Merge branch 'mesa_7_7_branch'
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.7
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR 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 "main/glheader.h"
38 #include "main/config.h"
39 #include "main/compiler.h"
40 #include "main/mfeatures.h"
41 #include "glapi/glapi.h"
42 #include "math/m_matrix.h" /* GLmatrix */
43 #include "main/simple_list.h" /* struct simple_node */
44
45
46 /**
47 * Color channel data type.
48 */
49 #if CHAN_BITS == 8
50 typedef GLubyte GLchan;
51 #define CHAN_MAX 255
52 #define CHAN_MAXF 255.0F
53 #define CHAN_TYPE GL_UNSIGNED_BYTE
54 #elif CHAN_BITS == 16
55 typedef GLushort GLchan;
56 #define CHAN_MAX 65535
57 #define CHAN_MAXF 65535.0F
58 #define CHAN_TYPE GL_UNSIGNED_SHORT
59 #elif CHAN_BITS == 32
60 typedef GLfloat GLchan;
61 #define CHAN_MAX 1.0
62 #define CHAN_MAXF 1.0F
63 #define CHAN_TYPE GL_FLOAT
64 #else
65 #error "illegal number of color channel bits"
66 #endif
67
68
69 /**
70 * Stencil buffer data type.
71 */
72 #if STENCIL_BITS==8
73 typedef GLubyte GLstencil;
74 #elif STENCIL_BITS==16
75 typedef GLushort GLstencil;
76 #else
77 # error "illegal number of stencil bits"
78 #endif
79
80
81 /**
82 * \name 64-bit extension of GLbitfield.
83 */
84 /*@{*/
85 typedef GLuint64 GLbitfield64;
86
87 #define BITFIELD64_ONE 1ULL
88 #define BITFIELD64_ALLONES ~0ULL
89
90 /** Set a single bit */
91 #define BITFIELD64_BIT(b) (BITFIELD64_ONE << (b))
92
93 /** Set a mask of the least significant \c b bits */
94 #define BITFIELD64_MASK(b) (((b) >= 64) ? BITFIELD64_ALLONES : \
95 (BITFIELD64_BIT(b) - 1))
96
97 /**
98 * Set all bits from l (low bit) to h (high bit), inclusive.
99 *
100 * \note \C BITFIELD_64_RANGE(0, 63) return 64 set bits.
101 */
102 #define BITFIELD64_RANGE(l, h) (BITFIELD64_MASK((h) + 1) & ~BITFIELD64_MASK(l))
103 /*@}*/
104
105
106 /**
107 * \name Some forward type declarations
108 */
109 /*@{*/
110 struct _mesa_HashTable;
111 struct gl_attrib_node;
112 struct gl_list_extensions;
113 struct gl_meta_state;
114 struct gl_pixelstore_attrib;
115 struct gl_program_cache;
116 struct gl_texture_format;
117 struct gl_texture_image;
118 struct gl_texture_object;
119 struct st_context;
120 typedef struct __GLcontextRec GLcontext;
121 typedef struct __GLcontextModesRec GLvisual;
122 typedef struct gl_framebuffer GLframebuffer;
123 /*@}*/
124
125
126
127 /**
128 * Indexes for vertex program attributes.
129 * GL_NV_vertex_program aliases generic attributes over the conventional
130 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
131 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
132 * generic attributes are distinct/separate).
133 */
134 typedef enum
135 {
136 VERT_ATTRIB_POS = 0,
137 VERT_ATTRIB_WEIGHT = 1,
138 VERT_ATTRIB_NORMAL = 2,
139 VERT_ATTRIB_COLOR0 = 3,
140 VERT_ATTRIB_COLOR1 = 4,
141 VERT_ATTRIB_FOG = 5,
142 VERT_ATTRIB_COLOR_INDEX = 6,
143 VERT_ATTRIB_POINT_SIZE = 6, /*alias*/
144 VERT_ATTRIB_EDGEFLAG = 7,
145 VERT_ATTRIB_TEX0 = 8,
146 VERT_ATTRIB_TEX1 = 9,
147 VERT_ATTRIB_TEX2 = 10,
148 VERT_ATTRIB_TEX3 = 11,
149 VERT_ATTRIB_TEX4 = 12,
150 VERT_ATTRIB_TEX5 = 13,
151 VERT_ATTRIB_TEX6 = 14,
152 VERT_ATTRIB_TEX7 = 15,
153 VERT_ATTRIB_GENERIC0 = 16,
154 VERT_ATTRIB_GENERIC1 = 17,
155 VERT_ATTRIB_GENERIC2 = 18,
156 VERT_ATTRIB_GENERIC3 = 19,
157 VERT_ATTRIB_GENERIC4 = 20,
158 VERT_ATTRIB_GENERIC5 = 21,
159 VERT_ATTRIB_GENERIC6 = 22,
160 VERT_ATTRIB_GENERIC7 = 23,
161 VERT_ATTRIB_GENERIC8 = 24,
162 VERT_ATTRIB_GENERIC9 = 25,
163 VERT_ATTRIB_GENERIC10 = 26,
164 VERT_ATTRIB_GENERIC11 = 27,
165 VERT_ATTRIB_GENERIC12 = 28,
166 VERT_ATTRIB_GENERIC13 = 29,
167 VERT_ATTRIB_GENERIC14 = 30,
168 VERT_ATTRIB_GENERIC15 = 31,
169 VERT_ATTRIB_MAX = 32
170 } gl_vert_attrib;
171
172 /**
173 * Bitflags for vertex attributes.
174 * These are used in bitfields in many places.
175 */
176 /*@{*/
177 #define VERT_BIT_POS (1 << VERT_ATTRIB_POS)
178 #define VERT_BIT_WEIGHT (1 << VERT_ATTRIB_WEIGHT)
179 #define VERT_BIT_NORMAL (1 << VERT_ATTRIB_NORMAL)
180 #define VERT_BIT_COLOR0 (1 << VERT_ATTRIB_COLOR0)
181 #define VERT_BIT_COLOR1 (1 << VERT_ATTRIB_COLOR1)
182 #define VERT_BIT_FOG (1 << VERT_ATTRIB_FOG)
183 #define VERT_BIT_COLOR_INDEX (1 << VERT_ATTRIB_COLOR_INDEX)
184 #define VERT_BIT_EDGEFLAG (1 << VERT_ATTRIB_EDGEFLAG)
185 #define VERT_BIT_TEX0 (1 << VERT_ATTRIB_TEX0)
186 #define VERT_BIT_TEX1 (1 << VERT_ATTRIB_TEX1)
187 #define VERT_BIT_TEX2 (1 << VERT_ATTRIB_TEX2)
188 #define VERT_BIT_TEX3 (1 << VERT_ATTRIB_TEX3)
189 #define VERT_BIT_TEX4 (1 << VERT_ATTRIB_TEX4)
190 #define VERT_BIT_TEX5 (1 << VERT_ATTRIB_TEX5)
191 #define VERT_BIT_TEX6 (1 << VERT_ATTRIB_TEX6)
192 #define VERT_BIT_TEX7 (1 << VERT_ATTRIB_TEX7)
193 #define VERT_BIT_GENERIC0 (1 << VERT_ATTRIB_GENERIC0)
194 #define VERT_BIT_GENERIC1 (1 << VERT_ATTRIB_GENERIC1)
195 #define VERT_BIT_GENERIC2 (1 << VERT_ATTRIB_GENERIC2)
196 #define VERT_BIT_GENERIC3 (1 << VERT_ATTRIB_GENERIC3)
197 #define VERT_BIT_GENERIC4 (1 << VERT_ATTRIB_GENERIC4)
198 #define VERT_BIT_GENERIC5 (1 << VERT_ATTRIB_GENERIC5)
199 #define VERT_BIT_GENERIC6 (1 << VERT_ATTRIB_GENERIC6)
200 #define VERT_BIT_GENERIC7 (1 << VERT_ATTRIB_GENERIC7)
201 #define VERT_BIT_GENERIC8 (1 << VERT_ATTRIB_GENERIC8)
202 #define VERT_BIT_GENERIC9 (1 << VERT_ATTRIB_GENERIC9)
203 #define VERT_BIT_GENERIC10 (1 << VERT_ATTRIB_GENERIC10)
204 #define VERT_BIT_GENERIC11 (1 << VERT_ATTRIB_GENERIC11)
205 #define VERT_BIT_GENERIC12 (1 << VERT_ATTRIB_GENERIC12)
206 #define VERT_BIT_GENERIC13 (1 << VERT_ATTRIB_GENERIC13)
207 #define VERT_BIT_GENERIC14 (1 << VERT_ATTRIB_GENERIC14)
208 #define VERT_BIT_GENERIC15 (1 << VERT_ATTRIB_GENERIC15)
209
210 #define VERT_BIT_TEX(u) (1 << (VERT_ATTRIB_TEX0 + (u)))
211 #define VERT_BIT_GENERIC(g) (1 << (VERT_ATTRIB_GENERIC0 + (g)))
212 /*@}*/
213
214
215 /**
216 * Indexes for vertex program result attributes
217 */
218 typedef enum
219 {
220 VERT_RESULT_HPOS = 0,
221 VERT_RESULT_COL0 = 1,
222 VERT_RESULT_COL1 = 2,
223 VERT_RESULT_FOGC = 3,
224 VERT_RESULT_TEX0 = 4,
225 VERT_RESULT_TEX1 = 5,
226 VERT_RESULT_TEX2 = 6,
227 VERT_RESULT_TEX3 = 7,
228 VERT_RESULT_TEX4 = 8,
229 VERT_RESULT_TEX5 = 9,
230 VERT_RESULT_TEX6 = 10,
231 VERT_RESULT_TEX7 = 11,
232 VERT_RESULT_PSIZ = 12,
233 VERT_RESULT_BFC0 = 13,
234 VERT_RESULT_BFC1 = 14,
235 VERT_RESULT_EDGE = 15,
236 VERT_RESULT_VAR0 = 16, /**< shader varying */
237 VERT_RESULT_MAX = (VERT_RESULT_VAR0 + MAX_VARYING)
238 } gl_vert_result;
239
240
241 /**
242 * Indexes for fragment program input attributes.
243 */
244 typedef enum
245 {
246 FRAG_ATTRIB_WPOS = 0,
247 FRAG_ATTRIB_COL0 = 1,
248 FRAG_ATTRIB_COL1 = 2,
249 FRAG_ATTRIB_FOGC = 3,
250 FRAG_ATTRIB_TEX0 = 4,
251 FRAG_ATTRIB_TEX1 = 5,
252 FRAG_ATTRIB_TEX2 = 6,
253 FRAG_ATTRIB_TEX3 = 7,
254 FRAG_ATTRIB_TEX4 = 8,
255 FRAG_ATTRIB_TEX5 = 9,
256 FRAG_ATTRIB_TEX6 = 10,
257 FRAG_ATTRIB_TEX7 = 11,
258 FRAG_ATTRIB_FACE = 12, /**< front/back face */
259 FRAG_ATTRIB_PNTC = 13, /**< sprite/point coord */
260 FRAG_ATTRIB_VAR0 = 14, /**< shader varying */
261 FRAG_ATTRIB_MAX = (FRAG_ATTRIB_VAR0 + MAX_VARYING)
262 } gl_frag_attrib;
263
264 /**
265 * Bitflags for fragment program input attributes.
266 */
267 /*@{*/
268 #define FRAG_BIT_WPOS (1 << FRAG_ATTRIB_WPOS)
269 #define FRAG_BIT_COL0 (1 << FRAG_ATTRIB_COL0)
270 #define FRAG_BIT_COL1 (1 << FRAG_ATTRIB_COL1)
271 #define FRAG_BIT_FOGC (1 << FRAG_ATTRIB_FOGC)
272 #define FRAG_BIT_FACE (1 << FRAG_ATTRIB_FACE)
273 #define FRAG_BIT_PNTC (1 << FRAG_ATTRIB_PNTC)
274 #define FRAG_BIT_TEX0 (1 << FRAG_ATTRIB_TEX0)
275 #define FRAG_BIT_TEX1 (1 << FRAG_ATTRIB_TEX1)
276 #define FRAG_BIT_TEX2 (1 << FRAG_ATTRIB_TEX2)
277 #define FRAG_BIT_TEX3 (1 << FRAG_ATTRIB_TEX3)
278 #define FRAG_BIT_TEX4 (1 << FRAG_ATTRIB_TEX4)
279 #define FRAG_BIT_TEX5 (1 << FRAG_ATTRIB_TEX5)
280 #define FRAG_BIT_TEX6 (1 << FRAG_ATTRIB_TEX6)
281 #define FRAG_BIT_TEX7 (1 << FRAG_ATTRIB_TEX7)
282 #define FRAG_BIT_VAR0 (1 << FRAG_ATTRIB_VAR0)
283
284 #define FRAG_BIT_TEX(U) (FRAG_BIT_TEX0 << (U))
285 #define FRAG_BIT_VAR(V) (FRAG_BIT_VAR0 << (V))
286
287 #define FRAG_BITS_TEX_ANY (FRAG_BIT_TEX0| \
288 FRAG_BIT_TEX1| \
289 FRAG_BIT_TEX2| \
290 FRAG_BIT_TEX3| \
291 FRAG_BIT_TEX4| \
292 FRAG_BIT_TEX5| \
293 FRAG_BIT_TEX6| \
294 FRAG_BIT_TEX7)
295 /*@}*/
296
297
298 /**
299 * Fragment program results
300 */
301 typedef enum
302 {
303 FRAG_RESULT_DEPTH = 0,
304 FRAG_RESULT_COLOR = 1,
305 FRAG_RESULT_DATA0 = 2,
306 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
307 } gl_frag_result;
308
309
310 /**
311 * Indexes for all renderbuffers
312 */
313 typedef enum
314 {
315 /* the four standard color buffers */
316 BUFFER_FRONT_LEFT,
317 BUFFER_BACK_LEFT,
318 BUFFER_FRONT_RIGHT,
319 BUFFER_BACK_RIGHT,
320 BUFFER_DEPTH,
321 BUFFER_STENCIL,
322 BUFFER_ACCUM,
323 /* optional aux buffer */
324 BUFFER_AUX0,
325 /* generic renderbuffers */
326 BUFFER_COLOR0,
327 BUFFER_COLOR1,
328 BUFFER_COLOR2,
329 BUFFER_COLOR3,
330 BUFFER_COLOR4,
331 BUFFER_COLOR5,
332 BUFFER_COLOR6,
333 BUFFER_COLOR7,
334 BUFFER_COUNT
335 } gl_buffer_index;
336
337 /**
338 * Bit flags for all renderbuffers
339 */
340 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
341 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
342 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
343 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
344 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
345 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
346 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
347 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
348 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
349 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
350 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
351 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
352 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
353 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
354 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
355 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
356 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
357 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
358 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
359
360 /**
361 * Mask of all the color buffer bits (but not accum).
