Merge remote-tracking branch 'mesa-public/master' into vulkan
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39 #include "c11/threads.h"
40
41 #include "main/glheader.h"
42 #include "main/config.h"
43 #include "glapi/glapi.h"
44 #include "math/m_matrix.h" /* GLmatrix */
45 #include "glsl/shader_enums.h"
46 #include "main/formats.h" /* MESA_FORMAT_COUNT */
47
48
49 #ifdef __cplusplus
50 extern "C" {
51 #endif
52
53
54 /**
55 * \name 64-bit extension of GLbitfield.
56 */
57 /*@{*/
58 typedef GLuint64 GLbitfield64;
59
60 /** Set a single bit */
61 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
62 /** Set all bits up to excluding bit b */
63 #define BITFIELD64_MASK(b) \
64 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
65 /** Set count bits starting from bit b */
66 #define BITFIELD64_RANGE(b, count) \
67 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
68
69
70 /**
71 * \name Some forward type declarations
72 */
73 /*@{*/
74 struct _mesa_HashTable;
75 struct gl_attrib_node;
76 struct gl_list_extensions;
77 struct gl_meta_state;
78 struct gl_program_cache;
79 struct gl_texture_object;
80 struct gl_debug_state;
81 struct gl_context;
82 struct st_context;
83 struct gl_uniform_storage;
84 struct prog_instruction;
85 struct gl_program_parameter_list;
86 struct set;
87 struct set_entry;
88 struct vbo_context;
89 /*@}*/
90
91
92 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
93 #define PRIM_MAX GL_PATCHES
94 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
95 #define PRIM_UNKNOWN (PRIM_MAX + 2)
96
97
98
99 /**
100 * Determine if the given gl_varying_slot appears in the fragment shader.
101 */
102 static inline GLboolean
103 _mesa_varying_slot_in_fs(gl_varying_slot slot)
104 {
105 switch (slot) {
106 case VARYING_SLOT_PSIZ:
107 case VARYING_SLOT_BFC0:
108 case VARYING_SLOT_BFC1:
109 case VARYING_SLOT_EDGE:
110 case VARYING_SLOT_CLIP_VERTEX:
111 case VARYING_SLOT_LAYER:
112 case VARYING_SLOT_TESS_LEVEL_OUTER:
113 case VARYING_SLOT_TESS_LEVEL_INNER:
114 return GL_FALSE;
115 default:
116 return GL_TRUE;
117 }
118 }
119
120
121 /**
122 * Indexes for all renderbuffers
123 */
124 typedef enum
125 {
126 /* the four standard color buffers */
127 BUFFER_FRONT_LEFT,
128 BUFFER_BACK_LEFT,
129 BUFFER_FRONT_RIGHT,
130 BUFFER_BACK_RIGHT,
131 BUFFER_DEPTH,
132 BUFFER_STENCIL,
133 BUFFER_ACCUM,
134 /* optional aux buffer */
135 BUFFER_AUX0,
136 /* generic renderbuffers */
137 BUFFER_COLOR0,
138 BUFFER_COLOR1,
139 BUFFER_COLOR2,
140 BUFFER_COLOR3,
141 BUFFER_COLOR4,
142 BUFFER_COLOR5,
143 BUFFER_COLOR6,
144 BUFFER_COLOR7,
145 BUFFER_COUNT
146 } gl_buffer_index;
147
148 /**
149 * Bit flags for all renderbuffers
150 */
151 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
152 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
153 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
154 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
155 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
156 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
157 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
158 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
159 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
160 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
161 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
162 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
163 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
164 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
165 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
166 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
167 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
168 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
169 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
170
171 /**
172 * Mask of all the color buffer bits (but not accum).
173 */
174 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
175 BUFFER_BIT_BACK_LEFT | \
176 BUFFER_BIT_FRONT_RIGHT | \
177 BUFFER_BIT_BACK_RIGHT | \
178 BUFFER_BIT_AUX0 | \
179 BUFFER_BIT_COLOR0 | \
180 BUFFER_BIT_COLOR1 | \
181 BUFFER_BIT_COLOR2 | \
182 BUFFER_BIT_COLOR3 | \
183 BUFFER_BIT_COLOR4 | \
184 BUFFER_BIT_COLOR5 | \
185 BUFFER_BIT_COLOR6 | \
186 BUFFER_BIT_COLOR7)
187
188 /**
189 * Framebuffer configuration (aka visual / pixelformat)
190 * Note: some of these fields should be boolean, but it appears that
191 * code in drivers/dri/common/util.c requires int-sized fields.
192 */
193 struct gl_config
194 {
195 GLboolean rgbMode;
196 GLboolean floatMode;
197 GLuint doubleBufferMode;
198 GLuint stereoMode;
199
200 GLboolean haveAccumBuffer;
201 GLboolean haveDepthBuffer;
202 GLboolean haveStencilBuffer;
203
204 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
205 GLuint redMask, greenMask, blueMask, alphaMask;
206 GLint rgbBits; /* total bits for rgb */
207 GLint indexBits; /* total bits for colorindex */
208
209 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
210 GLint depthBits;
211 GLint stencilBits;
212
213 GLint numAuxBuffers;
214
215 GLint level;
216
217 /* EXT_visual_rating / GLX 1.2 */
218 GLint visualRating;
219
220 /* EXT_visual_info / GLX 1.2 */
221 GLint transparentPixel;
222 /* colors are floats scaled to ints */
223 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
224 GLint transparentIndex;
225
226 /* ARB_multisample / SGIS_multisample */
227 GLint sampleBuffers;
228 GLint samples;
229
230 /* SGIX_pbuffer / GLX 1.3 */
231 GLint maxPbufferWidth;
232 GLint maxPbufferHeight;
233 GLint maxPbufferPixels;
234 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
235 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
236
237 /* OML_swap_method */
238 GLint swapMethod;
239
240 /* EXT_texture_from_pixmap */
241 GLint bindToTextureRgb;
242 GLint bindToTextureRgba;
243 GLint bindToMipmapTexture;
244 GLint bindToTextureTargets;
245 GLint yInverted;
246
247 /* EXT_framebuffer_sRGB */
248 GLint sRGBCapable;
249 };
250
251
252 /**
253 * \name Bit flags used for updating material values.
254 */
255 /*@{*/
256 #define MAT_ATTRIB_FRONT_AMBIENT 0
257 #define MAT_ATTRIB_BACK_AMBIENT 1
258 #define MAT_ATTRIB_FRONT_DIFFUSE 2
259 #define MAT_ATTRIB_BACK_DIFFUSE 3
260 #define MAT_ATTRIB_FRONT_SPECULAR 4
261 #define MAT_ATTRIB_BACK_SPECULAR 5
262 #define MAT_ATTRIB_FRONT_EMISSION 6
263 #define MAT_ATTRIB_BACK_EMISSION 7
264 #define MAT_ATTRIB_FRONT_SHININESS 8
265 #define MAT_ATTRIB_BACK_SHININESS 9
266 #define MAT_ATTRIB_FRONT_INDEXES 10
267 #define MAT_ATTRIB_BACK_INDEXES 11
268 #define MAT_ATTRIB_MAX 12
269
270 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
271 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
272 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
273 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
274 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
275 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
276
277 #define MAT_INDEX_AMBIENT 0
278 #define MAT_INDEX_DIFFUSE 1
279 #define MAT_INDEX_SPECULAR 2
280
281 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
282 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
283 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
284 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
285 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
286 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
287 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
288 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
289 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
290 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
291 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
292 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
293
294
295 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
296 MAT_BIT_FRONT_AMBIENT | \
297 MAT_BIT_FRONT_DIFFUSE | \
298 MAT_BIT_FRONT_SPECULAR | \
299 MAT_BIT_FRONT_SHININESS | \
300 MAT_BIT_FRONT_INDEXES)
301
302 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
303 MAT_BIT_BACK_AMBIENT | \
304 MAT_BIT_BACK_DIFFUSE | \
305 MAT_BIT_BACK_SPECULAR | \
306 MAT_BIT_BACK_SHININESS | \
307 MAT_BIT_BACK_INDEXES)
308
309 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
310 /*@}*/
311
312
313 /**
314 * Material state.
315 */
316 struct gl_material
317 {
318 GLfloat Attrib[MAT_ATTRIB_MAX][4];
319 };
320
321
322 /**
323 * Light state flags.
324 */
325 /*@{*/
326 #define LIGHT_SPOT 0x1
327 #define LIGHT_LOCAL_VIEWER 0x2
328 #define LIGHT_POSITIONAL 0x4
329 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
330 /*@}*/
331
332
333 /**
334 * Light source state.
335 */
336 struct gl_light
337 {
338 struct gl_light *next; /**< double linked list with sentinel */
339 struct gl_light *prev;
340
341 GLfloat Ambient[4]; /**< ambient color */
342 GLfloat Diffuse[4]; /**< diffuse color */
343 GLfloat Specular[4]; /**< specular color */
344 GLfloat EyePosition[4]; /**< position in eye coordinates */
345 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
346 GLfloat SpotExponent;
347 GLfloat SpotCutoff; /**< in degrees */
348 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
349 GLfloat ConstantAttenuation;
350 GLfloat LinearAttenuation;
351 GLfloat QuadraticAttenuation;
352 GLboolean Enabled; /**< On/off flag */
353
354 /**
355 * \name Derived fields
356 */
357 /*@{*/
358 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
359
360 GLfloat _Position[4]; /**< position in eye/obj coordinates */
361 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
362 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
363 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
364 GLfloat _VP_inf_spot_attenuation;
365
366 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
367 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
368 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
369 /*@}*/
370 };
371
372
373 /**
374 * Light model state.
375 */
376 struct gl_lightmodel
377 {
378 GLfloat Ambient[4]; /**< ambient color */
379 GLboolean LocalViewer; /**< Local (or infinite) view point? */
380 GLboolean TwoSide; /**< Two (or one) sided lighting? */
381 GLenum ColorControl; /**< either GL_SINGLE_COLOR
382 * or GL_SEPARATE_SPECULAR_COLOR */
383 };
384
385
386 /**
387 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
388 */
389 struct gl_accum_attrib
390 {
391 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
392 };
393
394
395 /**
396 * Used for storing clear color, texture border color, etc.
397 * The float values are typically unclamped.
398 */
399 union gl_color_union
400 {
401 GLfloat f[4];
402 GLint i[4];
403 GLuint ui[4];
404 };
405
406
407 /**
408 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
409 */
410 struct gl_colorbuffer_attrib
411 {
412 GLuint ClearIndex; /**< Index for glClear */
413 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
414 GLuint IndexMask; /**< Color index write mask */
415 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
416
417 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
418
419 /**
420 * \name alpha testing
421 */
422 /*@{*/
423 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
424 GLenum AlphaFunc; /**< Alpha test function */
425 GLfloat AlphaRefUnclamped;
426 GLclampf AlphaRef; /**< Alpha reference value */
427 /*@}*/
428
429 /**
430 * \name Blending
431 */
432 /*@{*/
433 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
434
435 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
436 * control, only on the fixed-pointness of the render target.
437 * The query does however depend on fragment color clamping.
438 */
439 GLfloat BlendColorUnclamped[4]; /**< Blending color */
440 GLfloat BlendColor[4]; /**< Blending color */
441
442 struct
443 {
444 GLenum SrcRGB; /**< RGB blend source term */
445 GLenum DstRGB; /**< RGB blend dest term */
446 GLenum SrcA; /**< Alpha blend source term */
447 GLenum DstA; /**< Alpha blend dest term */
448 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
449 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
450 /**
451 * Set if any blend factor uses SRC1. Computed at the time blend factors
452 * get set.
453 */
454 GLboolean _UsesDualSrc;
455 } Blend[MAX_DRAW_BUFFERS];
456 /** Are the blend func terms currently different for each buffer/target? */
457 GLboolean _BlendFuncPerBuffer;
458 /** Are the blend equations currently different for each buffer/target? */
459 GLboolean _BlendEquationPerBuffer;
460 /*@}*/
461
462 /**
463 * \name Logic op
464 */
465 /*@{*/
466 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
467 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
468 GLenum LogicOp; /**< Logic operator */
469
470 /*@}*/
471
472 GLboolean DitherFlag; /**< Dither enable flag */
473
474 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
475 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
476 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
477
478 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
479 };
480
481
482 /**
483 * Current attribute group (GL_CURRENT_BIT).
484 */
485 struct gl_current_attrib
486 {
487 /**
488 * \name Current vertex attributes.
489 * \note Values are valid only after FLUSH_VERTICES has been called.
490 * \note Index and Edgeflag current values are stored as floats in the
491 * SIX and SEVEN attribute slots.
492 */
493 /* we need double storage for this for vertex attrib 64bit */
494 GLfloat Attrib[VERT_ATTRIB_MAX][4*2]; /**< Position, color, texcoords, etc */
495
496 /**
497 * \name Current raster position attributes (always valid).
498 * \note This set of attributes is very similar to the SWvertex struct.
499 */
500 /*@{*/
501 GLfloat RasterPos[4];
502 GLfloat RasterDistance;
503 GLfloat RasterColor[4];
504 GLfloat RasterSecondaryColor[4];
505 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
506 GLboolean RasterPosValid;
507 /*@}*/
508 };
509
510
511 /**
512 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
513 */
514 struct gl_depthbuffer_attrib
515 {
516 GLenum Func; /**< Function for depth buffer compare */
517 GLclampd Clear; /**< Value to clear depth buffer to */
518 GLboolean Test; /**< Depth buffering enabled flag */
519 GLboolean Mask; /**< Depth buffer writable? */
520 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
521 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
522 };
523
524
525 /**
526 * Evaluator attribute group (GL_EVAL_BIT).
527 */
528 struct gl_eval_attrib
529 {
530 /**
531 * \name Enable bits
532 */
533 /*@{*/
534 GLboolean Map1Color4;
535 GLboolean Map1Index;
536 GLboolean Map1Normal;
537 GLboolean Map1TextureCoord1;
538 GLboolean Map1TextureCoord2;
539 GLboolean Map1TextureCoord3;
540 GLboolean Map1TextureCoord4;
541 GLboolean Map1Vertex3;
542 GLboolean Map1Vertex4;
543 GLboolean Map2Color4;
544 GLboolean Map2Index;
545 GLboolean Map2Normal;
546 GLboolean Map2TextureCoord1;
547 GLboolean Map2TextureCoord2;
548 GLboolean Map2TextureCoord3;
549 GLboolean Map2TextureCoord4;
550 GLboolean Map2Vertex3;
551 GLboolean Map2Vertex4;
552 GLboolean AutoNormal;
553 /*@}*/
554
555 /**
556 * \name Map Grid endpoints and divisions and calculated du values
557 */
558 /*@{*/
559 GLint MapGrid1un;
560 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
561 GLint MapGrid2un, MapGrid2vn;
562 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
563 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
564 /*@}*/
565 };
566
567
568 /**
569 * Fog attribute group (GL_FOG_BIT).
570 */
571 struct gl_fog_attrib
572 {
573 GLboolean Enabled; /**< Fog enabled flag */
574 GLboolean ColorSumEnabled;
575 GLfloat ColorUnclamped[4]; /**< Fog color */
576 GLfloat Color[4]; /**< Fog color */
577 GLfloat Density; /**< Density >= 0.0 */
578 GLfloat Start; /**< Start distance in eye coords */
579 GLfloat End; /**< End distance in eye coords */
580 GLfloat Index; /**< Fog index */
581 GLenum Mode; /**< Fog mode */
582 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
583 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
584 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
585 };
586
587
588 /**
589 * Hint attribute group (GL_HINT_BIT).
590 *
591 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
592 */
593 struct gl_hint_attrib
594 {
595 GLenum PerspectiveCorrection;
596 GLenum PointSmooth;
597 GLenum LineSmooth;
598 GLenum PolygonSmooth;
599 GLenum Fog;
600 GLenum TextureCompression; /**< GL_ARB_texture_compression */
601 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
602 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
603 };
604
605
606 /**
607 * Lighting attribute group (GL_LIGHT_BIT).
608 */
609 struct gl_light_attrib
610 {
611 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
612 struct gl_lightmodel Model; /**< Lighting model */
613
614 /**
615 * Front and back material values.
616 * Note: must call FLUSH_VERTICES() before using.
617 */
618 struct gl_material Material;
619
620 GLboolean Enabled; /**< Lighting enabled flag */
621 GLboolean ColorMaterialEnabled;
622
623 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
624 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
625 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
626 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
627 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
628
629
630 GLboolean _ClampVertexColor;
631 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
632
633 /**
634 * Derived state for optimizations:
635 */
636 /*@{*/
637 GLboolean _NeedEyeCoords;
638 GLboolean _NeedVertices; /**< Use fast shader? */
639 struct gl_light EnabledList; /**< List sentinel */
640
641 GLfloat _BaseColor[2][3];
642 /*@}*/
643 };
644
645
646 /**
647 * Line attribute group (GL_LINE_BIT).
