_INDEX = 6,
- VERT_ATTRIB_EDGEFLAG = 7,
- VERT_ATTRIB_TEX0 = 8,
- VERT_ATTRIB_TEX1 = 9,
- VERT_ATTRIB_TEX2 = 10,
- VERT_ATTRIB_TEX3 = 11,
- VERT_ATTRIB_TEX4 = 12,
- VERT_ATTRIB_TEX5 = 13,
- VERT_ATTRIB_TEX6 = 14,
- VERT_ATTRIB_TEX7 = 15,
- VERT_ATTRIB_POINT_SIZE = 16,
- VERT_ATTRIB_GENERIC0 = 17,
- VERT_ATTRIB_GENERIC1 = 18,
- VERT_ATTRIB_GENERIC2 = 19,
- VERT_ATTRIB_GENERIC3 = 20,
- VERT_ATTRIB_GENERIC4 = 21,
- VERT_ATTRIB_GENERIC5 = 22,
- VERT_ATTRIB_GENERIC6 = 23,
- VERT_ATTRIB_GENERIC7 = 24,
- VERT_ATTRIB_GENERIC8 = 25,
- VERT_ATTRIB_GENERIC9 = 26,
- VERT_ATTRIB_GENERIC10 = 27,
- VERT_ATTRIB_GENERIC11 = 28,
- VERT_ATTRIB_GENERIC12 = 29,
- VERT_ATTRIB_GENERIC13 = 30,
- VERT_ATTRIB_GENERIC14 = 31,
- VERT_ATTRIB_GENERIC15 = 32,
- VERT_ATTRIB_MAX = 33
-} gl_vert_attrib;
-
-/**
- * Symbolic constats to help iterating over
- * specific blocks of vertex attributes.
- *
- * VERT_ATTRIB_FF
- * includes all fixed function attributes as well as
- * the aliased GL_NV_vertex_program shader attributes.
- * VERT_ATTRIB_TEX
- * include the classic texture coordinate attributes.
- * Is a subset of VERT_ATTRIB_FF.
- * VERT_ATTRIB_GENERIC
- * include the OpenGL 2.0+ GLSL generic shader attributes.
- * These alias the generic GL_ARB_vertex_shader attributes.
- */
-#define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
-#define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
-
-#define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
-#define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
-
-#define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
-#define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
-
-/**
- * Bitflags for vertex attributes.
- * These are used in bitfields in many places.
- */
-/*@{*/
-#define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
-#define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
-#define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
-#define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
-#define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
-#define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
-#define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
-#define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
-#define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
-#define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
-#define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
-#define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
-#define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
-#define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
-#define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
-#define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
-#define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
-#define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
-
-#define VERT_BIT(i) BITFIELD64_BIT(i)
-#define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
-
-#define VERT_BIT_FF(i) VERT_BIT(i)
-#define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
-#define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
-#define VERT_BIT_TEX_ALL \
- BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
-
-#define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
-#define VERT_BIT_GENERIC_ALL \
- BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
-/*@}*/
-
-
-/**
- * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
- * fragment shader inputs.
- *
- * Note that some of these values are not available to all pipeline stages.
- *
- * When this enum is updated, the following code must be updated too:
- * - vertResults (in prog_print.c's arb_output_attrib_string())
- * - fragAttribs (in prog_print.c's arb_input_attrib_string())
- * - _mesa_varying_slot_in_fs()
- */
-typedef enum
-{
- VARYING_SLOT_POS,
- VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
- VARYING_SLOT_COL1,
- VARYING_SLOT_FOGC,
- VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
- VARYING_SLOT_TEX1,
- VARYING_SLOT_TEX2,
- VARYING_SLOT_TEX3,
- VARYING_SLOT_TEX4,
- VARYING_SLOT_TEX5,
- VARYING_SLOT_TEX6,
- VARYING_SLOT_TEX7,
- VARYING_SLOT_PSIZ, /* Does not appear in FS */
- VARYING_SLOT_BFC0, /* Does not appear in FS */
- VARYING_SLOT_BFC1, /* Does not appear in FS */
- VARYING_SLOT_EDGE, /* Does not appear in FS */
- VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
- VARYING_SLOT_CLIP_DIST0,
- VARYING_SLOT_CLIP_DIST1,
- VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
- VARYING_SLOT_LAYER, /* Appears as VS or GS output */
- VARYING_SLOT_VIEWPORT, /* Appears as VS or GS output */
- VARYING_SLOT_FACE, /* FS only */
- VARYING_SLOT_PNTC, /* FS only */
- VARYING_SLOT_VAR0, /* First generic varying slot */
- VARYING_SLOT_MAX = VARYING_SLOT_VAR0 + MAX_VARYING
-} gl_varying_slot;
-
-
-/**
- * Bitflags for varying slots.
