struct gl_uniform_storage;
struct prog_instruction;
struct gl_program_parameter_list;
+struct set;
+struct set_entry;
/*@}*/
#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_FF_NVALIAS \
- BITFIELD64_RANGE(VERT_ATTRIB_POS, VERT_ATTRIB_TEX(VERT_ATTRIB_TEX_MAX))
#define VERT_BIT_GENERIC_NV(i) VERT_BIT(VERT_ATTRIB_GENERIC_NV(i))
#define VERT_BIT_GENERIC_NV_ALL \
/*@}*/
+/**
+ * Material state.
+ */
+struct gl_material
+{
+ GLfloat Attrib[MAT_ATTRIB_MAX][4];
+};
+
+
+/**
+ * Light state flags.
+ */
+/*@{*/
+#define LIGHT_SPOT 0x1
+#define LIGHT_LOCAL_VIEWER 0x2
+#define LIGHT_POSITIONAL 0x4
+#define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
+/*@}*/
+
+
/**
* Light source state.
*/
* \name Derived fields
*/
/*@{*/
- GLbitfield _Flags; /**< State */
+ GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
GLfloat _Position[4]; /**< position in eye/obj coordinates */
GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
};
-/**
- * Material state.
- */
-struct gl_material
-{
- GLfloat Attrib[MAT_ATTRIB_MAX][4];
-};
-
-
/**
* Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
*/
GLenum DstA; /**< Alpha blend dest term */
GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
+ /**
+ * Set if any blend factor uses SRC1. Computed at the time blend factors
+ * get set.
+ */
+ GLboolean _UsesDualSrc;
} Blend[MAX_DRAW_BUFFERS];
/** Are the blend func terms currently different for each buffer/target? */
GLboolean _BlendFuncPerBuffer;
GLboolean Map1TextureCoord4;
GLboolean Map1Vertex3;
GLboolean Map1Vertex4;
- GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */
GLboolean Map2Color4;
GLboolean Map2Index;
GLboolean Map2Normal;
GLboolean Map2TextureCoord4;
GLboolean Map2Vertex3;
GLboolean Map2Vertex4;
- GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */
GLboolean AutoNormal;
/*@}*/
GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
};
-/**
- * Light state flags.
- */
-/*@{*/
-#define LIGHT_SPOT 0x1
-#define LIGHT_LOCAL_VIEWER 0x2
-#define LIGHT_POSITIONAL 0x4
-#define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
-/*@}*/
-
/**
* Lighting attribute group (GL_LIGHT_BIT).
struct gl_lightmodel Model; /**< Lighting model */
/**
- * Must flush FLUSH_VERTICES before referencing:
+ * Front and back material values.
+ * Note: must call FLUSH_VERTICES() before using.
*/
- /*@{*/
- struct gl_material Material; /**< Includes front & back values */
- /*@}*/
+ struct gl_material Material;
GLboolean Enabled; /**< Lighting enabled flag */
GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
- GLbitfield ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
+ GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
GLboolean ColorMaterialEnabled;
- GLenum ClampVertexColor;
+ GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
GLboolean _ClampVertexColor;
struct gl_light EnabledList; /**< List sentinel */
*/
typedef enum
{
+ TEXTURE_CUBE_ARRAY_INDEX,
TEXTURE_BUFFER_INDEX,
TEXTURE_2D_ARRAY_INDEX,
TEXTURE_1D_ARRAY_INDEX,
* Used for Texture.Unit[]._ReallyEnabled flags.
*/
/*@{*/
+#define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
#define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
#define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
#define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
/*@}*/
-/**
- * TexGenEnabled flags.
- */
-/*@{*/
-#define S_BIT 1
-#define T_BIT 2
-#define R_BIT 4
-#define Q_BIT 8
-#define STR_BITS (S_BIT | T_BIT | R_BIT)
-/*@}*/
-
-
-/**
- * Bit flag versions of the corresponding GL_ constants.
- */
-/*@{*/
-#define TEXGEN_SPHERE_MAP 0x1
-#define TEXGEN_OBJ_LINEAR 0x2
-#define TEXGEN_EYE_LINEAR 0x4
-#define TEXGEN_REFLECTION_MAP_NV 0x8
-#define TEXGEN_NORMAL_MAP_NV 0x10
-
-#define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
- TEXGEN_REFLECTION_MAP_NV | \
- TEXGEN_NORMAL_MAP_NV)
-#define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
- TEXGEN_REFLECTION_MAP_NV | \
- TEXGEN_NORMAL_MAP_NV | \
- TEXGEN_EYE_LINEAR)
-/*@}*/
-
-
-
-/** Tex-gen enabled for texture unit? */
-#define ENABLE_TEXGEN(unit) (1 << (unit))
-
-/** Non-identity texture matrix for texture unit? */
-#define ENABLE_TEXMAT(unit) (1 << (unit))
-
-
/**
* Texture image state. Drivers will typically create a subclass of this
* with extra fields for memory buffers, etc.
