X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fmesa%2Fmain%2Fmtypes.h;h=b95dfb9f7b7a352f56453fd4a23157989f77bf32;hb=15ddc2d94b0ac23bf23e166530e46be4ee9570a2;hp=4c5f02811efe155c5983a878fa8c699278bf9c2b;hpb=d09901993539385c015c6389310c186cba9bb263;p=mesa.git diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h index 4c5f02811ef..b95dfb9f7b7 100644 --- a/src/mesa/main/mtypes.h +++ b/src/mesa/main/mtypes.h @@ -76,6 +76,7 @@ struct gl_list_extensions; struct gl_meta_state; struct gl_program_cache; struct gl_texture_object; +struct gl_debug_state; struct gl_context; struct st_context; struct gl_uniform_storage; @@ -1085,7 +1086,6 @@ typedef enum /** * Bit flags for each type of texture object - * Used for Texture.Unit[]._ReallyEnabled flags. */ /*@{*/ #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX) @@ -1190,15 +1190,18 @@ struct gl_sampler_object */ struct gl_texture_object { - _glthread_Mutex Mutex; /**< for thread safety */ + mtx_t Mutex; /**< for thread safety */ GLint RefCount; /**< reference count */ GLuint Name; /**< the user-visible texture object ID */ GLchar *Label; /**< GL_KHR_debug */ GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */ + gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index. + Only valid when Target is valid. */ 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 */ @@ -1326,7 +1329,6 @@ struct gl_texgen struct gl_texture_unit { GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */ - GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */ GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */ GLclampf EnvColor[4]; @@ -1340,8 +1342,6 @@ struct gl_texture_unit GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */ GLfloat LodBias; /**< for biasing mipmap levels */ - GLenum BumpTarget; - GLfloat RotMatrix[4]; /* 2x2 matrix */ /** Current sampler object (GL_ARB_sampler_objects) */ struct gl_sampler_object *Sampler; @@ -1368,6 +1368,9 @@ struct gl_texture_unit /** Points to highest priority, complete and enabled texture object */ struct gl_texture_object *_Current; + + /** Texture targets that have a non-default texture bound */ + GLbitfield _BoundTextures; }; @@ -1387,9 +1390,6 @@ struct gl_texture_attrib /** GL_ARB_seamless_cubemap */ GLboolean CubeMapSeamless; - /** Texture units/samplers used by vertex or fragment texturing */ - GLbitfield _EnabledUnits; - /** Texture coord units/sets used for fragment texturing */ GLbitfield _EnabledCoordUnits; @@ -1401,6 +1401,12 @@ struct gl_texture_attrib /** Bitwise-OR of all Texture.Unit[i]._GenFlags */ GLbitfield _GenFlags; + + /** Largest index of a texture unit with _Current != NULL. */ + GLint _MaxEnabledTexImageUnit; + + /** Largest index + 1 of texture units that have had any CurrentTex set. */ + GLint NumCurrentTexUsed; }; @@ -1424,6 +1430,9 @@ struct gl_transform_attrib GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */ GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */ GLboolean DepthClamp; /**< GL_ARB_depth_clamp */ + /** GL_ARB_clip_control */ + GLenum ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */ + GLenum ClipDepthMode; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */ }; @@ -1439,28 +1448,55 @@ struct gl_viewport_attrib }; +typedef enum { + MAP_USER, + MAP_INTERNAL, + + MAP_COUNT +} gl_map_buffer_index; + + +/** + * Fields describing a mapped buffer range. + */ +struct gl_buffer_mapping { + GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */ + GLvoid *Pointer; /**< User-space address of mapping */ + GLintptr Offset; /**< Mapped offset */ + GLsizeiptr Length; /**< Mapped length */ +}; + + +/** + * Usages we've seen for a buffer object. + */ +typedef enum { + USAGE_UNIFORM_BUFFER = 0x1, + USAGE_TEXTURE_BUFFER = 0x2, + USAGE_ATOMIC_COUNTER_BUFFER = 0x4, +} gl_buffer_usage; + + /** * GL_ARB_vertex/pixel_buffer_object buffer object */ struct gl_buffer_object { - _glthread_Mutex Mutex; + mtx_t Mutex; GLint RefCount; GLuint