Revert "mesa: reduce the size of gl_texture_image"
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39 #include "c11/threads.h"
40
41 #include "main/glheader.h"
42 #include "main/config.h"
43 #include "glapi/glapi.h"
44 #include "math/m_matrix.h" /* GLmatrix */
45 #include "compiler/shader_enums.h"
46 #include "compiler/shader_info.h"
47 #include "main/formats.h" /* MESA_FORMAT_COUNT */
48 #include "compiler/glsl/list.h"
49 #include "util/simple_mtx.h"
50 #include "util/u_dynarray.h"
51
52
53 #ifdef __cplusplus
54 extern "C" {
55 #endif
56
57
58 /** Set a single bit */
59 #define BITFIELD_BIT(b) ((GLbitfield)1 << (b))
60 /** Set all bits up to excluding bit b */
61 #define BITFIELD_MASK(b) \
62 ((b) == 32 ? (~(GLbitfield)0) : BITFIELD_BIT(b) - 1)
63 /** Set count bits starting from bit b */
64 #define BITFIELD_RANGE(b, count) \
65 (BITFIELD_MASK((b) + (count)) & ~BITFIELD_MASK(b))
66
67
68 /**
69 * \name 64-bit extension of GLbitfield.
70 */
71 /*@{*/
72 typedef GLuint64 GLbitfield64;
73
74 /** Set a single bit */
75 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
76 /** Set all bits up to excluding bit b */
77 #define BITFIELD64_MASK(b) \
78 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
79 /** Set count bits starting from bit b */
80 #define BITFIELD64_RANGE(b, count) \
81 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
82
83
84 #define GET_COLORMASK_BIT(mask, buf, chan) (((mask) >> (4 * (buf) + (chan))) & 0x1)
85 #define GET_COLORMASK(mask, buf) (((mask) >> (4 * (buf))) & 0xf)
86
87
88 /**
89 * \name Some forward type declarations
90 */
91 /*@{*/
92 struct _mesa_HashTable;
93 struct gl_attrib_node;
94 struct gl_list_extensions;
95 struct gl_meta_state;
96 struct gl_program_cache;
97 struct gl_texture_object;
98 struct gl_debug_state;
99 struct gl_context;
100 struct st_context;
101 struct gl_uniform_storage;
102 struct prog_instruction;
103 struct gl_program_parameter_list;
104 struct gl_shader_spirv_data;
105 struct set;
106 struct vbo_context;
107 /*@}*/
108
109
110 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
111 #define PRIM_MAX GL_PATCHES
112 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
113 #define PRIM_UNKNOWN (PRIM_MAX + 2)
114
115 /**
116 * Determine if the given gl_varying_slot appears in the fragment shader.
117 */
118 static inline GLboolean
119 _mesa_varying_slot_in_fs(gl_varying_slot slot)
120 {
121 switch (slot) {
122 case VARYING_SLOT_PSIZ:
123 case VARYING_SLOT_BFC0:
124 case VARYING_SLOT_BFC1:
125 case VARYING_SLOT_EDGE:
126 case VARYING_SLOT_CLIP_VERTEX:
127 case VARYING_SLOT_LAYER:
128 case VARYING_SLOT_TESS_LEVEL_OUTER:
129 case VARYING_SLOT_TESS_LEVEL_INNER:
130 case VARYING_SLOT_BOUNDING_BOX0:
131 case VARYING_SLOT_BOUNDING_BOX1:
132 return GL_FALSE;
133 default:
134 return GL_TRUE;
135 }
136 }
137
138 /**
139 * Indexes for all renderbuffers
140 */
141 typedef enum
142 {
143 /* the four standard color buffers */
144 BUFFER_FRONT_LEFT,
145 BUFFER_BACK_LEFT,
146 BUFFER_FRONT_RIGHT,
147 BUFFER_BACK_RIGHT,
148 BUFFER_DEPTH,
149 BUFFER_STENCIL,
150 BUFFER_ACCUM,
151 /* optional aux buffer */
152 BUFFER_AUX0,
153 /* generic renderbuffers */
154 BUFFER_COLOR0,
155 BUFFER_COLOR1,
156 BUFFER_COLOR2,
157 BUFFER_COLOR3,
158 BUFFER_COLOR4,
159 BUFFER_COLOR5,
160 BUFFER_COLOR6,
161 BUFFER_COLOR7,
162 BUFFER_COUNT,
163 BUFFER_NONE = -1,
164 } gl_buffer_index;
165
166 /**
167 * Bit flags for all renderbuffers
168 */
169 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
170 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
171 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
172 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
173 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
174 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
175 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
176 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
177 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
178 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
179 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
180 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
181 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
182 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
183 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
184 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
185 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
186 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
187 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
188
189 /**
190 * Mask of all the color buffer bits (but not accum).
191 */
192 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
193 BUFFER_BIT_BACK_LEFT | \
194 BUFFER_BIT_FRONT_RIGHT | \
195 BUFFER_BIT_BACK_RIGHT | \
196 BUFFER_BIT_AUX0 | \
197 BUFFER_BIT_COLOR0 | \
198 BUFFER_BIT_COLOR1 | \
199 BUFFER_BIT_COLOR2 | \
200 BUFFER_BIT_COLOR3 | \
201 BUFFER_BIT_COLOR4 | \
202 BUFFER_BIT_COLOR5 | \
203 BUFFER_BIT_COLOR6 | \
204 BUFFER_BIT_COLOR7)
205
206 /* Mask of bits for depth+stencil buffers */
207 #define BUFFER_BITS_DEPTH_STENCIL (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL)
208
209 /**
210 * Framebuffer configuration (aka visual / pixelformat)
211 * Note: some of these fields should be boolean, but it appears that
212 * code in drivers/dri/common/util.c requires int-sized fields.
213 */
214 struct gl_config
215 {
216 GLboolean rgbMode;
217 GLboolean floatMode;
218 GLuint doubleBufferMode;
219 GLuint stereoMode;
220
221 GLboolean haveAccumBuffer;
222 GLboolean haveDepthBuffer;
223 GLboolean haveStencilBuffer;
224
225 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
226 GLuint redMask, greenMask, blueMask, alphaMask;
227 GLint rgbBits; /* total bits for rgb */
228 GLint indexBits; /* total bits for colorindex */
229
230 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
231 GLint depthBits;
232 GLint stencilBits;
233
234 GLint numAuxBuffers;
235
236 GLint level;
237
238 /* EXT_visual_rating / GLX 1.2 */
239 GLint visualRating;
240
241 /* EXT_visual_info / GLX 1.2 */
242 GLint transparentPixel;
243 /* colors are floats scaled to ints */
244 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
245 GLint transparentIndex;
246
247 /* ARB_multisample / SGIS_multisample */
248 GLint sampleBuffers;
249 GLuint samples;
250
251 /* SGIX_pbuffer / GLX 1.3 */
252 GLint maxPbufferWidth;
253 GLint maxPbufferHeight;
254 GLint maxPbufferPixels;
255 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
256 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
257
258 /* OML_swap_method */
259 GLint swapMethod;
260
261 /* EXT_texture_from_pixmap */
262 GLint bindToTextureRgb;
263 GLint bindToTextureRgba;
264 GLint bindToMipmapTexture;
265 GLint bindToTextureTargets;
266 GLint yInverted;
267
268 /* EXT_framebuffer_sRGB */
269 GLint sRGBCapable;
270 };
271
272
273 /**
274 * \name Bit flags used for updating material values.
275 */
276 /*@{*/
277 #define MAT_ATTRIB_FRONT_AMBIENT 0
278 #define MAT_ATTRIB_BACK_AMBIENT 1
279 #define MAT_ATTRIB_FRONT_DIFFUSE 2
280 #define MAT_ATTRIB_BACK_DIFFUSE 3
281 #define MAT_ATTRIB_FRONT_SPECULAR 4
282 #define MAT_ATTRIB_BACK_SPECULAR 5
283 #define MAT_ATTRIB_FRONT_EMISSION 6
284 #define MAT_ATTRIB_BACK_EMISSION 7
285 #define MAT_ATTRIB_FRONT_SHININESS 8
286 #define MAT_ATTRIB_BACK_SHININESS 9
287 #define MAT_ATTRIB_FRONT_INDEXES 10
288 #define MAT_ATTRIB_BACK_INDEXES 11
289 #define MAT_ATTRIB_MAX 12
290
291 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
292 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
293 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
294 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
295 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
296 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
297
298 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
299 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
300 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
301 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
302 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
303 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
304 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
305 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
306 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
307 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
308 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
309 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
310
311
312 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
313 MAT_BIT_FRONT_AMBIENT | \
314 MAT_BIT_FRONT_DIFFUSE | \
315 MAT_BIT_FRONT_SPECULAR | \
316 MAT_BIT_FRONT_SHININESS | \
317 MAT_BIT_FRONT_INDEXES)
318
319 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
320 MAT_BIT_BACK_AMBIENT | \
321 MAT_BIT_BACK_DIFFUSE | \
322 MAT_BIT_BACK_SPECULAR | \
323 MAT_BIT_BACK_SHININESS | \
324 MAT_BIT_BACK_INDEXES)
325
326 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
327 /*@}*/
328
329
330 /**
331 * Material state.
332 */
333 struct gl_material
334 {
335 GLfloat Attrib[MAT_ATTRIB_MAX][4];
336 };
337
338
339 /**
340 * Light state flags.
341 */
342 /*@{*/
343 #define LIGHT_SPOT 0x1
344 #define LIGHT_LOCAL_VIEWER 0x2
345 #define LIGHT_POSITIONAL 0x4
346 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
347 /*@}*/
348
349
350 /**
351 * Light source state.
352 */
353 struct gl_light
354 {
355 GLfloat Ambient[4]; /**< ambient color */
356 GLfloat Diffuse[4]; /**< diffuse color */
357 GLfloat Specular[4]; /**< specular color */
358 GLfloat EyePosition[4]; /**< position in eye coordinates */
359 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
360 GLfloat SpotExponent;
361 GLfloat SpotCutoff; /**< in degrees */
362 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
363 GLfloat ConstantAttenuation;
364 GLfloat LinearAttenuation;
365 GLfloat QuadraticAttenuation;
366 GLboolean Enabled; /**< On/off flag */
367
368 /**
369 * \name Derived fields
370 */
371 /*@{*/
372 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
373
374 GLfloat _Position[4]; /**< position in eye/obj coordinates */
375 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
376 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
377 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
378 GLfloat _VP_inf_spot_attenuation;
379
380 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
381 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
382 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
383 /*@}*/
384 };
385
386
387 /**
388 * Light model state.
389 */
390 struct gl_lightmodel
391 {
392 GLfloat Ambient[4]; /**< ambient color */
393 GLboolean LocalViewer; /**< Local (or infinite) view point? */
394 GLboolean TwoSide; /**< Two (or one) sided lighting? */
395 GLenum16 ColorControl; /**< either GL_SINGLE_COLOR
396 or GL_SEPARATE_SPECULAR_COLOR */
397 };
398
399
400 /**
401 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
402 */
403 struct gl_accum_attrib
404 {
405 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
406 };
407
408
409 /**
410 * Used for storing clear color, texture border color, etc.
411 * The float values are typically unclamped.
412 */
413 union gl_color_union
414 {
415 GLfloat f[4];
416 GLint i[4];
417 GLuint ui[4];
418 };
419
420 /**
421 * Remapped color logical operations
422 *
423 * With the exception of NVIDIA hardware, which consumes the OpenGL enumerants
424 * directly, everything wants this mapping of color logical operations.
425 *
426 * Fun fact: These values are just the bit-reverse of the low-nibble of the GL
427 * enumerant values (i.e., `GL_NOOP & 0x0f` is `b0101' while
428 * \c COLOR_LOGICOP_NOOP is `b1010`).
429 *
430 * Fun fact #2: These values are just an encoding of the operation as a table
431 * of bit values. The result of the logic op is:
432 *
433 * result_bit = (logic_op >> (2 * src_bit + dst_bit)) & 1
434 *
435 * For the GL enums, the result is:
436 *
437 * result_bit = logic_op & (1 << (2 * src_bit + dst_bit))
438 */
439 enum PACKED gl_logicop_mode {
440 COLOR_LOGICOP_CLEAR = 0,
441 COLOR_LOGICOP_NOR = 1,
442 COLOR_LOGICOP_AND_INVERTED = 2,
443 COLOR_LOGICOP_COPY_INVERTED = 3,
444 COLOR_LOGICOP_AND_REVERSE = 4,
445 COLOR_LOGICOP_INVERT = 5,
446 COLOR_LOGICOP_XOR = 6,
447 COLOR_LOGICOP_NAND = 7,
448 COLOR_LOGICOP_AND = 8,
449 COLOR_LOGICOP_EQUIV = 9,
450 COLOR_LOGICOP_NOOP = 10,
451 COLOR_LOGICOP_OR_INVERTED = 11,
452 COLOR_LOGICOP_COPY = 12,
453 COLOR_LOGICOP_OR_REVERSE = 13,
454 COLOR_LOGICOP_OR = 14,
455 COLOR_LOGICOP_SET = 15
456 };
457
458 /**
459 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
460 */
461 struct gl_colorbuffer_attrib
462 {
463 GLuint ClearIndex; /**< Index for glClear */
464 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
465 GLuint IndexMask; /**< Color index write mask */
466
467 /** 4 colormask bits per draw buffer, max 8 draw buffers. 4*8 = 32 bits */
468 GLbitfield ColorMask;
469
470 GLenum16 DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
471
472 /**
473 * \name alpha testing
474 */
475 /*@{*/
476 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
477 GLenum16 AlphaFunc; /**< Alpha test function */
478 GLfloat AlphaRefUnclamped;
479 GLclampf AlphaRef; /**< Alpha reference value */
480 /*@}*/
481
482 /**
483 * \name Blending
484 */
485 /*@{*/
486 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
487
488 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
489 * control, only on the fixed-pointness of the render target.
490 * The query does however depend on fragment color clamping.
491 */
492 GLfloat BlendColorUnclamped[4]; /**< Blending color */
493 GLfloat BlendColor[4]; /**< Blending color */
494
495 struct
496 {
497 GLenum16 SrcRGB; /**< RGB blend source term */
498 GLenum16 DstRGB; /**< RGB blend dest term */
499 GLenum16 SrcA; /**< Alpha blend source term */
500 GLenum16 DstA; /**< Alpha blend dest term */
501 GLenum16 EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
502 GLenum16 EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
503 /**
504 * Set if any blend factor uses SRC1. Computed at the time blend factors
505 * get set.
506 */
507 GLboolean _UsesDualSrc;
508 } Blend[MAX_DRAW_BUFFERS];
509 /** Are the blend func terms currently different for each buffer/target? */
510 GLboolean _BlendFuncPerBuffer;
511 /** Are the blend equations currently different for each buffer/target? */
512 GLboolean _BlendEquationPerBuffer;
513
514 /**
515 * Which advanced blending mode is in use (or BLEND_NONE).
516 *
517 * KHR_blend_equation_advanced only allows advanced blending with a single
518 * draw buffer, and NVX_blend_equation_advanced_multi_draw_buffer still
519 * requires all draw buffers to match, so we only need a single value.
520 */
521 enum gl_advanced_blend_mode _AdvancedBlendMode;
522
523 /** Coherency requested via glEnable(GL_BLEND_ADVANCED_COHERENT_KHR)? */
524 bool BlendCoherent;
525 /*@}*/
526
527 /**
528 * \name Logic op
529 */
530 /*@{*/
531 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
532 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
533 GLenum16 LogicOp; /**< Logic operator */
534 enum gl_logicop_mode _LogicOp;
535 /*@}*/
536
537 GLboolean DitherFlag; /**< Dither enable flag */
538
539 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
540 GLenum16 ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
541 GLenum16 ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
542
543 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
544 };
545
546
547 /**
548 * Current attribute group (GL_CURRENT_BIT).
549 */
550 struct gl_current_attrib
551 {
552 /**
553 * \name Current vertex attributes (color, texcoords, etc).
554 * \note Values are valid only after FLUSH_VERTICES has been called.
555 * \note Index and Edgeflag current values are stored as floats in the
556 * SIX and SEVEN attribute slots.
557 * \note We need double storage for 64-bit vertex attributes
558 */
559 GLfloat Attrib[VERT_ATTRIB_MAX][4*2];
560
561 /**
562 * \name Current raster position attributes (always up to date after a
563 * glRasterPos call).
564 */
565 GLfloat RasterPos[4];
566 GLfloat RasterDistance;
567 GLfloat RasterColor[4];
568 GLfloat RasterSecondaryColor[4];
569 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
570 GLboolean RasterPosValid;
571 };
572
573
574 /**
575 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
576 */
577 struct gl_depthbuffer_attrib
578 {
579 GLenum16 Func; /**< Function for depth buffer compare */
580 GLclampd Clear; /**< Value to clear depth buffer to */
581 GLboolean Test; /**< Depth buffering enabled flag */
582 GLboolean Mask; /**< Depth buffer writable? */
583 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
584 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
585 };
586
587
588 /**
589 * Evaluator attribute group (GL_EVAL_BIT).
590 */
591 struct gl_eval_attrib
592 {
593 /**
594 * \name Enable bits
595 */
596 /*@{*/
597 GLboolean Map1Color4;
598 GLboolean Map1Index;
599 GLboolean Map1Normal;
600 GLboolean Map1TextureCoord1;
601 GLboolean Map1TextureCoord2;
602 GLboolean Map1TextureCoord3;
603 GLboolean Map1TextureCoord4;
604 GLboolean Map1Vertex3;
605 GLboolean Map1Vertex4;
606 GLboolean Map2Color4;
607 GLboolean Map2Index;
608 GLboolean Map2Normal;
609 GLboolean Map2TextureCoord1;
610 GLboolean Map2TextureCoord2;
611 GLboolean Map2TextureCoord3;
612 GLboolean Map2TextureCoord4;
613 GLboolean Map2Vertex3;
614 GLboolean Map2Vertex4;
615 GLboolean AutoNormal;
616 /*@}*/
617
618 /**
619 * \name Map Grid endpoints and divisions and calculated du values
620 */
621 /*@{*/
622 GLint MapGrid1un;
623 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
624 GLint MapGrid2un, MapGrid2vn;
625 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
626 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
627 /*@}*/
628 };
629
630
631 /**
632 * Compressed fog mode.
633 */
634 enum gl_fog_mode
635 {
636 FOG_NONE,
637 FOG_LINEAR,
638 FOG_EXP,
639 FOG_EXP2,
640 };
641
642
643 /**
644 * Fog attribute group (GL_FOG_BIT).
645 */
646 struct gl_fog_attrib
647 {
648 GLboolean Enabled; /**< Fog enabled flag */
649 GLboolean ColorSumEnabled;
650 uint8_t _PackedMode; /**< Fog mode as 2 bits */
651 uint8_t _PackedEnabledMode; /**< Masked CompressedMode */
652 GLfloat ColorUnclamped[4]; /**< Fog color */
653 GLfloat Color[4]; /**< Fog color */
654 GLfloat Density; /**< Density >= 0.0 */
655 GLfloat Start; /**< Start distance in eye coords */
656 GLfloat End; /**< End distance in eye coords */
657 GLfloat Index; /**< Fog index */
658 GLenum16 Mode; /**< Fog mode */
659 GLenum16 FogCoordinateSource;/**< GL_EXT_fog_coord */
660 GLenum16 FogDistanceMode; /**< GL_NV_fog_distance */
661 };
662
663
664 /**
665 * Hint attribute group (GL_HINT_BIT).
666 *
667 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
668 */
669 struct gl_hint_attrib
670 {
671 GLenum16 PerspectiveCorrection;
672 GLenum16 PointSmooth;
673 GLenum16 LineSmooth;
674 GLenum16 PolygonSmooth;
675 GLenum16 Fog;
676 GLenum16 TextureCompression; /**< GL_ARB_texture_compression */
677 GLenum16 GenerateMipmap; /**< GL_SGIS_generate_mipmap */
678 GLenum16 FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
679 };
680
681
682 /**
683 * Lighting attribute group (GL_LIGHT_BIT).
684 */
685 struct gl_light_attrib
686 {
687 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
688 struct gl_lightmodel Model; /**< Lighting model */
689
690 /**
691 * Front and back material values.
692 * Note: must call FLUSH_VERTICES() before using.
