Merge remote-tracking branch 'origin/master' into vulkan
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39 #include "c11/threads.h"
40
41 #include "main/glheader.h"
42 #include "main/config.h"
43 #include "glapi/glapi.h"
44 #include "math/m_matrix.h" /* GLmatrix */
45 #include "compiler/shader_enums.h"
46 #include "main/formats.h" /* MESA_FORMAT_COUNT */
47 #include "compiler/glsl/list.h"
48
49
50 #ifdef __cplusplus
51 extern "C" {
52 #endif
53
54
55 /**
56 * \name 64-bit extension of GLbitfield.
57 */
58 /*@{*/
59 typedef GLuint64 GLbitfield64;
60
61 /** Set a single bit */
62 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
63 /** Set all bits up to excluding bit b */
64 #define BITFIELD64_MASK(b) \
65 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
66 /** Set count bits starting from bit b */
67 #define BITFIELD64_RANGE(b, count) \
68 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
69
70
71 /**
72 * \name Some forward type declarations
73 */
74 /*@{*/
75 struct _mesa_HashTable;
76 struct gl_attrib_node;
77 struct gl_list_extensions;
78 struct gl_meta_state;
79 struct gl_program_cache;
80 struct gl_texture_object;
81 struct gl_debug_state;
82 struct gl_context;
83 struct st_context;
84 struct gl_uniform_storage;
85 struct prog_instruction;
86 struct gl_program_parameter_list;
87 struct set;
88 struct set_entry;
89 struct vbo_context;
90 /*@}*/
91
92
93 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
94 #define PRIM_MAX GL_PATCHES
95 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
96 #define PRIM_UNKNOWN (PRIM_MAX + 2)
97
98 /**
99 * Determine if the given gl_varying_slot appears in the fragment shader.
100 */
101 static inline GLboolean
102 _mesa_varying_slot_in_fs(gl_varying_slot slot)
103 {
104 switch (slot) {
105 case VARYING_SLOT_PSIZ:
106 case VARYING_SLOT_BFC0:
107 case VARYING_SLOT_BFC1:
108 case VARYING_SLOT_EDGE:
109 case VARYING_SLOT_CLIP_VERTEX:
110 case VARYING_SLOT_LAYER:
111 case VARYING_SLOT_TESS_LEVEL_OUTER:
112 case VARYING_SLOT_TESS_LEVEL_INNER:
113 return GL_FALSE;
114 default:
115 return GL_TRUE;
116 }
117 }
118
119 /**
120 * Indexes for all renderbuffers
121 */
122 typedef enum
123 {
124 /* the four standard color buffers */
125 BUFFER_FRONT_LEFT,
126 BUFFER_BACK_LEFT,
127 BUFFER_FRONT_RIGHT,
128 BUFFER_BACK_RIGHT,
129 BUFFER_DEPTH,
130 BUFFER_STENCIL,
131 BUFFER_ACCUM,
132 /* optional aux buffer */
133 BUFFER_AUX0,
134 /* generic renderbuffers */
135 BUFFER_COLOR0,
136 BUFFER_COLOR1,
137 BUFFER_COLOR2,
138 BUFFER_COLOR3,
139 BUFFER_COLOR4,
140 BUFFER_COLOR5,
141 BUFFER_COLOR6,
142 BUFFER_COLOR7,
143 BUFFER_COUNT
144 } gl_buffer_index;
145
146 /**
147 * Bit flags for all renderbuffers
148 */
149 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
150 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
151 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
152 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
153 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
154 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
155 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
156 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
157 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
158 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
159 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
160 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
161 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
162 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
163 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
164 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
165 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
166 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
167 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
168
169 /**
170 * Mask of all the color buffer bits (but not accum).
171 */
172 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
173 BUFFER_BIT_BACK_LEFT | \
174 BUFFER_BIT_FRONT_RIGHT | \
175 BUFFER_BIT_BACK_RIGHT | \
176 BUFFER_BIT_AUX0 | \
177 BUFFER_BIT_COLOR0 | \
178 BUFFER_BIT_COLOR1 | \
179 BUFFER_BIT_COLOR2 | \
180 BUFFER_BIT_COLOR3 | \
181 BUFFER_BIT_COLOR4 | \
182 BUFFER_BIT_COLOR5 | \
183 BUFFER_BIT_COLOR6 | \
184 BUFFER_BIT_COLOR7)
185
186 /**
187 * Framebuffer configuration (aka visual / pixelformat)
188 * Note: some of these fields should be boolean, but it appears that
189 * code in drivers/dri/common/util.c requires int-sized fields.
190 */
191 struct gl_config
192 {
193 GLboolean rgbMode;
194 GLboolean floatMode;
195 GLuint doubleBufferMode;
196 GLuint stereoMode;
197
198 GLboolean haveAccumBuffer;
199 GLboolean haveDepthBuffer;
200 GLboolean haveStencilBuffer;
201
202 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
203 GLuint redMask, greenMask, blueMask, alphaMask;
204 GLint rgbBits; /* total bits for rgb */
205 GLint indexBits; /* total bits for colorindex */
206
207 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
208 GLint depthBits;
209 GLint stencilBits;
210
211 GLint numAuxBuffers;
212
213 GLint level;
214
215 /* EXT_visual_rating / GLX 1.2 */
216 GLint visualRating;
217
218 /* EXT_visual_info / GLX 1.2 */
219 GLint transparentPixel;
220 /* colors are floats scaled to ints */
221 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
222 GLint transparentIndex;
223
224 /* ARB_multisample / SGIS_multisample */
225 GLint sampleBuffers;
226 GLint samples;
227
228 /* SGIX_pbuffer / GLX 1.3 */
229 GLint maxPbufferWidth;
230 GLint maxPbufferHeight;
231 GLint maxPbufferPixels;
232 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
233 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
234
235 /* OML_swap_method */
236 GLint swapMethod;
237
238 /* EXT_texture_from_pixmap */
239 GLint bindToTextureRgb;
240 GLint bindToTextureRgba;
241 GLint bindToMipmapTexture;
242 GLint bindToTextureTargets;
243 GLint yInverted;
244
245 /* EXT_framebuffer_sRGB */
246 GLint sRGBCapable;
247 };
248
249
250 /**
251 * \name Bit flags used for updating material values.
252 */
253 /*@{*/
254 #define MAT_ATTRIB_FRONT_AMBIENT 0
255 #define MAT_ATTRIB_BACK_AMBIENT 1
256 #define MAT_ATTRIB_FRONT_DIFFUSE 2
257 #define MAT_ATTRIB_BACK_DIFFUSE 3
258 #define MAT_ATTRIB_FRONT_SPECULAR 4
259 #define MAT_ATTRIB_BACK_SPECULAR 5
260 #define MAT_ATTRIB_FRONT_EMISSION 6
261 #define MAT_ATTRIB_BACK_EMISSION 7
262 #define MAT_ATTRIB_FRONT_SHININESS 8
263 #define MAT_ATTRIB_BACK_SHININESS 9
264 #define MAT_ATTRIB_FRONT_INDEXES 10
265 #define MAT_ATTRIB_BACK_INDEXES 11
266 #define MAT_ATTRIB_MAX 12
267
268 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
269 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
270 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
271 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
272 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
273 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
274
275 #define MAT_INDEX_AMBIENT 0
276 #define MAT_INDEX_DIFFUSE 1
277 #define MAT_INDEX_SPECULAR 2
278
279 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
280 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
281 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
282 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
283 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
284 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
285 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
286 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
287 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
288 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
289 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
290 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
291
292
293 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
294 MAT_BIT_FRONT_AMBIENT | \
295 MAT_BIT_FRONT_DIFFUSE | \
296 MAT_BIT_FRONT_SPECULAR | \
297 MAT_BIT_FRONT_SHININESS | \
298 MAT_BIT_FRONT_INDEXES)
299
300 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
301 MAT_BIT_BACK_AMBIENT | \
302 MAT_BIT_BACK_DIFFUSE | \
303 MAT_BIT_BACK_SPECULAR | \
304 MAT_BIT_BACK_SHININESS | \
305 MAT_BIT_BACK_INDEXES)
306
307 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
308 /*@}*/
309
310
311 /**
312 * Material state.
313 */
314 struct gl_material
315 {
316 GLfloat Attrib[MAT_ATTRIB_MAX][4];
317 };
318
319
320 /**
321 * Light state flags.
322 */
323 /*@{*/
324 #define LIGHT_SPOT 0x1
325 #define LIGHT_LOCAL_VIEWER 0x2
326 #define LIGHT_POSITIONAL 0x4
327 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
328 /*@}*/
329
330
331 /**
332 * Light source state.
333 */
334 struct gl_light
335 {
336 struct gl_light *next; /**< double linked list with sentinel */
337 struct gl_light *prev;
338
339 GLfloat Ambient[4]; /**< ambient color */
340 GLfloat Diffuse[4]; /**< diffuse color */
341 GLfloat Specular[4]; /**< specular color */
342 GLfloat EyePosition[4]; /**< position in eye coordinates */
343 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
344 GLfloat SpotExponent;
345 GLfloat SpotCutoff; /**< in degrees */
346 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
347 GLfloat ConstantAttenuation;
348 GLfloat LinearAttenuation;
349 GLfloat QuadraticAttenuation;
350 GLboolean Enabled; /**< On/off flag */
351
352 /**
353 * \name Derived fields
354 */
355 /*@{*/
356 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
357
358 GLfloat _Position[4]; /**< position in eye/obj coordinates */
359 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
360 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
361 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
362 GLfloat _VP_inf_spot_attenuation;
363
364 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
365 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
366 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
367 /*@}*/
368 };
369
370
371 /**
372 * Light model state.
373 */
374 struct gl_lightmodel
375 {
376 GLfloat Ambient[4]; /**< ambient color */
377 GLboolean LocalViewer; /**< Local (or infinite) view point? */
378 GLboolean TwoSide; /**< Two (or one) sided lighting? */
379 GLenum ColorControl; /**< either GL_SINGLE_COLOR
380 * or GL_SEPARATE_SPECULAR_COLOR */
381 };
382
383
384 /**
385 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
386 */
387 struct gl_accum_attrib
388 {
389 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
390 };
391
392
393 /**
394 * Used for storing clear color, texture border color, etc.
395 * The float values are typically unclamped.
396 */
397 union gl_color_union
398 {
399 GLfloat f[4];
400 GLint i[4];
401 GLuint ui[4];
402 };
403
404
405 /**
406 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
407 */
408 struct gl_colorbuffer_attrib
409 {
410 GLuint ClearIndex; /**< Index for glClear */
411 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
412 GLuint IndexMask; /**< Color index write mask */
413 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
414
415 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
416
417 /**
418 * \name alpha testing
419 */
420 /*@{*/
421 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
422 GLenum AlphaFunc; /**< Alpha test function */
423 GLfloat AlphaRefUnclamped;
424 GLclampf AlphaRef; /**< Alpha reference value */
425 /*@}*/
426
427 /**
428 * \name Blending
429 */
430 /*@{*/
431 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
432
433 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
434 * control, only on the fixed-pointness of the render target.
435 * The query does however depend on fragment color clamping.
436 */
437 GLfloat BlendColorUnclamped[4]; /**< Blending color */
438 GLfloat BlendColor[4]; /**< Blending color */
439
440 struct
441 {
442 GLenum SrcRGB; /**< RGB blend source term */
443 GLenum DstRGB; /**< RGB blend dest term */
444 GLenum SrcA; /**< Alpha blend source term */
445 GLenum DstA; /**< Alpha blend dest term */
446 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
447 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
448 /**
449 * Set if any blend factor uses SRC1. Computed at the time blend factors
450 * get set.
451 */
452 GLboolean _UsesDualSrc;
453 } Blend[MAX_DRAW_BUFFERS];
454 /** Are the blend func terms currently different for each buffer/target? */
455 GLboolean _BlendFuncPerBuffer;
456 /** Are the blend equations currently different for each buffer/target? */
457 GLboolean _BlendEquationPerBuffer;
458 /*@}*/
459
460 /**
461 * \name Logic op
462 */
463 /*@{*/
464 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
465 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
466 GLenum LogicOp; /**< Logic operator */
467
468 /*@}*/
469
470 GLboolean DitherFlag; /**< Dither enable flag */
471
472 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
473 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
474 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
475
476 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
477 };
478
479
480 /**
481 * Current attribute group (GL_CURRENT_BIT).
482 */
483 struct gl_current_attrib
484 {
485 /**
486 * \name Current vertex attributes (color, texcoords, etc).
487 * \note Values are valid only after FLUSH_VERTICES has been called.
488 * \note Index and Edgeflag current values are stored as floats in the
489 * SIX and SEVEN attribute slots.
490 * \note We need double storage for 64-bit vertex attributes
491 */
492 GLfloat Attrib[VERT_ATTRIB_MAX][4*2];
493
494 /**
495 * \name Current raster position attributes (always up to date after a
496 * glRasterPos call).
497 */
498 GLfloat RasterPos[4];
499 GLfloat RasterDistance;
500 GLfloat RasterColor[4];
501 GLfloat RasterSecondaryColor[4];
502 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
503 GLboolean RasterPosValid;
504 };
505
506
507 /**
508 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
509 */
510 struct gl_depthbuffer_attrib
511 {
512 GLenum Func; /**< Function for depth buffer compare */
513 GLclampd Clear; /**< Value to clear depth buffer to */
514 GLboolean Test; /**< Depth buffering enabled flag */
515 GLboolean Mask; /**< Depth buffer writable? */
516 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
517 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
518 };
519
520
521 /**
522 * Evaluator attribute group (GL_EVAL_BIT).
523 */
524 struct gl_eval_attrib
525 {
526 /**
527 * \name Enable bits
528 */
529 /*@{*/
530 GLboolean Map1Color4;
531 GLboolean Map1Index;
532 GLboolean Map1Normal;
533 GLboolean Map1TextureCoord1;
534 GLboolean Map1TextureCoord2;
535 GLboolean Map1TextureCoord3;
536 GLboolean Map1TextureCoord4;
537 GLboolean Map1Vertex3;
538 GLboolean Map1Vertex4;
539 GLboolean Map2Color4;
540 GLboolean Map2Index;
541 GLboolean Map2Normal;
542 GLboolean Map2TextureCoord1;
543 GLboolean Map2TextureCoord2;
544 GLboolean Map2TextureCoord3;
545 GLboolean Map2TextureCoord4;
546 GLboolean Map2Vertex3;
547 GLboolean Map2Vertex4;
548 GLboolean AutoNormal;
549 /*@}*/
550
551 /**
552 * \name Map Grid endpoints and divisions and calculated du values
553 */
554 /*@{*/
555 GLint MapGrid1un;
556 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
557 GLint MapGrid2un, MapGrid2vn;
558 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
559 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
560 /*@}*/
561 };
562
563
564 /**
565 * Fog attribute group (GL_FOG_BIT).
566 */
567 struct gl_fog_attrib
568 {
569 GLboolean Enabled; /**< Fog enabled flag */
570 GLboolean ColorSumEnabled;
571 GLfloat ColorUnclamped[4]; /**< Fog color */
572 GLfloat Color[4]; /**< Fog color */
573 GLfloat Density; /**< Density >= 0.0 */
574 GLfloat Start; /**< Start distance in eye coords */
575 GLfloat End; /**< End distance in eye coords */
576 GLfloat Index; /**< Fog index */
577 GLenum Mode; /**< Fog mode */
578 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
579 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
580 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
581 };
582
583
584 /**
585 * Hint attribute group (GL_HINT_BIT).
586 *
587 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
588 */
589 struct gl_hint_attrib
590 {
591 GLenum PerspectiveCorrection;
592 GLenum PointSmooth;
593 GLenum LineSmooth;
594 GLenum PolygonSmooth;
595 GLenum Fog;
596 GLenum TextureCompression; /**< GL_ARB_texture_compression */
597 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
598 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
599 };
600
601
602 /**
603 * Lighting attribute group (GL_LIGHT_BIT).
604 */
605 struct gl_light_attrib
606 {
607 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
608 struct gl_lightmodel Model; /**< Lighting model */
609
610 /**
611 * Front and back material values.
612 * Note: must call FLUSH_VERTICES() before using.
613 */
614 struct gl_material Material;
615
616 GLboolean Enabled; /**< Lighting enabled flag */
617 GLboolean ColorMaterialEnabled;
618
619 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
620 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
621 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
622 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
623 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
624
625
626 GLboolean _ClampVertexColor;
627 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
628
629 /**
630 * Derived state for optimizations:
631 */
632 /*@{*/
633 GLboolean _NeedEyeCoords;
634 GLboolean _NeedVertices; /**< Use fast shader? */
635 struct gl_light EnabledList; /**< List sentinel */
636
637 GLfloat _BaseColor[2][3];
638 /*@}*/
639 };
640
641
642 /**
643 * Line attribute group (GL_LINE_BIT).
644 */
645 struct gl_line_attrib
646 {
647 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
648 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
649 GLushort StipplePattern; /**< Stipple pattern */
650 GLint StippleFactor; /**< Stipple repeat factor */
651 GLfloat Width; /**< Line width */
652 };
653
654
655 /**
656 * Display list attribute group (GL_LIST_BIT).
657 */
658 struct gl_list_attrib
659 {
660 GLuint ListBase;
661 };
662
663
664 /**
665 * Multisample attribute group (GL_MULTISAMPLE_BIT).
