2 * Mesa 3-D graphics library
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
28 * Main Mesa data structures.
30 * Please try to mark derived values with a leading underscore ('_').
37 #include "main/glheader.h"
38 #include "main/config.h"
39 #include "main/mfeatures.h"
40 #include "glapi/glapi.h"
41 #include "math/m_matrix.h" /* GLmatrix */
42 #include "main/simple_list.h" /* struct simple_node */
43 #include "main/formats.h" /* MESA_FORMAT_COUNT */
52 * \name 64-bit extension of GLbitfield.
55 typedef GLuint64 GLbitfield64
;
57 /** Set a single bit */
58 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
59 /** Set all bits up to excluding bit b */
60 #define BITFIELD64_MASK(b) \
61 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
62 /** Set count bits starting from bit b */
63 #define BITFIELD64_RANGE(b, count) \
64 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
68 * \name Some forward type declarations
71 struct _mesa_HashTable
;
72 struct gl_attrib_node
;
73 struct gl_list_extensions
;
75 struct gl_program_cache
;
76 struct gl_texture_object
;
79 struct gl_uniform_storage
;
80 struct prog_instruction
;
81 struct gl_program_parameter_list
;
87 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
88 #define PRIM_OUTSIDE_BEGIN_END (GL_POLYGON+1)
89 #define PRIM_INSIDE_UNKNOWN_PRIM (GL_POLYGON+2)
90 #define PRIM_UNKNOWN (GL_POLYGON+3)
95 * Indexes for vertex program attributes.
96 * GL_NV_vertex_program aliases generic attributes over the conventional
97 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
98 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
99 * generic attributes are distinct/separate).
104 VERT_ATTRIB_WEIGHT
= 1,
105 VERT_ATTRIB_NORMAL
= 2,
106 VERT_ATTRIB_COLOR0
= 3,
107 VERT_ATTRIB_COLOR1
= 4,
109 VERT_ATTRIB_COLOR_INDEX
= 6,
110 VERT_ATTRIB_EDGEFLAG
= 7,
111 VERT_ATTRIB_TEX0
= 8,
112 VERT_ATTRIB_TEX1
= 9,
113 VERT_ATTRIB_TEX2
= 10,
114 VERT_ATTRIB_TEX3
= 11,
115 VERT_ATTRIB_TEX4
= 12,
116 VERT_ATTRIB_TEX5
= 13,
117 VERT_ATTRIB_TEX6
= 14,
118 VERT_ATTRIB_TEX7
= 15,
119 VERT_ATTRIB_POINT_SIZE
= 16,
120 VERT_ATTRIB_GENERIC0
= 17,
121 VERT_ATTRIB_GENERIC1
= 18,
122 VERT_ATTRIB_GENERIC2
= 19,
123 VERT_ATTRIB_GENERIC3
= 20,
124 VERT_ATTRIB_GENERIC4
= 21,
125 VERT_ATTRIB_GENERIC5
= 22,
126 VERT_ATTRIB_GENERIC6
= 23,
127 VERT_ATTRIB_GENERIC7
= 24,
128 VERT_ATTRIB_GENERIC8
= 25,
129 VERT_ATTRIB_GENERIC9
= 26,
130 VERT_ATTRIB_GENERIC10
= 27,
131 VERT_ATTRIB_GENERIC11
= 28,
132 VERT_ATTRIB_GENERIC12
= 29,
133 VERT_ATTRIB_GENERIC13
= 30,
134 VERT_ATTRIB_GENERIC14
= 31,
135 VERT_ATTRIB_GENERIC15
= 32,
140 * Symbolic constats to help iterating over
141 * specific blocks of vertex attributes.
144 * includes all fixed function attributes as well as
145 * the aliased GL_NV_vertex_program shader attributes.
147 * include the classic texture coordinate attributes.
148 * Is a subset of VERT_ATTRIB_FF.
149 * VERT_ATTRIB_GENERIC_NV
150 * include the NV shader attributes.
151 * Is a subset of VERT_ATTRIB_FF.
152 * VERT_ATTRIB_GENERIC
153 * include the OpenGL 2.0+ GLSL generic shader attributes.
154 * These alias the generic GL_ARB_vertex_shader attributes.
156 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
157 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
159 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
160 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
162 #define VERT_ATTRIB_GENERIC_NV(i) (VERT_ATTRIB_POS + (i))
163 #define VERT_ATTRIB_GENERIC_NV_MAX MAX_VERTEX_GENERIC_ATTRIBS
165 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
166 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
169 * Bitflags for vertex attributes.
170 * These are used in bitfields in many places.
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)
192 #define VERT_BIT(i) BITFIELD64_BIT(i)
193 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
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)
201 #define VERT_BIT_GENERIC_NV(i) VERT_BIT(VERT_ATTRIB_GENERIC_NV(i))
202 #define VERT_BIT_GENERIC_NV_ALL \
203 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC_NV(0), VERT_ATTRIB_GENERIC_NV_MAX)
205 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
206 #define VERT_BIT_GENERIC_ALL \
207 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
212 * Indexes for vertex program result attributes. Note that
213 * _mesa_vert_result_to_frag_attrib() and _mesa_frag_attrib_to_vert_result() make
214 * assumptions about the layout of this enum.
218 VERT_RESULT_HPOS
= 0,
219 VERT_RESULT_COL0
= 1,
220 VERT_RESULT_COL1
= 2,
221 VERT_RESULT_FOGC
= 3,
222 VERT_RESULT_TEX0
= 4,
223 VERT_RESULT_TEX1
= 5,
224 VERT_RESULT_TEX2
= 6,
225 VERT_RESULT_TEX3
= 7,
226 VERT_RESULT_TEX4
= 8,
227 VERT_RESULT_TEX5
= 9,
228 VERT_RESULT_TEX6
= 10,
229 VERT_RESULT_TEX7
= 11,
230 VERT_RESULT_PSIZ
= 12,
231 VERT_RESULT_BFC0
= 13,
232 VERT_RESULT_BFC1
= 14,
233 VERT_RESULT_EDGE
= 15,
234 VERT_RESULT_CLIP_VERTEX
= 16,
235 VERT_RESULT_CLIP_DIST0
= 17,
236 VERT_RESULT_CLIP_DIST1
= 18,
237 VERT_RESULT_VAR0
= 19, /**< shader varying */
238 VERT_RESULT_MAX
= (VERT_RESULT_VAR0
+ MAX_VARYING
)
242 /*********************************************/
245 * Indexes for geometry program attributes.
249 GEOM_ATTRIB_POSITION
= 0,
250 GEOM_ATTRIB_COLOR0
= 1,
251 GEOM_ATTRIB_COLOR1
= 2,
252 GEOM_ATTRIB_SECONDARY_COLOR0
= 3,
253 GEOM_ATTRIB_SECONDARY_COLOR1
= 4,
254 GEOM_ATTRIB_FOG_FRAG_COORD
= 5,
255 GEOM_ATTRIB_POINT_SIZE
= 6,
256 GEOM_ATTRIB_CLIP_VERTEX
= 7,
257 GEOM_ATTRIB_PRIMITIVE_ID
= 8,
258 GEOM_ATTRIB_TEX_COORD
= 9,
260 GEOM_ATTRIB_VAR0
= 16,
261 GEOM_ATTRIB_MAX
= (GEOM_ATTRIB_VAR0
+ MAX_VARYING
)
265 * Bitflags for geometry attributes.
266 * These are used in bitfields in many places.
269 #define GEOM_BIT_COLOR0 (1 << GEOM_ATTRIB_COLOR0)
270 #define GEOM_BIT_COLOR1 (1 << GEOM_ATTRIB_COLOR1)
271 #define GEOM_BIT_SCOLOR0 (1 << GEOM_ATTRIB_SECONDARY_COLOR0)
272 #define GEOM_BIT_SCOLOR1 (1 << GEOM_ATTRIB_SECONDARY_COLOR1)
273 #define GEOM_BIT_TEX_COORD (1 << GEOM_ATTRIB_TEX_COORD)
274 #define GEOM_BIT_FOG_COORD (1 << GEOM_ATTRIB_FOG_FRAG_COORD)
275 #define GEOM_BIT_POSITION (1 << GEOM_ATTRIB_POSITION)
276 #define GEOM_BIT_POINT_SIDE (1 << GEOM_ATTRIB_POINT_SIZE)
277 #define GEOM_BIT_CLIP_VERTEX (1 << GEOM_ATTRIB_CLIP_VERTEX)
278 #define GEOM_BIT_PRIM_ID (1 << GEOM_ATTRIB_PRIMITIVE_ID)
279 #define GEOM_BIT_VAR0 (1 << GEOM_ATTRIB_VAR0)
281 #define GEOM_BIT_VAR(g) (1 << (GEOM_BIT_VAR0 + (g)))
286 * Indexes for geometry program result attributes
291 GEOM_RESULT_COL0
= 1,
292 GEOM_RESULT_COL1
= 2,
293 GEOM_RESULT_SCOL0
= 3,
294 GEOM_RESULT_SCOL1
= 4,
295 GEOM_RESULT_FOGC
= 5,
296 GEOM_RESULT_TEX0
= 6,
297 GEOM_RESULT_TEX1
= 7,
298 GEOM_RESULT_TEX2
= 8,
299 GEOM_RESULT_TEX3
= 9,
300 GEOM_RESULT_TEX4
= 10,
301 GEOM_RESULT_TEX5
= 11,
302 GEOM_RESULT_TEX6
= 12,
303 GEOM_RESULT_TEX7
= 13,
304 GEOM_RESULT_PSIZ
= 14,
305 GEOM_RESULT_CLPV
= 15,
306 GEOM_RESULT_PRID
= 16,
307 GEOM_RESULT_LAYR
= 17,
308 GEOM_RESULT_VAR0
= 18, /**< shader varying, should really be 16 */
309 /* ### we need to -2 because var0 is 18 instead 16 like in the others */
310 GEOM_RESULT_MAX
= (GEOM_RESULT_VAR0
+ MAX_VARYING
- 2)
315 * Indexes for fragment program input attributes. Note that
316 * _mesa_vert_result_to_frag_attrib() and frag_attrib_to_vert_result() make
317 * assumptions about the layout of this enum.
321 FRAG_ATTRIB_WPOS
= 0,
322 FRAG_ATTRIB_COL0
= 1,
323 FRAG_ATTRIB_COL1
= 2,
324 FRAG_ATTRIB_FOGC
= 3,
325 FRAG_ATTRIB_TEX0
= 4,
326 FRAG_ATTRIB_TEX1
= 5,
327 FRAG_ATTRIB_TEX2
= 6,
328 FRAG_ATTRIB_TEX3
= 7,
329 FRAG_ATTRIB_TEX4
= 8,
330 FRAG_ATTRIB_TEX5
= 9,
331 FRAG_ATTRIB_TEX6
= 10,
332 FRAG_ATTRIB_TEX7
= 11,
333 FRAG_ATTRIB_FACE
= 12, /**< front/back face */
334 FRAG_ATTRIB_PNTC
= 13, /**< sprite/point coord */
335 FRAG_ATTRIB_CLIP_DIST0
= 14,
336 FRAG_ATTRIB_CLIP_DIST1
= 15,
337 FRAG_ATTRIB_VAR0
= 16, /**< shader varying */
338 FRAG_ATTRIB_MAX
= (FRAG_ATTRIB_VAR0
+ MAX_VARYING
)
343 * Convert from a gl_vert_result value to the corresponding gl_frag_attrib.
345 * VERT_RESULT_HPOS is converted to FRAG_ATTRIB_WPOS.
347 * gl_vert_result values which have no corresponding gl_frag_attrib
348 * (VERT_RESULT_PSIZ, VERT_RESULT_BFC0, VERT_RESULT_BFC1, and
349 * VERT_RESULT_EDGE) are converted to a value of -1.
352 _mesa_vert_result_to_frag_attrib(gl_vert_result vert_result
)
354 if (vert_result
>= VERT_RESULT_CLIP_DIST0
)
355 return vert_result
- VERT_RESULT_CLIP_DIST0
+ FRAG_ATTRIB_CLIP_DIST0
;
356 else if (vert_result
<= VERT_RESULT_TEX7
)
364 * Convert from a gl_frag_attrib value to the corresponding gl_vert_result.
366 * FRAG_ATTRIB_WPOS is converted to VERT_RESULT_HPOS.
368 * gl_frag_attrib values which have no corresponding gl_vert_result
369 * (FRAG_ATTRIB_FACE and FRAG_ATTRIB_PNTC) are converted to a value of -1.
372 _mesa_frag_attrib_to_vert_result(gl_frag_attrib frag_attrib
)
374 if (frag_attrib
<= FRAG_ATTRIB_TEX7
)
376 else if (frag_attrib
>= FRAG_ATTRIB_CLIP_DIST0
)
377 return frag_attrib
- FRAG_ATTRIB_CLIP_DIST0
+ VERT_RESULT_CLIP_DIST0
;
384 * Bitflags for fragment program input attributes.
387 #define FRAG_BIT_WPOS (1 << FRAG_ATTRIB_WPOS)
388 #define FRAG_BIT_COL0 (1 << FRAG_ATTRIB_COL0)
389 #define FRAG_BIT_COL1 (1 << FRAG_ATTRIB_COL1)
390 #define FRAG_BIT_FOGC (1 << FRAG_ATTRIB_FOGC)
391 #define FRAG_BIT_FACE (1 << FRAG_ATTRIB_FACE)
392 #define FRAG_BIT_PNTC (1 << FRAG_ATTRIB_PNTC)
393 #define FRAG_BIT_TEX0 (1 << FRAG_ATTRIB_TEX0)
394 #define FRAG_BIT_TEX1 (1 << FRAG_ATTRIB_TEX1)
395 #define FRAG_BIT_TEX2 (1 << FRAG_ATTRIB_TEX2)
396 #define FRAG_BIT_TEX3 (1 << FRAG_ATTRIB_TEX3)
397 #define FRAG_BIT_TEX4 (1 << FRAG_ATTRIB_TEX4)
398 #define FRAG_BIT_TEX5 (1 << FRAG_ATTRIB_TEX5)
399 #define FRAG_BIT_TEX6 (1 << FRAG_ATTRIB_TEX6)
400 #define FRAG_BIT_TEX7 (1 << FRAG_ATTRIB_TEX7)
401 #define FRAG_BIT_VAR0 (1 << FRAG_ATTRIB_VAR0)
403 #define FRAG_BIT_TEX(U) (FRAG_BIT_TEX0 << (U))
404 #define FRAG_BIT_VAR(V) (FRAG_BIT_VAR0 << (V))
406 #define FRAG_BITS_TEX_ANY (FRAG_BIT_TEX0| \
418 * Fragment program results
422 FRAG_RESULT_DEPTH
= 0,
423 FRAG_RESULT_STENCIL
= 1,
424 /* If a single color should be written to all render targets, this
425 * register is written. No FRAG_RESULT_DATAn will be written.
427 FRAG_RESULT_COLOR
= 2,
429 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
430 * or ARB_fragment_program fragment.color[n]) color results. If
431 * any are written, FRAG_RESULT_COLOR will not be written.
433 FRAG_RESULT_DATA0
= 3,
434 FRAG_RESULT_MAX
= (FRAG_RESULT_DATA0
+ MAX_DRAW_BUFFERS
)
439 * Indexes for all renderbuffers
443 /* the four standard color buffers */
451 /* optional aux buffer */
453 /* generic renderbuffers */
466 * Bit flags for all renderbuffers
468 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
469 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
470 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
471 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
472 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
473 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
474 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
475 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
476 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
477 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
478 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
479 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
480 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
481 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
482 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
483 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
484 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
485 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
486 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
489 * Mask of all the color buffer bits (but not accum).
