mesa: Remove unneeded bitfield widths from the VAO.
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39 #include "c11/threads.h"
40
41 #include "main/glheader.h"
42 #include "main/menums.h"
43 #include "main/config.h"
44 #include "glapi/glapi.h"
45 #include "math/m_matrix.h" /* GLmatrix */
46 #include "compiler/shader_enums.h"
47 #include "compiler/shader_info.h"
48 #include "main/formats.h" /* MESA_FORMAT_COUNT */
49 #include "compiler/glsl/list.h"
50 #include "util/simple_mtx.h"
51 #include "util/u_dynarray.h"
52
53
54 #ifdef __cplusplus
55 extern "C" {
56 #endif
57
58 #define GET_COLORMASK_BIT(mask, buf, chan) (((mask) >> (4 * (buf) + (chan))) & 0x1)
59 #define GET_COLORMASK(mask, buf) (((mask) >> (4 * (buf))) & 0xf)
60
61
62 /**
63 * \name Some forward type declarations
64 */
65 /*@{*/
66 struct _mesa_HashTable;
67 struct gl_attrib_node;
68 struct gl_list_extensions;
69 struct gl_meta_state;
70 struct gl_program_cache;
71 struct gl_texture_object;
72 struct gl_debug_state;
73 struct gl_context;
74 struct st_context;
75 struct gl_uniform_storage;
76 struct prog_instruction;
77 struct gl_program_parameter_list;
78 struct gl_shader_spirv_data;
79 struct set;
80 struct vbo_context;
81 /*@}*/
82
83
84 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
85 #define PRIM_MAX GL_PATCHES
86 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
87 #define PRIM_UNKNOWN (PRIM_MAX + 2)
88
89 /**
90 * Determine if the given gl_varying_slot appears in the fragment shader.
91 */
92 static inline GLboolean
93 _mesa_varying_slot_in_fs(gl_varying_slot slot)
94 {
95 switch (slot) {
96 case VARYING_SLOT_PSIZ:
97 case VARYING_SLOT_BFC0:
98 case VARYING_SLOT_BFC1:
99 case VARYING_SLOT_EDGE:
100 case VARYING_SLOT_CLIP_VERTEX:
101 case VARYING_SLOT_LAYER:
102 case VARYING_SLOT_TESS_LEVEL_OUTER:
103 case VARYING_SLOT_TESS_LEVEL_INNER:
104 case VARYING_SLOT_BOUNDING_BOX0:
105 case VARYING_SLOT_BOUNDING_BOX1:
106 return GL_FALSE;
107 default:
108 return GL_TRUE;
109 }
110 }
111
112 /**
113 * Bit flags for all renderbuffers
114 */
115 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
116 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
117 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
118 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
119 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
120 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
121 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
122 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
123 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
124 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
125 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
126 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
127 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
128 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
129 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
130 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
131 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
132 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
133 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
134
135 /**
136 * Mask of all the color buffer bits (but not accum).
137 */
138 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
139 BUFFER_BIT_BACK_LEFT | \
140 BUFFER_BIT_FRONT_RIGHT | \
141 BUFFER_BIT_BACK_RIGHT | \
142 BUFFER_BIT_AUX0 | \
143 BUFFER_BIT_COLOR0 | \
144 BUFFER_BIT_COLOR1 | \
145 BUFFER_BIT_COLOR2 | \
146 BUFFER_BIT_COLOR3 | \
147 BUFFER_BIT_COLOR4 | \
148 BUFFER_BIT_COLOR5 | \
149 BUFFER_BIT_COLOR6 | \
150 BUFFER_BIT_COLOR7)
151
152 /* Mask of bits for depth+stencil buffers */
153 #define BUFFER_BITS_DEPTH_STENCIL (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL)
154
155 /**
156 * Framebuffer configuration (aka visual / pixelformat)
157 * Note: some of these fields should be boolean, but it appears that
158 * code in drivers/dri/common/util.c requires int-sized fields.
159 */
160 struct gl_config
161 {
162 GLboolean rgbMode;
163 GLboolean floatMode;
164 GLuint doubleBufferMode;
165 GLuint stereoMode;
166
167 GLboolean haveAccumBuffer;
168 GLboolean haveDepthBuffer;
169 GLboolean haveStencilBuffer;
170
171 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
172 GLuint redMask, greenMask, blueMask, alphaMask;
173 GLint rgbBits; /* total bits for rgb */
174 GLint indexBits; /* total bits for colorindex */
175
176 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
177 GLint depthBits;
178 GLint stencilBits;
179
180 GLint numAuxBuffers;
181
182 GLint level;
183
184 /* EXT_visual_rating / GLX 1.2 */
185 GLint visualRating;
186
187 /* EXT_visual_info / GLX 1.2 */
188 GLint transparentPixel;
189 /* colors are floats scaled to ints */
190 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
191 GLint transparentIndex;
192
193 /* ARB_multisample / SGIS_multisample */
194 GLint sampleBuffers;
195 GLuint samples;
196
197 /* SGIX_pbuffer / GLX 1.3 */
198 GLint maxPbufferWidth;
199 GLint maxPbufferHeight;
200 GLint maxPbufferPixels;
201 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
202 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
203
204 /* OML_swap_method */
205 GLint swapMethod;
206
207 /* EXT_texture_from_pixmap */
208 GLint bindToTextureRgb;
209 GLint bindToTextureRgba;
210 GLint bindToMipmapTexture;
211 GLint bindToTextureTargets;
212 GLint yInverted;
213
214 /* EXT_framebuffer_sRGB */
215 GLint sRGBCapable;
216
217 /* EGL_KHR_mutable_render_buffer */
218 GLuint mutableRenderBuffer; /* bool */
219 };
220
221
222 /**
223 * \name Bit flags used for updating material values.
224 */
225 /*@{*/
226 #define MAT_ATTRIB_FRONT_AMBIENT 0
227 #define MAT_ATTRIB_BACK_AMBIENT 1
228 #define MAT_ATTRIB_FRONT_DIFFUSE 2
229 #define MAT_ATTRIB_BACK_DIFFUSE 3
230 #define MAT_ATTRIB_FRONT_SPECULAR 4
231 #define MAT_ATTRIB_BACK_SPECULAR 5
232 #define MAT_ATTRIB_FRONT_EMISSION 6
233 #define MAT_ATTRIB_BACK_EMISSION 7
234 #define MAT_ATTRIB_FRONT_SHININESS 8
235 #define MAT_ATTRIB_BACK_SHININESS 9
236 #define MAT_ATTRIB_FRONT_INDEXES 10
237 #define MAT_ATTRIB_BACK_INDEXES 11
238 #define MAT_ATTRIB_MAX 12
239
240 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
241 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
242 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
243 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
244 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
245 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
246
247 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
248 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
249 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
250 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
251 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
252 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
253 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
254 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
255 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
256 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
257 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
258 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
259
260
261 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
262 MAT_BIT_FRONT_AMBIENT | \
263 MAT_BIT_FRONT_DIFFUSE | \
264 MAT_BIT_FRONT_SPECULAR | \
265 MAT_BIT_FRONT_SHININESS | \
266 MAT_BIT_FRONT_INDEXES)
267
268 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
269 MAT_BIT_BACK_AMBIENT | \
270 MAT_BIT_BACK_DIFFUSE | \
271 MAT_BIT_BACK_SPECULAR | \
272 MAT_BIT_BACK_SHININESS | \
273 MAT_BIT_BACK_INDEXES)
274
275 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
276 /*@}*/
277
278
279 /**
280 * Material state.
281 */
282 struct gl_material
283 {
284 GLfloat Attrib[MAT_ATTRIB_MAX][4];
285 };
286
287
288 /**
289 * Light state flags.
290 */
291 /*@{*/
292 #define LIGHT_SPOT 0x1
293 #define LIGHT_LOCAL_VIEWER 0x2
294 #define LIGHT_POSITIONAL 0x4
295 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
296 /*@}*/
297
298
299 /**
300 * Light source state.
301 */
302 struct gl_light
303 {
304 GLfloat Ambient[4]; /**< ambient color */
305 GLfloat Diffuse[4]; /**< diffuse color */
306 GLfloat Specular[4]; /**< specular color */
307 GLfloat EyePosition[4]; /**< position in eye coordinates */
308 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
309 GLfloat SpotExponent;
310 GLfloat SpotCutoff; /**< in degrees */
311 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
312 GLfloat ConstantAttenuation;
313 GLfloat LinearAttenuation;
314 GLfloat QuadraticAttenuation;
315 GLboolean Enabled; /**< On/off flag */
316
317 /**
318 * \name Derived fields
319 */
320 /*@{*/
321 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
322
323 GLfloat _Position[4]; /**< position in eye/obj coordinates */
324 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
325 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
326 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
327 GLfloat _VP_inf_spot_attenuation;
328
329 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
330 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
331 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
332 /*@}*/
333 };
334
335
336 /**
337 * Light model state.
338 */
339 struct gl_lightmodel
340 {
341 GLfloat Ambient[4]; /**< ambient color */
342 GLboolean LocalViewer; /**< Local (or infinite) view point? */
343 GLboolean TwoSide; /**< Two (or one) sided lighting? */
344 GLenum16 ColorControl; /**< either GL_SINGLE_COLOR
345 or GL_SEPARATE_SPECULAR_COLOR */
346 };
347
348
349 /**
350 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
351 */
352 struct gl_accum_attrib
353 {
354 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
355 };
356
357
358 /**
359 * Used for storing clear color, texture border color, etc.
360 * The float values are typically unclamped.
361 */
362 union gl_color_union
363 {
364 GLfloat f[4];
365 GLint i[4];
366 GLuint ui[4];
367 };
368
369
370 /**
371 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
372 */
373 struct gl_colorbuffer_attrib
374 {
375 GLuint ClearIndex; /**< Index for glClear */
376 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
377 GLuint IndexMask; /**< Color index write mask */
378
379 /** 4 colormask bits per draw buffer, max 8 draw buffers. 4*8 = 32 bits */
380 GLbitfield ColorMask;
381
382 GLenum16 DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
383
384 /**
385 * \name alpha testing
386 */
387 /*@{*/
388 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
389 GLenum16 AlphaFunc; /**< Alpha test function */
390 GLfloat AlphaRefUnclamped;
391 GLclampf AlphaRef; /**< Alpha reference value */
392 /*@}*/
393
394 /**
395 * \name Blending
396 */
397 /*@{*/
398 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
399
400 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
401 * control, only on the fixed-pointness of the render target.
402 * The query does however depend on fragment color clamping.
403 */
404 GLfloat BlendColorUnclamped[4]; /**< Blending color */
405 GLfloat BlendColor[4]; /**< Blending color */
406
407 struct
408 {
409 GLenum16 SrcRGB; /**< RGB blend source term */
410 GLenum16 DstRGB; /**< RGB blend dest term */
411 GLenum16 SrcA; /**< Alpha blend source term */
412 GLenum16 DstA; /**< Alpha blend dest term */
413 GLenum16 EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
414 GLenum16 EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
415 /**
416 * Set if any blend factor uses SRC1. Computed at the time blend factors
417 * get set.
418 */
419 GLboolean _UsesDualSrc;
420 } Blend[MAX_DRAW_BUFFERS];
421 /** Are the blend func terms currently different for each buffer/target? */
422 GLboolean _BlendFuncPerBuffer;
423 /** Are the blend equations currently different for each buffer/target? */
424 GLboolean _BlendEquationPerBuffer;
425
426 /**
427 * Which advanced blending mode is in use (or BLEND_NONE).
428 *
429 * KHR_blend_equation_advanced only allows advanced blending with a single
430 * draw buffer, and NVX_blend_equation_advanced_multi_draw_buffer still
431 * requires all draw buffers to match, so we only need a single value.
432 */
433 enum gl_advanced_blend_mode _AdvancedBlendMode;
434
435 /** Coherency requested via glEnable(GL_BLEND_ADVANCED_COHERENT_KHR)? */
436 bool BlendCoherent;
437 /*@}*/
438
439 /**
440 * \name Logic op
441 */
442 /*@{*/
443 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
444 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
445 GLenum16 LogicOp; /**< Logic operator */
446 enum gl_logicop_mode _LogicOp;
447 /*@}*/
448
449 GLboolean DitherFlag; /**< Dither enable flag */
450
451 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
452 GLenum16 ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
453 GLenum16 ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
454
455 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
456 };
457
458
459 /**
460 * Vertex format to describe a vertex element.
461 */
462 struct gl_vertex_format
463 {
464 GLenum16 Type; /**< datatype: GL_FLOAT, GL_INT, etc */
465 GLenum16 Format; /**< default: GL_RGBA, but may be GL_BGRA */
466 GLubyte Size:5; /**< components per element (1,2,3,4) */
467 GLubyte Normalized:1; /**< GL_ARB_vertex_program */
468 GLubyte Integer:1; /**< Integer-valued? */
469 GLubyte Doubles:1; /**< double values are not converted to floats */
470 GLubyte _ElementSize; /**< Size of each element in bytes */
471 };
472
473
474 /**
475 * Current attribute group (GL_CURRENT_BIT).
476 */
477 struct gl_current_attrib
478 {
479 /**
480 * \name Current vertex attributes (color, texcoords, etc).
481 * \note Values are valid only after FLUSH_VERTICES has been called.
482 * \note Index and Edgeflag current values are stored as floats in the
483 * SIX and SEVEN attribute slots.
484 * \note We need double storage for 64-bit vertex attributes
485 */
486 GLfloat Attrib[VERT_ATTRIB_MAX][4*2];
487
488 /**
489 * \name Current raster position attributes (always up to date after a
490 * glRasterPos call).
491 */
492 GLfloat RasterPos[4];
493 GLfloat RasterDistance;
494 GLfloat RasterColor[4];
495 GLfloat RasterSecondaryColor[4];
496 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
497 GLboolean RasterPosValid;
498 };
499
500
501 /**
502 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
503 */
504 struct gl_depthbuffer_attrib
505 {
506 GLenum16 Func; /**< Function for depth buffer compare */
507 GLclampd Clear; /**< Value to clear depth buffer to */
508 GLboolean Test; /**< Depth buffering enabled flag */
509 GLboolean Mask; /**< Depth buffer writable? */
510 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
511 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
512 };
513
514
515 /**
516 * Evaluator attribute group (GL_EVAL_BIT).
517 */
518 struct gl_eval_attrib
519 {
520 /**
521 * \name Enable bits
522 */
523 /*@{*/
524 GLboolean Map1Color4;
525 GLboolean Map1Index;
526 GLboolean Map1Normal;
527 GLboolean Map1TextureCoord1;
528 GLboolean Map1TextureCoord2;
529 GLboolean Map1TextureCoord3;
530 GLboolean Map1TextureCoord4;
531 GLboolean Map1Vertex3;
532 GLboolean Map1Vertex4;
533 GLboolean Map2Color4;
534 GLboolean Map2Index;
535 GLboolean Map2Normal;
536 GLboolean Map2TextureCoord1;
537 GLboolean Map2TextureCoord2;
538 GLboolean Map2TextureCoord3;
539 GLboolean Map2TextureCoord4;
540 GLboolean Map2Vertex3;
541 GLboolean Map2Vertex4;
542 GLboolean AutoNormal;
543 /*@}*/
544
545 /**
546 * \name Map Grid endpoints and divisions and calculated du values
547 */
548 /*@{*/
549 GLint MapGrid1un;
550 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
551 GLint MapGrid2un, MapGrid2vn;
552 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
553 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
554 /*@}*/
555 };
556
557
558 /**
559 * Compressed fog mode.
560 */
561 enum gl_fog_mode
562 {
563 FOG_NONE,
564 FOG_LINEAR,
565 FOG_EXP,
566 FOG_EXP2,
567 };
568
569
570 /**
571 * Fog attribute group (GL_FOG_BIT).
572 */
573 struct gl_fog_attrib
574 {
575 GLboolean Enabled; /**< Fog enabled flag */
576 GLboolean ColorSumEnabled;
577 uint8_t _PackedMode; /**< Fog mode as 2 bits */
578 uint8_t _PackedEnabledMode; /**< Masked CompressedMode */
579 GLfloat ColorUnclamped[4]; /**< Fog color */
580 GLfloat Color[4]; /**< Fog color */
581 GLfloat Density; /**< Density >= 0.0 */
582 GLfloat Start; /**< Start distance in eye coords */
583 GLfloat End; /**< End distance in eye coords */
584 GLfloat Index; /**< Fog index */
585 GLenum16 Mode; /**< Fog mode */
586 GLenum16 FogCoordinateSource;/**< GL_EXT_fog_coord */
587 GLenum16 FogDistanceMode; /**< GL_NV_fog_distance */
588 };
589
590
591 /**
592 * Hint attribute group (GL_HINT_BIT).
593 *
594 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
595 */
596 struct gl_hint_attrib
597 {
598 GLenum16 PerspectiveCorrection;
599 GLenum16 PointSmooth;
600 GLenum16 LineSmooth;
601 GLenum16 PolygonSmooth;
602 GLenum16 Fog;
603 GLenum16 TextureCompression; /**< GL_ARB_texture_compression */
604 GLenum16 GenerateMipmap; /**< GL_SGIS_generate_mipmap */
605 GLenum16 FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
606 };
607
608
609 /**
610 * Lighting attribute group (GL_LIGHT_BIT).
611 */
612 struct gl_light_attrib
613 {
614 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
615 struct gl_lightmodel Model; /**< Lighting model */
616
617 /**
618 * Front and back material values.
619 * Note: must call FLUSH_VERTICES() before using.
620 */
621 struct gl_material Material;
622
623 GLboolean Enabled; /**< Lighting enabled flag */
624 GLboolean ColorMaterialEnabled;
625
626 GLenum16 ShadeModel; /**< GL_FLAT or GL_SMOOTH */
627 GLenum16 ProvokingVertex; /**< GL_EXT_provoking_vertex */
628 GLenum16 ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
629 GLenum16 ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
630 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
631
632
633 GLboolean _ClampVertexColor;
634 GLenum16 ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
635
636 /**
637 * Derived state for optimizations:
638 */
639 /*@{*/
640 GLbitfield _EnabledLights; /**< bitmask containing enabled lights */
641
642 GLboolean _NeedEyeCoords;
643 GLboolean _NeedVertices; /**< Use fast shader? */
644
645 GLfloat _BaseColor[2][3];
646 /*@}*/
647 };
648
649
650 /**
651 * Line attribute group (GL_LINE_BIT).
652 */
653 struct gl_line_attrib
654 {
655 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
656 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
657 GLushort StipplePattern; /**< Stipple pattern */
658 GLint StippleFactor; /**< Stipple repeat factor */
659 GLfloat Width; /**< Line width */
660 };
661
662
663 /**
664 * Display list attribute group (GL_LIST_BIT).
665 */
666 struct gl_list_attrib
667 {
668 GLuint ListBase;
669 };
670
671
672 /**
673 * Multisample attribute group (GL_MULTISAMPLE_BIT).
674 */
675 struct gl_multisample_attrib
676 {
677 GLboolean Enabled;
678 GLboolean SampleAlphaToCoverage;
679 GLboolean SampleAlphaToOne;
680 GLboolean SampleCoverage;
681 GLboolean SampleCoverageInvert;
682 GLboolean SampleShading;
683
684 /* ARB_texture_multisample / GL3.2 additions */
685 GLboolean SampleMask;
686
687 GLfloat SampleCoverageValue; /**< In range [0, 1] */
688 GLfloat MinSampleShadingValue; /**< In range [0, 1] */
689
690 /** The GL spec defines this as an array but >32x MSAA is madness */
691 GLbitfield SampleMaskValue;
692 };
693
694
695 /**
696 * A pixelmap (see glPixelMap)
697 */
698 struct gl_pixelmap
699 {
700 GLint Size;
701 GLfloat Map[MAX_PIXEL_MAP_TABLE];
702 };
703
704
705 /**
706 * Collection of all pixelmaps
707 */
708 struct gl_pixelmaps
709 {
710 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
711 struct gl_pixelmap GtoG;
712 struct gl_pixelmap BtoB;
713 struct gl_pixelmap AtoA;
714 struct gl_pixelmap ItoR;
715 struct gl_pixelmap ItoG;
716 struct gl_pixelmap ItoB;
717 struct gl_pixelmap ItoA;
718 struct gl_pixelmap ItoI;
719 struct gl_pixelmap StoS;
720 };
721
722
723 /**
724 * Pixel attribute group (GL_PIXEL_MODE_BIT).
725 */
726 struct gl_pixel_attrib
727 {
728 GLenum16 ReadBuffer; /**< source buffer for glRead/CopyPixels() */
729
730 /*--- Begin Pixel Transfer State ---*/
731 /* Fields are in the order in which they're applied... */
732
733 /** Scale & Bias (index shift, offset) */
734 /*@{*/
735 GLfloat RedBias, RedScale;
736 GLfloat GreenBias, GreenScale;
737 GLfloat BlueBias, BlueScale;
738 GLfloat AlphaBias, AlphaScale;
739 GLfloat DepthBias, DepthScale;
740 GLint IndexShift, IndexOffset;
741 /*@}*/
742
743 /* Pixel Maps */
744 /* Note: actual pixel maps are not part of this attrib group */
745 GLboolean MapColorFlag;
746 GLboolean MapStencilFlag;
747
748 /*--- End Pixel Transfer State ---*/
749
750 /** glPixelZoom */
751 GLfloat ZoomX, ZoomY;
752 };
753
754
755 /**
756 * Point attribute group (GL_POINT_BIT).