- */
-/*@{*/
-#define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
-#define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
-#define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
-#define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
-#define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
-#define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
-#define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
-#define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
-#define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
-#define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
-#define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
-#define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
-#define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
-#define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
- MAX_TEXTURE_COORD_UNITS)
-#define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
-#define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
-#define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
-#define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
-#define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
-#define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
-#define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
-#define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
-#define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
-#define VARYING_BIT_VIEWPORT BITFIELD64_BIT(VARYING_SLOT_VIEWPORT)
-#define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
-#define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
-#define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
-/*@}*/
+#define VARYING_SLOT_MAX (VARYING_SLOT_VAR0 + MAX_VARYING)
+#define VARYING_SLOT_PATCH0 (VARYING_SLOT_MAX)
+#define VARYING_SLOT_TESS_MAX (VARYING_SLOT_PATCH0 + MAX_VARYING)
+#define FRAG_RESULT_MAX (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
/**
* Determine if the given gl_varying_slot appears in the fragment shader.
case VARYING_SLOT_EDGE:
case VARYING_SLOT_CLIP_VERTEX:
case VARYING_SLOT_LAYER:
+ case VARYING_SLOT_TESS_LEVEL_OUTER:
+ case VARYING_SLOT_TESS_LEVEL_INNER:
return GL_FALSE;
default:
return GL_TRUE;
}
}
-
-/**
- * Fragment program results
- */
-typedef enum
-{
- FRAG_RESULT_DEPTH = 0,
- FRAG_RESULT_STENCIL = 1,
- /* If a single color should be written to all render targets, this
- * register is written. No FRAG_RESULT_DATAn will be written.
- */
- FRAG_RESULT_COLOR = 2,
- FRAG_RESULT_SAMPLE_MASK = 3,
-
- /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
- * or ARB_fragment_program fragment.color[n]) color results. If
- * any are written, FRAG_RESULT_COLOR will not be written.
- */
- FRAG_RESULT_DATA0 = 4,
- FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
-} gl_frag_result;
-
-
/**
* Indexes for all renderbuffers
*/
BUFFER_BIT_COLOR6 | \
BUFFER_BIT_COLOR7)
-
-/**
- * Shader stages. Note that these will become 5 with tessellation.
- *
- * The order must match how shaders are ordered in the pipeline.
- * The GLSL linker assumes that if i<j, then the j-th shader is
- * executed later than the i-th shader.
- */
-typedef enum
-{
- 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_COMPUTE + 1)
-
-
/**
* Framebuffer configuration (aka visual / pixelformat)
* Note: some of these fields should be boolean, but it appears that
{
GLboolean rgbMode;
GLboolean floatMode;
- GLboolean colorIndexMode; /* XXX is this used anywhere? */
GLuint doubleBufferMode;
GLuint stereoMode;
* \note Index and Edgeflag current values are stored as floats in the
* SIX and SEVEN attribute slots.
*/
- GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
+ /* we need double storage for this for vertex attrib 64bit */
+ GLfloat Attrib[VERT_ATTRIB_MAX][4*2]; /**< Position, color, texcoords, etc */
/**
* \name Current raster position attributes (always valid).
*/
struct gl_sampler_object
{
+ mtx_t Mutex;
GLuint Name;
GLint RefCount;
GLchar *Label; /**< GL_KHR_debug */
USAGE_UNIFORM_BUFFER = 0x1,
USAGE_TEXTURE_BUFFER = 0x2,
USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
+ USAGE_SHADER_STORAGE_BUFFER = 0x8,
} gl_buffer_usage;
GLboolean Enabled; /**< Enabled flag is a boolean */
GLboolean Normalized; /**< GL_ARB_vertex_program */
GLboolean Integer; /**< Integer-valued? */
+ GLboolean Doubles; /**< double precision values are not converted to floats */
GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
GLboolean Enabled; /**< Whether the array is enabled */
GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
GLboolean Integer; /**< Fixed-point values are not converted to floats */
+ GLboolean Doubles; /**< double precision values are not converted to floats */
GLuint _ElementSize; /**< Size of each element in bytes */
GLuint VertexBinding; /**< Vertex buffer binding */
};
/** The default vertex array object */
struct gl_vertex_array_object *DefaultVAO;
+ /** The last VAO accessed by a DSA function */
+ struct gl_vertex_array_object *LastLookedUpVAO;
+
/** Array objects (GL_ARB/APPLE_vertex_array_object) */
struct _mesa_HashTable *Objects;
* multiple transform feedback outputs in the same buffer.
