Merge commit 'origin/7.8'
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.7
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR 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 "main/glheader.h"
38 #include "main/config.h"
39 #include "main/compiler.h"
40 #include "main/mfeatures.h"
41 #include "glapi/glapi.h"
42 #include "math/m_matrix.h" /* GLmatrix */
43 #include "main/simple_list.h" /* struct simple_node */
44
45
46 /**
47 * Color channel data type.
48 */
49 #if CHAN_BITS == 8
50 typedef GLubyte GLchan;
51 #define CHAN_MAX 255
52 #define CHAN_MAXF 255.0F
53 #define CHAN_TYPE GL_UNSIGNED_BYTE
54 #elif CHAN_BITS == 16
55 typedef GLushort GLchan;
56 #define CHAN_MAX 65535
57 #define CHAN_MAXF 65535.0F
58 #define CHAN_TYPE GL_UNSIGNED_SHORT
59 #elif CHAN_BITS == 32
60 typedef GLfloat GLchan;
61 #define CHAN_MAX 1.0
62 #define CHAN_MAXF 1.0F
63 #define CHAN_TYPE GL_FLOAT
64 #else
65 #error "illegal number of color channel bits"
66 #endif
67
68
69 /**
70 * Stencil buffer data type.
71 */
72 #if STENCIL_BITS==8
73 typedef GLubyte GLstencil;
74 #elif STENCIL_BITS==16
75 typedef GLushort GLstencil;
76 #else
77 # error "illegal number of stencil bits"
78 #endif
79
80
81 /**
82 * \name 64-bit extension of GLbitfield.
83 */
84 /*@{*/
85 typedef GLuint64 GLbitfield64;
86
87 #define BITFIELD64_ONE 1ULL
88 #define BITFIELD64_ALLONES ~0ULL
89
90 /** Set a single bit */
91 #define BITFIELD64_BIT(b) (BITFIELD64_ONE << (b))
92
93 /** Set a mask of the least significant \c b bits */
94 #define BITFIELD64_MASK(b) (((b) >= 64) ? BITFIELD64_ALLONES : \
95 (BITFIELD64_BIT(b) - 1))
96
97 /**
98 * Set all bits from l (low bit) to h (high bit), inclusive.
99 *
100 * \note \C BITFIELD_64_RANGE(0, 63) return 64 set bits.
101 */
102 #define BITFIELD64_RANGE(l, h) (BITFIELD64_MASK((h) + 1) & ~BITFIELD64_MASK(l))
103 /*@}*/
104
105
106 /**
107 * \name Some forward type declarations
108 */
109 /*@{*/
110 struct _mesa_HashTable;
111 struct gl_attrib_node;
112 struct gl_list_extensions;
113 struct gl_meta_state;
114 struct gl_pixelstore_attrib;
115 struct gl_program_cache;
116 struct gl_texture_format;
117 struct gl_texture_image;
118 struct gl_texture_object;
119 struct st_context;
120 typedef struct __GLcontextRec GLcontext;
121 typedef struct __GLcontextModesRec GLvisual;
122 typedef struct gl_framebuffer GLframebuffer;
123 /*@}*/
124
125
126
127 /**
128 * Indexes for vertex program attributes.
129 * GL_NV_vertex_program aliases generic attributes over the conventional
130 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
131 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
132 * generic attributes are distinct/separate).
133 */
134 typedef enum
135 {
136 VERT_ATTRIB_POS = 0,
137 VERT_ATTRIB_WEIGHT = 1,
138 VERT_ATTRIB_NORMAL = 2,
139 VERT_ATTRIB_COLOR0 = 3,
140 VERT_ATTRIB_COLOR1 = 4,
141 VERT_ATTRIB_FOG = 5,
142 VERT_ATTRIB_COLOR_INDEX = 6,
143 VERT_ATTRIB_POINT_SIZE = 6, /*alias*/
144 VERT_ATTRIB_EDGEFLAG = 7,
145 VERT_ATTRIB_TEX0 = 8,
146 VERT_ATTRIB_TEX1 = 9,
147 VERT_ATTRIB_TEX2 = 10,
148 VERT_ATTRIB_TEX3 = 11,
149 VERT_ATTRIB_TEX4 = 12,
150 VERT_ATTRIB_TEX5 = 13,
151 VERT_ATTRIB_TEX6 = 14,
152 VERT_ATTRIB_TEX7 = 15,
153 VERT_ATTRIB_GENERIC0 = 16,
154 VERT_ATTRIB_GENERIC1 = 17,
155 VERT_ATTRIB_GENERIC2 = 18,
156 VERT_ATTRIB_GENERIC3 = 19,
157 VERT_ATTRIB_GENERIC4 = 20,
158 VERT_ATTRIB_GENERIC5 = 21,
159 VERT_ATTRIB_GENERIC6 = 22,
160 VERT_ATTRIB_GENERIC7 = 23,
161 VERT_ATTRIB_GENERIC8 = 24,
162 VERT_ATTRIB_GENERIC9 = 25,
163 VERT_ATTRIB_GENERIC10 = 26,
164 VERT_ATTRIB_GENERIC11 = 27,
165 VERT_ATTRIB_GENERIC12 = 28,
166 VERT_ATTRIB_GENERIC13 = 29,
167 VERT_ATTRIB_GENERIC14 = 30,
168 VERT_ATTRIB_GENERIC15 = 31,
169 VERT_ATTRIB_MAX = 32
170 } gl_vert_attrib;
171
172 /**
173 * Bitflags for vertex attributes.
174 * These are used in bitfields in many places.
175 */
176 /*@{*/
177 #define VERT_BIT_POS (1 << VERT_ATTRIB_POS)
178 #define VERT_BIT_WEIGHT (1 << VERT_ATTRIB_WEIGHT)
179 #define VERT_BIT_NORMAL (1 << VERT_ATTRIB_NORMAL)
180 #define VERT_BIT_COLOR0 (1 << VERT_ATTRIB_COLOR0)
181 #define VERT_BIT_COLOR1 (1 << VERT_ATTRIB_COLOR1)
182 #define VERT_BIT_FOG (1 << VERT_ATTRIB_FOG)
183 #define VERT_BIT_COLOR_INDEX (1 << VERT_ATTRIB_COLOR_INDEX)
184 #define VERT_BIT_EDGEFLAG (1 << VERT_ATTRIB_EDGEFLAG)
185 #define VERT_BIT_TEX0 (1 << VERT_ATTRIB_TEX0)
186 #define VERT_BIT_TEX1 (1 << VERT_ATTRIB_TEX1)
187 #define VERT_BIT_TEX2 (1 << VERT_ATTRIB_TEX2)
188 #define VERT_BIT_TEX3 (1 << VERT_ATTRIB_TEX3)
189 #define VERT_BIT_TEX4 (1 << VERT_ATTRIB_TEX4)
190 #define VERT_BIT_TEX5 (1 << VERT_ATTRIB_TEX5)
191 #define VERT_BIT_TEX6 (1 << VERT_ATTRIB_TEX6)
192 #define VERT_BIT_TEX7 (1 << VERT_ATTRIB_TEX7)
193 #define VERT_BIT_GENERIC0 (1 << VERT_ATTRIB_GENERIC0)
194 #define VERT_BIT_GENERIC1 (1 << VERT_ATTRIB_GENERIC1)
195 #define VERT_BIT_GENERIC2 (1 << VERT_ATTRIB_GENERIC2)
196 #define VERT_BIT_GENERIC3 (1 << VERT_ATTRIB_GENERIC3)
197 #define VERT_BIT_GENERIC4 (1 << VERT_ATTRIB_GENERIC4)
198 #define VERT_BIT_GENERIC5 (1 << VERT_ATTRIB_GENERIC5)
199 #define VERT_BIT_GENERIC6 (1 << VERT_ATTRIB_GENERIC6)
200 #define VERT_BIT_GENERIC7 (1 << VERT_ATTRIB_GENERIC7)
201 #define VERT_BIT_GENERIC8 (1 << VERT_ATTRIB_GENERIC8)
202 #define VERT_BIT_GENERIC9 (1 << VERT_ATTRIB_GENERIC9)
203 #define VERT_BIT_GENERIC10 (1 << VERT_ATTRIB_GENERIC10)
204 #define VERT_BIT_GENERIC11 (1 << VERT_ATTRIB_GENERIC11)
205 #define VERT_BIT_GENERIC12 (1 << VERT_ATTRIB_GENERIC12)
206 #define VERT_BIT_GENERIC13 (1 << VERT_ATTRIB_GENERIC13)
207 #define VERT_BIT_GENERIC14 (1 << VERT_ATTRIB_GENERIC14)
208 #define VERT_BIT_GENERIC15 (1 << VERT_ATTRIB_GENERIC15)
209
210 #define VERT_BIT_TEX(u) (1 << (VERT_ATTRIB_TEX0 + (u)))
211 #define VERT_BIT_GENERIC(g) (1 << (VERT_ATTRIB_GENERIC0 + (g)))
212 /*@}*/
213
214
215 /**
216 * Indexes for vertex program result attributes
217 */
218 typedef enum
219 {
220 VERT_RESULT_HPOS = 0,
221 VERT_RESULT_COL0 = 1,
222 VERT_RESULT_COL1 = 2,
223 VERT_RESULT_FOGC = 3,
224 VERT_RESULT_TEX0 = 4,
225 VERT_RESULT_TEX1 = 5,
226 VERT_RESULT_TEX2 = 6,
227 VERT_RESULT_TEX3 = 7,
228 VERT_RESULT_TEX4 = 8,
229 VERT_RESULT_TEX5 = 9,
230 VERT_RESULT_TEX6 = 10,
231 VERT_RESULT_TEX7 = 11,
232 VERT_RESULT_PSIZ = 12,
233 VERT_RESULT_BFC0 = 13,
234 VERT_RESULT_BFC1 = 14,
235 VERT_RESULT_EDGE = 15,
236 VERT_RESULT_VAR0 = 16, /**< shader varying */
237 VERT_RESULT_MAX = (VERT_RESULT_VAR0 + MAX_VARYING)
238 } gl_vert_result;
239
240
241 /**
242 * Indexes for fragment program input attributes.
243 */
244 typedef enum
245 {
246 FRAG_ATTRIB_WPOS = 0,
247 FRAG_ATTRIB_COL0 = 1,
248 FRAG_ATTRIB_COL1 = 2,
249 FRAG_ATTRIB_FOGC = 3,
250 FRAG_ATTRIB_TEX0 = 4,
251 FRAG_ATTRIB_TEX1 = 5,
252 FRAG_ATTRIB_TEX2 = 6,
253 FRAG_ATTRIB_TEX3 = 7,
254 FRAG_ATTRIB_TEX4 = 8,
255 FRAG_ATTRIB_TEX5 = 9,
256 FRAG_ATTRIB_TEX6 = 10,
257 FRAG_ATTRIB_TEX7 = 11,
258 FRAG_ATTRIB_FACE = 12, /**< front/back face */
259 FRAG_ATTRIB_PNTC = 13, /**< sprite/point coord */
260 FRAG_ATTRIB_VAR0 = 14, /**< shader varying */
261 FRAG_ATTRIB_MAX = (FRAG_ATTRIB_VAR0 + MAX_VARYING)
262 } gl_frag_attrib;
263
264 /**
265 * Bitflags for fragment program input attributes.
266 */
267 /*@{*/
268 #define FRAG_BIT_WPOS (1 << FRAG_ATTRIB_WPOS)
269 #define FRAG_BIT_COL0 (1 << FRAG_ATTRIB_COL0)
270 #define FRAG_BIT_COL1 (1 << FRAG_ATTRIB_COL1)
271 #define FRAG_BIT_FOGC (1 << FRAG_ATTRIB_FOGC)
272 #define FRAG_BIT_FACE (1 << FRAG_ATTRIB_FACE)
273 #define FRAG_BIT_PNTC (1 << FRAG_ATTRIB_PNTC)
274 #define FRAG_BIT_TEX0 (1 << FRAG_ATTRIB_TEX0)
275 #define FRAG_BIT_TEX1 (1 << FRAG_ATTRIB_TEX1)
276 #define FRAG_BIT_TEX2 (1 << FRAG_ATTRIB_TEX2)
277 #define FRAG_BIT_TEX3 (1 << FRAG_ATTRIB_TEX3)
278 #define FRAG_BIT_TEX4 (1 << FRAG_ATTRIB_TEX4)
279 #define FRAG_BIT_TEX5 (1 << FRAG_ATTRIB_TEX5)
280 #define FRAG_BIT_TEX6 (1 << FRAG_ATTRIB_TEX6)
281 #define FRAG_BIT_TEX7 (1 << FRAG_ATTRIB_TEX7)
282 #define FRAG_BIT_VAR0 (1 << FRAG_ATTRIB_VAR0)
283
284 #define FRAG_BIT_TEX(U) (FRAG_BIT_TEX0 << (U))
285 #define FRAG_BIT_VAR(V) (FRAG_BIT_VAR0 << (V))
286
287 #define FRAG_BITS_TEX_ANY (FRAG_BIT_TEX0| \
288 FRAG_BIT_TEX1| \
289 FRAG_BIT_TEX2| \
290 FRAG_BIT_TEX3| \
291 FRAG_BIT_TEX4| \
292 FRAG_BIT_TEX5| \
293 FRAG_BIT_TEX6| \
294 FRAG_BIT_TEX7)
295 /*@}*/
296
297
298 /**
299 * Fragment program results
300 */
301 typedef enum
302 {
303 FRAG_RESULT_DEPTH = 0,
304 FRAG_RESULT_COLOR = 1,
305 FRAG_RESULT_DATA0 = 2,
306 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
307 } gl_frag_result;
308
309
310 /**
311 * Indexes for all renderbuffers
312 */
313 typedef enum
314 {
315 /* the four standard color buffers */
316 BUFFER_FRONT_LEFT,
317 BUFFER_BACK_LEFT,
318 BUFFER_FRONT_RIGHT,
319 BUFFER_BACK_RIGHT,
320 BUFFER_DEPTH,
321 BUFFER_STENCIL,
322 BUFFER_ACCUM,
323 /* optional aux buffer */
324 BUFFER_AUX0,
325 /* generic renderbuffers */
326 BUFFER_COLOR0,
327 BUFFER_COLOR1,
328 BUFFER_COLOR2,
329 BUFFER_COLOR3,
330 BUFFER_COLOR4,
331 BUFFER_COLOR5,
332 BUFFER_COLOR6,
333 BUFFER_COLOR7,
334 BUFFER_COUNT
335 } gl_buffer_index;
336
337 /**
338 * Bit flags for all renderbuffers
339 */
340 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
341 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
342 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
343 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
344 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
345 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
346 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
347 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
348 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
349 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
350 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
351 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
352 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
353 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
354 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
355 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
356 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
357 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
358 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
359
360 /**
361 * Mask of all the color buffer bits (but not accum).
