dri: Add config attributes for color channel shift
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39 #include "c11/threads.h"
40
41 #include "main/glheader.h"
42 #include "main/menums.h"
43 #include "main/config.h"
44 #include "glapi/glapi.h"
45 #include "math/m_matrix.h" /* GLmatrix */
46 #include "compiler/shader_enums.h"
47 #include "compiler/shader_info.h"
48 #include "main/formats.h" /* MESA_FORMAT_COUNT */
49 #include "compiler/glsl/list.h"
50 #include "util/simple_mtx.h"
51 #include "util/u_dynarray.h"
52
53
54 #ifdef __cplusplus
55 extern "C" {
56 #endif
57
58 #define GET_COLORMASK_BIT(mask, buf, chan) (((mask) >> (4 * (buf) + (chan))) & 0x1)
59 #define GET_COLORMASK(mask, buf) (((mask) >> (4 * (buf))) & 0xf)
60
61
62 /**
63 * \name Some forward type declarations
64 */
65 /*@{*/
66 struct _mesa_HashTable;
67 struct gl_attrib_node;
68 struct gl_list_extensions;
69 struct gl_meta_state;
70 struct gl_program_cache;
71 struct gl_texture_object;
72 struct gl_debug_state;
73 struct gl_context;
74 struct st_context;
75 struct gl_uniform_storage;
76 struct prog_instruction;
77 struct gl_program_parameter_list;
78 struct gl_shader_spirv_data;
79 struct set;
80 struct vbo_context;
81 /*@}*/
82
83
84 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
85 #define PRIM_MAX GL_PATCHES
86 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
87 #define PRIM_UNKNOWN (PRIM_MAX + 2)
88
89 /**
90 * Determine if the given gl_varying_slot appears in the fragment shader.
91 */
92 static inline GLboolean
93 _mesa_varying_slot_in_fs(gl_varying_slot slot)
94 {
95 switch (slot) {
96 case VARYING_SLOT_PSIZ:
97 case VARYING_SLOT_BFC0:
98 case VARYING_SLOT_BFC1:
99 case VARYING_SLOT_EDGE:
100 case VARYING_SLOT_CLIP_VERTEX:
101 case VARYING_SLOT_LAYER:
102 case VARYING_SLOT_TESS_LEVEL_OUTER:
103 case VARYING_SLOT_TESS_LEVEL_INNER:
104 case VARYING_SLOT_BOUNDING_BOX0:
105 case VARYING_SLOT_BOUNDING_BOX1:
106 return GL_FALSE;
107 default:
108 return GL_TRUE;
109 }
110 }
111
112 /**
113 * Bit flags for all renderbuffers
114 */
115 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
116 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
117 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
118 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
119 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
120 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
121 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
122 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
123 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
124 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
125 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
126 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
127 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
128 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
129 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
130 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
131 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
132 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
133 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
134
135 /**
136 * Mask of all the color buffer bits (but not accum).
137 */
138 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
139 BUFFER_BIT_BACK_LEFT | \
140 BUFFER_BIT_FRONT_RIGHT | \
141 BUFFER_BIT_BACK_RIGHT | \
142 BUFFER_BIT_AUX0 | \
143 BUFFER_BIT_COLOR0 | \
144 BUFFER_BIT_COLOR1 | \
145 BUFFER_BIT_COLOR2 | \
146 BUFFER_BIT_COLOR3 | \
147 BUFFER_BIT_COLOR4 | \
148 BUFFER_BIT_COLOR5 | \
149 BUFFER_BIT_COLOR6 | \
150 BUFFER_BIT_COLOR7)
151
152 /* Mask of bits for depth+stencil buffers */
153 #define BUFFER_BITS_DEPTH_STENCIL (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL)
154
155 /**
156 * Framebuffer configuration (aka visual / pixelformat)
157 * Note: some of these fields should be boolean, but it appears that
158 * code in drivers/dri/common/util.c requires int-sized fields.
159 */
160 struct gl_config
161 {
162 GLboolean rgbMode;
163 GLboolean floatMode;
164 GLuint doubleBufferMode;
165 GLuint stereoMode;
166
167 GLboolean haveAccumBuffer;
168 GLboolean haveDepthBuffer;
169 GLboolean haveStencilBuffer;
170
171 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
172 GLuint redMask, greenMask, blueMask, alphaMask;
173 GLint redShift, greenShift, blueShift, alphaShift;
174 GLint rgbBits; /* total bits for rgb */
175 GLint indexBits; /* total bits for colorindex */
176
177 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
178 GLint depthBits;
179 GLint stencilBits;
180
181 GLint numAuxBuffers;
182
183 GLint level;
184
185 /* EXT_visual_rating / GLX 1.2 */
186 GLint visualRating;
187
188 /* EXT_visual_info / GLX 1.2 */
189 GLint transparentPixel;
190 /* colors are floats scaled to ints */
191 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
192 GLint transparentIndex;
193
194 /* ARB_multisample / SGIS_multisample */
195 GLint sampleBuffers;
196 GLuint samples;
197
198 /* SGIX_pbuffer / GLX 1.3 */
199 GLint maxPbufferWidth;
200 GLint maxPbufferHeight;
201 GLint maxPbufferPixels;
202 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
203 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
204
205 /* OML_swap_method */
206 GLint swapMethod;
207
208 /* EXT_texture_from_pixmap */
209 GLint bindToTextureRgb;
210 GLint bindToTextureRgba;
211 GLint bindToMipmapTexture;
212 GLint bindToTextureTargets;
213 GLint yInverted;
214
215 /* EXT_framebuffer_sRGB */
216 GLint sRGBCapable;
217
218 /* EGL_KHR_mutable_render_buffer */
219 GLuint mutableRenderBuffer; /* bool */
220 };
221
222
223 /**
224 * \name Bit flags used for updating material values.
225 */
226 /*@{*/
227 #define MAT_ATTRIB_FRONT_AMBIENT 0
228 #define MAT_ATTRIB_BACK_AMBIENT 1
229 #define MAT_ATTRIB_FRONT_DIFFUSE 2
230 #define MAT_ATTRIB_BACK_DIFFUSE 3
231 #define MAT_ATTRIB_FRONT_SPECULAR 4
232 #define MAT_ATTRIB_BACK_SPECULAR 5
233 #define MAT_ATTRIB_FRONT_EMISSION 6
234 #define MAT_ATTRIB_BACK_EMISSION 7
235 #define MAT_ATTRIB_FRONT_SHININESS 8
236 #define MAT_ATTRIB_BACK_SHININESS 9
237 #define MAT_ATTRIB_FRONT_INDEXES 10
238 #define MAT_ATTRIB_BACK_INDEXES 11
239 #define MAT_ATTRIB_MAX 12
240
241 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
242 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
243 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
244 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
245 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
246 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
247
248 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
249 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
250 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
251 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
252 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
253 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
254 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
255 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
256 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
257 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
258 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
259 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
260
261
262 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
263 MAT_BIT_FRONT_AMBIENT | \
264 MAT_BIT_FRONT_DIFFUSE | \
265 MAT_BIT_FRONT_SPECULAR | \
266 MAT_BIT_FRONT_SHININESS | \
267 MAT_BIT_FRONT_INDEXES)
268
269 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
270 MAT_BIT_BACK_AMBIENT | \
271 MAT_BIT_BACK_DIFFUSE | \
272 MAT_BIT_BACK_SPECULAR | \
273 MAT_BIT_BACK_SHININESS | \
274 MAT_BIT_BACK_INDEXES)
275
276 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
277 /*@}*/
278
279
280 /**
281 * Material state.
282 */
283 struct gl_material
284 {
285 GLfloat Attrib[MAT_ATTRIB_MAX][4];
286 };
287
288
289 /**
290 * Light state flags.
291 */
292 /*@{*/
293 #define LIGHT_SPOT 0x1
294 #define LIGHT_LOCAL_VIEWER 0x2
295 #define LIGHT_POSITIONAL 0x4
296 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
297 /*@}*/
298
299
300 /**
301 * Light source state.
302 */
303 struct gl_light
304 {
305 GLfloat Ambient[4]; /**< ambient color */
306 GLfloat Diffuse[4]; /**< diffuse color */
307 GLfloat Specular[4]; /**< specular color */
308 GLfloat EyePosition[4]; /**< position in eye coordinates */
309 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
310 GLfloat SpotExponent;
311 GLfloat SpotCutoff; /**< in degrees */
312 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
313 GLfloat ConstantAttenuation;
314 GLfloat LinearAttenuation;
315 GLfloat QuadraticAttenuation;
316 GLboolean Enabled; /**< On/off flag */
317
318 /**
319 * \name Derived fields
320 */
321 /*@{*/
322 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
323
324 GLfloat _Position[4]; /**< position in eye/obj coordinates */
325 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
326 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
327 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
328 GLfloat _VP_inf_spot_attenuation;
329
330 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
331 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
332 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
333 /*@}*/
334 };
335
336
337 /**
338 * Light model state.
339 */
340 struct gl_lightmodel
341 {
342 GLfloat Ambient[4]; /**< ambient color */
343 GLboolean LocalViewer; /**< Local (or infinite) view point? */
344 GLboolean TwoSide; /**< Two (or one) sided lighting? */
345 GLenum16 ColorControl; /**< either GL_SINGLE_COLOR
346 or GL_SEPARATE_SPECULAR_COLOR */
347 };
348
349
350 /**
351 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
352 */
353 struct gl_accum_attrib
354 {
355 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
356 };
357
358
359 /**
360 * Used for storing clear color, texture border color, etc.
361 * The float values are typically unclamped.
362 */
363 union gl_color_union
364 {
365 GLfloat f[4];
366 GLint i[4];
367 GLuint ui[4];
368 };
369
370
371 /**
372 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
373 */
374 struct gl_colorbuffer_attrib
375 {
376 GLuint ClearIndex; /**< Index for glClear */
377 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
378 GLuint IndexMask; /**< Color index write mask */
379
380 /** 4 colormask bits per draw buffer, max 8 draw buffers. 4*8 = 32 bits */
381 GLbitfield ColorMask;
382
383 GLenum16 DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
384
385 /**
386 * \name alpha testing
387 */
388 /*@{*/
389 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
390 GLenum16 AlphaFunc; /**< Alpha test function */
391 GLfloat AlphaRefUnclamped;
392 GLclampf AlphaRef; /**< Alpha reference value */
393 /*@}*/
394
395 /**
396 * \name Blending
397 */
398 /*@{*/
399 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
400
401 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
402 * control, only on the fixed-pointness of the render target.
403 * The query does however depend on fragment color clamping.
404 */
405 GLfloat BlendColorUnclamped[4]; /**< Blending color */
406 GLfloat BlendColor[4]; /**< Blending color */
407
408 struct
409 {
410 GLenum16 SrcRGB; /**< RGB blend source term */
411 GLenum16 DstRGB; /**< RGB blend dest term */
412 GLenum16 SrcA; /**< Alpha blend source term */
413 GLenum16 DstA; /**< Alpha blend dest term */
414 GLenum16 EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
415 GLenum16 EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
416 /**
417 * Set if any blend factor uses SRC1. Computed at the time blend factors
418 * get set.
419 */
420 GLboolean _UsesDualSrc;
421 } Blend[MAX_DRAW_BUFFERS];
422 /** Are the blend func terms currently different for each buffer/target? */
423 GLboolean _BlendFuncPerBuffer;
424 /** Are the blend equations currently different for each buffer/target? */
425 GLboolean _BlendEquationPerBuffer;
426
427 /**
428 * Which advanced blending mode is in use (or BLEND_NONE).
429 *
430 * KHR_blend_equation_advanced only allows advanced blending with a single
431 * draw buffer, and NVX_blend_equation_advanced_multi_draw_buffer still
432 * requires all draw buffers to match, so we only need a single value.
433 */
434 enum gl_advanced_blend_mode _AdvancedBlendMode;
435
436 /** Coherency requested via glEnable(GL_BLEND_ADVANCED_COHERENT_KHR)? */
437 bool BlendCoherent;
438 /*@}*/
439
440 /**
441 * \name Logic op
442 */
443 /*@{*/
444 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
445 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
446 GLenum16 LogicOp; /**< Logic operator */
447 enum gl_logicop_mode _LogicOp;
448 /*@}*/
449
450 GLboolean DitherFlag; /**< Dither enable flag */
451
452 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
453 GLenum16 ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
454 GLenum16 ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
455
456 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
457 };
458
459
460 /**
461 * Vertex format to describe a vertex element.
462 */
463 struct gl_vertex_format
464 {
465 GLenum16 Type; /**< datatype: GL_FLOAT, GL_INT, etc */
466 GLenum16 Format; /**< default: GL_RGBA, but may be GL_BGRA */
467 GLubyte Size:5; /**< components per element (1,2,3,4) */
468 GLubyte Normalized:1; /**< GL_ARB_vertex_program */
469 GLubyte Integer:1; /**< Integer-valued? */
470 GLubyte Doubles:1; /**< double values are not converted to floats */
471 GLubyte _ElementSize; /**< Size of each element in bytes */
472 };
473
474
475 /**
476 * Current attribute group (GL_CURRENT_BIT).
477 */
478 struct gl_current_attrib
479 {
480 /**
481 * \name Current vertex attributes (color, texcoords, etc).
482 * \note Values are valid only after FLUSH_VERTICES has been called.
483 * \note Index and Edgeflag current values are stored as floats in the
484 * SIX and SEVEN attribute slots.
485 * \note We need double storage for 64-bit vertex attributes
486 */
487 GLfloat Attrib[VERT_ATTRIB_MAX][4*2];
488
489 /**
490 * \name Current raster position attributes (always up to date after a
491 * glRasterPos call).
492 */
493 GLfloat RasterPos[4];
494 GLfloat RasterDistance;
495 GLfloat RasterColor[4];
496 GLfloat RasterSecondaryColor[4];
497 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
498 GLboolean RasterPosValid;
499 };
500
501
502 /**
503 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
504 */
505 struct gl_depthbuffer_attrib
506 {
507 GLenum16 Func; /**< Function for depth buffer compare */
508 GLclampd Clear; /**< Value to clear depth buffer to */
509 GLboolean Test; /**< Depth buffering enabled flag */
510 GLboolean Mask; /**< Depth buffer writable? */
511 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
512 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
513 };
514
515
516 /**
517 * Evaluator attribute group (GL_EVAL_BIT).
518 */
519 struct gl_eval_attrib
520 {
521 /**
522 * \name Enable bits
523 */
524 /*@{*/
525 GLboolean Map1Color4;
526 GLboolean Map1Index;
527 GLboolean Map1Normal;
528 GLboolean Map1TextureCoord1;
529 GLboolean Map1TextureCoord2;
530 GLboolean Map1TextureCoord3;
531 GLboolean Map1TextureCoord4;
532 GLboolean Map1Vertex3;
533 GLboolean Map1Vertex4;
534 GLboolean Map2Color4;
535 GLboolean Map2Index;
536 GLboolean Map2Normal;
537 GLboolean Map2TextureCoord1;
538 GLboolean Map2TextureCoord2;
539 GLboolean Map2TextureCoord3;
540 GLboolean Map2TextureCoord4;
541 GLboolean Map2Vertex3;
542 GLboolean Map2Vertex4;
543 GLboolean AutoNormal;
544 /*@}*/
545
546 /**
547 * \name Map Grid endpoints and divisions and calculated du values
548 */
549 /*@{*/
550 GLint MapGrid1un;
551 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
552 GLint MapGrid2un, MapGrid2vn;
553 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
554 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
555 /*@}*/
556 };
557
558
559 /**
560 * Compressed fog mode.
561 */
562 enum gl_fog_mode
563 {
564 FOG_NONE,
565 FOG_LINEAR,
566 FOG_EXP,
567 FOG_EXP2,
568 };
569
570
571 /**
572 * Fog attribute group (GL_FOG_BIT).
573 */
574 struct gl_fog_attrib
575 {
576 GLboolean Enabled; /**< Fog enabled flag */
577 GLboolean ColorSumEnabled;
578 uint8_t _PackedMode; /**< Fog mode as 2 bits */
579 uint8_t _PackedEnabledMode; /**< Masked CompressedMode */
580 GLfloat ColorUnclamped[4]; /**< Fog color */
581 GLfloat Color[4]; /**< Fog color */
582 GLfloat Density; /**< Density >= 0.0 */
583 GLfloat Start; /**< Start distance in eye coords */
584 GLfloat End; /**< End distance in eye coords */
585 GLfloat Index; /**< Fog index */
586 GLenum16 Mode; /**< Fog mode */
587 GLenum16 FogCoordinateSource;/**< GL_EXT_fog_coord */
588 GLenum16 FogDistanceMode; /**< GL_NV_fog_distance */
589 };
590
591
592 /**
593 * Hint attribute group (GL_HINT_BIT).
594 *
595 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
596 */
597 struct gl_hint_attrib
598 {
599 GLenum16 PerspectiveCorrection;
600 GLenum16 PointSmooth;
601 GLenum16 LineSmooth;
602 GLenum16 PolygonSmooth;
603 GLenum16 Fog;
604 GLenum16 TextureCompression; /**< GL_ARB_texture_compression */
605 GLenum16 GenerateMipmap; /**< GL_SGIS_generate_mipmap */
606 GLenum16 FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
607 GLuint MaxShaderCompilerThreads; /**< GL_ARB_parallel_shader_compile */
608 };
609
610
611 /**
612 * Lighting attribute group (GL_LIGHT_BIT).
613 */
614 struct gl_light_attrib
615 {
616 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
617 struct gl_lightmodel Model; /**< Lighting model */
618
619 /**
620 * Front and back material values.
621 * Note: must call FLUSH_VERTICES() before using.
622 */
623 struct gl_material Material;
624
625 GLboolean Enabled; /**< Lighting enabled flag */
626 GLboolean ColorMaterialEnabled;
627
628 GLenum16 ShadeModel; /**< GL_FLAT or GL_SMOOTH */
629 GLenum16 ProvokingVertex; /**< GL_EXT_provoking_vertex */
630 GLenum16 ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
631 GLenum16 ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
632 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
633
634
635 GLboolean _ClampVertexColor;
636 GLenum16 ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
637
638 /**
639 * Derived state for optimizations:
640 */
641 /*@{*/
642 GLbitfield _EnabledLights; /**< bitmask containing enabled lights */
643
644 GLboolean _NeedEyeCoords;
645 GLboolean _NeedVertices; /**< Use fast shader? */
646
647 GLfloat _BaseColor[2][3];
648 /*@}*/
649 };
650
651
652 /**
653 * Line attribute group (GL_LINE_BIT).
654 */
655 struct gl_line_attrib
656 {
657 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
658 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
659 GLushort StipplePattern; /**< Stipple pattern */
660 GLint StippleFactor; /**< Stipple repeat factor */
661 GLfloat Width; /**< Line width */
662 };
663
664
665 /**
666 * Display list attribute group (GL_LIST_BIT).
667 */
668 struct gl_list_attrib
669 {
670 GLuint ListBase;
671 };
672
673
674 /**
675 * Multisample attribute group (GL_MULTISAMPLE_BIT).
676 */
677 struct gl_multisample_attrib
678 {
679 GLboolean Enabled;
680 GLboolean SampleAlphaToCoverage;
681 GLboolean SampleAlphaToOne;
682 GLboolean SampleCoverage;
683 GLboolean SampleCoverageInvert;
684 GLboolean SampleShading;
685
686 /* ARB_texture_multisample / GL3.2 additions */
687 GLboolean SampleMask;
688
689 GLfloat SampleCoverageValue; /**< In range [0, 1] */
690 GLfloat MinSampleShadingValue; /**< In range [0, 1] */
691
692 /** The GL spec defines this as an array but >32x MSAA is madness */
693 GLbitfield SampleMaskValue;
694 };
695
696
697 /**
698 * A pixelmap (see glPixelMap)
699 */
700 struct gl_pixelmap
701 {
702 GLint Size;
703 GLfloat Map[MAX_PIXEL_MAP_TABLE];
704 };
705
706
707 /**
708 * Collection of all pixelmaps
709 */
710 struct gl_pixelmaps
711 {
712 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
713 struct gl_pixelmap GtoG;
714 struct gl_pixelmap BtoB;
715 struct gl_pixelmap AtoA;
716 struct gl_pixelmap ItoR;
717 struct gl_pixelmap ItoG;
718 struct gl_pixelmap ItoB;
719 struct gl_pixelmap ItoA;
720 struct gl_pixelmap ItoI;
721 struct gl_pixelmap StoS;
722 };
723
724
725 /**
726 * Pixel attribute group (GL_PIXEL_MODE_BIT).
727 */
728 struct gl_pixel_attrib
729 {
730 GLenum16 ReadBuffer; /**< source buffer for glRead/CopyPixels() */
731
732 /*--- Begin Pixel Transfer State ---*/
733 /* Fields are in the order in which they're applied... */
734
735 /** Scale & Bias (index shift, offset) */
736 /*@{*/
737 GLfloat RedBias, RedScale;
738 GLfloat GreenBias, GreenScale;
739 GLfloat BlueBias, BlueScale;
740 GLfloat AlphaBias, AlphaScale;
741 GLfloat DepthBias, DepthScale;
742 GLint IndexShift, IndexOffset;
743 /*@}*/
744
745 /* Pixel Maps */
746 /* Note: actual pixel maps are not part of this attrib group */
747 GLboolean MapColorFlag;
748 GLboolean MapStencilFlag;
749
750 /*--- End Pixel Transfer State ---*/
751
752 /** glPixelZoom */
753 GLfloat ZoomX, ZoomY;
754 };
755
756
757 /**
758 * Point attribute group (GL_POINT_BIT).
