From 84870e215667c999202be31057df6e31a0389bb7 Mon Sep 17 00:00:00 2001 From: Brian Paul Date: Mon, 27 Feb 2012 20:28:09 -0700 Subject: [PATCH] mesa: reorder things in mtypes.h Move structs, enums, etc so they're in more logical order. In particular, the shader and transform feedback-related structs/enums were pretty scattered around. --- src/mesa/main/mtypes.h | 329 +++++++++++++++++++++-------------------- 1 file changed, 169 insertions(+), 160 deletions(-) diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h index 9200f3fc4c1..30b9c6aac23 100644 --- a/src/mesa/main/mtypes.h +++ b/src/mesa/main/mtypes.h @@ -77,6 +77,8 @@ struct gl_texture_object; struct gl_context; struct st_context; struct gl_uniform_storage; +struct prog_instruction; +struct gl_program_parameter_list; /*@}*/ @@ -86,19 +88,6 @@ struct gl_uniform_storage; #define PRIM_UNKNOWN (GL_POLYGON+3) -/** - * Shader stages. Note that these will become 5 with tessellation. - * These MUST have the same values as gallium's PIPE_SHADER_* - */ -typedef enum -{ - MESA_SHADER_VERTEX = 0, - MESA_SHADER_FRAGMENT = 1, - MESA_SHADER_GEOMETRY = 2, - MESA_SHADER_TYPES = 3 -} gl_shader_type; - - /** * Indexes for vertex program attributes. @@ -916,23 +905,6 @@ struct gl_fog_attrib }; -/** - * \brief Layout qualifiers for gl_FragDepth. - * - * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with - * a layout qualifier. - * - * \see enum ir_depth_layout - */ -enum gl_frag_depth_layout { - FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */ - FRAG_DEPTH_LAYOUT_ANY, - FRAG_DEPTH_LAYOUT_GREATER, - FRAG_DEPTH_LAYOUT_LESS, - FRAG_DEPTH_LAYOUT_UNCHANGED -}; - - /** * Hint attribute group (GL_HINT_BIT). * @@ -1773,6 +1745,107 @@ struct gl_evaluators }; +struct gl_transform_feedback_varying_info +{ + char *Name; + GLenum Type; + GLint Size; +}; + + +/** + * Per-output info vertex shaders for transform feedback. + */ +struct gl_transform_feedback_output +{ + unsigned OutputRegister; + unsigned OutputBuffer; + unsigned NumComponents; + + /** offset (in DWORDs) of this output within the interleaved structure */ + unsigned DstOffset; + + /** + * Offset into the output register of the data to output. For example, + * if NumComponents is 2 and ComponentOffset is 1, then the data to + * offset is in the y and z components of the output register. + */ + unsigned ComponentOffset; +}; + + +/** Post-link transform feedback info. */ +struct gl_transform_feedback_info +{ + unsigned NumOutputs; + + /** + * Number of transform feedback buffers in use by this program. + */ + unsigned NumBuffers; + + struct gl_transform_feedback_output *Outputs; + + /** Transform feedback varyings used for the linking of this shader program. + * + * Use for glGetTransformFeedbackVarying(). + */ + struct gl_transform_feedback_varying_info *Varyings; + GLint NumVarying; + + /** + * 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]; +}; + + +/** + * Transform feedback object state + */ +struct gl_transform_feedback_object +{ + GLuint Name; /**< AKA the object ID */ + 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]; + struct gl_buffer_object *Buffers[MAX_FEEDBACK_ATTRIBS]; + + /** Start of feedback data in dest buffer */ + GLintptr Offset[MAX_FEEDBACK_ATTRIBS]; + /** Max data to put into dest buffer (in bytes) */ + GLsizeiptr Size[MAX_FEEDBACK_ATTRIBS]; +}; + + +/** + * Context state for transform feedback. + */ +struct gl_transform_feedback_state +{ + GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */ + + /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */ + struct gl_buffer_object *CurrentBuffer; + + /** The table of all transform feedback objects */ + struct _mesa_HashTable *Objects; + + /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */ + struct gl_transform_feedback_object *CurrentObject; + + /** The default xform-fb object (Name==0) */ + struct gl_transform_feedback_object *DefaultObject; +}; + + /** * Names of the various vertex/fragment program register files, etc. * @@ -1834,58 +1907,23 @@ enum glsl_interp_qualifier }; -/** Vertex and fragment instructions */ -struct prog_instruction; -struct gl_program_parameter_list; -struct gl_uniform_list; - -struct gl_transform_feedback_varying_info { - char *Name; - GLenum Type; - GLint Size; -}; - -struct gl_transform_feedback_output { - unsigned OutputRegister; - unsigned OutputBuffer; - unsigned NumComponents; - - /** offset (in DWORDs) of this output within the interleaved structure */ - unsigned DstOffset; - - /** - * Offset into the output register of the data to output. For example, - * if NumComponents is 2 and ComponentOffset is 1, then the data to - * offset is in the y and z components of the output register. - */ - unsigned ComponentOffset; +/** + * \brief Layout qualifiers for