Merge branch 'master' of ../mesa into vulkan
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39 #include "c11/threads.h"
40
41 #include "main/glheader.h"
42 #include "main/config.h"
43 #include "glapi/glapi.h"
44 #include "math/m_matrix.h" /* GLmatrix */
45 #include "glsl/shader_enums.h"
46 #include "main/formats.h" /* MESA_FORMAT_COUNT */
47
48
49 #ifdef __cplusplus
50 extern "C" {
51 #endif
52
53
54 /**
55 * \name 64-bit extension of GLbitfield.
56 */
57 /*@{*/
58 typedef GLuint64 GLbitfield64;
59
60 /** Set a single bit */
61 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
62 /** Set all bits up to excluding bit b */
63 #define BITFIELD64_MASK(b) \
64 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
65 /** Set count bits starting from bit b */
66 #define BITFIELD64_RANGE(b, count) \
67 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
68
69
70 /**
71 * \name Some forward type declarations
72 */
73 /*@{*/
74 struct _mesa_HashTable;
75 struct gl_attrib_node;
76 struct gl_list_extensions;
77 struct gl_meta_state;
78 struct gl_program_cache;
79 struct gl_texture_object;
80 struct gl_debug_state;
81 struct gl_context;
82 struct st_context;
83 struct gl_uniform_storage;
84 struct prog_instruction;
85 struct gl_program_parameter_list;
86 struct set;
87 struct set_entry;
88 struct vbo_context;
89 /*@}*/
90
91
92 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
93 #define PRIM_MAX GL_PATCHES
94 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
95 #define PRIM_UNKNOWN (PRIM_MAX + 2)
96
97 #define VARYING_SLOT_MAX (VARYING_SLOT_VAR0 + MAX_VARYING)
98 #define VARYING_SLOT_PATCH0 (VARYING_SLOT_MAX)
99 #define VARYING_SLOT_TESS_MAX (VARYING_SLOT_PATCH0 + MAX_VARYING)
100 #define FRAG_RESULT_MAX (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
101
102 /**
103 * Determine if the given gl_varying_slot appears in the fragment shader.
104 */
105 static inline GLboolean
106 _mesa_varying_slot_in_fs(gl_varying_slot slot)
107 {
108 switch (slot) {
109 case VARYING_SLOT_PSIZ:
110 case VARYING_SLOT_BFC0:
111 case VARYING_SLOT_BFC1:
112 case VARYING_SLOT_EDGE:
113 case VARYING_SLOT_CLIP_VERTEX:
114 case VARYING_SLOT_LAYER:
115 case VARYING_SLOT_TESS_LEVEL_OUTER:
116 case VARYING_SLOT_TESS_LEVEL_INNER:
117 return GL_FALSE;
118 default:
119 return GL_TRUE;
120 }
121 }
122
123 /**
124 * Indexes for all renderbuffers
125 */
126 typedef enum
127 {
128 /* the four standard color buffers */
129 BUFFER_FRONT_LEFT,
130 BUFFER_BACK_LEFT,
131 BUFFER_FRONT_RIGHT,
132 BUFFER_BACK_RIGHT,
133 BUFFER_DEPTH,
134 BUFFER_STENCIL,
135 BUFFER_ACCUM,
136 /* optional aux buffer */
137 BUFFER_AUX0,
138 /* generic renderbuffers */
139 BUFFER_COLOR0,
140 BUFFER_COLOR1,
141 BUFFER_COLOR2,
142 BUFFER_COLOR3,
143 BUFFER_COLOR4,
144 BUFFER_COLOR5,
145 BUFFER_COLOR6,
146 BUFFER_COLOR7,
147 BUFFER_COUNT
148 } gl_buffer_index;
149
150 /**
151 * Bit flags for all renderbuffers
152 */
153 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
154 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
155 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
156 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
157 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
158 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
159 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
160 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
161 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
162 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
163 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
164 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
165 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
166 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
167 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
168 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
169 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
170 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
171 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
172
173 /**
174 * Mask of all the color buffer bits (but not accum).
175 */
176 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
177 BUFFER_BIT_BACK_LEFT | \
178 BUFFER_BIT_FRONT_RIGHT | \
179 BUFFER_BIT_BACK_RIGHT | \
180 BUFFER_BIT_AUX0 | \
181 BUFFER_BIT_COLOR0 | \
182 BUFFER_BIT_COLOR1 | \
183 BUFFER_BIT_COLOR2 | \
184 BUFFER_BIT_COLOR3 | \
185 BUFFER_BIT_COLOR4 | \
186 BUFFER_BIT_COLOR5 | \
187 BUFFER_BIT_COLOR6 | \
188 BUFFER_BIT_COLOR7)
189
190 /**
191 * Framebuffer configuration (aka visual / pixelformat)
192 * Note: some of these fields should be boolean, but it appears that
193 * code in drivers/dri/common/util.c requires int-sized fields.
194 */
195 struct gl_config
196 {
197 GLboolean rgbMode;
198 GLboolean floatMode;
199 GLuint doubleBufferMode;
200 GLuint stereoMode;
201
202 GLboolean haveAccumBuffer;
203 GLboolean haveDepthBuffer;
204 GLboolean haveStencilBuffer;
205
206 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
207 GLuint redMask, greenMask, blueMask, alphaMask;
208 GLint rgbBits; /* total bits for rgb */
209 GLint indexBits; /* total bits for colorindex */
210
211 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
212 GLint depthBits;
213 GLint stencilBits;
214
215 GLint numAuxBuffers;
216
217 GLint level;
218
219 /* EXT_visual_rating / GLX 1.2 */
220 GLint visualRating;
221
222 /* EXT_visual_info / GLX 1.2 */
223 GLint transparentPixel;
224 /* colors are floats scaled to ints */
225 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
226 GLint transparentIndex;
227
228 /* ARB_multisample / SGIS_multisample */
229 GLint sampleBuffers;
230 GLint samples;
231
232 /* SGIX_pbuffer / GLX 1.3 */
233 GLint maxPbufferWidth;
234 GLint maxPbufferHeight;
235 GLint maxPbufferPixels;
236 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
237 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
238
239 /* OML_swap_method */
240 GLint swapMethod;
241
242 /* EXT_texture_from_pixmap */
243 GLint bindToTextureRgb;
244 GLint bindToTextureRgba;
245 GLint bindToMipmapTexture;
246 GLint bindToTextureTargets;
247 GLint yInverted;
248
249 /* EXT_framebuffer_sRGB */
250 GLint sRGBCapable;
251 };
252
253
254 /**
255 * \name Bit flags used for updating material values.
256 */
257 /*@{*/
258 #define MAT_ATTRIB_FRONT_AMBIENT 0
259 #define MAT_ATTRIB_BACK_AMBIENT 1
260 #define MAT_ATTRIB_FRONT_DIFFUSE 2
261 #define MAT_ATTRIB_BACK_DIFFUSE 3
262 #define MAT_ATTRIB_FRONT_SPECULAR 4
263 #define MAT_ATTRIB_BACK_SPECULAR 5
264 #define MAT_ATTRIB_FRONT_EMISSION 6
265 #define MAT_ATTRIB_BACK_EMISSION 7
266 #define MAT_ATTRIB_FRONT_SHININESS 8
267 #define MAT_ATTRIB_BACK_SHININESS 9
268 #define MAT_ATTRIB_FRONT_INDEXES 10
269 #define MAT_ATTRIB_BACK_INDEXES 11
270 #define MAT_ATTRIB_MAX 12
271
272 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
273 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
274 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
275 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
276 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
277 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
278
279 #define MAT_INDEX_AMBIENT 0
280 #define MAT_INDEX_DIFFUSE 1
281 #define MAT_INDEX_SPECULAR 2
282
283 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
284 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
285 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
286 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
287 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
288 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
289 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
290 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
291 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
292 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
293 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
294 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
295
296
297 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
298 MAT_BIT_FRONT_AMBIENT | \
299 MAT_BIT_FRONT_DIFFUSE | \
300 MAT_BIT_FRONT_SPECULAR | \
301 MAT_BIT_FRONT_SHININESS | \
302 MAT_BIT_FRONT_INDEXES)
303
304 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
305 MAT_BIT_BACK_AMBIENT | \
306 MAT_BIT_BACK_DIFFUSE | \
307 MAT_BIT_BACK_SPECULAR | \
308 MAT_BIT_BACK_SHININESS | \
309 MAT_BIT_BACK_INDEXES)
310
311 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
312 /*@}*/
313
314
315 /**
316 * Material state.
317 */
318 struct gl_material
319 {
320 GLfloat Attrib[MAT_ATTRIB_MAX][4];
321 };
322
323
324 /**
325 * Light state flags.
326 */
327 /*@{*/
328 #define LIGHT_SPOT 0x1
329 #define LIGHT_LOCAL_VIEWER 0x2
330 #define LIGHT_POSITIONAL 0x4
331 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
332 /*@}*/
333
334
335 /**
336 * Light source state.
337 */
338 struct gl_light
339 {
340 struct gl_light *next; /**< double linked list with sentinel */
341 struct gl_light *prev;
342
343 GLfloat Ambient[4]; /**< ambient color */
344 GLfloat Diffuse[4]; /**< diffuse color */
345 GLfloat Specular[4]; /**< specular color */
346 GLfloat EyePosition[4]; /**< position in eye coordinates */
347 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
348 GLfloat SpotExponent;
349 GLfloat SpotCutoff; /**< in degrees */
350 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
351 GLfloat ConstantAttenuation;
352 GLfloat LinearAttenuation;
353 GLfloat QuadraticAttenuation;
354 GLboolean Enabled; /**< On/off flag */
355
356 /**
357 * \name Derived fields
358 */
359 /*@{*/
360 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
361
362 GLfloat _Position[4]; /**< position in eye/obj coordinates */
363 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
364 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
365 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
366 GLfloat _VP_inf_spot_attenuation;
367
368 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
369 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
370 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
371 /*@}*/
372 };
373
374
375 /**
376 * Light model state.
377 */
378 struct gl_lightmodel
379 {
380 GLfloat Ambient[4]; /**< ambient color */
381 GLboolean LocalViewer; /**< Local (or infinite) view point? */
382 GLboolean TwoSide; /**< Two (or one) sided lighting? */
383 GLenum ColorControl; /**< either GL_SINGLE_COLOR
384 * or GL_SEPARATE_SPECULAR_COLOR */
385 };
386
387
388 /**
389 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
390 */
391 struct gl_accum_attrib
392 {
393 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
394 };
395
396
397 /**
398 * Used for storing clear color, texture border color, etc.
399 * The float values are typically unclamped.
400 */
401 union gl_color_union
402 {
403 GLfloat f[4];
404 GLint i[4];
405 GLuint ui[4];
406 };
407
408
409 /**
410 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
411 */
412 struct gl_colorbuffer_attrib
413 {
414 GLuint ClearIndex; /**< Index for glClear */
415 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
416 GLuint IndexMask; /**< Color index write mask */
417 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
418
419 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
420
421 /**
422 * \name alpha testing
423 */
424 /*@{*/
425 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
426 GLenum AlphaFunc; /**< Alpha test function */
427 GLfloat AlphaRefUnclamped;
428 GLclampf AlphaRef; /**< Alpha reference value */
429 /*@}*/
430
431 /**
432 * \name Blending
433 */
434 /*@{*/
435 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
436
437 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
438 * control, only on the fixed-pointness of the render target.
439 * The query does however depend on fragment color clamping.
440 */
441 GLfloat BlendColorUnclamped[4]; /**< Blending color */
442 GLfloat BlendColor[4]; /**< Blending color */
443
444 struct
445 {
446 GLenum SrcRGB; /**< RGB blend source term */
447 GLenum DstRGB; /**< RGB blend dest term */
448 GLenum SrcA; /**< Alpha blend source term */
449 GLenum DstA; /**< Alpha blend dest term */
450 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
451 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
452 /**
453 * Set if any blend factor uses SRC1. Computed at the time blend factors
454 * get set.
455 */
456 GLboolean _UsesDualSrc;
457 } Blend[MAX_DRAW_BUFFERS];
458 /** Are the blend func terms currently different for each buffer/target? */
459 GLboolean _BlendFuncPerBuffer;
460 /** Are the blend equations currently different for each buffer/target? */
461 GLboolean _BlendEquationPerBuffer;
462 /*@}*/
463
464 /**
465 * \name Logic op
466 */
467 /*@{*/
468 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
469 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
470 GLenum LogicOp; /**< Logic operator */
471
472 /*@}*/
473
474 GLboolean DitherFlag; /**< Dither enable flag */
475
476 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
477 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
478 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
479
480 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
481 };
482
483
484 /**
485 * Current attribute group (GL_CURRENT_BIT).
486 */
487 struct gl_current_attrib
488 {
489 /**
490 * \name Current vertex attributes.
491 * \note Values are valid only after FLUSH_VERTICES has been called.
492 * \note Index and Edgeflag current values are stored as floats in the
493 * SIX and SEVEN attribute slots.
494 */
495 /* we need double storage for this for vertex attrib 64bit */
496 GLfloat Attrib[VERT_ATTRIB_MAX][4*2]; /**< Position, color, texcoords, etc */
497
498 /**
499 * \name Current raster position attributes (always valid).
500 * \note This set of attributes is very similar to the SWvertex struct.
501 */
502 /*@{*/
503 GLfloat RasterPos[4];
504 GLfloat RasterDistance;
505 GLfloat RasterColor[4];
506 GLfloat RasterSecondaryColor[4];
507 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
508 GLboolean RasterPosValid;
509 /*@}*/
510 };
511
512
513 /**
514 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
515 */
516 struct gl_depthbuffer_attrib
517 {
518 GLenum Func; /**< Function for depth buffer compare */
519 GLclampd Clear; /**< Value to clear depth buffer to */
520 GLboolean Test; /**< Depth buffering enabled flag */
521 GLboolean Mask; /**< Depth buffer writable? */
522 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
523 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
524 };
525
526
527 /**
528 * Evaluator attribute group (GL_EVAL_BIT).
529 */
530 struct gl_eval_attrib
531 {
532 /**
533 * \name Enable bits
534 */
535 /*@{*/
536 GLboolean Map1Color4;
537 GLboolean Map1Index;
538 GLboolean Map1Normal;
539 GLboolean Map1TextureCoord1;
540 GLboolean Map1TextureCoord2;
541 GLboolean Map1TextureCoord3;
542 GLboolean Map1TextureCoord4;
543 GLboolean Map1Vertex3;
544 GLboolean Map1Vertex4;
545 GLboolean Map2Color4;
546 GLboolean Map2Index;
547 GLboolean Map2Normal;
548 GLboolean Map2TextureCoord1;
549 GLboolean Map2TextureCoord2;
550 GLboolean Map2TextureCoord3;
551 GLboolean Map2TextureCoord4;
552 GLboolean Map2Vertex3;
553 GLboolean Map2Vertex4;
554 GLboolean AutoNormal;
555 /*@}*/
556
557 /**
558 * \name Map Grid endpoints and divisions and calculated du values
559 */
560 /*@{*/
561 GLint MapGrid1un;
562 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
563 GLint MapGrid2un, MapGrid2vn;
564 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
565 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
566 /*@}*/
567 };
568
569
570 /**
571 * Fog attribute group (GL_FOG_BIT).
572 */
573 struct gl_fog_attrib
574 {
575 GLboolean Enabled; /**< Fog enabled flag */
576 GLboolean ColorSumEnabled;
577 GLfloat ColorUnclamped[4]; /**< Fog color */
578 GLfloat Color[4]; /**< Fog color */
579 GLfloat Density; /**< Density >= 0.0 */
580 GLfloat Start; /**< Start distance in eye coords */
581 GLfloat End; /**< End distance in eye coords */
582 GLfloat Index; /**< Fog index */
583 GLenum Mode; /**< Fog mode */
584 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
585 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
586 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
587 };
588
589
590 /**
591 * Hint attribute group (GL_HINT_BIT).
592 *
593 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
594 */
595 struct gl_hint_attrib
596 {
597 GLenum PerspectiveCorrection;
598 GLenum PointSmooth;
599 GLenum LineSmooth;
600 GLenum PolygonSmooth;
601 GLenum Fog;
602 GLenum TextureCompression; /**< GL_ARB_texture_compression */
603 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
604 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
605 };
606
607
608 /**
609 * Lighting attribute group (GL_LIGHT_BIT).
610 */
611 struct gl_light_attrib
612 {
613 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
614 struct gl_lightmodel Model; /**< Lighting model */
615
616 /**
617 * Front and back material values.
618 * Note: must call FLUSH_VERTICES() before using.
619 */
620 struct gl_material Material;
621
622 GLboolean Enabled; /**< Lighting enabled flag */
623 GLboolean ColorMaterialEnabled;
624
625 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
626 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
627 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
628 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
629 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
630
631
632 GLboolean _ClampVertexColor;
633 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
634
635 /**
636 * Derived state for optimizations:
637 */
638 /*@{*/
639 GLboolean _NeedEyeCoords;
640 GLboolean _NeedVertices; /**< Use fast shader? */
641 struct gl_light EnabledList; /**< List sentinel */
642
643 GLfloat _BaseColor[2][3];
644 /*@}*/
645 };
646
647
648 /**
649 * Line attribute group (GL_LINE_BIT).