693 */
694 struct gl_material Material;
695
696 GLboolean Enabled; /**< Lighting enabled flag */
697 GLboolean ColorMaterialEnabled;
698
699 GLenum16 ShadeModel; /**< GL_FLAT or GL_SMOOTH */
700 GLenum16 ProvokingVertex; /**< GL_EXT_provoking_vertex */
701 GLenum16 ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
702 GLenum16 ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
703 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
704
705
706 GLboolean _ClampVertexColor;
707 GLenum16 ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
708
709 /**
710 * Derived state for optimizations:
711 */
712 /*@{*/
713 GLbitfield _EnabledLights; /**< bitmask containing enabled lights */
714
715 GLboolean _NeedEyeCoords;
716 GLboolean _NeedVertices; /**< Use fast shader? */
717
718 GLfloat _BaseColor[2][3];
719 /*@}*/
720 };
721
722
723 /**
724 * Line attribute group (GL_LINE_BIT).
725 */
726 struct gl_line_attrib
727 {
728 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
729 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
730 GLushort StipplePattern; /**< Stipple pattern */
731 GLint StippleFactor; /**< Stipple repeat factor */
732 GLfloat Width; /**< Line width */
733 };
734
735
736 /**
737 * Display list attribute group (GL_LIST_BIT).
738 */
739 struct gl_list_attrib
740 {
741 GLuint ListBase;
742 };
743
744
745 /**
746 * Multisample attribute group (GL_MULTISAMPLE_BIT).
747 */
748 struct gl_multisample_attrib
749 {
750 GLboolean Enabled;
751 GLboolean SampleAlphaToCoverage;
752 GLboolean SampleAlphaToOne;
753 GLboolean SampleCoverage;
754 GLboolean SampleCoverageInvert;
755 GLboolean SampleShading;
756
757 /* ARB_texture_multisample / GL3.2 additions */
758 GLboolean SampleMask;
759
760 GLfloat SampleCoverageValue; /**< In range [0, 1] */
761 GLfloat MinSampleShadingValue; /**< In range [0, 1] */
762
763 /** The GL spec defines this as an array but >32x MSAA is madness */
764 GLbitfield SampleMaskValue;
765 };
766
767
768 /**
769 * A pixelmap (see glPixelMap)
770 */
771 struct gl_pixelmap
772 {
773 GLint Size;
774 GLfloat Map[MAX_PIXEL_MAP_TABLE];
775 };
776
777
778 /**
779 * Collection of all pixelmaps
780 */
781 struct gl_pixelmaps
782 {
783 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
784 struct gl_pixelmap GtoG;
785 struct gl_pixelmap BtoB;
786 struct gl_pixelmap AtoA;
787 struct gl_pixelmap ItoR;
788 struct gl_pixelmap ItoG;
789 struct gl_pixelmap ItoB;
790 struct gl_pixelmap ItoA;
791 struct gl_pixelmap ItoI;
792 struct gl_pixelmap StoS;
793 };
794
795
796 /**
797 * Pixel attribute group (GL_PIXEL_MODE_BIT).
798 */
799 struct gl_pixel_attrib
800 {
801 GLenum16 ReadBuffer; /**< source buffer for glRead/CopyPixels() */
802
803 /*--- Begin Pixel Transfer State ---*/
804 /* Fields are in the order in which they're applied... */
805
806 /** Scale & Bias (index shift, offset) */
807 /*@{*/
808 GLfloat RedBias, RedScale;
809 GLfloat GreenBias, GreenScale;
810 GLfloat BlueBias, BlueScale;
811 GLfloat AlphaBias, AlphaScale;
812 GLfloat DepthBias, DepthScale;
813 GLint IndexShift, IndexOffset;
814 /*@}*/
815
816 /* Pixel Maps */
817 /* Note: actual pixel maps are not part of this attrib group */
818 GLboolean MapColorFlag;
819 GLboolean MapStencilFlag;
820
821 /*--- End Pixel Transfer State ---*/
822
823 /** glPixelZoom */
824 GLfloat ZoomX, ZoomY;
825 };
826
827
828 /**
829 * Point attribute group (GL_POINT_BIT).
830 */
831 struct gl_point_attrib
832 {
833 GLfloat Size; /**< User-specified point size */
834 GLfloat Params[3]; /**< GL_EXT_point_parameters */
835 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
836 GLfloat Threshold; /**< GL_EXT_point_parameters */
837 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
838 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
839 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
840 GLbitfield CoordReplace; /**< GL_ARB_point_sprite*/
841 GLenum16 SpriteRMode; /**< GL_NV_point_sprite (only!) */
842 GLenum16 SpriteOrigin; /**< GL_ARB_point_sprite */
843 };
844
845
846 /**
847 * Polygon attribute group (GL_POLYGON_BIT).
848 */
849 struct gl_polygon_attrib
850 {
851 GLenum16 FrontFace; /**< Either GL_CW or GL_CCW */
852 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
853 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
854 GLboolean CullFlag; /**< Culling on/off flag */
855 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
856 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
857 GLenum16 CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
858 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
859 GLfloat OffsetUnits; /**< Polygon offset units, from user */
860 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
861 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
862 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
863 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
864 };
865
866
867 /**
868 * Scissor attributes (GL_SCISSOR_BIT).
869 */
870 struct gl_scissor_rect
871 {
872 GLint X, Y; /**< Lower left corner of box */
873 GLsizei Width, Height; /**< Size of box */
874 };
875
876
877 struct gl_scissor_attrib
878 {
879 GLbitfield EnableFlags; /**< Scissor test enabled? */
880 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
881 GLint NumWindowRects; /**< Count of enabled window rectangles */
882 GLenum16 WindowRectMode; /**< Whether to include or exclude the rects */
883 struct gl_scissor_rect WindowRects[MAX_WINDOW_RECTANGLES];
884 };
885
886
887 /**
888 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
889 *
890 * Three sets of stencil data are tracked so that OpenGL 2.0,
891 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
892 * simultaneously. In each of the stencil state arrays, element 0 corresponds
893 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
894 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
895 * GL_EXT_stencil_two_side GL_BACK state.
896 *
897 * The derived value \c _BackFace is either 1 or 2 depending on whether or
898 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
899 *
900 * The derived value \c _TestTwoSide is set when the front-face and back-face
901 * stencil state are different.
902 */
903 struct gl_stencil_attrib
904 {
905 GLboolean Enabled; /**< Enabled flag */
906 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
907 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
908 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
909 GLenum16 Function[3]; /**< Stencil function */
910 GLenum16 FailFunc[3]; /**< Fail function */
911 GLenum16 ZPassFunc[3]; /**< Depth buffer pass function */
912 GLenum16 ZFailFunc[3]; /**< Depth buffer fail function */
913 GLint Ref[3]; /**< Reference value */
914 GLuint ValueMask[3]; /**< Value mask */
915 GLuint WriteMask[3]; /**< Write mask */
916 GLuint Clear; /**< Clear value */
917 };
918
919
920 /**
921 * An index for each type of texture object. These correspond to the GL
922 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
923 * Note: the order is from highest priority to lowest priority.
924 */
925 typedef enum
926 {
927 TEXTURE_2D_MULTISAMPLE_INDEX,
928 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
929 TEXTURE_CUBE_ARRAY_INDEX,
930 TEXTURE_BUFFER_INDEX,
931 TEXTURE_2D_ARRAY_INDEX,
932 TEXTURE_1D_ARRAY_INDEX,
933 TEXTURE_EXTERNAL_INDEX,
934 TEXTURE_CUBE_INDEX,
935 TEXTURE_3D_INDEX,
936 TEXTURE_RECT_INDEX,
937 TEXTURE_2D_INDEX,
938 TEXTURE_1D_INDEX,
939 NUM_TEXTURE_TARGETS
940 } gl_texture_index;
941
942
943 /**
944 * Bit flags for each type of texture object
945 */
946 /*@{*/
947 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
948 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
949 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
950 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
951 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
952 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
953 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
954 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
955 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
956 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
957 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
958 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
959 /*@}*/
960
961
962 /**
963 * Texture image state. Drivers will typically create a subclass of this
964 * with extra fields for memory buffers, etc.
965 */
966 struct gl_texture_image
967 {
968 GLint InternalFormat; /**< Internal format as given by the user */
969 GLenum16 _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
970 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
971 * GL_INTENSITY, GL_DEPTH_COMPONENT or
972 * GL_DEPTH_STENCIL_EXT only. Used for
973 * choosing TexEnv arithmetic.
974 */
975 mesa_format TexFormat; /**< The actual texture memory format */
976
977 GLuint Border; /**< 0 or 1 */
978 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
979 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
980 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
981 GLuint Width2; /**< = Width - 2*Border */
982 GLuint Height2; /**< = Height - 2*Border */
983 GLuint Depth2; /**< = Depth - 2*Border */
984 GLuint WidthLog2; /**< = log2(Width2) */
985 GLuint HeightLog2; /**< = log2(Height2) */
986 GLuint DepthLog2; /**< = log2(Depth2) */
987 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
988 levels, computed from the dimensions */
989
990 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
991 GLuint Level; /**< Which mipmap level am I? */
992 /** Cube map face: index into gl_texture_object::Image[] array */
993 GLuint Face;
994
995 /** GL_ARB_texture_multisample */
996 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
997 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
998 };
999
1000
1001 /**
1002 * Indexes for cube map faces.
1003 */
1004 typedef enum
1005 {
1006 FACE_POS_X = 0,
1007 FACE_NEG_X = 1,
1008 FACE_POS_Y = 2,
1009 FACE_NEG_Y = 3,
1010 FACE_POS_Z = 4,
1011 FACE_NEG_Z = 5,
1012 MAX_FACES = 6
1013 } gl_face_index;
1014
1015
1016 /**
1017 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1018 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1019 */
1020 struct gl_sampler_object
1021 {
1022 simple_mtx_t Mutex;
1023 GLuint Name;
1024 GLchar *Label; /**< GL_KHR_debug */
1025 GLint RefCount;
1026
1027 GLenum16 WrapS; /**< S-axis texture image wrap mode */
1028 GLenum16 WrapT; /**< T-axis texture image wrap mode */
1029 GLenum16 WrapR; /**< R-axis texture image wrap mode */
1030 GLenum16 MinFilter; /**< minification filter */
1031 GLenum16 MagFilter; /**< magnification filter */
1032 GLenum16 sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1033 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1034 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1035 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1036 GLfloat LodBias; /**< OpenGL 1.4 */
1037 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1038 GLenum16 CompareMode; /**< GL_ARB_shadow */
1039 GLenum16 CompareFunc; /**< GL_ARB_shadow */
1040 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1041
1042 /** GL_ARB_bindless_texture */
1043 bool HandleAllocated;
1044 struct util_dynarray Handles;
1045 };
1046
1047
1048 /**
1049 * Texture object state. Contains the array of mipmap images, border color,
1050 * wrap modes, filter modes, and shadow/texcompare state.
1051 */
1052 struct gl_texture_object
1053 {
1054 simple_mtx_t Mutex; /**< for thread safety */
1055 GLint RefCount; /**< reference count */
1056 GLuint Name; /**< the user-visible texture object ID */
1057 GLenum16 Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1058 GLenum16 DepthMode; /**< GL_ARB_depth_texture */
1059 GLchar *Label; /**< GL_KHR_debug */
1060
1061 struct gl_sampler_object Sampler;
1062
1063 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
1064 Only valid when Target is valid. */
1065 GLfloat Priority; /**< in [0,1] */
1066 GLint MaxLevel; /**< max mipmap level (max=1000), OpenGL 1.2 */
1067 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1068 GLbyte _MaxLevel; /**< actual max mipmap level (q in the spec) */
1069 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1070 GLint CropRect[4]; /**< GL_OES_draw_texture */
1071 GLenum16 Swizzle[4]; /**< GL_EXT_texture_swizzle */
1072 GLushort _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1073 GLbyte ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1074 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1075 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1076 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1077 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1078 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1079 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1080 pressure? */
1081 GLboolean Immutable; /**< GL_ARB_texture_storage */
1082 GLboolean _IsFloat; /**< GL_OES_float_texture */
1083 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
1084 bool StencilSampling; /**< Should we sample stencil instead of depth? */
1085 bool HandleAllocated; /**< GL_ARB_bindless_texture */
1086
1087 /** GL_OES_EGL_image_external */
1088 GLubyte RequiredTextureImageUnits;
1089
1090 GLubyte MinLevel; /**< GL_ARB_texture_view */
1091 GLubyte NumLevels; /**< GL_ARB_texture_view */
1092 GLushort MinLayer; /**< GL_ARB_texture_view */
1093 GLushort NumLayers; /**< GL_ARB_texture_view */
1094
1095 /** GL_EXT_memory_object */
1096 GLenum16 TextureTiling;
1097
1098 /** GL_ARB_shader_image_load_store */
1099 GLenum16 ImageFormatCompatibilityType;
1100
1101 /** GL_ARB_texture_buffer_object */
1102 GLenum16 BufferObjectFormat;
1103 /** Equivalent Mesa format for BufferObjectFormat. */
1104 mesa_format _BufferObjectFormat;
1105 struct gl_buffer_object *BufferObject;
1106
1107 /** GL_ARB_texture_buffer_range */
1108 GLintptr BufferOffset;
1109 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1110
1111 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1112 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1113
1114 /** GL_ARB_bindless_texture */
1115 struct util_dynarray SamplerHandles;
1116 struct util_dynarray ImageHandles;
1117 };
1118
1119
1120 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1121 #define MAX_COMBINER_TERMS 4
1122
1123
1124 /**
1125 * Texture combine environment state.
1126 */
1127 struct gl_tex_env_combine_state
1128 {
1129 GLenum16 ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1130 GLenum16 ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1131 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1132 GLenum16 SourceRGB[MAX_COMBINER_TERMS];
1133 GLenum16 SourceA[MAX_COMBINER_TERMS];
1134 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1135 GLenum16 OperandRGB[MAX_COMBINER_TERMS];
1136 GLenum16 OperandA[MAX_COMBINER_TERMS];
1137 GLubyte ScaleShiftRGB; /**< 0, 1 or 2 */
1138 GLubyte ScaleShiftA; /**< 0, 1 or 2 */
1139 GLubyte _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1140 GLubyte _NumArgsA; /**< Number of inputs used for the A combiner */
1141 };
1142
1143
1144 /** Compressed TexEnv effective Combine mode */
1145 enum gl_tex_env_mode
1146 {
1147 TEXENV_MODE_REPLACE, /* r = a0 */
1148 TEXENV_MODE_MODULATE, /* r = a0 * a1 */
1149 TEXENV_MODE_ADD, /* r = a0 + a1 */
1150 TEXENV_MODE_ADD_SIGNED, /* r = a0 + a1 - 0.5 */
1151 TEXENV_MODE_INTERPOLATE, /* r = a0 * a2 + a1 * (1 - a2) */
1152 TEXENV_MODE_SUBTRACT, /* r = a0 - a1 */
1153 TEXENV_MODE_DOT3_RGB, /* r = a0 . a1 */
1154 TEXENV_MODE_DOT3_RGB_EXT, /* r = a0 . a1 */
1155 TEXENV_MODE_DOT3_RGBA, /* r = a0 . a1 */
1156 TEXENV_MODE_DOT3_RGBA_EXT, /* r = a0 . a1 */
1157 TEXENV_MODE_MODULATE_ADD_ATI, /* r = a0 * a2 + a1 */
1158 TEXENV_MODE_MODULATE_SIGNED_ADD_ATI, /* r = a0 * a2 + a1 - 0.5 */
1159 TEXENV_MODE_MODULATE_SUBTRACT_ATI, /* r = a0 * a2 - a1 */
1160 TEXENV_MODE_ADD_PRODUCTS_NV, /* r = a0 * a1 + a2 * a3 */
1161 TEXENV_MODE_ADD_PRODUCTS_SIGNED_NV, /* r = a0 * a1 + a2 * a3 - 0.5 */
1162 };
1163
1164
1165 /** Compressed TexEnv Combine source */
1166 enum gl_tex_env_source
1167 {
1168 TEXENV_SRC_TEXTURE0,
1169 TEXENV_SRC_TEXTURE1,
1170 TEXENV_SRC_TEXTURE2,
1171 TEXENV_SRC_TEXTURE3,
1172 TEXENV_SRC_TEXTURE4,
1173 TEXENV_SRC_TEXTURE5,
1174 TEXENV_SRC_TEXTURE6,
1175 TEXENV_SRC_TEXTURE7,
1176 TEXENV_SRC_TEXTURE,
1177 TEXENV_SRC_PREVIOUS,
1178 TEXENV_SRC_PRIMARY_COLOR,
1179 TEXENV_SRC_CONSTANT,
1180 TEXENV_SRC_ZERO,
1181 TEXENV_SRC_ONE,
1182 };
1183
1184
1185 /** Compressed TexEnv Combine operand */
1186 enum gl_tex_env_operand
1187 {
1188 TEXENV_OPR_COLOR,
1189 TEXENV_OPR_ONE_MINUS_COLOR,
1190 TEXENV_OPR_ALPHA,
1191 TEXENV_OPR_ONE_MINUS_ALPHA,
1192 };
1193
1194
1195 /** Compressed TexEnv Combine argument */
1196 struct gl_tex_env_argument
1197 {
1198 #ifdef __GNUC__
1199 __extension__ uint8_t Source:4; /**< TEXENV_SRC_x */
1200 __extension__ uint8_t Operand:2; /**< TEXENV_OPR_x */
1201 #else
1202 uint8_t Source; /**< SRC_x */
1203 uint8_t Operand; /**< OPR_x */
1204 #endif
1205 };
1206
1207
1208 /***
1209 * Compressed TexEnv Combine state.
1210 */
1211 struct gl_tex_env_combine_packed
1212 {
1213 uint32_t ModeRGB:4; /**< Effective mode for RGB as 4 bits */
1214 uint32_t ModeA:4; /**< Effective mode for RGB as 4 bits */
1215 uint32_t ScaleShiftRGB:2; /**< 0, 1 or 2 */
1216 uint32_t ScaleShiftA:2; /**< 0, 1 or 2 */
1217 uint32_t NumArgsRGB:3; /**< Number of inputs used for the RGB combiner */
1218 uint32_t NumArgsA:3; /**< Number of inputs used for the A combiner */
1219 /** Source arguments in a packed manner */
1220 struct gl_tex_env_argument ArgsRGB[MAX_COMBINER_TERMS];
1221 struct gl_tex_env_argument ArgsA[MAX_COMBINER_TERMS];
1222 };
1223
1224
1225 /**
1226 * TexGenEnabled flags.
1227 */
1228 /*@{*/
1229 #define S_BIT 1
1230 #define T_BIT 2
1231 #define R_BIT 4
1232 #define Q_BIT 8
1233 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1234 /*@}*/
1235
1236
1237 /**
1238 * Bit flag versions of the corresponding GL_ constants.
1239 */
1240 /*@{*/
1241 #define TEXGEN_SPHERE_MAP 0x1
1242 #define TEXGEN_OBJ_LINEAR 0x2
1243 #define TEXGEN_EYE_LINEAR 0x4
1244 #define TEXGEN_REFLECTION_MAP_NV 0x8
1245 #define TEXGEN_NORMAL_MAP_NV 0x10
1246
1247 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1248 TEXGEN_REFLECTION_MAP_NV | \
1249 TEXGEN_NORMAL_MAP_NV)
1250 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1251 TEXGEN_REFLECTION_MAP_NV | \
1252 TEXGEN_NORMAL_MAP_NV | \
1253 TEXGEN_EYE_LINEAR)
1254 /*@}*/
1255
1256
1257
1258 /** Tex-gen enabled for texture unit? */
1259 #define ENABLE_TEXGEN(unit) (1 << (unit))
1260
1261 /** Non-identity texture matrix for texture unit? */
1262 #define ENABLE_TEXMAT(unit) (1 << (unit))
1263
1264
1265 /**
1266 * Texture coord generation state.
1267 */
1268 struct gl_texgen
1269 {
1270 GLenum16 Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1271 GLbitfield8 _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1272 GLfloat ObjectPlane[4];
1273 GLfloat EyePlane[4];
1274 };
1275
1276
1277 /**
1278 * Sampler-related subset of a texture unit, like current texture objects.
1279 */
1280 struct gl_texture_unit
1281 {
1282 GLfloat LodBias; /**< for biasing mipmap levels */
1283
1284 /** Texture targets that have a non-default texture bound */
1285 GLbitfield _BoundTextures;
1286
1287 /** Current sampler object (GL_ARB_sampler_objects) */
1288 struct gl_sampler_object *Sampler;
1289
1290 /** Current texture object pointers */
1291 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1292
1293 /** Points to highest priority, complete and enabled texture object */
1294 struct gl_texture_object *_Current;
1295 };
1296
1297
1298 /**
1299 * Fixed-function-related subset of a texture unit, like enable flags,
1300 * texture environment/function/combiners, and texgen state.
