mesa: rename various buffer bindings to one struct.
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39 #include "c11/threads.h"
40
41 #include "main/glheader.h"
42 #include "main/config.h"
43 #include "glapi/glapi.h"
44 #include "math/m_matrix.h" /* GLmatrix */
45 #include "compiler/shader_enums.h"
46 #include "compiler/shader_info.h"
47 #include "main/formats.h" /* MESA_FORMAT_COUNT */
48 #include "compiler/glsl/list.h"
49 #include "util/bitscan.h"
50 #include "util/u_dynarray.h"
51
52
53 #ifdef __cplusplus
54 extern "C" {
55 #endif
56
57
58 /**
59 * \name 64-bit extension of GLbitfield.
60 */
61 /*@{*/
62 typedef GLuint64 GLbitfield64;
63
64 /** Set a single bit */
65 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
66 /** Set all bits up to excluding bit b */
67 #define BITFIELD64_MASK(b) \
68 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
69 /** Set count bits starting from bit b */
70 #define BITFIELD64_RANGE(b, count) \
71 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
72
73
74 /**
75 * \name Some forward type declarations
76 */
77 /*@{*/
78 struct _mesa_HashTable;
79 struct gl_attrib_node;
80 struct gl_list_extensions;
81 struct gl_meta_state;
82 struct gl_program_cache;
83 struct gl_texture_object;
84 struct gl_debug_state;
85 struct gl_context;
86 struct st_context;
87 struct gl_uniform_storage;
88 struct prog_instruction;
89 struct gl_program_parameter_list;
90 struct set;
91 struct set_entry;
92 struct vbo_context;
93 /*@}*/
94
95
96 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
97 #define PRIM_MAX GL_PATCHES
98 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
99 #define PRIM_UNKNOWN (PRIM_MAX + 2)
100
101 /**
102 * Determine if the given gl_varying_slot appears in the fragment shader.
103 */
104 static inline GLboolean
105 _mesa_varying_slot_in_fs(gl_varying_slot slot)
106 {
107 switch (slot) {
108 case VARYING_SLOT_PSIZ:
109 case VARYING_SLOT_BFC0:
110 case VARYING_SLOT_BFC1:
111 case VARYING_SLOT_EDGE:
112 case VARYING_SLOT_CLIP_VERTEX:
113 case VARYING_SLOT_LAYER:
114 case VARYING_SLOT_TESS_LEVEL_OUTER:
115 case VARYING_SLOT_TESS_LEVEL_INNER:
116 case VARYING_SLOT_BOUNDING_BOX0:
117 case VARYING_SLOT_BOUNDING_BOX1:
118 return GL_FALSE;
119 default:
120 return GL_TRUE;
121 }
122 }
123
124 /**
125 * Indexes for all renderbuffers
126 */
127 typedef enum
128 {
129 /* the four standard color buffers */
130 BUFFER_FRONT_LEFT,
131 BUFFER_BACK_LEFT,
132 BUFFER_FRONT_RIGHT,
133 BUFFER_BACK_RIGHT,
134 BUFFER_DEPTH,
135 BUFFER_STENCIL,
136 BUFFER_ACCUM,
137 /* optional aux buffer */
138 BUFFER_AUX0,
139 /* generic renderbuffers */
140 BUFFER_COLOR0,
141 BUFFER_COLOR1,
142 BUFFER_COLOR2,
143 BUFFER_COLOR3,
144 BUFFER_COLOR4,
145 BUFFER_COLOR5,
146 BUFFER_COLOR6,
147 BUFFER_COLOR7,
148 BUFFER_COUNT,
149 BUFFER_NONE = -1,
150 } gl_buffer_index;
151
152 /**
153 * Bit flags for all renderbuffers
154 */
155 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
156 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
157 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
158 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
159 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
160 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
161 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
162 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
163 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
164 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
165 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
166 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
167 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
168 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
169 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
170 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
171 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
172 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
173 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
174
175 /**
176 * Mask of all the color buffer bits (but not accum).
177 */
178 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
179 BUFFER_BIT_BACK_LEFT | \
180 BUFFER_BIT_FRONT_RIGHT | \
181 BUFFER_BIT_BACK_RIGHT | \
182 BUFFER_BIT_AUX0 | \
183 BUFFER_BIT_COLOR0 | \
184 BUFFER_BIT_COLOR1 | \
185 BUFFER_BIT_COLOR2 | \
186 BUFFER_BIT_COLOR3 | \
187 BUFFER_BIT_COLOR4 | \
188 BUFFER_BIT_COLOR5 | \
189 BUFFER_BIT_COLOR6 | \
190 BUFFER_BIT_COLOR7)
191
192 /* Mask of bits for depth+stencil buffers */
193 #define BUFFER_BITS_DEPTH_STENCIL (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL)
194
195 /**
196 * Framebuffer configuration (aka visual / pixelformat)
197 * Note: some of these fields should be boolean, but it appears that
198 * code in drivers/dri/common/util.c requires int-sized fields.
199 */
200 struct gl_config
201 {
202 GLboolean rgbMode;
203 GLboolean floatMode;
204 GLuint doubleBufferMode;
205 GLuint stereoMode;
206
207 GLboolean haveAccumBuffer;
208 GLboolean haveDepthBuffer;
209 GLboolean haveStencilBuffer;
210
211 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
212 GLuint redMask, greenMask, blueMask, alphaMask;
213 GLint rgbBits; /* total bits for rgb */
214 GLint indexBits; /* total bits for colorindex */
215
216 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
217 GLint depthBits;
218 GLint stencilBits;
219
220 GLint numAuxBuffers;
221
222 GLint level;
223
224 /* EXT_visual_rating / GLX 1.2 */
225 GLint visualRating;
226
227 /* EXT_visual_info / GLX 1.2 */
228 GLint transparentPixel;
229 /* colors are floats scaled to ints */
230 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
231 GLint transparentIndex;
232
233 /* ARB_multisample / SGIS_multisample */
234 GLint sampleBuffers;
235 GLint samples;
236
237 /* SGIX_pbuffer / GLX 1.3 */
238 GLint maxPbufferWidth;
239 GLint maxPbufferHeight;
240 GLint maxPbufferPixels;
241 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
242 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
243
244 /* OML_swap_method */
245 GLint swapMethod;
246
247 /* EXT_texture_from_pixmap */
248 GLint bindToTextureRgb;
249 GLint bindToTextureRgba;
250 GLint bindToMipmapTexture;
251 GLint bindToTextureTargets;
252 GLint yInverted;
253
254 /* EXT_framebuffer_sRGB */
255 GLint sRGBCapable;
256 };
257
258
259 /**
260 * \name Bit flags used for updating material values.
261 */
262 /*@{*/
263 #define MAT_ATTRIB_FRONT_AMBIENT 0
264 #define MAT_ATTRIB_BACK_AMBIENT 1
265 #define MAT_ATTRIB_FRONT_DIFFUSE 2
266 #define MAT_ATTRIB_BACK_DIFFUSE 3
267 #define MAT_ATTRIB_FRONT_SPECULAR 4
268 #define MAT_ATTRIB_BACK_SPECULAR 5
269 #define MAT_ATTRIB_FRONT_EMISSION 6
270 #define MAT_ATTRIB_BACK_EMISSION 7
271 #define MAT_ATTRIB_FRONT_SHININESS 8
272 #define MAT_ATTRIB_BACK_SHININESS 9
273 #define MAT_ATTRIB_FRONT_INDEXES 10
274 #define MAT_ATTRIB_BACK_INDEXES 11
275 #define MAT_ATTRIB_MAX 12
276
277 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
278 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
279 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
280 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
281 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
282 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
283
284 #define MAT_INDEX_AMBIENT 0
285 #define MAT_INDEX_DIFFUSE 1
286 #define MAT_INDEX_SPECULAR 2
287
288 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
289 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
290 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
291 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
292 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
293 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
294 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
295 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
296 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
297 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
298 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
299 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
300
301
302 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
303 MAT_BIT_FRONT_AMBIENT | \
304 MAT_BIT_FRONT_DIFFUSE | \
305 MAT_BIT_FRONT_SPECULAR | \
306 MAT_BIT_FRONT_SHININESS | \
307 MAT_BIT_FRONT_INDEXES)
308
309 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
310 MAT_BIT_BACK_AMBIENT | \
311 MAT_BIT_BACK_DIFFUSE | \
312 MAT_BIT_BACK_SPECULAR | \
313 MAT_BIT_BACK_SHININESS | \
314 MAT_BIT_BACK_INDEXES)
315
316 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
317 /*@}*/
318
319
320 /**
321 * Material state.
322 */
323 struct gl_material
324 {
325 GLfloat Attrib[MAT_ATTRIB_MAX][4];
326 };
327
328
329 /**
330 * Light state flags.
331 */
332 /*@{*/
333 #define LIGHT_SPOT 0x1
334 #define LIGHT_LOCAL_VIEWER 0x2
335 #define LIGHT_POSITIONAL 0x4
336 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
337 /*@}*/
338
339
340 /**
341 * Light source state.
342 */
343 struct gl_light
344 {
345 GLfloat Ambient[4]; /**< ambient color */
346 GLfloat Diffuse[4]; /**< diffuse color */
347 GLfloat Specular[4]; /**< specular color */
348 GLfloat EyePosition[4]; /**< position in eye coordinates */
349 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
350 GLfloat SpotExponent;
351 GLfloat SpotCutoff; /**< in degrees */
352 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
353 GLfloat ConstantAttenuation;
354 GLfloat LinearAttenuation;
355 GLfloat QuadraticAttenuation;
356 GLboolean Enabled; /**< On/off flag */
357
358 /**
359 * \name Derived fields
360 */
361 /*@{*/
362 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
363
364 GLfloat _Position[4]; /**< position in eye/obj coordinates */
365 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
366 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
367 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
368 GLfloat _VP_inf_spot_attenuation;
369
370 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
371 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
372 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
373 /*@}*/
374 };
375
376
377 /**
378 * Light model state.
379 */
380 struct gl_lightmodel
381 {
382 GLfloat Ambient[4]; /**< ambient color */
383 GLboolean LocalViewer; /**< Local (or infinite) view point? */
384 GLboolean TwoSide; /**< Two (or one) sided lighting? */
385 GLenum ColorControl; /**< either GL_SINGLE_COLOR
386 * or GL_SEPARATE_SPECULAR_COLOR */
387 };
388
389
390 /**
391 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
392 */
393 struct gl_accum_attrib
394 {
395 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
396 };
397
398
399 /**
400 * Used for storing clear color, texture border color, etc.
401 * The float values are typically unclamped.
402 */
403 union gl_color_union
404 {
405 GLfloat f[4];
406 GLint i[4];
407 GLuint ui[4];
408 };
409
410
411 /**
412 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
413 */
414 struct gl_colorbuffer_attrib
415 {
416 GLuint ClearIndex; /**< Index for glClear */
417 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
418 GLuint IndexMask; /**< Color index write mask */
419 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
420
421 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
422
423 /**
424 * \name alpha testing
425 */
426 /*@{*/
427 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
428 GLenum AlphaFunc; /**< Alpha test function */
429 GLfloat AlphaRefUnclamped;
430 GLclampf AlphaRef; /**< Alpha reference value */
431 /*@}*/
432
433 /**
434 * \name Blending
435 */
436 /*@{*/
437 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
438
439 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
440 * control, only on the fixed-pointness of the render target.
441 * The query does however depend on fragment color clamping.
442 */
443 GLfloat BlendColorUnclamped[4]; /**< Blending color */
444 GLfloat BlendColor[4]; /**< Blending color */
445
446 struct
447 {
448 GLenum SrcRGB; /**< RGB blend source term */
449 GLenum DstRGB; /**< RGB blend dest term */
450 GLenum SrcA; /**< Alpha blend source term */
451 GLenum DstA; /**< Alpha blend dest term */
452 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
453 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
454 /**
455 * Set if any blend factor uses SRC1. Computed at the time blend factors
456 * get set.
457 */
458 GLboolean _UsesDualSrc;
459 } Blend[MAX_DRAW_BUFFERS];
460 /** Are the blend func terms currently different for each buffer/target? */
461 GLboolean _BlendFuncPerBuffer;
462 /** Are the blend equations currently different for each buffer/target? */
463 GLboolean _BlendEquationPerBuffer;
464
465 /**
466 * Which advanced blending mode is in use (or BLEND_NONE).
467 *
468 * KHR_blend_equation_advanced only allows advanced blending with a single
469 * draw buffer, and NVX_blend_equation_advanced_multi_draw_buffer still
470 * requires all draw buffers to match, so we only need a single value.
471 */
472 enum gl_advanced_blend_mode _AdvancedBlendMode;
473
474 /** Coherency requested via glEnable(GL_BLEND_ADVANCED_COHERENT_KHR)? */
475 bool BlendCoherent;
476 /*@}*/
477
478 /**
479 * \name Logic op
480 */
481 /*@{*/
482 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
483 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
484 GLenum LogicOp; /**< Logic operator */
485
486 /*@}*/
487
488 GLboolean DitherFlag; /**< Dither enable flag */
489
490 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
491 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
492 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
493
494 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
495 };
496
497
498 /**
499 * Current attribute group (GL_CURRENT_BIT).
500 */
501 struct gl_current_attrib
502 {
503 /**
504 * \name Current vertex attributes (color, texcoords, etc).
505 * \note Values are valid only after FLUSH_VERTICES has been called.
506 * \note Index and Edgeflag current values are stored as floats in the
507 * SIX and SEVEN attribute slots.
508 * \note We need double storage for 64-bit vertex attributes
509 */
510 GLfloat Attrib[VERT_ATTRIB_MAX][4*2];
511
512 /**
513 * \name Current raster position attributes (always up to date after a
514 * glRasterPos call).
515 */
516 GLfloat RasterPos[4];
517 GLfloat RasterDistance;
518 GLfloat RasterColor[4];
519 GLfloat RasterSecondaryColor[4];
520 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
521 GLboolean RasterPosValid;
522 };
523
524
525 /**
526 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
527 */
528 struct gl_depthbuffer_attrib
529 {
530 GLenum Func; /**< Function for depth buffer compare */
531 GLclampd Clear; /**< Value to clear depth buffer to */
532 GLboolean Test; /**< Depth buffering enabled flag */
533 GLboolean Mask; /**< Depth buffer writable? */
534 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
535 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
536 };
537
538
539 /**
540 * Evaluator attribute group (GL_EVAL_BIT).
541 */
542 struct gl_eval_attrib
543 {
544 /**
545 * \name Enable bits
546 */
547 /*@{*/
548 GLboolean Map1Color4;
549 GLboolean Map1Index;
550 GLboolean Map1Normal;
551 GLboolean Map1TextureCoord1;
552 GLboolean Map1TextureCoord2;
553 GLboolean Map1TextureCoord3;
554 GLboolean Map1TextureCoord4;
555 GLboolean Map1Vertex3;
556 GLboolean Map1Vertex4;
557 GLboolean Map2Color4;
558 GLboolean Map2Index;
559 GLboolean Map2Normal;
560 GLboolean Map2TextureCoord1;
561 GLboolean Map2TextureCoord2;
562 GLboolean Map2TextureCoord3;
563 GLboolean Map2TextureCoord4;
564 GLboolean Map2Vertex3;
565 GLboolean Map2Vertex4;
566 GLboolean AutoNormal;
567 /*@}*/
568
569 /**
570 * \name Map Grid endpoints and divisions and calculated du values
571 */
572 /*@{*/
573 GLint MapGrid1un;
574 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
575 GLint MapGrid2un, MapGrid2vn;
576 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
577 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
578 /*@}*/
579 };
580
581
582 /**
583 * Compressed fog mode.
584 */
585 enum gl_fog_mode
586 {
587 FOG_NONE,
588 FOG_LINEAR,
589 FOG_EXP,
590 FOG_EXP2,
591 };
592
593
594 /**
595 * Fog attribute group (GL_FOG_BIT).
596 */
597 struct gl_fog_attrib
598 {
599 GLboolean Enabled; /**< Fog enabled flag */
600 GLboolean ColorSumEnabled;
601 uint8_t _PackedMode; /**< Fog mode as 2 bits */
602 uint8_t _PackedEnabledMode; /**< Masked CompressedMode */
603 GLfloat ColorUnclamped[4]; /**< Fog color */
604 GLfloat Color[4]; /**< Fog color */
605 GLfloat Density; /**< Density >= 0.0 */
606 GLfloat Start; /**< Start distance in eye coords */
607 GLfloat End; /**< End distance in eye coords */
608 GLfloat Index; /**< Fog index */
609 GLenum Mode; /**< Fog mode */
610 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
611 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
612 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
613 };
614
615
616 /**
617 * Hint attribute group (GL_HINT_BIT).
618 *
619 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
620 */
621 struct gl_hint_attrib
622 {
623 GLenum PerspectiveCorrection;
624 GLenum PointSmooth;
625 GLenum LineSmooth;
626 GLenum PolygonSmooth;
627 GLenum Fog;
628 GLenum TextureCompression; /**< GL_ARB_texture_compression */
629 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
630 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
631 };
632
633
634 /**
635 * Lighting attribute group (GL_LIGHT_BIT).
636 */
637 struct gl_light_attrib
638 {
639 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
640 struct gl_lightmodel Model; /**< Lighting model */
641
642 /**
643 * Front and back material values.
644 * Note: must call FLUSH_VERTICES() before using.
645 */
646 struct gl_material Material;
647
648 GLboolean Enabled; /**< Lighting enabled flag */
649 GLboolean ColorMaterialEnabled;
650
651 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
652 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
653 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
654 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
655 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
656
657
658 GLboolean _ClampVertexColor;
659 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
660
661 /**
662 * Derived state for optimizations:
663 */
664 /*@{*/
665 GLbitfield _EnabledLights; /**< bitmask containing enabled lights */
666
667 GLboolean _NeedEyeCoords;
668 GLboolean _NeedVertices; /**< Use fast shader? */
669
670 GLfloat _BaseColor[2][3];
671 /*@}*/
672 };
673
674
675 /**
676 * Line attribute group (GL_LINE_BIT).
677 */
678 struct gl_line_attrib
679 {
680 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
681 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
682 GLushort StipplePattern; /**< Stipple pattern */
683 GLint StippleFactor; /**< Stipple repeat factor */
684 GLfloat Width; /**< Line width */
685 };
686
687
688 /**
689 * Display list attribute group (GL_LIST_BIT).
690 */
691 struct gl_list_attrib
692 {
693 GLuint ListBase;
694 };
695
696
697 /**
698 * Multisample attribute group (GL_MULTISAMPLE_BIT).
699 */
700 struct gl_multisample_attrib
701 {
702 GLboolean Enabled;
703 GLboolean SampleAlphaToCoverage;
704 GLboolean SampleAlphaToOne;
705 GLboolean SampleCoverage;
706 GLboolean SampleCoverageInvert;
707 GLboolean SampleShading;
708
709 /* ARB_texture_multisample / GL3.2 additions */
710 GLboolean SampleMask;
711
712 GLfloat SampleCoverageValue; /**< In range [0, 1] */
713 GLfloat MinSampleShadingValue; /**< In range [0, 1] */
714
715 /** The GL spec defines this as an array but >32x MSAA is madness */
716 GLbitfield SampleMaskValue;
717 };
718
719
720 /**
721 * A pixelmap (see glPixelMap)
722 */
723 struct gl_pixelmap
724 {
725 GLint Size;
726 GLfloat Map[MAX_PIXEL_MAP_TABLE];
727 };
728
729
730 /**
731 * Collection of all pixelmaps
732 */
733 struct gl_pixelmaps
734 {
735 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
736 struct gl_pixelmap GtoG;
737 struct gl_pixelmap BtoB;
738 struct gl_pixelmap AtoA;
739 struct gl_pixelmap ItoR;
740 struct gl_pixelmap ItoG;
741 struct gl_pixelmap ItoB;
742 struct gl_pixelmap ItoA;
743 struct gl_pixelmap ItoI;
744 struct gl_pixelmap StoS;
745 };
746
747
748 /**
749 * Pixel attribute group (GL_PIXEL_MODE_BIT).