759 */
760 struct gl_point_attrib
761 {
762 GLfloat Size; /**< User-specified point size */
763 GLfloat Params[3]; /**< GL_EXT_point_parameters */
764 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
765 GLfloat Threshold; /**< GL_EXT_point_parameters */
766 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
767 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
768 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
769 GLbitfield CoordReplace; /**< GL_ARB_point_sprite*/
770 GLenum16 SpriteRMode; /**< GL_NV_point_sprite (only!) */
771 GLenum16 SpriteOrigin; /**< GL_ARB_point_sprite */
772 };
773
774
775 /**
776 * Polygon attribute group (GL_POLYGON_BIT).
777 */
778 struct gl_polygon_attrib
779 {
780 GLenum16 FrontFace; /**< Either GL_CW or GL_CCW */
781 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
782 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
783 GLboolean CullFlag; /**< Culling on/off flag */
784 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
785 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
786 GLenum16 CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
787 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
788 GLfloat OffsetUnits; /**< Polygon offset units, from user */
789 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
790 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
791 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
792 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
793 };
794
795
796 /**
797 * Scissor attributes (GL_SCISSOR_BIT).
798 */
799 struct gl_scissor_rect
800 {
801 GLint X, Y; /**< Lower left corner of box */
802 GLsizei Width, Height; /**< Size of box */
803 };
804
805
806 struct gl_scissor_attrib
807 {
808 GLbitfield EnableFlags; /**< Scissor test enabled? */
809 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
810 GLint NumWindowRects; /**< Count of enabled window rectangles */
811 GLenum16 WindowRectMode; /**< Whether to include or exclude the rects */
812 struct gl_scissor_rect WindowRects[MAX_WINDOW_RECTANGLES];
813 };
814
815
816 /**
817 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
818 *
819 * Three sets of stencil data are tracked so that OpenGL 2.0,
820 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
821 * simultaneously. In each of the stencil state arrays, element 0 corresponds
822 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
823 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
824 * GL_EXT_stencil_two_side GL_BACK state.
825 *
826 * The derived value \c _BackFace is either 1 or 2 depending on whether or
827 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
828 *
829 * The derived value \c _TestTwoSide is set when the front-face and back-face
830 * stencil state are different.
831 */
832 struct gl_stencil_attrib
833 {
834 GLboolean Enabled; /**< Enabled flag */
835 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
836 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
837 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
838 GLenum16 Function[3]; /**< Stencil function */
839 GLenum16 FailFunc[3]; /**< Fail function */
840 GLenum16 ZPassFunc[3]; /**< Depth buffer pass function */
841 GLenum16 ZFailFunc[3]; /**< Depth buffer fail function */
842 GLint Ref[3]; /**< Reference value */
843 GLuint ValueMask[3]; /**< Value mask */
844 GLuint WriteMask[3]; /**< Write mask */
845 GLuint Clear; /**< Clear value */
846 };
847
848
849 /**
850 * Bit flags for each type of texture object
851 */
852 /*@{*/
853 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
854 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
855 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
856 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
857 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
858 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
859 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
860 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
861 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
862 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
863 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
864 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
865 /*@}*/
866
867
868 /**
869 * Texture image state. Drivers will typically create a subclass of this
870 * with extra fields for memory buffers, etc.
871 */
872 struct gl_texture_image
873 {
874 GLint InternalFormat; /**< Internal format as given by the user */
875 GLenum16 _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
876 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
877 * GL_INTENSITY, GL_DEPTH_COMPONENT or
878 * GL_DEPTH_STENCIL_EXT only. Used for
879 * choosing TexEnv arithmetic.
880 */
881 mesa_format TexFormat; /**< The actual texture memory format */
882
883 GLuint Border; /**< 0 or 1 */
884 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
885 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
886 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
887 GLuint Width2; /**< = Width - 2*Border */
888 GLuint Height2; /**< = Height - 2*Border */
889 GLuint Depth2; /**< = Depth - 2*Border */
890 GLuint WidthLog2; /**< = log2(Width2) */
891 GLuint HeightLog2; /**< = log2(Height2) */
892 GLuint DepthLog2; /**< = log2(Depth2) */
893 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
894 levels, computed from the dimensions */
895
896 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
897 GLuint Level; /**< Which mipmap level am I? */
898 /** Cube map face: index into gl_texture_object::Image[] array */
899 GLuint Face;
900
901 /** GL_ARB_texture_multisample */
902 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
903 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
904 };
905
906
907 /**
908 * Indexes for cube map faces.
909 */
910 typedef enum
911 {
912 FACE_POS_X = 0,
913 FACE_NEG_X = 1,
914 FACE_POS_Y = 2,
915 FACE_NEG_Y = 3,
916 FACE_POS_Z = 4,
917 FACE_NEG_Z = 5,
918 MAX_FACES = 6
919 } gl_face_index;
920
921
922 /**
923 * Sampler object state. These objects are new with GL_ARB_sampler_objects
924 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
925 */
926 struct gl_sampler_object
927 {
928 simple_mtx_t Mutex;
929 GLuint Name;
930 GLchar *Label; /**< GL_KHR_debug */
931 GLint RefCount;
932
933 GLenum16 WrapS; /**< S-axis texture image wrap mode */
934 GLenum16 WrapT; /**< T-axis texture image wrap mode */
935 GLenum16 WrapR; /**< R-axis texture image wrap mode */
936 GLenum16 MinFilter; /**< minification filter */
937 GLenum16 MagFilter; /**< magnification filter */
938 GLenum16 sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
939 union gl_color_union BorderColor; /**< Interpreted according to texture format */
940 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
941 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
942 GLfloat LodBias; /**< OpenGL 1.4 */
943 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
944 GLenum16 CompareMode; /**< GL_ARB_shadow */
945 GLenum16 CompareFunc; /**< GL_ARB_shadow */
946 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
947
948 /** GL_ARB_bindless_texture */
949 bool HandleAllocated;
950 struct util_dynarray Handles;
951 };
952
953
954 /**
955 * Texture object state. Contains the array of mipmap images, border color,
956 * wrap modes, filter modes, and shadow/texcompare state.
957 */
958 struct gl_texture_object
959 {
960 simple_mtx_t Mutex; /**< for thread safety */
961 GLint RefCount; /**< reference count */
962 GLuint Name; /**< the user-visible texture object ID */
963 GLenum16 Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
964 GLenum16 DepthMode; /**< GL_ARB_depth_texture */
965 GLchar *Label; /**< GL_KHR_debug */
966
967 struct gl_sampler_object Sampler;
968
969 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
970 Only valid when Target is valid. */
971 GLfloat Priority; /**< in [0,1] */
972 GLint MaxLevel; /**< max mipmap level (max=1000), OpenGL 1.2 */
973 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
974 GLbyte _MaxLevel; /**< actual max mipmap level (q in the spec) */
975 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
976 GLint CropRect[4]; /**< GL_OES_draw_texture */
977 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
978 GLushort _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
979 GLbyte ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
980 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
981 GLboolean _BaseComplete; /**< Is the base texture level valid? */
982 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
983 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
984 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
985 GLboolean Purgeable; /**< Is the buffer purgeable under memory
986 pressure? */
987 GLboolean Immutable; /**< GL_ARB_texture_storage */
988 GLboolean _IsFloat; /**< GL_OES_float_texture */
989 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
990 bool StencilSampling; /**< Should we sample stencil instead of depth? */
991 bool HandleAllocated; /**< GL_ARB_bindless_texture */
992
993 /** GL_OES_EGL_image_external */
994 GLubyte RequiredTextureImageUnits;
995
996 GLubyte MinLevel; /**< GL_ARB_texture_view */
997 GLubyte NumLevels; /**< GL_ARB_texture_view */
998 GLushort MinLayer; /**< GL_ARB_texture_view */
999 GLushort NumLayers; /**< GL_ARB_texture_view */
1000
1001 /** GL_EXT_memory_object */
1002 GLenum16 TextureTiling;
1003
1004 /** GL_ARB_shader_image_load_store */
1005 GLenum16 ImageFormatCompatibilityType;
1006
1007 /** GL_ARB_texture_buffer_object */
1008 GLenum16 BufferObjectFormat;
1009 /** Equivalent Mesa format for BufferObjectFormat. */
1010 mesa_format _BufferObjectFormat;
1011 struct gl_buffer_object *BufferObject;
1012
1013 /** GL_ARB_texture_buffer_range */
1014 GLintptr BufferOffset;
1015 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1016
1017 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1018 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1019
1020 /** GL_ARB_bindless_texture */
1021 struct util_dynarray SamplerHandles;
1022 struct util_dynarray ImageHandles;
1023 };
1024
1025
1026 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1027 #define MAX_COMBINER_TERMS 4
1028
1029
1030 /**
1031 * Texture combine environment state.
1032 */
1033 struct gl_tex_env_combine_state
1034 {
1035 GLenum16 ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1036 GLenum16 ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1037 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1038 GLenum16 SourceRGB[MAX_COMBINER_TERMS];
1039 GLenum16 SourceA[MAX_COMBINER_TERMS];
1040 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1041 GLenum16 OperandRGB[MAX_COMBINER_TERMS];
1042 GLenum16 OperandA[MAX_COMBINER_TERMS];
1043 GLubyte ScaleShiftRGB; /**< 0, 1 or 2 */
1044 GLubyte ScaleShiftA; /**< 0, 1 or 2 */
1045 GLubyte _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1046 GLubyte _NumArgsA; /**< Number of inputs used for the A combiner */
1047 };
1048
1049
1050 /** Compressed TexEnv effective Combine mode */
1051 enum gl_tex_env_mode
1052 {
1053 TEXENV_MODE_REPLACE, /* r = a0 */
1054 TEXENV_MODE_MODULATE, /* r = a0 * a1 */
1055 TEXENV_MODE_ADD, /* r = a0 + a1 */
1056 TEXENV_MODE_ADD_SIGNED, /* r = a0 + a1 - 0.5 */
1057 TEXENV_MODE_INTERPOLATE, /* r = a0 * a2 + a1 * (1 - a2) */
1058 TEXENV_MODE_SUBTRACT, /* r = a0 - a1 */
1059 TEXENV_MODE_DOT3_RGB, /* r = a0 . a1 */
1060 TEXENV_MODE_DOT3_RGB_EXT, /* r = a0 . a1 */
1061 TEXENV_MODE_DOT3_RGBA, /* r = a0 . a1 */
1062 TEXENV_MODE_DOT3_RGBA_EXT, /* r = a0 . a1 */
1063 TEXENV_MODE_MODULATE_ADD_ATI, /* r = a0 * a2 + a1 */
1064 TEXENV_MODE_MODULATE_SIGNED_ADD_ATI, /* r = a0 * a2 + a1 - 0.5 */
1065 TEXENV_MODE_MODULATE_SUBTRACT_ATI, /* r = a0 * a2 - a1 */
1066 TEXENV_MODE_ADD_PRODUCTS_NV, /* r = a0 * a1 + a2 * a3 */
1067 TEXENV_MODE_ADD_PRODUCTS_SIGNED_NV, /* r = a0 * a1 + a2 * a3 - 0.5 */
1068 };
1069
1070
1071 /** Compressed TexEnv Combine source */
1072 enum gl_tex_env_source
1073 {
1074 TEXENV_SRC_TEXTURE0,
1075 TEXENV_SRC_TEXTURE1,
1076 TEXENV_SRC_TEXTURE2,
1077 TEXENV_SRC_TEXTURE3,
1078 TEXENV_SRC_TEXTURE4,
1079 TEXENV_SRC_TEXTURE5,
1080 TEXENV_SRC_TEXTURE6,
1081 TEXENV_SRC_TEXTURE7,
1082 TEXENV_SRC_TEXTURE,
1083 TEXENV_SRC_PREVIOUS,
1084 TEXENV_SRC_PRIMARY_COLOR,
1085 TEXENV_SRC_CONSTANT,
1086 TEXENV_SRC_ZERO,
1087 TEXENV_SRC_ONE,
1088 };
1089
1090
1091 /** Compressed TexEnv Combine operand */
1092 enum gl_tex_env_operand
1093 {
1094 TEXENV_OPR_COLOR,
1095 TEXENV_OPR_ONE_MINUS_COLOR,
1096 TEXENV_OPR_ALPHA,
1097 TEXENV_OPR_ONE_MINUS_ALPHA,
1098 };
1099
1100
1101 /** Compressed TexEnv Combine argument */
1102 struct gl_tex_env_argument
1103 {
1104 #ifdef __GNUC__
1105 __extension__ uint8_t Source:4; /**< TEXENV_SRC_x */
1106 __extension__ uint8_t Operand:2; /**< TEXENV_OPR_x */
1107 #else
1108 uint8_t Source; /**< SRC_x */
1109 uint8_t Operand; /**< OPR_x */
1110 #endif
1111 };
1112
1113
1114 /***
1115 * Compressed TexEnv Combine state.
1116 */
1117 struct gl_tex_env_combine_packed
1118 {
1119 uint32_t ModeRGB:4; /**< Effective mode for RGB as 4 bits */
1120 uint32_t ModeA:4; /**< Effective mode for RGB as 4 bits */
1121 uint32_t ScaleShiftRGB:2; /**< 0, 1 or 2 */
1122 uint32_t ScaleShiftA:2; /**< 0, 1 or 2 */
1123 uint32_t NumArgsRGB:3; /**< Number of inputs used for the RGB combiner */
1124 uint32_t NumArgsA:3; /**< Number of inputs used for the A combiner */
1125 /** Source arguments in a packed manner */
1126 struct gl_tex_env_argument ArgsRGB[MAX_COMBINER_TERMS];
1127 struct gl_tex_env_argument ArgsA[MAX_COMBINER_TERMS];
1128 };
1129
1130
1131 /**
1132 * TexGenEnabled flags.
1133 */
1134 /*@{*/
1135 #define S_BIT 1
1136 #define T_BIT 2
1137 #define R_BIT 4
1138 #define Q_BIT 8
1139 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1140 /*@}*/
1141
1142
1143 /**
1144 * Bit flag versions of the corresponding GL_ constants.
1145 */
1146 /*@{*/
1147 #define TEXGEN_SPHERE_MAP 0x1
1148 #define TEXGEN_OBJ_LINEAR 0x2
1149 #define TEXGEN_EYE_LINEAR 0x4
1150 #define TEXGEN_REFLECTION_MAP_NV 0x8
1151 #define TEXGEN_NORMAL_MAP_NV 0x10
1152
1153 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1154 TEXGEN_REFLECTION_MAP_NV | \
1155 TEXGEN_NORMAL_MAP_NV)
1156 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1157 TEXGEN_REFLECTION_MAP_NV | \
1158 TEXGEN_NORMAL_MAP_NV | \
1159 TEXGEN_EYE_LINEAR)
1160 /*@}*/
1161
1162
1163
1164 /** Tex-gen enabled for texture unit? */
1165 #define ENABLE_TEXGEN(unit) (1 << (unit))
1166
1167 /** Non-identity texture matrix for texture unit? */
1168 #define ENABLE_TEXMAT(unit) (1 << (unit))
1169
1170
1171 /**
1172 * Texture coord generation state.
1173 */
1174 struct gl_texgen
1175 {
1176 GLenum16 Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1177 GLbitfield8 _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1178 GLfloat ObjectPlane[4];
1179 GLfloat EyePlane[4];
1180 };
1181
1182
1183 /**
1184 * Sampler-related subset of a texture unit, like current texture objects.
1185 */
1186 struct gl_texture_unit
1187 {
1188 GLfloat LodBias; /**< for biasing mipmap levels */
1189
1190 /** Texture targets that have a non-default texture bound */
1191 GLbitfield _BoundTextures;
1192
1193 /** Current sampler object (GL_ARB_sampler_objects) */
1194 struct gl_sampler_object *Sampler;
1195
1196 /** Current texture object pointers */
1197 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1198
1199 /** Points to highest priority, complete and enabled texture object */
1200 struct gl_texture_object *_Current;
1201 };
1202
1203
1204 /**
1205 * Fixed-function-related subset of a texture unit, like enable flags,
1206 * texture environment/function/combiners, and texgen state.
1207 */
1208 struct gl_fixedfunc_texture_unit
1209 {
1210 GLbitfield16 Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1211
1212 GLenum16 EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1213 GLclampf EnvColor[4];
1214 GLfloat EnvColorUnclamped[4];
1215
1216 struct gl_texgen GenS;
1217 struct gl_texgen GenT;
1218 struct gl_texgen GenR;
1219 struct gl_texgen GenQ;
1220 GLbitfield8 TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1221 GLbitfield8 _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1222
1223 /**
1224 * \name GL_EXT_texture_env_combine
1225 */
1226 struct gl_tex_env_combine_state Combine;
1227
1228 /**
1229 * Derived state based on \c EnvMode and the \c BaseFormat of the
1230 * currently enabled texture.
1231 */
1232 struct gl_tex_env_combine_state _EnvMode;
1233
1234 /** Current compressed TexEnv & Combine state */
1235 struct gl_tex_env_combine_packed _CurrentCombinePacked;
1236
1237 /**
1238 * Currently enabled combiner state. This will point to either
1239 * \c Combine or \c _EnvMode.
1240 */
1241 struct gl_tex_env_combine_state *_CurrentCombine;
1242 };
1243
1244
1245 /**
1246 * Texture attribute group (GL_TEXTURE_BIT).
1247 */
1248 struct gl_texture_attrib
1249 {
1250 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1251
1252 /** GL_ARB_texture_buffer_object */
1253 struct gl_buffer_object *BufferObject;
1254
1255 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1256
1257 /** Texture coord units/sets used for fragment texturing */
1258 GLbitfield8 _EnabledCoordUnits;
1259
1260 /** Texture coord units that have texgen enabled */
1261 GLbitfield8 _TexGenEnabled;
1262
1263 /** Texture coord units that have non-identity matrices */
1264 GLbitfield8 _TexMatEnabled;
1265
1266 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1267 GLbitfield8 _GenFlags;
1268
1269 /** Largest index of a texture unit with _Current != NULL. */
1270 GLshort _MaxEnabledTexImageUnit;
1271
1272 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1273 GLubyte NumCurrentTexUsed;
1274
1275 /** GL_ARB_seamless_cubemap */
1276 GLboolean CubeMapSeamless;
1277
1278 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1279 struct gl_fixedfunc_texture_unit FixedFuncUnit[MAX_TEXTURE_COORD_UNITS];
1280 };
1281
1282
1283 /**
1284 * Data structure representing a single clip plane (e.g. one of the elements
1285 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1286 */
1287 typedef GLfloat gl_clip_plane[4];
1288
1289
1290 /**
1291 * Transformation attribute group (GL_TRANSFORM_BIT).
1292 */
1293 struct gl_transform_attrib
1294 {
1295 GLenum16 MatrixMode; /**< Matrix mode */
1296 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1297 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1298 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1299 GLboolean Normalize; /**< Normalize all normals? */
1300 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1301 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1302 GLboolean DepthClampNear; /**< GL_AMD_depth_clamp_separate */
1303 GLboolean DepthClampFar; /**< GL_AMD_depth_clamp_separate */
1304 /** GL_ARB_clip_control */
1305 GLenum16 ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1306 GLenum16 ClipDepthMode;/**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1307 };
1308
1309
1310 /**
1311 * Viewport attribute group (GL_VIEWPORT_BIT).
1312 */
1313 struct gl_viewport_attrib
1314 {
1315 GLfloat X, Y; /**< position */
1316 GLfloat Width, Height; /**< size */
1317 GLfloat Near, Far; /**< Depth buffer range */
1318 };
1319
1320
1321 /**
1322 * Fields describing a mapped buffer range.
1323 */
1324 struct gl_buffer_mapping
1325 {
1326 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1327 GLvoid *Pointer; /**< User-space address of mapping */
1328 GLintptr Offset; /**< Mapped offset */
1329 GLsizeiptr Length; /**< Mapped length */
1330 };
1331
1332
1333 /**
1334 * Usages we've seen for a buffer object.
1335 */
1336 typedef enum
1337 {
1338 USAGE_UNIFORM_BUFFER = 0x1,
1339 USAGE_TEXTURE_BUFFER = 0x2,
1340 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1341 USAGE_SHADER_STORAGE_BUFFER = 0x8,
1342 USAGE_TRANSFORM_FEEDBACK_BUFFER = 0x10,
1343 USAGE_PIXEL_PACK_BUFFER = 0x20,
1344 USAGE_ARRAY_BUFFER = 0x40,
1345 USAGE_ELEMENT_ARRAY_BUFFER = 0x80,
1346 USAGE_DISABLE_MINMAX_CACHE = 0x100,
1347 } gl_buffer_usage;
1348
1349
1350 /**
1351 * GL_ARB_vertex/pixel_buffer_object buffer object
1352 */
1353 struct gl_buffer_object
1354 {
1355 GLint RefCount;
1356 GLuint Name;
1357 GLchar *Label; /**< GL_KHR_debug */
1358 GLenum16 Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1359 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1360 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1361 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1362 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1363 GLboolean Written; /**< Ever written to? (for debugging) */
1364 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1365 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1366 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1367
1368 /** Counters used for buffer usage warnings */
1369 GLuint NumSubDataCalls;
1370 GLuint NumMapBufferWriteCalls;
1371
1372 struct gl_buffer_mapping Mappings[MAP_COUNT];
1373
1374 /** Memoization of min/max index computations for static index buffers */
1375 simple_mtx_t MinMaxCacheMutex;
1376 struct hash_table *MinMaxCache;
1377 unsigned MinMaxCacheHitIndices;
1378 unsigned MinMaxCacheMissIndices;
1379 bool MinMaxCacheDirty;
1380
1381 bool HandleAllocated; /**< GL_ARB_bindless_texture */
1382 };
1383
1384
1385 /**
1386 * Client pixel packing/unpacking attributes
1387 */
1388 struct gl_pixelstore_attrib
1389 {
1390 GLint Alignment;
1391 GLint RowLength;
1392 GLint SkipPixels;
1393 GLint SkipRows;
1394 GLint ImageHeight;
1395 GLint SkipImages;
1396 GLboolean SwapBytes;
1397 GLboolean LsbFirst;
1398 GLboolean Invert; /**< GL_MESA_pack_invert */
1399 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1400 GLint CompressedBlockHeight;
1401 GLint CompressedBlockDepth;
1402 GLint CompressedBlockSize;
1403 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1404 };
1405
1406
1407 /**
1408 * Enum for defining the mapping for the position/generic0 attribute.
