GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
/** GL_ARB_bindless_texture */
- struct util_dynarray Handles;
bool HandleAllocated;
+ struct util_dynarray Handles;
};
struct gl_sampler_object Sampler;
GLenum DepthMode; /**< GL_ARB_depth_texture */
- bool StencilSampling; /**< Should we sample stencil instead of depth? */
GLfloat Priority; /**< in [0,1] */
GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
GLboolean Immutable; /**< GL_ARB_texture_storage */
GLboolean _IsFloat; /**< GL_OES_float_texture */
GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
+ bool StencilSampling; /**< Should we sample stencil instead of depth? */
+ bool HandleAllocated; /**< GL_ARB_bindless_texture */
GLuint MinLevel; /**< GL_ARB_texture_view */
GLuint MinLayer; /**< GL_ARB_texture_view */
GLuint NumLevels; /**< GL_ARB_texture_view */
GLuint NumLayers; /**< GL_ARB_texture_view */
+ /** GL_EXT_memory_object */
+ GLenum TextureTiling;
+
/** Actual texture images, indexed by [cube face] and [mipmap level] */
struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
/** GL_ARB_shader_image_load_store */
GLenum ImageFormatCompatibilityType;
- /** GL_EXT_memory_object */
- GLenum TextureTiling;
-
/** GL_ARB_bindless_texture */
struct util_dynarray SamplerHandles;
struct util_dynarray ImageHandles;
- bool HandleAllocated;
};
/** Texture unit (set by glUniform1()). */
GLubyte unit;
- /** Texture Target (TEXTURE_1D/2D/3D/etc_INDEX). */
- gl_texture_index target;
-
/** Whether this bindless sampler is bound to a unit. */
GLboolean bound;
+ /** Texture Target (TEXTURE_1D/2D/3D/etc_INDEX). */
+ gl_texture_index target;
+
/** Pointer to the base of the data. */
GLvoid *data;
};
/** Image unit (set by glUniform1()). */
GLubyte unit;
- /** Access qualifier (GL_READ_WRITE, GL_READ_ONLY, GL_WRITE_ONLY) */
- GLenum access;
-
/** Whether this bindless image is bound to a unit. */
GLboolean bound;
+ /** Access qualifier (GL_READ_WRITE, GL_READ_ONLY, GL_WRITE_ONLY) */
+ GLenum access;
+
/** Pointer to the base of the data. */
GLvoid *data;
};
GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
+ /** Should fixed-function T&L be implemented with a vertex prog? */
+ GLboolean _MaintainTnlProgram;
+
struct gl_program *Current; /**< User-bound vertex program */
/** Currently enabled and valid vertex program (including internal
GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
- /** Should fixed-function T&L be implemented with a vertex prog? */
- GLboolean _MaintainTnlProgram;
-
/** Program to emulate fixed-function T&L (see above) */
struct gl_program *_TnlProgram;
struct gl_fragment_program_state
{
GLboolean Enabled; /**< User-set fragment program enable flag */
+ /** Should fixed-function texturing be implemented with a fragment prog? */
+ GLboolean _MaintainTexEnvProgram;
+
struct gl_program *Current; /**< User-bound fragment program */
/** Currently enabled and valid fragment program (including internal
GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
- /** Should fixed-function texturing be implemented with a fragment prog? */
- GLboolean _MaintainTexEnvProgram;
-
/** Program to emulate fixed-function texture env/combine (see above) */
struct gl_program *_TexEnvProgram;
GLchar *Label; /**< GL_KHR_debug */
unsigned char sha1[20]; /**< SHA1 hash of pre-processed source */
GLboolean DeletePending;
- enum gl_compile_status CompileStatus;
bool IsES; /**< True if this shader uses GLSL ES */
+ enum gl_compile_status CompileStatus;
+
#ifdef DEBUG
unsigned SourceChecksum; /**< for debug/logging purposes */
#endif
unsigned Version; /**< GLSL version used for linking */
- struct exec_list *ir;
- struct glsl_symbol_table *symbols;
-
/**
* A bitmask of gl_advanced_blend_mode values
*/
GLbitfield BlendSupport;
+ struct exec_list *ir;
+ struct glsl_symbol_table *symbols;
+
/**
* Whether early fragment tests are enabled as defined by
* ARB_shader_image_load_store.
struct gl_uniform_storage *UniformStorage;
unsigned NumUniformBlocks;
- struct gl_uniform_block *UniformBlocks;
-
unsigned NumShaderStorageBlocks;
+
+ struct gl_uniform_block *UniformBlocks;
struct gl_uniform_block *ShaderStorageBlocks;
struct gl_active_atomic_buffer *AtomicBuffers;
* lands we should switch to using the cache_fallback support.
*/
bool skip_cache;
+ GLboolean Validated;
/** List of all active resources after linking. */
struct gl_program_resource *ProgramResourceList;
unsigned NumProgramResourceList;
enum gl_link_status LinkStatus; /**< GL_LINK_STATUS */
- GLboolean Validated;
GLchar *InfoLog;
unsigned Version; /**< GLSL version used for linking */
struct gl_sync_object
{
GLuint Name; /**< Fence name */
- GLchar *Label; /**< GL_KHR_debug */
GLint RefCount; /**< Reference count */
+ GLchar *Label; /**< GL_KHR_debug */
GLboolean DeletePending; /**< Object was deleted while there were still
* live references (e.g., sync not yet finished)
*/
struct gl_display_list
{
GLuint Name;
- GLchar *Label; /**< GL_KHR_debug */
GLbitfield Flags; /**< DLIST_x flags */
+ GLchar *Label; /**< GL_KHR_debug */
/** The dlist commands are in a linked list of nodes */
union gl_dlist_node *Head;
};
*/
struct gl_dlist_state
{
- GLuint CallDepth; /**< Current recursion calling depth */
-
struct gl_display_list *CurrentList; /**< List currently being compiled */
union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
GLuint CurrentPos; /**< Index into current block of nodes */
+ GLuint CallDepth; /**< Current recursion calling depth */
GLvertexformat ListVtxfmt;