/*
* Mesa 3-D graphics library
- * Version: 7.7
*
* Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
* Copyright (C) 2009 VMware, Inc. All Rights Reserved.
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
- * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
+ * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
+ * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
+ * OTHER DEALINGS IN THE SOFTWARE.
*/
/**
#include "main/glheader.h"
#include "main/config.h"
-#include "main/mfeatures.h"
#include "glapi/glapi.h"
#include "math/m_matrix.h" /* GLmatrix */
#include "main/simple_list.h" /* struct simple_node */
struct gl_program_parameter_list;
struct set;
struct set_entry;
+struct vbo_context;
/*@}*/
/** 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)
+#define PRIM_MAX GL_TRIANGLE_STRIP_ADJACENCY
+#define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
+#define PRIM_UNKNOWN (PRIM_MAX + 2)
* VERT_ATTRIB_TEX
* include the classic texture coordinate attributes.
* Is a subset of VERT_ATTRIB_FF.
- * VERT_ATTRIB_GENERIC_NV
- * include the NV shader 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_TEX(i) (VERT_ATTRIB_TEX0 + (i))
#define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
-#define VERT_ATTRIB_GENERIC_NV(i) (VERT_ATTRIB_POS + (i))
-#define VERT_ATTRIB_GENERIC_NV_MAX MAX_VERTEX_GENERIC_ATTRIBS
-
#define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
#define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
#define VERT_BIT_TEX_ALL \
BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
-#define VERT_BIT_GENERIC_NV(i) VERT_BIT(VERT_ATTRIB_GENERIC_NV(i))
-#define VERT_BIT_GENERIC_NV_ALL \
- BITFIELD64_RANGE(VERT_ATTRIB_GENERIC_NV(0), VERT_ATTRIB_GENERIC_NV_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)
*
* When this enum is updated, the following code must be updated too:
* - vertResults (in prog_print.c's arb_output_attrib_string())
- * - _mesa_vert_result_to_frag_attrib()
- * - _mesa_frag_attrib_to_vert_result()
+ * - fragAttribs (in prog_print.c's arb_input_attrib_string())
+ * - _mesa_varying_slot_in_fs()
*/
typedef enum
{
VARYING_SLOT_CLIP_DIST0,
VARYING_SLOT_CLIP_DIST1,
VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
- VARYING_SLOT_LAYER, /* Appears only as GS output */
+ VARYING_SLOT_LAYER, /* Appears as VS or GS output */
VARYING_SLOT_FACE, /* FS only */
VARYING_SLOT_PNTC, /* FS only */
VARYING_SLOT_VAR0, /* First generic varying slot */
/*@}*/
-/*********************************************/
-
/**
- * Indexes for geometry program result attributes
+ * Determine if the given gl_varying_slot appears in the fragment shader.
*/
-typedef enum
+static inline GLboolean
+_mesa_varying_slot_in_fs(gl_varying_slot slot)
{
- GEOM_RESULT_POS = VARYING_SLOT_POS,
- GEOM_RESULT_COL0 = VARYING_SLOT_COL0,
- GEOM_RESULT_COL1 = VARYING_SLOT_COL1,
- GEOM_RESULT_SCOL0 = VARYING_SLOT_BFC0,
- GEOM_RESULT_SCOL1 = VARYING_SLOT_BFC1,
- GEOM_RESULT_FOGC = VARYING_SLOT_FOGC,
- GEOM_RESULT_TEX0 = VARYING_SLOT_TEX0,
- GEOM_RESULT_TEX1 = VARYING_SLOT_TEX1,
- GEOM_RESULT_TEX2 = VARYING_SLOT_TEX2,
- GEOM_RESULT_TEX3 = VARYING_SLOT_TEX3,
- GEOM_RESULT_TEX4 = VARYING_SLOT_TEX4,
- GEOM_RESULT_TEX5 = VARYING_SLOT_TEX5,
- GEOM_RESULT_TEX6 = VARYING_SLOT_TEX6,
- GEOM_RESULT_TEX7 = VARYING_SLOT_TEX7,
- GEOM_RESULT_PSIZ = VARYING_SLOT_PSIZ,
- GEOM_RESULT_CLPV = VARYING_SLOT_CLIP_VERTEX,
- GEOM_RESULT_PRID = VARYING_SLOT_PRIMITIVE_ID,
- GEOM_RESULT_LAYR = VARYING_SLOT_LAYER,
- GEOM_RESULT_VAR0 = VARYING_SLOT_VAR0,
- GEOM_RESULT_MAX = VARYING_SLOT_MAX
-} gl_geom_result;
-
-
-/**
- * Indexes for fragment program input attributes. Note that
- * _mesa_vert_result_to_frag_attrib() and frag_attrib_to_vert_result() make
- * assumptions about the layout of this enum.