650 */
651 struct gl_line_attrib
652 {
653 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
654 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
655 GLushort StipplePattern; /**< Stipple pattern */
656 GLint StippleFactor; /**< Stipple repeat factor */
657 GLfloat Width; /**< Line width */
658 };
659
660
661 /**
662 * Display list attribute group (GL_LIST_BIT).
663 */
664 struct gl_list_attrib
665 {
666 GLuint ListBase;
667 };
668
669
670 /**
671 * Multisample attribute group (GL_MULTISAMPLE_BIT).
672 */
673 struct gl_multisample_attrib
674 {
675 GLboolean Enabled;
676 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
677 GLboolean SampleAlphaToCoverage;
678 GLboolean SampleAlphaToOne;
679 GLboolean SampleCoverage;
680 GLboolean SampleCoverageInvert;
681 GLboolean SampleShading;
682
683 /* ARB_texture_multisample / GL3.2 additions */
684 GLboolean SampleMask;
685
686 GLfloat SampleCoverageValue;
687 GLfloat MinSampleShadingValue;
688
689 /** The GL spec defines this as an array but >32x MSAA is madness */
690 GLbitfield SampleMaskValue;
691 };
692
693
694 /**
695 * A pixelmap (see glPixelMap)
696 */
697 struct gl_pixelmap
698 {
699 GLint Size;
700 GLfloat Map[MAX_PIXEL_MAP_TABLE];
701 };
702
703
704 /**
705 * Collection of all pixelmaps
706 */
707 struct gl_pixelmaps
708 {
709 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
710 struct gl_pixelmap GtoG;
711 struct gl_pixelmap BtoB;
712 struct gl_pixelmap AtoA;
713 struct gl_pixelmap ItoR;
714 struct gl_pixelmap ItoG;
715 struct gl_pixelmap ItoB;
716 struct gl_pixelmap ItoA;
717 struct gl_pixelmap ItoI;
718 struct gl_pixelmap StoS;
719 };
720
721
722 /**
723 * Pixel attribute group (GL_PIXEL_MODE_BIT).
724 */
725 struct gl_pixel_attrib
726 {
727 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
728
729 /*--- Begin Pixel Transfer State ---*/
730 /* Fields are in the order in which they're applied... */
731
732 /** Scale & Bias (index shift, offset) */
733 /*@{*/
734 GLfloat RedBias, RedScale;
735 GLfloat GreenBias, GreenScale;
736 GLfloat BlueBias, BlueScale;
737 GLfloat AlphaBias, AlphaScale;
738 GLfloat DepthBias, DepthScale;
739 GLint IndexShift, IndexOffset;
740 /*@}*/
741
742 /* Pixel Maps */
743 /* Note: actual pixel maps are not part of this attrib group */
744 GLboolean MapColorFlag;
745 GLboolean MapStencilFlag;
746
747 /*--- End Pixel Transfer State ---*/
748
749 /** glPixelZoom */
750 GLfloat ZoomX, ZoomY;
751 };
752
753
754 /**
755 * Point attribute group (GL_POINT_BIT).
756 */
757 struct gl_point_attrib
758 {
759 GLfloat Size; /**< User-specified point size */
760 GLfloat Params[3]; /**< GL_EXT_point_parameters */
761 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
762 GLfloat Threshold; /**< GL_EXT_point_parameters */
763 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
764 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
765 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
766 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
767 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
768 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
769 };
770
771
772 /**
773 * Polygon attribute group (GL_POLYGON_BIT).
774 */
775 struct gl_polygon_attrib
776 {
777 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
778 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
779 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
780 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
781 GLboolean CullFlag; /**< Culling on/off flag */
782 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
783 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
784 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
785 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
786 GLfloat OffsetUnits; /**< Polygon offset units, from user */
787 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
788 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
789 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
790 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
791 };
792
793
794 /**
795 * Scissor attributes (GL_SCISSOR_BIT).
796 */
797 struct gl_scissor_rect
798 {
799 GLint X, Y; /**< Lower left corner of box */
800 GLsizei Width, Height; /**< Size of box */
801 };
802 struct gl_scissor_attrib
803 {
804 GLbitfield EnableFlags; /**< Scissor test enabled? */
805 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
806 };
807
808
809 /**
810 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
811 *
812 * Three sets of stencil data are tracked so that OpenGL 2.0,
813 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
814 * simultaneously. In each of the stencil state arrays, element 0 corresponds
815 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
816 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
817 * GL_EXT_stencil_two_side GL_BACK state.
818 *
819 * The derived value \c _BackFace is either 1 or 2 depending on whether or
820 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
821 *
822 * The derived value \c _TestTwoSide is set when the front-face and back-face
823 * stencil state are different.
824 */
825 struct gl_stencil_attrib
826 {
827 GLboolean Enabled; /**< Enabled flag */
828 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
829 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
830 GLboolean _Enabled; /**< Enabled and stencil buffer present */
831 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
832 GLboolean _TestTwoSide;
833 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
834 GLenum Function[3]; /**< Stencil function */
835 GLenum FailFunc[3]; /**< Fail function */
836 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
837 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
838 GLint Ref[3]; /**< Reference value */
839 GLuint ValueMask[3]; /**< Value mask */
840 GLuint WriteMask[3]; /**< Write mask */
841 GLuint Clear; /**< Clear value */
842 };
843
844
845 /**
846 * An index for each type of texture object. These correspond to the GL
847 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
848 * Note: the order is from highest priority to lowest priority.
849 */
850 typedef enum
851 {
852 TEXTURE_2D_MULTISAMPLE_INDEX,
853 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
854 TEXTURE_CUBE_ARRAY_INDEX,
855 TEXTURE_BUFFER_INDEX,
856 TEXTURE_2D_ARRAY_INDEX,
857 TEXTURE_1D_ARRAY_INDEX,
858 TEXTURE_EXTERNAL_INDEX,
859 TEXTURE_CUBE_INDEX,
860 TEXTURE_3D_INDEX,
861 TEXTURE_RECT_INDEX,
862 TEXTURE_2D_INDEX,
863 TEXTURE_1D_INDEX,
864 NUM_TEXTURE_TARGETS
865 } gl_texture_index;
866
867
868 /**
869 * Bit flags for each type of texture object
870 */
871 /*@{*/
872 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
873 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
874 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
875 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
876 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
877 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
878 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
879 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
880 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
881 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
882 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
883 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
884 /*@}*/
885
886
887 /**
888 * Texture image state. Drivers will typically create a subclass of this
889 * with extra fields for memory buffers, etc.
890 */
891 struct gl_texture_image
892 {
893 GLint InternalFormat; /**< Internal format as given by the user */
894 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
895 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
896 * GL_INTENSITY, GL_DEPTH_COMPONENT or
897 * GL_DEPTH_STENCIL_EXT only. Used for
898 * choosing TexEnv arithmetic.
899 */
900 mesa_format TexFormat; /**< The actual texture memory format */
901
902 GLuint Border; /**< 0 or 1 */
903 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
904 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
905 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
906 GLuint Width2; /**< = Width - 2*Border */
907 GLuint Height2; /**< = Height - 2*Border */
908 GLuint Depth2; /**< = Depth - 2*Border */
909 GLuint WidthLog2; /**< = log2(Width2) */
910 GLuint HeightLog2; /**< = log2(Height2) */
911 GLuint DepthLog2; /**< = log2(Depth2) */
912 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
913 levels, computed from the dimensions */
914
915 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
916 GLuint Level; /**< Which mipmap level am I? */
917 /** Cube map face: index into gl_texture_object::Image[] array */
918 GLuint Face;
919
920 /** GL_ARB_texture_multisample */
921 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
922 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
923 };
924
925
926 /**
927 * Indexes for cube map faces.
928 */
929 typedef enum
930 {
931 FACE_POS_X = 0,
932 FACE_NEG_X = 1,
933 FACE_POS_Y = 2,
934 FACE_NEG_Y = 3,
935 FACE_POS_Z = 4,
936 FACE_NEG_Z = 5,
937 MAX_FACES = 6
938 } gl_face_index;
939
940
941 /**
942 * Sampler object state. These objects are new with GL_ARB_sampler_objects
943 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
944 */
945 struct gl_sampler_object
946 {
947 mtx_t Mutex;
948 GLuint Name;
949 GLint RefCount;
950 GLchar *Label; /**< GL_KHR_debug */
951
952 GLenum WrapS; /**< S-axis texture image wrap mode */
953 GLenum WrapT; /**< T-axis texture image wrap mode */
954 GLenum WrapR; /**< R-axis texture image wrap mode */
955 GLenum MinFilter; /**< minification filter */
956 GLenum MagFilter; /**< magnification filter */
957 union gl_color_union BorderColor; /**< Interpreted according to texture format */
958 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
959 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
960 GLfloat LodBias; /**< OpenGL 1.4 */
961 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
962 GLenum CompareMode; /**< GL_ARB_shadow */
963 GLenum CompareFunc; /**< GL_ARB_shadow */
964 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
965 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
966 };
967
968
969 /**
970 * Texture object state. Contains the array of mipmap images, border color,
971 * wrap modes, filter modes, and shadow/texcompare state.
972 */
973 struct gl_texture_object
974 {
975 mtx_t Mutex; /**< for thread safety */
976 GLint RefCount; /**< reference count */
977 GLuint Name; /**< the user-visible texture object ID */
978 GLchar *Label; /**< GL_KHR_debug */
979 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
980 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
981 Only valid when Target is valid. */
982
983 struct gl_sampler_object Sampler;
984
985 GLenum DepthMode; /**< GL_ARB_depth_texture */
986 bool StencilSampling; /**< Should we sample stencil instead of depth? */
987
988 GLfloat Priority; /**< in [0,1] */
989 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
990 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
991 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
992 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
993 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
994 GLint CropRect[4]; /**< GL_OES_draw_texture */
995 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
996 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
997 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
998 GLboolean _BaseComplete; /**< Is the base texture level valid? */
999 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1000 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1001 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1002 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1003 pressure? */
1004 GLboolean Immutable; /**< GL_ARB_texture_storage */
1005 GLboolean _IsFloat; /**< GL_OES_float_texture */
1006 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
1007
1008 GLuint MinLevel; /**< GL_ARB_texture_view */
1009 GLuint MinLayer; /**< GL_ARB_texture_view */
1010 GLuint NumLevels; /**< GL_ARB_texture_view */
1011 GLuint NumLayers; /**< GL_ARB_texture_view */
1012
1013 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1014 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1015
1016 /** GL_ARB_texture_buffer_object */
1017 struct gl_buffer_object *BufferObject;
1018 GLenum BufferObjectFormat;
1019 /** Equivalent Mesa format for BufferObjectFormat. */
1020 mesa_format _BufferObjectFormat;
1021 /** GL_ARB_texture_buffer_range */
1022 GLintptr BufferOffset;
1023 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1024
1025 /** GL_OES_EGL_image_external */
1026 GLint RequiredTextureImageUnits;
1027
1028 /** GL_ARB_shader_image_load_store */
1029 GLenum ImageFormatCompatibilityType;
1030 };
1031
1032
1033 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1034 #define MAX_COMBINER_TERMS 4
1035
1036
1037 /**
1038 * Texture combine environment state.
1039 */
1040 struct gl_tex_env_combine_state
1041 {
1042 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1043 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1044 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1045 GLenum SourceRGB[MAX_COMBINER_TERMS];
1046 GLenum SourceA[MAX_COMBINER_TERMS];
1047 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1048 GLenum OperandRGB[MAX_COMBINER_TERMS];
1049 GLenum OperandA[MAX_COMBINER_TERMS];
1050 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1051 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1052 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1053 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1054 };
1055
1056
1057 /**
1058 * TexGenEnabled flags.
1059 */
1060 /*@{*/
1061 #define S_BIT 1
1062 #define T_BIT 2
1063 #define R_BIT 4
1064 #define Q_BIT 8
1065 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1066 /*@}*/
1067
1068
1069 /**
1070 * Bit flag versions of the corresponding GL_ constants.
1071 */
1072 /*@{*/
1073 #define TEXGEN_SPHERE_MAP 0x1
1074 #define TEXGEN_OBJ_LINEAR 0x2
1075 #define TEXGEN_EYE_LINEAR 0x4
1076 #define TEXGEN_REFLECTION_MAP_NV 0x8
1077 #define TEXGEN_NORMAL_MAP_NV 0x10
1078
1079 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1080 TEXGEN_REFLECTION_MAP_NV | \
1081 TEXGEN_NORMAL_MAP_NV)
1082 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1083 TEXGEN_REFLECTION_MAP_NV | \
1084 TEXGEN_NORMAL_MAP_NV | \
1085 TEXGEN_EYE_LINEAR)
1086 /*@}*/
1087
1088
1089
1090 /** Tex-gen enabled for texture unit? */
1091 #define ENABLE_TEXGEN(unit) (1 << (unit))
1092
1093 /** Non-identity texture matrix for texture unit? */
1094 #define ENABLE_TEXMAT(unit) (1 << (unit))
1095
1096
1097 /**
1098 * Texture coord generation state.
1099 */
1100 struct gl_texgen
1101 {
1102 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1103 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1104 GLfloat ObjectPlane[4];
1105 GLfloat EyePlane[4];
1106 };
1107
1108
1109 /**
1110 * Texture unit state. Contains enable flags, texture environment/function/
1111 * combiners, texgen state, and pointers to current texture objects.
1112 */
1113 struct gl_texture_unit
1114 {
1115 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1116
1117 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1118 GLclampf EnvColor[4];
1119 GLfloat EnvColorUnclamped[4];
1120
1121 struct gl_texgen GenS;
1122 struct gl_texgen GenT;
1123 struct gl_texgen GenR;
1124 struct gl_texgen GenQ;
1125 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1126 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1127
1128 GLfloat LodBias; /**< for biasing mipmap levels */
1129
1130 /** Texture targets that have a non-default texture bound */
1131 GLbitfield _BoundTextures;
1132
1133 /** Current sampler object (GL_ARB_sampler_objects) */
1134 struct gl_sampler_object *Sampler;
1135
1136 /**
1137 * \name GL_EXT_texture_env_combine
1138 */
1139 struct gl_tex_env_combine_state Combine;
1140
1141 /**
1142 * Derived state based on \c EnvMode and the \c BaseFormat of the
1143 * currently enabled texture.
1144 */
1145 struct gl_tex_env_combine_state _EnvMode;
1146
1147 /**
1148 * Currently enabled combiner state. This will point to either
1149 * \c Combine or \c _EnvMode.
1150 */
1151 struct gl_tex_env_combine_state *_CurrentCombine;
1152
1153 /** Current texture object pointers */
1154 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1155
1156 /** Points to highest priority, complete and enabled texture object */
1157 struct gl_texture_object *_Current;
1158
1159 };
1160
1161
1162 /**
1163 * Texture attribute group (GL_TEXTURE_BIT).
1164 */
1165 struct gl_texture_attrib
1166 {
1167 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1168
1169 /** GL_ARB_seamless_cubemap */
1170 GLboolean CubeMapSeamless;
1171
1172 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1173
1174 /** GL_ARB_texture_buffer_object */
1175 struct gl_buffer_object *BufferObject;
1176
1177 /** Texture coord units/sets used for fragment texturing */
1178 GLbitfield _EnabledCoordUnits;
1179
1180 /** Texture coord units that have texgen enabled */
1181 GLbitfield _TexGenEnabled;
1182
1183 /** Texture coord units that have non-identity matrices */
1184 GLbitfield _TexMatEnabled;
1185
1186 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1187 GLbitfield _GenFlags;
1188
1189 /** Largest index of a texture unit with _Current != NULL. */
1190 GLint _MaxEnabledTexImageUnit;
1191
1192 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1193 GLint NumCurrentTexUsed;
1194
1195 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1196 };
1197
1198
1199 /**
1200 * Data structure representing a single clip plane (e.g. one of the elements
1201 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1202 */
1203 typedef GLfloat gl_clip_plane[4];
1204
1205
1206 /**
1207 * Transformation attribute group (GL_TRANSFORM_BIT).
1208 */
1209 struct gl_transform_attrib
1210 {
1211 GLenum MatrixMode; /**< Matrix mode */
1212 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1213 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1214 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1215 GLboolean Normalize; /**< Normalize all normals? */
1216 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1217 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1218 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1219 /** GL_ARB_clip_control */
1220 GLenum ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1221 GLenum ClipDepthMode; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1222 };
1223
1224
1225 /**
1226 * Viewport attribute group (GL_VIEWPORT_BIT).
