Add vulkan driver for BDW
[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 "util/simple_list.h" /* struct simple_node */
47 #include "main/formats.h" /* MESA_FORMAT_COUNT */
48
49
50 #ifdef __cplusplus
51 extern "C" {
52 #endif
53
54
55 /**
56 * \name 64-bit extension of GLbitfield.
57 */
58 /*@{*/
59 typedef GLuint64 GLbitfield64;
60
61 /** Set a single bit */
62 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
63 /** Set all bits up to excluding bit b */
64 #define BITFIELD64_MASK(b) \
65 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
66 /** Set count bits starting from bit b */
67 #define BITFIELD64_RANGE(b, count) \
68 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
69
70
71 /**
72 * \name Some forward type declarations
73 */
74 /*@{*/
75 struct _mesa_HashTable;
76 struct gl_attrib_node;
77 struct gl_list_extensions;
78 struct gl_meta_state;
79 struct gl_program_cache;
80 struct gl_texture_object;
81 struct gl_debug_state;
82 struct gl_context;
83 struct st_context;
84 struct gl_uniform_storage;
85 struct prog_instruction;
86 struct gl_program_parameter_list;
87 struct set;
88 struct set_entry;
89 struct vbo_context;
90 /*@}*/
91
92
93 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
94 #define PRIM_MAX GL_TRIANGLE_STRIP_ADJACENCY
95 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
96 #define PRIM_UNKNOWN (PRIM_MAX + 2)
97
98
99
100 /**
101 * Indexes for vertex program attributes.
102 * GL_NV_vertex_program aliases generic attributes over the conventional
103 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
104 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
105 * generic attributes are distinct/separate).
106 */
107 typedef enum
108 {
109 VERT_ATTRIB_POS = 0,
110 VERT_ATTRIB_WEIGHT = 1,
111 VERT_ATTRIB_NORMAL = 2,
112 VERT_ATTRIB_COLOR0 = 3,
113 VERT_ATTRIB_COLOR1 = 4,
114 VERT_ATTRIB_FOG = 5,
115 VERT_ATTRIB_COLOR_INDEX = 6,
116 VERT_ATTRIB_EDGEFLAG = 7,
117 VERT_ATTRIB_TEX0 = 8,
118 VERT_ATTRIB_TEX1 = 9,
119 VERT_ATTRIB_TEX2 = 10,
120 VERT_ATTRIB_TEX3 = 11,
121 VERT_ATTRIB_TEX4 = 12,
122 VERT_ATTRIB_TEX5 = 13,
123 VERT_ATTRIB_TEX6 = 14,
124 VERT_ATTRIB_TEX7 = 15,
125 VERT_ATTRIB_POINT_SIZE = 16,
126 VERT_ATTRIB_GENERIC0 = 17,
127 VERT_ATTRIB_GENERIC1 = 18,
128 VERT_ATTRIB_GENERIC2 = 19,
129 VERT_ATTRIB_GENERIC3 = 20,
130 VERT_ATTRIB_GENERIC4 = 21,
131 VERT_ATTRIB_GENERIC5 = 22,
132 VERT_ATTRIB_GENERIC6 = 23,
133 VERT_ATTRIB_GENERIC7 = 24,
134 VERT_ATTRIB_GENERIC8 = 25,
135 VERT_ATTRIB_GENERIC9 = 26,
136 VERT_ATTRIB_GENERIC10 = 27,
137 VERT_ATTRIB_GENERIC11 = 28,
138 VERT_ATTRIB_GENERIC12 = 29,
139 VERT_ATTRIB_GENERIC13 = 30,
140 VERT_ATTRIB_GENERIC14 = 31,
141 VERT_ATTRIB_GENERIC15 = 32,
142 VERT_ATTRIB_MAX = 33
143 } gl_vert_attrib;
144
145 /**
146 * Symbolic constats to help iterating over
147 * specific blocks of vertex attributes.
148 *
149 * VERT_ATTRIB_FF
150 * includes all fixed function attributes as well as
151 * the aliased GL_NV_vertex_program shader attributes.
152 * VERT_ATTRIB_TEX
153 * include the classic texture coordinate attributes.
154 * Is a subset of VERT_ATTRIB_FF.
155 * VERT_ATTRIB_GENERIC
156 * include the OpenGL 2.0+ GLSL generic shader attributes.
157 * These alias the generic GL_ARB_vertex_shader attributes.
158 */
159 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
160 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
161
162 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
163 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
164
165 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
166 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
167
168 /**
169 * Bitflags for vertex attributes.
170 * These are used in bitfields in many places.
171 */
172 /*@{*/
173 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
174 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
175 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
176 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
177 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
178 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
179 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
180 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
181 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
182 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
183 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
184 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
185 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
186 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
187 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
188 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
189 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
190 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
191
192 #define VERT_BIT(i) BITFIELD64_BIT(i)
193 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
194
195 #define VERT_BIT_FF(i) VERT_BIT(i)
196 #define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
197 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
198 #define VERT_BIT_TEX_ALL \
199 BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
200
201 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
202 #define VERT_BIT_GENERIC_ALL \
203 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
204 /*@}*/
205
206
207 /**
208 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
209 * fragment shader inputs.
210 *
211 * Note that some of these values are not available to all pipeline stages.
212 *
213 * When this enum is updated, the following code must be updated too:
214 * - vertResults (in prog_print.c's arb_output_attrib_string())
215 * - fragAttribs (in prog_print.c's arb_input_attrib_string())
216 * - _mesa_varying_slot_in_fs()
217 */
218 typedef enum
219 {
220 VARYING_SLOT_POS,
221 VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
222 VARYING_SLOT_COL1,
223 VARYING_SLOT_FOGC,
224 VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
225 VARYING_SLOT_TEX1,
226 VARYING_SLOT_TEX2,
227 VARYING_SLOT_TEX3,
228 VARYING_SLOT_TEX4,
229 VARYING_SLOT_TEX5,
230 VARYING_SLOT_TEX6,
231 VARYING_SLOT_TEX7,
232 VARYING_SLOT_PSIZ, /* Does not appear in FS */
233 VARYING_SLOT_BFC0, /* Does not appear in FS */
234 VARYING_SLOT_BFC1, /* Does not appear in FS */
235 VARYING_SLOT_EDGE, /* Does not appear in FS */
236 VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
237 VARYING_SLOT_CLIP_DIST0,
238 VARYING_SLOT_CLIP_DIST1,
239 VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
240 VARYING_SLOT_LAYER, /* Appears as VS or GS output */
241 VARYING_SLOT_VIEWPORT, /* Appears as VS or GS output */
242 VARYING_SLOT_FACE, /* FS only */
243 VARYING_SLOT_PNTC, /* FS only */
244 VARYING_SLOT_VAR0, /* First generic varying slot */
245 VARYING_SLOT_MAX = VARYING_SLOT_VAR0 + MAX_VARYING
246 } gl_varying_slot;
247
248
249 /**
250 * Bitflags for varying slots.
251 */
252 /*@{*/
253 #define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
254 #define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
255 #define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
256 #define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
257 #define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
258 #define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
259 #define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
260 #define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
261 #define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
262 #define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
263 #define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
264 #define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
265 #define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
266 #define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
267 MAX_TEXTURE_COORD_UNITS)
268 #define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
269 #define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
270 #define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
271 #define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
272 #define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
273 #define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
274 #define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
275 #define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
276 #define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
277 #define VARYING_BIT_VIEWPORT BITFIELD64_BIT(VARYING_SLOT_VIEWPORT)
278 #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
279 #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
280 #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
281 /*@}*/
282
283 /**
284 * Determine if the given gl_varying_slot appears in the fragment shader.
285 */
286 static inline GLboolean
287 _mesa_varying_slot_in_fs(gl_varying_slot slot)
288 {
289 switch (slot) {
290 case VARYING_SLOT_PSIZ:
291 case VARYING_SLOT_BFC0:
292 case VARYING_SLOT_BFC1:
293 case VARYING_SLOT_EDGE:
294 case VARYING_SLOT_CLIP_VERTEX:
295 case VARYING_SLOT_LAYER:
296 return GL_FALSE;
297 default:
298 return GL_TRUE;
299 }
300 }
301
302
303 /**
304 * Fragment program results
305 */
306 typedef enum
307 {
308 FRAG_RESULT_DEPTH = 0,
309 FRAG_RESULT_STENCIL = 1,
310 /* If a single color should be written to all render targets, this
311 * register is written. No FRAG_RESULT_DATAn will be written.
312 */
313 FRAG_RESULT_COLOR = 2,
314 FRAG_RESULT_SAMPLE_MASK = 3,
315
316 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
317 * or ARB_fragment_program fragment.color[n]) color results. If
318 * any are written, FRAG_RESULT_COLOR will not be written.
319 */
320 FRAG_RESULT_DATA0 = 4,
321 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
322 } gl_frag_result;
323
324
325 /**
326 * Indexes for all renderbuffers
327 */
328 typedef enum
329 {
330 /* the four standard color buffers */
331 BUFFER_FRONT_LEFT,
332 BUFFER_BACK_LEFT,
333 BUFFER_FRONT_RIGHT,
334 BUFFER_BACK_RIGHT,
335 BUFFER_DEPTH,
336 BUFFER_STENCIL,
337 BUFFER_ACCUM,
338 /* optional aux buffer */
339 BUFFER_AUX0,
340 /* generic renderbuffers */
341 BUFFER_COLOR0,
342 BUFFER_COLOR1,
343 BUFFER_COLOR2,
344 BUFFER_COLOR3,
345 BUFFER_COLOR4,
346 BUFFER_COLOR5,
347 BUFFER_COLOR6,
348 BUFFER_COLOR7,
349 BUFFER_COUNT
350 } gl_buffer_index;
351
352 /**
353 * Bit flags for all renderbuffers
354 */
355 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
356 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
357 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
358 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
359 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
360 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
361 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
362 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
363 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
364 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
365 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
366 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
367 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
368 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
369 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
370 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
371 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
372 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
373 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
374
375 /**
376 * Mask of all the color buffer bits (but not accum).
377 */
378 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
379 BUFFER_BIT_BACK_LEFT | \
380 BUFFER_BIT_FRONT_RIGHT | \
381 BUFFER_BIT_BACK_RIGHT | \
382 BUFFER_BIT_AUX0 | \
383 BUFFER_BIT_COLOR0 | \
384 BUFFER_BIT_COLOR1 | \
385 BUFFER_BIT_COLOR2 | \
386 BUFFER_BIT_COLOR3 | \
387 BUFFER_BIT_COLOR4 | \
388 BUFFER_BIT_COLOR5 | \
389 BUFFER_BIT_COLOR6 | \
390 BUFFER_BIT_COLOR7)
391
392 /**
393 * Framebuffer configuration (aka visual / pixelformat)
394 * Note: some of these fields should be boolean, but it appears that
395 * code in drivers/dri/common/util.c requires int-sized fields.
396 */
397 struct gl_config
398 {
399 GLboolean rgbMode;
400 GLboolean floatMode;
401 GLboolean colorIndexMode; /* XXX is this used anywhere? */
402 GLuint doubleBufferMode;
403 GLuint stereoMode;
404
405 GLboolean haveAccumBuffer;
406 GLboolean haveDepthBuffer;
407 GLboolean haveStencilBuffer;
408
409 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
410 GLuint redMask, greenMask, blueMask, alphaMask;
411 GLint rgbBits; /* total bits for rgb */
412 GLint indexBits; /* total bits for colorindex */
413
414 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
415 GLint depthBits;
416 GLint stencilBits;
417
418 GLint numAuxBuffers;
419
420 GLint level;
421
422 /* EXT_visual_rating / GLX 1.2 */
423 GLint visualRating;
424
425 /* EXT_visual_info / GLX 1.2 */
426 GLint transparentPixel;
427 /* colors are floats scaled to ints */
428 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
429 GLint transparentIndex;
430
431 /* ARB_multisample / SGIS_multisample */
432 GLint sampleBuffers;
433 GLint samples;
434
435 /* SGIX_pbuffer / GLX 1.3 */
436 GLint maxPbufferWidth;
437 GLint maxPbufferHeight;
438 GLint maxPbufferPixels;
439 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
440 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
441
442 /* OML_swap_method */
443 GLint swapMethod;
444
445 /* EXT_texture_from_pixmap */
446 GLint bindToTextureRgb;
447 GLint bindToTextureRgba;
448 GLint bindToMipmapTexture;
449 GLint bindToTextureTargets;
450 GLint yInverted;
451
452 /* EXT_framebuffer_sRGB */
453 GLint sRGBCapable;
454 };
455
456
457 /**
458 * \name Bit flags used for updating material values.
459 */
460 /*@{*/
461 #define MAT_ATTRIB_FRONT_AMBIENT 0
462 #define MAT_ATTRIB_BACK_AMBIENT 1
463 #define MAT_ATTRIB_FRONT_DIFFUSE 2
464 #define MAT_ATTRIB_BACK_DIFFUSE 3
465 #define MAT_ATTRIB_FRONT_SPECULAR 4
466 #define MAT_ATTRIB_BACK_SPECULAR 5
467 #define MAT_ATTRIB_FRONT_EMISSION 6
468 #define MAT_ATTRIB_BACK_EMISSION 7
469 #define MAT_ATTRIB_FRONT_SHININESS 8
470 #define MAT_ATTRIB_BACK_SHININESS 9
471 #define MAT_ATTRIB_FRONT_INDEXES 10
472 #define MAT_ATTRIB_BACK_INDEXES 11
473 #define MAT_ATTRIB_MAX 12
474
475 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
476 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
477 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
478 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
479 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
480 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
481
482 #define MAT_INDEX_AMBIENT 0
483 #define MAT_INDEX_DIFFUSE 1
484 #define MAT_INDEX_SPECULAR 2
485
486 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
487 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
488 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
489 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
490 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
491 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
492 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
493 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
494 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
495 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
496 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
497 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
498
499
500 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
501 MAT_BIT_FRONT_AMBIENT | \
502 MAT_BIT_FRONT_DIFFUSE | \
503 MAT_BIT_FRONT_SPECULAR | \
504 MAT_BIT_FRONT_SHININESS | \
505 MAT_BIT_FRONT_INDEXES)
506
507 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
508 MAT_BIT_BACK_AMBIENT | \
509 MAT_BIT_BACK_DIFFUSE | \
510 MAT_BIT_BACK_SPECULAR | \
511 MAT_BIT_BACK_SHININESS | \
512 MAT_BIT_BACK_INDEXES)
513
514 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
515 /*@}*/
516
517
518 /**
519 * Material state.
520 */
521 struct gl_material
522 {
523 GLfloat Attrib[MAT_ATTRIB_MAX][4];
524 };
525
526
527 /**
528 * Light state flags.
529 */
530 /*@{*/
531 #define LIGHT_SPOT 0x1
532 #define LIGHT_LOCAL_VIEWER 0x2
533 #define LIGHT_POSITIONAL 0x4
534 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
535 /*@}*/
536
537
538 /**
539 * Light source state.
540 */
541 struct gl_light
542 {
543 struct gl_light *next; /**< double linked list with sentinel */
544 struct gl_light *prev;
545
546 GLfloat Ambient[4]; /**< ambient color */
547 GLfloat Diffuse[4]; /**< diffuse color */
548 GLfloat Specular[4]; /**< specular color */
549 GLfloat EyePosition[4]; /**< position in eye coordinates */
550 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
551 GLfloat SpotExponent;
552 GLfloat SpotCutoff; /**< in degrees */
553 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
554 GLfloat ConstantAttenuation;
555 GLfloat LinearAttenuation;
556 GLfloat QuadraticAttenuation;
557 GLboolean Enabled; /**< On/off flag */
558
559 /**
560 * \name Derived fields
561 */
562 /*@{*/
563 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
564
565 GLfloat _Position[4]; /**< position in eye/obj coordinates */
566 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
567 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
568 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
569 GLfloat _VP_inf_spot_attenuation;
570
571 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
572 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
573 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
574 /*@}*/
575 };
576
577
578 /**
579 * Light model state.
580 */
581 struct gl_lightmodel
582 {
583 GLfloat Ambient[4]; /**< ambient color */
584 GLboolean LocalViewer; /**< Local (or infinite) view point? */
585 GLboolean TwoSide; /**< Two (or one) sided lighting? */
586 GLenum ColorControl; /**< either GL_SINGLE_COLOR
587 * or GL_SEPARATE_SPECULAR_COLOR */
588 };
589
590
591 /**
592 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
593 */
594 struct gl_accum_attrib
595 {
596 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
597 };
598
599
600 /**
601 * Used for storing clear color, texture border color, etc.