- */
-typedef enum
-{
- FRAG_ATTRIB_WPOS = 0,
- FRAG_ATTRIB_COL0 = 1,
- FRAG_ATTRIB_COL1 = 2,
- FRAG_ATTRIB_FOGC = 3,
- FRAG_ATTRIB_TEX0 = 4,
- FRAG_ATTRIB_TEX1 = 5,
- FRAG_ATTRIB_TEX2 = 6,
- FRAG_ATTRIB_TEX3 = 7,
- FRAG_ATTRIB_TEX4 = 8,
- FRAG_ATTRIB_TEX5 = 9,
- FRAG_ATTRIB_TEX6 = 10,
- FRAG_ATTRIB_TEX7 = 11,
- FRAG_ATTRIB_FACE = 12, /**< front/back face */
- FRAG_ATTRIB_PNTC = 13, /**< sprite/point coord */
- FRAG_ATTRIB_CLIP_DIST0 = 14,
- FRAG_ATTRIB_CLIP_DIST1 = 15,
- FRAG_ATTRIB_VAR0 = 16, /**< shader varying */
- FRAG_ATTRIB_MAX = (FRAG_ATTRIB_VAR0 + MAX_VARYING)
-} gl_frag_attrib;
-
-
-/**
- * Convert from a gl_varying_slot value for a vertex output to the
- * corresponding gl_frag_attrib.
- *
- * Varying output values which have no corresponding gl_frag_attrib
- * (VARYING_SLOT_PSIZ, VARYING_SLOT_BFC0, VARYING_SLOT_BFC1, and
- * VARYING_SLOT_EDGE) are converted to a value of -1.
- */
-static inline int
-_mesa_vert_result_to_frag_attrib(gl_varying_slot vert_result)
-{
- if (vert_result <= VARYING_SLOT_TEX7)
- return vert_result;
- else if (vert_result < VARYING_SLOT_CLIP_DIST0)
- return -1;
- else if (vert_result <= VARYING_SLOT_CLIP_DIST1)
- return vert_result - VARYING_SLOT_CLIP_DIST0 + FRAG_ATTRIB_CLIP_DIST0;
- else if (vert_result < VARYING_SLOT_VAR0)
- return -1;
- else
- return vert_result - VARYING_SLOT_VAR0 + FRAG_ATTRIB_VAR0;
+ switch (slot) {
+ case VARYING_SLOT_PSIZ:
+ case VARYING_SLOT_BFC0:
+ case VARYING_SLOT_BFC1:
+ case VARYING_SLOT_EDGE:
+ case VARYING_SLOT_CLIP_VERTEX:
+ case VARYING_SLOT_LAYER:
+ return GL_FALSE;
+ default:
+ return GL_TRUE;
+ }
}
-/**
- * Convert from a gl_frag_attrib value to the corresponding gl_varying_slot
- * for a vertex output.
- *
- * gl_frag_attrib values which have no corresponding vertex output
- * (FRAG_ATTRIB_FACE and FRAG_ATTRIB_PNTC) are converted to a value of -1.
- */
-static inline int
-_mesa_frag_attrib_to_vert_result(gl_frag_attrib frag_attrib)
-{
- if (frag_attrib <= FRAG_ATTRIB_TEX7)
- return frag_attrib;
- else if (frag_attrib < FRAG_ATTRIB_CLIP_DIST0)
- return -1;
- else if (frag_attrib <= FRAG_ATTRIB_CLIP_DIST1)
- return frag_attrib - FRAG_ATTRIB_CLIP_DIST0 + VARYING_SLOT_CLIP_DIST0;
- else /* frag_attrib >= FRAG_ATTRIB_VAR0 */
- return frag_attrib - FRAG_ATTRIB_VAR0 + VARYING_SLOT_VAR0;
-}
-
-
-/**
- * Bitflags for fragment program input attributes.