648 */
649 struct gl_line_attrib
650 {
651 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
652 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
653 GLushort StipplePattern; /**< Stipple pattern */
654 GLint StippleFactor; /**< Stipple repeat factor */
655 GLfloat Width; /**< Line width */
656 };
657
658
659 /**
660 * Display list attribute group (GL_LIST_BIT).
661 */
662 struct gl_list_attrib
663 {
664 GLuint ListBase;
665 };
666
667
668 /**
669 * Multisample attribute group (GL_MULTISAMPLE_BIT).
670 */
671 struct gl_multisample_attrib
672 {
673 GLboolean Enabled;
674 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
675 GLboolean SampleAlphaToCoverage;
676 GLboolean SampleAlphaToOne;
677 GLboolean SampleCoverage;
678 GLboolean SampleCoverageInvert;
679 GLboolean SampleShading;
680
681 /* ARB_texture_multisample / GL3.2 additions */
682 GLboolean SampleMask;
683
684 GLfloat SampleCoverageValue;
685 GLfloat MinSampleShadingValue;
686
687 /** The GL spec defines this as an array but >32x MSAA is madness */
688 GLbitfield SampleMaskValue;
689 };
690
691
692 /**
693 * A pixelmap (see glPixelMap)
694 */
695 struct gl_pixelmap
696 {
697 GLint Size;
698 GLfloat Map[MAX_PIXEL_MAP_TABLE];
699 };
700
701
702 /**
703 * Collection of all pixelmaps
704 */
705 struct gl_pixelmaps
706 {
707 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
708 struct gl_pixelmap GtoG;
709 struct gl_pixelmap BtoB;
710 struct gl_pixelmap AtoA;
711 struct gl_pixelmap ItoR;
712 struct gl_pixelmap ItoG;
713 struct gl_pixelmap ItoB;
714 struct gl_pixelmap ItoA;
715 struct gl_pixelmap ItoI;
716 struct gl_pixelmap StoS;
717 };
718
719
720 /**
721 * Pixel attribute group (GL_PIXEL_MODE_BIT).
722 */
723 struct gl_pixel_attrib
724 {
725 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
726
727 /*--- Begin Pixel Transfer State ---*/
728 /* Fields are in the order in which they're applied... */
729
730 /** Scale & Bias (index shift, offset) */
731 /*@{*/
732 GLfloat RedBias, RedScale;
733 GLfloat GreenBias, GreenScale;
734 GLfloat BlueBias, BlueScale;
735 GLfloat AlphaBias, AlphaScale;
736 GLfloat DepthBias, DepthScale;
737 GLint IndexShift, IndexOffset;
738 /*@}*/
739
740 /* Pixel Maps */
741 /* Note: actual pixel maps are not part of this attrib group */
742 GLboolean MapColorFlag;
743 GLboolean MapStencilFlag;
744
745 /*--- End Pixel Transfer State ---*/
746
747 /** glPixelZoom */
748 GLfloat ZoomX, ZoomY;
749 };
750
751
752 /**
753 * Point attribute group (GL_POINT_BIT).
754 */
755 struct gl_point_attrib
756 {
757 GLfloat Size; /**< User-specified point size */
758 GLfloat Params[3]; /**< GL_EXT_point_parameters */
759 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
760 GLfloat Threshold; /**< GL_EXT_point_parameters */
761 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
762 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
763 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
764 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
765 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
766 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
767 };
768
769
770 /**
771 * Polygon attribute group (GL_POLYGON_BIT).
772 */
773 struct gl_polygon_attrib
774 {
775 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
776 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
777 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
778 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
779 GLboolean CullFlag; /**< Culling on/off flag */
780 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
781 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
782 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
783 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
784 GLfloat OffsetUnits; /**< Polygon offset units, from user */
785 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
786 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
787 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
788 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
789 };
790
791
792 /**
793 * Scissor attributes (GL_SCISSOR_BIT).
794 */
795 struct gl_scissor_rect
796 {
797 GLint X, Y; /**< Lower left corner of box */
798 GLsizei Width, Height; /**< Size of box */
799 };
800 struct gl_scissor_attrib
801 {
802 GLbitfield EnableFlags; /**< Scissor test enabled? */
803 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
804 };
805
806
807 /**
808 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
809 *
810 * Three sets of stencil data are tracked so that OpenGL 2.0,
811 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
812 * simultaneously. In each of the stencil state arrays, element 0 corresponds
813 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
814 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
815 * GL_EXT_stencil_two_side GL_BACK state.
816 *
817 * The derived value \c _BackFace is either 1 or 2 depending on whether or
818 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
819 *
820 * The derived value \c _TestTwoSide is set when the front-face and back-face
821 * stencil state are different.
822 */
823 struct gl_stencil_attrib
824 {
825 GLboolean Enabled; /**< Enabled flag */
826 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
827 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
828 GLboolean _Enabled; /**< Enabled and stencil buffer present */
829 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
830 GLboolean _TestTwoSide;
831 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
832 GLenum Function[3]; /**< Stencil function */
833 GLenum FailFunc[3]; /**< Fail function */
834 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
835 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
836 GLint Ref[3]; /**< Reference value */
837 GLuint ValueMask[3]; /**< Value mask */
838 GLuint WriteMask[3]; /**< Write mask */
839 GLuint Clear; /**< Clear value */
840 };
841
842
843 /**
844 * An index for each type of texture object. These correspond to the GL
845 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
846 * Note: the order is from highest priority to lowest priority.
847 */
848 typedef enum
849 {
850 TEXTURE_2D_MULTISAMPLE_INDEX,
851 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
852 TEXTURE_CUBE_ARRAY_INDEX,
853 TEXTURE_BUFFER_INDEX,
854 TEXTURE_2D_ARRAY_INDEX,
855 TEXTURE_1D_ARRAY_INDEX,
856 TEXTURE_EXTERNAL_INDEX,
857 TEXTURE_CUBE_INDEX,
858 TEXTURE_3D_INDEX,
859 TEXTURE_RECT_INDEX,
860 TEXTURE_2D_INDEX,
861 TEXTURE_1D_INDEX,
862 NUM_TEXTURE_TARGETS
863 } gl_texture_index;
864
865
866 /**
867 * Bit flags for each type of texture object
868 */
869 /*@{*/
870 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
871 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
872 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
873 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
874 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
875 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
876 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
877 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
878 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
879 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
880 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
881 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
882 /*@}*/
883
884
885 /**
886 * Texture image state. Drivers will typically create a subclass of this
887 * with extra fields for memory buffers, etc.
888 */
889 struct gl_texture_image
890 {
891 GLint InternalFormat; /**< Internal format as given by the user */
892 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
893 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
894 * GL_INTENSITY, GL_DEPTH_COMPONENT or
895 * GL_DEPTH_STENCIL_EXT only. Used for
896 * choosing TexEnv arithmetic.
897 */
898 mesa_format TexFormat; /**< The actual texture memory format */
899
900 GLuint Border; /**< 0 or 1 */
901 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
902 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
903 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
904 GLuint Width2; /**< = Width - 2*Border */
905 GLuint Height2; /**< = Height - 2*Border */
906 GLuint Depth2; /**< = Depth - 2*Border */
907 GLuint WidthLog2; /**< = log2(Width2) */
908 GLuint HeightLog2; /**< = log2(Height2) */
909 GLuint DepthLog2; /**< = log2(Depth2) */
910 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
911 levels, computed from the dimensions */
912
913 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
914 GLuint Level; /**< Which mipmap level am I? */
915 /** Cube map face: index into gl_texture_object::Image[] array */
916 GLuint Face;
917
918 /** GL_ARB_texture_multisample */
919 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
920 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
921 };
922
923
924 /**
925 * Indexes for cube map faces.
926 */
927 typedef enum
928 {
929 FACE_POS_X = 0,
930 FACE_NEG_X = 1,
931 FACE_POS_Y = 2,
932 FACE_NEG_Y = 3,
933 FACE_POS_Z = 4,
934 FACE_NEG_Z = 5,
935 MAX_FACES = 6
936 } gl_face_index;
937
938
939 /**
940 * Sampler object state. These objects are new with GL_ARB_sampler_objects
941 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
942 */
943 struct gl_sampler_object
944 {
945 GLuint Name;
946 GLint RefCount;
947 GLchar *Label; /**< GL_KHR_debug */
948
949 GLenum WrapS; /**< S-axis texture image wrap mode */
950 GLenum WrapT; /**< T-axis texture image wrap mode */
951 GLenum WrapR; /**< R-axis texture image wrap mode */
952 GLenum MinFilter; /**< minification filter */
953 GLenum MagFilter; /**< magnification filter */
954 union gl_color_union BorderColor; /**< Interpreted according to texture format */
955 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
956 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
957 GLfloat LodBias; /**< OpenGL 1.4 */
958 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
959 GLenum CompareMode; /**< GL_ARB_shadow */
960 GLenum CompareFunc; /**< GL_ARB_shadow */
961 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
962 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
963 };
964
965
966 /**
967 * Texture object state. Contains the array of mipmap images, border color,
968 * wrap modes, filter modes, and shadow/texcompare state.
969 */
970 struct gl_texture_object
971 {
972 mtx_t Mutex; /**< for thread safety */
973 GLint RefCount; /**< reference count */
974 GLuint Name; /**< the user-visible texture object ID */
975 GLchar *Label; /**< GL_KHR_debug */
976 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
977 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
978 Only valid when Target is valid. */
979
980 struct gl_sampler_object Sampler;
981
982 GLenum DepthMode; /**< GL_ARB_depth_texture */
983 bool StencilSampling; /**< Should we sample stencil instead of depth? */
984
985 GLfloat Priority; /**< in [0,1] */
986 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
987 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
988 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
989 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
990 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
991 GLint CropRect[4]; /**< GL_OES_draw_texture */
992 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
993 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
994 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
995 GLboolean _BaseComplete; /**< Is the base texture level valid? */
996 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
997 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
998 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
999 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1000 pressure? */
1001 GLboolean Immutable; /**< GL_ARB_texture_storage */
1002 GLboolean _IsFloat; /**< GL_OES_float_texture */
1003 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
1004
1005 GLuint MinLevel; /**< GL_ARB_texture_view */
1006 GLuint MinLayer; /**< GL_ARB_texture_view */
1007 GLuint NumLevels; /**< GL_ARB_texture_view */
1008 GLuint NumLayers; /**< GL_ARB_texture_view */
1009
1010 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1011 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1012
1013 /** GL_ARB_texture_buffer_object */
1014 struct gl_buffer_object *BufferObject;
1015 GLenum BufferObjectFormat;
1016 /** Equivalent Mesa format for BufferObjectFormat. */
1017 mesa_format _BufferObjectFormat;
1018 /** GL_ARB_texture_buffer_range */
1019 GLintptr BufferOffset;
1020 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1021
1022 /** GL_OES_EGL_image_external */
1023 GLint RequiredTextureImageUnits;
1024
1025 /** GL_ARB_shader_image_load_store */
1026 GLenum ImageFormatCompatibilityType;
1027 };
1028
1029
1030 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1031 #define MAX_COMBINER_TERMS 4
1032
1033
1034 /**
1035 * Texture combine environment state.
1036 */
1037 struct gl_tex_env_combine_state
1038 {
1039 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1040 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1041 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1042 GLenum SourceRGB[MAX_COMBINER_TERMS];
1043 GLenum SourceA[MAX_COMBINER_TERMS];
1044 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1045 GLenum OperandRGB[MAX_COMBINER_TERMS];
1046 GLenum OperandA[MAX_COMBINER_TERMS];
1047 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1048 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1049 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1050 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1051 };
1052
1053
1054 /**
1055 * TexGenEnabled flags.
1056 */
1057 /*@{*/
1058 #define S_BIT 1
1059 #define T_BIT 2
1060 #define R_BIT 4
1061 #define Q_BIT 8
1062 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1063 /*@}*/
1064
1065
1066 /**
1067 * Bit flag versions of the corresponding GL_ constants.
1068 */
1069 /*@{*/
1070 #define TEXGEN_SPHERE_MAP 0x1
1071 #define TEXGEN_OBJ_LINEAR 0x2
1072 #define TEXGEN_EYE_LINEAR 0x4
1073 #define TEXGEN_REFLECTION_MAP_NV 0x8
1074 #define TEXGEN_NORMAL_MAP_NV 0x10
1075
1076 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1077 TEXGEN_REFLECTION_MAP_NV | \
1078 TEXGEN_NORMAL_MAP_NV)
1079 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1080 TEXGEN_REFLECTION_MAP_NV | \
1081 TEXGEN_NORMAL_MAP_NV | \
1082 TEXGEN_EYE_LINEAR)
1083 /*@}*/
1084
1085
1086
1087 /** Tex-gen enabled for texture unit? */
1088 #define ENABLE_TEXGEN(unit) (1 << (unit))
1089
1090 /** Non-identity texture matrix for texture unit? */
1091 #define ENABLE_TEXMAT(unit) (1 << (unit))
1092
1093
1094 /**
1095 * Texture coord generation state.
1096 */
1097 struct gl_texgen
1098 {
1099 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1100 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1101 GLfloat ObjectPlane[4];
1102 GLfloat EyePlane[4];
1103 };
1104
1105
1106 /**
1107 * Texture unit state. Contains enable flags, texture environment/function/
1108 * combiners, texgen state, and pointers to current texture objects.
1109 */
1110 struct gl_texture_unit
1111 {
1112 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1113
1114 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1115 GLclampf EnvColor[4];
1116 GLfloat EnvColorUnclamped[4];
1117
1118 struct gl_texgen GenS;
1119 struct gl_texgen GenT;
1120 struct gl_texgen GenR;
1121 struct gl_texgen GenQ;
1122 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1123 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1124
1125 GLfloat LodBias; /**< for biasing mipmap levels */
1126
1127 /** Texture targets that have a non-default texture bound */
1128 GLbitfield _BoundTextures;
1129
1130 /** Current sampler object (GL_ARB_sampler_objects) */
1131 struct gl_sampler_object *Sampler;
1132
1133 /**
1134 * \name GL_EXT_texture_env_combine
1135 */
1136 struct gl_tex_env_combine_state Combine;
1137
1138 /**
1139 * Derived state based on \c EnvMode and the \c BaseFormat of the
1140 * currently enabled texture.
1141 */
1142 struct gl_tex_env_combine_state _EnvMode;
1143
1144 /**
1145 * Currently enabled combiner state. This will point to either
1146 * \c Combine or \c _EnvMode.
1147 */
1148 struct gl_tex_env_combine_state *_CurrentCombine;
1149
1150 /** Current texture object pointers */
1151 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1152
1153 /** Points to highest priority, complete and enabled texture object */
1154 struct gl_texture_object *_Current;
1155
1156 };
1157
1158
1159 /**
1160 * Texture attribute group (GL_TEXTURE_BIT).
1161 */
1162 struct gl_texture_attrib
1163 {
1164 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1165
1166 /** GL_ARB_seamless_cubemap */
1167 GLboolean CubeMapSeamless;
1168
1169 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1170
1171 /** GL_ARB_texture_buffer_object */
1172 struct gl_buffer_object *BufferObject;
1173
1174 /** Texture coord units/sets used for fragment texturing */
1175 GLbitfield _EnabledCoordUnits;
1176
1177 /** Texture coord units that have texgen enabled */
1178 GLbitfield _TexGenEnabled;
1179
1180 /** Texture coord units that have non-identity matrices */
1181 GLbitfield _TexMatEnabled;
1182
1183 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1184 GLbitfield _GenFlags;
1185
1186 /** Largest index of a texture unit with _Current != NULL. */
1187 GLint _MaxEnabledTexImageUnit;
1188
1189 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1190 GLint NumCurrentTexUsed;
1191
1192 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1193 };
1194
1195
1196 /**
1197 * Data structure representing a single clip plane (e.g. one of the elements
1198 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1199 */
1200 typedef GLfloat gl_clip_plane[4];
1201
1202
1203 /**
1204 * Transformation attribute group (GL_TRANSFORM_BIT).
1205 */
1206 struct gl_transform_attrib
1207 {
1208 GLenum MatrixMode; /**< Matrix mode */
1209 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1210 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1211 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1212 GLboolean Normalize; /**< Normalize all normals? */
1213 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1214 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1215 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1216 /** GL_ARB_clip_control */
1217 GLenum ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1218 GLenum ClipDepthMode; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1219 };
1220
1221
1222 /**
1223 * Viewport attribute group (GL_VIEWPORT_BIT).
1224 */
1225 struct gl_viewport_attrib
1226 {
1227 GLfloat X, Y; /**< position */
1228 GLfloat Width, Height; /**< size */
1229 GLdouble Near, Far; /**< Depth buffer range */
1230 };
1231
1232
1233 typedef enum {
1234 MAP_USER,
1235 MAP_INTERNAL,
1236
1237 MAP_COUNT
1238 } gl_map_buffer_index;
1239
1240
1241 /**
1242 * Fields describing a mapped buffer range.