1301 */
1302 struct gl_fixedfunc_texture_unit
1303 {
1304 GLbitfield16 Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1305
1306 GLenum16 EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1307 GLclampf EnvColor[4];
1308 GLfloat EnvColorUnclamped[4];
1309
1310 struct gl_texgen GenS;
1311 struct gl_texgen GenT;
1312 struct gl_texgen GenR;
1313 struct gl_texgen GenQ;
1314 GLbitfield8 TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1315 GLbitfield8 _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1316
1317 /**
1318 * \name GL_EXT_texture_env_combine
1319 */
1320 struct gl_tex_env_combine_state Combine;
1321
1322 /**
1323 * Derived state based on \c EnvMode and the \c BaseFormat of the
1324 * currently enabled texture.
1325 */
1326 struct gl_tex_env_combine_state _EnvMode;
1327
1328 /** Current compressed TexEnv & Combine state */
1329 struct gl_tex_env_combine_packed _CurrentCombinePacked;
1330
1331 /**
1332 * Currently enabled combiner state. This will point to either
1333 * \c Combine or \c _EnvMode.
1334 */
1335 struct gl_tex_env_combine_state *_CurrentCombine;
1336 };
1337
1338
1339 /**
1340 * Texture attribute group (GL_TEXTURE_BIT).
1341 */
1342 struct gl_texture_attrib
1343 {
1344 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1345
1346 /** GL_ARB_texture_buffer_object */
1347 struct gl_buffer_object *BufferObject;
1348
1349 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1350
1351 /** Texture coord units/sets used for fragment texturing */
1352 GLbitfield8 _EnabledCoordUnits;
1353
1354 /** Texture coord units that have texgen enabled */
1355 GLbitfield8 _TexGenEnabled;
1356
1357 /** Texture coord units that have non-identity matrices */
1358 GLbitfield8 _TexMatEnabled;
1359
1360 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1361 GLbitfield8 _GenFlags;
1362
1363 /** Largest index of a texture unit with _Current != NULL. */
1364 GLshort _MaxEnabledTexImageUnit;
1365
1366 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1367 GLubyte NumCurrentTexUsed;
1368
1369 /** GL_ARB_seamless_cubemap */
1370 GLboolean CubeMapSeamless;
1371
1372 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1373 struct gl_fixedfunc_texture_unit FixedFuncUnit[MAX_TEXTURE_COORD_UNITS];
1374 };
1375
1376
1377 /**
1378 * Data structure representing a single clip plane (e.g. one of the elements
1379 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1380 */
1381 typedef GLfloat gl_clip_plane[4];
1382
1383
1384 /**
1385 * Transformation attribute group (GL_TRANSFORM_BIT).
1386 */
1387 struct gl_transform_attrib
1388 {
1389 GLenum16 MatrixMode; /**< Matrix mode */
1390 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1391 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1392 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1393 GLboolean Normalize; /**< Normalize all normals? */
1394 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1395 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1396 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1397 /** GL_ARB_clip_control */
1398 GLenum16 ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1399 GLenum16 ClipDepthMode;/**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1400 };
1401
1402
1403 /**
1404 * Viewport attribute group (GL_VIEWPORT_BIT).
1405 */
1406 struct gl_viewport_attrib
1407 {
1408 GLfloat X, Y; /**< position */
1409 GLfloat Width, Height; /**< size */
1410 GLfloat Near, Far; /**< Depth buffer range */
1411 };
1412
1413
1414 typedef enum
1415 {
1416 MAP_USER,
1417 MAP_INTERNAL,
1418 MAP_COUNT
1419 } gl_map_buffer_index;
1420
1421
1422 /**
1423 * Fields describing a mapped buffer range.
1424 */
1425 struct gl_buffer_mapping
1426 {
1427 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1428 GLvoid *Pointer; /**< User-space address of mapping */
1429 GLintptr Offset; /**< Mapped offset */
1430 GLsizeiptr Length; /**< Mapped length */
1431 };
1432
1433
1434 /**
1435 * Usages we've seen for a buffer object.
1436 */
1437 typedef enum
1438 {
1439 USAGE_UNIFORM_BUFFER = 0x1,
1440 USAGE_TEXTURE_BUFFER = 0x2,
1441 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1442 USAGE_SHADER_STORAGE_BUFFER = 0x8,
1443 USAGE_TRANSFORM_FEEDBACK_BUFFER = 0x10,
1444 USAGE_PIXEL_PACK_BUFFER = 0x20,
1445 USAGE_DISABLE_MINMAX_CACHE = 0x40,
1446 } gl_buffer_usage;
1447
1448
1449 /**
1450 * GL_ARB_vertex/pixel_buffer_object buffer object
1451 */
1452 struct gl_buffer_object
1453 {
1454 GLint RefCount;
1455 GLuint Name;
1456 GLchar *Label; /**< GL_KHR_debug */
1457 GLenum16 Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1458 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1459 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1460 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1461 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1462 GLboolean Written; /**< Ever written to? (for debugging) */
1463 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1464 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1465 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1466
1467 /** Counters used for buffer usage warnings */
1468 GLuint NumSubDataCalls;
1469 GLuint NumMapBufferWriteCalls;
1470
1471 struct gl_buffer_mapping Mappings[MAP_COUNT];
1472
1473 /** Memoization of min/max index computations for static index buffers */
1474 simple_mtx_t MinMaxCacheMutex;
1475 struct hash_table *MinMaxCache;
1476 unsigned MinMaxCacheHitIndices;
1477 unsigned MinMaxCacheMissIndices;
1478 bool MinMaxCacheDirty;
1479
1480 bool HandleAllocated; /**< GL_ARB_bindless_texture */
1481 };
1482
1483
1484 /**
1485 * Client pixel packing/unpacking attributes
1486 */
1487 struct gl_pixelstore_attrib
1488 {
1489 GLint Alignment;
1490 GLint RowLength;
1491 GLint SkipPixels;
1492 GLint SkipRows;
1493 GLint ImageHeight;
1494 GLint SkipImages;
1495 GLboolean SwapBytes;
1496 GLboolean LsbFirst;
1497 GLboolean Invert; /**< GL_MESA_pack_invert */
1498 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1499 GLint CompressedBlockHeight;
1500 GLint CompressedBlockDepth;
1501 GLint CompressedBlockSize;
1502 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1503 };
1504
1505
1506 /**
1507 * Vertex array information which is derived from gl_array_attributes
1508 * and gl_vertex_buffer_binding information. Used by the VBO module and
1509 * device drivers.
1510 */
1511 struct gl_vertex_array
1512 {
1513 /** if NULL, vertex data are in user memory */
1514 struct gl_buffer_object *BufferObj;
1515 /** Pointer into user memory, or offset into the BufferObj */
1516 const GLubyte *Ptr;
1517 GLsizei StrideB; /**< actual stride in bytes */
1518 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1519 GLenum16 Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1520 GLenum16 Format; /**< default: GL_RGBA, but may be GL_BGRA */
1521 unsigned Size:4; /**< components per element (1,2,3,4) */
1522 unsigned _ElementSize:8; /**< in bytes, up to 4*sizeof(GLdouble) */
1523 unsigned Normalized:1; /**< GL_ARB_vertex_program */
1524 unsigned Integer:1; /**< Integer-valued? */
1525 unsigned Doubles:1; /**< doubles not converted to floats */
1526 };
1527
1528
1529 /**
1530 * Enum for defining the mapping for the position/generic0 attribute.
1531 *
1532 * Do not change the order of the values as these are used as
1533 * array indices.
1534 */
1535 typedef enum
1536 {
1537 ATTRIBUTE_MAP_MODE_IDENTITY, /**< 1:1 mapping */
1538 ATTRIBUTE_MAP_MODE_POSITION, /**< get position and generic0 from position */
1539 ATTRIBUTE_MAP_MODE_GENERIC0, /**< get position and generic0 from generic0 */
1540 ATTRIBUTE_MAP_MODE_MAX /**< for sizing arrays */
1541 } gl_attribute_map_mode;
1542
1543
1544 /**
1545 * Attributes to describe a vertex array.
1546 *
1547 * Contains the size, type, format and normalization flag,
1548 * along with the index of a vertex buffer binding point.
1549 *
1550 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1551 * and is only present for backwards compatibility reasons.
1552 * Rendering always uses VERTEX_BINDING_STRIDE.
1553 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1554 * and VERTEX_BINDING_STRIDE to the same value, while
1555 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1556 */
1557 struct gl_array_attributes
1558 {
1559 /** Points to client array data. Not used when a VBO is bound */
1560 const GLubyte *Ptr;
1561 /** Offset of the first element relative to the binding offset */
1562 GLuint RelativeOffset;
1563 GLshort Stride; /**< Stride as specified with gl*Pointer() */
1564 GLenum16 Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1565 GLenum16 Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1566 GLboolean Enabled; /**< Whether the array is enabled */
1567 GLubyte Size; /**< Components per element (1,2,3,4) */
1568 unsigned Normalized:1; /**< Fixed-point values are normalized when converted to floats */
1569 unsigned Integer:1; /**< Fixed-point values are not converted to floats */
1570 unsigned Doubles:1; /**< double precision values are not converted to floats */
1571 unsigned _ElementSize:8; /**< Size of each element in bytes */
1572 /** Index into gl_vertex_array_object::BufferBinding[] array */
1573 unsigned BufferBindingIndex:6;
1574 };
1575
1576
1577 /**
1578 * This describes the buffer object used for a vertex array (or
1579 * multiple vertex arrays). If BufferObj points to the default/null
1580 * buffer object, then the vertex array lives in user memory and not a VBO.
1581 */
1582 struct gl_vertex_buffer_binding
1583 {
1584 GLintptr Offset; /**< User-specified offset */
1585 GLsizei Stride; /**< User-specified stride */
1586 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1587 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1588 GLbitfield _BoundArrays; /**< Arrays bound to this binding point */
1589 };
1590
1591
1592 /**
1593 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+ /
1594 * the GL_ARB_vertex_array_object extension.
1595 */
1596 struct gl_vertex_array_object
1597 {
1598 /** Name of the VAO as received from glGenVertexArray. */
1599 GLuint Name;
1600
1601 GLint RefCount;
1602
1603 GLchar *Label; /**< GL_KHR_debug */
1604
1605 /**
1606 * Has this array object been bound?
1607 */
1608 GLboolean EverBound;
1609
1610 /**
1611 * Derived vertex attribute arrays
1612 *
1613 * This is a legacy data structure created from gl_array_attributes and
1614 * gl_vertex_buffer_binding, only used by the VBO module at this time.
1615 */
1616 struct gl_vertex_array _VertexArray[VERT_ATTRIB_MAX];
1617
1618 /** Vertex attribute arrays */
1619 struct gl_array_attributes VertexAttrib[VERT_ATTRIB_MAX];
1620
1621 /** Vertex buffer bindings */
1622 struct gl_vertex_buffer_binding BufferBinding[VERT_ATTRIB_MAX];
1623
1624 /** Mask indicating which vertex arrays have vertex buffer associated. */
1625 GLbitfield VertexAttribBufferMask;
1626
1627 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1628 GLbitfield _Enabled;
1629
1630 /** Denotes the way the position/generic0 attribute is mapped */
1631 gl_attribute_map_mode _AttributeMapMode;
1632
1633 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1634 GLbitfield NewArrays;
1635
1636 /** The index buffer (also known as the element array buffer in OpenGL). */
1637 struct gl_buffer_object *IndexBufferObj;
1638 };
1639
1640
1641 /**
1642 * Enum for the OpenGL APIs we know about and may support.
1643 *
1644 * NOTE: This must match the api_enum table in
1645 * src/mesa/main/get_hash_generator.py
1646 */
1647 typedef enum
1648 {
1649 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
1650 API_OPENGLES,
1651 API_OPENGLES2,
1652 API_OPENGL_CORE,
1653 API_OPENGL_LAST = API_OPENGL_CORE
1654 } gl_api;
1655
1656
1657 /**
1658 * Vertex array state
1659 */
1660 struct gl_array_attrib
1661 {
1662 /** Currently bound array object. */
1663 struct gl_vertex_array_object *VAO;
1664
1665 /** The default vertex array object */
1666 struct gl_vertex_array_object *DefaultVAO;
1667
1668 /** The last VAO accessed by a DSA function */
1669 struct gl_vertex_array_object *LastLookedUpVAO;
1670
1671 /** Array objects (GL_ARB_vertex_array_object) */
1672 struct _mesa_HashTable *Objects;
1673
1674 GLint ActiveTexture; /**< Client Active Texture */
1675 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1676 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1677
1678 /**
1679 * \name Primitive restart controls
1680 *
1681 * Primitive restart is enabled if either \c PrimitiveRestart or
1682 * \c PrimitiveRestartFixedIndex is set.
1683 */
1684 /*@{*/
1685 GLboolean PrimitiveRestart;
1686 GLboolean PrimitiveRestartFixedIndex;
1687 GLboolean _PrimitiveRestart;
1688 GLuint RestartIndex;
1689 /*@}*/
1690
1691 /* GL_ARB_vertex_buffer_object */
1692 struct gl_buffer_object *ArrayBufferObj;
1693
1694 /**
1695 * Vertex arrays as consumed by a driver.
1696 * The array pointer is set up only by the VBO module.
1697 */
1698 const struct gl_vertex_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1699
1700 /** Legal array datatypes and the API for which they have been computed */
1701 GLbitfield LegalTypesMask;
1702 gl_api LegalTypesMaskAPI;
1703 };
1704
1705
1706 /**
1707 * Feedback buffer state
1708 */
1709 struct gl_feedback
1710 {
1711 GLenum16 Type;
1712 GLbitfield _Mask; /**< FB_* bits */
1713 GLfloat *Buffer;
1714 GLuint BufferSize;
1715 GLuint Count;
1716 };
1717
1718
1719 /**
1720 * Selection buffer state
1721 */
1722 struct gl_selection
1723 {
1724 GLuint *Buffer; /**< selection buffer */
1725 GLuint BufferSize; /**< size of the selection buffer */
1726 GLuint BufferCount; /**< number of values in the selection buffer */
1727 GLuint Hits; /**< number of records in the selection buffer */
1728 GLuint NameStackDepth; /**< name stack depth */
1729 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1730 GLboolean HitFlag; /**< hit flag */
1731 GLfloat HitMinZ; /**< minimum hit depth */
1732 GLfloat HitMaxZ; /**< maximum hit depth */
1733 };
1734
1735
1736 /**
1737 * 1-D Evaluator control points
1738 */
1739 struct gl_1d_map
1740 {
1741 GLuint Order; /**< Number of control points */
1742 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1743 GLfloat *Points; /**< Points to contiguous control points */
1744 };
1745
1746
1747 /**
1748 * 2-D Evaluator control points
1749 */
1750 struct gl_2d_map
1751 {
1752 GLuint Uorder; /**< Number of control points in U dimension */
1753 GLuint Vorder; /**< Number of control points in V dimension */
1754 GLfloat u1, u2, du;
1755 GLfloat v1, v2, dv;
1756 GLfloat *Points; /**< Points to contiguous control points */
1757 };
1758
1759
1760 /**
1761 * All evaluator control point state
1762 */
1763 struct gl_evaluators
1764 {
1765 /**
1766 * \name 1-D maps
1767 */
1768 /*@{*/
1769 struct gl_1d_map Map1Vertex3;
1770 struct gl_1d_map Map1Vertex4;
1771 struct gl_1d_map Map1Index;
1772 struct gl_1d_map Map1Color4;
1773 struct gl_1d_map Map1Normal;
1774 struct gl_1d_map Map1Texture1;
1775 struct gl_1d_map Map1Texture2;
1776 struct gl_1d_map Map1Texture3;
1777 struct gl_1d_map Map1Texture4;
1778 /*@}*/
1779
1780 /**
1781 * \name 2-D maps
1782 */
1783 /*@{*/
1784 struct gl_2d_map Map2Vertex3;
1785 struct gl_2d_map Map2Vertex4;
1786 struct gl_2d_map Map2Index;
1787 struct gl_2d_map Map2Color4;
1788 struct gl_2d_map Map2Normal;
1789 struct gl_2d_map Map2Texture1;
1790 struct gl_2d_map Map2Texture2;
1791 struct gl_2d_map Map2Texture3;
1792 struct gl_2d_map Map2Texture4;
1793 /*@}*/
1794 };
1795
1796
1797 struct gl_transform_feedback_varying_info
1798 {
1799 char *Name;
1800 GLenum16 Type;
1801 GLint BufferIndex;
1802 GLint Size;
1803 GLint Offset;
1804 };
1805
1806
1807 /**
1808 * Per-output info vertex shaders for transform feedback.
1809 */
1810 struct gl_transform_feedback_output
1811 {
1812 uint32_t OutputRegister;
1813 uint32_t OutputBuffer;
1814 uint32_t NumComponents;
1815 uint32_t StreamId;
1816
1817 /** offset (in DWORDs) of this output within the interleaved structure */
1818 uint32_t DstOffset;
1819
1820 /**
1821 * Offset into the output register of the data to output. For example,
1822 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1823 * offset is in the y and z components of the output register.
1824 */
1825 uint32_t ComponentOffset;
1826 };
1827
1828
1829 struct gl_transform_feedback_buffer
1830 {
1831 uint32_t Binding;
1832
1833 uint32_t NumVaryings;
1834
1835 /**
1836 * Total number of components stored in each buffer. This may be used by
1837 * hardware back-ends to determine the correct stride when interleaving
1838 * multiple transform feedback outputs in the same buffer.
1839 */
1840 uint32_t Stride;
1841
1842 /**
1843 * Which transform feedback stream this buffer binding is associated with.
1844 */
1845 uint32_t Stream;
1846 };
1847
1848
1849 /** Post-link transform feedback info. */
1850 struct gl_transform_feedback_info
1851 {
1852 /* Was xfb enabled via the api or in shader layout qualifiers */
1853 bool api_enabled;
1854
1855 unsigned NumOutputs;
1856
1857 /* Bitmask of active buffer indices. */
1858 unsigned ActiveBuffers;
1859
1860 struct gl_transform_feedback_output *Outputs;
1861
1862 /** Transform feedback varyings used for the linking of this shader program.
1863 *
1864 * Use for glGetTransformFeedbackVarying().
1865 */
1866 struct gl_transform_feedback_varying_info *Varyings;
1867 GLint NumVarying;
1868
1869 struct gl_transform_feedback_buffer Buffers[MAX_FEEDBACK_BUFFERS];
1870 };
1871
1872
1873 /**
1874 * Transform feedback object state
1875 */
1876 struct gl_transform_feedback_object
1877 {
1878 GLuint Name; /**< AKA the object ID */
1879 GLint RefCount;
1880 GLchar *Label; /**< GL_KHR_debug */
1881 GLboolean Active; /**< Is transform feedback enabled? */
1882 GLboolean Paused; /**< Is transform feedback paused? */
1883 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1884 at least once? */
1885 GLboolean EverBound; /**< Has this object been bound? */
1886
1887 /**
1888 * GLES: if Active is true, remaining number of primitives which can be
1889 * rendered without overflow. This is necessary to track because GLES
1890 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1891 * glDrawArraysInstanced would overflow transform feedback buffers.
1892 * Undefined if Active is false.
1893 *
1894 * Not tracked for desktop GL since it's unnecessary.
1895 */
1896 unsigned GlesRemainingPrims;
1897
1898 /**
1899 * The program active when BeginTransformFeedback() was called.
1900 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1901 * where stage is the pipeline stage that is the source of data for
1902 * transform feedback.
1903 */
1904 struct gl_program *program;
1905
1906 /** The feedback buffers */
1907 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1908 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1909
1910 /** Start of feedback data in dest buffer */
1911 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1912
1913 /**
1914 * Max data to put into dest buffer (in bytes). Computed based on
1915 * RequestedSize and the actual size of the buffer.
1916 */
1917 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1918
1919 /**
1920 * Size that was specified when the buffer was bound. If the buffer was
1921 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1922 * zero.
1923 */
1924 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1925 };
1926
1927
1928 /**
1929 * Context state for transform feedback.
1930 */
1931 struct gl_transform_feedback_state
1932 {
1933 GLenum16 Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1934
1935 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1936 struct gl_buffer_object *CurrentBuffer;
1937
1938 /** The table of all transform feedback objects */
1939 struct _mesa_HashTable *Objects;
1940
1941 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1942 struct gl_transform_feedback_object *CurrentObject;
1943
1944 /** The default xform-fb object (Name==0) */
1945 struct gl_transform_feedback_object *DefaultObject;
1946 };
1947
1948
1949 /**
1950 * A "performance monitor" as described in AMD_performance_monitor.
1951 */
1952 struct gl_perf_monitor_object
1953 {
1954 GLuint Name;
1955
1956 /** True if the monitor is currently active (Begin called but not End). */
1957 GLboolean Active;
1958
1959 /**
1960 * True if the monitor has ended.