362 */
363 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
364 BUFFER_BIT_BACK_LEFT | \
365 BUFFER_BIT_FRONT_RIGHT | \
366 BUFFER_BIT_BACK_RIGHT | \
367 BUFFER_BIT_AUX0 | \
368 BUFFER_BIT_COLOR0 | \
369 BUFFER_BIT_COLOR1 | \
370 BUFFER_BIT_COLOR2 | \
371 BUFFER_BIT_COLOR3 | \
372 BUFFER_BIT_COLOR4 | \
373 BUFFER_BIT_COLOR5 | \
374 BUFFER_BIT_COLOR6 | \
375 BUFFER_BIT_COLOR7)
376
377
378 /** The pixel transfer path has three color tables: */
379 typedef enum
380 {
381 COLORTABLE_PRECONVOLUTION,
382 COLORTABLE_POSTCONVOLUTION,
383 COLORTABLE_POSTCOLORMATRIX,
384 COLORTABLE_MAX
385 } gl_colortable_index;
386
387
388 /**
389 * Data structure for color tables
390 */
391 struct gl_color_table
392 {
393 GLenum InternalFormat; /**< The user-specified format */
394 GLenum _BaseFormat; /**< GL_ALPHA, GL_RGBA, GL_RGB, etc */
395 GLuint Size; /**< number of entries in table */
396 GLfloat *TableF; /**< Color table, floating point values */
397 GLubyte *TableUB; /**< Color table, ubyte values */
398 GLubyte RedSize;
399 GLubyte GreenSize;
400 GLubyte BlueSize;
401 GLubyte AlphaSize;
402 GLubyte LuminanceSize;
403 GLubyte IntensitySize;
404 };
405
406
407 /**
408 * \name Bit flags used for updating material values.
409 */
410 /*@{*/
411 #define MAT_ATTRIB_FRONT_AMBIENT 0
412 #define MAT_ATTRIB_BACK_AMBIENT 1
413 #define MAT_ATTRIB_FRONT_DIFFUSE 2
414 #define MAT_ATTRIB_BACK_DIFFUSE 3
415 #define MAT_ATTRIB_FRONT_SPECULAR 4
416 #define MAT_ATTRIB_BACK_SPECULAR 5
417 #define MAT_ATTRIB_FRONT_EMISSION 6
418 #define MAT_ATTRIB_BACK_EMISSION 7
419 #define MAT_ATTRIB_FRONT_SHININESS 8
420 #define MAT_ATTRIB_BACK_SHININESS 9
421 #define MAT_ATTRIB_FRONT_INDEXES 10
422 #define MAT_ATTRIB_BACK_INDEXES 11
423 #define MAT_ATTRIB_MAX 12
424
425 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
426 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
427 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
428 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
429 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
430 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
431
432 #define MAT_INDEX_AMBIENT 0
433 #define MAT_INDEX_DIFFUSE 1
434 #define MAT_INDEX_SPECULAR 2
435
436 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
437 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
438 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
439 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
440 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
441 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
442 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
443 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
444 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
445 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
446 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
447 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
448
449
450 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
451 MAT_BIT_FRONT_AMBIENT | \
452 MAT_BIT_FRONT_DIFFUSE | \
453 MAT_BIT_FRONT_SPECULAR | \
454 MAT_BIT_FRONT_SHININESS | \
455 MAT_BIT_FRONT_INDEXES)
456
457 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
458 MAT_BIT_BACK_AMBIENT | \
459 MAT_BIT_BACK_DIFFUSE | \
460 MAT_BIT_BACK_SPECULAR | \
461 MAT_BIT_BACK_SHININESS | \
462 MAT_BIT_BACK_INDEXES)
463
464 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
465 /*@}*/
466
467
468 #define EXP_TABLE_SIZE 512 /**< Specular exponent lookup table sizes */
469 #define SHINE_TABLE_SIZE 256 /**< Material shininess lookup table sizes */
470
471 /**
472 * Material shininess lookup table.
473 */
474 struct gl_shine_tab
475 {
476 struct gl_shine_tab *next, *prev;
477 GLfloat tab[SHINE_TABLE_SIZE+1];
478 GLfloat shininess;
479 GLuint refcount;
480 };
481
482
483 /**
484 * Light source state.
485 */
486 struct gl_light
487 {
488 struct gl_light *next; /**< double linked list with sentinel */
489 struct gl_light *prev;
490
491 GLfloat Ambient[4]; /**< ambient color */
492 GLfloat Diffuse[4]; /**< diffuse color */
493 GLfloat Specular[4]; /**< specular color */
494 GLfloat EyePosition[4]; /**< position in eye coordinates */
495 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
496 GLfloat SpotExponent;
497 GLfloat SpotCutoff; /**< in degrees */
498 GLfloat _CosCutoffNeg; /**< = cos(SpotCutoff) */
499 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
500 GLfloat ConstantAttenuation;
501 GLfloat LinearAttenuation;
502 GLfloat QuadraticAttenuation;
503 GLboolean Enabled; /**< On/off flag */
504
505 /**
506 * \name Derived fields
507 */
508 /*@{*/
509 GLbitfield _Flags; /**< State */
510
511 GLfloat _Position[4]; /**< position in eye/obj coordinates */
512 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
513 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
514 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
515 GLfloat _VP_inf_spot_attenuation;
516
517 GLfloat _SpotExpTable[EXP_TABLE_SIZE][2]; /**< to replace a pow() call */
518 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
519 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
520 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
521 GLfloat _dli; /**< CI diffuse light intensity */
522 GLfloat _sli; /**< CI specular light intensity */
523 /*@}*/
524 };
525
526
527 /**
528 * Light model state.
529 */
530 struct gl_lightmodel
531 {
532 GLfloat Ambient[4]; /**< ambient color */
533 GLboolean LocalViewer; /**< Local (or infinite) view point? */
534 GLboolean TwoSide; /**< Two (or one) sided lighting? */
535 GLenum ColorControl; /**< either GL_SINGLE_COLOR
536 * or GL_SEPARATE_SPECULAR_COLOR */
537 };
538
539
540 /**
541 * Material state.
542 */
543 struct gl_material
544 {
545 GLfloat Attrib[MAT_ATTRIB_MAX][4];
546 };
547
548
549 /**
550 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
551 */
552 struct gl_accum_attrib
553 {
554 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
555 };
556
557
558 /**
559 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
560 */
561 struct gl_colorbuffer_attrib
562 {
563 GLuint ClearIndex; /**< Index to use for glClear */
564 GLclampf ClearColor[4]; /**< Color to use for glClear */
565
566 GLuint IndexMask; /**< Color index write mask */
567 GLubyte ColorMask[MAX_DRAW_BUFFERS][4];/**< Each flag is 0xff or 0x0 */
568
569 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
570
571 /**
572 * \name alpha testing
573 */
574 /*@{*/
575 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
576 GLenum AlphaFunc; /**< Alpha test function */
577 GLclampf AlphaRef; /**< Alpha reference value */
578 /*@}*/
579
580 /**
581 * \name Blending
582 */
583 /*@{*/
584 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
585 GLenum BlendSrcRGB; /**< Blending source operator */
586 GLenum BlendDstRGB; /**< Blending destination operator */
587 GLenum BlendSrcA; /**< GL_INGR_blend_func_separate */
588 GLenum BlendDstA; /**< GL_INGR_blend_func_separate */
589 GLenum BlendEquationRGB; /**< Blending equation */
590 GLenum BlendEquationA; /**< GL_EXT_blend_equation_separate */
591 GLfloat BlendColor[4]; /**< Blending color */
592 /*@}*/
593
594 /**
595 * \name Logic op
596 */
597 /*@{*/
598 GLenum LogicOp; /**< Logic operator */
599 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
600 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
601 GLboolean _LogicOpEnabled; /**< RGBA logic op + EXT_blend_logic_op enabled flag */
602 /*@}*/
603
604 GLboolean DitherFlag; /**< Dither enable flag */
605
606 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
607 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
608 };
609
610
611 /**
612 * Current attribute group (GL_CURRENT_BIT).
613 */
614 struct gl_current_attrib
615 {
616 /**
617 * \name Current vertex attributes.
618 * \note Values are valid only after FLUSH_VERTICES has been called.
619 * \note Index and Edgeflag current values are stored as floats in the
620 * SIX and SEVEN attribute slots.
621 */
622 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
623
624 /**
625 * \name Current raster position attributes (always valid).
626 * \note This set of attributes is very similar to the SWvertex struct.
627 */
628 /*@{*/
629 GLfloat RasterPos[4];
630 GLfloat RasterDistance;
631 GLfloat RasterColor[4];
632 GLfloat RasterSecondaryColor[4];
633 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
634 GLboolean RasterPosValid;
635 /*@}*/
636 };
637
638
639 /**
640 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
641 */
642 struct gl_depthbuffer_attrib
643 {
644 GLenum Func; /**< Function for depth buffer compare */
645 GLclampd Clear; /**< Value to clear depth buffer to */
646 GLboolean Test; /**< Depth buffering enabled flag */
647 GLboolean Mask; /**< Depth buffer writable? */
648 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
649 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
650 };
651
652
653 /**
654 * Evaluator attribute group (GL_EVAL_BIT).
655 */
656 struct gl_eval_attrib
657 {
658 /**
659 * \name Enable bits
660 */
661 /*@{*/
662 GLboolean Map1Color4;
663 GLboolean Map1Index;
664 GLboolean Map1Normal;
665 GLboolean Map1TextureCoord1;
666 GLboolean Map1TextureCoord2;
667 GLboolean Map1TextureCoord3;
668 GLboolean Map1TextureCoord4;
669 GLboolean Map1Vertex3;
670 GLboolean Map1Vertex4;
671 GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */
672 GLboolean Map2Color4;
673 GLboolean Map2Index;
674 GLboolean Map2Normal;
675 GLboolean Map2TextureCoord1;
676 GLboolean Map2TextureCoord2;
677 GLboolean Map2TextureCoord3;
678 GLboolean Map2TextureCoord4;
679 GLboolean Map2Vertex3;
680 GLboolean Map2Vertex4;
681 GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */
682 GLboolean AutoNormal;
683 /*@}*/
684
685 /**
686 * \name Map Grid endpoints and divisions and calculated du values
687 */
688 /*@{*/
689 GLint MapGrid1un;
690 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
691 GLint MapGrid2un, MapGrid2vn;
692 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
693 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
694 /*@}*/
695 };
696
697
698 /**
699 * Fog attribute group (GL_FOG_BIT).
700 */
701 struct gl_fog_attrib
702 {
703 GLboolean Enabled; /**< Fog enabled flag */
704 GLfloat Color[4]; /**< Fog color */
705 GLfloat Density; /**< Density >= 0.0 */
706 GLfloat Start; /**< Start distance in eye coords */
707 GLfloat End; /**< End distance in eye coords */
708 GLfloat Index; /**< Fog index */
709 GLenum Mode; /**< Fog mode */
710 GLboolean ColorSumEnabled;
711 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
712 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
713 };
714
715
716 /**
717 * Hint attribute group (GL_HINT_BIT).
718 *
719 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
720 */
721 struct gl_hint_attrib
722 {
723 GLenum PerspectiveCorrection;
724 GLenum PointSmooth;
725 GLenum LineSmooth;
726 GLenum PolygonSmooth;
727 GLenum Fog;
728 GLenum ClipVolumeClipping; /**< GL_EXT_clip_volume_hint */
729 GLenum TextureCompression; /**< GL_ARB_texture_compression */
730 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
731 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
732 };
733
734
735 /**
736 * Histogram attributes.
737 */
738 struct gl_histogram_attrib
739 {
740 GLuint Width; /**< number of table entries */
741 GLint Format; /**< GL_ALPHA, GL_RGB, etc */
742 GLuint Count[HISTOGRAM_TABLE_SIZE][4]; /**< the histogram */
743 GLboolean Sink; /**< terminate image transfer? */
744 GLubyte RedSize; /**< Bits per counter */
745 GLubyte GreenSize;
746 GLubyte BlueSize;
747 GLubyte AlphaSize;
748 GLubyte LuminanceSize;
749 };
750
751
752 /**
753 * Color Min/max state.
754 */
755 struct gl_minmax_attrib
756 {
757 GLenum Format;
758 GLboolean Sink;
759 GLfloat Min[4], Max[4]; /**< RGBA */
760 };
761
762
763 /**
764 * Image convolution state.
765 */
766 struct gl_convolution_attrib
767 {
768 GLenum Format;
769 GLenum InternalFormat;
770 GLuint Width;
771 GLuint Height;
772 GLfloat Filter[MAX_CONVOLUTION_WIDTH * MAX_CONVOLUTION_HEIGHT * 4];
773 };
774
775
776 /**
777 * Light state flags.
778 */
779 /*@{*/
780 #define LIGHT_SPOT 0x1
781 #define LIGHT_LOCAL_VIEWER 0x2
782 #define LIGHT_POSITIONAL 0x4
783 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
784 /*@}*/
785
786
787 /**
788 * Lighting attribute group (GL_LIGHT_BIT).