1409 *
1410 * Do not change the order of the values as these are used as
1411 * array indices.
1412 */
1413 typedef enum
1414 {
1415 ATTRIBUTE_MAP_MODE_IDENTITY, /**< 1:1 mapping */
1416 ATTRIBUTE_MAP_MODE_POSITION, /**< get position and generic0 from position */
1417 ATTRIBUTE_MAP_MODE_GENERIC0, /**< get position and generic0 from generic0 */
1418 ATTRIBUTE_MAP_MODE_MAX /**< for sizing arrays */
1419 } gl_attribute_map_mode;
1420
1421
1422 /**
1423 * Attributes to describe a vertex array.
1424 *
1425 * Contains the size, type, format and normalization flag,
1426 * along with the index of a vertex buffer binding point.
1427 *
1428 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1429 * and is only present for backwards compatibility reasons.
1430 * Rendering always uses VERTEX_BINDING_STRIDE.
1431 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1432 * and VERTEX_BINDING_STRIDE to the same value, while
1433 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1434 */
1435 struct gl_array_attributes
1436 {
1437 /** Points to client array data. Not used when a VBO is bound */
1438 const GLubyte *Ptr;
1439 /** Offset of the first element relative to the binding offset */
1440 GLuint RelativeOffset;
1441 /** Vertex format */
1442 struct gl_vertex_format Format;
1443 /** Stride as specified with gl*Pointer() */
1444 GLshort Stride;
1445 /** Index into gl_vertex_array_object::BufferBinding[] array */
1446 GLubyte BufferBindingIndex;
1447
1448 /**
1449 * Derived effective buffer binding index
1450 *
1451 * Index into the gl_vertex_buffer_binding array of the vao.
1452 * Similar to BufferBindingIndex, but with the mapping of the
1453 * position/generic0 attributes applied and with identical
1454 * gl_vertex_buffer_binding entries collapsed to a single
1455 * entry within the vao.
1456 *
1457 * The value is valid past calling _mesa_update_vao_derived_arrays.
1458 * Note that _mesa_update_vao_derived_arrays is called when binding
1459 * the VAO to Array._DrawVAO.
1460 */
1461 GLubyte _EffBufferBindingIndex;
1462 /**
1463 * Derived effective relative offset.
1464 *
1465 * Relative offset to the effective buffers offset in
1466 * gl_vertex_buffer_binding::_EffOffset.
1467 *
1468 * The value is valid past calling _mesa_update_vao_derived_arrays.
1469 * Note that _mesa_update_vao_derived_arrays is called when binding
1470 * the VAO to Array._DrawVAO.
1471 */
1472 GLushort _EffRelativeOffset;
1473 };
1474
1475
1476 /**
1477 * This describes the buffer object used for a vertex array (or
1478 * multiple vertex arrays). If BufferObj points to the default/null
1479 * buffer object, then the vertex array lives in user memory and not a VBO.
1480 */
1481 struct gl_vertex_buffer_binding
1482 {
1483 GLintptr Offset; /**< User-specified offset */
1484 GLsizei Stride; /**< User-specified stride */
1485 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1486 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1487 GLbitfield _BoundArrays; /**< Arrays bound to this binding point */
1488
1489 /**
1490 * Derived effective bound arrays.
1491 *
1492 * The effective binding handles enabled arrays past the
1493 * position/generic0 attribute mapping and reduces the refered
1494 * gl_vertex_buffer_binding entries to a unique subset.
1495 *
1496 * The value is valid past calling _mesa_update_vao_derived_arrays.
1497 * Note that _mesa_update_vao_derived_arrays is called when binding
1498 * the VAO to Array._DrawVAO.
1499 */
1500 GLbitfield _EffBoundArrays;
1501 /**
1502 * Derived offset.
1503 *
1504 * The absolute offset to that we can collapse some attributes
1505 * to this unique effective binding.
1506 * For user space array bindings this contains the smallest pointer value
1507 * in the bound and interleaved arrays.
1508 * For VBO bindings this contains an offset that lets the attributes
1509 * _EffRelativeOffset stay positive and in bounds with
1510 * Const.MaxVertexAttribRelativeOffset
1511 *
1512 * The value is valid past calling _mesa_update_vao_derived_arrays.
1513 * Note that _mesa_update_vao_derived_arrays is called when binding
1514 * the VAO to Array._DrawVAO.
1515 */
1516 GLintptr _EffOffset;
1517 };
1518
1519
1520 /**
1521 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+ /
1522 * the GL_ARB_vertex_array_object extension.
1523 */
1524 struct gl_vertex_array_object
1525 {
1526 /** Name of the VAO as received from glGenVertexArray. */
1527 GLuint Name;
1528
1529 GLint RefCount;
1530
1531 GLchar *Label; /**< GL_KHR_debug */
1532
1533 /**
1534 * Has this array object been bound?
1535 */
1536 GLboolean EverBound;
1537
1538 /**
1539 * Marked to true if the object is shared between contexts and immutable.
1540 * Then reference counting is done using atomics and thread safe.
1541 * Is used for dlist VAOs.
1542 */
1543 bool SharedAndImmutable;
1544
1545 /** Vertex attribute arrays */
1546 struct gl_array_attributes VertexAttrib[VERT_ATTRIB_MAX];
1547
1548 /** Vertex buffer bindings */
1549 struct gl_vertex_buffer_binding BufferBinding[VERT_ATTRIB_MAX];
1550
1551 /** Mask indicating which vertex arrays have vertex buffer associated. */
1552 GLbitfield VertexAttribBufferMask;
1553
1554 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1555 GLbitfield Enabled;
1556
1557 /**
1558 * Mask of VERT_BIT_* enabled arrays past position/generic0 mapping
1559 *
1560 * The value is valid past calling _mesa_update_vao_derived_arrays.
1561 * Note that _mesa_update_vao_derived_arrays is called when binding
1562 * the VAO to Array._DrawVAO.
1563 */
1564 GLbitfield _EffEnabledVBO;
1565
1566 /** Denotes the way the position/generic0 attribute is mapped */
1567 gl_attribute_map_mode _AttributeMapMode;
1568
1569 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1570 GLbitfield NewArrays;
1571
1572 /** The index buffer (also known as the element array buffer in OpenGL). */
1573 struct gl_buffer_object *IndexBufferObj;
1574 };
1575
1576
1577 /**
1578 * Vertex array state
1579 */
1580 struct gl_array_attrib
1581 {
1582 /** Currently bound array object. */
1583 struct gl_vertex_array_object *VAO;
1584
1585 /** The default vertex array object */
1586 struct gl_vertex_array_object *DefaultVAO;
1587
1588 /** The last VAO accessed by a DSA function */
1589 struct gl_vertex_array_object *LastLookedUpVAO;
1590
1591 /** Array objects (GL_ARB_vertex_array_object) */
1592 struct _mesa_HashTable *Objects;
1593
1594 GLint ActiveTexture; /**< Client Active Texture */
1595 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1596 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1597
1598 /**
1599 * \name Primitive restart controls
1600 *
1601 * Primitive restart is enabled if either \c PrimitiveRestart or
1602 * \c PrimitiveRestartFixedIndex is set.
1603 */
1604 /*@{*/
1605 GLboolean PrimitiveRestart;
1606 GLboolean PrimitiveRestartFixedIndex;
1607 GLboolean _PrimitiveRestart;
1608 GLuint RestartIndex;
1609 /*@}*/
1610
1611 /* GL_ARB_vertex_buffer_object */
1612 struct gl_buffer_object *ArrayBufferObj;
1613
1614 /**
1615 * Vertex array object that is used with the currently active draw command.
1616 * The _DrawVAO is either set to the currently bound VAO for array type
1617 * draws or to internal VAO's set up by the vbo module to execute immediate
1618 * mode or display list draws.
1619 */
1620 struct gl_vertex_array_object *_DrawVAO;
1621 /**
1622 * The VERT_BIT_* bits effectively enabled from the current _DrawVAO.
1623 * This is always a subset of _mesa_get_vao_vp_inputs(_DrawVAO)
1624 * but may omit those arrays that shall not be referenced by the current
1625 * gl_vertex_program_state::_VPMode. For example the generic attributes are
1626 * maked out form the _DrawVAO's enabled arrays when a fixed function
1627 * array draw is executed.
1628 */
1629 GLbitfield _DrawVAOEnabledAttribs;
1630 /**
1631 * Initially or if the VAO referenced by _DrawVAO is deleted the _DrawVAO
1632 * pointer is set to the _EmptyVAO which is just an empty VAO all the time.
1633 */
1634 struct gl_vertex_array_object *_EmptyVAO;
1635
1636 /** Legal array datatypes and the API for which they have been computed */
1637 GLbitfield LegalTypesMask;
1638 gl_api LegalTypesMaskAPI;
1639 };
1640
1641
1642 /**
1643 * Feedback buffer state
1644 */
1645 struct gl_feedback
1646 {
1647 GLenum16 Type;
1648 GLbitfield _Mask; /**< FB_* bits */
1649 GLfloat *Buffer;
1650 GLuint BufferSize;
1651 GLuint Count;
1652 };
1653
1654
1655 /**
1656 * Selection buffer state
1657 */
1658 struct gl_selection
1659 {
1660 GLuint *Buffer; /**< selection buffer */
1661 GLuint BufferSize; /**< size of the selection buffer */
1662 GLuint BufferCount; /**< number of values in the selection buffer */
1663 GLuint Hits; /**< number of records in the selection buffer */
1664 GLuint NameStackDepth; /**< name stack depth */
1665 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1666 GLboolean HitFlag; /**< hit flag */
1667 GLfloat HitMinZ; /**< minimum hit depth */
1668 GLfloat HitMaxZ; /**< maximum hit depth */
1669 };
1670
1671
1672 /**
1673 * 1-D Evaluator control points
1674 */
1675 struct gl_1d_map
1676 {
1677 GLuint Order; /**< Number of control points */
1678 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1679 GLfloat *Points; /**< Points to contiguous control points */
1680 };
1681
1682
1683 /**
1684 * 2-D Evaluator control points
1685 */
1686 struct gl_2d_map
1687 {
1688 GLuint Uorder; /**< Number of control points in U dimension */
1689 GLuint Vorder; /**< Number of control points in V dimension */
1690 GLfloat u1, u2, du;
1691 GLfloat v1, v2, dv;
1692 GLfloat *Points; /**< Points to contiguous control points */
1693 };
1694
1695
1696 /**
1697 * All evaluator control point state
1698 */
1699 struct gl_evaluators
1700 {
1701 /**
1702 * \name 1-D maps
1703 */
1704 /*@{*/
1705 struct gl_1d_map Map1Vertex3;
1706 struct gl_1d_map Map1Vertex4;
1707 struct gl_1d_map Map1Index;
1708 struct gl_1d_map Map1Color4;
1709 struct gl_1d_map Map1Normal;
1710 struct gl_1d_map Map1Texture1;
1711 struct gl_1d_map Map1Texture2;
1712 struct gl_1d_map Map1Texture3;
1713 struct gl_1d_map Map1Texture4;
1714 /*@}*/
1715
1716 /**
1717 * \name 2-D maps
1718 */
1719 /*@{*/
1720 struct gl_2d_map Map2Vertex3;
1721 struct gl_2d_map Map2Vertex4;
1722 struct gl_2d_map Map2Index;
1723 struct gl_2d_map Map2Color4;
1724 struct gl_2d_map Map2Normal;
1725 struct gl_2d_map Map2Texture1;
1726 struct gl_2d_map Map2Texture2;
1727 struct gl_2d_map Map2Texture3;
1728 struct gl_2d_map Map2Texture4;
1729 /*@}*/
1730 };
1731
1732
1733 struct gl_transform_feedback_varying_info
1734 {
1735 char *Name;
1736 GLenum16 Type;
1737 GLint BufferIndex;
1738 GLint Size;
1739 GLint Offset;
1740 };
1741
1742
1743 /**
1744 * Per-output info vertex shaders for transform feedback.
1745 */
1746 struct gl_transform_feedback_output
1747 {
1748 uint32_t OutputRegister;
1749 uint32_t OutputBuffer;
1750 uint32_t NumComponents;
1751 uint32_t StreamId;
1752
1753 /** offset (in DWORDs) of this output within the interleaved structure */
1754 uint32_t DstOffset;
1755
1756 /**
1757 * Offset into the output register of the data to output. For example,
1758 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1759 * offset is in the y and z components of the output register.
1760 */
1761 uint32_t ComponentOffset;
1762 };
1763
1764
1765 struct gl_transform_feedback_buffer
1766 {
1767 uint32_t Binding;
1768
1769 uint32_t NumVaryings;
1770
1771 /**
1772 * Total number of components stored in each buffer. This may be used by
1773 * hardware back-ends to determine the correct stride when interleaving
1774 * multiple transform feedback outputs in the same buffer.
1775 */
1776 uint32_t Stride;
1777
1778 /**
1779 * Which transform feedback stream this buffer binding is associated with.
1780 */
1781 uint32_t Stream;
1782 };
1783
1784
1785 /** Post-link transform feedback info. */
1786 struct gl_transform_feedback_info
1787 {
1788 unsigned NumOutputs;
1789
1790 /* Bitmask of active buffer indices. */
1791 unsigned ActiveBuffers;
1792
1793 struct gl_transform_feedback_output *Outputs;
1794
1795 /** Transform feedback varyings used for the linking of this shader program.
1796 *
1797 * Use for glGetTransformFeedbackVarying().
1798 */
1799 struct gl_transform_feedback_varying_info *Varyings;
1800 GLint NumVarying;
1801
1802 struct gl_transform_feedback_buffer Buffers[MAX_FEEDBACK_BUFFERS];
1803 };
1804
1805
1806 /**
1807 * Transform feedback object state
1808 */
1809 struct gl_transform_feedback_object
1810 {
1811 GLuint Name; /**< AKA the object ID */
1812 GLint RefCount;
1813 GLchar *Label; /**< GL_KHR_debug */
1814 GLboolean Active; /**< Is transform feedback enabled? */
1815 GLboolean Paused; /**< Is transform feedback paused? */
1816 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1817 at least once? */
1818 GLboolean EverBound; /**< Has this object been bound? */
1819
1820 /**
1821 * GLES: if Active is true, remaining number of primitives which can be
1822 * rendered without overflow. This is necessary to track because GLES
1823 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1824 * glDrawArraysInstanced would overflow transform feedback buffers.
1825 * Undefined if Active is false.
1826 *
1827 * Not tracked for desktop GL since it's unnecessary.
1828 */
1829 unsigned GlesRemainingPrims;
1830
1831 /**
1832 * The program active when BeginTransformFeedback() was called.
1833 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1834 * where stage is the pipeline stage that is the source of data for
1835 * transform feedback.
1836 */
1837 struct gl_program *program;
1838
1839 /** The feedback buffers */
1840 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1841 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1842
1843 /** Start of feedback data in dest buffer */
1844 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1845
1846 /**
1847 * Max data to put into dest buffer (in bytes). Computed based on
1848 * RequestedSize and the actual size of the buffer.
1849 */
1850 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1851
1852 /**
1853 * Size that was specified when the buffer was bound. If the buffer was
1854 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1855 * zero.
1856 */
1857 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1858 };
1859
1860
1861 /**
1862 * Context state for transform feedback.
1863 */
1864 struct gl_transform_feedback_state
1865 {
1866 GLenum16 Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1867
1868 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1869 struct gl_buffer_object *CurrentBuffer;
1870
1871 /** The table of all transform feedback objects */
1872 struct _mesa_HashTable *Objects;
1873
1874 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1875 struct gl_transform_feedback_object *CurrentObject;
1876
1877 /** The default xform-fb object (Name==0) */
1878 struct gl_transform_feedback_object *DefaultObject;
1879 };
1880
1881
1882 /**
1883 * A "performance monitor" as described in AMD_performance_monitor.
1884 */
1885 struct gl_perf_monitor_object
1886 {
1887 GLuint Name;
1888
1889 /** True if the monitor is currently active (Begin called but not End). */
1890 GLboolean Active;
1891
1892 /**
1893 * True if the monitor has ended.
1894 *
1895 * This is distinct from !Active because it may never have began.
1896 */
1897 GLboolean Ended;
1898
1899 /**
1900 * A list of groups with currently active counters.
1901 *
1902 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1903 */
1904 unsigned *ActiveGroups;
1905
1906 /**
1907 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1908 *
1909 * Checking whether counter 'c' in group 'g' is active can be done via:
1910 *
1911 * BITSET_TEST(ActiveCounters[g], c)
1912 */
1913 GLuint **ActiveCounters;
1914 };
1915
1916
1917 union gl_perf_monitor_counter_value
1918 {
1919 float f;
1920 uint64_t u64;
1921 uint32_t u32;
1922 };
1923
1924
1925 struct gl_perf_monitor_counter
1926 {
1927 /** Human readable name for the counter. */
1928 const char *Name;
1929
1930 /**
1931 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1932 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1933 */
1934 GLenum16 Type;
1935
1936 /** Minimum counter value. */
1937 union gl_perf_monitor_counter_value Minimum;
1938
1939 /** Maximum counter value. */
1940 union gl_perf_monitor_counter_value Maximum;
1941 };
1942
1943
1944 struct gl_perf_monitor_group
1945 {
1946 /** Human readable name for the group. */
1947 const char *Name;
1948
1949 /**
1950 * Maximum number of counters in this group which can be active at the
1951 * same time.
1952 */
1953 GLuint MaxActiveCounters;
1954
1955 /** Array of counters within this group. */
1956 const struct gl_perf_monitor_counter *Counters;
1957 GLuint NumCounters;
1958 };
1959
1960
1961 /**
1962 * A query object instance as described in INTEL_performance_query.
1963 *
1964 * NB: We want to keep this and the corresponding backend structure
1965 * relatively lean considering that applications may expect to
1966 * allocate enough objects to be able to query around all draw calls
1967 * in a frame.
1968 */
1969 struct gl_perf_query_object
1970 {
1971 GLuint Id; /**< hash table ID/name */
1972 unsigned Used:1; /**< has been used for 1 or more queries */
1973 unsigned Active:1; /**< inside Begin/EndPerfQuery */
1974 unsigned Ready:1; /**< result is ready? */
1975 };
1976
1977
1978 /**
1979 * Context state for AMD_performance_monitor.
1980 */
1981 struct gl_perf_monitor_state
1982 {
1983 /** Array of performance monitor groups (indexed by group ID) */
1984 const struct gl_perf_monitor_group *Groups;
1985 GLuint NumGroups;
1986
1987 /** The table of all performance monitors. */
1988 struct _mesa_HashTable *Monitors;
1989 };
1990
1991
1992 /**
1993 * Context state for INTEL_performance_query.
1994 */
1995 struct gl_perf_query_state
1996 {
1997 struct _mesa_HashTable *Objects; /**< The table of all performance query objects */
1998 };
1999
2000
2001 /**
2002 * A bindless sampler object.
2003 */
2004 struct gl_bindless_sampler
2005 {
2006 /** Texture unit (set by glUniform1()). */
2007 GLubyte unit;
2008
2009 /** Whether this bindless sampler is bound to a unit. */
2010 GLboolean bound;
2011
2012 /** Texture Target (TEXTURE_1D/2D/3D/etc_INDEX). */
2013 gl_texture_index target;
2014
2015 /** Pointer to the base of the data. */
2016 GLvoid *data;
2017 };
2018
2019
2020 /**
2021 * A bindless image object.
2022 */
2023 struct gl_bindless_image
2024 {
2025 /** Image unit (set by glUniform1()). */
2026 GLubyte unit;
2027
2028 /** Whether this bindless image is bound to a unit. */
2029 GLboolean bound;
2030
2031 /** Access qualifier (GL_READ_WRITE, GL_READ_ONLY, GL_WRITE_ONLY, or
2032 * GL_NONE to indicate both read-only and write-only)
2033 */
2034 GLenum16 access;
2035
2036 /** Pointer to the base of the data. */
2037 GLvoid *data;
2038 };
2039
2040
2041 /**
2042 * Current vertex processing mode: fixed function vs. shader.
2043 * In reality, fixed function is probably implemented by a shader but that's
2044 * not what we care about here.
2045 */
2046 typedef enum
2047 {
2048 VP_MODE_FF, /**< legacy / fixed function */
2049 VP_MODE_SHADER, /**< ARB vertex program or GLSL vertex shader */
2050 VP_MODE_MAX /**< for sizing arrays */
2051 } gl_vertex_processing_mode;
2052
2053
2054 /**
2055 * Base class for any kind of program object
2056 */
2057 struct gl_program
2058 {
2059 /** FIXME: This must be first until we split shader_info from nir_shader */
2060 struct shader_info info;
2061
2062 GLuint Id;
2063 GLint RefCount;
2064 GLubyte *String; /**< Null-terminated program text */
2065
2066 /** GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2067 GLenum16 Target;
2068 GLenum16 Format; /**< String encoding format */
2069
2070 GLboolean _Used; /**< Ever used for drawing? Used for debugging */
2071
2072 struct nir_shader *nir;
2073
2074 /* Saved and restored with metadata. Freed with ralloc. */
2075 void *driver_cache_blob;
2076 size_t driver_cache_blob_size;
2077
2078 bool is_arb_asm; /** Is this an ARB assembly-style program */
2079
2080 /** Is this program written to on disk shader cache */
2081 bool program_written_to_cache;
2082
2083 /** A bitfield indicating which vertex shader inputs consume two slots
2084 *
2085 * This is used for mapping from single-slot input locations in the GL API
2086 * to dual-slot double input locations in the shader. This field is set
2087 * once as part of linking and never updated again to ensure the mapping
2088 * remains consistent.
