glthread: track instance divisor changes
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39 #include "c11/threads.h"
40
41 #include "main/glheader.h"
42 #include "main/glthread.h"
43 #include "main/menums.h"
44 #include "main/config.h"
45 #include "glapi/glapi.h"
46 #include "math/m_matrix.h" /* GLmatrix */
47 #include "compiler/shader_enums.h"
48 #include "compiler/shader_info.h"
49 #include "main/formats.h" /* MESA_FORMAT_COUNT */
50 #include "compiler/glsl/list.h"
51 #include "util/simple_mtx.h"
52 #include "util/u_dynarray.h"
53 #include "vbo/vbo.h"
54
55
56 #ifdef __cplusplus
57 extern "C" {
58 #endif
59
60 #define GET_COLORMASK_BIT(mask, buf, chan) (((mask) >> (4 * (buf) + (chan))) & 0x1)
61 #define GET_COLORMASK(mask, buf) (((mask) >> (4 * (buf))) & 0xf)
62
63
64 /**
65 * \name Some forward type declarations
66 */
67 /*@{*/
68 struct _mesa_HashTable;
69 struct gl_attrib_node;
70 struct gl_list_extensions;
71 struct gl_meta_state;
72 struct gl_program_cache;
73 struct gl_texture_object;
74 struct gl_debug_state;
75 struct gl_context;
76 struct st_context;
77 struct gl_uniform_storage;
78 struct prog_instruction;
79 struct gl_program_parameter_list;
80 struct gl_shader_spirv_data;
81 struct set;
82 struct shader_includes;
83 /*@}*/
84
85
86 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
87 #define PRIM_MAX GL_PATCHES
88 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
89 #define PRIM_UNKNOWN (PRIM_MAX + 2)
90
91 /**
92 * Determine if the given gl_varying_slot appears in the fragment shader.
93 */
94 static inline GLboolean
95 _mesa_varying_slot_in_fs(gl_varying_slot slot)
96 {
97 switch (slot) {
98 case VARYING_SLOT_PSIZ:
99 case VARYING_SLOT_BFC0:
100 case VARYING_SLOT_BFC1:
101 case VARYING_SLOT_EDGE:
102 case VARYING_SLOT_CLIP_VERTEX:
103 case VARYING_SLOT_LAYER:
104 case VARYING_SLOT_TESS_LEVEL_OUTER:
105 case VARYING_SLOT_TESS_LEVEL_INNER:
106 case VARYING_SLOT_BOUNDING_BOX0:
107 case VARYING_SLOT_BOUNDING_BOX1:
108 case VARYING_SLOT_VIEWPORT_MASK:
109 return GL_FALSE;
110 default:
111 return GL_TRUE;
112 }
113 }
114
115 /**
116 * Bit flags for all renderbuffers
117 */
118 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
119 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
120 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
121 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
122 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
123 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
124 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
125 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
126 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
127 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
128 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
129 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
130 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
131 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
132 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
133 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
134 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
135 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
136 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
137
138 /**
139 * Mask of all the color buffer bits (but not accum).
140 */
141 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
142 BUFFER_BIT_BACK_LEFT | \
143 BUFFER_BIT_FRONT_RIGHT | \
144 BUFFER_BIT_BACK_RIGHT | \
145 BUFFER_BIT_AUX0 | \
146 BUFFER_BIT_COLOR0 | \
147 BUFFER_BIT_COLOR1 | \
148 BUFFER_BIT_COLOR2 | \
149 BUFFER_BIT_COLOR3 | \
150 BUFFER_BIT_COLOR4 | \
151 BUFFER_BIT_COLOR5 | \
152 BUFFER_BIT_COLOR6 | \
153 BUFFER_BIT_COLOR7)
154
155 /* Mask of bits for depth+stencil buffers */
156 #define BUFFER_BITS_DEPTH_STENCIL (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL)
157
158 /**
159 * Framebuffer configuration (aka visual / pixelformat)
160 * Note: some of these fields should be boolean, but it appears that
161 * code in drivers/dri/common/util.c requires int-sized fields.
162 */
163 struct gl_config
164 {
165 GLboolean floatMode;
166 GLuint doubleBufferMode;
167 GLuint stereoMode;
168
169 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
170 GLuint redMask, greenMask, blueMask, alphaMask;
171 GLint redShift, greenShift, blueShift, alphaShift;
172 GLint rgbBits; /* total bits for rgb */
173
174 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
175 GLint depthBits;
176 GLint stencilBits;
177
178 GLint numAuxBuffers;
179
180 GLint level;
181
182 /* EXT_visual_rating / GLX 1.2 */
183 GLint visualRating;
184
185 /* EXT_visual_info / GLX 1.2 */
186 GLint transparentPixel;
187 /* colors are floats scaled to ints */
188 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
189 GLint transparentIndex;
190
191 /* ARB_multisample / SGIS_multisample */
192 GLint sampleBuffers;
193 GLuint samples;
194
195 /* SGIX_pbuffer / GLX 1.3 */
196 GLint maxPbufferWidth;
197 GLint maxPbufferHeight;
198 GLint maxPbufferPixels;
199 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
200 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
201
202 /* OML_swap_method */
203 GLint swapMethod;
204
205 /* EXT_texture_from_pixmap */
206 GLint bindToTextureRgb;
207 GLint bindToTextureRgba;
208 GLint bindToMipmapTexture;
209 GLint bindToTextureTargets;
210 GLint yInverted;
211
212 /* EXT_framebuffer_sRGB */
213 GLint sRGBCapable;
214
215 /* EGL_KHR_mutable_render_buffer */
216 GLuint mutableRenderBuffer; /* bool */
217 };
218
219
220 /**
221 * \name Bit flags used for updating material values.
222 */
223 /*@{*/
224 #define MAT_ATTRIB_FRONT_AMBIENT 0
225 #define MAT_ATTRIB_BACK_AMBIENT 1
226 #define MAT_ATTRIB_FRONT_DIFFUSE 2
227 #define MAT_ATTRIB_BACK_DIFFUSE 3
228 #define MAT_ATTRIB_FRONT_SPECULAR 4
229 #define MAT_ATTRIB_BACK_SPECULAR 5
230 #define MAT_ATTRIB_FRONT_EMISSION 6
231 #define MAT_ATTRIB_BACK_EMISSION 7
232 #define MAT_ATTRIB_FRONT_SHININESS 8
233 #define MAT_ATTRIB_BACK_SHININESS 9
234 #define MAT_ATTRIB_FRONT_INDEXES 10
235 #define MAT_ATTRIB_BACK_INDEXES 11
236 #define MAT_ATTRIB_MAX 12
237
238 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
239 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
240 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
241 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
242 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
243 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
244
245 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
246 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
247 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
248 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
249 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
250 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
251 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
252 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
253 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
254 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
255 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
256 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
257
258
259 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
260 MAT_BIT_FRONT_AMBIENT | \
261 MAT_BIT_FRONT_DIFFUSE | \
262 MAT_BIT_FRONT_SPECULAR | \
263 MAT_BIT_FRONT_SHININESS | \
264 MAT_BIT_FRONT_INDEXES)
265
266 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
267 MAT_BIT_BACK_AMBIENT | \
268 MAT_BIT_BACK_DIFFUSE | \
269 MAT_BIT_BACK_SPECULAR | \
270 MAT_BIT_BACK_SHININESS | \
271 MAT_BIT_BACK_INDEXES)
272
273 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
274 /*@}*/
275
276
277 /**
278 * Material state.
279 */
280 struct gl_material
281 {
282 GLfloat Attrib[MAT_ATTRIB_MAX][4];
283 };
284
285
286 /**
287 * Light state flags.
288 */
289 /*@{*/
290 #define LIGHT_SPOT 0x1
291 #define LIGHT_LOCAL_VIEWER 0x2
292 #define LIGHT_POSITIONAL 0x4
293 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
294 /*@}*/
295
296
297 /**
298 * Light source state.
299 */
300 struct gl_light
301 {
302 GLfloat Ambient[4]; /**< ambient color */
303 GLfloat Diffuse[4]; /**< diffuse color */
304 GLfloat Specular[4]; /**< specular color */
305 GLfloat EyePosition[4]; /**< position in eye coordinates */
306 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
307 GLfloat SpotExponent;
308 GLfloat SpotCutoff; /**< in degrees */
309 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
310 GLfloat ConstantAttenuation;
311 GLfloat LinearAttenuation;
312 GLfloat QuadraticAttenuation;
313 GLboolean Enabled; /**< On/off flag */
314
315 /**
316 * \name Derived fields
317 */
318 /*@{*/
319 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
320
321 GLfloat _Position[4]; /**< position in eye/obj coordinates */
322 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
323 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
324 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
325 GLfloat _VP_inf_spot_attenuation;
326
327 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
328 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
329 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
330 /*@}*/
331 };
332
333
334 /**
335 * Light model state.
336 */
337 struct gl_lightmodel
338 {
339 GLfloat Ambient[4]; /**< ambient color */
340 GLboolean LocalViewer; /**< Local (or infinite) view point? */
341 GLboolean TwoSide; /**< Two (or one) sided lighting? */
342 GLenum16 ColorControl; /**< either GL_SINGLE_COLOR
343 or GL_SEPARATE_SPECULAR_COLOR */
344 };
345
346
347 /**
348 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
349 */
350 struct gl_accum_attrib
351 {
352 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
353 };
354
355
356 /**
357 * Used for storing clear color, texture border color, etc.
358 * The float values are typically unclamped.
359 */
360 union gl_color_union
361 {
362 GLfloat f[4];
363 GLint i[4];
364 GLuint ui[4];
365 };
366
367
368 /**
369 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
370 */
371 struct gl_colorbuffer_attrib
372 {
373 GLuint ClearIndex; /**< Index for glClear */
374 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
375 GLuint IndexMask; /**< Color index write mask */
376
377 /** 4 colormask bits per draw buffer, max 8 draw buffers. 4*8 = 32 bits */
378 GLbitfield ColorMask;
379
380 GLenum16 DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
381
382 /**
383 * \name alpha testing
384 */
385 /*@{*/
386 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
387 GLenum16 AlphaFunc; /**< Alpha test function */
388 GLfloat AlphaRefUnclamped;
389 GLclampf AlphaRef; /**< Alpha reference value */
390 /*@}*/
391
392 /**
393 * \name Blending
394 */
395 /*@{*/
396 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
397
398 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
399 * control, only on the fixed-pointness of the render target.
400 * The query does however depend on fragment color clamping.
401 */
402 GLfloat BlendColorUnclamped[4]; /**< Blending color */
403 GLfloat BlendColor[4]; /**< Blending color */
404
405 struct
406 {
407 GLenum16 SrcRGB; /**< RGB blend source term */
408 GLenum16 DstRGB; /**< RGB blend dest term */
409 GLenum16 SrcA; /**< Alpha blend source term */
410 GLenum16 DstA; /**< Alpha blend dest term */
411 GLenum16 EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
412 GLenum16 EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
413 /**
414 * Set if any blend factor uses SRC1. Computed at the time blend factors
415 * get set.
416 */
417 GLboolean _UsesDualSrc;
418 } Blend[MAX_DRAW_BUFFERS];
419 /** Are the blend func terms currently different for each buffer/target? */
420 GLboolean _BlendFuncPerBuffer;
421 /** Are the blend equations currently different for each buffer/target? */
422 GLboolean _BlendEquationPerBuffer;
423
424 /**
425 * Which advanced blending mode is in use (or BLEND_NONE).
426 *
427 * KHR_blend_equation_advanced only allows advanced blending with a single
428 * draw buffer, and NVX_blend_equation_advanced_multi_draw_buffer still
429 * requires all draw buffers to match, so we only need a single value.
430 */
431 enum gl_advanced_blend_mode _AdvancedBlendMode;
432
433 /** Coherency requested via glEnable(GL_BLEND_ADVANCED_COHERENT_KHR)? */
434 bool BlendCoherent;
435 /*@}*/
436
437 /**
438 * \name Logic op
439 */
440 /*@{*/
441 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
442 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
443 GLenum16 LogicOp; /**< Logic operator */
444 enum gl_logicop_mode _LogicOp;
445 /*@}*/
446
447 GLboolean DitherFlag; /**< Dither enable flag */
448
449 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
450 GLenum16 ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
451 GLenum16 ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
452
453 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
454 };
455
456
457 /**
458 * Vertex format to describe a vertex element.
459 */
460 struct gl_vertex_format
461 {
462 GLenum16 Type; /**< datatype: GL_FLOAT, GL_INT, etc */
463 GLenum16 Format; /**< default: GL_RGBA, but may be GL_BGRA */
464 enum pipe_format _PipeFormat:16; /**< pipe_format for Gallium */
465 GLubyte Size:5; /**< components per element (1,2,3,4) */
466 GLubyte Normalized:1; /**< GL_ARB_vertex_program */
467 GLubyte Integer:1; /**< Integer-valued? */
468 GLubyte Doubles:1; /**< double values are not converted to floats */
469 GLubyte _ElementSize; /**< Size of each element in bytes */
470 };
471
472
473 /**
474 * Current attribute group (GL_CURRENT_BIT).
475 */
476 struct gl_current_attrib
477 {
478 /**
479 * \name Current vertex attributes (color, texcoords, etc).
480 * \note Values are valid only after FLUSH_VERTICES has been called.
481 * \note Index and Edgeflag current values are stored as floats in the
482 * SIX and SEVEN attribute slots.
483 * \note We need double storage for 64-bit vertex attributes
484 */
485 GLfloat Attrib[VERT_ATTRIB_MAX][4*2];
486
487 /**
488 * \name Current raster position attributes (always up to date after a
489 * glRasterPos call).
490 */
491 GLfloat RasterPos[4];
492 GLfloat RasterDistance;
493 GLfloat RasterColor[4];
494 GLfloat RasterSecondaryColor[4];
495 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
496 GLboolean RasterPosValid;
497 };
498
499
500 /**
501 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
502 */
503 struct gl_depthbuffer_attrib
504 {
505 GLenum16 Func; /**< Function for depth buffer compare */
506 GLclampd Clear; /**< Value to clear depth buffer to */
507 GLboolean Test; /**< Depth buffering enabled flag */
508 GLboolean Mask; /**< Depth buffer writable? */
509 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
510 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
511 };
512
513
514 /**
515 * Evaluator attribute group (GL_EVAL_BIT).
516 */
517 struct gl_eval_attrib
518 {
519 /**
520 * \name Enable bits
521 */
522 /*@{*/
523 GLboolean Map1Color4;
524 GLboolean Map1Index;
525 GLboolean Map1Normal;
526 GLboolean Map1TextureCoord1;
527 GLboolean Map1TextureCoord2;
528 GLboolean Map1TextureCoord3;
529 GLboolean Map1TextureCoord4;
530 GLboolean Map1Vertex3;
531 GLboolean Map1Vertex4;
532 GLboolean Map2Color4;
533 GLboolean Map2Index;
534 GLboolean Map2Normal;
535 GLboolean Map2TextureCoord1;
536 GLboolean Map2TextureCoord2;
537 GLboolean Map2TextureCoord3;
538 GLboolean Map2TextureCoord4;
539 GLboolean Map2Vertex3;
540 GLboolean Map2Vertex4;
541 GLboolean AutoNormal;
542 /*@}*/
543
544 /**
545 * \name Map Grid endpoints and divisions and calculated du values
546 */
547 /*@{*/
548 GLint MapGrid1un;
549 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
550 GLint MapGrid2un, MapGrid2vn;
551 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
552 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
553 /*@}*/
554 };
555
556
557 /**
558 * Compressed fog mode.
559 */
560 enum gl_fog_mode
561 {
562 FOG_NONE,
563 FOG_LINEAR,
564 FOG_EXP,
565 FOG_EXP2,
566 };
567
568
569 /**
570 * Fog attribute group (GL_FOG_BIT).
571 */
572 struct gl_fog_attrib
573 {
574 GLboolean Enabled; /**< Fog enabled flag */
575 GLboolean ColorSumEnabled;
576 uint8_t _PackedMode; /**< Fog mode as 2 bits */
577 uint8_t _PackedEnabledMode; /**< Masked CompressedMode */
578 GLfloat ColorUnclamped[4]; /**< Fog color */
579 GLfloat Color[4]; /**< Fog color */
580 GLfloat Density; /**< Density >= 0.0 */
581 GLfloat Start; /**< Start distance in eye coords */
582 GLfloat End; /**< End distance in eye coords */
583 GLfloat Index; /**< Fog index */
584 GLenum16 Mode; /**< Fog mode */
585 GLenum16 FogCoordinateSource;/**< GL_EXT_fog_coord */
586 GLenum16 FogDistanceMode; /**< GL_NV_fog_distance */
587 };
588
589
590 /**
591 * Hint attribute group (GL_HINT_BIT).
592 *
593 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
594 */
595 struct gl_hint_attrib
596 {
597 GLenum16 PerspectiveCorrection;
598 GLenum16 PointSmooth;
599 GLenum16 LineSmooth;
600 GLenum16 PolygonSmooth;
601 GLenum16 Fog;
602 GLenum16 TextureCompression; /**< GL_ARB_texture_compression */
603 GLenum16 GenerateMipmap; /**< GL_SGIS_generate_mipmap */
604 GLenum16 FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
605 GLuint MaxShaderCompilerThreads; /**< GL_ARB_parallel_shader_compile */
606 };
607
608
609 /**
610 * Lighting attribute group (GL_LIGHT_BIT).
611 */
612 struct gl_light_attrib
613 {
614 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
615 struct gl_lightmodel Model; /**< Lighting model */
616
617 /**
618 * Front and back material values.
619 * Note: must call FLUSH_VERTICES() before using.
620 */
621 struct gl_material Material;
622
623 GLboolean Enabled; /**< Lighting enabled flag */
624 GLboolean ColorMaterialEnabled;
625
626 GLenum16 ShadeModel; /**< GL_FLAT or GL_SMOOTH */
627 GLenum16 ProvokingVertex; /**< GL_EXT_provoking_vertex */
628 GLenum16 ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
629 GLenum16 ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
630 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
631
632
633 GLboolean _ClampVertexColor;
634 GLenum16 ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
635
636 /**
637 * Derived state for optimizations:
638 */
639 /*@{*/
640 GLbitfield _EnabledLights; /**< bitmask containing enabled lights */
641
642 GLboolean _NeedEyeCoords;
643 GLboolean _NeedVertices; /**< Use fast shader? */
644
645 GLfloat _BaseColor[2][3];
646 /*@}*/
647 };
648
649
650 /**
651 * Line attribute group (GL_LINE_BIT).
652 */
653 struct gl_line_attrib
654 {
655 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
656 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
657 GLushort StipplePattern; /**< Stipple pattern */
658 GLint StippleFactor; /**< Stipple repeat factor */
659 GLfloat Width; /**< Line width */
660 };
661
662
663 /**
664 * Display list attribute group (GL_LIST_BIT).
665 */
666 struct gl_list_attrib
667 {
668 GLuint ListBase;
669 };
670
671
672 /**
673 * Multisample attribute group (GL_MULTISAMPLE_BIT).
674 */
675 struct gl_multisample_attrib
676 {
677 GLboolean Enabled;
678 GLboolean SampleAlphaToCoverage;
679 GLboolean SampleAlphaToOne;
680 GLboolean SampleCoverage;
681 GLboolean SampleCoverageInvert;
682 GLboolean SampleShading;
683
684 /* ARB_texture_multisample / GL3.2 additions */
685 GLboolean SampleMask;
686
687 GLfloat SampleCoverageValue; /**< In range [0, 1] */
688 GLfloat MinSampleShadingValue; /**< In range [0, 1] */
689
690 /** The GL spec defines this as an array but >32x MSAA is madness */
691 GLbitfield SampleMaskValue;
692
693 /* NV_alpha_to_coverage_dither_control */
694 GLenum SampleAlphaToCoverageDitherControl;
695 };
696
697
698 /**
699 * A pixelmap (see glPixelMap)
700 */
701 struct gl_pixelmap
702 {
703 GLint Size;
704 GLfloat Map[MAX_PIXEL_MAP_TABLE];
705 };
706
707
708 /**
709 * Collection of all pixelmaps
710 */
711 struct gl_pixelmaps
712 {
713 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
714 struct gl_pixelmap GtoG;
715 struct gl_pixelmap BtoB;
716 struct gl_pixelmap AtoA;
717 struct gl_pixelmap ItoR;
718 struct gl_pixelmap ItoG;
719 struct gl_pixelmap ItoB;
720 struct gl_pixelmap ItoA;
721 struct gl_pixelmap ItoI;
722 struct gl_pixelmap StoS;
723 };
724
725
726 /**
727 * Pixel attribute group (GL_PIXEL_MODE_BIT).
728 */
729 struct gl_pixel_attrib
730 {
731 GLenum16 ReadBuffer; /**< source buffer for glRead/CopyPixels() */
732
733 /*--- Begin Pixel Transfer State ---*/
734 /* Fields are in the order in which they're applied... */
735
736 /** Scale & Bias (index shift, offset) */
737 /*@{*/
738 GLfloat RedBias, RedScale;
739 GLfloat GreenBias, GreenScale;
740 GLfloat BlueBias, BlueScale;
741 GLfloat AlphaBias, AlphaScale;
742 GLfloat DepthBias, DepthScale;
743 GLint IndexShift, IndexOffset;
744 /*@}*/
745
746 /* Pixel Maps */
747 /* Note: actual pixel maps are not part of this attrib group */
748 GLboolean MapColorFlag;
749 GLboolean MapStencilFlag;
750
751 /*--- End Pixel Transfer State ---*/
752
753 /** glPixelZoom */
754 GLfloat ZoomX, ZoomY;
755 };
756
757
758 /**
759 * Point attribute group (GL_POINT_BIT).
760 */
761 struct gl_point_attrib
762 {
763 GLfloat Size; /**< User-specified point size */
764 GLfloat Params[3]; /**< GL_EXT_point_parameters */
765 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
766 GLfloat Threshold; /**< GL_EXT_point_parameters */
767 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
768 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
769 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
770 GLbitfield CoordReplace; /**< GL_ARB_point_sprite*/
771 GLenum16 SpriteRMode; /**< GL_NV_point_sprite (only!) */
772 GLenum16 SpriteOrigin; /**< GL_ARB_point_sprite */
773 };
774
775
776 /**
777 * Polygon attribute group (GL_POLYGON_BIT).
