mesa: add ARB_vertex_attrib_64bit VertexArrayVertexAttribLOffsetEXT
[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/menums.h"
43 #include "main/config.h"
44 #include "glapi/glapi.h"
45 #include "math/m_matrix.h" /* GLmatrix */
46 #include "compiler/shader_enums.h"
47 #include "compiler/shader_info.h"
48 #include "main/formats.h" /* MESA_FORMAT_COUNT */
49 #include "compiler/glsl/list.h"
50 #include "util/simple_mtx.h"
51 #include "util/u_dynarray.h"
52
53
54 #ifdef __cplusplus
55 extern "C" {
56 #endif
57
58 #define GET_COLORMASK_BIT(mask, buf, chan) (((mask) >> (4 * (buf) + (chan))) & 0x1)
59 #define GET_COLORMASK(mask, buf) (((mask) >> (4 * (buf))) & 0xf)
60
61
62 /**
63 * \name Some forward type declarations
64 */
65 /*@{*/
66 struct _mesa_HashTable;
67 struct gl_attrib_node;
68 struct gl_list_extensions;
69 struct gl_meta_state;
70 struct gl_program_cache;
71 struct gl_texture_object;
72 struct gl_debug_state;
73 struct gl_context;
74 struct st_context;
75 struct gl_uniform_storage;
76 struct prog_instruction;
77 struct gl_program_parameter_list;
78 struct gl_shader_spirv_data;
79 struct set;
80 struct vbo_context;
81 /*@}*/
82
83
84 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
85 #define PRIM_MAX GL_PATCHES
86 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
87 #define PRIM_UNKNOWN (PRIM_MAX + 2)
88
89 /**
90 * Determine if the given gl_varying_slot appears in the fragment shader.
91 */
92 static inline GLboolean
93 _mesa_varying_slot_in_fs(gl_varying_slot slot)
94 {
95 switch (slot) {
96 case VARYING_SLOT_PSIZ:
97 case VARYING_SLOT_BFC0:
98 case VARYING_SLOT_BFC1:
99 case VARYING_SLOT_EDGE:
100 case VARYING_SLOT_CLIP_VERTEX:
101 case VARYING_SLOT_LAYER:
102 case VARYING_SLOT_TESS_LEVEL_OUTER:
103 case VARYING_SLOT_TESS_LEVEL_INNER:
104 case VARYING_SLOT_BOUNDING_BOX0:
105 case VARYING_SLOT_BOUNDING_BOX1:
106 return GL_FALSE;
107 default:
108 return GL_TRUE;
109 }
110 }
111
112 /**
113 * Bit flags for all renderbuffers
114 */
115 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
116 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
117 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
118 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
119 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
120 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
121 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
122 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
123 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
124 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
125 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
126 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
127 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
128 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
129 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
130 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
131 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
132 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
133 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
134
135 /**
136 * Mask of all the color buffer bits (but not accum).
137 */
138 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
139 BUFFER_BIT_BACK_LEFT | \
140 BUFFER_BIT_FRONT_RIGHT | \
141 BUFFER_BIT_BACK_RIGHT | \
142 BUFFER_BIT_AUX0 | \
143 BUFFER_BIT_COLOR0 | \
144 BUFFER_BIT_COLOR1 | \
145 BUFFER_BIT_COLOR2 | \
146 BUFFER_BIT_COLOR3 | \
147 BUFFER_BIT_COLOR4 | \
148 BUFFER_BIT_COLOR5 | \
149 BUFFER_BIT_COLOR6 | \
150 BUFFER_BIT_COLOR7)
151
152 /* Mask of bits for depth+stencil buffers */
153 #define BUFFER_BITS_DEPTH_STENCIL (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL)
154
155 /**
156 * Framebuffer configuration (aka visual / pixelformat)
157 * Note: some of these fields should be boolean, but it appears that
158 * code in drivers/dri/common/util.c requires int-sized fields.
159 */
160 struct gl_config
161 {
162 GLboolean floatMode;
163 GLuint doubleBufferMode;
164 GLuint stereoMode;
165
166 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
167 GLuint redMask, greenMask, blueMask, alphaMask;
168 GLint redShift, greenShift, blueShift, alphaShift;
169 GLint rgbBits; /* total bits for rgb */
170
171 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
172 GLint depthBits;
173 GLint stencilBits;
174
175 GLint numAuxBuffers;
176
177 GLint level;
178
179 /* EXT_visual_rating / GLX 1.2 */
180 GLint visualRating;
181
182 /* EXT_visual_info / GLX 1.2 */
183 GLint transparentPixel;
184 /* colors are floats scaled to ints */
185 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
186 GLint transparentIndex;
187
188 /* ARB_multisample / SGIS_multisample */
189 GLint sampleBuffers;
190 GLuint samples;
191
192 /* SGIX_pbuffer / GLX 1.3 */
193 GLint maxPbufferWidth;
194 GLint maxPbufferHeight;
195 GLint maxPbufferPixels;
196 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
197 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
198
199 /* OML_swap_method */
200 GLint swapMethod;
201
202 /* EXT_texture_from_pixmap */
203 GLint bindToTextureRgb;
204 GLint bindToTextureRgba;
205 GLint bindToMipmapTexture;
206 GLint bindToTextureTargets;
207 GLint yInverted;
208
209 /* EXT_framebuffer_sRGB */
210 GLint sRGBCapable;
211
212 /* EGL_KHR_mutable_render_buffer */
213 GLuint mutableRenderBuffer; /* bool */
214 };
215
216
217 /**
218 * \name Bit flags used for updating material values.
219 */
220 /*@{*/
221 #define MAT_ATTRIB_FRONT_AMBIENT 0
222 #define MAT_ATTRIB_BACK_AMBIENT 1
223 #define MAT_ATTRIB_FRONT_DIFFUSE 2
224 #define MAT_ATTRIB_BACK_DIFFUSE 3
225 #define MAT_ATTRIB_FRONT_SPECULAR 4
226 #define MAT_ATTRIB_BACK_SPECULAR 5
227 #define MAT_ATTRIB_FRONT_EMISSION 6
228 #define MAT_ATTRIB_BACK_EMISSION 7
229 #define MAT_ATTRIB_FRONT_SHININESS 8
230 #define MAT_ATTRIB_BACK_SHININESS 9
231 #define MAT_ATTRIB_FRONT_INDEXES 10
232 #define MAT_ATTRIB_BACK_INDEXES 11
233 #define MAT_ATTRIB_MAX 12
234
235 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
236 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
237 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
238 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
239 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
240 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
241
242 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
243 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
244 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
245 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
246 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
247 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
248 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
249 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
250 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
251 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
252 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
253 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
254
255
256 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
257 MAT_BIT_FRONT_AMBIENT | \
258 MAT_BIT_FRONT_DIFFUSE | \
259 MAT_BIT_FRONT_SPECULAR | \
260 MAT_BIT_FRONT_SHININESS | \
261 MAT_BIT_FRONT_INDEXES)
262
263 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
264 MAT_BIT_BACK_AMBIENT | \
265 MAT_BIT_BACK_DIFFUSE | \
266 MAT_BIT_BACK_SPECULAR | \
267 MAT_BIT_BACK_SHININESS | \
268 MAT_BIT_BACK_INDEXES)
269
270 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
271 /*@}*/
272
273
274 /**
275 * Material state.
276 */
277 struct gl_material
278 {
279 GLfloat Attrib[MAT_ATTRIB_MAX][4];
280 };
281
282
283 /**
284 * Light state flags.
285 */
286 /*@{*/
287 #define LIGHT_SPOT 0x1
288 #define LIGHT_LOCAL_VIEWER 0x2
289 #define LIGHT_POSITIONAL 0x4
290 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
291 /*@}*/
292
293
294 /**
295 * Light source state.
296 */
297 struct gl_light
298 {
299 GLfloat Ambient[4]; /**< ambient color */
300 GLfloat Diffuse[4]; /**< diffuse color */
301 GLfloat Specular[4]; /**< specular color */
302 GLfloat EyePosition[4]; /**< position in eye coordinates */
303 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
304 GLfloat SpotExponent;
305 GLfloat SpotCutoff; /**< in degrees */
306 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
307 GLfloat ConstantAttenuation;
308 GLfloat LinearAttenuation;
309 GLfloat QuadraticAttenuation;
310 GLboolean Enabled; /**< On/off flag */
311
312 /**
313 * \name Derived fields
314 */
315 /*@{*/
316 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
317
318 GLfloat _Position[4]; /**< position in eye/obj coordinates */
319 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
320 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
321 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
322 GLfloat _VP_inf_spot_attenuation;
323
324 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
325 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
326 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
327 /*@}*/
328 };
329
330
331 /**
332 * Light model state.
333 */
334 struct gl_lightmodel
335 {
336 GLfloat Ambient[4]; /**< ambient color */
337 GLboolean LocalViewer; /**< Local (or infinite) view point? */
338 GLboolean TwoSide; /**< Two (or one) sided lighting? */
339 GLenum16 ColorControl; /**< either GL_SINGLE_COLOR
340 or GL_SEPARATE_SPECULAR_COLOR */
341 };
342
343
344 /**
345 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
346 */
347 struct gl_accum_attrib
348 {
349 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
350 };
351
352
353 /**
354 * Used for storing clear color, texture border color, etc.
355 * The float values are typically unclamped.
356 */
357 union gl_color_union
358 {
359 GLfloat f[4];
360 GLint i[4];
361 GLuint ui[4];
362 };
363
364
365 /**
366 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
367 */
368 struct gl_colorbuffer_attrib
369 {
370 GLuint ClearIndex; /**< Index for glClear */
371 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
372 GLuint IndexMask; /**< Color index write mask */
373
374 /** 4 colormask bits per draw buffer, max 8 draw buffers. 4*8 = 32 bits */
375 GLbitfield ColorMask;
376
377 GLenum16 DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
378
379 /**
380 * \name alpha testing
381 */
382 /*@{*/
383 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
384 GLenum16 AlphaFunc; /**< Alpha test function */
385 GLfloat AlphaRefUnclamped;
386 GLclampf AlphaRef; /**< Alpha reference value */
387 /*@}*/
388
389 /**
390 * \name Blending
391 */
392 /*@{*/
393 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
394
395 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
396 * control, only on the fixed-pointness of the render target.
397 * The query does however depend on fragment color clamping.
398 */
399 GLfloat BlendColorUnclamped[4]; /**< Blending color */
400 GLfloat BlendColor[4]; /**< Blending color */
401
402 struct
403 {
404 GLenum16 SrcRGB; /**< RGB blend source term */
405 GLenum16 DstRGB; /**< RGB blend dest term */
406 GLenum16 SrcA; /**< Alpha blend source term */
407 GLenum16 DstA; /**< Alpha blend dest term */
408 GLenum16 EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
409 GLenum16 EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
410 /**
411 * Set if any blend factor uses SRC1. Computed at the time blend factors
412 * get set.
413 */
414 GLboolean _UsesDualSrc;
415 } Blend[MAX_DRAW_BUFFERS];
416 /** Are the blend func terms currently different for each buffer/target? */
417 GLboolean _BlendFuncPerBuffer;
418 /** Are the blend equations currently different for each buffer/target? */
419 GLboolean _BlendEquationPerBuffer;
420
421 /**
422 * Which advanced blending mode is in use (or BLEND_NONE).
423 *
424 * KHR_blend_equation_advanced only allows advanced blending with a single
425 * draw buffer, and NVX_blend_equation_advanced_multi_draw_buffer still
426 * requires all draw buffers to match, so we only need a single value.
427 */
428 enum gl_advanced_blend_mode _AdvancedBlendMode;
429
430 /** Coherency requested via glEnable(GL_BLEND_ADVANCED_COHERENT_KHR)? */
431 bool BlendCoherent;
432 /*@}*/
433
434 /**
435 * \name Logic op
436 */
437 /*@{*/
438 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
439 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
440 GLenum16 LogicOp; /**< Logic operator */
441 enum gl_logicop_mode _LogicOp;
442 /*@}*/
443
444 GLboolean DitherFlag; /**< Dither enable flag */
445
446 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
447 GLenum16 ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
448 GLenum16 ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
449
450 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
451 };
452
453
454 /**
455 * Vertex format to describe a vertex element.
456 */
457 struct gl_vertex_format
458 {
459 GLenum16 Type; /**< datatype: GL_FLOAT, GL_INT, etc */
460 GLenum16 Format; /**< default: GL_RGBA, but may be GL_BGRA */
461 GLubyte Size:5; /**< components per element (1,2,3,4) */
462 GLubyte Normalized:1; /**< GL_ARB_vertex_program */
463 GLubyte Integer:1; /**< Integer-valued? */
464 GLubyte Doubles:1; /**< double values are not converted to floats */
465 GLubyte _ElementSize; /**< Size of each element in bytes */
466 };
467
468
469 /**
470 * Current attribute group (GL_CURRENT_BIT).
471 */
472 struct gl_current_attrib
473 {
474 /**
475 * \name Current vertex attributes (color, texcoords, etc).
476 * \note Values are valid only after FLUSH_VERTICES has been called.
477 * \note Index and Edgeflag current values are stored as floats in the
478 * SIX and SEVEN attribute slots.
479 * \note We need double storage for 64-bit vertex attributes
480 */
481 GLfloat Attrib[VERT_ATTRIB_MAX][4*2];
482
483 /**
484 * \name Current raster position attributes (always up to date after a
485 * glRasterPos call).
486 */
487 GLfloat RasterPos[4];
488 GLfloat RasterDistance;
489 GLfloat RasterColor[4];
490 GLfloat RasterSecondaryColor[4];
491 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
492 GLboolean RasterPosValid;
493 };
494
495
496 /**
497 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
498 */
499 struct gl_depthbuffer_attrib
500 {
501 GLenum16 Func; /**< Function for depth buffer compare */
502 GLclampd Clear; /**< Value to clear depth buffer to */
503 GLboolean Test; /**< Depth buffering enabled flag */
504 GLboolean Mask; /**< Depth buffer writable? */
505 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
506 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
507 };
508
509
510 /**
511 * Evaluator attribute group (GL_EVAL_BIT).
512 */
513 struct gl_eval_attrib
514 {
515 /**
516 * \name Enable bits
517 */
518 /*@{*/
519 GLboolean Map1Color4;
520 GLboolean Map1Index;
521 GLboolean Map1Normal;
522 GLboolean Map1TextureCoord1;
523 GLboolean Map1TextureCoord2;
524 GLboolean Map1TextureCoord3;
525 GLboolean Map1TextureCoord4;
526 GLboolean Map1Vertex3;
527 GLboolean Map1Vertex4;
528 GLboolean Map2Color4;
529 GLboolean Map2Index;
530 GLboolean Map2Normal;
531 GLboolean Map2TextureCoord1;
532 GLboolean Map2TextureCoord2;
533 GLboolean Map2TextureCoord3;
534 GLboolean Map2TextureCoord4;
535 GLboolean Map2Vertex3;
536 GLboolean Map2Vertex4;
537 GLboolean AutoNormal;
538 /*@}*/
539
540 /**
541 * \name Map Grid endpoints and divisions and calculated du values
542 */
543 /*@{*/
544 GLint MapGrid1un;
545 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
546 GLint MapGrid2un, MapGrid2vn;
547 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
548 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
549 /*@}*/
550 };
551
552
553 /**
554 * Compressed fog mode.
555 */
556 enum gl_fog_mode
557 {
558 FOG_NONE,
559 FOG_LINEAR,
560 FOG_EXP,
561 FOG_EXP2,
562 };
563
564
565 /**
566 * Fog attribute group (GL_FOG_BIT).
567 */
568 struct gl_fog_attrib
569 {
570 GLboolean Enabled; /**< Fog enabled flag */
571 GLboolean ColorSumEnabled;
572 uint8_t _PackedMode; /**< Fog mode as 2 bits */
573 uint8_t _PackedEnabledMode; /**< Masked CompressedMode */
574 GLfloat ColorUnclamped[4]; /**< Fog color */
575 GLfloat Color[4]; /**< Fog color */
576 GLfloat Density; /**< Density >= 0.0 */
577 GLfloat Start; /**< Start distance in eye coords */
578 GLfloat End; /**< End distance in eye coords */
579 GLfloat Index; /**< Fog index */
580 GLenum16 Mode; /**< Fog mode */
581 GLenum16 FogCoordinateSource;/**< GL_EXT_fog_coord */
582 GLenum16 FogDistanceMode; /**< GL_NV_fog_distance */
583 };
584
585
586 /**
587 * Hint attribute group (GL_HINT_BIT).
588 *
589 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
590 */
591 struct gl_hint_attrib
592 {
593 GLenum16 PerspectiveCorrection;
594 GLenum16 PointSmooth;
595 GLenum16 LineSmooth;
596 GLenum16 PolygonSmooth;
597 GLenum16 Fog;
598 GLenum16 TextureCompression; /**< GL_ARB_texture_compression */
599 GLenum16 GenerateMipmap; /**< GL_SGIS_generate_mipmap */
600 GLenum16 FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
601 GLuint MaxShaderCompilerThreads; /**< GL_ARB_parallel_shader_compile */
602 };
603
604
605 /**
606 * Lighting attribute group (GL_LIGHT_BIT).
607 */
608 struct gl_light_attrib
609 {
610 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
611 struct gl_lightmodel Model; /**< Lighting model */
612
613 /**
614 * Front and back material values.
615 * Note: must call FLUSH_VERTICES() before using.
616 */
617 struct gl_material Material;
618
619 GLboolean Enabled; /**< Lighting enabled flag */
620 GLboolean ColorMaterialEnabled;
621
622 GLenum16 ShadeModel; /**< GL_FLAT or GL_SMOOTH */
623 GLenum16 ProvokingVertex; /**< GL_EXT_provoking_vertex */
624 GLenum16 ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
625 GLenum16 ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
626 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
627
628
629 GLboolean _ClampVertexColor;
630 GLenum16 ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
631
632 /**
633 * Derived state for optimizations:
634 */
635 /*@{*/
636 GLbitfield _EnabledLights; /**< bitmask containing enabled lights */
637
638 GLboolean _NeedEyeCoords;
639 GLboolean _NeedVertices; /**< Use fast shader? */
640
641 GLfloat _BaseColor[2][3];
642 /*@}*/
643 };
644
645
646 /**
647 * Line attribute group (GL_LINE_BIT).
648 */
649 struct gl_line_attrib
650 {
651 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
652 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
653 GLushort StipplePattern; /**< Stipple pattern */
654 GLint StippleFactor; /**< Stipple repeat factor */
655 GLfloat Width; /**< Line width */
656 };
657
658
659 /**
660 * Display list attribute group (GL_LIST_BIT).
661 */
662 struct gl_list_attrib
663 {
664 GLuint ListBase;
665 };
666
667
668 /**
669 * Multisample attribute group (GL_MULTISAMPLE_BIT).
670 */
671 struct gl_multisample_attrib
672 {
673 GLboolean Enabled;
674 GLboolean SampleAlphaToCoverage;
675 GLboolean SampleAlphaToOne;
676 GLboolean SampleCoverage;
677 GLboolean SampleCoverageInvert;
678 GLboolean SampleShading;
679
680 /* ARB_texture_multisample / GL3.2 additions */
681 GLboolean SampleMask;
682
683 GLfloat SampleCoverageValue; /**< In range [0, 1] */
684 GLfloat MinSampleShadingValue; /**< In range [0, 1] */
685
686 /** The GL spec defines this as an array but >32x MSAA is madness */
687 GLbitfield SampleMaskValue;
688 };
689
690
691 /**
692 * A pixelmap (see glPixelMap)
693 */
694 struct gl_pixelmap
695 {
696 GLint Size;
697 GLfloat Map[MAX_PIXEL_MAP_TABLE];
698 };
699
700
701 /**
702 * Collection of all pixelmaps
703 */
704 struct gl_pixelmaps
705 {
706 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
707 struct gl_pixelmap GtoG;
708 struct gl_pixelmap BtoB;
709 struct gl_pixelmap AtoA;
710 struct gl_pixelmap ItoR;
711 struct gl_pixelmap ItoG;
712 struct gl_pixelmap ItoB;
713 struct gl_pixelmap ItoA;
714 struct gl_pixelmap ItoI;
715 struct gl_pixelmap StoS;
716 };
717
718
719 /**
720 * Pixel attribute group (GL_PIXEL_MODE_BIT).
721 */
722 struct gl_pixel_attrib
723 {
724 GLenum16 ReadBuffer; /**< source buffer for glRead/CopyPixels() */
725
726 /*--- Begin Pixel Transfer State ---*/
727 /* Fields are in the order in which they're applied... */
728
729 /** Scale & Bias (index shift, offset) */
730 /*@{*/
731 GLfloat RedBias, RedScale;
732 GLfloat GreenBias, GreenScale;
733 GLfloat BlueBias, BlueScale;
734 GLfloat AlphaBias, AlphaScale;
735 GLfloat DepthBias, DepthScale;
736 GLint IndexShift, IndexOffset;
737 /*@}*/
738
739 /* Pixel Maps */
740 /* Note: actual pixel maps are not part of this attrib group */
741 GLboolean MapColorFlag;
742 GLboolean MapStencilFlag;
743
744 /*--- End Pixel Transfer State ---*/
745
746 /** glPixelZoom */
747 GLfloat ZoomX, ZoomY;
748 };
749
750
751 /**
752 * Point attribute group (GL_POINT_BIT).
753 */
754 struct gl_point_attrib
755 {
756 GLfloat Size; /**< User-specified point size */
757 GLfloat Params[3]; /**< GL_EXT_point_parameters */
758 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
759 GLfloat Threshold; /**< GL_EXT_point_parameters */
760 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
761 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
762 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
763 GLbitfield CoordReplace; /**< GL_ARB_point_sprite*/
764 GLenum16 SpriteRMode; /**< GL_NV_point_sprite (only!) */
765 GLenum16 SpriteOrigin; /**< GL_ARB_point_sprite */
766 };
767
768
769 /**
770 * Polygon attribute group (GL_POLYGON_BIT).