gl_FragDepth. + * + * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with + * a layout qualifier. + * + * \see enum ir_depth_layout + */ +enum gl_frag_depth_layout +{ + FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */ + FRAG_DEPTH_LAYOUT_ANY, + FRAG_DEPTH_LAYOUT_GREATER, + FRAG_DEPTH_LAYOUT_LESS, + FRAG_DEPTH_LAYOUT_UNCHANGED }; -/** Post-link transform feedback info. */ -struct gl_transform_feedback_info { - unsigned NumOutputs; - - /** - * Number of transform feedback buffers in use by this program. - */ - unsigned NumBuffers; - - struct gl_transform_feedback_output *Outputs; - - /** Transform feedback varyings used for the linking of this shader program. - * - * Use for glGetTransformFeedbackVarying(). - */ - struct gl_transform_feedback_varying_info *Varyings; - GLint NumVarying; - - /** - * 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 @@ -2128,57 +2166,6 @@ struct gl_ati_fragment_shader_state }; -/** - * Occlusion/timer query object. - */ -struct gl_query_object -{ - GLenum Target; /**< The query target, when active */ - GLuint Id; /**< hash table ID/name */ - GLuint64EXT Result; /**< the counter */ - GLboolean Active; /**< inside Begin/EndQuery */ - GLboolean Ready; /**< result is ready? */ -}; - - -/** - * Context state for query objects. - */ -struct gl_query_state -{ - struct _mesa_HashTable *QueryObjects; - struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */ - struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */ - - /** GL_NV_conditional_render */ - struct gl_query_object *CondRenderQuery; - - /** GL_EXT_transform_feedback */ - struct gl_query_object *PrimitivesGenerated; - struct gl_query_object *PrimitivesWritten; - - /** GL_ARB_timer_query */ - struct gl_query_object *TimeElapsed; - - GLenum CondRenderMode; -}; - - -/** 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 { @@ -2234,6 +2221,19 @@ struct gl_shader }; +/** + * Shader stages. Note that these will become 5 with tessellation. + * These MUST have the same values as gallium's PIPE_SHADER_* + */ +typedef enum +{ + MESA_SHADER_VERTEX = 0, + MESA_SHADER_FRAGMENT = 1, + MESA_SHADER_GEOMETRY = 2, + MESA_SHADER_TYPES = 3 +} gl_shader_type; + + /** * A GLSL program object. * Basically a linked collection of vertex and fragment shaders. @@ -2392,6 +2392,7 @@ struct gl_shader_state GLbitfield Flags; /**< Mask of GLSL_x flags */ }; + /** * Compiler options for a single GLSL shaders type */ @@ -2424,50 +2425,58 @@ struct gl_shader_compiler_options struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */ }; + /** - * Transform feedback object state + * Occlusion/timer query object. */ -struct gl_transform_feedback_object +struct gl_query_object { - GLuint Name; /**< AKA the object ID */ - 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]; - struct gl_buffer_object *Buffers[MAX_FEEDBACK_ATTRIBS]; - - /** Start of feedback data in dest buffer */ - GLintptr Offset[MAX_FEEDBACK_ATTRIBS]; - /** Max data to put into dest buffer (in bytes) */ - GLsizeiptr Size[MAX_FEEDBACK_ATTRIBS]; + GLenum Target; /**< The query target, when active */ + GLuint Id; /**< hash table ID/name */ + GLuint64EXT Result; /**< the counter */ + GLboolean Active; /**< inside Begin/EndQuery */ + GLboolean Ready; /**< result is ready? */ }; /** - * Context state for transform feedback. + * Context state for query objects. */ -struct gl_transform_feedback +struct gl_query_state { - GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */ + struct _mesa_HashTable *QueryObjects; + struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */ + struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */ - /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */ - struct gl_buffer_object *CurrentBuffer; + /** GL_NV_conditional_render */ + struct gl_query_object *CondRenderQuery; - /** The table of all transform feedback objects */ - struct _mesa_HashTable *Objects; + /** GL_EXT_transform_feedback */ + struct gl_query_object *PrimitivesGenerated; + struct gl_query_object *PrimitivesWritten; - /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */ - struct gl_transform_feedback_object *CurrentObject; + /** GL_ARB_timer_query */ + struct gl_query_object *TimeElapsed; - /** The default xform-fb object (Name==0) */ - struct gl_transform_feedback_object *DefaultObject; + GLenum CondRenderMode; }; +/** 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? */ +}; + /** * State which can be shared by multiple contexts: @@ -3337,7 +3346,7 @@ struct gl_context struct gl_query_state Query; /**< occlusion, timer queries */ - struct gl_transform_feedback TransformFeedback; + struct gl_transform_feedback_state TransformFeedback; struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */ struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */ -- 2.30.2