2089 *
2090 * Note: There may be dual-slot variables in the original shader source
2091 * which do not appear in this bitfield due to having been eliminated by
2092 * the compiler prior to DualSlotInputs being calculated. There may also
2093 * be bits set in this bitfield which are set but which the shader never
2094 * reads due to compiler optimizations eliminating such variables after
2095 * DualSlotInputs is calculated.
2096 */
2097 GLbitfield64 DualSlotInputs;
2098 /** Subset of OutputsWritten outputs written with non-zero index. */
2099 GLbitfield64 SecondaryOutputsWritten;
2100 /** TEXTURE_x_BIT bitmask */
2101 GLbitfield16 TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
2102 /** Bitfield of which samplers are used */
2103 GLbitfield SamplersUsed;
2104 /** Texture units used for shadow sampling. */
2105 GLbitfield ShadowSamplers;
2106 /** Texture units used for samplerExternalOES */
2107 GLbitfield ExternalSamplersUsed;
2108
2109 /** Named parameters, constants, etc. from program text */
2110 struct gl_program_parameter_list *Parameters;
2111
2112 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2113 GLubyte SamplerUnits[MAX_SAMPLERS];
2114
2115 /* FIXME: We should be able to make this struct a union. However some
2116 * drivers (i915/fragment_programs, swrast/prog_execute) mix the use of
2117 * these fields, we should fix this.
2118 */
2119 struct {
2120 /** Fields used by GLSL programs */
2121 struct {
2122 /** Data shared by gl_program and gl_shader_program */
2123 struct gl_shader_program_data *data;
2124
2125 struct gl_active_atomic_buffer **AtomicBuffers;
2126
2127 /** Post-link transform feedback info. */
2128 struct gl_transform_feedback_info *LinkedTransformFeedback;
2129
2130 /**
2131 * Number of types for subroutine uniforms.
2132 */
2133 GLuint NumSubroutineUniformTypes;
2134
2135 /**
2136 * Subroutine uniform remap table
2137 * based on the program level uniform remap table.
2138 */
2139 GLuint NumSubroutineUniforms; /* non-sparse total */
2140 GLuint NumSubroutineUniformRemapTable;
2141 struct gl_uniform_storage **SubroutineUniformRemapTable;
2142
2143 /**
2144 * Num of subroutine functions for this stage and storage for them.
2145 */
2146 GLuint NumSubroutineFunctions;
2147 GLuint MaxSubroutineFunctionIndex;
2148 struct gl_subroutine_function *SubroutineFunctions;
2149
2150 /**
2151 * Map from image uniform index to image unit (set by glUniform1i())
2152 *
2153 * An image uniform index is associated with each image uniform by
2154 * the linker. The image index associated with each uniform is
2155 * stored in the \c gl_uniform_storage::image field.
2156 */
2157 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2158
2159 /**
2160 * Access qualifier specified in the shader for each image uniform
2161 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY, \c
2162 * GL_READ_WRITE, or \c GL_NONE to indicate both read-only and
2163 * write-only.
2164 *
2165 * It may be different, though only more strict than the value of
2166 * \c gl_image_unit::Access for the corresponding image unit.
2167 */
2168 GLenum16 ImageAccess[MAX_IMAGE_UNIFORMS];
2169
2170 struct gl_uniform_block **UniformBlocks;
2171 struct gl_uniform_block **ShaderStorageBlocks;
2172
2173 /**
2174 * Bitmask of shader storage blocks not declared as read-only.
2175 */
2176 unsigned ShaderStorageBlocksWriteAccess;
2177
2178 /** Which texture target is being sampled
2179 * (TEXTURE_1D/2D/3D/etc_INDEX)
2180 */
2181 GLubyte SamplerTargets[MAX_SAMPLERS];
2182
2183 /**
2184 * Number of samplers declared with the bindless_sampler layout
2185 * qualifier as specified by ARB_bindless_texture.
2186 */
2187 GLuint NumBindlessSamplers;
2188 GLboolean HasBoundBindlessSampler;
2189 struct gl_bindless_sampler *BindlessSamplers;
2190
2191 /**
2192 * Number of images declared with the bindless_image layout qualifier
2193 * as specified by ARB_bindless_texture.
2194 */
2195 GLuint NumBindlessImages;
2196 GLboolean HasBoundBindlessImage;
2197 struct gl_bindless_image *BindlessImages;
2198
2199 union {
2200 struct {
2201 /**
2202 * A bitmask of gl_advanced_blend_mode values
2203 */
2204 GLbitfield BlendSupport;
2205 } fs;
2206 };
2207 } sh;
2208
2209 /** ARB assembly-style program fields */
2210 struct {
2211 struct prog_instruction *Instructions;
2212
2213 /**
2214 * Local parameters used by the program.
2215 *
2216 * It's dynamically allocated because it is rarely used (just
2217 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries
2218 * once it's allocated.
2219 */
2220 GLfloat (*LocalParams)[4];
2221
2222 /** Bitmask of which register files are read/written with indirect
2223 * addressing. Mask of (1 << PROGRAM_x) bits.
2224 */
2225 GLbitfield IndirectRegisterFiles;
2226
2227 /** Logical counts */
2228 /*@{*/
2229 GLuint NumInstructions;
2230 GLuint NumTemporaries;
2231 GLuint NumParameters;
2232 GLuint NumAttributes;
2233 GLuint NumAddressRegs;
2234 GLuint NumAluInstructions;
2235 GLuint NumTexInstructions;
2236 GLuint NumTexIndirections;
2237 /*@}*/
2238 /** Native, actual h/w counts */
2239 /*@{*/
2240 GLuint NumNativeInstructions;
2241 GLuint NumNativeTemporaries;
2242 GLuint NumNativeParameters;
2243 GLuint NumNativeAttributes;
2244 GLuint NumNativeAddressRegs;
2245 GLuint NumNativeAluInstructions;
2246 GLuint NumNativeTexInstructions;
2247 GLuint NumNativeTexIndirections;
2248 /*@}*/
2249
2250 /** Used by ARB assembly-style programs. Can only be true for vertex
2251 * programs.
2252 */
2253 GLboolean IsPositionInvariant;
2254 } arb;
2255 };
2256 };
2257
2258
2259 /**
2260 * State common to vertex and fragment programs.
2261 */
2262 struct gl_program_state
2263 {
2264 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2265 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2266 };
2267
2268
2269 /**
2270 * Context state for vertex programs.
2271 */
2272 struct gl_vertex_program_state
2273 {
2274 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2275 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2276 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2277 /** Should fixed-function T&L be implemented with a vertex prog? */
2278 GLboolean _MaintainTnlProgram;
2279
2280 struct gl_program *Current; /**< User-bound vertex program */
2281
2282 /** Currently enabled and valid vertex program (including internal
2283 * programs, user-defined vertex programs and GLSL vertex shaders).
2284 * This is the program we must use when rendering.
2285 */
2286 struct gl_program *_Current;
2287
2288 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2289
2290 /** Program to emulate fixed-function T&L (see above) */
2291 struct gl_program *_TnlProgram;
2292
2293 /** Cache of fixed-function programs */
2294 struct gl_program_cache *Cache;
2295
2296 GLboolean _Overriden;
2297
2298 /**
2299 * If we have a vertex program, a TNL program or no program at all.
2300 * Note that this value should be kept up to date all the time,
2301 * nevertheless its correctness is asserted in _mesa_update_state.
2302 * The reason is to avoid calling _mesa_update_state twice we need
2303 * this value on draw *before* actually calling _mesa_update_state.
2304 * Also it should need to get recomputed only on changes to the
2305 * vertex program which are heavyweight already.
2306 */
2307 gl_vertex_processing_mode _VPMode;
2308 };
2309
2310 /**
2311 * Context state for tessellation control programs.
2312 */
2313 struct gl_tess_ctrl_program_state
2314 {
2315 /** Currently bound and valid shader. */
2316 struct gl_program *_Current;
2317
2318 GLint patch_vertices;
2319 GLfloat patch_default_outer_level[4];
2320 GLfloat patch_default_inner_level[2];
2321 };
2322
2323 /**
2324 * Context state for tessellation evaluation programs.
2325 */
2326 struct gl_tess_eval_program_state
2327 {
2328 /** Currently bound and valid shader. */
2329 struct gl_program *_Current;
2330 };
2331
2332 /**
2333 * Context state for geometry programs.
2334 */
2335 struct gl_geometry_program_state
2336 {
2337 /**
2338 * Currently enabled and valid program (including internal programs
2339 * and compiled shader programs).
2340 */
2341 struct gl_program *_Current;
2342 };
2343
2344 /**
2345 * Context state for fragment programs.
2346 */
2347 struct gl_fragment_program_state
2348 {
2349 GLboolean Enabled; /**< User-set fragment program enable flag */
2350 /** Should fixed-function texturing be implemented with a fragment prog? */
2351 GLboolean _MaintainTexEnvProgram;
2352
2353 struct gl_program *Current; /**< User-bound fragment program */
2354
2355 /**
2356 * Currently enabled and valid fragment program (including internal
2357 * programs, user-defined fragment programs and GLSL fragment shaders).
2358 * This is the program we must use when rendering.
2359 */
2360 struct gl_program *_Current;
2361
2362 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2363
2364 /** Program to emulate fixed-function texture env/combine (see above) */
2365 struct gl_program *_TexEnvProgram;
2366
2367 /** Cache of fixed-function programs */
2368 struct gl_program_cache *Cache;
2369 };
2370
2371
2372 /**
2373 * Context state for compute programs.
2374 */
2375 struct gl_compute_program_state
2376 {
2377 /** Currently enabled and valid program (including internal programs
2378 * and compiled shader programs).
2379 */
2380 struct gl_program *_Current;
2381 };
2382
2383
2384 /**
2385 * ATI_fragment_shader runtime state
2386 */
2387
2388 struct atifs_instruction;
2389 struct atifs_setupinst;
2390
2391 /**
2392 * ATI fragment shader
2393 */
2394 struct ati_fragment_shader
2395 {
2396 GLuint Id;
2397 GLint RefCount;
2398 struct atifs_instruction *Instructions[2];
2399 struct atifs_setupinst *SetupInst[2];
2400 GLfloat Constants[8][4];
2401 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2402 GLubyte numArithInstr[2];
2403 GLubyte regsAssigned[2];
2404 GLubyte NumPasses; /**< 1 or 2 */
2405 /**
2406 * Current compile stage: 0 setup pass1, 1 arith pass1,
2407 * 2 setup pass2, 3 arith pass2.
2408 */
2409 GLubyte cur_pass;
2410 GLubyte last_optype;
2411 GLboolean interpinp1;
2412 GLboolean isValid;
2413 /**
2414 * Array of 2 bit values for each tex unit to remember whether
2415 * STR or STQ swizzle was used
2416 */
2417 GLuint swizzlerq;
2418 struct gl_program *Program;
2419 };
2420
2421 /**
2422 * Context state for GL_ATI_fragment_shader
2423 */
2424 struct gl_ati_fragment_shader_state
2425 {
2426 GLboolean Enabled;
2427 GLboolean Compiling;
2428 GLfloat GlobalConstants[8][4];
2429 struct ati_fragment_shader *Current;
2430 };
2431
2432 /**
2433 * Shader subroutine function definition
2434 */
2435 struct gl_subroutine_function
2436 {
2437 char *name;
2438 int index;
2439 int num_compat_types;
2440 const struct glsl_type **types;
2441 };
2442
2443 /**
2444 * Shader information needed by both gl_shader and gl_linked shader.
2445 */
2446 struct gl_shader_info
2447 {
2448 /**
2449 * Tessellation Control shader state from layout qualifiers.
2450 */
2451 struct {
2452 /**
2453 * 0 - vertices not declared in shader, or
2454 * 1 .. GL_MAX_PATCH_VERTICES
2455 */
2456 GLint VerticesOut;
2457 } TessCtrl;
2458
2459 /**
2460 * Tessellation Evaluation shader state from layout qualifiers.
2461 */
2462 struct {
2463 /**
2464 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2465 * in this shader.
2466 */
2467 GLenum16 PrimitiveMode;
2468
2469 enum gl_tess_spacing Spacing;
2470
2471 /**
2472 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2473 */
2474 GLenum16 VertexOrder;
2475 /**
2476 * 1, 0, or -1 if it's not set in this shader.
2477 */
2478 int PointMode;
2479 } TessEval;
2480
2481 /**
2482 * Geometry shader state from GLSL 1.50 layout qualifiers.
2483 */
2484 struct {
2485 GLint VerticesOut;
2486 /**
2487 * 0 - Invocations count not declared in shader, or
2488 * 1 .. Const.MaxGeometryShaderInvocations
2489 */
2490 GLint Invocations;
2491 /**
2492 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2493 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2494 * shader.
2495 */
2496 GLenum16 InputType;
2497 /**
2498 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2499 * it's not set in this shader.
2500 */
2501 GLenum16 OutputType;
2502 } Geom;
2503
2504 /**
2505 * Compute shader state from ARB_compute_shader and
2506 * ARB_compute_variable_group_size layout qualifiers.
2507 */
2508 struct {
2509 /**
2510 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2511 * it's not set in this shader.
2512 */
2513 unsigned LocalSize[3];
2514
2515 /**
2516 * Whether a variable work group size has been specified as defined by
2517 * ARB_compute_variable_group_size.
2518 */
2519 bool LocalSizeVariable;
2520
2521 /*
2522 * Arrangement of invocations used to calculate derivatives in a compute
2523 * shader. From NV_compute_shader_derivatives.
2524 */
2525 enum gl_derivative_group DerivativeGroup;
2526 } Comp;
2527 };
2528
2529 /**
2530 * A linked GLSL shader object.
2531 */
2532 struct gl_linked_shader
2533 {
2534 gl_shader_stage Stage;
2535
2536 #ifdef DEBUG
2537 unsigned SourceChecksum;
2538 #endif
2539
2540 struct gl_program *Program; /**< Post-compile assembly code */
2541
2542 /**
2543 * \name Sampler tracking
2544 *
2545 * \note Each of these fields is only set post-linking.
2546 */
2547 /*@{*/
2548 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2549 /*@}*/
2550
2551 /**
2552 * Number of default uniform block components used by this shader.
2553 *
2554 * This field is only set post-linking.
2555 */
2556 unsigned num_uniform_components;
2557
2558 /**
2559 * Number of combined uniform components used by this shader.
2560 *
2561 * This field is only set post-linking. It is the sum of the uniform block
2562 * sizes divided by sizeof(float), and num_uniform_compoennts.
2563 */
2564 unsigned num_combined_uniform_components;
2565
2566 struct exec_list *ir;
2567 struct exec_list *packed_varyings;
2568 struct exec_list *fragdata_arrays;
2569 struct glsl_symbol_table *symbols;
2570
2571 /**
2572 * ARB_gl_spirv related data.
2573 *
2574 * This is actually a reference to the gl_shader::spirv_data, which
2575 * stores information that is also needed during linking.
2576 */
2577 struct gl_shader_spirv_data *spirv_data;
2578 };
2579
2580
2581 /**
2582 * Compile status enum. COMPILE_SKIPPED is used to indicate the compile
2583 * was skipped due to the shader matching one that's been seen before by
2584 * the on-disk cache.
2585 */
2586 enum gl_compile_status
2587 {
2588 COMPILE_FAILURE = 0,
2589 COMPILE_SUCCESS,
2590 COMPILE_SKIPPED
2591 };
2592
2593 /**
2594 * A GLSL shader object.
2595 */
2596 struct gl_shader
2597 {
2598 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2599 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2600 * Must be the first field.
2601 */
2602 GLenum16 Type;
2603 gl_shader_stage Stage;
2604 GLuint Name; /**< AKA the handle */
2605 GLint RefCount; /**< Reference count */
2606 GLchar *Label; /**< GL_KHR_debug */
2607 unsigned char sha1[20]; /**< SHA1 hash of pre-processed source */
2608 GLboolean DeletePending;
2609 bool IsES; /**< True if this shader uses GLSL ES */
2610
2611 enum gl_compile_status CompileStatus;
2612
2613 #ifdef DEBUG
2614 unsigned SourceChecksum; /**< for debug/logging purposes */
2615 #endif
2616 const GLchar *Source; /**< Source code string */
2617
2618 const GLchar *FallbackSource; /**< Fallback string used by on-disk cache*/
2619
2620 GLchar *InfoLog;
2621
2622 unsigned Version; /**< GLSL version used for linking */
2623
2624 /**
2625 * A bitmask of gl_advanced_blend_mode values
2626 */
2627 GLbitfield BlendSupport;
2628
2629 struct exec_list *ir;
2630 struct glsl_symbol_table *symbols;
2631
2632 /**
2633 * Whether early fragment tests are enabled as defined by
2634 * ARB_shader_image_load_store.
2635 */
2636 bool EarlyFragmentTests;
2637
2638 bool ARB_fragment_coord_conventions_enable;
2639
2640 bool redeclares_gl_fragcoord;
2641 bool uses_gl_fragcoord;
2642
2643 bool PostDepthCoverage;
2644 bool PixelInterlockOrdered;
2645 bool PixelInterlockUnordered;
2646 bool SampleInterlockOrdered;
2647 bool SampleInterlockUnordered;
2648 bool InnerCoverage;
2649
2650 /**
2651 * Fragment shader state from GLSL 1.50 layout qualifiers.
2652 */
2653 bool origin_upper_left;
2654 bool pixel_center_integer;
2655
2656 /**
2657 * Whether bindless_sampler/bindless_image, and respectively
2658 * bound_sampler/bound_image are declared at global scope as defined by
2659 * ARB_bindless_texture.
2660 */
2661 bool bindless_sampler;
2662 bool bindless_image;
2663 bool bound_sampler;
2664 bool bound_image;
2665
2666 /** Global xfb_stride out qualifier if any */
2667 GLuint TransformFeedbackBufferStride[MAX_FEEDBACK_BUFFERS];
2668
2669 struct gl_shader_info info;
2670
2671 /* ARB_gl_spirv related data */
2672 struct gl_shader_spirv_data *spirv_data;
2673 };
2674
2675
2676 struct gl_uniform_buffer_variable
2677 {
2678 char *Name;
2679
2680 /**
2681 * Name of the uniform as seen by glGetUniformIndices.
2682 *
2683 * glGetUniformIndices requires that the block instance index \b not be
2684 * present in the name of queried uniforms.
2685 *
2686 * \note
2687 * \c gl_uniform_buffer_variable::IndexName and
2688 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2689 */
2690 char *IndexName;
2691
2692 const struct glsl_type *Type;
2693 unsigned int Offset;
2694 GLboolean RowMajor;
2695 };
2696
2697
2698 struct gl_uniform_block
2699 {
2700 /** Declared name of the uniform block */
2701 char *Name;
2702
2703 /** Array of supplemental information about UBO ir_variables. */
2704 struct gl_uniform_buffer_variable *Uniforms;
2705 GLuint NumUniforms;
2706
2707 /**
2708 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2709 * with glBindBufferBase to bind a buffer object to this uniform block.
2710 */
2711 GLuint Binding;
2712
2713 /**
2714 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2715 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2716 */
2717 GLuint UniformBufferSize;
2718
2719 /** Stages that reference this block */
2720 uint8_t stageref;
2721
2722 /**
2723 * Linearized array index for uniform block instance arrays
2724 *
2725 * Given a uniform block instance array declared with size
2726 * blk[s_0][s_1]..[s_m], the block referenced by blk[i_0][i_1]..[i_m] will
2727 * have the linearized array index
2728 *
2729 * m-1 m
2730 * i_m + ∑ i_j * ∏ s_k
2731 * j=0 k=j+1
2732 *
2733 * For a uniform block instance that is not an array, this is always 0.
2734 */
2735 uint8_t linearized_array_index;
2736
2737 /**
2738 * Layout specified in the shader
2739 *
2740 * This isn't accessible through the API, but it is used while
2741 * cross-validating uniform blocks.
2742 */
2743 enum glsl_interface_packing _Packing;
2744 GLboolean _RowMajor;
2745 };
2746
2747 /**
2748 * Structure that represents a reference to an atomic buffer from some
2749 * shader program.
2750 */
2751 struct gl_active_atomic_buffer
2752 {
2753 /** Uniform indices of the atomic counters declared within it. */
2754 GLuint *Uniforms;
2755 GLuint NumUniforms;
2756
2757 /** Binding point index associated with it. */
2758 GLuint Binding;
2759
2760 /** Minimum reasonable size it is expected to have. */
2761 GLuint MinimumSize;
2762
2763 /** Shader stages making use of it. */
2764 GLboolean StageReferences[MESA_SHADER_STAGES];
2765 };
2766
2767 /**
2768 * Data container for shader queries. This holds only the minimal
2769 * amount of required information for resource queries to work.
2770 */
2771 struct gl_shader_variable
2772 {
2773 /**
2774 * Declared type of the variable
2775 */
2776 const struct glsl_type *type;
2777
2778 /**
2779 * If the variable is in an interface block, this is the type of the block.
2780 */
2781 const struct glsl_type *interface_type;
2782
2783 /**
2784 * For variables inside structs (possibly recursively), this is the
2785 * outermost struct type.
2786 */
2787 const struct glsl_type *outermost_struct_type;
2788
2789 /**
2790 * Declared name of the variable
2791 */
2792 char *name;
2793
2794 /**
2795 * Storage location of the base of this variable
2796 *
2797 * The precise meaning of this field depends on the nature of the variable.
2798 *
2799 * - Vertex shader input: one of the values from \c gl_vert_attrib.
2800 * - Vertex shader output: one of the values from \c gl_varying_slot.
