mesa: don't flag _NEW_COLOR for st/mesa if possible
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39 #include "c11/threads.h"
40
41 #include "main/glheader.h"
42 #include "main/config.h"
43 #include "glapi/glapi.h"
44 #include "math/m_matrix.h" /* GLmatrix */
45 #include "compiler/shader_enums.h"
46 #include "compiler/shader_info.h"
47 #include "main/formats.h" /* MESA_FORMAT_COUNT */
48 #include "compiler/glsl/list.h"
49 #include "util/bitscan.h"
50 #include "util/u_dynarray.h"
51
52
53 #ifdef __cplusplus
54 extern "C" {
55 #endif
56
57
58 /**
59 * \name 64-bit extension of GLbitfield.
60 */
61 /*@{*/
62 typedef GLuint64 GLbitfield64;
63
64 /** Set a single bit */
65 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
66 /** Set all bits up to excluding bit b */
67 #define BITFIELD64_MASK(b) \
68 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
69 /** Set count bits starting from bit b */
70 #define BITFIELD64_RANGE(b, count) \
71 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
72
73
74 /**
75 * \name Some forward type declarations
76 */
77 /*@{*/
78 struct _mesa_HashTable;
79 struct gl_attrib_node;
80 struct gl_list_extensions;
81 struct gl_meta_state;
82 struct gl_program_cache;
83 struct gl_texture_object;
84 struct gl_debug_state;
85 struct gl_context;
86 struct st_context;
87 struct gl_uniform_storage;
88 struct prog_instruction;
89 struct gl_program_parameter_list;
90 struct set;
91 struct set_entry;
92 struct vbo_context;
93 /*@}*/
94
95
96 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
97 #define PRIM_MAX GL_PATCHES
98 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
99 #define PRIM_UNKNOWN (PRIM_MAX + 2)
100
101 /**
102 * Determine if the given gl_varying_slot appears in the fragment shader.
103 */
104 static inline GLboolean
105 _mesa_varying_slot_in_fs(gl_varying_slot slot)
106 {
107 switch (slot) {
108 case VARYING_SLOT_PSIZ:
109 case VARYING_SLOT_BFC0:
110 case VARYING_SLOT_BFC1:
111 case VARYING_SLOT_EDGE:
112 case VARYING_SLOT_CLIP_VERTEX:
113 case VARYING_SLOT_LAYER:
114 case VARYING_SLOT_TESS_LEVEL_OUTER:
115 case VARYING_SLOT_TESS_LEVEL_INNER:
116 case VARYING_SLOT_BOUNDING_BOX0:
117 case VARYING_SLOT_BOUNDING_BOX1:
118 return GL_FALSE;
119 default:
120 return GL_TRUE;
121 }
122 }
123
124 /**
125 * Indexes for all renderbuffers
126 */
127 typedef enum
128 {
129 /* the four standard color buffers */
130 BUFFER_FRONT_LEFT,
131 BUFFER_BACK_LEFT,
132 BUFFER_FRONT_RIGHT,
133 BUFFER_BACK_RIGHT,
134 BUFFER_DEPTH,
135 BUFFER_STENCIL,
136 BUFFER_ACCUM,
137 /* optional aux buffer */
138 BUFFER_AUX0,
139 /* generic renderbuffers */
140 BUFFER_COLOR0,
141 BUFFER_COLOR1,
142 BUFFER_COLOR2,
143 BUFFER_COLOR3,
144 BUFFER_COLOR4,
145 BUFFER_COLOR5,
146 BUFFER_COLOR6,
147 BUFFER_COLOR7,
148 BUFFER_COUNT,
149 BUFFER_NONE = -1,
150 } gl_buffer_index;
151
152 /**
153 * Bit flags for all renderbuffers
154 */
155 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
156 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
157 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
158 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
159 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
160 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
161 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
162 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
163 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
164 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
165 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
166 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
167 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
168 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
169 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
170 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
171 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
172 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
173 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
174
175 /**
176 * Mask of all the color buffer bits (but not accum).
177 */
178 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
179 BUFFER_BIT_BACK_LEFT | \
180 BUFFER_BIT_FRONT_RIGHT | \
181 BUFFER_BIT_BACK_RIGHT | \
182 BUFFER_BIT_AUX0 | \
183 BUFFER_BIT_COLOR0 | \
184 BUFFER_BIT_COLOR1 | \
185 BUFFER_BIT_COLOR2 | \
186 BUFFER_BIT_COLOR3 | \
187 BUFFER_BIT_COLOR4 | \
188 BUFFER_BIT_COLOR5 | \
189 BUFFER_BIT_COLOR6 | \
190 BUFFER_BIT_COLOR7)
191
192 /* Mask of bits for depth+stencil buffers */
193 #define BUFFER_BITS_DEPTH_STENCIL (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL)
194
195 /**
196 * Framebuffer configuration (aka visual / pixelformat)
197 * Note: some of these fields should be boolean, but it appears that
198 * code in drivers/dri/common/util.c requires int-sized fields.
199 */
200 struct gl_config
201 {
202 GLboolean rgbMode;
203 GLboolean floatMode;
204 GLuint doubleBufferMode;
205 GLuint stereoMode;
206
207 GLboolean haveAccumBuffer;
208 GLboolean haveDepthBuffer;
209 GLboolean haveStencilBuffer;
210
211 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
212 GLuint redMask, greenMask, blueMask, alphaMask;
213 GLint rgbBits; /* total bits for rgb */
214 GLint indexBits; /* total bits for colorindex */
215
216 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
217 GLint depthBits;
218 GLint stencilBits;
219
220 GLint numAuxBuffers;
221
222 GLint level;
223
224 /* EXT_visual_rating / GLX 1.2 */
225 GLint visualRating;
226
227 /* EXT_visual_info / GLX 1.2 */
228 GLint transparentPixel;
229 /* colors are floats scaled to ints */
230 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
231 GLint transparentIndex;
232
233 /* ARB_multisample / SGIS_multisample */
234 GLint sampleBuffers;
235 GLint samples;
236
237 /* SGIX_pbuffer / GLX 1.3 */
238 GLint maxPbufferWidth;
239 GLint maxPbufferHeight;
240 GLint maxPbufferPixels;
241 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
242 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
243
244 /* OML_swap_method */
245 GLint swapMethod;
246
247 /* EXT_texture_from_pixmap */
248 GLint bindToTextureRgb;
249 GLint bindToTextureRgba;
250 GLint bindToMipmapTexture;
251 GLint bindToTextureTargets;
252 GLint yInverted;
253
254 /* EXT_framebuffer_sRGB */
255 GLint sRGBCapable;
256 };
257
258
259 /**
260 * \name Bit flags used for updating material values.
261 */
262 /*@{*/
263 #define MAT_ATTRIB_FRONT_AMBIENT 0
264 #define MAT_ATTRIB_BACK_AMBIENT 1
265 #define MAT_ATTRIB_FRONT_DIFFUSE 2
266 #define MAT_ATTRIB_BACK_DIFFUSE 3
267 #define MAT_ATTRIB_FRONT_SPECULAR 4
268 #define MAT_ATTRIB_BACK_SPECULAR 5
269 #define MAT_ATTRIB_FRONT_EMISSION 6
270 #define MAT_ATTRIB_BACK_EMISSION 7
271 #define MAT_ATTRIB_FRONT_SHININESS 8
272 #define MAT_ATTRIB_BACK_SHININESS 9
273 #define MAT_ATTRIB_FRONT_INDEXES 10
274 #define MAT_ATTRIB_BACK_INDEXES 11
275 #define MAT_ATTRIB_MAX 12
276
277 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
278 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
279 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
280 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
281 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
282 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
283
284 #define MAT_INDEX_AMBIENT 0
285 #define MAT_INDEX_DIFFUSE 1
286 #define MAT_INDEX_SPECULAR 2
287
288 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
289 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
290 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
291 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
292 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
293 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
294 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
295 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
296 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
297 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
298 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
299 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
300
301
302 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
303 MAT_BIT_FRONT_AMBIENT | \
304 MAT_BIT_FRONT_DIFFUSE | \
305 MAT_BIT_FRONT_SPECULAR | \
306 MAT_BIT_FRONT_SHININESS | \
307 MAT_BIT_FRONT_INDEXES)
308
309 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
310 MAT_BIT_BACK_AMBIENT | \
311 MAT_BIT_BACK_DIFFUSE | \
312 MAT_BIT_BACK_SPECULAR | \
313 MAT_BIT_BACK_SHININESS | \
314 MAT_BIT_BACK_INDEXES)
315
316 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
317 /*@}*/
318
319
320 /**
321 * Material state.
322 */
323 struct gl_material
324 {
325 GLfloat Attrib[MAT_ATTRIB_MAX][4];
326 };
327
328
329 /**
330 * Light state flags.
331 */
332 /*@{*/
333 #define LIGHT_SPOT 0x1
334 #define LIGHT_LOCAL_VIEWER 0x2
335 #define LIGHT_POSITIONAL 0x4
336 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
337 /*@}*/
338
339
340 /**
341 * Light source state.
342 */
343 struct gl_light
344 {
345 GLfloat Ambient[4]; /**< ambient color */
346 GLfloat Diffuse[4]; /**< diffuse color */
347 GLfloat Specular[4]; /**< specular color */
348 GLfloat EyePosition[4]; /**< position in eye coordinates */
349 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
350 GLfloat SpotExponent;
351 GLfloat SpotCutoff; /**< in degrees */
352 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
353 GLfloat ConstantAttenuation;
354 GLfloat LinearAttenuation;
355 GLfloat QuadraticAttenuation;
356 GLboolean Enabled; /**< On/off flag */
357
358 /**
359 * \name Derived fields
360 */
361 /*@{*/
362 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
363
364 GLfloat _Position[4]; /**< position in eye/obj coordinates */
365 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
366 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
367 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
368 GLfloat _VP_inf_spot_attenuation;
369
370 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
371 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
372 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
373 /*@}*/
374 };
375
376
377 /**
378 * Light model state.
379 */
380 struct gl_lightmodel
381 {
382 GLfloat Ambient[4]; /**< ambient color */
383 GLboolean LocalViewer; /**< Local (or infinite) view point? */
384 GLboolean TwoSide; /**< Two (or one) sided lighting? */
385 GLenum ColorControl; /**< either GL_SINGLE_COLOR
386 * or GL_SEPARATE_SPECULAR_COLOR */
387 };
388
389
390 /**
391 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
392 */
393 struct gl_accum_attrib
394 {
395 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
396 };
397
398
399 /**
400 * Used for storing clear color, texture border color, etc.
401 * The float values are typically unclamped.
402 */
403 union gl_color_union
404 {
405 GLfloat f[4];
406 GLint i[4];
407 GLuint ui[4];
408 };
409
410
411 /**
412 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
413 */
414 struct gl_colorbuffer_attrib
415 {
416 GLuint ClearIndex; /**< Index for glClear */
417 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
418 GLuint IndexMask; /**< Color index write mask */
419 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
420
421 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
422
423 /**
424 * \name alpha testing
425 */
426 /*@{*/
427 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
428 GLenum AlphaFunc; /**< Alpha test function */
429 GLfloat AlphaRefUnclamped;
430 GLclampf AlphaRef; /**< Alpha reference value */
431 /*@}*/
432
433 /**
434 * \name Blending
435 */
436 /*@{*/
437 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
438
439 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
440 * control, only on the fixed-pointness of the render target.
441 * The query does however depend on fragment color clamping.
442 */
443 GLfloat BlendColorUnclamped[4]; /**< Blending color */
444 GLfloat BlendColor[4]; /**< Blending color */
445
446 struct
447 {
448 GLenum SrcRGB; /**< RGB blend source term */
449 GLenum DstRGB; /**< RGB blend dest term */
450 GLenum SrcA; /**< Alpha blend source term */
451 GLenum DstA; /**< Alpha blend dest term */
452 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
453 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
454 /**
455 * Set if any blend factor uses SRC1. Computed at the time blend factors
456 * get set.
457 */
458 GLboolean _UsesDualSrc;
459 } Blend[MAX_DRAW_BUFFERS];
460 /** Are the blend func terms currently different for each buffer/target? */
461 GLboolean _BlendFuncPerBuffer;
462 /** Are the blend equations currently different for each buffer/target? */
463 GLboolean _BlendEquationPerBuffer;
464
465 /**
466 * Which advanced blending mode is in use (or BLEND_NONE).
467 *
468 * KHR_blend_equation_advanced only allows advanced blending with a single
469 * draw buffer, and NVX_blend_equation_advanced_multi_draw_buffer still
470 * requires all draw buffers to match, so we only need a single value.
471 */
472 enum gl_advanced_blend_mode _AdvancedBlendMode;
473
474 /** Coherency requested via glEnable(GL_BLEND_ADVANCED_COHERENT_KHR)? */
475 bool BlendCoherent;
476 /*@}*/
477
478 /**
479 * \name Logic op
480 */
481 /*@{*/
482 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
483 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
484 GLenum LogicOp; /**< Logic operator */
485
486 /*@}*/
487
488 GLboolean DitherFlag; /**< Dither enable flag */
489
490 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
491 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
492 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
493
494 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
495 };
496
497
498 /**
499 * Current attribute group (GL_CURRENT_BIT).
500 */
501 struct gl_current_attrib
502 {
503 /**
504 * \name Current vertex attributes (color, texcoords, etc).
505 * \note Values are valid only after FLUSH_VERTICES has been called.
506 * \note Index and Edgeflag current values are stored as floats in the
507 * SIX and SEVEN attribute slots.
508 * \note We need double storage for 64-bit vertex attributes
509 */
510 GLfloat Attrib[VERT_ATTRIB_MAX][4*2];
511
512 /**
513 * \name Current raster position attributes (always up to date after a
514 * glRasterPos call).
515 */
516 GLfloat RasterPos[4];
517 GLfloat RasterDistance;
518 GLfloat RasterColor[4];
519 GLfloat RasterSecondaryColor[4];
520 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
521 GLboolean RasterPosValid;
522 };
523
524
525 /**
526 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
527 */
528 struct gl_depthbuffer_attrib
529 {
530 GLenum Func; /**< Function for depth buffer compare */
531 GLclampd Clear; /**< Value to clear depth buffer to */
532 GLboolean Test; /**< Depth buffering enabled flag */
533 GLboolean Mask; /**< Depth buffer writable? */
534 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
535 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
536 };
537
538
539 /**
540 * Evaluator attribute group (GL_EVAL_BIT).
541 */
542 struct gl_eval_attrib
543 {
544 /**
545 * \name Enable bits
546 */
547 /*@{*/
548 GLboolean Map1Color4;
549 GLboolean Map1Index;
550 GLboolean Map1Normal;
551 GLboolean Map1TextureCoord1;
552 GLboolean Map1TextureCoord2;
553 GLboolean Map1TextureCoord3;
554 GLboolean Map1TextureCoord4;
555 GLboolean Map1Vertex3;
556 GLboolean Map1Vertex4;
557 GLboolean Map2Color4;
558 GLboolean Map2Index;
559 GLboolean Map2Normal;
560 GLboolean Map2TextureCoord1;
561 GLboolean Map2TextureCoord2;
562 GLboolean Map2TextureCoord3;
563 GLboolean Map2TextureCoord4;
564 GLboolean Map2Vertex3;
565 GLboolean Map2Vertex4;
566 GLboolean AutoNormal;
567 /*@}*/
568
569 /**
570 * \name Map Grid endpoints and divisions and calculated du values
571 */
572 /*@{*/
573 GLint MapGrid1un;
574 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
575 GLint MapGrid2un, MapGrid2vn;
576 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
577 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
578 /*@}*/
579 };
580
581
582 /**
583 * Compressed fog mode.
584 */
585 enum gl_fog_mode
586 {
587 FOG_NONE,
588 FOG_LINEAR,
589 FOG_EXP,
590 FOG_EXP2,
591 };
592
593
594 /**
595 * Fog attribute group (GL_FOG_BIT).
596 */
597 struct gl_fog_attrib
598 {
599 GLboolean Enabled; /**< Fog enabled flag */
600 GLboolean ColorSumEnabled;
601 uint8_t _PackedMode; /**< Fog mode as 2 bits */
602 uint8_t _PackedEnabledMode; /**< Masked CompressedMode */
603 GLfloat ColorUnclamped[4]; /**< Fog color */
604 GLfloat Color[4]; /**< Fog color */
605 GLfloat Density; /**< Density >= 0.0 */
606 GLfloat Start; /**< Start distance in eye coords */
607 GLfloat End; /**< End distance in eye coords */
608 GLfloat Index; /**< Fog index */
609 GLenum Mode; /**< Fog mode */
610 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
611 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
612 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
613 };
614
615
616 /**
617 * Hint attribute group (GL_HINT_BIT).
618 *
619 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
620 */
621 struct gl_hint_attrib
622 {
623 GLenum PerspectiveCorrection;
624 GLenum PointSmooth;
625 GLenum LineSmooth;
626 GLenum PolygonSmooth;
627 GLenum Fog;
628 GLenum TextureCompression; /**< GL_ARB_texture_compression */
629 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
630 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
631 };
632
633
634 /**
635 * Lighting attribute group (GL_LIGHT_BIT).
636 */
637 struct gl_light_attrib
638 {
639 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
640 struct gl_lightmodel Model; /**< Lighting model */
641
642 /**
643 * Front and back material values.
644 * Note: must call FLUSH_VERTICES() before using.
645 */
646 struct gl_material Material;
647
648 GLboolean Enabled; /**< Lighting enabled flag */
649 GLboolean ColorMaterialEnabled;
650
651 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
652 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
653 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
654 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
655 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
656
657
658 GLboolean _ClampVertexColor;
659 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
660
661 /**
662 * Derived state for optimizations:
663 */
664 /*@{*/
665 GLbitfield _EnabledLights; /**< bitmask containing enabled lights */
666
667 GLboolean _NeedEyeCoords;
668 GLboolean _NeedVertices; /**< Use fast shader? */
669
670 GLfloat _BaseColor[2][3];
671 /*@}*/
672 };
673
674
675 /**
676 * Line attribute group (GL_LINE_BIT).
677 */
678 struct gl_line_attrib
679 {
680 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
681 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
682 GLushort StipplePattern; /**< Stipple pattern */
683 GLint StippleFactor; /**< Stipple repeat factor */
684 GLfloat Width; /**< Line width */
685 };
686
687
688 /**
689 * Display list attribute group (GL_LIST_BIT).
690 */
691 struct gl_list_attrib
692 {
693 GLuint ListBase;
694 };
695
696
697 /**
698 * Multisample attribute group (GL_MULTISAMPLE_BIT).
699 */
700 struct gl_multisample_attrib
701 {
702 GLboolean Enabled;
703 GLboolean SampleAlphaToCoverage;
704 GLboolean SampleAlphaToOne;
705 GLboolean SampleCoverage;
706 GLboolean SampleCoverageInvert;
707 GLboolean SampleShading;
708
709 /* ARB_texture_multisample / GL3.2 additions */
710 GLboolean SampleMask;
711
712 GLfloat SampleCoverageValue; /**< In range [0, 1] */
713 GLfloat MinSampleShadingValue; /**< In range [0, 1] */
714
715 /** The GL spec defines this as an array but >32x MSAA is madness */
716 GLbitfield SampleMaskValue;
717 };
718
719
720 /**
721 * A pixelmap (see glPixelMap)
722 */
723 struct gl_pixelmap
724 {
725 GLint Size;
726 GLfloat Map[MAX_PIXEL_MAP_TABLE];
727 };
728
729
730 /**
731 * Collection of all pixelmaps
732 */
733 struct gl_pixelmaps
734 {
735 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
736 struct gl_pixelmap GtoG;
737 struct gl_pixelmap BtoB;
738 struct gl_pixelmap AtoA;
739 struct gl_pixelmap ItoR;
740 struct gl_pixelmap ItoG;
741 struct gl_pixelmap ItoB;
742 struct gl_pixelmap ItoA;
743 struct gl_pixelmap ItoI;
744 struct gl_pixelmap StoS;
745 };
746
747
748 /**
749 * Pixel attribute group (GL_PIXEL_MODE_BIT).