1243 */
1244 struct gl_buffer_mapping {
1245 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1246 GLvoid *Pointer; /**< User-space address of mapping */
1247 GLintptr Offset; /**< Mapped offset */
1248 GLsizeiptr Length; /**< Mapped length */
1249 };
1250
1251
1252 /**
1253 * Usages we've seen for a buffer object.
1254 */
1255 typedef enum {
1256 USAGE_UNIFORM_BUFFER = 0x1,
1257 USAGE_TEXTURE_BUFFER = 0x2,
1258 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1259 USAGE_SHADER_STORAGE_BUFFER = 0x8,
1260 } gl_buffer_usage;
1261
1262
1263 /**
1264 * GL_ARB_vertex/pixel_buffer_object buffer object
1265 */
1266 struct gl_buffer_object
1267 {
1268 mtx_t Mutex;
1269 GLint RefCount;
1270 GLuint Name;
1271 GLchar *Label; /**< GL_KHR_debug */
1272 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1273 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1274 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1275 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1276 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1277 GLboolean Written; /**< Ever written to? (for debugging) */
1278 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1279 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1280 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1281
1282 struct gl_buffer_mapping Mappings[MAP_COUNT];
1283 };
1284
1285
1286 /**
1287 * Client pixel packing/unpacking attributes
1288 */
1289 struct gl_pixelstore_attrib
1290 {
1291 GLint Alignment;
1292 GLint RowLength;
1293 GLint SkipPixels;
1294 GLint SkipRows;
1295 GLint ImageHeight;
1296 GLint SkipImages;
1297 GLboolean SwapBytes;
1298 GLboolean LsbFirst;
1299 GLboolean Invert; /**< GL_MESA_pack_invert */
1300 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1301 GLint CompressedBlockHeight;
1302 GLint CompressedBlockDepth;
1303 GLint CompressedBlockSize;
1304 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1305 };
1306
1307
1308 /**
1309 * Client vertex array attributes
1310 */
1311 struct gl_client_array
1312 {
1313 GLint Size; /**< components per element (1,2,3,4) */
1314 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1315 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1316 GLsizei Stride; /**< user-specified stride */
1317 GLsizei StrideB; /**< actual stride in bytes */
1318 GLuint _ElementSize; /**< size of each element in bytes */
1319 const GLubyte *Ptr; /**< Points to array data */
1320 GLboolean Enabled; /**< Enabled flag is a boolean */
1321 GLboolean Normalized; /**< GL_ARB_vertex_program */
1322 GLboolean Integer; /**< Integer-valued? */
1323 GLboolean Doubles; /**< double precision values are not converted to floats */
1324 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1325
1326 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1327 };
1328
1329
1330 /**
1331 * Vertex attribute array as seen by the client.
1332 *
1333 * Contains the size, type, format and normalization flag,
1334 * along with the index of a vertex buffer binding point.
1335 *
1336 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1337 * and is only present for backwards compatibility reasons.
1338 * Rendering always uses VERTEX_BINDING_STRIDE.
1339 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1340 * and VERTEX_BINDING_STRIDE to the same value, while
1341 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1342 */
1343 struct gl_vertex_attrib_array
1344 {
1345 GLint Size; /**< Components per element (1,2,3,4) */
1346 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1347 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1348 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1349 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1350 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1351 GLboolean Enabled; /**< Whether the array is enabled */
1352 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1353 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1354 GLboolean Doubles; /**< double precision values are not converted to floats */
1355 GLuint _ElementSize; /**< Size of each element in bytes */
1356 GLuint VertexBinding; /**< Vertex buffer binding */
1357 };
1358
1359
1360 /**
1361 * This describes the buffer object used for a vertex array (or
1362 * multiple vertex arrays). If BufferObj points to the default/null
1363 * buffer object, then the vertex array lives in user memory and not a VBO.
1364 */
1365 struct gl_vertex_buffer_binding
1366 {
1367 GLintptr Offset; /**< User-specified offset */
1368 GLsizei Stride; /**< User-specified stride */
1369 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1370 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1371 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1372 };
1373
1374
1375 /**
1376 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+,
1377 * GL_ARB_vertex_array_object, or the original GL_APPLE_vertex_array_object
1378 * extension.
1379 */
1380 struct gl_vertex_array_object
1381 {
1382 /** Name of the VAO as received from glGenVertexArray. */
1383 GLuint Name;
1384
1385 GLint RefCount;
1386
1387 GLchar *Label; /**< GL_KHR_debug */
1388
1389 mtx_t Mutex;
1390
1391 /**
1392 * Does the VAO use ARB semantics or Apple semantics?
1393 *
1394 * There are several ways in which ARB_vertex_array_object and
1395 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1396 * least,
1397 *
1398 * - ARB VAOs require that all array data be sourced from vertex buffer
1399 * objects, but Apple VAOs do not.
1400 *
1401 * - ARB VAOs require that names come from GenVertexArrays.
1402 *
1403 * This flag notes which behavior governs this VAO.
1404 */
1405 GLboolean ARBsemantics;
1406
1407 /**
1408 * Has this array object been bound?
1409 */
1410 GLboolean EverBound;
1411
1412 /**
1413 * Derived vertex attribute arrays
1414 *
1415 * This is a legacy data structure created from gl_vertex_attrib_array and
1416 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1417 */
1418 struct gl_client_array _VertexAttrib[VERT_ATTRIB_MAX];
1419
1420 /** Vertex attribute arrays */
1421 struct gl_vertex_attrib_array VertexAttrib[VERT_ATTRIB_MAX];
1422
1423 /** Vertex buffer bindings */
1424 struct gl_vertex_buffer_binding VertexBinding[VERT_ATTRIB_MAX];
1425
1426 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1427 GLbitfield64 _Enabled;
1428
1429 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1430 GLbitfield64 NewArrays;
1431
1432 /** The index buffer (also known as the element array buffer in OpenGL). */
1433 struct gl_buffer_object *IndexBufferObj;
1434 };
1435
1436
1437 /** Used to signal when transitioning from one kind of drawing method
1438 * to another.
1439 */
1440 typedef enum {
1441 DRAW_NONE, /**< Initial value only */
1442 DRAW_BEGIN_END,
1443 DRAW_DISPLAY_LIST,
1444 DRAW_ARRAYS
1445 } gl_draw_method;
1446
1447 /**
1448 * Enum for the OpenGL APIs we know about and may support.
1449 *
1450 * NOTE: This must match the api_enum table in
1451 * src/mesa/main/get_hash_generator.py
1452 */
1453 typedef enum
1454 {
1455 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
1456 API_OPENGLES,
1457 API_OPENGLES2,
1458 API_OPENGL_CORE,
1459 API_OPENGL_LAST = API_OPENGL_CORE
1460 } gl_api;
1461
1462 /**
1463 * Vertex array state
1464 */
1465 struct gl_array_attrib
1466 {
1467 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1468 struct gl_vertex_array_object *VAO;
1469
1470 /** The default vertex array object */
1471 struct gl_vertex_array_object *DefaultVAO;
1472
1473 /** The last VAO accessed by a DSA function */
1474 struct gl_vertex_array_object *LastLookedUpVAO;
1475
1476 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1477 struct _mesa_HashTable *Objects;
1478
1479 GLint ActiveTexture; /**< Client Active Texture */
1480 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1481 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1482
1483 /**
1484 * \name Primitive restart controls
1485 *
1486 * Primitive restart is enabled if either \c PrimitiveRestart or
1487 * \c PrimitiveRestartFixedIndex is set.
1488 */
1489 /*@{*/
1490 GLboolean PrimitiveRestart;
1491 GLboolean PrimitiveRestartFixedIndex;
1492 GLboolean _PrimitiveRestart;
1493 GLuint RestartIndex;
1494 /*@}*/
1495
1496 /** One of the DRAW_xxx flags, not consumed by drivers */
1497 gl_draw_method DrawMethod;
1498
1499 /* GL_ARB_vertex_buffer_object */
1500 struct gl_buffer_object *ArrayBufferObj;
1501
1502 /**
1503 * Vertex arrays as consumed by a driver.
1504 * The array pointer is set up only by the VBO module.
1505 */
1506 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1507
1508 /** Legal array datatypes and the API for which they have been computed */
1509 GLbitfield LegalTypesMask;
1510 gl_api LegalTypesMaskAPI;
1511 };
1512
1513
1514 /**
1515 * Feedback buffer state
1516 */
1517 struct gl_feedback
1518 {
1519 GLenum Type;
1520 GLbitfield _Mask; /**< FB_* bits */
1521 GLfloat *Buffer;
1522 GLuint BufferSize;
1523 GLuint Count;
1524 };
1525
1526
1527 /**
1528 * Selection buffer state
1529 */
1530 struct gl_selection
1531 {
1532 GLuint *Buffer; /**< selection buffer */
1533 GLuint BufferSize; /**< size of the selection buffer */
1534 GLuint BufferCount; /**< number of values in the selection buffer */
1535 GLuint Hits; /**< number of records in the selection buffer */
1536 GLuint NameStackDepth; /**< name stack depth */
1537 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1538 GLboolean HitFlag; /**< hit flag */
1539 GLfloat HitMinZ; /**< minimum hit depth */
1540 GLfloat HitMaxZ; /**< maximum hit depth */
1541 };
1542
1543
1544 /**
1545 * 1-D Evaluator control points
1546 */
1547 struct gl_1d_map
1548 {
1549 GLuint Order; /**< Number of control points */
1550 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1551 GLfloat *Points; /**< Points to contiguous control points */
1552 };
1553
1554
1555 /**
1556 * 2-D Evaluator control points
1557 */
1558 struct gl_2d_map
1559 {
1560 GLuint Uorder; /**< Number of control points in U dimension */
1561 GLuint Vorder; /**< Number of control points in V dimension */
1562 GLfloat u1, u2, du;
1563 GLfloat v1, v2, dv;
1564 GLfloat *Points; /**< Points to contiguous control points */
1565 };
1566
1567
1568 /**
1569 * All evaluator control point state
1570 */
1571 struct gl_evaluators
1572 {
1573 /**
1574 * \name 1-D maps
1575 */
1576 /*@{*/
1577 struct gl_1d_map Map1Vertex3;
1578 struct gl_1d_map Map1Vertex4;
1579 struct gl_1d_map Map1Index;
1580 struct gl_1d_map Map1Color4;
1581 struct gl_1d_map Map1Normal;
1582 struct gl_1d_map Map1Texture1;
1583 struct gl_1d_map Map1Texture2;
1584 struct gl_1d_map Map1Texture3;
1585 struct gl_1d_map Map1Texture4;
1586 /*@}*/
1587
1588 /**
1589 * \name 2-D maps
1590 */
1591 /*@{*/
1592 struct gl_2d_map Map2Vertex3;
1593 struct gl_2d_map Map2Vertex4;
1594 struct gl_2d_map Map2Index;
1595 struct gl_2d_map Map2Color4;
1596 struct gl_2d_map Map2Normal;
1597 struct gl_2d_map Map2Texture1;
1598 struct gl_2d_map Map2Texture2;
1599 struct gl_2d_map Map2Texture3;
1600 struct gl_2d_map Map2Texture4;
1601 /*@}*/
1602 };
1603
1604
1605 struct gl_transform_feedback_varying_info
1606 {
1607 char *Name;
1608 GLenum Type;
1609 GLint Size;
1610 };
1611
1612
1613 /**
1614 * Per-output info vertex shaders for transform feedback.
1615 */
1616 struct gl_transform_feedback_output
1617 {
1618 unsigned OutputRegister;
1619 unsigned OutputBuffer;
1620 unsigned NumComponents;
1621 unsigned StreamId;
1622
1623 /** offset (in DWORDs) of this output within the interleaved structure */
1624 unsigned DstOffset;
1625
1626 /**
1627 * Offset into the output register of the data to output. For example,
1628 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1629 * offset is in the y and z components of the output register.
1630 */
1631 unsigned ComponentOffset;
1632 };
1633
1634
1635 /** Post-link transform feedback info. */
1636 struct gl_transform_feedback_info
1637 {
1638 unsigned NumOutputs;
1639
1640 /**
1641 * Number of transform feedback buffers in use by this program.
1642 */
1643 unsigned NumBuffers;
1644
1645 struct gl_transform_feedback_output *Outputs;
1646
1647 /** Transform feedback varyings used for the linking of this shader program.
1648 *
1649 * Use for glGetTransformFeedbackVarying().
1650 */
1651 struct gl_transform_feedback_varying_info *Varyings;
1652 GLint NumVarying;
1653
1654 /**
1655 * Total number of components stored in each buffer. This may be used by
1656 * hardware back-ends to determine the correct stride when interleaving
1657 * multiple transform feedback outputs in the same buffer.
1658 */
1659 unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1660
1661 /**
1662 * Which transform feedback stream this buffer binding is associated with.
1663 */
1664 unsigned BufferStream[MAX_FEEDBACK_BUFFERS];
1665 };
1666
1667
1668 /**
1669 * Transform feedback object state
1670 */
1671 struct gl_transform_feedback_object
1672 {
1673 GLuint Name; /**< AKA the object ID */
1674 GLint RefCount;
1675 GLchar *Label; /**< GL_KHR_debug */
1676 GLboolean Active; /**< Is transform feedback enabled? */
1677 GLboolean Paused; /**< Is transform feedback paused? */
1678 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1679 at least once? */
1680 GLboolean EverBound; /**< Has this object been bound? */
1681
1682 /**
1683 * GLES: if Active is true, remaining number of primitives which can be
1684 * rendered without overflow. This is necessary to track because GLES
1685 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1686 * glDrawArraysInstanced would overflow transform feedback buffers.
1687 * Undefined if Active is false.
1688 *
1689 * Not tracked for desktop GL since it's unnecessary.
1690 */
1691 unsigned GlesRemainingPrims;
1692
1693 /**
1694 * The shader program active when BeginTransformFeedback() was called.
1695 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1696 * where stage is the pipeline stage that is the source of data for
1697 * transform feedback.
1698 */
1699 struct gl_shader_program *shader_program;
1700
1701 /** The feedback buffers */
1702 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1703 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1704
1705 /** Start of feedback data in dest buffer */
1706 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1707
1708 /**
1709 * Max data to put into dest buffer (in bytes). Computed based on
1710 * RequestedSize and the actual size of the buffer.
1711 */
1712 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1713
1714 /**
1715 * Size that was specified when the buffer was bound. If the buffer was
1716 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1717 * zero.
1718 */
1719 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1720 };
1721
1722
1723 /**
1724 * Context state for transform feedback.
1725 */
1726 struct gl_transform_feedback_state
1727 {
1728 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1729
1730 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1731 struct gl_buffer_object *CurrentBuffer;
1732
1733 /** The table of all transform feedback objects */
1734 struct _mesa_HashTable *Objects;
1735
1736 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1737 struct gl_transform_feedback_object *CurrentObject;
1738
1739 /** The default xform-fb object (Name==0) */
1740 struct gl_transform_feedback_object *DefaultObject;
1741 };
1742
1743
1744 /**
1745 * A "performance monitor" as described in AMD_performance_monitor.
1746 */
1747 struct gl_perf_monitor_object
1748 {
1749 GLuint Name;
1750
1751 /** True if the monitor is currently active (Begin called but not End). */
1752 GLboolean Active;
1753
1754 /**
1755 * True if the monitor has ended.
1756 *
1757 * This is distinct from !Active because it may never have began.
1758 */
1759 GLboolean Ended;
1760
1761 /**
1762 * A list of groups with currently active counters.
1763 *
1764 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1765 */
1766 unsigned *ActiveGroups;
1767
1768 /**
1769 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1770 *
1771 * Checking whether counter 'c' in group 'g' is active can be done via:
1772 *
1773 * BITSET_TEST(ActiveCounters[g], c)
1774 */
1775 GLuint **ActiveCounters;
1776 };
1777
1778
1779 union gl_perf_monitor_counter_value
1780 {
1781 float f;
1782 uint64_t u64;
1783 uint32_t u32;
1784 };
1785
1786
1787 struct gl_perf_monitor_counter
1788 {
1789 /** Human readable name for the counter. */
1790 const char *Name;
1791
1792 /**
1793 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1794 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1795 */
1796 GLenum Type;
1797
1798 /** Minimum counter value. */
1799 union gl_perf_monitor_counter_value Minimum;
1800
1801 /** Maximum counter value. */
1802 union gl_perf_monitor_counter_value Maximum;
1803 };
1804
1805
1806 struct gl_perf_monitor_group
1807 {
1808 /** Human readable name for the group. */
1809 const char *Name;
1810
1811 /**
1812 * Maximum number of counters in this group which can be active at the
1813 * same time.
