glsl: handle interactions between EXT_gpu_shader4 and texture 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 /* EGL_KHR_mutable_render_buffer */
218 GLuint mutableRenderBuffer; /* bool */
219 };
220
221
222 /**
223 * \name Bit flags used for updating material values.
224 */
225 /*@{*/
226 #define MAT_ATTRIB_FRONT_AMBIENT 0
227 #define MAT_ATTRIB_BACK_AMBIENT 1
228 #define MAT_ATTRIB_FRONT_DIFFUSE 2
229 #define MAT_ATTRIB_BACK_DIFFUSE 3
230 #define MAT_ATTRIB_FRONT_SPECULAR 4
231 #define MAT_ATTRIB_BACK_SPECULAR 5
232 #define MAT_ATTRIB_FRONT_EMISSION 6
233 #define MAT_ATTRIB_BACK_EMISSION 7
234 #define MAT_ATTRIB_FRONT_SHININESS 8
235 #define MAT_ATTRIB_BACK_SHININESS 9
236 #define MAT_ATTRIB_FRONT_INDEXES 10
237 #define MAT_ATTRIB_BACK_INDEXES 11
238 #define MAT_ATTRIB_MAX 12
239
240 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
241 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
242 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
243 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
244 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
245 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
246
247 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
248 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
249 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
250 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
251 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
252 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
253 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
254 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
255 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
256 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
257 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
258 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
259
260
261 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
262 MAT_BIT_FRONT_AMBIENT | \
263 MAT_BIT_FRONT_DIFFUSE | \
264 MAT_BIT_FRONT_SPECULAR | \
265 MAT_BIT_FRONT_SHININESS | \
266 MAT_BIT_FRONT_INDEXES)
267
268 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
269 MAT_BIT_BACK_AMBIENT | \
270 MAT_BIT_BACK_DIFFUSE | \
271 MAT_BIT_BACK_SPECULAR | \
272 MAT_BIT_BACK_SHININESS | \
273 MAT_BIT_BACK_INDEXES)
274
275 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
276 /*@}*/
277
278
279 /**
280 * Material state.
281 */
282 struct gl_material
283 {
284 GLfloat Attrib[MAT_ATTRIB_MAX][4];
285 };
286
287
288 /**
289 * Light state flags.
290 */
291 /*@{*/
292 #define LIGHT_SPOT 0x1
293 #define LIGHT_LOCAL_VIEWER 0x2
294 #define LIGHT_POSITIONAL 0x4
295 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
296 /*@}*/
297
298
299 /**
300 * Light source state.
301 */
302 struct gl_light
303 {
304 GLfloat Ambient[4]; /**< ambient color */
305 GLfloat Diffuse[4]; /**< diffuse color */
306 GLfloat Specular[4]; /**< specular color */
307 GLfloat EyePosition[4]; /**< position in eye coordinates */
308 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
309 GLfloat SpotExponent;
310 GLfloat SpotCutoff; /**< in degrees */
311 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
312 GLfloat ConstantAttenuation;
313 GLfloat LinearAttenuation;
314 GLfloat QuadraticAttenuation;
315 GLboolean Enabled; /**< On/off flag */
316
317 /**
318 * \name Derived fields
319 */
320 /*@{*/
321 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
322
323 GLfloat _Position[4]; /**< position in eye/obj coordinates */
324 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
325 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
326 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
327 GLfloat _VP_inf_spot_attenuation;
328
329 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
330 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
331 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
332 /*@}*/
333 };
334
335
336 /**
337 * Light model state.
338 */
339 struct gl_lightmodel
340 {
341 GLfloat Ambient[4]; /**< ambient color */
342 GLboolean LocalViewer; /**< Local (or infinite) view point? */
343 GLboolean TwoSide; /**< Two (or one) sided lighting? */
344 GLenum16 ColorControl; /**< either GL_SINGLE_COLOR
345 or GL_SEPARATE_SPECULAR_COLOR */
346 };
347
348
349 /**
350 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
351 */
352 struct gl_accum_attrib
353 {
354 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
355 };
356
357
358 /**
359 * Used for storing clear color, texture border color, etc.
360 * The float values are typically unclamped.
361 */
362 union gl_color_union
363 {
364 GLfloat f[4];
365 GLint i[4];
366 GLuint ui[4];
367 };
368
369
370 /**
371 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
372 */
373 struct gl_colorbuffer_attrib
374 {
375 GLuint ClearIndex; /**< Index for glClear */
376 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
377 GLuint IndexMask; /**< Color index write mask */
378
379 /** 4 colormask bits per draw buffer, max 8 draw buffers. 4*8 = 32 bits */
380 GLbitfield ColorMask;
381
382 GLenum16 DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
383
384 /**
385 * \name alpha testing
386 */
387 /*@{*/
388 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
389 GLenum16 AlphaFunc; /**< Alpha test function */
390 GLfloat AlphaRefUnclamped;
391 GLclampf AlphaRef; /**< Alpha reference value */
392 /*@}*/
393
394 /**
395 * \name Blending
396 */
397 /*@{*/
398 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
399
400 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
401 * control, only on the fixed-pointness of the render target.
402 * The query does however depend on fragment color clamping.
403 */
404 GLfloat BlendColorUnclamped[4]; /**< Blending color */
405 GLfloat BlendColor[4]; /**< Blending color */
406
407 struct
408 {
409 GLenum16 SrcRGB; /**< RGB blend source term */
410 GLenum16 DstRGB; /**< RGB blend dest term */
411 GLenum16 SrcA; /**< Alpha blend source term */
412 GLenum16 DstA; /**< Alpha blend dest term */
413 GLenum16 EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
414 GLenum16 EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
415 /**
416 * Set if any blend factor uses SRC1. Computed at the time blend factors
417 * get set.
418 */
419 GLboolean _UsesDualSrc;
420 } Blend[MAX_DRAW_BUFFERS];
421 /** Are the blend func terms currently different for each buffer/target? */
422 GLboolean _BlendFuncPerBuffer;
423 /** Are the blend equations currently different for each buffer/target? */
424 GLboolean _BlendEquationPerBuffer;
425
426 /**
427 * Which advanced blending mode is in use (or BLEND_NONE).
428 *
429 * KHR_blend_equation_advanced only allows advanced blending with a single
430 * draw buffer, and NVX_blend_equation_advanced_multi_draw_buffer still
431 * requires all draw buffers to match, so we only need a single value.
432 */
433 enum gl_advanced_blend_mode _AdvancedBlendMode;
434
435 /** Coherency requested via glEnable(GL_BLEND_ADVANCED_COHERENT_KHR)? */
436 bool BlendCoherent;
437 /*@}*/
438
439 /**
440 * \name Logic op
441 */
442 /*@{*/
443 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
444 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
445 GLenum16 LogicOp; /**< Logic operator */
446 enum gl_logicop_mode _LogicOp;
447 /*@}*/
448
449 GLboolean DitherFlag; /**< Dither enable flag */
450
451 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
452 GLenum16 ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
453 GLenum16 ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
454
455 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
456 };
457
458
459 /**
460 * Vertex format to describe a vertex element.
461 */
462 struct gl_vertex_format
463 {
464 GLenum16 Type; /**< datatype: GL_FLOAT, GL_INT, etc */
465 GLenum16 Format; /**< default: GL_RGBA, but may be GL_BGRA */
466 GLubyte Size:5; /**< components per element (1,2,3,4) */
467 GLubyte Normalized:1; /**< GL_ARB_vertex_program */
468 GLubyte Integer:1; /**< Integer-valued? */
469 GLubyte Doubles:1; /**< double values are not converted to floats */
470 GLubyte _ElementSize; /**< Size of each element in bytes */
471 };
472
473
474 /**
475 * Current attribute group (GL_CURRENT_BIT).
476 */
477 struct gl_current_attrib
478 {
479 /**
480 * \name Current vertex attributes (color, texcoords, etc).
481 * \note Values are valid only after FLUSH_VERTICES has been called.
482 * \note Index and Edgeflag current values are stored as floats in the
483 * SIX and SEVEN attribute slots.
484 * \note We need double storage for 64-bit vertex attributes
485 */
486 GLfloat Attrib[VERT_ATTRIB_MAX][4*2];
487
488 /**
489 * \name Current raster position attributes (always up to date after a
490 * glRasterPos call).
491 */
492 GLfloat RasterPos[4];
493 GLfloat RasterDistance;
494 GLfloat RasterColor[4];
495 GLfloat RasterSecondaryColor[4];
496 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
497 GLboolean RasterPosValid;
498 };
499
500
501 /**
502 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
503 */
504 struct gl_depthbuffer_attrib
505 {
506 GLenum16 Func; /**< Function for depth buffer compare */
507 GLclampd Clear; /**< Value to clear depth buffer to */
508 GLboolean Test; /**< Depth buffering enabled flag */
509 GLboolean Mask; /**< Depth buffer writable? */
510 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
511 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
512 };
513
514
515 /**
516 * Evaluator attribute group (GL_EVAL_BIT).
517 */
518 struct gl_eval_attrib
519 {
520 /**
521 * \name Enable bits
522 */
523 /*@{*/
524 GLboolean Map1Color4;
525 GLboolean Map1Index;
526 GLboolean Map1Normal;
527 GLboolean Map1TextureCoord1;
528 GLboolean Map1TextureCoord2;
529 GLboolean Map1TextureCoord3;
530 GLboolean Map1TextureCoord4;
531 GLboolean Map1Vertex3;
532 GLboolean Map1Vertex4;
533 GLboolean Map2Color4;
534 GLboolean Map2Index;
535 GLboolean Map2Normal;
536 GLboolean Map2TextureCoord1;
537 GLboolean Map2TextureCoord2;
538 GLboolean Map2TextureCoord3;
539 GLboolean Map2TextureCoord4;
540 GLboolean Map2Vertex3;
541 GLboolean Map2Vertex4;
542 GLboolean AutoNormal;
543 /*@}*/
544
545 /**
546 * \name Map Grid endpoints and divisions and calculated du values
547 */
548 /*@{*/
549 GLint MapGrid1un;
550 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
551 GLint MapGrid2un, MapGrid2vn;
552 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
553 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
554 /*@}*/
555 };
556
557
558 /**
559 * Compressed fog mode.
560 */
561 enum gl_fog_mode
562 {
563 FOG_NONE,
564 FOG_LINEAR,
565 FOG_EXP,
566 FOG_EXP2,
567 };
568
569
570 /**
571 * Fog attribute group (GL_FOG_BIT).
572 */
573 struct gl_fog_attrib
574 {
575 GLboolean Enabled; /**< Fog enabled flag */
576 GLboolean ColorSumEnabled;
577 uint8_t _PackedMode; /**< Fog mode as 2 bits */
578 uint8_t _PackedEnabledMode; /**< Masked CompressedMode */
579 GLfloat ColorUnclamped[4]; /**< Fog color */
580 GLfloat Color[4]; /**< Fog color */
581 GLfloat Density; /**< Density >= 0.0 */
582 GLfloat Start; /**< Start distance in eye coords */
583 GLfloat End; /**< End distance in eye coords */
584 GLfloat Index; /**< Fog index */
585 GLenum16 Mode; /**< Fog mode */
586 GLenum16 FogCoordinateSource;/**< GL_EXT_fog_coord */
587 GLenum16 FogDistanceMode; /**< GL_NV_fog_distance */
588 };
589
590
591 /**
592 * Hint attribute group (GL_HINT_BIT).
593 *
594 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
595 */
596 struct gl_hint_attrib
597 {
598 GLenum16 PerspectiveCorrection;
599 GLenum16 PointSmooth;
600 GLenum16 LineSmooth;
601 GLenum16 PolygonSmooth;
602 GLenum16 Fog;
603 GLenum16 TextureCompression; /**< GL_ARB_texture_compression */
604 GLenum16 GenerateMipmap; /**< GL_SGIS_generate_mipmap */
605 GLenum16 FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
606 GLuint MaxShaderCompilerThreads; /**< GL_ARB_parallel_shader_compile */
607 };
608
609
610 /**
611 * Lighting attribute group (GL_LIGHT_BIT).
612 */
613 struct gl_light_attrib
614 {
615 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
616 struct gl_lightmodel Model; /**< Lighting model */
617
618 /**
619 * Front and back material values.
620 * Note: must call FLUSH_VERTICES() before using.
621 */
622 struct gl_material Material;
623
624 GLboolean Enabled; /**< Lighting enabled flag */
625 GLboolean ColorMaterialEnabled;
626
627 GLenum16 ShadeModel; /**< GL_FLAT or GL_SMOOTH */
628 GLenum16 ProvokingVertex; /**< GL_EXT_provoking_vertex */
629 GLenum16 ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
630 GLenum16 ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
631 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
632
633
634 GLboolean _ClampVertexColor;
635 GLenum16 ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
636
637 /**
638 * Derived state for optimizations:
639 */
640 /*@{*/
641 GLbitfield _EnabledLights; /**< bitmask containing enabled lights */
642
643 GLboolean _NeedEyeCoords;
644 GLboolean _NeedVertices; /**< Use fast shader? */
645
646 GLfloat _BaseColor[2][3];
647 /*@}*/
648 };
649
650
651 /**
652 * Line attribute group (GL_LINE_BIT).
653 */
654 struct gl_line_attrib
655 {
656 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
657 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
658 GLushort StipplePattern; /**< Stipple pattern */
659 GLint StippleFactor; /**< Stipple repeat factor */
660 GLfloat Width; /**< Line width */
661 };
662
663
664 /**
665 * Display list attribute group (GL_LIST_BIT).
666 */
667 struct gl_list_attrib
668 {
669 GLuint ListBase;
670 };
671
672
673 /**
674 * Multisample attribute group (GL_MULTISAMPLE_BIT).
675 */
676 struct gl_multisample_attrib
677 {
678 GLboolean Enabled;
679 GLboolean SampleAlphaToCoverage;
680 GLboolean SampleAlphaToOne;
681 GLboolean SampleCoverage;
682 GLboolean SampleCoverageInvert;
683 GLboolean SampleShading;
684
685 /* ARB_texture_multisample / GL3.2 additions */
686 GLboolean SampleMask;
687
688 GLfloat SampleCoverageValue; /**< In range [0, 1] */
689 GLfloat MinSampleShadingValue; /**< In range [0, 1] */
690
691 /** The GL spec defines this as an array but >32x MSAA is madness */
692 GLbitfield SampleMaskValue;
693 };
694
695
696 /**
697 * A pixelmap (see glPixelMap)
698 */
699 struct gl_pixelmap
700 {
701 GLint Size;
702 GLfloat Map[MAX_PIXEL_MAP_TABLE];
703 };
704
705
706 /**
707 * Collection of all pixelmaps
708 */
709 struct gl_pixelmaps
710 {
711 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
712 struct gl_pixelmap GtoG;
713 struct gl_pixelmap BtoB;
714 struct gl_pixelmap AtoA;
715 struct gl_pixelmap ItoR;
716 struct gl_pixelmap ItoG;
717 struct gl_pixelmap ItoB;
718 struct gl_pixelmap ItoA;
719 struct gl_pixelmap ItoI;
720 struct gl_pixelmap StoS;
721 };
722
723
724 /**
725 * Pixel attribute group (GL_PIXEL_MODE_BIT).
726 */
727 struct gl_pixel_attrib
728 {
729 GLenum16 ReadBuffer; /**< source buffer for glRead/CopyPixels() */
730
731 /*--- Begin Pixel Transfer State ---*/
732 /* Fields are in the order in which they're applied... */
733
734 /** Scale & Bias (index shift, offset) */
735 /*@{*/
736 GLfloat RedBias, RedScale;
737 GLfloat GreenBias, GreenScale;
738 GLfloat BlueBias, BlueScale;
739 GLfloat AlphaBias, AlphaScale;
740 GLfloat DepthBias, DepthScale;
741 GLint IndexShift, IndexOffset;
742 /*@}*/
743
744 /* Pixel Maps */
745 /* Note: actual pixel maps are not part of this attrib group */
746 GLboolean MapColorFlag;
747 GLboolean MapStencilFlag;
748
749 /*--- End Pixel Transfer State ---*/
750
751 /** glPixelZoom */
752 GLfloat ZoomX, ZoomY;
753 };
754
755
756 /**
757 * Point attribute group (GL_POINT_BIT).
758 */
759 struct gl_point_attrib
760 {
761 GLfloat Size; /**< User-specified point size */
762 GLfloat Params[3]; /**< GL_EXT_point_parameters */
763 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
764 GLfloat Threshold; /**< GL_EXT_point_parameters */
765 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
766 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
767 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
768 GLbitfield CoordReplace; /**< GL_ARB_point_sprite*/
769 GLenum16 SpriteRMode; /**< GL_NV_point_sprite (only!) */
770 GLenum16 SpriteOrigin; /**< GL_ARB_point_sprite */
771 };
772
773
774 /**
775 * Polygon attribute group (GL_POLYGON_BIT).
776 */
777 struct gl_polygon_attrib
778 {
779 GLenum16 FrontFace; /**< Either GL_CW or GL_CCW */
780 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
781 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
782 GLboolean CullFlag; /**< Culling on/off flag */
783 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
784 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
785 GLenum16 CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
786 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
787 GLfloat OffsetUnits; /**< Polygon offset units, from user */
788 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
789 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
790 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
791 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
792 };
793
794
795 /**
796 * Scissor attributes (GL_SCISSOR_BIT).
797 */
798 struct gl_scissor_rect
799 {
800 GLint X, Y; /**< Lower left corner of box */
801 GLsizei Width, Height; /**< Size of box */
802 };
803
804
805 struct gl_scissor_attrib
806 {
807 GLbitfield EnableFlags; /**< Scissor test enabled? */
808 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
809 GLint NumWindowRects; /**< Count of enabled window rectangles */
810 GLenum16 WindowRectMode; /**< Whether to include or exclude the rects */
811 struct gl_scissor_rect WindowRects[MAX_WINDOW_RECTANGLES];
812 };
813
814
815 /**
816 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
817 *
818 * Three sets of stencil data are tracked so that OpenGL 2.0,
819 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
820 * simultaneously. In each of the stencil state arrays, element 0 corresponds
821 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
822 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
823 * GL_EXT_stencil_two_side GL_BACK state.
824 *
825 * The derived value \c _BackFace is either 1 or 2 depending on whether or
826 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
827 *
828 * The derived value \c _TestTwoSide is set when the front-face and back-face
829 * stencil state are different.
830 */
831 struct gl_stencil_attrib
832 {
833 GLboolean Enabled; /**< Enabled flag */
834 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
835 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
836 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
837 GLenum16 Function[3]; /**< Stencil function */
838 GLenum16 FailFunc[3]; /**< Fail function */
839 GLenum16 ZPassFunc[3]; /**< Depth buffer pass function */
840 GLenum16 ZFailFunc[3]; /**< Depth buffer fail function */
841 GLint Ref[3]; /**< Reference value */
842 GLuint ValueMask[3]; /**< Value mask */
843 GLuint WriteMask[3]; /**< Write mask */
844 GLuint Clear; /**< Clear value */
845 };
846
847
848 /**
849 * Bit flags for each type of texture object
850 */
851 /*@{*/
852 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
853 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
854 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
855 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
856 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
857 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
858 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
859 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
860 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
861 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
862 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
863 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
864 /*@}*/
865
866
867 /**
868 * Texture image state. Drivers will typically create a subclass of this
869 * with extra fields for memory buffers, etc.
870 */
871 struct gl_texture_image
872 {
873 GLint InternalFormat; /**< Internal format as given by the user */
874 GLenum16 _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
875 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
876 * GL_INTENSITY, GL_DEPTH_COMPONENT or
877 * GL_DEPTH_STENCIL_EXT only. Used for
878 * choosing TexEnv arithmetic.
879 */
880 mesa_format TexFormat; /**< The actual texture memory format */
881
882 GLuint Border; /**< 0 or 1 */
883 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
884 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
885 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
886 GLuint Width2; /**< = Width - 2*Border */
887 GLuint Height2; /**< = Height - 2*Border */
888 GLuint Depth2; /**< = Depth - 2*Border */
889 GLuint WidthLog2; /**< = log2(Width2) */
890 GLuint HeightLog2; /**< = log2(Height2) */
891 GLuint DepthLog2; /**< = log2(Depth2) */
892 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
893 levels, computed from the dimensions */
894
895 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
896 GLuint Level; /**< Which mipmap level am I? */
897 /** Cube map face: index into gl_texture_object::Image[] array */
898 GLuint Face;
899
900 /** GL_ARB_texture_multisample */
901 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
902 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
903 };
904
905
906 /**
907 * Indexes for cube map faces.