602 * The float values are typically unclamped.
603 */
604 union gl_color_union
605 {
606 GLfloat f[4];
607 GLint i[4];
608 GLuint ui[4];
609 };
610
611
612 /**
613 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
614 */
615 struct gl_colorbuffer_attrib
616 {
617 GLuint ClearIndex; /**< Index for glClear */
618 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
619 GLuint IndexMask; /**< Color index write mask */
620 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
621
622 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
623
624 /**
625 * \name alpha testing
626 */
627 /*@{*/
628 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
629 GLenum AlphaFunc; /**< Alpha test function */
630 GLfloat AlphaRefUnclamped;
631 GLclampf AlphaRef; /**< Alpha reference value */
632 /*@}*/
633
634 /**
635 * \name Blending
636 */
637 /*@{*/
638 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
639
640 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
641 * control, only on the fixed-pointness of the render target.
642 * The query does however depend on fragment color clamping.
643 */
644 GLfloat BlendColorUnclamped[4]; /**< Blending color */
645 GLfloat BlendColor[4]; /**< Blending color */
646
647 struct
648 {
649 GLenum SrcRGB; /**< RGB blend source term */
650 GLenum DstRGB; /**< RGB blend dest term */
651 GLenum SrcA; /**< Alpha blend source term */
652 GLenum DstA; /**< Alpha blend dest term */
653 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
654 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
655 /**
656 * Set if any blend factor uses SRC1. Computed at the time blend factors
657 * get set.
658 */
659 GLboolean _UsesDualSrc;
660 } Blend[MAX_DRAW_BUFFERS];
661 /** Are the blend func terms currently different for each buffer/target? */
662 GLboolean _BlendFuncPerBuffer;
663 /** Are the blend equations currently different for each buffer/target? */
664 GLboolean _BlendEquationPerBuffer;
665 /*@}*/
666
667 /**
668 * \name Logic op
669 */
670 /*@{*/
671 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
672 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
673 GLenum LogicOp; /**< Logic operator */
674
675 /*@}*/
676
677 GLboolean DitherFlag; /**< Dither enable flag */
678
679 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
680 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
681 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
682
683 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
684 };
685
686
687 /**
688 * Current attribute group (GL_CURRENT_BIT).
689 */
690 struct gl_current_attrib
691 {
692 /**
693 * \name Current vertex attributes.
694 * \note Values are valid only after FLUSH_VERTICES has been called.
695 * \note Index and Edgeflag current values are stored as floats in the
696 * SIX and SEVEN attribute slots.
697 */
698 /* we need double storage for this for vertex attrib 64bit */
699 GLfloat Attrib[VERT_ATTRIB_MAX][4*2]; /**< Position, color, texcoords, etc */
700
701 /**
702 * \name Current raster position attributes (always valid).
703 * \note This set of attributes is very similar to the SWvertex struct.
704 */
705 /*@{*/
706 GLfloat RasterPos[4];
707 GLfloat RasterDistance;
708 GLfloat RasterColor[4];
709 GLfloat RasterSecondaryColor[4];
710 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
711 GLboolean RasterPosValid;
712 /*@}*/
713 };
714
715
716 /**
717 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
718 */
719 struct gl_depthbuffer_attrib
720 {
721 GLenum Func; /**< Function for depth buffer compare */
722 GLclampd Clear; /**< Value to clear depth buffer to */
723 GLboolean Test; /**< Depth buffering enabled flag */
724 GLboolean Mask; /**< Depth buffer writable? */
725 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
726 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
727 };
728
729
730 /**
731 * Evaluator attribute group (GL_EVAL_BIT).
732 */
733 struct gl_eval_attrib
734 {
735 /**
736 * \name Enable bits
737 */
738 /*@{*/
739 GLboolean Map1Color4;
740 GLboolean Map1Index;
741 GLboolean Map1Normal;
742 GLboolean Map1TextureCoord1;
743 GLboolean Map1TextureCoord2;
744 GLboolean Map1TextureCoord3;
745 GLboolean Map1TextureCoord4;
746 GLboolean Map1Vertex3;
747 GLboolean Map1Vertex4;
748 GLboolean Map2Color4;
749 GLboolean Map2Index;
750 GLboolean Map2Normal;
751 GLboolean Map2TextureCoord1;
752 GLboolean Map2TextureCoord2;
753 GLboolean Map2TextureCoord3;
754 GLboolean Map2TextureCoord4;
755 GLboolean Map2Vertex3;
756 GLboolean Map2Vertex4;
757 GLboolean AutoNormal;
758 /*@}*/
759
760 /**
761 * \name Map Grid endpoints and divisions and calculated du values
762 */
763 /*@{*/
764 GLint MapGrid1un;
765 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
766 GLint MapGrid2un, MapGrid2vn;
767 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
768 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
769 /*@}*/
770 };
771
772
773 /**
774 * Fog attribute group (GL_FOG_BIT).
775 */
776 struct gl_fog_attrib
777 {
778 GLboolean Enabled; /**< Fog enabled flag */
779 GLboolean ColorSumEnabled;
780 GLfloat ColorUnclamped[4]; /**< Fog color */
781 GLfloat Color[4]; /**< Fog color */
782 GLfloat Density; /**< Density >= 0.0 */
783 GLfloat Start; /**< Start distance in eye coords */
784 GLfloat End; /**< End distance in eye coords */
785 GLfloat Index; /**< Fog index */
786 GLenum Mode; /**< Fog mode */
787 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
788 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
789 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
790 };
791
792
793 /**
794 * Hint attribute group (GL_HINT_BIT).
795 *
796 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
797 */
798 struct gl_hint_attrib
799 {
800 GLenum PerspectiveCorrection;
801 GLenum PointSmooth;
802 GLenum LineSmooth;
803 GLenum PolygonSmooth;
804 GLenum Fog;
805 GLenum TextureCompression; /**< GL_ARB_texture_compression */
806 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
807 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
808 };
809
810
811 /**
812 * Lighting attribute group (GL_LIGHT_BIT).
813 */
814 struct gl_light_attrib
815 {
816 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
817 struct gl_lightmodel Model; /**< Lighting model */
818
819 /**
820 * Front and back material values.
821 * Note: must call FLUSH_VERTICES() before using.
822 */
823 struct gl_material Material;
824
825 GLboolean Enabled; /**< Lighting enabled flag */
826 GLboolean ColorMaterialEnabled;
827
828 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
829 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
830 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
831 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
832 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
833
834
835 GLboolean _ClampVertexColor;
836 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
837
838 /**
839 * Derived state for optimizations:
840 */
841 /*@{*/
842 GLboolean _NeedEyeCoords;
843 GLboolean _NeedVertices; /**< Use fast shader? */
844 struct gl_light EnabledList; /**< List sentinel */
845
846 GLfloat _BaseColor[2][3];
847 /*@}*/
848 };
849
850
851 /**
852 * Line attribute group (GL_LINE_BIT).
853 */
854 struct gl_line_attrib
855 {
856 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
857 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
858 GLushort StipplePattern; /**< Stipple pattern */
859 GLint StippleFactor; /**< Stipple repeat factor */
860 GLfloat Width; /**< Line width */
861 };
862
863
864 /**
865 * Display list attribute group (GL_LIST_BIT).
866 */
867 struct gl_list_attrib
868 {
869 GLuint ListBase;
870 };
871
872
873 /**
874 * Multisample attribute group (GL_MULTISAMPLE_BIT).
875 */
876 struct gl_multisample_attrib
877 {
878 GLboolean Enabled;
879 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
880 GLboolean SampleAlphaToCoverage;
881 GLboolean SampleAlphaToOne;
882 GLboolean SampleCoverage;
883 GLboolean SampleCoverageInvert;
884 GLboolean SampleShading;
885
886 /* ARB_texture_multisample / GL3.2 additions */
887 GLboolean SampleMask;
888
889 GLfloat SampleCoverageValue;
890 GLfloat MinSampleShadingValue;
891
892 /** The GL spec defines this as an array but >32x MSAA is madness */
893 GLbitfield SampleMaskValue;
894 };
895
896
897 /**
898 * A pixelmap (see glPixelMap)
899 */
900 struct gl_pixelmap
901 {
902 GLint Size;
903 GLfloat Map[MAX_PIXEL_MAP_TABLE];
904 };
905
906
907 /**
908 * Collection of all pixelmaps
909 */
910 struct gl_pixelmaps
911 {
912 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
913 struct gl_pixelmap GtoG;
914 struct gl_pixelmap BtoB;
915 struct gl_pixelmap AtoA;
916 struct gl_pixelmap ItoR;
917 struct gl_pixelmap ItoG;
918 struct gl_pixelmap ItoB;
919 struct gl_pixelmap ItoA;
920 struct gl_pixelmap ItoI;
921 struct gl_pixelmap StoS;
922 };
923
924
925 /**
926 * Pixel attribute group (GL_PIXEL_MODE_BIT).
927 */
928 struct gl_pixel_attrib
929 {
930 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
931
932 /*--- Begin Pixel Transfer State ---*/
933 /* Fields are in the order in which they're applied... */
934
935 /** Scale & Bias (index shift, offset) */
936 /*@{*/
937 GLfloat RedBias, RedScale;
938 GLfloat GreenBias, GreenScale;
939 GLfloat BlueBias, BlueScale;
940 GLfloat AlphaBias, AlphaScale;
941 GLfloat DepthBias, DepthScale;
942 GLint IndexShift, IndexOffset;
943 /*@}*/
944
945 /* Pixel Maps */
946 /* Note: actual pixel maps are not part of this attrib group */
947 GLboolean MapColorFlag;
948 GLboolean MapStencilFlag;
949
950 /*--- End Pixel Transfer State ---*/
951
952 /** glPixelZoom */
953 GLfloat ZoomX, ZoomY;
954 };
955
956
957 /**
958 * Point attribute group (GL_POINT_BIT).
959 */
960 struct gl_point_attrib
961 {
962 GLfloat Size; /**< User-specified point size */
963 GLfloat Params[3]; /**< GL_EXT_point_parameters */
964 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
965 GLfloat Threshold; /**< GL_EXT_point_parameters */
966 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
967 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
968 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
969 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
970 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
971 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
972 };
973
974
975 /**
976 * Polygon attribute group (GL_POLYGON_BIT).
977 */
978 struct gl_polygon_attrib
979 {
980 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
981 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
982 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
983 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
984 GLboolean CullFlag; /**< Culling on/off flag */
985 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
986 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
987 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
988 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
989 GLfloat OffsetUnits; /**< Polygon offset units, from user */
990 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
991 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
992 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
993 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
994 };
995
996
997 /**
998 * Scissor attributes (GL_SCISSOR_BIT).
999 */
1000 struct gl_scissor_rect
1001 {
1002 GLint X, Y; /**< Lower left corner of box */
1003 GLsizei Width, Height; /**< Size of box */
1004 };
1005 struct gl_scissor_attrib
1006 {
1007 GLbitfield EnableFlags; /**< Scissor test enabled? */
1008 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
1009 };
1010
1011
1012 /**
1013 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1014 *
1015 * Three sets of stencil data are tracked so that OpenGL 2.0,
1016 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1017 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1018 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1019 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1020 * GL_EXT_stencil_two_side GL_BACK state.
1021 *
1022 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1023 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1024 *
1025 * The derived value \c _TestTwoSide is set when the front-face and back-face
1026 * stencil state are different.
1027 */
1028 struct gl_stencil_attrib
1029 {
1030 GLboolean Enabled; /**< Enabled flag */
1031 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1032 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1033 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1034 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
1035 GLboolean _TestTwoSide;
1036 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1037 GLenum Function[3]; /**< Stencil function */
1038 GLenum FailFunc[3]; /**< Fail function */
1039 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1040 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1041 GLint Ref[3]; /**< Reference value */
1042 GLuint ValueMask[3]; /**< Value mask */
1043 GLuint WriteMask[3]; /**< Write mask */
1044 GLuint Clear; /**< Clear value */
1045 };
1046
1047
1048 /**
1049 * An index for each type of texture object. These correspond to the GL
1050 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1051 * Note: the order is from highest priority to lowest priority.
1052 */
1053 typedef enum
1054 {
1055 TEXTURE_2D_MULTISAMPLE_INDEX,
1056 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
1057 TEXTURE_CUBE_ARRAY_INDEX,
1058 TEXTURE_BUFFER_INDEX,
1059 TEXTURE_2D_ARRAY_INDEX,
1060 TEXTURE_1D_ARRAY_INDEX,
1061 TEXTURE_EXTERNAL_INDEX,
1062 TEXTURE_CUBE_INDEX,
1063 TEXTURE_3D_INDEX,
1064 TEXTURE_RECT_INDEX,
1065 TEXTURE_2D_INDEX,
1066 TEXTURE_1D_INDEX,
1067 NUM_TEXTURE_TARGETS
1068 } gl_texture_index;
1069
1070
1071 /**
1072 * Bit flags for each type of texture object
1073 */
1074 /*@{*/
1075 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
1076 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
1077 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
1078 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1079 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1080 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1081 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1082 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1083 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1084 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1085 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1086 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1087 /*@}*/
1088
1089
1090 /**
1091 * Texture image state. Drivers will typically create a subclass of this
1092 * with extra fields for memory buffers, etc.
1093 */
1094 struct gl_texture_image
1095 {
1096 GLint InternalFormat; /**< Internal format as given by the user */
1097 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1098 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1099 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1100 * GL_DEPTH_STENCIL_EXT only. Used for
1101 * choosing TexEnv arithmetic.
1102 */
1103 mesa_format TexFormat; /**< The actual texture memory format */
1104
1105 GLuint Border; /**< 0 or 1 */
1106 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1107 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1108 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1109 GLuint Width2; /**< = Width - 2*Border */
1110 GLuint Height2; /**< = Height - 2*Border */
1111 GLuint Depth2; /**< = Depth - 2*Border */
1112 GLuint WidthLog2; /**< = log2(Width2) */
1113 GLuint HeightLog2; /**< = log2(Height2) */
1114 GLuint DepthLog2; /**< = log2(Depth2) */
1115 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
1116 levels, computed from the dimensions */
1117
1118 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1119 GLuint Level; /**< Which mipmap level am I? */
1120 /** Cube map face: index into gl_texture_object::Image[] array */
1121 GLuint Face;
1122
1123 /** GL_ARB_texture_multisample */
1124 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
1125 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
1126 };
1127
1128
1129 /**
1130 * Indexes for cube map faces.
1131 */
1132 typedef enum
1133 {
1134 FACE_POS_X = 0,
1135 FACE_NEG_X = 1,
1136 FACE_POS_Y = 2,
1137 FACE_NEG_Y = 3,
1138 FACE_POS_Z = 4,
1139 FACE_NEG_Z = 5,
1140 MAX_FACES = 6
1141 } gl_face_index;
1142
1143
1144 /**
1145 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1146 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1147 */
1148 struct gl_sampler_object
1149 {
1150 GLuint Name;
1151 GLint RefCount;
1152 GLchar *Label; /**< GL_KHR_debug */
1153
1154 GLenum WrapS; /**< S-axis texture image wrap mode */
1155 GLenum WrapT; /**< T-axis texture image wrap mode */
1156 GLenum WrapR; /**< R-axis texture image wrap mode */
1157 GLenum MinFilter; /**< minification filter */
1158 GLenum MagFilter; /**< magnification filter */
1159 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1160 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1161 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1162 GLfloat LodBias; /**< OpenGL 1.4 */
1163 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1164 GLenum CompareMode; /**< GL_ARB_shadow */
1165 GLenum CompareFunc; /**< GL_ARB_shadow */
1166 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1167 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1168 };
1169
1170
1171 /**
1172 * Texture object state. Contains the array of mipmap images, border color,
1173 * wrap modes, filter modes, and shadow/texcompare state.
