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