Merge branch 'xa_branch'
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.7
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include "main/glheader.h"
38 #include "main/config.h"
39 #include "main/mfeatures.h"
40 #include "glapi/glapi.h"
41 #include "math/m_matrix.h" /* GLmatrix */
42 #include "main/simple_list.h" /* struct simple_node */
43 #include "main/formats.h" /* MESA_FORMAT_COUNT */
44
45
46 /**
47 * Color channel data type.
48 */
49 #if CHAN_BITS == 8
50 typedef GLubyte GLchan;
51 #define CHAN_MAX 255
52 #define CHAN_MAXF 255.0F
53 #define CHAN_TYPE GL_UNSIGNED_BYTE
54 #elif CHAN_BITS == 16
55 typedef GLushort GLchan;
56 #define CHAN_MAX 65535
57 #define CHAN_MAXF 65535.0F
58 #define CHAN_TYPE GL_UNSIGNED_SHORT
59 #elif CHAN_BITS == 32
60 typedef GLfloat GLchan;
61 #define CHAN_MAX 1.0
62 #define CHAN_MAXF 1.0F
63 #define CHAN_TYPE GL_FLOAT
64 #else
65 #error "illegal number of color channel bits"
66 #endif
67
68
69 /**
70 * Stencil buffer data type.
71 */
72 #if STENCIL_BITS==8
73 typedef GLubyte GLstencil;
74 #elif STENCIL_BITS==16
75 typedef GLushort GLstencil;
76 #else
77 # error "illegal number of stencil bits"
78 #endif
79
80
81 /**
82 * \name 64-bit extension of GLbitfield.
83 */
84 /*@{*/
85 typedef GLuint64 GLbitfield64;
86
87 /** Set a single bit */
88 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
89
90
91 /**
92 * \name Some forward type declarations
93 */
94 /*@{*/
95 struct _mesa_HashTable;
96 struct gl_attrib_node;
97 struct gl_list_extensions;
98 struct gl_meta_state;
99 struct gl_pixelstore_attrib;
100 struct gl_program_cache;
101 struct gl_texture_format;
102 struct gl_texture_image;
103 struct gl_texture_object;
104 struct gl_context;
105 struct st_context;
106 /*@}*/
107
108
109 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
110 #define PRIM_OUTSIDE_BEGIN_END (GL_POLYGON+1)
111 #define PRIM_INSIDE_UNKNOWN_PRIM (GL_POLYGON+2)
112 #define PRIM_UNKNOWN (GL_POLYGON+3)
113
114
115 /**
116 * Shader stages. Note that these will become 5 with tessellation.
117 * These MUST have the same values as gallium's PIPE_SHADER_*
118 */
119 typedef enum
120 {
121 MESA_SHADER_VERTEX = 0,
122 MESA_SHADER_FRAGMENT = 1,
123 MESA_SHADER_GEOMETRY = 2,
124 MESA_SHADER_TYPES = 3
125 } gl_shader_type;
126
127
128
129 /**
130 * Indexes for vertex program attributes.
131 * GL_NV_vertex_program aliases generic attributes over the conventional
132 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
133 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
134 * generic attributes are distinct/separate).
135 */
136 typedef enum
137 {
138 VERT_ATTRIB_POS = 0,
139 VERT_ATTRIB_WEIGHT = 1,
140 VERT_ATTRIB_NORMAL = 2,
141 VERT_ATTRIB_COLOR0 = 3,
142 VERT_ATTRIB_COLOR1 = 4,
143 VERT_ATTRIB_FOG = 5,
144 VERT_ATTRIB_COLOR_INDEX = 6,
145 VERT_ATTRIB_POINT_SIZE = 6, /*alias*/
146 VERT_ATTRIB_EDGEFLAG = 7,
147 VERT_ATTRIB_TEX0 = 8,
148 VERT_ATTRIB_TEX1 = 9,
149 VERT_ATTRIB_TEX2 = 10,
150 VERT_ATTRIB_TEX3 = 11,
151 VERT_ATTRIB_TEX4 = 12,
152 VERT_ATTRIB_TEX5 = 13,
153 VERT_ATTRIB_TEX6 = 14,
154 VERT_ATTRIB_TEX7 = 15,
155 VERT_ATTRIB_GENERIC0 = 16,
156 VERT_ATTRIB_GENERIC1 = 17,
157 VERT_ATTRIB_GENERIC2 = 18,
158 VERT_ATTRIB_GENERIC3 = 19,
159 VERT_ATTRIB_GENERIC4 = 20,
160 VERT_ATTRIB_GENERIC5 = 21,
161 VERT_ATTRIB_GENERIC6 = 22,
162 VERT_ATTRIB_GENERIC7 = 23,
163 VERT_ATTRIB_GENERIC8 = 24,
164 VERT_ATTRIB_GENERIC9 = 25,
165 VERT_ATTRIB_GENERIC10 = 26,
166 VERT_ATTRIB_GENERIC11 = 27,
167 VERT_ATTRIB_GENERIC12 = 28,
168 VERT_ATTRIB_GENERIC13 = 29,
169 VERT_ATTRIB_GENERIC14 = 30,
170 VERT_ATTRIB_GENERIC15 = 31,
171 VERT_ATTRIB_MAX = 32
172 } gl_vert_attrib;
173
174 /**
175 * Bitflags for vertex attributes.
176 * These are used in bitfields in many places.
177 */
178 /*@{*/
179 #define VERT_BIT_POS (1 << VERT_ATTRIB_POS)
180 #define VERT_BIT_WEIGHT (1 << VERT_ATTRIB_WEIGHT)
181 #define VERT_BIT_NORMAL (1 << VERT_ATTRIB_NORMAL)
182 #define VERT_BIT_COLOR0 (1 << VERT_ATTRIB_COLOR0)
183 #define VERT_BIT_COLOR1 (1 << VERT_ATTRIB_COLOR1)
184 #define VERT_BIT_FOG (1 << VERT_ATTRIB_FOG)
185 #define VERT_BIT_COLOR_INDEX (1 << VERT_ATTRIB_COLOR_INDEX)
186 #define VERT_BIT_EDGEFLAG (1 << VERT_ATTRIB_EDGEFLAG)
187 #define VERT_BIT_TEX0 (1 << VERT_ATTRIB_TEX0)
188 #define VERT_BIT_TEX1 (1 << VERT_ATTRIB_TEX1)
189 #define VERT_BIT_TEX2 (1 << VERT_ATTRIB_TEX2)
190 #define VERT_BIT_TEX3 (1 << VERT_ATTRIB_TEX3)
191 #define VERT_BIT_TEX4 (1 << VERT_ATTRIB_TEX4)
192 #define VERT_BIT_TEX5 (1 << VERT_ATTRIB_TEX5)
193 #define VERT_BIT_TEX6 (1 << VERT_ATTRIB_TEX6)
194 #define VERT_BIT_TEX7 (1 << VERT_ATTRIB_TEX7)
195 #define VERT_BIT_GENERIC0 (1 << VERT_ATTRIB_GENERIC0)
196 #define VERT_BIT_GENERIC1 (1 << VERT_ATTRIB_GENERIC1)
197 #define VERT_BIT_GENERIC2 (1 << VERT_ATTRIB_GENERIC2)
198 #define VERT_BIT_GENERIC3 (1 << VERT_ATTRIB_GENERIC3)
199 #define VERT_BIT_GENERIC4 (1 << VERT_ATTRIB_GENERIC4)
200 #define VERT_BIT_GENERIC5 (1 << VERT_ATTRIB_GENERIC5)
201 #define VERT_BIT_GENERIC6 (1 << VERT_ATTRIB_GENERIC6)
202 #define VERT_BIT_GENERIC7 (1 << VERT_ATTRIB_GENERIC7)
203 #define VERT_BIT_GENERIC8 (1 << VERT_ATTRIB_GENERIC8)
204 #define VERT_BIT_GENERIC9 (1 << VERT_ATTRIB_GENERIC9)
205 #define VERT_BIT_GENERIC10 (1 << VERT_ATTRIB_GENERIC10)
206 #define VERT_BIT_GENERIC11 (1 << VERT_ATTRIB_GENERIC11)
207 #define VERT_BIT_GENERIC12 (1 << VERT_ATTRIB_GENERIC12)
208 #define VERT_BIT_GENERIC13 (1 << VERT_ATTRIB_GENERIC13)
209 #define VERT_BIT_GENERIC14 (1 << VERT_ATTRIB_GENERIC14)
210 #define VERT_BIT_GENERIC15 (1 << VERT_ATTRIB_GENERIC15)
211
212 #define VERT_BIT_TEX(u) (1 << (VERT_ATTRIB_TEX0 + (u)))
213 #define VERT_BIT_GENERIC(g) (1 << (VERT_ATTRIB_GENERIC0 + (g)))
214 /*@}*/
215
216
217 /**
218 * Indexes for vertex program result attributes
219 */
220 typedef enum
221 {
222 VERT_RESULT_HPOS = 0,
223 VERT_RESULT_COL0 = 1,
224 VERT_RESULT_COL1 = 2,
225 VERT_RESULT_FOGC = 3,
226 VERT_RESULT_TEX0 = 4,
227 VERT_RESULT_TEX1 = 5,
228 VERT_RESULT_TEX2 = 6,
229 VERT_RESULT_TEX3 = 7,
230 VERT_RESULT_TEX4 = 8,
231 VERT_RESULT_TEX5 = 9,
232 VERT_RESULT_TEX6 = 10,
233 VERT_RESULT_TEX7 = 11,
234 VERT_RESULT_PSIZ = 12,
235 VERT_RESULT_BFC0 = 13,
236 VERT_RESULT_BFC1 = 14,
237 VERT_RESULT_EDGE = 15,
238 VERT_RESULT_VAR0 = 16, /**< shader varying */
239 VERT_RESULT_MAX = (VERT_RESULT_VAR0 + MAX_VARYING)
240 } gl_vert_result;
241
242
243 /*********************************************/
244
245 /**
246 * Indexes for geometry program attributes.
247 */
248 typedef enum
249 {
250 GEOM_ATTRIB_POSITION = 0,
251 GEOM_ATTRIB_COLOR0 = 1,
252 GEOM_ATTRIB_COLOR1 = 2,
253 GEOM_ATTRIB_SECONDARY_COLOR0 = 3,
254 GEOM_ATTRIB_SECONDARY_COLOR1 = 4,
255 GEOM_ATTRIB_FOG_FRAG_COORD = 5,
256 GEOM_ATTRIB_POINT_SIZE = 6,
257 GEOM_ATTRIB_CLIP_VERTEX = 7,
258 GEOM_ATTRIB_PRIMITIVE_ID = 8,
259 GEOM_ATTRIB_TEX_COORD = 9,
260
261 GEOM_ATTRIB_VAR0 = 16,
262 GEOM_ATTRIB_MAX = (GEOM_ATTRIB_VAR0 + MAX_VARYING)
263 } gl_geom_attrib;
264
265 /**
266 * Bitflags for geometry attributes.
267 * These are used in bitfields in many places.
268 */
269 /*@{*/
270 #define GEOM_BIT_COLOR0 (1 << GEOM_ATTRIB_COLOR0)
271 #define GEOM_BIT_COLOR1 (1 << GEOM_ATTRIB_COLOR1)
272 #define GEOM_BIT_SCOLOR0 (1 << GEOM_ATTRIB_SECONDARY_COLOR0)
273 #define GEOM_BIT_SCOLOR1 (1 << GEOM_ATTRIB_SECONDARY_COLOR1)
274 #define GEOM_BIT_TEX_COORD (1 << GEOM_ATTRIB_TEX_COORD)
275 #define GEOM_BIT_FOG_COORD (1 << GEOM_ATTRIB_FOG_FRAG_COORD)
276 #define GEOM_BIT_POSITION (1 << GEOM_ATTRIB_POSITION)
277 #define GEOM_BIT_POINT_SIDE (1 << GEOM_ATTRIB_POINT_SIZE)
278 #define GEOM_BIT_CLIP_VERTEX (1 << GEOM_ATTRIB_CLIP_VERTEX)
279 #define GEOM_BIT_PRIM_ID (1 << GEOM_ATTRIB_PRIMITIVE_ID)
280 #define GEOM_BIT_VAR0 (1 << GEOM_ATTRIB_VAR0)
281
282 #define GEOM_BIT_VAR(g) (1 << (GEOM_BIT_VAR0 + (g)))
283 /*@}*/
284
285
286 /**
287 * Indexes for geometry program result attributes
288 */
289 typedef enum
290 {
291 GEOM_RESULT_POS = 0,
292 GEOM_RESULT_COL0 = 1,
293 GEOM_RESULT_COL1 = 2,
294 GEOM_RESULT_SCOL0 = 3,
295 GEOM_RESULT_SCOL1 = 4,
296 GEOM_RESULT_FOGC = 5,
297 GEOM_RESULT_TEX0 = 6,
298 GEOM_RESULT_TEX1 = 7,
299 GEOM_RESULT_TEX2 = 8,
300 GEOM_RESULT_TEX3 = 9,
301 GEOM_RESULT_TEX4 = 10,
302 GEOM_RESULT_TEX5 = 11,
303 GEOM_RESULT_TEX6 = 12,
304 GEOM_RESULT_TEX7 = 13,
305 GEOM_RESULT_PSIZ = 14,
306 GEOM_RESULT_CLPV = 15,
307 GEOM_RESULT_PRID = 16,
308 GEOM_RESULT_LAYR = 17,
309 GEOM_RESULT_VAR0 = 18, /**< shader varying, should really be 16 */
310 /* ### we need to -2 because var0 is 18 instead 16 like in the others */
311 GEOM_RESULT_MAX = (GEOM_RESULT_VAR0 + MAX_VARYING - 2)
312 } gl_geom_result;
313
314
315 /**
316 * Indexes for fragment program input attributes.
317 */
318 typedef enum
319 {
320 FRAG_ATTRIB_WPOS = 0,
321 FRAG_ATTRIB_COL0 = 1,
322 FRAG_ATTRIB_COL1 = 2,
323 FRAG_ATTRIB_FOGC = 3,
324 FRAG_ATTRIB_TEX0 = 4,
325 FRAG_ATTRIB_TEX1 = 5,
326 FRAG_ATTRIB_TEX2 = 6,
327 FRAG_ATTRIB_TEX3 = 7,
328 FRAG_ATTRIB_TEX4 = 8,
329 FRAG_ATTRIB_TEX5 = 9,
330 FRAG_ATTRIB_TEX6 = 10,
331 FRAG_ATTRIB_TEX7 = 11,
332 FRAG_ATTRIB_FACE = 12, /**< front/back face */
333 FRAG_ATTRIB_PNTC = 13, /**< sprite/point coord */
334 FRAG_ATTRIB_VAR0 = 14, /**< shader varying */
335 FRAG_ATTRIB_MAX = (FRAG_ATTRIB_VAR0 + MAX_VARYING)
336 } gl_frag_attrib;
337
338 /**
339 * Bitflags for fragment program input attributes.