750 */
751 struct gl_pixel_attrib
752 {
753 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
754
755 /*--- Begin Pixel Transfer State ---*/
756 /* Fields are in the order in which they're applied... */
757
758 /** Scale & Bias (index shift, offset) */
759 /*@{*/
760 GLfloat RedBias, RedScale;
761 GLfloat GreenBias, GreenScale;
762 GLfloat BlueBias, BlueScale;
763 GLfloat AlphaBias, AlphaScale;
764 GLfloat DepthBias, DepthScale;
765 GLint IndexShift, IndexOffset;
766 /*@}*/
767
768 /* Pixel Maps */
769 /* Note: actual pixel maps are not part of this attrib group */
770 GLboolean MapColorFlag;
771 GLboolean MapStencilFlag;
772
773 /*--- End Pixel Transfer State ---*/
774
775 /** glPixelZoom */
776 GLfloat ZoomX, ZoomY;
777 };
778
779
780 /**
781 * Point attribute group (GL_POINT_BIT).
782 */
783 struct gl_point_attrib
784 {
785 GLfloat Size; /**< User-specified point size */
786 GLfloat Params[3]; /**< GL_EXT_point_parameters */
787 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
788 GLfloat Threshold; /**< GL_EXT_point_parameters */
789 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
790 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
791 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
792 GLbitfield CoordReplace; /**< GL_ARB_point_sprite*/
793 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
794 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
795 };
796
797
798 /**
799 * Polygon attribute group (GL_POLYGON_BIT).
800 */
801 struct gl_polygon_attrib
802 {
803 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
804 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
805 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
806 GLboolean CullFlag; /**< Culling on/off flag */
807 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
808 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
809 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
810 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
811 GLfloat OffsetUnits; /**< Polygon offset units, from user */
812 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
813 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
814 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
815 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
816 };
817
818
819 /**
820 * Scissor attributes (GL_SCISSOR_BIT).
821 */
822 struct gl_scissor_rect
823 {
824 GLint X, Y; /**< Lower left corner of box */
825 GLsizei Width, Height; /**< Size of box */
826 };
827 struct gl_scissor_attrib
828 {
829 GLbitfield EnableFlags; /**< Scissor test enabled? */
830 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
831 GLint NumWindowRects; /**< Count of enabled window rectangles */
832 GLenum WindowRectMode; /**< Whether to include or exclude the rects */
833 struct gl_scissor_rect WindowRects[MAX_WINDOW_RECTANGLES];
834 };
835
836
837 /**
838 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
839 *
840 * Three sets of stencil data are tracked so that OpenGL 2.0,
841 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
842 * simultaneously. In each of the stencil state arrays, element 0 corresponds
843 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
844 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
845 * GL_EXT_stencil_two_side GL_BACK state.
846 *
847 * The derived value \c _BackFace is either 1 or 2 depending on whether or
848 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
849 *
850 * The derived value \c _TestTwoSide is set when the front-face and back-face
851 * stencil state are different.
852 */
853 struct gl_stencil_attrib
854 {
855 GLboolean Enabled; /**< Enabled flag */
856 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
857 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
858 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
859 GLenum Function[3]; /**< Stencil function */
860 GLenum FailFunc[3]; /**< Fail function */
861 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
862 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
863 GLint Ref[3]; /**< Reference value */
864 GLuint ValueMask[3]; /**< Value mask */
865 GLuint WriteMask[3]; /**< Write mask */
866 GLuint Clear; /**< Clear value */
867 };
868
869
870 /**
871 * An index for each type of texture object. These correspond to the GL
872 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
873 * Note: the order is from highest priority to lowest priority.
874 */
875 typedef enum
876 {
877 TEXTURE_2D_MULTISAMPLE_INDEX,
878 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
879 TEXTURE_CUBE_ARRAY_INDEX,
880 TEXTURE_BUFFER_INDEX,
881 TEXTURE_2D_ARRAY_INDEX,
882 TEXTURE_1D_ARRAY_INDEX,
883 TEXTURE_EXTERNAL_INDEX,
884 TEXTURE_CUBE_INDEX,
885 TEXTURE_3D_INDEX,
886 TEXTURE_RECT_INDEX,
887 TEXTURE_2D_INDEX,
888 TEXTURE_1D_INDEX,
889 NUM_TEXTURE_TARGETS
890 } gl_texture_index;
891
892
893 /**
894 * Bit flags for each type of texture object
895 */
896 /*@{*/
897 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
898 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
899 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
900 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
901 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
902 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
903 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
904 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
905 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
906 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
907 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
908 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
909 /*@}*/
910
911
912 /**
913 * Texture image state. Drivers will typically create a subclass of this
914 * with extra fields for memory buffers, etc.
915 */
916 struct gl_texture_image
917 {
918 GLint InternalFormat; /**< Internal format as given by the user */
919 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
920 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
921 * GL_INTENSITY, GL_DEPTH_COMPONENT or
922 * GL_DEPTH_STENCIL_EXT only. Used for
923 * choosing TexEnv arithmetic.
924 */
925 mesa_format TexFormat; /**< The actual texture memory format */
926
927 GLuint Border; /**< 0 or 1 */
928 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
929 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
930 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
931 GLuint Width2; /**< = Width - 2*Border */
932 GLuint Height2; /**< = Height - 2*Border */
933 GLuint Depth2; /**< = Depth - 2*Border */
934 GLuint WidthLog2; /**< = log2(Width2) */
935 GLuint HeightLog2; /**< = log2(Height2) */
936 GLuint DepthLog2; /**< = log2(Depth2) */
937 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
938 levels, computed from the dimensions */
939
940 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
941 GLuint Level; /**< Which mipmap level am I? */
942 /** Cube map face: index into gl_texture_object::Image[] array */
943 GLuint Face;
944
945 /** GL_ARB_texture_multisample */
946 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
947 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
948 };
949
950
951 /**
952 * Indexes for cube map faces.
953 */
954 typedef enum
955 {
956 FACE_POS_X = 0,
957 FACE_NEG_X = 1,
958 FACE_POS_Y = 2,
959 FACE_NEG_Y = 3,
960 FACE_POS_Z = 4,
961 FACE_NEG_Z = 5,
962 MAX_FACES = 6
963 } gl_face_index;
964
965
966 /**
967 * Sampler object state. These objects are new with GL_ARB_sampler_objects
968 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
969 */
970 struct gl_sampler_object
971 {
972 mtx_t Mutex;
973 GLuint Name;
974 GLint RefCount;
975 GLchar *Label; /**< GL_KHR_debug */
976
977 GLenum WrapS; /**< S-axis texture image wrap mode */
978 GLenum WrapT; /**< T-axis texture image wrap mode */
979 GLenum WrapR; /**< R-axis texture image wrap mode */
980 GLenum MinFilter; /**< minification filter */
981 GLenum MagFilter; /**< magnification filter */
982 union gl_color_union BorderColor; /**< Interpreted according to texture format */
983 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
984 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
985 GLfloat LodBias; /**< OpenGL 1.4 */
986 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
987 GLenum CompareMode; /**< GL_ARB_shadow */
988 GLenum CompareFunc; /**< GL_ARB_shadow */
989 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
990 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
991
992 /** GL_ARB_bindless_texture */
993 struct util_dynarray Handles;
994 bool HandleAllocated;
995 };
996
997
998 /**
999 * Texture object state. Contains the array of mipmap images, border color,
1000 * wrap modes, filter modes, and shadow/texcompare state.
1001 */
1002 struct gl_texture_object
1003 {
1004 mtx_t Mutex; /**< for thread safety */
1005 GLint RefCount; /**< reference count */
1006 GLuint Name; /**< the user-visible texture object ID */
1007 GLchar *Label; /**< GL_KHR_debug */
1008 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1009 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
1010 Only valid when Target is valid. */
1011
1012 struct gl_sampler_object Sampler;
1013
1014 GLenum DepthMode; /**< GL_ARB_depth_texture */
1015 bool StencilSampling; /**< Should we sample stencil instead of depth? */
1016
1017 GLfloat Priority; /**< in [0,1] */
1018 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1019 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1020 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1021 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1022 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1023 GLint CropRect[4]; /**< GL_OES_draw_texture */
1024 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1025 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1026 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1027 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1028 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1029 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1030 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1031 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1032 pressure? */
1033 GLboolean Immutable; /**< GL_ARB_texture_storage */
1034 GLboolean _IsFloat; /**< GL_OES_float_texture */
1035 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
1036
1037 GLuint MinLevel; /**< GL_ARB_texture_view */
1038 GLuint MinLayer; /**< GL_ARB_texture_view */
1039 GLuint NumLevels; /**< GL_ARB_texture_view */
1040 GLuint NumLayers; /**< GL_ARB_texture_view */
1041
1042 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1043 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1044
1045 /** GL_ARB_texture_buffer_object */
1046 struct gl_buffer_object *BufferObject;
1047 GLenum BufferObjectFormat;
1048 /** Equivalent Mesa format for BufferObjectFormat. */
1049 mesa_format _BufferObjectFormat;
1050 /** GL_ARB_texture_buffer_range */
1051 GLintptr BufferOffset;
1052 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1053
1054 /** GL_OES_EGL_image_external */
1055 GLint RequiredTextureImageUnits;
1056
1057 /** GL_ARB_shader_image_load_store */
1058 GLenum ImageFormatCompatibilityType;
1059
1060 /** GL_ARB_bindless_texture */
1061 struct util_dynarray SamplerHandles;
1062 struct util_dynarray ImageHandles;
1063 bool HandleAllocated;
1064 };
1065
1066
1067 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1068 #define MAX_COMBINER_TERMS 4
1069
1070
1071 /**
1072 * Texture combine environment state.
1073 */
1074 struct gl_tex_env_combine_state
1075 {
1076 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1077 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1078 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1079 GLenum SourceRGB[MAX_COMBINER_TERMS];
1080 GLenum SourceA[MAX_COMBINER_TERMS];
1081 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1082 GLenum OperandRGB[MAX_COMBINER_TERMS];
1083 GLenum OperandA[MAX_COMBINER_TERMS];
1084 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1085 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1086 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1087 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1088 };
1089
1090
1091 /** Compressed TexEnv effective Combine mode */
1092 enum gl_tex_env_mode
1093 {
1094 TEXENV_MODE_REPLACE, /* r = a0 */
1095 TEXENV_MODE_MODULATE, /* r = a0 * a1 */
1096 TEXENV_MODE_ADD, /* r = a0 + a1 */
1097 TEXENV_MODE_ADD_SIGNED, /* r = a0 + a1 - 0.5 */
1098 TEXENV_MODE_INTERPOLATE, /* r = a0 * a2 + a1 * (1 - a2) */
1099 TEXENV_MODE_SUBTRACT, /* r = a0 - a1 */
1100 TEXENV_MODE_DOT3_RGB, /* r = a0 . a1 */
1101 TEXENV_MODE_DOT3_RGB_EXT, /* r = a0 . a1 */
1102 TEXENV_MODE_DOT3_RGBA, /* r = a0 . a1 */
1103 TEXENV_MODE_DOT3_RGBA_EXT, /* r = a0 . a1 */
1104 TEXENV_MODE_MODULATE_ADD_ATI, /* r = a0 * a2 + a1 */
1105 TEXENV_MODE_MODULATE_SIGNED_ADD_ATI, /* r = a0 * a2 + a1 - 0.5 */
1106 TEXENV_MODE_MODULATE_SUBTRACT_ATI, /* r = a0 * a2 - a1 */
1107 TEXENV_MODE_ADD_PRODUCTS_NV, /* r = a0 * a1 + a2 * a3 */
1108 TEXENV_MODE_ADD_PRODUCTS_SIGNED_NV, /* r = a0 * a1 + a2 * a3 - 0.5 */
1109 };
1110
1111
1112 /** Compressed TexEnv Combine source */
1113 enum gl_tex_env_source
1114 {
1115 TEXENV_SRC_TEXTURE0,
1116 TEXENV_SRC_TEXTURE1,
1117 TEXENV_SRC_TEXTURE2,
1118 TEXENV_SRC_TEXTURE3,
1119 TEXENV_SRC_TEXTURE4,
1120 TEXENV_SRC_TEXTURE5,
1121 TEXENV_SRC_TEXTURE6,
1122 TEXENV_SRC_TEXTURE7,
1123 TEXENV_SRC_TEXTURE,
1124 TEXENV_SRC_PREVIOUS,
1125 TEXENV_SRC_PRIMARY_COLOR,
1126 TEXENV_SRC_CONSTANT,
1127 TEXENV_SRC_ZERO,
1128 TEXENV_SRC_ONE,
1129 };
1130
1131
1132 /** Compressed TexEnv Combine operand */
1133 enum gl_tex_env_operand
1134 {
1135 TEXENV_OPR_COLOR,
1136 TEXENV_OPR_ONE_MINUS_COLOR,
1137 TEXENV_OPR_ALPHA,
1138 TEXENV_OPR_ONE_MINUS_ALPHA,
1139 };
1140
1141
1142 /** Compressed TexEnv Combine argument */
1143 struct gl_tex_env_argument
1144 {
1145 #ifdef __GNUC__
1146 __extension__ uint8_t Source:4; /**< TEXENV_SRC_x */
1147 __extension__ uint8_t Operand:2; /**< TEXENV_OPR_x */
1148 #else
1149 uint8_t Source; /**< SRC_x */
1150 uint8_t Operand; /**< OPR_x */
1151 #endif
1152 };
1153
1154
1155 /***
1156 * Compressed TexEnv Combine state.
1157 */
1158 struct gl_tex_env_combine_packed
1159 {
1160 uint32_t ModeRGB:4; /**< Effective mode for RGB as 4 bits */
1161 uint32_t ModeA:4; /**< Effective mode for RGB as 4 bits */
1162 uint32_t ScaleShiftRGB:2; /**< 0, 1 or 2 */
1163 uint32_t ScaleShiftA:2; /**< 0, 1 or 2 */
1164 uint32_t NumArgsRGB:3; /**< Number of inputs used for the RGB combiner */
1165 uint32_t NumArgsA:3; /**< Number of inputs used for the A combiner */
1166 /** Source arguments in a packed manner */
1167 struct gl_tex_env_argument ArgsRGB[MAX_COMBINER_TERMS];
1168 struct gl_tex_env_argument ArgsA[MAX_COMBINER_TERMS];
1169 };
1170
1171
1172 /**
1173 * TexGenEnabled flags.
1174 */
1175 /*@{*/
1176 #define S_BIT 1
1177 #define T_BIT 2
1178 #define R_BIT 4
1179 #define Q_BIT 8
1180 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1181 /*@}*/
1182
1183
1184 /**
1185 * Bit flag versions of the corresponding GL_ constants.
1186 */
1187 /*@{*/
1188 #define TEXGEN_SPHERE_MAP 0x1
1189 #define TEXGEN_OBJ_LINEAR 0x2
1190 #define TEXGEN_EYE_LINEAR 0x4
1191 #define TEXGEN_REFLECTION_MAP_NV 0x8
1192 #define TEXGEN_NORMAL_MAP_NV 0x10
1193
1194 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1195 TEXGEN_REFLECTION_MAP_NV | \
1196 TEXGEN_NORMAL_MAP_NV)
1197 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1198 TEXGEN_REFLECTION_MAP_NV | \
1199 TEXGEN_NORMAL_MAP_NV | \
1200 TEXGEN_EYE_LINEAR)
1201 /*@}*/
1202
1203
1204
1205 /** Tex-gen enabled for texture unit? */
1206 #define ENABLE_TEXGEN(unit) (1 << (unit))
1207
1208 /** Non-identity texture matrix for texture unit? */
1209 #define ENABLE_TEXMAT(unit) (1 << (unit))
1210
1211
1212 /**
1213 * Texture coord generation state.
1214 */
1215 struct gl_texgen
1216 {
1217 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1218 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1219 GLfloat ObjectPlane[4];
1220 GLfloat EyePlane[4];
1221 };
1222
1223
1224 /**
1225 * Texture unit state. Contains enable flags, texture environment/function/
1226 * combiners, texgen state, and pointers to current texture objects.
1227 */
1228 struct gl_texture_unit
1229 {
1230 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1231
1232 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1233 GLclampf EnvColor[4];
1234 GLfloat EnvColorUnclamped[4];
1235
1236 struct gl_texgen GenS;
1237 struct gl_texgen GenT;
1238 struct gl_texgen GenR;
1239 struct gl_texgen GenQ;
1240 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1241 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1242
1243 GLfloat LodBias; /**< for biasing mipmap levels */
1244
1245 /** Texture targets that have a non-default texture bound */
1246 GLbitfield _BoundTextures;
1247
1248 /** Current sampler object (GL_ARB_sampler_objects) */
1249 struct gl_sampler_object *Sampler;
1250
1251 /**
1252 * \name GL_EXT_texture_env_combine
1253 */
1254 struct gl_tex_env_combine_state Combine;
1255
1256 /**
1257 * Derived state based on \c EnvMode and the \c BaseFormat of the
1258 * currently enabled texture.
1259 */
1260 struct gl_tex_env_combine_state _EnvMode;
1261
1262 /**
1263 * Currently enabled combiner state. This will point to either
1264 * \c Combine or \c _EnvMode.
1265 */
1266 struct gl_tex_env_combine_state *_CurrentCombine;
1267
1268 /** Current texture object pointers */
1269 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1270
1271 /** Points to highest priority, complete and enabled texture object */
1272 struct gl_texture_object *_Current;
1273
1274 /** Current compressed TexEnv & Combine state */
1275 struct gl_tex_env_combine_packed _CurrentCombinePacked;
1276 };
1277
1278
1279 /**
1280 * Texture attribute group (GL_TEXTURE_BIT).
1281 */
1282 struct gl_texture_attrib
1283 {
1284 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1285
1286 /** GL_ARB_seamless_cubemap */
1287 GLboolean CubeMapSeamless;
1288
1289 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1290
1291 /** GL_ARB_texture_buffer_object */
1292 struct gl_buffer_object *BufferObject;
1293
1294 /** Texture coord units/sets used for fragment texturing */
1295 GLbitfield _EnabledCoordUnits;
1296
1297 /** Texture coord units that have texgen enabled */
1298 GLbitfield _TexGenEnabled;
1299
1300 /** Texture coord units that have non-identity matrices */
1301 GLbitfield _TexMatEnabled;
1302
1303 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1304 GLbitfield _GenFlags;
1305
1306 /** Largest index of a texture unit with _Current != NULL. */
1307 GLint _MaxEnabledTexImageUnit;
1308
1309 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1310 GLint NumCurrentTexUsed;
1311
1312 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1313 };
1314
1315
1316 /**
1317 * Data structure representing a single clip plane (e.g. one of the elements
1318 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1319 */
1320 typedef GLfloat gl_clip_plane[4];
1321
1322
1323 /**
1324 * Transformation attribute group (GL_TRANSFORM_BIT).
1325 */
1326 struct gl_transform_attrib
1327 {
1328 GLenum MatrixMode; /**< Matrix mode */
1329 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1330 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1331 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1332 GLboolean Normalize; /**< Normalize all normals? */
1333 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1334 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1335 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1336 /** GL_ARB_clip_control */
1337 GLenum ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1338 GLenum ClipDepthMode; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1339 };
1340
1341
1342 /**
1343 * Viewport attribute group (GL_VIEWPORT_BIT).
1344 */
1345 struct gl_viewport_attrib
1346 {
1347 GLfloat X, Y; /**< position */
1348 GLfloat Width, Height; /**< size */
1349 GLdouble Near, Far; /**< Depth buffer range */
1350 };
1351
1352
1353 typedef enum {
1354 MAP_USER,
1355 MAP_INTERNAL,
1356
1357 MAP_COUNT
1358 } gl_map_buffer_index;
1359
1360
1361 /**
1362 * Fields describing a mapped buffer range.
1363 */
1364 struct gl_buffer_mapping {
1365 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1366 GLvoid *Pointer; /**< User-space address of mapping */
1367 GLintptr Offset; /**< Mapped offset */
1368 GLsizeiptr Length; /**< Mapped length */
1369 };
1370
1371
1372 /**
1373 * Usages we've seen for a buffer object.
