mesa: define nir_spirv_supported_capabilities
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39 #include "c11/threads.h"
40
41 #include "main/glheader.h"
42 #include "main/config.h"
43 #include "glapi/glapi.h"
44 #include "math/m_matrix.h" /* GLmatrix */
45 #include "compiler/shader_enums.h"
46 #include "compiler/shader_info.h"
47 #include "main/formats.h" /* MESA_FORMAT_COUNT */
48 #include "compiler/glsl/list.h"
49 #include "util/bitscan.h"
50 #include "util/simple_mtx.h"
51 #include "util/u_dynarray.h"
52
53
54 #ifdef __cplusplus
55 extern "C" {
56 #endif
57
58
59 /** Set a single bit */
60 #define BITFIELD_BIT(b) ((GLbitfield)1 << (b))
61 /** Set all bits up to excluding bit b */
62 #define BITFIELD_MASK(b) \
63 ((b) == 32 ? (~(GLbitfield)0) : BITFIELD_BIT(b) - 1)
64 /** Set count bits starting from bit b */
65 #define BITFIELD_RANGE(b, count) \
66 (BITFIELD_MASK((b) + (count)) & ~BITFIELD_MASK(b))
67
68
69 /**
70 * \name 64-bit extension of GLbitfield.
71 */
72 /*@{*/
73 typedef GLuint64 GLbitfield64;
74
75 /** Set a single bit */
76 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
77 /** Set all bits up to excluding bit b */
78 #define BITFIELD64_MASK(b) \
79 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
80 /** Set count bits starting from bit b */
81 #define BITFIELD64_RANGE(b, count) \
82 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
83
84
85 /**
86 * \name Some forward type declarations
87 */
88 /*@{*/
89 struct _mesa_HashTable;
90 struct gl_attrib_node;
91 struct gl_list_extensions;
92 struct gl_meta_state;
93 struct gl_program_cache;
94 struct gl_texture_object;
95 struct gl_debug_state;
96 struct gl_context;
97 struct st_context;
98 struct gl_uniform_storage;
99 struct prog_instruction;
100 struct gl_program_parameter_list;
101 struct set;
102 struct set_entry;
103 struct vbo_context;
104 /*@}*/
105
106
107 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
108 #define PRIM_MAX GL_PATCHES
109 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
110 #define PRIM_UNKNOWN (PRIM_MAX + 2)
111
112 /**
113 * Determine if the given gl_varying_slot appears in the fragment shader.
114 */
115 static inline GLboolean
116 _mesa_varying_slot_in_fs(gl_varying_slot slot)
117 {
118 switch (slot) {
119 case VARYING_SLOT_PSIZ:
120 case VARYING_SLOT_BFC0:
121 case VARYING_SLOT_BFC1:
122 case VARYING_SLOT_EDGE:
123 case VARYING_SLOT_CLIP_VERTEX:
124 case VARYING_SLOT_LAYER:
125 case VARYING_SLOT_TESS_LEVEL_OUTER:
126 case VARYING_SLOT_TESS_LEVEL_INNER:
127 case VARYING_SLOT_BOUNDING_BOX0:
128 case VARYING_SLOT_BOUNDING_BOX1:
129 return GL_FALSE;
130 default:
131 return GL_TRUE;
132 }
133 }
134
135 /**
136 * Indexes for all renderbuffers
137 */
138 typedef enum
139 {
140 /* the four standard color buffers */
141 BUFFER_FRONT_LEFT,
142 BUFFER_BACK_LEFT,
143 BUFFER_FRONT_RIGHT,
144 BUFFER_BACK_RIGHT,
145 BUFFER_DEPTH,
146 BUFFER_STENCIL,
147 BUFFER_ACCUM,
148 /* optional aux buffer */
149 BUFFER_AUX0,
150 /* generic renderbuffers */
151 BUFFER_COLOR0,
152 BUFFER_COLOR1,
153 BUFFER_COLOR2,
154 BUFFER_COLOR3,
155 BUFFER_COLOR4,
156 BUFFER_COLOR5,
157 BUFFER_COLOR6,
158 BUFFER_COLOR7,
159 BUFFER_COUNT,
160 BUFFER_NONE = -1,
161 } gl_buffer_index;
162
163 /**
164 * Bit flags for all renderbuffers
165 */
166 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
167 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
168 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
169 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
170 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
171 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
172 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
173 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
174 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
175 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
176 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
177 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
178 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
179 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
180 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
181 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
182 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
183 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
184 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
185
186 /**
187 * Mask of all the color buffer bits (but not accum).
188 */
189 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
190 BUFFER_BIT_BACK_LEFT | \
191 BUFFER_BIT_FRONT_RIGHT | \
192 BUFFER_BIT_BACK_RIGHT | \
193 BUFFER_BIT_AUX0 | \
194 BUFFER_BIT_COLOR0 | \
195 BUFFER_BIT_COLOR1 | \
196 BUFFER_BIT_COLOR2 | \
197 BUFFER_BIT_COLOR3 | \
198 BUFFER_BIT_COLOR4 | \
199 BUFFER_BIT_COLOR5 | \
200 BUFFER_BIT_COLOR6 | \
201 BUFFER_BIT_COLOR7)
202
203 /* Mask of bits for depth+stencil buffers */
204 #define BUFFER_BITS_DEPTH_STENCIL (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL)
205
206 /**
207 * Framebuffer configuration (aka visual / pixelformat)
208 * Note: some of these fields should be boolean, but it appears that
209 * code in drivers/dri/common/util.c requires int-sized fields.
210 */
211 struct gl_config
212 {
213 GLboolean rgbMode;
214 GLboolean floatMode;
215 GLuint doubleBufferMode;
216 GLuint stereoMode;
217
218 GLboolean haveAccumBuffer;
219 GLboolean haveDepthBuffer;
220 GLboolean haveStencilBuffer;
221
222 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
223 GLuint redMask, greenMask, blueMask, alphaMask;
224 GLint rgbBits; /* total bits for rgb */
225 GLint indexBits; /* total bits for colorindex */
226
227 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
228 GLint depthBits;
229 GLint stencilBits;
230
231 GLint numAuxBuffers;
232
233 GLint level;
234
235 /* EXT_visual_rating / GLX 1.2 */
236 GLint visualRating;
237
238 /* EXT_visual_info / GLX 1.2 */
239 GLint transparentPixel;
240 /* colors are floats scaled to ints */
241 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
242 GLint transparentIndex;
243
244 /* ARB_multisample / SGIS_multisample */
245 GLint sampleBuffers;
246 GLint samples;
247
248 /* SGIX_pbuffer / GLX 1.3 */
249 GLint maxPbufferWidth;
250 GLint maxPbufferHeight;
251 GLint maxPbufferPixels;
252 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
253 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
254
255 /* OML_swap_method */
256 GLint swapMethod;
257
258 /* EXT_texture_from_pixmap */
259 GLint bindToTextureRgb;
260 GLint bindToTextureRgba;
261 GLint bindToMipmapTexture;
262 GLint bindToTextureTargets;
263 GLint yInverted;
264
265 /* EXT_framebuffer_sRGB */
266 GLint sRGBCapable;
267 };
268
269
270 /**
271 * \name Bit flags used for updating material values.
272 */
273 /*@{*/
274 #define MAT_ATTRIB_FRONT_AMBIENT 0
275 #define MAT_ATTRIB_BACK_AMBIENT 1
276 #define MAT_ATTRIB_FRONT_DIFFUSE 2
277 #define MAT_ATTRIB_BACK_DIFFUSE 3
278 #define MAT_ATTRIB_FRONT_SPECULAR 4
279 #define MAT_ATTRIB_BACK_SPECULAR 5
280 #define MAT_ATTRIB_FRONT_EMISSION 6
281 #define MAT_ATTRIB_BACK_EMISSION 7
282 #define MAT_ATTRIB_FRONT_SHININESS 8
283 #define MAT_ATTRIB_BACK_SHININESS 9
284 #define MAT_ATTRIB_FRONT_INDEXES 10
285 #define MAT_ATTRIB_BACK_INDEXES 11
286 #define MAT_ATTRIB_MAX 12
287
288 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
289 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
290 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
291 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
292 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
293 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
294
295 #define MAT_INDEX_AMBIENT 0
296 #define MAT_INDEX_DIFFUSE 1
297 #define MAT_INDEX_SPECULAR 2
298
299 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
300 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
301 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
302 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
303 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
304 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
305 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
306 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
307 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
308 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
309 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
310 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
311
312
313 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
314 MAT_BIT_FRONT_AMBIENT | \
315 MAT_BIT_FRONT_DIFFUSE | \
316 MAT_BIT_FRONT_SPECULAR | \
317 MAT_BIT_FRONT_SHININESS | \
318 MAT_BIT_FRONT_INDEXES)
319
320 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
321 MAT_BIT_BACK_AMBIENT | \
322 MAT_BIT_BACK_DIFFUSE | \
323 MAT_BIT_BACK_SPECULAR | \
324 MAT_BIT_BACK_SHININESS | \
325 MAT_BIT_BACK_INDEXES)
326
327 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
328 /*@}*/
329
330
331 /**
332 * Material state.
333 */
334 struct gl_material
335 {
336 GLfloat Attrib[MAT_ATTRIB_MAX][4];
337 };
338
339
340 /**
341 * Light state flags.
342 */
343 /*@{*/
344 #define LIGHT_SPOT 0x1
345 #define LIGHT_LOCAL_VIEWER 0x2
346 #define LIGHT_POSITIONAL 0x4
347 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
348 /*@}*/
349
350
351 /**
352 * Light source state.
353 */
354 struct gl_light
355 {
356 GLfloat Ambient[4]; /**< ambient color */
357 GLfloat Diffuse[4]; /**< diffuse color */
358 GLfloat Specular[4]; /**< specular color */
359 GLfloat EyePosition[4]; /**< position in eye coordinates */
360 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
361 GLfloat SpotExponent;
362 GLfloat SpotCutoff; /**< in degrees */
363 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
364 GLfloat ConstantAttenuation;
365 GLfloat LinearAttenuation;
366 GLfloat QuadraticAttenuation;
367 GLboolean Enabled; /**< On/off flag */
368
369 /**
370 * \name Derived fields
371 */
372 /*@{*/
373 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
374
375 GLfloat _Position[4]; /**< position in eye/obj coordinates */
376 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
377 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
378 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
379 GLfloat _VP_inf_spot_attenuation;
380
381 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
382 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
383 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
384 /*@}*/
385 };
386
387
388 /**
389 * Light model state.
390 */
391 struct gl_lightmodel
392 {
393 GLfloat Ambient[4]; /**< ambient color */
394 GLboolean LocalViewer; /**< Local (or infinite) view point? */
395 GLboolean TwoSide; /**< Two (or one) sided lighting? */
396 GLenum ColorControl; /**< either GL_SINGLE_COLOR
397 * or GL_SEPARATE_SPECULAR_COLOR */
398 };
399
400
401 /**
402 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
403 */
404 struct gl_accum_attrib
405 {
406 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
407 };
408
409
410 /**
411 * Used for storing clear color, texture border color, etc.
412 * The float values are typically unclamped.
413 */
414 union gl_color_union
415 {
416 GLfloat f[4];
417 GLint i[4];
418 GLuint ui[4];
419 };
420
421
422 /**
423 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
424 */
425 struct gl_colorbuffer_attrib
426 {
427 GLuint ClearIndex; /**< Index for glClear */
428 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
429 GLuint IndexMask; /**< Color index write mask */
430 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
431
432 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
433
434 /**
435 * \name alpha testing
436 */
437 /*@{*/
438 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
439 GLenum AlphaFunc; /**< Alpha test function */
440 GLfloat AlphaRefUnclamped;
441 GLclampf AlphaRef; /**< Alpha reference value */
442 /*@}*/
443
444 /**
445 * \name Blending
446 */
447 /*@{*/
448 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
449
450 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
451 * control, only on the fixed-pointness of the render target.
452 * The query does however depend on fragment color clamping.
453 */
454 GLfloat BlendColorUnclamped[4]; /**< Blending color */
455 GLfloat BlendColor[4]; /**< Blending color */
456
457 struct
458 {
459 GLenum SrcRGB; /**< RGB blend source term */
460 GLenum DstRGB; /**< RGB blend dest term */
461 GLenum SrcA; /**< Alpha blend source term */
462 GLenum DstA; /**< Alpha blend dest term */
463 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
464 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
465 /**
466 * Set if any blend factor uses SRC1. Computed at the time blend factors
467 * get set.
468 */
469 GLboolean _UsesDualSrc;
470 } Blend[MAX_DRAW_BUFFERS];
471 /** Are the blend func terms currently different for each buffer/target? */
472 GLboolean _BlendFuncPerBuffer;
473 /** Are the blend equations currently different for each buffer/target? */
474 GLboolean _BlendEquationPerBuffer;
475
476 /**
477 * Which advanced blending mode is in use (or BLEND_NONE).
478 *
479 * KHR_blend_equation_advanced only allows advanced blending with a single
480 * draw buffer, and NVX_blend_equation_advanced_multi_draw_buffer still
481 * requires all draw buffers to match, so we only need a single value.
482 */
483 enum gl_advanced_blend_mode _AdvancedBlendMode;
484
485 /** Coherency requested via glEnable(GL_BLEND_ADVANCED_COHERENT_KHR)? */
486 bool BlendCoherent;
487 /*@}*/
488
489 /**
490 * \name Logic op
491 */
492 /*@{*/
493 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
494 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
495 GLenum LogicOp; /**< Logic operator */
496
497 /*@}*/
498
499 GLboolean DitherFlag; /**< Dither enable flag */
500
501 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
502 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
503 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
504
505 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
506 };
507
508
509 /**
510 * Current attribute group (GL_CURRENT_BIT).
511 */
512 struct gl_current_attrib
513 {
514 /**
515 * \name Current vertex attributes (color, texcoords, etc).
516 * \note Values are valid only after FLUSH_VERTICES has been called.
517 * \note Index and Edgeflag current values are stored as floats in the
518 * SIX and SEVEN attribute slots.
519 * \note We need double storage for 64-bit vertex attributes
520 */
521 GLfloat Attrib[VERT_ATTRIB_MAX][4*2];
522
523 /**
524 * \name Current raster position attributes (always up to date after a
525 * glRasterPos call).
526 */
527 GLfloat RasterPos[4];
528 GLfloat RasterDistance;
529 GLfloat RasterColor[4];
530 GLfloat RasterSecondaryColor[4];
531 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
532 GLboolean RasterPosValid;
533 };
534
535
536 /**
537 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
538 */
539 struct gl_depthbuffer_attrib
540 {
541 GLenum Func; /**< Function for depth buffer compare */
542 GLclampd Clear; /**< Value to clear depth buffer to */
543 GLboolean Test; /**< Depth buffering enabled flag */
544 GLboolean Mask; /**< Depth buffer writable? */
545 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
546 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
547 };
548
549
550 /**
551 * Evaluator attribute group (GL_EVAL_BIT).
552 */
553 struct gl_eval_attrib
554 {
555 /**
556 * \name Enable bits
557 */
558 /*@{*/
559 GLboolean Map1Color4;
560 GLboolean Map1Index;
561 GLboolean Map1Normal;
562 GLboolean Map1TextureCoord1;
563 GLboolean Map1TextureCoord2;
564 GLboolean Map1TextureCoord3;
565 GLboolean Map1TextureCoord4;
566 GLboolean Map1Vertex3;
567 GLboolean Map1Vertex4;
568 GLboolean Map2Color4;
569 GLboolean Map2Index;
570 GLboolean Map2Normal;
571 GLboolean Map2TextureCoord1;
572 GLboolean Map2TextureCoord2;
573 GLboolean Map2TextureCoord3;
574 GLboolean Map2TextureCoord4;
575 GLboolean Map2Vertex3;
576 GLboolean Map2Vertex4;
577 GLboolean AutoNormal;
578 /*@}*/
579
580 /**
581 * \name Map Grid endpoints and divisions and calculated du values
582 */
583 /*@{*/
584 GLint MapGrid1un;
585 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
586 GLint MapGrid2un, MapGrid2vn;
587 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
588 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
589 /*@}*/
590 };
591
592
593 /**
594 * Compressed fog mode.
595 */
596 enum gl_fog_mode
597 {
598 FOG_NONE,
599 FOG_LINEAR,
600 FOG_EXP,
601 FOG_EXP2,
602 };
603
604
605 /**
606 * Fog attribute group (GL_FOG_BIT).
607 */
608 struct gl_fog_attrib
609 {
610 GLboolean Enabled; /**< Fog enabled flag */
611 GLboolean ColorSumEnabled;
612 uint8_t _PackedMode; /**< Fog mode as 2 bits */
613 uint8_t _PackedEnabledMode; /**< Masked CompressedMode */
614 GLfloat ColorUnclamped[4]; /**< Fog color */
615 GLfloat Color[4]; /**< Fog color */
616 GLfloat Density; /**< Density >= 0.0 */
617 GLfloat Start; /**< Start distance in eye coords */
618 GLfloat End; /**< End distance in eye coords */
619 GLfloat Index; /**< Fog index */
620 GLenum Mode; /**< Fog mode */
621 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
622 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
623 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
624 };
625
626
627 /**
628 * Hint attribute group (GL_HINT_BIT).
629 *
630 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
631 */
632 struct gl_hint_attrib
633 {
634 GLenum PerspectiveCorrection;
635 GLenum PointSmooth;
636 GLenum LineSmooth;
637 GLenum PolygonSmooth;
638 GLenum Fog;
639 GLenum TextureCompression; /**< GL_ARB_texture_compression */
640 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
641 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
642 };
643
644
645 /**
646 * Lighting attribute group (GL_LIGHT_BIT).
647 */
648 struct gl_light_attrib
649 {
650 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
651 struct gl_lightmodel Model; /**< Lighting model */
652
653 /**
654 * Front and back material values.
655 * Note: must call FLUSH_VERTICES() before using.
656 */
657 struct gl_material Material;
658
659 GLboolean Enabled; /**< Lighting enabled flag */
660 GLboolean ColorMaterialEnabled;
661
662 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
663 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
664 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
665 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
666 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
667
668
669 GLboolean _ClampVertexColor;
670 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
671
672 /**
673 * Derived state for optimizations:
674 */
675 /*@{*/
676 GLbitfield _EnabledLights; /**< bitmask containing enabled lights */
677
678 GLboolean _NeedEyeCoords;
679 GLboolean _NeedVertices; /**< Use fast shader? */
680
681 GLfloat _BaseColor[2][3];
682 /*@}*/
683 };
684
685
686 /**
687 * Line attribute group (GL_LINE_BIT).
688 */
689 struct gl_line_attrib
690 {
691 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
692 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
693 GLushort StipplePattern; /**< Stipple pattern */
694 GLint StippleFactor; /**< Stipple repeat factor */
695 GLfloat Width; /**< Line width */
696 };
697
698
699 /**
700 * Display list attribute group (GL_LIST_BIT).
701 */
702 struct gl_list_attrib
703 {
704 GLuint ListBase;
705 };
706
707
708 /**
709 * Multisample attribute group (GL_MULTISAMPLE_BIT).
710 */
711 struct gl_multisample_attrib
712 {
713 GLboolean Enabled;
714 GLboolean SampleAlphaToCoverage;
715 GLboolean SampleAlphaToOne;
716 GLboolean SampleCoverage;
717 GLboolean SampleCoverageInvert;
718 GLboolean SampleShading;
719
720 /* ARB_texture_multisample / GL3.2 additions */
721 GLboolean SampleMask;
722
723 GLfloat SampleCoverageValue; /**< In range [0, 1] */
724 GLfloat MinSampleShadingValue; /**< In range [0, 1] */
725
726 /** The GL spec defines this as an array but >32x MSAA is madness */
727 GLbitfield SampleMaskValue;
728 };
729
730
731 /**
732 * A pixelmap (see glPixelMap)
733 */
734 struct gl_pixelmap
735 {
736 GLint Size;
737 GLfloat Map[MAX_PIXEL_MAP_TABLE];
738 };
739
740
741 /**
742 * Collection of all pixelmaps
743 */
744 struct gl_pixelmaps
745 {
746 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
747 struct gl_pixelmap GtoG;
748 struct gl_pixelmap BtoB;
749 struct gl_pixelmap AtoA;
750 struct gl_pixelmap ItoR;
751 struct gl_pixelmap ItoG;
752 struct gl_pixelmap ItoB;
753 struct gl_pixelmap ItoA;
754 struct gl_pixelmap ItoI;
755 struct gl_pixelmap StoS;
756 };
757
758
759 /**
760 * Pixel attribute group (GL_PIXEL_MODE_BIT).