340 */
341 /*@{*/
342 #define FRAG_BIT_WPOS (1 << FRAG_ATTRIB_WPOS)
343 #define FRAG_BIT_COL0 (1 << FRAG_ATTRIB_COL0)
344 #define FRAG_BIT_COL1 (1 << FRAG_ATTRIB_COL1)
345 #define FRAG_BIT_FOGC (1 << FRAG_ATTRIB_FOGC)
346 #define FRAG_BIT_FACE (1 << FRAG_ATTRIB_FACE)
347 #define FRAG_BIT_PNTC (1 << FRAG_ATTRIB_PNTC)
348 #define FRAG_BIT_TEX0 (1 << FRAG_ATTRIB_TEX0)
349 #define FRAG_BIT_TEX1 (1 << FRAG_ATTRIB_TEX1)
350 #define FRAG_BIT_TEX2 (1 << FRAG_ATTRIB_TEX2)
351 #define FRAG_BIT_TEX3 (1 << FRAG_ATTRIB_TEX3)
352 #define FRAG_BIT_TEX4 (1 << FRAG_ATTRIB_TEX4)
353 #define FRAG_BIT_TEX5 (1 << FRAG_ATTRIB_TEX5)
354 #define FRAG_BIT_TEX6 (1 << FRAG_ATTRIB_TEX6)
355 #define FRAG_BIT_TEX7 (1 << FRAG_ATTRIB_TEX7)
356 #define FRAG_BIT_VAR0 (1 << FRAG_ATTRIB_VAR0)
357
358 #define FRAG_BIT_TEX(U) (FRAG_BIT_TEX0 << (U))
359 #define FRAG_BIT_VAR(V) (FRAG_BIT_VAR0 << (V))
360
361 #define FRAG_BITS_TEX_ANY (FRAG_BIT_TEX0| \
362 FRAG_BIT_TEX1| \
363 FRAG_BIT_TEX2| \
364 FRAG_BIT_TEX3| \
365 FRAG_BIT_TEX4| \
366 FRAG_BIT_TEX5| \
367 FRAG_BIT_TEX6| \
368 FRAG_BIT_TEX7)
369 /*@}*/
370
371
372 /**
373 * Fragment program results
374 */
375 typedef enum
376 {
377 FRAG_RESULT_DEPTH = 0,
378 FRAG_RESULT_STENCIL = 1,
379 /* If a single color should be written to all render targets, this
380 * register is written. No FRAG_RESULT_DATAn will be written.
381 */
382 FRAG_RESULT_COLOR = 2,
383
384 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
385 * or ARB_fragment_program fragment.color[n]) color results. If
386 * any are written, FRAG_RESULT_COLOR will not be written.
387 */
388 FRAG_RESULT_DATA0 = 3,
389 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
390 } gl_frag_result;
391
392
393 /**
394 * Indexes for all renderbuffers
395 */
396 typedef enum
397 {
398 /* the four standard color buffers */
399 BUFFER_FRONT_LEFT,
400 BUFFER_BACK_LEFT,
401 BUFFER_FRONT_RIGHT,
402 BUFFER_BACK_RIGHT,
403 BUFFER_DEPTH,
404 BUFFER_STENCIL,
405 BUFFER_ACCUM,
406 /* optional aux buffer */
407 BUFFER_AUX0,
408 /* generic renderbuffers */
409 BUFFER_COLOR0,
410 BUFFER_COLOR1,
411 BUFFER_COLOR2,
412 BUFFER_COLOR3,
413 BUFFER_COLOR4,
414 BUFFER_COLOR5,
415 BUFFER_COLOR6,
416 BUFFER_COLOR7,
417 BUFFER_COUNT
418 } gl_buffer_index;
419
420 /**
421 * Bit flags for all renderbuffers
422 */
423 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
424 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
425 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
426 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
427 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
428 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
429 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
430 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
431 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
432 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
433 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
434 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
435 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
436 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
437 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
438 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
439 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
440 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
441 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
442
443 /**
444 * Mask of all the color buffer bits (but not accum).
445 */
446 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
447 BUFFER_BIT_BACK_LEFT | \
448 BUFFER_BIT_FRONT_RIGHT | \
449 BUFFER_BIT_BACK_RIGHT | \
450 BUFFER_BIT_AUX0 | \
451 BUFFER_BIT_COLOR0 | \
452 BUFFER_BIT_COLOR1 | \
453 BUFFER_BIT_COLOR2 | \
454 BUFFER_BIT_COLOR3 | \
455 BUFFER_BIT_COLOR4 | \
456 BUFFER_BIT_COLOR5 | \
457 BUFFER_BIT_COLOR6 | \
458 BUFFER_BIT_COLOR7)
459
460
461 /**
462 * Framebuffer configuration (aka visual / pixelformat)
463 * Note: some of these fields should be boolean, but it appears that
464 * code in drivers/dri/common/util.c requires int-sized fields.
465 */
466 struct gl_config
467 {
468 GLboolean rgbMode;
469 GLboolean floatMode;
470 GLboolean colorIndexMode; /* XXX is this used anywhere? */
471 GLuint doubleBufferMode;
472 GLuint stereoMode;
473
474 GLboolean haveAccumBuffer;
475 GLboolean haveDepthBuffer;
476 GLboolean haveStencilBuffer;
477
478 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
479 GLuint redMask, greenMask, blueMask, alphaMask;
480 GLint rgbBits; /* total bits for rgb */
481 GLint indexBits; /* total bits for colorindex */
482
483 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
484 GLint depthBits;
485 GLint stencilBits;
486
487 GLint numAuxBuffers;
488
489 GLint level;
490
491 /* EXT_visual_rating / GLX 1.2 */
492 GLint visualRating;
493
494 /* EXT_visual_info / GLX 1.2 */
495 GLint transparentPixel;
496 /* colors are floats scaled to ints */
497 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
498 GLint transparentIndex;
499
500 /* ARB_multisample / SGIS_multisample */
501 GLint sampleBuffers;
502 GLint samples;
503
504 /* SGIX_pbuffer / GLX 1.3 */
505 GLint maxPbufferWidth;
506 GLint maxPbufferHeight;
507 GLint maxPbufferPixels;
508 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
509 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
510
511 /* OML_swap_method */
512 GLint swapMethod;
513
514 /* EXT_texture_from_pixmap */
515 GLint bindToTextureRgb;
516 GLint bindToTextureRgba;
517 GLint bindToMipmapTexture;
518 GLint bindToTextureTargets;
519 GLint yInverted;
520
521 /* EXT_framebuffer_sRGB */
522 GLint sRGBCapable;
523 };
524
525
526 /**
527 * Data structure for color tables
528 */
529 struct gl_color_table
530 {
531 GLenum InternalFormat; /**< The user-specified format */
532 GLenum _BaseFormat; /**< GL_ALPHA, GL_RGBA, GL_RGB, etc */
533 GLuint Size; /**< number of entries in table */
534 GLfloat *TableF; /**< Color table, floating point values */
535 GLubyte *TableUB; /**< Color table, ubyte values */
536 GLubyte RedSize;
537 GLubyte GreenSize;
538 GLubyte BlueSize;
539 GLubyte AlphaSize;
540 GLubyte LuminanceSize;
541 GLubyte IntensitySize;
542 };
543
544
545 /**
546 * \name Bit flags used for updating material values.
547 */
548 /*@{*/
549 #define MAT_ATTRIB_FRONT_AMBIENT 0
550 #define MAT_ATTRIB_BACK_AMBIENT 1
551 #define MAT_ATTRIB_FRONT_DIFFUSE 2
552 #define MAT_ATTRIB_BACK_DIFFUSE 3
553 #define MAT_ATTRIB_FRONT_SPECULAR 4
554 #define MAT_ATTRIB_BACK_SPECULAR 5
555 #define MAT_ATTRIB_FRONT_EMISSION 6
556 #define MAT_ATTRIB_BACK_EMISSION 7
557 #define MAT_ATTRIB_FRONT_SHININESS 8
558 #define MAT_ATTRIB_BACK_SHININESS 9
559 #define MAT_ATTRIB_FRONT_INDEXES 10
560 #define MAT_ATTRIB_BACK_INDEXES 11
561 #define MAT_ATTRIB_MAX 12
562
563 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
564 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
565 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
566 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
567 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
568 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
569
570 #define MAT_INDEX_AMBIENT 0
571 #define MAT_INDEX_DIFFUSE 1
572 #define MAT_INDEX_SPECULAR 2
573
574 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
575 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
576 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
577 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
578 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
579 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
580 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
581 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
582 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
583 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
584 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
585 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
586
587
588 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
589 MAT_BIT_FRONT_AMBIENT | \
590 MAT_BIT_FRONT_DIFFUSE | \
591 MAT_BIT_FRONT_SPECULAR | \
592 MAT_BIT_FRONT_SHININESS | \
593 MAT_BIT_FRONT_INDEXES)
594
595 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
596 MAT_BIT_BACK_AMBIENT | \
597 MAT_BIT_BACK_DIFFUSE | \
598 MAT_BIT_BACK_SPECULAR | \
599 MAT_BIT_BACK_SHININESS | \
600 MAT_BIT_BACK_INDEXES)
601
602 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
603 /*@}*/
604
605
606 #define EXP_TABLE_SIZE 512 /**< Specular exponent lookup table sizes */
607 #define SHINE_TABLE_SIZE 256 /**< Material shininess lookup table sizes */
608
609 /**
610 * Material shininess lookup table.
611 */
612 struct gl_shine_tab
613 {
614 struct gl_shine_tab *next, *prev;
615 GLfloat tab[SHINE_TABLE_SIZE+1];
616 GLfloat shininess;
617 GLuint refcount;
618 };
619
620
621 /**
622 * Light source state.
623 */
624 struct gl_light
625 {
626 struct gl_light *next; /**< double linked list with sentinel */
627 struct gl_light *prev;
628
629 GLfloat Ambient[4]; /**< ambient color */
630 GLfloat Diffuse[4]; /**< diffuse color */
631 GLfloat Specular[4]; /**< specular color */
632 GLfloat EyePosition[4]; /**< position in eye coordinates */
633 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
634 GLfloat SpotExponent;
635 GLfloat SpotCutoff; /**< in degrees */
636 GLfloat _CosCutoffNeg; /**< = cos(SpotCutoff) */
637 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
638 GLfloat ConstantAttenuation;
639 GLfloat LinearAttenuation;
640 GLfloat QuadraticAttenuation;
641 GLboolean Enabled; /**< On/off flag */
642
643 /**
644 * \name Derived fields
645 */
646 /*@{*/
647 GLbitfield _Flags; /**< State */
648
649 GLfloat _Position[4]; /**< position in eye/obj coordinates */
650 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
651 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
652 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
653 GLfloat _VP_inf_spot_attenuation;
654
655 GLfloat _SpotExpTable[EXP_TABLE_SIZE][2]; /**< to replace a pow() call */
656 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
657 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
658 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
659 GLfloat _dli; /**< CI diffuse light intensity */
660 GLfloat _sli; /**< CI specular light intensity */
661 /*@}*/
662 };
663
664
665 /**
666 * Light model state.
667 */
668 struct gl_lightmodel
669 {
670 GLfloat Ambient[4]; /**< ambient color */
671 GLboolean LocalViewer; /**< Local (or infinite) view point? */
672 GLboolean TwoSide; /**< Two (or one) sided lighting? */
673 GLenum ColorControl; /**< either GL_SINGLE_COLOR
674 * or GL_SEPARATE_SPECULAR_COLOR */
675 };
676
677
678 /**
679 * Material state.
680 */
681 struct gl_material
682 {
683 GLfloat Attrib[MAT_ATTRIB_MAX][4];
684 };
685
686
687 /**
688 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
689 */
690 struct gl_accum_attrib
691 {
692 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
693 };
694
695
696 /**
697 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
698 */
699 struct gl_colorbuffer_attrib
700 {
701 GLuint ClearIndex; /**< Index to use for glClear */
702 GLfloat ClearColorUnclamped[4]; /**< Color to use for glClear*/
703 GLclampf ClearColor[4]; /**< Color to use for glClear */
704
705 GLuint IndexMask; /**< Color index write mask */
706 GLubyte ColorMask[MAX_DRAW_BUFFERS][4];/**< Each flag is 0xff or 0x0 */
707
708 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
709
710 /**
711 * \name alpha testing
712 */
713 /*@{*/
714 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
715 GLenum AlphaFunc; /**< Alpha test function */
716 GLfloat AlphaRefUnclamped;
717 GLclampf AlphaRef; /**< Alpha reference value */
718 /*@}*/
719
720 /**
721 * \name Blending
722 */
723 /*@{*/
724 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
725
726 /* NOTE: this does _not_ depend on fragment clamping or any other clamping control,
727 * only on the fixed-pointness of the render target.
728 * The query does however depend on fragment color clamping.
729 */
730 GLfloat BlendColorUnclamped[4]; /**< Blending color */
731 GLfloat BlendColor[4]; /**< Blending color */
732
733 struct
734 {
735 GLenum SrcRGB; /**< RGB blend source term */
736 GLenum DstRGB; /**< RGB blend dest term */
737 GLenum SrcA; /**< Alpha blend source term */
738 GLenum DstA; /**< Alpha blend dest term */
739 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
740 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
741 } Blend[MAX_DRAW_BUFFERS];
742 /** Are the blend func terms currently different for each buffer/target? */
743 GLboolean _BlendFuncPerBuffer;
744 /** Are the blend equations currently different for each buffer/target? */
745 GLboolean _BlendEquationPerBuffer;
746 /*@}*/
747
748 /**
749 * \name Logic op
750 */
751 /*@{*/
752 GLenum LogicOp; /**< Logic operator */
753 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
754 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
755 GLboolean _LogicOpEnabled; /**< RGBA logic op + EXT_blend_logic_op enabled flag */
756 /*@}*/
757
758 GLboolean DitherFlag; /**< Dither enable flag */
759
760 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
761 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
762 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
763 GLboolean _ClampReadColor; /** < with GL_FIXED_ONLY_ARB resolved */
764
765 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
766 };
767
768
769 /**
770 * Current attribute group (GL_CURRENT_BIT).
771 */
772 struct gl_current_attrib
773 {
774 /**
775 * \name Current vertex attributes.
776 * \note Values are valid only after FLUSH_VERTICES has been called.