789 */
790 struct gl_light_attrib
791 {
792 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
793 struct gl_lightmodel Model; /**< Lighting model */
794
795 /**
796 * Must flush FLUSH_VERTICES before referencing:
797 */
798 /*@{*/
799 struct gl_material Material; /**< Includes front & back values */
800 /*@}*/
801
802 GLboolean Enabled; /**< Lighting enabled flag */
803 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
804 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
805 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
806 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
807 GLbitfield ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
808 GLboolean ColorMaterialEnabled;
809 GLenum ClampVertexColor;
810
811 struct gl_light EnabledList; /**< List sentinel */
812
813 /**
814 * Derived state for optimizations:
815 */
816 /*@{*/
817 GLboolean _NeedEyeCoords;
818 GLboolean _NeedVertices; /**< Use fast shader? */
819 GLbitfield _Flags; /**< LIGHT_* flags, see above */
820 GLfloat _BaseColor[2][3];
821 /*@}*/
822 };
823
824
825 /**
826 * Line attribute group (GL_LINE_BIT).
827 */
828 struct gl_line_attrib
829 {
830 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
831 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
832 GLushort StipplePattern; /**< Stipple pattern */
833 GLint StippleFactor; /**< Stipple repeat factor */
834 GLfloat Width; /**< Line width */
835 };
836
837
838 /**
839 * Display list attribute group (GL_LIST_BIT).
840 */
841 struct gl_list_attrib
842 {
843 GLuint ListBase;
844 };
845
846
847 /**
848 * Multisample attribute group (GL_MULTISAMPLE_BIT).
849 */
850 struct gl_multisample_attrib
851 {
852 GLboolean Enabled;
853 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
854 GLboolean SampleAlphaToCoverage;
855 GLboolean SampleAlphaToOne;
856 GLboolean SampleCoverage;
857 GLfloat SampleCoverageValue;
858 GLboolean SampleCoverageInvert;
859 };
860
861
862 /**
863 * A pixelmap (see glPixelMap)
864 */
865 struct gl_pixelmap
866 {
867 GLint Size;
868 GLfloat Map[MAX_PIXEL_MAP_TABLE];
869 GLubyte Map8[MAX_PIXEL_MAP_TABLE]; /**< converted to 8-bit color */
870 };
871
872
873 /**
874 * Collection of all pixelmaps
875 */
876 struct gl_pixelmaps
877 {
878 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
879 struct gl_pixelmap GtoG;
880 struct gl_pixelmap BtoB;
881 struct gl_pixelmap AtoA;
882 struct gl_pixelmap ItoR;
883 struct gl_pixelmap ItoG;
884 struct gl_pixelmap ItoB;
885 struct gl_pixelmap ItoA;
886 struct gl_pixelmap ItoI;
887 struct gl_pixelmap StoS;
888 };
889
890
891 /**
892 * Pixel attribute group (GL_PIXEL_MODE_BIT).
893 */
894 struct gl_pixel_attrib
895 {
896 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
897
898 /*--- Begin Pixel Transfer State ---*/
899 /* Fields are in the order in which they're applied... */
900
901 /** Scale & Bias (index shift, offset) */
902 /*@{*/
903 GLfloat RedBias, RedScale;
904 GLfloat GreenBias, GreenScale;
905 GLfloat BlueBias, BlueScale;
906 GLfloat AlphaBias, AlphaScale;
907 GLfloat DepthBias, DepthScale;
908 GLint IndexShift, IndexOffset;
909 /*@}*/
910
911 /* Pixel Maps */
912 /* Note: actual pixel maps are not part of this attrib group */
913 GLboolean MapColorFlag;
914 GLboolean MapStencilFlag;
915
916 /* There are multiple color table stages: */
917 GLboolean ColorTableEnabled[COLORTABLE_MAX];
918 GLfloat ColorTableScale[COLORTABLE_MAX][4]; /**< RGBA */
919 GLfloat ColorTableBias[COLORTABLE_MAX][4]; /**< RGBA */
920
921 /* Convolution (GL_EXT_convolution) */
922 GLboolean Convolution1DEnabled;
923 GLboolean Convolution2DEnabled;
924 GLboolean Separable2DEnabled;
925 GLfloat ConvolutionBorderColor[3][4]; /**< RGBA */
926 GLenum ConvolutionBorderMode[3];
927 GLfloat ConvolutionFilterScale[3][4]; /**< RGBA */
928 GLfloat ConvolutionFilterBias[3][4]; /**< RGBA */
929 GLfloat PostConvolutionScale[4]; /**< RGBA */
930 GLfloat PostConvolutionBias[4]; /**< RGBA */
931
932 /* Color matrix (GL_SGI_color_matrix) */
933 /* Note: the color matrix is not part of this attrib group */
934 GLfloat PostColorMatrixScale[4]; /**< RGBA */
935 GLfloat PostColorMatrixBias[4]; /**< RGBA */
936
937 /* Histogram & minmax (GL_EXT_histogram) */
938 /* Note: histogram and minmax data are not part of this attrib group */
939 GLboolean HistogramEnabled;
940 GLboolean MinMaxEnabled;
941
942 /*--- End Pixel Transfer State ---*/
943
944 /** glPixelZoom */
945 GLfloat ZoomX, ZoomY;
946
947 /** GL_SGI_texture_color_table */
948 GLfloat TextureColorTableScale[4]; /**< RGBA */
949 GLfloat TextureColorTableBias[4]; /**< RGBA */
950 };
951
952
953 /**
954 * Point attribute group (GL_POINT_BIT).
955 */
956 struct gl_point_attrib
957 {
958 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
959 GLfloat Size; /**< User-specified point size */
960 GLfloat Params[3]; /**< GL_EXT_point_parameters */
961 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
962 GLfloat Threshold; /**< GL_EXT_point_parameters */
963 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
964 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
965 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
966 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
967 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
968 };
969
970
971 /**
972 * Polygon attribute group (GL_POLYGON_BIT).
973 */
974 struct gl_polygon_attrib
975 {
976 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
977 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
978 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
979 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
980 GLboolean CullFlag; /**< Culling on/off flag */
981 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
982 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
983 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
984 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
985 GLfloat OffsetUnits; /**< Polygon offset units, from user */
986 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
987 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
988 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
989 };
990
991
992 /**
993 * Scissor attributes (GL_SCISSOR_BIT).
994 */
995 struct gl_scissor_attrib
996 {
997 GLboolean Enabled; /**< Scissor test enabled? */
998 GLint X, Y; /**< Lower left corner of box */
999 GLsizei Width, Height; /**< Size of box */
1000 };
1001
1002
1003 /**
1004 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1005 *
1006 * Three sets of stencil data are tracked so that OpenGL 2.0,
1007 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1008 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1009 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1010 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1011 * GL_EXT_stencil_two_side GL_BACK state.
1012 *
1013 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1014 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1015 *
1016 * The derived value \c _TestTwoSide is set when the front-face and back-face
1017 * stencil state are different.
1018 */
1019 struct gl_stencil_attrib
1020 {
1021 GLboolean Enabled; /**< Enabled flag */
1022 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1023 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1024 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1025 GLboolean _TestTwoSide;
1026 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1027 GLenum Function[3]; /**< Stencil function */
1028 GLenum FailFunc[3]; /**< Fail function */
1029 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1030 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1031 GLint Ref[3]; /**< Reference value */
1032 GLuint ValueMask[3]; /**< Value mask */
1033 GLuint WriteMask[3]; /**< Write mask */
1034 GLuint Clear; /**< Clear value */
1035 };
1036
1037
1038 /**
1039 * An index for each type of texture object. These correspond to the GL
1040 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1041 * Note: the order is from highest priority to lowest priority.
1042 */
1043 typedef enum
1044 {
1045 TEXTURE_2D_ARRAY_INDEX,
1046 TEXTURE_1D_ARRAY_INDEX,
1047 TEXTURE_CUBE_INDEX,
1048 TEXTURE_3D_INDEX,
1049 TEXTURE_RECT_INDEX,
1050 TEXTURE_2D_INDEX,
1051 TEXTURE_1D_INDEX,
1052 NUM_TEXTURE_TARGETS
1053 } gl_texture_index;
1054
1055
1056 /**
1057 * Bit flags for each type of texture object
1058 * Used for Texture.Unit[]._ReallyEnabled flags.
1059 */
1060 /*@{*/
1061 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1062 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1063 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1064 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1065 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1066 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1067 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1068 /*@}*/
1069
1070
1071 /**
1072 * TexGenEnabled flags.
1073 */
1074 /*@{*/
1075 #define S_BIT 1
1076 #define T_BIT 2
1077 #define R_BIT 4
1078 #define Q_BIT 8
1079 /*@}*/
1080
1081
1082 /**
1083 * Bit flag versions of the corresponding GL_ constants.
1084 */
1085 /*@{*/
1086 #define TEXGEN_SPHERE_MAP 0x1
1087 #define TEXGEN_OBJ_LINEAR 0x2
1088 #define TEXGEN_EYE_LINEAR 0x4
1089 #define TEXGEN_REFLECTION_MAP_NV 0x8
1090 #define TEXGEN_NORMAL_MAP_NV 0x10
1091
1092 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1093 TEXGEN_REFLECTION_MAP_NV | \
1094 TEXGEN_NORMAL_MAP_NV)
1095 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1096 TEXGEN_REFLECTION_MAP_NV | \
1097 TEXGEN_NORMAL_MAP_NV | \
1098 TEXGEN_EYE_LINEAR)
1099 /*@}*/
1100
1101
1102
1103 /** Tex-gen enabled for texture unit? */
1104 #define ENABLE_TEXGEN(unit) (1 << (unit))
1105
1106 /** Non-identity texture matrix for texture unit? */
1107 #define ENABLE_TEXMAT(unit) (1 << (unit))
1108
1109
1110 /**
1111 * Texel fetch function prototype. We use texel fetch functions to
1112 * extract RGBA, color indexes and depth components out of 1D, 2D and 3D
1113 * texture images. These functions help to isolate us from the gritty
1114 * details of all the various texture image encodings.
1115 *
1116 * \param texImage texture image.
1117 * \param col texel column.
1118 * \param row texel row.
1119 * \param img texel image level/layer.
1120 * \param texelOut output texel (up to 4 GLchans)
1121 */
1122 typedef void (*FetchTexelFuncC)( const struct gl_texture_image *texImage,
1123 GLint col, GLint row, GLint img,
1124 GLchan *texelOut );
1125
1126 /**
1127 * As above, but returns floats.
1128 * Used for depth component images and for upcoming signed/float
1129 * texture images.
1130 */
1131 typedef void (*FetchTexelFuncF)( const struct gl_texture_image *texImage,
1132 GLint col, GLint row, GLint img,
1133 GLfloat *texelOut );
1134
1135
1136 typedef void (*StoreTexelFunc)(struct gl_texture_image *texImage,
1137 GLint col, GLint row, GLint img,
1138 const void *texel);
1139
1140
1141 /**
1142 * Texture image state. Describes the dimensions of a texture image,
1143 * the texel format and pointers to Texel Fetch functions.
1144 */
1145 struct gl_texture_image
1146 {
1147 GLint InternalFormat; /**< Internal format as given by the user */
1148 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1149 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1150 * GL_INTENSITY, GL_COLOR_INDEX,
1151 * GL_DEPTH_COMPONENT or GL_DEPTH_STENCIL_EXT
1152 * only. Used for choosing TexEnv arithmetic.
1153 */
1154 GLuint TexFormat; /**< The actual format: MESA_FORMAT_x */
1155
1156 GLuint Border; /**< 0 or 1 */
1157 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1158 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1159 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1160 GLuint Width2; /**< = Width - 2*Border */
1161 GLuint Height2; /**< = Height - 2*Border */
1162 GLuint Depth2; /**< = Depth - 2*Border */
1163 GLuint WidthLog2; /**< = log2(Width2) */
1164 GLuint HeightLog2; /**< = log2(Height2) */
1165 GLuint DepthLog2; /**< = log2(Depth2) */
1166 GLuint MaxLog2; /**< = MAX(WidthLog2, HeightLog2) */
1167 GLfloat WidthScale; /**< used for mipmap LOD computation */
1168 GLfloat HeightScale; /**< used for mipmap LOD computation */
1169 GLfloat DepthScale; /**< used for mipmap LOD computation */
1170 GLboolean IsClientData; /**< Data owned by client? */
1171 GLboolean _IsPowerOfTwo; /**< Are all dimensions powers of two? */
1172
1173 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1174
1175 FetchTexelFuncC FetchTexelc; /**< GLchan texel fetch function pointer */
1176 FetchTexelFuncF FetchTexelf; /**< Float texel fetch function pointer */
1177
1178 GLuint RowStride; /**< Padded width in units of texels */
1179 GLuint *ImageOffsets; /**< if 3D texture: array [Depth] of offsets to
1180 each 2D slice in 'Data', in texels */
1181 GLvoid *Data; /**< Image data, accessed via FetchTexel() */
1182
1183 /**
1184 * \name For device driver:
1185 */
1186 /*@{*/
1187 void *DriverData; /**< Arbitrary device driver data */
1188 /*@}*/
1189 };
1190
1191
1192 /**
1193 * Indexes for cube map faces.
1194 */
1195 typedef enum
1196 {
1197 FACE_POS_X = 0,
1198 FACE_NEG_X = 1,
1199 FACE_POS_Y = 2,
1200 FACE_NEG_Y = 3,
1201 FACE_POS_Z = 4,
1202 FACE_NEG_Z = 5,
1203 MAX_FACES = 6
1204 } gl_face_index;
1205
1206
1207 /**
1208 * Texture object state. Contains the array of mipmap images, border color,
1209 * wrap modes, filter modes, shadow/texcompare state, and the per-texture
1210 * color palette.
