8b0f59b132de24ce03a93713e3b37979eb0758aa
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.7
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include "main/glheader.h"
38 #include "main/config.h"
39 #include "main/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 */
44
45
46 #ifdef __cplusplus
47 extern "C" {
48 #endif
49
50
51 /**
52 * \name 64-bit extension of GLbitfield.
53 */
54 /*@{*/
55 typedef GLuint64 GLbitfield64;
56
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))
65
66
67 /**
68 * \name Some forward type declarations
69 */
70 /*@{*/
71 struct _mesa_HashTable;
72 struct gl_attrib_node;
73 struct gl_list_extensions;
74 struct gl_meta_state;
75 struct gl_program_cache;
76 struct gl_texture_object;
77 struct gl_context;
78 struct st_context;
79 struct gl_uniform_storage;
80 struct prog_instruction;
81 struct gl_program_parameter_list;
82 struct set;
83 struct set_entry;
84 /*@}*/
85
86
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)
91
92
93
94 /**
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).
100 */
101 typedef enum
102 {
103 VERT_ATTRIB_POS = 0,
104 VERT_ATTRIB_WEIGHT = 1,
105 VERT_ATTRIB_NORMAL = 2,
106 VERT_ATTRIB_COLOR0 = 3,
107 VERT_ATTRIB_COLOR1 = 4,
108 VERT_ATTRIB_FOG = 5,
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,
136 VERT_ATTRIB_MAX = 33
137 } gl_vert_attrib;
138
139 /**
140 * Symbolic constats to help iterating over
141 * specific blocks of vertex attributes.
142 *
143 * VERT_ATTRIB_FF
144 * includes all fixed function attributes as well as
145 * the aliased GL_NV_vertex_program shader attributes.
146 * VERT_ATTRIB_TEX
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.
155 */
156 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
157 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
158
159 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
160 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
161
162 #define VERT_ATTRIB_GENERIC_NV(i) (VERT_ATTRIB_POS + (i))
163 #define VERT_ATTRIB_GENERIC_NV_MAX MAX_VERTEX_GENERIC_ATTRIBS
164
165 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
166 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
167
168 /**
169 * Bitflags for vertex attributes.
170 * These are used in bitfields in many places.
171 */
172 /*@{*/
173 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
174 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
175 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
176 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
177 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
178 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
179 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
180 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
181 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
182 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
183 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
184 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
185 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
186 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
187 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
188 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
189 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
190 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
191
192 #define VERT_BIT(i) BITFIELD64_BIT(i)
193 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
194
195 #define VERT_BIT_FF(i) VERT_BIT(i)
196 #define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
197 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
198 #define VERT_BIT_TEX_ALL \
199 BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
200
201 #define VERT_BIT_GENERIC_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)
204
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)
208 /*@}*/
209
210
211 /**
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.
215 */
216 typedef enum
217 {
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)
239 } gl_vert_result;
240
241
242 /*********************************************/
243
244 /**
245 * Indexes for geometry program attributes.
246 */
247 typedef enum
248 {
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,
259
260 GEOM_ATTRIB_VAR0 = 16,
261 GEOM_ATTRIB_MAX = (GEOM_ATTRIB_VAR0 + MAX_VARYING)
262 } gl_geom_attrib;
263
264 /**
265 * Bitflags for geometry attributes.
266 * These are used in bitfields in many places.
267 */
268 /*@{*/
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)
280
281 #define GEOM_BIT_VAR(g) (1 << (GEOM_BIT_VAR0 + (g)))
282 /*@}*/
283
284
285 /**
286 * Indexes for geometry program result attributes
287 */
288 typedef enum
289 {
290 GEOM_RESULT_POS = 0,
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)
311 } gl_geom_result;
312
313
314 /**
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.
318 */
319 typedef enum
320 {
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)
339 } gl_frag_attrib;
340
341
342 /**
343 * Convert from a gl_vert_result value to the corresponding gl_frag_attrib.
344 *
345 * VERT_RESULT_HPOS is converted to FRAG_ATTRIB_WPOS.
346 *
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.
350 */
351 static inline int
352 _mesa_vert_result_to_frag_attrib(gl_vert_result vert_result)
353 {
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)
357 return vert_result;
358 else
359 return -1;
360 }
361
362
363 /**
364 * Convert from a gl_frag_attrib value to the corresponding gl_vert_result.
365 *
366 * FRAG_ATTRIB_WPOS is converted to VERT_RESULT_HPOS.
367 *
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.
370 */
371 static inline int
372 _mesa_frag_attrib_to_vert_result(gl_frag_attrib frag_attrib)
373 {
374 if (frag_attrib <= FRAG_ATTRIB_TEX7)
375 return frag_attrib;
376 else if (frag_attrib >= FRAG_ATTRIB_CLIP_DIST0)
377 return frag_attrib - FRAG_ATTRIB_CLIP_DIST0 + VERT_RESULT_CLIP_DIST0;
378 else
379 return -1;
380 }
381
382
383 /**
384 * Bitflags for fragment program input attributes.
385 */
386 /*@{*/
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)
402
403 #define FRAG_BIT_TEX(U) (FRAG_BIT_TEX0 << (U))
404 #define FRAG_BIT_VAR(V) (FRAG_BIT_VAR0 << (V))
405
406 #define FRAG_BITS_TEX_ANY (FRAG_BIT_TEX0| \
407 FRAG_BIT_TEX1| \
408 FRAG_BIT_TEX2| \
409 FRAG_BIT_TEX3| \
410 FRAG_BIT_TEX4| \
411 FRAG_BIT_TEX5| \
412 FRAG_BIT_TEX6| \
413 FRAG_BIT_TEX7)
414 /*@}*/
415
416
417 /**
418 * Fragment program results
419 */
420 typedef enum
421 {
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.
426 */
427 FRAG_RESULT_COLOR = 2,
428
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.
432 */
433 FRAG_RESULT_DATA0 = 3,
434 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
435 } gl_frag_result;
436
437
438 /**
439 * Indexes for all renderbuffers
440 */
441 typedef enum
442 {
443 /* the four standard color buffers */
444 BUFFER_FRONT_LEFT,
445 BUFFER_BACK_LEFT,
446 BUFFER_FRONT_RIGHT,
447 BUFFER_BACK_RIGHT,
448 BUFFER_DEPTH,
449 BUFFER_STENCIL,
450 BUFFER_ACCUM,
451 /* optional aux buffer */
452 BUFFER_AUX0,
453 /* generic renderbuffers */
454 BUFFER_COLOR0,
455 BUFFER_COLOR1,
456 BUFFER_COLOR2,
457 BUFFER_COLOR3,
458 BUFFER_COLOR4,
459 BUFFER_COLOR5,
460 BUFFER_COLOR6,
461 BUFFER_COLOR7,
462 BUFFER_COUNT
463 } gl_buffer_index;
464
465 /**
466 * Bit flags for all renderbuffers
467 */
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)
487
488 /**
489 * Mask of all the color buffer bits (but not accum).
490 */
491 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
492 BUFFER_BIT_BACK_LEFT | \
493 BUFFER_BIT_FRONT_RIGHT | \
494 BUFFER_BIT_BACK_RIGHT | \
495 BUFFER_BIT_AUX0 | \
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 | \
503 BUFFER_BIT_COLOR7)
504
505
506 /**
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.
510 */
511 struct gl_config
512 {
513 GLboolean rgbMode;
514 GLboolean floatMode;
515 GLboolean colorIndexMode; /* XXX is this used anywhere? */
516 GLuint doubleBufferMode;
517 GLuint stereoMode;
518
519 GLboolean haveAccumBuffer;
520 GLboolean haveDepthBuffer;
521 GLboolean haveStencilBuffer;
522
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 */
527
528 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
529 GLint depthBits;
530 GLint stencilBits;
531
532 GLint numAuxBuffers;
533
534 GLint level;
535
536 /* EXT_visual_rating / GLX 1.2 */
537 GLint visualRating;
538
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;
544
545 /* ARB_multisample / SGIS_multisample */
546 GLint sampleBuffers;
547 GLint samples;
548
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. */
555
556 /* OML_swap_method */
557 GLint swapMethod;
558
559 /* EXT_texture_from_pixmap */
560 GLint bindToTextureRgb;
561 GLint bindToTextureRgba;
562 GLint bindToMipmapTexture;
563 GLint bindToTextureTargets;
564 GLint yInverted;
565
566 /* EXT_framebuffer_sRGB */
567 GLint sRGBCapable;
568 };
569
570
571 /**
572 * \name Bit flags used for updating material values.