666 */
667 struct gl_multisample_attrib
668 {
669 GLboolean Enabled;
670 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
671 GLboolean SampleAlphaToCoverage;
672 GLboolean SampleAlphaToOne;
673 GLboolean SampleCoverage;
674 GLboolean SampleCoverageInvert;
675 GLboolean SampleShading;
676
677 /* ARB_texture_multisample / GL3.2 additions */
678 GLboolean SampleMask;
679
680 GLfloat SampleCoverageValue;
681 GLfloat MinSampleShadingValue;
682
683 /** The GL spec defines this as an array but >32x MSAA is madness */
684 GLbitfield SampleMaskValue;
685 };
686
687
688 /**
689 * A pixelmap (see glPixelMap)
690 */
691 struct gl_pixelmap
692 {
693 GLint Size;
694 GLfloat Map[MAX_PIXEL_MAP_TABLE];
695 };
696
697
698 /**
699 * Collection of all pixelmaps
700 */
701 struct gl_pixelmaps
702 {
703 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
704 struct gl_pixelmap GtoG;
705 struct gl_pixelmap BtoB;
706 struct gl_pixelmap AtoA;
707 struct gl_pixelmap ItoR;
708 struct gl_pixelmap ItoG;
709 struct gl_pixelmap ItoB;
710 struct gl_pixelmap ItoA;
711 struct gl_pixelmap ItoI;
712 struct gl_pixelmap StoS;
713 };
714
715
716 /**
717 * Pixel attribute group (GL_PIXEL_MODE_BIT).
718 */
719 struct gl_pixel_attrib
720 {
721 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
722
723 /*--- Begin Pixel Transfer State ---*/
724 /* Fields are in the order in which they're applied... */
725
726 /** Scale & Bias (index shift, offset) */
727 /*@{*/
728 GLfloat RedBias, RedScale;
729 GLfloat GreenBias, GreenScale;
730 GLfloat BlueBias, BlueScale;
731 GLfloat AlphaBias, AlphaScale;
732 GLfloat DepthBias, DepthScale;
733 GLint IndexShift, IndexOffset;
734 /*@}*/
735
736 /* Pixel Maps */
737 /* Note: actual pixel maps are not part of this attrib group */
738 GLboolean MapColorFlag;
739 GLboolean MapStencilFlag;
740
741 /*--- End Pixel Transfer State ---*/
742
743 /** glPixelZoom */
744 GLfloat ZoomX, ZoomY;
745 };
746
747
748 /**
749 * Point attribute group (GL_POINT_BIT).
750 */
751 struct gl_point_attrib
752 {
753 GLfloat Size; /**< User-specified point size */
754 GLfloat Params[3]; /**< GL_EXT_point_parameters */
755 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
756 GLfloat Threshold; /**< GL_EXT_point_parameters */
757 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
758 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
759 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
760 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
761 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
762 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
763 };
764
765
766 /**
767 * Polygon attribute group (GL_POLYGON_BIT).
768 */
769 struct gl_polygon_attrib
770 {
771 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
772 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
773 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
774 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
775 GLboolean CullFlag; /**< Culling on/off flag */
776 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
777 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
778 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
779 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
780 GLfloat OffsetUnits; /**< Polygon offset units, from user */
781 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
782 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
783 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
784 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
785 };
786
787
788 /**
789 * Scissor attributes (GL_SCISSOR_BIT).
790 */
791 struct gl_scissor_rect
792 {
793 GLint X, Y; /**< Lower left corner of box */
794 GLsizei Width, Height; /**< Size of box */
795 };
796 struct gl_scissor_attrib
797 {
798 GLbitfield EnableFlags; /**< Scissor test enabled? */
799 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
800 };
801
802
803 /**
804 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
805 *
806 * Three sets of stencil data are tracked so that OpenGL 2.0,
807 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
808 * simultaneously. In each of the stencil state arrays, element 0 corresponds
809 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
810 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
811 * GL_EXT_stencil_two_side GL_BACK state.
812 *
813 * The derived value \c _BackFace is either 1 or 2 depending on whether or
814 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
815 *
816 * The derived value \c _TestTwoSide is set when the front-face and back-face
817 * stencil state are different.
818 */
819 struct gl_stencil_attrib
820 {
821 GLboolean Enabled; /**< Enabled flag */
822 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
823 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
824 GLboolean _Enabled; /**< Enabled and stencil buffer present */
825 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
826 GLboolean _TestTwoSide;
827 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
828 GLenum Function[3]; /**< Stencil function */
829 GLenum FailFunc[3]; /**< Fail function */
830 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
831 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
832 GLint Ref[3]; /**< Reference value */
833 GLuint ValueMask[3]; /**< Value mask */
834 GLuint WriteMask[3]; /**< Write mask */
835 GLuint Clear; /**< Clear value */
836 };
837
838
839 /**
840 * An index for each type of texture object. These correspond to the GL
841 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
842 * Note: the order is from highest priority to lowest priority.
843 */
844 typedef enum
845 {
846 TEXTURE_2D_MULTISAMPLE_INDEX,
847 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
848 TEXTURE_CUBE_ARRAY_INDEX,
849 TEXTURE_BUFFER_INDEX,
850 TEXTURE_2D_ARRAY_INDEX,
851 TEXTURE_1D_ARRAY_INDEX,
852 TEXTURE_EXTERNAL_INDEX,
853 TEXTURE_CUBE_INDEX,
854 TEXTURE_3D_INDEX,
855 TEXTURE_RECT_INDEX,
856 TEXTURE_2D_INDEX,
857 TEXTURE_1D_INDEX,
858 NUM_TEXTURE_TARGETS
859 } gl_texture_index;
860
861
862 /**
863 * Bit flags for each type of texture object
864 */
865 /*@{*/
866 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
867 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
868 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
869 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
870 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
871 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
872 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
873 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
874 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
875 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
876 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
877 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
878 /*@}*/
879
880
881 /**
882 * Texture image state. Drivers will typically create a subclass of this
883 * with extra fields for memory buffers, etc.
884 */
885 struct gl_texture_image
886 {
887 GLint InternalFormat; /**< Internal format as given by the user */
888 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
889 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
890 * GL_INTENSITY, GL_DEPTH_COMPONENT or
891 * GL_DEPTH_STENCIL_EXT only. Used for
892 * choosing TexEnv arithmetic.
893 */
894 mesa_format TexFormat; /**< The actual texture memory format */
895
896 GLuint Border; /**< 0 or 1 */
897 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
898 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
899 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
900 GLuint Width2; /**< = Width - 2*Border */
901 GLuint Height2; /**< = Height - 2*Border */
902 GLuint Depth2; /**< = Depth - 2*Border */
903 GLuint WidthLog2; /**< = log2(Width2) */
904 GLuint HeightLog2; /**< = log2(Height2) */
905 GLuint DepthLog2; /**< = log2(Depth2) */
906 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
907 levels, computed from the dimensions */
908
909 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
910 GLuint Level; /**< Which mipmap level am I? */
911 /** Cube map face: index into gl_texture_object::Image[] array */
912 GLuint Face;
913
914 /** GL_ARB_texture_multisample */
915 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
916 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
917 };
918
919
920 /**
921 * Indexes for cube map faces.
922 */
923 typedef enum
924 {
925 FACE_POS_X = 0,
926 FACE_NEG_X = 1,
927 FACE_POS_Y = 2,
928 FACE_NEG_Y = 3,
929 FACE_POS_Z = 4,
930 FACE_NEG_Z = 5,
931 MAX_FACES = 6
932 } gl_face_index;
933
934
935 /**
936 * Sampler object state. These objects are new with GL_ARB_sampler_objects
937 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
938 */
939 struct gl_sampler_object
940 {
941 mtx_t Mutex;
942 GLuint Name;
943 GLint RefCount;
944 GLchar *Label; /**< GL_KHR_debug */
945
946 GLenum WrapS; /**< S-axis texture image wrap mode */
947 GLenum WrapT; /**< T-axis texture image wrap mode */
948 GLenum WrapR; /**< R-axis texture image wrap mode */
949 GLenum MinFilter; /**< minification filter */
950 GLenum MagFilter; /**< magnification filter */
951 union gl_color_union BorderColor; /**< Interpreted according to texture format */
952 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
953 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
954 GLfloat LodBias; /**< OpenGL 1.4 */
955 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
956 GLenum CompareMode; /**< GL_ARB_shadow */
957 GLenum CompareFunc; /**< GL_ARB_shadow */
958 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
959 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
960 };
961
962
963 /**
964 * Texture object state. Contains the array of mipmap images, border color,
965 * wrap modes, filter modes, and shadow/texcompare state.
966 */
967 struct gl_texture_object
968 {
969 mtx_t Mutex; /**< for thread safety */
970 GLint RefCount; /**< reference count */
971 GLuint Name; /**< the user-visible texture object ID */
972 GLchar *Label; /**< GL_KHR_debug */
973 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
974 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
975 Only valid when Target is valid. */
976
977 struct gl_sampler_object Sampler;
978
979 GLenum DepthMode; /**< GL_ARB_depth_texture */
980 bool StencilSampling; /**< Should we sample stencil instead of depth? */
981
982 GLfloat Priority; /**< in [0,1] */
983 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
984 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
985 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
986 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
987 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
988 GLint CropRect[4]; /**< GL_OES_draw_texture */
989 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
990 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
991 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
992 GLboolean _BaseComplete; /**< Is the base texture level valid? */
993 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
994 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
995 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
996 GLboolean Purgeable; /**< Is the buffer purgeable under memory
997 pressure? */
998 GLboolean Immutable; /**< GL_ARB_texture_storage */
999 GLboolean _IsFloat; /**< GL_OES_float_texture */
1000 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
1001
1002 GLuint MinLevel; /**< GL_ARB_texture_view */
1003 GLuint MinLayer; /**< GL_ARB_texture_view */
1004 GLuint NumLevels; /**< GL_ARB_texture_view */
1005 GLuint NumLayers; /**< GL_ARB_texture_view */
1006
1007 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1008 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1009
1010 /** GL_ARB_texture_buffer_object */
1011 struct gl_buffer_object *BufferObject;
1012 GLenum BufferObjectFormat;
1013 /** Equivalent Mesa format for BufferObjectFormat. */
1014 mesa_format _BufferObjectFormat;
1015 /** GL_ARB_texture_buffer_range */
1016 GLintptr BufferOffset;
1017 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1018
1019 /** GL_OES_EGL_image_external */
1020 GLint RequiredTextureImageUnits;
1021
1022 /** GL_ARB_shader_image_load_store */
1023 GLenum ImageFormatCompatibilityType;
1024 };
1025
1026
1027 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1028 #define MAX_COMBINER_TERMS 4
1029
1030
1031 /**
1032 * Texture combine environment state.
1033 */
1034 struct gl_tex_env_combine_state
1035 {
1036 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1037 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1038 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1039 GLenum SourceRGB[MAX_COMBINER_TERMS];
1040 GLenum SourceA[MAX_COMBINER_TERMS];
1041 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1042 GLenum OperandRGB[MAX_COMBINER_TERMS];
1043 GLenum OperandA[MAX_COMBINER_TERMS];
1044 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1045 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1046 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1047 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1048 };
1049
1050
1051 /**
1052 * TexGenEnabled flags.
1053 */
1054 /*@{*/
1055 #define S_BIT 1
1056 #define T_BIT 2
1057 #define R_BIT 4
1058 #define Q_BIT 8
1059 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1060 /*@}*/
1061
1062
1063 /**
1064 * Bit flag versions of the corresponding GL_ constants.
1065 */
1066 /*@{*/
1067 #define TEXGEN_SPHERE_MAP 0x1
1068 #define TEXGEN_OBJ_LINEAR 0x2
1069 #define TEXGEN_EYE_LINEAR 0x4
1070 #define TEXGEN_REFLECTION_MAP_NV 0x8
1071 #define TEXGEN_NORMAL_MAP_NV 0x10
1072
1073 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1074 TEXGEN_REFLECTION_MAP_NV | \
1075 TEXGEN_NORMAL_MAP_NV)
1076 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1077 TEXGEN_REFLECTION_MAP_NV | \
1078 TEXGEN_NORMAL_MAP_NV | \
1079 TEXGEN_EYE_LINEAR)
1080 /*@}*/
1081
1082
1083
1084 /** Tex-gen enabled for texture unit? */
1085 #define ENABLE_TEXGEN(unit) (1 << (unit))
1086
1087 /** Non-identity texture matrix for texture unit? */
1088 #define ENABLE_TEXMAT(unit) (1 << (unit))
1089
1090
1091 /**
1092 * Texture coord generation state.
1093 */
1094 struct gl_texgen
1095 {
1096 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1097 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1098 GLfloat ObjectPlane[4];
1099 GLfloat EyePlane[4];
1100 };
1101
1102
1103 /**
1104 * Texture unit state. Contains enable flags, texture environment/function/
1105 * combiners, texgen state, and pointers to current texture objects.
1106 */
1107 struct gl_texture_unit
1108 {
1109 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1110
1111 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1112 GLclampf EnvColor[4];
1113 GLfloat EnvColorUnclamped[4];
1114
1115 struct gl_texgen GenS;
1116 struct gl_texgen GenT;
1117 struct gl_texgen GenR;
1118 struct gl_texgen GenQ;
1119 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1120 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1121
1122 GLfloat LodBias; /**< for biasing mipmap levels */
1123
1124 /** Texture targets that have a non-default texture bound */
1125 GLbitfield _BoundTextures;
1126
1127 /** Current sampler object (GL_ARB_sampler_objects) */
1128 struct gl_sampler_object *Sampler;
1129
1130 /**
1131 * \name GL_EXT_texture_env_combine
1132 */
1133 struct gl_tex_env_combine_state Combine;
1134
1135 /**
1136 * Derived state based on \c EnvMode and the \c BaseFormat of the
1137 * currently enabled texture.
1138 */
1139 struct gl_tex_env_combine_state _EnvMode;
1140
1141 /**
1142 * Currently enabled combiner state. This will point to either
1143 * \c Combine or \c _EnvMode.
1144 */
1145 struct gl_tex_env_combine_state *_CurrentCombine;
1146
1147 /** Current texture object pointers */
1148 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1149
1150 /** Points to highest priority, complete and enabled texture object */
1151 struct gl_texture_object *_Current;
1152
1153 };
1154
1155
1156 /**
1157 * Texture attribute group (GL_TEXTURE_BIT).
1158 */
1159 struct gl_texture_attrib
1160 {
1161 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1162
1163 /** GL_ARB_seamless_cubemap */
1164 GLboolean CubeMapSeamless;
1165
1166 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1167
1168 /** GL_ARB_texture_buffer_object */
1169 struct gl_buffer_object *BufferObject;
1170
1171 /** Texture coord units/sets used for fragment texturing */
1172 GLbitfield _EnabledCoordUnits;
1173
1174 /** Texture coord units that have texgen enabled */
1175 GLbitfield _TexGenEnabled;
1176
1177 /** Texture coord units that have non-identity matrices */
1178 GLbitfield _TexMatEnabled;
1179
1180 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1181 GLbitfield _GenFlags;
1182
1183 /** Largest index of a texture unit with _Current != NULL. */
1184 GLint _MaxEnabledTexImageUnit;
1185
1186 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1187 GLint NumCurrentTexUsed;
1188
1189 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1190 };
1191
1192
1193 /**
1194 * Data structure representing a single clip plane (e.g. one of the elements
1195 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1196 */
1197 typedef GLfloat gl_clip_plane[4];
1198
1199
1200 /**
1201 * Transformation attribute group (GL_TRANSFORM_BIT).
1202 */
1203 struct gl_transform_attrib
1204 {
1205 GLenum MatrixMode; /**< Matrix mode */
1206 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1207 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1208 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1209 GLboolean Normalize; /**< Normalize all normals? */
1210 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1211 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1212 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1213 /** GL_ARB_clip_control */
1214 GLenum ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1215 GLenum ClipDepthMode; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1216 };
1217
1218
1219 /**
1220 * Viewport attribute group (GL_VIEWPORT_BIT).
1221 */
1222 struct gl_viewport_attrib
1223 {
1224 GLfloat X, Y; /**< position */
1225 GLfloat Width, Height; /**< size */
1226 GLdouble Near, Far; /**< Depth buffer range */
1227 };
1228
1229
1230 typedef enum {
1231 MAP_USER,
1232 MAP_INTERNAL,
1233
1234 MAP_COUNT
1235 } gl_map_buffer_index;
1236
1237
1238 /**
1239 * Fields describing a mapped buffer range.
1240 */
1241 struct gl_buffer_mapping {
1242 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1243 GLvoid *Pointer; /**< User-space address of mapping */
1244 GLintptr Offset; /**< Mapped offset */
1245 GLsizeiptr Length; /**< Mapped length */
1246 };
1247
1248
1249 /**
1250 * Usages we've seen for a buffer object.
1251 */
1252 typedef enum {
1253 USAGE_UNIFORM_BUFFER = 0x1,
1254 USAGE_TEXTURE_BUFFER = 0x2,
1255 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1256 USAGE_SHADER_STORAGE_BUFFER = 0x8,
1257 USAGE_TRANSFORM_FEEDBACK_BUFFER = 0x10,
1258 USAGE_PIXEL_PACK_BUFFER = 0x20,
1259 USAGE_DISABLE_MINMAX_CACHE = 0x40,
1260 } gl_buffer_usage;
1261
1262
1263 /**
1264 * GL_ARB_vertex/pixel_buffer_object buffer object
1265 */
1266 struct gl_buffer_object
1267 {
1268 mtx_t Mutex;
1269 GLint RefCount;
1270 GLuint Name;
1271 GLchar *Label; /**< GL_KHR_debug */
1272 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1273 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1274 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1275 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1276 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1277 GLboolean Written; /**< Ever written to? (for debugging) */
1278 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1279 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1280 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1281
1282 /** Counters used for buffer usage warnings */
1283 GLuint NumSubDataCalls;
1284 GLuint NumMapBufferWriteCalls;
1285
1286 struct gl_buffer_mapping Mappings[MAP_COUNT];
1287
1288 /** Memoization of min/max index computations for static index buffers */
1289 struct hash_table *MinMaxCache;
1290 unsigned MinMaxCacheHitIndices;
1291 unsigned MinMaxCacheMissIndices;
1292 bool MinMaxCacheDirty;
1293 };
1294
1295
1296 /**
1297 * Client pixel packing/unpacking attributes
1298 */
1299 struct gl_pixelstore_attrib
1300 {
1301 GLint Alignment;
1302 GLint RowLength;
1303 GLint SkipPixels;
1304 GLint SkipRows;
1305 GLint ImageHeight;
1306 GLint SkipImages;
1307 GLboolean SwapBytes;
1308 GLboolean LsbFirst;
1309 GLboolean Invert; /**< GL_MESA_pack_invert */
1310 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1311 GLint CompressedBlockHeight;
1312 GLint CompressedBlockDepth;
1313 GLint CompressedBlockSize;
1314 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1315 };
1316
1317
1318 /**
1319 * Client vertex array attributes
1320 */
1321 struct gl_client_array
1322 {
1323 GLint Size; /**< components per element (1,2,3,4) */
1324 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1325 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1326 GLsizei Stride; /**< user-specified stride */
1327 GLsizei StrideB; /**< actual stride in bytes */
1328 GLuint _ElementSize; /**< size of each element in bytes */
1329 const GLubyte *Ptr; /**< Points to array data */
1330 GLboolean Enabled; /**< Enabled flag is a boolean */
1331 GLboolean Normalized; /**< GL_ARB_vertex_program */
1332 GLboolean Integer; /**< Integer-valued? */
1333 GLboolean Doubles; /**< double precision values are not converted to floats */
1334 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1335
1336 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1337 };
1338
1339
1340 /**
1341 * Vertex attribute array as seen by the client.
