#include "glheader.h"
#include <GL/internal/glcore.h> /* __GLcontextModes (GLvisual) */
#include "config.h" /* Hardwired parameters */
-#include "glapi/glapitable.h"
-#include "glapi/glthread.h"
+#include "glapi/glapi.h"
#include "math/m_matrix.h" /* GLmatrix */
#include "bitset.h"
struct gl_texture_format;
struct gl_texture_image;
struct gl_texture_object;
+struct st_context;
+struct pipe_surface;
typedef struct __GLcontextRec GLcontext;
typedef struct __GLcontextModesRec GLvisual;
typedef struct gl_framebuffer GLframebuffer;
GLenum DepthMode; /**< GL_ARB_depth_texture */
GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */
+ GLint CropRect[4]; /**< GL_OES_draw_texture */
GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
GLboolean _Complete; /**< Is texture object complete? */
/** GL_EXT_paletted_texture */
struct gl_color_table Palette;
-
/**
* \name For device driver.
* Note: instead of attaching driver data to this pointer, it's preferable
struct gl_texture_unit Unit[MAX_TEXTURE_UNITS];
- /** Proxy texture objects */
struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
/** GL_EXT_shared_texture_palette */
struct gl_client_array Index;
struct gl_client_array EdgeFlag;
struct gl_client_array TexCoord[MAX_TEXTURE_COORD_UNITS];
+ struct gl_client_array PointSize;
/*@}*/
/** Generic arrays for vertex programs/shaders */
{
struct gl_program Base; /**< base class */
GLenum FogOption;
- GLboolean UsesKill;
+ GLboolean UsesKill; /**< shader uses KIL instruction */
+ GLboolean UsesPointCoord; /**< shader uses gl_PointCoord */
+ GLboolean UsesFrontFacing; /**< shader used gl_FrontFacing */
+ GLboolean UsesFogFragCoord; /**< shader used gl_FogFragCoord */
};
GLboolean CallbackEnabled;
GLuint CurrentPosition;
#endif
+
+ GLboolean _Overriden;
};
GLubyte IndexBits;
GLubyte DepthBits;
GLubyte StencilBits;
+ GLubyte Samples; /**< Number of samples - 0 if not multisampled */
GLvoid *Data; /**< This may not be used by some kinds of RBs */
/* Used to wrap one renderbuffer around another: */
GLuint MaxRenderbufferSize;
/* GL_ARB_vertex_shader */
GLuint MaxVertexTextureImageUnits;
- GLuint MaxVarying;
+ GLuint MaxVarying; /**< Number of float[4] vectors */
};
GLboolean SGIS_generate_mipmap;
GLboolean SGIS_texture_edge_clamp;
GLboolean SGIS_texture_lod;
- GLboolean SGIX_depth_texture;
GLboolean SGIX_shadow;
GLboolean SGIX_shadow_ambient; /* or GL_ARB_shadow_ambient */
GLboolean TDFX_texture_compression_FXT1;
#define _NEW_MULTISAMPLE 0x2000000 /**< __GLcontextRec::Multisample */
#define _NEW_TRACK_MATRIX 0x4000000 /**< __GLcontextRec::VertexProgram */
#define _NEW_PROGRAM 0x8000000 /**< __GLcontextRec::VertexProgram */
+#define _NEW_CURRENT_ATTRIB 0x10000000 /**< __GLcontextRec::Current */
#define _NEW_ALL ~0
/*@}*/
#define _NEW_ARRAY_FOGCOORD VERT_BIT_FOG
#define _NEW_ARRAY_INDEX VERT_BIT_COLOR_INDEX
#define _NEW_ARRAY_EDGEFLAG VERT_BIT_EDGEFLAG
+#define _NEW_ARRAY_POINT_SIZE VERT_BIT_COLOR_INDEX /* aliased */
#define _NEW_ARRAY_TEXCOORD_0 VERT_BIT_TEX0
#define _NEW_ARRAY_TEXCOORD_1 VERT_BIT_TEX1
#define _NEW_ARRAY_TEXCOORD_2 VERT_BIT_TEX2
/*@}*/
+
/**
* \name A bunch of flags that we think might be useful to drivers.
*
GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
+ GLbitfield varying_vp_inputs; /**< mask of VERT_BIT_* flags */
+
/** \name Derived state */
/*@{*/
/** Bitwise-or of DD_* flags. Note that this bitfield may be used before
void *swsetup_context;
void *swtnl_context;
void *swtnl_im;
- void *acache_context;
+ struct st_context *st;
void *aelt_context;
/*@}*/
};
VERBOSE_LIGHTING = 0x0200,
VERBOSE_PRIMS = 0x0400,
VERBOSE_VERTS = 0x0800,
- VERBOSE_DISASSEM = 0x1000
+ VERBOSE_DISASSEM = 0x1000,
+ VERBOSE_GLSL = 0x2000,
+ VERBOSE_GLSL_DUMP = 0x4000
};