BUFFER_BIT_COLOR6 | \
BUFFER_BIT_COLOR7)
+/* Mask of bits for depth+stencil buffers */
+#define BUFFER_BITS_DEPTH_STENCIL (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL)
+
/**
* Framebuffer configuration (aka visual / pixelformat)
* Note: some of these fields should be boolean, but it appears that
GLenum FrontFace; /**< Either GL_CW or GL_CCW */
GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
- GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
GLboolean CullFlag; /**< Culling on/off flag */
GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
GLboolean Enabled; /**< Enabled flag */
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 */
GLenum FailFunc[3]; /**< Fail function */
};
+/**
+ * A bindless sampler object.
+ */
+struct gl_bindless_sampler
+{
+ /** 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;
+
+ /** Pointer to the base of the data. */
+ GLvoid *data;
+};
+
+/**
+ * A bindless image object.
+ */
+struct gl_bindless_image
+{
+ /** 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;
+
+ /** Pointer to the base of the data. */
+ GLvoid *data;
+};
+
/**
* Names of the various vertex/fragment program register files, etc.
*
*/
gl_texture_index SamplerTargets[MAX_SAMPLERS];
+ /**
+ * Number of samplers declared with the bindless_sampler layout
+ * qualifier as specified by ARB_bindless_texture.
+ */
+ GLuint NumBindlessSamplers;
+ GLboolean HasBoundBindlessSampler;
+ struct gl_bindless_sampler *BindlessSamplers;
+
+ /**
+ * Number of images declared with the bindless_image layout qualifier
+ * as specified by ARB_bindless_texture.
+ */
+ GLuint NumBindlessImages;
+ GLboolean HasBoundBindlessImage;
+ struct gl_bindless_image *BindlessImages;
+
union {
struct {
/**
struct gl_vertex_program_state
{
GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
- GLboolean _Enabled; /**< Enabled and _valid_ user program? */
GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
- /** Computed two sided lighting for fixed function/programs. */
- GLboolean _TwoSideEnabled;
struct gl_program *Current; /**< User-bound vertex program */
/** Currently enabled and valid vertex program (including internal
struct gl_fragment_program_state
{
GLboolean Enabled; /**< User-set fragment program enable flag */
- GLboolean _Enabled; /**< Enabled and _valid_ user program? */
struct gl_program *Current; /**< User-bound fragment program */
/** Currently enabled and valid fragment program (including internal
struct gl_ati_fragment_shader_state
{
GLboolean Enabled;
- GLboolean _Enabled; /**< enabled and valid shader? */
GLboolean Compiling;
GLfloat GlobalConstants[8][4];
struct ati_fragment_shader *Current;
/** gl_context::Scissor::ScissorArray */
uint64_t NewScissorRect;
+
+ /** gl_context::Stencil */
+ uint64_t NewStencil;
};
struct gl_uniform_buffer_binding