573 */
574 /*@{*/
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
588
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))
595
596 #define MAT_INDEX_AMBIENT 0
597 #define MAT_INDEX_DIFFUSE 1
598 #define MAT_INDEX_SPECULAR 2
599
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)
612
613
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)
620
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)
627
628 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
629 /*@}*/
630
631
632 /**
633 * Material state.
634 */
635 struct gl_material
636 {
637 GLfloat Attrib[MAT_ATTRIB_MAX][4];
638 };
639
640
641 /**
642 * Light state flags.
643 */
644 /*@{*/
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)
649 /*@}*/
650
651
652 /**
653 * Light source state.
654 */
655 struct gl_light
656 {
657 struct gl_light *next; /**< double linked list with sentinel */
658 struct gl_light *prev;
659
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 */
672
673 /**
674 * \name Derived fields
675 */
676 /*@{*/
677 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
678
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;
684
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 */
688 /*@}*/
689 };
690
691
692 /**
693 * Light model state.
694 */
695 struct gl_lightmodel
696 {
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 */
702 };
703
704
705 /**
706 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
707 */
708 struct gl_accum_attrib
709 {
710 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
711 };
712
713
714 /**
715 * Used for storing clear color, texture border color, etc.
716 * The float values are typically unclamped.
717 */
718 union gl_color_union
719 {
720 GLfloat f[4];
721 GLint i[4];
722 GLuint ui[4];
723 };
724
725
726 /**
727 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
728 */
729 struct gl_colorbuffer_attrib
730 {
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 */
735
736 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
737
738 /**
739 * \name alpha testing
740 */
741 /*@{*/
742 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
743 GLenum AlphaFunc; /**< Alpha test function */
744 GLfloat AlphaRefUnclamped;
745 GLclampf AlphaRef; /**< Alpha reference value */
746 /*@}*/
747
748 /**
749 * \name Blending
750 */
751 /*@{*/
752 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
753
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.
757 */
758 GLfloat BlendColorUnclamped[4]; /**< Blending color */
759 GLfloat BlendColor[4]; /**< Blending color */
760
761 struct
762 {
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. */
769 /**
770 * Set if any blend factor uses SRC1. Computed at the time blend factors
771 * get set.
772 */
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;
779 /*@}*/
780
781 /**
782 * \name Logic op
783 */
784 /*@{*/
785 GLenum LogicOp; /**< Logic operator */
786 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
787 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
788 /*@}*/
789
790 GLboolean DitherFlag; /**< Dither enable flag */
791
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 */
796
797 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
798 };
799
800
801 /**
802 * Current attribute group (GL_CURRENT_BIT).
803 */
804 struct gl_current_attrib
805 {
806 /**
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.
811 */
812 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
813
814 /**
815 * \name Current raster position attributes (always valid).
816 * \note This set of attributes is very similar to the SWvertex struct.
817 */
818 /*@{*/
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;
825 /*@}*/
826 };
827
828
829 /**
830 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
831 */
832 struct gl_depthbuffer_attrib
833 {
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 */
840 };
841
842
843 /**
844 * Evaluator attribute group (GL_EVAL_BIT).
845 */
846 struct gl_eval_attrib
847 {
848 /**
849 * \name Enable bits
850 */
851 /*@{*/
852 GLboolean Map1Color4;
853 GLboolean Map1Index;
854 GLboolean Map1Normal;
855 GLboolean Map1TextureCoord1;
856 GLboolean Map1TextureCoord2;
857 GLboolean Map1TextureCoord3;
858 GLboolean Map1TextureCoord4;
859 GLboolean Map1Vertex3;
860 GLboolean Map1Vertex4;
861 GLboolean Map2Color4;
862 GLboolean Map2Index;
863 GLboolean Map2Normal;
864 GLboolean Map2TextureCoord1;
865 GLboolean Map2TextureCoord2;
866 GLboolean Map2TextureCoord3;
867 GLboolean Map2TextureCoord4;
868 GLboolean Map2Vertex3;
869 GLboolean Map2Vertex4;
870 GLboolean AutoNormal;
871 /*@}*/
872
873 /**
874 * \name Map Grid endpoints and divisions and calculated du values
875 */
876 /*@{*/
877 GLint MapGrid1un;
878 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
879 GLint MapGrid2un, MapGrid2vn;
880 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
881 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
882 /*@}*/
883 };
884
885
886 /**
887 * Fog attribute group (GL_FOG_BIT).
888 */
889 struct gl_fog_attrib
890 {
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 */
903 };
904
905
906 /**
907 * Hint attribute group (GL_HINT_BIT).
908 *
909 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
910 */
911 struct gl_hint_attrib
912 {
913 GLenum PerspectiveCorrection;
914 GLenum PointSmooth;
915 GLenum LineSmooth;
916 GLenum PolygonSmooth;
917 GLenum Fog;
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 */
922 };
923
924
925 /**
926 * Lighting attribute group (GL_LIGHT_BIT).
927 */
928 struct gl_light_attrib
929 {
930 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
931 struct gl_lightmodel Model; /**< Lighting model */
932
933 /**
934 * Front and back material values.
935 * Note: must call FLUSH_VERTICES() before using.
936 */
937 struct gl_material Material;
938
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;
948
949 struct gl_light EnabledList; /**< List sentinel */
950
951 /**
952 * Derived state for optimizations:
953 */
954 /*@{*/
955 GLboolean _NeedEyeCoords;
956 GLboolean _NeedVertices; /**< Use fast shader? */
957 GLfloat _BaseColor[2][3];
958 /*@}*/
959 };
960
961
962 /**
963 * Line attribute group (GL_LINE_BIT).
964 */
965 struct gl_line_attrib
966 {
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 */
972 };
973
974
975 /**
976 * Display list attribute group (GL_LIST_BIT).
977 */
978 struct gl_list_attrib
979 {
980 GLuint ListBase;
981 };
982
983
984 /**
985 * Multisample attribute group (GL_MULTISAMPLE_BIT).
986 */
987 struct gl_multisample_attrib
988 {
989 GLboolean Enabled;
990 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
991 GLboolean SampleAlphaToCoverage;
992 GLboolean SampleAlphaToOne;
993 GLboolean SampleCoverage;
994 GLfloat SampleCoverageValue;
995 GLboolean SampleCoverageInvert;
996
997 /* ARB_texture_multisample / GL3.2 additions */
998 GLboolean SampleMask;
999 GLbitfield SampleMaskValue; /* GL spec defines this as an array but >32x MSAA is
1000 * madness
1001 */
1002 };
1003
1004
1005 /**
1006 * A pixelmap (see glPixelMap)
1007 */
1008 struct gl_pixelmap
1009 {
1010 GLint Size;
1011 GLfloat Map[MAX_PIXEL_MAP_TABLE];
1012 };
1013
1014
1015 /**
1016 * Collection of all pixelmaps
1017 */
1018 struct gl_pixelmaps
1019 {
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;
1030 };
1031
1032
1033 /**
1034 * Pixel attribute group (GL_PIXEL_MODE_BIT).
1035 */
1036 struct gl_pixel_attrib
1037 {
1038 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
1039
1040 /*--- Begin Pixel Transfer State ---*/
1041 /* Fields are in the order in which they're applied... */
1042
1043 /** Scale & Bias (index shift, offset) */
1044 /*@{*/
1045 GLfloat RedBias, RedScale;
1046 GLfloat GreenBias, GreenScale;
1047 GLfloat BlueBias, BlueScale;
1048 GLfloat AlphaBias, AlphaScale;
1049 GLfloat DepthBias, DepthScale;
1050 GLint IndexShift, IndexOffset;
1051 /*@}*/
1052
1053 /* Pixel Maps */
1054 /* Note: actual pixel maps are not part of this attrib group */
1055 GLboolean MapColorFlag;
1056 GLboolean MapStencilFlag;
1057
1058 /*--- End Pixel Transfer State ---*/
1059
1060 /** glPixelZoom */
1061 GLfloat ZoomX, ZoomY;
1062 };
1063
1064
1065 /**
1066 * Point attribute group (GL_POINT_BIT).
1067 */
1068 struct gl_point_attrib
1069 {
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 */
1080 };
1081
1082
1083 /**
1084 * Polygon attribute group (GL_POLYGON_BIT).
1085 */
1086 struct gl_polygon_attrib
1087 {
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 */
1101 };
1102
1103
1104 /**
1105 * Scissor attributes (GL_SCISSOR_BIT).
1106 */
1107 struct gl_scissor_attrib
1108 {
1109 GLboolean Enabled; /**< Scissor test enabled? */
1110 GLint X, Y; /**< Lower left corner of box */
1111 GLsizei Width, Height; /**< Size of box */
1112 };
1113
1114
1115 /**
1116 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1117 *
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.
1124 *
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.
1127 *
1128 * The derived value \c _TestTwoSide is set when the front-face and back-face
1129 * stencil state are different.