778 */
779 struct gl_polygon_attrib
780 {
781 GLenum16 FrontFace; /**< Either GL_CW or GL_CCW */
782 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
783 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
784 GLboolean CullFlag; /**< Culling on/off flag */
785 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
786 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
787 GLenum16 CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
788 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
789 GLfloat OffsetUnits; /**< Polygon offset units, from user */
790 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
791 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
792 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
793 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
794 };
795
796
797 /**
798 * Scissor attributes (GL_SCISSOR_BIT).
799 */
800 struct gl_scissor_rect
801 {
802 GLint X, Y; /**< Lower left corner of box */
803 GLsizei Width, Height; /**< Size of box */
804 };
805
806
807 struct gl_scissor_attrib
808 {
809 GLbitfield EnableFlags; /**< Scissor test enabled? */
810 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
811 GLint NumWindowRects; /**< Count of enabled window rectangles */
812 GLenum16 WindowRectMode; /**< Whether to include or exclude the rects */
813 struct gl_scissor_rect WindowRects[MAX_WINDOW_RECTANGLES];
814 };
815
816
817 /**
818 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
819 *
820 * Three sets of stencil data are tracked so that OpenGL 2.0,
821 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
822 * simultaneously. In each of the stencil state arrays, element 0 corresponds
823 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
824 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
825 * GL_EXT_stencil_two_side GL_BACK state.
826 *
827 * The derived value \c _BackFace is either 1 or 2 depending on whether or
828 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
829 *
830 * The derived value \c _TestTwoSide is set when the front-face and back-face
831 * stencil state are different.
832 */
833 struct gl_stencil_attrib
834 {
835 GLboolean Enabled; /**< Enabled flag */
836 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
837 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
838 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
839 GLenum16 Function[3]; /**< Stencil function */
840 GLenum16 FailFunc[3]; /**< Fail function */
841 GLenum16 ZPassFunc[3]; /**< Depth buffer pass function */
842 GLenum16 ZFailFunc[3]; /**< Depth buffer fail function */
843 GLint Ref[3]; /**< Reference value */
844 GLuint ValueMask[3]; /**< Value mask */
845 GLuint WriteMask[3]; /**< Write mask */
846 GLuint Clear; /**< Clear value */
847 };
848
849
850 /**
851 * Bit flags for each type of texture object
852 */
853 /*@{*/
854 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
855 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
856 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
857 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
858 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
859 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
860 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
861 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
862 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
863 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
864 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
865 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
866 /*@}*/
867
868
869 /**
870 * Texture image state. Drivers will typically create a subclass of this
871 * with extra fields for memory buffers, etc.
872 */
873 struct gl_texture_image
874 {
875 GLint InternalFormat; /**< Internal format as given by the user */
876 GLenum16 _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
877 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
878 * GL_INTENSITY, GL_DEPTH_COMPONENT or
879 * GL_DEPTH_STENCIL_EXT only. Used for
880 * choosing TexEnv arithmetic.
881 */
882 mesa_format TexFormat; /**< The actual texture memory format */
883
884 GLuint Border; /**< 0 or 1 */
885 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
886 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
887 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
888 GLuint Width2; /**< = Width - 2*Border */
889 GLuint Height2; /**< = Height - 2*Border */
890 GLuint Depth2; /**< = Depth - 2*Border */
891 GLuint WidthLog2; /**< = log2(Width2) */
892 GLuint HeightLog2; /**< = log2(Height2) */
893 GLuint DepthLog2; /**< = log2(Depth2) */
894 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
895 levels, computed from the dimensions */
896
897 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
898 GLuint Level; /**< Which mipmap level am I? */
899 /** Cube map face: index into gl_texture_object::Image[] array */
900 GLuint Face;
901
902 /** GL_ARB_texture_multisample */
903 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
904 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
905 };
906
907
908 /**
909 * Indexes for cube map faces.
910 */
911 typedef enum
912 {
913 FACE_POS_X = 0,
914 FACE_NEG_X = 1,
915 FACE_POS_Y = 2,
916 FACE_NEG_Y = 3,
917 FACE_POS_Z = 4,
918 FACE_NEG_Z = 5,
919 MAX_FACES = 6
920 } gl_face_index;
921
922
923 /**
924 * Sampler object state. These objects are new with GL_ARB_sampler_objects
925 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
926 */
927 struct gl_sampler_object
928 {
929 simple_mtx_t Mutex;
930 GLuint Name;
931 GLchar *Label; /**< GL_KHR_debug */
932 GLint RefCount;
933
934 GLenum16 WrapS; /**< S-axis texture image wrap mode */
935 GLenum16 WrapT; /**< T-axis texture image wrap mode */
936 GLenum16 WrapR; /**< R-axis texture image wrap mode */
937 GLenum16 MinFilter; /**< minification filter */
938 GLenum16 MagFilter; /**< magnification filter */
939 GLenum16 sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
940 union gl_color_union BorderColor; /**< Interpreted according to texture format */
941 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
942 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
943 GLfloat LodBias; /**< OpenGL 1.4 */
944 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
945 GLenum16 CompareMode; /**< GL_ARB_shadow */
946 GLenum16 CompareFunc; /**< GL_ARB_shadow */
947 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
948
949 /** GL_ARB_bindless_texture */
950 bool HandleAllocated;
951 struct util_dynarray Handles;
952 };
953
954
955 /**
956 * Texture object state. Contains the array of mipmap images, border color,
957 * wrap modes, filter modes, and shadow/texcompare state.
958 */
959 struct gl_texture_object
960 {
961 simple_mtx_t Mutex; /**< for thread safety */
962 GLint RefCount; /**< reference count */
963 GLuint Name; /**< the user-visible texture object ID */
964 GLenum16 Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
965 GLenum16 DepthMode; /**< GL_ARB_depth_texture */
966 GLchar *Label; /**< GL_KHR_debug */
967
968 struct gl_sampler_object Sampler;
969
970 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
971 Only valid when Target is valid. */
972 GLfloat Priority; /**< in [0,1] */
973 GLint MaxLevel; /**< max mipmap level (max=1000), OpenGL 1.2 */
974 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
975 GLbyte _MaxLevel; /**< actual max mipmap level (q in the spec) */
976 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
977 GLint CropRect[4]; /**< GL_OES_draw_texture */
978 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
979 GLushort _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
980 GLbyte ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
981 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
982 GLboolean _BaseComplete; /**< Is the base texture level valid? */
983 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
984 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
985 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
986 GLboolean Purgeable; /**< Is the buffer purgeable under memory
987 pressure? */
988 GLboolean Immutable; /**< GL_ARB_texture_storage */
989 GLboolean _IsFloat; /**< GL_OES_float_texture */
990 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
991 bool StencilSampling; /**< Should we sample stencil instead of depth? */
992 bool HandleAllocated; /**< GL_ARB_bindless_texture */
993
994 /** GL_OES_EGL_image_external */
995 GLubyte RequiredTextureImageUnits;
996
997 GLubyte MinLevel; /**< GL_ARB_texture_view */
998 GLubyte NumLevels; /**< GL_ARB_texture_view */
999 GLushort MinLayer; /**< GL_ARB_texture_view */
1000 GLushort NumLayers; /**< GL_ARB_texture_view */
1001
1002 /** GL_EXT_memory_object */
1003 GLenum16 TextureTiling;
1004
1005 /** GL_ARB_shader_image_load_store */
1006 GLenum16 ImageFormatCompatibilityType;
1007
1008 /** GL_ARB_texture_buffer_object */
1009 GLenum16 BufferObjectFormat;
1010 /** Equivalent Mesa format for BufferObjectFormat. */
1011 mesa_format _BufferObjectFormat;
1012 struct gl_buffer_object *BufferObject;
1013
1014 /** GL_ARB_texture_buffer_range */
1015 GLintptr BufferOffset;
1016 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1017
1018 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1019 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1020
1021 /** GL_ARB_bindless_texture */
1022 struct util_dynarray SamplerHandles;
1023 struct util_dynarray ImageHandles;
1024 };
1025
1026
1027 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1028 #define MAX_COMBINER_TERMS 4
1029
1030
1031 /**
1032 * Texture combine environment state.
1033 */
1034 struct gl_tex_env_combine_state
1035 {
1036 GLenum16 ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1037 GLenum16 ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1038 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1039 GLenum16 SourceRGB[MAX_COMBINER_TERMS];
1040 GLenum16 SourceA[MAX_COMBINER_TERMS];
1041 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1042 GLenum16 OperandRGB[MAX_COMBINER_TERMS];
1043 GLenum16 OperandA[MAX_COMBINER_TERMS];
1044 GLubyte ScaleShiftRGB; /**< 0, 1 or 2 */
1045 GLubyte ScaleShiftA; /**< 0, 1 or 2 */
1046 GLubyte _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1047 GLubyte _NumArgsA; /**< Number of inputs used for the A combiner */
1048 };
1049
1050
1051 /** Compressed TexEnv effective Combine mode */
1052 enum gl_tex_env_mode
1053 {
1054 TEXENV_MODE_REPLACE, /* r = a0 */
1055 TEXENV_MODE_MODULATE, /* r = a0 * a1 */
1056 TEXENV_MODE_ADD, /* r = a0 + a1 */
1057 TEXENV_MODE_ADD_SIGNED, /* r = a0 + a1 - 0.5 */
1058 TEXENV_MODE_INTERPOLATE, /* r = a0 * a2 + a1 * (1 - a2) */
1059 TEXENV_MODE_SUBTRACT, /* r = a0 - a1 */
1060 TEXENV_MODE_DOT3_RGB, /* r = a0 . a1 */
1061 TEXENV_MODE_DOT3_RGB_EXT, /* r = a0 . a1 */
1062 TEXENV_MODE_DOT3_RGBA, /* r = a0 . a1 */
1063 TEXENV_MODE_DOT3_RGBA_EXT, /* r = a0 . a1 */
1064 TEXENV_MODE_MODULATE_ADD_ATI, /* r = a0 * a2 + a1 */
1065 TEXENV_MODE_MODULATE_SIGNED_ADD_ATI, /* r = a0 * a2 + a1 - 0.5 */
1066 TEXENV_MODE_MODULATE_SUBTRACT_ATI, /* r = a0 * a2 - a1 */
1067 TEXENV_MODE_ADD_PRODUCTS_NV, /* r = a0 * a1 + a2 * a3 */
1068 TEXENV_MODE_ADD_PRODUCTS_SIGNED_NV, /* r = a0 * a1 + a2 * a3 - 0.5 */
1069 };
1070
1071
1072 /** Compressed TexEnv Combine source */
1073 enum gl_tex_env_source
1074 {
1075 TEXENV_SRC_TEXTURE0,
1076 TEXENV_SRC_TEXTURE1,
1077 TEXENV_SRC_TEXTURE2,
1078 TEXENV_SRC_TEXTURE3,
1079 TEXENV_SRC_TEXTURE4,
1080 TEXENV_SRC_TEXTURE5,
1081 TEXENV_SRC_TEXTURE6,
1082 TEXENV_SRC_TEXTURE7,
1083 TEXENV_SRC_TEXTURE,
1084 TEXENV_SRC_PREVIOUS,
1085 TEXENV_SRC_PRIMARY_COLOR,
1086 TEXENV_SRC_CONSTANT,
1087 TEXENV_SRC_ZERO,
1088 TEXENV_SRC_ONE,
1089 };
1090
1091
1092 /** Compressed TexEnv Combine operand */
1093 enum gl_tex_env_operand
1094 {
1095 TEXENV_OPR_COLOR,
1096 TEXENV_OPR_ONE_MINUS_COLOR,
1097 TEXENV_OPR_ALPHA,
1098 TEXENV_OPR_ONE_MINUS_ALPHA,
1099 };
1100
1101
1102 /** Compressed TexEnv Combine argument */
1103 struct gl_tex_env_argument
1104 {
1105 #ifdef __GNUC__
1106 __extension__ uint8_t Source:4; /**< TEXENV_SRC_x */
1107 __extension__ uint8_t Operand:2; /**< TEXENV_OPR_x */
1108 #else
1109 uint8_t Source; /**< SRC_x */
1110 uint8_t Operand; /**< OPR_x */
1111 #endif
1112 };
1113
1114
1115 /***
1116 * Compressed TexEnv Combine state.
1117 */
1118 struct gl_tex_env_combine_packed
1119 {
1120 uint32_t ModeRGB:4; /**< Effective mode for RGB as 4 bits */
1121 uint32_t ModeA:4; /**< Effective mode for RGB as 4 bits */
1122 uint32_t ScaleShiftRGB:2; /**< 0, 1 or 2 */
1123 uint32_t ScaleShiftA:2; /**< 0, 1 or 2 */
1124 uint32_t NumArgsRGB:3; /**< Number of inputs used for the RGB combiner */
1125 uint32_t NumArgsA:3; /**< Number of inputs used for the A combiner */
1126 /** Source arguments in a packed manner */
1127 struct gl_tex_env_argument ArgsRGB[MAX_COMBINER_TERMS];
1128 struct gl_tex_env_argument ArgsA[MAX_COMBINER_TERMS];
1129 };
1130
1131
1132 /**
1133 * TexGenEnabled flags.
1134 */
1135 /*@{*/
1136 #define S_BIT 1
1137 #define T_BIT 2
1138 #define R_BIT 4
1139 #define Q_BIT 8
1140 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1141 /*@}*/
1142
1143
1144 /**
1145 * Bit flag versions of the corresponding GL_ constants.
1146 */
1147 /*@{*/
1148 #define TEXGEN_SPHERE_MAP 0x1
1149 #define TEXGEN_OBJ_LINEAR 0x2
1150 #define TEXGEN_EYE_LINEAR 0x4
1151 #define TEXGEN_REFLECTION_MAP_NV 0x8
1152 #define TEXGEN_NORMAL_MAP_NV 0x10
1153
1154 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1155 TEXGEN_REFLECTION_MAP_NV | \
1156 TEXGEN_NORMAL_MAP_NV)
1157 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1158 TEXGEN_REFLECTION_MAP_NV | \
1159 TEXGEN_NORMAL_MAP_NV | \
1160 TEXGEN_EYE_LINEAR)
1161 /*@}*/
1162
1163
1164
1165 /** Tex-gen enabled for texture unit? */
1166 #define ENABLE_TEXGEN(unit) (1 << (unit))
1167
1168 /** Non-identity texture matrix for texture unit? */
1169 #define ENABLE_TEXMAT(unit) (1 << (unit))
1170
1171
1172 /**
1173 * Texture coord generation state.
1174 */
1175 struct gl_texgen
1176 {
1177 GLenum16 Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1178 GLbitfield8 _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1179 GLfloat ObjectPlane[4];
1180 GLfloat EyePlane[4];
1181 };
1182
1183
1184 /**
1185 * Sampler-related subset of a texture unit, like current texture objects.
1186 */
1187 struct gl_texture_unit
1188 {
1189 GLfloat LodBias; /**< for biasing mipmap levels */
1190
1191 /** Texture targets that have a non-default texture bound */
1192 GLbitfield _BoundTextures;
1193
1194 /** Current sampler object (GL_ARB_sampler_objects) */
1195 struct gl_sampler_object *Sampler;
1196
1197 /** Current texture object pointers */
1198 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1199
1200 /** Points to highest priority, complete and enabled texture object */
1201 struct gl_texture_object *_Current;
1202 };
1203
1204
1205 /**
1206 * Fixed-function-related subset of a texture unit, like enable flags,
1207 * texture environment/function/combiners, and texgen state.
1208 */
1209 struct gl_fixedfunc_texture_unit
1210 {
1211 GLbitfield16 Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1212
1213 GLenum16 EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1214 GLclampf EnvColor[4];
1215 GLfloat EnvColorUnclamped[4];
1216
1217 struct gl_texgen GenS;
1218 struct gl_texgen GenT;
1219 struct gl_texgen GenR;
1220 struct gl_texgen GenQ;
1221 GLbitfield8 TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1222 GLbitfield8 _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1223
1224 /**
1225 * \name GL_EXT_texture_env_combine
1226 */
1227 struct gl_tex_env_combine_state Combine;
1228
1229 /**
1230 * Derived state based on \c EnvMode and the \c BaseFormat of the
1231 * currently enabled texture.
1232 */
1233 struct gl_tex_env_combine_state _EnvMode;
1234
1235 /** Current compressed TexEnv & Combine state */
1236 struct gl_tex_env_combine_packed _CurrentCombinePacked;
1237
1238 /**
1239 * Currently enabled combiner state. This will point to either
1240 * \c Combine or \c _EnvMode.
1241 */
1242 struct gl_tex_env_combine_state *_CurrentCombine;
1243 };
1244
1245
1246 /**
1247 * Texture attribute group (GL_TEXTURE_BIT).
1248 */
1249 struct gl_texture_attrib
1250 {
1251 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1252
1253 /** GL_ARB_texture_buffer_object */
1254 struct gl_buffer_object *BufferObject;
1255
1256 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1257
1258 /** Texture coord units/sets used for fragment texturing */
1259 GLbitfield8 _EnabledCoordUnits;
1260
1261 /** Texture coord units that have texgen enabled */
1262 GLbitfield8 _TexGenEnabled;
1263
1264 /** Texture coord units that have non-identity matrices */
1265 GLbitfield8 _TexMatEnabled;
1266
1267 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1268 GLbitfield8 _GenFlags;
1269
1270 /** Largest index of a texture unit with _Current != NULL. */
1271 GLshort _MaxEnabledTexImageUnit;
1272
1273 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1274 GLubyte NumCurrentTexUsed;
1275
1276 /** GL_ARB_seamless_cubemap */
1277 GLboolean CubeMapSeamless;
1278
1279 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1280 struct gl_fixedfunc_texture_unit FixedFuncUnit[MAX_TEXTURE_COORD_UNITS];
1281 };
1282
1283
1284 /**
1285 * Data structure representing a single clip plane (e.g. one of the elements
1286 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1287 */
1288 typedef GLfloat gl_clip_plane[4];
1289
1290
1291 /**
1292 * Transformation attribute group (GL_TRANSFORM_BIT).
1293 */
1294 struct gl_transform_attrib
1295 {
1296 GLenum16 MatrixMode; /**< Matrix mode */
1297 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1298 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1299 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1300 GLboolean Normalize; /**< Normalize all normals? */
1301 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1302 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1303 GLboolean DepthClampNear; /**< GL_AMD_depth_clamp_separate */
1304 GLboolean DepthClampFar; /**< GL_AMD_depth_clamp_separate */
1305 /** GL_ARB_clip_control */
1306 GLenum16 ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1307 GLenum16 ClipDepthMode;/**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1308 };
1309
1310
1311 /**
1312 * Viewport attribute group (GL_VIEWPORT_BIT).
1313 */
1314 struct gl_viewport_attrib
1315 {
1316 GLfloat X, Y; /**< position */
1317 GLfloat Width, Height; /**< size */
1318 GLfloat Near, Far; /**< Depth buffer range */
1319
1320 /**< GL_NV_viewport_swizzle */
1321 GLenum16 SwizzleX, SwizzleY, SwizzleZ, SwizzleW;
1322 };
1323
1324
1325 /**
1326 * Fields describing a mapped buffer range.
1327 */
1328 struct gl_buffer_mapping
1329 {
1330 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1331 GLvoid *Pointer; /**< User-space address of mapping */
1332 GLintptr Offset; /**< Mapped offset */
1333 GLsizeiptr Length; /**< Mapped length */
1334 };
1335
1336
1337 /**
1338 * Usages we've seen for a buffer object.
1339 */
1340 typedef enum
1341 {
1342 USAGE_UNIFORM_BUFFER = 0x1,
1343 USAGE_TEXTURE_BUFFER = 0x2,
1344 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1345 USAGE_SHADER_STORAGE_BUFFER = 0x8,
1346 USAGE_TRANSFORM_FEEDBACK_BUFFER = 0x10,
1347 USAGE_PIXEL_PACK_BUFFER = 0x20,
1348 USAGE_ARRAY_BUFFER = 0x40,
1349 USAGE_ELEMENT_ARRAY_BUFFER = 0x80,
1350 USAGE_DISABLE_MINMAX_CACHE = 0x100,
1351 } gl_buffer_usage;
1352
1353
1354 /**
1355 * GL_ARB_vertex/pixel_buffer_object buffer object
1356 */
1357 struct gl_buffer_object
1358 {
1359 GLint RefCount;
1360 GLuint Name;
1361 GLchar *Label; /**< GL_KHR_debug */
1362 GLenum16 Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1363 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1364 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1365 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1366 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1367 GLboolean Written; /**< Ever written to? (for debugging) */
1368 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1369 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1370 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1371
1372 /** Counters used for buffer usage warnings */
1373 GLuint NumSubDataCalls;
1374 GLuint NumMapBufferWriteCalls;
1375
1376 struct gl_buffer_mapping Mappings[MAP_COUNT];
1377
1378 /** Memoization of min/max index computations for static index buffers */
1379 simple_mtx_t MinMaxCacheMutex;
1380 struct hash_table *MinMaxCache;
1381 unsigned MinMaxCacheHitIndices;
1382 unsigned MinMaxCacheMissIndices;
1383 bool MinMaxCacheDirty;
1384
1385 bool HandleAllocated; /**< GL_ARB_bindless_texture */
1386 };
1387
1388
1389 /**
1390 * Client pixel packing/unpacking attributes
1391 */
1392 struct gl_pixelstore_attrib
1393 {
1394 GLint Alignment;
1395 GLint RowLength;
1396 GLint SkipPixels;
1397 GLint SkipRows;
1398 GLint ImageHeight;
1399 GLint SkipImages;
1400 GLboolean SwapBytes;
1401 GLboolean LsbFirst;
1402 GLboolean Invert; /**< GL_MESA_pack_invert */
1403 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1404 GLint CompressedBlockHeight;
1405 GLint CompressedBlockDepth;
1406 GLint CompressedBlockSize;
1407 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1408 };
1409
1410
1411 /**
1412 * Enum for defining the mapping for the position/generic0 attribute.
1413 *
1414 * Do not change the order of the values as these are used as
1415 * array indices.