771 */
772 struct gl_polygon_attrib
773 {
774 GLenum16 FrontFace; /**< Either GL_CW or GL_CCW */
775 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
776 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
777 GLboolean CullFlag; /**< Culling on/off flag */
778 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
779 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
780 GLenum16 CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
781 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
782 GLfloat OffsetUnits; /**< Polygon offset units, from user */
783 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
784 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
785 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
786 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
787 };
788
789
790 /**
791 * Scissor attributes (GL_SCISSOR_BIT).
792 */
793 struct gl_scissor_rect
794 {
795 GLint X, Y; /**< Lower left corner of box */
796 GLsizei Width, Height; /**< Size of box */
797 };
798
799
800 struct gl_scissor_attrib
801 {
802 GLbitfield EnableFlags; /**< Scissor test enabled? */
803 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
804 GLint NumWindowRects; /**< Count of enabled window rectangles */
805 GLenum16 WindowRectMode; /**< Whether to include or exclude the rects */
806 struct gl_scissor_rect WindowRects[MAX_WINDOW_RECTANGLES];
807 };
808
809
810 /**
811 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
812 *
813 * Three sets of stencil data are tracked so that OpenGL 2.0,
814 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
815 * simultaneously. In each of the stencil state arrays, element 0 corresponds
816 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
817 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
818 * GL_EXT_stencil_two_side GL_BACK state.
819 *
820 * The derived value \c _BackFace is either 1 or 2 depending on whether or
821 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
822 *
823 * The derived value \c _TestTwoSide is set when the front-face and back-face
824 * stencil state are different.
825 */
826 struct gl_stencil_attrib
827 {
828 GLboolean Enabled; /**< Enabled flag */
829 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
830 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
831 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
832 GLenum16 Function[3]; /**< Stencil function */
833 GLenum16 FailFunc[3]; /**< Fail function */
834 GLenum16 ZPassFunc[3]; /**< Depth buffer pass function */
835 GLenum16 ZFailFunc[3]; /**< Depth buffer fail function */
836 GLint Ref[3]; /**< Reference value */
837 GLuint ValueMask[3]; /**< Value mask */
838 GLuint WriteMask[3]; /**< Write mask */
839 GLuint Clear; /**< Clear value */
840 };
841
842
843 /**
844 * Bit flags for each type of texture object
845 */
846 /*@{*/
847 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
848 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
849 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
850 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
851 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
852 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
853 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
854 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
855 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
856 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
857 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
858 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
859 /*@}*/
860
861
862 /**
863 * Texture image state. Drivers will typically create a subclass of this
864 * with extra fields for memory buffers, etc.
865 */
866 struct gl_texture_image
867 {
868 GLint InternalFormat; /**< Internal format as given by the user */
869 GLenum16 _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
870 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
871 * GL_INTENSITY, GL_DEPTH_COMPONENT or
872 * GL_DEPTH_STENCIL_EXT only. Used for
873 * choosing TexEnv arithmetic.
874 */
875 mesa_format TexFormat; /**< The actual texture memory format */
876
877 GLuint Border; /**< 0 or 1 */
878 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
879 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
880 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
881 GLuint Width2; /**< = Width - 2*Border */
882 GLuint Height2; /**< = Height - 2*Border */
883 GLuint Depth2; /**< = Depth - 2*Border */
884 GLuint WidthLog2; /**< = log2(Width2) */
885 GLuint HeightLog2; /**< = log2(Height2) */
886 GLuint DepthLog2; /**< = log2(Depth2) */
887 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
888 levels, computed from the dimensions */
889
890 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
891 GLuint Level; /**< Which mipmap level am I? */
892 /** Cube map face: index into gl_texture_object::Image[] array */
893 GLuint Face;
894
895 /** GL_ARB_texture_multisample */
896 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
897 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
898 };
899
900
901 /**
902 * Indexes for cube map faces.
903 */
904 typedef enum
905 {
906 FACE_POS_X = 0,
907 FACE_NEG_X = 1,
908 FACE_POS_Y = 2,
909 FACE_NEG_Y = 3,
910 FACE_POS_Z = 4,
911 FACE_NEG_Z = 5,
912 MAX_FACES = 6
913 } gl_face_index;
914
915
916 /**
917 * Sampler object state. These objects are new with GL_ARB_sampler_objects
918 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
919 */
920 struct gl_sampler_object
921 {
922 simple_mtx_t Mutex;
923 GLuint Name;
924 GLchar *Label; /**< GL_KHR_debug */
925 GLint RefCount;
926
927 GLenum16 WrapS; /**< S-axis texture image wrap mode */
928 GLenum16 WrapT; /**< T-axis texture image wrap mode */
929 GLenum16 WrapR; /**< R-axis texture image wrap mode */
930 GLenum16 MinFilter; /**< minification filter */
931 GLenum16 MagFilter; /**< magnification filter */
932 GLenum16 sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
933 union gl_color_union BorderColor; /**< Interpreted according to texture format */
934 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
935 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
936 GLfloat LodBias; /**< OpenGL 1.4 */
937 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
938 GLenum16 CompareMode; /**< GL_ARB_shadow */
939 GLenum16 CompareFunc; /**< GL_ARB_shadow */
940 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
941
942 /** GL_ARB_bindless_texture */
943 bool HandleAllocated;
944 struct util_dynarray Handles;
945 };
946
947
948 /**
949 * Texture object state. Contains the array of mipmap images, border color,
950 * wrap modes, filter modes, and shadow/texcompare state.
951 */
952 struct gl_texture_object
953 {
954 simple_mtx_t Mutex; /**< for thread safety */
955 GLint RefCount; /**< reference count */
956 GLuint Name; /**< the user-visible texture object ID */
957 GLenum16 Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
958 GLenum16 DepthMode; /**< GL_ARB_depth_texture */
959 GLchar *Label; /**< GL_KHR_debug */
960
961 struct gl_sampler_object Sampler;
962
963 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
964 Only valid when Target is valid. */
965 GLfloat Priority; /**< in [0,1] */
966 GLint MaxLevel; /**< max mipmap level (max=1000), OpenGL 1.2 */
967 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
968 GLbyte _MaxLevel; /**< actual max mipmap level (q in the spec) */
969 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
970 GLint CropRect[4]; /**< GL_OES_draw_texture */
971 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
972 GLushort _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
973 GLbyte ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
974 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
975 GLboolean _BaseComplete; /**< Is the base texture level valid? */
976 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
977 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
978 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
979 GLboolean Purgeable; /**< Is the buffer purgeable under memory
980 pressure? */
981 GLboolean Immutable; /**< GL_ARB_texture_storage */
982 GLboolean _IsFloat; /**< GL_OES_float_texture */
983 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
984 bool StencilSampling; /**< Should we sample stencil instead of depth? */
985 bool HandleAllocated; /**< GL_ARB_bindless_texture */
986
987 /** GL_OES_EGL_image_external */
988 GLubyte RequiredTextureImageUnits;
989
990 GLubyte MinLevel; /**< GL_ARB_texture_view */
991 GLubyte NumLevels; /**< GL_ARB_texture_view */
992 GLushort MinLayer; /**< GL_ARB_texture_view */
993 GLushort NumLayers; /**< GL_ARB_texture_view */
994
995 /** GL_EXT_memory_object */
996 GLenum16 TextureTiling;
997
998 /** GL_ARB_shader_image_load_store */
999 GLenum16 ImageFormatCompatibilityType;
1000
1001 /** GL_ARB_texture_buffer_object */
1002 GLenum16 BufferObjectFormat;
1003 /** Equivalent Mesa format for BufferObjectFormat. */
1004 mesa_format _BufferObjectFormat;
1005 struct gl_buffer_object *BufferObject;
1006
1007 /** GL_ARB_texture_buffer_range */
1008 GLintptr BufferOffset;
1009 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1010
1011 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1012 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1013
1014 /** GL_ARB_bindless_texture */
1015 struct util_dynarray SamplerHandles;
1016 struct util_dynarray ImageHandles;
1017 };
1018
1019
1020 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1021 #define MAX_COMBINER_TERMS 4
1022
1023
1024 /**
1025 * Texture combine environment state.
1026 */
1027 struct gl_tex_env_combine_state
1028 {
1029 GLenum16 ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1030 GLenum16 ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1031 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1032 GLenum16 SourceRGB[MAX_COMBINER_TERMS];
1033 GLenum16 SourceA[MAX_COMBINER_TERMS];
1034 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1035 GLenum16 OperandRGB[MAX_COMBINER_TERMS];
1036 GLenum16 OperandA[MAX_COMBINER_TERMS];
1037 GLubyte ScaleShiftRGB; /**< 0, 1 or 2 */
1038 GLubyte ScaleShiftA; /**< 0, 1 or 2 */
1039 GLubyte _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1040 GLubyte _NumArgsA; /**< Number of inputs used for the A combiner */
1041 };
1042
1043
1044 /** Compressed TexEnv effective Combine mode */
1045 enum gl_tex_env_mode
1046 {
1047 TEXENV_MODE_REPLACE, /* r = a0 */
1048 TEXENV_MODE_MODULATE, /* r = a0 * a1 */
1049 TEXENV_MODE_ADD, /* r = a0 + a1 */
1050 TEXENV_MODE_ADD_SIGNED, /* r = a0 + a1 - 0.5 */
1051 TEXENV_MODE_INTERPOLATE, /* r = a0 * a2 + a1 * (1 - a2) */
1052 TEXENV_MODE_SUBTRACT, /* r = a0 - a1 */
1053 TEXENV_MODE_DOT3_RGB, /* r = a0 . a1 */
1054 TEXENV_MODE_DOT3_RGB_EXT, /* r = a0 . a1 */
1055 TEXENV_MODE_DOT3_RGBA, /* r = a0 . a1 */
1056 TEXENV_MODE_DOT3_RGBA_EXT, /* r = a0 . a1 */
1057 TEXENV_MODE_MODULATE_ADD_ATI, /* r = a0 * a2 + a1 */
1058 TEXENV_MODE_MODULATE_SIGNED_ADD_ATI, /* r = a0 * a2 + a1 - 0.5 */
1059 TEXENV_MODE_MODULATE_SUBTRACT_ATI, /* r = a0 * a2 - a1 */
1060 TEXENV_MODE_ADD_PRODUCTS_NV, /* r = a0 * a1 + a2 * a3 */
1061 TEXENV_MODE_ADD_PRODUCTS_SIGNED_NV, /* r = a0 * a1 + a2 * a3 - 0.5 */
1062 };
1063
1064
1065 /** Compressed TexEnv Combine source */
1066 enum gl_tex_env_source
1067 {
1068 TEXENV_SRC_TEXTURE0,
1069 TEXENV_SRC_TEXTURE1,
1070 TEXENV_SRC_TEXTURE2,
1071 TEXENV_SRC_TEXTURE3,
1072 TEXENV_SRC_TEXTURE4,
1073 TEXENV_SRC_TEXTURE5,
1074 TEXENV_SRC_TEXTURE6,
1075 TEXENV_SRC_TEXTURE7,
1076 TEXENV_SRC_TEXTURE,
1077 TEXENV_SRC_PREVIOUS,
1078 TEXENV_SRC_PRIMARY_COLOR,
1079 TEXENV_SRC_CONSTANT,
1080 TEXENV_SRC_ZERO,
1081 TEXENV_SRC_ONE,
1082 };
1083
1084
1085 /** Compressed TexEnv Combine operand */
1086 enum gl_tex_env_operand
1087 {
1088 TEXENV_OPR_COLOR,
1089 TEXENV_OPR_ONE_MINUS_COLOR,
1090 TEXENV_OPR_ALPHA,
1091 TEXENV_OPR_ONE_MINUS_ALPHA,
1092 };
1093
1094
1095 /** Compressed TexEnv Combine argument */
1096 struct gl_tex_env_argument
1097 {
1098 #ifdef __GNUC__
1099 __extension__ uint8_t Source:4; /**< TEXENV_SRC_x */
1100 __extension__ uint8_t Operand:2; /**< TEXENV_OPR_x */
1101 #else
1102 uint8_t Source; /**< SRC_x */
1103 uint8_t Operand; /**< OPR_x */
1104 #endif
1105 };
1106
1107
1108 /***
1109 * Compressed TexEnv Combine state.
1110 */
1111 struct gl_tex_env_combine_packed
1112 {
1113 uint32_t ModeRGB:4; /**< Effective mode for RGB as 4 bits */
1114 uint32_t ModeA:4; /**< Effective mode for RGB as 4 bits */
1115 uint32_t ScaleShiftRGB:2; /**< 0, 1 or 2 */
1116 uint32_t ScaleShiftA:2; /**< 0, 1 or 2 */
1117 uint32_t NumArgsRGB:3; /**< Number of inputs used for the RGB combiner */
1118 uint32_t NumArgsA:3; /**< Number of inputs used for the A combiner */
1119 /** Source arguments in a packed manner */
1120 struct gl_tex_env_argument ArgsRGB[MAX_COMBINER_TERMS];
1121 struct gl_tex_env_argument ArgsA[MAX_COMBINER_TERMS];
1122 };
1123
1124
1125 /**
1126 * TexGenEnabled flags.
1127 */
1128 /*@{*/
1129 #define S_BIT 1
1130 #define T_BIT 2
1131 #define R_BIT 4
1132 #define Q_BIT 8
1133 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1134 /*@}*/
1135
1136
1137 /**
1138 * Bit flag versions of the corresponding GL_ constants.
1139 */
1140 /*@{*/
1141 #define TEXGEN_SPHERE_MAP 0x1
1142 #define TEXGEN_OBJ_LINEAR 0x2
1143 #define TEXGEN_EYE_LINEAR 0x4
1144 #define TEXGEN_REFLECTION_MAP_NV 0x8
1145 #define TEXGEN_NORMAL_MAP_NV 0x10
1146
1147 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1148 TEXGEN_REFLECTION_MAP_NV | \
1149 TEXGEN_NORMAL_MAP_NV)
1150 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1151 TEXGEN_REFLECTION_MAP_NV | \
1152 TEXGEN_NORMAL_MAP_NV | \
1153 TEXGEN_EYE_LINEAR)
1154 /*@}*/
1155
1156
1157
1158 /** Tex-gen enabled for texture unit? */
1159 #define ENABLE_TEXGEN(unit) (1 << (unit))
1160
1161 /** Non-identity texture matrix for texture unit? */
1162 #define ENABLE_TEXMAT(unit) (1 << (unit))
1163
1164
1165 /**
1166 * Texture coord generation state.
1167 */
1168 struct gl_texgen
1169 {
1170 GLenum16 Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1171 GLbitfield8 _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1172 GLfloat ObjectPlane[4];
1173 GLfloat EyePlane[4];
1174 };
1175
1176
1177 /**
1178 * Sampler-related subset of a texture unit, like current texture objects.
1179 */
1180 struct gl_texture_unit
1181 {
1182 GLfloat LodBias; /**< for biasing mipmap levels */
1183
1184 /** Texture targets that have a non-default texture bound */
1185 GLbitfield _BoundTextures;
1186
1187 /** Current sampler object (GL_ARB_sampler_objects) */
1188 struct gl_sampler_object *Sampler;
1189
1190 /** Current texture object pointers */
1191 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1192
1193 /** Points to highest priority, complete and enabled texture object */
1194 struct gl_texture_object *_Current;
1195 };
1196
1197
1198 /**
1199 * Fixed-function-related subset of a texture unit, like enable flags,
1200 * texture environment/function/combiners, and texgen state.
1201 */
1202 struct gl_fixedfunc_texture_unit
1203 {
1204 GLbitfield16 Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1205
1206 GLenum16 EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1207 GLclampf EnvColor[4];
1208 GLfloat EnvColorUnclamped[4];
1209
1210 struct gl_texgen GenS;
1211 struct gl_texgen GenT;
1212 struct gl_texgen GenR;
1213 struct gl_texgen GenQ;
1214 GLbitfield8 TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1215 GLbitfield8 _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1216
1217 /**
1218 * \name GL_EXT_texture_env_combine
1219 */
1220 struct gl_tex_env_combine_state Combine;
1221
1222 /**
1223 * Derived state based on \c EnvMode and the \c BaseFormat of the
1224 * currently enabled texture.
1225 */
1226 struct gl_tex_env_combine_state _EnvMode;
1227
1228 /** Current compressed TexEnv & Combine state */
1229 struct gl_tex_env_combine_packed _CurrentCombinePacked;
1230
1231 /**
1232 * Currently enabled combiner state. This will point to either
1233 * \c Combine or \c _EnvMode.
1234 */
1235 struct gl_tex_env_combine_state *_CurrentCombine;
1236 };
1237
1238
1239 /**
1240 * Texture attribute group (GL_TEXTURE_BIT).
1241 */
1242 struct gl_texture_attrib
1243 {
1244 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1245
1246 /** GL_ARB_texture_buffer_object */
1247 struct gl_buffer_object *BufferObject;
1248
1249 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1250
1251 /** Texture coord units/sets used for fragment texturing */
1252 GLbitfield8 _EnabledCoordUnits;
1253
1254 /** Texture coord units that have texgen enabled */
1255 GLbitfield8 _TexGenEnabled;
1256
1257 /** Texture coord units that have non-identity matrices */
1258 GLbitfield8 _TexMatEnabled;
1259
1260 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1261 GLbitfield8 _GenFlags;
1262
1263 /** Largest index of a texture unit with _Current != NULL. */
1264 GLshort _MaxEnabledTexImageUnit;
1265
1266 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1267 GLubyte NumCurrentTexUsed;
1268
1269 /** GL_ARB_seamless_cubemap */
1270 GLboolean CubeMapSeamless;
1271
1272 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1273 struct gl_fixedfunc_texture_unit FixedFuncUnit[MAX_TEXTURE_COORD_UNITS];
1274 };
1275
1276
1277 /**
1278 * Data structure representing a single clip plane (e.g. one of the elements
1279 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1280 */
1281 typedef GLfloat gl_clip_plane[4];
1282
1283
1284 /**
1285 * Transformation attribute group (GL_TRANSFORM_BIT).
1286 */
1287 struct gl_transform_attrib
1288 {
1289 GLenum16 MatrixMode; /**< Matrix mode */
1290 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1291 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1292 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1293 GLboolean Normalize; /**< Normalize all normals? */
1294 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1295 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1296 GLboolean DepthClampNear; /**< GL_AMD_depth_clamp_separate */
1297 GLboolean DepthClampFar; /**< GL_AMD_depth_clamp_separate */
1298 /** GL_ARB_clip_control */
1299 GLenum16 ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1300 GLenum16 ClipDepthMode;/**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1301 };
1302
1303
1304 /**
1305 * Viewport attribute group (GL_VIEWPORT_BIT).
1306 */
1307 struct gl_viewport_attrib
1308 {
1309 GLfloat X, Y; /**< position */
1310 GLfloat Width, Height; /**< size */
1311 GLfloat Near, Far; /**< Depth buffer range */
1312 };
1313
1314
1315 /**
1316 * Fields describing a mapped buffer range.
1317 */
1318 struct gl_buffer_mapping
1319 {
1320 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1321 GLvoid *Pointer; /**< User-space address of mapping */
1322 GLintptr Offset; /**< Mapped offset */
1323 GLsizeiptr Length; /**< Mapped length */
1324 };
1325
1326
1327 /**
1328 * Usages we've seen for a buffer object.
1329 */
1330 typedef enum
1331 {
1332 USAGE_UNIFORM_BUFFER = 0x1,
1333 USAGE_TEXTURE_BUFFER = 0x2,
1334 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1335 USAGE_SHADER_STORAGE_BUFFER = 0x8,
1336 USAGE_TRANSFORM_FEEDBACK_BUFFER = 0x10,
1337 USAGE_PIXEL_PACK_BUFFER = 0x20,
1338 USAGE_ARRAY_BUFFER = 0x40,
1339 USAGE_ELEMENT_ARRAY_BUFFER = 0x80,
1340 USAGE_DISABLE_MINMAX_CACHE = 0x100,
1341 } gl_buffer_usage;
1342
1343
1344 /**
1345 * GL_ARB_vertex/pixel_buffer_object buffer object
1346 */
1347 struct gl_buffer_object
1348 {
1349 GLint RefCount;
1350 GLuint Name;
1351 GLchar *Label; /**< GL_KHR_debug */
1352 GLenum16 Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1353 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1354 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1355 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1356 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1357 GLboolean Written; /**< Ever written to? (for debugging) */
1358 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1359 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1360 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1361
1362 /** Counters used for buffer usage warnings */
1363 GLuint NumSubDataCalls;
1364 GLuint NumMapBufferWriteCalls;
1365
1366 struct gl_buffer_mapping Mappings[MAP_COUNT];
1367
1368 /** Memoization of min/max index computations for static index buffers */
1369 simple_mtx_t MinMaxCacheMutex;
1370 struct hash_table *MinMaxCache;
1371 unsigned MinMaxCacheHitIndices;
1372 unsigned MinMaxCacheMissIndices;
1373 bool MinMaxCacheDirty;
1374
1375 bool HandleAllocated; /**< GL_ARB_bindless_texture */
1376 };
1377
1378
1379 /**
1380 * Client pixel packing/unpacking attributes
1381 */
1382 struct gl_pixelstore_attrib
1383 {
1384 GLint Alignment;
1385 GLint RowLength;
1386 GLint SkipPixels;
1387 GLint SkipRows;
1388 GLint ImageHeight;
1389 GLint SkipImages;
1390 GLboolean SwapBytes;
1391 GLboolean LsbFirst;
1392 GLboolean Invert; /**< GL_MESA_pack_invert */
1393 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1394 GLint CompressedBlockHeight;
1395 GLint CompressedBlockDepth;
1396 GLint CompressedBlockSize;
1397 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1398 };
1399
1400
1401 /**
1402 * Enum for defining the mapping for the position/generic0 attribute.