*/
unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
+
+ /**
+ * Which transform feedback stream this buffer binding is associated with.
+ */
+ unsigned BufferStream[MAX_FEEDBACK_BUFFERS];
};
struct prog_instruction *Instructions;
+ struct nir_shader *nir;
+
GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
+ GLbitfield64 DoubleInputsRead; /**< Bitmask of which input regs are read and are doubles */
GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
+ GLbitfield PatchInputsRead; /**< VAR[0..31] usage for patch inputs (user-defined only) */
+ GLbitfield PatchOutputsWritten; /**< VAR[0..31] usage for patch outputs (user-defined only) */
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_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
};
+/** Tessellation control program object */
+struct gl_tess_ctrl_program
+{
+ struct gl_program Base; /**< base class */
+
+ /* output layout */
+ GLint VerticesOut;
+};
+
+
+/** Tessellation evaluation program object */
+struct gl_tess_eval_program
+{
+ struct gl_program Base; /**< base class */
+
+ /* input layout */
+ GLenum PrimitiveMode; /* GL_TRIANGLES, GL_QUADS or GL_ISOLINES */
+ GLenum Spacing; /* GL_EQUAL, GL_FRACTIONAL_EVEN, GL_FRACTIONAL_ODD */
+ GLenum VertexOrder; /* GL_CW or GL_CCW */
+ bool PointMode;
+};
+
+
/** Geometry program object */
struct gl_geometry_program
{
GLboolean _Overriden;
};
+/**
+ * Context state for tessellation control programs.
+ */
+struct gl_tess_ctrl_program_state
+{
+ /** Currently bound and valid shader. */
+ struct gl_tess_ctrl_program *_Current;
+
+ GLint patch_vertices;
+ GLfloat patch_default_outer_level[4];
+ GLfloat patch_default_inner_level[2];
+};
+
+/**
+ * Context state for tessellation evaluation programs.
+ */
+struct gl_tess_eval_program_state
+{
+ /** Currently bound and valid shader. */
+ struct gl_tess_eval_program *_Current;
+};
/**
* Context state for geometry programs.
*/
struct gl_geometry_program_state
{
- GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
- GLboolean _Enabled; /**< Enabled and valid program? */
- struct gl_geometry_program *Current; /**< user-bound geometry program */
-
/** Currently enabled and valid program (including internal programs
* and compiled shader programs).
*/
struct gl_geometry_program *_Current;
-
- GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
};
/**
*/
struct gl_compute_program_state
{
- struct gl_compute_program *Current; /**< user-bound compute program */
-
/** Currently enabled and valid program (including internal programs
* and compiled shader programs).
*/
struct ati_fragment_shader *Current;
};
-
-/** Set by #pragma directives */
-struct gl_sl_pragmas
+/**
+ * Shader subroutine function definition
+ */
+struct gl_subroutine_function
{
- GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
- GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
- GLboolean Optimize; /**< defaults on */
- GLboolean Debug; /**< defaults off */
+ char *name;
+ int num_compat_types;
+ const struct glsl_type **types;
};
-
/**
* A GLSL vertex or fragment shader object.
*/
struct gl_shader
{
- /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB.
+ /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
+ * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
* Must be the first field.
*/
GLenum Type;
struct gl_program *Program; /**< Post-compile assembly code */
GLchar *InfoLog;
- struct gl_sl_pragmas Pragmas;
unsigned Version; /**< GLSL version used for linking */
struct gl_uniform_block *UniformBlocks;
struct exec_list *ir;
+ struct exec_list *packed_varyings;
struct glsl_symbol_table *symbols;
bool uses_builtin_functions;
bool origin_upper_left;
bool pixel_center_integer;
+ /**
+ * Tessellation Control shader state from layout qualifiers.
+ */
+ struct {
+ /**
+ * 0 - vertices not declared in shader, or
+ * 1 .. GL_MAX_PATCH_VERTICES
+ */
+ GLint VerticesOut;
+ } TessCtrl;
+
+ /**
+ * Tessellation Evaluation shader state from layout qualifiers.
+ */
+ struct {
+ /**
+ * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
+ * in this shader.