1814 */
1815 GLuint MaxActiveCounters;
1816
1817 /** Array of counters within this group. */
1818 const struct gl_perf_monitor_counter *Counters;
1819 GLuint NumCounters;
1820 };
1821
1822
1823 /**
1824 * Context state for AMD_performance_monitor.
1825 */
1826 struct gl_perf_monitor_state
1827 {
1828 /** Array of performance monitor groups (indexed by group ID) */
1829 const struct gl_perf_monitor_group *Groups;
1830 GLuint NumGroups;
1831
1832 /** The table of all performance monitors. */
1833 struct _mesa_HashTable *Monitors;
1834 };
1835
1836
1837 /**
1838 * Names of the various vertex/fragment program register files, etc.
1839 *
1840 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1841 * All values should fit in a 4-bit field.
1842 *
1843 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
1844 * considered to be "uniform" variables since they can only be set outside
1845 * glBegin/End. They're also all stored in the same Parameters array.
1846 */
1847 typedef enum
1848 {
1849 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1850 PROGRAM_ARRAY, /**< Arrays & Matrixes */
1851 PROGRAM_INPUT, /**< machine->Inputs[] */
1852 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1853 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1854 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1855 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1856 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1857 PROGRAM_ADDRESS, /**< machine->AddressReg */
1858 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1859 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1860 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1861 PROGRAM_FILE_MAX
1862 } gl_register_file;
1863
1864
1865 /**
1866 * \brief Layout qualifiers for gl_FragDepth.
1867 *
1868 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
1869 * a layout qualifier.
1870 *
1871 * \see enum ir_depth_layout
1872 */
1873 enum gl_frag_depth_layout
1874 {
1875 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
1876 FRAG_DEPTH_LAYOUT_ANY,
1877 FRAG_DEPTH_LAYOUT_GREATER,
1878 FRAG_DEPTH_LAYOUT_LESS,
1879 FRAG_DEPTH_LAYOUT_UNCHANGED
1880 };
1881
1882
1883 /**
1884 * Base class for any kind of program object
1885 */
1886 struct gl_program
1887 {
1888 GLuint Id;
1889 GLint RefCount;
1890 GLubyte *String; /**< Null-terminated program text */
1891
1892 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
1893 GLenum Format; /**< String encoding format */
1894
1895 struct prog_instruction *Instructions;
1896
1897 struct nir_shader *nir;
1898
1899 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
1900 GLbitfield64 DoubleInputsRead; /**< Bitmask of which input regs are read and are doubles */
1901 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1902 GLbitfield PatchInputsRead; /**< VAR[0..31] usage for patch inputs (user-defined only) */
1903 GLbitfield PatchOutputsWritten; /**< VAR[0..31] usage for patch outputs (user-defined only) */
1904 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1905 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1906 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1907 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1908
1909 GLboolean UsesGather; /**< Does this program use gather4 at all? */
1910
1911 /**
1912 * For vertex and geometry shaders, true if the program uses the
1913 * gl_ClipDistance output. Ignored for fragment shaders.
1914 */
1915 GLboolean UsesClipDistanceOut;
1916
1917
1918 /** Named parameters, constants, etc. from program text */
1919 struct gl_program_parameter_list *Parameters;
1920
1921 /**
1922 * Local parameters used by the program.
1923 *
1924 * It's dynamically allocated because it is rarely used (just
1925 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
1926 * allocated.
1927 */
1928 GLfloat (*LocalParams)[4];
1929
1930 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1931 GLubyte SamplerUnits[MAX_SAMPLERS];
1932
1933 /** Bitmask of which register files are read/written with indirect
1934 * addressing. Mask of (1 << PROGRAM_x) bits.
1935 */
1936 GLbitfield IndirectRegisterFiles;
1937
1938 /** Logical counts */
1939 /*@{*/
1940 GLuint NumInstructions;
1941 GLuint NumTemporaries;
1942 GLuint NumParameters;
1943 GLuint NumAttributes;
1944 GLuint NumAddressRegs;
1945 GLuint NumAluInstructions;
1946 GLuint NumTexInstructions;
1947 GLuint NumTexIndirections;
1948 /*@}*/
1949 /** Native, actual h/w counts */
1950 /*@{*/
1951 GLuint NumNativeInstructions;
1952 GLuint NumNativeTemporaries;
1953 GLuint NumNativeParameters;
1954 GLuint NumNativeAttributes;
1955 GLuint NumNativeAddressRegs;
1956 GLuint NumNativeAluInstructions;
1957 GLuint NumNativeTexInstructions;
1958 GLuint NumNativeTexIndirections;
1959 /*@}*/
1960 };
1961
1962
1963 /** Vertex program object */
1964 struct gl_vertex_program
1965 {
1966 struct gl_program Base; /**< base class */
1967 GLboolean IsPositionInvariant;
1968 };
1969
1970
1971 /** Tessellation control program object */
1972 struct gl_tess_ctrl_program
1973 {
1974 struct gl_program Base; /**< base class */
1975
1976 /* output layout */
1977 GLint VerticesOut;
1978 };
1979
1980
1981 /** Tessellation evaluation program object */
1982 struct gl_tess_eval_program
1983 {
1984 struct gl_program Base; /**< base class */
1985
1986 /* input layout */
1987 GLenum PrimitiveMode; /* GL_TRIANGLES, GL_QUADS or GL_ISOLINES */
1988 GLenum Spacing; /* GL_EQUAL, GL_FRACTIONAL_EVEN, GL_FRACTIONAL_ODD */
1989 GLenum VertexOrder; /* GL_CW or GL_CCW */
1990 bool PointMode;
1991 };
1992
1993
1994 /** Geometry program object */
1995 struct gl_geometry_program
1996 {
1997 struct gl_program Base; /**< base class */
1998
1999 GLint VerticesIn;
2000 GLint VerticesOut;
2001 GLint Invocations;
2002 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2003 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2004 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2005 bool UsesEndPrimitive;
2006 bool UsesStreams;
2007 };
2008
2009
2010 /** Fragment program object */
2011 struct gl_fragment_program
2012 {
2013 struct gl_program Base; /**< base class */
2014 GLboolean UsesKill; /**< shader uses KIL instruction */
2015 GLboolean UsesDFdy; /**< shader uses DDY instruction */
2016 GLboolean OriginUpperLeft;
2017 GLboolean PixelCenterInteger;
2018 enum gl_frag_depth_layout FragDepthLayout;
2019
2020 /**
2021 * GLSL interpolation qualifier associated with each fragment shader input.
2022 * For inputs that do not have an interpolation qualifier specified in
2023 * GLSL, the value is INTERP_QUALIFIER_NONE.
2024 */
2025 enum glsl_interp_qualifier InterpQualifier[VARYING_SLOT_MAX];
2026
2027 /**
2028 * Bitfield indicating, for each fragment shader input, 1 if that input
2029 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2030 */
2031 GLbitfield64 IsCentroid;
2032
2033 /**
2034 * Bitfield indicating, for each fragment shader input, 1 if that input
2035 * uses sample interpolation, 0 otherwise. Unused inputs are 0.
2036 */
2037 GLbitfield64 IsSample;
2038 };
2039
2040
2041 /** Compute program object */
2042 struct gl_compute_program
2043 {
2044 struct gl_program Base; /**< base class */
2045
2046 /**
2047 * Size specified using local_size_{x,y,z}.
2048 */
2049 unsigned LocalSize[3];
2050 };
2051
2052
2053 /**
2054 * State common to vertex and fragment programs.
2055 */
2056 struct gl_program_state
2057 {
2058 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2059 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2060 };
2061
2062
2063 /**
2064 * Context state for vertex programs.
2065 */
2066 struct gl_vertex_program_state
2067 {
2068 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2069 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2070 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2071 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2072 /** Computed two sided lighting for fixed function/programs. */
2073 GLboolean _TwoSideEnabled;
2074 struct gl_vertex_program *Current; /**< User-bound vertex program */
2075
2076 /** Currently enabled and valid vertex program (including internal
2077 * programs, user-defined vertex programs and GLSL vertex shaders).
2078 * This is the program we must use when rendering.
2079 */
2080 struct gl_vertex_program *_Current;
2081
2082 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2083
2084 /** Should fixed-function T&L be implemented with a vertex prog? */
2085 GLboolean _MaintainTnlProgram;
2086
2087 /** Program to emulate fixed-function T&L (see above) */
2088 struct gl_vertex_program *_TnlProgram;
2089
2090 /** Cache of fixed-function programs */
2091 struct gl_program_cache *Cache;
2092
2093 GLboolean _Overriden;
2094 };
2095
2096 /**
2097 * Context state for tessellation control programs.
2098 */
2099 struct gl_tess_ctrl_program_state
2100 {
2101 /** Currently bound and valid shader. */
2102 struct gl_tess_ctrl_program *_Current;
2103
2104 GLint patch_vertices;
2105 GLfloat patch_default_outer_level[4];
2106 GLfloat patch_default_inner_level[2];
2107 };
2108
2109 /**
2110 * Context state for tessellation evaluation programs.
2111 */
2112 struct gl_tess_eval_program_state
2113 {
2114 /** Currently bound and valid shader. */
2115 struct gl_tess_eval_program *_Current;
2116 };
2117
2118 /**
2119 * Context state for geometry programs.
2120 */
2121 struct gl_geometry_program_state
2122 {
2123 /** Currently enabled and valid program (including internal programs
2124 * and compiled shader programs).
2125 */
2126 struct gl_geometry_program *_Current;
2127 };
2128
2129 /**
2130 * Context state for fragment programs.
2131 */
2132 struct gl_fragment_program_state
2133 {
2134 GLboolean Enabled; /**< User-set fragment program enable flag */
2135 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2136 struct gl_fragment_program *Current; /**< User-bound fragment program */
2137
2138 /** Currently enabled and valid fragment program (including internal
2139 * programs, user-defined fragment programs and GLSL fragment shaders).
2140 * This is the program we must use when rendering.
2141 */
2142 struct gl_fragment_program *_Current;
2143
2144 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2145
2146 /** Should fixed-function texturing be implemented with a fragment prog? */
2147 GLboolean _MaintainTexEnvProgram;
2148
2149 /** Program to emulate fixed-function texture env/combine (see above) */
2150 struct gl_fragment_program *_TexEnvProgram;
2151
2152 /** Cache of fixed-function programs */
2153 struct gl_program_cache *Cache;
2154 };
2155
2156
2157 /**
2158 * Context state for compute programs.
2159 */
2160 struct gl_compute_program_state
2161 {
2162 /** Currently enabled and valid program (including internal programs
2163 * and compiled shader programs).
2164 */
2165 struct gl_compute_program *_Current;
2166 };
2167
2168
2169 /**
2170 * ATI_fragment_shader runtime state
2171 */
2172 #define ATI_FS_INPUT_PRIMARY 0
2173 #define ATI_FS_INPUT_SECONDARY 1
2174
2175 struct atifs_instruction;
2176 struct atifs_setupinst;
2177
2178 /**
2179 * ATI fragment shader
2180 */
2181 struct ati_fragment_shader
2182 {
2183 GLuint Id;
2184 GLint RefCount;
2185 struct atifs_instruction *Instructions[2];
2186 struct atifs_setupinst *SetupInst[2];
2187 GLfloat Constants[8][4];
2188 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2189 GLubyte numArithInstr[2];
2190 GLubyte regsAssigned[2];
2191 GLubyte NumPasses; /**< 1 or 2 */
2192 GLubyte cur_pass;
2193 GLubyte last_optype;
2194 GLboolean interpinp1;
2195 GLboolean isValid;
2196 GLuint swizzlerq;
2197 };
2198
2199 /**
2200 * Context state for GL_ATI_fragment_shader
2201 */
2202 struct gl_ati_fragment_shader_state
2203 {
2204 GLboolean Enabled;
2205 GLboolean _Enabled; /**< enabled and valid shader? */
2206 GLboolean Compiling;
2207 GLfloat GlobalConstants[8][4];
2208 struct ati_fragment_shader *Current;
2209 };
2210
2211 /**
2212 * Shader subroutine function definition
2213 */
2214 struct gl_subroutine_function
2215 {
2216 char *name;
2217 int num_compat_types;
2218 const struct glsl_type **types;
2219 };
2220
2221 /**
2222 * A GLSL vertex or fragment shader object.
2223 */
2224 struct gl_shader
2225 {
2226 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2227 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2228 * Must be the first field.
2229 */
2230 GLenum Type;
2231 gl_shader_stage Stage;
2232 GLuint Name; /**< AKA the handle */
2233 GLint RefCount; /**< Reference count */
2234 GLchar *Label; /**< GL_KHR_debug */
2235 GLboolean DeletePending;
2236 GLboolean CompileStatus;
2237 bool IsES; /**< True if this shader uses GLSL ES */
2238
2239 GLuint SourceChecksum; /**< for debug/logging purposes */
2240 const GLchar *Source; /**< Source code string */
2241
2242 struct gl_program *Program; /**< Post-compile assembly code */
2243 GLchar *InfoLog;
2244
2245 unsigned Version; /**< GLSL version used for linking */
2246
2247 /**
2248 * \name Sampler tracking
2249 *
2250 * \note Each of these fields is only set post-linking.
2251 */
2252 /*@{*/
2253 unsigned num_samplers; /**< Number of samplers used by this shader. */
2254 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2255 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2256 /*@}*/
2257
2258 /**
2259 * Map from sampler unit to texture unit (set by glUniform1i())
2260 *
2261 * A sampler unit is associated with each sampler uniform by the linker.
2262 * The sampler unit associated with each uniform is stored in the
2263 * \c gl_uniform_storage::sampler field.
2264 */
2265 GLubyte SamplerUnits[MAX_SAMPLERS];
2266 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2267 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2268
2269 /**
2270 * Number of default uniform block components used by this shader.
2271 *
2272 * This field is only set post-linking.
2273 */
2274 unsigned num_uniform_components;
2275
2276 /**
2277 * Number of combined uniform components used by this shader.
2278 *
2279 * This field is only set post-linking. It is the sum of the uniform block
2280 * sizes divided by sizeof(float), and num_uniform_compoennts.
2281 */
2282 unsigned num_combined_uniform_components;
2283
2284 /**
2285 * This shader's uniform block information.
2286 *
2287 * These fields are only set post-linking.
2288 */
2289 unsigned NumUniformBlocks;
2290 struct gl_uniform_block *UniformBlocks;
2291
2292 struct exec_list *ir;
2293 struct glsl_symbol_table *symbols;
2294
2295 bool uses_builtin_functions;
2296 bool uses_gl_fragcoord;
2297 bool redeclares_gl_fragcoord;
2298 bool ARB_fragment_coord_conventions_enable;
2299
2300 /**
2301 * Fragment shader state from GLSL 1.50 layout qualifiers.
2302 */
2303 bool origin_upper_left;
2304 bool pixel_center_integer;
2305
2306 /**
2307 * Tessellation Control shader state from layout qualifiers.
2308 */
2309 struct {
2310 /**
2311 * 0 - vertices not declared in shader, or
2312 * 1 .. GL_MAX_PATCH_VERTICES
2313 */
2314 GLint VerticesOut;
2315 } TessCtrl;
2316
2317 /**
2318 * Tessellation Evaluation shader state from layout qualifiers.
2319 */
2320 struct {
2321 /**
2322 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2323 * in this shader.
2324 */
2325 GLenum PrimitiveMode;
2326 /**
2327 * GL_EQUAL, GL_FRACTIONAL_ODD, GL_FRACTIONAL_EVEN, or 0 if it's not set
2328 * in this shader.
2329 */
2330 GLenum Spacing;
2331 /**
2332 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2333 */
2334 GLenum VertexOrder;
2335 /**
2336 * 1, 0, or -1 if it's not set in this shader.
2337 */
2338 int PointMode;
2339 } TessEval;
2340
2341 /**
2342 * Geometry shader state from GLSL 1.50 layout qualifiers.
2343 */
2344 struct {
2345 GLint VerticesOut;
2346 /**
2347 * 0 - Invocations count not declared in shader, or
2348 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2349 */
2350 GLint Invocations;
2351 /**
2352 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2353 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2354 * shader.
2355 */
2356 GLenum InputType;
2357 /**
2358 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2359 * it's not set in this shader.
2360 */
2361 GLenum OutputType;
2362 } Geom;
2363
2364 /**
2365 * Map from image uniform index to image unit (set by glUniform1i())
2366 *
2367 * An image uniform index is associated with each image uniform by
2368 * the linker. The image index associated with each uniform is
2369 * stored in the \c gl_uniform_storage::image field.
2370 */
2371 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2372
2373 /**
2374 * Access qualifier specified in the shader for each image uniform
2375 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2376 * GL_READ_WRITE.
2377 *
2378 * It may be different, though only more strict than the value of
2379 * \c gl_image_unit::Access for the corresponding image unit.
2380 */
2381 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2382
2383 /**
2384 * Number of image uniforms defined in the shader. It specifies
2385 * the number of valid elements in the \c ImageUnits and \c
2386 * ImageAccess arrays above.
