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