* \name Bit flags used for updating material values.
*/
/*@{*/
-#define MAT_ATTRIB_FRONT_AMBIENT 0
+#define MAT_ATTRIB_FRONT_AMBIENT 0
#define MAT_ATTRIB_BACK_AMBIENT 1
-#define MAT_ATTRIB_FRONT_DIFFUSE 2
+#define MAT_ATTRIB_FRONT_DIFFUSE 2
#define MAT_ATTRIB_BACK_DIFFUSE 3
-#define MAT_ATTRIB_FRONT_SPECULAR 4
+#define MAT_ATTRIB_FRONT_SPECULAR 4
#define MAT_ATTRIB_BACK_SPECULAR 5
#define MAT_ATTRIB_FRONT_EMISSION 6
#define MAT_ATTRIB_BACK_EMISSION 7
#define MAT_ATTRIB_BACK_INDEXES 11
#define MAT_ATTRIB_MAX 12
-#define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
-#define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
-#define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
-#define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
+#define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
+#define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
+#define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
+#define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
#define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
-#define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
+#define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
#define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
#define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
#define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
-#define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
- MAT_BIT_FRONT_AMBIENT | \
- MAT_BIT_FRONT_DIFFUSE | \
- MAT_BIT_FRONT_SPECULAR | \
- MAT_BIT_FRONT_SHININESS | \
- MAT_BIT_FRONT_INDEXES)
+#define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
+ MAT_BIT_FRONT_AMBIENT | \
+ MAT_BIT_FRONT_DIFFUSE | \
+ MAT_BIT_FRONT_SPECULAR | \
+ MAT_BIT_FRONT_SHININESS | \
+ MAT_BIT_FRONT_INDEXES)
-#define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
- MAT_BIT_BACK_AMBIENT | \
- MAT_BIT_BACK_DIFFUSE | \
- MAT_BIT_BACK_SPECULAR | \
- MAT_BIT_BACK_SHININESS | \
- MAT_BIT_BACK_INDEXES)
+#define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
+ MAT_BIT_BACK_AMBIENT | \
+ MAT_BIT_BACK_DIFFUSE | \
+ MAT_BIT_BACK_SPECULAR | \
+ MAT_BIT_BACK_SHININESS | \
+ MAT_BIT_BACK_INDEXES)
-#define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
+#define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
/*@}*/
GLfloat QuadraticAttenuation;
GLboolean Enabled; /**< On/off flag */
- /**
+ /**
* \name Derived fields
*/
/*@{*/
GLboolean LocalViewer; /**< Local (or infinite) view point? */
GLboolean TwoSide; /**< Two (or one) sided lighting? */
GLenum ColorControl; /**< either GL_SINGLE_COLOR
- * or GL_SEPARATE_SPECULAR_COLOR */
+ or GL_SEPARATE_SPECULAR_COLOR */
};
GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
- /**
+ /**
* \name alpha testing
*/
/*@{*/
GLclampf AlphaRef; /**< Alpha reference value */
/*@}*/
- /**
+ /**
* \name Blending
*/
/*@{*/
bool BlendCoherent;
/*@}*/
- /**
+ /**
* \name Logic op
*/
/*@{*/
/**
* \name Current vertex attributes (color, texcoords, etc).
* \note Values are valid only after FLUSH_VERTICES has been called.
- * \note Index and Edgeflag current values are stored as floats in the
+ * \note Index and Edgeflag current values are stored as floats in the
* SIX and SEVEN attribute slots.
* \note We need double storage for 64-bit vertex attributes
*/
struct gl_eval_attrib
{
/**
- * \name Enable bits
+ * \name Enable bits
*/
/*@{*/
GLboolean Map1Color4;
GLboolean Map2Vertex4;
GLboolean AutoNormal;
/*@}*/
-
+
/**
* \name Map Grid endpoints and divisions and calculated du values
*/
};
-/**
+/**
* Hint attribute group (GL_HINT_BIT).
- *
+ *
* Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
*/
struct gl_hint_attrib
GLboolean _ClampVertexColor;
GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
- /**
- * Derived state for optimizations:
+ /**
+ * Derived state for optimizations:
*/
/*@{*/
GLbitfield _EnabledLights; /**< bitmask containing enabled lights */
- GLboolean _NeedEyeCoords;
+ GLboolean _NeedEyeCoords;
GLboolean _NeedVertices; /**< Use fast shader? */
GLfloat _BaseColor[2][3];
GLint X, Y; /**< Lower left corner of box */
GLsizei Width, Height; /**< Size of box */
};
+
+
struct gl_scissor_attrib
{
GLbitfield EnableFlags; /**< Scissor test enabled? */
#define TEXGEN_REFLECTION_MAP_NV 0x8
#define TEXGEN_NORMAL_MAP_NV 0x10
-#define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
- TEXGEN_REFLECTION_MAP_NV | \
- TEXGEN_NORMAL_MAP_NV)
-#define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
- TEXGEN_REFLECTION_MAP_NV | \
- TEXGEN_NORMAL_MAP_NV | \
- TEXGEN_EYE_LINEAR)
+#define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
+ TEXGEN_REFLECTION_MAP_NV | \
+ TEXGEN_NORMAL_MAP_NV)
+#define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
+ TEXGEN_REFLECTION_MAP_NV | \
+ TEXGEN_NORMAL_MAP_NV | \
+ TEXGEN_EYE_LINEAR)
/*@}*/
/** Current sampler object (GL_ARB_sampler_objects) */
struct gl_sampler_object *Sampler;
- /**
- * \name GL_EXT_texture_env_combine
+ /**
+ * \name GL_EXT_texture_env_combine
*/
struct gl_tex_env_combine_state Combine;
};
-typedef enum {
+typedef enum
+{
MAP_USER,
MAP_INTERNAL,
-
MAP_COUNT
} gl_map_buffer_index;
/**
* Fields describing a mapped buffer range.