491 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
492 BUFFER_BIT_BACK_LEFT | \
493 BUFFER_BIT_FRONT_RIGHT | \
494 BUFFER_BIT_BACK_RIGHT | \
496 BUFFER_BIT_COLOR0 | \
497 BUFFER_BIT_COLOR1 | \
498 BUFFER_BIT_COLOR2 | \
499 BUFFER_BIT_COLOR3 | \
500 BUFFER_BIT_COLOR4 | \
501 BUFFER_BIT_COLOR5 | \
502 BUFFER_BIT_COLOR6 | \
507 * Framebuffer configuration (aka visual / pixelformat)
508 * Note: some of these fields should be boolean, but it appears that
509 * code in drivers/dri/common/util.c requires int-sized fields.
515 GLboolean colorIndexMode
; /* XXX is this used anywhere? */
516 GLuint doubleBufferMode
;
519 GLboolean haveAccumBuffer
;
520 GLboolean haveDepthBuffer
;
521 GLboolean haveStencilBuffer
;
523 GLint redBits
, greenBits
, blueBits
, alphaBits
; /* bits per comp */
524 GLuint redMask
, greenMask
, blueMask
, alphaMask
;
525 GLint rgbBits
; /* total bits for rgb */
526 GLint indexBits
; /* total bits for colorindex */
528 GLint accumRedBits
, accumGreenBits
, accumBlueBits
, accumAlphaBits
;
536 /* EXT_visual_rating / GLX 1.2 */
539 /* EXT_visual_info / GLX 1.2 */
540 GLint transparentPixel
;
541 /* colors are floats scaled to ints */
542 GLint transparentRed
, transparentGreen
, transparentBlue
, transparentAlpha
;
543 GLint transparentIndex
;
545 /* ARB_multisample / SGIS_multisample */
549 /* SGIX_pbuffer / GLX 1.3 */
550 GLint maxPbufferWidth
;
551 GLint maxPbufferHeight
;
552 GLint maxPbufferPixels
;
553 GLint optimalPbufferWidth
; /* Only for SGIX_pbuffer. */
554 GLint optimalPbufferHeight
; /* Only for SGIX_pbuffer. */
556 /* OML_swap_method */
559 /* EXT_texture_from_pixmap */
560 GLint bindToTextureRgb
;
561 GLint bindToTextureRgba
;
562 GLint bindToMipmapTexture
;
563 GLint bindToTextureTargets
;
566 /* EXT_framebuffer_sRGB */
572 * \name Bit flags used for updating material values.
575 #define MAT_ATTRIB_FRONT_AMBIENT 0
576 #define MAT_ATTRIB_BACK_AMBIENT 1
577 #define MAT_ATTRIB_FRONT_DIFFUSE 2
578 #define MAT_ATTRIB_BACK_DIFFUSE 3
579 #define MAT_ATTRIB_FRONT_SPECULAR 4
580 #define MAT_ATTRIB_BACK_SPECULAR 5
581 #define MAT_ATTRIB_FRONT_EMISSION 6
582 #define MAT_ATTRIB_BACK_EMISSION 7
583 #define MAT_ATTRIB_FRONT_SHININESS 8
584 #define MAT_ATTRIB_BACK_SHININESS 9
585 #define MAT_ATTRIB_FRONT_INDEXES 10
586 #define MAT_ATTRIB_BACK_INDEXES 11
587 #define MAT_ATTRIB_MAX 12
589 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
590 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
591 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
592 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
593 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
594 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
596 #define MAT_INDEX_AMBIENT 0
597 #define MAT_INDEX_DIFFUSE 1
598 #define MAT_INDEX_SPECULAR 2
600 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
601 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
602 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
603 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
604 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
605 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
606 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
607 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
608 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
609 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
610 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
611 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
614 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
615 MAT_BIT_FRONT_AMBIENT | \
616 MAT_BIT_FRONT_DIFFUSE | \
617 MAT_BIT_FRONT_SPECULAR | \
618 MAT_BIT_FRONT_SHININESS | \
619 MAT_BIT_FRONT_INDEXES)
621 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
622 MAT_BIT_BACK_AMBIENT | \
623 MAT_BIT_BACK_DIFFUSE | \
624 MAT_BIT_BACK_SPECULAR | \
625 MAT_BIT_BACK_SHININESS | \
626 MAT_BIT_BACK_INDEXES)
628 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
637 GLfloat Attrib
[MAT_ATTRIB_MAX
][4];
645 #define LIGHT_SPOT 0x1
646 #define LIGHT_LOCAL_VIEWER 0x2
647 #define LIGHT_POSITIONAL 0x4
648 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
653 * Light source state.
657 struct gl_light
*next
; /**< double linked list with sentinel */
658 struct gl_light
*prev
;
660 GLfloat Ambient
[4]; /**< ambient color */
661 GLfloat Diffuse
[4]; /**< diffuse color */
662 GLfloat Specular
[4]; /**< specular color */
663 GLfloat EyePosition
[4]; /**< position in eye coordinates */
664 GLfloat SpotDirection
[4]; /**< spotlight direction in eye coordinates */
665 GLfloat SpotExponent
;
666 GLfloat SpotCutoff
; /**< in degrees */
667 GLfloat _CosCutoff
; /**< = MAX(0, cos(SpotCutoff)) */
668 GLfloat ConstantAttenuation
;
669 GLfloat LinearAttenuation
;
670 GLfloat QuadraticAttenuation
;
671 GLboolean Enabled
; /**< On/off flag */
674 * \name Derived fields
677 GLbitfield _Flags
; /**< Mask of LIGHT_x bits defined above */
679 GLfloat _Position
[4]; /**< position in eye/obj coordinates */
680 GLfloat _VP_inf_norm
[3]; /**< Norm direction to infinite light */
681 GLfloat _h_inf_norm
[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
682 GLfloat _NormSpotDirection
[4]; /**< normalized spotlight direction */
683 GLfloat _VP_inf_spot_attenuation
;
685 GLfloat _MatAmbient
[2][3]; /**< material ambient * light ambient */
686 GLfloat _MatDiffuse
[2][3]; /**< material diffuse * light diffuse */
687 GLfloat _MatSpecular
[2][3]; /**< material spec * light specular */
697 GLfloat Ambient
[4]; /**< ambient color */
698 GLboolean LocalViewer
; /**< Local (or infinite) view point? */
699 GLboolean TwoSide
; /**< Two (or one) sided lighting? */
700 GLenum ColorControl
; /**< either GL_SINGLE_COLOR
701 * or GL_SEPARATE_SPECULAR_COLOR */
706 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
708 struct gl_accum_attrib
710 GLfloat ClearColor
[4]; /**< Accumulation buffer clear color */
715 * Used for storing clear color, texture border color, etc.
716 * The float values are typically unclamped.
727 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
729 struct gl_colorbuffer_attrib
731 GLuint ClearIndex
; /**< Index for glClear */
732 union gl_color_union ClearColor
; /**< Color for glClear, unclamped */
733 GLuint IndexMask
; /**< Color index write mask */
734 GLubyte ColorMask
[MAX_DRAW_BUFFERS
][4]; /**< Each flag is 0xff or 0x0 */
736 GLenum DrawBuffer
[MAX_DRAW_BUFFERS
]; /**< Which buffer to draw into */
739 * \name alpha testing
742 GLboolean AlphaEnabled
; /**< Alpha test enabled flag */
743 GLenum AlphaFunc
; /**< Alpha test function */
744 GLfloat AlphaRefUnclamped
;
745 GLclampf AlphaRef
; /**< Alpha reference value */
752 GLbitfield BlendEnabled
; /**< Per-buffer blend enable flags */
754 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
755 * control, only on the fixed-pointness of the render target.
756 * The query does however depend on fragment color clamping.
758 GLfloat BlendColorUnclamped
[4]; /**< Blending color */
759 GLfloat BlendColor
[4]; /**< Blending color */
763 GLenum SrcRGB
; /**< RGB blend source term */
764 GLenum DstRGB
; /**< RGB blend dest term */
765 GLenum SrcA
; /**< Alpha blend source term */
766 GLenum DstA
; /**< Alpha blend dest term */
767 GLenum EquationRGB
; /**< GL_ADD, GL_SUBTRACT, etc. */
768 GLenum EquationA
; /**< GL_ADD, GL_SUBTRACT, etc. */
770 * Set if any blend factor uses SRC1. Computed at the time blend factors
773 GLboolean _UsesDualSrc
;
774 } Blend
[MAX_DRAW_BUFFERS
];
775 /** Are the blend func terms currently different for each buffer/target? */
776 GLboolean _BlendFuncPerBuffer
;
777 /** Are the blend equations currently different for each buffer/target? */
778 GLboolean _BlendEquationPerBuffer
;
785 GLenum LogicOp
; /**< Logic operator */
786 GLboolean IndexLogicOpEnabled
; /**< Color index logic op enabled flag */
787 GLboolean ColorLogicOpEnabled
; /**< RGBA logic op enabled flag */
790 GLboolean DitherFlag
; /**< Dither enable flag */
792 GLenum ClampFragmentColor
; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
793 GLboolean _ClampFragmentColor
; /** < with GL_FIXED_ONLY_ARB resolved */
794 GLenum ClampReadColor
; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
795 GLboolean _ClampReadColor
; /** < with GL_FIXED_ONLY_ARB resolved */
797 GLboolean sRGBEnabled
; /**< Framebuffer sRGB blending/updating requested */
802 * Current attribute group (GL_CURRENT_BIT).
804 struct gl_current_attrib
807 * \name Current vertex attributes.
808 * \note Values are valid only after FLUSH_VERTICES has been called.
809 * \note Index and Edgeflag current values are stored as floats in the
810 * SIX and SEVEN attribute slots.
812 GLfloat Attrib
[VERT_ATTRIB_MAX
][4]; /**< Position, color, texcoords, etc */
815 * \name Current raster position attributes (always valid).
816 * \note This set of attributes is very similar to the SWvertex struct.
819 GLfloat RasterPos
[4];
820 GLfloat RasterDistance
;
821 GLfloat RasterColor
[4];
822 GLfloat RasterSecondaryColor
[4];
823 GLfloat RasterTexCoords
[MAX_TEXTURE_COORD_UNITS
][4];
824 GLboolean RasterPosValid
;
830 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
832 struct gl_depthbuffer_attrib
834 GLenum Func
; /**< Function for depth buffer compare */
835 GLclampd Clear
; /**< Value to clear depth buffer to */
836 GLboolean Test
; /**< Depth buffering enabled flag */
837 GLboolean Mask
; /**< Depth buffer writable? */
838 GLboolean BoundsTest
; /**< GL_EXT_depth_bounds_test */
839 GLfloat BoundsMin
, BoundsMax
;/**< GL_EXT_depth_bounds_test */
844 * Evaluator attribute group (GL_EVAL_BIT).
846 struct gl_eval_attrib
852 GLboolean Map1Color4
;
854 GLboolean Map1Normal
;
855 GLboolean Map1TextureCoord1
;
856 GLboolean Map1TextureCoord2
;
857 GLboolean Map1TextureCoord3
;
858 GLboolean Map1TextureCoord4
;
859 GLboolean Map1Vertex3
;
860 GLboolean Map1Vertex4
;
861 GLboolean Map2Color4
;
863 GLboolean Map2Normal
;
864 GLboolean Map2TextureCoord1
;
865 GLboolean Map2TextureCoord2
;
866 GLboolean Map2TextureCoord3
;
867 GLboolean Map2TextureCoord4
;
868 GLboolean Map2Vertex3
;
869 GLboolean Map2Vertex4
;
870 GLboolean AutoNormal
;
874 * \name Map Grid endpoints and divisions and calculated du values
878 GLfloat MapGrid1u1
, MapGrid1u2
, MapGrid1du
;
879 GLint MapGrid2un
, MapGrid2vn
;
880 GLfloat MapGrid2u1
, MapGrid2u2
, MapGrid2du
;
881 GLfloat MapGrid2v1
, MapGrid2v2
, MapGrid2dv
;
887 * Fog attribute group (GL_FOG_BIT).
891 GLboolean Enabled
; /**< Fog enabled flag */
892 GLfloat ColorUnclamped
[4]; /**< Fog color */
893 GLfloat Color
[4]; /**< Fog color */
894 GLfloat Density
; /**< Density >= 0.0 */
895 GLfloat Start
; /**< Start distance in eye coords */
896 GLfloat End
; /**< End distance in eye coords */
897 GLfloat Index
; /**< Fog index */
898 GLenum Mode
; /**< Fog mode */
899 GLboolean ColorSumEnabled
;
900 GLenum FogCoordinateSource
; /**< GL_EXT_fog_coord */
901 GLfloat _Scale
; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
902 GLenum FogDistanceMode
; /**< GL_NV_fog_distance */
907 * Hint attribute group (GL_HINT_BIT).
909 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
911 struct gl_hint_attrib
913 GLenum PerspectiveCorrection
;
916 GLenum PolygonSmooth
;
918 GLenum ClipVolumeClipping
; /**< GL_EXT_clip_volume_hint */
919 GLenum TextureCompression
; /**< GL_ARB_texture_compression */
920 GLenum GenerateMipmap
; /**< GL_SGIS_generate_mipmap */
921 GLenum FragmentShaderDerivative
; /**< GL_ARB_fragment_shader */
926 * Lighting attribute group (GL_LIGHT_BIT).
928 struct gl_light_attrib
930 struct gl_light Light
[MAX_LIGHTS
]; /**< Array of light sources */
931 struct gl_lightmodel Model
; /**< Lighting model */
934 * Front and back material values.
935 * Note: must call FLUSH_VERTICES() before using.
937 struct gl_material Material
;
939 GLboolean Enabled
; /**< Lighting enabled flag */
940 GLenum ShadeModel
; /**< GL_FLAT or GL_SMOOTH */
941 GLenum ProvokingVertex
; /**< GL_EXT_provoking_vertex */
942 GLenum ColorMaterialFace
; /**< GL_FRONT, BACK or FRONT_AND_BACK */
943 GLenum ColorMaterialMode
; /**< GL_AMBIENT, GL_DIFFUSE, etc */
944 GLbitfield _ColorMaterialBitmask
; /**< bitmask formed from Face and Mode */
945 GLboolean ColorMaterialEnabled
;
946 GLenum ClampVertexColor
; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
947 GLboolean _ClampVertexColor
;
949 struct gl_light EnabledList
; /**< List sentinel */
952 * Derived state for optimizations:
955 GLboolean _NeedEyeCoords
;
956 GLboolean _NeedVertices
; /**< Use fast shader? */
957 GLfloat _BaseColor
[2][3];
963 * Line attribute group (GL_LINE_BIT).
965 struct gl_line_attrib
967 GLboolean SmoothFlag
; /**< GL_LINE_SMOOTH enabled? */
968 GLboolean StippleFlag
; /**< GL_LINE_STIPPLE enabled? */
969 GLushort StipplePattern
; /**< Stipple pattern */
970 GLint StippleFactor
; /**< Stipple repeat factor */
971 GLfloat Width
; /**< Line width */
976 * Display list attribute group (GL_LIST_BIT).
978 struct gl_list_attrib
985 * Multisample attribute group (GL_MULTISAMPLE_BIT).