1130 */
1131 struct gl_stencil_attrib
1132 {
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 */
1147 };
1148
1149
1150 /**
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.
1154 */
1155 typedef enum
1156 {
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,
1164 TEXTURE_CUBE_INDEX,
1165 TEXTURE_3D_INDEX,
1166 TEXTURE_RECT_INDEX,
1167 TEXTURE_2D_INDEX,
1168 TEXTURE_1D_INDEX,
1169 NUM_TEXTURE_TARGETS
1170 } gl_texture_index;
1171
1172
1173 /**
1174 * Bit flags for each type of texture object
1175 * Used for Texture.Unit[]._ReallyEnabled flags.
1176 */
1177 /*@{*/
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)
1190 /*@}*/
1191
1192
1193 /**
1194 * Texture image state. Drivers will typically create a subclass of this
1195 * with extra fields for memory buffers, etc.
1196 */
1197 struct gl_texture_image
1198 {
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.
1205 */
1206 gl_format TexFormat; /**< The actual texture memory format */
1207
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 */
1220
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 */
1224 GLuint Face;
1225
1226 /** GL_ARB_texture_multisample */
1227 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
1228 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
1229 };
1230
1231
1232 /**
1233 * Indexes for cube map faces.
1234 */
1235 typedef enum
1236 {
1237 FACE_POS_X = 0,
1238 FACE_NEG_X = 1,
1239 FACE_POS_Y = 2,
1240 FACE_NEG_Y = 3,
1241 FACE_POS_Z = 4,
1242 FACE_NEG_Z = 5,
1243 MAX_FACES = 6
1244 } gl_face_index;
1245
1246
1247 /**
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.
1250 */
1251 struct gl_sampler_object
1252 {
1253 GLuint Name;
1254 GLint RefCount;
1255
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 */
1270 };
1271
1272
1273 /**
1274 * Texture object state. Contains the array of mipmap images, border color,
1275 * wrap modes, filter modes, and shadow/texcompare state.
1276 */
1277 struct gl_texture_object
1278 {
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. */
1283
1284 struct gl_sampler_object Sampler;
1285
1286 GLenum DepthMode; /**< GL_ARB_depth_texture */
1287
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 */
1303
1304 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1305 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1306
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 */
1315
1316 /** GL_OES_EGL_image_external */
1317 GLint RequiredTextureImageUnits;
1318 };
1319
1320
1321 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1322 #define MAX_COMBINER_TERMS 4
1323
1324
1325 /**
1326 * Texture combine environment state.
1327 */
1328 struct gl_tex_env_combine_state
1329 {
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 */
1342 };
1343
1344
1345 /**
1346 * TexGenEnabled flags.
1347 */
1348 /*@{*/
1349 #define S_BIT 1
1350 #define T_BIT 2
1351 #define R_BIT 4
1352 #define Q_BIT 8
1353 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1354 /*@}*/
1355
1356
1357 /**
1358 * Bit flag versions of the corresponding GL_ constants.
1359 */
1360 /*@{*/
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
1366
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 | \
1373 TEXGEN_EYE_LINEAR)
1374 /*@}*/
1375
1376
1377
1378 /** Tex-gen enabled for texture unit? */
1379 #define ENABLE_TEXGEN(unit) (1 << (unit))
1380
1381 /** Non-identity texture matrix for texture unit? */
1382 #define ENABLE_TEXMAT(unit) (1 << (unit))
1383
1384
1385 /**
1386 * Texture coord generation state.
1387 */
1388 struct gl_texgen
1389 {
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];
1394 };
1395
1396
1397 /**
1398 * Texture unit state. Contains enable flags, texture environment/function/
1399 * combiners, texgen state, and pointers to current texture objects.
1400 */
1401 struct gl_texture_unit
1402 {
1403 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1404 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1405
1406 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1407 GLclampf EnvColor[4];
1408 GLfloat EnvColorUnclamped[4];
1409
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 */
1416
1417 GLfloat LodBias; /**< for biasing mipmap levels */
1418 GLenum BumpTarget;
1419 GLfloat RotMatrix[4]; /* 2x2 matrix */
1420
1421 /** Current sampler object (GL_ARB_sampler_objects) */
1422 struct gl_sampler_object *Sampler;
1423
1424 /**
1425 * \name GL_EXT_texture_env_combine
1426 */
1427 struct gl_tex_env_combine_state Combine;
1428
1429 /**
1430 * Derived state based on \c EnvMode and the \c BaseFormat of the
1431 * currently enabled texture.
1432 */
1433 struct gl_tex_env_combine_state _EnvMode;
1434
1435 /**
1436 * Currently enabled combiner state. This will point to either
1437 * \c Combine or \c _EnvMode.
1438 */
1439 struct gl_tex_env_combine_state *_CurrentCombine;
1440
1441 /** Current texture object pointers */
1442 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1443
1444 /** Points to highest priority, complete and enabled texture object */
1445 struct gl_texture_object *_Current;
1446 };
1447
1448
1449 /**
1450 * Texture attribute group (GL_TEXTURE_BIT).
1451 */
1452 struct gl_texture_attrib
1453 {
1454 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1455 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1456
1457 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1458
1459 /** GL_ARB_texture_buffer_object */
1460 struct gl_buffer_object *BufferObject;
1461
1462 /** GL_ARB_seamless_cubemap */
1463 GLboolean CubeMapSeamless;
1464
1465 /** Texture units/samplers used by vertex or fragment texturing */
1466 GLbitfield _EnabledUnits;
1467
1468 /** Texture coord units/sets used for fragment texturing */
1469 GLbitfield _EnabledCoordUnits;
1470
1471 /** Texture coord units that have texgen enabled */
1472 GLbitfield _TexGenEnabled;
1473
1474 /** Texture coord units that have non-identity matrices */
1475 GLbitfield _TexMatEnabled;
1476
1477 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1478 GLbitfield _GenFlags;
1479 };
1480
1481
1482 /**
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).
1485 */
1486 typedef GLfloat gl_clip_plane[4];
1487
1488
1489 /**
1490 * Transformation attribute group (GL_TRANSFORM_BIT).
1491 */
1492 struct gl_transform_attrib
1493 {
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 */
1502
1503 GLfloat CullEyePos[4];
1504 GLfloat CullObjPos[4];
1505 };
1506
1507
1508 /**
1509 * Viewport attribute group (GL_VIEWPORT_BIT).
1510 */
1511 struct gl_viewport_attrib
1512 {
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. */
1517 };
1518
1519
1520 /**
1521 * GL_ARB_vertex/pixel_buffer_object buffer object
1522 */
1523 struct gl_buffer_object
1524 {
1525 _glthread_Mutex Mutex;
1526 GLint RefCount;
1527 GLuint Name;
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 */
1532 /*@{*/
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 */
1537 /*@}*/
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? */
1541 };
1542
1543
1544 /**
1545 * Client pixel packing/unpacking attributes
1546 */
1547 struct gl_pixelstore_attrib
1548 {
1549 GLint Alignment;
1550 GLint RowLength;
1551 GLint SkipPixels;
1552 GLint SkipRows;
1553 GLint ImageHeight;
1554 GLint SkipImages;
1555 GLboolean SwapBytes;
1556 GLboolean LsbFirst;
1557 GLboolean Invert; /**< GL_MESA_pack_invert */
1558 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1559 };
1560
1561
1562 /**
1563 * Client vertex array attributes
1564 */
1565 struct gl_client_array
1566 {
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 */
1578
1579 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1580 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1581 };
1582
1583
1584 /**
1585 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1586 * extension, but a nice encapsulation in any case.
1587 */
1588 struct gl_array_object
1589 {
1590 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1591 GLuint Name;
1592
1593 GLint RefCount;
1594 _glthread_Mutex Mutex;
1595
1596 /**
1597 * Does the VAO use ARB semantics or Apple semantics?
1598 *
1599 * There are several ways in which ARB_vertex_array_object and
1600 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1601 * least,
1602 *
1603 * - ARB VAOs require that all array data be sourced from vertex buffer
1604 * objects, but Apple VAOs do not.
1605 *
1606 * - ARB VAOs require that names come from GenVertexArrays.
1607 *
1608 * This flag notes which behavior governs this VAO.
1609 */
1610 GLboolean ARBsemantics;
1611
1612 /**
1613 * Has this array object been bound?
1614 */
1615 GLboolean EverBound;
1616
1617 /** Vertex attribute arrays */
1618 struct gl_client_array VertexAttrib[VERT_ATTRIB_MAX];
1619
1620 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1621 GLbitfield64 _Enabled;
1622
1623 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1624 GLbitfield64 NewArrays;
1625
1626 /**
1627 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1628 * we can determine the max legal (in bounds) glDrawElements array index.