757 */
758 struct gl_point_attrib
759 {
760 GLfloat Size; /**< User-specified point size */
761 GLfloat Params[3]; /**< GL_EXT_point_parameters */
762 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
763 GLfloat Threshold; /**< GL_EXT_point_parameters */
764 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
765 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
766 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
767 GLbitfield CoordReplace; /**< GL_ARB_point_sprite*/
768 GLenum16 SpriteRMode; /**< GL_NV_point_sprite (only!) */
769 GLenum16 SpriteOrigin; /**< GL_ARB_point_sprite */
770 };
771
772
773 /**
774 * Polygon attribute group (GL_POLYGON_BIT).
775 */
776 struct gl_polygon_attrib
777 {
778 GLenum16 FrontFace; /**< Either GL_CW or GL_CCW */
779 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
780 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
781 GLboolean CullFlag; /**< Culling on/off flag */
782 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
783 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
784 GLenum16 CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
785 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
786 GLfloat OffsetUnits; /**< Polygon offset units, from user */
787 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
788 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
789 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
790 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
791 };
792
793
794 /**
795 * Scissor attributes (GL_SCISSOR_BIT).
796 */
797 struct gl_scissor_rect
798 {
799 GLint X, Y; /**< Lower left corner of box */
800 GLsizei Width, Height; /**< Size of box */
801 };
802
803
804 struct gl_scissor_attrib
805 {
806 GLbitfield EnableFlags; /**< Scissor test enabled? */
807 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
808 GLint NumWindowRects; /**< Count of enabled window rectangles */
809 GLenum16 WindowRectMode; /**< Whether to include or exclude the rects */
810 struct gl_scissor_rect WindowRects[MAX_WINDOW_RECTANGLES];
811 };
812
813
814 /**
815 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
816 *
817 * Three sets of stencil data are tracked so that OpenGL 2.0,
818 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
819 * simultaneously. In each of the stencil state arrays, element 0 corresponds
820 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
821 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
822 * GL_EXT_stencil_two_side GL_BACK state.
823 *
824 * The derived value \c _BackFace is either 1 or 2 depending on whether or
825 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
826 *
827 * The derived value \c _TestTwoSide is set when the front-face and back-face
828 * stencil state are different.
829 */
830 struct gl_stencil_attrib
831 {
832 GLboolean Enabled; /**< Enabled flag */
833 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
834 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
835 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
836 GLenum16 Function[3]; /**< Stencil function */
837 GLenum16 FailFunc[3]; /**< Fail function */
838 GLenum16 ZPassFunc[3]; /**< Depth buffer pass function */
839 GLenum16 ZFailFunc[3]; /**< Depth buffer fail function */
840 GLint Ref[3]; /**< Reference value */
841 GLuint ValueMask[3]; /**< Value mask */
842 GLuint WriteMask[3]; /**< Write mask */
843 GLuint Clear; /**< Clear value */
844 };
845
846
847 /**
848 * Bit flags for each type of texture object
849 */
850 /*@{*/
851 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
852 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
853 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
854 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
855 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
856 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
857 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
858 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
859 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
860 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
861 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
862 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
863 /*@}*/
864
865
866 /**
867 * Texture image state. Drivers will typically create a subclass of this
868 * with extra fields for memory buffers, etc.
869 */
870 struct gl_texture_image
871 {
872 GLint InternalFormat; /**< Internal format as given by the user */
873 GLenum16 _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
874 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
875 * GL_INTENSITY, GL_DEPTH_COMPONENT or
876 * GL_DEPTH_STENCIL_EXT only. Used for
877 * choosing TexEnv arithmetic.
878 */
879 mesa_format TexFormat; /**< The actual texture memory format */
880
881 GLuint Border; /**< 0 or 1 */
882 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
883 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
884 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
885 GLuint Width2; /**< = Width - 2*Border */
886 GLuint Height2; /**< = Height - 2*Border */
887 GLuint Depth2; /**< = Depth - 2*Border */
888 GLuint WidthLog2; /**< = log2(Width2) */
889 GLuint HeightLog2; /**< = log2(Height2) */
890 GLuint DepthLog2; /**< = log2(Depth2) */
891 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
892 levels, computed from the dimensions */
893
894 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
895 GLuint Level; /**< Which mipmap level am I? */
896 /** Cube map face: index into gl_texture_object::Image[] array */
897 GLuint Face;
898
899 /** GL_ARB_texture_multisample */
900 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
901 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
902 };
903
904
905 /**
906 * Indexes for cube map faces.
907 */
908 typedef enum
909 {
910 FACE_POS_X = 0,
911 FACE_NEG_X = 1,
912 FACE_POS_Y = 2,
913 FACE_NEG_Y = 3,
914 FACE_POS_Z = 4,
915 FACE_NEG_Z = 5,
916 MAX_FACES = 6
917 } gl_face_index;
918
919
920 /**
921 * Sampler object state. These objects are new with GL_ARB_sampler_objects
922 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
923 */
924 struct gl_sampler_object
925 {
926 simple_mtx_t Mutex;
927 GLuint Name;
928 GLchar *Label; /**< GL_KHR_debug */
929 GLint RefCount;
930
931 GLenum16 WrapS; /**< S-axis texture image wrap mode */
932 GLenum16 WrapT; /**< T-axis texture image wrap mode */
933 GLenum16 WrapR; /**< R-axis texture image wrap mode */
934 GLenum16 MinFilter; /**< minification filter */
935 GLenum16 MagFilter; /**< magnification filter */
936 GLenum16 sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
937 union gl_color_union BorderColor; /**< Interpreted according to texture format */
938 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
939 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
940 GLfloat LodBias; /**< OpenGL 1.4 */
941 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
942 GLenum16 CompareMode; /**< GL_ARB_shadow */
943 GLenum16 CompareFunc; /**< GL_ARB_shadow */
944 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
945
946 /** GL_ARB_bindless_texture */
947 bool HandleAllocated;
948 struct util_dynarray Handles;
949 };
950
951
952 /**
953 * Texture object state. Contains the array of mipmap images, border color,
954 * wrap modes, filter modes, and shadow/texcompare state.
955 */
956 struct gl_texture_object
957 {
958 simple_mtx_t Mutex; /**< for thread safety */
959 GLint RefCount; /**< reference count */
960 GLuint Name; /**< the user-visible texture object ID */
961 GLenum16 Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
962 GLenum16 DepthMode; /**< GL_ARB_depth_texture */
963 GLchar *Label; /**< GL_KHR_debug */
964
965 struct gl_sampler_object Sampler;
966
967 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
968 Only valid when Target is valid. */
969 GLfloat Priority; /**< in [0,1] */
970 GLint MaxLevel; /**< max mipmap level (max=1000), OpenGL 1.2 */
971 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
972 GLbyte _MaxLevel; /**< actual max mipmap level (q in the spec) */
973 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
974 GLint CropRect[4]; /**< GL_OES_draw_texture */
975 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
976 GLushort _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
977 GLbyte ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
978 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
979 GLboolean _BaseComplete; /**< Is the base texture level valid? */
980 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
981 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
982 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
983 GLboolean Purgeable; /**< Is the buffer purgeable under memory
984 pressure? */
985 GLboolean Immutable; /**< GL_ARB_texture_storage */
986 GLboolean _IsFloat; /**< GL_OES_float_texture */
987 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
988 bool StencilSampling; /**< Should we sample stencil instead of depth? */
989 bool HandleAllocated; /**< GL_ARB_bindless_texture */
990
991 /** GL_OES_EGL_image_external */
992 GLubyte RequiredTextureImageUnits;
993
994 GLubyte MinLevel; /**< GL_ARB_texture_view */
995 GLubyte NumLevels; /**< GL_ARB_texture_view */
996 GLushort MinLayer; /**< GL_ARB_texture_view */
997 GLushort NumLayers; /**< GL_ARB_texture_view */
998
999 /** GL_EXT_memory_object */
1000 GLenum16 TextureTiling;
1001
1002 /** GL_ARB_shader_image_load_store */
1003 GLenum16 ImageFormatCompatibilityType;
1004
1005 /** GL_ARB_texture_buffer_object */
1006 GLenum16 BufferObjectFormat;
1007 /** Equivalent Mesa format for BufferObjectFormat. */
1008 mesa_format _BufferObjectFormat;
1009 struct gl_buffer_object *BufferObject;
1010
1011 /** GL_ARB_texture_buffer_range */
1012 GLintptr BufferOffset;
1013 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1014
1015 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1016 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1017
1018 /** GL_ARB_bindless_texture */
1019 struct util_dynarray SamplerHandles;
1020 struct util_dynarray ImageHandles;
1021 };
1022
1023
1024 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1025 #define MAX_COMBINER_TERMS 4
1026
1027
1028 /**
1029 * Texture combine environment state.
1030 */
1031 struct gl_tex_env_combine_state
1032 {
1033 GLenum16 ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1034 GLenum16 ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1035 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1036 GLenum16 SourceRGB[MAX_COMBINER_TERMS];
1037 GLenum16 SourceA[MAX_COMBINER_TERMS];
1038 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1039 GLenum16 OperandRGB[MAX_COMBINER_TERMS];
1040 GLenum16 OperandA[MAX_COMBINER_TERMS];
1041 GLubyte ScaleShiftRGB; /**< 0, 1 or 2 */
1042 GLubyte ScaleShiftA; /**< 0, 1 or 2 */
1043 GLubyte _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1044 GLubyte _NumArgsA; /**< Number of inputs used for the A combiner */
1045 };
1046
1047
1048 /** Compressed TexEnv effective Combine mode */
1049 enum gl_tex_env_mode
1050 {
1051 TEXENV_MODE_REPLACE, /* r = a0 */
1052 TEXENV_MODE_MODULATE, /* r = a0 * a1 */
1053 TEXENV_MODE_ADD, /* r = a0 + a1 */
1054 TEXENV_MODE_ADD_SIGNED, /* r = a0 + a1 - 0.5 */
1055 TEXENV_MODE_INTERPOLATE, /* r = a0 * a2 + a1 * (1 - a2) */
1056 TEXENV_MODE_SUBTRACT, /* r = a0 - a1 */
1057 TEXENV_MODE_DOT3_RGB, /* r = a0 . a1 */
1058 TEXENV_MODE_DOT3_RGB_EXT, /* r = a0 . a1 */
1059 TEXENV_MODE_DOT3_RGBA, /* r = a0 . a1 */
1060 TEXENV_MODE_DOT3_RGBA_EXT, /* r = a0 . a1 */
1061 TEXENV_MODE_MODULATE_ADD_ATI, /* r = a0 * a2 + a1 */
1062 TEXENV_MODE_MODULATE_SIGNED_ADD_ATI, /* r = a0 * a2 + a1 - 0.5 */
1063 TEXENV_MODE_MODULATE_SUBTRACT_ATI, /* r = a0 * a2 - a1 */
1064 TEXENV_MODE_ADD_PRODUCTS_NV, /* r = a0 * a1 + a2 * a3 */
1065 TEXENV_MODE_ADD_PRODUCTS_SIGNED_NV, /* r = a0 * a1 + a2 * a3 - 0.5 */
1066 };
1067
1068
1069 /** Compressed TexEnv Combine source */
1070 enum gl_tex_env_source
1071 {
1072 TEXENV_SRC_TEXTURE0,
1073 TEXENV_SRC_TEXTURE1,
1074 TEXENV_SRC_TEXTURE2,
1075 TEXENV_SRC_TEXTURE3,
1076 TEXENV_SRC_TEXTURE4,
1077 TEXENV_SRC_TEXTURE5,
1078 TEXENV_SRC_TEXTURE6,
1079 TEXENV_SRC_TEXTURE7,
1080 TEXENV_SRC_TEXTURE,
1081 TEXENV_SRC_PREVIOUS,
1082 TEXENV_SRC_PRIMARY_COLOR,
1083 TEXENV_SRC_CONSTANT,
1084 TEXENV_SRC_ZERO,
1085 TEXENV_SRC_ONE,
1086 };
1087
1088
1089 /** Compressed TexEnv Combine operand */
1090 enum gl_tex_env_operand
1091 {
1092 TEXENV_OPR_COLOR,
1093 TEXENV_OPR_ONE_MINUS_COLOR,
1094 TEXENV_OPR_ALPHA,
1095 TEXENV_OPR_ONE_MINUS_ALPHA,
1096 };
1097
1098
1099 /** Compressed TexEnv Combine argument */
1100 struct gl_tex_env_argument
1101 {
1102 #ifdef __GNUC__
1103 __extension__ uint8_t Source:4; /**< TEXENV_SRC_x */
1104 __extension__ uint8_t Operand:2; /**< TEXENV_OPR_x */
1105 #else
1106 uint8_t Source; /**< SRC_x */
1107 uint8_t Operand; /**< OPR_x */
1108 #endif
1109 };
1110
1111
1112 /***
1113 * Compressed TexEnv Combine state.
1114 */
1115 struct gl_tex_env_combine_packed
1116 {
1117 uint32_t ModeRGB:4; /**< Effective mode for RGB as 4 bits */
1118 uint32_t ModeA:4; /**< Effective mode for RGB as 4 bits */
1119 uint32_t ScaleShiftRGB:2; /**< 0, 1 or 2 */
1120 uint32_t ScaleShiftA:2; /**< 0, 1 or 2 */
1121 uint32_t NumArgsRGB:3; /**< Number of inputs used for the RGB combiner */
1122 uint32_t NumArgsA:3; /**< Number of inputs used for the A combiner */
1123 /** Source arguments in a packed manner */
1124 struct gl_tex_env_argument ArgsRGB[MAX_COMBINER_TERMS];
1125 struct gl_tex_env_argument ArgsA[MAX_COMBINER_TERMS];
1126 };
1127
1128
1129 /**
1130 * TexGenEnabled flags.
1131 */
1132 /*@{*/
1133 #define S_BIT 1
1134 #define T_BIT 2
1135 #define R_BIT 4
1136 #define Q_BIT 8
1137 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1138 /*@}*/
1139
1140
1141 /**
1142 * Bit flag versions of the corresponding GL_ constants.
1143 */
1144 /*@{*/
1145 #define TEXGEN_SPHERE_MAP 0x1
1146 #define TEXGEN_OBJ_LINEAR 0x2
1147 #define TEXGEN_EYE_LINEAR 0x4
1148 #define TEXGEN_REFLECTION_MAP_NV 0x8
1149 #define TEXGEN_NORMAL_MAP_NV 0x10
1150
1151 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1152 TEXGEN_REFLECTION_MAP_NV | \
1153 TEXGEN_NORMAL_MAP_NV)
1154 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1155 TEXGEN_REFLECTION_MAP_NV | \
1156 TEXGEN_NORMAL_MAP_NV | \
1157 TEXGEN_EYE_LINEAR)
1158 /*@}*/
1159
1160
1161
1162 /** Tex-gen enabled for texture unit? */
1163 #define ENABLE_TEXGEN(unit) (1 << (unit))
1164
1165 /** Non-identity texture matrix for texture unit? */
1166 #define ENABLE_TEXMAT(unit) (1 << (unit))
1167
1168
1169 /**
1170 * Texture coord generation state.
1171 */
1172 struct gl_texgen
1173 {
1174 GLenum16 Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1175 GLbitfield8 _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1176 GLfloat ObjectPlane[4];
1177 GLfloat EyePlane[4];
1178 };
1179
1180
1181 /**
1182 * Sampler-related subset of a texture unit, like current texture objects.
1183 */
1184 struct gl_texture_unit
1185 {
1186 GLfloat LodBias; /**< for biasing mipmap levels */
1187
1188 /** Texture targets that have a non-default texture bound */
1189 GLbitfield _BoundTextures;
1190
1191 /** Current sampler object (GL_ARB_sampler_objects) */
1192 struct gl_sampler_object *Sampler;
1193
1194 /** Current texture object pointers */
1195 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1196
1197 /** Points to highest priority, complete and enabled texture object */
1198 struct gl_texture_object *_Current;
1199 };
1200
1201
1202 /**
1203 * Fixed-function-related subset of a texture unit, like enable flags,
1204 * texture environment/function/combiners, and texgen state.
1205 */
1206 struct gl_fixedfunc_texture_unit
1207 {
1208 GLbitfield16 Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1209
1210 GLenum16 EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1211 GLclampf EnvColor[4];
1212 GLfloat EnvColorUnclamped[4];
1213
1214 struct gl_texgen GenS;
1215 struct gl_texgen GenT;
1216 struct gl_texgen GenR;
1217 struct gl_texgen GenQ;
1218 GLbitfield8 TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1219 GLbitfield8 _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1220
1221 /**
1222 * \name GL_EXT_texture_env_combine
1223 */
1224 struct gl_tex_env_combine_state Combine;
1225
1226 /**
1227 * Derived state based on \c EnvMode and the \c BaseFormat of the
1228 * currently enabled texture.
1229 */
1230 struct gl_tex_env_combine_state _EnvMode;
1231
1232 /** Current compressed TexEnv & Combine state */
1233 struct gl_tex_env_combine_packed _CurrentCombinePacked;
1234
1235 /**
1236 * Currently enabled combiner state. This will point to either
1237 * \c Combine or \c _EnvMode.
1238 */
1239 struct gl_tex_env_combine_state *_CurrentCombine;
1240 };
1241
1242
1243 /**
1244 * Texture attribute group (GL_TEXTURE_BIT).
1245 */
1246 struct gl_texture_attrib
1247 {
1248 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1249
1250 /** GL_ARB_texture_buffer_object */
1251 struct gl_buffer_object *BufferObject;
1252
1253 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1254
1255 /** Texture coord units/sets used for fragment texturing */
1256 GLbitfield8 _EnabledCoordUnits;
1257
1258 /** Texture coord units that have texgen enabled */
1259 GLbitfield8 _TexGenEnabled;
1260
1261 /** Texture coord units that have non-identity matrices */
1262 GLbitfield8 _TexMatEnabled;
1263
1264 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1265 GLbitfield8 _GenFlags;
1266
1267 /** Largest index of a texture unit with _Current != NULL. */
1268 GLshort _MaxEnabledTexImageUnit;
1269
1270 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1271 GLubyte NumCurrentTexUsed;
1272
1273 /** GL_ARB_seamless_cubemap */
1274 GLboolean CubeMapSeamless;
1275
1276 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1277 struct gl_fixedfunc_texture_unit FixedFuncUnit[MAX_TEXTURE_COORD_UNITS];
1278 };
1279
1280
1281 /**
1282 * Data structure representing a single clip plane (e.g. one of the elements
1283 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1284 */
1285 typedef GLfloat gl_clip_plane[4];
1286
1287
1288 /**
1289 * Transformation attribute group (GL_TRANSFORM_BIT).
1290 */
1291 struct gl_transform_attrib
1292 {
1293 GLenum16 MatrixMode; /**< Matrix mode */
1294 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1295 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1296 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1297 GLboolean Normalize; /**< Normalize all normals? */
1298 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1299 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1300 GLboolean DepthClampNear; /**< GL_AMD_depth_clamp_separate */
1301 GLboolean DepthClampFar; /**< GL_AMD_depth_clamp_separate */
1302 /** GL_ARB_clip_control */
1303 GLenum16 ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1304 GLenum16 ClipDepthMode;/**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1305 };
1306
1307
1308 /**
1309 * Viewport attribute group (GL_VIEWPORT_BIT).
1310 */
1311 struct gl_viewport_attrib
1312 {
1313 GLfloat X, Y; /**< position */
1314 GLfloat Width, Height; /**< size */
1315 GLfloat Near, Far; /**< Depth buffer range */
1316 };
1317
1318
1319 /**
1320 * Fields describing a mapped buffer range.
1321 */
1322 struct gl_buffer_mapping
1323 {
1324 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1325 GLvoid *Pointer; /**< User-space address of mapping */
1326 GLintptr Offset; /**< Mapped offset */
1327 GLsizeiptr Length; /**< Mapped length */
1328 };
1329
1330
1331 /**
1332 * Usages we've seen for a buffer object.
1333 */
1334 typedef enum
1335 {
1336 USAGE_UNIFORM_BUFFER = 0x1,
1337 USAGE_TEXTURE_BUFFER = 0x2,
1338 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1339 USAGE_SHADER_STORAGE_BUFFER = 0x8,
1340 USAGE_TRANSFORM_FEEDBACK_BUFFER = 0x10,
1341 USAGE_PIXEL_PACK_BUFFER = 0x20,
1342 USAGE_DISABLE_MINMAX_CACHE = 0x40,
1343 } gl_buffer_usage;
1344
1345
1346 /**
1347 * GL_ARB_vertex/pixel_buffer_object buffer object
1348 */
1349 struct gl_buffer_object
1350 {
1351 GLint RefCount;
1352 GLuint Name;
1353 GLchar *Label; /**< GL_KHR_debug */
1354 GLenum16 Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1355 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1356 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1357 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1358 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1359 GLboolean Written; /**< Ever written to? (for debugging) */
1360 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1361 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1362 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1363
1364 /** Counters used for buffer usage warnings */
1365 GLuint NumSubDataCalls;
1366 GLuint NumMapBufferWriteCalls;
1367
1368 struct gl_buffer_mapping Mappings[MAP_COUNT];
1369
1370 /** Memoization of min/max index computations for static index buffers */
1371 simple_mtx_t MinMaxCacheMutex;
1372 struct hash_table *MinMaxCache;
1373 unsigned MinMaxCacheHitIndices;
1374 unsigned MinMaxCacheMissIndices;
1375 bool MinMaxCacheDirty;
1376
1377 bool HandleAllocated; /**< GL_ARB_bindless_texture */
1378 };
1379
1380
1381 /**
1382 * Client pixel packing/unpacking attributes
1383 */
1384 struct gl_pixelstore_attrib
1385 {
1386 GLint Alignment;
1387 GLint RowLength;
1388 GLint SkipPixels;
1389 GLint SkipRows;
1390 GLint ImageHeight;
1391 GLint SkipImages;
1392 GLboolean SwapBytes;
1393 GLboolean LsbFirst;
1394 GLboolean Invert; /**< GL_MESA_pack_invert */
1395 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1396 GLint CompressedBlockHeight;
1397 GLint CompressedBlockDepth;
1398 GLint CompressedBlockSize;
1399 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1400 };
1401
1402
1403 /**
1404 * Enum for defining the mapping for the position/generic0 attribute.