1961 *
1962 * This is distinct from !Active because it may never have began.
1963 */
1964 GLboolean Ended;
1965
1966 /**
1967 * A list of groups with currently active counters.
1968 *
1969 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1970 */
1971 unsigned *ActiveGroups;
1972
1973 /**
1974 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1975 *
1976 * Checking whether counter 'c' in group 'g' is active can be done via:
1977 *
1978 * BITSET_TEST(ActiveCounters[g], c)
1979 */
1980 GLuint **ActiveCounters;
1981 };
1982
1983
1984 union gl_perf_monitor_counter_value
1985 {
1986 float f;
1987 uint64_t u64;
1988 uint32_t u32;
1989 };
1990
1991
1992 struct gl_perf_monitor_counter
1993 {
1994 /** Human readable name for the counter. */
1995 const char *Name;
1996
1997 /**
1998 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1999 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
2000 */
2001 GLenum16 Type;
2002
2003 /** Minimum counter value. */
2004 union gl_perf_monitor_counter_value Minimum;
2005
2006 /** Maximum counter value. */
2007 union gl_perf_monitor_counter_value Maximum;
2008 };
2009
2010
2011 struct gl_perf_monitor_group
2012 {
2013 /** Human readable name for the group. */
2014 const char *Name;
2015
2016 /**
2017 * Maximum number of counters in this group which can be active at the
2018 * same time.
2019 */
2020 GLuint MaxActiveCounters;
2021
2022 /** Array of counters within this group. */
2023 const struct gl_perf_monitor_counter *Counters;
2024 GLuint NumCounters;
2025 };
2026
2027
2028 /**
2029 * A query object instance as described in INTEL_performance_query.
2030 *
2031 * NB: We want to keep this and the corresponding backend structure
2032 * relatively lean considering that applications may expect to
2033 * allocate enough objects to be able to query around all draw calls
2034 * in a frame.
2035 */
2036 struct gl_perf_query_object
2037 {
2038 GLuint Id; /**< hash table ID/name */
2039 unsigned Used:1; /**< has been used for 1 or more queries */
2040 unsigned Active:1; /**< inside Begin/EndPerfQuery */
2041 unsigned Ready:1; /**< result is ready? */
2042 };
2043
2044
2045 /**
2046 * Context state for AMD_performance_monitor.
2047 */
2048 struct gl_perf_monitor_state
2049 {
2050 /** Array of performance monitor groups (indexed by group ID) */
2051 const struct gl_perf_monitor_group *Groups;
2052 GLuint NumGroups;
2053
2054 /** The table of all performance monitors. */
2055 struct _mesa_HashTable *Monitors;
2056 };
2057
2058
2059 /**
2060 * Context state for INTEL_performance_query.
2061 */
2062 struct gl_perf_query_state
2063 {
2064 struct _mesa_HashTable *Objects; /**< The table of all performance query objects */
2065 };
2066
2067
2068 /**
2069 * A bindless sampler object.
2070 */
2071 struct gl_bindless_sampler
2072 {
2073 /** Texture unit (set by glUniform1()). */
2074 GLubyte unit;
2075
2076 /** Whether this bindless sampler is bound to a unit. */
2077 GLboolean bound;
2078
2079 /** Texture Target (TEXTURE_1D/2D/3D/etc_INDEX). */
2080 gl_texture_index target;
2081
2082 /** Pointer to the base of the data. */
2083 GLvoid *data;
2084 };
2085
2086
2087 /**
2088 * A bindless image object.
2089 */
2090 struct gl_bindless_image
2091 {
2092 /** Image unit (set by glUniform1()). */
2093 GLubyte unit;
2094
2095 /** Whether this bindless image is bound to a unit. */
2096 GLboolean bound;
2097
2098 /** Access qualifier (GL_READ_WRITE, GL_READ_ONLY, GL_WRITE_ONLY) */
2099 GLenum16 access;
2100
2101 /** Pointer to the base of the data. */
2102 GLvoid *data;
2103 };
2104
2105
2106 /**
2107 * Names of the various vertex/fragment program register files, etc.
2108 *
2109 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
2110 * All values should fit in a 4-bit field.
2111 *
2112 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
2113 * considered to be "uniform" variables since they can only be set outside
2114 * glBegin/End. They're also all stored in the same Parameters array.
2115 */
2116 typedef enum
2117 {
2118 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
2119 PROGRAM_ARRAY, /**< Arrays & Matrixes */
2120 PROGRAM_INPUT, /**< machine->Inputs[] */
2121 PROGRAM_OUTPUT, /**< machine->Outputs[] */
2122 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
2123 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
2124 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
2125 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
2126 PROGRAM_ADDRESS, /**< machine->AddressReg */
2127 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
2128 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
2129 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
2130 PROGRAM_IMMEDIATE, /**< Immediate value, used by TGSI */
2131 PROGRAM_BUFFER, /**< for shader buffers, compile-time only */
2132 PROGRAM_MEMORY, /**< for shared, global and local memory */
2133 PROGRAM_IMAGE, /**< for shader images, compile-time only */
2134 PROGRAM_HW_ATOMIC, /**< for hw atomic counters, compile-time only */
2135 PROGRAM_FILE_MAX
2136 } gl_register_file;
2137
2138
2139 /**
2140 * Base class for any kind of program object
2141 */
2142 struct gl_program
2143 {
2144 /** FIXME: This must be first until we split shader_info from nir_shader */
2145 struct shader_info info;
2146
2147 GLuint Id;
2148 GLint RefCount;
2149 GLubyte *String; /**< Null-terminated program text */
2150
2151 /** GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2152 GLenum16 Target;
2153 GLenum16 Format; /**< String encoding format */
2154
2155 GLboolean _Used; /**< Ever used for drawing? Used for debugging */
2156
2157 struct nir_shader *nir;
2158
2159 /* Saved and restored with metadata. Freed with ralloc. */
2160 void *driver_cache_blob;
2161 size_t driver_cache_blob_size;
2162
2163 bool is_arb_asm; /** Is this an ARB assembly-style program */
2164
2165 /** Is this program written to on disk shader cache */
2166 bool program_written_to_cache;
2167
2168 /** Subset of OutputsWritten outputs written with non-zero index. */
2169 GLbitfield64 SecondaryOutputsWritten;
2170 /** TEXTURE_x_BIT bitmask */
2171 GLbitfield16 TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
2172 /** Bitfield of which samplers are used */
2173 GLbitfield SamplersUsed;
2174 /** Texture units used for shadow sampling. */
2175 GLbitfield ShadowSamplers;
2176 /** Texture units used for samplerExternalOES */
2177 GLbitfield ExternalSamplersUsed;
2178
2179 /* Fragement shader only fields */
2180 GLboolean OriginUpperLeft;
2181 GLboolean PixelCenterInteger;
2182
2183 /** Named parameters, constants, etc. from program text */
2184 struct gl_program_parameter_list *Parameters;
2185
2186 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2187 GLubyte SamplerUnits[MAX_SAMPLERS];
2188
2189 /* FIXME: We should be able to make this struct a union. However some
2190 * drivers (i915/fragment_programs, swrast/prog_execute) mix the use of
2191 * these fields, we should fix this.
2192 */
2193 struct {
2194 /** Fields used by GLSL programs */
2195 struct {
2196 /** Data shared by gl_program and gl_shader_program */
2197 struct gl_shader_program_data *data;
2198
2199 struct gl_active_atomic_buffer **AtomicBuffers;
2200
2201 /** Post-link transform feedback info. */
2202 struct gl_transform_feedback_info *LinkedTransformFeedback;
2203
2204 /**
2205 * Number of types for subroutine uniforms.
2206 */
2207 GLuint NumSubroutineUniformTypes;
2208
2209 /**
2210 * Subroutine uniform remap table
2211 * based on the program level uniform remap table.
2212 */
2213 GLuint NumSubroutineUniforms; /* non-sparse total */
2214 GLuint NumSubroutineUniformRemapTable;
2215 struct gl_uniform_storage **SubroutineUniformRemapTable;
2216
2217 /**
2218 * Num of subroutine functions for this stage and storage for them.
2219 */
2220 GLuint NumSubroutineFunctions;
2221 GLuint MaxSubroutineFunctionIndex;
2222 struct gl_subroutine_function *SubroutineFunctions;
2223
2224 /**
2225 * Map from image uniform index to image unit (set by glUniform1i())
2226 *
2227 * An image uniform index is associated with each image uniform by
2228 * the linker. The image index associated with each uniform is
2229 * stored in the \c gl_uniform_storage::image field.
2230 */
2231 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2232
2233 /**
2234 * Access qualifier specified in the shader for each image uniform
2235 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2236 * GL_READ_WRITE.
2237 *
2238 * It may be different, though only more strict than the value of
2239 * \c gl_image_unit::Access for the corresponding image unit.
2240 */
2241 GLenum16 ImageAccess[MAX_IMAGE_UNIFORMS];
2242
2243 struct gl_uniform_block **UniformBlocks;
2244 struct gl_uniform_block **ShaderStorageBlocks;
2245
2246 /** Which texture target is being sampled
2247 * (TEXTURE_1D/2D/3D/etc_INDEX)
2248 */
2249 GLubyte SamplerTargets[MAX_SAMPLERS];
2250
2251 /**
2252 * Number of samplers declared with the bindless_sampler layout
2253 * qualifier as specified by ARB_bindless_texture.
2254 */
2255 GLuint NumBindlessSamplers;
2256 GLboolean HasBoundBindlessSampler;
2257 struct gl_bindless_sampler *BindlessSamplers;
2258
2259 /**
2260 * Number of images declared with the bindless_image layout qualifier
2261 * as specified by ARB_bindless_texture.
2262 */
2263 GLuint NumBindlessImages;
2264 GLboolean HasBoundBindlessImage;
2265 struct gl_bindless_image *BindlessImages;
2266
2267 union {
2268 struct {
2269 /**
2270 * A bitmask of gl_advanced_blend_mode values
2271 */
2272 GLbitfield BlendSupport;
2273 } fs;
2274 };
2275 } sh;
2276
2277 /** ARB assembly-style program fields */
2278 struct {
2279 struct prog_instruction *Instructions;
2280
2281 /**
2282 * Local parameters used by the program.
2283 *
2284 * It's dynamically allocated because it is rarely used (just
2285 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries
2286 * once it's allocated.
2287 */
2288 GLfloat (*LocalParams)[4];
2289
2290 /** Bitmask of which register files are read/written with indirect
2291 * addressing. Mask of (1 << PROGRAM_x) bits.
2292 */
2293 GLbitfield IndirectRegisterFiles;
2294
2295 /** Logical counts */
2296 /*@{*/
2297 GLuint NumInstructions;
2298 GLuint NumTemporaries;
2299 GLuint NumParameters;
2300 GLuint NumAttributes;
2301 GLuint NumAddressRegs;
2302 GLuint NumAluInstructions;
2303 GLuint NumTexInstructions;
2304 GLuint NumTexIndirections;
2305 /*@}*/
2306 /** Native, actual h/w counts */
2307 /*@{*/
2308 GLuint NumNativeInstructions;
2309 GLuint NumNativeTemporaries;
2310 GLuint NumNativeParameters;
2311 GLuint NumNativeAttributes;
2312 GLuint NumNativeAddressRegs;
2313 GLuint NumNativeAluInstructions;
2314 GLuint NumNativeTexInstructions;
2315 GLuint NumNativeTexIndirections;
2316 /*@}*/
2317
2318 /** Used by ARB assembly-style programs. Can only be true for vertex
2319 * programs.
2320 */
2321 GLboolean IsPositionInvariant;
2322 } arb;
2323 };
2324 };
2325
2326
2327 /**
2328 * State common to vertex and fragment programs.
2329 */
2330 struct gl_program_state
2331 {
2332 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2333 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2334 };
2335
2336
2337 /**
2338 * Context state for vertex programs.
2339 */
2340 struct gl_vertex_program_state
2341 {
2342 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2343 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2344 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2345 /** Should fixed-function T&L be implemented with a vertex prog? */
2346 GLboolean _MaintainTnlProgram;
2347
2348 struct gl_program *Current; /**< User-bound vertex program */
2349
2350 /** Currently enabled and valid vertex program (including internal
2351 * programs, user-defined vertex programs and GLSL vertex shaders).
2352 * This is the program we must use when rendering.
2353 */
2354 struct gl_program *_Current;
2355
2356 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2357
2358 /** Program to emulate fixed-function T&L (see above) */
2359 struct gl_program *_TnlProgram;
2360
2361 /** Cache of fixed-function programs */
2362 struct gl_program_cache *Cache;
2363
2364 GLboolean _Overriden;
2365 };
2366
2367 /**
2368 * Context state for tessellation control programs.
2369 */
2370 struct gl_tess_ctrl_program_state
2371 {
2372 /** Currently bound and valid shader. */
2373 struct gl_program *_Current;
2374
2375 GLint patch_vertices;
2376 GLfloat patch_default_outer_level[4];
2377 GLfloat patch_default_inner_level[2];
2378 };
2379
2380 /**
2381 * Context state for tessellation evaluation programs.
2382 */
2383 struct gl_tess_eval_program_state
2384 {
2385 /** Currently bound and valid shader. */
2386 struct gl_program *_Current;
2387 };
2388
2389 /**
2390 * Context state for geometry programs.
2391 */
2392 struct gl_geometry_program_state
2393 {
2394 /**
2395 * Currently enabled and valid program (including internal programs
2396 * and compiled shader programs).
2397 */
2398 struct gl_program *_Current;
2399 };
2400
2401 /**
2402 * Context state for fragment programs.
2403 */
2404 struct gl_fragment_program_state
2405 {
2406 GLboolean Enabled; /**< User-set fragment program enable flag */
2407 /** Should fixed-function texturing be implemented with a fragment prog? */
2408 GLboolean _MaintainTexEnvProgram;
2409
2410 struct gl_program *Current; /**< User-bound fragment program */
2411
2412 /**
2413 * Currently enabled and valid fragment program (including internal
2414 * programs, user-defined fragment programs and GLSL fragment shaders).
2415 * This is the program we must use when rendering.
2416 */
2417 struct gl_program *_Current;
2418
2419 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2420
2421 /** Program to emulate fixed-function texture env/combine (see above) */
2422 struct gl_program *_TexEnvProgram;
2423
2424 /** Cache of fixed-function programs */
2425 struct gl_program_cache *Cache;
2426 };
2427
2428
2429 /**
2430 * Context state for compute programs.
2431 */
2432 struct gl_compute_program_state
2433 {
2434 /** Currently enabled and valid program (including internal programs
2435 * and compiled shader programs).
2436 */
2437 struct gl_program *_Current;
2438 };
2439
2440
2441 /**
2442 * ATI_fragment_shader runtime state
2443 */
2444
2445 struct atifs_instruction;
2446 struct atifs_setupinst;
2447
2448 /**
2449 * ATI fragment shader
2450 */
2451 struct ati_fragment_shader
2452 {
2453 GLuint Id;
2454 GLint RefCount;
2455 struct atifs_instruction *Instructions[2];
2456 struct atifs_setupinst *SetupInst[2];
2457 GLfloat Constants[8][4];
2458 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2459 GLubyte numArithInstr[2];
2460 GLubyte regsAssigned[2];
2461 GLubyte NumPasses; /**< 1 or 2 */
2462 /**
2463 * Current compile stage: 0 setup pass1, 1 arith pass1,
2464 * 2 setup pass2, 3 arith pass2.
2465 */
2466 GLubyte cur_pass;
2467 GLubyte last_optype;
2468 GLboolean interpinp1;
2469 GLboolean isValid;
2470 /**
2471 * Array of 2 bit values for each tex unit to remember whether
2472 * STR or STQ swizzle was used
2473 */
2474 GLuint swizzlerq;
2475 struct gl_program *Program;
2476 };
2477
2478 /**
2479 * Context state for GL_ATI_fragment_shader
2480 */
2481 struct gl_ati_fragment_shader_state
2482 {
2483 GLboolean Enabled;
2484 GLboolean Compiling;
2485 GLfloat GlobalConstants[8][4];
2486 struct ati_fragment_shader *Current;
2487 };
2488
2489 /**
2490 * Shader subroutine function definition
2491 */
2492 struct gl_subroutine_function
2493 {
2494 char *name;
2495 int index;
2496 int num_compat_types;
2497 const struct glsl_type **types;
2498 };
2499
2500 /**
2501 * Shader information needed by both gl_shader and gl_linked shader.
2502 */
2503 struct gl_shader_info
2504 {
2505 /**
2506 * Tessellation Control shader state from layout qualifiers.
2507 */
2508 struct {
2509 /**
2510 * 0 - vertices not declared in shader, or
2511 * 1 .. GL_MAX_PATCH_VERTICES
2512 */
2513 GLint VerticesOut;
2514 } TessCtrl;
2515
2516 /**
2517 * Tessellation Evaluation shader state from layout qualifiers.
2518 */
2519 struct {
2520 /**
2521 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2522 * in this shader.
2523 */
2524 GLenum16 PrimitiveMode;
2525
2526 enum gl_tess_spacing Spacing;
2527
2528 /**
2529 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2530 */
2531 GLenum16 VertexOrder;
2532 /**
2533 * 1, 0, or -1 if it's not set in this shader.
2534 */
2535 int PointMode;
2536 } TessEval;
2537
2538 /**
2539 * Geometry shader state from GLSL 1.50 layout qualifiers.
2540 */
2541 struct {
2542 GLint VerticesOut;
2543 /**
2544 * 0 - Invocations count not declared in shader, or
2545 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2546 */
2547 GLint Invocations;
2548 /**
2549 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2550 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2551 * shader.
2552 */
2553 GLenum16 InputType;
2554 /**
2555 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2556 * it's not set in this shader.
2557 */
2558 GLenum16 OutputType;
2559 } Geom;
2560
2561 /**
2562 * Compute shader state from ARB_compute_shader and
2563 * ARB_compute_variable_group_size layout qualifiers.
2564 */
2565 struct {
2566 /**
2567 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2568 * it's not set in this shader.
2569 */
2570 unsigned LocalSize[3];
2571
2572 /**
2573 * Whether a variable work group size has been specified as defined by
2574 * ARB_compute_variable_group_size.
2575 */
2576 bool LocalSizeVariable;
2577 } Comp;
2578 };
2579
2580 /**
2581 * A linked GLSL shader object.
2582 */
2583 struct gl_linked_shader
2584 {
2585 gl_shader_stage Stage;
2586
2587 #ifdef DEBUG
2588 unsigned SourceChecksum;
2589 #endif
2590
2591 struct gl_program *Program; /**< Post-compile assembly code */
2592
2593 /**
2594 * \name Sampler tracking
2595 *
2596 * \note Each of these fields is only set post-linking.
2597 */
2598 /*@{*/
2599 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2600 /*@}*/
2601
2602 /**
2603 * Number of default uniform block components used by this shader.
2604 *
2605 * This field is only set post-linking.
2606 */
2607 unsigned num_uniform_components;
2608
2609 /**
2610 * Number of combined uniform components used by this shader.
2611 *
2612 * This field is only set post-linking. It is the sum of the uniform block
2613 * sizes divided by sizeof(float), and num_uniform_compoennts.
2614 */
2615 unsigned num_combined_uniform_components;
2616
2617 struct exec_list *ir;
2618 struct exec_list *packed_varyings;
2619 struct exec_list *fragdata_arrays;
2620 struct glsl_symbol_table *symbols;
2621 };
2622
2623
2624 /**
2625 * Compile status enum. COMPILE_SKIPPED is used to indicate the compile
2626 * was skipped due to the shader matching one that's been seen before by
2627 * the on-disk cache.
2628 */
2629 enum gl_compile_status
2630 {
2631 COMPILE_FAILURE = 0,
2632 COMPILE_SUCCESS,
2633 COMPILE_SKIPPED,
2634 COMPILED_NO_OPTS
2635 };
2636
2637 /**
2638 * A GLSL shader object.
2639 */
2640 struct gl_shader
2641 {
2642 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2643 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2644 * Must be the first field.
2645 */
2646 GLenum16 Type;
2647 gl_shader_stage Stage;
2648 GLuint Name; /**< AKA the handle */
2649 GLint RefCount; /**< Reference count */
2650 GLchar *Label; /**< GL_KHR_debug */
2651 unsigned char sha1[20]; /**< SHA1 hash of pre-processed source */
2652 GLboolean DeletePending;
2653 bool IsES; /**< True if this shader uses GLSL ES */
2654
2655 enum gl_compile_status CompileStatus;
2656
2657 #ifdef DEBUG
2658 unsigned SourceChecksum; /**< for debug/logging purposes */
2659 #endif
2660 const GLchar *Source; /**< Source code string */
2661
2662 const GLchar *FallbackSource; /**< Fallback string used by on-disk cache*/
2663
2664 GLchar *InfoLog;
2665
2666 unsigned Version; /**< GLSL version used for linking */
2667
2668 /**
2669 * A bitmask of gl_advanced_blend_mode values
2670 */
2671 GLbitfield BlendSupport;
2672
2673 struct exec_list *ir;
2674 struct glsl_symbol_table *symbols;
2675
2676 /**
2677 * Whether early fragment tests are enabled as defined by
2678 * ARB_shader_image_load_store.