761 */
762 struct gl_pixel_attrib
763 {
764 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
765
766 /*--- Begin Pixel Transfer State ---*/
767 /* Fields are in the order in which they're applied... */
768
769 /** Scale & Bias (index shift, offset) */
770 /*@{*/
771 GLfloat RedBias, RedScale;
772 GLfloat GreenBias, GreenScale;
773 GLfloat BlueBias, BlueScale;
774 GLfloat AlphaBias, AlphaScale;
775 GLfloat DepthBias, DepthScale;
776 GLint IndexShift, IndexOffset;
777 /*@}*/
778
779 /* Pixel Maps */
780 /* Note: actual pixel maps are not part of this attrib group */
781 GLboolean MapColorFlag;
782 GLboolean MapStencilFlag;
783
784 /*--- End Pixel Transfer State ---*/
785
786 /** glPixelZoom */
787 GLfloat ZoomX, ZoomY;
788 };
789
790
791 /**
792 * Point attribute group (GL_POINT_BIT).
793 */
794 struct gl_point_attrib
795 {
796 GLfloat Size; /**< User-specified point size */
797 GLfloat Params[3]; /**< GL_EXT_point_parameters */
798 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
799 GLfloat Threshold; /**< GL_EXT_point_parameters */
800 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
801 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
802 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
803 GLbitfield CoordReplace; /**< GL_ARB_point_sprite*/
804 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
805 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
806 };
807
808
809 /**
810 * Polygon attribute group (GL_POLYGON_BIT).
811 */
812 struct gl_polygon_attrib
813 {
814 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
815 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
816 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
817 GLboolean CullFlag; /**< Culling on/off flag */
818 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
819 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
820 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
821 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
822 GLfloat OffsetUnits; /**< Polygon offset units, from user */
823 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
824 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
825 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
826 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
827 };
828
829
830 /**
831 * Scissor attributes (GL_SCISSOR_BIT).
832 */
833 struct gl_scissor_rect
834 {
835 GLint X, Y; /**< Lower left corner of box */
836 GLsizei Width, Height; /**< Size of box */
837 };
838 struct gl_scissor_attrib
839 {
840 GLbitfield EnableFlags; /**< Scissor test enabled? */
841 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
842 GLint NumWindowRects; /**< Count of enabled window rectangles */
843 GLenum WindowRectMode; /**< Whether to include or exclude the rects */
844 struct gl_scissor_rect WindowRects[MAX_WINDOW_RECTANGLES];
845 };
846
847
848 /**
849 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
850 *
851 * Three sets of stencil data are tracked so that OpenGL 2.0,
852 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
853 * simultaneously. In each of the stencil state arrays, element 0 corresponds
854 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
855 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
856 * GL_EXT_stencil_two_side GL_BACK state.
857 *
858 * The derived value \c _BackFace is either 1 or 2 depending on whether or
859 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
860 *
861 * The derived value \c _TestTwoSide is set when the front-face and back-face
862 * stencil state are different.
863 */
864 struct gl_stencil_attrib
865 {
866 GLboolean Enabled; /**< Enabled flag */
867 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
868 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
869 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
870 GLenum Function[3]; /**< Stencil function */
871 GLenum FailFunc[3]; /**< Fail function */
872 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
873 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
874 GLint Ref[3]; /**< Reference value */
875 GLuint ValueMask[3]; /**< Value mask */
876 GLuint WriteMask[3]; /**< Write mask */
877 GLuint Clear; /**< Clear value */
878 };
879
880
881 /**
882 * An index for each type of texture object. These correspond to the GL
883 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
884 * Note: the order is from highest priority to lowest priority.
885 */
886 typedef enum
887 {
888 TEXTURE_2D_MULTISAMPLE_INDEX,
889 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
890 TEXTURE_CUBE_ARRAY_INDEX,
891 TEXTURE_BUFFER_INDEX,
892 TEXTURE_2D_ARRAY_INDEX,
893 TEXTURE_1D_ARRAY_INDEX,
894 TEXTURE_EXTERNAL_INDEX,
895 TEXTURE_CUBE_INDEX,
896 TEXTURE_3D_INDEX,
897 TEXTURE_RECT_INDEX,
898 TEXTURE_2D_INDEX,
899 TEXTURE_1D_INDEX,
900 NUM_TEXTURE_TARGETS
901 } gl_texture_index;
902
903
904 /**
905 * Bit flags for each type of texture object
906 */
907 /*@{*/
908 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
909 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
910 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
911 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
912 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
913 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
914 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
915 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
916 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
917 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
918 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
919 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
920 /*@}*/
921
922
923 /**
924 * Texture image state. Drivers will typically create a subclass of this
925 * with extra fields for memory buffers, etc.
926 */
927 struct gl_texture_image
928 {
929 GLint InternalFormat; /**< Internal format as given by the user */
930 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
931 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
932 * GL_INTENSITY, GL_DEPTH_COMPONENT or
933 * GL_DEPTH_STENCIL_EXT only. Used for
934 * choosing TexEnv arithmetic.
935 */
936 mesa_format TexFormat; /**< The actual texture memory format */
937
938 GLuint Border; /**< 0 or 1 */
939 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
940 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
941 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
942 GLuint Width2; /**< = Width - 2*Border */
943 GLuint Height2; /**< = Height - 2*Border */
944 GLuint Depth2; /**< = Depth - 2*Border */
945 GLuint WidthLog2; /**< = log2(Width2) */
946 GLuint HeightLog2; /**< = log2(Height2) */
947 GLuint DepthLog2; /**< = log2(Depth2) */
948 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
949 levels, computed from the dimensions */
950
951 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
952 GLuint Level; /**< Which mipmap level am I? */
953 /** Cube map face: index into gl_texture_object::Image[] array */
954 GLuint Face;
955
956 /** GL_ARB_texture_multisample */
957 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
958 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
959 };
960
961
962 /**
963 * Indexes for cube map faces.
964 */
965 typedef enum
966 {
967 FACE_POS_X = 0,
968 FACE_NEG_X = 1,
969 FACE_POS_Y = 2,
970 FACE_NEG_Y = 3,
971 FACE_POS_Z = 4,
972 FACE_NEG_Z = 5,
973 MAX_FACES = 6
974 } gl_face_index;
975
976
977 /**
978 * Sampler object state. These objects are new with GL_ARB_sampler_objects
979 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
980 */
981 struct gl_sampler_object
982 {
983 simple_mtx_t Mutex;
984 GLuint Name;
985 GLint RefCount;
986 GLchar *Label; /**< GL_KHR_debug */
987
988 GLenum WrapS; /**< S-axis texture image wrap mode */
989 GLenum WrapT; /**< T-axis texture image wrap mode */
990 GLenum WrapR; /**< R-axis texture image wrap mode */
991 GLenum MinFilter; /**< minification filter */
992 GLenum MagFilter; /**< magnification filter */
993 union gl_color_union BorderColor; /**< Interpreted according to texture format */
994 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
995 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
996 GLfloat LodBias; /**< OpenGL 1.4 */
997 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
998 GLenum CompareMode; /**< GL_ARB_shadow */
999 GLenum CompareFunc; /**< GL_ARB_shadow */
1000 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1001 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1002
1003 /** GL_ARB_bindless_texture */
1004 bool HandleAllocated;
1005 struct util_dynarray Handles;
1006 };
1007
1008
1009 /**
1010 * Texture object state. Contains the array of mipmap images, border color,
1011 * wrap modes, filter modes, and shadow/texcompare state.
1012 */
1013 struct gl_texture_object
1014 {
1015 simple_mtx_t Mutex; /**< for thread safety */
1016 GLint RefCount; /**< reference count */
1017 GLuint Name; /**< the user-visible texture object ID */
1018 GLchar *Label; /**< GL_KHR_debug */
1019 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1020 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
1021 Only valid when Target is valid. */
1022
1023 struct gl_sampler_object Sampler;
1024
1025 GLenum DepthMode; /**< GL_ARB_depth_texture */
1026
1027 GLfloat Priority; /**< in [0,1] */
1028 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1029 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1030 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1031 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1032 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1033 GLint CropRect[4]; /**< GL_OES_draw_texture */
1034 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1035 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1036 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1037 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1038 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1039 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1040 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1041 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1042 pressure? */
1043 GLboolean Immutable; /**< GL_ARB_texture_storage */
1044 GLboolean _IsFloat; /**< GL_OES_float_texture */
1045 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
1046 bool StencilSampling; /**< Should we sample stencil instead of depth? */
1047 bool HandleAllocated; /**< GL_ARB_bindless_texture */
1048
1049 GLuint MinLevel; /**< GL_ARB_texture_view */
1050 GLuint MinLayer; /**< GL_ARB_texture_view */
1051 GLuint NumLevels; /**< GL_ARB_texture_view */
1052 GLuint NumLayers; /**< GL_ARB_texture_view */
1053
1054 /** GL_EXT_memory_object */
1055 GLenum TextureTiling;
1056
1057 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1058 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1059
1060 /** GL_ARB_texture_buffer_object */
1061 struct gl_buffer_object *BufferObject;
1062 GLenum BufferObjectFormat;
1063 /** Equivalent Mesa format for BufferObjectFormat. */
1064 mesa_format _BufferObjectFormat;
1065 /** GL_ARB_texture_buffer_range */
1066 GLintptr BufferOffset;
1067 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1068
1069 /** GL_OES_EGL_image_external */
1070 GLint RequiredTextureImageUnits;
1071
1072 /** GL_ARB_shader_image_load_store */
1073 GLenum ImageFormatCompatibilityType;
1074
1075 /** GL_ARB_bindless_texture */
1076 struct util_dynarray SamplerHandles;
1077 struct util_dynarray ImageHandles;
1078 };
1079
1080
1081 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1082 #define MAX_COMBINER_TERMS 4
1083
1084
1085 /**
1086 * Texture combine environment state.
1087 */
1088 struct gl_tex_env_combine_state
1089 {
1090 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1091 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1092 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1093 GLenum SourceRGB[MAX_COMBINER_TERMS];
1094 GLenum SourceA[MAX_COMBINER_TERMS];
1095 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1096 GLenum OperandRGB[MAX_COMBINER_TERMS];
1097 GLenum OperandA[MAX_COMBINER_TERMS];
1098 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1099 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1100 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1101 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1102 };
1103
1104
1105 /** Compressed TexEnv effective Combine mode */
1106 enum gl_tex_env_mode
1107 {
1108 TEXENV_MODE_REPLACE, /* r = a0 */
1109 TEXENV_MODE_MODULATE, /* r = a0 * a1 */
1110 TEXENV_MODE_ADD, /* r = a0 + a1 */
1111 TEXENV_MODE_ADD_SIGNED, /* r = a0 + a1 - 0.5 */
1112 TEXENV_MODE_INTERPOLATE, /* r = a0 * a2 + a1 * (1 - a2) */
1113 TEXENV_MODE_SUBTRACT, /* r = a0 - a1 */
1114 TEXENV_MODE_DOT3_RGB, /* r = a0 . a1 */
1115 TEXENV_MODE_DOT3_RGB_EXT, /* r = a0 . a1 */
1116 TEXENV_MODE_DOT3_RGBA, /* r = a0 . a1 */
1117 TEXENV_MODE_DOT3_RGBA_EXT, /* r = a0 . a1 */
1118 TEXENV_MODE_MODULATE_ADD_ATI, /* r = a0 * a2 + a1 */
1119 TEXENV_MODE_MODULATE_SIGNED_ADD_ATI, /* r = a0 * a2 + a1 - 0.5 */
1120 TEXENV_MODE_MODULATE_SUBTRACT_ATI, /* r = a0 * a2 - a1 */
1121 TEXENV_MODE_ADD_PRODUCTS_NV, /* r = a0 * a1 + a2 * a3 */
1122 TEXENV_MODE_ADD_PRODUCTS_SIGNED_NV, /* r = a0 * a1 + a2 * a3 - 0.5 */
1123 };
1124
1125
1126 /** Compressed TexEnv Combine source */
1127 enum gl_tex_env_source
1128 {
1129 TEXENV_SRC_TEXTURE0,
1130 TEXENV_SRC_TEXTURE1,
1131 TEXENV_SRC_TEXTURE2,
1132 TEXENV_SRC_TEXTURE3,
1133 TEXENV_SRC_TEXTURE4,
1134 TEXENV_SRC_TEXTURE5,
1135 TEXENV_SRC_TEXTURE6,
1136 TEXENV_SRC_TEXTURE7,
1137 TEXENV_SRC_TEXTURE,
1138 TEXENV_SRC_PREVIOUS,
1139 TEXENV_SRC_PRIMARY_COLOR,
1140 TEXENV_SRC_CONSTANT,
1141 TEXENV_SRC_ZERO,
1142 TEXENV_SRC_ONE,
1143 };
1144
1145
1146 /** Compressed TexEnv Combine operand */
1147 enum gl_tex_env_operand
1148 {
1149 TEXENV_OPR_COLOR,
1150 TEXENV_OPR_ONE_MINUS_COLOR,
1151 TEXENV_OPR_ALPHA,
1152 TEXENV_OPR_ONE_MINUS_ALPHA,
1153 };
1154
1155
1156 /** Compressed TexEnv Combine argument */
1157 struct gl_tex_env_argument
1158 {
1159 #ifdef __GNUC__
1160 __extension__ uint8_t Source:4; /**< TEXENV_SRC_x */
1161 __extension__ uint8_t Operand:2; /**< TEXENV_OPR_x */
1162 #else
1163 uint8_t Source; /**< SRC_x */
1164 uint8_t Operand; /**< OPR_x */
1165 #endif
1166 };
1167
1168
1169 /***
1170 * Compressed TexEnv Combine state.
1171 */
1172 struct gl_tex_env_combine_packed
1173 {
1174 uint32_t ModeRGB:4; /**< Effective mode for RGB as 4 bits */
1175 uint32_t ModeA:4; /**< Effective mode for RGB as 4 bits */
1176 uint32_t ScaleShiftRGB:2; /**< 0, 1 or 2 */
1177 uint32_t ScaleShiftA:2; /**< 0, 1 or 2 */
1178 uint32_t NumArgsRGB:3; /**< Number of inputs used for the RGB combiner */
1179 uint32_t NumArgsA:3; /**< Number of inputs used for the A combiner */
1180 /** Source arguments in a packed manner */
1181 struct gl_tex_env_argument ArgsRGB[MAX_COMBINER_TERMS];
1182 struct gl_tex_env_argument ArgsA[MAX_COMBINER_TERMS];
1183 };
1184
1185
1186 /**
1187 * TexGenEnabled flags.
1188 */
1189 /*@{*/
1190 #define S_BIT 1
1191 #define T_BIT 2
1192 #define R_BIT 4
1193 #define Q_BIT 8
1194 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1195 /*@}*/
1196
1197
1198 /**
1199 * Bit flag versions of the corresponding GL_ constants.
1200 */
1201 /*@{*/
1202 #define TEXGEN_SPHERE_MAP 0x1
1203 #define TEXGEN_OBJ_LINEAR 0x2
1204 #define TEXGEN_EYE_LINEAR 0x4
1205 #define TEXGEN_REFLECTION_MAP_NV 0x8
1206 #define TEXGEN_NORMAL_MAP_NV 0x10
1207
1208 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1209 TEXGEN_REFLECTION_MAP_NV | \
1210 TEXGEN_NORMAL_MAP_NV)
1211 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1212 TEXGEN_REFLECTION_MAP_NV | \
1213 TEXGEN_NORMAL_MAP_NV | \
1214 TEXGEN_EYE_LINEAR)
1215 /*@}*/
1216
1217
1218
1219 /** Tex-gen enabled for texture unit? */
1220 #define ENABLE_TEXGEN(unit) (1 << (unit))
1221
1222 /** Non-identity texture matrix for texture unit? */
1223 #define ENABLE_TEXMAT(unit) (1 << (unit))
1224
1225
1226 /**
1227 * Texture coord generation state.
1228 */
1229 struct gl_texgen
1230 {
1231 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1232 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1233 GLfloat ObjectPlane[4];
1234 GLfloat EyePlane[4];
1235 };
1236
1237
1238 /**
1239 * Texture unit state. Contains enable flags, texture environment/function/
1240 * combiners, texgen state, and pointers to current texture objects.
1241 */
1242 struct gl_texture_unit
1243 {
1244 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1245
1246 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1247 GLclampf EnvColor[4];
1248 GLfloat EnvColorUnclamped[4];
1249
1250 struct gl_texgen GenS;
1251 struct gl_texgen GenT;
1252 struct gl_texgen GenR;
1253 struct gl_texgen GenQ;
1254 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1255 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1256
1257 GLfloat LodBias; /**< for biasing mipmap levels */
1258
1259 /** Texture targets that have a non-default texture bound */
1260 GLbitfield _BoundTextures;
1261
1262 /** Current sampler object (GL_ARB_sampler_objects) */
1263 struct gl_sampler_object *Sampler;
1264
1265 /**
1266 * \name GL_EXT_texture_env_combine
1267 */
1268 struct gl_tex_env_combine_state Combine;
1269
1270 /**
1271 * Derived state based on \c EnvMode and the \c BaseFormat of the
1272 * currently enabled texture.
1273 */
1274 struct gl_tex_env_combine_state _EnvMode;
1275
1276 /**
1277 * Currently enabled combiner state. This will point to either
1278 * \c Combine or \c _EnvMode.
1279 */
1280 struct gl_tex_env_combine_state *_CurrentCombine;
1281
1282 /** Current texture object pointers */
1283 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1284
1285 /** Points to highest priority, complete and enabled texture object */
1286 struct gl_texture_object *_Current;
1287
1288 /** Current compressed TexEnv & Combine state */
1289 struct gl_tex_env_combine_packed _CurrentCombinePacked;
1290 };
1291
1292
1293 /**
1294 * Texture attribute group (GL_TEXTURE_BIT).
1295 */
1296 struct gl_texture_attrib
1297 {
1298 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1299
1300 /** GL_ARB_seamless_cubemap */
1301 GLboolean CubeMapSeamless;
1302
1303 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1304
1305 /** GL_ARB_texture_buffer_object */
1306 struct gl_buffer_object *BufferObject;
1307
1308 /** Texture coord units/sets used for fragment texturing */
1309 GLbitfield _EnabledCoordUnits;
1310
1311 /** Texture coord units that have texgen enabled */
1312 GLbitfield _TexGenEnabled;
1313
1314 /** Texture coord units that have non-identity matrices */
1315 GLbitfield _TexMatEnabled;
1316
1317 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1318 GLbitfield _GenFlags;
1319
1320 /** Largest index of a texture unit with _Current != NULL. */
1321 GLint _MaxEnabledTexImageUnit;
1322
1323 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1324 GLint NumCurrentTexUsed;
1325
1326 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1327 };
1328
1329
1330 /**
1331 * Data structure representing a single clip plane (e.g. one of the elements
1332 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1333 */
1334 typedef GLfloat gl_clip_plane[4];
1335
1336
1337 /**
1338 * Transformation attribute group (GL_TRANSFORM_BIT).
1339 */
1340 struct gl_transform_attrib
1341 {
1342 GLenum MatrixMode; /**< Matrix mode */
1343 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1344 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1345 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1346 GLboolean Normalize; /**< Normalize all normals? */
1347 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1348 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1349 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1350 /** GL_ARB_clip_control */
1351 GLenum ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1352 GLenum ClipDepthMode; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1353 };
1354
1355
1356 /**
1357 * Viewport attribute group (GL_VIEWPORT_BIT).
1358 */
1359 struct gl_viewport_attrib
1360 {
1361 GLfloat X, Y; /**< position */
1362 GLfloat Width, Height; /**< size */
1363 GLdouble Near, Far; /**< Depth buffer range */
1364 };
1365
1366
1367 typedef enum {
1368 MAP_USER,
1369 MAP_INTERNAL,
1370
1371 MAP_COUNT
1372 } gl_map_buffer_index;
1373
1374
1375 /**
1376 * Fields describing a mapped buffer range.
1377 */
1378 struct gl_buffer_mapping {
1379 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1380 GLvoid *Pointer; /**< User-space address of mapping */
1381 GLintptr Offset; /**< Mapped offset */
1382 GLsizeiptr Length; /**< Mapped length */
1383 };
1384
1385
1386 /**
1387 * Usages we've seen for a buffer object.