1342 *
1343 * Contains the size, type, format and normalization flag,
1344 * along with the index of a vertex buffer binding point.
1345 *
1346 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1347 * and is only present for backwards compatibility reasons.
1348 * Rendering always uses VERTEX_BINDING_STRIDE.
1349 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1350 * and VERTEX_BINDING_STRIDE to the same value, while
1351 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1352 */
1353 struct gl_vertex_attrib_array
1354 {
1355 GLint Size; /**< Components per element (1,2,3,4) */
1356 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1357 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1358 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1359 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1360 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1361 GLboolean Enabled; /**< Whether the array is enabled */
1362 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1363 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1364 GLboolean Doubles; /**< double precision values are not converted to floats */
1365 GLuint _ElementSize; /**< Size of each element in bytes */
1366 GLuint VertexBinding; /**< Vertex buffer binding */
1367 };
1368
1369
1370 /**
1371 * This describes the buffer object used for a vertex array (or
1372 * multiple vertex arrays). If BufferObj points to the default/null
1373 * buffer object, then the vertex array lives in user memory and not a VBO.
1374 */
1375 struct gl_vertex_buffer_binding
1376 {
1377 GLintptr Offset; /**< User-specified offset */
1378 GLsizei Stride; /**< User-specified stride */
1379 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1380 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1381 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1382 };
1383
1384
1385 /**
1386 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+,
1387 * GL_ARB_vertex_array_object, or the original GL_APPLE_vertex_array_object
1388 * extension.
1389 */
1390 struct gl_vertex_array_object
1391 {
1392 /** Name of the VAO as received from glGenVertexArray. */
1393 GLuint Name;
1394
1395 GLint RefCount;
1396
1397 GLchar *Label; /**< GL_KHR_debug */
1398
1399 mtx_t Mutex;
1400
1401 /**
1402 * Does the VAO use ARB semantics or Apple semantics?
1403 *
1404 * There are several ways in which ARB_vertex_array_object and
1405 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1406 * least,
1407 *
1408 * - ARB VAOs require that all array data be sourced from vertex buffer
1409 * objects, but Apple VAOs do not.
1410 *
1411 * - ARB VAOs require that names come from GenVertexArrays.
1412 *
1413 * This flag notes which behavior governs this VAO.
1414 */
1415 GLboolean ARBsemantics;
1416
1417 /**
1418 * Has this array object been bound?
1419 */
1420 GLboolean EverBound;
1421
1422 /**
1423 * Derived vertex attribute arrays
1424 *
1425 * This is a legacy data structure created from gl_vertex_attrib_array and
1426 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1427 */
1428 struct gl_client_array _VertexAttrib[VERT_ATTRIB_MAX];
1429
1430 /** Vertex attribute arrays */
1431 struct gl_vertex_attrib_array VertexAttrib[VERT_ATTRIB_MAX];
1432
1433 /** Vertex buffer bindings */
1434 struct gl_vertex_buffer_binding VertexBinding[VERT_ATTRIB_MAX];
1435
1436 /** Mask indicating which vertex arrays have vertex buffer associated. */
1437 GLbitfield64 VertexAttribBufferMask;
1438
1439 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1440 GLbitfield64 _Enabled;
1441
1442 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1443 GLbitfield64 NewArrays;
1444
1445 /** The index buffer (also known as the element array buffer in OpenGL). */
1446 struct gl_buffer_object *IndexBufferObj;
1447 };
1448
1449
1450 /** Used to signal when transitioning from one kind of drawing method
1451 * to another.
1452 */
1453 typedef enum {
1454 DRAW_NONE, /**< Initial value only */
1455 DRAW_BEGIN_END,
1456 DRAW_DISPLAY_LIST,
1457 DRAW_ARRAYS
1458 } gl_draw_method;
1459
1460 /**
1461 * Enum for the OpenGL APIs we know about and may support.
1462 *
1463 * NOTE: This must match the api_enum table in
1464 * src/mesa/main/get_hash_generator.py
1465 */
1466 typedef enum
1467 {
1468 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
1469 API_OPENGLES,
1470 API_OPENGLES2,
1471 API_OPENGL_CORE,
1472 API_OPENGL_LAST = API_OPENGL_CORE
1473 } gl_api;
1474
1475 /**
1476 * Vertex array state
1477 */
1478 struct gl_array_attrib
1479 {
1480 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1481 struct gl_vertex_array_object *VAO;
1482
1483 /** The default vertex array object */
1484 struct gl_vertex_array_object *DefaultVAO;
1485
1486 /** The last VAO accessed by a DSA function */
1487 struct gl_vertex_array_object *LastLookedUpVAO;
1488
1489 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1490 struct _mesa_HashTable *Objects;
1491
1492 GLint ActiveTexture; /**< Client Active Texture */
1493 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1494 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1495
1496 /**
1497 * \name Primitive restart controls
1498 *
1499 * Primitive restart is enabled if either \c PrimitiveRestart or
1500 * \c PrimitiveRestartFixedIndex is set.
1501 */
1502 /*@{*/
1503 GLboolean PrimitiveRestart;
1504 GLboolean PrimitiveRestartFixedIndex;
1505 GLboolean _PrimitiveRestart;
1506 GLuint RestartIndex;
1507 /*@}*/
1508
1509 /** One of the DRAW_xxx flags, not consumed by drivers */
1510 gl_draw_method DrawMethod;
1511
1512 /* GL_ARB_vertex_buffer_object */
1513 struct gl_buffer_object *ArrayBufferObj;
1514
1515 /**
1516 * Vertex arrays as consumed by a driver.
1517 * The array pointer is set up only by the VBO module.
1518 */
1519 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1520
1521 /** Legal array datatypes and the API for which they have been computed */
1522 GLbitfield LegalTypesMask;
1523 gl_api LegalTypesMaskAPI;
1524 };
1525
1526
1527 /**
1528 * Feedback buffer state
1529 */
1530 struct gl_feedback
1531 {
1532 GLenum Type;
1533 GLbitfield _Mask; /**< FB_* bits */
1534 GLfloat *Buffer;
1535 GLuint BufferSize;
1536 GLuint Count;
1537 };
1538
1539
1540 /**
1541 * Selection buffer state
1542 */
1543 struct gl_selection
1544 {
1545 GLuint *Buffer; /**< selection buffer */
1546 GLuint BufferSize; /**< size of the selection buffer */
1547 GLuint BufferCount; /**< number of values in the selection buffer */
1548 GLuint Hits; /**< number of records in the selection buffer */
1549 GLuint NameStackDepth; /**< name stack depth */
1550 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1551 GLboolean HitFlag; /**< hit flag */
1552 GLfloat HitMinZ; /**< minimum hit depth */
1553 GLfloat HitMaxZ; /**< maximum hit depth */
1554 };
1555
1556
1557 /**
1558 * 1-D Evaluator control points
1559 */
1560 struct gl_1d_map
1561 {
1562 GLuint Order; /**< Number of control points */
1563 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1564 GLfloat *Points; /**< Points to contiguous control points */
1565 };
1566
1567
1568 /**
1569 * 2-D Evaluator control points
1570 */
1571 struct gl_2d_map
1572 {
1573 GLuint Uorder; /**< Number of control points in U dimension */
1574 GLuint Vorder; /**< Number of control points in V dimension */
1575 GLfloat u1, u2, du;
1576 GLfloat v1, v2, dv;
1577 GLfloat *Points; /**< Points to contiguous control points */
1578 };
1579
1580
1581 /**
1582 * All evaluator control point state
1583 */
1584 struct gl_evaluators
1585 {
1586 /**
1587 * \name 1-D maps
1588 */
1589 /*@{*/
1590 struct gl_1d_map Map1Vertex3;
1591 struct gl_1d_map Map1Vertex4;
1592 struct gl_1d_map Map1Index;
1593 struct gl_1d_map Map1Color4;
1594 struct gl_1d_map Map1Normal;
1595 struct gl_1d_map Map1Texture1;
1596 struct gl_1d_map Map1Texture2;
1597 struct gl_1d_map Map1Texture3;
1598 struct gl_1d_map Map1Texture4;
1599 /*@}*/
1600
1601 /**
1602 * \name 2-D maps
1603 */
1604 /*@{*/
1605 struct gl_2d_map Map2Vertex3;
1606 struct gl_2d_map Map2Vertex4;
1607 struct gl_2d_map Map2Index;
1608 struct gl_2d_map Map2Color4;
1609 struct gl_2d_map Map2Normal;
1610 struct gl_2d_map Map2Texture1;
1611 struct gl_2d_map Map2Texture2;
1612 struct gl_2d_map Map2Texture3;
1613 struct gl_2d_map Map2Texture4;
1614 /*@}*/
1615 };
1616
1617
1618 struct gl_transform_feedback_varying_info
1619 {
1620 char *Name;
1621 GLenum Type;
1622 GLint Size;
1623 };
1624
1625
1626 /**
1627 * Per-output info vertex shaders for transform feedback.
1628 */
1629 struct gl_transform_feedback_output
1630 {
1631 unsigned OutputRegister;
1632 unsigned OutputBuffer;
1633 unsigned NumComponents;
1634 unsigned StreamId;
1635
1636 /** offset (in DWORDs) of this output within the interleaved structure */
1637 unsigned DstOffset;
1638
1639 /**
1640 * Offset into the output register of the data to output. For example,
1641 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1642 * offset is in the y and z components of the output register.
1643 */
1644 unsigned ComponentOffset;
1645 };
1646
1647
1648 /** Post-link transform feedback info. */
1649 struct gl_transform_feedback_info
1650 {
1651 unsigned NumOutputs;
1652
1653 /**
1654 * Number of transform feedback buffers in use by this program.
1655 */
1656 unsigned NumBuffers;
1657
1658 struct gl_transform_feedback_output *Outputs;
1659
1660 /** Transform feedback varyings used for the linking of this shader program.
1661 *
1662 * Use for glGetTransformFeedbackVarying().
1663 */
1664 struct gl_transform_feedback_varying_info *Varyings;
1665 GLint NumVarying;
1666
1667 /**
1668 * Total number of components stored in each buffer. This may be used by
1669 * hardware back-ends to determine the correct stride when interleaving
1670 * multiple transform feedback outputs in the same buffer.
1671 */
1672 unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1673
1674 /**
1675 * Which transform feedback stream this buffer binding is associated with.
1676 */
1677 unsigned BufferStream[MAX_FEEDBACK_BUFFERS];
1678 };
1679
1680
1681 /**
1682 * Transform feedback object state
1683 */
1684 struct gl_transform_feedback_object
1685 {
1686 GLuint Name; /**< AKA the object ID */
1687 GLint RefCount;
1688 GLchar *Label; /**< GL_KHR_debug */
1689 GLboolean Active; /**< Is transform feedback enabled? */
1690 GLboolean Paused; /**< Is transform feedback paused? */
1691 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1692 at least once? */
1693 GLboolean EverBound; /**< Has this object been bound? */
1694
1695 /**
1696 * GLES: if Active is true, remaining number of primitives which can be
1697 * rendered without overflow. This is necessary to track because GLES
1698 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1699 * glDrawArraysInstanced would overflow transform feedback buffers.
1700 * Undefined if Active is false.
1701 *
1702 * Not tracked for desktop GL since it's unnecessary.
1703 */
1704 unsigned GlesRemainingPrims;
1705
1706 /**
1707 * The shader program active when BeginTransformFeedback() was called.
1708 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1709 * where stage is the pipeline stage that is the source of data for
1710 * transform feedback.
1711 */
1712 struct gl_shader_program *shader_program;
1713
1714 /** The feedback buffers */
1715 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1716 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1717
1718 /** Start of feedback data in dest buffer */
1719 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1720
1721 /**
1722 * Max data to put into dest buffer (in bytes). Computed based on
1723 * RequestedSize and the actual size of the buffer.
1724 */
1725 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1726
1727 /**
1728 * Size that was specified when the buffer was bound. If the buffer was
1729 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1730 * zero.
1731 */
1732 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1733 };
1734
1735
1736 /**
1737 * Context state for transform feedback.
1738 */
1739 struct gl_transform_feedback_state
1740 {
1741 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1742
1743 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1744 struct gl_buffer_object *CurrentBuffer;
1745
1746 /** The table of all transform feedback objects */
1747 struct _mesa_HashTable *Objects;
1748
1749 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1750 struct gl_transform_feedback_object *CurrentObject;
1751
1752 /** The default xform-fb object (Name==0) */
1753 struct gl_transform_feedback_object *DefaultObject;
1754 };
1755
1756
1757 /**
1758 * A "performance monitor" as described in AMD_performance_monitor.
1759 */
1760 struct gl_perf_monitor_object
1761 {
1762 GLuint Name;
1763
1764 /** True if the monitor is currently active (Begin called but not End). */
1765 GLboolean Active;
1766
1767 /**
1768 * True if the monitor has ended.
1769 *
1770 * This is distinct from !Active because it may never have began.
1771 */
1772 GLboolean Ended;
1773
1774 /**
1775 * A list of groups with currently active counters.
1776 *
1777 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1778 */
1779 unsigned *ActiveGroups;
1780
1781 /**
1782 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1783 *
1784 * Checking whether counter 'c' in group 'g' is active can be done via:
1785 *
1786 * BITSET_TEST(ActiveCounters[g], c)
1787 */
1788 GLuint **ActiveCounters;
1789 };
1790
1791
1792 union gl_perf_monitor_counter_value
1793 {
1794 float f;
1795 uint64_t u64;
1796 uint32_t u32;
1797 };
1798
1799
1800 struct gl_perf_monitor_counter
1801 {
1802 /** Human readable name for the counter. */
1803 const char *Name;
1804
1805 /**
1806 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1807 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1808 */
1809 GLenum Type;
1810
1811 /** Minimum counter value. */
1812 union gl_perf_monitor_counter_value Minimum;
1813
1814 /** Maximum counter value. */
1815 union gl_perf_monitor_counter_value Maximum;
1816 };
1817
1818
1819 struct gl_perf_monitor_group
1820 {
1821 /** Human readable name for the group. */
1822 const char *Name;
1823
1824 /**
1825 * Maximum number of counters in this group which can be active at the
1826 * same time.
1827 */
1828 GLuint MaxActiveCounters;
1829
1830 /** Array of counters within this group. */
1831 const struct gl_perf_monitor_counter *Counters;
1832 GLuint NumCounters;
1833 };
1834
1835
1836 /**
1837 * Context state for AMD_performance_monitor.
1838 */
1839 struct gl_perf_monitor_state
1840 {
1841 /** Array of performance monitor groups (indexed by group ID) */
1842 const struct gl_perf_monitor_group *Groups;
1843 GLuint NumGroups;
1844
1845 /** The table of all performance monitors. */
1846 struct _mesa_HashTable *Monitors;
1847 };
1848
1849
1850 /**
1851 * Names of the various vertex/fragment program register files, etc.
1852 *
1853 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1854 * All values should fit in a 4-bit field.
1855 *
1856 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
1857 * considered to be "uniform" variables since they can only be set outside
1858 * glBegin/End. They're also all stored in the same Parameters array.
1859 */
1860 typedef enum
1861 {
1862 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1863 PROGRAM_ARRAY, /**< Arrays & Matrixes */
1864 PROGRAM_INPUT, /**< machine->Inputs[] */
1865 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1866 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1867 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1868 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1869 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1870 PROGRAM_ADDRESS, /**< machine->AddressReg */
1871 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1872 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1873 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1874 PROGRAM_IMMEDIATE, /**< Immediate value, used by TGSI */
1875 PROGRAM_BUFFER, /**< for shader buffers, compile-time only */
1876 PROGRAM_MEMORY, /**< for shared, global and local memory */
1877 PROGRAM_IMAGE, /**< for shader images, compile-time only */
1878 PROGRAM_FILE_MAX
1879 } gl_register_file;
1880
1881
1882 /**
1883 * Base class for any kind of program object
1884 */
1885 struct gl_program
1886 {
1887 mtx_t Mutex;
1888 GLuint Id;
1889 GLint RefCount;
1890 GLubyte *String; /**< Null-terminated program text */
1891
1892 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
1893 GLenum Format; /**< String encoding format */
1894
1895 struct prog_instruction *Instructions;
1896
1897 struct nir_shader *nir;
1898
1899 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
1900 GLbitfield64 DoubleInputsRead; /**< Bitmask of which input regs are read and are doubles */
1901 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1902 GLbitfield PatchInputsRead; /**< VAR[0..31] usage for patch inputs (user-defined only) */
1903 GLbitfield PatchOutputsWritten; /**< VAR[0..31] usage for patch outputs (user-defined only) */
1904 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1905 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1906 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1907 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1908
1909 GLboolean UsesGather; /**< Does this program use gather4 at all? */
1910
1911 /**
1912 * For vertex and geometry shaders, true if the program uses the
1913 * gl_ClipDistance output. Ignored for fragment shaders.