1405 *
1406 * Do not change the order of the values as these are used as
1407 * array indices.
1408 */
1409 typedef enum
1410 {
1411 ATTRIBUTE_MAP_MODE_IDENTITY, /**< 1:1 mapping */
1412 ATTRIBUTE_MAP_MODE_POSITION, /**< get position and generic0 from position */
1413 ATTRIBUTE_MAP_MODE_GENERIC0, /**< get position and generic0 from generic0 */
1414 ATTRIBUTE_MAP_MODE_MAX /**< for sizing arrays */
1415 } gl_attribute_map_mode;
1416
1417
1418 /**
1419 * Attributes to describe a vertex array.
1420 *
1421 * Contains the size, type, format and normalization flag,
1422 * along with the index of a vertex buffer binding point.
1423 *
1424 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1425 * and is only present for backwards compatibility reasons.
1426 * Rendering always uses VERTEX_BINDING_STRIDE.
1427 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1428 * and VERTEX_BINDING_STRIDE to the same value, while
1429 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1430 */
1431 struct gl_array_attributes
1432 {
1433 /** Points to client array data. Not used when a VBO is bound */
1434 const GLubyte *Ptr;
1435 /** Offset of the first element relative to the binding offset */
1436 GLuint RelativeOffset;
1437 /** Vertex format */
1438 struct gl_vertex_format Format;
1439 /** Stride as specified with gl*Pointer() */
1440 GLshort Stride;
1441 /** Index into gl_vertex_array_object::BufferBinding[] array */
1442 GLubyte BufferBindingIndex;
1443
1444 /**
1445 * Derived effective buffer binding index
1446 *
1447 * Index into the gl_vertex_buffer_binding array of the vao.
1448 * Similar to BufferBindingIndex, but with the mapping of the
1449 * position/generic0 attributes applied and with identical
1450 * gl_vertex_buffer_binding entries collapsed to a single
1451 * entry within the vao.
1452 *
1453 * The value is valid past calling _mesa_update_vao_derived_arrays.
1454 * Note that _mesa_update_vao_derived_arrays is called when binding
1455 * the VAO to Array._DrawVAO.
1456 */
1457 GLubyte _EffBufferBindingIndex;
1458 /**
1459 * Derived effective relative offset.
1460 *
1461 * Relative offset to the effective buffers offset in
1462 * gl_vertex_buffer_binding::_EffOffset.
1463 *
1464 * The value is valid past calling _mesa_update_vao_derived_arrays.
1465 * Note that _mesa_update_vao_derived_arrays is called when binding
1466 * the VAO to Array._DrawVAO.
1467 */
1468 GLushort _EffRelativeOffset;
1469 };
1470
1471
1472 /**
1473 * This describes the buffer object used for a vertex array (or
1474 * multiple vertex arrays). If BufferObj points to the default/null
1475 * buffer object, then the vertex array lives in user memory and not a VBO.
1476 */
1477 struct gl_vertex_buffer_binding
1478 {
1479 GLintptr Offset; /**< User-specified offset */
1480 GLsizei Stride; /**< User-specified stride */
1481 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1482 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1483 GLbitfield _BoundArrays; /**< Arrays bound to this binding point */
1484
1485 /**
1486 * Derived effective bound arrays.
1487 *
1488 * The effective binding handles enabled arrays past the
1489 * position/generic0 attribute mapping and reduces the refered
1490 * gl_vertex_buffer_binding entries to a unique subset.
1491 *
1492 * The value is valid past calling _mesa_update_vao_derived_arrays.
1493 * Note that _mesa_update_vao_derived_arrays is called when binding
1494 * the VAO to Array._DrawVAO.
1495 */
1496 GLbitfield _EffBoundArrays;
1497 /**
1498 * Derived offset.
1499 *
1500 * The absolute offset to that we can collapse some attributes
1501 * to this unique effective binding.
1502 * For user space array bindings this contains the smallest pointer value
1503 * in the bound and interleaved arrays.
1504 * For VBO bindings this contains an offset that lets the attributes
1505 * _EffRelativeOffset stay positive and in bounds with
1506 * Const.MaxVertexAttribRelativeOffset
1507 *
1508 * The value is valid past calling _mesa_update_vao_derived_arrays.
1509 * Note that _mesa_update_vao_derived_arrays is called when binding
1510 * the VAO to Array._DrawVAO.
1511 */
1512 GLintptr _EffOffset;
1513 };
1514
1515
1516 /**
1517 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+ /
1518 * the GL_ARB_vertex_array_object extension.
1519 */
1520 struct gl_vertex_array_object
1521 {
1522 /** Name of the VAO as received from glGenVertexArray. */
1523 GLuint Name;
1524
1525 GLint RefCount;
1526
1527 GLchar *Label; /**< GL_KHR_debug */
1528
1529 /**
1530 * Has this array object been bound?
1531 */
1532 GLboolean EverBound;
1533
1534 /**
1535 * Marked to true if the object is shared between contexts and immutable.
1536 * Then reference counting is done using atomics and thread safe.
1537 * Is used for dlist VAOs.
1538 */
1539 bool SharedAndImmutable;
1540
1541 /** Vertex attribute arrays */
1542 struct gl_array_attributes VertexAttrib[VERT_ATTRIB_MAX];
1543
1544 /** Vertex buffer bindings */
1545 struct gl_vertex_buffer_binding BufferBinding[VERT_ATTRIB_MAX];
1546
1547 /** Mask indicating which vertex arrays have vertex buffer associated. */
1548 GLbitfield VertexAttribBufferMask;
1549
1550 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1551 GLbitfield Enabled;
1552
1553 /**
1554 * Mask of VERT_BIT_* enabled arrays past position/generic0 mapping
1555 *
1556 * The value is valid past calling _mesa_update_vao_derived_arrays.
1557 * Note that _mesa_update_vao_derived_arrays is called when binding
1558 * the VAO to Array._DrawVAO.
1559 */
1560 GLbitfield _EffEnabledVBO;
1561
1562 /** Denotes the way the position/generic0 attribute is mapped */
1563 gl_attribute_map_mode _AttributeMapMode;
1564
1565 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1566 GLbitfield NewArrays;
1567
1568 /** The index buffer (also known as the element array buffer in OpenGL). */
1569 struct gl_buffer_object *IndexBufferObj;
1570 };
1571
1572
1573 /**
1574 * Vertex array state
1575 */
1576 struct gl_array_attrib
1577 {
1578 /** Currently bound array object. */
1579 struct gl_vertex_array_object *VAO;
1580
1581 /** The default vertex array object */
1582 struct gl_vertex_array_object *DefaultVAO;
1583
1584 /** The last VAO accessed by a DSA function */
1585 struct gl_vertex_array_object *LastLookedUpVAO;
1586
1587 /** Array objects (GL_ARB_vertex_array_object) */
1588 struct _mesa_HashTable *Objects;
1589
1590 GLint ActiveTexture; /**< Client Active Texture */
1591 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1592 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1593
1594 /**
1595 * \name Primitive restart controls
1596 *
1597 * Primitive restart is enabled if either \c PrimitiveRestart or
1598 * \c PrimitiveRestartFixedIndex is set.
1599 */
1600 /*@{*/
1601 GLboolean PrimitiveRestart;
1602 GLboolean PrimitiveRestartFixedIndex;
1603 GLboolean _PrimitiveRestart;
1604 GLuint RestartIndex;
1605 /*@}*/
1606
1607 /* GL_ARB_vertex_buffer_object */
1608 struct gl_buffer_object *ArrayBufferObj;
1609
1610 /**
1611 * Vertex array object that is used with the currently active draw command.
1612 * The _DrawVAO is either set to the currently bound VAO for array type
1613 * draws or to internal VAO's set up by the vbo module to execute immediate
1614 * mode or display list draws.
1615 */
1616 struct gl_vertex_array_object *_DrawVAO;
1617 /**
1618 * The VERT_BIT_* bits effectively enabled from the current _DrawVAO.
1619 * This is always a subset of _mesa_get_vao_vp_inputs(_DrawVAO)
1620 * but may omit those arrays that shall not be referenced by the current
1621 * gl_vertex_program_state::_VPMode. For example the generic attributes are
1622 * maked out form the _DrawVAO's enabled arrays when a fixed function
1623 * array draw is executed.
1624 */
1625 GLbitfield _DrawVAOEnabledAttribs;
1626 /**
1627 * Initially or if the VAO referenced by _DrawVAO is deleted the _DrawVAO
1628 * pointer is set to the _EmptyVAO which is just an empty VAO all the time.
1629 */
1630 struct gl_vertex_array_object *_EmptyVAO;
1631
1632 /** Legal array datatypes and the API for which they have been computed */
1633 GLbitfield LegalTypesMask;
1634 gl_api LegalTypesMaskAPI;
1635 };
1636
1637
1638 /**
1639 * Feedback buffer state
1640 */
1641 struct gl_feedback
1642 {
1643 GLenum16 Type;
1644 GLbitfield _Mask; /**< FB_* bits */
1645 GLfloat *Buffer;
1646 GLuint BufferSize;
1647 GLuint Count;
1648 };
1649
1650
1651 /**
1652 * Selection buffer state
1653 */
1654 struct gl_selection
1655 {
1656 GLuint *Buffer; /**< selection buffer */
1657 GLuint BufferSize; /**< size of the selection buffer */
1658 GLuint BufferCount; /**< number of values in the selection buffer */
1659 GLuint Hits; /**< number of records in the selection buffer */
1660 GLuint NameStackDepth; /**< name stack depth */
1661 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1662 GLboolean HitFlag; /**< hit flag */
1663 GLfloat HitMinZ; /**< minimum hit depth */
1664 GLfloat HitMaxZ; /**< maximum hit depth */
1665 };
1666
1667
1668 /**
1669 * 1-D Evaluator control points
1670 */
1671 struct gl_1d_map
1672 {
1673 GLuint Order; /**< Number of control points */
1674 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1675 GLfloat *Points; /**< Points to contiguous control points */
1676 };
1677
1678
1679 /**
1680 * 2-D Evaluator control points
1681 */
1682 struct gl_2d_map
1683 {
1684 GLuint Uorder; /**< Number of control points in U dimension */
1685 GLuint Vorder; /**< Number of control points in V dimension */
1686 GLfloat u1, u2, du;
1687 GLfloat v1, v2, dv;
1688 GLfloat *Points; /**< Points to contiguous control points */
1689 };
1690
1691
1692 /**
1693 * All evaluator control point state
1694 */
1695 struct gl_evaluators
1696 {
1697 /**
1698 * \name 1-D maps
1699 */
1700 /*@{*/
1701 struct gl_1d_map Map1Vertex3;
1702 struct gl_1d_map Map1Vertex4;
1703 struct gl_1d_map Map1Index;
1704 struct gl_1d_map Map1Color4;
1705 struct gl_1d_map Map1Normal;
1706 struct gl_1d_map Map1Texture1;
1707 struct gl_1d_map Map1Texture2;
1708 struct gl_1d_map Map1Texture3;
1709 struct gl_1d_map Map1Texture4;
1710 /*@}*/
1711
1712 /**
1713 * \name 2-D maps
1714 */
1715 /*@{*/
1716 struct gl_2d_map Map2Vertex3;
1717 struct gl_2d_map Map2Vertex4;
1718 struct gl_2d_map Map2Index;
1719 struct gl_2d_map Map2Color4;
1720 struct gl_2d_map Map2Normal;
1721 struct gl_2d_map Map2Texture1;
1722 struct gl_2d_map Map2Texture2;
1723 struct gl_2d_map Map2Texture3;
1724 struct gl_2d_map Map2Texture4;
1725 /*@}*/
1726 };
1727
1728
1729 struct gl_transform_feedback_varying_info
1730 {
1731 char *Name;
1732 GLenum16 Type;
1733 GLint BufferIndex;
1734 GLint Size;
1735 GLint Offset;
1736 };
1737
1738
1739 /**
1740 * Per-output info vertex shaders for transform feedback.
1741 */
1742 struct gl_transform_feedback_output
1743 {
1744 uint32_t OutputRegister;
1745 uint32_t OutputBuffer;
1746 uint32_t NumComponents;
1747 uint32_t StreamId;
1748
1749 /** offset (in DWORDs) of this output within the interleaved structure */
1750 uint32_t DstOffset;
1751
1752 /**
1753 * Offset into the output register of the data to output. For example,
1754 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1755 * offset is in the y and z components of the output register.
1756 */
1757 uint32_t ComponentOffset;
1758 };
1759
1760
1761 struct gl_transform_feedback_buffer
1762 {
1763 uint32_t Binding;
1764
1765 uint32_t NumVaryings;
1766
1767 /**
1768 * Total number of components stored in each buffer. This may be used by
1769 * hardware back-ends to determine the correct stride when interleaving
1770 * multiple transform feedback outputs in the same buffer.
1771 */
1772 uint32_t Stride;
1773
1774 /**
1775 * Which transform feedback stream this buffer binding is associated with.
1776 */
1777 uint32_t Stream;
1778 };
1779
1780
1781 /** Post-link transform feedback info. */
1782 struct gl_transform_feedback_info
1783 {
1784 unsigned NumOutputs;
1785
1786 /* Bitmask of active buffer indices. */
1787 unsigned ActiveBuffers;
1788
1789 struct gl_transform_feedback_output *Outputs;
1790
1791 /** Transform feedback varyings used for the linking of this shader program.
1792 *
1793 * Use for glGetTransformFeedbackVarying().
1794 */
1795 struct gl_transform_feedback_varying_info *Varyings;
1796 GLint NumVarying;
1797
1798 struct gl_transform_feedback_buffer Buffers[MAX_FEEDBACK_BUFFERS];
1799 };
1800
1801
1802 /**
1803 * Transform feedback object state
1804 */
1805 struct gl_transform_feedback_object
1806 {
1807 GLuint Name; /**< AKA the object ID */
1808 GLint RefCount;
1809 GLchar *Label; /**< GL_KHR_debug */
1810 GLboolean Active; /**< Is transform feedback enabled? */
1811 GLboolean Paused; /**< Is transform feedback paused? */
1812 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1813 at least once? */
1814 GLboolean EverBound; /**< Has this object been bound? */
1815
1816 /**
1817 * GLES: if Active is true, remaining number of primitives which can be
1818 * rendered without overflow. This is necessary to track because GLES
1819 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1820 * glDrawArraysInstanced would overflow transform feedback buffers.
1821 * Undefined if Active is false.
1822 *
1823 * Not tracked for desktop GL since it's unnecessary.
1824 */
1825 unsigned GlesRemainingPrims;
1826
1827 /**
1828 * The program active when BeginTransformFeedback() was called.
1829 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1830 * where stage is the pipeline stage that is the source of data for
1831 * transform feedback.
1832 */
1833 struct gl_program *program;
1834
1835 /** The feedback buffers */
1836 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1837 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1838
1839 /** Start of feedback data in dest buffer */
1840 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1841
1842 /**
1843 * Max data to put into dest buffer (in bytes). Computed based on
1844 * RequestedSize and the actual size of the buffer.
1845 */
1846 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1847
1848 /**
1849 * Size that was specified when the buffer was bound. If the buffer was
1850 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1851 * zero.
1852 */
1853 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1854 };
1855
1856
1857 /**
1858 * Context state for transform feedback.
1859 */
1860 struct gl_transform_feedback_state
1861 {
1862 GLenum16 Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1863
1864 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1865 struct gl_buffer_object *CurrentBuffer;
1866
1867 /** The table of all transform feedback objects */
1868 struct _mesa_HashTable *Objects;
1869
1870 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1871 struct gl_transform_feedback_object *CurrentObject;
1872
1873 /** The default xform-fb object (Name==0) */
1874 struct gl_transform_feedback_object *DefaultObject;
1875 };
1876
1877
1878 /**
1879 * A "performance monitor" as described in AMD_performance_monitor.
1880 */
1881 struct gl_perf_monitor_object
1882 {
1883 GLuint Name;
1884
1885 /** True if the monitor is currently active (Begin called but not End). */
1886 GLboolean Active;
1887
1888 /**
1889 * True if the monitor has ended.
1890 *
1891 * This is distinct from !Active because it may never have began.
1892 */
1893 GLboolean Ended;
1894
1895 /**
1896 * A list of groups with currently active counters.
1897 *
1898 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1899 */
1900 unsigned *ActiveGroups;
1901
1902 /**
1903 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1904 *
1905 * Checking whether counter 'c' in group 'g' is active can be done via:
1906 *
1907 * BITSET_TEST(ActiveCounters[g], c)
1908 */
1909 GLuint **ActiveCounters;
1910 };
1911
1912
1913 union gl_perf_monitor_counter_value
1914 {
1915 float f;
1916 uint64_t u64;
1917 uint32_t u32;
1918 };
1919
1920
1921 struct gl_perf_monitor_counter
1922 {
1923 /** Human readable name for the counter. */
1924 const char *Name;
1925
1926 /**
1927 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1928 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1929 */
1930 GLenum16 Type;
1931
1932 /** Minimum counter value. */
1933 union gl_perf_monitor_counter_value Minimum;
1934
1935 /** Maximum counter value. */
1936 union gl_perf_monitor_counter_value Maximum;
1937 };
1938
1939
1940 struct gl_perf_monitor_group
1941 {
1942 /** Human readable name for the group. */
1943 const char *Name;
1944
1945 /**
1946 * Maximum number of counters in this group which can be active at the
1947 * same time.
1948 */
1949 GLuint MaxActiveCounters;
1950
1951 /** Array of counters within this group. */
1952 const struct gl_perf_monitor_counter *Counters;
1953 GLuint NumCounters;
1954 };
1955
1956
1957 /**
1958 * A query object instance as described in INTEL_performance_query.
1959 *
1960 * NB: We want to keep this and the corresponding backend structure
1961 * relatively lean considering that applications may expect to
1962 * allocate enough objects to be able to query around all draw calls
1963 * in a frame.
1964 */
1965 struct gl_perf_query_object
1966 {
1967 GLuint Id; /**< hash table ID/name */
1968 unsigned Used:1; /**< has been used for 1 or more queries */
1969 unsigned Active:1; /**< inside Begin/EndPerfQuery */
1970 unsigned Ready:1; /**< result is ready? */
1971 };
1972
1973
1974 /**
1975 * Context state for AMD_performance_monitor.
1976 */
1977 struct gl_perf_monitor_state
1978 {
1979 /** Array of performance monitor groups (indexed by group ID) */
1980 const struct gl_perf_monitor_group *Groups;
1981 GLuint NumGroups;
1982
1983 /** The table of all performance monitors. */
1984 struct _mesa_HashTable *Monitors;
1985 };
1986
1987
1988 /**
1989 * Context state for INTEL_performance_query.
1990 */
1991 struct gl_perf_query_state
1992 {
1993 struct _mesa_HashTable *Objects; /**< The table of all performance query objects */
1994 };
1995
1996
1997 /**
1998 * A bindless sampler object.
1999 */
2000 struct gl_bindless_sampler
2001 {
2002 /** Texture unit (set by glUniform1()). */
2003 GLubyte unit;
2004
2005 /** Whether this bindless sampler is bound to a unit. */
2006 GLboolean bound;
2007
2008 /** Texture Target (TEXTURE_1D/2D/3D/etc_INDEX). */
2009 gl_texture_index target;
2010
2011 /** Pointer to the base of the data. */
2012 GLvoid *data;
2013 };
2014
2015
2016 /**
2017 * A bindless image object.
2018 */
2019 struct gl_bindless_image
2020 {
2021 /** Image unit (set by glUniform1()). */
2022 GLubyte unit;
2023
2024 /** Whether this bindless image is bound to a unit. */
2025 GLboolean bound;
2026
2027 /** Access qualifier (GL_READ_WRITE, GL_READ_ONLY, GL_WRITE_ONLY, or
2028 * GL_NONE to indicate both read-only and write-only)
2029 */
2030 GLenum16 access;
2031
2032 /** Pointer to the base of the data. */
2033 GLvoid *data;
2034 };
2035
2036
2037 /**
2038 * Current vertex processing mode: fixed function vs. shader.
2039 * In reality, fixed function is probably implemented by a shader but that's
2040 * not what we care about here.
2041 */
2042 typedef enum
2043 {
2044 VP_MODE_FF, /**< legacy / fixed function */
2045 VP_MODE_SHADER, /**< ARB vertex program or GLSL vertex shader */
2046 VP_MODE_MAX /**< for sizing arrays */
2047 } gl_vertex_processing_mode;
2048
2049
2050 /**
2051 * Base class for any kind of program object
2052 */
2053 struct gl_program
2054 {
2055 /** FIXME: This must be first until we split shader_info from nir_shader */
2056 struct shader_info info;
2057
2058 GLuint Id;
2059 GLint RefCount;
2060 GLubyte *String; /**< Null-terminated program text */
2061
2062 /** GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2063 GLenum16 Target;
2064 GLenum16 Format; /**< String encoding format */
2065
2066 GLboolean _Used; /**< Ever used for drawing? Used for debugging */
2067
2068 struct nir_shader *nir;
2069
2070 /* Saved and restored with metadata. Freed with ralloc. */
2071 void *driver_cache_blob;
2072 size_t driver_cache_blob_size;
2073
2074 bool is_arb_asm; /** Is this an ARB assembly-style program */
2075
2076 /** Is this program written to on disk shader cache */
2077 bool program_written_to_cache;
2078
2079 /** A bitfield indicating which vertex shader inputs consume two slots
2080 *
2081 * This is used for mapping from single-slot input locations in the GL API
2082 * to dual-slot double input locations in the shader. This field is set
2083 * once as part of linking and never updated again to ensure the mapping
2084 * remains consistent.