1629 */
1630 GLuint _MaxElement;
1631
1632 struct gl_buffer_object *ElementArrayBufferObj;
1633 };
1634
1635
1636 /**
1637 * Vertex array state
1638 */
1639 struct gl_array_attrib
1640 {
1641 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1642 struct gl_array_object *ArrayObj;
1643
1644 /** The default vertex array object */
1645 struct gl_array_object *DefaultArrayObj;
1646
1647 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1648 struct _mesa_HashTable *Objects;
1649
1650 GLint ActiveTexture; /**< Client Active Texture */
1651 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1652 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1653
1654 /**
1655 * \name Primitive restart controls
1656 *
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.
1660 */
1661 /*@{*/
1662 GLboolean PrimitiveRestart;
1663 GLboolean PrimitiveRestartFixedIndex;
1664 GLboolean _PrimitiveRestart;
1665 GLuint RestartIndex;
1666 GLuint _RestartIndex;
1667 /*@}*/
1668
1669 /* GL_ARB_vertex_buffer_object */
1670 struct gl_buffer_object *ArrayBufferObj;
1671
1672 /**
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 */
1676 };
1677
1678
1679 /**
1680 * Feedback buffer state
1681 */
1682 struct gl_feedback
1683 {
1684 GLenum Type;
1685 GLbitfield _Mask; /**< FB_* bits */
1686 GLfloat *Buffer;
1687 GLuint BufferSize;
1688 GLuint Count;
1689 };
1690
1691
1692 /**
1693 * Selection buffer state
1694 */
1695 struct gl_selection
1696 {
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 */
1706 };
1707
1708
1709 /**
1710 * 1-D Evaluator control points
1711 */
1712 struct gl_1d_map
1713 {
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 */
1717 };
1718
1719
1720 /**
1721 * 2-D Evaluator control points
1722 */
1723 struct gl_2d_map
1724 {
1725 GLuint Uorder; /**< Number of control points in U dimension */
1726 GLuint Vorder; /**< Number of control points in V dimension */
1727 GLfloat u1, u2, du;
1728 GLfloat v1, v2, dv;
1729 GLfloat *Points; /**< Points to contiguous control points */
1730 };
1731
1732
1733 /**
1734 * All evaluator control point state
1735 */
1736 struct gl_evaluators
1737 {
1738 /**
1739 * \name 1-D maps
1740 */
1741 /*@{*/
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;
1751 /*@}*/
1752
1753 /**
1754 * \name 2-D maps
1755 */
1756 /*@{*/
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;
1766 /*@}*/
1767 };
1768
1769
1770 struct gl_transform_feedback_varying_info
1771 {
1772 char *Name;
1773 GLenum Type;
1774 GLint Size;
1775 };
1776
1777
1778 /**
1779 * Per-output info vertex shaders for transform feedback.
1780 */
1781 struct gl_transform_feedback_output
1782 {
1783 unsigned OutputRegister;
1784 unsigned OutputBuffer;
1785 unsigned NumComponents;
1786
1787 /** offset (in DWORDs) of this output within the interleaved structure */
1788 unsigned DstOffset;
1789
1790 /**
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.
1794 */
1795 unsigned ComponentOffset;
1796 };
1797
1798
1799 /** Post-link transform feedback info. */
1800 struct gl_transform_feedback_info
1801 {
1802 unsigned NumOutputs;
1803
1804 /**
1805 * Number of transform feedback buffers in use by this program.
1806 */
1807 unsigned NumBuffers;
1808
1809 struct gl_transform_feedback_output *Outputs;
1810
1811 /** Transform feedback varyings used for the linking of this shader program.
1812 *
1813 * Use for glGetTransformFeedbackVarying().
1814 */
1815 struct gl_transform_feedback_varying_info *Varyings;
1816 GLint NumVarying;
1817
1818 /**
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.
1822 */
1823 unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1824 };
1825
1826
1827 /**
1828 * Transform feedback object state
1829 */
1830 struct gl_transform_feedback_object
1831 {
1832 GLuint Name; /**< AKA the object ID */
1833 GLint RefCount;
1834 GLboolean Active; /**< Is transform feedback enabled? */
1835 GLboolean Paused; /**< Is transform feedback paused? */
1836 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1837 at least once? */
1838 GLboolean EverBound; /**< Has this object been bound? */
1839
1840 /**
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.
1846 *
1847 * Not tracked for desktop GL since it's unnecessary.
1848 */
1849 unsigned GlesRemainingPrims;
1850
1851 /** The feedback buffers */
1852 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1853 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1854
1855 /** Start of feedback data in dest buffer */
1856 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1857
1858 /**
1859 * Max data to put into dest buffer (in bytes). Computed based on
1860 * RequestedSize and the actual size of the buffer.
1861 */
1862 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1863
1864 /**
1865 * Size that was specified when the buffer was bound. If the buffer was
1866 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1867 * zero.
1868 */
1869 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1870 };
1871
1872
1873 /**
1874 * Context state for transform feedback.
1875 */
1876 struct gl_transform_feedback_state
1877 {
1878 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1879
1880 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1881 struct gl_buffer_object *CurrentBuffer;
1882
1883 /** The table of all transform feedback objects */
1884 struct _mesa_HashTable *Objects;
1885
1886 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1887 struct gl_transform_feedback_object *CurrentObject;
1888
1889 /** The default xform-fb object (Name==0) */
1890 struct gl_transform_feedback_object *DefaultObject;
1891 };
1892
1893
1894 /**
1895 * Names of the various vertex/fragment program register files, etc.
1896 *
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.
1899 *
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.
1904 */
1905 typedef enum
1906 {
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 */
1920 PROGRAM_FILE_MAX
1921 } gl_register_file;
1922
1923
1924 /**
1925 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1926 * one of these values.
1927 */
1928 typedef enum
1929 {
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 */
1934 } gl_system_value;
1935
1936
1937 /**
1938 * The possible interpolation qualifiers that can be applied to a fragment
1939 * shader input in GLSL.
1940 *
1941 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
1942 * gl_fragment_program data structure to 0 causes the default behavior.
1943 */
1944 enum glsl_interp_qualifier
1945 {
1946 INTERP_QUALIFIER_NONE = 0,
1947 INTERP_QUALIFIER_SMOOTH,
1948 INTERP_QUALIFIER_FLAT,
1949 INTERP_QUALIFIER_NOPERSPECTIVE
1950 };
1951
1952
1953 /**
1954 * \brief Layout qualifiers for gl_FragDepth.
1955 *
1956 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
1957 * a layout qualifier.
1958 *
1959 * \see enum ir_depth_layout
1960 */
1961 enum gl_frag_depth_layout
1962 {
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
1968 };
1969
1970
1971 /**
1972 * Base class for any kind of program object
1973 */
1974 struct gl_program
1975 {
1976 GLuint Id;
1977 GLubyte *String; /**< Null-terminated program text */
1978 GLint RefCount;
1979 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB */
1980 GLenum Format; /**< String encoding format */
1981
1982 struct prog_instruction *Instructions;
1983
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. */
1992
1993
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];
1998
1999 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2000 GLubyte SamplerUnits[MAX_SAMPLERS];
2001
2002 /** Bitmask of which register files are read/written with indirect
2003 * addressing. Mask of (1 << PROGRAM_x) bits.
2004 */
2005 GLbitfield IndirectRegisterFiles;
2006
2007 /** Logical counts */
2008 /*@{*/
2009 GLuint NumInstructions;
2010 GLuint NumTemporaries;
2011 GLuint NumParameters;
2012 GLuint NumAttributes;
2013 GLuint NumAddressRegs;
2014 GLuint NumAluInstructions;
2015 GLuint NumTexInstructions;
2016 GLuint NumTexIndirections;
2017 /*@}*/
2018 /** Native, actual h/w counts */
2019 /*@{*/
2020 GLuint NumNativeInstructions;
2021 GLuint NumNativeTemporaries;
2022 GLuint NumNativeParameters;
2023 GLuint NumNativeAttributes;
2024 GLuint NumNativeAddressRegs;
2025 GLuint NumNativeAluInstructions;
2026 GLuint NumNativeTexInstructions;
2027 GLuint NumNativeTexIndirections;
2028 /*@}*/
2029 };
2030
2031
2032 /** Vertex program object */
2033 struct gl_vertex_program
2034 {
2035 struct gl_program Base; /**< base class */
2036 GLboolean IsPositionInvariant;
2037 GLboolean UsesClipDistance;
2038 };
2039
2040
2041 /** Geometry program object */
2042 struct gl_geometry_program
2043 {
2044 struct gl_program Base; /**< base class */
2045
2046 GLint VerticesOut;
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 */
2050 };
2051
2052
2053 /** Fragment program object */
2054 struct gl_fragment_program
2055 {
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;
2062
2063 /**
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.