777 * \note Index and Edgeflag current values are stored as floats in the
778 * SIX and SEVEN attribute slots.
779 */
780 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
781
782 /**
783 * \name Current raster position attributes (always valid).
784 * \note This set of attributes is very similar to the SWvertex struct.
785 */
786 /*@{*/
787 GLfloat RasterPos[4];
788 GLfloat RasterDistance;
789 GLfloat RasterColor[4];
790 GLfloat RasterSecondaryColor[4];
791 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
792 GLboolean RasterPosValid;
793 /*@}*/
794 };
795
796
797 /**
798 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
799 */
800 struct gl_depthbuffer_attrib
801 {
802 GLenum Func; /**< Function for depth buffer compare */
803 GLclampd Clear; /**< Value to clear depth buffer to */
804 GLboolean Test; /**< Depth buffering enabled flag */
805 GLboolean Mask; /**< Depth buffer writable? */
806 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
807 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
808 };
809
810
811 /**
812 * Evaluator attribute group (GL_EVAL_BIT).
813 */
814 struct gl_eval_attrib
815 {
816 /**
817 * \name Enable bits
818 */
819 /*@{*/
820 GLboolean Map1Color4;
821 GLboolean Map1Index;
822 GLboolean Map1Normal;
823 GLboolean Map1TextureCoord1;
824 GLboolean Map1TextureCoord2;
825 GLboolean Map1TextureCoord3;
826 GLboolean Map1TextureCoord4;
827 GLboolean Map1Vertex3;
828 GLboolean Map1Vertex4;
829 GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */
830 GLboolean Map2Color4;
831 GLboolean Map2Index;
832 GLboolean Map2Normal;
833 GLboolean Map2TextureCoord1;
834 GLboolean Map2TextureCoord2;
835 GLboolean Map2TextureCoord3;
836 GLboolean Map2TextureCoord4;
837 GLboolean Map2Vertex3;
838 GLboolean Map2Vertex4;
839 GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */
840 GLboolean AutoNormal;
841 /*@}*/
842
843 /**
844 * \name Map Grid endpoints and divisions and calculated du values
845 */
846 /*@{*/
847 GLint MapGrid1un;
848 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
849 GLint MapGrid2un, MapGrid2vn;
850 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
851 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
852 /*@}*/
853 };
854
855
856 /**
857 * Fog attribute group (GL_FOG_BIT).
858 */
859 struct gl_fog_attrib
860 {
861 GLboolean Enabled; /**< Fog enabled flag */
862 GLfloat ColorUnclamped[4]; /**< Fog color */
863 GLfloat Color[4]; /**< Fog color */
864 GLfloat Density; /**< Density >= 0.0 */
865 GLfloat Start; /**< Start distance in eye coords */
866 GLfloat End; /**< End distance in eye coords */
867 GLfloat Index; /**< Fog index */
868 GLenum Mode; /**< Fog mode */
869 GLboolean ColorSumEnabled;
870 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
871 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
872 };
873
874
875 /**
876 * \brief Layout qualifiers for gl_FragDepth.
877 *
878 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
879 * a layout qualifier.
880 *
881 * \see enum ir_depth_layout
882 */
883 enum gl_frag_depth_layout {
884 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
885 FRAG_DEPTH_LAYOUT_ANY,
886 FRAG_DEPTH_LAYOUT_GREATER,
887 FRAG_DEPTH_LAYOUT_LESS,
888 FRAG_DEPTH_LAYOUT_UNCHANGED
889 };
890
891
892 /**
893 * Hint attribute group (GL_HINT_BIT).
894 *
895 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
896 */
897 struct gl_hint_attrib
898 {
899 GLenum PerspectiveCorrection;
900 GLenum PointSmooth;
901 GLenum LineSmooth;
902 GLenum PolygonSmooth;
903 GLenum Fog;
904 GLenum ClipVolumeClipping; /**< GL_EXT_clip_volume_hint */
905 GLenum TextureCompression; /**< GL_ARB_texture_compression */
906 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
907 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
908 };
909
910 /**
911 * Light state flags.
912 */
913 /*@{*/
914 #define LIGHT_SPOT 0x1
915 #define LIGHT_LOCAL_VIEWER 0x2
916 #define LIGHT_POSITIONAL 0x4
917 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
918 /*@}*/
919
920
921 /**
922 * Lighting attribute group (GL_LIGHT_BIT).
923 */
924 struct gl_light_attrib
925 {
926 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
927 struct gl_lightmodel Model; /**< Lighting model */
928
929 /**
930 * Must flush FLUSH_VERTICES before referencing:
931 */
932 /*@{*/
933 struct gl_material Material; /**< Includes front & back values */
934 /*@}*/
935
936 GLboolean Enabled; /**< Lighting enabled flag */
937 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
938 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
939 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
940 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
941 GLbitfield ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
942 GLboolean ColorMaterialEnabled;
943 GLenum ClampVertexColor;
944 GLboolean _ClampVertexColor;
945
946 struct gl_light EnabledList; /**< List sentinel */
947
948 /**
949 * Derived state for optimizations:
950 */
951 /*@{*/
952 GLboolean _NeedEyeCoords;
953 GLboolean _NeedVertices; /**< Use fast shader? */
954 GLbitfield _Flags; /**< LIGHT_* flags, see above */
955 GLfloat _BaseColor[2][3];
956 /*@}*/
957 };
958
959
960 /**
961 * Line attribute group (GL_LINE_BIT).
962 */
963 struct gl_line_attrib
964 {
965 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
966 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
967 GLushort StipplePattern; /**< Stipple pattern */
968 GLint StippleFactor; /**< Stipple repeat factor */
969 GLfloat Width; /**< Line width */
970 };
971
972
973 /**
974 * Display list attribute group (GL_LIST_BIT).
975 */
976 struct gl_list_attrib
977 {
978 GLuint ListBase;
979 };
980
981
982 /**
983 * Multisample attribute group (GL_MULTISAMPLE_BIT).
984 */
985 struct gl_multisample_attrib
986 {
987 GLboolean Enabled;
988 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
989 GLboolean SampleAlphaToCoverage;
990 GLboolean SampleAlphaToOne;
991 GLboolean SampleCoverage;
992 GLfloat SampleCoverageValue;
993 GLboolean SampleCoverageInvert;
994 };
995
996
997 /**
998 * A pixelmap (see glPixelMap)
999 */
1000 struct gl_pixelmap
1001 {
1002 GLint Size;
1003 GLfloat Map[MAX_PIXEL_MAP_TABLE];
1004 GLubyte Map8[MAX_PIXEL_MAP_TABLE]; /**< converted to 8-bit color */
1005 };
1006
1007
1008 /**
1009 * Collection of all pixelmaps
1010 */
1011 struct gl_pixelmaps
1012 {
1013 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
1014 struct gl_pixelmap GtoG;
1015 struct gl_pixelmap BtoB;
1016 struct gl_pixelmap AtoA;
1017 struct gl_pixelmap ItoR;
1018 struct gl_pixelmap ItoG;
1019 struct gl_pixelmap ItoB;
1020 struct gl_pixelmap ItoA;
1021 struct gl_pixelmap ItoI;
1022 struct gl_pixelmap StoS;
1023 };
1024
1025
1026 /**
1027 * Pixel attribute group (GL_PIXEL_MODE_BIT).
1028 */
1029 struct gl_pixel_attrib
1030 {
1031 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
1032
1033 /*--- Begin Pixel Transfer State ---*/
1034 /* Fields are in the order in which they're applied... */
1035
1036 /** Scale & Bias (index shift, offset) */
1037 /*@{*/
1038 GLfloat RedBias, RedScale;
1039 GLfloat GreenBias, GreenScale;
1040 GLfloat BlueBias, BlueScale;
1041 GLfloat AlphaBias, AlphaScale;
1042 GLfloat DepthBias, DepthScale;
1043 GLint IndexShift, IndexOffset;
1044 /*@}*/
1045
1046 /* Pixel Maps */
1047 /* Note: actual pixel maps are not part of this attrib group */
1048 GLboolean MapColorFlag;
1049 GLboolean MapStencilFlag;
1050
1051 /*--- End Pixel Transfer State ---*/
1052
1053 /** glPixelZoom */
1054 GLfloat ZoomX, ZoomY;
1055 };
1056
1057
1058 /**
1059 * Point attribute group (GL_POINT_BIT).
1060 */
1061 struct gl_point_attrib
1062 {
1063 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
1064 GLfloat Size; /**< User-specified point size */
1065 GLfloat Params[3]; /**< GL_EXT_point_parameters */
1066 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
1067 GLfloat Threshold; /**< GL_EXT_point_parameters */
1068 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
1069 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
1070 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
1071 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
1072 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
1073 };
1074
1075
1076 /**
1077 * Polygon attribute group (GL_POLYGON_BIT).
1078 */
1079 struct gl_polygon_attrib
1080 {
1081 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
1082 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1083 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1084 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
1085 GLboolean CullFlag; /**< Culling on/off flag */
1086 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
1087 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
1088 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
1089 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
1090 GLfloat OffsetUnits; /**< Polygon offset units, from user */
1091 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
1092 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
1093 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
1094 };
1095
1096
1097 /**
1098 * Scissor attributes (GL_SCISSOR_BIT).
1099 */
1100 struct gl_scissor_attrib
1101 {
1102 GLboolean Enabled; /**< Scissor test enabled? */
1103 GLint X, Y; /**< Lower left corner of box */
1104 GLsizei Width, Height; /**< Size of box */
1105 };
1106
1107
1108 /**
1109 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1110 *
1111 * Three sets of stencil data are tracked so that OpenGL 2.0,
1112 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1113 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1114 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1115 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1116 * GL_EXT_stencil_two_side GL_BACK state.
1117 *
1118 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1119 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1120 *
1121 * The derived value \c _TestTwoSide is set when the front-face and back-face
1122 * stencil state are different.
1123 */
1124 struct gl_stencil_attrib
1125 {
1126 GLboolean Enabled; /**< Enabled flag */
1127 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1128 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1129 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1130 GLboolean _TestTwoSide;
1131 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1132 GLenum Function[3]; /**< Stencil function */
1133 GLenum FailFunc[3]; /**< Fail function */
1134 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1135 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1136 GLint Ref[3]; /**< Reference value */
1137 GLuint ValueMask[3]; /**< Value mask */
1138 GLuint WriteMask[3]; /**< Write mask */
1139 GLuint Clear; /**< Clear value */
1140 };
1141
1142
1143 /**
1144 * An index for each type of texture object. These correspond to the GL
1145 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1146 * Note: the order is from highest priority to lowest priority.
1147 */
1148 typedef enum
1149 {
1150 TEXTURE_BUFFER_INDEX,
1151 TEXTURE_2D_ARRAY_INDEX,
1152 TEXTURE_1D_ARRAY_INDEX,
1153 TEXTURE_CUBE_INDEX,
1154 TEXTURE_3D_INDEX,
1155 TEXTURE_RECT_INDEX,
1156 TEXTURE_2D_INDEX,
1157 TEXTURE_1D_INDEX,
1158 NUM_TEXTURE_TARGETS
1159 } gl_texture_index;
1160
1161
1162 /**
1163 * Bit flags for each type of texture object
1164 * Used for Texture.Unit[]._ReallyEnabled flags.
1165 */
1166 /*@{*/
1167 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1168 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1169 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1170 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1171 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1172 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1173 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1174 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1175 /*@}*/
1176
1177
1178 /**
1179 * TexGenEnabled flags.
1180 */
1181 /*@{*/
1182 #define S_BIT 1
1183 #define T_BIT 2
1184 #define R_BIT 4
1185 #define Q_BIT 8
1186 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1187 /*@}*/
1188
1189
1190 /**
1191 * Bit flag versions of the corresponding GL_ constants.
1192 */
1193 /*@{*/
1194 #define TEXGEN_SPHERE_MAP 0x1
1195 #define TEXGEN_OBJ_LINEAR 0x2
1196 #define TEXGEN_EYE_LINEAR 0x4
1197 #define TEXGEN_REFLECTION_MAP_NV 0x8
1198 #define TEXGEN_NORMAL_MAP_NV 0x10
1199
1200 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1201 TEXGEN_REFLECTION_MAP_NV | \
1202 TEXGEN_NORMAL_MAP_NV)
1203 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1204 TEXGEN_REFLECTION_MAP_NV | \
1205 TEXGEN_NORMAL_MAP_NV | \
1206 TEXGEN_EYE_LINEAR)
1207 /*@}*/
1208
1209
1210
1211 /** Tex-gen enabled for texture unit? */
1212 #define ENABLE_TEXGEN(unit) (1 << (unit))
1213
1214 /** Non-identity texture matrix for texture unit? */
1215 #define ENABLE_TEXMAT(unit) (1 << (unit))
1216
1217
1218 /**
1219 * Texel fetch function prototype. We use texel fetch functions to
1220 * extract RGBA, color indexes and depth components out of 1D, 2D and 3D
1221 * texture images. These functions help to isolate us from the gritty
1222 * details of all the various texture image encodings.
1223 *
1224 * \param texImage texture image.
1225 * \param col texel column.
1226 * \param row texel row.
1227 * \param img texel image level/layer.
1228 * \param texelOut output texel (up to 4 GLchans)
1229 */
1230 typedef void (*FetchTexelFuncC)( const struct gl_texture_image *texImage,
1231 GLint col, GLint row, GLint img,
1232 GLchan *texelOut );
1233
1234 /**
1235 * As above, but returns floats.
1236 * Used for depth component images and for upcoming signed/float
1237 * texture images.
1238 */
1239 typedef void (*FetchTexelFuncF)( const struct gl_texture_image *texImage,
1240 GLint col, GLint row, GLint img,
1241 GLfloat *texelOut );
1242
1243
1244 typedef void (*StoreTexelFunc)(struct gl_texture_image *texImage,
1245 GLint col, GLint row, GLint img,
1246 const void *texel);
1247
1248
1249 /**
1250 * Texture image state. Describes the dimensions of a texture image,
1251 * the texel format and pointers to Texel Fetch functions.
1252 */
1253 struct gl_texture_image
1254 {
1255 GLint InternalFormat; /**< Internal format as given by the user */
1256 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1257 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1258 * GL_INTENSITY, GL_COLOR_INDEX,
1259 * GL_DEPTH_COMPONENT or GL_DEPTH_STENCIL_EXT
1260 * only. Used for choosing TexEnv arithmetic.