1211 */
1212 struct gl_texture_object
1213 {
1214 _glthread_Mutex Mutex; /**< for thread safety */
1215 GLint RefCount; /**< reference count */
1216 GLuint Name; /**< the user-visible texture object ID */
1217 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1218 GLfloat Priority; /**< in [0,1] */
1219 union {
1220 GLfloat f[4];
1221 GLuint ui[4];
1222 GLint i[4];
1223 } BorderColor; /**< Interpreted according to texture format */
1224 GLenum WrapS; /**< S-axis texture image wrap mode */
1225 GLenum WrapT; /**< T-axis texture image wrap mode */
1226 GLenum WrapR; /**< R-axis texture image wrap mode */
1227 GLenum MinFilter; /**< minification filter */
1228 GLenum MagFilter; /**< magnification filter */
1229 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1230 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1231 GLfloat LodBias; /**< OpenGL 1.4 */
1232 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1233 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1234 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1235 GLenum CompareMode; /**< GL_ARB_shadow */
1236 GLenum CompareFunc; /**< GL_ARB_shadow */
1237 GLfloat CompareFailValue; /**< GL_ARB_shadow_ambient */
1238 GLenum DepthMode; /**< GL_ARB_depth_texture */
1239 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1240 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */
1241 GLint CropRect[4]; /**< GL_OES_draw_texture */
1242 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1243 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1244 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1245 GLboolean _Complete; /**< Is texture object complete? */
1246 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1247 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1248
1249 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1250 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1251
1252 /** GL_EXT_paletted_texture */
1253 struct gl_color_table Palette;
1254
1255 /**
1256 * \name For device driver.
1257 * Note: instead of attaching driver data to this pointer, it's preferable
1258 * to instead use this struct as a base class for your own texture object
1259 * class. Driver->NewTextureObject() can be used to implement the
1260 * allocation.
1261 */
1262 void *DriverData; /**< Arbitrary device driver data */
1263 };
1264
1265
1266 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1267 #define MAX_COMBINER_TERMS 4
1268
1269
1270 /**
1271 * Texture combine environment state.
1272 */
1273 struct gl_tex_env_combine_state
1274 {
1275 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1276 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1277 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1278 GLenum SourceRGB[MAX_COMBINER_TERMS];
1279 GLenum SourceA[MAX_COMBINER_TERMS];
1280 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1281 GLenum OperandRGB[MAX_COMBINER_TERMS];
1282 GLenum OperandA[MAX_COMBINER_TERMS];
1283 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1284 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1285 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1286 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1287 };
1288
1289
1290 /**
1291 * Texture coord generation state.
1292 */
1293 struct gl_texgen
1294 {
1295 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1296 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1297 GLfloat ObjectPlane[4];
1298 GLfloat EyePlane[4];
1299 };
1300
1301
1302 /**
1303 * Texture unit state. Contains enable flags, texture environment/function/
1304 * combiners, texgen state, pointers to current texture objects and
1305 * post-filter color tables.
1306 */
1307 struct gl_texture_unit
1308 {
1309 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1310 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1311
1312 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1313 GLfloat EnvColor[4];
1314
1315 struct gl_texgen GenS;
1316 struct gl_texgen GenT;
1317 struct gl_texgen GenR;
1318 struct gl_texgen GenQ;
1319 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1320 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1321
1322 GLfloat LodBias; /**< for biasing mipmap levels */
1323 GLenum BumpTarget;
1324 GLfloat RotMatrix[4]; /* 2x2 matrix */
1325
1326 /**
1327 * \name GL_EXT_texture_env_combine
1328 */
1329 struct gl_tex_env_combine_state Combine;
1330
1331 /**
1332 * Derived state based on \c EnvMode and the \c BaseFormat of the
1333 * currently enabled texture.
1334 */
1335 struct gl_tex_env_combine_state _EnvMode;
1336
1337 /**
1338 * Currently enabled combiner state. This will point to either
1339 * \c Combine or \c _EnvMode.
1340 */
1341 struct gl_tex_env_combine_state *_CurrentCombine;
1342
1343 /** Current texture object pointers */
1344 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1345
1346 /** Points to highest priority, complete and enabled texture object */
1347 struct gl_texture_object *_Current;
1348
1349 /** GL_SGI_texture_color_table */
1350 /*@{*/
1351 struct gl_color_table ColorTable;
1352 struct gl_color_table ProxyColorTable;
1353 GLboolean ColorTableEnabled;
1354 /*@}*/
1355 };
1356
1357
1358 /**
1359 * Texture attribute group (GL_TEXTURE_BIT).
1360 */
1361 struct gl_texture_attrib
1362 {
1363 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1364 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1365
1366 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1367
1368 /** GL_ARB_seamless_cubemap */
1369 GLboolean CubeMapSeamless;
1370
1371 /** GL_EXT_shared_texture_palette */
1372 GLboolean SharedPalette;
1373 struct gl_color_table Palette;
1374
1375 /** Texture units/samplers used by vertex or fragment texturing */
1376 GLbitfield _EnabledUnits;
1377
1378 /** Texture coord units/sets used for fragment texturing */
1379 GLbitfield _EnabledCoordUnits;
1380
1381 /** Texture coord units that have texgen enabled */
1382 GLbitfield _TexGenEnabled;
1383
1384 /** Texture coord units that have non-identity matrices */
1385 GLbitfield _TexMatEnabled;
1386
1387 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1388 GLbitfield _GenFlags;
1389 };
1390
1391
1392 /**
1393 * Transformation attribute group (GL_TRANSFORM_BIT).
1394 */
1395 struct gl_transform_attrib
1396 {
1397 GLenum MatrixMode; /**< Matrix mode */
1398 GLfloat EyeUserPlane[MAX_CLIP_PLANES][4]; /**< User clip planes */
1399 GLfloat _ClipUserPlane[MAX_CLIP_PLANES][4]; /**< derived */
1400 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1401 GLboolean Normalize; /**< Normalize all normals? */
1402 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1403 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1404 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1405
1406 GLboolean CullVertexFlag; /**< True if GL_CULL_VERTEX_EXT is enabled */
1407 GLfloat CullEyePos[4];
1408 GLfloat CullObjPos[4];
1409 };
1410
1411
1412 /**
1413 * Viewport attribute group (GL_VIEWPORT_BIT).
1414 */
1415 struct gl_viewport_attrib
1416 {
1417 GLint X, Y; /**< position */
1418 GLsizei Width, Height; /**< size */
1419 GLfloat Near, Far; /**< Depth buffer range */
1420 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1421 };
1422
1423
1424 /**
1425 * GL_ARB_vertex/pixel_buffer_object buffer object
1426 */
1427 struct gl_buffer_object
1428 {
1429 _glthread_Mutex Mutex;
1430 GLint RefCount;
1431 GLuint Name;
1432 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1433 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1434 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1435 /** Fields describing a mapped buffer */
1436 /*@{*/
1437 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1438 GLvoid *Pointer; /**< User-space address of mapping */
1439 GLintptr Offset; /**< Mapped offset */
1440 GLsizeiptr Length; /**< Mapped length */
1441 /*@}*/
1442 GLboolean Written; /**< Ever written to? (for debugging) */
1443 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1444 };
1445
1446
1447 /**
1448 * Client pixel packing/unpacking attributes
1449 */
1450 struct gl_pixelstore_attrib
1451 {
1452 GLint Alignment;
1453 GLint RowLength;
1454 GLint SkipPixels;
1455 GLint SkipRows;
1456 GLint ImageHeight;
1457 GLint SkipImages;
1458 GLboolean SwapBytes;
1459 GLboolean LsbFirst;
1460 GLboolean ClientStorage; /**< GL_APPLE_client_storage */
1461 GLboolean Invert; /**< GL_MESA_pack_invert */
1462 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1463 };
1464
1465
1466 /**
1467 * Client vertex array attributes
1468 */
1469 struct gl_client_array
1470 {
1471 GLint Size; /**< components per element (1,2,3,4) */
1472 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1473 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1474 GLsizei Stride; /**< user-specified stride */
1475 GLsizei StrideB; /**< actual stride in bytes */
1476 const GLubyte *Ptr; /**< Points to array data */
1477 GLboolean Enabled; /**< Enabled flag is a boolean */
1478 GLboolean Normalized; /**< GL_ARB_vertex_program */
1479 GLuint _ElementSize; /**< size of each element in bytes */
1480
1481 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1482 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1483 };
1484
1485
1486 /**
1487 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1488 * extension, but a nice encapsulation in any case.
1489 */
1490 struct gl_array_object
1491 {
1492 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1493 GLuint Name;
1494
1495 GLint RefCount;
1496 _glthread_Mutex Mutex;
1497 GLboolean VBOonly; /**< require all arrays to live in VBOs? */
1498
1499 /** Conventional vertex arrays */
1500 /*@{*/
1501 struct gl_client_array Vertex;
1502 struct gl_client_array Weight;
1503 struct gl_client_array Normal;
1504 struct gl_client_array Color;
1505 struct gl_client_array SecondaryColor;
1506 struct gl_client_array FogCoord;
1507 struct gl_client_array Index;
1508 struct gl_client_array EdgeFlag;
1509 struct gl_client_array TexCoord[MAX_TEXTURE_COORD_UNITS];
1510 struct gl_client_array PointSize;
1511 /*@}*/
1512
1513 /**
1514 * Generic arrays for vertex programs/shaders.
1515 * For NV vertex programs, these attributes alias and take priority
1516 * over the conventional attribs above. For ARB vertex programs and
1517 * GLSL vertex shaders, these attributes are separate.
1518 */
1519 struct gl_client_array VertexAttrib[MAX_VERTEX_GENERIC_ATTRIBS];
1520
1521 /** Mask of _NEW_ARRAY_* values indicating which arrays are enabled */
1522 GLbitfield _Enabled;
1523
1524 /**
1525 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1526 * we can determine the max legal (in bounds) glDrawElements array index.
1527 */
1528 GLuint _MaxElement;
1529 };
1530
1531
1532 /**
1533 * Vertex array state
1534 */
1535 struct gl_array_attrib
1536 {
1537 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1538 struct gl_array_object *ArrayObj;
1539
1540 /** The default vertex array object */
1541 struct gl_array_object *DefaultArrayObj;
1542
1543 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1544 struct _mesa_HashTable *Objects;
1545
1546 GLint ActiveTexture; /**< Client Active Texture */
1547 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1548 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1549
1550 GLbitfield NewState; /**< mask of _NEW_ARRAY_* values */
1551
1552 #if FEATURE_ARB_vertex_buffer_object
1553 struct gl_buffer_object *ArrayBufferObj;
1554 struct gl_buffer_object *ElementArrayBufferObj;
1555 #endif
1556 };
1557
1558
1559 /**
1560 * Feedback buffer state
1561 */
1562 struct gl_feedback
1563 {
1564 GLenum Type;
1565 GLbitfield _Mask; /**< FB_* bits */
1566 GLfloat *Buffer;
1567 GLuint BufferSize;
1568 GLuint Count;
1569 };
1570
1571
1572 /**
1573 * Selection buffer state
1574 */
1575 struct gl_selection
1576 {
1577 GLuint *Buffer; /**< selection buffer */
1578 GLuint BufferSize; /**< size of the selection buffer */
1579 GLuint BufferCount; /**< number of values in the selection buffer */
1580 GLuint Hits; /**< number of records in the selection buffer */
1581 GLuint NameStackDepth; /**< name stack depth */
1582 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1583 GLboolean HitFlag; /**< hit flag */
1584 GLfloat HitMinZ; /**< minimum hit depth */
1585 GLfloat HitMaxZ; /**< maximum hit depth */
1586 };
1587
1588
1589 /**
1590 * 1-D Evaluator control points
1591 */
1592 struct gl_1d_map
1593 {
1594 GLuint Order; /**< Number of control points */
1595 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1596 GLfloat *Points; /**< Points to contiguous control points */
1597 };
1598
1599
1600 /**
1601 * 2-D Evaluator control points
1602 */
1603 struct gl_2d_map
1604 {
1605 GLuint Uorder; /**< Number of control points in U dimension */
1606 GLuint Vorder; /**< Number of control points in V dimension */
1607 GLfloat u1, u2, du;
1608 GLfloat v1, v2, dv;
1609 GLfloat *Points; /**< Points to contiguous control points */
1610 };
1611
1612
1613 /**
1614 * All evaluator control point state
1615 */
1616 struct gl_evaluators
1617 {
1618 /**
1619 * \name 1-D maps
1620 */
1621 /*@{*/
1622 struct gl_1d_map Map1Vertex3;
1623 struct gl_1d_map Map1Vertex4;
1624 struct gl_1d_map Map1Index;
1625 struct gl_1d_map Map1Color4;
1626 struct gl_1d_map Map1Normal;
1627 struct gl_1d_map Map1Texture1;
1628 struct gl_1d_map Map1Texture2;
1629 struct gl_1d_map Map1Texture3;
1630 struct gl_1d_map Map1Texture4;
1631 struct gl_1d_map Map1Attrib[16]; /**< GL_NV_vertex_program */
1632 /*@}*/
1633
1634 /**
1635 * \name 2-D maps
1636 */
1637 /*@{*/
1638 struct gl_2d_map Map2Vertex3;
1639 struct gl_2d_map Map2Vertex4;
1640 struct gl_2d_map Map2Index;
1641 struct gl_2d_map Map2Color4;
1642 struct gl_2d_map Map2Normal;
1643 struct gl_2d_map Map2Texture1;
1644 struct gl_2d_map Map2Texture2;
1645 struct gl_2d_map Map2Texture3;
1646 struct gl_2d_map Map2Texture4;
1647 struct gl_2d_map Map2Attrib[16]; /**< GL_NV_vertex_program */
1648 /*@}*/
1649 };
1650
1651
1652 /**
1653 * Names of the various vertex/fragment program register files, etc.
1654 *
1655 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1656 * All values should fit in a 4-bit field.
1657 *
1658 * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR, PROGRAM_NAMED_PARAM,
1659 * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1660 * be "uniform" variables since they can only be set outside glBegin/End.
1661 * They're also all stored in the same Parameters array.