1374 */
1375 typedef enum {
1376 USAGE_UNIFORM_BUFFER = 0x1,
1377 USAGE_TEXTURE_BUFFER = 0x2,
1378 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1379 USAGE_SHADER_STORAGE_BUFFER = 0x8,
1380 USAGE_TRANSFORM_FEEDBACK_BUFFER = 0x10,
1381 USAGE_PIXEL_PACK_BUFFER = 0x20,
1382 USAGE_DISABLE_MINMAX_CACHE = 0x40,
1383 } gl_buffer_usage;
1384
1385
1386 /**
1387 * GL_ARB_vertex/pixel_buffer_object buffer object
1388 */
1389 struct gl_buffer_object
1390 {
1391 mtx_t Mutex;
1392 GLint RefCount;
1393 GLuint Name;
1394 GLchar *Label; /**< GL_KHR_debug */
1395 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1396 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1397 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1398 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1399 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1400 GLboolean Written; /**< Ever written to? (for debugging) */
1401 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1402 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1403 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1404
1405 /** Counters used for buffer usage warnings */
1406 GLuint NumSubDataCalls;
1407 GLuint NumMapBufferWriteCalls;
1408
1409 struct gl_buffer_mapping Mappings[MAP_COUNT];
1410
1411 /** Memoization of min/max index computations for static index buffers */
1412 struct hash_table *MinMaxCache;
1413 unsigned MinMaxCacheHitIndices;
1414 unsigned MinMaxCacheMissIndices;
1415 bool MinMaxCacheDirty;
1416
1417 bool HandleAllocated; /**< GL_ARB_bindless_texture */
1418 };
1419
1420
1421 /**
1422 * Client pixel packing/unpacking attributes
1423 */
1424 struct gl_pixelstore_attrib
1425 {
1426 GLint Alignment;
1427 GLint RowLength;
1428 GLint SkipPixels;
1429 GLint SkipRows;
1430 GLint ImageHeight;
1431 GLint SkipImages;
1432 GLboolean SwapBytes;
1433 GLboolean LsbFirst;
1434 GLboolean Invert; /**< GL_MESA_pack_invert */
1435 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1436 GLint CompressedBlockHeight;
1437 GLint CompressedBlockDepth;
1438 GLint CompressedBlockSize;
1439 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1440 };
1441
1442
1443 /**
1444 * Vertex array information which is derived from gl_array_attributes
1445 * and gl_vertex_buffer_binding information. Used by the VBO module and
1446 * device drivers.
1447 */
1448 struct gl_vertex_array
1449 {
1450 GLint Size; /**< components per element (1,2,3,4) */
1451 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1452 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1453 GLsizei StrideB; /**< actual stride in bytes */
1454 GLuint _ElementSize; /**< size of each element in bytes */
1455 const GLubyte *Ptr; /**< Points to array data */
1456 GLboolean Normalized; /**< GL_ARB_vertex_program */
1457 GLboolean Integer; /**< Integer-valued? */
1458 GLboolean Doubles; /**< double precision values are not converted to floats */
1459 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1460
1461 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1462 };
1463
1464
1465 /**
1466 * Attributes to describe a vertex array.
1467 *
1468 * Contains the size, type, format and normalization flag,
1469 * along with the index of a vertex buffer binding point.
1470 *
1471 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1472 * and is only present for backwards compatibility reasons.
1473 * Rendering always uses VERTEX_BINDING_STRIDE.
1474 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1475 * and VERTEX_BINDING_STRIDE to the same value, while
1476 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1477 */
1478 struct gl_array_attributes
1479 {
1480 GLint Size; /**< Components per element (1,2,3,4) */
1481 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1482 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1483 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1484 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1485 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1486 GLboolean Enabled; /**< Whether the array is enabled */
1487 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1488 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1489 GLboolean Doubles; /**< double precision values are not converted to floats */
1490 GLuint _ElementSize; /**< Size of each element in bytes */
1491 GLuint BufferBindingIndex; /**< Vertex buffer binding */
1492 };
1493
1494
1495 /**
1496 * This describes the buffer object used for a vertex array (or
1497 * multiple vertex arrays). If BufferObj points to the default/null
1498 * buffer object, then the vertex array lives in user memory and not a VBO.
1499 */
1500 struct gl_vertex_buffer_binding
1501 {
1502 GLintptr Offset; /**< User-specified offset */
1503 GLsizei Stride; /**< User-specified stride */
1504 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1505 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1506 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1507 };
1508
1509
1510 /**
1511 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+ /
1512 * the GL_ARB_vertex_array_object extension.
1513 */
1514 struct gl_vertex_array_object
1515 {
1516 /** Name of the VAO as received from glGenVertexArray. */
1517 GLuint Name;
1518
1519 GLint RefCount;
1520
1521 GLchar *Label; /**< GL_KHR_debug */
1522
1523 /**
1524 * Has this array object been bound?
1525 */
1526 GLboolean EverBound;
1527
1528 /**
1529 * Derived vertex attribute arrays
1530 *
1531 * This is a legacy data structure created from gl_vertex_attrib_array and
1532 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1533 */
1534 struct gl_vertex_array _VertexAttrib[VERT_ATTRIB_MAX];
1535
1536 /** Vertex attribute arrays */
1537 struct gl_array_attributes VertexAttrib[VERT_ATTRIB_MAX];
1538
1539 /** Vertex buffer bindings */
1540 struct gl_vertex_buffer_binding BufferBinding[VERT_ATTRIB_MAX];
1541
1542 /** Mask indicating which vertex arrays have vertex buffer associated. */
1543 GLbitfield64 VertexAttribBufferMask;
1544
1545 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1546 GLbitfield64 _Enabled;
1547
1548 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1549 GLbitfield64 NewArrays;
1550
1551 /** The index buffer (also known as the element array buffer in OpenGL). */
1552 struct gl_buffer_object *IndexBufferObj;
1553 };
1554
1555
1556 /** Used to signal when transitioning from one kind of drawing method
1557 * to another.
1558 */
1559 typedef enum {
1560 DRAW_NONE, /**< Initial value only */
1561 DRAW_BEGIN_END,
1562 DRAW_DISPLAY_LIST,
1563 DRAW_ARRAYS
1564 } gl_draw_method;
1565
1566 /**
1567 * Enum for the OpenGL APIs we know about and may support.
1568 *
1569 * NOTE: This must match the api_enum table in
1570 * src/mesa/main/get_hash_generator.py
1571 */
1572 typedef enum
1573 {
1574 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
1575 API_OPENGLES,
1576 API_OPENGLES2,
1577 API_OPENGL_CORE,
1578 API_OPENGL_LAST = API_OPENGL_CORE
1579 } gl_api;
1580
1581 /**
1582 * Vertex array state
1583 */
1584 struct gl_array_attrib
1585 {
1586 /** Currently bound array object. */
1587 struct gl_vertex_array_object *VAO;
1588
1589 /** The default vertex array object */
1590 struct gl_vertex_array_object *DefaultVAO;
1591
1592 /** The last VAO accessed by a DSA function */
1593 struct gl_vertex_array_object *LastLookedUpVAO;
1594
1595 /** Array objects (GL_ARB_vertex_array_object) */
1596 struct _mesa_HashTable *Objects;
1597
1598 GLint ActiveTexture; /**< Client Active Texture */
1599 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1600 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1601
1602 /**
1603 * \name Primitive restart controls
1604 *
1605 * Primitive restart is enabled if either \c PrimitiveRestart or
1606 * \c PrimitiveRestartFixedIndex is set.
1607 */
1608 /*@{*/
1609 GLboolean PrimitiveRestart;
1610 GLboolean PrimitiveRestartFixedIndex;
1611 GLboolean _PrimitiveRestart;
1612 GLuint RestartIndex;
1613 /*@}*/
1614
1615 /** One of the DRAW_xxx flags, not consumed by drivers */
1616 gl_draw_method DrawMethod;
1617
1618 /* GL_ARB_vertex_buffer_object */
1619 struct gl_buffer_object *ArrayBufferObj;
1620
1621 /**
1622 * Vertex arrays as consumed by a driver.
1623 * The array pointer is set up only by the VBO module.
1624 */
1625 const struct gl_vertex_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1626
1627 /** Legal array datatypes and the API for which they have been computed */
1628 GLbitfield LegalTypesMask;
1629 gl_api LegalTypesMaskAPI;
1630 };
1631
1632
1633 /**
1634 * Feedback buffer state
1635 */
1636 struct gl_feedback
1637 {
1638 GLenum Type;
1639 GLbitfield _Mask; /**< FB_* bits */
1640 GLfloat *Buffer;
1641 GLuint BufferSize;
1642 GLuint Count;
1643 };
1644
1645
1646 /**
1647 * Selection buffer state
1648 */
1649 struct gl_selection
1650 {
1651 GLuint *Buffer; /**< selection buffer */
1652 GLuint BufferSize; /**< size of the selection buffer */
1653 GLuint BufferCount; /**< number of values in the selection buffer */
1654 GLuint Hits; /**< number of records in the selection buffer */
1655 GLuint NameStackDepth; /**< name stack depth */
1656 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1657 GLboolean HitFlag; /**< hit flag */
1658 GLfloat HitMinZ; /**< minimum hit depth */
1659 GLfloat HitMaxZ; /**< maximum hit depth */
1660 };
1661
1662
1663 /**
1664 * 1-D Evaluator control points
1665 */
1666 struct gl_1d_map
1667 {
1668 GLuint Order; /**< Number of control points */
1669 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1670 GLfloat *Points; /**< Points to contiguous control points */
1671 };
1672
1673
1674 /**
1675 * 2-D Evaluator control points
1676 */
1677 struct gl_2d_map
1678 {
1679 GLuint Uorder; /**< Number of control points in U dimension */
1680 GLuint Vorder; /**< Number of control points in V dimension */
1681 GLfloat u1, u2, du;
1682 GLfloat v1, v2, dv;
1683 GLfloat *Points; /**< Points to contiguous control points */
1684 };
1685
1686
1687 /**
1688 * All evaluator control point state
1689 */
1690 struct gl_evaluators
1691 {
1692 /**
1693 * \name 1-D maps
1694 */
1695 /*@{*/
1696 struct gl_1d_map Map1Vertex3;
1697 struct gl_1d_map Map1Vertex4;
1698 struct gl_1d_map Map1Index;
1699 struct gl_1d_map Map1Color4;
1700 struct gl_1d_map Map1Normal;
1701 struct gl_1d_map Map1Texture1;
1702 struct gl_1d_map Map1Texture2;
1703 struct gl_1d_map Map1Texture3;
1704 struct gl_1d_map Map1Texture4;
1705 /*@}*/
1706
1707 /**
1708 * \name 2-D maps
1709 */
1710 /*@{*/
1711 struct gl_2d_map Map2Vertex3;
1712 struct gl_2d_map Map2Vertex4;
1713 struct gl_2d_map Map2Index;
1714 struct gl_2d_map Map2Color4;
1715 struct gl_2d_map Map2Normal;
1716 struct gl_2d_map Map2Texture1;
1717 struct gl_2d_map Map2Texture2;
1718 struct gl_2d_map Map2Texture3;
1719 struct gl_2d_map Map2Texture4;
1720 /*@}*/
1721 };
1722
1723
1724 struct gl_transform_feedback_varying_info
1725 {
1726 char *Name;
1727 GLenum Type;
1728 GLint BufferIndex;
1729 GLint Size;
1730 GLint Offset;
1731 };
1732
1733
1734 /**
1735 * Per-output info vertex shaders for transform feedback.
1736 */
1737 struct gl_transform_feedback_output
1738 {
1739 uint32_t OutputRegister;
1740 uint32_t OutputBuffer;
1741 uint32_t NumComponents;
1742 uint32_t StreamId;
1743
1744 /** offset (in DWORDs) of this output within the interleaved structure */
1745 uint32_t DstOffset;
1746
1747 /**
1748 * Offset into the output register of the data to output. For example,
1749 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1750 * offset is in the y and z components of the output register.
1751 */
1752 uint32_t ComponentOffset;
1753 };
1754
1755
1756 struct gl_transform_feedback_buffer
1757 {
1758 uint32_t Binding;
1759
1760 uint32_t NumVaryings;
1761
1762 /**
1763 * Total number of components stored in each buffer. This may be used by
1764 * hardware back-ends to determine the correct stride when interleaving
1765 * multiple transform feedback outputs in the same buffer.
1766 */
1767 uint32_t Stride;
1768
1769 /**
1770 * Which transform feedback stream this buffer binding is associated with.
1771 */
1772 uint32_t Stream;
1773 };
1774
1775
1776 /** Post-link transform feedback info. */
1777 struct gl_transform_feedback_info
1778 {
1779 unsigned NumOutputs;
1780
1781 /* Bitmask of active buffer indices. */
1782 unsigned ActiveBuffers;
1783
1784 struct gl_transform_feedback_output *Outputs;
1785
1786 /** Transform feedback varyings used for the linking of this shader program.
1787 *
1788 * Use for glGetTransformFeedbackVarying().
1789 */
1790 struct gl_transform_feedback_varying_info *Varyings;
1791 GLint NumVarying;
1792
1793 struct gl_transform_feedback_buffer Buffers[MAX_FEEDBACK_BUFFERS];
1794 };
1795
1796
1797 /**
1798 * Transform feedback object state
1799 */
1800 struct gl_transform_feedback_object
1801 {
1802 GLuint Name; /**< AKA the object ID */
1803 GLint RefCount;
1804 GLchar *Label; /**< GL_KHR_debug */
1805 GLboolean Active; /**< Is transform feedback enabled? */
1806 GLboolean Paused; /**< Is transform feedback paused? */
1807 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1808 at least once? */
1809 GLboolean EverBound; /**< Has this object been bound? */
1810
1811 /**
1812 * GLES: if Active is true, remaining number of primitives which can be
1813 * rendered without overflow. This is necessary to track because GLES
1814 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1815 * glDrawArraysInstanced would overflow transform feedback buffers.
1816 * Undefined if Active is false.
1817 *
1818 * Not tracked for desktop GL since it's unnecessary.
1819 */
1820 unsigned GlesRemainingPrims;
1821
1822 /**
1823 * The program active when BeginTransformFeedback() was called.
1824 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1825 * where stage is the pipeline stage that is the source of data for
1826 * transform feedback.
1827 */
1828 struct gl_program *program;
1829
1830 /** The feedback buffers */
1831 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1832 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1833
1834 /** Start of feedback data in dest buffer */
1835 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1836
1837 /**
1838 * Max data to put into dest buffer (in bytes). Computed based on
1839 * RequestedSize and the actual size of the buffer.
1840 */
1841 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1842
1843 /**
1844 * Size that was specified when the buffer was bound. If the buffer was
1845 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1846 * zero.
1847 */
1848 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1849 };
1850
1851
1852 /**
1853 * Context state for transform feedback.
1854 */
1855 struct gl_transform_feedback_state
1856 {
1857 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1858
1859 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1860 struct gl_buffer_object *CurrentBuffer;
1861
1862 /** The table of all transform feedback objects */
1863 struct _mesa_HashTable *Objects;
1864
1865 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1866 struct gl_transform_feedback_object *CurrentObject;
1867
1868 /** The default xform-fb object (Name==0) */
1869 struct gl_transform_feedback_object *DefaultObject;
1870 };
1871
1872
1873 /**
1874 * A "performance monitor" as described in AMD_performance_monitor.
1875 */
1876 struct gl_perf_monitor_object
1877 {
1878 GLuint Name;
1879
1880 /** True if the monitor is currently active (Begin called but not End). */
1881 GLboolean Active;
1882
1883 /**
1884 * True if the monitor has ended.
1885 *
1886 * This is distinct from !Active because it may never have began.
1887 */
1888 GLboolean Ended;
1889
1890 /**
1891 * A list of groups with currently active counters.
1892 *
1893 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1894 */
1895 unsigned *ActiveGroups;
1896
1897 /**
1898 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1899 *
1900 * Checking whether counter 'c' in group 'g' is active can be done via:
1901 *
1902 * BITSET_TEST(ActiveCounters[g], c)
1903 */
1904 GLuint **ActiveCounters;
1905 };
1906
1907
1908 union gl_perf_monitor_counter_value
1909 {
1910 float f;
1911 uint64_t u64;
1912 uint32_t u32;
1913 };
1914
1915
1916 struct gl_perf_monitor_counter
1917 {
1918 /** Human readable name for the counter. */
1919 const char *Name;
1920
1921 /**
1922 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1923 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1924 */
1925 GLenum Type;
1926
1927 /** Minimum counter value. */
1928 union gl_perf_monitor_counter_value Minimum;
1929
1930 /** Maximum counter value. */
1931 union gl_perf_monitor_counter_value Maximum;
1932 };
1933
1934
1935 struct gl_perf_monitor_group
1936 {
1937 /** Human readable name for the group. */
1938 const char *Name;
1939
1940 /**
1941 * Maximum number of counters in this group which can be active at the
1942 * same time.
1943 */
1944 GLuint MaxActiveCounters;
1945
1946 /** Array of counters within this group. */
1947 const struct gl_perf_monitor_counter *Counters;
1948 GLuint NumCounters;
1949 };
1950
1951
1952 /**
1953 * A query object instance as described in INTEL_performance_query.
1954 *
1955 * NB: We want to keep this and the corresponding backend structure
1956 * relatively lean considering that applications may expect to
1957 * allocate enough objects to be able to query around all draw calls
1958 * in a frame.
1959 */
1960 struct gl_perf_query_object
1961 {
1962 GLuint Id; /**< hash table ID/name */
1963 unsigned Used:1; /**< has been used for 1 or more queries */
1964 unsigned Active:1; /**< inside Begin/EndPerfQuery */
1965 unsigned Ready:1; /**< result is ready? */
1966 };
1967
1968
1969 /**
1970 * Context state for AMD_performance_monitor.
1971 */
1972 struct gl_perf_monitor_state
1973 {
1974 /** Array of performance monitor groups (indexed by group ID) */
1975 const struct gl_perf_monitor_group *Groups;
1976 GLuint NumGroups;
1977
1978 /** The table of all performance monitors. */
1979 struct _mesa_HashTable *Monitors;
1980 };
1981
1982
1983 /**
1984 * Context state for INTEL_performance_query.
1985 */
1986 struct gl_perf_query_state
1987 {
1988 struct _mesa_HashTable *Objects; /**< The table of all performance query objects */
1989 };
1990
1991
1992 /**
1993 * A bindless sampler object.
1994 */
1995 struct gl_bindless_sampler
1996 {
1997 /** Texture unit (set by glUniform1()). */
1998 GLubyte unit;
1999
2000 /** Texture Target (TEXTURE_1D/2D/3D/etc_INDEX). */
2001 gl_texture_index target;
2002
2003 /** Whether this bindless sampler is bound to a unit. */
2004 GLboolean bound;
2005
2006 /** Pointer to the base of the data. */
2007 GLvoid *data;
2008 };
2009
2010 /**
2011 * A bindless image object.
2012 */
2013 struct gl_bindless_image
2014 {
2015 /** Image unit (set by glUniform1()). */
2016 GLubyte unit;
2017
2018 /** Access qualifier (GL_READ_WRITE, GL_READ_ONLY, GL_WRITE_ONLY) */
2019 GLenum access;
2020
2021 /** Whether this bindless image is bound to a unit. */
2022 GLboolean bound;
2023
2024 /** Pointer to the base of the data. */
2025 GLvoid *data;
2026 };
2027
2028 /**
2029 * Names of the various vertex/fragment program register files, etc.
2030 *
2031 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
2032 * All values should fit in a 4-bit field.
2033 *
2034 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
2035 * considered to be "uniform" variables since they can only be set outside
2036 * glBegin/End. They're also all stored in the same Parameters array.