1261 */
1262 gl_format TexFormat; /**< The actual texture memory format */
1263
1264 GLuint Border; /**< 0 or 1 */
1265 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1266 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1267 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1268 GLuint Width2; /**< = Width - 2*Border */
1269 GLuint Height2; /**< = Height - 2*Border */
1270 GLuint Depth2; /**< = Depth - 2*Border */
1271 GLuint WidthLog2; /**< = log2(Width2) */
1272 GLuint HeightLog2; /**< = log2(Height2) */
1273 GLuint DepthLog2; /**< = log2(Depth2) */
1274 GLuint MaxLog2; /**< = MAX(WidthLog2, HeightLog2) */
1275 GLfloat WidthScale; /**< used for mipmap LOD computation */
1276 GLfloat HeightScale; /**< used for mipmap LOD computation */
1277 GLfloat DepthScale; /**< used for mipmap LOD computation */
1278 GLboolean IsClientData; /**< Data owned by client? */
1279 GLboolean _IsPowerOfTwo; /**< Are all dimensions powers of two? */
1280
1281 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1282
1283 FetchTexelFuncC FetchTexelc; /**< GLchan texel fetch function pointer */
1284 FetchTexelFuncF FetchTexelf; /**< Float texel fetch function pointer */
1285
1286 GLuint RowStride; /**< Padded width in units of texels */
1287 GLuint *ImageOffsets; /**< if 3D texture: array [Depth] of offsets to
1288 each 2D slice in 'Data', in texels */
1289 GLvoid *Data; /**< Image data, accessed via FetchTexel() */
1290
1291 /**
1292 * \name For device driver:
1293 */
1294 /*@{*/
1295 void *DriverData; /**< Arbitrary device driver data */
1296 /*@}*/
1297 };
1298
1299
1300 /**
1301 * Indexes for cube map faces.
1302 */
1303 typedef enum
1304 {
1305 FACE_POS_X = 0,
1306 FACE_NEG_X = 1,
1307 FACE_POS_Y = 2,
1308 FACE_NEG_Y = 3,
1309 FACE_POS_Z = 4,
1310 FACE_NEG_Z = 5,
1311 MAX_FACES = 6
1312 } gl_face_index;
1313
1314
1315 /**
1316 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1317 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1318 */
1319 struct gl_sampler_object
1320 {
1321 GLuint Name;
1322 GLint RefCount;
1323
1324 GLenum WrapS; /**< S-axis texture image wrap mode */
1325 GLenum WrapT; /**< T-axis texture image wrap mode */
1326 GLenum WrapR; /**< R-axis texture image wrap mode */
1327 GLenum MinFilter; /**< minification filter */
1328 GLenum MagFilter; /**< magnification filter */
1329 union {
1330 GLfloat f[4];
1331 GLuint ui[4];
1332 GLint i[4];
1333 } BorderColor; /**< Interpreted according to texture format */
1334 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1335 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1336 GLfloat LodBias; /**< OpenGL 1.4 */
1337 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1338 GLenum CompareMode; /**< GL_ARB_shadow */
1339 GLenum CompareFunc; /**< GL_ARB_shadow */
1340 GLfloat CompareFailValue; /**< GL_ARB_shadow_ambient */
1341 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1342 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1343
1344 /* deprecated sampler state */
1345 GLenum DepthMode; /**< GL_ARB_depth_texture */
1346
1347 /** Is the texture object complete with respect to this sampler? */
1348 GLboolean _CompleteTexture;
1349 };
1350
1351
1352 /**
1353 * Texture object state. Contains the array of mipmap images, border color,
1354 * wrap modes, filter modes, shadow/texcompare state, and the per-texture
1355 * color palette.
1356 */
1357 struct gl_texture_object
1358 {
1359 _glthread_Mutex Mutex; /**< for thread safety */
1360 GLint RefCount; /**< reference count */
1361 GLuint Name; /**< the user-visible texture object ID */
1362 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1363
1364 struct gl_sampler_object Sampler;
1365
1366 GLfloat Priority; /**< in [0,1] */
1367 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1368 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1369 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1370 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */
1371 GLint CropRect[4]; /**< GL_OES_draw_texture */
1372 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1373 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1374 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1375 GLboolean _Complete; /**< Is texture object complete? */
1376 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1377 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1378
1379 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1380 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1381
1382 /** GL_ARB_texture_buffer_object */
1383 struct gl_buffer_object *BufferObject;
1384 GLenum BufferObjectFormat;
1385
1386 /** GL_EXT_paletted_texture */
1387 struct gl_color_table Palette;
1388
1389 /**
1390 * \name For device driver.
1391 * Note: instead of attaching driver data to this pointer, it's preferable
1392 * to instead use this struct as a base class for your own texture object
1393 * class. Driver->NewTextureObject() can be used to implement the
1394 * allocation.
1395 */
1396 void *DriverData; /**< Arbitrary device driver data */
1397 };
1398
1399
1400 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1401 #define MAX_COMBINER_TERMS 4
1402
1403
1404 /**
1405 * Texture combine environment state.
1406 */
1407 struct gl_tex_env_combine_state
1408 {
1409 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1410 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1411 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1412 GLenum SourceRGB[MAX_COMBINER_TERMS];
1413 GLenum SourceA[MAX_COMBINER_TERMS];
1414 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1415 GLenum OperandRGB[MAX_COMBINER_TERMS];
1416 GLenum OperandA[MAX_COMBINER_TERMS];
1417 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1418 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1419 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1420 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1421 };
1422
1423
1424 /**
1425 * Texture coord generation state.
1426 */
1427 struct gl_texgen
1428 {
1429 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1430 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1431 GLfloat ObjectPlane[4];
1432 GLfloat EyePlane[4];
1433 };
1434
1435
1436 /**
1437 * Texture unit state. Contains enable flags, texture environment/function/
1438 * combiners, texgen state, and pointers to current texture objects.
1439 */
1440 struct gl_texture_unit
1441 {
1442 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1443 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1444
1445 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1446 GLclampf EnvColor[4];
1447 GLfloat EnvColorUnclamped[4];
1448
1449 struct gl_texgen GenS;
1450 struct gl_texgen GenT;
1451 struct gl_texgen GenR;
1452 struct gl_texgen GenQ;
1453 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1454 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1455
1456 GLfloat LodBias; /**< for biasing mipmap levels */
1457 GLenum BumpTarget;
1458 GLfloat RotMatrix[4]; /* 2x2 matrix */
1459
1460 /** Current sampler object (GL_ARB_sampler_objects) */
1461 struct gl_sampler_object *Sampler;
1462
1463 /**
1464 * \name GL_EXT_texture_env_combine
1465 */
1466 struct gl_tex_env_combine_state Combine;
1467
1468 /**
1469 * Derived state based on \c EnvMode and the \c BaseFormat of the
1470 * currently enabled texture.
1471 */
1472 struct gl_tex_env_combine_state _EnvMode;
1473
1474 /**
1475 * Currently enabled combiner state. This will point to either
1476 * \c Combine or \c _EnvMode.
1477 */
1478 struct gl_tex_env_combine_state *_CurrentCombine;
1479
1480 /** Current texture object pointers */
1481 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1482
1483 /** Points to highest priority, complete and enabled texture object */
1484 struct gl_texture_object *_Current;
1485 };
1486
1487
1488 /**
1489 * Texture attribute group (GL_TEXTURE_BIT).
1490 */
1491 struct gl_texture_attrib
1492 {
1493 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1494 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1495
1496 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1497
1498 /** GL_ARB_texture_buffer_object */
1499 struct gl_buffer_object *BufferObject;
1500
1501 /** GL_ARB_seamless_cubemap */
1502 GLboolean CubeMapSeamless;
1503
1504 /** GL_EXT_shared_texture_palette */
1505 GLboolean SharedPalette;
1506 struct gl_color_table Palette;
1507
1508 /** Texture units/samplers used by vertex or fragment texturing */
1509 GLbitfield _EnabledUnits;
1510
1511 /** Texture coord units/sets used for fragment texturing */
1512 GLbitfield _EnabledCoordUnits;
1513
1514 /** Texture coord units that have texgen enabled */
1515 GLbitfield _TexGenEnabled;
1516
1517 /** Texture coord units that have non-identity matrices */
1518 GLbitfield _TexMatEnabled;
1519
1520 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1521 GLbitfield _GenFlags;
1522 };
1523
1524
1525 /**
1526 * Transformation attribute group (GL_TRANSFORM_BIT).
1527 */
1528 struct gl_transform_attrib
1529 {
1530 GLenum MatrixMode; /**< Matrix mode */
1531 GLfloat EyeUserPlane[MAX_CLIP_PLANES][4]; /**< User clip planes */
1532 GLfloat _ClipUserPlane[MAX_CLIP_PLANES][4]; /**< derived */
1533 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1534 GLboolean Normalize; /**< Normalize all normals? */
1535 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1536 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1537 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1538
1539 GLfloat CullEyePos[4];
1540 GLfloat CullObjPos[4];
1541 };
1542
1543
1544 /**
1545 * Viewport attribute group (GL_VIEWPORT_BIT).
1546 */
1547 struct gl_viewport_attrib
1548 {
1549 GLint X, Y; /**< position */
1550 GLsizei Width, Height; /**< size */
1551 GLfloat Near, Far; /**< Depth buffer range */
1552 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1553 };
1554
1555
1556 /**
1557 * GL_ARB_vertex/pixel_buffer_object buffer object
1558 */
1559 struct gl_buffer_object
1560 {
1561 _glthread_Mutex Mutex;
1562 GLint RefCount;
1563 GLuint Name;
1564 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1565 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1566 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1567 /** Fields describing a mapped buffer */
1568 /*@{*/
1569 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1570 GLvoid *Pointer; /**< User-space address of mapping */
1571 GLintptr Offset; /**< Mapped offset */
1572 GLsizeiptr Length; /**< Mapped length */
1573 /*@}*/
1574 GLboolean Written; /**< Ever written to? (for debugging) */
1575 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1576 };
1577
1578
1579 /**
1580 * Client pixel packing/unpacking attributes
1581 */
1582 struct gl_pixelstore_attrib
1583 {
1584 GLint Alignment;
1585 GLint RowLength;
1586 GLint SkipPixels;
1587 GLint SkipRows;
1588 GLint ImageHeight;
1589 GLint SkipImages;
1590 GLboolean SwapBytes;
1591 GLboolean LsbFirst;
1592 GLboolean ClientStorage; /**< GL_APPLE_client_storage */
1593 GLboolean Invert; /**< GL_MESA_pack_invert */
1594 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1595 };
1596
1597
1598 /**
1599 * Client vertex array attributes
1600 */
1601 struct gl_client_array
1602 {
1603 GLint Size; /**< components per element (1,2,3,4) */
1604 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1605 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1606 GLsizei Stride; /**< user-specified stride */
1607 GLsizei StrideB; /**< actual stride in bytes */
1608 const GLubyte *Ptr; /**< Points to array data */
1609 GLboolean Enabled; /**< Enabled flag is a boolean */
1610 GLboolean Normalized; /**< GL_ARB_vertex_program */
1611 GLboolean Integer; /**< Integer-valued? */
1612 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1613 GLuint _ElementSize; /**< size of each element in bytes */
1614
1615 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1616 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1617 };
1618
1619
1620 /**
1621 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1622 * extension, but a nice encapsulation in any case.
1623 */
1624 struct gl_array_object
1625 {
1626 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1627 GLuint Name;
1628
1629 GLint RefCount;
1630 _glthread_Mutex Mutex;
1631 GLboolean VBOonly; /**< require all arrays to live in VBOs? */
1632
1633 /** Conventional vertex arrays */
1634 /*@{*/
1635 struct gl_client_array Vertex;
1636 struct gl_client_array Weight;
1637 struct gl_client_array Normal;
1638 struct gl_client_array Color;
1639 struct gl_client_array SecondaryColor;
1640 struct gl_client_array FogCoord;
1641 struct gl_client_array Index;
1642 struct gl_client_array EdgeFlag;
1643 struct gl_client_array TexCoord[MAX_TEXTURE_COORD_UNITS];
1644 struct gl_client_array PointSize;
1645 /*@}*/
1646
1647 /**
1648 * Generic arrays for vertex programs/shaders.
1649 * For NV vertex programs, these attributes alias and take priority
1650 * over the conventional attribs above. For ARB vertex programs and
1651 * GLSL vertex shaders, these attributes are separate.
1652 */
1653 struct gl_client_array VertexAttrib[MAX_VERTEX_GENERIC_ATTRIBS];
1654
1655 /** Mask of _NEW_ARRAY_* values indicating which arrays are enabled */
1656 GLbitfield _Enabled;
1657
1658 /**
1659 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1660 * we can determine the max legal (in bounds) glDrawElements array index.
1661 */
1662 GLuint _MaxElement;
1663 };
1664
1665
1666 /**
1667 * Vertex array state
1668 */
1669 struct gl_array_attrib
1670 {
1671 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1672 struct gl_array_object *ArrayObj;
1673
1674 /** The default vertex array object */
1675 struct gl_array_object *DefaultArrayObj;
1676
1677 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1678 struct _mesa_HashTable *Objects;
1679
1680 GLint ActiveTexture; /**< Client Active Texture */
1681 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1682 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1683
1684 /** GL 3.1 (slightly different from GL_NV_primitive_restart) */
1685 GLboolean PrimitiveRestart;
1686 GLuint RestartIndex;
1687
1688 GLbitfield NewState; /**< mask of _NEW_ARRAY_* values */
1689 GLboolean RebindArrays; /**< whether the VBO module should rebind arrays */
1690
1691 /* GL_ARB_vertex_buffer_object */
1692 struct gl_buffer_object *ArrayBufferObj;
1693 struct gl_buffer_object *ElementArrayBufferObj;
1694 };
1695
1696
1697 /**
1698 * Feedback buffer state
1699 */
1700 struct gl_feedback
1701 {
1702 GLenum Type;
1703 GLbitfield _Mask; /**< FB_* bits */
1704 GLfloat *Buffer;
1705 GLuint BufferSize;
1706 GLuint Count;
1707 };
1708
1709
1710 /**
1711 * Selection buffer state
1712 */
1713 struct gl_selection
1714 {
1715 GLuint *Buffer; /**< selection buffer */
1716 GLuint BufferSize; /**< size of the selection buffer */
1717 GLuint BufferCount; /**< number of values in the selection buffer */
1718 GLuint Hits; /**< number of records in the selection buffer */
1719 GLuint NameStackDepth; /**< name stack depth */
1720 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1721 GLboolean HitFlag; /**< hit flag */
1722 GLfloat HitMinZ; /**< minimum hit depth */
1723 GLfloat HitMaxZ; /**< maximum hit depth */
1724 };
1725
1726
1727 /**
1728 * 1-D Evaluator control points
1729 */
1730 struct gl_1d_map
1731 {
1732 GLuint Order; /**< Number of control points */
1733 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1734 GLfloat *Points; /**< Points to contiguous control points */
1735 };
1736
1737
1738 /**
1739 * 2-D Evaluator control points
1740 */
1741 struct gl_2d_map
1742 {
1743 GLuint Uorder; /**< Number of control points in U dimension */
1744 GLuint Vorder; /**< Number of control points in V dimension */
1745 GLfloat u1, u2, du;
1746 GLfloat v1, v2, dv;
1747 GLfloat *Points; /**< Points to contiguous control points */
1748 };
1749
1750
1751 /**
1752 * All evaluator control point state
1753 */
1754 struct gl_evaluators
1755 {
1756 /**
1757 * \name 1-D maps
1758 */
1759 /*@{*/
1760 struct gl_1d_map Map1Vertex3;
1761 struct gl_1d_map Map1Vertex4;
1762 struct gl_1d_map Map1Index;
1763 struct gl_1d_map Map1Color4;
1764 struct gl_1d_map Map1Normal;
1765 struct gl_1d_map Map1Texture1;
1766 struct gl_1d_map Map1Texture2;
1767 struct gl_1d_map Map1Texture3;
1768 struct gl_1d_map Map1Texture4;
1769 struct gl_1d_map Map1Attrib[16]; /**< GL_NV_vertex_program */
1770 /*@}*/
1771
1772 /**
1773 * \name 2-D maps
1774 */
1775 /*@{*/
1776 struct gl_2d_map Map2Vertex3;
1777 struct gl_2d_map Map2Vertex4;
1778 struct gl_2d_map Map2Index;
1779 struct gl_2d_map Map2Color4;
1780 struct gl_2d_map Map2Normal;
1781 struct gl_2d_map Map2Texture1;
1782 struct gl_2d_map Map2Texture2;
1783 struct gl_2d_map Map2Texture3;
1784 struct gl_2d_map Map2Texture4;
1785 struct gl_2d_map Map2Attrib[16]; /**< GL_NV_vertex_program */
1786 /*@}*/
1787 };
1788
1789
1790 /**
1791 * Names of the various vertex/fragment program register files, etc.