1416 */
1417 typedef enum
1418 {
1419 ATTRIBUTE_MAP_MODE_IDENTITY, /**< 1:1 mapping */
1420 ATTRIBUTE_MAP_MODE_POSITION, /**< get position and generic0 from position */
1421 ATTRIBUTE_MAP_MODE_GENERIC0, /**< get position and generic0 from generic0 */
1422 ATTRIBUTE_MAP_MODE_MAX /**< for sizing arrays */
1423 } gl_attribute_map_mode;
1424
1425
1426 /**
1427 * Attributes to describe a vertex array.
1428 *
1429 * Contains the size, type, format and normalization flag,
1430 * along with the index of a vertex buffer binding point.
1431 *
1432 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1433 * and is only present for backwards compatibility reasons.
1434 * Rendering always uses VERTEX_BINDING_STRIDE.
1435 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1436 * and VERTEX_BINDING_STRIDE to the same value, while
1437 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1438 */
1439 struct gl_array_attributes
1440 {
1441 /** Points to client array data. Not used when a VBO is bound */
1442 const GLubyte *Ptr;
1443 /** Offset of the first element relative to the binding offset */
1444 GLuint RelativeOffset;
1445 /** Vertex format */
1446 struct gl_vertex_format Format;
1447 /** Stride as specified with gl*Pointer() */
1448 GLshort Stride;
1449 /** Index into gl_vertex_array_object::BufferBinding[] array */
1450 GLubyte BufferBindingIndex;
1451
1452 /**
1453 * Derived effective buffer binding index
1454 *
1455 * Index into the gl_vertex_buffer_binding array of the vao.
1456 * Similar to BufferBindingIndex, but with the mapping of the
1457 * position/generic0 attributes applied and with identical
1458 * gl_vertex_buffer_binding entries collapsed to a single
1459 * entry within the vao.
1460 *
1461 * The value is valid past calling _mesa_update_vao_derived_arrays.
1462 * Note that _mesa_update_vao_derived_arrays is called when binding
1463 * the VAO to Array._DrawVAO.
1464 */
1465 GLubyte _EffBufferBindingIndex;
1466 /**
1467 * Derived effective relative offset.
1468 *
1469 * Relative offset to the effective buffers offset in
1470 * gl_vertex_buffer_binding::_EffOffset.
1471 *
1472 * The value is valid past calling _mesa_update_vao_derived_arrays.
1473 * Note that _mesa_update_vao_derived_arrays is called when binding
1474 * the VAO to Array._DrawVAO.
1475 */
1476 GLushort _EffRelativeOffset;
1477 };
1478
1479
1480 /**
1481 * This describes the buffer object used for a vertex array (or
1482 * multiple vertex arrays). If BufferObj points to the default/null
1483 * buffer object, then the vertex array lives in user memory and not a VBO.
1484 */
1485 struct gl_vertex_buffer_binding
1486 {
1487 GLintptr Offset; /**< User-specified offset */
1488 GLsizei Stride; /**< User-specified stride */
1489 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1490 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1491 GLbitfield _BoundArrays; /**< Arrays bound to this binding point */
1492
1493 /**
1494 * Derived effective bound arrays.
1495 *
1496 * The effective binding handles enabled arrays past the
1497 * position/generic0 attribute mapping and reduces the refered
1498 * gl_vertex_buffer_binding entries to a unique subset.
1499 *
1500 * The value is valid past calling _mesa_update_vao_derived_arrays.
1501 * Note that _mesa_update_vao_derived_arrays is called when binding
1502 * the VAO to Array._DrawVAO.
1503 */
1504 GLbitfield _EffBoundArrays;
1505 /**
1506 * Derived offset.
1507 *
1508 * The absolute offset to that we can collapse some attributes
1509 * to this unique effective binding.
1510 * For user space array bindings this contains the smallest pointer value
1511 * in the bound and interleaved arrays.
1512 * For VBO bindings this contains an offset that lets the attributes
1513 * _EffRelativeOffset stay positive and in bounds with
1514 * Const.MaxVertexAttribRelativeOffset
1515 *
1516 * The value is valid past calling _mesa_update_vao_derived_arrays.
1517 * Note that _mesa_update_vao_derived_arrays is called when binding
1518 * the VAO to Array._DrawVAO.
1519 */
1520 GLintptr _EffOffset;
1521 };
1522
1523
1524 /**
1525 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+ /
1526 * the GL_ARB_vertex_array_object extension.
1527 */
1528 struct gl_vertex_array_object
1529 {
1530 /** Name of the VAO as received from glGenVertexArray. */
1531 GLuint Name;
1532
1533 GLint RefCount;
1534
1535 GLchar *Label; /**< GL_KHR_debug */
1536
1537 /**
1538 * Has this array object been bound?
1539 */
1540 GLboolean EverBound;
1541
1542 /**
1543 * Whether the VAO is changed by the application so often that some of
1544 * the derived fields are not updated at all to decrease overhead.
1545 * Also, interleaved arrays are not detected, because it's too expensive
1546 * to do that before every draw call.
1547 */
1548 bool IsDynamic;
1549
1550 /**
1551 * Marked to true if the object is shared between contexts and immutable.
1552 * Then reference counting is done using atomics and thread safe.
1553 * Is used for dlist VAOs.
1554 */
1555 bool SharedAndImmutable;
1556
1557 /**
1558 * Number of updates that were done by the application. This is used to
1559 * decide whether the VAO is static or dynamic.
1560 */
1561 unsigned NumUpdates;
1562
1563 /** Vertex attribute arrays */
1564 struct gl_array_attributes VertexAttrib[VERT_ATTRIB_MAX];
1565
1566 /** Vertex buffer bindings */
1567 struct gl_vertex_buffer_binding BufferBinding[VERT_ATTRIB_MAX];
1568
1569 /** Mask indicating which vertex arrays have vertex buffer associated. */
1570 GLbitfield VertexAttribBufferMask;
1571
1572 /** Mask indicating which vertex arrays have a non-zero instance divisor. */
1573 GLbitfield NonZeroDivisorMask;
1574
1575 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1576 GLbitfield Enabled;
1577
1578 /**
1579 * Mask of VERT_BIT_* enabled arrays past position/generic0 mapping
1580 *
1581 * The value is valid past calling _mesa_update_vao_derived_arrays.
1582 * Note that _mesa_update_vao_derived_arrays is called when binding
1583 * the VAO to Array._DrawVAO.
1584 */
1585 GLbitfield _EffEnabledVBO;
1586
1587 /** Same as _EffEnabledVBO, but for instance divisors. */
1588 GLbitfield _EffEnabledNonZeroDivisor;
1589
1590 /** Denotes the way the position/generic0 attribute is mapped */
1591 gl_attribute_map_mode _AttributeMapMode;
1592
1593 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1594 GLbitfield NewArrays;
1595
1596 /** The index buffer (also known as the element array buffer in OpenGL). */
1597 struct gl_buffer_object *IndexBufferObj;
1598 };
1599
1600
1601 /**
1602 * Vertex array state
1603 */
1604 struct gl_array_attrib
1605 {
1606 /** Currently bound array object. */
1607 struct gl_vertex_array_object *VAO;
1608
1609 /** The default vertex array object */
1610 struct gl_vertex_array_object *DefaultVAO;
1611
1612 /** The last VAO accessed by a DSA function */
1613 struct gl_vertex_array_object *LastLookedUpVAO;
1614
1615 /** These contents are copied to newly created VAOs. */
1616 struct gl_vertex_array_object DefaultVAOState;
1617
1618 /** Array objects (GL_ARB_vertex_array_object) */
1619 struct _mesa_HashTable *Objects;
1620
1621 GLint ActiveTexture; /**< Client Active Texture */
1622 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1623 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1624
1625 /**
1626 * \name Primitive restart controls
1627 *
1628 * Primitive restart is enabled if either \c PrimitiveRestart or
1629 * \c PrimitiveRestartFixedIndex is set.
1630 */
1631 /*@{*/
1632 GLboolean PrimitiveRestart;
1633 GLboolean PrimitiveRestartFixedIndex;
1634 GLboolean _PrimitiveRestart;
1635 GLuint RestartIndex;
1636 GLuint _RestartIndex[4]; /**< Restart indices for index_size - 1. */
1637 /*@}*/
1638
1639 /* GL_ARB_vertex_buffer_object */
1640 struct gl_buffer_object *ArrayBufferObj;
1641
1642 /**
1643 * Vertex array object that is used with the currently active draw command.
1644 * The _DrawVAO is either set to the currently bound VAO for array type
1645 * draws or to internal VAO's set up by the vbo module to execute immediate
1646 * mode or display list draws.
1647 */
1648 struct gl_vertex_array_object *_DrawVAO;
1649 /**
1650 * The VERT_BIT_* bits effectively enabled from the current _DrawVAO.
1651 * This is always a subset of _mesa_get_vao_vp_inputs(_DrawVAO)
1652 * but may omit those arrays that shall not be referenced by the current
1653 * gl_vertex_program_state::_VPMode. For example the generic attributes are
1654 * maked out form the _DrawVAO's enabled arrays when a fixed function
1655 * array draw is executed.
1656 */
1657 GLbitfield _DrawVAOEnabledAttribs;
1658 /**
1659 * Initially or if the VAO referenced by _DrawVAO is deleted the _DrawVAO
1660 * pointer is set to the _EmptyVAO which is just an empty VAO all the time.
1661 */
1662 struct gl_vertex_array_object *_EmptyVAO;
1663
1664 /** Legal array datatypes and the API for which they have been computed */
1665 GLbitfield LegalTypesMask;
1666 gl_api LegalTypesMaskAPI;
1667 };
1668
1669
1670 /**
1671 * Feedback buffer state
1672 */
1673 struct gl_feedback
1674 {
1675 GLenum16 Type;
1676 GLbitfield _Mask; /**< FB_* bits */
1677 GLfloat *Buffer;
1678 GLuint BufferSize;
1679 GLuint Count;
1680 };
1681
1682
1683 /**
1684 * Selection buffer state
1685 */
1686 struct gl_selection
1687 {
1688 GLuint *Buffer; /**< selection buffer */
1689 GLuint BufferSize; /**< size of the selection buffer */
1690 GLuint BufferCount; /**< number of values in the selection buffer */
1691 GLuint Hits; /**< number of records in the selection buffer */
1692 GLuint NameStackDepth; /**< name stack depth */
1693 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1694 GLboolean HitFlag; /**< hit flag */
1695 GLfloat HitMinZ; /**< minimum hit depth */
1696 GLfloat HitMaxZ; /**< maximum hit depth */
1697 };
1698
1699
1700 /**
1701 * 1-D Evaluator control points
1702 */
1703 struct gl_1d_map
1704 {
1705 GLuint Order; /**< Number of control points */
1706 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1707 GLfloat *Points; /**< Points to contiguous control points */
1708 };
1709
1710
1711 /**
1712 * 2-D Evaluator control points
1713 */
1714 struct gl_2d_map
1715 {
1716 GLuint Uorder; /**< Number of control points in U dimension */
1717 GLuint Vorder; /**< Number of control points in V dimension */
1718 GLfloat u1, u2, du;
1719 GLfloat v1, v2, dv;
1720 GLfloat *Points; /**< Points to contiguous control points */
1721 };
1722
1723
1724 /**
1725 * All evaluator control point state
1726 */
1727 struct gl_evaluators
1728 {
1729 /**
1730 * \name 1-D maps
1731 */
1732 /*@{*/
1733 struct gl_1d_map Map1Vertex3;
1734 struct gl_1d_map Map1Vertex4;
1735 struct gl_1d_map Map1Index;
1736 struct gl_1d_map Map1Color4;
1737 struct gl_1d_map Map1Normal;
1738 struct gl_1d_map Map1Texture1;
1739 struct gl_1d_map Map1Texture2;
1740 struct gl_1d_map Map1Texture3;
1741 struct gl_1d_map Map1Texture4;
1742 /*@}*/
1743
1744 /**
1745 * \name 2-D maps
1746 */
1747 /*@{*/
1748 struct gl_2d_map Map2Vertex3;
1749 struct gl_2d_map Map2Vertex4;
1750 struct gl_2d_map Map2Index;
1751 struct gl_2d_map Map2Color4;
1752 struct gl_2d_map Map2Normal;
1753 struct gl_2d_map Map2Texture1;
1754 struct gl_2d_map Map2Texture2;
1755 struct gl_2d_map Map2Texture3;
1756 struct gl_2d_map Map2Texture4;
1757 /*@}*/
1758 };
1759
1760
1761 struct gl_transform_feedback_varying_info
1762 {
1763 char *Name;
1764 GLenum16 Type;
1765 GLint BufferIndex;
1766 GLint Size;
1767 GLint Offset;
1768 };
1769
1770
1771 /**
1772 * Per-output info vertex shaders for transform feedback.
1773 */
1774 struct gl_transform_feedback_output
1775 {
1776 uint32_t OutputRegister;
1777 uint32_t OutputBuffer;
1778 uint32_t NumComponents;
1779 uint32_t StreamId;
1780
1781 /** offset (in DWORDs) of this output within the interleaved structure */
1782 uint32_t DstOffset;
1783
1784 /**
1785 * Offset into the output register of the data to output. For example,
1786 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1787 * offset is in the y and z components of the output register.
1788 */
1789 uint32_t ComponentOffset;
1790 };
1791
1792
1793 struct gl_transform_feedback_buffer
1794 {
1795 uint32_t Binding;
1796
1797 uint32_t NumVaryings;
1798
1799 /**
1800 * Total number of components stored in each buffer. This may be used by
1801 * hardware back-ends to determine the correct stride when interleaving
1802 * multiple transform feedback outputs in the same buffer.
1803 */
1804 uint32_t Stride;
1805
1806 /**
1807 * Which transform feedback stream this buffer binding is associated with.
1808 */
1809 uint32_t Stream;
1810 };
1811
1812
1813 /** Post-link transform feedback info. */
1814 struct gl_transform_feedback_info
1815 {
1816 unsigned NumOutputs;
1817
1818 /* Bitmask of active buffer indices. */
1819 unsigned ActiveBuffers;
1820
1821 struct gl_transform_feedback_output *Outputs;
1822
1823 /** Transform feedback varyings used for the linking of this shader program.
1824 *
1825 * Use for glGetTransformFeedbackVarying().
1826 */
1827 struct gl_transform_feedback_varying_info *Varyings;
1828 GLint NumVarying;
1829
1830 struct gl_transform_feedback_buffer Buffers[MAX_FEEDBACK_BUFFERS];
1831 };
1832
1833
1834 /**
1835 * Transform feedback object state
1836 */
1837 struct gl_transform_feedback_object
1838 {
1839 GLuint Name; /**< AKA the object ID */
1840 GLint RefCount;
1841 GLchar *Label; /**< GL_KHR_debug */
1842 GLboolean Active; /**< Is transform feedback enabled? */
1843 GLboolean Paused; /**< Is transform feedback paused? */
1844 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1845 at least once? */
1846 GLboolean EverBound; /**< Has this object been bound? */
1847
1848 /**
1849 * GLES: if Active is true, remaining number of primitives which can be
1850 * rendered without overflow. This is necessary to track because GLES
1851 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1852 * glDrawArraysInstanced would overflow transform feedback buffers.
1853 * Undefined if Active is false.
1854 *
1855 * Not tracked for desktop GL since it's unnecessary.
1856 */
1857 unsigned GlesRemainingPrims;
1858
1859 /**
1860 * The program active when BeginTransformFeedback() was called.
1861 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1862 * where stage is the pipeline stage that is the source of data for
1863 * transform feedback.
1864 */
1865 struct gl_program *program;
1866
1867 /** The feedback buffers */
1868 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1869 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1870
1871 /** Start of feedback data in dest buffer */
1872 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1873
1874 /**
1875 * Max data to put into dest buffer (in bytes). Computed based on
1876 * RequestedSize and the actual size of the buffer.
1877 */
1878 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1879
1880 /**
1881 * Size that was specified when the buffer was bound. If the buffer was
1882 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1883 * zero.
1884 */
1885 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1886 };
1887
1888
1889 /**
1890 * Context state for transform feedback.
1891 */
1892 struct gl_transform_feedback_state
1893 {
1894 GLenum16 Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1895
1896 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1897 struct gl_buffer_object *CurrentBuffer;
1898
1899 /** The table of all transform feedback objects */
1900 struct _mesa_HashTable *Objects;
1901
1902 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1903 struct gl_transform_feedback_object *CurrentObject;
1904
1905 /** The default xform-fb object (Name==0) */
1906 struct gl_transform_feedback_object *DefaultObject;
1907 };
1908
1909
1910 /**
1911 * A "performance monitor" as described in AMD_performance_monitor.
1912 */
1913 struct gl_perf_monitor_object
1914 {
1915 GLuint Name;
1916
1917 /** True if the monitor is currently active (Begin called but not End). */
1918 GLboolean Active;
1919
1920 /**
1921 * True if the monitor has ended.
1922 *
1923 * This is distinct from !Active because it may never have began.
1924 */
1925 GLboolean Ended;
1926
1927 /**
1928 * A list of groups with currently active counters.
1929 *
1930 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1931 */
1932 unsigned *ActiveGroups;
1933
1934 /**
1935 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1936 *
1937 * Checking whether counter 'c' in group 'g' is active can be done via:
1938 *
1939 * BITSET_TEST(ActiveCounters[g], c)
1940 */
1941 GLuint **ActiveCounters;
1942 };
1943
1944
1945 union gl_perf_monitor_counter_value
1946 {
1947 float f;
1948 uint64_t u64;
1949 uint32_t u32;
1950 };
1951
1952
1953 struct gl_perf_monitor_counter
1954 {
1955 /** Human readable name for the counter. */
1956 const char *Name;
1957
1958 /**
1959 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1960 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1961 */
1962 GLenum16 Type;
1963
1964 /** Minimum counter value. */
1965 union gl_perf_monitor_counter_value Minimum;
1966
1967 /** Maximum counter value. */
1968 union gl_perf_monitor_counter_value Maximum;
1969 };
1970
1971
1972 struct gl_perf_monitor_group
1973 {
1974 /** Human readable name for the group. */
1975 const char *Name;
1976
1977 /**
1978 * Maximum number of counters in this group which can be active at the
1979 * same time.
1980 */
1981 GLuint MaxActiveCounters;
1982
1983 /** Array of counters within this group. */
1984 const struct gl_perf_monitor_counter *Counters;
1985 GLuint NumCounters;
1986 };
1987
1988
1989 /**
1990 * A query object instance as described in INTEL_performance_query.
1991 *
1992 * NB: We want to keep this and the corresponding backend structure
1993 * relatively lean considering that applications may expect to
1994 * allocate enough objects to be able to query around all draw calls
1995 * in a frame.
1996 */
1997 struct gl_perf_query_object
1998 {
1999 GLuint Id; /**< hash table ID/name */
2000 unsigned Used:1; /**< has been used for 1 or more queries */
2001 unsigned Active:1; /**< inside Begin/EndPerfQuery */
2002 unsigned Ready:1; /**< result is ready? */
2003 };
2004
2005
2006 /**
2007 * Context state for AMD_performance_monitor.
2008 */
2009 struct gl_perf_monitor_state
2010 {
2011 /** Array of performance monitor groups (indexed by group ID) */
2012 const struct gl_perf_monitor_group *Groups;
2013 GLuint NumGroups;
2014
2015 /** The table of all performance monitors. */
2016 struct _mesa_HashTable *Monitors;
2017 };
2018
2019
2020 /**
2021 * Context state for INTEL_performance_query.
2022 */
2023 struct gl_perf_query_state
2024 {
2025 struct _mesa_HashTable *Objects; /**< The table of all performance query objects */
2026 };
2027
2028
2029 /**
2030 * A bindless sampler object.
2031 */
2032 struct gl_bindless_sampler
2033 {
2034 /** Texture unit (set by glUniform1()). */
2035 GLubyte unit;
2036
2037 /** Whether this bindless sampler is bound to a unit. */
2038 GLboolean bound;
2039
2040 /** Texture Target (TEXTURE_1D/2D/3D/etc_INDEX). */
2041 gl_texture_index target;
2042
2043 /** Pointer to the base of the data. */
2044 GLvoid *data;
2045 };
2046
2047
2048 /**
2049 * A bindless image object.
2050 */
2051 struct gl_bindless_image
2052 {
2053 /** Image unit (set by glUniform1()). */
2054 GLubyte unit;
2055
2056 /** Whether this bindless image is bound to a unit. */
2057 GLboolean bound;
2058
2059 /** Access qualifier (GL_READ_WRITE, GL_READ_ONLY, GL_WRITE_ONLY, or
2060 * GL_NONE to indicate both read-only and write-only)
2061 */
2062 GLenum16 access;
2063
2064 /** Pointer to the base of the data. */
2065 GLvoid *data;
2066 };
2067
2068
2069 /**
2070 * Base class for any kind of program object
2071 */
2072 struct gl_program
2073 {
2074 /** FIXME: This must be first until we split shader_info from nir_shader */
2075 struct shader_info info;
2076
2077 GLuint Id;
2078 GLint RefCount;
2079 GLubyte *String; /**< Null-terminated program text */
2080
2081 /** GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2082 GLenum16 Target;
2083 GLenum16 Format; /**< String encoding format */
2084
2085 GLboolean _Used; /**< Ever used for drawing? Used for debugging */
2086
2087 struct nir_shader *nir;
2088
2089 /* Saved and restored with metadata. Freed with ralloc. */
2090 void *driver_cache_blob;
2091 size_t driver_cache_blob_size;
2092
2093 bool is_arb_asm; /** Is this an ARB assembly-style program */
2094
2095 /** Is this program written to on disk shader cache */
2096 bool program_written_to_cache;
2097
2098 /** A bitfield indicating which vertex shader inputs consume two slots
2099 *
2100 * This is used for mapping from single-slot input locations in the GL API
2101 * to dual-slot double input locations in the shader. This field is set
2102 * once as part of linking and never updated again to ensure the mapping
2103 * remains consistent.
2104 *
2105 * Note: There may be dual-slot variables in the original shader source
2106 * which do not appear in this bitfield due to having been eliminated by
2107 * the compiler prior to DualSlotInputs being calculated. There may also
2108 * be bits set in this bitfield which are set but which the shader never
2109 * reads due to compiler optimizations eliminating such variables after
2110 * DualSlotInputs is calculated.