987 struct gl_multisample_attrib
990 GLboolean _Enabled
; /**< true if Enabled and multisample buffer */
991 GLboolean SampleAlphaToCoverage
;
992 GLboolean SampleAlphaToOne
;
993 GLboolean SampleCoverage
;
994 GLfloat SampleCoverageValue
;
995 GLboolean SampleCoverageInvert
;
997 /* ARB_texture_multisample / GL3.2 additions */
998 GLboolean SampleMask
;
999 GLbitfield SampleMaskValue
; /* GL spec defines this as an array but >32x MSAA is
1006 * A pixelmap (see glPixelMap)
1011 GLfloat Map
[MAX_PIXEL_MAP_TABLE
];
1016 * Collection of all pixelmaps
1020 struct gl_pixelmap RtoR
; /**< i.e. GL_PIXEL_MAP_R_TO_R */
1021 struct gl_pixelmap GtoG
;
1022 struct gl_pixelmap BtoB
;
1023 struct gl_pixelmap AtoA
;
1024 struct gl_pixelmap ItoR
;
1025 struct gl_pixelmap ItoG
;
1026 struct gl_pixelmap ItoB
;
1027 struct gl_pixelmap ItoA
;
1028 struct gl_pixelmap ItoI
;
1029 struct gl_pixelmap StoS
;
1034 * Pixel attribute group (GL_PIXEL_MODE_BIT).
1036 struct gl_pixel_attrib
1038 GLenum ReadBuffer
; /**< source buffer for glRead/CopyPixels() */
1040 /*--- Begin Pixel Transfer State ---*/
1041 /* Fields are in the order in which they're applied... */
1043 /** Scale & Bias (index shift, offset) */
1045 GLfloat RedBias
, RedScale
;
1046 GLfloat GreenBias
, GreenScale
;
1047 GLfloat BlueBias
, BlueScale
;
1048 GLfloat AlphaBias
, AlphaScale
;
1049 GLfloat DepthBias
, DepthScale
;
1050 GLint IndexShift
, IndexOffset
;
1054 /* Note: actual pixel maps are not part of this attrib group */
1055 GLboolean MapColorFlag
;
1056 GLboolean MapStencilFlag
;
1058 /*--- End Pixel Transfer State ---*/
1061 GLfloat ZoomX
, ZoomY
;
1066 * Point attribute group (GL_POINT_BIT).
1068 struct gl_point_attrib
1070 GLboolean SmoothFlag
; /**< True if GL_POINT_SMOOTH is enabled */
1071 GLfloat Size
; /**< User-specified point size */
1072 GLfloat Params
[3]; /**< GL_EXT_point_parameters */
1073 GLfloat MinSize
, MaxSize
; /**< GL_EXT_point_parameters */
1074 GLfloat Threshold
; /**< GL_EXT_point_parameters */
1075 GLboolean _Attenuated
; /**< True if Params != [1, 0, 0] */
1076 GLboolean PointSprite
; /**< GL_NV/ARB_point_sprite */
1077 GLboolean CoordReplace
[MAX_TEXTURE_COORD_UNITS
]; /**< GL_ARB_point_sprite*/
1078 GLenum SpriteRMode
; /**< GL_NV_point_sprite (only!) */
1079 GLenum SpriteOrigin
; /**< GL_ARB_point_sprite */
1084 * Polygon attribute group (GL_POLYGON_BIT).
1086 struct gl_polygon_attrib
1088 GLenum FrontFace
; /**< Either GL_CW or GL_CCW */
1089 GLenum FrontMode
; /**< Either GL_POINT, GL_LINE or GL_FILL */
1090 GLenum BackMode
; /**< Either GL_POINT, GL_LINE or GL_FILL */
1091 GLboolean _FrontBit
; /**< 0=GL_CCW, 1=GL_CW */
1092 GLboolean CullFlag
; /**< Culling on/off flag */
1093 GLboolean SmoothFlag
; /**< True if GL_POLYGON_SMOOTH is enabled */
1094 GLboolean StippleFlag
; /**< True if GL_POLYGON_STIPPLE is enabled */
1095 GLenum CullFaceMode
; /**< Culling mode GL_FRONT or GL_BACK */
1096 GLfloat OffsetFactor
; /**< Polygon offset factor, from user */
1097 GLfloat OffsetUnits
; /**< Polygon offset units, from user */
1098 GLboolean OffsetPoint
; /**< Offset in GL_POINT mode */
1099 GLboolean OffsetLine
; /**< Offset in GL_LINE mode */
1100 GLboolean OffsetFill
; /**< Offset in GL_FILL mode */
1105 * Scissor attributes (GL_SCISSOR_BIT).
1107 struct gl_scissor_attrib
1109 GLboolean Enabled
; /**< Scissor test enabled? */
1110 GLint X
, Y
; /**< Lower left corner of box */
1111 GLsizei Width
, Height
; /**< Size of box */
1116 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1118 * Three sets of stencil data are tracked so that OpenGL 2.0,
1119 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1120 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1121 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1122 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1123 * GL_EXT_stencil_two_side GL_BACK state.
1125 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1126 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1128 * The derived value \c _TestTwoSide is set when the front-face and back-face
1129 * stencil state are different.
1131 struct gl_stencil_attrib
1133 GLboolean Enabled
; /**< Enabled flag */
1134 GLboolean TestTwoSide
; /**< GL_EXT_stencil_two_side */
1135 GLubyte ActiveFace
; /**< GL_EXT_stencil_two_side (0 or 2) */
1136 GLboolean _Enabled
; /**< Enabled and stencil buffer present */
1137 GLboolean _TestTwoSide
;
1138 GLubyte _BackFace
; /**< Current back stencil state (1 or 2) */
1139 GLenum Function
[3]; /**< Stencil function */
1140 GLenum FailFunc
[3]; /**< Fail function */
1141 GLenum ZPassFunc
[3]; /**< Depth buffer pass function */
1142 GLenum ZFailFunc
[3]; /**< Depth buffer fail function */
1143 GLint Ref
[3]; /**< Reference value */
1144 GLuint ValueMask
[3]; /**< Value mask */
1145 GLuint WriteMask
[3]; /**< Write mask */
1146 GLuint Clear
; /**< Clear value */
1151 * An index for each type of texture object. These correspond to the GL
1152 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1153 * Note: the order is from highest priority to lowest priority.
1157 TEXTURE_2D_MULTISAMPLE_INDEX
,
1158 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX
,
1159 TEXTURE_CUBE_ARRAY_INDEX
,
1160 TEXTURE_BUFFER_INDEX
,
1161 TEXTURE_2D_ARRAY_INDEX
,
1162 TEXTURE_1D_ARRAY_INDEX
,
1163 TEXTURE_EXTERNAL_INDEX
,
1174 * Bit flags for each type of texture object
1175 * Used for Texture.Unit[]._ReallyEnabled flags.
1178 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
1179 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
1180 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
1181 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1182 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1183 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1184 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1185 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1186 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1187 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1188 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1189 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1194 * Texture image state. Drivers will typically create a subclass of this
1195 * with extra fields for memory buffers, etc.
1197 struct gl_texture_image
1199 GLint InternalFormat
; /**< Internal format as given by the user */
1200 GLenum _BaseFormat
; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1201 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1202 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1203 * GL_DEPTH_STENCIL_EXT only. Used for
1204 * choosing TexEnv arithmetic.
1206 gl_format TexFormat
; /**< The actual texture memory format */
1208 GLuint Border
; /**< 0 or 1 */
1209 GLuint Width
; /**< = 2^WidthLog2 + 2*Border */
1210 GLuint Height
; /**< = 2^HeightLog2 + 2*Border */
1211 GLuint Depth
; /**< = 2^DepthLog2 + 2*Border */
1212 GLuint Width2
; /**< = Width - 2*Border */
1213 GLuint Height2
; /**< = Height - 2*Border */
1214 GLuint Depth2
; /**< = Depth - 2*Border */
1215 GLuint WidthLog2
; /**< = log2(Width2) */
1216 GLuint HeightLog2
; /**< = log2(Height2) */
1217 GLuint DepthLog2
; /**< = log2(Depth2) */
1218 GLuint MaxNumLevels
; /**< = maximum possible number of mipmap
1219 levels, computed from the dimensions */
1221 struct gl_texture_object
*TexObject
; /**< Pointer back to parent object */
1222 GLuint Level
; /**< Which mipmap level am I? */
1223 /** Cube map face: index into gl_texture_object::Image[] array */
1226 /** GL_ARB_texture_multisample */
1227 GLuint NumSamples
; /**< Sample count, or 0 for non-multisample */
1228 GLboolean FixedSampleLocations
; /**< Same sample locations for all pixels? */
1233 * Indexes for cube map faces.
1248 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1249 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1251 struct gl_sampler_object
1256 GLenum WrapS
; /**< S-axis texture image wrap mode */
1257 GLenum WrapT
; /**< T-axis texture image wrap mode */
1258 GLenum WrapR
; /**< R-axis texture image wrap mode */
1259 GLenum MinFilter
; /**< minification filter */
1260 GLenum MagFilter
; /**< magnification filter */
1261 union gl_color_union BorderColor
; /**< Interpreted according to texture format */
1262 GLfloat MinLod
; /**< min lambda, OpenGL 1.2 */
1263 GLfloat MaxLod
; /**< max lambda, OpenGL 1.2 */
1264 GLfloat LodBias
; /**< OpenGL 1.4 */
1265 GLfloat MaxAnisotropy
; /**< GL_EXT_texture_filter_anisotropic */
1266 GLenum CompareMode
; /**< GL_ARB_shadow */
1267 GLenum CompareFunc
; /**< GL_ARB_shadow */
1268 GLenum sRGBDecode
; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1269 GLboolean CubeMapSeamless
; /**< GL_AMD_seamless_cubemap_per_texture */
1274 * Texture object state. Contains the array of mipmap images, border color,
1275 * wrap modes, filter modes, and shadow/texcompare state.
1277 struct gl_texture_object
1279 _glthread_Mutex Mutex
; /**< for thread safety */
1280 GLint RefCount
; /**< reference count */
1281 GLuint Name
; /**< the user-visible texture object ID */
1282 GLenum Target
; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1284 struct gl_sampler_object Sampler
;
1286 GLenum DepthMode
; /**< GL_ARB_depth_texture */
1288 GLfloat Priority
; /**< in [0,1] */
1289 GLint BaseLevel
; /**< min mipmap level, OpenGL 1.2 */
1290 GLint MaxLevel
; /**< max mipmap level, OpenGL 1.2 */
1291 GLint _MaxLevel
; /**< actual max mipmap level (q in the spec) */
1292 GLfloat _MaxLambda
; /**< = _MaxLevel - BaseLevel (q - b in spec) */
1293 GLint CropRect
[4]; /**< GL_OES_draw_texture */
1294 GLenum Swizzle
[4]; /**< GL_EXT_texture_swizzle */
1295 GLuint _Swizzle
; /**< same as Swizzle, but SWIZZLE_* format */
1296 GLboolean GenerateMipmap
; /**< GL_SGIS_generate_mipmap */
1297 GLboolean _BaseComplete
; /**< Is the base texture level valid? */
1298 GLboolean _MipmapComplete
; /**< Is the whole mipmap valid? */
1299 GLboolean _IsIntegerFormat
; /**< Does the texture store integer values? */
1300 GLboolean _RenderToTexture
; /**< Any rendering to this texture? */
1301 GLboolean Purgeable
; /**< Is the buffer purgeable under memory pressure? */
1302 GLboolean Immutable
; /**< GL_ARB_texture_storage */
1304 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1305 struct gl_texture_image
*Image
[MAX_FACES
][MAX_TEXTURE_LEVELS
];
1307 /** GL_ARB_texture_buffer_object */
1308 struct gl_buffer_object
*BufferObject
;
1309 GLenum BufferObjectFormat
;
1310 /** Equivalent Mesa format for BufferObjectFormat. */
1311 gl_format _BufferObjectFormat
;
1312 /** GL_ARB_texture_buffer_range */
1313 GLintptr BufferOffset
;
1314 GLsizeiptr BufferSize
; /**< if this is -1, use BufferObject->Size instead */
1316 /** GL_OES_EGL_image_external */
1317 GLint RequiredTextureImageUnits
;
1321 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1322 #define MAX_COMBINER_TERMS 4
1326 * Texture combine environment state.
1328 struct gl_tex_env_combine_state
1330 GLenum ModeRGB
; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1331 GLenum ModeA
; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1332 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1333 GLenum SourceRGB
[MAX_COMBINER_TERMS
];
1334 GLenum SourceA
[MAX_COMBINER_TERMS
];
1335 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1336 GLenum OperandRGB
[MAX_COMBINER_TERMS
];
1337 GLenum OperandA
[MAX_COMBINER_TERMS
];
1338 GLuint ScaleShiftRGB
; /**< 0, 1 or 2 */
1339 GLuint ScaleShiftA
; /**< 0, 1 or 2 */
1340 GLuint _NumArgsRGB
; /**< Number of inputs used for the RGB combiner */
1341 GLuint _NumArgsA
; /**< Number of inputs used for the A combiner */
1346 * TexGenEnabled flags.
1353 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1358 * Bit flag versions of the corresponding GL_ constants.
1361 #define TEXGEN_SPHERE_MAP 0x1
1362 #define TEXGEN_OBJ_LINEAR 0x2
1363 #define TEXGEN_EYE_LINEAR 0x4
1364 #define TEXGEN_REFLECTION_MAP_NV 0x8
1365 #define TEXGEN_NORMAL_MAP_NV 0x10
1367 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1368 TEXGEN_REFLECTION_MAP_NV | \
1369 TEXGEN_NORMAL_MAP_NV)
1370 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1371 TEXGEN_REFLECTION_MAP_NV | \
1372 TEXGEN_NORMAL_MAP_NV | \
1378 /** Tex-gen enabled for texture unit? */
1379 #define ENABLE_TEXGEN(unit) (1 << (unit))
1381 /** Non-identity texture matrix for texture unit? */
1382 #define ENABLE_TEXMAT(unit) (1 << (unit))
1386 * Texture coord generation state.
1390 GLenum Mode
; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1391 GLbitfield _ModeBit
; /**< TEXGEN_x bit corresponding to Mode */
1392 GLfloat ObjectPlane
[4];
1393 GLfloat EyePlane
[4];
1398 * Texture unit state. Contains enable flags, texture environment/function/
1399 * combiners, texgen state, and pointers to current texture objects.
1401 struct gl_texture_unit
1403 GLbitfield Enabled
; /**< bitmask of TEXTURE_*_BIT flags */
1404 GLbitfield _ReallyEnabled
; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1406 GLenum EnvMode
; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1407 GLclampf EnvColor
[4];
1408 GLfloat EnvColorUnclamped
[4];
1410 struct gl_texgen GenS
;
1411 struct gl_texgen GenT
;
1412 struct gl_texgen GenR
;
1413 struct gl_texgen GenQ
;
1414 GLbitfield TexGenEnabled
; /**< Bitwise-OR of [STRQ]_BIT values */
1415 GLbitfield _GenFlags
; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1417 GLfloat LodBias
; /**< for biasing mipmap levels */
1419 GLfloat RotMatrix
[4]; /* 2x2 matrix */
1421 /** Current sampler object (GL_ARB_sampler_objects) */
1422 struct gl_sampler_object
*Sampler
;
1425 * \name GL_EXT_texture_env_combine
1427 struct gl_tex_env_combine_state Combine
;
1430 * Derived state based on \c EnvMode and the \c BaseFormat of the
1431 * currently enabled texture.