2679 */
2680 bool EarlyFragmentTests;
2681
2682 bool ARB_fragment_coord_conventions_enable;
2683
2684 bool redeclares_gl_fragcoord;
2685 bool uses_gl_fragcoord;
2686
2687 bool PostDepthCoverage;
2688 bool InnerCoverage;
2689
2690 /**
2691 * Fragment shader state from GLSL 1.50 layout qualifiers.
2692 */
2693 bool origin_upper_left;
2694 bool pixel_center_integer;
2695
2696 /**
2697 * Whether bindless_sampler/bindless_image, and respectively
2698 * bound_sampler/bound_image are declared at global scope as defined by
2699 * ARB_bindless_texture.
2700 */
2701 bool bindless_sampler;
2702 bool bindless_image;
2703 bool bound_sampler;
2704 bool bound_image;
2705
2706 /** Global xfb_stride out qualifier if any */
2707 GLuint TransformFeedbackBufferStride[MAX_FEEDBACK_BUFFERS];
2708
2709 struct gl_shader_info info;
2710
2711 /* ARB_gl_spirv related data */
2712 struct gl_shader_spirv_data *spirv_data;
2713 };
2714
2715
2716 struct gl_uniform_buffer_variable
2717 {
2718 char *Name;
2719
2720 /**
2721 * Name of the uniform as seen by glGetUniformIndices.
2722 *
2723 * glGetUniformIndices requires that the block instance index \b not be
2724 * present in the name of queried uniforms.
2725 *
2726 * \note
2727 * \c gl_uniform_buffer_variable::IndexName and
2728 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2729 */
2730 char *IndexName;
2731
2732 const struct glsl_type *Type;
2733 unsigned int Offset;
2734 GLboolean RowMajor;
2735 };
2736
2737
2738 struct gl_uniform_block
2739 {
2740 /** Declared name of the uniform block */
2741 char *Name;
2742
2743 /** Array of supplemental information about UBO ir_variables. */
2744 struct gl_uniform_buffer_variable *Uniforms;
2745 GLuint NumUniforms;
2746
2747 /**
2748 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2749 * with glBindBufferBase to bind a buffer object to this uniform block.
2750 */
2751 GLuint Binding;
2752
2753 /**
2754 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2755 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2756 */
2757 GLuint UniformBufferSize;
2758
2759 /** Stages that reference this block */
2760 uint8_t stageref;
2761
2762 /**
2763 * Linearized array index for uniform block instance arrays
2764 *
2765 * Given a uniform block instance array declared with size
2766 * blk[s_0][s_1]..[s_m], the block referenced by blk[i_0][i_1]..[i_m] will
2767 * have the linearized array index
2768 *
2769 * m-1 m
2770 * i_m + ∑ i_j * ∏ s_k
2771 * j=0 k=j+1
2772 *
2773 * For a uniform block instance that is not an array, this is always 0.
2774 */
2775 uint8_t linearized_array_index;
2776
2777 /**
2778 * Layout specified in the shader
2779 *
2780 * This isn't accessible through the API, but it is used while
2781 * cross-validating uniform blocks.
2782 */
2783 enum glsl_interface_packing _Packing;
2784 GLboolean _RowMajor;
2785 };
2786
2787 /**
2788 * Structure that represents a reference to an atomic buffer from some
2789 * shader program.
2790 */
2791 struct gl_active_atomic_buffer
2792 {
2793 /** Uniform indices of the atomic counters declared within it. */
2794 GLuint *Uniforms;
2795 GLuint NumUniforms;
2796
2797 /** Binding point index associated with it. */
2798 GLuint Binding;
2799
2800 /** Minimum reasonable size it is expected to have. */
2801 GLuint MinimumSize;
2802
2803 /** Shader stages making use of it. */
2804 GLboolean StageReferences[MESA_SHADER_STAGES];
2805 };
2806
2807 /**
2808 * Data container for shader queries. This holds only the minimal
2809 * amount of required information for resource queries to work.
2810 */
2811 struct gl_shader_variable
2812 {
2813 /**
2814 * Declared type of the variable
2815 */
2816 const struct glsl_type *type;
2817
2818 /**
2819 * If the variable is in an interface block, this is the type of the block.
2820 */
2821 const struct glsl_type *interface_type;
2822
2823 /**
2824 * For variables inside structs (possibly recursively), this is the
2825 * outermost struct type.
2826 */
2827 const struct glsl_type *outermost_struct_type;
2828
2829 /**
2830 * Declared name of the variable
2831 */
2832 char *name;
2833
2834 /**
2835 * Storage location of the base of this variable
2836 *
2837 * The precise meaning of this field depends on the nature of the variable.
2838 *
2839 * - Vertex shader input: one of the values from \c gl_vert_attrib.
2840 * - Vertex shader output: one of the values from \c gl_varying_slot.
2841 * - Geometry shader input: one of the values from \c gl_varying_slot.
2842 * - Geometry shader output: one of the values from \c gl_varying_slot.
2843 * - Fragment shader input: one of the values from \c gl_varying_slot.
2844 * - Fragment shader output: one of the values from \c gl_frag_result.
2845 * - Uniforms: Per-stage uniform slot number for default uniform block.
2846 * - Uniforms: Index within the uniform block definition for UBO members.
2847 * - Non-UBO Uniforms: explicit location until linking then reused to
2848 * store uniform slot number.
2849 * - Other: This field is not currently used.
2850 *
2851 * If the variable is a uniform, shader input, or shader output, and the
2852 * slot has not been assigned, the value will be -1.
2853 */
2854 int location;
2855
2856 /**
2857 * Specifies the first component the variable is stored in as per
2858 * ARB_enhanced_layouts.
2859 */
2860 unsigned component:2;
2861
2862 /**
2863 * Output index for dual source blending.
2864 *
2865 * \note
2866 * The GLSL spec only allows the values 0 or 1 for the index in \b dual
2867 * source blending.
2868 */
2869 unsigned index:1;
2870
2871 /**
2872 * Specifies whether a shader input/output is per-patch in tessellation
2873 * shader stages.
2874 */
2875 unsigned patch:1;
2876
2877 /**
2878 * Storage class of the variable.
2879 *
2880 * \sa (n)ir_variable_mode
2881 */
2882 unsigned mode:4;
2883
2884 /**
2885 * Interpolation mode for shader inputs / outputs
2886 *
2887 * \sa glsl_interp_mode
2888 */
2889 unsigned interpolation:2;
2890
2891 /**
2892 * Was the location explicitly set in the shader?
2893 *
2894 * If the location is explicitly set in the shader, it \b cannot be changed
2895 * by the linker or by the API (e.g., calls to \c glBindAttribLocation have
2896 * no effect).
2897 */
2898 unsigned explicit_location:1;
2899
2900 /**
2901 * Precision qualifier.
2902 */
2903 unsigned precision:2;
2904 };
2905
2906 /**
2907 * Active resource in a gl_shader_program
2908 */
2909 struct gl_program_resource
2910 {
2911 GLenum16 Type; /** Program interface type. */
2912 const void *Data; /** Pointer to resource associated data structure. */
2913 uint8_t StageReferences; /** Bitmask of shader stage references. */
2914 };
2915
2916 /**
2917 * Link status enum. LINKING_SKIPPED is used to indicate linking
2918 * was skipped due to the shader being loaded from the on-disk cache.
2919 */
2920 enum gl_link_status
2921 {
2922 LINKING_FAILURE = 0,
2923 LINKING_SUCCESS,
2924 LINKING_SKIPPED
2925 };
2926
2927 /**
2928 * A data structure to be shared by gl_shader_program and gl_program.
2929 */
2930 struct gl_shader_program_data
2931 {
2932 GLint RefCount; /**< Reference count */
2933
2934 /** SHA1 hash of linked shader program */
2935 unsigned char sha1[20];
2936
2937 unsigned NumUniformStorage;
2938 unsigned NumHiddenUniforms;
2939 struct gl_uniform_storage *UniformStorage;
2940
2941 unsigned NumUniformBlocks;
2942 unsigned NumShaderStorageBlocks;
2943
2944 struct gl_uniform_block *UniformBlocks;
2945 struct gl_uniform_block *ShaderStorageBlocks;
2946
2947 struct gl_active_atomic_buffer *AtomicBuffers;
2948 unsigned NumAtomicBuffers;
2949
2950 /* Shader cache variables used during restore */
2951 unsigned NumUniformDataSlots;
2952 union gl_constant_value *UniformDataSlots;
2953
2954 /* Used to hold initial uniform values for program binary restores.
2955 *
2956 * From the ARB_get_program_binary spec:
2957 *
2958 * "A successful call to ProgramBinary will reset all uniform
2959 * variables to their initial values. The initial value is either
2960 * the value of the variable's initializer as specified in the
2961 * original shader source, or 0 if no initializer was present.
2962 */
2963 union gl_constant_value *UniformDataDefaults;
2964
2965 GLboolean Validated;
2966
2967 /** List of all active resources after linking. */
2968 struct gl_program_resource *ProgramResourceList;
2969 unsigned NumProgramResourceList;
2970
2971 enum gl_link_status LinkStatus; /**< GL_LINK_STATUS */
2972 GLchar *InfoLog;
2973
2974 unsigned Version; /**< GLSL version used for linking */
2975
2976 /* Mask of stages this program was linked against */
2977 unsigned linked_stages;
2978 };
2979
2980 /**
2981 * A GLSL program object.
2982 * Basically a linked collection of vertex and fragment shaders.
2983 */
2984 struct gl_shader_program
2985 {
2986 GLenum16 Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2987 GLuint Name; /**< aka handle or ID */
2988 GLchar *Label; /**< GL_KHR_debug */
2989 GLint RefCount; /**< Reference count */
2990 GLboolean DeletePending;
2991
2992 /**
2993 * Is the application intending to glGetProgramBinary this program?
2994 */
2995 GLboolean BinaryRetreivableHint;
2996
2997 /**
2998 * Indicates whether program can be bound for individual pipeline stages
2999 * using UseProgramStages after it is next linked.
3000 */
3001 GLboolean SeparateShader;
3002
3003 GLuint NumShaders; /**< number of attached shaders */
3004 struct gl_shader **Shaders; /**< List of attached the shaders */
3005
3006 /**
3007 * User-defined attribute bindings
3008 *
3009 * These are set via \c glBindAttribLocation and are used to direct the
3010 * GLSL linker. These are \b not the values used in the compiled shader,
3011 * and they are \b not the values returned by \c glGetAttribLocation.
3012 */
3013 struct string_to_uint_map *AttributeBindings;
3014
3015 /**
3016 * User-defined fragment data bindings
3017 *
3018 * These are set via \c glBindFragDataLocation and are used to direct the
3019 * GLSL linker. These are \b not the values used in the compiled shader,
3020 * and they are \b not the values returned by \c glGetFragDataLocation.
3021 */
3022 struct string_to_uint_map *FragDataBindings;
3023 struct string_to_uint_map *FragDataIndexBindings;
3024
3025 /**
3026 * Transform feedback varyings last specified by
3027 * glTransformFeedbackVaryings().
3028 *
3029 * For the current set of transform feedback varyings used for transform
3030 * feedback output, see LinkedTransformFeedback.
3031 */
3032 struct {
3033 GLenum16 BufferMode;
3034 /** Global xfb_stride out qualifier if any */
3035 GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
3036 GLuint NumVarying;
3037 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
3038 } TransformFeedback;
3039
3040 struct gl_program *last_vert_prog;
3041
3042 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
3043 enum gl_frag_depth_layout FragDepthLayout;
3044
3045 /**
3046 * Geometry shader state - copied into gl_program by
3047 * _mesa_copy_linked_program_data().
3048 */
3049 struct {
3050 GLint VerticesIn;
3051
3052 bool UsesEndPrimitive;
3053 bool UsesStreams;
3054 } Geom;
3055
3056 /**
3057 * Compute shader state - copied into gl_program by
3058 * _mesa_copy_linked_program_data().
3059 */
3060 struct {
3061 /**
3062 * Size of shared variables accessed by the compute shader.
3063 */
3064 unsigned SharedSize;
3065 } Comp;
3066
3067 /** Data shared by gl_program and gl_shader_program */
3068 struct gl_shader_program_data *data;
3069
3070 /**
3071 * Mapping from GL uniform locations returned by \c glUniformLocation to
3072 * UniformStorage entries. Arrays will have multiple contiguous slots
3073 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
3074 */
3075 unsigned NumUniformRemapTable;
3076 struct gl_uniform_storage **UniformRemapTable;
3077
3078 /**
3079 * Sometimes there are empty slots left over in UniformRemapTable after we
3080 * allocate slots to explicit locations. This list stores the blocks of
3081 * continuous empty slots inside UniformRemapTable.
3082 */
3083 struct exec_list EmptyUniformLocations;
3084
3085 /**
3086 * Total number of explicit uniform location including inactive uniforms.
3087 */
3088 unsigned NumExplicitUniformLocations;
3089
3090 /**
3091 * Map of active uniform names to locations
3092 *
3093 * Maps any active uniform that is not an array element to a location.
3094 * Each active uniform, including individual structure members will appear
3095 * in this map. This roughly corresponds to the set of names that would be
3096 * enumerated by \c glGetActiveUniform.
3097 */
3098 struct string_to_uint_map *UniformHash;
3099
3100 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
3101
3102 bool IsES; /**< True if this program uses GLSL ES */
3103
3104 /**
3105 * Per-stage shaders resulting from the first stage of linking.
3106 *
3107 * Set of linked shaders for this program. The array is accessed using the
3108 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
3109 * \c NULL.
3110 */
3111 struct gl_linked_shader *_LinkedShaders[MESA_SHADER_STAGES];
3112
3113 /**
3114 * True if any of the fragment shaders attached to this program use:
3115 * #extension ARB_fragment_coord_conventions: enable
3116 */
3117 GLboolean ARB_fragment_coord_conventions_enable;
3118 };
3119
3120
3121 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
3122 #define GLSL_LOG 0x2 /**< Write shaders to files */
3123 #define GLSL_UNIFORMS 0x4 /**< Print glUniform calls */
3124 #define GLSL_NOP_VERT 0x8 /**< Force no-op vertex shaders */
3125 #define GLSL_NOP_FRAG 0x10 /**< Force no-op fragment shaders */
3126 #define GLSL_USE_PROG 0x20 /**< Log glUseProgram calls */
3127 #define GLSL_REPORT_ERRORS 0x40 /**< Print compilation errors */
3128 #define GLSL_DUMP_ON_ERROR 0x80 /**< Dump shaders to stderr on compile error */
3129 #define GLSL_CACHE_INFO 0x100 /**< Print debug information about shader cache */
3130 #define GLSL_CACHE_FALLBACK 0x200 /**< Force shader cache fallback paths */
3131
3132
3133 /**
3134 * Context state for GLSL vertex/fragment shaders.
3135 * Extended to support pipeline object
3136 */
3137 struct gl_pipeline_object
3138 {
3139 /** Name of the pipeline object as received from glGenProgramPipelines.
3140 * It would be 0 for shaders without separate shader objects.
3141 */
3142 GLuint Name;
3143
3144 GLint RefCount;
3145
3146 GLchar *Label; /**< GL_KHR_debug */
3147
3148 /**
3149 * Programs used for rendering
3150 *
3151 * There is a separate program set for each shader stage.
3152 */
3153 struct gl_program *CurrentProgram[MESA_SHADER_STAGES];
3154
3155 struct gl_shader_program *ReferencedPrograms[MESA_SHADER_STAGES];
3156
3157 /**
3158 * Program used by glUniform calls.
3159 *
3160 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
3161 */
3162 struct gl_shader_program *ActiveProgram;
3163
3164 GLbitfield Flags; /**< Mask of GLSL_x flags */
3165 GLboolean EverBound; /**< Has the pipeline object been created */
3166 GLboolean Validated; /**< Pipeline Validation status */
3167
3168 GLchar *InfoLog;
3169 };
3170
3171 /**
3172 * Context state for GLSL pipeline shaders.
3173 */
3174 struct gl_pipeline_shader_state
3175 {
3176 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
3177 struct gl_pipeline_object *Current;
3178
3179 /** Default Object to ensure that _Shader is never NULL */
3180 struct gl_pipeline_object *Default;
3181
3182 /** Pipeline objects */
3183 struct _mesa_HashTable *Objects;
3184 };
3185
3186 /**
3187 * Compiler options for a single GLSL shaders type
3188 */
3189 struct gl_shader_compiler_options
3190 {
3191 /** Driver-selectable options: */
3192 GLboolean EmitNoLoops;
3193 GLboolean EmitNoCont; /**< Emit CONT opcode? */
3194 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
3195 GLboolean EmitNoPow; /**< Emit POW opcodes? */
3196 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
3197 GLboolean LowerCombinedClipCullDistance; /** Lower gl_ClipDistance and
3198 * gl_CullDistance together from
3199 * float[8] to vec4[2]
3200 **/
3201
3202 /**
3203 * \name Forms of indirect addressing the driver cannot do.
3204 */
3205 /*@{*/
3206 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
3207 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
3208 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
3209 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
3210 GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
3211 /*@}*/
3212
3213 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
3214 GLuint MaxUnrollIterations;
3215
3216 /**
3217 * Optimize code for array of structures backends.
3218 *
3219 * This is a proxy for:
3220 * - preferring DP4 instructions (rather than MUL/MAD) for
3221 * matrix * vector operations, such as position transformation.
3222 */
3223 GLboolean OptimizeForAOS;
3224
3225 /** Lower UBO and SSBO access to intrinsics. */
3226 GLboolean LowerBufferInterfaceBlocks;
3227
3228 /** Clamp UBO and SSBO block indices so they don't go out-of-bounds. */
3229 GLboolean ClampBlockIndicesToArrayBounds;
3230
3231 const struct nir_shader_compiler_options *NirOptions;
3232 };
3233
3234
3235 /**
3236 * Occlusion/timer query object.
3237 */
3238 struct gl_query_object
3239 {
3240 GLenum16 Target; /**< The query target, when active */
3241 GLuint Id; /**< hash table ID/name */
3242 GLchar *Label; /**< GL_KHR_debug */
3243 GLuint64EXT Result; /**< the counter */
3244 GLboolean Active; /**< inside Begin/EndQuery */
3245 GLboolean Ready; /**< result is ready? */
3246 GLboolean EverBound;/**< has query object ever been bound */
3247 GLuint Stream; /**< The stream */
3248 };
3249
3250
3251 /**
3252 * Context state for query objects.
3253 */
3254 struct gl_query_state
3255 {
3256 struct _mesa_HashTable *QueryObjects;
3257 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
3258 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
3259
3260 /** GL_NV_conditional_render */
3261 struct gl_query_object *CondRenderQuery;
3262
3263 /** GL_EXT_transform_feedback */
3264 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
3265 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
3266
3267 /** GL_ARB_transform_feedback_overflow_query */
3268 struct gl_query_object *TransformFeedbackOverflow[MAX_VERTEX_STREAMS];
3269 struct gl_query_object *TransformFeedbackOverflowAny;
3270
3271 /** GL_ARB_timer_query */
3272 struct gl_query_object *TimeElapsed;
3273
3274 /** GL_ARB_pipeline_statistics_query */
3275 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
3276
3277 GLenum16 CondRenderMode;
3278 };
3279
3280
3281 /** Sync object state */
3282 struct gl_sync_object
3283 {
3284 GLuint Name; /**< Fence name */
3285 GLint RefCount; /**< Reference count */
3286 GLchar *Label; /**< GL_KHR_debug */
3287 GLboolean DeletePending; /**< Object was deleted while there were still
3288 * live references (e.g., sync not yet finished)
3289 */
3290 GLenum16 SyncCondition;
3291 GLbitfield Flags; /**< Flags passed to glFenceSync */
3292 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
3293 };
3294
3295
3296 /**
3297 * State which can be shared by multiple contexts:
3298 */
3299 struct gl_shared_state
3300 {
3301 simple_mtx_t Mutex; /**< for thread safety */
3302 GLint RefCount; /**< Reference count */
3303 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
3304 struct _mesa_HashTable *BitmapAtlas; /**< For optimized glBitmap text */
3305 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
3306
3307 /** Default texture objects (shared by all texture units) */
3308 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
3309
3310 /** Fallback texture used when a bound texture is incomplete */
3311 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
3312
3313 /**
3314 * \name Thread safety and statechange notification for texture
3315 * objects.