- */
-/*@{*/
-#define FRAG_BIT_WPOS (1 << FRAG_ATTRIB_WPOS)
-#define FRAG_BIT_COL0 (1 << FRAG_ATTRIB_COL0)
-#define FRAG_BIT_COL1 (1 << FRAG_ATTRIB_COL1)
-#define FRAG_BIT_FOGC (1 << FRAG_ATTRIB_FOGC)
-#define FRAG_BIT_FACE (1 << FRAG_ATTRIB_FACE)
-#define FRAG_BIT_PNTC (1 << FRAG_ATTRIB_PNTC)
-#define FRAG_BIT_TEX0 (1 << FRAG_ATTRIB_TEX0)
-#define FRAG_BIT_TEX1 (1 << FRAG_ATTRIB_TEX1)
-#define FRAG_BIT_TEX2 (1 << FRAG_ATTRIB_TEX2)
-#define FRAG_BIT_TEX3 (1 << FRAG_ATTRIB_TEX3)
-#define FRAG_BIT_TEX4 (1 << FRAG_ATTRIB_TEX4)
-#define FRAG_BIT_TEX5 (1 << FRAG_ATTRIB_TEX5)
-#define FRAG_BIT_TEX6 (1 << FRAG_ATTRIB_TEX6)
-#define FRAG_BIT_TEX7 (1 << FRAG_ATTRIB_TEX7)
-#define FRAG_BIT_VAR0 (1 << FRAG_ATTRIB_VAR0)
-
-#define FRAG_BIT_TEX(U) (FRAG_BIT_TEX0 << (U))
-#define FRAG_BIT_VAR(V) (FRAG_BIT_VAR0 << (V))
-
-#define FRAG_BITS_TEX_ANY (FRAG_BIT_TEX0| \
- FRAG_BIT_TEX1| \
- FRAG_BIT_TEX2| \
- FRAG_BIT_TEX3| \
- FRAG_BIT_TEX4| \
- FRAG_BIT_TEX5| \
- FRAG_BIT_TEX6| \
- FRAG_BIT_TEX7)
-/*@}*/
-
-
/**
* Fragment program results
*/
GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
- GLboolean _ClampReadColor; /** < with GL_FIXED_ONLY_ARB resolved */
- GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
+ GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
};
GLenum LineSmooth;
GLenum PolygonSmooth;
GLenum Fog;
- GLenum ClipVolumeClipping; /**< GL_EXT_clip_volume_hint */
GLenum TextureCompression; /**< GL_ARB_texture_compression */
GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
/* ARB_texture_multisample / GL3.2 additions */
GLboolean SampleMask;
- GLbitfield SampleMaskValue; /* GL spec defines this as an array but >32x MSAA is
- * madness
- */
+ /** The GL spec defines this as an array but >32x MSAA is madness */
+ GLbitfield SampleMaskValue;
};
GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
GLboolean _Enabled; /**< Enabled and stencil buffer present */
+ GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
GLboolean _TestTwoSide;
GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
GLenum Function[3]; /**< Stencil function */
GLuint Face;
/** GL_ARB_texture_multisample */
- GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
- GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
+ GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
+ GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
};
{
GLuint Name;
GLint RefCount;
+ GLchar *Label; /**< GL_KHR_debug */
GLenum WrapS; /**< S-axis texture image wrap mode */
GLenum WrapT; /**< T-axis texture image wrap mode */
*/
struct gl_texture_object
{
- _glthread_Mutex Mutex; /**< for thread safety */
- GLint RefCount; /**< reference count */
- GLuint Name; /**< the user-visible texture object ID */
- GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
+ _glthread_Mutex Mutex; /**< for thread safety */
+ GLint RefCount; /**< reference count */
+ GLuint Name; /**< the user-visible texture object ID */
+ GLchar *Label; /**< GL_KHR_debug */
+ GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
struct gl_sampler_object Sampler;
- GLenum DepthMode; /**< GL_ARB_depth_texture */
-
- GLfloat Priority; /**< in [0,1] */
- GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
- GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
- 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 */
- GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
- GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
- GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
- GLboolean _BaseComplete; /**< Is the base texture level valid? */
- GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
- GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
- GLboolean _RenderToTexture; /**< Any rendering to this texture? */
- GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
- GLboolean Immutable; /**< GL_ARB_texture_storage */
+ GLenum DepthMode; /**< GL_ARB_depth_texture */
+
+ GLfloat Priority; /**< in [0,1] */
+ GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
+ GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
+ GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
+ GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
+ GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
+ GLint CropRect[4]; /**< GL_OES_draw_texture */
+ GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
+ GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
+ GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
+ GLboolean _BaseComplete; /**< Is the base texture level valid? */
+ GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
+ GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
+ GLboolean _RenderToTexture; /**< Any rendering to this texture? */
+ GLboolean Purgeable; /**< Is the buffer purgeable under memory
+ pressure? */
+ GLboolean Immutable; /**< GL_ARB_texture_storage */
/** Actual texture images, indexed by [cube face] and [mipmap level] */
struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
_glthread_Mutex Mutex;
GLint RefCount;
GLuint Name;
+ GLchar *Label; /**< GL_KHR_debug */
GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
{
/** Name of the array object as received from glGenVertexArrayAPPLE. */
GLuint Name;
+ GLchar *Label; /**< GL_KHR_debug */
GLint RefCount;
_glthread_Mutex Mutex;
/** Mask of VERT_BIT_* values indicating which arrays are enabled */
GLbitfield64 _Enabled;
- /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
- GLbitfield64 NewArrays;
-
/**
* Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
* we can determine the max legal (in bounds) glDrawElements array index.
* \name Primitive restart controls
*
* Primitive restart is enabled if either \c PrimitiveRestart or
- * \c PrimitiveRestart is set. If \c PrimitiveRestart is set, then
- * \c RestartIndex is used as the cut vertex. Otherwise ~0 is used.
+ * \c PrimitiveRestartFixedIndex is set.