362 */
363 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
364 BUFFER_BIT_BACK_LEFT | \
365 BUFFER_BIT_FRONT_RIGHT | \
366 BUFFER_BIT_BACK_RIGHT | \
367 BUFFER_BIT_AUX0 | \
368 BUFFER_BIT_COLOR0 | \
369 BUFFER_BIT_COLOR1 | \
370 BUFFER_BIT_COLOR2 | \
371 BUFFER_BIT_COLOR3 | \
372 BUFFER_BIT_COLOR4 | \
373 BUFFER_BIT_COLOR5 | \
374 BUFFER_BIT_COLOR6 | \
375 BUFFER_BIT_COLOR7)
376
377
378 /** The pixel transfer path has three color tables: */
379 typedef enum
380 {
381 COLORTABLE_PRECONVOLUTION,
382 COLORTABLE_POSTCONVOLUTION,
383 COLORTABLE_POSTCOLORMATRIX,
384 COLORTABLE_MAX
385 } gl_colortable_index;
386
387
388 /**
389 * Data structure for color tables
390 */
391 struct gl_color_table
392 {
393 GLenum InternalFormat; /**< The user-specified format */
394 GLenum _BaseFormat; /**< GL_ALPHA, GL_RGBA, GL_RGB, etc */
395 GLuint Size; /**< number of entries in table */
396 GLfloat *TableF; /**< Color table, floating point values */
397 GLubyte *TableUB; /**< Color table, ubyte values */
398 GLubyte RedSize;
399 GLubyte GreenSize;
400 GLubyte BlueSize;
401 GLubyte AlphaSize;
402 GLubyte LuminanceSize;
403 GLubyte IntensitySize;
404 };
405
406
407 /**
408 * \name Bit flags used for updating material values.
409 */
410 /*@{*/
411 #define MAT_ATTRIB_FRONT_AMBIENT 0
412 #define MAT_ATTRIB_BACK_AMBIENT 1
413 #define MAT_ATTRIB_FRONT_DIFFUSE 2
414 #define MAT_ATTRIB_BACK_DIFFUSE 3
415 #define MAT_ATTRIB_FRONT_SPECULAR 4
416 #define MAT_ATTRIB_BACK_SPECULAR 5
417 #define MAT_ATTRIB_FRONT_EMISSION 6
418 #define MAT_ATTRIB_BACK_EMISSION 7
419 #define MAT_ATTRIB_FRONT_SHININESS 8
420 #define MAT_ATTRIB_BACK_SHININESS 9
421 #define MAT_ATTRIB_FRONT_INDEXES 10
422 #define MAT_ATTRIB_BACK_INDEXES 11
423 #define MAT_ATTRIB_MAX 12
424
425 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
426 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
427 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
428 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
429 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
430 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
431
432 #define MAT_INDEX_AMBIENT 0
433 #define MAT_INDEX_DIFFUSE 1
434 #define MAT_INDEX_SPECULAR 2
435
436 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
437 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
438 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
439 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
440 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
441 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
442 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
443 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
444 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
445 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
446 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
447 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
448
449
450 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
451 MAT_BIT_FRONT_AMBIENT | \
452 MAT_BIT_FRONT_DIFFUSE | \
453 MAT_BIT_FRONT_SPECULAR | \
454 MAT_BIT_FRONT_SHININESS | \
455 MAT_BIT_FRONT_INDEXES)
456
457 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
458 MAT_BIT_BACK_AMBIENT | \
459 MAT_BIT_BACK_DIFFUSE | \
460 MAT_BIT_BACK_SPECULAR | \
461 MAT_BIT_BACK_SHININESS | \
462 MAT_BIT_BACK_INDEXES)
463
464 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
465 /*@}*/
466
467
468 #define EXP_TABLE_SIZE 512 /**< Specular exponent lookup table sizes */
469 #define SHINE_TABLE_SIZE 256 /**< Material shininess lookup table sizes */
470
471 /**
472 * Material shininess lookup table.
473 */
474 struct gl_shine_tab
475 {
476 struct gl_shine_tab *next, *prev;
477 GLfloat tab[SHINE_TABLE_SIZE+1];
478 GLfloat shininess;
479 GLuint refcount;
480 };
481
482
483 /**
484 * Light source state.
485 */
486 struct gl_light
487 {
488 struct gl_light *next; /**< double linked list with sentinel */
489 struct gl_light *prev;
490
491 GLfloat Ambient[4]; /**< ambient color */
492 GLfloat Diffuse[4]; /**< diffuse color */
493 GLfloat Specular[4]; /**< specular color */
494 GLfloat EyePosition[4]; /**< position in eye coordinates */
495 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
496 GLfloat SpotExponent;
497 GLfloat SpotCutoff; /**< in degrees */
498 GLfloat _CosCutoffNeg; /**< = cos(SpotCutoff) */
499 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
500 GLfloat ConstantAttenuation;
501 GLfloat LinearAttenuation;
502 GLfloat QuadraticAttenuation;
503 GLboolean Enabled; /**< On/off flag */
504
505 /**
506 * \name Derived fields
507 */
508 /*@{*/
509 GLbitfield _Flags; /**< State */
510
511 GLfloat _Position[4]; /**< position in eye/obj coordinates */
512 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
513 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
514 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
515 GLfloat _VP_inf_spot_attenuation;
516
517 GLfloat _SpotExpTable[EXP_TABLE_SIZE][2]; /**< to replace a pow() call */
518 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
519 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
520 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
521 GLfloat _dli; /**< CI diffuse light intensity */
522 GLfloat _sli; /**< CI specular light intensity */
523 /*@}*/
524 };
525
526
527 /**
528 * Light model state.
529 */
530 struct gl_lightmodel
531 {
532 GLfloat Ambient[4]; /**< ambient color */
533 GLboolean LocalViewer; /**< Local (or infinite) view point? */
534 GLboolean TwoSide; /**< Two (or one) sided lighting? */
535 GLenum ColorControl; /**< either GL_SINGLE_COLOR
536 * or GL_SEPARATE_SPECULAR_COLOR */
537 };
538
539
540 /**
541 * Material state.
542 */
543 struct gl_material
544 {
545 GLfloat Attrib[MAT_ATTRIB_MAX][4];
546 };
547
548
549 /**
550 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
551 */
552 struct gl_accum_attrib
553 {
554 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
555 };
556
557
558 /**
559 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
560 */
561 struct gl_colorbuffer_attrib
562 {
563 GLuint ClearIndex; /**< Index to use for glClear */
564 GLclampf ClearColor[4]; /**< Color to use for glClear */
565
566 GLuint IndexMask; /**< Color index write mask */
567 GLubyte ColorMask[MAX_DRAW_BUFFERS][4];/**< Each flag is 0xff or 0x0 */
568
569 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
570
571 /**
572 * \name alpha testing
573 */
574 /*@{*/
575 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
576 GLenum AlphaFunc; /**< Alpha test function */
577 GLclampf AlphaRef; /**< Alpha reference value */
578 /*@}*/
579
580 /**
581 * \name Blending
582 */
583 /*@{*/
584 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
585 GLenum BlendSrcRGB; /**< Blending source operator */
586 GLenum BlendDstRGB; /**< Blending destination operator */
587 GLenum BlendSrcA; /**< GL_INGR_blend_func_separate */
588 GLenum BlendDstA; /**< GL_INGR_blend_func_separate */
589 GLenum BlendEquationRGB; /**< Blending equation */
590 GLenum BlendEquationA; /**< GL_EXT_blend_equation_separate */
591 GLfloat BlendColor[4]; /**< Blending color */
592 /*@}*/
593
594 /**
595 * \name Logic op
596 */
597 /*@{*/
598 GLenum LogicOp; /**< Logic operator */
599 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
600 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
601 GLboolean _LogicOpEnabled; /**< RGBA logic op + EXT_blend_logic_op enabled flag */
602 /*@}*/
603
604 GLboolean DitherFlag; /**< Dither enable flag */
605
606 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
607 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
608 };
609
610
611 /**
612 * Current attribute group (GL_CURRENT_BIT).
613 */
614 struct gl_current_attrib
615 {
616 /**
617 * \name Current vertex attributes.
618 * \note Values are valid only after FLUSH_VERTICES has been called.
619 * \note Index and Edgeflag current values are stored as floats in the
620 * SIX and SEVEN attribute slots.
621 */
622 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
623
624 /**
625 * \name Current raster position attributes (always valid).
626 * \note This set of attributes is very similar to the SWvertex struct.
627 */
628 /*@{*/
629 GLfloat RasterPos[4];
630 GLfloat RasterDistance;
631 GLfloat RasterColor[4];
632 GLfloat RasterSecondaryColor[4];
633 GLfloat RasterIndex;
634 GLfloat RasterTexCoords[MAX_TEXTURE_UNITS][4];
635 GLboolean RasterPosValid;
636 /*@}*/
637 };
638
639
640 /**
641 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
642 */
643 struct gl_depthbuffer_attrib
644 {
645 GLenum Func; /**< Function for depth buffer compare */
646 GLclampd Clear; /**< Value to clear depth buffer to */
647 GLboolean Test; /**< Depth buffering enabled flag */
648 GLboolean Mask; /**< Depth buffer writable? */
649 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
650 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
651 };
652
653
654 /**
655 * Evaluator attribute group (GL_EVAL_BIT).
656 */
657 struct gl_eval_attrib
658 {
659 /**
660 * \name Enable bits
661 */
662 /*@{*/
663 GLboolean Map1Color4;
664 GLboolean Map1Index;
665 GLboolean Map1Normal;
666 GLboolean Map1TextureCoord1;
667 GLboolean Map1TextureCoord2;
668 GLboolean Map1TextureCoord3;
669 GLboolean Map1TextureCoord4;
670 GLboolean Map1Vertex3;
671 GLboolean Map1Vertex4;
672 GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */
673 GLboolean Map2Color4;
674 GLboolean Map2Index;
675 GLboolean Map2Normal;
676 GLboolean Map2TextureCoord1;
677 GLboolean Map2TextureCoord2;
678 GLboolean Map2TextureCoord3;
679 GLboolean Map2TextureCoord4;
680 GLboolean Map2Vertex3;
681 GLboolean Map2Vertex4;
682 GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */
683 GLboolean AutoNormal;
684 /*@}*/
685
686 /**
687 * \name Map Grid endpoints and divisions and calculated du values
688 */
689 /*@{*/
690 GLint MapGrid1un;
691 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
692 GLint MapGrid2un, MapGrid2vn;
693 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
694 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
695 /*@}*/
696 };
697
698
699 /**
700 * Fog attribute group (GL_FOG_BIT).
701 */
702 struct gl_fog_attrib
703 {
704 GLboolean Enabled; /**< Fog enabled flag */
705 GLfloat Color[4]; /**< Fog color */
706 GLfloat Density; /**< Density >= 0.0 */
707 GLfloat Start; /**< Start distance in eye coords */
708 GLfloat End; /**< End distance in eye coords */
709 GLfloat Index; /**< Fog index */
710 GLenum Mode; /**< Fog mode */
711 GLboolean ColorSumEnabled;
712 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
713 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
714 };
715
716
717 /**
718 * Hint attribute group (GL_HINT_BIT).
719 *
720 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
721 */
722 struct gl_hint_attrib
723 {
724 GLenum PerspectiveCorrection;
725 GLenum PointSmooth;
726 GLenum LineSmooth;
727 GLenum PolygonSmooth;
728 GLenum Fog;
729 GLenum ClipVolumeClipping; /**< GL_EXT_clip_volume_hint */
730 GLenum TextureCompression; /**< GL_ARB_texture_compression */
731 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
732 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
733 };
734
735
736 /**
737 * Histogram attributes.