2067 */
2068 enum glsl_interp_qualifier InterpQualifier[FRAG_ATTRIB_MAX];
2069
2070 /**
2071 * Bitfield indicating, for each fragment shader input, 1 if that input
2072 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2073 */
2074 GLbitfield64 IsCentroid;
2075 };
2076
2077
2078 /**
2079 * State common to vertex and fragment programs.
2080 */
2081 struct gl_program_state
2082 {
2083 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2084 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2085 };
2086
2087
2088 /**
2089 * Context state for vertex programs.
2090 */
2091 struct gl_vertex_program_state
2092 {
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 */
2100
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.
2104 */
2105 struct gl_vertex_program *_Current;
2106
2107 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2108
2109 /** Should fixed-function T&L be implemented with a vertex prog? */
2110 GLboolean _MaintainTnlProgram;
2111
2112 /** Program to emulate fixed-function T&L (see above) */
2113 struct gl_vertex_program *_TnlProgram;
2114
2115 /** Cache of fixed-function programs */
2116 struct gl_program_cache *Cache;
2117
2118 GLboolean _Overriden;
2119 };
2120
2121
2122 /**
2123 * Context state for geometry programs.
2124 */
2125 struct gl_geometry_program_state
2126 {
2127 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
2128 GLboolean _Enabled; /**< Enabled and valid program? */
2129 struct gl_geometry_program *Current; /**< user-bound geometry program */
2130
2131 /** Currently enabled and valid program (including internal programs
2132 * and compiled shader programs).
2133 */
2134 struct gl_geometry_program *_Current;
2135
2136 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2137
2138 /** Cache of fixed-function programs */
2139 struct gl_program_cache *Cache;
2140 };
2141
2142 /**
2143 * Context state for fragment programs.
2144 */
2145 struct gl_fragment_program_state
2146 {
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 */
2150
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.
2154 */
2155 struct gl_fragment_program *_Current;
2156
2157 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2158
2159 /** Should fixed-function texturing be implemented with a fragment prog? */
2160 GLboolean _MaintainTexEnvProgram;
2161
2162 /** Program to emulate fixed-function texture env/combine (see above) */
2163 struct gl_fragment_program *_TexEnvProgram;
2164
2165 /** Cache of fixed-function programs */
2166 struct gl_program_cache *Cache;
2167 };
2168
2169
2170 /**
2171 * ATI_fragment_shader runtime state
2172 */
2173 #define ATI_FS_INPUT_PRIMARY 0
2174 #define ATI_FS_INPUT_SECONDARY 1
2175
2176 struct atifs_instruction;
2177 struct atifs_setupinst;
2178
2179 /**
2180 * ATI fragment shader
2181 */
2182 struct ati_fragment_shader
2183 {
2184 GLuint Id;
2185 GLint RefCount;
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 */
2193 GLubyte cur_pass;
2194 GLubyte last_optype;
2195 GLboolean interpinp1;
2196 GLboolean isValid;
2197 GLuint swizzlerq;
2198 };
2199
2200 /**
2201 * Context state for GL_ATI_fragment_shader
2202 */
2203 struct gl_ati_fragment_shader_state
2204 {
2205 GLboolean Enabled;
2206 GLboolean _Enabled; /**< enabled and valid shader? */
2207 GLboolean Compiling;
2208 GLfloat GlobalConstants[8][4];
2209 struct ati_fragment_shader *Current;
2210 };
2211
2212
2213 /** Set by #pragma directives */
2214 struct gl_sl_pragmas
2215 {
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 */
2220 };
2221
2222
2223 /**
2224 * A GLSL vertex or fragment shader object.
2225 */
2226 struct gl_shader
2227 {
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 */
2236 GLchar *InfoLog;
2237 struct gl_sl_pragmas Pragmas;
2238
2239 unsigned Version; /**< GLSL version used for linking */
2240 GLboolean IsES; /**< True if this shader uses GLSL ES */
2241
2242 /**
2243 * \name Sampler tracking
2244 *
2245 * \note Each of these fields is only set post-linking.
2246 */
2247 /*@{*/
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. */
2251 /*@}*/
2252
2253 /**
2254 * Number of uniform components used by this shader.
2255 *
2256 * This field is only set post-linking.
2257 */
2258 unsigned num_uniform_components;
2259
2260 /**
2261 * This shader's uniform block information.
2262 *
2263 * The offsets of the variables are assigned only for shaders in a program's
2264 * _LinkedShaders[].
2265 */
2266 struct gl_uniform_block *UniformBlocks;
2267 unsigned NumUniformBlocks;
2268
2269 struct exec_list *ir;
2270 struct glsl_symbol_table *symbols;
2271
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;
2275 };
2276
2277
2278 /**
2279 * Shader stages. Note that these will become 5 with tessellation.
2280 * These MUST have the same values as gallium's PIPE_SHADER_*
2281 */
2282 typedef enum
2283 {
2284 MESA_SHADER_VERTEX = 0,
2285 MESA_SHADER_FRAGMENT = 1,
2286 MESA_SHADER_GEOMETRY = 2,
2287 MESA_SHADER_TYPES = 3
2288 } gl_shader_type;
2289
2290 struct gl_uniform_buffer_variable
2291 {
2292 char *Name;
2293
2294 /**
2295 * Name of the uniform as seen by glGetUniformIndices.
2296 *
2297 * glGetUniformIndices requires that the block instance index \b not be
2298 * present in the name of queried uniforms.
2299 *
2300 * \note
2301 * \c gl_uniform_buffer_variable::IndexName and
2302 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2303 */
2304 char *IndexName;
2305
2306 const struct glsl_type *Type;
2307 unsigned int Offset;
2308 GLboolean RowMajor;
2309 };
2310
2311 enum gl_uniform_block_packing {
2312 ubo_packing_std140,
2313 ubo_packing_shared,
2314 ubo_packing_packed
2315 };
2316
2317 struct gl_uniform_block
2318 {
2319 /** Declared name of the uniform block */
2320 char *Name;
2321
2322 /** Array of supplemental information about UBO ir_variables. */
2323 struct gl_uniform_buffer_variable *Uniforms;
2324 GLuint NumUniforms;
2325
2326 /**
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.
2330 */
2331 GLuint Binding;
2332
2333 /**
2334 * Minimum size of a buffer object to back this uniform buffer
2335 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2336 */
2337 GLuint UniformBufferSize;
2338
2339 /**
2340 * Layout specified in the shader
2341 *
2342 * This isn't accessible through the API, but it is used while
2343 * cross-validating uniform blocks.
2344 */
2345 enum gl_uniform_block_packing _Packing;
2346 };
2347
2348 /**
2349 * A GLSL program object.
2350 * Basically a linked collection of vertex and fragment shaders.
2351 */
2352 struct gl_shader_program
2353 {
2354 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2355 GLuint Name; /**< aka handle or ID */
2356 GLint RefCount; /**< Reference count */
2357 GLboolean DeletePending;
2358
2359 /**
2360 * Is the application intending to glGetProgramBinary this program?
2361 */
2362 GLboolean BinaryRetreivableHint;
2363
2364 /**
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
2371 * glClear()).
2372 */
2373 GLboolean InternalSeparateShader;
2374
2375 GLuint NumShaders; /**< number of attached shaders */
2376 struct gl_shader **Shaders; /**< List of attached the shaders */
2377
2378 /**
2379 * User-defined attribute bindings
2380 *
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.
2384 */
2385 struct string_to_uint_map *AttributeBindings;
2386
2387 /**
2388 * User-defined fragment data bindings
2389 *
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.
2393 */
2394 struct string_to_uint_map *FragDataBindings;
2395 struct string_to_uint_map *FragDataIndexBindings;
2396
2397 /**
2398 * Transform feedback varyings last specified by
2399 * glTransformFeedbackVaryings().
2400 *
2401 * For the current set of transform feeedback varyings used for transform
2402 * feedback output, see LinkedTransformFeedback.
2403 */
2404 struct {
2405 GLenum BufferMode;
2406 GLuint NumVarying;
2407 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2408 } TransformFeedback;
2409
2410 /** Post-link transform feedback info. */
2411 struct gl_transform_feedback_info LinkedTransformFeedback;
2412
2413 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2414 enum gl_frag_depth_layout FragDepthLayout;
2415
2416 /** Geometry shader state - copied into gl_geometry_program at link time */
2417 struct {
2418 GLint VerticesOut;
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 */
2422 } Geom;
2423
2424 /** Vertex shader state - copied into gl_vertex_program at link time */
2425 struct {
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. */
2429 } Vert;
2430
2431 /* post-link info: */
2432 unsigned NumUserUniformStorage;
2433 struct gl_uniform_storage *UniformStorage;
2434
2435 struct gl_uniform_block *UniformBlocks;
2436 unsigned NumUniformBlocks;
2437
2438 /**
2439 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2440 * they're used in, or -1.