*/
/*@{*/
GLboolean PrimitiveRestart;
GLboolean PrimitiveRestartFixedIndex;
GLboolean _PrimitiveRestart;
GLuint RestartIndex;
- GLuint _RestartIndex;
/*@}*/
/* GL_ARB_vertex_buffer_object */
/**
* Vertex arrays as consumed by a driver.
- * The array pointer is set up only by the VBO module. */
+ * The array pointer is set up only by the VBO module.
+ */
const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
};
struct gl_transform_feedback_object
{
GLuint Name; /**< AKA the object ID */
+ GLchar *Label; /**< GL_KHR_debug */
GLint RefCount;
GLboolean Active; /**< Is transform feedback enabled? */
GLboolean Paused; /**< Is transform feedback paused? */
at least once? */
GLboolean EverBound; /**< Has this object been bound? */
+ /**
+ * The shader program active when BeginTransformFeedback() was called.
+ * When active and unpaused, this equals ctx->Shader.CurrentVertexProgram.
+ */
+ struct gl_shader_program *shader_program;
+
/**
* GLES: if Active is true, remaining number of primitives which can be
* rendered without overflow. This is necessary to track because GLES
typedef enum
{
PROGRAM_TEMPORARY, /**< machine->Temporary[] */
+ PROGRAM_ARRAY, /**< Arrays & Matrixes */
PROGRAM_INPUT, /**< machine->Inputs[] */
PROGRAM_OUTPUT, /**< machine->Outputs[] */
PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
INTERP_QUALIFIER_NONE = 0,
INTERP_QUALIFIER_SMOOTH,
INTERP_QUALIFIER_FLAT,
- INTERP_QUALIFIER_NOPERSPECTIVE
+ INTERP_QUALIFIER_NOPERSPECTIVE,
+ INTERP_QUALIFIER_COUNT /**< Number of interpolation qualifiers */
};
GLuint Id;
GLubyte *String; /**< Null-terminated program text */
GLint RefCount;
- GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB */
+ GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
GLenum Format; /**< String encoding format */
struct prog_instruction *Instructions;
{
struct gl_program Base; /**< base class */
+ GLint VerticesIn;
GLint VerticesOut;
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 UsesClipDistance;
+ GLboolean UsesEndPrimitive;
};
* For inputs that do not have an interpolation qualifier specified in
* GLSL, the value is INTERP_QUALIFIER_NONE.
*/
- enum glsl_interp_qualifier InterpQualifier[FRAG_ATTRIB_MAX];
+ enum glsl_interp_qualifier InterpQualifier[VARYING_SLOT_MAX];
/**
* Bitfield indicating, for each fragment shader input, 1 if that input
*/
struct gl_shader
{
- GLenum Type; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB (first field!) */
+ /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB.
+ * Must be the first field.
+ */
+ GLenum Type;
GLuint Name; /**< AKA the handle */
+ GLchar *Label; /**< GL_KHR_debug */
GLint RefCount; /**< Reference count */
GLboolean DeletePending;
GLboolean CompileStatus;
/*@}*/
/**
- * Number of uniform components used by this shader.
+ * Map from sampler unit to texture unit (set by glUniform1i())
+ *
+ * A sampler unit is associated with each sampler uniform by the linker.
+ * The sampler unit associated with each uniform is stored in the
+ * \c gl_uniform_storage::sampler field.
+ */
+ GLubyte SamplerUnits[MAX_SAMPLERS];
+ /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
+ gl_texture_index SamplerTargets[MAX_SAMPLERS];
+
+ /**
+ * Number of default uniform block components used by this shader.
*
* This field is only set post-linking.
*/
unsigned num_uniform_components;
+ /**
+ * Number of combined uniform components used by this shader.
+ *
+ * This field is only set post-linking. It is the sum of the uniform block
+ * sizes divided by sizeof(float), and num_uniform_compoennts.
+ */
+ unsigned num_combined_uniform_components;
+
/**
* This shader's uniform block information.
*
/** Shaders containing built-in functions that are used for linking. */
struct gl_shader *builtins_to_link[16];
unsigned num_builtins_to_link;
+
+ /**
+ * Geometry shader state from GLSL 1.50 layout qualifiers.
+ */
+ struct {
+ GLint VerticesOut;
+ /**
+ * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
+ * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
+ * shader.
+ */
+ GLenum InputType;
+ /**
+ * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
+ * it's not set in this shader.
+ */
+ GLenum OutputType;
+ } Geom;
};
/**
* Shader stages. Note that these will become 5 with tessellation.