1174 */
1175 struct gl_texture_object
1176 {
1177 mtx_t Mutex; /**< for thread safety */
1178 GLint RefCount; /**< reference count */
1179 GLuint Name; /**< the user-visible texture object ID */
1180 GLchar *Label; /**< GL_KHR_debug */
1181 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1182 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
1183 Only valid when Target is valid. */
1184
1185 struct gl_sampler_object Sampler;
1186
1187 GLenum DepthMode; /**< GL_ARB_depth_texture */
1188 bool StencilSampling; /**< Should we sample stencil instead of depth? */
1189
1190 GLfloat Priority; /**< in [0,1] */
1191 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1192 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1193 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1194 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1195 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1196 GLint CropRect[4]; /**< GL_OES_draw_texture */
1197 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1198 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1199 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1200 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1201 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1202 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1203 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1204 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1205 pressure? */
1206 GLboolean Immutable; /**< GL_ARB_texture_storage */
1207 GLboolean _IsFloat; /**< GL_OES_float_texture */
1208 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
1209
1210 GLuint MinLevel; /**< GL_ARB_texture_view */
1211 GLuint MinLayer; /**< GL_ARB_texture_view */
1212 GLuint NumLevels; /**< GL_ARB_texture_view */
1213 GLuint NumLayers; /**< GL_ARB_texture_view */
1214
1215 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1216 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1217
1218 /** GL_ARB_texture_buffer_object */
1219 struct gl_buffer_object *BufferObject;
1220 GLenum BufferObjectFormat;
1221 /** Equivalent Mesa format for BufferObjectFormat. */
1222 mesa_format _BufferObjectFormat;
1223 /** GL_ARB_texture_buffer_range */
1224 GLintptr BufferOffset;
1225 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1226
1227 /** GL_OES_EGL_image_external */
1228 GLint RequiredTextureImageUnits;
1229
1230 /** GL_ARB_shader_image_load_store */
1231 GLenum ImageFormatCompatibilityType;
1232 };
1233
1234
1235 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1236 #define MAX_COMBINER_TERMS 4
1237
1238
1239 /**
1240 * Texture combine environment state.
1241 */
1242 struct gl_tex_env_combine_state
1243 {
1244 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1245 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1246 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1247 GLenum SourceRGB[MAX_COMBINER_TERMS];
1248 GLenum SourceA[MAX_COMBINER_TERMS];
1249 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1250 GLenum OperandRGB[MAX_COMBINER_TERMS];
1251 GLenum OperandA[MAX_COMBINER_TERMS];
1252 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1253 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1254 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1255 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1256 };
1257
1258
1259 /**
1260 * TexGenEnabled flags.
1261 */
1262 /*@{*/
1263 #define S_BIT 1
1264 #define T_BIT 2
1265 #define R_BIT 4
1266 #define Q_BIT 8
1267 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1268 /*@}*/
1269
1270
1271 /**
1272 * Bit flag versions of the corresponding GL_ constants.
1273 */
1274 /*@{*/
1275 #define TEXGEN_SPHERE_MAP 0x1
1276 #define TEXGEN_OBJ_LINEAR 0x2
1277 #define TEXGEN_EYE_LINEAR 0x4
1278 #define TEXGEN_REFLECTION_MAP_NV 0x8
1279 #define TEXGEN_NORMAL_MAP_NV 0x10
1280
1281 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1282 TEXGEN_REFLECTION_MAP_NV | \
1283 TEXGEN_NORMAL_MAP_NV)
1284 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1285 TEXGEN_REFLECTION_MAP_NV | \
1286 TEXGEN_NORMAL_MAP_NV | \
1287 TEXGEN_EYE_LINEAR)
1288 /*@}*/
1289
1290
1291
1292 /** Tex-gen enabled for texture unit? */
1293 #define ENABLE_TEXGEN(unit) (1 << (unit))
1294
1295 /** Non-identity texture matrix for texture unit? */
1296 #define ENABLE_TEXMAT(unit) (1 << (unit))
1297
1298
1299 /**
1300 * Texture coord generation state.
1301 */
1302 struct gl_texgen
1303 {
1304 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1305 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1306 GLfloat ObjectPlane[4];
1307 GLfloat EyePlane[4];
1308 };
1309
1310
1311 /**
1312 * Texture unit state. Contains enable flags, texture environment/function/
1313 * combiners, texgen state, and pointers to current texture objects.
1314 */
1315 struct gl_texture_unit
1316 {
1317 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1318
1319 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1320 GLclampf EnvColor[4];
1321 GLfloat EnvColorUnclamped[4];
1322
1323 struct gl_texgen GenS;
1324 struct gl_texgen GenT;
1325 struct gl_texgen GenR;
1326 struct gl_texgen GenQ;
1327 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1328 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1329
1330 GLfloat LodBias; /**< for biasing mipmap levels */
1331
1332 /** Texture targets that have a non-default texture bound */
1333 GLbitfield _BoundTextures;
1334
1335 /** Current sampler object (GL_ARB_sampler_objects) */
1336 struct gl_sampler_object *Sampler;
1337
1338 /**
1339 * \name GL_EXT_texture_env_combine
1340 */
1341 struct gl_tex_env_combine_state Combine;
1342
1343 /**
1344 * Derived state based on \c EnvMode and the \c BaseFormat of the
1345 * currently enabled texture.
1346 */
1347 struct gl_tex_env_combine_state _EnvMode;
1348
1349 /**
1350 * Currently enabled combiner state. This will point to either
1351 * \c Combine or \c _EnvMode.
1352 */
1353 struct gl_tex_env_combine_state *_CurrentCombine;
1354
1355 /** Current texture object pointers */
1356 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1357
1358 /** Points to highest priority, complete and enabled texture object */
1359 struct gl_texture_object *_Current;
1360
1361 };
1362
1363
1364 /**
1365 * Texture attribute group (GL_TEXTURE_BIT).
1366 */
1367 struct gl_texture_attrib
1368 {
1369 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1370
1371 /** GL_ARB_seamless_cubemap */
1372 GLboolean CubeMapSeamless;
1373
1374 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1375
1376 /** GL_ARB_texture_buffer_object */
1377 struct gl_buffer_object *BufferObject;
1378
1379 /** Texture coord units/sets used for fragment texturing */
1380 GLbitfield _EnabledCoordUnits;
1381
1382 /** Texture coord units that have texgen enabled */
1383 GLbitfield _TexGenEnabled;
1384
1385 /** Texture coord units that have non-identity matrices */
1386 GLbitfield _TexMatEnabled;
1387
1388 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1389 GLbitfield _GenFlags;
1390
1391 /** Largest index of a texture unit with _Current != NULL. */
1392 GLint _MaxEnabledTexImageUnit;
1393
1394 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1395 GLint NumCurrentTexUsed;
1396
1397 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1398 };
1399
1400
1401 /**
1402 * Data structure representing a single clip plane (e.g. one of the elements
1403 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1404 */
1405 typedef GLfloat gl_clip_plane[4];
1406
1407
1408 /**
1409 * Transformation attribute group (GL_TRANSFORM_BIT).
1410 */
1411 struct gl_transform_attrib
1412 {
1413 GLenum MatrixMode; /**< Matrix mode */
1414 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1415 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1416 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1417 GLboolean Normalize; /**< Normalize all normals? */
1418 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1419 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1420 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1421 /** GL_ARB_clip_control */
1422 GLenum ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1423 GLenum ClipDepthMode; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1424 };
1425
1426
1427 /**
1428 * Viewport attribute group (GL_VIEWPORT_BIT).
1429 */
1430 struct gl_viewport_attrib
1431 {
1432 GLfloat X, Y; /**< position */
1433 GLfloat Width, Height; /**< size */
1434 GLdouble Near, Far; /**< Depth buffer range */
1435 };
1436
1437
1438 typedef enum {
1439 MAP_USER,
1440 MAP_INTERNAL,
1441
1442 MAP_COUNT
1443 } gl_map_buffer_index;
1444
1445
1446 /**
1447 * Fields describing a mapped buffer range.
1448 */
1449 struct gl_buffer_mapping {
1450 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1451 GLvoid *Pointer; /**< User-space address of mapping */
1452 GLintptr Offset; /**< Mapped offset */
1453 GLsizeiptr Length; /**< Mapped length */
1454 };
1455
1456
1457 /**
1458 * Usages we've seen for a buffer object.
1459 */
1460 typedef enum {
1461 USAGE_UNIFORM_BUFFER = 0x1,
1462 USAGE_TEXTURE_BUFFER = 0x2,
1463 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1464 } gl_buffer_usage;
1465
1466
1467 /**
1468 * GL_ARB_vertex/pixel_buffer_object buffer object
1469 */
1470 struct gl_buffer_object
1471 {
1472 mtx_t Mutex;
1473 GLint RefCount;
1474 GLuint Name;
1475 GLchar *Label; /**< GL_KHR_debug */
1476 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1477 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1478 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1479 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1480 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1481 GLboolean Written; /**< Ever written to? (for debugging) */
1482 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1483 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1484 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1485
1486 struct gl_buffer_mapping Mappings[MAP_COUNT];
1487 };
1488
1489
1490 /**
1491 * Client pixel packing/unpacking attributes
1492 */
1493 struct gl_pixelstore_attrib
1494 {
1495 GLint Alignment;
1496 GLint RowLength;
1497 GLint SkipPixels;
1498 GLint SkipRows;
1499 GLint ImageHeight;
1500 GLint SkipImages;
1501 GLboolean SwapBytes;
1502 GLboolean LsbFirst;
1503 GLboolean Invert; /**< GL_MESA_pack_invert */
1504 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1505 GLint CompressedBlockHeight;
1506 GLint CompressedBlockDepth;
1507 GLint CompressedBlockSize;
1508 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1509 };
1510
1511
1512 /**
1513 * Client vertex array attributes
1514 */
1515 struct gl_client_array
1516 {
1517 GLint Size; /**< components per element (1,2,3,4) */
1518 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1519 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1520 GLsizei Stride; /**< user-specified stride */
1521 GLsizei StrideB; /**< actual stride in bytes */
1522 GLuint _ElementSize; /**< size of each element in bytes */
1523 const GLubyte *Ptr; /**< Points to array data */
1524 GLboolean Enabled; /**< Enabled flag is a boolean */
1525 GLboolean Normalized; /**< GL_ARB_vertex_program */
1526 GLboolean Integer; /**< Integer-valued? */
1527 GLboolean Doubles; /**< double precision values are not converted to floats */
1528 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1529
1530 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1531 };
1532
1533
1534 /**
1535 * Vertex attribute array as seen by the client.
1536 *
1537 * Contains the size, type, format and normalization flag,
1538 * along with the index of a vertex buffer binding point.
1539 *
1540 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1541 * and is only present for backwards compatibility reasons.
1542 * Rendering always uses VERTEX_BINDING_STRIDE.
1543 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1544 * and VERTEX_BINDING_STRIDE to the same value, while
1545 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1546 */
1547 struct gl_vertex_attrib_array
1548 {
1549 GLint Size; /**< Components per element (1,2,3,4) */
1550 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1551 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1552 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1553 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1554 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1555 GLboolean Enabled; /**< Whether the array is enabled */
1556 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1557 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1558 GLboolean Doubles; /**< double precision values are not converted to floats */
1559 GLuint _ElementSize; /**< Size of each element in bytes */
1560 GLuint VertexBinding; /**< Vertex buffer binding */
1561 };
1562
1563
1564 /**
1565 * This describes the buffer object used for a vertex array (or
1566 * multiple vertex arrays). If BufferObj points to the default/null
1567 * buffer object, then the vertex array lives in user memory and not a VBO.
1568 */
1569 struct gl_vertex_buffer_binding
1570 {
1571 GLintptr Offset; /**< User-specified offset */
1572 GLsizei Stride; /**< User-specified stride */
1573 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1574 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1575 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1576 };
1577
1578
1579 /**
1580 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+,
1581 * GL_ARB_vertex_array_object, or the original GL_APPLE_vertex_array_object
1582 * extension.
1583 */
1584 struct gl_vertex_array_object
1585 {
1586 /** Name of the VAO as received from glGenVertexArray. */
1587 GLuint Name;
1588
1589 GLint RefCount;
1590
1591 GLchar *Label; /**< GL_KHR_debug */
1592
1593 mtx_t Mutex;
1594
1595 /**
1596 * Does the VAO use ARB semantics or Apple semantics?
1597 *
1598 * There are several ways in which ARB_vertex_array_object and
1599 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1600 * least,
1601 *
1602 * - ARB VAOs require that all array data be sourced from vertex buffer
1603 * objects, but Apple VAOs do not.
1604 *
1605 * - ARB VAOs require that names come from GenVertexArrays.
1606 *
1607 * This flag notes which behavior governs this VAO.
1608 */
1609 GLboolean ARBsemantics;
1610
1611 /**
1612 * Has this array object been bound?
1613 */
1614 GLboolean EverBound;
1615
1616 /**
1617 * Derived vertex attribute arrays
1618 *
1619 * This is a legacy data structure created from gl_vertex_attrib_array and
1620 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1621 */
1622 struct gl_client_array _VertexAttrib[VERT_ATTRIB_MAX];
1623
1624 /** Vertex attribute arrays */
1625 struct gl_vertex_attrib_array VertexAttrib[VERT_ATTRIB_MAX];
1626
1627 /** Vertex buffer bindings */
1628 struct gl_vertex_buffer_binding VertexBinding[VERT_ATTRIB_MAX];
1629
1630 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1631 GLbitfield64 _Enabled;
1632
1633 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1634 GLbitfield64 NewArrays;
1635
1636 /** The index buffer (also known as the element array buffer in OpenGL). */
1637 struct gl_buffer_object *IndexBufferObj;
1638 };
1639
1640
1641 /** Used to signal when transitioning from one kind of drawing method
1642 * to another.
1643 */
1644 typedef enum {
1645 DRAW_NONE, /**< Initial value only */
1646 DRAW_BEGIN_END,
1647 DRAW_DISPLAY_LIST,
1648 DRAW_ARRAYS
1649 } gl_draw_method;
1650
1651 /**
1652 * Enum for the OpenGL APIs we know about and may support.
1653 *
1654 * NOTE: This must match the api_enum table in
1655 * src/mesa/main/get_hash_generator.py
1656 */
1657 typedef enum
1658 {
1659 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
1660 API_OPENGLES,
1661 API_OPENGLES2,
1662 API_OPENGL_CORE,
1663 API_OPENGL_LAST = API_OPENGL_CORE
1664 } gl_api;
1665
1666 /**
1667 * Vertex array state
1668 */
1669 struct gl_array_attrib
1670 {
1671 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1672 struct gl_vertex_array_object *VAO;
1673
1674 /** The default vertex array object */
1675 struct gl_vertex_array_object *DefaultVAO;
1676
1677 /** The last VAO accessed by a DSA function */
1678 struct gl_vertex_array_object *LastLookedUpVAO;
1679
1680 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1681 struct _mesa_HashTable *Objects;
1682
1683 GLint ActiveTexture; /**< Client Active Texture */
1684 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1685 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1686
1687 /**
1688 * \name Primitive restart controls
1689 *
1690 * Primitive restart is enabled if either \c PrimitiveRestart or
1691 * \c PrimitiveRestartFixedIndex is set.
1692 */
1693 /*@{*/
1694 GLboolean PrimitiveRestart;
1695 GLboolean PrimitiveRestartFixedIndex;
1696 GLboolean _PrimitiveRestart;
1697 GLuint RestartIndex;
1698 /*@}*/
1699
1700 /** One of the DRAW_xxx flags, not consumed by drivers */
1701 gl_draw_method DrawMethod;
1702
1703 /* GL_ARB_vertex_buffer_object */
1704 struct gl_buffer_object *ArrayBufferObj;
1705
1706 /**
1707 * Vertex arrays as consumed by a driver.
1708 * The array pointer is set up only by the VBO module.