1433 struct gl_tex_env_combine_state _EnvMode
;
1436 * Currently enabled combiner state. This will point to either
1437 * \c Combine or \c _EnvMode.
1439 struct gl_tex_env_combine_state
*_CurrentCombine
;
1441 /** Current texture object pointers */
1442 struct gl_texture_object
*CurrentTex
[NUM_TEXTURE_TARGETS
];
1444 /** Points to highest priority, complete and enabled texture object */
1445 struct gl_texture_object
*_Current
;
1450 * Texture attribute group (GL_TEXTURE_BIT).
1452 struct gl_texture_attrib
1454 GLuint CurrentUnit
; /**< GL_ACTIVE_TEXTURE */
1455 struct gl_texture_unit Unit
[MAX_COMBINED_TEXTURE_IMAGE_UNITS
];
1457 struct gl_texture_object
*ProxyTex
[NUM_TEXTURE_TARGETS
];
1459 /** GL_ARB_texture_buffer_object */
1460 struct gl_buffer_object
*BufferObject
;
1462 /** GL_ARB_seamless_cubemap */
1463 GLboolean CubeMapSeamless
;
1465 /** Texture units/samplers used by vertex or fragment texturing */
1466 GLbitfield _EnabledUnits
;
1468 /** Texture coord units/sets used for fragment texturing */
1469 GLbitfield _EnabledCoordUnits
;
1471 /** Texture coord units that have texgen enabled */
1472 GLbitfield _TexGenEnabled
;
1474 /** Texture coord units that have non-identity matrices */
1475 GLbitfield _TexMatEnabled
;
1477 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1478 GLbitfield _GenFlags
;
1483 * Data structure representing a single clip plane (e.g. one of the elements
1484 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1486 typedef GLfloat gl_clip_plane
[4];
1490 * Transformation attribute group (GL_TRANSFORM_BIT).
1492 struct gl_transform_attrib
1494 GLenum MatrixMode
; /**< Matrix mode */
1495 gl_clip_plane EyeUserPlane
[MAX_CLIP_PLANES
]; /**< User clip planes */
1496 gl_clip_plane _ClipUserPlane
[MAX_CLIP_PLANES
]; /**< derived */
1497 GLbitfield ClipPlanesEnabled
; /**< on/off bitmask */
1498 GLboolean Normalize
; /**< Normalize all normals? */
1499 GLboolean RescaleNormals
; /**< GL_EXT_rescale_normal */
1500 GLboolean RasterPositionUnclipped
; /**< GL_IBM_rasterpos_clip */
1501 GLboolean DepthClamp
; /**< GL_ARB_depth_clamp */
1503 GLfloat CullEyePos
[4];
1504 GLfloat CullObjPos
[4];
1509 * Viewport attribute group (GL_VIEWPORT_BIT).
1511 struct gl_viewport_attrib
1513 GLint X
, Y
; /**< position */
1514 GLsizei Width
, Height
; /**< size */
1515 GLfloat Near
, Far
; /**< Depth buffer range */
1516 GLmatrix _WindowMap
; /**< Mapping transformation as a matrix. */
1521 * GL_ARB_vertex/pixel_buffer_object buffer object
1523 struct gl_buffer_object
1525 _glthread_Mutex Mutex
;
1528 GLenum Usage
; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1529 GLsizeiptrARB Size
; /**< Size of buffer storage in bytes */
1530 GLubyte
*Data
; /**< Location of storage either in RAM or VRAM. */
1531 /** Fields describing a mapped buffer */
1533 GLbitfield AccessFlags
; /**< Mask of GL_MAP_x_BIT flags */
1534 GLvoid
*Pointer
; /**< User-space address of mapping */
1535 GLintptr Offset
; /**< Mapped offset */
1536 GLsizeiptr Length
; /**< Mapped length */
1538 GLboolean DeletePending
; /**< true if buffer object is removed from the hash */
1539 GLboolean Written
; /**< Ever written to? (for debugging) */
1540 GLboolean Purgeable
; /**< Is the buffer purgeable under memory pressure? */
1545 * Client pixel packing/unpacking attributes
1547 struct gl_pixelstore_attrib
1555 GLboolean SwapBytes
;
1557 GLboolean Invert
; /**< GL_MESA_pack_invert */
1558 struct gl_buffer_object
*BufferObj
; /**< GL_ARB_pixel_buffer_object */
1563 * Client vertex array attributes
1565 struct gl_client_array
1567 GLint Size
; /**< components per element (1,2,3,4) */
1568 GLenum Type
; /**< datatype: GL_FLOAT, GL_INT, etc */
1569 GLenum Format
; /**< default: GL_RGBA, but may be GL_BGRA */
1570 GLsizei Stride
; /**< user-specified stride */
1571 GLsizei StrideB
; /**< actual stride in bytes */
1572 const GLubyte
*Ptr
; /**< Points to array data */
1573 GLboolean Enabled
; /**< Enabled flag is a boolean */
1574 GLboolean Normalized
; /**< GL_ARB_vertex_program */
1575 GLboolean Integer
; /**< Integer-valued? */
1576 GLuint InstanceDivisor
; /**< GL_ARB_instanced_arrays */
1577 GLuint _ElementSize
; /**< size of each element in bytes */
1579 struct gl_buffer_object
*BufferObj
;/**< GL_ARB_vertex_buffer_object */
1580 GLuint _MaxElement
; /**< max element index into array buffer + 1 */
1585 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1586 * extension, but a nice encapsulation in any case.
1588 struct gl_array_object
1590 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1594 _glthread_Mutex Mutex
;
1597 * Does the VAO use ARB semantics or Apple semantics?
1599 * There are several ways in which ARB_vertex_array_object and
1600 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1603 * - ARB VAOs require that all array data be sourced from vertex buffer
1604 * objects, but Apple VAOs do not.
1606 * - ARB VAOs require that names come from GenVertexArrays.
1608 * This flag notes which behavior governs this VAO.
1610 GLboolean ARBsemantics
;
1613 * Has this array object been bound?
1615 GLboolean EverBound
;
1617 /** Vertex attribute arrays */
1618 struct gl_client_array VertexAttrib
[VERT_ATTRIB_MAX
];
1620 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1621 GLbitfield64 _Enabled
;
1623 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1624 GLbitfield64 NewArrays
;
1627 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1628 * we can determine the max legal (in bounds) glDrawElements array index.
1632 struct gl_buffer_object
*ElementArrayBufferObj
;
1637 * Vertex array state
1639 struct gl_array_attrib
1641 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1642 struct gl_array_object
*ArrayObj
;
1644 /** The default vertex array object */
1645 struct gl_array_object
*DefaultArrayObj
;
1647 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1648 struct _mesa_HashTable
*Objects
;
1650 GLint ActiveTexture
; /**< Client Active Texture */
1651 GLuint LockFirst
; /**< GL_EXT_compiled_vertex_array */
1652 GLuint LockCount
; /**< GL_EXT_compiled_vertex_array */
1655 * \name Primitive restart controls
1657 * Primitive restart is enabled if either \c PrimitiveRestart or
1658 * \c PrimitiveRestart is set. If \c PrimitiveRestart is set, then
1659 * \c RestartIndex is used as the cut vertex. Otherwise ~0 is used.
1662 GLboolean PrimitiveRestart
;
1663 GLboolean PrimitiveRestartFixedIndex
;
1664 GLboolean _PrimitiveRestart
;
1665 GLuint RestartIndex
;
1666 GLuint _RestartIndex
;
1669 /* GL_ARB_vertex_buffer_object */
1670 struct gl_buffer_object
*ArrayBufferObj
;
1673 * Vertex arrays as consumed by a driver.
1674 * The array pointer is set up only by the VBO module. */
1675 const struct gl_client_array
**_DrawArrays
; /**< 0..VERT_ATTRIB_MAX-1 */
1680 * Feedback buffer state
1685 GLbitfield _Mask
; /**< FB_* bits */
1693 * Selection buffer state
1697 GLuint
*Buffer
; /**< selection buffer */
1698 GLuint BufferSize
; /**< size of the selection buffer */
1699 GLuint BufferCount
; /**< number of values in the selection buffer */
1700 GLuint Hits
; /**< number of records in the selection buffer */
1701 GLuint NameStackDepth
; /**< name stack depth */
1702 GLuint NameStack
[MAX_NAME_STACK_DEPTH
]; /**< name stack */
1703 GLboolean HitFlag
; /**< hit flag */
1704 GLfloat HitMinZ
; /**< minimum hit depth */
1705 GLfloat HitMaxZ
; /**< maximum hit depth */
1710 * 1-D Evaluator control points
1714 GLuint Order
; /**< Number of control points */
1715 GLfloat u1
, u2
, du
; /**< u1, u2, 1.0/(u2-u1) */
1716 GLfloat
*Points
; /**< Points to contiguous control points */
1721 * 2-D Evaluator control points
1725 GLuint Uorder
; /**< Number of control points in U dimension */
1726 GLuint Vorder
; /**< Number of control points in V dimension */
1729 GLfloat
*Points
; /**< Points to contiguous control points */
1734 * All evaluator control point state
1736 struct gl_evaluators
1742 struct gl_1d_map Map1Vertex3
;
1743 struct gl_1d_map Map1Vertex4
;
1744 struct gl_1d_map Map1Index
;
1745 struct gl_1d_map Map1Color4
;
1746 struct gl_1d_map Map1Normal
;
1747 struct gl_1d_map Map1Texture1
;
1748 struct gl_1d_map Map1Texture2
;
1749 struct gl_1d_map Map1Texture3
;
1750 struct gl_1d_map Map1Texture4
;
1757 struct gl_2d_map Map2Vertex3
;
1758 struct gl_2d_map Map2Vertex4
;
1759 struct gl_2d_map Map2Index
;
1760 struct gl_2d_map Map2Color4
;
1761 struct gl_2d_map Map2Normal
;
1762 struct gl_2d_map Map2Texture1
;
1763 struct gl_2d_map Map2Texture2
;
1764 struct gl_2d_map Map2Texture3
;
1765 struct gl_2d_map Map2Texture4
;
1770 struct gl_transform_feedback_varying_info
1779 * Per-output info vertex shaders for transform feedback.
1781 struct gl_transform_feedback_output
1783 unsigned OutputRegister
;
1784 unsigned OutputBuffer
;
1785 unsigned NumComponents
;
1787 /** offset (in DWORDs) of this output within the interleaved structure */
1791 * Offset into the output register of the data to output. For example,
1792 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1793 * offset is in the y and z components of the output register.
1795 unsigned ComponentOffset
;
1799 /** Post-link transform feedback info. */
1800 struct gl_transform_feedback_info
1802 unsigned NumOutputs
;
1805 * Number of transform feedback buffers in use by this program.
1807 unsigned NumBuffers
;
1809 struct gl_transform_feedback_output
*Outputs
;
1811 /** Transform feedback varyings used for the linking of this shader program.
1813 * Use for glGetTransformFeedbackVarying().
1815 struct gl_transform_feedback_varying_info
*Varyings
;
1819 * Total number of components stored in each buffer. This may be used by
1820 * hardware back-ends to determine the correct stride when interleaving
1821 * multiple transform feedback outputs in the same buffer.
1823 unsigned BufferStride
[MAX_FEEDBACK_BUFFERS
];
1828 * Transform feedback object state
1830 struct gl_transform_feedback_object
1832 GLuint Name
; /**< AKA the object ID */
1834 GLboolean Active
; /**< Is transform feedback enabled? */
1835 GLboolean Paused
; /**< Is transform feedback paused? */
1836 GLboolean EndedAnytime
; /**< Has EndTransformFeedback been called
1838 GLboolean EverBound
; /**< Has this object been bound? */
1841 * GLES: if Active is true, remaining number of primitives which can be
1842 * rendered without overflow. This is necessary to track because GLES
1843 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1844 * glDrawArraysInstanced would overflow transform feedback buffers.
1845 * Undefined if Active is false.
1847 * Not tracked for desktop GL since it's unnecessary.
1849 unsigned GlesRemainingPrims
;
1851 /** The feedback buffers */
1852 GLuint BufferNames
[MAX_FEEDBACK_BUFFERS
];
1853 struct gl_buffer_object
*Buffers
[MAX_FEEDBACK_BUFFERS
];
1855 /** Start of feedback data in dest buffer */
1856 GLintptr Offset
[MAX_FEEDBACK_BUFFERS
];
1859 * Max data to put into dest buffer (in bytes). Computed based on
1860 * RequestedSize and the actual size of the buffer.
1862 GLsizeiptr Size
[MAX_FEEDBACK_BUFFERS
];
1865 * Size that was specified when the buffer was bound. If the buffer was
1866 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1869 GLsizeiptr RequestedSize
[MAX_FEEDBACK_BUFFERS
];
1874 * Context state for transform feedback.
1876 struct gl_transform_feedback_state
1878 GLenum Mode
; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1880 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1881 struct gl_buffer_object
*CurrentBuffer
;
1883 /** The table of all transform feedback objects */
1884 struct _mesa_HashTable
*Objects
;
1886 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1887 struct gl_transform_feedback_object
*CurrentObject
;
1889 /** The default xform-fb object (Name==0) */
1890 struct gl_transform_feedback_object
*DefaultObject
;
1895 * Names of the various vertex/fragment program register files, etc.
1897 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1898 * All values should fit in a 4-bit field.
1900 * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR,
1901 * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1902 * be "uniform" variables since they can only be set outside glBegin/End.
1903 * They're also all stored in the same Parameters array.
1907 PROGRAM_TEMPORARY
, /**< machine->Temporary[] */
1908 PROGRAM_INPUT
, /**< machine->Inputs[] */
1909 PROGRAM_OUTPUT
, /**< machine->Outputs[] */
1910 PROGRAM_LOCAL_PARAM
, /**< gl_program->LocalParams[] */
1911 PROGRAM_ENV_PARAM
, /**< gl_program->Parameters[] */
1912 PROGRAM_STATE_VAR
, /**< gl_program->Parameters[] */
1913 PROGRAM_CONSTANT
, /**< gl_program->Parameters[] */
1914 PROGRAM_UNIFORM
, /**< gl_program->Parameters[] */
1915 PROGRAM_WRITE_ONLY
, /**< A dummy, write-only register */
1916 PROGRAM_ADDRESS
, /**< machine->AddressReg */
1917 PROGRAM_SAMPLER
, /**< for shader samplers, compile-time only */
1918 PROGRAM_SYSTEM_VALUE
,/**< InstanceId, PrimitiveID, etc. */
1919 PROGRAM_UNDEFINED
, /**< Invalid/TBD value */
1925 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1926 * one of these values.
1930 SYSTEM_VALUE_FRONT_FACE
, /**< Fragment shader only (not done yet) */
1931 SYSTEM_VALUE_VERTEX_ID
, /**< Vertex shader only */
1932 SYSTEM_VALUE_INSTANCE_ID
, /**< Vertex shader only */
1933 SYSTEM_VALUE_MAX
/**< Number of values */
1938 * The possible interpolation qualifiers that can be applied to a fragment
1939 * shader input in GLSL.
1941 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
1942 * gl_fragment_program data structure to 0 causes the default behavior.
1944 enum glsl_interp_qualifier
1946 INTERP_QUALIFIER_NONE
= 0,
1947 INTERP_QUALIFIER_SMOOTH
,
1948 INTERP_QUALIFIER_FLAT
,
1949 INTERP_QUALIFIER_NOPERSPECTIVE
1954 * \brief Layout qualifiers for gl_FragDepth.