738 */
739 struct gl_histogram_attrib
740 {
741 GLuint Width; /**< number of table entries */
742 GLint Format; /**< GL_ALPHA, GL_RGB, etc */
743 GLuint Count[HISTOGRAM_TABLE_SIZE][4]; /**< the histogram */
744 GLboolean Sink; /**< terminate image transfer? */
745 GLubyte RedSize; /**< Bits per counter */
746 GLubyte GreenSize;
747 GLubyte BlueSize;
748 GLubyte AlphaSize;
749 GLubyte LuminanceSize;
750 };
751
752
753 /**
754 * Color Min/max state.
755 */
756 struct gl_minmax_attrib
757 {
758 GLenum Format;
759 GLboolean Sink;
760 GLfloat Min[4], Max[4]; /**< RGBA */
761 };
762
763
764 /**
765 * Image convolution state.
766 */
767 struct gl_convolution_attrib
768 {
769 GLenum Format;
770 GLenum InternalFormat;
771 GLuint Width;
772 GLuint Height;
773 GLfloat Filter[MAX_CONVOLUTION_WIDTH * MAX_CONVOLUTION_HEIGHT * 4];
774 };
775
776
777 /**
778 * Light state flags.
779 */
780 /*@{*/
781 #define LIGHT_SPOT 0x1
782 #define LIGHT_LOCAL_VIEWER 0x2
783 #define LIGHT_POSITIONAL 0x4
784 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
785 /*@}*/
786
787
788 /**
789 * Lighting attribute group (GL_LIGHT_BIT).
790 */
791 struct gl_light_attrib
792 {
793 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
794 struct gl_lightmodel Model; /**< Lighting model */
795
796 /**
797 * Must flush FLUSH_VERTICES before referencing:
798 */
799 /*@{*/
800 struct gl_material Material; /**< Includes front & back values */
801 /*@}*/
802
803 GLboolean Enabled; /**< Lighting enabled flag */
804 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
805 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
806 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
807 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
808 GLbitfield ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
809 GLboolean ColorMaterialEnabled;
810 GLenum ClampVertexColor;
811
812 struct gl_light EnabledList; /**< List sentinel */
813
814 /**
815 * Derived state for optimizations:
816 */
817 /*@{*/
818 GLboolean _NeedEyeCoords;
819 GLboolean _NeedVertices; /**< Use fast shader? */
820 GLbitfield _Flags; /**< LIGHT_* flags, see above */
821 GLfloat _BaseColor[2][3];
822 /*@}*/
823 };
824
825
826 /**
827 * Line attribute group (GL_LINE_BIT).
828 */
829 struct gl_line_attrib
830 {
831 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
832 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
833 GLushort StipplePattern; /**< Stipple pattern */
834 GLint StippleFactor; /**< Stipple repeat factor */
835 GLfloat Width; /**< Line width */
836 };
837
838
839 /**
840 * Display list attribute group (GL_LIST_BIT).
841 */
842 struct gl_list_attrib
843 {
844 GLuint ListBase;
845 };
846
847
848 /**
849 * Multisample attribute group (GL_MULTISAMPLE_BIT).
850 */
851 struct gl_multisample_attrib
852 {
853 GLboolean Enabled;
854 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
855 GLboolean SampleAlphaToCoverage;
856 GLboolean SampleAlphaToOne;
857 GLboolean SampleCoverage;
858 GLfloat SampleCoverageValue;
859 GLboolean SampleCoverageInvert;
860 };
861
862
863 /**
864 * A pixelmap (see glPixelMap)
865 */
866 struct gl_pixelmap
867 {
868 GLint Size;
869 GLfloat Map[MAX_PIXEL_MAP_TABLE];
870 GLubyte Map8[MAX_PIXEL_MAP_TABLE]; /**< converted to 8-bit color */
871 };
872
873
874 /**
875 * Collection of all pixelmaps
876 */
877 struct gl_pixelmaps
878 {
879 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
880 struct gl_pixelmap GtoG;
881 struct gl_pixelmap BtoB;
882 struct gl_pixelmap AtoA;
883 struct gl_pixelmap ItoR;
884 struct gl_pixelmap ItoG;
885 struct gl_pixelmap ItoB;
886 struct gl_pixelmap ItoA;
887 struct gl_pixelmap ItoI;
888 struct gl_pixelmap StoS;
889 };
890
891
892 /**
893 * Pixel attribute group (GL_PIXEL_MODE_BIT).
894 */
895 struct gl_pixel_attrib
896 {
897 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
898
899 /*--- Begin Pixel Transfer State ---*/
900 /* Fields are in the order in which they're applied... */
901
902 /** Scale & Bias (index shift, offset) */
903 /*@{*/
904 GLfloat RedBias, RedScale;
905 GLfloat GreenBias, GreenScale;
906 GLfloat BlueBias, BlueScale;
907 GLfloat AlphaBias, AlphaScale;
908 GLfloat DepthBias, DepthScale;
909 GLint IndexShift, IndexOffset;
910 /*@}*/
911
912 /* Pixel Maps */
913 /* Note: actual pixel maps are not part of this attrib group */
914 GLboolean MapColorFlag;
915 GLboolean MapStencilFlag;
916
917 /* There are multiple color table stages: */
918 GLboolean ColorTableEnabled[COLORTABLE_MAX];
919 GLfloat ColorTableScale[COLORTABLE_MAX][4]; /**< RGBA */
920 GLfloat ColorTableBias[COLORTABLE_MAX][4]; /**< RGBA */
921
922 /* Convolution (GL_EXT_convolution) */
923 GLboolean Convolution1DEnabled;
924 GLboolean Convolution2DEnabled;
925 GLboolean Separable2DEnabled;
926 GLfloat ConvolutionBorderColor[3][4]; /**< RGBA */
927 GLenum ConvolutionBorderMode[3];
928 GLfloat ConvolutionFilterScale[3][4]; /**< RGBA */
929 GLfloat ConvolutionFilterBias[3][4]; /**< RGBA */
930 GLfloat PostConvolutionScale[4]; /**< RGBA */
931 GLfloat PostConvolutionBias[4]; /**< RGBA */
932
933 /* Color matrix (GL_SGI_color_matrix) */
934 /* Note: the color matrix is not part of this attrib group */
935 GLfloat PostColorMatrixScale[4]; /**< RGBA */
936 GLfloat PostColorMatrixBias[4]; /**< RGBA */
937
938 /* Histogram & minmax (GL_EXT_histogram) */
939 /* Note: histogram and minmax data are not part of this attrib group */
940 GLboolean HistogramEnabled;
941 GLboolean MinMaxEnabled;
942
943 /*--- End Pixel Transfer State ---*/
944
945 /** glPixelZoom */
946 GLfloat ZoomX, ZoomY;
947
948 /** GL_SGI_texture_color_table */
949 GLfloat TextureColorTableScale[4]; /**< RGBA */
950 GLfloat TextureColorTableBias[4]; /**< RGBA */
951 };
952
953
954 /**
955 * Point attribute group (GL_POINT_BIT).
956 */
957 struct gl_point_attrib
958 {
959 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
960 GLfloat Size; /**< User-specified point size */
961 GLfloat Params[3]; /**< GL_EXT_point_parameters */
962 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
963 GLfloat Threshold; /**< GL_EXT_point_parameters */
964 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
965 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
966 GLboolean CoordReplace[MAX_TEXTURE_UNITS]; /**< GL_ARB_point_sprite */
967 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
968 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
969 };
970
971
972 /**
973 * Polygon attribute group (GL_POLYGON_BIT).
974 */
975 struct gl_polygon_attrib
976 {
977 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
978 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
979 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
980 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
981 GLboolean CullFlag; /**< Culling on/off flag */
982 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
983 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
984 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
985 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
986 GLfloat OffsetUnits; /**< Polygon offset units, from user */
987 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
988 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
989 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
990 };
991
992
993 /**
994 * Scissor attributes (GL_SCISSOR_BIT).
995 */
996 struct gl_scissor_attrib
997 {
998 GLboolean Enabled; /**< Scissor test enabled? */
999 GLint X, Y; /**< Lower left corner of box */
1000 GLsizei Width, Height; /**< Size of box */
1001 };
1002
1003
1004 /**
1005 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1006 *
1007 * Three sets of stencil data are tracked so that OpenGL 2.0,
1008 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1009 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1010 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1011 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1012 * GL_EXT_stencil_two_side GL_BACK state.
1013 *
1014 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1015 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1016 *
1017 * The derived value \c _TestTwoSide is set when the front-face and back-face
1018 * stencil state are different.
1019 */
1020 struct gl_stencil_attrib
1021 {
1022 GLboolean Enabled; /**< Enabled flag */
1023 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1024 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1025 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1026 GLboolean _TestTwoSide;
1027 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1028 GLenum Function[3]; /**< Stencil function */
1029 GLenum FailFunc[3]; /**< Fail function */
1030 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1031 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1032 GLint Ref[3]; /**< Reference value */
1033 GLuint ValueMask[3]; /**< Value mask */
1034 GLuint WriteMask[3]; /**< Write mask */
1035 GLuint Clear; /**< Clear value */
1036 };
1037
1038
1039 /**
1040 * An index for each type of texture object. These correspond to the GL
1041 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1042 * Note: the order is from highest priority to lowest priority.
1043 */
1044 typedef enum
1045 {
1046 TEXTURE_2D_ARRAY_INDEX,
1047 TEXTURE_1D_ARRAY_INDEX,
1048 TEXTURE_CUBE_INDEX,
1049 TEXTURE_3D_INDEX,
1050 TEXTURE_RECT_INDEX,
1051 TEXTURE_2D_INDEX,
1052 TEXTURE_1D_INDEX,
1053 NUM_TEXTURE_TARGETS
1054 } gl_texture_index;
1055
1056
1057 /**
1058 * Bit flags for each type of texture object
1059 * Used for Texture.Unit[]._ReallyEnabled flags.
1060 */
1061 /*@{*/
1062 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1063 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1064 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1065 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1066 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1067 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1068 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1069 /*@}*/
1070
1071
1072 /**
1073 * TexGenEnabled flags.
1074 */
1075 /*@{*/
1076 #define S_BIT 1
1077 #define T_BIT 2
1078 #define R_BIT 4
1079 #define Q_BIT 8
1080 /*@}*/
1081
1082
1083 /**
1084 * Bit flag versions of the corresponding GL_ constants.
1085 */
1086 /*@{*/
1087 #define TEXGEN_SPHERE_MAP 0x1
1088 #define TEXGEN_OBJ_LINEAR 0x2
1089 #define TEXGEN_EYE_LINEAR 0x4
1090 #define TEXGEN_REFLECTION_MAP_NV 0x8
1091 #define TEXGEN_NORMAL_MAP_NV 0x10
1092
1093 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1094 TEXGEN_REFLECTION_MAP_NV | \
1095 TEXGEN_NORMAL_MAP_NV)
1096 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1097 TEXGEN_REFLECTION_MAP_NV | \
1098 TEXGEN_NORMAL_MAP_NV | \
1099 TEXGEN_EYE_LINEAR)
1100 /*@}*/
1101
1102
1103
1104 /** Tex-gen enabled for texture unit? */
1105 #define ENABLE_TEXGEN(unit) (1 << (unit))
1106
1107 /** Non-identity texture matrix for texture unit? */
1108 #define ENABLE_TEXMAT(unit) (1 << (unit))
1109
1110
1111 /**
1112 * Texel fetch function prototype. We use texel fetch functions to
1113 * extract RGBA, color indexes and depth components out of 1D, 2D and 3D
1114 * texture images. These functions help to isolate us from the gritty
1115 * details of all the various texture image encodings.
1116 *
1117 * \param texImage texture image.
1118 * \param col texel column.
1119 * \param row texel row.
1120 * \param img texel image level/layer.
1121 * \param texelOut output texel (up to 4 GLchans)
1122 */
1123 typedef void (*FetchTexelFuncC)( const struct gl_texture_image *texImage,
1124 GLint col, GLint row, GLint img,
1125 GLchan *texelOut );
1126
1127 /**
1128 * As above, but returns floats.
1129 * Used for depth component images and for upcoming signed/float
1130 * texture images.
1131 */
1132 typedef void (*FetchTexelFuncF)( const struct gl_texture_image *texImage,
1133 GLint col, GLint row, GLint img,
1134 GLfloat *texelOut );
1135
1136
1137 typedef void (*StoreTexelFunc)(struct gl_texture_image *texImage,
1138 GLint col, GLint row, GLint img,
1139 const void *texel);
1140
1141
1142 /**
1143 * Texture image state. Describes the dimensions of a texture image,
1144 * the texel format and pointers to Texel Fetch functions.
1145 */
1146 struct gl_texture_image
1147 {
1148 GLint InternalFormat; /**< Internal format as given by the user */
1149 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1150 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1151 * GL_INTENSITY, GL_COLOR_INDEX,
1152 * GL_DEPTH_COMPONENT or GL_DEPTH_STENCIL_EXT
1153 * only. Used for choosing TexEnv arithmetic.