2387 */
2388 GLuint NumImages;
2389
2390 /**
2391 * Whether early fragment tests are enabled as defined by
2392 * ARB_shader_image_load_store.
2393 */
2394 bool EarlyFragmentTests;
2395
2396 /**
2397 * Compute shader state from ARB_compute_shader layout qualifiers.
2398 */
2399 struct {
2400 /**
2401 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2402 * it's not set in this shader.
2403 */
2404 unsigned LocalSize[3];
2405 } Comp;
2406
2407 /**
2408 * Number of types for subroutine uniforms.
2409 */
2410 GLuint NumSubroutineUniformTypes;
2411
2412 /**
2413 * Subroutine uniform remap table
2414 * based on the program level uniform remap table.
2415 */
2416 GLuint NumSubroutineUniformRemapTable;
2417 struct gl_uniform_storage **SubroutineUniformRemapTable;
2418
2419 /**
2420 * Num of subroutine functions for this stage
2421 * and storage for them.
2422 */
2423 GLuint NumSubroutineFunctions;
2424 struct gl_subroutine_function *SubroutineFunctions;
2425 };
2426
2427
2428 struct gl_uniform_buffer_variable
2429 {
2430 char *Name;
2431
2432 /**
2433 * Name of the uniform as seen by glGetUniformIndices.
2434 *
2435 * glGetUniformIndices requires that the block instance index \b not be
2436 * present in the name of queried uniforms.
2437 *
2438 * \note
2439 * \c gl_uniform_buffer_variable::IndexName and
2440 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2441 */
2442 char *IndexName;
2443
2444 const struct glsl_type *Type;
2445 unsigned int Offset;
2446 GLboolean RowMajor;
2447 };
2448
2449
2450 enum gl_uniform_block_packing
2451 {
2452 ubo_packing_std140,
2453 ubo_packing_shared,
2454 ubo_packing_packed
2455 };
2456
2457
2458 struct gl_uniform_block
2459 {
2460 /** Declared name of the uniform block */
2461 char *Name;
2462
2463 /** Array of supplemental information about UBO ir_variables. */
2464 struct gl_uniform_buffer_variable *Uniforms;
2465 GLuint NumUniforms;
2466
2467 /**
2468 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2469 * with glBindBufferBase to bind a buffer object to this uniform block. When
2470 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2471 */
2472 GLuint Binding;
2473
2474 /**
2475 * Vulkan descriptor set qualifier for this block.
2476 */
2477 GLuint Set;
2478
2479 /**
2480 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2481 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2482 */
2483 GLuint UniformBufferSize;
2484
2485 /**
2486 * Is this actually an interface block for a shader storage buffer?
2487 */
2488 bool IsShaderStorage;
2489
2490 /**
2491 * Layout specified in the shader
2492 *
2493 * This isn't accessible through the API, but it is used while
2494 * cross-validating uniform blocks.
2495 */
2496 enum gl_uniform_block_packing _Packing;
2497 };
2498
2499 /**
2500 * Structure that represents a reference to an atomic buffer from some
2501 * shader program.
2502 */
2503 struct gl_active_atomic_buffer
2504 {
2505 /** Uniform indices of the atomic counters declared within it. */
2506 GLuint *Uniforms;
2507 GLuint NumUniforms;
2508
2509 /** Binding point index associated with it. */
2510 GLuint Binding;
2511
2512 /** Minimum reasonable size it is expected to have. */
2513 GLuint MinimumSize;
2514
2515 /** Shader stages making use of it. */
2516 GLboolean StageReferences[MESA_SHADER_STAGES];
2517 };
2518
2519 /**
2520 * Active resource in a gl_shader_program
2521 */
2522 struct gl_program_resource
2523 {
2524 GLenum Type; /** Program interface type. */
2525 const void *Data; /** Pointer to resource associated data structure. */
2526 uint8_t StageReferences; /** Bitmask of shader stage references. */
2527 };
2528
2529 /**
2530 * A GLSL program object.
2531 * Basically a linked collection of vertex and fragment shaders.
2532 */
2533 struct gl_shader_program
2534 {
2535 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2536 GLuint Name; /**< aka handle or ID */
2537 GLchar *Label; /**< GL_KHR_debug */
2538 GLint RefCount; /**< Reference count */
2539 GLboolean DeletePending;
2540
2541 /**
2542 * Is the application intending to glGetProgramBinary this program?
2543 */
2544 GLboolean BinaryRetreivableHint;
2545
2546 /**
2547 * Indicates whether program can be bound for individual pipeline stages
2548 * using UseProgramStages after it is next linked.
2549 */
2550 GLboolean SeparateShader;
2551
2552 GLuint NumShaders; /**< number of attached shaders */
2553 struct gl_shader **Shaders; /**< List of attached the shaders */
2554
2555 /**
2556 * User-defined attribute bindings
2557 *
2558 * These are set via \c glBindAttribLocation and are used to direct the
2559 * GLSL linker. These are \b not the values used in the compiled shader,
2560 * and they are \b not the values returned by \c glGetAttribLocation.
2561 */
2562 struct string_to_uint_map *AttributeBindings;
2563
2564 /**
2565 * User-defined fragment data bindings
2566 *
2567 * These are set via \c glBindFragDataLocation and are used to direct the
2568 * GLSL linker. These are \b not the values used in the compiled shader,
2569 * and they are \b not the values returned by \c glGetFragDataLocation.
2570 */
2571 struct string_to_uint_map *FragDataBindings;
2572 struct string_to_uint_map *FragDataIndexBindings;
2573
2574 /**
2575 * Transform feedback varyings last specified by
2576 * glTransformFeedbackVaryings().
2577 *
2578 * For the current set of transform feedback varyings used for transform
2579 * feedback output, see LinkedTransformFeedback.
2580 */
2581 struct {
2582 GLenum BufferMode;
2583 GLuint NumVarying;
2584 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2585 } TransformFeedback;
2586
2587 /** Post-link transform feedback info. */
2588 struct gl_transform_feedback_info LinkedTransformFeedback;
2589
2590 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2591 enum gl_frag_depth_layout FragDepthLayout;
2592
2593 /**
2594 * Tessellation Control shader state from layout qualifiers.
2595 */
2596 struct {
2597 /**
2598 * 0 - vertices not declared in shader, or
2599 * 1 .. GL_MAX_PATCH_VERTICES
2600 */
2601 GLint VerticesOut;
2602 } TessCtrl;
2603
2604 /**
2605 * Tessellation Evaluation shader state from layout qualifiers.
2606 */
2607 struct {
2608 /** GL_TRIANGLES, GL_QUADS or GL_ISOLINES */
2609 GLenum PrimitiveMode;
2610 /** GL_EQUAL, GL_FRACTIONAL_ODD or GL_FRACTIONAL_EVEN */
2611 GLenum Spacing;
2612 /** GL_CW or GL_CCW */
2613 GLenum VertexOrder;
2614 bool PointMode;
2615 /**
2616 * True if gl_ClipDistance is written to. Copied into
2617 * gl_tess_eval_program by _mesa_copy_linked_program_data().
2618 */
2619 GLboolean UsesClipDistance;
2620 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2621 0 if not present. */
2622 } TessEval;
2623
2624 /**
2625 * Geometry shader state - copied into gl_geometry_program by
2626 * _mesa_copy_linked_program_data().
2627 */
2628 struct {
2629 GLint VerticesIn;
2630 GLint VerticesOut;
2631 /**
2632 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2633 */
2634 GLint Invocations;
2635 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2636 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2637 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2638 /**
2639 * True if gl_ClipDistance is written to. Copied into
2640 * gl_geometry_program by _mesa_copy_linked_program_data().
2641 */
2642 GLboolean UsesClipDistance;
2643 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2644 0 if not present. */
2645 bool UsesEndPrimitive;
2646 bool UsesStreams;
2647 } Geom;
2648
2649 /** Vertex shader state */
2650 struct {
2651 /**
2652 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2653 * by _mesa_copy_linked_program_data().
2654 */
2655 GLboolean UsesClipDistance;
2656 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2657 0 if not present. */
2658 } Vert;
2659
2660 /**
2661 * Compute shader state - copied into gl_compute_program by
2662 * _mesa_copy_linked_program_data().
2663 */
2664 struct {
2665 /**
2666 * If this shader contains a compute stage, size specified using
2667 * local_size_{x,y,z}. Otherwise undefined.
2668 */
2669 unsigned LocalSize[3];
2670 } Comp;
2671
2672 /* post-link info: */
2673 unsigned NumUniformStorage;
2674 unsigned NumHiddenUniforms;
2675 struct gl_uniform_storage *UniformStorage;
2676
2677 /**
2678 * Mapping from GL uniform locations returned by \c glUniformLocation to
2679 * UniformStorage entries. Arrays will have multiple contiguous slots
2680 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2681 */
2682 unsigned NumUniformRemapTable;
2683 struct gl_uniform_storage **UniformRemapTable;
2684
2685 /**
2686 * Size of the gl_ClipDistance array that is output from the last pipeline
2687 * stage before the fragment shader.
2688 */
2689 unsigned LastClipDistanceArraySize;
2690
2691 unsigned NumUniformBlocks;
2692 struct gl_uniform_block *UniformBlocks;
2693
2694 /**
2695 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2696 * they're used in, or -1.
2697 *
2698 * This is used to maintain the Binding values of the stage's UniformBlocks[]
2699 * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2700 */
2701 int *UniformBlockStageIndex[MESA_SHADER_STAGES];
2702
2703 /**
2704 * Map of active uniform names to locations
2705 *
2706 * Maps any active uniform that is not an array element to a location.
2707 * Each active uniform, including individual structure members will appear
2708 * in this map. This roughly corresponds to the set of names that would be
2709 * enumerated by \c glGetActiveUniform.
2710 */
2711 struct string_to_uint_map *UniformHash;
2712
2713 struct gl_active_atomic_buffer *AtomicBuffers;
2714 unsigned NumAtomicBuffers;
2715
2716 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2717 GLboolean Validated;
2718 GLboolean _Used; /**< Ever used for drawing? */
2719 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
2720 GLchar *InfoLog;
2721
2722 unsigned Version; /**< GLSL version used for linking */
2723 bool IsES; /**< True if this program uses GLSL ES */
2724
2725 /**
2726 * Per-stage shaders resulting from the first stage of linking.
2727 *
2728 * Set of linked shaders for this program. The array is accessed using the
2729 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2730 * \c NULL.
2731 */
2732 struct gl_shader *_LinkedShaders[MESA_SHADER_STAGES];
2733
2734 /** List of all active resources after linking. */
2735 struct gl_program_resource *ProgramResourceList;
2736 unsigned NumProgramResourceList;
2737
2738 /* True if any of the fragment shaders attached to this program use:
2739 * #extension ARB_fragment_coord_conventions: enable
2740 */
2741 GLboolean ARB_fragment_coord_conventions_enable;
2742 };
2743
2744
2745 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2746 #define GLSL_LOG 0x2 /**< Write shaders to files */
2747 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2748 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2749 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2750 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2751 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2752 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2753 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2754 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2755
2756
2757 /**
2758 * Context state for GLSL vertex/fragment shaders.
2759 * Extended to support pipeline object
2760 */
2761 struct gl_pipeline_object
2762 {
2763 /** Name of the pipeline object as received from glGenProgramPipelines.
2764 * It would be 0 for shaders without separate shader objects.
2765 */
2766 GLuint Name;
2767
2768 GLint RefCount;
2769
2770 mtx_t Mutex;
2771
2772 GLchar *Label; /**< GL_KHR_debug */
2773
2774 /**
2775 * Programs used for rendering
2776 *
2777 * There is a separate program set for each shader stage.
2778 */
2779 struct gl_shader_program *CurrentProgram[MESA_SHADER_STAGES];
2780
2781 struct gl_shader_program *_CurrentFragmentProgram;
2782
2783 /**
2784 * Program used by glUniform calls.
2785 *
2786 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2787 */
2788 struct gl_shader_program *ActiveProgram;
2789
2790 GLbitfield Flags; /**< Mask of GLSL_x flags */
2791
2792 GLboolean EverBound; /**< Has the pipeline object been created */
2793
2794 GLboolean Validated; /**< Pipeline Validation status */
2795
2796 GLchar *InfoLog;
2797 };
2798
2799 /**
2800 * Context state for GLSL pipeline shaders.
2801 */
2802 struct gl_pipeline_shader_state
2803 {
2804 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
2805 struct gl_pipeline_object *Current;
2806
2807 /* Default Object to ensure that _Shader is never NULL */
2808 struct gl_pipeline_object *Default;
2809
2810 /** Pipeline objects */
2811 struct _mesa_HashTable *Objects;
2812 };
2813
2814 /**
2815 * Compiler options for a single GLSL shaders type
2816 */
2817 struct gl_shader_compiler_options
2818 {
2819 /** Driver-selectable options: */
2820 GLboolean EmitCondCodes; /**< Use condition codes? */
2821 GLboolean EmitNoLoops;
2822 GLboolean EmitNoFunctions;
2823 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2824 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2825 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2826 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2827 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
2828 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2829
2830 /**
2831 * \name Forms of indirect addressing the driver cannot do.
2832 */
2833 /*@{*/
2834 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2835 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2836 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2837 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2838 GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
2839 /*@}*/
2840
2841 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2842 GLuint MaxUnrollIterations;
2843
2844 /**
2845 * Optimize code for array of structures backends.
2846 *
2847 * This is a proxy for:
2848 * - preferring DP4 instructions (rather than MUL/MAD) for
2849 * matrix * vector operations, such as position transformation.
2850 */
2851 GLboolean OptimizeForAOS;
2852
2853 const struct nir_shader_compiler_options *NirOptions;
2854 };
2855
2856
2857 /**
2858 * Occlusion/timer query object.
2859 */
2860 struct gl_query_object
2861 {
2862 GLenum Target; /**< The query target, when active */
2863 GLuint Id; /**< hash table ID/name */
2864 GLchar *Label; /**< GL_KHR_debug */
2865 GLuint64EXT Result; /**< the counter */
2866 GLboolean Active; /**< inside Begin/EndQuery */
2867 GLboolean Ready; /**< result is ready? */
2868 GLboolean EverBound;/**< has query object ever been bound */
2869 GLuint Stream; /**< The stream */
2870 };
2871
2872
2873 /**
2874 * Context state for query objects.
2875 */
2876 struct gl_query_state
2877 {
2878 struct _mesa_HashTable *QueryObjects;
2879 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2880 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2881
2882 /** GL_NV_conditional_render */
2883 struct gl_query_object *CondRenderQuery;
2884
2885 /** GL_EXT_transform_feedback */
2886 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
2887 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
2888
2889 /** GL_ARB_timer_query */
2890 struct gl_query_object *TimeElapsed;
2891
2892 /** GL_ARB_pipeline_statistics_query */
2893 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
2894
2895 GLenum CondRenderMode;
2896 };
2897
2898
2899 /** Sync object state */
2900 struct gl_sync_object
2901 {
2902 GLenum Type; /**< GL_SYNC_FENCE */
2903 GLuint Name; /**< Fence name */
2904 GLchar *Label; /**< GL_KHR_debug */
2905 GLint RefCount; /**< Reference count */
2906 GLboolean DeletePending; /**< Object was deleted while there were still
2907 * live references (e.g., sync not yet finished)
2908 */
2909 GLenum SyncCondition;
2910 GLbitfield Flags; /**< Flags passed to glFenceSync */
2911 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2912 };
2913
2914
2915 /**
2916 * State which can be shared by multiple contexts:
2917 */
2918 struct gl_shared_state
2919 {
2920 mtx_t Mutex; /**< for thread safety */
2921 GLint RefCount; /**< Reference count */
2922 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2923 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2924
2925 /** Default texture objects (shared by all texture units) */
2926 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2927
2928 /** Fallback texture used when a bound texture is incomplete */
2929 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
2930
2931 /**
2932 * \name Thread safety and statechange notification for texture
2933 * objects.
2934 *
2935 * \todo Improve the granularity of locking.
2936 */
2937 /*@{*/
2938 mtx_t TexMutex; /**< texobj thread safety */
2939 GLuint TextureStateStamp; /**< state notification for shared tex */
2940 /*@}*/
2941
2942 /** Default buffer object for vertex arrays that aren't in VBOs */
2943 struct gl_buffer_object *NullBufferObj;
2944
2945 /**
2946 * \name Vertex/geometry/fragment programs
2947 */
2948 /*@{*/
2949 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2950 struct gl_vertex_program *DefaultVertexProgram;
2951 struct gl_fragment_program *DefaultFragmentProgram;
2952 /*@}*/
2953
2954 /* GL_ATI_fragment_shader */
2955 struct _mesa_HashTable *ATIShaders;
2956 struct ati_fragment_shader *DefaultFragmentShader;
2957
2958 struct _mesa_HashTable *BufferObjects;
2959
2960 /** Table of both gl_shader and gl_shader_program objects */
2961 struct _mesa_HashTable *ShaderObjects;
2962
2963 /* GL_EXT_framebuffer_object */
2964 struct _mesa_HashTable *RenderBuffers;
2965 struct _mesa_HashTable *FrameBuffers;
2966
2967 /* GL_ARB_sync */
2968 struct set *SyncObjects;
2969
2970 /** GL_ARB_sampler_objects */
2971 struct _mesa_HashTable *SamplerObjects;
2972
2973 /**
2974 * Some context in this share group was affected by a GPU reset
2975 *
2976 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
2977 * been affected by a GPU reset must also return
2978 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
2979 *
2980 * Once this field becomes true, it is never reset to false.