- * These MUST have the same values as gallium's PIPE_SHADER_*
+ *
+ * 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_FRAGMENT = 1,
- MESA_SHADER_GEOMETRY = 2,
+ MESA_SHADER_GEOMETRY = 1,
+ MESA_SHADER_FRAGMENT = 2,
MESA_SHADER_TYPES = 3
} gl_shader_type;
+
struct gl_uniform_buffer_variable
{
char *Name;
GLboolean RowMajor;
};
-enum gl_uniform_block_packing {
+
+enum gl_uniform_block_packing
+{
ubo_packing_std140,
ubo_packing_shared,
ubo_packing_packed
};
+
struct gl_uniform_block
{
/** Declared name of the uniform block */
enum gl_uniform_block_packing _Packing;
};
+
/**
* A GLSL program object.
* Basically a linked collection of vertex and fragment shaders.
{
GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
GLuint Name; /**< aka handle or ID */
+ GLchar *Label; /**< GL_KHR_debug */
GLint RefCount; /**< Reference count */
GLboolean DeletePending;
/** Post-link gl_FragDepth layout for ARB_conservative_depth. */
enum gl_frag_depth_layout FragDepthLayout;
- /** Geometry shader state - copied into gl_geometry_program at link time */
+ /**
+ * Geometry shader state - copied into gl_geometry_program by
+ * _mesa_copy_linked_program_data().
+ */
struct {
+ GLint VerticesIn;
GLint VerticesOut;
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 */
+ /**
+ * True if gl_ClipDistance is written to. Copied into
+ * gl_geometry_program by _mesa_copy_linked_program_data().
+ */
+ GLboolean UsesClipDistance;
+ GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
+ 0 if not present. */
+ GLboolean UsesEndPrimitive;
} Geom;
- /** Vertex shader state - copied into gl_vertex_program at link time */
+ /** Vertex shader state */
struct {
- GLboolean UsesClipDistance; /**< True if gl_ClipDistance is written to. */
+ /**
+ * True if gl_ClipDistance is written to. Copied into gl_vertex_program
+ * by _mesa_copy_linked_program_data().
+ */
+ GLboolean UsesClipDistance;
GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
0 if not present. */
} Vert;
struct gl_uniform_block *UniformBlocks;
unsigned NumUniformBlocks;
+ /**
+ * Scale factor for the uniform base location
+ *
+ * This is used to generate locations (returned by \c glGetUniformLocation)
+ * of uniforms. The base location of the uniform is multiplied by this
+ * value, and the array index is added.
+ *
+ * \note
+ * Must be >= 1.
+ *
+ * \sa
+ * _mesa_uniform_merge_location_offset, _mesa_uniform_split_location_offset
+ */
+ unsigned UniformLocationBaseScale;
+
/**
* Indices into the _LinkedShaders's UniformBlocks[] array for each stage
* they're used in, or -1.
*/
struct string_to_uint_map *UniformHash;
- /**
- * Map from sampler unit to texture unit (set by glUniform1i())
- *
- * A sampler unit is associated with each sampler uniform by the linker.
- * The sampler unit associated with each uniform is stored in the
- * \c gl_uniform_storage::sampler field.
- */
- GLubyte SamplerUnits[MAX_SAMPLERS];
- /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
- gl_texture_index SamplerTargets[MAX_SAMPLERS];
-
GLboolean LinkStatus; /**< GL_LINK_STATUS */
GLboolean Validated;
GLboolean _Used; /**< Ever used for drawing? */
#define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
#define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
#define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
+#define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
/**
GLuint MaxIfDepth; /**< Maximum nested IF blocks */
GLuint MaxUnrollIterations;
+ /**
+ * Prefer DP4 instructions (rather than MUL/MAD) for matrix * vector
+ * operations, such as position transformation.
+ */
+ GLboolean PreferDP4;
+
struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
};
{
GLenum Target; /**< The query target, when active */
GLuint Id; /**< hash table ID/name */
+ GLchar *Label; /**< GL_KHR_debug */
GLuint64EXT Result; /**< the counter */
GLboolean Active; /**< inside Begin/EndQuery */
GLboolean Ready; /**< result is ready? */
{
GLenum Type; /**< GL_SYNC_FENCE */
GLuint Name; /**< Fence name */
+ GLchar *Label; /**< GL_KHR_debug */
GLint RefCount; /**< Reference count */
GLboolean DeletePending; /**< Object was deleted while there were still
* live references (e.g., sync not yet finished)
_glthread_Mutex Mutex; /**< for thread safety */
GLuint ClassID; /**< Useful for drivers */
GLuint Name;
+ GLchar *Label; /**< GL_KHR_debug */
GLint RefCount;
GLuint Width, Height;
+ GLuint Depth;
GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
+ /**
+ * True for renderbuffers that wrap textures, giving the driver a chance to
+ * flush render caches through the FinishRenderTexture hook.
+ *
+ * Drivers may also set this on renderbuffers other than those generated by
+ * glFramebufferTexture(), though it means FinishRenderTexture() would be
+ * called without a rb->TexImage.
+ */
+ GLboolean NeedsFinishRenderTexture;
GLubyte NumSamples;
GLenum InternalFormat; /**< The user-specified format */
GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
GL_STENCIL_INDEX. */
gl_format Format; /**< The actual renderbuffer memory format */
+ /**
+ * Pointer to the texture image if this renderbuffer wraps a texture,
+ * otherwise NULL.