2441 *
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.
2444 */
2445 int *UniformBlockStageIndex[MESA_SHADER_TYPES];
2446
2447 /**
2448 * Map of active uniform names to locations
2449 *
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.
2454 */
2455 struct string_to_uint_map *UniformHash;
2456
2457 /**
2458 * Map from sampler unit to texture unit (set by glUniform1i())
2459 *
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.
2463 */
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];
2467
2468 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2469 GLboolean Validated;
2470 GLboolean _Used; /**< Ever used for drawing? */
2471 GLchar *InfoLog;
2472
2473 unsigned Version; /**< GLSL version used for linking */
2474 GLboolean IsES; /**< True if this program uses GLSL ES */
2475
2476 /**
2477 * Per-stage shaders resulting from the first stage of linking.
2478 *
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
2481 * \c NULL.
2482 */
2483 struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES];
2484 };
2485
2486
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 */
2496
2497
2498 /**
2499 * Context state for GLSL vertex/fragment shaders.
2500 */
2501 struct gl_shader_state
2502 {
2503 /**
2504 * Programs used for rendering
2505 *
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.
2509 */
2510 struct gl_shader_program *CurrentVertexProgram;
2511 struct gl_shader_program *CurrentGeometryProgram;
2512 struct gl_shader_program *CurrentFragmentProgram;
2513
2514 struct gl_shader_program *_CurrentFragmentProgram;
2515
2516 /**
2517 * Program used by glUniform calls.
2518 *
2519 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2520 */
2521 struct gl_shader_program *ActiveProgram;
2522
2523 GLbitfield Flags; /**< Mask of GLSL_x flags */
2524 };
2525
2526
2527 /**
2528 * Compiler options for a single GLSL shaders type
2529 */
2530 struct gl_shader_compiler_options
2531 {
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]? */
2541
2542 /**
2543 * \name Forms of indirect addressing the driver cannot do.
2544 */
2545 /*@{*/
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 */
2550 /*@}*/
2551
2552 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2553 GLuint MaxUnrollIterations;
2554
2555 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2556 };
2557
2558
2559 /**
2560 * Occlusion/timer query object.
2561 */
2562 struct gl_query_object
2563 {
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 */
2570 };
2571
2572
2573 /**
2574 * Context state for query objects.
2575 */
2576 struct gl_query_state
2577 {
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 */
2581
2582 /** GL_NV_conditional_render */
2583 struct gl_query_object *CondRenderQuery;
2584
2585 /** GL_EXT_transform_feedback */
2586 struct gl_query_object *PrimitivesGenerated;
2587 struct gl_query_object *PrimitivesWritten;
2588
2589 /** GL_ARB_timer_query */
2590 struct gl_query_object *TimeElapsed;
2591
2592 GLenum CondRenderMode;
2593 };
2594
2595
2596 /** Sync object state */
2597 struct gl_sync_object
2598 {
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)
2604 */
2605 GLenum SyncCondition;
2606 GLbitfield Flags; /**< Flags passed to glFenceSync */
2607 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2608 };
2609
2610
2611 /**
2612 * State which can be shared by multiple contexts:
2613 */
2614 struct gl_shared_state
2615 {
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 */
2620
2621 /** Default texture objects (shared by all texture units) */
2622 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2623
2624 /** Fallback texture used when a bound texture is incomplete */
2625 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
2626
2627 /**
2628 * \name Thread safety and statechange notification for texture
2629 * objects.
2630 *
2631 * \todo Improve the granularity of locking.
2632 */
2633 /*@{*/
2634 _glthread_Mutex TexMutex; /**< texobj thread safety */
2635 GLuint TextureStateStamp; /**< state notification for shared tex */
2636 /*@}*/
2637
2638 /** Default buffer object for vertex arrays that aren't in VBOs */
2639 struct gl_buffer_object *NullBufferObj;
2640
2641 /**
2642 * \name Vertex/geometry/fragment programs
2643 */
2644 /*@{*/
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;
2649 /*@}*/
2650
2651 /* GL_ATI_fragment_shader */
2652 struct _mesa_HashTable *ATIShaders;
2653 struct ati_fragment_shader *DefaultFragmentShader;
2654
2655 struct _mesa_HashTable *BufferObjects;
2656
2657 /** Table of both gl_shader and gl_shader_program objects */
2658 struct _mesa_HashTable *ShaderObjects;
2659
2660 /* GL_EXT_framebuffer_object */
2661 struct _mesa_HashTable *RenderBuffers;
2662 struct _mesa_HashTable *FrameBuffers;
2663
2664 /* GL_ARB_sync */
2665 struct set *SyncObjects;
2666
2667 /** GL_ARB_sampler_objects */
2668 struct _mesa_HashTable *SamplerObjects;
2669 };
2670
2671
2672
2673 /**
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.
2677 */
2678 struct gl_renderbuffer
2679 {
2680 _glthread_Mutex Mutex; /**< for thread safety */
2681 GLuint ClassID; /**< Useful for drivers */
2682 GLuint Name;
2683 GLint RefCount;
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 */
2687 GLubyte NumSamples;
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 */
2692
2693 /** Delete this renderbuffer */
2694 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2695
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);
2701 };
2702
2703
2704 /**
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.
2707 */
2708 struct gl_renderbuffer_attachment
2709 {
2710 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2711 GLboolean Complete;
2712
2713 /**
2714 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2715 * application supplied renderbuffer object.
2716 */
2717 struct gl_renderbuffer *Renderbuffer;
2718
2719 /**
2720 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2721 * supplied texture object.
2722 */
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 */
2728 };
2729
2730
2731 /**
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.
2735 */
2736 struct gl_framebuffer
2737 {
2738 _glthread_Mutex Mutex; /**< for thread safety */
2739 /**
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.
2745 */
2746 GLuint Name;
2747
2748 GLint RefCount;
2749 GLboolean DeletePending;
2750
2751 /**
2752 * The framebuffer's visual. Immutable if this is a window system buffer.
2753 * Computed from attachments if user-made FBO.
2754 */
2755 struct gl_config Visual;
2756
2757 GLboolean Initialized;
2758
2759 GLuint Width, Height; /**< size of frame buffer in pixels */
2760
2761 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2762 /*@{*/
2763 GLint _Xmin, _Xmax; /**< inclusive */
2764 GLint _Ymin, _Ymax; /**< exclusive */
2765 /*@}*/
2766
2767 /** \name Derived Z buffer stuff */
2768 /*@{*/
2769 GLuint _DepthMax; /**< Max depth buffer value */
2770 GLfloat _DepthMaxF; /**< Float max depth buffer value */
2771 GLfloat _MRD; /**< minimum resolvable difference in Z values */
2772 /*@}*/
2773
2774 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2775 GLenum _Status;
2776
2777 /** Integer color values */
2778 GLboolean _IntegerColor;
2779
2780 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2781 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2782
2783 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2784 * attribute group and GL_PIXEL attribute group, respectively.
2785 */
2786 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
2787 GLenum ColorReadBuffer;
2788
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;
2795
2796 /** Delete this framebuffer */
2797 void (*Delete)(struct gl_framebuffer *fb);
2798 };
2799
2800
2801 /**
2802 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
2803 */
2804 struct gl_precision
2805 {
2806 GLushort RangeMin; /**< min value exponent */
2807 GLushort RangeMax; /**< max value exponent */
2808 GLushort Precision; /**< number of mantissa bits */
2809 };
2810
2811
2812 /**
2813 * Limits for vertex, geometry and fragment programs/shaders.
2814 */
2815 struct gl_program_constants
2816 {
2817 /* logical limits */
2818 GLuint MaxInstructions;
2819 GLuint MaxAluInstructions;
2820 GLuint MaxTexInstructions;
2821 GLuint MaxTexIndirections;
2822 GLuint MaxAttribs;
2823 GLuint MaxTemps;
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;
2838 /* For shaders */
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;
2846 };
2847
2848
2849 /**
2850 * Constants which may be overridden by device driver during context creation
2851 * but are never changed after that.