2981 */
2982 bool ShareGroupReset;
2983 };
2984
2985
2986
2987 /**
2988 * Renderbuffers represent drawing surfaces such as color, depth and/or
2989 * stencil. A framebuffer object has a set of renderbuffers.
2990 * Drivers will typically derive subclasses of this type.
2991 */
2992 struct gl_renderbuffer
2993 {
2994 mtx_t Mutex; /**< for thread safety */
2995 GLuint ClassID; /**< Useful for drivers */
2996 GLuint Name;
2997 GLchar *Label; /**< GL_KHR_debug */
2998 GLint RefCount;
2999 GLuint Width, Height;
3000 GLuint Depth;
3001 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3002 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3003 /**
3004 * True for renderbuffers that wrap textures, giving the driver a chance to
3005 * flush render caches through the FinishRenderTexture hook.
3006 *
3007 * Drivers may also set this on renderbuffers other than those generated by
3008 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3009 * called without a rb->TexImage.
3010 */
3011 GLboolean NeedsFinishRenderTexture;
3012 GLubyte NumSamples;
3013 GLenum InternalFormat; /**< The user-specified format */
3014 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3015 GL_STENCIL_INDEX. */
3016 mesa_format Format; /**< The actual renderbuffer memory format */
3017 /**
3018 * Pointer to the texture image if this renderbuffer wraps a texture,
3019 * otherwise NULL.
3020 *
3021 * Note that the reference on the gl_texture_object containing this
3022 * TexImage is held by the gl_renderbuffer_attachment.
3023 */
3024 struct gl_texture_image *TexImage;
3025
3026 /** Delete this renderbuffer */
3027 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3028
3029 /** Allocate new storage for this renderbuffer */
3030 GLboolean (*AllocStorage)(struct gl_context *ctx,
3031 struct gl_renderbuffer *rb,
3032 GLenum internalFormat,
3033 GLuint width, GLuint height);
3034 };
3035
3036
3037 /**
3038 * A renderbuffer attachment points to either a texture object (and specifies
3039 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3040 */
3041 struct gl_renderbuffer_attachment
3042 {
3043 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3044 GLboolean Complete;
3045
3046 /**
3047 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3048 * application supplied renderbuffer object.
3049 */
3050 struct gl_renderbuffer *Renderbuffer;
3051
3052 /**
3053 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3054 * supplied texture object.
3055 */
3056 struct gl_texture_object *Texture;
3057 GLuint TextureLevel; /**< Attached mipmap level. */
3058 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3059 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3060 * and 2D array textures */
3061 GLboolean Layered;
3062 };
3063
3064
3065 /**
3066 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3067 * In C++ terms, think of this as a base class from which device drivers
3068 * will make derived classes.
3069 */
3070 struct gl_framebuffer
3071 {
3072 mtx_t Mutex; /**< for thread safety */
3073 /**
3074 * If zero, this is a window system framebuffer. If non-zero, this
3075 * is a FBO framebuffer; note that for some devices (i.e. those with
3076 * a natural pixel coordinate system for FBOs that differs from the
3077 * OpenGL/Mesa coordinate system), this means that the viewport,
3078 * polygon face orientation, and polygon stipple will have to be inverted.
3079 */
3080 GLuint Name;
3081 GLint RefCount;
3082
3083 GLchar *Label; /**< GL_KHR_debug */
3084
3085 GLboolean DeletePending;
3086
3087 /**
3088 * The framebuffer's visual. Immutable if this is a window system buffer.
3089 * Computed from attachments if user-made FBO.
3090 */
3091 struct gl_config Visual;
3092
3093 /**
3094 * Size of frame buffer in pixels. If there are no attachments, then both
3095 * of these are 0.
3096 */
3097 GLuint Width, Height;
3098
3099 /**
3100 * In the case that the framebuffer has no attachment (i.e.
3101 * GL_ARB_framebuffer_no_attachments) then the geometry of
3102 * the framebuffer is specified by the default values.
3103 */
3104 struct {
3105 GLuint Width, Height, Layers, NumSamples;
3106 GLboolean FixedSampleLocations;
3107 } DefaultGeometry;
3108
3109 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3110 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3111 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3112 */
3113 /*@{*/
3114 GLint _Xmin, _Xmax;
3115 GLint _Ymin, _Ymax;
3116 /*@}*/
3117
3118 /** \name Derived Z buffer stuff */
3119 /*@{*/
3120 GLuint _DepthMax; /**< Max depth buffer value */
3121 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3122 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3123 /*@}*/
3124
3125 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3126 GLenum _Status;
3127
3128 /** Whether one of Attachment has Type != GL_NONE
3129 * NOTE: the values for Width and Height are set to 0 in case of having
3130 * no attachments, a backend driver supporting the extension
3131 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3132 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3133 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3134 * _Ymax do NOT take into account _HasAttachments being false). To get the
3135 * geometry of the framebuffer, the helper functions
3136 * _mesa_geometric_width(),
3137 * _mesa_geometric_height(),
3138 * _mesa_geometric_samples() and
3139 * _mesa_geometric_layers()
3140 * are available that check _HasAttachments.
3141 */
3142 bool _HasAttachments;
3143
3144 /** Integer color values */
3145 GLboolean _IntegerColor;
3146
3147 /* ARB_color_buffer_float */
3148 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3149 GLboolean _HasSNormOrFloatColorBuffer;
3150
3151 /**
3152 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3153 * is not layered. For cube maps and cube map arrays, each cube face
3154 * counts as a layer. As the case for Width, Height a backend driver
3155 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3156 * in the case that _HasAttachments is false
3157 */
3158 GLuint MaxNumLayers;
3159
3160 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3161 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3162
3163 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3164 * attribute group and GL_PIXEL attribute group, respectively.
3165 */
3166 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3167 GLenum ColorReadBuffer;
3168
3169 /** Computed from ColorDraw/ReadBuffer above */
3170 GLuint _NumColorDrawBuffers;
3171 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3172 GLint _ColorReadBufferIndex; /* -1 = None */
3173 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3174 struct gl_renderbuffer *_ColorReadBuffer;
3175
3176 /** Delete this framebuffer */
3177 void (*Delete)(struct gl_framebuffer *fb);
3178 };
3179
3180
3181 /**
3182 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3183 */
3184 struct gl_precision
3185 {
3186 GLushort RangeMin; /**< min value exponent */
3187 GLushort RangeMax; /**< max value exponent */
3188 GLushort Precision; /**< number of mantissa bits */
3189 };
3190
3191
3192 /**
3193 * Limits for vertex, geometry and fragment programs/shaders.
3194 */
3195 struct gl_program_constants
3196 {
3197 /* logical limits */
3198 GLuint MaxInstructions;
3199 GLuint MaxAluInstructions;
3200 GLuint MaxTexInstructions;
3201 GLuint MaxTexIndirections;
3202 GLuint MaxAttribs;
3203 GLuint MaxTemps;
3204 GLuint MaxAddressRegs;
3205 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3206 GLuint MaxParameters;
3207 GLuint MaxLocalParams;
3208 GLuint MaxEnvParams;
3209 /* native/hardware limits */
3210 GLuint MaxNativeInstructions;
3211 GLuint MaxNativeAluInstructions;
3212 GLuint MaxNativeTexInstructions;
3213 GLuint MaxNativeTexIndirections;
3214 GLuint MaxNativeAttribs;
3215 GLuint MaxNativeTemps;
3216 GLuint MaxNativeAddressRegs;
3217 GLuint MaxNativeParameters;
3218 /* For shaders */
3219 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3220
3221 /**
3222 * \name Per-stage input / output limits
3223 *
3224 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3225 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3226 * ES). This is stored as \c gl_constants::MaxVarying.
3227 *
3228 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3229 * variables. Each stage as a certain number of outputs that it can feed
3230 * to the next stage and a certain number inputs that it can consume from
3231 * the previous stage.
3232 *
3233 * Vertex shader inputs do not participate this in this accounting.
3234 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3235 *
3236 * Fragment shader outputs do not participate this in this accounting.
3237 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3238 */
3239 /*@{*/
3240 GLuint MaxInputComponents;
3241 GLuint MaxOutputComponents;
3242 /*@}*/
3243
3244 /* ES 2.0 and GL_ARB_ES2_compatibility */
3245 struct gl_precision LowFloat, MediumFloat, HighFloat;
3246 struct gl_precision LowInt, MediumInt, HighInt;
3247 /* GL_ARB_uniform_buffer_object */
3248 GLuint MaxUniformBlocks;
3249 GLuint MaxCombinedUniformComponents;
3250 GLuint MaxTextureImageUnits;
3251
3252 /* GL_ARB_shader_atomic_counters */
3253 GLuint MaxAtomicBuffers;
3254 GLuint MaxAtomicCounters;
3255
3256 /* GL_ARB_shader_image_load_store */
3257 GLuint MaxImageUniforms;
3258
3259 /* GL_ARB_shader_storage_buffer_object */
3260 GLuint MaxShaderStorageBlocks;
3261 };
3262
3263
3264 /**
3265 * Constants which may be overridden by device driver during context creation
3266 * but are never changed after that.
3267 */
3268 struct gl_constants
3269 {
3270 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3271 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3272 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3273 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3274 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3275 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3276 GLuint MaxTextureCoordUnits;
3277 GLuint MaxCombinedTextureImageUnits;
3278 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3279 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3280 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3281 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3282
3283 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3284
3285 GLuint MaxArrayLockSize;
3286
3287 GLint SubPixelBits;
3288
3289 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3290 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3291 GLfloat PointSizeGranularity;
3292 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3293 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3294 GLfloat LineWidthGranularity;
3295
3296 GLuint MaxClipPlanes;
3297 GLuint MaxLights;
3298 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3299 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3300
3301 GLuint MaxViewportWidth, MaxViewportHeight;
3302 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3303 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3304 struct {
3305 GLfloat Min;
3306 GLfloat Max;
3307 } ViewportBounds; /**< GL_ARB_viewport_array */
3308
3309 struct gl_program_constants Program[MESA_SHADER_STAGES];
3310 GLuint MaxProgramMatrices;
3311 GLuint MaxProgramMatrixStackDepth;
3312
3313 struct {
3314 GLuint SamplesPassed;
3315 GLuint TimeElapsed;
3316 GLuint Timestamp;
3317 GLuint PrimitivesGenerated;
3318 GLuint PrimitivesWritten;
3319 GLuint VerticesSubmitted;
3320 GLuint PrimitivesSubmitted;
3321 GLuint VsInvocations;
3322 GLuint TessPatches;
3323 GLuint TessInvocations;
3324 GLuint GsInvocations;
3325 GLuint GsPrimitives;
3326 GLuint FsInvocations;
3327 GLuint ComputeInvocations;
3328 GLuint ClInPrimitives;
3329 GLuint ClOutPrimitives;
3330 } QueryCounterBits;
3331
3332 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3333
3334 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3335 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3336 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3337
3338 /**
3339 * GL_ARB_framebuffer_no_attachments
3340 */
3341 GLuint MaxFramebufferWidth;
3342 GLuint MaxFramebufferHeight;
3343 GLuint MaxFramebufferLayers;
3344 GLuint MaxFramebufferSamples;
3345
3346 /** Number of varying vectors between any two shader stages. */
3347 GLuint MaxVarying;
3348
3349 /** @{
3350 * GL_ARB_uniform_buffer_object
3351 */
3352 GLuint MaxCombinedUniformBlocks;
3353 GLuint MaxUniformBufferBindings;
3354 GLuint MaxUniformBlockSize;
3355 GLuint UniformBufferOffsetAlignment;
3356 /** @} */
3357
3358 /** @{
3359 * GL_ARB_shader_storage_buffer_object
3360 */
3361 GLuint MaxCombinedShaderStorageBlocks;
3362 GLuint MaxShaderStorageBufferBindings;
3363 GLuint MaxShaderStorageBlockSize;
3364 GLuint ShaderStorageBufferOffsetAlignment;
3365 /** @} */
3366
3367 /**
3368 * GL_ARB_explicit_uniform_location
3369 */
3370 GLuint MaxUserAssignableUniformLocations;
3371
3372 /** GL_ARB_geometry_shader4 */
3373 GLuint MaxGeometryOutputVertices;
3374 GLuint MaxGeometryTotalOutputComponents;
3375
3376 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3377
3378 /**
3379 * Changes default GLSL extension behavior from "error" to "warn". It's out
3380 * of spec, but it can make some apps work that otherwise wouldn't.
3381 */
3382 GLboolean ForceGLSLExtensionsWarn;
3383
3384 /**
3385 * If non-zero, forces GLSL shaders to behave as if they began
3386 * with "#version ForceGLSLVersion".
3387 */
3388 GLuint ForceGLSLVersion;
3389
3390 /**
3391 * Allow GLSL #extension directives in the middle of shaders.
3392 */
3393 GLboolean AllowGLSLExtensionDirectiveMidShader;
3394
3395 /**
3396 * Does the driver support real 32-bit integers? (Otherwise, integers are
3397 * simulated via floats.)
3398 */
3399 GLboolean NativeIntegers;
3400
3401 /**
3402 * Does VertexID count from zero or from base vertex?
3403 *
3404 * \note
3405 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3406 * ignored and need not be set.
3407 */
3408 bool VertexID_is_zero_based;
3409
3410 /**
3411 * If the driver supports real 32-bit integers, what integer value should be
3412 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3413 */
3414 GLuint UniformBooleanTrue;
3415
3416 /**
3417 * Maximum amount of time, measured in nanseconds, that the server can wait.
3418 */
3419 GLuint64 MaxServerWaitTimeout;
3420
3421 /** GL_EXT_provoking_vertex */
3422 GLboolean QuadsFollowProvokingVertexConvention;
3423
3424 /** OpenGL version 3.0 */
3425 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3426
3427 /** OpenGL version 3.2 */
3428 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3429
3430 /** OpenGL version 4.4 */
3431 GLuint MaxVertexAttribStride;
3432
3433 /** GL_EXT_transform_feedback */
3434 GLuint MaxTransformFeedbackBuffers;
3435 GLuint MaxTransformFeedbackSeparateComponents;
3436 GLuint MaxTransformFeedbackInterleavedComponents;
3437 GLuint MaxVertexStreams;
3438
3439 /** GL_EXT_gpu_shader4 */
3440 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3441
3442 /** GL_ARB_texture_gather */
3443 GLuint MinProgramTextureGatherOffset;
3444 GLuint MaxProgramTextureGatherOffset;
3445 GLuint MaxProgramTextureGatherComponents;
3446
3447 /* GL_ARB_robustness */
3448 GLenum ResetStrategy;
3449
3450 /* GL_ARB_blend_func_extended */
3451 GLuint MaxDualSourceDrawBuffers;
3452
3453 /**
3454 * Whether the implementation strips out and ignores texture borders.
3455 *
3456 * Many GPU hardware implementations don't support rendering with texture
3457 * borders and mipmapped textures. (Note: not static border color, but the
3458 * old 1-pixel border around each edge). Implementations then have to do
3459 * slow fallbacks to be correct, or just ignore the border and be fast but
3460 * wrong. Setting the flag strips the border off of TexImage calls,
3461 * providing "fast but wrong" at significantly reduced driver complexity.
3462 *
3463 * Texture borders are deprecated in GL 3.0.
3464 **/
3465 GLboolean StripTextureBorder;
3466
3467 /**
3468 * For drivers which can do a better job at eliminating unused uniforms
3469 * than the GLSL compiler.
3470 *
3471 * XXX Remove these as soon as a better solution is available.
3472 */
3473 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3474
3475 /**
3476 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3477 * than passing the transform feedback object to the drawing function.
3478 */
3479 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3480
3481 /** GL_ARB_map_buffer_alignment */
3482 GLuint MinMapBufferAlignment;
3483
3484 /**
3485 * Disable varying packing. This is out of spec, but potentially useful
3486 * for older platforms that supports a limited number of texture
3487 * indirections--on these platforms, unpacking the varyings in the fragment
3488 * shader increases the number of texture indirections by 1, which might
3489 * make some shaders not executable at all.
3490 *
3491 * Drivers that support transform feedback must set this value to GL_FALSE.