Name; GLchar *Label; /**< GL_KHR_debug */ GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */ + GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, 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 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? */ + GLboolean Immutable; /**< GL_ARB_buffer_storage */ + gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */ + + struct gl_buffer_mapping Mappings[MAP_COUNT]; }; @@ -1478,6 +1514,10 @@ struct gl_pixelstore_attrib GLboolean SwapBytes; GLboolean LsbFirst; GLboolean Invert; /**< GL_MESA_pack_invert */ + GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */ + GLint CompressedBlockHeight; + GLint CompressedBlockDepth; + GLint CompressedBlockSize; struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */ }; @@ -1500,7 +1540,6 @@ struct gl_client_array GLuint _ElementSize; /**< size of each element in bytes */ struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */ - GLuint _MaxElement; /**< max element index into array buffer + 1 */ }; @@ -1560,7 +1599,7 @@ struct gl_vertex_array_object GLchar *Label; /**< GL_KHR_debug */ GLint RefCount; - _glthread_Mutex Mutex; + mtx_t Mutex; /** * Does the VAO use ARB semantics or Apple semantics? @@ -1603,17 +1642,36 @@ struct gl_vertex_array_object /** Mask of VERT_BIT_* values indicating changed/dirty arrays */ GLbitfield64 NewArrays; - /** - * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs - * we can determine the max legal (in bounds) glDrawElements array index. - */ - GLuint _MaxElement; - /** The index buffer (also known as the element array buffer in OpenGL). */ struct gl_buffer_object *IndexBufferObj; }; +/** Used to signal when transitioning from one kind of drawing method + * to another. + */ +typedef enum { + DRAW_NONE, /**< Initial value only */ + DRAW_BEGIN_END, + DRAW_DISPLAY_LIST, + DRAW_ARRAYS +} gl_draw_method; + +/** + * Enum for the OpenGL APIs we know about and may support. + * + * NOTE: This must match the api_enum table in + * src/mesa/main/get_hash_generator.py + */ +typedef enum +{ + API_OPENGL_COMPAT, /* legacy / compatibility contexts */ + API_OPENGLES, + API_OPENGLES2, + API_OPENGL_CORE, + API_OPENGL_LAST = API_OPENGL_CORE +} gl_api; + /** * Vertex array state */ @@ -1653,6 +1711,13 @@ struct gl_array_attrib * The array pointer is set up only by the VBO module. */ const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */ + + /** One of the DRAW_xxx flags, not consumed by drivers */ + gl_draw_method DrawMethod; + + /** Legal array datatypes and the API for which they have been computed */ + GLbitfield LegalTypesMask; + gl_api LegalTypesMaskAPI; }; @@ -1763,6 +1828,7 @@ struct gl_transform_feedback_output unsigned OutputRegister; unsigned OutputBuffer; unsigned NumComponents; + unsigned StreamId; /** offset (in DWORDs) of this output within the interleaved structure */ unsigned DstOffset; @@ -2007,13 +2073,113 @@ typedef enum */ 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_SAMPLE_ID, /**< Fragment shader only */ - SYSTEM_VALUE_SAMPLE_POS, /**< Fragment shader only */ - SYSTEM_VALUE_SAMPLE_MASK_IN, /**< Fragment shader only */ - SYSTEM_VALUE_INVOCATION_ID, /**< Geometry shader only */ + /** + * \name Vertex shader system values + */ + /*@{*/ + /** + * OpenGL-style vertex ID. + * + * Section 2.11.7 (Shader Execution), subsection Shader Inputs, of the + * OpenGL 3.3 core profile spec says: + * + * "gl_VertexID holds the integer index i implicitly passed by + * DrawArrays or one of the other drawing commands defined in section + * 2.8.3." + * + * Section 2.8.3 (Drawing Commands) of the same spec says: + * + * "The commands....are equivalent to the commands with the same base + * name (without the BaseVertex suffix), except that the ith element + * transferred by the corresponding draw call will be taken from + * element indices[i] + basevertex of each enabled array." + * + * Additionally, the overview in the