2037 */
2038 typedef enum
2039 {
2040 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
2041 PROGRAM_ARRAY, /**< Arrays & Matrixes */
2042 PROGRAM_INPUT, /**< machine->Inputs[] */
2043 PROGRAM_OUTPUT, /**< machine->Outputs[] */
2044 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
2045 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
2046 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
2047 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
2048 PROGRAM_ADDRESS, /**< machine->AddressReg */
2049 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
2050 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
2051 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
2052 PROGRAM_IMMEDIATE, /**< Immediate value, used by TGSI */
2053 PROGRAM_BUFFER, /**< for shader buffers, compile-time only */
2054 PROGRAM_MEMORY, /**< for shared, global and local memory */
2055 PROGRAM_IMAGE, /**< for shader images, compile-time only */
2056 PROGRAM_FILE_MAX
2057 } gl_register_file;
2058
2059
2060 /**
2061 * Base class for any kind of program object
2062 */
2063 struct gl_program
2064 {
2065 /** FIXME: This must be first until we split shader_info from nir_shader */
2066 struct shader_info info;
2067
2068 GLuint Id;
2069 GLint RefCount;
2070 GLubyte *String; /**< Null-terminated program text */
2071
2072 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2073 GLenum Format; /**< String encoding format */
2074
2075 GLboolean _Used; /**< Ever used for drawing? Used for debugging */
2076
2077 struct nir_shader *nir;
2078
2079 bool is_arb_asm; /** Is this an ARB assembly-style program */
2080
2081 /** Is this program written to on disk shader cache */
2082 bool program_written_to_cache;
2083
2084 GLbitfield64 SecondaryOutputsWritten; /**< Subset of OutputsWritten outputs written with non-zero index. */
2085 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
2086 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
2087 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
2088 GLbitfield ExternalSamplersUsed; /**< Texture units used for samplerExternalOES */
2089
2090 /* Fragement shader only fields */
2091 GLboolean OriginUpperLeft;
2092 GLboolean PixelCenterInteger;
2093
2094 /** Named parameters, constants, etc. from program text */
2095 struct gl_program_parameter_list *Parameters;
2096
2097 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2098 GLubyte SamplerUnits[MAX_SAMPLERS];
2099
2100 /* FIXME: We should be able to make this struct a union. However some
2101 * drivers (i915/fragment_programs, swrast/prog_execute) mix the use of
2102 * these fields, we should fix this.
2103 */
2104 struct {
2105 /** Fields used by GLSL programs */
2106 struct {
2107 /** Data shared by gl_program and gl_shader_program */
2108 struct gl_shader_program_data *data;
2109
2110 struct gl_active_atomic_buffer **AtomicBuffers;
2111
2112 /** Post-link transform feedback info. */
2113 struct gl_transform_feedback_info *LinkedTransformFeedback;
2114
2115 /**
2116 * Number of types for subroutine uniforms.
2117 */
2118 GLuint NumSubroutineUniformTypes;
2119
2120 /**
2121 * Subroutine uniform remap table
2122 * based on the program level uniform remap table.
2123 */
2124 GLuint NumSubroutineUniforms; /* non-sparse total */
2125 GLuint NumSubroutineUniformRemapTable;
2126 struct gl_uniform_storage **SubroutineUniformRemapTable;
2127
2128 /**
2129 * Num of subroutine functions for this stage and storage for them.
2130 */
2131 GLuint NumSubroutineFunctions;
2132 GLuint MaxSubroutineFunctionIndex;
2133 struct gl_subroutine_function *SubroutineFunctions;
2134
2135 /**
2136 * Map from image uniform index to image unit (set by glUniform1i())
2137 *
2138 * An image uniform index is associated with each image uniform by
2139 * the linker. The image index associated with each uniform is
2140 * stored in the \c gl_uniform_storage::image field.
2141 */
2142 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2143
2144 /**
2145 * Access qualifier specified in the shader for each image uniform
2146 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2147 * GL_READ_WRITE.
2148 *
2149 * It may be different, though only more strict than the value of
2150 * \c gl_image_unit::Access for the corresponding image unit.
2151 */
2152 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2153
2154 struct gl_uniform_block **UniformBlocks;
2155 struct gl_uniform_block **ShaderStorageBlocks;
2156
2157 /** Which texture target is being sampled
2158 * (TEXTURE_1D/2D/3D/etc_INDEX)
2159 */
2160 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2161
2162 /**
2163 * Number of samplers declared with the bindless_sampler layout
2164 * qualifier as specified by ARB_bindless_texture.
2165 */
2166 GLuint NumBindlessSamplers;
2167 GLboolean HasBoundBindlessSampler;
2168 struct gl_bindless_sampler *BindlessSamplers;
2169
2170 /**
2171 * Number of images declared with the bindless_image layout qualifier
2172 * as specified by ARB_bindless_texture.
2173 */
2174 GLuint NumBindlessImages;
2175 GLboolean HasBoundBindlessImage;
2176 struct gl_bindless_image *BindlessImages;
2177
2178 union {
2179 struct {
2180 /**
2181 * A bitmask of gl_advanced_blend_mode values
2182 */
2183 GLbitfield BlendSupport;
2184 } fs;
2185 };
2186 } sh;
2187
2188 /** ARB assembly-style program fields */
2189 struct {
2190 struct prog_instruction *Instructions;
2191
2192 /**
2193 * Local parameters used by the program.
2194 *
2195 * It's dynamically allocated because it is rarely used (just
2196 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries
2197 * once it's allocated.
2198 */
2199 GLfloat (*LocalParams)[4];
2200
2201 /** Bitmask of which register files are read/written with indirect
2202 * addressing. Mask of (1 << PROGRAM_x) bits.
2203 */
2204 GLbitfield IndirectRegisterFiles;
2205
2206 /** Logical counts */
2207 /*@{*/
2208 GLuint NumInstructions;
2209 GLuint NumTemporaries;
2210 GLuint NumParameters;
2211 GLuint NumAttributes;
2212 GLuint NumAddressRegs;
2213 GLuint NumAluInstructions;
2214 GLuint NumTexInstructions;
2215 GLuint NumTexIndirections;
2216 /*@}*/
2217 /** Native, actual h/w counts */
2218 /*@{*/
2219 GLuint NumNativeInstructions;
2220 GLuint NumNativeTemporaries;
2221 GLuint NumNativeParameters;
2222 GLuint NumNativeAttributes;
2223 GLuint NumNativeAddressRegs;
2224 GLuint NumNativeAluInstructions;
2225 GLuint NumNativeTexInstructions;
2226 GLuint NumNativeTexIndirections;
2227 /*@}*/
2228
2229 /** Used by ARB assembly-style programs. Can only be true for vertex
2230 * programs.
2231 */
2232 GLboolean IsPositionInvariant;
2233 } arb;
2234 };
2235 };
2236
2237
2238 /**
2239 * State common to vertex and fragment programs.
2240 */
2241 struct gl_program_state
2242 {
2243 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2244 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2245 };
2246
2247
2248 /**
2249 * Context state for vertex programs.
2250 */
2251 struct gl_vertex_program_state
2252 {
2253 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2254 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2255 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2256 struct gl_program *Current; /**< User-bound vertex program */
2257
2258 /** Currently enabled and valid vertex program (including internal
2259 * programs, user-defined vertex programs and GLSL vertex shaders).
2260 * This is the program we must use when rendering.
2261 */
2262 struct gl_program *_Current;
2263
2264 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2265
2266 /** Should fixed-function T&L be implemented with a vertex prog? */
2267 GLboolean _MaintainTnlProgram;
2268
2269 /** Program to emulate fixed-function T&L (see above) */
2270 struct gl_program *_TnlProgram;
2271
2272 /** Cache of fixed-function programs */
2273 struct gl_program_cache *Cache;
2274
2275 GLboolean _Overriden;
2276 };
2277
2278 /**
2279 * Context state for tessellation control programs.
2280 */
2281 struct gl_tess_ctrl_program_state
2282 {
2283 /** Currently bound and valid shader. */
2284 struct gl_program *_Current;
2285
2286 GLint patch_vertices;
2287 GLfloat patch_default_outer_level[4];
2288 GLfloat patch_default_inner_level[2];
2289 };
2290
2291 /**
2292 * Context state for tessellation evaluation programs.
2293 */
2294 struct gl_tess_eval_program_state
2295 {
2296 /** Currently bound and valid shader. */
2297 struct gl_program *_Current;
2298 };
2299
2300 /**
2301 * Context state for geometry programs.
2302 */
2303 struct gl_geometry_program_state
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 struct gl_program *Current; /**< User-bound fragment program */
2318
2319 /** Currently enabled and valid fragment program (including internal
2320 * programs, user-defined fragment programs and GLSL fragment shaders).
2321 * This is the program we must use when rendering.
2322 */
2323 struct gl_program *_Current;
2324
2325 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2326
2327 /** Should fixed-function texturing be implemented with a fragment prog? */
2328 GLboolean _MaintainTexEnvProgram;
2329
2330 /** Program to emulate fixed-function texture env/combine (see above) */
2331 struct gl_program *_TexEnvProgram;
2332
2333 /** Cache of fixed-function programs */
2334 struct gl_program_cache *Cache;
2335 };
2336
2337
2338 /**
2339 * Context state for compute programs.
2340 */
2341 struct gl_compute_program_state
2342 {
2343 /** Currently enabled and valid program (including internal programs
2344 * and compiled shader programs).
2345 */
2346 struct gl_program *_Current;
2347 };
2348
2349
2350 /**
2351 * ATI_fragment_shader runtime state
2352 */
2353
2354 struct atifs_instruction;
2355 struct atifs_setupinst;
2356
2357 /**
2358 * ATI fragment shader
2359 */
2360 struct ati_fragment_shader
2361 {
2362 GLuint Id;
2363 GLint RefCount;
2364 struct atifs_instruction *Instructions[2];
2365 struct atifs_setupinst *SetupInst[2];
2366 GLfloat Constants[8][4];
2367 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2368 GLubyte numArithInstr[2];
2369 GLubyte regsAssigned[2];
2370 GLubyte NumPasses; /**< 1 or 2 */
2371 GLubyte cur_pass;
2372 GLubyte last_optype;
2373 GLboolean interpinp1;
2374 GLboolean isValid;
2375 GLuint swizzlerq;
2376 struct gl_program *Program;
2377 };
2378
2379 /**
2380 * Context state for GL_ATI_fragment_shader
2381 */
2382 struct gl_ati_fragment_shader_state
2383 {
2384 GLboolean Enabled;
2385 GLboolean Compiling;
2386 GLfloat GlobalConstants[8][4];
2387 struct ati_fragment_shader *Current;
2388 };
2389
2390 /**
2391 * Shader subroutine function definition
2392 */
2393 struct gl_subroutine_function
2394 {
2395 char *name;
2396 int index;
2397 int num_compat_types;
2398 const struct glsl_type **types;
2399 };
2400
2401 /**
2402 * Shader information needed by both gl_shader and gl_linked shader.
2403 */
2404 struct gl_shader_info
2405 {
2406 /**
2407 * Tessellation Control shader state from layout qualifiers.
2408 */
2409 struct {
2410 /**
2411 * 0 - vertices not declared in shader, or
2412 * 1 .. GL_MAX_PATCH_VERTICES
2413 */
2414 GLint VerticesOut;
2415 } TessCtrl;
2416
2417 /**
2418 * Tessellation Evaluation shader state from layout qualifiers.
2419 */
2420 struct {
2421 /**
2422 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2423 * in this shader.
2424 */
2425 GLenum PrimitiveMode;
2426
2427 enum gl_tess_spacing Spacing;
2428
2429 /**
2430 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2431 */
2432 GLenum VertexOrder;
2433 /**
2434 * 1, 0, or -1 if it's not set in this shader.
2435 */
2436 int PointMode;
2437 } TessEval;
2438
2439 /**
2440 * Geometry shader state from GLSL 1.50 layout qualifiers.
2441 */
2442 struct {
2443 GLint VerticesOut;
2444 /**
2445 * 0 - Invocations count not declared in shader, or
2446 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2447 */
2448 GLint Invocations;
2449 /**
2450 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2451 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2452 * shader.
2453 */
2454 GLenum InputType;
2455 /**
2456 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2457 * it's not set in this shader.
2458 */
2459 GLenum OutputType;
2460 } Geom;
2461
2462 /**
2463 * Compute shader state from ARB_compute_shader and
2464 * ARB_compute_variable_group_size layout qualifiers.
2465 */
2466 struct {
2467 /**
2468 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2469 * it's not set in this shader.
2470 */
2471 unsigned LocalSize[3];
2472
2473 /**
2474 * Whether a variable work group size has been specified as defined by
2475 * ARB_compute_variable_group_size.
2476 */
2477 bool LocalSizeVariable;
2478 } Comp;
2479 };
2480
2481 /**
2482 * A linked GLSL shader object.
2483 */
2484 struct gl_linked_shader
2485 {
2486 gl_shader_stage Stage;
2487
2488 #ifdef DEBUG
2489 unsigned SourceChecksum;
2490 #endif
2491
2492 struct gl_program *Program; /**< Post-compile assembly code */
2493
2494 /**
2495 * \name Sampler tracking
2496 *
2497 * \note Each of these fields is only set post-linking.
2498 */
2499 /*@{*/
2500 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2501 /*@}*/
2502
2503 /**
2504 * Number of default uniform block components used by this shader.
2505 *
2506 * This field is only set post-linking.
2507 */
2508 unsigned num_uniform_components;
2509
2510 /**
2511 * Number of combined uniform components used by this shader.
2512 *
2513 * This field is only set post-linking. It is the sum of the uniform block
2514 * sizes divided by sizeof(float), and num_uniform_compoennts.
2515 */
2516 unsigned num_combined_uniform_components;
2517
2518 struct exec_list *ir;
2519 struct exec_list *packed_varyings;
2520 struct exec_list *fragdata_arrays;
2521 struct glsl_symbol_table *symbols;
2522 };
2523
2524 static inline GLbitfield gl_external_samplers(struct gl_program *prog)
2525 {
2526 GLbitfield external_samplers = 0;
2527 GLbitfield mask = prog->SamplersUsed;
2528
2529 while (mask) {
2530 int idx = u_bit_scan(&mask);
2531 if (prog->sh.SamplerTargets[idx] == TEXTURE_EXTERNAL_INDEX)
2532 external_samplers |= (1 << idx);
2533 }
2534
2535 return external_samplers;
2536 }
2537
2538 /**
2539 * Compile status enum. compile_skipped is used to indicate the compile
2540 * was skipped due to the shader matching one that's been seen before by
2541 * the on-disk cache.
2542 */
2543 enum gl_compile_status
2544 {
2545 compile_failure = 0,
2546 compile_success,
2547 compile_skipped,
2548 compiled_no_opts
2549 };
2550
2551 /**
2552 * A GLSL shader object.
2553 */
2554 struct gl_shader
2555 {
2556 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2557 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2558 * Must be the first field.
2559 */
2560 GLenum Type;
2561 gl_shader_stage Stage;
2562 GLuint Name; /**< AKA the handle */
2563 GLint RefCount; /**< Reference count */
2564 GLchar *Label; /**< GL_KHR_debug */
2565 unsigned char sha1[20]; /**< SHA1 hash of pre-processed source */
2566 GLboolean DeletePending;
2567 enum gl_compile_status CompileStatus;
2568 bool IsES; /**< True if this shader uses GLSL ES */
2569
2570 #ifdef DEBUG
2571 unsigned SourceChecksum; /**< for debug/logging purposes */
2572 #endif
2573 const GLchar *Source; /**< Source code string */
2574
2575 const GLchar *FallbackSource; /**< Fallback string used by on-disk cache*/
2576
2577 GLchar *InfoLog;
2578
2579 unsigned Version; /**< GLSL version used for linking */
2580
2581 struct exec_list *ir;
2582 struct glsl_symbol_table *symbols;
2583
2584 /**
2585 * A bitmask of gl_advanced_blend_mode values
2586 */
2587 GLbitfield BlendSupport;
2588
2589 /**
2590 * Whether early fragment tests are enabled as defined by
2591 * ARB_shader_image_load_store.
2592 */
2593 bool EarlyFragmentTests;
2594
2595 bool ARB_fragment_coord_conventions_enable;
2596
2597 bool redeclares_gl_fragcoord;
2598 bool uses_gl_fragcoord;
2599
2600 bool PostDepthCoverage;
2601 bool InnerCoverage;
2602
2603 /**
2604 * Fragment shader state from GLSL 1.50 layout qualifiers.
2605 */
2606 bool origin_upper_left;
2607 bool pixel_center_integer;
2608
2609 /**
2610 * Whether bindless_sampler/bindless_image, and respectively
2611 * bound_sampler/bound_image are declared at global scope as defined by
2612 * ARB_bindless_texture.
2613 */
2614 bool bindless_sampler;
2615 bool bindless_image;
2616 bool bound_sampler;
2617 bool bound_image;
2618
2619 /** Global xfb_stride out qualifier if any */
2620 GLuint TransformFeedbackBufferStride[MAX_FEEDBACK_BUFFERS];
2621
2622 struct gl_shader_info info;
2623 };
2624
2625
2626 struct gl_uniform_buffer_variable
2627 {
2628 char *Name;
2629
2630 /**
2631 * Name of the uniform as seen by glGetUniformIndices.
2632 *
2633 * glGetUniformIndices requires that the block instance index \b not be
2634 * present in the name of queried uniforms.
2635 *
2636 * \note
2637 * \c gl_uniform_buffer_variable::IndexName and
2638 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2639 */
2640 char *IndexName;
2641
2642 const struct glsl_type *Type;
2643 unsigned int Offset;
2644 GLboolean RowMajor;
2645 };
2646
2647
2648 enum gl_uniform_block_packing
2649 {
2650 ubo_packing_std140,
2651 ubo_packing_shared,
2652 ubo_packing_packed,
2653 ubo_packing_std430
2654 };
2655
2656
2657 struct gl_uniform_block
2658 {
2659 /** Declared name of the uniform block */
2660 char *Name;
2661
2662 /** Array of supplemental information about UBO ir_variables. */
2663 struct gl_uniform_buffer_variable *Uniforms;
2664 GLuint NumUniforms;
2665
2666 /**
2667 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2668 * with glBindBufferBase to bind a buffer object to this uniform block.
2669 */
2670 GLuint Binding;
2671
2672 /**
2673 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2674 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2675 */
2676 GLuint UniformBufferSize;
2677
2678 /** Stages that reference this block */
2679 uint8_t stageref;
2680
2681 /**
2682 * Linearized array index for uniform block instance arrays
2683 *
2684 * Given a uniform block instance array declared with size
2685 * blk[s_0][s_1]..[s_m], the block referenced by blk[i_0][i_1]..[i_m] will
2686 * have the linearized array index
2687 *
2688 * m-1 m
2689 * i_m + ∑ i_j * ∏ s_k
2690 * j=0 k=j+1
2691 *
2692 * For a uniform block instance that is not an array, this is always 0.
2693 */
2694 uint8_t linearized_array_index;
2695
2696 /**
2697 * Layout specified in the shader
2698 *
2699 * This isn't accessible through the API, but it is used while
2700 * cross-validating uniform blocks.
2701 */
2702 enum gl_uniform_block_packing _Packing;
2703 GLboolean _RowMajor;
2704 };
2705
2706 /**
2707 * Structure that represents a reference to an atomic buffer from some
2708 * shader program.
2709 */
2710 struct gl_active_atomic_buffer
2711 {
2712 /** Uniform indices of the atomic counters declared within it. */
2713 GLuint *Uniforms;
2714 GLuint NumUniforms;
2715
2716 /** Binding point index associated with it. */
2717 GLuint Binding;
2718
2719 /** Minimum reasonable size it is expected to have. */
2720 GLuint MinimumSize;
2721
2722 /** Shader stages making use of it. */
2723 GLboolean StageReferences[MESA_SHADER_STAGES];
2724 };
2725
2726 /**
2727 * Data container for shader queries. This holds only the minimal
2728 * amount of required information for resource queries to work.
2729 */
2730 struct gl_shader_variable
2731 {
2732 /**
2733 * Declared type of the variable
2734 */
2735 const struct glsl_type *type;
2736
2737 /**
2738 * If the variable is in an interface block, this is the type of the block.