1709 */
1710 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1711
1712 /** Legal array datatypes and the API for which they have been computed */
1713 GLbitfield LegalTypesMask;
1714 gl_api LegalTypesMaskAPI;
1715 };
1716
1717
1718 /**
1719 * Feedback buffer state
1720 */
1721 struct gl_feedback
1722 {
1723 GLenum Type;
1724 GLbitfield _Mask; /**< FB_* bits */
1725 GLfloat *Buffer;
1726 GLuint BufferSize;
1727 GLuint Count;
1728 };
1729
1730
1731 /**
1732 * Selection buffer state
1733 */
1734 struct gl_selection
1735 {
1736 GLuint *Buffer; /**< selection buffer */
1737 GLuint BufferSize; /**< size of the selection buffer */
1738 GLuint BufferCount; /**< number of values in the selection buffer */
1739 GLuint Hits; /**< number of records in the selection buffer */
1740 GLuint NameStackDepth; /**< name stack depth */
1741 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1742 GLboolean HitFlag; /**< hit flag */
1743 GLfloat HitMinZ; /**< minimum hit depth */
1744 GLfloat HitMaxZ; /**< maximum hit depth */
1745 };
1746
1747
1748 /**
1749 * 1-D Evaluator control points
1750 */
1751 struct gl_1d_map
1752 {
1753 GLuint Order; /**< Number of control points */
1754 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1755 GLfloat *Points; /**< Points to contiguous control points */
1756 };
1757
1758
1759 /**
1760 * 2-D Evaluator control points
1761 */
1762 struct gl_2d_map
1763 {
1764 GLuint Uorder; /**< Number of control points in U dimension */
1765 GLuint Vorder; /**< Number of control points in V dimension */
1766 GLfloat u1, u2, du;
1767 GLfloat v1, v2, dv;
1768 GLfloat *Points; /**< Points to contiguous control points */
1769 };
1770
1771
1772 /**
1773 * All evaluator control point state
1774 */
1775 struct gl_evaluators
1776 {
1777 /**
1778 * \name 1-D maps
1779 */
1780 /*@{*/
1781 struct gl_1d_map Map1Vertex3;
1782 struct gl_1d_map Map1Vertex4;
1783 struct gl_1d_map Map1Index;
1784 struct gl_1d_map Map1Color4;
1785 struct gl_1d_map Map1Normal;
1786 struct gl_1d_map Map1Texture1;
1787 struct gl_1d_map Map1Texture2;
1788 struct gl_1d_map Map1Texture3;
1789 struct gl_1d_map Map1Texture4;
1790 /*@}*/
1791
1792 /**
1793 * \name 2-D maps
1794 */
1795 /*@{*/
1796 struct gl_2d_map Map2Vertex3;
1797 struct gl_2d_map Map2Vertex4;
1798 struct gl_2d_map Map2Index;
1799 struct gl_2d_map Map2Color4;
1800 struct gl_2d_map Map2Normal;
1801 struct gl_2d_map Map2Texture1;
1802 struct gl_2d_map Map2Texture2;
1803 struct gl_2d_map Map2Texture3;
1804 struct gl_2d_map Map2Texture4;
1805 /*@}*/
1806 };
1807
1808
1809 struct gl_transform_feedback_varying_info
1810 {
1811 char *Name;
1812 GLenum Type;
1813 GLint Size;
1814 };
1815
1816
1817 /**
1818 * Per-output info vertex shaders for transform feedback.
1819 */
1820 struct gl_transform_feedback_output
1821 {
1822 unsigned OutputRegister;
1823 unsigned OutputBuffer;
1824 unsigned NumComponents;
1825 unsigned StreamId;
1826
1827 /** offset (in DWORDs) of this output within the interleaved structure */
1828 unsigned DstOffset;
1829
1830 /**
1831 * Offset into the output register of the data to output. For example,
1832 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1833 * offset is in the y and z components of the output register.
1834 */
1835 unsigned ComponentOffset;
1836 };
1837
1838
1839 /** Post-link transform feedback info. */
1840 struct gl_transform_feedback_info
1841 {
1842 unsigned NumOutputs;
1843
1844 /**
1845 * Number of transform feedback buffers in use by this program.
1846 */
1847 unsigned NumBuffers;
1848
1849 struct gl_transform_feedback_output *Outputs;
1850
1851 /** Transform feedback varyings used for the linking of this shader program.
1852 *
1853 * Use for glGetTransformFeedbackVarying().
1854 */
1855 struct gl_transform_feedback_varying_info *Varyings;
1856 GLint NumVarying;
1857
1858 /**
1859 * Total number of components stored in each buffer. This may be used by
1860 * hardware back-ends to determine the correct stride when interleaving
1861 * multiple transform feedback outputs in the same buffer.
1862 */
1863 unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1864 };
1865
1866
1867 /**
1868 * Transform feedback object state
1869 */
1870 struct gl_transform_feedback_object
1871 {
1872 GLuint Name; /**< AKA the object ID */
1873 GLint RefCount;
1874 GLchar *Label; /**< GL_KHR_debug */
1875 GLboolean Active; /**< Is transform feedback enabled? */
1876 GLboolean Paused; /**< Is transform feedback paused? */
1877 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1878 at least once? */
1879 GLboolean EverBound; /**< Has this object been bound? */
1880
1881 /**
1882 * GLES: if Active is true, remaining number of primitives which can be
1883 * rendered without overflow. This is necessary to track because GLES
1884 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1885 * glDrawArraysInstanced would overflow transform feedback buffers.
1886 * Undefined if Active is false.
1887 *
1888 * Not tracked for desktop GL since it's unnecessary.
1889 */
1890 unsigned GlesRemainingPrims;
1891
1892 /**
1893 * The shader program active when BeginTransformFeedback() was called.
1894 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1895 * where stage is the pipeline stage that is the source of data for
1896 * transform feedback.
1897 */
1898 struct gl_shader_program *shader_program;
1899
1900 /** The feedback buffers */
1901 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1902 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1903
1904 /** Start of feedback data in dest buffer */
1905 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1906
1907 /**
1908 * Max data to put into dest buffer (in bytes). Computed based on
1909 * RequestedSize and the actual size of the buffer.
1910 */
1911 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1912
1913 /**
1914 * Size that was specified when the buffer was bound. If the buffer was
1915 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1916 * zero.
1917 */
1918 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1919 };
1920
1921
1922 /**
1923 * Context state for transform feedback.
1924 */
1925 struct gl_transform_feedback_state
1926 {
1927 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1928
1929 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1930 struct gl_buffer_object *CurrentBuffer;
1931
1932 /** The table of all transform feedback objects */
1933 struct _mesa_HashTable *Objects;
1934
1935 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1936 struct gl_transform_feedback_object *CurrentObject;
1937
1938 /** The default xform-fb object (Name==0) */
1939 struct gl_transform_feedback_object *DefaultObject;
1940 };
1941
1942
1943 /**
1944 * A "performance monitor" as described in AMD_performance_monitor.
1945 */
1946 struct gl_perf_monitor_object
1947 {
1948 GLuint Name;
1949
1950 /** True if the monitor is currently active (Begin called but not End). */
1951 GLboolean Active;
1952
1953 /**
1954 * True if the monitor has ended.
1955 *
1956 * This is distinct from !Active because it may never have began.
1957 */
1958 GLboolean Ended;
1959
1960 /**
1961 * A list of groups with currently active counters.
1962 *
1963 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1964 */
1965 unsigned *ActiveGroups;
1966
1967 /**
1968 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1969 *
1970 * Checking whether counter 'c' in group 'g' is active can be done via:
1971 *
1972 * BITSET_TEST(ActiveCounters[g], c)
1973 */
1974 GLuint **ActiveCounters;
1975 };
1976
1977
1978 union gl_perf_monitor_counter_value
1979 {
1980 float f;
1981 uint64_t u64;
1982 uint32_t u32;
1983 };
1984
1985
1986 struct gl_perf_monitor_counter
1987 {
1988 /** Human readable name for the counter. */
1989 const char *Name;
1990
1991 /**
1992 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1993 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1994 */
1995 GLenum Type;
1996
1997 /** Minimum counter value. */
1998 union gl_perf_monitor_counter_value Minimum;
1999
2000 /** Maximum counter value. */
2001 union gl_perf_monitor_counter_value Maximum;
2002 };
2003
2004
2005 struct gl_perf_monitor_group
2006 {
2007 /** Human readable name for the group. */
2008 const char *Name;
2009
2010 /**
2011 * Maximum number of counters in this group which can be active at the
2012 * same time.
2013 */
2014 GLuint MaxActiveCounters;
2015
2016 /** Array of counters within this group. */
2017 const struct gl_perf_monitor_counter *Counters;
2018 GLuint NumCounters;
2019 };
2020
2021
2022 /**
2023 * Context state for AMD_performance_monitor.
2024 */
2025 struct gl_perf_monitor_state
2026 {
2027 /** Array of performance monitor groups (indexed by group ID) */
2028 const struct gl_perf_monitor_group *Groups;
2029 GLuint NumGroups;
2030
2031 /** The table of all performance monitors. */
2032 struct _mesa_HashTable *Monitors;
2033 };
2034
2035
2036 /**
2037 * Names of the various vertex/fragment program register files, etc.
2038 *
2039 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
2040 * All values should fit in a 4-bit field.
2041 *
2042 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
2043 * considered to be "uniform" variables since they can only be set outside
2044 * glBegin/End. They're also all stored in the same Parameters array.
2045 */
2046 typedef enum
2047 {
2048 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
2049 PROGRAM_ARRAY, /**< Arrays & Matrixes */
2050 PROGRAM_INPUT, /**< machine->Inputs[] */
2051 PROGRAM_OUTPUT, /**< machine->Outputs[] */
2052 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
2053 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
2054 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
2055 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
2056 PROGRAM_ADDRESS, /**< machine->AddressReg */
2057 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
2058 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
2059 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
2060 PROGRAM_FILE_MAX
2061 } gl_register_file;
2062
2063
2064 /**
2065 * \brief Layout qualifiers for gl_FragDepth.
2066 *
2067 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
2068 * a layout qualifier.
2069 *
2070 * \see enum ir_depth_layout
2071 */
2072 enum gl_frag_depth_layout
2073 {
2074 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
2075 FRAG_DEPTH_LAYOUT_ANY,
2076 FRAG_DEPTH_LAYOUT_GREATER,
2077 FRAG_DEPTH_LAYOUT_LESS,
2078 FRAG_DEPTH_LAYOUT_UNCHANGED
2079 };
2080
2081
2082 /**
2083 * Base class for any kind of program object
2084 */
2085 struct gl_program
2086 {
2087 GLuint Id;
2088 GLint RefCount;
2089 GLubyte *String; /**< Null-terminated program text */
2090
2091 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2092 GLenum Format; /**< String encoding format */
2093
2094 struct prog_instruction *Instructions;
2095
2096 struct nir_shader *nir;
2097
2098 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
2099 GLbitfield64 DoubleInputsRead; /**< Bitmask of which input regs are read and are doubles */
2100 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
2101 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
2102 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
2103 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
2104 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
2105 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
2106 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
2107
2108 GLboolean UsesGather; /**< Does this program use gather4 at all? */
2109
2110 /**
2111 * For vertex and geometry shaders, true if the program uses the
2112 * gl_ClipDistance output. Ignored for fragment shaders.
2113 */
2114 GLboolean UsesClipDistanceOut;
2115
2116
2117 /** Named parameters, constants, etc. from program text */
2118 struct gl_program_parameter_list *Parameters;
2119
2120 /**
2121 * Local parameters used by the program.
2122 *
2123 * It's dynamically allocated because it is rarely used (just
2124 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
2125 * allocated.
2126 */
2127 GLfloat (*LocalParams)[4];
2128
2129 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2130 GLubyte SamplerUnits[MAX_SAMPLERS];
2131
2132 /** Bitmask of which register files are read/written with indirect
2133 * addressing. Mask of (1 << PROGRAM_x) bits.
2134 */
2135 GLbitfield IndirectRegisterFiles;
2136
2137 /** Logical counts */
2138 /*@{*/
2139 GLuint NumInstructions;
2140 GLuint NumTemporaries;
2141 GLuint NumParameters;
2142 GLuint NumAttributes;
2143 GLuint NumAddressRegs;
2144 GLuint NumAluInstructions;
2145 GLuint NumTexInstructions;
2146 GLuint NumTexIndirections;
2147 /*@}*/
2148 /** Native, actual h/w counts */
2149 /*@{*/
2150 GLuint NumNativeInstructions;
2151 GLuint NumNativeTemporaries;
2152 GLuint NumNativeParameters;
2153 GLuint NumNativeAttributes;
2154 GLuint NumNativeAddressRegs;
2155 GLuint NumNativeAluInstructions;
2156 GLuint NumNativeTexInstructions;
2157 GLuint NumNativeTexIndirections;
2158 /*@}*/
2159 };
2160
2161
2162 /** Vertex program object */
2163 struct gl_vertex_program
2164 {
2165 struct gl_program Base; /**< base class */
2166 GLboolean IsPositionInvariant;
2167 };
2168
2169
2170 /** Geometry program object */
2171 struct gl_geometry_program
2172 {
2173 struct gl_program Base; /**< base class */
2174
2175 GLint VerticesIn;
2176 GLint VerticesOut;
2177 GLint Invocations;
2178 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2179 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2180 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2181 bool UsesEndPrimitive;
2182 bool UsesStreams;
2183 };
2184
2185
2186 /** Fragment program object */
2187 struct gl_fragment_program
2188 {
2189 struct gl_program Base; /**< base class */
2190 GLboolean UsesKill; /**< shader uses KIL instruction */
2191 GLboolean UsesDFdy; /**< shader uses DDY instruction */
2192 GLboolean OriginUpperLeft;
2193 GLboolean PixelCenterInteger;
2194 enum gl_frag_depth_layout FragDepthLayout;
2195
2196 /**
2197 * GLSL interpolation qualifier associated with each fragment shader input.
2198 * For inputs that do not have an interpolation qualifier specified in
2199 * GLSL, the value is INTERP_QUALIFIER_NONE.
2200 */
2201 enum glsl_interp_qualifier InterpQualifier[VARYING_SLOT_MAX];
2202
2203 /**
2204 * Bitfield indicating, for each fragment shader input, 1 if that input
2205 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2206 */
2207 GLbitfield64 IsCentroid;
2208
2209 /**
2210 * Bitfield indicating, for each fragment shader input, 1 if that input
2211 * uses sample interpolation, 0 otherwise. Unused inputs are 0.
2212 */
2213 GLbitfield64 IsSample;
2214 };
2215
2216
2217 /** Compute program object */
2218 struct gl_compute_program
2219 {
2220 struct gl_program Base; /**< base class */
2221
2222 /**
2223 * Size specified using local_size_{x,y,z}.
2224 */
2225 unsigned LocalSize[3];
2226 };
2227
2228
2229 /**
2230 * State common to vertex and fragment programs.
2231 */
2232 struct gl_program_state
2233 {
2234 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2235 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2236 };
2237
2238
2239 /**
2240 * Context state for vertex programs.
2241 */
2242 struct gl_vertex_program_state
2243 {
2244 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2245 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2246 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2247 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2248 /** Computed two sided lighting for fixed function/programs. */
2249 GLboolean _TwoSideEnabled;
2250 struct gl_vertex_program *Current; /**< User-bound vertex program */
2251
2252 /** Currently enabled and valid vertex program (including internal
2253 * programs, user-defined vertex programs and GLSL vertex shaders).
2254 * This is the program we must use when rendering.
2255 */
2256 struct gl_vertex_program *_Current;
2257
2258 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2259
2260 /** Should fixed-function T&L be implemented with a vertex prog? */
2261 GLboolean _MaintainTnlProgram;
2262
2263 /** Program to emulate fixed-function T&L (see above) */
2264 struct gl_vertex_program *_TnlProgram;
2265
2266 /** Cache of fixed-function programs */
2267 struct gl_program_cache *Cache;
2268
2269 GLboolean _Overriden;
2270 };
2271
2272
2273 /**
2274 * Context state for geometry programs.
2275 */
2276 struct gl_geometry_program_state
2277 {
2278 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
2279 GLboolean _Enabled; /**< Enabled and valid program? */
2280 struct gl_geometry_program *Current; /**< user-bound geometry program */
2281
2282 /** Currently enabled and valid program (including internal programs
2283 * and compiled shader programs).
2284 */
2285 struct gl_geometry_program *_Current;
2286
2287 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2288 };
2289
2290 /**
2291 * Context state for fragment programs.
2292 */
2293 struct gl_fragment_program_state
2294 {
2295 GLboolean Enabled; /**< User-set fragment program enable flag */
2296 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2297 struct gl_fragment_program *Current; /**< User-bound fragment program */
2298
2299 /** Currently enabled and valid fragment program (including internal
2300 * programs, user-defined fragment programs and GLSL fragment shaders).
2301 * This is the program we must use when rendering.
2302 */
2303 struct gl_fragment_program *_Current;
2304
2305 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2306
2307 /** Should fixed-function texturing be implemented with a fragment prog? */
2308 GLboolean _MaintainTexEnvProgram;
2309
2310 /** Program to emulate fixed-function texture env/combine (see above) */
2311 struct gl_fragment_program *_TexEnvProgram;
2312
2313 /** Cache of fixed-function programs */
2314 struct gl_program_cache *Cache;
2315 };
2316
2317
2318 /**
2319 * Context state for compute programs.