2801 * - Geometry shader input: one of the values from \c gl_varying_slot.
2802 * - Geometry shader output: one of the values from \c gl_varying_slot.
2803 * - Fragment shader input: one of the values from \c gl_varying_slot.
2804 * - Fragment shader output: one of the values from \c gl_frag_result.
2805 * - Uniforms: Per-stage uniform slot number for default uniform block.
2806 * - Uniforms: Index within the uniform block definition for UBO members.
2807 * - Non-UBO Uniforms: explicit location until linking then reused to
2808 * store uniform slot number.
2809 * - Other: This field is not currently used.
2810 *
2811 * If the variable is a uniform, shader input, or shader output, and the
2812 * slot has not been assigned, the value will be -1.
2813 */
2814 int location;
2815
2816 /**
2817 * Specifies the first component the variable is stored in as per
2818 * ARB_enhanced_layouts.
2819 */
2820 unsigned component:2;
2821
2822 /**
2823 * Output index for dual source blending.
2824 *
2825 * \note
2826 * The GLSL spec only allows the values 0 or 1 for the index in \b dual
2827 * source blending.
2828 */
2829 unsigned index:1;
2830
2831 /**
2832 * Specifies whether a shader input/output is per-patch in tessellation
2833 * shader stages.
2834 */
2835 unsigned patch:1;
2836
2837 /**
2838 * Storage class of the variable.
2839 *
2840 * \sa (n)ir_variable_mode
2841 */
2842 unsigned mode:4;
2843
2844 /**
2845 * Interpolation mode for shader inputs / outputs
2846 *
2847 * \sa glsl_interp_mode
2848 */
2849 unsigned interpolation:2;
2850
2851 /**
2852 * Was the location explicitly set in the shader?
2853 *
2854 * If the location is explicitly set in the shader, it \b cannot be changed
2855 * by the linker or by the API (e.g., calls to \c glBindAttribLocation have
2856 * no effect).
2857 */
2858 unsigned explicit_location:1;
2859
2860 /**
2861 * Precision qualifier.
2862 */
2863 unsigned precision:2;
2864 };
2865
2866 /**
2867 * Active resource in a gl_shader_program
2868 */
2869 struct gl_program_resource
2870 {
2871 GLenum16 Type; /** Program interface type. */
2872 const void *Data; /** Pointer to resource associated data structure. */
2873 uint8_t StageReferences; /** Bitmask of shader stage references. */
2874 };
2875
2876 /**
2877 * Link status enum. LINKING_SKIPPED is used to indicate linking
2878 * was skipped due to the shader being loaded from the on-disk cache.
2879 */
2880 enum gl_link_status
2881 {
2882 LINKING_FAILURE = 0,
2883 LINKING_SUCCESS,
2884 LINKING_SKIPPED
2885 };
2886
2887 /**
2888 * A data structure to be shared by gl_shader_program and gl_program.
2889 */
2890 struct gl_shader_program_data
2891 {
2892 GLint RefCount; /**< Reference count */
2893
2894 /** SHA1 hash of linked shader program */
2895 unsigned char sha1[20];
2896
2897 unsigned NumUniformStorage;
2898 unsigned NumHiddenUniforms;
2899 struct gl_uniform_storage *UniformStorage;
2900
2901 unsigned NumUniformBlocks;
2902 unsigned NumShaderStorageBlocks;
2903
2904 struct gl_uniform_block *UniformBlocks;
2905 struct gl_uniform_block *ShaderStorageBlocks;
2906
2907 struct gl_active_atomic_buffer *AtomicBuffers;
2908 unsigned NumAtomicBuffers;
2909
2910 /* Shader cache variables used during restore */
2911 unsigned NumUniformDataSlots;
2912 union gl_constant_value *UniformDataSlots;
2913
2914 /* Used to hold initial uniform values for program binary restores.
2915 *
2916 * From the ARB_get_program_binary spec:
2917 *
2918 * "A successful call to ProgramBinary will reset all uniform
2919 * variables to their initial values. The initial value is either
2920 * the value of the variable's initializer as specified in the
2921 * original shader source, or 0 if no initializer was present.
2922 */
2923 union gl_constant_value *UniformDataDefaults;
2924
2925 GLboolean Validated;
2926
2927 /** List of all active resources after linking. */
2928 struct gl_program_resource *ProgramResourceList;
2929 unsigned NumProgramResourceList;
2930
2931 enum gl_link_status LinkStatus; /**< GL_LINK_STATUS */
2932 GLchar *InfoLog;
2933
2934 unsigned Version; /**< GLSL version used for linking */
2935
2936 /* Mask of stages this program was linked against */
2937 unsigned linked_stages;
2938
2939 /* Whether the shaders of this program are loaded from SPIR-V binaries
2940 * (all have the SPIR_V_BINARY_ARB state). This was introduced by the
2941 * ARB_gl_spirv extension.
2942 */
2943 bool spirv;
2944 };
2945
2946 /**
2947 * A GLSL program object.
2948 * Basically a linked collection of vertex and fragment shaders.
2949 */
2950 struct gl_shader_program
2951 {
2952 GLenum16 Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2953 GLuint Name; /**< aka handle or ID */
2954 GLchar *Label; /**< GL_KHR_debug */
2955 GLint RefCount; /**< Reference count */
2956 GLboolean DeletePending;
2957
2958 /**
2959 * Is the application intending to glGetProgramBinary this program?
2960 *
2961 * BinaryRetrievableHint is the currently active hint that gets set
2962 * during initialization and after linking and BinaryRetrievableHintPending
2963 * is the hint set by the user to be active when program is linked next time.
2964 */
2965 GLboolean BinaryRetrievableHint;
2966 GLboolean BinaryRetrievableHintPending;
2967
2968 /**
2969 * Indicates whether program can be bound for individual pipeline stages
2970 * using UseProgramStages after it is next linked.
2971 */
2972 GLboolean SeparateShader;
2973
2974 GLuint NumShaders; /**< number of attached shaders */
2975 struct gl_shader **Shaders; /**< List of attached the shaders */
2976
2977 /**
2978 * User-defined attribute bindings
2979 *
2980 * These are set via \c glBindAttribLocation and are used to direct the
2981 * GLSL linker. These are \b not the values used in the compiled shader,
2982 * and they are \b not the values returned by \c glGetAttribLocation.
2983 */
2984 struct string_to_uint_map *AttributeBindings;
2985
2986 /**
2987 * User-defined fragment data bindings
2988 *
2989 * These are set via \c glBindFragDataLocation and are used to direct the
2990 * GLSL linker. These are \b not the values used in the compiled shader,
2991 * and they are \b not the values returned by \c glGetFragDataLocation.
2992 */
2993 struct string_to_uint_map *FragDataBindings;
2994 struct string_to_uint_map *FragDataIndexBindings;
2995
2996 /**
2997 * Transform feedback varyings last specified by
2998 * glTransformFeedbackVaryings().
2999 *
3000 * For the current set of transform feedback varyings used for transform
3001 * feedback output, see LinkedTransformFeedback.
3002 */
3003 struct {
3004 GLenum16 BufferMode;
3005 /** Global xfb_stride out qualifier if any */
3006 GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
3007 GLuint NumVarying;
3008 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
3009 } TransformFeedback;
3010
3011 struct gl_program *last_vert_prog;
3012
3013 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
3014 enum gl_frag_depth_layout FragDepthLayout;
3015
3016 /**
3017 * Geometry shader state - copied into gl_program by
3018 * _mesa_copy_linked_program_data().
3019 */
3020 struct {
3021 GLint VerticesIn;
3022
3023 bool UsesEndPrimitive;
3024 bool UsesStreams;
3025 } Geom;
3026
3027 /**
3028 * Compute shader state - copied into gl_program by
3029 * _mesa_copy_linked_program_data().
3030 */
3031 struct {
3032 /**
3033 * Size of shared variables accessed by the compute shader.
3034 */
3035 unsigned SharedSize;
3036 } Comp;
3037
3038 /** Data shared by gl_program and gl_shader_program */
3039 struct gl_shader_program_data *data;
3040
3041 /**
3042 * Mapping from GL uniform locations returned by \c glUniformLocation to
3043 * UniformStorage entries. Arrays will have multiple contiguous slots
3044 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
3045 */
3046 unsigned NumUniformRemapTable;
3047 struct gl_uniform_storage **UniformRemapTable;
3048
3049 /**
3050 * Sometimes there are empty slots left over in UniformRemapTable after we
3051 * allocate slots to explicit locations. This list stores the blocks of
3052 * continuous empty slots inside UniformRemapTable.
3053 */
3054 struct exec_list EmptyUniformLocations;
3055
3056 /**
3057 * Total number of explicit uniform location including inactive uniforms.
3058 */
3059 unsigned NumExplicitUniformLocations;
3060
3061 /**
3062 * Map of active uniform names to locations
3063 *
3064 * Maps any active uniform that is not an array element to a location.
3065 * Each active uniform, including individual structure members will appear
3066 * in this map. This roughly corresponds to the set of names that would be
3067 * enumerated by \c glGetActiveUniform.
3068 */
3069 struct string_to_uint_map *UniformHash;
3070
3071 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
3072
3073 bool IsES; /**< True if this program uses GLSL ES */
3074
3075 /**
3076 * Per-stage shaders resulting from the first stage of linking.
3077 *
3078 * Set of linked shaders for this program. The array is accessed using the
3079 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
3080 * \c NULL.
3081 */
3082 struct gl_linked_shader *_LinkedShaders[MESA_SHADER_STAGES];
3083
3084 /**
3085 * True if any of the fragment shaders attached to this program use:
3086 * #extension ARB_fragment_coord_conventions: enable
3087 */
3088 GLboolean ARB_fragment_coord_conventions_enable;
3089 };
3090
3091
3092 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
3093 #define GLSL_LOG 0x2 /**< Write shaders to files */
3094 #define GLSL_UNIFORMS 0x4 /**< Print glUniform calls */
3095 #define GLSL_NOP_VERT 0x8 /**< Force no-op vertex shaders */
3096 #define GLSL_NOP_FRAG 0x10 /**< Force no-op fragment shaders */
3097 #define GLSL_USE_PROG 0x20 /**< Log glUseProgram calls */
3098 #define GLSL_REPORT_ERRORS 0x40 /**< Print compilation errors */
3099 #define GLSL_DUMP_ON_ERROR 0x80 /**< Dump shaders to stderr on compile error */
3100 #define GLSL_CACHE_INFO 0x100 /**< Print debug information about shader cache */
3101 #define GLSL_CACHE_FALLBACK 0x200 /**< Force shader cache fallback paths */
3102
3103
3104 /**
3105 * Context state for GLSL vertex/fragment shaders.
3106 * Extended to support pipeline object
3107 */
3108 struct gl_pipeline_object
3109 {
3110 /** Name of the pipeline object as received from glGenProgramPipelines.
3111 * It would be 0 for shaders without separate shader objects.
3112 */
3113 GLuint Name;
3114
3115 GLint RefCount;
3116
3117 GLchar *Label; /**< GL_KHR_debug */
3118
3119 /**
3120 * Programs used for rendering
3121 *
3122 * There is a separate program set for each shader stage.
3123 */
3124 struct gl_program *CurrentProgram[MESA_SHADER_STAGES];
3125
3126 struct gl_shader_program *ReferencedPrograms[MESA_SHADER_STAGES];
3127
3128 /**
3129 * Program used by glUniform calls.
3130 *
3131 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
3132 */
3133 struct gl_shader_program *ActiveProgram;
3134
3135 GLbitfield Flags; /**< Mask of GLSL_x flags */
3136 GLboolean EverBound; /**< Has the pipeline object been created */
3137 GLboolean Validated; /**< Pipeline Validation status */
3138
3139 GLchar *InfoLog;
3140 };
3141
3142 /**
3143 * Context state for GLSL pipeline shaders.
3144 */
3145 struct gl_pipeline_shader_state
3146 {
3147 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
3148 struct gl_pipeline_object *Current;
3149
3150 /** Default Object to ensure that _Shader is never NULL */
3151 struct gl_pipeline_object *Default;
3152
3153 /** Pipeline objects */
3154 struct _mesa_HashTable *Objects;
3155 };
3156
3157 /**
3158 * Compiler options for a single GLSL shaders type
3159 */
3160 struct gl_shader_compiler_options
3161 {
3162 /** Driver-selectable options: */
3163 GLboolean EmitNoLoops;
3164 GLboolean EmitNoCont; /**< Emit CONT opcode? */
3165 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
3166 GLboolean EmitNoPow; /**< Emit POW opcodes? */
3167 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
3168 GLboolean LowerCombinedClipCullDistance; /** Lower gl_ClipDistance and
3169 * gl_CullDistance together from
3170 * float[8] to vec4[2]
3171 **/
3172
3173 /**
3174 * \name Forms of indirect addressing the driver cannot do.
3175 */
3176 /*@{*/
3177 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
3178 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
3179 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
3180 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
3181 GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
3182 /*@}*/
3183
3184 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
3185 GLuint MaxUnrollIterations;
3186
3187 /**
3188 * Optimize code for array of structures backends.
3189 *
3190 * This is a proxy for:
3191 * - preferring DP4 instructions (rather than MUL/MAD) for
3192 * matrix * vector operations, such as position transformation.
3193 */
3194 GLboolean OptimizeForAOS;
3195
3196 /** Lower UBO and SSBO access to intrinsics. */
3197 GLboolean LowerBufferInterfaceBlocks;
3198
3199 /** Clamp UBO and SSBO block indices so they don't go out-of-bounds. */
3200 GLboolean ClampBlockIndicesToArrayBounds;
3201
3202 const struct nir_shader_compiler_options *NirOptions;
3203 };
3204
3205
3206 /**
3207 * Occlusion/timer query object.
3208 */
3209 struct gl_query_object
3210 {
3211 GLenum16 Target; /**< The query target, when active */
3212 GLuint Id; /**< hash table ID/name */
3213 GLchar *Label; /**< GL_KHR_debug */
3214 GLuint64EXT Result; /**< the counter */
3215 GLboolean Active; /**< inside Begin/EndQuery */
3216 GLboolean Ready; /**< result is ready? */
3217 GLboolean EverBound;/**< has query object ever been bound */
3218 GLuint Stream; /**< The stream */
3219 };
3220
3221
3222 /**
3223 * Context state for query objects.
3224 */
3225 struct gl_query_state
3226 {
3227 struct _mesa_HashTable *QueryObjects;
3228 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
3229 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
3230
3231 /** GL_NV_conditional_render */
3232 struct gl_query_object *CondRenderQuery;
3233
3234 /** GL_EXT_transform_feedback */
3235 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
3236 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
3237
3238 /** GL_ARB_transform_feedback_overflow_query */
3239 struct gl_query_object *TransformFeedbackOverflow[MAX_VERTEX_STREAMS];
3240 struct gl_query_object *TransformFeedbackOverflowAny;
3241
3242 /** GL_ARB_timer_query */
3243 struct gl_query_object *TimeElapsed;
3244
3245 /** GL_ARB_pipeline_statistics_query */
3246 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
3247
3248 GLenum16 CondRenderMode;
3249 };
3250
3251
3252 /** Sync object state */
3253 struct gl_sync_object
3254 {
3255 GLuint Name; /**< Fence name */
3256 GLint RefCount; /**< Reference count */
3257 GLchar *Label; /**< GL_KHR_debug */
3258 GLboolean DeletePending; /**< Object was deleted while there were still
3259 * live references (e.g., sync not yet finished)
3260 */
3261 GLenum16 SyncCondition;
3262 GLbitfield Flags; /**< Flags passed to glFenceSync */
3263 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
3264 };
3265
3266
3267 /**
3268 * State which can be shared by multiple contexts:
3269 */
3270 struct gl_shared_state
3271 {
3272 simple_mtx_t Mutex; /**< for thread safety */
3273 GLint RefCount; /**< Reference count */
3274 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
3275 struct _mesa_HashTable *BitmapAtlas; /**< For optimized glBitmap text */
3276 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
3277
3278 /** Default texture objects (shared by all texture units) */
3279 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
3280
3281 /** Fallback texture used when a bound texture is incomplete */
3282 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
3283
3284 /**
3285 * \name Thread safety and statechange notification for texture
3286 * objects.
3287 *
3288 * \todo Improve the granularity of locking.
3289 */
3290 /*@{*/
3291 mtx_t TexMutex; /**< texobj thread safety */
3292 GLuint TextureStateStamp; /**< state notification for shared tex */
3293 /*@}*/
3294
3295 /** Default buffer object for vertex arrays that aren't in VBOs */
3296 struct gl_buffer_object *NullBufferObj;
3297
3298 /**
3299 * \name Vertex/geometry/fragment programs
3300 */
3301 /*@{*/
3302 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3303 struct gl_program *DefaultVertexProgram;
3304 struct gl_program *DefaultFragmentProgram;
3305 /*@}*/
3306
3307 /* GL_ATI_fragment_shader */
3308 struct _mesa_HashTable *ATIShaders;
3309 struct ati_fragment_shader *DefaultFragmentShader;
3310
3311 struct _mesa_HashTable *BufferObjects;
3312
3313 /** Table of both gl_shader and gl_shader_program objects */
3314 struct _mesa_HashTable *ShaderObjects;
3315
3316 /* GL_EXT_framebuffer_object */
3317 struct _mesa_HashTable *RenderBuffers;
3318 struct _mesa_HashTable *FrameBuffers;
3319
3320 /* GL_ARB_sync */
3321 struct set *SyncObjects;
3322
3323 /** GL_ARB_sampler_objects */
3324 struct _mesa_HashTable *SamplerObjects;
3325
3326 /* GL_ARB_bindless_texture */
3327 struct hash_table_u64 *TextureHandles;
3328 struct hash_table_u64 *ImageHandles;
3329 mtx_t HandlesMutex; /**< For texture/image handles safety */
3330
3331 /**
3332 * Some context in this share group was affected by a GPU reset
3333 *
3334 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3335 * been affected by a GPU reset must also return
3336 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3337 *
3338 * Once this field becomes true, it is never reset to false.
3339 */
3340 bool ShareGroupReset;
3341
3342 /** EXT_external_objects */
3343 struct _mesa_HashTable *MemoryObjects;
3344
3345 /** EXT_semaphore */
3346 struct _mesa_HashTable *SemaphoreObjects;
3347
3348 /**
3349 * Some context in this share group was affected by a disjoint
3350 * operation. This operation can be anything that has effects on
3351 * values of timer queries in such manner that they become invalid for
3352 * performance metrics. As example gpu reset, counter overflow or gpu
3353 * frequency changes.
3354 */
3355 bool DisjointOperation;
3356 };
3357
3358
3359
3360 /**
3361 * Renderbuffers represent drawing surfaces such as color, depth and/or
3362 * stencil. A framebuffer object has a set of renderbuffers.
3363 * Drivers will typically derive subclasses of this type.
3364 */
3365 struct gl_renderbuffer
3366 {
3367 simple_mtx_t Mutex; /**< for thread safety */
3368 GLuint ClassID; /**< Useful for drivers */
3369 GLuint Name;
3370 GLchar *Label; /**< GL_KHR_debug */
3371 GLint RefCount;
3372 GLuint Width, Height;
3373 GLuint Depth;
3374 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3375 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3376 /**
3377 * True for renderbuffers that wrap textures, giving the driver a chance to
3378 * flush render caches through the FinishRenderTexture hook.
3379 *
3380 * Drivers may also set this on renderbuffers other than those generated by
3381 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3382 * called without a rb->TexImage.
3383 */
3384 GLboolean NeedsFinishRenderTexture;
3385 GLubyte NumSamples; /**< zero means not multisampled */
3386 GLubyte NumStorageSamples; /**< for AMD_framebuffer_multisample_advanced */
3387 GLenum16 InternalFormat; /**< The user-specified format */
3388 GLenum16 _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3389 GL_STENCIL_INDEX. */
3390 mesa_format Format; /**< The actual renderbuffer memory format */
3391 /**
3392 * Pointer to the texture image if this renderbuffer wraps a texture,
3393 * otherwise NULL.
3394 *
3395 * Note that the reference on the gl_texture_object containing this
3396 * TexImage is held by the gl_renderbuffer_attachment.
3397 */
3398 struct gl_texture_image *TexImage;
3399
3400 /** Delete this renderbuffer */
3401 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3402
3403 /** Allocate new storage for this renderbuffer */
3404 GLboolean (*AllocStorage)(struct gl_context *ctx,
3405 struct gl_renderbuffer *rb,
3406 GLenum internalFormat,
3407 GLuint width, GLuint height);
3408 };
3409
3410
3411 /**
3412 * A renderbuffer attachment points to either a texture object (and specifies
3413 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3414 */
3415 struct gl_renderbuffer_attachment
3416 {
3417 GLenum16 Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3418 GLboolean Complete;
3419
3420 /**
3421 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3422 * application supplied renderbuffer object.
3423 */
3424 struct gl_renderbuffer *Renderbuffer;
3425
3426 /**
3427 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3428 * supplied texture object.
3429 */
3430 struct gl_texture_object *Texture;
3431 GLuint TextureLevel; /**< Attached mipmap level. */
3432 GLsizei NumSamples; /**< from FramebufferTexture2DMultisampleEXT */
3433 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3434 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3435 * and 2D array textures */
3436 GLboolean Layered;
3437 };
3438
3439
3440 /**
3441 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3442 * In C++ terms, think of this as a base class from which device drivers
3443 * will make derived classes.
3444 */
3445 struct gl_framebuffer
3446 {
3447 simple_mtx_t Mutex; /**< for thread safety */
3448 /**
3449 * If zero, this is a window system framebuffer. If non-zero, this
3450 * is a FBO framebuffer; note that for some devices (i.e. those with
3451 * a natural pixel coordinate system for FBOs that differs from the
3452 * OpenGL/Mesa coordinate system), this means that the viewport,
3453 * polygon face orientation, and polygon stipple will have to be inverted.