1227 */
1228 struct gl_viewport_attrib
1229 {
1230 GLfloat X, Y; /**< position */
1231 GLfloat Width, Height; /**< size */
1232 GLdouble Near, Far; /**< Depth buffer range */
1233 };
1234
1235
1236 typedef enum {
1237 MAP_USER,
1238 MAP_INTERNAL,
1239
1240 MAP_COUNT
1241 } gl_map_buffer_index;
1242
1243
1244 /**
1245 * Fields describing a mapped buffer range.
1246 */
1247 struct gl_buffer_mapping {
1248 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1249 GLvoid *Pointer; /**< User-space address of mapping */
1250 GLintptr Offset; /**< Mapped offset */
1251 GLsizeiptr Length; /**< Mapped length */
1252 };
1253
1254
1255 /**
1256 * Usages we've seen for a buffer object.
1257 */
1258 typedef enum {
1259 USAGE_UNIFORM_BUFFER = 0x1,
1260 USAGE_TEXTURE_BUFFER = 0x2,
1261 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1262 USAGE_SHADER_STORAGE_BUFFER = 0x8,
1263 } gl_buffer_usage;
1264
1265
1266 /**
1267 * GL_ARB_vertex/pixel_buffer_object buffer object
1268 */
1269 struct gl_buffer_object
1270 {
1271 mtx_t Mutex;
1272 GLint RefCount;
1273 GLuint Name;
1274 GLchar *Label; /**< GL_KHR_debug */
1275 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1276 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1277 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1278 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1279 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1280 GLboolean Written; /**< Ever written to? (for debugging) */
1281 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1282 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1283 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1284
1285 struct gl_buffer_mapping Mappings[MAP_COUNT];
1286 };
1287
1288
1289 /**
1290 * Client pixel packing/unpacking attributes
1291 */
1292 struct gl_pixelstore_attrib
1293 {
1294 GLint Alignment;
1295 GLint RowLength;
1296 GLint SkipPixels;
1297 GLint SkipRows;
1298 GLint ImageHeight;
1299 GLint SkipImages;
1300 GLboolean SwapBytes;
1301 GLboolean LsbFirst;
1302 GLboolean Invert; /**< GL_MESA_pack_invert */
1303 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1304 GLint CompressedBlockHeight;
1305 GLint CompressedBlockDepth;
1306 GLint CompressedBlockSize;
1307 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1308 };
1309
1310
1311 /**
1312 * Client vertex array attributes
1313 */
1314 struct gl_client_array
1315 {
1316 GLint Size; /**< components per element (1,2,3,4) */
1317 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1318 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1319 GLsizei Stride; /**< user-specified stride */
1320 GLsizei StrideB; /**< actual stride in bytes */
1321 GLuint _ElementSize; /**< size of each element in bytes */
1322 const GLubyte *Ptr; /**< Points to array data */
1323 GLboolean Enabled; /**< Enabled flag is a boolean */
1324 GLboolean Normalized; /**< GL_ARB_vertex_program */
1325 GLboolean Integer; /**< Integer-valued? */
1326 GLboolean Doubles; /**< double precision values are not converted to floats */
1327 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1328
1329 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1330 };
1331
1332
1333 /**
1334 * Vertex attribute array as seen by the client.
1335 *
1336 * Contains the size, type, format and normalization flag,
1337 * along with the index of a vertex buffer binding point.
1338 *
1339 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1340 * and is only present for backwards compatibility reasons.
1341 * Rendering always uses VERTEX_BINDING_STRIDE.
1342 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1343 * and VERTEX_BINDING_STRIDE to the same value, while
1344 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1345 */
1346 struct gl_vertex_attrib_array
1347 {
1348 GLint Size; /**< Components per element (1,2,3,4) */
1349 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1350 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1351 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1352 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1353 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1354 GLboolean Enabled; /**< Whether the array is enabled */
1355 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1356 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1357 GLboolean Doubles; /**< double precision values are not converted to floats */
1358 GLuint _ElementSize; /**< Size of each element in bytes */
1359 GLuint VertexBinding; /**< Vertex buffer binding */
1360 };
1361
1362
1363 /**
1364 * This describes the buffer object used for a vertex array (or
1365 * multiple vertex arrays). If BufferObj points to the default/null
1366 * buffer object, then the vertex array lives in user memory and not a VBO.
1367 */
1368 struct gl_vertex_buffer_binding
1369 {
1370 GLintptr Offset; /**< User-specified offset */
1371 GLsizei Stride; /**< User-specified stride */
1372 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1373 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1374 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1375 };
1376
1377
1378 /**
1379 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+,
1380 * GL_ARB_vertex_array_object, or the original GL_APPLE_vertex_array_object
1381 * extension.
1382 */
1383 struct gl_vertex_array_object
1384 {
1385 /** Name of the VAO as received from glGenVertexArray. */
1386 GLuint Name;
1387
1388 GLint RefCount;
1389
1390 GLchar *Label; /**< GL_KHR_debug */
1391
1392 mtx_t Mutex;
1393
1394 /**
1395 * Does the VAO use ARB semantics or Apple semantics?
1396 *
1397 * There are several ways in which ARB_vertex_array_object and
1398 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1399 * least,
1400 *
1401 * - ARB VAOs require that all array data be sourced from vertex buffer
1402 * objects, but Apple VAOs do not.
1403 *
1404 * - ARB VAOs require that names come from GenVertexArrays.
1405 *
1406 * This flag notes which behavior governs this VAO.
1407 */
1408 GLboolean ARBsemantics;
1409
1410 /**
1411 * Has this array object been bound?
1412 */
1413 GLboolean EverBound;
1414
1415 /**
1416 * Derived vertex attribute arrays
1417 *
1418 * This is a legacy data structure created from gl_vertex_attrib_array and
1419 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1420 */
1421 struct gl_client_array _VertexAttrib[VERT_ATTRIB_MAX];
1422
1423 /** Vertex attribute arrays */
1424 struct gl_vertex_attrib_array VertexAttrib[VERT_ATTRIB_MAX];
1425
1426 /** Vertex buffer bindings */
1427 struct gl_vertex_buffer_binding VertexBinding[VERT_ATTRIB_MAX];
1428
1429 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1430 GLbitfield64 _Enabled;
1431
1432 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1433 GLbitfield64 NewArrays;
1434
1435 /** The index buffer (also known as the element array buffer in OpenGL). */
1436 struct gl_buffer_object *IndexBufferObj;
1437 };
1438
1439
1440 /** Used to signal when transitioning from one kind of drawing method
1441 * to another.
1442 */
1443 typedef enum {
1444 DRAW_NONE, /**< Initial value only */
1445 DRAW_BEGIN_END,
1446 DRAW_DISPLAY_LIST,
1447 DRAW_ARRAYS
1448 } gl_draw_method;
1449
1450 /**
1451 * Enum for the OpenGL APIs we know about and may support.
1452 *
1453 * NOTE: This must match the api_enum table in
1454 * src/mesa/main/get_hash_generator.py
1455 */
1456 typedef enum
1457 {
1458 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
1459 API_OPENGLES,
1460 API_OPENGLES2,
1461 API_OPENGL_CORE,
1462 API_OPENGL_LAST = API_OPENGL_CORE
1463 } gl_api;
1464
1465 /**
1466 * Vertex array state
1467 */
1468 struct gl_array_attrib
1469 {
1470 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1471 struct gl_vertex_array_object *VAO;
1472
1473 /** The default vertex array object */
1474 struct gl_vertex_array_object *DefaultVAO;
1475
1476 /** The last VAO accessed by a DSA function */
1477 struct gl_vertex_array_object *LastLookedUpVAO;
1478
1479 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1480 struct _mesa_HashTable *Objects;
1481
1482 GLint ActiveTexture; /**< Client Active Texture */
1483 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1484 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1485
1486 /**
1487 * \name Primitive restart controls
1488 *
1489 * Primitive restart is enabled if either \c PrimitiveRestart or
1490 * \c PrimitiveRestartFixedIndex is set.
1491 */
1492 /*@{*/
1493 GLboolean PrimitiveRestart;
1494 GLboolean PrimitiveRestartFixedIndex;
1495 GLboolean _PrimitiveRestart;
1496 GLuint RestartIndex;
1497 /*@}*/
1498
1499 /** One of the DRAW_xxx flags, not consumed by drivers */
1500 gl_draw_method DrawMethod;
1501
1502 /* GL_ARB_vertex_buffer_object */
1503 struct gl_buffer_object *ArrayBufferObj;
1504
1505 /**
1506 * Vertex arrays as consumed by a driver.
1507 * The array pointer is set up only by the VBO module.
1508 */
1509 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1510
1511 /** Legal array datatypes and the API for which they have been computed */
1512 GLbitfield LegalTypesMask;
1513 gl_api LegalTypesMaskAPI;
1514 };
1515
1516
1517 /**
1518 * Feedback buffer state
1519 */
1520 struct gl_feedback
1521 {
1522 GLenum Type;
1523 GLbitfield _Mask; /**< FB_* bits */
1524 GLfloat *Buffer;
1525 GLuint BufferSize;
1526 GLuint Count;
1527 };
1528
1529
1530 /**
1531 * Selection buffer state
1532 */
1533 struct gl_selection
1534 {
1535 GLuint *Buffer; /**< selection buffer */
1536 GLuint BufferSize; /**< size of the selection buffer */
1537 GLuint BufferCount; /**< number of values in the selection buffer */
1538 GLuint Hits; /**< number of records in the selection buffer */
1539 GLuint NameStackDepth; /**< name stack depth */
1540 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1541 GLboolean HitFlag; /**< hit flag */
1542 GLfloat HitMinZ; /**< minimum hit depth */
1543 GLfloat HitMaxZ; /**< maximum hit depth */
1544 };
1545
1546
1547 /**
1548 * 1-D Evaluator control points
1549 */
1550 struct gl_1d_map
1551 {
1552 GLuint Order; /**< Number of control points */
1553 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1554 GLfloat *Points; /**< Points to contiguous control points */
1555 };
1556
1557
1558 /**
1559 * 2-D Evaluator control points
1560 */
1561 struct gl_2d_map
1562 {
1563 GLuint Uorder; /**< Number of control points in U dimension */
1564 GLuint Vorder; /**< Number of control points in V dimension */
1565 GLfloat u1, u2, du;
1566 GLfloat v1, v2, dv;
1567 GLfloat *Points; /**< Points to contiguous control points */
1568 };
1569
1570
1571 /**
1572 * All evaluator control point state
1573 */
1574 struct gl_evaluators
1575 {
1576 /**
1577 * \name 1-D maps
1578 */
1579 /*@{*/
1580 struct gl_1d_map Map1Vertex3;
1581 struct gl_1d_map Map1Vertex4;
1582 struct gl_1d_map Map1Index;
1583 struct gl_1d_map Map1Color4;
1584 struct gl_1d_map Map1Normal;
1585 struct gl_1d_map Map1Texture1;
1586 struct gl_1d_map Map1Texture2;
1587 struct gl_1d_map Map1Texture3;
1588 struct gl_1d_map Map1Texture4;
1589 /*@}*/
1590
1591 /**
1592 * \name 2-D maps
1593 */
1594 /*@{*/
1595 struct gl_2d_map Map2Vertex3;
1596 struct gl_2d_map Map2Vertex4;
1597 struct gl_2d_map Map2Index;
1598 struct gl_2d_map Map2Color4;
1599 struct gl_2d_map Map2Normal;
1600 struct gl_2d_map Map2Texture1;
1601 struct gl_2d_map Map2Texture2;
1602 struct gl_2d_map Map2Texture3;
1603 struct gl_2d_map Map2Texture4;
1604 /*@}*/
1605 };
1606
1607
1608 struct gl_transform_feedback_varying_info
1609 {
1610 char *Name;
1611 GLenum Type;
1612 GLint Size;
1613 };
1614
1615
1616 /**
1617 * Per-output info vertex shaders for transform feedback.
1618 */
1619 struct gl_transform_feedback_output
1620 {
1621 unsigned OutputRegister;
1622 unsigned OutputBuffer;
1623 unsigned NumComponents;
1624 unsigned StreamId;
1625
1626 /** offset (in DWORDs) of this output within the interleaved structure */
1627 unsigned DstOffset;
1628
1629 /**
1630 * Offset into the output register of the data to output. For example,
1631 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1632 * offset is in the y and z components of the output register.
1633 */
1634 unsigned ComponentOffset;
1635 };
1636
1637
1638 /** Post-link transform feedback info. */
1639 struct gl_transform_feedback_info
1640 {
1641 unsigned NumOutputs;
1642
1643 /**
1644 * Number of transform feedback buffers in use by this program.
1645 */
1646 unsigned NumBuffers;
1647
1648 struct gl_transform_feedback_output *Outputs;
1649
1650 /** Transform feedback varyings used for the linking of this shader program.
1651 *
1652 * Use for glGetTransformFeedbackVarying().
1653 */
1654 struct gl_transform_feedback_varying_info *Varyings;
1655 GLint NumVarying;
1656
1657 /**
1658 * Total number of components stored in each buffer. This may be used by
1659 * hardware back-ends to determine the correct stride when interleaving
1660 * multiple transform feedback outputs in the same buffer.
1661 */
1662 unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1663
1664 /**
1665 * Which transform feedback stream this buffer binding is associated with.
1666 */
1667 unsigned BufferStream[MAX_FEEDBACK_BUFFERS];
1668 };
1669
1670
1671 /**
1672 * Transform feedback object state
1673 */
1674 struct gl_transform_feedback_object
1675 {
1676 GLuint Name; /**< AKA the object ID */
1677 GLint RefCount;
1678 GLchar *Label; /**< GL_KHR_debug */
1679 GLboolean Active; /**< Is transform feedback enabled? */
1680 GLboolean Paused; /**< Is transform feedback paused? */
1681 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1682 at least once? */
1683 GLboolean EverBound; /**< Has this object been bound? */
1684
1685 /**
1686 * GLES: if Active is true, remaining number of primitives which can be
1687 * rendered without overflow. This is necessary to track because GLES
1688 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1689 * glDrawArraysInstanced would overflow transform feedback buffers.
1690 * Undefined if Active is false.
1691 *
1692 * Not tracked for desktop GL since it's unnecessary.
1693 */
1694 unsigned GlesRemainingPrims;
1695
1696 /**
1697 * The shader program active when BeginTransformFeedback() was called.
1698 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1699 * where stage is the pipeline stage that is the source of data for
1700 * transform feedback.
1701 */
1702 struct gl_shader_program *shader_program;
1703
1704 /** The feedback buffers */
1705 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1706 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1707
1708 /** Start of feedback data in dest buffer */
1709 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1710
1711 /**
1712 * Max data to put into dest buffer (in bytes). Computed based on
1713 * RequestedSize and the actual size of the buffer.
1714 */
1715 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1716
1717 /**
1718 * Size that was specified when the buffer was bound. If the buffer was
1719 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1720 * zero.
1721 */
1722 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1723 };
1724
1725
1726 /**
1727 * Context state for transform feedback.
1728 */
1729 struct gl_transform_feedback_state
1730 {
1731 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1732
1733 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1734 struct gl_buffer_object *CurrentBuffer;
1735
1736 /** The table of all transform feedback objects */
1737 struct _mesa_HashTable *Objects;
1738
1739 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1740 struct gl_transform_feedback_object *CurrentObject;
1741
1742 /** The default xform-fb object (Name==0) */
1743 struct gl_transform_feedback_object *DefaultObject;
1744 };
1745
1746
1747 /**
1748 * A "performance monitor" as described in AMD_performance_monitor.
1749 */
1750 struct gl_perf_monitor_object
1751 {
1752 GLuint Name;
1753
1754 /** True if the monitor is currently active (Begin called but not End). */
1755 GLboolean Active;
1756
1757 /**
1758 * True if the monitor has ended.
1759 *
1760 * This is distinct from !Active because it may never have began.
1761 */
1762 GLboolean Ended;
1763
1764 /**
1765 * A list of groups with currently active counters.
1766 *
1767 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1768 */
1769 unsigned *ActiveGroups;
1770
1771 /**
1772 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1773 *
1774 * Checking whether counter 'c' in group 'g' is active can be done via:
1775 *
1776 * BITSET_TEST(ActiveCounters[g], c)
1777 */
1778 GLuint **ActiveCounters;
1779 };
1780
1781
1782 union gl_perf_monitor_counter_value
1783 {
1784 float f;
1785 uint64_t u64;
1786 uint32_t u32;
1787 };
1788
1789
1790 struct gl_perf_monitor_counter
1791 {
1792 /** Human readable name for the counter. */
1793 const char *Name;
1794
1795 /**
1796 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1797 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1798 */
1799 GLenum Type;
1800
1801 /** Minimum counter value. */
1802 union gl_perf_monitor_counter_value Minimum;
1803
1804 /** Maximum counter value. */
1805 union gl_perf_monitor_counter_value Maximum;
1806 };
1807
1808
1809 struct gl_perf_monitor_group
1810 {
1811 /** Human readable name for the group. */
1812 const char *Name;
1813
1814 /**
1815 * Maximum number of counters in this group which can be active at the
1816 * same time.