2320 */
2321 struct gl_compute_program_state
2322 {
2323 struct gl_compute_program *Current; /**< user-bound compute program */
2324
2325 /** Currently enabled and valid program (including internal programs
2326 * and compiled shader programs).
2327 */
2328 struct gl_compute_program *_Current;
2329 };
2330
2331
2332 /**
2333 * ATI_fragment_shader runtime state
2334 */
2335 #define ATI_FS_INPUT_PRIMARY 0
2336 #define ATI_FS_INPUT_SECONDARY 1
2337
2338 struct atifs_instruction;
2339 struct atifs_setupinst;
2340
2341 /**
2342 * ATI fragment shader
2343 */
2344 struct ati_fragment_shader
2345 {
2346 GLuint Id;
2347 GLint RefCount;
2348 struct atifs_instruction *Instructions[2];
2349 struct atifs_setupinst *SetupInst[2];
2350 GLfloat Constants[8][4];
2351 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2352 GLubyte numArithInstr[2];
2353 GLubyte regsAssigned[2];
2354 GLubyte NumPasses; /**< 1 or 2 */
2355 GLubyte cur_pass;
2356 GLubyte last_optype;
2357 GLboolean interpinp1;
2358 GLboolean isValid;
2359 GLuint swizzlerq;
2360 };
2361
2362 /**
2363 * Context state for GL_ATI_fragment_shader
2364 */
2365 struct gl_ati_fragment_shader_state
2366 {
2367 GLboolean Enabled;
2368 GLboolean _Enabled; /**< enabled and valid shader? */
2369 GLboolean Compiling;
2370 GLfloat GlobalConstants[8][4];
2371 struct ati_fragment_shader *Current;
2372 };
2373
2374
2375 /**
2376 * A GLSL vertex or fragment shader object.
2377 */
2378 struct gl_shader
2379 {
2380 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB.
2381 * Must be the first field.
2382 */
2383 GLenum Type;
2384 gl_shader_stage Stage;
2385 GLuint Name; /**< AKA the handle */
2386 GLint RefCount; /**< Reference count */
2387 GLchar *Label; /**< GL_KHR_debug */
2388 GLboolean DeletePending;
2389 GLboolean CompileStatus;
2390 bool IsES; /**< True if this shader uses GLSL ES */
2391
2392 GLuint SourceChecksum; /**< for debug/logging purposes */
2393 const GLchar *Source; /**< Source code string */
2394
2395 struct gl_program *Program; /**< Post-compile assembly code */
2396 GLchar *InfoLog;
2397
2398 unsigned Version; /**< GLSL version used for linking */
2399
2400 /**
2401 * \name Sampler tracking
2402 *
2403 * \note Each of these fields is only set post-linking.
2404 */
2405 /*@{*/
2406 unsigned num_samplers; /**< Number of samplers used by this shader. */
2407 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2408 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2409 /*@}*/
2410
2411 /**
2412 * Map from sampler unit to texture unit (set by glUniform1i())
2413 *
2414 * A sampler unit is associated with each sampler uniform by the linker.
2415 * The sampler unit associated with each uniform is stored in the
2416 * \c gl_uniform_storage::sampler field.
2417 */
2418 GLubyte SamplerUnits[MAX_SAMPLERS];
2419 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2420 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2421
2422 /**
2423 * Number of default uniform block components used by this shader.
2424 *
2425 * This field is only set post-linking.
2426 */
2427 unsigned num_uniform_components;
2428
2429 /**
2430 * Number of combined uniform components used by this shader.
2431 *
2432 * This field is only set post-linking. It is the sum of the uniform block
2433 * sizes divided by sizeof(float), and num_uniform_compoennts.
2434 */
2435 unsigned num_combined_uniform_components;
2436
2437 /**
2438 * This shader's uniform block information.
2439 *
2440 * These fields are only set post-linking.
2441 */
2442 unsigned NumUniformBlocks;
2443 struct gl_uniform_block *UniformBlocks;
2444
2445 struct exec_list *ir;
2446 struct glsl_symbol_table *symbols;
2447
2448 bool uses_builtin_functions;
2449 bool uses_gl_fragcoord;
2450 bool redeclares_gl_fragcoord;
2451 bool ARB_fragment_coord_conventions_enable;
2452
2453 /**
2454 * Fragment shader state from GLSL 1.50 layout qualifiers.
2455 */
2456 bool origin_upper_left;
2457 bool pixel_center_integer;
2458
2459 /**
2460 * Geometry shader state from GLSL 1.50 layout qualifiers.
2461 */
2462 struct {
2463 GLint VerticesOut;
2464 /**
2465 * 0 - Invocations count not declared in shader, or
2466 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2467 */
2468 GLint Invocations;
2469 /**
2470 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2471 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2472 * shader.
2473 */
2474 GLenum InputType;
2475 /**
2476 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2477 * it's not set in this shader.
2478 */
2479 GLenum OutputType;
2480 } Geom;
2481
2482 /**
2483 * Map from image uniform index to image unit (set by glUniform1i())
2484 *
2485 * An image uniform index is associated with each image uniform by
2486 * the linker. The image index associated with each uniform is
2487 * stored in the \c gl_uniform_storage::image field.
2488 */
2489 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2490
2491 /**
2492 * Access qualifier specified in the shader for each image uniform
2493 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2494 * GL_READ_WRITE.
2495 *
2496 * It may be different, though only more strict than the value of
2497 * \c gl_image_unit::Access for the corresponding image unit.
2498 */
2499 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2500
2501 /**
2502 * Number of image uniforms defined in the shader. It specifies
2503 * the number of valid elements in the \c ImageUnits and \c
2504 * ImageAccess arrays above.
2505 */
2506 GLuint NumImages;
2507
2508 /**
2509 * Whether early fragment tests are enabled as defined by
2510 * ARB_shader_image_load_store.
2511 */
2512 bool EarlyFragmentTests;
2513
2514 /**
2515 * Compute shader state from ARB_compute_shader layout qualifiers.
2516 */
2517 struct {
2518 /**
2519 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2520 * it's not set in this shader.
2521 */
2522 unsigned LocalSize[3];
2523 } Comp;
2524 };
2525
2526
2527 struct gl_uniform_buffer_variable
2528 {
2529 char *Name;
2530
2531 /**
2532 * Name of the uniform as seen by glGetUniformIndices.
2533 *
2534 * glGetUniformIndices requires that the block instance index \b not be
2535 * present in the name of queried uniforms.
2536 *
2537 * \note
2538 * \c gl_uniform_buffer_variable::IndexName and
2539 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2540 */
2541 char *IndexName;
2542
2543 const struct glsl_type *Type;
2544 unsigned int Offset;
2545 GLboolean RowMajor;
2546 };
2547
2548
2549 enum gl_uniform_block_packing
2550 {
2551 ubo_packing_std140,
2552 ubo_packing_shared,
2553 ubo_packing_packed
2554 };
2555
2556
2557 struct gl_uniform_block
2558 {
2559 /** Declared name of the uniform block */
2560 char *Name;
2561
2562 /** Array of supplemental information about UBO ir_variables. */
2563 struct gl_uniform_buffer_variable *Uniforms;
2564 GLuint NumUniforms;
2565
2566 /**
2567 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2568 * with glBindBufferBase to bind a buffer object to this uniform block. When
2569 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2570 */
2571 GLuint Binding;
2572
2573 /**
2574 * Vulkan descriptor set and index qualifiers for this block.
2575 */
2576 GLuint Set;
2577 GLuint Index;
2578
2579 /**
2580 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2581 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2582 */
2583 GLuint UniformBufferSize;
2584
2585 /**
2586 * Layout specified in the shader
2587 *
2588 * This isn't accessible through the API, but it is used while
2589 * cross-validating uniform blocks.
2590 */
2591 enum gl_uniform_block_packing _Packing;
2592 };
2593
2594 /**
2595 * Structure that represents a reference to an atomic buffer from some
2596 * shader program.
2597 */
2598 struct gl_active_atomic_buffer
2599 {
2600 /** Uniform indices of the atomic counters declared within it. */
2601 GLuint *Uniforms;
2602 GLuint NumUniforms;
2603
2604 /** Binding point index associated with it. */
2605 GLuint Binding;
2606
2607 /** Minimum reasonable size it is expected to have. */
2608 GLuint MinimumSize;
2609
2610 /** Shader stages making use of it. */
2611 GLboolean StageReferences[MESA_SHADER_STAGES];
2612 };
2613
2614 /**
2615 * Active resource in a gl_shader_program
2616 */
2617 struct gl_program_resource
2618 {
2619 GLenum Type; /** Program interface type. */
2620 const void *Data; /** Pointer to resource associated data structure. */
2621 uint8_t StageReferences; /** Bitmask of shader stage references. */
2622 };
2623
2624 /**
2625 * A GLSL program object.
2626 * Basically a linked collection of vertex and fragment shaders.
2627 */
2628 struct gl_shader_program
2629 {
2630 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2631 GLuint Name; /**< aka handle or ID */
2632 GLchar *Label; /**< GL_KHR_debug */
2633 GLint RefCount; /**< Reference count */
2634 GLboolean DeletePending;
2635
2636 /**
2637 * Is the application intending to glGetProgramBinary this program?
2638 */
2639 GLboolean BinaryRetreivableHint;
2640
2641 /**
2642 * Indicates whether program can be bound for individual pipeline stages
2643 * using UseProgramStages after it is next linked.
2644 */
2645 GLboolean SeparateShader;
2646
2647 GLuint NumShaders; /**< number of attached shaders */
2648 struct gl_shader **Shaders; /**< List of attached the shaders */
2649
2650 /**
2651 * User-defined attribute bindings
2652 *
2653 * These are set via \c glBindAttribLocation and are used to direct the
2654 * GLSL linker. These are \b not the values used in the compiled shader,
2655 * and they are \b not the values returned by \c glGetAttribLocation.
2656 */
2657 struct string_to_uint_map *AttributeBindings;
2658
2659 /**
2660 * User-defined fragment data bindings
2661 *
2662 * These are set via \c glBindFragDataLocation and are used to direct the
2663 * GLSL linker. These are \b not the values used in the compiled shader,
2664 * and they are \b not the values returned by \c glGetFragDataLocation.
2665 */
2666 struct string_to_uint_map *FragDataBindings;
2667 struct string_to_uint_map *FragDataIndexBindings;
2668
2669 /**
2670 * Transform feedback varyings last specified by
2671 * glTransformFeedbackVaryings().
2672 *
2673 * For the current set of transform feedback varyings used for transform
2674 * feedback output, see LinkedTransformFeedback.
2675 */
2676 struct {
2677 GLenum BufferMode;
2678 GLuint NumVarying;
2679 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2680 } TransformFeedback;
2681
2682 /** Post-link transform feedback info. */
2683 struct gl_transform_feedback_info LinkedTransformFeedback;
2684
2685 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2686 enum gl_frag_depth_layout FragDepthLayout;
2687
2688 /**
2689 * Geometry shader state - copied into gl_geometry_program by
2690 * _mesa_copy_linked_program_data().
2691 */
2692 struct {
2693 GLint VerticesIn;
2694 GLint VerticesOut;
2695 /**
2696 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2697 */
2698 GLint Invocations;
2699 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2700 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2701 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2702 /**
2703 * True if gl_ClipDistance is written to. Copied into
2704 * gl_geometry_program by _mesa_copy_linked_program_data().
2705 */
2706 GLboolean UsesClipDistance;
2707 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2708 0 if not present. */
2709 bool UsesEndPrimitive;
2710 bool UsesStreams;
2711 } Geom;
2712
2713 /** Vertex shader state */
2714 struct {
2715 /**
2716 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2717 * by _mesa_copy_linked_program_data().
2718 */
2719 GLboolean UsesClipDistance;
2720 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2721 0 if not present. */
2722 } Vert;
2723
2724 /**
2725 * Compute shader state - copied into gl_compute_program by
2726 * _mesa_copy_linked_program_data().
2727 */
2728 struct {
2729 /**
2730 * If this shader contains a compute stage, size specified using
2731 * local_size_{x,y,z}. Otherwise undefined.
2732 */
2733 unsigned LocalSize[3];
2734 } Comp;
2735
2736 /* post-link info: */
2737 unsigned NumUserUniformStorage;
2738 unsigned NumHiddenUniforms;
2739 struct gl_uniform_storage *UniformStorage;
2740
2741 /**
2742 * Mapping from GL uniform locations returned by \c glUniformLocation to
2743 * UniformStorage entries. Arrays will have multiple contiguous slots
2744 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2745 */
2746 unsigned NumUniformRemapTable;
2747 struct gl_uniform_storage **UniformRemapTable;
2748
2749 /**
2750 * Size of the gl_ClipDistance array that is output from the last pipeline
2751 * stage before the fragment shader.
2752 */
2753 unsigned LastClipDistanceArraySize;
2754
2755 unsigned NumUniformBlocks;
2756 struct gl_uniform_block *UniformBlocks;
2757
2758 /**
2759 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2760 * they're used in, or -1.
2761 *
2762 * This is used to maintain the Binding values of the stage's UniformBlocks[]
2763 * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2764 */
2765 int *UniformBlockStageIndex[MESA_SHADER_STAGES];
2766
2767 /**
2768 * Map of active uniform names to locations
2769 *
2770 * Maps any active uniform that is not an array element to a location.
2771 * Each active uniform, including individual structure members will appear
2772 * in this map. This roughly corresponds to the set of names that would be
2773 * enumerated by \c glGetActiveUniform.
2774 */
2775 struct string_to_uint_map *UniformHash;
2776
2777 struct gl_active_atomic_buffer *AtomicBuffers;
2778 unsigned NumAtomicBuffers;
2779
2780 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2781 GLboolean Validated;
2782 GLboolean _Used; /**< Ever used for drawing? */
2783 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
2784 GLchar *InfoLog;
2785
2786 unsigned Version; /**< GLSL version used for linking */
2787 bool IsES; /**< True if this program uses GLSL ES */
2788
2789 /**
2790 * Per-stage shaders resulting from the first stage of linking.
2791 *
2792 * Set of linked shaders for this program. The array is accessed using the
2793 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2794 * \c NULL.
2795 */
2796 struct gl_shader *_LinkedShaders[MESA_SHADER_STAGES];
2797
2798 /** List of all active resources after linking. */
2799 struct gl_program_resource *ProgramResourceList;
2800 unsigned NumProgramResourceList;
2801
2802 /* True if any of the fragment shaders attached to this program use:
2803 * #extension ARB_fragment_coord_conventions: enable
2804 */
2805 GLboolean ARB_fragment_coord_conventions_enable;
2806 };
2807
2808
2809 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2810 #define GLSL_LOG 0x2 /**< Write shaders to files */
2811 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2812 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2813 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2814 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2815 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2816 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2817 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2818 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2819
2820
2821 /**
2822 * Context state for GLSL vertex/fragment shaders.
2823 * Extended to support pipeline object
2824 */
2825 struct gl_pipeline_object
2826 {
2827 /** Name of the pipeline object as received from glGenProgramPipelines.
2828 * It would be 0 for shaders without separate shader objects.
2829 */
2830 GLuint Name;
2831
2832 GLint RefCount;
2833
2834 mtx_t Mutex;
2835
2836 /**
2837 * Programs used for rendering
2838 *
2839 * There is a separate program set for each shader stage.
2840 */
2841 struct gl_shader_program *CurrentProgram[MESA_SHADER_STAGES];
2842
2843 struct gl_shader_program *_CurrentFragmentProgram;
2844
2845 /**
2846 * Program used by glUniform calls.
2847 *
2848 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2849 */
2850 struct gl_shader_program *ActiveProgram;
2851
2852 GLbitfield Flags; /**< Mask of GLSL_x flags */
2853
2854 GLboolean EverBound; /**< Has the pipeline object been created */
2855
2856 GLboolean Validated; /**< Pipeline Validation status */
2857
2858 GLchar *InfoLog;
2859 };
2860
2861 /**
2862 * Context state for GLSL pipeline shaders.