1792 *
1793 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1794 * All values should fit in a 4-bit field.
1795 *
1796 * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR, PROGRAM_NAMED_PARAM,
1797 * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1798 * be "uniform" variables since they can only be set outside glBegin/End.
1799 * They're also all stored in the same Parameters array.
1800 */
1801 typedef enum
1802 {
1803 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1804 PROGRAM_INPUT, /**< machine->Inputs[] */
1805 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1806 PROGRAM_VARYING, /**< machine->Inputs[]/Outputs[] */
1807 PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
1808 PROGRAM_ENV_PARAM, /**< gl_program->Parameters[] */
1809 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1810 PROGRAM_NAMED_PARAM, /**< gl_program->Parameters[] */
1811 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1812 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1813 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1814 PROGRAM_ADDRESS, /**< machine->AddressReg */
1815 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1816 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1817 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1818 PROGRAM_FILE_MAX
1819 } gl_register_file;
1820
1821
1822 /**
1823 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1824 * one of these values.
1825 */
1826 typedef enum
1827 {
1828 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
1829 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
1830 SYSTEM_VALUE_MAX /**< Number of values */
1831 } gl_system_value;
1832
1833
1834 /** Vertex and fragment instructions */
1835 struct prog_instruction;
1836 struct gl_program_parameter_list;
1837 struct gl_uniform_list;
1838
1839
1840 /**
1841 * Base class for any kind of program object
1842 */
1843 struct gl_program
1844 {
1845 GLuint Id;
1846 GLubyte *String; /**< Null-terminated program text */
1847 GLint RefCount;
1848 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_FRAGMENT_PROGRAM_NV */
1849 GLenum Format; /**< String encoding format */
1850 GLboolean Resident;
1851
1852 struct prog_instruction *Instructions;
1853
1854 GLbitfield InputsRead; /**< Bitmask of which input regs are read */
1855 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1856 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1857 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
1858 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
1859 GLbitfield TexturesUsed[MAX_TEXTURE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1860 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1861 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1862
1863
1864 /** Named parameters, constants, etc. from program text */
1865 struct gl_program_parameter_list *Parameters;
1866 /** Numbered local parameters */
1867 GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
1868
1869 /** Vertex/fragment shader varying vars */
1870 struct gl_program_parameter_list *Varying;
1871 /** Vertex program user-defined attributes */
1872 struct gl_program_parameter_list *Attributes;
1873
1874 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1875 GLubyte SamplerUnits[MAX_SAMPLERS];
1876 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
1877 gl_texture_index SamplerTargets[MAX_SAMPLERS];
1878
1879 /** Bitmask of which register files are read/written with indirect
1880 * addressing. Mask of (1 << PROGRAM_x) bits.
1881 */
1882 GLbitfield IndirectRegisterFiles;
1883
1884 /** Logical counts */
1885 /*@{*/
1886 GLuint NumInstructions;
1887 GLuint NumTemporaries;
1888 GLuint NumParameters;
1889 GLuint NumAttributes;
1890 GLuint NumAddressRegs;
1891 GLuint NumAluInstructions;
1892 GLuint NumTexInstructions;
1893 GLuint NumTexIndirections;
1894 /*@}*/
1895 /** Native, actual h/w counts */
1896 /*@{*/
1897 GLuint NumNativeInstructions;
1898 GLuint NumNativeTemporaries;
1899 GLuint NumNativeParameters;
1900 GLuint NumNativeAttributes;
1901 GLuint NumNativeAddressRegs;
1902 GLuint NumNativeAluInstructions;
1903 GLuint NumNativeTexInstructions;
1904 GLuint NumNativeTexIndirections;
1905 /*@}*/
1906 };
1907
1908
1909 /** Vertex program object */
1910 struct gl_vertex_program
1911 {
1912 struct gl_program Base; /**< base class */
1913 GLboolean IsNVProgram; /**< is this a GL_NV_vertex_program program? */
1914 GLboolean IsPositionInvariant;
1915 };
1916
1917
1918 /** Geometry program object */
1919 struct gl_geometry_program
1920 {
1921 struct gl_program Base; /**< base class */
1922
1923 GLint VerticesOut;
1924 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
1925 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
1926 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
1927 };
1928
1929
1930 /** Fragment program object */
1931 struct gl_fragment_program
1932 {
1933 struct gl_program Base; /**< base class */
1934 GLboolean UsesKill; /**< shader uses KIL instruction */
1935 GLboolean OriginUpperLeft;
1936 GLboolean PixelCenterInteger;
1937 enum gl_frag_depth_layout FragDepthLayout;
1938 };
1939
1940
1941 /**
1942 * State common to vertex and fragment programs.
1943 */
1944 struct gl_program_state
1945 {
1946 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
1947 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
1948 };
1949
1950
1951 /**
1952 * Context state for vertex programs.
1953 */
1954 struct gl_vertex_program_state
1955 {
1956 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
1957 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
1958 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
1959 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
1960 struct gl_vertex_program *Current; /**< User-bound vertex program */
1961
1962 /** Currently enabled and valid vertex program (including internal
1963 * programs, user-defined vertex programs and GLSL vertex shaders).
1964 * This is the program we must use when rendering.
1965 */
1966 struct gl_vertex_program *_Current;
1967
1968 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1969
1970 /* For GL_NV_vertex_program only: */
1971 GLenum TrackMatrix[MAX_PROGRAM_ENV_PARAMS / 4];
1972 GLenum TrackMatrixTransform[MAX_PROGRAM_ENV_PARAMS / 4];
1973
1974 /** Should fixed-function T&L be implemented with a vertex prog? */
1975 GLboolean _MaintainTnlProgram;
1976
1977 /** Program to emulate fixed-function T&L (see above) */
1978 struct gl_vertex_program *_TnlProgram;
1979
1980 /** Cache of fixed-function programs */
1981 struct gl_program_cache *Cache;
1982
1983 GLboolean _Overriden;
1984 };
1985
1986
1987 /**
1988 * Context state for geometry programs.
1989 */
1990 struct gl_geometry_program_state
1991 {
1992 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
1993 GLboolean _Enabled; /**< Enabled and valid program? */
1994 struct gl_geometry_program *Current; /**< user-bound geometry program */
1995
1996 /** Currently enabled and valid program (including internal programs
1997 * and compiled shader programs).
1998 */
1999 struct gl_geometry_program *_Current;
2000
2001 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2002
2003 /** Cache of fixed-function programs */
2004 struct gl_program_cache *Cache;
2005 };
2006
2007 /**
2008 * Context state for fragment programs.
2009 */
2010 struct gl_fragment_program_state
2011 {
2012 GLboolean Enabled; /**< User-set fragment program enable flag */
2013 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2014 struct gl_fragment_program *Current; /**< User-bound fragment program */
2015
2016 /** Currently enabled and valid fragment program (including internal
2017 * programs, user-defined fragment programs and GLSL fragment shaders).
2018 * This is the program we must use when rendering.
2019 */
2020 struct gl_fragment_program *_Current;
2021
2022 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2023
2024 /** Should fixed-function texturing be implemented with a fragment prog? */
2025 GLboolean _MaintainTexEnvProgram;
2026
2027 /** Program to emulate fixed-function texture env/combine (see above) */
2028 struct gl_fragment_program *_TexEnvProgram;
2029
2030 /** Cache of fixed-function programs */
2031 struct gl_program_cache *Cache;
2032 };
2033
2034
2035 /**
2036 * ATI_fragment_shader runtime state
2037 */
2038 #define ATI_FS_INPUT_PRIMARY 0
2039 #define ATI_FS_INPUT_SECONDARY 1
2040
2041 struct atifs_instruction;
2042 struct atifs_setupinst;
2043
2044 /**
2045 * ATI fragment shader
2046 */
2047 struct ati_fragment_shader
2048 {
2049 GLuint Id;
2050 GLint RefCount;
2051 struct atifs_instruction *Instructions[2];
2052 struct atifs_setupinst *SetupInst[2];
2053 GLfloat Constants[8][4];
2054 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2055 GLubyte numArithInstr[2];
2056 GLubyte regsAssigned[2];
2057 GLubyte NumPasses; /**< 1 or 2 */
2058 GLubyte cur_pass;
2059 GLubyte last_optype;
2060 GLboolean interpinp1;
2061 GLboolean isValid;
2062 GLuint swizzlerq;
2063 };
2064
2065 /**
2066 * Context state for GL_ATI_fragment_shader
2067 */
2068 struct gl_ati_fragment_shader_state
2069 {
2070 GLboolean Enabled;
2071 GLboolean _Enabled; /**< enabled and valid shader? */
2072 GLboolean Compiling;
2073 GLfloat GlobalConstants[8][4];
2074 struct ati_fragment_shader *Current;
2075 };
2076
2077
2078 /**
2079 * Occlusion/timer query object.
2080 */
2081 struct gl_query_object
2082 {
2083 GLenum Target; /**< The query target, when active */
2084 GLuint Id; /**< hash table ID/name */
2085 GLuint64EXT Result; /**< the counter */
2086 GLboolean Active; /**< inside Begin/EndQuery */
2087 GLboolean Ready; /**< result is ready? */
2088 };
2089
2090
2091 /**
2092 * Context state for query objects.
2093 */
2094 struct gl_query_state
2095 {
2096 struct _mesa_HashTable *QueryObjects;
2097 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2098 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2099
2100 /** GL_NV_conditional_render */
2101 struct gl_query_object *CondRenderQuery;
2102
2103 /** GL_EXT_transform_feedback */
2104 struct gl_query_object *PrimitivesGenerated;
2105 struct gl_query_object *PrimitivesWritten;
2106
2107 /** GL_ARB_timer_query */
2108 struct gl_query_object *TimeElapsed;
2109
2110 GLenum CondRenderMode;
2111 };
2112
2113
2114 /** Sync object state */
2115 struct gl_sync_object {
2116 struct simple_node link;
2117 GLenum Type; /**< GL_SYNC_FENCE */
2118 GLuint Name; /**< Fence name */
2119 GLint RefCount; /**< Reference count */
2120 GLboolean DeletePending; /**< Object was deleted while there were still
2121 * live references (e.g., sync not yet finished)
2122 */
2123 GLenum SyncCondition;
2124 GLbitfield Flags; /**< Flags passed to glFenceSync */
2125 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2126 };
2127
2128
2129 /** Set by #pragma directives */
2130 struct gl_sl_pragmas
2131 {
2132 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2133 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2134 GLboolean Optimize; /**< defaults on */
2135 GLboolean Debug; /**< defaults off */
2136 };
2137
2138
2139 /**
2140 * A GLSL vertex or fragment shader object.
2141 */
2142 struct gl_shader
2143 {
2144 GLenum Type; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB (first field!) */
2145 GLuint Name; /**< AKA the handle */
2146 GLint RefCount; /**< Reference count */
2147 GLboolean DeletePending;
2148 GLboolean CompileStatus;
2149 const GLchar *Source; /**< Source code string */
2150 GLuint SourceChecksum; /**< for debug/logging purposes */
2151 struct gl_program *Program; /**< Post-compile assembly code */
2152 GLchar *InfoLog;
2153 struct gl_sl_pragmas Pragmas;
2154
2155 unsigned Version; /**< GLSL version used for linking */
2156
2157 struct exec_list *ir;
2158 struct glsl_symbol_table *symbols;
2159
2160 /** Shaders containing built-in functions that are used for linking. */
2161 struct gl_shader *builtins_to_link[16];
2162 unsigned num_builtins_to_link;
2163 };
2164
2165
2166 /**
2167 * A GLSL program object.
2168 * Basically a linked collection of vertex and fragment shaders.
2169 */
2170 struct gl_shader_program
2171 {
2172 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2173 GLuint Name; /**< aka handle or ID */
2174 GLint RefCount; /**< Reference count */
2175 GLboolean DeletePending;
2176
2177 GLuint NumShaders; /**< number of attached shaders */
2178 struct gl_shader **Shaders; /**< List of attached the shaders */
2179
2180 /** User-defined attribute bindings (glBindAttribLocation) */
2181 struct gl_program_parameter_list *Attributes;
2182
2183 /** Transform feedback varyings */
2184 struct {
2185 GLenum BufferMode;
2186 GLuint NumVarying;
2187 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2188 } TransformFeedback;
2189
2190 /** Geometry shader state - copied into gl_geometry_program at link time */
2191 struct {
2192 GLint VerticesOut;
2193 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2194 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2195 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2196 } Geom;
2197
2198 /* post-link info: */
2199 struct gl_vertex_program *VertexProgram; /**< Linked vertex program */
2200 struct gl_fragment_program *FragmentProgram; /**< Linked fragment prog */
2201 struct gl_geometry_program *GeometryProgram; /**< Linked geometry prog */
2202 struct gl_uniform_list *Uniforms;
2203 struct gl_program_parameter_list *Varying;
2204 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2205 GLboolean Validated;
2206 GLboolean _Used; /**< Ever used for drawing? */
2207 GLchar *InfoLog;
2208
2209 unsigned Version; /**< GLSL version used for linking */
2210
2211 /**
2212 * Per-stage shaders resulting from the first stage of linking.