1914 */
1915 unsigned ClipDistanceArraySize;
1916
1917
1918 /** Named parameters, constants, etc. from program text */
1919 struct gl_program_parameter_list *Parameters;
1920
1921 /**
1922 * Local parameters used by the program.
1923 *
1924 * It's dynamically allocated because it is rarely used (just
1925 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
1926 * allocated.
1927 */
1928 GLfloat (*LocalParams)[4];
1929
1930 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1931 GLubyte SamplerUnits[MAX_SAMPLERS];
1932
1933 /** Bitmask of which register files are read/written with indirect
1934 * addressing. Mask of (1 << PROGRAM_x) bits.
1935 */
1936 GLbitfield IndirectRegisterFiles;
1937
1938 /** Logical counts */
1939 /*@{*/
1940 GLuint NumInstructions;
1941 GLuint NumTemporaries;
1942 GLuint NumParameters;
1943 GLuint NumAttributes;
1944 GLuint NumAddressRegs;
1945 GLuint NumAluInstructions;
1946 GLuint NumTexInstructions;
1947 GLuint NumTexIndirections;
1948 /*@}*/
1949 /** Native, actual h/w counts */
1950 /*@{*/
1951 GLuint NumNativeInstructions;
1952 GLuint NumNativeTemporaries;
1953 GLuint NumNativeParameters;
1954 GLuint NumNativeAttributes;
1955 GLuint NumNativeAddressRegs;
1956 GLuint NumNativeAluInstructions;
1957 GLuint NumNativeTexInstructions;
1958 GLuint NumNativeTexIndirections;
1959 /*@}*/
1960 };
1961
1962
1963 /** Vertex program object */
1964 struct gl_vertex_program
1965 {
1966 struct gl_program Base; /**< base class */
1967 GLboolean IsPositionInvariant;
1968 };
1969
1970
1971 /** Tessellation control program object */
1972 struct gl_tess_ctrl_program
1973 {
1974 struct gl_program Base; /**< base class */
1975
1976 /* output layout */
1977 GLint VerticesOut;
1978 };
1979
1980
1981 /** Tessellation evaluation program object */
1982 struct gl_tess_eval_program
1983 {
1984 struct gl_program Base; /**< base class */
1985
1986 /* input layout */
1987 GLenum PrimitiveMode; /* GL_TRIANGLES, GL_QUADS or GL_ISOLINES */
1988 GLenum Spacing; /* GL_EQUAL, GL_FRACTIONAL_EVEN, GL_FRACTIONAL_ODD */
1989 GLenum VertexOrder; /* GL_CW or GL_CCW */
1990 bool PointMode;
1991 };
1992
1993
1994 /** Geometry program object */
1995 struct gl_geometry_program
1996 {
1997 struct gl_program Base; /**< base class */
1998
1999 GLint VerticesIn;
2000 GLint VerticesOut;
2001 GLint Invocations;
2002 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2003 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2004 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2005 bool UsesEndPrimitive;
2006 bool UsesStreams;
2007 };
2008
2009
2010 /** Fragment program object */
2011 struct gl_fragment_program
2012 {
2013 struct gl_program Base; /**< base class */
2014 GLboolean UsesKill; /**< shader uses KIL instruction */
2015 GLboolean UsesDFdy; /**< shader uses DDY instruction */
2016 GLboolean OriginUpperLeft;
2017 GLboolean PixelCenterInteger;
2018 enum gl_frag_depth_layout FragDepthLayout;
2019
2020 /**
2021 * GLSL interpolation qualifier associated with each fragment shader input.
2022 * For inputs that do not have an interpolation qualifier specified in
2023 * GLSL, the value is INTERP_QUALIFIER_NONE.
2024 */
2025 enum glsl_interp_qualifier InterpQualifier[VARYING_SLOT_MAX];
2026
2027 /**
2028 * Bitfield indicating, for each fragment shader input, 1 if that input
2029 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2030 */
2031 GLbitfield64 IsCentroid;
2032
2033 /**
2034 * Bitfield indicating, for each fragment shader input, 1 if that input
2035 * uses sample interpolation, 0 otherwise. Unused inputs are 0.
2036 */
2037 GLbitfield64 IsSample;
2038 };
2039
2040
2041 /** Compute program object */
2042 struct gl_compute_program
2043 {
2044 struct gl_program Base; /**< base class */
2045
2046 /**
2047 * Size specified using local_size_{x,y,z}.
2048 */
2049 unsigned LocalSize[3];
2050
2051 /**
2052 * Size of shared variables accessed by the compute shader.
2053 */
2054 unsigned SharedSize;
2055 };
2056
2057
2058 /**
2059 * State common to vertex and fragment programs.
2060 */
2061 struct gl_program_state
2062 {
2063 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2064 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2065 };
2066
2067
2068 /**
2069 * Context state for vertex programs.
2070 */
2071 struct gl_vertex_program_state
2072 {
2073 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2074 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2075 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2076 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2077 /** Computed two sided lighting for fixed function/programs. */
2078 GLboolean _TwoSideEnabled;
2079 struct gl_vertex_program *Current; /**< User-bound vertex program */
2080
2081 /** Currently enabled and valid vertex program (including internal
2082 * programs, user-defined vertex programs and GLSL vertex shaders).
2083 * This is the program we must use when rendering.
2084 */
2085 struct gl_vertex_program *_Current;
2086
2087 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2088
2089 /** Should fixed-function T&L be implemented with a vertex prog? */
2090 GLboolean _MaintainTnlProgram;
2091
2092 /** Program to emulate fixed-function T&L (see above) */
2093 struct gl_vertex_program *_TnlProgram;
2094
2095 /** Cache of fixed-function programs */
2096 struct gl_program_cache *Cache;
2097
2098 GLboolean _Overriden;
2099 };
2100
2101 /**
2102 * Context state for tessellation control programs.
2103 */
2104 struct gl_tess_ctrl_program_state
2105 {
2106 /** Currently bound and valid shader. */
2107 struct gl_tess_ctrl_program *_Current;
2108
2109 GLint patch_vertices;
2110 GLfloat patch_default_outer_level[4];
2111 GLfloat patch_default_inner_level[2];
2112 };
2113
2114 /**
2115 * Context state for tessellation evaluation programs.
2116 */
2117 struct gl_tess_eval_program_state
2118 {
2119 /** Currently bound and valid shader. */
2120 struct gl_tess_eval_program *_Current;
2121 };
2122
2123 /**
2124 * Context state for geometry programs.
2125 */
2126 struct gl_geometry_program_state
2127 {
2128 /** Currently enabled and valid program (including internal programs
2129 * and compiled shader programs).
2130 */
2131 struct gl_geometry_program *_Current;
2132 };
2133
2134 /**
2135 * Context state for fragment programs.
2136 */
2137 struct gl_fragment_program_state
2138 {
2139 GLboolean Enabled; /**< User-set fragment program enable flag */
2140 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2141 struct gl_fragment_program *Current; /**< User-bound fragment program */
2142
2143 /** Currently enabled and valid fragment program (including internal
2144 * programs, user-defined fragment programs and GLSL fragment shaders).
2145 * This is the program we must use when rendering.
2146 */
2147 struct gl_fragment_program *_Current;
2148
2149 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2150
2151 /** Should fixed-function texturing be implemented with a fragment prog? */
2152 GLboolean _MaintainTexEnvProgram;
2153
2154 /** Program to emulate fixed-function texture env/combine (see above) */
2155 struct gl_fragment_program *_TexEnvProgram;
2156
2157 /** Cache of fixed-function programs */
2158 struct gl_program_cache *Cache;
2159 };
2160
2161
2162 /**
2163 * Context state for compute programs.
2164 */
2165 struct gl_compute_program_state
2166 {
2167 /** Currently enabled and valid program (including internal programs
2168 * and compiled shader programs).
2169 */
2170 struct gl_compute_program *_Current;
2171 };
2172
2173
2174 /**
2175 * ATI_fragment_shader runtime state
2176 */
2177
2178 struct atifs_instruction;
2179 struct atifs_setupinst;
2180
2181 /**
2182 * ATI fragment shader
2183 */
2184 struct ati_fragment_shader
2185 {
2186 GLuint Id;
2187 GLint RefCount;
2188 struct atifs_instruction *Instructions[2];
2189 struct atifs_setupinst *SetupInst[2];
2190 GLfloat Constants[8][4];
2191 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2192 GLubyte numArithInstr[2];
2193 GLubyte regsAssigned[2];
2194 GLubyte NumPasses; /**< 1 or 2 */
2195 GLubyte cur_pass;
2196 GLubyte last_optype;
2197 GLboolean interpinp1;
2198 GLboolean isValid;
2199 GLuint swizzlerq;
2200 };
2201
2202 /**
2203 * Context state for GL_ATI_fragment_shader
2204 */
2205 struct gl_ati_fragment_shader_state
2206 {
2207 GLboolean Enabled;
2208 GLboolean _Enabled; /**< enabled and valid shader? */
2209 GLboolean Compiling;
2210 GLfloat GlobalConstants[8][4];
2211 struct ati_fragment_shader *Current;
2212 };
2213
2214 /**
2215 * Shader subroutine function definition
2216 */
2217 struct gl_subroutine_function
2218 {
2219 char *name;
2220 int index;
2221 int num_compat_types;
2222 const struct glsl_type **types;
2223 };
2224
2225 /**
2226 * A GLSL vertex or fragment shader object.
2227 */
2228 struct gl_shader
2229 {
2230 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2231 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2232 * Must be the first field.
2233 */
2234 GLenum Type;
2235 gl_shader_stage Stage;
2236 GLuint Name; /**< AKA the handle */
2237 GLint RefCount; /**< Reference count */
2238 GLchar *Label; /**< GL_KHR_debug */
2239 GLboolean DeletePending;
2240 GLboolean CompileStatus;
2241 bool IsES; /**< True if this shader uses GLSL ES */
2242
2243 GLuint SourceChecksum; /**< for debug/logging purposes */
2244 const GLchar *Source; /**< Source code string */
2245
2246 struct gl_program *Program; /**< Post-compile assembly code */
2247 GLchar *InfoLog;
2248
2249 unsigned Version; /**< GLSL version used for linking */
2250
2251 /**
2252 * \name Sampler tracking
2253 *
2254 * \note Each of these fields is only set post-linking.
2255 */
2256 /*@{*/
2257 unsigned num_samplers; /**< Number of samplers used by this shader. */
2258 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2259 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2260 /*@}*/
2261
2262 /**
2263 * Map from sampler unit to texture unit (set by glUniform1i())
2264 *
2265 * A sampler unit is associated with each sampler uniform by the linker.
2266 * The sampler unit associated with each uniform is stored in the
2267 * \c gl_uniform_storage::sampler field.
2268 */
2269 GLubyte SamplerUnits[MAX_SAMPLERS];
2270 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2271 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2272
2273 /**
2274 * Number of default uniform block components used by this shader.
2275 *
2276 * This field is only set post-linking.
2277 */
2278 unsigned num_uniform_components;
2279
2280 /**
2281 * Number of combined uniform components used by this shader.
2282 *
2283 * This field is only set post-linking. It is the sum of the uniform block
2284 * sizes divided by sizeof(float), and num_uniform_compoennts.
2285 */
2286 unsigned num_combined_uniform_components;
2287
2288 /**
2289 * This shader's uniform/ssbo block information.
2290 *
2291 * These fields are only set post-linking.
2292 *
2293 * BufferInterfaceBlocks is a list containing both UBOs and SSBOs. This is
2294 * useful during the linking process so that we don't have to handle SSBOs
2295 * specifically.
2296 *
2297 * UniformBlocks is a list of UBOs. This is useful for backends that need
2298 * or prefer to see separate index spaces for UBOS and SSBOs like the GL
2299 * API specifies.
2300 *
2301 * ShaderStorageBlocks is a list of SSBOs. This is useful for backends that
2302 * need or prefer to see separate index spaces for UBOS and SSBOs like the
2303 * GL API specifies.
2304 *
2305 * UniformBlocks and ShaderStorageBlocks only have pointers into
2306 * BufferInterfaceBlocks so the actual resource information is not
2307 * duplicated.
2308 */
2309 unsigned NumBufferInterfaceBlocks;
2310 struct gl_uniform_block *BufferInterfaceBlocks;
2311
2312 unsigned NumUniformBlocks;
2313 struct gl_uniform_block **UniformBlocks;
2314
2315 unsigned NumShaderStorageBlocks;
2316 struct gl_uniform_block **ShaderStorageBlocks;
2317
2318 struct exec_list *ir;
2319 struct exec_list *packed_varyings;
2320 struct exec_list *fragdata_arrays;
2321 struct glsl_symbol_table *symbols;
2322
2323 bool uses_builtin_functions;
2324 bool uses_gl_fragcoord;
2325 bool redeclares_gl_fragcoord;
2326 bool ARB_fragment_coord_conventions_enable;
2327
2328 /**
2329 * Fragment shader state from GLSL 1.50 layout qualifiers.
2330 */
2331 bool origin_upper_left;
2332 bool pixel_center_integer;
2333
2334 /**
2335 * Tessellation Control shader state from layout qualifiers.
2336 */
2337 struct {
2338 /**
2339 * 0 - vertices not declared in shader, or
2340 * 1 .. GL_MAX_PATCH_VERTICES
2341 */
2342 GLint VerticesOut;
2343 } TessCtrl;
2344
2345 /**
2346 * Tessellation Evaluation shader state from layout qualifiers.
2347 */
2348 struct {
2349 /**
2350 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2351 * in this shader.
2352 */
2353 GLenum PrimitiveMode;
2354 /**
2355 * GL_EQUAL, GL_FRACTIONAL_ODD, GL_FRACTIONAL_EVEN, or 0 if it's not set
2356 * in this shader.
2357 */
2358 GLenum Spacing;
2359 /**
2360 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2361 */
2362 GLenum VertexOrder;
2363 /**
2364 * 1, 0, or -1 if it's not set in this shader.
2365 */
2366 int PointMode;
2367 } TessEval;
2368
2369 /**
2370 * Geometry shader state from GLSL 1.50 layout qualifiers.
2371 */
2372 struct {
2373 GLint VerticesOut;
2374 /**
2375 * 0 - Invocations count not declared in shader, or
2376 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2377 */
2378 GLint Invocations;
2379 /**
2380 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2381 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2382 * shader.
2383 */
2384 GLenum InputType;
2385 /**
2386 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2387 * it's not set in this shader.
2388 */
2389 GLenum OutputType;
2390 } Geom;
2391
2392 /**
2393 * Map from image uniform index to image unit (set by glUniform1i())
2394 *
2395 * An image uniform index is associated with each image uniform by
2396 * the linker. The image index associated with each uniform is
2397 * stored in the \c gl_uniform_storage::image field.
2398 */
2399 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2400
2401 /**
2402 * Access qualifier specified in the shader for each image uniform
2403 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2404 * GL_READ_WRITE.
2405 *
2406 * It may be different, though only more strict than the value of
2407 * \c gl_image_unit::Access for the corresponding image unit.
2408 */
2409 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2410
2411 /**
2412 * Number of image uniforms defined in the shader. It specifies
2413 * the number of valid elements in the \c ImageUnits and \c
2414 * ImageAccess arrays above.
2415 */
2416 GLuint NumImages;
2417
2418 struct gl_active_atomic_buffer **AtomicBuffers;
2419 unsigned NumAtomicBuffers;
2420
2421 /**
2422 * Whether early fragment tests are enabled as defined by
2423 * ARB_shader_image_load_store.
2424 */
2425 bool EarlyFragmentTests;
2426
2427 /**
2428 * Compute shader state from ARB_compute_shader layout qualifiers.
2429 */
2430 struct {
2431 /**
2432 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2433 * it's not set in this shader.
2434 */
2435 unsigned LocalSize[3];
2436 } Comp;
2437
2438 /**
2439 * Number of types for subroutine uniforms.
2440 */
2441 GLuint NumSubroutineUniformTypes;
2442
2443 /**
2444 * Subroutine uniform remap table
2445 * based on the program level uniform remap table.
2446 */
2447 GLuint NumSubroutineUniformRemapTable;
2448 struct gl_uniform_storage **SubroutineUniformRemapTable;
2449
2450 /**
2451 * Num of subroutine functions for this stage
2452 * and storage for them.
2453 */
2454 GLuint NumSubroutineFunctions;
2455 struct gl_subroutine_function *SubroutineFunctions;
2456 };
2457
2458
2459 struct gl_uniform_buffer_variable
2460 {
2461 char *Name;
2462
2463 /**
2464 * Name of the uniform as seen by glGetUniformIndices.
2465 *
2466 * glGetUniformIndices requires that the block instance index \b not be
2467 * present in the name of queried uniforms.
2468 *
2469 * \note
2470 * \c gl_uniform_buffer_variable::IndexName and
2471 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2472 */
2473 char *IndexName;
2474
2475 const struct glsl_type *Type;
2476 unsigned int Offset;
2477 GLboolean RowMajor;
2478 };
2479
2480
2481 enum gl_uniform_block_packing
2482 {
2483 ubo_packing_std140,
2484 ubo_packing_shared,
2485 ubo_packing_packed,
2486 ubo_packing_std430
2487 };
2488
2489
2490 struct gl_uniform_block
2491 {
2492 /** Declared name of the uniform block */
2493 char *Name;
2494
2495 /** Array of supplemental information about UBO ir_variables. */
2496 struct gl_uniform_buffer_variable *Uniforms;
2497 GLuint NumUniforms;
2498
2499 /**
2500 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2501 * with glBindBufferBase to bind a buffer object to this uniform block. When
2502 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2503 */
2504 GLuint Binding;
2505
2506 /**
2507 * Vulkan descriptor set qualifier for this block.
