#include "main/mfeatures.h"
#include "glapi/glapi.h"
#include "math/m_matrix.h" /* GLmatrix */
+#include "main/simple_list.h" /* struct simple_node */
/**
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)
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;
/** 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
{
struct gl_program_parameter_list *Varying;
GLboolean LinkStatus; /**< GL_LINK_STATUS */
GLboolean Validated;
+ GLboolean _Used; /**< Ever used for drawing? */
GLchar *InfoLog;
};
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
+#if FEATURE_ARB_sync
+ struct simple_node SyncObjects;
+#endif
+
void *DriverData; /**< Device driver shared state */
};
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_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;