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