908 */
909 typedef enum
910 {
911 FACE_POS_X = 0,
912 FACE_NEG_X = 1,
913 FACE_POS_Y = 2,
914 FACE_NEG_Y = 3,
915 FACE_POS_Z = 4,
916 FACE_NEG_Z = 5,
917 MAX_FACES = 6
918 } gl_face_index;
919
920
921 /**
922 * Sampler object state. These objects are new with GL_ARB_sampler_objects
923 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
924 */
925 struct gl_sampler_object
926 {
927 simple_mtx_t Mutex;
928 GLuint Name;
929 GLchar *Label; /**< GL_KHR_debug */
930 GLint RefCount;
931
932 GLenum16 WrapS; /**< S-axis texture image wrap mode */
933 GLenum16 WrapT; /**< T-axis texture image wrap mode */
934 GLenum16 WrapR; /**< R-axis texture image wrap mode */
935 GLenum16 MinFilter; /**< minification filter */
936 GLenum16 MagFilter; /**< magnification filter */
937 GLenum16 sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
938 union gl_color_union BorderColor; /**< Interpreted according to texture format */
939 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
940 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
941 GLfloat LodBias; /**< OpenGL 1.4 */
942 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
943 GLenum16 CompareMode; /**< GL_ARB_shadow */
944 GLenum16 CompareFunc; /**< GL_ARB_shadow */
945 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
946
947 /** GL_ARB_bindless_texture */
948 bool HandleAllocated;
949 struct util_dynarray Handles;
950 };
951
952
953 /**
954 * Texture object state. Contains the array of mipmap images, border color,
955 * wrap modes, filter modes, and shadow/texcompare state.
956 */
957 struct gl_texture_object
958 {
959 simple_mtx_t Mutex; /**< for thread safety */
960 GLint RefCount; /**< reference count */
961 GLuint Name; /**< the user-visible texture object ID */
962 GLenum16 Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
963 GLenum16 DepthMode; /**< GL_ARB_depth_texture */
964 GLchar *Label; /**< GL_KHR_debug */
965
966 struct gl_sampler_object Sampler;
967
968 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
969 Only valid when Target is valid. */
970 GLfloat Priority; /**< in [0,1] */
971 GLint MaxLevel; /**< max mipmap level (max=1000), OpenGL 1.2 */
972 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
973 GLbyte _MaxLevel; /**< actual max mipmap level (q in the spec) */
974 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
975 GLint CropRect[4]; /**< GL_OES_draw_texture */
976 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
977 GLushort _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
978 GLbyte ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
979 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
980 GLboolean _BaseComplete; /**< Is the base texture level valid? */
981 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
982 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
983 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
984 GLboolean Purgeable; /**< Is the buffer purgeable under memory
985 pressure? */
986 GLboolean Immutable; /**< GL_ARB_texture_storage */
987 GLboolean _IsFloat; /**< GL_OES_float_texture */
988 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
989 bool StencilSampling; /**< Should we sample stencil instead of depth? */
990 bool HandleAllocated; /**< GL_ARB_bindless_texture */
991
992 /** GL_OES_EGL_image_external */
993 GLubyte RequiredTextureImageUnits;
994
995 GLubyte MinLevel; /**< GL_ARB_texture_view */
996 GLubyte NumLevels; /**< GL_ARB_texture_view */
997 GLushort MinLayer; /**< GL_ARB_texture_view */
998 GLushort NumLayers; /**< GL_ARB_texture_view */
999
1000 /** GL_EXT_memory_object */
1001 GLenum16 TextureTiling;
1002
1003 /** GL_ARB_shader_image_load_store */
1004 GLenum16 ImageFormatCompatibilityType;
1005
1006 /** GL_ARB_texture_buffer_object */
1007 GLenum16 BufferObjectFormat;
1008 /** Equivalent Mesa format for BufferObjectFormat. */
1009 mesa_format _BufferObjectFormat;
1010 struct gl_buffer_object *BufferObject;
1011
1012 /** GL_ARB_texture_buffer_range */
1013 GLintptr BufferOffset;
1014 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1015
1016 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1017 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1018
1019 /** GL_ARB_bindless_texture */
1020 struct util_dynarray SamplerHandles;
1021 struct util_dynarray ImageHandles;
1022 };
1023
1024
1025 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1026 #define MAX_COMBINER_TERMS 4
1027
1028
1029 /**
1030 * Texture combine environment state.
1031 */
1032 struct gl_tex_env_combine_state
1033 {
1034 GLenum16 ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1035 GLenum16 ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1036 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1037 GLenum16 SourceRGB[MAX_COMBINER_TERMS];
1038 GLenum16 SourceA[MAX_COMBINER_TERMS];
1039 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1040 GLenum16 OperandRGB[MAX_COMBINER_TERMS];
1041 GLenum16 OperandA[MAX_COMBINER_TERMS];
1042 GLubyte ScaleShiftRGB; /**< 0, 1 or 2 */
1043 GLubyte ScaleShiftA; /**< 0, 1 or 2 */
1044 GLubyte _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1045 GLubyte _NumArgsA; /**< Number of inputs used for the A combiner */
1046 };
1047
1048
1049 /** Compressed TexEnv effective Combine mode */
1050 enum gl_tex_env_mode
1051 {
1052 TEXENV_MODE_REPLACE, /* r = a0 */
1053 TEXENV_MODE_MODULATE, /* r = a0 * a1 */
1054 TEXENV_MODE_ADD, /* r = a0 + a1 */
1055 TEXENV_MODE_ADD_SIGNED, /* r = a0 + a1 - 0.5 */
1056 TEXENV_MODE_INTERPOLATE, /* r = a0 * a2 + a1 * (1 - a2) */
1057 TEXENV_MODE_SUBTRACT, /* r = a0 - a1 */
1058 TEXENV_MODE_DOT3_RGB, /* r = a0 . a1 */
1059 TEXENV_MODE_DOT3_RGB_EXT, /* r = a0 . a1 */
1060 TEXENV_MODE_DOT3_RGBA, /* r = a0 . a1 */
1061 TEXENV_MODE_DOT3_RGBA_EXT, /* r = a0 . a1 */
1062 TEXENV_MODE_MODULATE_ADD_ATI, /* r = a0 * a2 + a1 */
1063 TEXENV_MODE_MODULATE_SIGNED_ADD_ATI, /* r = a0 * a2 + a1 - 0.5 */
1064 TEXENV_MODE_MODULATE_SUBTRACT_ATI, /* r = a0 * a2 - a1 */
1065 TEXENV_MODE_ADD_PRODUCTS_NV, /* r = a0 * a1 + a2 * a3 */
1066 TEXENV_MODE_ADD_PRODUCTS_SIGNED_NV, /* r = a0 * a1 + a2 * a3 - 0.5 */
1067 };
1068
1069
1070 /** Compressed TexEnv Combine source */
1071 enum gl_tex_env_source
1072 {
1073 TEXENV_SRC_TEXTURE0,
1074 TEXENV_SRC_TEXTURE1,
1075 TEXENV_SRC_TEXTURE2,
1076 TEXENV_SRC_TEXTURE3,
1077 TEXENV_SRC_TEXTURE4,
1078 TEXENV_SRC_TEXTURE5,
1079 TEXENV_SRC_TEXTURE6,
1080 TEXENV_SRC_TEXTURE7,
1081 TEXENV_SRC_TEXTURE,
1082 TEXENV_SRC_PREVIOUS,
1083 TEXENV_SRC_PRIMARY_COLOR,
1084 TEXENV_SRC_CONSTANT,
1085 TEXENV_SRC_ZERO,
1086 TEXENV_SRC_ONE,
1087 };
1088
1089
1090 /** Compressed TexEnv Combine operand */
1091 enum gl_tex_env_operand
1092 {
1093 TEXENV_OPR_COLOR,
1094 TEXENV_OPR_ONE_MINUS_COLOR,
1095 TEXENV_OPR_ALPHA,
1096 TEXENV_OPR_ONE_MINUS_ALPHA,
1097 };
1098
1099
1100 /** Compressed TexEnv Combine argument */
1101 struct gl_tex_env_argument
1102 {
1103 #ifdef __GNUC__
1104 __extension__ uint8_t Source:4; /**< TEXENV_SRC_x */
1105 __extension__ uint8_t Operand:2; /**< TEXENV_OPR_x */
1106 #else
1107 uint8_t Source; /**< SRC_x */
1108 uint8_t Operand; /**< OPR_x */
1109 #endif
1110 };
1111
1112
1113 /***
1114 * Compressed TexEnv Combine state.
1115 */
1116 struct gl_tex_env_combine_packed
1117 {
1118 uint32_t ModeRGB:4; /**< Effective mode for RGB as 4 bits */
1119 uint32_t ModeA:4; /**< Effective mode for RGB as 4 bits */
1120 uint32_t ScaleShiftRGB:2; /**< 0, 1 or 2 */
1121 uint32_t ScaleShiftA:2; /**< 0, 1 or 2 */
1122 uint32_t NumArgsRGB:3; /**< Number of inputs used for the RGB combiner */
1123 uint32_t NumArgsA:3; /**< Number of inputs used for the A combiner */
1124 /** Source arguments in a packed manner */
1125 struct gl_tex_env_argument ArgsRGB[MAX_COMBINER_TERMS];
1126 struct gl_tex_env_argument ArgsA[MAX_COMBINER_TERMS];
1127 };
1128
1129
1130 /**
1131 * TexGenEnabled flags.
1132 */
1133 /*@{*/
1134 #define S_BIT 1
1135 #define T_BIT 2
1136 #define R_BIT 4
1137 #define Q_BIT 8
1138 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1139 /*@}*/
1140
1141
1142 /**
1143 * Bit flag versions of the corresponding GL_ constants.
1144 */
1145 /*@{*/
1146 #define TEXGEN_SPHERE_MAP 0x1
1147 #define TEXGEN_OBJ_LINEAR 0x2
1148 #define TEXGEN_EYE_LINEAR 0x4
1149 #define TEXGEN_REFLECTION_MAP_NV 0x8
1150 #define TEXGEN_NORMAL_MAP_NV 0x10
1151
1152 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1153 TEXGEN_REFLECTION_MAP_NV | \
1154 TEXGEN_NORMAL_MAP_NV)
1155 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1156 TEXGEN_REFLECTION_MAP_NV | \
1157 TEXGEN_NORMAL_MAP_NV | \
1158 TEXGEN_EYE_LINEAR)
1159 /*@}*/
1160
1161
1162
1163 /** Tex-gen enabled for texture unit? */
1164 #define ENABLE_TEXGEN(unit) (1 << (unit))
1165
1166 /** Non-identity texture matrix for texture unit? */
1167 #define ENABLE_TEXMAT(unit) (1 << (unit))
1168
1169
1170 /**
1171 * Texture coord generation state.
1172 */
1173 struct gl_texgen
1174 {
1175 GLenum16 Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1176 GLbitfield8 _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1177 GLfloat ObjectPlane[4];
1178 GLfloat EyePlane[4];
1179 };
1180
1181
1182 /**
1183 * Sampler-related subset of a texture unit, like current texture objects.
1184 */
1185 struct gl_texture_unit
1186 {
1187 GLfloat LodBias; /**< for biasing mipmap levels */
1188
1189 /** Texture targets that have a non-default texture bound */
1190 GLbitfield _BoundTextures;
1191
1192 /** Current sampler object (GL_ARB_sampler_objects) */
1193 struct gl_sampler_object *Sampler;
1194
1195 /** Current texture object pointers */
1196 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1197
1198 /** Points to highest priority, complete and enabled texture object */
1199 struct gl_texture_object *_Current;
1200 };
1201
1202
1203 /**
1204 * Fixed-function-related subset of a texture unit, like enable flags,
1205 * texture environment/function/combiners, and texgen state.
1206 */
1207 struct gl_fixedfunc_texture_unit
1208 {
1209 GLbitfield16 Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1210
1211 GLenum16 EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1212 GLclampf EnvColor[4];
1213 GLfloat EnvColorUnclamped[4];
1214
1215 struct gl_texgen GenS;
1216 struct gl_texgen GenT;
1217 struct gl_texgen GenR;
1218 struct gl_texgen GenQ;
1219 GLbitfield8 TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1220 GLbitfield8 _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1221
1222 /**
1223 * \name GL_EXT_texture_env_combine
1224 */
1225 struct gl_tex_env_combine_state Combine;
1226
1227 /**
1228 * Derived state based on \c EnvMode and the \c BaseFormat of the
1229 * currently enabled texture.
1230 */
1231 struct gl_tex_env_combine_state _EnvMode;
1232
1233 /** Current compressed TexEnv & Combine state */
1234 struct gl_tex_env_combine_packed _CurrentCombinePacked;
1235
1236 /**
1237 * Currently enabled combiner state. This will point to either
1238 * \c Combine or \c _EnvMode.
1239 */
1240 struct gl_tex_env_combine_state *_CurrentCombine;
1241 };
1242
1243
1244 /**
1245 * Texture attribute group (GL_TEXTURE_BIT).
1246 */
1247 struct gl_texture_attrib
1248 {
1249 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1250
1251 /** GL_ARB_texture_buffer_object */
1252 struct gl_buffer_object *BufferObject;
1253
1254 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1255
1256 /** Texture coord units/sets used for fragment texturing */
1257 GLbitfield8 _EnabledCoordUnits;
1258
1259 /** Texture coord units that have texgen enabled */
1260 GLbitfield8 _TexGenEnabled;
1261
1262 /** Texture coord units that have non-identity matrices */
1263 GLbitfield8 _TexMatEnabled;
1264
1265 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1266 GLbitfield8 _GenFlags;
1267
1268 /** Largest index of a texture unit with _Current != NULL. */
1269 GLshort _MaxEnabledTexImageUnit;
1270
1271 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1272 GLubyte NumCurrentTexUsed;
1273
1274 /** GL_ARB_seamless_cubemap */
1275 GLboolean CubeMapSeamless;
1276
1277 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1278 struct gl_fixedfunc_texture_unit FixedFuncUnit[MAX_TEXTURE_COORD_UNITS];
1279 };
1280
1281
1282 /**
1283 * Data structure representing a single clip plane (e.g. one of the elements
1284 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1285 */
1286 typedef GLfloat gl_clip_plane[4];
1287
1288
1289 /**
1290 * Transformation attribute group (GL_TRANSFORM_BIT).
1291 */
1292 struct gl_transform_attrib
1293 {
1294 GLenum16 MatrixMode; /**< Matrix mode */
1295 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1296 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1297 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1298 GLboolean Normalize; /**< Normalize all normals? */
1299 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1300 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1301 GLboolean DepthClampNear; /**< GL_AMD_depth_clamp_separate */
1302 GLboolean DepthClampFar; /**< GL_AMD_depth_clamp_separate */
1303 /** GL_ARB_clip_control */
1304 GLenum16 ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1305 GLenum16 ClipDepthMode;/**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1306 };
1307
1308
1309 /**
1310 * Viewport attribute group (GL_VIEWPORT_BIT).
1311 */
1312 struct gl_viewport_attrib
1313 {
1314 GLfloat X, Y; /**< position */
1315 GLfloat Width, Height; /**< size */
1316 GLfloat Near, Far; /**< Depth buffer range */
1317 };
1318
1319
1320 /**
1321 * Fields describing a mapped buffer range.
1322 */
1323 struct gl_buffer_mapping
1324 {
1325 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1326 GLvoid *Pointer; /**< User-space address of mapping */
1327 GLintptr Offset; /**< Mapped offset */
1328 GLsizeiptr Length; /**< Mapped length */
1329 };
1330
1331
1332 /**
1333 * Usages we've seen for a buffer object.
1334 */
1335 typedef enum
1336 {
1337 USAGE_UNIFORM_BUFFER = 0x1,
1338 USAGE_TEXTURE_BUFFER = 0x2,
1339 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1340 USAGE_SHADER_STORAGE_BUFFER = 0x8,
1341 USAGE_TRANSFORM_FEEDBACK_BUFFER = 0x10,
1342 USAGE_PIXEL_PACK_BUFFER = 0x20,
1343 USAGE_ARRAY_BUFFER = 0x40,
1344 USAGE_ELEMENT_ARRAY_BUFFER = 0x80,
1345 USAGE_DISABLE_MINMAX_CACHE = 0x100,
1346 } gl_buffer_usage;
1347
1348
1349 /**
1350 * GL_ARB_vertex/pixel_buffer_object buffer object
1351 */
1352 struct gl_buffer_object
1353 {
1354 GLint RefCount;
1355 GLuint Name;
1356 GLchar *Label; /**< GL_KHR_debug */
1357 GLenum16 Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1358 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1359 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1360 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1361 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1362 GLboolean Written; /**< Ever written to? (for debugging) */
1363 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1364 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1365 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1366
1367 /** Counters used for buffer usage warnings */
1368 GLuint NumSubDataCalls;
1369 GLuint NumMapBufferWriteCalls;
1370
1371 struct gl_buffer_mapping Mappings[MAP_COUNT];
1372
1373 /** Memoization of min/max index computations for static index buffers */
1374 simple_mtx_t MinMaxCacheMutex;
1375 struct hash_table *MinMaxCache;
1376 unsigned MinMaxCacheHitIndices;
1377 unsigned MinMaxCacheMissIndices;
1378 bool MinMaxCacheDirty;
1379
1380 bool HandleAllocated; /**< GL_ARB_bindless_texture */
1381 };
1382
1383
1384 /**
1385 * Client pixel packing/unpacking attributes
1386 */
1387 struct gl_pixelstore_attrib
1388 {
1389 GLint Alignment;
1390 GLint RowLength;
1391 GLint SkipPixels;
1392 GLint SkipRows;
1393 GLint ImageHeight;
1394 GLint SkipImages;
1395 GLboolean SwapBytes;
1396 GLboolean LsbFirst;
1397 GLboolean Invert; /**< GL_MESA_pack_invert */
1398 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1399 GLint CompressedBlockHeight;
1400 GLint CompressedBlockDepth;
1401 GLint CompressedBlockSize;
1402 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1403 };
1404
1405
1406 /**
1407 * Enum for defining the mapping for the position/generic0 attribute.
1408 *
1409 * Do not change the order of the values as these are used as
1410 * array indices.
1411 */
1412 typedef enum
1413 {
1414 ATTRIBUTE_MAP_MODE_IDENTITY, /**< 1:1 mapping */
1415 ATTRIBUTE_MAP_MODE_POSITION, /**< get position and generic0 from position */
1416 ATTRIBUTE_MAP_MODE_GENERIC0, /**< get position and generic0 from generic0 */
1417 ATTRIBUTE_MAP_MODE_MAX /**< for sizing arrays */
1418 } gl_attribute_map_mode;
1419
1420
1421 /**
1422 * Attributes to describe a vertex array.
1423 *
1424 * Contains the size, type, format and normalization flag,
1425 * along with the index of a vertex buffer binding point.
1426 *
1427 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1428 * and is only present for backwards compatibility reasons.
1429 * Rendering always uses VERTEX_BINDING_STRIDE.
1430 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1431 * and VERTEX_BINDING_STRIDE to the same value, while
1432 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1433 */
1434 struct gl_array_attributes
1435 {
1436 /** Points to client array data. Not used when a VBO is bound */
1437 const GLubyte *Ptr;
1438 /** Offset of the first element relative to the binding offset */
1439 GLuint RelativeOffset;
1440 /** Vertex format */
1441 struct gl_vertex_format Format;
1442 /** Stride as specified with gl*Pointer() */
1443 GLshort Stride;
1444 /** Index into gl_vertex_array_object::BufferBinding[] array */
1445 GLubyte BufferBindingIndex;
1446
1447 /**
1448 * Derived effective buffer binding index
1449 *
1450 * Index into the gl_vertex_buffer_binding array of the vao.
1451 * Similar to BufferBindingIndex, but with the mapping of the
1452 * position/generic0 attributes applied and with identical
1453 * gl_vertex_buffer_binding entries collapsed to a single
1454 * entry within the vao.
1455 *
1456 * The value is valid past calling _mesa_update_vao_derived_arrays.
1457 * Note that _mesa_update_vao_derived_arrays is called when binding
1458 * the VAO to Array._DrawVAO.
1459 */
1460 GLubyte _EffBufferBindingIndex;
1461 /**
1462 * Derived effective relative offset.
1463 *
1464 * Relative offset to the effective buffers offset in
1465 * gl_vertex_buffer_binding::_EffOffset.
1466 *
1467 * The value is valid past calling _mesa_update_vao_derived_arrays.
1468 * Note that _mesa_update_vao_derived_arrays is called when binding
1469 * the VAO to Array._DrawVAO.
1470 */
1471 GLushort _EffRelativeOffset;
1472 };
1473
1474
1475 /**
1476 * This describes the buffer object used for a vertex array (or
1477 * multiple vertex arrays). If BufferObj points to the default/null
1478 * buffer object, then the vertex array lives in user memory and not a VBO.
1479 */
1480 struct gl_vertex_buffer_binding
1481 {
1482 GLintptr Offset; /**< User-specified offset */
1483 GLsizei Stride; /**< User-specified stride */
1484 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1485 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1486 GLbitfield _BoundArrays; /**< Arrays bound to this binding point */
1487
1488 /**
1489 * Derived effective bound arrays.
1490 *
1491 * The effective binding handles enabled arrays past the
1492 * position/generic0 attribute mapping and reduces the refered
1493 * gl_vertex_buffer_binding entries to a unique subset.
1494 *
1495 * The value is valid past calling _mesa_update_vao_derived_arrays.