1662 */
1663 typedef enum
1664 {
1665 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1666 PROGRAM_INPUT, /**< machine->Inputs[] */
1667 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1668 PROGRAM_VARYING, /**< machine->Inputs[]/Outputs[] */
1669 PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
1670 PROGRAM_ENV_PARAM, /**< gl_program->Parameters[] */
1671 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1672 PROGRAM_NAMED_PARAM, /**< gl_program->Parameters[] */
1673 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1674 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1675 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1676 PROGRAM_ADDRESS, /**< machine->AddressReg */
1677 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1678 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1679 PROGRAM_FILE_MAX
1680 } gl_register_file;
1681
1682
1683 /** Vertex and fragment instructions */
1684 struct prog_instruction;
1685 struct gl_program_parameter_list;
1686 struct gl_uniform_list;
1687
1688
1689 /**
1690 * Base class for any kind of program object
1691 */
1692 struct gl_program
1693 {
1694 GLuint Id;
1695 GLubyte *String; /**< Null-terminated program text */
1696 GLint RefCount;
1697 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_FRAGMENT_PROGRAM_NV */
1698 GLenum Format; /**< String encoding format */
1699 GLboolean Resident;
1700
1701 struct prog_instruction *Instructions;
1702
1703 GLbitfield InputsRead; /**< Bitmask of which input regs are read */
1704 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1705 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
1706 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
1707 GLbitfield TexturesUsed[MAX_TEXTURE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1708 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1709 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1710
1711
1712 /** Named parameters, constants, etc. from program text */
1713 struct gl_program_parameter_list *Parameters;
1714 /** Numbered local parameters */
1715 GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
1716
1717 /** Vertex/fragment shader varying vars */
1718 struct gl_program_parameter_list *Varying;
1719 /** Vertex program user-defined attributes */
1720 struct gl_program_parameter_list *Attributes;
1721
1722 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1723 GLubyte SamplerUnits[MAX_SAMPLERS];
1724 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
1725 gl_texture_index SamplerTargets[MAX_SAMPLERS];
1726
1727 /** Logical counts */
1728 /*@{*/
1729 GLuint NumInstructions;
1730 GLuint NumTemporaries;
1731 GLuint NumParameters;
1732 GLuint NumAttributes;
1733 GLuint NumAddressRegs;
1734 GLuint NumAluInstructions;
1735 GLuint NumTexInstructions;
1736 GLuint NumTexIndirections;
1737 /*@}*/
1738 /** Native, actual h/w counts */
1739 /*@{*/
1740 GLuint NumNativeInstructions;
1741 GLuint NumNativeTemporaries;
1742 GLuint NumNativeParameters;
1743 GLuint NumNativeAttributes;
1744 GLuint NumNativeAddressRegs;
1745 GLuint NumNativeAluInstructions;
1746 GLuint NumNativeTexInstructions;
1747 GLuint NumNativeTexIndirections;
1748 /*@}*/
1749 };
1750
1751
1752 /** Vertex program object */
1753 struct gl_vertex_program
1754 {
1755 struct gl_program Base; /**< base class */
1756 GLboolean IsNVProgram; /**< is this a GL_NV_vertex_program program? */
1757 GLboolean IsPositionInvariant;
1758 };
1759
1760
1761 /** Fragment program object */
1762 struct gl_fragment_program
1763 {
1764 struct gl_program Base; /**< base class */
1765 GLenum FogOption;
1766 GLboolean UsesKill; /**< shader uses KIL instruction */
1767 GLboolean OriginUpperLeft;
1768 GLboolean PixelCenterInteger;
1769 };
1770
1771
1772 /**
1773 * State common to vertex and fragment programs.
1774 */
1775 struct gl_program_state
1776 {
1777 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
1778 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
1779 };
1780
1781
1782 /**
1783 * Context state for vertex programs.
1784 */
1785 struct gl_vertex_program_state
1786 {
1787 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
1788 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
1789 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
1790 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
1791 struct gl_vertex_program *Current; /**< User-bound vertex program */
1792
1793 /** Currently enabled and valid vertex program (including internal
1794 * programs, user-defined vertex programs and GLSL vertex shaders).
1795 * This is the program we must use when rendering.
1796 */
1797 struct gl_vertex_program *_Current;
1798
1799 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1800
1801 /* For GL_NV_vertex_program only: */
1802 GLenum TrackMatrix[MAX_PROGRAM_ENV_PARAMS / 4];
1803 GLenum TrackMatrixTransform[MAX_PROGRAM_ENV_PARAMS / 4];
1804
1805 /** Should fixed-function T&L be implemented with a vertex prog? */
1806 GLboolean _MaintainTnlProgram;
1807
1808 /** Program to emulate fixed-function T&L (see above) */
1809 struct gl_vertex_program *_TnlProgram;
1810
1811 /** Cache of fixed-function programs */
1812 struct gl_program_cache *Cache;
1813
1814 GLboolean _Overriden;
1815 };
1816
1817
1818 /**
1819 * Context state for fragment programs.
1820 */
1821 struct gl_fragment_program_state
1822 {
1823 GLboolean Enabled; /**< User-set fragment program enable flag */
1824 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
1825 struct gl_fragment_program *Current; /**< User-bound fragment program */
1826
1827 /** Currently enabled and valid fragment program (including internal
1828 * programs, user-defined fragment programs and GLSL fragment shaders).
1829 * This is the program we must use when rendering.
1830 */
1831 struct gl_fragment_program *_Current;
1832
1833 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1834
1835 /** Should fixed-function texturing be implemented with a fragment prog? */
1836 GLboolean _MaintainTexEnvProgram;
1837
1838 /** Program to emulate fixed-function texture env/combine (see above) */
1839 struct gl_fragment_program *_TexEnvProgram;
1840
1841 /** Cache of fixed-function programs */
1842 struct gl_program_cache *Cache;
1843 };
1844
1845
1846 /**
1847 * ATI_fragment_shader runtime state
1848 */
1849 #define ATI_FS_INPUT_PRIMARY 0
1850 #define ATI_FS_INPUT_SECONDARY 1
1851
1852 struct atifs_instruction;
1853 struct atifs_setupinst;
1854
1855 /**
1856 * ATI fragment shader
1857 */
1858 struct ati_fragment_shader
1859 {
1860 GLuint Id;
1861 GLint RefCount;
1862 struct atifs_instruction *Instructions[2];
1863 struct atifs_setupinst *SetupInst[2];
1864 GLfloat Constants[8][4];
1865 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
1866 GLubyte numArithInstr[2];
1867 GLubyte regsAssigned[2];
1868 GLubyte NumPasses; /**< 1 or 2 */
1869 GLubyte cur_pass;
1870 GLubyte last_optype;
1871 GLboolean interpinp1;
1872 GLboolean isValid;
1873 GLuint swizzlerq;
1874 };
1875
1876 /**
1877 * Context state for GL_ATI_fragment_shader
1878 */
1879 struct gl_ati_fragment_shader_state
1880 {
1881 GLboolean Enabled;
1882 GLboolean _Enabled; /**< enabled and valid shader? */
1883 GLboolean Compiling;
1884 GLfloat GlobalConstants[8][4];
1885 struct ati_fragment_shader *Current;
1886 };
1887
1888
1889 /**
1890 * Occlusion/timer query object.
1891 */
1892 struct gl_query_object
1893 {
1894 GLenum Target; /**< The query target, when active */
1895 GLuint Id; /**< hash table ID/name */
1896 GLuint64EXT Result; /**< the counter */
1897 GLboolean Active; /**< inside Begin/EndQuery */
1898 GLboolean Ready; /**< result is ready? */
1899 };
1900
1901
1902 /**
1903 * Context state for query objects.
1904 */
1905 struct gl_query_state
1906 {
1907 struct _mesa_HashTable *QueryObjects;
1908 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
1909 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
1910
1911 /** GL_NV_conditional_render */
1912 struct gl_query_object *CondRenderQuery;
1913
1914 /** GL_EXT_transform_feedback */
1915 struct gl_query_object *PrimitivesGenerated;
1916 struct gl_query_object *PrimitivesWritten;
1917
1918 GLenum CondRenderMode;
1919 };
1920
1921
1922 /** Sync object state */
1923 struct gl_sync_object {
1924 struct simple_node link;
1925 GLenum Type; /**< GL_SYNC_FENCE */
1926 GLuint Name; /**< Fence name */
1927 GLint RefCount; /**< Reference count */
1928 GLboolean DeletePending; /**< Object was deleted while there were still
1929 * live references (e.g., sync not yet finished)
1930 */
1931 GLenum SyncCondition;
1932 GLbitfield Flags; /**< Flags passed to glFenceSync */
1933 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
1934 };
1935
1936
1937 /** Set by #pragma directives */
1938 struct gl_sl_pragmas
1939 {
1940 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
1941 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
1942 GLboolean Optimize; /**< defaults on */
1943 GLboolean Debug; /**< defaults off */
1944 };
1945
1946
1947 /**
1948 * A GLSL vertex or fragment shader object.
1949 */
1950 struct gl_shader
1951 {
1952 GLenum Type; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER (first field!) */
1953 GLuint Name; /**< AKA the handle */
1954 GLint RefCount; /**< Reference count */
1955 GLboolean DeletePending;
1956 GLboolean CompileStatus;
1957 GLboolean Main; /**< shader defines main() */
1958 GLboolean UnresolvedRefs;
1959 const GLchar *Source; /**< Source code string */
1960 GLuint SourceChecksum; /**< for debug/logging purposes */
1961 struct gl_program *Program; /**< Post-compile assembly code */
1962 GLchar *InfoLog;
1963 struct gl_sl_pragmas Pragmas;
1964 };
1965
1966
1967 /**
1968 * A GLSL program object.
1969 * Basically a linked collection of vertex and fragment shaders.
1970 */
1971 struct gl_shader_program
1972 {
1973 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
1974 GLuint Name; /**< aka handle or ID */
1975 GLint RefCount; /**< Reference count */
1976 GLboolean DeletePending;
1977
1978 GLuint NumShaders; /**< number of attached shaders */
1979 struct gl_shader **Shaders; /**< List of attached the shaders */
1980
1981 /** User-defined attribute bindings (glBindAttribLocation) */
1982 struct gl_program_parameter_list *Attributes;
1983
1984 /** Transform feedback varyings */
1985 struct {
1986 GLenum BufferMode;
1987 GLuint NumVarying;
1988 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
1989 } TransformFeedback;
1990
1991 /* post-link info: */
1992 struct gl_vertex_program *VertexProgram; /**< Linked vertex program */
1993 struct gl_fragment_program *FragmentProgram; /**< Linked fragment prog */
1994 struct gl_uniform_list *Uniforms;
1995 struct gl_program_parameter_list *Varying;
1996 GLboolean LinkStatus; /**< GL_LINK_STATUS */
1997 GLboolean Validated;
1998 GLboolean _Used; /**< Ever used for drawing? */
1999 GLchar *InfoLog;
2000 };
2001
2002
2003 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2004 #define GLSL_LOG 0x2 /**< Write shaders to files */
2005 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2006 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2007 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2008 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2009 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2010 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2011
2012
2013 /**
2014 * Context state for GLSL vertex/fragment shaders.
2015 */
2016 struct gl_shader_state
2017 {
2018 struct gl_shader_program *CurrentProgram; /**< The user-bound program */
2019 /** Driver-selectable options: */
2020 GLboolean EmitHighLevelInstructions; /**< IF/ELSE/ENDIF vs. BRA, etc. */
2021 GLboolean EmitContReturn; /**< Emit CONT/RET opcodes? */
2022 GLboolean EmitCondCodes; /**< Use condition codes? */
2023 GLboolean EmitComments; /**< Annotated instructions */
2024 GLboolean EmitNVTempInitialization; /**< 0-fill NV temp registers */
2025 void *MemPool;
2026 GLbitfield Flags; /**< Mask of GLSL_x flags */
2027 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2028 };
2029
2030
2031 /**
2032 * Context state for transform feedback.
2033 */
2034 struct gl_transform_feedback
2035 {
2036 GLboolean Active; /**< Is transform feedback enabled? */
2037 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
2038 /** Start of feedback data in dest buffer */
2039 GLintptr Offset[MAX_FEEDBACK_ATTRIBS];
2040 /** Max data to put into dest buffer (in bytes) */
2041 GLsizeiptr Size[MAX_FEEDBACK_ATTRIBS];
2042 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
2043
2044 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
2045 struct gl_buffer_object *CurrentBuffer;
2046
2047 /** The feedback buffers */
2048 GLuint BufferNames[MAX_FEEDBACK_ATTRIBS];
2049 struct gl_buffer_object *Buffers[MAX_FEEDBACK_ATTRIBS];
2050 };
2051
2052
2053
2054 /**
2055 * State which can be shared by multiple contexts:
2056 */
2057 struct gl_shared_state
2058 {
2059 _glthread_Mutex Mutex; /**< for thread safety */
2060 GLint RefCount; /**< Reference count */
2061 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2062 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2063
2064 /** Default texture objects (shared by all texture units) */
2065 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2066
2067 /** Fallback texture used when a bound texture is incomplete */
2068 struct gl_texture_object *FallbackTex;
2069
2070 /**
2071 * \name Thread safety and statechange notification for texture
2072 * objects.
2073 *
2074 * \todo Improve the granularity of locking.
2075 */
2076 /*@{*/
2077 _glthread_Mutex TexMutex; /**< texobj thread safety */
2078 GLuint TextureStateStamp; /**< state notification for shared tex */
2079 /*@}*/
2080
2081 /** Default buffer object for vertex arrays that aren't in VBOs */
2082 struct gl_buffer_object *NullBufferObj;
2083
2084 /**
2085 * \name Vertex/fragment programs
2086 */
2087 /*@{*/
2088 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2089 #if FEATURE_ARB_vertex_program
2090 struct gl_vertex_program *DefaultVertexProgram;
2091 #endif
2092 #if FEATURE_ARB_fragment_program
2093 struct gl_fragment_program *DefaultFragmentProgram;
2094 #endif
2095 /*@}*/
2096
2097 #if FEATURE_ATI_fragment_shader
2098 struct _mesa_HashTable *ATIShaders;
2099 struct ati_fragment_shader *DefaultFragmentShader;
2100 #endif
2101
2102 #if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object
2103 struct _mesa_HashTable *BufferObjects;
2104 #endif
2105
2106 #if FEATURE_ARB_shader_objects
2107 /** Table of both gl_shader and gl_shader_program objects */
2108 struct _mesa_HashTable *ShaderObjects;
2109 #endif
2110
2111 #if FEATURE_EXT_framebuffer_object
2112 struct _mesa_HashTable *RenderBuffers;
2113 struct _mesa_HashTable *FrameBuffers;
2114 #endif
2115
2116 #if FEATURE_ARB_sync
2117 struct simple_node SyncObjects;
2118 #endif
2119
2120 void *DriverData; /**< Device driver shared state */
2121 };
2122
2123
2124
2125
2126 /**
2127 * A renderbuffer stores colors or depth values or stencil values.