2111 */
2112 GLbitfield64 DualSlotInputs;
2113 /** Subset of OutputsWritten outputs written with non-zero index. */
2114 GLbitfield64 SecondaryOutputsWritten;
2115 /** TEXTURE_x_BIT bitmask */
2116 GLbitfield16 TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
2117 /** Bitfield of which samplers are used */
2118 GLbitfield SamplersUsed;
2119 /** Texture units used for shadow sampling. */
2120 GLbitfield ShadowSamplers;
2121 /** Texture units used for samplerExternalOES */
2122 GLbitfield ExternalSamplersUsed;
2123
2124 /** Named parameters, constants, etc. from program text */
2125 struct gl_program_parameter_list *Parameters;
2126
2127 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2128 GLubyte SamplerUnits[MAX_SAMPLERS];
2129
2130 /* FIXME: We should be able to make this struct a union. However some
2131 * drivers (i915/fragment_programs, swrast/prog_execute) mix the use of
2132 * these fields, we should fix this.
2133 */
2134 struct {
2135 /** Fields used by GLSL programs */
2136 struct {
2137 /** Data shared by gl_program and gl_shader_program */
2138 struct gl_shader_program_data *data;
2139
2140 struct gl_active_atomic_buffer **AtomicBuffers;
2141
2142 /** Post-link transform feedback info. */
2143 struct gl_transform_feedback_info *LinkedTransformFeedback;
2144
2145 /**
2146 * Number of types for subroutine uniforms.
2147 */
2148 GLuint NumSubroutineUniformTypes;
2149
2150 /**
2151 * Subroutine uniform remap table
2152 * based on the program level uniform remap table.
2153 */
2154 GLuint NumSubroutineUniforms; /* non-sparse total */
2155 GLuint NumSubroutineUniformRemapTable;
2156 struct gl_uniform_storage **SubroutineUniformRemapTable;
2157
2158 /**
2159 * Num of subroutine functions for this stage and storage for them.
2160 */
2161 GLuint NumSubroutineFunctions;
2162 GLuint MaxSubroutineFunctionIndex;
2163 struct gl_subroutine_function *SubroutineFunctions;
2164
2165 /**
2166 * Map from image uniform index to image unit (set by glUniform1i())
2167 *
2168 * An image uniform index is associated with each image uniform by
2169 * the linker. The image index associated with each uniform is
2170 * stored in the \c gl_uniform_storage::image field.
2171 */
2172 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2173
2174 /**
2175 * Access qualifier specified in the shader for each image uniform
2176 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY, \c
2177 * GL_READ_WRITE, or \c GL_NONE to indicate both read-only and
2178 * write-only.
2179 *
2180 * It may be different, though only more strict than the value of
2181 * \c gl_image_unit::Access for the corresponding image unit.
2182 */
2183 GLenum16 ImageAccess[MAX_IMAGE_UNIFORMS];
2184
2185 struct gl_uniform_block **UniformBlocks;
2186 struct gl_uniform_block **ShaderStorageBlocks;
2187
2188 /**
2189 * Bitmask of shader storage blocks not declared as read-only.
2190 */
2191 unsigned ShaderStorageBlocksWriteAccess;
2192
2193 /** Which texture target is being sampled
2194 * (TEXTURE_1D/2D/3D/etc_INDEX)
2195 */
2196 GLubyte SamplerTargets[MAX_SAMPLERS];
2197
2198 /**
2199 * Number of samplers declared with the bindless_sampler layout
2200 * qualifier as specified by ARB_bindless_texture.
2201 */
2202 GLuint NumBindlessSamplers;
2203 GLboolean HasBoundBindlessSampler;
2204 struct gl_bindless_sampler *BindlessSamplers;
2205
2206 /**
2207 * Number of images declared with the bindless_image layout qualifier
2208 * as specified by ARB_bindless_texture.
2209 */
2210 GLuint NumBindlessImages;
2211 GLboolean HasBoundBindlessImage;
2212 struct gl_bindless_image *BindlessImages;
2213
2214 union {
2215 struct {
2216 /**
2217 * A bitmask of gl_advanced_blend_mode values
2218 */
2219 GLbitfield BlendSupport;
2220 } fs;
2221 };
2222 } sh;
2223
2224 /** ARB assembly-style program fields */
2225 struct {
2226 struct prog_instruction *Instructions;
2227
2228 /**
2229 * Local parameters used by the program.
2230 *
2231 * It's dynamically allocated because it is rarely used (just
2232 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries
2233 * once it's allocated.
2234 */
2235 GLfloat (*LocalParams)[4];
2236
2237 /** Bitmask of which register files are read/written with indirect
2238 * addressing. Mask of (1 << PROGRAM_x) bits.
2239 */
2240 GLbitfield IndirectRegisterFiles;
2241
2242 /** Logical counts */
2243 /*@{*/
2244 GLuint NumInstructions;
2245 GLuint NumTemporaries;
2246 GLuint NumParameters;
2247 GLuint NumAttributes;
2248 GLuint NumAddressRegs;
2249 GLuint NumAluInstructions;
2250 GLuint NumTexInstructions;
2251 GLuint NumTexIndirections;
2252 /*@}*/
2253 /** Native, actual h/w counts */
2254 /*@{*/
2255 GLuint NumNativeInstructions;
2256 GLuint NumNativeTemporaries;
2257 GLuint NumNativeParameters;
2258 GLuint NumNativeAttributes;
2259 GLuint NumNativeAddressRegs;
2260 GLuint NumNativeAluInstructions;
2261 GLuint NumNativeTexInstructions;
2262 GLuint NumNativeTexIndirections;
2263 /*@}*/
2264
2265 /** Used by ARB assembly-style programs. Can only be true for vertex
2266 * programs.
2267 */
2268 GLboolean IsPositionInvariant;
2269 } arb;
2270 };
2271 };
2272
2273
2274 /**
2275 * State common to vertex and fragment programs.
2276 */
2277 struct gl_program_state
2278 {
2279 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2280 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2281 };
2282
2283
2284 /**
2285 * Context state for vertex programs.
2286 */
2287 struct gl_vertex_program_state
2288 {
2289 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2290 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2291 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2292 /** Should fixed-function T&L be implemented with a vertex prog? */
2293 GLboolean _MaintainTnlProgram;
2294 /** Whether the fixed-func program is being used right now. */
2295 GLboolean _UsesTnlProgram;
2296
2297 struct gl_program *Current; /**< User-bound vertex program */
2298
2299 /** Currently enabled and valid vertex program (including internal
2300 * programs, user-defined vertex programs and GLSL vertex shaders).
2301 * This is the program we must use when rendering.
2302 */
2303 struct gl_program *_Current;
2304
2305 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2306
2307 /** Program to emulate fixed-function T&L (see above) */
2308 struct gl_program *_TnlProgram;
2309
2310 /** Cache of fixed-function programs */
2311 struct gl_program_cache *Cache;
2312
2313 GLboolean _Overriden;
2314
2315 /**
2316 * If we have a vertex program, a TNL program or no program at all.
2317 * Note that this value should be kept up to date all the time,
2318 * nevertheless its correctness is asserted in _mesa_update_state.
2319 * The reason is to avoid calling _mesa_update_state twice we need
2320 * this value on draw *before* actually calling _mesa_update_state.
2321 * Also it should need to get recomputed only on changes to the
2322 * vertex program which are heavyweight already.
2323 */
2324 gl_vertex_processing_mode _VPMode;
2325 };
2326
2327 /**
2328 * Context state for tessellation control programs.
2329 */
2330 struct gl_tess_ctrl_program_state
2331 {
2332 /** Currently bound and valid shader. */
2333 struct gl_program *_Current;
2334
2335 GLint patch_vertices;
2336 GLfloat patch_default_outer_level[4];
2337 GLfloat patch_default_inner_level[2];
2338 };
2339
2340 /**
2341 * Context state for tessellation evaluation programs.
2342 */
2343 struct gl_tess_eval_program_state
2344 {
2345 /** Currently bound and valid shader. */
2346 struct gl_program *_Current;
2347 };
2348
2349 /**
2350 * Context state for geometry programs.
2351 */
2352 struct gl_geometry_program_state
2353 {
2354 /**
2355 * Currently enabled and valid program (including internal programs
2356 * and compiled shader programs).
2357 */
2358 struct gl_program *_Current;
2359 };
2360
2361 /**
2362 * Context state for fragment programs.
2363 */
2364 struct gl_fragment_program_state
2365 {
2366 GLboolean Enabled; /**< User-set fragment program enable flag */
2367 /** Should fixed-function texturing be implemented with a fragment prog? */
2368 GLboolean _MaintainTexEnvProgram;
2369 /** Whether the fixed-func program is being used right now. */
2370 GLboolean _UsesTexEnvProgram;
2371
2372 struct gl_program *Current; /**< User-bound fragment program */
2373
2374 /**
2375 * Currently enabled and valid fragment program (including internal
2376 * programs, user-defined fragment programs and GLSL fragment shaders).
2377 * This is the program we must use when rendering.
2378 */
2379 struct gl_program *_Current;
2380
2381 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2382
2383 /** Program to emulate fixed-function texture env/combine (see above) */
2384 struct gl_program *_TexEnvProgram;
2385
2386 /** Cache of fixed-function programs */
2387 struct gl_program_cache *Cache;
2388 };
2389
2390
2391 /**
2392 * Context state for compute programs.
2393 */
2394 struct gl_compute_program_state
2395 {
2396 /** Currently enabled and valid program (including internal programs
2397 * and compiled shader programs).
2398 */
2399 struct gl_program *_Current;
2400 };
2401
2402
2403 /**
2404 * ATI_fragment_shader runtime state
2405 */
2406
2407 struct atifs_instruction;
2408 struct atifs_setupinst;
2409
2410 /**
2411 * ATI fragment shader
2412 */
2413 struct ati_fragment_shader
2414 {
2415 GLuint Id;
2416 GLint RefCount;
2417 struct atifs_instruction *Instructions[2];
2418 struct atifs_setupinst *SetupInst[2];
2419 GLfloat Constants[8][4];
2420 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2421 GLubyte numArithInstr[2];
2422 GLubyte regsAssigned[2];
2423 GLubyte NumPasses; /**< 1 or 2 */
2424 /**
2425 * Current compile stage: 0 setup pass1, 1 arith pass1,
2426 * 2 setup pass2, 3 arith pass2.
2427 */
2428 GLubyte cur_pass;
2429 GLubyte last_optype;
2430 GLboolean interpinp1;
2431 GLboolean isValid;
2432 /**
2433 * Array of 2 bit values for each tex unit to remember whether
2434 * STR or STQ swizzle was used
2435 */
2436 GLuint swizzlerq;
2437 struct gl_program *Program;
2438 };
2439
2440 /**
2441 * Context state for GL_ATI_fragment_shader
2442 */
2443 struct gl_ati_fragment_shader_state
2444 {
2445 GLboolean Enabled;
2446 GLboolean Compiling;
2447 GLfloat GlobalConstants[8][4];
2448 struct ati_fragment_shader *Current;
2449 };
2450
2451 /**
2452 * Shader subroutine function definition
2453 */
2454 struct gl_subroutine_function
2455 {
2456 char *name;
2457 int index;
2458 int num_compat_types;
2459 const struct glsl_type **types;
2460 };
2461
2462 /**
2463 * Shader information needed by both gl_shader and gl_linked shader.
2464 */
2465 struct gl_shader_info
2466 {
2467 /**
2468 * Tessellation Control shader state from layout qualifiers.
2469 */
2470 struct {
2471 /**
2472 * 0 - vertices not declared in shader, or
2473 * 1 .. GL_MAX_PATCH_VERTICES
2474 */
2475 GLint VerticesOut;
2476 } TessCtrl;
2477
2478 /**
2479 * Tessellation Evaluation shader state from layout qualifiers.
2480 */
2481 struct {
2482 /**
2483 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2484 * in this shader.
2485 */
2486 GLenum16 PrimitiveMode;
2487
2488 enum gl_tess_spacing Spacing;
2489
2490 /**
2491 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2492 */
2493 GLenum16 VertexOrder;
2494 /**
2495 * 1, 0, or -1 if it's not set in this shader.
2496 */
2497 int PointMode;
2498 } TessEval;
2499
2500 /**
2501 * Geometry shader state from GLSL 1.50 layout qualifiers.
2502 */
2503 struct {
2504 GLint VerticesOut;
2505 /**
2506 * 0 - Invocations count not declared in shader, or
2507 * 1 .. Const.MaxGeometryShaderInvocations
2508 */
2509 GLint Invocations;
2510 /**
2511 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2512 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2513 * shader.
2514 */
2515 GLenum16 InputType;
2516 /**
2517 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2518 * it's not set in this shader.
2519 */
2520 GLenum16 OutputType;
2521 } Geom;
2522
2523 /**
2524 * Compute shader state from ARB_compute_shader and
2525 * ARB_compute_variable_group_size layout qualifiers.
2526 */
2527 struct {
2528 /**
2529 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2530 * it's not set in this shader.
2531 */
2532 unsigned LocalSize[3];
2533
2534 /**
2535 * Whether a variable work group size has been specified as defined by
2536 * ARB_compute_variable_group_size.
2537 */
2538 bool LocalSizeVariable;
2539
2540 /*
2541 * Arrangement of invocations used to calculate derivatives in a compute
2542 * shader. From NV_compute_shader_derivatives.
2543 */
2544 enum gl_derivative_group DerivativeGroup;
2545 } Comp;
2546 };
2547
2548 /**
2549 * A linked GLSL shader object.
2550 */
2551 struct gl_linked_shader
2552 {
2553 gl_shader_stage Stage;
2554
2555 #ifdef DEBUG
2556 unsigned SourceChecksum;
2557 #endif
2558
2559 struct gl_program *Program; /**< Post-compile assembly code */
2560
2561 /**
2562 * \name Sampler tracking
2563 *
2564 * \note Each of these fields is only set post-linking.
2565 */
2566 /*@{*/
2567 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2568 /*@}*/
2569
2570 /**
2571 * Number of default uniform block components used by this shader.
2572 *
2573 * This field is only set post-linking.
2574 */
2575 unsigned num_uniform_components;
2576
2577 /**
2578 * Number of combined uniform components used by this shader.
2579 *
2580 * This field is only set post-linking. It is the sum of the uniform block
2581 * sizes divided by sizeof(float), and num_uniform_compoennts.
2582 */
2583 unsigned num_combined_uniform_components;
2584
2585 struct exec_list *ir;
2586 struct exec_list *packed_varyings;
2587 struct exec_list *fragdata_arrays;
2588 struct glsl_symbol_table *symbols;
2589
2590 /**
2591 * ARB_gl_spirv related data.
2592 *
2593 * This is actually a reference to the gl_shader::spirv_data, which
2594 * stores information that is also needed during linking.
2595 */
2596 struct gl_shader_spirv_data *spirv_data;
2597 };
2598
2599
2600 /**
2601 * Compile status enum. COMPILE_SKIPPED is used to indicate the compile
2602 * was skipped due to the shader matching one that's been seen before by
2603 * the on-disk cache.
2604 */
2605 enum gl_compile_status
2606 {
2607 COMPILE_FAILURE = 0,
2608 COMPILE_SUCCESS,
2609 COMPILE_SKIPPED
2610 };
2611
2612 /**
2613 * A GLSL shader object.
2614 */
2615 struct gl_shader
2616 {
2617 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2618 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2619 * Must be the first field.
2620 */
2621 GLenum16 Type;
2622 gl_shader_stage Stage;
2623 GLuint Name; /**< AKA the handle */
2624 GLint RefCount; /**< Reference count */
2625 GLchar *Label; /**< GL_KHR_debug */
2626 unsigned char sha1[20]; /**< SHA1 hash of pre-processed source */
2627 GLboolean DeletePending;
2628 bool IsES; /**< True if this shader uses GLSL ES */
2629
2630 enum gl_compile_status CompileStatus;
2631
2632 #ifdef DEBUG
2633 unsigned SourceChecksum; /**< for debug/logging purposes */
2634 #endif
2635 const GLchar *Source; /**< Source code string */
2636
2637 const GLchar *FallbackSource; /**< Fallback string used by on-disk cache*/
2638
2639 GLchar *InfoLog;
2640
2641 unsigned Version; /**< GLSL version used for linking */
2642
2643 /**
2644 * A bitmask of gl_advanced_blend_mode values
2645 */
2646 GLbitfield BlendSupport;
2647
2648 struct exec_list *ir;
2649 struct glsl_symbol_table *symbols;
2650
2651 /**
2652 * Whether early fragment tests are enabled as defined by
2653 * ARB_shader_image_load_store.
2654 */
2655 bool EarlyFragmentTests;
2656
2657 bool ARB_fragment_coord_conventions_enable;
2658
2659 bool redeclares_gl_fragcoord;
2660 bool uses_gl_fragcoord;
2661
2662 bool PostDepthCoverage;
2663 bool PixelInterlockOrdered;
2664 bool PixelInterlockUnordered;
2665 bool SampleInterlockOrdered;
2666 bool SampleInterlockUnordered;
2667 bool InnerCoverage;
2668
2669 /**
2670 * Fragment shader state from GLSL 1.50 layout qualifiers.
2671 */
2672 bool origin_upper_left;
2673 bool pixel_center_integer;
2674
2675 /**
2676 * Whether bindless_sampler/bindless_image, and respectively
2677 * bound_sampler/bound_image are declared at global scope as defined by
2678 * ARB_bindless_texture.
2679 */
2680 bool bindless_sampler;
2681 bool bindless_image;
2682 bool bound_sampler;
2683 bool bound_image;
2684
2685 /**
2686 * Whether layer output is viewport-relative.
2687 */
2688 bool redeclares_gl_layer;
2689 bool layer_viewport_relative;
2690
2691 /** Global xfb_stride out qualifier if any */
2692 GLuint TransformFeedbackBufferStride[MAX_FEEDBACK_BUFFERS];
2693
2694 struct gl_shader_info info;
2695
2696 /* ARB_gl_spirv related data */
2697 struct gl_shader_spirv_data *spirv_data;
2698 };
2699
2700
2701 struct gl_uniform_buffer_variable
2702 {
2703 char *Name;
2704
2705 /**
2706 * Name of the uniform as seen by glGetUniformIndices.
2707 *
2708 * glGetUniformIndices requires that the block instance index \b not be
2709 * present in the name of queried uniforms.
2710 *
2711 * \note
2712 * \c gl_uniform_buffer_variable::IndexName and
2713 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2714 */
2715 char *IndexName;
2716
2717 const struct glsl_type *Type;
2718 unsigned int Offset;
2719 GLboolean RowMajor;
2720 };
2721
2722
2723 struct gl_uniform_block
2724 {
2725 /** Declared name of the uniform block */
2726 char *Name;
2727
2728 /** Array of supplemental information about UBO ir_variables. */
2729 struct gl_uniform_buffer_variable *Uniforms;
2730 GLuint NumUniforms;
2731
2732 /**
2733 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2734 * with glBindBufferBase to bind a buffer object to this uniform block.
2735 */
2736 GLuint Binding;
2737
2738 /**
2739 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2740 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2741 */
2742 GLuint UniformBufferSize;
2743
2744 /** Stages that reference this block */
2745 uint8_t stageref;
2746
2747 /**
2748 * Linearized array index for uniform block instance arrays
2749 *
2750 * Given a uniform block instance array declared with size
2751 * blk[s_0][s_1]..[s_m], the block referenced by blk[i_0][i_1]..[i_m] will
2752 * have the linearized array index
2753 *
2754 * m-1 m
2755 * i_m + ∑ i_j * ∏ s_k
2756 * j=0 k=j+1
2757 *
2758 * For a uniform block instance that is not an array, this is always 0.
2759 */
2760 uint8_t linearized_array_index;
2761
2762 /**
2763 * Layout specified in the shader
2764 *
2765 * This isn't accessible through the API, but it is used while
2766 * cross-validating uniform blocks.
2767 */
2768 enum glsl_interface_packing _Packing;
2769 GLboolean _RowMajor;
2770 };
2771
2772 /**
2773 * Structure that represents a reference to an atomic buffer from some
2774 * shader program.
2775 */
2776 struct gl_active_atomic_buffer
2777 {
2778 /** Uniform indices of the atomic counters declared within it. */
2779 GLuint *Uniforms;
2780 GLuint NumUniforms;
2781
2782 /** Binding point index associated with it. */
2783 GLuint Binding;
2784
2785 /** Minimum reasonable size it is expected to have. */
2786 GLuint MinimumSize;
2787
2788 /** Shader stages making use of it. */
2789 GLboolean StageReferences[MESA_SHADER_STAGES];
2790 };
2791
2792 /**
2793 * Data container for shader queries. This holds only the minimal
2794 * amount of required information for resource queries to work.
2795 */
2796 struct gl_shader_variable
2797 {
2798 /**
2799 * Declared type of the variable
2800 */
2801 const struct glsl_type *type;
2802
2803 /**
2804 * If the variable is in an interface block, this is the type of the block.
2805 */
2806 const struct glsl_type *interface_type;
2807
2808 /**
2809 * For variables inside structs (possibly recursively), this is the
2810 * outermost struct type.
2811 */
2812 const struct glsl_type *outermost_struct_type;
2813
2814 /**
2815 * Declared name of the variable
2816 */
2817 char *name;
2818
2819 /**
2820 * Storage location of the base of this variable
2821 *
2822 * The precise meaning of this field depends on the nature of the variable.
2823 *
2824 * - Vertex shader input: one of the values from \c gl_vert_attrib.
2825 * - Vertex shader output: one of the values from \c gl_varying_slot.
2826 * - Geometry shader input: one of the values from \c gl_varying_slot.
2827 * - Geometry shader output: one of the values from \c gl_varying_slot.
2828 * - Fragment shader input: one of the values from \c gl_varying_slot.
2829 * - Fragment shader output: one of the values from \c gl_frag_result.
2830 * - Uniforms: Per-stage uniform slot number for default uniform block.
2831 * - Uniforms: Index within the uniform block definition for UBO members.