2739 */
2740 const struct glsl_type *interface_type;
2741
2742 /**
2743 * For variables inside structs (possibly recursively), this is the
2744 * outermost struct type.
2745 */
2746 const struct glsl_type *outermost_struct_type;
2747
2748 /**
2749 * Declared name of the variable
2750 */
2751 char *name;
2752
2753 /**
2754 * Storage location of the base of this variable
2755 *
2756 * The precise meaning of this field depends on the nature of the variable.
2757 *
2758 * - Vertex shader input: one of the values from \c gl_vert_attrib.
2759 * - Vertex shader output: one of the values from \c gl_varying_slot.
2760 * - Geometry shader input: one of the values from \c gl_varying_slot.
2761 * - Geometry shader output: one of the values from \c gl_varying_slot.
2762 * - Fragment shader input: one of the values from \c gl_varying_slot.
2763 * - Fragment shader output: one of the values from \c gl_frag_result.
2764 * - Uniforms: Per-stage uniform slot number for default uniform block.
2765 * - Uniforms: Index within the uniform block definition for UBO members.
2766 * - Non-UBO Uniforms: explicit location until linking then reused to
2767 * store uniform slot number.
2768 * - Other: This field is not currently used.
2769 *
2770 * If the variable is a uniform, shader input, or shader output, and the
2771 * slot has not been assigned, the value will be -1.
2772 */
2773 int location;
2774
2775 /**
2776 * Specifies the first component the variable is stored in as per
2777 * ARB_enhanced_layouts.
2778 */
2779 unsigned component:2;
2780
2781 /**
2782 * Output index for dual source blending.
2783 *
2784 * \note
2785 * The GLSL spec only allows the values 0 or 1 for the index in \b dual
2786 * source blending.
2787 */
2788 unsigned index:1;
2789
2790 /**
2791 * Specifies whether a shader input/output is per-patch in tessellation
2792 * shader stages.
2793 */
2794 unsigned patch:1;
2795
2796 /**
2797 * Storage class of the variable.
2798 *
2799 * \sa (n)ir_variable_mode
2800 */
2801 unsigned mode:4;
2802
2803 /**
2804 * Interpolation mode for shader inputs / outputs
2805 *
2806 * \sa glsl_interp_mode
2807 */
2808 unsigned interpolation:2;
2809
2810 /**
2811 * Was the location explicitly set in the shader?
2812 *
2813 * If the location is explicitly set in the shader, it \b cannot be changed
2814 * by the linker or by the API (e.g., calls to \c glBindAttribLocation have
2815 * no effect).
2816 */
2817 unsigned explicit_location:1;
2818
2819 /**
2820 * Precision qualifier.
2821 */
2822 unsigned precision:2;
2823 };
2824
2825 /**
2826 * Active resource in a gl_shader_program
2827 */
2828 struct gl_program_resource
2829 {
2830 GLenum Type; /** Program interface type. */
2831 const void *Data; /** Pointer to resource associated data structure. */
2832 uint8_t StageReferences; /** Bitmask of shader stage references. */
2833 };
2834
2835 /**
2836 * Link status enum. linking_skipped is used to indicate linking
2837 * was skipped due to the shader being loaded from the on-disk cache.
2838 */
2839 enum gl_link_status
2840 {
2841 linking_failure = 0,
2842 linking_success,
2843 linking_skipped
2844 };
2845
2846 /**
2847 * A data structure to be shared by gl_shader_program and gl_program.
2848 */
2849 struct gl_shader_program_data
2850 {
2851 GLint RefCount; /**< Reference count */
2852
2853 /** SHA1 hash of linked shader program */
2854 unsigned char sha1[20];
2855
2856 unsigned NumUniformStorage;
2857 unsigned NumHiddenUniforms;
2858 struct gl_uniform_storage *UniformStorage;
2859
2860 unsigned NumUniformBlocks;
2861 struct gl_uniform_block *UniformBlocks;
2862
2863 unsigned NumShaderStorageBlocks;
2864 struct gl_uniform_block *ShaderStorageBlocks;
2865
2866 struct gl_active_atomic_buffer *AtomicBuffers;
2867 unsigned NumAtomicBuffers;
2868
2869 /* Shader cache variables used during restore */
2870 unsigned NumUniformDataSlots;
2871 union gl_constant_value *UniformDataSlots;
2872
2873 bool cache_fallback;
2874
2875 /* TODO: This used by Gallium drivers to skip the cache on tgsi fallback.
2876 * All structures (gl_program, uniform storage, etc) will get recreated
2877 * even though we have already loaded them from cache. Once the i965 cache
2878 * lands we should switch to using the cache_fallback support.
2879 */
2880 bool skip_cache;
2881
2882 /** List of all active resources after linking. */
2883 struct gl_program_resource *ProgramResourceList;
2884 unsigned NumProgramResourceList;
2885
2886 enum gl_link_status LinkStatus; /**< GL_LINK_STATUS */
2887 GLboolean Validated;
2888 GLchar *InfoLog;
2889
2890 unsigned Version; /**< GLSL version used for linking */
2891
2892 /* Mask of stages this program was linked against */
2893 unsigned linked_stages;
2894 };
2895
2896 /**
2897 * A GLSL program object.
2898 * Basically a linked collection of vertex and fragment shaders.
2899 */
2900 struct gl_shader_program
2901 {
2902 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2903 GLuint Name; /**< aka handle or ID */
2904 GLchar *Label; /**< GL_KHR_debug */
2905 GLint RefCount; /**< Reference count */
2906 GLboolean DeletePending;
2907
2908 /**
2909 * Is the application intending to glGetProgramBinary this program?
2910 */
2911 GLboolean BinaryRetreivableHint;
2912
2913 /**
2914 * Indicates whether program can be bound for individual pipeline stages
2915 * using UseProgramStages after it is next linked.
2916 */
2917 GLboolean SeparateShader;
2918
2919 GLuint NumShaders; /**< number of attached shaders */
2920 struct gl_shader **Shaders; /**< List of attached the shaders */
2921
2922 /**
2923 * User-defined attribute bindings
2924 *
2925 * These are set via \c glBindAttribLocation and are used to direct the
2926 * GLSL linker. These are \b not the values used in the compiled shader,
2927 * and they are \b not the values returned by \c glGetAttribLocation.
2928 */
2929 struct string_to_uint_map *AttributeBindings;
2930
2931 /**
2932 * User-defined fragment data bindings
2933 *
2934 * These are set via \c glBindFragDataLocation and are used to direct the
2935 * GLSL linker. These are \b not the values used in the compiled shader,
2936 * and they are \b not the values returned by \c glGetFragDataLocation.
2937 */
2938 struct string_to_uint_map *FragDataBindings;
2939 struct string_to_uint_map *FragDataIndexBindings;
2940
2941 /**
2942 * Transform feedback varyings last specified by
2943 * glTransformFeedbackVaryings().
2944 *
2945 * For the current set of transform feedback varyings used for transform
2946 * feedback output, see LinkedTransformFeedback.
2947 */
2948 struct {
2949 GLenum BufferMode;
2950 /** Global xfb_stride out qualifier if any */
2951 GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
2952 GLuint NumVarying;
2953 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2954 } TransformFeedback;
2955
2956 struct gl_program *last_vert_prog;
2957
2958 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2959 enum gl_frag_depth_layout FragDepthLayout;
2960
2961 /**
2962 * Geometry shader state - copied into gl_program by
2963 * _mesa_copy_linked_program_data().
2964 */
2965 struct {
2966 GLint VerticesIn;
2967
2968 bool UsesEndPrimitive;
2969 bool UsesStreams;
2970 } Geom;
2971
2972 /**
2973 * Compute shader state - copied into gl_program by
2974 * _mesa_copy_linked_program_data().
2975 */
2976 struct {
2977 /**
2978 * Size of shared variables accessed by the compute shader.
2979 */
2980 unsigned SharedSize;
2981 } Comp;
2982
2983 /** Data shared by gl_program and gl_shader_program */
2984 struct gl_shader_program_data *data;
2985
2986 /**
2987 * Mapping from GL uniform locations returned by \c glUniformLocation to
2988 * UniformStorage entries. Arrays will have multiple contiguous slots
2989 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2990 */
2991 unsigned NumUniformRemapTable;
2992 struct gl_uniform_storage **UniformRemapTable;
2993
2994 /**
2995 * Sometimes there are empty slots left over in UniformRemapTable after we
2996 * allocate slots to explicit locations. This list stores the blocks of
2997 * continuous empty slots inside UniformRemapTable.
2998 */
2999 struct exec_list EmptyUniformLocations;
3000
3001 /**
3002 * Total number of explicit uniform location including inactive uniforms.
3003 */
3004 unsigned NumExplicitUniformLocations;
3005
3006 /**
3007 * Map of active uniform names to locations
3008 *
3009 * Maps any active uniform that is not an array element to a location.
3010 * Each active uniform, including individual structure members will appear
3011 * in this map. This roughly corresponds to the set of names that would be
3012 * enumerated by \c glGetActiveUniform.
3013 */
3014 struct string_to_uint_map *UniformHash;
3015
3016 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
3017
3018 bool IsES; /**< True if this program uses GLSL ES */
3019
3020 /**
3021 * Per-stage shaders resulting from the first stage of linking.
3022 *
3023 * Set of linked shaders for this program. The array is accessed using the
3024 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
3025 * \c NULL.
3026 */
3027 struct gl_linked_shader *_LinkedShaders[MESA_SHADER_STAGES];
3028
3029 /* True if any of the fragment shaders attached to this program use:
3030 * #extension ARB_fragment_coord_conventions: enable
3031 */
3032 GLboolean ARB_fragment_coord_conventions_enable;
3033 };
3034
3035
3036 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
3037 #define GLSL_LOG 0x2 /**< Write shaders to files */
3038 #define GLSL_UNIFORMS 0x4 /**< Print glUniform calls */
3039 #define GLSL_NOP_VERT 0x8 /**< Force no-op vertex shaders */
3040 #define GLSL_NOP_FRAG 0x10 /**< Force no-op fragment shaders */
3041 #define GLSL_USE_PROG 0x20 /**< Log glUseProgram calls */
3042 #define GLSL_REPORT_ERRORS 0x40 /**< Print compilation errors */
3043 #define GLSL_DUMP_ON_ERROR 0x80 /**< Dump shaders to stderr on compile error */
3044 #define GLSL_CACHE_INFO 0x100 /**< Print debug information about shader cache */
3045 #define GLSL_CACHE_FALLBACK 0x200 /**< Force shader cache fallback paths */
3046
3047
3048 /**
3049 * Context state for GLSL vertex/fragment shaders.
3050 * Extended to support pipeline object
3051 */
3052 struct gl_pipeline_object
3053 {
3054 /** Name of the pipeline object as received from glGenProgramPipelines.
3055 * It would be 0 for shaders without separate shader objects.
3056 */
3057 GLuint Name;
3058
3059 GLint RefCount;
3060
3061 GLchar *Label; /**< GL_KHR_debug */
3062
3063 /**
3064 * Programs used for rendering
3065 *
3066 * There is a separate program set for each shader stage.
3067 */
3068 struct gl_program *CurrentProgram[MESA_SHADER_STAGES];
3069
3070 struct gl_shader_program *ReferencedPrograms[MESA_SHADER_STAGES];
3071
3072 /**
3073 * Program used by glUniform calls.
3074 *
3075 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
3076 */
3077 struct gl_shader_program *ActiveProgram;
3078
3079 GLbitfield Flags; /**< Mask of GLSL_x flags */
3080
3081 GLboolean EverBound; /**< Has the pipeline object been created */
3082
3083 GLboolean Validated; /**< Pipeline Validation status */
3084
3085 GLchar *InfoLog;
3086 };
3087
3088 /**
3089 * Context state for GLSL pipeline shaders.
3090 */
3091 struct gl_pipeline_shader_state
3092 {
3093 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
3094 struct gl_pipeline_object *Current;
3095
3096 /* Default Object to ensure that _Shader is never NULL */
3097 struct gl_pipeline_object *Default;
3098
3099 /** Pipeline objects */
3100 struct _mesa_HashTable *Objects;
3101 };
3102
3103 /**
3104 * Compiler options for a single GLSL shaders type
3105 */
3106 struct gl_shader_compiler_options
3107 {
3108 /** Driver-selectable options: */
3109 GLboolean EmitNoLoops;
3110 GLboolean EmitNoCont; /**< Emit CONT opcode? */
3111 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
3112 GLboolean EmitNoPow; /**< Emit POW opcodes? */
3113 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
3114 GLboolean LowerCombinedClipCullDistance; /** Lower gl_ClipDistance and
3115 * gl_CullDistance together from
3116 * float[8] to vec4[2]
3117 **/
3118
3119 /**
3120 * \name Forms of indirect addressing the driver cannot do.
3121 */
3122 /*@{*/
3123 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
3124 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
3125 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
3126 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
3127 GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
3128 /*@}*/
3129
3130 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
3131 GLuint MaxUnrollIterations;
3132
3133 /**
3134 * Optimize code for array of structures backends.
3135 *
3136 * This is a proxy for:
3137 * - preferring DP4 instructions (rather than MUL/MAD) for
3138 * matrix * vector operations, such as position transformation.
3139 */
3140 GLboolean OptimizeForAOS;
3141
3142 GLboolean LowerBufferInterfaceBlocks; /**< Lower UBO and SSBO access to intrinsics. */
3143
3144 /** Clamp UBO and SSBO block indices so they don't go out-of-bounds. */
3145 GLboolean ClampBlockIndicesToArrayBounds;
3146
3147 const struct nir_shader_compiler_options *NirOptions;
3148 };
3149
3150
3151 /**
3152 * Occlusion/timer query object.
3153 */
3154 struct gl_query_object
3155 {
3156 GLenum Target; /**< The query target, when active */
3157 GLuint Id; /**< hash table ID/name */
3158 GLchar *Label; /**< GL_KHR_debug */
3159 GLuint64EXT Result; /**< the counter */
3160 GLboolean Active; /**< inside Begin/EndQuery */
3161 GLboolean Ready; /**< result is ready? */
3162 GLboolean EverBound;/**< has query object ever been bound */
3163 GLuint Stream; /**< The stream */
3164 };
3165
3166
3167 /**
3168 * Context state for query objects.
3169 */
3170 struct gl_query_state
3171 {
3172 struct _mesa_HashTable *QueryObjects;
3173 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
3174 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
3175
3176 /** GL_NV_conditional_render */
3177 struct gl_query_object *CondRenderQuery;
3178
3179 /** GL_EXT_transform_feedback */
3180 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
3181 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
3182
3183 /** GL_ARB_transform_feedback_overflow_query */
3184 struct gl_query_object *TransformFeedbackOverflow[MAX_VERTEX_STREAMS];
3185 struct gl_query_object *TransformFeedbackOverflowAny;
3186
3187 /** GL_ARB_timer_query */
3188 struct gl_query_object *TimeElapsed;
3189
3190 /** GL_ARB_pipeline_statistics_query */
3191 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
3192
3193 GLenum CondRenderMode;
3194 };
3195
3196
3197 /** Sync object state */
3198 struct gl_sync_object
3199 {
3200 GLenum Type; /**< GL_SYNC_FENCE */
3201 GLuint Name; /**< Fence name */
3202 GLchar *Label; /**< GL_KHR_debug */
3203 GLint RefCount; /**< Reference count */
3204 GLboolean DeletePending; /**< Object was deleted while there were still
3205 * live references (e.g., sync not yet finished)
3206 */
3207 GLenum SyncCondition;
3208 GLbitfield Flags; /**< Flags passed to glFenceSync */
3209 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
3210 };
3211
3212
3213 /**
3214 * State which can be shared by multiple contexts:
3215 */
3216 struct gl_shared_state
3217 {
3218 mtx_t Mutex; /**< for thread safety */
3219 GLint RefCount; /**< Reference count */
3220 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
3221 struct _mesa_HashTable *BitmapAtlas; /**< For optimized glBitmap text */
3222 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
3223
3224 /** Default texture objects (shared by all texture units) */
3225 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
3226
3227 /** Fallback texture used when a bound texture is incomplete */
3228 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
3229
3230 /**
3231 * \name Thread safety and statechange notification for texture
3232 * objects.
3233 *
3234 * \todo Improve the granularity of locking.
3235 */
3236 /*@{*/
3237 mtx_t TexMutex; /**< texobj thread safety */
3238 GLuint TextureStateStamp; /**< state notification for shared tex */
3239 /*@}*/
3240
3241 /** Default buffer object for vertex arrays that aren't in VBOs */
3242 struct gl_buffer_object *NullBufferObj;
3243
3244 /**
3245 * \name Vertex/geometry/fragment programs
3246 */
3247 /*@{*/
3248 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3249 struct gl_program *DefaultVertexProgram;
3250 struct gl_program *DefaultFragmentProgram;
3251 /*@}*/
3252
3253 /* GL_ATI_fragment_shader */
3254 struct _mesa_HashTable *ATIShaders;
3255 struct ati_fragment_shader *DefaultFragmentShader;
3256
3257 struct _mesa_HashTable *BufferObjects;
3258
3259 /** Table of both gl_shader and gl_shader_program objects */
3260 struct _mesa_HashTable *ShaderObjects;
3261
3262 /* GL_EXT_framebuffer_object */
3263 struct _mesa_HashTable *RenderBuffers;
3264 struct _mesa_HashTable *FrameBuffers;
3265
3266 /* GL_ARB_sync */
3267 struct set *SyncObjects;
3268
3269 /** GL_ARB_sampler_objects */
3270 struct _mesa_HashTable *SamplerObjects;
3271
3272 /* GL_ARB_bindless_texture */
3273 struct hash_table_u64 *TextureHandles;
3274 struct hash_table_u64 *ImageHandles;
3275 mtx_t HandlesMutex; /**< For texture/image handles safety */
3276
3277 /**
3278 * Some context in this share group was affected by a GPU reset
3279 *
3280 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3281 * been affected by a GPU reset must also return
3282 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3283 *
3284 * Once this field becomes true, it is never reset to false.
3285 */
3286 bool ShareGroupReset;
3287 };
3288
3289
3290
3291 /**
3292 * Renderbuffers represent drawing surfaces such as color, depth and/or
3293 * stencil. A framebuffer object has a set of renderbuffers.
3294 * Drivers will typically derive subclasses of this type.
3295 */
3296 struct gl_renderbuffer
3297 {
3298 mtx_t Mutex; /**< for thread safety */
3299 GLuint ClassID; /**< Useful for drivers */
3300 GLuint Name;
3301 GLchar *Label; /**< GL_KHR_debug */
3302 GLint RefCount;
3303 GLuint Width, Height;
3304 GLuint Depth;
3305 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3306 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3307 /**
3308 * True for renderbuffers that wrap textures, giving the driver a chance to
3309 * flush render caches through the FinishRenderTexture hook.
3310 *
3311 * Drivers may also set this on renderbuffers other than those generated by
3312 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3313 * called without a rb->TexImage.
3314 */
3315 GLboolean NeedsFinishRenderTexture;
3316 GLubyte NumSamples;
3317 GLenum InternalFormat; /**< The user-specified format */
3318 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3319 GL_STENCIL_INDEX. */
3320 mesa_format Format; /**< The actual renderbuffer memory format */
3321 /**
3322 * Pointer to the texture image if this renderbuffer wraps a texture,
3323 * otherwise NULL.
3324 *
3325 * Note that the reference on the gl_texture_object containing this
3326 * TexImage is held by the gl_renderbuffer_attachment.
3327 */
3328 struct gl_texture_image *TexImage;
3329
3330 /** Delete this renderbuffer */
3331 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3332
3333 /** Allocate new storage for this renderbuffer */
3334 GLboolean (*AllocStorage)(struct gl_context *ctx,
3335 struct gl_renderbuffer *rb,
3336 GLenum internalFormat,
3337 GLuint width, GLuint height);
3338 };
3339
3340
3341 /**
3342 * A renderbuffer attachment points to either a texture object (and specifies
3343 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3344 */
3345 struct gl_renderbuffer_attachment
3346 {
3347 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3348 GLboolean Complete;
3349
3350 /**
3351 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3352 * application supplied renderbuffer object.