1388 */
1389 typedef enum {
1390 USAGE_UNIFORM_BUFFER = 0x1,
1391 USAGE_TEXTURE_BUFFER = 0x2,
1392 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1393 USAGE_SHADER_STORAGE_BUFFER = 0x8,
1394 USAGE_TRANSFORM_FEEDBACK_BUFFER = 0x10,
1395 USAGE_PIXEL_PACK_BUFFER = 0x20,
1396 USAGE_DISABLE_MINMAX_CACHE = 0x40,
1397 } gl_buffer_usage;
1398
1399
1400 /**
1401 * GL_ARB_vertex/pixel_buffer_object buffer object
1402 */
1403 struct gl_buffer_object
1404 {
1405 simple_mtx_t Mutex;
1406 GLint RefCount;
1407 GLuint Name;
1408 GLchar *Label; /**< GL_KHR_debug */
1409 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1410 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1411 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1412 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1413 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1414 GLboolean Written; /**< Ever written to? (for debugging) */
1415 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1416 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1417 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1418
1419 /** Counters used for buffer usage warnings */
1420 GLuint NumSubDataCalls;
1421 GLuint NumMapBufferWriteCalls;
1422
1423 struct gl_buffer_mapping Mappings[MAP_COUNT];
1424
1425 /** Memoization of min/max index computations for static index buffers */
1426 struct hash_table *MinMaxCache;
1427 unsigned MinMaxCacheHitIndices;
1428 unsigned MinMaxCacheMissIndices;
1429 bool MinMaxCacheDirty;
1430
1431 bool HandleAllocated; /**< GL_ARB_bindless_texture */
1432 };
1433
1434
1435 /**
1436 * Client pixel packing/unpacking attributes
1437 */
1438 struct gl_pixelstore_attrib
1439 {
1440 GLint Alignment;
1441 GLint RowLength;
1442 GLint SkipPixels;
1443 GLint SkipRows;
1444 GLint ImageHeight;
1445 GLint SkipImages;
1446 GLboolean SwapBytes;
1447 GLboolean LsbFirst;
1448 GLboolean Invert; /**< GL_MESA_pack_invert */
1449 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1450 GLint CompressedBlockHeight;
1451 GLint CompressedBlockDepth;
1452 GLint CompressedBlockSize;
1453 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1454 };
1455
1456
1457 /**
1458 * Vertex array information which is derived from gl_array_attributes
1459 * and gl_vertex_buffer_binding information. Used by the VBO module and
1460 * device drivers.
1461 */
1462 struct gl_vertex_array
1463 {
1464 GLint Size; /**< components per element (1,2,3,4) */
1465 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1466 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1467 GLsizei StrideB; /**< actual stride in bytes */
1468 GLuint _ElementSize; /**< size of each element in bytes */
1469 const GLubyte *Ptr; /**< Points to array data */
1470 GLboolean Normalized; /**< GL_ARB_vertex_program */
1471 GLboolean Integer; /**< Integer-valued? */
1472 GLboolean Doubles; /**< double precision values are not converted to floats */
1473 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1474
1475 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1476 };
1477
1478
1479 /**
1480 * Attributes to describe a vertex array.
1481 *
1482 * Contains the size, type, format and normalization flag,
1483 * along with the index of a vertex buffer binding point.
1484 *
1485 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1486 * and is only present for backwards compatibility reasons.
1487 * Rendering always uses VERTEX_BINDING_STRIDE.
1488 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1489 * and VERTEX_BINDING_STRIDE to the same value, while
1490 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1491 */
1492 struct gl_array_attributes
1493 {
1494 GLint Size; /**< Components per element (1,2,3,4) */
1495 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1496 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1497 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1498 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1499 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1500 GLboolean Enabled; /**< Whether the array is enabled */
1501 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1502 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1503 GLboolean Doubles; /**< double precision values are not converted to floats */
1504 GLuint _ElementSize; /**< Size of each element in bytes */
1505 GLuint BufferBindingIndex; /**< Vertex buffer binding */
1506 };
1507
1508
1509 /**
1510 * This describes the buffer object used for a vertex array (or
1511 * multiple vertex arrays). If BufferObj points to the default/null
1512 * buffer object, then the vertex array lives in user memory and not a VBO.
1513 */
1514 struct gl_vertex_buffer_binding
1515 {
1516 GLintptr Offset; /**< User-specified offset */
1517 GLsizei Stride; /**< User-specified stride */
1518 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1519 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1520 GLbitfield _BoundArrays; /**< Arrays bound to this binding point */
1521 };
1522
1523
1524 /**
1525 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+ /
1526 * the GL_ARB_vertex_array_object extension.
1527 */
1528 struct gl_vertex_array_object
1529 {
1530 /** Name of the VAO as received from glGenVertexArray. */
1531 GLuint Name;
1532
1533 GLint RefCount;
1534
1535 GLchar *Label; /**< GL_KHR_debug */
1536
1537 /**
1538 * Has this array object been bound?
1539 */
1540 GLboolean EverBound;
1541
1542 /**
1543 * Derived vertex attribute arrays
1544 *
1545 * This is a legacy data structure created from gl_vertex_attrib_array and
1546 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1547 */
1548 struct gl_vertex_array _VertexAttrib[VERT_ATTRIB_MAX];
1549
1550 /** Vertex attribute arrays */
1551 struct gl_array_attributes VertexAttrib[VERT_ATTRIB_MAX];
1552
1553 /** Vertex buffer bindings */
1554 struct gl_vertex_buffer_binding BufferBinding[VERT_ATTRIB_MAX];
1555
1556 /** Mask indicating which vertex arrays have vertex buffer associated. */
1557 GLbitfield VertexAttribBufferMask;
1558
1559 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1560 GLbitfield _Enabled;
1561
1562 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1563 GLbitfield NewArrays;
1564
1565 /** The index buffer (also known as the element array buffer in OpenGL). */
1566 struct gl_buffer_object *IndexBufferObj;
1567 };
1568
1569
1570 /** Used to signal when transitioning from one kind of drawing method
1571 * to another.
1572 */
1573 typedef enum {
1574 DRAW_NONE, /**< Initial value only */
1575 DRAW_BEGIN_END,
1576 DRAW_DISPLAY_LIST,
1577 DRAW_ARRAYS
1578 } gl_draw_method;
1579
1580 /**
1581 * Enum for the OpenGL APIs we know about and may support.
1582 *
1583 * NOTE: This must match the api_enum table in
1584 * src/mesa/main/get_hash_generator.py
1585 */
1586 typedef enum
1587 {
1588 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
1589 API_OPENGLES,
1590 API_OPENGLES2,
1591 API_OPENGL_CORE,
1592 API_OPENGL_LAST = API_OPENGL_CORE
1593 } gl_api;
1594
1595 /**
1596 * Vertex array state
1597 */
1598 struct gl_array_attrib
1599 {
1600 /** Currently bound array object. */
1601 struct gl_vertex_array_object *VAO;
1602
1603 /** The default vertex array object */
1604 struct gl_vertex_array_object *DefaultVAO;
1605
1606 /** The last VAO accessed by a DSA function */
1607 struct gl_vertex_array_object *LastLookedUpVAO;
1608
1609 /** Array objects (GL_ARB_vertex_array_object) */
1610 struct _mesa_HashTable *Objects;
1611
1612 GLint ActiveTexture; /**< Client Active Texture */
1613 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1614 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1615
1616 /**
1617 * \name Primitive restart controls
1618 *
1619 * Primitive restart is enabled if either \c PrimitiveRestart or
1620 * \c PrimitiveRestartFixedIndex is set.
1621 */
1622 /*@{*/
1623 GLboolean PrimitiveRestart;
1624 GLboolean PrimitiveRestartFixedIndex;
1625 GLboolean _PrimitiveRestart;
1626 GLuint RestartIndex;
1627 /*@}*/
1628
1629 /** One of the DRAW_xxx flags, not consumed by drivers */
1630 gl_draw_method DrawMethod;
1631
1632 /* GL_ARB_vertex_buffer_object */
1633 struct gl_buffer_object *ArrayBufferObj;
1634
1635 /**
1636 * Vertex arrays as consumed by a driver.
1637 * The array pointer is set up only by the VBO module.
1638 */
1639 const struct gl_vertex_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1640
1641 /** Legal array datatypes and the API for which they have been computed */
1642 GLbitfield LegalTypesMask;
1643 gl_api LegalTypesMaskAPI;
1644 };
1645
1646
1647 /**
1648 * Feedback buffer state
1649 */
1650 struct gl_feedback
1651 {
1652 GLenum Type;
1653 GLbitfield _Mask; /**< FB_* bits */
1654 GLfloat *Buffer;
1655 GLuint BufferSize;
1656 GLuint Count;
1657 };
1658
1659
1660 /**
1661 * Selection buffer state
1662 */
1663 struct gl_selection
1664 {
1665 GLuint *Buffer; /**< selection buffer */
1666 GLuint BufferSize; /**< size of the selection buffer */
1667 GLuint BufferCount; /**< number of values in the selection buffer */
1668 GLuint Hits; /**< number of records in the selection buffer */
1669 GLuint NameStackDepth; /**< name stack depth */
1670 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1671 GLboolean HitFlag; /**< hit flag */
1672 GLfloat HitMinZ; /**< minimum hit depth */
1673 GLfloat HitMaxZ; /**< maximum hit depth */
1674 };
1675
1676
1677 /**
1678 * 1-D Evaluator control points
1679 */
1680 struct gl_1d_map
1681 {
1682 GLuint Order; /**< Number of control points */
1683 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1684 GLfloat *Points; /**< Points to contiguous control points */
1685 };
1686
1687
1688 /**
1689 * 2-D Evaluator control points
1690 */
1691 struct gl_2d_map
1692 {
1693 GLuint Uorder; /**< Number of control points in U dimension */
1694 GLuint Vorder; /**< Number of control points in V dimension */
1695 GLfloat u1, u2, du;
1696 GLfloat v1, v2, dv;
1697 GLfloat *Points; /**< Points to contiguous control points */
1698 };
1699
1700
1701 /**
1702 * All evaluator control point state
1703 */
1704 struct gl_evaluators
1705 {
1706 /**
1707 * \name 1-D maps
1708 */
1709 /*@{*/
1710 struct gl_1d_map Map1Vertex3;
1711 struct gl_1d_map Map1Vertex4;
1712 struct gl_1d_map Map1Index;
1713 struct gl_1d_map Map1Color4;
1714 struct gl_1d_map Map1Normal;
1715 struct gl_1d_map Map1Texture1;
1716 struct gl_1d_map Map1Texture2;
1717 struct gl_1d_map Map1Texture3;
1718 struct gl_1d_map Map1Texture4;
1719 /*@}*/
1720
1721 /**
1722 * \name 2-D maps
1723 */
1724 /*@{*/
1725 struct gl_2d_map Map2Vertex3;
1726 struct gl_2d_map Map2Vertex4;
1727 struct gl_2d_map Map2Index;
1728 struct gl_2d_map Map2Color4;
1729 struct gl_2d_map Map2Normal;
1730 struct gl_2d_map Map2Texture1;
1731 struct gl_2d_map Map2Texture2;
1732 struct gl_2d_map Map2Texture3;
1733 struct gl_2d_map Map2Texture4;
1734 /*@}*/
1735 };
1736
1737
1738 struct gl_transform_feedback_varying_info
1739 {
1740 char *Name;
1741 GLenum Type;
1742 GLint BufferIndex;
1743 GLint Size;
1744 GLint Offset;
1745 };
1746
1747
1748 /**
1749 * Per-output info vertex shaders for transform feedback.
1750 */
1751 struct gl_transform_feedback_output
1752 {
1753 uint32_t OutputRegister;
1754 uint32_t OutputBuffer;
1755 uint32_t NumComponents;
1756 uint32_t StreamId;
1757
1758 /** offset (in DWORDs) of this output within the interleaved structure */
1759 uint32_t DstOffset;
1760
1761 /**
1762 * Offset into the output register of the data to output. For example,
1763 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1764 * offset is in the y and z components of the output register.
1765 */
1766 uint32_t ComponentOffset;
1767 };
1768
1769
1770 struct gl_transform_feedback_buffer
1771 {
1772 uint32_t Binding;
1773
1774 uint32_t NumVaryings;
1775
1776 /**
1777 * Total number of components stored in each buffer. This may be used by
1778 * hardware back-ends to determine the correct stride when interleaving
1779 * multiple transform feedback outputs in the same buffer.
1780 */
1781 uint32_t Stride;
1782
1783 /**
1784 * Which transform feedback stream this buffer binding is associated with.
1785 */
1786 uint32_t Stream;
1787 };
1788
1789
1790 /** Post-link transform feedback info. */
1791 struct gl_transform_feedback_info
1792 {
1793 /* Was xfb enabled via the api or in shader layout qualifiers */
1794 bool api_enabled;
1795
1796 unsigned NumOutputs;
1797
1798 /* Bitmask of active buffer indices. */
1799 unsigned ActiveBuffers;
1800
1801 struct gl_transform_feedback_output *Outputs;
1802
1803 /** Transform feedback varyings used for the linking of this shader program.
1804 *
1805 * Use for glGetTransformFeedbackVarying().
1806 */
1807 struct gl_transform_feedback_varying_info *Varyings;
1808 GLint NumVarying;
1809
1810 struct gl_transform_feedback_buffer Buffers[MAX_FEEDBACK_BUFFERS];
1811 };
1812
1813
1814 /**
1815 * Transform feedback object state
1816 */
1817 struct gl_transform_feedback_object
1818 {
1819 GLuint Name; /**< AKA the object ID */
1820 GLint RefCount;
1821 GLchar *Label; /**< GL_KHR_debug */
1822 GLboolean Active; /**< Is transform feedback enabled? */
1823 GLboolean Paused; /**< Is transform feedback paused? */
1824 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1825 at least once? */
1826 GLboolean EverBound; /**< Has this object been bound? */
1827
1828 /**
1829 * GLES: if Active is true, remaining number of primitives which can be
1830 * rendered without overflow. This is necessary to track because GLES
1831 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1832 * glDrawArraysInstanced would overflow transform feedback buffers.
1833 * Undefined if Active is false.
1834 *
1835 * Not tracked for desktop GL since it's unnecessary.
1836 */
1837 unsigned GlesRemainingPrims;
1838
1839 /**
1840 * The program active when BeginTransformFeedback() was called.
1841 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1842 * where stage is the pipeline stage that is the source of data for
1843 * transform feedback.
1844 */
1845 struct gl_program *program;
1846
1847 /** The feedback buffers */
1848 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1849 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1850
1851 /** Start of feedback data in dest buffer */
1852 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1853
1854 /**
1855 * Max data to put into dest buffer (in bytes). Computed based on
1856 * RequestedSize and the actual size of the buffer.
1857 */
1858 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1859
1860 /**
1861 * Size that was specified when the buffer was bound. If the buffer was
1862 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1863 * zero.
1864 */
1865 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1866 };
1867
1868
1869 /**
1870 * Context state for transform feedback.
1871 */
1872 struct gl_transform_feedback_state
1873 {
1874 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1875
1876 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1877 struct gl_buffer_object *CurrentBuffer;
1878
1879 /** The table of all transform feedback objects */
1880 struct _mesa_HashTable *Objects;
1881
1882 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1883 struct gl_transform_feedback_object *CurrentObject;
1884
1885 /** The default xform-fb object (Name==0) */
1886 struct gl_transform_feedback_object *DefaultObject;
1887 };
1888
1889
1890 /**
1891 * A "performance monitor" as described in AMD_performance_monitor.
1892 */
1893 struct gl_perf_monitor_object
1894 {
1895 GLuint Name;
1896
1897 /** True if the monitor is currently active (Begin called but not End). */
1898 GLboolean Active;
1899
1900 /**
1901 * True if the monitor has ended.
1902 *
1903 * This is distinct from !Active because it may never have began.
1904 */
1905 GLboolean Ended;
1906
1907 /**
1908 * A list of groups with currently active counters.
1909 *
1910 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1911 */
1912 unsigned *ActiveGroups;
1913
1914 /**
1915 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1916 *
1917 * Checking whether counter 'c' in group 'g' is active can be done via:
1918 *
1919 * BITSET_TEST(ActiveCounters[g], c)
1920 */
1921 GLuint **ActiveCounters;
1922 };
1923
1924
1925 union gl_perf_monitor_counter_value
1926 {
1927 float f;
1928 uint64_t u64;
1929 uint32_t u32;
1930 };
1931
1932
1933 struct gl_perf_monitor_counter
1934 {
1935 /** Human readable name for the counter. */
1936 const char *Name;
1937
1938 /**
1939 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1940 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1941 */
1942 GLenum Type;
1943
1944 /** Minimum counter value. */
1945 union gl_perf_monitor_counter_value Minimum;
1946
1947 /** Maximum counter value. */
1948 union gl_perf_monitor_counter_value Maximum;
1949 };
1950
1951
1952 struct gl_perf_monitor_group
1953 {
1954 /** Human readable name for the group. */
1955 const char *Name;
1956
1957 /**
1958 * Maximum number of counters in this group which can be active at the
1959 * same time.
1960 */
1961 GLuint MaxActiveCounters;
1962
1963 /** Array of counters within this group. */
1964 const struct gl_perf_monitor_counter *Counters;
1965 GLuint NumCounters;
1966 };
1967
1968
1969 /**
1970 * A query object instance as described in INTEL_performance_query.
1971 *
1972 * NB: We want to keep this and the corresponding backend structure
1973 * relatively lean considering that applications may expect to
1974 * allocate enough objects to be able to query around all draw calls
1975 * in a frame.
1976 */
1977 struct gl_perf_query_object
1978 {
1979 GLuint Id; /**< hash table ID/name */
1980 unsigned Used:1; /**< has been used for 1 or more queries */
1981 unsigned Active:1; /**< inside Begin/EndPerfQuery */
1982 unsigned Ready:1; /**< result is ready? */
1983 };
1984
1985
1986 /**
1987 * Context state for AMD_performance_monitor.
1988 */
1989 struct gl_perf_monitor_state
1990 {
1991 /** Array of performance monitor groups (indexed by group ID) */
1992 const struct gl_perf_monitor_group *Groups;
1993 GLuint NumGroups;
1994
1995 /** The table of all performance monitors. */
1996 struct _mesa_HashTable *Monitors;
1997 };
1998
1999
2000 /**
2001 * Context state for INTEL_performance_query.
2002 */
2003 struct gl_perf_query_state
2004 {
2005 struct _mesa_HashTable *Objects; /**< The table of all performance query objects */
2006 };
2007
2008
2009 /**
2010 * A bindless sampler object.
2011 */
2012 struct gl_bindless_sampler
2013 {
2014 /** Texture unit (set by glUniform1()). */
2015 GLubyte unit;
2016
2017 /** Whether this bindless sampler is bound to a unit. */
2018 GLboolean bound;
2019
2020 /** Texture Target (TEXTURE_1D/2D/3D/etc_INDEX). */
2021 gl_texture_index target;
2022
2023 /** Pointer to the base of the data. */
2024 GLvoid *data;
2025 };
2026
2027 /**
2028 * A bindless image object.
2029 */
2030 struct gl_bindless_image
2031 {
2032 /** Image unit (set by glUniform1()). */
2033 GLubyte unit;
2034
2035 /** Whether this bindless image is bound to a unit. */
2036 GLboolean bound;
2037
2038 /** Access qualifier (GL_READ_WRITE, GL_READ_ONLY, GL_WRITE_ONLY) */
2039 GLenum access;
2040
2041 /** Pointer to the base of the data. */
2042 GLvoid *data;
2043 };
2044
2045 /**
2046 * Names of the various vertex/fragment program register files, etc.
2047 *
2048 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
2049 * All values should fit in a 4-bit field.
2050 *
2051 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
2052 * considered to be "uniform" variables since they can only be set outside
2053 * glBegin/End. They're also all stored in the same Parameters array.