1403 *
1404 * Do not change the order of the values as these are used as
1405 * array indices.
1406 */
1407 typedef enum
1408 {
1409 ATTRIBUTE_MAP_MODE_IDENTITY, /**< 1:1 mapping */
1410 ATTRIBUTE_MAP_MODE_POSITION, /**< get position and generic0 from position */
1411 ATTRIBUTE_MAP_MODE_GENERIC0, /**< get position and generic0 from generic0 */
1412 ATTRIBUTE_MAP_MODE_MAX /**< for sizing arrays */
1413 } gl_attribute_map_mode;
1414
1415
1416 /**
1417 * Attributes to describe a vertex array.
1418 *
1419 * Contains the size, type, format and normalization flag,
1420 * along with the index of a vertex buffer binding point.
1421 *
1422 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1423 * and is only present for backwards compatibility reasons.
1424 * Rendering always uses VERTEX_BINDING_STRIDE.
1425 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1426 * and VERTEX_BINDING_STRIDE to the same value, while
1427 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1428 */
1429 struct gl_array_attributes
1430 {
1431 /** Points to client array data. Not used when a VBO is bound */
1432 const GLubyte *Ptr;
1433 /** Offset of the first element relative to the binding offset */
1434 GLuint RelativeOffset;
1435 /** Vertex format */
1436 struct gl_vertex_format Format;
1437 /** Stride as specified with gl*Pointer() */
1438 GLshort Stride;
1439 /** Index into gl_vertex_array_object::BufferBinding[] array */
1440 GLubyte BufferBindingIndex;
1441
1442 /**
1443 * Derived effective buffer binding index
1444 *
1445 * Index into the gl_vertex_buffer_binding array of the vao.
1446 * Similar to BufferBindingIndex, but with the mapping of the
1447 * position/generic0 attributes applied and with identical
1448 * gl_vertex_buffer_binding entries collapsed to a single
1449 * entry within the vao.
1450 *
1451 * The value is valid past calling _mesa_update_vao_derived_arrays.
1452 * Note that _mesa_update_vao_derived_arrays is called when binding
1453 * the VAO to Array._DrawVAO.
1454 */
1455 GLubyte _EffBufferBindingIndex;
1456 /**
1457 * Derived effective relative offset.
1458 *
1459 * Relative offset to the effective buffers offset in
1460 * gl_vertex_buffer_binding::_EffOffset.
1461 *
1462 * The value is valid past calling _mesa_update_vao_derived_arrays.
1463 * Note that _mesa_update_vao_derived_arrays is called when binding
1464 * the VAO to Array._DrawVAO.
1465 */
1466 GLushort _EffRelativeOffset;
1467 };
1468
1469
1470 /**
1471 * This describes the buffer object used for a vertex array (or
1472 * multiple vertex arrays). If BufferObj points to the default/null
1473 * buffer object, then the vertex array lives in user memory and not a VBO.
1474 */
1475 struct gl_vertex_buffer_binding
1476 {
1477 GLintptr Offset; /**< User-specified offset */
1478 GLsizei Stride; /**< User-specified stride */
1479 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1480 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1481 GLbitfield _BoundArrays; /**< Arrays bound to this binding point */
1482
1483 /**
1484 * Derived effective bound arrays.
1485 *
1486 * The effective binding handles enabled arrays past the
1487 * position/generic0 attribute mapping and reduces the refered
1488 * gl_vertex_buffer_binding entries to a unique subset.
1489 *
1490 * The value is valid past calling _mesa_update_vao_derived_arrays.
1491 * Note that _mesa_update_vao_derived_arrays is called when binding
1492 * the VAO to Array._DrawVAO.
1493 */
1494 GLbitfield _EffBoundArrays;
1495 /**
1496 * Derived offset.
1497 *
1498 * The absolute offset to that we can collapse some attributes
1499 * to this unique effective binding.
1500 * For user space array bindings this contains the smallest pointer value
1501 * in the bound and interleaved arrays.
1502 * For VBO bindings this contains an offset that lets the attributes
1503 * _EffRelativeOffset stay positive and in bounds with
1504 * Const.MaxVertexAttribRelativeOffset
1505 *
1506 * The value is valid past calling _mesa_update_vao_derived_arrays.
1507 * Note that _mesa_update_vao_derived_arrays is called when binding
1508 * the VAO to Array._DrawVAO.
1509 */
1510 GLintptr _EffOffset;
1511 };
1512
1513
1514 /**
1515 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+ /
1516 * the GL_ARB_vertex_array_object extension.
1517 */
1518 struct gl_vertex_array_object
1519 {
1520 /** Name of the VAO as received from glGenVertexArray. */
1521 GLuint Name;
1522
1523 GLint RefCount;
1524
1525 GLchar *Label; /**< GL_KHR_debug */
1526
1527 /**
1528 * Has this array object been bound?
1529 */
1530 GLboolean EverBound;
1531
1532 /**
1533 * Marked to true if the object is shared between contexts and immutable.
1534 * Then reference counting is done using atomics and thread safe.
1535 * Is used for dlist VAOs.
1536 */
1537 bool SharedAndImmutable;
1538
1539 /** Vertex attribute arrays */
1540 struct gl_array_attributes VertexAttrib[VERT_ATTRIB_MAX];
1541
1542 /** Vertex buffer bindings */
1543 struct gl_vertex_buffer_binding BufferBinding[VERT_ATTRIB_MAX];
1544
1545 /** Mask indicating which vertex arrays have vertex buffer associated. */
1546 GLbitfield VertexAttribBufferMask;
1547
1548 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1549 GLbitfield Enabled;
1550
1551 /**
1552 * Mask of VERT_BIT_* enabled arrays past position/generic0 mapping
1553 *
1554 * The value is valid past calling _mesa_update_vao_derived_arrays.
1555 * Note that _mesa_update_vao_derived_arrays is called when binding
1556 * the VAO to Array._DrawVAO.
1557 */
1558 GLbitfield _EffEnabledVBO;
1559
1560 /** Denotes the way the position/generic0 attribute is mapped */
1561 gl_attribute_map_mode _AttributeMapMode;
1562
1563 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1564 GLbitfield NewArrays;
1565
1566 /** The index buffer (also known as the element array buffer in OpenGL). */
1567 struct gl_buffer_object *IndexBufferObj;
1568 };
1569
1570
1571 /**
1572 * Vertex array state
1573 */
1574 struct gl_array_attrib
1575 {
1576 /** Currently bound array object. */
1577 struct gl_vertex_array_object *VAO;
1578
1579 /** The default vertex array object */
1580 struct gl_vertex_array_object *DefaultVAO;
1581
1582 /** The last VAO accessed by a DSA function */
1583 struct gl_vertex_array_object *LastLookedUpVAO;
1584
1585 /** Array objects (GL_ARB_vertex_array_object) */
1586 struct _mesa_HashTable *Objects;
1587
1588 GLint ActiveTexture; /**< Client Active Texture */
1589 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1590 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1591
1592 /**
1593 * \name Primitive restart controls
1594 *
1595 * Primitive restart is enabled if either \c PrimitiveRestart or
1596 * \c PrimitiveRestartFixedIndex is set.
1597 */
1598 /*@{*/
1599 GLboolean PrimitiveRestart;
1600 GLboolean PrimitiveRestartFixedIndex;
1601 GLboolean _PrimitiveRestart;
1602 GLuint RestartIndex;
1603 /*@}*/
1604
1605 /* GL_ARB_vertex_buffer_object */
1606 struct gl_buffer_object *ArrayBufferObj;
1607
1608 /**
1609 * Vertex array object that is used with the currently active draw command.
1610 * The _DrawVAO is either set to the currently bound VAO for array type
1611 * draws or to internal VAO's set up by the vbo module to execute immediate
1612 * mode or display list draws.
1613 */
1614 struct gl_vertex_array_object *_DrawVAO;
1615 /**
1616 * The VERT_BIT_* bits effectively enabled from the current _DrawVAO.
1617 * This is always a subset of _mesa_get_vao_vp_inputs(_DrawVAO)
1618 * but may omit those arrays that shall not be referenced by the current
1619 * gl_vertex_program_state::_VPMode. For example the generic attributes are
1620 * maked out form the _DrawVAO's enabled arrays when a fixed function
1621 * array draw is executed.
1622 */
1623 GLbitfield _DrawVAOEnabledAttribs;
1624 /**
1625 * Initially or if the VAO referenced by _DrawVAO is deleted the _DrawVAO
1626 * pointer is set to the _EmptyVAO which is just an empty VAO all the time.
1627 */
1628 struct gl_vertex_array_object *_EmptyVAO;
1629
1630 /** Legal array datatypes and the API for which they have been computed */
1631 GLbitfield LegalTypesMask;
1632 gl_api LegalTypesMaskAPI;
1633 };
1634
1635
1636 /**
1637 * Feedback buffer state
1638 */
1639 struct gl_feedback
1640 {
1641 GLenum16 Type;
1642 GLbitfield _Mask; /**< FB_* bits */
1643 GLfloat *Buffer;
1644 GLuint BufferSize;
1645 GLuint Count;
1646 };
1647
1648
1649 /**
1650 * Selection buffer state
1651 */
1652 struct gl_selection
1653 {
1654 GLuint *Buffer; /**< selection buffer */
1655 GLuint BufferSize; /**< size of the selection buffer */
1656 GLuint BufferCount; /**< number of values in the selection buffer */
1657 GLuint Hits; /**< number of records in the selection buffer */
1658 GLuint NameStackDepth; /**< name stack depth */
1659 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1660 GLboolean HitFlag; /**< hit flag */
1661 GLfloat HitMinZ; /**< minimum hit depth */
1662 GLfloat HitMaxZ; /**< maximum hit depth */
1663 };
1664
1665
1666 /**
1667 * 1-D Evaluator control points
1668 */
1669 struct gl_1d_map
1670 {
1671 GLuint Order; /**< Number of control points */
1672 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1673 GLfloat *Points; /**< Points to contiguous control points */
1674 };
1675
1676
1677 /**
1678 * 2-D Evaluator control points
1679 */
1680 struct gl_2d_map
1681 {
1682 GLuint Uorder; /**< Number of control points in U dimension */
1683 GLuint Vorder; /**< Number of control points in V dimension */
1684 GLfloat u1, u2, du;
1685 GLfloat v1, v2, dv;
1686 GLfloat *Points; /**< Points to contiguous control points */
1687 };
1688
1689
1690 /**
1691 * All evaluator control point state
1692 */
1693 struct gl_evaluators
1694 {
1695 /**
1696 * \name 1-D maps
1697 */
1698 /*@{*/
1699 struct gl_1d_map Map1Vertex3;
1700 struct gl_1d_map Map1Vertex4;
1701 struct gl_1d_map Map1Index;
1702 struct gl_1d_map Map1Color4;
1703 struct gl_1d_map Map1Normal;
1704 struct gl_1d_map Map1Texture1;
1705 struct gl_1d_map Map1Texture2;
1706 struct gl_1d_map Map1Texture3;
1707 struct gl_1d_map Map1Texture4;
1708 /*@}*/
1709
1710 /**
1711 * \name 2-D maps
1712 */
1713 /*@{*/
1714 struct gl_2d_map Map2Vertex3;
1715 struct gl_2d_map Map2Vertex4;
1716 struct gl_2d_map Map2Index;
1717 struct gl_2d_map Map2Color4;
1718 struct gl_2d_map Map2Normal;
1719 struct gl_2d_map Map2Texture1;
1720 struct gl_2d_map Map2Texture2;
1721 struct gl_2d_map Map2Texture3;
1722 struct gl_2d_map Map2Texture4;
1723 /*@}*/
1724 };
1725
1726
1727 struct gl_transform_feedback_varying_info
1728 {
1729 char *Name;
1730 GLenum16 Type;
1731 GLint BufferIndex;
1732 GLint Size;
1733 GLint Offset;
1734 };
1735
1736
1737 /**
1738 * Per-output info vertex shaders for transform feedback.
1739 */
1740 struct gl_transform_feedback_output
1741 {
1742 uint32_t OutputRegister;
1743 uint32_t OutputBuffer;
1744 uint32_t NumComponents;
1745 uint32_t StreamId;
1746
1747 /** offset (in DWORDs) of this output within the interleaved structure */
1748 uint32_t DstOffset;
1749
1750 /**
1751 * Offset into the output register of the data to output. For example,
1752 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1753 * offset is in the y and z components of the output register.
1754 */
1755 uint32_t ComponentOffset;
1756 };
1757
1758
1759 struct gl_transform_feedback_buffer
1760 {
1761 uint32_t Binding;
1762
1763 uint32_t NumVaryings;
1764
1765 /**
1766 * Total number of components stored in each buffer. This may be used by
1767 * hardware back-ends to determine the correct stride when interleaving
1768 * multiple transform feedback outputs in the same buffer.
1769 */
1770 uint32_t Stride;
1771
1772 /**
1773 * Which transform feedback stream this buffer binding is associated with.
1774 */
1775 uint32_t Stream;
1776 };
1777
1778
1779 /** Post-link transform feedback info. */
1780 struct gl_transform_feedback_info
1781 {
1782 unsigned NumOutputs;
1783
1784 /* Bitmask of active buffer indices. */
1785 unsigned ActiveBuffers;
1786
1787 struct gl_transform_feedback_output *Outputs;
1788
1789 /** Transform feedback varyings used for the linking of this shader program.
1790 *
1791 * Use for glGetTransformFeedbackVarying().
1792 */
1793 struct gl_transform_feedback_varying_info *Varyings;
1794 GLint NumVarying;
1795
1796 struct gl_transform_feedback_buffer Buffers[MAX_FEEDBACK_BUFFERS];
1797 };
1798
1799
1800 /**
1801 * Transform feedback object state
1802 */
1803 struct gl_transform_feedback_object
1804 {
1805 GLuint Name; /**< AKA the object ID */
1806 GLint RefCount;
1807 GLchar *Label; /**< GL_KHR_debug */
1808 GLboolean Active; /**< Is transform feedback enabled? */
1809 GLboolean Paused; /**< Is transform feedback paused? */
1810 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1811 at least once? */
1812 GLboolean EverBound; /**< Has this object been bound? */
1813
1814 /**
1815 * GLES: if Active is true, remaining number of primitives which can be
1816 * rendered without overflow. This is necessary to track because GLES
1817 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1818 * glDrawArraysInstanced would overflow transform feedback buffers.
1819 * Undefined if Active is false.
1820 *
1821 * Not tracked for desktop GL since it's unnecessary.
1822 */
1823 unsigned GlesRemainingPrims;
1824
1825 /**
1826 * The program active when BeginTransformFeedback() was called.
1827 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1828 * where stage is the pipeline stage that is the source of data for
1829 * transform feedback.
1830 */
1831 struct gl_program *program;
1832
1833 /** The feedback buffers */
1834 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1835 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1836
1837 /** Start of feedback data in dest buffer */
1838 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1839
1840 /**
1841 * Max data to put into dest buffer (in bytes). Computed based on
1842 * RequestedSize and the actual size of the buffer.
1843 */
1844 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1845
1846 /**
1847 * Size that was specified when the buffer was bound. If the buffer was
1848 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1849 * zero.
1850 */
1851 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1852 };
1853
1854
1855 /**
1856 * Context state for transform feedback.
1857 */
1858 struct gl_transform_feedback_state
1859 {
1860 GLenum16 Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1861
1862 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1863 struct gl_buffer_object *CurrentBuffer;
1864
1865 /** The table of all transform feedback objects */
1866 struct _mesa_HashTable *Objects;
1867
1868 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1869 struct gl_transform_feedback_object *CurrentObject;
1870
1871 /** The default xform-fb object (Name==0) */
1872 struct gl_transform_feedback_object *DefaultObject;
1873 };
1874
1875
1876 /**
1877 * A "performance monitor" as described in AMD_performance_monitor.
1878 */
1879 struct gl_perf_monitor_object
1880 {
1881 GLuint Name;
1882
1883 /** True if the monitor is currently active (Begin called but not End). */
1884 GLboolean Active;
1885
1886 /**
1887 * True if the monitor has ended.
1888 *
1889 * This is distinct from !Active because it may never have began.
1890 */
1891 GLboolean Ended;
1892
1893 /**
1894 * A list of groups with currently active counters.
1895 *
1896 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1897 */
1898 unsigned *ActiveGroups;
1899
1900 /**
1901 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1902 *
1903 * Checking whether counter 'c' in group 'g' is active can be done via:
1904 *
1905 * BITSET_TEST(ActiveCounters[g], c)
1906 */
1907 GLuint **ActiveCounters;
1908 };
1909
1910
1911 union gl_perf_monitor_counter_value
1912 {
1913 float f;
1914 uint64_t u64;
1915 uint32_t u32;
1916 };
1917
1918
1919 struct gl_perf_monitor_counter
1920 {
1921 /** Human readable name for the counter. */
1922 const char *Name;
1923
1924 /**
1925 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1926 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1927 */
1928 GLenum16 Type;
1929
1930 /** Minimum counter value. */
1931 union gl_perf_monitor_counter_value Minimum;
1932
1933 /** Maximum counter value. */
1934 union gl_perf_monitor_counter_value Maximum;
1935 };
1936
1937
1938 struct gl_perf_monitor_group
1939 {
1940 /** Human readable name for the group. */
1941 const char *Name;
1942
1943 /**
1944 * Maximum number of counters in this group which can be active at the
1945 * same time.
1946 */
1947 GLuint MaxActiveCounters;
1948
1949 /** Array of counters within this group. */
1950 const struct gl_perf_monitor_counter *Counters;
1951 GLuint NumCounters;
1952 };
1953
1954
1955 /**
1956 * A query object instance as described in INTEL_performance_query.
1957 *
1958 * NB: We want to keep this and the corresponding backend structure
1959 * relatively lean considering that applications may expect to
1960 * allocate enough objects to be able to query around all draw calls
1961 * in a frame.
1962 */
1963 struct gl_perf_query_object
1964 {
1965 GLuint Id; /**< hash table ID/name */
1966 unsigned Used:1; /**< has been used for 1 or more queries */
1967 unsigned Active:1; /**< inside Begin/EndPerfQuery */
1968 unsigned Ready:1; /**< result is ready? */
1969 };
1970
1971
1972 /**
1973 * Context state for AMD_performance_monitor.
1974 */
1975 struct gl_perf_monitor_state
1976 {
1977 /** Array of performance monitor groups (indexed by group ID) */
1978 const struct gl_perf_monitor_group *Groups;
1979 GLuint NumGroups;
1980
1981 /** The table of all performance monitors. */
1982 struct _mesa_HashTable *Monitors;
1983 };
1984
1985
1986 /**
1987 * Context state for INTEL_performance_query.
1988 */
1989 struct gl_perf_query_state
1990 {
1991 struct _mesa_HashTable *Objects; /**< The table of all performance query objects */
1992 };
1993
1994
1995 /**
1996 * A bindless sampler object.
1997 */
1998 struct gl_bindless_sampler
1999 {
2000 /** Texture unit (set by glUniform1()). */
2001 GLubyte unit;
2002
2003 /** Whether this bindless sampler is bound to a unit. */
2004 GLboolean bound;
2005
2006 /** Texture Target (TEXTURE_1D/2D/3D/etc_INDEX). */
2007 gl_texture_index target;
2008
2009 /** Pointer to the base of the data. */
2010 GLvoid *data;
2011 };
2012
2013
2014 /**
2015 * A bindless image object.
2016 */
2017 struct gl_bindless_image
2018 {
2019 /** Image unit (set by glUniform1()). */
2020 GLubyte unit;
2021
2022 /** Whether this bindless image is bound to a unit. */
2023 GLboolean bound;
2024
2025 /** Access qualifier (GL_READ_WRITE, GL_READ_ONLY, GL_WRITE_ONLY, or
2026 * GL_NONE to indicate both read-only and write-only)
2027 */
2028 GLenum16 access;
2029
2030 /** Pointer to the base of the data. */
2031 GLvoid *data;
2032 };
2033
2034
2035 /**
2036 * Current vertex processing mode: fixed function vs. shader.
2037 * In reality, fixed function is probably implemented by a shader but that's
2038 * not what we care about here.
2039 */
2040 typedef enum
2041 {
2042 VP_MODE_FF, /**< legacy / fixed function */
2043 VP_MODE_SHADER, /**< ARB vertex program or GLSL vertex shader */
2044 VP_MODE_MAX /**< for sizing arrays */
2045 } gl_vertex_processing_mode;
2046
2047
2048 /**
2049 * Base class for any kind of program object
2050 */
2051 struct gl_program
2052 {
2053 /** FIXME: This must be first until we split shader_info from nir_shader */
2054 struct shader_info info;
2055
2056 GLuint Id;
2057 GLint RefCount;
2058 GLubyte *String; /**< Null-terminated program text */
2059
2060 /** GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2061 GLenum16 Target;
2062 GLenum16 Format; /**< String encoding format */
2063
2064 GLboolean _Used; /**< Ever used for drawing? Used for debugging */
2065
2066 struct nir_shader *nir;
2067
2068 /* Saved and restored with metadata. Freed with ralloc. */
2069 void *driver_cache_blob;
2070 size_t driver_cache_blob_size;
2071
2072 bool is_arb_asm; /** Is this an ARB assembly-style program */
2073
2074 /** Is this program written to on disk shader cache */
2075 bool program_written_to_cache;
2076
2077 /** A bitfield indicating which vertex shader inputs consume two slots
2078 *
2079 * This is used for mapping from single-slot input locations in the GL API
2080 * to dual-slot double input locations in the shader. This field is set
2081 * once as part of linking and never updated again to ensure the mapping
2082 * remains consistent.