1817 */
1818 GLuint MaxActiveCounters;
1819
1820 /** Array of counters within this group. */
1821 const struct gl_perf_monitor_counter *Counters;
1822 GLuint NumCounters;
1823 };
1824
1825
1826 /**
1827 * Context state for AMD_performance_monitor.
1828 */
1829 struct gl_perf_monitor_state
1830 {
1831 /** Array of performance monitor groups (indexed by group ID) */
1832 const struct gl_perf_monitor_group *Groups;
1833 GLuint NumGroups;
1834
1835 /** The table of all performance monitors. */
1836 struct _mesa_HashTable *Monitors;
1837 };
1838
1839
1840 /**
1841 * Names of the various vertex/fragment program register files, etc.
1842 *
1843 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1844 * All values should fit in a 4-bit field.
1845 *
1846 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
1847 * considered to be "uniform" variables since they can only be set outside
1848 * glBegin/End. They're also all stored in the same Parameters array.
1849 */
1850 typedef enum
1851 {
1852 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1853 PROGRAM_ARRAY, /**< Arrays & Matrixes */
1854 PROGRAM_INPUT, /**< machine->Inputs[] */
1855 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1856 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1857 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1858 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1859 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1860 PROGRAM_ADDRESS, /**< machine->AddressReg */
1861 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1862 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1863 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1864 PROGRAM_FILE_MAX
1865 } gl_register_file;
1866
1867
1868 /**
1869 * \brief Layout qualifiers for gl_FragDepth.
1870 *
1871 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
1872 * a layout qualifier.
1873 *
1874 * \see enum ir_depth_layout
1875 */
1876 enum gl_frag_depth_layout
1877 {
1878 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
1879 FRAG_DEPTH_LAYOUT_ANY,
1880 FRAG_DEPTH_LAYOUT_GREATER,
1881 FRAG_DEPTH_LAYOUT_LESS,
1882 FRAG_DEPTH_LAYOUT_UNCHANGED
1883 };
1884
1885
1886 /**
1887 * Base class for any kind of program object
1888 */
1889 struct gl_program
1890 {
1891 mtx_t Mutex;
1892 GLuint Id;
1893 GLint RefCount;
1894 GLubyte *String; /**< Null-terminated program text */
1895
1896 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
1897 GLenum Format; /**< String encoding format */
1898
1899 struct prog_instruction *Instructions;
1900
1901 struct nir_shader *nir;
1902
1903 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
1904 GLbitfield64 DoubleInputsRead; /**< Bitmask of which input regs are read and are doubles */
1905 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1906 GLbitfield PatchInputsRead; /**< VAR[0..31] usage for patch inputs (user-defined only) */
1907 GLbitfield PatchOutputsWritten; /**< VAR[0..31] usage for patch outputs (user-defined only) */
1908 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1909 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1910 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1911 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1912
1913 GLboolean UsesGather; /**< Does this program use gather4 at all? */
1914
1915 /**
1916 * For vertex and geometry shaders, true if the program uses the
1917 * gl_ClipDistance output. Ignored for fragment shaders.
1918 */
1919 GLboolean UsesClipDistanceOut;
1920
1921
1922 /** Named parameters, constants, etc. from program text */
1923 struct gl_program_parameter_list *Parameters;
1924
1925 /**
1926 * Local parameters used by the program.
1927 *
1928 * It's dynamically allocated because it is rarely used (just
1929 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
1930 * allocated.
1931 */
1932 GLfloat (*LocalParams)[4];
1933
1934 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1935 GLubyte SamplerUnits[MAX_SAMPLERS];
1936
1937 /** Bitmask of which register files are read/written with indirect
1938 * addressing. Mask of (1 << PROGRAM_x) bits.
1939 */
1940 GLbitfield IndirectRegisterFiles;
1941
1942 /** Logical counts */
1943 /*@{*/
1944 GLuint NumInstructions;
1945 GLuint NumTemporaries;
1946 GLuint NumParameters;
1947 GLuint NumAttributes;
1948 GLuint NumAddressRegs;
1949 GLuint NumAluInstructions;
1950 GLuint NumTexInstructions;
1951 GLuint NumTexIndirections;
1952 /*@}*/
1953 /** Native, actual h/w counts */
1954 /*@{*/
1955 GLuint NumNativeInstructions;
1956 GLuint NumNativeTemporaries;
1957 GLuint NumNativeParameters;
1958 GLuint NumNativeAttributes;
1959 GLuint NumNativeAddressRegs;
1960 GLuint NumNativeAluInstructions;
1961 GLuint NumNativeTexInstructions;
1962 GLuint NumNativeTexIndirections;
1963 /*@}*/
1964 };
1965
1966
1967 /** Vertex program object */
1968 struct gl_vertex_program
1969 {
1970 struct gl_program Base; /**< base class */
1971 GLboolean IsPositionInvariant;
1972 };
1973
1974
1975 /** Tessellation control program object */
1976 struct gl_tess_ctrl_program
1977 {
1978 struct gl_program Base; /**< base class */
1979
1980 /* output layout */
1981 GLint VerticesOut;
1982 };
1983
1984
1985 /** Tessellation evaluation program object */
1986 struct gl_tess_eval_program
1987 {
1988 struct gl_program Base; /**< base class */
1989
1990 /* input layout */
1991 GLenum PrimitiveMode; /* GL_TRIANGLES, GL_QUADS or GL_ISOLINES */
1992 GLenum Spacing; /* GL_EQUAL, GL_FRACTIONAL_EVEN, GL_FRACTIONAL_ODD */
1993 GLenum VertexOrder; /* GL_CW or GL_CCW */
1994 bool PointMode;
1995 };
1996
1997
1998 /** Geometry program object */
1999 struct gl_geometry_program
2000 {
2001 struct gl_program Base; /**< base class */
2002
2003 GLint VerticesIn;
2004 GLint VerticesOut;
2005 GLint Invocations;
2006 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2007 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2008 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2009 bool UsesEndPrimitive;
2010 bool UsesStreams;
2011 };
2012
2013
2014 /** Fragment program object */
2015 struct gl_fragment_program
2016 {
2017 struct gl_program Base; /**< base class */
2018 GLboolean UsesKill; /**< shader uses KIL instruction */
2019 GLboolean UsesDFdy; /**< shader uses DDY instruction */
2020 GLboolean OriginUpperLeft;
2021 GLboolean PixelCenterInteger;
2022 enum gl_frag_depth_layout FragDepthLayout;
2023
2024 /**
2025 * GLSL interpolation qualifier associated with each fragment shader input.
2026 * For inputs that do not have an interpolation qualifier specified in
2027 * GLSL, the value is INTERP_QUALIFIER_NONE.
2028 */
2029 enum glsl_interp_qualifier InterpQualifier[VARYING_SLOT_MAX];
2030
2031 /**
2032 * Bitfield indicating, for each fragment shader input, 1 if that input
2033 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2034 */
2035 GLbitfield64 IsCentroid;
2036
2037 /**
2038 * Bitfield indicating, for each fragment shader input, 1 if that input
2039 * uses sample interpolation, 0 otherwise. Unused inputs are 0.
2040 */
2041 GLbitfield64 IsSample;
2042 };
2043
2044
2045 /** Compute program object */
2046 struct gl_compute_program
2047 {
2048 struct gl_program Base; /**< base class */
2049
2050 /**
2051 * Size specified using local_size_{x,y,z}.
2052 */
2053 unsigned LocalSize[3];
2054 };
2055
2056
2057 /**
2058 * State common to vertex and fragment programs.
2059 */
2060 struct gl_program_state
2061 {
2062 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2063 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2064 };
2065
2066
2067 /**
2068 * Context state for vertex programs.
2069 */
2070 struct gl_vertex_program_state
2071 {
2072 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2073 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2074 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2075 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2076 /** Computed two sided lighting for fixed function/programs. */
2077 GLboolean _TwoSideEnabled;
2078 struct gl_vertex_program *Current; /**< User-bound vertex program */
2079
2080 /** Currently enabled and valid vertex program (including internal
2081 * programs, user-defined vertex programs and GLSL vertex shaders).
2082 * This is the program we must use when rendering.
2083 */
2084 struct gl_vertex_program *_Current;
2085
2086 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2087
2088 /** Should fixed-function T&L be implemented with a vertex prog? */
2089 GLboolean _MaintainTnlProgram;
2090
2091 /** Program to emulate fixed-function T&L (see above) */
2092 struct gl_vertex_program *_TnlProgram;
2093
2094 /** Cache of fixed-function programs */
2095 struct gl_program_cache *Cache;
2096
2097 GLboolean _Overriden;
2098 };
2099
2100 /**
2101 * Context state for tessellation control programs.
2102 */
2103 struct gl_tess_ctrl_program_state
2104 {
2105 /** Currently bound and valid shader. */
2106 struct gl_tess_ctrl_program *_Current;
2107
2108 GLint patch_vertices;
2109 GLfloat patch_default_outer_level[4];
2110 GLfloat patch_default_inner_level[2];
2111 };
2112
2113 /**
2114 * Context state for tessellation evaluation programs.
2115 */
2116 struct gl_tess_eval_program_state
2117 {
2118 /** Currently bound and valid shader. */
2119 struct gl_tess_eval_program *_Current;
2120 };
2121
2122 /**
2123 * Context state for geometry programs.
2124 */
2125 struct gl_geometry_program_state
2126 {
2127 /** Currently enabled and valid program (including internal programs
2128 * and compiled shader programs).
2129 */
2130 struct gl_geometry_program *_Current;
2131 };
2132
2133 /**
2134 * Context state for fragment programs.
2135 */
2136 struct gl_fragment_program_state
2137 {
2138 GLboolean Enabled; /**< User-set fragment program enable flag */
2139 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2140 struct gl_fragment_program *Current; /**< User-bound fragment program */
2141
2142 /** Currently enabled and valid fragment program (including internal
2143 * programs, user-defined fragment programs and GLSL fragment shaders).
2144 * This is the program we must use when rendering.
2145 */
2146 struct gl_fragment_program *_Current;
2147
2148 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2149
2150 /** Should fixed-function texturing be implemented with a fragment prog? */
2151 GLboolean _MaintainTexEnvProgram;
2152
2153 /** Program to emulate fixed-function texture env/combine (see above) */
2154 struct gl_fragment_program *_TexEnvProgram;
2155
2156 /** Cache of fixed-function programs */
2157 struct gl_program_cache *Cache;
2158 };
2159
2160
2161 /**
2162 * Context state for compute programs.
2163 */
2164 struct gl_compute_program_state
2165 {
2166 /** Currently enabled and valid program (including internal programs
2167 * and compiled shader programs).
2168 */
2169 struct gl_compute_program *_Current;
2170 };
2171
2172
2173 /**
2174 * ATI_fragment_shader runtime state
2175 */
2176 #define ATI_FS_INPUT_PRIMARY 0
2177 #define ATI_FS_INPUT_SECONDARY 1
2178
2179 struct atifs_instruction;
2180 struct atifs_setupinst;
2181
2182 /**
2183 * ATI fragment shader
2184 */
2185 struct ati_fragment_shader
2186 {
2187 GLuint Id;
2188 GLint RefCount;
2189 struct atifs_instruction *Instructions[2];
2190 struct atifs_setupinst *SetupInst[2];
2191 GLfloat Constants[8][4];
2192 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2193 GLubyte numArithInstr[2];
2194 GLubyte regsAssigned[2];
2195 GLubyte NumPasses; /**< 1 or 2 */
2196 GLubyte cur_pass;
2197 GLubyte last_optype;
2198 GLboolean interpinp1;
2199 GLboolean isValid;
2200 GLuint swizzlerq;
2201 };
2202
2203 /**
2204 * Context state for GL_ATI_fragment_shader
2205 */
2206 struct gl_ati_fragment_shader_state
2207 {
2208 GLboolean Enabled;
2209 GLboolean _Enabled; /**< enabled and valid shader? */
2210 GLboolean Compiling;
2211 GLfloat GlobalConstants[8][4];
2212 struct ati_fragment_shader *Current;
2213 };
2214
2215 /**
2216 * Shader subroutine function definition
2217 */
2218 struct gl_subroutine_function
2219 {
2220 char *name;
2221 int num_compat_types;
2222 const struct glsl_type **types;
2223 };
2224
2225 /**
2226 * A GLSL vertex or fragment shader object.
2227 */
2228 struct gl_shader
2229 {
2230 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2231 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2232 * Must be the first field.
2233 */
2234 GLenum Type;
2235 gl_shader_stage Stage;
2236 GLuint Name; /**< AKA the handle */
2237 GLint RefCount; /**< Reference count */
2238 GLchar *Label; /**< GL_KHR_debug */
2239 GLboolean DeletePending;
2240 GLboolean CompileStatus;
2241 bool IsES; /**< True if this shader uses GLSL ES */
2242
2243 GLuint SourceChecksum; /**< for debug/logging purposes */
2244 const GLchar *Source; /**< Source code string */
2245
2246 struct gl_program *Program; /**< Post-compile assembly code */
2247 GLchar *InfoLog;
2248
2249 unsigned Version; /**< GLSL version used for linking */
2250
2251 /**
2252 * \name Sampler tracking
2253 *
2254 * \note Each of these fields is only set post-linking.
2255 */
2256 /*@{*/
2257 unsigned num_samplers; /**< Number of samplers used by this shader. */
2258 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2259 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2260 /*@}*/
2261
2262 /**
2263 * Map from sampler unit to texture unit (set by glUniform1i())
2264 *
2265 * A sampler unit is associated with each sampler uniform by the linker.
2266 * The sampler unit associated with each uniform is stored in the
2267 * \c gl_uniform_storage::sampler field.
2268 */
2269 GLubyte SamplerUnits[MAX_SAMPLERS];
2270 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2271 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2272
2273 /**
2274 * Number of default uniform block components used by this shader.
2275 *
2276 * This field is only set post-linking.
2277 */
2278 unsigned num_uniform_components;
2279
2280 /**
2281 * Number of combined uniform components used by this shader.
2282 *
2283 * This field is only set post-linking. It is the sum of the uniform block
2284 * sizes divided by sizeof(float), and num_uniform_compoennts.
2285 */
2286 unsigned num_combined_uniform_components;
2287
2288 /**
2289 * This shader's uniform block information.
2290 *
2291 * These fields are only set post-linking.
2292 */
2293 unsigned NumUniformBlocks;
2294 struct gl_uniform_block *UniformBlocks;
2295
2296 struct exec_list *ir;
2297 struct exec_list *packed_varyings;
2298 struct glsl_symbol_table *symbols;
2299
2300 bool uses_builtin_functions;
2301 bool uses_gl_fragcoord;
2302 bool redeclares_gl_fragcoord;
2303 bool ARB_fragment_coord_conventions_enable;
2304
2305 /**
2306 * Fragment shader state from GLSL 1.50 layout qualifiers.
2307 */
2308 bool origin_upper_left;
2309 bool pixel_center_integer;
2310
2311 /**
2312 * Tessellation Control shader state from layout qualifiers.
2313 */
2314 struct {
2315 /**
2316 * 0 - vertices not declared in shader, or
2317 * 1 .. GL_MAX_PATCH_VERTICES
2318 */
2319 GLint VerticesOut;
2320 } TessCtrl;
2321
2322 /**
2323 * Tessellation Evaluation shader state from layout qualifiers.
2324 */
2325 struct {
2326 /**
2327 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2328 * in this shader.
2329 */
2330 GLenum PrimitiveMode;
2331 /**
2332 * GL_EQUAL, GL_FRACTIONAL_ODD, GL_FRACTIONAL_EVEN, or 0 if it's not set
2333 * in this shader.
2334 */
2335 GLenum Spacing;
2336 /**
2337 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2338 */
2339 GLenum VertexOrder;
2340 /**
2341 * 1, 0, or -1 if it's not set in this shader.
2342 */
2343 int PointMode;
2344 } TessEval;
2345
2346 /**
2347 * Geometry shader state from GLSL 1.50 layout qualifiers.
2348 */
2349 struct {
2350 GLint VerticesOut;
2351 /**
2352 * 0 - Invocations count not declared in shader, or
2353 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2354 */
2355 GLint Invocations;
2356 /**
2357 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2358 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2359 * shader.
2360 */
2361 GLenum InputType;
2362 /**
2363 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2364 * it's not set in this shader.
2365 */
2366 GLenum OutputType;
2367 } Geom;
2368
2369 /**
2370 * Map from image uniform index to image unit (set by glUniform1i())
2371 *
2372 * An image uniform index is associated with each image uniform by
2373 * the linker. The image index associated with each uniform is
2374 * stored in the \c gl_uniform_storage::image field.
2375 */
2376 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2377
2378 /**
2379 * Access qualifier specified in the shader for each image uniform
2380 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2381 * GL_READ_WRITE.
2382 *
2383 * It may be different, though only more strict than the value of
2384 * \c gl_image_unit::Access for the corresponding image unit.
2385 */
2386 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2387
2388 /**
2389 * Number of image uniforms defined in the shader. It specifies
2390 * the number of valid elements in the \c ImageUnits and \c
2391 * ImageAccess arrays above.