1154 */
1155 GLuint TexFormat; /**< The actual format: MESA_FORMAT_x */
1156
1157 GLuint Border; /**< 0 or 1 */
1158 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1159 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1160 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1161 GLuint Width2; /**< = Width - 2*Border */
1162 GLuint Height2; /**< = Height - 2*Border */
1163 GLuint Depth2; /**< = Depth - 2*Border */
1164 GLuint WidthLog2; /**< = log2(Width2) */
1165 GLuint HeightLog2; /**< = log2(Height2) */
1166 GLuint DepthLog2; /**< = log2(Depth2) */
1167 GLuint MaxLog2; /**< = MAX(WidthLog2, HeightLog2) */
1168 GLfloat WidthScale; /**< used for mipmap LOD computation */
1169 GLfloat HeightScale; /**< used for mipmap LOD computation */
1170 GLfloat DepthScale; /**< used for mipmap LOD computation */
1171 GLboolean IsClientData; /**< Data owned by client? */
1172 GLboolean _IsPowerOfTwo; /**< Are all dimensions powers of two? */
1173
1174 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1175
1176 FetchTexelFuncC FetchTexelc; /**< GLchan texel fetch function pointer */
1177 FetchTexelFuncF FetchTexelf; /**< Float texel fetch function pointer */
1178
1179 GLuint RowStride; /**< Padded width in units of texels */
1180 GLuint *ImageOffsets; /**< if 3D texture: array [Depth] of offsets to
1181 each 2D slice in 'Data', in texels */
1182 GLvoid *Data; /**< Image data, accessed via FetchTexel() */
1183
1184 /**
1185 * \name For device driver:
1186 */
1187 /*@{*/
1188 void *DriverData; /**< Arbitrary device driver data */
1189 /*@}*/
1190 };
1191
1192
1193 /**
1194 * Indexes for cube map faces.
1195 */
1196 typedef enum
1197 {
1198 FACE_POS_X = 0,
1199 FACE_NEG_X = 1,
1200 FACE_POS_Y = 2,
1201 FACE_NEG_Y = 3,
1202 FACE_POS_Z = 4,
1203 FACE_NEG_Z = 5,
1204 MAX_FACES = 6
1205 } gl_face_index;
1206
1207
1208 /**
1209 * Texture object state. Contains the array of mipmap images, border color,
1210 * wrap modes, filter modes, shadow/texcompare state, and the per-texture
1211 * color palette.
1212 */
1213 struct gl_texture_object
1214 {
1215 _glthread_Mutex Mutex; /**< for thread safety */
1216 GLint RefCount; /**< reference count */
1217 GLuint Name; /**< the user-visible texture object ID */
1218 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1219 GLfloat Priority; /**< in [0,1] */
1220 GLfloat BorderColor[4]; /**< unclamped */
1221 GLenum WrapS; /**< S-axis texture image wrap mode */
1222 GLenum WrapT; /**< T-axis texture image wrap mode */
1223 GLenum WrapR; /**< R-axis texture image wrap mode */
1224 GLenum MinFilter; /**< minification filter */
1225 GLenum MagFilter; /**< magnification filter */
1226 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1227 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1228 GLfloat LodBias; /**< OpenGL 1.4 */
1229 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1230 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1231 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1232 GLenum CompareMode; /**< GL_ARB_shadow */
1233 GLenum CompareFunc; /**< GL_ARB_shadow */
1234 GLfloat CompareFailValue; /**< GL_ARB_shadow_ambient */
1235 GLenum DepthMode; /**< GL_ARB_depth_texture */
1236 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1237 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */
1238 GLint CropRect[4]; /**< GL_OES_draw_texture */
1239 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1240 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1241 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1242 GLboolean _Complete; /**< Is texture object complete? */
1243 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1244
1245 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1246 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1247
1248 /** GL_EXT_paletted_texture */
1249 struct gl_color_table Palette;
1250
1251 /**
1252 * \name For device driver.
1253 * Note: instead of attaching driver data to this pointer, it's preferable
1254 * to instead use this struct as a base class for your own texture object
1255 * class. Driver->NewTextureObject() can be used to implement the
1256 * allocation.
1257 */
1258 void *DriverData; /**< Arbitrary device driver data */
1259 };
1260
1261
1262 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1263 #define MAX_COMBINER_TERMS 4
1264
1265
1266 /**
1267 * Texture combine environment state.
1268 */
1269 struct gl_tex_env_combine_state
1270 {
1271 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1272 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1273 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1274 GLenum SourceRGB[MAX_COMBINER_TERMS];
1275 GLenum SourceA[MAX_COMBINER_TERMS];
1276 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1277 GLenum OperandRGB[MAX_COMBINER_TERMS];
1278 GLenum OperandA[MAX_COMBINER_TERMS];
1279 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1280 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1281 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1282 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1283 };
1284
1285
1286 /**
1287 * Texture coord generation state.
1288 */
1289 struct gl_texgen
1290 {
1291 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1292 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1293 GLfloat ObjectPlane[4];
1294 GLfloat EyePlane[4];
1295 };
1296
1297
1298 /**
1299 * Texture unit state. Contains enable flags, texture environment/function/
1300 * combiners, texgen state, pointers to current texture objects and
1301 * post-filter color tables.
1302 */
1303 struct gl_texture_unit
1304 {
1305 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1306 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1307
1308 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1309 GLfloat EnvColor[4];
1310
1311 struct gl_texgen GenS;
1312 struct gl_texgen GenT;
1313 struct gl_texgen GenR;
1314 struct gl_texgen GenQ;
1315 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1316 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1317
1318 GLfloat LodBias; /**< for biasing mipmap levels */
1319 GLenum BumpTarget;
1320 GLfloat RotMatrix[4]; /* 2x2 matrix */
1321
1322 /**
1323 * \name GL_EXT_texture_env_combine
1324 */
1325 struct gl_tex_env_combine_state Combine;
1326
1327 /**
1328 * Derived state based on \c EnvMode and the \c BaseFormat of the
1329 * currently enabled texture.
1330 */
1331 struct gl_tex_env_combine_state _EnvMode;
1332
1333 /**
1334 * Currently enabled combiner state. This will point to either
1335 * \c Combine or \c _EnvMode.
1336 */
1337 struct gl_tex_env_combine_state *_CurrentCombine;
1338
1339 /** Current texture object pointers */
1340 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1341
1342 /** Points to highest priority, complete and enabled texture object */
1343 struct gl_texture_object *_Current;
1344
1345 /** GL_SGI_texture_color_table */
1346 /*@{*/
1347 struct gl_color_table ColorTable;
1348 struct gl_color_table ProxyColorTable;
1349 GLboolean ColorTableEnabled;
1350 /*@}*/
1351 };
1352
1353
1354 /**
1355 * Texture attribute group (GL_TEXTURE_BIT).
1356 */
1357 struct gl_texture_attrib
1358 {
1359 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1360 struct gl_texture_unit Unit[MAX_TEXTURE_UNITS];
1361
1362 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1363
1364 /** GL_ARB_seamless_cubemap */
1365 GLboolean CubeMapSeamless;
1366
1367 /** GL_EXT_shared_texture_palette */
1368 GLboolean SharedPalette;
1369 struct gl_color_table Palette;
1370
1371 /** Texture units/samplers used by vertex or fragment texturing */
1372 GLbitfield _EnabledUnits;
1373
1374 /** Texture coord units/sets used for fragment texturing */
1375 GLbitfield _EnabledCoordUnits;
1376
1377 /** Texture coord units that have texgen enabled */
1378 GLbitfield _TexGenEnabled;
1379
1380 /** Texture coord units that have non-identity matrices */
1381 GLbitfield _TexMatEnabled;
1382
1383 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1384 GLbitfield _GenFlags;
1385 };
1386
1387
1388 /**
1389 * Transformation attribute group (GL_TRANSFORM_BIT).
1390 */
1391 struct gl_transform_attrib
1392 {
1393 GLenum MatrixMode; /**< Matrix mode */
1394 GLfloat EyeUserPlane[MAX_CLIP_PLANES][4]; /**< User clip planes */
1395 GLfloat _ClipUserPlane[MAX_CLIP_PLANES][4]; /**< derived */
1396 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1397 GLboolean Normalize; /**< Normalize all normals? */
1398 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1399 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1400 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1401
1402 GLboolean CullVertexFlag; /**< True if GL_CULL_VERTEX_EXT is enabled */
1403 GLfloat CullEyePos[4];
1404 GLfloat CullObjPos[4];
1405 };
1406
1407
1408 /**
1409 * Viewport attribute group (GL_VIEWPORT_BIT).
1410 */
1411 struct gl_viewport_attrib
1412 {
1413 GLint X, Y; /**< position */
1414 GLsizei Width, Height; /**< size */
1415 GLfloat Near, Far; /**< Depth buffer range */
1416 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1417 };
1418
1419
1420 /**
1421 * GL_ARB_vertex/pixel_buffer_object buffer object
1422 */
1423 struct gl_buffer_object
1424 {
1425 GLint RefCount;
1426 GLuint Name;
1427 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1428 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1429 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1430 /** Fields describing a mapped buffer */
1431 /*@{*/
1432 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1433 GLvoid *Pointer; /**< User-space address of mapping */
1434 GLintptr Offset; /**< Mapped offset */
1435 GLsizeiptr Length; /**< Mapped length */
1436 /*@}*/
1437 GLboolean Written; /**< Ever written to? (for debugging) */
1438 };
1439
1440
1441 /**
1442 * Client pixel packing/unpacking attributes
1443 */
1444 struct gl_pixelstore_attrib
1445 {
1446 GLint Alignment;
1447 GLint RowLength;
1448 GLint SkipPixels;
1449 GLint SkipRows;
1450 GLint ImageHeight;
1451 GLint SkipImages;
1452 GLboolean SwapBytes;
1453 GLboolean LsbFirst;
1454 GLboolean ClientStorage; /**< GL_APPLE_client_storage */
1455 GLboolean Invert; /**< GL_MESA_pack_invert */
1456 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1457 };
1458
1459
1460 /**
1461 * Client vertex array attributes
1462 */
1463 struct gl_client_array
1464 {
1465 GLint Size; /**< components per element (1,2,3,4) */
1466 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1467 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1468 GLsizei Stride; /**< user-specified stride */
1469 GLsizei StrideB; /**< actual stride in bytes */
1470 const GLubyte *Ptr; /**< Points to array data */
1471 GLboolean Enabled; /**< Enabled flag is a boolean */
1472 GLboolean Normalized; /**< GL_ARB_vertex_program */
1473 GLuint _ElementSize; /**< size of each element in bytes */
1474
1475 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1476 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1477 };
1478
1479
1480 /**
1481 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1482 * extension, but a nice encapsulation in any case.
1483 */
1484 struct gl_array_object
1485 {
1486 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1487 GLuint Name;
1488
1489 GLint RefCount;
1490 _glthread_Mutex Mutex;
1491 GLboolean VBOonly; /**< require all arrays to live in VBOs? */
1492
1493 /** Conventional vertex arrays */
1494 /*@{*/
1495 struct gl_client_array Vertex;
1496 struct gl_client_array Weight;
1497 struct gl_client_array Normal;
1498 struct gl_client_array Color;
1499 struct gl_client_array SecondaryColor;
1500 struct gl_client_array FogCoord;
1501 struct gl_client_array Index;
1502 struct gl_client_array EdgeFlag;
1503 struct gl_client_array TexCoord[MAX_TEXTURE_COORD_UNITS];
1504 struct gl_client_array PointSize;
1505 /*@}*/
1506
1507 /**
1508 * Generic arrays for vertex programs/shaders.
1509 * For NV vertex programs, these attributes alias and take priority
1510 * over the conventional attribs above. For ARB vertex programs and
1511 * GLSL vertex shaders, these attributes are separate.
1512 */
1513 struct gl_client_array VertexAttrib[MAX_VERTEX_GENERIC_ATTRIBS];
1514
1515 /** Mask of _NEW_ARRAY_* values indicating which arrays are enabled */
1516 GLbitfield _Enabled;
1517
1518 /**
1519 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1520 * we can determine the max legal (in bounds) glDrawElements array index.