2083 *
2084 * Note: There may be dual-slot variables in the original shader source
2085 * which do not appear in this bitfield due to having been eliminated by
2086 * the compiler prior to DualSlotInputs being calculated. There may also
2087 * be bits set in this bitfield which are set but which the shader never
2088 * reads due to compiler optimizations eliminating such variables after
2089 * DualSlotInputs is calculated.
2090 */
2091 GLbitfield64 DualSlotInputs;
2092 /** Subset of OutputsWritten outputs written with non-zero index. */
2093 GLbitfield64 SecondaryOutputsWritten;
2094 /** TEXTURE_x_BIT bitmask */
2095 GLbitfield16 TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
2096 /** Bitfield of which samplers are used */
2097 GLbitfield SamplersUsed;
2098 /** Texture units used for shadow sampling. */
2099 GLbitfield ShadowSamplers;
2100 /** Texture units used for samplerExternalOES */
2101 GLbitfield ExternalSamplersUsed;
2102
2103 /** Named parameters, constants, etc. from program text */
2104 struct gl_program_parameter_list *Parameters;
2105
2106 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2107 GLubyte SamplerUnits[MAX_SAMPLERS];
2108
2109 /* FIXME: We should be able to make this struct a union. However some
2110 * drivers (i915/fragment_programs, swrast/prog_execute) mix the use of
2111 * these fields, we should fix this.
2112 */
2113 struct {
2114 /** Fields used by GLSL programs */
2115 struct {
2116 /** Data shared by gl_program and gl_shader_program */
2117 struct gl_shader_program_data *data;
2118
2119 struct gl_active_atomic_buffer **AtomicBuffers;
2120
2121 /** Post-link transform feedback info. */
2122 struct gl_transform_feedback_info *LinkedTransformFeedback;
2123
2124 /**
2125 * Number of types for subroutine uniforms.
2126 */
2127 GLuint NumSubroutineUniformTypes;
2128
2129 /**
2130 * Subroutine uniform remap table
2131 * based on the program level uniform remap table.
2132 */
2133 GLuint NumSubroutineUniforms; /* non-sparse total */
2134 GLuint NumSubroutineUniformRemapTable;
2135 struct gl_uniform_storage **SubroutineUniformRemapTable;
2136
2137 /**
2138 * Num of subroutine functions for this stage and storage for them.
2139 */
2140 GLuint NumSubroutineFunctions;
2141 GLuint MaxSubroutineFunctionIndex;
2142 struct gl_subroutine_function *SubroutineFunctions;
2143
2144 /**
2145 * Map from image uniform index to image unit (set by glUniform1i())
2146 *
2147 * An image uniform index is associated with each image uniform by
2148 * the linker. The image index associated with each uniform is
2149 * stored in the \c gl_uniform_storage::image field.
2150 */
2151 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2152
2153 /**
2154 * Access qualifier specified in the shader for each image uniform
2155 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY, \c
2156 * GL_READ_WRITE, or \c GL_NONE to indicate both read-only and
2157 * write-only.
2158 *
2159 * It may be different, though only more strict than the value of
2160 * \c gl_image_unit::Access for the corresponding image unit.
2161 */
2162 GLenum16 ImageAccess[MAX_IMAGE_UNIFORMS];
2163
2164 struct gl_uniform_block **UniformBlocks;
2165 struct gl_uniform_block **ShaderStorageBlocks;
2166
2167 /**
2168 * Bitmask of shader storage blocks not declared as read-only.
2169 */
2170 unsigned ShaderStorageBlocksWriteAccess;
2171
2172 /** Which texture target is being sampled
2173 * (TEXTURE_1D/2D/3D/etc_INDEX)
2174 */
2175 GLubyte SamplerTargets[MAX_SAMPLERS];
2176
2177 /**
2178 * Number of samplers declared with the bindless_sampler layout
2179 * qualifier as specified by ARB_bindless_texture.
2180 */
2181 GLuint NumBindlessSamplers;
2182 GLboolean HasBoundBindlessSampler;
2183 struct gl_bindless_sampler *BindlessSamplers;
2184
2185 /**
2186 * Number of images declared with the bindless_image layout qualifier
2187 * as specified by ARB_bindless_texture.
2188 */
2189 GLuint NumBindlessImages;
2190 GLboolean HasBoundBindlessImage;
2191 struct gl_bindless_image *BindlessImages;
2192
2193 union {
2194 struct {
2195 /**
2196 * A bitmask of gl_advanced_blend_mode values
2197 */
2198 GLbitfield BlendSupport;
2199 } fs;
2200 };
2201 } sh;
2202
2203 /** ARB assembly-style program fields */
2204 struct {
2205 struct prog_instruction *Instructions;
2206
2207 /**
2208 * Local parameters used by the program.
2209 *
2210 * It's dynamically allocated because it is rarely used (just
2211 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries
2212 * once it's allocated.
2213 */
2214 GLfloat (*LocalParams)[4];
2215
2216 /** Bitmask of which register files are read/written with indirect
2217 * addressing. Mask of (1 << PROGRAM_x) bits.
2218 */
2219 GLbitfield IndirectRegisterFiles;
2220
2221 /** Logical counts */
2222 /*@{*/
2223 GLuint NumInstructions;
2224 GLuint NumTemporaries;
2225 GLuint NumParameters;
2226 GLuint NumAttributes;
2227 GLuint NumAddressRegs;
2228 GLuint NumAluInstructions;
2229 GLuint NumTexInstructions;
2230 GLuint NumTexIndirections;
2231 /*@}*/
2232 /** Native, actual h/w counts */
2233 /*@{*/
2234 GLuint NumNativeInstructions;
2235 GLuint NumNativeTemporaries;
2236 GLuint NumNativeParameters;
2237 GLuint NumNativeAttributes;
2238 GLuint NumNativeAddressRegs;
2239 GLuint NumNativeAluInstructions;
2240 GLuint NumNativeTexInstructions;
2241 GLuint NumNativeTexIndirections;
2242 /*@}*/
2243
2244 /** Used by ARB assembly-style programs. Can only be true for vertex
2245 * programs.
2246 */
2247 GLboolean IsPositionInvariant;
2248 } arb;
2249 };
2250 };
2251
2252
2253 /**
2254 * State common to vertex and fragment programs.
2255 */
2256 struct gl_program_state
2257 {
2258 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2259 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2260 };
2261
2262
2263 /**
2264 * Context state for vertex programs.
2265 */
2266 struct gl_vertex_program_state
2267 {
2268 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2269 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2270 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2271 /** Should fixed-function T&L be implemented with a vertex prog? */
2272 GLboolean _MaintainTnlProgram;
2273
2274 struct gl_program *Current; /**< User-bound vertex program */
2275
2276 /** Currently enabled and valid vertex program (including internal
2277 * programs, user-defined vertex programs and GLSL vertex shaders).
2278 * This is the program we must use when rendering.
2279 */
2280 struct gl_program *_Current;
2281
2282 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2283
2284 /** Program to emulate fixed-function T&L (see above) */
2285 struct gl_program *_TnlProgram;
2286
2287 /** Cache of fixed-function programs */
2288 struct gl_program_cache *Cache;
2289
2290 GLboolean _Overriden;
2291
2292 /**
2293 * If we have a vertex program, a TNL program or no program at all.
2294 * Note that this value should be kept up to date all the time,
2295 * nevertheless its correctness is asserted in _mesa_update_state.
2296 * The reason is to avoid calling _mesa_update_state twice we need
2297 * this value on draw *before* actually calling _mesa_update_state.
2298 * Also it should need to get recomputed only on changes to the
2299 * vertex program which are heavyweight already.
2300 */
2301 gl_vertex_processing_mode _VPMode;
2302 };
2303
2304 /**
2305 * Context state for tessellation control programs.
2306 */
2307 struct gl_tess_ctrl_program_state
2308 {
2309 /** Currently bound and valid shader. */
2310 struct gl_program *_Current;
2311
2312 GLint patch_vertices;
2313 GLfloat patch_default_outer_level[4];
2314 GLfloat patch_default_inner_level[2];
2315 };
2316
2317 /**
2318 * Context state for tessellation evaluation programs.
2319 */
2320 struct gl_tess_eval_program_state
2321 {
2322 /** Currently bound and valid shader. */
2323 struct gl_program *_Current;
2324 };
2325
2326 /**
2327 * Context state for geometry programs.
2328 */
2329 struct gl_geometry_program_state
2330 {
2331 /**
2332 * Currently enabled and valid program (including internal programs
2333 * and compiled shader programs).
2334 */
2335 struct gl_program *_Current;
2336 };
2337
2338 /**
2339 * Context state for fragment programs.
2340 */
2341 struct gl_fragment_program_state
2342 {
2343 GLboolean Enabled; /**< User-set fragment program enable flag */
2344 /** Should fixed-function texturing be implemented with a fragment prog? */
2345 GLboolean _MaintainTexEnvProgram;
2346
2347 struct gl_program *Current; /**< User-bound fragment program */
2348
2349 /**
2350 * Currently enabled and valid fragment program (including internal
2351 * programs, user-defined fragment programs and GLSL fragment shaders).
2352 * This is the program we must use when rendering.
2353 */
2354 struct gl_program *_Current;
2355
2356 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2357
2358 /** Program to emulate fixed-function texture env/combine (see above) */
2359 struct gl_program *_TexEnvProgram;
2360
2361 /** Cache of fixed-function programs */
2362 struct gl_program_cache *Cache;
2363 };
2364
2365
2366 /**
2367 * Context state for compute programs.
2368 */
2369 struct gl_compute_program_state
2370 {
2371 /** Currently enabled and valid program (including internal programs
2372 * and compiled shader programs).
2373 */
2374 struct gl_program *_Current;
2375 };
2376
2377
2378 /**
2379 * ATI_fragment_shader runtime state
2380 */
2381
2382 struct atifs_instruction;
2383 struct atifs_setupinst;
2384
2385 /**
2386 * ATI fragment shader
2387 */
2388 struct ati_fragment_shader
2389 {
2390 GLuint Id;
2391 GLint RefCount;
2392 struct atifs_instruction *Instructions[2];
2393 struct atifs_setupinst *SetupInst[2];
2394 GLfloat Constants[8][4];
2395 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2396 GLubyte numArithInstr[2];
2397 GLubyte regsAssigned[2];
2398 GLubyte NumPasses; /**< 1 or 2 */
2399 /**
2400 * Current compile stage: 0 setup pass1, 1 arith pass1,
2401 * 2 setup pass2, 3 arith pass2.
2402 */
2403 GLubyte cur_pass;
2404 GLubyte last_optype;
2405 GLboolean interpinp1;
2406 GLboolean isValid;
2407 /**
2408 * Array of 2 bit values for each tex unit to remember whether
2409 * STR or STQ swizzle was used
2410 */
2411 GLuint swizzlerq;
2412 struct gl_program *Program;
2413 };
2414
2415 /**
2416 * Context state for GL_ATI_fragment_shader
2417 */
2418 struct gl_ati_fragment_shader_state
2419 {
2420 GLboolean Enabled;
2421 GLboolean Compiling;
2422 GLfloat GlobalConstants[8][4];
2423 struct ati_fragment_shader *Current;
2424 };
2425
2426 /**
2427 * Shader subroutine function definition
2428 */
2429 struct gl_subroutine_function
2430 {
2431 char *name;
2432 int index;
2433 int num_compat_types;
2434 const struct glsl_type **types;
2435 };
2436
2437 /**
2438 * Shader information needed by both gl_shader and gl_linked shader.
2439 */
2440 struct gl_shader_info
2441 {
2442 /**
2443 * Tessellation Control shader state from layout qualifiers.
2444 */
2445 struct {
2446 /**
2447 * 0 - vertices not declared in shader, or
2448 * 1 .. GL_MAX_PATCH_VERTICES
2449 */
2450 GLint VerticesOut;
2451 } TessCtrl;
2452
2453 /**
2454 * Tessellation Evaluation shader state from layout qualifiers.
2455 */
2456 struct {
2457 /**
2458 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2459 * in this shader.
2460 */
2461 GLenum16 PrimitiveMode;
2462
2463 enum gl_tess_spacing Spacing;
2464
2465 /**
2466 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2467 */
2468 GLenum16 VertexOrder;
2469 /**
2470 * 1, 0, or -1 if it's not set in this shader.
2471 */
2472 int PointMode;
2473 } TessEval;
2474
2475 /**
2476 * Geometry shader state from GLSL 1.50 layout qualifiers.
2477 */
2478 struct {
2479 GLint VerticesOut;
2480 /**
2481 * 0 - Invocations count not declared in shader, or
2482 * 1 .. Const.MaxGeometryShaderInvocations
2483 */
2484 GLint Invocations;
2485 /**
2486 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2487 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2488 * shader.
2489 */
2490 GLenum16 InputType;
2491 /**
2492 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2493 * it's not set in this shader.
2494 */
2495 GLenum16 OutputType;
2496 } Geom;
2497
2498 /**
2499 * Compute shader state from ARB_compute_shader and
2500 * ARB_compute_variable_group_size layout qualifiers.
2501 */
2502 struct {
2503 /**
2504 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2505 * it's not set in this shader.
2506 */
2507 unsigned LocalSize[3];
2508
2509 /**
2510 * Whether a variable work group size has been specified as defined by
2511 * ARB_compute_variable_group_size.
2512 */
2513 bool LocalSizeVariable;
2514
2515 /*
2516 * Arrangement of invocations used to calculate derivatives in a compute
2517 * shader. From NV_compute_shader_derivatives.
2518 */
2519 enum gl_derivative_group DerivativeGroup;
2520 } Comp;
2521 };
2522
2523 /**
2524 * A linked GLSL shader object.
2525 */
2526 struct gl_linked_shader
2527 {
2528 gl_shader_stage Stage;
2529
2530 #ifdef DEBUG
2531 unsigned SourceChecksum;
2532 #endif
2533
2534 struct gl_program *Program; /**< Post-compile assembly code */
2535
2536 /**
2537 * \name Sampler tracking
2538 *
2539 * \note Each of these fields is only set post-linking.
2540 */
2541 /*@{*/
2542 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2543 /*@}*/
2544
2545 /**
2546 * Number of default uniform block components used by this shader.
2547 *
2548 * This field is only set post-linking.
2549 */
2550 unsigned num_uniform_components;
2551
2552 /**
2553 * Number of combined uniform components used by this shader.
2554 *
2555 * This field is only set post-linking. It is the sum of the uniform block
2556 * sizes divided by sizeof(float), and num_uniform_compoennts.
2557 */
2558 unsigned num_combined_uniform_components;
2559
2560 struct exec_list *ir;
2561 struct exec_list *packed_varyings;
2562 struct exec_list *fragdata_arrays;
2563 struct glsl_symbol_table *symbols;
2564
2565 /**
2566 * ARB_gl_spirv related data.
2567 *
2568 * This is actually a reference to the gl_shader::spirv_data, which
2569 * stores information that is also needed during linking.
2570 */
2571 struct gl_shader_spirv_data *spirv_data;
2572 };
2573
2574
2575 /**
2576 * Compile status enum. COMPILE_SKIPPED is used to indicate the compile
2577 * was skipped due to the shader matching one that's been seen before by
2578 * the on-disk cache.
2579 */
2580 enum gl_compile_status
2581 {
2582 COMPILE_FAILURE = 0,
2583 COMPILE_SUCCESS,
2584 COMPILE_SKIPPED
2585 };
2586
2587 /**
2588 * A GLSL shader object.
2589 */
2590 struct gl_shader
2591 {
2592 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2593 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2594 * Must be the first field.
2595 */
2596 GLenum16 Type;
2597 gl_shader_stage Stage;
2598 GLuint Name; /**< AKA the handle */
2599 GLint RefCount; /**< Reference count */
2600 GLchar *Label; /**< GL_KHR_debug */
2601 unsigned char sha1[20]; /**< SHA1 hash of pre-processed source */
2602 GLboolean DeletePending;
2603 bool IsES; /**< True if this shader uses GLSL ES */
2604
2605 enum gl_compile_status CompileStatus;
2606
2607 #ifdef DEBUG
2608 unsigned SourceChecksum; /**< for debug/logging purposes */
2609 #endif
2610 const GLchar *Source; /**< Source code string */
2611
2612 const GLchar *FallbackSource; /**< Fallback string used by on-disk cache*/
2613
2614 GLchar *InfoLog;
2615
2616 unsigned Version; /**< GLSL version used for linking */
2617
2618 /**
2619 * A bitmask of gl_advanced_blend_mode values
2620 */
2621 GLbitfield BlendSupport;
2622
2623 struct exec_list *ir;
2624 struct glsl_symbol_table *symbols;
2625
2626 /**
2627 * Whether early fragment tests are enabled as defined by
2628 * ARB_shader_image_load_store.
2629 */
2630 bool EarlyFragmentTests;
2631
2632 bool ARB_fragment_coord_conventions_enable;
2633
2634 bool redeclares_gl_fragcoord;
2635 bool uses_gl_fragcoord;
2636
2637 bool PostDepthCoverage;
2638 bool PixelInterlockOrdered;
2639 bool PixelInterlockUnordered;
2640 bool SampleInterlockOrdered;
2641 bool SampleInterlockUnordered;
2642 bool InnerCoverage;
2643
2644 /**
2645 * Fragment shader state from GLSL 1.50 layout qualifiers.
2646 */
2647 bool origin_upper_left;
2648 bool pixel_center_integer;
2649
2650 /**
2651 * Whether bindless_sampler/bindless_image, and respectively
2652 * bound_sampler/bound_image are declared at global scope as defined by
2653 * ARB_bindless_texture.
2654 */
2655 bool bindless_sampler;
2656 bool bindless_image;
2657 bool bound_sampler;
2658 bool bound_image;
2659
2660 /** Global xfb_stride out qualifier if any */
2661 GLuint TransformFeedbackBufferStride[MAX_FEEDBACK_BUFFERS];
2662
2663 struct gl_shader_info info;
2664
2665 /* ARB_gl_spirv related data */
2666 struct gl_shader_spirv_data *spirv_data;
2667 };
2668
2669
2670 struct gl_uniform_buffer_variable
2671 {
2672 char *Name;
2673
2674 /**
2675 * Name of the uniform as seen by glGetUniformIndices.
2676 *
2677 * glGetUniformIndices requires that the block instance index \b not be
2678 * present in the name of queried uniforms.
2679 *
2680 * \note
2681 * \c gl_uniform_buffer_variable::IndexName and
2682 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2683 */
2684 char *IndexName;
2685
2686 const struct glsl_type *Type;
2687 unsigned int Offset;
2688 GLboolean RowMajor;
2689 };
2690
2691
2692 struct gl_uniform_block
2693 {
2694 /** Declared name of the uniform block */
2695 char *Name;
2696
2697 /** Array of supplemental information about UBO ir_variables. */
2698 struct gl_uniform_buffer_variable *Uniforms;
2699 GLuint NumUniforms;
2700
2701 /**
2702 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2703 * with glBindBufferBase to bind a buffer object to this uniform block.
2704 */
2705 GLuint Binding;
2706
2707 /**
2708 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2709 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2710 */
2711 GLuint UniformBufferSize;
2712
2713 /** Stages that reference this block */
2714 uint8_t stageref;
2715
2716 /**
2717 * Linearized array index for uniform block instance arrays
2718 *
2719 * Given a uniform block instance array declared with size
2720 * blk[s_0][s_1]..[s_m], the block referenced by blk[i_0][i_1]..[i_m] will
2721 * have the linearized array index
2722 *
2723 * m-1 m
2724 * i_m + ∑ i_j * ∏ s_k
2725 * j=0 k=j+1
2726 *
2727 * For a uniform block instance that is not an array, this is always 0.
2728 */
2729 uint8_t linearized_array_index;
2730
2731 /**
2732 * Layout specified in the shader
2733 *
2734 * This isn't accessible through the API, but it is used while
2735 * cross-validating uniform blocks.
2736 */
2737 enum glsl_interface_packing _Packing;
2738 GLboolean _RowMajor;
2739 };
2740
2741 /**
2742 * Structure that represents a reference to an atomic buffer from some
2743 * shader program.
2744 */
2745 struct gl_active_atomic_buffer
2746 {
2747 /** Uniform indices of the atomic counters declared within it. */
2748 GLuint *Uniforms;
2749 GLuint NumUniforms;
2750
2751 /** Binding point index associated with it. */
2752 GLuint Binding;
2753
2754 /** Minimum reasonable size it is expected to have. */
2755 GLuint MinimumSize;
2756
2757 /** Shader stages making use of it. */
2758 GLboolean StageReferences[MESA_SHADER_STAGES];
2759 };
2760
2761 /**
2762 * Data container for shader queries. This holds only the minimal
2763 * amount of required information for resource queries to work.
2764 */
2765 struct gl_shader_variable
2766 {
2767 /**
2768 * Declared type of the variable
2769 */
2770 const struct glsl_type *type;
2771
2772 /**
2773 * If the variable is in an interface block, this is the type of the block.
2774 */
2775 const struct glsl_type *interface_type;
2776
2777 /**
2778 * For variables inside structs (possibly recursively), this is the
2779 * outermost struct type.
2780 */
2781 const struct glsl_type *outermost_struct_type;
2782
2783 /**
2784 * Declared name of the variable
2785 */
2786 char *name;
2787
2788 /**
2789 * Storage location of the base of this variable
2790 *
2791 * The precise meaning of this field depends on the nature of the variable.
2792 *
2793 * - Vertex shader input: one of the values from \c gl_vert_attrib.
2794 * - Vertex shader output: one of the values from \c gl_varying_slot.
2795 * - Geometry shader input: one of the values from \c gl_varying_slot.
2796 * - Geometry shader output: one of the values from \c gl_varying_slot.
2797 * - Fragment shader input: one of the values from \c gl_varying_slot.
2798 * - Fragment shader output: one of the values from \c gl_frag_result.
2799 * - Uniforms: Per-stage uniform slot number for default uniform block.