+ */
+ GLenum PrimitiveMode;
+ /**
+ * GL_EQUAL, GL_FRACTIONAL_ODD, GL_FRACTIONAL_EVEN, or 0 if it's not set
+ * in this shader.
+ */
+ GLenum Spacing;
+ /**
+ * GL_CW, GL_CCW, or 0 if it's not set in this shader.
+ */
+ GLenum VertexOrder;
+ /**
+ * 1, 0, or -1 if it's not set in this shader.
+ */
+ int PointMode;
+ } TessEval;
+
/**
* Geometry shader state from GLSL 1.50 layout qualifiers.
*/
*/
GLuint NumImages;
+ /**
+ * Whether early fragment tests are enabled as defined by
+ * ARB_shader_image_load_store.
+ */
+ bool EarlyFragmentTests;
+
/**
* Compute shader state from ARB_compute_shader layout qualifiers.
*/
*/
unsigned LocalSize[3];
} Comp;
+
+ /**
+ * Number of types for subroutine uniforms.
+ */
+ GLuint NumSubroutineUniformTypes;
+
+ /**
+ * Subroutine uniform remap table
+ * based on the program level uniform remap table.
+ */
+ GLuint NumSubroutineUniformRemapTable;
+ struct gl_uniform_storage **SubroutineUniformRemapTable;
+
+ /**
+ * Num of subroutine functions for this stage
+ * and storage for them.
+ */
+ GLuint NumSubroutineFunctions;
+ struct gl_subroutine_function *SubroutineFunctions;
};
{
ubo_packing_std140,
ubo_packing_shared,
- ubo_packing_packed
+ ubo_packing_packed,
+ ubo_packing_std430
};
*/
GLuint UniformBufferSize;
+ /**
+ * Is this actually an interface block for a shader storage buffer?
+ */
+ bool IsShaderStorage;
+
/**
* Layout specified in the shader
*
GLboolean StageReferences[MESA_SHADER_STAGES];
};
+/**
+ * Active resource in a gl_shader_program
+ */
+struct gl_program_resource
+{
+ GLenum Type; /** Program interface type. */
+ const void *Data; /** Pointer to resource associated data structure. */
+ uint8_t StageReferences; /** Bitmask of shader stage references. */
+};
+
/**
* A GLSL program object.
* Basically a linked collection of vertex and fragment shaders.
/** Post-link gl_FragDepth layout for ARB_conservative_depth. */
enum gl_frag_depth_layout FragDepthLayout;
+ /**
+ * Tessellation Control shader state from layout qualifiers.
+ */
+ struct {
+ /**
+ * 0 - vertices not declared in shader, or
+ * 1 .. GL_MAX_PATCH_VERTICES
+ */
+ GLint VerticesOut;
+ } TessCtrl;
+
+ /**
+ * Tessellation Evaluation shader state from layout qualifiers.
+ */
+ struct {
+ /** GL_TRIANGLES, GL_QUADS or GL_ISOLINES */
+ GLenum PrimitiveMode;
+ /** GL_EQUAL, GL_FRACTIONAL_ODD or GL_FRACTIONAL_EVEN */
+ GLenum Spacing;
+ /** GL_CW or GL_CCW */
+ GLenum VertexOrder;
+ bool PointMode;
+ /**
+ * True if gl_ClipDistance is written to. Copied into
+ * gl_tess_eval_program by _mesa_copy_linked_program_data().
+ */
+ GLboolean UsesClipDistance;
+ GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
+ 0 if not present. */
+ } TessEval;
+
/**
* Geometry shader state - copied into gl_geometry_program by
* _mesa_copy_linked_program_data().
} Comp;
/* post-link info: */
- unsigned NumUserUniformStorage;
+ unsigned NumUniformStorage;
unsigned NumHiddenUniforms;
struct gl_uniform_storage *UniformStorage;
*/
struct gl_shader *_LinkedShaders[MESA_SHADER_STAGES];
+ /** List of all active resources after linking. */
+ struct gl_program_resource *ProgramResourceList;
+ unsigned NumProgramResourceList;
+
/* True if any of the fragment shaders attached to this program use:
* #extension ARB_fragment_coord_conventions: enable
*/
mtx_t Mutex;
+ GLchar *Label; /**< GL_KHR_debug */
+
/**
* Programs used for rendering
*
GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
+ GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
/*@}*/
GLuint MaxIfDepth; /**< Maximum nested IF blocks */
*/
GLboolean OptimizeForAOS;
- struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
-
const struct nir_shader_compiler_options *NirOptions;
};
struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
struct gl_vertex_program *DefaultVertexProgram;
struct gl_fragment_program *DefaultFragmentProgram;
- struct gl_geometry_program *DefaultGeometryProgram;
/*@}*/
/* GL_ATI_fragment_shader */
*/
struct gl_config Visual;
- GLuint Width, Height; /**< size of frame buffer in pixels */
+ /**
+ * Size of frame buffer in pixels. If there are no attachments, then both
+ * of these are 0.