3316 *
3317 * \todo Improve the granularity of locking.
3318 */
3319 /*@{*/
3320 mtx_t TexMutex; /**< texobj thread safety */
3321 GLuint TextureStateStamp; /**< state notification for shared tex */
3322 /*@}*/
3323
3324 /** Default buffer object for vertex arrays that aren't in VBOs */
3325 struct gl_buffer_object *NullBufferObj;
3326
3327 /**
3328 * \name Vertex/geometry/fragment programs
3329 */
3330 /*@{*/
3331 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3332 struct gl_program *DefaultVertexProgram;
3333 struct gl_program *DefaultFragmentProgram;
3334 /*@}*/
3335
3336 /* GL_ATI_fragment_shader */
3337 struct _mesa_HashTable *ATIShaders;
3338 struct ati_fragment_shader *DefaultFragmentShader;
3339
3340 struct _mesa_HashTable *BufferObjects;
3341
3342 /** Table of both gl_shader and gl_shader_program objects */
3343 struct _mesa_HashTable *ShaderObjects;
3344
3345 /* GL_EXT_framebuffer_object */
3346 struct _mesa_HashTable *RenderBuffers;
3347 struct _mesa_HashTable *FrameBuffers;
3348
3349 /* GL_ARB_sync */
3350 struct set *SyncObjects;
3351
3352 /** GL_ARB_sampler_objects */
3353 struct _mesa_HashTable *SamplerObjects;
3354
3355 /* GL_ARB_bindless_texture */
3356 struct hash_table_u64 *TextureHandles;
3357 struct hash_table_u64 *ImageHandles;
3358 mtx_t HandlesMutex; /**< For texture/image handles safety */
3359
3360 /**
3361 * Some context in this share group was affected by a GPU reset
3362 *
3363 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3364 * been affected by a GPU reset must also return
3365 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3366 *
3367 * Once this field becomes true, it is never reset to false.
3368 */
3369 bool ShareGroupReset;
3370
3371 /** EXT_external_objects */
3372 struct _mesa_HashTable *MemoryObjects;
3373
3374 /** EXT_semaphore */
3375 struct _mesa_HashTable *SemaphoreObjects;
3376
3377 /**
3378 * Some context in this share group was affected by a disjoint
3379 * operation. This operation can be anything that has effects on
3380 * values of timer queries in such manner that they become invalid for
3381 * performance metrics. As example gpu reset, counter overflow or gpu
3382 * frequency changes.
3383 */
3384 bool DisjointOperation;
3385 };
3386
3387
3388
3389 /**
3390 * Renderbuffers represent drawing surfaces such as color, depth and/or
3391 * stencil. A framebuffer object has a set of renderbuffers.
3392 * Drivers will typically derive subclasses of this type.
3393 */
3394 struct gl_renderbuffer
3395 {
3396 simple_mtx_t Mutex; /**< for thread safety */
3397 GLuint ClassID; /**< Useful for drivers */
3398 GLuint Name;
3399 GLchar *Label; /**< GL_KHR_debug */
3400 GLint RefCount;
3401 GLuint Width, Height;
3402 GLuint Depth;
3403 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3404 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3405 /**
3406 * True for renderbuffers that wrap textures, giving the driver a chance to
3407 * flush render caches through the FinishRenderTexture hook.
3408 *
3409 * Drivers may also set this on renderbuffers other than those generated by
3410 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3411 * called without a rb->TexImage.
3412 */
3413 GLboolean NeedsFinishRenderTexture;
3414 GLubyte NumSamples; /**< zero means not multisampled */
3415 GLenum16 InternalFormat; /**< The user-specified format */
3416 GLenum16 _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3417 GL_STENCIL_INDEX. */
3418 mesa_format Format; /**< The actual renderbuffer memory format */
3419 /**
3420 * Pointer to the texture image if this renderbuffer wraps a texture,
3421 * otherwise NULL.
3422 *
3423 * Note that the reference on the gl_texture_object containing this
3424 * TexImage is held by the gl_renderbuffer_attachment.
3425 */
3426 struct gl_texture_image *TexImage;
3427
3428 /** Delete this renderbuffer */
3429 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3430
3431 /** Allocate new storage for this renderbuffer */
3432 GLboolean (*AllocStorage)(struct gl_context *ctx,
3433 struct gl_renderbuffer *rb,
3434 GLenum internalFormat,
3435 GLuint width, GLuint height);
3436 };
3437
3438
3439 /**
3440 * A renderbuffer attachment points to either a texture object (and specifies
3441 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3442 */
3443 struct gl_renderbuffer_attachment
3444 {
3445 GLenum16 Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3446 GLboolean Complete;
3447
3448 /**
3449 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3450 * application supplied renderbuffer object.
3451 */
3452 struct gl_renderbuffer *Renderbuffer;
3453
3454 /**
3455 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3456 * supplied texture object.
3457 */
3458 struct gl_texture_object *Texture;
3459 GLuint TextureLevel; /**< Attached mipmap level. */
3460 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3461 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3462 * and 2D array textures */
3463 GLboolean Layered;
3464 };
3465
3466
3467 /**
3468 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3469 * In C++ terms, think of this as a base class from which device drivers
3470 * will make derived classes.
3471 */
3472 struct gl_framebuffer
3473 {
3474 simple_mtx_t Mutex; /**< for thread safety */
3475 /**
3476 * If zero, this is a window system framebuffer. If non-zero, this
3477 * is a FBO framebuffer; note that for some devices (i.e. those with
3478 * a natural pixel coordinate system for FBOs that differs from the
3479 * OpenGL/Mesa coordinate system), this means that the viewport,
3480 * polygon face orientation, and polygon stipple will have to be inverted.
3481 */
3482 GLuint Name;
3483 GLint RefCount;
3484
3485 GLchar *Label; /**< GL_KHR_debug */
3486
3487 GLboolean DeletePending;
3488
3489 /**
3490 * The framebuffer's visual. Immutable if this is a window system buffer.
3491 * Computed from attachments if user-made FBO.
3492 */
3493 struct gl_config Visual;
3494
3495 /**
3496 * Size of frame buffer in pixels. If there are no attachments, then both
3497 * of these are 0.
3498 */
3499 GLuint Width, Height;
3500
3501 /**
3502 * In the case that the framebuffer has no attachment (i.e.
3503 * GL_ARB_framebuffer_no_attachments) then the geometry of
3504 * the framebuffer is specified by the default values.
3505 */
3506 struct {
3507 GLuint Width, Height, Layers, NumSamples;
3508 GLboolean FixedSampleLocations;
3509 /* Derived from NumSamples by the driver so that it can choose a valid
3510 * value for the hardware.
3511 */
3512 GLuint _NumSamples;
3513 } DefaultGeometry;
3514
3515 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3516 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3517 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3518 */
3519 /*@{*/
3520 GLint _Xmin, _Xmax;
3521 GLint _Ymin, _Ymax;
3522 /*@}*/
3523
3524 /** \name Derived Z buffer stuff */
3525 /*@{*/
3526 GLuint _DepthMax; /**< Max depth buffer value */
3527 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3528 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3529 /*@}*/
3530
3531 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3532 GLenum16 _Status;
3533
3534 /** Whether one of Attachment has Type != GL_NONE
3535 * NOTE: the values for Width and Height are set to 0 in case of having
3536 * no attachments, a backend driver supporting the extension
3537 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3538 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3539 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3540 * _Ymax do NOT take into account _HasAttachments being false). To get the
3541 * geometry of the framebuffer, the helper functions
3542 * _mesa_geometric_width(),
3543 * _mesa_geometric_height(),
3544 * _mesa_geometric_samples() and
3545 * _mesa_geometric_layers()
3546 * are available that check _HasAttachments.
3547 */
3548 bool _HasAttachments;
3549
3550 GLbitfield _IntegerBuffers; /**< Which color buffers are integer valued */
3551
3552 /* ARB_color_buffer_float */
3553 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3554 GLboolean _HasSNormOrFloatColorBuffer;
3555
3556 /**
3557 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3558 * is not layered. For cube maps and cube map arrays, each cube face
3559 * counts as a layer. As the case for Width, Height a backend driver
3560 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3561 * in the case that _HasAttachments is false
3562 */
3563 GLuint MaxNumLayers;
3564
3565 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3566 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3567
3568 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3569 * attribute group and GL_PIXEL attribute group, respectively.
3570 */
3571 GLenum16 ColorDrawBuffer[MAX_DRAW_BUFFERS];
3572 GLenum16 ColorReadBuffer;
3573
3574 /** Computed from ColorDraw/ReadBuffer above */
3575 GLuint _NumColorDrawBuffers;
3576 gl_buffer_index _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS];
3577 gl_buffer_index _ColorReadBufferIndex;
3578 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3579 struct gl_renderbuffer *_ColorReadBuffer;
3580
3581 /** Delete this framebuffer */
3582 void (*Delete)(struct gl_framebuffer *fb);
3583 };
3584
3585
3586 /**
3587 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3588 */
3589 struct gl_precision
3590 {
3591 GLushort RangeMin; /**< min value exponent */
3592 GLushort RangeMax; /**< max value exponent */
3593 GLushort Precision; /**< number of mantissa bits */
3594 };
3595
3596
3597 /**
3598 * Limits for vertex, geometry and fragment programs/shaders.
3599 */
3600 struct gl_program_constants
3601 {
3602 /* logical limits */
3603 GLuint MaxInstructions;
3604 GLuint MaxAluInstructions;
3605 GLuint MaxTexInstructions;
3606 GLuint MaxTexIndirections;
3607 GLuint MaxAttribs;
3608 GLuint MaxTemps;
3609 GLuint MaxAddressRegs;
3610 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3611 GLuint MaxParameters;
3612 GLuint MaxLocalParams;
3613 GLuint MaxEnvParams;
3614 /* native/hardware limits */
3615 GLuint MaxNativeInstructions;
3616 GLuint MaxNativeAluInstructions;
3617 GLuint MaxNativeTexInstructions;
3618 GLuint MaxNativeTexIndirections;
3619 GLuint MaxNativeAttribs;
3620 GLuint MaxNativeTemps;
3621 GLuint MaxNativeAddressRegs;
3622 GLuint MaxNativeParameters;
3623 /* For shaders */
3624 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3625
3626 /**
3627 * \name Per-stage input / output limits
3628 *
3629 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3630 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3631 * ES). This is stored as \c gl_constants::MaxVarying.
3632 *
3633 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3634 * variables. Each stage as a certain number of outputs that it can feed
3635 * to the next stage and a certain number inputs that it can consume from
3636 * the previous stage.
3637 *
3638 * Vertex shader inputs do not participate this in this accounting.
3639 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3640 *
3641 * Fragment shader outputs do not participate this in this accounting.
3642 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3643 */
3644 /*@{*/
3645 GLuint MaxInputComponents;
3646 GLuint MaxOutputComponents;
3647 /*@}*/
3648
3649 /* ES 2.0 and GL_ARB_ES2_compatibility */
3650 struct gl_precision LowFloat, MediumFloat, HighFloat;
3651 struct gl_precision LowInt, MediumInt, HighInt;
3652 /* GL_ARB_uniform_buffer_object */
3653 GLuint MaxUniformBlocks;
3654 GLuint MaxCombinedUniformComponents;
3655 GLuint MaxTextureImageUnits;
3656
3657 /* GL_ARB_shader_atomic_counters */
3658 GLuint MaxAtomicBuffers;
3659 GLuint MaxAtomicCounters;
3660
3661 /* GL_ARB_shader_image_load_store */
3662 GLuint MaxImageUniforms;
3663
3664 /* GL_ARB_shader_storage_buffer_object */
3665 GLuint MaxShaderStorageBlocks;
3666 };
3667
3668 /**
3669 * Constants which may be overridden by device driver during context creation
3670 * but are never changed after that.
3671 */
3672 struct gl_constants
3673 {
3674 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3675 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3676 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3677 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3678 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3679 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3680 GLuint MaxTextureCoordUnits;
3681 GLuint MaxCombinedTextureImageUnits;
3682 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3683 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3684 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3685 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3686
3687 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3688
3689 GLuint MaxArrayLockSize;
3690
3691 GLint SubPixelBits;
3692
3693 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3694 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3695 GLfloat PointSizeGranularity;
3696 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3697 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3698 GLfloat LineWidthGranularity;
3699
3700 GLuint MaxClipPlanes;
3701 GLuint MaxLights;
3702 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3703 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3704
3705 GLuint MaxViewportWidth, MaxViewportHeight;
3706 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3707 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3708 struct {
3709 GLfloat Min;
3710 GLfloat Max;
3711 } ViewportBounds; /**< GL_ARB_viewport_array */
3712 GLuint MaxWindowRectangles; /**< GL_EXT_window_rectangles */
3713
3714 struct gl_program_constants Program[MESA_SHADER_STAGES];
3715 GLuint MaxProgramMatrices;
3716 GLuint MaxProgramMatrixStackDepth;
3717
3718 struct {
3719 GLuint SamplesPassed;
3720 GLuint TimeElapsed;
3721 GLuint Timestamp;
3722 GLuint PrimitivesGenerated;
3723 GLuint PrimitivesWritten;
3724 GLuint VerticesSubmitted;
3725 GLuint PrimitivesSubmitted;
3726 GLuint VsInvocations;
3727 GLuint TessPatches;
3728 GLuint TessInvocations;
3729 GLuint GsInvocations;
3730 GLuint GsPrimitives;
3731 GLuint FsInvocations;
3732 GLuint ComputeInvocations;
3733 GLuint ClInPrimitives;
3734 GLuint ClOutPrimitives;
3735 } QueryCounterBits;
3736
3737 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3738
3739 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3740 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3741 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3742
3743 /**
3744 * GL_ARB_framebuffer_no_attachments
3745 */
3746 GLuint MaxFramebufferWidth;
3747 GLuint MaxFramebufferHeight;
3748 GLuint MaxFramebufferLayers;
3749 GLuint MaxFramebufferSamples;
3750
3751 /** Number of varying vectors between any two shader stages. */
3752 GLuint MaxVarying;
3753
3754 /** @{
3755 * GL_ARB_uniform_buffer_object
3756 */
3757 GLuint MaxCombinedUniformBlocks;
3758 GLuint MaxUniformBufferBindings;
3759 GLuint MaxUniformBlockSize;
3760 GLuint UniformBufferOffsetAlignment;
3761 /** @} */
3762
3763 /** @{
3764 * GL_ARB_shader_storage_buffer_object
3765 */
3766 GLuint MaxCombinedShaderStorageBlocks;
3767 GLuint MaxShaderStorageBufferBindings;
3768 GLuint MaxShaderStorageBlockSize;
3769 GLuint ShaderStorageBufferOffsetAlignment;
3770 /** @} */
3771
3772 /**
3773 * GL_ARB_explicit_uniform_location
3774 */
3775 GLuint MaxUserAssignableUniformLocations;
3776
3777 /** geometry shader */
3778 GLuint MaxGeometryOutputVertices;
3779 GLuint MaxGeometryTotalOutputComponents;
3780
3781 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3782
3783 /**
3784 * Changes default GLSL extension behavior from "error" to "warn". It's out
3785 * of spec, but it can make some apps work that otherwise wouldn't.
3786 */
3787 GLboolean ForceGLSLExtensionsWarn;
3788
3789 /**
3790 * If non-zero, forces GLSL shaders to behave as if they began
3791 * with "#version ForceGLSLVersion".
3792 */
3793 GLuint ForceGLSLVersion;
3794
3795 /**
3796 * Allow GLSL #extension directives in the middle of shaders.
3797 */
3798 GLboolean AllowGLSLExtensionDirectiveMidShader;
3799
3800 /**
3801 * Allow GLSL built-in variables to be redeclared verbatim
3802 */
3803 GLboolean AllowGLSLBuiltinVariableRedeclaration;
3804
3805 /**
3806 * Allow GLSL interpolation qualifier mismatch across shader stages.
3807 */
3808 GLboolean AllowGLSLCrossStageInterpolationMismatch;
3809
3810 /**
3811 * Allow creating a higher compat profile (version 3.1+) for apps that
3812 * request it. Be careful when adding that driconf option because some
3813 * features are unimplemented and might not work correctly.
3814 */
3815 GLboolean AllowHigherCompatVersion;
3816
3817 /**
3818 * Force computing the absolute value for sqrt() and inversesqrt() to follow
3819 * D3D9 when apps rely on this behaviour.
3820 */
3821 GLboolean ForceGLSLAbsSqrt;
3822
3823 /**
3824 * Force uninitialized variables to default to zero.
3825 */
3826 GLboolean GLSLZeroInit;
3827
3828 /**
3829 * Does the driver support real 32-bit integers? (Otherwise, integers are
3830 * simulated via floats.)
3831 */
3832 GLboolean NativeIntegers;
3833
3834 /**
3835 * Does VertexID count from zero or from base vertex?
3836 *
3837 * \note
3838 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3839 * ignored and need not be set.
3840 */
3841 bool VertexID_is_zero_based;
3842
3843 /**
3844 * If the driver supports real 32-bit integers, what integer value should be
3845 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3846 */
3847 GLuint UniformBooleanTrue;
3848
3849 /**
3850 * Maximum amount of time, measured in nanseconds, that the server can wait.
3851 */
3852 GLuint64 MaxServerWaitTimeout;
3853
3854 /** GL_EXT_provoking_vertex */
3855 GLboolean QuadsFollowProvokingVertexConvention;
3856
3857 /** GL_ARB_viewport_array */
3858 GLenum16 LayerAndVPIndexProvokingVertex;
3859
3860 /** OpenGL version 3.0 */
3861 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3862
3863 /** OpenGL version 3.2 */
3864 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3865
3866 /** OpenGL version 4.4 */
3867 GLuint MaxVertexAttribStride;
3868
3869 /** GL_EXT_transform_feedback */
3870 GLuint MaxTransformFeedbackBuffers;
3871 GLuint MaxTransformFeedbackSeparateComponents;
3872 GLuint MaxTransformFeedbackInterleavedComponents;
3873 GLuint MaxVertexStreams;
3874
3875 /** GL_EXT_gpu_shader4 */
3876 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3877
3878 /** GL_ARB_texture_gather */
3879 GLuint MinProgramTextureGatherOffset;
3880 GLuint MaxProgramTextureGatherOffset;
3881 GLuint MaxProgramTextureGatherComponents;
3882
3883 /* GL_ARB_robustness */
3884 GLenum16 ResetStrategy;
3885
3886 /* GL_KHR_robustness */
3887 GLboolean RobustAccess;
3888
3889 /* GL_ARB_blend_func_extended */
3890 GLuint MaxDualSourceDrawBuffers;
3891
3892 /**
3893 * Whether the implementation strips out and ignores texture borders.
3894 *
3895 * Many GPU hardware implementations don't support rendering with texture
3896 * borders and mipmapped textures. (Note: not static border color, but the
3897 * old 1-pixel border around each edge). Implementations then have to do
3898 * slow fallbacks to be correct, or just ignore the border and be fast but
3899 * wrong. Setting the flag strips the border off of TexImage calls,
3900 * providing "fast but wrong" at significantly reduced driver complexity.
3901 *
3902 * Texture borders are deprecated in GL 3.0.
3903 **/
3904 GLboolean StripTextureBorder;
3905
3906 /**
3907 * For drivers which can do a better job at eliminating unused uniforms
3908 * than the GLSL compiler.
3909 *
3910 * XXX Remove these as soon as a better solution is available.
3911 */
3912 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3913
3914 /** Whether gl_FragCoord and gl_FrontFacing are system values. */
3915 bool GLSLFragCoordIsSysVal;
3916 bool GLSLFrontFacingIsSysVal;
3917
3918 /**
3919 * Run the minimum amount of GLSL optimizations to be able to link
3920 * shaders optimally (eliminate dead varyings and uniforms) and just do
3921 * all the necessary lowering.
3922 */
3923 bool GLSLOptimizeConservatively;
3924
3925 /**
3926 * True if gl_TessLevelInner/Outer[] in the TES should be inputs
3927 * (otherwise, they're system values).
3928 */
3929 bool GLSLTessLevelsAsInputs;
3930
3931 /**
3932 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3933 * than passing the transform feedback object to the drawing function.
3934 */
3935 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3936
3937 /** GL_ARB_map_buffer_alignment */
3938 GLuint MinMapBufferAlignment;
3939
3940 /**
3941 * Disable varying packing. This is out of spec, but potentially useful
3942 * for older platforms that supports a limited number of texture
3943 * indirections--on these platforms, unpacking the varyings in the fragment
3944 * shader increases the number of texture indirections by 1, which might
3945 * make some shaders not executable at all.