2832 * - Non-UBO Uniforms: explicit location until linking then reused to
2833 * store uniform slot number.
2834 * - Other: This field is not currently used.
2835 *
2836 * If the variable is a uniform, shader input, or shader output, and the
2837 * slot has not been assigned, the value will be -1.
2838 */
2839 int location;
2840
2841 /**
2842 * Specifies the first component the variable is stored in as per
2843 * ARB_enhanced_layouts.
2844 */
2845 unsigned component:2;
2846
2847 /**
2848 * Output index for dual source blending.
2849 *
2850 * \note
2851 * The GLSL spec only allows the values 0 or 1 for the index in \b dual
2852 * source blending.
2853 */
2854 unsigned index:1;
2855
2856 /**
2857 * Specifies whether a shader input/output is per-patch in tessellation
2858 * shader stages.
2859 */
2860 unsigned patch:1;
2861
2862 /**
2863 * Storage class of the variable.
2864 *
2865 * \sa (n)ir_variable_mode
2866 */
2867 unsigned mode:4;
2868
2869 /**
2870 * Interpolation mode for shader inputs / outputs
2871 *
2872 * \sa glsl_interp_mode
2873 */
2874 unsigned interpolation:2;
2875
2876 /**
2877 * Was the location explicitly set in the shader?
2878 *
2879 * If the location is explicitly set in the shader, it \b cannot be changed
2880 * by the linker or by the API (e.g., calls to \c glBindAttribLocation have
2881 * no effect).
2882 */
2883 unsigned explicit_location:1;
2884
2885 /**
2886 * Precision qualifier.
2887 */
2888 unsigned precision:2;
2889 };
2890
2891 /**
2892 * Active resource in a gl_shader_program
2893 */
2894 struct gl_program_resource
2895 {
2896 GLenum16 Type; /** Program interface type. */
2897 const void *Data; /** Pointer to resource associated data structure. */
2898 uint8_t StageReferences; /** Bitmask of shader stage references. */
2899 };
2900
2901 /**
2902 * Link status enum. LINKING_SKIPPED is used to indicate linking
2903 * was skipped due to the shader being loaded from the on-disk cache.
2904 */
2905 enum gl_link_status
2906 {
2907 LINKING_FAILURE = 0,
2908 LINKING_SUCCESS,
2909 LINKING_SKIPPED
2910 };
2911
2912 /**
2913 * A data structure to be shared by gl_shader_program and gl_program.
2914 */
2915 struct gl_shader_program_data
2916 {
2917 GLint RefCount; /**< Reference count */
2918
2919 /** SHA1 hash of linked shader program */
2920 unsigned char sha1[20];
2921
2922 unsigned NumUniformStorage;
2923 unsigned NumHiddenUniforms;
2924 struct gl_uniform_storage *UniformStorage;
2925
2926 unsigned NumUniformBlocks;
2927 unsigned NumShaderStorageBlocks;
2928
2929 struct gl_uniform_block *UniformBlocks;
2930 struct gl_uniform_block *ShaderStorageBlocks;
2931
2932 struct gl_active_atomic_buffer *AtomicBuffers;
2933 unsigned NumAtomicBuffers;
2934
2935 /* Shader cache variables used during restore */
2936 unsigned NumUniformDataSlots;
2937 union gl_constant_value *UniformDataSlots;
2938
2939 /* Used to hold initial uniform values for program binary restores.
2940 *
2941 * From the ARB_get_program_binary spec:
2942 *
2943 * "A successful call to ProgramBinary will reset all uniform
2944 * variables to their initial values. The initial value is either
2945 * the value of the variable's initializer as specified in the
2946 * original shader source, or 0 if no initializer was present.
2947 */
2948 union gl_constant_value *UniformDataDefaults;
2949
2950 /** Hash for quick search by name. */
2951 struct hash_table_u64 *ProgramResourceHash;
2952
2953 GLboolean Validated;
2954
2955 /** List of all active resources after linking. */
2956 struct gl_program_resource *ProgramResourceList;
2957 unsigned NumProgramResourceList;
2958
2959 enum gl_link_status LinkStatus; /**< GL_LINK_STATUS */
2960 GLchar *InfoLog;
2961
2962 unsigned Version; /**< GLSL version used for linking */
2963
2964 /* Mask of stages this program was linked against */
2965 unsigned linked_stages;
2966
2967 /* Whether the shaders of this program are loaded from SPIR-V binaries
2968 * (all have the SPIR_V_BINARY_ARB state). This was introduced by the
2969 * ARB_gl_spirv extension.
2970 */
2971 bool spirv;
2972 };
2973
2974 /**
2975 * A GLSL program object.
2976 * Basically a linked collection of vertex and fragment shaders.
2977 */
2978 struct gl_shader_program
2979 {
2980 GLenum16 Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2981 GLuint Name; /**< aka handle or ID */
2982 GLchar *Label; /**< GL_KHR_debug */
2983 GLint RefCount; /**< Reference count */
2984 GLboolean DeletePending;
2985
2986 /**
2987 * Is the application intending to glGetProgramBinary this program?
2988 *
2989 * BinaryRetrievableHint is the currently active hint that gets set
2990 * during initialization and after linking and BinaryRetrievableHintPending
2991 * is the hint set by the user to be active when program is linked next time.
2992 */
2993 GLboolean BinaryRetrievableHint;
2994 GLboolean BinaryRetrievableHintPending;
2995
2996 /**
2997 * Indicates whether program can be bound for individual pipeline stages
2998 * using UseProgramStages after it is next linked.
2999 */
3000 GLboolean SeparateShader;
3001
3002 GLuint NumShaders; /**< number of attached shaders */
3003 struct gl_shader **Shaders; /**< List of attached the shaders */
3004
3005 /**
3006 * User-defined attribute bindings
3007 *
3008 * These are set via \c glBindAttribLocation and are used to direct the
3009 * GLSL linker. These are \b not the values used in the compiled shader,
3010 * and they are \b not the values returned by \c glGetAttribLocation.
3011 */
3012 struct string_to_uint_map *AttributeBindings;
3013
3014 /**
3015 * User-defined fragment data bindings
3016 *
3017 * These are set via \c glBindFragDataLocation and are used to direct the
3018 * GLSL linker. These are \b not the values used in the compiled shader,
3019 * and they are \b not the values returned by \c glGetFragDataLocation.
3020 */
3021 struct string_to_uint_map *FragDataBindings;
3022 struct string_to_uint_map *FragDataIndexBindings;
3023
3024 /**
3025 * Transform feedback varyings last specified by
3026 * glTransformFeedbackVaryings().
3027 *
3028 * For the current set of transform feedback varyings used for transform
3029 * feedback output, see LinkedTransformFeedback.
3030 */
3031 struct {
3032 GLenum16 BufferMode;
3033 /** Global xfb_stride out qualifier if any */
3034 GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
3035 GLuint NumVarying;
3036 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
3037 } TransformFeedback;
3038
3039 struct gl_program *last_vert_prog;
3040
3041 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
3042 enum gl_frag_depth_layout FragDepthLayout;
3043
3044 /**
3045 * Geometry shader state - copied into gl_program by
3046 * _mesa_copy_linked_program_data().
3047 */
3048 struct {
3049 GLint VerticesIn;
3050
3051 bool UsesEndPrimitive;
3052 bool UsesStreams;
3053 } Geom;
3054
3055 /**
3056 * Compute shader state - copied into gl_program by
3057 * _mesa_copy_linked_program_data().
3058 */
3059 struct {
3060 /**
3061 * Size of shared variables accessed by the compute shader.
3062 */
3063 unsigned SharedSize;
3064 } Comp;
3065
3066 /** Data shared by gl_program and gl_shader_program */
3067 struct gl_shader_program_data *data;
3068
3069 /**
3070 * Mapping from GL uniform locations returned by \c glUniformLocation to
3071 * UniformStorage entries. Arrays will have multiple contiguous slots
3072 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
3073 */
3074 unsigned NumUniformRemapTable;
3075 struct gl_uniform_storage **UniformRemapTable;
3076
3077 /**
3078 * Sometimes there are empty slots left over in UniformRemapTable after we
3079 * allocate slots to explicit locations. This list stores the blocks of
3080 * continuous empty slots inside UniformRemapTable.
3081 */
3082 struct exec_list EmptyUniformLocations;
3083
3084 /**
3085 * Total number of explicit uniform location including inactive uniforms.
3086 */
3087 unsigned NumExplicitUniformLocations;
3088
3089 /**
3090 * Map of active uniform names to locations
3091 *
3092 * Maps any active uniform that is not an array element to a location.
3093 * Each active uniform, including individual structure members will appear
3094 * in this map. This roughly corresponds to the set of names that would be
3095 * enumerated by \c glGetActiveUniform.
3096 */
3097 struct string_to_uint_map *UniformHash;
3098
3099 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
3100
3101 bool IsES; /**< True if this program uses GLSL ES */
3102
3103 /**
3104 * Per-stage shaders resulting from the first stage of linking.
3105 *
3106 * Set of linked shaders for this program. The array is accessed using the
3107 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
3108 * \c NULL.
3109 */
3110 struct gl_linked_shader *_LinkedShaders[MESA_SHADER_STAGES];
3111
3112 /**
3113 * True if any of the fragment shaders attached to this program use:
3114 * #extension ARB_fragment_coord_conventions: enable
3115 */
3116 GLboolean ARB_fragment_coord_conventions_enable;
3117 };
3118
3119
3120 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
3121 #define GLSL_LOG 0x2 /**< Write shaders to files */
3122 #define GLSL_UNIFORMS 0x4 /**< Print glUniform calls */
3123 #define GLSL_NOP_VERT 0x8 /**< Force no-op vertex shaders */
3124 #define GLSL_NOP_FRAG 0x10 /**< Force no-op fragment shaders */
3125 #define GLSL_USE_PROG 0x20 /**< Log glUseProgram calls */
3126 #define GLSL_REPORT_ERRORS 0x40 /**< Print compilation errors */
3127 #define GLSL_DUMP_ON_ERROR 0x80 /**< Dump shaders to stderr on compile error */
3128 #define GLSL_CACHE_INFO 0x100 /**< Print debug information about shader cache */
3129 #define GLSL_CACHE_FALLBACK 0x200 /**< Force shader cache fallback paths */
3130
3131
3132 /**
3133 * Context state for GLSL vertex/fragment shaders.
3134 * Extended to support pipeline object
3135 */
3136 struct gl_pipeline_object
3137 {
3138 /** Name of the pipeline object as received from glGenProgramPipelines.
3139 * It would be 0 for shaders without separate shader objects.
3140 */
3141 GLuint Name;
3142
3143 GLint RefCount;
3144
3145 GLchar *Label; /**< GL_KHR_debug */
3146
3147 /**
3148 * Programs used for rendering
3149 *
3150 * There is a separate program set for each shader stage.
3151 */
3152 struct gl_program *CurrentProgram[MESA_SHADER_STAGES];
3153
3154 struct gl_shader_program *ReferencedPrograms[MESA_SHADER_STAGES];
3155
3156 /**
3157 * Program used by glUniform calls.
3158 *
3159 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
3160 */
3161 struct gl_shader_program *ActiveProgram;
3162
3163 GLbitfield Flags; /**< Mask of GLSL_x flags */
3164 GLboolean EverBound; /**< Has the pipeline object been created */
3165 GLboolean Validated; /**< Pipeline Validation status */
3166
3167 GLchar *InfoLog;
3168 };
3169
3170 /**
3171 * Context state for GLSL pipeline shaders.
3172 */
3173 struct gl_pipeline_shader_state
3174 {
3175 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
3176 struct gl_pipeline_object *Current;
3177
3178 /** Default Object to ensure that _Shader is never NULL */
3179 struct gl_pipeline_object *Default;
3180
3181 /** Pipeline objects */
3182 struct _mesa_HashTable *Objects;
3183 };
3184
3185 /**
3186 * Compiler options for a single GLSL shaders type
3187 */
3188 struct gl_shader_compiler_options
3189 {
3190 /** Driver-selectable options: */
3191 GLboolean EmitNoLoops;
3192 GLboolean EmitNoCont; /**< Emit CONT opcode? */
3193 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
3194 GLboolean EmitNoPow; /**< Emit POW opcodes? */
3195 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
3196 GLboolean LowerCombinedClipCullDistance; /** Lower gl_ClipDistance and
3197 * gl_CullDistance together from
3198 * float[8] to vec4[2]
3199 **/
3200 GLbitfield LowerBuiltinVariablesXfb; /**< Which builtin variables should
3201 * be lowered for transform feedback
3202 **/
3203
3204 /**
3205 * If we can lower the precision of variables based on precision
3206 * qualifiers
3207 */
3208 GLboolean LowerPrecision;
3209
3210 /**
3211 * \name Forms of indirect addressing the driver cannot do.
3212 */
3213 /*@{*/
3214 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
3215 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
3216 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
3217 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
3218 GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
3219 /*@}*/
3220
3221 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
3222 GLuint MaxUnrollIterations;
3223
3224 /**
3225 * Optimize code for array of structures backends.
3226 *
3227 * This is a proxy for:
3228 * - preferring DP4 instructions (rather than MUL/MAD) for
3229 * matrix * vector operations, such as position transformation.
3230 */
3231 GLboolean OptimizeForAOS;
3232
3233 /** Lower UBO and SSBO access to intrinsics. */
3234 GLboolean LowerBufferInterfaceBlocks;
3235
3236 /** Clamp UBO and SSBO block indices so they don't go out-of-bounds. */
3237 GLboolean ClampBlockIndicesToArrayBounds;
3238
3239 /** (driconf) Force gl_Position to be considered invariant */
3240 GLboolean PositionAlwaysInvariant;
3241
3242 const struct nir_shader_compiler_options *NirOptions;
3243 };
3244
3245
3246 /**
3247 * Occlusion/timer query object.
3248 */
3249 struct gl_query_object
3250 {
3251 GLenum16 Target; /**< The query target, when active */
3252 GLuint Id; /**< hash table ID/name */
3253 GLchar *Label; /**< GL_KHR_debug */
3254 GLuint64EXT Result; /**< the counter */
3255 GLboolean Active; /**< inside Begin/EndQuery */
3256 GLboolean Ready; /**< result is ready? */
3257 GLboolean EverBound;/**< has query object ever been bound */
3258 GLuint Stream; /**< The stream */
3259 };
3260
3261
3262 /**
3263 * Context state for query objects.
3264 */
3265 struct gl_query_state
3266 {
3267 struct _mesa_HashTable *QueryObjects;
3268 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
3269 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
3270
3271 /** GL_NV_conditional_render */
3272 struct gl_query_object *CondRenderQuery;
3273
3274 /** GL_EXT_transform_feedback */
3275 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
3276 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
3277
3278 /** GL_ARB_transform_feedback_overflow_query */
3279 struct gl_query_object *TransformFeedbackOverflow[MAX_VERTEX_STREAMS];
3280 struct gl_query_object *TransformFeedbackOverflowAny;
3281
3282 /** GL_ARB_timer_query */
3283 struct gl_query_object *TimeElapsed;
3284
3285 /** GL_ARB_pipeline_statistics_query */
3286 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
3287
3288 GLenum16 CondRenderMode;
3289 };
3290
3291
3292 /** Sync object state */
3293 struct gl_sync_object
3294 {
3295 GLuint Name; /**< Fence name */
3296 GLint RefCount; /**< Reference count */
3297 GLchar *Label; /**< GL_KHR_debug */
3298 GLboolean DeletePending; /**< Object was deleted while there were still
3299 * live references (e.g., sync not yet finished)
3300 */
3301 GLenum16 SyncCondition;
3302 GLbitfield Flags; /**< Flags passed to glFenceSync */
3303 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
3304 };
3305
3306
3307 /**
3308 * State which can be shared by multiple contexts:
3309 */
3310 struct gl_shared_state
3311 {
3312 simple_mtx_t Mutex; /**< for thread safety */
3313 GLint RefCount; /**< Reference count */
3314 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
3315 struct _mesa_HashTable *BitmapAtlas; /**< For optimized glBitmap text */
3316 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
3317
3318 /** Default texture objects (shared by all texture units) */
3319 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
3320
3321 /** Fallback texture used when a bound texture is incomplete */
3322 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
3323
3324 /**
3325 * \name Thread safety and statechange notification for texture
3326 * objects.
3327 *
3328 * \todo Improve the granularity of locking.
3329 */
3330 /*@{*/
3331 mtx_t TexMutex; /**< texobj thread safety */
3332 GLuint TextureStateStamp; /**< state notification for shared tex */
3333 /*@}*/
3334
3335 /**
3336 * \name Vertex/geometry/fragment programs
3337 */
3338 /*@{*/
3339 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3340 struct gl_program *DefaultVertexProgram;
3341 struct gl_program *DefaultFragmentProgram;
3342 /*@}*/
3343
3344 /* GL_ATI_fragment_shader */
3345 struct _mesa_HashTable *ATIShaders;
3346 struct ati_fragment_shader *DefaultFragmentShader;
3347
3348 struct _mesa_HashTable *BufferObjects;
3349
3350 /** Table of both gl_shader and gl_shader_program objects */
3351 struct _mesa_HashTable *ShaderObjects;
3352
3353 /* GL_EXT_framebuffer_object */
3354 struct _mesa_HashTable *RenderBuffers;
3355 struct _mesa_HashTable *FrameBuffers;
3356
3357 /* GL_ARB_sync */
3358 struct set *SyncObjects;
3359
3360 /** GL_ARB_sampler_objects */
3361 struct _mesa_HashTable *SamplerObjects;
3362
3363 /* GL_ARB_bindless_texture */
3364 struct hash_table_u64 *TextureHandles;
3365 struct hash_table_u64 *ImageHandles;
3366 mtx_t HandlesMutex; /**< For texture/image handles safety */
3367
3368 /* GL_ARB_shading_language_include */
3369 struct shader_includes *ShaderIncludes;
3370 /* glCompileShaderInclude expects ShaderIncludes not to change while it is
3371 * in progress.
3372 */
3373 mtx_t ShaderIncludeMutex;
3374
3375 /**
3376 * Some context in this share group was affected by a GPU reset
3377 *
3378 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3379 * been affected by a GPU reset must also return
3380 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3381 *
3382 * Once this field becomes true, it is never reset to false.
3383 */
3384 bool ShareGroupReset;
3385
3386 /** EXT_external_objects */
3387 struct _mesa_HashTable *MemoryObjects;
3388
3389 /** EXT_semaphore */
3390 struct _mesa_HashTable *SemaphoreObjects;
3391
3392 /**
3393 * Some context in this share group was affected by a disjoint
3394 * operation. This operation can be anything that has effects on
3395 * values of timer queries in such manner that they become invalid for
3396 * performance metrics. As example gpu reset, counter overflow or gpu
3397 * frequency changes.
3398 */
3399 bool DisjointOperation;
3400 };
3401
3402
3403
3404 /**
3405 * Renderbuffers represent drawing surfaces such as color, depth and/or
3406 * stencil. A framebuffer object has a set of renderbuffers.
3407 * Drivers will typically derive subclasses of this type.
3408 */
3409 struct gl_renderbuffer
3410 {
3411 simple_mtx_t Mutex; /**< for thread safety */
3412 GLuint ClassID; /**< Useful for drivers */
3413 GLuint Name;
3414 GLchar *Label; /**< GL_KHR_debug */
3415 GLint RefCount;
3416 GLuint Width, Height;
3417 GLuint Depth;
3418 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3419 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3420 /**
3421 * True for renderbuffers that wrap textures, giving the driver a chance to
3422 * flush render caches through the FinishRenderTexture hook.
3423 *
3424 * Drivers may also set this on renderbuffers other than those generated by
3425 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3426 * called without a rb->TexImage.
3427 */
3428 GLboolean NeedsFinishRenderTexture;
3429 GLubyte NumSamples; /**< zero means not multisampled */
3430 GLubyte NumStorageSamples; /**< for AMD_framebuffer_multisample_advanced */
3431 GLenum16 InternalFormat; /**< The user-specified format */
3432 GLenum16 _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3433 GL_STENCIL_INDEX. */
3434 mesa_format Format; /**< The actual renderbuffer memory format */
3435 /**
3436 * Pointer to the texture image if this renderbuffer wraps a texture,
3437 * otherwise NULL.
3438 *
3439 * Note that the reference on the gl_texture_object containing this
3440 * TexImage is held by the gl_renderbuffer_attachment.
3441 */
3442 struct gl_texture_image *TexImage;
3443
3444 /** Delete this renderbuffer */
3445 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3446
3447 /** Allocate new storage for this renderbuffer */
3448 GLboolean (*AllocStorage)(struct gl_context *ctx,
3449 struct gl_renderbuffer *rb,
3450 GLenum internalFormat,
3451 GLuint width, GLuint height);
3452 };
3453
3454
3455 /**
3456 * A renderbuffer attachment points to either a texture object (and specifies
3457 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3458 */
3459 struct gl_renderbuffer_attachment
3460 {
3461 GLenum16 Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3462 GLboolean Complete;
3463
3464 /**
3465 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3466 * application supplied renderbuffer object.
3467 */
3468 struct gl_renderbuffer *Renderbuffer;
3469
3470 /**
3471 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3472 * supplied texture object.
3473 */
3474 struct gl_texture_object *Texture;
3475 GLuint TextureLevel; /**< Attached mipmap level. */
3476 GLsizei NumSamples; /**< from FramebufferTexture2DMultisampleEXT */
3477 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3478 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3479 * and 2D array textures */
3480 GLboolean Layered;
3481 };
3482
3483
3484 /**
3485 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3486 * In C++ terms, think of this as a base class from which device drivers
3487 * will make derived classes.
3488 */
3489 struct gl_framebuffer
3490 {
3491 simple_mtx_t Mutex; /**< for thread safety */
3492 /**
3493 * If zero, this is a window system framebuffer. If non-zero, this
3494 * is a FBO framebuffer; note that for some devices (i.e. those with
3495 * a natural pixel coordinate system for FBOs that differs from the
3496 * OpenGL/Mesa coordinate system), this means that the viewport,
3497 * polygon face orientation, and polygon stipple will have to be inverted.
