mesa: Add locking to sampler objects.
[mesa.git] / src / mesa / main / mtypes.h
index 7b55677de309ce37df6ac3746fc2e450952ee834..5445d39c560498b5f41019c5de2a78aa05d85e42 100644 (file)
@@ -90,194 +90,14 @@ struct vbo_context;
 
 
 /** 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.
@@ -292,35 +112,14 @@ _mesa_varying_slot_in_fs(gl_varying_slot slot)
    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
  */
@@ -1145,6 +944,7 @@ typedef enum
  */
 struct gl_sampler_object
 {
+   mtx_t Mutex;
    GLuint Name;
    GLint RefCount;
    GLchar *Label;               /**< GL_KHR_debug */
@@ -1459,6 +1259,7 @@ typedef enum {
    USAGE_UNIFORM_BUFFER = 0x1,
    USAGE_TEXTURE_BUFFER = 0x2,
    USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
+   USAGE_SHADER_STORAGE_BUFFER = 0x8,
 } gl_buffer_usage;
 
 
@@ -1859,6 +1660,11 @@ struct gl_transform_feedback_info
     * 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];
 };
 
 
@@ -2096,6 +1902,8 @@ struct gl_program
    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 TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS];  /**< TEXTURE_x_BIT bitmask */
    GLbitfield SamplersUsed;   /**< Bitfield of which samplers are used */
@@ -2163,6 +1971,29 @@ struct gl_vertex_program
 };
 
 
+/** 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
 {
@@ -2265,6 +2096,27 @@ struct gl_vertex_program_state
    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.
@@ -2359,13 +2211,23 @@ struct gl_ati_fragment_shader_state
    struct ati_fragment_shader *Current;
 };
 
+/**
+ *  Shader subroutine function definition
+ */
+struct gl_subroutine_function
+{
+   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;
@@ -2431,6 +2293,7 @@ struct gl_shader
    struct gl_uniform_block *UniformBlocks;
 
    struct exec_list *ir;
+   struct exec_list *packed_varyings;
    struct glsl_symbol_table *symbols;
 
    bool uses_builtin_functions;
@@ -2444,6 +2307,41 @@ struct gl_shader
    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.
     */
@@ -2509,6 +2407,25 @@ struct gl_shader
        */
       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;
 };
 
 
@@ -2538,7 +2455,8 @@ enum gl_uniform_block_packing
 {
    ubo_packing_std140,
    ubo_packing_shared,
-   ubo_packing_packed
+   ubo_packing_packed,
+   ubo_packing_std430
 };
 
 
@@ -2564,6 +2482,11 @@ struct gl_uniform_block
     */
    GLuint UniformBufferSize;
 
+   /**
+    * Is this actually an interface block for a shader storage buffer?
+    */
+   bool IsShaderStorage;
+
    /**
     * Layout specified in the shader
     *
@@ -2667,6 +2590,37 @@ struct gl_shader_program
    /** 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().
@@ -3301,6 +3255,9 @@ struct gl_program_constants
 
    /* GL_ARB_shader_image_load_store */
    GLuint MaxImageUniforms;
+
+   /* GL_ARB_shader_storage_buffer_object */
+   GLuint MaxShaderStorageBlocks;
 };
 
 
@@ -3398,6 +3355,15 @@ struct gl_constants
    GLuint UniformBufferOffsetAlignment;
    /** @} */
 
+   /** @{
+    * GL_ARB_shader_storage_buffer_object
+    */
+   GLuint MaxCombinedShaderStorageBlocks;
+   GLuint MaxShaderStorageBufferBindings;
+   GLuint MaxShaderStorageBlockSize;
+   GLuint ShaderStorageBufferOffsetAlignment;
+   /** @} */
+
    /**
     * GL_ARB_explicit_uniform_location
     */
@@ -3605,7 +3571,7 @@ struct gl_constants
 
    /* GL_ARB_shader_image_load_store */
    GLuint MaxImageUnits;
-   GLuint MaxCombinedImageUnitsAndFragmentOutputs;
+   GLuint MaxCombinedShaderOutputResources;
    GLuint MaxImageSamples;
    GLuint MaxCombinedImageUniforms;
 
@@ -3624,6 +3590,13 @@ struct gl_constants
    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? */
 };
 
 
@@ -3683,8 +3656,12 @@ struct gl_extensions
    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;
@@ -3773,6 +3750,8 @@ struct gl_extensions
    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;
@@ -4016,6 +3995,12 @@ struct gl_driver_flags
     */
    uint64_t NewUniformBuffer;
 
+   /**
+    * gl_context::ShaderStorageBufferBindings
+    * gl_shader_program::ShaderStorageBlocks
+    */
+   uint64_t NewShaderStorageBuffer;
+
    uint64_t NewTextureBuffer;
 
    /**
@@ -4027,6 +4012,11 @@ struct gl_driver_flags
     * gl_context::ImageUnits
     */
    uint64_t NewImageUnits;
+
+   /**
+    * gl_context::TessCtrlProgram::patch_default_*
+    */
+   uint64_t NewDefaultTessLevels;
 };
 
 struct gl_uniform_buffer_binding
@@ -4043,6 +4033,20 @@ 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.
  */
@@ -4072,11 +4076,17 @@ struct gl_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,
@@ -4248,6 +4258,8 @@ struct gl_context
    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 */
@@ -4279,6 +4291,7 @@ struct gl_context
    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 */
@@ -4289,6 +4302,12 @@ struct gl_context
     */
    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
@@ -4298,6 +4317,15 @@ struct gl_context
    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.