1956 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
1957 * a layout qualifier.
1959 * \see enum ir_depth_layout
1961 enum gl_frag_depth_layout
1963 FRAG_DEPTH_LAYOUT_NONE
, /**< No layout is specified. */
1964 FRAG_DEPTH_LAYOUT_ANY
,
1965 FRAG_DEPTH_LAYOUT_GREATER
,
1966 FRAG_DEPTH_LAYOUT_LESS
,
1967 FRAG_DEPTH_LAYOUT_UNCHANGED
1972 * Base class for any kind of program object
1977 GLubyte
*String
; /**< Null-terminated program text */
1979 GLenum Target
; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB */
1980 GLenum Format
; /**< String encoding format */
1982 struct prog_instruction
*Instructions
;
1984 GLbitfield64 InputsRead
; /**< Bitmask of which input regs are read */
1985 GLbitfield64 OutputsWritten
; /**< Bitmask of which output regs are written */
1986 GLbitfield SystemValuesRead
; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1987 GLbitfield InputFlags
[MAX_PROGRAM_INPUTS
]; /**< PROG_PARAM_BIT_x flags */
1988 GLbitfield OutputFlags
[MAX_PROGRAM_OUTPUTS
]; /**< PROG_PARAM_BIT_x flags */
1989 GLbitfield TexturesUsed
[MAX_COMBINED_TEXTURE_IMAGE_UNITS
]; /**< TEXTURE_x_BIT bitmask */
1990 GLbitfield SamplersUsed
; /**< Bitfield of which samplers are used */
1991 GLbitfield ShadowSamplers
; /**< Texture units used for shadow sampling. */
1994 /** Named parameters, constants, etc. from program text */
1995 struct gl_program_parameter_list
*Parameters
;
1996 /** Numbered local parameters */
1997 GLfloat LocalParams
[MAX_PROGRAM_LOCAL_PARAMS
][4];
1999 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2000 GLubyte SamplerUnits
[MAX_SAMPLERS
];
2002 /** Bitmask of which register files are read/written with indirect
2003 * addressing. Mask of (1 << PROGRAM_x) bits.
2005 GLbitfield IndirectRegisterFiles
;
2007 /** Logical counts */
2009 GLuint NumInstructions
;
2010 GLuint NumTemporaries
;
2011 GLuint NumParameters
;
2012 GLuint NumAttributes
;
2013 GLuint NumAddressRegs
;
2014 GLuint NumAluInstructions
;
2015 GLuint NumTexInstructions
;
2016 GLuint NumTexIndirections
;
2018 /** Native, actual h/w counts */
2020 GLuint NumNativeInstructions
;
2021 GLuint NumNativeTemporaries
;
2022 GLuint NumNativeParameters
;
2023 GLuint NumNativeAttributes
;
2024 GLuint NumNativeAddressRegs
;
2025 GLuint NumNativeAluInstructions
;
2026 GLuint NumNativeTexInstructions
;
2027 GLuint NumNativeTexIndirections
;
2032 /** Vertex program object */
2033 struct gl_vertex_program
2035 struct gl_program Base
; /**< base class */
2036 GLboolean IsPositionInvariant
;
2037 GLboolean UsesClipDistance
;
2041 /** Geometry program object */
2042 struct gl_geometry_program
2044 struct gl_program Base
; /**< base class */
2047 GLenum InputType
; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2048 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2049 GLenum OutputType
; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2053 /** Fragment program object */
2054 struct gl_fragment_program
2056 struct gl_program Base
; /**< base class */
2057 GLboolean UsesKill
; /**< shader uses KIL instruction */
2058 GLboolean UsesDFdy
; /**< shader uses DDY instruction */
2059 GLboolean OriginUpperLeft
;
2060 GLboolean PixelCenterInteger
;
2061 enum gl_frag_depth_layout FragDepthLayout
;
2064 * GLSL interpolation qualifier associated with each fragment shader input.
2065 * For inputs that do not have an interpolation qualifier specified in
2066 * GLSL, the value is INTERP_QUALIFIER_NONE.
2068 enum glsl_interp_qualifier InterpQualifier
[FRAG_ATTRIB_MAX
];
2071 * Bitfield indicating, for each fragment shader input, 1 if that input
2072 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2074 GLbitfield64 IsCentroid
;
2079 * State common to vertex and fragment programs.
2081 struct gl_program_state
2083 GLint ErrorPos
; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2084 const char *ErrorString
; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2089 * Context state for vertex programs.
2091 struct gl_vertex_program_state
2093 GLboolean Enabled
; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2094 GLboolean _Enabled
; /**< Enabled and _valid_ user program? */
2095 GLboolean PointSizeEnabled
; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2096 GLboolean TwoSideEnabled
; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2097 /** Computed two sided lighting for fixed function/programs. */
2098 GLboolean _TwoSideEnabled
;
2099 struct gl_vertex_program
*Current
; /**< User-bound vertex program */
2101 /** Currently enabled and valid vertex program (including internal
2102 * programs, user-defined vertex programs and GLSL vertex shaders).
2103 * This is the program we must use when rendering.
2105 struct gl_vertex_program
*_Current
;
2107 GLfloat Parameters
[MAX_PROGRAM_ENV_PARAMS
][4]; /**< Env params */
2109 /** Should fixed-function T&L be implemented with a vertex prog? */
2110 GLboolean _MaintainTnlProgram
;
2112 /** Program to emulate fixed-function T&L (see above) */
2113 struct gl_vertex_program
*_TnlProgram
;
2115 /** Cache of fixed-function programs */
2116 struct gl_program_cache
*Cache
;
2118 GLboolean _Overriden
;
2123 * Context state for geometry programs.
2125 struct gl_geometry_program_state
2127 GLboolean Enabled
; /**< GL_ARB_GEOMETRY_SHADER4 */
2128 GLboolean _Enabled
; /**< Enabled and valid program? */
2129 struct gl_geometry_program
*Current
; /**< user-bound geometry program */
2131 /** Currently enabled and valid program (including internal programs
2132 * and compiled shader programs).
2134 struct gl_geometry_program
*_Current
;
2136 GLfloat Parameters
[MAX_PROGRAM_ENV_PARAMS
][4]; /**< Env params */
2138 /** Cache of fixed-function programs */
2139 struct gl_program_cache
*Cache
;
2143 * Context state for fragment programs.
2145 struct gl_fragment_program_state
2147 GLboolean Enabled
; /**< User-set fragment program enable flag */
2148 GLboolean _Enabled
; /**< Enabled and _valid_ user program? */
2149 struct gl_fragment_program
*Current
; /**< User-bound fragment program */
2151 /** Currently enabled and valid fragment program (including internal
2152 * programs, user-defined fragment programs and GLSL fragment shaders).
2153 * This is the program we must use when rendering.
2155 struct gl_fragment_program
*_Current
;
2157 GLfloat Parameters
[MAX_PROGRAM_ENV_PARAMS
][4]; /**< Env params */
2159 /** Should fixed-function texturing be implemented with a fragment prog? */
2160 GLboolean _MaintainTexEnvProgram
;
2162 /** Program to emulate fixed-function texture env/combine (see above) */
2163 struct gl_fragment_program
*_TexEnvProgram
;
2165 /** Cache of fixed-function programs */
2166 struct gl_program_cache
*Cache
;
2171 * ATI_fragment_shader runtime state
2173 #define ATI_FS_INPUT_PRIMARY 0
2174 #define ATI_FS_INPUT_SECONDARY 1
2176 struct atifs_instruction
;
2177 struct atifs_setupinst
;
2180 * ATI fragment shader
2182 struct ati_fragment_shader
2186 struct atifs_instruction
*Instructions
[2];
2187 struct atifs_setupinst
*SetupInst
[2];
2188 GLfloat Constants
[8][4];
2189 GLbitfield LocalConstDef
; /**< Indicates which constants have been set */
2190 GLubyte numArithInstr
[2];
2191 GLubyte regsAssigned
[2];
2192 GLubyte NumPasses
; /**< 1 or 2 */
2194 GLubyte last_optype
;
2195 GLboolean interpinp1
;
2201 * Context state for GL_ATI_fragment_shader
2203 struct gl_ati_fragment_shader_state
2206 GLboolean _Enabled
; /**< enabled and valid shader? */
2207 GLboolean Compiling
;
2208 GLfloat GlobalConstants
[8][4];
2209 struct ati_fragment_shader
*Current
;
2213 /** Set by #pragma directives */
2214 struct gl_sl_pragmas
2216 GLboolean IgnoreOptimize
; /**< ignore #pragma optimize(on/off) ? */
2217 GLboolean IgnoreDebug
; /**< ignore #pragma debug(on/off) ? */
2218 GLboolean Optimize
; /**< defaults on */
2219 GLboolean Debug
; /**< defaults off */
2224 * A GLSL vertex or fragment shader object.
2228 GLenum Type
; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB (first field!) */
2229 GLuint Name
; /**< AKA the handle */
2230 GLint RefCount
; /**< Reference count */
2231 GLboolean DeletePending
;
2232 GLboolean CompileStatus
;
2233 const GLchar
*Source
; /**< Source code string */
2234 GLuint SourceChecksum
; /**< for debug/logging purposes */
2235 struct gl_program
*Program
; /**< Post-compile assembly code */
2237 struct gl_sl_pragmas Pragmas
;
2239 unsigned Version
; /**< GLSL version used for linking */
2240 GLboolean IsES
; /**< True if this shader uses GLSL ES */
2243 * \name Sampler tracking
2245 * \note Each of these fields is only set post-linking.
2248 unsigned num_samplers
; /**< Number of samplers used by this shader. */
2249 GLbitfield active_samplers
; /**< Bitfield of which samplers are used */
2250 GLbitfield shadow_samplers
; /**< Samplers used for shadow sampling. */
2254 * Number of uniform components used by this shader.
2256 * This field is only set post-linking.
2258 unsigned num_uniform_components
;
2261 * This shader's uniform block information.
2263 * The offsets of the variables are assigned only for shaders in a program's
2266 struct gl_uniform_block
*UniformBlocks
;
2267 unsigned NumUniformBlocks
;
2269 struct exec_list
*ir
;
2270 struct glsl_symbol_table
*symbols
;
2272 /** Shaders containing built-in functions that are used for linking. */
2273 struct gl_shader
*builtins_to_link
[16];
2274 unsigned num_builtins_to_link
;
2279 * Shader stages. Note that these will become 5 with tessellation.
2280 * These MUST have the same values as gallium's PIPE_SHADER_*
2284 MESA_SHADER_VERTEX
= 0,
2285 MESA_SHADER_FRAGMENT
= 1,
2286 MESA_SHADER_GEOMETRY
= 2,
2287 MESA_SHADER_TYPES
= 3
2290 struct gl_uniform_buffer_variable
2295 * Name of the uniform as seen by glGetUniformIndices.
2297 * glGetUniformIndices requires that the block instance index \b not be
2298 * present in the name of queried uniforms.
2301 * \c gl_uniform_buffer_variable::IndexName and
2302 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2306 const struct glsl_type
*Type
;
2307 unsigned int Offset
;
2311 enum gl_uniform_block_packing
{
2317 struct gl_uniform_block
2319 /** Declared name of the uniform block */
2322 /** Array of supplemental information about UBO ir_variables. */
2323 struct gl_uniform_buffer_variable
*Uniforms
;
2327 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2328 * with glBindBufferBase to bind a buffer object to this uniform block. When
2329 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2334 * Minimum size of a buffer object to back this uniform buffer
2335 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2337 GLuint UniformBufferSize
;
2340 * Layout specified in the shader
2342 * This isn't accessible through the API, but it is used while
2343 * cross-validating uniform blocks.
2345 enum gl_uniform_block_packing _Packing
;
2349 * A GLSL program object.
2350 * Basically a linked collection of vertex and fragment shaders.
2352 struct gl_shader_program
2354 GLenum Type
; /**< Always GL_SHADER_PROGRAM (internal token) */
2355 GLuint Name
; /**< aka handle or ID */
2356 GLint RefCount
; /**< Reference count */
2357 GLboolean DeletePending
;
2360 * Is the application intending to glGetProgramBinary this program?
2362 GLboolean BinaryRetreivableHint
;
2365 * Flags that the linker should not reject the program if it lacks
2366 * a vertex or fragment shader. GLES2 doesn't allow separate
2367 * shader objects, and would reject them. However, we internally
2368 * build separate shader objects for fixed function programs, which
2369 * we use for drivers/common/meta.c and for handling
2370 * _mesa_update_state with no program bound (for example in
2373 GLboolean InternalSeparateShader
;
2375 GLuint NumShaders
; /**< number of attached shaders */
2376 struct gl_shader
**Shaders
; /**< List of attached the shaders */
2379 * User-defined attribute bindings
2381 * These are set via \c glBindAttribLocation and are used to direct the
2382 * GLSL linker. These are \b not the values used in the compiled shader,
2383 * and they are \b not the values returned by \c glGetAttribLocation.
2385 struct string_to_uint_map
*AttributeBindings
;
2388 * User-defined fragment data bindings
2390 * These are set via \c glBindFragDataLocation and are used to direct the
2391 * GLSL linker. These are \b not the values used in the compiled shader,
2392 * and they are \b not the values returned by \c glGetFragDataLocation.
2394 struct string_to_uint_map
*FragDataBindings
;
2395 struct string_to_uint_map
*FragDataIndexBindings
;
2398 * Transform feedback varyings last specified by
2399 * glTransformFeedbackVaryings().
2401 * For the current set of transform feeedback varyings used for transform
2402 * feedback output, see LinkedTransformFeedback.
2407 GLchar
**VaryingNames
; /**< Array [NumVarying] of char * */
2408 } TransformFeedback
;
2410 /** Post-link transform feedback info. */
2411 struct gl_transform_feedback_info LinkedTransformFeedback
;
2413 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2414 enum gl_frag_depth_layout FragDepthLayout
;
2416 /** Geometry shader state - copied into gl_geometry_program at link time */
2419 GLenum InputType
; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2420 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2421 GLenum OutputType
; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2424 /** Vertex shader state - copied into gl_vertex_program at link time */
2426 GLboolean UsesClipDistance
; /**< True if gl_ClipDistance is written to. */
2427 GLuint ClipDistanceArraySize
; /**< Size of the gl_ClipDistance array, or
2428 0 if not present. */
2431 /* post-link info: */
2432 unsigned NumUserUniformStorage
;
2433 struct gl_uniform_storage
*UniformStorage
;
2435 struct gl_uniform_block
*UniformBlocks
;
2436 unsigned NumUniformBlocks
;
2439 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2440 * they're used in, or -1.
2442 * This is used to maintain the Binding values of the stage's UniformBlocks[]
2443 * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2445 int *UniformBlockStageIndex
[MESA_SHADER_TYPES
];
2448 * Map of active uniform names to locations
2450 * Maps any active uniform that is not an array element to a location.
2451 * Each active uniform, including individual structure members will appear
2452 * in this map. This roughly corresponds to the set of names that would be
2453 * enumerated by \c glGetActiveUniform.
2455 struct string_to_uint_map
*UniformHash
;
2458 * Map from sampler unit to texture unit (set by glUniform1i())
2460 * A sampler unit is associated with each sampler uniform by the linker.
2461 * The sampler unit associated with each uniform is stored in the
2462 * \c gl_uniform_storage::sampler field.