3353 */
3354 struct gl_renderbuffer *Renderbuffer;
3355
3356 /**
3357 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3358 * supplied texture object.
3359 */
3360 struct gl_texture_object *Texture;
3361 GLuint TextureLevel; /**< Attached mipmap level. */
3362 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3363 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3364 * and 2D array textures */
3365 GLboolean Layered;
3366 };
3367
3368
3369 /**
3370 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3371 * In C++ terms, think of this as a base class from which device drivers
3372 * will make derived classes.
3373 */
3374 struct gl_framebuffer
3375 {
3376 mtx_t Mutex; /**< for thread safety */
3377 /**
3378 * If zero, this is a window system framebuffer. If non-zero, this
3379 * is a FBO framebuffer; note that for some devices (i.e. those with
3380 * a natural pixel coordinate system for FBOs that differs from the
3381 * OpenGL/Mesa coordinate system), this means that the viewport,
3382 * polygon face orientation, and polygon stipple will have to be inverted.
3383 */
3384 GLuint Name;
3385 GLint RefCount;
3386
3387 GLchar *Label; /**< GL_KHR_debug */
3388
3389 GLboolean DeletePending;
3390
3391 /**
3392 * The framebuffer's visual. Immutable if this is a window system buffer.
3393 * Computed from attachments if user-made FBO.
3394 */
3395 struct gl_config Visual;
3396
3397 /**
3398 * Size of frame buffer in pixels. If there are no attachments, then both
3399 * of these are 0.
3400 */
3401 GLuint Width, Height;
3402
3403 /**
3404 * In the case that the framebuffer has no attachment (i.e.
3405 * GL_ARB_framebuffer_no_attachments) then the geometry of
3406 * the framebuffer is specified by the default values.
3407 */
3408 struct {
3409 GLuint Width, Height, Layers, NumSamples;
3410 GLboolean FixedSampleLocations;
3411 /* Derived from NumSamples by the driver so that it can choose a valid
3412 * value for the hardware.
3413 */
3414 GLuint _NumSamples;
3415 } DefaultGeometry;
3416
3417 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3418 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3419 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3420 */
3421 /*@{*/
3422 GLint _Xmin, _Xmax;
3423 GLint _Ymin, _Ymax;
3424 /*@}*/
3425
3426 /** \name Derived Z buffer stuff */
3427 /*@{*/
3428 GLuint _DepthMax; /**< Max depth buffer value */
3429 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3430 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3431 /*@}*/
3432
3433 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3434 GLenum _Status;
3435
3436 /** Whether one of Attachment has Type != GL_NONE
3437 * NOTE: the values for Width and Height are set to 0 in case of having
3438 * no attachments, a backend driver supporting the extension
3439 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3440 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3441 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3442 * _Ymax do NOT take into account _HasAttachments being false). To get the
3443 * geometry of the framebuffer, the helper functions
3444 * _mesa_geometric_width(),
3445 * _mesa_geometric_height(),
3446 * _mesa_geometric_samples() and
3447 * _mesa_geometric_layers()
3448 * are available that check _HasAttachments.
3449 */
3450 bool _HasAttachments;
3451
3452 GLbitfield _IntegerBuffers; /**< Which color buffers are integer valued */
3453
3454 /* ARB_color_buffer_float */
3455 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3456 GLboolean _HasSNormOrFloatColorBuffer;
3457
3458 /**
3459 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3460 * is not layered. For cube maps and cube map arrays, each cube face
3461 * counts as a layer. As the case for Width, Height a backend driver
3462 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3463 * in the case that _HasAttachments is false
3464 */
3465 GLuint MaxNumLayers;
3466
3467 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3468 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3469
3470 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3471 * attribute group and GL_PIXEL attribute group, respectively.
3472 */
3473 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3474 GLenum ColorReadBuffer;
3475
3476 /** Computed from ColorDraw/ReadBuffer above */
3477 GLuint _NumColorDrawBuffers;
3478 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3479 GLint _ColorReadBufferIndex; /* -1 = None */
3480 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3481 struct gl_renderbuffer *_ColorReadBuffer;
3482
3483 /** Delete this framebuffer */
3484 void (*Delete)(struct gl_framebuffer *fb);
3485 };
3486
3487
3488 /**
3489 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3490 */
3491 struct gl_precision
3492 {
3493 GLushort RangeMin; /**< min value exponent */
3494 GLushort RangeMax; /**< max value exponent */
3495 GLushort Precision; /**< number of mantissa bits */
3496 };
3497
3498
3499 /**
3500 * Limits for vertex, geometry and fragment programs/shaders.
3501 */
3502 struct gl_program_constants
3503 {
3504 /* logical limits */
3505 GLuint MaxInstructions;
3506 GLuint MaxAluInstructions;
3507 GLuint MaxTexInstructions;
3508 GLuint MaxTexIndirections;
3509 GLuint MaxAttribs;
3510 GLuint MaxTemps;
3511 GLuint MaxAddressRegs;
3512 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3513 GLuint MaxParameters;
3514 GLuint MaxLocalParams;
3515 GLuint MaxEnvParams;
3516 /* native/hardware limits */
3517 GLuint MaxNativeInstructions;
3518 GLuint MaxNativeAluInstructions;
3519 GLuint MaxNativeTexInstructions;
3520 GLuint MaxNativeTexIndirections;
3521 GLuint MaxNativeAttribs;
3522 GLuint MaxNativeTemps;
3523 GLuint MaxNativeAddressRegs;
3524 GLuint MaxNativeParameters;
3525 /* For shaders */
3526 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3527
3528 /**
3529 * \name Per-stage input / output limits
3530 *
3531 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3532 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3533 * ES). This is stored as \c gl_constants::MaxVarying.
3534 *
3535 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3536 * variables. Each stage as a certain number of outputs that it can feed
3537 * to the next stage and a certain number inputs that it can consume from
3538 * the previous stage.
3539 *
3540 * Vertex shader inputs do not participate this in this accounting.
3541 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3542 *
3543 * Fragment shader outputs do not participate this in this accounting.
3544 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3545 */
3546 /*@{*/
3547 GLuint MaxInputComponents;
3548 GLuint MaxOutputComponents;
3549 /*@}*/
3550
3551 /* ES 2.0 and GL_ARB_ES2_compatibility */
3552 struct gl_precision LowFloat, MediumFloat, HighFloat;
3553 struct gl_precision LowInt, MediumInt, HighInt;
3554 /* GL_ARB_uniform_buffer_object */
3555 GLuint MaxUniformBlocks;
3556 GLuint MaxCombinedUniformComponents;
3557 GLuint MaxTextureImageUnits;
3558
3559 /* GL_ARB_shader_atomic_counters */
3560 GLuint MaxAtomicBuffers;
3561 GLuint MaxAtomicCounters;
3562
3563 /* GL_ARB_shader_image_load_store */
3564 GLuint MaxImageUniforms;
3565
3566 /* GL_ARB_shader_storage_buffer_object */
3567 GLuint MaxShaderStorageBlocks;
3568 };
3569
3570
3571 /**
3572 * Constants which may be overridden by device driver during context creation
3573 * but are never changed after that.
3574 */
3575 struct gl_constants
3576 {
3577 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3578 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3579 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3580 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3581 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3582 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3583 GLuint MaxTextureCoordUnits;
3584 GLuint MaxCombinedTextureImageUnits;
3585 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3586 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3587 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3588 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3589
3590 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3591
3592 GLuint MaxArrayLockSize;
3593
3594 GLint SubPixelBits;
3595
3596 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3597 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3598 GLfloat PointSizeGranularity;
3599 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3600 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3601 GLfloat LineWidthGranularity;
3602
3603 GLuint MaxClipPlanes;
3604 GLuint MaxLights;
3605 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3606 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3607
3608 GLuint MaxViewportWidth, MaxViewportHeight;
3609 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3610 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3611 struct {
3612 GLfloat Min;
3613 GLfloat Max;
3614 } ViewportBounds; /**< GL_ARB_viewport_array */
3615 GLuint MaxWindowRectangles; /**< GL_EXT_window_rectangles */
3616
3617 struct gl_program_constants Program[MESA_SHADER_STAGES];
3618 GLuint MaxProgramMatrices;
3619 GLuint MaxProgramMatrixStackDepth;
3620
3621 struct {
3622 GLuint SamplesPassed;
3623 GLuint TimeElapsed;
3624 GLuint Timestamp;
3625 GLuint PrimitivesGenerated;
3626 GLuint PrimitivesWritten;
3627 GLuint VerticesSubmitted;
3628 GLuint PrimitivesSubmitted;
3629 GLuint VsInvocations;
3630 GLuint TessPatches;
3631 GLuint TessInvocations;
3632 GLuint GsInvocations;
3633 GLuint GsPrimitives;
3634 GLuint FsInvocations;
3635 GLuint ComputeInvocations;
3636 GLuint ClInPrimitives;
3637 GLuint ClOutPrimitives;
3638 } QueryCounterBits;
3639
3640 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3641
3642 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3643 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3644 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3645
3646 /**
3647 * GL_ARB_framebuffer_no_attachments
3648 */
3649 GLuint MaxFramebufferWidth;
3650 GLuint MaxFramebufferHeight;
3651 GLuint MaxFramebufferLayers;
3652 GLuint MaxFramebufferSamples;
3653
3654 /** Number of varying vectors between any two shader stages. */
3655 GLuint MaxVarying;
3656
3657 /** @{
3658 * GL_ARB_uniform_buffer_object
3659 */
3660 GLuint MaxCombinedUniformBlocks;
3661 GLuint MaxUniformBufferBindings;
3662 GLuint MaxUniformBlockSize;
3663 GLuint UniformBufferOffsetAlignment;
3664 /** @} */
3665
3666 /** @{
3667 * GL_ARB_shader_storage_buffer_object
3668 */
3669 GLuint MaxCombinedShaderStorageBlocks;
3670 GLuint MaxShaderStorageBufferBindings;
3671 GLuint MaxShaderStorageBlockSize;
3672 GLuint ShaderStorageBufferOffsetAlignment;
3673 /** @} */
3674
3675 /**
3676 * GL_ARB_explicit_uniform_location
3677 */
3678 GLuint MaxUserAssignableUniformLocations;
3679
3680 /** geometry shader */
3681 GLuint MaxGeometryOutputVertices;
3682 GLuint MaxGeometryTotalOutputComponents;
3683
3684 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3685
3686 /**
3687 * Changes default GLSL extension behavior from "error" to "warn". It's out
3688 * of spec, but it can make some apps work that otherwise wouldn't.
3689 */
3690 GLboolean ForceGLSLExtensionsWarn;
3691
3692 /**
3693 * If non-zero, forces GLSL shaders to behave as if they began
3694 * with "#version ForceGLSLVersion".
3695 */
3696 GLuint ForceGLSLVersion;
3697
3698 /**
3699 * Allow GLSL #extension directives in the middle of shaders.
3700 */
3701 GLboolean AllowGLSLExtensionDirectiveMidShader;
3702
3703 /**
3704 * Allow GLSL built-in variables to be redeclared verbatim
3705 */
3706 GLboolean AllowGLSLBuiltinVariableRedeclaration;
3707
3708 /**
3709 * Allow creating a higher compat profile (version 3.1+) for apps that
3710 * request it. Be careful when adding that driconf option because some
3711 * features are unimplemented and might not work correctly.
3712 */
3713 GLboolean AllowHigherCompatVersion;
3714
3715 /**
3716 * Force computing the absolute value for sqrt() and inversesqrt() to follow
3717 * D3D9 when apps rely on this behaviour.
3718 */
3719 GLboolean ForceGLSLAbsSqrt;
3720
3721 /**
3722 * Force uninitialized variables to default to zero.
3723 */
3724 GLboolean GLSLZeroInit;
3725
3726 /**
3727 * Does the driver support real 32-bit integers? (Otherwise, integers are
3728 * simulated via floats.)
3729 */
3730 GLboolean NativeIntegers;
3731
3732 /**
3733 * Does VertexID count from zero or from base vertex?
3734 *
3735 * \note
3736 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3737 * ignored and need not be set.
3738 */
3739 bool VertexID_is_zero_based;
3740
3741 /**
3742 * If the driver supports real 32-bit integers, what integer value should be
3743 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3744 */
3745 GLuint UniformBooleanTrue;
3746
3747 /**
3748 * Maximum amount of time, measured in nanseconds, that the server can wait.
3749 */
3750 GLuint64 MaxServerWaitTimeout;
3751
3752 /** GL_EXT_provoking_vertex */
3753 GLboolean QuadsFollowProvokingVertexConvention;
3754
3755 /** GL_ARB_viewport_array */
3756 GLenum LayerAndVPIndexProvokingVertex;
3757
3758 /** OpenGL version 3.0 */
3759 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3760
3761 /** OpenGL version 3.2 */
3762 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3763
3764 /** OpenGL version 4.4 */
3765 GLuint MaxVertexAttribStride;
3766
3767 /** GL_EXT_transform_feedback */
3768 GLuint MaxTransformFeedbackBuffers;
3769 GLuint MaxTransformFeedbackSeparateComponents;
3770 GLuint MaxTransformFeedbackInterleavedComponents;
3771 GLuint MaxVertexStreams;
3772
3773 /** GL_EXT_gpu_shader4 */
3774 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3775
3776 /** GL_ARB_texture_gather */
3777 GLuint MinProgramTextureGatherOffset;
3778 GLuint MaxProgramTextureGatherOffset;
3779 GLuint MaxProgramTextureGatherComponents;
3780
3781 /* GL_ARB_robustness */
3782 GLenum ResetStrategy;
3783
3784 /* GL_KHR_robustness */
3785 GLboolean RobustAccess;
3786
3787 /* GL_ARB_blend_func_extended */
3788 GLuint MaxDualSourceDrawBuffers;
3789
3790 /**
3791 * Whether the implementation strips out and ignores texture borders.
3792 *
3793 * Many GPU hardware implementations don't support rendering with texture
3794 * borders and mipmapped textures. (Note: not static border color, but the
3795 * old 1-pixel border around each edge). Implementations then have to do
3796 * slow fallbacks to be correct, or just ignore the border and be fast but
3797 * wrong. Setting the flag strips the border off of TexImage calls,
3798 * providing "fast but wrong" at significantly reduced driver complexity.
3799 *
3800 * Texture borders are deprecated in GL 3.0.
3801 **/
3802 GLboolean StripTextureBorder;
3803
3804 /**
3805 * For drivers which can do a better job at eliminating unused uniforms
3806 * than the GLSL compiler.
3807 *
3808 * XXX Remove these as soon as a better solution is available.
3809 */
3810 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3811
3812 /** Whether gl_FragCoord and gl_FrontFacing are system values. */
3813 bool GLSLFragCoordIsSysVal;
3814 bool GLSLFrontFacingIsSysVal;
3815
3816 /**
3817 * Run the minimum amount of GLSL optimizations to be able to link
3818 * shaders optimally (eliminate dead varyings and uniforms) and just do
3819 * all the necessary lowering.
3820 */
3821 bool GLSLOptimizeConservatively;
3822
3823 /**
3824 * True if gl_TessLevelInner/Outer[] in the TES should be inputs
3825 * (otherwise, they're system values).
3826 */
3827 bool GLSLTessLevelsAsInputs;
3828
3829 /**
3830 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3831 * than passing the transform feedback object to the drawing function.
3832 */
3833 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3834
3835 /** GL_ARB_map_buffer_alignment */
3836 GLuint MinMapBufferAlignment;
3837
3838 /**
3839 * Disable varying packing. This is out of spec, but potentially useful
3840 * for older platforms that supports a limited number of texture
3841 * indirections--on these platforms, unpacking the varyings in the fragment
3842 * shader increases the number of texture indirections by 1, which might
3843 * make some shaders not executable at all.
3844 *
3845 * Drivers that support transform feedback must set this value to GL_FALSE.
3846 */
3847 GLboolean DisableVaryingPacking;
3848
3849 /**
3850 * Should meaningful names be generated for compiler temporary variables?
3851 *
3852 * Generally, it is not useful to have the compiler generate "meaningful"
3853 * names for temporary variables that it creates. This can, however, be a
3854 * useful debugging aid. In Mesa debug builds or release builds when
3855 * MESA_GLSL is set at run-time, meaningful names will be generated.
3856 * Drivers can also force names to be generated by setting this field.
3857 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3858 * vertex shader assembly) is set at run-time.
3859 */
3860 bool GenerateTemporaryNames;
3861
3862 /*
3863 * Maximum value supported for an index in DrawElements and friends.
3864 *
3865 * This must be at least (1ull<<24)-1. The default value is
3866 * (1ull<<32)-1.
3867 *
3868 * \since ES 3.0 or GL_ARB_ES3_compatibility
3869 * \sa _mesa_init_constants
3870 */
3871 GLuint64 MaxElementIndex;
3872
3873 /**
3874 * Disable interpretation of line continuations (lines ending with a
3875 * backslash character ('\') in GLSL source.
3876 */
3877 GLboolean DisableGLSLLineContinuations;
3878
3879 /** GL_ARB_texture_multisample */
3880 GLint MaxColorTextureSamples;
3881 GLint MaxDepthTextureSamples;
3882 GLint MaxIntegerSamples;
3883
3884 /**
3885 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3886 * samples are laid out in a rectangular grid roughly corresponding to
3887 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3888 * are used to map indices of rectangular grid to sample numbers within
3889 * a pixel. This mapping of indices to sample numbers must be initialized
3890 * by the driver for the target hardware. For example, if we have the 8X
3891 * MSAA sample number layout (sample positions) for XYZ hardware:
3892 *
3893 * sample indices layout sample number layout
3894 * --------- ---------
3895 * | 0 | 1 | | a | b |
3896 * --------- ---------
3897 * | 2 | 3 | | c | d |
3898 * --------- ---------
3899 * | 4 | 5 | | e | f |
3900 * --------- ---------
3901 * | 6 | 7 | | g | h |
3902 * --------- ---------
3903 *
3904 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3905 *
3906 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3907 * below:
3908 * SampleMap8x = {a, b, c, d, e, f, g, h};
3909 *
3910 * Follow the logic for sample counts 2-8.
3911 *
3912 * For 16x the sample indices layout as a 4x4 grid as follows:
3913 *
3914 * -----------------
3915 * | 0 | 1 | 2 | 3 |
3916 * -----------------
3917 * | 4 | 5 | 6 | 7 |
3918 * -----------------
3919 * | 8 | 9 |10 |11 |
3920 * -----------------
3921 * |12 |13 |14 |15 |
3922 * -----------------
3923 */
3924 uint8_t SampleMap2x[2];
3925 uint8_t SampleMap4x[4];
3926 uint8_t SampleMap8x[8];
3927 uint8_t SampleMap16x[16];
3928
3929 /** GL_ARB_shader_atomic_counters */
3930 GLuint MaxAtomicBufferBindings;
3931 GLuint MaxAtomicBufferSize;
3932 GLuint MaxCombinedAtomicBuffers;
3933 GLuint MaxCombinedAtomicCounters;
3934
3935 /** GL_ARB_vertex_attrib_binding */
3936 GLint MaxVertexAttribRelativeOffset;
3937 GLint MaxVertexAttribBindings;
3938
3939 /* GL_ARB_shader_image_load_store */
3940 GLuint MaxImageUnits;
3941 GLuint MaxCombinedShaderOutputResources;
3942 GLuint MaxImageSamples;
3943 GLuint MaxCombinedImageUniforms;
3944
3945 /** GL_ARB_compute_shader */
3946 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3947 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3948 GLuint MaxComputeWorkGroupInvocations;
3949 GLuint MaxComputeSharedMemorySize;
3950
3951 /** GL_ARB_compute_variable_group_size */
3952 GLuint MaxComputeVariableGroupSize[3]; /* Array of x, y, z dimensions */
3953 GLuint MaxComputeVariableGroupInvocations;
3954
3955 /** GL_ARB_gpu_shader5 */
3956 GLfloat MinFragmentInterpolationOffset;
3957 GLfloat MaxFragmentInterpolationOffset;
3958
3959 GLboolean FakeSWMSAA;
3960
3961 /** GL_KHR_context_flush_control */
3962 GLenum ContextReleaseBehavior;
3963
3964 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
3965
3966 /** GL_ARB_tessellation_shader */
3967 GLuint MaxPatchVertices;
3968 GLuint MaxTessGenLevel;
3969 GLuint MaxTessPatchComponents;
3970 GLuint MaxTessControlTotalOutputComponents;
3971 bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
3972 bool LowerTCSPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */
3973 bool LowerTESPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */
3974 bool PrimitiveRestartForPatches;
3975 bool LowerCsDerivedVariables; /**< Lower gl_GlobalInvocationID and
3976 * gl_LocalInvocationIndex based on
3977 * other builtin variables. */
3978
3979 /** GL_OES_primitive_bounding_box */
3980 bool NoPrimitiveBoundingBoxOutput;
3981
3982 /** GL_ARB_sparse_buffer */
3983 GLuint SparseBufferPageSize;
3984
3985 /** Used as an input for sha1 generation in the on-disk shader cache */
3986 unsigned char *dri_config_options_sha1;
3987
3988 /** When drivers are OK with mapped buffers during draw and other calls. */
3989 bool AllowMappedBuffersDuringExecution;
3990 };
3991
3992
3993 /**
3994 * Enable flag for each OpenGL extension. Different device drivers will
3995 * enable different extensions at runtime.