1521 */
1522 GLuint _MaxElement;
1523 };
1524
1525
1526 /**
1527 * Vertex array state
1528 */
1529 struct gl_array_attrib
1530 {
1531 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1532 struct gl_array_object *ArrayObj;
1533
1534 /** The default vertex array object */
1535 struct gl_array_object *DefaultArrayObj;
1536
1537 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1538 struct _mesa_HashTable *Objects;
1539
1540 GLint ActiveTexture; /**< Client Active Texture */
1541 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1542 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1543
1544 GLbitfield NewState; /**< mask of _NEW_ARRAY_* values */
1545
1546 #if FEATURE_ARB_vertex_buffer_object
1547 struct gl_buffer_object *ArrayBufferObj;
1548 struct gl_buffer_object *ElementArrayBufferObj;
1549 #endif
1550 };
1551
1552
1553 /**
1554 * Feedback buffer state
1555 */
1556 struct gl_feedback
1557 {
1558 GLenum Type;
1559 GLbitfield _Mask; /**< FB_* bits */
1560 GLfloat *Buffer;
1561 GLuint BufferSize;
1562 GLuint Count;
1563 };
1564
1565
1566 /**
1567 * Selection buffer state
1568 */
1569 struct gl_selection
1570 {
1571 GLuint *Buffer; /**< selection buffer */
1572 GLuint BufferSize; /**< size of the selection buffer */
1573 GLuint BufferCount; /**< number of values in the selection buffer */
1574 GLuint Hits; /**< number of records in the selection buffer */
1575 GLuint NameStackDepth; /**< name stack depth */
1576 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1577 GLboolean HitFlag; /**< hit flag */
1578 GLfloat HitMinZ; /**< minimum hit depth */
1579 GLfloat HitMaxZ; /**< maximum hit depth */
1580 };
1581
1582
1583 /**
1584 * 1-D Evaluator control points
1585 */
1586 struct gl_1d_map
1587 {
1588 GLuint Order; /**< Number of control points */
1589 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1590 GLfloat *Points; /**< Points to contiguous control points */
1591 };
1592
1593
1594 /**
1595 * 2-D Evaluator control points
1596 */
1597 struct gl_2d_map
1598 {
1599 GLuint Uorder; /**< Number of control points in U dimension */
1600 GLuint Vorder; /**< Number of control points in V dimension */
1601 GLfloat u1, u2, du;
1602 GLfloat v1, v2, dv;
1603 GLfloat *Points; /**< Points to contiguous control points */
1604 };
1605
1606
1607 /**
1608 * All evaluator control point state
1609 */
1610 struct gl_evaluators
1611 {
1612 /**
1613 * \name 1-D maps
1614 */
1615 /*@{*/
1616 struct gl_1d_map Map1Vertex3;
1617 struct gl_1d_map Map1Vertex4;
1618 struct gl_1d_map Map1Index;
1619 struct gl_1d_map Map1Color4;
1620 struct gl_1d_map Map1Normal;
1621 struct gl_1d_map Map1Texture1;
1622 struct gl_1d_map Map1Texture2;
1623 struct gl_1d_map Map1Texture3;
1624 struct gl_1d_map Map1Texture4;
1625 struct gl_1d_map Map1Attrib[16]; /**< GL_NV_vertex_program */
1626 /*@}*/
1627
1628 /**
1629 * \name 2-D maps
1630 */
1631 /*@{*/
1632 struct gl_2d_map Map2Vertex3;
1633 struct gl_2d_map Map2Vertex4;
1634 struct gl_2d_map Map2Index;
1635 struct gl_2d_map Map2Color4;
1636 struct gl_2d_map Map2Normal;
1637 struct gl_2d_map Map2Texture1;
1638 struct gl_2d_map Map2Texture2;
1639 struct gl_2d_map Map2Texture3;
1640 struct gl_2d_map Map2Texture4;
1641 struct gl_2d_map Map2Attrib[16]; /**< GL_NV_vertex_program */
1642 /*@}*/
1643 };
1644
1645
1646 /**
1647 * Names of the various vertex/fragment program register files, etc.
1648 *
1649 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1650 * All values should fit in a 4-bit field.
1651 *
1652 * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR, PROGRAM_NAMED_PARAM,
1653 * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1654 * be "uniform" variables since they can only be set outside glBegin/End.
1655 * They're also all stored in the same Parameters array.
1656 */
1657 typedef enum
1658 {
1659 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1660 PROGRAM_INPUT, /**< machine->Inputs[] */
1661 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1662 PROGRAM_VARYING, /**< machine->Inputs[]/Outputs[] */
1663 PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
1664 PROGRAM_ENV_PARAM, /**< gl_program->Parameters[] */
1665 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1666 PROGRAM_NAMED_PARAM, /**< gl_program->Parameters[] */
1667 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1668 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1669 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1670 PROGRAM_ADDRESS, /**< machine->AddressReg */
1671 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1672 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1673 PROGRAM_FILE_MAX
1674 } gl_register_file;
1675
1676
1677 /** Vertex and fragment instructions */
1678 struct prog_instruction;
1679 struct gl_program_parameter_list;
1680 struct gl_uniform_list;
1681
1682
1683 /**
1684 * Base class for any kind of program object
1685 */
1686 struct gl_program
1687 {
1688 GLuint Id;
1689 GLubyte *String; /**< Null-terminated program text */
1690 GLint RefCount;
1691 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_FRAGMENT_PROGRAM_NV */
1692 GLenum Format; /**< String encoding format */
1693 GLboolean Resident;
1694
1695 struct prog_instruction *Instructions;
1696
1697 GLbitfield InputsRead; /**< Bitmask of which input regs are read */
1698 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1699 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
1700 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
1701 GLbitfield TexturesUsed[MAX_TEXTURE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1702 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1703 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1704
1705
1706 /** Named parameters, constants, etc. from program text */
1707 struct gl_program_parameter_list *Parameters;
1708 /** Numbered local parameters */
1709 GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
1710
1711 /** Vertex/fragment shader varying vars */
1712 struct gl_program_parameter_list *Varying;
1713 /** Vertex program user-defined attributes */
1714 struct gl_program_parameter_list *Attributes;
1715
1716 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1717 GLubyte SamplerUnits[MAX_SAMPLERS];
1718 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
1719 gl_texture_index SamplerTargets[MAX_SAMPLERS];
1720
1721 /** Logical counts */
1722 /*@{*/
1723 GLuint NumInstructions;
1724 GLuint NumTemporaries;
1725 GLuint NumParameters;
1726 GLuint NumAttributes;
1727 GLuint NumAddressRegs;
1728 GLuint NumAluInstructions;
1729 GLuint NumTexInstructions;
1730 GLuint NumTexIndirections;
1731 /*@}*/
1732 /** Native, actual h/w counts */
1733 /*@{*/
1734 GLuint NumNativeInstructions;
1735 GLuint NumNativeTemporaries;
1736 GLuint NumNativeParameters;
1737 GLuint NumNativeAttributes;
1738 GLuint NumNativeAddressRegs;
1739 GLuint NumNativeAluInstructions;
1740 GLuint NumNativeTexInstructions;
1741 GLuint NumNativeTexIndirections;
1742 /*@}*/
1743 };
1744
1745
1746 /** Vertex program object */
1747 struct gl_vertex_program
1748 {
1749 struct gl_program Base; /**< base class */
1750 GLboolean IsNVProgram; /**< is this a GL_NV_vertex_program program? */
1751 GLboolean IsPositionInvariant;
1752 };
1753
1754
1755 /** Fragment program object */
1756 struct gl_fragment_program
1757 {
1758 struct gl_program Base; /**< base class */
1759 GLenum FogOption;
1760 GLboolean UsesKill; /**< shader uses KIL instruction */
1761 };
1762
1763
1764 /**
1765 * State common to vertex and fragment programs.
1766 */
1767 struct gl_program_state
1768 {
1769 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
1770 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
1771 };
1772
1773
1774 /**
1775 * Context state for vertex programs.
1776 */
1777 struct gl_vertex_program_state
1778 {
1779 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
1780 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
1781 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
1782 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
1783 struct gl_vertex_program *Current; /**< User-bound vertex program */
1784
1785 /** Currently enabled and valid vertex program (including internal
1786 * programs, user-defined vertex programs and GLSL vertex shaders).
1787 * This is the program we must use when rendering.
1788 */
1789 struct gl_vertex_program *_Current;
1790
1791 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1792
1793 /* For GL_NV_vertex_program only: */
1794 GLenum TrackMatrix[MAX_PROGRAM_ENV_PARAMS / 4];
1795 GLenum TrackMatrixTransform[MAX_PROGRAM_ENV_PARAMS / 4];
1796
1797 /** Should fixed-function T&L be implemented with a vertex prog? */
1798 GLboolean _MaintainTnlProgram;
1799
1800 /** Program to emulate fixed-function T&L (see above) */
1801 struct gl_vertex_program *_TnlProgram;
1802
1803 /** Cache of fixed-function programs */
1804 struct gl_program_cache *Cache;
1805
1806 GLboolean _Overriden;
1807 };
1808
1809
1810 /**
1811 * Context state for fragment programs.
1812 */
1813 struct gl_fragment_program_state
1814 {
1815 GLboolean Enabled; /**< User-set fragment program enable flag */
1816 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
1817 struct gl_fragment_program *Current; /**< User-bound fragment program */
1818
1819 /** Currently enabled and valid fragment program (including internal
1820 * programs, user-defined fragment programs and GLSL fragment shaders).
1821 * This is the program we must use when rendering.
1822 */
1823 struct gl_fragment_program *_Current;
1824
1825 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1826
1827 /** Should fixed-function texturing be implemented with a fragment prog? */
1828 GLboolean _MaintainTexEnvProgram;
1829
1830 /** Program to emulate fixed-function texture env/combine (see above) */
1831 struct gl_fragment_program *_TexEnvProgram;
1832
1833 /** Cache of fixed-function programs */
1834 struct gl_program_cache *Cache;
1835 };
1836
1837
1838 /**
1839 * ATI_fragment_shader runtime state
1840 */
1841 #define ATI_FS_INPUT_PRIMARY 0
1842 #define ATI_FS_INPUT_SECONDARY 1
1843
1844 struct atifs_instruction;
1845 struct atifs_setupinst;
1846
1847 /**
1848 * ATI fragment shader
1849 */
1850 struct ati_fragment_shader
1851 {
1852 GLuint Id;
1853 GLint RefCount;
1854 struct atifs_instruction *Instructions[2];
1855 struct atifs_setupinst *SetupInst[2];
1856 GLfloat Constants[8][4];
1857 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
1858 GLubyte numArithInstr[2];
1859 GLubyte regsAssigned[2];
1860 GLubyte NumPasses; /**< 1 or 2 */
1861 GLubyte cur_pass;
1862 GLubyte last_optype;
1863 GLboolean interpinp1;
1864 GLboolean isValid;
1865 GLuint swizzlerq;
1866 };
1867
1868 /**
1869 * Context state for GL_ATI_fragment_shader
1870 */
1871 struct gl_ati_fragment_shader_state
1872 {
1873 GLboolean Enabled;
1874 GLboolean _Enabled; /**< enabled and valid shader? */
1875 GLboolean Compiling;
1876 GLfloat GlobalConstants[8][4];
1877 struct ati_fragment_shader *Current;
1878 };
1879
1880
1881 /**
1882 * Occlusion/timer query object.
1883 */
1884 struct gl_query_object
1885 {
1886 GLenum Target; /**< The query target, when active */
1887 GLuint Id; /**< hash table ID/name */
1888 GLuint64EXT Result; /**< the counter */
1889 GLboolean Active; /**< inside Begin/EndQuery */
1890 GLboolean Ready; /**< result is ready? */
1891 };
1892
1893
1894 /**
1895 * Context state for query objects.
1896 */
1897 struct gl_query_state
1898 {
1899 struct _mesa_HashTable *QueryObjects;
1900 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
1901 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
1902
1903 /** GL_NV_conditional_render */
1904 struct gl_query_object *CondRenderQuery;
1905 GLenum CondRenderMode;
1906 };
1907
1908
1909 /** Sync object state */
1910 struct gl_sync_object {
1911 struct simple_node link;
1912 GLenum Type; /**< GL_SYNC_FENCE */
1913 GLuint Name; /**< Fence name */
1914 GLint RefCount; /**< Reference count */
1915 GLboolean DeletePending; /**< Object was deleted while there were still
1916 * live references (e.g., sync not yet finished)
1917 */
1918 GLenum SyncCondition;
1919 GLbitfield Flags; /**< Flags passed to glFenceSync */
1920 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
1921 };
1922
1923
1924 /** Set by #pragma directives */
1925 struct gl_sl_pragmas
1926 {
1927 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
1928 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
1929 GLboolean Optimize; /**< defaults on */
1930 GLboolean Debug; /**< defaults off */
1931 };
1932
1933
1934 /**
1935 * A GLSL vertex or fragment shader object.
1936 */
1937 struct gl_shader
1938 {
1939 GLenum Type; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER (first field!) */
1940 GLuint Name; /**< AKA the handle */
1941 GLint RefCount; /**< Reference count */
1942 GLboolean DeletePending;
1943 GLboolean CompileStatus;
1944 GLboolean Main; /**< shader defines main() */
1945 GLboolean UnresolvedRefs;
1946 const GLchar *Source; /**< Source code string */
1947 GLuint SourceChecksum; /**< for debug/logging purposes */
1948 struct gl_program *Program; /**< Post-compile assembly code */
1949 GLchar *InfoLog;
1950 struct gl_sl_pragmas Pragmas;
1951 };
1952
1953
1954 /**
1955 * A GLSL program object.
1956 * Basically a linked collection of vertex and fragment shaders.
1957 */
1958 struct gl_shader_program
1959 {
1960 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
1961 GLuint Name; /**< aka handle or ID */
1962 GLint RefCount; /**< Reference count */
1963 GLboolean DeletePending;
1964
1965 GLuint NumShaders; /**< number of attached shaders */
1966 struct gl_shader **Shaders; /**< List of attached the shaders */
1967
1968 /** User-defined attribute bindings (glBindAttribLocation) */
1969 struct gl_program_parameter_list *Attributes;
1970
1971 /* post-link info: */
1972 struct gl_vertex_program *VertexProgram; /**< Linked vertex program */
1973 struct gl_fragment_program *FragmentProgram; /**< Linked fragment prog */
1974 struct gl_uniform_list *Uniforms;
1975 struct gl_program_parameter_list *Varying;
1976 GLboolean LinkStatus; /**< GL_LINK_STATUS */
1977 GLboolean Validated;
1978 GLboolean _Used; /**< Ever used for drawing? */
1979 GLchar *InfoLog;
1980 };
1981
1982
1983 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
1984 #define GLSL_LOG 0x2 /**< Write shaders to files */
1985 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
1986 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
1987 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
1988 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
1989 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
1990 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
1991
1992
1993 /**
1994 * Context state for GLSL vertex/fragment shaders.