2085 *
2086 * Note: There may be dual-slot variables in the original shader source
2087 * which do not appear in this bitfield due to having been eliminated by
2088 * the compiler prior to DualSlotInputs being calculated. There may also
2089 * be bits set in this bitfield which are set but which the shader never
2090 * reads due to compiler optimizations eliminating such variables after
2091 * DualSlotInputs is calculated.
2092 */
2093 GLbitfield64 DualSlotInputs;
2094 /** Subset of OutputsWritten outputs written with non-zero index. */
2095 GLbitfield64 SecondaryOutputsWritten;
2096 /** TEXTURE_x_BIT bitmask */
2097 GLbitfield16 TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
2098 /** Bitfield of which samplers are used */
2099 GLbitfield SamplersUsed;
2100 /** Texture units used for shadow sampling. */
2101 GLbitfield ShadowSamplers;
2102 /** Texture units used for samplerExternalOES */
2103 GLbitfield ExternalSamplersUsed;
2104
2105 /* Fragement shader only fields */
2106 GLboolean OriginUpperLeft;
2107 GLboolean PixelCenterInteger;
2108
2109 /** Named parameters, constants, etc. from program text */
2110 struct gl_program_parameter_list *Parameters;
2111
2112 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2113 GLubyte SamplerUnits[MAX_SAMPLERS];
2114
2115 /* FIXME: We should be able to make this struct a union. However some
2116 * drivers (i915/fragment_programs, swrast/prog_execute) mix the use of
2117 * these fields, we should fix this.
2118 */
2119 struct {
2120 /** Fields used by GLSL programs */
2121 struct {
2122 /** Data shared by gl_program and gl_shader_program */
2123 struct gl_shader_program_data *data;
2124
2125 struct gl_active_atomic_buffer **AtomicBuffers;
2126
2127 /** Post-link transform feedback info. */
2128 struct gl_transform_feedback_info *LinkedTransformFeedback;
2129
2130 /**
2131 * Number of types for subroutine uniforms.
2132 */
2133 GLuint NumSubroutineUniformTypes;
2134
2135 /**
2136 * Subroutine uniform remap table
2137 * based on the program level uniform remap table.
2138 */
2139 GLuint NumSubroutineUniforms; /* non-sparse total */
2140 GLuint NumSubroutineUniformRemapTable;
2141 struct gl_uniform_storage **SubroutineUniformRemapTable;
2142
2143 /**
2144 * Num of subroutine functions for this stage and storage for them.
2145 */
2146 GLuint NumSubroutineFunctions;
2147 GLuint MaxSubroutineFunctionIndex;
2148 struct gl_subroutine_function *SubroutineFunctions;
2149
2150 /**
2151 * Map from image uniform index to image unit (set by glUniform1i())
2152 *
2153 * An image uniform index is associated with each image uniform by
2154 * the linker. The image index associated with each uniform is
2155 * stored in the \c gl_uniform_storage::image field.
2156 */
2157 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2158
2159 /**
2160 * Access qualifier specified in the shader for each image uniform
2161 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY, \c
2162 * GL_READ_WRITE, or \c GL_NONE to indicate both read-only and
2163 * write-only.
2164 *
2165 * It may be different, though only more strict than the value of
2166 * \c gl_image_unit::Access for the corresponding image unit.
2167 */
2168 GLenum16 ImageAccess[MAX_IMAGE_UNIFORMS];
2169
2170 struct gl_uniform_block **UniformBlocks;
2171 struct gl_uniform_block **ShaderStorageBlocks;
2172
2173 /** Which texture target is being sampled
2174 * (TEXTURE_1D/2D/3D/etc_INDEX)
2175 */
2176 GLubyte SamplerTargets[MAX_SAMPLERS];
2177
2178 /**
2179 * Number of samplers declared with the bindless_sampler layout
2180 * qualifier as specified by ARB_bindless_texture.
2181 */
2182 GLuint NumBindlessSamplers;
2183 GLboolean HasBoundBindlessSampler;
2184 struct gl_bindless_sampler *BindlessSamplers;
2185
2186 /**
2187 * Number of images declared with the bindless_image layout qualifier
2188 * as specified by ARB_bindless_texture.
2189 */
2190 GLuint NumBindlessImages;
2191 GLboolean HasBoundBindlessImage;
2192 struct gl_bindless_image *BindlessImages;
2193
2194 union {
2195 struct {
2196 /**
2197 * A bitmask of gl_advanced_blend_mode values
2198 */
2199 GLbitfield BlendSupport;
2200 } fs;
2201 };
2202 } sh;
2203
2204 /** ARB assembly-style program fields */
2205 struct {
2206 struct prog_instruction *Instructions;
2207
2208 /**
2209 * Local parameters used by the program.
2210 *
2211 * It's dynamically allocated because it is rarely used (just
2212 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries
2213 * once it's allocated.
2214 */
2215 GLfloat (*LocalParams)[4];
2216
2217 /** Bitmask of which register files are read/written with indirect
2218 * addressing. Mask of (1 << PROGRAM_x) bits.
2219 */
2220 GLbitfield IndirectRegisterFiles;
2221
2222 /** Logical counts */
2223 /*@{*/
2224 GLuint NumInstructions;
2225 GLuint NumTemporaries;
2226 GLuint NumParameters;
2227 GLuint NumAttributes;
2228 GLuint NumAddressRegs;
2229 GLuint NumAluInstructions;
2230 GLuint NumTexInstructions;
2231 GLuint NumTexIndirections;
2232 /*@}*/
2233 /** Native, actual h/w counts */
2234 /*@{*/
2235 GLuint NumNativeInstructions;
2236 GLuint NumNativeTemporaries;
2237 GLuint NumNativeParameters;
2238 GLuint NumNativeAttributes;
2239 GLuint NumNativeAddressRegs;
2240 GLuint NumNativeAluInstructions;
2241 GLuint NumNativeTexInstructions;
2242 GLuint NumNativeTexIndirections;
2243 /*@}*/
2244
2245 /** Used by ARB assembly-style programs. Can only be true for vertex
2246 * programs.
2247 */
2248 GLboolean IsPositionInvariant;
2249 } arb;
2250 };
2251 };
2252
2253
2254 /**
2255 * State common to vertex and fragment programs.
2256 */
2257 struct gl_program_state
2258 {
2259 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2260 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2261 };
2262
2263
2264 /**
2265 * Context state for vertex programs.
2266 */
2267 struct gl_vertex_program_state
2268 {
2269 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2270 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2271 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2272 /** Should fixed-function T&L be implemented with a vertex prog? */
2273 GLboolean _MaintainTnlProgram;
2274
2275 struct gl_program *Current; /**< User-bound vertex program */
2276
2277 /** Currently enabled and valid vertex program (including internal
2278 * programs, user-defined vertex programs and GLSL vertex shaders).
2279 * This is the program we must use when rendering.
2280 */
2281 struct gl_program *_Current;
2282
2283 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2284
2285 /** Program to emulate fixed-function T&L (see above) */
2286 struct gl_program *_TnlProgram;
2287
2288 /** Cache of fixed-function programs */
2289 struct gl_program_cache *Cache;
2290
2291 GLboolean _Overriden;
2292
2293 /**
2294 * If we have a vertex program, a TNL program or no program at all.
2295 * Note that this value should be kept up to date all the time,
2296 * nevertheless its correctness is asserted in _mesa_update_state.
2297 * The reason is to avoid calling _mesa_update_state twice we need
2298 * this value on draw *before* actually calling _mesa_update_state.
2299 * Also it should need to get recomputed only on changes to the
2300 * vertex program which are heavyweight already.
2301 */
2302 gl_vertex_processing_mode _VPMode;
2303 };
2304
2305 /**
2306 * Context state for tessellation control programs.
2307 */
2308 struct gl_tess_ctrl_program_state
2309 {
2310 /** Currently bound and valid shader. */
2311 struct gl_program *_Current;
2312
2313 GLint patch_vertices;
2314 GLfloat patch_default_outer_level[4];
2315 GLfloat patch_default_inner_level[2];
2316 };
2317
2318 /**
2319 * Context state for tessellation evaluation programs.
2320 */
2321 struct gl_tess_eval_program_state
2322 {
2323 /** Currently bound and valid shader. */
2324 struct gl_program *_Current;
2325 };
2326
2327 /**
2328 * Context state for geometry programs.
2329 */
2330 struct gl_geometry_program_state
2331 {
2332 /**
2333 * Currently enabled and valid program (including internal programs
2334 * and compiled shader programs).
2335 */
2336 struct gl_program *_Current;
2337 };
2338
2339 /**
2340 * Context state for fragment programs.
2341 */
2342 struct gl_fragment_program_state
2343 {
2344 GLboolean Enabled; /**< User-set fragment program enable flag */
2345 /** Should fixed-function texturing be implemented with a fragment prog? */
2346 GLboolean _MaintainTexEnvProgram;
2347
2348 struct gl_program *Current; /**< User-bound fragment program */
2349
2350 /**
2351 * Currently enabled and valid fragment program (including internal
2352 * programs, user-defined fragment programs and GLSL fragment shaders).
2353 * This is the program we must use when rendering.
2354 */
2355 struct gl_program *_Current;
2356
2357 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2358
2359 /** Program to emulate fixed-function texture env/combine (see above) */
2360 struct gl_program *_TexEnvProgram;
2361
2362 /** Cache of fixed-function programs */
2363 struct gl_program_cache *Cache;
2364 };
2365
2366
2367 /**
2368 * Context state for compute programs.
2369 */
2370 struct gl_compute_program_state
2371 {
2372 /** Currently enabled and valid program (including internal programs
2373 * and compiled shader programs).
2374 */
2375 struct gl_program *_Current;
2376 };
2377
2378
2379 /**
2380 * ATI_fragment_shader runtime state
2381 */
2382
2383 struct atifs_instruction;
2384 struct atifs_setupinst;
2385
2386 /**
2387 * ATI fragment shader
2388 */
2389 struct ati_fragment_shader
2390 {
2391 GLuint Id;
2392 GLint RefCount;
2393 struct atifs_instruction *Instructions[2];
2394 struct atifs_setupinst *SetupInst[2];
2395 GLfloat Constants[8][4];
2396 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2397 GLubyte numArithInstr[2];
2398 GLubyte regsAssigned[2];
2399 GLubyte NumPasses; /**< 1 or 2 */
2400 /**
2401 * Current compile stage: 0 setup pass1, 1 arith pass1,
2402 * 2 setup pass2, 3 arith pass2.
2403 */
2404 GLubyte cur_pass;
2405 GLubyte last_optype;
2406 GLboolean interpinp1;
2407 GLboolean isValid;
2408 /**
2409 * Array of 2 bit values for each tex unit to remember whether
2410 * STR or STQ swizzle was used
2411 */
2412 GLuint swizzlerq;
2413 struct gl_program *Program;
2414 };
2415
2416 /**
2417 * Context state for GL_ATI_fragment_shader
2418 */
2419 struct gl_ati_fragment_shader_state
2420 {
2421 GLboolean Enabled;
2422 GLboolean Compiling;
2423 GLfloat GlobalConstants[8][4];
2424 struct ati_fragment_shader *Current;
2425 };
2426
2427 /**
2428 * Shader subroutine function definition
2429 */
2430 struct gl_subroutine_function
2431 {
2432 char *name;
2433 int index;
2434 int num_compat_types;
2435 const struct glsl_type **types;
2436 };
2437
2438 /**
2439 * Shader information needed by both gl_shader and gl_linked shader.
2440 */
2441 struct gl_shader_info
2442 {
2443 /**
2444 * Tessellation Control shader state from layout qualifiers.
2445 */
2446 struct {
2447 /**
2448 * 0 - vertices not declared in shader, or
2449 * 1 .. GL_MAX_PATCH_VERTICES
2450 */
2451 GLint VerticesOut;
2452 } TessCtrl;
2453
2454 /**
2455 * Tessellation Evaluation shader state from layout qualifiers.
2456 */
2457 struct {
2458 /**
2459 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2460 * in this shader.
2461 */
2462 GLenum16 PrimitiveMode;
2463
2464 enum gl_tess_spacing Spacing;
2465
2466 /**
2467 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2468 */
2469 GLenum16 VertexOrder;
2470 /**
2471 * 1, 0, or -1 if it's not set in this shader.
2472 */
2473 int PointMode;
2474 } TessEval;
2475
2476 /**
2477 * Geometry shader state from GLSL 1.50 layout qualifiers.
2478 */
2479 struct {
2480 GLint VerticesOut;
2481 /**
2482 * 0 - Invocations count not declared in shader, or
2483 * 1 .. Const.MaxGeometryShaderInvocations
2484 */
2485 GLint Invocations;
2486 /**
2487 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2488 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2489 * shader.
2490 */
2491 GLenum16 InputType;
2492 /**
2493 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2494 * it's not set in this shader.
2495 */
2496 GLenum16 OutputType;
2497 } Geom;
2498
2499 /**
2500 * Compute shader state from ARB_compute_shader and
2501 * ARB_compute_variable_group_size layout qualifiers.
2502 */
2503 struct {
2504 /**
2505 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2506 * it's not set in this shader.
2507 */
2508 unsigned LocalSize[3];
2509
2510 /**
2511 * Whether a variable work group size has been specified as defined by
2512 * ARB_compute_variable_group_size.
2513 */
2514 bool LocalSizeVariable;
2515 } Comp;
2516 };
2517
2518 /**
2519 * A linked GLSL shader object.
2520 */
2521 struct gl_linked_shader
2522 {
2523 gl_shader_stage Stage;
2524
2525 #ifdef DEBUG
2526 unsigned SourceChecksum;
2527 #endif
2528
2529 struct gl_program *Program; /**< Post-compile assembly code */
2530
2531 /**
2532 * \name Sampler tracking
2533 *
2534 * \note Each of these fields is only set post-linking.
2535 */
2536 /*@{*/
2537 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2538 /*@}*/
2539
2540 /**
2541 * Number of default uniform block components used by this shader.
2542 *
2543 * This field is only set post-linking.
2544 */
2545 unsigned num_uniform_components;
2546
2547 /**
2548 * Number of combined uniform components used by this shader.
2549 *
2550 * This field is only set post-linking. It is the sum of the uniform block
2551 * sizes divided by sizeof(float), and num_uniform_compoennts.
2552 */
2553 unsigned num_combined_uniform_components;
2554
2555 struct exec_list *ir;
2556 struct exec_list *packed_varyings;
2557 struct exec_list *fragdata_arrays;
2558 struct glsl_symbol_table *symbols;
2559
2560 /**
2561 * ARB_gl_spirv related data.
2562 *
2563 * This is actually a reference to the gl_shader::spirv_data, which
2564 * stores information that is also needed during linking.
2565 */
2566 struct gl_shader_spirv_data *spirv_data;
2567 };
2568
2569
2570 /**
2571 * Compile status enum. COMPILE_SKIPPED is used to indicate the compile
2572 * was skipped due to the shader matching one that's been seen before by
2573 * the on-disk cache.
2574 */
2575 enum gl_compile_status
2576 {
2577 COMPILE_FAILURE = 0,
2578 COMPILE_SUCCESS,
2579 COMPILE_SKIPPED,
2580 COMPILED_NO_OPTS
2581 };
2582
2583 /**
2584 * A GLSL shader object.
2585 */
2586 struct gl_shader
2587 {
2588 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2589 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2590 * Must be the first field.
2591 */
2592 GLenum16 Type;
2593 gl_shader_stage Stage;
2594 GLuint Name; /**< AKA the handle */
2595 GLint RefCount; /**< Reference count */
2596 GLchar *Label; /**< GL_KHR_debug */
2597 unsigned char sha1[20]; /**< SHA1 hash of pre-processed source */
2598 GLboolean DeletePending;
2599 bool IsES; /**< True if this shader uses GLSL ES */
2600
2601 enum gl_compile_status CompileStatus;
2602
2603 #ifdef DEBUG
2604 unsigned SourceChecksum; /**< for debug/logging purposes */
2605 #endif
2606 const GLchar *Source; /**< Source code string */
2607
2608 const GLchar *FallbackSource; /**< Fallback string used by on-disk cache*/
2609
2610 GLchar *InfoLog;
2611
2612 unsigned Version; /**< GLSL version used for linking */
2613
2614 /**
2615 * A bitmask of gl_advanced_blend_mode values
2616 */
2617 GLbitfield BlendSupport;
2618
2619 struct exec_list *ir;
2620 struct glsl_symbol_table *symbols;
2621
2622 /**
2623 * Whether early fragment tests are enabled as defined by
2624 * ARB_shader_image_load_store.
2625 */
2626 bool EarlyFragmentTests;
2627
2628 bool ARB_fragment_coord_conventions_enable;
2629
2630 bool redeclares_gl_fragcoord;
2631 bool uses_gl_fragcoord;
2632
2633 bool PostDepthCoverage;
2634 bool PixelInterlockOrdered;
2635 bool PixelInterlockUnordered;
2636 bool SampleInterlockOrdered;
2637 bool SampleInterlockUnordered;
2638 bool InnerCoverage;
2639
2640 /**
2641 * Fragment shader state from GLSL 1.50 layout qualifiers.
2642 */
2643 bool origin_upper_left;
2644 bool pixel_center_integer;
2645
2646 /**
2647 * Whether bindless_sampler/bindless_image, and respectively
2648 * bound_sampler/bound_image are declared at global scope as defined by
2649 * ARB_bindless_texture.
2650 */
2651 bool bindless_sampler;
2652 bool bindless_image;
2653 bool bound_sampler;
2654 bool bound_image;
2655
2656 /** Global xfb_stride out qualifier if any */
2657 GLuint TransformFeedbackBufferStride[MAX_FEEDBACK_BUFFERS];
2658
2659 struct gl_shader_info info;
2660
2661 /* ARB_gl_spirv related data */
2662 struct gl_shader_spirv_data *spirv_data;
2663 };
2664
2665
2666 struct gl_uniform_buffer_variable
2667 {
2668 char *Name;
2669
2670 /**
2671 * Name of the uniform as seen by glGetUniformIndices.
2672 *
2673 * glGetUniformIndices requires that the block instance index \b not be
2674 * present in the name of queried uniforms.
2675 *
2676 * \note
2677 * \c gl_uniform_buffer_variable::IndexName and
2678 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2679 */
2680 char *IndexName;
2681
2682 const struct glsl_type *Type;
2683 unsigned int Offset;
2684 GLboolean RowMajor;
2685 };
2686
2687
2688 struct gl_uniform_block
2689 {
2690 /** Declared name of the uniform block */
2691 char *Name;
2692
2693 /** Array of supplemental information about UBO ir_variables. */
2694 struct gl_uniform_buffer_variable *Uniforms;
2695 GLuint NumUniforms;
2696
2697 /**
2698 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2699 * with glBindBufferBase to bind a buffer object to this uniform block.
2700 */
2701 GLuint Binding;
2702
2703 /**
2704 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2705 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2706 */
2707 GLuint UniformBufferSize;
2708
2709 /** Stages that reference this block */
2710 uint8_t stageref;
2711
2712 /**
2713 * Linearized array index for uniform block instance arrays
2714 *
2715 * Given a uniform block instance array declared with size
2716 * blk[s_0][s_1]..[s_m], the block referenced by blk[i_0][i_1]..[i_m] will
2717 * have the linearized array index
2718 *
2719 * m-1 m
2720 * i_m + ∑ i_j * ∏ s_k
2721 * j=0 k=j+1
2722 *
2723 * For a uniform block instance that is not an array, this is always 0.
2724 */
2725 uint8_t linearized_array_index;
2726
2727 /**
2728 * Layout specified in the shader
2729 *
2730 * This isn't accessible through the API, but it is used while
2731 * cross-validating uniform blocks.
2732 */
2733 enum glsl_interface_packing _Packing;
2734 GLboolean _RowMajor;
2735 };
2736
2737 /**
2738 * Structure that represents a reference to an atomic buffer from some
2739 * shader program.
2740 */
2741 struct gl_active_atomic_buffer
2742 {
2743 /** Uniform indices of the atomic counters declared within it. */
2744 GLuint *Uniforms;
2745 GLuint NumUniforms;
2746
2747 /** Binding point index associated with it. */
2748 GLuint Binding;
2749
2750 /** Minimum reasonable size it is expected to have. */
2751 GLuint MinimumSize;
2752
2753 /** Shader stages making use of it. */
2754 GLboolean StageReferences[MESA_SHADER_STAGES];
2755 };
2756
2757 /**
2758 * Data container for shader queries. This holds only the minimal
2759 * amount of required information for resource queries to work.
2760 */
2761 struct gl_shader_variable
2762 {
2763 /**
2764 * Declared type of the variable
2765 */
2766 const struct glsl_type *type;
2767
2768 /**
2769 * If the variable is in an interface block, this is the type of the block.