750 */
751 struct gl_pixel_attrib
752 {
753 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
754
755 /*--- Begin Pixel Transfer State ---*/
756 /* Fields are in the order in which they're applied... */
757
758 /** Scale & Bias (index shift, offset) */
759 /*@{*/
760 GLfloat RedBias, RedScale;
761 GLfloat GreenBias, GreenScale;
762 GLfloat BlueBias, BlueScale;
763 GLfloat AlphaBias, AlphaScale;
764 GLfloat DepthBias, DepthScale;
765 GLint IndexShift, IndexOffset;
766 /*@}*/
767
768 /* Pixel Maps */
769 /* Note: actual pixel maps are not part of this attrib group */
770 GLboolean MapColorFlag;
771 GLboolean MapStencilFlag;
772
773 /*--- End Pixel Transfer State ---*/
774
775 /** glPixelZoom */
776 GLfloat ZoomX, ZoomY;
777 };
778
779
780 /**
781 * Point attribute group (GL_POINT_BIT).
782 */
783 struct gl_point_attrib
784 {
785 GLfloat Size; /**< User-specified point size */
786 GLfloat Params[3]; /**< GL_EXT_point_parameters */
787 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
788 GLfloat Threshold; /**< GL_EXT_point_parameters */
789 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
790 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
791 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
792 GLbitfield CoordReplace; /**< GL_ARB_point_sprite*/
793 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
794 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
795 };
796
797
798 /**
799 * Polygon attribute group (GL_POLYGON_BIT).
800 */
801 struct gl_polygon_attrib
802 {
803 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
804 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
805 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
806 GLboolean CullFlag; /**< Culling on/off flag */
807 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
808 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
809 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
810 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
811 GLfloat OffsetUnits; /**< Polygon offset units, from user */
812 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
813 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
814 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
815 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
816 };
817
818
819 /**
820 * Scissor attributes (GL_SCISSOR_BIT).
821 */
822 struct gl_scissor_rect
823 {
824 GLint X, Y; /**< Lower left corner of box */
825 GLsizei Width, Height; /**< Size of box */
826 };
827 struct gl_scissor_attrib
828 {
829 GLbitfield EnableFlags; /**< Scissor test enabled? */
830 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
831 GLint NumWindowRects; /**< Count of enabled window rectangles */
832 GLenum WindowRectMode; /**< Whether to include or exclude the rects */
833 struct gl_scissor_rect WindowRects[MAX_WINDOW_RECTANGLES];
834 };
835
836
837 /**
838 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
839 *
840 * Three sets of stencil data are tracked so that OpenGL 2.0,
841 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
842 * simultaneously. In each of the stencil state arrays, element 0 corresponds
843 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
844 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
845 * GL_EXT_stencil_two_side GL_BACK state.
846 *
847 * The derived value \c _BackFace is either 1 or 2 depending on whether or
848 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
849 *
850 * The derived value \c _TestTwoSide is set when the front-face and back-face
851 * stencil state are different.
852 */
853 struct gl_stencil_attrib
854 {
855 GLboolean Enabled; /**< Enabled flag */
856 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
857 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
858 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
859 GLenum Function[3]; /**< Stencil function */
860 GLenum FailFunc[3]; /**< Fail function */
861 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
862 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
863 GLint Ref[3]; /**< Reference value */
864 GLuint ValueMask[3]; /**< Value mask */
865 GLuint WriteMask[3]; /**< Write mask */
866 GLuint Clear; /**< Clear value */
867 };
868
869
870 /**
871 * An index for each type of texture object. These correspond to the GL
872 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
873 * Note: the order is from highest priority to lowest priority.
874 */
875 typedef enum
876 {
877 TEXTURE_2D_MULTISAMPLE_INDEX,
878 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
879 TEXTURE_CUBE_ARRAY_INDEX,
880 TEXTURE_BUFFER_INDEX,
881 TEXTURE_2D_ARRAY_INDEX,
882 TEXTURE_1D_ARRAY_INDEX,
883 TEXTURE_EXTERNAL_INDEX,
884 TEXTURE_CUBE_INDEX,
885 TEXTURE_3D_INDEX,
886 TEXTURE_RECT_INDEX,
887 TEXTURE_2D_INDEX,
888 TEXTURE_1D_INDEX,
889 NUM_TEXTURE_TARGETS
890 } gl_texture_index;
891
892
893 /**
894 * Bit flags for each type of texture object
895 */
896 /*@{*/
897 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
898 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
899 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
900 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
901 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
902 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
903 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
904 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
905 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
906 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
907 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
908 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
909 /*@}*/
910
911
912 /**
913 * Texture image state. Drivers will typically create a subclass of this
914 * with extra fields for memory buffers, etc.
915 */
916 struct gl_texture_image
917 {
918 GLint InternalFormat; /**< Internal format as given by the user */
919 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
920 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
921 * GL_INTENSITY, GL_DEPTH_COMPONENT or
922 * GL_DEPTH_STENCIL_EXT only. Used for
923 * choosing TexEnv arithmetic.
924 */
925 mesa_format TexFormat; /**< The actual texture memory format */
926
927 GLuint Border; /**< 0 or 1 */
928 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
929 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
930 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
931 GLuint Width2; /**< = Width - 2*Border */
932 GLuint Height2; /**< = Height - 2*Border */
933 GLuint Depth2; /**< = Depth - 2*Border */
934 GLuint WidthLog2; /**< = log2(Width2) */
935 GLuint HeightLog2; /**< = log2(Height2) */
936 GLuint DepthLog2; /**< = log2(Depth2) */
937 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
938 levels, computed from the dimensions */
939
940 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
941 GLuint Level; /**< Which mipmap level am I? */
942 /** Cube map face: index into gl_texture_object::Image[] array */
943 GLuint Face;
944
945 /** GL_ARB_texture_multisample */
946 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
947 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
948 };
949
950
951 /**
952 * Indexes for cube map faces.
953 */
954 typedef enum
955 {
956 FACE_POS_X = 0,
957 FACE_NEG_X = 1,
958 FACE_POS_Y = 2,
959 FACE_NEG_Y = 3,
960 FACE_POS_Z = 4,
961 FACE_NEG_Z = 5,
962 MAX_FACES = 6
963 } gl_face_index;
964
965
966 /**
967 * Sampler object state. These objects are new with GL_ARB_sampler_objects
968 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
969 */
970 struct gl_sampler_object
971 {
972 mtx_t Mutex;
973 GLuint Name;
974 GLint RefCount;
975 GLchar *Label; /**< GL_KHR_debug */
976
977 GLenum WrapS; /**< S-axis texture image wrap mode */
978 GLenum WrapT; /**< T-axis texture image wrap mode */
979 GLenum WrapR; /**< R-axis texture image wrap mode */
980 GLenum MinFilter; /**< minification filter */
981 GLenum MagFilter; /**< magnification filter */
982 union gl_color_union BorderColor; /**< Interpreted according to texture format */
983 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
984 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
985 GLfloat LodBias; /**< OpenGL 1.4 */
986 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
987 GLenum CompareMode; /**< GL_ARB_shadow */
988 GLenum CompareFunc; /**< GL_ARB_shadow */
989 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
990 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
991
992 /** GL_ARB_bindless_texture */
993 bool HandleAllocated;
994 struct util_dynarray Handles;
995 };
996
997
998 /**
999 * Texture object state. Contains the array of mipmap images, border color,
1000 * wrap modes, filter modes, and shadow/texcompare state.
1001 */
1002 struct gl_texture_object
1003 {
1004 mtx_t Mutex; /**< for thread safety */
1005 GLint RefCount; /**< reference count */
1006 GLuint Name; /**< the user-visible texture object ID */
1007 GLchar *Label; /**< GL_KHR_debug */
1008 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1009 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
1010 Only valid when Target is valid. */
1011
1012 struct gl_sampler_object Sampler;
1013
1014 GLenum DepthMode; /**< GL_ARB_depth_texture */
1015
1016 GLfloat Priority; /**< in [0,1] */
1017 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1018 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1019 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1020 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1021 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1022 GLint CropRect[4]; /**< GL_OES_draw_texture */
1023 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1024 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1025 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1026 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1027 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1028 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1029 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1030 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1031 pressure? */
1032 GLboolean Immutable; /**< GL_ARB_texture_storage */
1033 GLboolean _IsFloat; /**< GL_OES_float_texture */
1034 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
1035 bool StencilSampling; /**< Should we sample stencil instead of depth? */
1036 bool HandleAllocated; /**< GL_ARB_bindless_texture */
1037
1038 GLuint MinLevel; /**< GL_ARB_texture_view */
1039 GLuint MinLayer; /**< GL_ARB_texture_view */
1040 GLuint NumLevels; /**< GL_ARB_texture_view */
1041 GLuint NumLayers; /**< GL_ARB_texture_view */
1042
1043 /** GL_EXT_memory_object */
1044 GLenum TextureTiling;
1045
1046 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1047 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1048
1049 /** GL_ARB_texture_buffer_object */
1050 struct gl_buffer_object *BufferObject;
1051 GLenum BufferObjectFormat;
1052 /** Equivalent Mesa format for BufferObjectFormat. */
1053 mesa_format _BufferObjectFormat;
1054 /** GL_ARB_texture_buffer_range */
1055 GLintptr BufferOffset;
1056 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1057
1058 /** GL_OES_EGL_image_external */
1059 GLint RequiredTextureImageUnits;
1060
1061 /** GL_ARB_shader_image_load_store */
1062 GLenum ImageFormatCompatibilityType;
1063
1064 /** GL_ARB_bindless_texture */
1065 struct util_dynarray SamplerHandles;
1066 struct util_dynarray ImageHandles;
1067 };
1068
1069
1070 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1071 #define MAX_COMBINER_TERMS 4
1072
1073
1074 /**
1075 * Texture combine environment state.
1076 */
1077 struct gl_tex_env_combine_state
1078 {
1079 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1080 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1081 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1082 GLenum SourceRGB[MAX_COMBINER_TERMS];
1083 GLenum SourceA[MAX_COMBINER_TERMS];
1084 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1085 GLenum OperandRGB[MAX_COMBINER_TERMS];
1086 GLenum OperandA[MAX_COMBINER_TERMS];
1087 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1088 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1089 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1090 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1091 };
1092
1093
1094 /** Compressed TexEnv effective Combine mode */
1095 enum gl_tex_env_mode
1096 {
1097 TEXENV_MODE_REPLACE, /* r = a0 */
1098 TEXENV_MODE_MODULATE, /* r = a0 * a1 */
1099 TEXENV_MODE_ADD, /* r = a0 + a1 */
1100 TEXENV_MODE_ADD_SIGNED, /* r = a0 + a1 - 0.5 */
1101 TEXENV_MODE_INTERPOLATE, /* r = a0 * a2 + a1 * (1 - a2) */
1102 TEXENV_MODE_SUBTRACT, /* r = a0 - a1 */
1103 TEXENV_MODE_DOT3_RGB, /* r = a0 . a1 */
1104 TEXENV_MODE_DOT3_RGB_EXT, /* r = a0 . a1 */
1105 TEXENV_MODE_DOT3_RGBA, /* r = a0 . a1 */
1106 TEXENV_MODE_DOT3_RGBA_EXT, /* r = a0 . a1 */
1107 TEXENV_MODE_MODULATE_ADD_ATI, /* r = a0 * a2 + a1 */
1108 TEXENV_MODE_MODULATE_SIGNED_ADD_ATI, /* r = a0 * a2 + a1 - 0.5 */
1109 TEXENV_MODE_MODULATE_SUBTRACT_ATI, /* r = a0 * a2 - a1 */
1110 TEXENV_MODE_ADD_PRODUCTS_NV, /* r = a0 * a1 + a2 * a3 */
1111 TEXENV_MODE_ADD_PRODUCTS_SIGNED_NV, /* r = a0 * a1 + a2 * a3 - 0.5 */
1112 };
1113
1114
1115 /** Compressed TexEnv Combine source */
1116 enum gl_tex_env_source
1117 {
1118 TEXENV_SRC_TEXTURE0,
1119 TEXENV_SRC_TEXTURE1,
1120 TEXENV_SRC_TEXTURE2,
1121 TEXENV_SRC_TEXTURE3,
1122 TEXENV_SRC_TEXTURE4,
1123 TEXENV_SRC_TEXTURE5,
1124 TEXENV_SRC_TEXTURE6,
1125 TEXENV_SRC_TEXTURE7,
1126 TEXENV_SRC_TEXTURE,
1127 TEXENV_SRC_PREVIOUS,
1128 TEXENV_SRC_PRIMARY_COLOR,
1129 TEXENV_SRC_CONSTANT,
1130 TEXENV_SRC_ZERO,
1131 TEXENV_SRC_ONE,
1132 };
1133
1134
1135 /** Compressed TexEnv Combine operand */
1136 enum gl_tex_env_operand
1137 {
1138 TEXENV_OPR_COLOR,
1139 TEXENV_OPR_ONE_MINUS_COLOR,
1140 TEXENV_OPR_ALPHA,
1141 TEXENV_OPR_ONE_MINUS_ALPHA,
1142 };
1143
1144
1145 /** Compressed TexEnv Combine argument */
1146 struct gl_tex_env_argument
1147 {
1148 #ifdef __GNUC__
1149 __extension__ uint8_t Source:4; /**< TEXENV_SRC_x */
1150 __extension__ uint8_t Operand:2; /**< TEXENV_OPR_x */
1151 #else
1152 uint8_t Source; /**< SRC_x */
1153 uint8_t Operand; /**< OPR_x */
1154 #endif
1155 };
1156
1157
1158 /***
1159 * Compressed TexEnv Combine state.
1160 */
1161 struct gl_tex_env_combine_packed
1162 {
1163 uint32_t ModeRGB:4; /**< Effective mode for RGB as 4 bits */
1164 uint32_t ModeA:4; /**< Effective mode for RGB as 4 bits */
1165 uint32_t ScaleShiftRGB:2; /**< 0, 1 or 2 */
1166 uint32_t ScaleShiftA:2; /**< 0, 1 or 2 */
1167 uint32_t NumArgsRGB:3; /**< Number of inputs used for the RGB combiner */
1168 uint32_t NumArgsA:3; /**< Number of inputs used for the A combiner */
1169 /** Source arguments in a packed manner */
1170 struct gl_tex_env_argument ArgsRGB[MAX_COMBINER_TERMS];
1171 struct gl_tex_env_argument ArgsA[MAX_COMBINER_TERMS];
1172 };
1173
1174
1175 /**
1176 * TexGenEnabled flags.
1177 */
1178 /*@{*/
1179 #define S_BIT 1
1180 #define T_BIT 2
1181 #define R_BIT 4
1182 #define Q_BIT 8
1183 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1184 /*@}*/
1185
1186
1187 /**
1188 * Bit flag versions of the corresponding GL_ constants.
1189 */
1190 /*@{*/
1191 #define TEXGEN_SPHERE_MAP 0x1
1192 #define TEXGEN_OBJ_LINEAR 0x2
1193 #define TEXGEN_EYE_LINEAR 0x4
1194 #define TEXGEN_REFLECTION_MAP_NV 0x8
1195 #define TEXGEN_NORMAL_MAP_NV 0x10
1196
1197 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1198 TEXGEN_REFLECTION_MAP_NV | \
1199 TEXGEN_NORMAL_MAP_NV)
1200 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1201 TEXGEN_REFLECTION_MAP_NV | \
1202 TEXGEN_NORMAL_MAP_NV | \
1203 TEXGEN_EYE_LINEAR)
1204 /*@}*/
1205
1206
1207
1208 /** Tex-gen enabled for texture unit? */
1209 #define ENABLE_TEXGEN(unit) (1 << (unit))
1210
1211 /** Non-identity texture matrix for texture unit? */
1212 #define ENABLE_TEXMAT(unit) (1 << (unit))
1213
1214
1215 /**
1216 * Texture coord generation state.
1217 */
1218 struct gl_texgen
1219 {
1220 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1221 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1222 GLfloat ObjectPlane[4];
1223 GLfloat EyePlane[4];
1224 };
1225
1226
1227 /**
1228 * Texture unit state. Contains enable flags, texture environment/function/
1229 * combiners, texgen state, and pointers to current texture objects.
1230 */
1231 struct gl_texture_unit
1232 {
1233 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1234
1235 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1236 GLclampf EnvColor[4];
1237 GLfloat EnvColorUnclamped[4];
1238
1239 struct gl_texgen GenS;
1240 struct gl_texgen GenT;
1241 struct gl_texgen GenR;
1242 struct gl_texgen GenQ;
1243 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1244 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1245
1246 GLfloat LodBias; /**< for biasing mipmap levels */
1247
1248 /** Texture targets that have a non-default texture bound */
1249 GLbitfield _BoundTextures;
1250
1251 /** Current sampler object (GL_ARB_sampler_objects) */
1252 struct gl_sampler_object *Sampler;
1253
1254 /**
1255 * \name GL_EXT_texture_env_combine
1256 */
1257 struct gl_tex_env_combine_state Combine;
1258
1259 /**
1260 * Derived state based on \c EnvMode and the \c BaseFormat of the
1261 * currently enabled texture.
1262 */
1263 struct gl_tex_env_combine_state _EnvMode;
1264
1265 /**
1266 * Currently enabled combiner state. This will point to either
1267 * \c Combine or \c _EnvMode.
1268 */
1269 struct gl_tex_env_combine_state *_CurrentCombine;
1270
1271 /** Current texture object pointers */
1272 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1273
1274 /** Points to highest priority, complete and enabled texture object */
1275 struct gl_texture_object *_Current;
1276
1277 /** Current compressed TexEnv & Combine state */
1278 struct gl_tex_env_combine_packed _CurrentCombinePacked;
1279 };
1280
1281
1282 /**
1283 * Texture attribute group (GL_TEXTURE_BIT).
1284 */
1285 struct gl_texture_attrib
1286 {
1287 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1288
1289 /** GL_ARB_seamless_cubemap */
1290 GLboolean CubeMapSeamless;
1291
1292 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1293
1294 /** GL_ARB_texture_buffer_object */
1295 struct gl_buffer_object *BufferObject;
1296
1297 /** Texture coord units/sets used for fragment texturing */
1298 GLbitfield _EnabledCoordUnits;
1299
1300 /** Texture coord units that have texgen enabled */
1301 GLbitfield _TexGenEnabled;
1302
1303 /** Texture coord units that have non-identity matrices */
1304 GLbitfield _TexMatEnabled;
1305
1306 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1307 GLbitfield _GenFlags;
1308
1309 /** Largest index of a texture unit with _Current != NULL. */
1310 GLint _MaxEnabledTexImageUnit;
1311
1312 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1313 GLint NumCurrentTexUsed;
1314
1315 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1316 };
1317
1318
1319 /**
1320 * Data structure representing a single clip plane (e.g. one of the elements
1321 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1322 */
1323 typedef GLfloat gl_clip_plane[4];
1324
1325
1326 /**
1327 * Transformation attribute group (GL_TRANSFORM_BIT).
1328 */
1329 struct gl_transform_attrib
1330 {
1331 GLenum MatrixMode; /**< Matrix mode */
1332 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1333 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1334 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1335 GLboolean Normalize; /**< Normalize all normals? */
1336 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1337 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1338 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1339 /** GL_ARB_clip_control */
1340 GLenum ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1341 GLenum ClipDepthMode; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1342 };
1343
1344
1345 /**
1346 * Viewport attribute group (GL_VIEWPORT_BIT).
1347 */
1348 struct gl_viewport_attrib
1349 {
1350 GLfloat X, Y; /**< position */
1351 GLfloat Width, Height; /**< size */
1352 GLdouble Near, Far; /**< Depth buffer range */
1353 };
1354
1355
1356 typedef enum {
1357 MAP_USER,
1358 MAP_INTERNAL,
1359
1360 MAP_COUNT
1361 } gl_map_buffer_index;
1362
1363
1364 /**
1365 * Fields describing a mapped buffer range.
1366 */
1367 struct gl_buffer_mapping {
1368 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1369 GLvoid *Pointer; /**< User-space address of mapping */
1370 GLintptr Offset; /**< Mapped offset */
1371 GLsizeiptr Length; /**< Mapped length */
1372 };
1373
1374
1375 /**
1376 * Usages we've seen for a buffer object.