2464 GLubyte SamplerUnits
[MAX_SAMPLERS
];
2465 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2466 gl_texture_index SamplerTargets
[MAX_SAMPLERS
];
2468 GLboolean LinkStatus
; /**< GL_LINK_STATUS */
2469 GLboolean Validated
;
2470 GLboolean _Used
; /**< Ever used for drawing? */
2473 unsigned Version
; /**< GLSL version used for linking */
2474 GLboolean IsES
; /**< True if this program uses GLSL ES */
2477 * Per-stage shaders resulting from the first stage of linking.
2479 * Set of linked shaders for this program. The array is accessed using the
2480 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2483 struct gl_shader
*_LinkedShaders
[MESA_SHADER_TYPES
];
2487 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2488 #define GLSL_LOG 0x2 /**< Write shaders to files */
2489 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2490 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2491 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2492 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2493 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2494 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2495 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2499 * Context state for GLSL vertex/fragment shaders.
2501 struct gl_shader_state
2504 * Programs used for rendering
2506 * There is a separate program set for each shader stage. If
2507 * GL_EXT_separate_shader_objects is not supported, each of these must point
2508 * to \c NULL or to the same program.
2510 struct gl_shader_program
*CurrentVertexProgram
;
2511 struct gl_shader_program
*CurrentGeometryProgram
;
2512 struct gl_shader_program
*CurrentFragmentProgram
;
2514 struct gl_shader_program
*_CurrentFragmentProgram
;
2517 * Program used by glUniform calls.
2519 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2521 struct gl_shader_program
*ActiveProgram
;
2523 GLbitfield Flags
; /**< Mask of GLSL_x flags */
2528 * Compiler options for a single GLSL shaders type
2530 struct gl_shader_compiler_options
2532 /** Driver-selectable options: */
2533 GLboolean EmitCondCodes
; /**< Use condition codes? */
2534 GLboolean EmitNoLoops
;
2535 GLboolean EmitNoFunctions
;
2536 GLboolean EmitNoCont
; /**< Emit CONT opcode? */
2537 GLboolean EmitNoMainReturn
; /**< Emit CONT/RET opcodes? */
2538 GLboolean EmitNoNoise
; /**< Emit NOISE opcodes? */
2539 GLboolean EmitNoPow
; /**< Emit POW opcodes? */
2540 GLboolean LowerClipDistance
; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2543 * \name Forms of indirect addressing the driver cannot do.
2546 GLboolean EmitNoIndirectInput
; /**< No indirect addressing of inputs */
2547 GLboolean EmitNoIndirectOutput
; /**< No indirect addressing of outputs */
2548 GLboolean EmitNoIndirectTemp
; /**< No indirect addressing of temps */
2549 GLboolean EmitNoIndirectUniform
; /**< No indirect addressing of constants */
2552 GLuint MaxIfDepth
; /**< Maximum nested IF blocks */
2553 GLuint MaxUnrollIterations
;
2555 struct gl_sl_pragmas DefaultPragmas
; /**< Default #pragma settings */
2560 * Occlusion/timer query object.
2562 struct gl_query_object
2564 GLenum Target
; /**< The query target, when active */
2565 GLuint Id
; /**< hash table ID/name */
2566 GLuint64EXT Result
; /**< the counter */
2567 GLboolean Active
; /**< inside Begin/EndQuery */
2568 GLboolean Ready
; /**< result is ready? */
2569 GLboolean EverBound
;/**< has query object ever been bound */
2574 * Context state for query objects.
2576 struct gl_query_state
2578 struct _mesa_HashTable
*QueryObjects
;
2579 struct gl_query_object
*CurrentOcclusionObject
; /* GL_ARB_occlusion_query */
2580 struct gl_query_object
*CurrentTimerObject
; /* GL_EXT_timer_query */
2582 /** GL_NV_conditional_render */
2583 struct gl_query_object
*CondRenderQuery
;
2585 /** GL_EXT_transform_feedback */
2586 struct gl_query_object
*PrimitivesGenerated
;
2587 struct gl_query_object
*PrimitivesWritten
;
2589 /** GL_ARB_timer_query */
2590 struct gl_query_object
*TimeElapsed
;
2592 GLenum CondRenderMode
;
2596 /** Sync object state */
2597 struct gl_sync_object
2599 GLenum Type
; /**< GL_SYNC_FENCE */
2600 GLuint Name
; /**< Fence name */
2601 GLint RefCount
; /**< Reference count */
2602 GLboolean DeletePending
; /**< Object was deleted while there were still
2603 * live references (e.g., sync not yet finished)
2605 GLenum SyncCondition
;
2606 GLbitfield Flags
; /**< Flags passed to glFenceSync */
2607 GLuint StatusFlag
:1; /**< Has the sync object been signaled? */
2612 * State which can be shared by multiple contexts:
2614 struct gl_shared_state
2616 _glthread_Mutex Mutex
; /**< for thread safety */
2617 GLint RefCount
; /**< Reference count */
2618 struct _mesa_HashTable
*DisplayList
; /**< Display lists hash table */
2619 struct _mesa_HashTable
*TexObjects
; /**< Texture objects hash table */
2621 /** Default texture objects (shared by all texture units) */
2622 struct gl_texture_object
*DefaultTex
[NUM_TEXTURE_TARGETS
];
2624 /** Fallback texture used when a bound texture is incomplete */
2625 struct gl_texture_object
*FallbackTex
[NUM_TEXTURE_TARGETS
];
2628 * \name Thread safety and statechange notification for texture
2631 * \todo Improve the granularity of locking.
2634 _glthread_Mutex TexMutex
; /**< texobj thread safety */
2635 GLuint TextureStateStamp
; /**< state notification for shared tex */
2638 /** Default buffer object for vertex arrays that aren't in VBOs */
2639 struct gl_buffer_object
*NullBufferObj
;
2642 * \name Vertex/geometry/fragment programs
2645 struct _mesa_HashTable
*Programs
; /**< All vertex/fragment programs */
2646 struct gl_vertex_program
*DefaultVertexProgram
;
2647 struct gl_fragment_program
*DefaultFragmentProgram
;
2648 struct gl_geometry_program
*DefaultGeometryProgram
;
2651 /* GL_ATI_fragment_shader */
2652 struct _mesa_HashTable
*ATIShaders
;
2653 struct ati_fragment_shader
*DefaultFragmentShader
;
2655 struct _mesa_HashTable
*BufferObjects
;
2657 /** Table of both gl_shader and gl_shader_program objects */
2658 struct _mesa_HashTable
*ShaderObjects
;
2660 /* GL_EXT_framebuffer_object */
2661 struct _mesa_HashTable
*RenderBuffers
;
2662 struct _mesa_HashTable
*FrameBuffers
;
2665 struct set
*SyncObjects
;
2667 /** GL_ARB_sampler_objects */
2668 struct _mesa_HashTable
*SamplerObjects
;
2674 * Renderbuffers represent drawing surfaces such as color, depth and/or
2675 * stencil. A framebuffer object has a set of renderbuffers.
2676 * Drivers will typically derive subclasses of this type.
2678 struct gl_renderbuffer
2680 _glthread_Mutex Mutex
; /**< for thread safety */
2681 GLuint ClassID
; /**< Useful for drivers */
2684 GLuint Width
, Height
;
2685 GLboolean Purgeable
; /**< Is the buffer purgeable under memory pressure? */
2686 GLboolean AttachedAnytime
; /**< TRUE if it was attached to a framebuffer */
2688 GLenum InternalFormat
; /**< The user-specified format */
2689 GLenum _BaseFormat
; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2690 GL_STENCIL_INDEX. */
2691 gl_format Format
; /**< The actual renderbuffer memory format */
2693 /** Delete this renderbuffer */
2694 void (*Delete
)(struct gl_context
*ctx
, struct gl_renderbuffer
*rb
);
2696 /** Allocate new storage for this renderbuffer */
2697 GLboolean (*AllocStorage
)(struct gl_context
*ctx
,
2698 struct gl_renderbuffer
*rb
,
2699 GLenum internalFormat
,
2700 GLuint width
, GLuint height
);
2705 * A renderbuffer attachment points to either a texture object (and specifies
2706 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2708 struct gl_renderbuffer_attachment
2710 GLenum Type
; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2714 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2715 * application supplied renderbuffer object.
2717 struct gl_renderbuffer
*Renderbuffer
;
2720 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2721 * supplied texture object.
2723 struct gl_texture_object
*Texture
;
2724 GLuint TextureLevel
; /**< Attached mipmap level. */
2725 GLuint CubeMapFace
; /**< 0 .. 5, for cube map textures. */
2726 GLuint Zoffset
; /**< Slice for 3D textures, or layer for both 1D
2727 * and 2D array textures */
2732 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2733 * In C++ terms, think of this as a base class from which device drivers
2734 * will make derived classes.
2736 struct gl_framebuffer
2738 _glthread_Mutex Mutex
; /**< for thread safety */
2740 * If zero, this is a window system framebuffer. If non-zero, this
2741 * is a FBO framebuffer; note that for some devices (i.e. those with
2742 * a natural pixel coordinate system for FBOs that differs from the
2743 * OpenGL/Mesa coordinate system), this means that the viewport,
2744 * polygon face orientation, and polygon stipple will have to be inverted.
2749 GLboolean DeletePending
;
2752 * The framebuffer's visual. Immutable if this is a window system buffer.
2753 * Computed from attachments if user-made FBO.
2755 struct gl_config Visual
;
2757 GLboolean Initialized
;
2759 GLuint Width
, Height
; /**< size of frame buffer in pixels */
2761 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2763 GLint _Xmin
, _Xmax
; /**< inclusive */
2764 GLint _Ymin
, _Ymax
; /**< exclusive */
2767 /** \name Derived Z buffer stuff */
2769 GLuint _DepthMax
; /**< Max depth buffer value */
2770 GLfloat _DepthMaxF
; /**< Float max depth buffer value */
2771 GLfloat _MRD
; /**< minimum resolvable difference in Z values */
2774 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2777 /** Integer color values */
2778 GLboolean _IntegerColor
;
2780 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2781 struct gl_renderbuffer_attachment Attachment
[BUFFER_COUNT
];
2783 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2784 * attribute group and GL_PIXEL attribute group, respectively.
2786 GLenum ColorDrawBuffer
[MAX_DRAW_BUFFERS
];
2787 GLenum ColorReadBuffer
;
2789 /** Computed from ColorDraw/ReadBuffer above */
2790 GLuint _NumColorDrawBuffers
;
2791 GLint _ColorDrawBufferIndexes
[MAX_DRAW_BUFFERS
]; /**< BUFFER_x or -1 */
2792 GLint _ColorReadBufferIndex
; /* -1 = None */
2793 struct gl_renderbuffer
*_ColorDrawBuffers
[MAX_DRAW_BUFFERS
];
2794 struct gl_renderbuffer
*_ColorReadBuffer
;
2796 /** Delete this framebuffer */
2797 void (*Delete
)(struct gl_framebuffer
*fb
);
2802 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
2806 GLushort RangeMin
; /**< min value exponent */
2807 GLushort RangeMax
; /**< max value exponent */
2808 GLushort Precision
; /**< number of mantissa bits */
2813 * Limits for vertex, geometry and fragment programs/shaders.
2815 struct gl_program_constants
2817 /* logical limits */
2818 GLuint MaxInstructions
;
2819 GLuint MaxAluInstructions
;
2820 GLuint MaxTexInstructions
;
2821 GLuint MaxTexIndirections
;
2824 GLuint MaxAddressRegs
;
2825 GLuint MaxAddressOffset
; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
2826 GLuint MaxParameters
;
2827 GLuint MaxLocalParams
;
2828 GLuint MaxEnvParams
;
2829 /* native/hardware limits */
2830 GLuint MaxNativeInstructions
;
2831 GLuint MaxNativeAluInstructions
;
2832 GLuint MaxNativeTexInstructions
;
2833 GLuint MaxNativeTexIndirections
;
2834 GLuint MaxNativeAttribs
;
2835 GLuint MaxNativeTemps
;
2836 GLuint MaxNativeAddressRegs
;
2837 GLuint MaxNativeParameters
;
2839 GLuint MaxUniformComponents
; /**< Usually == MaxParameters * 4 */
2840 /* ES 2.0 and GL_ARB_ES2_compatibility */
2841 struct gl_precision LowFloat
, MediumFloat
, HighFloat
;
2842 struct gl_precision LowInt
, MediumInt
, HighInt
;
2843 /* GL_ARB_uniform_buffer_object */
2844 GLuint MaxUniformBlocks
;
2845 GLuint MaxCombinedUniformComponents
;
2850 * Constants which may be overridden by device driver during context creation
2851 * but are never changed after that.
2855 GLuint MaxTextureMbytes
; /**< Max memory per image, in MB */
2856 GLuint MaxTextureLevels
; /**< Max mipmap levels. */
2857 GLuint Max3DTextureLevels
; /**< Max mipmap levels for 3D textures */
2858 GLuint MaxCubeTextureLevels
; /**< Max mipmap levels for cube textures */
2859 GLuint MaxArrayTextureLayers
; /**< Max layers in array textures */
2860 GLuint MaxTextureRectSize
; /**< Max rectangle texture size, in pixes */
2861 GLuint MaxTextureCoordUnits
;
2862 GLuint MaxTextureImageUnits
;
2863 GLuint MaxVertexTextureImageUnits
;
2864 GLuint MaxCombinedTextureImageUnits
;
2865 GLuint MaxGeometryTextureImageUnits
;
2866 GLuint MaxTextureUnits
; /**< = MIN(CoordUnits, ImageUnits) */
2867 GLfloat MaxTextureMaxAnisotropy
; /**< GL_EXT_texture_filter_anisotropic */
2868 GLfloat MaxTextureLodBias
; /**< GL_EXT_texture_lod_bias */
2869 GLuint MaxTextureBufferSize
; /**< GL_ARB_texture_buffer_object */
2871 GLuint TextureBufferOffsetAlignment
; /**< GL_ARB_texture_buffer_range */
2873 GLuint MaxArrayLockSize
;
2877 GLfloat MinPointSize
, MaxPointSize
; /**< aliased */
2878 GLfloat MinPointSizeAA
, MaxPointSizeAA
; /**< antialiased */
2879 GLfloat PointSizeGranularity
;
2880 GLfloat MinLineWidth
, MaxLineWidth
; /**< aliased */
2881 GLfloat MinLineWidthAA
, MaxLineWidthAA
; /**< antialiased */
2882 GLfloat LineWidthGranularity
;
2884 GLuint MaxColorTableSize
;
2886 GLuint MaxClipPlanes
;
2888 GLfloat MaxShininess
; /**< GL_NV_light_max_exponent */
2889 GLfloat MaxSpotExponent
; /**< GL_NV_light_max_exponent */
2891 GLuint MaxViewportWidth
, MaxViewportHeight
;
2893 struct gl_program_constants VertexProgram
; /**< GL_ARB_vertex_program */
2894 struct gl_program_constants FragmentProgram
; /**< GL_ARB_fragment_program */
2895 struct gl_program_constants GeometryProgram
; /**< GL_ARB_geometry_shader4 */
2896 GLuint MaxProgramMatrices
;
2897 GLuint MaxProgramMatrixStackDepth
;
2900 GLuint SamplesPassed
;
2903 GLuint PrimitivesGenerated
;
2904 GLuint PrimitivesWritten
;
2907 /** vertex array / buffer object bounds checking */
2908 GLboolean CheckArrayBounds
;
2910 GLuint MaxDrawBuffers
; /**< GL_ARB_draw_buffers */
2912 GLuint MaxColorAttachments
; /**< GL_EXT_framebuffer_object */
2913 GLuint MaxRenderbufferSize
; /**< GL_EXT_framebuffer_object */
2914 GLuint MaxSamples
; /**< GL_ARB_framebuffer_object */
2916 /** Number of varying vectors between vertex and fragment shaders */
2918 GLuint MaxVertexVaryingComponents
; /**< Between vert and geom shader */
2919 GLuint MaxGeometryVaryingComponents
; /**< Between geom and frag shader */
2922 * GL_ARB_uniform_buffer_object
2924 GLuint MaxCombinedUniformBlocks
;
2925 GLuint MaxUniformBufferBindings
;
2926 GLuint MaxUniformBlockSize
;
2927 GLuint UniformBufferOffsetAlignment
;
2930 /** GL_ARB_geometry_shader4 */
2931 GLuint MaxGeometryOutputVertices
;
2932 GLuint MaxGeometryTotalOutputComponents
;
2934 GLuint GLSLVersion
; /**< GLSL version supported (ex: 120 = 1.20) */
2937 * Changes default GLSL extension behavior from "error" to "warn". It's out
2938 * of spec, but it can make some apps work that otherwise wouldn't.