2770 */
2771 const struct glsl_type *interface_type;
2772
2773 /**
2774 * For variables inside structs (possibly recursively), this is the
2775 * outermost struct type.
2776 */
2777 const struct glsl_type *outermost_struct_type;
2778
2779 /**
2780 * Declared name of the variable
2781 */
2782 char *name;
2783
2784 /**
2785 * Storage location of the base of this variable
2786 *
2787 * The precise meaning of this field depends on the nature of the variable.
2788 *
2789 * - Vertex shader input: one of the values from \c gl_vert_attrib.
2790 * - Vertex shader output: one of the values from \c gl_varying_slot.
2791 * - Geometry shader input: one of the values from \c gl_varying_slot.
2792 * - Geometry shader output: one of the values from \c gl_varying_slot.
2793 * - Fragment shader input: one of the values from \c gl_varying_slot.
2794 * - Fragment shader output: one of the values from \c gl_frag_result.
2795 * - Uniforms: Per-stage uniform slot number for default uniform block.
2796 * - Uniforms: Index within the uniform block definition for UBO members.
2797 * - Non-UBO Uniforms: explicit location until linking then reused to
2798 * store uniform slot number.
2799 * - Other: This field is not currently used.
2800 *
2801 * If the variable is a uniform, shader input, or shader output, and the
2802 * slot has not been assigned, the value will be -1.
2803 */
2804 int location;
2805
2806 /**
2807 * Specifies the first component the variable is stored in as per
2808 * ARB_enhanced_layouts.
2809 */
2810 unsigned component:2;
2811
2812 /**
2813 * Output index for dual source blending.
2814 *
2815 * \note
2816 * The GLSL spec only allows the values 0 or 1 for the index in \b dual
2817 * source blending.
2818 */
2819 unsigned index:1;
2820
2821 /**
2822 * Specifies whether a shader input/output is per-patch in tessellation
2823 * shader stages.
2824 */
2825 unsigned patch:1;
2826
2827 /**
2828 * Storage class of the variable.
2829 *
2830 * \sa (n)ir_variable_mode
2831 */
2832 unsigned mode:4;
2833
2834 /**
2835 * Interpolation mode for shader inputs / outputs
2836 *
2837 * \sa glsl_interp_mode
2838 */
2839 unsigned interpolation:2;
2840
2841 /**
2842 * Was the location explicitly set in the shader?
2843 *
2844 * If the location is explicitly set in the shader, it \b cannot be changed
2845 * by the linker or by the API (e.g., calls to \c glBindAttribLocation have
2846 * no effect).
2847 */
2848 unsigned explicit_location:1;
2849
2850 /**
2851 * Precision qualifier.
2852 */
2853 unsigned precision:2;
2854 };
2855
2856 /**
2857 * Active resource in a gl_shader_program
2858 */
2859 struct gl_program_resource
2860 {
2861 GLenum16 Type; /** Program interface type. */
2862 const void *Data; /** Pointer to resource associated data structure. */
2863 uint8_t StageReferences; /** Bitmask of shader stage references. */
2864 };
2865
2866 /**
2867 * Link status enum. LINKING_SKIPPED is used to indicate linking
2868 * was skipped due to the shader being loaded from the on-disk cache.
2869 */
2870 enum gl_link_status
2871 {
2872 LINKING_FAILURE = 0,
2873 LINKING_SUCCESS,
2874 LINKING_SKIPPED
2875 };
2876
2877 /**
2878 * A data structure to be shared by gl_shader_program and gl_program.
2879 */
2880 struct gl_shader_program_data
2881 {
2882 GLint RefCount; /**< Reference count */
2883
2884 /** SHA1 hash of linked shader program */
2885 unsigned char sha1[20];
2886
2887 unsigned NumUniformStorage;
2888 unsigned NumHiddenUniforms;
2889 struct gl_uniform_storage *UniformStorage;
2890
2891 unsigned NumUniformBlocks;
2892 unsigned NumShaderStorageBlocks;
2893
2894 struct gl_uniform_block *UniformBlocks;
2895 struct gl_uniform_block *ShaderStorageBlocks;
2896
2897 struct gl_active_atomic_buffer *AtomicBuffers;
2898 unsigned NumAtomicBuffers;
2899
2900 /* Shader cache variables used during restore */
2901 unsigned NumUniformDataSlots;
2902 union gl_constant_value *UniformDataSlots;
2903
2904 /* Used to hold initial uniform values for program binary restores.
2905 *
2906 * From the ARB_get_program_binary spec:
2907 *
2908 * "A successful call to ProgramBinary will reset all uniform
2909 * variables to their initial values. The initial value is either
2910 * the value of the variable's initializer as specified in the
2911 * original shader source, or 0 if no initializer was present.
2912 */
2913 union gl_constant_value *UniformDataDefaults;
2914
2915 GLboolean Validated;
2916
2917 /** List of all active resources after linking. */
2918 struct gl_program_resource *ProgramResourceList;
2919 unsigned NumProgramResourceList;
2920
2921 enum gl_link_status LinkStatus; /**< GL_LINK_STATUS */
2922 GLchar *InfoLog;
2923
2924 unsigned Version; /**< GLSL version used for linking */
2925
2926 /* Mask of stages this program was linked against */
2927 unsigned linked_stages;
2928
2929 /* Whether the shaders of this program are loaded from SPIR-V binaries
2930 * (all have the SPIR_V_BINARY_ARB state). This was introduced by the
2931 * ARB_gl_spirv extension.
2932 */
2933 bool spirv;
2934 };
2935
2936 /**
2937 * A GLSL program object.
2938 * Basically a linked collection of vertex and fragment shaders.
2939 */
2940 struct gl_shader_program
2941 {
2942 GLenum16 Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2943 GLuint Name; /**< aka handle or ID */
2944 GLchar *Label; /**< GL_KHR_debug */
2945 GLint RefCount; /**< Reference count */
2946 GLboolean DeletePending;
2947
2948 /**
2949 * Is the application intending to glGetProgramBinary this program?
2950 */
2951 GLboolean BinaryRetreivableHint;
2952
2953 /**
2954 * Indicates whether program can be bound for individual pipeline stages
2955 * using UseProgramStages after it is next linked.
2956 */
2957 GLboolean SeparateShader;
2958
2959 GLuint NumShaders; /**< number of attached shaders */
2960 struct gl_shader **Shaders; /**< List of attached the shaders */
2961
2962 /**
2963 * User-defined attribute bindings
2964 *
2965 * These are set via \c glBindAttribLocation and are used to direct the
2966 * GLSL linker. These are \b not the values used in the compiled shader,
2967 * and they are \b not the values returned by \c glGetAttribLocation.
2968 */
2969 struct string_to_uint_map *AttributeBindings;
2970
2971 /**
2972 * User-defined fragment data bindings
2973 *
2974 * These are set via \c glBindFragDataLocation and are used to direct the
2975 * GLSL linker. These are \b not the values used in the compiled shader,
2976 * and they are \b not the values returned by \c glGetFragDataLocation.
2977 */
2978 struct string_to_uint_map *FragDataBindings;
2979 struct string_to_uint_map *FragDataIndexBindings;
2980
2981 /**
2982 * Transform feedback varyings last specified by
2983 * glTransformFeedbackVaryings().
2984 *
2985 * For the current set of transform feedback varyings used for transform
2986 * feedback output, see LinkedTransformFeedback.
2987 */
2988 struct {
2989 GLenum16 BufferMode;
2990 /** Global xfb_stride out qualifier if any */
2991 GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
2992 GLuint NumVarying;
2993 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2994 } TransformFeedback;
2995
2996 struct gl_program *last_vert_prog;
2997
2998 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2999 enum gl_frag_depth_layout FragDepthLayout;
3000
3001 /**
3002 * Geometry shader state - copied into gl_program by
3003 * _mesa_copy_linked_program_data().
3004 */
3005 struct {
3006 GLint VerticesIn;
3007
3008 bool UsesEndPrimitive;
3009 bool UsesStreams;
3010 } Geom;
3011
3012 /**
3013 * Compute shader state - copied into gl_program by
3014 * _mesa_copy_linked_program_data().
3015 */
3016 struct {
3017 /**
3018 * Size of shared variables accessed by the compute shader.
3019 */
3020 unsigned SharedSize;
3021 } Comp;
3022
3023 /** Data shared by gl_program and gl_shader_program */
3024 struct gl_shader_program_data *data;
3025
3026 /**
3027 * Mapping from GL uniform locations returned by \c glUniformLocation to
3028 * UniformStorage entries. Arrays will have multiple contiguous slots
3029 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
3030 */
3031 unsigned NumUniformRemapTable;
3032 struct gl_uniform_storage **UniformRemapTable;
3033
3034 /**
3035 * Sometimes there are empty slots left over in UniformRemapTable after we
3036 * allocate slots to explicit locations. This list stores the blocks of
3037 * continuous empty slots inside UniformRemapTable.
3038 */
3039 struct exec_list EmptyUniformLocations;
3040
3041 /**
3042 * Total number of explicit uniform location including inactive uniforms.
3043 */
3044 unsigned NumExplicitUniformLocations;
3045
3046 /**
3047 * Map of active uniform names to locations
3048 *
3049 * Maps any active uniform that is not an array element to a location.
3050 * Each active uniform, including individual structure members will appear
3051 * in this map. This roughly corresponds to the set of names that would be
3052 * enumerated by \c glGetActiveUniform.
3053 */
3054 struct string_to_uint_map *UniformHash;
3055
3056 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
3057
3058 bool IsES; /**< True if this program uses GLSL ES */
3059
3060 /**
3061 * Per-stage shaders resulting from the first stage of linking.
3062 *
3063 * Set of linked shaders for this program. The array is accessed using the
3064 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
3065 * \c NULL.
3066 */
3067 struct gl_linked_shader *_LinkedShaders[MESA_SHADER_STAGES];
3068
3069 /**
3070 * True if any of the fragment shaders attached to this program use:
3071 * #extension ARB_fragment_coord_conventions: enable
3072 */
3073 GLboolean ARB_fragment_coord_conventions_enable;
3074 };
3075
3076
3077 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
3078 #define GLSL_LOG 0x2 /**< Write shaders to files */
3079 #define GLSL_UNIFORMS 0x4 /**< Print glUniform calls */
3080 #define GLSL_NOP_VERT 0x8 /**< Force no-op vertex shaders */
3081 #define GLSL_NOP_FRAG 0x10 /**< Force no-op fragment shaders */
3082 #define GLSL_USE_PROG 0x20 /**< Log glUseProgram calls */
3083 #define GLSL_REPORT_ERRORS 0x40 /**< Print compilation errors */
3084 #define GLSL_DUMP_ON_ERROR 0x80 /**< Dump shaders to stderr on compile error */
3085 #define GLSL_CACHE_INFO 0x100 /**< Print debug information about shader cache */
3086 #define GLSL_CACHE_FALLBACK 0x200 /**< Force shader cache fallback paths */
3087
3088
3089 /**
3090 * Context state for GLSL vertex/fragment shaders.
3091 * Extended to support pipeline object
3092 */
3093 struct gl_pipeline_object
3094 {
3095 /** Name of the pipeline object as received from glGenProgramPipelines.
3096 * It would be 0 for shaders without separate shader objects.
3097 */
3098 GLuint Name;
3099
3100 GLint RefCount;
3101
3102 GLchar *Label; /**< GL_KHR_debug */
3103
3104 /**
3105 * Programs used for rendering
3106 *
3107 * There is a separate program set for each shader stage.
3108 */
3109 struct gl_program *CurrentProgram[MESA_SHADER_STAGES];
3110
3111 struct gl_shader_program *ReferencedPrograms[MESA_SHADER_STAGES];
3112
3113 /**
3114 * Program used by glUniform calls.
3115 *
3116 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
3117 */
3118 struct gl_shader_program *ActiveProgram;
3119
3120 GLbitfield Flags; /**< Mask of GLSL_x flags */
3121 GLboolean EverBound; /**< Has the pipeline object been created */
3122 GLboolean Validated; /**< Pipeline Validation status */
3123
3124 GLchar *InfoLog;
3125 };
3126
3127 /**
3128 * Context state for GLSL pipeline shaders.
3129 */
3130 struct gl_pipeline_shader_state
3131 {
3132 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
3133 struct gl_pipeline_object *Current;
3134
3135 /** Default Object to ensure that _Shader is never NULL */
3136 struct gl_pipeline_object *Default;
3137
3138 /** Pipeline objects */
3139 struct _mesa_HashTable *Objects;
3140 };
3141
3142 /**
3143 * Compiler options for a single GLSL shaders type
3144 */
3145 struct gl_shader_compiler_options
3146 {
3147 /** Driver-selectable options: */
3148 GLboolean EmitNoLoops;
3149 GLboolean EmitNoCont; /**< Emit CONT opcode? */
3150 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
3151 GLboolean EmitNoPow; /**< Emit POW opcodes? */
3152 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
3153 GLboolean LowerCombinedClipCullDistance; /** Lower gl_ClipDistance and
3154 * gl_CullDistance together from
3155 * float[8] to vec4[2]
3156 **/
3157
3158 /**
3159 * \name Forms of indirect addressing the driver cannot do.
3160 */
3161 /*@{*/
3162 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
3163 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
3164 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
3165 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
3166 GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
3167 /*@}*/
3168
3169 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
3170 GLuint MaxUnrollIterations;
3171
3172 /**
3173 * Optimize code for array of structures backends.
3174 *
3175 * This is a proxy for:
3176 * - preferring DP4 instructions (rather than MUL/MAD) for
3177 * matrix * vector operations, such as position transformation.
3178 */
3179 GLboolean OptimizeForAOS;
3180
3181 /** Lower UBO and SSBO access to intrinsics. */
3182 GLboolean LowerBufferInterfaceBlocks;
3183
3184 /** Clamp UBO and SSBO block indices so they don't go out-of-bounds. */
3185 GLboolean ClampBlockIndicesToArrayBounds;
3186
3187 const struct nir_shader_compiler_options *NirOptions;
3188 };
3189
3190
3191 /**
3192 * Occlusion/timer query object.
3193 */
3194 struct gl_query_object
3195 {
3196 GLenum16 Target; /**< The query target, when active */
3197 GLuint Id; /**< hash table ID/name */
3198 GLchar *Label; /**< GL_KHR_debug */
3199 GLuint64EXT Result; /**< the counter */
3200 GLboolean Active; /**< inside Begin/EndQuery */
3201 GLboolean Ready; /**< result is ready? */
3202 GLboolean EverBound;/**< has query object ever been bound */
3203 GLuint Stream; /**< The stream */
3204 };
3205
3206
3207 /**
3208 * Context state for query objects.
3209 */
3210 struct gl_query_state
3211 {
3212 struct _mesa_HashTable *QueryObjects;
3213 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
3214 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
3215
3216 /** GL_NV_conditional_render */
3217 struct gl_query_object *CondRenderQuery;
3218
3219 /** GL_EXT_transform_feedback */
3220 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
3221 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
3222
3223 /** GL_ARB_transform_feedback_overflow_query */
3224 struct gl_query_object *TransformFeedbackOverflow[MAX_VERTEX_STREAMS];
3225 struct gl_query_object *TransformFeedbackOverflowAny;
3226
3227 /** GL_ARB_timer_query */
3228 struct gl_query_object *TimeElapsed;
3229
3230 /** GL_ARB_pipeline_statistics_query */
3231 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
3232
3233 GLenum16 CondRenderMode;
3234 };
3235
3236
3237 /** Sync object state */
3238 struct gl_sync_object
3239 {
3240 GLuint Name; /**< Fence name */
3241 GLint RefCount; /**< Reference count */
3242 GLchar *Label; /**< GL_KHR_debug */
3243 GLboolean DeletePending; /**< Object was deleted while there were still
3244 * live references (e.g., sync not yet finished)
3245 */
3246 GLenum16 SyncCondition;
3247 GLbitfield Flags; /**< Flags passed to glFenceSync */
3248 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
3249 };
3250
3251
3252 /**
3253 * State which can be shared by multiple contexts:
3254 */
3255 struct gl_shared_state
3256 {
3257 simple_mtx_t Mutex; /**< for thread safety */
3258 GLint RefCount; /**< Reference count */
3259 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
3260 struct _mesa_HashTable *BitmapAtlas; /**< For optimized glBitmap text */
3261 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
3262
3263 /** Default texture objects (shared by all texture units) */
3264 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
3265
3266 /** Fallback texture used when a bound texture is incomplete */
3267 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
3268
3269 /**
3270 * \name Thread safety and statechange notification for texture
3271 * objects.
3272 *
3273 * \todo Improve the granularity of locking.
3274 */
3275 /*@{*/
3276 mtx_t TexMutex; /**< texobj thread safety */
3277 GLuint TextureStateStamp; /**< state notification for shared tex */
3278 /*@}*/
3279
3280 /** Default buffer object for vertex arrays that aren't in VBOs */
3281 struct gl_buffer_object *NullBufferObj;
3282
3283 /**
3284 * \name Vertex/geometry/fragment programs
3285 */
3286 /*@{*/
3287 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3288 struct gl_program *DefaultVertexProgram;
3289 struct gl_program *DefaultFragmentProgram;
3290 /*@}*/
3291
3292 /* GL_ATI_fragment_shader */
3293 struct _mesa_HashTable *ATIShaders;
3294 struct ati_fragment_shader *DefaultFragmentShader;
3295
3296 struct _mesa_HashTable *BufferObjects;
3297
3298 /** Table of both gl_shader and gl_shader_program objects */
3299 struct _mesa_HashTable *ShaderObjects;
3300
3301 /* GL_EXT_framebuffer_object */
3302 struct _mesa_HashTable *RenderBuffers;
3303 struct _mesa_HashTable *FrameBuffers;
3304
3305 /* GL_ARB_sync */
3306 struct set *SyncObjects;
3307
3308 /** GL_ARB_sampler_objects */
3309 struct _mesa_HashTable *SamplerObjects;
3310
3311 /* GL_ARB_bindless_texture */
3312 struct hash_table_u64 *TextureHandles;
3313 struct hash_table_u64 *ImageHandles;
3314 mtx_t HandlesMutex; /**< For texture/image handles safety */
3315
3316 /**
3317 * Some context in this share group was affected by a GPU reset
3318 *
3319 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3320 * been affected by a GPU reset must also return
3321 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3322 *
3323 * Once this field becomes true, it is never reset to false.
3324 */
3325 bool ShareGroupReset;
3326
3327 /** EXT_external_objects */
3328 struct _mesa_HashTable *MemoryObjects;
3329
3330 /** EXT_semaphore */
3331 struct _mesa_HashTable *SemaphoreObjects;
3332
3333 /**
3334 * Some context in this share group was affected by a disjoint
3335 * operation. This operation can be anything that has effects on
3336 * values of timer queries in such manner that they become invalid for
3337 * performance metrics. As example gpu reset, counter overflow or gpu
3338 * frequency changes.
3339 */
3340 bool DisjointOperation;
3341 };
3342
3343
3344
3345 /**
3346 * Renderbuffers represent drawing surfaces such as color, depth and/or
3347 * stencil. A framebuffer object has a set of renderbuffers.
3348 * Drivers will typically derive subclasses of this type.
3349 */
3350 struct gl_renderbuffer
3351 {
3352 simple_mtx_t Mutex; /**< for thread safety */
3353 GLuint ClassID; /**< Useful for drivers */
3354 GLuint Name;
3355 GLchar *Label; /**< GL_KHR_debug */
3356 GLint RefCount;
3357 GLuint Width, Height;
3358 GLuint Depth;
3359 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3360 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3361 /**
3362 * True for renderbuffers that wrap textures, giving the driver a chance to
3363 * flush render caches through the FinishRenderTexture hook.
3364 *
3365 * Drivers may also set this on renderbuffers other than those generated by
3366 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3367 * called without a rb->TexImage.
3368 */
3369 GLboolean NeedsFinishRenderTexture;
3370 GLubyte NumSamples; /**< zero means not multisampled */
3371 GLubyte NumStorageSamples; /**< for AMD_framebuffer_multisample_advanced */
3372 GLenum16 InternalFormat; /**< The user-specified format */
3373 GLenum16 _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3374 GL_STENCIL_INDEX. */
3375 mesa_format Format; /**< The actual renderbuffer memory format */
3376 /**
3377 * Pointer to the texture image if this renderbuffer wraps a texture,
3378 * otherwise NULL.
3379 *
3380 * Note that the reference on the gl_texture_object containing this
3381 * TexImage is held by the gl_renderbuffer_attachment.
3382 */
3383 struct gl_texture_image *TexImage;
3384
3385 /** Delete this renderbuffer */
3386 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3387
3388 /** Allocate new storage for this renderbuffer */
3389 GLboolean (*AllocStorage)(struct gl_context *ctx,
3390 struct gl_renderbuffer *rb,
3391 GLenum internalFormat,
3392 GLuint width, GLuint height);
3393 };
3394
3395
3396 /**
3397 * A renderbuffer attachment points to either a texture object (and specifies
3398 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3399 */
3400 struct gl_renderbuffer_attachment
3401 {
3402 GLenum16 Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3403 GLboolean Complete;
3404
3405 /**
3406 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3407 * application supplied renderbuffer object.
3408 */
3409 struct gl_renderbuffer *Renderbuffer;
3410
3411 /**
3412 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3413 * supplied texture object.
3414 */
3415 struct gl_texture_object *Texture;
3416 GLuint TextureLevel; /**< Attached mipmap level. */
3417 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3418 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3419 * and 2D array textures */
3420 GLboolean Layered;
3421 };
3422
3423
3424 /**
3425 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3426 * In C++ terms, think of this as a base class from which device drivers
3427 * will make derived classes.