2054 */
2055 typedef enum
2056 {
2057 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
2058 PROGRAM_ARRAY, /**< Arrays & Matrixes */
2059 PROGRAM_INPUT, /**< machine->Inputs[] */
2060 PROGRAM_OUTPUT, /**< machine->Outputs[] */
2061 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
2062 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
2063 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
2064 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
2065 PROGRAM_ADDRESS, /**< machine->AddressReg */
2066 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
2067 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
2068 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
2069 PROGRAM_IMMEDIATE, /**< Immediate value, used by TGSI */
2070 PROGRAM_BUFFER, /**< for shader buffers, compile-time only */
2071 PROGRAM_MEMORY, /**< for shared, global and local memory */
2072 PROGRAM_IMAGE, /**< for shader images, compile-time only */
2073 PROGRAM_HW_ATOMIC, /**< for hw atomic counters, compile-time only */
2074 PROGRAM_FILE_MAX
2075 } gl_register_file;
2076
2077
2078 /**
2079 * Base class for any kind of program object
2080 */
2081 struct gl_program
2082 {
2083 /** FIXME: This must be first until we split shader_info from nir_shader */
2084 struct shader_info info;
2085
2086 GLuint Id;
2087 GLint RefCount;
2088 GLubyte *String; /**< Null-terminated program text */
2089
2090 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2091 GLenum Format; /**< String encoding format */
2092
2093 GLboolean _Used; /**< Ever used for drawing? Used for debugging */
2094
2095 struct nir_shader *nir;
2096
2097 /* Saved and restored with metadata. Freed with ralloc. */
2098 void *driver_cache_blob;
2099 size_t driver_cache_blob_size;
2100
2101 bool is_arb_asm; /** Is this an ARB assembly-style program */
2102
2103 /** Is this program written to on disk shader cache */
2104 bool program_written_to_cache;
2105
2106 GLbitfield64 SecondaryOutputsWritten; /**< Subset of OutputsWritten outputs written with non-zero index. */
2107 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
2108 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
2109 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
2110 GLbitfield ExternalSamplersUsed; /**< Texture units used for samplerExternalOES */
2111
2112 /* Fragement shader only fields */
2113 GLboolean OriginUpperLeft;
2114 GLboolean PixelCenterInteger;
2115
2116 /** Named parameters, constants, etc. from program text */
2117 struct gl_program_parameter_list *Parameters;
2118
2119 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2120 GLubyte SamplerUnits[MAX_SAMPLERS];
2121
2122 /* FIXME: We should be able to make this struct a union. However some
2123 * drivers (i915/fragment_programs, swrast/prog_execute) mix the use of
2124 * these fields, we should fix this.
2125 */
2126 struct {
2127 /** Fields used by GLSL programs */
2128 struct {
2129 /** Data shared by gl_program and gl_shader_program */
2130 struct gl_shader_program_data *data;
2131
2132 struct gl_active_atomic_buffer **AtomicBuffers;
2133
2134 /** Post-link transform feedback info. */
2135 struct gl_transform_feedback_info *LinkedTransformFeedback;
2136
2137 /**
2138 * Number of types for subroutine uniforms.
2139 */
2140 GLuint NumSubroutineUniformTypes;
2141
2142 /**
2143 * Subroutine uniform remap table
2144 * based on the program level uniform remap table.
2145 */
2146 GLuint NumSubroutineUniforms; /* non-sparse total */
2147 GLuint NumSubroutineUniformRemapTable;
2148 struct gl_uniform_storage **SubroutineUniformRemapTable;
2149
2150 /**
2151 * Num of subroutine functions for this stage and storage for them.
2152 */
2153 GLuint NumSubroutineFunctions;
2154 GLuint MaxSubroutineFunctionIndex;
2155 struct gl_subroutine_function *SubroutineFunctions;
2156
2157 /**
2158 * Map from image uniform index to image unit (set by glUniform1i())
2159 *
2160 * An image uniform index is associated with each image uniform by
2161 * the linker. The image index associated with each uniform is
2162 * stored in the \c gl_uniform_storage::image field.
2163 */
2164 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2165
2166 /**
2167 * Access qualifier specified in the shader for each image uniform
2168 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2169 * GL_READ_WRITE.
2170 *
2171 * It may be different, though only more strict than the value of
2172 * \c gl_image_unit::Access for the corresponding image unit.
2173 */
2174 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2175
2176 struct gl_uniform_block **UniformBlocks;
2177 struct gl_uniform_block **ShaderStorageBlocks;
2178
2179 /** Which texture target is being sampled
2180 * (TEXTURE_1D/2D/3D/etc_INDEX)
2181 */
2182 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2183
2184 /**
2185 * Number of samplers declared with the bindless_sampler layout
2186 * qualifier as specified by ARB_bindless_texture.
2187 */
2188 GLuint NumBindlessSamplers;
2189 GLboolean HasBoundBindlessSampler;
2190 struct gl_bindless_sampler *BindlessSamplers;
2191
2192 /**
2193 * Number of images declared with the bindless_image layout qualifier
2194 * as specified by ARB_bindless_texture.
2195 */
2196 GLuint NumBindlessImages;
2197 GLboolean HasBoundBindlessImage;
2198 struct gl_bindless_image *BindlessImages;
2199
2200 union {
2201 struct {
2202 /**
2203 * A bitmask of gl_advanced_blend_mode values
2204 */
2205 GLbitfield BlendSupport;
2206 } fs;
2207 };
2208 } sh;
2209
2210 /** ARB assembly-style program fields */
2211 struct {
2212 struct prog_instruction *Instructions;
2213
2214 /**
2215 * Local parameters used by the program.
2216 *
2217 * It's dynamically allocated because it is rarely used (just
2218 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries
2219 * once it's allocated.
2220 */
2221 GLfloat (*LocalParams)[4];
2222
2223 /** Bitmask of which register files are read/written with indirect
2224 * addressing. Mask of (1 << PROGRAM_x) bits.
2225 */
2226 GLbitfield IndirectRegisterFiles;
2227
2228 /** Logical counts */
2229 /*@{*/
2230 GLuint NumInstructions;
2231 GLuint NumTemporaries;
2232 GLuint NumParameters;
2233 GLuint NumAttributes;
2234 GLuint NumAddressRegs;
2235 GLuint NumAluInstructions;
2236 GLuint NumTexInstructions;
2237 GLuint NumTexIndirections;
2238 /*@}*/
2239 /** Native, actual h/w counts */
2240 /*@{*/
2241 GLuint NumNativeInstructions;
2242 GLuint NumNativeTemporaries;
2243 GLuint NumNativeParameters;
2244 GLuint NumNativeAttributes;
2245 GLuint NumNativeAddressRegs;
2246 GLuint NumNativeAluInstructions;
2247 GLuint NumNativeTexInstructions;
2248 GLuint NumNativeTexIndirections;
2249 /*@}*/
2250
2251 /** Used by ARB assembly-style programs. Can only be true for vertex
2252 * programs.
2253 */
2254 GLboolean IsPositionInvariant;
2255 } arb;
2256 };
2257 };
2258
2259
2260 /**
2261 * State common to vertex and fragment programs.
2262 */
2263 struct gl_program_state
2264 {
2265 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2266 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2267 };
2268
2269
2270 /**
2271 * Context state for vertex programs.
2272 */
2273 struct gl_vertex_program_state
2274 {
2275 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2276 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2277 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2278 /** Should fixed-function T&L be implemented with a vertex prog? */
2279 GLboolean _MaintainTnlProgram;
2280
2281 struct gl_program *Current; /**< User-bound vertex program */
2282
2283 /** Currently enabled and valid vertex program (including internal
2284 * programs, user-defined vertex programs and GLSL vertex shaders).
2285 * This is the program we must use when rendering.
2286 */
2287 struct gl_program *_Current;
2288
2289 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2290
2291 /** Program to emulate fixed-function T&L (see above) */
2292 struct gl_program *_TnlProgram;
2293
2294 /** Cache of fixed-function programs */
2295 struct gl_program_cache *Cache;
2296
2297 GLboolean _Overriden;
2298 };
2299
2300 /**
2301 * Context state for tessellation control programs.
2302 */
2303 struct gl_tess_ctrl_program_state
2304 {
2305 /** Currently bound and valid shader. */
2306 struct gl_program *_Current;
2307
2308 GLint patch_vertices;
2309 GLfloat patch_default_outer_level[4];
2310 GLfloat patch_default_inner_level[2];
2311 };
2312
2313 /**
2314 * Context state for tessellation evaluation programs.
2315 */
2316 struct gl_tess_eval_program_state
2317 {
2318 /** Currently bound and valid shader. */
2319 struct gl_program *_Current;
2320 };
2321
2322 /**
2323 * Context state for geometry programs.
2324 */
2325 struct gl_geometry_program_state
2326 {
2327 /** Currently enabled and valid program (including internal programs
2328 * and compiled shader programs).
2329 */
2330 struct gl_program *_Current;
2331 };
2332
2333 /**
2334 * Context state for fragment programs.
2335 */
2336 struct gl_fragment_program_state
2337 {
2338 GLboolean Enabled; /**< User-set fragment program enable flag */
2339 /** Should fixed-function texturing be implemented with a fragment prog? */
2340 GLboolean _MaintainTexEnvProgram;
2341
2342 struct gl_program *Current; /**< User-bound fragment program */
2343
2344 /** Currently enabled and valid fragment program (including internal
2345 * programs, user-defined fragment programs and GLSL fragment shaders).
2346 * This is the program we must use when rendering.
2347 */
2348 struct gl_program *_Current;
2349
2350 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2351
2352 /** Program to emulate fixed-function texture env/combine (see above) */
2353 struct gl_program *_TexEnvProgram;
2354
2355 /** Cache of fixed-function programs */
2356 struct gl_program_cache *Cache;
2357 };
2358
2359
2360 /**
2361 * Context state for compute programs.
2362 */
2363 struct gl_compute_program_state
2364 {
2365 /** Currently enabled and valid program (including internal programs
2366 * and compiled shader programs).
2367 */
2368 struct gl_program *_Current;
2369 };
2370
2371
2372 /**
2373 * ATI_fragment_shader runtime state
2374 */
2375
2376 struct atifs_instruction;
2377 struct atifs_setupinst;
2378
2379 /**
2380 * ATI fragment shader
2381 */
2382 struct ati_fragment_shader
2383 {
2384 GLuint Id;
2385 GLint RefCount;
2386 struct atifs_instruction *Instructions[2];
2387 struct atifs_setupinst *SetupInst[2];
2388 GLfloat Constants[8][4];
2389 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2390 GLubyte numArithInstr[2];
2391 GLubyte regsAssigned[2];
2392 GLubyte NumPasses; /**< 1 or 2 */
2393 GLubyte cur_pass;
2394 GLubyte last_optype;
2395 GLboolean interpinp1;
2396 GLboolean isValid;
2397 GLuint swizzlerq;
2398 struct gl_program *Program;
2399 };
2400
2401 /**
2402 * Context state for GL_ATI_fragment_shader
2403 */
2404 struct gl_ati_fragment_shader_state
2405 {
2406 GLboolean Enabled;
2407 GLboolean Compiling;
2408 GLfloat GlobalConstants[8][4];
2409 struct ati_fragment_shader *Current;
2410 };
2411
2412 /**
2413 * Shader subroutine function definition
2414 */
2415 struct gl_subroutine_function
2416 {
2417 char *name;
2418 int index;
2419 int num_compat_types;
2420 const struct glsl_type **types;
2421 };
2422
2423 /**
2424 * Shader information needed by both gl_shader and gl_linked shader.
2425 */
2426 struct gl_shader_info
2427 {
2428 /**
2429 * Tessellation Control shader state from layout qualifiers.
2430 */
2431 struct {
2432 /**
2433 * 0 - vertices not declared in shader, or
2434 * 1 .. GL_MAX_PATCH_VERTICES
2435 */
2436 GLint VerticesOut;
2437 } TessCtrl;
2438
2439 /**
2440 * Tessellation Evaluation shader state from layout qualifiers.
2441 */
2442 struct {
2443 /**
2444 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2445 * in this shader.
2446 */
2447 GLenum PrimitiveMode;
2448
2449 enum gl_tess_spacing Spacing;
2450
2451 /**
2452 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2453 */
2454 GLenum VertexOrder;
2455 /**
2456 * 1, 0, or -1 if it's not set in this shader.
2457 */
2458 int PointMode;
2459 } TessEval;
2460
2461 /**
2462 * Geometry shader state from GLSL 1.50 layout qualifiers.
2463 */
2464 struct {
2465 GLint VerticesOut;
2466 /**
2467 * 0 - Invocations count not declared in shader, or
2468 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2469 */
2470 GLint Invocations;
2471 /**
2472 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2473 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2474 * shader.
2475 */
2476 GLenum InputType;
2477 /**
2478 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2479 * it's not set in this shader.
2480 */
2481 GLenum OutputType;
2482 } Geom;
2483
2484 /**
2485 * Compute shader state from ARB_compute_shader and
2486 * ARB_compute_variable_group_size layout qualifiers.
2487 */
2488 struct {
2489 /**
2490 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2491 * it's not set in this shader.
2492 */
2493 unsigned LocalSize[3];
2494
2495 /**
2496 * Whether a variable work group size has been specified as defined by
2497 * ARB_compute_variable_group_size.
2498 */
2499 bool LocalSizeVariable;
2500 } Comp;
2501 };
2502
2503 /**
2504 * A linked GLSL shader object.
2505 */
2506 struct gl_linked_shader
2507 {
2508 gl_shader_stage Stage;
2509
2510 #ifdef DEBUG
2511 unsigned SourceChecksum;
2512 #endif
2513
2514 struct gl_program *Program; /**< Post-compile assembly code */
2515
2516 /**
2517 * \name Sampler tracking
2518 *
2519 * \note Each of these fields is only set post-linking.
2520 */
2521 /*@{*/
2522 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2523 /*@}*/
2524
2525 /**
2526 * Number of default uniform block components used by this shader.
2527 *
2528 * This field is only set post-linking.
2529 */
2530 unsigned num_uniform_components;
2531
2532 /**
2533 * Number of combined uniform components used by this shader.
2534 *
2535 * This field is only set post-linking. It is the sum of the uniform block
2536 * sizes divided by sizeof(float), and num_uniform_compoennts.
2537 */
2538 unsigned num_combined_uniform_components;
2539
2540 struct exec_list *ir;
2541 struct exec_list *packed_varyings;
2542 struct exec_list *fragdata_arrays;
2543 struct glsl_symbol_table *symbols;
2544 };
2545
2546
2547 static inline GLbitfield
2548 gl_external_samplers(const struct gl_program *prog)
2549 {
2550 GLbitfield external_samplers = 0;
2551 GLbitfield mask = prog->SamplersUsed;
2552
2553 while (mask) {
2554 int idx = u_bit_scan(&mask);
2555 if (prog->sh.SamplerTargets[idx] == TEXTURE_EXTERNAL_INDEX)
2556 external_samplers |= (1 << idx);
2557 }
2558
2559 return external_samplers;
2560 }
2561
2562
2563 /**
2564 * Compile status enum. compile_skipped is used to indicate the compile
2565 * was skipped due to the shader matching one that's been seen before by
2566 * the on-disk cache.
2567 */
2568 enum gl_compile_status
2569 {
2570 compile_failure = 0,
2571 compile_success,
2572 compile_skipped,
2573 compiled_no_opts
2574 };
2575
2576 /**
2577 * A GLSL shader object.
2578 */
2579 struct gl_shader
2580 {
2581 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2582 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2583 * Must be the first field.
2584 */
2585 GLenum Type;
2586 gl_shader_stage Stage;
2587 GLuint Name; /**< AKA the handle */
2588 GLint RefCount; /**< Reference count */
2589 GLchar *Label; /**< GL_KHR_debug */
2590 unsigned char sha1[20]; /**< SHA1 hash of pre-processed source */
2591 GLboolean DeletePending;
2592 bool IsES; /**< True if this shader uses GLSL ES */
2593
2594 enum gl_compile_status CompileStatus;
2595
2596 #ifdef DEBUG
2597 unsigned SourceChecksum; /**< for debug/logging purposes */
2598 #endif
2599 const GLchar *Source; /**< Source code string */
2600
2601 const GLchar *FallbackSource; /**< Fallback string used by on-disk cache*/
2602
2603 GLchar *InfoLog;
2604
2605 unsigned Version; /**< GLSL version used for linking */
2606
2607 /**
2608 * A bitmask of gl_advanced_blend_mode values
2609 */
2610 GLbitfield BlendSupport;
2611
2612 struct exec_list *ir;
2613 struct glsl_symbol_table *symbols;
2614
2615 /**
2616 * Whether early fragment tests are enabled as defined by
2617 * ARB_shader_image_load_store.
2618 */
2619 bool EarlyFragmentTests;
2620
2621 bool ARB_fragment_coord_conventions_enable;
2622
2623 bool redeclares_gl_fragcoord;
2624 bool uses_gl_fragcoord;
2625
2626 bool PostDepthCoverage;
2627 bool InnerCoverage;
2628
2629 /**
2630 * Fragment shader state from GLSL 1.50 layout qualifiers.
2631 */
2632 bool origin_upper_left;
2633 bool pixel_center_integer;
2634
2635 /**
2636 * Whether bindless_sampler/bindless_image, and respectively
2637 * bound_sampler/bound_image are declared at global scope as defined by
2638 * ARB_bindless_texture.
2639 */
2640 bool bindless_sampler;
2641 bool bindless_image;
2642 bool bound_sampler;
2643 bool bound_image;
2644
2645 /** Global xfb_stride out qualifier if any */
2646 GLuint TransformFeedbackBufferStride[MAX_FEEDBACK_BUFFERS];
2647
2648 struct gl_shader_info info;
2649 };
2650
2651
2652 struct gl_uniform_buffer_variable
2653 {
2654 char *Name;
2655
2656 /**
2657 * Name of the uniform as seen by glGetUniformIndices.
2658 *
2659 * glGetUniformIndices requires that the block instance index \b not be
2660 * present in the name of queried uniforms.
2661 *
2662 * \note
2663 * \c gl_uniform_buffer_variable::IndexName and
2664 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2665 */
2666 char *IndexName;
2667
2668 const struct glsl_type *Type;
2669 unsigned int Offset;
2670 GLboolean RowMajor;
2671 };
2672
2673
2674 struct gl_uniform_block
2675 {
2676 /** Declared name of the uniform block */
2677 char *Name;
2678
2679 /** Array of supplemental information about UBO ir_variables. */
2680 struct gl_uniform_buffer_variable *Uniforms;
2681 GLuint NumUniforms;
2682
2683 /**
2684 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2685 * with glBindBufferBase to bind a buffer object to this uniform block.
2686 */
2687 GLuint Binding;
2688
2689 /**
2690 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2691 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2692 */
2693 GLuint UniformBufferSize;
2694
2695 /** Stages that reference this block */
2696 uint8_t stageref;
2697
2698 /**
2699 * Linearized array index for uniform block instance arrays
2700 *
2701 * Given a uniform block instance array declared with size
2702 * blk[s_0][s_1]..[s_m], the block referenced by blk[i_0][i_1]..[i_m] will
2703 * have the linearized array index
2704 *
2705 * m-1 m
2706 * i_m + ∑ i_j * ∏ s_k
2707 * j=0 k=j+1
2708 *
2709 * For a uniform block instance that is not an array, this is always 0.
2710 */
2711 uint8_t linearized_array_index;
2712
2713 /**
2714 * Layout specified in the shader
2715 *
2716 * This isn't accessible through the API, but it is used while
2717 * cross-validating uniform blocks.
2718 */
2719 enum glsl_interface_packing _Packing;
2720 GLboolean _RowMajor;
2721 };
2722
2723 /**
2724 * Structure that represents a reference to an atomic buffer from some
2725 * shader program.
2726 */
2727 struct gl_active_atomic_buffer
2728 {
2729 /** Uniform indices of the atomic counters declared within it. */
2730 GLuint *Uniforms;
2731 GLuint NumUniforms;
2732
2733 /** Binding point index associated with it. */
2734 GLuint Binding;
2735
2736 /** Minimum reasonable size it is expected to have. */
2737 GLuint MinimumSize;
2738
2739 /** Shader stages making use of it. */
2740 GLboolean StageReferences[MESA_SHADER_STAGES];
2741 };
2742
2743 /**
2744 * Data container for shader queries. This holds only the minimal
2745 * amount of required information for resource queries to work.
2746 */
2747 struct gl_shader_variable
2748 {
2749 /**
2750 * Declared type of the variable
2751 */
2752 const struct glsl_type *type;
2753
2754 /**
2755 * If the variable is in an interface block, this is the type of the block.
2756 */
2757 const struct glsl_type *interface_type;
2758
2759 /**
2760 * For variables inside structs (possibly recursively), this is the
2761 * outermost struct type.
2762 */
2763 const struct glsl_type *outermost_struct_type;
2764
2765 /**
2766 * Declared name of the variable
2767 */
2768 char *name;
2769
2770 /**
2771 * Storage location of the base of this variable
2772 *
2773 * The precise meaning of this field depends on the nature of the variable.
2774 *
2775 * - Vertex shader input: one of the values from \c gl_vert_attrib.
2776 * - Vertex shader output: one of the values from \c gl_varying_slot.
2777 * - Geometry shader input: one of the values from \c gl_varying_slot.
2778 * - Geometry shader output: one of the values from \c gl_varying_slot.