1995 */
1996 struct gl_shader_state
1997 {
1998 struct gl_shader_program *CurrentProgram; /**< The user-bound program */
1999 /** Driver-selectable options: */
2000 GLboolean EmitHighLevelInstructions; /**< IF/ELSE/ENDIF vs. BRA, etc. */
2001 GLboolean EmitContReturn; /**< Emit CONT/RET opcodes? */
2002 GLboolean EmitCondCodes; /**< Use condition codes? */
2003 GLboolean EmitComments; /**< Annotated instructions */
2004 GLboolean EmitNVTempInitialization; /**< 0-fill NV temp registers */
2005 void *MemPool;
2006 GLbitfield Flags; /**< Mask of GLSL_x flags */
2007 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2008 };
2009
2010
2011 /**
2012 * State which can be shared by multiple contexts:
2013 */
2014 struct gl_shared_state
2015 {
2016 _glthread_Mutex Mutex; /**< for thread safety */
2017 GLint RefCount; /**< Reference count */
2018 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2019 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2020
2021 /** Default texture objects (shared by all texture units) */
2022 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2023
2024 /** Fallback texture used when a bound texture is incomplete */
2025 struct gl_texture_object *FallbackTex;
2026
2027 /**
2028 * \name Thread safety and statechange notification for texture
2029 * objects.
2030 *
2031 * \todo Improve the granularity of locking.
2032 */
2033 /*@{*/
2034 _glthread_Mutex TexMutex; /**< texobj thread safety */
2035 GLuint TextureStateStamp; /**< state notification for shared tex */
2036 /*@}*/
2037
2038 /** Default buffer object for vertex arrays that aren't in VBOs */
2039 struct gl_buffer_object *NullBufferObj;
2040
2041 /**
2042 * \name Vertex/fragment programs
2043 */
2044 /*@{*/
2045 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2046 #if FEATURE_ARB_vertex_program
2047 struct gl_vertex_program *DefaultVertexProgram;
2048 #endif
2049 #if FEATURE_ARB_fragment_program
2050 struct gl_fragment_program *DefaultFragmentProgram;
2051 #endif
2052 /*@}*/
2053
2054 #if FEATURE_ATI_fragment_shader
2055 struct _mesa_HashTable *ATIShaders;
2056 struct ati_fragment_shader *DefaultFragmentShader;
2057 #endif
2058
2059 #if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object
2060 struct _mesa_HashTable *BufferObjects;
2061 #endif
2062
2063 #if FEATURE_ARB_shader_objects
2064 /** Table of both gl_shader and gl_shader_program objects */
2065 struct _mesa_HashTable *ShaderObjects;
2066 #endif
2067
2068 #if FEATURE_EXT_framebuffer_object
2069 struct _mesa_HashTable *RenderBuffers;
2070 struct _mesa_HashTable *FrameBuffers;
2071 #endif
2072
2073 #if FEATURE_ARB_sync
2074 struct simple_node SyncObjects;
2075 #endif
2076
2077 void *DriverData; /**< Device driver shared state */
2078 };
2079
2080
2081
2082
2083 /**
2084 * A renderbuffer stores colors or depth values or stencil values.
2085 * A framebuffer object will have a collection of these.
2086 * Data are read/written to the buffer with a handful of Get/Put functions.
2087 *
2088 * Instances of this object are allocated with the Driver's NewRenderbuffer
2089 * hook. Drivers will likely wrap this class inside a driver-specific
2090 * class to simulate inheritance.
2091 */
2092 struct gl_renderbuffer
2093 {
2094 #define RB_MAGIC 0xaabbccdd
2095 int Magic; /** XXX TEMPORARY DEBUG INFO */
2096 _glthread_Mutex Mutex; /**< for thread safety */
2097 GLuint ClassID; /**< Useful for drivers */
2098 GLuint Name;
2099 GLint RefCount;
2100 GLuint Width, Height;
2101
2102 GLenum InternalFormat; /**< The user-specified format */
2103 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2104 GL_STENCIL_INDEX. */
2105 GLuint Format; /**< The actual format: MESA_FORMAT_x */
2106
2107 GLubyte NumSamples;
2108
2109 GLenum DataType; /**< Type of values passed to the Get/Put functions */
2110 GLvoid *Data; /**< This may not be used by some kinds of RBs */
2111
2112 /* Used to wrap one renderbuffer around another: */
2113 struct gl_renderbuffer *Wrapped;
2114
2115 /* Delete this renderbuffer */
2116 void (*Delete)(struct gl_renderbuffer *rb);
2117
2118 /* Allocate new storage for this renderbuffer */
2119 GLboolean (*AllocStorage)(GLcontext *ctx, struct gl_renderbuffer *rb,
2120 GLenum internalFormat,
2121 GLuint width, GLuint height);
2122
2123 /* Lock/Unlock are called before/after calling the Get/Put functions.
2124 * Not sure this is the right place for these yet.
2125 void (*Lock)(GLcontext *ctx, struct gl_renderbuffer *rb);
2126 void (*Unlock)(GLcontext *ctx, struct gl_renderbuffer *rb);
2127 */
2128
2129 /* Return a pointer to the element/pixel at (x,y).
2130 * Should return NULL if the buffer memory can't be directly addressed.
2131 */
2132 void *(*GetPointer)(GLcontext *ctx, struct gl_renderbuffer *rb,
2133 GLint x, GLint y);
2134
2135 /* Get/Read a row of values.
2136 * The values will be of format _BaseFormat and type DataType.
2137 */
2138 void (*GetRow)(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
2139 GLint x, GLint y, void *values);
2140
2141 /* Get/Read values at arbitrary locations.
2142 * The values will be of format _BaseFormat and type DataType.
2143 */
2144 void (*GetValues)(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
2145 const GLint x[], const GLint y[], void *values);
2146
2147 /* Put/Write a row of values.
2148 * The values will be of format _BaseFormat and type DataType.
2149 */
2150 void (*PutRow)(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
2151 GLint x, GLint y, const void *values, const GLubyte *mask);
2152
2153 /* Put/Write a row of RGB values. This is a special-case routine that's
2154 * only used for RGBA renderbuffers when the source data is GL_RGB. That's
2155 * a common case for glDrawPixels and some triangle routines.
2156 * The values will be of format GL_RGB and type DataType.
2157 */
2158 void (*PutRowRGB)(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
2159 GLint x, GLint y, const void *values, const GLubyte *mask);
2160
2161
2162 /* Put/Write a row of identical values.
2163 * The values will be of format _BaseFormat and type DataType.
2164 */
2165 void (*PutMonoRow)(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
2166 GLint x, GLint y, const void *value, const GLubyte *mask);
2167
2168 /* Put/Write values at arbitrary locations.
2169 * The values will be of format _BaseFormat and type DataType.
2170 */
2171 void (*PutValues)(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
2172 const GLint x[], const GLint y[], const void *values,
2173 const GLubyte *mask);
2174 /* Put/Write identical values at arbitrary locations.
2175 * The values will be of format _BaseFormat and type DataType.
2176 */
2177 void (*PutMonoValues)(GLcontext *ctx, struct gl_renderbuffer *rb,
2178 GLuint count, const GLint x[], const GLint y[],
2179 const void *value, const GLubyte *mask);
2180 };
2181
2182
2183 /**
2184 * A renderbuffer attachment points to either a texture object (and specifies
2185 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2186 */
2187 struct gl_renderbuffer_attachment
2188 {
2189 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2190 GLboolean Complete;
2191
2192 /**
2193 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2194 * application supplied renderbuffer object.
2195 */
2196 struct gl_renderbuffer *Renderbuffer;
2197
2198 /**
2199 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2200 * supplied texture object.
2201 */
2202 struct gl_texture_object *Texture;
2203 GLuint TextureLevel; /**< Attached mipmap level. */
2204 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2205 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2206 * and 2D array textures */
2207 };
2208
2209
2210 /**
2211 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2212 * In C++ terms, think of this as a base class from which device drivers
2213 * will make derived classes.
2214 */
2215 struct gl_framebuffer
2216 {
2217 _glthread_Mutex Mutex; /**< for thread safety */
2218 /**
2219 * If zero, this is a window system framebuffer. If non-zero, this
2220 * is a FBO framebuffer; note that for some devices (i.e. those with
2221 * a natural pixel coordinate system for FBOs that differs from the
2222 * OpenGL/Mesa coordinate system), this means that the viewport,
2223 * polygon face orientation, and polygon stipple will have to be inverted.
2224 */
2225 GLuint Name;
2226
2227 GLint RefCount;
2228 GLboolean DeletePending;
2229
2230 /**
2231 * The framebuffer's visual. Immutable if this is a window system buffer.
2232 * Computed from attachments if user-made FBO.
2233 */
2234 GLvisual Visual;
2235
2236 GLboolean Initialized;
2237
2238 GLuint Width, Height; /**< size of frame buffer in pixels */
2239
2240 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2241 /*@{*/
2242 GLint _Xmin, _Xmax; /**< inclusive */
2243 GLint _Ymin, _Ymax; /**< exclusive */
2244 /*@}*/
2245
2246 /** \name Derived Z buffer stuff */
2247 /*@{*/
2248 GLuint _DepthMax; /**< Max depth buffer value */
2249 GLfloat _DepthMaxF; /**< Float max depth buffer value */
2250 GLfloat _MRD; /**< minimum resolvable difference in Z values */
2251 /*@}*/
2252
2253 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2254 GLenum _Status;
2255
2256 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2257 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2258
2259 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2260 * attribute group and GL_PIXEL attribute group, respectively.
2261 */
2262 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
2263 GLenum ColorReadBuffer;
2264
2265 /** Computed from ColorDraw/ReadBuffer above */
2266 GLuint _NumColorDrawBuffers;
2267 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
2268 GLint _ColorReadBufferIndex; /* -1 = None */
2269 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
2270 struct gl_renderbuffer *_ColorReadBuffer;
2271
2272 /** The Actual depth/stencil buffers to use. May be wrappers around the
2273 * depth/stencil buffers attached above. */
2274 struct gl_renderbuffer *_DepthBuffer;
2275 struct gl_renderbuffer *_StencilBuffer;
2276
2277 /** Delete this framebuffer */
2278 void (*Delete)(struct gl_framebuffer *fb);
2279 };
2280
2281
2282 /**
2283 * Limits for vertex and fragment programs.
2284 */
2285 struct gl_program_constants
2286 {
2287 /* logical limits */
2288 GLuint MaxInstructions;
2289 GLuint MaxAluInstructions; /* fragment programs only, for now */
2290 GLuint MaxTexInstructions; /* fragment programs only, for now */
2291 GLuint MaxTexIndirections; /* fragment programs only, for now */
2292 GLuint MaxAttribs;
2293 GLuint MaxTemps;
2294 GLuint MaxAddressRegs; /* vertex program only, for now */
2295 GLuint MaxParameters;
2296 GLuint MaxLocalParams;
2297 GLuint MaxEnvParams;
2298 /* native/hardware limits */
2299 GLuint MaxNativeInstructions;
2300 GLuint MaxNativeAluInstructions; /* fragment programs only, for now */
2301 GLuint MaxNativeTexInstructions; /* fragment programs only, for now */
2302 GLuint MaxNativeTexIndirections; /* fragment programs only, for now */
2303 GLuint MaxNativeAttribs;
2304 GLuint MaxNativeTemps;
2305 GLuint MaxNativeAddressRegs; /* vertex program only, for now */
2306 GLuint MaxNativeParameters;
2307 /* For shaders */
2308 GLuint MaxUniformComponents;
2309 };
2310
2311
2312 /**
2313 * Constants which may be overridden by device driver during context creation
2314 * but are never changed after that.
2315 */
2316 struct gl_constants
2317 {
2318 GLint MaxTextureLevels; /**< Max mipmap levels. */
2319 GLint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
2320 GLint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
2321 GLint MaxArrayTextureLayers; /**< Max layers in array textures */
2322 GLint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
2323 GLuint MaxTextureCoordUnits;
2324 GLuint MaxTextureImageUnits;
2325 GLuint MaxVertexTextureImageUnits;
2326 GLuint MaxCombinedTextureImageUnits;
2327 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, ImageUnits) */
2328 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
2329 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
2330
2331 GLuint MaxArrayLockSize;
2332
2333 GLint SubPixelBits;
2334
2335 GLfloat MinPointSize, MaxPointSize; /**< aliased */
2336 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
2337 GLfloat PointSizeGranularity;
2338 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
2339 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
2340 GLfloat LineWidthGranularity;
2341
2342 GLuint MaxColorTableSize;
2343 GLuint MaxConvolutionWidth;
2344 GLuint MaxConvolutionHeight;
2345
2346 GLuint MaxClipPlanes;
2347 GLuint MaxLights;
2348 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
2349 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
2350
2351 GLuint MaxViewportWidth, MaxViewportHeight;
2352
2353 struct gl_program_constants VertexProgram; /**< GL_ARB_vertex_program */
2354 struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
2355 GLuint MaxProgramMatrices;
2356 GLuint MaxProgramMatrixStackDepth;
2357
2358 /** vertex array / buffer object bounds checking */
2359 GLboolean CheckArrayBounds;
2360
2361 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
2362
2363 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
2364 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
2365 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
2366
2367 GLuint MaxVarying; /**< Number of float[4] varying parameters */
2368
2369 GLbitfield SupportedBumpUnits; /**> units supporting GL_ATI_envmap_bumpmap as targets */
2370
2371 /**
2372 * Maximum amount of time, measured in nanseconds, that the server can wait.
2373 */
2374 GLuint64 MaxServerWaitTimeout;
2375
2376
2377 /**< GL_EXT_provoking_vertex */
2378 GLboolean QuadsFollowProvokingVertexConvention;
2379 };
2380
2381
2382 /**
2383 * Enable flag for each OpenGL extension. Different device drivers will
2384 * enable different extensions at runtime.