2508 */
2509 GLuint Set;
2510
2511 /**
2512 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2513 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2514 */
2515 GLuint UniformBufferSize;
2516
2517 /**
2518 * Is this actually an interface block for a shader storage buffer?
2519 */
2520 bool IsShaderStorage;
2521
2522 /**
2523 * Layout specified in the shader
2524 *
2525 * This isn't accessible through the API, but it is used while
2526 * cross-validating uniform blocks.
2527 */
2528 enum gl_uniform_block_packing _Packing;
2529 };
2530
2531 /**
2532 * Structure that represents a reference to an atomic buffer from some
2533 * shader program.
2534 */
2535 struct gl_active_atomic_buffer
2536 {
2537 /** Uniform indices of the atomic counters declared within it. */
2538 GLuint *Uniforms;
2539 GLuint NumUniforms;
2540
2541 /** Binding point index associated with it. */
2542 GLuint Binding;
2543
2544 /** Minimum reasonable size it is expected to have. */
2545 GLuint MinimumSize;
2546
2547 /** Shader stages making use of it. */
2548 GLboolean StageReferences[MESA_SHADER_STAGES];
2549 };
2550
2551 /**
2552 * Data container for shader queries. This holds only the minimal
2553 * amount of required information for resource queries to work.
2554 */
2555 struct gl_shader_variable
2556 {
2557 /**
2558 * Declared type of the variable
2559 */
2560 const struct glsl_type *type;
2561
2562 /**
2563 * Declared name of the variable
2564 */
2565 char *name;
2566
2567 /**
2568 * Storage location of the base of this variable
2569 *
2570 * The precise meaning of this field depends on the nature of the variable.
2571 *
2572 * - Vertex shader input: one of the values from \c gl_vert_attrib.
2573 * - Vertex shader output: one of the values from \c gl_varying_slot.
2574 * - Geometry shader input: one of the values from \c gl_varying_slot.
2575 * - Geometry shader output: one of the values from \c gl_varying_slot.
2576 * - Fragment shader input: one of the values from \c gl_varying_slot.
2577 * - Fragment shader output: one of the values from \c gl_frag_result.
2578 * - Uniforms: Per-stage uniform slot number for default uniform block.
2579 * - Uniforms: Index within the uniform block definition for UBO members.
2580 * - Non-UBO Uniforms: explicit location until linking then reused to
2581 * store uniform slot number.
2582 * - Other: This field is not currently used.
2583 *
2584 * If the variable is a uniform, shader input, or shader output, and the
2585 * slot has not been assigned, the value will be -1.
2586 */
2587 int location;
2588
2589 /**
2590 * Output index for dual source blending.
2591 *
2592 * \note
2593 * The GLSL spec only allows the values 0 or 1 for the index in \b dual
2594 * source blending.
2595 */
2596 unsigned index:1;
2597
2598 /**
2599 * Specifies whether a shader input/output is per-patch in tessellation
2600 * shader stages.
2601 */
2602 unsigned patch:1;
2603
2604 /**
2605 * Storage class of the variable.
2606 *
2607 * \sa (n)ir_variable_mode
2608 */
2609 unsigned mode:4;
2610 };
2611
2612 /**
2613 * Active resource in a gl_shader_program
2614 */
2615 struct gl_program_resource
2616 {
2617 GLenum Type; /** Program interface type. */
2618 const void *Data; /** Pointer to resource associated data structure. */
2619 uint8_t StageReferences; /** Bitmask of shader stage references. */
2620 };
2621
2622 /**
2623 * A GLSL program object.
2624 * Basically a linked collection of vertex and fragment shaders.
2625 */
2626 struct gl_shader_program
2627 {
2628 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2629 GLuint Name; /**< aka handle or ID */
2630 GLchar *Label; /**< GL_KHR_debug */
2631 GLint RefCount; /**< Reference count */
2632 GLboolean DeletePending;
2633
2634 /**
2635 * Is the application intending to glGetProgramBinary this program?
2636 */
2637 GLboolean BinaryRetreivableHint;
2638
2639 /**
2640 * Indicates whether program can be bound for individual pipeline stages
2641 * using UseProgramStages after it is next linked.
2642 */
2643 GLboolean SeparateShader;
2644
2645 GLuint NumShaders; /**< number of attached shaders */
2646 struct gl_shader **Shaders; /**< List of attached the shaders */
2647
2648 /**
2649 * User-defined attribute bindings
2650 *
2651 * These are set via \c glBindAttribLocation and are used to direct the
2652 * GLSL linker. These are \b not the values used in the compiled shader,
2653 * and they are \b not the values returned by \c glGetAttribLocation.
2654 */
2655 struct string_to_uint_map *AttributeBindings;
2656
2657 /**
2658 * User-defined fragment data bindings
2659 *
2660 * These are set via \c glBindFragDataLocation and are used to direct the
2661 * GLSL linker. These are \b not the values used in the compiled shader,
2662 * and they are \b not the values returned by \c glGetFragDataLocation.
2663 */
2664 struct string_to_uint_map *FragDataBindings;
2665 struct string_to_uint_map *FragDataIndexBindings;
2666
2667 /**
2668 * Transform feedback varyings last specified by
2669 * glTransformFeedbackVaryings().
2670 *
2671 * For the current set of transform feedback varyings used for transform
2672 * feedback output, see LinkedTransformFeedback.
2673 */
2674 struct {
2675 GLenum BufferMode;
2676 GLuint NumVarying;
2677 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2678 } TransformFeedback;
2679
2680 /** Post-link transform feedback info. */
2681 struct gl_transform_feedback_info LinkedTransformFeedback;
2682
2683 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2684 enum gl_frag_depth_layout FragDepthLayout;
2685
2686 /**
2687 * Tessellation Control shader state from layout qualifiers.
2688 */
2689 struct {
2690 /**
2691 * 0 - vertices not declared in shader, or
2692 * 1 .. GL_MAX_PATCH_VERTICES
2693 */
2694 GLint VerticesOut;
2695 } TessCtrl;
2696
2697 /**
2698 * Tessellation Evaluation shader state from layout qualifiers.
2699 */
2700 struct {
2701 /** GL_TRIANGLES, GL_QUADS or GL_ISOLINES */
2702 GLenum PrimitiveMode;
2703 /** GL_EQUAL, GL_FRACTIONAL_ODD or GL_FRACTIONAL_EVEN */
2704 GLenum Spacing;
2705 /** GL_CW or GL_CCW */
2706 GLenum VertexOrder;
2707 bool PointMode;
2708 /**
2709 * True if gl_ClipDistance is written to. Copied into
2710 * gl_tess_eval_program by _mesa_copy_linked_program_data().
2711 */
2712 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2713 0 if not present. */
2714 } TessEval;
2715
2716 /**
2717 * Geometry shader state - copied into gl_geometry_program by
2718 * _mesa_copy_linked_program_data().
2719 */
2720 struct {
2721 GLint VerticesIn;
2722 GLint VerticesOut;
2723 /**
2724 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2725 */
2726 GLint Invocations;
2727 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2728 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2729 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2730 /**
2731 * True if gl_ClipDistance is written to. Copied into
2732 * gl_geometry_program by _mesa_copy_linked_program_data().
2733 */
2734 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2735 0 if not present. */
2736 bool UsesEndPrimitive;
2737 bool UsesStreams;
2738 } Geom;
2739
2740 /** Vertex shader state */
2741 struct {
2742 /**
2743 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2744 * by _mesa_copy_linked_program_data().
2745 */
2746 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2747 0 if not present. */
2748 } Vert;
2749
2750 /**
2751 * Compute shader state - copied into gl_compute_program by
2752 * _mesa_copy_linked_program_data().
2753 */
2754 struct {
2755 /**
2756 * If this shader contains a compute stage, size specified using
2757 * local_size_{x,y,z}. Otherwise undefined.
2758 */
2759 unsigned LocalSize[3];
2760 /**
2761 * Size of shared variables accessed by the compute shader.
2762 */
2763 unsigned SharedSize;
2764 } Comp;
2765
2766 /* post-link info: */
2767 unsigned NumUniformStorage;
2768 unsigned NumHiddenUniforms;
2769 struct gl_uniform_storage *UniformStorage;
2770
2771 /**
2772 * Mapping from GL uniform locations returned by \c glUniformLocation to
2773 * UniformStorage entries. Arrays will have multiple contiguous slots
2774 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2775 */
2776 unsigned NumUniformRemapTable;
2777 struct gl_uniform_storage **UniformRemapTable;
2778
2779 /**
2780 * Sometimes there are empty slots left over in UniformRemapTable after we
2781 * allocate slots to explicit locations. This list stores the blocks of
2782 * continuous empty slots inside UniformRemapTable.
2783 */
2784 struct exec_list EmptyUniformLocations;
2785
2786 /**
2787 * Size of the gl_ClipDistance array that is output from the last pipeline
2788 * stage before the fragment shader.
2789 */
2790 unsigned LastClipDistanceArraySize;
2791
2792 /**
2793 * This shader's uniform/ssbo block information.
2794 *
2795 * BufferInterfaceBlocks is a list containing both UBOs and SSBOs. This is
2796 * useful during the linking process so that we don't have to handle SSBOs
2797 * specifically.
2798 *
2799 * UniformBlocks is a list of UBOs. This is useful for backends that need
2800 * or prefer to see separate index spaces for UBOS and SSBOs like the GL
2801 * API specifies.
2802 *
2803 * ShaderStorageBlocks is a list of SSBOs. This is useful for backends that
2804 * need or prefer to see separate index spaces for UBOS and SSBOs like the
2805 * GL API specifies.
2806 *
2807 * UniformBlocks and ShaderStorageBlocks only have pointers into
2808 * BufferInterfaceBlocks so the actual resource information is not
2809 * duplicated and are only set after linking.
2810 */
2811 unsigned NumBufferInterfaceBlocks;
2812 struct gl_uniform_block *BufferInterfaceBlocks;
2813
2814 unsigned NumUniformBlocks;
2815 struct gl_uniform_block **UniformBlocks;
2816
2817 unsigned NumShaderStorageBlocks;
2818 struct gl_uniform_block **ShaderStorageBlocks;
2819
2820 /**
2821 * Indices into the BufferInterfaceBlocks[] array for each stage they're
2822 * used in, or -1.
2823 *
2824 * This is used to maintain the Binding values of the stage's
2825 * BufferInterfaceBlocks[] and to answer the
2826 * GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2827 */
2828 int *InterfaceBlockStageIndex[MESA_SHADER_STAGES];
2829
2830 /**
2831 * Indices into the BufferInterfaceBlocks[] array for Uniform Buffer
2832 * Objects and Shader Storage Buffer Objects.
2833 */
2834 unsigned *UboInterfaceBlockIndex;
2835 unsigned *SsboInterfaceBlockIndex;
2836
2837 /**
2838 * Map of active uniform names to locations
2839 *
2840 * Maps any active uniform that is not an array element to a location.
2841 * Each active uniform, including individual structure members will appear
2842 * in this map. This roughly corresponds to the set of names that would be
2843 * enumerated by \c glGetActiveUniform.
2844 */
2845 struct string_to_uint_map *UniformHash;
2846
2847 struct gl_active_atomic_buffer *AtomicBuffers;
2848 unsigned NumAtomicBuffers;
2849
2850 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2851 GLboolean Validated;
2852 GLboolean _Used; /**< Ever used for drawing? */
2853 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
2854 GLchar *InfoLog;
2855
2856 unsigned Version; /**< GLSL version used for linking */
2857 bool IsES; /**< True if this program uses GLSL ES */
2858
2859 /**
2860 * Per-stage shaders resulting from the first stage of linking.
2861 *
2862 * Set of linked shaders for this program. The array is accessed using the
2863 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2864 * \c NULL.
2865 */
2866 struct gl_shader *_LinkedShaders[MESA_SHADER_STAGES];
2867
2868 /** List of all active resources after linking. */
2869 struct gl_program_resource *ProgramResourceList;
2870 unsigned NumProgramResourceList;
2871
2872 /* True if any of the fragment shaders attached to this program use:
2873 * #extension ARB_fragment_coord_conventions: enable
2874 */
2875 GLboolean ARB_fragment_coord_conventions_enable;
2876 };
2877
2878
2879 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2880 #define GLSL_LOG 0x2 /**< Write shaders to files */
2881 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2882 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2883 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2884 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2885 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2886 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2887 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2888 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2889
2890
2891 /**
2892 * Context state for GLSL vertex/fragment shaders.
2893 * Extended to support pipeline object
2894 */
2895 struct gl_pipeline_object
2896 {
2897 /** Name of the pipeline object as received from glGenProgramPipelines.
2898 * It would be 0 for shaders without separate shader objects.
2899 */
2900 GLuint Name;
2901
2902 GLint RefCount;
2903
2904 mtx_t Mutex;
2905
2906 GLchar *Label; /**< GL_KHR_debug */
2907
2908 /**
2909 * Programs used for rendering
2910 *
2911 * There is a separate program set for each shader stage.
2912 */
2913 struct gl_shader_program *CurrentProgram[MESA_SHADER_STAGES];
2914
2915 struct gl_shader_program *_CurrentFragmentProgram;
2916
2917 /**
2918 * Program used by glUniform calls.
2919 *
2920 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2921 */
2922 struct gl_shader_program *ActiveProgram;
2923
2924 GLbitfield Flags; /**< Mask of GLSL_x flags */
2925
2926 GLboolean EverBound; /**< Has the pipeline object been created */
2927
2928 GLboolean Validated; /**< Pipeline Validation status */
2929
2930 GLchar *InfoLog;
2931 };
2932
2933 /**
2934 * Context state for GLSL pipeline shaders.
2935 */
2936 struct gl_pipeline_shader_state
2937 {
2938 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
2939 struct gl_pipeline_object *Current;
2940
2941 /* Default Object to ensure that _Shader is never NULL */
2942 struct gl_pipeline_object *Default;
2943
2944 /** Pipeline objects */
2945 struct _mesa_HashTable *Objects;
2946 };
2947
2948 /**
2949 * Compiler options for a single GLSL shaders type
2950 */
2951 struct gl_shader_compiler_options
2952 {
2953 /** Driver-selectable options: */
2954 GLboolean EmitNoLoops;
2955 GLboolean EmitNoFunctions;
2956 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2957 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2958 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2959 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2960 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
2961 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2962
2963 /**
2964 * \name Forms of indirect addressing the driver cannot do.
2965 */
2966 /*@{*/
2967 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2968 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2969 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2970 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2971 GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
2972 /*@}*/
2973
2974 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2975 GLuint MaxUnrollIterations;
2976
2977 /**
2978 * Optimize code for array of structures backends.
2979 *
2980 * This is a proxy for:
2981 * - preferring DP4 instructions (rather than MUL/MAD) for
2982 * matrix * vector operations, such as position transformation.
2983 */
2984 GLboolean OptimizeForAOS;
2985
2986 GLboolean LowerBufferInterfaceBlocks; /**< Lower UBO and SSBO access to intrinsics. */
2987
2988 GLboolean LowerShaderSharedVariables; /**< Lower compute shader shared
2989 * variable access to intrinsics. */
2990
2991 const struct nir_shader_compiler_options *NirOptions;
2992 };
2993
2994
2995 /**
2996 * Occlusion/timer query object.
2997 */
2998 struct gl_query_object
2999 {
3000 GLenum Target; /**< The query target, when active */
3001 GLuint Id; /**< hash table ID/name */
3002 GLchar *Label; /**< GL_KHR_debug */
3003 GLuint64EXT Result; /**< the counter */
3004 GLboolean Active; /**< inside Begin/EndQuery */
3005 GLboolean Ready; /**< result is ready? */
3006 GLboolean EverBound;/**< has query object ever been bound */
3007 GLuint Stream; /**< The stream */
3008 };
3009
3010
3011 /**
3012 * Context state for query objects.
3013 */
3014 struct gl_query_state
3015 {
3016 struct _mesa_HashTable *QueryObjects;
3017 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
3018 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
3019
3020 /** GL_NV_conditional_render */
3021 struct gl_query_object *CondRenderQuery;
3022
3023 /** GL_EXT_transform_feedback */
3024 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
3025 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
3026
3027 /** GL_ARB_timer_query */
3028 struct gl_query_object *TimeElapsed;
3029
3030 /** GL_ARB_pipeline_statistics_query */
3031 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
3032
3033 GLenum CondRenderMode;
3034 };
3035
3036
3037 /** Sync object state */
3038 struct gl_sync_object
3039 {
3040 GLenum Type; /**< GL_SYNC_FENCE */
3041 GLuint Name; /**< Fence name */
3042 GLchar *Label; /**< GL_KHR_debug */
3043 GLint RefCount; /**< Reference count */
3044 GLboolean DeletePending; /**< Object was deleted while there were still
3045 * live references (e.g., sync not yet finished)
3046 */
3047 GLenum SyncCondition;
3048 GLbitfield Flags; /**< Flags passed to glFenceSync */
3049 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
3050 };
3051
3052
3053 /**
3054 * State which can be shared by multiple contexts:
3055 */
3056 struct gl_shared_state
3057 {
3058 mtx_t Mutex; /**< for thread safety */
3059 GLint RefCount; /**< Reference count */
3060 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
3061 struct _mesa_HashTable *BitmapAtlas; /**< For optimized glBitmap text */
3062 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
3063
3064 /** Default texture objects (shared by all texture units) */
3065 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
3066
3067 /** Fallback texture used when a bound texture is incomplete */
3068 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
3069
3070 /**
3071 * \name Thread safety and statechange notification for texture
3072 * objects.
3073 *
3074 * \todo Improve the granularity of locking.