1496 * Note that _mesa_update_vao_derived_arrays is called when binding
1497 * the VAO to Array._DrawVAO.
1498 */
1499 GLbitfield _EffBoundArrays;
1500 /**
1501 * Derived offset.
1502 *
1503 * The absolute offset to that we can collapse some attributes
1504 * to this unique effective binding.
1505 * For user space array bindings this contains the smallest pointer value
1506 * in the bound and interleaved arrays.
1507 * For VBO bindings this contains an offset that lets the attributes
1508 * _EffRelativeOffset stay positive and in bounds with
1509 * Const.MaxVertexAttribRelativeOffset
1510 *
1511 * The value is valid past calling _mesa_update_vao_derived_arrays.
1512 * Note that _mesa_update_vao_derived_arrays is called when binding
1513 * the VAO to Array._DrawVAO.
1514 */
1515 GLintptr _EffOffset;
1516 };
1517
1518
1519 /**
1520 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+ /
1521 * the GL_ARB_vertex_array_object extension.
1522 */
1523 struct gl_vertex_array_object
1524 {
1525 /** Name of the VAO as received from glGenVertexArray. */
1526 GLuint Name;
1527
1528 GLint RefCount;
1529
1530 GLchar *Label; /**< GL_KHR_debug */
1531
1532 /**
1533 * Has this array object been bound?
1534 */
1535 GLboolean EverBound;
1536
1537 /**
1538 * Marked to true if the object is shared between contexts and immutable.
1539 * Then reference counting is done using atomics and thread safe.
1540 * Is used for dlist VAOs.
1541 */
1542 bool SharedAndImmutable;
1543
1544 /** Vertex attribute arrays */
1545 struct gl_array_attributes VertexAttrib[VERT_ATTRIB_MAX];
1546
1547 /** Vertex buffer bindings */
1548 struct gl_vertex_buffer_binding BufferBinding[VERT_ATTRIB_MAX];
1549
1550 /** Mask indicating which vertex arrays have vertex buffer associated. */
1551 GLbitfield VertexAttribBufferMask;
1552
1553 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1554 GLbitfield Enabled;
1555
1556 /**
1557 * Mask of VERT_BIT_* enabled arrays past position/generic0 mapping
1558 *
1559 * The value is valid past calling _mesa_update_vao_derived_arrays.
1560 * Note that _mesa_update_vao_derived_arrays is called when binding
1561 * the VAO to Array._DrawVAO.
1562 */
1563 GLbitfield _EffEnabledVBO;
1564
1565 /** Denotes the way the position/generic0 attribute is mapped */
1566 gl_attribute_map_mode _AttributeMapMode;
1567
1568 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1569 GLbitfield NewArrays;
1570
1571 /** The index buffer (also known as the element array buffer in OpenGL). */
1572 struct gl_buffer_object *IndexBufferObj;
1573 };
1574
1575
1576 /**
1577 * Vertex array state
1578 */
1579 struct gl_array_attrib
1580 {
1581 /** Currently bound array object. */
1582 struct gl_vertex_array_object *VAO;
1583
1584 /** The default vertex array object */
1585 struct gl_vertex_array_object *DefaultVAO;
1586
1587 /** The last VAO accessed by a DSA function */
1588 struct gl_vertex_array_object *LastLookedUpVAO;
1589
1590 /** Array objects (GL_ARB_vertex_array_object) */
1591 struct _mesa_HashTable *Objects;
1592
1593 GLint ActiveTexture; /**< Client Active Texture */
1594 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1595 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1596
1597 /**
1598 * \name Primitive restart controls
1599 *
1600 * Primitive restart is enabled if either \c PrimitiveRestart or
1601 * \c PrimitiveRestartFixedIndex is set.
1602 */
1603 /*@{*/
1604 GLboolean PrimitiveRestart;
1605 GLboolean PrimitiveRestartFixedIndex;
1606 GLboolean _PrimitiveRestart;
1607 GLuint RestartIndex;
1608 /*@}*/
1609
1610 /* GL_ARB_vertex_buffer_object */
1611 struct gl_buffer_object *ArrayBufferObj;
1612
1613 /**
1614 * Vertex array object that is used with the currently active draw command.
1615 * The _DrawVAO is either set to the currently bound VAO for array type
1616 * draws or to internal VAO's set up by the vbo module to execute immediate
1617 * mode or display list draws.
1618 */
1619 struct gl_vertex_array_object *_DrawVAO;
1620 /**
1621 * The VERT_BIT_* bits effectively enabled from the current _DrawVAO.
1622 * This is always a subset of _mesa_get_vao_vp_inputs(_DrawVAO)
1623 * but may omit those arrays that shall not be referenced by the current
1624 * gl_vertex_program_state::_VPMode. For example the generic attributes are
1625 * maked out form the _DrawVAO's enabled arrays when a fixed function
1626 * array draw is executed.
1627 */
1628 GLbitfield _DrawVAOEnabledAttribs;
1629 /**
1630 * Initially or if the VAO referenced by _DrawVAO is deleted the _DrawVAO
1631 * pointer is set to the _EmptyVAO which is just an empty VAO all the time.
1632 */
1633 struct gl_vertex_array_object *_EmptyVAO;
1634
1635 /** Legal array datatypes and the API for which they have been computed */
1636 GLbitfield LegalTypesMask;
1637 gl_api LegalTypesMaskAPI;
1638 };
1639
1640
1641 /**
1642 * Feedback buffer state
1643 */
1644 struct gl_feedback
1645 {
1646 GLenum16 Type;
1647 GLbitfield _Mask; /**< FB_* bits */
1648 GLfloat *Buffer;
1649 GLuint BufferSize;
1650 GLuint Count;
1651 };
1652
1653
1654 /**
1655 * Selection buffer state
1656 */
1657 struct gl_selection
1658 {
1659 GLuint *Buffer; /**< selection buffer */
1660 GLuint BufferSize; /**< size of the selection buffer */
1661 GLuint BufferCount; /**< number of values in the selection buffer */
1662 GLuint Hits; /**< number of records in the selection buffer */
1663 GLuint NameStackDepth; /**< name stack depth */
1664 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1665 GLboolean HitFlag; /**< hit flag */
1666 GLfloat HitMinZ; /**< minimum hit depth */
1667 GLfloat HitMaxZ; /**< maximum hit depth */
1668 };
1669
1670
1671 /**
1672 * 1-D Evaluator control points
1673 */
1674 struct gl_1d_map
1675 {
1676 GLuint Order; /**< Number of control points */
1677 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1678 GLfloat *Points; /**< Points to contiguous control points */
1679 };
1680
1681
1682 /**
1683 * 2-D Evaluator control points
1684 */
1685 struct gl_2d_map
1686 {
1687 GLuint Uorder; /**< Number of control points in U dimension */
1688 GLuint Vorder; /**< Number of control points in V dimension */
1689 GLfloat u1, u2, du;
1690 GLfloat v1, v2, dv;
1691 GLfloat *Points; /**< Points to contiguous control points */
1692 };
1693
1694
1695 /**
1696 * All evaluator control point state
1697 */
1698 struct gl_evaluators
1699 {
1700 /**
1701 * \name 1-D maps
1702 */
1703 /*@{*/
1704 struct gl_1d_map Map1Vertex3;
1705 struct gl_1d_map Map1Vertex4;
1706 struct gl_1d_map Map1Index;
1707 struct gl_1d_map Map1Color4;
1708 struct gl_1d_map Map1Normal;
1709 struct gl_1d_map Map1Texture1;
1710 struct gl_1d_map Map1Texture2;
1711 struct gl_1d_map Map1Texture3;
1712 struct gl_1d_map Map1Texture4;
1713 /*@}*/
1714
1715 /**
1716 * \name 2-D maps
1717 */
1718 /*@{*/
1719 struct gl_2d_map Map2Vertex3;
1720 struct gl_2d_map Map2Vertex4;
1721 struct gl_2d_map Map2Index;
1722 struct gl_2d_map Map2Color4;
1723 struct gl_2d_map Map2Normal;
1724 struct gl_2d_map Map2Texture1;
1725 struct gl_2d_map Map2Texture2;
1726 struct gl_2d_map Map2Texture3;
1727 struct gl_2d_map Map2Texture4;
1728 /*@}*/
1729 };
1730
1731
1732 struct gl_transform_feedback_varying_info
1733 {
1734 char *Name;
1735 GLenum16 Type;
1736 GLint BufferIndex;
1737 GLint Size;
1738 GLint Offset;
1739 };
1740
1741
1742 /**
1743 * Per-output info vertex shaders for transform feedback.
1744 */
1745 struct gl_transform_feedback_output
1746 {
1747 uint32_t OutputRegister;
1748 uint32_t OutputBuffer;
1749 uint32_t NumComponents;
1750 uint32_t StreamId;
1751
1752 /** offset (in DWORDs) of this output within the interleaved structure */
1753 uint32_t DstOffset;
1754
1755 /**
1756 * Offset into the output register of the data to output. For example,
1757 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1758 * offset is in the y and z components of the output register.
1759 */
1760 uint32_t ComponentOffset;
1761 };
1762
1763
1764 struct gl_transform_feedback_buffer
1765 {
1766 uint32_t Binding;
1767
1768 uint32_t NumVaryings;
1769
1770 /**
1771 * Total number of components stored in each buffer. This may be used by
1772 * hardware back-ends to determine the correct stride when interleaving
1773 * multiple transform feedback outputs in the same buffer.
1774 */
1775 uint32_t Stride;
1776
1777 /**
1778 * Which transform feedback stream this buffer binding is associated with.
1779 */
1780 uint32_t Stream;
1781 };
1782
1783
1784 /** Post-link transform feedback info. */
1785 struct gl_transform_feedback_info
1786 {
1787 unsigned NumOutputs;
1788
1789 /* Bitmask of active buffer indices. */
1790 unsigned ActiveBuffers;
1791
1792 struct gl_transform_feedback_output *Outputs;
1793
1794 /** Transform feedback varyings used for the linking of this shader program.
1795 *
1796 * Use for glGetTransformFeedbackVarying().
1797 */
1798 struct gl_transform_feedback_varying_info *Varyings;
1799 GLint NumVarying;
1800
1801 struct gl_transform_feedback_buffer Buffers[MAX_FEEDBACK_BUFFERS];
1802 };
1803
1804
1805 /**
1806 * Transform feedback object state
1807 */
1808 struct gl_transform_feedback_object
1809 {
1810 GLuint Name; /**< AKA the object ID */
1811 GLint RefCount;
1812 GLchar *Label; /**< GL_KHR_debug */
1813 GLboolean Active; /**< Is transform feedback enabled? */
1814 GLboolean Paused; /**< Is transform feedback paused? */
1815 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1816 at least once? */
1817 GLboolean EverBound; /**< Has this object been bound? */
1818
1819 /**
1820 * GLES: if Active is true, remaining number of primitives which can be
1821 * rendered without overflow. This is necessary to track because GLES
1822 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1823 * glDrawArraysInstanced would overflow transform feedback buffers.
1824 * Undefined if Active is false.
1825 *
1826 * Not tracked for desktop GL since it's unnecessary.
1827 */
1828 unsigned GlesRemainingPrims;
1829
1830 /**
1831 * The program active when BeginTransformFeedback() was called.
1832 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1833 * where stage is the pipeline stage that is the source of data for
1834 * transform feedback.
1835 */
1836 struct gl_program *program;
1837
1838 /** The feedback buffers */
1839 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1840 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1841
1842 /** Start of feedback data in dest buffer */
1843 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1844
1845 /**
1846 * Max data to put into dest buffer (in bytes). Computed based on
1847 * RequestedSize and the actual size of the buffer.
1848 */
1849 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1850
1851 /**
1852 * Size that was specified when the buffer was bound. If the buffer was
1853 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1854 * zero.
1855 */
1856 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1857 };
1858
1859
1860 /**
1861 * Context state for transform feedback.
1862 */
1863 struct gl_transform_feedback_state
1864 {
1865 GLenum16 Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1866
1867 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1868 struct gl_buffer_object *CurrentBuffer;
1869
1870 /** The table of all transform feedback objects */
1871 struct _mesa_HashTable *Objects;
1872
1873 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1874 struct gl_transform_feedback_object *CurrentObject;
1875
1876 /** The default xform-fb object (Name==0) */
1877 struct gl_transform_feedback_object *DefaultObject;
1878 };
1879
1880
1881 /**
1882 * A "performance monitor" as described in AMD_performance_monitor.
1883 */
1884 struct gl_perf_monitor_object
1885 {
1886 GLuint Name;
1887
1888 /** True if the monitor is currently active (Begin called but not End). */
1889 GLboolean Active;
1890
1891 /**
1892 * True if the monitor has ended.
1893 *
1894 * This is distinct from !Active because it may never have began.
1895 */
1896 GLboolean Ended;
1897
1898 /**
1899 * A list of groups with currently active counters.
1900 *
1901 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1902 */
1903 unsigned *ActiveGroups;
1904
1905 /**
1906 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1907 *
1908 * Checking whether counter 'c' in group 'g' is active can be done via:
1909 *
1910 * BITSET_TEST(ActiveCounters[g], c)
1911 */
1912 GLuint **ActiveCounters;
1913 };
1914
1915
1916 union gl_perf_monitor_counter_value
1917 {
1918 float f;
1919 uint64_t u64;
1920 uint32_t u32;
1921 };
1922
1923
1924 struct gl_perf_monitor_counter
1925 {
1926 /** Human readable name for the counter. */
1927 const char *Name;
1928
1929 /**
1930 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1931 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1932 */
1933 GLenum16 Type;
1934
1935 /** Minimum counter value. */
1936 union gl_perf_monitor_counter_value Minimum;
1937
1938 /** Maximum counter value. */
1939 union gl_perf_monitor_counter_value Maximum;
1940 };
1941
1942
1943 struct gl_perf_monitor_group
1944 {
1945 /** Human readable name for the group. */
1946 const char *Name;
1947
1948 /**
1949 * Maximum number of counters in this group which can be active at the
1950 * same time.
1951 */
1952 GLuint MaxActiveCounters;
1953
1954 /** Array of counters within this group. */
1955 const struct gl_perf_monitor_counter *Counters;
1956 GLuint NumCounters;
1957 };
1958
1959
1960 /**
1961 * A query object instance as described in INTEL_performance_query.
1962 *
1963 * NB: We want to keep this and the corresponding backend structure
1964 * relatively lean considering that applications may expect to
1965 * allocate enough objects to be able to query around all draw calls
1966 * in a frame.
1967 */
1968 struct gl_perf_query_object
1969 {
1970 GLuint Id; /**< hash table ID/name */
1971 unsigned Used:1; /**< has been used for 1 or more queries */
1972 unsigned Active:1; /**< inside Begin/EndPerfQuery */
1973 unsigned Ready:1; /**< result is ready? */
1974 };
1975
1976
1977 /**
1978 * Context state for AMD_performance_monitor.
1979 */
1980 struct gl_perf_monitor_state
1981 {
1982 /** Array of performance monitor groups (indexed by group ID) */
1983 const struct gl_perf_monitor_group *Groups;
1984 GLuint NumGroups;
1985
1986 /** The table of all performance monitors. */
1987 struct _mesa_HashTable *Monitors;
1988 };
1989
1990
1991 /**
1992 * Context state for INTEL_performance_query.
1993 */
1994 struct gl_perf_query_state
1995 {
1996 struct _mesa_HashTable *Objects; /**< The table of all performance query objects */
1997 };
1998
1999
2000 /**
2001 * A bindless sampler object.
2002 */
2003 struct gl_bindless_sampler
2004 {
2005 /** Texture unit (set by glUniform1()). */
2006 GLubyte unit;
2007
2008 /** Whether this bindless sampler is bound to a unit. */
2009 GLboolean bound;
2010
2011 /** Texture Target (TEXTURE_1D/2D/3D/etc_INDEX). */
2012 gl_texture_index target;
2013
2014 /** Pointer to the base of the data. */
2015 GLvoid *data;
2016 };
2017
2018
2019 /**
2020 * A bindless image object.
2021 */
2022 struct gl_bindless_image
2023 {
2024 /** Image unit (set by glUniform1()). */
2025 GLubyte unit;
2026
2027 /** Whether this bindless image is bound to a unit. */
2028 GLboolean bound;
2029
2030 /** Access qualifier (GL_READ_WRITE, GL_READ_ONLY, GL_WRITE_ONLY, or
2031 * GL_NONE to indicate both read-only and write-only)
2032 */
2033 GLenum16 access;
2034
2035 /** Pointer to the base of the data. */
2036 GLvoid *data;
2037 };
2038
2039
2040 /**
2041 * Current vertex processing mode: fixed function vs. shader.
2042 * In reality, fixed function is probably implemented by a shader but that's
2043 * not what we care about here.
2044 */
2045 typedef enum
2046 {
2047 VP_MODE_FF, /**< legacy / fixed function */
2048 VP_MODE_SHADER, /**< ARB vertex program or GLSL vertex shader */
2049 VP_MODE_MAX /**< for sizing arrays */
2050 } gl_vertex_processing_mode;
2051
2052
2053 /**
2054 * Base class for any kind of program object
2055 */
2056 struct gl_program
2057 {
2058 /** FIXME: This must be first until we split shader_info from nir_shader */
2059 struct shader_info info;
2060
2061 GLuint Id;
2062 GLint RefCount;
2063 GLubyte *String; /**< Null-terminated program text */
2064
2065 /** GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2066 GLenum16 Target;
2067 GLenum16 Format; /**< String encoding format */
2068
2069 GLboolean _Used; /**< Ever used for drawing? Used for debugging */
2070
2071 struct nir_shader *nir;
2072
2073 /* Saved and restored with metadata. Freed with ralloc. */
2074 void *driver_cache_blob;
2075 size_t driver_cache_blob_size;
2076
2077 bool is_arb_asm; /** Is this an ARB assembly-style program */
2078
2079 /** Is this program written to on disk shader cache */
2080 bool program_written_to_cache;
2081
2082 /** A bitfield indicating which vertex shader inputs consume two slots
2083 *
2084 * This is used for mapping from single-slot input locations in the GL API
2085 * to dual-slot double input locations in the shader. This field is set
2086 * once as part of linking and never updated again to ensure the mapping
2087 * remains consistent.
2088 *
2089 * Note: There may be dual-slot variables in the original shader source
2090 * which do not appear in this bitfield due to having been eliminated by
2091 * the compiler prior to DualSlotInputs being calculated. There may also
2092 * be bits set in this bitfield which are set but which the shader never
2093 * reads due to compiler optimizations eliminating such variables after
2094 * DualSlotInputs is calculated.
2095 */
2096 GLbitfield64 DualSlotInputs;
2097 /** Subset of OutputsWritten outputs written with non-zero index. */
2098 GLbitfield64 SecondaryOutputsWritten;
2099 /** TEXTURE_x_BIT bitmask */
2100 GLbitfield16 TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
2101 /** Bitfield of which samplers are used */
2102 GLbitfield SamplersUsed;
2103 /** Texture units used for shadow sampling. */
2104 GLbitfield ShadowSamplers;
2105 /** Texture units used for samplerExternalOES */
2106 GLbitfield ExternalSamplersUsed;
2107
2108 /** Named parameters, constants, etc. from program text */
2109 struct gl_program_parameter_list *Parameters;
2110
2111 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2112 GLubyte SamplerUnits[MAX_SAMPLERS];
2113
2114 /* FIXME: We should be able to make this struct a union. However some
2115 * drivers (i915/fragment_programs, swrast/prog_execute) mix the use of
2116 * these fields, we should fix this.
2117 */
2118 struct {
2119 /** Fields used by GLSL programs */
2120 struct {
2121 /** Data shared by gl_program and gl_shader_program */
2122 struct gl_shader_program_data *data;
2123
2124 struct gl_active_atomic_buffer **AtomicBuffers;
2125
2126 /** Post-link transform feedback info. */
2127 struct gl_transform_feedback_info *LinkedTransformFeedback;
2128
2129 /**
2130 * Number of types for subroutine uniforms.
2131 */
2132 GLuint NumSubroutineUniformTypes;
2133
2134 /**
2135 * Subroutine uniform remap table
2136 * based on the program level uniform remap table.
2137 */
2138 GLuint NumSubroutineUniforms; /* non-sparse total */
2139 GLuint NumSubroutineUniformRemapTable;
2140 struct gl_uniform_storage **SubroutineUniformRemapTable;
2141
2142 /**
2143 * Num of subroutine functions for this stage and storage for them.
2144 */
2145 GLuint NumSubroutineFunctions;
2146 GLuint MaxSubroutineFunctionIndex;
2147 struct gl_subroutine_function *SubroutineFunctions;
2148
2149 /**
2150 * Map from image uniform index to image unit (set by glUniform1i())
2151 *
2152 * An image uniform index is associated with each image uniform by
2153 * the linker. The image index associated with each uniform is
2154 * stored in the \c gl_uniform_storage::image field.
2155 */
2156 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2157
2158 /**
2159 * Access qualifier specified in the shader for each image uniform
2160 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY, \c
2161 * GL_READ_WRITE, or \c GL_NONE to indicate both read-only and
2162 * write-only.