2779 * - Fragment shader input: one of the values from \c gl_varying_slot.
2780 * - Fragment shader output: one of the values from \c gl_frag_result.
2781 * - Uniforms: Per-stage uniform slot number for default uniform block.
2782 * - Uniforms: Index within the uniform block definition for UBO members.
2783 * - Non-UBO Uniforms: explicit location until linking then reused to
2784 * store uniform slot number.
2785 * - Other: This field is not currently used.
2786 *
2787 * If the variable is a uniform, shader input, or shader output, and the
2788 * slot has not been assigned, the value will be -1.
2789 */
2790 int location;
2791
2792 /**
2793 * Specifies the first component the variable is stored in as per
2794 * ARB_enhanced_layouts.
2795 */
2796 unsigned component:2;
2797
2798 /**
2799 * Output index for dual source blending.
2800 *
2801 * \note
2802 * The GLSL spec only allows the values 0 or 1 for the index in \b dual
2803 * source blending.
2804 */
2805 unsigned index:1;
2806
2807 /**
2808 * Specifies whether a shader input/output is per-patch in tessellation
2809 * shader stages.
2810 */
2811 unsigned patch:1;
2812
2813 /**
2814 * Storage class of the variable.
2815 *
2816 * \sa (n)ir_variable_mode
2817 */
2818 unsigned mode:4;
2819
2820 /**
2821 * Interpolation mode for shader inputs / outputs
2822 *
2823 * \sa glsl_interp_mode
2824 */
2825 unsigned interpolation:2;
2826
2827 /**
2828 * Was the location explicitly set in the shader?
2829 *
2830 * If the location is explicitly set in the shader, it \b cannot be changed
2831 * by the linker or by the API (e.g., calls to \c glBindAttribLocation have
2832 * no effect).
2833 */
2834 unsigned explicit_location:1;
2835
2836 /**
2837 * Precision qualifier.
2838 */
2839 unsigned precision:2;
2840 };
2841
2842 /**
2843 * Active resource in a gl_shader_program
2844 */
2845 struct gl_program_resource
2846 {
2847 GLenum Type; /** Program interface type. */
2848 const void *Data; /** Pointer to resource associated data structure. */
2849 uint8_t StageReferences; /** Bitmask of shader stage references. */
2850 };
2851
2852 /**
2853 * Link status enum. linking_skipped is used to indicate linking
2854 * was skipped due to the shader being loaded from the on-disk cache.
2855 */
2856 enum gl_link_status
2857 {
2858 linking_failure = 0,
2859 linking_success,
2860 linking_skipped
2861 };
2862
2863 /**
2864 * A data structure to be shared by gl_shader_program and gl_program.
2865 */
2866 struct gl_shader_program_data
2867 {
2868 GLint RefCount; /**< Reference count */
2869
2870 /** SHA1 hash of linked shader program */
2871 unsigned char sha1[20];
2872
2873 unsigned NumUniformStorage;
2874 unsigned NumHiddenUniforms;
2875 struct gl_uniform_storage *UniformStorage;
2876
2877 unsigned NumUniformBlocks;
2878 unsigned NumShaderStorageBlocks;
2879
2880 struct gl_uniform_block *UniformBlocks;
2881 struct gl_uniform_block *ShaderStorageBlocks;
2882
2883 struct gl_active_atomic_buffer *AtomicBuffers;
2884 unsigned NumAtomicBuffers;
2885
2886 /* Shader cache variables used during restore */
2887 unsigned NumUniformDataSlots;
2888 union gl_constant_value *UniformDataSlots;
2889
2890 GLboolean Validated;
2891
2892 /** List of all active resources after linking. */
2893 struct gl_program_resource *ProgramResourceList;
2894 unsigned NumProgramResourceList;
2895
2896 enum gl_link_status LinkStatus; /**< GL_LINK_STATUS */
2897 GLchar *InfoLog;
2898
2899 unsigned Version; /**< GLSL version used for linking */
2900
2901 /* Mask of stages this program was linked against */
2902 unsigned linked_stages;
2903 };
2904
2905 /**
2906 * A GLSL program object.
2907 * Basically a linked collection of vertex and fragment shaders.
2908 */
2909 struct gl_shader_program
2910 {
2911 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2912 GLuint Name; /**< aka handle or ID */
2913 GLchar *Label; /**< GL_KHR_debug */
2914 GLint RefCount; /**< Reference count */
2915 GLboolean DeletePending;
2916
2917 /**
2918 * Is the application intending to glGetProgramBinary this program?
2919 */
2920 GLboolean BinaryRetreivableHint;
2921
2922 /**
2923 * Indicates whether program can be bound for individual pipeline stages
2924 * using UseProgramStages after it is next linked.
2925 */
2926 GLboolean SeparateShader;
2927
2928 GLuint NumShaders; /**< number of attached shaders */
2929 struct gl_shader **Shaders; /**< List of attached the shaders */
2930
2931 /**
2932 * User-defined attribute bindings
2933 *
2934 * These are set via \c glBindAttribLocation and are used to direct the
2935 * GLSL linker. These are \b not the values used in the compiled shader,
2936 * and they are \b not the values returned by \c glGetAttribLocation.
2937 */
2938 struct string_to_uint_map *AttributeBindings;
2939
2940 /**
2941 * User-defined fragment data bindings
2942 *
2943 * These are set via \c glBindFragDataLocation and are used to direct the
2944 * GLSL linker. These are \b not the values used in the compiled shader,
2945 * and they are \b not the values returned by \c glGetFragDataLocation.
2946 */
2947 struct string_to_uint_map *FragDataBindings;
2948 struct string_to_uint_map *FragDataIndexBindings;
2949
2950 /**
2951 * Transform feedback varyings last specified by
2952 * glTransformFeedbackVaryings().
2953 *
2954 * For the current set of transform feedback varyings used for transform
2955 * feedback output, see LinkedTransformFeedback.
2956 */
2957 struct {
2958 GLenum BufferMode;
2959 /** Global xfb_stride out qualifier if any */
2960 GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
2961 GLuint NumVarying;
2962 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2963 } TransformFeedback;
2964
2965 struct gl_program *last_vert_prog;
2966
2967 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2968 enum gl_frag_depth_layout FragDepthLayout;
2969
2970 /**
2971 * Geometry shader state - copied into gl_program by
2972 * _mesa_copy_linked_program_data().
2973 */
2974 struct {
2975 GLint VerticesIn;
2976
2977 bool UsesEndPrimitive;
2978 bool UsesStreams;
2979 } Geom;
2980
2981 /**
2982 * Compute shader state - copied into gl_program by
2983 * _mesa_copy_linked_program_data().
2984 */
2985 struct {
2986 /**
2987 * Size of shared variables accessed by the compute shader.
2988 */
2989 unsigned SharedSize;
2990 } Comp;
2991
2992 /** Data shared by gl_program and gl_shader_program */
2993 struct gl_shader_program_data *data;
2994
2995 /**
2996 * Mapping from GL uniform locations returned by \c glUniformLocation to
2997 * UniformStorage entries. Arrays will have multiple contiguous slots
2998 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2999 */
3000 unsigned NumUniformRemapTable;
3001 struct gl_uniform_storage **UniformRemapTable;
3002
3003 /**
3004 * Sometimes there are empty slots left over in UniformRemapTable after we
3005 * allocate slots to explicit locations. This list stores the blocks of
3006 * continuous empty slots inside UniformRemapTable.
3007 */
3008 struct exec_list EmptyUniformLocations;
3009
3010 /**
3011 * Total number of explicit uniform location including inactive uniforms.
3012 */
3013 unsigned NumExplicitUniformLocations;
3014
3015 /**
3016 * Map of active uniform names to locations
3017 *
3018 * Maps any active uniform that is not an array element to a location.
3019 * Each active uniform, including individual structure members will appear
3020 * in this map. This roughly corresponds to the set of names that would be
3021 * enumerated by \c glGetActiveUniform.
3022 */
3023 struct string_to_uint_map *UniformHash;
3024
3025 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
3026
3027 bool IsES; /**< True if this program uses GLSL ES */
3028
3029 /**
3030 * Per-stage shaders resulting from the first stage of linking.
3031 *
3032 * Set of linked shaders for this program. The array is accessed using the
3033 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
3034 * \c NULL.
3035 */
3036 struct gl_linked_shader *_LinkedShaders[MESA_SHADER_STAGES];
3037
3038 /* True if any of the fragment shaders attached to this program use:
3039 * #extension ARB_fragment_coord_conventions: enable
3040 */
3041 GLboolean ARB_fragment_coord_conventions_enable;
3042 };
3043
3044
3045 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
3046 #define GLSL_LOG 0x2 /**< Write shaders to files */
3047 #define GLSL_UNIFORMS 0x4 /**< Print glUniform calls */
3048 #define GLSL_NOP_VERT 0x8 /**< Force no-op vertex shaders */
3049 #define GLSL_NOP_FRAG 0x10 /**< Force no-op fragment shaders */
3050 #define GLSL_USE_PROG 0x20 /**< Log glUseProgram calls */
3051 #define GLSL_REPORT_ERRORS 0x40 /**< Print compilation errors */
3052 #define GLSL_DUMP_ON_ERROR 0x80 /**< Dump shaders to stderr on compile error */
3053 #define GLSL_CACHE_INFO 0x100 /**< Print debug information about shader cache */
3054 #define GLSL_CACHE_FALLBACK 0x200 /**< Force shader cache fallback paths */
3055
3056
3057 /**
3058 * Context state for GLSL vertex/fragment shaders.
3059 * Extended to support pipeline object
3060 */
3061 struct gl_pipeline_object
3062 {
3063 /** Name of the pipeline object as received from glGenProgramPipelines.
3064 * It would be 0 for shaders without separate shader objects.
3065 */
3066 GLuint Name;
3067
3068 GLint RefCount;
3069
3070 GLchar *Label; /**< GL_KHR_debug */
3071
3072 /**
3073 * Programs used for rendering
3074 *
3075 * There is a separate program set for each shader stage.
3076 */
3077 struct gl_program *CurrentProgram[MESA_SHADER_STAGES];
3078
3079 struct gl_shader_program *ReferencedPrograms[MESA_SHADER_STAGES];
3080
3081 /**
3082 * Program used by glUniform calls.
3083 *
3084 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
3085 */
3086 struct gl_shader_program *ActiveProgram;
3087
3088 GLbitfield Flags; /**< Mask of GLSL_x flags */
3089
3090 GLboolean EverBound; /**< Has the pipeline object been created */
3091
3092 GLboolean Validated; /**< Pipeline Validation status */
3093
3094 GLchar *InfoLog;
3095 };
3096
3097 /**
3098 * Context state for GLSL pipeline shaders.
3099 */
3100 struct gl_pipeline_shader_state
3101 {
3102 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
3103 struct gl_pipeline_object *Current;
3104
3105 /* Default Object to ensure that _Shader is never NULL */
3106 struct gl_pipeline_object *Default;
3107
3108 /** Pipeline objects */
3109 struct _mesa_HashTable *Objects;
3110 };
3111
3112 /**
3113 * Compiler options for a single GLSL shaders type
3114 */
3115 struct gl_shader_compiler_options
3116 {
3117 /** Driver-selectable options: */
3118 GLboolean EmitNoLoops;
3119 GLboolean EmitNoCont; /**< Emit CONT opcode? */
3120 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
3121 GLboolean EmitNoPow; /**< Emit POW opcodes? */
3122 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
3123 GLboolean LowerCombinedClipCullDistance; /** Lower gl_ClipDistance and
3124 * gl_CullDistance together from
3125 * float[8] to vec4[2]
3126 **/
3127
3128 /**
3129 * \name Forms of indirect addressing the driver cannot do.
3130 */
3131 /*@{*/
3132 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
3133 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
3134 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
3135 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
3136 GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
3137 /*@}*/
3138
3139 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
3140 GLuint MaxUnrollIterations;
3141
3142 /**
3143 * Optimize code for array of structures backends.
3144 *
3145 * This is a proxy for:
3146 * - preferring DP4 instructions (rather than MUL/MAD) for
3147 * matrix * vector operations, such as position transformation.
3148 */
3149 GLboolean OptimizeForAOS;
3150
3151 GLboolean LowerBufferInterfaceBlocks; /**< Lower UBO and SSBO access to intrinsics. */
3152
3153 /** Clamp UBO and SSBO block indices so they don't go out-of-bounds. */
3154 GLboolean ClampBlockIndicesToArrayBounds;
3155
3156 const struct nir_shader_compiler_options *NirOptions;
3157 };
3158
3159
3160 /**
3161 * Occlusion/timer query object.
3162 */
3163 struct gl_query_object
3164 {
3165 GLenum Target; /**< The query target, when active */
3166 GLuint Id; /**< hash table ID/name */
3167 GLchar *Label; /**< GL_KHR_debug */
3168 GLuint64EXT Result; /**< the counter */
3169 GLboolean Active; /**< inside Begin/EndQuery */
3170 GLboolean Ready; /**< result is ready? */
3171 GLboolean EverBound;/**< has query object ever been bound */
3172 GLuint Stream; /**< The stream */
3173 };
3174
3175
3176 /**
3177 * Context state for query objects.
3178 */
3179 struct gl_query_state
3180 {
3181 struct _mesa_HashTable *QueryObjects;
3182 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
3183 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
3184
3185 /** GL_NV_conditional_render */
3186 struct gl_query_object *CondRenderQuery;
3187
3188 /** GL_EXT_transform_feedback */
3189 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
3190 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
3191
3192 /** GL_ARB_transform_feedback_overflow_query */
3193 struct gl_query_object *TransformFeedbackOverflow[MAX_VERTEX_STREAMS];
3194 struct gl_query_object *TransformFeedbackOverflowAny;
3195
3196 /** GL_ARB_timer_query */
3197 struct gl_query_object *TimeElapsed;
3198
3199 /** GL_ARB_pipeline_statistics_query */
3200 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
3201
3202 GLenum CondRenderMode;
3203 };
3204
3205
3206 /** Sync object state */
3207 struct gl_sync_object
3208 {
3209 GLuint Name; /**< Fence name */
3210 GLint RefCount; /**< Reference count */
3211 GLchar *Label; /**< GL_KHR_debug */
3212 GLboolean DeletePending; /**< Object was deleted while there were still
3213 * live references (e.g., sync not yet finished)
3214 */
3215 GLenum SyncCondition;
3216 GLbitfield Flags; /**< Flags passed to glFenceSync */
3217 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
3218 };
3219
3220
3221 /**
3222 * State which can be shared by multiple contexts:
3223 */
3224 struct gl_shared_state
3225 {
3226 simple_mtx_t Mutex; /**< for thread safety */
3227 GLint RefCount; /**< Reference count */
3228 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
3229 struct _mesa_HashTable *BitmapAtlas; /**< For optimized glBitmap text */
3230 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
3231
3232 /** Default texture objects (shared by all texture units) */
3233 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
3234
3235 /** Fallback texture used when a bound texture is incomplete */
3236 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
3237
3238 /**
3239 * \name Thread safety and statechange notification for texture
3240 * objects.
3241 *
3242 * \todo Improve the granularity of locking.
3243 */
3244 /*@{*/
3245 mtx_t TexMutex; /**< texobj thread safety */
3246 GLuint TextureStateStamp; /**< state notification for shared tex */
3247 /*@}*/
3248
3249 /** Default buffer object for vertex arrays that aren't in VBOs */
3250 struct gl_buffer_object *NullBufferObj;
3251
3252 /**
3253 * \name Vertex/geometry/fragment programs
3254 */
3255 /*@{*/
3256 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3257 struct gl_program *DefaultVertexProgram;
3258 struct gl_program *DefaultFragmentProgram;
3259 /*@}*/
3260
3261 /* GL_ATI_fragment_shader */
3262 struct _mesa_HashTable *ATIShaders;
3263 struct ati_fragment_shader *DefaultFragmentShader;
3264
3265 struct _mesa_HashTable *BufferObjects;
3266
3267 /** Table of both gl_shader and gl_shader_program objects */
3268 struct _mesa_HashTable *ShaderObjects;
3269
3270 /* GL_EXT_framebuffer_object */
3271 struct _mesa_HashTable *RenderBuffers;
3272 struct _mesa_HashTable *FrameBuffers;
3273
3274 /* GL_ARB_sync */
3275 struct set *SyncObjects;
3276
3277 /** GL_ARB_sampler_objects */
3278 struct _mesa_HashTable *SamplerObjects;
3279
3280 /* GL_ARB_bindless_texture */
3281 struct hash_table_u64 *TextureHandles;
3282 struct hash_table_u64 *ImageHandles;
3283 mtx_t HandlesMutex; /**< For texture/image handles safety */
3284
3285 /**
3286 * Some context in this share group was affected by a GPU reset
3287 *
3288 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3289 * been affected by a GPU reset must also return
3290 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3291 *
3292 * Once this field becomes true, it is never reset to false.
3293 */
3294 bool ShareGroupReset;
3295
3296 /** EXT_external_objects */
3297 struct _mesa_HashTable *MemoryObjects;
3298
3299 };
3300
3301
3302
3303 /**
3304 * Renderbuffers represent drawing surfaces such as color, depth and/or
3305 * stencil. A framebuffer object has a set of renderbuffers.
3306 * Drivers will typically derive subclasses of this type.
3307 */
3308 struct gl_renderbuffer
3309 {
3310 simple_mtx_t Mutex; /**< for thread safety */
3311 GLuint ClassID; /**< Useful for drivers */
3312 GLuint Name;
3313 GLchar *Label; /**< GL_KHR_debug */
3314 GLint RefCount;
3315 GLuint Width, Height;
3316 GLuint Depth;
3317 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3318 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3319 /**
3320 * True for renderbuffers that wrap textures, giving the driver a chance to
3321 * flush render caches through the FinishRenderTexture hook.
3322 *
3323 * Drivers may also set this on renderbuffers other than those generated by
3324 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3325 * called without a rb->TexImage.
3326 */
3327 GLboolean NeedsFinishRenderTexture;
3328 GLubyte NumSamples; /**< zero means not multisampled */
3329 GLenum InternalFormat; /**< The user-specified format */
3330 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3331 GL_STENCIL_INDEX. */
3332 mesa_format Format; /**< The actual renderbuffer memory format */
3333 /**
3334 * Pointer to the texture image if this renderbuffer wraps a texture,
3335 * otherwise NULL.
3336 *
3337 * Note that the reference on the gl_texture_object containing this
3338 * TexImage is held by the gl_renderbuffer_attachment.
3339 */
3340 struct gl_texture_image *TexImage;
3341
3342 /** Delete this renderbuffer */
3343 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3344
3345 /** Allocate new storage for this renderbuffer */
3346 GLboolean (*AllocStorage)(struct gl_context *ctx,
3347 struct gl_renderbuffer *rb,
3348 GLenum internalFormat,
3349 GLuint width, GLuint height);
3350 };
3351
3352
3353 /**
3354 * A renderbuffer attachment points to either a texture object (and specifies
3355 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3356 */
3357 struct gl_renderbuffer_attachment
3358 {
3359 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3360 GLboolean Complete;
3361
3362 /**
3363 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3364 * application supplied renderbuffer object.
3365 */
3366 struct gl_renderbuffer *Renderbuffer;
3367
3368 /**
3369 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3370 * supplied texture object.
3371 */
3372 struct gl_texture_object *Texture;
3373 GLuint TextureLevel; /**< Attached mipmap level. */
3374 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3375 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3376 * and 2D array textures */
3377 GLboolean Layered;
3378 };
3379
3380
3381 /**
3382 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3383 * In C++ terms, think of this as a base class from which device drivers
3384 * will make derived classes.
3385 */
3386 struct gl_framebuffer
3387 {
3388 simple_mtx_t Mutex; /**< for thread safety */
3389 /**
3390 * If zero, this is a window system framebuffer. If non-zero, this
3391 * is a FBO framebuffer; note that for some devices (i.e. those with
3392 * a natural pixel coordinate system for FBOs that differs from the
3393 * OpenGL/Mesa coordinate system), this means that the viewport,
3394 * polygon face orientation, and polygon stipple will have to be inverted.
3395 */
3396 GLuint Name;
3397 GLint RefCount;
3398
3399 GLchar *Label; /**< GL_KHR_debug */
3400
3401 GLboolean DeletePending;
3402
3403 /**
3404 * The framebuffer's visual. Immutable if this is a window system buffer.
3405 * Computed from attachments if user-made FBO.
3406 */
3407 struct gl_config Visual;
3408
3409 /**
3410 * Size of frame buffer in pixels. If there are no attachments, then both
3411 * of these are 0.