2213 *
2214 * Set of linked shaders for this program. The array is accessed using the
2215 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2216 * \c NULL.
2217 */
2218 struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES];
2219 };
2220
2221
2222 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2223 #define GLSL_LOG 0x2 /**< Write shaders to files */
2224 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2225 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2226 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2227 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2228 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2229 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2230
2231
2232 /**
2233 * Context state for GLSL vertex/fragment shaders.
2234 */
2235 struct gl_shader_state
2236 {
2237 /**
2238 * Programs used for rendering
2239 *
2240 * There is a separate program set for each shader stage. If
2241 * GL_EXT_separate_shader_objects is not supported, each of these must point
2242 * to \c NULL or to the same program.
2243 */
2244 struct gl_shader_program *CurrentVertexProgram;
2245 struct gl_shader_program *CurrentGeometryProgram;
2246 struct gl_shader_program *CurrentFragmentProgram;
2247
2248 /**
2249 * Program used by glUniform calls.
2250 *
2251 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2252 */
2253 struct gl_shader_program *ActiveProgram;
2254
2255 void *MemPool;
2256
2257 GLbitfield Flags; /**< Mask of GLSL_x flags */
2258 };
2259
2260 /**
2261 * Compiler options for a single GLSL shaders type
2262 */
2263 struct gl_shader_compiler_options
2264 {
2265 /** Driver-selectable options: */
2266 GLboolean EmitCondCodes; /**< Use condition codes? */
2267 GLboolean EmitNVTempInitialization; /**< 0-fill NV temp registers */
2268 /**
2269 * Attempts to flatten all ir_if (OPCODE_IF) for GPUs that can't
2270 * support control flow.
2271 */
2272 GLboolean EmitNoIfs;
2273 GLboolean EmitNoLoops;
2274 GLboolean EmitNoFunctions;
2275 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2276 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2277 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2278 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2279
2280 /**
2281 * \name Forms of indirect addressing the driver cannot do.
2282 */
2283 /*@{*/
2284 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2285 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2286 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2287 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2288 /*@}*/
2289
2290 GLuint MaxUnrollIterations;
2291
2292 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2293 };
2294
2295 /**
2296 * Transform feedback object state
2297 */
2298 struct gl_transform_feedback_object
2299 {
2300 GLuint Name; /**< AKA the object ID */
2301 GLint RefCount;
2302 GLboolean Active; /**< Is transform feedback enabled? */
2303 GLboolean Paused; /**< Is transform feedback paused? */
2304
2305 /** The feedback buffers */
2306 GLuint BufferNames[MAX_FEEDBACK_ATTRIBS];
2307 struct gl_buffer_object *Buffers[MAX_FEEDBACK_ATTRIBS];
2308
2309 /** Start of feedback data in dest buffer */
2310 GLintptr Offset[MAX_FEEDBACK_ATTRIBS];
2311 /** Max data to put into dest buffer (in bytes) */
2312 GLsizeiptr Size[MAX_FEEDBACK_ATTRIBS];
2313 };
2314
2315
2316 /**
2317 * Context state for transform feedback.
2318 */
2319 struct gl_transform_feedback
2320 {
2321 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
2322
2323 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
2324
2325 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
2326 struct gl_buffer_object *CurrentBuffer;
2327
2328 /** The table of all transform feedback objects */
2329 struct _mesa_HashTable *Objects;
2330
2331 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
2332 struct gl_transform_feedback_object *CurrentObject;
2333
2334 /** The default xform-fb object (Name==0) */
2335 struct gl_transform_feedback_object *DefaultObject;
2336 };
2337
2338
2339
2340 /**
2341 * State which can be shared by multiple contexts:
2342 */
2343 struct gl_shared_state
2344 {
2345 _glthread_Mutex Mutex; /**< for thread safety */
2346 GLint RefCount; /**< Reference count */
2347 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2348 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2349
2350 /** Default texture objects (shared by all texture units) */
2351 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2352
2353 /** Fallback texture used when a bound texture is incomplete */
2354 struct gl_texture_object *FallbackTex;
2355
2356 /**
2357 * \name Thread safety and statechange notification for texture
2358 * objects.
2359 *
2360 * \todo Improve the granularity of locking.
2361 */
2362 /*@{*/
2363 _glthread_Mutex TexMutex; /**< texobj thread safety */
2364 GLuint TextureStateStamp; /**< state notification for shared tex */
2365 /*@}*/
2366
2367 /** Default buffer object for vertex arrays that aren't in VBOs */
2368 struct gl_buffer_object *NullBufferObj;
2369
2370 /**
2371 * \name Vertex/geometry/fragment programs
2372 */
2373 /*@{*/
2374 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2375 struct gl_vertex_program *DefaultVertexProgram;
2376 struct gl_fragment_program *DefaultFragmentProgram;
2377 struct gl_geometry_program *DefaultGeometryProgram;
2378 /*@}*/
2379
2380 /* GL_ATI_fragment_shader */
2381 struct _mesa_HashTable *ATIShaders;
2382 struct ati_fragment_shader *DefaultFragmentShader;
2383
2384 struct _mesa_HashTable *BufferObjects;
2385
2386 /** Table of both gl_shader and gl_shader_program objects */
2387 struct _mesa_HashTable *ShaderObjects;
2388
2389 /* GL_EXT_framebuffer_object */
2390 struct _mesa_HashTable *RenderBuffers;
2391 struct _mesa_HashTable *FrameBuffers;
2392
2393 /* GL_ARB_sync */
2394 struct simple_node SyncObjects;
2395
2396 /** GL_ARB_sampler_objects */
2397 struct _mesa_HashTable *SamplerObjects;
2398
2399 void *DriverData; /**< Device driver shared state */
2400 };
2401
2402
2403
2404
2405 /**
2406 * A renderbuffer stores colors or depth values or stencil values.
2407 * A framebuffer object will have a collection of these.
2408 * Data are read/written to the buffer with a handful of Get/Put functions.
2409 *
2410 * Instances of this object are allocated with the Driver's NewRenderbuffer
2411 * hook. Drivers will likely wrap this class inside a driver-specific
2412 * class to simulate inheritance.
2413 */
2414 struct gl_renderbuffer
2415 {
2416 _glthread_Mutex Mutex; /**< for thread safety */
2417 GLuint ClassID; /**< Useful for drivers */
2418 GLuint Name;
2419 GLint RefCount;
2420 GLuint Width, Height;
2421 GLint RowStride; /**< Padded width in units of pixels */
2422 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2423
2424 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
2425
2426 GLubyte NumSamples;
2427
2428 GLenum InternalFormat; /**< The user-specified format */
2429 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2430 GL_STENCIL_INDEX. */
2431 gl_format Format; /**< The actual renderbuffer memory format */
2432
2433 GLenum DataType; /**< Type of values passed to the Get/Put functions */
2434 GLvoid *Data; /**< This may not be used by some kinds of RBs */
2435
2436 /* Used to wrap one renderbuffer around another: */
2437 struct gl_renderbuffer *Wrapped;
2438
2439 /* Delete this renderbuffer */
2440 void (*Delete)(struct gl_renderbuffer *rb);
2441
2442 /* Allocate new storage for this renderbuffer */
2443 GLboolean (*AllocStorage)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2444 GLenum internalFormat,
2445 GLuint width, GLuint height);
2446
2447 /* Lock/Unlock are called before/after calling the Get/Put functions.
2448 * Not sure this is the right place for these yet.
2449 void (*Lock)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2450 void (*Unlock)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2451 */
2452
2453 /* Return a pointer to the element/pixel at (x,y).
2454 * Should return NULL if the buffer memory can't be directly addressed.
2455 */
2456 void *(*GetPointer)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2457 GLint x, GLint y);
2458
2459 /* Get/Read a row of values.
2460 * The values will be of format _BaseFormat and type DataType.
2461 */
2462 void (*GetRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2463 GLint x, GLint y, void *values);
2464
2465 /* Get/Read values at arbitrary locations.
2466 * The values will be of format _BaseFormat and type DataType.
2467 */
2468 void (*GetValues)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2469 const GLint x[], const GLint y[], void *values);
2470
2471 /* Put/Write a row of values.
2472 * The values will be of format _BaseFormat and type DataType.
2473 */
2474 void (*PutRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2475 GLint x, GLint y, const void *values, const GLubyte *mask);
2476
2477 /* Put/Write a row of RGB values. This is a special-case routine that's
2478 * only used for RGBA renderbuffers when the source data is GL_RGB. That's
2479 * a common case for glDrawPixels and some triangle routines.
2480 * The values will be of format GL_RGB and type DataType.
2481 */
2482 void (*PutRowRGB)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2483 GLint x, GLint y, const void *values, const GLubyte *mask);
2484
2485
2486 /* Put/Write a row of identical values.
2487 * The values will be of format _BaseFormat and type DataType.
2488 */
2489 void (*PutMonoRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2490 GLint x, GLint y, const void *value, const GLubyte *mask);
2491
2492 /* Put/Write values at arbitrary locations.
2493 * The values will be of format _BaseFormat and type DataType.
2494 */
2495 void (*PutValues)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2496 const GLint x[], const GLint y[], const void *values,
2497 const GLubyte *mask);
2498 /* Put/Write identical values at arbitrary locations.
2499 * The values will be of format _BaseFormat and type DataType.
2500 */
2501 void (*PutMonoValues)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2502 GLuint count, const GLint x[], const GLint y[],
2503 const void *value, const GLubyte *mask);
2504 };
2505
2506
2507 /**
2508 * A renderbuffer attachment points to either a texture object (and specifies
2509 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2510 */
2511 struct gl_renderbuffer_attachment
2512 {
2513 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2514 GLboolean Complete;
2515
2516 /**
2517 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2518 * application supplied renderbuffer object.
2519 */
2520 struct gl_renderbuffer *Renderbuffer;
2521
2522 /**
2523 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2524 * supplied texture object.
2525 */
2526 struct gl_texture_object *Texture;
2527 GLuint TextureLevel; /**< Attached mipmap level. */
2528 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2529 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2530 * and 2D array textures */
2531 };
2532
2533
2534 /**
2535 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2536 * In C++ terms, think of this as a base class from which device drivers
2537 * will make derived classes.
2538 */
2539 struct gl_framebuffer
2540 {
2541 _glthread_Mutex Mutex; /**< for thread safety */
2542 /**
2543 * If zero, this is a window system framebuffer. If non-zero, this
2544 * is a FBO framebuffer; note that for some devices (i.e. those with
2545 * a natural pixel coordinate system for FBOs that differs from the
2546 * OpenGL/Mesa coordinate system), this means that the viewport,
2547 * polygon face orientation, and polygon stipple will have to be inverted.
2548 */
2549 GLuint Name;
2550
2551 GLint RefCount;
2552 GLboolean DeletePending;
2553
2554 /**
2555 * The framebuffer's visual. Immutable if this is a window system buffer.
2556 * Computed from attachments if user-made FBO.
2557 */
2558 struct gl_config Visual;
2559
2560 GLboolean Initialized;
2561
2562 GLuint Width, Height; /**< size of frame buffer in pixels */
2563
2564 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2565 /*@{*/
2566 GLint _Xmin, _Xmax; /**< inclusive */
2567 GLint _Ymin, _Ymax; /**< exclusive */
2568 /*@}*/
2569
2570 /** \name Derived Z buffer stuff */
2571 /*@{*/
2572 GLuint _DepthMax; /**< Max depth buffer value */
2573 GLfloat _DepthMaxF; /**< Float max depth buffer value */
2574 GLfloat _MRD; /**< minimum resolvable difference in Z values */
2575 /*@}*/
2576
2577 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2578 GLenum _Status;
2579
2580 /** Integer color values */
2581 GLboolean _IntegerColor;
2582
2583 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2584 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2585
2586 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2587 * attribute group and GL_PIXEL attribute group, respectively.
2588 */
2589 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
2590 GLenum ColorReadBuffer;
2591
2592 /** Computed from ColorDraw/ReadBuffer above */
2593 GLuint _NumColorDrawBuffers;
2594 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
2595 GLint _ColorReadBufferIndex; /* -1 = None */
2596 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
2597 struct gl_renderbuffer *_ColorReadBuffer;
2598
2599 /** The Actual depth/stencil buffers to use. May be wrappers around the
2600 * depth/stencil buffers attached above. */
2601 struct gl_renderbuffer *_DepthBuffer;
2602 struct gl_renderbuffer *_StencilBuffer;
2603
2604 /** Delete this framebuffer */
2605 void (*Delete)(struct gl_framebuffer *fb);
2606 };
2607
2608
2609 /**
2610 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
2611 */
2612 struct gl_precision
2613 {
2614 GLushort RangeMin; /**< min value exponent */
2615 GLushort RangeMax; /**< max value exponent */
2616 GLushort Precision; /**< number of mantissa bits */
2617 };
2618
2619
2620 /**
2621 * Limits for vertex, geometry and fragment programs/shaders.
2622 */
2623 struct gl_program_constants
2624 {
2625 /* logical limits */
2626 GLuint MaxInstructions;
2627 GLuint MaxAluInstructions;
2628 GLuint MaxTexInstructions;
2629 GLuint MaxTexIndirections;
2630 GLuint MaxAttribs;
2631 GLuint MaxTemps;
2632 GLuint MaxAddressRegs;
2633 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
2634 GLuint MaxParameters;
2635 GLuint MaxLocalParams;
2636 GLuint MaxEnvParams;
2637 /* native/hardware limits */
2638 GLuint MaxNativeInstructions;
2639 GLuint MaxNativeAluInstructions;
2640 GLuint MaxNativeTexInstructions;
2641 GLuint MaxNativeTexIndirections;
2642 GLuint MaxNativeAttribs;
2643 GLuint MaxNativeTemps;
2644 GLuint MaxNativeAddressRegs;
2645 GLuint MaxNativeParameters;
2646 /* For shaders */
2647 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
2648 /* ES 2.0 and GL_ARB_ES2_compatibility */
2649 struct gl_precision LowFloat, MediumFloat, HighFloat;
2650 struct gl_precision LowInt, MediumInt, HighInt;
2651 };
2652
2653
2654 /**
2655 * Constants which may be overridden by device driver during context creation
2656 * but are never changed after that.