1377 */
1378 typedef enum {
1379 USAGE_UNIFORM_BUFFER = 0x1,
1380 USAGE_TEXTURE_BUFFER = 0x2,
1381 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1382 USAGE_SHADER_STORAGE_BUFFER = 0x8,
1383 USAGE_TRANSFORM_FEEDBACK_BUFFER = 0x10,
1384 USAGE_PIXEL_PACK_BUFFER = 0x20,
1385 USAGE_DISABLE_MINMAX_CACHE = 0x40,
1386 } gl_buffer_usage;
1387
1388
1389 /**
1390 * GL_ARB_vertex/pixel_buffer_object buffer object
1391 */
1392 struct gl_buffer_object
1393 {
1394 mtx_t Mutex;
1395 GLint RefCount;
1396 GLuint Name;
1397 GLchar *Label; /**< GL_KHR_debug */
1398 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1399 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1400 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1401 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1402 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1403 GLboolean Written; /**< Ever written to? (for debugging) */
1404 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1405 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1406 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1407
1408 /** Counters used for buffer usage warnings */
1409 GLuint NumSubDataCalls;
1410 GLuint NumMapBufferWriteCalls;
1411
1412 struct gl_buffer_mapping Mappings[MAP_COUNT];
1413
1414 /** Memoization of min/max index computations for static index buffers */
1415 struct hash_table *MinMaxCache;
1416 unsigned MinMaxCacheHitIndices;
1417 unsigned MinMaxCacheMissIndices;
1418 bool MinMaxCacheDirty;
1419
1420 bool HandleAllocated; /**< GL_ARB_bindless_texture */
1421 };
1422
1423
1424 /**
1425 * Client pixel packing/unpacking attributes
1426 */
1427 struct gl_pixelstore_attrib
1428 {
1429 GLint Alignment;
1430 GLint RowLength;
1431 GLint SkipPixels;
1432 GLint SkipRows;
1433 GLint ImageHeight;
1434 GLint SkipImages;
1435 GLboolean SwapBytes;
1436 GLboolean LsbFirst;
1437 GLboolean Invert; /**< GL_MESA_pack_invert */
1438 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1439 GLint CompressedBlockHeight;
1440 GLint CompressedBlockDepth;
1441 GLint CompressedBlockSize;
1442 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1443 };
1444
1445
1446 /**
1447 * Vertex array information which is derived from gl_array_attributes
1448 * and gl_vertex_buffer_binding information. Used by the VBO module and
1449 * device drivers.
1450 */
1451 struct gl_vertex_array
1452 {
1453 GLint Size; /**< components per element (1,2,3,4) */
1454 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1455 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1456 GLsizei StrideB; /**< actual stride in bytes */
1457 GLuint _ElementSize; /**< size of each element in bytes */
1458 const GLubyte *Ptr; /**< Points to array data */
1459 GLboolean Normalized; /**< GL_ARB_vertex_program */
1460 GLboolean Integer; /**< Integer-valued? */
1461 GLboolean Doubles; /**< double precision values are not converted to floats */
1462 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1463
1464 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1465 };
1466
1467
1468 /**
1469 * Attributes to describe a vertex array.
1470 *
1471 * Contains the size, type, format and normalization flag,
1472 * along with the index of a vertex buffer binding point.
1473 *
1474 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1475 * and is only present for backwards compatibility reasons.
1476 * Rendering always uses VERTEX_BINDING_STRIDE.
1477 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1478 * and VERTEX_BINDING_STRIDE to the same value, while
1479 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1480 */
1481 struct gl_array_attributes
1482 {
1483 GLint Size; /**< Components per element (1,2,3,4) */
1484 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1485 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1486 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1487 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1488 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1489 GLboolean Enabled; /**< Whether the array is enabled */
1490 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1491 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1492 GLboolean Doubles; /**< double precision values are not converted to floats */
1493 GLuint _ElementSize; /**< Size of each element in bytes */
1494 GLuint BufferBindingIndex; /**< Vertex buffer binding */
1495 };
1496
1497
1498 /**
1499 * This describes the buffer object used for a vertex array (or
1500 * multiple vertex arrays). If BufferObj points to the default/null
1501 * buffer object, then the vertex array lives in user memory and not a VBO.
1502 */
1503 struct gl_vertex_buffer_binding
1504 {
1505 GLintptr Offset; /**< User-specified offset */
1506 GLsizei Stride; /**< User-specified stride */
1507 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1508 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1509 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1510 };
1511
1512
1513 /**
1514 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+ /
1515 * the GL_ARB_vertex_array_object extension.
1516 */
1517 struct gl_vertex_array_object
1518 {
1519 /** Name of the VAO as received from glGenVertexArray. */
1520 GLuint Name;
1521
1522 GLint RefCount;
1523
1524 GLchar *Label; /**< GL_KHR_debug */
1525
1526 /**
1527 * Has this array object been bound?
1528 */
1529 GLboolean EverBound;
1530
1531 /**
1532 * Derived vertex attribute arrays
1533 *
1534 * This is a legacy data structure created from gl_vertex_attrib_array and
1535 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1536 */
1537 struct gl_vertex_array _VertexAttrib[VERT_ATTRIB_MAX];
1538
1539 /** Vertex attribute arrays */
1540 struct gl_array_attributes VertexAttrib[VERT_ATTRIB_MAX];
1541
1542 /** Vertex buffer bindings */
1543 struct gl_vertex_buffer_binding BufferBinding[VERT_ATTRIB_MAX];
1544
1545 /** Mask indicating which vertex arrays have vertex buffer associated. */
1546 GLbitfield64 VertexAttribBufferMask;
1547
1548 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1549 GLbitfield64 _Enabled;
1550
1551 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1552 GLbitfield64 NewArrays;
1553
1554 /** The index buffer (also known as the element array buffer in OpenGL). */
1555 struct gl_buffer_object *IndexBufferObj;
1556 };
1557
1558
1559 /** Used to signal when transitioning from one kind of drawing method
1560 * to another.
1561 */
1562 typedef enum {
1563 DRAW_NONE, /**< Initial value only */
1564 DRAW_BEGIN_END,
1565 DRAW_DISPLAY_LIST,
1566 DRAW_ARRAYS
1567 } gl_draw_method;
1568
1569 /**
1570 * Enum for the OpenGL APIs we know about and may support.
1571 *
1572 * NOTE: This must match the api_enum table in
1573 * src/mesa/main/get_hash_generator.py
1574 */
1575 typedef enum
1576 {
1577 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
1578 API_OPENGLES,
1579 API_OPENGLES2,
1580 API_OPENGL_CORE,
1581 API_OPENGL_LAST = API_OPENGL_CORE
1582 } gl_api;
1583
1584 /**
1585 * Vertex array state
1586 */
1587 struct gl_array_attrib
1588 {
1589 /** Currently bound array object. */
1590 struct gl_vertex_array_object *VAO;
1591
1592 /** The default vertex array object */
1593 struct gl_vertex_array_object *DefaultVAO;
1594
1595 /** The last VAO accessed by a DSA function */
1596 struct gl_vertex_array_object *LastLookedUpVAO;
1597
1598 /** Array objects (GL_ARB_vertex_array_object) */
1599 struct _mesa_HashTable *Objects;
1600
1601 GLint ActiveTexture; /**< Client Active Texture */
1602 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1603 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1604
1605 /**
1606 * \name Primitive restart controls
1607 *
1608 * Primitive restart is enabled if either \c PrimitiveRestart or
1609 * \c PrimitiveRestartFixedIndex is set.
1610 */
1611 /*@{*/
1612 GLboolean PrimitiveRestart;
1613 GLboolean PrimitiveRestartFixedIndex;
1614 GLboolean _PrimitiveRestart;
1615 GLuint RestartIndex;
1616 /*@}*/
1617
1618 /** One of the DRAW_xxx flags, not consumed by drivers */
1619 gl_draw_method DrawMethod;
1620
1621 /* GL_ARB_vertex_buffer_object */
1622 struct gl_buffer_object *ArrayBufferObj;
1623
1624 /**
1625 * Vertex arrays as consumed by a driver.
1626 * The array pointer is set up only by the VBO module.
1627 */
1628 const struct gl_vertex_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1629
1630 /** Legal array datatypes and the API for which they have been computed */
1631 GLbitfield LegalTypesMask;
1632 gl_api LegalTypesMaskAPI;
1633 };
1634
1635
1636 /**
1637 * Feedback buffer state
1638 */
1639 struct gl_feedback
1640 {
1641 GLenum Type;
1642 GLbitfield _Mask; /**< FB_* bits */
1643 GLfloat *Buffer;
1644 GLuint BufferSize;
1645 GLuint Count;
1646 };
1647
1648
1649 /**
1650 * Selection buffer state
1651 */
1652 struct gl_selection
1653 {
1654 GLuint *Buffer; /**< selection buffer */
1655 GLuint BufferSize; /**< size of the selection buffer */
1656 GLuint BufferCount; /**< number of values in the selection buffer */
1657 GLuint Hits; /**< number of records in the selection buffer */
1658 GLuint NameStackDepth; /**< name stack depth */
1659 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1660 GLboolean HitFlag; /**< hit flag */
1661 GLfloat HitMinZ; /**< minimum hit depth */
1662 GLfloat HitMaxZ; /**< maximum hit depth */
1663 };
1664
1665
1666 /**
1667 * 1-D Evaluator control points
1668 */
1669 struct gl_1d_map
1670 {
1671 GLuint Order; /**< Number of control points */
1672 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1673 GLfloat *Points; /**< Points to contiguous control points */
1674 };
1675
1676
1677 /**
1678 * 2-D Evaluator control points
1679 */
1680 struct gl_2d_map
1681 {
1682 GLuint Uorder; /**< Number of control points in U dimension */
1683 GLuint Vorder; /**< Number of control points in V dimension */
1684 GLfloat u1, u2, du;
1685 GLfloat v1, v2, dv;
1686 GLfloat *Points; /**< Points to contiguous control points */
1687 };
1688
1689
1690 /**
1691 * All evaluator control point state
1692 */
1693 struct gl_evaluators
1694 {
1695 /**
1696 * \name 1-D maps
1697 */
1698 /*@{*/
1699 struct gl_1d_map Map1Vertex3;
1700 struct gl_1d_map Map1Vertex4;
1701 struct gl_1d_map Map1Index;
1702 struct gl_1d_map Map1Color4;
1703 struct gl_1d_map Map1Normal;
1704 struct gl_1d_map Map1Texture1;
1705 struct gl_1d_map Map1Texture2;
1706 struct gl_1d_map Map1Texture3;
1707 struct gl_1d_map Map1Texture4;
1708 /*@}*/
1709
1710 /**
1711 * \name 2-D maps
1712 */
1713 /*@{*/
1714 struct gl_2d_map Map2Vertex3;
1715 struct gl_2d_map Map2Vertex4;
1716 struct gl_2d_map Map2Index;
1717 struct gl_2d_map Map2Color4;
1718 struct gl_2d_map Map2Normal;
1719 struct gl_2d_map Map2Texture1;
1720 struct gl_2d_map Map2Texture2;
1721 struct gl_2d_map Map2Texture3;
1722 struct gl_2d_map Map2Texture4;
1723 /*@}*/
1724 };
1725
1726
1727 struct gl_transform_feedback_varying_info
1728 {
1729 char *Name;
1730 GLenum Type;
1731 GLint BufferIndex;
1732 GLint Size;
1733 GLint Offset;
1734 };
1735
1736
1737 /**
1738 * Per-output info vertex shaders for transform feedback.
1739 */
1740 struct gl_transform_feedback_output
1741 {
1742 uint32_t OutputRegister;
1743 uint32_t OutputBuffer;
1744 uint32_t NumComponents;
1745 uint32_t StreamId;
1746
1747 /** offset (in DWORDs) of this output within the interleaved structure */
1748 uint32_t DstOffset;
1749
1750 /**
1751 * Offset into the output register of the data to output. For example,
1752 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1753 * offset is in the y and z components of the output register.
1754 */
1755 uint32_t ComponentOffset;
1756 };
1757
1758
1759 struct gl_transform_feedback_buffer
1760 {
1761 uint32_t Binding;
1762
1763 uint32_t NumVaryings;
1764
1765 /**
1766 * Total number of components stored in each buffer. This may be used by
1767 * hardware back-ends to determine the correct stride when interleaving
1768 * multiple transform feedback outputs in the same buffer.
1769 */
1770 uint32_t Stride;
1771
1772 /**
1773 * Which transform feedback stream this buffer binding is associated with.
1774 */
1775 uint32_t Stream;
1776 };
1777
1778
1779 /** Post-link transform feedback info. */
1780 struct gl_transform_feedback_info
1781 {
1782 unsigned NumOutputs;
1783
1784 /* Bitmask of active buffer indices. */
1785 unsigned ActiveBuffers;
1786
1787 struct gl_transform_feedback_output *Outputs;
1788
1789 /** Transform feedback varyings used for the linking of this shader program.
1790 *
1791 * Use for glGetTransformFeedbackVarying().
1792 */
1793 struct gl_transform_feedback_varying_info *Varyings;
1794 GLint NumVarying;
1795
1796 struct gl_transform_feedback_buffer Buffers[MAX_FEEDBACK_BUFFERS];
1797 };
1798
1799
1800 /**
1801 * Transform feedback object state
1802 */
1803 struct gl_transform_feedback_object
1804 {
1805 GLuint Name; /**< AKA the object ID */
1806 GLint RefCount;
1807 GLchar *Label; /**< GL_KHR_debug */
1808 GLboolean Active; /**< Is transform feedback enabled? */
1809 GLboolean Paused; /**< Is transform feedback paused? */
1810 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1811 at least once? */
1812 GLboolean EverBound; /**< Has this object been bound? */
1813
1814 /**
1815 * GLES: if Active is true, remaining number of primitives which can be
1816 * rendered without overflow. This is necessary to track because GLES
1817 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1818 * glDrawArraysInstanced would overflow transform feedback buffers.
1819 * Undefined if Active is false.
1820 *
1821 * Not tracked for desktop GL since it's unnecessary.
1822 */
1823 unsigned GlesRemainingPrims;
1824
1825 /**
1826 * The program active when BeginTransformFeedback() was called.
1827 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1828 * where stage is the pipeline stage that is the source of data for
1829 * transform feedback.
1830 */
1831 struct gl_program *program;
1832
1833 /** The feedback buffers */
1834 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1835 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1836
1837 /** Start of feedback data in dest buffer */
1838 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1839
1840 /**
1841 * Max data to put into dest buffer (in bytes). Computed based on
1842 * RequestedSize and the actual size of the buffer.
1843 */
1844 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1845
1846 /**
1847 * Size that was specified when the buffer was bound. If the buffer was
1848 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1849 * zero.
1850 */
1851 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1852 };
1853
1854
1855 /**
1856 * Context state for transform feedback.
1857 */
1858 struct gl_transform_feedback_state
1859 {
1860 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1861
1862 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1863 struct gl_buffer_object *CurrentBuffer;
1864
1865 /** The table of all transform feedback objects */
1866 struct _mesa_HashTable *Objects;
1867
1868 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1869 struct gl_transform_feedback_object *CurrentObject;
1870
1871 /** The default xform-fb object (Name==0) */
1872 struct gl_transform_feedback_object *DefaultObject;
1873 };
1874
1875
1876 /**
1877 * A "performance monitor" as described in AMD_performance_monitor.
1878 */
1879 struct gl_perf_monitor_object
1880 {
1881 GLuint Name;
1882
1883 /** True if the monitor is currently active (Begin called but not End). */
1884 GLboolean Active;
1885
1886 /**
1887 * True if the monitor has ended.
1888 *
1889 * This is distinct from !Active because it may never have began.
1890 */
1891 GLboolean Ended;
1892
1893 /**
1894 * A list of groups with currently active counters.
1895 *
1896 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1897 */
1898 unsigned *ActiveGroups;
1899
1900 /**
1901 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1902 *
1903 * Checking whether counter 'c' in group 'g' is active can be done via:
1904 *
1905 * BITSET_TEST(ActiveCounters[g], c)
1906 */
1907 GLuint **ActiveCounters;
1908 };
1909
1910
1911 union gl_perf_monitor_counter_value
1912 {
1913 float f;
1914 uint64_t u64;
1915 uint32_t u32;
1916 };
1917
1918
1919 struct gl_perf_monitor_counter
1920 {
1921 /** Human readable name for the counter. */
1922 const char *Name;
1923
1924 /**
1925 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1926 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1927 */
1928 GLenum Type;
1929
1930 /** Minimum counter value. */
1931 union gl_perf_monitor_counter_value Minimum;
1932
1933 /** Maximum counter value. */
1934 union gl_perf_monitor_counter_value Maximum;
1935 };
1936
1937
1938 struct gl_perf_monitor_group
1939 {
1940 /** Human readable name for the group. */
1941 const char *Name;
1942
1943 /**
1944 * Maximum number of counters in this group which can be active at the
1945 * same time.
1946 */
1947 GLuint MaxActiveCounters;
1948
1949 /** Array of counters within this group. */
1950 const struct gl_perf_monitor_counter *Counters;
1951 GLuint NumCounters;
1952 };
1953
1954
1955 /**
1956 * A query object instance as described in INTEL_performance_query.
1957 *
1958 * NB: We want to keep this and the corresponding backend structure
1959 * relatively lean considering that applications may expect to
1960 * allocate enough objects to be able to query around all draw calls
1961 * in a frame.
1962 */
1963 struct gl_perf_query_object
1964 {
1965 GLuint Id; /**< hash table ID/name */
1966 unsigned Used:1; /**< has been used for 1 or more queries */
1967 unsigned Active:1; /**< inside Begin/EndPerfQuery */
1968 unsigned Ready:1; /**< result is ready? */
1969 };
1970
1971
1972 /**
1973 * Context state for AMD_performance_monitor.
1974 */
1975 struct gl_perf_monitor_state
1976 {
1977 /** Array of performance monitor groups (indexed by group ID) */
1978 const struct gl_perf_monitor_group *Groups;
1979 GLuint NumGroups;
1980
1981 /** The table of all performance monitors. */
1982 struct _mesa_HashTable *Monitors;
1983 };
1984
1985
1986 /**
1987 * Context state for INTEL_performance_query.
1988 */
1989 struct gl_perf_query_state
1990 {
1991 struct _mesa_HashTable *Objects; /**< The table of all performance query objects */
1992 };
1993
1994
1995 /**
1996 * A bindless sampler object.
1997 */
1998 struct gl_bindless_sampler
1999 {
2000 /** Texture unit (set by glUniform1()). */
2001 GLubyte unit;
2002
2003 /** Whether this bindless sampler is bound to a unit. */
2004 GLboolean bound;
2005
2006 /** Texture Target (TEXTURE_1D/2D/3D/etc_INDEX). */
2007 gl_texture_index target;
2008
2009 /** Pointer to the base of the data. */
2010 GLvoid *data;
2011 };
2012
2013 /**
2014 * A bindless image object.
2015 */
2016 struct gl_bindless_image
2017 {
2018 /** Image unit (set by glUniform1()). */
2019 GLubyte unit;
2020
2021 /** Whether this bindless image is bound to a unit. */
2022 GLboolean bound;
2023
2024 /** Access qualifier (GL_READ_WRITE, GL_READ_ONLY, GL_WRITE_ONLY) */
2025 GLenum access;
2026
2027 /** Pointer to the base of the data. */
2028 GLvoid *data;
2029 };
2030
2031 /**
2032 * Names of the various vertex/fragment program register files, etc.
2033 *
2034 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
2035 * All values should fit in a 4-bit field.
2036 *
2037 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
2038 * considered to be "uniform" variables since they can only be set outside
2039 * glBegin/End. They're also all stored in the same Parameters array.