2940 GLboolean ForceGLSLExtensionsWarn
;
2943 * Does the driver support real 32-bit integers? (Otherwise, integers are
2944 * simulated via floats.)
2946 GLboolean NativeIntegers
;
2949 * If the driver supports real 32-bit integers, what integer value should be
2950 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
2952 GLuint UniformBooleanTrue
;
2954 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
2955 GLbitfield SupportedBumpUnits
;
2958 * Maximum amount of time, measured in nanseconds, that the server can wait.
2960 GLuint64 MaxServerWaitTimeout
;
2962 /** GL_EXT_provoking_vertex */
2963 GLboolean QuadsFollowProvokingVertexConvention
;
2965 /** OpenGL version 3.0 */
2966 GLbitfield ContextFlags
; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
2968 /** OpenGL version 3.2 */
2969 GLbitfield ProfileMask
; /**< Mask of CONTEXT_x_PROFILE_BIT */
2971 /** GL_EXT_transform_feedback */
2972 GLuint MaxTransformFeedbackBuffers
;
2973 GLuint MaxTransformFeedbackSeparateComponents
;
2974 GLuint MaxTransformFeedbackInterleavedComponents
;
2975 GLuint MaxVertexStreams
;
2977 /** GL_EXT_gpu_shader4 */
2978 GLint MinProgramTexelOffset
, MaxProgramTexelOffset
;
2980 /* GL_ARB_robustness */
2981 GLenum ResetStrategy
;
2983 /* GL_ARB_blend_func_extended */
2984 GLuint MaxDualSourceDrawBuffers
;
2987 * Whether the implementation strips out and ignores texture borders.
2989 * Many GPU hardware implementations don't support rendering with texture
2990 * borders and mipmapped textures. (Note: not static border color, but the
2991 * old 1-pixel border around each edge). Implementations then have to do
2992 * slow fallbacks to be correct, or just ignore the border and be fast but
2993 * wrong. Setting the flag strips the border off of TexImage calls,
2994 * providing "fast but wrong" at significantly reduced driver complexity.
2996 * Texture borders are deprecated in GL 3.0.
2998 GLboolean StripTextureBorder
;
3001 * For drivers which can do a better job at eliminating unused varyings
3002 * and uniforms than the GLSL compiler.
3004 * XXX Remove these as soon as a better solution is available.
3006 GLboolean GLSLSkipStrictMaxVaryingLimitCheck
;
3007 GLboolean GLSLSkipStrictMaxUniformLimitCheck
;
3010 * Force software support for primitive restart in the VBO module.
3012 GLboolean PrimitiveRestartInSoftware
;
3014 /** GL_ARB_map_buffer_alignment */
3015 GLuint MinMapBufferAlignment
;
3018 * Disable varying packing. This is out of spec, but potentially useful
3019 * for older platforms that supports a limited number of texture
3020 * indirections--on these platforms, unpacking the varyings in the fragment
3021 * shader increases the number of texture indirections by 1, which might
3022 * make some shaders not executable at all.
3024 * Drivers that support transform feedback must set this value to GL_FALSE.
3026 GLboolean DisableVaryingPacking
;
3029 * Maximum value supported for an index in DrawElements and friends.
3031 * This must be at least (1ull<<24)-1. The default value is
3034 * \since ES 3.0 or GL_ARB_ES3_compatibility
3035 * \sa _mesa_init_constants
3037 GLuint64 MaxElementIndex
;
3040 * Disable interpretation of line continuations (lines ending with a
3041 * backslash character ('\') in GLSL source.
3043 GLboolean DisableGLSLLineContinuations
;
3045 /** GL_ARB_texture_multisample */
3046 GLint MaxColorTextureSamples
;
3047 GLint MaxDepthTextureSamples
;
3048 GLint MaxIntegerSamples
;
3053 * Enable flag for each OpenGL extension. Different device drivers will
3054 * enable different extensions at runtime.
3056 struct gl_extensions
3058 GLboolean dummy
; /* don't remove this! */
3059 GLboolean dummy_true
; /* Set true by _mesa_init_extensions(). */
3060 GLboolean dummy_false
; /* Set false by _mesa_init_extensions(). */
3061 GLboolean ANGLE_texture_compression_dxt
;
3062 GLboolean ARB_ES2_compatibility
;
3063 GLboolean ARB_ES3_compatibility
;
3064 GLboolean ARB_base_instance
;
3065 GLboolean ARB_blend_func_extended
;
3066 GLboolean ARB_color_buffer_float
;
3067 GLboolean ARB_conservative_depth
;
3068 GLboolean ARB_depth_buffer_float
;
3069 GLboolean ARB_depth_clamp
;
3070 GLboolean ARB_depth_texture
;
3071 GLboolean ARB_draw_buffers_blend
;
3072 GLboolean ARB_draw_elements_base_vertex
;
3073 GLboolean ARB_draw_instanced
;
3074 GLboolean ARB_fragment_coord_conventions
;
3075 GLboolean ARB_fragment_program
;
3076 GLboolean ARB_fragment_program_shadow
;
3077 GLboolean ARB_fragment_shader
;
3078 GLboolean ARB_framebuffer_object
;
3079 GLboolean ARB_explicit_attrib_location
;
3080 GLboolean ARB_geometry_shader4
;
3081 GLboolean ARB_half_float_pixel
;
3082 GLboolean ARB_half_float_vertex
;
3083 GLboolean ARB_instanced_arrays
;
3084 GLboolean ARB_internalformat_query
;
3085 GLboolean ARB_map_buffer_alignment
;
3086 GLboolean ARB_map_buffer_range
;
3087 GLboolean ARB_occlusion_query
;
3088 GLboolean ARB_occlusion_query2
;
3089 GLboolean ARB_point_sprite
;
3090 GLboolean ARB_seamless_cube_map
;
3091 GLboolean ARB_shader_bit_encoding
;
3092 GLboolean ARB_shader_objects
;
3093 GLboolean ARB_shader_stencil_export
;
3094 GLboolean ARB_shader_texture_lod
;
3095 GLboolean ARB_shading_language_100
;
3096 GLboolean ARB_shading_language_packing
;
3097 GLboolean ARB_shadow
;
3099 GLboolean ARB_texture_border_clamp
;
3100 GLboolean ARB_texture_buffer_object
;
3101 GLboolean ARB_texture_buffer_object_rgb32
;
3102 GLboolean ARB_texture_buffer_range
;
3103 GLboolean ARB_texture_compression_rgtc
;
3104 GLboolean ARB_texture_cube_map
;
3105 GLboolean ARB_texture_cube_map_array
;
3106 GLboolean ARB_texture_env_combine
;
3107 GLboolean ARB_texture_env_crossbar
;
3108 GLboolean ARB_texture_env_dot3
;
3109 GLboolean ARB_texture_float
;
3110 GLboolean ARB_texture_multisample
;
3111 GLboolean ARB_texture_non_power_of_two
;
3112 GLboolean ARB_texture_rg
;
3113 GLboolean ARB_texture_rgb10_a2ui
;
3114 GLboolean ARB_texture_storage
;
3115 GLboolean ARB_timer_query
;
3116 GLboolean ARB_transform_feedback2
;
3117 GLboolean ARB_transform_feedback3
;
3118 GLboolean ARB_transform_feedback_instanced
;
3119 GLboolean ARB_uniform_buffer_object
;
3120 GLboolean ARB_vertex_program
;
3121 GLboolean ARB_vertex_shader
;
3122 GLboolean ARB_vertex_type_2_10_10_10_rev
;
3123 GLboolean EXT_blend_color
;
3124 GLboolean EXT_blend_equation_separate
;
3125 GLboolean EXT_blend_func_separate
;
3126 GLboolean EXT_blend_minmax
;
3127 GLboolean EXT_clip_volume_hint
;
3128 GLboolean EXT_depth_bounds_test
;
3129 GLboolean EXT_draw_buffers2
;
3130 GLboolean EXT_fog_coord
;
3131 GLboolean EXT_framebuffer_blit
;
3132 GLboolean EXT_framebuffer_multisample
;
3133 GLboolean EXT_framebuffer_object
;
3134 GLboolean EXT_framebuffer_sRGB
;
3135 GLboolean EXT_gpu_program_parameters
;
3136 GLboolean EXT_gpu_shader4
;
3137 GLboolean EXT_packed_depth_stencil
;
3138 GLboolean EXT_packed_float
;
3139 GLboolean EXT_pixel_buffer_object
;
3140 GLboolean EXT_point_parameters
;
3141 GLboolean EXT_provoking_vertex
;
3142 GLboolean EXT_shadow_funcs
;
3143 GLboolean EXT_secondary_color
;
3144 GLboolean EXT_separate_shader_objects
;
3145 GLboolean EXT_stencil_two_side
;
3146 GLboolean EXT_texture3D
;
3147 GLboolean EXT_texture_array
;
3148 GLboolean EXT_texture_compression_latc
;
3149 GLboolean EXT_texture_compression_s3tc
;
3150 GLboolean EXT_texture_env_dot3
;
3151 GLboolean EXT_texture_filter_anisotropic
;
3152 GLboolean EXT_texture_integer
;
3153 GLboolean EXT_texture_mirror_clamp
;
3154 GLboolean EXT_texture_shared_exponent
;
3155 GLboolean EXT_texture_snorm
;
3156 GLboolean EXT_texture_sRGB
;
3157 GLboolean EXT_texture_sRGB_decode
;
3158 GLboolean EXT_texture_swizzle
;
3159 GLboolean EXT_transform_feedback
;
3160 GLboolean EXT_timer_query
;
3161 GLboolean EXT_vertex_array_bgra
;
3162 GLboolean OES_standard_derivatives
;
3163 /* vendor extensions */
3164 GLboolean AMD_seamless_cubemap_per_texture
;
3165 GLboolean APPLE_object_purgeable
;
3166 GLboolean ATI_envmap_bumpmap
;
3167 GLboolean ATI_texture_compression_3dc
;
3168 GLboolean ATI_texture_mirror_once
;
3169 GLboolean ATI_texture_env_combine3
;
3170 GLboolean ATI_fragment_shader
;
3171 GLboolean ATI_separate_stencil
;
3172 GLboolean MESA_pack_invert
;
3173 GLboolean MESA_resize_buffers
;
3174 GLboolean MESA_ycbcr_texture
;
3175 GLboolean MESA_texture_array
;
3176 GLboolean NV_blend_square
;
3177 GLboolean NV_conditional_render
;
3178 GLboolean NV_fog_distance
;
3179 GLboolean NV_fragment_program_option
;
3180 GLboolean NV_point_sprite
;
3181 GLboolean NV_primitive_restart
;
3182 GLboolean NV_texture_barrier
;
3183 GLboolean NV_texture_env_combine4
;
3184 GLboolean NV_texture_rectangle
;
3185 GLboolean TDFX_texture_compression_FXT1
;
3186 GLboolean OES_EGL_image
;
3187 GLboolean OES_draw_texture
;
3188 GLboolean OES_depth_texture_cube_map
;
3189 GLboolean OES_EGL_image_external
;
3190 GLboolean OES_compressed_ETC1_RGB8_texture
;
3191 GLboolean extension_sentinel
;
3192 /** The extension string */
3193 const GLubyte
*String
;
3194 /** Number of supported extensions */
3200 * A stack of matrices (projection, modelview, color, texture, etc).
3202 struct gl_matrix_stack
3204 GLmatrix
*Top
; /**< points into Stack */
3205 GLmatrix
*Stack
; /**< array [MaxDepth] of GLmatrix */
3206 GLuint Depth
; /**< 0 <= Depth < MaxDepth */
3207 GLuint MaxDepth
; /**< size of Stack[] array */
3208 GLuint DirtyFlag
; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3213 * \name Bits for image transfer operations
3214 * \sa __struct gl_contextRec::ImageTransferState.
3217 #define IMAGE_SCALE_BIAS_BIT 0x1
3218 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3219 #define IMAGE_MAP_COLOR_BIT 0x4
3220 #define IMAGE_CLAMP_BIT 0x800
3223 /** Pixel Transfer ops */
3224 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3225 IMAGE_SHIFT_OFFSET_BIT | \
3226 IMAGE_MAP_COLOR_BIT)
3229 * \name Bits to indicate what state has changed.
3232 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3233 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3234 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3235 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3236 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3237 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3238 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3239 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3240 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3241 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3242 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3243 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3244 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3245 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3246 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3247 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3248 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3249 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3250 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3251 #define _NEW_PACKUNPACK (1 << 19) /**< gl_context::Pack, Unpack */
3252 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3253 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3254 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3255 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3256 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3257 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3258 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3259 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3260 #define _NEW_BUFFER_OBJECT (1 << 28)
3261 #define _NEW_FRAG_CLAMP (1 << 29)
3262 #define _NEW_TRANSFORM_FEEDBACK (1 << 30) /**< gl_context::TransformFeedback */
3263 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3267 * We use _NEW_TRANSFORM for GL_RASTERIZER_DISCARD. This #define is for
3270 #define _NEW_RASTERIZER_DISCARD _NEW_TRANSFORM
3275 * \name A bunch of flags that we think might be useful to drivers.
3277 * Set in the __struct gl_contextRec::_TriangleCaps bitfield.
3280 #define DD_SEPARATE_SPECULAR (1 << 0)
3281 #define DD_TRI_LIGHT_TWOSIDE (1 << 1)
3282 #define DD_TRI_UNFILLED (1 << 2)
3283 #define DD_TRI_SMOOTH (1 << 3)
3284 #define DD_TRI_STIPPLE (1 << 4)
3285 #define DD_TRI_OFFSET (1 << 5)
3286 #define DD_LINE_SMOOTH (1 << 6)
3287 #define DD_LINE_STIPPLE (1 << 7)
3288 #define DD_POINT_SMOOTH (1 << 8)
3289 #define DD_POINT_ATTEN (1 << 9)
3294 * Composite state flags
3297 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3303 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3313 /* This has to be included here. */
3318 * Display list flags.
3319 * Strictly this is a tnl-private concept, but it doesn't seem
3320 * worthwhile adding a tnl private structure just to hold this one bit
3323 #define DLIST_DANGLING_REFS 0x1
3326 /** Opaque declaration of display list payload data type */
3327 union gl_dlist_node
;
3331 * Provide a location where information about a display list can be
3332 * collected. Could be extended with driverPrivate structures,
3333 * etc. in the future.