3075 */
3076 /*@{*/
3077 mtx_t TexMutex; /**< texobj thread safety */
3078 GLuint TextureStateStamp; /**< state notification for shared tex */
3079 /*@}*/
3080
3081 /** Default buffer object for vertex arrays that aren't in VBOs */
3082 struct gl_buffer_object *NullBufferObj;
3083
3084 /**
3085 * \name Vertex/geometry/fragment programs
3086 */
3087 /*@{*/
3088 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3089 struct gl_vertex_program *DefaultVertexProgram;
3090 struct gl_fragment_program *DefaultFragmentProgram;
3091 /*@}*/
3092
3093 /* GL_ATI_fragment_shader */
3094 struct _mesa_HashTable *ATIShaders;
3095 struct ati_fragment_shader *DefaultFragmentShader;
3096
3097 struct _mesa_HashTable *BufferObjects;
3098
3099 /** Table of both gl_shader and gl_shader_program objects */
3100 struct _mesa_HashTable *ShaderObjects;
3101
3102 /* GL_EXT_framebuffer_object */
3103 struct _mesa_HashTable *RenderBuffers;
3104 struct _mesa_HashTable *FrameBuffers;
3105
3106 /* GL_ARB_sync */
3107 struct set *SyncObjects;
3108
3109 /** GL_ARB_sampler_objects */
3110 struct _mesa_HashTable *SamplerObjects;
3111
3112 /**
3113 * Some context in this share group was affected by a GPU reset
3114 *
3115 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3116 * been affected by a GPU reset must also return
3117 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3118 *
3119 * Once this field becomes true, it is never reset to false.
3120 */
3121 bool ShareGroupReset;
3122 };
3123
3124
3125
3126 /**
3127 * Renderbuffers represent drawing surfaces such as color, depth and/or
3128 * stencil. A framebuffer object has a set of renderbuffers.
3129 * Drivers will typically derive subclasses of this type.
3130 */
3131 struct gl_renderbuffer
3132 {
3133 mtx_t Mutex; /**< for thread safety */
3134 GLuint ClassID; /**< Useful for drivers */
3135 GLuint Name;
3136 GLchar *Label; /**< GL_KHR_debug */
3137 GLint RefCount;
3138 GLuint Width, Height;
3139 GLuint Depth;
3140 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3141 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3142 /**
3143 * True for renderbuffers that wrap textures, giving the driver a chance to
3144 * flush render caches through the FinishRenderTexture hook.
3145 *
3146 * Drivers may also set this on renderbuffers other than those generated by
3147 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3148 * called without a rb->TexImage.
3149 */
3150 GLboolean NeedsFinishRenderTexture;
3151 GLubyte NumSamples;
3152 GLenum InternalFormat; /**< The user-specified format */
3153 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3154 GL_STENCIL_INDEX. */
3155 mesa_format Format; /**< The actual renderbuffer memory format */
3156 /**
3157 * Pointer to the texture image if this renderbuffer wraps a texture,
3158 * otherwise NULL.
3159 *
3160 * Note that the reference on the gl_texture_object containing this
3161 * TexImage is held by the gl_renderbuffer_attachment.
3162 */
3163 struct gl_texture_image *TexImage;
3164
3165 /** Delete this renderbuffer */
3166 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3167
3168 /** Allocate new storage for this renderbuffer */
3169 GLboolean (*AllocStorage)(struct gl_context *ctx,
3170 struct gl_renderbuffer *rb,
3171 GLenum internalFormat,
3172 GLuint width, GLuint height);
3173 };
3174
3175
3176 /**
3177 * A renderbuffer attachment points to either a texture object (and specifies
3178 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3179 */
3180 struct gl_renderbuffer_attachment
3181 {
3182 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3183 GLboolean Complete;
3184
3185 /**
3186 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3187 * application supplied renderbuffer object.
3188 */
3189 struct gl_renderbuffer *Renderbuffer;
3190
3191 /**
3192 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3193 * supplied texture object.
3194 */
3195 struct gl_texture_object *Texture;
3196 GLuint TextureLevel; /**< Attached mipmap level. */
3197 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3198 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3199 * and 2D array textures */
3200 GLboolean Layered;
3201 };
3202
3203
3204 /**
3205 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3206 * In C++ terms, think of this as a base class from which device drivers
3207 * will make derived classes.
3208 */
3209 struct gl_framebuffer
3210 {
3211 mtx_t Mutex; /**< for thread safety */
3212 /**
3213 * If zero, this is a window system framebuffer. If non-zero, this
3214 * is a FBO framebuffer; note that for some devices (i.e. those with
3215 * a natural pixel coordinate system for FBOs that differs from the
3216 * OpenGL/Mesa coordinate system), this means that the viewport,
3217 * polygon face orientation, and polygon stipple will have to be inverted.
3218 */
3219 GLuint Name;
3220 GLint RefCount;
3221
3222 GLchar *Label; /**< GL_KHR_debug */
3223
3224 GLboolean DeletePending;
3225
3226 /**
3227 * The framebuffer's visual. Immutable if this is a window system buffer.
3228 * Computed from attachments if user-made FBO.
3229 */
3230 struct gl_config Visual;
3231
3232 /**
3233 * Size of frame buffer in pixels. If there are no attachments, then both
3234 * of these are 0.
3235 */
3236 GLuint Width, Height;
3237
3238 /**
3239 * In the case that the framebuffer has no attachment (i.e.
3240 * GL_ARB_framebuffer_no_attachments) then the geometry of
3241 * the framebuffer is specified by the default values.
3242 */
3243 struct {
3244 GLuint Width, Height, Layers, NumSamples;
3245 GLboolean FixedSampleLocations;
3246 /* Derived from NumSamples by the driver so that it can choose a valid
3247 * value for the hardware.
3248 */
3249 GLuint _NumSamples;
3250 } DefaultGeometry;
3251
3252 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3253 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3254 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3255 */
3256 /*@{*/
3257 GLint _Xmin, _Xmax;
3258 GLint _Ymin, _Ymax;
3259 /*@}*/
3260
3261 /** \name Derived Z buffer stuff */
3262 /*@{*/
3263 GLuint _DepthMax; /**< Max depth buffer value */
3264 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3265 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3266 /*@}*/
3267
3268 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3269 GLenum _Status;
3270
3271 /** Whether one of Attachment has Type != GL_NONE
3272 * NOTE: the values for Width and Height are set to 0 in case of having
3273 * no attachments, a backend driver supporting the extension
3274 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3275 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3276 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3277 * _Ymax do NOT take into account _HasAttachments being false). To get the
3278 * geometry of the framebuffer, the helper functions
3279 * _mesa_geometric_width(),
3280 * _mesa_geometric_height(),
3281 * _mesa_geometric_samples() and
3282 * _mesa_geometric_layers()
3283 * are available that check _HasAttachments.
3284 */
3285 bool _HasAttachments;
3286
3287 /** Integer color values */
3288 GLboolean _IntegerColor;
3289
3290 /* ARB_color_buffer_float */
3291 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3292 GLboolean _HasSNormOrFloatColorBuffer;
3293
3294 /**
3295 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3296 * is not layered. For cube maps and cube map arrays, each cube face
3297 * counts as a layer. As the case for Width, Height a backend driver
3298 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3299 * in the case that _HasAttachments is false
3300 */
3301 GLuint MaxNumLayers;
3302
3303 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3304 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3305
3306 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3307 * attribute group and GL_PIXEL attribute group, respectively.
3308 */
3309 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3310 GLenum ColorReadBuffer;
3311
3312 /** Computed from ColorDraw/ReadBuffer above */
3313 GLuint _NumColorDrawBuffers;
3314 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3315 GLint _ColorReadBufferIndex; /* -1 = None */
3316 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3317 struct gl_renderbuffer *_ColorReadBuffer;
3318
3319 /** Delete this framebuffer */
3320 void (*Delete)(struct gl_framebuffer *fb);
3321 };
3322
3323
3324 /**
3325 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3326 */
3327 struct gl_precision
3328 {
3329 GLushort RangeMin; /**< min value exponent */
3330 GLushort RangeMax; /**< max value exponent */
3331 GLushort Precision; /**< number of mantissa bits */
3332 };
3333
3334
3335 /**
3336 * Limits for vertex, geometry and fragment programs/shaders.
3337 */
3338 struct gl_program_constants
3339 {
3340 /* logical limits */
3341 GLuint MaxInstructions;
3342 GLuint MaxAluInstructions;
3343 GLuint MaxTexInstructions;
3344 GLuint MaxTexIndirections;
3345 GLuint MaxAttribs;
3346 GLuint MaxTemps;
3347 GLuint MaxAddressRegs;
3348 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3349 GLuint MaxParameters;
3350 GLuint MaxLocalParams;
3351 GLuint MaxEnvParams;
3352 /* native/hardware limits */
3353 GLuint MaxNativeInstructions;
3354 GLuint MaxNativeAluInstructions;
3355 GLuint MaxNativeTexInstructions;
3356 GLuint MaxNativeTexIndirections;
3357 GLuint MaxNativeAttribs;
3358 GLuint MaxNativeTemps;
3359 GLuint MaxNativeAddressRegs;
3360 GLuint MaxNativeParameters;
3361 /* For shaders */
3362 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3363
3364 /**
3365 * \name Per-stage input / output limits
3366 *
3367 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3368 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3369 * ES). This is stored as \c gl_constants::MaxVarying.
3370 *
3371 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3372 * variables. Each stage as a certain number of outputs that it can feed
3373 * to the next stage and a certain number inputs that it can consume from
3374 * the previous stage.
3375 *
3376 * Vertex shader inputs do not participate this in this accounting.
3377 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3378 *
3379 * Fragment shader outputs do not participate this in this accounting.
3380 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3381 */
3382 /*@{*/
3383 GLuint MaxInputComponents;
3384 GLuint MaxOutputComponents;
3385 /*@}*/
3386
3387 /* ES 2.0 and GL_ARB_ES2_compatibility */
3388 struct gl_precision LowFloat, MediumFloat, HighFloat;
3389 struct gl_precision LowInt, MediumInt, HighInt;
3390 /* GL_ARB_uniform_buffer_object */
3391 GLuint MaxUniformBlocks;
3392 GLuint MaxCombinedUniformComponents;
3393 GLuint MaxTextureImageUnits;
3394
3395 /* GL_ARB_shader_atomic_counters */
3396 GLuint MaxAtomicBuffers;
3397 GLuint MaxAtomicCounters;
3398
3399 /* GL_ARB_shader_image_load_store */
3400 GLuint MaxImageUniforms;
3401
3402 /* GL_ARB_shader_storage_buffer_object */
3403 GLuint MaxShaderStorageBlocks;
3404 };
3405
3406
3407 /**
3408 * Constants which may be overridden by device driver during context creation
3409 * but are never changed after that.
3410 */
3411 struct gl_constants
3412 {
3413 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3414 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3415 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3416 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3417 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3418 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3419 GLuint MaxTextureCoordUnits;
3420 GLuint MaxCombinedTextureImageUnits;
3421 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3422 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3423 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3424 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3425
3426 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3427
3428 GLuint MaxArrayLockSize;
3429
3430 GLint SubPixelBits;
3431
3432 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3433 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3434 GLfloat PointSizeGranularity;
3435 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3436 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3437 GLfloat LineWidthGranularity;
3438
3439 GLuint MaxClipPlanes;
3440 GLuint MaxLights;
3441 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3442 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3443
3444 GLuint MaxViewportWidth, MaxViewportHeight;
3445 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3446 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3447 struct {
3448 GLfloat Min;
3449 GLfloat Max;
3450 } ViewportBounds; /**< GL_ARB_viewport_array */
3451
3452 struct gl_program_constants Program[MESA_SHADER_STAGES];
3453 GLuint MaxProgramMatrices;
3454 GLuint MaxProgramMatrixStackDepth;
3455
3456 struct {
3457 GLuint SamplesPassed;
3458 GLuint TimeElapsed;
3459 GLuint Timestamp;
3460 GLuint PrimitivesGenerated;
3461 GLuint PrimitivesWritten;
3462 GLuint VerticesSubmitted;
3463 GLuint PrimitivesSubmitted;
3464 GLuint VsInvocations;
3465 GLuint TessPatches;
3466 GLuint TessInvocations;
3467 GLuint GsInvocations;
3468 GLuint GsPrimitives;
3469 GLuint FsInvocations;
3470 GLuint ComputeInvocations;
3471 GLuint ClInPrimitives;
3472 GLuint ClOutPrimitives;
3473 } QueryCounterBits;
3474
3475 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3476
3477 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3478 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3479 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3480
3481 /**
3482 * GL_ARB_framebuffer_no_attachments
3483 */
3484 GLuint MaxFramebufferWidth;
3485 GLuint MaxFramebufferHeight;
3486 GLuint MaxFramebufferLayers;
3487 GLuint MaxFramebufferSamples;
3488
3489 /** Number of varying vectors between any two shader stages. */
3490 GLuint MaxVarying;
3491
3492 /** @{
3493 * GL_ARB_uniform_buffer_object
3494 */
3495 GLuint MaxCombinedUniformBlocks;
3496 GLuint MaxUniformBufferBindings;
3497 GLuint MaxUniformBlockSize;
3498 GLuint UniformBufferOffsetAlignment;
3499 /** @} */
3500
3501 /** @{
3502 * GL_ARB_shader_storage_buffer_object
3503 */
3504 GLuint MaxCombinedShaderStorageBlocks;
3505 GLuint MaxShaderStorageBufferBindings;
3506 GLuint MaxShaderStorageBlockSize;
3507 GLuint ShaderStorageBufferOffsetAlignment;
3508 /** @} */
3509
3510 /**
3511 * GL_ARB_explicit_uniform_location
3512 */
3513 GLuint MaxUserAssignableUniformLocations;
3514
3515 /** geometry shader */
3516 GLuint MaxGeometryOutputVertices;
3517 GLuint MaxGeometryTotalOutputComponents;
3518
3519 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3520
3521 /**
3522 * Changes default GLSL extension behavior from "error" to "warn". It's out
3523 * of spec, but it can make some apps work that otherwise wouldn't.
3524 */
3525 GLboolean ForceGLSLExtensionsWarn;
3526
3527 /**
3528 * If non-zero, forces GLSL shaders to behave as if they began
3529 * with "#version ForceGLSLVersion".
3530 */
3531 GLuint ForceGLSLVersion;
3532
3533 /**
3534 * Allow GLSL #extension directives in the middle of shaders.
3535 */
3536 GLboolean AllowGLSLExtensionDirectiveMidShader;
3537
3538 /**
3539 * Does the driver support real 32-bit integers? (Otherwise, integers are
3540 * simulated via floats.)
3541 */
3542 GLboolean NativeIntegers;
3543
3544 /**
3545 * Does VertexID count from zero or from base vertex?
3546 *
3547 * \note
3548 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3549 * ignored and need not be set.
3550 */
3551 bool VertexID_is_zero_based;
3552
3553 /**
3554 * If the driver supports real 32-bit integers, what integer value should be
3555 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3556 */
3557 GLuint UniformBooleanTrue;
3558
3559 /**
3560 * Maximum amount of time, measured in nanseconds, that the server can wait.
3561 */
3562 GLuint64 MaxServerWaitTimeout;
3563
3564 /** GL_EXT_provoking_vertex */
3565 GLboolean QuadsFollowProvokingVertexConvention;
3566
3567 /** GL_ARB_viewport_array */
3568 GLenum LayerAndVPIndexProvokingVertex;
3569
3570 /** OpenGL version 3.0 */
3571 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3572
3573 /** OpenGL version 3.2 */
3574 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3575
3576 /** OpenGL version 4.4 */
3577 GLuint MaxVertexAttribStride;
3578
3579 /** GL_EXT_transform_feedback */
3580 GLuint MaxTransformFeedbackBuffers;
3581 GLuint MaxTransformFeedbackSeparateComponents;
3582 GLuint MaxTransformFeedbackInterleavedComponents;
3583 GLuint MaxVertexStreams;
3584
3585 /** GL_EXT_gpu_shader4 */
3586 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3587
3588 /** GL_ARB_texture_gather */
3589 GLuint MinProgramTextureGatherOffset;
3590 GLuint MaxProgramTextureGatherOffset;
3591 GLuint MaxProgramTextureGatherComponents;
3592
3593 /* GL_ARB_robustness */
3594 GLenum ResetStrategy;
3595
3596 /* GL_ARB_blend_func_extended */
3597 GLuint MaxDualSourceDrawBuffers;
3598
3599 /**
3600 * Whether the implementation strips out and ignores texture borders.
3601 *
3602 * Many GPU hardware implementations don't support rendering with texture
3603 * borders and mipmapped textures. (Note: not static border color, but the
3604 * old 1-pixel border around each edge). Implementations then have to do
3605 * slow fallbacks to be correct, or just ignore the border and be fast but
3606 * wrong. Setting the flag strips the border off of TexImage calls,
3607 * providing "fast but wrong" at significantly reduced driver complexity.
3608 *
3609 * Texture borders are deprecated in GL 3.0.
3610 **/
3611 GLboolean StripTextureBorder;
3612
3613 /**
3614 * For drivers which can do a better job at eliminating unused uniforms
3615 * than the GLSL compiler.
3616 *
3617 * XXX Remove these as soon as a better solution is available.
3618 */
3619 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3620
3621 /** Whether gl_FragCoord and gl_FrontFacing are system values. */
3622 bool GLSLFragCoordIsSysVal;
3623 bool GLSLFrontFacingIsSysVal;
3624
3625 /**
3626 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3627 * than passing the transform feedback object to the drawing function.
3628 */
3629 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3630
3631 /** GL_ARB_map_buffer_alignment */
3632 GLuint MinMapBufferAlignment;
3633
3634 /**
3635 * Disable varying packing. This is out of spec, but potentially useful
3636 * for older platforms that supports a limited number of texture
3637 * indirections--on these platforms, unpacking the varyings in the fragment
3638 * shader increases the number of texture indirections by 1, which might
3639 * make some shaders not executable at all.
3640 *
3641 * Drivers that support transform feedback must set this value to GL_FALSE.
3642 */
3643 GLboolean DisableVaryingPacking;
3644
3645 /**
3646 * Should meaningful names be generated for compiler temporary variables?
3647 *
3648 * Generally, it is not useful to have the compiler generate "meaningful"
3649 * names for temporary variables that it creates. This can, however, be a
3650 * useful debugging aid. In Mesa debug builds or release builds when
3651 * MESA_GLSL is set at run-time, meaningful names will be generated.