+ *
+ * Note that the reference on the gl_texture_object containing this
+ * TexImage is held by the gl_renderbuffer_attachment.
+ */
+ struct gl_texture_image *TexImage;
/** Delete this renderbuffer */
void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
* and 2D array textures */
+ GLboolean Layered;
};
* polygon face orientation, and polygon stipple will have to be inverted.
*/
GLuint Name;
+ GLchar *Label; /**< GL_KHR_debug */
GLint RefCount;
GLboolean DeletePending;
*/
struct gl_config Visual;
- GLboolean Initialized;
-
GLuint Width, Height; /**< size of frame buffer in pixels */
/** \name Drawing bounds (Intersection of buffer size and scissor box) */
/** Integer color values */
GLboolean _IntegerColor;
+ /* ARB_color_buffer_float */
+ GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
+ GLboolean _HasSNormOrFloatColorBuffer;
+
/** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
struct gl_renderbuffer *_ColorReadBuffer;
+ GLboolean Layered;
+
/** Delete this framebuffer */
void (*Delete)(struct gl_framebuffer *fb);
};
GLuint MaxNativeParameters;
/* For shaders */
GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
+
+ /**
+ * \name Per-stage input / output limits
+ *
+ * Previous to OpenGL 3.2, the intrastage data limits were advertised with
+ * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
+ * ES). This is stored as \c gl_constants::MaxVarying.
+ *
+ * Starting with OpenGL 3.2, the limits are advertised with per-stage
+ * variables. Each stage as a certain number of outputs that it can feed
+ * to the next stage and a certain number inputs that it can consume from
+ * the previous stage.
+ *
+ * Vertex shader inputs do not participate this in this accounting.
+ * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
+ *
+ * Fragment shader outputs do not participate this in this accounting.
+ * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
+ */
+ /*@{*/
+ GLuint MaxInputComponents;
+ GLuint MaxOutputComponents;
+ /*@}*/
+
/* ES 2.0 and GL_ARB_ES2_compatibility */
struct gl_precision LowFloat, MediumFloat, HighFloat;
struct gl_precision LowInt, MediumInt, HighInt;
/* GL_ARB_uniform_buffer_object */
GLuint MaxUniformBlocks;
GLuint MaxCombinedUniformComponents;
+ GLuint MaxTextureImageUnits;
};
GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
GLuint MaxTextureCoordUnits;
- GLuint MaxTextureImageUnits;
- GLuint MaxVertexTextureImageUnits;
GLuint MaxCombinedTextureImageUnits;
- GLuint MaxGeometryTextureImageUnits;
- GLuint MaxTextureUnits; /**< = MIN(CoordUnits, ImageUnits) */
+ GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
GLfloat LineWidthGranularity;
- GLuint MaxColorTableSize;
-
GLuint MaxClipPlanes;
GLuint MaxLights;
GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
- /** Number of varying vectors between vertex and fragment shaders */
+ /** Number of varying vectors between any two shader stages. */
GLuint MaxVarying;
- GLuint MaxVertexVaryingComponents; /**< Between vert and geom shader */
- GLuint MaxGeometryVaryingComponents; /**< Between geom and frag shader */
+ GLuint MaxVaryingComponents;
/** @{
* GL_ARB_uniform_buffer_object
*/
GLboolean ForceGLSLExtensionsWarn;
+ /**
+ * If non-zero, forces GLSL shaders without the #version directive to behave
+ * as if they began with "#version ForceGLSLVersion".
+ */
+ GLuint ForceGLSLVersion;
+
/**
* Does the driver support real 32-bit integers? (Otherwise, integers are
* simulated via floats.)
GLboolean StripTextureBorder;
/**
- * For drivers which can do a better job at eliminating unused varyings
- * and uniforms than the GLSL compiler.
+ * For drivers which can do a better job at eliminating unused uniforms
+ * than the GLSL compiler.
*
* XXX Remove these as soon as a better solution is available.