2040 */
2041 typedef enum
2042 {
2043 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
2044 PROGRAM_ARRAY, /**< Arrays & Matrixes */
2045 PROGRAM_INPUT, /**< machine->Inputs[] */
2046 PROGRAM_OUTPUT, /**< machine->Outputs[] */
2047 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
2048 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
2049 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
2050 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
2051 PROGRAM_ADDRESS, /**< machine->AddressReg */
2052 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
2053 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
2054 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
2055 PROGRAM_IMMEDIATE, /**< Immediate value, used by TGSI */
2056 PROGRAM_BUFFER, /**< for shader buffers, compile-time only */
2057 PROGRAM_MEMORY, /**< for shared, global and local memory */
2058 PROGRAM_IMAGE, /**< for shader images, compile-time only */
2059 PROGRAM_FILE_MAX
2060 } gl_register_file;
2061
2062
2063 /**
2064 * Base class for any kind of program object
2065 */
2066 struct gl_program
2067 {
2068 /** FIXME: This must be first until we split shader_info from nir_shader */
2069 struct shader_info info;
2070
2071 GLuint Id;
2072 GLint RefCount;
2073 GLubyte *String; /**< Null-terminated program text */
2074
2075 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2076 GLenum Format; /**< String encoding format */
2077
2078 GLboolean _Used; /**< Ever used for drawing? Used for debugging */
2079
2080 struct nir_shader *nir;
2081
2082 bool is_arb_asm; /** Is this an ARB assembly-style program */
2083
2084 /** Is this program written to on disk shader cache */
2085 bool program_written_to_cache;
2086
2087 GLbitfield64 SecondaryOutputsWritten; /**< Subset of OutputsWritten outputs written with non-zero index. */
2088 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
2089 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
2090 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
2091 GLbitfield ExternalSamplersUsed; /**< Texture units used for samplerExternalOES */
2092
2093 /* Fragement shader only fields */
2094 GLboolean OriginUpperLeft;
2095 GLboolean PixelCenterInteger;
2096
2097 /** Named parameters, constants, etc. from program text */
2098 struct gl_program_parameter_list *Parameters;
2099
2100 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2101 GLubyte SamplerUnits[MAX_SAMPLERS];
2102
2103 /* FIXME: We should be able to make this struct a union. However some
2104 * drivers (i915/fragment_programs, swrast/prog_execute) mix the use of
2105 * these fields, we should fix this.
2106 */
2107 struct {
2108 /** Fields used by GLSL programs */
2109 struct {
2110 /** Data shared by gl_program and gl_shader_program */
2111 struct gl_shader_program_data *data;
2112
2113 struct gl_active_atomic_buffer **AtomicBuffers;
2114
2115 /** Post-link transform feedback info. */
2116 struct gl_transform_feedback_info *LinkedTransformFeedback;
2117
2118 /**
2119 * Number of types for subroutine uniforms.
2120 */
2121 GLuint NumSubroutineUniformTypes;
2122
2123 /**
2124 * Subroutine uniform remap table
2125 * based on the program level uniform remap table.
2126 */
2127 GLuint NumSubroutineUniforms; /* non-sparse total */
2128 GLuint NumSubroutineUniformRemapTable;
2129 struct gl_uniform_storage **SubroutineUniformRemapTable;
2130
2131 /**
2132 * Num of subroutine functions for this stage and storage for them.
2133 */
2134 GLuint NumSubroutineFunctions;
2135 GLuint MaxSubroutineFunctionIndex;
2136 struct gl_subroutine_function *SubroutineFunctions;
2137
2138 /**
2139 * Map from image uniform index to image unit (set by glUniform1i())
2140 *
2141 * An image uniform index is associated with each image uniform by
2142 * the linker. The image index associated with each uniform is
2143 * stored in the \c gl_uniform_storage::image field.
2144 */
2145 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2146
2147 /**
2148 * Access qualifier specified in the shader for each image uniform
2149 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2150 * GL_READ_WRITE.
2151 *
2152 * It may be different, though only more strict than the value of
2153 * \c gl_image_unit::Access for the corresponding image unit.
2154 */
2155 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2156
2157 struct gl_uniform_block **UniformBlocks;
2158 struct gl_uniform_block **ShaderStorageBlocks;
2159
2160 /** Which texture target is being sampled
2161 * (TEXTURE_1D/2D/3D/etc_INDEX)
2162 */
2163 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2164
2165 /**
2166 * Number of samplers declared with the bindless_sampler layout
2167 * qualifier as specified by ARB_bindless_texture.
2168 */
2169 GLuint NumBindlessSamplers;
2170 GLboolean HasBoundBindlessSampler;
2171 struct gl_bindless_sampler *BindlessSamplers;
2172
2173 /**
2174 * Number of images declared with the bindless_image layout qualifier
2175 * as specified by ARB_bindless_texture.
2176 */
2177 GLuint NumBindlessImages;
2178 GLboolean HasBoundBindlessImage;
2179 struct gl_bindless_image *BindlessImages;
2180
2181 union {
2182 struct {
2183 /**
2184 * A bitmask of gl_advanced_blend_mode values
2185 */
2186 GLbitfield BlendSupport;
2187 } fs;
2188 };
2189 } sh;
2190
2191 /** ARB assembly-style program fields */
2192 struct {
2193 struct prog_instruction *Instructions;
2194
2195 /**
2196 * Local parameters used by the program.
2197 *
2198 * It's dynamically allocated because it is rarely used (just
2199 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries
2200 * once it's allocated.
2201 */
2202 GLfloat (*LocalParams)[4];
2203
2204 /** Bitmask of which register files are read/written with indirect
2205 * addressing. Mask of (1 << PROGRAM_x) bits.
2206 */
2207 GLbitfield IndirectRegisterFiles;
2208
2209 /** Logical counts */
2210 /*@{*/
2211 GLuint NumInstructions;
2212 GLuint NumTemporaries;
2213 GLuint NumParameters;
2214 GLuint NumAttributes;
2215 GLuint NumAddressRegs;
2216 GLuint NumAluInstructions;
2217 GLuint NumTexInstructions;
2218 GLuint NumTexIndirections;
2219 /*@}*/
2220 /** Native, actual h/w counts */
2221 /*@{*/
2222 GLuint NumNativeInstructions;
2223 GLuint NumNativeTemporaries;
2224 GLuint NumNativeParameters;
2225 GLuint NumNativeAttributes;
2226 GLuint NumNativeAddressRegs;
2227 GLuint NumNativeAluInstructions;
2228 GLuint NumNativeTexInstructions;
2229 GLuint NumNativeTexIndirections;
2230 /*@}*/
2231
2232 /** Used by ARB assembly-style programs. Can only be true for vertex
2233 * programs.
2234 */
2235 GLboolean IsPositionInvariant;
2236 } arb;
2237 };
2238 };
2239
2240
2241 /**
2242 * State common to vertex and fragment programs.
2243 */
2244 struct gl_program_state
2245 {
2246 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2247 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2248 };
2249
2250
2251 /**
2252 * Context state for vertex programs.
2253 */
2254 struct gl_vertex_program_state
2255 {
2256 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2257 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2258 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2259 /** Should fixed-function T&L be implemented with a vertex prog? */
2260 GLboolean _MaintainTnlProgram;
2261
2262 struct gl_program *Current; /**< User-bound vertex program */
2263
2264 /** Currently enabled and valid vertex program (including internal
2265 * programs, user-defined vertex programs and GLSL vertex shaders).
2266 * This is the program we must use when rendering.
2267 */
2268 struct gl_program *_Current;
2269
2270 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2271
2272 /** Program to emulate fixed-function T&L (see above) */
2273 struct gl_program *_TnlProgram;
2274
2275 /** Cache of fixed-function programs */
2276 struct gl_program_cache *Cache;
2277
2278 GLboolean _Overriden;
2279 };
2280
2281 /**
2282 * Context state for tessellation control programs.
2283 */
2284 struct gl_tess_ctrl_program_state
2285 {
2286 /** Currently bound and valid shader. */
2287 struct gl_program *_Current;
2288
2289 GLint patch_vertices;
2290 GLfloat patch_default_outer_level[4];
2291 GLfloat patch_default_inner_level[2];
2292 };
2293
2294 /**
2295 * Context state for tessellation evaluation programs.
2296 */
2297 struct gl_tess_eval_program_state
2298 {
2299 /** Currently bound and valid shader. */
2300 struct gl_program *_Current;
2301 };
2302
2303 /**
2304 * Context state for geometry programs.
2305 */
2306 struct gl_geometry_program_state
2307 {
2308 /** Currently enabled and valid program (including internal programs
2309 * and compiled shader programs).
2310 */
2311 struct gl_program *_Current;
2312 };
2313
2314 /**
2315 * Context state for fragment programs.
2316 */
2317 struct gl_fragment_program_state
2318 {
2319 GLboolean Enabled; /**< User-set fragment program enable flag */
2320 /** Should fixed-function texturing be implemented with a fragment prog? */
2321 GLboolean _MaintainTexEnvProgram;
2322
2323 struct gl_program *Current; /**< User-bound fragment program */
2324
2325 /** Currently enabled and valid fragment program (including internal
2326 * programs, user-defined fragment programs and GLSL fragment shaders).
2327 * This is the program we must use when rendering.
2328 */
2329 struct gl_program *_Current;
2330
2331 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2332
2333 /** Program to emulate fixed-function texture env/combine (see above) */
2334 struct gl_program *_TexEnvProgram;
2335
2336 /** Cache of fixed-function programs */
2337 struct gl_program_cache *Cache;
2338 };
2339
2340
2341 /**
2342 * Context state for compute programs.
2343 */
2344 struct gl_compute_program_state
2345 {
2346 /** Currently enabled and valid program (including internal programs
2347 * and compiled shader programs).
2348 */
2349 struct gl_program *_Current;
2350 };
2351
2352
2353 /**
2354 * ATI_fragment_shader runtime state
2355 */
2356
2357 struct atifs_instruction;
2358 struct atifs_setupinst;
2359
2360 /**
2361 * ATI fragment shader
2362 */
2363 struct ati_fragment_shader
2364 {
2365 GLuint Id;
2366 GLint RefCount;
2367 struct atifs_instruction *Instructions[2];
2368 struct atifs_setupinst *SetupInst[2];
2369 GLfloat Constants[8][4];
2370 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2371 GLubyte numArithInstr[2];
2372 GLubyte regsAssigned[2];
2373 GLubyte NumPasses; /**< 1 or 2 */
2374 GLubyte cur_pass;
2375 GLubyte last_optype;
2376 GLboolean interpinp1;
2377 GLboolean isValid;
2378 GLuint swizzlerq;
2379 struct gl_program *Program;
2380 };
2381
2382 /**
2383 * Context state for GL_ATI_fragment_shader
2384 */
2385 struct gl_ati_fragment_shader_state
2386 {
2387 GLboolean Enabled;
2388 GLboolean Compiling;
2389 GLfloat GlobalConstants[8][4];
2390 struct ati_fragment_shader *Current;
2391 };
2392
2393 /**
2394 * Shader subroutine function definition
2395 */
2396 struct gl_subroutine_function
2397 {
2398 char *name;
2399 int index;
2400 int num_compat_types;
2401 const struct glsl_type **types;
2402 };
2403
2404 /**
2405 * Shader information needed by both gl_shader and gl_linked shader.
2406 */
2407 struct gl_shader_info
2408 {
2409 /**
2410 * Tessellation Control shader state from layout qualifiers.
2411 */
2412 struct {
2413 /**
2414 * 0 - vertices not declared in shader, or
2415 * 1 .. GL_MAX_PATCH_VERTICES
2416 */
2417 GLint VerticesOut;
2418 } TessCtrl;
2419
2420 /**
2421 * Tessellation Evaluation shader state from layout qualifiers.
2422 */
2423 struct {
2424 /**
2425 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2426 * in this shader.
2427 */
2428 GLenum PrimitiveMode;
2429
2430 enum gl_tess_spacing Spacing;
2431
2432 /**
2433 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2434 */
2435 GLenum VertexOrder;
2436 /**
2437 * 1, 0, or -1 if it's not set in this shader.
2438 */
2439 int PointMode;
2440 } TessEval;
2441
2442 /**
2443 * Geometry shader state from GLSL 1.50 layout qualifiers.
2444 */
2445 struct {
2446 GLint VerticesOut;
2447 /**
2448 * 0 - Invocations count not declared in shader, or
2449 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2450 */
2451 GLint Invocations;
2452 /**
2453 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2454 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2455 * shader.
2456 */
2457 GLenum InputType;
2458 /**
2459 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2460 * it's not set in this shader.
2461 */
2462 GLenum OutputType;
2463 } Geom;
2464
2465 /**
2466 * Compute shader state from ARB_compute_shader and
2467 * ARB_compute_variable_group_size layout qualifiers.
2468 */
2469 struct {
2470 /**
2471 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2472 * it's not set in this shader.
2473 */
2474 unsigned LocalSize[3];
2475
2476 /**
2477 * Whether a variable work group size has been specified as defined by
2478 * ARB_compute_variable_group_size.
2479 */
2480 bool LocalSizeVariable;
2481 } Comp;
2482 };
2483
2484 /**
2485 * A linked GLSL shader object.
2486 */
2487 struct gl_linked_shader
2488 {
2489 gl_shader_stage Stage;
2490
2491 #ifdef DEBUG
2492 unsigned SourceChecksum;
2493 #endif
2494
2495 struct gl_program *Program; /**< Post-compile assembly code */
2496
2497 /**
2498 * \name Sampler tracking
2499 *
2500 * \note Each of these fields is only set post-linking.
2501 */
2502 /*@{*/
2503 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2504 /*@}*/
2505
2506 /**
2507 * Number of default uniform block components used by this shader.
2508 *
2509 * This field is only set post-linking.
2510 */
2511 unsigned num_uniform_components;
2512
2513 /**
2514 * Number of combined uniform components used by this shader.
2515 *
2516 * This field is only set post-linking. It is the sum of the uniform block
2517 * sizes divided by sizeof(float), and num_uniform_compoennts.
2518 */
2519 unsigned num_combined_uniform_components;
2520
2521 struct exec_list *ir;
2522 struct exec_list *packed_varyings;
2523 struct exec_list *fragdata_arrays;
2524 struct glsl_symbol_table *symbols;
2525 };
2526
2527 static inline GLbitfield gl_external_samplers(struct gl_program *prog)
2528 {
2529 GLbitfield external_samplers = 0;
2530 GLbitfield mask = prog->SamplersUsed;
2531
2532 while (mask) {
2533 int idx = u_bit_scan(&mask);
2534 if (prog->sh.SamplerTargets[idx] == TEXTURE_EXTERNAL_INDEX)
2535 external_samplers |= (1 << idx);
2536 }
2537
2538 return external_samplers;
2539 }
2540
2541 /**
2542 * Compile status enum. compile_skipped is used to indicate the compile
2543 * was skipped due to the shader matching one that's been seen before by
2544 * the on-disk cache.
2545 */
2546 enum gl_compile_status
2547 {
2548 compile_failure = 0,
2549 compile_success,
2550 compile_skipped,
2551 compiled_no_opts
2552 };
2553
2554 /**
2555 * A GLSL shader object.
2556 */
2557 struct gl_shader
2558 {
2559 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2560 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2561 * Must be the first field.
2562 */
2563 GLenum Type;
2564 gl_shader_stage Stage;
2565 GLuint Name; /**< AKA the handle */
2566 GLint RefCount; /**< Reference count */
2567 GLchar *Label; /**< GL_KHR_debug */
2568 unsigned char sha1[20]; /**< SHA1 hash of pre-processed source */
2569 GLboolean DeletePending;
2570 bool IsES; /**< True if this shader uses GLSL ES */
2571
2572 enum gl_compile_status CompileStatus;
2573
2574 #ifdef DEBUG
2575 unsigned SourceChecksum; /**< for debug/logging purposes */
2576 #endif
2577 const GLchar *Source; /**< Source code string */
2578
2579 const GLchar *FallbackSource; /**< Fallback string used by on-disk cache*/
2580
2581 GLchar *InfoLog;
2582
2583 unsigned Version; /**< GLSL version used for linking */
2584
2585 /**
2586 * A bitmask of gl_advanced_blend_mode values
2587 */
2588 GLbitfield BlendSupport;
2589
2590 struct exec_list *ir;
2591 struct glsl_symbol_table *symbols;
2592
2593 /**
2594 * Whether early fragment tests are enabled as defined by
2595 * ARB_shader_image_load_store.
2596 */
2597 bool EarlyFragmentTests;
2598
2599 bool ARB_fragment_coord_conventions_enable;
2600
2601 bool redeclares_gl_fragcoord;
2602 bool uses_gl_fragcoord;
2603
2604 bool PostDepthCoverage;
2605 bool InnerCoverage;
2606
2607 /**
2608 * Fragment shader state from GLSL 1.50 layout qualifiers.
2609 */
2610 bool origin_upper_left;
2611 bool pixel_center_integer;
2612
2613 /**
2614 * Whether bindless_sampler/bindless_image, and respectively
2615 * bound_sampler/bound_image are declared at global scope as defined by
2616 * ARB_bindless_texture.
2617 */
2618 bool bindless_sampler;
2619 bool bindless_image;
2620 bool bound_sampler;
2621 bool bound_image;
2622
2623 /** Global xfb_stride out qualifier if any */
2624 GLuint TransformFeedbackBufferStride[MAX_FEEDBACK_BUFFERS];
2625
2626 struct gl_shader_info info;
2627 };
2628
2629
2630 struct gl_uniform_buffer_variable
2631 {
2632 char *Name;
2633
2634 /**
2635 * Name of the uniform as seen by glGetUniformIndices.
2636 *
2637 * glGetUniformIndices requires that the block instance index \b not be
2638 * present in the name of queried uniforms.
2639 *
2640 * \note
2641 * \c gl_uniform_buffer_variable::IndexName and
2642 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2643 */
2644 char *IndexName;
2645
2646 const struct glsl_type *Type;
2647 unsigned int Offset;
2648 GLboolean RowMajor;
2649 };
2650
2651
2652 struct gl_uniform_block
2653 {
2654 /** Declared name of the uniform block */
2655 char *Name;
2656
2657 /** Array of supplemental information about UBO ir_variables. */
2658 struct gl_uniform_buffer_variable *Uniforms;
2659 GLuint NumUniforms;
2660
2661 /**
2662 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2663 * with glBindBufferBase to bind a buffer object to this uniform block.
2664 */
2665 GLuint Binding;
2666
2667 /**
2668 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2669 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2670 */
2671 GLuint UniformBufferSize;
2672
2673 /** Stages that reference this block */
2674 uint8_t stageref;
2675
2676 /**
2677 * Linearized array index for uniform block instance arrays
2678 *
2679 * Given a uniform block instance array declared with size
2680 * blk[s_0][s_1]..[s_m], the block referenced by blk[i_0][i_1]..[i_m] will
2681 * have the linearized array index
2682 *
2683 * m-1 m
2684 * i_m + ∑ i_j * ∏ s_k
2685 * j=0 k=j+1
2686 *
2687 * For a uniform block instance that is not an array, this is always 0.
2688 */
2689 uint8_t linearized_array_index;
2690
2691 /**
2692 * Layout specified in the shader
2693 *
2694 * This isn't accessible through the API, but it is used while
2695 * cross-validating uniform blocks.
2696 */
2697 enum glsl_interface_packing _Packing;
2698 GLboolean _RowMajor;
2699 };
2700
2701 /**
2702 * Structure that represents a reference to an atomic buffer from some
2703 * shader program.
2704 */
2705 struct gl_active_atomic_buffer
2706 {
2707 /** Uniform indices of the atomic counters declared within it. */
2708 GLuint *Uniforms;
2709 GLuint NumUniforms;
2710
2711 /** Binding point index associated with it. */
2712 GLuint Binding;
2713
2714 /** Minimum reasonable size it is expected to have. */
2715 GLuint MinimumSize;
2716
2717 /** Shader stages making use of it. */
2718 GLboolean StageReferences[MESA_SHADER_STAGES];
2719 };
2720
2721 /**
2722 * Data container for shader queries. This holds only the minimal
2723 * amount of required information for resource queries to work.
2724 */
2725 struct gl_shader_variable
2726 {
2727 /**
2728 * Declared type of the variable
2729 */
2730 const struct glsl_type *type;
2731
2732 /**
2733 * If the variable is in an interface block, this is the type of the block.
2734 */
2735 const struct glsl_type *interface_type;
2736
2737 /**
2738 * For variables inside structs (possibly recursively), this is the
2739 * outermost struct type.
2740 */
2741 const struct glsl_type *outermost_struct_type;
2742
2743 /**
2744 * Declared name of the variable
2745 */
2746 char *name;
2747
2748 /**
2749 * Storage location of the base of this variable
2750 *
2751 * The precise meaning of this field depends on the nature of the variable.
2752 *
2753 * - Vertex shader input: one of the values from \c gl_vert_attrib.
2754 * - Vertex shader output: one of the values from \c gl_varying_slot.
2755 * - Geometry shader input: one of the values from \c gl_varying_slot.
2756 * - Geometry shader output: one of the values from \c gl_varying_slot.
2757 * - Fragment shader input: one of the values from \c gl_varying_slot.
2758 * - Fragment shader output: one of the values from \c gl_frag_result.