3492 */
3493 GLboolean DisableVaryingPacking;
3494
3495 /**
3496 * Should meaningful names be generated for compiler temporary variables?
3497 *
3498 * Generally, it is not useful to have the compiler generate "meaningful"
3499 * names for temporary variables that it creates. This can, however, be a
3500 * useful debugging aid. In Mesa debug builds or release builds when
3501 * MESA_GLSL is set at run-time, meaningful names will be generated.
3502 * Drivers can also force names to be generated by setting this field.
3503 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3504 * vertex shader assembly) is set at run-time.
3505 */
3506 bool GenerateTemporaryNames;
3507
3508 /*
3509 * Maximum value supported for an index in DrawElements and friends.
3510 *
3511 * This must be at least (1ull<<24)-1. The default value is
3512 * (1ull<<32)-1.
3513 *
3514 * \since ES 3.0 or GL_ARB_ES3_compatibility
3515 * \sa _mesa_init_constants
3516 */
3517 GLuint64 MaxElementIndex;
3518
3519 /**
3520 * Disable interpretation of line continuations (lines ending with a
3521 * backslash character ('\') in GLSL source.
3522 */
3523 GLboolean DisableGLSLLineContinuations;
3524
3525 /** GL_ARB_texture_multisample */
3526 GLint MaxColorTextureSamples;
3527 GLint MaxDepthTextureSamples;
3528 GLint MaxIntegerSamples;
3529
3530 /**
3531 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3532 * samples are laid out in a rectangular grid roughly corresponding to
3533 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3534 * are used to map indices of rectangular grid to sample numbers within
3535 * a pixel. This mapping of indices to sample numbers must be initialized
3536 * by the driver for the target hardware. For example, if we have the 8X
3537 * MSAA sample number layout (sample positions) for XYZ hardware:
3538 *
3539 * sample indices layout sample number layout
3540 * --------- ---------
3541 * | 0 | 1 | | a | b |
3542 * --------- ---------
3543 * | 2 | 3 | | c | d |
3544 * --------- ---------
3545 * | 4 | 5 | | e | f |
3546 * --------- ---------
3547 * | 6 | 7 | | g | h |
3548 * --------- ---------
3549 *
3550 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3551 *
3552 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3553 * below:
3554 * SampleMap8x = {a, b, c, d, e, f, g, h};
3555 *
3556 * Follow the logic for other sample counts.
3557 */
3558 uint8_t SampleMap2x[2];
3559 uint8_t SampleMap4x[4];
3560 uint8_t SampleMap8x[8];
3561
3562 /** GL_ARB_shader_atomic_counters */
3563 GLuint MaxAtomicBufferBindings;
3564 GLuint MaxAtomicBufferSize;
3565 GLuint MaxCombinedAtomicBuffers;
3566 GLuint MaxCombinedAtomicCounters;
3567
3568 /** GL_ARB_vertex_attrib_binding */
3569 GLint MaxVertexAttribRelativeOffset;
3570 GLint MaxVertexAttribBindings;
3571
3572 /* GL_ARB_shader_image_load_store */
3573 GLuint MaxImageUnits;
3574 GLuint MaxCombinedImageUnitsAndFragmentOutputs;
3575 GLuint MaxImageSamples;
3576 GLuint MaxCombinedImageUniforms;
3577
3578 /** GL_ARB_compute_shader */
3579 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3580 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3581 GLuint MaxComputeWorkGroupInvocations;
3582
3583 /** GL_ARB_gpu_shader5 */
3584 GLfloat MinFragmentInterpolationOffset;
3585 GLfloat MaxFragmentInterpolationOffset;
3586
3587 GLboolean FakeSWMSAA;
3588
3589 /** GL_KHR_context_flush_control */
3590 GLenum ContextReleaseBehavior;
3591
3592 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
3593
3594 /** GL_ARB_tessellation_shader */
3595 GLuint MaxPatchVertices;
3596 GLuint MaxTessGenLevel;
3597 GLuint MaxTessPatchComponents;
3598 GLuint MaxTessControlTotalOutputComponents;
3599 bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
3600 };
3601
3602
3603 /**
3604 * Enable flag for each OpenGL extension. Different device drivers will
3605 * enable different extensions at runtime.
3606 */
3607 struct gl_extensions
3608 {
3609 GLboolean dummy; /* don't remove this! */
3610 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3611 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3612 GLboolean ANGLE_texture_compression_dxt;
3613 GLboolean ARB_ES2_compatibility;
3614 GLboolean ARB_ES3_compatibility;
3615 GLboolean ARB_arrays_of_arrays;
3616 GLboolean ARB_base_instance;
3617 GLboolean ARB_blend_func_extended;
3618 GLboolean ARB_buffer_storage;
3619 GLboolean ARB_clear_texture;
3620 GLboolean ARB_clip_control;
3621 GLboolean ARB_color_buffer_float;
3622 GLboolean ARB_compute_shader;
3623 GLboolean ARB_conditional_render_inverted;
3624 GLboolean ARB_conservative_depth;
3625 GLboolean ARB_copy_image;
3626 GLboolean ARB_depth_buffer_float;
3627 GLboolean ARB_depth_clamp;
3628 GLboolean ARB_depth_texture;
3629 GLboolean ARB_derivative_control;
3630 GLboolean ARB_draw_buffers_blend;
3631 GLboolean ARB_draw_elements_base_vertex;
3632 GLboolean ARB_draw_indirect;
3633 GLboolean ARB_draw_instanced;
3634 GLboolean ARB_fragment_coord_conventions;
3635 GLboolean ARB_fragment_layer_viewport;
3636 GLboolean ARB_fragment_program;
3637 GLboolean ARB_fragment_program_shadow;
3638 GLboolean ARB_fragment_shader;
3639 GLboolean ARB_framebuffer_no_attachments;
3640 GLboolean ARB_framebuffer_object;
3641 GLboolean ARB_explicit_attrib_location;
3642 GLboolean ARB_explicit_uniform_location;
3643 GLboolean ARB_geometry_shader4;
3644 GLboolean ARB_gpu_shader5;
3645 GLboolean ARB_gpu_shader_fp64;
3646 GLboolean ARB_half_float_vertex;
3647 GLboolean ARB_instanced_arrays;
3648 GLboolean ARB_internalformat_query;
3649 GLboolean ARB_map_buffer_range;
3650 GLboolean ARB_occlusion_query;
3651 GLboolean ARB_occlusion_query2;
3652 GLboolean ARB_pipeline_statistics_query;
3653 GLboolean ARB_point_sprite;
3654 GLboolean ARB_sample_shading;
3655 GLboolean ARB_seamless_cube_map;
3656 GLboolean ARB_shader_atomic_counters;
3657 GLboolean ARB_shader_bit_encoding;
3658 GLboolean ARB_shader_image_load_store;
3659 GLboolean ARB_shader_precision;
3660 GLboolean ARB_shader_stencil_export;
3661 GLboolean ARB_shader_storage_buffer_object;
3662 GLboolean ARB_shader_subroutine;
3663 GLboolean ARB_shader_texture_lod;
3664 GLboolean ARB_shading_language_packing;
3665 GLboolean ARB_shading_language_420pack;
3666 GLboolean ARB_shadow;
3667 GLboolean ARB_stencil_texturing;
3668 GLboolean ARB_sync;
3669 GLboolean ARB_tessellation_shader;
3670 GLboolean ARB_texture_border_clamp;
3671 GLboolean ARB_texture_buffer_object;
3672 GLboolean ARB_texture_buffer_object_rgb32;
3673 GLboolean ARB_texture_buffer_range;
3674 GLboolean ARB_texture_compression_bptc;
3675 GLboolean ARB_texture_compression_rgtc;
3676 GLboolean ARB_texture_cube_map;
3677 GLboolean ARB_texture_cube_map_array;
3678 GLboolean ARB_texture_env_combine;
3679 GLboolean ARB_texture_env_crossbar;
3680 GLboolean ARB_texture_env_dot3;
3681 GLboolean ARB_texture_float;
3682 GLboolean ARB_texture_gather;
3683 GLboolean ARB_texture_mirror_clamp_to_edge;
3684 GLboolean ARB_texture_multisample;
3685 GLboolean ARB_texture_non_power_of_two;
3686 GLboolean ARB_texture_stencil8;
3687 GLboolean ARB_texture_query_levels;
3688 GLboolean ARB_texture_query_lod;
3689 GLboolean ARB_texture_rg;
3690 GLboolean ARB_texture_rgb10_a2ui;
3691 GLboolean ARB_texture_view;
3692 GLboolean ARB_timer_query;
3693 GLboolean ARB_transform_feedback2;
3694 GLboolean ARB_transform_feedback3;
3695 GLboolean ARB_transform_feedback_instanced;
3696 GLboolean ARB_uniform_buffer_object;
3697 GLboolean ARB_vertex_attrib_64bit;
3698 GLboolean ARB_vertex_program;
3699 GLboolean ARB_vertex_shader;
3700 GLboolean ARB_vertex_type_10f_11f_11f_rev;
3701 GLboolean ARB_vertex_type_2_10_10_10_rev;
3702 GLboolean ARB_viewport_array;
3703 GLboolean EXT_blend_color;
3704 GLboolean EXT_blend_equation_separate;
3705 GLboolean EXT_blend_func_separate;
3706 GLboolean EXT_blend_minmax;
3707 GLboolean EXT_depth_bounds_test;
3708 GLboolean EXT_draw_buffers2;
3709 GLboolean EXT_framebuffer_multisample;
3710 GLboolean EXT_framebuffer_multisample_blit_scaled;
3711 GLboolean EXT_framebuffer_sRGB;
3712 GLboolean EXT_gpu_program_parameters;
3713 GLboolean EXT_gpu_shader4;
3714 GLboolean EXT_packed_float;
3715 GLboolean EXT_pixel_buffer_object;
3716 GLboolean EXT_point_parameters;
3717 GLboolean EXT_polygon_offset_clamp;
3718 GLboolean EXT_provoking_vertex;
3719 GLboolean EXT_shader_integer_mix;
3720 GLboolean EXT_stencil_two_side;
3721 GLboolean EXT_texture3D;
3722 GLboolean EXT_texture_array;
3723 GLboolean EXT_texture_compression_latc;
3724 GLboolean EXT_texture_compression_s3tc;
3725 GLboolean EXT_texture_env_dot3;
3726 GLboolean EXT_texture_filter_anisotropic;
3727 GLboolean EXT_texture_integer;
3728 GLboolean EXT_texture_mirror_clamp;
3729 GLboolean EXT_texture_shared_exponent;
3730 GLboolean EXT_texture_snorm;
3731 GLboolean EXT_texture_sRGB;
3732 GLboolean EXT_texture_sRGB_decode;
3733 GLboolean EXT_texture_swizzle;
3734 GLboolean EXT_transform_feedback;
3735 GLboolean EXT_timer_query;
3736 GLboolean EXT_vertex_array_bgra;
3737 GLboolean OES_standard_derivatives;
3738 /* vendor extensions */
3739 GLboolean AMD_performance_monitor;
3740 GLboolean AMD_pinned_memory;
3741 GLboolean AMD_seamless_cubemap_per_texture;
3742 GLboolean AMD_vertex_shader_layer;
3743 GLboolean AMD_vertex_shader_viewport_index;
3744 GLboolean APPLE_object_purgeable;
3745 GLboolean ATI_texture_compression_3dc;
3746 GLboolean ATI_texture_mirror_once;
3747 GLboolean ATI_texture_env_combine3;
3748 GLboolean ATI_fragment_shader;
3749 GLboolean ATI_separate_stencil;
3750 GLboolean INTEL_performance_query;
3751 GLboolean MESA_pack_invert;
3752 GLboolean MESA_ycbcr_texture;
3753 GLboolean NV_conditional_render;
3754 GLboolean NV_fog_distance;
3755 GLboolean NV_fragment_program_option;
3756 GLboolean NV_point_sprite;
3757 GLboolean NV_primitive_restart;
3758 GLboolean NV_texture_barrier;
3759 GLboolean NV_texture_env_combine4;
3760 GLboolean NV_texture_rectangle;
3761 GLboolean NV_vdpau_interop;
3762 GLboolean TDFX_texture_compression_FXT1;
3763 GLboolean OES_EGL_image;
3764 GLboolean OES_draw_texture;
3765 GLboolean OES_depth_texture_cube_map;
3766 GLboolean OES_EGL_image_external;
3767 GLboolean OES_texture_float;
3768 GLboolean OES_texture_float_linear;
3769 GLboolean OES_texture_half_float;
3770 GLboolean OES_texture_half_float_linear;
3771 GLboolean OES_compressed_ETC1_RGB8_texture;
3772 GLboolean extension_sentinel;
3773 /** The extension string */
3774 const GLubyte *String;
3775 /** Number of supported extensions */
3776 GLuint Count;
3777 };
3778
3779
3780 /**
3781 * A stack of matrices (projection, modelview, color, texture, etc).
3782 */
3783 struct gl_matrix_stack
3784 {
3785 GLmatrix *Top; /**< points into Stack */
3786 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3787 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3788 GLuint MaxDepth; /**< size of Stack[] array */
3789 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3790 };
3791
3792
3793 /**
3794 * \name Bits for image transfer operations
3795 * \sa __struct gl_contextRec::ImageTransferState.
3796 */
3797 /*@{*/
3798 #define IMAGE_SCALE_BIAS_BIT 0x1
3799 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3800 #define IMAGE_MAP_COLOR_BIT 0x4
3801 #define IMAGE_CLAMP_BIT 0x800
3802
3803
3804 /** Pixel Transfer ops */
3805 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3806 IMAGE_SHIFT_OFFSET_BIT | \
3807 IMAGE_MAP_COLOR_BIT)
3808
3809 /**
3810 * \name Bits to indicate what state has changed.
3811 */
3812 /*@{*/
3813 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3814 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3815 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3816 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3817 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3818 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3819 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3820 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3821 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3822 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3823 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3824 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3825 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3826 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3827 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3828 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3829 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3830 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3831 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3832 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3833 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3834 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3835 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3836 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3837 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3838 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3839 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3840 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3841 #define _NEW_BUFFER_OBJECT (1 << 28)
3842 #define _NEW_FRAG_CLAMP (1 << 29)
3843 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3844 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3845 #define _NEW_ALL ~0
3846 /*@}*/
3847
3848
3849 /**
3850 * Composite state flags
3851 */
3852 /*@{*/
3853 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3854 _NEW_TEXTURE | \
3855 _NEW_POINT | \
3856 _NEW_PROGRAM | \
3857 _NEW_MODELVIEW)
3858
3859 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3860 _NEW_FOG | \
3861 _NEW_PROGRAM)
3862
3863
3864 /*@}*/
3865
3866
3867
3868
3869 /* This has to be included here. */
3870 #include "dd.h"
3871
3872
3873 /**
3874 * Display list flags.
3875 * Strictly this is a tnl-private concept, but it doesn't seem
3876 * worthwhile adding a tnl private structure just to hold this one bit
3877 * of information:
3878 */
3879 #define DLIST_DANGLING_REFS 0x1
3880
3881
3882 /** Opaque declaration of display list payload data type */
3883 union gl_dlist_node;
3884
3885
3886 /**
3887 * Provide a location where information about a display list can be
3888 * collected. Could be extended with driverPrivate structures,
3889 * etc. in the future.
3890 */
3891 struct gl_display_list
3892 {
3893 GLuint Name;
3894 GLchar *Label; /**< GL_KHR_debug */
3895 GLbitfield Flags; /**< DLIST_x flags */
3896 /** The dlist commands are in a linked list of nodes */
3897 union gl_dlist_node *Head;
3898 };
3899
3900
3901 /**
3902 * State used during display list compilation and execution.
3903 */
3904 struct gl_dlist_state
3905 {
3906 GLuint CallDepth; /**< Current recursion calling depth */
3907
3908 struct gl_display_list *CurrentList; /**< List currently being compiled */
3909 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3910 GLuint CurrentPos; /**< Index into current block of nodes */
3911
3912 GLvertexformat ListVtxfmt;
3913
3914 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3915 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3916
3917 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3918 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3919
3920 struct {
3921 /* State known to have been set by the currently-compiling display
3922 * list. Used to eliminate some redundant state changes.
3923 */
3924 GLenum ShadeModel;
3925 } Current;
3926 };
3927
3928 /** @{
3929 *
3930 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
3931 * to small enums suitable for use as an array index.