3428 */
3429 struct gl_framebuffer
3430 {
3431 simple_mtx_t Mutex; /**< for thread safety */
3432 /**
3433 * If zero, this is a window system framebuffer. If non-zero, this
3434 * is a FBO framebuffer; note that for some devices (i.e. those with
3435 * a natural pixel coordinate system for FBOs that differs from the
3436 * OpenGL/Mesa coordinate system), this means that the viewport,
3437 * polygon face orientation, and polygon stipple will have to be inverted.
3438 */
3439 GLuint Name;
3440 GLint RefCount;
3441
3442 GLchar *Label; /**< GL_KHR_debug */
3443
3444 GLboolean DeletePending;
3445
3446 /**
3447 * The framebuffer's visual. Immutable if this is a window system buffer.
3448 * Computed from attachments if user-made FBO.
3449 */
3450 struct gl_config Visual;
3451
3452 /**
3453 * Size of frame buffer in pixels. If there are no attachments, then both
3454 * of these are 0.
3455 */
3456 GLuint Width, Height;
3457
3458 /**
3459 * In the case that the framebuffer has no attachment (i.e.
3460 * GL_ARB_framebuffer_no_attachments) then the geometry of
3461 * the framebuffer is specified by the default values.
3462 */
3463 struct {
3464 GLuint Width, Height, Layers, NumSamples;
3465 GLboolean FixedSampleLocations;
3466 /* Derived from NumSamples by the driver so that it can choose a valid
3467 * value for the hardware.
3468 */
3469 GLuint _NumSamples;
3470 } DefaultGeometry;
3471
3472 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3473 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3474 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3475 */
3476 /*@{*/
3477 GLint _Xmin, _Xmax;
3478 GLint _Ymin, _Ymax;
3479 /*@}*/
3480
3481 /** \name Derived Z buffer stuff */
3482 /*@{*/
3483 GLuint _DepthMax; /**< Max depth buffer value */
3484 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3485 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3486 /*@}*/
3487
3488 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3489 GLenum16 _Status;
3490
3491 /** Whether one of Attachment has Type != GL_NONE
3492 * NOTE: the values for Width and Height are set to 0 in case of having
3493 * no attachments, a backend driver supporting the extension
3494 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3495 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3496 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3497 * _Ymax do NOT take into account _HasAttachments being false). To get the
3498 * geometry of the framebuffer, the helper functions
3499 * _mesa_geometric_width(),
3500 * _mesa_geometric_height(),
3501 * _mesa_geometric_samples() and
3502 * _mesa_geometric_layers()
3503 * are available that check _HasAttachments.
3504 */
3505 bool _HasAttachments;
3506
3507 GLbitfield _IntegerBuffers; /**< Which color buffers are integer valued */
3508
3509 /* ARB_color_buffer_float */
3510 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3511 GLboolean _HasSNormOrFloatColorBuffer;
3512
3513 /**
3514 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3515 * is not layered. For cube maps and cube map arrays, each cube face
3516 * counts as a layer. As the case for Width, Height a backend driver
3517 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3518 * in the case that _HasAttachments is false
3519 */
3520 GLuint MaxNumLayers;
3521
3522 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3523 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3524
3525 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3526 * attribute group and GL_PIXEL attribute group, respectively.
3527 */
3528 GLenum16 ColorDrawBuffer[MAX_DRAW_BUFFERS];
3529 GLenum16 ColorReadBuffer;
3530
3531 /* GL_ARB_sample_locations */
3532 GLfloat *SampleLocationTable; /**< If NULL, no table has been specified */
3533 GLboolean ProgrammableSampleLocations;
3534 GLboolean SampleLocationPixelGrid;
3535
3536 /** Computed from ColorDraw/ReadBuffer above */
3537 GLuint _NumColorDrawBuffers;
3538 gl_buffer_index _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS];
3539 gl_buffer_index _ColorReadBufferIndex;
3540 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3541 struct gl_renderbuffer *_ColorReadBuffer;
3542
3543 /* GL_MESA_framebuffer_flip_y */
3544 bool FlipY;
3545
3546 /** Delete this framebuffer */
3547 void (*Delete)(struct gl_framebuffer *fb);
3548 };
3549
3550
3551 /**
3552 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3553 */
3554 struct gl_precision
3555 {
3556 GLushort RangeMin; /**< min value exponent */
3557 GLushort RangeMax; /**< max value exponent */
3558 GLushort Precision; /**< number of mantissa bits */
3559 };
3560
3561
3562 /**
3563 * Limits for vertex, geometry and fragment programs/shaders.
3564 */
3565 struct gl_program_constants
3566 {
3567 /* logical limits */
3568 GLuint MaxInstructions;
3569 GLuint MaxAluInstructions;
3570 GLuint MaxTexInstructions;
3571 GLuint MaxTexIndirections;
3572 GLuint MaxAttribs;
3573 GLuint MaxTemps;
3574 GLuint MaxAddressRegs;
3575 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3576 GLuint MaxParameters;
3577 GLuint MaxLocalParams;
3578 GLuint MaxEnvParams;
3579 /* native/hardware limits */
3580 GLuint MaxNativeInstructions;
3581 GLuint MaxNativeAluInstructions;
3582 GLuint MaxNativeTexInstructions;
3583 GLuint MaxNativeTexIndirections;
3584 GLuint MaxNativeAttribs;
3585 GLuint MaxNativeTemps;
3586 GLuint MaxNativeAddressRegs;
3587 GLuint MaxNativeParameters;
3588 /* For shaders */
3589 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3590
3591 /**
3592 * \name Per-stage input / output limits
3593 *
3594 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3595 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3596 * ES). This is stored as \c gl_constants::MaxVarying.
3597 *
3598 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3599 * variables. Each stage as a certain number of outputs that it can feed
3600 * to the next stage and a certain number inputs that it can consume from
3601 * the previous stage.
3602 *
3603 * Vertex shader inputs do not participate this in this accounting.
3604 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3605 *
3606 * Fragment shader outputs do not participate this in this accounting.
3607 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3608 */
3609 /*@{*/
3610 GLuint MaxInputComponents;
3611 GLuint MaxOutputComponents;
3612 /*@}*/
3613
3614 /* ES 2.0 and GL_ARB_ES2_compatibility */
3615 struct gl_precision LowFloat, MediumFloat, HighFloat;
3616 struct gl_precision LowInt, MediumInt, HighInt;
3617 /* GL_ARB_uniform_buffer_object */
3618 GLuint MaxUniformBlocks;
3619 uint64_t MaxCombinedUniformComponents;
3620 GLuint MaxTextureImageUnits;
3621
3622 /* GL_ARB_shader_atomic_counters */
3623 GLuint MaxAtomicBuffers;
3624 GLuint MaxAtomicCounters;
3625
3626 /* GL_ARB_shader_image_load_store */
3627 GLuint MaxImageUniforms;
3628
3629 /* GL_ARB_shader_storage_buffer_object */
3630 GLuint MaxShaderStorageBlocks;
3631 };
3632
3633 /**
3634 * Constants which may be overridden by device driver during context creation
3635 * but are never changed after that.
3636 */
3637 struct gl_constants
3638 {
3639 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3640 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3641 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3642 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3643 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3644 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3645 GLuint MaxTextureCoordUnits;
3646 GLuint MaxCombinedTextureImageUnits;
3647 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3648 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3649 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3650 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3651
3652 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3653
3654 GLuint MaxArrayLockSize;
3655
3656 GLint SubPixelBits;
3657
3658 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3659 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3660 GLfloat PointSizeGranularity;
3661 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3662 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3663 GLfloat LineWidthGranularity;
3664
3665 GLuint MaxClipPlanes;
3666 GLuint MaxLights;
3667 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3668 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3669
3670 GLuint MaxViewportWidth, MaxViewportHeight;
3671 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3672 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3673 struct {
3674 GLfloat Min;
3675 GLfloat Max;
3676 } ViewportBounds; /**< GL_ARB_viewport_array */
3677 GLuint MaxWindowRectangles; /**< GL_EXT_window_rectangles */
3678
3679 struct gl_program_constants Program[MESA_SHADER_STAGES];
3680 GLuint MaxProgramMatrices;
3681 GLuint MaxProgramMatrixStackDepth;
3682
3683 struct {
3684 GLuint SamplesPassed;
3685 GLuint TimeElapsed;
3686 GLuint Timestamp;
3687 GLuint PrimitivesGenerated;
3688 GLuint PrimitivesWritten;
3689 GLuint VerticesSubmitted;
3690 GLuint PrimitivesSubmitted;
3691 GLuint VsInvocations;
3692 GLuint TessPatches;
3693 GLuint TessInvocations;
3694 GLuint GsInvocations;
3695 GLuint GsPrimitives;
3696 GLuint FsInvocations;
3697 GLuint ComputeInvocations;
3698 GLuint ClInPrimitives;
3699 GLuint ClOutPrimitives;
3700 } QueryCounterBits;
3701
3702 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3703
3704 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3705 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3706 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3707
3708 /**
3709 * GL_ARB_framebuffer_no_attachments
3710 */
3711 GLuint MaxFramebufferWidth;
3712 GLuint MaxFramebufferHeight;
3713 GLuint MaxFramebufferLayers;
3714 GLuint MaxFramebufferSamples;
3715
3716 /** Number of varying vectors between any two shader stages. */
3717 GLuint MaxVarying;
3718
3719 /** @{
3720 * GL_ARB_uniform_buffer_object
3721 */
3722 GLuint MaxCombinedUniformBlocks;
3723 GLuint MaxUniformBufferBindings;
3724 GLuint MaxUniformBlockSize;
3725 GLuint UniformBufferOffsetAlignment;
3726 /** @} */
3727
3728 /** @{
3729 * GL_ARB_shader_storage_buffer_object
3730 */
3731 GLuint MaxCombinedShaderStorageBlocks;
3732 GLuint MaxShaderStorageBufferBindings;
3733 GLuint MaxShaderStorageBlockSize;
3734 GLuint ShaderStorageBufferOffsetAlignment;
3735 /** @} */
3736
3737 /**
3738 * GL_ARB_explicit_uniform_location
3739 */
3740 GLuint MaxUserAssignableUniformLocations;
3741
3742 /** geometry shader */
3743 GLuint MaxGeometryOutputVertices;
3744 GLuint MaxGeometryTotalOutputComponents;
3745 GLuint MaxGeometryShaderInvocations;
3746
3747 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3748 GLuint GLSLVersionCompat; /**< Desktop compat GLSL version supported */
3749
3750 /**
3751 * Changes default GLSL extension behavior from "error" to "warn". It's out
3752 * of spec, but it can make some apps work that otherwise wouldn't.
3753 */
3754 GLboolean ForceGLSLExtensionsWarn;
3755
3756 /**
3757 * If non-zero, forces GLSL shaders to behave as if they began
3758 * with "#version ForceGLSLVersion".
3759 */
3760 GLuint ForceGLSLVersion;
3761
3762 /**
3763 * Allow GLSL #extension directives in the middle of shaders.
3764 */
3765 GLboolean AllowGLSLExtensionDirectiveMidShader;
3766
3767 /**
3768 * Allow builtins as part of constant expressions. This was not allowed
3769 * until GLSL 1.20 this allows it everywhere.
3770 */
3771 GLboolean AllowGLSLBuiltinConstantExpression;
3772
3773 /**
3774 * Allow some relaxation of GLSL ES shader restrictions. This encompasses
3775 * a number of relaxations to the ES shader rules.
3776 */
3777 GLboolean AllowGLSLRelaxedES;
3778
3779 /**
3780 * Allow GLSL built-in variables to be redeclared verbatim
3781 */
3782 GLboolean AllowGLSLBuiltinVariableRedeclaration;
3783
3784 /**
3785 * Allow GLSL interpolation qualifier mismatch across shader stages.
3786 */
3787 GLboolean AllowGLSLCrossStageInterpolationMismatch;
3788
3789 /**
3790 * Allow creating a higher compat profile (version 3.1+) for apps that
3791 * request it. Be careful when adding that driconf option because some
3792 * features are unimplemented and might not work correctly.
3793 */
3794 GLboolean AllowHigherCompatVersion;
3795
3796 /**
3797 * Allow layout qualifiers on function parameters.
3798 */
3799 GLboolean AllowLayoutQualifiersOnFunctionParameters;
3800
3801 /**
3802 * Force computing the absolute value for sqrt() and inversesqrt() to follow
3803 * D3D9 when apps rely on this behaviour.
3804 */
3805 GLboolean ForceGLSLAbsSqrt;
3806
3807 /**
3808 * Force uninitialized variables to default to zero.
3809 */
3810 GLboolean GLSLZeroInit;
3811
3812 /**
3813 * Does the driver support real 32-bit integers? (Otherwise, integers are
3814 * simulated via floats.)
3815 */
3816 GLboolean NativeIntegers;
3817
3818 /**
3819 * Does VertexID count from zero or from base vertex?
3820 *
3821 * \note
3822 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3823 * ignored and need not be set.
3824 */
3825 bool VertexID_is_zero_based;
3826
3827 /**
3828 * If the driver supports real 32-bit integers, what integer value should be
3829 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3830 */
3831 GLuint UniformBooleanTrue;
3832
3833 /**
3834 * Maximum amount of time, measured in nanseconds, that the server can wait.
3835 */
3836 GLuint64 MaxServerWaitTimeout;
3837
3838 /** GL_EXT_provoking_vertex */
3839 GLboolean QuadsFollowProvokingVertexConvention;
3840
3841 /** GL_ARB_viewport_array */
3842 GLenum16 LayerAndVPIndexProvokingVertex;
3843
3844 /** OpenGL version 3.0 */
3845 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3846
3847 /** OpenGL version 3.2 */
3848 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3849
3850 /** OpenGL version 4.4 */
3851 GLuint MaxVertexAttribStride;
3852
3853 /** GL_EXT_transform_feedback */
3854 GLuint MaxTransformFeedbackBuffers;
3855 GLuint MaxTransformFeedbackSeparateComponents;
3856 GLuint MaxTransformFeedbackInterleavedComponents;
3857 GLuint MaxVertexStreams;
3858
3859 /** GL_EXT_gpu_shader4 */
3860 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3861
3862 /** GL_ARB_texture_gather */
3863 GLuint MinProgramTextureGatherOffset;
3864 GLuint MaxProgramTextureGatherOffset;
3865 GLuint MaxProgramTextureGatherComponents;
3866
3867 /* GL_ARB_robustness */
3868 GLenum16 ResetStrategy;
3869
3870 /* GL_KHR_robustness */
3871 GLboolean RobustAccess;
3872
3873 /* GL_ARB_blend_func_extended */
3874 GLuint MaxDualSourceDrawBuffers;
3875
3876 /**
3877 * Whether the implementation strips out and ignores texture borders.
3878 *
3879 * Many GPU hardware implementations don't support rendering with texture
3880 * borders and mipmapped textures. (Note: not static border color, but the
3881 * old 1-pixel border around each edge). Implementations then have to do
3882 * slow fallbacks to be correct, or just ignore the border and be fast but
3883 * wrong. Setting the flag strips the border off of TexImage calls,
3884 * providing "fast but wrong" at significantly reduced driver complexity.
3885 *
3886 * Texture borders are deprecated in GL 3.0.
3887 **/
3888 GLboolean StripTextureBorder;
3889
3890 /**
3891 * For drivers which can do a better job at eliminating unused uniforms
3892 * than the GLSL compiler.
3893 *
3894 * XXX Remove these as soon as a better solution is available.
3895 */
3896 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3897
3898 /** Whether gl_FragCoord and gl_FrontFacing are system values. */
3899 bool GLSLFragCoordIsSysVal;
3900 bool GLSLFrontFacingIsSysVal;
3901
3902 /**
3903 * Run the minimum amount of GLSL optimizations to be able to link
3904 * shaders optimally (eliminate dead varyings and uniforms) and just do
3905 * all the necessary lowering.
3906 */
3907 bool GLSLOptimizeConservatively;
3908
3909 /**
3910 * True if gl_TessLevelInner/Outer[] in the TES should be inputs
3911 * (otherwise, they're system values).
3912 */
3913 bool GLSLTessLevelsAsInputs;
3914
3915 /**
3916 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3917 * than passing the transform feedback object to the drawing function.
3918 */
3919 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3920
3921 /** GL_ARB_map_buffer_alignment */
3922 GLuint MinMapBufferAlignment;
3923
3924 /**
3925 * Disable varying packing. This is out of spec, but potentially useful
3926 * for older platforms that supports a limited number of texture
3927 * indirections--on these platforms, unpacking the varyings in the fragment
3928 * shader increases the number of texture indirections by 1, which might
3929 * make some shaders not executable at all.
3930 *
3931 * Drivers that support transform feedback must set this value to GL_FALSE.
3932 */
3933 GLboolean DisableVaryingPacking;
3934
3935 /**
3936 * UBOs and SSBOs can be packed tightly by the OpenGL implementation when
3937 * layout is set as shared (the default) or packed. However most Mesa drivers
3938 * just use STD140 for these layouts. This flag allows drivers to use STD430
3939 * for packed and shared layouts which allows arrays to be packed more
3940 * tightly.
3941 */
3942 bool UseSTD430AsDefaultPacking;
3943
3944 /**
3945 * Should meaningful names be generated for compiler temporary variables?
3946 *
3947 * Generally, it is not useful to have the compiler generate "meaningful"
3948 * names for temporary variables that it creates. This can, however, be a
3949 * useful debugging aid. In Mesa debug builds or release builds when
3950 * MESA_GLSL is set at run-time, meaningful names will be generated.
3951 * Drivers can also force names to be generated by setting this field.
3952 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3953 * vertex shader assembly) is set at run-time.
3954 */
3955 bool GenerateTemporaryNames;
3956
3957 /*
3958 * Maximum value supported for an index in DrawElements and friends.
3959 *
3960 * This must be at least (1ull<<24)-1. The default value is
3961 * (1ull<<32)-1.
3962 *
3963 * \since ES 3.0 or GL_ARB_ES3_compatibility
3964 * \sa _mesa_init_constants
3965 */
3966 GLuint64 MaxElementIndex;
3967
3968 /**
3969 * Disable interpretation of line continuations (lines ending with a
3970 * backslash character ('\') in GLSL source.
3971 */
3972 GLboolean DisableGLSLLineContinuations;
3973
3974 /** GL_ARB_texture_multisample */
3975 GLint MaxColorTextureSamples;
3976 GLint MaxDepthTextureSamples;
3977 GLint MaxIntegerSamples;
3978
3979 /** GL_AMD_framebuffer_multisample_advanced */
3980 GLint MaxColorFramebufferSamples;
3981 GLint MaxColorFramebufferStorageSamples;
3982 GLint MaxDepthStencilFramebufferSamples;
3983
3984 /* An array of supported MSAA modes allowing different sample
3985 * counts per attachment type.
3986 */
3987 struct {
3988 GLint NumColorSamples;
3989 GLint NumColorStorageSamples;
3990 GLint NumDepthStencilSamples;
3991 } SupportedMultisampleModes[40];
3992 GLint NumSupportedMultisampleModes;
3993
3994 /**
3995 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3996 * samples are laid out in a rectangular grid roughly corresponding to
3997 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3998 * are used to map indices of rectangular grid to sample numbers within
3999 * a pixel. This mapping of indices to sample numbers must be initialized
4000 * by the driver for the target hardware. For example, if we have the 8X
4001 * MSAA sample number layout (sample positions) for XYZ hardware:
4002 *
4003 * sample indices layout sample number layout
4004 * --------- ---------
4005 * | 0 | 1 | | a | b |
4006 * --------- ---------
4007 * | 2 | 3 | | c | d |
4008 * --------- ---------
4009 * | 4 | 5 | | e | f |
4010 * --------- ---------
4011 * | 6 | 7 | | g | h |
4012 * --------- ---------
4013 *
4014 * Where a,b,c,d,e,f,g,h are integers between [0-7].
4015 *
4016 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
4017 * below:
4018 * SampleMap8x = {a, b, c, d, e, f, g, h};
4019 *
4020 * Follow the logic for sample counts 2-8.