2759 * - Uniforms: Per-stage uniform slot number for default uniform block.
2760 * - Uniforms: Index within the uniform block definition for UBO members.
2761 * - Non-UBO Uniforms: explicit location until linking then reused to
2762 * store uniform slot number.
2763 * - Other: This field is not currently used.
2764 *
2765 * If the variable is a uniform, shader input, or shader output, and the
2766 * slot has not been assigned, the value will be -1.
2767 */
2768 int location;
2769
2770 /**
2771 * Specifies the first component the variable is stored in as per
2772 * ARB_enhanced_layouts.
2773 */
2774 unsigned component:2;
2775
2776 /**
2777 * Output index for dual source blending.
2778 *
2779 * \note
2780 * The GLSL spec only allows the values 0 or 1 for the index in \b dual
2781 * source blending.
2782 */
2783 unsigned index:1;
2784
2785 /**
2786 * Specifies whether a shader input/output is per-patch in tessellation
2787 * shader stages.
2788 */
2789 unsigned patch:1;
2790
2791 /**
2792 * Storage class of the variable.
2793 *
2794 * \sa (n)ir_variable_mode
2795 */
2796 unsigned mode:4;
2797
2798 /**
2799 * Interpolation mode for shader inputs / outputs
2800 *
2801 * \sa glsl_interp_mode
2802 */
2803 unsigned interpolation:2;
2804
2805 /**
2806 * Was the location explicitly set in the shader?
2807 *
2808 * If the location is explicitly set in the shader, it \b cannot be changed
2809 * by the linker or by the API (e.g., calls to \c glBindAttribLocation have
2810 * no effect).
2811 */
2812 unsigned explicit_location:1;
2813
2814 /**
2815 * Precision qualifier.
2816 */
2817 unsigned precision:2;
2818 };
2819
2820 /**
2821 * Active resource in a gl_shader_program
2822 */
2823 struct gl_program_resource
2824 {
2825 GLenum Type; /** Program interface type. */
2826 const void *Data; /** Pointer to resource associated data structure. */
2827 uint8_t StageReferences; /** Bitmask of shader stage references. */
2828 };
2829
2830 /**
2831 * Link status enum. linking_skipped is used to indicate linking
2832 * was skipped due to the shader being loaded from the on-disk cache.
2833 */
2834 enum gl_link_status
2835 {
2836 linking_failure = 0,
2837 linking_success,
2838 linking_skipped
2839 };
2840
2841 /**
2842 * A data structure to be shared by gl_shader_program and gl_program.
2843 */
2844 struct gl_shader_program_data
2845 {
2846 GLint RefCount; /**< Reference count */
2847
2848 /** SHA1 hash of linked shader program */
2849 unsigned char sha1[20];
2850
2851 unsigned NumUniformStorage;
2852 unsigned NumHiddenUniforms;
2853 struct gl_uniform_storage *UniformStorage;
2854
2855 unsigned NumUniformBlocks;
2856 unsigned NumShaderStorageBlocks;
2857
2858 struct gl_uniform_block *UniformBlocks;
2859 struct gl_uniform_block *ShaderStorageBlocks;
2860
2861 struct gl_active_atomic_buffer *AtomicBuffers;
2862 unsigned NumAtomicBuffers;
2863
2864 /* Shader cache variables used during restore */
2865 unsigned NumUniformDataSlots;
2866 union gl_constant_value *UniformDataSlots;
2867
2868 bool cache_fallback;
2869
2870 /* TODO: This used by Gallium drivers to skip the cache on tgsi fallback.
2871 * All structures (gl_program, uniform storage, etc) will get recreated
2872 * even though we have already loaded them from cache. Once the i965 cache
2873 * lands we should switch to using the cache_fallback support.
2874 */
2875 bool skip_cache;
2876 GLboolean Validated;
2877
2878 /** List of all active resources after linking. */
2879 struct gl_program_resource *ProgramResourceList;
2880 unsigned NumProgramResourceList;
2881
2882 enum gl_link_status LinkStatus; /**< GL_LINK_STATUS */
2883 GLchar *InfoLog;
2884
2885 unsigned Version; /**< GLSL version used for linking */
2886
2887 /* Mask of stages this program was linked against */
2888 unsigned linked_stages;
2889 };
2890
2891 /**
2892 * A GLSL program object.
2893 * Basically a linked collection of vertex and fragment shaders.
2894 */
2895 struct gl_shader_program
2896 {
2897 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2898 GLuint Name; /**< aka handle or ID */
2899 GLchar *Label; /**< GL_KHR_debug */
2900 GLint RefCount; /**< Reference count */
2901 GLboolean DeletePending;
2902
2903 /**
2904 * Is the application intending to glGetProgramBinary this program?
2905 */
2906 GLboolean BinaryRetreivableHint;
2907
2908 /**
2909 * Indicates whether program can be bound for individual pipeline stages
2910 * using UseProgramStages after it is next linked.
2911 */
2912 GLboolean SeparateShader;
2913
2914 GLuint NumShaders; /**< number of attached shaders */
2915 struct gl_shader **Shaders; /**< List of attached the shaders */
2916
2917 /**
2918 * User-defined attribute bindings
2919 *
2920 * These are set via \c glBindAttribLocation and are used to direct the
2921 * GLSL linker. These are \b not the values used in the compiled shader,
2922 * and they are \b not the values returned by \c glGetAttribLocation.
2923 */
2924 struct string_to_uint_map *AttributeBindings;
2925
2926 /**
2927 * User-defined fragment data bindings
2928 *
2929 * These are set via \c glBindFragDataLocation and are used to direct the
2930 * GLSL linker. These are \b not the values used in the compiled shader,
2931 * and they are \b not the values returned by \c glGetFragDataLocation.
2932 */
2933 struct string_to_uint_map *FragDataBindings;
2934 struct string_to_uint_map *FragDataIndexBindings;
2935
2936 /**
2937 * Transform feedback varyings last specified by
2938 * glTransformFeedbackVaryings().
2939 *
2940 * For the current set of transform feedback varyings used for transform
2941 * feedback output, see LinkedTransformFeedback.
2942 */
2943 struct {
2944 GLenum BufferMode;
2945 /** Global xfb_stride out qualifier if any */
2946 GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
2947 GLuint NumVarying;
2948 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2949 } TransformFeedback;
2950
2951 struct gl_program *last_vert_prog;
2952
2953 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2954 enum gl_frag_depth_layout FragDepthLayout;
2955
2956 /**
2957 * Geometry shader state - copied into gl_program by
2958 * _mesa_copy_linked_program_data().
2959 */
2960 struct {
2961 GLint VerticesIn;
2962
2963 bool UsesEndPrimitive;
2964 bool UsesStreams;
2965 } Geom;
2966
2967 /**
2968 * Compute shader state - copied into gl_program by
2969 * _mesa_copy_linked_program_data().
2970 */
2971 struct {
2972 /**
2973 * Size of shared variables accessed by the compute shader.
2974 */
2975 unsigned SharedSize;
2976 } Comp;
2977
2978 /** Data shared by gl_program and gl_shader_program */
2979 struct gl_shader_program_data *data;
2980
2981 /**
2982 * Mapping from GL uniform locations returned by \c glUniformLocation to
2983 * UniformStorage entries. Arrays will have multiple contiguous slots
2984 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2985 */
2986 unsigned NumUniformRemapTable;
2987 struct gl_uniform_storage **UniformRemapTable;
2988
2989 /**
2990 * Sometimes there are empty slots left over in UniformRemapTable after we
2991 * allocate slots to explicit locations. This list stores the blocks of
2992 * continuous empty slots inside UniformRemapTable.
2993 */
2994 struct exec_list EmptyUniformLocations;
2995
2996 /**
2997 * Total number of explicit uniform location including inactive uniforms.
2998 */
2999 unsigned NumExplicitUniformLocations;
3000
3001 /**
3002 * Map of active uniform names to locations
3003 *
3004 * Maps any active uniform that is not an array element to a location.
3005 * Each active uniform, including individual structure members will appear
3006 * in this map. This roughly corresponds to the set of names that would be
3007 * enumerated by \c glGetActiveUniform.
3008 */
3009 struct string_to_uint_map *UniformHash;
3010
3011 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
3012
3013 bool IsES; /**< True if this program uses GLSL ES */
3014
3015 /**
3016 * Per-stage shaders resulting from the first stage of linking.
3017 *
3018 * Set of linked shaders for this program. The array is accessed using the
3019 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
3020 * \c NULL.
3021 */
3022 struct gl_linked_shader *_LinkedShaders[MESA_SHADER_STAGES];
3023
3024 /* True if any of the fragment shaders attached to this program use:
3025 * #extension ARB_fragment_coord_conventions: enable
3026 */
3027 GLboolean ARB_fragment_coord_conventions_enable;
3028 };
3029
3030
3031 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
3032 #define GLSL_LOG 0x2 /**< Write shaders to files */
3033 #define GLSL_UNIFORMS 0x4 /**< Print glUniform calls */
3034 #define GLSL_NOP_VERT 0x8 /**< Force no-op vertex shaders */
3035 #define GLSL_NOP_FRAG 0x10 /**< Force no-op fragment shaders */
3036 #define GLSL_USE_PROG 0x20 /**< Log glUseProgram calls */
3037 #define GLSL_REPORT_ERRORS 0x40 /**< Print compilation errors */
3038 #define GLSL_DUMP_ON_ERROR 0x80 /**< Dump shaders to stderr on compile error */
3039 #define GLSL_CACHE_INFO 0x100 /**< Print debug information about shader cache */
3040 #define GLSL_CACHE_FALLBACK 0x200 /**< Force shader cache fallback paths */
3041
3042
3043 /**
3044 * Context state for GLSL vertex/fragment shaders.
3045 * Extended to support pipeline object
3046 */
3047 struct gl_pipeline_object
3048 {
3049 /** Name of the pipeline object as received from glGenProgramPipelines.
3050 * It would be 0 for shaders without separate shader objects.
3051 */
3052 GLuint Name;
3053
3054 GLint RefCount;
3055
3056 GLchar *Label; /**< GL_KHR_debug */
3057
3058 /**
3059 * Programs used for rendering
3060 *
3061 * There is a separate program set for each shader stage.
3062 */
3063 struct gl_program *CurrentProgram[MESA_SHADER_STAGES];
3064
3065 struct gl_shader_program *ReferencedPrograms[MESA_SHADER_STAGES];
3066
3067 /**
3068 * Program used by glUniform calls.
3069 *
3070 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
3071 */
3072 struct gl_shader_program *ActiveProgram;
3073
3074 GLbitfield Flags; /**< Mask of GLSL_x flags */
3075
3076 GLboolean EverBound; /**< Has the pipeline object been created */
3077
3078 GLboolean Validated; /**< Pipeline Validation status */
3079
3080 GLchar *InfoLog;
3081 };
3082
3083 /**
3084 * Context state for GLSL pipeline shaders.
3085 */
3086 struct gl_pipeline_shader_state
3087 {
3088 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
3089 struct gl_pipeline_object *Current;
3090
3091 /* Default Object to ensure that _Shader is never NULL */
3092 struct gl_pipeline_object *Default;
3093
3094 /** Pipeline objects */
3095 struct _mesa_HashTable *Objects;
3096 };
3097
3098 /**
3099 * Compiler options for a single GLSL shaders type
3100 */
3101 struct gl_shader_compiler_options
3102 {
3103 /** Driver-selectable options: */
3104 GLboolean EmitNoLoops;
3105 GLboolean EmitNoCont; /**< Emit CONT opcode? */
3106 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
3107 GLboolean EmitNoPow; /**< Emit POW opcodes? */
3108 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
3109 GLboolean LowerCombinedClipCullDistance; /** Lower gl_ClipDistance and
3110 * gl_CullDistance together from
3111 * float[8] to vec4[2]
3112 **/
3113
3114 /**
3115 * \name Forms of indirect addressing the driver cannot do.
3116 */
3117 /*@{*/
3118 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
3119 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
3120 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
3121 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
3122 GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
3123 /*@}*/
3124
3125 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
3126 GLuint MaxUnrollIterations;
3127
3128 /**
3129 * Optimize code for array of structures backends.
3130 *
3131 * This is a proxy for:
3132 * - preferring DP4 instructions (rather than MUL/MAD) for
3133 * matrix * vector operations, such as position transformation.
3134 */
3135 GLboolean OptimizeForAOS;
3136
3137 GLboolean LowerBufferInterfaceBlocks; /**< Lower UBO and SSBO access to intrinsics. */
3138
3139 /** Clamp UBO and SSBO block indices so they don't go out-of-bounds. */
3140 GLboolean ClampBlockIndicesToArrayBounds;
3141
3142 const struct nir_shader_compiler_options *NirOptions;
3143 };
3144
3145
3146 /**
3147 * Occlusion/timer query object.
3148 */
3149 struct gl_query_object
3150 {
3151 GLenum Target; /**< The query target, when active */
3152 GLuint Id; /**< hash table ID/name */
3153 GLchar *Label; /**< GL_KHR_debug */
3154 GLuint64EXT Result; /**< the counter */
3155 GLboolean Active; /**< inside Begin/EndQuery */
3156 GLboolean Ready; /**< result is ready? */
3157 GLboolean EverBound;/**< has query object ever been bound */
3158 GLuint Stream; /**< The stream */
3159 };
3160
3161
3162 /**
3163 * Context state for query objects.
3164 */
3165 struct gl_query_state
3166 {
3167 struct _mesa_HashTable *QueryObjects;
3168 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
3169 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
3170
3171 /** GL_NV_conditional_render */
3172 struct gl_query_object *CondRenderQuery;
3173
3174 /** GL_EXT_transform_feedback */
3175 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
3176 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
3177
3178 /** GL_ARB_transform_feedback_overflow_query */
3179 struct gl_query_object *TransformFeedbackOverflow[MAX_VERTEX_STREAMS];
3180 struct gl_query_object *TransformFeedbackOverflowAny;
3181
3182 /** GL_ARB_timer_query */
3183 struct gl_query_object *TimeElapsed;
3184
3185 /** GL_ARB_pipeline_statistics_query */
3186 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
3187
3188 GLenum CondRenderMode;
3189 };
3190
3191
3192 /** Sync object state */
3193 struct gl_sync_object
3194 {
3195 GLuint Name; /**< Fence name */
3196 GLint RefCount; /**< Reference count */
3197 GLchar *Label; /**< GL_KHR_debug */
3198 GLboolean DeletePending; /**< Object was deleted while there were still
3199 * live references (e.g., sync not yet finished)
3200 */
3201 GLenum SyncCondition;
3202 GLbitfield Flags; /**< Flags passed to glFenceSync */
3203 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
3204 };
3205
3206
3207 /**
3208 * State which can be shared by multiple contexts:
3209 */
3210 struct gl_shared_state
3211 {
3212 mtx_t Mutex; /**< for thread safety */
3213 GLint RefCount; /**< Reference count */
3214 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
3215 struct _mesa_HashTable *BitmapAtlas; /**< For optimized glBitmap text */
3216 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
3217
3218 /** Default texture objects (shared by all texture units) */
3219 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
3220
3221 /** Fallback texture used when a bound texture is incomplete */
3222 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
3223
3224 /**
3225 * \name Thread safety and statechange notification for texture
3226 * objects.
3227 *
3228 * \todo Improve the granularity of locking.
3229 */
3230 /*@{*/
3231 mtx_t TexMutex; /**< texobj thread safety */
3232 GLuint TextureStateStamp; /**< state notification for shared tex */
3233 /*@}*/
3234
3235 /** Default buffer object for vertex arrays that aren't in VBOs */
3236 struct gl_buffer_object *NullBufferObj;
3237
3238 /**
3239 * \name Vertex/geometry/fragment programs
3240 */
3241 /*@{*/
3242 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3243 struct gl_program *DefaultVertexProgram;
3244 struct gl_program *DefaultFragmentProgram;
3245 /*@}*/
3246
3247 /* GL_ATI_fragment_shader */
3248 struct _mesa_HashTable *ATIShaders;
3249 struct ati_fragment_shader *DefaultFragmentShader;
3250
3251 struct _mesa_HashTable *BufferObjects;
3252
3253 /** Table of both gl_shader and gl_shader_program objects */
3254 struct _mesa_HashTable *ShaderObjects;
3255
3256 /* GL_EXT_framebuffer_object */
3257 struct _mesa_HashTable *RenderBuffers;
3258 struct _mesa_HashTable *FrameBuffers;
3259
3260 /* GL_ARB_sync */
3261 struct set *SyncObjects;
3262
3263 /** GL_ARB_sampler_objects */
3264 struct _mesa_HashTable *SamplerObjects;
3265
3266 /* GL_ARB_bindless_texture */
3267 struct hash_table_u64 *TextureHandles;
3268 struct hash_table_u64 *ImageHandles;
3269 mtx_t HandlesMutex; /**< For texture/image handles safety */
3270
3271 /**
3272 * Some context in this share group was affected by a GPU reset
3273 *
3274 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3275 * been affected by a GPU reset must also return
3276 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3277 *
3278 * Once this field becomes true, it is never reset to false.
3279 */
3280 bool ShareGroupReset;
3281
3282 /** EXT_external_objects */
3283 struct _mesa_HashTable *MemoryObjects;
3284
3285 };
3286
3287
3288
3289 /**
3290 * Renderbuffers represent drawing surfaces such as color, depth and/or
3291 * stencil. A framebuffer object has a set of renderbuffers.
3292 * Drivers will typically derive subclasses of this type.
3293 */
3294 struct gl_renderbuffer
3295 {
3296 mtx_t Mutex; /**< for thread safety */
3297 GLuint ClassID; /**< Useful for drivers */
3298 GLuint Name;
3299 GLchar *Label; /**< GL_KHR_debug */
3300 GLint RefCount;
3301 GLuint Width, Height;
3302 GLuint Depth;
3303 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3304 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3305 /**
3306 * True for renderbuffers that wrap textures, giving the driver a chance to
3307 * flush render caches through the FinishRenderTexture hook.
3308 *
3309 * Drivers may also set this on renderbuffers other than those generated by
3310 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3311 * called without a rb->TexImage.
3312 */
3313 GLboolean NeedsFinishRenderTexture;
3314 GLubyte NumSamples; /**< zero means not multisampled */
3315 GLenum InternalFormat; /**< The user-specified format */
3316 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3317 GL_STENCIL_INDEX. */
3318 mesa_format Format; /**< The actual renderbuffer memory format */
3319 /**
3320 * Pointer to the texture image if this renderbuffer wraps a texture,
3321 * otherwise NULL.
3322 *
3323 * Note that the reference on the gl_texture_object containing this
3324 * TexImage is held by the gl_renderbuffer_attachment.
3325 */
3326 struct gl_texture_image *TexImage;
3327
3328 /** Delete this renderbuffer */
3329 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3330
3331 /** Allocate new storage for this renderbuffer */
3332 GLboolean (*AllocStorage)(struct gl_context *ctx,
3333 struct gl_renderbuffer *rb,
3334 GLenum internalFormat,
3335 GLuint width, GLuint height);
3336 };
3337
3338
3339 /**
3340 * A renderbuffer attachment points to either a texture object (and specifies
3341 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3342 */
3343 struct gl_renderbuffer_attachment
3344 {
3345 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3346 GLboolean Complete;
3347
3348 /**
3349 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3350 * application supplied renderbuffer object.
3351 */
3352 struct gl_renderbuffer *Renderbuffer;
3353
3354 /**
3355 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3356 * supplied texture object.
3357 */
3358 struct gl_texture_object *Texture;
3359 GLuint TextureLevel; /**< Attached mipmap level. */
3360 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3361 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3362 * and 2D array textures */
3363 GLboolean Layered;
3364 };
3365
3366
3367 /**
3368 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3369 * In C++ terms, think of this as a base class from which device drivers
3370 * will make derived classes.
3371 */
3372 struct gl_framebuffer
3373 {
3374 mtx_t Mutex; /**< for thread safety */
3375 /**
3376 * If zero, this is a window system framebuffer. If non-zero, this
3377 * is a FBO framebuffer; note that for some devices (i.e. those with
3378 * a natural pixel coordinate system for FBOs that differs from the
3379 * OpenGL/Mesa coordinate system), this means that the viewport,
3380 * polygon face orientation, and polygon stipple will have to be inverted.