2852 */
2853 struct gl_constants
2854 {
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 */
2870
2871 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
2872
2873 GLuint MaxArrayLockSize;
2874
2875 GLint SubPixelBits;
2876
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;
2883
2884 GLuint MaxColorTableSize;
2885
2886 GLuint MaxClipPlanes;
2887 GLuint MaxLights;
2888 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
2889 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
2890
2891 GLuint MaxViewportWidth, MaxViewportHeight;
2892
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;
2898
2899 struct {
2900 GLuint SamplesPassed;
2901 GLuint TimeElapsed;
2902 GLuint Timestamp;
2903 GLuint PrimitivesGenerated;
2904 GLuint PrimitivesWritten;
2905 } QueryCounterBits;
2906
2907 /** vertex array / buffer object bounds checking */
2908 GLboolean CheckArrayBounds;
2909
2910 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
2911
2912 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
2913 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
2914 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
2915
2916 /** Number of varying vectors between vertex and fragment shaders */
2917 GLuint MaxVarying;
2918 GLuint MaxVertexVaryingComponents; /**< Between vert and geom shader */
2919 GLuint MaxGeometryVaryingComponents; /**< Between geom and frag shader */
2920
2921 /** @{
2922 * GL_ARB_uniform_buffer_object
2923 */
2924 GLuint MaxCombinedUniformBlocks;
2925 GLuint MaxUniformBufferBindings;
2926 GLuint MaxUniformBlockSize;
2927 GLuint UniformBufferOffsetAlignment;
2928 /** @} */
2929
2930 /** GL_ARB_geometry_shader4 */
2931 GLuint MaxGeometryOutputVertices;
2932 GLuint MaxGeometryTotalOutputComponents;
2933
2934 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
2935
2936 /**
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.
2939 */
2940 GLboolean ForceGLSLExtensionsWarn;
2941
2942 /**
2943 * Does the driver support real 32-bit integers? (Otherwise, integers are
2944 * simulated via floats.)
2945 */
2946 GLboolean NativeIntegers;
2947
2948 /**
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.)
2951 */
2952 GLuint UniformBooleanTrue;
2953
2954 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
2955 GLbitfield SupportedBumpUnits;
2956
2957 /**
2958 * Maximum amount of time, measured in nanseconds, that the server can wait.
2959 */
2960 GLuint64 MaxServerWaitTimeout;
2961
2962 /** GL_EXT_provoking_vertex */
2963 GLboolean QuadsFollowProvokingVertexConvention;
2964
2965 /** OpenGL version 3.0 */
2966 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
2967
2968 /** OpenGL version 3.2 */
2969 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
2970
2971 /** GL_EXT_transform_feedback */
2972 GLuint MaxTransformFeedbackBuffers;
2973 GLuint MaxTransformFeedbackSeparateComponents;
2974 GLuint MaxTransformFeedbackInterleavedComponents;
2975 GLuint MaxVertexStreams;
2976
2977 /** GL_EXT_gpu_shader4 */
2978 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
2979
2980 /* GL_ARB_robustness */
2981 GLenum ResetStrategy;
2982
2983 /* GL_ARB_blend_func_extended */
2984 GLuint MaxDualSourceDrawBuffers;
2985
2986 /**
2987 * Whether the implementation strips out and ignores texture borders.
2988 *
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.
2995 *
2996 * Texture borders are deprecated in GL 3.0.
2997 **/
2998 GLboolean StripTextureBorder;
2999
3000 /**
3001 * For drivers which can do a better job at eliminating unused varyings
3002 * and uniforms than the GLSL compiler.
3003 *
3004 * XXX Remove these as soon as a better solution is available.
3005 */
3006 GLboolean GLSLSkipStrictMaxVaryingLimitCheck;
3007 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3008
3009 /**
3010 * Force software support for primitive restart in the VBO module.
3011 */
3012 GLboolean PrimitiveRestartInSoftware;
3013
3014 /** GL_ARB_map_buffer_alignment */
3015 GLuint MinMapBufferAlignment;
3016
3017 /**
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.
3023 *
3024 * Drivers that support transform feedback must set this value to GL_FALSE.
3025 */
3026 GLboolean DisableVaryingPacking;
3027
3028 /*
3029 * Maximum value supported for an index in DrawElements and friends.
3030 *
3031 * This must be at least (1ull<<24)-1. The default value is
3032 * (1ull<<32)-1.
3033 *
3034 * \since ES 3.0 or GL_ARB_ES3_compatibility
3035 * \sa _mesa_init_constants
3036 */
3037 GLuint64 MaxElementIndex;
3038
3039 /**
3040 * Disable interpretation of line continuations (lines ending with a
3041 * backslash character ('\') in GLSL source.
3042 */
3043 GLboolean DisableGLSLLineContinuations;
3044
3045 /** GL_ARB_texture_multisample */
3046 GLint MaxColorTextureSamples;
3047 GLint MaxDepthTextureSamples;
3048 GLint MaxIntegerSamples;
3049 };
3050
3051
3052 /**
3053 * Enable flag for each OpenGL extension. Different device drivers will
3054 * enable different extensions at runtime.
3055 */
3056 struct gl_extensions
3057 {
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;
3098 GLboolean ARB_sync;
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 */
3195 GLuint Count;
3196 };
3197
3198
3199 /**
3200 * A stack of matrices (projection, modelview, color, texture, etc).
3201 */
3202 struct gl_matrix_stack
3203 {
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 */
3209 };
3210
3211
3212 /**
3213 * \name Bits for image transfer operations
3214 * \sa __struct gl_contextRec::ImageTransferState.
3215 */
3216 /*@{*/
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
3221
3222
3223 /** Pixel Transfer ops */
3224 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3225 IMAGE_SHIFT_OFFSET_BIT | \
3226 IMAGE_MAP_COLOR_BIT)
3227
3228 /**
3229 * \name Bits to indicate what state has changed.
3230 */
3231 /*@{*/
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 */
3264 #define _NEW_ALL ~0
3265
3266 /**
3267 * We use _NEW_TRANSFORM for GL_RASTERIZER_DISCARD. This #define is for
3268 * clarity.
3269 */
3270 #define _NEW_RASTERIZER_DISCARD _NEW_TRANSFORM
3271 /*@}*/
3272
3273
3274 /**
3275 * \name A bunch of flags that we think might be useful to drivers.
3276 *
3277 * Set in the __struct gl_contextRec::_TriangleCaps bitfield.
3278 */
3279 /*@{*/
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)
3290 /*@}*/
3291
3292
3293 /**
3294 * Composite state flags
3295 */
3296 /*@{*/
3297 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3298 _NEW_TEXTURE | \
3299 _NEW_POINT | \
3300 _NEW_PROGRAM | \
3301 _NEW_MODELVIEW)
3302
3303 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3304 _NEW_FOG | \
3305 _NEW_PROGRAM)
3306
3307
3308 /*@}*/
3309
3310
3311
3312
3313 /* This has to be included here. */
3314 #include "dd.h"
3315
3316
3317 /**
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
3321 * of information:
3322 */
3323 #define DLIST_DANGLING_REFS 0x1
3324
3325
3326 /** Opaque declaration of display list payload data type */
3327 union gl_dlist_node;
3328
3329
3330 /**
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.
3334 */
3335 struct gl_display_list
3336 {
3337 GLuint Name;
3338 GLbitfield Flags; /**< DLIST_x flags */
3339 /** The dlist commands are in a linked list of nodes */
3340 union gl_dlist_node *Head;
3341 };
3342
3343
3344 /**
3345 * State used during display list compilation and execution.
3346 */
3347 struct gl_dlist_state
3348 {
3349 GLuint CallDepth; /**< Current recursion calling depth */
3350
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 */
3354
3355 GLvertexformat ListVtxfmt;
3356
3357 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3358 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3359
3360 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3361 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3362
3363 struct {
3364 /* State known to have been set by the currently-compiling display
3365 * list. Used to eliminate some redundant state changes.
3366 */
3367 GLenum ShadeModel;
3368 } Current;
3369 };
3370
3371 /** @{
3372 *
3373 * These are a mapping of the GL_ARB_debug_output enums to small enums
3374 * suitable for use as an array index.
3375 */
3376
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,
3385 };
3386
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,
3392 };
3393
3394 /** @} */
3395
3396 /**
3397 * An error, warning, or other piece of debug information for an application
3398 * to consume via GL_ARB_debug_output.