4021 *
4022 * For 16x the sample indices layout as a 4x4 grid as follows:
4023 *
4024 * -----------------
4025 * | 0 | 1 | 2 | 3 |
4026 * -----------------
4027 * | 4 | 5 | 6 | 7 |
4028 * -----------------
4029 * | 8 | 9 |10 |11 |
4030 * -----------------
4031 * |12 |13 |14 |15 |
4032 * -----------------
4033 */
4034 uint8_t SampleMap2x[2];
4035 uint8_t SampleMap4x[4];
4036 uint8_t SampleMap8x[8];
4037 uint8_t SampleMap16x[16];
4038
4039 /** GL_ARB_shader_atomic_counters */
4040 GLuint MaxAtomicBufferBindings;
4041 GLuint MaxAtomicBufferSize;
4042 GLuint MaxCombinedAtomicBuffers;
4043 GLuint MaxCombinedAtomicCounters;
4044
4045 /** GL_ARB_vertex_attrib_binding */
4046 GLint MaxVertexAttribRelativeOffset;
4047 GLint MaxVertexAttribBindings;
4048
4049 /* GL_ARB_shader_image_load_store */
4050 GLuint MaxImageUnits;
4051 GLuint MaxCombinedShaderOutputResources;
4052 GLuint MaxImageSamples;
4053 GLuint MaxCombinedImageUniforms;
4054
4055 /** GL_ARB_compute_shader */
4056 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
4057 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
4058 GLuint MaxComputeWorkGroupInvocations;
4059 GLuint MaxComputeSharedMemorySize;
4060
4061 /** GL_ARB_compute_variable_group_size */
4062 GLuint MaxComputeVariableGroupSize[3]; /* Array of x, y, z dimensions */
4063 GLuint MaxComputeVariableGroupInvocations;
4064
4065 /** GL_ARB_gpu_shader5 */
4066 GLfloat MinFragmentInterpolationOffset;
4067 GLfloat MaxFragmentInterpolationOffset;
4068
4069 GLboolean FakeSWMSAA;
4070
4071 /** GL_KHR_context_flush_control */
4072 GLenum16 ContextReleaseBehavior;
4073
4074 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
4075
4076 /** GL_ARB_tessellation_shader */
4077 GLuint MaxPatchVertices;
4078 GLuint MaxTessGenLevel;
4079 GLuint MaxTessPatchComponents;
4080 GLuint MaxTessControlTotalOutputComponents;
4081 bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
4082 bool PrimitiveRestartForPatches;
4083 bool LowerCsDerivedVariables; /**< Lower gl_GlobalInvocationID and
4084 * gl_LocalInvocationIndex based on
4085 * other builtin variables. */
4086
4087 /** GL_OES_primitive_bounding_box */
4088 bool NoPrimitiveBoundingBoxOutput;
4089
4090 /** GL_ARB_sparse_buffer */
4091 GLuint SparseBufferPageSize;
4092
4093 /** Used as an input for sha1 generation in the on-disk shader cache */
4094 unsigned char *dri_config_options_sha1;
4095
4096 /** When drivers are OK with mapped buffers during draw and other calls. */
4097 bool AllowMappedBuffersDuringExecution;
4098
4099 /** GL_ARB_get_program_binary */
4100 GLuint NumProgramBinaryFormats;
4101
4102 /** GL_NV_conservative_raster */
4103 GLuint MaxSubpixelPrecisionBiasBits;
4104
4105 /** GL_NV_conservative_raster_dilate */
4106 GLfloat ConservativeRasterDilateRange[2];
4107 GLfloat ConservativeRasterDilateGranularity;
4108
4109 /** Is the drivers uniform storage packed or padded to 16 bytes. */
4110 bool PackedDriverUniformStorage;
4111
4112 /** GL_ARB_gl_spirv */
4113 struct spirv_supported_capabilities SpirVCapabilities;
4114 };
4115
4116
4117 /**
4118 * Enable flag for each OpenGL extension. Different device drivers will
4119 * enable different extensions at runtime.
4120 */
4121 struct gl_extensions
4122 {
4123 GLboolean dummy; /* don't remove this! */
4124 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
4125 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
4126 GLboolean ANGLE_texture_compression_dxt;
4127 GLboolean ARB_ES2_compatibility;
4128 GLboolean ARB_ES3_compatibility;
4129 GLboolean ARB_ES3_1_compatibility;
4130 GLboolean ARB_ES3_2_compatibility;
4131 GLboolean ARB_arrays_of_arrays;
4132 GLboolean ARB_base_instance;
4133 GLboolean ARB_bindless_texture;
4134 GLboolean ARB_blend_func_extended;
4135 GLboolean ARB_buffer_storage;
4136 GLboolean ARB_clear_texture;
4137 GLboolean ARB_clip_control;
4138 GLboolean ARB_color_buffer_float;
4139 GLboolean ARB_compatibility;
4140 GLboolean ARB_compute_shader;
4141 GLboolean ARB_compute_variable_group_size;
4142 GLboolean ARB_conditional_render_inverted;
4143 GLboolean ARB_conservative_depth;
4144 GLboolean ARB_copy_image;
4145 GLboolean ARB_cull_distance;
4146 GLboolean ARB_depth_buffer_float;
4147 GLboolean ARB_depth_clamp;
4148 GLboolean ARB_depth_texture;
4149 GLboolean ARB_derivative_control;
4150 GLboolean ARB_draw_buffers_blend;
4151 GLboolean ARB_draw_elements_base_vertex;
4152 GLboolean ARB_draw_indirect;
4153 GLboolean ARB_draw_instanced;
4154 GLboolean ARB_fragment_coord_conventions;
4155 GLboolean ARB_fragment_layer_viewport;
4156 GLboolean ARB_fragment_program;
4157 GLboolean ARB_fragment_program_shadow;
4158 GLboolean ARB_fragment_shader;
4159 GLboolean ARB_framebuffer_no_attachments;
4160 GLboolean ARB_framebuffer_object;
4161 GLboolean ARB_fragment_shader_interlock;
4162 GLboolean ARB_enhanced_layouts;
4163 GLboolean ARB_explicit_attrib_location;
4164 GLboolean ARB_explicit_uniform_location;
4165 GLboolean ARB_gl_spirv;
4166 GLboolean ARB_gpu_shader5;
4167 GLboolean ARB_gpu_shader_fp64;
4168 GLboolean ARB_gpu_shader_int64;
4169 GLboolean ARB_half_float_vertex;
4170 GLboolean ARB_indirect_parameters;
4171 GLboolean ARB_instanced_arrays;
4172 GLboolean ARB_internalformat_query;
4173 GLboolean ARB_internalformat_query2;
4174 GLboolean ARB_map_buffer_range;
4175 GLboolean ARB_occlusion_query;
4176 GLboolean ARB_occlusion_query2;
4177 GLboolean ARB_pipeline_statistics_query;
4178 GLboolean ARB_point_sprite;
4179 GLboolean ARB_polygon_offset_clamp;
4180 GLboolean ARB_post_depth_coverage;
4181 GLboolean ARB_query_buffer_object;
4182 GLboolean ARB_robust_buffer_access_behavior;
4183 GLboolean ARB_sample_locations;
4184 GLboolean ARB_sample_shading;
4185 GLboolean ARB_seamless_cube_map;
4186 GLboolean ARB_shader_atomic_counter_ops;
4187 GLboolean ARB_shader_atomic_counters;
4188 GLboolean ARB_shader_ballot;
4189 GLboolean ARB_shader_bit_encoding;
4190 GLboolean ARB_shader_clock;
4191 GLboolean ARB_shader_draw_parameters;
4192 GLboolean ARB_shader_group_vote;
4193 GLboolean ARB_shader_image_load_store;
4194 GLboolean ARB_shader_image_size;
4195 GLboolean ARB_shader_precision;
4196 GLboolean ARB_shader_stencil_export;
4197 GLboolean ARB_shader_storage_buffer_object;
4198 GLboolean ARB_shader_texture_image_samples;
4199 GLboolean ARB_shader_texture_lod;
4200 GLboolean ARB_shader_viewport_layer_array;
4201 GLboolean ARB_shading_language_packing;
4202 GLboolean ARB_shading_language_420pack;
4203 GLboolean ARB_shadow;
4204 GLboolean ARB_sparse_buffer;
4205 GLboolean ARB_stencil_texturing;
4206 GLboolean ARB_sync;
4207 GLboolean ARB_tessellation_shader;
4208 GLboolean ARB_texture_border_clamp;
4209 GLboolean ARB_texture_buffer_object;
4210 GLboolean ARB_texture_buffer_object_rgb32;
4211 GLboolean ARB_texture_buffer_range;
4212 GLboolean ARB_texture_compression_bptc;
4213 GLboolean ARB_texture_compression_rgtc;
4214 GLboolean ARB_texture_cube_map;
4215 GLboolean ARB_texture_cube_map_array;
4216 GLboolean ARB_texture_env_combine;
4217 GLboolean ARB_texture_env_crossbar;
4218 GLboolean ARB_texture_env_dot3;
4219 GLboolean ARB_texture_filter_anisotropic;
4220 GLboolean ARB_texture_float;
4221 GLboolean ARB_texture_gather;
4222 GLboolean ARB_texture_mirror_clamp_to_edge;
4223 GLboolean ARB_texture_multisample;
4224 GLboolean ARB_texture_non_power_of_two;
4225 GLboolean ARB_texture_stencil8;
4226 GLboolean ARB_texture_query_levels;
4227 GLboolean ARB_texture_query_lod;
4228 GLboolean ARB_texture_rg;
4229 GLboolean ARB_texture_rgb10_a2ui;
4230 GLboolean ARB_texture_view;
4231 GLboolean ARB_timer_query;
4232 GLboolean ARB_transform_feedback2;
4233 GLboolean ARB_transform_feedback3;
4234 GLboolean ARB_transform_feedback_instanced;
4235 GLboolean ARB_transform_feedback_overflow_query;
4236 GLboolean ARB_uniform_buffer_object;
4237 GLboolean ARB_vertex_attrib_64bit;
4238 GLboolean ARB_vertex_program;
4239 GLboolean ARB_vertex_shader;
4240 GLboolean ARB_vertex_type_10f_11f_11f_rev;
4241 GLboolean ARB_vertex_type_2_10_10_10_rev;
4242 GLboolean ARB_viewport_array;
4243 GLboolean EXT_blend_color;
4244 GLboolean EXT_blend_equation_separate;
4245 GLboolean EXT_blend_func_separate;
4246 GLboolean EXT_blend_minmax;
4247 GLboolean EXT_depth_bounds_test;
4248 GLboolean EXT_disjoint_timer_query;
4249 GLboolean EXT_draw_buffers2;
4250 GLboolean EXT_framebuffer_multisample;
4251 GLboolean EXT_framebuffer_multisample_blit_scaled;
4252 GLboolean EXT_framebuffer_sRGB;
4253 GLboolean EXT_gpu_program_parameters;
4254 GLboolean EXT_gpu_shader4;
4255 GLboolean EXT_memory_object;
4256 GLboolean EXT_memory_object_fd;
4257 GLboolean EXT_packed_float;
4258 GLboolean EXT_pixel_buffer_object;
4259 GLboolean EXT_point_parameters;
4260 GLboolean EXT_provoking_vertex;
4261 GLboolean EXT_render_snorm;
4262 GLboolean EXT_semaphore;
4263 GLboolean EXT_semaphore_fd;
4264 GLboolean EXT_shader_integer_mix;
4265 GLboolean EXT_shader_samples_identical;
4266 GLboolean EXT_stencil_two_side;
4267 GLboolean EXT_texture_array;
4268 GLboolean EXT_texture_compression_latc;
4269 GLboolean EXT_texture_compression_s3tc;
4270 GLboolean EXT_texture_env_dot3;
4271 GLboolean EXT_texture_filter_anisotropic;
4272 GLboolean EXT_texture_integer;
4273 GLboolean EXT_texture_mirror_clamp;
4274 GLboolean EXT_texture_shared_exponent;
4275 GLboolean EXT_texture_snorm;
4276 GLboolean EXT_texture_sRGB;
4277 GLboolean EXT_texture_sRGB_R8;
4278 GLboolean EXT_texture_sRGB_decode;
4279 GLboolean EXT_texture_swizzle;
4280 GLboolean EXT_texture_type_2_10_10_10_REV;
4281 GLboolean EXT_transform_feedback;
4282 GLboolean EXT_timer_query;
4283 GLboolean EXT_vertex_array_bgra;
4284 GLboolean EXT_window_rectangles;
4285 GLboolean OES_copy_image;
4286 GLboolean OES_primitive_bounding_box;
4287 GLboolean OES_sample_variables;
4288 GLboolean OES_standard_derivatives;
4289 GLboolean OES_texture_buffer;
4290 GLboolean OES_texture_cube_map_array;
4291 GLboolean OES_texture_view;
4292 GLboolean OES_viewport_array;
4293 /* vendor extensions */
4294 GLboolean AMD_framebuffer_multisample_advanced;
4295 GLboolean AMD_depth_clamp_separate;
4296 GLboolean AMD_performance_monitor;
4297 GLboolean AMD_pinned_memory;
4298 GLboolean AMD_seamless_cubemap_per_texture;
4299 GLboolean AMD_vertex_shader_layer;
4300 GLboolean AMD_vertex_shader_viewport_index;
4301 GLboolean ANDROID_extension_pack_es31a;
4302 GLboolean APPLE_object_purgeable;
4303 GLboolean ATI_meminfo;
4304 GLboolean ATI_texture_compression_3dc;
4305 GLboolean ATI_texture_mirror_once;
4306 GLboolean ATI_texture_env_combine3;
4307 GLboolean ATI_fragment_shader;
4308 GLboolean GREMEDY_string_marker;
4309 GLboolean INTEL_conservative_rasterization;
4310 GLboolean INTEL_fragment_shader_ordering;
4311 GLboolean INTEL_performance_query;
4312 GLboolean INTEL_shader_atomic_float_minmax;
4313 GLboolean KHR_blend_equation_advanced;
4314 GLboolean KHR_blend_equation_advanced_coherent;
4315 GLboolean KHR_robustness;
4316 GLboolean KHR_texture_compression_astc_hdr;
4317 GLboolean KHR_texture_compression_astc_ldr;
4318 GLboolean KHR_texture_compression_astc_sliced_3d;
4319 GLboolean MESA_framebuffer_flip_y;
4320 GLboolean MESA_tile_raster_order;
4321 GLboolean MESA_pack_invert;
4322 GLboolean EXT_shader_framebuffer_fetch;
4323 GLboolean EXT_shader_framebuffer_fetch_non_coherent;
4324 GLboolean MESA_shader_integer_functions;
4325 GLboolean MESA_ycbcr_texture;
4326 GLboolean NV_conditional_render;
4327 GLboolean NV_fill_rectangle;
4328 GLboolean NV_fog_distance;
4329 GLboolean NV_point_sprite;
4330 GLboolean NV_primitive_restart;
4331 GLboolean NV_shader_atomic_float;
4332 GLboolean NV_texture_barrier;
4333 GLboolean NV_texture_env_combine4;
4334 GLboolean NV_texture_rectangle;
4335 GLboolean NV_vdpau_interop;
4336 GLboolean NV_conservative_raster;
4337 GLboolean NV_conservative_raster_dilate;
4338 GLboolean NV_conservative_raster_pre_snap_triangles;
4339 GLboolean NV_conservative_raster_pre_snap;
4340 GLboolean NVX_gpu_memory_info;
4341 GLboolean TDFX_texture_compression_FXT1;
4342 GLboolean OES_EGL_image;
4343 GLboolean OES_draw_texture;
4344 GLboolean OES_depth_texture_cube_map;
4345 GLboolean OES_EGL_image_external;
4346 GLboolean OES_texture_float;
4347 GLboolean OES_texture_float_linear;
4348 GLboolean OES_texture_half_float;
4349 GLboolean OES_texture_half_float_linear;
4350 GLboolean OES_compressed_ETC1_RGB8_texture;
4351 GLboolean OES_geometry_shader;
4352 GLboolean OES_texture_compression_astc;
4353 GLboolean extension_sentinel;
4354 /** The extension string */
4355 const GLubyte *String;
4356 /** Number of supported extensions */
4357 GLuint Count;
4358 /**
4359 * The context version which extension helper functions compare against.
4360 * By default, the value is equal to ctx->Version. This changes to ~0
4361 * while meta is in progress.
4362 */
4363 GLubyte Version;
4364 /**
4365 * Force-enabled, yet unrecognized, extensions.
4366 * See _mesa_one_time_init_extension_overrides()
4367 */
4368 #define MAX_UNRECOGNIZED_EXTENSIONS 16
4369 const char *unrecognized_extensions[MAX_UNRECOGNIZED_EXTENSIONS];
4370 };
4371
4372
4373 /**
4374 * A stack of matrices (projection, modelview, color, texture, etc).
4375 */
4376 struct gl_matrix_stack
4377 {
4378 GLmatrix *Top; /**< points into Stack */
4379 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
4380 unsigned StackSize; /**< Number of elements in Stack */
4381 GLuint Depth; /**< 0 <= Depth < MaxDepth */
4382 GLuint MaxDepth; /**< size of Stack[] array */
4383 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
4384 };
4385
4386
4387 /**
4388 * \name Bits for image transfer operations
4389 * \sa __struct gl_contextRec::ImageTransferState.
4390 */
4391 /*@{*/
4392 #define IMAGE_SCALE_BIAS_BIT 0x1
4393 #define IMAGE_SHIFT_OFFSET_BIT 0x2
4394 #define IMAGE_MAP_COLOR_BIT 0x4
4395 #define IMAGE_CLAMP_BIT 0x800
4396
4397
4398 /** Pixel Transfer ops */
4399 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
4400 IMAGE_SHIFT_OFFSET_BIT | \
4401 IMAGE_MAP_COLOR_BIT)
4402
4403
4404 /**
4405 * \name Bits to indicate what state has changed.
4406 */
4407 /*@{*/
4408 #define _NEW_MODELVIEW (1u << 0) /**< gl_context::ModelView */
4409 #define _NEW_PROJECTION (1u << 1) /**< gl_context::Projection */
4410 #define _NEW_TEXTURE_MATRIX (1u << 2) /**< gl_context::TextureMatrix */
4411 #define _NEW_COLOR (1u << 3) /**< gl_context::Color */
4412 #define _NEW_DEPTH (1u << 4) /**< gl_context::Depth */
4413 #define _NEW_EVAL (1u << 5) /**< gl_context::Eval, EvalMap */
4414 #define _NEW_FOG (1u << 6) /**< gl_context::Fog */
4415 #define _NEW_HINT (1u << 7) /**< gl_context::Hint */
4416 #define _NEW_LIGHT (1u << 8) /**< gl_context::Light */
4417 #define _NEW_LINE (1u << 9) /**< gl_context::Line */
4418 #define _NEW_PIXEL (1u << 10) /**< gl_context::Pixel */
4419 #define _NEW_POINT (1u << 11) /**< gl_context::Point */
4420 #define _NEW_POLYGON (1u << 12) /**< gl_context::Polygon */
4421 #define _NEW_POLYGONSTIPPLE (1u << 13) /**< gl_context::PolygonStipple */
4422 #define _NEW_SCISSOR (1u << 14) /**< gl_context::Scissor */
4423 #define _NEW_STENCIL (1u << 15) /**< gl_context::Stencil */
4424 #define _NEW_TEXTURE_OBJECT (1u << 16) /**< gl_context::Texture (bindings only) */
4425 #define _NEW_TRANSFORM (1u << 17) /**< gl_context::Transform */
4426 #define _NEW_VIEWPORT (1u << 18) /**< gl_context::Viewport */
4427 #define _NEW_TEXTURE_STATE (1u << 19) /**< gl_context::Texture (states only) */
4428 #define _NEW_ARRAY (1u << 20) /**< gl_context::Array */
4429 #define _NEW_RENDERMODE (1u << 21) /**< gl_context::RenderMode, etc */
4430 #define _NEW_BUFFERS (1u << 22) /**< gl_context::Visual, DrawBuffer, */
4431 #define _NEW_CURRENT_ATTRIB (1u << 23) /**< gl_context::Current */
4432 #define _NEW_MULTISAMPLE (1u << 24) /**< gl_context::Multisample */
4433 #define _NEW_TRACK_MATRIX (1u << 25) /**< gl_context::VertexProgram */
4434 #define _NEW_PROGRAM (1u << 26) /**< New program/shader state */
4435 #define _NEW_PROGRAM_CONSTANTS (1u << 27)
4436 /* gap */
4437 #define _NEW_FRAG_CLAMP (1u << 29)
4438 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4439 #define _NEW_VARYING_VP_INPUTS (1u << 31) /**< gl_context::varying_vp_inputs */
4440 #define _NEW_ALL ~0
4441 /*@}*/
4442
4443
4444 /**
4445 * Composite state flags
4446 */
4447 /*@{*/
4448 #define _NEW_TEXTURE (_NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE)
4449
4450 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
4451 _NEW_TEXTURE_STATE | \
4452 _NEW_POINT | \
4453 _NEW_PROGRAM | \
4454 _NEW_MODELVIEW)
4455
4456 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
4457 _NEW_FOG | \
4458 _NEW_PROGRAM)
4459
4460
4461 /*@}*/
4462
4463
4464
4465
4466 /* This has to be included here. */
4467 #include "dd.h"
4468
4469
4470 /** Opaque declaration of display list payload data type */
4471 union gl_dlist_node;
4472
4473
4474 /**
4475 * Per-display list information.
4476 */
4477 struct gl_display_list
4478 {
4479 GLuint Name;
4480 GLbitfield Flags; /**< DLIST_x flags */
4481 GLchar *Label; /**< GL_KHR_debug */
4482 /** The dlist commands are in a linked list of nodes */
4483 union gl_dlist_node *Head;
4484 };
4485
4486
4487 /**
4488 * State used during display list compilation and execution.
4489 */
4490 struct gl_dlist_state
4491 {
4492 struct gl_display_list *CurrentList; /**< List currently being compiled */
4493 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
4494 GLuint CurrentPos; /**< Index into current block of nodes */
4495 GLuint CallDepth; /**< Current recursion calling depth */
4496
4497 GLvertexformat ListVtxfmt;
4498
4499 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
4500 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][8];
4501
4502 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
4503 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
4504
4505 struct {
4506 /* State known to have been set by the currently-compiling display
4507 * list. Used to eliminate some redundant state changes.
4508 */
4509 GLenum16 ShadeModel;
4510 } Current;
4511 };
4512
4513 /**
4514 * Driver-specific state flags.
4515 *
4516 * These are or'd with gl_context::NewDriverState to notify a driver about
4517 * a state change. The driver sets the flags at context creation and
4518 * the meaning of the bits set is opaque to core Mesa.