3932 */
3933
3934 enum mesa_debug_source {
3935 MESA_DEBUG_SOURCE_API,
3936 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
3937 MESA_DEBUG_SOURCE_SHADER_COMPILER,
3938 MESA_DEBUG_SOURCE_THIRD_PARTY,
3939 MESA_DEBUG_SOURCE_APPLICATION,
3940 MESA_DEBUG_SOURCE_OTHER,
3941 MESA_DEBUG_SOURCE_COUNT
3942 };
3943
3944 enum mesa_debug_type {
3945 MESA_DEBUG_TYPE_ERROR,
3946 MESA_DEBUG_TYPE_DEPRECATED,
3947 MESA_DEBUG_TYPE_UNDEFINED,
3948 MESA_DEBUG_TYPE_PORTABILITY,
3949 MESA_DEBUG_TYPE_PERFORMANCE,
3950 MESA_DEBUG_TYPE_OTHER,
3951 MESA_DEBUG_TYPE_MARKER,
3952 MESA_DEBUG_TYPE_PUSH_GROUP,
3953 MESA_DEBUG_TYPE_POP_GROUP,
3954 MESA_DEBUG_TYPE_COUNT
3955 };
3956
3957 enum mesa_debug_severity {
3958 MESA_DEBUG_SEVERITY_LOW,
3959 MESA_DEBUG_SEVERITY_MEDIUM,
3960 MESA_DEBUG_SEVERITY_HIGH,
3961 MESA_DEBUG_SEVERITY_NOTIFICATION,
3962 MESA_DEBUG_SEVERITY_COUNT
3963 };
3964
3965 /** @} */
3966
3967 /**
3968 * Driver-specific state flags.
3969 *
3970 * These are or'd with gl_context::NewDriverState to notify a driver about
3971 * a state change. The driver sets the flags at context creation and
3972 * the meaning of the bits set is opaque to core Mesa.
3973 */
3974 struct gl_driver_flags
3975 {
3976 /** gl_context::Array::_DrawArrays (vertex array state) */
3977 uint64_t NewArray;
3978
3979 /** gl_context::TransformFeedback::CurrentObject */
3980 uint64_t NewTransformFeedback;
3981
3982 /** gl_context::TransformFeedback::CurrentObject::shader_program */
3983 uint64_t NewTransformFeedbackProg;
3984
3985 /** gl_context::RasterDiscard */
3986 uint64_t NewRasterizerDiscard;
3987
3988 /**
3989 * gl_context::UniformBufferBindings
3990 * gl_shader_program::UniformBlocks
3991 */
3992 uint64_t NewUniformBuffer;
3993
3994 /**
3995 * gl_context::ShaderStorageBufferBindings
3996 * gl_shader_program::ShaderStorageBlocks
3997 */
3998 uint64_t NewShaderStorageBuffer;
3999
4000 uint64_t NewTextureBuffer;
4001
4002 /**
4003 * gl_context::AtomicBufferBindings
4004 */
4005 uint64_t NewAtomicBuffer;
4006
4007 /**
4008 * gl_context::ImageUnits
4009 */
4010 uint64_t NewImageUnits;
4011
4012 /**
4013 * gl_context::TessCtrlProgram::patch_default_*
4014 */
4015 uint64_t NewDefaultTessLevels;
4016 };
4017
4018 struct gl_uniform_buffer_binding
4019 {
4020 struct gl_buffer_object *BufferObject;
4021 /** Start of uniform block data in the buffer */
4022 GLintptr Offset;
4023 /** Size of data allowed to be referenced from the buffer (in bytes) */
4024 GLsizeiptr Size;
4025 /**
4026 * glBindBufferBase() indicates that the Size should be ignored and only
4027 * limited by the current size of the BufferObject.
4028 */
4029 GLboolean AutomaticSize;
4030 };
4031
4032 struct gl_shader_storage_buffer_binding
4033 {
4034 struct gl_buffer_object *BufferObject;
4035 /** Start of shader storage block data in the buffer */
4036 GLintptr Offset;
4037 /** Size of data allowed to be referenced from the buffer (in bytes) */
4038 GLsizeiptr Size;
4039 /**
4040 * glBindBufferBase() indicates that the Size should be ignored and only
4041 * limited by the current size of the BufferObject.
4042 */
4043 GLboolean AutomaticSize;
4044 };
4045
4046 /**
4047 * ARB_shader_image_load_store image unit.
4048 */
4049 struct gl_image_unit
4050 {
4051 /**
4052 * Texture object bound to this unit.
4053 */
4054 struct gl_texture_object *TexObj;
4055
4056 /**
4057 * Level of the texture object bound to this unit.
4058 */
4059 GLuint Level;
4060
4061 /**
4062 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4063 * GL_FALSE if only some specific layer of the texture is bound.
4064 * \sa Layer
4065 */
4066 GLboolean Layered;
4067
4068 /**
4069 * GL_TRUE if the state of this image unit is valid and access from
4070 * the shader is allowed. Otherwise loads from this unit should
4071 * return zero and stores should have no effect.
4072 */
4073 GLboolean _Valid;
4074
4075 /**
4076 * Layer of the texture object bound to this unit, or zero if the
4077 * whole level is bound.
4078 */
4079 GLuint Layer;
4080
4081 /**
4082 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4083 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4084 */
4085 GLenum Access;
4086
4087 /**
4088 * GL internal format that determines the interpretation of the
4089 * image memory when shader image operations are performed through
4090 * this unit.
4091 */
4092 GLenum Format;
4093
4094 /**
4095 * Mesa format corresponding to \c Format.
4096 */
4097 mesa_format _ActualFormat;
4098
4099 };
4100
4101 /**
4102 * Binding point for an atomic counter buffer object.
4103 */
4104 struct gl_atomic_buffer_binding
4105 {
4106 struct gl_buffer_object *BufferObject;
4107 GLintptr Offset;
4108 GLsizeiptr Size;
4109 };
4110
4111 /**
4112 * Mesa rendering context.
4113 *
4114 * This is the central context data structure for Mesa. Almost all
4115 * OpenGL state is contained in this structure.
4116 * Think of this as a base class from which device drivers will derive
4117 * sub classes.
4118 */
4119 struct gl_context
4120 {
4121 /** State possibly shared with other contexts in the address space */
4122 struct gl_shared_state *Shared;
4123
4124 /** \name API function pointer tables */
4125 /*@{*/
4126 gl_api API;
4127 /**
4128 * The current dispatch table for non-displaylist-saving execution, either
4129 * BeginEnd or OutsideBeginEnd
4130 */
4131 struct _glapi_table *Exec;
4132 /**
4133 * The normal dispatch table for non-displaylist-saving, non-begin/end
4134 */
4135 struct _glapi_table *OutsideBeginEnd;
4136 /** The dispatch table used between glNewList() and glEndList() */
4137 struct _glapi_table *Save;
4138 /**
4139 * The dispatch table used between glBegin() and glEnd() (outside of a
4140 * display list). Only valid functions between those two are set, which is
4141 * mostly just the set in a GLvertexformat struct.
4142 */
4143 struct _glapi_table *BeginEnd;
4144 /**
4145 * Tracks the current dispatch table out of the 3 above, so that it can be
4146 * re-set on glXMakeCurrent().
4147 */
4148 struct _glapi_table *CurrentDispatch;
4149 /*@}*/
4150
4151 struct gl_config Visual;
4152 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4153 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4154 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4155 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4156
4157 /**
4158 * Device driver function pointer table
4159 */
4160 struct dd_function_table Driver;
4161
4162 /** Core/Driver constants */
4163 struct gl_constants Const;
4164
4165 /** \name The various 4x4 matrix stacks */
4166 /*@{*/
4167 struct gl_matrix_stack ModelviewMatrixStack;
4168 struct gl_matrix_stack ProjectionMatrixStack;
4169 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4170 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4171 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4172 /*@}*/
4173
4174 /** Combined modelview and projection matrix */
4175 GLmatrix _ModelProjectMatrix;
4176
4177 /** \name Display lists */
4178 struct gl_dlist_state ListState;
4179
4180 GLboolean ExecuteFlag; /**< Execute GL commands? */
4181 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4182
4183 /** Extension information */
4184 struct gl_extensions Extensions;
4185
4186 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4187 GLuint Version;
4188 char *VersionString;
4189
4190 /** \name State attribute stack (for glPush/PopAttrib) */
4191 /*@{*/
4192 GLuint AttribStackDepth;
4193 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4194 /*@}*/
4195
4196 /** \name Renderer attribute groups
4197 *
4198 * We define a struct for each attribute group to make pushing and popping
4199 * attributes easy. Also it's a good organization.
4200 */
4201 /*@{*/
4202 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4203 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4204 struct gl_current_attrib Current; /**< Current attributes */
4205 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4206 struct gl_eval_attrib Eval; /**< Eval attributes */
4207 struct gl_fog_attrib Fog; /**< Fog attributes */
4208 struct gl_hint_attrib Hint; /**< Hint attributes */
4209 struct gl_light_attrib Light; /**< Light attributes */
4210 struct gl_line_attrib Line; /**< Line attributes */
4211 struct gl_list_attrib List; /**< List attributes */
4212 struct gl_multisample_attrib Multisample;
4213 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4214 struct gl_point_attrib Point; /**< Point attributes */
4215 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4216 GLuint PolygonStipple[32]; /**< Polygon stipple */
4217 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4218 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4219 struct gl_texture_attrib Texture; /**< Texture attributes */
4220 struct gl_transform_attrib Transform; /**< Transformation attributes */
4221 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4222 /*@}*/
4223
4224 /** \name Client attribute stack */
4225 /*@{*/
4226 GLuint ClientAttribStackDepth;
4227 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4228 /*@}*/
4229
4230 /** \name Client attribute groups */
4231 /*@{*/
4232 struct gl_array_attrib Array; /**< Vertex arrays */
4233 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4234 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4235 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4236 /*@}*/
4237
4238 /** \name Other assorted state (not pushed/popped on attribute stack) */
4239 /*@{*/
4240 struct gl_pixelmaps PixelMaps;
4241
4242 struct gl_evaluators EvalMap; /**< All evaluators */
4243 struct gl_feedback Feedback; /**< Feedback */
4244 struct gl_selection Select; /**< Selection */
4245
4246 struct gl_program_state Program; /**< general program state */
4247 struct gl_vertex_program_state VertexProgram;
4248 struct gl_fragment_program_state FragmentProgram;
4249 struct gl_geometry_program_state GeometryProgram;
4250 struct gl_compute_program_state ComputeProgram;
4251 struct gl_tess_ctrl_program_state TessCtrlProgram;
4252 struct gl_tess_eval_program_state TessEvalProgram;
4253 struct gl_ati_fragment_shader_state ATIFragmentShader;
4254
4255 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4256 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4257
4258 /**
4259 * Current active shader pipeline state
4260 *
4261 * Almost all internal users want ::_Shader instead of ::Shader. The
4262 * exceptions are bits of legacy GLSL API that do not know about separate
4263 * shader objects.
4264 *
4265 * If a program is active via \c glUseProgram, this will point to
4266 * \c ::Shader.
4267 *
4268 * If a program pipeline is active via \c glBindProgramPipeline, this will
4269 * point to \c ::Pipeline.Current.
4270 *
4271 * If neither a program nor a program pipeline is active, this will point to
4272 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4273 * \c NULL.
4274 */
4275 struct gl_pipeline_object *_Shader;
4276
4277 struct gl_query_state Query; /**< occlusion, timer queries */
4278
4279 struct gl_transform_feedback_state TransformFeedback;
4280
4281 struct gl_perf_monitor_state PerfMonitor;
4282
4283 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4284
4285 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4286 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4287
4288 /**
4289 * Current GL_ARB_uniform_buffer_object binding referenced by
4290 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4291 */
4292 struct gl_buffer_object *UniformBuffer;
4293
4294 /**
4295 * Current GL_ARB_shader_storage_buffer_object binding referenced by
4296 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
4297 */
4298 struct gl_buffer_object *ShaderStorageBuffer;
4299
4300 /**
4301 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4302 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4303 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4304 * shader program.
4305 */
4306 struct gl_uniform_buffer_binding
4307 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4308
4309 /**
4310 * Array of shader storage buffers for ARB_shader_storage_buffer_object
4311 * and GL 4.3. This is set up using glBindBufferRange() or
4312 * glBindBufferBase(). They are associated with shader storage blocks by
4313 * glShaderStorageBlockBinding()'s state in the shader program.
4314 */
4315 struct gl_shader_storage_buffer_binding
4316 ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
4317
4318 /**
4319 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4320 * target.
4321 */
4322 struct gl_buffer_object *AtomicBuffer;
4323
4324 /**
4325 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4326 * target.
4327 */
4328 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
4329
4330 /**
4331 * Array of atomic counter buffer binding points.
4332 */
4333 struct gl_atomic_buffer_binding
4334 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4335
4336 /**
4337 * Array of image units for ARB_shader_image_load_store.
4338 */
4339 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4340
4341 /*@}*/
4342
4343 struct gl_meta_state *Meta; /**< for "meta" operations */
4344
4345 /* GL_EXT_framebuffer_object */
4346 struct gl_renderbuffer *CurrentRenderbuffer;
4347
4348 GLenum ErrorValue; /**< Last error code */
4349
4350 /**
4351 * Recognize and silence repeated error debug messages in buggy apps.
4352 */
4353 const char *ErrorDebugFmtString;
4354 GLuint ErrorDebugCount;
4355
4356 /* GL_ARB_debug_output/GL_KHR_debug */
4357 mtx_t DebugMutex;
4358 struct gl_debug_state *Debug;
4359
4360 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4361 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4362 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
4363
4364 struct gl_driver_flags DriverFlags;
4365
4366 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4367
4368 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4369
4370 /** \name Derived state */
4371 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4372 GLfloat _EyeZDir[3];
4373 GLfloat _ModelViewInvScale;
4374 GLboolean _NeedEyeCoords;
4375 GLboolean _ForceEyeCoords;
4376
4377 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4378
4379 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4380
4381 /** \name For debugging/development only */
4382 /*@{*/
4383 GLboolean FirstTimeCurrent;
4384 /*@}*/
4385
4386 /**
4387 * False if this context was created without a config. This is needed
4388 * because the initial state of glDrawBuffers depends on this
4389 */
4390 GLboolean HasConfig;
4391
4392 /** software compression/decompression supported or not */
4393 GLboolean Mesa_DXTn;
4394
4395 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4396
4397 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4398
4399 /**
4400 * \name Hooks for module contexts.
4401 *
4402 * These will eventually live in the driver or elsewhere.
4403 */
4404 /*@{*/
4405 void *swrast_context;
4406 void *swsetup_context;
4407 void *swtnl_context;
4408 struct vbo_context *vbo_context;
4409 struct st_context *st;
4410 void *aelt_context;
4411 /*@}*/
4412
4413 /**
4414 * \name NV_vdpau_interop
4415 */
4416 /*@{*/
4417 const void *vdpDevice;
4418 const void *vdpGetProcAddress;
4419 struct set *vdpSurfaces;
4420 /*@}*/
4421
4422 /**
4423 * Has this context observed a GPU reset in any context in the share group?
4424 *
4425 * Once this field becomes true, it is never reset to false.
4426 */
4427 GLboolean ShareGroupReset;
4428 };
4429
4430
4431 #ifdef DEBUG
4432 extern int MESA_VERBOSE;
4433 extern int MESA_DEBUG_FLAGS;
4434 # define MESA_FUNCTION __func__
4435 #else
4436 # define MESA_VERBOSE 0
4437 # define MESA_DEBUG_FLAGS 0
4438 # define MESA_FUNCTION "a function"
4439 #endif
4440
4441
4442 /** The MESA_VERBOSE var is a bitmask of these flags */
4443 enum _verbose
4444 {
4445 VERBOSE_VARRAY = 0x0001,
4446 VERBOSE_TEXTURE = 0x0002,
4447 VERBOSE_MATERIAL = 0x0004,
4448 VERBOSE_PIPELINE = 0x0008,
4449 VERBOSE_DRIVER = 0x0010,
4450 VERBOSE_STATE = 0x0020,
4451 VERBOSE_API = 0x0040,
4452 VERBOSE_DISPLAY_LIST = 0x0100,
4453 VERBOSE_LIGHTING = 0x0200,
4454 VERBOSE_PRIMS = 0x0400,
4455 VERBOSE_VERTS = 0x0800,
4456 VERBOSE_DISASSEM = 0x1000,
4457 VERBOSE_DRAW = 0x2000,
4458 VERBOSE_SWAPBUFFERS = 0x4000
4459 };
4460
4461
4462 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4463 enum _debug
4464 {
4465 DEBUG_SILENT = (1 << 0),
4466 DEBUG_ALWAYS_FLUSH = (1 << 1),
4467 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
4468 DEBUG_INCOMPLETE_FBO = (1 << 3)
4469 };
4470
4471 static inline bool
4472 _mesa_active_fragment_shader_has_atomic_ops(const struct gl_context *ctx)
4473 {
4474 return ctx->Shader._CurrentFragmentProgram != NULL &&
4475 ctx->Shader._CurrentFragmentProgram->NumAtomicBuffers > 0;
4476 }
4477
4478 #ifdef __cplusplus
4479 }
4480 #endif
4481
4482 #endif /* MTYPES_H */