* control, only on the fixed-pointness of the render target.
* The query does however depend on fragment color clamping.
*/
- GLfloat BlendColorUnclamped[4]; /**< Blending color */
+ GLfloat BlendColorUnclamped[4]; /**< Blending color */
GLfloat BlendColor[4]; /**< Blending color */
struct
GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
GLenum LogicOp; /**< Logic operator */
enum gl_logicop_mode _LogicOp;
-
/*@}*/
- GLboolean DitherFlag; /**< Dither enable flag */
+ GLboolean DitherFlag; /**< Dither enable flag */
- GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
+ GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
- GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
+ GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
};
{
GLint InternalFormat; /**< Internal format as given by the user */
GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
- * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
- * GL_INTENSITY, GL_DEPTH_COMPONENT or
- * GL_DEPTH_STENCIL_EXT only. Used for
- * choosing TexEnv arithmetic.
- */
+ * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
+ * GL_INTENSITY, GL_DEPTH_COMPONENT or
+ * GL_DEPTH_STENCIL_EXT only. Used for
+ * choosing TexEnv arithmetic.
+ */
mesa_format TexFormat; /**< The actual texture memory format */
GLuint Border; /**< 0 or 1 */
*/
struct gl_texture_object
{
- simple_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. */
+ simple_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_tex_env_combine_packed
{
- uint32_t ModeRGB:4; /**< Effective mode for RGB as 4 bits */
- uint32_t ModeA:4; /**< Effective mode for RGB as 4 bits */
- uint32_t ScaleShiftRGB:2; /**< 0, 1 or 2 */
- uint32_t ScaleShiftA:2; /**< 0, 1 or 2 */
- uint32_t NumArgsRGB:3; /**< Number of inputs used for the RGB combiner */
- uint32_t NumArgsA:3; /**< Number of inputs used for the A combiner */
+ uint32_t ModeRGB:4; /**< Effective mode for RGB as 4 bits */
+ uint32_t ModeA:4; /**< Effective mode for RGB as 4 bits */
+ uint32_t ScaleShiftRGB:2; /**< 0, 1 or 2 */
+ uint32_t ScaleShiftA:2; /**< 0, 1 or 2 */
+ uint32_t NumArgsRGB:3; /**< Number of inputs used for the RGB combiner */
+ uint32_t NumArgsA:3; /**< Number of inputs used for the A combiner */
/** Source arguments in a packed manner */
struct gl_tex_env_argument ArgsRGB[MAX_COMBINER_TERMS];
struct gl_tex_env_argument ArgsA[MAX_COMBINER_TERMS];
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 */
+ GLvoid *Pointer; /**< User-space address of mapping */
+ GLintptr Offset; /**< Mapped offset */
+ GLsizeiptr Length; /**< Mapped length */
};
GLint RefCount;
GLubyte *String; /**< Null-terminated program text */
- GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
+ /** GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
+ GLenum Target;
GLenum Format; /**< String encoding format */
GLboolean _Used; /**< Ever used for drawing? Used for debugging */
/** Is this program written to on disk shader cache */
bool program_written_to_cache;
- GLbitfield64 SecondaryOutputsWritten; /**< Subset of OutputsWritten outputs written with non-zero index. */
- GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
- GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
- GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
- GLbitfield ExternalSamplersUsed; /**< Texture units used for samplerExternalOES */
+ /** Subset of OutputsWritten outputs written with non-zero index. */
+ GLbitfield64 SecondaryOutputsWritten;
+ /** TEXTURE_x_BIT bitmask */
+ GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
+ /** Bitfield of which samplers are used */
+ GLbitfield SamplersUsed;
+ /** Texture units used for shadow sampling. */
+ GLbitfield ShadowSamplers;
+ /** Texture units used for samplerExternalOES */
+ GLbitfield ExternalSamplersUsed;
/* Fragement shader only fields */
GLboolean OriginUpperLeft;
*/
struct gl_geometry_program_state
{
- /** Currently enabled and valid program (including internal programs
+ /**
+ * Currently enabled and valid program (including internal programs
* and compiled shader programs).
*/
struct gl_program *_Current;
struct gl_program *Current; /**< User-bound fragment program */
- /** Currently enabled and valid fragment program (including internal
+ /**
+ * Currently enabled and valid fragment program (including internal
* programs, user-defined fragment programs and GLSL fragment shaders).
* This is the program we must use when rendering.
*/
GLubyte numArithInstr[2];
GLubyte regsAssigned[2];
GLubyte NumPasses; /**< 1 or 2 */
- /** Current compile stage: 0 setup pass1, 1 arith pass1, 2 setup pass2, 3 arith pass2 */
+ /**
+ * Current compile stage: 0 setup pass1, 1 arith pass1,
+ * 2 setup pass2, 3 arith pass2.
+ */
GLubyte cur_pass;
GLubyte last_optype;
GLboolean interpinp1;
GLboolean isValid;
- /** Array of 2 bit values for each tex unit to remember whether
+ /**
+ * Array of 2 bit values for each tex unit to remember whether
* STR or STQ swizzle was used
*/
GLuint swizzlerq;
*/
struct gl_linked_shader *_LinkedShaders[MESA_SHADER_STAGES];
- /* True if any of the fragment shaders attached to this program use:
+ /**
+ * True if any of the fragment shaders attached to this program use:
* #extension ARB_fragment_coord_conventions: enable
*/
GLboolean ARB_fragment_coord_conventions_enable;
*/
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 */
+ GLbitfield Flags; /**< Mask of GLSL_x flags */
+ GLboolean EverBound; /**< Has the pipeline object been created */
+ GLboolean Validated; /**< Pipeline Validation status */
GLchar *InfoLog;
};
/** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
struct gl_pipeline_object *Current;
- /* Default Object to ensure that _Shader is never NULL */
+ /** Default Object to ensure that _Shader is never NULL */
struct gl_pipeline_object *Default;
/** Pipeline objects */
*/
GLboolean OptimizeForAOS;
- GLboolean LowerBufferInterfaceBlocks; /**< Lower UBO and SSBO access to intrinsics. */
+ /** Lower UBO and SSBO access to intrinsics. */
+ GLboolean LowerBufferInterfaceBlocks;
/** Clamp UBO and SSBO block indices so they don't go out-of-bounds. */
GLboolean ClampBlockIndicesToArrayBounds;
{
GLenum Target; /**< The query target, when active */
GLuint Id; /**< hash table ID/name */
- GLchar *Label; /**< GL_KHR_debug */
+ GLchar *Label; /**< GL_KHR_debug */
GLuint64EXT Result; /**< the counter */
GLboolean Active; /**< inside Begin/EndQuery */
GLboolean Ready; /**< result is ready? */