2800 * - Uniforms: Index within the uniform block definition for UBO members.
2801 * - Non-UBO Uniforms: explicit location until linking then reused to
2802 * store uniform slot number.
2803 * - Other: This field is not currently used.
2804 *
2805 * If the variable is a uniform, shader input, or shader output, and the
2806 * slot has not been assigned, the value will be -1.
2807 */
2808 int location;
2809
2810 /**
2811 * Specifies the first component the variable is stored in as per
2812 * ARB_enhanced_layouts.
2813 */
2814 unsigned component:2;
2815
2816 /**
2817 * Output index for dual source blending.
2818 *
2819 * \note
2820 * The GLSL spec only allows the values 0 or 1 for the index in \b dual
2821 * source blending.
2822 */
2823 unsigned index:1;
2824
2825 /**
2826 * Specifies whether a shader input/output is per-patch in tessellation
2827 * shader stages.
2828 */
2829 unsigned patch:1;
2830
2831 /**
2832 * Storage class of the variable.
2833 *
2834 * \sa (n)ir_variable_mode
2835 */
2836 unsigned mode:4;
2837
2838 /**
2839 * Interpolation mode for shader inputs / outputs
2840 *
2841 * \sa glsl_interp_mode
2842 */
2843 unsigned interpolation:2;
2844
2845 /**
2846 * Was the location explicitly set in the shader?
2847 *
2848 * If the location is explicitly set in the shader, it \b cannot be changed
2849 * by the linker or by the API (e.g., calls to \c glBindAttribLocation have
2850 * no effect).
2851 */
2852 unsigned explicit_location:1;
2853
2854 /**
2855 * Precision qualifier.
2856 */
2857 unsigned precision:2;
2858 };
2859
2860 /**
2861 * Active resource in a gl_shader_program
2862 */
2863 struct gl_program_resource
2864 {
2865 GLenum16 Type; /** Program interface type. */
2866 const void *Data; /** Pointer to resource associated data structure. */
2867 uint8_t StageReferences; /** Bitmask of shader stage references. */
2868 };
2869
2870 /**
2871 * Link status enum. LINKING_SKIPPED is used to indicate linking
2872 * was skipped due to the shader being loaded from the on-disk cache.
2873 */
2874 enum gl_link_status
2875 {
2876 LINKING_FAILURE = 0,
2877 LINKING_SUCCESS,
2878 LINKING_SKIPPED
2879 };
2880
2881 /**
2882 * A data structure to be shared by gl_shader_program and gl_program.
2883 */
2884 struct gl_shader_program_data
2885 {
2886 GLint RefCount; /**< Reference count */
2887
2888 /** SHA1 hash of linked shader program */
2889 unsigned char sha1[20];
2890
2891 unsigned NumUniformStorage;
2892 unsigned NumHiddenUniforms;
2893 struct gl_uniform_storage *UniformStorage;
2894
2895 unsigned NumUniformBlocks;
2896 unsigned NumShaderStorageBlocks;
2897
2898 struct gl_uniform_block *UniformBlocks;
2899 struct gl_uniform_block *ShaderStorageBlocks;
2900
2901 struct gl_active_atomic_buffer *AtomicBuffers;
2902 unsigned NumAtomicBuffers;
2903
2904 /* Shader cache variables used during restore */
2905 unsigned NumUniformDataSlots;
2906 union gl_constant_value *UniformDataSlots;
2907
2908 /* Used to hold initial uniform values for program binary restores.
2909 *
2910 * From the ARB_get_program_binary spec:
2911 *
2912 * "A successful call to ProgramBinary will reset all uniform
2913 * variables to their initial values. The initial value is either
2914 * the value of the variable's initializer as specified in the
2915 * original shader source, or 0 if no initializer was present.
2916 */
2917 union gl_constant_value *UniformDataDefaults;
2918
2919 GLboolean Validated;
2920
2921 /** List of all active resources after linking. */
2922 struct gl_program_resource *ProgramResourceList;
2923 unsigned NumProgramResourceList;
2924
2925 enum gl_link_status LinkStatus; /**< GL_LINK_STATUS */
2926 GLchar *InfoLog;
2927
2928 unsigned Version; /**< GLSL version used for linking */
2929
2930 /* Mask of stages this program was linked against */
2931 unsigned linked_stages;
2932
2933 /* Whether the shaders of this program are loaded from SPIR-V binaries
2934 * (all have the SPIR_V_BINARY_ARB state). This was introduced by the
2935 * ARB_gl_spirv extension.
2936 */
2937 bool spirv;
2938 };
2939
2940 /**
2941 * A GLSL program object.
2942 * Basically a linked collection of vertex and fragment shaders.
2943 */
2944 struct gl_shader_program
2945 {
2946 GLenum16 Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2947 GLuint Name; /**< aka handle or ID */
2948 GLchar *Label; /**< GL_KHR_debug */
2949 GLint RefCount; /**< Reference count */
2950 GLboolean DeletePending;
2951
2952 /**
2953 * Is the application intending to glGetProgramBinary this program?
2954 *
2955 * BinaryRetrievableHint is the currently active hint that gets set
2956 * during initialization and after linking and BinaryRetrievableHintPending
2957 * is the hint set by the user to be active when program is linked next time.
2958 */
2959 GLboolean BinaryRetrievableHint;
2960 GLboolean BinaryRetrievableHintPending;
2961
2962 /**
2963 * Indicates whether program can be bound for individual pipeline stages
2964 * using UseProgramStages after it is next linked.
2965 */
2966 GLboolean SeparateShader;
2967
2968 GLuint NumShaders; /**< number of attached shaders */
2969 struct gl_shader **Shaders; /**< List of attached the shaders */
2970
2971 /**
2972 * User-defined attribute bindings
2973 *
2974 * These are set via \c glBindAttribLocation and are used to direct the
2975 * GLSL linker. These are \b not the values used in the compiled shader,
2976 * and they are \b not the values returned by \c glGetAttribLocation.
2977 */
2978 struct string_to_uint_map *AttributeBindings;
2979
2980 /**
2981 * User-defined fragment data bindings
2982 *
2983 * These are set via \c glBindFragDataLocation and are used to direct the
2984 * GLSL linker. These are \b not the values used in the compiled shader,
2985 * and they are \b not the values returned by \c glGetFragDataLocation.
2986 */
2987 struct string_to_uint_map *FragDataBindings;
2988 struct string_to_uint_map *FragDataIndexBindings;
2989
2990 /**
2991 * Transform feedback varyings last specified by
2992 * glTransformFeedbackVaryings().
2993 *
2994 * For the current set of transform feedback varyings used for transform
2995 * feedback output, see LinkedTransformFeedback.
2996 */
2997 struct {
2998 GLenum16 BufferMode;
2999 /** Global xfb_stride out qualifier if any */
3000 GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
3001 GLuint NumVarying;
3002 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
3003 } TransformFeedback;
3004
3005 struct gl_program *last_vert_prog;
3006
3007 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
3008 enum gl_frag_depth_layout FragDepthLayout;
3009
3010 /**
3011 * Geometry shader state - copied into gl_program by
3012 * _mesa_copy_linked_program_data().
3013 */
3014 struct {
3015 GLint VerticesIn;
3016
3017 bool UsesEndPrimitive;
3018 bool UsesStreams;
3019 } Geom;
3020
3021 /**
3022 * Compute shader state - copied into gl_program by
3023 * _mesa_copy_linked_program_data().
3024 */
3025 struct {
3026 /**
3027 * Size of shared variables accessed by the compute shader.
3028 */
3029 unsigned SharedSize;
3030 } Comp;
3031
3032 /** Data shared by gl_program and gl_shader_program */
3033 struct gl_shader_program_data *data;
3034
3035 /**
3036 * Mapping from GL uniform locations returned by \c glUniformLocation to
3037 * UniformStorage entries. Arrays will have multiple contiguous slots
3038 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
3039 */
3040 unsigned NumUniformRemapTable;
3041 struct gl_uniform_storage **UniformRemapTable;
3042
3043 /**
3044 * Sometimes there are empty slots left over in UniformRemapTable after we
3045 * allocate slots to explicit locations. This list stores the blocks of
3046 * continuous empty slots inside UniformRemapTable.
3047 */
3048 struct exec_list EmptyUniformLocations;
3049
3050 /**
3051 * Total number of explicit uniform location including inactive uniforms.
3052 */
3053 unsigned NumExplicitUniformLocations;
3054
3055 /**
3056 * Map of active uniform names to locations
3057 *
3058 * Maps any active uniform that is not an array element to a location.
3059 * Each active uniform, including individual structure members will appear
3060 * in this map. This roughly corresponds to the set of names that would be
3061 * enumerated by \c glGetActiveUniform.
3062 */
3063 struct string_to_uint_map *UniformHash;
3064
3065 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
3066
3067 bool IsES; /**< True if this program uses GLSL ES */
3068
3069 /**
3070 * Per-stage shaders resulting from the first stage of linking.
3071 *
3072 * Set of linked shaders for this program. The array is accessed using the
3073 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
3074 * \c NULL.
3075 */
3076 struct gl_linked_shader *_LinkedShaders[MESA_SHADER_STAGES];
3077
3078 /**
3079 * True if any of the fragment shaders attached to this program use:
3080 * #extension ARB_fragment_coord_conventions: enable
3081 */
3082 GLboolean ARB_fragment_coord_conventions_enable;
3083 };
3084
3085
3086 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
3087 #define GLSL_LOG 0x2 /**< Write shaders to files */
3088 #define GLSL_UNIFORMS 0x4 /**< Print glUniform calls */
3089 #define GLSL_NOP_VERT 0x8 /**< Force no-op vertex shaders */
3090 #define GLSL_NOP_FRAG 0x10 /**< Force no-op fragment shaders */
3091 #define GLSL_USE_PROG 0x20 /**< Log glUseProgram calls */
3092 #define GLSL_REPORT_ERRORS 0x40 /**< Print compilation errors */
3093 #define GLSL_DUMP_ON_ERROR 0x80 /**< Dump shaders to stderr on compile error */
3094 #define GLSL_CACHE_INFO 0x100 /**< Print debug information about shader cache */
3095 #define GLSL_CACHE_FALLBACK 0x200 /**< Force shader cache fallback paths */
3096
3097
3098 /**
3099 * Context state for GLSL vertex/fragment shaders.
3100 * Extended to support pipeline object
3101 */
3102 struct gl_pipeline_object
3103 {
3104 /** Name of the pipeline object as received from glGenProgramPipelines.
3105 * It would be 0 for shaders without separate shader objects.
3106 */
3107 GLuint Name;
3108
3109 GLint RefCount;
3110
3111 GLchar *Label; /**< GL_KHR_debug */
3112
3113 /**
3114 * Programs used for rendering
3115 *
3116 * There is a separate program set for each shader stage.
3117 */
3118 struct gl_program *CurrentProgram[MESA_SHADER_STAGES];
3119
3120 struct gl_shader_program *ReferencedPrograms[MESA_SHADER_STAGES];
3121
3122 /**
3123 * Program used by glUniform calls.
3124 *
3125 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
3126 */
3127 struct gl_shader_program *ActiveProgram;
3128
3129 GLbitfield Flags; /**< Mask of GLSL_x flags */
3130 GLboolean EverBound; /**< Has the pipeline object been created */
3131 GLboolean Validated; /**< Pipeline Validation status */
3132
3133 GLchar *InfoLog;
3134 };
3135
3136 /**
3137 * Context state for GLSL pipeline shaders.
3138 */
3139 struct gl_pipeline_shader_state
3140 {
3141 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
3142 struct gl_pipeline_object *Current;
3143
3144 /** Default Object to ensure that _Shader is never NULL */
3145 struct gl_pipeline_object *Default;
3146
3147 /** Pipeline objects */
3148 struct _mesa_HashTable *Objects;
3149 };
3150
3151 /**
3152 * Compiler options for a single GLSL shaders type
3153 */
3154 struct gl_shader_compiler_options
3155 {
3156 /** Driver-selectable options: */
3157 GLboolean EmitNoLoops;
3158 GLboolean EmitNoCont; /**< Emit CONT opcode? */
3159 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
3160 GLboolean EmitNoPow; /**< Emit POW opcodes? */
3161 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
3162 GLboolean LowerCombinedClipCullDistance; /** Lower gl_ClipDistance and
3163 * gl_CullDistance together from
3164 * float[8] to vec4[2]
3165 **/
3166
3167 /**
3168 * \name Forms of indirect addressing the driver cannot do.
3169 */
3170 /*@{*/
3171 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
3172 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
3173 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
3174 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
3175 GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
3176 /*@}*/
3177
3178 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
3179 GLuint MaxUnrollIterations;
3180
3181 /**
3182 * Optimize code for array of structures backends.
3183 *
3184 * This is a proxy for:
3185 * - preferring DP4 instructions (rather than MUL/MAD) for
3186 * matrix * vector operations, such as position transformation.
3187 */
3188 GLboolean OptimizeForAOS;
3189
3190 /** Lower UBO and SSBO access to intrinsics. */
3191 GLboolean LowerBufferInterfaceBlocks;
3192
3193 /** Clamp UBO and SSBO block indices so they don't go out-of-bounds. */
3194 GLboolean ClampBlockIndicesToArrayBounds;
3195
3196 const struct nir_shader_compiler_options *NirOptions;
3197 };
3198
3199
3200 /**
3201 * Occlusion/timer query object.
3202 */
3203 struct gl_query_object
3204 {
3205 GLenum16 Target; /**< The query target, when active */
3206 GLuint Id; /**< hash table ID/name */
3207 GLchar *Label; /**< GL_KHR_debug */
3208 GLuint64EXT Result; /**< the counter */
3209 GLboolean Active; /**< inside Begin/EndQuery */
3210 GLboolean Ready; /**< result is ready? */
3211 GLboolean EverBound;/**< has query object ever been bound */
3212 GLuint Stream; /**< The stream */
3213 };
3214
3215
3216 /**
3217 * Context state for query objects.
3218 */
3219 struct gl_query_state
3220 {
3221 struct _mesa_HashTable *QueryObjects;
3222 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
3223 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
3224
3225 /** GL_NV_conditional_render */
3226 struct gl_query_object *CondRenderQuery;
3227
3228 /** GL_EXT_transform_feedback */
3229 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
3230 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
3231
3232 /** GL_ARB_transform_feedback_overflow_query */
3233 struct gl_query_object *TransformFeedbackOverflow[MAX_VERTEX_STREAMS];
3234 struct gl_query_object *TransformFeedbackOverflowAny;
3235
3236 /** GL_ARB_timer_query */
3237 struct gl_query_object *TimeElapsed;
3238
3239 /** GL_ARB_pipeline_statistics_query */
3240 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
3241
3242 GLenum16 CondRenderMode;
3243 };
3244
3245
3246 /** Sync object state */
3247 struct gl_sync_object
3248 {
3249 GLuint Name; /**< Fence name */
3250 GLint RefCount; /**< Reference count */
3251 GLchar *Label; /**< GL_KHR_debug */
3252 GLboolean DeletePending; /**< Object was deleted while there were still
3253 * live references (e.g., sync not yet finished)
3254 */
3255 GLenum16 SyncCondition;
3256 GLbitfield Flags; /**< Flags passed to glFenceSync */
3257 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
3258 };
3259
3260
3261 /**
3262 * State which can be shared by multiple contexts:
3263 */
3264 struct gl_shared_state
3265 {
3266 simple_mtx_t Mutex; /**< for thread safety */
3267 GLint RefCount; /**< Reference count */
3268 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
3269 struct _mesa_HashTable *BitmapAtlas; /**< For optimized glBitmap text */
3270 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
3271
3272 /** Default texture objects (shared by all texture units) */
3273 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
3274
3275 /** Fallback texture used when a bound texture is incomplete */
3276 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
3277
3278 /**
3279 * \name Thread safety and statechange notification for texture
3280 * objects.
3281 *
3282 * \todo Improve the granularity of locking.
3283 */
3284 /*@{*/
3285 mtx_t TexMutex; /**< texobj thread safety */
3286 GLuint TextureStateStamp; /**< state notification for shared tex */
3287 /*@}*/
3288
3289 /** Default buffer object for vertex arrays that aren't in VBOs */
3290 struct gl_buffer_object *NullBufferObj;
3291
3292 /**
3293 * \name Vertex/geometry/fragment programs
3294 */
3295 /*@{*/
3296 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3297 struct gl_program *DefaultVertexProgram;
3298 struct gl_program *DefaultFragmentProgram;
3299 /*@}*/
3300
3301 /* GL_ATI_fragment_shader */
3302 struct _mesa_HashTable *ATIShaders;
3303 struct ati_fragment_shader *DefaultFragmentShader;
3304
3305 struct _mesa_HashTable *BufferObjects;
3306
3307 /** Table of both gl_shader and gl_shader_program objects */
3308 struct _mesa_HashTable *ShaderObjects;
3309
3310 /* GL_EXT_framebuffer_object */
3311 struct _mesa_HashTable *RenderBuffers;
3312 struct _mesa_HashTable *FrameBuffers;
3313
3314 /* GL_ARB_sync */
3315 struct set *SyncObjects;
3316
3317 /** GL_ARB_sampler_objects */
3318 struct _mesa_HashTable *SamplerObjects;
3319
3320 /* GL_ARB_bindless_texture */
3321 struct hash_table_u64 *TextureHandles;
3322 struct hash_table_u64 *ImageHandles;
3323 mtx_t HandlesMutex; /**< For texture/image handles safety */
3324
3325 /**
3326 * Some context in this share group was affected by a GPU reset
3327 *
3328 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3329 * been affected by a GPU reset must also return
3330 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3331 *
3332 * Once this field becomes true, it is never reset to false.
3333 */
3334 bool ShareGroupReset;
3335
3336 /** EXT_external_objects */
3337 struct _mesa_HashTable *MemoryObjects;
3338
3339 /** EXT_semaphore */
3340 struct _mesa_HashTable *SemaphoreObjects;
3341
3342 /**
3343 * Some context in this share group was affected by a disjoint
3344 * operation. This operation can be anything that has effects on
3345 * values of timer queries in such manner that they become invalid for
3346 * performance metrics. As example gpu reset, counter overflow or gpu
3347 * frequency changes.
3348 */
3349 bool DisjointOperation;
3350 };
3351
3352
3353
3354 /**
3355 * Renderbuffers represent drawing surfaces such as color, depth and/or
3356 * stencil. A framebuffer object has a set of renderbuffers.
3357 * Drivers will typically derive subclasses of this type.
3358 */
3359 struct gl_renderbuffer
3360 {
3361 simple_mtx_t Mutex; /**< for thread safety */
3362 GLuint ClassID; /**< Useful for drivers */
3363 GLuint Name;
3364 GLchar *Label; /**< GL_KHR_debug */
3365 GLint RefCount;
3366 GLuint Width, Height;
3367 GLuint Depth;
3368 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3369 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3370 /**
3371 * True for renderbuffers that wrap textures, giving the driver a chance to
3372 * flush render caches through the FinishRenderTexture hook.
3373 *
3374 * Drivers may also set this on renderbuffers other than those generated by
3375 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3376 * called without a rb->TexImage.
3377 */
3378 GLboolean NeedsFinishRenderTexture;
3379 GLubyte NumSamples; /**< zero means not multisampled */
3380 GLubyte NumStorageSamples; /**< for AMD_framebuffer_multisample_advanced */
3381 GLenum16 InternalFormat; /**< The user-specified format */
3382 GLenum16 _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3383 GL_STENCIL_INDEX. */
3384 mesa_format Format; /**< The actual renderbuffer memory format */
3385 /**
3386 * Pointer to the texture image if this renderbuffer wraps a texture,
3387 * otherwise NULL.
3388 *
3389 * Note that the reference on the gl_texture_object containing this
3390 * TexImage is held by the gl_renderbuffer_attachment.
3391 */
3392 struct gl_texture_image *TexImage;
3393
3394 /** Delete this renderbuffer */
3395 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3396
3397 /** Allocate new storage for this renderbuffer */
3398 GLboolean (*AllocStorage)(struct gl_context *ctx,
3399 struct gl_renderbuffer *rb,
3400 GLenum internalFormat,
3401 GLuint width, GLuint height);
3402 };
3403
3404
3405 /**
3406 * A renderbuffer attachment points to either a texture object (and specifies
3407 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3408 */
3409 struct gl_renderbuffer_attachment
3410 {
3411 GLenum16 Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3412 GLboolean Complete;
3413
3414 /**
3415 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3416 * application supplied renderbuffer object.
3417 */
3418 struct gl_renderbuffer *Renderbuffer;
3419
3420 /**
3421 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3422 * supplied texture object.
3423 */
3424 struct gl_texture_object *Texture;
3425 GLuint TextureLevel; /**< Attached mipmap level. */
3426 GLsizei NumSamples; /**< from FramebufferTexture2DMultisampleEXT */
3427 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3428 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3429 * and 2D array textures */
3430 GLboolean Layered;
3431 };
3432
3433
3434 /**
3435 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3436 * In C++ terms, think of this as a base class from which device drivers
3437 * will make derived classes.
3438 */
3439 struct gl_framebuffer
3440 {
3441 simple_mtx_t Mutex; /**< for thread safety */
3442 /**
3443 * If zero, this is a window system framebuffer. If non-zero, this
3444 * is a FBO framebuffer; note that for some devices (i.e. those with
3445 * a natural pixel coordinate system for FBOs that differs from the
3446 * OpenGL/Mesa coordinate system), this means that the viewport,
3447 * polygon face orientation, and polygon stipple will have to be inverted.
3448 */
3449 GLuint Name;
3450 GLint RefCount;
3451
3452 GLchar *Label; /**< GL_KHR_debug */
3453
3454 GLboolean DeletePending;
3455
3456 /**
3457 * The framebuffer's visual. Immutable if this is a window system buffer.
