#include "main/formats.h" /* MESA_FORMAT_COUNT */
-/**
- * Stencil buffer data type.
- */
-#if STENCIL_BITS==8
- typedef GLubyte GLstencil;
-#elif STENCIL_BITS==16
- typedef GLushort GLstencil;
-#else
-# error "illegal number of stencil bits"
+#ifdef __cplusplus
+extern "C" {
#endif
struct gl_texture_object;
struct gl_context;
struct st_context;
+struct gl_uniform_storage;
/*@}*/
VERT_ATTRIB_COLOR1 = 4,
VERT_ATTRIB_FOG = 5,
VERT_ATTRIB_COLOR_INDEX = 6,
- VERT_ATTRIB_POINT_SIZE = 6, /*alias*/
VERT_ATTRIB_EDGEFLAG = 7,
VERT_ATTRIB_TEX0 = 8,
VERT_ATTRIB_TEX1 = 9,
VERT_ATTRIB_TEX5 = 13,
VERT_ATTRIB_TEX6 = 14,
VERT_ATTRIB_TEX7 = 15,
- VERT_ATTRIB_GENERIC0 = 16,
- VERT_ATTRIB_GENERIC1 = 17,
- VERT_ATTRIB_GENERIC2 = 18,
- VERT_ATTRIB_GENERIC3 = 19,
- VERT_ATTRIB_GENERIC4 = 20,
- VERT_ATTRIB_GENERIC5 = 21,
- VERT_ATTRIB_GENERIC6 = 22,
- VERT_ATTRIB_GENERIC7 = 23,
- VERT_ATTRIB_GENERIC8 = 24,
- VERT_ATTRIB_GENERIC9 = 25,
- VERT_ATTRIB_GENERIC10 = 26,
- VERT_ATTRIB_GENERIC11 = 27,
- VERT_ATTRIB_GENERIC12 = 28,
- VERT_ATTRIB_GENERIC13 = 29,
- VERT_ATTRIB_GENERIC14 = 30,
- VERT_ATTRIB_GENERIC15 = 31,
- VERT_ATTRIB_MAX = 32
+ VERT_ATTRIB_POINT_SIZE = 16,
+ VERT_ATTRIB_GENERIC0 = 17,
+ VERT_ATTRIB_GENERIC1 = 18,
+ VERT_ATTRIB_GENERIC2 = 19,
+ VERT_ATTRIB_GENERIC3 = 20,
+ VERT_ATTRIB_GENERIC4 = 21,
+ VERT_ATTRIB_GENERIC5 = 22,
+ VERT_ATTRIB_GENERIC6 = 23,
+ VERT_ATTRIB_GENERIC7 = 24,
+ VERT_ATTRIB_GENERIC8 = 25,
+ VERT_ATTRIB_GENERIC9 = 26,
+ VERT_ATTRIB_GENERIC10 = 27,
+ VERT_ATTRIB_GENERIC11 = 28,
+ VERT_ATTRIB_GENERIC12 = 29,
+ VERT_ATTRIB_GENERIC13 = 30,
+ VERT_ATTRIB_GENERIC14 = 31,
+ VERT_ATTRIB_GENERIC15 = 32,
+ VERT_ATTRIB_MAX = 33
} gl_vert_attrib;
+/**
+ * Symbolic constats to help iterating over
+ * specific blocks of vertex attributes.
+ *
+ * VERT_ATTRIB_FF
+ * includes all fixed function attributes as well as
+ * the aliased GL_NV_vertex_program shader attributes.
+ * VERT_ATTRIB_TEX
+ * include the classic texture coordinate attributes.
+ * Is a subset of VERT_ATTRIB_FF.
+ * VERT_ATTRIB_GENERIC_NV
+ * include the NV shader attributes.
+ * Is a subset of VERT_ATTRIB_FF.
+ * VERT_ATTRIB_GENERIC
+ * include the OpenGL 2.0+ GLSL generic shader attributes.