4519 */
4520 struct gl_driver_flags
4521 {
4522 /** gl_context::Array::_DrawArrays (vertex array state) */
4523 uint64_t NewArray;
4524
4525 /** gl_context::TransformFeedback::CurrentObject */
4526 uint64_t NewTransformFeedback;
4527
4528 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4529 uint64_t NewTransformFeedbackProg;
4530
4531 /** gl_context::RasterDiscard */
4532 uint64_t NewRasterizerDiscard;
4533
4534 /** gl_context::TileRasterOrder* */
4535 uint64_t NewTileRasterOrder;
4536
4537 /**
4538 * gl_context::UniformBufferBindings
4539 * gl_shader_program::UniformBlocks
4540 */
4541 uint64_t NewUniformBuffer;
4542
4543 /**
4544 * gl_context::ShaderStorageBufferBindings
4545 * gl_shader_program::ShaderStorageBlocks
4546 */
4547 uint64_t NewShaderStorageBuffer;
4548
4549 uint64_t NewTextureBuffer;
4550
4551 /**
4552 * gl_context::AtomicBufferBindings
4553 */
4554 uint64_t NewAtomicBuffer;
4555
4556 /**
4557 * gl_context::ImageUnits
4558 */
4559 uint64_t NewImageUnits;
4560
4561 /**
4562 * gl_context::TessCtrlProgram::patch_default_*
4563 */
4564 uint64_t NewDefaultTessLevels;
4565
4566 /**
4567 * gl_context::IntelConservativeRasterization
4568 */
4569 uint64_t NewIntelConservativeRasterization;
4570
4571 /**
4572 * gl_context::NvConservativeRasterization
4573 */
4574 uint64_t NewNvConservativeRasterization;
4575
4576 /**
4577 * gl_context::ConservativeRasterMode/ConservativeRasterDilate
4578 * gl_context::SubpixelPrecisionBias
4579 */
4580 uint64_t NewNvConservativeRasterizationParams;
4581
4582 /**
4583 * gl_context::Scissor::WindowRects
4584 */
4585 uint64_t NewWindowRectangles;
4586
4587 /** gl_context::Color::sRGBEnabled */
4588 uint64_t NewFramebufferSRGB;
4589
4590 /** gl_context::Scissor::EnableFlags */
4591 uint64_t NewScissorTest;
4592
4593 /** gl_context::Scissor::ScissorArray */
4594 uint64_t NewScissorRect;
4595
4596 /** gl_context::Color::Alpha* */
4597 uint64_t NewAlphaTest;
4598
4599 /** gl_context::Color::Blend/Dither */
4600 uint64_t NewBlend;
4601
4602 /** gl_context::Color::BlendColor */
4603 uint64_t NewBlendColor;
4604
4605 /** gl_context::Color::Color/Index */
4606 uint64_t NewColorMask;
4607
4608 /** gl_context::Depth */
4609 uint64_t NewDepth;
4610
4611 /** gl_context::Color::LogicOp/ColorLogicOp/IndexLogicOp */
4612 uint64_t NewLogicOp;
4613
4614 /** gl_context::Multisample::Enabled */
4615 uint64_t NewMultisampleEnable;
4616
4617 /** gl_context::Multisample::SampleAlphaTo* */
4618 uint64_t NewSampleAlphaToXEnable;
4619
4620 /** gl_context::Multisample::SampleCoverage/SampleMaskValue */
4621 uint64_t NewSampleMask;
4622
4623 /** gl_context::Multisample::(Min)SampleShading */
4624 uint64_t NewSampleShading;
4625
4626 /** gl_context::Stencil */
4627 uint64_t NewStencil;
4628
4629 /** gl_context::Transform::ClipOrigin/ClipDepthMode */
4630 uint64_t NewClipControl;
4631
4632 /** gl_context::Transform::EyeUserPlane */
4633 uint64_t NewClipPlane;
4634
4635 /** gl_context::Transform::ClipPlanesEnabled */
4636 uint64_t NewClipPlaneEnable;
4637
4638 /** gl_context::Transform::DepthClamp */
4639 uint64_t NewDepthClamp;
4640
4641 /** gl_context::Line */
4642 uint64_t NewLineState;
4643
4644 /** gl_context::Polygon */
4645 uint64_t NewPolygonState;
4646
4647 /** gl_context::PolygonStipple */
4648 uint64_t NewPolygonStipple;
4649
4650 /** gl_context::ViewportArray */
4651 uint64_t NewViewport;
4652
4653 /** Shader constants (uniforms, program parameters, state constants) */
4654 uint64_t NewShaderConstants[MESA_SHADER_STAGES];
4655
4656 /** Programmable sample location state for gl_context::DrawBuffer */
4657 uint64_t NewSampleLocations;
4658 };
4659
4660 struct gl_buffer_binding
4661 {
4662 struct gl_buffer_object *BufferObject;
4663 /** Start of uniform block data in the buffer */
4664 GLintptr Offset;
4665 /** Size of data allowed to be referenced from the buffer (in bytes) */
4666 GLsizeiptr Size;
4667 /**
4668 * glBindBufferBase() indicates that the Size should be ignored and only
4669 * limited by the current size of the BufferObject.
4670 */
4671 GLboolean AutomaticSize;
4672 };
4673
4674 /**
4675 * ARB_shader_image_load_store image unit.
4676 */
4677 struct gl_image_unit
4678 {
4679 /**
4680 * Texture object bound to this unit.
4681 */
4682 struct gl_texture_object *TexObj;
4683
4684 /**
4685 * Level of the texture object bound to this unit.
4686 */
4687 GLubyte Level;
4688
4689 /**
4690 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4691 * GL_FALSE if only some specific layer of the texture is bound.
4692 * \sa Layer
4693 */
4694 GLboolean Layered;
4695
4696 /**
4697 * Layer of the texture object bound to this unit as specified by the
4698 * application.
4699 */
4700 GLushort Layer;
4701
4702 /**
4703 * Layer of the texture object bound to this unit, or zero if
4704 * Layered == false.
4705 */
4706 GLushort _Layer;
4707
4708 /**
4709 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4710 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4711 */
4712 GLenum16 Access;
4713
4714 /**
4715 * GL internal format that determines the interpretation of the
4716 * image memory when shader image operations are performed through
4717 * this unit.
4718 */
4719 GLenum16 Format;
4720
4721 /**
4722 * Mesa format corresponding to \c Format.
4723 */
4724 mesa_format _ActualFormat:16;
4725 };
4726
4727 /**
4728 * Shader subroutines storage
4729 */
4730 struct gl_subroutine_index_binding
4731 {
4732 GLuint NumIndex;
4733 GLuint *IndexPtr;
4734 };
4735
4736 struct gl_texture_handle_object
4737 {
4738 struct gl_texture_object *texObj;
4739 struct gl_sampler_object *sampObj;
4740 GLuint64 handle;
4741 };
4742
4743 struct gl_image_handle_object
4744 {
4745 struct gl_image_unit imgObj;
4746 GLuint64 handle;
4747 };
4748
4749 struct gl_memory_object
4750 {
4751 GLuint Name; /**< hash table ID/name */
4752 GLboolean Immutable; /**< denotes mutability state of parameters */
4753 GLboolean Dedicated; /**< import memory from a dedicated allocation */
4754 };
4755
4756 struct gl_semaphore_object
4757 {
4758 GLuint Name; /**< hash table ID/name */
4759 };
4760
4761 /**
4762 * Mesa rendering context.
4763 *
4764 * This is the central context data structure for Mesa. Almost all
4765 * OpenGL state is contained in this structure.
4766 * Think of this as a base class from which device drivers will derive
4767 * sub classes.
4768 */
4769 struct gl_context
4770 {
4771 /** State possibly shared with other contexts in the address space */
4772 struct gl_shared_state *Shared;
4773
4774 /** \name API function pointer tables */
4775 /*@{*/
4776 gl_api API;
4777
4778 /**
4779 * The current dispatch table for non-displaylist-saving execution, either
4780 * BeginEnd or OutsideBeginEnd
4781 */
4782 struct _glapi_table *Exec;
4783 /**
4784 * The normal dispatch table for non-displaylist-saving, non-begin/end
4785 */
4786 struct _glapi_table *OutsideBeginEnd;
4787 /** The dispatch table used between glNewList() and glEndList() */
4788 struct _glapi_table *Save;
4789 /**
4790 * The dispatch table used between glBegin() and glEnd() (outside of a
4791 * display list). Only valid functions between those two are set, which is
4792 * mostly just the set in a GLvertexformat struct.
4793 */
4794 struct _glapi_table *BeginEnd;
4795 /**
4796 * Dispatch table for when a graphics reset has happened.
4797 */
4798 struct _glapi_table *ContextLost;
4799 /**
4800 * Dispatch table used to marshal API calls from the client program to a
4801 * separate server thread. NULL if API calls are not being marshalled to
4802 * another thread.
4803 */
4804 struct _glapi_table *MarshalExec;
4805 /**
4806 * Dispatch table currently in use for fielding API calls from the client
4807 * program. If API calls are being marshalled to another thread, this ==
4808 * MarshalExec. Otherwise it == CurrentServerDispatch.
4809 */
4810 struct _glapi_table *CurrentClientDispatch;
4811
4812 /**
4813 * Dispatch table currently in use for performing API calls. == Save or
4814 * Exec.
4815 */
4816 struct _glapi_table *CurrentServerDispatch;
4817
4818 /*@}*/
4819
4820 struct glthread_state *GLThread;
4821
4822 struct gl_config Visual;
4823 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4824 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4825 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4826 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4827
4828 /**
4829 * Device driver function pointer table
4830 */
4831 struct dd_function_table Driver;
4832
4833 /** Core/Driver constants */
4834 struct gl_constants Const;
4835
4836 /** \name The various 4x4 matrix stacks */
4837 /*@{*/
4838 struct gl_matrix_stack ModelviewMatrixStack;
4839 struct gl_matrix_stack ProjectionMatrixStack;
4840 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4841 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4842 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4843 /*@}*/
4844
4845 /** Combined modelview and projection matrix */
4846 GLmatrix _ModelProjectMatrix;
4847
4848 /** \name Display lists */
4849 struct gl_dlist_state ListState;
4850
4851 GLboolean ExecuteFlag; /**< Execute GL commands? */
4852 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4853
4854 /** Extension information */
4855 struct gl_extensions Extensions;
4856
4857 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4858 GLuint Version;
4859 char *VersionString;
4860
4861 /** \name State attribute stack (for glPush/PopAttrib) */
4862 /*@{*/
4863 GLuint AttribStackDepth;
4864 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4865 /*@}*/
4866
4867 /** \name Renderer attribute groups
4868 *
4869 * We define a struct for each attribute group to make pushing and popping
4870 * attributes easy. Also it's a good organization.
4871 */
4872 /*@{*/
4873 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4874 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4875 struct gl_current_attrib Current; /**< Current attributes */
4876 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4877 struct gl_eval_attrib Eval; /**< Eval attributes */
4878 struct gl_fog_attrib Fog; /**< Fog attributes */
4879 struct gl_hint_attrib Hint; /**< Hint attributes */
4880 struct gl_light_attrib Light; /**< Light attributes */
4881 struct gl_line_attrib Line; /**< Line attributes */
4882 struct gl_list_attrib List; /**< List attributes */
4883 struct gl_multisample_attrib Multisample;
4884 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4885 struct gl_point_attrib Point; /**< Point attributes */
4886 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4887 GLuint PolygonStipple[32]; /**< Polygon stipple */
4888 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4889 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4890 struct gl_texture_attrib Texture; /**< Texture attributes */
4891 struct gl_transform_attrib Transform; /**< Transformation attributes */
4892 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4893 GLuint SubpixelPrecisionBias[2]; /**< Viewport attributes */
4894 /*@}*/
4895
4896 /** \name Client attribute stack */
4897 /*@{*/
4898 GLuint ClientAttribStackDepth;
4899 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4900 /*@}*/
4901
4902 /** \name Client attribute groups */
4903 /*@{*/
4904 struct gl_array_attrib Array; /**< Vertex arrays */
4905 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4906 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4907 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4908 /*@}*/
4909
4910 /** \name Other assorted state (not pushed/popped on attribute stack) */
4911 /*@{*/
4912 struct gl_pixelmaps PixelMaps;
4913
4914 struct gl_evaluators EvalMap; /**< All evaluators */
4915 struct gl_feedback Feedback; /**< Feedback */
4916 struct gl_selection Select; /**< Selection */
4917
4918 struct gl_program_state Program; /**< general program state */
4919 struct gl_vertex_program_state VertexProgram;
4920 struct gl_fragment_program_state FragmentProgram;
4921 struct gl_geometry_program_state GeometryProgram;
4922 struct gl_compute_program_state ComputeProgram;
4923 struct gl_tess_ctrl_program_state TessCtrlProgram;
4924 struct gl_tess_eval_program_state TessEvalProgram;
4925 struct gl_ati_fragment_shader_state ATIFragmentShader;
4926
4927 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4928 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4929
4930 /**
4931 * Current active shader pipeline state
4932 *
4933 * Almost all internal users want ::_Shader instead of ::Shader. The
4934 * exceptions are bits of legacy GLSL API that do not know about separate
4935 * shader objects.
4936 *
4937 * If a program is active via \c glUseProgram, this will point to
4938 * \c ::Shader.
4939 *
4940 * If a program pipeline is active via \c glBindProgramPipeline, this will
4941 * point to \c ::Pipeline.Current.
4942 *
4943 * If neither a program nor a program pipeline is active, this will point to
4944 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4945 * \c NULL.
4946 */
4947 struct gl_pipeline_object *_Shader;
4948
4949 struct gl_query_state Query; /**< occlusion, timer queries */
4950
4951 struct gl_transform_feedback_state TransformFeedback;
4952
4953 struct gl_perf_monitor_state PerfMonitor;
4954 struct gl_perf_query_state PerfQuery;
4955
4956 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4957 struct gl_buffer_object *ParameterBuffer; /** < GL_ARB_indirect_parameters */
4958 struct gl_buffer_object *DispatchIndirectBuffer; /** < GL_ARB_compute_shader */
4959
4960 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4961 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4962
4963 struct gl_buffer_object *QueryBuffer; /**< GL_ARB_query_buffer_object */
4964
4965 /**
4966 * Current GL_ARB_uniform_buffer_object binding referenced by
4967 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4968 */
4969 struct gl_buffer_object *UniformBuffer;
4970
4971 /**
4972 * Current GL_ARB_shader_storage_buffer_object binding referenced by
4973 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
4974 */
4975 struct gl_buffer_object *ShaderStorageBuffer;
4976
4977 /**
4978 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4979 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4980 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4981 * shader program.
4982 */
4983 struct gl_buffer_binding
4984 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4985
4986 /**
4987 * Array of shader storage buffers for ARB_shader_storage_buffer_object
4988 * and GL 4.3. This is set up using glBindBufferRange() or
4989 * glBindBufferBase(). They are associated with shader storage blocks by
4990 * glShaderStorageBlockBinding()'s state in the shader program.
4991 */
4992 struct gl_buffer_binding
4993 ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
4994
4995 /**
4996 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4997 * target.
4998 */
4999 struct gl_buffer_object *AtomicBuffer;
5000
5001 /**
5002 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
5003 * target.
5004 */
5005 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
5006
5007 /**
5008 * Array of atomic counter buffer binding points.
5009 */
5010 struct gl_buffer_binding
5011 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
5012
5013 /**
5014 * Array of image units for ARB_shader_image_load_store.
5015 */
5016 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
5017
5018 struct gl_subroutine_index_binding SubroutineIndex[MESA_SHADER_STAGES];
5019 /*@}*/
5020
5021 struct gl_meta_state *Meta; /**< for "meta" operations */
5022
5023 /* GL_EXT_framebuffer_object */
5024 struct gl_renderbuffer *CurrentRenderbuffer;
5025
5026 GLenum16 ErrorValue; /**< Last error code */
5027
5028 /**
5029 * Recognize and silence repeated error debug messages in buggy apps.
5030 */
5031 const char *ErrorDebugFmtString;
5032 GLuint ErrorDebugCount;
5033
5034 /* GL_ARB_debug_output/GL_KHR_debug */
5035 simple_mtx_t DebugMutex;
5036 struct gl_debug_state *Debug;
5037
5038 GLenum16 RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
5039 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
5040 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
5041
5042 struct gl_driver_flags DriverFlags;
5043
5044 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
5045
5046 GLbitfield varying_vp_inputs; /**< mask of VERT_BIT_* flags */
5047
5048 /** \name Derived state */
5049 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
5050 GLfloat _EyeZDir[3];
5051 GLfloat _ModelViewInvScale; /* may be for model- or eyespace lighting */
5052 GLfloat _ModelViewInvScaleEyespace; /* always factor defined in spec */
5053 GLboolean _NeedEyeCoords;
5054 GLboolean _ForceEyeCoords;
5055
5056 GLuint TextureStateTimestamp; /**< detect changes to shared state */
5057
5058 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
5059
5060 /** \name For debugging/development only */
5061 /*@{*/
5062 GLboolean FirstTimeCurrent;
5063 /*@}*/
5064
5065 /**
5066 * False if this context was created without a config. This is needed
5067 * because the initial state of glDrawBuffers depends on this
5068 */
5069 GLboolean HasConfig;
5070
5071 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
5072
5073 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
5074 GLboolean IntelConservativeRasterization; /**< GL_CONSERVATIVE_RASTERIZATION_INTEL */
5075 GLboolean ConservativeRasterization; /**< GL_CONSERVATIVE_RASTERIZATION_NV */
5076 GLfloat ConservativeRasterDilate;
5077 GLenum16 ConservativeRasterMode;
5078
5079 /** Does glVertexAttrib(0) alias glVertex()? */
5080 bool _AttribZeroAliasesVertex;
5081
5082 /**
5083 * When set, TileRasterOrderIncreasingX/Y control the order that a tiled
5084 * renderer's tiles should be excecuted, to meet the requirements of
5085 * GL_MESA_tile_raster_order.
5086 */
5087 GLboolean TileRasterOrderFixed;
5088 GLboolean TileRasterOrderIncreasingX;
5089 GLboolean TileRasterOrderIncreasingY;
5090
5091 /**
5092 * \name Hooks for module contexts.
5093 *
5094 * These will eventually live in the driver or elsewhere.
5095 */
5096 /*@{*/
5097 void *swrast_context;
5098 void *swsetup_context;
5099 void *swtnl_context;
5100 struct vbo_context *vbo_context;
5101 struct st_context *st;
5102 void *aelt_context;
5103 /*@}*/
5104
5105 /**
5106 * \name NV_vdpau_interop
5107 */
5108 /*@{*/
5109 const void *vdpDevice;
5110 const void *vdpGetProcAddress;
5111 struct set *vdpSurfaces;
5112 /*@}*/
5113
5114 /**
5115 * Has this context observed a GPU reset in any context in the share group?
5116 *
5117 * Once this field becomes true, it is never reset to false.
5118 */
5119 GLboolean ShareGroupReset;
5120
5121 /**
5122 * \name OES_primitive_bounding_box
5123 *
5124 * Stores the arguments to glPrimitiveBoundingBox
5125 */
5126 GLfloat PrimitiveBoundingBox[8];
5127
5128 struct disk_cache *Cache;
5129
5130 /**
5131 * \name GL_ARB_bindless_texture
5132 */
5133 /*@{*/
5134 struct hash_table_u64 *ResidentTextureHandles;
5135 struct hash_table_u64 *ResidentImageHandles;
5136 /*@}*/
5137 };
5138
5139 /**
5140 * Information about memory usage. All sizes are in kilobytes.
5141 */
5142 struct gl_memory_info
5143 {
5144 unsigned total_device_memory; /**< size of device memory, e.g. VRAM */
5145 unsigned avail_device_memory; /**< free device memory at the moment */
5146 unsigned total_staging_memory; /**< size of staging memory, e.g. GART */
5147 unsigned avail_staging_memory; /**< free staging memory at the moment */
5148 unsigned device_memory_evicted; /**< size of memory evicted (monotonic counter) */
5149 unsigned nr_device_memory_evictions; /**< # of evictions (monotonic counter) */
5150 };
5151
5152 #ifdef DEBUG
5153 extern int MESA_VERBOSE;
5154 extern int MESA_DEBUG_FLAGS;
5155 #else
5156 # define MESA_VERBOSE 0
5157 # define MESA_DEBUG_FLAGS 0
5158 #endif
5159
5160
5161 /** The MESA_VERBOSE var is a bitmask of these flags */
5162 enum _verbose
5163 {
5164 VERBOSE_VARRAY = 0x0001,
5165 VERBOSE_TEXTURE = 0x0002,
5166 VERBOSE_MATERIAL = 0x0004,
5167 VERBOSE_PIPELINE = 0x0008,
5168 VERBOSE_DRIVER = 0x0010,
5169 VERBOSE_STATE = 0x0020,
5170 VERBOSE_API = 0x0040,
5171 VERBOSE_DISPLAY_LIST = 0x0100,
5172 VERBOSE_LIGHTING = 0x0200,
5173 VERBOSE_PRIMS = 0x0400,
5174 VERBOSE_VERTS = 0x0800,
5175 VERBOSE_DISASSEM = 0x1000,
5176 VERBOSE_DRAW = 0x2000,
5177 VERBOSE_SWAPBUFFERS = 0x4000
5178 };
5179
5180
5181 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
5182 enum _debug
5183 {
5184 DEBUG_SILENT = (1 << 0),
5185 DEBUG_ALWAYS_FLUSH = (1 << 1),
5186 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
5187 DEBUG_INCOMPLETE_FBO = (1 << 3),
5188 DEBUG_CONTEXT = (1 << 4)
5189 };
5190
5191 #ifdef __cplusplus
5192 }
5193 #endif
5194
5195 #endif /* MTYPES_H */