3498 */
3499 GLuint Name;
3500 GLint RefCount;
3501
3502 GLchar *Label; /**< GL_KHR_debug */
3503
3504 GLboolean DeletePending;
3505
3506 /**
3507 * The framebuffer's visual. Immutable if this is a window system buffer.
3508 * Computed from attachments if user-made FBO.
3509 */
3510 struct gl_config Visual;
3511
3512 /**
3513 * Size of frame buffer in pixels. If there are no attachments, then both
3514 * of these are 0.
3515 */
3516 GLuint Width, Height;
3517
3518 /**
3519 * In the case that the framebuffer has no attachment (i.e.
3520 * GL_ARB_framebuffer_no_attachments) then the geometry of
3521 * the framebuffer is specified by the default values.
3522 */
3523 struct {
3524 GLuint Width, Height, Layers, NumSamples;
3525 GLboolean FixedSampleLocations;
3526 /* Derived from NumSamples by the driver so that it can choose a valid
3527 * value for the hardware.
3528 */
3529 GLuint _NumSamples;
3530 } DefaultGeometry;
3531
3532 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3533 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3534 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3535 */
3536 /*@{*/
3537 GLint _Xmin, _Xmax;
3538 GLint _Ymin, _Ymax;
3539 /*@}*/
3540
3541 /** \name Derived Z buffer stuff */
3542 /*@{*/
3543 GLuint _DepthMax; /**< Max depth buffer value */
3544 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3545 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3546 /*@}*/
3547
3548 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3549 GLenum16 _Status;
3550
3551 /** Whether one of Attachment has Type != GL_NONE
3552 * NOTE: the values for Width and Height are set to 0 in case of having
3553 * no attachments, a backend driver supporting the extension
3554 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3555 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3556 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3557 * _Ymax do NOT take into account _HasAttachments being false). To get the
3558 * geometry of the framebuffer, the helper functions
3559 * _mesa_geometric_width(),
3560 * _mesa_geometric_height(),
3561 * _mesa_geometric_samples() and
3562 * _mesa_geometric_layers()
3563 * are available that check _HasAttachments.
3564 */
3565 bool _HasAttachments;
3566
3567 GLbitfield _IntegerBuffers; /**< Which color buffers are integer valued */
3568 GLbitfield _RGBBuffers; /**< Which color buffers have baseformat == RGB */
3569 GLbitfield _FP32Buffers; /**< Which color buffers are FP32 */
3570
3571 /* ARB_color_buffer_float */
3572 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3573 GLboolean _HasSNormOrFloatColorBuffer;
3574
3575 /**
3576 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3577 * is not layered. For cube maps and cube map arrays, each cube face
3578 * counts as a layer. As the case for Width, Height a backend driver
3579 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3580 * in the case that _HasAttachments is false
3581 */
3582 GLuint MaxNumLayers;
3583
3584 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3585 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3586
3587 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3588 * attribute group and GL_PIXEL attribute group, respectively.
3589 */
3590 GLenum16 ColorDrawBuffer[MAX_DRAW_BUFFERS];
3591 GLenum16 ColorReadBuffer;
3592
3593 /* GL_ARB_sample_locations */
3594 GLfloat *SampleLocationTable; /**< If NULL, no table has been specified */
3595 GLboolean ProgrammableSampleLocations;
3596 GLboolean SampleLocationPixelGrid;
3597
3598 /** Computed from ColorDraw/ReadBuffer above */
3599 GLuint _NumColorDrawBuffers;
3600 gl_buffer_index _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS];
3601 gl_buffer_index _ColorReadBufferIndex;
3602 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3603 struct gl_renderbuffer *_ColorReadBuffer;
3604
3605 /* GL_MESA_framebuffer_flip_y */
3606 bool FlipY;
3607
3608 /** Delete this framebuffer */
3609 void (*Delete)(struct gl_framebuffer *fb);
3610 };
3611
3612
3613 /**
3614 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3615 */
3616 struct gl_precision
3617 {
3618 GLushort RangeMin; /**< min value exponent */
3619 GLushort RangeMax; /**< max value exponent */
3620 GLushort Precision; /**< number of mantissa bits */
3621 };
3622
3623
3624 /**
3625 * Limits for vertex, geometry and fragment programs/shaders.
3626 */
3627 struct gl_program_constants
3628 {
3629 /* logical limits */
3630 GLuint MaxInstructions;
3631 GLuint MaxAluInstructions;
3632 GLuint MaxTexInstructions;
3633 GLuint MaxTexIndirections;
3634 GLuint MaxAttribs;
3635 GLuint MaxTemps;
3636 GLuint MaxAddressRegs;
3637 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3638 GLuint MaxParameters;
3639 GLuint MaxLocalParams;
3640 GLuint MaxEnvParams;
3641 /* native/hardware limits */
3642 GLuint MaxNativeInstructions;
3643 GLuint MaxNativeAluInstructions;
3644 GLuint MaxNativeTexInstructions;
3645 GLuint MaxNativeTexIndirections;
3646 GLuint MaxNativeAttribs;
3647 GLuint MaxNativeTemps;
3648 GLuint MaxNativeAddressRegs;
3649 GLuint MaxNativeParameters;
3650 /* For shaders */
3651 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3652
3653 /**
3654 * \name Per-stage input / output limits
3655 *
3656 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3657 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3658 * ES). This is stored as \c gl_constants::MaxVarying.
3659 *
3660 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3661 * variables. Each stage as a certain number of outputs that it can feed
3662 * to the next stage and a certain number inputs that it can consume from
3663 * the previous stage.
3664 *
3665 * Vertex shader inputs do not participate this in this accounting.
3666 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3667 *
3668 * Fragment shader outputs do not participate this in this accounting.
3669 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3670 */
3671 /*@{*/
3672 GLuint MaxInputComponents;
3673 GLuint MaxOutputComponents;
3674 /*@}*/
3675
3676 /* ES 2.0 and GL_ARB_ES2_compatibility */
3677 struct gl_precision LowFloat, MediumFloat, HighFloat;
3678 struct gl_precision LowInt, MediumInt, HighInt;
3679 /* GL_ARB_uniform_buffer_object */
3680 GLuint MaxUniformBlocks;
3681 uint64_t MaxCombinedUniformComponents;
3682 GLuint MaxTextureImageUnits;
3683
3684 /* GL_ARB_shader_atomic_counters */
3685 GLuint MaxAtomicBuffers;
3686 GLuint MaxAtomicCounters;
3687
3688 /* GL_ARB_shader_image_load_store */
3689 GLuint MaxImageUniforms;
3690
3691 /* GL_ARB_shader_storage_buffer_object */
3692 GLuint MaxShaderStorageBlocks;
3693 };
3694
3695 /**
3696 * Constants which may be overridden by device driver during context creation
3697 * but are never changed after that.
3698 */
3699 struct gl_constants
3700 {
3701 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3702 GLuint MaxTextureSize; /**< Max 1D/2D texture size, in pixels*/
3703 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3704 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3705 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3706 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3707 GLuint MaxTextureCoordUnits;
3708 GLuint MaxCombinedTextureImageUnits;
3709 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3710 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3711 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3712 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3713
3714 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3715
3716 GLuint MaxArrayLockSize;
3717
3718 GLint SubPixelBits;
3719
3720 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3721 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3722 GLfloat PointSizeGranularity;
3723 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3724 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3725 GLfloat LineWidthGranularity;
3726
3727 GLuint MaxClipPlanes;
3728 GLuint MaxLights;
3729 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3730 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3731
3732 GLuint MaxViewportWidth, MaxViewportHeight;
3733 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3734 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3735 struct {
3736 GLfloat Min;
3737 GLfloat Max;
3738 } ViewportBounds; /**< GL_ARB_viewport_array */
3739 GLuint MaxWindowRectangles; /**< GL_EXT_window_rectangles */
3740
3741 struct gl_program_constants Program[MESA_SHADER_STAGES];
3742 GLuint MaxProgramMatrices;
3743 GLuint MaxProgramMatrixStackDepth;
3744
3745 struct {
3746 GLuint SamplesPassed;
3747 GLuint TimeElapsed;
3748 GLuint Timestamp;
3749 GLuint PrimitivesGenerated;
3750 GLuint PrimitivesWritten;
3751 GLuint VerticesSubmitted;
3752 GLuint PrimitivesSubmitted;
3753 GLuint VsInvocations;
3754 GLuint TessPatches;
3755 GLuint TessInvocations;
3756 GLuint GsInvocations;
3757 GLuint GsPrimitives;
3758 GLuint FsInvocations;
3759 GLuint ComputeInvocations;
3760 GLuint ClInPrimitives;
3761 GLuint ClOutPrimitives;
3762 } QueryCounterBits;
3763
3764 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3765
3766 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3767 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3768 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3769
3770 /**
3771 * GL_ARB_framebuffer_no_attachments
3772 */
3773 GLuint MaxFramebufferWidth;
3774 GLuint MaxFramebufferHeight;
3775 GLuint MaxFramebufferLayers;
3776 GLuint MaxFramebufferSamples;
3777
3778 /** Number of varying vectors between any two shader stages. */
3779 GLuint MaxVarying;
3780
3781 /** @{
3782 * GL_ARB_uniform_buffer_object
3783 */
3784 GLuint MaxCombinedUniformBlocks;
3785 GLuint MaxUniformBufferBindings;
3786 GLuint MaxUniformBlockSize;
3787 GLuint UniformBufferOffsetAlignment;
3788 /** @} */
3789
3790 /** @{
3791 * GL_ARB_shader_storage_buffer_object
3792 */
3793 GLuint MaxCombinedShaderStorageBlocks;
3794 GLuint MaxShaderStorageBufferBindings;
3795 GLuint MaxShaderStorageBlockSize;
3796 GLuint ShaderStorageBufferOffsetAlignment;
3797 /** @} */
3798
3799 /**
3800 * GL_ARB_explicit_uniform_location
3801 */
3802 GLuint MaxUserAssignableUniformLocations;
3803
3804 /** geometry shader */
3805 GLuint MaxGeometryOutputVertices;
3806 GLuint MaxGeometryTotalOutputComponents;
3807 GLuint MaxGeometryShaderInvocations;
3808
3809 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3810 GLuint GLSLVersionCompat; /**< Desktop compat GLSL version supported */
3811
3812 /**
3813 * Changes default GLSL extension behavior from "error" to "warn". It's out
3814 * of spec, but it can make some apps work that otherwise wouldn't.
3815 */
3816 GLboolean ForceGLSLExtensionsWarn;
3817
3818 /**
3819 * If non-zero, forces GLSL shaders to behave as if they began
3820 * with "#version ForceGLSLVersion".
3821 */
3822 GLuint ForceGLSLVersion;
3823
3824 /**
3825 * Allow GLSL #extension directives in the middle of shaders.
3826 */
3827 GLboolean AllowGLSLExtensionDirectiveMidShader;
3828
3829 /**
3830 * Allow builtins as part of constant expressions. This was not allowed
3831 * until GLSL 1.20 this allows it everywhere.
3832 */
3833 GLboolean AllowGLSLBuiltinConstantExpression;
3834
3835 /**
3836 * Allow some relaxation of GLSL ES shader restrictions. This encompasses
3837 * a number of relaxations to the ES shader rules.
3838 */
3839 GLboolean AllowGLSLRelaxedES;
3840
3841 /**
3842 * Allow GLSL built-in variables to be redeclared verbatim
3843 */
3844 GLboolean AllowGLSLBuiltinVariableRedeclaration;
3845
3846 /**
3847 * Allow GLSL interpolation qualifier mismatch across shader stages.
3848 */
3849 GLboolean AllowGLSLCrossStageInterpolationMismatch;
3850
3851 /**
3852 * Allow creating a higher compat profile (version 3.1+) for apps that
3853 * request it. Be careful when adding that driconf option because some
3854 * features are unimplemented and might not work correctly.
3855 */
3856 GLboolean AllowHigherCompatVersion;
3857
3858 /**
3859 * Allow layout qualifiers on function parameters.
3860 */
3861 GLboolean AllowLayoutQualifiersOnFunctionParameters;
3862
3863 /**
3864 * Force computing the absolute value for sqrt() and inversesqrt() to follow
3865 * D3D9 when apps rely on this behaviour.
3866 */
3867 GLboolean ForceGLSLAbsSqrt;
3868
3869 /**
3870 * Force uninitialized variables to default to zero.
3871 */
3872 GLboolean GLSLZeroInit;
3873
3874 /**
3875 * Does the driver support real 32-bit integers? (Otherwise, integers are
3876 * simulated via floats.)
3877 */
3878 GLboolean NativeIntegers;
3879
3880 /**
3881 * Does VertexID count from zero or from base vertex?
3882 *
3883 * \note
3884 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3885 * ignored and need not be set.
3886 */
3887 bool VertexID_is_zero_based;
3888
3889 /**
3890 * If the driver supports real 32-bit integers, what integer value should be
3891 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3892 */
3893 GLuint UniformBooleanTrue;
3894
3895 /**
3896 * Maximum amount of time, measured in nanseconds, that the server can wait.
3897 */
3898 GLuint64 MaxServerWaitTimeout;
3899
3900 /** GL_EXT_provoking_vertex */
3901 GLboolean QuadsFollowProvokingVertexConvention;
3902
3903 /** GL_ARB_viewport_array */
3904 GLenum16 LayerAndVPIndexProvokingVertex;
3905
3906 /** OpenGL version 3.0 */
3907 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3908
3909 /** OpenGL version 3.2 */
3910 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3911
3912 /** OpenGL version 4.4 */
3913 GLuint MaxVertexAttribStride;
3914
3915 /** GL_EXT_transform_feedback */
3916 GLuint MaxTransformFeedbackBuffers;
3917 GLuint MaxTransformFeedbackSeparateComponents;
3918 GLuint MaxTransformFeedbackInterleavedComponents;
3919 GLuint MaxVertexStreams;
3920
3921 /** GL_EXT_gpu_shader4 */
3922 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3923
3924 /** GL_ARB_texture_gather */
3925 GLuint MinProgramTextureGatherOffset;
3926 GLuint MaxProgramTextureGatherOffset;
3927 GLuint MaxProgramTextureGatherComponents;
3928
3929 /* GL_ARB_robustness */
3930 GLenum16 ResetStrategy;
3931
3932 /* GL_KHR_robustness */
3933 GLboolean RobustAccess;
3934
3935 /* GL_ARB_blend_func_extended */
3936 GLuint MaxDualSourceDrawBuffers;
3937
3938 /**
3939 * Whether the implementation strips out and ignores texture borders.
3940 *
3941 * Many GPU hardware implementations don't support rendering with texture
3942 * borders and mipmapped textures. (Note: not static border color, but the
3943 * old 1-pixel border around each edge). Implementations then have to do
3944 * slow fallbacks to be correct, or just ignore the border and be fast but
3945 * wrong. Setting the flag strips the border off of TexImage calls,
3946 * providing "fast but wrong" at significantly reduced driver complexity.
3947 *
3948 * Texture borders are deprecated in GL 3.0.
3949 **/
3950 GLboolean StripTextureBorder;
3951
3952 /**
3953 * For drivers which can do a better job at eliminating unused uniforms
3954 * than the GLSL compiler.
3955 *
3956 * XXX Remove these as soon as a better solution is available.
3957 */
3958 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3959
3960 /**
3961 * Whether gl_FragCoord, gl_PointCoord and gl_FrontFacing
3962 * are system values.
3963 **/
3964 bool GLSLFragCoordIsSysVal;
3965 bool GLSLPointCoordIsSysVal;
3966 bool GLSLFrontFacingIsSysVal;
3967
3968 /**
3969 * Run the minimum amount of GLSL optimizations to be able to link
3970 * shaders optimally (eliminate dead varyings and uniforms) and just do
3971 * all the necessary lowering.
3972 */
3973 bool GLSLOptimizeConservatively;
3974
3975 /**
3976 * Whether to call lower_const_arrays_to_uniforms() during linking.
3977 */
3978 bool GLSLLowerConstArrays;
3979
3980 /**
3981 * True if gl_TessLevelInner/Outer[] in the TES should be inputs
3982 * (otherwise, they're system values).
3983 */
3984 bool GLSLTessLevelsAsInputs;
3985
3986 /**
3987 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3988 * than passing the transform feedback object to the drawing function.
3989 */
3990 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3991
3992 /** GL_ARB_map_buffer_alignment */
3993 GLuint MinMapBufferAlignment;
3994
3995 /**
3996 * Disable varying packing. This is out of spec, but potentially useful
3997 * for older platforms that supports a limited number of texture
3998 * indirections--on these platforms, unpacking the varyings in the fragment
3999 * shader increases the number of texture indirections by 1, which might
4000 * make some shaders not executable at all.
4001 *
4002 * Drivers that support transform feedback must set this value to GL_FALSE.
4003 */
4004 GLboolean DisableVaryingPacking;
4005
4006 /**
4007 * Disable varying packing if used for transform feedback. This is needed
4008 * for some drivers (e.g. Panfrost) where transform feedback requires
4009 * unpacked varyings.
4010 *
4011 * This variable is mutually exlusive with DisableVaryingPacking.
4012 */
4013 GLboolean DisableTransformFeedbackPacking;
4014
4015 /**
4016 * UBOs and SSBOs can be packed tightly by the OpenGL implementation when
4017 * layout is set as shared (the default) or packed. However most Mesa drivers
4018 * just use STD140 for these layouts. This flag allows drivers to use STD430
4019 * for packed and shared layouts which allows arrays to be packed more
4020 * tightly.
4021 */
4022 bool UseSTD430AsDefaultPacking;
4023
4024 /**
4025 * Should meaningful names be generated for compiler temporary variables?
4026 *
4027 * Generally, it is not useful to have the compiler generate "meaningful"
4028 * names for temporary variables that it creates. This can, however, be a
4029 * useful debugging aid. In Mesa debug builds or release builds when
4030 * MESA_GLSL is set at run-time, meaningful names will be generated.
4031 * Drivers can also force names to be generated by setting this field.
4032 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
4033 * vertex shader assembly) is set at run-time.
4034 */
4035 bool GenerateTemporaryNames;
4036
4037 /*
4038 * Maximum value supported for an index in DrawElements and friends.
4039 *
4040 * This must be at least (1ull<<24)-1. The default value is
4041 * (1ull<<32)-1.
4042 *
4043 * \since ES 3.0 or GL_ARB_ES3_compatibility
4044 * \sa _mesa_init_constants
4045 */
4046 GLuint64 MaxElementIndex;
4047
4048 /**
4049 * Disable interpretation of line continuations (lines ending with a
4050 * backslash character ('\') in GLSL source.
4051 */
4052 GLboolean DisableGLSLLineContinuations;
4053
4054 /** GL_ARB_texture_multisample */
4055 GLint MaxColorTextureSamples;
4056 GLint MaxDepthTextureSamples;
4057 GLint MaxIntegerSamples;
4058
4059 /** GL_AMD_framebuffer_multisample_advanced */
4060 GLint MaxColorFramebufferSamples;
4061 GLint MaxColorFramebufferStorageSamples;
4062 GLint MaxDepthStencilFramebufferSamples;
4063
4064 /* An array of supported MSAA modes allowing different sample
4065 * counts per attachment type.
4066 */
4067 struct {
4068 GLint NumColorSamples;
4069 GLint NumColorStorageSamples;
4070 GLint NumDepthStencilSamples;
4071 } SupportedMultisampleModes[40];
4072 GLint NumSupportedMultisampleModes;
4073
4074 /** GL_ARB_shader_atomic_counters */
4075 GLuint MaxAtomicBufferBindings;
4076 GLuint MaxAtomicBufferSize;
4077 GLuint MaxCombinedAtomicBuffers;
4078 GLuint MaxCombinedAtomicCounters;
4079
4080 /** GL_ARB_vertex_attrib_binding */
4081 GLint MaxVertexAttribRelativeOffset;
4082 GLint MaxVertexAttribBindings;
4083
4084 /* GL_ARB_shader_image_load_store */
4085 GLuint MaxImageUnits;
4086 GLuint MaxCombinedShaderOutputResources;
4087 GLuint MaxImageSamples;
4088 GLuint MaxCombinedImageUniforms;
4089
4090 /** GL_ARB_compute_shader */
4091 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
4092 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
4093 GLuint MaxComputeWorkGroupInvocations;
4094 GLuint MaxComputeSharedMemorySize;
4095
4096 /** GL_ARB_compute_variable_group_size */
4097 GLuint MaxComputeVariableGroupSize[3]; /* Array of x, y, z dimensions */
4098 GLuint MaxComputeVariableGroupInvocations;
4099
4100 /** GL_ARB_gpu_shader5 */
4101 GLfloat MinFragmentInterpolationOffset;
4102 GLfloat MaxFragmentInterpolationOffset;
4103
4104 GLboolean FakeSWMSAA;
4105
4106 /** GL_KHR_context_flush_control */
4107 GLenum16 ContextReleaseBehavior;
4108
4109 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
4110
4111 /** GL_ARB_tessellation_shader */
4112 GLuint MaxPatchVertices;
4113 GLuint MaxTessGenLevel;
4114 GLuint MaxTessPatchComponents;
4115 GLuint MaxTessControlTotalOutputComponents;
4116 bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
4117 bool PrimitiveRestartForPatches;
4118 bool LowerCsDerivedVariables; /**< Lower gl_GlobalInvocationID and
4119 * gl_LocalInvocationIndex based on
4120 * other builtin variables. */
4121
4122 /** GL_OES_primitive_bounding_box */
4123 bool NoPrimitiveBoundingBoxOutput;
4124
4125 /** GL_ARB_sparse_buffer */
4126 GLuint SparseBufferPageSize;
4127
4128 /** Used as an input for sha1 generation in the on-disk shader cache */
4129 unsigned char *dri_config_options_sha1;
4130
4131 /** When drivers are OK with mapped buffers during draw and other calls. */
4132 bool AllowMappedBuffersDuringExecution;
4133
4134 /**
4135 * Whether buffer creation, unsynchronized mapping, unmapping, and
4136 * deletion is thread-safe.