+ * These alias the generic GL_ARB_vertex_shader attributes.
+ */
+#define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
+#define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
+
+#define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
+#define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
+
+#define VERT_ATTRIB_GENERIC_NV(i) (VERT_ATTRIB_POS + (i))
+#define VERT_ATTRIB_GENERIC_NV_MAX MAX_VERTEX_GENERIC_ATTRIBS
+
+#define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
+#define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
+
/**
* Bitflags for vertex attributes.
* These are used in bitfields in many places.
*/
/*@{*/
-#define VERT_BIT_POS (1 << VERT_ATTRIB_POS)
-#define VERT_BIT_WEIGHT (1 << VERT_ATTRIB_WEIGHT)
-#define VERT_BIT_NORMAL (1 << VERT_ATTRIB_NORMAL)
-#define VERT_BIT_COLOR0 (1 << VERT_ATTRIB_COLOR0)
-#define VERT_BIT_COLOR1 (1 << VERT_ATTRIB_COLOR1)
-#define VERT_BIT_FOG (1 << VERT_ATTRIB_FOG)
-#define VERT_BIT_COLOR_INDEX (1 << VERT_ATTRIB_COLOR_INDEX)
-#define VERT_BIT_EDGEFLAG (1 << VERT_ATTRIB_EDGEFLAG)
-#define VERT_BIT_TEX0 (1 << VERT_ATTRIB_TEX0)
-#define VERT_BIT_TEX1 (1 << VERT_ATTRIB_TEX1)
-#define VERT_BIT_TEX2 (1 << VERT_ATTRIB_TEX2)
-#define VERT_BIT_TEX3 (1 << VERT_ATTRIB_TEX3)
-#define VERT_BIT_TEX4 (1 << VERT_ATTRIB_TEX4)
-#define VERT_BIT_TEX5 (1 << VERT_ATTRIB_TEX5)
-#define VERT_BIT_TEX6 (1 << VERT_ATTRIB_TEX6)
-#define VERT_BIT_TEX7 (1 << VERT_ATTRIB_TEX7)
-#define VERT_BIT_GENERIC0 (1 << VERT_ATTRIB_GENERIC0)
-#define VERT_BIT_GENERIC1 (1 << VERT_ATTRIB_GENERIC1)
-#define VERT_BIT_GENERIC2 (1 << VERT_ATTRIB_GENERIC2)
-#define VERT_BIT_GENERIC3 (1 << VERT_ATTRIB_GENERIC3)
-#define VERT_BIT_GENERIC4 (1 << VERT_ATTRIB_GENERIC4)
-#define VERT_BIT_GENERIC5 (1 << VERT_ATTRIB_GENERIC5)
-#define VERT_BIT_GENERIC6 (1 << VERT_ATTRIB_GENERIC6)
-#define VERT_BIT_GENERIC7 (1 << VERT_ATTRIB_GENERIC7)
-#define VERT_BIT_GENERIC8 (1 << VERT_ATTRIB_GENERIC8)
-#define VERT_BIT_GENERIC9 (1 << VERT_ATTRIB_GENERIC9)
-#define VERT_BIT_GENERIC10 (1 << VERT_ATTRIB_GENERIC10)
-#define VERT_BIT_GENERIC11 (1 << VERT_ATTRIB_GENERIC11)
-#define VERT_BIT_GENERIC12 (1 << VERT_ATTRIB_GENERIC12)
-#define VERT_BIT_GENERIC13 (1 << VERT_ATTRIB_GENERIC13)
-#define VERT_BIT_GENERIC14 (1 << VERT_ATTRIB_GENERIC14)
-#define VERT_BIT_GENERIC15 (1 << VERT_ATTRIB_GENERIC15)
-
-#define VERT_BIT_TEX(u) (1 << (VERT_ATTRIB_TEX0 + (u)))
-#define VERT_BIT_GENERIC(g) (1 << (VERT_ATTRIB_GENERIC0 + (g)))
+#define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
+#define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
+#define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
+#define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
+#define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
+#define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
+#define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
+#define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
+#define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
+#define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
+#define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
+#define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
+#define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
+#define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
+#define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