3458 * Computed from attachments if user-made FBO.
3459 */
3460 struct gl_config Visual;
3461
3462 /**
3463 * Size of frame buffer in pixels. If there are no attachments, then both
3464 * of these are 0.
3465 */
3466 GLuint Width, Height;
3467
3468 /**
3469 * In the case that the framebuffer has no attachment (i.e.
3470 * GL_ARB_framebuffer_no_attachments) then the geometry of
3471 * the framebuffer is specified by the default values.
3472 */
3473 struct {
3474 GLuint Width, Height, Layers, NumSamples;
3475 GLboolean FixedSampleLocations;
3476 /* Derived from NumSamples by the driver so that it can choose a valid
3477 * value for the hardware.
3478 */
3479 GLuint _NumSamples;
3480 } DefaultGeometry;
3481
3482 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3483 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3484 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3485 */
3486 /*@{*/
3487 GLint _Xmin, _Xmax;
3488 GLint _Ymin, _Ymax;
3489 /*@}*/
3490
3491 /** \name Derived Z buffer stuff */
3492 /*@{*/
3493 GLuint _DepthMax; /**< Max depth buffer value */
3494 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3495 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3496 /*@}*/
3497
3498 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3499 GLenum16 _Status;
3500
3501 /** Whether one of Attachment has Type != GL_NONE
3502 * NOTE: the values for Width and Height are set to 0 in case of having
3503 * no attachments, a backend driver supporting the extension
3504 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3505 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3506 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3507 * _Ymax do NOT take into account _HasAttachments being false). To get the
3508 * geometry of the framebuffer, the helper functions
3509 * _mesa_geometric_width(),
3510 * _mesa_geometric_height(),
3511 * _mesa_geometric_samples() and
3512 * _mesa_geometric_layers()
3513 * are available that check _HasAttachments.
3514 */
3515 bool _HasAttachments;
3516
3517 GLbitfield _IntegerBuffers; /**< Which color buffers are integer valued */
3518 GLbitfield _RGBBuffers; /**< Which color buffers have baseformat == RGB */
3519 GLbitfield _FP32Buffers; /**< Which color buffers are FP32 */
3520
3521 /* ARB_color_buffer_float */
3522 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3523 GLboolean _HasSNormOrFloatColorBuffer;
3524
3525 /**
3526 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3527 * is not layered. For cube maps and cube map arrays, each cube face
3528 * counts as a layer. As the case for Width, Height a backend driver
3529 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3530 * in the case that _HasAttachments is false
3531 */
3532 GLuint MaxNumLayers;
3533
3534 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3535 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3536
3537 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3538 * attribute group and GL_PIXEL attribute group, respectively.
3539 */
3540 GLenum16 ColorDrawBuffer[MAX_DRAW_BUFFERS];
3541 GLenum16 ColorReadBuffer;
3542
3543 /* GL_ARB_sample_locations */
3544 GLfloat *SampleLocationTable; /**< If NULL, no table has been specified */
3545 GLboolean ProgrammableSampleLocations;
3546 GLboolean SampleLocationPixelGrid;
3547
3548 /** Computed from ColorDraw/ReadBuffer above */
3549 GLuint _NumColorDrawBuffers;
3550 gl_buffer_index _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS];
3551 gl_buffer_index _ColorReadBufferIndex;
3552 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3553 struct gl_renderbuffer *_ColorReadBuffer;
3554
3555 /* GL_MESA_framebuffer_flip_y */
3556 bool FlipY;
3557
3558 /** Delete this framebuffer */
3559 void (*Delete)(struct gl_framebuffer *fb);
3560 };
3561
3562
3563 /**
3564 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3565 */
3566 struct gl_precision
3567 {
3568 GLushort RangeMin; /**< min value exponent */
3569 GLushort RangeMax; /**< max value exponent */
3570 GLushort Precision; /**< number of mantissa bits */
3571 };
3572
3573
3574 /**
3575 * Limits for vertex, geometry and fragment programs/shaders.
3576 */
3577 struct gl_program_constants
3578 {
3579 /* logical limits */
3580 GLuint MaxInstructions;
3581 GLuint MaxAluInstructions;
3582 GLuint MaxTexInstructions;
3583 GLuint MaxTexIndirections;
3584 GLuint MaxAttribs;
3585 GLuint MaxTemps;
3586 GLuint MaxAddressRegs;
3587 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3588 GLuint MaxParameters;
3589 GLuint MaxLocalParams;
3590 GLuint MaxEnvParams;
3591 /* native/hardware limits */
3592 GLuint MaxNativeInstructions;
3593 GLuint MaxNativeAluInstructions;
3594 GLuint MaxNativeTexInstructions;
3595 GLuint MaxNativeTexIndirections;
3596 GLuint MaxNativeAttribs;
3597 GLuint MaxNativeTemps;
3598 GLuint MaxNativeAddressRegs;
3599 GLuint MaxNativeParameters;
3600 /* For shaders */
3601 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3602
3603 /**
3604 * \name Per-stage input / output limits
3605 *
3606 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3607 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3608 * ES). This is stored as \c gl_constants::MaxVarying.
3609 *
3610 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3611 * variables. Each stage as a certain number of outputs that it can feed
3612 * to the next stage and a certain number inputs that it can consume from
3613 * the previous stage.
3614 *
3615 * Vertex shader inputs do not participate this in this accounting.
3616 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3617 *
3618 * Fragment shader outputs do not participate this in this accounting.
3619 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3620 */
3621 /*@{*/
3622 GLuint MaxInputComponents;
3623 GLuint MaxOutputComponents;
3624 /*@}*/
3625
3626 /* ES 2.0 and GL_ARB_ES2_compatibility */
3627 struct gl_precision LowFloat, MediumFloat, HighFloat;
3628 struct gl_precision LowInt, MediumInt, HighInt;
3629 /* GL_ARB_uniform_buffer_object */
3630 GLuint MaxUniformBlocks;
3631 uint64_t MaxCombinedUniformComponents;
3632 GLuint MaxTextureImageUnits;
3633
3634 /* GL_ARB_shader_atomic_counters */
3635 GLuint MaxAtomicBuffers;
3636 GLuint MaxAtomicCounters;
3637
3638 /* GL_ARB_shader_image_load_store */
3639 GLuint MaxImageUniforms;
3640
3641 /* GL_ARB_shader_storage_buffer_object */
3642 GLuint MaxShaderStorageBlocks;
3643 };
3644
3645 /**
3646 * Constants which may be overridden by device driver during context creation
3647 * but are never changed after that.
3648 */
3649 struct gl_constants
3650 {
3651 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3652 GLuint MaxTextureSize; /**< Max 1D/2D texture size, in pixels*/
3653 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3654 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3655 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3656 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3657 GLuint MaxTextureCoordUnits;
3658 GLuint MaxCombinedTextureImageUnits;
3659 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3660 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3661 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3662 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3663
3664 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3665
3666 GLuint MaxArrayLockSize;
3667
3668 GLint SubPixelBits;
3669
3670 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3671 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3672 GLfloat PointSizeGranularity;
3673 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3674 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3675 GLfloat LineWidthGranularity;
3676
3677 GLuint MaxClipPlanes;
3678 GLuint MaxLights;
3679 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3680 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3681
3682 GLuint MaxViewportWidth, MaxViewportHeight;
3683 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3684 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3685 struct {
3686 GLfloat Min;
3687 GLfloat Max;
3688 } ViewportBounds; /**< GL_ARB_viewport_array */
3689 GLuint MaxWindowRectangles; /**< GL_EXT_window_rectangles */
3690
3691 struct gl_program_constants Program[MESA_SHADER_STAGES];
3692 GLuint MaxProgramMatrices;
3693 GLuint MaxProgramMatrixStackDepth;
3694
3695 struct {
3696 GLuint SamplesPassed;
3697 GLuint TimeElapsed;
3698 GLuint Timestamp;
3699 GLuint PrimitivesGenerated;
3700 GLuint PrimitivesWritten;
3701 GLuint VerticesSubmitted;
3702 GLuint PrimitivesSubmitted;
3703 GLuint VsInvocations;
3704 GLuint TessPatches;
3705 GLuint TessInvocations;
3706 GLuint GsInvocations;
3707 GLuint GsPrimitives;
3708 GLuint FsInvocations;
3709 GLuint ComputeInvocations;
3710 GLuint ClInPrimitives;
3711 GLuint ClOutPrimitives;
3712 } QueryCounterBits;
3713
3714 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3715
3716 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3717 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3718 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3719
3720 /**
3721 * GL_ARB_framebuffer_no_attachments
3722 */
3723 GLuint MaxFramebufferWidth;
3724 GLuint MaxFramebufferHeight;
3725 GLuint MaxFramebufferLayers;
3726 GLuint MaxFramebufferSamples;
3727
3728 /** Number of varying vectors between any two shader stages. */
3729 GLuint MaxVarying;
3730
3731 /** @{
3732 * GL_ARB_uniform_buffer_object
3733 */
3734 GLuint MaxCombinedUniformBlocks;
3735 GLuint MaxUniformBufferBindings;
3736 GLuint MaxUniformBlockSize;
3737 GLuint UniformBufferOffsetAlignment;
3738 /** @} */
3739
3740 /** @{
3741 * GL_ARB_shader_storage_buffer_object
3742 */
3743 GLuint MaxCombinedShaderStorageBlocks;
3744 GLuint MaxShaderStorageBufferBindings;
3745 GLuint MaxShaderStorageBlockSize;
3746 GLuint ShaderStorageBufferOffsetAlignment;
3747 /** @} */
3748
3749 /**
3750 * GL_ARB_explicit_uniform_location
3751 */
3752 GLuint MaxUserAssignableUniformLocations;
3753
3754 /** geometry shader */
3755 GLuint MaxGeometryOutputVertices;
3756 GLuint MaxGeometryTotalOutputComponents;
3757 GLuint MaxGeometryShaderInvocations;
3758
3759 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3760 GLuint GLSLVersionCompat; /**< Desktop compat GLSL version supported */
3761
3762 /**
3763 * Changes default GLSL extension behavior from "error" to "warn". It's out
3764 * of spec, but it can make some apps work that otherwise wouldn't.
3765 */
3766 GLboolean ForceGLSLExtensionsWarn;
3767
3768 /**
3769 * If non-zero, forces GLSL shaders to behave as if they began
3770 * with "#version ForceGLSLVersion".
3771 */
3772 GLuint ForceGLSLVersion;
3773
3774 /**
3775 * Allow GLSL #extension directives in the middle of shaders.
3776 */
3777 GLboolean AllowGLSLExtensionDirectiveMidShader;
3778
3779 /**
3780 * Allow builtins as part of constant expressions. This was not allowed
3781 * until GLSL 1.20 this allows it everywhere.
3782 */
3783 GLboolean AllowGLSLBuiltinConstantExpression;
3784
3785 /**
3786 * Allow some relaxation of GLSL ES shader restrictions. This encompasses
3787 * a number of relaxations to the ES shader rules.
3788 */
3789 GLboolean AllowGLSLRelaxedES;
3790
3791 /**
3792 * Allow GLSL built-in variables to be redeclared verbatim
3793 */
3794 GLboolean AllowGLSLBuiltinVariableRedeclaration;
3795
3796 /**
3797 * Allow GLSL interpolation qualifier mismatch across shader stages.
3798 */
3799 GLboolean AllowGLSLCrossStageInterpolationMismatch;
3800
3801 /**
3802 * Allow creating a higher compat profile (version 3.1+) for apps that
3803 * request it. Be careful when adding that driconf option because some
3804 * features are unimplemented and might not work correctly.
3805 */
3806 GLboolean AllowHigherCompatVersion;
3807
3808 /**
3809 * Allow layout qualifiers on function parameters.
3810 */
3811 GLboolean AllowLayoutQualifiersOnFunctionParameters;
3812
3813 /**
3814 * Force computing the absolute value for sqrt() and inversesqrt() to follow
3815 * D3D9 when apps rely on this behaviour.
3816 */
3817 GLboolean ForceGLSLAbsSqrt;
3818
3819 /**
3820 * Force uninitialized variables to default to zero.
3821 */
3822 GLboolean GLSLZeroInit;
3823
3824 /**
3825 * Does the driver support real 32-bit integers? (Otherwise, integers are
3826 * simulated via floats.)
3827 */
3828 GLboolean NativeIntegers;
3829
3830 /**
3831 * Does VertexID count from zero or from base vertex?
3832 *
3833 * \note
3834 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3835 * ignored and need not be set.
3836 */
3837 bool VertexID_is_zero_based;
3838
3839 /**
3840 * If the driver supports real 32-bit integers, what integer value should be
3841 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3842 */
3843 GLuint UniformBooleanTrue;
3844
3845 /**
3846 * Maximum amount of time, measured in nanseconds, that the server can wait.
3847 */
3848 GLuint64 MaxServerWaitTimeout;
3849
3850 /** GL_EXT_provoking_vertex */
3851 GLboolean QuadsFollowProvokingVertexConvention;
3852
3853 /** GL_ARB_viewport_array */
3854 GLenum16 LayerAndVPIndexProvokingVertex;
3855
3856 /** OpenGL version 3.0 */
3857 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3858
3859 /** OpenGL version 3.2 */
3860 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3861
3862 /** OpenGL version 4.4 */
3863 GLuint MaxVertexAttribStride;
3864
3865 /** GL_EXT_transform_feedback */
3866 GLuint MaxTransformFeedbackBuffers;
3867 GLuint MaxTransformFeedbackSeparateComponents;
3868 GLuint MaxTransformFeedbackInterleavedComponents;
3869 GLuint MaxVertexStreams;
3870
3871 /** GL_EXT_gpu_shader4 */
3872 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3873
3874 /** GL_ARB_texture_gather */
3875 GLuint MinProgramTextureGatherOffset;
3876 GLuint MaxProgramTextureGatherOffset;
3877 GLuint MaxProgramTextureGatherComponents;
3878
3879 /* GL_ARB_robustness */
3880 GLenum16 ResetStrategy;
3881
3882 /* GL_KHR_robustness */
3883 GLboolean RobustAccess;
3884
3885 /* GL_ARB_blend_func_extended */
3886 GLuint MaxDualSourceDrawBuffers;
3887
3888 /**
3889 * Whether the implementation strips out and ignores texture borders.
3890 *
3891 * Many GPU hardware implementations don't support rendering with texture
3892 * borders and mipmapped textures. (Note: not static border color, but the
3893 * old 1-pixel border around each edge). Implementations then have to do
3894 * slow fallbacks to be correct, or just ignore the border and be fast but
3895 * wrong. Setting the flag strips the border off of TexImage calls,
3896 * providing "fast but wrong" at significantly reduced driver complexity.
3897 *
3898 * Texture borders are deprecated in GL 3.0.
3899 **/
3900 GLboolean StripTextureBorder;
3901
3902 /**
3903 * For drivers which can do a better job at eliminating unused uniforms
3904 * than the GLSL compiler.
3905 *
3906 * XXX Remove these as soon as a better solution is available.
3907 */
3908 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3909
3910 /**
3911 * Whether gl_FragCoord, gl_PointCoord and gl_FrontFacing
3912 * are system values.
3913 **/
3914 bool GLSLFragCoordIsSysVal;
3915 bool GLSLPointCoordIsSysVal;
3916 bool GLSLFrontFacingIsSysVal;
3917
3918 /**
3919 * Run the minimum amount of GLSL optimizations to be able to link
3920 * shaders optimally (eliminate dead varyings and uniforms) and just do
3921 * all the necessary lowering.
3922 */
3923 bool GLSLOptimizeConservatively;
3924
3925 /**
3926 * Whether to call lower_const_arrays_to_uniforms() during linking.
3927 */
3928 bool GLSLLowerConstArrays;
3929
3930 /**
3931 * True if gl_TessLevelInner/Outer[] in the TES should be inputs
3932 * (otherwise, they're system values).
3933 */
3934 bool GLSLTessLevelsAsInputs;
3935
3936 /**
3937 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3938 * than passing the transform feedback object to the drawing function.
3939 */
3940 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3941
3942 /** GL_ARB_map_buffer_alignment */
3943 GLuint MinMapBufferAlignment;
3944
3945 /**
3946 * Disable varying packing. This is out of spec, but potentially useful
3947 * for older platforms that supports a limited number of texture
3948 * indirections--on these platforms, unpacking the varyings in the fragment
3949 * shader increases the number of texture indirections by 1, which might
3950 * make some shaders not executable at all.
3951 *
3952 * Drivers that support transform feedback must set this value to GL_FALSE.
3953 */
3954 GLboolean DisableVaryingPacking;
3955
3956 /**
3957 * UBOs and SSBOs can be packed tightly by the OpenGL implementation when
3958 * layout is set as shared (the default) or packed. However most Mesa drivers
3959 * just use STD140 for these layouts. This flag allows drivers to use STD430
3960 * for packed and shared layouts which allows arrays to be packed more
3961 * tightly.
3962 */
3963 bool UseSTD430AsDefaultPacking;
3964
3965 /**
3966 * Should meaningful names be generated for compiler temporary variables?
3967 *
3968 * Generally, it is not useful to have the compiler generate "meaningful"
3969 * names for temporary variables that it creates. This can, however, be a
3970 * useful debugging aid. In Mesa debug builds or release builds when
3971 * MESA_GLSL is set at run-time, meaningful names will be generated.
3972 * Drivers can also force names to be generated by setting this field.
3973 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3974 * vertex shader assembly) is set at run-time.
3975 */
3976 bool GenerateTemporaryNames;
3977
3978 /*
3979 * Maximum value supported for an index in DrawElements and friends.
3980 *
3981 * This must be at least (1ull<<24)-1. The default value is
3982 * (1ull<<32)-1.
3983 *
3984 * \since ES 3.0 or GL_ARB_ES3_compatibility
3985 * \sa _mesa_init_constants
3986 */
3987 GLuint64 MaxElementIndex;
3988
3989 /**
3990 * Disable interpretation of line continuations (lines ending with a
3991 * backslash character ('\') in GLSL source.
3992 */
3993 GLboolean DisableGLSLLineContinuations;
3994
3995 /** GL_ARB_texture_multisample */
3996 GLint MaxColorTextureSamples;
3997 GLint MaxDepthTextureSamples;
3998 GLint MaxIntegerSamples;
3999
4000 /** GL_AMD_framebuffer_multisample_advanced */
4001 GLint MaxColorFramebufferSamples;
4002 GLint MaxColorFramebufferStorageSamples;
4003 GLint MaxDepthStencilFramebufferSamples;
4004
4005 /* An array of supported MSAA modes allowing different sample
4006 * counts per attachment type.
4007 */
4008 struct {
4009 GLint NumColorSamples;
4010 GLint NumColorStorageSamples;
4011 GLint NumDepthStencilSamples;
4012 } SupportedMultisampleModes[40];
4013 GLint NumSupportedMultisampleModes;
4014
4015 /**
4016 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
4017 * samples are laid out in a rectangular grid roughly corresponding to
4018 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
4019 * are used to map indices of rectangular grid to sample numbers within
4020 * a pixel. This mapping of indices to sample numbers must be initialized
4021 * by the driver for the target hardware. For example, if we have the 8X
4022 * MSAA sample number layout (sample positions) for XYZ hardware:
4023 *
4024 * sample indices layout sample number layout
4025 * --------- ---------
4026 * | 0 | 1 | | a | b |
4027 * --------- ---------
4028 * | 2 | 3 | | c | d |
4029 * --------- ---------
4030 * | 4 | 5 | | e | f |
4031 * --------- ---------
4032 * | 6 | 7 | | g | h |
4033 * --------- ---------
4034 *
4035 * Where a,b,c,d,e,f,g,h are integers between [0-7].
4036 *
4037 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
4038 * below:
4039 * SampleMap8x = {a, b, c, d, e, f, g, h};
4040 *
4041 * Follow the logic for sample counts 2-8.