3399 */
3400 struct gl_debug_msg
3401 {
3402 GLenum source;
3403 GLenum type;
3404 GLuint id;
3405 GLenum severity;
3406 GLsizei length;
3407 GLcharARB *message;
3408 };
3409
3410 typedef enum {
3411 API_ERROR_UNKNOWN,
3412 API_ERROR_COUNT
3413 } gl_api_error;
3414
3415 typedef enum {
3416 WINSYS_ERROR_UNKNOWN,
3417 WINSYS_ERROR_COUNT
3418 } gl_winsys_error;
3419
3420 typedef enum {
3421 SHADER_ERROR_UNKNOWN,
3422 SHADER_ERROR_COUNT
3423 } gl_shader_error;
3424
3425 typedef enum {
3426 OTHER_ERROR_UNKNOWN,
3427 OTHER_ERROR_OUT_OF_MEMORY,
3428 OTHER_ERROR_COUNT
3429 } gl_other_error;
3430
3431 struct gl_client_namespace
3432 {
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];
3437 };
3438
3439 struct gl_client_debug
3440 {
3441 GLboolean Defaults[MESA_DEBUG_SEVERITY_COUNT][2][MESA_DEBUG_TYPE_COUNT];
3442 struct gl_client_namespace Namespaces[2][MESA_DEBUG_TYPE_COUNT];
3443 };
3444
3445 struct gl_debug_state
3446 {
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];
3456 GLint NumMessages;
3457 GLint NextMsg;
3458 GLint NextMsgLength; /* redundant, but copied here from Log[NextMsg].length
3459 for the sake of the offsetof() code in get.c */
3460 };
3461
3462 /**
3463 * Enum for the OpenGL APIs we know about and may support.
3464 *
3465 * NOTE: This must match the api_enum table in
3466 * src/mesa/main/get_hash_generator.py
3467 */
3468 typedef enum
3469 {
3470 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
3471 API_OPENGLES,
3472 API_OPENGLES2,
3473 API_OPENGL_CORE,
3474 API_OPENGL_LAST = API_OPENGL_CORE,
3475 } gl_api;
3476
3477 /**
3478 * Driver-specific state flags.
3479 *
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.
3483 */
3484 struct gl_driver_flags
3485 {
3486 GLbitfield NewArray; /**< Vertex array state */
3487 };
3488
3489 struct gl_uniform_buffer_binding
3490 {
3491 struct gl_buffer_object *BufferObject;
3492 /** Start of uniform block data in the buffer */
3493 GLintptr Offset;
3494 /** Size of data allowed to be referenced from the buffer (in bytes) */
3495 GLsizeiptr Size;
3496 /**
3497 * glBindBufferBase() indicates that the Size should be ignored and only
3498 * limited by the current size of the BufferObject.
3499 */
3500 GLboolean AutomaticSize;
3501 };
3502
3503 /**
3504 * Mesa rendering context.
3505 *
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
3509 * sub classes.
3510 *
3511 * The struct gl_context typedef names this structure.
3512 */
3513 struct gl_context
3514 {
3515 /** State possibly shared with other contexts in the address space */
3516 struct gl_shared_state *Shared;
3517
3518 /** \name API function pointer tables */
3519 /*@{*/
3520 gl_api API;
3521 /**
3522 * The current dispatch table for non-displaylist-saving execution, either
3523 * BeginEnd or OutsideBeginEnd
3524 */
3525 struct _glapi_table *Exec;
3526 /**
3527 * The normal dispatch table for non-displaylist-saving, non-begin/end
3528 */
3529 struct _glapi_table *OutsideBeginEnd;
3530 /** The dispatch table used between glNewList() and glEndList() */
3531 struct _glapi_table *Save;
3532 /**
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.
3536 */
3537 struct _glapi_table *BeginEnd;
3538 /**
3539 * Tracks the current dispatch table out of the 3 above, so that it can be
3540 * re-set on glXMakeCurrent().
3541 */
3542 struct _glapi_table *CurrentDispatch;
3543 /*@}*/
3544
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 */
3550
3551 /**
3552 * Device driver function pointer table
3553 */
3554 struct dd_function_table Driver;
3555
3556 /** Core/Driver constants */
3557 struct gl_constants Const;
3558
3559 /** \name The various 4x4 matrix stacks */
3560 /*@{*/
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 */
3566 /*@}*/
3567
3568 /** Combined modelview and projection matrix */
3569 GLmatrix _ModelProjectMatrix;
3570
3571 /** \name Display lists */
3572 struct gl_dlist_state ListState;
3573
3574 GLboolean ExecuteFlag; /**< Execute GL commands? */
3575 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3576
3577 /** Extension information */
3578 struct gl_extensions Extensions;
3579
3580 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
3581 GLuint Version;
3582 char *VersionString;
3583
3584 /** \name State attribute stack (for glPush/PopAttrib) */
3585 /*@{*/
3586 GLuint AttribStackDepth;
3587 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3588 /*@}*/
3589
3590 /** \name Renderer attribute groups
3591 *
3592 * We define a struct for each attribute group to make pushing and popping
3593 * attributes easy. Also it's a good organization.
3594 */
3595 /*@{*/
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 */
3616 /*@}*/
3617
3618 /** \name Client attribute stack */
3619 /*@{*/
3620 GLuint ClientAttribStackDepth;
3621 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3622 /*@}*/
3623
3624 /** \name Client attribute groups */
3625 /*@{*/
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 */
3630 /*@}*/
3631
3632 /** \name Other assorted state (not pushed/popped on attribute stack) */
3633 /*@{*/
3634 struct gl_pixelmaps PixelMaps;
3635
3636 struct gl_evaluators EvalMap; /**< All evaluators */
3637 struct gl_feedback Feedback; /**< Feedback */
3638 struct gl_selection Select; /**< Selection */
3639
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;
3645
3646 struct gl_shader_state Shader; /**< GLSL shader object state */
3647 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
3648
3649 struct gl_query_state Query; /**< occlusion, timer queries */
3650
3651 struct gl_transform_feedback_state TransformFeedback;
3652
3653 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3654 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3655
3656 /**
3657 * Current GL_ARB_uniform_buffer_object binding referenced by
3658 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
3659 */
3660 struct gl_buffer_object *UniformBuffer;
3661
3662 /**
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
3666 * shader program.
3667 */
3668 struct gl_uniform_buffer_binding *UniformBufferBindings;
3669
3670 /*@}*/
3671
3672 struct gl_meta_state *Meta; /**< for "meta" operations */
3673
3674 /* GL_EXT_framebuffer_object */
3675 struct gl_renderbuffer *CurrentRenderbuffer;
3676
3677 GLenum ErrorValue; /**< Last error code */
3678
3679 /* GL_ARB_robustness */
3680 GLenum ResetStatus;
3681
3682 /**
3683 * Recognize and silence repeated error debug messages in buggy apps.
3684 */
3685 const char *ErrorDebugFmtString;
3686 GLuint ErrorDebugCount;
3687
3688 /* GL_ARB_debug_output */
3689 struct gl_debug_state Debug;
3690
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 */
3694
3695 struct gl_driver_flags DriverFlags;
3696
3697 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
3698
3699 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
3700
3701 /** \name Derived state */
3702 /*@{*/
3703 /** Bitwise-or of DD_* flags. Note that this bitfield may be used before
3704 * state validation so they need to always be current.
3705 */
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;
3712
3713 GLuint TextureStateTimestamp; /**< detect changes to shared state */
3714
3715 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3716
3717 /** \name For debugging/development only */
3718 /*@{*/
3719 GLboolean FirstTimeCurrent;
3720 /*@}*/
3721
3722 /** software compression/decompression supported or not */
3723 GLboolean Mesa_DXTn;
3724
3725 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
3726
3727 /**
3728 * Use dp4 (rather than mul/mad) instructions for position
3729 * transformation?
3730 */
3731 GLboolean mvp_with_dp4;
3732
3733 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
3734
3735 /**
3736 * \name Hooks for module contexts.
3737 *
3738 * These will eventually live in the driver or elsewhere.
3739 */
3740 /*@{*/
3741 void *swrast_context;
3742 void *swsetup_context;
3743 void *swtnl_context;
3744 void *swtnl_im;
3745 struct st_context *st;
3746 void *aelt_context;
3747 /*@}*/
3748 };
3749
3750
3751 #ifdef DEBUG
3752 extern int MESA_VERBOSE;
3753 extern int MESA_DEBUG_FLAGS;
3754 # define MESA_FUNCTION __FUNCTION__
3755 #else
3756 # define MESA_VERBOSE 0
3757 # define MESA_DEBUG_FLAGS 0
3758 # define MESA_FUNCTION "a function"
3759 # ifndef NDEBUG
3760 # define NDEBUG
3761 # endif
3762 #endif
3763
3764
3765 /** The MESA_VERBOSE var is a bitmask of these flags */
3766 enum _verbose
3767 {
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
3782 };
3783
3784
3785 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3786 enum _debug
3787 {
3788 DEBUG_SILENT = (1 << 0),
3789 DEBUG_ALWAYS_FLUSH = (1 << 1),
3790 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
3791 DEBUG_INCOMPLETE_FBO = (1 << 3)
3792 };
3793
3794
3795
3796 #ifdef __cplusplus
3797 }
3798 #endif
3799
3800 #endif /* MTYPES_H */