2163 *
2164 * It may be different, though only more strict than the value of
2165 * \c gl_image_unit::Access for the corresponding image unit.
2166 */
2167 GLenum16 ImageAccess[MAX_IMAGE_UNIFORMS];
2168
2169 struct gl_uniform_block **UniformBlocks;
2170 struct gl_uniform_block **ShaderStorageBlocks;
2171
2172 /**
2173 * Bitmask of shader storage blocks not declared as read-only.
2174 */
2175 unsigned ShaderStorageBlocksWriteAccess;
2176
2177 /** Which texture target is being sampled
2178 * (TEXTURE_1D/2D/3D/etc_INDEX)
2179 */
2180 GLubyte SamplerTargets[MAX_SAMPLERS];
2181
2182 /**
2183 * Number of samplers declared with the bindless_sampler layout
2184 * qualifier as specified by ARB_bindless_texture.
2185 */
2186 GLuint NumBindlessSamplers;
2187 GLboolean HasBoundBindlessSampler;
2188 struct gl_bindless_sampler *BindlessSamplers;
2189
2190 /**
2191 * Number of images declared with the bindless_image layout qualifier
2192 * as specified by ARB_bindless_texture.
2193 */
2194 GLuint NumBindlessImages;
2195 GLboolean HasBoundBindlessImage;
2196 struct gl_bindless_image *BindlessImages;
2197
2198 union {
2199 struct {
2200 /**
2201 * A bitmask of gl_advanced_blend_mode values
2202 */
2203 GLbitfield BlendSupport;
2204 } fs;
2205 };
2206 } sh;
2207
2208 /** ARB assembly-style program fields */
2209 struct {
2210 struct prog_instruction *Instructions;
2211
2212 /**
2213 * Local parameters used by the program.
2214 *
2215 * It's dynamically allocated because it is rarely used (just
2216 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries
2217 * once it's allocated.
2218 */
2219 GLfloat (*LocalParams)[4];
2220
2221 /** Bitmask of which register files are read/written with indirect
2222 * addressing. Mask of (1 << PROGRAM_x) bits.
2223 */
2224 GLbitfield IndirectRegisterFiles;
2225
2226 /** Logical counts */
2227 /*@{*/
2228 GLuint NumInstructions;
2229 GLuint NumTemporaries;
2230 GLuint NumParameters;
2231 GLuint NumAttributes;
2232 GLuint NumAddressRegs;
2233 GLuint NumAluInstructions;
2234 GLuint NumTexInstructions;
2235 GLuint NumTexIndirections;
2236 /*@}*/
2237 /** Native, actual h/w counts */
2238 /*@{*/
2239 GLuint NumNativeInstructions;
2240 GLuint NumNativeTemporaries;
2241 GLuint NumNativeParameters;
2242 GLuint NumNativeAttributes;
2243 GLuint NumNativeAddressRegs;
2244 GLuint NumNativeAluInstructions;
2245 GLuint NumNativeTexInstructions;
2246 GLuint NumNativeTexIndirections;
2247 /*@}*/
2248
2249 /** Used by ARB assembly-style programs. Can only be true for vertex
2250 * programs.
2251 */
2252 GLboolean IsPositionInvariant;
2253 } arb;
2254 };
2255 };
2256
2257
2258 /**
2259 * State common to vertex and fragment programs.
2260 */
2261 struct gl_program_state
2262 {
2263 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2264 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2265 };
2266
2267
2268 /**
2269 * Context state for vertex programs.
2270 */
2271 struct gl_vertex_program_state
2272 {
2273 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2274 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2275 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2276 /** Should fixed-function T&L be implemented with a vertex prog? */
2277 GLboolean _MaintainTnlProgram;
2278
2279 struct gl_program *Current; /**< User-bound vertex program */
2280
2281 /** Currently enabled and valid vertex program (including internal
2282 * programs, user-defined vertex programs and GLSL vertex shaders).
2283 * This is the program we must use when rendering.
2284 */
2285 struct gl_program *_Current;
2286
2287 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2288
2289 /** Program to emulate fixed-function T&L (see above) */
2290 struct gl_program *_TnlProgram;
2291
2292 /** Cache of fixed-function programs */
2293 struct gl_program_cache *Cache;
2294
2295 GLboolean _Overriden;
2296
2297 /**
2298 * If we have a vertex program, a TNL program or no program at all.
2299 * Note that this value should be kept up to date all the time,
2300 * nevertheless its correctness is asserted in _mesa_update_state.
2301 * The reason is to avoid calling _mesa_update_state twice we need
2302 * this value on draw *before* actually calling _mesa_update_state.
2303 * Also it should need to get recomputed only on changes to the
2304 * vertex program which are heavyweight already.
2305 */
2306 gl_vertex_processing_mode _VPMode;
2307 };
2308
2309 /**
2310 * Context state for tessellation control programs.
2311 */
2312 struct gl_tess_ctrl_program_state
2313 {
2314 /** Currently bound and valid shader. */
2315 struct gl_program *_Current;
2316
2317 GLint patch_vertices;
2318 GLfloat patch_default_outer_level[4];
2319 GLfloat patch_default_inner_level[2];
2320 };
2321
2322 /**
2323 * Context state for tessellation evaluation programs.
2324 */
2325 struct gl_tess_eval_program_state
2326 {
2327 /** Currently bound and valid shader. */
2328 struct gl_program *_Current;
2329 };
2330
2331 /**
2332 * Context state for geometry programs.
2333 */
2334 struct gl_geometry_program_state
2335 {
2336 /**
2337 * Currently enabled and valid program (including internal programs
2338 * and compiled shader programs).
2339 */
2340 struct gl_program *_Current;
2341 };
2342
2343 /**
2344 * Context state for fragment programs.
2345 */
2346 struct gl_fragment_program_state
2347 {
2348 GLboolean Enabled; /**< User-set fragment program enable flag */
2349 /** Should fixed-function texturing be implemented with a fragment prog? */
2350 GLboolean _MaintainTexEnvProgram;
2351
2352 struct gl_program *Current; /**< User-bound fragment program */
2353
2354 /**
2355 * Currently enabled and valid fragment program (including internal
2356 * programs, user-defined fragment programs and GLSL fragment shaders).
2357 * This is the program we must use when rendering.
2358 */
2359 struct gl_program *_Current;
2360
2361 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2362
2363 /** Program to emulate fixed-function texture env/combine (see above) */
2364 struct gl_program *_TexEnvProgram;
2365
2366 /** Cache of fixed-function programs */
2367 struct gl_program_cache *Cache;
2368 };
2369
2370
2371 /**
2372 * Context state for compute programs.
2373 */
2374 struct gl_compute_program_state
2375 {
2376 /** Currently enabled and valid program (including internal programs
2377 * and compiled shader programs).
2378 */
2379 struct gl_program *_Current;
2380 };
2381
2382
2383 /**
2384 * ATI_fragment_shader runtime state
2385 */
2386
2387 struct atifs_instruction;
2388 struct atifs_setupinst;
2389
2390 /**
2391 * ATI fragment shader
2392 */
2393 struct ati_fragment_shader
2394 {
2395 GLuint Id;
2396 GLint RefCount;
2397 struct atifs_instruction *Instructions[2];
2398 struct atifs_setupinst *SetupInst[2];
2399 GLfloat Constants[8][4];
2400 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2401 GLubyte numArithInstr[2];
2402 GLubyte regsAssigned[2];
2403 GLubyte NumPasses; /**< 1 or 2 */
2404 /**
2405 * Current compile stage: 0 setup pass1, 1 arith pass1,
2406 * 2 setup pass2, 3 arith pass2.
2407 */
2408 GLubyte cur_pass;
2409 GLubyte last_optype;
2410 GLboolean interpinp1;
2411 GLboolean isValid;
2412 /**
2413 * Array of 2 bit values for each tex unit to remember whether
2414 * STR or STQ swizzle was used
2415 */
2416 GLuint swizzlerq;
2417 struct gl_program *Program;
2418 };
2419
2420 /**
2421 * Context state for GL_ATI_fragment_shader
2422 */
2423 struct gl_ati_fragment_shader_state
2424 {
2425 GLboolean Enabled;
2426 GLboolean Compiling;
2427 GLfloat GlobalConstants[8][4];
2428 struct ati_fragment_shader *Current;
2429 };
2430
2431 /**
2432 * Shader subroutine function definition
2433 */
2434 struct gl_subroutine_function
2435 {
2436 char *name;
2437 int index;
2438 int num_compat_types;
2439 const struct glsl_type **types;
2440 };
2441
2442 /**
2443 * Shader information needed by both gl_shader and gl_linked shader.
2444 */
2445 struct gl_shader_info
2446 {
2447 /**
2448 * Tessellation Control shader state from layout qualifiers.
2449 */
2450 struct {
2451 /**
2452 * 0 - vertices not declared in shader, or
2453 * 1 .. GL_MAX_PATCH_VERTICES
2454 */
2455 GLint VerticesOut;
2456 } TessCtrl;
2457
2458 /**
2459 * Tessellation Evaluation shader state from layout qualifiers.
2460 */
2461 struct {
2462 /**
2463 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2464 * in this shader.
2465 */
2466 GLenum16 PrimitiveMode;
2467
2468 enum gl_tess_spacing Spacing;
2469
2470 /**
2471 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2472 */
2473 GLenum16 VertexOrder;
2474 /**
2475 * 1, 0, or -1 if it's not set in this shader.
2476 */
2477 int PointMode;
2478 } TessEval;
2479
2480 /**
2481 * Geometry shader state from GLSL 1.50 layout qualifiers.
2482 */
2483 struct {
2484 GLint VerticesOut;
2485 /**
2486 * 0 - Invocations count not declared in shader, or
2487 * 1 .. Const.MaxGeometryShaderInvocations
2488 */
2489 GLint Invocations;
2490 /**
2491 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2492 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2493 * shader.
2494 */
2495 GLenum16 InputType;
2496 /**
2497 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2498 * it's not set in this shader.
2499 */
2500 GLenum16 OutputType;
2501 } Geom;
2502
2503 /**
2504 * Compute shader state from ARB_compute_shader and
2505 * ARB_compute_variable_group_size layout qualifiers.
2506 */
2507 struct {
2508 /**
2509 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2510 * it's not set in this shader.
2511 */
2512 unsigned LocalSize[3];
2513
2514 /**
2515 * Whether a variable work group size has been specified as defined by
2516 * ARB_compute_variable_group_size.
2517 */
2518 bool LocalSizeVariable;
2519
2520 /*
2521 * Arrangement of invocations used to calculate derivatives in a compute
2522 * shader. From NV_compute_shader_derivatives.
2523 */
2524 enum gl_derivative_group DerivativeGroup;
2525 } Comp;
2526 };
2527
2528 /**
2529 * A linked GLSL shader object.
2530 */
2531 struct gl_linked_shader
2532 {
2533 gl_shader_stage Stage;
2534
2535 #ifdef DEBUG
2536 unsigned SourceChecksum;
2537 #endif
2538
2539 struct gl_program *Program; /**< Post-compile assembly code */
2540
2541 /**
2542 * \name Sampler tracking
2543 *
2544 * \note Each of these fields is only set post-linking.
2545 */
2546 /*@{*/
2547 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2548 /*@}*/
2549
2550 /**
2551 * Number of default uniform block components used by this shader.
2552 *
2553 * This field is only set post-linking.
2554 */
2555 unsigned num_uniform_components;
2556
2557 /**
2558 * Number of combined uniform components used by this shader.
2559 *
2560 * This field is only set post-linking. It is the sum of the uniform block
2561 * sizes divided by sizeof(float), and num_uniform_compoennts.
2562 */
2563 unsigned num_combined_uniform_components;
2564
2565 struct exec_list *ir;
2566 struct exec_list *packed_varyings;
2567 struct exec_list *fragdata_arrays;
2568 struct glsl_symbol_table *symbols;
2569
2570 /**
2571 * ARB_gl_spirv related data.
2572 *
2573 * This is actually a reference to the gl_shader::spirv_data, which
2574 * stores information that is also needed during linking.
2575 */
2576 struct gl_shader_spirv_data *spirv_data;
2577 };
2578
2579
2580 /**
2581 * Compile status enum. COMPILE_SKIPPED is used to indicate the compile
2582 * was skipped due to the shader matching one that's been seen before by
2583 * the on-disk cache.
2584 */
2585 enum gl_compile_status
2586 {
2587 COMPILE_FAILURE = 0,
2588 COMPILE_SUCCESS,
2589 COMPILE_SKIPPED
2590 };
2591
2592 /**
2593 * A GLSL shader object.
2594 */
2595 struct gl_shader
2596 {
2597 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2598 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2599 * Must be the first field.
2600 */
2601 GLenum16 Type;
2602 gl_shader_stage Stage;
2603 GLuint Name; /**< AKA the handle */
2604 GLint RefCount; /**< Reference count */
2605 GLchar *Label; /**< GL_KHR_debug */
2606 unsigned char sha1[20]; /**< SHA1 hash of pre-processed source */
2607 GLboolean DeletePending;
2608 bool IsES; /**< True if this shader uses GLSL ES */
2609
2610 enum gl_compile_status CompileStatus;
2611
2612 #ifdef DEBUG
2613 unsigned SourceChecksum; /**< for debug/logging purposes */
2614 #endif
2615 const GLchar *Source; /**< Source code string */
2616
2617 const GLchar *FallbackSource; /**< Fallback string used by on-disk cache*/
2618
2619 GLchar *InfoLog;
2620
2621 unsigned Version; /**< GLSL version used for linking */
2622
2623 /**
2624 * A bitmask of gl_advanced_blend_mode values
2625 */
2626 GLbitfield BlendSupport;
2627
2628 struct exec_list *ir;
2629 struct glsl_symbol_table *symbols;
2630
2631 /**
2632 * Whether early fragment tests are enabled as defined by
2633 * ARB_shader_image_load_store.
2634 */
2635 bool EarlyFragmentTests;
2636
2637 bool ARB_fragment_coord_conventions_enable;
2638
2639 bool redeclares_gl_fragcoord;
2640 bool uses_gl_fragcoord;
2641
2642 bool PostDepthCoverage;
2643 bool PixelInterlockOrdered;
2644 bool PixelInterlockUnordered;
2645 bool SampleInterlockOrdered;
2646 bool SampleInterlockUnordered;
2647 bool InnerCoverage;
2648
2649 /**
2650 * Fragment shader state from GLSL 1.50 layout qualifiers.
2651 */
2652 bool origin_upper_left;
2653 bool pixel_center_integer;
2654
2655 /**
2656 * Whether bindless_sampler/bindless_image, and respectively
2657 * bound_sampler/bound_image are declared at global scope as defined by
2658 * ARB_bindless_texture.
2659 */
2660 bool bindless_sampler;
2661 bool bindless_image;
2662 bool bound_sampler;
2663 bool bound_image;
2664
2665 /** Global xfb_stride out qualifier if any */
2666 GLuint TransformFeedbackBufferStride[MAX_FEEDBACK_BUFFERS];
2667
2668 struct gl_shader_info info;
2669
2670 /* ARB_gl_spirv related data */
2671 struct gl_shader_spirv_data *spirv_data;
2672 };
2673
2674
2675 struct gl_uniform_buffer_variable
2676 {
2677 char *Name;
2678
2679 /**
2680 * Name of the uniform as seen by glGetUniformIndices.
2681 *
2682 * glGetUniformIndices requires that the block instance index \b not be
2683 * present in the name of queried uniforms.
2684 *
2685 * \note
2686 * \c gl_uniform_buffer_variable::IndexName and
2687 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2688 */
2689 char *IndexName;
2690
2691 const struct glsl_type *Type;
2692 unsigned int Offset;
2693 GLboolean RowMajor;
2694 };
2695
2696
2697 struct gl_uniform_block
2698 {
2699 /** Declared name of the uniform block */
2700 char *Name;
2701
2702 /** Array of supplemental information about UBO ir_variables. */
2703 struct gl_uniform_buffer_variable *Uniforms;
2704 GLuint NumUniforms;
2705
2706 /**
2707 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2708 * with glBindBufferBase to bind a buffer object to this uniform block.
2709 */
2710 GLuint Binding;
2711
2712 /**
2713 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2714 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2715 */
2716 GLuint UniformBufferSize;
2717
2718 /** Stages that reference this block */
2719 uint8_t stageref;
2720
2721 /**
2722 * Linearized array index for uniform block instance arrays
2723 *
2724 * Given a uniform block instance array declared with size
2725 * blk[s_0][s_1]..[s_m], the block referenced by blk[i_0][i_1]..[i_m] will
2726 * have the linearized array index
2727 *
2728 * m-1 m
2729 * i_m + ∑ i_j * ∏ s_k
2730 * j=0 k=j+1
2731 *
2732 * For a uniform block instance that is not an array, this is always 0.
2733 */
2734 uint8_t linearized_array_index;
2735
2736 /**
2737 * Layout specified in the shader
2738 *
2739 * This isn't accessible through the API, but it is used while
2740 * cross-validating uniform blocks.
2741 */
2742 enum glsl_interface_packing _Packing;
2743 GLboolean _RowMajor;
2744 };
2745
2746 /**
2747 * Structure that represents a reference to an atomic buffer from some
2748 * shader program.
2749 */
2750 struct gl_active_atomic_buffer
2751 {
2752 /** Uniform indices of the atomic counters declared within it. */
2753 GLuint *Uniforms;
2754 GLuint NumUniforms;
2755
2756 /** Binding point index associated with it. */
2757 GLuint Binding;
2758
2759 /** Minimum reasonable size it is expected to have. */
2760 GLuint MinimumSize;
2761
2762 /** Shader stages making use of it. */
2763 GLboolean StageReferences[MESA_SHADER_STAGES];
2764 };
2765
2766 /**
2767 * Data container for shader queries. This holds only the minimal
2768 * amount of required information for resource queries to work.
2769 */
2770 struct gl_shader_variable
2771 {
2772 /**
2773 * Declared type of the variable
2774 */
2775 const struct glsl_type *type;
2776
2777 /**
2778 * If the variable is in an interface block, this is the type of the block.
2779 */
2780 const struct glsl_type *interface_type;
2781
2782 /**
2783 * For variables inside structs (possibly recursively), this is the
2784 * outermost struct type.
2785 */
2786 const struct glsl_type *outermost_struct_type;
2787
2788 /**
2789 * Declared name of the variable
2790 */
2791 char *name;
2792
2793 /**
2794 * Storage location of the base of this variable
2795 *
2796 * The precise meaning of this field depends on the nature of the variable.
2797 *
2798 * - Vertex shader input: one of the values from \c gl_vert_attrib.
2799 * - Vertex shader output: one of the values from \c gl_varying_slot.
2800 * - Geometry shader input: one of the values from \c gl_varying_slot.
2801 * - Geometry shader output: one of the values from \c gl_varying_slot.
2802 * - Fragment shader input: one of the values from \c gl_varying_slot.
2803 * - Fragment shader output: one of the values from \c gl_frag_result.
2804 * - Uniforms: Per-stage uniform slot number for default uniform block.
2805 * - Uniforms: Index within the uniform block definition for UBO members.
2806 * - Non-UBO Uniforms: explicit location until linking then reused to
2807 * store uniform slot number.
2808 * - Other: This field is not currently used.
2809 *
2810 * If the variable is a uniform, shader input, or shader output, and the
2811 * slot has not been assigned, the value will be -1.
2812 */
2813 int location;
2814
2815 /**
2816 * Specifies the first component the variable is stored in as per
2817 * ARB_enhanced_layouts.
2818 */
2819 unsigned component:2;
2820
2821 /**
2822 * Output index for dual source blending.
2823 *
2824 * \note
2825 * The GLSL spec only allows the values 0 or 1 for the index in \b dual
2826 * source blending.
2827 */
2828 unsigned index:1;
2829
2830 /**
2831 * Specifies whether a shader input/output is per-patch in tessellation
2832 * shader stages.
2833 */
2834 unsigned patch:1;
2835
2836 /**
2837 * Storage class of the variable.
2838 *
2839 * \sa (n)ir_variable_mode
2840 */
2841 unsigned mode:4;
2842
2843 /**
2844 * Interpolation mode for shader inputs / outputs
2845 *
2846 * \sa glsl_interp_mode
2847 */
2848 unsigned interpolation:2;
2849
2850 /**
2851 * Was the location explicitly set in the shader?
2852 *
2853 * If the location is explicitly set in the shader, it \b cannot be changed
2854 * by the linker or by the API (e.g., calls to \c glBindAttribLocation have
2855 * no effect).
2856 */
2857 unsigned explicit_location:1;
2858
2859 /**
2860 * Precision qualifier.
2861 */
2862 unsigned precision:2;
2863 };
2864
2865 /**
2866 * Active resource in a gl_shader_program
2867 */
2868 struct gl_program_resource
2869 {
2870 GLenum16 Type; /** Program interface type. */
2871 const void *Data; /** Pointer to resource associated data structure. */
2872 uint8_t StageReferences; /** Bitmask of shader stage references. */
2873 };
2874
2875 /**
2876 * Link status enum. LINKING_SKIPPED is used to indicate linking
2877 * was skipped due to the shader being loaded from the on-disk cache.