2863 */
2864 struct gl_pipeline_shader_state
2865 {
2866 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
2867 struct gl_pipeline_object *Current;
2868
2869 /* Default Object to ensure that _Shader is never NULL */
2870 struct gl_pipeline_object *Default;
2871
2872 /** Pipeline objects */
2873 struct _mesa_HashTable *Objects;
2874 };
2875
2876 /**
2877 * Compiler options for a single GLSL shaders type
2878 */
2879 struct gl_shader_compiler_options
2880 {
2881 /** Driver-selectable options: */
2882 GLboolean EmitCondCodes; /**< Use condition codes? */
2883 GLboolean EmitNoLoops;
2884 GLboolean EmitNoFunctions;
2885 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2886 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2887 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2888 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2889 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
2890 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2891
2892 /**
2893 * \name Forms of indirect addressing the driver cannot do.
2894 */
2895 /*@{*/
2896 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2897 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2898 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2899 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2900 /*@}*/
2901
2902 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2903 GLuint MaxUnrollIterations;
2904
2905 /**
2906 * Optimize code for array of structures backends.
2907 *
2908 * This is a proxy for:
2909 * - preferring DP4 instructions (rather than MUL/MAD) for
2910 * matrix * vector operations, such as position transformation.
2911 */
2912 GLboolean OptimizeForAOS;
2913
2914 const struct nir_shader_compiler_options *NirOptions;
2915 };
2916
2917
2918 /**
2919 * Occlusion/timer query object.
2920 */
2921 struct gl_query_object
2922 {
2923 GLenum Target; /**< The query target, when active */
2924 GLuint Id; /**< hash table ID/name */
2925 GLchar *Label; /**< GL_KHR_debug */
2926 GLuint64EXT Result; /**< the counter */
2927 GLboolean Active; /**< inside Begin/EndQuery */
2928 GLboolean Ready; /**< result is ready? */
2929 GLboolean EverBound;/**< has query object ever been bound */
2930 GLuint Stream; /**< The stream */
2931 };
2932
2933
2934 /**
2935 * Context state for query objects.
2936 */
2937 struct gl_query_state
2938 {
2939 struct _mesa_HashTable *QueryObjects;
2940 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2941 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2942
2943 /** GL_NV_conditional_render */
2944 struct gl_query_object *CondRenderQuery;
2945
2946 /** GL_EXT_transform_feedback */
2947 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
2948 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
2949
2950 /** GL_ARB_timer_query */
2951 struct gl_query_object *TimeElapsed;
2952
2953 /** GL_ARB_pipeline_statistics_query */
2954 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
2955
2956 GLenum CondRenderMode;
2957 };
2958
2959
2960 /** Sync object state */
2961 struct gl_sync_object
2962 {
2963 GLenum Type; /**< GL_SYNC_FENCE */
2964 GLuint Name; /**< Fence name */
2965 GLchar *Label; /**< GL_KHR_debug */
2966 GLint RefCount; /**< Reference count */
2967 GLboolean DeletePending; /**< Object was deleted while there were still
2968 * live references (e.g., sync not yet finished)
2969 */
2970 GLenum SyncCondition;
2971 GLbitfield Flags; /**< Flags passed to glFenceSync */
2972 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2973 };
2974
2975
2976 /**
2977 * State which can be shared by multiple contexts:
2978 */
2979 struct gl_shared_state
2980 {
2981 mtx_t Mutex; /**< for thread safety */
2982 GLint RefCount; /**< Reference count */
2983 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2984 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2985
2986 /** Default texture objects (shared by all texture units) */
2987 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2988
2989 /** Fallback texture used when a bound texture is incomplete */
2990 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
2991
2992 /**
2993 * \name Thread safety and statechange notification for texture
2994 * objects.
2995 *
2996 * \todo Improve the granularity of locking.
2997 */
2998 /*@{*/
2999 mtx_t TexMutex; /**< texobj thread safety */
3000 GLuint TextureStateStamp; /**< state notification for shared tex */
3001 /*@}*/
3002
3003 /** Default buffer object for vertex arrays that aren't in VBOs */
3004 struct gl_buffer_object *NullBufferObj;
3005
3006 /**
3007 * \name Vertex/geometry/fragment programs
3008 */
3009 /*@{*/
3010 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3011 struct gl_vertex_program *DefaultVertexProgram;
3012 struct gl_fragment_program *DefaultFragmentProgram;
3013 struct gl_geometry_program *DefaultGeometryProgram;
3014 /*@}*/
3015
3016 /* GL_ATI_fragment_shader */
3017 struct _mesa_HashTable *ATIShaders;
3018 struct ati_fragment_shader *DefaultFragmentShader;
3019
3020 struct _mesa_HashTable *BufferObjects;
3021
3022 /** Table of both gl_shader and gl_shader_program objects */
3023 struct _mesa_HashTable *ShaderObjects;
3024
3025 /* GL_EXT_framebuffer_object */
3026 struct _mesa_HashTable *RenderBuffers;
3027 struct _mesa_HashTable *FrameBuffers;
3028
3029 /* GL_ARB_sync */
3030 struct set *SyncObjects;
3031
3032 /** GL_ARB_sampler_objects */
3033 struct _mesa_HashTable *SamplerObjects;
3034
3035 /**
3036 * Some context in this share group was affected by a GPU reset
3037 *
3038 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3039 * been affected by a GPU reset must also return
3040 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3041 *
3042 * Once this field becomes true, it is never reset to false.
3043 */
3044 bool ShareGroupReset;
3045 };
3046
3047
3048
3049 /**
3050 * Renderbuffers represent drawing surfaces such as color, depth and/or
3051 * stencil. A framebuffer object has a set of renderbuffers.
3052 * Drivers will typically derive subclasses of this type.
3053 */
3054 struct gl_renderbuffer
3055 {
3056 mtx_t Mutex; /**< for thread safety */
3057 GLuint ClassID; /**< Useful for drivers */
3058 GLuint Name;
3059 GLchar *Label; /**< GL_KHR_debug */
3060 GLint RefCount;
3061 GLuint Width, Height;
3062 GLuint Depth;
3063 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3064 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3065 /**
3066 * True for renderbuffers that wrap textures, giving the driver a chance to
3067 * flush render caches through the FinishRenderTexture hook.
3068 *
3069 * Drivers may also set this on renderbuffers other than those generated by
3070 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3071 * called without a rb->TexImage.
3072 */
3073 GLboolean NeedsFinishRenderTexture;
3074 GLubyte NumSamples;
3075 GLenum InternalFormat; /**< The user-specified format */
3076 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3077 GL_STENCIL_INDEX. */
3078 mesa_format Format; /**< The actual renderbuffer memory format */
3079 /**
3080 * Pointer to the texture image if this renderbuffer wraps a texture,
3081 * otherwise NULL.
3082 *
3083 * Note that the reference on the gl_texture_object containing this
3084 * TexImage is held by the gl_renderbuffer_attachment.
3085 */
3086 struct gl_texture_image *TexImage;
3087
3088 /** Delete this renderbuffer */
3089 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3090
3091 /** Allocate new storage for this renderbuffer */
3092 GLboolean (*AllocStorage)(struct gl_context *ctx,
3093 struct gl_renderbuffer *rb,
3094 GLenum internalFormat,
3095 GLuint width, GLuint height);
3096 };
3097
3098
3099 /**
3100 * A renderbuffer attachment points to either a texture object (and specifies
3101 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3102 */
3103 struct gl_renderbuffer_attachment
3104 {
3105 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3106 GLboolean Complete;
3107
3108 /**
3109 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3110 * application supplied renderbuffer object.
3111 */
3112 struct gl_renderbuffer *Renderbuffer;
3113
3114 /**
3115 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3116 * supplied texture object.
3117 */
3118 struct gl_texture_object *Texture;
3119 GLuint TextureLevel; /**< Attached mipmap level. */
3120 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3121 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3122 * and 2D array textures */
3123 GLboolean Layered;
3124 };
3125
3126
3127 /**
3128 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3129 * In C++ terms, think of this as a base class from which device drivers
3130 * will make derived classes.
3131 */
3132 struct gl_framebuffer
3133 {
3134 mtx_t Mutex; /**< for thread safety */
3135 /**
3136 * If zero, this is a window system framebuffer. If non-zero, this
3137 * is a FBO framebuffer; note that for some devices (i.e. those with
3138 * a natural pixel coordinate system for FBOs that differs from the
3139 * OpenGL/Mesa coordinate system), this means that the viewport,
3140 * polygon face orientation, and polygon stipple will have to be inverted.
3141 */
3142 GLuint Name;
3143 GLint RefCount;
3144
3145 GLchar *Label; /**< GL_KHR_debug */
3146
3147 GLboolean DeletePending;
3148
3149 /**
3150 * The framebuffer's visual. Immutable if this is a window system buffer.
3151 * Computed from attachments if user-made FBO.
3152 */
3153 struct gl_config Visual;
3154
3155 GLuint Width, Height; /**< size of frame buffer in pixels */
3156
3157 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
3158 /*@{*/
3159 GLint _Xmin, _Xmax; /**< inclusive */
3160 GLint _Ymin, _Ymax; /**< exclusive */
3161 /*@}*/
3162
3163 /** \name Derived Z buffer stuff */
3164 /*@{*/
3165 GLuint _DepthMax; /**< Max depth buffer value */
3166 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3167 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3168 /*@}*/
3169
3170 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3171 GLenum _Status;
3172
3173 /** Integer color values */
3174 GLboolean _IntegerColor;
3175
3176 /* ARB_color_buffer_float */
3177 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3178 GLboolean _HasSNormOrFloatColorBuffer;
3179
3180 /**
3181 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3182 * is not layered. For cube maps and cube map arrays, each cube face
3183 * counts as a layer.
3184 */
3185 GLuint MaxNumLayers;
3186
3187 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3188 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3189
3190 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3191 * attribute group and GL_PIXEL attribute group, respectively.
3192 */
3193 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3194 GLenum ColorReadBuffer;
3195
3196 /** Computed from ColorDraw/ReadBuffer above */
3197 GLuint _NumColorDrawBuffers;
3198 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3199 GLint _ColorReadBufferIndex; /* -1 = None */
3200 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3201 struct gl_renderbuffer *_ColorReadBuffer;
3202
3203 /** Delete this framebuffer */
3204 void (*Delete)(struct gl_framebuffer *fb);
3205 };
3206
3207
3208 /**
3209 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3210 */
3211 struct gl_precision
3212 {
3213 GLushort RangeMin; /**< min value exponent */
3214 GLushort RangeMax; /**< max value exponent */
3215 GLushort Precision; /**< number of mantissa bits */
3216 };
3217
3218
3219 /**
3220 * Limits for vertex, geometry and fragment programs/shaders.
3221 */
3222 struct gl_program_constants
3223 {
3224 /* logical limits */
3225 GLuint MaxInstructions;
3226 GLuint MaxAluInstructions;
3227 GLuint MaxTexInstructions;
3228 GLuint MaxTexIndirections;
3229 GLuint MaxAttribs;
3230 GLuint MaxTemps;
3231 GLuint MaxAddressRegs;
3232 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3233 GLuint MaxParameters;
3234 GLuint MaxLocalParams;
3235 GLuint MaxEnvParams;
3236 /* native/hardware limits */
3237 GLuint MaxNativeInstructions;
3238 GLuint MaxNativeAluInstructions;
3239 GLuint MaxNativeTexInstructions;
3240 GLuint MaxNativeTexIndirections;
3241 GLuint MaxNativeAttribs;
3242 GLuint MaxNativeTemps;
3243 GLuint MaxNativeAddressRegs;
3244 GLuint MaxNativeParameters;
3245 /* For shaders */
3246 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3247
3248 /**
3249 * \name Per-stage input / output limits
3250 *
3251 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3252 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3253 * ES). This is stored as \c gl_constants::MaxVarying.
3254 *
3255 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3256 * variables. Each stage as a certain number of outputs that it can feed
3257 * to the next stage and a certain number inputs that it can consume from
3258 * the previous stage.
3259 *
3260 * Vertex shader inputs do not participate this in this accounting.
3261 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3262 *
3263 * Fragment shader outputs do not participate this in this accounting.
3264 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3265 */
3266 /*@{*/
3267 GLuint MaxInputComponents;
3268 GLuint MaxOutputComponents;
3269 /*@}*/
3270
3271 /* ES 2.0 and GL_ARB_ES2_compatibility */
3272 struct gl_precision LowFloat, MediumFloat, HighFloat;
3273 struct gl_precision LowInt, MediumInt, HighInt;
3274 /* GL_ARB_uniform_buffer_object */
3275 GLuint MaxUniformBlocks;
3276 GLuint MaxCombinedUniformComponents;
3277 GLuint MaxTextureImageUnits;
3278
3279 /* GL_ARB_shader_atomic_counters */
3280 GLuint MaxAtomicBuffers;
3281 GLuint MaxAtomicCounters;
3282
3283 /* GL_ARB_shader_image_load_store */
3284 GLuint MaxImageUniforms;
3285 };
3286
3287
3288 /**
3289 * Constants which may be overridden by device driver during context creation
3290 * but are never changed after that.
3291 */
3292 struct gl_constants
3293 {
3294 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3295 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3296 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3297 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3298 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3299 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3300 GLuint MaxTextureCoordUnits;
3301 GLuint MaxCombinedTextureImageUnits;
3302 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3303 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3304 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3305 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3306
3307 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3308
3309 GLuint MaxArrayLockSize;
3310
3311 GLint SubPixelBits;
3312
3313 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3314 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3315 GLfloat PointSizeGranularity;
3316 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3317 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3318 GLfloat LineWidthGranularity;
3319
3320 GLuint MaxClipPlanes;
3321 GLuint MaxLights;
3322 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3323 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3324
3325 GLuint MaxViewportWidth, MaxViewportHeight;
3326 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3327 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3328 struct {
3329 GLfloat Min;
3330 GLfloat Max;
3331 } ViewportBounds; /**< GL_ARB_viewport_array */
3332
3333 struct gl_program_constants Program[MESA_SHADER_STAGES];
3334 GLuint MaxProgramMatrices;
3335 GLuint MaxProgramMatrixStackDepth;
3336
3337 struct {
3338 GLuint SamplesPassed;
3339 GLuint TimeElapsed;
3340 GLuint Timestamp;
3341 GLuint PrimitivesGenerated;
3342 GLuint PrimitivesWritten;
3343 GLuint VerticesSubmitted;
3344 GLuint PrimitivesSubmitted;
3345 GLuint VsInvocations;
3346 GLuint TessPatches;
3347 GLuint TessInvocations;
3348 GLuint GsInvocations;
3349 GLuint GsPrimitives;
3350 GLuint FsInvocations;
3351 GLuint ComputeInvocations;
3352 GLuint ClInPrimitives;
3353 GLuint ClOutPrimitives;
3354 } QueryCounterBits;
3355
3356 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3357
3358 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3359 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3360 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3361
3362 /** Number of varying vectors between any two shader stages. */
3363 GLuint MaxVarying;
3364
3365 /** @{
3366 * GL_ARB_uniform_buffer_object
3367 */
3368 GLuint MaxCombinedUniformBlocks;
3369 GLuint MaxUniformBufferBindings;
3370 GLuint MaxUniformBlockSize;
3371 GLuint UniformBufferOffsetAlignment;
3372 /** @} */
3373
3374 /**
3375 * GL_ARB_explicit_uniform_location
3376 */
3377 GLuint MaxUserAssignableUniformLocations;
3378
3379 /** GL_ARB_geometry_shader4 */
3380 GLuint MaxGeometryOutputVertices;
3381 GLuint MaxGeometryTotalOutputComponents;
3382
3383 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3384
3385 /**
3386 * Changes default GLSL extension behavior from "error" to "warn". It's out
3387 * of spec, but it can make some apps work that otherwise wouldn't.
3388 */
3389 GLboolean ForceGLSLExtensionsWarn;
3390
3391 /**
3392 * If non-zero, forces GLSL shaders to behave as if they began
3393 * with "#version ForceGLSLVersion".
3394 */
3395 GLuint ForceGLSLVersion;
3396
3397 /**
3398 * Allow GLSL #extension directives in the middle of shaders.
3399 */
3400 GLboolean AllowGLSLExtensionDirectiveMidShader;
3401
3402 /**
3403 * Does the driver support real 32-bit integers? (Otherwise, integers are
3404 * simulated via floats.)
3405 */
3406 GLboolean NativeIntegers;
3407
3408 /**
3409 * Does VertexID count from zero or from base vertex?