2392 */
2393 GLuint NumImages;
2394
2395 /**
2396 * Whether early fragment tests are enabled as defined by
2397 * ARB_shader_image_load_store.
2398 */
2399 bool EarlyFragmentTests;
2400
2401 /**
2402 * Compute shader state from ARB_compute_shader layout qualifiers.
2403 */
2404 struct {
2405 /**
2406 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2407 * it's not set in this shader.
2408 */
2409 unsigned LocalSize[3];
2410 } Comp;
2411
2412 /**
2413 * Number of types for subroutine uniforms.
2414 */
2415 GLuint NumSubroutineUniformTypes;
2416
2417 /**
2418 * Subroutine uniform remap table
2419 * based on the program level uniform remap table.
2420 */
2421 GLuint NumSubroutineUniformRemapTable;
2422 struct gl_uniform_storage **SubroutineUniformRemapTable;
2423
2424 /**
2425 * Num of subroutine functions for this stage
2426 * and storage for them.
2427 */
2428 GLuint NumSubroutineFunctions;
2429 struct gl_subroutine_function *SubroutineFunctions;
2430 };
2431
2432
2433 struct gl_uniform_buffer_variable
2434 {
2435 char *Name;
2436
2437 /**
2438 * Name of the uniform as seen by glGetUniformIndices.
2439 *
2440 * glGetUniformIndices requires that the block instance index \b not be
2441 * present in the name of queried uniforms.
2442 *
2443 * \note
2444 * \c gl_uniform_buffer_variable::IndexName and
2445 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2446 */
2447 char *IndexName;
2448
2449 const struct glsl_type *Type;
2450 unsigned int Offset;
2451 GLboolean RowMajor;
2452 };
2453
2454
2455 enum gl_uniform_block_packing
2456 {
2457 ubo_packing_std140,
2458 ubo_packing_shared,
2459 ubo_packing_packed,
2460 ubo_packing_std430
2461 };
2462
2463
2464 struct gl_uniform_block
2465 {
2466 /** Declared name of the uniform block */
2467 char *Name;
2468
2469 /** Array of supplemental information about UBO ir_variables. */
2470 struct gl_uniform_buffer_variable *Uniforms;
2471 GLuint NumUniforms;
2472
2473 /**
2474 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2475 * with glBindBufferBase to bind a buffer object to this uniform block. When
2476 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2477 */
2478 GLuint Binding;
2479
2480 /**
2481 * Vulkan descriptor set qualifier for this block.
2482 */
2483 GLuint Set;
2484
2485 /**
2486 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2487 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2488 */
2489 GLuint UniformBufferSize;
2490
2491 /**
2492 * Is this actually an interface block for a shader storage buffer?
2493 */
2494 bool IsShaderStorage;
2495
2496 /**
2497 * Layout specified in the shader
2498 *
2499 * This isn't accessible through the API, but it is used while
2500 * cross-validating uniform blocks.
2501 */
2502 enum gl_uniform_block_packing _Packing;
2503 };
2504
2505 /**
2506 * Structure that represents a reference to an atomic buffer from some
2507 * shader program.
2508 */
2509 struct gl_active_atomic_buffer
2510 {
2511 /** Uniform indices of the atomic counters declared within it. */
2512 GLuint *Uniforms;
2513 GLuint NumUniforms;
2514
2515 /** Binding point index associated with it. */
2516 GLuint Binding;
2517
2518 /** Minimum reasonable size it is expected to have. */
2519 GLuint MinimumSize;
2520
2521 /** Shader stages making use of it. */
2522 GLboolean StageReferences[MESA_SHADER_STAGES];
2523 };
2524
2525 /**
2526 * Active resource in a gl_shader_program
2527 */
2528 struct gl_program_resource
2529 {
2530 GLenum Type; /** Program interface type. */
2531 const void *Data; /** Pointer to resource associated data structure. */
2532 uint8_t StageReferences; /** Bitmask of shader stage references. */
2533 };
2534
2535 /**
2536 * A GLSL program object.
2537 * Basically a linked collection of vertex and fragment shaders.
2538 */
2539 struct gl_shader_program
2540 {
2541 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2542 GLuint Name; /**< aka handle or ID */
2543 GLchar *Label; /**< GL_KHR_debug */
2544 GLint RefCount; /**< Reference count */
2545 GLboolean DeletePending;
2546
2547 /**
2548 * Is the application intending to glGetProgramBinary this program?
2549 */
2550 GLboolean BinaryRetreivableHint;
2551
2552 /**
2553 * Indicates whether program can be bound for individual pipeline stages
2554 * using UseProgramStages after it is next linked.
2555 */
2556 GLboolean SeparateShader;
2557
2558 GLuint NumShaders; /**< number of attached shaders */
2559 struct gl_shader **Shaders; /**< List of attached the shaders */
2560
2561 /**
2562 * User-defined attribute bindings
2563 *
2564 * These are set via \c glBindAttribLocation and are used to direct the
2565 * GLSL linker. These are \b not the values used in the compiled shader,
2566 * and they are \b not the values returned by \c glGetAttribLocation.
2567 */
2568 struct string_to_uint_map *AttributeBindings;
2569
2570 /**
2571 * User-defined fragment data bindings
2572 *
2573 * These are set via \c glBindFragDataLocation and are used to direct the
2574 * GLSL linker. These are \b not the values used in the compiled shader,
2575 * and they are \b not the values returned by \c glGetFragDataLocation.
2576 */
2577 struct string_to_uint_map *FragDataBindings;
2578 struct string_to_uint_map *FragDataIndexBindings;
2579
2580 /**
2581 * Transform feedback varyings last specified by
2582 * glTransformFeedbackVaryings().
2583 *
2584 * For the current set of transform feedback varyings used for transform
2585 * feedback output, see LinkedTransformFeedback.
2586 */
2587 struct {
2588 GLenum BufferMode;
2589 GLuint NumVarying;
2590 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2591 } TransformFeedback;
2592
2593 /** Post-link transform feedback info. */
2594 struct gl_transform_feedback_info LinkedTransformFeedback;
2595
2596 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2597 enum gl_frag_depth_layout FragDepthLayout;
2598
2599 /**
2600 * Tessellation Control shader state from layout qualifiers.
2601 */
2602 struct {
2603 /**
2604 * 0 - vertices not declared in shader, or
2605 * 1 .. GL_MAX_PATCH_VERTICES
2606 */
2607 GLint VerticesOut;
2608 } TessCtrl;
2609
2610 /**
2611 * Tessellation Evaluation shader state from layout qualifiers.
2612 */
2613 struct {
2614 /** GL_TRIANGLES, GL_QUADS or GL_ISOLINES */
2615 GLenum PrimitiveMode;
2616 /** GL_EQUAL, GL_FRACTIONAL_ODD or GL_FRACTIONAL_EVEN */
2617 GLenum Spacing;
2618 /** GL_CW or GL_CCW */
2619 GLenum VertexOrder;
2620 bool PointMode;
2621 /**
2622 * True if gl_ClipDistance is written to. Copied into
2623 * gl_tess_eval_program by _mesa_copy_linked_program_data().
2624 */
2625 GLboolean UsesClipDistance;
2626 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2627 0 if not present. */
2628 } TessEval;
2629
2630 /**
2631 * Geometry shader state - copied into gl_geometry_program by
2632 * _mesa_copy_linked_program_data().
2633 */
2634 struct {
2635 GLint VerticesIn;
2636 GLint VerticesOut;
2637 /**
2638 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2639 */
2640 GLint Invocations;
2641 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2642 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2643 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2644 /**
2645 * True if gl_ClipDistance is written to. Copied into
2646 * gl_geometry_program by _mesa_copy_linked_program_data().
2647 */
2648 GLboolean UsesClipDistance;
2649 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2650 0 if not present. */
2651 bool UsesEndPrimitive;
2652 bool UsesStreams;
2653 } Geom;
2654
2655 /** Vertex shader state */
2656 struct {
2657 /**
2658 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2659 * by _mesa_copy_linked_program_data().
2660 */
2661 GLboolean UsesClipDistance;
2662 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2663 0 if not present. */
2664 } Vert;
2665
2666 /**
2667 * Compute shader state - copied into gl_compute_program by
2668 * _mesa_copy_linked_program_data().
2669 */
2670 struct {
2671 /**
2672 * If this shader contains a compute stage, size specified using
2673 * local_size_{x,y,z}. Otherwise undefined.
2674 */
2675 unsigned LocalSize[3];
2676 } Comp;
2677
2678 /* post-link info: */
2679 unsigned NumUniformStorage;
2680 unsigned NumHiddenUniforms;
2681 struct gl_uniform_storage *UniformStorage;
2682
2683 /**
2684 * Mapping from GL uniform locations returned by \c glUniformLocation to
2685 * UniformStorage entries. Arrays will have multiple contiguous slots
2686 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2687 */
2688 unsigned NumUniformRemapTable;
2689 struct gl_uniform_storage **UniformRemapTable;
2690
2691 /**
2692 * Size of the gl_ClipDistance array that is output from the last pipeline
2693 * stage before the fragment shader.
2694 */
2695 unsigned LastClipDistanceArraySize;
2696
2697 unsigned NumBufferInterfaceBlocks;
2698 struct gl_uniform_block *UniformBlocks;
2699
2700 /**
2701 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2702 * they're used in, or -1.
2703 *
2704 * This is used to maintain the Binding values of the stage's UniformBlocks[]
2705 * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2706 */
2707 int *UniformBlockStageIndex[MESA_SHADER_STAGES];
2708
2709 /**
2710 * Map of active uniform names to locations
2711 *
2712 * Maps any active uniform that is not an array element to a location.
2713 * Each active uniform, including individual structure members will appear
2714 * in this map. This roughly corresponds to the set of names that would be
2715 * enumerated by \c glGetActiveUniform.
2716 */
2717 struct string_to_uint_map *UniformHash;
2718
2719 struct gl_active_atomic_buffer *AtomicBuffers;
2720 unsigned NumAtomicBuffers;
2721
2722 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2723 GLboolean Validated;
2724 GLboolean _Used; /**< Ever used for drawing? */
2725 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
2726 GLchar *InfoLog;
2727
2728 unsigned Version; /**< GLSL version used for linking */
2729 bool IsES; /**< True if this program uses GLSL ES */
2730
2731 /**
2732 * Per-stage shaders resulting from the first stage of linking.
2733 *
2734 * Set of linked shaders for this program. The array is accessed using the
2735 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2736 * \c NULL.
2737 */
2738 struct gl_shader *_LinkedShaders[MESA_SHADER_STAGES];
2739
2740 /** List of all active resources after linking. */
2741 struct gl_program_resource *ProgramResourceList;
2742 unsigned NumProgramResourceList;
2743
2744 /* True if any of the fragment shaders attached to this program use:
2745 * #extension ARB_fragment_coord_conventions: enable
2746 */
2747 GLboolean ARB_fragment_coord_conventions_enable;
2748 };
2749
2750
2751 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2752 #define GLSL_LOG 0x2 /**< Write shaders to files */
2753 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2754 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2755 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2756 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2757 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2758 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2759 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2760 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2761
2762
2763 /**
2764 * Context state for GLSL vertex/fragment shaders.
2765 * Extended to support pipeline object
2766 */
2767 struct gl_pipeline_object
2768 {
2769 /** Name of the pipeline object as received from glGenProgramPipelines.
2770 * It would be 0 for shaders without separate shader objects.
2771 */
2772 GLuint Name;
2773
2774 GLint RefCount;
2775
2776 mtx_t Mutex;
2777
2778 GLchar *Label; /**< GL_KHR_debug */
2779
2780 /**
2781 * Programs used for rendering
2782 *
2783 * There is a separate program set for each shader stage.
2784 */
2785 struct gl_shader_program *CurrentProgram[MESA_SHADER_STAGES];
2786
2787 struct gl_shader_program *_CurrentFragmentProgram;
2788
2789 /**
2790 * Program used by glUniform calls.
2791 *
2792 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2793 */
2794 struct gl_shader_program *ActiveProgram;
2795
2796 GLbitfield Flags; /**< Mask of GLSL_x flags */
2797
2798 GLboolean EverBound; /**< Has the pipeline object been created */
2799
2800 GLboolean Validated; /**< Pipeline Validation status */
2801
2802 GLchar *InfoLog;
2803 };
2804
2805 /**
2806 * Context state for GLSL pipeline shaders.
2807 */
2808 struct gl_pipeline_shader_state
2809 {
2810 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
2811 struct gl_pipeline_object *Current;
2812
2813 /* Default Object to ensure that _Shader is never NULL */
2814 struct gl_pipeline_object *Default;
2815
2816 /** Pipeline objects */
2817 struct _mesa_HashTable *Objects;
2818 };
2819
2820 /**
2821 * Compiler options for a single GLSL shaders type
2822 */
2823 struct gl_shader_compiler_options
2824 {
2825 /** Driver-selectable options: */
2826 GLboolean EmitCondCodes; /**< Use condition codes? */
2827 GLboolean EmitNoLoops;
2828 GLboolean EmitNoFunctions;
2829 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2830 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2831 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2832 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2833 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
2834 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2835
2836 /**
2837 * \name Forms of indirect addressing the driver cannot do.
2838 */
2839 /*@{*/
2840 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2841 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2842 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2843 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2844 GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
2845 /*@}*/
2846
2847 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2848 GLuint MaxUnrollIterations;
2849
2850 /**
2851 * Optimize code for array of structures backends.
2852 *
2853 * This is a proxy for:
2854 * - preferring DP4 instructions (rather than MUL/MAD) for
2855 * matrix * vector operations, such as position transformation.
2856 */
2857 GLboolean OptimizeForAOS;
2858
2859 const struct nir_shader_compiler_options *NirOptions;
2860 };
2861
2862
2863 /**
2864 * Occlusion/timer query object.
2865 */
2866 struct gl_query_object
2867 {
2868 GLenum Target; /**< The query target, when active */
2869 GLuint Id; /**< hash table ID/name */
2870 GLchar *Label; /**< GL_KHR_debug */
2871 GLuint64EXT Result; /**< the counter */
2872 GLboolean Active; /**< inside Begin/EndQuery */
2873 GLboolean Ready; /**< result is ready? */
2874 GLboolean EverBound;/**< has query object ever been bound */
2875 GLuint Stream; /**< The stream */
2876 };
2877
2878
2879 /**
2880 * Context state for query objects.
2881 */
2882 struct gl_query_state
2883 {
2884 struct _mesa_HashTable *QueryObjects;
2885 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2886 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2887
2888 /** GL_NV_conditional_render */
2889 struct gl_query_object *CondRenderQuery;
2890
2891 /** GL_EXT_transform_feedback */
2892 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
2893 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
2894
2895 /** GL_ARB_timer_query */
2896 struct gl_query_object *TimeElapsed;
2897
2898 /** GL_ARB_pipeline_statistics_query */
2899 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
2900
2901 GLenum CondRenderMode;
2902 };
2903
2904
2905 /** Sync object state */
2906 struct gl_sync_object
2907 {
2908 GLenum Type; /**< GL_SYNC_FENCE */
2909 GLuint Name; /**< Fence name */
2910 GLchar *Label; /**< GL_KHR_debug */
2911 GLint RefCount; /**< Reference count */
2912 GLboolean DeletePending; /**< Object was deleted while there were still
2913 * live references (e.g., sync not yet finished)
2914 */
2915 GLenum SyncCondition;
2916 GLbitfield Flags; /**< Flags passed to glFenceSync */
2917 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2918 };
2919
2920
2921 /**
2922 * State which can be shared by multiple contexts:
2923 */
2924 struct gl_shared_state
2925 {
2926 mtx_t Mutex; /**< for thread safety */
2927 GLint RefCount; /**< Reference count */
2928 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2929 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2930
2931 /** Default texture objects (shared by all texture units) */
2932 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2933
2934 /** Fallback texture used when a bound texture is incomplete */
2935 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
2936
2937 /**
2938 * \name Thread safety and statechange notification for texture
2939 * objects.
2940 *
2941 * \todo Improve the granularity of locking.
2942 */
2943 /*@{*/
2944 mtx_t TexMutex; /**< texobj thread safety */
2945 GLuint TextureStateStamp; /**< state notification for shared tex */
2946 /*@}*/
2947
2948 /** Default buffer object for vertex arrays that aren't in VBOs */
2949 struct gl_buffer_object *NullBufferObj;
2950
2951 /**
2952 * \name Vertex/geometry/fragment programs
2953 */
2954 /*@{*/
2955 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2956 struct gl_vertex_program *DefaultVertexProgram;
2957 struct gl_fragment_program *DefaultFragmentProgram;
2958 /*@}*/
2959
2960 /* GL_ATI_fragment_shader */
2961 struct _mesa_HashTable *ATIShaders;
2962 struct ati_fragment_shader *DefaultFragmentShader;
2963
2964 struct _mesa_HashTable *BufferObjects;
2965
2966 /** Table of both gl_shader and gl_shader_program objects */
2967 struct _mesa_HashTable *ShaderObjects;
2968
2969 /* GL_EXT_framebuffer_object */
2970 struct _mesa_HashTable *RenderBuffers;
2971 struct _mesa_HashTable *FrameBuffers;
2972
2973 /* GL_ARB_sync */
2974 struct set *SyncObjects;
2975
2976 /** GL_ARB_sampler_objects */
2977 struct _mesa_HashTable *SamplerObjects;
2978
2979 /**
2980 * Some context in this share group was affected by a GPU reset
2981 *
2982 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
2983 * been affected by a GPU reset must also return
2984 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
2985 *
2986 * Once this field becomes true, it is never reset to false.