2878 */
2879 enum gl_link_status
2880 {
2881 LINKING_FAILURE = 0,
2882 LINKING_SUCCESS,
2883 LINKING_SKIPPED
2884 };
2885
2886 /**
2887 * A data structure to be shared by gl_shader_program and gl_program.
2888 */
2889 struct gl_shader_program_data
2890 {
2891 GLint RefCount; /**< Reference count */
2892
2893 /** SHA1 hash of linked shader program */
2894 unsigned char sha1[20];
2895
2896 unsigned NumUniformStorage;
2897 unsigned NumHiddenUniforms;
2898 struct gl_uniform_storage *UniformStorage;
2899
2900 unsigned NumUniformBlocks;
2901 unsigned NumShaderStorageBlocks;
2902
2903 struct gl_uniform_block *UniformBlocks;
2904 struct gl_uniform_block *ShaderStorageBlocks;
2905
2906 struct gl_active_atomic_buffer *AtomicBuffers;
2907 unsigned NumAtomicBuffers;
2908
2909 /* Shader cache variables used during restore */
2910 unsigned NumUniformDataSlots;
2911 union gl_constant_value *UniformDataSlots;
2912
2913 /* Used to hold initial uniform values for program binary restores.
2914 *
2915 * From the ARB_get_program_binary spec:
2916 *
2917 * "A successful call to ProgramBinary will reset all uniform
2918 * variables to their initial values. The initial value is either
2919 * the value of the variable's initializer as specified in the
2920 * original shader source, or 0 if no initializer was present.
2921 */
2922 union gl_constant_value *UniformDataDefaults;
2923
2924 GLboolean Validated;
2925
2926 /** List of all active resources after linking. */
2927 struct gl_program_resource *ProgramResourceList;
2928 unsigned NumProgramResourceList;
2929
2930 enum gl_link_status LinkStatus; /**< GL_LINK_STATUS */
2931 GLchar *InfoLog;
2932
2933 unsigned Version; /**< GLSL version used for linking */
2934
2935 /* Mask of stages this program was linked against */
2936 unsigned linked_stages;
2937
2938 /* Whether the shaders of this program are loaded from SPIR-V binaries
2939 * (all have the SPIR_V_BINARY_ARB state). This was introduced by the
2940 * ARB_gl_spirv extension.
2941 */
2942 bool spirv;
2943 };
2944
2945 /**
2946 * A GLSL program object.
2947 * Basically a linked collection of vertex and fragment shaders.
2948 */
2949 struct gl_shader_program
2950 {
2951 GLenum16 Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2952 GLuint Name; /**< aka handle or ID */
2953 GLchar *Label; /**< GL_KHR_debug */
2954 GLint RefCount; /**< Reference count */
2955 GLboolean DeletePending;
2956
2957 /**
2958 * Is the application intending to glGetProgramBinary this program?
2959 */
2960 GLboolean BinaryRetreivableHint;
2961
2962 /**
2963 * Indicates whether program can be bound for individual pipeline stages
2964 * using UseProgramStages after it is next linked.
2965 */
2966 GLboolean SeparateShader;
2967
2968 GLuint NumShaders; /**< number of attached shaders */
2969 struct gl_shader **Shaders; /**< List of attached the shaders */
2970
2971 /**
2972 * User-defined attribute bindings
2973 *
2974 * These are set via \c glBindAttribLocation and are used to direct the
2975 * GLSL linker. These are \b not the values used in the compiled shader,
2976 * and they are \b not the values returned by \c glGetAttribLocation.
2977 */
2978 struct string_to_uint_map *AttributeBindings;
2979
2980 /**
2981 * User-defined fragment data bindings
2982 *
2983 * These are set via \c glBindFragDataLocation and are used to direct the
2984 * GLSL linker. These are \b not the values used in the compiled shader,
2985 * and they are \b not the values returned by \c glGetFragDataLocation.
2986 */
2987 struct string_to_uint_map *FragDataBindings;
2988 struct string_to_uint_map *FragDataIndexBindings;
2989
2990 /**
2991 * Transform feedback varyings last specified by
2992 * glTransformFeedbackVaryings().
2993 *
2994 * For the current set of transform feedback varyings used for transform
2995 * feedback output, see LinkedTransformFeedback.
2996 */
2997 struct {
2998 GLenum16 BufferMode;
2999 /** Global xfb_stride out qualifier if any */
3000 GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
3001 GLuint NumVarying;
3002 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
3003 } TransformFeedback;
3004
3005 struct gl_program *last_vert_prog;
3006
3007 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
3008 enum gl_frag_depth_layout FragDepthLayout;
3009
3010 /**
3011 * Geometry shader state - copied into gl_program by
3012 * _mesa_copy_linked_program_data().
3013 */
3014 struct {
3015 GLint VerticesIn;
3016
3017 bool UsesEndPrimitive;
3018 bool UsesStreams;
3019 } Geom;
3020
3021 /**
3022 * Compute shader state - copied into gl_program by
3023 * _mesa_copy_linked_program_data().
3024 */
3025 struct {
3026 /**
3027 * Size of shared variables accessed by the compute shader.
3028 */
3029 unsigned SharedSize;
3030 } Comp;
3031
3032 /** Data shared by gl_program and gl_shader_program */
3033 struct gl_shader_program_data *data;
3034
3035 /**
3036 * Mapping from GL uniform locations returned by \c glUniformLocation to
3037 * UniformStorage entries. Arrays will have multiple contiguous slots
3038 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
3039 */
3040 unsigned NumUniformRemapTable;
3041 struct gl_uniform_storage **UniformRemapTable;
3042
3043 /**
3044 * Sometimes there are empty slots left over in UniformRemapTable after we
3045 * allocate slots to explicit locations. This list stores the blocks of
3046 * continuous empty slots inside UniformRemapTable.
3047 */
3048 struct exec_list EmptyUniformLocations;
3049
3050 /**
3051 * Total number of explicit uniform location including inactive uniforms.
3052 */
3053 unsigned NumExplicitUniformLocations;
3054
3055 /**
3056 * Map of active uniform names to locations
3057 *
3058 * Maps any active uniform that is not an array element to a location.
3059 * Each active uniform, including individual structure members will appear
3060 * in this map. This roughly corresponds to the set of names that would be
3061 * enumerated by \c glGetActiveUniform.
3062 */
3063 struct string_to_uint_map *UniformHash;
3064
3065 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
3066
3067 bool IsES; /**< True if this program uses GLSL ES */
3068
3069 /**
3070 * Per-stage shaders resulting from the first stage of linking.
3071 *
3072 * Set of linked shaders for this program. The array is accessed using the
3073 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
3074 * \c NULL.
3075 */
3076 struct gl_linked_shader *_LinkedShaders[MESA_SHADER_STAGES];
3077
3078 /**
3079 * True if any of the fragment shaders attached to this program use:
3080 * #extension ARB_fragment_coord_conventions: enable
3081 */
3082 GLboolean ARB_fragment_coord_conventions_enable;
3083 };
3084
3085
3086 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
3087 #define GLSL_LOG 0x2 /**< Write shaders to files */
3088 #define GLSL_UNIFORMS 0x4 /**< Print glUniform calls */
3089 #define GLSL_NOP_VERT 0x8 /**< Force no-op vertex shaders */
3090 #define GLSL_NOP_FRAG 0x10 /**< Force no-op fragment shaders */
3091 #define GLSL_USE_PROG 0x20 /**< Log glUseProgram calls */
3092 #define GLSL_REPORT_ERRORS 0x40 /**< Print compilation errors */
3093 #define GLSL_DUMP_ON_ERROR 0x80 /**< Dump shaders to stderr on compile error */
3094 #define GLSL_CACHE_INFO 0x100 /**< Print debug information about shader cache */
3095 #define GLSL_CACHE_FALLBACK 0x200 /**< Force shader cache fallback paths */
3096
3097
3098 /**
3099 * Context state for GLSL vertex/fragment shaders.
3100 * Extended to support pipeline object
3101 */
3102 struct gl_pipeline_object
3103 {
3104 /** Name of the pipeline object as received from glGenProgramPipelines.
3105 * It would be 0 for shaders without separate shader objects.
3106 */
3107 GLuint Name;
3108
3109 GLint RefCount;
3110
3111 GLchar *Label; /**< GL_KHR_debug */
3112
3113 /**
3114 * Programs used for rendering
3115 *
3116 * There is a separate program set for each shader stage.
3117 */
3118 struct gl_program *CurrentProgram[MESA_SHADER_STAGES];
3119
3120 struct gl_shader_program *ReferencedPrograms[MESA_SHADER_STAGES];
3121
3122 /**
3123 * Program used by glUniform calls.
3124 *
3125 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
3126 */
3127 struct gl_shader_program *ActiveProgram;
3128
3129 GLbitfield Flags; /**< Mask of GLSL_x flags */
3130 GLboolean EverBound; /**< Has the pipeline object been created */
3131 GLboolean Validated; /**< Pipeline Validation status */
3132
3133 GLchar *InfoLog;
3134 };
3135
3136 /**
3137 * Context state for GLSL pipeline shaders.
3138 */
3139 struct gl_pipeline_shader_state
3140 {
3141 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
3142 struct gl_pipeline_object *Current;
3143
3144 /** Default Object to ensure that _Shader is never NULL */
3145 struct gl_pipeline_object *Default;
3146
3147 /** Pipeline objects */
3148 struct _mesa_HashTable *Objects;
3149 };
3150
3151 /**
3152 * Compiler options for a single GLSL shaders type
3153 */
3154 struct gl_shader_compiler_options
3155 {
3156 /** Driver-selectable options: */
3157 GLboolean EmitNoLoops;
3158 GLboolean EmitNoCont; /**< Emit CONT opcode? */
3159 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
3160 GLboolean EmitNoPow; /**< Emit POW opcodes? */
3161 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
3162 GLboolean LowerCombinedClipCullDistance; /** Lower gl_ClipDistance and
3163 * gl_CullDistance together from
3164 * float[8] to vec4[2]
3165 **/
3166
3167 /**
3168 * \name Forms of indirect addressing the driver cannot do.
3169 */
3170 /*@{*/
3171 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
3172 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
3173 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
3174 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
3175 GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
3176 /*@}*/
3177
3178 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
3179 GLuint MaxUnrollIterations;
3180
3181 /**
3182 * Optimize code for array of structures backends.
3183 *
3184 * This is a proxy for:
3185 * - preferring DP4 instructions (rather than MUL/MAD) for
3186 * matrix * vector operations, such as position transformation.
3187 */
3188 GLboolean OptimizeForAOS;
3189
3190 /** Lower UBO and SSBO access to intrinsics. */
3191 GLboolean LowerBufferInterfaceBlocks;
3192
3193 /** Clamp UBO and SSBO block indices so they don't go out-of-bounds. */
3194 GLboolean ClampBlockIndicesToArrayBounds;
3195
3196 const struct nir_shader_compiler_options *NirOptions;
3197 };
3198
3199
3200 /**
3201 * Occlusion/timer query object.
3202 */
3203 struct gl_query_object
3204 {
3205 GLenum16 Target; /**< The query target, when active */
3206 GLuint Id; /**< hash table ID/name */
3207 GLchar *Label; /**< GL_KHR_debug */
3208 GLuint64EXT Result; /**< the counter */
3209 GLboolean Active; /**< inside Begin/EndQuery */
3210 GLboolean Ready; /**< result is ready? */
3211 GLboolean EverBound;/**< has query object ever been bound */
3212 GLuint Stream; /**< The stream */
3213 };
3214
3215
3216 /**
3217 * Context state for query objects.
3218 */
3219 struct gl_query_state
3220 {
3221 struct _mesa_HashTable *QueryObjects;
3222 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
3223 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
3224
3225 /** GL_NV_conditional_render */
3226 struct gl_query_object *CondRenderQuery;
3227
3228 /** GL_EXT_transform_feedback */
3229 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
3230 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
3231
3232 /** GL_ARB_transform_feedback_overflow_query */
3233 struct gl_query_object *TransformFeedbackOverflow[MAX_VERTEX_STREAMS];
3234 struct gl_query_object *TransformFeedbackOverflowAny;
3235
3236 /** GL_ARB_timer_query */
3237 struct gl_query_object *TimeElapsed;
3238
3239 /** GL_ARB_pipeline_statistics_query */
3240 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
3241
3242 GLenum16 CondRenderMode;
3243 };
3244
3245
3246 /** Sync object state */
3247 struct gl_sync_object
3248 {
3249 GLuint Name; /**< Fence name */
3250 GLint RefCount; /**< Reference count */
3251 GLchar *Label; /**< GL_KHR_debug */
3252 GLboolean DeletePending; /**< Object was deleted while there were still
3253 * live references (e.g., sync not yet finished)
3254 */
3255 GLenum16 SyncCondition;
3256 GLbitfield Flags; /**< Flags passed to glFenceSync */
3257 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
3258 };
3259
3260
3261 /**
3262 * State which can be shared by multiple contexts:
3263 */
3264 struct gl_shared_state
3265 {
3266 simple_mtx_t Mutex; /**< for thread safety */
3267 GLint RefCount; /**< Reference count */
3268 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
3269 struct _mesa_HashTable *BitmapAtlas; /**< For optimized glBitmap text */
3270 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
3271
3272 /** Default texture objects (shared by all texture units) */
3273 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
3274
3275 /** Fallback texture used when a bound texture is incomplete */
3276 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
3277
3278 /**
3279 * \name Thread safety and statechange notification for texture
3280 * objects.
3281 *
3282 * \todo Improve the granularity of locking.
3283 */
3284 /*@{*/
3285 mtx_t TexMutex; /**< texobj thread safety */
3286 GLuint TextureStateStamp; /**< state notification for shared tex */
3287 /*@}*/
3288
3289 /** Default buffer object for vertex arrays that aren't in VBOs */
3290 struct gl_buffer_object *NullBufferObj;
3291
3292 /**
3293 * \name Vertex/geometry/fragment programs
3294 */
3295 /*@{*/
3296 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3297 struct gl_program *DefaultVertexProgram;
3298 struct gl_program *DefaultFragmentProgram;
3299 /*@}*/
3300
3301 /* GL_ATI_fragment_shader */
3302 struct _mesa_HashTable *ATIShaders;
3303 struct ati_fragment_shader *DefaultFragmentShader;
3304
3305 struct _mesa_HashTable *BufferObjects;
3306
3307 /** Table of both gl_shader and gl_shader_program objects */
3308 struct _mesa_HashTable *ShaderObjects;
3309
3310 /* GL_EXT_framebuffer_object */
3311 struct _mesa_HashTable *RenderBuffers;
3312 struct _mesa_HashTable *FrameBuffers;
3313
3314 /* GL_ARB_sync */
3315 struct set *SyncObjects;
3316
3317 /** GL_ARB_sampler_objects */
3318 struct _mesa_HashTable *SamplerObjects;
3319
3320 /* GL_ARB_bindless_texture */
3321 struct hash_table_u64 *TextureHandles;
3322 struct hash_table_u64 *ImageHandles;
3323 mtx_t HandlesMutex; /**< For texture/image handles safety */
3324
3325 /**
3326 * Some context in this share group was affected by a GPU reset
3327 *
3328 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3329 * been affected by a GPU reset must also return
3330 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3331 *
3332 * Once this field becomes true, it is never reset to false.
3333 */
3334 bool ShareGroupReset;
3335
3336 /** EXT_external_objects */
3337 struct _mesa_HashTable *MemoryObjects;
3338
3339 /** EXT_semaphore */
3340 struct _mesa_HashTable *SemaphoreObjects;
3341
3342 /**
3343 * Some context in this share group was affected by a disjoint
3344 * operation. This operation can be anything that has effects on
3345 * values of timer queries in such manner that they become invalid for
3346 * performance metrics. As example gpu reset, counter overflow or gpu
3347 * frequency changes.
3348 */
3349 bool DisjointOperation;
3350 };
3351
3352
3353
3354 /**
3355 * Renderbuffers represent drawing surfaces such as color, depth and/or
3356 * stencil. A framebuffer object has a set of renderbuffers.
3357 * Drivers will typically derive subclasses of this type.
3358 */
3359 struct gl_renderbuffer
3360 {
3361 simple_mtx_t Mutex; /**< for thread safety */
3362 GLuint ClassID; /**< Useful for drivers */
3363 GLuint Name;
3364 GLchar *Label; /**< GL_KHR_debug */
3365 GLint RefCount;
3366 GLuint Width, Height;
3367 GLuint Depth;
3368 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3369 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3370 /**
3371 * True for renderbuffers that wrap textures, giving the driver a chance to
3372 * flush render caches through the FinishRenderTexture hook.
3373 *
3374 * Drivers may also set this on renderbuffers other than those generated by
3375 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3376 * called without a rb->TexImage.
3377 */
3378 GLboolean NeedsFinishRenderTexture;
3379 GLubyte NumSamples; /**< zero means not multisampled */
3380 GLubyte NumStorageSamples; /**< for AMD_framebuffer_multisample_advanced */
3381 GLenum16 InternalFormat; /**< The user-specified format */
3382 GLenum16 _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3383 GL_STENCIL_INDEX. */
3384 mesa_format Format; /**< The actual renderbuffer memory format */
3385 /**
3386 * Pointer to the texture image if this renderbuffer wraps a texture,
3387 * otherwise NULL.
3388 *
3389 * Note that the reference on the gl_texture_object containing this
3390 * TexImage is held by the gl_renderbuffer_attachment.
3391 */
3392 struct gl_texture_image *TexImage;
3393
3394 /** Delete this renderbuffer */
3395 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3396
3397 /** Allocate new storage for this renderbuffer */
3398 GLboolean (*AllocStorage)(struct gl_context *ctx,
3399 struct gl_renderbuffer *rb,
3400 GLenum internalFormat,
3401 GLuint width, GLuint height);
3402 };
3403
3404
3405 /**
3406 * A renderbuffer attachment points to either a texture object (and specifies
3407 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3408 */
3409 struct gl_renderbuffer_attachment
3410 {
3411 GLenum16 Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3412 GLboolean Complete;
3413
3414 /**
3415 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3416 * application supplied renderbuffer object.
3417 */
3418 struct gl_renderbuffer *Renderbuffer;
3419
3420 /**
3421 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3422 * supplied texture object.
3423 */
3424 struct gl_texture_object *Texture;
3425 GLuint TextureLevel; /**< Attached mipmap level. */
3426 GLsizei NumSamples; /**< from FramebufferTexture2DMultisampleEXT */
3427 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3428 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3429 * and 2D array textures */
3430 GLboolean Layered;
3431 };
3432
3433
3434 /**
3435 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3436 * In C++ terms, think of this as a base class from which device drivers
3437 * will make derived classes.
3438 */
3439 struct gl_framebuffer
3440 {
3441 simple_mtx_t Mutex; /**< for thread safety */
3442 /**
3443 * If zero, this is a window system framebuffer. If non-zero, this
3444 * is a FBO framebuffer; note that for some devices (i.e. those with
3445 * a natural pixel coordinate system for FBOs that differs from the
3446 * OpenGL/Mesa coordinate system), this means that the viewport,
3447 * polygon face orientation, and polygon stipple will have to be inverted.
3448 */
3449 GLuint Name;
3450 GLint RefCount;
3451
3452 GLchar *Label; /**< GL_KHR_debug */
3453
3454 GLboolean DeletePending;
3455
3456 /**
3457 * The framebuffer's visual. Immutable if this is a window system buffer.
3458 * Computed from attachments if user-made FBO.
3459 */
3460 struct gl_config Visual;
3461
3462 /**
3463 * Size of frame buffer in pixels. If there are no attachments, then both
3464 * of these are 0.
3465 */
3466 GLuint Width, Height;
3467
3468 /**
3469 * In the case that the framebuffer has no attachment (i.e.
3470 * GL_ARB_framebuffer_no_attachments) then the geometry of
3471 * the framebuffer is specified by the default values.
3472 */
3473 struct {
3474 GLuint Width, Height, Layers, NumSamples;
3475 GLboolean FixedSampleLocations;
3476 /* Derived from NumSamples by the driver so that it can choose a valid
3477 * value for the hardware.
3478 */
3479 GLuint _NumSamples;
3480 } DefaultGeometry;
3481
3482 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3483 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3484 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3485 */
3486 /*@{*/
3487 GLint _Xmin, _Xmax;
3488 GLint _Ymin, _Ymax;
3489 /*@}*/
3490
3491 /** \name Derived Z buffer stuff */
3492 /*@{*/
3493 GLuint _DepthMax; /**< Max depth buffer value */
3494 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3495 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3496 /*@}*/
3497
3498 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3499 GLenum16 _Status;
3500
3501 /** Whether one of Attachment has Type != GL_NONE
3502 * NOTE: the values for Width and Height are set to 0 in case of having
3503 * no attachments, a backend driver supporting the extension
3504 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3505 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3506 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3507 * _Ymax do NOT take into account _HasAttachments being false). To get the
3508 * geometry of the framebuffer, the helper functions
3509 * _mesa_geometric_width(),
3510 * _mesa_geometric_height(),
3511 * _mesa_geometric_samples() and
3512 * _mesa_geometric_layers()
3513 * are available that check _HasAttachments.