3410 *
3411 * \note
3412 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3413 * ignored and need not be set.
3414 */
3415 bool VertexID_is_zero_based;
3416
3417 /**
3418 * If the driver supports real 32-bit integers, what integer value should be
3419 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3420 */
3421 GLuint UniformBooleanTrue;
3422
3423 /**
3424 * Maximum amount of time, measured in nanseconds, that the server can wait.
3425 */
3426 GLuint64 MaxServerWaitTimeout;
3427
3428 /** GL_EXT_provoking_vertex */
3429 GLboolean QuadsFollowProvokingVertexConvention;
3430
3431 /** OpenGL version 3.0 */
3432 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3433
3434 /** OpenGL version 3.2 */
3435 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3436
3437 /** OpenGL version 4.4 */
3438 GLuint MaxVertexAttribStride;
3439
3440 /** GL_EXT_transform_feedback */
3441 GLuint MaxTransformFeedbackBuffers;
3442 GLuint MaxTransformFeedbackSeparateComponents;
3443 GLuint MaxTransformFeedbackInterleavedComponents;
3444 GLuint MaxVertexStreams;
3445
3446 /** GL_EXT_gpu_shader4 */
3447 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3448
3449 /** GL_ARB_texture_gather */
3450 GLuint MinProgramTextureGatherOffset;
3451 GLuint MaxProgramTextureGatherOffset;
3452 GLuint MaxProgramTextureGatherComponents;
3453
3454 /* GL_ARB_robustness */
3455 GLenum ResetStrategy;
3456
3457 /* GL_ARB_blend_func_extended */
3458 GLuint MaxDualSourceDrawBuffers;
3459
3460 /**
3461 * Whether the implementation strips out and ignores texture borders.
3462 *
3463 * Many GPU hardware implementations don't support rendering with texture
3464 * borders and mipmapped textures. (Note: not static border color, but the
3465 * old 1-pixel border around each edge). Implementations then have to do
3466 * slow fallbacks to be correct, or just ignore the border and be fast but
3467 * wrong. Setting the flag strips the border off of TexImage calls,
3468 * providing "fast but wrong" at significantly reduced driver complexity.
3469 *
3470 * Texture borders are deprecated in GL 3.0.
3471 **/
3472 GLboolean StripTextureBorder;
3473
3474 /**
3475 * For drivers which can do a better job at eliminating unused uniforms
3476 * than the GLSL compiler.
3477 *
3478 * XXX Remove these as soon as a better solution is available.
3479 */
3480 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3481
3482 /**
3483 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3484 * than passing the transform feedback object to the drawing function.
3485 */
3486 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3487
3488 /** GL_ARB_map_buffer_alignment */
3489 GLuint MinMapBufferAlignment;
3490
3491 /**
3492 * Disable varying packing. This is out of spec, but potentially useful
3493 * for older platforms that supports a limited number of texture
3494 * indirections--on these platforms, unpacking the varyings in the fragment
3495 * shader increases the number of texture indirections by 1, which might
3496 * make some shaders not executable at all.
3497 *
3498 * Drivers that support transform feedback must set this value to GL_FALSE.
3499 */
3500 GLboolean DisableVaryingPacking;
3501
3502 /**
3503 * Should meaningful names be generated for compiler temporary variables?
3504 *
3505 * Generally, it is not useful to have the compiler generate "meaningful"
3506 * names for temporary variables that it creates. This can, however, be a
3507 * useful debugging aid. In Mesa debug builds or release builds when
3508 * MESA_GLSL is set at run-time, meaningful names will be generated.
3509 * Drivers can also force names to be generated by setting this field.
3510 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3511 * vertex shader assembly) is set at run-time.
3512 */
3513 bool GenerateTemporaryNames;
3514
3515 /*
3516 * Maximum value supported for an index in DrawElements and friends.
3517 *
3518 * This must be at least (1ull<<24)-1. The default value is
3519 * (1ull<<32)-1.
3520 *
3521 * \since ES 3.0 or GL_ARB_ES3_compatibility
3522 * \sa _mesa_init_constants
3523 */
3524 GLuint64 MaxElementIndex;
3525
3526 /**
3527 * Disable interpretation of line continuations (lines ending with a
3528 * backslash character ('\') in GLSL source.
3529 */
3530 GLboolean DisableGLSLLineContinuations;
3531
3532 /** GL_ARB_texture_multisample */
3533 GLint MaxColorTextureSamples;
3534 GLint MaxDepthTextureSamples;
3535 GLint MaxIntegerSamples;
3536
3537 /**
3538 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3539 * samples are laid out in a rectangular grid roughly corresponding to
3540 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3541 * are used to map indices of rectangular grid to sample numbers within
3542 * a pixel. This mapping of indices to sample numbers must be initialized
3543 * by the driver for the target hardware. For example, if we have the 8X
3544 * MSAA sample number layout (sample positions) for XYZ hardware:
3545 *
3546 * sample indices layout sample number layout
3547 * --------- ---------
3548 * | 0 | 1 | | a | b |
3549 * --------- ---------
3550 * | 2 | 3 | | c | d |
3551 * --------- ---------
3552 * | 4 | 5 | | e | f |
3553 * --------- ---------
3554 * | 6 | 7 | | g | h |
3555 * --------- ---------
3556 *
3557 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3558 *
3559 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3560 * below:
3561 * SampleMap8x = {a, b, c, d, e, f, g, h};
3562 *
3563 * Follow the logic for other sample counts.
3564 */
3565 uint8_t SampleMap2x[2];
3566 uint8_t SampleMap4x[4];
3567 uint8_t SampleMap8x[8];
3568
3569 /** GL_ARB_shader_atomic_counters */
3570 GLuint MaxAtomicBufferBindings;
3571 GLuint MaxAtomicBufferSize;
3572 GLuint MaxCombinedAtomicBuffers;
3573 GLuint MaxCombinedAtomicCounters;
3574
3575 /** GL_ARB_vertex_attrib_binding */
3576 GLint MaxVertexAttribRelativeOffset;
3577 GLint MaxVertexAttribBindings;
3578
3579 /* GL_ARB_shader_image_load_store */
3580 GLuint MaxImageUnits;
3581 GLuint MaxCombinedImageUnitsAndFragmentOutputs;
3582 GLuint MaxImageSamples;
3583 GLuint MaxCombinedImageUniforms;
3584
3585 /** GL_ARB_compute_shader */
3586 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3587 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3588 GLuint MaxComputeWorkGroupInvocations;
3589
3590 /** GL_ARB_gpu_shader5 */
3591 GLfloat MinFragmentInterpolationOffset;
3592 GLfloat MaxFragmentInterpolationOffset;
3593
3594 GLboolean FakeSWMSAA;
3595
3596 /** GL_KHR_context_flush_control */
3597 GLenum ContextReleaseBehavior;
3598
3599 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
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_object;
3640 GLboolean ARB_explicit_attrib_location;
3641 GLboolean ARB_explicit_uniform_location;
3642 GLboolean ARB_geometry_shader4;
3643 GLboolean ARB_gpu_shader5;
3644 GLboolean ARB_gpu_shader_fp64;
3645 GLboolean ARB_half_float_vertex;
3646 GLboolean ARB_instanced_arrays;
3647 GLboolean ARB_internalformat_query;
3648 GLboolean ARB_map_buffer_range;
3649 GLboolean ARB_occlusion_query;
3650 GLboolean ARB_occlusion_query2;
3651 GLboolean ARB_pipeline_statistics_query;
3652 GLboolean ARB_point_sprite;
3653 GLboolean ARB_sample_shading;
3654 GLboolean ARB_seamless_cube_map;
3655 GLboolean ARB_shader_atomic_counters;
3656 GLboolean ARB_shader_bit_encoding;
3657 GLboolean ARB_shader_image_load_store;
3658 GLboolean ARB_shader_precision;
3659 GLboolean ARB_shader_stencil_export;
3660 GLboolean ARB_shader_texture_lod;
3661 GLboolean ARB_shading_language_packing;
3662 GLboolean ARB_shading_language_420pack;
3663 GLboolean ARB_shadow;
3664 GLboolean ARB_stencil_texturing;
3665 GLboolean ARB_sync;
3666 GLboolean ARB_tessellation_shader;
3667 GLboolean ARB_texture_border_clamp;
3668 GLboolean ARB_texture_buffer_object;
3669 GLboolean ARB_texture_buffer_object_rgb32;
3670 GLboolean ARB_texture_buffer_range;
3671 GLboolean ARB_texture_compression_bptc;
3672 GLboolean ARB_texture_compression_rgtc;
3673 GLboolean ARB_texture_cube_map;
3674 GLboolean ARB_texture_cube_map_array;
3675 GLboolean ARB_texture_env_combine;
3676 GLboolean ARB_texture_env_crossbar;
3677 GLboolean ARB_texture_env_dot3;
3678 GLboolean ARB_texture_float;
3679 GLboolean ARB_texture_gather;
3680 GLboolean ARB_texture_mirror_clamp_to_edge;
3681 GLboolean ARB_texture_multisample;
3682 GLboolean ARB_texture_non_power_of_two;
3683 GLboolean ARB_texture_stencil8;
3684 GLboolean ARB_texture_query_levels;
3685 GLboolean ARB_texture_query_lod;
3686 GLboolean ARB_texture_rg;
3687 GLboolean ARB_texture_rgb10_a2ui;
3688 GLboolean ARB_texture_view;
3689 GLboolean ARB_timer_query;
3690 GLboolean ARB_transform_feedback2;
3691 GLboolean ARB_transform_feedback3;
3692 GLboolean ARB_transform_feedback_instanced;
3693 GLboolean ARB_uniform_buffer_object;
3694 GLboolean ARB_vertex_attrib_64bit;
3695 GLboolean ARB_vertex_program;
3696 GLboolean ARB_vertex_shader;
3697 GLboolean ARB_vertex_type_10f_11f_11f_rev;
3698 GLboolean ARB_vertex_type_2_10_10_10_rev;
3699 GLboolean ARB_viewport_array;
3700 GLboolean EXT_blend_color;
3701 GLboolean EXT_blend_equation_separate;
3702 GLboolean EXT_blend_func_separate;
3703 GLboolean EXT_blend_minmax;
3704 GLboolean EXT_depth_bounds_test;
3705 GLboolean EXT_draw_buffers2;
3706 GLboolean EXT_framebuffer_multisample;
3707 GLboolean EXT_framebuffer_multisample_blit_scaled;
3708 GLboolean EXT_framebuffer_sRGB;
3709 GLboolean EXT_gpu_program_parameters;
3710 GLboolean EXT_gpu_shader4;
3711 GLboolean EXT_packed_float;
3712 GLboolean EXT_pixel_buffer_object;
3713 GLboolean EXT_point_parameters;
3714 GLboolean EXT_polygon_offset_clamp;
3715 GLboolean EXT_provoking_vertex;
3716 GLboolean EXT_shader_integer_mix;
3717 GLboolean EXT_stencil_two_side;
3718 GLboolean EXT_texture3D;
3719 GLboolean EXT_texture_array;
3720 GLboolean EXT_texture_compression_latc;
3721 GLboolean EXT_texture_compression_s3tc;
3722 GLboolean EXT_texture_env_dot3;
3723 GLboolean EXT_texture_filter_anisotropic;
3724 GLboolean EXT_texture_integer;
3725 GLboolean EXT_texture_mirror_clamp;
3726 GLboolean EXT_texture_shared_exponent;
3727 GLboolean EXT_texture_snorm;
3728 GLboolean EXT_texture_sRGB;
3729 GLboolean EXT_texture_sRGB_decode;
3730 GLboolean EXT_texture_swizzle;
3731 GLboolean EXT_transform_feedback;
3732 GLboolean EXT_timer_query;
3733 GLboolean EXT_vertex_array_bgra;
3734 GLboolean OES_standard_derivatives;
3735 /* vendor extensions */
3736 GLboolean AMD_performance_monitor;
3737 GLboolean AMD_pinned_memory;
3738 GLboolean AMD_seamless_cubemap_per_texture;
3739 GLboolean AMD_vertex_shader_layer;
3740 GLboolean AMD_vertex_shader_viewport_index;
3741 GLboolean APPLE_object_purgeable;
3742 GLboolean ATI_texture_compression_3dc;
3743 GLboolean ATI_texture_mirror_once;
3744 GLboolean ATI_texture_env_combine3;
3745 GLboolean ATI_fragment_shader;
3746 GLboolean ATI_separate_stencil;
3747 GLboolean INTEL_performance_query;
3748 GLboolean MESA_pack_invert;
3749 GLboolean MESA_ycbcr_texture;
3750 GLboolean NV_conditional_render;
3751 GLboolean NV_fog_distance;
3752 GLboolean NV_fragment_program_option;
3753 GLboolean NV_point_sprite;
3754 GLboolean NV_primitive_restart;
3755 GLboolean NV_texture_barrier;
3756 GLboolean NV_texture_env_combine4;
3757 GLboolean NV_texture_rectangle;
3758 GLboolean NV_vdpau_interop;
3759 GLboolean TDFX_texture_compression_FXT1;
3760 GLboolean OES_EGL_image;
3761 GLboolean OES_draw_texture;
3762 GLboolean OES_depth_texture_cube_map;
3763 GLboolean OES_EGL_image_external;
3764 GLboolean OES_texture_float;
3765 GLboolean OES_texture_float_linear;
3766 GLboolean OES_texture_half_float;
3767 GLboolean OES_texture_half_float_linear;
3768 GLboolean OES_compressed_ETC1_RGB8_texture;
3769 GLboolean extension_sentinel;
3770 /** The extension string */
3771 const GLubyte *String;
3772 /** Number of supported extensions */
3773 GLuint Count;
3774 };
3775
3776
3777 /**
3778 * A stack of matrices (projection, modelview, color, texture, etc).
3779 */
3780 struct gl_matrix_stack
3781 {
3782 GLmatrix *Top; /**< points into Stack */
3783 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3784 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3785 GLuint MaxDepth; /**< size of Stack[] array */
3786 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3787 };
3788
3789
3790 /**
3791 * \name Bits for image transfer operations
3792 * \sa __struct gl_contextRec::ImageTransferState.
3793 */
3794 /*@{*/
3795 #define IMAGE_SCALE_BIAS_BIT 0x1
3796 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3797 #define IMAGE_MAP_COLOR_BIT 0x4
3798 #define IMAGE_CLAMP_BIT 0x800
3799
3800
3801 /** Pixel Transfer ops */
3802 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3803 IMAGE_SHIFT_OFFSET_BIT | \
3804 IMAGE_MAP_COLOR_BIT)
3805
3806 /**
3807 * \name Bits to indicate what state has changed.
3808 */
3809 /*@{*/
3810 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3811 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3812 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3813 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3814 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3815 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3816 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3817 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3818 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3819 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3820 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3821 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3822 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3823 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3824 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3825 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3826 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3827 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3828 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3829 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3830 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3831 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3832 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3833 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3834 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3835 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3836 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3837 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3838 #define _NEW_BUFFER_OBJECT (1 << 28)
3839 #define _NEW_FRAG_CLAMP (1 << 29)
3840 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3841 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3842 #define _NEW_ALL ~0
3843 /*@}*/
3844
3845
3846 /**
3847 * Composite state flags
3848 */
3849 /*@{*/
3850 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3851 _NEW_TEXTURE | \
3852 _NEW_POINT | \
3853 _NEW_PROGRAM | \
3854 _NEW_MODELVIEW)
3855
3856 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3857 _NEW_FOG | \
3858 _NEW_PROGRAM)
3859
3860
3861 /*@}*/
3862
3863
3864
3865
3866 /* This has to be included here. */
3867 #include "dd.h"
3868
3869
3870 /**
3871 * Display list flags.
3872 * Strictly this is a tnl-private concept, but it doesn't seem
3873 * worthwhile adding a tnl private structure just to hold this one bit
3874 * of information:
3875 */
3876 #define DLIST_DANGLING_REFS 0x1
3877
3878
3879 /** Opaque declaration of display list payload data type */
3880 union gl_dlist_node;
3881
3882
3883 /**
3884 * Provide a location where information about a display list can be
3885 * collected. Could be extended with driverPrivate structures,
3886 * etc. in the future.