3454 */
3455 GLuint Name;
3456 GLint RefCount;
3457
3458 GLchar *Label; /**< GL_KHR_debug */
3459
3460 GLboolean DeletePending;
3461
3462 /**
3463 * The framebuffer's visual. Immutable if this is a window system buffer.
3464 * Computed from attachments if user-made FBO.
3465 */
3466 struct gl_config Visual;
3467
3468 /**
3469 * Size of frame buffer in pixels. If there are no attachments, then both
3470 * of these are 0.
3471 */
3472 GLuint Width, Height;
3473
3474 /**
3475 * In the case that the framebuffer has no attachment (i.e.
3476 * GL_ARB_framebuffer_no_attachments) then the geometry of
3477 * the framebuffer is specified by the default values.
3478 */
3479 struct {
3480 GLuint Width, Height, Layers, NumSamples;
3481 GLboolean FixedSampleLocations;
3482 /* Derived from NumSamples by the driver so that it can choose a valid
3483 * value for the hardware.
3484 */
3485 GLuint _NumSamples;
3486 } DefaultGeometry;
3487
3488 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3489 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3490 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3491 */
3492 /*@{*/
3493 GLint _Xmin, _Xmax;
3494 GLint _Ymin, _Ymax;
3495 /*@}*/
3496
3497 /** \name Derived Z buffer stuff */
3498 /*@{*/
3499 GLuint _DepthMax; /**< Max depth buffer value */
3500 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3501 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3502 /*@}*/
3503
3504 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3505 GLenum16 _Status;
3506
3507 /** Whether one of Attachment has Type != GL_NONE
3508 * NOTE: the values for Width and Height are set to 0 in case of having
3509 * no attachments, a backend driver supporting the extension
3510 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3511 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3512 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3513 * _Ymax do NOT take into account _HasAttachments being false). To get the
3514 * geometry of the framebuffer, the helper functions
3515 * _mesa_geometric_width(),
3516 * _mesa_geometric_height(),
3517 * _mesa_geometric_samples() and
3518 * _mesa_geometric_layers()
3519 * are available that check _HasAttachments.
3520 */
3521 bool _HasAttachments;
3522
3523 GLbitfield _IntegerBuffers; /**< Which color buffers are integer valued */
3524 GLbitfield _RGBBuffers; /**< Which color buffers have baseformat == RGB */
3525 GLbitfield _FP32Buffers; /**< Which color buffers are FP32 */
3526
3527 /* ARB_color_buffer_float */
3528 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3529 GLboolean _HasSNormOrFloatColorBuffer;
3530
3531 /**
3532 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3533 * is not layered. For cube maps and cube map arrays, each cube face
3534 * counts as a layer. As the case for Width, Height a backend driver
3535 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3536 * in the case that _HasAttachments is false
3537 */
3538 GLuint MaxNumLayers;
3539
3540 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3541 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3542
3543 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3544 * attribute group and GL_PIXEL attribute group, respectively.
3545 */
3546 GLenum16 ColorDrawBuffer[MAX_DRAW_BUFFERS];
3547 GLenum16 ColorReadBuffer;
3548
3549 /* GL_ARB_sample_locations */
3550 GLfloat *SampleLocationTable; /**< If NULL, no table has been specified */
3551 GLboolean ProgrammableSampleLocations;
3552 GLboolean SampleLocationPixelGrid;
3553
3554 /** Computed from ColorDraw/ReadBuffer above */
3555 GLuint _NumColorDrawBuffers;
3556 gl_buffer_index _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS];
3557 gl_buffer_index _ColorReadBufferIndex;
3558 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3559 struct gl_renderbuffer *_ColorReadBuffer;
3560
3561 /* GL_MESA_framebuffer_flip_y */
3562 bool FlipY;
3563
3564 /** Delete this framebuffer */
3565 void (*Delete)(struct gl_framebuffer *fb);
3566 };
3567
3568
3569 /**
3570 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3571 */
3572 struct gl_precision
3573 {
3574 GLushort RangeMin; /**< min value exponent */
3575 GLushort RangeMax; /**< max value exponent */
3576 GLushort Precision; /**< number of mantissa bits */
3577 };
3578
3579
3580 /**
3581 * Limits for vertex, geometry and fragment programs/shaders.
3582 */
3583 struct gl_program_constants
3584 {
3585 /* logical limits */
3586 GLuint MaxInstructions;
3587 GLuint MaxAluInstructions;
3588 GLuint MaxTexInstructions;
3589 GLuint MaxTexIndirections;
3590 GLuint MaxAttribs;
3591 GLuint MaxTemps;
3592 GLuint MaxAddressRegs;
3593 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3594 GLuint MaxParameters;
3595 GLuint MaxLocalParams;
3596 GLuint MaxEnvParams;
3597 /* native/hardware limits */
3598 GLuint MaxNativeInstructions;
3599 GLuint MaxNativeAluInstructions;
3600 GLuint MaxNativeTexInstructions;
3601 GLuint MaxNativeTexIndirections;
3602 GLuint MaxNativeAttribs;
3603 GLuint MaxNativeTemps;
3604 GLuint MaxNativeAddressRegs;
3605 GLuint MaxNativeParameters;
3606 /* For shaders */
3607 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3608
3609 /**
3610 * \name Per-stage input / output limits
3611 *
3612 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3613 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3614 * ES). This is stored as \c gl_constants::MaxVarying.
3615 *
3616 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3617 * variables. Each stage as a certain number of outputs that it can feed
3618 * to the next stage and a certain number inputs that it can consume from
3619 * the previous stage.
3620 *
3621 * Vertex shader inputs do not participate this in this accounting.
3622 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3623 *
3624 * Fragment shader outputs do not participate this in this accounting.
3625 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3626 */
3627 /*@{*/
3628 GLuint MaxInputComponents;
3629 GLuint MaxOutputComponents;
3630 /*@}*/
3631
3632 /* ES 2.0 and GL_ARB_ES2_compatibility */
3633 struct gl_precision LowFloat, MediumFloat, HighFloat;
3634 struct gl_precision LowInt, MediumInt, HighInt;
3635 /* GL_ARB_uniform_buffer_object */
3636 GLuint MaxUniformBlocks;
3637 uint64_t MaxCombinedUniformComponents;
3638 GLuint MaxTextureImageUnits;
3639
3640 /* GL_ARB_shader_atomic_counters */
3641 GLuint MaxAtomicBuffers;
3642 GLuint MaxAtomicCounters;
3643
3644 /* GL_ARB_shader_image_load_store */
3645 GLuint MaxImageUniforms;
3646
3647 /* GL_ARB_shader_storage_buffer_object */
3648 GLuint MaxShaderStorageBlocks;
3649 };
3650
3651 /**
3652 * Constants which may be overridden by device driver during context creation
3653 * but are never changed after that.
3654 */
3655 struct gl_constants
3656 {
3657 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3658 GLuint MaxTextureSize; /**< Max 1D/2D texture size, in pixels*/
3659 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3660 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3661 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3662 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3663 GLuint MaxTextureCoordUnits;
3664 GLuint MaxCombinedTextureImageUnits;
3665 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3666 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3667 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3668 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3669
3670 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3671
3672 GLuint MaxArrayLockSize;
3673
3674 GLint SubPixelBits;
3675
3676 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3677 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3678 GLfloat PointSizeGranularity;
3679 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3680 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3681 GLfloat LineWidthGranularity;
3682
3683 GLuint MaxClipPlanes;
3684 GLuint MaxLights;
3685 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3686 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3687
3688 GLuint MaxViewportWidth, MaxViewportHeight;
3689 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3690 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3691 struct {
3692 GLfloat Min;
3693 GLfloat Max;
3694 } ViewportBounds; /**< GL_ARB_viewport_array */
3695 GLuint MaxWindowRectangles; /**< GL_EXT_window_rectangles */
3696
3697 struct gl_program_constants Program[MESA_SHADER_STAGES];
3698 GLuint MaxProgramMatrices;
3699 GLuint MaxProgramMatrixStackDepth;
3700
3701 struct {
3702 GLuint SamplesPassed;
3703 GLuint TimeElapsed;
3704 GLuint Timestamp;
3705 GLuint PrimitivesGenerated;
3706 GLuint PrimitivesWritten;
3707 GLuint VerticesSubmitted;
3708 GLuint PrimitivesSubmitted;
3709 GLuint VsInvocations;
3710 GLuint TessPatches;
3711 GLuint TessInvocations;
3712 GLuint GsInvocations;
3713 GLuint GsPrimitives;
3714 GLuint FsInvocations;
3715 GLuint ComputeInvocations;
3716 GLuint ClInPrimitives;
3717 GLuint ClOutPrimitives;
3718 } QueryCounterBits;
3719
3720 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3721
3722 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3723 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3724 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3725
3726 /**
3727 * GL_ARB_framebuffer_no_attachments
3728 */
3729 GLuint MaxFramebufferWidth;
3730 GLuint MaxFramebufferHeight;
3731 GLuint MaxFramebufferLayers;
3732 GLuint MaxFramebufferSamples;
3733
3734 /** Number of varying vectors between any two shader stages. */
3735 GLuint MaxVarying;
3736
3737 /** @{
3738 * GL_ARB_uniform_buffer_object
3739 */
3740 GLuint MaxCombinedUniformBlocks;
3741 GLuint MaxUniformBufferBindings;
3742 GLuint MaxUniformBlockSize;
3743 GLuint UniformBufferOffsetAlignment;
3744 /** @} */
3745
3746 /** @{
3747 * GL_ARB_shader_storage_buffer_object
3748 */
3749 GLuint MaxCombinedShaderStorageBlocks;
3750 GLuint MaxShaderStorageBufferBindings;
3751 GLuint MaxShaderStorageBlockSize;
3752 GLuint ShaderStorageBufferOffsetAlignment;
3753 /** @} */
3754
3755 /**
3756 * GL_ARB_explicit_uniform_location
3757 */
3758 GLuint MaxUserAssignableUniformLocations;
3759
3760 /** geometry shader */
3761 GLuint MaxGeometryOutputVertices;
3762 GLuint MaxGeometryTotalOutputComponents;
3763 GLuint MaxGeometryShaderInvocations;
3764
3765 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3766 GLuint GLSLVersionCompat; /**< Desktop compat GLSL version supported */
3767
3768 /**
3769 * Changes default GLSL extension behavior from "error" to "warn". It's out
3770 * of spec, but it can make some apps work that otherwise wouldn't.
3771 */
3772 GLboolean ForceGLSLExtensionsWarn;
3773
3774 /**
3775 * If non-zero, forces GLSL shaders to behave as if they began
3776 * with "#version ForceGLSLVersion".
3777 */
3778 GLuint ForceGLSLVersion;
3779
3780 /**
3781 * Allow GLSL #extension directives in the middle of shaders.
3782 */
3783 GLboolean AllowGLSLExtensionDirectiveMidShader;
3784
3785 /**
3786 * Allow builtins as part of constant expressions. This was not allowed
3787 * until GLSL 1.20 this allows it everywhere.
3788 */
3789 GLboolean AllowGLSLBuiltinConstantExpression;
3790
3791 /**
3792 * Allow some relaxation of GLSL ES shader restrictions. This encompasses
3793 * a number of relaxations to the ES shader rules.
3794 */
3795 GLboolean AllowGLSLRelaxedES;
3796
3797 /**
3798 * Allow GLSL built-in variables to be redeclared verbatim
3799 */
3800 GLboolean AllowGLSLBuiltinVariableRedeclaration;
3801
3802 /**
3803 * Allow GLSL interpolation qualifier mismatch across shader stages.
3804 */
3805 GLboolean AllowGLSLCrossStageInterpolationMismatch;
3806
3807 /**
3808 * Allow creating a higher compat profile (version 3.1+) for apps that
3809 * request it. Be careful when adding that driconf option because some
3810 * features are unimplemented and might not work correctly.
3811 */
3812 GLboolean AllowHigherCompatVersion;
3813
3814 /**
3815 * Allow layout qualifiers on function parameters.
3816 */
3817 GLboolean AllowLayoutQualifiersOnFunctionParameters;
3818
3819 /**
3820 * Force computing the absolute value for sqrt() and inversesqrt() to follow
3821 * D3D9 when apps rely on this behaviour.
3822 */
3823 GLboolean ForceGLSLAbsSqrt;
3824
3825 /**
3826 * Force uninitialized variables to default to zero.
3827 */
3828 GLboolean GLSLZeroInit;
3829
3830 /**
3831 * Does the driver support real 32-bit integers? (Otherwise, integers are
3832 * simulated via floats.)
3833 */
3834 GLboolean NativeIntegers;
3835
3836 /**
3837 * Does VertexID count from zero or from base vertex?
3838 *
3839 * \note
3840 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3841 * ignored and need not be set.
3842 */
3843 bool VertexID_is_zero_based;
3844
3845 /**
3846 * If the driver supports real 32-bit integers, what integer value should be
3847 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3848 */
3849 GLuint UniformBooleanTrue;
3850
3851 /**
3852 * Maximum amount of time, measured in nanseconds, that the server can wait.
3853 */
3854 GLuint64 MaxServerWaitTimeout;
3855
3856 /** GL_EXT_provoking_vertex */
3857 GLboolean QuadsFollowProvokingVertexConvention;
3858
3859 /** GL_ARB_viewport_array */
3860 GLenum16 LayerAndVPIndexProvokingVertex;
3861
3862 /** OpenGL version 3.0 */
3863 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3864
3865 /** OpenGL version 3.2 */
3866 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3867
3868 /** OpenGL version 4.4 */
3869 GLuint MaxVertexAttribStride;
3870
3871 /** GL_EXT_transform_feedback */
3872 GLuint MaxTransformFeedbackBuffers;
3873 GLuint MaxTransformFeedbackSeparateComponents;
3874 GLuint MaxTransformFeedbackInterleavedComponents;
3875 GLuint MaxVertexStreams;
3876
3877 /** GL_EXT_gpu_shader4 */
3878 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3879
3880 /** GL_ARB_texture_gather */
3881 GLuint MinProgramTextureGatherOffset;
3882 GLuint MaxProgramTextureGatherOffset;
3883 GLuint MaxProgramTextureGatherComponents;
3884
3885 /* GL_ARB_robustness */
3886 GLenum16 ResetStrategy;
3887
3888 /* GL_KHR_robustness */
3889 GLboolean RobustAccess;
3890
3891 /* GL_ARB_blend_func_extended */
3892 GLuint MaxDualSourceDrawBuffers;
3893
3894 /**
3895 * Whether the implementation strips out and ignores texture borders.
3896 *
3897 * Many GPU hardware implementations don't support rendering with texture
3898 * borders and mipmapped textures. (Note: not static border color, but the
3899 * old 1-pixel border around each edge). Implementations then have to do
3900 * slow fallbacks to be correct, or just ignore the border and be fast but
3901 * wrong. Setting the flag strips the border off of TexImage calls,
3902 * providing "fast but wrong" at significantly reduced driver complexity.
3903 *
3904 * Texture borders are deprecated in GL 3.0.
3905 **/
3906 GLboolean StripTextureBorder;
3907
3908 /**
3909 * For drivers which can do a better job at eliminating unused uniforms
3910 * than the GLSL compiler.
3911 *
3912 * XXX Remove these as soon as a better solution is available.
3913 */
3914 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3915
3916 /**
3917 * Whether gl_FragCoord, gl_PointCoord and gl_FrontFacing
3918 * are system values.
3919 **/
3920 bool GLSLFragCoordIsSysVal;
3921 bool GLSLPointCoordIsSysVal;
3922 bool GLSLFrontFacingIsSysVal;
3923
3924 /**
3925 * Run the minimum amount of GLSL optimizations to be able to link
3926 * shaders optimally (eliminate dead varyings and uniforms) and just do
3927 * all the necessary lowering.
3928 */
3929 bool GLSLOptimizeConservatively;
3930
3931 /**
3932 * True if gl_TessLevelInner/Outer[] in the TES should be inputs
3933 * (otherwise, they're system values).
3934 */
3935 bool GLSLTessLevelsAsInputs;
3936
3937 /**
3938 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3939 * than passing the transform feedback object to the drawing function.
3940 */
3941 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3942
3943 /** GL_ARB_map_buffer_alignment */
3944 GLuint MinMapBufferAlignment;
3945
3946 /**
3947 * Disable varying packing. This is out of spec, but potentially useful
3948 * for older platforms that supports a limited number of texture
3949 * indirections--on these platforms, unpacking the varyings in the fragment
3950 * shader increases the number of texture indirections by 1, which might
3951 * make some shaders not executable at all.
3952 *
3953 * Drivers that support transform feedback must set this value to GL_FALSE.
3954 */
3955 GLboolean DisableVaryingPacking;
3956
3957 /**
3958 * UBOs and SSBOs can be packed tightly by the OpenGL implementation when
3959 * layout is set as shared (the default) or packed. However most Mesa drivers
3960 * just use STD140 for these layouts. This flag allows drivers to use STD430
3961 * for packed and shared layouts which allows arrays to be packed more
3962 * tightly.
3963 */
3964 bool UseSTD430AsDefaultPacking;
3965
3966 /**
3967 * Should meaningful names be generated for compiler temporary variables?
3968 *
3969 * Generally, it is not useful to have the compiler generate "meaningful"
3970 * names for temporary variables that it creates. This can, however, be a
3971 * useful debugging aid. In Mesa debug builds or release builds when
3972 * MESA_GLSL is set at run-time, meaningful names will be generated.
3973 * Drivers can also force names to be generated by setting this field.
3974 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3975 * vertex shader assembly) is set at run-time.
3976 */
3977 bool GenerateTemporaryNames;
3978
3979 /*
3980 * Maximum value supported for an index in DrawElements and friends.
3981 *
3982 * This must be at least (1ull<<24)-1. The default value is
3983 * (1ull<<32)-1.
3984 *
3985 * \since ES 3.0 or GL_ARB_ES3_compatibility
3986 * \sa _mesa_init_constants
3987 */
3988 GLuint64 MaxElementIndex;
3989
3990 /**
3991 * Disable interpretation of line continuations (lines ending with a
3992 * backslash character ('\') in GLSL source.
3993 */
3994 GLboolean DisableGLSLLineContinuations;
3995
3996 /** GL_ARB_texture_multisample */
3997 GLint MaxColorTextureSamples;
3998 GLint MaxDepthTextureSamples;
3999 GLint MaxIntegerSamples;
4000
4001 /** GL_AMD_framebuffer_multisample_advanced */
4002 GLint MaxColorFramebufferSamples;
4003 GLint MaxColorFramebufferStorageSamples;
4004 GLint MaxDepthStencilFramebufferSamples;
4005
4006 /* An array of supported MSAA modes allowing different sample
4007 * counts per attachment type.
4008 */
4009 struct {
4010 GLint NumColorSamples;
4011 GLint NumColorStorageSamples;
4012 GLint NumDepthStencilSamples;
4013 } SupportedMultisampleModes[40];
4014 GLint NumSupportedMultisampleModes;
4015
4016 /**
4017 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
4018 * samples are laid out in a rectangular grid roughly corresponding to
4019 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
4020 * are used to map indices of rectangular grid to sample numbers within
4021 * a pixel. This mapping of indices to sample numbers must be initialized
4022 * by the driver for the target hardware. For example, if we have the 8X
4023 * MSAA sample number layout (sample positions) for XYZ hardware:
4024 *
4025 * sample indices layout sample number layout
4026 * --------- ---------
4027 * | 0 | 1 | | a | b |
4028 * --------- ---------
4029 * | 2 | 3 | | c | d |
4030 * --------- ---------
4031 * | 4 | 5 | | e | f |
4032 * --------- ---------
4033 * | 6 | 7 | | g | h |
4034 * --------- ---------
4035 *
4036 * Where a,b,c,d,e,f,g,h are integers between [0-7].
4037 *
4038 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
4039 * below:
4040 * SampleMap8x = {a, b, c, d, e, f, g, h};
4041 *
4042 * Follow the logic for sample counts 2-8.