GLuint WidthLog2; /**< = log2(Width2) */
GLuint HeightLog2; /**< = log2(Height2) */
GLuint DepthLog2; /**< = log2(Depth2) */
- GLuint MaxLog2; /**< = MAX(WidthLog2, HeightLog2) */
+ GLuint MaxNumLevels; /**< = maximum possible number of mipmap
+ levels, computed from the dimensions */
struct gl_texture_object *TexObject; /**< Pointer back to parent object */
GLuint Level; /**< Which mipmap level am I? */
GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
GLenum CompareMode; /**< GL_ARB_shadow */
GLenum CompareFunc; /**< GL_ARB_shadow */
- GLfloat CompareFailValue; /**< GL_ARB_shadow_ambient */
GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
-
- /* deprecated sampler state */
- GLenum DepthMode; /**< GL_ARB_depth_texture */
};
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 */
};
+/**
+ * TexGenEnabled flags.
+ */
+/*@{*/
+#define S_BIT 1
+#define T_BIT 2
+#define R_BIT 4
+#define Q_BIT 8
+#define STR_BITS (S_BIT | T_BIT | R_BIT)
+/*@}*/
+
+
+/**
+ * Bit flag versions of the corresponding GL_ constants.
+ */
+/*@{*/
+#define TEXGEN_SPHERE_MAP 0x1
+#define TEXGEN_OBJ_LINEAR 0x2
+#define TEXGEN_EYE_LINEAR 0x4
+#define TEXGEN_REFLECTION_MAP_NV 0x8
+#define TEXGEN_NORMAL_MAP_NV 0x10
+
+#define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
+ TEXGEN_REFLECTION_MAP_NV | \
+ TEXGEN_NORMAL_MAP_NV)
+#define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
+ TEXGEN_REFLECTION_MAP_NV | \
+ TEXGEN_NORMAL_MAP_NV | \
+ TEXGEN_EYE_LINEAR)
+/*@}*/
+
+
+
+/** Tex-gen enabled for texture unit? */
+#define ENABLE_TEXGEN(unit) (1 << (unit))
+
+/** Non-identity texture matrix for texture unit? */
+#define ENABLE_TEXMAT(unit) (1 << (unit))
+
+
/**
* Texture coord generation state.
*/
struct gl_1d_map Map1Texture2;
struct gl_1d_map Map1Texture3;
struct gl_1d_map Map1Texture4;
- struct gl_1d_map Map1Attrib[16]; /**< GL_NV_vertex_program */
/*@}*/
/**
struct gl_2d_map Map2Texture2;
struct gl_2d_map Map2Texture3;
struct gl_2d_map Map2Texture4;
- struct gl_2d_map Map2Attrib[16]; /**< GL_NV_vertex_program */
/*@}*/
};
* hardware back-ends to determine the correct stride when interleaving
* multiple transform feedback outputs in the same buffer.
*/
- unsigned BufferStride[MAX_FEEDBACK_ATTRIBS];
+ unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
};
at least once? */
/** The feedback buffers */
- GLuint BufferNames[MAX_FEEDBACK_ATTRIBS];
- struct gl_buffer_object *Buffers[MAX_FEEDBACK_ATTRIBS];
+ GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
+ struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
/** Start of feedback data in dest buffer */
- GLintptr Offset[MAX_FEEDBACK_ATTRIBS];
+ GLintptr Offset[MAX_FEEDBACK_BUFFERS];
/** Max data to put into dest buffer (in bytes) */
- GLsizeiptr Size[MAX_FEEDBACK_ATTRIBS];
+ GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
};
* NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
* All values should fit in a 4-bit field.
*
- * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR, PROGRAM_NAMED_PARAM,
+ * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR,
* PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
* be "uniform" variables since they can only be set outside glBegin/End.
* They're also all stored in the same Parameters array.