2128 * A framebuffer object will have a collection of these.
2129 * Data are read/written to the buffer with a handful of Get/Put functions.
2130 *
2131 * Instances of this object are allocated with the Driver's NewRenderbuffer
2132 * hook. Drivers will likely wrap this class inside a driver-specific
2133 * class to simulate inheritance.
2134 */
2135 struct gl_renderbuffer
2136 {
2137 #define RB_MAGIC 0xaabbccdd
2138 int Magic; /** XXX TEMPORARY DEBUG INFO */
2139 _glthread_Mutex Mutex; /**< for thread safety */
2140 GLuint ClassID; /**< Useful for drivers */
2141 GLuint Name;
2142 GLint RefCount;
2143 GLuint Width, Height;
2144 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2145
2146 GLenum InternalFormat; /**< The user-specified format */
2147 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2148 GL_STENCIL_INDEX. */
2149 GLuint Format; /**< The actual format: MESA_FORMAT_x */
2150
2151 GLubyte NumSamples;
2152
2153 GLenum DataType; /**< Type of values passed to the Get/Put functions */
2154 GLvoid *Data; /**< This may not be used by some kinds of RBs */
2155
2156 /* Used to wrap one renderbuffer around another: */
2157 struct gl_renderbuffer *Wrapped;
2158
2159 /* Delete this renderbuffer */
2160 void (*Delete)(struct gl_renderbuffer *rb);
2161
2162 /* Allocate new storage for this renderbuffer */
2163 GLboolean (*AllocStorage)(GLcontext *ctx, struct gl_renderbuffer *rb,
2164 GLenum internalFormat,
2165 GLuint width, GLuint height);
2166
2167 /* Lock/Unlock are called before/after calling the Get/Put functions.
2168 * Not sure this is the right place for these yet.
2169 void (*Lock)(GLcontext *ctx, struct gl_renderbuffer *rb);
2170 void (*Unlock)(GLcontext *ctx, struct gl_renderbuffer *rb);
2171 */
2172
2173 /* Return a pointer to the element/pixel at (x,y).
2174 * Should return NULL if the buffer memory can't be directly addressed.
2175 */
2176 void *(*GetPointer)(GLcontext *ctx, struct gl_renderbuffer *rb,
2177 GLint x, GLint y);
2178
2179 /* Get/Read a row of values.
2180 * The values will be of format _BaseFormat and type DataType.
2181 */
2182 void (*GetRow)(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
2183 GLint x, GLint y, void *values);
2184
2185 /* Get/Read values at arbitrary locations.
2186 * The values will be of format _BaseFormat and type DataType.
2187 */
2188 void (*GetValues)(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
2189 const GLint x[], const GLint y[], void *values);
2190
2191 /* Put/Write a row of values.
2192 * The values will be of format _BaseFormat and type DataType.
2193 */
2194 void (*PutRow)(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
2195 GLint x, GLint y, const void *values, const GLubyte *mask);
2196
2197 /* Put/Write a row of RGB values. This is a special-case routine that's
2198 * only used for RGBA renderbuffers when the source data is GL_RGB. That's
2199 * a common case for glDrawPixels and some triangle routines.
2200 * The values will be of format GL_RGB and type DataType.
2201 */
2202 void (*PutRowRGB)(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
2203 GLint x, GLint y, const void *values, const GLubyte *mask);
2204
2205
2206 /* Put/Write a row of identical values.
2207 * The values will be of format _BaseFormat and type DataType.
2208 */
2209 void (*PutMonoRow)(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
2210 GLint x, GLint y, const void *value, const GLubyte *mask);
2211
2212 /* Put/Write values at arbitrary locations.
2213 * The values will be of format _BaseFormat and type DataType.
2214 */
2215 void (*PutValues)(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
2216 const GLint x[], const GLint y[], const void *values,
2217 const GLubyte *mask);
2218 /* Put/Write identical values at arbitrary locations.
2219 * The values will be of format _BaseFormat and type DataType.
2220 */
2221 void (*PutMonoValues)(GLcontext *ctx, struct gl_renderbuffer *rb,
2222 GLuint count, const GLint x[], const GLint y[],
2223 const void *value, const GLubyte *mask);
2224 };
2225
2226
2227 /**
2228 * A renderbuffer attachment points to either a texture object (and specifies
2229 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2230 */
2231 struct gl_renderbuffer_attachment
2232 {
2233 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2234 GLboolean Complete;
2235
2236 /**
2237 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2238 * application supplied renderbuffer object.
2239 */
2240 struct gl_renderbuffer *Renderbuffer;
2241
2242 /**
2243 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2244 * supplied texture object.
2245 */
2246 struct gl_texture_object *Texture;
2247 GLuint TextureLevel; /**< Attached mipmap level. */
2248 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2249 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2250 * and 2D array textures */
2251 };
2252
2253
2254 /**
2255 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2256 * In C++ terms, think of this as a base class from which device drivers
2257 * will make derived classes.
2258 */
2259 struct gl_framebuffer
2260 {
2261 _glthread_Mutex Mutex; /**< for thread safety */
2262 /**
2263 * If zero, this is a window system framebuffer. If non-zero, this
2264 * is a FBO framebuffer; note that for some devices (i.e. those with
2265 * a natural pixel coordinate system for FBOs that differs from the
2266 * OpenGL/Mesa coordinate system), this means that the viewport,
2267 * polygon face orientation, and polygon stipple will have to be inverted.
2268 */
2269 GLuint Name;
2270
2271 GLint RefCount;
2272 GLboolean DeletePending;
2273
2274 /**
2275 * The framebuffer's visual. Immutable if this is a window system buffer.
2276 * Computed from attachments if user-made FBO.
2277 */
2278 GLvisual Visual;
2279
2280 GLboolean Initialized;
2281
2282 GLuint Width, Height; /**< size of frame buffer in pixels */
2283
2284 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2285 /*@{*/
2286 GLint _Xmin, _Xmax; /**< inclusive */
2287 GLint _Ymin, _Ymax; /**< exclusive */
2288 /*@}*/
2289
2290 /** \name Derived Z buffer stuff */
2291 /*@{*/
2292 GLuint _DepthMax; /**< Max depth buffer value */
2293 GLfloat _DepthMaxF; /**< Float max depth buffer value */
2294 GLfloat _MRD; /**< minimum resolvable difference in Z values */
2295 /*@}*/
2296
2297 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2298 GLenum _Status;
2299
2300 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2301 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2302
2303 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2304 * attribute group and GL_PIXEL attribute group, respectively.
2305 */
2306 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
2307 GLenum ColorReadBuffer;
2308
2309 /** Computed from ColorDraw/ReadBuffer above */
2310 GLuint _NumColorDrawBuffers;
2311 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
2312 GLint _ColorReadBufferIndex; /* -1 = None */
2313 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
2314 struct gl_renderbuffer *_ColorReadBuffer;
2315
2316 /** The Actual depth/stencil buffers to use. May be wrappers around the
2317 * depth/stencil buffers attached above. */
2318 struct gl_renderbuffer *_DepthBuffer;
2319 struct gl_renderbuffer *_StencilBuffer;
2320
2321 /** Delete this framebuffer */
2322 void (*Delete)(struct gl_framebuffer *fb);
2323 };
2324
2325
2326 /**
2327 * Limits for vertex and fragment programs.
2328 */
2329 struct gl_program_constants
2330 {
2331 /* logical limits */
2332 GLuint MaxInstructions;
2333 GLuint MaxAluInstructions; /* fragment programs only, for now */
2334 GLuint MaxTexInstructions; /* fragment programs only, for now */
2335 GLuint MaxTexIndirections; /* fragment programs only, for now */
2336 GLuint MaxAttribs;
2337 GLuint MaxTemps;
2338 GLuint MaxAddressRegs; /* vertex program only, for now */
2339 GLuint MaxParameters;
2340 GLuint MaxLocalParams;
2341 GLuint MaxEnvParams;
2342 /* native/hardware limits */
2343 GLuint MaxNativeInstructions;
2344 GLuint MaxNativeAluInstructions; /* fragment programs only, for now */
2345 GLuint MaxNativeTexInstructions; /* fragment programs only, for now */
2346 GLuint MaxNativeTexIndirections; /* fragment programs only, for now */
2347 GLuint MaxNativeAttribs;
2348 GLuint MaxNativeTemps;
2349 GLuint MaxNativeAddressRegs; /* vertex program only, for now */
2350 GLuint MaxNativeParameters;
2351 /* For shaders */
2352 GLuint MaxUniformComponents;
2353 };
2354
2355
2356 /**
2357 * Constants which may be overridden by device driver during context creation
2358 * but are never changed after that.
2359 */
2360 struct gl_constants
2361 {
2362 GLint MaxTextureLevels; /**< Max mipmap levels. */
2363 GLint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
2364 GLint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
2365 GLint MaxArrayTextureLayers; /**< Max layers in array textures */
2366 GLint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
2367 GLuint MaxTextureCoordUnits;
2368 GLuint MaxTextureImageUnits;
2369 GLuint MaxVertexTextureImageUnits;
2370 GLuint MaxCombinedTextureImageUnits;
2371 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, ImageUnits) */
2372 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
2373 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
2374
2375 GLuint MaxArrayLockSize;
2376
2377 GLint SubPixelBits;
2378
2379 GLfloat MinPointSize, MaxPointSize; /**< aliased */
2380 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
2381 GLfloat PointSizeGranularity;
2382 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
2383 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
2384 GLfloat LineWidthGranularity;
2385
2386 GLuint MaxColorTableSize;
2387 GLuint MaxConvolutionWidth;
2388 GLuint MaxConvolutionHeight;
2389
2390 GLuint MaxClipPlanes;
2391 GLuint MaxLights;
2392 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
2393 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
2394
2395 GLuint MaxViewportWidth, MaxViewportHeight;
2396
2397 struct gl_program_constants VertexProgram; /**< GL_ARB_vertex_program */
2398 struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
2399 GLuint MaxProgramMatrices;
2400 GLuint MaxProgramMatrixStackDepth;
2401
2402 /** vertex array / buffer object bounds checking */
2403 GLboolean CheckArrayBounds;
2404
2405 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
2406
2407 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
2408 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
2409 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
2410
2411 GLuint MaxVarying; /**< Number of float[4] varying parameters */
2412
2413 GLbitfield SupportedBumpUnits; /**> units supporting GL_ATI_envmap_bumpmap as targets */
2414
2415 /**
2416 * Maximum amount of time, measured in nanseconds, that the server can wait.
2417 */
2418 GLuint64 MaxServerWaitTimeout;
2419
2420
2421 /**< GL_EXT_provoking_vertex */
2422 GLboolean QuadsFollowProvokingVertexConvention;
2423
2424 /**< OpenGL version 3.x */
2425 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
2426
2427 /** GL_EXT_transform_feedback */
2428 GLuint MaxTransformFeedbackSeparateAttribs;
2429 GLuint MaxTransformFeedbackSeparateComponents;
2430 GLuint MaxTransformFeedbackInterleavedComponents;
2431 };
2432
2433
2434 /**
2435 * Enable flag for each OpenGL extension. Different device drivers will
2436 * enable different extensions at runtime.