3514 */
3515 bool _HasAttachments;
3516
3517 GLbitfield _IntegerBuffers; /**< Which color buffers are integer valued */
3518 GLbitfield _RGBBuffers; /**< Which color buffers have baseformat == RGB */
3519 GLbitfield _FP32Buffers; /**< Which color buffers are FP32 */
3520
3521 /* ARB_color_buffer_float */
3522 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3523 GLboolean _HasSNormOrFloatColorBuffer;
3524
3525 /**
3526 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3527 * is not layered. For cube maps and cube map arrays, each cube face
3528 * counts as a layer. As the case for Width, Height a backend driver
3529 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3530 * in the case that _HasAttachments is false
3531 */
3532 GLuint MaxNumLayers;
3533
3534 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3535 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3536
3537 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3538 * attribute group and GL_PIXEL attribute group, respectively.
3539 */
3540 GLenum16 ColorDrawBuffer[MAX_DRAW_BUFFERS];
3541 GLenum16 ColorReadBuffer;
3542
3543 /* GL_ARB_sample_locations */
3544 GLfloat *SampleLocationTable; /**< If NULL, no table has been specified */
3545 GLboolean ProgrammableSampleLocations;
3546 GLboolean SampleLocationPixelGrid;
3547
3548 /** Computed from ColorDraw/ReadBuffer above */
3549 GLuint _NumColorDrawBuffers;
3550 gl_buffer_index _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS];
3551 gl_buffer_index _ColorReadBufferIndex;
3552 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3553 struct gl_renderbuffer *_ColorReadBuffer;
3554
3555 /* GL_MESA_framebuffer_flip_y */
3556 bool FlipY;
3557
3558 /** Delete this framebuffer */
3559 void (*Delete)(struct gl_framebuffer *fb);
3560 };
3561
3562
3563 /**
3564 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3565 */
3566 struct gl_precision
3567 {
3568 GLushort RangeMin; /**< min value exponent */
3569 GLushort RangeMax; /**< max value exponent */
3570 GLushort Precision; /**< number of mantissa bits */
3571 };
3572
3573
3574 /**
3575 * Limits for vertex, geometry and fragment programs/shaders.
3576 */
3577 struct gl_program_constants
3578 {
3579 /* logical limits */
3580 GLuint MaxInstructions;
3581 GLuint MaxAluInstructions;
3582 GLuint MaxTexInstructions;
3583 GLuint MaxTexIndirections;
3584 GLuint MaxAttribs;
3585 GLuint MaxTemps;
3586 GLuint MaxAddressRegs;
3587 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3588 GLuint MaxParameters;
3589 GLuint MaxLocalParams;
3590 GLuint MaxEnvParams;
3591 /* native/hardware limits */
3592 GLuint MaxNativeInstructions;
3593 GLuint MaxNativeAluInstructions;
3594 GLuint MaxNativeTexInstructions;
3595 GLuint MaxNativeTexIndirections;
3596 GLuint MaxNativeAttribs;
3597 GLuint MaxNativeTemps;
3598 GLuint MaxNativeAddressRegs;
3599 GLuint MaxNativeParameters;
3600 /* For shaders */
3601 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3602
3603 /**
3604 * \name Per-stage input / output limits
3605 *
3606 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3607 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3608 * ES). This is stored as \c gl_constants::MaxVarying.
3609 *
3610 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3611 * variables. Each stage as a certain number of outputs that it can feed
3612 * to the next stage and a certain number inputs that it can consume from
3613 * the previous stage.
3614 *
3615 * Vertex shader inputs do not participate this in this accounting.
3616 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3617 *
3618 * Fragment shader outputs do not participate this in this accounting.
3619 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3620 */
3621 /*@{*/
3622 GLuint MaxInputComponents;
3623 GLuint MaxOutputComponents;
3624 /*@}*/
3625
3626 /* ES 2.0 and GL_ARB_ES2_compatibility */
3627 struct gl_precision LowFloat, MediumFloat, HighFloat;
3628 struct gl_precision LowInt, MediumInt, HighInt;
3629 /* GL_ARB_uniform_buffer_object */
3630 GLuint MaxUniformBlocks;
3631 uint64_t MaxCombinedUniformComponents;
3632 GLuint MaxTextureImageUnits;
3633
3634 /* GL_ARB_shader_atomic_counters */
3635 GLuint MaxAtomicBuffers;
3636 GLuint MaxAtomicCounters;
3637
3638 /* GL_ARB_shader_image_load_store */
3639 GLuint MaxImageUniforms;
3640
3641 /* GL_ARB_shader_storage_buffer_object */
3642 GLuint MaxShaderStorageBlocks;
3643 };
3644
3645 /**
3646 * Constants which may be overridden by device driver during context creation
3647 * but are never changed after that.
3648 */
3649 struct gl_constants
3650 {
3651 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3652 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3653 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3654 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3655 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3656 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3657 GLuint MaxTextureCoordUnits;
3658 GLuint MaxCombinedTextureImageUnits;
3659 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3660 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3661 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3662 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3663
3664 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3665
3666 GLuint MaxArrayLockSize;
3667
3668 GLint SubPixelBits;
3669
3670 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3671 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3672 GLfloat PointSizeGranularity;
3673 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3674 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3675 GLfloat LineWidthGranularity;
3676
3677 GLuint MaxClipPlanes;
3678 GLuint MaxLights;
3679 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3680 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3681
3682 GLuint MaxViewportWidth, MaxViewportHeight;
3683 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3684 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3685 struct {
3686 GLfloat Min;
3687 GLfloat Max;
3688 } ViewportBounds; /**< GL_ARB_viewport_array */
3689 GLuint MaxWindowRectangles; /**< GL_EXT_window_rectangles */
3690
3691 struct gl_program_constants Program[MESA_SHADER_STAGES];
3692 GLuint MaxProgramMatrices;
3693 GLuint MaxProgramMatrixStackDepth;
3694
3695 struct {
3696 GLuint SamplesPassed;
3697 GLuint TimeElapsed;
3698 GLuint Timestamp;
3699 GLuint PrimitivesGenerated;
3700 GLuint PrimitivesWritten;
3701 GLuint VerticesSubmitted;
3702 GLuint PrimitivesSubmitted;
3703 GLuint VsInvocations;
3704 GLuint TessPatches;
3705 GLuint TessInvocations;
3706 GLuint GsInvocations;
3707 GLuint GsPrimitives;
3708 GLuint FsInvocations;
3709 GLuint ComputeInvocations;
3710 GLuint ClInPrimitives;
3711 GLuint ClOutPrimitives;
3712 } QueryCounterBits;
3713
3714 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3715
3716 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3717 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3718 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3719
3720 /**
3721 * GL_ARB_framebuffer_no_attachments
3722 */
3723 GLuint MaxFramebufferWidth;
3724 GLuint MaxFramebufferHeight;
3725 GLuint MaxFramebufferLayers;
3726 GLuint MaxFramebufferSamples;
3727
3728 /** Number of varying vectors between any two shader stages. */
3729 GLuint MaxVarying;
3730
3731 /** @{
3732 * GL_ARB_uniform_buffer_object
3733 */
3734 GLuint MaxCombinedUniformBlocks;
3735 GLuint MaxUniformBufferBindings;
3736 GLuint MaxUniformBlockSize;
3737 GLuint UniformBufferOffsetAlignment;
3738 /** @} */
3739
3740 /** @{
3741 * GL_ARB_shader_storage_buffer_object
3742 */
3743 GLuint MaxCombinedShaderStorageBlocks;
3744 GLuint MaxShaderStorageBufferBindings;
3745 GLuint MaxShaderStorageBlockSize;
3746 GLuint ShaderStorageBufferOffsetAlignment;
3747 /** @} */
3748
3749 /**
3750 * GL_ARB_explicit_uniform_location
3751 */
3752 GLuint MaxUserAssignableUniformLocations;
3753
3754 /** geometry shader */
3755 GLuint MaxGeometryOutputVertices;
3756 GLuint MaxGeometryTotalOutputComponents;
3757 GLuint MaxGeometryShaderInvocations;
3758
3759 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3760 GLuint GLSLVersionCompat; /**< Desktop compat GLSL version supported */
3761
3762 /**
3763 * Changes default GLSL extension behavior from "error" to "warn". It's out
3764 * of spec, but it can make some apps work that otherwise wouldn't.
3765 */
3766 GLboolean ForceGLSLExtensionsWarn;
3767
3768 /**
3769 * If non-zero, forces GLSL shaders to behave as if they began
3770 * with "#version ForceGLSLVersion".
3771 */
3772 GLuint ForceGLSLVersion;
3773
3774 /**
3775 * Allow GLSL #extension directives in the middle of shaders.
3776 */
3777 GLboolean AllowGLSLExtensionDirectiveMidShader;
3778
3779 /**
3780 * Allow builtins as part of constant expressions. This was not allowed
3781 * until GLSL 1.20 this allows it everywhere.
3782 */
3783 GLboolean AllowGLSLBuiltinConstantExpression;
3784
3785 /**
3786 * Allow some relaxation of GLSL ES shader restrictions. This encompasses
3787 * a number of relaxations to the ES shader rules.
3788 */
3789 GLboolean AllowGLSLRelaxedES;
3790
3791 /**
3792 * Allow GLSL built-in variables to be redeclared verbatim
3793 */
3794 GLboolean AllowGLSLBuiltinVariableRedeclaration;
3795
3796 /**
3797 * Allow GLSL interpolation qualifier mismatch across shader stages.
3798 */
3799 GLboolean AllowGLSLCrossStageInterpolationMismatch;
3800
3801 /**
3802 * Allow creating a higher compat profile (version 3.1+) for apps that
3803 * request it. Be careful when adding that driconf option because some
3804 * features are unimplemented and might not work correctly.
3805 */
3806 GLboolean AllowHigherCompatVersion;
3807
3808 /**
3809 * Allow layout qualifiers on function parameters.
3810 */
3811 GLboolean AllowLayoutQualifiersOnFunctionParameters;
3812
3813 /**
3814 * Force computing the absolute value for sqrt() and inversesqrt() to follow
3815 * D3D9 when apps rely on this behaviour.
3816 */
3817 GLboolean ForceGLSLAbsSqrt;
3818
3819 /**
3820 * Force uninitialized variables to default to zero.
3821 */
3822 GLboolean GLSLZeroInit;
3823
3824 /**
3825 * Does the driver support real 32-bit integers? (Otherwise, integers are
3826 * simulated via floats.)
3827 */
3828 GLboolean NativeIntegers;
3829
3830 /**
3831 * Does VertexID count from zero or from base vertex?
3832 *
3833 * \note
3834 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3835 * ignored and need not be set.
3836 */
3837 bool VertexID_is_zero_based;
3838
3839 /**
3840 * If the driver supports real 32-bit integers, what integer value should be
3841 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3842 */
3843 GLuint UniformBooleanTrue;
3844
3845 /**
3846 * Maximum amount of time, measured in nanseconds, that the server can wait.
3847 */
3848 GLuint64 MaxServerWaitTimeout;
3849
3850 /** GL_EXT_provoking_vertex */
3851 GLboolean QuadsFollowProvokingVertexConvention;
3852
3853 /** GL_ARB_viewport_array */
3854 GLenum16 LayerAndVPIndexProvokingVertex;
3855
3856 /** OpenGL version 3.0 */
3857 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3858
3859 /** OpenGL version 3.2 */
3860 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3861
3862 /** OpenGL version 4.4 */
3863 GLuint MaxVertexAttribStride;
3864
3865 /** GL_EXT_transform_feedback */
3866 GLuint MaxTransformFeedbackBuffers;
3867 GLuint MaxTransformFeedbackSeparateComponents;
3868 GLuint MaxTransformFeedbackInterleavedComponents;
3869 GLuint MaxVertexStreams;
3870
3871 /** GL_EXT_gpu_shader4 */
3872 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3873
3874 /** GL_ARB_texture_gather */
3875 GLuint MinProgramTextureGatherOffset;
3876 GLuint MaxProgramTextureGatherOffset;
3877 GLuint MaxProgramTextureGatherComponents;
3878
3879 /* GL_ARB_robustness */
3880 GLenum16 ResetStrategy;
3881
3882 /* GL_KHR_robustness */
3883 GLboolean RobustAccess;
3884
3885 /* GL_ARB_blend_func_extended */
3886 GLuint MaxDualSourceDrawBuffers;
3887
3888 /**
3889 * Whether the implementation strips out and ignores texture borders.
3890 *
3891 * Many GPU hardware implementations don't support rendering with texture
3892 * borders and mipmapped textures. (Note: not static border color, but the
3893 * old 1-pixel border around each edge). Implementations then have to do
3894 * slow fallbacks to be correct, or just ignore the border and be fast but
3895 * wrong. Setting the flag strips the border off of TexImage calls,
3896 * providing "fast but wrong" at significantly reduced driver complexity.
3897 *
3898 * Texture borders are deprecated in GL 3.0.
3899 **/
3900 GLboolean StripTextureBorder;
3901
3902 /**
3903 * For drivers which can do a better job at eliminating unused uniforms
3904 * than the GLSL compiler.
3905 *
3906 * XXX Remove these as soon as a better solution is available.
3907 */
3908 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3909
3910 /** Whether gl_FragCoord and gl_FrontFacing are system values. */
3911 bool GLSLFragCoordIsSysVal;
3912 bool GLSLFrontFacingIsSysVal;
3913
3914 /**
3915 * Run the minimum amount of GLSL optimizations to be able to link
3916 * shaders optimally (eliminate dead varyings and uniforms) and just do
3917 * all the necessary lowering.
3918 */
3919 bool GLSLOptimizeConservatively;
3920
3921 /**
3922 * True if gl_TessLevelInner/Outer[] in the TES should be inputs
3923 * (otherwise, they're system values).
3924 */
3925 bool GLSLTessLevelsAsInputs;
3926
3927 /**
3928 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3929 * than passing the transform feedback object to the drawing function.
3930 */
3931 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3932
3933 /** GL_ARB_map_buffer_alignment */
3934 GLuint MinMapBufferAlignment;
3935
3936 /**
3937 * Disable varying packing. This is out of spec, but potentially useful
3938 * for older platforms that supports a limited number of texture
3939 * indirections--on these platforms, unpacking the varyings in the fragment
3940 * shader increases the number of texture indirections by 1, which might
3941 * make some shaders not executable at all.
3942 *
3943 * Drivers that support transform feedback must set this value to GL_FALSE.
3944 */
3945 GLboolean DisableVaryingPacking;
3946
3947 /**
3948 * UBOs and SSBOs can be packed tightly by the OpenGL implementation when
3949 * layout is set as shared (the default) or packed. However most Mesa drivers
3950 * just use STD140 for these layouts. This flag allows drivers to use STD430
3951 * for packed and shared layouts which allows arrays to be packed more
3952 * tightly.
3953 */
3954 bool UseSTD430AsDefaultPacking;
3955
3956 /**
3957 * Should meaningful names be generated for compiler temporary variables?
3958 *
3959 * Generally, it is not useful to have the compiler generate "meaningful"
3960 * names for temporary variables that it creates. This can, however, be a
3961 * useful debugging aid. In Mesa debug builds or release builds when
3962 * MESA_GLSL is set at run-time, meaningful names will be generated.
3963 * Drivers can also force names to be generated by setting this field.
3964 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3965 * vertex shader assembly) is set at run-time.
3966 */
3967 bool GenerateTemporaryNames;
3968
3969 /*
3970 * Maximum value supported for an index in DrawElements and friends.
3971 *
3972 * This must be at least (1ull<<24)-1. The default value is
3973 * (1ull<<32)-1.
3974 *
3975 * \since ES 3.0 or GL_ARB_ES3_compatibility
3976 * \sa _mesa_init_constants
3977 */
3978 GLuint64 MaxElementIndex;
3979
3980 /**
3981 * Disable interpretation of line continuations (lines ending with a
3982 * backslash character ('\') in GLSL source.
3983 */
3984 GLboolean DisableGLSLLineContinuations;
3985
3986 /** GL_ARB_texture_multisample */
3987 GLint MaxColorTextureSamples;
3988 GLint MaxDepthTextureSamples;
3989 GLint MaxIntegerSamples;
3990
3991 /** GL_AMD_framebuffer_multisample_advanced */
3992 GLint MaxColorFramebufferSamples;
3993 GLint MaxColorFramebufferStorageSamples;
3994 GLint MaxDepthStencilFramebufferSamples;
3995
3996 /* An array of supported MSAA modes allowing different sample
3997 * counts per attachment type.
3998 */
3999 struct {
4000 GLint NumColorSamples;
4001 GLint NumColorStorageSamples;
4002 GLint NumDepthStencilSamples;
4003 } SupportedMultisampleModes[40];
4004 GLint NumSupportedMultisampleModes;
4005
4006 /**
4007 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
4008 * samples are laid out in a rectangular grid roughly corresponding to
4009 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
4010 * are used to map indices of rectangular grid to sample numbers within
4011 * a pixel. This mapping of indices to sample numbers must be initialized
4012 * by the driver for the target hardware. For example, if we have the 8X
4013 * MSAA sample number layout (sample positions) for XYZ hardware:
4014 *
4015 * sample indices layout sample number layout
4016 * --------- ---------
4017 * | 0 | 1 | | a | b |
4018 * --------- ---------
4019 * | 2 | 3 | | c | d |
4020 * --------- ---------
4021 * | 4 | 5 | | e | f |
4022 * --------- ---------
4023 * | 6 | 7 | | g | h |
4024 * --------- ---------
4025 *
4026 * Where a,b,c,d,e,f,g,h are integers between [0-7].
4027 *
4028 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
4029 * below:
4030 * SampleMap8x = {a, b, c, d, e, f, g, h};
4031 *
4032 * Follow the logic for sample counts 2-8.
4033 *
4034 * For 16x the sample indices layout as a 4x4 grid as follows:
4035 *
4036 * -----------------
4037 * | 0 | 1 | 2 | 3 |
4038 * -----------------
4039 * | 4 | 5 | 6 | 7 |
4040 * -----------------
4041 * | 8 | 9 |10 |11 |
4042 * -----------------
4043 * |12 |13 |14 |15 |
4044 * -----------------
4045 */
4046 uint8_t SampleMap2x[2];
4047 uint8_t SampleMap4x[4];
4048 uint8_t SampleMap8x[8];
4049 uint8_t SampleMap16x[16];
4050
4051 /** GL_ARB_shader_atomic_counters */
4052 GLuint MaxAtomicBufferBindings;
4053 GLuint MaxAtomicBufferSize;
4054 GLuint MaxCombinedAtomicBuffers;
4055 GLuint MaxCombinedAtomicCounters;
4056
4057 /** GL_ARB_vertex_attrib_binding */
4058 GLint MaxVertexAttribRelativeOffset;
4059 GLint MaxVertexAttribBindings;
4060
4061 /* GL_ARB_shader_image_load_store */
4062 GLuint MaxImageUnits;
4063 GLuint MaxCombinedShaderOutputResources;
4064 GLuint MaxImageSamples;
4065 GLuint MaxCombinedImageUniforms;
4066
4067 /** GL_ARB_compute_shader */
4068 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
4069 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
4070 GLuint MaxComputeWorkGroupInvocations;
4071 GLuint MaxComputeSharedMemorySize;
4072
4073 /** GL_ARB_compute_variable_group_size */
4074 GLuint MaxComputeVariableGroupSize[3]; /* Array of x, y, z dimensions */
4075 GLuint MaxComputeVariableGroupInvocations;
4076
4077 /** GL_ARB_gpu_shader5 */
4078 GLfloat MinFragmentInterpolationOffset;
4079 GLfloat MaxFragmentInterpolationOffset;
4080
4081 GLboolean FakeSWMSAA;
4082
4083 /** GL_KHR_context_flush_control */
4084 GLenum16 ContextReleaseBehavior;
4085
4086 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
4087
4088 /** GL_ARB_tessellation_shader */
4089 GLuint MaxPatchVertices;
4090 GLuint MaxTessGenLevel;
4091 GLuint MaxTessPatchComponents;
4092 GLuint MaxTessControlTotalOutputComponents;
4093 bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
4094 bool PrimitiveRestartForPatches;
4095 bool LowerCsDerivedVariables; /**< Lower gl_GlobalInvocationID and
4096 * gl_LocalInvocationIndex based on
4097 * other builtin variables. */
4098
4099 /** GL_OES_primitive_bounding_box */
4100 bool NoPrimitiveBoundingBoxOutput;
4101
4102 /** GL_ARB_sparse_buffer */
4103 GLuint SparseBufferPageSize;
4104
4105 /** Used as an input for sha1 generation in the on-disk shader cache */
4106 unsigned char *dri_config_options_sha1;
4107
4108 /** When drivers are OK with mapped buffers during draw and other calls. */
4109 bool AllowMappedBuffersDuringExecution;
4110
4111 /** GL_ARB_get_program_binary */
4112 GLuint NumProgramBinaryFormats;
4113
4114 /** GL_NV_conservative_raster */
4115 GLuint MaxSubpixelPrecisionBiasBits;
4116
4117 /** GL_NV_conservative_raster_dilate */
4118 GLfloat ConservativeRasterDilateRange[2];
4119 GLfloat ConservativeRasterDilateGranularity;
4120
4121 /** Is the drivers uniform storage packed or padded to 16 bytes. */
4122 bool PackedDriverUniformStorage;
4123
4124 /** GL_ARB_gl_spirv */
4125 struct spirv_supported_capabilities SpirVCapabilities;
4126 };
4127
4128
4129 /**
4130 * Enable flag for each OpenGL extension. Different device drivers will
4131 * enable different extensions at runtime.
