#include "main/mfeatures.h"
#include "glapi/glapi.h"
#include "math/m_matrix.h" /* GLmatrix */
+#include "main/simple_list.h" /* struct simple_node */
/**
/*@{*/
struct _mesa_HashTable;
struct gl_attrib_node;
+struct gl_meta_state;
struct gl_pixelstore_attrib;
struct gl_program_cache;
struct gl_texture_format;
FRAG_ATTRIB_TEX5 = 9,
FRAG_ATTRIB_TEX6 = 10,
FRAG_ATTRIB_TEX7 = 11,
- FRAG_ATTRIB_VAR0 = 12, /**< shader varying */
+ FRAG_ATTRIB_FACE = 12, /**< front/back face */
+ FRAG_ATTRIB_PNTC = 13, /**< sprite/point coord */
+ FRAG_ATTRIB_VAR0 = 14, /**< shader varying */
FRAG_ATTRIB_MAX = (FRAG_ATTRIB_VAR0 + MAX_VARYING)
} gl_frag_attrib;
#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)
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 */
struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
+ /** GL_ARB_seamless_cubemap */
+ GLboolean CubeMapSeamless;
+
/** GL_EXT_shared_texture_palette */
GLboolean SharedPalette;
struct gl_color_table Palette;
{
GLint RefCount;
GLuint Name;
- GLenum Usage;
- GLenum Access;
- GLvoid *Pointer; /**< Only valid while buffer is mapped */
- GLintptr Offset; /**< mapped offset */
- GLsizeiptr Length; /**< mapped length */
- GLsizeiptrARB Size; /**< Size of storage in bytes */
- GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
- GLboolean Written; /**< Ever written to? (for debugging) */
+ 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. */
+ /** Fields describing a mapped buffer */
+ /*@{*/
+ GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
+ GLvoid *Pointer; /**< User-space address of mapping */
+ GLintptr Offset; /**< Mapped offset */
+ GLsizeiptr Length; /**< Mapped length */
+ /*@}*/
+ GLboolean Written; /**< Ever written to? (for debugging) */
};
GLint RefCount;
_glthread_Mutex Mutex;
+ GLboolean VBOonly; /**< require all arrays to live in VBOs? */
/** Conventional vertex arrays */
/*@{*/
/** The default vertex array object */
struct gl_array_object *DefaultArrayObj;
+ /** Array objects (GL_ARB/APPLE_vertex_array_object) */
+ struct _mesa_HashTable *Objects;
+
GLint ActiveTexture; /**< Client Active Texture */
GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
/** Map from sampler unit to texture unit (set by glUniform1i()) */
GLubyte SamplerUnits[MAX_SAMPLERS];
/** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
- GLubyte SamplerTargets[MAX_SAMPLERS];
+ gl_texture_index SamplerTargets[MAX_SAMPLERS];
/** Logical counts */
/*@{*/
struct gl_program Base; /**< base class */
GLenum FogOption;
GLboolean UsesKill; /**< shader uses KIL instruction */
- GLboolean UsesPointCoord; /**< shader uses gl_PointCoord */
- GLboolean UsesFrontFacing; /**< shader used gl_FrontFacing */
- GLboolean UsesFogFragCoord; /**< shader used gl_FogFragCoord */
};
};
+/** Sync object state */
+struct gl_sync_object {
+ struct simple_node link;
+ GLenum Type; /**< GL_SYNC_FENCE */
+ GLuint Name; /**< Fence name */
+ GLint RefCount; /**< Reference count */
+ GLboolean DeletePending; /**< Object was deleted while there were still
+ * live references (e.g., sync not yet finished)
+ */
+ GLenum SyncCondition;
+ GLbitfield Flags; /**< Flags passed to glFenceSync */
+ GLuint StatusFlag:1; /**< Has the sync object been signaled? */
+};
+
+
/** Set by #pragma directives */
struct gl_sl_pragmas
{
GLboolean Main; /**< shader defines main() */
GLboolean UnresolvedRefs;
const GLchar *Source; /**< Source code string */