3381 */
3382 GLuint Name;
3383 GLint RefCount;
3384
3385 GLchar *Label; /**< GL_KHR_debug */
3386
3387 GLboolean DeletePending;
3388
3389 /**
3390 * The framebuffer's visual. Immutable if this is a window system buffer.
3391 * Computed from attachments if user-made FBO.
3392 */
3393 struct gl_config Visual;
3394
3395 /**
3396 * Size of frame buffer in pixels. If there are no attachments, then both
3397 * of these are 0.
3398 */
3399 GLuint Width, Height;
3400
3401 /**
3402 * In the case that the framebuffer has no attachment (i.e.
3403 * GL_ARB_framebuffer_no_attachments) then the geometry of
3404 * the framebuffer is specified by the default values.
3405 */
3406 struct {
3407 GLuint Width, Height, Layers, NumSamples;
3408 GLboolean FixedSampleLocations;
3409 /* Derived from NumSamples by the driver so that it can choose a valid
3410 * value for the hardware.
3411 */
3412 GLuint _NumSamples;
3413 } DefaultGeometry;
3414
3415 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3416 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3417 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3418 */
3419 /*@{*/
3420 GLint _Xmin, _Xmax;
3421 GLint _Ymin, _Ymax;
3422 /*@}*/
3423
3424 /** \name Derived Z buffer stuff */
3425 /*@{*/
3426 GLuint _DepthMax; /**< Max depth buffer value */
3427 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3428 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3429 /*@}*/
3430
3431 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3432 GLenum _Status;
3433
3434 /** Whether one of Attachment has Type != GL_NONE
3435 * NOTE: the values for Width and Height are set to 0 in case of having
3436 * no attachments, a backend driver supporting the extension
3437 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3438 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3439 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3440 * _Ymax do NOT take into account _HasAttachments being false). To get the
3441 * geometry of the framebuffer, the helper functions
3442 * _mesa_geometric_width(),
3443 * _mesa_geometric_height(),
3444 * _mesa_geometric_samples() and
3445 * _mesa_geometric_layers()
3446 * are available that check _HasAttachments.
3447 */
3448 bool _HasAttachments;
3449
3450 GLbitfield _IntegerBuffers; /**< Which color buffers are integer valued */
3451
3452 /* ARB_color_buffer_float */
3453 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3454 GLboolean _HasSNormOrFloatColorBuffer;
3455
3456 /**
3457 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3458 * is not layered. For cube maps and cube map arrays, each cube face
3459 * counts as a layer. As the case for Width, Height a backend driver
3460 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3461 * in the case that _HasAttachments is false
3462 */
3463 GLuint MaxNumLayers;
3464
3465 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3466 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3467
3468 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3469 * attribute group and GL_PIXEL attribute group, respectively.
3470 */
3471 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3472 GLenum ColorReadBuffer;
3473
3474 /** Computed from ColorDraw/ReadBuffer above */
3475 GLuint _NumColorDrawBuffers;
3476 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3477 GLint _ColorReadBufferIndex; /* -1 = None */
3478 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3479 struct gl_renderbuffer *_ColorReadBuffer;
3480
3481 /** Delete this framebuffer */
3482 void (*Delete)(struct gl_framebuffer *fb);
3483 };
3484
3485
3486 /**
3487 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3488 */
3489 struct gl_precision
3490 {
3491 GLushort RangeMin; /**< min value exponent */
3492 GLushort RangeMax; /**< max value exponent */
3493 GLushort Precision; /**< number of mantissa bits */
3494 };
3495
3496
3497 /**
3498 * Limits for vertex, geometry and fragment programs/shaders.
3499 */
3500 struct gl_program_constants
3501 {
3502 /* logical limits */
3503 GLuint MaxInstructions;
3504 GLuint MaxAluInstructions;
3505 GLuint MaxTexInstructions;
3506 GLuint MaxTexIndirections;
3507 GLuint MaxAttribs;
3508 GLuint MaxTemps;
3509 GLuint MaxAddressRegs;
3510 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3511 GLuint MaxParameters;
3512 GLuint MaxLocalParams;
3513 GLuint MaxEnvParams;
3514 /* native/hardware limits */
3515 GLuint MaxNativeInstructions;
3516 GLuint MaxNativeAluInstructions;
3517 GLuint MaxNativeTexInstructions;
3518 GLuint MaxNativeTexIndirections;
3519 GLuint MaxNativeAttribs;
3520 GLuint MaxNativeTemps;
3521 GLuint MaxNativeAddressRegs;
3522 GLuint MaxNativeParameters;
3523 /* For shaders */
3524 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3525
3526 /**
3527 * \name Per-stage input / output limits
3528 *
3529 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3530 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3531 * ES). This is stored as \c gl_constants::MaxVarying.
3532 *
3533 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3534 * variables. Each stage as a certain number of outputs that it can feed
3535 * to the next stage and a certain number inputs that it can consume from
3536 * the previous stage.
3537 *
3538 * Vertex shader inputs do not participate this in this accounting.
3539 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3540 *
3541 * Fragment shader outputs do not participate this in this accounting.
3542 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3543 */
3544 /*@{*/
3545 GLuint MaxInputComponents;
3546 GLuint MaxOutputComponents;
3547 /*@}*/
3548
3549 /* ES 2.0 and GL_ARB_ES2_compatibility */
3550 struct gl_precision LowFloat, MediumFloat, HighFloat;
3551 struct gl_precision LowInt, MediumInt, HighInt;
3552 /* GL_ARB_uniform_buffer_object */
3553 GLuint MaxUniformBlocks;
3554 GLuint MaxCombinedUniformComponents;
3555 GLuint MaxTextureImageUnits;
3556
3557 /* GL_ARB_shader_atomic_counters */
3558 GLuint MaxAtomicBuffers;
3559 GLuint MaxAtomicCounters;
3560
3561 /* GL_ARB_shader_image_load_store */
3562 GLuint MaxImageUniforms;
3563
3564 /* GL_ARB_shader_storage_buffer_object */
3565 GLuint MaxShaderStorageBlocks;
3566 };
3567
3568
3569 /**
3570 * Constants which may be overridden by device driver during context creation
3571 * but are never changed after that.
3572 */
3573 struct gl_constants
3574 {
3575 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3576 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3577 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3578 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3579 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3580 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3581 GLuint MaxTextureCoordUnits;
3582 GLuint MaxCombinedTextureImageUnits;
3583 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3584 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3585 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3586 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3587
3588 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3589
3590 GLuint MaxArrayLockSize;
3591
3592 GLint SubPixelBits;
3593
3594 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3595 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3596 GLfloat PointSizeGranularity;
3597 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3598 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3599 GLfloat LineWidthGranularity;
3600
3601 GLuint MaxClipPlanes;
3602 GLuint MaxLights;
3603 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3604 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3605
3606 GLuint MaxViewportWidth, MaxViewportHeight;
3607 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3608 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3609 struct {
3610 GLfloat Min;
3611 GLfloat Max;
3612 } ViewportBounds; /**< GL_ARB_viewport_array */
3613 GLuint MaxWindowRectangles; /**< GL_EXT_window_rectangles */
3614
3615 struct gl_program_constants Program[MESA_SHADER_STAGES];
3616 GLuint MaxProgramMatrices;
3617 GLuint MaxProgramMatrixStackDepth;
3618
3619 struct {
3620 GLuint SamplesPassed;
3621 GLuint TimeElapsed;
3622 GLuint Timestamp;
3623 GLuint PrimitivesGenerated;
3624 GLuint PrimitivesWritten;
3625 GLuint VerticesSubmitted;
3626 GLuint PrimitivesSubmitted;
3627 GLuint VsInvocations;
3628 GLuint TessPatches;
3629 GLuint TessInvocations;
3630 GLuint GsInvocations;
3631 GLuint GsPrimitives;
3632 GLuint FsInvocations;
3633 GLuint ComputeInvocations;
3634 GLuint ClInPrimitives;
3635 GLuint ClOutPrimitives;
3636 } QueryCounterBits;
3637
3638 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3639
3640 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3641 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3642 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3643
3644 /**
3645 * GL_ARB_framebuffer_no_attachments
3646 */
3647 GLuint MaxFramebufferWidth;
3648 GLuint MaxFramebufferHeight;
3649 GLuint MaxFramebufferLayers;
3650 GLuint MaxFramebufferSamples;
3651
3652 /** Number of varying vectors between any two shader stages. */
3653 GLuint MaxVarying;
3654
3655 /** @{
3656 * GL_ARB_uniform_buffer_object
3657 */
3658 GLuint MaxCombinedUniformBlocks;
3659 GLuint MaxUniformBufferBindings;
3660 GLuint MaxUniformBlockSize;
3661 GLuint UniformBufferOffsetAlignment;
3662 /** @} */
3663
3664 /** @{
3665 * GL_ARB_shader_storage_buffer_object
3666 */
3667 GLuint MaxCombinedShaderStorageBlocks;
3668 GLuint MaxShaderStorageBufferBindings;
3669 GLuint MaxShaderStorageBlockSize;
3670 GLuint ShaderStorageBufferOffsetAlignment;
3671 /** @} */
3672
3673 /**
3674 * GL_ARB_explicit_uniform_location
3675 */
3676 GLuint MaxUserAssignableUniformLocations;
3677
3678 /** geometry shader */
3679 GLuint MaxGeometryOutputVertices;
3680 GLuint MaxGeometryTotalOutputComponents;
3681
3682 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3683
3684 /**
3685 * Changes default GLSL extension behavior from "error" to "warn". It's out
3686 * of spec, but it can make some apps work that otherwise wouldn't.
3687 */
3688 GLboolean ForceGLSLExtensionsWarn;
3689
3690 /**
3691 * If non-zero, forces GLSL shaders to behave as if they began
3692 * with "#version ForceGLSLVersion".
3693 */
3694 GLuint ForceGLSLVersion;
3695
3696 /**
3697 * Allow GLSL #extension directives in the middle of shaders.
3698 */
3699 GLboolean AllowGLSLExtensionDirectiveMidShader;
3700
3701 /**
3702 * Allow GLSL built-in variables to be redeclared verbatim
3703 */
3704 GLboolean AllowGLSLBuiltinVariableRedeclaration;
3705
3706 /**
3707 * Allow creating a higher compat profile (version 3.1+) for apps that
3708 * request it. Be careful when adding that driconf option because some
3709 * features are unimplemented and might not work correctly.
3710 */
3711 GLboolean AllowHigherCompatVersion;
3712
3713 /**
3714 * Force computing the absolute value for sqrt() and inversesqrt() to follow
3715 * D3D9 when apps rely on this behaviour.
3716 */
3717 GLboolean ForceGLSLAbsSqrt;
3718
3719 /**
3720 * Force uninitialized variables to default to zero.
3721 */
3722 GLboolean GLSLZeroInit;
3723
3724 /**
3725 * Does the driver support real 32-bit integers? (Otherwise, integers are
3726 * simulated via floats.)
3727 */
3728 GLboolean NativeIntegers;
3729
3730 /**
3731 * Does VertexID count from zero or from base vertex?
3732 *
3733 * \note
3734 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3735 * ignored and need not be set.
3736 */
3737 bool VertexID_is_zero_based;
3738
3739 /**
3740 * If the driver supports real 32-bit integers, what integer value should be
3741 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3742 */
3743 GLuint UniformBooleanTrue;
3744
3745 /**
3746 * Maximum amount of time, measured in nanseconds, that the server can wait.
3747 */
3748 GLuint64 MaxServerWaitTimeout;
3749
3750 /** GL_EXT_provoking_vertex */
3751 GLboolean QuadsFollowProvokingVertexConvention;
3752
3753 /** GL_ARB_viewport_array */
3754 GLenum LayerAndVPIndexProvokingVertex;
3755
3756 /** OpenGL version 3.0 */
3757 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3758
3759 /** OpenGL version 3.2 */
3760 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3761
3762 /** OpenGL version 4.4 */
3763 GLuint MaxVertexAttribStride;
3764
3765 /** GL_EXT_transform_feedback */
3766 GLuint MaxTransformFeedbackBuffers;
3767 GLuint MaxTransformFeedbackSeparateComponents;
3768 GLuint MaxTransformFeedbackInterleavedComponents;
3769 GLuint MaxVertexStreams;
3770
3771 /** GL_EXT_gpu_shader4 */
3772 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3773
3774 /** GL_ARB_texture_gather */
3775 GLuint MinProgramTextureGatherOffset;
3776 GLuint MaxProgramTextureGatherOffset;
3777 GLuint MaxProgramTextureGatherComponents;
3778
3779 /* GL_ARB_robustness */
3780 GLenum ResetStrategy;
3781
3782 /* GL_KHR_robustness */
3783 GLboolean RobustAccess;
3784
3785 /* GL_ARB_blend_func_extended */
3786 GLuint MaxDualSourceDrawBuffers;
3787
3788 /**
3789 * Whether the implementation strips out and ignores texture borders.
3790 *
3791 * Many GPU hardware implementations don't support rendering with texture
3792 * borders and mipmapped textures. (Note: not static border color, but the
3793 * old 1-pixel border around each edge). Implementations then have to do
3794 * slow fallbacks to be correct, or just ignore the border and be fast but
3795 * wrong. Setting the flag strips the border off of TexImage calls,
3796 * providing "fast but wrong" at significantly reduced driver complexity.
3797 *
3798 * Texture borders are deprecated in GL 3.0.
3799 **/
3800 GLboolean StripTextureBorder;
3801
3802 /**
3803 * For drivers which can do a better job at eliminating unused uniforms
3804 * than the GLSL compiler.
3805 *
3806 * XXX Remove these as soon as a better solution is available.
3807 */
3808 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3809
3810 /** Whether gl_FragCoord and gl_FrontFacing are system values. */
3811 bool GLSLFragCoordIsSysVal;
3812 bool GLSLFrontFacingIsSysVal;
3813
3814 /**
3815 * Run the minimum amount of GLSL optimizations to be able to link
3816 * shaders optimally (eliminate dead varyings and uniforms) and just do
3817 * all the necessary lowering.
3818 */
3819 bool GLSLOptimizeConservatively;
3820
3821 /**
3822 * True if gl_TessLevelInner/Outer[] in the TES should be inputs
3823 * (otherwise, they're system values).
3824 */
3825 bool GLSLTessLevelsAsInputs;
3826
3827 /**
3828 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3829 * than passing the transform feedback object to the drawing function.
3830 */
3831 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3832
3833 /** GL_ARB_map_buffer_alignment */
3834 GLuint MinMapBufferAlignment;
3835
3836 /**
3837 * Disable varying packing. This is out of spec, but potentially useful
3838 * for older platforms that supports a limited number of texture
3839 * indirections--on these platforms, unpacking the varyings in the fragment
3840 * shader increases the number of texture indirections by 1, which might
3841 * make some shaders not executable at all.
3842 *
3843 * Drivers that support transform feedback must set this value to GL_FALSE.
3844 */
3845 GLboolean DisableVaryingPacking;
3846
3847 /**
3848 * UBOs and SSBOs can be packed tightly by the OpenGL implementation when
3849 * layout is set as shared (the default) or packed. However most Mesa drivers
3850 * just use STD140 for these layouts. This flag allows drivers to use STD430
3851 * for packed and shared layouts which allows arrays to be packed more
3852 * tightly.
3853 */
3854 bool UseSTD430AsDefaultPacking;
3855
3856 /**
3857 * Should meaningful names be generated for compiler temporary variables?
3858 *
3859 * Generally, it is not useful to have the compiler generate "meaningful"
3860 * names for temporary variables that it creates. This can, however, be a
3861 * useful debugging aid. In Mesa debug builds or release builds when
3862 * MESA_GLSL is set at run-time, meaningful names will be generated.
3863 * Drivers can also force names to be generated by setting this field.
3864 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3865 * vertex shader assembly) is set at run-time.
3866 */
3867 bool GenerateTemporaryNames;
3868
3869 /*
3870 * Maximum value supported for an index in DrawElements and friends.
3871 *
3872 * This must be at least (1ull<<24)-1. The default value is
3873 * (1ull<<32)-1.
3874 *
3875 * \since ES 3.0 or GL_ARB_ES3_compatibility
3876 * \sa _mesa_init_constants
3877 */
3878 GLuint64 MaxElementIndex;
3879
3880 /**
3881 * Disable interpretation of line continuations (lines ending with a
3882 * backslash character ('\') in GLSL source.
3883 */
3884 GLboolean DisableGLSLLineContinuations;
3885
3886 /** GL_ARB_texture_multisample */
3887 GLint MaxColorTextureSamples;
3888 GLint MaxDepthTextureSamples;
3889 GLint MaxIntegerSamples;
3890
3891 /**
3892 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3893 * samples are laid out in a rectangular grid roughly corresponding to
3894 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3895 * are used to map indices of rectangular grid to sample numbers within
3896 * a pixel. This mapping of indices to sample numbers must be initialized
3897 * by the driver for the target hardware. For example, if we have the 8X
3898 * MSAA sample number layout (sample positions) for XYZ hardware:
3899 *
3900 * sample indices layout sample number layout
3901 * --------- ---------
3902 * | 0 | 1 | | a | b |
3903 * --------- ---------
3904 * | 2 | 3 | | c | d |
3905 * --------- ---------
3906 * | 4 | 5 | | e | f |
3907 * --------- ---------
3908 * | 6 | 7 | | g | h |
3909 * --------- ---------
3910 *
3911 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3912 *
3913 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3914 * below:
3915 * SampleMap8x = {a, b, c, d, e, f, g, h};
3916 *
3917 * Follow the logic for sample counts 2-8.
3918 *
3919 * For 16x the sample indices layout as a 4x4 grid as follows:
3920 *
3921 * -----------------
3922 * | 0 | 1 | 2 | 3 |
3923 * -----------------
3924 * | 4 | 5 | 6 | 7 |
3925 * -----------------
3926 * | 8 | 9 |10 |11 |
3927 * -----------------
3928 * |12 |13 |14 |15 |
3929 * -----------------
3930 */
3931 uint8_t SampleMap2x[2];
3932 uint8_t SampleMap4x[4];
3933 uint8_t SampleMap8x[8];
3934 uint8_t SampleMap16x[16];
3935
3936 /** GL_ARB_shader_atomic_counters */
3937 GLuint MaxAtomicBufferBindings;
3938 GLuint MaxAtomicBufferSize;
3939 GLuint MaxCombinedAtomicBuffers;
3940 GLuint MaxCombinedAtomicCounters;
3941
3942 /** GL_ARB_vertex_attrib_binding */
3943 GLint MaxVertexAttribRelativeOffset;
3944 GLint MaxVertexAttribBindings;
3945
3946 /* GL_ARB_shader_image_load_store */
3947 GLuint MaxImageUnits;
3948 GLuint MaxCombinedShaderOutputResources;
3949 GLuint MaxImageSamples;
3950 GLuint MaxCombinedImageUniforms;
3951
3952 /** GL_ARB_compute_shader */
3953 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3954 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3955 GLuint MaxComputeWorkGroupInvocations;
3956 GLuint MaxComputeSharedMemorySize;
3957
3958 /** GL_ARB_compute_variable_group_size */
3959 GLuint MaxComputeVariableGroupSize[3]; /* Array of x, y, z dimensions */
3960 GLuint MaxComputeVariableGroupInvocations;
3961
3962 /** GL_ARB_gpu_shader5 */
3963 GLfloat MinFragmentInterpolationOffset;
3964 GLfloat MaxFragmentInterpolationOffset;
3965
3966 GLboolean FakeSWMSAA;
3967
3968 /** GL_KHR_context_flush_control */
3969 GLenum ContextReleaseBehavior;
3970
3971 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
3972
3973 /** GL_ARB_tessellation_shader */
3974 GLuint MaxPatchVertices;
3975 GLuint MaxTessGenLevel;
3976 GLuint MaxTessPatchComponents;
3977 GLuint MaxTessControlTotalOutputComponents;
3978 bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
3979 bool LowerTCSPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */
3980 bool LowerTESPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */
3981 bool PrimitiveRestartForPatches;
3982 bool LowerCsDerivedVariables; /**< Lower gl_GlobalInvocationID and
3983 * gl_LocalInvocationIndex based on
3984 * other builtin variables. */
3985
3986 /** GL_OES_primitive_bounding_box */
3987 bool NoPrimitiveBoundingBoxOutput;
3988
3989 /** GL_ARB_sparse_buffer */
3990 GLuint SparseBufferPageSize;
3991
3992 /** Used as an input for sha1 generation in the on-disk shader cache */
3993 unsigned char *dri_config_options_sha1;
3994
3995 /** When drivers are OK with mapped buffers during draw and other calls. */
3996 bool AllowMappedBuffersDuringExecution;
3997 };
3998
3999
4000 /**
4001 * Enable flag for each OpenGL extension. Different device drivers will
4002 * enable different extensions at runtime.