GL_ARB_shader_draw_parameters spec + * says: + * + * "In unextended GL, vertex shaders have inputs named gl_VertexID and + * gl_InstanceID, which contain, respectively the index of the vertex + * and instance. The value of gl_VertexID is the implicitly passed + * index of the vertex being processed, which includes the value of + * baseVertex, for those commands that accept it." + * + * gl_VertexID gets basevertex added in. This differs from DirectX where + * SV_VertexID does \b not get basevertex added in. + * + * \note + * If all system values are available, \c SYSTEM_VALUE_VERTEX_ID will be + * equal to \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus + * \c SYSTEM_VALUE_BASE_VERTEX. + * + * \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_BASE_VERTEX + */ + SYSTEM_VALUE_VERTEX_ID, + + /** + * Instanced ID as supplied to gl_InstanceID + * + * Values assigned to gl_InstanceID always begin with zero, regardless of + * the value of baseinstance. + * + * Section 11.1.3.9 (Shader Inputs) of the OpenGL 4.4 core profile spec + * says: + * + * "gl_InstanceID holds the integer instance number of the current + * primitive in an instanced draw call (see section 10.5)." + * + * Through a big chain of pseudocode, section 10.5 describes that + * baseinstance is not counted by gl_InstanceID. In that section, notice + * + * "If an enabled vertex attribute array is instanced (it has a + * non-zero divisor as specified by VertexAttribDivisor), the element + * index that is transferred to the GL, for all vertices, is given by + * + * floor(instance/divisor) + baseinstance + * + * If an array corresponding to an attribute required by a vertex + * shader is not enabled, then the corresponding element is taken from + * the current attribute state (see section 10.2)." + * + * Note that baseinstance is \b not included in the value of instance. + */ + SYSTEM_VALUE_INSTANCE_ID, + + /** + * DirectX-style vertex ID. + * + * Unlike \c SYSTEM_VALUE_VERTEX_ID, this system value does \b not include + * the value of basevertex. + * + * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_BASE_VERTEX + */ + SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, + + /** + * Value of \c basevertex passed to \c glDrawElementsBaseVertex and similar + * functions. + * + * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE + */ + SYSTEM_VALUE_BASE_VERTEX, + /*@}*/ + + /** + * \name Geometry shader system values + */ + /*@{*/ + SYSTEM_VALUE_INVOCATION_ID, + /*@}*/ + + /** + * \name Fragment shader system values + */ + /*@{*/ + SYSTEM_VALUE_FRONT_FACE, /**< (not done yet) */ + SYSTEM_VALUE_SAMPLE_ID, + SYSTEM_VALUE_SAMPLE_POS, + SYSTEM_VALUE_SAMPLE_MASK_IN, + /*@}*/ + SYSTEM_VALUE_MAX /**< Number of values */ } gl_system_value; @@ -2148,7 +2314,8 @@ struct gl_geometry_program GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB, GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */ GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */ - GLboolean UsesEndPrimitive; + bool UsesEndPrimitive; + bool UsesStreams; }; @@ -2254,9 +2421,6 @@ struct gl_geometry_program_state struct gl_geometry_program *_Current; GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */ - - /** Cache of fixed-function programs */ - struct gl_program_cache *Cache; }; /** @@ -2287,6 +2451,20 @@ struct gl_fragment_program_state }; +/** + * Context state for compute programs. + */ +struct gl_compute_program_state +{ + struct gl_compute_program *Current; /**< user-bound compute program */ + + /** Currently enabled and valid program (including internal programs + * and compiled shader programs). + */ + struct gl_compute_program *_Current; +}; + + /** * ATI_fragment_shader runtime state */ @@ -2404,8 +2582,7 @@ struct gl_shader /** * This shader's uniform block information. * - * The offsets of the variables are assigned only for shaders in a program's - * _LinkedShaders[]. + * These fields are only set post-linking. */ struct gl_uniform_block *UniformBlocks; unsigned NumUniformBlocks; @@ -2414,6 +2591,15 @@ struct gl_shader struct glsl_symbol_table *symbols; bool uses_builtin_functions; + bool uses_gl_fragcoord; + bool redeclares_gl_fragcoord; + bool ARB_fragment_coord_conventions_enable; + + /** + * Fragment shader state from GLSL 1.50 layout qualifiers. + */ + bool origin_upper_left; + bool pixel_center_integer; /** * Geometry shader state from GLSL 1.50 layout qualifiers. @@ -2524,7 +2710,7 @@ struct gl_uniform_block GLuint Binding; /** - * Minimum size of a buffer object to back this uniform buffer + * Minimum size (in bytes) of a buffer object to back this uniform buffer * (GL_UNIFORM_BLOCK_DATA_SIZE). */ GLuint UniformBufferSize; @@ -2576,15 +2762,10 @@ struct gl_shader_program GLboolean BinaryRetreivableHint; /** - * Flags that the linker should not reject the program if it lacks - * a vertex or fragment shader. GLES2 doesn't allow separate - * shader objects, and would reject them. However, we internally - * build separate shader objects for fixed function programs, which - * we use for drivers/common/meta.c and for handling - * _mesa_update_state with no program bound (for example in - * glClear()). + * Indicates whether program can be bound for individual pipeline stages + * using UseProgramStages after it is next linked. */ - GLboolean InternalSeparateShader; + GLboolean SeparateShader; GLuint NumShaders; /**< number of attached shaders */ struct gl_shader **Shaders; /**< List of attached the shaders */ @@ -2612,7 +2793,7 @@ struct gl_shader_program * Transform feedback varyings last specified by * glTransformFeedbackVaryings(). * - * For the current set of transform feeedback varyings used for transform + * For the current set of transform feedback varyings used for transform * feedback output, see LinkedTransformFeedback. */ struct { @@ -2648,7 +2829,8 @@ struct gl_shader_program GLboolean UsesClipDistance; GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or 0 if not present. */ - GLboolean UsesEndPrimitive; + bool UsesEndPrimitive; + bool UsesStreams; } Geom; /** Vertex shader state */ @@ -2676,8 +2858,17 @@ struct gl_shader_program /* post-link info: */ unsigned NumUserUniformStorage; + unsigned NumHiddenUniforms; struct gl_uniform_storage *UniformStorage; + /** + * Mapping from GL uniform locations returned by \c glUniformLocation to + * UniformStorage entries. Arrays will have multiple contiguous slots + * in the UniformRemapTable, all pointing to the same UniformStorage entry. + */ + unsigned NumUniformRemapTable; + struct gl_uniform_storage **UniformRemapTable; + /** * Size of the gl_ClipDistance array that is output from the last pipeline * stage before the fragment shader. @@ -2687,21 +2878,6 @@ struct gl_shader_program struct gl_uniform_block *UniformBlocks; unsigned NumUniformBlocks; - /** - * Scale factor for the uniform base location - * - * This is used to generate locations (returned by \c glGetUniformLocation) - * of uniforms. The base location of the uniform is multiplied by this - * value, and the array index is added. - * - * \note - * Must be >= 1. - * - * \sa - * _mesa_uniform_merge_location_offset, _mesa_uniform_split_location_offset - */ - unsigned UniformLocationBaseScale; - /** * Indices into the _LinkedShaders's UniformBlocks[] array for each stage * they're used in, or -1. @@ -2727,6 +2903,7 @@ struct gl_shader_program GLboolean LinkStatus; /**< GL_LINK_STATUS */ GLboolean Validated; GLboolean _Used; /**< Ever used for drawing? */ + GLboolean SamplersValidated; /**< Samplers validated against texture units? */ GLchar *InfoLog; unsigned Version; /**< GLSL version used for linking */ @@ -2740,6 +2917,11 @@ struct gl_shader_program * \c NULL. */ struct gl_shader *_LinkedShaders[MESA_SHADER_STAGES]; + + /* True if any of the fragment shaders attached to this program use: + * #extension ARB_fragment_coord_conventions: enable + */ + GLboolean