2987 */
2988 bool ShareGroupReset;
2989 };
2990
2991
2992
2993 /**
2994 * Renderbuffers represent drawing surfaces such as color, depth and/or
2995 * stencil. A framebuffer object has a set of renderbuffers.
2996 * Drivers will typically derive subclasses of this type.
2997 */
2998 struct gl_renderbuffer
2999 {
3000 mtx_t Mutex; /**< for thread safety */
3001 GLuint ClassID; /**< Useful for drivers */
3002 GLuint Name;
3003 GLchar *Label; /**< GL_KHR_debug */
3004 GLint RefCount;
3005 GLuint Width, Height;
3006 GLuint Depth;
3007 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3008 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3009 /**
3010 * True for renderbuffers that wrap textures, giving the driver a chance to
3011 * flush render caches through the FinishRenderTexture hook.
3012 *
3013 * Drivers may also set this on renderbuffers other than those generated by
3014 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3015 * called without a rb->TexImage.
3016 */
3017 GLboolean NeedsFinishRenderTexture;
3018 GLubyte NumSamples;
3019 GLenum InternalFormat; /**< The user-specified format */
3020 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3021 GL_STENCIL_INDEX. */
3022 mesa_format Format; /**< The actual renderbuffer memory format */
3023 /**
3024 * Pointer to the texture image if this renderbuffer wraps a texture,
3025 * otherwise NULL.
3026 *
3027 * Note that the reference on the gl_texture_object containing this
3028 * TexImage is held by the gl_renderbuffer_attachment.
3029 */
3030 struct gl_texture_image *TexImage;
3031
3032 /** Delete this renderbuffer */
3033 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3034
3035 /** Allocate new storage for this renderbuffer */
3036 GLboolean (*AllocStorage)(struct gl_context *ctx,
3037 struct gl_renderbuffer *rb,
3038 GLenum internalFormat,
3039 GLuint width, GLuint height);
3040 };
3041
3042
3043 /**
3044 * A renderbuffer attachment points to either a texture object (and specifies
3045 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3046 */
3047 struct gl_renderbuffer_attachment
3048 {
3049 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3050 GLboolean Complete;
3051
3052 /**
3053 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3054 * application supplied renderbuffer object.
3055 */
3056 struct gl_renderbuffer *Renderbuffer;
3057
3058 /**
3059 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3060 * supplied texture object.
3061 */
3062 struct gl_texture_object *Texture;
3063 GLuint TextureLevel; /**< Attached mipmap level. */
3064 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3065 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3066 * and 2D array textures */
3067 GLboolean Layered;
3068 };
3069
3070
3071 /**
3072 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3073 * In C++ terms, think of this as a base class from which device drivers
3074 * will make derived classes.
3075 */
3076 struct gl_framebuffer
3077 {
3078 mtx_t Mutex; /**< for thread safety */
3079 /**
3080 * If zero, this is a window system framebuffer. If non-zero, this
3081 * is a FBO framebuffer; note that for some devices (i.e. those with
3082 * a natural pixel coordinate system for FBOs that differs from the
3083 * OpenGL/Mesa coordinate system), this means that the viewport,
3084 * polygon face orientation, and polygon stipple will have to be inverted.
3085 */
3086 GLuint Name;
3087 GLint RefCount;
3088
3089 GLchar *Label; /**< GL_KHR_debug */
3090
3091 GLboolean DeletePending;
3092
3093 /**
3094 * The framebuffer's visual. Immutable if this is a window system buffer.
3095 * Computed from attachments if user-made FBO.
3096 */
3097 struct gl_config Visual;
3098
3099 /**
3100 * Size of frame buffer in pixels. If there are no attachments, then both
3101 * of these are 0.
3102 */
3103 GLuint Width, Height;
3104
3105 /**
3106 * In the case that the framebuffer has no attachment (i.e.
3107 * GL_ARB_framebuffer_no_attachments) then the geometry of
3108 * the framebuffer is specified by the default values.
3109 */
3110 struct {
3111 GLuint Width, Height, Layers, NumSamples;
3112 GLboolean FixedSampleLocations;
3113 } DefaultGeometry;
3114
3115 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3116 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3117 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3118 */
3119 /*@{*/
3120 GLint _Xmin, _Xmax;
3121 GLint _Ymin, _Ymax;
3122 /*@}*/
3123
3124 /** \name Derived Z buffer stuff */
3125 /*@{*/
3126 GLuint _DepthMax; /**< Max depth buffer value */
3127 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3128 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3129 /*@}*/
3130
3131 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3132 GLenum _Status;
3133
3134 /** Whether one of Attachment has Type != GL_NONE
3135 * NOTE: the values for Width and Height are set to 0 in case of having
3136 * no attachments, a backend driver supporting the extension
3137 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3138 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3139 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3140 * _Ymax do NOT take into account _HasAttachments being false). To get the
3141 * geometry of the framebuffer, the helper functions
3142 * _mesa_geometric_width(),
3143 * _mesa_geometric_height(),
3144 * _mesa_geometric_samples() and
3145 * _mesa_geometric_layers()
3146 * are available that check _HasAttachments.
3147 */
3148 bool _HasAttachments;
3149
3150 /** Integer color values */
3151 GLboolean _IntegerColor;
3152
3153 /* ARB_color_buffer_float */
3154 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3155 GLboolean _HasSNormOrFloatColorBuffer;
3156
3157 /**
3158 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3159 * is not layered. For cube maps and cube map arrays, each cube face
3160 * counts as a layer. As the case for Width, Height a backend driver
3161 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3162 * in the case that _HasAttachments is false
3163 */
3164 GLuint MaxNumLayers;
3165
3166 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3167 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3168
3169 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3170 * attribute group and GL_PIXEL attribute group, respectively.
3171 */
3172 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3173 GLenum ColorReadBuffer;
3174
3175 /** Computed from ColorDraw/ReadBuffer above */
3176 GLuint _NumColorDrawBuffers;
3177 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3178 GLint _ColorReadBufferIndex; /* -1 = None */
3179 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3180 struct gl_renderbuffer *_ColorReadBuffer;
3181
3182 /** Delete this framebuffer */
3183 void (*Delete)(struct gl_framebuffer *fb);
3184 };
3185
3186
3187 /**
3188 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3189 */
3190 struct gl_precision
3191 {
3192 GLushort RangeMin; /**< min value exponent */
3193 GLushort RangeMax; /**< max value exponent */
3194 GLushort Precision; /**< number of mantissa bits */
3195 };
3196
3197
3198 /**
3199 * Limits for vertex, geometry and fragment programs/shaders.
3200 */
3201 struct gl_program_constants
3202 {
3203 /* logical limits */
3204 GLuint MaxInstructions;
3205 GLuint MaxAluInstructions;
3206 GLuint MaxTexInstructions;
3207 GLuint MaxTexIndirections;
3208 GLuint MaxAttribs;
3209 GLuint MaxTemps;
3210 GLuint MaxAddressRegs;
3211 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3212 GLuint MaxParameters;
3213 GLuint MaxLocalParams;
3214 GLuint MaxEnvParams;
3215 /* native/hardware limits */
3216 GLuint MaxNativeInstructions;
3217 GLuint MaxNativeAluInstructions;
3218 GLuint MaxNativeTexInstructions;
3219 GLuint MaxNativeTexIndirections;
3220 GLuint MaxNativeAttribs;
3221 GLuint MaxNativeTemps;
3222 GLuint MaxNativeAddressRegs;
3223 GLuint MaxNativeParameters;
3224 /* For shaders */
3225 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3226
3227 /**
3228 * \name Per-stage input / output limits
3229 *
3230 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3231 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3232 * ES). This is stored as \c gl_constants::MaxVarying.
3233 *
3234 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3235 * variables. Each stage as a certain number of outputs that it can feed
3236 * to the next stage and a certain number inputs that it can consume from
3237 * the previous stage.
3238 *
3239 * Vertex shader inputs do not participate this in this accounting.
3240 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3241 *
3242 * Fragment shader outputs do not participate this in this accounting.
3243 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3244 */
3245 /*@{*/
3246 GLuint MaxInputComponents;
3247 GLuint MaxOutputComponents;
3248 /*@}*/
3249
3250 /* ES 2.0 and GL_ARB_ES2_compatibility */
3251 struct gl_precision LowFloat, MediumFloat, HighFloat;
3252 struct gl_precision LowInt, MediumInt, HighInt;
3253 /* GL_ARB_uniform_buffer_object */
3254 GLuint MaxUniformBlocks;
3255 GLuint MaxCombinedUniformComponents;
3256 GLuint MaxTextureImageUnits;
3257
3258 /* GL_ARB_shader_atomic_counters */
3259 GLuint MaxAtomicBuffers;
3260 GLuint MaxAtomicCounters;
3261
3262 /* GL_ARB_shader_image_load_store */
3263 GLuint MaxImageUniforms;
3264
3265 /* GL_ARB_shader_storage_buffer_object */
3266 GLuint MaxShaderStorageBlocks;
3267 };
3268
3269
3270 /**
3271 * Constants which may be overridden by device driver during context creation
3272 * but are never changed after that.
3273 */
3274 struct gl_constants
3275 {
3276 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3277 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3278 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3279 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3280 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3281 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3282 GLuint MaxTextureCoordUnits;
3283 GLuint MaxCombinedTextureImageUnits;
3284 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3285 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3286 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3287 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3288
3289 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3290
3291 GLuint MaxArrayLockSize;
3292
3293 GLint SubPixelBits;
3294
3295 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3296 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3297 GLfloat PointSizeGranularity;
3298 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3299 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3300 GLfloat LineWidthGranularity;
3301
3302 GLuint MaxClipPlanes;
3303 GLuint MaxLights;
3304 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3305 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3306
3307 GLuint MaxViewportWidth, MaxViewportHeight;
3308 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3309 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3310 struct {
3311 GLfloat Min;
3312 GLfloat Max;
3313 } ViewportBounds; /**< GL_ARB_viewport_array */
3314
3315 struct gl_program_constants Program[MESA_SHADER_STAGES];
3316 GLuint MaxProgramMatrices;
3317 GLuint MaxProgramMatrixStackDepth;
3318
3319 struct {
3320 GLuint SamplesPassed;
3321 GLuint TimeElapsed;
3322 GLuint Timestamp;
3323 GLuint PrimitivesGenerated;
3324 GLuint PrimitivesWritten;
3325 GLuint VerticesSubmitted;
3326 GLuint PrimitivesSubmitted;
3327 GLuint VsInvocations;
3328 GLuint TessPatches;
3329 GLuint TessInvocations;
3330 GLuint GsInvocations;
3331 GLuint GsPrimitives;
3332 GLuint FsInvocations;
3333 GLuint ComputeInvocations;
3334 GLuint ClInPrimitives;
3335 GLuint ClOutPrimitives;
3336 } QueryCounterBits;
3337
3338 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3339
3340 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3341 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3342 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3343
3344 /**
3345 * GL_ARB_framebuffer_no_attachments
3346 */
3347 GLuint MaxFramebufferWidth;
3348 GLuint MaxFramebufferHeight;
3349 GLuint MaxFramebufferLayers;
3350 GLuint MaxFramebufferSamples;
3351
3352 /** Number of varying vectors between any two shader stages. */
3353 GLuint MaxVarying;
3354
3355 /** @{
3356 * GL_ARB_uniform_buffer_object
3357 */
3358 GLuint MaxCombinedUniformBlocks;
3359 GLuint MaxUniformBufferBindings;
3360 GLuint MaxUniformBlockSize;
3361 GLuint UniformBufferOffsetAlignment;
3362 /** @} */
3363
3364 /** @{
3365 * GL_ARB_shader_storage_buffer_object
3366 */
3367 GLuint MaxCombinedShaderStorageBlocks;
3368 GLuint MaxShaderStorageBufferBindings;
3369 GLuint MaxShaderStorageBlockSize;
3370 GLuint ShaderStorageBufferOffsetAlignment;
3371 /** @} */
3372
3373 /**
3374 * GL_ARB_explicit_uniform_location
3375 */
3376 GLuint MaxUserAssignableUniformLocations;
3377
3378 /** GL_ARB_geometry_shader4 */
3379 GLuint MaxGeometryOutputVertices;
3380 GLuint MaxGeometryTotalOutputComponents;
3381
3382 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3383
3384 /**
3385 * Changes default GLSL extension behavior from "error" to "warn". It's out
3386 * of spec, but it can make some apps work that otherwise wouldn't.
3387 */
3388 GLboolean ForceGLSLExtensionsWarn;
3389
3390 /**
3391 * If non-zero, forces GLSL shaders to behave as if they began
3392 * with "#version ForceGLSLVersion".
3393 */
3394 GLuint ForceGLSLVersion;
3395
3396 /**
3397 * Allow GLSL #extension directives in the middle of shaders.
3398 */
3399 GLboolean AllowGLSLExtensionDirectiveMidShader;
3400
3401 /**
3402 * Does the driver support real 32-bit integers? (Otherwise, integers are
3403 * simulated via floats.)
3404 */
3405 GLboolean NativeIntegers;
3406
3407 /**
3408 * Does VertexID count from zero or from base vertex?
3409 *
3410 * \note
3411 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3412 * ignored and need not be set.
3413 */
3414 bool VertexID_is_zero_based;
3415
3416 /**
3417 * If the driver supports real 32-bit integers, what integer value should be
3418 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3419 */
3420 GLuint UniformBooleanTrue;
3421
3422 /**
3423 * Maximum amount of time, measured in nanseconds, that the server can wait.
3424 */
3425 GLuint64 MaxServerWaitTimeout;
3426
3427 /** GL_EXT_provoking_vertex */
3428 GLboolean QuadsFollowProvokingVertexConvention;
3429
3430 /** OpenGL version 3.0 */
3431 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3432
3433 /** OpenGL version 3.2 */
3434 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3435
3436 /** OpenGL version 4.4 */
3437 GLuint MaxVertexAttribStride;
3438
3439 /** GL_EXT_transform_feedback */
3440 GLuint MaxTransformFeedbackBuffers;
3441 GLuint MaxTransformFeedbackSeparateComponents;
3442 GLuint MaxTransformFeedbackInterleavedComponents;
3443 GLuint MaxVertexStreams;
3444
3445 /** GL_EXT_gpu_shader4 */
3446 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3447
3448 /** GL_ARB_texture_gather */
3449 GLuint MinProgramTextureGatherOffset;
3450 GLuint MaxProgramTextureGatherOffset;
3451 GLuint MaxProgramTextureGatherComponents;
3452
3453 /* GL_ARB_robustness */
3454 GLenum ResetStrategy;
3455
3456 /* GL_ARB_blend_func_extended */
3457 GLuint MaxDualSourceDrawBuffers;
3458
3459 /**
3460 * Whether the implementation strips out and ignores texture borders.
3461 *
3462 * Many GPU hardware implementations don't support rendering with texture
3463 * borders and mipmapped textures. (Note: not static border color, but the
3464 * old 1-pixel border around each edge). Implementations then have to do
3465 * slow fallbacks to be correct, or just ignore the border and be fast but
3466 * wrong. Setting the flag strips the border off of TexImage calls,
3467 * providing "fast but wrong" at significantly reduced driver complexity.
3468 *
3469 * Texture borders are deprecated in GL 3.0.
3470 **/
3471 GLboolean StripTextureBorder;
3472
3473 /**
3474 * For drivers which can do a better job at eliminating unused uniforms
3475 * than the GLSL compiler.
3476 *
3477 * XXX Remove these as soon as a better solution is available.
3478 */
3479 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3480
3481 /**
3482 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3483 * than passing the transform feedback object to the drawing function.
3484 */
3485 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3486
3487 /** GL_ARB_map_buffer_alignment */
3488 GLuint MinMapBufferAlignment;
3489
3490 /**
3491 * Disable varying packing. This is out of spec, but potentially useful
3492 * for older platforms that supports a limited number of texture
3493 * indirections--on these platforms, unpacking the varyings in the fragment
3494 * shader increases the number of texture indirections by 1, which might
3495 * make some shaders not executable at all.
3496 *
3497 * Drivers that support transform feedback must set this value to GL_FALSE.
3498 */
3499 GLboolean DisableVaryingPacking;
3500
3501 /**
3502 * Should meaningful names be generated for compiler temporary variables?