*/
- GLboolean GLSLSkipStrictMaxVaryingLimitCheck;
GLboolean GLSLSkipStrictMaxUniformLimitCheck;
/**
GLboolean ARB_framebuffer_object;
GLboolean ARB_explicit_attrib_location;
GLboolean ARB_geometry_shader4;
+ GLboolean ARB_gpu_shader5;
GLboolean ARB_half_float_pixel;
GLboolean ARB_half_float_vertex;
GLboolean ARB_instanced_arrays;
GLboolean ARB_point_sprite;
GLboolean ARB_seamless_cube_map;
GLboolean ARB_shader_bit_encoding;
- GLboolean ARB_shader_objects;
GLboolean ARB_shader_stencil_export;
GLboolean ARB_shader_texture_lod;
- GLboolean ARB_shading_language_100;
GLboolean ARB_shading_language_packing;
+ GLboolean ARB_shading_language_420pack;
GLboolean ARB_shadow;
GLboolean ARB_sync;
GLboolean ARB_texture_border_clamp;
GLboolean ARB_texture_float;
GLboolean ARB_texture_multisample;
GLboolean ARB_texture_non_power_of_two;
+ GLboolean ARB_texture_query_lod;
GLboolean ARB_texture_rg;
GLboolean ARB_texture_rgb10_a2ui;
- GLboolean ARB_texture_storage;
GLboolean ARB_timer_query;
GLboolean ARB_transform_feedback2;
GLboolean ARB_transform_feedback3;
GLboolean EXT_blend_equation_separate;
GLboolean EXT_blend_func_separate;
GLboolean EXT_blend_minmax;
- GLboolean EXT_clip_volume_hint;
GLboolean EXT_depth_bounds_test;
GLboolean EXT_draw_buffers2;
- GLboolean EXT_fog_coord;
GLboolean EXT_framebuffer_blit;
GLboolean EXT_framebuffer_multisample;
- GLboolean EXT_framebuffer_object;
+ GLboolean EXT_framebuffer_multisample_blit_scaled;
GLboolean EXT_framebuffer_sRGB;
GLboolean EXT_gpu_program_parameters;
GLboolean EXT_gpu_shader4;
GLboolean EXT_pixel_buffer_object;
GLboolean EXT_point_parameters;
GLboolean EXT_provoking_vertex;
- GLboolean EXT_shadow_funcs;
- GLboolean EXT_secondary_color;
GLboolean EXT_separate_shader_objects;
+ GLboolean EXT_shader_integer_mix;
GLboolean EXT_stencil_two_side;
GLboolean EXT_texture3D;
GLboolean EXT_texture_array;
GLboolean OES_standard_derivatives;
/* vendor extensions */
GLboolean AMD_seamless_cubemap_per_texture;
+ GLboolean AMD_vertex_shader_layer;
GLboolean APPLE_object_purgeable;
GLboolean ATI_envmap_bumpmap;
GLboolean ATI_texture_compression_3dc;
GLboolean ATI_fragment_shader;
GLboolean ATI_separate_stencil;
GLboolean MESA_pack_invert;
- GLboolean MESA_resize_buffers;
- GLboolean MESA_ycbcr_texture;
GLboolean MESA_texture_array;
- GLboolean NV_blend_square;
+ GLboolean MESA_ycbcr_texture;
GLboolean NV_conditional_render;
GLboolean NV_fog_distance;
GLboolean NV_fragment_program_option;
#define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
#define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
#define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
-#define _NEW_PACKUNPACK (1 << 19) /**< gl_context::Pack, Unpack */
+/* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
#define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
#define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
#define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
#define _NEW_PROGRAM_CONSTANTS (1 << 27)
#define _NEW_BUFFER_OBJECT (1 << 28)
#define _NEW_FRAG_CLAMP (1 << 29)
-#define _NEW_TRANSFORM_FEEDBACK (1 << 30) /**< gl_context::TransformFeedback */
+/* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
#define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
#define _NEW_ALL ~0
-
-/**
- * We use _NEW_TRANSFORM for GL_RASTERIZER_DISCARD. This #define is for
- * clarity.
- */
-#define _NEW_RASTERIZER_DISCARD _NEW_TRANSFORM
-/*@}*/
-
-
-/**
- * \name A bunch of flags that we think might be useful to drivers.
- *
- * Set in the __struct gl_contextRec::_TriangleCaps bitfield.
- */
-/*@{*/
-#define DD_SEPARATE_SPECULAR (1 << 0)
-#define DD_TRI_LIGHT_TWOSIDE (1 << 1)
-#define DD_TRI_UNFILLED (1 << 2)
-#define DD_TRI_SMOOTH (1 << 3)
-#define DD_TRI_STIPPLE (1 << 4)
-#define DD_TRI_OFFSET (1 << 5)
-#define DD_LINE_SMOOTH (1 << 6)
-#define DD_LINE_STIPPLE (1 << 7)
-#define DD_POINT_SMOOTH (1 << 8)
-#define DD_POINT_ATTEN (1 << 9)
/*@}*/
struct gl_display_list
{
GLuint Name;
+ GLchar *Label; /**< GL_KHR_debug */
GLbitfield Flags; /**< DLIST_x flags */
/** The dlist commands are in a linked list of nodes */
union gl_dlist_node *Head;
/** @{
*
- * These are a mapping of the GL_ARB_debug_output enums to small enums
- * suitable for use as an array index.
+ * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
+ * to small enums suitable for use as an array index.