3412 */
3413 GLuint Width, Height;
3414
3415 /**
3416 * In the case that the framebuffer has no attachment (i.e.
3417 * GL_ARB_framebuffer_no_attachments) then the geometry of
3418 * the framebuffer is specified by the default values.
3419 */
3420 struct {
3421 GLuint Width, Height, Layers, NumSamples;
3422 GLboolean FixedSampleLocations;
3423 /* Derived from NumSamples by the driver so that it can choose a valid
3424 * value for the hardware.
3425 */
3426 GLuint _NumSamples;
3427 } DefaultGeometry;
3428
3429 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3430 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3431 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3432 */
3433 /*@{*/
3434 GLint _Xmin, _Xmax;
3435 GLint _Ymin, _Ymax;
3436 /*@}*/
3437
3438 /** \name Derived Z buffer stuff */
3439 /*@{*/
3440 GLuint _DepthMax; /**< Max depth buffer value */
3441 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3442 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3443 /*@}*/
3444
3445 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3446 GLenum _Status;
3447
3448 /** Whether one of Attachment has Type != GL_NONE
3449 * NOTE: the values for Width and Height are set to 0 in case of having
3450 * no attachments, a backend driver supporting the extension
3451 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3452 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3453 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3454 * _Ymax do NOT take into account _HasAttachments being false). To get the
3455 * geometry of the framebuffer, the helper functions
3456 * _mesa_geometric_width(),
3457 * _mesa_geometric_height(),
3458 * _mesa_geometric_samples() and
3459 * _mesa_geometric_layers()
3460 * are available that check _HasAttachments.
3461 */
3462 bool _HasAttachments;
3463
3464 GLbitfield _IntegerBuffers; /**< Which color buffers are integer valued */
3465
3466 /* ARB_color_buffer_float */
3467 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3468 GLboolean _HasSNormOrFloatColorBuffer;
3469
3470 /**
3471 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3472 * is not layered. For cube maps and cube map arrays, each cube face
3473 * counts as a layer. As the case for Width, Height a backend driver
3474 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3475 * in the case that _HasAttachments is false
3476 */
3477 GLuint MaxNumLayers;
3478
3479 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3480 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3481
3482 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3483 * attribute group and GL_PIXEL attribute group, respectively.
3484 */
3485 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3486 GLenum ColorReadBuffer;
3487
3488 /** Computed from ColorDraw/ReadBuffer above */
3489 GLuint _NumColorDrawBuffers;
3490 gl_buffer_index _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS];
3491 gl_buffer_index _ColorReadBufferIndex;
3492 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3493 struct gl_renderbuffer *_ColorReadBuffer;
3494
3495 /** Delete this framebuffer */
3496 void (*Delete)(struct gl_framebuffer *fb);
3497 };
3498
3499
3500 /**
3501 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3502 */
3503 struct gl_precision
3504 {
3505 GLushort RangeMin; /**< min value exponent */
3506 GLushort RangeMax; /**< max value exponent */
3507 GLushort Precision; /**< number of mantissa bits */
3508 };
3509
3510
3511 /**
3512 * Limits for vertex, geometry and fragment programs/shaders.
3513 */
3514 struct gl_program_constants
3515 {
3516 /* logical limits */
3517 GLuint MaxInstructions;
3518 GLuint MaxAluInstructions;
3519 GLuint MaxTexInstructions;
3520 GLuint MaxTexIndirections;
3521 GLuint MaxAttribs;
3522 GLuint MaxTemps;
3523 GLuint MaxAddressRegs;
3524 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3525 GLuint MaxParameters;
3526 GLuint MaxLocalParams;
3527 GLuint MaxEnvParams;
3528 /* native/hardware limits */
3529 GLuint MaxNativeInstructions;
3530 GLuint MaxNativeAluInstructions;
3531 GLuint MaxNativeTexInstructions;
3532 GLuint MaxNativeTexIndirections;
3533 GLuint MaxNativeAttribs;
3534 GLuint MaxNativeTemps;
3535 GLuint MaxNativeAddressRegs;
3536 GLuint MaxNativeParameters;
3537 /* For shaders */
3538 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3539
3540 /**
3541 * \name Per-stage input / output limits
3542 *
3543 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3544 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3545 * ES). This is stored as \c gl_constants::MaxVarying.
3546 *
3547 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3548 * variables. Each stage as a certain number of outputs that it can feed
3549 * to the next stage and a certain number inputs that it can consume from
3550 * the previous stage.
3551 *
3552 * Vertex shader inputs do not participate this in this accounting.
3553 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3554 *
3555 * Fragment shader outputs do not participate this in this accounting.
3556 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3557 */
3558 /*@{*/
3559 GLuint MaxInputComponents;
3560 GLuint MaxOutputComponents;
3561 /*@}*/
3562
3563 /* ES 2.0 and GL_ARB_ES2_compatibility */
3564 struct gl_precision LowFloat, MediumFloat, HighFloat;
3565 struct gl_precision LowInt, MediumInt, HighInt;
3566 /* GL_ARB_uniform_buffer_object */
3567 GLuint MaxUniformBlocks;
3568 GLuint MaxCombinedUniformComponents;
3569 GLuint MaxTextureImageUnits;
3570
3571 /* GL_ARB_shader_atomic_counters */
3572 GLuint MaxAtomicBuffers;
3573 GLuint MaxAtomicCounters;
3574
3575 /* GL_ARB_shader_image_load_store */
3576 GLuint MaxImageUniforms;
3577
3578 /* GL_ARB_shader_storage_buffer_object */
3579 GLuint MaxShaderStorageBlocks;
3580 };
3581
3582 struct nir_spirv_supported_capabilities {
3583 bool float64;
3584 bool image_ms_array;
3585 bool tessellation;
3586 bool draw_parameters;
3587 bool image_read_without_format;
3588 bool image_write_without_format;
3589 bool int64;
3590 bool multiview;
3591 bool variable_pointers;
3592 bool storage_16bit;
3593 };
3594
3595 /**
3596 * Constants which may be overridden by device driver during context creation
3597 * but are never changed after that.
3598 */
3599 struct gl_constants
3600 {
3601 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3602 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3603 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3604 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3605 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3606 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3607 GLuint MaxTextureCoordUnits;
3608 GLuint MaxCombinedTextureImageUnits;
3609 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3610 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3611 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3612 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3613
3614 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3615
3616 GLuint MaxArrayLockSize;
3617
3618 GLint SubPixelBits;
3619
3620 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3621 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3622 GLfloat PointSizeGranularity;
3623 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3624 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3625 GLfloat LineWidthGranularity;
3626
3627 GLuint MaxClipPlanes;
3628 GLuint MaxLights;
3629 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3630 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3631
3632 GLuint MaxViewportWidth, MaxViewportHeight;
3633 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3634 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3635 struct {
3636 GLfloat Min;
3637 GLfloat Max;
3638 } ViewportBounds; /**< GL_ARB_viewport_array */
3639 GLuint MaxWindowRectangles; /**< GL_EXT_window_rectangles */
3640
3641 struct gl_program_constants Program[MESA_SHADER_STAGES];
3642 GLuint MaxProgramMatrices;
3643 GLuint MaxProgramMatrixStackDepth;
3644
3645 struct {
3646 GLuint SamplesPassed;
3647 GLuint TimeElapsed;
3648 GLuint Timestamp;
3649 GLuint PrimitivesGenerated;
3650 GLuint PrimitivesWritten;
3651 GLuint VerticesSubmitted;
3652 GLuint PrimitivesSubmitted;
3653 GLuint VsInvocations;
3654 GLuint TessPatches;
3655 GLuint TessInvocations;
3656 GLuint GsInvocations;
3657 GLuint GsPrimitives;
3658 GLuint FsInvocations;
3659 GLuint ComputeInvocations;
3660 GLuint ClInPrimitives;
3661 GLuint ClOutPrimitives;
3662 } QueryCounterBits;
3663
3664 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3665
3666 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3667 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3668 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3669
3670 /**
3671 * GL_ARB_framebuffer_no_attachments
3672 */
3673 GLuint MaxFramebufferWidth;
3674 GLuint MaxFramebufferHeight;
3675 GLuint MaxFramebufferLayers;
3676 GLuint MaxFramebufferSamples;
3677
3678 /** Number of varying vectors between any two shader stages. */
3679 GLuint MaxVarying;
3680
3681 /** @{
3682 * GL_ARB_uniform_buffer_object
3683 */
3684 GLuint MaxCombinedUniformBlocks;
3685 GLuint MaxUniformBufferBindings;
3686 GLuint MaxUniformBlockSize;
3687 GLuint UniformBufferOffsetAlignment;
3688 /** @} */
3689
3690 /** @{
3691 * GL_ARB_shader_storage_buffer_object
3692 */
3693 GLuint MaxCombinedShaderStorageBlocks;
3694 GLuint MaxShaderStorageBufferBindings;
3695 GLuint MaxShaderStorageBlockSize;
3696 GLuint ShaderStorageBufferOffsetAlignment;
3697 /** @} */
3698
3699 /**
3700 * GL_ARB_explicit_uniform_location
3701 */
3702 GLuint MaxUserAssignableUniformLocations;
3703
3704 /** geometry shader */
3705 GLuint MaxGeometryOutputVertices;
3706 GLuint MaxGeometryTotalOutputComponents;
3707
3708 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3709
3710 /**
3711 * Changes default GLSL extension behavior from "error" to "warn". It's out
3712 * of spec, but it can make some apps work that otherwise wouldn't.
3713 */
3714 GLboolean ForceGLSLExtensionsWarn;
3715
3716 /**
3717 * If non-zero, forces GLSL shaders to behave as if they began
3718 * with "#version ForceGLSLVersion".
3719 */
3720 GLuint ForceGLSLVersion;
3721
3722 /**
3723 * Allow GLSL #extension directives in the middle of shaders.
3724 */
3725 GLboolean AllowGLSLExtensionDirectiveMidShader;
3726
3727 /**
3728 * Allow GLSL built-in variables to be redeclared verbatim
3729 */
3730 GLboolean AllowGLSLBuiltinVariableRedeclaration;
3731
3732 /**
3733 * Allow GLSL interpolation qualifier mismatch across shader stages.
3734 */
3735 GLboolean AllowGLSLCrossStageInterpolationMismatch;
3736
3737 /**
3738 * Allow creating a higher compat profile (version 3.1+) for apps that
3739 * request it. Be careful when adding that driconf option because some
3740 * features are unimplemented and might not work correctly.
3741 */
3742 GLboolean AllowHigherCompatVersion;
3743
3744 /**
3745 * Force computing the absolute value for sqrt() and inversesqrt() to follow
3746 * D3D9 when apps rely on this behaviour.
3747 */
3748 GLboolean ForceGLSLAbsSqrt;
3749
3750 /**
3751 * Force uninitialized variables to default to zero.
3752 */
3753 GLboolean GLSLZeroInit;
3754
3755 /**
3756 * Does the driver support real 32-bit integers? (Otherwise, integers are
3757 * simulated via floats.)
3758 */
3759 GLboolean NativeIntegers;
3760
3761 /**
3762 * Does VertexID count from zero or from base vertex?
3763 *
3764 * \note
3765 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3766 * ignored and need not be set.
3767 */
3768 bool VertexID_is_zero_based;
3769
3770 /**
3771 * If the driver supports real 32-bit integers, what integer value should be
3772 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3773 */
3774 GLuint UniformBooleanTrue;
3775
3776 /**
3777 * Maximum amount of time, measured in nanseconds, that the server can wait.
3778 */
3779 GLuint64 MaxServerWaitTimeout;
3780
3781 /** GL_EXT_provoking_vertex */
3782 GLboolean QuadsFollowProvokingVertexConvention;
3783
3784 /** GL_ARB_viewport_array */
3785 GLenum LayerAndVPIndexProvokingVertex;
3786
3787 /** OpenGL version 3.0 */
3788 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3789
3790 /** OpenGL version 3.2 */
3791 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3792
3793 /** OpenGL version 4.4 */
3794 GLuint MaxVertexAttribStride;
3795
3796 /** GL_EXT_transform_feedback */
3797 GLuint MaxTransformFeedbackBuffers;
3798 GLuint MaxTransformFeedbackSeparateComponents;
3799 GLuint MaxTransformFeedbackInterleavedComponents;
3800 GLuint MaxVertexStreams;
3801
3802 /** GL_EXT_gpu_shader4 */
3803 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3804
3805 /** GL_ARB_texture_gather */
3806 GLuint MinProgramTextureGatherOffset;
3807 GLuint MaxProgramTextureGatherOffset;
3808 GLuint MaxProgramTextureGatherComponents;
3809
3810 /* GL_ARB_robustness */
3811 GLenum ResetStrategy;
3812
3813 /* GL_KHR_robustness */
3814 GLboolean RobustAccess;
3815
3816 /* GL_ARB_blend_func_extended */
3817 GLuint MaxDualSourceDrawBuffers;
3818
3819 /**
3820 * Whether the implementation strips out and ignores texture borders.
3821 *
3822 * Many GPU hardware implementations don't support rendering with texture
3823 * borders and mipmapped textures. (Note: not static border color, but the
3824 * old 1-pixel border around each edge). Implementations then have to do
3825 * slow fallbacks to be correct, or just ignore the border and be fast but
3826 * wrong. Setting the flag strips the border off of TexImage calls,
3827 * providing "fast but wrong" at significantly reduced driver complexity.
3828 *
3829 * Texture borders are deprecated in GL 3.0.
3830 **/
3831 GLboolean StripTextureBorder;
3832
3833 /**
3834 * For drivers which can do a better job at eliminating unused uniforms
3835 * than the GLSL compiler.
3836 *
3837 * XXX Remove these as soon as a better solution is available.
3838 */
3839 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3840
3841 /** Whether gl_FragCoord and gl_FrontFacing are system values. */
3842 bool GLSLFragCoordIsSysVal;
3843 bool GLSLFrontFacingIsSysVal;
3844
3845 /**
3846 * Run the minimum amount of GLSL optimizations to be able to link
3847 * shaders optimally (eliminate dead varyings and uniforms) and just do
3848 * all the necessary lowering.
3849 */
3850 bool GLSLOptimizeConservatively;
3851
3852 /**
3853 * True if gl_TessLevelInner/Outer[] in the TES should be inputs
3854 * (otherwise, they're system values).
3855 */
3856 bool GLSLTessLevelsAsInputs;
3857
3858 /**
3859 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3860 * than passing the transform feedback object to the drawing function.
3861 */
3862 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3863
3864 /** GL_ARB_map_buffer_alignment */
3865 GLuint MinMapBufferAlignment;
3866
3867 /**
3868 * Disable varying packing. This is out of spec, but potentially useful
3869 * for older platforms that supports a limited number of texture
3870 * indirections--on these platforms, unpacking the varyings in the fragment
3871 * shader increases the number of texture indirections by 1, which might
3872 * make some shaders not executable at all.
3873 *
3874 * Drivers that support transform feedback must set this value to GL_FALSE.
3875 */
3876 GLboolean DisableVaryingPacking;
3877
3878 /**
3879 * UBOs and SSBOs can be packed tightly by the OpenGL implementation when
3880 * layout is set as shared (the default) or packed. However most Mesa drivers
3881 * just use STD140 for these layouts. This flag allows drivers to use STD430
3882 * for packed and shared layouts which allows arrays to be packed more
3883 * tightly.
3884 */
3885 bool UseSTD430AsDefaultPacking;
3886
3887 /**
3888 * Should meaningful names be generated for compiler temporary variables?
3889 *
3890 * Generally, it is not useful to have the compiler generate "meaningful"
3891 * names for temporary variables that it creates. This can, however, be a
3892 * useful debugging aid. In Mesa debug builds or release builds when
3893 * MESA_GLSL is set at run-time, meaningful names will be generated.
3894 * Drivers can also force names to be generated by setting this field.
3895 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3896 * vertex shader assembly) is set at run-time.
3897 */
3898 bool GenerateTemporaryNames;
3899
3900 /*
3901 * Maximum value supported for an index in DrawElements and friends.
3902 *
3903 * This must be at least (1ull<<24)-1. The default value is
3904 * (1ull<<32)-1.
3905 *
3906 * \since ES 3.0 or GL_ARB_ES3_compatibility
3907 * \sa _mesa_init_constants
3908 */
3909 GLuint64 MaxElementIndex;
3910
3911 /**
3912 * Disable interpretation of line continuations (lines ending with a
3913 * backslash character ('\') in GLSL source.
3914 */
3915 GLboolean DisableGLSLLineContinuations;
3916
3917 /** GL_ARB_texture_multisample */
3918 GLint MaxColorTextureSamples;
3919 GLint MaxDepthTextureSamples;
3920 GLint MaxIntegerSamples;
3921
3922 /**
3923 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3924 * samples are laid out in a rectangular grid roughly corresponding to
3925 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3926 * are used to map indices of rectangular grid to sample numbers within
3927 * a pixel. This mapping of indices to sample numbers must be initialized
3928 * by the driver for the target hardware. For example, if we have the 8X
3929 * MSAA sample number layout (sample positions) for XYZ hardware:
3930 *
3931 * sample indices layout sample number layout
3932 * --------- ---------
3933 * | 0 | 1 | | a | b |
3934 * --------- ---------
3935 * | 2 | 3 | | c | d |
3936 * --------- ---------
3937 * | 4 | 5 | | e | f |
3938 * --------- ---------
3939 * | 6 | 7 | | g | h |
3940 * --------- ---------
3941 *
3942 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3943 *
3944 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3945 * below:
3946 * SampleMap8x = {a, b, c, d, e, f, g, h};
3947 *
3948 * Follow the logic for sample counts 2-8.
3949 *
3950 * For 16x the sample indices layout as a 4x4 grid as follows:
3951 *
3952 * -----------------
3953 * | 0 | 1 | 2 | 3 |
3954 * -----------------
3955 * | 4 | 5 | 6 | 7 |
3956 * -----------------
3957 * | 8 | 9 |10 |11 |
3958 * -----------------
3959 * |12 |13 |14 |15 |
3960 * -----------------
3961 */
3962 uint8_t SampleMap2x[2];
3963 uint8_t SampleMap4x[4];
3964 uint8_t SampleMap8x[8];
3965 uint8_t SampleMap16x[16];
3966
3967 /** GL_ARB_shader_atomic_counters */
3968 GLuint MaxAtomicBufferBindings;
3969 GLuint MaxAtomicBufferSize;
3970 GLuint MaxCombinedAtomicBuffers;
3971 GLuint MaxCombinedAtomicCounters;
3972
3973 /** GL_ARB_vertex_attrib_binding */
3974 GLint MaxVertexAttribRelativeOffset;
3975 GLint MaxVertexAttribBindings;
3976
3977 /* GL_ARB_shader_image_load_store */
3978 GLuint MaxImageUnits;
3979 GLuint MaxCombinedShaderOutputResources;
3980 GLuint MaxImageSamples;
3981 GLuint MaxCombinedImageUniforms;
3982
3983 /** GL_ARB_compute_shader */
3984 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3985 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3986 GLuint MaxComputeWorkGroupInvocations;
3987 GLuint MaxComputeSharedMemorySize;
3988
3989 /** GL_ARB_compute_variable_group_size */
3990 GLuint MaxComputeVariableGroupSize[3]; /* Array of x, y, z dimensions */
3991 GLuint MaxComputeVariableGroupInvocations;
3992
3993 /** GL_ARB_gpu_shader5 */
3994 GLfloat MinFragmentInterpolationOffset;
3995 GLfloat MaxFragmentInterpolationOffset;
3996
3997 GLboolean FakeSWMSAA;
3998
3999 /** GL_KHR_context_flush_control */
4000 GLenum ContextReleaseBehavior;
4001
4002 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
4003
4004 /** GL_ARB_tessellation_shader */
4005 GLuint MaxPatchVertices;
4006 GLuint MaxTessGenLevel;
4007 GLuint MaxTessPatchComponents;
4008 GLuint MaxTessControlTotalOutputComponents;
4009 bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
4010 bool LowerTCSPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */
4011 bool LowerTESPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */
4012 bool PrimitiveRestartForPatches;
4013 bool LowerCsDerivedVariables; /**< Lower gl_GlobalInvocationID and
4014 * gl_LocalInvocationIndex based on
4015 * other builtin variables. */
4016
4017 /** GL_OES_primitive_bounding_box */
4018 bool NoPrimitiveBoundingBoxOutput;
4019
4020 /** GL_ARB_sparse_buffer */
4021 GLuint SparseBufferPageSize;
4022
4023 /** Used as an input for sha1 generation in the on-disk shader cache */
4024 unsigned char *dri_config_options_sha1;
4025
4026 /** When drivers are OK with mapped buffers during draw and other calls. */
4027 bool AllowMappedBuffersDuringExecution;
4028 };
4029
4030
4031 /**
4032 * Enable flag for each OpenGL extension. Different device drivers will
4033 * enable different extensions at runtime.