3503 *
3504 * Generally, it is not useful to have the compiler generate "meaningful"
3505 * names for temporary variables that it creates. This can, however, be a
3506 * useful debugging aid. In Mesa debug builds or release builds when
3507 * MESA_GLSL is set at run-time, meaningful names will be generated.
3508 * Drivers can also force names to be generated by setting this field.
3509 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3510 * vertex shader assembly) is set at run-time.
3511 */
3512 bool GenerateTemporaryNames;
3513
3514 /*
3515 * Maximum value supported for an index in DrawElements and friends.
3516 *
3517 * This must be at least (1ull<<24)-1. The default value is
3518 * (1ull<<32)-1.
3519 *
3520 * \since ES 3.0 or GL_ARB_ES3_compatibility
3521 * \sa _mesa_init_constants
3522 */
3523 GLuint64 MaxElementIndex;
3524
3525 /**
3526 * Disable interpretation of line continuations (lines ending with a
3527 * backslash character ('\') in GLSL source.
3528 */
3529 GLboolean DisableGLSLLineContinuations;
3530
3531 /** GL_ARB_texture_multisample */
3532 GLint MaxColorTextureSamples;
3533 GLint MaxDepthTextureSamples;
3534 GLint MaxIntegerSamples;
3535
3536 /**
3537 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3538 * samples are laid out in a rectangular grid roughly corresponding to
3539 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3540 * are used to map indices of rectangular grid to sample numbers within
3541 * a pixel. This mapping of indices to sample numbers must be initialized
3542 * by the driver for the target hardware. For example, if we have the 8X
3543 * MSAA sample number layout (sample positions) for XYZ hardware:
3544 *
3545 * sample indices layout sample number layout
3546 * --------- ---------
3547 * | 0 | 1 | | a | b |
3548 * --------- ---------
3549 * | 2 | 3 | | c | d |
3550 * --------- ---------
3551 * | 4 | 5 | | e | f |
3552 * --------- ---------
3553 * | 6 | 7 | | g | h |
3554 * --------- ---------
3555 *
3556 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3557 *
3558 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3559 * below:
3560 * SampleMap8x = {a, b, c, d, e, f, g, h};
3561 *
3562 * Follow the logic for other sample counts.
3563 */
3564 uint8_t SampleMap2x[2];
3565 uint8_t SampleMap4x[4];
3566 uint8_t SampleMap8x[8];
3567
3568 /** GL_ARB_shader_atomic_counters */
3569 GLuint MaxAtomicBufferBindings;
3570 GLuint MaxAtomicBufferSize;
3571 GLuint MaxCombinedAtomicBuffers;
3572 GLuint MaxCombinedAtomicCounters;
3573
3574 /** GL_ARB_vertex_attrib_binding */
3575 GLint MaxVertexAttribRelativeOffset;
3576 GLint MaxVertexAttribBindings;
3577
3578 /* GL_ARB_shader_image_load_store */
3579 GLuint MaxImageUnits;
3580 GLuint MaxCombinedShaderOutputResources;
3581 GLuint MaxImageSamples;
3582 GLuint MaxCombinedImageUniforms;
3583
3584 /** GL_ARB_compute_shader */
3585 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3586 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3587 GLuint MaxComputeWorkGroupInvocations;
3588
3589 /** GL_ARB_gpu_shader5 */
3590 GLfloat MinFragmentInterpolationOffset;
3591 GLfloat MaxFragmentInterpolationOffset;
3592
3593 GLboolean FakeSWMSAA;
3594
3595 /** GL_KHR_context_flush_control */
3596 GLenum ContextReleaseBehavior;
3597
3598 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
3599
3600 /** GL_ARB_tessellation_shader */
3601 GLuint MaxPatchVertices;
3602 GLuint MaxTessGenLevel;
3603 GLuint MaxTessPatchComponents;
3604 GLuint MaxTessControlTotalOutputComponents;
3605 bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
3606 };
3607
3608
3609 /**
3610 * Enable flag for each OpenGL extension. Different device drivers will
3611 * enable different extensions at runtime.
3612 */
3613 struct gl_extensions
3614 {
3615 GLboolean dummy; /* don't remove this! */
3616 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3617 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3618 GLboolean ANGLE_texture_compression_dxt;
3619 GLboolean ARB_ES2_compatibility;
3620 GLboolean ARB_ES3_compatibility;
3621 GLboolean ARB_arrays_of_arrays;
3622 GLboolean ARB_base_instance;
3623 GLboolean ARB_blend_func_extended;
3624 GLboolean ARB_buffer_storage;
3625 GLboolean ARB_clear_texture;
3626 GLboolean ARB_clip_control;
3627 GLboolean ARB_color_buffer_float;
3628 GLboolean ARB_compute_shader;
3629 GLboolean ARB_conditional_render_inverted;
3630 GLboolean ARB_conservative_depth;
3631 GLboolean ARB_copy_image;
3632 GLboolean ARB_depth_buffer_float;
3633 GLboolean ARB_depth_clamp;
3634 GLboolean ARB_depth_texture;
3635 GLboolean ARB_derivative_control;
3636 GLboolean ARB_draw_buffers_blend;
3637 GLboolean ARB_draw_elements_base_vertex;
3638 GLboolean ARB_draw_indirect;
3639 GLboolean ARB_draw_instanced;
3640 GLboolean ARB_fragment_coord_conventions;
3641 GLboolean ARB_fragment_layer_viewport;
3642 GLboolean ARB_fragment_program;
3643 GLboolean ARB_fragment_program_shadow;
3644 GLboolean ARB_fragment_shader;
3645 GLboolean ARB_framebuffer_no_attachments;
3646 GLboolean ARB_framebuffer_object;
3647 GLboolean ARB_explicit_attrib_location;
3648 GLboolean ARB_explicit_uniform_location;
3649 GLboolean ARB_geometry_shader4;
3650 GLboolean ARB_gpu_shader5;
3651 GLboolean ARB_gpu_shader_fp64;
3652 GLboolean ARB_half_float_vertex;
3653 GLboolean ARB_instanced_arrays;
3654 GLboolean ARB_internalformat_query;
3655 GLboolean ARB_map_buffer_range;
3656 GLboolean ARB_occlusion_query;
3657 GLboolean ARB_occlusion_query2;
3658 GLboolean ARB_pipeline_statistics_query;
3659 GLboolean ARB_point_sprite;
3660 GLboolean ARB_sample_shading;
3661 GLboolean ARB_seamless_cube_map;
3662 GLboolean ARB_shader_atomic_counters;
3663 GLboolean ARB_shader_bit_encoding;
3664 GLboolean ARB_shader_image_load_store;
3665 GLboolean ARB_shader_image_size;
3666 GLboolean ARB_shader_precision;
3667 GLboolean ARB_shader_stencil_export;
3668 GLboolean ARB_shader_storage_buffer_object;
3669 GLboolean ARB_shader_subroutine;
3670 GLboolean ARB_shader_texture_image_samples;
3671 GLboolean ARB_shader_texture_lod;
3672 GLboolean ARB_shading_language_packing;
3673 GLboolean ARB_shading_language_420pack;
3674 GLboolean ARB_shadow;
3675 GLboolean ARB_stencil_texturing;
3676 GLboolean ARB_sync;
3677 GLboolean ARB_tessellation_shader;
3678 GLboolean ARB_texture_border_clamp;
3679 GLboolean ARB_texture_buffer_object;
3680 GLboolean ARB_texture_buffer_object_rgb32;
3681 GLboolean ARB_texture_buffer_range;
3682 GLboolean ARB_texture_compression_bptc;
3683 GLboolean ARB_texture_compression_rgtc;
3684 GLboolean ARB_texture_cube_map;
3685 GLboolean ARB_texture_cube_map_array;
3686 GLboolean ARB_texture_env_combine;
3687 GLboolean ARB_texture_env_crossbar;
3688 GLboolean ARB_texture_env_dot3;
3689 GLboolean ARB_texture_float;
3690 GLboolean ARB_texture_gather;
3691 GLboolean ARB_texture_mirror_clamp_to_edge;
3692 GLboolean ARB_texture_multisample;
3693 GLboolean ARB_texture_non_power_of_two;
3694 GLboolean ARB_texture_stencil8;
3695 GLboolean ARB_texture_query_levels;
3696 GLboolean ARB_texture_query_lod;
3697 GLboolean ARB_texture_rg;
3698 GLboolean ARB_texture_rgb10_a2ui;
3699 GLboolean ARB_texture_view;
3700 GLboolean ARB_timer_query;
3701 GLboolean ARB_transform_feedback2;
3702 GLboolean ARB_transform_feedback3;
3703 GLboolean ARB_transform_feedback_instanced;
3704 GLboolean ARB_uniform_buffer_object;
3705 GLboolean ARB_vertex_attrib_64bit;
3706 GLboolean ARB_vertex_program;
3707 GLboolean ARB_vertex_shader;
3708 GLboolean ARB_vertex_type_10f_11f_11f_rev;
3709 GLboolean ARB_vertex_type_2_10_10_10_rev;
3710 GLboolean ARB_viewport_array;
3711 GLboolean EXT_blend_color;
3712 GLboolean EXT_blend_equation_separate;
3713 GLboolean EXT_blend_func_separate;
3714 GLboolean EXT_blend_minmax;
3715 GLboolean EXT_depth_bounds_test;
3716 GLboolean EXT_draw_buffers2;
3717 GLboolean EXT_framebuffer_multisample;
3718 GLboolean EXT_framebuffer_multisample_blit_scaled;
3719 GLboolean EXT_framebuffer_sRGB;
3720 GLboolean EXT_gpu_program_parameters;
3721 GLboolean EXT_gpu_shader4;
3722 GLboolean EXT_packed_float;
3723 GLboolean EXT_pixel_buffer_object;
3724 GLboolean EXT_point_parameters;
3725 GLboolean EXT_polygon_offset_clamp;
3726 GLboolean EXT_provoking_vertex;
3727 GLboolean EXT_shader_integer_mix;
3728 GLboolean EXT_stencil_two_side;
3729 GLboolean EXT_texture3D;
3730 GLboolean EXT_texture_array;
3731 GLboolean EXT_texture_compression_latc;
3732 GLboolean EXT_texture_compression_s3tc;
3733 GLboolean EXT_texture_env_dot3;
3734 GLboolean EXT_texture_filter_anisotropic;
3735 GLboolean EXT_texture_integer;
3736 GLboolean EXT_texture_mirror_clamp;
3737 GLboolean EXT_texture_shared_exponent;
3738 GLboolean EXT_texture_snorm;
3739 GLboolean EXT_texture_sRGB;
3740 GLboolean EXT_texture_sRGB_decode;
3741 GLboolean EXT_texture_swizzle;
3742 GLboolean EXT_transform_feedback;
3743 GLboolean EXT_timer_query;
3744 GLboolean EXT_vertex_array_bgra;
3745 GLboolean OES_standard_derivatives;
3746 /* vendor extensions */
3747 GLboolean AMD_performance_monitor;
3748 GLboolean AMD_pinned_memory;
3749 GLboolean AMD_seamless_cubemap_per_texture;
3750 GLboolean AMD_vertex_shader_layer;
3751 GLboolean AMD_vertex_shader_viewport_index;
3752 GLboolean APPLE_object_purgeable;
3753 GLboolean ATI_texture_compression_3dc;
3754 GLboolean ATI_texture_mirror_once;
3755 GLboolean ATI_texture_env_combine3;
3756 GLboolean ATI_fragment_shader;
3757 GLboolean ATI_separate_stencil;
3758 GLboolean INTEL_performance_query;
3759 GLboolean KHR_texture_compression_astc_hdr;
3760 GLboolean KHR_texture_compression_astc_ldr;
3761 GLboolean MESA_pack_invert;
3762 GLboolean MESA_ycbcr_texture;
3763 GLboolean NV_conditional_render;
3764 GLboolean NV_fog_distance;
3765 GLboolean NV_fragment_program_option;
3766 GLboolean NV_point_sprite;
3767 GLboolean NV_primitive_restart;
3768 GLboolean NV_texture_barrier;
3769 GLboolean NV_texture_env_combine4;
3770 GLboolean NV_texture_rectangle;
3771 GLboolean NV_vdpau_interop;
3772 GLboolean TDFX_texture_compression_FXT1;
3773 GLboolean OES_EGL_image;
3774 GLboolean OES_draw_texture;
3775 GLboolean OES_depth_texture_cube_map;
3776 GLboolean OES_EGL_image_external;
3777 GLboolean OES_texture_float;
3778 GLboolean OES_texture_float_linear;
3779 GLboolean OES_texture_half_float;
3780 GLboolean OES_texture_half_float_linear;
3781 GLboolean OES_compressed_ETC1_RGB8_texture;
3782 GLboolean extension_sentinel;
3783 /** The extension string */
3784 const GLubyte *String;
3785 /** Number of supported extensions */
3786 GLuint Count;
3787 };
3788
3789
3790 /**
3791 * A stack of matrices (projection, modelview, color, texture, etc).
3792 */
3793 struct gl_matrix_stack
3794 {
3795 GLmatrix *Top; /**< points into Stack */
3796 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3797 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3798 GLuint MaxDepth; /**< size of Stack[] array */
3799 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3800 };
3801
3802
3803 /**
3804 * \name Bits for image transfer operations
3805 * \sa __struct gl_contextRec::ImageTransferState.
3806 */
3807 /*@{*/
3808 #define IMAGE_SCALE_BIAS_BIT 0x1
3809 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3810 #define IMAGE_MAP_COLOR_BIT 0x4
3811 #define IMAGE_CLAMP_BIT 0x800
3812
3813
3814 /** Pixel Transfer ops */
3815 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3816 IMAGE_SHIFT_OFFSET_BIT | \
3817 IMAGE_MAP_COLOR_BIT)
3818
3819 /**
3820 * \name Bits to indicate what state has changed.
3821 */
3822 /*@{*/
3823 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3824 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3825 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3826 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3827 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3828 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3829 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3830 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3831 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3832 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3833 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3834 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3835 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3836 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3837 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3838 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3839 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3840 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3841 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3842 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3843 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3844 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3845 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3846 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3847 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3848 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3849 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3850 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3851 #define _NEW_BUFFER_OBJECT (1 << 28)
3852 #define _NEW_FRAG_CLAMP (1 << 29)
3853 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3854 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3855 #define _NEW_ALL ~0
3856 /*@}*/
3857
3858
3859 /**
3860 * Composite state flags
3861 */
3862 /*@{*/
3863 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3864 _NEW_TEXTURE | \
3865 _NEW_POINT | \
3866 _NEW_PROGRAM | \
3867 _NEW_MODELVIEW)
3868
3869 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3870 _NEW_FOG | \
3871 _NEW_PROGRAM)
3872
3873
3874 /*@}*/
3875
3876
3877
3878
3879 /* This has to be included here. */
3880 #include "dd.h"
3881
3882
3883 /**
3884 * Display list flags.
3885 * Strictly this is a tnl-private concept, but it doesn't seem
3886 * worthwhile adding a tnl private structure just to hold this one bit
3887 * of information:
3888 */
3889 #define DLIST_DANGLING_REFS 0x1
3890
3891
3892 /** Opaque declaration of display list payload data type */
3893 union gl_dlist_node;
3894
3895
3896 /**
3897 * Provide a location where information about a display list can be
3898 * collected. Could be extended with driverPrivate structures,
3899 * etc. in the future.
3900 */
3901 struct gl_display_list
3902 {
3903 GLuint Name;
3904 GLchar *Label; /**< GL_KHR_debug */
3905 GLbitfield Flags; /**< DLIST_x flags */
3906 /** The dlist commands are in a linked list of nodes */
3907 union gl_dlist_node *Head;
3908 };
3909
3910
3911 /**
3912 * State used during display list compilation and execution.
3913 */
3914 struct gl_dlist_state
3915 {
3916 GLuint CallDepth; /**< Current recursion calling depth */
3917
3918 struct gl_display_list *CurrentList; /**< List currently being compiled */
3919 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3920 GLuint CurrentPos; /**< Index into current block of nodes */
3921
3922 GLvertexformat ListVtxfmt;
3923
3924 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3925 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3926
3927 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3928 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3929
3930 struct {
3931 /* State known to have been set by the currently-compiling display
3932 * list. Used to eliminate some redundant state changes.
3933 */
3934 GLenum ShadeModel;
3935 } Current;
3936 };
3937
3938 /** @{
3939 *
3940 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
3941 * to small enums suitable for use as an array index.