+ */
+ GLuint Width, Height;
+
+ /**
+ * In the case that the framebuffer has no attachment (i.e.
+ * GL_ARB_framebuffer_no_attachments) then the geometry of
+ * the framebuffer is specified by the default values.
+ */
+ struct {
+ GLuint Width, Height, Layers, NumSamples;
+ GLboolean FixedSampleLocations;
+ } DefaultGeometry;
- /** \name Drawing bounds (Intersection of buffer size and scissor box) */
+ /** \name Drawing bounds (Intersection of buffer size and scissor box)
+ * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
+ * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
+ */
/*@{*/
- GLint _Xmin, _Xmax; /**< inclusive */
- GLint _Ymin, _Ymax; /**< exclusive */
+ GLint _Xmin, _Xmax;
+ GLint _Ymin, _Ymax;
/*@}*/
/** \name Derived Z buffer stuff */
/** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
GLenum _Status;
+ /** Whether one of Attachment has Type != GL_NONE
+ * NOTE: the values for Width and Height are set to 0 in case of having
+ * no attachments, a backend driver supporting the extension
+ * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
+ * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
+ * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
+ * _Ymax do NOT take into account _HasAttachments being false). To get the
+ * geometry of the framebuffer, the helper functions
+ * _mesa_geometric_width(),
+ * _mesa_geometric_height(),
+ * _mesa_geometric_samples() and
+ * _mesa_geometric_layers()
+ * are available that check _HasAttachments.
+ */
+ bool _HasAttachments;
+
/** Integer color values */
GLboolean _IntegerColor;
/**
* The maximum number of layers in the framebuffer, or 0 if the framebuffer
* is not layered. For cube maps and cube map arrays, each cube face
- * counts as a layer.
+ * counts as a layer. As the case for Width, Height a backend driver
+ * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
+ * in the case that _HasAttachments is false
*/
GLuint MaxNumLayers;
/* GL_ARB_shader_image_load_store */
GLuint MaxImageUniforms;
+
+ /* GL_ARB_shader_storage_buffer_object */
+ GLuint MaxShaderStorageBlocks;
};
GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
+ /**
+ * GL_ARB_framebuffer_no_attachments
+ */
+ GLuint MaxFramebufferWidth;
+ GLuint MaxFramebufferHeight;
+ GLuint MaxFramebufferLayers;
+ GLuint MaxFramebufferSamples;
+
/** Number of varying vectors between any two shader stages. */
GLuint MaxVarying;
GLuint UniformBufferOffsetAlignment;
/** @} */
+ /** @{
+ * GL_ARB_shader_storage_buffer_object
+ */
+ GLuint MaxCombinedShaderStorageBlocks;
+ GLuint MaxShaderStorageBufferBindings;
+ GLuint MaxShaderStorageBlockSize;
+ GLuint ShaderStorageBufferOffsetAlignment;
+ /** @} */
+
/**
* GL_ARB_explicit_uniform_location
*/
/* GL_ARB_shader_image_load_store */
GLuint MaxImageUnits;
- GLuint MaxCombinedImageUnitsAndFragmentOutputs;
+ GLuint MaxCombinedShaderOutputResources;
GLuint MaxImageSamples;
GLuint MaxCombinedImageUniforms;
GLenum ContextReleaseBehavior;
struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
+
+ /** GL_ARB_tessellation_shader */
+ GLuint MaxPatchVertices;
+ GLuint MaxTessGenLevel;
+ GLuint MaxTessPatchComponents;
+ GLuint MaxTessControlTotalOutputComponents;
+ bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
};
GLboolean ARB_fragment_program;
GLboolean ARB_fragment_program_shadow;
GLboolean ARB_fragment_shader;
+ GLboolean ARB_framebuffer_no_attachments;
GLboolean ARB_framebuffer_object;
GLboolean ARB_explicit_attrib_location;
GLboolean ARB_explicit_uniform_location;
GLboolean ARB_shader_atomic_counters;
GLboolean ARB_shader_bit_encoding;
GLboolean ARB_shader_image_load_store;
+ GLboolean ARB_shader_image_size;
GLboolean ARB_shader_precision;
GLboolean ARB_shader_stencil_export;