3946 *
3947 * Drivers that support transform feedback must set this value to GL_FALSE.
3948 */
3949 GLboolean DisableVaryingPacking;
3950
3951 /**
3952 * UBOs and SSBOs can be packed tightly by the OpenGL implementation when
3953 * layout is set as shared (the default) or packed. However most Mesa drivers
3954 * just use STD140 for these layouts. This flag allows drivers to use STD430
3955 * for packed and shared layouts which allows arrays to be packed more
3956 * tightly.
3957 */
3958 bool UseSTD430AsDefaultPacking;
3959
3960 /**
3961 * Should meaningful names be generated for compiler temporary variables?
3962 *
3963 * Generally, it is not useful to have the compiler generate "meaningful"
3964 * names for temporary variables that it creates. This can, however, be a
3965 * useful debugging aid. In Mesa debug builds or release builds when
3966 * MESA_GLSL is set at run-time, meaningful names will be generated.
3967 * Drivers can also force names to be generated by setting this field.
3968 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3969 * vertex shader assembly) is set at run-time.
3970 */
3971 bool GenerateTemporaryNames;
3972
3973 /*
3974 * Maximum value supported for an index in DrawElements and friends.
3975 *
3976 * This must be at least (1ull<<24)-1. The default value is
3977 * (1ull<<32)-1.
3978 *
3979 * \since ES 3.0 or GL_ARB_ES3_compatibility
3980 * \sa _mesa_init_constants
3981 */
3982 GLuint64 MaxElementIndex;
3983
3984 /**
3985 * Disable interpretation of line continuations (lines ending with a
3986 * backslash character ('\') in GLSL source.
3987 */
3988 GLboolean DisableGLSLLineContinuations;
3989
3990 /** GL_ARB_texture_multisample */
3991 GLint MaxColorTextureSamples;
3992 GLint MaxDepthTextureSamples;
3993 GLint MaxIntegerSamples;
3994
3995 /**
3996 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3997 * samples are laid out in a rectangular grid roughly corresponding to
3998 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3999 * are used to map indices of rectangular grid to sample numbers within
4000 * a pixel. This mapping of indices to sample numbers must be initialized
4001 * by the driver for the target hardware. For example, if we have the 8X
4002 * MSAA sample number layout (sample positions) for XYZ hardware:
4003 *
4004 * sample indices layout sample number layout
4005 * --------- ---------
4006 * | 0 | 1 | | a | b |
4007 * --------- ---------
4008 * | 2 | 3 | | c | d |
4009 * --------- ---------
4010 * | 4 | 5 | | e | f |
4011 * --------- ---------
4012 * | 6 | 7 | | g | h |
4013 * --------- ---------
4014 *
4015 * Where a,b,c,d,e,f,g,h are integers between [0-7].
4016 *
4017 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
4018 * below:
4019 * SampleMap8x = {a, b, c, d, e, f, g, h};
4020 *
4021 * Follow the logic for sample counts 2-8.
4022 *
4023 * For 16x the sample indices layout as a 4x4 grid as follows:
4024 *
4025 * -----------------
4026 * | 0 | 1 | 2 | 3 |
4027 * -----------------
4028 * | 4 | 5 | 6 | 7 |
4029 * -----------------
4030 * | 8 | 9 |10 |11 |
4031 * -----------------
4032 * |12 |13 |14 |15 |
4033 * -----------------
4034 */
4035 uint8_t SampleMap2x[2];
4036 uint8_t SampleMap4x[4];
4037 uint8_t SampleMap8x[8];
4038 uint8_t SampleMap16x[16];
4039
4040 /** GL_ARB_shader_atomic_counters */
4041 GLuint MaxAtomicBufferBindings;
4042 GLuint MaxAtomicBufferSize;
4043 GLuint MaxCombinedAtomicBuffers;
4044 GLuint MaxCombinedAtomicCounters;
4045
4046 /** GL_ARB_vertex_attrib_binding */
4047 GLint MaxVertexAttribRelativeOffset;
4048 GLint MaxVertexAttribBindings;
4049
4050 /* GL_ARB_shader_image_load_store */
4051 GLuint MaxImageUnits;
4052 GLuint MaxCombinedShaderOutputResources;
4053 GLuint MaxImageSamples;
4054 GLuint MaxCombinedImageUniforms;
4055
4056 /** GL_ARB_compute_shader */
4057 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
4058 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
4059 GLuint MaxComputeWorkGroupInvocations;
4060 GLuint MaxComputeSharedMemorySize;
4061
4062 /** GL_ARB_compute_variable_group_size */
4063 GLuint MaxComputeVariableGroupSize[3]; /* Array of x, y, z dimensions */
4064 GLuint MaxComputeVariableGroupInvocations;
4065
4066 /** GL_ARB_gpu_shader5 */
4067 GLfloat MinFragmentInterpolationOffset;
4068 GLfloat MaxFragmentInterpolationOffset;
4069
4070 GLboolean FakeSWMSAA;
4071
4072 /** GL_KHR_context_flush_control */
4073 GLenum16 ContextReleaseBehavior;
4074
4075 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
4076
4077 /** GL_ARB_tessellation_shader */
4078 GLuint MaxPatchVertices;
4079 GLuint MaxTessGenLevel;
4080 GLuint MaxTessPatchComponents;
4081 GLuint MaxTessControlTotalOutputComponents;
4082 bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
4083 bool PrimitiveRestartForPatches;
4084 bool LowerCsDerivedVariables; /**< Lower gl_GlobalInvocationID and
4085 * gl_LocalInvocationIndex based on
4086 * other builtin variables. */
4087
4088 /** GL_OES_primitive_bounding_box */
4089 bool NoPrimitiveBoundingBoxOutput;
4090
4091 /** GL_ARB_sparse_buffer */
4092 GLuint SparseBufferPageSize;
4093
4094 /** Used as an input for sha1 generation in the on-disk shader cache */
4095 unsigned char *dri_config_options_sha1;
4096
4097 /** When drivers are OK with mapped buffers during draw and other calls. */
4098 bool AllowMappedBuffersDuringExecution;
4099
4100 /** GL_ARB_get_program_binary */
4101 GLuint NumProgramBinaryFormats;
4102 };
4103
4104
4105 /**
4106 * Enable flag for each OpenGL extension. Different device drivers will
4107 * enable different extensions at runtime.
4108 */
4109 struct gl_extensions
4110 {
4111 GLboolean dummy; /* don't remove this! */
4112 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
4113 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
4114 GLboolean ANGLE_texture_compression_dxt;
4115 GLboolean ARB_ES2_compatibility;
4116 GLboolean ARB_ES3_compatibility;
4117 GLboolean ARB_ES3_1_compatibility;
4118 GLboolean ARB_ES3_2_compatibility;
4119 GLboolean ARB_arrays_of_arrays;
4120 GLboolean ARB_base_instance;
4121 GLboolean ARB_bindless_texture;
4122 GLboolean ARB_blend_func_extended;
4123 GLboolean ARB_buffer_storage;
4124 GLboolean ARB_clear_texture;
4125 GLboolean ARB_clip_control;
4126 GLboolean ARB_color_buffer_float;
4127 GLboolean ARB_compute_shader;
4128 GLboolean ARB_compute_variable_group_size;
4129 GLboolean ARB_conditional_render_inverted;
4130 GLboolean ARB_conservative_depth;
4131 GLboolean ARB_copy_image;
4132 GLboolean ARB_cull_distance;
4133 GLboolean ARB_depth_buffer_float;
4134 GLboolean ARB_depth_clamp;
4135 GLboolean ARB_depth_texture;
4136 GLboolean ARB_derivative_control;
4137 GLboolean ARB_draw_buffers_blend;
4138 GLboolean ARB_draw_elements_base_vertex;
4139 GLboolean ARB_draw_indirect;
4140 GLboolean ARB_draw_instanced;
4141 GLboolean ARB_fragment_coord_conventions;
4142 GLboolean ARB_fragment_layer_viewport;
4143 GLboolean ARB_fragment_program;
4144 GLboolean ARB_fragment_program_shadow;
4145 GLboolean ARB_fragment_shader;
4146 GLboolean ARB_framebuffer_no_attachments;
4147 GLboolean ARB_framebuffer_object;
4148 GLboolean ARB_enhanced_layouts;
4149 GLboolean ARB_explicit_attrib_location;
4150 GLboolean ARB_explicit_uniform_location;
4151 GLboolean ARB_gl_spirv;
4152 GLboolean ARB_gpu_shader5;
4153 GLboolean ARB_gpu_shader_fp64;
4154 GLboolean ARB_gpu_shader_int64;
4155 GLboolean ARB_half_float_vertex;
4156 GLboolean ARB_indirect_parameters;
4157 GLboolean ARB_instanced_arrays;
4158 GLboolean ARB_internalformat_query;
4159 GLboolean ARB_internalformat_query2;
4160 GLboolean ARB_map_buffer_range;
4161 GLboolean ARB_occlusion_query;
4162 GLboolean ARB_occlusion_query2;
4163 GLboolean ARB_pipeline_statistics_query;
4164 GLboolean ARB_point_sprite;
4165 GLboolean ARB_polygon_offset_clamp;
4166 GLboolean ARB_post_depth_coverage;
4167 GLboolean ARB_query_buffer_object;
4168 GLboolean ARB_robust_buffer_access_behavior;
4169 GLboolean ARB_sample_shading;
4170 GLboolean ARB_seamless_cube_map;
4171 GLboolean ARB_shader_atomic_counter_ops;
4172 GLboolean ARB_shader_atomic_counters;
4173 GLboolean ARB_shader_ballot;
4174 GLboolean ARB_shader_bit_encoding;
4175 GLboolean ARB_shader_clock;
4176 GLboolean ARB_shader_draw_parameters;
4177 GLboolean ARB_shader_group_vote;
4178 GLboolean ARB_shader_image_load_store;
4179 GLboolean ARB_shader_image_size;
4180 GLboolean ARB_shader_precision;
4181 GLboolean ARB_shader_stencil_export;
4182 GLboolean ARB_shader_storage_buffer_object;
4183 GLboolean ARB_shader_texture_image_samples;
4184 GLboolean ARB_shader_texture_lod;
4185 GLboolean ARB_shader_viewport_layer_array;
4186 GLboolean ARB_shading_language_packing;
4187 GLboolean ARB_shading_language_420pack;
4188 GLboolean ARB_shadow;
4189 GLboolean ARB_sparse_buffer;
4190 GLboolean ARB_stencil_texturing;
4191 GLboolean ARB_sync;
4192 GLboolean ARB_tessellation_shader;
4193 GLboolean ARB_texture_border_clamp;
4194 GLboolean ARB_texture_buffer_object;
4195 GLboolean ARB_texture_buffer_object_rgb32;
4196 GLboolean ARB_texture_buffer_range;
4197 GLboolean ARB_texture_compression_bptc;
4198 GLboolean ARB_texture_compression_rgtc;
4199 GLboolean ARB_texture_cube_map;
4200 GLboolean ARB_texture_cube_map_array;
4201 GLboolean ARB_texture_env_combine;
4202 GLboolean ARB_texture_env_crossbar;
4203 GLboolean ARB_texture_env_dot3;
4204 GLboolean ARB_texture_filter_anisotropic;
4205 GLboolean ARB_texture_float;
4206 GLboolean ARB_texture_gather;
4207 GLboolean ARB_texture_mirror_clamp_to_edge;
4208 GLboolean ARB_texture_multisample;
4209 GLboolean ARB_texture_non_power_of_two;
4210 GLboolean ARB_texture_stencil8;
4211 GLboolean ARB_texture_query_levels;
4212 GLboolean ARB_texture_query_lod;
4213 GLboolean ARB_texture_rg;
4214 GLboolean ARB_texture_rgb10_a2ui;
4215 GLboolean ARB_texture_view;
4216 GLboolean ARB_timer_query;
4217 GLboolean ARB_transform_feedback2;
4218 GLboolean ARB_transform_feedback3;
4219 GLboolean ARB_transform_feedback_instanced;
4220 GLboolean ARB_transform_feedback_overflow_query;
4221 GLboolean ARB_uniform_buffer_object;
4222 GLboolean ARB_vertex_attrib_64bit;
4223 GLboolean ARB_vertex_program;
4224 GLboolean ARB_vertex_shader;
4225 GLboolean ARB_vertex_type_10f_11f_11f_rev;
4226 GLboolean ARB_vertex_type_2_10_10_10_rev;
4227 GLboolean ARB_viewport_array;
4228 GLboolean EXT_blend_color;
4229 GLboolean EXT_blend_equation_separate;
4230 GLboolean EXT_blend_func_separate;
4231 GLboolean EXT_blend_minmax;
4232 GLboolean EXT_depth_bounds_test;
4233 GLboolean EXT_disjoint_timer_query;
4234 GLboolean EXT_draw_buffers2;
4235 GLboolean EXT_framebuffer_multisample;
4236 GLboolean EXT_framebuffer_multisample_blit_scaled;
4237 GLboolean EXT_framebuffer_sRGB;
4238 GLboolean EXT_gpu_program_parameters;
4239 GLboolean EXT_gpu_shader4;
4240 GLboolean EXT_memory_object;
4241 GLboolean EXT_memory_object_fd;
4242 GLboolean EXT_packed_float;
4243 GLboolean EXT_pixel_buffer_object;
4244 GLboolean EXT_point_parameters;
4245 GLboolean EXT_provoking_vertex;
4246 GLboolean EXT_semaphore;
4247 GLboolean EXT_semaphore_fd;
4248 GLboolean EXT_shader_integer_mix;
4249 GLboolean EXT_shader_samples_identical;
4250 GLboolean EXT_stencil_two_side;
4251 GLboolean EXT_texture_array;
4252 GLboolean EXT_texture_compression_latc;
4253 GLboolean EXT_texture_compression_s3tc;
4254 GLboolean EXT_texture_env_dot3;
4255 GLboolean EXT_texture_filter_anisotropic;
4256 GLboolean EXT_texture_integer;
4257 GLboolean EXT_texture_mirror_clamp;
4258 GLboolean EXT_texture_shared_exponent;
4259 GLboolean EXT_texture_snorm;
4260 GLboolean EXT_texture_sRGB;
4261 GLboolean EXT_texture_sRGB_decode;
4262 GLboolean EXT_texture_swizzle;
4263 GLboolean EXT_texture_type_2_10_10_10_REV;
4264 GLboolean EXT_transform_feedback;
4265 GLboolean EXT_timer_query;
4266 GLboolean EXT_vertex_array_bgra;
4267 GLboolean EXT_window_rectangles;
4268 GLboolean OES_copy_image;
4269 GLboolean OES_primitive_bounding_box;
4270 GLboolean OES_sample_variables;
4271 GLboolean OES_standard_derivatives;
4272 GLboolean OES_texture_buffer;
4273 GLboolean OES_texture_cube_map_array;
4274 GLboolean OES_viewport_array;
4275 /* vendor extensions */
4276 GLboolean AMD_performance_monitor;
4277 GLboolean AMD_pinned_memory;
4278 GLboolean AMD_seamless_cubemap_per_texture;
4279 GLboolean AMD_vertex_shader_layer;
4280 GLboolean AMD_vertex_shader_viewport_index;
4281 GLboolean ANDROID_extension_pack_es31a;
4282 GLboolean APPLE_object_purgeable;
4283 GLboolean ATI_meminfo;
4284 GLboolean ATI_texture_compression_3dc;
4285 GLboolean ATI_texture_mirror_once;
4286 GLboolean ATI_texture_env_combine3;
4287 GLboolean ATI_fragment_shader;
4288 GLboolean ATI_separate_stencil;
4289 GLboolean GREMEDY_string_marker;
4290 GLboolean INTEL_conservative_rasterization;
4291 GLboolean INTEL_performance_query;
4292 GLboolean KHR_blend_equation_advanced;
4293 GLboolean KHR_blend_equation_advanced_coherent;
4294 GLboolean KHR_robustness;
4295 GLboolean KHR_texture_compression_astc_hdr;
4296 GLboolean KHR_texture_compression_astc_ldr;
4297 GLboolean KHR_texture_compression_astc_sliced_3d;
4298 GLboolean MESA_tile_raster_order;
4299 GLboolean MESA_pack_invert;
4300 GLboolean MESA_shader_framebuffer_fetch;
4301 GLboolean MESA_shader_framebuffer_fetch_non_coherent;
4302 GLboolean MESA_shader_integer_functions;
4303 GLboolean MESA_ycbcr_texture;
4304 GLboolean NV_conditional_render;
4305 GLboolean NV_fill_rectangle;
4306 GLboolean NV_fog_distance;
4307 GLboolean NV_point_sprite;
4308 GLboolean NV_primitive_restart;
4309 GLboolean NV_texture_barrier;
4310 GLboolean NV_texture_env_combine4;
4311 GLboolean NV_texture_rectangle;
4312 GLboolean NV_vdpau_interop;
4313 GLboolean NVX_gpu_memory_info;
4314 GLboolean TDFX_texture_compression_FXT1;
4315 GLboolean OES_EGL_image;
4316 GLboolean OES_draw_texture;
4317 GLboolean OES_depth_texture_cube_map;
4318 GLboolean OES_EGL_image_external;
4319 GLboolean OES_texture_float;
4320 GLboolean OES_texture_float_linear;
4321 GLboolean OES_texture_half_float;
4322 GLboolean OES_texture_half_float_linear;
4323 GLboolean OES_compressed_ETC1_RGB8_texture;
4324 GLboolean OES_geometry_shader;
4325 GLboolean OES_texture_compression_astc;
4326 GLboolean extension_sentinel;
4327 /** The extension string */
4328 const GLubyte *String;
4329 /** Number of supported extensions */
4330 GLuint Count;
4331 /**
4332 * The context version which extension helper functions compare against.
4333 * By default, the value is equal to ctx->Version. This changes to ~0
4334 * while meta is in progress.
4335 */
4336 GLubyte Version;
4337 /**
4338 * Force-enabled, yet unrecognized, extensions.
4339 * See _mesa_one_time_init_extension_overrides()
4340 */
4341 #define MAX_UNRECOGNIZED_EXTENSIONS 16
4342 const char *unrecognized_extensions[MAX_UNRECOGNIZED_EXTENSIONS];
4343 };
4344
4345
4346 /**
4347 * A stack of matrices (projection, modelview, color, texture, etc).
4348 */
4349 struct gl_matrix_stack
4350 {
4351 GLmatrix *Top; /**< points into Stack */
4352 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
4353 unsigned StackSize; /**< Number of elements in Stack */
4354 GLuint Depth; /**< 0 <= Depth < MaxDepth */
4355 GLuint MaxDepth; /**< size of Stack[] array */
4356 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
4357 };
4358
4359
4360 /**
4361 * \name Bits for image transfer operations
4362 * \sa __struct gl_contextRec::ImageTransferState.
4363 */
4364 /*@{*/
4365 #define IMAGE_SCALE_BIAS_BIT 0x1
4366 #define IMAGE_SHIFT_OFFSET_BIT 0x2
4367 #define IMAGE_MAP_COLOR_BIT 0x4
4368 #define IMAGE_CLAMP_BIT 0x800
4369
4370
4371 /** Pixel Transfer ops */
4372 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
4373 IMAGE_SHIFT_OFFSET_BIT | \
4374 IMAGE_MAP_COLOR_BIT)
4375
4376
4377 /**
4378 * \name Bits to indicate what state has changed.