3996 */
3997 struct gl_extensions
3998 {
3999 GLboolean dummy; /* don't remove this! */
4000 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
4001 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
4002 GLboolean ANGLE_texture_compression_dxt;
4003 GLboolean ARB_ES2_compatibility;
4004 GLboolean ARB_ES3_compatibility;
4005 GLboolean ARB_ES3_1_compatibility;
4006 GLboolean ARB_ES3_2_compatibility;
4007 GLboolean ARB_arrays_of_arrays;
4008 GLboolean ARB_base_instance;
4009 GLboolean ARB_bindless_texture;
4010 GLboolean ARB_blend_func_extended;
4011 GLboolean ARB_buffer_storage;
4012 GLboolean ARB_clear_texture;
4013 GLboolean ARB_clip_control;
4014 GLboolean ARB_color_buffer_float;
4015 GLboolean ARB_compute_shader;
4016 GLboolean ARB_compute_variable_group_size;
4017 GLboolean ARB_conditional_render_inverted;
4018 GLboolean ARB_conservative_depth;
4019 GLboolean ARB_copy_image;
4020 GLboolean ARB_cull_distance;
4021 GLboolean ARB_depth_buffer_float;
4022 GLboolean ARB_depth_clamp;
4023 GLboolean ARB_depth_texture;
4024 GLboolean ARB_derivative_control;
4025 GLboolean ARB_draw_buffers_blend;
4026 GLboolean ARB_draw_elements_base_vertex;
4027 GLboolean ARB_draw_indirect;
4028 GLboolean ARB_draw_instanced;
4029 GLboolean ARB_fragment_coord_conventions;
4030 GLboolean ARB_fragment_layer_viewport;
4031 GLboolean ARB_fragment_program;
4032 GLboolean ARB_fragment_program_shadow;
4033 GLboolean ARB_fragment_shader;
4034 GLboolean ARB_framebuffer_no_attachments;
4035 GLboolean ARB_framebuffer_object;
4036 GLboolean ARB_enhanced_layouts;
4037 GLboolean ARB_explicit_attrib_location;
4038 GLboolean ARB_explicit_uniform_location;
4039 GLboolean ARB_gpu_shader5;
4040 GLboolean ARB_gpu_shader_fp64;
4041 GLboolean ARB_gpu_shader_int64;
4042 GLboolean ARB_half_float_vertex;
4043 GLboolean ARB_indirect_parameters;
4044 GLboolean ARB_instanced_arrays;
4045 GLboolean ARB_internalformat_query;
4046 GLboolean ARB_internalformat_query2;
4047 GLboolean ARB_map_buffer_range;
4048 GLboolean ARB_occlusion_query;
4049 GLboolean ARB_occlusion_query2;
4050 GLboolean ARB_pipeline_statistics_query;
4051 GLboolean ARB_point_sprite;
4052 GLboolean ARB_post_depth_coverage;
4053 GLboolean ARB_query_buffer_object;
4054 GLboolean ARB_robust_buffer_access_behavior;
4055 GLboolean ARB_sample_shading;
4056 GLboolean ARB_seamless_cube_map;
4057 GLboolean ARB_shader_atomic_counter_ops;
4058 GLboolean ARB_shader_atomic_counters;
4059 GLboolean ARB_shader_ballot;
4060 GLboolean ARB_shader_bit_encoding;
4061 GLboolean ARB_shader_clock;
4062 GLboolean ARB_shader_draw_parameters;
4063 GLboolean ARB_shader_group_vote;
4064 GLboolean ARB_shader_image_load_store;
4065 GLboolean ARB_shader_image_size;
4066 GLboolean ARB_shader_precision;
4067 GLboolean ARB_shader_stencil_export;
4068 GLboolean ARB_shader_storage_buffer_object;
4069 GLboolean ARB_shader_texture_image_samples;
4070 GLboolean ARB_shader_texture_lod;
4071 GLboolean ARB_shader_viewport_layer_array;
4072 GLboolean ARB_shading_language_packing;
4073 GLboolean ARB_shading_language_420pack;
4074 GLboolean ARB_shadow;
4075 GLboolean ARB_sparse_buffer;
4076 GLboolean ARB_stencil_texturing;
4077 GLboolean ARB_sync;
4078 GLboolean ARB_tessellation_shader;
4079 GLboolean ARB_texture_border_clamp;
4080 GLboolean ARB_texture_buffer_object;
4081 GLboolean ARB_texture_buffer_object_rgb32;
4082 GLboolean ARB_texture_buffer_range;
4083 GLboolean ARB_texture_compression_bptc;
4084 GLboolean ARB_texture_compression_rgtc;
4085 GLboolean ARB_texture_cube_map;
4086 GLboolean ARB_texture_cube_map_array;
4087 GLboolean ARB_texture_env_combine;
4088 GLboolean ARB_texture_env_crossbar;
4089 GLboolean ARB_texture_env_dot3;
4090 GLboolean ARB_texture_float;
4091 GLboolean ARB_texture_gather;
4092 GLboolean ARB_texture_mirror_clamp_to_edge;
4093 GLboolean ARB_texture_multisample;
4094 GLboolean ARB_texture_non_power_of_two;
4095 GLboolean ARB_texture_stencil8;
4096 GLboolean ARB_texture_query_levels;
4097 GLboolean ARB_texture_query_lod;
4098 GLboolean ARB_texture_rg;
4099 GLboolean ARB_texture_rgb10_a2ui;
4100 GLboolean ARB_texture_view;
4101 GLboolean ARB_timer_query;
4102 GLboolean ARB_transform_feedback2;
4103 GLboolean ARB_transform_feedback3;
4104 GLboolean ARB_transform_feedback_instanced;
4105 GLboolean ARB_transform_feedback_overflow_query;
4106 GLboolean ARB_uniform_buffer_object;
4107 GLboolean ARB_vertex_attrib_64bit;
4108 GLboolean ARB_vertex_program;
4109 GLboolean ARB_vertex_shader;
4110 GLboolean ARB_vertex_type_10f_11f_11f_rev;
4111 GLboolean ARB_vertex_type_2_10_10_10_rev;
4112 GLboolean ARB_viewport_array;
4113 GLboolean EXT_blend_color;
4114 GLboolean EXT_blend_equation_separate;
4115 GLboolean EXT_blend_func_separate;
4116 GLboolean EXT_blend_minmax;
4117 GLboolean EXT_depth_bounds_test;
4118 GLboolean EXT_draw_buffers2;
4119 GLboolean EXT_framebuffer_multisample;
4120 GLboolean EXT_framebuffer_multisample_blit_scaled;
4121 GLboolean EXT_framebuffer_sRGB;
4122 GLboolean EXT_gpu_program_parameters;
4123 GLboolean EXT_gpu_shader4;
4124 GLboolean EXT_packed_float;
4125 GLboolean EXT_pixel_buffer_object;
4126 GLboolean EXT_point_parameters;
4127 GLboolean EXT_polygon_offset_clamp;
4128 GLboolean EXT_provoking_vertex;
4129 GLboolean EXT_shader_integer_mix;
4130 GLboolean EXT_shader_samples_identical;
4131 GLboolean EXT_stencil_two_side;
4132 GLboolean EXT_texture_array;
4133 GLboolean EXT_texture_compression_latc;
4134 GLboolean EXT_texture_compression_s3tc;
4135 GLboolean EXT_texture_env_dot3;
4136 GLboolean EXT_texture_filter_anisotropic;
4137 GLboolean EXT_texture_integer;
4138 GLboolean EXT_texture_mirror_clamp;
4139 GLboolean EXT_texture_shared_exponent;
4140 GLboolean EXT_texture_snorm;
4141 GLboolean EXT_texture_sRGB;
4142 GLboolean EXT_texture_sRGB_decode;
4143 GLboolean EXT_texture_swizzle;
4144 GLboolean EXT_transform_feedback;
4145 GLboolean EXT_timer_query;
4146 GLboolean EXT_vertex_array_bgra;
4147 GLboolean EXT_window_rectangles;
4148 GLboolean OES_copy_image;
4149 GLboolean OES_primitive_bounding_box;
4150 GLboolean OES_sample_variables;
4151 GLboolean OES_standard_derivatives;
4152 GLboolean OES_texture_buffer;
4153 GLboolean OES_texture_cube_map_array;
4154 GLboolean OES_viewport_array;
4155 /* vendor extensions */
4156 GLboolean AMD_performance_monitor;
4157 GLboolean AMD_pinned_memory;
4158 GLboolean AMD_seamless_cubemap_per_texture;
4159 GLboolean AMD_vertex_shader_layer;
4160 GLboolean AMD_vertex_shader_viewport_index;
4161 GLboolean ANDROID_extension_pack_es31a;
4162 GLboolean APPLE_object_purgeable;
4163 GLboolean ATI_meminfo;
4164 GLboolean ATI_texture_compression_3dc;
4165 GLboolean ATI_texture_mirror_once;
4166 GLboolean ATI_texture_env_combine3;
4167 GLboolean ATI_fragment_shader;
4168 GLboolean ATI_separate_stencil;
4169 GLboolean GREMEDY_string_marker;
4170 GLboolean INTEL_conservative_rasterization;
4171 GLboolean INTEL_performance_query;
4172 GLboolean KHR_blend_equation_advanced;
4173 GLboolean KHR_blend_equation_advanced_coherent;
4174 GLboolean KHR_robustness;
4175 GLboolean KHR_texture_compression_astc_hdr;
4176 GLboolean KHR_texture_compression_astc_ldr;
4177 GLboolean KHR_texture_compression_astc_sliced_3d;
4178 GLboolean MESA_pack_invert;
4179 GLboolean MESA_shader_framebuffer_fetch;
4180 GLboolean MESA_shader_framebuffer_fetch_non_coherent;
4181 GLboolean MESA_shader_integer_functions;
4182 GLboolean MESA_ycbcr_texture;
4183 GLboolean NV_conditional_render;
4184 GLboolean NV_fill_rectangle;
4185 GLboolean NV_fog_distance;
4186 GLboolean NV_point_sprite;
4187 GLboolean NV_primitive_restart;
4188 GLboolean NV_texture_barrier;
4189 GLboolean NV_texture_env_combine4;
4190 GLboolean NV_texture_rectangle;
4191 GLboolean NV_vdpau_interop;
4192 GLboolean NVX_gpu_memory_info;
4193 GLboolean TDFX_texture_compression_FXT1;
4194 GLboolean OES_EGL_image;
4195 GLboolean OES_draw_texture;
4196 GLboolean OES_depth_texture_cube_map;
4197 GLboolean OES_EGL_image_external;
4198 GLboolean OES_texture_float;
4199 GLboolean OES_texture_float_linear;
4200 GLboolean OES_texture_half_float;
4201 GLboolean OES_texture_half_float_linear;
4202 GLboolean OES_compressed_ETC1_RGB8_texture;
4203 GLboolean OES_geometry_shader;
4204 GLboolean OES_texture_compression_astc;
4205 GLboolean extension_sentinel;
4206 /** The extension string */
4207 const GLubyte *String;
4208 /** Number of supported extensions */
4209 GLuint Count;
4210 /**
4211 * The context version which extension helper functions compare against.
4212 * By default, the value is equal to ctx->Version. This changes to ~0
4213 * while meta is in progress.
4214 */
4215 GLubyte Version;
4216 };
4217
4218
4219 /**
4220 * A stack of matrices (projection, modelview, color, texture, etc).
4221 */
4222 struct gl_matrix_stack
4223 {
4224 GLmatrix *Top; /**< points into Stack */
4225 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
4226 unsigned StackSize; /**< Number of elements in Stack */
4227 GLuint Depth; /**< 0 <= Depth < MaxDepth */
4228 GLuint MaxDepth; /**< size of Stack[] array */
4229 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
4230 };
4231
4232
4233 /**
4234 * \name Bits for image transfer operations
4235 * \sa __struct gl_contextRec::ImageTransferState.
4236 */
4237 /*@{*/
4238 #define IMAGE_SCALE_BIAS_BIT 0x1
4239 #define IMAGE_SHIFT_OFFSET_BIT 0x2
4240 #define IMAGE_MAP_COLOR_BIT 0x4
4241 #define IMAGE_CLAMP_BIT 0x800
4242
4243
4244 /** Pixel Transfer ops */
4245 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
4246 IMAGE_SHIFT_OFFSET_BIT | \
4247 IMAGE_MAP_COLOR_BIT)
4248
4249 /**
4250 * \name Bits to indicate what state has changed.
4251 */
4252 /*@{*/
4253 #define _NEW_MODELVIEW (1u << 0) /**< gl_context::ModelView */
4254 #define _NEW_PROJECTION (1u << 1) /**< gl_context::Projection */
4255 #define _NEW_TEXTURE_MATRIX (1u << 2) /**< gl_context::TextureMatrix */
4256 #define _NEW_COLOR (1u << 3) /**< gl_context::Color */
4257 #define _NEW_DEPTH (1u << 4) /**< gl_context::Depth */
4258 #define _NEW_EVAL (1u << 5) /**< gl_context::Eval, EvalMap */
4259 #define _NEW_FOG (1u << 6) /**< gl_context::Fog */
4260 #define _NEW_HINT (1u << 7) /**< gl_context::Hint */
4261 #define _NEW_LIGHT (1u << 8) /**< gl_context::Light */
4262 #define _NEW_LINE (1u << 9) /**< gl_context::Line */
4263 #define _NEW_PIXEL (1u << 10) /**< gl_context::Pixel */
4264 #define _NEW_POINT (1u << 11) /**< gl_context::Point */
4265 #define _NEW_POLYGON (1u << 12) /**< gl_context::Polygon */
4266 #define _NEW_POLYGONSTIPPLE (1u << 13) /**< gl_context::PolygonStipple */
4267 #define _NEW_SCISSOR (1u << 14) /**< gl_context::Scissor */
4268 #define _NEW_STENCIL (1u << 15) /**< gl_context::Stencil */
4269 #define _NEW_TEXTURE_OBJECT (1u << 16) /**< gl_context::Texture (bindings only) */
4270 #define _NEW_TRANSFORM (1u << 17) /**< gl_context::Transform */
4271 #define _NEW_VIEWPORT (1u << 18) /**< gl_context::Viewport */
4272 #define _NEW_TEXTURE_STATE (1u << 19) /**< gl_context::Texture (states only) */
4273 #define _NEW_ARRAY (1u << 20) /**< gl_context::Array */
4274 #define _NEW_RENDERMODE (1u << 21) /**< gl_context::RenderMode, etc */
4275 #define _NEW_BUFFERS (1u << 22) /**< gl_context::Visual, DrawBuffer, */
4276 #define _NEW_CURRENT_ATTRIB (1u << 23) /**< gl_context::Current */
4277 #define _NEW_MULTISAMPLE (1u << 24) /**< gl_context::Multisample */
4278 #define _NEW_TRACK_MATRIX (1u << 25) /**< gl_context::VertexProgram */
4279 #define _NEW_PROGRAM (1u << 26) /**< New program/shader state */
4280 #define _NEW_PROGRAM_CONSTANTS (1u << 27)
4281 /* gap */
4282 #define _NEW_FRAG_CLAMP (1u << 29)
4283 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4284 #define _NEW_VARYING_VP_INPUTS (1u << 31) /**< gl_context::varying_vp_inputs */
4285 #define _NEW_ALL ~0
4286 /*@}*/
4287
4288
4289 /**
4290 * Composite state flags
4291 */
4292 /*@{*/
4293 #define _NEW_TEXTURE (_NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE)
4294
4295 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
4296 _NEW_TEXTURE_STATE | \
4297 _NEW_POINT | \
4298 _NEW_PROGRAM | \
4299 _NEW_MODELVIEW)
4300
4301 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
4302 _NEW_FOG | \
4303 _NEW_PROGRAM)
4304
4305
4306 /*@}*/
4307
4308
4309
4310
4311 /* This has to be included here. */
4312 #include "dd.h"
4313
4314
4315 /**
4316 * Display list flags.
4317 * Strictly this is a tnl-private concept, but it doesn't seem
4318 * worthwhile adding a tnl private structure just to hold this one bit
4319 * of information:
4320 */
4321 #define DLIST_DANGLING_REFS 0x1
4322
4323
4324 /** Opaque declaration of display list payload data type */
4325 union gl_dlist_node;
4326
4327
4328 /**
4329 * Provide a location where information about a display list can be
4330 * collected. Could be extended with driverPrivate structures,
4331 * etc. in the future.
4332 */
4333 struct gl_display_list
4334 {
4335 GLuint Name;
4336 GLchar *Label; /**< GL_KHR_debug */
4337 GLbitfield Flags; /**< DLIST_x flags */
4338 /** The dlist commands are in a linked list of nodes */
4339 union gl_dlist_node *Head;
4340 };
4341
4342
4343 /**
4344 * State used during display list compilation and execution.
4345 */
4346 struct gl_dlist_state
4347 {
4348 GLuint CallDepth; /**< Current recursion calling depth */
4349
4350 struct gl_display_list *CurrentList; /**< List currently being compiled */
4351 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
4352 GLuint CurrentPos; /**< Index into current block of nodes */
4353
4354 GLvertexformat ListVtxfmt;
4355
4356 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
4357 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
4358
4359 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
4360 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
4361
4362 struct {
4363 /* State known to have been set by the currently-compiling display
4364 * list. Used to eliminate some redundant state changes.
4365 */
4366 GLenum ShadeModel;
4367 } Current;
4368 };
4369
4370 /** @{
4371 *
4372 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
4373 * to small enums suitable for use as an array index.
4374 */
4375
4376 enum mesa_debug_source {
4377 MESA_DEBUG_SOURCE_API,
4378 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
4379 MESA_DEBUG_SOURCE_SHADER_COMPILER,
4380 MESA_DEBUG_SOURCE_THIRD_PARTY,
4381 MESA_DEBUG_SOURCE_APPLICATION,
4382 MESA_DEBUG_SOURCE_OTHER,
4383 MESA_DEBUG_SOURCE_COUNT
4384 };
4385
4386 enum mesa_debug_type {
4387 MESA_DEBUG_TYPE_ERROR,
4388 MESA_DEBUG_TYPE_DEPRECATED,
4389 MESA_DEBUG_TYPE_UNDEFINED,
4390 MESA_DEBUG_TYPE_PORTABILITY,
4391 MESA_DEBUG_TYPE_PERFORMANCE,
4392 MESA_DEBUG_TYPE_OTHER,
4393 MESA_DEBUG_TYPE_MARKER,
4394 MESA_DEBUG_TYPE_PUSH_GROUP,
4395 MESA_DEBUG_TYPE_POP_GROUP,
4396 MESA_DEBUG_TYPE_COUNT
4397 };
4398
4399 enum mesa_debug_severity {
4400 MESA_DEBUG_SEVERITY_LOW,
4401 MESA_DEBUG_SEVERITY_MEDIUM,
4402 MESA_DEBUG_SEVERITY_HIGH,
4403 MESA_DEBUG_SEVERITY_NOTIFICATION,
4404 MESA_DEBUG_SEVERITY_COUNT
4405 };
4406
4407 /** @} */
4408
4409 /**
4410 * Driver-specific state flags.