4042 *
4043 * For 16x the sample indices layout as a 4x4 grid as follows:
4044 *
4045 * -----------------
4046 * | 0 | 1 | 2 | 3 |
4047 * -----------------
4048 * | 4 | 5 | 6 | 7 |
4049 * -----------------
4050 * | 8 | 9 |10 |11 |
4051 * -----------------
4052 * |12 |13 |14 |15 |
4053 * -----------------
4054 */
4055 uint8_t SampleMap2x[2];
4056 uint8_t SampleMap4x[4];
4057 uint8_t SampleMap8x[8];
4058 uint8_t SampleMap16x[16];
4059
4060 /** GL_ARB_shader_atomic_counters */
4061 GLuint MaxAtomicBufferBindings;
4062 GLuint MaxAtomicBufferSize;
4063 GLuint MaxCombinedAtomicBuffers;
4064 GLuint MaxCombinedAtomicCounters;
4065
4066 /** GL_ARB_vertex_attrib_binding */
4067 GLint MaxVertexAttribRelativeOffset;
4068 GLint MaxVertexAttribBindings;
4069
4070 /* GL_ARB_shader_image_load_store */
4071 GLuint MaxImageUnits;
4072 GLuint MaxCombinedShaderOutputResources;
4073 GLuint MaxImageSamples;
4074 GLuint MaxCombinedImageUniforms;
4075
4076 /** GL_ARB_compute_shader */
4077 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
4078 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
4079 GLuint MaxComputeWorkGroupInvocations;
4080 GLuint MaxComputeSharedMemorySize;
4081
4082 /** GL_ARB_compute_variable_group_size */
4083 GLuint MaxComputeVariableGroupSize[3]; /* Array of x, y, z dimensions */
4084 GLuint MaxComputeVariableGroupInvocations;
4085
4086 /** GL_ARB_gpu_shader5 */
4087 GLfloat MinFragmentInterpolationOffset;
4088 GLfloat MaxFragmentInterpolationOffset;
4089
4090 GLboolean FakeSWMSAA;
4091
4092 /** GL_KHR_context_flush_control */
4093 GLenum16 ContextReleaseBehavior;
4094
4095 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
4096
4097 /** GL_ARB_tessellation_shader */
4098 GLuint MaxPatchVertices;
4099 GLuint MaxTessGenLevel;
4100 GLuint MaxTessPatchComponents;
4101 GLuint MaxTessControlTotalOutputComponents;
4102 bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
4103 bool PrimitiveRestartForPatches;
4104 bool LowerCsDerivedVariables; /**< Lower gl_GlobalInvocationID and
4105 * gl_LocalInvocationIndex based on
4106 * other builtin variables. */
4107
4108 /** GL_OES_primitive_bounding_box */
4109 bool NoPrimitiveBoundingBoxOutput;
4110
4111 /** GL_ARB_sparse_buffer */
4112 GLuint SparseBufferPageSize;
4113
4114 /** Used as an input for sha1 generation in the on-disk shader cache */
4115 unsigned char *dri_config_options_sha1;
4116
4117 /** When drivers are OK with mapped buffers during draw and other calls. */
4118 bool AllowMappedBuffersDuringExecution;
4119
4120 /** GL_ARB_get_program_binary */
4121 GLuint NumProgramBinaryFormats;
4122
4123 /** GL_NV_conservative_raster */
4124 GLuint MaxSubpixelPrecisionBiasBits;
4125
4126 /** GL_NV_conservative_raster_dilate */
4127 GLfloat ConservativeRasterDilateRange[2];
4128 GLfloat ConservativeRasterDilateGranularity;
4129
4130 /** Is the drivers uniform storage packed or padded to 16 bytes. */
4131 bool PackedDriverUniformStorage;
4132
4133 /** Wether or not glBitmap uses red textures rather than alpha */
4134 bool BitmapUsesRed;
4135
4136 /** GL_ARB_gl_spirv */
4137 struct spirv_supported_capabilities SpirVCapabilities;
4138
4139 /** GL_ARB_spirv_extensions */
4140 struct spirv_supported_extensions *SpirVExtensions;
4141
4142 char *VendorOverride;
4143 };
4144
4145
4146 /**
4147 * Enable flag for each OpenGL extension. Different device drivers will
4148 * enable different extensions at runtime.
4149 */
4150 struct gl_extensions
4151 {
4152 GLboolean dummy; /* don't remove this! */
4153 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
4154 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
4155 GLboolean ANGLE_texture_compression_dxt;
4156 GLboolean ARB_ES2_compatibility;
4157 GLboolean ARB_ES3_compatibility;
4158 GLboolean ARB_ES3_1_compatibility;
4159 GLboolean ARB_ES3_2_compatibility;
4160 GLboolean ARB_arrays_of_arrays;
4161 GLboolean ARB_base_instance;
4162 GLboolean ARB_bindless_texture;
4163 GLboolean ARB_blend_func_extended;
4164 GLboolean ARB_buffer_storage;
4165 GLboolean ARB_clear_texture;
4166 GLboolean ARB_clip_control;
4167 GLboolean ARB_color_buffer_float;
4168 GLboolean ARB_compatibility;
4169 GLboolean ARB_compute_shader;
4170 GLboolean ARB_compute_variable_group_size;
4171 GLboolean ARB_conditional_render_inverted;
4172 GLboolean ARB_conservative_depth;
4173 GLboolean ARB_copy_image;
4174 GLboolean ARB_cull_distance;
4175 GLboolean ARB_depth_buffer_float;
4176 GLboolean ARB_depth_clamp;
4177 GLboolean ARB_depth_texture;
4178 GLboolean ARB_derivative_control;
4179 GLboolean ARB_draw_buffers_blend;
4180 GLboolean ARB_draw_elements_base_vertex;
4181 GLboolean ARB_draw_indirect;
4182 GLboolean ARB_draw_instanced;
4183 GLboolean ARB_fragment_coord_conventions;
4184 GLboolean ARB_fragment_layer_viewport;
4185 GLboolean ARB_fragment_program;
4186 GLboolean ARB_fragment_program_shadow;
4187 GLboolean ARB_fragment_shader;
4188 GLboolean ARB_framebuffer_no_attachments;
4189 GLboolean ARB_framebuffer_object;
4190 GLboolean ARB_fragment_shader_interlock;
4191 GLboolean ARB_enhanced_layouts;
4192 GLboolean ARB_explicit_attrib_location;
4193 GLboolean ARB_explicit_uniform_location;
4194 GLboolean ARB_gl_spirv;
4195 GLboolean ARB_gpu_shader5;
4196 GLboolean ARB_gpu_shader_fp64;
4197 GLboolean ARB_gpu_shader_int64;
4198 GLboolean ARB_half_float_vertex;
4199 GLboolean ARB_indirect_parameters;
4200 GLboolean ARB_instanced_arrays;
4201 GLboolean ARB_internalformat_query;
4202 GLboolean ARB_internalformat_query2;
4203 GLboolean ARB_map_buffer_range;
4204 GLboolean ARB_occlusion_query;
4205 GLboolean ARB_occlusion_query2;
4206 GLboolean ARB_pipeline_statistics_query;
4207 GLboolean ARB_point_sprite;
4208 GLboolean ARB_polygon_offset_clamp;
4209 GLboolean ARB_post_depth_coverage;
4210 GLboolean ARB_query_buffer_object;
4211 GLboolean ARB_robust_buffer_access_behavior;
4212 GLboolean ARB_sample_locations;
4213 GLboolean ARB_sample_shading;
4214 GLboolean ARB_seamless_cube_map;
4215 GLboolean ARB_shader_atomic_counter_ops;
4216 GLboolean ARB_shader_atomic_counters;
4217 GLboolean ARB_shader_ballot;
4218 GLboolean ARB_shader_bit_encoding;
4219 GLboolean ARB_shader_clock;
4220 GLboolean ARB_shader_draw_parameters;
4221 GLboolean ARB_shader_group_vote;
4222 GLboolean ARB_shader_image_load_store;
4223 GLboolean ARB_shader_image_size;
4224 GLboolean ARB_shader_precision;
4225 GLboolean ARB_shader_stencil_export;
4226 GLboolean ARB_shader_storage_buffer_object;
4227 GLboolean ARB_shader_texture_image_samples;
4228 GLboolean ARB_shader_texture_lod;
4229 GLboolean ARB_shader_viewport_layer_array;
4230 GLboolean ARB_shading_language_packing;
4231 GLboolean ARB_shading_language_420pack;
4232 GLboolean ARB_shadow;
4233 GLboolean ARB_sparse_buffer;
4234 GLboolean ARB_stencil_texturing;
4235 GLboolean ARB_spirv_extensions;
4236 GLboolean ARB_sync;
4237 GLboolean ARB_tessellation_shader;
4238 GLboolean ARB_texture_border_clamp;
4239 GLboolean ARB_texture_buffer_object;
4240 GLboolean ARB_texture_buffer_object_rgb32;
4241 GLboolean ARB_texture_buffer_range;
4242 GLboolean ARB_texture_compression_bptc;
4243 GLboolean ARB_texture_compression_rgtc;
4244 GLboolean ARB_texture_cube_map;
4245 GLboolean ARB_texture_cube_map_array;
4246 GLboolean ARB_texture_env_combine;
4247 GLboolean ARB_texture_env_crossbar;
4248 GLboolean ARB_texture_env_dot3;
4249 GLboolean ARB_texture_filter_anisotropic;
4250 GLboolean ARB_texture_float;
4251 GLboolean ARB_texture_gather;
4252 GLboolean ARB_texture_mirror_clamp_to_edge;
4253 GLboolean ARB_texture_multisample;
4254 GLboolean ARB_texture_non_power_of_two;
4255 GLboolean ARB_texture_stencil8;
4256 GLboolean ARB_texture_query_levels;
4257 GLboolean ARB_texture_query_lod;
4258 GLboolean ARB_texture_rg;
4259 GLboolean ARB_texture_rgb10_a2ui;
4260 GLboolean ARB_texture_view;
4261 GLboolean ARB_timer_query;
4262 GLboolean ARB_transform_feedback2;
4263 GLboolean ARB_transform_feedback3;
4264 GLboolean ARB_transform_feedback_instanced;
4265 GLboolean ARB_transform_feedback_overflow_query;
4266 GLboolean ARB_uniform_buffer_object;
4267 GLboolean ARB_vertex_attrib_64bit;
4268 GLboolean ARB_vertex_program;
4269 GLboolean ARB_vertex_shader;
4270 GLboolean ARB_vertex_type_10f_11f_11f_rev;
4271 GLboolean ARB_vertex_type_2_10_10_10_rev;
4272 GLboolean ARB_viewport_array;
4273 GLboolean EXT_blend_color;
4274 GLboolean EXT_blend_equation_separate;
4275 GLboolean EXT_blend_func_separate;
4276 GLboolean EXT_blend_minmax;
4277 GLboolean EXT_demote_to_helper_invocation;
4278 GLboolean EXT_depth_bounds_test;
4279 GLboolean EXT_disjoint_timer_query;
4280 GLboolean EXT_draw_buffers2;
4281 GLboolean EXT_float_blend;
4282 GLboolean EXT_framebuffer_multisample;
4283 GLboolean EXT_framebuffer_multisample_blit_scaled;
4284 GLboolean EXT_framebuffer_sRGB;
4285 GLboolean EXT_gpu_program_parameters;
4286 GLboolean EXT_gpu_shader4;
4287 GLboolean EXT_memory_object;
4288 GLboolean EXT_memory_object_fd;
4289 GLboolean EXT_multisampled_render_to_texture;
4290 GLboolean EXT_packed_float;
4291 GLboolean EXT_pixel_buffer_object;
4292 GLboolean EXT_point_parameters;
4293 GLboolean EXT_provoking_vertex;
4294 GLboolean EXT_render_snorm;
4295 GLboolean EXT_semaphore;
4296 GLboolean EXT_semaphore_fd;
4297 GLboolean EXT_shader_image_load_formatted;
4298 GLboolean EXT_shader_image_load_store;
4299 GLboolean EXT_shader_integer_mix;
4300 GLboolean EXT_shader_samples_identical;
4301 GLboolean EXT_sRGB;
4302 GLboolean EXT_stencil_two_side;
4303 GLboolean EXT_texture_array;
4304 GLboolean EXT_texture_buffer_object;
4305 GLboolean EXT_texture_compression_latc;
4306 GLboolean EXT_texture_compression_s3tc;
4307 GLboolean EXT_texture_compression_s3tc_srgb;
4308 GLboolean EXT_texture_env_dot3;
4309 GLboolean EXT_texture_filter_anisotropic;
4310 GLboolean EXT_texture_integer;
4311 GLboolean EXT_texture_mirror_clamp;
4312 GLboolean EXT_texture_shadow_lod;
4313 GLboolean EXT_texture_shared_exponent;
4314 GLboolean EXT_texture_snorm;
4315 GLboolean EXT_texture_sRGB;
4316 GLboolean EXT_texture_sRGB_R8;
4317 GLboolean EXT_texture_sRGB_decode;
4318 GLboolean EXT_texture_swizzle;
4319 GLboolean EXT_texture_type_2_10_10_10_REV;
4320 GLboolean EXT_transform_feedback;
4321 GLboolean EXT_timer_query;
4322 GLboolean EXT_vertex_array_bgra;
4323 GLboolean EXT_window_rectangles;
4324 GLboolean OES_copy_image;
4325 GLboolean OES_primitive_bounding_box;
4326 GLboolean OES_sample_variables;
4327 GLboolean OES_standard_derivatives;
4328 GLboolean OES_texture_buffer;
4329 GLboolean OES_texture_cube_map_array;
4330 GLboolean OES_texture_view;
4331 GLboolean OES_viewport_array;
4332 /* vendor extensions */
4333 GLboolean AMD_compressed_ATC_texture;
4334 GLboolean AMD_framebuffer_multisample_advanced;
4335 GLboolean AMD_depth_clamp_separate;
4336 GLboolean AMD_performance_monitor;
4337 GLboolean AMD_pinned_memory;
4338 GLboolean AMD_seamless_cubemap_per_texture;
4339 GLboolean AMD_vertex_shader_layer;
4340 GLboolean AMD_vertex_shader_viewport_index;
4341 GLboolean ANDROID_extension_pack_es31a;
4342 GLboolean APPLE_object_purgeable;
4343 GLboolean ATI_meminfo;
4344 GLboolean ATI_texture_compression_3dc;
4345 GLboolean ATI_texture_mirror_once;
4346 GLboolean ATI_texture_env_combine3;
4347 GLboolean ATI_fragment_shader;
4348 GLboolean GREMEDY_string_marker;
4349 GLboolean INTEL_conservative_rasterization;
4350 GLboolean INTEL_performance_query;
4351 GLboolean INTEL_shader_atomic_float_minmax;
4352 GLboolean KHR_blend_equation_advanced;
4353 GLboolean KHR_blend_equation_advanced_coherent;
4354 GLboolean KHR_robustness;
4355 GLboolean KHR_texture_compression_astc_hdr;
4356 GLboolean KHR_texture_compression_astc_ldr;
4357 GLboolean KHR_texture_compression_astc_sliced_3d;
4358 GLboolean MESA_framebuffer_flip_y;
4359 GLboolean MESA_tile_raster_order;
4360 GLboolean MESA_pack_invert;
4361 GLboolean EXT_shader_framebuffer_fetch;
4362 GLboolean EXT_shader_framebuffer_fetch_non_coherent;
4363 GLboolean MESA_shader_integer_functions;
4364 GLboolean MESA_ycbcr_texture;
4365 GLboolean NV_compute_shader_derivatives;
4366 GLboolean NV_conditional_render;
4367 GLboolean NV_fill_rectangle;
4368 GLboolean NV_fog_distance;
4369 GLboolean NV_point_sprite;
4370 GLboolean NV_primitive_restart;
4371 GLboolean NV_shader_atomic_float;
4372 GLboolean NV_texture_barrier;
4373 GLboolean NV_texture_env_combine4;
4374 GLboolean NV_texture_rectangle;
4375 GLboolean NV_vdpau_interop;
4376 GLboolean NV_conservative_raster;
4377 GLboolean NV_conservative_raster_dilate;
4378 GLboolean NV_conservative_raster_pre_snap_triangles;
4379 GLboolean NV_conservative_raster_pre_snap;
4380 GLboolean NVX_gpu_memory_info;
4381 GLboolean TDFX_texture_compression_FXT1;
4382 GLboolean OES_EGL_image;
4383 GLboolean OES_draw_texture;
4384 GLboolean OES_depth_texture_cube_map;
4385 GLboolean OES_EGL_image_external;
4386 GLboolean OES_texture_float;
4387 GLboolean OES_texture_float_linear;
4388 GLboolean OES_texture_half_float;
4389 GLboolean OES_texture_half_float_linear;
4390 GLboolean OES_compressed_ETC1_RGB8_texture;
4391 GLboolean OES_geometry_shader;
4392 GLboolean OES_texture_compression_astc;
4393 GLboolean extension_sentinel;
4394 /** The extension string */
4395 const GLubyte *String;
4396 /** Number of supported extensions */
4397 GLuint Count;
4398 /**
4399 * The context version which extension helper functions compare against.
4400 * By default, the value is equal to ctx->Version. This changes to ~0
4401 * while meta is in progress.
4402 */
4403 GLubyte Version;
4404 /**
4405 * Force-enabled, yet unrecognized, extensions.
4406 * See _mesa_one_time_init_extension_overrides()
4407 */
4408 #define MAX_UNRECOGNIZED_EXTENSIONS 16
4409 const char *unrecognized_extensions[MAX_UNRECOGNIZED_EXTENSIONS];
4410 };
4411
4412
4413 /**
4414 * A stack of matrices (projection, modelview, color, texture, etc).
4415 */
4416 struct gl_matrix_stack
4417 {
4418 GLmatrix *Top; /**< points into Stack */
4419 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
4420 unsigned StackSize; /**< Number of elements in Stack */
4421 GLuint Depth; /**< 0 <= Depth < MaxDepth */
4422 GLuint MaxDepth; /**< size of Stack[] array */
4423 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
4424 };
4425
4426
4427 /**
4428 * \name Bits for image transfer operations
4429 * \sa __struct gl_contextRec::ImageTransferState.
4430 */
4431 /*@{*/
4432 #define IMAGE_SCALE_BIAS_BIT 0x1
4433 #define IMAGE_SHIFT_OFFSET_BIT 0x2
4434 #define IMAGE_MAP_COLOR_BIT 0x4
4435 #define IMAGE_CLAMP_BIT 0x800
4436
4437
4438 /** Pixel Transfer ops */
4439 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
4440 IMAGE_SHIFT_OFFSET_BIT | \
4441 IMAGE_MAP_COLOR_BIT)
4442
4443
4444 /**
4445 * \name Bits to indicate what state has changed.
4446 */
4447 /*@{*/
4448 #define _NEW_MODELVIEW (1u << 0) /**< gl_context::ModelView */
4449 #define _NEW_PROJECTION (1u << 1) /**< gl_context::Projection */
4450 #define _NEW_TEXTURE_MATRIX (1u << 2) /**< gl_context::TextureMatrix */
4451 #define _NEW_COLOR (1u << 3) /**< gl_context::Color */
4452 #define _NEW_DEPTH (1u << 4) /**< gl_context::Depth */
4453 #define _NEW_EVAL (1u << 5) /**< gl_context::Eval, EvalMap */
4454 #define _NEW_FOG (1u << 6) /**< gl_context::Fog */
4455 #define _NEW_HINT (1u << 7) /**< gl_context::Hint */
4456 #define _NEW_LIGHT (1u << 8) /**< gl_context::Light */
4457 #define _NEW_LINE (1u << 9) /**< gl_context::Line */
4458 #define _NEW_PIXEL (1u << 10) /**< gl_context::Pixel */
4459 #define _NEW_POINT (1u << 11) /**< gl_context::Point */
4460 #define _NEW_POLYGON (1u << 12) /**< gl_context::Polygon */
4461 #define _NEW_POLYGONSTIPPLE (1u << 13) /**< gl_context::PolygonStipple */
4462 #define _NEW_SCISSOR (1u << 14) /**< gl_context::Scissor */
4463 #define _NEW_STENCIL (1u << 15) /**< gl_context::Stencil */
4464 #define _NEW_TEXTURE_OBJECT (1u << 16) /**< gl_context::Texture (bindings only) */
4465 #define _NEW_TRANSFORM (1u << 17) /**< gl_context::Transform */
4466 #define _NEW_VIEWPORT (1u << 18) /**< gl_context::Viewport */
4467 #define _NEW_TEXTURE_STATE (1u << 19) /**< gl_context::Texture (states only) */
4468 /* gap */
4469 #define _NEW_RENDERMODE (1u << 21) /**< gl_context::RenderMode, etc */
4470 #define _NEW_BUFFERS (1u << 22) /**< gl_context::Visual, DrawBuffer, */
4471 #define _NEW_CURRENT_ATTRIB (1u << 23) /**< gl_context::Current */
4472 #define _NEW_MULTISAMPLE (1u << 24) /**< gl_context::Multisample */
4473 #define _NEW_TRACK_MATRIX (1u << 25) /**< gl_context::VertexProgram */
4474 #define _NEW_PROGRAM (1u << 26) /**< New program/shader state */
4475 #define _NEW_PROGRAM_CONSTANTS (1u << 27)
4476 /* gap */
4477 #define _NEW_FRAG_CLAMP (1u << 29)
4478 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4479 #define _NEW_VARYING_VP_INPUTS (1u << 31) /**< gl_context::varying_vp_inputs */
4480 #define _NEW_ALL ~0
4481 /*@}*/
4482
4483
4484 /**
4485 * Composite state flags
4486 */
4487 /*@{*/
4488 #define _NEW_TEXTURE (_NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE)
4489
4490 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
4491 _NEW_TEXTURE_STATE | \
4492 _NEW_POINT | \
4493 _NEW_PROGRAM | \
4494 _NEW_MODELVIEW)
4495
4496 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
4497 _NEW_FOG | \
4498 _NEW_PROGRAM)
4499
4500
4501 /*@}*/
4502
4503
4504
4505
4506 /* This has to be included here. */
4507 #include "dd.h"
4508
4509
4510 /** Opaque declaration of display list payload data type */
4511 union gl_dlist_node;
4512
4513
4514 /**
4515 * Per-display list information.
4516 */
4517 struct gl_display_list
4518 {
4519 GLuint Name;
4520 GLbitfield Flags; /**< DLIST_x flags */
4521 GLchar *Label; /**< GL_KHR_debug */
4522 /** The dlist commands are in a linked list of nodes */
4523 union gl_dlist_node *Head;
4524 };
4525
4526
4527 /**
4528 * State used during display list compilation and execution.
4529 */
4530 struct gl_dlist_state
4531 {
4532 struct gl_display_list *CurrentList; /**< List currently being compiled */
4533 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
4534 GLuint CurrentPos; /**< Index into current block of nodes */
4535 GLuint CallDepth; /**< Current recursion calling depth */
4536
4537 GLvertexformat ListVtxfmt;
4538
4539 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
4540 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][8];
4541
4542 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
4543 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
4544
4545 struct {
4546 /* State known to have been set by the currently-compiling display
4547 * list. Used to eliminate some redundant state changes.
4548 */
4549 GLenum16 ShadeModel;
4550 } Current;
4551 };
4552
4553 /**
4554 * Driver-specific state flags.
4555 *
4556 * These are or'd with gl_context::NewDriverState to notify a driver about
4557 * a state change. The driver sets the flags at context creation and
4558 * the meaning of the bits set is opaque to core Mesa.