4043 *
4044 * For 16x the sample indices layout as a 4x4 grid as follows:
4045 *
4046 * -----------------
4047 * | 0 | 1 | 2 | 3 |
4048 * -----------------
4049 * | 4 | 5 | 6 | 7 |
4050 * -----------------
4051 * | 8 | 9 |10 |11 |
4052 * -----------------
4053 * |12 |13 |14 |15 |
4054 * -----------------
4055 */
4056 uint8_t SampleMap2x[2];
4057 uint8_t SampleMap4x[4];
4058 uint8_t SampleMap8x[8];
4059 uint8_t SampleMap16x[16];
4060
4061 /** GL_ARB_shader_atomic_counters */
4062 GLuint MaxAtomicBufferBindings;
4063 GLuint MaxAtomicBufferSize;
4064 GLuint MaxCombinedAtomicBuffers;
4065 GLuint MaxCombinedAtomicCounters;
4066
4067 /** GL_ARB_vertex_attrib_binding */
4068 GLint MaxVertexAttribRelativeOffset;
4069 GLint MaxVertexAttribBindings;
4070
4071 /* GL_ARB_shader_image_load_store */
4072 GLuint MaxImageUnits;
4073 GLuint MaxCombinedShaderOutputResources;
4074 GLuint MaxImageSamples;
4075 GLuint MaxCombinedImageUniforms;
4076
4077 /** GL_ARB_compute_shader */
4078 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
4079 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
4080 GLuint MaxComputeWorkGroupInvocations;
4081 GLuint MaxComputeSharedMemorySize;
4082
4083 /** GL_ARB_compute_variable_group_size */
4084 GLuint MaxComputeVariableGroupSize[3]; /* Array of x, y, z dimensions */
4085 GLuint MaxComputeVariableGroupInvocations;
4086
4087 /** GL_ARB_gpu_shader5 */
4088 GLfloat MinFragmentInterpolationOffset;
4089 GLfloat MaxFragmentInterpolationOffset;
4090
4091 GLboolean FakeSWMSAA;
4092
4093 /** GL_KHR_context_flush_control */
4094 GLenum16 ContextReleaseBehavior;
4095
4096 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
4097
4098 /** GL_ARB_tessellation_shader */
4099 GLuint MaxPatchVertices;
4100 GLuint MaxTessGenLevel;
4101 GLuint MaxTessPatchComponents;
4102 GLuint MaxTessControlTotalOutputComponents;
4103 bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
4104 bool PrimitiveRestartForPatches;
4105 bool LowerCsDerivedVariables; /**< Lower gl_GlobalInvocationID and
4106 * gl_LocalInvocationIndex based on
4107 * other builtin variables. */
4108
4109 /** GL_OES_primitive_bounding_box */
4110 bool NoPrimitiveBoundingBoxOutput;
4111
4112 /** GL_ARB_sparse_buffer */
4113 GLuint SparseBufferPageSize;
4114
4115 /** Used as an input for sha1 generation in the on-disk shader cache */
4116 unsigned char *dri_config_options_sha1;
4117
4118 /** When drivers are OK with mapped buffers during draw and other calls. */
4119 bool AllowMappedBuffersDuringExecution;
4120
4121 /** GL_ARB_get_program_binary */
4122 GLuint NumProgramBinaryFormats;
4123
4124 /** GL_NV_conservative_raster */
4125 GLuint MaxSubpixelPrecisionBiasBits;
4126
4127 /** GL_NV_conservative_raster_dilate */
4128 GLfloat ConservativeRasterDilateRange[2];
4129 GLfloat ConservativeRasterDilateGranularity;
4130
4131 /** Is the drivers uniform storage packed or padded to 16 bytes. */
4132 bool PackedDriverUniformStorage;
4133
4134 /** GL_ARB_gl_spirv */
4135 struct spirv_supported_capabilities SpirVCapabilities;
4136
4137 /** GL_ARB_spirv_extensions */
4138 struct spirv_supported_extensions *SpirVExtensions;
4139
4140 char *VendorOverride;
4141 };
4142
4143
4144 /**
4145 * Enable flag for each OpenGL extension. Different device drivers will
4146 * enable different extensions at runtime.
4147 */
4148 struct gl_extensions
4149 {
4150 GLboolean dummy; /* don't remove this! */
4151 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
4152 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
4153 GLboolean ANGLE_texture_compression_dxt;
4154 GLboolean ARB_ES2_compatibility;
4155 GLboolean ARB_ES3_compatibility;
4156 GLboolean ARB_ES3_1_compatibility;
4157 GLboolean ARB_ES3_2_compatibility;
4158 GLboolean ARB_arrays_of_arrays;
4159 GLboolean ARB_base_instance;
4160 GLboolean ARB_bindless_texture;
4161 GLboolean ARB_blend_func_extended;
4162 GLboolean ARB_buffer_storage;
4163 GLboolean ARB_clear_texture;
4164 GLboolean ARB_clip_control;
4165 GLboolean ARB_color_buffer_float;
4166 GLboolean ARB_compatibility;
4167 GLboolean ARB_compute_shader;
4168 GLboolean ARB_compute_variable_group_size;
4169 GLboolean ARB_conditional_render_inverted;
4170 GLboolean ARB_conservative_depth;
4171 GLboolean ARB_copy_image;
4172 GLboolean ARB_cull_distance;
4173 GLboolean ARB_depth_buffer_float;
4174 GLboolean ARB_depth_clamp;
4175 GLboolean ARB_depth_texture;
4176 GLboolean ARB_derivative_control;
4177 GLboolean ARB_draw_buffers_blend;
4178 GLboolean ARB_draw_elements_base_vertex;
4179 GLboolean ARB_draw_indirect;
4180 GLboolean ARB_draw_instanced;
4181 GLboolean ARB_fragment_coord_conventions;
4182 GLboolean ARB_fragment_layer_viewport;
4183 GLboolean ARB_fragment_program;
4184 GLboolean ARB_fragment_program_shadow;
4185 GLboolean ARB_fragment_shader;
4186 GLboolean ARB_framebuffer_no_attachments;
4187 GLboolean ARB_framebuffer_object;
4188 GLboolean ARB_fragment_shader_interlock;
4189 GLboolean ARB_enhanced_layouts;
4190 GLboolean ARB_explicit_attrib_location;
4191 GLboolean ARB_explicit_uniform_location;
4192 GLboolean ARB_gl_spirv;
4193 GLboolean ARB_gpu_shader5;
4194 GLboolean ARB_gpu_shader_fp64;
4195 GLboolean ARB_gpu_shader_int64;
4196 GLboolean ARB_half_float_vertex;
4197 GLboolean ARB_indirect_parameters;
4198 GLboolean ARB_instanced_arrays;
4199 GLboolean ARB_internalformat_query;
4200 GLboolean ARB_internalformat_query2;
4201 GLboolean ARB_map_buffer_range;
4202 GLboolean ARB_occlusion_query;
4203 GLboolean ARB_occlusion_query2;
4204 GLboolean ARB_pipeline_statistics_query;
4205 GLboolean ARB_point_sprite;
4206 GLboolean ARB_polygon_offset_clamp;
4207 GLboolean ARB_post_depth_coverage;
4208 GLboolean ARB_query_buffer_object;
4209 GLboolean ARB_robust_buffer_access_behavior;
4210 GLboolean ARB_sample_locations;
4211 GLboolean ARB_sample_shading;
4212 GLboolean ARB_seamless_cube_map;
4213 GLboolean ARB_shader_atomic_counter_ops;
4214 GLboolean ARB_shader_atomic_counters;
4215 GLboolean ARB_shader_ballot;
4216 GLboolean ARB_shader_bit_encoding;
4217 GLboolean ARB_shader_clock;
4218 GLboolean ARB_shader_draw_parameters;
4219 GLboolean ARB_shader_group_vote;
4220 GLboolean ARB_shader_image_load_store;
4221 GLboolean ARB_shader_image_size;
4222 GLboolean ARB_shader_precision;
4223 GLboolean ARB_shader_stencil_export;
4224 GLboolean ARB_shader_storage_buffer_object;
4225 GLboolean ARB_shader_texture_image_samples;
4226 GLboolean ARB_shader_texture_lod;
4227 GLboolean ARB_shader_viewport_layer_array;
4228 GLboolean ARB_shading_language_packing;
4229 GLboolean ARB_shading_language_420pack;
4230 GLboolean ARB_shadow;
4231 GLboolean ARB_sparse_buffer;
4232 GLboolean ARB_stencil_texturing;
4233 GLboolean ARB_spirv_extensions;
4234 GLboolean ARB_sync;
4235 GLboolean ARB_tessellation_shader;
4236 GLboolean ARB_texture_border_clamp;
4237 GLboolean ARB_texture_buffer_object;
4238 GLboolean ARB_texture_buffer_object_rgb32;
4239 GLboolean ARB_texture_buffer_range;
4240 GLboolean ARB_texture_compression_bptc;
4241 GLboolean ARB_texture_compression_rgtc;
4242 GLboolean ARB_texture_cube_map;
4243 GLboolean ARB_texture_cube_map_array;
4244 GLboolean ARB_texture_env_combine;
4245 GLboolean ARB_texture_env_crossbar;
4246 GLboolean ARB_texture_env_dot3;
4247 GLboolean ARB_texture_filter_anisotropic;
4248 GLboolean ARB_texture_float;
4249 GLboolean ARB_texture_gather;
4250 GLboolean ARB_texture_mirror_clamp_to_edge;
4251 GLboolean ARB_texture_multisample;
4252 GLboolean ARB_texture_non_power_of_two;
4253 GLboolean ARB_texture_stencil8;
4254 GLboolean ARB_texture_query_levels;
4255 GLboolean ARB_texture_query_lod;
4256 GLboolean ARB_texture_rg;
4257 GLboolean ARB_texture_rgb10_a2ui;
4258 GLboolean ARB_texture_view;
4259 GLboolean ARB_timer_query;
4260 GLboolean ARB_transform_feedback2;
4261 GLboolean ARB_transform_feedback3;
4262 GLboolean ARB_transform_feedback_instanced;
4263 GLboolean ARB_transform_feedback_overflow_query;
4264 GLboolean ARB_uniform_buffer_object;
4265 GLboolean ARB_vertex_attrib_64bit;
4266 GLboolean ARB_vertex_program;
4267 GLboolean ARB_vertex_shader;
4268 GLboolean ARB_vertex_type_10f_11f_11f_rev;
4269 GLboolean ARB_vertex_type_2_10_10_10_rev;
4270 GLboolean ARB_viewport_array;
4271 GLboolean EXT_blend_color;
4272 GLboolean EXT_blend_equation_separate;
4273 GLboolean EXT_blend_func_separate;
4274 GLboolean EXT_blend_minmax;
4275 GLboolean EXT_depth_bounds_test;
4276 GLboolean EXT_disjoint_timer_query;
4277 GLboolean EXT_draw_buffers2;
4278 GLboolean EXT_float_blend;
4279 GLboolean EXT_framebuffer_multisample;
4280 GLboolean EXT_framebuffer_multisample_blit_scaled;
4281 GLboolean EXT_framebuffer_sRGB;
4282 GLboolean EXT_gpu_program_parameters;
4283 GLboolean EXT_gpu_shader4;
4284 GLboolean EXT_memory_object;
4285 GLboolean EXT_memory_object_fd;
4286 GLboolean EXT_multisampled_render_to_texture;
4287 GLboolean EXT_packed_float;
4288 GLboolean EXT_pixel_buffer_object;
4289 GLboolean EXT_point_parameters;
4290 GLboolean EXT_provoking_vertex;
4291 GLboolean EXT_render_snorm;
4292 GLboolean EXT_semaphore;
4293 GLboolean EXT_semaphore_fd;
4294 GLboolean EXT_shader_image_load_formatted;
4295 GLboolean EXT_shader_image_load_store;
4296 GLboolean EXT_shader_integer_mix;
4297 GLboolean EXT_shader_samples_identical;
4298 GLboolean EXT_sRGB;
4299 GLboolean EXT_stencil_two_side;
4300 GLboolean EXT_texture_array;
4301 GLboolean EXT_texture_buffer_object;
4302 GLboolean EXT_texture_compression_latc;
4303 GLboolean EXT_texture_compression_s3tc;
4304 GLboolean EXT_texture_compression_s3tc_srgb;
4305 GLboolean EXT_texture_env_dot3;
4306 GLboolean EXT_texture_filter_anisotropic;
4307 GLboolean EXT_texture_integer;
4308 GLboolean EXT_texture_mirror_clamp;
4309 GLboolean EXT_texture_shadow_lod;
4310 GLboolean EXT_texture_shared_exponent;
4311 GLboolean EXT_texture_snorm;
4312 GLboolean EXT_texture_sRGB;
4313 GLboolean EXT_texture_sRGB_R8;
4314 GLboolean EXT_texture_sRGB_decode;
4315 GLboolean EXT_texture_swizzle;
4316 GLboolean EXT_texture_type_2_10_10_10_REV;
4317 GLboolean EXT_transform_feedback;
4318 GLboolean EXT_timer_query;
4319 GLboolean EXT_vertex_array_bgra;
4320 GLboolean EXT_window_rectangles;
4321 GLboolean OES_copy_image;
4322 GLboolean OES_primitive_bounding_box;
4323 GLboolean OES_sample_variables;
4324 GLboolean OES_standard_derivatives;
4325 GLboolean OES_texture_buffer;
4326 GLboolean OES_texture_cube_map_array;
4327 GLboolean OES_texture_view;
4328 GLboolean OES_viewport_array;
4329 /* vendor extensions */
4330 GLboolean AMD_compressed_ATC_texture;
4331 GLboolean AMD_framebuffer_multisample_advanced;
4332 GLboolean AMD_depth_clamp_separate;
4333 GLboolean AMD_performance_monitor;
4334 GLboolean AMD_pinned_memory;
4335 GLboolean AMD_seamless_cubemap_per_texture;
4336 GLboolean AMD_vertex_shader_layer;
4337 GLboolean AMD_vertex_shader_viewport_index;
4338 GLboolean ANDROID_extension_pack_es31a;
4339 GLboolean APPLE_object_purgeable;
4340 GLboolean ATI_meminfo;
4341 GLboolean ATI_texture_compression_3dc;
4342 GLboolean ATI_texture_mirror_once;
4343 GLboolean ATI_texture_env_combine3;
4344 GLboolean ATI_fragment_shader;
4345 GLboolean GREMEDY_string_marker;
4346 GLboolean INTEL_conservative_rasterization;
4347 GLboolean INTEL_performance_query;
4348 GLboolean INTEL_shader_atomic_float_minmax;
4349 GLboolean KHR_blend_equation_advanced;
4350 GLboolean KHR_blend_equation_advanced_coherent;
4351 GLboolean KHR_robustness;
4352 GLboolean KHR_texture_compression_astc_hdr;
4353 GLboolean KHR_texture_compression_astc_ldr;
4354 GLboolean KHR_texture_compression_astc_sliced_3d;
4355 GLboolean MESA_framebuffer_flip_y;
4356 GLboolean MESA_tile_raster_order;
4357 GLboolean MESA_pack_invert;
4358 GLboolean EXT_shader_framebuffer_fetch;
4359 GLboolean EXT_shader_framebuffer_fetch_non_coherent;
4360 GLboolean MESA_shader_integer_functions;
4361 GLboolean MESA_ycbcr_texture;
4362 GLboolean NV_compute_shader_derivatives;
4363 GLboolean NV_conditional_render;
4364 GLboolean NV_fill_rectangle;
4365 GLboolean NV_fog_distance;
4366 GLboolean NV_point_sprite;
4367 GLboolean NV_primitive_restart;
4368 GLboolean NV_shader_atomic_float;
4369 GLboolean NV_texture_barrier;
4370 GLboolean NV_texture_env_combine4;
4371 GLboolean NV_texture_rectangle;
4372 GLboolean NV_vdpau_interop;
4373 GLboolean NV_conservative_raster;
4374 GLboolean NV_conservative_raster_dilate;
4375 GLboolean NV_conservative_raster_pre_snap_triangles;
4376 GLboolean NV_conservative_raster_pre_snap;
4377 GLboolean NVX_gpu_memory_info;
4378 GLboolean TDFX_texture_compression_FXT1;
4379 GLboolean OES_EGL_image;
4380 GLboolean OES_draw_texture;
4381 GLboolean OES_depth_texture_cube_map;
4382 GLboolean OES_EGL_image_external;
4383 GLboolean OES_texture_float;
4384 GLboolean OES_texture_float_linear;
4385 GLboolean OES_texture_half_float;
4386 GLboolean OES_texture_half_float_linear;
4387 GLboolean OES_compressed_ETC1_RGB8_texture;
4388 GLboolean OES_geometry_shader;
4389 GLboolean OES_texture_compression_astc;
4390 GLboolean extension_sentinel;
4391 /** The extension string */
4392 const GLubyte *String;
4393 /** Number of supported extensions */
4394 GLuint Count;
4395 /**
4396 * The context version which extension helper functions compare against.
4397 * By default, the value is equal to ctx->Version. This changes to ~0
4398 * while meta is in progress.
4399 */
4400 GLubyte Version;
4401 /**
4402 * Force-enabled, yet unrecognized, extensions.
4403 * See _mesa_one_time_init_extension_overrides()
4404 */
4405 #define MAX_UNRECOGNIZED_EXTENSIONS 16
4406 const char *unrecognized_extensions[MAX_UNRECOGNIZED_EXTENSIONS];
4407 };
4408
4409
4410 /**
4411 * A stack of matrices (projection, modelview, color, texture, etc).
4412 */
4413 struct gl_matrix_stack
4414 {
4415 GLmatrix *Top; /**< points into Stack */
4416 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
4417 unsigned StackSize; /**< Number of elements in Stack */
4418 GLuint Depth; /**< 0 <= Depth < MaxDepth */
4419 GLuint MaxDepth; /**< size of Stack[] array */
4420 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
4421 };
4422
4423
4424 /**
4425 * \name Bits for image transfer operations
4426 * \sa __struct gl_contextRec::ImageTransferState.
4427 */
4428 /*@{*/
4429 #define IMAGE_SCALE_BIAS_BIT 0x1
4430 #define IMAGE_SHIFT_OFFSET_BIT 0x2
4431 #define IMAGE_MAP_COLOR_BIT 0x4
4432 #define IMAGE_CLAMP_BIT 0x800
4433
4434
4435 /** Pixel Transfer ops */
4436 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
4437 IMAGE_SHIFT_OFFSET_BIT | \
4438 IMAGE_MAP_COLOR_BIT)
4439
4440
4441 /**
4442 * \name Bits to indicate what state has changed.
4443 */
4444 /*@{*/
4445 #define _NEW_MODELVIEW (1u << 0) /**< gl_context::ModelView */
4446 #define _NEW_PROJECTION (1u << 1) /**< gl_context::Projection */
4447 #define _NEW_TEXTURE_MATRIX (1u << 2) /**< gl_context::TextureMatrix */
4448 #define _NEW_COLOR (1u << 3) /**< gl_context::Color */
4449 #define _NEW_DEPTH (1u << 4) /**< gl_context::Depth */
4450 #define _NEW_EVAL (1u << 5) /**< gl_context::Eval, EvalMap */
4451 #define _NEW_FOG (1u << 6) /**< gl_context::Fog */
4452 #define _NEW_HINT (1u << 7) /**< gl_context::Hint */
4453 #define _NEW_LIGHT (1u << 8) /**< gl_context::Light */
4454 #define _NEW_LINE (1u << 9) /**< gl_context::Line */
4455 #define _NEW_PIXEL (1u << 10) /**< gl_context::Pixel */
4456 #define _NEW_POINT (1u << 11) /**< gl_context::Point */
4457 #define _NEW_POLYGON (1u << 12) /**< gl_context::Polygon */
4458 #define _NEW_POLYGONSTIPPLE (1u << 13) /**< gl_context::PolygonStipple */
4459 #define _NEW_SCISSOR (1u << 14) /**< gl_context::Scissor */
4460 #define _NEW_STENCIL (1u << 15) /**< gl_context::Stencil */
4461 #define _NEW_TEXTURE_OBJECT (1u << 16) /**< gl_context::Texture (bindings only) */
4462 #define _NEW_TRANSFORM (1u << 17) /**< gl_context::Transform */
4463 #define _NEW_VIEWPORT (1u << 18) /**< gl_context::Viewport */
4464 #define _NEW_TEXTURE_STATE (1u << 19) /**< gl_context::Texture (states only) */
4465 /* gap */
4466 #define _NEW_RENDERMODE (1u << 21) /**< gl_context::RenderMode, etc */
4467 #define _NEW_BUFFERS (1u << 22) /**< gl_context::Visual, DrawBuffer, */
4468 #define _NEW_CURRENT_ATTRIB (1u << 23) /**< gl_context::Current */
4469 #define _NEW_MULTISAMPLE (1u << 24) /**< gl_context::Multisample */
4470 #define _NEW_TRACK_MATRIX (1u << 25) /**< gl_context::VertexProgram */
4471 #define _NEW_PROGRAM (1u << 26) /**< New program/shader state */
4472 #define _NEW_PROGRAM_CONSTANTS (1u << 27)
4473 /* gap */
4474 #define _NEW_FRAG_CLAMP (1u << 29)
4475 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4476 #define _NEW_VARYING_VP_INPUTS (1u << 31) /**< gl_context::varying_vp_inputs */
4477 #define _NEW_ALL ~0
4478 /*@}*/
4479
4480
4481 /**
4482 * Composite state flags
4483 */
4484 /*@{*/
4485 #define _NEW_TEXTURE (_NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE)
4486
4487 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
4488 _NEW_TEXTURE_STATE | \
4489 _NEW_POINT | \
4490 _NEW_PROGRAM | \
4491 _NEW_MODELVIEW)
4492
4493 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
4494 _NEW_FOG | \
4495 _NEW_PROGRAM)
4496
4497
4498 /*@}*/
4499
4500
4501
4502
4503 /* This has to be included here. */
4504 #include "dd.h"
4505
4506
4507 /** Opaque declaration of display list payload data type */
4508 union gl_dlist_node;
4509
4510
4511 /**
4512 * Per-display list information.
4513 */
4514 struct gl_display_list
4515 {
4516 GLuint Name;
4517 GLbitfield Flags; /**< DLIST_x flags */
4518 GLchar *Label; /**< GL_KHR_debug */
4519 /** The dlist commands are in a linked list of nodes */
4520 union gl_dlist_node *Head;
4521 };
4522
4523
4524 /**
4525 * State used during display list compilation and execution.
4526 */
4527 struct gl_dlist_state
4528 {
4529 struct gl_display_list *CurrentList; /**< List currently being compiled */
4530 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
4531 GLuint CurrentPos; /**< Index into current block of nodes */
4532 GLuint CallDepth; /**< Current recursion calling depth */
4533
4534 GLvertexformat ListVtxfmt;
4535
4536 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
4537 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][8];
4538
4539 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
4540 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
4541
4542 struct {
4543 /* State known to have been set by the currently-compiling display
4544 * list. Used to eliminate some redundant state changes.
4545 */
4546 GLenum16 ShadeModel;
4547 } Current;
4548 };
4549
4550 /**
4551 * Driver-specific state flags.
4552 *
4553 * These are or'd with gl_context::NewDriverState to notify a driver about
4554 * a state change. The driver sets the flags at context creation and
4555 * the meaning of the bits set is opaque to core Mesa.