*/
enum mesa_debug_source {
MESA_DEBUG_SOURCE_THIRD_PARTY,
MESA_DEBUG_SOURCE_APPLICATION,
MESA_DEBUG_SOURCE_OTHER,
- MESA_DEBUG_SOURCE_COUNT,
+ MESA_DEBUG_SOURCE_COUNT
};
enum mesa_debug_type {
MESA_DEBUG_TYPE_PORTABILITY,
MESA_DEBUG_TYPE_PERFORMANCE,
MESA_DEBUG_TYPE_OTHER,
- MESA_DEBUG_TYPE_COUNT,
+ MESA_DEBUG_TYPE_MARKER,
+ MESA_DEBUG_TYPE_PUSH_GROUP,
+ MESA_DEBUG_TYPE_POP_GROUP,
+ MESA_DEBUG_TYPE_COUNT
};
enum mesa_debug_severity {
MESA_DEBUG_SEVERITY_LOW,
MESA_DEBUG_SEVERITY_MEDIUM,
MESA_DEBUG_SEVERITY_HIGH,
- MESA_DEBUG_SEVERITY_COUNT,
+ MESA_DEBUG_SEVERITY_NOTIFICATION,
+ MESA_DEBUG_SEVERITY_COUNT
};
/** @} */
/**
* An error, warning, or other piece of debug information for an application
- * to consume via GL_ARB_debug_output.
+ * to consume via GL_ARB_debug_output/GL_KHR_debug.
*/
struct gl_debug_msg
{
struct gl_debug_state
{
- GLDEBUGPROCARB Callback;
- GLvoid *CallbackData;
+ GLDEBUGPROC Callback;
+ const void *CallbackData;
GLboolean SyncOutput;
- GLboolean Defaults[MESA_DEBUG_SEVERITY_COUNT][MESA_DEBUG_SOURCE_COUNT][MESA_DEBUG_TYPE_COUNT];
- struct gl_debug_namespace Namespaces[MESA_DEBUG_SOURCE_COUNT][MESA_DEBUG_TYPE_COUNT];
+ GLboolean DebugOutput;
+ GLboolean ARBCallback; /* Used to track if current callback is of type ARB_debug_output or KHR_debug */
+ GLboolean Defaults[MAX_DEBUG_GROUP_STACK_DEPTH][MESA_DEBUG_SEVERITY_COUNT][MESA_DEBUG_SOURCE_COUNT][MESA_DEBUG_TYPE_COUNT];
+ struct gl_debug_namespace Namespaces[MAX_DEBUG_GROUP_STACK_DEPTH][MESA_DEBUG_SOURCE_COUNT][MESA_DEBUG_TYPE_COUNT];
struct gl_debug_msg Log[MAX_DEBUG_LOGGED_MESSAGES];
+ struct gl_debug_msg DebugGroupMsgs[MAX_DEBUG_GROUP_STACK_DEPTH];
+ GLint GroupStackDepth;
GLint NumMessages;
GLint NextMsg;
GLint NextMsgLength; /* redundant, but copied here from Log[NextMsg].length
API_OPENGLES,
API_OPENGLES2,
API_OPENGL_CORE,
- API_OPENGL_LAST = API_OPENGL_CORE,
+ API_OPENGL_LAST = API_OPENGL_CORE
} gl_api;
/**
*/
struct gl_driver_flags
{
- GLbitfield NewArray; /**< Vertex array state */
+ /** gl_context::Array::_DrawArrays (vertex array state) */
+ GLbitfield NewArray;
+
+ /** gl_context::TransformFeedback::CurrentObject */
+ GLbitfield NewTransformFeedback;
+
+ /** gl_context::RasterDiscard */
+ GLbitfield NewRasterizerDiscard;
+
+ /**
+ * gl_context::UniformBufferBindings
+ * gl_shader_program::UniformBlocks
+ */
+ GLbitfield NewUniformBuffer;
};
struct gl_uniform_buffer_binding
* associated with uniform blocks by glUniformBlockBinding()'s state in the
* shader program.
*/
- struct gl_uniform_buffer_binding *UniformBufferBindings;
+ struct gl_uniform_buffer_binding
+ UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
/*@}*/
const char *ErrorDebugFmtString;
GLuint ErrorDebugCount;
- /* GL_ARB_debug_output */
+ /* GL_ARB_debug_output/GL_KHR_debug */
struct gl_debug_state Debug;
GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
/** \name Derived state */
- /*@{*/
- /** Bitwise-or of DD_* flags. Note that this bitfield may be used before
- * state validation so they need to always be current.
- */
- GLbitfield _TriangleCaps;
GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
GLfloat _EyeZDir[3];
GLfloat _ModelViewInvScale;
GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
- /**
- * Use dp4 (rather than mul/mad) instructions for position
- * transformation?
- */
- GLboolean mvp_with_dp4;
-
GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
/**
void *swrast_context;
void *swsetup_context;
void *swtnl_context;
- void *swtnl_im;
+ struct vbo_context *vbo_context;
struct st_context *st;
void *aelt_context;
/*@}*/