4559 */
4560 struct gl_driver_flags
4561 {
4562 /** gl_context::Array::_DrawArrays (vertex array state) */
4563 uint64_t NewArray;
4564
4565 /** gl_context::TransformFeedback::CurrentObject */
4566 uint64_t NewTransformFeedback;
4567
4568 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4569 uint64_t NewTransformFeedbackProg;
4570
4571 /** gl_context::RasterDiscard */
4572 uint64_t NewRasterizerDiscard;
4573
4574 /** gl_context::TileRasterOrder* */
4575 uint64_t NewTileRasterOrder;
4576
4577 /**
4578 * gl_context::UniformBufferBindings
4579 * gl_shader_program::UniformBlocks
4580 */
4581 uint64_t NewUniformBuffer;
4582
4583 /**
4584 * gl_context::ShaderStorageBufferBindings
4585 * gl_shader_program::ShaderStorageBlocks
4586 */
4587 uint64_t NewShaderStorageBuffer;
4588
4589 uint64_t NewTextureBuffer;
4590
4591 /**
4592 * gl_context::AtomicBufferBindings
4593 */
4594 uint64_t NewAtomicBuffer;
4595
4596 /**
4597 * gl_context::ImageUnits
4598 */
4599 uint64_t NewImageUnits;
4600
4601 /**
4602 * gl_context::TessCtrlProgram::patch_default_*
4603 */
4604 uint64_t NewDefaultTessLevels;
4605
4606 /**
4607 * gl_context::IntelConservativeRasterization
4608 */
4609 uint64_t NewIntelConservativeRasterization;
4610
4611 /**
4612 * gl_context::NvConservativeRasterization
4613 */
4614 uint64_t NewNvConservativeRasterization;
4615
4616 /**
4617 * gl_context::ConservativeRasterMode/ConservativeRasterDilate
4618 * gl_context::SubpixelPrecisionBias
4619 */
4620 uint64_t NewNvConservativeRasterizationParams;
4621
4622 /**
4623 * gl_context::Scissor::WindowRects
4624 */
4625 uint64_t NewWindowRectangles;
4626
4627 /** gl_context::Color::sRGBEnabled */
4628 uint64_t NewFramebufferSRGB;
4629
4630 /** gl_context::Scissor::EnableFlags */
4631 uint64_t NewScissorTest;
4632
4633 /** gl_context::Scissor::ScissorArray */
4634 uint64_t NewScissorRect;
4635
4636 /** gl_context::Color::Alpha* */
4637 uint64_t NewAlphaTest;
4638
4639 /** gl_context::Color::Blend/Dither */
4640 uint64_t NewBlend;
4641
4642 /** gl_context::Color::BlendColor */
4643 uint64_t NewBlendColor;
4644
4645 /** gl_context::Color::Color/Index */
4646 uint64_t NewColorMask;
4647
4648 /** gl_context::Depth */
4649 uint64_t NewDepth;
4650
4651 /** gl_context::Color::LogicOp/ColorLogicOp/IndexLogicOp */
4652 uint64_t NewLogicOp;
4653
4654 /** gl_context::Multisample::Enabled */
4655 uint64_t NewMultisampleEnable;
4656
4657 /** gl_context::Multisample::SampleAlphaTo* */
4658 uint64_t NewSampleAlphaToXEnable;
4659
4660 /** gl_context::Multisample::SampleCoverage/SampleMaskValue */
4661 uint64_t NewSampleMask;
4662
4663 /** gl_context::Multisample::(Min)SampleShading */
4664 uint64_t NewSampleShading;
4665
4666 /** gl_context::Stencil */
4667 uint64_t NewStencil;
4668
4669 /** gl_context::Transform::ClipOrigin/ClipDepthMode */
4670 uint64_t NewClipControl;
4671
4672 /** gl_context::Transform::EyeUserPlane */
4673 uint64_t NewClipPlane;
4674
4675 /** gl_context::Transform::ClipPlanesEnabled */
4676 uint64_t NewClipPlaneEnable;
4677
4678 /** gl_context::Transform::DepthClamp */
4679 uint64_t NewDepthClamp;
4680
4681 /** gl_context::Line */
4682 uint64_t NewLineState;
4683
4684 /** gl_context::Polygon */
4685 uint64_t NewPolygonState;
4686
4687 /** gl_context::PolygonStipple */
4688 uint64_t NewPolygonStipple;
4689
4690 /** gl_context::ViewportArray */
4691 uint64_t NewViewport;
4692
4693 /** Shader constants (uniforms, program parameters, state constants) */
4694 uint64_t NewShaderConstants[MESA_SHADER_STAGES];
4695
4696 /** Programmable sample location state for gl_context::DrawBuffer */
4697 uint64_t NewSampleLocations;
4698 };
4699
4700 struct gl_buffer_binding
4701 {
4702 struct gl_buffer_object *BufferObject;
4703 /** Start of uniform block data in the buffer */
4704 GLintptr Offset;
4705 /** Size of data allowed to be referenced from the buffer (in bytes) */
4706 GLsizeiptr Size;
4707 /**
4708 * glBindBufferBase() indicates that the Size should be ignored and only
4709 * limited by the current size of the BufferObject.
4710 */
4711 GLboolean AutomaticSize;
4712 };
4713
4714 /**
4715 * ARB_shader_image_load_store image unit.
4716 */
4717 struct gl_image_unit
4718 {
4719 /**
4720 * Texture object bound to this unit.
4721 */
4722 struct gl_texture_object *TexObj;
4723
4724 /**
4725 * Level of the texture object bound to this unit.
4726 */
4727 GLubyte Level;
4728
4729 /**
4730 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4731 * GL_FALSE if only some specific layer of the texture is bound.
4732 * \sa Layer
4733 */
4734 GLboolean Layered;
4735
4736 /**
4737 * Layer of the texture object bound to this unit as specified by the
4738 * application.
4739 */
4740 GLushort Layer;
4741
4742 /**
4743 * Layer of the texture object bound to this unit, or zero if
4744 * Layered == false.
4745 */
4746 GLushort _Layer;
4747
4748 /**
4749 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4750 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4751 */
4752 GLenum16 Access;
4753
4754 /**
4755 * GL internal format that determines the interpretation of the
4756 * image memory when shader image operations are performed through
4757 * this unit.
4758 */
4759 GLenum16 Format;
4760
4761 /**
4762 * Mesa format corresponding to \c Format.
4763 */
4764 mesa_format _ActualFormat:16;
4765 };
4766
4767 /**
4768 * Shader subroutines storage
4769 */
4770 struct gl_subroutine_index_binding
4771 {
4772 GLuint NumIndex;
4773 GLuint *IndexPtr;
4774 };
4775
4776 struct gl_texture_handle_object
4777 {
4778 struct gl_texture_object *texObj;
4779 struct gl_sampler_object *sampObj;
4780 GLuint64 handle;
4781 };
4782
4783 struct gl_image_handle_object
4784 {
4785 struct gl_image_unit imgObj;
4786 GLuint64 handle;
4787 };
4788
4789 struct gl_memory_object
4790 {
4791 GLuint Name; /**< hash table ID/name */
4792 GLboolean Immutable; /**< denotes mutability state of parameters */
4793 GLboolean Dedicated; /**< import memory from a dedicated allocation */
4794 };
4795
4796 struct gl_semaphore_object
4797 {
4798 GLuint Name; /**< hash table ID/name */
4799 };
4800
4801 /**
4802 * Mesa rendering context.
4803 *
4804 * This is the central context data structure for Mesa. Almost all
4805 * OpenGL state is contained in this structure.
4806 * Think of this as a base class from which device drivers will derive
4807 * sub classes.
4808 */
4809 struct gl_context
4810 {
4811 /** State possibly shared with other contexts in the address space */
4812 struct gl_shared_state *Shared;
4813
4814 /** \name API function pointer tables */
4815 /*@{*/
4816 gl_api API;
4817
4818 /**
4819 * The current dispatch table for non-displaylist-saving execution, either
4820 * BeginEnd or OutsideBeginEnd
4821 */
4822 struct _glapi_table *Exec;
4823 /**
4824 * The normal dispatch table for non-displaylist-saving, non-begin/end
4825 */
4826 struct _glapi_table *OutsideBeginEnd;
4827 /** The dispatch table used between glNewList() and glEndList() */
4828 struct _glapi_table *Save;
4829 /**
4830 * The dispatch table used between glBegin() and glEnd() (outside of a
4831 * display list). Only valid functions between those two are set, which is
4832 * mostly just the set in a GLvertexformat struct.
4833 */
4834 struct _glapi_table *BeginEnd;
4835 /**
4836 * Dispatch table for when a graphics reset has happened.
4837 */
4838 struct _glapi_table *ContextLost;
4839 /**
4840 * Dispatch table used to marshal API calls from the client program to a
4841 * separate server thread. NULL if API calls are not being marshalled to
4842 * another thread.
4843 */
4844 struct _glapi_table *MarshalExec;
4845 /**
4846 * Dispatch table currently in use for fielding API calls from the client
4847 * program. If API calls are being marshalled to another thread, this ==
4848 * MarshalExec. Otherwise it == CurrentServerDispatch.
4849 */
4850 struct _glapi_table *CurrentClientDispatch;
4851
4852 /**
4853 * Dispatch table currently in use for performing API calls. == Save or
4854 * Exec.
4855 */
4856 struct _glapi_table *CurrentServerDispatch;
4857
4858 /*@}*/
4859
4860 struct glthread_state *GLThread;
4861
4862 struct gl_config Visual;
4863 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4864 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4865 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4866 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4867
4868 /**
4869 * Device driver function pointer table
4870 */
4871 struct dd_function_table Driver;
4872
4873 /** Core/Driver constants */
4874 struct gl_constants Const;
4875
4876 /** \name The various 4x4 matrix stacks */
4877 /*@{*/
4878 struct gl_matrix_stack ModelviewMatrixStack;
4879 struct gl_matrix_stack ProjectionMatrixStack;
4880 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4881 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4882 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4883 /*@}*/
4884
4885 /** Combined modelview and projection matrix */
4886 GLmatrix _ModelProjectMatrix;
4887
4888 /** \name Display lists */
4889 struct gl_dlist_state ListState;
4890
4891 GLboolean ExecuteFlag; /**< Execute GL commands? */
4892 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4893
4894 /** Extension information */
4895 struct gl_extensions Extensions;
4896
4897 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4898 GLuint Version;
4899 char *VersionString;
4900
4901 /** \name State attribute stack (for glPush/PopAttrib) */
4902 /*@{*/
4903 GLuint AttribStackDepth;
4904 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4905 /*@}*/
4906
4907 /** \name Renderer attribute groups
4908 *
4909 * We define a struct for each attribute group to make pushing and popping
4910 * attributes easy. Also it's a good organization.
4911 */
4912 /*@{*/
4913 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4914 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4915 struct gl_current_attrib Current; /**< Current attributes */
4916 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4917 struct gl_eval_attrib Eval; /**< Eval attributes */
4918 struct gl_fog_attrib Fog; /**< Fog attributes */
4919 struct gl_hint_attrib Hint; /**< Hint attributes */
4920 struct gl_light_attrib Light; /**< Light attributes */
4921 struct gl_line_attrib Line; /**< Line attributes */
4922 struct gl_list_attrib List; /**< List attributes */
4923 struct gl_multisample_attrib Multisample;
4924 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4925 struct gl_point_attrib Point; /**< Point attributes */
4926 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4927 GLuint PolygonStipple[32]; /**< Polygon stipple */
4928 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4929 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4930 struct gl_texture_attrib Texture; /**< Texture attributes */
4931 struct gl_transform_attrib Transform; /**< Transformation attributes */
4932 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4933 GLuint SubpixelPrecisionBias[2]; /**< Viewport attributes */
4934 /*@}*/
4935
4936 /** \name Client attribute stack */
4937 /*@{*/
4938 GLuint ClientAttribStackDepth;
4939 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4940 /*@}*/
4941
4942 /** \name Client attribute groups */
4943 /*@{*/
4944 struct gl_array_attrib Array; /**< Vertex arrays */
4945 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4946 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4947 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4948 /*@}*/
4949
4950 /** \name Other assorted state (not pushed/popped on attribute stack) */
4951 /*@{*/
4952 struct gl_pixelmaps PixelMaps;
4953
4954 struct gl_evaluators EvalMap; /**< All evaluators */
4955 struct gl_feedback Feedback; /**< Feedback */
4956 struct gl_selection Select; /**< Selection */
4957
4958 struct gl_program_state Program; /**< general program state */
4959 struct gl_vertex_program_state VertexProgram;
4960 struct gl_fragment_program_state FragmentProgram;
4961 struct gl_geometry_program_state GeometryProgram;
4962 struct gl_compute_program_state ComputeProgram;
4963 struct gl_tess_ctrl_program_state TessCtrlProgram;
4964 struct gl_tess_eval_program_state TessEvalProgram;
4965 struct gl_ati_fragment_shader_state ATIFragmentShader;
4966
4967 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4968 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4969
4970 /**
4971 * Current active shader pipeline state
4972 *
4973 * Almost all internal users want ::_Shader instead of ::Shader. The
4974 * exceptions are bits of legacy GLSL API that do not know about separate
4975 * shader objects.
4976 *
4977 * If a program is active via \c glUseProgram, this will point to
4978 * \c ::Shader.
4979 *
4980 * If a program pipeline is active via \c glBindProgramPipeline, this will
4981 * point to \c ::Pipeline.Current.
4982 *
4983 * If neither a program nor a program pipeline is active, this will point to
4984 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4985 * \c NULL.
4986 */
4987 struct gl_pipeline_object *_Shader;
4988
4989 /**
4990 * NIR containing the functions that implement software fp64 support.
4991 */
4992 struct nir_shader *SoftFP64;
4993
4994 struct gl_query_state Query; /**< occlusion, timer queries */
4995
4996 struct gl_transform_feedback_state TransformFeedback;
4997
4998 struct gl_perf_monitor_state PerfMonitor;
4999 struct gl_perf_query_state PerfQuery;
5000
5001 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
5002 struct gl_buffer_object *ParameterBuffer; /** < GL_ARB_indirect_parameters */
5003 struct gl_buffer_object *DispatchIndirectBuffer; /** < GL_ARB_compute_shader */
5004
5005 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
5006 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
5007
5008 struct gl_buffer_object *QueryBuffer; /**< GL_ARB_query_buffer_object */
5009
5010 /**
5011 * Current GL_ARB_uniform_buffer_object binding referenced by
5012 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
5013 */
5014 struct gl_buffer_object *UniformBuffer;
5015
5016 /**
5017 * Current GL_ARB_shader_storage_buffer_object binding referenced by
5018 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
5019 */
5020 struct gl_buffer_object *ShaderStorageBuffer;
5021
5022 /**
5023 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
5024 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
5025 * associated with uniform blocks by glUniformBlockBinding()'s state in the
5026 * shader program.
5027 */
5028 struct gl_buffer_binding
5029 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
5030
5031 /**
5032 * Array of shader storage buffers for ARB_shader_storage_buffer_object
5033 * and GL 4.3. This is set up using glBindBufferRange() or
5034 * glBindBufferBase(). They are associated with shader storage blocks by
5035 * glShaderStorageBlockBinding()'s state in the shader program.
5036 */
5037 struct gl_buffer_binding
5038 ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
5039
5040 /**
5041 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
5042 * target.
5043 */
5044 struct gl_buffer_object *AtomicBuffer;
5045
5046 /**
5047 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
5048 * target.
5049 */
5050 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
5051
5052 /**
5053 * Array of atomic counter buffer binding points.
5054 */
5055 struct gl_buffer_binding
5056 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
5057
5058 /**
5059 * Array of image units for ARB_shader_image_load_store.
5060 */
5061 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
5062
5063 struct gl_subroutine_index_binding SubroutineIndex[MESA_SHADER_STAGES];
5064 /*@}*/
5065
5066 struct gl_meta_state *Meta; /**< for "meta" operations */
5067
5068 /* GL_EXT_framebuffer_object */
5069 struct gl_renderbuffer *CurrentRenderbuffer;
5070
5071 GLenum16 ErrorValue; /**< Last error code */
5072
5073 /**
5074 * Recognize and silence repeated error debug messages in buggy apps.
5075 */
5076 const char *ErrorDebugFmtString;
5077 GLuint ErrorDebugCount;
5078
5079 /* GL_ARB_debug_output/GL_KHR_debug */
5080 simple_mtx_t DebugMutex;
5081 struct gl_debug_state *Debug;
5082
5083 GLenum16 RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
5084 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
5085 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
5086
5087 struct gl_driver_flags DriverFlags;
5088
5089 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
5090
5091 GLbitfield varying_vp_inputs; /**< mask of VERT_BIT_* flags */
5092
5093 /** \name Derived state */
5094 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
5095 GLfloat _EyeZDir[3];
5096 GLfloat _ModelViewInvScale; /* may be for model- or eyespace lighting */
5097 GLfloat _ModelViewInvScaleEyespace; /* always factor defined in spec */
5098 GLboolean _NeedEyeCoords;
5099 GLboolean _ForceEyeCoords;
5100
5101 GLuint TextureStateTimestamp; /**< detect changes to shared state */
5102
5103 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
5104
5105 /** \name For debugging/development only */
5106 /*@{*/
5107 GLboolean FirstTimeCurrent;
5108 /*@}*/
5109
5110 /**
5111 * False if this context was created without a config. This is needed
5112 * because the initial state of glDrawBuffers depends on this
5113 */
5114 GLboolean HasConfig;
5115
5116 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
5117
5118 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
5119 GLboolean IntelConservativeRasterization; /**< GL_CONSERVATIVE_RASTERIZATION_INTEL */
5120 GLboolean ConservativeRasterization; /**< GL_CONSERVATIVE_RASTERIZATION_NV */
5121 GLfloat ConservativeRasterDilate;
5122 GLenum16 ConservativeRasterMode;
5123
5124 /** Does glVertexAttrib(0) alias glVertex()? */
5125 bool _AttribZeroAliasesVertex;
5126
5127 /**
5128 * When set, TileRasterOrderIncreasingX/Y control the order that a tiled
5129 * renderer's tiles should be excecuted, to meet the requirements of
5130 * GL_MESA_tile_raster_order.
5131 */
5132 GLboolean TileRasterOrderFixed;
5133 GLboolean TileRasterOrderIncreasingX;
5134 GLboolean TileRasterOrderIncreasingY;
5135
5136 /**
5137 * \name Hooks for module contexts.
5138 *
5139 * These will eventually live in the driver or elsewhere.
5140 */
5141 /*@{*/
5142 void *swrast_context;
5143 void *swsetup_context;
5144 void *swtnl_context;
5145 struct vbo_context *vbo_context;
5146 struct st_context *st;
5147 /*@}*/
5148
5149 /**
5150 * \name NV_vdpau_interop
5151 */
5152 /*@{*/
5153 const void *vdpDevice;
5154 const void *vdpGetProcAddress;
5155 struct set *vdpSurfaces;
5156 /*@}*/
5157
5158 /**
5159 * Has this context observed a GPU reset in any context in the share group?
5160 *
5161 * Once this field becomes true, it is never reset to false.
5162 */
5163 GLboolean ShareGroupReset;
5164
5165 /**
5166 * \name OES_primitive_bounding_box
5167 *
5168 * Stores the arguments to glPrimitiveBoundingBox
5169 */
5170 GLfloat PrimitiveBoundingBox[8];
5171
5172 struct disk_cache *Cache;
5173
5174 /**
5175 * \name GL_ARB_bindless_texture
5176 */
5177 /*@{*/
5178 struct hash_table_u64 *ResidentTextureHandles;
5179 struct hash_table_u64 *ResidentImageHandles;
5180 /*@}*/
5181
5182 bool shader_builtin_ref;
5183 };
5184
5185 /**
5186 * Information about memory usage. All sizes are in kilobytes.
5187 */
5188 struct gl_memory_info
5189 {
5190 unsigned total_device_memory; /**< size of device memory, e.g. VRAM */
5191 unsigned avail_device_memory; /**< free device memory at the moment */
5192 unsigned total_staging_memory; /**< size of staging memory, e.g. GART */
5193 unsigned avail_staging_memory; /**< free staging memory at the moment */
5194 unsigned device_memory_evicted; /**< size of memory evicted (monotonic counter) */
5195 unsigned nr_device_memory_evictions; /**< # of evictions (monotonic counter) */
5196 };
5197
5198 #ifndef NDEBUG
5199 extern int MESA_VERBOSE;
5200 extern int MESA_DEBUG_FLAGS;
5201 #else
5202 # define MESA_VERBOSE 0
5203 # define MESA_DEBUG_FLAGS 0
5204 #endif
5205
5206
5207 /** The MESA_VERBOSE var is a bitmask of these flags */
5208 enum _verbose
5209 {
5210 VERBOSE_VARRAY = 0x0001,
5211 VERBOSE_TEXTURE = 0x0002,
5212 VERBOSE_MATERIAL = 0x0004,
5213 VERBOSE_PIPELINE = 0x0008,
5214 VERBOSE_DRIVER = 0x0010,
5215 VERBOSE_STATE = 0x0020,
5216 VERBOSE_API = 0x0040,
5217 VERBOSE_DISPLAY_LIST = 0x0100,
5218 VERBOSE_LIGHTING = 0x0200,
5219 VERBOSE_PRIMS = 0x0400,
5220 VERBOSE_VERTS = 0x0800,
5221 VERBOSE_DISASSEM = 0x1000,
5222 VERBOSE_DRAW = 0x2000,
5223 VERBOSE_SWAPBUFFERS = 0x4000
5224 };
5225
5226
5227 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
5228 enum _debug
5229 {
5230 DEBUG_SILENT = (1 << 0),
5231 DEBUG_ALWAYS_FLUSH = (1 << 1),
5232 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
5233 DEBUG_INCOMPLETE_FBO = (1 << 3),
5234 DEBUG_CONTEXT = (1 << 4)
5235 };
5236
5237 #ifdef __cplusplus
5238 }
5239 #endif
5240
5241 #endif /* MTYPES_H */