2657 */
2658 struct gl_constants
2659 {
2660 GLint MaxTextureMbytes; /**< Max memory per image, in MB */
2661 GLint MaxTextureLevels; /**< Max mipmap levels. */
2662 GLint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
2663 GLint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
2664 GLint MaxArrayTextureLayers; /**< Max layers in array textures */
2665 GLint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
2666 GLuint MaxTextureCoordUnits;
2667 GLuint MaxTextureImageUnits;
2668 GLuint MaxVertexTextureImageUnits;
2669 GLuint MaxCombinedTextureImageUnits;
2670 GLuint MaxGeometryTextureImageUnits;
2671 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, ImageUnits) */
2672 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
2673 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
2674 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
2675
2676 GLuint MaxArrayLockSize;
2677
2678 GLint SubPixelBits;
2679
2680 GLfloat MinPointSize, MaxPointSize; /**< aliased */
2681 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
2682 GLfloat PointSizeGranularity;
2683 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
2684 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
2685 GLfloat LineWidthGranularity;
2686
2687 GLuint MaxColorTableSize;
2688
2689 GLuint MaxClipPlanes;
2690 GLuint MaxLights;
2691 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
2692 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
2693
2694 GLuint MaxViewportWidth, MaxViewportHeight;
2695
2696 struct gl_program_constants VertexProgram; /**< GL_ARB_vertex_program */
2697 struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
2698 struct gl_program_constants GeometryProgram; /**< GL_ARB_geometry_shader4 */
2699 GLuint MaxProgramMatrices;
2700 GLuint MaxProgramMatrixStackDepth;
2701
2702 /** vertex array / buffer object bounds checking */
2703 GLboolean CheckArrayBounds;
2704
2705 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
2706
2707 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
2708 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
2709 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
2710
2711 /** Number of varying vectors between vertex and fragment shaders */
2712 GLuint MaxVarying;
2713 GLuint MaxVertexVaryingComponents; /**< Between vert and geom shader */
2714 GLuint MaxGeometryVaryingComponents; /**< Between geom and frag shader */
2715
2716 /** GL_ARB_geometry_shader4 */
2717 GLuint MaxGeometryOutputVertices;
2718 GLuint MaxGeometryTotalOutputComponents;
2719
2720 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
2721
2722 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
2723 GLbitfield SupportedBumpUnits;
2724
2725 /**
2726 * Maximum amount of time, measured in nanseconds, that the server can wait.
2727 */
2728 GLuint64 MaxServerWaitTimeout;
2729
2730 /** GL_EXT_provoking_vertex */
2731 GLboolean QuadsFollowProvokingVertexConvention;
2732
2733 /** OpenGL version 3.0 */
2734 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
2735
2736 /** OpenGL version 3.2 */
2737 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
2738
2739 /** GL_EXT_transform_feedback */
2740 GLuint MaxTransformFeedbackSeparateAttribs;
2741 GLuint MaxTransformFeedbackSeparateComponents;
2742 GLuint MaxTransformFeedbackInterleavedComponents;
2743
2744 /** GL_EXT_gpu_shader4 */
2745 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
2746
2747 /* GL_EXT_framebuffer_sRGB */
2748 GLboolean sRGBCapable; /* can enable sRGB blend/update on FBOs */
2749
2750 /* GL_ARB_robustness */
2751 GLenum ResetStrategy;
2752 };
2753
2754
2755 /**
2756 * Enable flag for each OpenGL extension. Different device drivers will
2757 * enable different extensions at runtime.
2758 */
2759 struct gl_extensions
2760 {
2761 GLboolean dummy; /* don't remove this! */
2762 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
2763 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
2764 GLboolean ARB_ES2_compatibility;
2765 GLboolean ARB_blend_func_extended;
2766 GLboolean ARB_color_buffer_float;
2767 GLboolean ARB_copy_buffer;
2768 GLboolean ARB_depth_buffer_float;
2769 GLboolean ARB_depth_clamp;
2770 GLboolean ARB_depth_texture;
2771 GLboolean ARB_draw_buffers;
2772 GLboolean ARB_draw_buffers_blend;
2773 GLboolean ARB_draw_elements_base_vertex;
2774 GLboolean ARB_draw_instanced;
2775 GLboolean ARB_fragment_coord_conventions;
2776 GLboolean ARB_fragment_program;
2777 GLboolean ARB_fragment_program_shadow;
2778 GLboolean ARB_fragment_shader;
2779 GLboolean ARB_framebuffer_object;
2780 GLboolean ARB_explicit_attrib_location;
2781 GLboolean ARB_geometry_shader4;
2782 GLboolean ARB_half_float_pixel;
2783 GLboolean ARB_half_float_vertex;
2784 GLboolean ARB_instanced_arrays;
2785 GLboolean ARB_map_buffer_range;
2786 GLboolean ARB_multisample;
2787 GLboolean ARB_multitexture;
2788 GLboolean ARB_occlusion_query;
2789 GLboolean ARB_occlusion_query2;
2790 GLboolean ARB_point_sprite;
2791 GLboolean ARB_sampler_objects;
2792 GLboolean ARB_seamless_cube_map;
2793 GLboolean ARB_shader_objects;
2794 GLboolean ARB_shader_stencil_export;
2795 GLboolean ARB_shader_texture_lod;
2796 GLboolean ARB_shading_language_100;
2797 GLboolean ARB_shadow;
2798 GLboolean ARB_shadow_ambient;
2799 GLboolean ARB_sync;
2800 GLboolean ARB_texture_border_clamp;
2801 GLboolean ARB_texture_buffer_object;
2802 GLboolean ARB_texture_compression;
2803 GLboolean ARB_texture_compression_rgtc;
2804 GLboolean ARB_texture_cube_map;
2805 GLboolean ARB_texture_env_combine;
2806 GLboolean ARB_texture_env_crossbar;
2807 GLboolean ARB_texture_env_dot3;
2808 GLboolean ARB_texture_float;
2809 GLboolean ARB_texture_mirrored_repeat;
2810 GLboolean ARB_texture_multisample;
2811 GLboolean ARB_texture_non_power_of_two;
2812 GLboolean ARB_texture_rg;
2813 GLboolean ARB_texture_rgb10_a2ui;
2814 GLboolean ARB_timer_query;
2815 GLboolean ARB_transform_feedback2;
2816 GLboolean ARB_transpose_matrix;
2817 GLboolean ARB_uniform_buffer_object;
2818 GLboolean ARB_vertex_array_object;
2819 GLboolean ARB_vertex_buffer_object;
2820 GLboolean ARB_vertex_program;
2821 GLboolean ARB_vertex_shader;
2822 GLboolean ARB_vertex_type_2_10_10_10_rev;
2823 GLboolean ARB_window_pos;
2824 GLboolean EXT_abgr;
2825 GLboolean EXT_bgra;
2826 GLboolean EXT_blend_color;
2827 GLboolean EXT_blend_equation_separate;
2828 GLboolean EXT_blend_func_separate;
2829 GLboolean EXT_blend_logic_op;
2830 GLboolean EXT_blend_minmax;
2831 GLboolean EXT_blend_subtract;
2832 GLboolean EXT_clip_volume_hint;
2833 GLboolean EXT_compiled_vertex_array;
2834 GLboolean EXT_copy_texture;
2835 GLboolean EXT_depth_bounds_test;
2836 GLboolean EXT_draw_buffers2;
2837 GLboolean EXT_draw_range_elements;
2838 GLboolean EXT_fog_coord;
2839 GLboolean EXT_framebuffer_blit;
2840 GLboolean EXT_framebuffer_multisample;
2841 GLboolean EXT_framebuffer_object;
2842 GLboolean EXT_framebuffer_sRGB;
2843 GLboolean EXT_gpu_program_parameters;
2844 GLboolean EXT_gpu_shader4;
2845 GLboolean EXT_multi_draw_arrays;
2846 GLboolean EXT_paletted_texture;
2847 GLboolean EXT_packed_depth_stencil;
2848 GLboolean EXT_packed_float;
2849 GLboolean EXT_packed_pixels;
2850 GLboolean EXT_pixel_buffer_object;
2851 GLboolean EXT_point_parameters;
2852 GLboolean EXT_polygon_offset;
2853 GLboolean EXT_provoking_vertex;
2854 GLboolean EXT_rescale_normal;
2855 GLboolean EXT_shadow_funcs;
2856 GLboolean EXT_secondary_color;
2857 GLboolean EXT_separate_shader_objects;
2858 GLboolean EXT_separate_specular_color;
2859 GLboolean EXT_shared_texture_palette;
2860 GLboolean EXT_stencil_wrap;
2861 GLboolean EXT_stencil_two_side;
2862 GLboolean EXT_subtexture;
2863 GLboolean EXT_texture;
2864 GLboolean EXT_texture_object;
2865 GLboolean EXT_texture3D;
2866 GLboolean EXT_texture_array;
2867 GLboolean EXT_texture_compression_latc;
2868 GLboolean EXT_texture_compression_s3tc;
2869 GLboolean EXT_texture_env_add;
2870 GLboolean EXT_texture_env_combine;
2871 GLboolean EXT_texture_env_dot3;
2872 GLboolean EXT_texture_filter_anisotropic;
2873 GLboolean EXT_texture_integer;
2874 GLboolean EXT_texture_lod_bias;
2875 GLboolean EXT_texture_mirror_clamp;
2876 GLboolean EXT_texture_shared_exponent;
2877 GLboolean EXT_texture_snorm;
2878 GLboolean EXT_texture_sRGB;
2879 GLboolean EXT_texture_sRGB_decode;
2880 GLboolean EXT_texture_swizzle;
2881 GLboolean EXT_transform_feedback;
2882 GLboolean EXT_timer_query;
2883 GLboolean EXT_vertex_array;
2884 GLboolean EXT_vertex_array_bgra;
2885 GLboolean EXT_vertex_array_set;
2886 GLboolean OES_standard_derivatives;
2887 /* vendor extensions */
2888 GLboolean AMD_conservative_depth;
2889 GLboolean AMD_seamless_cubemap_per_texture;
2890 GLboolean APPLE_client_storage;
2891 GLboolean APPLE_packed_pixels;
2892 GLboolean APPLE_vertex_array_object;
2893 GLboolean APPLE_object_purgeable;
2894 GLboolean ATI_envmap_bumpmap;
2895 GLboolean ATI_texture_compression_3dc;
2896 GLboolean ATI_texture_mirror_once;
2897 GLboolean ATI_texture_env_combine3;
2898 GLboolean ATI_fragment_shader;
2899 GLboolean ATI_separate_stencil;
2900 GLboolean IBM_rasterpos_clip;
2901 GLboolean IBM_multimode_draw_arrays;
2902 GLboolean MESA_pack_invert;
2903 GLboolean MESA_resize_buffers;
2904 GLboolean MESA_ycbcr_texture;
2905 GLboolean MESA_texture_array;
2906 GLboolean NV_blend_square;
2907 GLboolean NV_conditional_render;
2908 GLboolean NV_fragment_program;
2909 GLboolean NV_fragment_program_option;
2910 GLboolean NV_light_max_exponent;
2911 GLboolean NV_point_sprite;
2912 GLboolean NV_primitive_restart;
2913 GLboolean NV_texture_barrier;
2914 GLboolean NV_texgen_reflection;
2915 GLboolean NV_texture_env_combine4;
2916 GLboolean NV_texture_rectangle;
2917 GLboolean NV_vertex_program;
2918 GLboolean NV_vertex_program1_1;
2919 GLboolean OES_read_format;
2920 GLboolean SGIS_generate_mipmap;
2921 GLboolean SGIS_texture_edge_clamp;
2922 GLboolean SGIS_texture_lod;
2923 GLboolean TDFX_texture_compression_FXT1;
2924 GLboolean S3_s3tc;
2925 GLboolean OES_EGL_image;
2926 GLboolean OES_draw_texture;
2927 GLboolean EXT_texture_format_BGRA8888;
2928 GLboolean extension_sentinel;
2929 /** The extension string */
2930 const GLubyte *String;
2931 /** Number of supported extensions */
2932 GLuint Count;
2933 };
2934
2935
2936 /**
2937 * A stack of matrices (projection, modelview, color, texture, etc).
2938 */
2939 struct gl_matrix_stack
2940 {
2941 GLmatrix *Top; /**< points into Stack */
2942 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
2943 GLuint Depth; /**< 0 <= Depth < MaxDepth */
2944 GLuint MaxDepth; /**< size of Stack[] array */
2945 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
2946 };
2947
2948
2949 /**
2950 * \name Bits for image transfer operations
2951 * \sa __struct gl_contextRec::ImageTransferState.
2952 */
2953 /*@{*/
2954 #define IMAGE_SCALE_BIAS_BIT 0x1
2955 #define IMAGE_SHIFT_OFFSET_BIT 0x2
2956 #define IMAGE_MAP_COLOR_BIT 0x4
2957 #define IMAGE_CLAMP_BIT 0x800
2958
2959
2960 /** Pixel Transfer ops */
2961 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
2962 IMAGE_SHIFT_OFFSET_BIT | \
2963 IMAGE_MAP_COLOR_BIT)
2964
2965 /**
2966 * \name Bits to indicate what state has changed.
2967 */
2968 /*@{*/
2969 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
2970 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
2971 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
2972 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
2973 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
2974 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
2975 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
2976 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
2977 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
2978 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
2979 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
2980 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
2981 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
2982 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
2983 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
2984 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
2985 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
2986 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
2987 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
2988 #define _NEW_PACKUNPACK (1 << 19) /**< gl_context::Pack, Unpack */
2989 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
2990 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
2991 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
2992 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
2993 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
2994 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
2995 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
2996 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
2997 #define _NEW_BUFFER_OBJECT (1 << 28)
2998 #define _NEW_FRAG_CLAMP (1 << 29)
2999 #define _NEW_ALL ~0
3000 /*@}*/
3001
3002
3003 /**
3004 * \name Bits to track array state changes
3005 *
3006 * Also used to summarize array enabled.