3652 * Drivers can also force names to be generated by setting this field.
3653 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3654 * vertex shader assembly) is set at run-time.
3655 */
3656 bool GenerateTemporaryNames;
3657
3658 /*
3659 * Maximum value supported for an index in DrawElements and friends.
3660 *
3661 * This must be at least (1ull<<24)-1. The default value is
3662 * (1ull<<32)-1.
3663 *
3664 * \since ES 3.0 or GL_ARB_ES3_compatibility
3665 * \sa _mesa_init_constants
3666 */
3667 GLuint64 MaxElementIndex;
3668
3669 /**
3670 * Disable interpretation of line continuations (lines ending with a
3671 * backslash character ('\') in GLSL source.
3672 */
3673 GLboolean DisableGLSLLineContinuations;
3674
3675 /** GL_ARB_texture_multisample */
3676 GLint MaxColorTextureSamples;
3677 GLint MaxDepthTextureSamples;
3678 GLint MaxIntegerSamples;
3679
3680 /**
3681 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3682 * samples are laid out in a rectangular grid roughly corresponding to
3683 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3684 * are used to map indices of rectangular grid to sample numbers within
3685 * a pixel. This mapping of indices to sample numbers must be initialized
3686 * by the driver for the target hardware. For example, if we have the 8X
3687 * MSAA sample number layout (sample positions) for XYZ hardware:
3688 *
3689 * sample indices layout sample number layout
3690 * --------- ---------
3691 * | 0 | 1 | | a | b |
3692 * --------- ---------
3693 * | 2 | 3 | | c | d |
3694 * --------- ---------
3695 * | 4 | 5 | | e | f |
3696 * --------- ---------
3697 * | 6 | 7 | | g | h |
3698 * --------- ---------
3699 *
3700 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3701 *
3702 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3703 * below:
3704 * SampleMap8x = {a, b, c, d, e, f, g, h};
3705 *
3706 * Follow the logic for sample counts 2-8.
3707 *
3708 * For 16x the sample indices layout as a 4x4 grid as follows:
3709 *
3710 * -----------------
3711 * | 0 | 1 | 2 | 3 |
3712 * -----------------
3713 * | 4 | 5 | 6 | 7 |
3714 * -----------------
3715 * | 8 | 9 |10 |11 |
3716 * -----------------
3717 * |12 |13 |14 |15 |
3718 * -----------------
3719 */
3720 uint8_t SampleMap2x[2];
3721 uint8_t SampleMap4x[4];
3722 uint8_t SampleMap8x[8];
3723 uint8_t SampleMap16x[16];
3724
3725 /** GL_ARB_shader_atomic_counters */
3726 GLuint MaxAtomicBufferBindings;
3727 GLuint MaxAtomicBufferSize;
3728 GLuint MaxCombinedAtomicBuffers;
3729 GLuint MaxCombinedAtomicCounters;
3730
3731 /** GL_ARB_vertex_attrib_binding */
3732 GLint MaxVertexAttribRelativeOffset;
3733 GLint MaxVertexAttribBindings;
3734
3735 /* GL_ARB_shader_image_load_store */
3736 GLuint MaxImageUnits;
3737 GLuint MaxCombinedShaderOutputResources;
3738 GLuint MaxImageSamples;
3739 GLuint MaxCombinedImageUniforms;
3740
3741 /** GL_ARB_compute_shader */
3742 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3743 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3744 GLuint MaxComputeWorkGroupInvocations;
3745 GLuint MaxComputeSharedMemorySize;
3746
3747 /** GL_ARB_gpu_shader5 */
3748 GLfloat MinFragmentInterpolationOffset;
3749 GLfloat MaxFragmentInterpolationOffset;
3750
3751 GLboolean FakeSWMSAA;
3752
3753 /** GL_KHR_context_flush_control */
3754 GLenum ContextReleaseBehavior;
3755
3756 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
3757
3758 /** GL_ARB_tessellation_shader */
3759 GLuint MaxPatchVertices;
3760 GLuint MaxTessGenLevel;
3761 GLuint MaxTessPatchComponents;
3762 GLuint MaxTessControlTotalOutputComponents;
3763 bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
3764 };
3765
3766
3767 /**
3768 * Enable flag for each OpenGL extension. Different device drivers will
3769 * enable different extensions at runtime.
3770 */
3771 struct gl_extensions
3772 {
3773 GLboolean dummy; /* don't remove this! */
3774 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3775 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3776 GLboolean ANGLE_texture_compression_dxt;
3777 GLboolean ARB_ES2_compatibility;
3778 GLboolean ARB_ES3_compatibility;
3779 GLboolean ARB_arrays_of_arrays;
3780 GLboolean ARB_base_instance;
3781 GLboolean ARB_blend_func_extended;
3782 GLboolean ARB_buffer_storage;
3783 GLboolean ARB_clear_texture;
3784 GLboolean ARB_clip_control;
3785 GLboolean ARB_color_buffer_float;
3786 GLboolean ARB_compute_shader;
3787 GLboolean ARB_conditional_render_inverted;
3788 GLboolean ARB_conservative_depth;
3789 GLboolean ARB_copy_image;
3790 GLboolean ARB_depth_buffer_float;
3791 GLboolean ARB_depth_clamp;
3792 GLboolean ARB_depth_texture;
3793 GLboolean ARB_derivative_control;
3794 GLboolean ARB_draw_buffers_blend;
3795 GLboolean ARB_draw_elements_base_vertex;
3796 GLboolean ARB_draw_indirect;
3797 GLboolean ARB_draw_instanced;
3798 GLboolean ARB_fragment_coord_conventions;
3799 GLboolean ARB_fragment_layer_viewport;
3800 GLboolean ARB_fragment_program;
3801 GLboolean ARB_fragment_program_shadow;
3802 GLboolean ARB_fragment_shader;
3803 GLboolean ARB_framebuffer_no_attachments;
3804 GLboolean ARB_framebuffer_object;
3805 GLboolean ARB_enhanced_layouts;
3806 GLboolean ARB_explicit_attrib_location;
3807 GLboolean ARB_explicit_uniform_location;
3808 GLboolean ARB_gpu_shader5;
3809 GLboolean ARB_gpu_shader_fp64;
3810 GLboolean ARB_half_float_vertex;
3811 GLboolean ARB_indirect_parameters;
3812 GLboolean ARB_instanced_arrays;
3813 GLboolean ARB_internalformat_query;
3814 GLboolean ARB_map_buffer_range;
3815 GLboolean ARB_occlusion_query;
3816 GLboolean ARB_occlusion_query2;
3817 GLboolean ARB_pipeline_statistics_query;
3818 GLboolean ARB_point_sprite;
3819 GLboolean ARB_query_buffer_object;
3820 GLboolean ARB_sample_shading;
3821 GLboolean ARB_seamless_cube_map;
3822 GLboolean ARB_shader_atomic_counters;
3823 GLboolean ARB_shader_bit_encoding;
3824 GLboolean ARB_shader_clock;
3825 GLboolean ARB_shader_draw_parameters;
3826 GLboolean ARB_shader_image_load_store;
3827 GLboolean ARB_shader_image_size;
3828 GLboolean ARB_shader_precision;
3829 GLboolean ARB_shader_stencil_export;
3830 GLboolean ARB_shader_storage_buffer_object;
3831 GLboolean ARB_shader_subroutine;
3832 GLboolean ARB_shader_texture_image_samples;
3833 GLboolean ARB_shader_texture_lod;
3834 GLboolean ARB_shading_language_packing;
3835 GLboolean ARB_shading_language_420pack;
3836 GLboolean ARB_shadow;
3837 GLboolean ARB_stencil_texturing;
3838 GLboolean ARB_sync;
3839 GLboolean ARB_tessellation_shader;
3840 GLboolean ARB_texture_border_clamp;
3841 GLboolean ARB_texture_buffer_object;
3842 GLboolean ARB_texture_buffer_object_rgb32;
3843 GLboolean ARB_texture_buffer_range;
3844 GLboolean ARB_texture_compression_bptc;
3845 GLboolean ARB_texture_compression_rgtc;
3846 GLboolean ARB_texture_cube_map;
3847 GLboolean ARB_texture_cube_map_array;
3848 GLboolean ARB_texture_env_combine;
3849 GLboolean ARB_texture_env_crossbar;
3850 GLboolean ARB_texture_env_dot3;
3851 GLboolean ARB_texture_float;
3852 GLboolean ARB_texture_gather;
3853 GLboolean ARB_texture_mirror_clamp_to_edge;
3854 GLboolean ARB_texture_multisample;
3855 GLboolean ARB_texture_non_power_of_two;
3856 GLboolean ARB_texture_stencil8;
3857 GLboolean ARB_texture_query_levels;
3858 GLboolean ARB_texture_query_lod;
3859 GLboolean ARB_texture_rg;
3860 GLboolean ARB_texture_rgb10_a2ui;
3861 GLboolean ARB_texture_view;
3862 GLboolean ARB_timer_query;
3863 GLboolean ARB_transform_feedback2;
3864 GLboolean ARB_transform_feedback3;
3865 GLboolean ARB_transform_feedback_instanced;
3866 GLboolean ARB_uniform_buffer_object;
3867 GLboolean ARB_vertex_attrib_64bit;
3868 GLboolean ARB_vertex_program;
3869 GLboolean ARB_vertex_shader;
3870 GLboolean ARB_vertex_type_10f_11f_11f_rev;
3871 GLboolean ARB_vertex_type_2_10_10_10_rev;
3872 GLboolean ARB_viewport_array;
3873 GLboolean EXT_blend_color;
3874 GLboolean EXT_blend_equation_separate;
3875 GLboolean EXT_blend_func_separate;
3876 GLboolean EXT_blend_minmax;
3877 GLboolean EXT_depth_bounds_test;
3878 GLboolean EXT_draw_buffers2;
3879 GLboolean EXT_framebuffer_multisample;
3880 GLboolean EXT_framebuffer_multisample_blit_scaled;
3881 GLboolean EXT_framebuffer_sRGB;
3882 GLboolean EXT_gpu_program_parameters;
3883 GLboolean EXT_gpu_shader4;
3884 GLboolean EXT_packed_float;
3885 GLboolean EXT_pixel_buffer_object;
3886 GLboolean EXT_point_parameters;
3887 GLboolean EXT_polygon_offset_clamp;
3888 GLboolean EXT_provoking_vertex;
3889 GLboolean EXT_shader_integer_mix;
3890 GLboolean EXT_shader_samples_identical;
3891 GLboolean EXT_stencil_two_side;
3892 GLboolean EXT_texture_array;
3893 GLboolean EXT_texture_compression_latc;
3894 GLboolean EXT_texture_compression_s3tc;
3895 GLboolean EXT_texture_env_dot3;
3896 GLboolean EXT_texture_filter_anisotropic;
3897 GLboolean EXT_texture_integer;
3898 GLboolean EXT_texture_mirror_clamp;
3899 GLboolean EXT_texture_shared_exponent;
3900 GLboolean EXT_texture_snorm;
3901 GLboolean EXT_texture_sRGB;
3902 GLboolean EXT_texture_sRGB_decode;
3903 GLboolean EXT_texture_swizzle;
3904 GLboolean EXT_transform_feedback;
3905 GLboolean EXT_timer_query;
3906 GLboolean EXT_vertex_array_bgra;
3907 GLboolean OES_standard_derivatives;
3908 /* vendor extensions */
3909 GLboolean AMD_performance_monitor;
3910 GLboolean AMD_pinned_memory;
3911 GLboolean AMD_seamless_cubemap_per_texture;
3912 GLboolean AMD_vertex_shader_layer;
3913 GLboolean AMD_vertex_shader_viewport_index;
3914 GLboolean APPLE_object_purgeable;
3915 GLboolean ATI_meminfo;
3916 GLboolean ATI_texture_compression_3dc;
3917 GLboolean ATI_texture_mirror_once;
3918 GLboolean ATI_texture_env_combine3;
3919 GLboolean ATI_fragment_shader;
3920 GLboolean ATI_separate_stencil;
3921 GLboolean GREMEDY_string_marker;
3922 GLboolean INTEL_performance_query;
3923 GLboolean KHR_texture_compression_astc_hdr;
3924 GLboolean KHR_texture_compression_astc_ldr;
3925 GLboolean MESA_pack_invert;
3926 GLboolean MESA_ycbcr_texture;
3927 GLboolean NV_conditional_render;
3928 GLboolean NV_fog_distance;
3929 GLboolean NV_point_sprite;
3930 GLboolean NV_primitive_restart;
3931 GLboolean NV_texture_barrier;
3932 GLboolean NV_texture_env_combine4;
3933 GLboolean NV_texture_rectangle;
3934 GLboolean NV_vdpau_interop;
3935 GLboolean NVX_gpu_memory_info;
3936 GLboolean TDFX_texture_compression_FXT1;
3937 GLboolean OES_EGL_image;
3938 GLboolean OES_draw_texture;
3939 GLboolean OES_depth_texture_cube_map;
3940 GLboolean OES_EGL_image_external;
3941 GLboolean OES_texture_float;
3942 GLboolean OES_texture_float_linear;
3943 GLboolean OES_texture_half_float;
3944 GLboolean OES_texture_half_float_linear;
3945 GLboolean OES_compressed_ETC1_RGB8_texture;
3946 GLboolean OES_geometry_shader;
3947 GLboolean extension_sentinel;
3948 /** The extension string */
3949 const GLubyte *String;
3950 /** Number of supported extensions */
3951 GLuint Count;
3952 /**
3953 * The context version which extension helper functions compare against.
3954 * By default, the value is equal to ctx->Version. This changes to ~0
3955 * while meta is in progress.
3956 */
3957 GLubyte Version;
3958 };
3959
3960
3961 /**
3962 * A stack of matrices (projection, modelview, color, texture, etc).
3963 */
3964 struct gl_matrix_stack
3965 {
3966 GLmatrix *Top; /**< points into Stack */
3967 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3968 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3969 GLuint MaxDepth; /**< size of Stack[] array */
3970 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3971 };
3972
3973
3974 /**
3975 * \name Bits for image transfer operations
3976 * \sa __struct gl_contextRec::ImageTransferState.
3977 */
3978 /*@{*/
3979 #define IMAGE_SCALE_BIAS_BIT 0x1
3980 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3981 #define IMAGE_MAP_COLOR_BIT 0x4
3982 #define IMAGE_CLAMP_BIT 0x800
3983
3984
3985 /** Pixel Transfer ops */
3986 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3987 IMAGE_SHIFT_OFFSET_BIT | \
3988 IMAGE_MAP_COLOR_BIT)
3989
3990 /**
3991 * \name Bits to indicate what state has changed.
3992 */
3993 /*@{*/
3994 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3995 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3996 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3997 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3998 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3999 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
4000 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
4001 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
4002 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
4003 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
4004 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
4005 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
4006 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
4007 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
4008 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
4009 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
4010 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
4011 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
4012 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
4013 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4014 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
4015 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
4016 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
4017 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
4018 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
4019 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
4020 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
4021 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
4022 #define _NEW_BUFFER_OBJECT (1 << 28)
4023 #define _NEW_FRAG_CLAMP (1 << 29)
4024 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4025 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
4026 #define _NEW_ALL ~0
4027 /*@}*/
4028
4029
4030 /**
4031 * Composite state flags
4032 */
4033 /*@{*/
4034 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
4035 _NEW_TEXTURE | \
4036 _NEW_POINT | \
4037 _NEW_PROGRAM | \
4038 _NEW_MODELVIEW)
4039
4040 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
4041 _NEW_FOG | \
4042 _NEW_PROGRAM)
4043
4044
4045 /*@}*/
4046
4047
4048
4049
4050 /* This has to be included here. */
4051 #include "dd.h"
4052
4053
4054 /**
4055 * Display list flags.
4056 * Strictly this is a tnl-private concept, but it doesn't seem
4057 * worthwhile adding a tnl private structure just to hold this one bit
4058 * of information:
4059 */
4060 #define DLIST_DANGLING_REFS 0x1
4061
4062
4063 /** Opaque declaration of display list payload data type */
4064 union gl_dlist_node;
4065
4066
4067 /**
4068 * Provide a location where information about a display list can be
4069 * collected. Could be extended with driverPrivate structures,
4070 * etc. in the future.
4071 */
4072 struct gl_display_list
4073 {
4074 GLuint Name;
4075 GLchar *Label; /**< GL_KHR_debug */
4076 GLbitfield Flags; /**< DLIST_x flags */
4077 /** The dlist commands are in a linked list of nodes */
4078 union gl_dlist_node *Head;
4079 };
4080
4081
4082 /**
4083 * State used during display list compilation and execution.
4084 */
4085 struct gl_dlist_state
4086 {
4087 GLuint CallDepth; /**< Current recursion calling depth */
4088
4089 struct gl_display_list *CurrentList; /**< List currently being compiled */
4090 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
4091 GLuint CurrentPos; /**< Index into current block of nodes */
4092
4093 GLvertexformat ListVtxfmt;
4094
4095 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
4096 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
4097
4098 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
4099 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
4100
4101 struct {
4102 /* State known to have been set by the currently-compiling display
4103 * list. Used to eliminate some redundant state changes.
4104 */
4105 GLenum ShadeModel;
4106 } Current;
4107 };
4108
4109 /** @{
4110 *
4111 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
4112 * to small enums suitable for use as an array index.