4034 */
4035 struct gl_extensions
4036 {
4037 GLboolean dummy; /* don't remove this! */
4038 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
4039 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
4040 GLboolean ANGLE_texture_compression_dxt;
4041 GLboolean ARB_ES2_compatibility;
4042 GLboolean ARB_ES3_compatibility;
4043 GLboolean ARB_ES3_1_compatibility;
4044 GLboolean ARB_ES3_2_compatibility;
4045 GLboolean ARB_arrays_of_arrays;
4046 GLboolean ARB_base_instance;
4047 GLboolean ARB_bindless_texture;
4048 GLboolean ARB_blend_func_extended;
4049 GLboolean ARB_buffer_storage;
4050 GLboolean ARB_clear_texture;
4051 GLboolean ARB_clip_control;
4052 GLboolean ARB_color_buffer_float;
4053 GLboolean ARB_compute_shader;
4054 GLboolean ARB_compute_variable_group_size;
4055 GLboolean ARB_conditional_render_inverted;
4056 GLboolean ARB_conservative_depth;
4057 GLboolean ARB_copy_image;
4058 GLboolean ARB_cull_distance;
4059 GLboolean ARB_depth_buffer_float;
4060 GLboolean ARB_depth_clamp;
4061 GLboolean ARB_depth_texture;
4062 GLboolean ARB_derivative_control;
4063 GLboolean ARB_draw_buffers_blend;
4064 GLboolean ARB_draw_elements_base_vertex;
4065 GLboolean ARB_draw_indirect;
4066 GLboolean ARB_draw_instanced;
4067 GLboolean ARB_fragment_coord_conventions;
4068 GLboolean ARB_fragment_layer_viewport;
4069 GLboolean ARB_fragment_program;
4070 GLboolean ARB_fragment_program_shadow;
4071 GLboolean ARB_fragment_shader;
4072 GLboolean ARB_framebuffer_no_attachments;
4073 GLboolean ARB_framebuffer_object;
4074 GLboolean ARB_enhanced_layouts;
4075 GLboolean ARB_explicit_attrib_location;
4076 GLboolean ARB_explicit_uniform_location;
4077 GLboolean ARB_gpu_shader5;
4078 GLboolean ARB_gpu_shader_fp64;
4079 GLboolean ARB_gpu_shader_int64;
4080 GLboolean ARB_half_float_vertex;
4081 GLboolean ARB_indirect_parameters;
4082 GLboolean ARB_instanced_arrays;
4083 GLboolean ARB_internalformat_query;
4084 GLboolean ARB_internalformat_query2;
4085 GLboolean ARB_map_buffer_range;
4086 GLboolean ARB_occlusion_query;
4087 GLboolean ARB_occlusion_query2;
4088 GLboolean ARB_pipeline_statistics_query;
4089 GLboolean ARB_point_sprite;
4090 GLboolean ARB_polygon_offset_clamp;
4091 GLboolean ARB_post_depth_coverage;
4092 GLboolean ARB_query_buffer_object;
4093 GLboolean ARB_robust_buffer_access_behavior;
4094 GLboolean ARB_sample_shading;
4095 GLboolean ARB_seamless_cube_map;
4096 GLboolean ARB_shader_atomic_counter_ops;
4097 GLboolean ARB_shader_atomic_counters;
4098 GLboolean ARB_shader_ballot;
4099 GLboolean ARB_shader_bit_encoding;
4100 GLboolean ARB_shader_clock;
4101 GLboolean ARB_shader_draw_parameters;
4102 GLboolean ARB_shader_group_vote;
4103 GLboolean ARB_shader_image_load_store;
4104 GLboolean ARB_shader_image_size;
4105 GLboolean ARB_shader_precision;
4106 GLboolean ARB_shader_stencil_export;
4107 GLboolean ARB_shader_storage_buffer_object;
4108 GLboolean ARB_shader_texture_image_samples;
4109 GLboolean ARB_shader_texture_lod;
4110 GLboolean ARB_shader_viewport_layer_array;
4111 GLboolean ARB_shading_language_packing;
4112 GLboolean ARB_shading_language_420pack;
4113 GLboolean ARB_shadow;
4114 GLboolean ARB_sparse_buffer;
4115 GLboolean ARB_stencil_texturing;
4116 GLboolean ARB_sync;
4117 GLboolean ARB_tessellation_shader;
4118 GLboolean ARB_texture_border_clamp;
4119 GLboolean ARB_texture_buffer_object;
4120 GLboolean ARB_texture_buffer_object_rgb32;
4121 GLboolean ARB_texture_buffer_range;
4122 GLboolean ARB_texture_compression_bptc;
4123 GLboolean ARB_texture_compression_rgtc;
4124 GLboolean ARB_texture_cube_map;
4125 GLboolean ARB_texture_cube_map_array;
4126 GLboolean ARB_texture_env_combine;
4127 GLboolean ARB_texture_env_crossbar;
4128 GLboolean ARB_texture_env_dot3;
4129 GLboolean ARB_texture_filter_anisotropic;
4130 GLboolean ARB_texture_float;
4131 GLboolean ARB_texture_gather;
4132 GLboolean ARB_texture_mirror_clamp_to_edge;
4133 GLboolean ARB_texture_multisample;
4134 GLboolean ARB_texture_non_power_of_two;
4135 GLboolean ARB_texture_stencil8;
4136 GLboolean ARB_texture_query_levels;
4137 GLboolean ARB_texture_query_lod;
4138 GLboolean ARB_texture_rg;
4139 GLboolean ARB_texture_rgb10_a2ui;
4140 GLboolean ARB_texture_view;
4141 GLboolean ARB_timer_query;
4142 GLboolean ARB_transform_feedback2;
4143 GLboolean ARB_transform_feedback3;
4144 GLboolean ARB_transform_feedback_instanced;
4145 GLboolean ARB_transform_feedback_overflow_query;
4146 GLboolean ARB_uniform_buffer_object;
4147 GLboolean ARB_vertex_attrib_64bit;
4148 GLboolean ARB_vertex_program;
4149 GLboolean ARB_vertex_shader;
4150 GLboolean ARB_vertex_type_10f_11f_11f_rev;
4151 GLboolean ARB_vertex_type_2_10_10_10_rev;
4152 GLboolean ARB_viewport_array;
4153 GLboolean EXT_blend_color;
4154 GLboolean EXT_blend_equation_separate;
4155 GLboolean EXT_blend_func_separate;
4156 GLboolean EXT_blend_minmax;
4157 GLboolean EXT_depth_bounds_test;
4158 GLboolean EXT_draw_buffers2;
4159 GLboolean EXT_framebuffer_multisample;
4160 GLboolean EXT_framebuffer_multisample_blit_scaled;
4161 GLboolean EXT_framebuffer_sRGB;
4162 GLboolean EXT_gpu_program_parameters;
4163 GLboolean EXT_gpu_shader4;
4164 GLboolean EXT_memory_object;
4165 GLboolean EXT_memory_object_fd;
4166 GLboolean EXT_packed_float;
4167 GLboolean EXT_pixel_buffer_object;
4168 GLboolean EXT_point_parameters;
4169 GLboolean EXT_provoking_vertex;
4170 GLboolean EXT_shader_integer_mix;
4171 GLboolean EXT_shader_samples_identical;
4172 GLboolean EXT_stencil_two_side;
4173 GLboolean EXT_texture_array;
4174 GLboolean EXT_texture_compression_latc;
4175 GLboolean EXT_texture_compression_s3tc;
4176 GLboolean EXT_texture_env_dot3;
4177 GLboolean EXT_texture_filter_anisotropic;
4178 GLboolean EXT_texture_integer;
4179 GLboolean EXT_texture_mirror_clamp;
4180 GLboolean EXT_texture_shared_exponent;
4181 GLboolean EXT_texture_snorm;
4182 GLboolean EXT_texture_sRGB;
4183 GLboolean EXT_texture_sRGB_decode;
4184 GLboolean EXT_texture_swizzle;
4185 GLboolean EXT_texture_type_2_10_10_10_REV;
4186 GLboolean EXT_transform_feedback;
4187 GLboolean EXT_timer_query;
4188 GLboolean EXT_vertex_array_bgra;
4189 GLboolean EXT_window_rectangles;
4190 GLboolean OES_copy_image;
4191 GLboolean OES_primitive_bounding_box;
4192 GLboolean OES_sample_variables;
4193 GLboolean OES_standard_derivatives;
4194 GLboolean OES_texture_buffer;
4195 GLboolean OES_texture_cube_map_array;
4196 GLboolean OES_viewport_array;
4197 /* vendor extensions */
4198 GLboolean AMD_performance_monitor;
4199 GLboolean AMD_pinned_memory;
4200 GLboolean AMD_seamless_cubemap_per_texture;
4201 GLboolean AMD_vertex_shader_layer;
4202 GLboolean AMD_vertex_shader_viewport_index;
4203 GLboolean ANDROID_extension_pack_es31a;
4204 GLboolean APPLE_object_purgeable;
4205 GLboolean ATI_meminfo;
4206 GLboolean ATI_texture_compression_3dc;
4207 GLboolean ATI_texture_mirror_once;
4208 GLboolean ATI_texture_env_combine3;
4209 GLboolean ATI_fragment_shader;
4210 GLboolean ATI_separate_stencil;
4211 GLboolean GREMEDY_string_marker;
4212 GLboolean INTEL_conservative_rasterization;
4213 GLboolean INTEL_performance_query;
4214 GLboolean KHR_blend_equation_advanced;
4215 GLboolean KHR_blend_equation_advanced_coherent;
4216 GLboolean KHR_robustness;
4217 GLboolean KHR_texture_compression_astc_hdr;
4218 GLboolean KHR_texture_compression_astc_ldr;
4219 GLboolean KHR_texture_compression_astc_sliced_3d;
4220 GLboolean MESA_tile_raster_order;
4221 GLboolean MESA_pack_invert;
4222 GLboolean MESA_shader_framebuffer_fetch;
4223 GLboolean MESA_shader_framebuffer_fetch_non_coherent;
4224 GLboolean MESA_shader_integer_functions;
4225 GLboolean MESA_ycbcr_texture;
4226 GLboolean NV_conditional_render;
4227 GLboolean NV_fill_rectangle;
4228 GLboolean NV_fog_distance;
4229 GLboolean NV_point_sprite;
4230 GLboolean NV_primitive_restart;
4231 GLboolean NV_texture_barrier;
4232 GLboolean NV_texture_env_combine4;
4233 GLboolean NV_texture_rectangle;
4234 GLboolean NV_vdpau_interop;
4235 GLboolean NVX_gpu_memory_info;
4236 GLboolean TDFX_texture_compression_FXT1;
4237 GLboolean OES_EGL_image;
4238 GLboolean OES_draw_texture;
4239 GLboolean OES_depth_texture_cube_map;
4240 GLboolean OES_EGL_image_external;
4241 GLboolean OES_texture_float;
4242 GLboolean OES_texture_float_linear;
4243 GLboolean OES_texture_half_float;
4244 GLboolean OES_texture_half_float_linear;
4245 GLboolean OES_compressed_ETC1_RGB8_texture;
4246 GLboolean OES_geometry_shader;
4247 GLboolean OES_texture_compression_astc;
4248 GLboolean extension_sentinel;
4249 /** The extension string */
4250 const GLubyte *String;
4251 /** Number of supported extensions */
4252 GLuint Count;
4253 /**
4254 * The context version which extension helper functions compare against.
4255 * By default, the value is equal to ctx->Version. This changes to ~0
4256 * while meta is in progress.
4257 */
4258 GLubyte Version;
4259 /**
4260 * Force-enabled, yet unrecognized, extensions.
4261 * See _mesa_one_time_init_extension_overrides()
4262 */
4263 #define MAX_UNRECOGNIZED_EXTENSIONS 16
4264 const char *unrecognized_extensions[MAX_UNRECOGNIZED_EXTENSIONS];
4265 };
4266
4267
4268 /**
4269 * A stack of matrices (projection, modelview, color, texture, etc).
4270 */
4271 struct gl_matrix_stack
4272 {
4273 GLmatrix *Top; /**< points into Stack */
4274 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
4275 unsigned StackSize; /**< Number of elements in Stack */
4276 GLuint Depth; /**< 0 <= Depth < MaxDepth */
4277 GLuint MaxDepth; /**< size of Stack[] array */
4278 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
4279 };
4280
4281
4282 /**
4283 * \name Bits for image transfer operations
4284 * \sa __struct gl_contextRec::ImageTransferState.
4285 */
4286 /*@{*/
4287 #define IMAGE_SCALE_BIAS_BIT 0x1
4288 #define IMAGE_SHIFT_OFFSET_BIT 0x2
4289 #define IMAGE_MAP_COLOR_BIT 0x4
4290 #define IMAGE_CLAMP_BIT 0x800
4291
4292
4293 /** Pixel Transfer ops */
4294 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
4295 IMAGE_SHIFT_OFFSET_BIT | \
4296 IMAGE_MAP_COLOR_BIT)
4297
4298 /**
4299 * \name Bits to indicate what state has changed.
4300 */
4301 /*@{*/
4302 #define _NEW_MODELVIEW (1u << 0) /**< gl_context::ModelView */
4303 #define _NEW_PROJECTION (1u << 1) /**< gl_context::Projection */
4304 #define _NEW_TEXTURE_MATRIX (1u << 2) /**< gl_context::TextureMatrix */
4305 #define _NEW_COLOR (1u << 3) /**< gl_context::Color */
4306 #define _NEW_DEPTH (1u << 4) /**< gl_context::Depth */
4307 #define _NEW_EVAL (1u << 5) /**< gl_context::Eval, EvalMap */
4308 #define _NEW_FOG (1u << 6) /**< gl_context::Fog */
4309 #define _NEW_HINT (1u << 7) /**< gl_context::Hint */
4310 #define _NEW_LIGHT (1u << 8) /**< gl_context::Light */
4311 #define _NEW_LINE (1u << 9) /**< gl_context::Line */
4312 #define _NEW_PIXEL (1u << 10) /**< gl_context::Pixel */
4313 #define _NEW_POINT (1u << 11) /**< gl_context::Point */
4314 #define _NEW_POLYGON (1u << 12) /**< gl_context::Polygon */
4315 #define _NEW_POLYGONSTIPPLE (1u << 13) /**< gl_context::PolygonStipple */
4316 #define _NEW_SCISSOR (1u << 14) /**< gl_context::Scissor */
4317 #define _NEW_STENCIL (1u << 15) /**< gl_context::Stencil */
4318 #define _NEW_TEXTURE_OBJECT (1u << 16) /**< gl_context::Texture (bindings only) */
4319 #define _NEW_TRANSFORM (1u << 17) /**< gl_context::Transform */
4320 #define _NEW_VIEWPORT (1u << 18) /**< gl_context::Viewport */
4321 #define _NEW_TEXTURE_STATE (1u << 19) /**< gl_context::Texture (states only) */
4322 #define _NEW_ARRAY (1u << 20) /**< gl_context::Array */
4323 #define _NEW_RENDERMODE (1u << 21) /**< gl_context::RenderMode, etc */
4324 #define _NEW_BUFFERS (1u << 22) /**< gl_context::Visual, DrawBuffer, */
4325 #define _NEW_CURRENT_ATTRIB (1u << 23) /**< gl_context::Current */
4326 #define _NEW_MULTISAMPLE (1u << 24) /**< gl_context::Multisample */
4327 #define _NEW_TRACK_MATRIX (1u << 25) /**< gl_context::VertexProgram */
4328 #define _NEW_PROGRAM (1u << 26) /**< New program/shader state */
4329 #define _NEW_PROGRAM_CONSTANTS (1u << 27)
4330 /* gap */
4331 #define _NEW_FRAG_CLAMP (1u << 29)
4332 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4333 #define _NEW_VARYING_VP_INPUTS (1u << 31) /**< gl_context::varying_vp_inputs */
4334 #define _NEW_ALL ~0
4335 /*@}*/
4336
4337
4338 /**
4339 * Composite state flags
4340 */
4341 /*@{*/
4342 #define _NEW_TEXTURE (_NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE)
4343
4344 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
4345 _NEW_TEXTURE_STATE | \
4346 _NEW_POINT | \
4347 _NEW_PROGRAM | \
4348 _NEW_MODELVIEW)
4349
4350 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
4351 _NEW_FOG | \
4352 _NEW_PROGRAM)
4353
4354
4355 /*@}*/
4356
4357
4358
4359
4360 /* This has to be included here. */
4361 #include "dd.h"
4362
4363
4364 /**
4365 * Display list flags.
4366 * Strictly this is a tnl-private concept, but it doesn't seem
4367 * worthwhile adding a tnl private structure just to hold this one bit
4368 * of information:
4369 */
4370 #define DLIST_DANGLING_REFS 0x1
4371
4372
4373 /** Opaque declaration of display list payload data type */
4374 union gl_dlist_node;
4375
4376
4377 /**
4378 * Provide a location where information about a display list can be
4379 * collected. Could be extended with driverPrivate structures,
4380 * etc. in the future.
4381 */
4382 struct gl_display_list
4383 {
4384 GLuint Name;
4385 GLbitfield Flags; /**< DLIST_x flags */
4386 GLchar *Label; /**< GL_KHR_debug */
4387 /** The dlist commands are in a linked list of nodes */
4388 union gl_dlist_node *Head;
4389 };
4390
4391
4392 /**
4393 * State used during display list compilation and execution.
4394 */
4395 struct gl_dlist_state
4396 {
4397 struct gl_display_list *CurrentList; /**< List currently being compiled */
4398 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
4399 GLuint CurrentPos; /**< Index into current block of nodes */
4400 GLuint CallDepth; /**< Current recursion calling depth */
4401
4402 GLvertexformat ListVtxfmt;
4403
4404 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
4405 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
4406
4407 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
4408 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
4409
4410 struct {
4411 /* State known to have been set by the currently-compiling display
4412 * list. Used to eliminate some redundant state changes.
4413 */
4414 GLenum ShadeModel;
4415 } Current;
4416 };
4417
4418 /** @{
4419 *
4420 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
4421 * to small enums suitable for use as an array index.
4422 */
4423
4424 enum mesa_debug_source {
4425 MESA_DEBUG_SOURCE_API,
4426 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
4427 MESA_DEBUG_SOURCE_SHADER_COMPILER,
4428 MESA_DEBUG_SOURCE_THIRD_PARTY,
4429 MESA_DEBUG_SOURCE_APPLICATION,
4430 MESA_DEBUG_SOURCE_OTHER,
4431 MESA_DEBUG_SOURCE_COUNT
4432 };
4433
4434 enum mesa_debug_type {
4435 MESA_DEBUG_TYPE_ERROR,
4436 MESA_DEBUG_TYPE_DEPRECATED,
4437 MESA_DEBUG_TYPE_UNDEFINED,
4438 MESA_DEBUG_TYPE_PORTABILITY,
4439 MESA_DEBUG_TYPE_PERFORMANCE,
4440 MESA_DEBUG_TYPE_OTHER,
4441 MESA_DEBUG_TYPE_MARKER,
4442 MESA_DEBUG_TYPE_PUSH_GROUP,
4443 MESA_DEBUG_TYPE_POP_GROUP,
4444 MESA_DEBUG_TYPE_COUNT
4445 };
4446
4447 enum mesa_debug_severity {
4448 MESA_DEBUG_SEVERITY_LOW,
4449 MESA_DEBUG_SEVERITY_MEDIUM,
4450 MESA_DEBUG_SEVERITY_HIGH,
4451 MESA_DEBUG_SEVERITY_NOTIFICATION,
4452 MESA_DEBUG_SEVERITY_COUNT
4453 };
4454
4455 /** @} */
4456
4457 /**
4458 * Driver-specific state flags.
4459 *
4460 * These are or'd with gl_context::NewDriverState to notify a driver about
4461 * a state change. The driver sets the flags at context creation and
4462 * the meaning of the bits set is opaque to core Mesa.