*/
-struct gl_buffer_mapping {
+struct gl_buffer_mapping
+{
GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
GLvoid *Pointer; /**< User-space address of mapping */
GLintptr Offset; /**< Mapped offset */
/**
* Usages we've seen for a buffer object.
*/
-typedef enum {
+typedef enum
+{
USAGE_UNIFORM_BUFFER = 0x1,
USAGE_TEXTURE_BUFFER = 0x2,
USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
};
-/** Used to signal when transitioning from one kind of drawing method
+/**
+ * Used to signal when transitioning from one kind of drawing method
* to another.
*/
-typedef enum {
+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.
*
API_OPENGL_LAST = API_OPENGL_CORE
} gl_api;
+
/**
* Vertex array state
*/
*/
struct gl_evaluators
{
- /**
+ /**
* \name 1-D maps
*/
/*@{*/
struct gl_1d_map Map1Texture4;
/*@}*/
- /**
- * \name 2-D maps
+ /**
+ * \name 2-D maps
*/
/*@{*/
struct gl_2d_map Map2Vertex3;
GLvoid *data;
};
+
/**
* A bindless image object.
*/
GLvoid *data;
};
+
/**
* Names of the various vertex/fragment program register files, etc.
*
* #extension ARB_fragment_coord_conventions: enable
*/
GLboolean ARB_fragment_coord_conventions_enable;
-};
+};
#define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
GLint RefCount; /**< Reference count */
GLchar *Label; /**< GL_KHR_debug */
GLboolean DeletePending; /**< Object was deleted while there were still
- * live references (e.g., sync not yet finished)
- */
+ * 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? */
/**
* \name Thread safety and statechange notification for texture
- * objects.
+ * objects.
*
* \todo Improve the granularity of locking.
*/
/**
- * \name Bits for image transfer operations
+ * \name Bits for image transfer operations
* \sa __struct gl_contextRec::ImageTransferState.
*/
/*@{*/
/** Pixel Transfer ops */
-#define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
- IMAGE_SHIFT_OFFSET_BIT | \
- IMAGE_MAP_COLOR_BIT)
+#define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
+ IMAGE_SHIFT_OFFSET_BIT | \
+ IMAGE_MAP_COLOR_BIT)
+
/**
- * \name Bits to indicate what state has changed.
+ * \name Bits to indicate what state has changed.
*/
/*@{*/
#define _NEW_MODELVIEW (1u << 0) /**< gl_context::ModelView */
GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
-
+
GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
* to small enums suitable for use as an array index.
*/
-enum mesa_debug_source {
+enum mesa_debug_source
+{
MESA_DEBUG_SOURCE_API,
MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
MESA_DEBUG_SOURCE_SHADER_COMPILER,
MESA_DEBUG_SOURCE_COUNT
};
-enum mesa_debug_type {
+enum mesa_debug_type
+{
MESA_DEBUG_TYPE_ERROR,
MESA_DEBUG_TYPE_DEPRECATED,
MESA_DEBUG_TYPE_UNDEFINED,
MESA_DEBUG_TYPE_COUNT
};
-enum mesa_debug_severity {
+enum mesa_debug_severity
+{
MESA_DEBUG_SEVERITY_LOW,
MESA_DEBUG_SEVERITY_MEDIUM,
MESA_DEBUG_SEVERITY_HIGH,
/*@}*/
/** \name Renderer attribute groups
- *
+ *
* We define a struct for each attribute group to make pushing and popping
* attributes easy. Also it's a good organization.
*/
GLfloat _ModelViewInvScale; /* may be for model- or eyespace lighting */
GLfloat _ModelViewInvScaleEyespace; /* always factor defined in spec */
GLboolean _NeedEyeCoords;
- GLboolean _ForceEyeCoords;
+ GLboolean _ForceEyeCoords;
GLuint TextureStateTimestamp; /**< detect changes to shared state */
GLboolean TileRasterOrderIncreasingY;
/**
- * \name Hooks for module contexts.
+ * \name Hooks for module contexts.
*
* These will eventually live in the driver or elsewhere.
*/