3942 */
3943
3944 enum mesa_debug_source {
3945 MESA_DEBUG_SOURCE_API,
3946 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
3947 MESA_DEBUG_SOURCE_SHADER_COMPILER,
3948 MESA_DEBUG_SOURCE_THIRD_PARTY,
3949 MESA_DEBUG_SOURCE_APPLICATION,
3950 MESA_DEBUG_SOURCE_OTHER,
3951 MESA_DEBUG_SOURCE_COUNT
3952 };
3953
3954 enum mesa_debug_type {
3955 MESA_DEBUG_TYPE_ERROR,
3956 MESA_DEBUG_TYPE_DEPRECATED,
3957 MESA_DEBUG_TYPE_UNDEFINED,
3958 MESA_DEBUG_TYPE_PORTABILITY,
3959 MESA_DEBUG_TYPE_PERFORMANCE,
3960 MESA_DEBUG_TYPE_OTHER,
3961 MESA_DEBUG_TYPE_MARKER,
3962 MESA_DEBUG_TYPE_PUSH_GROUP,
3963 MESA_DEBUG_TYPE_POP_GROUP,
3964 MESA_DEBUG_TYPE_COUNT
3965 };
3966
3967 enum mesa_debug_severity {
3968 MESA_DEBUG_SEVERITY_LOW,
3969 MESA_DEBUG_SEVERITY_MEDIUM,
3970 MESA_DEBUG_SEVERITY_HIGH,
3971 MESA_DEBUG_SEVERITY_NOTIFICATION,
3972 MESA_DEBUG_SEVERITY_COUNT
3973 };
3974
3975 /** @} */
3976
3977 /**
3978 * Driver-specific state flags.
3979 *
3980 * These are or'd with gl_context::NewDriverState to notify a driver about
3981 * a state change. The driver sets the flags at context creation and
3982 * the meaning of the bits set is opaque to core Mesa.
3983 */
3984 struct gl_driver_flags
3985 {
3986 /** gl_context::Array::_DrawArrays (vertex array state) */
3987 uint64_t NewArray;
3988
3989 /** gl_context::TransformFeedback::CurrentObject */
3990 uint64_t NewTransformFeedback;
3991
3992 /** gl_context::TransformFeedback::CurrentObject::shader_program */
3993 uint64_t NewTransformFeedbackProg;
3994
3995 /** gl_context::RasterDiscard */
3996 uint64_t NewRasterizerDiscard;
3997
3998 /**
3999 * gl_context::UniformBufferBindings
4000 * gl_shader_program::UniformBlocks
4001 */
4002 uint64_t NewUniformBuffer;
4003
4004 /**
4005 * gl_context::ShaderStorageBufferBindings
4006 * gl_shader_program::ShaderStorageBlocks
4007 */
4008 uint64_t NewShaderStorageBuffer;
4009
4010 uint64_t NewTextureBuffer;
4011
4012 /**
4013 * gl_context::AtomicBufferBindings
4014 */
4015 uint64_t NewAtomicBuffer;
4016
4017 /**
4018 * gl_context::ImageUnits
4019 */
4020 uint64_t NewImageUnits;
4021
4022 /**
4023 * gl_context::TessCtrlProgram::patch_default_*
4024 */
4025 uint64_t NewDefaultTessLevels;
4026 };
4027
4028 struct gl_uniform_buffer_binding
4029 {
4030 struct gl_buffer_object *BufferObject;
4031 /** Start of uniform block data in the buffer */
4032 GLintptr Offset;
4033 /** Size of data allowed to be referenced from the buffer (in bytes) */
4034 GLsizeiptr Size;
4035 /**
4036 * glBindBufferBase() indicates that the Size should be ignored and only
4037 * limited by the current size of the BufferObject.
4038 */
4039 GLboolean AutomaticSize;
4040 };
4041
4042 struct gl_shader_storage_buffer_binding
4043 {
4044 struct gl_buffer_object *BufferObject;
4045 /** Start of shader storage block data in the buffer */
4046 GLintptr Offset;
4047 /** Size of data allowed to be referenced from the buffer (in bytes) */
4048 GLsizeiptr Size;
4049 /**
4050 * glBindBufferBase() indicates that the Size should be ignored and only
4051 * limited by the current size of the BufferObject.
4052 */
4053 GLboolean AutomaticSize;
4054 };
4055
4056 /**
4057 * ARB_shader_image_load_store image unit.
4058 */
4059 struct gl_image_unit
4060 {
4061 /**
4062 * Texture object bound to this unit.
4063 */
4064 struct gl_texture_object *TexObj;
4065
4066 /**
4067 * Level of the texture object bound to this unit.
4068 */
4069 GLuint Level;
4070
4071 /**
4072 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4073 * GL_FALSE if only some specific layer of the texture is bound.
4074 * \sa Layer
4075 */
4076 GLboolean Layered;
4077
4078 /**
4079 * GL_TRUE if the state of this image unit is valid and access from
4080 * the shader is allowed. Otherwise loads from this unit should
4081 * return zero and stores should have no effect.
4082 */
4083 GLboolean _Valid;
4084
4085 /**
4086 * Layer of the texture object bound to this unit as specified by the
4087 * application.
4088 */
4089 GLuint Layer;
4090
4091 /**
4092 * Layer of the texture object bound to this unit, or zero if the
4093 * whole level is bound.
4094 */
4095 GLuint _Layer;
4096
4097 /**
4098 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4099 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4100 */
4101 GLenum Access;
4102
4103 /**
4104 * GL internal format that determines the interpretation of the
4105 * image memory when shader image operations are performed through
4106 * this unit.
4107 */
4108 GLenum Format;
4109
4110 /**
4111 * Mesa format corresponding to \c Format.
4112 */
4113 mesa_format _ActualFormat;
4114
4115 };
4116
4117 /**
4118 * Binding point for an atomic counter buffer object.
4119 */
4120 struct gl_atomic_buffer_binding
4121 {
4122 struct gl_buffer_object *BufferObject;
4123 GLintptr Offset;
4124 GLsizeiptr Size;
4125 };
4126
4127 /**
4128 * Mesa rendering context.
4129 *
4130 * This is the central context data structure for Mesa. Almost all
4131 * OpenGL state is contained in this structure.
4132 * Think of this as a base class from which device drivers will derive
4133 * sub classes.
4134 */
4135 struct gl_context
4136 {
4137 /** State possibly shared with other contexts in the address space */
4138 struct gl_shared_state *Shared;
4139
4140 /** \name API function pointer tables */
4141 /*@{*/
4142 gl_api API;
4143 /**
4144 * The current dispatch table for non-displaylist-saving execution, either
4145 * BeginEnd or OutsideBeginEnd
4146 */
4147 struct _glapi_table *Exec;
4148 /**
4149 * The normal dispatch table for non-displaylist-saving, non-begin/end
4150 */
4151 struct _glapi_table *OutsideBeginEnd;
4152 /** The dispatch table used between glNewList() and glEndList() */
4153 struct _glapi_table *Save;
4154 /**
4155 * The dispatch table used between glBegin() and glEnd() (outside of a
4156 * display list). Only valid functions between those two are set, which is
4157 * mostly just the set in a GLvertexformat struct.
4158 */
4159 struct _glapi_table *BeginEnd;
4160 /**
4161 * Tracks the current dispatch table out of the 3 above, so that it can be
4162 * re-set on glXMakeCurrent().
4163 */
4164 struct _glapi_table *CurrentDispatch;
4165 /*@}*/
4166
4167 struct gl_config Visual;
4168 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4169 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4170 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4171 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4172
4173 /**
4174 * Device driver function pointer table
4175 */
4176 struct dd_function_table Driver;
4177
4178 /** Core/Driver constants */
4179 struct gl_constants Const;
4180
4181 /** \name The various 4x4 matrix stacks */
4182 /*@{*/
4183 struct gl_matrix_stack ModelviewMatrixStack;
4184 struct gl_matrix_stack ProjectionMatrixStack;
4185 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4186 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4187 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4188 /*@}*/
4189
4190 /** Combined modelview and projection matrix */
4191 GLmatrix _ModelProjectMatrix;
4192
4193 /** \name Display lists */
4194 struct gl_dlist_state ListState;
4195
4196 GLboolean ExecuteFlag; /**< Execute GL commands? */
4197 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4198
4199 /** Extension information */
4200 struct gl_extensions Extensions;
4201
4202 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4203 GLuint Version;
4204 char *VersionString;
4205
4206 /** \name State attribute stack (for glPush/PopAttrib) */
4207 /*@{*/
4208 GLuint AttribStackDepth;
4209 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4210 /*@}*/
4211
4212 /** \name Renderer attribute groups
4213 *
4214 * We define a struct for each attribute group to make pushing and popping
4215 * attributes easy. Also it's a good organization.
4216 */
4217 /*@{*/
4218 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4219 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4220 struct gl_current_attrib Current; /**< Current attributes */
4221 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4222 struct gl_eval_attrib Eval; /**< Eval attributes */
4223 struct gl_fog_attrib Fog; /**< Fog attributes */
4224 struct gl_hint_attrib Hint; /**< Hint attributes */
4225 struct gl_light_attrib Light; /**< Light attributes */
4226 struct gl_line_attrib Line; /**< Line attributes */
4227 struct gl_list_attrib List; /**< List attributes */
4228 struct gl_multisample_attrib Multisample;
4229 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4230 struct gl_point_attrib Point; /**< Point attributes */
4231 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4232 GLuint PolygonStipple[32]; /**< Polygon stipple */
4233 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4234 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4235 struct gl_texture_attrib Texture; /**< Texture attributes */
4236 struct gl_transform_attrib Transform; /**< Transformation attributes */
4237 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4238 /*@}*/
4239
4240 /** \name Client attribute stack */
4241 /*@{*/
4242 GLuint ClientAttribStackDepth;
4243 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4244 /*@}*/
4245
4246 /** \name Client attribute groups */
4247 /*@{*/
4248 struct gl_array_attrib Array; /**< Vertex arrays */
4249 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4250 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4251 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4252 /*@}*/
4253
4254 /** \name Other assorted state (not pushed/popped on attribute stack) */
4255 /*@{*/
4256 struct gl_pixelmaps PixelMaps;
4257
4258 struct gl_evaluators EvalMap; /**< All evaluators */
4259 struct gl_feedback Feedback; /**< Feedback */
4260 struct gl_selection Select; /**< Selection */
4261
4262 struct gl_program_state Program; /**< general program state */
4263 struct gl_vertex_program_state VertexProgram;
4264 struct gl_fragment_program_state FragmentProgram;
4265 struct gl_geometry_program_state GeometryProgram;
4266 struct gl_compute_program_state ComputeProgram;
4267 struct gl_tess_ctrl_program_state TessCtrlProgram;
4268 struct gl_tess_eval_program_state TessEvalProgram;
4269 struct gl_ati_fragment_shader_state ATIFragmentShader;
4270
4271 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4272 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4273
4274 /**
4275 * Current active shader pipeline state
4276 *
4277 * Almost all internal users want ::_Shader instead of ::Shader. The
4278 * exceptions are bits of legacy GLSL API that do not know about separate
4279 * shader objects.
4280 *
4281 * If a program is active via \c glUseProgram, this will point to
4282 * \c ::Shader.
4283 *
4284 * If a program pipeline is active via \c glBindProgramPipeline, this will
4285 * point to \c ::Pipeline.Current.
4286 *
4287 * If neither a program nor a program pipeline is active, this will point to
4288 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4289 * \c NULL.
4290 */
4291 struct gl_pipeline_object *_Shader;
4292
4293 struct gl_query_state Query; /**< occlusion, timer queries */
4294
4295 struct gl_transform_feedback_state TransformFeedback;
4296
4297 struct gl_perf_monitor_state PerfMonitor;
4298
4299 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4300 struct gl_buffer_object *DispatchIndirectBuffer; /** < GL_ARB_compute_shader */
4301
4302 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4303 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4304
4305 /**
4306 * Current GL_ARB_uniform_buffer_object binding referenced by
4307 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4308 */
4309 struct gl_buffer_object *UniformBuffer;
4310
4311 /**
4312 * Current GL_ARB_shader_storage_buffer_object binding referenced by
4313 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
4314 */
4315 struct gl_buffer_object *ShaderStorageBuffer;
4316
4317 /**
4318 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4319 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4320 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4321 * shader program.
4322 */
4323 struct gl_uniform_buffer_binding
4324 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4325
4326 /**
4327 * Array of shader storage buffers for ARB_shader_storage_buffer_object
4328 * and GL 4.3. This is set up using glBindBufferRange() or
4329 * glBindBufferBase(). They are associated with shader storage blocks by
4330 * glShaderStorageBlockBinding()'s state in the shader program.
4331 */
4332 struct gl_shader_storage_buffer_binding
4333 ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
4334
4335 /**
4336 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4337 * target.
4338 */
4339 struct gl_buffer_object *AtomicBuffer;
4340
4341 /**
4342 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4343 * target.
4344 */
4345 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
4346
4347 /**
4348 * Array of atomic counter buffer binding points.
4349 */
4350 struct gl_atomic_buffer_binding
4351 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4352
4353 /**
4354 * Array of image units for ARB_shader_image_load_store.
4355 */
4356 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4357
4358 /*@}*/
4359
4360 struct gl_meta_state *Meta; /**< for "meta" operations */
4361
4362 /* GL_EXT_framebuffer_object */
4363 struct gl_renderbuffer *CurrentRenderbuffer;
4364
4365 GLenum ErrorValue; /**< Last error code */
4366
4367 /**
4368 * Recognize and silence repeated error debug messages in buggy apps.
4369 */
4370 const char *ErrorDebugFmtString;
4371 GLuint ErrorDebugCount;
4372
4373 /* GL_ARB_debug_output/GL_KHR_debug */
4374 mtx_t DebugMutex;
4375 struct gl_debug_state *Debug;
4376
4377 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4378 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4379 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
4380
4381 struct gl_driver_flags DriverFlags;
4382
4383 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4384
4385 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4386
4387 /** \name Derived state */
4388 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4389 GLfloat _EyeZDir[3];
4390 GLfloat _ModelViewInvScale;
4391 GLboolean _NeedEyeCoords;
4392 GLboolean _ForceEyeCoords;
4393
4394 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4395
4396 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4397
4398 /** \name For debugging/development only */
4399 /*@{*/
4400 GLboolean FirstTimeCurrent;
4401 /*@}*/
4402
4403 /**
4404 * False if this context was created without a config. This is needed
4405 * because the initial state of glDrawBuffers depends on this
4406 */
4407 GLboolean HasConfig;
4408
4409 /** software compression/decompression supported or not */
4410 GLboolean Mesa_DXTn;
4411
4412 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4413
4414 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4415
4416 /**
4417 * \name Hooks for module contexts.
4418 *
4419 * These will eventually live in the driver or elsewhere.
4420 */
4421 /*@{*/
4422 void *swrast_context;
4423 void *swsetup_context;
4424 void *swtnl_context;
4425 struct vbo_context *vbo_context;
4426 struct st_context *st;
4427 void *aelt_context;
4428 /*@}*/
4429
4430 /**
4431 * \name NV_vdpau_interop
4432 */
4433 /*@{*/
4434 const void *vdpDevice;
4435 const void *vdpGetProcAddress;
4436 struct set *vdpSurfaces;
4437 /*@}*/
4438
4439 /**
4440 * Has this context observed a GPU reset in any context in the share group?
4441 *
4442 * Once this field becomes true, it is never reset to false.
4443 */
4444 GLboolean ShareGroupReset;
4445 };
4446
4447
4448 #ifdef DEBUG
4449 extern int MESA_VERBOSE;
4450 extern int MESA_DEBUG_FLAGS;
4451 # define MESA_FUNCTION __func__
4452 #else
4453 # define MESA_VERBOSE 0
4454 # define MESA_DEBUG_FLAGS 0
4455 # define MESA_FUNCTION "a function"
4456 #endif
4457
4458
4459 /** The MESA_VERBOSE var is a bitmask of these flags */
4460 enum _verbose
4461 {
4462 VERBOSE_VARRAY = 0x0001,
4463 VERBOSE_TEXTURE = 0x0002,
4464 VERBOSE_MATERIAL = 0x0004,
4465 VERBOSE_PIPELINE = 0x0008,
4466 VERBOSE_DRIVER = 0x0010,
4467 VERBOSE_STATE = 0x0020,
4468 VERBOSE_API = 0x0040,
4469 VERBOSE_DISPLAY_LIST = 0x0100,
4470 VERBOSE_LIGHTING = 0x0200,
4471 VERBOSE_PRIMS = 0x0400,
4472 VERBOSE_VERTS = 0x0800,
4473 VERBOSE_DISASSEM = 0x1000,
4474 VERBOSE_DRAW = 0x2000,
4475 VERBOSE_SWAPBUFFERS = 0x4000
4476 };
4477
4478
4479 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4480 enum _debug
4481 {
4482 DEBUG_SILENT = (1 << 0),
4483 DEBUG_ALWAYS_FLUSH = (1 << 1),
4484 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
4485 DEBUG_INCOMPLETE_FBO = (1 << 3)
4486 };
4487
4488 static inline bool
4489 _mesa_active_fragment_shader_has_atomic_ops(const struct gl_context *ctx)
4490 {
4491 return ctx->Shader._CurrentFragmentProgram != NULL &&
4492 ctx->Shader._CurrentFragmentProgram->NumAtomicBuffers > 0;
4493 }
4494
4495 #ifdef __cplusplus
4496 }
4497 #endif
4498
4499 #endif /* MTYPES_H */