4463 */
4464 struct gl_driver_flags
4465 {
4466 /** gl_context::Array::_DrawArrays (vertex array state) */
4467 uint64_t NewArray;
4468
4469 /** gl_context::TransformFeedback::CurrentObject */
4470 uint64_t NewTransformFeedback;
4471
4472 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4473 uint64_t NewTransformFeedbackProg;
4474
4475 /** gl_context::RasterDiscard */
4476 uint64_t NewRasterizerDiscard;
4477
4478 /** gl_context::TileRasterOrder* */
4479 uint64_t NewTileRasterOrder;
4480
4481 /**
4482 * gl_context::UniformBufferBindings
4483 * gl_shader_program::UniformBlocks
4484 */
4485 uint64_t NewUniformBuffer;
4486
4487 /**
4488 * gl_context::ShaderStorageBufferBindings
4489 * gl_shader_program::ShaderStorageBlocks
4490 */
4491 uint64_t NewShaderStorageBuffer;
4492
4493 uint64_t NewTextureBuffer;
4494
4495 /**
4496 * gl_context::AtomicBufferBindings
4497 */
4498 uint64_t NewAtomicBuffer;
4499
4500 /**
4501 * gl_context::ImageUnits
4502 */
4503 uint64_t NewImageUnits;
4504
4505 /**
4506 * gl_context::TessCtrlProgram::patch_default_*
4507 */
4508 uint64_t NewDefaultTessLevels;
4509
4510 /**
4511 * gl_context::IntelConservativeRasterization
4512 */
4513 uint64_t NewIntelConservativeRasterization;
4514
4515 /**
4516 * gl_context::Scissor::WindowRects
4517 */
4518 uint64_t NewWindowRectangles;
4519
4520 /** gl_context::Color::sRGBEnabled */
4521 uint64_t NewFramebufferSRGB;
4522
4523 /** gl_context::Scissor::EnableFlags */
4524 uint64_t NewScissorTest;
4525
4526 /** gl_context::Scissor::ScissorArray */
4527 uint64_t NewScissorRect;
4528
4529 /** gl_context::Color::Alpha* */
4530 uint64_t NewAlphaTest;
4531
4532 /** gl_context::Color::Blend/Dither */
4533 uint64_t NewBlend;
4534
4535 /** gl_context::Color::BlendColor */
4536 uint64_t NewBlendColor;
4537
4538 /** gl_context::Color::Color/Index */
4539 uint64_t NewColorMask;
4540
4541 /** gl_context::Depth */
4542 uint64_t NewDepth;
4543
4544 /** gl_context::Color::LogicOp/ColorLogicOp/IndexLogicOp */
4545 uint64_t NewLogicOp;
4546
4547 /** gl_context::Multisample::Enabled */
4548 uint64_t NewMultisampleEnable;
4549
4550 /** gl_context::Multisample::SampleAlphaTo* */
4551 uint64_t NewSampleAlphaToXEnable;
4552
4553 /** gl_context::Multisample::SampleCoverage/SampleMaskValue */
4554 uint64_t NewSampleMask;
4555
4556 /** gl_context::Multisample::(Min)SampleShading */
4557 uint64_t NewSampleShading;
4558
4559 /** gl_context::Stencil */
4560 uint64_t NewStencil;
4561
4562 /** gl_context::Transform::ClipOrigin/ClipDepthMode */
4563 uint64_t NewClipControl;
4564
4565 /** gl_context::Transform::EyeUserPlane */
4566 uint64_t NewClipPlane;
4567
4568 /** gl_context::Transform::ClipPlanesEnabled */
4569 uint64_t NewClipPlaneEnable;
4570
4571 /** gl_context::Transform::DepthClamp */
4572 uint64_t NewDepthClamp;
4573
4574 /** gl_context::Line */
4575 uint64_t NewLineState;
4576
4577 /** gl_context::Polygon */
4578 uint64_t NewPolygonState;
4579
4580 /** gl_context::PolygonStipple */
4581 uint64_t NewPolygonStipple;
4582
4583 /** gl_context::ViewportArray */
4584 uint64_t NewViewport;
4585
4586 /** Shader constants (uniforms, program parameters, state constants) */
4587 uint64_t NewShaderConstants[MESA_SHADER_STAGES];
4588 };
4589
4590 struct gl_buffer_binding
4591 {
4592 struct gl_buffer_object *BufferObject;
4593 /** Start of uniform block data in the buffer */
4594 GLintptr Offset;
4595 /** Size of data allowed to be referenced from the buffer (in bytes) */
4596 GLsizeiptr Size;
4597 /**
4598 * glBindBufferBase() indicates that the Size should be ignored and only
4599 * limited by the current size of the BufferObject.
4600 */
4601 GLboolean AutomaticSize;
4602 };
4603
4604 /**
4605 * ARB_shader_image_load_store image unit.
4606 */
4607 struct gl_image_unit
4608 {
4609 /**
4610 * Texture object bound to this unit.
4611 */
4612 struct gl_texture_object *TexObj;
4613
4614 /**
4615 * Level of the texture object bound to this unit.
4616 */
4617 GLuint Level;
4618
4619 /**
4620 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4621 * GL_FALSE if only some specific layer of the texture is bound.
4622 * \sa Layer
4623 */
4624 GLboolean Layered;
4625
4626 /**
4627 * Layer of the texture object bound to this unit as specified by the
4628 * application.
4629 */
4630 GLuint Layer;
4631
4632 /**
4633 * Layer of the texture object bound to this unit, or zero if the
4634 * whole level is bound.
4635 */
4636 GLuint _Layer;
4637
4638 /**
4639 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4640 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4641 */
4642 GLenum Access;
4643
4644 /**
4645 * GL internal format that determines the interpretation of the
4646 * image memory when shader image operations are performed through
4647 * this unit.
4648 */
4649 GLenum Format;
4650
4651 /**
4652 * Mesa format corresponding to \c Format.
4653 */
4654 mesa_format _ActualFormat;
4655
4656 };
4657
4658 /**
4659 * Shader subroutines storage
4660 */
4661 struct gl_subroutine_index_binding
4662 {
4663 GLuint NumIndex;
4664 GLuint *IndexPtr;
4665 };
4666
4667 struct gl_texture_handle_object
4668 {
4669 struct gl_texture_object *texObj;
4670 struct gl_sampler_object *sampObj;
4671 GLuint64 handle;
4672 };
4673
4674 struct gl_image_handle_object
4675 {
4676 struct gl_image_unit imgObj;
4677 GLuint64 handle;
4678 };
4679
4680 struct gl_memory_object
4681 {
4682 GLuint Name; /**< hash table ID/name */
4683 GLboolean Immutable; /**< denotes mutability state of parameters */
4684 GLboolean Dedicated; /**< import memory from a dedicated allocation */
4685 };
4686
4687 /**
4688 * Mesa rendering context.
4689 *
4690 * This is the central context data structure for Mesa. Almost all
4691 * OpenGL state is contained in this structure.
4692 * Think of this as a base class from which device drivers will derive
4693 * sub classes.
4694 */
4695 struct gl_context
4696 {
4697 /** State possibly shared with other contexts in the address space */
4698 struct gl_shared_state *Shared;
4699
4700 /** \name API function pointer tables */
4701 /*@{*/
4702 gl_api API;
4703
4704 /**
4705 * The current dispatch table for non-displaylist-saving execution, either
4706 * BeginEnd or OutsideBeginEnd
4707 */
4708 struct _glapi_table *Exec;
4709 /**
4710 * The normal dispatch table for non-displaylist-saving, non-begin/end
4711 */
4712 struct _glapi_table *OutsideBeginEnd;
4713 /** The dispatch table used between glNewList() and glEndList() */
4714 struct _glapi_table *Save;
4715 /**
4716 * The dispatch table used between glBegin() and glEnd() (outside of a
4717 * display list). Only valid functions between those two are set, which is
4718 * mostly just the set in a GLvertexformat struct.
4719 */
4720 struct _glapi_table *BeginEnd;
4721 /**
4722 * Dispatch table for when a graphics reset has happened.
4723 */
4724 struct _glapi_table *ContextLost;
4725 /**
4726 * Dispatch table used to marshal API calls from the client program to a
4727 * separate server thread. NULL if API calls are not being marshalled to
4728 * another thread.
4729 */
4730 struct _glapi_table *MarshalExec;
4731 /**
4732 * Dispatch table currently in use for fielding API calls from the client
4733 * program. If API calls are being marshalled to another thread, this ==
4734 * MarshalExec. Otherwise it == CurrentServerDispatch.
4735 */
4736 struct _glapi_table *CurrentClientDispatch;
4737
4738 /**
4739 * Dispatch table currently in use for performing API calls. == Save or
4740 * Exec.
4741 */
4742 struct _glapi_table *CurrentServerDispatch;
4743
4744 /*@}*/
4745
4746 struct glthread_state *GLThread;
4747
4748 struct gl_config Visual;
4749 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4750 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4751 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4752 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4753
4754 /**
4755 * Device driver function pointer table
4756 */
4757 struct dd_function_table Driver;
4758
4759 /** Core/Driver constants */
4760 struct gl_constants Const;
4761
4762 /** \name The various 4x4 matrix stacks */
4763 /*@{*/
4764 struct gl_matrix_stack ModelviewMatrixStack;
4765 struct gl_matrix_stack ProjectionMatrixStack;
4766 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4767 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4768 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4769 /*@}*/
4770
4771 /** Combined modelview and projection matrix */
4772 GLmatrix _ModelProjectMatrix;
4773
4774 /** \name Display lists */
4775 struct gl_dlist_state ListState;
4776
4777 GLboolean ExecuteFlag; /**< Execute GL commands? */
4778 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4779
4780 /** Extension information */
4781 struct gl_extensions Extensions;
4782
4783 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4784 GLuint Version;
4785 char *VersionString;
4786
4787 /** \name State attribute stack (for glPush/PopAttrib) */
4788 /*@{*/
4789 GLuint AttribStackDepth;
4790 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4791 /*@}*/
4792
4793 /** \name Renderer attribute groups
4794 *
4795 * We define a struct for each attribute group to make pushing and popping
4796 * attributes easy. Also it's a good organization.
4797 */
4798 /*@{*/
4799 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4800 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4801 struct gl_current_attrib Current; /**< Current attributes */
4802 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4803 struct gl_eval_attrib Eval; /**< Eval attributes */
4804 struct gl_fog_attrib Fog; /**< Fog attributes */
4805 struct gl_hint_attrib Hint; /**< Hint attributes */
4806 struct gl_light_attrib Light; /**< Light attributes */
4807 struct gl_line_attrib Line; /**< Line attributes */
4808 struct gl_list_attrib List; /**< List attributes */
4809 struct gl_multisample_attrib Multisample;
4810 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4811 struct gl_point_attrib Point; /**< Point attributes */
4812 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4813 GLuint PolygonStipple[32]; /**< Polygon stipple */
4814 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4815 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4816 struct gl_texture_attrib Texture; /**< Texture attributes */
4817 struct gl_transform_attrib Transform; /**< Transformation attributes */
4818 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4819 /*@}*/
4820
4821 /** \name Client attribute stack */
4822 /*@{*/
4823 GLuint ClientAttribStackDepth;
4824 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4825 /*@}*/
4826
4827 /** \name Client attribute groups */
4828 /*@{*/
4829 struct gl_array_attrib Array; /**< Vertex arrays */
4830 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4831 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4832 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4833 /*@}*/
4834
4835 /** \name Other assorted state (not pushed/popped on attribute stack) */
4836 /*@{*/
4837 struct gl_pixelmaps PixelMaps;
4838
4839 struct gl_evaluators EvalMap; /**< All evaluators */
4840 struct gl_feedback Feedback; /**< Feedback */
4841 struct gl_selection Select; /**< Selection */
4842
4843 struct gl_program_state Program; /**< general program state */
4844 struct gl_vertex_program_state VertexProgram;
4845 struct gl_fragment_program_state FragmentProgram;
4846 struct gl_geometry_program_state GeometryProgram;
4847 struct gl_compute_program_state ComputeProgram;
4848 struct gl_tess_ctrl_program_state TessCtrlProgram;
4849 struct gl_tess_eval_program_state TessEvalProgram;
4850 struct gl_ati_fragment_shader_state ATIFragmentShader;
4851
4852 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4853 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4854
4855 /**
4856 * Current active shader pipeline state
4857 *
4858 * Almost all internal users want ::_Shader instead of ::Shader. The
4859 * exceptions are bits of legacy GLSL API that do not know about separate
4860 * shader objects.
4861 *
4862 * If a program is active via \c glUseProgram, this will point to
4863 * \c ::Shader.
4864 *
4865 * If a program pipeline is active via \c glBindProgramPipeline, this will
4866 * point to \c ::Pipeline.Current.
4867 *
4868 * If neither a program nor a program pipeline is active, this will point to
4869 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4870 * \c NULL.
4871 */
4872 struct gl_pipeline_object *_Shader;
4873
4874 struct gl_query_state Query; /**< occlusion, timer queries */
4875
4876 struct gl_transform_feedback_state TransformFeedback;
4877
4878 struct gl_perf_monitor_state PerfMonitor;
4879 struct gl_perf_query_state PerfQuery;
4880
4881 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4882 struct gl_buffer_object *ParameterBuffer; /** < GL_ARB_indirect_parameters */
4883 struct gl_buffer_object *DispatchIndirectBuffer; /** < GL_ARB_compute_shader */
4884
4885 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4886 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4887
4888 struct gl_buffer_object *QueryBuffer; /**< GL_ARB_query_buffer_object */
4889
4890 /**
4891 * Current GL_ARB_uniform_buffer_object binding referenced by
4892 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4893 */
4894 struct gl_buffer_object *UniformBuffer;
4895
4896 /**
4897 * Current GL_ARB_shader_storage_buffer_object binding referenced by
4898 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
4899 */
4900 struct gl_buffer_object *ShaderStorageBuffer;
4901
4902 /**
4903 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4904 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4905 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4906 * shader program.
4907 */
4908 struct gl_buffer_binding
4909 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4910
4911 /**
4912 * Array of shader storage buffers for ARB_shader_storage_buffer_object
4913 * and GL 4.3. This is set up using glBindBufferRange() or
4914 * glBindBufferBase(). They are associated with shader storage blocks by
4915 * glShaderStorageBlockBinding()'s state in the shader program.
4916 */
4917 struct gl_buffer_binding
4918 ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
4919
4920 /**
4921 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4922 * target.
4923 */
4924 struct gl_buffer_object *AtomicBuffer;
4925
4926 /**
4927 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4928 * target.
4929 */
4930 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
4931
4932 /**
4933 * Array of atomic counter buffer binding points.
4934 */
4935 struct gl_buffer_binding
4936 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4937
4938 /**
4939 * Array of image units for ARB_shader_image_load_store.
4940 */
4941 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4942
4943 struct gl_subroutine_index_binding SubroutineIndex[MESA_SHADER_STAGES];
4944 /*@}*/
4945
4946 struct gl_meta_state *Meta; /**< for "meta" operations */
4947
4948 /* GL_EXT_framebuffer_object */
4949 struct gl_renderbuffer *CurrentRenderbuffer;
4950
4951 GLenum ErrorValue; /**< Last error code */
4952
4953 /**
4954 * Recognize and silence repeated error debug messages in buggy apps.
4955 */
4956 const char *ErrorDebugFmtString;
4957 GLuint ErrorDebugCount;
4958
4959 /* GL_ARB_debug_output/GL_KHR_debug */
4960 simple_mtx_t DebugMutex;
4961 struct gl_debug_state *Debug;
4962
4963 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4964 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4965 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
4966
4967 struct gl_driver_flags DriverFlags;
4968
4969 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4970
4971 GLbitfield varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4972
4973 /** \name Derived state */
4974 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4975 GLfloat _EyeZDir[3];
4976 GLfloat _ModelViewInvScale; /* may be for model- or eyespace lighting */
4977 GLfloat _ModelViewInvScaleEyespace; /* always factor defined in spec */
4978 GLboolean _NeedEyeCoords;
4979 GLboolean _ForceEyeCoords;
4980
4981 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4982
4983 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4984
4985 /** \name For debugging/development only */
4986 /*@{*/
4987 GLboolean FirstTimeCurrent;
4988 /*@}*/
4989
4990 /**
4991 * False if this context was created without a config. This is needed
4992 * because the initial state of glDrawBuffers depends on this
4993 */
4994 GLboolean HasConfig;
4995
4996 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4997
4998 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4999 GLboolean IntelConservativeRasterization; /**< GL_INTEL_CONSERVATIVE_RASTERIZATION */
5000
5001 /** Does glVertexAttrib(0) alias glVertex()? */
5002 bool _AttribZeroAliasesVertex;
5003
5004 /**
5005 * When set, TileRasterOrderIncreasingX/Y control the order that a tiled
5006 * renderer's tiles should be excecuted, to meet the requirements of
5007 * GL_MESA_tile_raster_order.
5008 */
5009 GLboolean TileRasterOrderFixed;
5010 GLboolean TileRasterOrderIncreasingX;
5011 GLboolean TileRasterOrderIncreasingY;
5012
5013 /**
5014 * \name Hooks for module contexts.
5015 *
5016 * These will eventually live in the driver or elsewhere.
5017 */
5018 /*@{*/
5019 void *swrast_context;
5020 void *swsetup_context;
5021 void *swtnl_context;
5022 struct vbo_context *vbo_context;
5023 struct st_context *st;
5024 void *aelt_context;
5025 /*@}*/
5026
5027 /**
5028 * \name NV_vdpau_interop
5029 */
5030 /*@{*/
5031 const void *vdpDevice;
5032 const void *vdpGetProcAddress;
5033 struct set *vdpSurfaces;
5034 /*@}*/
5035
5036 /**
5037 * Has this context observed a GPU reset in any context in the share group?
5038 *
5039 * Once this field becomes true, it is never reset to false.
5040 */
5041 GLboolean ShareGroupReset;
5042
5043 /**
5044 * \name OES_primitive_bounding_box
5045 *
5046 * Stores the arguments to glPrimitiveBoundingBox
5047 */
5048 GLfloat PrimitiveBoundingBox[8];
5049
5050 struct disk_cache *Cache;
5051
5052 /**
5053 * \name GL_ARB_bindless_texture
5054 */
5055 /*@{*/
5056 struct hash_table_u64 *ResidentTextureHandles;
5057 struct hash_table_u64 *ResidentImageHandles;
5058 /*@}*/
5059 };
5060
5061 /**
5062 * Information about memory usage. All sizes are in kilobytes.
5063 */
5064 struct gl_memory_info
5065 {
5066 unsigned total_device_memory; /**< size of device memory, e.g. VRAM */
5067 unsigned avail_device_memory; /**< free device memory at the moment */
5068 unsigned total_staging_memory; /**< size of staging memory, e.g. GART */
5069 unsigned avail_staging_memory; /**< free staging memory at the moment */
5070 unsigned device_memory_evicted; /**< size of memory evicted (monotonic counter) */
5071 unsigned nr_device_memory_evictions; /**< # of evictions (monotonic counter) */
5072 };
5073
5074 #ifdef DEBUG
5075 extern int MESA_VERBOSE;
5076 extern int MESA_DEBUG_FLAGS;
5077 # define MESA_FUNCTION __func__
5078 #else
5079 # define MESA_VERBOSE 0
5080 # define MESA_DEBUG_FLAGS 0
5081 # define MESA_FUNCTION "a function"
5082 #endif
5083
5084
5085 /** The MESA_VERBOSE var is a bitmask of these flags */
5086 enum _verbose
5087 {
5088 VERBOSE_VARRAY = 0x0001,
5089 VERBOSE_TEXTURE = 0x0002,
5090 VERBOSE_MATERIAL = 0x0004,
5091 VERBOSE_PIPELINE = 0x0008,
5092 VERBOSE_DRIVER = 0x0010,
5093 VERBOSE_STATE = 0x0020,
5094 VERBOSE_API = 0x0040,
5095 VERBOSE_DISPLAY_LIST = 0x0100,
5096 VERBOSE_LIGHTING = 0x0200,
5097 VERBOSE_PRIMS = 0x0400,
5098 VERBOSE_VERTS = 0x0800,
5099 VERBOSE_DISASSEM = 0x1000,
5100 VERBOSE_DRAW = 0x2000,
5101 VERBOSE_SWAPBUFFERS = 0x4000
5102 };
5103
5104
5105 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
5106 enum _debug
5107 {
5108 DEBUG_SILENT = (1 << 0),
5109 DEBUG_ALWAYS_FLUSH = (1 << 1),
5110 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
5111 DEBUG_INCOMPLETE_FBO = (1 << 3),
5112 DEBUG_CONTEXT = (1 << 4)
5113 };
5114
5115 #ifdef __cplusplus
5116 }
5117 #endif
5118
5119 #endif /* MTYPES_H */