+ GLboolean ARB_shader_storage_buffer_object;
+ GLboolean ARB_shader_subroutine;
+ GLboolean ARB_shader_texture_image_samples;
GLboolean ARB_shader_texture_lod;
GLboolean ARB_shading_language_packing;
GLboolean ARB_shading_language_420pack;
GLboolean ARB_transform_feedback3;
GLboolean ARB_transform_feedback_instanced;
GLboolean ARB_uniform_buffer_object;
+ GLboolean ARB_vertex_attrib_64bit;
GLboolean ARB_vertex_program;
GLboolean ARB_vertex_shader;
GLboolean ARB_vertex_type_10f_11f_11f_rev;
GLboolean ATI_fragment_shader;
GLboolean ATI_separate_stencil;
GLboolean INTEL_performance_query;
+ GLboolean KHR_texture_compression_astc_hdr;
+ GLboolean KHR_texture_compression_astc_ldr;
GLboolean MESA_pack_invert;
GLboolean MESA_ycbcr_texture;
GLboolean NV_conditional_render;
*/
uint64_t NewUniformBuffer;
+ /**
+ * gl_context::ShaderStorageBufferBindings
+ * gl_shader_program::ShaderStorageBlocks
+ */
+ uint64_t NewShaderStorageBuffer;
+
uint64_t NewTextureBuffer;
/**
* gl_context::ImageUnits
*/
uint64_t NewImageUnits;
+
+ /**
+ * gl_context::TessCtrlProgram::patch_default_*
+ */
+ uint64_t NewDefaultTessLevels;
};
struct gl_uniform_buffer_binding
GLboolean AutomaticSize;
};
+struct gl_shader_storage_buffer_binding
+{
+ struct gl_buffer_object *BufferObject;
+ /** Start of shader storage 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;
+};
+
/**
* ARB_shader_image_load_store image unit.
*/
*/
GLboolean _Valid;
+ /**
+ * Layer of the texture object bound to this unit as specified by the
+ * application.
+ */
+ GLuint Layer;
+
/**
* Layer of the texture object bound to this unit, or zero if the
* whole level is bound.
*/
- GLuint Layer;
+ GLuint _Layer;
/**
* Access allowed to this texture image. Either \c GL_READ_ONLY,
struct gl_fragment_program_state FragmentProgram;
struct gl_geometry_program_state GeometryProgram;
struct gl_compute_program_state ComputeProgram;
+ struct gl_tess_ctrl_program_state TessCtrlProgram;
+ struct gl_tess_eval_program_state TessEvalProgram;
struct gl_ati_fragment_shader_state ATIFragmentShader;
struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
struct gl_perf_monitor_state PerfMonitor;
struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
+ struct gl_buffer_object *DispatchIndirectBuffer; /** < GL_ARB_compute_shader */
struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
*/
struct gl_buffer_object *UniformBuffer;
+ /**
+ * Current GL_ARB_shader_storage_buffer_object binding referenced by
+ * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
+ */
+ struct gl_buffer_object *ShaderStorageBuffer;
+
/**
* Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
* This is set up using glBindBufferRange() or glBindBufferBase(). They are
struct gl_uniform_buffer_binding
UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
+ /**
+ * Array of shader storage buffers for ARB_shader_storage_buffer_object
+ * and GL 4.3. This is set up using glBindBufferRange() or
+ * glBindBufferBase(). They are associated with shader storage blocks by
+ * glShaderStorageBlockBinding()'s state in the shader program.
+ */
+ struct gl_shader_storage_buffer_binding
+ ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
+
/**
* Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
* target.
#ifdef DEBUG
extern int MESA_VERBOSE;
extern int MESA_DEBUG_FLAGS;
-# define MESA_FUNCTION __FUNCTION__
+# define MESA_FUNCTION __func__
#else
# define MESA_VERBOSE 0
# define MESA_DEBUG_FLAGS 0
DEBUG_INCOMPLETE_FBO = (1 << 3)
};
-
+static inline bool
+_mesa_active_fragment_shader_has_atomic_ops(const struct gl_context *ctx)
+{
+ return ctx->Shader._CurrentFragmentProgram != NULL &&
+ ctx->Shader._CurrentFragmentProgram->NumAtomicBuffers > 0;
+}
#ifdef __cplusplus
}