4137 */
4138 bool BufferCreateMapUnsynchronizedThreadSafe;
4139
4140 /** GL_ARB_get_program_binary */
4141 GLuint NumProgramBinaryFormats;
4142
4143 /** GL_NV_conservative_raster */
4144 GLuint MaxSubpixelPrecisionBiasBits;
4145
4146 /** GL_NV_conservative_raster_dilate */
4147 GLfloat ConservativeRasterDilateRange[2];
4148 GLfloat ConservativeRasterDilateGranularity;
4149
4150 /** Is the drivers uniform storage packed or padded to 16 bytes. */
4151 bool PackedDriverUniformStorage;
4152
4153 /** Does the driver make use of the NIR based GLSL linker */
4154 bool UseNIRGLSLLinker;
4155
4156 /** Wether or not glBitmap uses red textures rather than alpha */
4157 bool BitmapUsesRed;
4158
4159 /** Whether the vertex buffer offset is a signed 32-bit integer. */
4160 bool VertexBufferOffsetIsInt32;
4161
4162 /** Whether the driver can handle MultiDrawElements with non-VBO indices. */
4163 bool MultiDrawWithUserIndices;
4164
4165 /** Whether out-of-order draw (Begin/End) optimizations are allowed. */
4166 bool AllowDrawOutOfOrder;
4167
4168 /** Whether to allow the fast path for frequently updated VAOs. */
4169 bool AllowDynamicVAOFastPath;
4170
4171 /** GL_ARB_gl_spirv */
4172 struct spirv_supported_capabilities SpirVCapabilities;
4173
4174 /** GL_ARB_spirv_extensions */
4175 struct spirv_supported_extensions *SpirVExtensions;
4176
4177 char *VendorOverride;
4178
4179 /** Buffer size used to upload vertices from glBegin/glEnd. */
4180 unsigned glBeginEndBufferSize;
4181 };
4182
4183
4184 /**
4185 * Enable flag for each OpenGL extension. Different device drivers will
4186 * enable different extensions at runtime.
4187 */
4188 struct gl_extensions
4189 {
4190 GLboolean dummy; /* don't remove this! */
4191 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
4192 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
4193 GLboolean ANGLE_texture_compression_dxt;
4194 GLboolean ARB_ES2_compatibility;
4195 GLboolean ARB_ES3_compatibility;
4196 GLboolean ARB_ES3_1_compatibility;
4197 GLboolean ARB_ES3_2_compatibility;
4198 GLboolean ARB_arrays_of_arrays;
4199 GLboolean ARB_base_instance;
4200 GLboolean ARB_bindless_texture;
4201 GLboolean ARB_blend_func_extended;
4202 GLboolean ARB_buffer_storage;
4203 GLboolean ARB_clear_texture;
4204 GLboolean ARB_clip_control;
4205 GLboolean ARB_color_buffer_float;
4206 GLboolean ARB_compatibility;
4207 GLboolean ARB_compute_shader;
4208 GLboolean ARB_compute_variable_group_size;
4209 GLboolean ARB_conditional_render_inverted;
4210 GLboolean ARB_conservative_depth;
4211 GLboolean ARB_copy_image;
4212 GLboolean ARB_cull_distance;
4213 GLboolean ARB_depth_buffer_float;
4214 GLboolean ARB_depth_clamp;
4215 GLboolean ARB_depth_texture;
4216 GLboolean ARB_derivative_control;
4217 GLboolean ARB_draw_buffers_blend;
4218 GLboolean ARB_draw_elements_base_vertex;
4219 GLboolean ARB_draw_indirect;
4220 GLboolean ARB_draw_instanced;
4221 GLboolean ARB_fragment_coord_conventions;
4222 GLboolean ARB_fragment_layer_viewport;
4223 GLboolean ARB_fragment_program;
4224 GLboolean ARB_fragment_program_shadow;
4225 GLboolean ARB_fragment_shader;
4226 GLboolean ARB_framebuffer_no_attachments;
4227 GLboolean ARB_framebuffer_object;
4228 GLboolean ARB_fragment_shader_interlock;
4229 GLboolean ARB_enhanced_layouts;
4230 GLboolean ARB_explicit_attrib_location;
4231 GLboolean ARB_explicit_uniform_location;
4232 GLboolean ARB_gl_spirv;
4233 GLboolean ARB_gpu_shader5;
4234 GLboolean ARB_gpu_shader_fp64;
4235 GLboolean ARB_gpu_shader_int64;
4236 GLboolean ARB_half_float_vertex;
4237 GLboolean ARB_indirect_parameters;
4238 GLboolean ARB_instanced_arrays;
4239 GLboolean ARB_internalformat_query;
4240 GLboolean ARB_internalformat_query2;
4241 GLboolean ARB_map_buffer_range;
4242 GLboolean ARB_occlusion_query;
4243 GLboolean ARB_occlusion_query2;
4244 GLboolean ARB_pipeline_statistics_query;
4245 GLboolean ARB_point_sprite;
4246 GLboolean ARB_polygon_offset_clamp;
4247 GLboolean ARB_post_depth_coverage;
4248 GLboolean ARB_query_buffer_object;
4249 GLboolean ARB_robust_buffer_access_behavior;
4250 GLboolean ARB_sample_locations;
4251 GLboolean ARB_sample_shading;
4252 GLboolean ARB_seamless_cube_map;
4253 GLboolean ARB_shader_atomic_counter_ops;
4254 GLboolean ARB_shader_atomic_counters;
4255 GLboolean ARB_shader_ballot;
4256 GLboolean ARB_shader_bit_encoding;
4257 GLboolean ARB_shader_clock;
4258 GLboolean ARB_shader_draw_parameters;
4259 GLboolean ARB_shader_group_vote;
4260 GLboolean ARB_shader_image_load_store;
4261 GLboolean ARB_shader_image_size;
4262 GLboolean ARB_shader_precision;
4263 GLboolean ARB_shader_stencil_export;
4264 GLboolean ARB_shader_storage_buffer_object;
4265 GLboolean ARB_shader_texture_image_samples;
4266 GLboolean ARB_shader_texture_lod;
4267 GLboolean ARB_shader_viewport_layer_array;
4268 GLboolean ARB_shading_language_packing;
4269 GLboolean ARB_shading_language_420pack;
4270 GLboolean ARB_shadow;
4271 GLboolean ARB_sparse_buffer;
4272 GLboolean ARB_stencil_texturing;
4273 GLboolean ARB_spirv_extensions;
4274 GLboolean ARB_sync;
4275 GLboolean ARB_tessellation_shader;
4276 GLboolean ARB_texture_border_clamp;
4277 GLboolean ARB_texture_buffer_object;
4278 GLboolean ARB_texture_buffer_object_rgb32;
4279 GLboolean ARB_texture_buffer_range;
4280 GLboolean ARB_texture_compression_bptc;
4281 GLboolean ARB_texture_compression_rgtc;
4282 GLboolean ARB_texture_cube_map;
4283 GLboolean ARB_texture_cube_map_array;
4284 GLboolean ARB_texture_env_combine;
4285 GLboolean ARB_texture_env_crossbar;
4286 GLboolean ARB_texture_env_dot3;
4287 GLboolean ARB_texture_filter_anisotropic;
4288 GLboolean ARB_texture_float;
4289 GLboolean ARB_texture_gather;
4290 GLboolean ARB_texture_mirror_clamp_to_edge;
4291 GLboolean ARB_texture_multisample;
4292 GLboolean ARB_texture_non_power_of_two;
4293 GLboolean ARB_texture_stencil8;
4294 GLboolean ARB_texture_query_levels;
4295 GLboolean ARB_texture_query_lod;
4296 GLboolean ARB_texture_rg;
4297 GLboolean ARB_texture_rgb10_a2ui;
4298 GLboolean ARB_texture_view;
4299 GLboolean ARB_timer_query;
4300 GLboolean ARB_transform_feedback2;
4301 GLboolean ARB_transform_feedback3;
4302 GLboolean ARB_transform_feedback_instanced;
4303 GLboolean ARB_transform_feedback_overflow_query;
4304 GLboolean ARB_uniform_buffer_object;
4305 GLboolean ARB_vertex_attrib_64bit;
4306 GLboolean ARB_vertex_program;
4307 GLboolean ARB_vertex_shader;
4308 GLboolean ARB_vertex_type_10f_11f_11f_rev;
4309 GLboolean ARB_vertex_type_2_10_10_10_rev;
4310 GLboolean ARB_viewport_array;
4311 GLboolean EXT_blend_color;
4312 GLboolean EXT_blend_equation_separate;
4313 GLboolean EXT_blend_func_separate;
4314 GLboolean EXT_blend_minmax;
4315 GLboolean EXT_demote_to_helper_invocation;
4316 GLboolean EXT_depth_bounds_test;
4317 GLboolean EXT_disjoint_timer_query;
4318 GLboolean EXT_draw_buffers2;
4319 GLboolean EXT_EGL_image_storage;
4320 GLboolean EXT_float_blend;
4321 GLboolean EXT_framebuffer_multisample;
4322 GLboolean EXT_framebuffer_multisample_blit_scaled;
4323 GLboolean EXT_framebuffer_sRGB;
4324 GLboolean EXT_gpu_program_parameters;
4325 GLboolean EXT_gpu_shader4;
4326 GLboolean EXT_memory_object;
4327 GLboolean EXT_memory_object_fd;
4328 GLboolean EXT_multisampled_render_to_texture;
4329 GLboolean EXT_packed_float;
4330 GLboolean EXT_pixel_buffer_object;
4331 GLboolean EXT_point_parameters;
4332 GLboolean EXT_provoking_vertex;
4333 GLboolean EXT_render_snorm;
4334 GLboolean EXT_semaphore;
4335 GLboolean EXT_semaphore_fd;
4336 GLboolean EXT_shader_image_load_formatted;
4337 GLboolean EXT_shader_image_load_store;
4338 GLboolean EXT_shader_integer_mix;
4339 GLboolean EXT_shader_samples_identical;
4340 GLboolean EXT_sRGB;
4341 GLboolean EXT_stencil_two_side;
4342 GLboolean EXT_texture_array;
4343 GLboolean EXT_texture_buffer_object;
4344 GLboolean EXT_texture_compression_latc;
4345 GLboolean EXT_texture_compression_s3tc;
4346 GLboolean EXT_texture_compression_s3tc_srgb;
4347 GLboolean EXT_texture_env_dot3;
4348 GLboolean EXT_texture_filter_anisotropic;
4349 GLboolean EXT_texture_integer;
4350 GLboolean EXT_texture_mirror_clamp;
4351 GLboolean EXT_texture_norm16;
4352 GLboolean EXT_texture_shadow_lod;
4353 GLboolean EXT_texture_shared_exponent;
4354 GLboolean EXT_texture_snorm;
4355 GLboolean EXT_texture_sRGB;
4356 GLboolean EXT_texture_sRGB_R8;
4357 GLboolean EXT_texture_sRGB_decode;
4358 GLboolean EXT_texture_swizzle;
4359 GLboolean EXT_texture_type_2_10_10_10_REV;
4360 GLboolean EXT_transform_feedback;
4361 GLboolean EXT_timer_query;
4362 GLboolean EXT_vertex_array_bgra;
4363 GLboolean EXT_window_rectangles;
4364 GLboolean OES_copy_image;
4365 GLboolean OES_primitive_bounding_box;
4366 GLboolean OES_sample_variables;
4367 GLboolean OES_standard_derivatives;
4368 GLboolean OES_texture_buffer;
4369 GLboolean OES_texture_cube_map_array;
4370 GLboolean OES_texture_view;
4371 GLboolean OES_viewport_array;
4372 /* vendor extensions */
4373 GLboolean AMD_compressed_ATC_texture;
4374 GLboolean AMD_framebuffer_multisample_advanced;
4375 GLboolean AMD_depth_clamp_separate;
4376 GLboolean AMD_performance_monitor;
4377 GLboolean AMD_pinned_memory;
4378 GLboolean AMD_seamless_cubemap_per_texture;
4379 GLboolean AMD_vertex_shader_layer;
4380 GLboolean AMD_vertex_shader_viewport_index;
4381 GLboolean ANDROID_extension_pack_es31a;
4382 GLboolean APPLE_object_purgeable;
4383 GLboolean ATI_meminfo;
4384 GLboolean ATI_texture_compression_3dc;
4385 GLboolean ATI_texture_mirror_once;
4386 GLboolean ATI_texture_env_combine3;
4387 GLboolean ATI_fragment_shader;
4388 GLboolean GREMEDY_string_marker;
4389 GLboolean INTEL_blackhole_render;
4390 GLboolean INTEL_conservative_rasterization;
4391 GLboolean INTEL_performance_query;
4392 GLboolean INTEL_shader_atomic_float_minmax;
4393 GLboolean INTEL_shader_integer_functions2;
4394 GLboolean KHR_blend_equation_advanced;
4395 GLboolean KHR_blend_equation_advanced_coherent;
4396 GLboolean KHR_robustness;
4397 GLboolean KHR_texture_compression_astc_hdr;
4398 GLboolean KHR_texture_compression_astc_ldr;
4399 GLboolean KHR_texture_compression_astc_sliced_3d;
4400 GLboolean MESA_framebuffer_flip_y;
4401 GLboolean MESA_tile_raster_order;
4402 GLboolean MESA_pack_invert;
4403 GLboolean EXT_shader_framebuffer_fetch;
4404 GLboolean EXT_shader_framebuffer_fetch_non_coherent;
4405 GLboolean MESA_shader_integer_functions;
4406 GLboolean MESA_ycbcr_texture;
4407 GLboolean NV_alpha_to_coverage_dither_control;
4408 GLboolean NV_compute_shader_derivatives;
4409 GLboolean NV_conditional_render;
4410 GLboolean NV_copy_image;
4411 GLboolean NV_fill_rectangle;
4412 GLboolean NV_fog_distance;
4413 GLboolean NV_point_sprite;
4414 GLboolean NV_primitive_restart;
4415 GLboolean NV_shader_atomic_float;
4416 GLboolean NV_texture_barrier;
4417 GLboolean NV_texture_env_combine4;
4418 GLboolean NV_texture_rectangle;
4419 GLboolean NV_vdpau_interop;
4420 GLboolean NV_conservative_raster;
4421 GLboolean NV_conservative_raster_dilate;
4422 GLboolean NV_conservative_raster_pre_snap_triangles;
4423 GLboolean NV_conservative_raster_pre_snap;
4424 GLboolean NV_viewport_array2;
4425 GLboolean NV_viewport_swizzle;
4426 GLboolean NVX_gpu_memory_info;
4427 GLboolean TDFX_texture_compression_FXT1;
4428 GLboolean OES_EGL_image;
4429 GLboolean OES_draw_texture;
4430 GLboolean OES_depth_texture_cube_map;
4431 GLboolean OES_EGL_image_external;
4432 GLboolean OES_texture_float;
4433 GLboolean OES_texture_float_linear;
4434 GLboolean OES_texture_half_float;
4435 GLboolean OES_texture_half_float_linear;
4436 GLboolean OES_compressed_ETC1_RGB8_texture;
4437 GLboolean OES_geometry_shader;
4438 GLboolean OES_texture_compression_astc;
4439 GLboolean extension_sentinel;
4440 /** The extension string */
4441 const GLubyte *String;
4442 /** Number of supported extensions */
4443 GLuint Count;
4444 /**
4445 * The context version which extension helper functions compare against.
4446 * By default, the value is equal to ctx->Version. This changes to ~0
4447 * while meta is in progress.
4448 */
4449 GLubyte Version;
4450 };
4451
4452
4453 /**
4454 * A stack of matrices (projection, modelview, color, texture, etc).
4455 */
4456 struct gl_matrix_stack
4457 {
4458 GLmatrix *Top; /**< points into Stack */
4459 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
4460 unsigned StackSize; /**< Number of elements in Stack */
4461 GLuint Depth; /**< 0 <= Depth < MaxDepth */
4462 GLuint MaxDepth; /**< size of Stack[] array */
4463 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
4464 };
4465
4466
4467 /**
4468 * \name Bits for image transfer operations
4469 * \sa __struct gl_contextRec::ImageTransferState.
4470 */
4471 /*@{*/
4472 #define IMAGE_SCALE_BIAS_BIT 0x1
4473 #define IMAGE_SHIFT_OFFSET_BIT 0x2
4474 #define IMAGE_MAP_COLOR_BIT 0x4
4475 #define IMAGE_CLAMP_BIT 0x800
4476
4477
4478 /** Pixel Transfer ops */
4479 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
4480 IMAGE_SHIFT_OFFSET_BIT | \
4481 IMAGE_MAP_COLOR_BIT)
4482
4483
4484 /**
4485 * \name Bits to indicate what state has changed.
4486 */
4487 /*@{*/
4488 #define _NEW_MODELVIEW (1u << 0) /**< gl_context::ModelView */
4489 #define _NEW_PROJECTION (1u << 1) /**< gl_context::Projection */
4490 #define _NEW_TEXTURE_MATRIX (1u << 2) /**< gl_context::TextureMatrix */
4491 #define _NEW_COLOR (1u << 3) /**< gl_context::Color */
4492 #define _NEW_DEPTH (1u << 4) /**< gl_context::Depth */
4493 /* gap */
4494 #define _NEW_FOG (1u << 6) /**< gl_context::Fog */
4495 #define _NEW_HINT (1u << 7) /**< gl_context::Hint */
4496 #define _NEW_LIGHT (1u << 8) /**< gl_context::Light */
4497 #define _NEW_LINE (1u << 9) /**< gl_context::Line */
4498 #define _NEW_PIXEL (1u << 10) /**< gl_context::Pixel */
4499 #define _NEW_POINT (1u << 11) /**< gl_context::Point */
4500 #define _NEW_POLYGON (1u << 12) /**< gl_context::Polygon */
4501 #define _NEW_POLYGONSTIPPLE (1u << 13) /**< gl_context::PolygonStipple */
4502 #define _NEW_SCISSOR (1u << 14) /**< gl_context::Scissor */
4503 #define _NEW_STENCIL (1u << 15) /**< gl_context::Stencil */
4504 #define _NEW_TEXTURE_OBJECT (1u << 16) /**< gl_context::Texture (bindings only) */
4505 #define _NEW_TRANSFORM (1u << 17) /**< gl_context::Transform */
4506 #define _NEW_VIEWPORT (1u << 18) /**< gl_context::Viewport */
4507 #define _NEW_TEXTURE_STATE (1u << 19) /**< gl_context::Texture (states only) */
4508 /* gap */
4509 #define _NEW_RENDERMODE (1u << 21) /**< gl_context::RenderMode, etc */
4510 #define _NEW_BUFFERS (1u << 22) /**< gl_context::Visual, DrawBuffer, */
4511 #define _NEW_CURRENT_ATTRIB (1u << 23) /**< gl_context::Current */
4512 #define _NEW_MULTISAMPLE (1u << 24) /**< gl_context::Multisample */
4513 #define _NEW_TRACK_MATRIX (1u << 25) /**< gl_context::VertexProgram */
4514 #define _NEW_PROGRAM (1u << 26) /**< New program/shader state */
4515 #define _NEW_PROGRAM_CONSTANTS (1u << 27)
4516 /* gap */
4517 #define _NEW_FRAG_CLAMP (1u << 29)
4518 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4519 #define _NEW_VARYING_VP_INPUTS (1u << 31) /**< gl_context::varying_vp_inputs */
4520 #define _NEW_ALL ~0
4521 /*@}*/
4522
4523
4524 /**
4525 * Composite state flags
4526 */
4527 /*@{*/
4528 #define _NEW_TEXTURE (_NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE)
4529
4530 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
4531 _NEW_TEXTURE_STATE | \
4532 _NEW_POINT | \
4533 _NEW_PROGRAM | \
4534 _NEW_MODELVIEW)
4535
4536 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
4537 _NEW_FOG | \
4538 _NEW_PROGRAM)
4539
4540
4541 /*@}*/
4542
4543
4544
4545
4546 /* This has to be included here. */
4547 #include "dd.h"
4548
4549
4550 /** Opaque declaration of display list payload data type */
4551 union gl_dlist_node;
4552
4553
4554 /**
4555 * Per-display list information.
4556 */
4557 struct gl_display_list
4558 {
4559 GLuint Name;
4560 GLbitfield Flags; /**< DLIST_x flags */
4561 GLchar *Label; /**< GL_KHR_debug */
4562 /** The dlist commands are in a linked list of nodes */
4563 union gl_dlist_node *Head;
4564 };
4565
4566
4567 /**
4568 * State used during display list compilation and execution.
4569 */
4570 struct gl_dlist_state
4571 {
4572 struct gl_display_list *CurrentList; /**< List currently being compiled */
4573 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
4574 GLuint CurrentPos; /**< Index into current block of nodes */
4575 GLuint CallDepth; /**< Current recursion calling depth */
4576
4577 GLvertexformat ListVtxfmt;
4578
4579 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
4580 uint32_t CurrentAttrib[VERT_ATTRIB_MAX][8];
4581
4582 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
4583 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
4584
4585 struct {
4586 /* State known to have been set by the currently-compiling display
4587 * list. Used to eliminate some redundant state changes.
4588 */
4589 GLenum16 ShadeModel;
4590 } Current;
4591 };
4592
4593 /**
4594 * Driver-specific state flags.
4595 *
4596 * These are or'd with gl_context::NewDriverState to notify a driver about
4597 * a state change. The driver sets the flags at context creation and
4598 * the meaning of the bits set is opaque to core Mesa.