PROGRAM_TEMPORARY, /**< machine->Temporary[] */
PROGRAM_INPUT, /**< machine->Inputs[] */
PROGRAM_OUTPUT, /**< machine->Outputs[] */
- PROGRAM_VARYING, /**< machine->Inputs[]/Outputs[] */
PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
PROGRAM_ENV_PARAM, /**< gl_program->Parameters[] */
PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
- PROGRAM_NAMED_PARAM, /**< gl_program->Parameters[] */
PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
GLuint Id;
GLubyte *String; /**< Null-terminated program text */
GLint RefCount;
- GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_FRAGMENT_PROGRAM_NV */
+ GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB */
GLenum Format; /**< String encoding format */
- GLboolean Resident;
struct prog_instruction *Instructions;
struct gl_vertex_program
{
struct gl_program Base; /**< base class */
- GLboolean IsNVProgram; /**< is this a GL_NV_vertex_program program? */
GLboolean IsPositionInvariant;
GLboolean UsesClipDistance;
};
{
struct gl_program Base; /**< base class */
GLboolean UsesKill; /**< shader uses KIL instruction */
+ GLboolean UsesDFdy; /**< shader uses DDY instruction */
GLboolean OriginUpperLeft;
GLboolean PixelCenterInteger;
enum gl_frag_depth_layout FragDepthLayout;
* GLSL, the value is INTERP_QUALIFIER_NONE.
*/
enum glsl_interp_qualifier InterpQualifier[FRAG_ATTRIB_MAX];
+
+ /**
+ * Bitfield indicating, for each fragment shader input, 1 if that input
+ * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
+ */
+ GLbitfield64 IsCentroid;
};
GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
- /* For GL_NV_vertex_program only: */
- GLenum TrackMatrix[MAX_PROGRAM_ENV_PARAMS / 4];
- GLenum TrackMatrixTransform[MAX_PROGRAM_ENV_PARAMS / 4];
-
/** Should fixed-function T&L be implemented with a vertex prog? */
GLboolean _MaintainTnlProgram;
struct gl_sl_pragmas Pragmas;
unsigned Version; /**< GLSL version used for linking */
+ GLboolean IsES; /**< True if this shader uses GLSL ES */
/**
* \name Sampler tracking
*/
unsigned num_uniform_components;
+ /**
+ * This shader's uniform block information.
+ *
+ * The offsets of the variables are assigned only for shaders in a program's
+ * _LinkedShaders[].
+ */
+ struct gl_uniform_block *UniformBlocks;
+ unsigned NumUniformBlocks;
+
struct exec_list *ir;
struct glsl_symbol_table *symbols;
MESA_SHADER_TYPES = 3
} gl_shader_type;
+struct gl_uniform_buffer_variable
+{
+ char *Name;
+ const struct glsl_type *Type;
+ unsigned int Buffer;
+ unsigned int Offset;
+ GLboolean RowMajor;
+};
+
+struct gl_uniform_block
+{
+ /** Declared name of the uniform block */
+ char *Name;
+
+ /** Array of supplemental information about UBO ir_variables. */
+ struct gl_uniform_buffer_variable *Uniforms;
+ GLuint NumUniforms;
+
+ /**
+ * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
+ * with glBindBufferBase to bind a buffer object to this uniform block. When
+ * updated in the program, _NEW_BUFFER_OBJECT will be set.
+ */
+ GLuint Binding;
+
+ /**
+ * Minimum size of a buffer object to back this uniform buffer
+ * (GL_UNIFORM_BLOCK_DATA_SIZE).
+ */
+ GLuint UniformBufferSize;
+};
/**
* A GLSL program object.
unsigned NumUserUniformStorage;
struct gl_uniform_storage *UniformStorage;
+ struct gl_uniform_block *UniformBlocks;
+ unsigned NumUniformBlocks;
+
+ /**
+ * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
+ * they're used in, or -1.
+ *
+ * This is used to maintain the Binding values of the stage's UniformBlocks[]
+ * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
+ */
+ int *UniformBlockStageIndex[MESA_SHADER_TYPES];
+
/**
* Map of active uniform names to locations
*
GLchar *InfoLog;
unsigned Version; /**< GLSL version used for linking */
+ GLboolean IsES; /**< True if this program uses GLSL ES */
/**
* Per-stage shaders resulting from the first stage of linking.