2385 */
2386 struct gl_extensions
2387 {
2388 GLboolean dummy; /* don't remove this! */
2389 GLboolean ARB_copy_buffer;
2390 GLboolean ARB_depth_texture;
2391 GLboolean ARB_depth_clamp;
2392 GLboolean ARB_draw_buffers;
2393 GLboolean ARB_draw_elements_base_vertex;
2394 GLboolean ARB_fragment_program;
2395 GLboolean ARB_fragment_program_shadow;
2396 GLboolean ARB_fragment_shader;
2397 GLboolean ARB_framebuffer_object;
2398 GLboolean ARB_half_float_pixel;
2399 GLboolean ARB_imaging;
2400 GLboolean ARB_map_buffer_range;
2401 GLboolean ARB_multisample;
2402 GLboolean ARB_multitexture;
2403 GLboolean ARB_occlusion_query;
2404 GLboolean ARB_point_sprite;
2405 GLboolean ARB_seamless_cube_map;
2406 GLboolean ARB_shader_objects;
2407 GLboolean ARB_shading_language_100;
2408 GLboolean ARB_shading_language_120;
2409 GLboolean ARB_shadow;
2410 GLboolean ARB_shadow_ambient; /* or GL_ARB_shadow_ambient */
2411 GLboolean ARB_sync;
2412 GLboolean ARB_texture_border_clamp;
2413 GLboolean ARB_texture_compression;
2414 GLboolean ARB_texture_cube_map;
2415 GLboolean ARB_texture_env_combine;
2416 GLboolean ARB_texture_env_crossbar;
2417 GLboolean ARB_texture_env_dot3;
2418 GLboolean ARB_texture_float;
2419 GLboolean ARB_texture_mirrored_repeat;
2420 GLboolean ARB_texture_non_power_of_two;
2421 GLboolean ARB_transpose_matrix;
2422 GLboolean ARB_vertex_array_object;
2423 GLboolean ARB_vertex_buffer_object;
2424 GLboolean ARB_vertex_program;
2425 GLboolean ARB_vertex_shader;
2426 GLboolean ARB_window_pos;
2427 GLboolean EXT_abgr;
2428 GLboolean EXT_bgra;
2429 GLboolean EXT_blend_color;
2430 GLboolean EXT_blend_equation_separate;
2431 GLboolean EXT_blend_func_separate;
2432 GLboolean EXT_blend_logic_op;
2433 GLboolean EXT_blend_minmax;
2434 GLboolean EXT_blend_subtract;
2435 GLboolean EXT_clip_volume_hint;
2436 GLboolean EXT_cull_vertex;
2437 GLboolean EXT_convolution;
2438 GLboolean EXT_compiled_vertex_array;
2439 GLboolean EXT_copy_texture;
2440 GLboolean EXT_depth_bounds_test;
2441 GLboolean EXT_draw_buffers2;
2442 GLboolean EXT_draw_range_elements;
2443 GLboolean EXT_fog_coord;
2444 GLboolean EXT_framebuffer_blit;
2445 GLboolean EXT_framebuffer_multisample;
2446 GLboolean EXT_framebuffer_object;
2447 GLboolean EXT_gpu_program_parameters;
2448 GLboolean EXT_histogram;
2449 GLboolean EXT_multi_draw_arrays;
2450 GLboolean EXT_paletted_texture;
2451 GLboolean EXT_packed_depth_stencil;
2452 GLboolean EXT_packed_pixels;
2453 GLboolean EXT_pixel_buffer_object;
2454 GLboolean EXT_point_parameters;
2455 GLboolean EXT_polygon_offset;
2456 GLboolean EXT_provoking_vertex;
2457 GLboolean EXT_rescale_normal;
2458 GLboolean EXT_shadow_funcs;
2459 GLboolean EXT_secondary_color;
2460 GLboolean EXT_separate_specular_color;
2461 GLboolean EXT_shared_texture_palette;
2462 GLboolean EXT_stencil_wrap;
2463 GLboolean EXT_stencil_two_side;
2464 GLboolean EXT_subtexture;
2465 GLboolean EXT_texture;
2466 GLboolean EXT_texture_object;
2467 GLboolean EXT_texture3D;
2468 GLboolean EXT_texture_compression_s3tc;
2469 GLboolean EXT_texture_env_add;
2470 GLboolean EXT_texture_env_combine;
2471 GLboolean EXT_texture_env_dot3;
2472 GLboolean EXT_texture_filter_anisotropic;
2473 GLboolean EXT_texture_lod_bias;
2474 GLboolean EXT_texture_mirror_clamp;
2475 GLboolean EXT_texture_sRGB;
2476 GLboolean EXT_texture_swizzle;
2477 GLboolean EXT_timer_query;
2478 GLboolean EXT_vertex_array;
2479 GLboolean EXT_vertex_array_bgra;
2480 GLboolean EXT_vertex_array_set;
2481 /* vendor extensions */
2482 GLboolean APPLE_client_storage;
2483 GLboolean APPLE_packed_pixels;
2484 GLboolean APPLE_vertex_array_object;
2485 GLboolean ATI_envmap_bumpmap;
2486 GLboolean ATI_texture_mirror_once;
2487 GLboolean ATI_texture_env_combine3;
2488 GLboolean ATI_fragment_shader;
2489 GLboolean ATI_separate_stencil;
2490 GLboolean IBM_rasterpos_clip;
2491 GLboolean IBM_multimode_draw_arrays;
2492 GLboolean MESA_pack_invert;
2493 GLboolean MESA_packed_depth_stencil;
2494 GLboolean MESA_resize_buffers;
2495 GLboolean MESA_ycbcr_texture;
2496 GLboolean MESA_texture_array;
2497 GLboolean MESA_texture_signed_rgba;
2498 GLboolean NV_blend_square;
2499 GLboolean NV_conditional_render;
2500 GLboolean NV_fragment_program;
2501 GLboolean NV_fragment_program_option;
2502 GLboolean NV_light_max_exponent;
2503 GLboolean NV_point_sprite;
2504 GLboolean NV_texgen_reflection;
2505 GLboolean NV_texture_env_combine4;
2506 GLboolean NV_texture_rectangle;
2507 GLboolean NV_vertex_program;
2508 GLboolean NV_vertex_program1_1;
2509 GLboolean OES_read_format;
2510 GLboolean SGI_color_matrix;
2511 GLboolean SGI_color_table;
2512 GLboolean SGI_texture_color_table;
2513 GLboolean SGIS_generate_mipmap;
2514 GLboolean SGIS_texture_edge_clamp;
2515 GLboolean SGIS_texture_lod;
2516 GLboolean TDFX_texture_compression_FXT1;
2517 GLboolean S3_s3tc;
2518 /** The extension string */
2519 const GLubyte *String;
2520 /** Number of supported extensions */
2521 GLuint Count;
2522 };
2523
2524
2525 /**
2526 * A stack of matrices (projection, modelview, color, texture, etc).
2527 */
2528 struct gl_matrix_stack
2529 {
2530 GLmatrix *Top; /**< points into Stack */
2531 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
2532 GLuint Depth; /**< 0 <= Depth < MaxDepth */
2533 GLuint MaxDepth; /**< size of Stack[] array */
2534 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
2535 };
2536
2537
2538 /**
2539 * \name Bits for image transfer operations
2540 * \sa __GLcontextRec::ImageTransferState.
2541 */
2542 /*@{*/
2543 #define IMAGE_SCALE_BIAS_BIT 0x1
2544 #define IMAGE_SHIFT_OFFSET_BIT 0x2
2545 #define IMAGE_MAP_COLOR_BIT 0x4
2546 #define IMAGE_COLOR_TABLE_BIT 0x8
2547 #define IMAGE_CONVOLUTION_BIT 0x10
2548 #define IMAGE_POST_CONVOLUTION_SCALE_BIAS 0x20
2549 #define IMAGE_POST_CONVOLUTION_COLOR_TABLE_BIT 0x40
2550 #define IMAGE_COLOR_MATRIX_BIT 0x80
2551 #define IMAGE_POST_COLOR_MATRIX_COLOR_TABLE_BIT 0x100
2552 #define IMAGE_HISTOGRAM_BIT 0x200
2553 #define IMAGE_MIN_MAX_BIT 0x400
2554 #define IMAGE_CLAMP_BIT 0x800
2555
2556
2557 /** Pixel Transfer ops up to convolution */
2558 #define IMAGE_PRE_CONVOLUTION_BITS (IMAGE_SCALE_BIAS_BIT | \
2559 IMAGE_SHIFT_OFFSET_BIT | \
2560 IMAGE_MAP_COLOR_BIT | \
2561 IMAGE_COLOR_TABLE_BIT)
2562
2563 /** Pixel transfer ops after convolution */
2564 #define IMAGE_POST_CONVOLUTION_BITS (IMAGE_POST_CONVOLUTION_SCALE_BIAS | \
2565 IMAGE_POST_CONVOLUTION_COLOR_TABLE_BIT | \
2566 IMAGE_COLOR_MATRIX_BIT | \
2567 IMAGE_POST_COLOR_MATRIX_COLOR_TABLE_BIT |\
2568 IMAGE_HISTOGRAM_BIT | \
2569 IMAGE_MIN_MAX_BIT)
2570 /*@}*/
2571
2572
2573 /**
2574 * \name Bits to indicate what state has changed.
2575 *
2576 * 4 unused flags.
2577 */
2578 /*@{*/
2579 #define _NEW_MODELVIEW 0x1 /**< __GLcontextRec::ModelView */
2580 #define _NEW_PROJECTION 0x2 /**< __GLcontextRec::Projection */
2581 #define _NEW_TEXTURE_MATRIX 0x4 /**< __GLcontextRec::TextureMatrix */
2582 #define _NEW_COLOR_MATRIX 0x8 /**< __GLcontextRec::ColorMatrix */
2583 #define _NEW_ACCUM 0x10 /**< __GLcontextRec::Accum */
2584 #define _NEW_COLOR 0x20 /**< __GLcontextRec::Color */
2585 #define _NEW_DEPTH 0x40 /**< __GLcontextRec::Depth */
2586 #define _NEW_EVAL 0x80 /**< __GLcontextRec::Eval, __GLcontextRec::EvalMap */
2587 #define _NEW_FOG 0x100 /**< __GLcontextRec::Fog */
2588 #define _NEW_HINT 0x200 /**< __GLcontextRec::Hint */
2589 #define _NEW_LIGHT 0x400 /**< __GLcontextRec::Light */
2590 #define _NEW_LINE 0x800 /**< __GLcontextRec::Line */
2591 #define _NEW_PIXEL 0x1000 /**< __GLcontextRec::Pixel */
2592 #define _NEW_POINT 0x2000 /**< __GLcontextRec::Point */
2593 #define _NEW_POLYGON 0x4000 /**< __GLcontextRec::Polygon */
2594 #define _NEW_POLYGONSTIPPLE 0x8000 /**< __GLcontextRec::PolygonStipple */
2595 #define _NEW_SCISSOR 0x10000 /**< __GLcontextRec::Scissor */
2596 #define _NEW_STENCIL 0x20000 /**< __GLcontextRec::Stencil */
2597 #define _NEW_TEXTURE 0x40000 /**< __GLcontextRec::Texture */
2598 #define _NEW_TRANSFORM 0x80000 /**< __GLcontextRec::Transform */
2599 #define _NEW_VIEWPORT 0x100000 /**< __GLcontextRec::Viewport */
2600 #define _NEW_PACKUNPACK 0x200000 /**< __GLcontextRec::Pack, __GLcontextRec::Unpack */
2601 #define _NEW_ARRAY 0x400000 /**< __GLcontextRec::Array */
2602 #define _NEW_RENDERMODE 0x800000 /**< __GLcontextRec::RenderMode, __GLcontextRec::Feedback, __GLcontextRec::Select */
2603 #define _NEW_BUFFERS 0x1000000 /**< __GLcontextRec::Visual, __GLcontextRec::DrawBuffer, */
2604 #define _NEW_MULTISAMPLE 0x2000000 /**< __GLcontextRec::Multisample */
2605 #define _NEW_TRACK_MATRIX 0x4000000 /**< __GLcontextRec::VertexProgram */
2606 #define _NEW_PROGRAM 0x8000000 /**< __GLcontextRec::VertexProgram */
2607 #define _NEW_CURRENT_ATTRIB 0x10000000 /**< __GLcontextRec::Current */
2608 #define _NEW_PROGRAM_CONSTANTS 0x20000000
2609 #define _NEW_BUFFER_OBJECT 0x40000000
2610 #define _NEW_ALL ~0
2611 /*@}*/
2612
2613
2614 /**
2615 * \name Bits to track array state changes
2616 *
2617 * Also used to summarize array enabled.