4379 */
4380 /*@{*/
4381 #define _NEW_MODELVIEW (1u << 0) /**< gl_context::ModelView */
4382 #define _NEW_PROJECTION (1u << 1) /**< gl_context::Projection */
4383 #define _NEW_TEXTURE_MATRIX (1u << 2) /**< gl_context::TextureMatrix */
4384 #define _NEW_COLOR (1u << 3) /**< gl_context::Color */
4385 #define _NEW_DEPTH (1u << 4) /**< gl_context::Depth */
4386 #define _NEW_EVAL (1u << 5) /**< gl_context::Eval, EvalMap */
4387 #define _NEW_FOG (1u << 6) /**< gl_context::Fog */
4388 #define _NEW_HINT (1u << 7) /**< gl_context::Hint */
4389 #define _NEW_LIGHT (1u << 8) /**< gl_context::Light */
4390 #define _NEW_LINE (1u << 9) /**< gl_context::Line */
4391 #define _NEW_PIXEL (1u << 10) /**< gl_context::Pixel */
4392 #define _NEW_POINT (1u << 11) /**< gl_context::Point */
4393 #define _NEW_POLYGON (1u << 12) /**< gl_context::Polygon */
4394 #define _NEW_POLYGONSTIPPLE (1u << 13) /**< gl_context::PolygonStipple */
4395 #define _NEW_SCISSOR (1u << 14) /**< gl_context::Scissor */
4396 #define _NEW_STENCIL (1u << 15) /**< gl_context::Stencil */
4397 #define _NEW_TEXTURE_OBJECT (1u << 16) /**< gl_context::Texture (bindings only) */
4398 #define _NEW_TRANSFORM (1u << 17) /**< gl_context::Transform */
4399 #define _NEW_VIEWPORT (1u << 18) /**< gl_context::Viewport */
4400 #define _NEW_TEXTURE_STATE (1u << 19) /**< gl_context::Texture (states only) */
4401 #define _NEW_ARRAY (1u << 20) /**< gl_context::Array */
4402 #define _NEW_RENDERMODE (1u << 21) /**< gl_context::RenderMode, etc */
4403 #define _NEW_BUFFERS (1u << 22) /**< gl_context::Visual, DrawBuffer, */
4404 #define _NEW_CURRENT_ATTRIB (1u << 23) /**< gl_context::Current */
4405 #define _NEW_MULTISAMPLE (1u << 24) /**< gl_context::Multisample */
4406 #define _NEW_TRACK_MATRIX (1u << 25) /**< gl_context::VertexProgram */
4407 #define _NEW_PROGRAM (1u << 26) /**< New program/shader state */
4408 #define _NEW_PROGRAM_CONSTANTS (1u << 27)
4409 /* gap */
4410 #define _NEW_FRAG_CLAMP (1u << 29)
4411 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4412 #define _NEW_VARYING_VP_INPUTS (1u << 31) /**< gl_context::varying_vp_inputs */
4413 #define _NEW_ALL ~0
4414 /*@}*/
4415
4416
4417 /**
4418 * Composite state flags
4419 */
4420 /*@{*/
4421 #define _NEW_TEXTURE (_NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE)
4422
4423 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
4424 _NEW_TEXTURE_STATE | \
4425 _NEW_POINT | \
4426 _NEW_PROGRAM | \
4427 _NEW_MODELVIEW)
4428
4429 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
4430 _NEW_FOG | \
4431 _NEW_PROGRAM)
4432
4433
4434 /*@}*/
4435
4436
4437
4438
4439 /* This has to be included here. */
4440 #include "dd.h"
4441
4442
4443 /** Opaque declaration of display list payload data type */
4444 union gl_dlist_node;
4445
4446
4447 /**
4448 * Per-display list information.
4449 */
4450 struct gl_display_list
4451 {
4452 GLuint Name;
4453 GLbitfield Flags; /**< DLIST_x flags */
4454 GLchar *Label; /**< GL_KHR_debug */
4455 /** The dlist commands are in a linked list of nodes */
4456 union gl_dlist_node *Head;
4457 };
4458
4459
4460 /**
4461 * State used during display list compilation and execution.
4462 */
4463 struct gl_dlist_state
4464 {
4465 struct gl_display_list *CurrentList; /**< List currently being compiled */
4466 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
4467 GLuint CurrentPos; /**< Index into current block of nodes */
4468 GLuint CallDepth; /**< Current recursion calling depth */
4469
4470 GLvertexformat ListVtxfmt;
4471
4472 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
4473 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
4474
4475 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
4476 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
4477
4478 struct {
4479 /* State known to have been set by the currently-compiling display
4480 * list. Used to eliminate some redundant state changes.
4481 */
4482 GLenum16 ShadeModel;
4483 } Current;
4484 };
4485
4486 /** @{
4487 *
4488 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
4489 * to small enums suitable for use as an array index.
4490 */
4491
4492 enum mesa_debug_source
4493 {
4494 MESA_DEBUG_SOURCE_API,
4495 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
4496 MESA_DEBUG_SOURCE_SHADER_COMPILER,
4497 MESA_DEBUG_SOURCE_THIRD_PARTY,
4498 MESA_DEBUG_SOURCE_APPLICATION,
4499 MESA_DEBUG_SOURCE_OTHER,
4500 MESA_DEBUG_SOURCE_COUNT
4501 };
4502
4503 enum mesa_debug_type
4504 {
4505 MESA_DEBUG_TYPE_ERROR,
4506 MESA_DEBUG_TYPE_DEPRECATED,
4507 MESA_DEBUG_TYPE_UNDEFINED,
4508 MESA_DEBUG_TYPE_PORTABILITY,
4509 MESA_DEBUG_TYPE_PERFORMANCE,
4510 MESA_DEBUG_TYPE_OTHER,
4511 MESA_DEBUG_TYPE_MARKER,
4512 MESA_DEBUG_TYPE_PUSH_GROUP,
4513 MESA_DEBUG_TYPE_POP_GROUP,
4514 MESA_DEBUG_TYPE_COUNT
4515 };
4516
4517 enum mesa_debug_severity
4518 {
4519 MESA_DEBUG_SEVERITY_LOW,
4520 MESA_DEBUG_SEVERITY_MEDIUM,
4521 MESA_DEBUG_SEVERITY_HIGH,
4522 MESA_DEBUG_SEVERITY_NOTIFICATION,
4523 MESA_DEBUG_SEVERITY_COUNT
4524 };
4525
4526 /** @} */
4527
4528 /**
4529 * Driver-specific state flags.
4530 *
4531 * These are or'd with gl_context::NewDriverState to notify a driver about
4532 * a state change. The driver sets the flags at context creation and
4533 * the meaning of the bits set is opaque to core Mesa.
4534 */
4535 struct gl_driver_flags
4536 {
4537 /** gl_context::Array::_DrawArrays (vertex array state) */
4538 uint64_t NewArray;
4539
4540 /** gl_context::TransformFeedback::CurrentObject */
4541 uint64_t NewTransformFeedback;
4542
4543 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4544 uint64_t NewTransformFeedbackProg;
4545
4546 /** gl_context::RasterDiscard */
4547 uint64_t NewRasterizerDiscard;
4548
4549 /** gl_context::TileRasterOrder* */
4550 uint64_t NewTileRasterOrder;
4551
4552 /**
4553 * gl_context::UniformBufferBindings
4554 * gl_shader_program::UniformBlocks
4555 */
4556 uint64_t NewUniformBuffer;
4557
4558 /**
4559 * gl_context::ShaderStorageBufferBindings
4560 * gl_shader_program::ShaderStorageBlocks
4561 */
4562 uint64_t NewShaderStorageBuffer;
4563
4564 uint64_t NewTextureBuffer;
4565
4566 /**
4567 * gl_context::AtomicBufferBindings
4568 */
4569 uint64_t NewAtomicBuffer;
4570
4571 /**
4572 * gl_context::ImageUnits
4573 */
4574 uint64_t NewImageUnits;
4575
4576 /**
4577 * gl_context::TessCtrlProgram::patch_default_*
4578 */
4579 uint64_t NewDefaultTessLevels;
4580
4581 /**
4582 * gl_context::IntelConservativeRasterization
4583 */
4584 uint64_t NewIntelConservativeRasterization;
4585
4586 /**
4587 * gl_context::Scissor::WindowRects
4588 */
4589 uint64_t NewWindowRectangles;
4590
4591 /** gl_context::Color::sRGBEnabled */
4592 uint64_t NewFramebufferSRGB;
4593
4594 /** gl_context::Scissor::EnableFlags */
4595 uint64_t NewScissorTest;
4596
4597 /** gl_context::Scissor::ScissorArray */
4598 uint64_t NewScissorRect;
4599
4600 /** gl_context::Color::Alpha* */
4601 uint64_t NewAlphaTest;
4602
4603 /** gl_context::Color::Blend/Dither */
4604 uint64_t NewBlend;
4605
4606 /** gl_context::Color::BlendColor */
4607 uint64_t NewBlendColor;
4608
4609 /** gl_context::Color::Color/Index */
4610 uint64_t NewColorMask;
4611
4612 /** gl_context::Depth */
4613 uint64_t NewDepth;
4614
4615 /** gl_context::Color::LogicOp/ColorLogicOp/IndexLogicOp */
4616 uint64_t NewLogicOp;
4617
4618 /** gl_context::Multisample::Enabled */
4619 uint64_t NewMultisampleEnable;
4620
4621 /** gl_context::Multisample::SampleAlphaTo* */
4622 uint64_t NewSampleAlphaToXEnable;
4623
4624 /** gl_context::Multisample::SampleCoverage/SampleMaskValue */
4625 uint64_t NewSampleMask;
4626
4627 /** gl_context::Multisample::(Min)SampleShading */
4628 uint64_t NewSampleShading;
4629
4630 /** gl_context::Stencil */
4631 uint64_t NewStencil;
4632
4633 /** gl_context::Transform::ClipOrigin/ClipDepthMode */
4634 uint64_t NewClipControl;
4635
4636 /** gl_context::Transform::EyeUserPlane */
4637 uint64_t NewClipPlane;
4638
4639 /** gl_context::Transform::ClipPlanesEnabled */
4640 uint64_t NewClipPlaneEnable;
4641
4642 /** gl_context::Transform::DepthClamp */
4643 uint64_t NewDepthClamp;
4644
4645 /** gl_context::Line */
4646 uint64_t NewLineState;
4647
4648 /** gl_context::Polygon */
4649 uint64_t NewPolygonState;
4650
4651 /** gl_context::PolygonStipple */
4652 uint64_t NewPolygonStipple;
4653
4654 /** gl_context::ViewportArray */
4655 uint64_t NewViewport;
4656
4657 /** Shader constants (uniforms, program parameters, state constants) */
4658 uint64_t NewShaderConstants[MESA_SHADER_STAGES];
4659 };
4660
4661 struct gl_buffer_binding
4662 {
4663 struct gl_buffer_object *BufferObject;
4664 /** Start of uniform block data in the buffer */
4665 GLintptr Offset;
4666 /** Size of data allowed to be referenced from the buffer (in bytes) */
4667 GLsizeiptr Size;
4668 /**
4669 * glBindBufferBase() indicates that the Size should be ignored and only
4670 * limited by the current size of the BufferObject.
4671 */
4672 GLboolean AutomaticSize;
4673 };
4674
4675 /**
4676 * ARB_shader_image_load_store image unit.
4677 */
4678 struct gl_image_unit
4679 {
4680 /**
4681 * Texture object bound to this unit.
4682 */
4683 struct gl_texture_object *TexObj;
4684
4685 /**
4686 * Level of the texture object bound to this unit.
4687 */
4688 GLubyte Level;
4689
4690 /**
4691 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4692 * GL_FALSE if only some specific layer of the texture is bound.
4693 * \sa Layer
4694 */
4695 GLboolean Layered;
4696
4697 /**
4698 * Layer of the texture object bound to this unit as specified by the
4699 * application.
4700 */
4701 GLushort Layer;
4702
4703 /**
4704 * Layer of the texture object bound to this unit, or zero if
4705 * Layered == false.
4706 */
4707 GLushort _Layer;
4708
4709 /**
4710 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4711 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4712 */
4713 GLenum16 Access;
4714
4715 /**
4716 * GL internal format that determines the interpretation of the
4717 * image memory when shader image operations are performed through
4718 * this unit.
4719 */
4720 GLenum16 Format;
4721
4722 /**
4723 * Mesa format corresponding to \c Format.
4724 */
4725 mesa_format _ActualFormat:16;
4726 };
4727
4728 /**
4729 * Shader subroutines storage
4730 */
4731 struct gl_subroutine_index_binding
4732 {
4733 GLuint NumIndex;
4734 GLuint *IndexPtr;
4735 };
4736
4737 struct gl_texture_handle_object
4738 {
4739 struct gl_texture_object *texObj;
4740 struct gl_sampler_object *sampObj;
4741 GLuint64 handle;
4742 };
4743
4744 struct gl_image_handle_object
4745 {
4746 struct gl_image_unit imgObj;
4747 GLuint64 handle;
4748 };
4749
4750 struct gl_memory_object
4751 {
4752 GLuint Name; /**< hash table ID/name */
4753 GLboolean Immutable; /**< denotes mutability state of parameters */
4754 GLboolean Dedicated; /**< import memory from a dedicated allocation */
4755 };
4756
4757 struct gl_semaphore_object
4758 {
4759 GLuint Name; /**< hash table ID/name */
4760 };
4761
4762 /**
4763 * Mesa rendering context.
4764 *
4765 * This is the central context data structure for Mesa. Almost all
4766 * OpenGL state is contained in this structure.
4767 * Think of this as a base class from which device drivers will derive
4768 * sub classes.
4769 */
4770 struct gl_context
4771 {
4772 /** State possibly shared with other contexts in the address space */
4773 struct gl_shared_state *Shared;
4774
4775 /** \name API function pointer tables */
4776 /*@{*/
4777 gl_api API;
4778
4779 /**
4780 * The current dispatch table for non-displaylist-saving execution, either
4781 * BeginEnd or OutsideBeginEnd
4782 */
4783 struct _glapi_table *Exec;
4784 /**
4785 * The normal dispatch table for non-displaylist-saving, non-begin/end
4786 */
4787 struct _glapi_table *OutsideBeginEnd;
4788 /** The dispatch table used between glNewList() and glEndList() */
4789 struct _glapi_table *Save;
4790 /**
4791 * The dispatch table used between glBegin() and glEnd() (outside of a
4792 * display list). Only valid functions between those two are set, which is
4793 * mostly just the set in a GLvertexformat struct.
4794 */
4795 struct _glapi_table *BeginEnd;
4796 /**
4797 * Dispatch table for when a graphics reset has happened.
4798 */
4799 struct _glapi_table *ContextLost;
4800 /**
4801 * Dispatch table used to marshal API calls from the client program to a
4802 * separate server thread. NULL if API calls are not being marshalled to
4803 * another thread.
4804 */
4805 struct _glapi_table *MarshalExec;
4806 /**
4807 * Dispatch table currently in use for fielding API calls from the client
4808 * program. If API calls are being marshalled to another thread, this ==
4809 * MarshalExec. Otherwise it == CurrentServerDispatch.
4810 */
4811 struct _glapi_table *CurrentClientDispatch;
4812
4813 /**
4814 * Dispatch table currently in use for performing API calls. == Save or
4815 * Exec.
4816 */
4817 struct _glapi_table *CurrentServerDispatch;
4818
4819 /*@}*/
4820
4821 struct glthread_state *GLThread;
4822
4823 struct gl_config Visual;
4824 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4825 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4826 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4827 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4828
4829 /**
4830 * Device driver function pointer table
4831 */
4832 struct dd_function_table Driver;
4833
4834 /** Core/Driver constants */
4835 struct gl_constants Const;
4836
4837 /** \name The various 4x4 matrix stacks */
4838 /*@{*/
4839 struct gl_matrix_stack ModelviewMatrixStack;
4840 struct gl_matrix_stack ProjectionMatrixStack;
4841 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4842 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4843 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4844 /*@}*/
4845
4846 /** Combined modelview and projection matrix */
4847 GLmatrix _ModelProjectMatrix;
4848
4849 /** \name Display lists */
4850 struct gl_dlist_state ListState;
4851
4852 GLboolean ExecuteFlag; /**< Execute GL commands? */
4853 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4854
4855 /** Extension information */
4856 struct gl_extensions Extensions;
4857
4858 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4859 GLuint Version;
4860 char *VersionString;
4861
4862 /** \name State attribute stack (for glPush/PopAttrib) */
4863 /*@{*/
4864 GLuint AttribStackDepth;
4865 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4866 /*@}*/
4867
4868 /** \name Renderer attribute groups
4869 *
4870 * We define a struct for each attribute group to make pushing and popping
4871 * attributes easy. Also it's a good organization.
4872 */
4873 /*@{*/
4874 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4875 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4876 struct gl_current_attrib Current; /**< Current attributes */
4877 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4878 struct gl_eval_attrib Eval; /**< Eval attributes */
4879 struct gl_fog_attrib Fog; /**< Fog attributes */
4880 struct gl_hint_attrib Hint; /**< Hint attributes */
4881 struct gl_light_attrib Light; /**< Light attributes */
4882 struct gl_line_attrib Line; /**< Line attributes */
4883 struct gl_list_attrib List; /**< List attributes */
4884 struct gl_multisample_attrib Multisample;
4885 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4886 struct gl_point_attrib Point; /**< Point attributes */
4887 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4888 GLuint PolygonStipple[32]; /**< Polygon stipple */
4889 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4890 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4891 struct gl_texture_attrib Texture; /**< Texture attributes */
4892 struct gl_transform_attrib Transform; /**< Transformation attributes */
4893 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< 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_INTEL_CONSERVATIVE_RASTERIZATION */
5075
5076 /** Does glVertexAttrib(0) alias glVertex()? */
5077 bool _AttribZeroAliasesVertex;
5078
5079 /**
5080 * When set, TileRasterOrderIncreasingX/Y control the order that a tiled
5081 * renderer's tiles should be excecuted, to meet the requirements of
5082 * GL_MESA_tile_raster_order.
5083 */
5084 GLboolean TileRasterOrderFixed;
5085 GLboolean TileRasterOrderIncreasingX;
5086 GLboolean TileRasterOrderIncreasingY;
5087
5088 /**
5089 * \name Hooks for module contexts.
5090 *
5091 * These will eventually live in the driver or elsewhere.
5092 */
5093 /*@{*/
5094 void *swrast_context;
5095 void *swsetup_context;
5096 void *swtnl_context;
5097 struct vbo_context *vbo_context;
5098 struct st_context *st;
5099 void *aelt_context;
5100 /*@}*/
5101
5102 /**
5103 * \name NV_vdpau_interop
5104 */
5105 /*@{*/
5106 const void *vdpDevice;
5107 const void *vdpGetProcAddress;
5108 struct set *vdpSurfaces;
5109 /*@}*/
5110
5111 /**
5112 * Has this context observed a GPU reset in any context in the share group?
5113 *
5114 * Once this field becomes true, it is never reset to false.
5115 */
5116 GLboolean ShareGroupReset;
5117
5118 /**
5119 * \name OES_primitive_bounding_box
5120 *
5121 * Stores the arguments to glPrimitiveBoundingBox
5122 */
5123 GLfloat PrimitiveBoundingBox[8];
5124
5125 struct disk_cache *Cache;
5126
5127 /**
5128 * \name GL_ARB_bindless_texture
5129 */
5130 /*@{*/
5131 struct hash_table_u64 *ResidentTextureHandles;
5132 struct hash_table_u64 *ResidentImageHandles;
5133 /*@}*/
5134 };
5135
5136 /**
5137 * Information about memory usage. All sizes are in kilobytes.
5138 */
5139 struct gl_memory_info
5140 {
5141 unsigned total_device_memory; /**< size of device memory, e.g. VRAM */
5142 unsigned avail_device_memory; /**< free device memory at the moment */
5143 unsigned total_staging_memory; /**< size of staging memory, e.g. GART */
5144 unsigned avail_staging_memory; /**< free staging memory at the moment */
5145 unsigned device_memory_evicted; /**< size of memory evicted (monotonic counter) */
5146 unsigned nr_device_memory_evictions; /**< # of evictions (monotonic counter) */
5147 };
5148
5149 #ifdef DEBUG
5150 extern int MESA_VERBOSE;
5151 extern int MESA_DEBUG_FLAGS;
5152 #else
5153 # define MESA_VERBOSE 0
5154 # define MESA_DEBUG_FLAGS 0
5155 #endif
5156
5157
5158 /** The MESA_VERBOSE var is a bitmask of these flags */
5159 enum _verbose
5160 {
5161 VERBOSE_VARRAY = 0x0001,
5162 VERBOSE_TEXTURE = 0x0002,
5163 VERBOSE_MATERIAL = 0x0004,
5164 VERBOSE_PIPELINE = 0x0008,
5165 VERBOSE_DRIVER = 0x0010,
5166 VERBOSE_STATE = 0x0020,
5167 VERBOSE_API = 0x0040,
5168 VERBOSE_DISPLAY_LIST = 0x0100,
5169 VERBOSE_LIGHTING = 0x0200,
5170 VERBOSE_PRIMS = 0x0400,
5171 VERBOSE_VERTS = 0x0800,
5172 VERBOSE_DISASSEM = 0x1000,
5173 VERBOSE_DRAW = 0x2000,
5174 VERBOSE_SWAPBUFFERS = 0x4000
5175 };
5176
5177
5178 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
5179 enum _debug
5180 {
5181 DEBUG_SILENT = (1 << 0),
5182 DEBUG_ALWAYS_FLUSH = (1 << 1),
5183 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
5184 DEBUG_INCOMPLETE_FBO = (1 << 3),
5185 DEBUG_CONTEXT = (1 << 4)
5186 };
5187
5188 #ifdef __cplusplus
5189 }
5190 #endif
5191
5192 #endif /* MTYPES_H */