+#define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
+#define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
+#define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
+
+#define VERT_BIT(i) BITFIELD64_BIT(i)
+#define VERT_BIT_ALL (BITFIELD64_BIT(VERT_ATTRIB_MAX) - 1)
+
+#define VERT_BIT_FF(i) VERT_BIT(i)
+#define VERT_BIT_FF_ALL (BITFIELD64_BIT(VERT_ATTRIB_FF_MAX) - 1)
+#define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
+#define VERT_BIT_TEX_ALL \
+ ((BITFIELD64_BIT(VERT_ATTRIB_TEX_MAX) - 1) << VERT_ATTRIB_TEX(0))
+#define VERT_BIT_GENERIC_NV(i) VERT_BIT(VERT_ATTRIB_GENERIC_NV(i))
+#define VERT_BIT_GENERIC_NV_ALL \
+ ((BITFIELD64_BIT(VERT_ATTRIB_GENERIC_NV_MAX) - 1) << (VERT_ATTRIB_GENERIC_NV(0)))
+#define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
+#define VERT_BIT_GENERIC_ALL \
+ ((BITFIELD64_BIT(VERT_ATTRIB_GENERIC_MAX) - 1) << (VERT_ATTRIB_GENERIC(0)))
/*@}*/
GLboolean ColorSumEnabled;
GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
+ GLenum FogDistanceMode; /**< GL_NV_fog_distance */
};
TEXTURE_BUFFER_INDEX,
TEXTURE_2D_ARRAY_INDEX,
TEXTURE_1D_ARRAY_INDEX,
+ TEXTURE_EXTERNAL_INDEX,
TEXTURE_CUBE_INDEX,
TEXTURE_3D_INDEX,
TEXTURE_RECT_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)
+#define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
#define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
#define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
#define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
GLboolean _Complete; /**< Is texture object complete? */
GLboolean _RenderToTexture; /**< Any rendering to this texture? */
GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
+ GLboolean Immutable; /**< GL_ARB_texture_storage */
/** Actual texture images, indexed by [cube face] and [mipmap level] */
struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
struct gl_buffer_object *BufferObject;
GLenum BufferObjectFormat;
- /**
- * \name For device driver.
- * Note: instead of attaching driver data to this pointer, it's preferable
- * to instead use this struct as a base class for your own texture object
- * class. Driver->NewTextureObject() can be used to implement the
- * allocation.
- */
- void *DriverData; /**< Arbitrary device driver data */
+ /** GL_OES_EGL_image_external */
+ GLint RequiredTextureImageUnits;
};
GLintptr Offset; /**< Mapped offset */
GLsizeiptr Length; /**< Mapped length */
/*@}*/
+ GLboolean DeletePending; /**< true if buffer object is removed from the hash */
GLboolean Written; /**< Ever written to? (for debugging) */
GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
};
_glthread_Mutex Mutex;
GLboolean VBOonly; /**< require all arrays to live in VBOs? */
- /** Conventional vertex arrays */
- /*@{*/
- struct gl_client_array Vertex;
- struct gl_client_array Weight;
- struct gl_client_array Normal;
- struct gl_client_array Color;
- struct gl_client_array SecondaryColor;
- struct gl_client_array FogCoord;
- struct gl_client_array Index;
- struct gl_client_array EdgeFlag;
- struct gl_client_array TexCoord[MAX_TEXTURE_COORD_UNITS];
- struct gl_client_array PointSize;
- /*@}*/
-
- /**
- * Generic arrays for vertex programs/shaders.
- * For NV vertex programs, these attributes alias and take priority
- * over the conventional attribs above. For ARB vertex programs and
- * GLSL vertex shaders, these attributes are separate.