{
/** Driver-selectable options: */
GLboolean EmitCondCodes; /**< Use condition codes? */
- GLboolean EmitNVTempInitialization; /**< 0-fill NV temp registers */
GLboolean EmitNoLoops;
GLboolean EmitNoFunctions;
GLboolean EmitNoCont; /**< Emit CONT opcode? */
/** Sync object state */
struct gl_sync_object
{
- struct simple_node link;
+ struct set_entry *SetEntry;
GLenum Type; /**< GL_SYNC_FENCE */
GLuint Name; /**< Fence name */
GLint RefCount; /**< Reference count */
struct _mesa_HashTable *FrameBuffers;
/* GL_ARB_sync */
- struct simple_node SyncObjects;
+ struct set *SyncObjects;
/** GL_ARB_sampler_objects */
struct _mesa_HashTable *SamplerObjects;
gl_format Format; /**< The actual renderbuffer memory format */
/** Delete this renderbuffer */
- void (*Delete)(struct gl_renderbuffer *rb);
+ void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
/** Allocate new storage for this renderbuffer */
GLboolean (*AllocStorage)(struct gl_context *ctx,
/* 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;
};
*/
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 */
- GLint MaxArrayTextureLayers; /**< Max layers in array textures */
- GLint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
+ GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
+ GLuint MaxTextureLevels; /**< Max mipmap levels. */
+ GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
+ GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
+ GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
+ GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
GLuint MaxTextureCoordUnits;
GLuint MaxTextureImageUnits;
GLuint MaxVertexTextureImageUnits;
GLuint MaxProgramMatrices;
GLuint MaxProgramMatrixStackDepth;
+ struct {
+ GLuint SamplesPassed;
+ GLuint TimeElapsed;
+ GLuint Timestamp;
+ GLuint PrimitivesGenerated;
+ GLuint PrimitivesWritten;
+ } QueryCounterBits;
+
/** vertex array / buffer object bounds checking */
GLboolean CheckArrayBounds;
GLuint MaxVertexVaryingComponents; /**< Between vert and geom shader */
GLuint MaxGeometryVaryingComponents; /**< Between geom and frag shader */
+ /** @{
+ * GL_ARB_uniform_buffer_object
+ */
+ GLuint MaxCombinedUniformBlocks;
+ GLuint MaxUniformBufferBindings;
+ GLuint MaxUniformBlockSize;
+ GLuint UniformBufferOffsetAlignment;
+ /** @} */
+
/** GL_ARB_geometry_shader4 */
GLuint MaxGeometryOutputVertices;
GLuint MaxGeometryTotalOutputComponents;
GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
/** GL_EXT_transform_feedback */
- GLuint MaxTransformFeedbackSeparateAttribs;
+ GLuint MaxTransformFeedbackBuffers;
GLuint MaxTransformFeedbackSeparateComponents;
GLuint MaxTransformFeedbackInterleavedComponents;
+ GLuint MaxVertexStreams;
/** GL_EXT_gpu_shader4 */
GLint MinProgramTexelOffset, MaxProgramTexelOffset;
* Force software support for primitive restart in the VBO module.
*/
GLboolean PrimitiveRestartInSoftware;
+
+ /** GL_ARB_map_buffer_alignment */
+ GLuint MinMapBufferAlignment;
};
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 ANGLE_texture_compression_dxt;
GLboolean ARB_ES2_compatibility;
+ GLboolean ARB_ES3_compatibility;
+ GLboolean ARB_base_instance;
GLboolean ARB_blend_func_extended;
GLboolean ARB_color_buffer_float;
GLboolean ARB_conservative_depth;
- GLboolean ARB_copy_buffer;
GLboolean ARB_depth_buffer_float;
GLboolean ARB_depth_clamp;
GLboolean ARB_depth_texture;
GLboolean ARB_half_float_pixel;
GLboolean ARB_half_float_vertex;
GLboolean ARB_instanced_arrays;
+ GLboolean ARB_map_buffer_alignment;
GLboolean ARB_map_buffer_range;
GLboolean ARB_occlusion_query;
GLboolean ARB_occlusion_query2;
GLboolean ARB_point_sprite;
- GLboolean ARB_sampler_objects;
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_shadow;
- GLboolean ARB_shadow_ambient;
GLboolean ARB_sync;
GLboolean ARB_texture_border_clamp;
GLboolean ARB_texture_buffer_object;
GLboolean ARB_texture_compression_rgtc;
GLboolean ARB_texture_cube_map;
+ GLboolean ARB_texture_cube_map_array;
GLboolean ARB_texture_env_combine;
GLboolean ARB_texture_env_crossbar;
GLboolean ARB_texture_env_dot3;
GLboolean ARB_texture_storage;