4411 *
4412 * These are or'd with gl_context::NewDriverState to notify a driver about
4413 * a state change. The driver sets the flags at context creation and
4414 * the meaning of the bits set is opaque to core Mesa.
4415 */
4416 struct gl_driver_flags
4417 {
4418 /** gl_context::Array::_DrawArrays (vertex array state) */
4419 uint64_t NewArray;
4420
4421 /** gl_context::TransformFeedback::CurrentObject */
4422 uint64_t NewTransformFeedback;
4423
4424 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4425 uint64_t NewTransformFeedbackProg;
4426
4427 /** gl_context::RasterDiscard */
4428 uint64_t NewRasterizerDiscard;
4429
4430 /**
4431 * gl_context::UniformBufferBindings
4432 * gl_shader_program::UniformBlocks
4433 */
4434 uint64_t NewUniformBuffer;
4435
4436 /**
4437 * gl_context::ShaderStorageBufferBindings
4438 * gl_shader_program::ShaderStorageBlocks
4439 */
4440 uint64_t NewShaderStorageBuffer;
4441
4442 uint64_t NewTextureBuffer;
4443
4444 /**
4445 * gl_context::AtomicBufferBindings
4446 */
4447 uint64_t NewAtomicBuffer;
4448
4449 /**
4450 * gl_context::ImageUnits
4451 */
4452 uint64_t NewImageUnits;
4453
4454 /**
4455 * gl_context::TessCtrlProgram::patch_default_*
4456 */
4457 uint64_t NewDefaultTessLevels;
4458
4459 /**
4460 * gl_context::IntelConservativeRasterization
4461 */
4462 uint64_t NewIntelConservativeRasterization;
4463
4464 /**
4465 * gl_context::Scissor::WindowRects
4466 */
4467 uint64_t NewWindowRectangles;
4468
4469 /** gl_context::Color::sRGBEnabled */
4470 uint64_t NewFramebufferSRGB;
4471
4472 /** gl_context::Scissor::EnableFlags */
4473 uint64_t NewScissorTest;
4474
4475 /** gl_context::Scissor::ScissorArray */
4476 uint64_t NewScissorRect;
4477
4478 /** gl_context::Color::Alpha* */
4479 uint64_t NewAlphaTest;
4480
4481 /** gl_context::Color::Blend/Dither */
4482 uint64_t NewBlend;
4483
4484 /** gl_context::Color::BlendColor */
4485 uint64_t NewBlendColor;
4486
4487 /** gl_context::Color::Color/Index */
4488 uint64_t NewColorMask;
4489
4490 /** gl_context::Depth */
4491 uint64_t NewDepth;
4492
4493 /** gl_context::Color::LogicOp/ColorLogicOp/IndexLogicOp */
4494 uint64_t NewLogicOp;
4495
4496 /** gl_context::Stencil */
4497 uint64_t NewStencil;
4498 };
4499
4500 struct gl_uniform_buffer_binding
4501 {
4502 struct gl_buffer_object *BufferObject;
4503 /** Start of uniform block data in the buffer */
4504 GLintptr Offset;
4505 /** Size of data allowed to be referenced from the buffer (in bytes) */
4506 GLsizeiptr Size;
4507 /**
4508 * glBindBufferBase() indicates that the Size should be ignored and only
4509 * limited by the current size of the BufferObject.
4510 */
4511 GLboolean AutomaticSize;
4512 };
4513
4514 struct gl_shader_storage_buffer_binding
4515 {
4516 struct gl_buffer_object *BufferObject;
4517 /** Start of shader storage block data in the buffer */
4518 GLintptr Offset;
4519 /** Size of data allowed to be referenced from the buffer (in bytes) */
4520 GLsizeiptr Size;
4521 /**
4522 * glBindBufferBase() indicates that the Size should be ignored and only
4523 * limited by the current size of the BufferObject.
4524 */
4525 GLboolean AutomaticSize;
4526 };
4527
4528 /**
4529 * ARB_shader_image_load_store image unit.
4530 */
4531 struct gl_image_unit
4532 {
4533 /**
4534 * Texture object bound to this unit.
4535 */
4536 struct gl_texture_object *TexObj;
4537
4538 /**
4539 * Level of the texture object bound to this unit.
4540 */
4541 GLuint Level;
4542
4543 /**
4544 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4545 * GL_FALSE if only some specific layer of the texture is bound.
4546 * \sa Layer
4547 */
4548 GLboolean Layered;
4549
4550 /**
4551 * Layer of the texture object bound to this unit as specified by the
4552 * application.
4553 */
4554 GLuint Layer;
4555
4556 /**
4557 * Layer of the texture object bound to this unit, or zero if the
4558 * whole level is bound.
4559 */
4560 GLuint _Layer;
4561
4562 /**
4563 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4564 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4565 */
4566 GLenum Access;
4567
4568 /**
4569 * GL internal format that determines the interpretation of the
4570 * image memory when shader image operations are performed through
4571 * this unit.
4572 */
4573 GLenum Format;
4574
4575 /**
4576 * Mesa format corresponding to \c Format.
4577 */
4578 mesa_format _ActualFormat;
4579
4580 };
4581
4582 /**
4583 * Binding point for an atomic counter buffer object.
4584 */
4585 struct gl_atomic_buffer_binding
4586 {
4587 struct gl_buffer_object *BufferObject;
4588 GLintptr Offset;
4589 GLsizeiptr Size;
4590 };
4591
4592 /**
4593 * Shader subroutines storage
4594 */
4595 struct gl_subroutine_index_binding
4596 {
4597 GLuint NumIndex;
4598 GLuint *IndexPtr;
4599 };
4600
4601 struct gl_texture_handle_object
4602 {
4603 struct gl_texture_object *texObj;
4604 struct gl_sampler_object *sampObj;
4605 GLuint64 handle;
4606 };
4607
4608 struct gl_image_handle_object
4609 {
4610 struct gl_image_unit imgObj;
4611 GLuint64 handle;
4612 };
4613
4614 /**
4615 * Mesa rendering context.
4616 *
4617 * This is the central context data structure for Mesa. Almost all
4618 * OpenGL state is contained in this structure.
4619 * Think of this as a base class from which device drivers will derive
4620 * sub classes.
4621 */
4622 struct gl_context
4623 {
4624 /** State possibly shared with other contexts in the address space */
4625 struct gl_shared_state *Shared;
4626
4627 /** \name API function pointer tables */
4628 /*@{*/
4629 gl_api API;
4630
4631 /**
4632 * The current dispatch table for non-displaylist-saving execution, either
4633 * BeginEnd or OutsideBeginEnd
4634 */
4635 struct _glapi_table *Exec;
4636 /**
4637 * The normal dispatch table for non-displaylist-saving, non-begin/end
4638 */
4639 struct _glapi_table *OutsideBeginEnd;
4640 /** The dispatch table used between glNewList() and glEndList() */
4641 struct _glapi_table *Save;
4642 /**
4643 * The dispatch table used between glBegin() and glEnd() (outside of a
4644 * display list). Only valid functions between those two are set, which is
4645 * mostly just the set in a GLvertexformat struct.
4646 */
4647 struct _glapi_table *BeginEnd;
4648 /**
4649 * Dispatch table for when a graphics reset has happened.
4650 */
4651 struct _glapi_table *ContextLost;
4652 /**
4653 * Dispatch table used to marshal API calls from the client program to a
4654 * separate server thread. NULL if API calls are not being marshalled to
4655 * another thread.
4656 */
4657 struct _glapi_table *MarshalExec;
4658 /**
4659 * Dispatch table currently in use for fielding API calls from the client
4660 * program. If API calls are being marshalled to another thread, this ==
4661 * MarshalExec. Otherwise it == CurrentServerDispatch.
4662 */
4663 struct _glapi_table *CurrentClientDispatch;
4664
4665 /**
4666 * Dispatch table currently in use for performing API calls. == Save or
4667 * Exec.
4668 */
4669 struct _glapi_table *CurrentServerDispatch;
4670
4671 /*@}*/
4672
4673 struct glthread_state *GLThread;
4674
4675 struct gl_config Visual;
4676 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4677 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4678 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4679 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4680
4681 /**
4682 * Device driver function pointer table
4683 */
4684 struct dd_function_table Driver;
4685
4686 /** Core/Driver constants */
4687 struct gl_constants Const;
4688
4689 /** \name The various 4x4 matrix stacks */
4690 /*@{*/
4691 struct gl_matrix_stack ModelviewMatrixStack;
4692 struct gl_matrix_stack ProjectionMatrixStack;
4693 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4694 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4695 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4696 /*@}*/
4697
4698 /** Combined modelview and projection matrix */
4699 GLmatrix _ModelProjectMatrix;
4700
4701 /** \name Display lists */
4702 struct gl_dlist_state ListState;
4703
4704 GLboolean ExecuteFlag; /**< Execute GL commands? */
4705 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4706
4707 /** Extension information */
4708 struct gl_extensions Extensions;
4709
4710 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4711 GLuint Version;
4712 char *VersionString;
4713
4714 /** \name State attribute stack (for glPush/PopAttrib) */
4715 /*@{*/
4716 GLuint AttribStackDepth;
4717 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4718 /*@}*/
4719
4720 /** \name Renderer attribute groups
4721 *
4722 * We define a struct for each attribute group to make pushing and popping
4723 * attributes easy. Also it's a good organization.
4724 */
4725 /*@{*/
4726 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4727 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4728 struct gl_current_attrib Current; /**< Current attributes */
4729 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4730 struct gl_eval_attrib Eval; /**< Eval attributes */
4731 struct gl_fog_attrib Fog; /**< Fog attributes */
4732 struct gl_hint_attrib Hint; /**< Hint attributes */
4733 struct gl_light_attrib Light; /**< Light attributes */
4734 struct gl_line_attrib Line; /**< Line attributes */
4735 struct gl_list_attrib List; /**< List attributes */
4736 struct gl_multisample_attrib Multisample;
4737 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4738 struct gl_point_attrib Point; /**< Point attributes */
4739 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4740 GLuint PolygonStipple[32]; /**< Polygon stipple */
4741 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4742 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4743 struct gl_texture_attrib Texture; /**< Texture attributes */
4744 struct gl_transform_attrib Transform; /**< Transformation attributes */
4745 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4746 /*@}*/
4747
4748 /** \name Client attribute stack */
4749 /*@{*/
4750 GLuint ClientAttribStackDepth;
4751 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4752 /*@}*/
4753
4754 /** \name Client attribute groups */
4755 /*@{*/
4756 struct gl_array_attrib Array; /**< Vertex arrays */
4757 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4758 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4759 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4760 /*@}*/
4761
4762 /** \name Other assorted state (not pushed/popped on attribute stack) */
4763 /*@{*/
4764 struct gl_pixelmaps PixelMaps;
4765
4766 struct gl_evaluators EvalMap; /**< All evaluators */
4767 struct gl_feedback Feedback; /**< Feedback */
4768 struct gl_selection Select; /**< Selection */
4769
4770 struct gl_program_state Program; /**< general program state */
4771 struct gl_vertex_program_state VertexProgram;
4772 struct gl_fragment_program_state FragmentProgram;
4773 struct gl_geometry_program_state GeometryProgram;
4774 struct gl_compute_program_state ComputeProgram;
4775 struct gl_tess_ctrl_program_state TessCtrlProgram;
4776 struct gl_tess_eval_program_state TessEvalProgram;
4777 struct gl_ati_fragment_shader_state ATIFragmentShader;
4778
4779 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4780 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4781
4782 /**
4783 * Current active shader pipeline state
4784 *
4785 * Almost all internal users want ::_Shader instead of ::Shader. The
4786 * exceptions are bits of legacy GLSL API that do not know about separate
4787 * shader objects.
4788 *
4789 * If a program is active via \c glUseProgram, this will point to
4790 * \c ::Shader.
4791 *
4792 * If a program pipeline is active via \c glBindProgramPipeline, this will
4793 * point to \c ::Pipeline.Current.
4794 *
4795 * If neither a program nor a program pipeline is active, this will point to
4796 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4797 * \c NULL.
4798 */
4799 struct gl_pipeline_object *_Shader;
4800
4801 struct gl_query_state Query; /**< occlusion, timer queries */
4802
4803 struct gl_transform_feedback_state TransformFeedback;
4804
4805 struct gl_perf_monitor_state PerfMonitor;
4806 struct gl_perf_query_state PerfQuery;
4807
4808 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4809 struct gl_buffer_object *ParameterBuffer; /** < GL_ARB_indirect_parameters */
4810 struct gl_buffer_object *DispatchIndirectBuffer; /** < GL_ARB_compute_shader */
4811
4812 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4813 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4814
4815 struct gl_buffer_object *QueryBuffer; /**< GL_ARB_query_buffer_object */
4816
4817 /**
4818 * Current GL_ARB_uniform_buffer_object binding referenced by
4819 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4820 */
4821 struct gl_buffer_object *UniformBuffer;
4822
4823 /**
4824 * Current GL_ARB_shader_storage_buffer_object binding referenced by
4825 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
4826 */
4827 struct gl_buffer_object *ShaderStorageBuffer;
4828
4829 /**
4830 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4831 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4832 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4833 * shader program.
4834 */
4835 struct gl_uniform_buffer_binding
4836 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4837
4838 /**
4839 * Array of shader storage buffers for ARB_shader_storage_buffer_object
4840 * and GL 4.3. This is set up using glBindBufferRange() or
4841 * glBindBufferBase(). They are associated with shader storage blocks by
4842 * glShaderStorageBlockBinding()'s state in the shader program.
4843 */
4844 struct gl_shader_storage_buffer_binding
4845 ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
4846
4847 /**
4848 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4849 * target.
4850 */
4851 struct gl_buffer_object *AtomicBuffer;
4852
4853 /**
4854 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4855 * target.
4856 */
4857 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
4858
4859 /**
4860 * Array of atomic counter buffer binding points.
4861 */
4862 struct gl_atomic_buffer_binding
4863 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4864
4865 /**
4866 * Array of image units for ARB_shader_image_load_store.
4867 */
4868 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4869
4870 struct gl_subroutine_index_binding SubroutineIndex[MESA_SHADER_STAGES];
4871 /*@}*/
4872
4873 struct gl_meta_state *Meta; /**< for "meta" operations */
4874
4875 /* GL_EXT_framebuffer_object */
4876 struct gl_renderbuffer *CurrentRenderbuffer;
4877
4878 GLenum ErrorValue; /**< Last error code */
4879
4880 /**
4881 * Recognize and silence repeated error debug messages in buggy apps.
4882 */
4883 const char *ErrorDebugFmtString;
4884 GLuint ErrorDebugCount;
4885
4886 /* GL_ARB_debug_output/GL_KHR_debug */
4887 mtx_t DebugMutex;
4888 struct gl_debug_state *Debug;
4889
4890 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4891 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4892 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
4893
4894 struct gl_driver_flags DriverFlags;
4895
4896 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4897
4898 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4899
4900 /** \name Derived state */
4901 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4902 GLfloat _EyeZDir[3];
4903 GLfloat _ModelViewInvScale;
4904 GLboolean _NeedEyeCoords;
4905 GLboolean _ForceEyeCoords;
4906
4907 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4908
4909 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4910
4911 /** \name For debugging/development only */
4912 /*@{*/
4913 GLboolean FirstTimeCurrent;
4914 /*@}*/
4915
4916 /**
4917 * False if this context was created without a config. This is needed
4918 * because the initial state of glDrawBuffers depends on this
4919 */
4920 GLboolean HasConfig;
4921
4922 /** software compression/decompression supported or not */
4923 GLboolean Mesa_DXTn;
4924
4925 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4926
4927 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4928 GLboolean IntelConservativeRasterization; /**< GL_INTEL_CONSERVATIVE_RASTERIZATION */
4929
4930 /**
4931 * \name Hooks for module contexts.
4932 *
4933 * These will eventually live in the driver or elsewhere.
4934 */
4935 /*@{*/
4936 void *swrast_context;
4937 void *swsetup_context;
4938 void *swtnl_context;
4939 struct vbo_context *vbo_context;
4940 struct st_context *st;
4941 void *aelt_context;
4942 /*@}*/
4943
4944 /**
4945 * \name NV_vdpau_interop
4946 */
4947 /*@{*/
4948 const void *vdpDevice;
4949 const void *vdpGetProcAddress;
4950 struct set *vdpSurfaces;
4951 /*@}*/
4952
4953 /**
4954 * Has this context observed a GPU reset in any context in the share group?
4955 *
4956 * Once this field becomes true, it is never reset to false.
4957 */
4958 GLboolean ShareGroupReset;
4959
4960 /**
4961 * \name OES_primitive_bounding_box
4962 *
4963 * Stores the arguments to glPrimitiveBoundingBox
4964 */
4965 GLfloat PrimitiveBoundingBox[8];
4966
4967 struct disk_cache *Cache;
4968
4969 /**
4970 * \name GL_ARB_bindless_texture
4971 */
4972 /*@{*/
4973 struct hash_table_u64 *ResidentTextureHandles;
4974 struct hash_table_u64 *ResidentImageHandles;
4975 /*@}*/
4976 };
4977
4978 /**
4979 * Information about memory usage. All sizes are in kilobytes.
4980 */
4981 struct gl_memory_info
4982 {
4983 unsigned total_device_memory; /**< size of device memory, e.g. VRAM */
4984 unsigned avail_device_memory; /**< free device memory at the moment */
4985 unsigned total_staging_memory; /**< size of staging memory, e.g. GART */
4986 unsigned avail_staging_memory; /**< free staging memory at the moment */
4987 unsigned device_memory_evicted; /**< size of memory evicted (monotonic counter) */
4988 unsigned nr_device_memory_evictions; /**< # of evictions (monotonic counter) */
4989 };
4990
4991 #ifdef DEBUG
4992 extern int MESA_VERBOSE;
4993 extern int MESA_DEBUG_FLAGS;
4994 # define MESA_FUNCTION __func__
4995 #else
4996 # define MESA_VERBOSE 0
4997 # define MESA_DEBUG_FLAGS 0
4998 # define MESA_FUNCTION "a function"
4999 #endif
5000
5001
5002 /** The MESA_VERBOSE var is a bitmask of these flags */
5003 enum _verbose
5004 {
5005 VERBOSE_VARRAY = 0x0001,
5006 VERBOSE_TEXTURE = 0x0002,
5007 VERBOSE_MATERIAL = 0x0004,
5008 VERBOSE_PIPELINE = 0x0008,
5009 VERBOSE_DRIVER = 0x0010,
5010 VERBOSE_STATE = 0x0020,
5011 VERBOSE_API = 0x0040,
5012 VERBOSE_DISPLAY_LIST = 0x0100,
5013 VERBOSE_LIGHTING = 0x0200,
5014 VERBOSE_PRIMS = 0x0400,
5015 VERBOSE_VERTS = 0x0800,
5016 VERBOSE_DISASSEM = 0x1000,
5017 VERBOSE_DRAW = 0x2000,
5018 VERBOSE_SWAPBUFFERS = 0x4000
5019 };
5020
5021
5022 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
5023 enum _debug
5024 {
5025 DEBUG_SILENT = (1 << 0),
5026 DEBUG_ALWAYS_FLUSH = (1 << 1),
5027 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
5028 DEBUG_INCOMPLETE_FBO = (1 << 3),
5029 DEBUG_CONTEXT = (1 << 4)
5030 };
5031
5032 #ifdef __cplusplus
5033 }
5034 #endif
5035
5036 #endif /* MTYPES_H */