2437 */
2438 struct gl_extensions
2439 {
2440 GLboolean dummy; /* don't remove this! */
2441 GLboolean ARB_copy_buffer;
2442 GLboolean ARB_depth_texture;
2443 GLboolean ARB_depth_clamp;
2444 GLboolean ARB_draw_buffers;
2445 GLboolean ARB_draw_elements_base_vertex;
2446 GLboolean ARB_draw_instanced;
2447 GLboolean ARB_fragment_coord_conventions;
2448 GLboolean ARB_fragment_program;
2449 GLboolean ARB_fragment_program_shadow;
2450 GLboolean ARB_fragment_shader;
2451 GLboolean ARB_framebuffer_object;
2452 GLboolean ARB_half_float_pixel;
2453 GLboolean ARB_half_float_vertex;
2454 GLboolean ARB_imaging;
2455 GLboolean ARB_map_buffer_range;
2456 GLboolean ARB_multisample;
2457 GLboolean ARB_multitexture;
2458 GLboolean ARB_occlusion_query;
2459 GLboolean ARB_point_sprite;
2460 GLboolean ARB_seamless_cube_map;
2461 GLboolean ARB_shader_objects;
2462 GLboolean ARB_shading_language_100;
2463 GLboolean ARB_shading_language_120;
2464 GLboolean ARB_shadow;
2465 GLboolean ARB_shadow_ambient; /* or GL_ARB_shadow_ambient */
2466 GLboolean ARB_sync;
2467 GLboolean ARB_texture_border_clamp;
2468 GLboolean ARB_texture_compression;
2469 GLboolean ARB_texture_cube_map;
2470 GLboolean ARB_texture_env_combine;
2471 GLboolean ARB_texture_env_crossbar;
2472 GLboolean ARB_texture_env_dot3;
2473 GLboolean ARB_texture_float;
2474 GLboolean ARB_texture_mirrored_repeat;
2475 GLboolean ARB_texture_non_power_of_two;
2476 GLboolean ARB_transpose_matrix;
2477 GLboolean ARB_vertex_array_object;
2478 GLboolean ARB_vertex_buffer_object;
2479 GLboolean ARB_vertex_program;
2480 GLboolean ARB_vertex_shader;
2481 GLboolean ARB_window_pos;
2482 GLboolean EXT_abgr;
2483 GLboolean EXT_bgra;
2484 GLboolean EXT_blend_color;
2485 GLboolean EXT_blend_equation_separate;
2486 GLboolean EXT_blend_func_separate;
2487 GLboolean EXT_blend_logic_op;
2488 GLboolean EXT_blend_minmax;
2489 GLboolean EXT_blend_subtract;
2490 GLboolean EXT_clip_volume_hint;
2491 GLboolean EXT_cull_vertex;
2492 GLboolean EXT_convolution;
2493 GLboolean EXT_compiled_vertex_array;
2494 GLboolean EXT_copy_texture;
2495 GLboolean EXT_depth_bounds_test;
2496 GLboolean EXT_draw_buffers2;
2497 GLboolean EXT_draw_range_elements;
2498 GLboolean EXT_fog_coord;
2499 GLboolean EXT_framebuffer_blit;
2500 GLboolean EXT_framebuffer_multisample;
2501 GLboolean EXT_framebuffer_object;
2502 GLboolean EXT_gpu_program_parameters;
2503 GLboolean EXT_histogram;
2504 GLboolean EXT_multi_draw_arrays;
2505 GLboolean EXT_paletted_texture;
2506 GLboolean EXT_packed_depth_stencil;
2507 GLboolean EXT_packed_pixels;
2508 GLboolean EXT_pixel_buffer_object;
2509 GLboolean EXT_point_parameters;
2510 GLboolean EXT_polygon_offset;
2511 GLboolean EXT_provoking_vertex;
2512 GLboolean EXT_rescale_normal;
2513 GLboolean EXT_shadow_funcs;
2514 GLboolean EXT_secondary_color;
2515 GLboolean EXT_separate_specular_color;
2516 GLboolean EXT_shared_texture_palette;
2517 GLboolean EXT_stencil_wrap;
2518 GLboolean EXT_stencil_two_side;
2519 GLboolean EXT_subtexture;
2520 GLboolean EXT_texture;
2521 GLboolean EXT_texture_object;
2522 GLboolean EXT_texture3D;
2523 GLboolean EXT_texture_array;
2524 GLboolean EXT_texture_compression_s3tc;
2525 GLboolean EXT_texture_env_add;
2526 GLboolean EXT_texture_env_combine;
2527 GLboolean EXT_texture_env_dot3;
2528 GLboolean EXT_texture_filter_anisotropic;
2529 GLboolean EXT_texture_lod_bias;
2530 GLboolean EXT_texture_mirror_clamp;
2531 GLboolean EXT_texture_sRGB;
2532 GLboolean EXT_texture_swizzle;
2533 GLboolean EXT_transform_feedback;
2534 GLboolean EXT_timer_query;
2535 GLboolean EXT_vertex_array;
2536 GLboolean EXT_vertex_array_bgra;
2537 GLboolean EXT_vertex_array_set;
2538 /* vendor extensions */
2539 GLboolean APPLE_client_storage;
2540 GLboolean APPLE_packed_pixels;
2541 GLboolean APPLE_vertex_array_object;
2542 GLboolean APPLE_object_purgeable;
2543 GLboolean ATI_envmap_bumpmap;
2544 GLboolean ATI_texture_mirror_once;
2545 GLboolean ATI_texture_env_combine3;
2546 GLboolean ATI_fragment_shader;
2547 GLboolean ATI_separate_stencil;
2548 GLboolean IBM_rasterpos_clip;
2549 GLboolean IBM_multimode_draw_arrays;
2550 GLboolean MESA_pack_invert;
2551 GLboolean MESA_packed_depth_stencil;
2552 GLboolean MESA_resize_buffers;
2553 GLboolean MESA_ycbcr_texture;
2554 GLboolean MESA_texture_array;
2555 GLboolean MESA_texture_signed_rgba;
2556 GLboolean NV_blend_square;
2557 GLboolean NV_conditional_render;
2558 GLboolean NV_fragment_program;
2559 GLboolean NV_fragment_program_option;
2560 GLboolean NV_light_max_exponent;
2561 GLboolean NV_point_sprite;
2562 GLboolean NV_texgen_reflection;
2563 GLboolean NV_texture_env_combine4;
2564 GLboolean NV_texture_rectangle;
2565 GLboolean NV_vertex_program;
2566 GLboolean NV_vertex_program1_1;
2567 GLboolean OES_read_format;
2568 GLboolean SGI_color_matrix;
2569 GLboolean SGI_color_table;
2570 GLboolean SGI_texture_color_table;
2571 GLboolean SGIS_generate_mipmap;
2572 GLboolean SGIS_texture_edge_clamp;
2573 GLboolean SGIS_texture_lod;
2574 GLboolean TDFX_texture_compression_FXT1;
2575 GLboolean S3_s3tc;
2576 #if FEATURE_OES_EGL_image
2577 GLboolean OES_EGL_image;
2578 #endif
2579 #if FEATURE_OES_draw_texture
2580 GLboolean OES_draw_texture;
2581 #endif /* FEATURE_OES_draw_texture */
2582 /** The extension string */
2583 const GLubyte *String;
2584 /** Number of supported extensions */
2585 GLuint Count;
2586 };
2587
2588
2589 /**
2590 * A stack of matrices (projection, modelview, color, texture, etc).
2591 */
2592 struct gl_matrix_stack
2593 {
2594 GLmatrix *Top; /**< points into Stack */
2595 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
2596 GLuint Depth; /**< 0 <= Depth < MaxDepth */
2597 GLuint MaxDepth; /**< size of Stack[] array */
2598 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
2599 };
2600
2601
2602 /**
2603 * \name Bits for image transfer operations
2604 * \sa __GLcontextRec::ImageTransferState.
2605 */
2606 /*@{*/
2607 #define IMAGE_SCALE_BIAS_BIT 0x1
2608 #define IMAGE_SHIFT_OFFSET_BIT 0x2
2609 #define IMAGE_MAP_COLOR_BIT 0x4
2610 #define IMAGE_COLOR_TABLE_BIT 0x8
2611 #define IMAGE_CONVOLUTION_BIT 0x10
2612 #define IMAGE_POST_CONVOLUTION_SCALE_BIAS 0x20
2613 #define IMAGE_POST_CONVOLUTION_COLOR_TABLE_BIT 0x40
2614 #define IMAGE_COLOR_MATRIX_BIT 0x80
2615 #define IMAGE_POST_COLOR_MATRIX_COLOR_TABLE_BIT 0x100
2616 #define IMAGE_HISTOGRAM_BIT 0x200
2617 #define IMAGE_MIN_MAX_BIT 0x400
2618 #define IMAGE_CLAMP_BIT 0x800
2619
2620
2621 /** Pixel Transfer ops up to convolution */
2622 #define IMAGE_PRE_CONVOLUTION_BITS (IMAGE_SCALE_BIAS_BIT | \
2623 IMAGE_SHIFT_OFFSET_BIT | \
2624 IMAGE_MAP_COLOR_BIT | \
2625 IMAGE_COLOR_TABLE_BIT)
2626
2627 /** Pixel transfer ops after convolution */
2628 #define IMAGE_POST_CONVOLUTION_BITS (IMAGE_POST_CONVOLUTION_SCALE_BIAS | \
2629 IMAGE_POST_CONVOLUTION_COLOR_TABLE_BIT | \
2630 IMAGE_COLOR_MATRIX_BIT | \
2631 IMAGE_POST_COLOR_MATRIX_COLOR_TABLE_BIT |\
2632 IMAGE_HISTOGRAM_BIT | \
2633 IMAGE_MIN_MAX_BIT)
2634 /*@}*/
2635
2636
2637 /**
2638 * \name Bits to indicate what state has changed.
2639 *
2640 * 4 unused flags.
2641 */
2642 /*@{*/
2643 #define _NEW_MODELVIEW 0x1 /**< __GLcontextRec::ModelView */
2644 #define _NEW_PROJECTION 0x2 /**< __GLcontextRec::Projection */
2645 #define _NEW_TEXTURE_MATRIX 0x4 /**< __GLcontextRec::TextureMatrix */
2646 #define _NEW_COLOR_MATRIX 0x8 /**< __GLcontextRec::ColorMatrix */
2647 #define _NEW_ACCUM 0x10 /**< __GLcontextRec::Accum */
2648 #define _NEW_COLOR 0x20 /**< __GLcontextRec::Color */
2649 #define _NEW_DEPTH 0x40 /**< __GLcontextRec::Depth */
2650 #define _NEW_EVAL 0x80 /**< __GLcontextRec::Eval, __GLcontextRec::EvalMap */
2651 #define _NEW_FOG 0x100 /**< __GLcontextRec::Fog */
2652 #define _NEW_HINT 0x200 /**< __GLcontextRec::Hint */
2653 #define _NEW_LIGHT 0x400 /**< __GLcontextRec::Light */
2654 #define _NEW_LINE 0x800 /**< __GLcontextRec::Line */
2655 #define _NEW_PIXEL 0x1000 /**< __GLcontextRec::Pixel */
2656 #define _NEW_POINT 0x2000 /**< __GLcontextRec::Point */
2657 #define _NEW_POLYGON 0x4000 /**< __GLcontextRec::Polygon */
2658 #define _NEW_POLYGONSTIPPLE 0x8000 /**< __GLcontextRec::PolygonStipple */
2659 #define _NEW_SCISSOR 0x10000 /**< __GLcontextRec::Scissor */
2660 #define _NEW_STENCIL 0x20000 /**< __GLcontextRec::Stencil */
2661 #define _NEW_TEXTURE 0x40000 /**< __GLcontextRec::Texture */
2662 #define _NEW_TRANSFORM 0x80000 /**< __GLcontextRec::Transform */
2663 #define _NEW_VIEWPORT 0x100000 /**< __GLcontextRec::Viewport */
2664 #define _NEW_PACKUNPACK 0x200000 /**< __GLcontextRec::Pack, __GLcontextRec::Unpack */
2665 #define _NEW_ARRAY 0x400000 /**< __GLcontextRec::Array */
2666 #define _NEW_RENDERMODE 0x800000 /**< __GLcontextRec::RenderMode, __GLcontextRec::Feedback, __GLcontextRec::Select */
2667 #define _NEW_BUFFERS 0x1000000 /**< __GLcontextRec::Visual, __GLcontextRec::DrawBuffer, */
2668 #define _NEW_MULTISAMPLE 0x2000000 /**< __GLcontextRec::Multisample */
2669 #define _NEW_TRACK_MATRIX 0x4000000 /**< __GLcontextRec::VertexProgram */
2670 #define _NEW_PROGRAM 0x8000000 /**< __GLcontextRec::VertexProgram */
2671 #define _NEW_CURRENT_ATTRIB 0x10000000 /**< __GLcontextRec::Current */
2672 #define _NEW_PROGRAM_CONSTANTS 0x20000000
2673 #define _NEW_BUFFER_OBJECT 0x40000000
2674 #define _NEW_ALL ~0
2675 /*@}*/
2676
2677
2678 /**
2679 * \name Bits to track array state changes
2680 *
2681 * Also used to summarize array enabled.
2682 */
2683 /*@{*/
2684 #define _NEW_ARRAY_VERTEX VERT_BIT_POS
2685 #define _NEW_ARRAY_WEIGHT VERT_BIT_WEIGHT
2686 #define _NEW_ARRAY_NORMAL VERT_BIT_NORMAL
2687 #define _NEW_ARRAY_COLOR0 VERT_BIT_COLOR0
2688 #define _NEW_ARRAY_COLOR1 VERT_BIT_COLOR1
2689 #define _NEW_ARRAY_FOGCOORD VERT_BIT_FOG
2690 #define _NEW_ARRAY_INDEX VERT_BIT_COLOR_INDEX
2691 #define _NEW_ARRAY_EDGEFLAG VERT_BIT_EDGEFLAG
2692 #define _NEW_ARRAY_POINT_SIZE VERT_BIT_COLOR_INDEX /* aliased */
2693 #define _NEW_ARRAY_TEXCOORD_0 VERT_BIT_TEX0
2694 #define _NEW_ARRAY_TEXCOORD_1 VERT_BIT_TEX1
2695 #define _NEW_ARRAY_TEXCOORD_2 VERT_BIT_TEX2
2696 #define _NEW_ARRAY_TEXCOORD_3 VERT_BIT_TEX3
2697 #define _NEW_ARRAY_TEXCOORD_4 VERT_BIT_TEX4
2698 #define _NEW_ARRAY_TEXCOORD_5 VERT_BIT_TEX5
2699 #define _NEW_ARRAY_TEXCOORD_6 VERT_BIT_TEX6
2700 #define _NEW_ARRAY_TEXCOORD_7 VERT_BIT_TEX7
2701 #define _NEW_ARRAY_ATTRIB_0 VERT_BIT_GENERIC0 /* start at bit 16 */
2702 #define _NEW_ARRAY_ALL 0xffffffff
2703
2704
2705 #define _NEW_ARRAY_TEXCOORD(i) (_NEW_ARRAY_TEXCOORD_0 << (i))
2706 #define _NEW_ARRAY_ATTRIB(i) (_NEW_ARRAY_ATTRIB_0 << (i))
2707 /*@}*/
2708
2709
2710
2711 /**
2712 * \name A bunch of flags that we think might be useful to drivers.
2713 *
2714 * Set in the __GLcontextRec::_TriangleCaps bitfield.