ARB_fragment_coord_conventions_enable; }; @@ -2757,15 +2939,23 @@ struct gl_shader_program /** * Context state for GLSL vertex/fragment shaders. + * Extended to support pipeline object */ -struct gl_shader_state +struct gl_pipeline_object { + /** Name of the pipeline object as received from glGenProgramPipelines. + * It would be 0 for shaders without separate shader objects. + */ + GLuint Name; + + GLint RefCount; + + mtx_t Mutex; + /** * Programs used for rendering * - * There is a separate program set for each shader stage. If - * GL_EXT_separate_shader_objects is not supported, each of these must point - * to \c NULL or to the same program. + * There is a separate program set for each shader stage. */ struct gl_shader_program *CurrentProgram[MESA_SHADER_STAGES]; @@ -2779,8 +2969,28 @@ struct gl_shader_state struct gl_shader_program *ActiveProgram; GLbitfield Flags; /**< Mask of GLSL_x flags */ + + GLboolean EverBound; /**< Has the pipeline object been created */ + + GLboolean Validated; /**< Pipeline Validation status */ + + GLchar *InfoLog; }; +/** + * Context state for GLSL pipeline shaders. + */ +struct gl_pipeline_shader_state +{ + /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */ + struct gl_pipeline_object *Current; + + /* Default Object to ensure that _Shader is never NULL */ + struct gl_pipeline_object *Default; + + /** Pipeline objects */ + struct _mesa_HashTable *Objects; +}; /** * Compiler options for a single GLSL shaders type @@ -2795,6 +3005,7 @@ struct gl_shader_compiler_options GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */ GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */ GLboolean EmitNoPow; /**< Emit POW opcodes? */ + GLboolean EmitNoSat; /**< Emit SAT opcodes? */ GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */ /** @@ -2835,6 +3046,7 @@ struct gl_query_object GLboolean Active; /**< inside Begin/EndQuery */ GLboolean Ready; /**< result is ready? */ GLboolean EverBound;/**< has query object ever been bound */ + GLuint Stream; /**< The stream */ }; @@ -2851,8 +3063,8 @@ struct gl_query_state struct gl_query_object *CondRenderQuery; /** GL_EXT_transform_feedback */ - struct gl_query_object *PrimitivesGenerated; - struct gl_query_object *PrimitivesWritten; + struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS]; + struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS]; /** GL_ARB_timer_query */ struct gl_query_object *TimeElapsed; @@ -2882,7 +3094,7 @@ struct gl_sync_object */ struct gl_shared_state { - _glthread_Mutex Mutex; /**< for thread safety */ + mtx_t Mutex; /**< for thread safety */ GLint RefCount; /**< Reference count */ struct _mesa_HashTable *DisplayList; /**< Display lists hash table */ struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */ @@ -2900,7 +3112,7 @@ struct gl_shared_state * \todo Improve the granularity of locking. */ /*@{*/ - _glthread_Mutex TexMutex; /**< texobj thread safety */ + mtx_t TexMutex; /**< texobj thread safety */ GLuint TextureStateStamp; /**< state notification for shared tex */ /*@}*/ @@ -2957,7 +3169,7 @@ struct gl_shared_state */ struct gl_renderbuffer { - _glthread_Mutex Mutex; /**< for thread safety */ + mtx_t Mutex; /**< for thread safety */ GLuint ClassID; /**< Useful for drivers */ GLuint Name; GLchar *Label; /**< GL_KHR_debug */ @@ -3035,7 +3247,7 @@ struct gl_renderbuffer_attachment */ struct gl_framebuffer { - _glthread_Mutex Mutex; /**< for thread safety */ + mtx_t Mutex; /**< for thread safety */ /** * If zero, this is a window system framebuffer. If non-zero, this * is a FBO framebuffer; note that for some devices (i.e. those with @@ -3245,9 +3457,6 @@ struct gl_constants GLuint PrimitivesWritten; } QueryCounterBits; - /** vertex array / buffer object bounds checking */ - GLboolean CheckArrayBounds; - GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */ GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */ @@ -3266,11 +3475,16 @@ struct