4003 */
4004 struct gl_extensions
4005 {
4006 GLboolean dummy; /* don't remove this! */
4007 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
4008 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
4009 GLboolean ANGLE_texture_compression_dxt;
4010 GLboolean ARB_ES2_compatibility;
4011 GLboolean ARB_ES3_compatibility;
4012 GLboolean ARB_ES3_1_compatibility;
4013 GLboolean ARB_ES3_2_compatibility;
4014 GLboolean ARB_arrays_of_arrays;
4015 GLboolean ARB_base_instance;
4016 GLboolean ARB_bindless_texture;
4017 GLboolean ARB_blend_func_extended;
4018 GLboolean ARB_buffer_storage;
4019 GLboolean ARB_clear_texture;
4020 GLboolean ARB_clip_control;
4021 GLboolean ARB_color_buffer_float;
4022 GLboolean ARB_compute_shader;
4023 GLboolean ARB_compute_variable_group_size;
4024 GLboolean ARB_conditional_render_inverted;
4025 GLboolean ARB_conservative_depth;
4026 GLboolean ARB_copy_image;
4027 GLboolean ARB_cull_distance;
4028 GLboolean ARB_depth_buffer_float;
4029 GLboolean ARB_depth_clamp;
4030 GLboolean ARB_depth_texture;
4031 GLboolean ARB_derivative_control;
4032 GLboolean ARB_draw_buffers_blend;
4033 GLboolean ARB_draw_elements_base_vertex;
4034 GLboolean ARB_draw_indirect;
4035 GLboolean ARB_draw_instanced;
4036 GLboolean ARB_fragment_coord_conventions;
4037 GLboolean ARB_fragment_layer_viewport;
4038 GLboolean ARB_fragment_program;
4039 GLboolean ARB_fragment_program_shadow;
4040 GLboolean ARB_fragment_shader;
4041 GLboolean ARB_framebuffer_no_attachments;
4042 GLboolean ARB_framebuffer_object;
4043 GLboolean ARB_enhanced_layouts;
4044 GLboolean ARB_explicit_attrib_location;
4045 GLboolean ARB_explicit_uniform_location;
4046 GLboolean ARB_gpu_shader5;
4047 GLboolean ARB_gpu_shader_fp64;
4048 GLboolean ARB_gpu_shader_int64;
4049 GLboolean ARB_half_float_vertex;
4050 GLboolean ARB_indirect_parameters;
4051 GLboolean ARB_instanced_arrays;
4052 GLboolean ARB_internalformat_query;
4053 GLboolean ARB_internalformat_query2;
4054 GLboolean ARB_map_buffer_range;
4055 GLboolean ARB_occlusion_query;
4056 GLboolean ARB_occlusion_query2;
4057 GLboolean ARB_pipeline_statistics_query;
4058 GLboolean ARB_point_sprite;
4059 GLboolean ARB_polygon_offset_clamp;
4060 GLboolean ARB_post_depth_coverage;
4061 GLboolean ARB_query_buffer_object;
4062 GLboolean ARB_robust_buffer_access_behavior;
4063 GLboolean ARB_sample_shading;
4064 GLboolean ARB_seamless_cube_map;
4065 GLboolean ARB_shader_atomic_counter_ops;
4066 GLboolean ARB_shader_atomic_counters;
4067 GLboolean ARB_shader_ballot;
4068 GLboolean ARB_shader_bit_encoding;
4069 GLboolean ARB_shader_clock;
4070 GLboolean ARB_shader_draw_parameters;
4071 GLboolean ARB_shader_group_vote;
4072 GLboolean ARB_shader_image_load_store;
4073 GLboolean ARB_shader_image_size;
4074 GLboolean ARB_shader_precision;
4075 GLboolean ARB_shader_stencil_export;
4076 GLboolean ARB_shader_storage_buffer_object;
4077 GLboolean ARB_shader_texture_image_samples;
4078 GLboolean ARB_shader_texture_lod;
4079 GLboolean ARB_shader_viewport_layer_array;
4080 GLboolean ARB_shading_language_packing;
4081 GLboolean ARB_shading_language_420pack;
4082 GLboolean ARB_shadow;
4083 GLboolean ARB_sparse_buffer;
4084 GLboolean ARB_stencil_texturing;
4085 GLboolean ARB_sync;
4086 GLboolean ARB_tessellation_shader;
4087 GLboolean ARB_texture_border_clamp;
4088 GLboolean ARB_texture_buffer_object;
4089 GLboolean ARB_texture_buffer_object_rgb32;
4090 GLboolean ARB_texture_buffer_range;
4091 GLboolean ARB_texture_compression_bptc;
4092 GLboolean ARB_texture_compression_rgtc;
4093 GLboolean ARB_texture_cube_map;
4094 GLboolean ARB_texture_cube_map_array;
4095 GLboolean ARB_texture_env_combine;
4096 GLboolean ARB_texture_env_crossbar;
4097 GLboolean ARB_texture_env_dot3;
4098 GLboolean ARB_texture_filter_anisotropic;
4099 GLboolean ARB_texture_float;
4100 GLboolean ARB_texture_gather;
4101 GLboolean ARB_texture_mirror_clamp_to_edge;
4102 GLboolean ARB_texture_multisample;
4103 GLboolean ARB_texture_non_power_of_two;
4104 GLboolean ARB_texture_stencil8;
4105 GLboolean ARB_texture_query_levels;
4106 GLboolean ARB_texture_query_lod;
4107 GLboolean ARB_texture_rg;
4108 GLboolean ARB_texture_rgb10_a2ui;
4109 GLboolean ARB_texture_view;
4110 GLboolean ARB_timer_query;
4111 GLboolean ARB_transform_feedback2;
4112 GLboolean ARB_transform_feedback3;
4113 GLboolean ARB_transform_feedback_instanced;
4114 GLboolean ARB_transform_feedback_overflow_query;
4115 GLboolean ARB_uniform_buffer_object;
4116 GLboolean ARB_vertex_attrib_64bit;
4117 GLboolean ARB_vertex_program;
4118 GLboolean ARB_vertex_shader;
4119 GLboolean ARB_vertex_type_10f_11f_11f_rev;
4120 GLboolean ARB_vertex_type_2_10_10_10_rev;
4121 GLboolean ARB_viewport_array;
4122 GLboolean EXT_blend_color;
4123 GLboolean EXT_blend_equation_separate;
4124 GLboolean EXT_blend_func_separate;
4125 GLboolean EXT_blend_minmax;
4126 GLboolean EXT_depth_bounds_test;
4127 GLboolean EXT_draw_buffers2;
4128 GLboolean EXT_framebuffer_multisample;
4129 GLboolean EXT_framebuffer_multisample_blit_scaled;
4130 GLboolean EXT_framebuffer_sRGB;
4131 GLboolean EXT_gpu_program_parameters;
4132 GLboolean EXT_gpu_shader4;
4133 GLboolean EXT_memory_object;
4134 GLboolean EXT_memory_object_fd;
4135 GLboolean EXT_packed_float;
4136 GLboolean EXT_pixel_buffer_object;
4137 GLboolean EXT_point_parameters;
4138 GLboolean EXT_provoking_vertex;
4139 GLboolean EXT_shader_integer_mix;
4140 GLboolean EXT_shader_samples_identical;
4141 GLboolean EXT_stencil_two_side;
4142 GLboolean EXT_texture_array;
4143 GLboolean EXT_texture_compression_latc;
4144 GLboolean EXT_texture_compression_s3tc;
4145 GLboolean EXT_texture_env_dot3;
4146 GLboolean EXT_texture_filter_anisotropic;
4147 GLboolean EXT_texture_integer;
4148 GLboolean EXT_texture_mirror_clamp;
4149 GLboolean EXT_texture_shared_exponent;
4150 GLboolean EXT_texture_snorm;
4151 GLboolean EXT_texture_sRGB;
4152 GLboolean EXT_texture_sRGB_decode;
4153 GLboolean EXT_texture_swizzle;
4154 GLboolean EXT_texture_type_2_10_10_10_REV;
4155 GLboolean EXT_transform_feedback;
4156 GLboolean EXT_timer_query;
4157 GLboolean EXT_vertex_array_bgra;
4158 GLboolean EXT_window_rectangles;
4159 GLboolean OES_copy_image;
4160 GLboolean OES_primitive_bounding_box;
4161 GLboolean OES_sample_variables;
4162 GLboolean OES_standard_derivatives;
4163 GLboolean OES_texture_buffer;
4164 GLboolean OES_texture_cube_map_array;
4165 GLboolean OES_viewport_array;
4166 /* vendor extensions */
4167 GLboolean AMD_performance_monitor;
4168 GLboolean AMD_pinned_memory;
4169 GLboolean AMD_seamless_cubemap_per_texture;
4170 GLboolean AMD_vertex_shader_layer;
4171 GLboolean AMD_vertex_shader_viewport_index;
4172 GLboolean ANDROID_extension_pack_es31a;
4173 GLboolean APPLE_object_purgeable;
4174 GLboolean ATI_meminfo;
4175 GLboolean ATI_texture_compression_3dc;
4176 GLboolean ATI_texture_mirror_once;
4177 GLboolean ATI_texture_env_combine3;
4178 GLboolean ATI_fragment_shader;
4179 GLboolean ATI_separate_stencil;
4180 GLboolean GREMEDY_string_marker;
4181 GLboolean INTEL_conservative_rasterization;
4182 GLboolean INTEL_performance_query;
4183 GLboolean KHR_blend_equation_advanced;
4184 GLboolean KHR_blend_equation_advanced_coherent;
4185 GLboolean KHR_robustness;
4186 GLboolean KHR_texture_compression_astc_hdr;
4187 GLboolean KHR_texture_compression_astc_ldr;
4188 GLboolean KHR_texture_compression_astc_sliced_3d;
4189 GLboolean MESA_tile_raster_order;
4190 GLboolean MESA_pack_invert;
4191 GLboolean MESA_shader_framebuffer_fetch;
4192 GLboolean MESA_shader_framebuffer_fetch_non_coherent;
4193 GLboolean MESA_shader_integer_functions;
4194 GLboolean MESA_ycbcr_texture;
4195 GLboolean NV_conditional_render;
4196 GLboolean NV_fill_rectangle;
4197 GLboolean NV_fog_distance;
4198 GLboolean NV_point_sprite;
4199 GLboolean NV_primitive_restart;
4200 GLboolean NV_texture_barrier;
4201 GLboolean NV_texture_env_combine4;
4202 GLboolean NV_texture_rectangle;
4203 GLboolean NV_vdpau_interop;
4204 GLboolean NVX_gpu_memory_info;
4205 GLboolean TDFX_texture_compression_FXT1;
4206 GLboolean OES_EGL_image;
4207 GLboolean OES_draw_texture;
4208 GLboolean OES_depth_texture_cube_map;
4209 GLboolean OES_EGL_image_external;
4210 GLboolean OES_texture_float;
4211 GLboolean OES_texture_float_linear;
4212 GLboolean OES_texture_half_float;
4213 GLboolean OES_texture_half_float_linear;
4214 GLboolean OES_compressed_ETC1_RGB8_texture;
4215 GLboolean OES_geometry_shader;
4216 GLboolean OES_texture_compression_astc;
4217 GLboolean extension_sentinel;
4218 /** The extension string */
4219 const GLubyte *String;
4220 /** Number of supported extensions */
4221 GLuint Count;
4222 /**
4223 * The context version which extension helper functions compare against.
4224 * By default, the value is equal to ctx->Version. This changes to ~0
4225 * while meta is in progress.
4226 */
4227 GLubyte Version;
4228 };
4229
4230
4231 /**
4232 * A stack of matrices (projection, modelview, color, texture, etc).
4233 */
4234 struct gl_matrix_stack
4235 {
4236 GLmatrix *Top; /**< points into Stack */
4237 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
4238 unsigned StackSize; /**< Number of elements in Stack */
4239 GLuint Depth; /**< 0 <= Depth < MaxDepth */
4240 GLuint MaxDepth; /**< size of Stack[] array */
4241 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
4242 };
4243
4244
4245 /**
4246 * \name Bits for image transfer operations
4247 * \sa __struct gl_contextRec::ImageTransferState.
4248 */
4249 /*@{*/
4250 #define IMAGE_SCALE_BIAS_BIT 0x1
4251 #define IMAGE_SHIFT_OFFSET_BIT 0x2
4252 #define IMAGE_MAP_COLOR_BIT 0x4
4253 #define IMAGE_CLAMP_BIT 0x800
4254
4255
4256 /** Pixel Transfer ops */
4257 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
4258 IMAGE_SHIFT_OFFSET_BIT | \
4259 IMAGE_MAP_COLOR_BIT)
4260
4261 /**
4262 * \name Bits to indicate what state has changed.
4263 */
4264 /*@{*/
4265 #define _NEW_MODELVIEW (1u << 0) /**< gl_context::ModelView */
4266 #define _NEW_PROJECTION (1u << 1) /**< gl_context::Projection */
4267 #define _NEW_TEXTURE_MATRIX (1u << 2) /**< gl_context::TextureMatrix */
4268 #define _NEW_COLOR (1u << 3) /**< gl_context::Color */
4269 #define _NEW_DEPTH (1u << 4) /**< gl_context::Depth */
4270 #define _NEW_EVAL (1u << 5) /**< gl_context::Eval, EvalMap */
4271 #define _NEW_FOG (1u << 6) /**< gl_context::Fog */
4272 #define _NEW_HINT (1u << 7) /**< gl_context::Hint */
4273 #define _NEW_LIGHT (1u << 8) /**< gl_context::Light */
4274 #define _NEW_LINE (1u << 9) /**< gl_context::Line */
4275 #define _NEW_PIXEL (1u << 10) /**< gl_context::Pixel */
4276 #define _NEW_POINT (1u << 11) /**< gl_context::Point */
4277 #define _NEW_POLYGON (1u << 12) /**< gl_context::Polygon */
4278 #define _NEW_POLYGONSTIPPLE (1u << 13) /**< gl_context::PolygonStipple */
4279 #define _NEW_SCISSOR (1u << 14) /**< gl_context::Scissor */
4280 #define _NEW_STENCIL (1u << 15) /**< gl_context::Stencil */
4281 #define _NEW_TEXTURE_OBJECT (1u << 16) /**< gl_context::Texture (bindings only) */
4282 #define _NEW_TRANSFORM (1u << 17) /**< gl_context::Transform */
4283 #define _NEW_VIEWPORT (1u << 18) /**< gl_context::Viewport */
4284 #define _NEW_TEXTURE_STATE (1u << 19) /**< gl_context::Texture (states only) */
4285 #define _NEW_ARRAY (1u << 20) /**< gl_context::Array */
4286 #define _NEW_RENDERMODE (1u << 21) /**< gl_context::RenderMode, etc */
4287 #define _NEW_BUFFERS (1u << 22) /**< gl_context::Visual, DrawBuffer, */
4288 #define _NEW_CURRENT_ATTRIB (1u << 23) /**< gl_context::Current */
4289 #define _NEW_MULTISAMPLE (1u << 24) /**< gl_context::Multisample */
4290 #define _NEW_TRACK_MATRIX (1u << 25) /**< gl_context::VertexProgram */
4291 #define _NEW_PROGRAM (1u << 26) /**< New program/shader state */
4292 #define _NEW_PROGRAM_CONSTANTS (1u << 27)
4293 /* gap */
4294 #define _NEW_FRAG_CLAMP (1u << 29)
4295 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4296 #define _NEW_VARYING_VP_INPUTS (1u << 31) /**< gl_context::varying_vp_inputs */
4297 #define _NEW_ALL ~0
4298 /*@}*/
4299
4300
4301 /**
4302 * Composite state flags
4303 */
4304 /*@{*/
4305 #define _NEW_TEXTURE (_NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE)
4306
4307 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
4308 _NEW_TEXTURE_STATE | \
4309 _NEW_POINT | \
4310 _NEW_PROGRAM | \
4311 _NEW_MODELVIEW)
4312
4313 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
4314 _NEW_FOG | \
4315 _NEW_PROGRAM)
4316
4317
4318 /*@}*/
4319
4320
4321
4322
4323 /* This has to be included here. */
4324 #include "dd.h"
4325
4326
4327 /**
4328 * Display list flags.
4329 * Strictly this is a tnl-private concept, but it doesn't seem
4330 * worthwhile adding a tnl private structure just to hold this one bit
4331 * of information:
4332 */
4333 #define DLIST_DANGLING_REFS 0x1
4334
4335
4336 /** Opaque declaration of display list payload data type */
4337 union gl_dlist_node;
4338
4339
4340 /**
4341 * Provide a location where information about a display list can be
4342 * collected. Could be extended with driverPrivate structures,
4343 * etc. in the future.
4344 */
4345 struct gl_display_list
4346 {
4347 GLuint Name;
4348 GLbitfield Flags; /**< DLIST_x flags */
4349 GLchar *Label; /**< GL_KHR_debug */
4350 /** The dlist commands are in a linked list of nodes */
4351 union gl_dlist_node *Head;
4352 };
4353
4354
4355 /**
4356 * State used during display list compilation and execution.
4357 */
4358 struct gl_dlist_state
4359 {
4360 struct gl_display_list *CurrentList; /**< List currently being compiled */
4361 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
4362 GLuint CurrentPos; /**< Index into current block of nodes */
4363 GLuint CallDepth; /**< Current recursion calling depth */
4364
4365 GLvertexformat ListVtxfmt;
4366
4367 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
4368 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
4369
4370 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
4371 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
4372
4373 struct {
4374 /* State known to have been set by the currently-compiling display
4375 * list. Used to eliminate some redundant state changes.
4376 */
4377 GLenum ShadeModel;
4378 } Current;
4379 };
4380
4381 /** @{
4382 *
4383 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
4384 * to small enums suitable for use as an array index.
4385 */
4386
4387 enum mesa_debug_source {
4388 MESA_DEBUG_SOURCE_API,
4389 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
4390 MESA_DEBUG_SOURCE_SHADER_COMPILER,
4391 MESA_DEBUG_SOURCE_THIRD_PARTY,
4392 MESA_DEBUG_SOURCE_APPLICATION,
4393 MESA_DEBUG_SOURCE_OTHER,
4394 MESA_DEBUG_SOURCE_COUNT
4395 };
4396
4397 enum mesa_debug_type {
4398 MESA_DEBUG_TYPE_ERROR,
4399 MESA_DEBUG_TYPE_DEPRECATED,
4400 MESA_DEBUG_TYPE_UNDEFINED,
4401 MESA_DEBUG_TYPE_PORTABILITY,
4402 MESA_DEBUG_TYPE_PERFORMANCE,
4403 MESA_DEBUG_TYPE_OTHER,
4404 MESA_DEBUG_TYPE_MARKER,
4405 MESA_DEBUG_TYPE_PUSH_GROUP,
4406 MESA_DEBUG_TYPE_POP_GROUP,
4407 MESA_DEBUG_TYPE_COUNT
4408 };
4409
4410 enum mesa_debug_severity {
4411 MESA_DEBUG_SEVERITY_LOW,
4412 MESA_DEBUG_SEVERITY_MEDIUM,
4413 MESA_DEBUG_SEVERITY_HIGH,
4414 MESA_DEBUG_SEVERITY_NOTIFICATION,
4415 MESA_DEBUG_SEVERITY_COUNT
4416 };
4417
4418 /** @} */
4419
4420 /**
4421 * Driver-specific state flags.
4422 *
4423 * These are or'd with gl_context::NewDriverState to notify a driver about
4424 * a state change. The driver sets the flags at context creation and
4425 * the meaning of the bits set is opaque to core Mesa.