3007 */
3008 /*@{*/
3009 #define _NEW_ARRAY_VERTEX VERT_BIT_POS
3010 #define _NEW_ARRAY_WEIGHT VERT_BIT_WEIGHT
3011 #define _NEW_ARRAY_NORMAL VERT_BIT_NORMAL
3012 #define _NEW_ARRAY_COLOR0 VERT_BIT_COLOR0
3013 #define _NEW_ARRAY_COLOR1 VERT_BIT_COLOR1
3014 #define _NEW_ARRAY_FOGCOORD VERT_BIT_FOG
3015 #define _NEW_ARRAY_INDEX VERT_BIT_COLOR_INDEX
3016 #define _NEW_ARRAY_EDGEFLAG VERT_BIT_EDGEFLAG
3017 #define _NEW_ARRAY_POINT_SIZE VERT_BIT_COLOR_INDEX /* aliased */
3018 #define _NEW_ARRAY_TEXCOORD_0 VERT_BIT_TEX0
3019 #define _NEW_ARRAY_TEXCOORD_1 VERT_BIT_TEX1
3020 #define _NEW_ARRAY_TEXCOORD_2 VERT_BIT_TEX2
3021 #define _NEW_ARRAY_TEXCOORD_3 VERT_BIT_TEX3
3022 #define _NEW_ARRAY_TEXCOORD_4 VERT_BIT_TEX4
3023 #define _NEW_ARRAY_TEXCOORD_5 VERT_BIT_TEX5
3024 #define _NEW_ARRAY_TEXCOORD_6 VERT_BIT_TEX6
3025 #define _NEW_ARRAY_TEXCOORD_7 VERT_BIT_TEX7
3026 #define _NEW_ARRAY_ATTRIB_0 VERT_BIT_GENERIC0 /* start at bit 16 */
3027 #define _NEW_ARRAY_ALL 0xffffffff
3028
3029
3030 #define _NEW_ARRAY_TEXCOORD(i) (_NEW_ARRAY_TEXCOORD_0 << (i))
3031 #define _NEW_ARRAY_ATTRIB(i) (_NEW_ARRAY_ATTRIB_0 << (i))
3032 /*@}*/
3033
3034
3035
3036 /**
3037 * \name A bunch of flags that we think might be useful to drivers.
3038 *
3039 * Set in the __struct gl_contextRec::_TriangleCaps bitfield.
3040 */
3041 /*@{*/
3042 #define DD_FLATSHADE 0x1
3043 #define DD_SEPARATE_SPECULAR 0x2
3044 #define DD_TRI_CULL_FRONT_BACK 0x4 /* special case on some hw */
3045 #define DD_TRI_LIGHT_TWOSIDE 0x8
3046 #define DD_TRI_UNFILLED 0x10
3047 #define DD_TRI_SMOOTH 0x20
3048 #define DD_TRI_STIPPLE 0x40
3049 #define DD_TRI_OFFSET 0x80
3050 #define DD_LINE_SMOOTH 0x100
3051 #define DD_LINE_STIPPLE 0x200
3052 #define DD_POINT_SMOOTH 0x400
3053 #define DD_POINT_ATTEN 0x800
3054 #define DD_TRI_TWOSTENCIL 0x1000
3055 /*@}*/
3056
3057
3058 /**
3059 * \name Define the state changes under which each of these bits might change
3060 */
3061 /*@{*/
3062 #define _DD_NEW_FLATSHADE _NEW_LIGHT
3063 #define _DD_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | _NEW_FOG | _NEW_PROGRAM)
3064 #define _DD_NEW_TRI_CULL_FRONT_BACK _NEW_POLYGON
3065 #define _DD_NEW_TRI_LIGHT_TWOSIDE _NEW_LIGHT
3066 #define _DD_NEW_TRI_UNFILLED _NEW_POLYGON
3067 #define _DD_NEW_TRI_SMOOTH _NEW_POLYGON
3068 #define _DD_NEW_TRI_STIPPLE _NEW_POLYGON
3069 #define _DD_NEW_TRI_OFFSET _NEW_POLYGON
3070 #define _DD_NEW_LINE_SMOOTH _NEW_LINE
3071 #define _DD_NEW_LINE_STIPPLE _NEW_LINE
3072 #define _DD_NEW_LINE_WIDTH _NEW_LINE
3073 #define _DD_NEW_POINT_SMOOTH _NEW_POINT
3074 #define _DD_NEW_POINT_SIZE _NEW_POINT
3075 #define _DD_NEW_POINT_ATTEN _NEW_POINT
3076 /*@}*/
3077
3078
3079 /**
3080 * Composite state flags
3081 */
3082 /*@{*/
3083 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3084 _NEW_TEXTURE | \
3085 _NEW_POINT | \
3086 _NEW_PROGRAM | \
3087 _NEW_MODELVIEW)
3088 /*@}*/
3089
3090
3091
3092
3093 /* This has to be included here. */
3094 #include "dd.h"
3095
3096
3097 /**
3098 * Display list flags.
3099 * Strictly this is a tnl-private concept, but it doesn't seem
3100 * worthwhile adding a tnl private structure just to hold this one bit
3101 * of information:
3102 */
3103 #define DLIST_DANGLING_REFS 0x1
3104
3105
3106 /** Opaque declaration of display list payload data type */
3107 union gl_dlist_node;
3108
3109
3110 /**
3111 * Provide a location where information about a display list can be
3112 * collected. Could be extended with driverPrivate structures,
3113 * etc. in the future.
3114 */
3115 struct gl_display_list
3116 {
3117 GLuint Name;
3118 GLbitfield Flags; /**< DLIST_x flags */
3119 /** The dlist commands are in a linked list of nodes */
3120 union gl_dlist_node *Head;
3121 };
3122
3123
3124 /**
3125 * State used during display list compilation and execution.
3126 */
3127 struct gl_dlist_state
3128 {
3129 GLuint CallDepth; /**< Current recursion calling depth */
3130
3131 struct gl_display_list *CurrentList; /**< List currently being compiled */
3132 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3133 GLuint CurrentPos; /**< Index into current block of nodes */
3134
3135 GLvertexformat ListVtxfmt;
3136
3137 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3138 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3139
3140 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3141 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3142
3143 GLubyte ActiveIndex;
3144 GLfloat CurrentIndex;
3145
3146 GLubyte ActiveEdgeFlag;
3147 GLboolean CurrentEdgeFlag;
3148
3149 struct {
3150 /* State known to have been set by the currently-compiling display
3151 * list. Used to eliminate some redundant state changes.
3152 */
3153 GLenum ShadeModel;
3154 } Current;
3155 };
3156
3157
3158 /**
3159 * Enum for the OpenGL APIs we know about and may support.
3160 */
3161 typedef enum
3162 {
3163 API_OPENGL,
3164 API_OPENGLES,
3165 API_OPENGLES2
3166 } gl_api;
3167
3168
3169 /**
3170 * Mesa rendering context.
3171 *
3172 * This is the central context data structure for Mesa. Almost all
3173 * OpenGL state is contained in this structure.
3174 * Think of this as a base class from which device drivers will derive
3175 * sub classes.
3176 *
3177 * The struct gl_context typedef names this structure.
3178 */
3179 struct gl_context
3180 {
3181 /** State possibly shared with other contexts in the address space */
3182 struct gl_shared_state *Shared;
3183
3184 /** \name API function pointer tables */
3185 /*@{*/
3186 gl_api API;
3187 struct _glapi_table *Save; /**< Display list save functions */
3188 struct _glapi_table *Exec; /**< Execute functions */
3189 struct _glapi_table *CurrentDispatch; /**< == Save or Exec !! */
3190 /*@}*/
3191
3192 struct gl_config Visual;
3193 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
3194 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
3195 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
3196 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
3197
3198 /**
3199 * Device driver function pointer table
3200 */
3201 struct dd_function_table Driver;
3202
3203 void *DriverCtx; /**< Points to device driver context/state */
3204
3205 /** Core/Driver constants */
3206 struct gl_constants Const;
3207
3208 /** \name The various 4x4 matrix stacks */
3209 /*@{*/
3210 struct gl_matrix_stack ModelviewMatrixStack;
3211 struct gl_matrix_stack ProjectionMatrixStack;
3212 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3213 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3214 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3215 /*@}*/
3216
3217 /** Combined modelview and projection matrix */
3218 GLmatrix _ModelProjectMatrix;
3219
3220 /** \name Display lists */
3221 struct gl_dlist_state ListState;
3222
3223 GLboolean ExecuteFlag; /**< Execute GL commands? */
3224 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3225
3226 /** Extension information */
3227 struct gl_extensions Extensions;
3228
3229 /** Version info */
3230 GLuint VersionMajor, VersionMinor;
3231 char *VersionString;
3232
3233 /** \name State attribute stack (for glPush/PopAttrib) */
3234 /*@{*/
3235 GLuint AttribStackDepth;
3236 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3237 /*@}*/
3238
3239 /** \name Renderer attribute groups
3240 *
3241 * We define a struct for each attribute group to make pushing and popping
3242 * attributes easy. Also it's a good organization.
3243 */
3244 /*@{*/
3245 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
3246 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
3247 struct gl_current_attrib Current; /**< Current attributes */
3248 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
3249 struct gl_eval_attrib Eval; /**< Eval attributes */
3250 struct gl_fog_attrib Fog; /**< Fog attributes */
3251 struct gl_hint_attrib Hint; /**< Hint attributes */
3252 struct gl_light_attrib Light; /**< Light attributes */
3253 struct gl_line_attrib Line; /**< Line attributes */
3254 struct gl_list_attrib List; /**< List attributes */
3255 struct gl_multisample_attrib Multisample;
3256 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
3257 struct gl_point_attrib Point; /**< Point attributes */
3258 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
3259 GLuint PolygonStipple[32]; /**< Polygon stipple */
3260 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
3261 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
3262 struct gl_texture_attrib Texture; /**< Texture attributes */
3263 struct gl_transform_attrib Transform; /**< Transformation attributes */
3264 struct gl_viewport_attrib Viewport; /**< Viewport attributes */
3265 /*@}*/
3266
3267 /** \name Client attribute stack */
3268 /*@{*/
3269 GLuint ClientAttribStackDepth;
3270 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3271 /*@}*/
3272
3273 /** \name Client attribute groups */
3274 /*@{*/
3275 struct gl_array_attrib Array; /**< Vertex arrays */
3276 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
3277 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
3278 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
3279 /*@}*/
3280
3281 /** \name Other assorted state (not pushed/popped on attribute stack) */
3282 /*@{*/
3283 struct gl_pixelmaps PixelMaps;
3284
3285 struct gl_evaluators EvalMap; /**< All evaluators */
3286 struct gl_feedback Feedback; /**< Feedback */
3287 struct gl_selection Select; /**< Selection */
3288
3289 struct gl_program_state Program; /**< general program state */
3290 struct gl_vertex_program_state VertexProgram;
3291 struct gl_fragment_program_state FragmentProgram;
3292 struct gl_geometry_program_state GeometryProgram;
3293 struct gl_ati_fragment_shader_state ATIFragmentShader;
3294
3295 struct gl_shader_state Shader; /**< GLSL shader object state */
3296 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
3297
3298 struct gl_query_state Query; /**< occlusion, timer queries */
3299
3300 struct gl_transform_feedback TransformFeedback;
3301
3302 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3303 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3304 /*@}*/
3305
3306 struct gl_meta_state *Meta; /**< for "meta" operations */
3307
3308 /* GL_EXT_framebuffer_object */
3309 struct gl_renderbuffer *CurrentRenderbuffer;
3310
3311 GLenum ErrorValue; /**< Last error code */
3312
3313 /* GL_ARB_robustness */
3314 GLenum ResetStatus;
3315
3316 /**
3317 * Recognize and silence repeated error debug messages in buggy apps.
3318 */
3319 const char *ErrorDebugFmtString;
3320 GLuint ErrorDebugCount;
3321
3322 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3323 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
3324
3325 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
3326
3327 GLbitfield varying_vp_inputs; /**< mask of VERT_BIT_* flags */
3328
3329 /** \name Derived state */
3330 /*@{*/
3331 /** Bitwise-or of DD_* flags. Note that this bitfield may be used before
3332 * state validation so they need to always be current.
3333 */
3334 GLbitfield _TriangleCaps;
3335 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
3336 GLfloat _EyeZDir[3];
3337 GLfloat _ModelViewInvScale;
3338 GLboolean _NeedEyeCoords;
3339 GLboolean _ForceEyeCoords;
3340
3341 GLuint TextureStateTimestamp; /**< detect changes to shared state */
3342
3343 struct gl_shine_tab *_ShineTable[2]; /**< Active shine tables */
3344 struct gl_shine_tab *_ShineTabList; /**< MRU list of inactive shine tables */
3345 /**@}*/
3346
3347 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3348
3349 /** \name For debugging/development only */
3350 /*@{*/
3351 GLboolean FirstTimeCurrent;
3352 /*@}*/
3353
3354 /** software compression/decompression supported or not */
3355 GLboolean Mesa_DXTn;
3356
3357 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
3358
3359 /**
3360 * Use dp4 (rather than mul/mad) instructions for position
3361 * transformation?
3362 */
3363 GLboolean mvp_with_dp4;
3364
3365 /**
3366 * \name Hooks for module contexts.
3367 *
3368 * These will eventually live in the driver or elsewhere.
3369 */
3370 /*@{*/
3371 void *swrast_context;
3372 void *swsetup_context;
3373 void *swtnl_context;
3374 void *swtnl_im;
3375 struct st_context *st;
3376 void *aelt_context;
3377 /*@}*/
3378 };
3379
3380
3381 #ifdef DEBUG
3382 extern int MESA_VERBOSE;
3383 extern int MESA_DEBUG_FLAGS;
3384 # define MESA_FUNCTION __FUNCTION__
3385 #else
3386 # define MESA_VERBOSE 0
3387 # define MESA_DEBUG_FLAGS 0
3388 # define MESA_FUNCTION "a function"
3389 # ifndef NDEBUG
3390 # define NDEBUG
3391 # endif
3392 #endif
3393
3394
3395 /** The MESA_VERBOSE var is a bitmask of these flags */
3396 enum _verbose
3397 {
3398 VERBOSE_VARRAY = 0x0001,
3399 VERBOSE_TEXTURE = 0x0002,
3400 VERBOSE_MATERIAL = 0x0004,
3401 VERBOSE_PIPELINE = 0x0008,
3402 VERBOSE_DRIVER = 0x0010,
3403 VERBOSE_STATE = 0x0020,
3404 VERBOSE_API = 0x0040,
3405 VERBOSE_DISPLAY_LIST = 0x0100,
3406 VERBOSE_LIGHTING = 0x0200,
3407 VERBOSE_PRIMS = 0x0400,
3408 VERBOSE_VERTS = 0x0800,
3409 VERBOSE_DISASSEM = 0x1000,
3410 VERBOSE_DRAW = 0x2000,
3411 VERBOSE_SWAPBUFFERS = 0x4000
3412 };
3413
3414
3415 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3416 enum _debug
3417 {
3418 DEBUG_ALWAYS_FLUSH = 0x1
3419 };
3420
3421
3422
3423 #endif /* MTYPES_H */