gl_constants GLuint UniformBufferOffsetAlignment; /** @} */ + /** + * GL_ARB_explicit_uniform_location + */ + GLuint MaxUserAssignableUniformLocations; + /** GL_ARB_geometry_shader4 */ GLuint MaxGeometryOutputVertices; GLuint MaxGeometryTotalOutputComponents; - GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */ + GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */ /** * Changes default GLSL extension behavior from "error" to "warn". It's out @@ -3284,21 +3498,32 @@ struct gl_constants */ GLuint ForceGLSLVersion; + /** + * Allow GLSL #extension directives in the middle of shaders. + */ + GLboolean AllowGLSLExtensionDirectiveMidShader; + /** * Does the driver support real 32-bit integers? (Otherwise, integers are * simulated via floats.) */ GLboolean NativeIntegers; + /** + * Does VertexID count from zero or from base vertex? + * + * \note + * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is + * ignored and need not be set. + */ + bool VertexID_is_zero_based; + /** * If the driver supports real 32-bit integers, what integer value should be * used for boolean true in uniform uploads? (Usually 1 or ~0.) */ GLuint UniformBooleanTrue; - /** Which texture units support GL_ATI_envmap_bumpmap as targets */ - GLbitfield SupportedBumpUnits; - /** * Maximum amount of time, measured in nanseconds, that the server can wait. */ @@ -3313,6 +3538,9 @@ struct gl_constants /** OpenGL version 3.2 */ GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */ + /** OpenGL version 4.4 */ + GLuint MaxVertexAttribStride; + /** GL_EXT_transform_feedback */ GLuint MaxTransformFeedbackBuffers; GLuint MaxTransformFeedbackSeparateComponents; @@ -3355,11 +3583,6 @@ struct gl_constants */ GLboolean GLSLSkipStrictMaxUniformLimitCheck; - /** - * Force software support for primitive restart in the VBO module. - */ - GLboolean PrimitiveRestartInSoftware; - /** * Always use the GetTransformFeedbackVertexCount() driver hook, rather * than passing the transform feedback object to the drawing function. @@ -3380,6 +3603,19 @@ struct gl_constants */ GLboolean DisableVaryingPacking; + /** + * Should meaningful names be generated for compiler temporary variables? + * + * Generally, it is not useful to have the compiler generate "meaningful" + * names for temporary variables that it creates. This can, however, be a + * useful debugging aid. In Mesa debug builds or release builds when + * MESA_GLSL is set at run-time, meaningful names will be generated. + * Drivers can also force names to be generated by setting this field. + * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump + * vertex shader assembly) is set at run-time. + */ + bool GenerateTemporaryNames; + /* * Maximum value supported for an index in DrawElements and friends. * @@ -3402,6 +3638,38 @@ struct gl_constants GLint MaxDepthTextureSamples; GLint MaxIntegerSamples; + /** + * GL_EXT_texture_multisample_blit_scaled implementation assumes that + * samples are laid out in a rectangular grid roughly corresponding to + * sample locations within a pixel. Below SampleMap{2,4,8}x variables + * are used to map indices of rectangular grid to sample numbers within + * a pixel. This mapping of indices to sample numbers must be initialized + * by the driver for the target hardware. For example, if we have the 8X + * MSAA sample number layout (sample positions) for XYZ hardware: + * + * sample indices layout sample number layout + * --------- --------- + * | 0 | 1 | | a | b | + * --------- --------- + * | 2 | 3 | | c | d | + * --------- --------- + * | 4 | 5 | | e | f | + * --------- --------- + * | 6 | 7 | | g | h | + * --------- --------- + * + * Where a,b,c,d,e,f,g,h are integers between [0-7]. + * + * Then, initialize the SampleMap8x variable for XYZ hardware as shown + * below: + * SampleMap8x = {a, b, c, d, e, f, g, h}; + * + * Follow the logic for other sample counts. + */ + uint8_t SampleMap2x[2]; + uint8_t SampleMap4x[4]; + uint8_t