4556 */
4557 struct gl_driver_flags
4558 {
4559 /** gl_context::Array::_DrawArrays (vertex array state) */
4560 uint64_t NewArray;
4561
4562 /** gl_context::TransformFeedback::CurrentObject */
4563 uint64_t NewTransformFeedback;
4564
4565 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4566 uint64_t NewTransformFeedbackProg;
4567
4568 /** gl_context::RasterDiscard */
4569 uint64_t NewRasterizerDiscard;
4570
4571 /** gl_context::TileRasterOrder* */
4572 uint64_t NewTileRasterOrder;
4573
4574 /**
4575 * gl_context::UniformBufferBindings
4576 * gl_shader_program::UniformBlocks
4577 */
4578 uint64_t NewUniformBuffer;
4579
4580 /**
4581 * gl_context::ShaderStorageBufferBindings
4582 * gl_shader_program::ShaderStorageBlocks
4583 */
4584 uint64_t NewShaderStorageBuffer;
4585
4586 uint64_t NewTextureBuffer;
4587
4588 /**
4589 * gl_context::AtomicBufferBindings
4590 */
4591 uint64_t NewAtomicBuffer;
4592
4593 /**
4594 * gl_context::ImageUnits
4595 */
4596 uint64_t NewImageUnits;
4597
4598 /**
4599 * gl_context::TessCtrlProgram::patch_default_*
4600 */
4601 uint64_t NewDefaultTessLevels;
4602
4603 /**
4604 * gl_context::IntelConservativeRasterization
4605 */
4606 uint64_t NewIntelConservativeRasterization;
4607
4608 /**
4609 * gl_context::NvConservativeRasterization
4610 */
4611 uint64_t NewNvConservativeRasterization;
4612
4613 /**
4614 * gl_context::ConservativeRasterMode/ConservativeRasterDilate
4615 * gl_context::SubpixelPrecisionBias
4616 */
4617 uint64_t NewNvConservativeRasterizationParams;
4618
4619 /**
4620 * gl_context::Scissor::WindowRects
4621 */
4622 uint64_t NewWindowRectangles;
4623
4624 /** gl_context::Color::sRGBEnabled */
4625 uint64_t NewFramebufferSRGB;
4626
4627 /** gl_context::Scissor::EnableFlags */
4628 uint64_t NewScissorTest;
4629
4630 /** gl_context::Scissor::ScissorArray */
4631 uint64_t NewScissorRect;
4632
4633 /** gl_context::Color::Alpha* */
4634 uint64_t NewAlphaTest;
4635
4636 /** gl_context::Color::Blend/Dither */
4637 uint64_t NewBlend;
4638
4639 /** gl_context::Color::BlendColor */
4640 uint64_t NewBlendColor;
4641
4642 /** gl_context::Color::Color/Index */
4643 uint64_t NewColorMask;
4644
4645 /** gl_context::Depth */
4646 uint64_t NewDepth;
4647
4648 /** gl_context::Color::LogicOp/ColorLogicOp/IndexLogicOp */
4649 uint64_t NewLogicOp;
4650
4651 /** gl_context::Multisample::Enabled */
4652 uint64_t NewMultisampleEnable;
4653
4654 /** gl_context::Multisample::SampleAlphaTo* */
4655 uint64_t NewSampleAlphaToXEnable;
4656
4657 /** gl_context::Multisample::SampleCoverage/SampleMaskValue */
4658 uint64_t NewSampleMask;
4659
4660 /** gl_context::Multisample::(Min)SampleShading */
4661 uint64_t NewSampleShading;
4662
4663 /** gl_context::Stencil */
4664 uint64_t NewStencil;
4665
4666 /** gl_context::Transform::ClipOrigin/ClipDepthMode */
4667 uint64_t NewClipControl;
4668
4669 /** gl_context::Transform::EyeUserPlane */
4670 uint64_t NewClipPlane;
4671
4672 /** gl_context::Transform::ClipPlanesEnabled */
4673 uint64_t NewClipPlaneEnable;
4674
4675 /** gl_context::Transform::DepthClamp */
4676 uint64_t NewDepthClamp;
4677
4678 /** gl_context::Line */
4679 uint64_t NewLineState;
4680
4681 /** gl_context::Polygon */
4682 uint64_t NewPolygonState;
4683
4684 /** gl_context::PolygonStipple */
4685 uint64_t NewPolygonStipple;
4686
4687 /** gl_context::ViewportArray */
4688 uint64_t NewViewport;
4689
4690 /** Shader constants (uniforms, program parameters, state constants) */
4691 uint64_t NewShaderConstants[MESA_SHADER_STAGES];
4692
4693 /** Programmable sample location state for gl_context::DrawBuffer */
4694 uint64_t NewSampleLocations;
4695 };
4696
4697 struct gl_buffer_binding
4698 {
4699 struct gl_buffer_object *BufferObject;
4700 /** Start of uniform block data in the buffer */
4701 GLintptr Offset;
4702 /** Size of data allowed to be referenced from the buffer (in bytes) */
4703 GLsizeiptr Size;
4704 /**
4705 * glBindBufferBase() indicates that the Size should be ignored and only
4706 * limited by the current size of the BufferObject.
4707 */
4708 GLboolean AutomaticSize;
4709 };
4710
4711 /**
4712 * ARB_shader_image_load_store image unit.
4713 */
4714 struct gl_image_unit
4715 {
4716 /**
4717 * Texture object bound to this unit.
4718 */
4719 struct gl_texture_object *TexObj;
4720
4721 /**
4722 * Level of the texture object bound to this unit.
4723 */
4724 GLubyte Level;
4725
4726 /**
4727 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4728 * GL_FALSE if only some specific layer of the texture is bound.
4729 * \sa Layer
4730 */
4731 GLboolean Layered;
4732
4733 /**
4734 * Layer of the texture object bound to this unit as specified by the
4735 * application.
4736 */
4737 GLushort Layer;
4738
4739 /**
4740 * Layer of the texture object bound to this unit, or zero if
4741 * Layered == false.
4742 */
4743 GLushort _Layer;
4744
4745 /**
4746 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4747 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4748 */
4749 GLenum16 Access;
4750
4751 /**
4752 * GL internal format that determines the interpretation of the
4753 * image memory when shader image operations are performed through
4754 * this unit.
4755 */
4756 GLenum16 Format;
4757
4758 /**
4759 * Mesa format corresponding to \c Format.
4760 */
4761 mesa_format _ActualFormat:16;
4762 };
4763
4764 /**
4765 * Shader subroutines storage
4766 */
4767 struct gl_subroutine_index_binding
4768 {
4769 GLuint NumIndex;
4770 GLuint *IndexPtr;
4771 };
4772
4773 struct gl_texture_handle_object
4774 {
4775 struct gl_texture_object *texObj;
4776 struct gl_sampler_object *sampObj;
4777 GLuint64 handle;
4778 };
4779
4780 struct gl_image_handle_object
4781 {
4782 struct gl_image_unit imgObj;
4783 GLuint64 handle;
4784 };
4785
4786 struct gl_memory_object
4787 {
4788 GLuint Name; /**< hash table ID/name */
4789 GLboolean Immutable; /**< denotes mutability state of parameters */
4790 GLboolean Dedicated; /**< import memory from a dedicated allocation */
4791 };
4792
4793 struct gl_semaphore_object
4794 {
4795 GLuint Name; /**< hash table ID/name */
4796 };
4797
4798 /**
4799 * Mesa rendering context.
4800 *
4801 * This is the central context data structure for Mesa. Almost all
4802 * OpenGL state is contained in this structure.
4803 * Think of this as a base class from which device drivers will derive
4804 * sub classes.
4805 */
4806 struct gl_context
4807 {
4808 /** State possibly shared with other contexts in the address space */
4809 struct gl_shared_state *Shared;
4810
4811 /** \name API function pointer tables */
4812 /*@{*/
4813 gl_api API;
4814
4815 /**
4816 * The current dispatch table for non-displaylist-saving execution, either
4817 * BeginEnd or OutsideBeginEnd
4818 */
4819 struct _glapi_table *Exec;
4820 /**
4821 * The normal dispatch table for non-displaylist-saving, non-begin/end
4822 */
4823 struct _glapi_table *OutsideBeginEnd;
4824 /** The dispatch table used between glNewList() and glEndList() */
4825 struct _glapi_table *Save;
4826 /**
4827 * The dispatch table used between glBegin() and glEnd() (outside of a
4828 * display list). Only valid functions between those two are set, which is
4829 * mostly just the set in a GLvertexformat struct.
4830 */
4831 struct _glapi_table *BeginEnd;
4832 /**
4833 * Dispatch table for when a graphics reset has happened.
4834 */
4835 struct _glapi_table *ContextLost;
4836 /**
4837 * Dispatch table used to marshal API calls from the client program to a
4838 * separate server thread. NULL if API calls are not being marshalled to
4839 * another thread.
4840 */
4841 struct _glapi_table *MarshalExec;
4842 /**
4843 * Dispatch table currently in use for fielding API calls from the client
4844 * program. If API calls are being marshalled to another thread, this ==
4845 * MarshalExec. Otherwise it == CurrentServerDispatch.
4846 */
4847 struct _glapi_table *CurrentClientDispatch;
4848
4849 /**
4850 * Dispatch table currently in use for performing API calls. == Save or
4851 * Exec.
4852 */
4853 struct _glapi_table *CurrentServerDispatch;
4854
4855 /*@}*/
4856
4857 struct glthread_state *GLThread;
4858
4859 struct gl_config Visual;
4860 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4861 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4862 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4863 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4864
4865 /**
4866 * Device driver function pointer table
4867 */
4868 struct dd_function_table Driver;
4869
4870 /** Core/Driver constants */
4871 struct gl_constants Const;
4872
4873 /** \name The various 4x4 matrix stacks */
4874 /*@{*/
4875 struct gl_matrix_stack ModelviewMatrixStack;
4876 struct gl_matrix_stack ProjectionMatrixStack;
4877 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4878 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4879 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4880 /*@}*/
4881
4882 /** Combined modelview and projection matrix */
4883 GLmatrix _ModelProjectMatrix;
4884
4885 /** \name Display lists */
4886 struct gl_dlist_state ListState;
4887
4888 GLboolean ExecuteFlag; /**< Execute GL commands? */
4889 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4890
4891 /** Extension information */
4892 struct gl_extensions Extensions;
4893
4894 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4895 GLuint Version;
4896 char *VersionString;
4897
4898 /** \name State attribute stack (for glPush/PopAttrib) */
4899 /*@{*/
4900 GLuint AttribStackDepth;
4901 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4902 /*@}*/
4903
4904 /** \name Renderer attribute groups
4905 *
4906 * We define a struct for each attribute group to make pushing and popping
4907 * attributes easy. Also it's a good organization.
4908 */
4909 /*@{*/
4910 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4911 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4912 struct gl_current_attrib Current; /**< Current attributes */
4913 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4914 struct gl_eval_attrib Eval; /**< Eval attributes */
4915 struct gl_fog_attrib Fog; /**< Fog attributes */
4916 struct gl_hint_attrib Hint; /**< Hint attributes */
4917 struct gl_light_attrib Light; /**< Light attributes */
4918 struct gl_line_attrib Line; /**< Line attributes */
4919 struct gl_list_attrib List; /**< List attributes */
4920 struct gl_multisample_attrib Multisample;
4921 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4922 struct gl_point_attrib Point; /**< Point attributes */
4923 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4924 GLuint PolygonStipple[32]; /**< Polygon stipple */
4925 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4926 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4927 struct gl_texture_attrib Texture; /**< Texture attributes */
4928 struct gl_transform_attrib Transform; /**< Transformation attributes */
4929 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4930 GLuint SubpixelPrecisionBias[2]; /**< Viewport attributes */
4931 /*@}*/
4932
4933 /** \name Client attribute stack */
4934 /*@{*/
4935 GLuint ClientAttribStackDepth;
4936 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4937 /*@}*/
4938
4939 /** \name Client attribute groups */
4940 /*@{*/
4941 struct gl_array_attrib Array; /**< Vertex arrays */
4942 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4943 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4944 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4945 /*@}*/
4946
4947 /** \name Other assorted state (not pushed/popped on attribute stack) */
4948 /*@{*/
4949 struct gl_pixelmaps PixelMaps;
4950
4951 struct gl_evaluators EvalMap; /**< All evaluators */
4952 struct gl_feedback Feedback; /**< Feedback */
4953 struct gl_selection Select; /**< Selection */
4954
4955 struct gl_program_state Program; /**< general program state */
4956 struct gl_vertex_program_state VertexProgram;
4957 struct gl_fragment_program_state FragmentProgram;
4958 struct gl_geometry_program_state GeometryProgram;
4959 struct gl_compute_program_state ComputeProgram;
4960 struct gl_tess_ctrl_program_state TessCtrlProgram;
4961 struct gl_tess_eval_program_state TessEvalProgram;
4962 struct gl_ati_fragment_shader_state ATIFragmentShader;
4963
4964 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4965 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4966
4967 /**
4968 * Current active shader pipeline state
4969 *
4970 * Almost all internal users want ::_Shader instead of ::Shader. The
4971 * exceptions are bits of legacy GLSL API that do not know about separate
4972 * shader objects.
4973 *
4974 * If a program is active via \c glUseProgram, this will point to
4975 * \c ::Shader.
4976 *
4977 * If a program pipeline is active via \c glBindProgramPipeline, this will
4978 * point to \c ::Pipeline.Current.
4979 *
4980 * If neither a program nor a program pipeline is active, this will point to
4981 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4982 * \c NULL.
4983 */
4984 struct gl_pipeline_object *_Shader;
4985
4986 /**
4987 * NIR containing the functions that implement software fp64 support.
4988 */
4989 struct nir_shader *SoftFP64;
4990
4991 struct gl_query_state Query; /**< occlusion, timer queries */
4992
4993 struct gl_transform_feedback_state TransformFeedback;
4994
4995 struct gl_perf_monitor_state PerfMonitor;
4996 struct gl_perf_query_state PerfQuery;
4997
4998 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4999 struct gl_buffer_object *ParameterBuffer; /** < GL_ARB_indirect_parameters */
5000 struct gl_buffer_object *DispatchIndirectBuffer; /** < GL_ARB_compute_shader */
5001
5002 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
5003 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
5004
5005 struct gl_buffer_object *QueryBuffer; /**< GL_ARB_query_buffer_object */
5006
5007 /**
5008 * Current GL_ARB_uniform_buffer_object binding referenced by
5009 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
5010 */
5011 struct gl_buffer_object *UniformBuffer;
5012
5013 /**
5014 * Current GL_ARB_shader_storage_buffer_object binding referenced by
5015 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
5016 */
5017 struct gl_buffer_object *ShaderStorageBuffer;
5018
5019 /**
5020 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
5021 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
5022 * associated with uniform blocks by glUniformBlockBinding()'s state in the
5023 * shader program.
5024 */
5025 struct gl_buffer_binding
5026 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
5027
5028 /**
5029 * Array of shader storage buffers for ARB_shader_storage_buffer_object
5030 * and GL 4.3. This is set up using glBindBufferRange() or
5031 * glBindBufferBase(). They are associated with shader storage blocks by
5032 * glShaderStorageBlockBinding()'s state in the shader program.
5033 */
5034 struct gl_buffer_binding
5035 ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
5036
5037 /**
5038 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
5039 * target.
5040 */
5041 struct gl_buffer_object *AtomicBuffer;
5042
5043 /**
5044 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
5045 * target.
5046 */
5047 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
5048
5049 /**
5050 * Array of atomic counter buffer binding points.
5051 */
5052 struct gl_buffer_binding
5053 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
5054
5055 /**
5056 * Array of image units for ARB_shader_image_load_store.
5057 */
5058 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
5059
5060 struct gl_subroutine_index_binding SubroutineIndex[MESA_SHADER_STAGES];
5061 /*@}*/
5062
5063 struct gl_meta_state *Meta; /**< for "meta" operations */
5064
5065 /* GL_EXT_framebuffer_object */
5066 struct gl_renderbuffer *CurrentRenderbuffer;
5067
5068 GLenum16 ErrorValue; /**< Last error code */
5069
5070 /**
5071 * Recognize and silence repeated error debug messages in buggy apps.
5072 */
5073 const char *ErrorDebugFmtString;
5074 GLuint ErrorDebugCount;
5075
5076 /* GL_ARB_debug_output/GL_KHR_debug */
5077 simple_mtx_t DebugMutex;
5078 struct gl_debug_state *Debug;
5079
5080 GLenum16 RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
5081 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
5082 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
5083
5084 struct gl_driver_flags DriverFlags;
5085
5086 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
5087
5088 GLbitfield varying_vp_inputs; /**< mask of VERT_BIT_* flags */
5089
5090 /** \name Derived state */
5091 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
5092 GLfloat _EyeZDir[3];
5093 GLfloat _ModelViewInvScale; /* may be for model- or eyespace lighting */
5094 GLfloat _ModelViewInvScaleEyespace; /* always factor defined in spec */
5095 GLboolean _NeedEyeCoords;
5096 GLboolean _ForceEyeCoords;
5097
5098 GLuint TextureStateTimestamp; /**< detect changes to shared state */
5099
5100 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
5101
5102 /** \name For debugging/development only */
5103 /*@{*/
5104 GLboolean FirstTimeCurrent;
5105 /*@}*/
5106
5107 /**
5108 * False if this context was created without a config. This is needed
5109 * because the initial state of glDrawBuffers depends on this
5110 */
5111 GLboolean HasConfig;
5112
5113 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
5114
5115 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
5116 GLboolean IntelConservativeRasterization; /**< GL_CONSERVATIVE_RASTERIZATION_INTEL */
5117 GLboolean ConservativeRasterization; /**< GL_CONSERVATIVE_RASTERIZATION_NV */
5118 GLfloat ConservativeRasterDilate;
5119 GLenum16 ConservativeRasterMode;
5120
5121 /** Does glVertexAttrib(0) alias glVertex()? */
5122 bool _AttribZeroAliasesVertex;
5123
5124 /**
5125 * When set, TileRasterOrderIncreasingX/Y control the order that a tiled
5126 * renderer's tiles should be excecuted, to meet the requirements of
5127 * GL_MESA_tile_raster_order.
5128 */
5129 GLboolean TileRasterOrderFixed;
5130 GLboolean TileRasterOrderIncreasingX;
5131 GLboolean TileRasterOrderIncreasingY;
5132
5133 /**
5134 * \name Hooks for module contexts.
5135 *
5136 * These will eventually live in the driver or elsewhere.
5137 */
5138 /*@{*/
5139 void *swrast_context;
5140 void *swsetup_context;
5141 void *swtnl_context;
5142 struct vbo_context *vbo_context;
5143 struct st_context *st;
5144 /*@}*/
5145
5146 /**
5147 * \name NV_vdpau_interop
5148 */
5149 /*@{*/
5150 const void *vdpDevice;
5151 const void *vdpGetProcAddress;
5152 struct set *vdpSurfaces;
5153 /*@}*/
5154
5155 /**
5156 * Has this context observed a GPU reset in any context in the share group?
5157 *
5158 * Once this field becomes true, it is never reset to false.
5159 */
5160 GLboolean ShareGroupReset;
5161
5162 /**
5163 * \name OES_primitive_bounding_box
5164 *
5165 * Stores the arguments to glPrimitiveBoundingBox
5166 */
5167 GLfloat PrimitiveBoundingBox[8];
5168
5169 struct disk_cache *Cache;
5170
5171 /**
5172 * \name GL_ARB_bindless_texture
5173 */
5174 /*@{*/
5175 struct hash_table_u64 *ResidentTextureHandles;
5176 struct hash_table_u64 *ResidentImageHandles;
5177 /*@}*/
5178
5179 bool shader_builtin_ref;
5180 };
5181
5182 /**
5183 * Information about memory usage. All sizes are in kilobytes.
5184 */
5185 struct gl_memory_info
5186 {
5187 unsigned total_device_memory; /**< size of device memory, e.g. VRAM */
5188 unsigned avail_device_memory; /**< free device memory at the moment */
5189 unsigned total_staging_memory; /**< size of staging memory, e.g. GART */
5190 unsigned avail_staging_memory; /**< free staging memory at the moment */
5191 unsigned device_memory_evicted; /**< size of memory evicted (monotonic counter) */
5192 unsigned nr_device_memory_evictions; /**< # of evictions (monotonic counter) */
5193 };
5194
5195 #ifndef NDEBUG
5196 extern int MESA_VERBOSE;
5197 extern int MESA_DEBUG_FLAGS;
5198 #else
5199 # define MESA_VERBOSE 0
5200 # define MESA_DEBUG_FLAGS 0
5201 #endif
5202
5203
5204 /** The MESA_VERBOSE var is a bitmask of these flags */
5205 enum _verbose
5206 {
5207 VERBOSE_VARRAY = 0x0001,
5208 VERBOSE_TEXTURE = 0x0002,
5209 VERBOSE_MATERIAL = 0x0004,
5210 VERBOSE_PIPELINE = 0x0008,
5211 VERBOSE_DRIVER = 0x0010,
5212 VERBOSE_STATE = 0x0020,
5213 VERBOSE_API = 0x0040,
5214 VERBOSE_DISPLAY_LIST = 0x0100,
5215 VERBOSE_LIGHTING = 0x0200,
5216 VERBOSE_PRIMS = 0x0400,
5217 VERBOSE_VERTS = 0x0800,
5218 VERBOSE_DISASSEM = 0x1000,
5219 VERBOSE_DRAW = 0x2000,
5220 VERBOSE_SWAPBUFFERS = 0x4000
5221 };
5222
5223
5224 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
5225 enum _debug
5226 {
5227 DEBUG_SILENT = (1 << 0),
5228 DEBUG_ALWAYS_FLUSH = (1 << 1),
5229 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
5230 DEBUG_INCOMPLETE_FBO = (1 << 3),
5231 DEBUG_CONTEXT = (1 << 4)
5232 };
5233
5234 #ifdef __cplusplus
5235 }
5236 #endif
5237
5238 #endif /* MTYPES_H */