- */
- struct gl_client_array VertexAttrib[MAX_VERTEX_GENERIC_ATTRIBS];
+ /** Vertex attribute arrays */
+ struct gl_client_array VertexAttrib[VERT_ATTRIB_MAX];
- /** Mask of _NEW_ARRAY_* values indicating which arrays are enabled */
- GLbitfield _Enabled;
+ /** Mask of VERT_BIT_* values indicating which arrays are enabled */
+ GLbitfield64 _Enabled;
/**
* Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
* we can determine the max legal (in bounds) glDrawElements array index.
*/
GLuint _MaxElement;
+
+ struct gl_buffer_object *ElementArrayBufferObj;
};
GLboolean PrimitiveRestart;
GLuint RestartIndex;
- GLbitfield NewState; /**< mask of _NEW_ARRAY_* values */
+ GLbitfield64 NewState; /**< mask of VERT_BIT_* values */
GLboolean RebindArrays; /**< whether the VBO module should rebind arrays */
/* GL_ARB_vertex_buffer_object */
struct gl_buffer_object *ArrayBufferObj;
- struct gl_buffer_object *ElementArrayBufferObj;
};
typedef enum
{
SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
+ SYSTEM_VALUE_VERTEX_ID, /**< Vertex shader only */
SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
SYSTEM_VALUE_MAX /**< Number of values */
} gl_system_value;
+/**
+ * The possible interpolation qualifiers that can be applied to a fragment
+ * shader input in GLSL.
+ *
+ * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
+ * gl_fragment_program data structure to 0 causes the default behavior.
+ */
+enum glsl_interp_qualifier
+{
+ INTERP_QUALIFIER_NONE = 0,
+ INTERP_QUALIFIER_SMOOTH,
+ INTERP_QUALIFIER_FLAT,
+ INTERP_QUALIFIER_NOPERSPECTIVE
+};
+
+
/** Vertex and fragment instructions */
struct prog_instruction;
struct gl_program_parameter_list;
struct gl_uniform_list;
+/** Post-link transform feedback info. */
+struct gl_transform_feedback_info {
+ unsigned NumOutputs;
+
+ struct {
+ unsigned OutputRegister;
+ unsigned OutputBuffer;
+ unsigned NumComponents;
+
+ /** offset (in DWORDs) of this output within the interleaved structure */
+ unsigned DstOffset;
+ } Outputs[MAX_PROGRAM_OUTPUTS];
+
+ /**
+ * Total number of components stored in each buffer. This may be used by
+ * hardware back-ends to determine the correct stride when interleaving
+ * multiple transform feedback outputs in the same buffer.
+ */
+ unsigned BufferStride[MAX_FEEDBACK_ATTRIBS];
+};
/**
* Base class for any kind of program object
struct prog_instruction *Instructions;
- GLbitfield InputsRead; /**< Bitmask of which input regs are read */
+ GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
GLboolean OriginUpperLeft;
GLboolean PixelCenterInteger;
enum gl_frag_depth_layout FragDepthLayout;
+
+ /**
+ * GLSL interpolation qualifier associated with each fragment shader input.
+ * For inputs that do not have an interpolation qualifier specified in
+ * GLSL, the value is INTERP_QUALIFIER_NONE.
+ */
+ enum glsl_interp_qualifier InterpQualifier[FRAG_ATTRIB_MAX];
};
unsigned Version; /**< GLSL version used for linking */
+ unsigned num_samplers; /**< Number of samplers used by this shader.
+ * This field is only set post-linking.
+ */
+ /**
+ * Number of uniform components used by this shader.
+ *
+ * This field is only set post-linking.