2715 */
2716 /*@{*/
2717 #define DD_FLATSHADE 0x1
2718 #define DD_SEPARATE_SPECULAR 0x2
2719 #define DD_TRI_CULL_FRONT_BACK 0x4 /* special case on some hw */
2720 #define DD_TRI_LIGHT_TWOSIDE 0x8
2721 #define DD_TRI_UNFILLED 0x10
2722 #define DD_TRI_SMOOTH 0x20
2723 #define DD_TRI_STIPPLE 0x40
2724 #define DD_TRI_OFFSET 0x80
2725 #define DD_LINE_SMOOTH 0x100
2726 #define DD_LINE_STIPPLE 0x200
2727 #define DD_LINE_WIDTH 0x400
2728 #define DD_POINT_SMOOTH 0x800
2729 #define DD_POINT_SIZE 0x1000
2730 #define DD_POINT_ATTEN 0x2000
2731 #define DD_TRI_TWOSTENCIL 0x4000
2732 /*@}*/
2733
2734
2735 /**
2736 * \name Define the state changes under which each of these bits might change
2737 */
2738 /*@{*/
2739 #define _DD_NEW_FLATSHADE _NEW_LIGHT
2740 #define _DD_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | _NEW_FOG | _NEW_PROGRAM)
2741 #define _DD_NEW_TRI_CULL_FRONT_BACK _NEW_POLYGON
2742 #define _DD_NEW_TRI_LIGHT_TWOSIDE _NEW_LIGHT
2743 #define _DD_NEW_TRI_UNFILLED _NEW_POLYGON
2744 #define _DD_NEW_TRI_SMOOTH _NEW_POLYGON
2745 #define _DD_NEW_TRI_STIPPLE _NEW_POLYGON
2746 #define _DD_NEW_TRI_OFFSET _NEW_POLYGON
2747 #define _DD_NEW_LINE_SMOOTH _NEW_LINE
2748 #define _DD_NEW_LINE_STIPPLE _NEW_LINE
2749 #define _DD_NEW_LINE_WIDTH _NEW_LINE
2750 #define _DD_NEW_POINT_SMOOTH _NEW_POINT
2751 #define _DD_NEW_POINT_SIZE _NEW_POINT
2752 #define _DD_NEW_POINT_ATTEN _NEW_POINT
2753 /*@}*/
2754
2755
2756 /**
2757 * Composite state flags
2758 */
2759 /*@{*/
2760 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
2761 _NEW_TEXTURE | \
2762 _NEW_POINT | \
2763 _NEW_PROGRAM | \
2764 _NEW_MODELVIEW)
2765
2766 #define _MESA_NEW_NEED_NORMALS (_NEW_LIGHT | \
2767 _NEW_TEXTURE)
2768
2769 #define _MESA_NEW_TRANSFER_STATE (_NEW_PIXEL | \
2770 _NEW_COLOR_MATRIX)
2771 /*@}*/
2772
2773
2774
2775
2776 /* This has to be included here. */
2777 #include "dd.h"
2778
2779
2780 #define NUM_VERTEX_FORMAT_ENTRIES (sizeof(GLvertexformat) / sizeof(void *))
2781
2782 /**
2783 * Core Mesa's support for tnl modules:
2784 */
2785 struct gl_tnl_module
2786 {
2787 /**
2788 * Vertex format to be lazily swapped into current dispatch.
2789 */
2790 const GLvertexformat *Current;
2791
2792 /**
2793 * \name Record of functions swapped out.
2794 * On restore, only need to swap these functions back in.
2795 */
2796 /*@{*/
2797 struct {
2798 _glapi_proc * location;
2799 _glapi_proc function;
2800 } Swapped[NUM_VERTEX_FORMAT_ENTRIES];
2801 GLuint SwapCount;
2802 /*@}*/
2803 };
2804
2805
2806 /**
2807 * Display list flags.
2808 * Strictly this is a tnl-private concept, but it doesn't seem
2809 * worthwhile adding a tnl private structure just to hold this one bit
2810 * of information:
2811 */
2812 #define DLIST_DANGLING_REFS 0x1
2813
2814
2815 /** Opaque declaration of display list payload data type */
2816 union gl_dlist_node;
2817
2818
2819 /**
2820 * Provide a location where information about a display list can be
2821 * collected. Could be extended with driverPrivate structures,
2822 * etc. in the future.
2823 */
2824 struct gl_display_list
2825 {
2826 GLuint Name;
2827 GLbitfield Flags; /**< DLIST_x flags */
2828 /** The dlist commands are in a linked list of nodes */
2829 union gl_dlist_node *Head;
2830 };
2831
2832
2833 /**
2834 * State used during display list compilation and execution.
2835 */
2836 struct gl_dlist_state
2837 {
2838 GLuint CallDepth; /**< Current recursion calling depth */
2839
2840 struct gl_display_list *CurrentList; /**< List currently being compiled */
2841 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
2842 GLuint CurrentPos; /**< Index into current block of nodes */
2843
2844 GLvertexformat ListVtxfmt;
2845
2846 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
2847 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
2848
2849 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
2850 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
2851
2852 GLubyte ActiveIndex;
2853 GLfloat CurrentIndex;
2854
2855 GLubyte ActiveEdgeFlag;
2856 GLboolean CurrentEdgeFlag;
2857
2858 struct {
2859 /* State known to have been set by the currently-compiling display
2860 * list. Used to eliminate some redundant state changes.
2861 */
2862 GLenum ShadeModel;
2863 } Current;
2864 };
2865
2866
2867 /**
2868 * Mesa rendering context.
2869 *
2870 * This is the central context data structure for Mesa. Almost all
2871 * OpenGL state is contained in this structure.
2872 * Think of this as a base class from which device drivers will derive
2873 * sub classes.
2874 *
2875 * The GLcontext typedef names this structure.
2876 */
2877 struct __GLcontextRec
2878 {
2879 /** State possibly shared with other contexts in the address space */
2880 struct gl_shared_state *Shared;
2881
2882 /** \name API function pointer tables */
2883 /*@{*/
2884 struct _glapi_table *Save; /**< Display list save functions */
2885 struct _glapi_table *Exec; /**< Execute functions */
2886 struct _glapi_table *CurrentDispatch; /**< == Save or Exec !! */
2887 /*@}*/
2888
2889 GLvisual Visual;
2890 GLframebuffer *DrawBuffer; /**< buffer for writing */
2891 GLframebuffer *ReadBuffer; /**< buffer for reading */
2892 GLframebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
2893 GLframebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
2894
2895 /**
2896 * Device driver function pointer table
2897 */
2898 struct dd_function_table Driver;
2899
2900 void *DriverCtx; /**< Points to device driver context/state */
2901
2902 /** Core/Driver constants */
2903 struct gl_constants Const;
2904
2905 /** \name The various 4x4 matrix stacks */
2906 /*@{*/
2907 struct gl_matrix_stack ModelviewMatrixStack;
2908 struct gl_matrix_stack ProjectionMatrixStack;
2909 struct gl_matrix_stack ColorMatrixStack;
2910 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
2911 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
2912 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
2913 /*@}*/
2914
2915 /** Combined modelview and projection matrix */
2916 GLmatrix _ModelProjectMatrix;
2917
2918 /** \name Display lists */
2919 struct gl_dlist_state ListState;
2920
2921 GLboolean ExecuteFlag; /**< Execute GL commands? */
2922 GLboolean CompileFlag; /**< Compile GL commands into display list? */
2923
2924 /** Extension information */
2925 struct gl_extensions Extensions;
2926
2927 /** Version info */
2928 GLuint VersionMajor, VersionMinor;
2929 char *VersionString;
2930
2931 /** \name State attribute stack (for glPush/PopAttrib) */
2932 /*@{*/
2933 GLuint AttribStackDepth;
2934 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
2935 /*@}*/
2936
2937 /** \name Renderer attribute groups
2938 *
2939 * We define a struct for each attribute group to make pushing and popping
2940 * attributes easy. Also it's a good organization.
2941 */
2942 /*@{*/
2943 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
2944 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
2945 struct gl_current_attrib Current; /**< Current attributes */
2946 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
2947 struct gl_eval_attrib Eval; /**< Eval attributes */
2948 struct gl_fog_attrib Fog; /**< Fog attributes */
2949 struct gl_hint_attrib Hint; /**< Hint attributes */
2950 struct gl_light_attrib Light; /**< Light attributes */
2951 struct gl_line_attrib Line; /**< Line attributes */
2952 struct gl_list_attrib List; /**< List attributes */
2953 struct gl_multisample_attrib Multisample;
2954 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
2955 struct gl_point_attrib Point; /**< Point attributes */
2956 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
2957 GLuint PolygonStipple[32]; /**< Polygon stipple */
2958 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
2959 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
2960 struct gl_texture_attrib Texture; /**< Texture attributes */
2961 struct gl_transform_attrib Transform; /**< Transformation attributes */
2962 struct gl_viewport_attrib Viewport; /**< Viewport attributes */
2963 /*@}*/
2964
2965 /** \name Client attribute stack */
2966 /*@{*/
2967 GLuint ClientAttribStackDepth;
2968 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
2969 /*@}*/
2970
2971 /** \name Client attribute groups */
2972 /*@{*/
2973 struct gl_array_attrib Array; /**< Vertex arrays */
2974 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
2975 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
2976 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
2977 /*@}*/
2978
2979 /** \name Other assorted state (not pushed/popped on attribute stack) */
2980 /*@{*/
2981 struct gl_pixelmaps PixelMaps;
2982 struct gl_histogram_attrib Histogram;
2983 struct gl_minmax_attrib MinMax;
2984 struct gl_convolution_attrib Convolution1D;
2985 struct gl_convolution_attrib Convolution2D;
2986 struct gl_convolution_attrib Separable2D;
2987
2988 struct gl_evaluators EvalMap; /**< All evaluators */
2989 struct gl_feedback Feedback; /**< Feedback */
2990 struct gl_selection Select; /**< Selection */
2991
2992 struct gl_color_table ColorTable[COLORTABLE_MAX];
2993 struct gl_color_table ProxyColorTable[COLORTABLE_MAX];
2994
2995 struct gl_program_state Program; /**< general program state */
2996 struct gl_vertex_program_state VertexProgram;
2997 struct gl_fragment_program_state FragmentProgram;
2998 struct gl_ati_fragment_shader_state ATIFragmentShader;
2999
3000 struct gl_shader_state Shader; /**< GLSL shader object state */
3001
3002 struct gl_query_state Query; /**< occlusion, timer queries */
3003
3004 struct gl_transform_feedback TransformFeedback;
3005
3006 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3007 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3008 /*@}*/
3009
3010 struct gl_meta_state *Meta; /**< for "meta" operations */
3011
3012 #if FEATURE_EXT_framebuffer_object
3013 struct gl_renderbuffer *CurrentRenderbuffer;
3014 #endif
3015
3016 GLenum ErrorValue; /**< Last error code */
3017
3018 /**
3019 * Recognize and silence repeated error debug messages in buggy apps.
3020 */
3021 const char *ErrorDebugFmtString;
3022 GLuint ErrorDebugCount;
3023
3024 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3025 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
3026
3027 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
3028
3029 GLbitfield varying_vp_inputs; /**< mask of VERT_BIT_* flags */
3030
3031 /** \name Derived state */
3032 /*@{*/
3033 /** Bitwise-or of DD_* flags. Note that this bitfield may be used before
3034 * state validation so they need to always be current.
3035 */
3036 GLbitfield _TriangleCaps;
3037 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
3038 GLfloat _EyeZDir[3];
3039 GLfloat _ModelViewInvScale;
3040 GLboolean _NeedEyeCoords;
3041 GLboolean _ForceEyeCoords;
3042
3043 GLuint TextureStateTimestamp; /**< detect changes to shared state */
3044
3045 struct gl_shine_tab *_ShineTable[2]; /**< Active shine tables */
3046 struct gl_shine_tab *_ShineTabList; /**< MRU list of inactive shine tables */
3047 /**@}*/
3048
3049 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3050
3051 /** \name For debugging/development only */
3052 /*@{*/
3053 GLboolean FirstTimeCurrent;
3054 /*@}*/
3055
3056 /** Dither disable via MESA_NO_DITHER env var */
3057 GLboolean NoDither;
3058
3059 /** software compression/decompression supported or not */
3060 GLboolean Mesa_DXTn;
3061
3062 /**
3063 * Use dp4 (rather than mul/mad) instructions for position
3064 * transformation?
3065 */
3066 GLboolean mvp_with_dp4;
3067
3068 /** Core tnl module support */
3069 struct gl_tnl_module TnlModule;
3070
3071 /**
3072 * \name Hooks for module contexts.
3073 *
3074 * These will eventually live in the driver or elsewhere.
3075 */
3076 /*@{*/
3077 void *swrast_context;
3078 void *swsetup_context;
3079 void *swtnl_context;
3080 void *swtnl_im;
3081 struct st_context *st;
3082 void *aelt_context;
3083 /*@}*/
3084 };
3085
3086
3087 /** The string names for GL_POINT, GL_LINE_LOOP, etc */
3088 extern const char *_mesa_prim_name[GL_POLYGON+4];
3089
3090
3091 #ifdef DEBUG
3092 extern int MESA_VERBOSE;
3093 extern int MESA_DEBUG_FLAGS;
3094 # define MESA_FUNCTION __FUNCTION__
3095 #else
3096 # define MESA_VERBOSE 0
3097 # define MESA_DEBUG_FLAGS 0
3098 # define MESA_FUNCTION "a function"
3099 # ifndef NDEBUG
3100 # define NDEBUG
3101 # endif
3102 #endif
3103
3104
3105 /** The MESA_VERBOSE var is a bitmask of these flags */
3106 enum _verbose
3107 {
3108 VERBOSE_VARRAY = 0x0001,
3109 VERBOSE_TEXTURE = 0x0002,
3110 VERBOSE_MATERIAL = 0x0004,
3111 VERBOSE_PIPELINE = 0x0008,
3112 VERBOSE_DRIVER = 0x0010,
3113 VERBOSE_STATE = 0x0020,
3114 VERBOSE_API = 0x0040,
3115 VERBOSE_DISPLAY_LIST = 0x0100,
3116 VERBOSE_LIGHTING = 0x0200,
3117 VERBOSE_PRIMS = 0x0400,
3118 VERBOSE_VERTS = 0x0800,
3119 VERBOSE_DISASSEM = 0x1000,
3120 VERBOSE_DRAW = 0x2000,
3121 VERBOSE_SWAPBUFFERS = 0x4000
3122 };
3123
3124
3125 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3126 enum _debug
3127 {
3128 DEBUG_ALWAYS_FLUSH = 0x1
3129 };
3130
3131
3132
3133 #endif /* MTYPES_H */