4132 */
4133 struct gl_extensions
4134 {
4135 GLboolean dummy; /* don't remove this! */
4136 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
4137 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
4138 GLboolean ANGLE_texture_compression_dxt;
4139 GLboolean ARB_ES2_compatibility;
4140 GLboolean ARB_ES3_compatibility;
4141 GLboolean ARB_ES3_1_compatibility;
4142 GLboolean ARB_ES3_2_compatibility;
4143 GLboolean ARB_arrays_of_arrays;
4144 GLboolean ARB_base_instance;
4145 GLboolean ARB_bindless_texture;
4146 GLboolean ARB_blend_func_extended;
4147 GLboolean ARB_buffer_storage;
4148 GLboolean ARB_clear_texture;
4149 GLboolean ARB_clip_control;
4150 GLboolean ARB_color_buffer_float;
4151 GLboolean ARB_compatibility;
4152 GLboolean ARB_compute_shader;
4153 GLboolean ARB_compute_variable_group_size;
4154 GLboolean ARB_conditional_render_inverted;
4155 GLboolean ARB_conservative_depth;
4156 GLboolean ARB_copy_image;
4157 GLboolean ARB_cull_distance;
4158 GLboolean ARB_depth_buffer_float;
4159 GLboolean ARB_depth_clamp;
4160 GLboolean ARB_depth_texture;
4161 GLboolean ARB_derivative_control;
4162 GLboolean ARB_draw_buffers_blend;
4163 GLboolean ARB_draw_elements_base_vertex;
4164 GLboolean ARB_draw_indirect;
4165 GLboolean ARB_draw_instanced;
4166 GLboolean ARB_fragment_coord_conventions;
4167 GLboolean ARB_fragment_layer_viewport;
4168 GLboolean ARB_fragment_program;
4169 GLboolean ARB_fragment_program_shadow;
4170 GLboolean ARB_fragment_shader;
4171 GLboolean ARB_framebuffer_no_attachments;
4172 GLboolean ARB_framebuffer_object;
4173 GLboolean ARB_fragment_shader_interlock;
4174 GLboolean ARB_enhanced_layouts;
4175 GLboolean ARB_explicit_attrib_location;
4176 GLboolean ARB_explicit_uniform_location;
4177 GLboolean ARB_gl_spirv;
4178 GLboolean ARB_gpu_shader5;
4179 GLboolean ARB_gpu_shader_fp64;
4180 GLboolean ARB_gpu_shader_int64;
4181 GLboolean ARB_half_float_vertex;
4182 GLboolean ARB_indirect_parameters;
4183 GLboolean ARB_instanced_arrays;
4184 GLboolean ARB_internalformat_query;
4185 GLboolean ARB_internalformat_query2;
4186 GLboolean ARB_map_buffer_range;
4187 GLboolean ARB_occlusion_query;
4188 GLboolean ARB_occlusion_query2;
4189 GLboolean ARB_pipeline_statistics_query;
4190 GLboolean ARB_point_sprite;
4191 GLboolean ARB_polygon_offset_clamp;
4192 GLboolean ARB_post_depth_coverage;
4193 GLboolean ARB_query_buffer_object;
4194 GLboolean ARB_robust_buffer_access_behavior;
4195 GLboolean ARB_sample_locations;
4196 GLboolean ARB_sample_shading;
4197 GLboolean ARB_seamless_cube_map;
4198 GLboolean ARB_shader_atomic_counter_ops;
4199 GLboolean ARB_shader_atomic_counters;
4200 GLboolean ARB_shader_ballot;
4201 GLboolean ARB_shader_bit_encoding;
4202 GLboolean ARB_shader_clock;
4203 GLboolean ARB_shader_draw_parameters;
4204 GLboolean ARB_shader_group_vote;
4205 GLboolean ARB_shader_image_load_store;
4206 GLboolean ARB_shader_image_size;
4207 GLboolean ARB_shader_precision;
4208 GLboolean ARB_shader_stencil_export;
4209 GLboolean ARB_shader_storage_buffer_object;
4210 GLboolean ARB_shader_texture_image_samples;
4211 GLboolean ARB_shader_texture_lod;
4212 GLboolean ARB_shader_viewport_layer_array;
4213 GLboolean ARB_shading_language_packing;
4214 GLboolean ARB_shading_language_420pack;
4215 GLboolean ARB_shadow;
4216 GLboolean ARB_sparse_buffer;
4217 GLboolean ARB_stencil_texturing;
4218 GLboolean ARB_sync;
4219 GLboolean ARB_tessellation_shader;
4220 GLboolean ARB_texture_border_clamp;
4221 GLboolean ARB_texture_buffer_object;
4222 GLboolean ARB_texture_buffer_object_rgb32;
4223 GLboolean ARB_texture_buffer_range;
4224 GLboolean ARB_texture_compression_bptc;
4225 GLboolean ARB_texture_compression_rgtc;
4226 GLboolean ARB_texture_cube_map;
4227 GLboolean ARB_texture_cube_map_array;
4228 GLboolean ARB_texture_env_combine;
4229 GLboolean ARB_texture_env_crossbar;
4230 GLboolean ARB_texture_env_dot3;
4231 GLboolean ARB_texture_filter_anisotropic;
4232 GLboolean ARB_texture_float;
4233 GLboolean ARB_texture_gather;
4234 GLboolean ARB_texture_mirror_clamp_to_edge;
4235 GLboolean ARB_texture_multisample;
4236 GLboolean ARB_texture_non_power_of_two;
4237 GLboolean ARB_texture_stencil8;
4238 GLboolean ARB_texture_query_levels;
4239 GLboolean ARB_texture_query_lod;
4240 GLboolean ARB_texture_rg;
4241 GLboolean ARB_texture_rgb10_a2ui;
4242 GLboolean ARB_texture_view;
4243 GLboolean ARB_timer_query;
4244 GLboolean ARB_transform_feedback2;
4245 GLboolean ARB_transform_feedback3;
4246 GLboolean ARB_transform_feedback_instanced;
4247 GLboolean ARB_transform_feedback_overflow_query;
4248 GLboolean ARB_uniform_buffer_object;
4249 GLboolean ARB_vertex_attrib_64bit;
4250 GLboolean ARB_vertex_program;
4251 GLboolean ARB_vertex_shader;
4252 GLboolean ARB_vertex_type_10f_11f_11f_rev;
4253 GLboolean ARB_vertex_type_2_10_10_10_rev;
4254 GLboolean ARB_viewport_array;
4255 GLboolean EXT_blend_color;
4256 GLboolean EXT_blend_equation_separate;
4257 GLboolean EXT_blend_func_separate;
4258 GLboolean EXT_blend_minmax;
4259 GLboolean EXT_depth_bounds_test;
4260 GLboolean EXT_disjoint_timer_query;
4261 GLboolean EXT_draw_buffers2;
4262 GLboolean EXT_float_blend;
4263 GLboolean EXT_framebuffer_multisample;
4264 GLboolean EXT_framebuffer_multisample_blit_scaled;
4265 GLboolean EXT_framebuffer_sRGB;
4266 GLboolean EXT_gpu_program_parameters;
4267 GLboolean EXT_gpu_shader4;
4268 GLboolean EXT_memory_object;
4269 GLboolean EXT_memory_object_fd;
4270 GLboolean EXT_multisampled_render_to_texture;
4271 GLboolean EXT_packed_float;
4272 GLboolean EXT_pixel_buffer_object;
4273 GLboolean EXT_point_parameters;
4274 GLboolean EXT_provoking_vertex;
4275 GLboolean EXT_render_snorm;
4276 GLboolean EXT_semaphore;
4277 GLboolean EXT_semaphore_fd;
4278 GLboolean EXT_shader_image_load_formatted;
4279 GLboolean EXT_shader_integer_mix;
4280 GLboolean EXT_shader_samples_identical;
4281 GLboolean EXT_sRGB;
4282 GLboolean EXT_stencil_two_side;
4283 GLboolean EXT_texture_array;
4284 GLboolean EXT_texture_buffer_object;
4285 GLboolean EXT_texture_compression_latc;
4286 GLboolean EXT_texture_compression_s3tc;
4287 GLboolean EXT_texture_compression_s3tc_srgb;
4288 GLboolean EXT_texture_env_dot3;
4289 GLboolean EXT_texture_filter_anisotropic;
4290 GLboolean EXT_texture_integer;
4291 GLboolean EXT_texture_mirror_clamp;
4292 GLboolean EXT_texture_shared_exponent;
4293 GLboolean EXT_texture_snorm;
4294 GLboolean EXT_texture_sRGB;
4295 GLboolean EXT_texture_sRGB_R8;
4296 GLboolean EXT_texture_sRGB_decode;
4297 GLboolean EXT_texture_swizzle;
4298 GLboolean EXT_texture_type_2_10_10_10_REV;
4299 GLboolean EXT_transform_feedback;
4300 GLboolean EXT_timer_query;
4301 GLboolean EXT_vertex_array_bgra;
4302 GLboolean EXT_window_rectangles;
4303 GLboolean OES_copy_image;
4304 GLboolean OES_primitive_bounding_box;
4305 GLboolean OES_sample_variables;
4306 GLboolean OES_standard_derivatives;
4307 GLboolean OES_texture_buffer;
4308 GLboolean OES_texture_cube_map_array;
4309 GLboolean OES_texture_view;
4310 GLboolean OES_viewport_array;
4311 /* vendor extensions */
4312 GLboolean AMD_compressed_ATC_texture;
4313 GLboolean AMD_framebuffer_multisample_advanced;
4314 GLboolean AMD_depth_clamp_separate;
4315 GLboolean AMD_performance_monitor;
4316 GLboolean AMD_pinned_memory;
4317 GLboolean AMD_seamless_cubemap_per_texture;
4318 GLboolean AMD_vertex_shader_layer;
4319 GLboolean AMD_vertex_shader_viewport_index;
4320 GLboolean ANDROID_extension_pack_es31a;
4321 GLboolean APPLE_object_purgeable;
4322 GLboolean ATI_meminfo;
4323 GLboolean ATI_texture_compression_3dc;
4324 GLboolean ATI_texture_mirror_once;
4325 GLboolean ATI_texture_env_combine3;
4326 GLboolean ATI_fragment_shader;
4327 GLboolean GREMEDY_string_marker;
4328 GLboolean INTEL_conservative_rasterization;
4329 GLboolean INTEL_performance_query;
4330 GLboolean INTEL_shader_atomic_float_minmax;
4331 GLboolean KHR_blend_equation_advanced;
4332 GLboolean KHR_blend_equation_advanced_coherent;
4333 GLboolean KHR_robustness;
4334 GLboolean KHR_texture_compression_astc_hdr;
4335 GLboolean KHR_texture_compression_astc_ldr;
4336 GLboolean KHR_texture_compression_astc_sliced_3d;
4337 GLboolean MESA_framebuffer_flip_y;
4338 GLboolean MESA_tile_raster_order;
4339 GLboolean MESA_pack_invert;
4340 GLboolean EXT_shader_framebuffer_fetch;
4341 GLboolean EXT_shader_framebuffer_fetch_non_coherent;
4342 GLboolean MESA_shader_integer_functions;
4343 GLboolean MESA_ycbcr_texture;
4344 GLboolean NV_compute_shader_derivatives;
4345 GLboolean NV_conditional_render;
4346 GLboolean NV_fill_rectangle;
4347 GLboolean NV_fog_distance;
4348 GLboolean NV_point_sprite;
4349 GLboolean NV_primitive_restart;
4350 GLboolean NV_shader_atomic_float;
4351 GLboolean NV_texture_barrier;
4352 GLboolean NV_texture_env_combine4;
4353 GLboolean NV_texture_rectangle;
4354 GLboolean NV_vdpau_interop;
4355 GLboolean NV_conservative_raster;
4356 GLboolean NV_conservative_raster_dilate;
4357 GLboolean NV_conservative_raster_pre_snap_triangles;
4358 GLboolean NV_conservative_raster_pre_snap;
4359 GLboolean NVX_gpu_memory_info;
4360 GLboolean TDFX_texture_compression_FXT1;
4361 GLboolean OES_EGL_image;
4362 GLboolean OES_draw_texture;
4363 GLboolean OES_depth_texture_cube_map;
4364 GLboolean OES_EGL_image_external;
4365 GLboolean OES_texture_float;
4366 GLboolean OES_texture_float_linear;
4367 GLboolean OES_texture_half_float;
4368 GLboolean OES_texture_half_float_linear;
4369 GLboolean OES_compressed_ETC1_RGB8_texture;
4370 GLboolean OES_geometry_shader;
4371 GLboolean OES_texture_compression_astc;
4372 GLboolean extension_sentinel;
4373 /** The extension string */
4374 const GLubyte *String;
4375 /** Number of supported extensions */
4376 GLuint Count;
4377 /**
4378 * The context version which extension helper functions compare against.
4379 * By default, the value is equal to ctx->Version. This changes to ~0
4380 * while meta is in progress.
4381 */
4382 GLubyte Version;
4383 /**
4384 * Force-enabled, yet unrecognized, extensions.
4385 * See _mesa_one_time_init_extension_overrides()
4386 */
4387 #define MAX_UNRECOGNIZED_EXTENSIONS 16
4388 const char *unrecognized_extensions[MAX_UNRECOGNIZED_EXTENSIONS];
4389 };
4390
4391
4392 /**
4393 * A stack of matrices (projection, modelview, color, texture, etc).
4394 */
4395 struct gl_matrix_stack
4396 {
4397 GLmatrix *Top; /**< points into Stack */
4398 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
4399 unsigned StackSize; /**< Number of elements in Stack */
4400 GLuint Depth; /**< 0 <= Depth < MaxDepth */
4401 GLuint MaxDepth; /**< size of Stack[] array */
4402 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
4403 };
4404
4405
4406 /**
4407 * \name Bits for image transfer operations
4408 * \sa __struct gl_contextRec::ImageTransferState.
4409 */
4410 /*@{*/
4411 #define IMAGE_SCALE_BIAS_BIT 0x1
4412 #define IMAGE_SHIFT_OFFSET_BIT 0x2
4413 #define IMAGE_MAP_COLOR_BIT 0x4
4414 #define IMAGE_CLAMP_BIT 0x800
4415
4416
4417 /** Pixel Transfer ops */
4418 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
4419 IMAGE_SHIFT_OFFSET_BIT | \
4420 IMAGE_MAP_COLOR_BIT)
4421
4422
4423 /**
4424 * \name Bits to indicate what state has changed.
4425 */
4426 /*@{*/
4427 #define _NEW_MODELVIEW (1u << 0) /**< gl_context::ModelView */
4428 #define _NEW_PROJECTION (1u << 1) /**< gl_context::Projection */
4429 #define _NEW_TEXTURE_MATRIX (1u << 2) /**< gl_context::TextureMatrix */
4430 #define _NEW_COLOR (1u << 3) /**< gl_context::Color */
4431 #define _NEW_DEPTH (1u << 4) /**< gl_context::Depth */
4432 #define _NEW_EVAL (1u << 5) /**< gl_context::Eval, EvalMap */
4433 #define _NEW_FOG (1u << 6) /**< gl_context::Fog */
4434 #define _NEW_HINT (1u << 7) /**< gl_context::Hint */
4435 #define _NEW_LIGHT (1u << 8) /**< gl_context::Light */
4436 #define _NEW_LINE (1u << 9) /**< gl_context::Line */
4437 #define _NEW_PIXEL (1u << 10) /**< gl_context::Pixel */
4438 #define _NEW_POINT (1u << 11) /**< gl_context::Point */
4439 #define _NEW_POLYGON (1u << 12) /**< gl_context::Polygon */
4440 #define _NEW_POLYGONSTIPPLE (1u << 13) /**< gl_context::PolygonStipple */
4441 #define _NEW_SCISSOR (1u << 14) /**< gl_context::Scissor */
4442 #define _NEW_STENCIL (1u << 15) /**< gl_context::Stencil */
4443 #define _NEW_TEXTURE_OBJECT (1u << 16) /**< gl_context::Texture (bindings only) */
4444 #define _NEW_TRANSFORM (1u << 17) /**< gl_context::Transform */
4445 #define _NEW_VIEWPORT (1u << 18) /**< gl_context::Viewport */
4446 #define _NEW_TEXTURE_STATE (1u << 19) /**< gl_context::Texture (states only) */
4447 #define _NEW_ARRAY (1u << 20) /**< gl_context::Array */
4448 #define _NEW_RENDERMODE (1u << 21) /**< gl_context::RenderMode, etc */
4449 #define _NEW_BUFFERS (1u << 22) /**< gl_context::Visual, DrawBuffer, */
4450 #define _NEW_CURRENT_ATTRIB (1u << 23) /**< gl_context::Current */
4451 #define _NEW_MULTISAMPLE (1u << 24) /**< gl_context::Multisample */
4452 #define _NEW_TRACK_MATRIX (1u << 25) /**< gl_context::VertexProgram */
4453 #define _NEW_PROGRAM (1u << 26) /**< New program/shader state */
4454 #define _NEW_PROGRAM_CONSTANTS (1u << 27)
4455 /* gap */
4456 #define _NEW_FRAG_CLAMP (1u << 29)
4457 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4458 #define _NEW_VARYING_VP_INPUTS (1u << 31) /**< gl_context::varying_vp_inputs */
4459 #define _NEW_ALL ~0
4460 /*@}*/
4461
4462
4463 /**
4464 * Composite state flags
4465 */
4466 /*@{*/
4467 #define _NEW_TEXTURE (_NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE)
4468
4469 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
4470 _NEW_TEXTURE_STATE | \
4471 _NEW_POINT | \
4472 _NEW_PROGRAM | \
4473 _NEW_MODELVIEW)
4474
4475 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
4476 _NEW_FOG | \
4477 _NEW_PROGRAM)
4478
4479
4480 /*@}*/
4481
4482
4483
4484
4485 /* This has to be included here. */
4486 #include "dd.h"
4487
4488
4489 /** Opaque declaration of display list payload data type */
4490 union gl_dlist_node;
4491
4492
4493 /**
4494 * Per-display list information.
4495 */
4496 struct gl_display_list
4497 {
4498 GLuint Name;
4499 GLbitfield Flags; /**< DLIST_x flags */
4500 GLchar *Label; /**< GL_KHR_debug */
4501 /** The dlist commands are in a linked list of nodes */
4502 union gl_dlist_node *Head;
4503 };
4504
4505
4506 /**
4507 * State used during display list compilation and execution.
4508 */
4509 struct gl_dlist_state
4510 {
4511 struct gl_display_list *CurrentList; /**< List currently being compiled */
4512 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
4513 GLuint CurrentPos; /**< Index into current block of nodes */
4514 GLuint CallDepth; /**< Current recursion calling depth */
4515
4516 GLvertexformat ListVtxfmt;
4517
4518 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
4519 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][8];
4520
4521 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
4522 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
4523
4524 struct {
4525 /* State known to have been set by the currently-compiling display
4526 * list. Used to eliminate some redundant state changes.
4527 */
4528 GLenum16 ShadeModel;
4529 } Current;
4530 };
4531
4532 /**
4533 * Driver-specific state flags.
4534 *
4535 * These are or'd with gl_context::NewDriverState to notify a driver about
4536 * a state change. The driver sets the flags at context creation and
4537 * the meaning of the bits set is opaque to core Mesa.