+ */
+ unsigned num_uniform_components;
+
struct exec_list *ir;
struct glsl_symbol_table *symbols;
*/
struct string_to_uint_map *AttributeBindings;
+ /**
+ * User-defined fragment data bindings
+ *
+ * These are set via \c glBindFragDataLocation and are used to direct the
+ * GLSL linker. These are \b not the values used in the compiled shader,
+ * and they are \b not the values returned by \c glGetFragDataLocation.
+ */
+ struct string_to_uint_map *FragDataBindings;
+
/** Transform feedback varyings */
struct {
GLenum BufferMode;
GLchar **VaryingNames; /**< Array [NumVarying] of char * */
} TransformFeedback;
+ /** Post-link transform feedback info. */
+ struct gl_transform_feedback_info LinkedTransformFeedback;
+
+ /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
+ enum gl_frag_depth_layout FragDepthLayout;
+
/** Geometry shader state - copied into gl_geometry_program at link time */
struct {
GLint VerticesOut;
} Vert;
/* post-link info: */
- struct gl_uniform_list *Uniforms;
+ unsigned NumUserUniformStorage;
+ struct gl_uniform_storage *UniformStorage;
+
+ /**
+ * Map of active uniform names to locations
+ *
+ * Maps any active uniform that is not an array element to a location.
+ * Each active uniform, including individual structure members will appear
+ * in this map. This roughly corresponds to the set of names that would be
+ * enumerated by \c glGetActiveUniform.
+ */
+ struct string_to_uint_map *UniformHash;
+
+ /**
+ * Map from sampler unit to texture unit (set by glUniform1i())
+ *
+ * A sampler unit is associated with each sampler uniform by the linker.
+ * The sampler unit associated with each uniform is stored in the
+ * \c gl_uniform_storage::sampler field.
+ */
+ GLubyte SamplerUnits[MAX_SAMPLERS];
+ /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
+ gl_texture_index SamplerTargets[MAX_SAMPLERS];
+
struct gl_program_parameter_list *Varying;
GLboolean LinkStatus; /**< GL_LINK_STATUS */
GLboolean Validated;
GLint RefCount;
GLboolean Active; /**< Is transform feedback enabled? */
GLboolean Paused; /**< Is transform feedback paused? */
+ GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
+ at least once? */
/** The feedback buffers */
GLuint BufferNames[MAX_FEEDBACK_ATTRIBS];
{
GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
- GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
-
/** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
struct gl_buffer_object *CurrentBuffer;
struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
struct gl_renderbuffer *_ColorReadBuffer;
- /** The Actual depth/stencil buffers to use. May be wrappers around the
- * depth/stencil buffers attached above. */
+ /** Wrappers to make combined depth/stencil buffers look like separate
+ * buffers. Only used by swrast. Will be removed in the future.
+ */
struct gl_renderbuffer *_DepthBuffer;
struct gl_renderbuffer *_StencilBuffer;
/* GL_ARB_robustness */
GLenum ResetStrategy;
+
+ /**
+ * Whether the implementation strips out and ignores texture borders.
+ *
+ * Many GPU hardware implementations don't support rendering with texture
+ * borders and mipmapped textures. (Note: not static border color, but the
+ * old 1-pixel border around each edge). Implementations then have to do
+ * slow fallbacks to be correct, or just ignore the border and be fast but
+ * wrong. Setting the flag stripts the border off of TexImage calls,
+ * providing "fast but wrong" at significantly reduced driver complexity.
+ *
+ * Texture borders are deprecated in GL 3.0.
+ **/
+ GLboolean StripTextureBorder;
+
+ /**
+ * For drivers which can do a better job at eliminating unused varyings
+ * and uniforms than the GLSL compiler.
+ *
+ * XXX Remove these as soon as a better solution is available.