4113 */
4114
4115 enum mesa_debug_source {
4116 MESA_DEBUG_SOURCE_API,
4117 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
4118 MESA_DEBUG_SOURCE_SHADER_COMPILER,
4119 MESA_DEBUG_SOURCE_THIRD_PARTY,
4120 MESA_DEBUG_SOURCE_APPLICATION,
4121 MESA_DEBUG_SOURCE_OTHER,
4122 MESA_DEBUG_SOURCE_COUNT
4123 };
4124
4125 enum mesa_debug_type {
4126 MESA_DEBUG_TYPE_ERROR,
4127 MESA_DEBUG_TYPE_DEPRECATED,
4128 MESA_DEBUG_TYPE_UNDEFINED,
4129 MESA_DEBUG_TYPE_PORTABILITY,
4130 MESA_DEBUG_TYPE_PERFORMANCE,
4131 MESA_DEBUG_TYPE_OTHER,
4132 MESA_DEBUG_TYPE_MARKER,
4133 MESA_DEBUG_TYPE_PUSH_GROUP,
4134 MESA_DEBUG_TYPE_POP_GROUP,
4135 MESA_DEBUG_TYPE_COUNT
4136 };
4137
4138 enum mesa_debug_severity {
4139 MESA_DEBUG_SEVERITY_LOW,
4140 MESA_DEBUG_SEVERITY_MEDIUM,
4141 MESA_DEBUG_SEVERITY_HIGH,
4142 MESA_DEBUG_SEVERITY_NOTIFICATION,
4143 MESA_DEBUG_SEVERITY_COUNT
4144 };
4145
4146 /** @} */
4147
4148 /**
4149 * Driver-specific state flags.
4150 *
4151 * These are or'd with gl_context::NewDriverState to notify a driver about
4152 * a state change. The driver sets the flags at context creation and
4153 * the meaning of the bits set is opaque to core Mesa.
4154 */
4155 struct gl_driver_flags
4156 {
4157 /** gl_context::Array::_DrawArrays (vertex array state) */
4158 uint64_t NewArray;
4159
4160 /** gl_context::TransformFeedback::CurrentObject */
4161 uint64_t NewTransformFeedback;
4162
4163 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4164 uint64_t NewTransformFeedbackProg;
4165
4166 /** gl_context::RasterDiscard */
4167 uint64_t NewRasterizerDiscard;
4168
4169 /**
4170 * gl_context::UniformBufferBindings
4171 * gl_shader_program::UniformBlocks
4172 */
4173 uint64_t NewUniformBuffer;
4174
4175 /**
4176 * gl_context::ShaderStorageBufferBindings
4177 * gl_shader_program::ShaderStorageBlocks
4178 */
4179 uint64_t NewShaderStorageBuffer;
4180
4181 uint64_t NewTextureBuffer;
4182
4183 /**
4184 * gl_context::AtomicBufferBindings
4185 */
4186 uint64_t NewAtomicBuffer;
4187
4188 /**
4189 * gl_context::ImageUnits
4190 */
4191 uint64_t NewImageUnits;
4192
4193 /**
4194 * gl_context::TessCtrlProgram::patch_default_*
4195 */
4196 uint64_t NewDefaultTessLevels;
4197 };
4198
4199 struct gl_uniform_buffer_binding
4200 {
4201 struct gl_buffer_object *BufferObject;
4202 /** Start of uniform block data in the buffer */
4203 GLintptr Offset;
4204 /** Size of data allowed to be referenced from the buffer (in bytes) */
4205 GLsizeiptr Size;
4206 /**
4207 * glBindBufferBase() indicates that the Size should be ignored and only
4208 * limited by the current size of the BufferObject.
4209 */
4210 GLboolean AutomaticSize;
4211 };
4212
4213 struct gl_shader_storage_buffer_binding
4214 {
4215 struct gl_buffer_object *BufferObject;
4216 /** Start of shader storage block data in the buffer */
4217 GLintptr Offset;
4218 /** Size of data allowed to be referenced from the buffer (in bytes) */
4219 GLsizeiptr Size;
4220 /**
4221 * glBindBufferBase() indicates that the Size should be ignored and only
4222 * limited by the current size of the BufferObject.
4223 */
4224 GLboolean AutomaticSize;
4225 };
4226
4227 /**
4228 * ARB_shader_image_load_store image unit.
4229 */
4230 struct gl_image_unit
4231 {
4232 /**
4233 * Texture object bound to this unit.
4234 */
4235 struct gl_texture_object *TexObj;
4236
4237 /**
4238 * Level of the texture object bound to this unit.
4239 */
4240 GLuint Level;
4241
4242 /**
4243 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4244 * GL_FALSE if only some specific layer of the texture is bound.
4245 * \sa Layer
4246 */
4247 GLboolean Layered;
4248
4249 /**
4250 * Layer of the texture object bound to this unit as specified by the
4251 * application.
4252 */
4253 GLuint Layer;
4254
4255 /**
4256 * Layer of the texture object bound to this unit, or zero if the
4257 * whole level is bound.
4258 */
4259 GLuint _Layer;
4260
4261 /**
4262 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4263 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4264 */
4265 GLenum Access;
4266
4267 /**
4268 * GL internal format that determines the interpretation of the
4269 * image memory when shader image operations are performed through
4270 * this unit.
4271 */
4272 GLenum Format;
4273
4274 /**
4275 * Mesa format corresponding to \c Format.
4276 */
4277 mesa_format _ActualFormat;
4278
4279 };
4280
4281 /**
4282 * Binding point for an atomic counter buffer object.
4283 */
4284 struct gl_atomic_buffer_binding
4285 {
4286 struct gl_buffer_object *BufferObject;
4287 GLintptr Offset;
4288 GLsizeiptr Size;
4289 };
4290
4291 /**
4292 * Mesa rendering context.
4293 *
4294 * This is the central context data structure for Mesa. Almost all
4295 * OpenGL state is contained in this structure.
4296 * Think of this as a base class from which device drivers will derive
4297 * sub classes.
4298 */
4299 struct gl_context
4300 {
4301 /** State possibly shared with other contexts in the address space */
4302 struct gl_shared_state *Shared;
4303
4304 /** \name API function pointer tables */
4305 /*@{*/
4306 gl_api API;
4307 /**
4308 * The current dispatch table for non-displaylist-saving execution, either
4309 * BeginEnd or OutsideBeginEnd
4310 */
4311 struct _glapi_table *Exec;
4312 /**
4313 * The normal dispatch table for non-displaylist-saving, non-begin/end
4314 */
4315 struct _glapi_table *OutsideBeginEnd;
4316 /** The dispatch table used between glNewList() and glEndList() */
4317 struct _glapi_table *Save;
4318 /**
4319 * The dispatch table used between glBegin() and glEnd() (outside of a
4320 * display list). Only valid functions between those two are set, which is
4321 * mostly just the set in a GLvertexformat struct.
4322 */
4323 struct _glapi_table *BeginEnd;
4324 /**
4325 * Tracks the current dispatch table out of the 3 above, so that it can be
4326 * re-set on glXMakeCurrent().
4327 */
4328 struct _glapi_table *CurrentDispatch;
4329 /*@}*/
4330
4331 struct gl_config Visual;
4332 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4333 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4334 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4335 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4336
4337 /**
4338 * Device driver function pointer table
4339 */
4340 struct dd_function_table Driver;
4341
4342 /** Core/Driver constants */
4343 struct gl_constants Const;
4344
4345 /** \name The various 4x4 matrix stacks */
4346 /*@{*/
4347 struct gl_matrix_stack ModelviewMatrixStack;
4348 struct gl_matrix_stack ProjectionMatrixStack;
4349 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4350 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4351 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4352 /*@}*/
4353
4354 /** Combined modelview and projection matrix */
4355 GLmatrix _ModelProjectMatrix;
4356
4357 /** \name Display lists */
4358 struct gl_dlist_state ListState;
4359
4360 GLboolean ExecuteFlag; /**< Execute GL commands? */
4361 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4362
4363 /** Extension information */
4364 struct gl_extensions Extensions;
4365
4366 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4367 GLuint Version;
4368 char *VersionString;
4369
4370 /** \name State attribute stack (for glPush/PopAttrib) */
4371 /*@{*/
4372 GLuint AttribStackDepth;
4373 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4374 /*@}*/
4375
4376 /** \name Renderer attribute groups
4377 *
4378 * We define a struct for each attribute group to make pushing and popping
4379 * attributes easy. Also it's a good organization.
4380 */
4381 /*@{*/
4382 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4383 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4384 struct gl_current_attrib Current; /**< Current attributes */
4385 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4386 struct gl_eval_attrib Eval; /**< Eval attributes */
4387 struct gl_fog_attrib Fog; /**< Fog attributes */
4388 struct gl_hint_attrib Hint; /**< Hint attributes */
4389 struct gl_light_attrib Light; /**< Light attributes */
4390 struct gl_line_attrib Line; /**< Line attributes */
4391 struct gl_list_attrib List; /**< List attributes */
4392 struct gl_multisample_attrib Multisample;
4393 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4394 struct gl_point_attrib Point; /**< Point attributes */
4395 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4396 GLuint PolygonStipple[32]; /**< Polygon stipple */
4397 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4398 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4399 struct gl_texture_attrib Texture; /**< Texture attributes */
4400 struct gl_transform_attrib Transform; /**< Transformation attributes */
4401 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4402 /*@}*/
4403
4404 /** \name Client attribute stack */
4405 /*@{*/
4406 GLuint ClientAttribStackDepth;
4407 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4408 /*@}*/
4409
4410 /** \name Client attribute groups */
4411 /*@{*/
4412 struct gl_array_attrib Array; /**< Vertex arrays */
4413 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4414 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4415 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4416 /*@}*/
4417
4418 /** \name Other assorted state (not pushed/popped on attribute stack) */
4419 /*@{*/
4420 struct gl_pixelmaps PixelMaps;
4421
4422 struct gl_evaluators EvalMap; /**< All evaluators */
4423 struct gl_feedback Feedback; /**< Feedback */
4424 struct gl_selection Select; /**< Selection */
4425
4426 struct gl_program_state Program; /**< general program state */
4427 struct gl_vertex_program_state VertexProgram;
4428 struct gl_fragment_program_state FragmentProgram;
4429 struct gl_geometry_program_state GeometryProgram;
4430 struct gl_compute_program_state ComputeProgram;
4431 struct gl_tess_ctrl_program_state TessCtrlProgram;
4432 struct gl_tess_eval_program_state TessEvalProgram;
4433 struct gl_ati_fragment_shader_state ATIFragmentShader;
4434
4435 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4436 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4437
4438 /**
4439 * Current active shader pipeline state
4440 *
4441 * Almost all internal users want ::_Shader instead of ::Shader. The
4442 * exceptions are bits of legacy GLSL API that do not know about separate
4443 * shader objects.
4444 *
4445 * If a program is active via \c glUseProgram, this will point to
4446 * \c ::Shader.
4447 *
4448 * If a program pipeline is active via \c glBindProgramPipeline, this will
4449 * point to \c ::Pipeline.Current.
4450 *
4451 * If neither a program nor a program pipeline is active, this will point to
4452 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4453 * \c NULL.
4454 */
4455 struct gl_pipeline_object *_Shader;
4456
4457 struct gl_query_state Query; /**< occlusion, timer queries */
4458
4459 struct gl_transform_feedback_state TransformFeedback;
4460
4461 struct gl_perf_monitor_state PerfMonitor;
4462
4463 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4464 struct gl_buffer_object *ParameterBuffer; /** < GL_ARB_indirect_parameters */
4465 struct gl_buffer_object *DispatchIndirectBuffer; /** < GL_ARB_compute_shader */
4466
4467 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4468 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4469
4470 struct gl_buffer_object *QueryBuffer; /**< GL_ARB_query_buffer_object */
4471
4472 /**
4473 * Current GL_ARB_uniform_buffer_object binding referenced by
4474 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4475 */
4476 struct gl_buffer_object *UniformBuffer;
4477
4478 /**
4479 * Current GL_ARB_shader_storage_buffer_object binding referenced by
4480 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
4481 */
4482 struct gl_buffer_object *ShaderStorageBuffer;
4483
4484 /**
4485 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4486 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4487 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4488 * shader program.
4489 */
4490 struct gl_uniform_buffer_binding
4491 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4492
4493 /**
4494 * Array of shader storage buffers for ARB_shader_storage_buffer_object
4495 * and GL 4.3. This is set up using glBindBufferRange() or
4496 * glBindBufferBase(). They are associated with shader storage blocks by
4497 * glShaderStorageBlockBinding()'s state in the shader program.
4498 */
4499 struct gl_shader_storage_buffer_binding
4500 ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
4501
4502 /**
4503 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4504 * target.
4505 */
4506 struct gl_buffer_object *AtomicBuffer;
4507
4508 /**
4509 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4510 * target.
4511 */
4512 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
4513
4514 /**
4515 * Array of atomic counter buffer binding points.
4516 */
4517 struct gl_atomic_buffer_binding
4518 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4519
4520 /**
4521 * Array of image units for ARB_shader_image_load_store.
4522 */
4523 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4524
4525 /*@}*/
4526
4527 struct gl_meta_state *Meta; /**< for "meta" operations */
4528
4529 /* GL_EXT_framebuffer_object */
4530 struct gl_renderbuffer *CurrentRenderbuffer;
4531
4532 GLenum ErrorValue; /**< Last error code */
4533
4534 /**
4535 * Recognize and silence repeated error debug messages in buggy apps.
4536 */
4537 const char *ErrorDebugFmtString;
4538 GLuint ErrorDebugCount;
4539
4540 /* GL_ARB_debug_output/GL_KHR_debug */
4541 mtx_t DebugMutex;
4542 struct gl_debug_state *Debug;
4543
4544 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4545 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4546 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
4547
4548 struct gl_driver_flags DriverFlags;
4549
4550 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4551
4552 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4553
4554 /** \name Derived state */
4555 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4556 GLfloat _EyeZDir[3];
4557 GLfloat _ModelViewInvScale;
4558 GLboolean _NeedEyeCoords;
4559 GLboolean _ForceEyeCoords;
4560
4561 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4562
4563 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4564
4565 /** \name For debugging/development only */
4566 /*@{*/
4567 GLboolean FirstTimeCurrent;
4568 /*@}*/
4569
4570 /**
4571 * False if this context was created without a config. This is needed
4572 * because the initial state of glDrawBuffers depends on this
4573 */
4574 GLboolean HasConfig;
4575
4576 /** software compression/decompression supported or not */
4577 GLboolean Mesa_DXTn;
4578
4579 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4580
4581 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4582
4583 /**
4584 * \name Hooks for module contexts.
4585 *
4586 * These will eventually live in the driver or elsewhere.
4587 */
4588 /*@{*/
4589 void *swrast_context;
4590 void *swsetup_context;
4591 void *swtnl_context;
4592 struct vbo_context *vbo_context;
4593 struct st_context *st;
4594 void *aelt_context;
4595 /*@}*/
4596
4597 /**
4598 * \name NV_vdpau_interop
4599 */
4600 /*@{*/
4601 const void *vdpDevice;
4602 const void *vdpGetProcAddress;
4603 struct set *vdpSurfaces;
4604 /*@}*/
4605
4606 /**
4607 * Has this context observed a GPU reset in any context in the share group?
4608 *
4609 * Once this field becomes true, it is never reset to false.
4610 */
4611 GLboolean ShareGroupReset;
4612 };
4613
4614 /**
4615 * Information about memory usage. All sizes are in kilobytes.
4616 */
4617 struct gl_memory_info
4618 {
4619 unsigned total_device_memory; /**< size of device memory, e.g. VRAM */
4620 unsigned avail_device_memory; /**< free device memory at the moment */
4621 unsigned total_staging_memory; /**< size of staging memory, e.g. GART */
4622 unsigned avail_staging_memory; /**< free staging memory at the moment */
4623 unsigned device_memory_evicted; /**< size of memory evicted (monotonic counter) */
4624 unsigned nr_device_memory_evictions; /**< # of evictions (monotonic counter) */
4625 };
4626
4627 #ifdef DEBUG
4628 extern int MESA_VERBOSE;
4629 extern int MESA_DEBUG_FLAGS;
4630 # define MESA_FUNCTION __func__
4631 #else
4632 # define MESA_VERBOSE 0
4633 # define MESA_DEBUG_FLAGS 0
4634 # define MESA_FUNCTION "a function"
4635 #endif
4636
4637
4638 /** The MESA_VERBOSE var is a bitmask of these flags */
4639 enum _verbose
4640 {
4641 VERBOSE_VARRAY = 0x0001,
4642 VERBOSE_TEXTURE = 0x0002,
4643 VERBOSE_MATERIAL = 0x0004,
4644 VERBOSE_PIPELINE = 0x0008,
4645 VERBOSE_DRIVER = 0x0010,
4646 VERBOSE_STATE = 0x0020,
4647 VERBOSE_API = 0x0040,
4648 VERBOSE_DISPLAY_LIST = 0x0100,
4649 VERBOSE_LIGHTING = 0x0200,
4650 VERBOSE_PRIMS = 0x0400,
4651 VERBOSE_VERTS = 0x0800,
4652 VERBOSE_DISASSEM = 0x1000,
4653 VERBOSE_DRAW = 0x2000,
4654 VERBOSE_SWAPBUFFERS = 0x4000
4655 };
4656
4657
4658 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4659 enum _debug
4660 {
4661 DEBUG_SILENT = (1 << 0),
4662 DEBUG_ALWAYS_FLUSH = (1 << 1),
4663 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
4664 DEBUG_INCOMPLETE_FBO = (1 << 3)
4665 };
4666
4667 /**
4668 * Checks if the active fragment shader program can have side effects due
4669 * to use of things like atomic buffers or images
4670 */
4671 static inline bool
4672 _mesa_active_fragment_shader_has_side_effects(const struct gl_context *ctx)
4673 {
4674 const struct gl_shader *sh;
4675
4676 if (!ctx->_Shader->_CurrentFragmentProgram)
4677 return false;
4678
4679 sh = ctx->_Shader->_CurrentFragmentProgram->_LinkedShaders[MESA_SHADER_FRAGMENT];
4680 return sh->NumAtomicBuffers > 0 ||
4681 sh->NumImages > 0 ||
4682 sh->NumShaderStorageBlocks > 0;
4683 }
4684
4685 #ifdef __cplusplus
4686 }
4687 #endif
4688
4689 #endif /* MTYPES_H */