GLboolean ARB_timer_query;
GLboolean ARB_transform_feedback2;
- GLboolean ARB_transpose_matrix;
+ GLboolean ARB_transform_feedback3;
+ GLboolean ARB_transform_feedback_instanced;
GLboolean ARB_uniform_buffer_object;
- GLboolean ARB_vertex_array_object;
GLboolean ARB_vertex_program;
GLboolean ARB_vertex_shader;
GLboolean ARB_vertex_type_2_10_10_10_rev;
- GLboolean ARB_window_pos;
GLboolean EXT_blend_color;
GLboolean EXT_blend_equation_separate;
GLboolean EXT_blend_func_separate;
GLboolean EXT_blend_minmax;
GLboolean EXT_clip_volume_hint;
- GLboolean EXT_compiled_vertex_array;
GLboolean EXT_depth_bounds_test;
GLboolean EXT_draw_buffers2;
- GLboolean EXT_draw_range_elements;
GLboolean EXT_fog_coord;
GLboolean EXT_framebuffer_blit;
GLboolean EXT_framebuffer_multisample;
GLboolean EXT_gpu_shader4;
GLboolean EXT_packed_depth_stencil;
GLboolean EXT_packed_float;
- GLboolean EXT_packed_pixels;
GLboolean EXT_pixel_buffer_object;
GLboolean EXT_point_parameters;
GLboolean EXT_provoking_vertex;
- GLboolean EXT_rescale_normal;
GLboolean EXT_shadow_funcs;
GLboolean EXT_secondary_color;
GLboolean EXT_separate_shader_objects;
- GLboolean EXT_separate_specular_color;
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 APPLE_packed_pixels;
- GLboolean APPLE_vertex_array_object;
GLboolean APPLE_object_purgeable;
GLboolean ATI_envmap_bumpmap;
GLboolean ATI_texture_compression_3dc;
GLboolean ATI_texture_env_combine3;
GLboolean ATI_fragment_shader;
GLboolean ATI_separate_stencil;
- GLboolean IBM_rasterpos_clip;
- GLboolean IBM_multimode_draw_arrays;
GLboolean MESA_pack_invert;
GLboolean MESA_resize_buffers;
GLboolean MESA_ycbcr_texture;
GLboolean NV_blend_square;
GLboolean NV_conditional_render;
GLboolean NV_fog_distance;
- GLboolean NV_fragment_program;
GLboolean NV_fragment_program_option;
- GLboolean NV_light_max_exponent;
GLboolean NV_point_sprite;
GLboolean NV_primitive_restart;
GLboolean NV_texture_barrier;
- GLboolean NV_texgen_reflection;
GLboolean NV_texture_env_combine4;
GLboolean NV_texture_rectangle;
- GLboolean NV_vertex_program;
- GLboolean NV_vertex_program1_1;
- GLboolean SGIS_texture_lod;
GLboolean TDFX_texture_compression_FXT1;
GLboolean S3_s3tc;
GLboolean OES_EGL_image;
GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
- GLubyte ActiveIndex;
- GLfloat CurrentIndex;
-
- GLubyte ActiveEdgeFlag;
- GLboolean CurrentEdgeFlag;
-
struct {
/* State known to have been set by the currently-compiling display
* list. Used to eliminate some redundant state changes.
/**
* Enum for the OpenGL APIs we know about and may support.
+ *
+ * NOTE: This must match the api_enum table in
+ * src/mesa/main/get_hash_generator.py
*/
typedef enum
{
- API_OPENGL,
+ API_OPENGL_COMPAT, /* legacy / compatibility contexts */
API_OPENGLES,
- API_OPENGLES2
+ API_OPENGLES2,
+ API_OPENGL_CORE,
} gl_api;
/**
GLbitfield NewArray; /**< Vertex array state */
};
+struct gl_uniform_buffer_binding
+{
+ struct gl_buffer_object *BufferObject;
+ /** Start of uniform 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;
+};
+
/**
* Mesa rendering context.
*
*/
struct dd_function_table Driver;
- void *DriverCtx; /**< Points to device driver context/state */
-
/** Core/Driver constants */
struct gl_constants Const;
/** Extension information */
struct gl_extensions Extensions;
- /** Version info */
- GLuint VersionMajor, VersionMinor;
+ /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
+ GLuint Version;
char *VersionString;
/** \name State attribute stack (for glPush/PopAttrib) */
struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
+
+ /**
+ * Current GL_ARB_uniform_buffer_object binding referenced by
+ * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
+ */
+ struct gl_buffer_object *UniformBuffer;
+
+ /**
+ * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
+ * This is set up using glBindBufferRange() or glBindBufferBase(). They are
+ * associated with uniform blocks by glUniformBlockBinding()'s state in the
+ * shader program.
+ */
+ struct gl_uniform_buffer_binding *UniformBufferBindings;
+
/*@}*/
struct gl_meta_state *Meta; /**< for "meta" operations */