+ GLuint SourceChecksum; /**< for debug/logging purposes */
struct gl_program *Program; /**< Post-compile assembly code */
GLchar *InfoLog;
struct gl_sl_pragmas Pragmas;
struct gl_program_parameter_list *Varying;
GLboolean LinkStatus; /**< GL_LINK_STATUS */
GLboolean Validated;
+ GLboolean _Used; /**< Ever used for drawing? */
GLchar *InfoLog;
};
struct gl_shader_program *CurrentProgram; /**< The user-bound program */
/** Driver-selectable options: */
GLboolean EmitHighLevelInstructions; /**< IF/ELSE/ENDIF vs. BRA, etc. */
+ GLboolean EmitContReturn; /**< Emit CONT/RET opcodes? */
GLboolean EmitCondCodes; /**< Use condition codes? */
GLboolean EmitComments; /**< Annotated instructions */
+ GLboolean EmitNVTempInitialization; /**< 0-fill NV temp registers */
void *MemPool;
GLbitfield Flags; /**< Mask of GLSL_x flags */
struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
struct _mesa_HashTable *FrameBuffers;
#endif
- /** Objects associated with the GL_APPLE_vertex_array_object extension. */
- struct _mesa_HashTable *ArrayObjects;
+#if FEATURE_ARB_sync
+ struct simple_node SyncObjects;
+#endif
void *DriverData; /**< Device driver shared state */
};
GLuint MaxVarying; /**< Number of float[4] varying parameters */
GLbitfield SupportedBumpUnits; /**> units supporting GL_ATI_envmap_bumpmap as targets */
+
+ /**
+ * Maximum amount of time, measured in nanseconds, that the server can wait.
+ */
+ GLuint64 MaxServerWaitTimeout;
+
+
+ /**< GL_EXT_provoking_vertex */
+ GLboolean QuadsFollowProvokingVertexConvention;
};
GLboolean ARB_framebuffer_object;
GLboolean ARB_half_float_pixel;
GLboolean ARB_imaging;
+ GLboolean ARB_map_buffer_range;
GLboolean ARB_multisample;
GLboolean ARB_multitexture;
GLboolean ARB_occlusion_query;
GLboolean ARB_point_sprite;
+ GLboolean ARB_seamless_cube_map;
GLboolean ARB_shader_objects;
GLboolean ARB_shading_language_100;
GLboolean ARB_shading_language_120;
GLboolean ARB_shadow;
GLboolean ARB_shadow_ambient; /* or GL_ARB_shadow_ambient */
+ GLboolean ARB_sync;
GLboolean ARB_texture_border_clamp;
GLboolean ARB_texture_compression;
GLboolean ARB_texture_cube_map;
GLboolean ARB_texture_mirrored_repeat;
GLboolean ARB_texture_non_power_of_two;
GLboolean ARB_transpose_matrix;
+ GLboolean ARB_vertex_array_object;
GLboolean ARB_vertex_buffer_object;
GLboolean ARB_vertex_program;
GLboolean ARB_vertex_shader;
GLboolean EXT_pixel_buffer_object;
GLboolean EXT_point_parameters;
GLboolean EXT_polygon_offset;
+ GLboolean EXT_provoking_vertex;
GLboolean EXT_rescale_normal;
GLboolean EXT_shadow_funcs;
GLboolean EXT_secondary_color;
GLubyte ActiveEdgeFlag;
GLboolean CurrentEdgeFlag;
+
+ struct {
+ /* State known to have been set by the currently-compiling display
+ * list. Used to eliminate some redundant state changes.
+ */
+ GLenum ShadeModel;
+ } Current;
};
struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
/*@}*/
+ struct gl_meta_state *Meta; /**< for "meta" operations */
+
#if FEATURE_EXT_framebuffer_object
struct gl_renderbuffer *CurrentRenderbuffer;
#endif
GLenum ErrorValue; /**< Last error code */
+
+ /**
+ * Recognize and silence repeated error debug messages in buggy apps.
+ */
+ const char *ErrorDebugFmtString;
+ GLuint ErrorDebugCount;
+
GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
+ GLboolean ViewportInitialized; /**< has viewport size been initialized? */
+
GLbitfield varying_vp_inputs; /**< mask of VERT_BIT_* flags */
/** \name Derived state */