3335 struct gl_display_list
3338 GLbitfield Flags
; /**< DLIST_x flags */
3339 /** The dlist commands are in a linked list of nodes */
3340 union gl_dlist_node
*Head
;
3345 * State used during display list compilation and execution.
3347 struct gl_dlist_state
3349 GLuint CallDepth
; /**< Current recursion calling depth */
3351 struct gl_display_list
*CurrentList
; /**< List currently being compiled */
3352 union gl_dlist_node
*CurrentBlock
; /**< Pointer to current block of nodes */
3353 GLuint CurrentPos
; /**< Index into current block of nodes */
3355 GLvertexformat ListVtxfmt
;
3357 GLubyte ActiveAttribSize
[VERT_ATTRIB_MAX
];
3358 GLfloat CurrentAttrib
[VERT_ATTRIB_MAX
][4];
3360 GLubyte ActiveMaterialSize
[MAT_ATTRIB_MAX
];
3361 GLfloat CurrentMaterial
[MAT_ATTRIB_MAX
][4];
3364 /* State known to have been set by the currently-compiling display
3365 * list. Used to eliminate some redundant state changes.
3373 * These are a mapping of the GL_ARB_debug_output enums to small enums
3374 * suitable for use as an array index.
3377 enum mesa_debug_type
{
3378 MESA_DEBUG_TYPE_ERROR
,
3379 MESA_DEBUG_TYPE_DEPRECATED
,
3380 MESA_DEBUG_TYPE_UNDEFINED
,
3381 MESA_DEBUG_TYPE_PORTABILITY
,
3382 MESA_DEBUG_TYPE_PERFORMANCE
,
3383 MESA_DEBUG_TYPE_OTHER
,
3384 MESA_DEBUG_TYPE_COUNT
,
3387 enum mesa_debug_severity
{
3388 MESA_DEBUG_SEVERITY_LOW
,
3389 MESA_DEBUG_SEVERITY_MEDIUM
,
3390 MESA_DEBUG_SEVERITY_HIGH
,
3391 MESA_DEBUG_SEVERITY_COUNT
,
3397 * An error, warning, or other piece of debug information for an application
3398 * to consume via GL_ARB_debug_output.
3416 WINSYS_ERROR_UNKNOWN
,
3421 SHADER_ERROR_UNKNOWN
,
3426 OTHER_ERROR_UNKNOWN
,
3427 OTHER_ERROR_OUT_OF_MEMORY
,
3431 struct gl_client_namespace
3433 struct _mesa_HashTable
*IDs
;
3434 unsigned ZeroID
; /* a HashTable won't take zero, so store its state here */
3435 /** lists of IDs in the hash table at each severity */
3436 struct simple_node Severity
[MESA_DEBUG_SEVERITY_COUNT
];
3439 struct gl_client_debug
3441 GLboolean Defaults
[MESA_DEBUG_SEVERITY_COUNT
][2][MESA_DEBUG_TYPE_COUNT
];
3442 struct gl_client_namespace Namespaces
[2][MESA_DEBUG_TYPE_COUNT
];
3445 struct gl_debug_state
3447 GLDEBUGPROCARB Callback
;
3448 GLvoid
*CallbackData
;
3449 GLboolean SyncOutput
;
3450 GLboolean ApiErrors
[API_ERROR_COUNT
];
3451 GLboolean WinsysErrors
[WINSYS_ERROR_COUNT
];
3452 GLboolean ShaderErrors
[SHADER_ERROR_COUNT
];
3453 GLboolean OtherErrors
[OTHER_ERROR_COUNT
];
3454 struct gl_client_debug ClientIDs
;
3455 struct gl_debug_msg Log
[MAX_DEBUG_LOGGED_MESSAGES
];
3458 GLint NextMsgLength
; /* redundant, but copied here from Log[NextMsg].length
3459 for the sake of the offsetof() code in get.c */
3463 * Enum for the OpenGL APIs we know about and may support.
3465 * NOTE: This must match the api_enum table in
3466 * src/mesa/main/get_hash_generator.py
3470 API_OPENGL_COMPAT
, /* legacy / compatibility contexts */
3474 API_OPENGL_LAST
= API_OPENGL_CORE
,
3478 * Driver-specific state flags.
3480 * These are or'd with gl_context::NewDriverState to notify a driver about
3481 * a state change. The driver sets the flags at context creation and
3482 * the meaning of the bits set is opaque to core Mesa.
3484 struct gl_driver_flags
3486 GLbitfield NewArray
; /**< Vertex array state */
3489 struct gl_uniform_buffer_binding
3491 struct gl_buffer_object
*BufferObject
;
3492 /** Start of uniform block data in the buffer */
3494 /** Size of data allowed to be referenced from the buffer (in bytes) */
3497 * glBindBufferBase() indicates that the Size should be ignored and only
3498 * limited by the current size of the BufferObject.
3500 GLboolean AutomaticSize
;
3504 * Mesa rendering context.
3506 * This is the central context data structure for Mesa. Almost all
3507 * OpenGL state is contained in this structure.
3508 * Think of this as a base class from which device drivers will derive
3511 * The struct gl_context typedef names this structure.
3515 /** State possibly shared with other contexts in the address space */
3516 struct gl_shared_state
*Shared
;
3518 /** \name API function pointer tables */
3522 * The current dispatch table for non-displaylist-saving execution, either
3523 * BeginEnd or OutsideBeginEnd
3525 struct _glapi_table
*Exec
;
3527 * The normal dispatch table for non-displaylist-saving, non-begin/end
3529 struct _glapi_table
*OutsideBeginEnd
;
3530 /** The dispatch table used between glNewList() and glEndList() */
3531 struct _glapi_table
*Save
;
3533 * The dispatch table used between glBegin() and glEnd() (outside of a
3534 * display list). Only valid functions between those two are set, which is
3535 * mostly just the set in a GLvertexformat struct.
3537 struct _glapi_table
*BeginEnd
;
3539 * Tracks the current dispatch table out of the 3 above, so that it can be
3540 * re-set on glXMakeCurrent().
3542 struct _glapi_table
*CurrentDispatch
;
3545 struct gl_config Visual
;
3546 struct gl_framebuffer
*DrawBuffer
; /**< buffer for writing */
3547 struct gl_framebuffer
*ReadBuffer
; /**< buffer for reading */
3548 struct gl_framebuffer
*WinSysDrawBuffer
; /**< set with MakeCurrent */
3549 struct gl_framebuffer
*WinSysReadBuffer
; /**< set with MakeCurrent */
3552 * Device driver function pointer table
3554 struct dd_function_table Driver
;
3556 /** Core/Driver constants */
3557 struct gl_constants Const
;
3559 /** \name The various 4x4 matrix stacks */
3561 struct gl_matrix_stack ModelviewMatrixStack
;
3562 struct gl_matrix_stack ProjectionMatrixStack
;
3563 struct gl_matrix_stack TextureMatrixStack
[MAX_TEXTURE_UNITS
];
3564 struct gl_matrix_stack ProgramMatrixStack
[MAX_PROGRAM_MATRICES
];
3565 struct gl_matrix_stack
*CurrentStack
; /**< Points to one of the above stacks */
3568 /** Combined modelview and projection matrix */
3569 GLmatrix _ModelProjectMatrix
;
3571 /** \name Display lists */
3572 struct gl_dlist_state ListState
;
3574 GLboolean ExecuteFlag
; /**< Execute GL commands? */
3575 GLboolean CompileFlag
; /**< Compile GL commands into display list? */
3577 /** Extension information */
3578 struct gl_extensions Extensions
;
3580 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
3582 char *VersionString
;
3584 /** \name State attribute stack (for glPush/PopAttrib) */
3586 GLuint AttribStackDepth
;
3587 struct gl_attrib_node
*AttribStack
[MAX_ATTRIB_STACK_DEPTH
];
3590 /** \name Renderer attribute groups
3592 * We define a struct for each attribute group to make pushing and popping
3593 * attributes easy. Also it's a good organization.
3596 struct gl_accum_attrib Accum
; /**< Accum buffer attributes */
3597 struct gl_colorbuffer_attrib Color
; /**< Color buffer attributes */
3598 struct gl_current_attrib Current
; /**< Current attributes */
3599 struct gl_depthbuffer_attrib Depth
; /**< Depth buffer attributes */
3600 struct gl_eval_attrib Eval
; /**< Eval attributes */
3601 struct gl_fog_attrib Fog
; /**< Fog attributes */
3602 struct gl_hint_attrib Hint
; /**< Hint attributes */
3603 struct gl_light_attrib Light
; /**< Light attributes */
3604 struct gl_line_attrib Line
; /**< Line attributes */
3605 struct gl_list_attrib List
; /**< List attributes */
3606 struct gl_multisample_attrib Multisample
;
3607 struct gl_pixel_attrib Pixel
; /**< Pixel attributes */
3608 struct gl_point_attrib Point
; /**< Point attributes */
3609 struct gl_polygon_attrib Polygon
; /**< Polygon attributes */
3610 GLuint PolygonStipple
[32]; /**< Polygon stipple */
3611 struct gl_scissor_attrib Scissor
; /**< Scissor attributes */
3612 struct gl_stencil_attrib Stencil
; /**< Stencil buffer attributes */
3613 struct gl_texture_attrib Texture
; /**< Texture attributes */
3614 struct gl_transform_attrib Transform
; /**< Transformation attributes */
3615 struct gl_viewport_attrib Viewport
; /**< Viewport attributes */
3618 /** \name Client attribute stack */
3620 GLuint ClientAttribStackDepth
;
3621 struct gl_attrib_node
*ClientAttribStack
[MAX_CLIENT_ATTRIB_STACK_DEPTH
];
3624 /** \name Client attribute groups */
3626 struct gl_array_attrib Array
; /**< Vertex arrays */
3627 struct gl_pixelstore_attrib Pack
; /**< Pixel packing */
3628 struct gl_pixelstore_attrib Unpack
; /**< Pixel unpacking */
3629 struct gl_pixelstore_attrib DefaultPacking
; /**< Default params */
3632 /** \name Other assorted state (not pushed/popped on attribute stack) */
3634 struct gl_pixelmaps PixelMaps
;
3636 struct gl_evaluators EvalMap
; /**< All evaluators */
3637 struct gl_feedback Feedback
; /**< Feedback */
3638 struct gl_selection Select
; /**< Selection */
3640 struct gl_program_state Program
; /**< general program state */
3641 struct gl_vertex_program_state VertexProgram
;
3642 struct gl_fragment_program_state FragmentProgram
;
3643 struct gl_geometry_program_state GeometryProgram
;
3644 struct gl_ati_fragment_shader_state ATIFragmentShader
;
3646 struct gl_shader_state Shader
; /**< GLSL shader object state */
3647 struct gl_shader_compiler_options ShaderCompilerOptions
[MESA_SHADER_TYPES
];
3649 struct gl_query_state Query
; /**< occlusion, timer queries */
3651 struct gl_transform_feedback_state TransformFeedback
;
3653 struct gl_buffer_object
*CopyReadBuffer
; /**< GL_ARB_copy_buffer */
3654 struct gl_buffer_object
*CopyWriteBuffer
; /**< GL_ARB_copy_buffer */
3657 * Current GL_ARB_uniform_buffer_object binding referenced by
3658 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
3660 struct gl_buffer_object
*UniformBuffer
;
3663 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
3664 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
3665 * associated with uniform blocks by glUniformBlockBinding()'s state in the
3668 struct gl_uniform_buffer_binding
*UniformBufferBindings
;
3672 struct gl_meta_state
*Meta
; /**< for "meta" operations */
3674 /* GL_EXT_framebuffer_object */
3675 struct gl_renderbuffer
*CurrentRenderbuffer
;
3677 GLenum ErrorValue
; /**< Last error code */
3679 /* GL_ARB_robustness */
3683 * Recognize and silence repeated error debug messages in buggy apps.
3685 const char *ErrorDebugFmtString
;
3686 GLuint ErrorDebugCount
;
3688 /* GL_ARB_debug_output */
3689 struct gl_debug_state Debug
;
3691 GLenum RenderMode
; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3692 GLbitfield NewState
; /**< bitwise-or of _NEW_* flags */
3693 GLbitfield NewDriverState
;/**< bitwise-or of flags from DriverFlags */
3695 struct gl_driver_flags DriverFlags
;
3697 GLboolean ViewportInitialized
; /**< has viewport size been initialized? */
3699 GLbitfield64 varying_vp_inputs
; /**< mask of VERT_BIT_* flags */
3701 /** \name Derived state */
3703 /** Bitwise-or of DD_* flags. Note that this bitfield may be used before
3704 * state validation so they need to always be current.
3706 GLbitfield _TriangleCaps
;
3707 GLbitfield _ImageTransferState
;/**< bitwise-or of IMAGE_*_BIT flags */
3708 GLfloat _EyeZDir
[3];
3709 GLfloat _ModelViewInvScale
;
3710 GLboolean _NeedEyeCoords
;
3711 GLboolean _ForceEyeCoords
;
3713 GLuint TextureStateTimestamp
; /**< detect changes to shared state */
3715 struct gl_list_extensions
*ListExt
; /**< driver dlist extensions */
3717 /** \name For debugging/development only */
3719 GLboolean FirstTimeCurrent
;
3722 /** software compression/decompression supported or not */
3723 GLboolean Mesa_DXTn
;
3725 GLboolean TextureFormatSupported
[MESA_FORMAT_COUNT
];
3728 * Use dp4 (rather than mul/mad) instructions for position
3731 GLboolean mvp_with_dp4
;
3733 GLboolean RasterDiscard
; /**< GL_RASTERIZER_DISCARD */
3736 * \name Hooks for module contexts.
3738 * These will eventually live in the driver or elsewhere.
3741 void *swrast_context
;
3742 void *swsetup_context
;
3743 void *swtnl_context
;
3745 struct st_context
*st
;
3752 extern int MESA_VERBOSE
;
3753 extern int MESA_DEBUG_FLAGS
;
3754 # define MESA_FUNCTION __FUNCTION__
3756 # define MESA_VERBOSE 0
3757 # define MESA_DEBUG_FLAGS 0
3758 # define MESA_FUNCTION "a function"
3765 /** The MESA_VERBOSE var is a bitmask of these flags */
3768 VERBOSE_VARRAY
= 0x0001,
3769 VERBOSE_TEXTURE
= 0x0002,
3770 VERBOSE_MATERIAL
= 0x0004,
3771 VERBOSE_PIPELINE
= 0x0008,
3772 VERBOSE_DRIVER
= 0x0010,
3773 VERBOSE_STATE
= 0x0020,
3774 VERBOSE_API
= 0x0040,
3775 VERBOSE_DISPLAY_LIST
= 0x0100,
3776 VERBOSE_LIGHTING
= 0x0200,
3777 VERBOSE_PRIMS
= 0x0400,
3778 VERBOSE_VERTS
= 0x0800,
3779 VERBOSE_DISASSEM
= 0x1000,
3780 VERBOSE_DRAW
= 0x2000,
3781 VERBOSE_SWAPBUFFERS
= 0x4000
3785 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3788 DEBUG_SILENT
= (1 << 0),
3789 DEBUG_ALWAYS_FLUSH
= (1 << 1),
3790 DEBUG_INCOMPLETE_TEXTURE
= (1 << 2),
3791 DEBUG_INCOMPLETE_FBO
= (1 << 3)
3800 #endif /* MTYPES_H */