SampleMap8x[8]; + /** GL_ARB_shader_atomic_counters */ GLuint MaxAtomicBufferBindings; GLuint MaxAtomicBufferSize; @@ -3426,6 +3694,13 @@ struct gl_constants /** GL_ARB_gpu_shader5 */ GLfloat MinFragmentInterpolationOffset; GLfloat MaxFragmentInterpolationOffset; + + GLboolean FakeSWMSAA; + + /** GL_KHR_context_flush_control */ + GLenum ContextReleaseBehavior; + + struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES]; }; @@ -3444,22 +3719,30 @@ struct gl_extensions GLboolean ARB_arrays_of_arrays; GLboolean ARB_base_instance; GLboolean ARB_blend_func_extended; + GLboolean ARB_buffer_storage; + GLboolean ARB_clear_texture; + GLboolean ARB_clip_control; GLboolean ARB_color_buffer_float; GLboolean ARB_compute_shader; + GLboolean ARB_conditional_render_inverted; GLboolean ARB_conservative_depth; + GLboolean ARB_copy_image; GLboolean ARB_depth_buffer_float; GLboolean ARB_depth_clamp; GLboolean ARB_depth_texture; + GLboolean ARB_derivative_control; GLboolean ARB_draw_buffers_blend; GLboolean ARB_draw_elements_base_vertex; GLboolean ARB_draw_indirect; GLboolean ARB_draw_instanced; GLboolean ARB_fragment_coord_conventions; + GLboolean ARB_fragment_layer_viewport; GLboolean ARB_fragment_program; GLboolean ARB_fragment_program_shadow; GLboolean ARB_fragment_shader; GLboolean ARB_framebuffer_object; GLboolean ARB_explicit_attrib_location; + GLboolean ARB_explicit_uniform_location; GLboolean ARB_geometry_shader4; GLboolean ARB_gpu_shader5; GLboolean ARB_half_float_vertex; @@ -3479,11 +3762,13 @@ struct gl_extensions GLboolean ARB_shading_language_packing; GLboolean ARB_shading_language_420pack; GLboolean ARB_shadow; + GLboolean ARB_stencil_texturing; GLboolean ARB_sync; GLboolean ARB_texture_border_clamp; GLboolean ARB_texture_buffer_object; GLboolean ARB_texture_buffer_object_rgb32; GLboolean ARB_texture_buffer_range; + GLboolean ARB_texture_compression_bptc; GLboolean ARB_texture_compression_rgtc; GLboolean ARB_texture_cube_map; GLboolean ARB_texture_cube_map_array; @@ -3495,6 +3780,7 @@ struct gl_extensions GLboolean ARB_texture_mirror_clamp_to_edge; GLboolean ARB_texture_multisample; GLboolean ARB_texture_non_power_of_two; + GLboolean ARB_texture_stencil8; GLboolean ARB_texture_query_levels; GLboolean ARB_texture_query_lod; GLboolean ARB_texture_rg; @@ -3525,7 +3811,6 @@ struct gl_extensions GLboolean EXT_pixel_buffer_object; GLboolean EXT_point_parameters; GLboolean EXT_provoking_vertex; - GLboolean EXT_separate_shader_objects; GLboolean EXT_shader_integer_mix; GLboolean EXT_stencil_two_side; GLboolean EXT_texture3D; @@ -3549,13 +3834,14 @@ struct gl_extensions GLboolean AMD_performance_monitor; GLboolean AMD_seamless_cubemap_per_texture; GLboolean AMD_vertex_shader_layer; + GLboolean AMD_vertex_shader_viewport_index; GLboolean APPLE_object_purgeable; - GLboolean ATI_envmap_bumpmap; GLboolean ATI_texture_compression_3dc; GLboolean ATI_texture_mirror_once; GLboolean ATI_texture_env_combine3; GLboolean ATI_fragment_shader; GLboolean ATI_separate_stencil; + GLboolean INTEL_performance_query; GLboolean MESA_pack_invert; GLboolean MESA_ycbcr_texture; GLboolean NV_conditional_render; @@ -3768,61 +4054,6 @@ enum mesa_debug_severity { /** @} */ -/** - * An error, warning, or other piece of debug information for an application - * to consume via GL_ARB_debug_output/GL_KHR_debug. - */ -struct gl_debug_msg -{ - enum mesa_debug_source source; - enum mesa_debug_type type; - GLuint id; - enum mesa_debug_severity severity; - GLsizei length; - GLcharARB *message; -}; - -struct gl_debug_namespace -{ - struct _mesa_HashTable *IDs; - unsigned ZeroID; /* a HashTable won't take zero, so store its state here */ - /** lists of IDs in the hash table at each severity */ - struct simple_node Severity[MESA_DEBUG_SEVERITY_COUNT]; -}; - -struct gl_debug_state -{ - GLDEBUGPROC Callback; - const void *CallbackData; - GLboolean SyncOutput; - GLboolean DebugOutput; - GLboolean ARBCallback; /* Used