+ */
+ GLboolean GLSLSkipStrictMaxVaryingLimitCheck;
+ GLboolean GLSLSkipStrictMaxUniformLimitCheck;
};
GLboolean ARB_ES2_compatibility;
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_texture_non_power_of_two;
GLboolean ARB_texture_rg;
GLboolean ARB_texture_rgb10_a2ui;
+ GLboolean ARB_texture_storage;
GLboolean ARB_timer_query;
GLboolean ARB_transform_feedback2;
GLboolean ARB_transpose_matrix;
GLboolean EXT_vertex_array_bgra;
GLboolean OES_standard_derivatives;
/* vendor extensions */
- GLboolean AMD_conservative_depth;
GLboolean AMD_seamless_cubemap_per_texture;
GLboolean APPLE_packed_pixels;
GLboolean APPLE_vertex_array_object;
GLboolean MESA_texture_array;
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 S3_s3tc;
GLboolean OES_EGL_image;
GLboolean OES_draw_texture;
+ GLboolean OES_EGL_image_external;
+ GLboolean OES_compressed_ETC1_RGB8_texture;
GLboolean extension_sentinel;
/** The extension string */
const GLubyte *String;
#define _NEW_PROGRAM_CONSTANTS (1 << 27)
#define _NEW_BUFFER_OBJECT (1 << 28)
#define _NEW_FRAG_CLAMP (1 << 29)
+#define _NEW_TRANSFORM_FEEDBACK (1 << 30) /**< gl_context::TransformFeedback */
#define _NEW_ALL ~0
/*@}*/
-/**
- * \name Bits to track array state changes
- *
- * Also used to summarize array enabled.
- */
-/*@{*/
-#define _NEW_ARRAY_VERTEX VERT_BIT_POS
-#define _NEW_ARRAY_WEIGHT VERT_BIT_WEIGHT
-#define _NEW_ARRAY_NORMAL VERT_BIT_NORMAL
-#define _NEW_ARRAY_COLOR0 VERT_BIT_COLOR0
-#define _NEW_ARRAY_COLOR1 VERT_BIT_COLOR1
-#define _NEW_ARRAY_FOGCOORD VERT_BIT_FOG
-#define _NEW_ARRAY_INDEX VERT_BIT_COLOR_INDEX
-#define _NEW_ARRAY_EDGEFLAG VERT_BIT_EDGEFLAG
-#define _NEW_ARRAY_POINT_SIZE VERT_BIT_COLOR_INDEX /* aliased */
-#define _NEW_ARRAY_TEXCOORD_0 VERT_BIT_TEX0
-#define _NEW_ARRAY_TEXCOORD_1 VERT_BIT_TEX1
-#define _NEW_ARRAY_TEXCOORD_2 VERT_BIT_TEX2
-#define _NEW_ARRAY_TEXCOORD_3 VERT_BIT_TEX3
-#define _NEW_ARRAY_TEXCOORD_4 VERT_BIT_TEX4
-#define _NEW_ARRAY_TEXCOORD_5 VERT_BIT_TEX5
-#define _NEW_ARRAY_TEXCOORD_6 VERT_BIT_TEX6
-#define _NEW_ARRAY_TEXCOORD_7 VERT_BIT_TEX7
-#define _NEW_ARRAY_ATTRIB_0 VERT_BIT_GENERIC0 /* start at bit 16 */
-#define _NEW_ARRAY_ALL 0xffffffff
-
-
-#define _NEW_ARRAY_TEXCOORD(i) (_NEW_ARRAY_TEXCOORD_0 << (i))
-#define _NEW_ARRAY_ATTRIB(i) (_NEW_ARRAY_ATTRIB_0 << (i))
-/*@}*/
-
-
-
/**
* \name A bunch of flags that we think might be useful to drivers.
*
GLboolean ViewportInitialized; /**< has viewport size been initialized? */
- GLbitfield varying_vp_inputs; /**< mask of VERT_BIT_* flags */
+ GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
/** \name Derived state */
/*@{*/
*/
GLboolean mvp_with_dp4;
+ GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
+
/**
* \name Hooks for module contexts.
*
+#ifdef __cplusplus
+}
+#endif
+
#endif /* MTYPES_H */