4538 */
4539 struct gl_driver_flags
4540 {
4541 /** gl_context::Array::_DrawArrays (vertex array state) */
4542 uint64_t NewArray;
4543
4544 /** gl_context::TransformFeedback::CurrentObject */
4545 uint64_t NewTransformFeedback;
4546
4547 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4548 uint64_t NewTransformFeedbackProg;
4549
4550 /** gl_context::RasterDiscard */
4551 uint64_t NewRasterizerDiscard;
4552
4553 /** gl_context::TileRasterOrder* */
4554 uint64_t NewTileRasterOrder;
4555
4556 /**
4557 * gl_context::UniformBufferBindings
4558 * gl_shader_program::UniformBlocks
4559 */
4560 uint64_t NewUniformBuffer;
4561
4562 /**
4563 * gl_context::ShaderStorageBufferBindings
4564 * gl_shader_program::ShaderStorageBlocks
4565 */
4566 uint64_t NewShaderStorageBuffer;
4567
4568 uint64_t NewTextureBuffer;
4569
4570 /**
4571 * gl_context::AtomicBufferBindings
4572 */
4573 uint64_t NewAtomicBuffer;
4574
4575 /**
4576 * gl_context::ImageUnits
4577 */
4578 uint64_t NewImageUnits;
4579
4580 /**
4581 * gl_context::TessCtrlProgram::patch_default_*
4582 */
4583 uint64_t NewDefaultTessLevels;
4584
4585 /**
4586 * gl_context::IntelConservativeRasterization
4587 */
4588 uint64_t NewIntelConservativeRasterization;
4589
4590 /**
4591 * gl_context::NvConservativeRasterization
4592 */
4593 uint64_t NewNvConservativeRasterization;
4594
4595 /**
4596 * gl_context::ConservativeRasterMode/ConservativeRasterDilate
4597 * gl_context::SubpixelPrecisionBias
4598 */
4599 uint64_t NewNvConservativeRasterizationParams;
4600
4601 /**
4602 * gl_context::Scissor::WindowRects
4603 */
4604 uint64_t NewWindowRectangles;
4605
4606 /** gl_context::Color::sRGBEnabled */
4607 uint64_t NewFramebufferSRGB;
4608
4609 /** gl_context::Scissor::EnableFlags */
4610 uint64_t NewScissorTest;
4611
4612 /** gl_context::Scissor::ScissorArray */
4613 uint64_t NewScissorRect;
4614
4615 /** gl_context::Color::Alpha* */
4616 uint64_t NewAlphaTest;
4617
4618 /** gl_context::Color::Blend/Dither */
4619 uint64_t NewBlend;
4620
4621 /** gl_context::Color::BlendColor */
4622 uint64_t NewBlendColor;
4623
4624 /** gl_context::Color::Color/Index */
4625 uint64_t NewColorMask;
4626
4627 /** gl_context::Depth */
4628 uint64_t NewDepth;
4629
4630 /** gl_context::Color::LogicOp/ColorLogicOp/IndexLogicOp */
4631 uint64_t NewLogicOp;
4632
4633 /** gl_context::Multisample::Enabled */
4634 uint64_t NewMultisampleEnable;
4635
4636 /** gl_context::Multisample::SampleAlphaTo* */
4637 uint64_t NewSampleAlphaToXEnable;
4638
4639 /** gl_context::Multisample::SampleCoverage/SampleMaskValue */
4640 uint64_t NewSampleMask;
4641
4642 /** gl_context::Multisample::(Min)SampleShading */
4643 uint64_t NewSampleShading;
4644
4645 /** gl_context::Stencil */
4646 uint64_t NewStencil;
4647
4648 /** gl_context::Transform::ClipOrigin/ClipDepthMode */
4649 uint64_t NewClipControl;
4650
4651 /** gl_context::Transform::EyeUserPlane */
4652 uint64_t NewClipPlane;
4653
4654 /** gl_context::Transform::ClipPlanesEnabled */
4655 uint64_t NewClipPlaneEnable;
4656
4657 /** gl_context::Transform::DepthClamp */
4658 uint64_t NewDepthClamp;
4659
4660 /** gl_context::Line */
4661 uint64_t NewLineState;
4662
4663 /** gl_context::Polygon */
4664 uint64_t NewPolygonState;
4665
4666 /** gl_context::PolygonStipple */
4667 uint64_t NewPolygonStipple;
4668
4669 /** gl_context::ViewportArray */
4670 uint64_t NewViewport;
4671
4672 /** Shader constants (uniforms, program parameters, state constants) */
4673 uint64_t NewShaderConstants[MESA_SHADER_STAGES];
4674
4675 /** Programmable sample location state for gl_context::DrawBuffer */
4676 uint64_t NewSampleLocations;
4677 };
4678
4679 struct gl_buffer_binding
4680 {
4681 struct gl_buffer_object *BufferObject;
4682 /** Start of uniform block data in the buffer */
4683 GLintptr Offset;
4684 /** Size of data allowed to be referenced from the buffer (in bytes) */
4685 GLsizeiptr Size;
4686 /**
4687 * glBindBufferBase() indicates that the Size should be ignored and only
4688 * limited by the current size of the BufferObject.
4689 */
4690 GLboolean AutomaticSize;
4691 };
4692
4693 /**
4694 * ARB_shader_image_load_store image unit.
4695 */
4696 struct gl_image_unit
4697 {
4698 /**
4699 * Texture object bound to this unit.
4700 */
4701 struct gl_texture_object *TexObj;
4702
4703 /**
4704 * Level of the texture object bound to this unit.
4705 */
4706 GLubyte Level;
4707
4708 /**
4709 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4710 * GL_FALSE if only some specific layer of the texture is bound.
4711 * \sa Layer
4712 */
4713 GLboolean Layered;
4714
4715 /**
4716 * Layer of the texture object bound to this unit as specified by the
4717 * application.
4718 */
4719 GLushort Layer;
4720
4721 /**
4722 * Layer of the texture object bound to this unit, or zero if
4723 * Layered == false.
4724 */
4725 GLushort _Layer;
4726
4727 /**
4728 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4729 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4730 */
4731 GLenum16 Access;
4732
4733 /**
4734 * GL internal format that determines the interpretation of the
4735 * image memory when shader image operations are performed through
4736 * this unit.
4737 */
4738 GLenum16 Format;
4739
4740 /**
4741 * Mesa format corresponding to \c Format.
4742 */
4743 mesa_format _ActualFormat:16;
4744 };
4745
4746 /**
4747 * Shader subroutines storage
4748 */
4749 struct gl_subroutine_index_binding
4750 {
4751 GLuint NumIndex;
4752 GLuint *IndexPtr;
4753 };
4754
4755 struct gl_texture_handle_object
4756 {
4757 struct gl_texture_object *texObj;
4758 struct gl_sampler_object *sampObj;
4759 GLuint64 handle;
4760 };
4761
4762 struct gl_image_handle_object
4763 {
4764 struct gl_image_unit imgObj;
4765 GLuint64 handle;
4766 };
4767
4768 struct gl_memory_object
4769 {
4770 GLuint Name; /**< hash table ID/name */
4771 GLboolean Immutable; /**< denotes mutability state of parameters */
4772 GLboolean Dedicated; /**< import memory from a dedicated allocation */
4773 };
4774
4775 struct gl_semaphore_object
4776 {
4777 GLuint Name; /**< hash table ID/name */
4778 };
4779
4780 /**
4781 * Mesa rendering context.
4782 *
4783 * This is the central context data structure for Mesa. Almost all
4784 * OpenGL state is contained in this structure.
4785 * Think of this as a base class from which device drivers will derive
4786 * sub classes.
4787 */
4788 struct gl_context
4789 {
4790 /** State possibly shared with other contexts in the address space */
4791 struct gl_shared_state *Shared;
4792
4793 /** \name API function pointer tables */
4794 /*@{*/
4795 gl_api API;
4796
4797 /**
4798 * The current dispatch table for non-displaylist-saving execution, either
4799 * BeginEnd or OutsideBeginEnd
4800 */
4801 struct _glapi_table *Exec;
4802 /**
4803 * The normal dispatch table for non-displaylist-saving, non-begin/end
4804 */
4805 struct _glapi_table *OutsideBeginEnd;
4806 /** The dispatch table used between glNewList() and glEndList() */
4807 struct _glapi_table *Save;
4808 /**
4809 * The dispatch table used between glBegin() and glEnd() (outside of a
4810 * display list). Only valid functions between those two are set, which is
4811 * mostly just the set in a GLvertexformat struct.
4812 */
4813 struct _glapi_table *BeginEnd;
4814 /**
4815 * Dispatch table for when a graphics reset has happened.
4816 */
4817 struct _glapi_table *ContextLost;
4818 /**
4819 * Dispatch table used to marshal API calls from the client program to a
4820 * separate server thread. NULL if API calls are not being marshalled to
4821 * another thread.
4822 */
4823 struct _glapi_table *MarshalExec;
4824 /**
4825 * Dispatch table currently in use for fielding API calls from the client
4826 * program. If API calls are being marshalled to another thread, this ==
4827 * MarshalExec. Otherwise it == CurrentServerDispatch.
4828 */
4829 struct _glapi_table *CurrentClientDispatch;
4830
4831 /**
4832 * Dispatch table currently in use for performing API calls. == Save or
4833 * Exec.
4834 */
4835 struct _glapi_table *CurrentServerDispatch;
4836
4837 /*@}*/
4838
4839 struct glthread_state *GLThread;
4840
4841 struct gl_config Visual;
4842 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4843 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4844 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4845 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4846
4847 /**
4848 * Device driver function pointer table
4849 */
4850 struct dd_function_table Driver;
4851
4852 /** Core/Driver constants */
4853 struct gl_constants Const;
4854
4855 /** \name The various 4x4 matrix stacks */
4856 /*@{*/
4857 struct gl_matrix_stack ModelviewMatrixStack;
4858 struct gl_matrix_stack ProjectionMatrixStack;
4859 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4860 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4861 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4862 /*@}*/
4863
4864 /** Combined modelview and projection matrix */
4865 GLmatrix _ModelProjectMatrix;
4866
4867 /** \name Display lists */
4868 struct gl_dlist_state ListState;
4869
4870 GLboolean ExecuteFlag; /**< Execute GL commands? */
4871 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4872
4873 /** Extension information */
4874 struct gl_extensions Extensions;
4875
4876 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4877 GLuint Version;
4878 char *VersionString;
4879
4880 /** \name State attribute stack (for glPush/PopAttrib) */
4881 /*@{*/
4882 GLuint AttribStackDepth;
4883 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4884 /*@}*/
4885
4886 /** \name Renderer attribute groups
4887 *
4888 * We define a struct for each attribute group to make pushing and popping
4889 * attributes easy. Also it's a good organization.
4890 */
4891 /*@{*/
4892 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4893 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4894 struct gl_current_attrib Current; /**< Current attributes */
4895 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4896 struct gl_eval_attrib Eval; /**< Eval attributes */
4897 struct gl_fog_attrib Fog; /**< Fog attributes */
4898 struct gl_hint_attrib Hint; /**< Hint attributes */
4899 struct gl_light_attrib Light; /**< Light attributes */
4900 struct gl_line_attrib Line; /**< Line attributes */
4901 struct gl_list_attrib List; /**< List attributes */
4902 struct gl_multisample_attrib Multisample;
4903 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4904 struct gl_point_attrib Point; /**< Point attributes */
4905 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4906 GLuint PolygonStipple[32]; /**< Polygon stipple */
4907 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4908 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4909 struct gl_texture_attrib Texture; /**< Texture attributes */
4910 struct gl_transform_attrib Transform; /**< Transformation attributes */
4911 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4912 GLuint SubpixelPrecisionBias[2]; /**< Viewport attributes */
4913 /*@}*/
4914
4915 /** \name Client attribute stack */
4916 /*@{*/
4917 GLuint ClientAttribStackDepth;
4918 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4919 /*@}*/
4920
4921 /** \name Client attribute groups */
4922 /*@{*/
4923 struct gl_array_attrib Array; /**< Vertex arrays */
4924 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4925 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4926 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4927 /*@}*/
4928
4929 /** \name Other assorted state (not pushed/popped on attribute stack) */
4930 /*@{*/
4931 struct gl_pixelmaps PixelMaps;
4932
4933 struct gl_evaluators EvalMap; /**< All evaluators */
4934 struct gl_feedback Feedback; /**< Feedback */
4935 struct gl_selection Select; /**< Selection */
4936
4937 struct gl_program_state Program; /**< general program state */
4938 struct gl_vertex_program_state VertexProgram;
4939 struct gl_fragment_program_state FragmentProgram;
4940 struct gl_geometry_program_state GeometryProgram;
4941 struct gl_compute_program_state ComputeProgram;
4942 struct gl_tess_ctrl_program_state TessCtrlProgram;
4943 struct gl_tess_eval_program_state TessEvalProgram;
4944 struct gl_ati_fragment_shader_state ATIFragmentShader;
4945
4946 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4947 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4948
4949 /**
4950 * Current active shader pipeline state
4951 *
4952 * Almost all internal users want ::_Shader instead of ::Shader. The
4953 * exceptions are bits of legacy GLSL API that do not know about separate
4954 * shader objects.
4955 *
4956 * If a program is active via \c glUseProgram, this will point to
4957 * \c ::Shader.
4958 *
4959 * If a program pipeline is active via \c glBindProgramPipeline, this will
4960 * point to \c ::Pipeline.Current.
4961 *
4962 * If neither a program nor a program pipeline is active, this will point to
4963 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4964 * \c NULL.
4965 */
4966 struct gl_pipeline_object *_Shader;
4967
4968 struct gl_query_state Query; /**< occlusion, timer queries */
4969
4970 struct gl_transform_feedback_state TransformFeedback;
4971
4972 struct gl_perf_monitor_state PerfMonitor;
4973 struct gl_perf_query_state PerfQuery;
4974
4975 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4976 struct gl_buffer_object *ParameterBuffer; /** < GL_ARB_indirect_parameters */
4977 struct gl_buffer_object *DispatchIndirectBuffer; /** < GL_ARB_compute_shader */
4978
4979 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4980 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4981
4982 struct gl_buffer_object *QueryBuffer; /**< GL_ARB_query_buffer_object */
4983
4984 /**
4985 * Current GL_ARB_uniform_buffer_object binding referenced by
4986 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4987 */
4988 struct gl_buffer_object *UniformBuffer;
4989
4990 /**
4991 * Current GL_ARB_shader_storage_buffer_object binding referenced by
4992 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
4993 */
4994 struct gl_buffer_object *ShaderStorageBuffer;
4995
4996 /**
4997 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4998 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4999 * associated with uniform blocks by glUniformBlockBinding()'s state in the
5000 * shader program.
5001 */
5002 struct gl_buffer_binding
5003 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
5004
5005 /**
5006 * Array of shader storage buffers for ARB_shader_storage_buffer_object
5007 * and GL 4.3. This is set up using glBindBufferRange() or
5008 * glBindBufferBase(). They are associated with shader storage blocks by
5009 * glShaderStorageBlockBinding()'s state in the shader program.
5010 */
5011 struct gl_buffer_binding
5012 ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
5013
5014 /**
5015 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
5016 * target.
5017 */
5018 struct gl_buffer_object *AtomicBuffer;
5019
5020 /**
5021 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
5022 * target.
5023 */
5024 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
5025
5026 /**
5027 * Array of atomic counter buffer binding points.
5028 */
5029 struct gl_buffer_binding
5030 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
5031
5032 /**
5033 * Array of image units for ARB_shader_image_load_store.
5034 */
5035 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
5036
5037 struct gl_subroutine_index_binding SubroutineIndex[MESA_SHADER_STAGES];
5038 /*@}*/
5039
5040 struct gl_meta_state *Meta; /**< for "meta" operations */
5041
5042 /* GL_EXT_framebuffer_object */
5043 struct gl_renderbuffer *CurrentRenderbuffer;
5044
5045 GLenum16 ErrorValue; /**< Last error code */
5046
5047 /**
5048 * Recognize and silence repeated error debug messages in buggy apps.
5049 */
5050 const char *ErrorDebugFmtString;
5051 GLuint ErrorDebugCount;
5052
5053 /* GL_ARB_debug_output/GL_KHR_debug */
5054 simple_mtx_t DebugMutex;
5055 struct gl_debug_state *Debug;
5056
5057 GLenum16 RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
5058 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
5059 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
5060
5061 struct gl_driver_flags DriverFlags;
5062
5063 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
5064
5065 GLbitfield varying_vp_inputs; /**< mask of VERT_BIT_* flags */
5066
5067 /** \name Derived state */
5068 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
5069 GLfloat _EyeZDir[3];
5070 GLfloat _ModelViewInvScale; /* may be for model- or eyespace lighting */
5071 GLfloat _ModelViewInvScaleEyespace; /* always factor defined in spec */
5072 GLboolean _NeedEyeCoords;
5073 GLboolean _ForceEyeCoords;
5074
5075 GLuint TextureStateTimestamp; /**< detect changes to shared state */
5076
5077 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
5078
5079 /** \name For debugging/development only */
5080 /*@{*/
5081 GLboolean FirstTimeCurrent;
5082 /*@}*/
5083
5084 /**
5085 * False if this context was created without a config. This is needed
5086 * because the initial state of glDrawBuffers depends on this
5087 */
5088 GLboolean HasConfig;
5089
5090 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
5091
5092 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
5093 GLboolean IntelConservativeRasterization; /**< GL_CONSERVATIVE_RASTERIZATION_INTEL */
5094 GLboolean ConservativeRasterization; /**< GL_CONSERVATIVE_RASTERIZATION_NV */
5095 GLfloat ConservativeRasterDilate;
5096 GLenum16 ConservativeRasterMode;
5097
5098 /** Does glVertexAttrib(0) alias glVertex()? */
5099 bool _AttribZeroAliasesVertex;
5100
5101 /**
5102 * When set, TileRasterOrderIncreasingX/Y control the order that a tiled
5103 * renderer's tiles should be excecuted, to meet the requirements of
5104 * GL_MESA_tile_raster_order.
5105 */
5106 GLboolean TileRasterOrderFixed;
5107 GLboolean TileRasterOrderIncreasingX;
5108 GLboolean TileRasterOrderIncreasingY;
5109
5110 /**
5111 * \name Hooks for module contexts.
5112 *
5113 * These will eventually live in the driver or elsewhere.
5114 */
5115 /*@{*/
5116 void *swrast_context;
5117 void *swsetup_context;
5118 void *swtnl_context;
5119 struct vbo_context *vbo_context;
5120 struct st_context *st;
5121 void *aelt_context;
5122 /*@}*/
5123
5124 /**
5125 * \name NV_vdpau_interop
5126 */
5127 /*@{*/
5128 const void *vdpDevice;
5129 const void *vdpGetProcAddress;
5130 struct set *vdpSurfaces;
5131 /*@}*/
5132
5133 /**
5134 * Has this context observed a GPU reset in any context in the share group?
5135 *
5136 * Once this field becomes true, it is never reset to false.
5137 */
5138 GLboolean ShareGroupReset;
5139
5140 /**
5141 * \name OES_primitive_bounding_box
5142 *
5143 * Stores the arguments to glPrimitiveBoundingBox
5144 */
5145 GLfloat PrimitiveBoundingBox[8];
5146
5147 struct disk_cache *Cache;
5148
5149 /**
5150 * \name GL_ARB_bindless_texture
5151 */
5152 /*@{*/
5153 struct hash_table_u64 *ResidentTextureHandles;
5154 struct hash_table_u64 *ResidentImageHandles;
5155 /*@}*/
5156 };
5157
5158 /**
5159 * Information about memory usage. All sizes are in kilobytes.
5160 */
5161 struct gl_memory_info
5162 {
5163 unsigned total_device_memory; /**< size of device memory, e.g. VRAM */
5164 unsigned avail_device_memory; /**< free device memory at the moment */
5165 unsigned total_staging_memory; /**< size of staging memory, e.g. GART */
5166 unsigned avail_staging_memory; /**< free staging memory at the moment */
5167 unsigned device_memory_evicted; /**< size of memory evicted (monotonic counter) */
5168 unsigned nr_device_memory_evictions; /**< # of evictions (monotonic counter) */
5169 };
5170
5171 #ifdef DEBUG
5172 extern int MESA_VERBOSE;
5173 extern int MESA_DEBUG_FLAGS;
5174 #else
5175 # define MESA_VERBOSE 0
5176 # define MESA_DEBUG_FLAGS 0
5177 #endif
5178
5179
5180 /** The MESA_VERBOSE var is a bitmask of these flags */
5181 enum _verbose
5182 {
5183 VERBOSE_VARRAY = 0x0001,
5184 VERBOSE_TEXTURE = 0x0002,
5185 VERBOSE_MATERIAL = 0x0004,
5186 VERBOSE_PIPELINE = 0x0008,
5187 VERBOSE_DRIVER = 0x0010,
5188 VERBOSE_STATE = 0x0020,
5189 VERBOSE_API = 0x0040,
5190 VERBOSE_DISPLAY_LIST = 0x0100,
5191 VERBOSE_LIGHTING = 0x0200,
5192 VERBOSE_PRIMS = 0x0400,
5193 VERBOSE_VERTS = 0x0800,
5194 VERBOSE_DISASSEM = 0x1000,
5195 VERBOSE_DRAW = 0x2000,
5196 VERBOSE_SWAPBUFFERS = 0x4000
5197 };
5198
5199
5200 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
5201 enum _debug
5202 {
5203 DEBUG_SILENT = (1 << 0),
5204 DEBUG_ALWAYS_FLUSH = (1 << 1),
5205 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
5206 DEBUG_INCOMPLETE_FBO = (1 << 3),
5207 DEBUG_CONTEXT = (1 << 4)
5208 };
5209
5210 #ifdef __cplusplus
5211 }
5212 #endif
5213
5214 #endif /* MTYPES_H */