4426 */
4427 struct gl_driver_flags
4428 {
4429 /** gl_context::Array::_DrawArrays (vertex array state) */
4430 uint64_t NewArray;
4431
4432 /** gl_context::TransformFeedback::CurrentObject */
4433 uint64_t NewTransformFeedback;
4434
4435 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4436 uint64_t NewTransformFeedbackProg;
4437
4438 /** gl_context::RasterDiscard */
4439 uint64_t NewRasterizerDiscard;
4440
4441 /** gl_context::TileRasterOrder* */
4442 uint64_t NewTileRasterOrder;
4443
4444 /**
4445 * gl_context::UniformBufferBindings
4446 * gl_shader_program::UniformBlocks
4447 */
4448 uint64_t NewUniformBuffer;
4449
4450 /**
4451 * gl_context::ShaderStorageBufferBindings
4452 * gl_shader_program::ShaderStorageBlocks
4453 */
4454 uint64_t NewShaderStorageBuffer;
4455
4456 uint64_t NewTextureBuffer;
4457
4458 /**
4459 * gl_context::AtomicBufferBindings
4460 */
4461 uint64_t NewAtomicBuffer;
4462
4463 /**
4464 * gl_context::ImageUnits
4465 */
4466 uint64_t NewImageUnits;
4467
4468 /**
4469 * gl_context::TessCtrlProgram::patch_default_*
4470 */
4471 uint64_t NewDefaultTessLevels;
4472
4473 /**
4474 * gl_context::IntelConservativeRasterization
4475 */
4476 uint64_t NewIntelConservativeRasterization;
4477
4478 /**
4479 * gl_context::Scissor::WindowRects
4480 */
4481 uint64_t NewWindowRectangles;
4482
4483 /** gl_context::Color::sRGBEnabled */
4484 uint64_t NewFramebufferSRGB;
4485
4486 /** gl_context::Scissor::EnableFlags */
4487 uint64_t NewScissorTest;
4488
4489 /** gl_context::Scissor::ScissorArray */
4490 uint64_t NewScissorRect;
4491
4492 /** gl_context::Color::Alpha* */
4493 uint64_t NewAlphaTest;
4494
4495 /** gl_context::Color::Blend/Dither */
4496 uint64_t NewBlend;
4497
4498 /** gl_context::Color::BlendColor */
4499 uint64_t NewBlendColor;
4500
4501 /** gl_context::Color::Color/Index */
4502 uint64_t NewColorMask;
4503
4504 /** gl_context::Depth */
4505 uint64_t NewDepth;
4506
4507 /** gl_context::Color::LogicOp/ColorLogicOp/IndexLogicOp */
4508 uint64_t NewLogicOp;
4509
4510 /** gl_context::Multisample::Enabled */
4511 uint64_t NewMultisampleEnable;
4512
4513 /** gl_context::Multisample::SampleAlphaTo* */
4514 uint64_t NewSampleAlphaToXEnable;
4515
4516 /** gl_context::Multisample::SampleCoverage/SampleMaskValue */
4517 uint64_t NewSampleMask;
4518
4519 /** gl_context::Multisample::(Min)SampleShading */
4520 uint64_t NewSampleShading;
4521
4522 /** gl_context::Stencil */
4523 uint64_t NewStencil;
4524
4525 /** gl_context::Transform::ClipOrigin/ClipDepthMode */
4526 uint64_t NewClipControl;
4527
4528 /** gl_context::Transform::EyeUserPlane */
4529 uint64_t NewClipPlane;
4530
4531 /** gl_context::Transform::ClipPlanesEnabled */
4532 uint64_t NewClipPlaneEnable;
4533
4534 /** gl_context::Transform::DepthClamp */
4535 uint64_t NewDepthClamp;
4536
4537 /** gl_context::Line */
4538 uint64_t NewLineState;
4539
4540 /** gl_context::Polygon */
4541 uint64_t NewPolygonState;
4542
4543 /** gl_context::PolygonStipple */
4544 uint64_t NewPolygonStipple;
4545
4546 /** gl_context::ViewportArray */
4547 uint64_t NewViewport;
4548
4549 /** Shader constants (uniforms, program parameters, state constants) */
4550 uint64_t NewShaderConstants[MESA_SHADER_STAGES];
4551 };
4552
4553 struct gl_buffer_binding
4554 {
4555 struct gl_buffer_object *BufferObject;
4556 /** Start of uniform block data in the buffer */
4557 GLintptr Offset;
4558 /** Size of data allowed to be referenced from the buffer (in bytes) */
4559 GLsizeiptr Size;
4560 /**
4561 * glBindBufferBase() indicates that the Size should be ignored and only
4562 * limited by the current size of the BufferObject.
4563 */
4564 GLboolean AutomaticSize;
4565 };
4566
4567 /**
4568 * ARB_shader_image_load_store image unit.
4569 */
4570 struct gl_image_unit
4571 {
4572 /**
4573 * Texture object bound to this unit.
4574 */
4575 struct gl_texture_object *TexObj;
4576
4577 /**
4578 * Level of the texture object bound to this unit.
4579 */
4580 GLuint Level;
4581
4582 /**
4583 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4584 * GL_FALSE if only some specific layer of the texture is bound.
4585 * \sa Layer
4586 */
4587 GLboolean Layered;
4588
4589 /**
4590 * Layer of the texture object bound to this unit as specified by the
4591 * application.
4592 */
4593 GLuint Layer;
4594
4595 /**
4596 * Layer of the texture object bound to this unit, or zero if the
4597 * whole level is bound.
4598 */
4599 GLuint _Layer;
4600
4601 /**
4602 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4603 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4604 */
4605 GLenum Access;
4606
4607 /**
4608 * GL internal format that determines the interpretation of the
4609 * image memory when shader image operations are performed through
4610 * this unit.
4611 */
4612 GLenum Format;
4613
4614 /**
4615 * Mesa format corresponding to \c Format.
4616 */
4617 mesa_format _ActualFormat;
4618
4619 };
4620
4621 /**
4622 * Shader subroutines storage
4623 */
4624 struct gl_subroutine_index_binding
4625 {
4626 GLuint NumIndex;
4627 GLuint *IndexPtr;
4628 };
4629
4630 struct gl_texture_handle_object
4631 {
4632 struct gl_texture_object *texObj;
4633 struct gl_sampler_object *sampObj;
4634 GLuint64 handle;
4635 };
4636
4637 struct gl_image_handle_object
4638 {
4639 struct gl_image_unit imgObj;
4640 GLuint64 handle;
4641 };
4642
4643 struct gl_memory_object
4644 {
4645 GLuint Name; /**< hash table ID/name */
4646 GLboolean Immutable; /**< denotes mutability state of parameters */
4647 GLboolean Dedicated; /**< import memory from a dedicated allocation */
4648 };
4649
4650 /**
4651 * Mesa rendering context.
4652 *
4653 * This is the central context data structure for Mesa. Almost all
4654 * OpenGL state is contained in this structure.
4655 * Think of this as a base class from which device drivers will derive
4656 * sub classes.
4657 */
4658 struct gl_context
4659 {
4660 /** State possibly shared with other contexts in the address space */
4661 struct gl_shared_state *Shared;
4662
4663 /** \name API function pointer tables */
4664 /*@{*/
4665 gl_api API;
4666
4667 /**
4668 * The current dispatch table for non-displaylist-saving execution, either
4669 * BeginEnd or OutsideBeginEnd
4670 */
4671 struct _glapi_table *Exec;
4672 /**
4673 * The normal dispatch table for non-displaylist-saving, non-begin/end
4674 */
4675 struct _glapi_table *OutsideBeginEnd;
4676 /** The dispatch table used between glNewList() and glEndList() */
4677 struct _glapi_table *Save;
4678 /**
4679 * The dispatch table used between glBegin() and glEnd() (outside of a
4680 * display list). Only valid functions between those two are set, which is
4681 * mostly just the set in a GLvertexformat struct.
4682 */
4683 struct _glapi_table *BeginEnd;
4684 /**
4685 * Dispatch table for when a graphics reset has happened.
4686 */
4687 struct _glapi_table *ContextLost;
4688 /**
4689 * Dispatch table used to marshal API calls from the client program to a
4690 * separate server thread. NULL if API calls are not being marshalled to
4691 * another thread.
4692 */
4693 struct _glapi_table *MarshalExec;
4694 /**
4695 * Dispatch table currently in use for fielding API calls from the client
4696 * program. If API calls are being marshalled to another thread, this ==
4697 * MarshalExec. Otherwise it == CurrentServerDispatch.
4698 */
4699 struct _glapi_table *CurrentClientDispatch;
4700
4701 /**
4702 * Dispatch table currently in use for performing API calls. == Save or
4703 * Exec.
4704 */
4705 struct _glapi_table *CurrentServerDispatch;
4706
4707 /*@}*/
4708
4709 struct glthread_state *GLThread;
4710
4711 struct gl_config Visual;
4712 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4713 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4714 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4715 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4716
4717 /**
4718 * Device driver function pointer table
4719 */
4720 struct dd_function_table Driver;
4721
4722 /** Core/Driver constants */
4723 struct gl_constants Const;
4724
4725 /** \name The various 4x4 matrix stacks */
4726 /*@{*/
4727 struct gl_matrix_stack ModelviewMatrixStack;
4728 struct gl_matrix_stack ProjectionMatrixStack;
4729 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4730 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4731 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4732 /*@}*/
4733
4734 /** Combined modelview and projection matrix */
4735 GLmatrix _ModelProjectMatrix;
4736
4737 /** \name Display lists */
4738 struct gl_dlist_state ListState;
4739
4740 GLboolean ExecuteFlag; /**< Execute GL commands? */
4741 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4742
4743 /** Extension information */
4744 struct gl_extensions Extensions;
4745
4746 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4747 GLuint Version;
4748 char *VersionString;
4749
4750 /** \name State attribute stack (for glPush/PopAttrib) */
4751 /*@{*/
4752 GLuint AttribStackDepth;
4753 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4754 /*@}*/
4755
4756 /** \name Renderer attribute groups
4757 *
4758 * We define a struct for each attribute group to make pushing and popping
4759 * attributes easy. Also it's a good organization.
4760 */
4761 /*@{*/
4762 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4763 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4764 struct gl_current_attrib Current; /**< Current attributes */
4765 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4766 struct gl_eval_attrib Eval; /**< Eval attributes */
4767 struct gl_fog_attrib Fog; /**< Fog attributes */
4768 struct gl_hint_attrib Hint; /**< Hint attributes */
4769 struct gl_light_attrib Light; /**< Light attributes */
4770 struct gl_line_attrib Line; /**< Line attributes */
4771 struct gl_list_attrib List; /**< List attributes */
4772 struct gl_multisample_attrib Multisample;
4773 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4774 struct gl_point_attrib Point; /**< Point attributes */
4775 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4776 GLuint PolygonStipple[32]; /**< Polygon stipple */
4777 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4778 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4779 struct gl_texture_attrib Texture; /**< Texture attributes */
4780 struct gl_transform_attrib Transform; /**< Transformation attributes */
4781 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4782 /*@}*/
4783
4784 /** \name Client attribute stack */
4785 /*@{*/
4786 GLuint ClientAttribStackDepth;
4787 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4788 /*@}*/
4789
4790 /** \name Client attribute groups */
4791 /*@{*/
4792 struct gl_array_attrib Array; /**< Vertex arrays */
4793 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4794 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4795 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4796 /*@}*/
4797
4798 /** \name Other assorted state (not pushed/popped on attribute stack) */
4799 /*@{*/
4800 struct gl_pixelmaps PixelMaps;
4801
4802 struct gl_evaluators EvalMap; /**< All evaluators */
4803 struct gl_feedback Feedback; /**< Feedback */
4804 struct gl_selection Select; /**< Selection */
4805
4806 struct gl_program_state Program; /**< general program state */
4807 struct gl_vertex_program_state VertexProgram;
4808 struct gl_fragment_program_state FragmentProgram;
4809 struct gl_geometry_program_state GeometryProgram;
4810 struct gl_compute_program_state ComputeProgram;
4811 struct gl_tess_ctrl_program_state TessCtrlProgram;
4812 struct gl_tess_eval_program_state TessEvalProgram;
4813 struct gl_ati_fragment_shader_state ATIFragmentShader;
4814
4815 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4816 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4817
4818 /**
4819 * Current active shader pipeline state
4820 *
4821 * Almost all internal users want ::_Shader instead of ::Shader. The
4822 * exceptions are bits of legacy GLSL API that do not know about separate
4823 * shader objects.
4824 *
4825 * If a program is active via \c glUseProgram, this will point to
4826 * \c ::Shader.
4827 *
4828 * If a program pipeline is active via \c glBindProgramPipeline, this will
4829 * point to \c ::Pipeline.Current.
4830 *
4831 * If neither a program nor a program pipeline is active, this will point to
4832 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4833 * \c NULL.
4834 */
4835 struct gl_pipeline_object *_Shader;
4836
4837 struct gl_query_state Query; /**< occlusion, timer queries */
4838
4839 struct gl_transform_feedback_state TransformFeedback;
4840
4841 struct gl_perf_monitor_state PerfMonitor;
4842 struct gl_perf_query_state PerfQuery;
4843
4844 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4845 struct gl_buffer_object *ParameterBuffer; /** < GL_ARB_indirect_parameters */
4846 struct gl_buffer_object *DispatchIndirectBuffer; /** < GL_ARB_compute_shader */
4847
4848 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4849 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4850
4851 struct gl_buffer_object *QueryBuffer; /**< GL_ARB_query_buffer_object */
4852
4853 /**
4854 * Current GL_ARB_uniform_buffer_object binding referenced by
4855 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4856 */
4857 struct gl_buffer_object *UniformBuffer;
4858
4859 /**
4860 * Current GL_ARB_shader_storage_buffer_object binding referenced by
4861 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
4862 */
4863 struct gl_buffer_object *ShaderStorageBuffer;
4864
4865 /**
4866 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4867 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4868 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4869 * shader program.
4870 */
4871 struct gl_buffer_binding
4872 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4873
4874 /**
4875 * Array of shader storage buffers for ARB_shader_storage_buffer_object
4876 * and GL 4.3. This is set up using glBindBufferRange() or
4877 * glBindBufferBase(). They are associated with shader storage blocks by
4878 * glShaderStorageBlockBinding()'s state in the shader program.
4879 */
4880 struct gl_buffer_binding
4881 ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
4882
4883 /**
4884 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4885 * target.
4886 */
4887 struct gl_buffer_object *AtomicBuffer;
4888
4889 /**
4890 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4891 * target.
4892 */
4893 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
4894
4895 /**
4896 * Array of atomic counter buffer binding points.
4897 */
4898 struct gl_buffer_binding
4899 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4900
4901 /**
4902 * Array of image units for ARB_shader_image_load_store.
4903 */
4904 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4905
4906 struct gl_subroutine_index_binding SubroutineIndex[MESA_SHADER_STAGES];
4907 /*@}*/
4908
4909 struct gl_meta_state *Meta; /**< for "meta" operations */
4910
4911 /* GL_EXT_framebuffer_object */
4912 struct gl_renderbuffer *CurrentRenderbuffer;
4913
4914 GLenum ErrorValue; /**< Last error code */
4915
4916 /**
4917 * Recognize and silence repeated error debug messages in buggy apps.
4918 */
4919 const char *ErrorDebugFmtString;
4920 GLuint ErrorDebugCount;
4921
4922 /* GL_ARB_debug_output/GL_KHR_debug */
4923 mtx_t DebugMutex;
4924 struct gl_debug_state *Debug;
4925
4926 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4927 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4928 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
4929
4930 struct gl_driver_flags DriverFlags;
4931
4932 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4933
4934 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4935
4936 /** \name Derived state */
4937 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4938 GLfloat _EyeZDir[3];
4939 GLfloat _ModelViewInvScale;
4940 GLboolean _NeedEyeCoords;
4941 GLboolean _ForceEyeCoords;
4942
4943 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4944
4945 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4946
4947 /** \name For debugging/development only */
4948 /*@{*/
4949 GLboolean FirstTimeCurrent;
4950 /*@}*/
4951
4952 /**
4953 * False if this context was created without a config. This is needed
4954 * because the initial state of glDrawBuffers depends on this
4955 */
4956 GLboolean HasConfig;
4957
4958 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4959
4960 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4961 GLboolean IntelConservativeRasterization; /**< GL_INTEL_CONSERVATIVE_RASTERIZATION */
4962
4963 /** Does glVertexAttrib(0) alias glVertex()? */
4964 bool _AttribZeroAliasesVertex;
4965
4966 /**
4967 * When set, TileRasterOrderIncreasingX/Y control the order that a tiled
4968 * renderer's tiles should be excecuted, to meet the requirements of
4969 * GL_MESA_tile_raster_order.
4970 */
4971 GLboolean TileRasterOrderFixed;
4972 GLboolean TileRasterOrderIncreasingX;
4973 GLboolean TileRasterOrderIncreasingY;
4974
4975 /**
4976 * \name Hooks for module contexts.
4977 *
4978 * These will eventually live in the driver or elsewhere.
4979 */
4980 /*@{*/
4981 void *swrast_context;
4982 void *swsetup_context;
4983 void *swtnl_context;
4984 struct vbo_context *vbo_context;
4985 struct st_context *st;
4986 void *aelt_context;
4987 /*@}*/
4988
4989 /**
4990 * \name NV_vdpau_interop
4991 */
4992 /*@{*/
4993 const void *vdpDevice;
4994 const void *vdpGetProcAddress;
4995 struct set *vdpSurfaces;
4996 /*@}*/
4997
4998 /**
4999 * Has this context observed a GPU reset in any context in the share group?
5000 *
5001 * Once this field becomes true, it is never reset to false.
5002 */
5003 GLboolean ShareGroupReset;
5004
5005 /**
5006 * \name OES_primitive_bounding_box
5007 *
5008 * Stores the arguments to glPrimitiveBoundingBox
5009 */
5010 GLfloat PrimitiveBoundingBox[8];
5011
5012 struct disk_cache *Cache;
5013
5014 /**
5015 * \name GL_ARB_bindless_texture
5016 */
5017 /*@{*/
5018 struct hash_table_u64 *ResidentTextureHandles;
5019 struct hash_table_u64 *ResidentImageHandles;
5020 /*@}*/
5021 };
5022
5023 /**
5024 * Information about memory usage. All sizes are in kilobytes.
5025 */
5026 struct gl_memory_info
5027 {
5028 unsigned total_device_memory; /**< size of device memory, e.g. VRAM */
5029 unsigned avail_device_memory; /**< free device memory at the moment */
5030 unsigned total_staging_memory; /**< size of staging memory, e.g. GART */
5031 unsigned avail_staging_memory; /**< free staging memory at the moment */
5032 unsigned device_memory_evicted; /**< size of memory evicted (monotonic counter) */
5033 unsigned nr_device_memory_evictions; /**< # of evictions (monotonic counter) */
5034 };
5035
5036 #ifdef DEBUG
5037 extern int MESA_VERBOSE;
5038 extern int MESA_DEBUG_FLAGS;
5039 # define MESA_FUNCTION __func__
5040 #else
5041 # define MESA_VERBOSE 0
5042 # define MESA_DEBUG_FLAGS 0
5043 # define MESA_FUNCTION "a function"
5044 #endif
5045
5046
5047 /** The MESA_VERBOSE var is a bitmask of these flags */
5048 enum _verbose
5049 {
5050 VERBOSE_VARRAY = 0x0001,
5051 VERBOSE_TEXTURE = 0x0002,
5052 VERBOSE_MATERIAL = 0x0004,
5053 VERBOSE_PIPELINE = 0x0008,
5054 VERBOSE_DRIVER = 0x0010,
5055 VERBOSE_STATE = 0x0020,
5056 VERBOSE_API = 0x0040,
5057 VERBOSE_DISPLAY_LIST = 0x0100,
5058 VERBOSE_LIGHTING = 0x0200,
5059 VERBOSE_PRIMS = 0x0400,
5060 VERBOSE_VERTS = 0x0800,
5061 VERBOSE_DISASSEM = 0x1000,
5062 VERBOSE_DRAW = 0x2000,
5063 VERBOSE_SWAPBUFFERS = 0x4000
5064 };
5065
5066
5067 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
5068 enum _debug
5069 {
5070 DEBUG_SILENT = (1 << 0),
5071 DEBUG_ALWAYS_FLUSH = (1 << 1),
5072 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
5073 DEBUG_INCOMPLETE_FBO = (1 << 3),
5074 DEBUG_CONTEXT = (1 << 4)
5075 };
5076
5077 #ifdef __cplusplus
5078 }
5079 #endif
5080
5081 #endif /* MTYPES_H */