3887 */
3888 struct gl_display_list
3889 {
3890 GLuint Name;
3891 GLchar *Label; /**< GL_KHR_debug */
3892 GLbitfield Flags; /**< DLIST_x flags */
3893 /** The dlist commands are in a linked list of nodes */
3894 union gl_dlist_node *Head;
3895 };
3896
3897
3898 /**
3899 * State used during display list compilation and execution.
3900 */
3901 struct gl_dlist_state
3902 {
3903 GLuint CallDepth; /**< Current recursion calling depth */
3904
3905 struct gl_display_list *CurrentList; /**< List currently being compiled */
3906 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3907 GLuint CurrentPos; /**< Index into current block of nodes */
3908
3909 GLvertexformat ListVtxfmt;
3910
3911 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3912 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3913
3914 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3915 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3916
3917 struct {
3918 /* State known to have been set by the currently-compiling display
3919 * list. Used to eliminate some redundant state changes.
3920 */
3921 GLenum ShadeModel;
3922 } Current;
3923 };
3924
3925 /** @{
3926 *
3927 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
3928 * to small enums suitable for use as an array index.
3929 */
3930
3931 enum mesa_debug_source {
3932 MESA_DEBUG_SOURCE_API,
3933 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
3934 MESA_DEBUG_SOURCE_SHADER_COMPILER,
3935 MESA_DEBUG_SOURCE_THIRD_PARTY,
3936 MESA_DEBUG_SOURCE_APPLICATION,
3937 MESA_DEBUG_SOURCE_OTHER,
3938 MESA_DEBUG_SOURCE_COUNT
3939 };
3940
3941 enum mesa_debug_type {
3942 MESA_DEBUG_TYPE_ERROR,
3943 MESA_DEBUG_TYPE_DEPRECATED,
3944 MESA_DEBUG_TYPE_UNDEFINED,
3945 MESA_DEBUG_TYPE_PORTABILITY,
3946 MESA_DEBUG_TYPE_PERFORMANCE,
3947 MESA_DEBUG_TYPE_OTHER,
3948 MESA_DEBUG_TYPE_MARKER,
3949 MESA_DEBUG_TYPE_PUSH_GROUP,
3950 MESA_DEBUG_TYPE_POP_GROUP,
3951 MESA_DEBUG_TYPE_COUNT
3952 };
3953
3954 enum mesa_debug_severity {
3955 MESA_DEBUG_SEVERITY_LOW,
3956 MESA_DEBUG_SEVERITY_MEDIUM,
3957 MESA_DEBUG_SEVERITY_HIGH,
3958 MESA_DEBUG_SEVERITY_NOTIFICATION,
3959 MESA_DEBUG_SEVERITY_COUNT
3960 };
3961
3962 /** @} */
3963
3964 /**
3965 * Driver-specific state flags.
3966 *
3967 * These are or'd with gl_context::NewDriverState to notify a driver about
3968 * a state change. The driver sets the flags at context creation and
3969 * the meaning of the bits set is opaque to core Mesa.
3970 */
3971 struct gl_driver_flags
3972 {
3973 /** gl_context::Array::_DrawArrays (vertex array state) */
3974 uint64_t NewArray;
3975
3976 /** gl_context::TransformFeedback::CurrentObject */
3977 uint64_t NewTransformFeedback;
3978
3979 /** gl_context::TransformFeedback::CurrentObject::shader_program */
3980 uint64_t NewTransformFeedbackProg;
3981
3982 /** gl_context::RasterDiscard */
3983 uint64_t NewRasterizerDiscard;
3984
3985 /**
3986 * gl_context::UniformBufferBindings
3987 * gl_shader_program::UniformBlocks
3988 */
3989 uint64_t NewUniformBuffer;
3990
3991 uint64_t NewTextureBuffer;
3992
3993 /**
3994 * gl_context::AtomicBufferBindings
3995 */
3996 uint64_t NewAtomicBuffer;
3997
3998 /**
3999 * gl_context::ImageUnits
4000 */
4001 uint64_t NewImageUnits;
4002 };
4003
4004 struct gl_uniform_buffer_binding
4005 {
4006 struct gl_buffer_object *BufferObject;
4007 /** Start of uniform block data in the buffer */
4008 GLintptr Offset;
4009 /** Size of data allowed to be referenced from the buffer (in bytes) */
4010 GLsizeiptr Size;
4011 /**
4012 * glBindBufferBase() indicates that the Size should be ignored and only
4013 * limited by the current size of the BufferObject.
4014 */
4015 GLboolean AutomaticSize;
4016 };
4017
4018 /**
4019 * ARB_shader_image_load_store image unit.
4020 */
4021 struct gl_image_unit
4022 {
4023 /**
4024 * Texture object bound to this unit.
4025 */
4026 struct gl_texture_object *TexObj;
4027
4028 /**
4029 * Level of the texture object bound to this unit.
4030 */
4031 GLuint Level;
4032
4033 /**
4034 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4035 * GL_FALSE if only some specific layer of the texture is bound.
4036 * \sa Layer
4037 */
4038 GLboolean Layered;
4039
4040 /**
4041 * GL_TRUE if the state of this image unit is valid and access from
4042 * the shader is allowed. Otherwise loads from this unit should
4043 * return zero and stores should have no effect.
4044 */
4045 GLboolean _Valid;
4046
4047 /**
4048 * Layer of the texture object bound to this unit, or zero if the
4049 * whole level is bound.
4050 */
4051 GLuint Layer;
4052
4053 /**
4054 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4055 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4056 */
4057 GLenum Access;
4058
4059 /**
4060 * GL internal format that determines the interpretation of the
4061 * image memory when shader image operations are performed through
4062 * this unit.
4063 */
4064 GLenum Format;
4065
4066 /**
4067 * Mesa format corresponding to \c Format.
4068 */
4069 mesa_format _ActualFormat;
4070
4071 };
4072
4073 /**
4074 * Binding point for an atomic counter buffer object.
4075 */
4076 struct gl_atomic_buffer_binding
4077 {
4078 struct gl_buffer_object *BufferObject;
4079 GLintptr Offset;
4080 GLsizeiptr Size;
4081 };
4082
4083 /**
4084 * Mesa rendering context.
4085 *
4086 * This is the central context data structure for Mesa. Almost all
4087 * OpenGL state is contained in this structure.
4088 * Think of this as a base class from which device drivers will derive
4089 * sub classes.
4090 */
4091 struct gl_context
4092 {
4093 /** State possibly shared with other contexts in the address space */
4094 struct gl_shared_state *Shared;
4095
4096 /** \name API function pointer tables */
4097 /*@{*/
4098 gl_api API;
4099 /**
4100 * The current dispatch table for non-displaylist-saving execution, either
4101 * BeginEnd or OutsideBeginEnd
4102 */
4103 struct _glapi_table *Exec;
4104 /**
4105 * The normal dispatch table for non-displaylist-saving, non-begin/end
4106 */
4107 struct _glapi_table *OutsideBeginEnd;
4108 /** The dispatch table used between glNewList() and glEndList() */
4109 struct _glapi_table *Save;
4110 /**
4111 * The dispatch table used between glBegin() and glEnd() (outside of a
4112 * display list). Only valid functions between those two are set, which is
4113 * mostly just the set in a GLvertexformat struct.
4114 */
4115 struct _glapi_table *BeginEnd;
4116 /**
4117 * Tracks the current dispatch table out of the 3 above, so that it can be
4118 * re-set on glXMakeCurrent().
4119 */
4120 struct _glapi_table *CurrentDispatch;
4121 /*@}*/
4122
4123 struct gl_config Visual;
4124 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4125 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4126 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4127 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4128
4129 /**
4130 * Device driver function pointer table
4131 */
4132 struct dd_function_table Driver;
4133
4134 /** Core/Driver constants */
4135 struct gl_constants Const;
4136
4137 /** \name The various 4x4 matrix stacks */
4138 /*@{*/
4139 struct gl_matrix_stack ModelviewMatrixStack;
4140 struct gl_matrix_stack ProjectionMatrixStack;
4141 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4142 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4143 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4144 /*@}*/
4145
4146 /** Combined modelview and projection matrix */
4147 GLmatrix _ModelProjectMatrix;
4148
4149 /** \name Display lists */
4150 struct gl_dlist_state ListState;
4151
4152 GLboolean ExecuteFlag; /**< Execute GL commands? */
4153 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4154
4155 /** Extension information */
4156 struct gl_extensions Extensions;
4157
4158 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4159 GLuint Version;
4160 char *VersionString;
4161
4162 /** \name State attribute stack (for glPush/PopAttrib) */
4163 /*@{*/
4164 GLuint AttribStackDepth;
4165 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4166 /*@}*/
4167
4168 /** \name Renderer attribute groups
4169 *
4170 * We define a struct for each attribute group to make pushing and popping
4171 * attributes easy. Also it's a good organization.
4172 */
4173 /*@{*/
4174 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4175 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4176 struct gl_current_attrib Current; /**< Current attributes */
4177 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4178 struct gl_eval_attrib Eval; /**< Eval attributes */
4179 struct gl_fog_attrib Fog; /**< Fog attributes */
4180 struct gl_hint_attrib Hint; /**< Hint attributes */
4181 struct gl_light_attrib Light; /**< Light attributes */
4182 struct gl_line_attrib Line; /**< Line attributes */
4183 struct gl_list_attrib List; /**< List attributes */
4184 struct gl_multisample_attrib Multisample;
4185 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4186 struct gl_point_attrib Point; /**< Point attributes */
4187 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4188 GLuint PolygonStipple[32]; /**< Polygon stipple */
4189 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4190 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4191 struct gl_texture_attrib Texture; /**< Texture attributes */
4192 struct gl_transform_attrib Transform; /**< Transformation attributes */
4193 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4194 /*@}*/
4195
4196 /** \name Client attribute stack */
4197 /*@{*/
4198 GLuint ClientAttribStackDepth;
4199 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4200 /*@}*/
4201
4202 /** \name Client attribute groups */
4203 /*@{*/
4204 struct gl_array_attrib Array; /**< Vertex arrays */
4205 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4206 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4207 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4208 /*@}*/
4209
4210 /** \name Other assorted state (not pushed/popped on attribute stack) */
4211 /*@{*/
4212 struct gl_pixelmaps PixelMaps;
4213
4214 struct gl_evaluators EvalMap; /**< All evaluators */
4215 struct gl_feedback Feedback; /**< Feedback */
4216 struct gl_selection Select; /**< Selection */
4217
4218 struct gl_program_state Program; /**< general program state */
4219 struct gl_vertex_program_state VertexProgram;
4220 struct gl_fragment_program_state FragmentProgram;
4221 struct gl_geometry_program_state GeometryProgram;
4222 struct gl_compute_program_state ComputeProgram;
4223 struct gl_ati_fragment_shader_state ATIFragmentShader;
4224
4225 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4226 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4227
4228 /**
4229 * Current active shader pipeline state
4230 *
4231 * Almost all internal users want ::_Shader instead of ::Shader. The
4232 * exceptions are bits of legacy GLSL API that do not know about separate
4233 * shader objects.
4234 *
4235 * If a program is active via \c glUseProgram, this will point to
4236 * \c ::Shader.
4237 *
4238 * If a program pipeline is active via \c glBindProgramPipeline, this will
4239 * point to \c ::Pipeline.Current.
4240 *
4241 * If neither a program nor a program pipeline is active, this will point to
4242 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4243 * \c NULL.
4244 */
4245 struct gl_pipeline_object *_Shader;
4246
4247 struct gl_query_state Query; /**< occlusion, timer queries */
4248
4249 struct gl_transform_feedback_state TransformFeedback;
4250
4251 struct gl_perf_monitor_state PerfMonitor;
4252
4253 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4254
4255 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4256 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4257
4258 /**
4259 * Current GL_ARB_uniform_buffer_object binding referenced by
4260 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4261 */
4262 struct gl_buffer_object *UniformBuffer;
4263
4264 /**
4265 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4266 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4267 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4268 * shader program.
4269 */
4270 struct gl_uniform_buffer_binding
4271 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4272
4273 /**
4274 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4275 * target.
4276 */
4277 struct gl_buffer_object *AtomicBuffer;
4278
4279 /**
4280 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4281 * target.
4282 */
4283 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
4284
4285 /**
4286 * Array of atomic counter buffer binding points.
4287 */
4288 struct gl_atomic_buffer_binding
4289 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4290
4291 /**
4292 * Array of image units for ARB_shader_image_load_store.
4293 */
4294 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4295
4296 /*@}*/
4297
4298 struct gl_meta_state *Meta; /**< for "meta" operations */
4299
4300 /* GL_EXT_framebuffer_object */
4301 struct gl_renderbuffer *CurrentRenderbuffer;
4302
4303 GLenum ErrorValue; /**< Last error code */
4304
4305 /**
4306 * Recognize and silence repeated error debug messages in buggy apps.
4307 */
4308 const char *ErrorDebugFmtString;
4309 GLuint ErrorDebugCount;
4310
4311 /* GL_ARB_debug_output/GL_KHR_debug */
4312 mtx_t DebugMutex;
4313 struct gl_debug_state *Debug;
4314
4315 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4316 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4317 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
4318
4319 struct gl_driver_flags DriverFlags;
4320
4321 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4322
4323 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4324
4325 /** \name Derived state */
4326 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4327 GLfloat _EyeZDir[3];
4328 GLfloat _ModelViewInvScale;
4329 GLboolean _NeedEyeCoords;
4330 GLboolean _ForceEyeCoords;
4331
4332 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4333
4334 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4335
4336 /** \name For debugging/development only */
4337 /*@{*/
4338 GLboolean FirstTimeCurrent;
4339 /*@}*/
4340
4341 /**
4342 * False if this context was created without a config. This is needed
4343 * because the initial state of glDrawBuffers depends on this
4344 */
4345 GLboolean HasConfig;
4346
4347 /** software compression/decompression supported or not */
4348 GLboolean Mesa_DXTn;
4349
4350 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4351
4352 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4353
4354 /**
4355 * \name Hooks for module contexts.
4356 *
4357 * These will eventually live in the driver or elsewhere.
4358 */
4359 /*@{*/
4360 void *swrast_context;
4361 void *swsetup_context;
4362 void *swtnl_context;
4363 struct vbo_context *vbo_context;
4364 struct st_context *st;
4365 void *aelt_context;
4366 /*@}*/
4367
4368 /**
4369 * \name NV_vdpau_interop
4370 */
4371 /*@{*/
4372 const void *vdpDevice;
4373 const void *vdpGetProcAddress;
4374 struct set *vdpSurfaces;
4375 /*@}*/
4376
4377 /**
4378 * Has this context observed a GPU reset in any context in the share group?
4379 *
4380 * Once this field becomes true, it is never reset to false.
4381 */
4382 GLboolean ShareGroupReset;
4383 };
4384
4385
4386 #ifdef DEBUG
4387 extern int MESA_VERBOSE;
4388 extern int MESA_DEBUG_FLAGS;
4389 # define MESA_FUNCTION __func__
4390 #else
4391 # define MESA_VERBOSE 0
4392 # define MESA_DEBUG_FLAGS 0
4393 # define MESA_FUNCTION "a function"
4394 #endif
4395
4396
4397 /** The MESA_VERBOSE var is a bitmask of these flags */
4398 enum _verbose
4399 {
4400 VERBOSE_VARRAY = 0x0001,
4401 VERBOSE_TEXTURE = 0x0002,
4402 VERBOSE_MATERIAL = 0x0004,
4403 VERBOSE_PIPELINE = 0x0008,
4404 VERBOSE_DRIVER = 0x0010,
4405 VERBOSE_STATE = 0x0020,
4406 VERBOSE_API = 0x0040,
4407 VERBOSE_DISPLAY_LIST = 0x0100,
4408 VERBOSE_LIGHTING = 0x0200,
4409 VERBOSE_PRIMS = 0x0400,
4410 VERBOSE_VERTS = 0x0800,
4411 VERBOSE_DISASSEM = 0x1000,
4412 VERBOSE_DRAW = 0x2000,
4413 VERBOSE_SWAPBUFFERS = 0x4000
4414 };
4415
4416
4417 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4418 enum _debug
4419 {
4420 DEBUG_SILENT = (1 << 0),
4421 DEBUG_ALWAYS_FLUSH = (1 << 1),
4422 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
4423 DEBUG_INCOMPLETE_FBO = (1 << 3)
4424 };
4425
4426
4427
4428 #ifdef __cplusplus
4429 }
4430 #endif
4431
4432 #endif /* MTYPES_H */