4599 */
4600 struct gl_driver_flags
4601 {
4602 /** gl_context::Array::_DrawArrays (vertex array state) */
4603 uint64_t NewArray;
4604
4605 /** gl_context::TransformFeedback::CurrentObject */
4606 uint64_t NewTransformFeedback;
4607
4608 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4609 uint64_t NewTransformFeedbackProg;
4610
4611 /** gl_context::RasterDiscard */
4612 uint64_t NewRasterizerDiscard;
4613
4614 /** gl_context::TileRasterOrder* */
4615 uint64_t NewTileRasterOrder;
4616
4617 /**
4618 * gl_context::UniformBufferBindings
4619 * gl_shader_program::UniformBlocks
4620 */
4621 uint64_t NewUniformBuffer;
4622
4623 /**
4624 * gl_context::ShaderStorageBufferBindings
4625 * gl_shader_program::ShaderStorageBlocks
4626 */
4627 uint64_t NewShaderStorageBuffer;
4628
4629 uint64_t NewTextureBuffer;
4630
4631 /**
4632 * gl_context::AtomicBufferBindings
4633 */
4634 uint64_t NewAtomicBuffer;
4635
4636 /**
4637 * gl_context::ImageUnits
4638 */
4639 uint64_t NewImageUnits;
4640
4641 /**
4642 * gl_context::TessCtrlProgram::patch_default_*
4643 */
4644 uint64_t NewDefaultTessLevels;
4645
4646 /**
4647 * gl_context::IntelConservativeRasterization
4648 */
4649 uint64_t NewIntelConservativeRasterization;
4650
4651 /**
4652 * gl_context::NvConservativeRasterization
4653 */
4654 uint64_t NewNvConservativeRasterization;
4655
4656 /**
4657 * gl_context::ConservativeRasterMode/ConservativeRasterDilate
4658 * gl_context::SubpixelPrecisionBias
4659 */
4660 uint64_t NewNvConservativeRasterizationParams;
4661
4662 /**
4663 * gl_context::Scissor::WindowRects
4664 */
4665 uint64_t NewWindowRectangles;
4666
4667 /** gl_context::Color::sRGBEnabled */
4668 uint64_t NewFramebufferSRGB;
4669
4670 /** gl_context::Scissor::EnableFlags */
4671 uint64_t NewScissorTest;
4672
4673 /** gl_context::Scissor::ScissorArray */
4674 uint64_t NewScissorRect;
4675
4676 /** gl_context::Color::Alpha* */
4677 uint64_t NewAlphaTest;
4678
4679 /** gl_context::Color::Blend/Dither */
4680 uint64_t NewBlend;
4681
4682 /** gl_context::Color::BlendColor */
4683 uint64_t NewBlendColor;
4684
4685 /** gl_context::Color::Color/Index */
4686 uint64_t NewColorMask;
4687
4688 /** gl_context::Depth */
4689 uint64_t NewDepth;
4690
4691 /** gl_context::Color::LogicOp/ColorLogicOp/IndexLogicOp */
4692 uint64_t NewLogicOp;
4693
4694 /** gl_context::Multisample::Enabled */
4695 uint64_t NewMultisampleEnable;
4696
4697 /** gl_context::Multisample::SampleAlphaTo* */
4698 uint64_t NewSampleAlphaToXEnable;
4699
4700 /** gl_context::Multisample::SampleCoverage/SampleMaskValue */
4701 uint64_t NewSampleMask;
4702
4703 /** gl_context::Multisample::(Min)SampleShading */
4704 uint64_t NewSampleShading;
4705
4706 /** gl_context::Stencil */
4707 uint64_t NewStencil;
4708
4709 /** gl_context::Transform::ClipOrigin/ClipDepthMode */
4710 uint64_t NewClipControl;
4711
4712 /** gl_context::Transform::EyeUserPlane */
4713 uint64_t NewClipPlane;
4714
4715 /** gl_context::Transform::ClipPlanesEnabled */
4716 uint64_t NewClipPlaneEnable;
4717
4718 /** gl_context::Color::ClampFragmentColor */
4719 uint64_t NewFragClamp;
4720
4721 /** gl_context::Transform::DepthClamp */
4722 uint64_t NewDepthClamp;
4723
4724 /** gl_context::Line */
4725 uint64_t NewLineState;
4726
4727 /** gl_context::Polygon */
4728 uint64_t NewPolygonState;
4729
4730 /** gl_context::PolygonStipple */
4731 uint64_t NewPolygonStipple;
4732
4733 /** gl_context::ViewportArray */
4734 uint64_t NewViewport;
4735
4736 /** Shader constants (uniforms, program parameters, state constants) */
4737 uint64_t NewShaderConstants[MESA_SHADER_STAGES];
4738
4739 /** Programmable sample location state for gl_context::DrawBuffer */
4740 uint64_t NewSampleLocations;
4741 };
4742
4743 struct gl_buffer_binding
4744 {
4745 struct gl_buffer_object *BufferObject;
4746 /** Start of uniform block data in the buffer */
4747 GLintptr Offset;
4748 /** Size of data allowed to be referenced from the buffer (in bytes) */
4749 GLsizeiptr Size;
4750 /**
4751 * glBindBufferBase() indicates that the Size should be ignored and only
4752 * limited by the current size of the BufferObject.
4753 */
4754 GLboolean AutomaticSize;
4755 };
4756
4757 /**
4758 * ARB_shader_image_load_store image unit.
4759 */
4760 struct gl_image_unit
4761 {
4762 /**
4763 * Texture object bound to this unit.
4764 */
4765 struct gl_texture_object *TexObj;
4766
4767 /**
4768 * Level of the texture object bound to this unit.
4769 */
4770 GLubyte Level;
4771
4772 /**
4773 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4774 * GL_FALSE if only some specific layer of the texture is bound.
4775 * \sa Layer
4776 */
4777 GLboolean Layered;
4778
4779 /**
4780 * Layer of the texture object bound to this unit as specified by the
4781 * application.
4782 */
4783 GLushort Layer;
4784
4785 /**
4786 * Layer of the texture object bound to this unit, or zero if
4787 * Layered == false.
4788 */
4789 GLushort _Layer;
4790
4791 /**
4792 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4793 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4794 */
4795 GLenum16 Access;
4796
4797 /**
4798 * GL internal format that determines the interpretation of the
4799 * image memory when shader image operations are performed through
4800 * this unit.
4801 */
4802 GLenum16 Format;
4803
4804 /**
4805 * Mesa format corresponding to \c Format.
4806 */
4807 mesa_format _ActualFormat:16;
4808 };
4809
4810 /**
4811 * Shader subroutines storage
4812 */
4813 struct gl_subroutine_index_binding
4814 {
4815 GLuint NumIndex;
4816 GLuint *IndexPtr;
4817 };
4818
4819 struct gl_texture_handle_object
4820 {
4821 struct gl_texture_object *texObj;
4822 struct gl_sampler_object *sampObj;
4823 GLuint64 handle;
4824 };
4825
4826 struct gl_image_handle_object
4827 {
4828 struct gl_image_unit imgObj;
4829 GLuint64 handle;
4830 };
4831
4832 struct gl_memory_object
4833 {
4834 GLuint Name; /**< hash table ID/name */
4835 GLboolean Immutable; /**< denotes mutability state of parameters */
4836 GLboolean Dedicated; /**< import memory from a dedicated allocation */
4837 };
4838
4839 struct gl_semaphore_object
4840 {
4841 GLuint Name; /**< hash table ID/name */
4842 };
4843
4844 /**
4845 * One element of the client attrib stack.
4846 */
4847 struct gl_client_attrib_node
4848 {
4849 GLbitfield Mask;
4850 struct gl_array_attrib Array;
4851 struct gl_vertex_array_object VAO;
4852 struct gl_pixelstore_attrib Pack;
4853 struct gl_pixelstore_attrib Unpack;
4854 };
4855
4856 /**
4857 * The VBO module implemented in src/vbo.
4858 */
4859 struct vbo_context {
4860 struct gl_vertex_buffer_binding binding;
4861 struct gl_array_attributes current[VBO_ATTRIB_MAX];
4862
4863 struct gl_vertex_array_object *VAO;
4864
4865 struct vbo_exec_context exec;
4866 struct vbo_save_context save;
4867 };
4868
4869 /**
4870 * Mesa rendering context.
4871 *
4872 * This is the central context data structure for Mesa. Almost all
4873 * OpenGL state is contained in this structure.
4874 * Think of this as a base class from which device drivers will derive
4875 * sub classes.
4876 */
4877 struct gl_context
4878 {
4879 /** State possibly shared with other contexts in the address space */
4880 struct gl_shared_state *Shared;
4881
4882 /** \name API function pointer tables */
4883 /*@{*/
4884 gl_api API;
4885
4886 /**
4887 * The current dispatch table for non-displaylist-saving execution, either
4888 * BeginEnd or OutsideBeginEnd
4889 */
4890 struct _glapi_table *Exec;
4891 /**
4892 * The normal dispatch table for non-displaylist-saving, non-begin/end
4893 */
4894 struct _glapi_table *OutsideBeginEnd;
4895 /** The dispatch table used between glNewList() and glEndList() */
4896 struct _glapi_table *Save;
4897 /**
4898 * The dispatch table used between glBegin() and glEnd() (outside of a
4899 * display list). Only valid functions between those two are set, which is
4900 * mostly just the set in a GLvertexformat struct.
4901 */
4902 struct _glapi_table *BeginEnd;
4903 /**
4904 * Dispatch table for when a graphics reset has happened.
4905 */
4906 struct _glapi_table *ContextLost;
4907 /**
4908 * Dispatch table used to marshal API calls from the client program to a
4909 * separate server thread. NULL if API calls are not being marshalled to
4910 * another thread.
4911 */
4912 struct _glapi_table *MarshalExec;
4913 /**
4914 * Dispatch table currently in use for fielding API calls from the client
4915 * program. If API calls are being marshalled to another thread, this ==
4916 * MarshalExec. Otherwise it == CurrentServerDispatch.
4917 */
4918 struct _glapi_table *CurrentClientDispatch;
4919
4920 /**
4921 * Dispatch table currently in use for performing API calls. == Save or
4922 * Exec.
4923 */
4924 struct _glapi_table *CurrentServerDispatch;
4925
4926 /*@}*/
4927
4928 struct glthread_state GLThread;
4929
4930 struct gl_config Visual;
4931 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4932 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4933 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4934 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4935
4936 /**
4937 * Device driver function pointer table
4938 */
4939 struct dd_function_table Driver;
4940
4941 /** Core/Driver constants */
4942 struct gl_constants Const;
4943
4944 /** \name The various 4x4 matrix stacks */
4945 /*@{*/
4946 struct gl_matrix_stack ModelviewMatrixStack;
4947 struct gl_matrix_stack ProjectionMatrixStack;
4948 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4949 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4950 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4951 /*@}*/
4952
4953 /** Combined modelview and projection matrix */
4954 GLmatrix _ModelProjectMatrix;
4955
4956 /** \name Display lists */
4957 struct gl_dlist_state ListState;
4958
4959 GLboolean ExecuteFlag; /**< Execute GL commands? */
4960 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4961
4962 /** Extension information */
4963 struct gl_extensions Extensions;
4964
4965 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4966 GLuint Version;
4967 char *VersionString;
4968
4969 /** \name State attribute stack (for glPush/PopAttrib) */
4970 /*@{*/
4971 GLuint AttribStackDepth;
4972 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4973 /*@}*/
4974
4975 /** \name Renderer attribute groups
4976 *
4977 * We define a struct for each attribute group to make pushing and popping
4978 * attributes easy. Also it's a good organization.
4979 */
4980 /*@{*/
4981 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4982 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4983 struct gl_current_attrib Current; /**< Current attributes */
4984 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4985 struct gl_eval_attrib Eval; /**< Eval attributes */
4986 struct gl_fog_attrib Fog; /**< Fog attributes */
4987 struct gl_hint_attrib Hint; /**< Hint attributes */
4988 struct gl_light_attrib Light; /**< Light attributes */
4989 struct gl_line_attrib Line; /**< Line attributes */
4990 struct gl_list_attrib List; /**< List attributes */
4991 struct gl_multisample_attrib Multisample;
4992 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4993 struct gl_point_attrib Point; /**< Point attributes */
4994 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4995 GLuint PolygonStipple[32]; /**< Polygon stipple */
4996 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4997 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4998 struct gl_texture_attrib Texture; /**< Texture attributes */
4999 struct gl_transform_attrib Transform; /**< Transformation attributes */
5000 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
5001 GLuint SubpixelPrecisionBias[2]; /**< Viewport attributes */
5002 /*@}*/
5003
5004 /** \name Client attribute stack */
5005 /*@{*/
5006 GLuint ClientAttribStackDepth;
5007 struct gl_client_attrib_node ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
5008 /*@}*/
5009
5010 /** \name Client attribute groups */
5011 /*@{*/
5012 struct gl_array_attrib Array; /**< Vertex arrays */
5013 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
5014 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
5015 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
5016 /*@}*/
5017
5018 /** \name Other assorted state (not pushed/popped on attribute stack) */
5019 /*@{*/
5020 struct gl_pixelmaps PixelMaps;
5021
5022 struct gl_evaluators EvalMap; /**< All evaluators */
5023 struct gl_feedback Feedback; /**< Feedback */
5024 struct gl_selection Select; /**< Selection */
5025
5026 struct gl_program_state Program; /**< general program state */
5027 struct gl_vertex_program_state VertexProgram;
5028 struct gl_fragment_program_state FragmentProgram;
5029 struct gl_geometry_program_state GeometryProgram;
5030 struct gl_compute_program_state ComputeProgram;
5031 struct gl_tess_ctrl_program_state TessCtrlProgram;
5032 struct gl_tess_eval_program_state TessEvalProgram;
5033 struct gl_ati_fragment_shader_state ATIFragmentShader;
5034
5035 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
5036 struct gl_pipeline_object Shader; /**< GLSL shader object state */
5037
5038 /**
5039 * Current active shader pipeline state
5040 *
5041 * Almost all internal users want ::_Shader instead of ::Shader. The
5042 * exceptions are bits of legacy GLSL API that do not know about separate
5043 * shader objects.
5044 *
5045 * If a program is active via \c glUseProgram, this will point to
5046 * \c ::Shader.
5047 *
5048 * If a program pipeline is active via \c glBindProgramPipeline, this will
5049 * point to \c ::Pipeline.Current.
5050 *
5051 * If neither a program nor a program pipeline is active, this will point to
5052 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
5053 * \c NULL.
5054 */
5055 struct gl_pipeline_object *_Shader;
5056
5057 /**
5058 * NIR containing the functions that implement software fp64 support.
5059 */
5060 struct nir_shader *SoftFP64;
5061
5062 struct gl_query_state Query; /**< occlusion, timer queries */
5063
5064 struct gl_transform_feedback_state TransformFeedback;
5065
5066 struct gl_perf_monitor_state PerfMonitor;
5067 struct gl_perf_query_state PerfQuery;
5068
5069 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
5070 struct gl_buffer_object *ParameterBuffer; /** < GL_ARB_indirect_parameters */
5071 struct gl_buffer_object *DispatchIndirectBuffer; /** < GL_ARB_compute_shader */
5072
5073 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
5074 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
5075
5076 struct gl_buffer_object *QueryBuffer; /**< GL_ARB_query_buffer_object */
5077
5078 /**
5079 * Current GL_ARB_uniform_buffer_object binding referenced by
5080 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
5081 */
5082 struct gl_buffer_object *UniformBuffer;
5083
5084 /**
5085 * Current GL_ARB_shader_storage_buffer_object binding referenced by
5086 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
5087 */
5088 struct gl_buffer_object *ShaderStorageBuffer;
5089
5090 /**
5091 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
5092 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
5093 * associated with uniform blocks by glUniformBlockBinding()'s state in the
5094 * shader program.
5095 */
5096 struct gl_buffer_binding
5097 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
5098
5099 /**
5100 * Array of shader storage buffers for ARB_shader_storage_buffer_object
5101 * and GL 4.3. This is set up using glBindBufferRange() or
5102 * glBindBufferBase(). They are associated with shader storage blocks by
5103 * glShaderStorageBlockBinding()'s state in the shader program.
5104 */
5105 struct gl_buffer_binding
5106 ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
5107
5108 /**
5109 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
5110 * target.
5111 */
5112 struct gl_buffer_object *AtomicBuffer;
5113
5114 /**
5115 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
5116 * target.
5117 */
5118 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
5119
5120 /**
5121 * Array of atomic counter buffer binding points.
5122 */
5123 struct gl_buffer_binding
5124 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
5125
5126 /**
5127 * Array of image units for ARB_shader_image_load_store.
5128 */
5129 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
5130
5131 struct gl_subroutine_index_binding SubroutineIndex[MESA_SHADER_STAGES];
5132 /*@}*/
5133
5134 struct gl_meta_state *Meta; /**< for "meta" operations */
5135
5136 /* GL_EXT_framebuffer_object */
5137 struct gl_renderbuffer *CurrentRenderbuffer;
5138
5139 GLenum16 ErrorValue; /**< Last error code */
5140
5141 /**
5142 * Recognize and silence repeated error debug messages in buggy apps.
5143 */
5144 const char *ErrorDebugFmtString;
5145 GLuint ErrorDebugCount;
5146
5147 /* GL_ARB_debug_output/GL_KHR_debug */
5148 simple_mtx_t DebugMutex;
5149 struct gl_debug_state *Debug;
5150
5151 GLenum16 RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
5152 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
5153 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
5154
5155 struct gl_driver_flags DriverFlags;
5156
5157 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
5158 GLboolean _AllowDrawOutOfOrder;
5159
5160 GLbitfield varying_vp_inputs; /**< mask of VERT_BIT_* flags */
5161
5162 /** \name Derived state */
5163 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
5164 GLfloat _EyeZDir[3];
5165 GLfloat _ModelViewInvScale; /* may be for model- or eyespace lighting */
5166 GLfloat _ModelViewInvScaleEyespace; /* always factor defined in spec */
5167 GLboolean _NeedEyeCoords;
5168 GLboolean _ForceEyeCoords;
5169
5170 GLuint TextureStateTimestamp; /**< detect changes to shared state */
5171
5172 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
5173
5174 /** \name For debugging/development only */
5175 /*@{*/
5176 GLboolean FirstTimeCurrent;
5177 /*@}*/
5178
5179 /**
5180 * False if this context was created without a config. This is needed
5181 * because the initial state of glDrawBuffers depends on this
5182 */
5183 GLboolean HasConfig;
5184
5185 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
5186
5187 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
5188 GLboolean IntelConservativeRasterization; /**< GL_CONSERVATIVE_RASTERIZATION_INTEL */
5189 GLboolean ConservativeRasterization; /**< GL_CONSERVATIVE_RASTERIZATION_NV */
5190 GLfloat ConservativeRasterDilate;
5191 GLenum16 ConservativeRasterMode;
5192
5193 GLboolean IntelBlackholeRender; /**< GL_INTEL_blackhole_render */
5194
5195 /** Does glVertexAttrib(0) alias glVertex()? */
5196 bool _AttribZeroAliasesVertex;
5197
5198 /**
5199 * When set, TileRasterOrderIncreasingX/Y control the order that a tiled
5200 * renderer's tiles should be excecuted, to meet the requirements of
5201 * GL_MESA_tile_raster_order.
5202 */
5203 GLboolean TileRasterOrderFixed;
5204 GLboolean TileRasterOrderIncreasingX;
5205 GLboolean TileRasterOrderIncreasingY;
5206
5207 /**
5208 * \name Hooks for module contexts.
5209 *
5210 * These will eventually live in the driver or elsewhere.
5211 */
5212 /*@{*/
5213 void *swrast_context;
5214 void *swsetup_context;
5215 void *swtnl_context;
5216 struct vbo_context vbo_context;
5217 struct st_context *st;
5218 /*@}*/
5219
5220 /**
5221 * \name NV_vdpau_interop
5222 */
5223 /*@{*/
5224 const void *vdpDevice;
5225 const void *vdpGetProcAddress;
5226 struct set *vdpSurfaces;
5227 /*@}*/
5228
5229 /**
5230 * Has this context observed a GPU reset in any context in the share group?
5231 *
5232 * Once this field becomes true, it is never reset to false.
5233 */
5234 GLboolean ShareGroupReset;
5235
5236 /**
5237 * \name OES_primitive_bounding_box
5238 *
5239 * Stores the arguments to glPrimitiveBoundingBox
5240 */
5241 GLfloat PrimitiveBoundingBox[8];
5242
5243 struct disk_cache *Cache;
5244
5245 /**
5246 * \name GL_ARB_bindless_texture
5247 */
5248 /*@{*/
5249 struct hash_table_u64 *ResidentTextureHandles;
5250 struct hash_table_u64 *ResidentImageHandles;
5251 /*@}*/
5252
5253 bool shader_builtin_ref;
5254 };
5255
5256 /**
5257 * Information about memory usage. All sizes are in kilobytes.
5258 */
5259 struct gl_memory_info
5260 {
5261 unsigned total_device_memory; /**< size of device memory, e.g. VRAM */
5262 unsigned avail_device_memory; /**< free device memory at the moment */
5263 unsigned total_staging_memory; /**< size of staging memory, e.g. GART */
5264 unsigned avail_staging_memory; /**< free staging memory at the moment */
5265 unsigned device_memory_evicted; /**< size of memory evicted (monotonic counter) */
5266 unsigned nr_device_memory_evictions; /**< # of evictions (monotonic counter) */
5267 };
5268
5269 #ifndef NDEBUG
5270 extern int MESA_VERBOSE;
5271 extern int MESA_DEBUG_FLAGS;
5272 #else
5273 # define MESA_VERBOSE 0
5274 # define MESA_DEBUG_FLAGS 0
5275 #endif
5276
5277
5278 /** The MESA_VERBOSE var is a bitmask of these flags */
5279 enum _verbose
5280 {
5281 VERBOSE_VARRAY = 0x0001,
5282 VERBOSE_TEXTURE = 0x0002,
5283 VERBOSE_MATERIAL = 0x0004,
5284 VERBOSE_PIPELINE = 0x0008,
5285 VERBOSE_DRIVER = 0x0010,
5286 VERBOSE_STATE = 0x0020,
5287 VERBOSE_API = 0x0040,
5288 VERBOSE_DISPLAY_LIST = 0x0100,
5289 VERBOSE_LIGHTING = 0x0200,
5290 VERBOSE_PRIMS = 0x0400,
5291 VERBOSE_VERTS = 0x0800,
5292 VERBOSE_DISASSEM = 0x1000,
5293 VERBOSE_DRAW = 0x2000,
5294 VERBOSE_SWAPBUFFERS = 0x4000
5295 };
5296
5297
5298 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
5299 enum _debug
5300 {
5301 DEBUG_SILENT = (1 << 0),
5302 DEBUG_ALWAYS_FLUSH = (1 << 1),
5303 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
5304 DEBUG_INCOMPLETE_FBO = (1 << 3),
5305 DEBUG_CONTEXT = (1 << 4)
5306 };
5307
5308 #ifdef __cplusplus
5309 }
5310 #endif
5311
5312 #endif /* MTYPES_H */