to track if current callback is of type ARB_debug_output or KHR_debug */ - GLboolean Defaults[MAX_DEBUG_GROUP_STACK_DEPTH][MESA_DEBUG_SEVERITY_COUNT][MESA_DEBUG_SOURCE_COUNT][MESA_DEBUG_TYPE_COUNT]; - struct gl_debug_namespace Namespaces[MAX_DEBUG_GROUP_STACK_DEPTH][MESA_DEBUG_SOURCE_COUNT][MESA_DEBUG_TYPE_COUNT]; - struct gl_debug_msg Log[MAX_DEBUG_LOGGED_MESSAGES]; - struct gl_debug_msg DebugGroupMsgs[MAX_DEBUG_GROUP_STACK_DEPTH]; - GLint GroupStackDepth; - GLint NumMessages; - GLint NextMsg; - GLint NextMsgLength; /* redundant, but copied here from Log[NextMsg].length - for the sake of the offsetof() code in get.c */ -}; - -/** - * Enum for the OpenGL APIs we know about and may support. - * - * NOTE: This must match the api_enum table in - * src/mesa/main/get_hash_generator.py - */ -typedef enum -{ - API_OPENGL_COMPAT, /* legacy / compatibility contexts */ - API_OPENGLES, - API_OPENGLES2, - API_OPENGL_CORE, - API_OPENGL_LAST = API_OPENGL_CORE -} gl_api; - /** * Driver-specific state flags. * @@ -3833,32 +4064,34 @@ typedef enum struct gl_driver_flags { /** gl_context::Array::_DrawArrays (vertex array state) */ - GLbitfield NewArray; + uint64_t NewArray; /** gl_context::TransformFeedback::CurrentObject */ - GLbitfield NewTransformFeedback; + uint64_t NewTransformFeedback; /** gl_context::TransformFeedback::CurrentObject::shader_program */ - GLbitfield NewTransformFeedbackProg; + uint64_t NewTransformFeedbackProg; /** gl_context::RasterDiscard */ - GLbitfield NewRasterizerDiscard; + uint64_t NewRasterizerDiscard; /** * gl_context::UniformBufferBindings * gl_shader_program::UniformBlocks */ - GLbitfield NewUniformBuffer; + uint64_t NewUniformBuffer; + + uint64_t NewTextureBuffer; /** * gl_context::AtomicBufferBindings */ - GLbitfield NewAtomicBuffer; + uint64_t NewAtomicBuffer; /** * gl_context::ImageUnits */ - GLbitfield NewImageUnits; + uint64_t NewImageUnits; }; struct gl_uniform_buffer_binding @@ -4078,10 +4311,30 @@ struct gl_context struct gl_vertex_program_state VertexProgram; struct gl_fragment_program_state FragmentProgram; struct gl_geometry_program_state GeometryProgram; + struct gl_compute_program_state ComputeProgram; struct gl_ati_fragment_shader_state ATIFragmentShader; - struct gl_shader_state Shader; /**< GLSL shader object state */ - struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES]; + struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */ + struct gl_pipeline_object Shader; /**< GLSL shader object state */ + + /** + * Current active shader pipeline state + * + * Almost all internal users want ::_Shader instead of ::Shader. The + * exceptions are bits of legacy GLSL API that do not know about separate + * shader objects. + * + * If a program is active via \c glUseProgram, this will point to + * \c ::Shader. + * + * If a program pipeline is active via \c glBindProgramPipeline, this will + * point to \c ::Pipeline.Current. + * + * If neither a program nor a program pipeline is active, this will point to + * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be + * \c NULL. + */ + struct gl_pipeline_object *_Shader; struct gl_query_state Query; /**< occlusion, timer queries */ @@ -4142,11 +4395,12 @@ struct gl_context GLuint ErrorDebugCount; /* GL_ARB_debug_output/GL_KHR_debug */ + mtx_t DebugMutex; struct gl_debug_state *Debug; GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */ GLbitfield NewState; /**< bitwise-or of _NEW_* flags */ - GLbitfield NewDriverState;/**< bitwise-or of flags from DriverFlags */ + uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */ struct gl_driver_flags DriverFlags; @@ -4170,6 +4424,12 @@ struct gl_context GLboolean FirstTimeCurrent; /*@}*/ + /** + * False if this context was created without a config. This is needed + * because the initial state of glDrawBuffers depends on this + */ + GLboolean HasConfig; + /** software compression/decompression supported or not */ GLboolean Mesa_DXTn;