2618 */
2619 /*@{*/
2620 #define _NEW_ARRAY_VERTEX VERT_BIT_POS
2621 #define _NEW_ARRAY_WEIGHT VERT_BIT_WEIGHT
2622 #define _NEW_ARRAY_NORMAL VERT_BIT_NORMAL
2623 #define _NEW_ARRAY_COLOR0 VERT_BIT_COLOR0
2624 #define _NEW_ARRAY_COLOR1 VERT_BIT_COLOR1
2625 #define _NEW_ARRAY_FOGCOORD VERT_BIT_FOG
2626 #define _NEW_ARRAY_INDEX VERT_BIT_COLOR_INDEX
2627 #define _NEW_ARRAY_EDGEFLAG VERT_BIT_EDGEFLAG
2628 #define _NEW_ARRAY_POINT_SIZE VERT_BIT_COLOR_INDEX /* aliased */
2629 #define _NEW_ARRAY_TEXCOORD_0 VERT_BIT_TEX0
2630 #define _NEW_ARRAY_TEXCOORD_1 VERT_BIT_TEX1
2631 #define _NEW_ARRAY_TEXCOORD_2 VERT_BIT_TEX2
2632 #define _NEW_ARRAY_TEXCOORD_3 VERT_BIT_TEX3
2633 #define _NEW_ARRAY_TEXCOORD_4 VERT_BIT_TEX4
2634 #define _NEW_ARRAY_TEXCOORD_5 VERT_BIT_TEX5
2635 #define _NEW_ARRAY_TEXCOORD_6 VERT_BIT_TEX6
2636 #define _NEW_ARRAY_TEXCOORD_7 VERT_BIT_TEX7
2637 #define _NEW_ARRAY_ATTRIB_0 VERT_BIT_GENERIC0 /* start at bit 16 */
2638 #define _NEW_ARRAY_ALL 0xffffffff
2639
2640
2641 #define _NEW_ARRAY_TEXCOORD(i) (_NEW_ARRAY_TEXCOORD_0 << (i))
2642 #define _NEW_ARRAY_ATTRIB(i) (_NEW_ARRAY_ATTRIB_0 << (i))
2643 /*@}*/
2644
2645
2646
2647 /**
2648 * \name A bunch of flags that we think might be useful to drivers.
2649 *
2650 * Set in the __GLcontextRec::_TriangleCaps bitfield.
2651 */
2652 /*@{*/
2653 #define DD_FLATSHADE 0x1
2654 #define DD_SEPARATE_SPECULAR 0x2
2655 #define DD_TRI_CULL_FRONT_BACK 0x4 /* special case on some hw */
2656 #define DD_TRI_LIGHT_TWOSIDE 0x8
2657 #define DD_TRI_UNFILLED 0x10
2658 #define DD_TRI_SMOOTH 0x20
2659 #define DD_TRI_STIPPLE 0x40
2660 #define DD_TRI_OFFSET 0x80
2661 #define DD_LINE_SMOOTH 0x100
2662 #define DD_LINE_STIPPLE 0x200
2663 #define DD_LINE_WIDTH 0x400
2664 #define DD_POINT_SMOOTH 0x800
2665 #define DD_POINT_SIZE 0x1000
2666 #define DD_POINT_ATTEN 0x2000
2667 #define DD_TRI_TWOSTENCIL 0x4000
2668 /*@}*/
2669
2670
2671 /**
2672 * \name Define the state changes under which each of these bits might change
2673 */
2674 /*@{*/
2675 #define _DD_NEW_FLATSHADE _NEW_LIGHT
2676 #define _DD_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | _NEW_FOG | _NEW_PROGRAM)
2677 #define _DD_NEW_TRI_CULL_FRONT_BACK _NEW_POLYGON
2678 #define _DD_NEW_TRI_LIGHT_TWOSIDE _NEW_LIGHT
2679 #define _DD_NEW_TRI_UNFILLED _NEW_POLYGON
2680 #define _DD_NEW_TRI_SMOOTH _NEW_POLYGON
2681 #define _DD_NEW_TRI_STIPPLE _NEW_POLYGON
2682 #define _DD_NEW_TRI_OFFSET _NEW_POLYGON
2683 #define _DD_NEW_LINE_SMOOTH _NEW_LINE
2684 #define _DD_NEW_LINE_STIPPLE _NEW_LINE
2685 #define _DD_NEW_LINE_WIDTH _NEW_LINE
2686 #define _DD_NEW_POINT_SMOOTH _NEW_POINT
2687 #define _DD_NEW_POINT_SIZE _NEW_POINT
2688 #define _DD_NEW_POINT_ATTEN _NEW_POINT
2689 /*@}*/
2690
2691
2692 /**
2693 * Composite state flags
2694 */
2695 /*@{*/
2696 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
2697 _NEW_TEXTURE | \
2698 _NEW_POINT | \
2699 _NEW_PROGRAM | \
2700 _NEW_MODELVIEW)
2701
2702 #define _MESA_NEW_NEED_NORMALS (_NEW_LIGHT | \
2703 _NEW_TEXTURE)
2704
2705 #define _MESA_NEW_TRANSFER_STATE (_NEW_PIXEL | \
2706 _NEW_COLOR_MATRIX)
2707 /*@}*/
2708
2709
2710
2711
2712 /* This has to be included here. */
2713 #include "dd.h"
2714
2715
2716 #define NUM_VERTEX_FORMAT_ENTRIES (sizeof(GLvertexformat) / sizeof(void *))
2717
2718 /**
2719 * Core Mesa's support for tnl modules:
2720 */
2721 struct gl_tnl_module
2722 {
2723 /**
2724 * Vertex format to be lazily swapped into current dispatch.
2725 */
2726 const GLvertexformat *Current;
2727
2728 /**
2729 * \name Record of functions swapped out.
2730 * On restore, only need to swap these functions back in.
2731 */
2732 /*@{*/
2733 struct {
2734 _glapi_proc * location;
2735 _glapi_proc function;
2736 } Swapped[NUM_VERTEX_FORMAT_ENTRIES];
2737 GLuint SwapCount;
2738 /*@}*/
2739 };
2740
2741
2742 /**
2743 * Display list flags.
2744 * Strictly this is a tnl-private concept, but it doesn't seem
2745 * worthwhile adding a tnl private structure just to hold this one bit
2746 * of information:
2747 */
2748 #define DLIST_DANGLING_REFS 0x1
2749
2750
2751 /** Opaque declaration of display list payload data type */
2752 union gl_dlist_node;
2753
2754
2755 /**
2756 * Provide a location where information about a display list can be
2757 * collected. Could be extended with driverPrivate structures,
2758 * etc. in the future.
2759 */
2760 struct gl_display_list
2761 {
2762 GLuint Name;
2763 GLbitfield Flags; /**< DLIST_x flags */
2764 /** The dlist commands are in a linked list of nodes */
2765 union gl_dlist_node *Head;
2766 };
2767
2768
2769 /**
2770 * State used during display list compilation and execution.
2771 */
2772 struct gl_dlist_state
2773 {
2774 GLuint CallDepth; /**< Current recursion calling depth */
2775
2776 struct gl_display_list *CurrentList; /**< List currently being compiled */
2777 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
2778 GLuint CurrentPos; /**< Index into current block of nodes */
2779
2780 GLvertexformat ListVtxfmt;
2781
2782 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
2783 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
2784
2785 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
2786 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
2787
2788 GLubyte ActiveIndex;
2789 GLfloat CurrentIndex;
2790
2791 GLubyte ActiveEdgeFlag;
2792 GLboolean CurrentEdgeFlag;
2793
2794 struct {
2795 /* State known to have been set by the currently-compiling display
2796 * list. Used to eliminate some redundant state changes.
2797 */
2798 GLenum ShadeModel;
2799 } Current;
2800 };
2801
2802
2803 /**
2804 * Mesa rendering context.
2805 *
2806 * This is the central context data structure for Mesa. Almost all
2807 * OpenGL state is contained in this structure.
2808 * Think of this as a base class from which device drivers will derive
2809 * sub classes.
2810 *
2811 * The GLcontext typedef names this structure.
2812 */
2813 struct __GLcontextRec
2814 {
2815 /** State possibly shared with other contexts in the address space */
2816 struct gl_shared_state *Shared;
2817
2818 /** \name API function pointer tables */
2819 /*@{*/
2820 struct _glapi_table *Save; /**< Display list save functions */
2821 struct _glapi_table *Exec; /**< Execute functions */
2822 struct _glapi_table *CurrentDispatch; /**< == Save or Exec !! */
2823 /*@}*/
2824
2825 GLvisual Visual;
2826 GLframebuffer *DrawBuffer; /**< buffer for writing */
2827 GLframebuffer *ReadBuffer; /**< buffer for reading */
2828 GLframebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
2829 GLframebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
2830
2831 /**
2832 * Device driver function pointer table
2833 */
2834 struct dd_function_table Driver;
2835
2836 void *DriverCtx; /**< Points to device driver context/state */
2837
2838 /** Core/Driver constants */
2839 struct gl_constants Const;
2840
2841 /** \name The various 4x4 matrix stacks */
2842 /*@{*/
2843 struct gl_matrix_stack ModelviewMatrixStack;
2844 struct gl_matrix_stack ProjectionMatrixStack;
2845 struct gl_matrix_stack ColorMatrixStack;
2846 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
2847 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
2848 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
2849 /*@}*/
2850
2851 /** Combined modelview and projection matrix */
2852 GLmatrix _ModelProjectMatrix;
2853
2854 /** \name Display lists */
2855 struct gl_dlist_state ListState;
2856
2857 GLboolean ExecuteFlag; /**< Execute GL commands? */
2858 GLboolean CompileFlag; /**< Compile GL commands into display list? */
2859
2860 /** Extension information */
2861 struct gl_extensions Extensions;
2862
2863 /** \name State attribute stack (for glPush/PopAttrib) */
2864 /*@{*/
2865 GLuint AttribStackDepth;
2866 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
2867 /*@}*/
2868
2869 /** \name Renderer attribute groups
2870 *
2871 * We define a struct for each attribute group to make pushing and popping
2872 * attributes easy. Also it's a good organization.
2873 */
2874 /*@{*/
2875 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
2876 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
2877 struct gl_current_attrib Current; /**< Current attributes */
2878 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
2879 struct gl_eval_attrib Eval; /**< Eval attributes */
2880 struct gl_fog_attrib Fog; /**< Fog attributes */
2881 struct gl_hint_attrib Hint; /**< Hint attributes */
2882 struct gl_light_attrib Light; /**< Light attributes */
2883 struct gl_line_attrib Line; /**< Line attributes */
2884 struct gl_list_attrib List; /**< List attributes */
2885 struct gl_multisample_attrib Multisample;
2886 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
2887 struct gl_point_attrib Point; /**< Point attributes */
2888 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
2889 GLuint PolygonStipple[32]; /**< Polygon stipple */
2890 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
2891 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
2892 struct gl_texture_attrib Texture; /**< Texture attributes */
2893 struct gl_transform_attrib Transform; /**< Transformation attributes */
2894 struct gl_viewport_attrib Viewport; /**< Viewport attributes */
2895 /*@}*/
2896
2897 /** \name Client attribute stack */
2898 /*@{*/
2899 GLuint ClientAttribStackDepth;
2900 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
2901 /*@}*/
2902
2903 /** \name Client attribute groups */
2904 /*@{*/
2905 struct gl_array_attrib Array; /**< Vertex arrays */
2906 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
2907 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
2908 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
2909 /*@}*/
2910
2911 /** \name Other assorted state (not pushed/popped on attribute stack) */
2912 /*@{*/
2913 struct gl_pixelmaps PixelMaps;
2914 struct gl_histogram_attrib Histogram;
2915 struct gl_minmax_attrib MinMax;
2916 struct gl_convolution_attrib Convolution1D;
2917 struct gl_convolution_attrib Convolution2D;
2918 struct gl_convolution_attrib Separable2D;
2919
2920 struct gl_evaluators EvalMap; /**< All evaluators */
2921 struct gl_feedback Feedback; /**< Feedback */
2922 struct gl_selection Select; /**< Selection */
2923
2924 struct gl_color_table ColorTable[COLORTABLE_MAX];
2925 struct gl_color_table ProxyColorTable[COLORTABLE_MAX];
2926
2927 struct gl_program_state Program; /**< general program state */
2928 struct gl_vertex_program_state VertexProgram;
2929 struct gl_fragment_program_state FragmentProgram;
2930 struct gl_ati_fragment_shader_state ATIFragmentShader;
2931
2932 struct gl_shader_state Shader; /**< GLSL shader object state */
2933
2934 struct gl_query_state Query; /**< occlusion, timer queries */
2935
2936 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
2937 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
2938 /*@}*/
2939
2940 struct gl_meta_state *Meta; /**< for "meta" operations */
2941
2942 #if FEATURE_EXT_framebuffer_object
2943 struct gl_renderbuffer *CurrentRenderbuffer;
2944 #endif
2945
2946 GLenum ErrorValue; /**< Last error code */
2947
2948 /**
2949 * Recognize and silence repeated error debug messages in buggy apps.
2950 */
2951 const char *ErrorDebugFmtString;
2952 GLuint ErrorDebugCount;
2953
2954 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
2955 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
2956
2957 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
2958
2959 GLbitfield varying_vp_inputs; /**< mask of VERT_BIT_* flags */
2960
2961 /** \name Derived state */
2962 /*@{*/
2963 /** Bitwise-or of DD_* flags. Note that this bitfield may be used before
2964 * state validation so they need to always be current.
2965 */
2966 GLbitfield _TriangleCaps;
2967 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
2968 GLfloat _EyeZDir[3];
2969 GLfloat _ModelViewInvScale;
2970 GLboolean _NeedEyeCoords;
2971 GLboolean _ForceEyeCoords;
2972
2973 GLuint TextureStateTimestamp; /**< detect changes to shared state */
2974
2975 struct gl_shine_tab *_ShineTable[2]; /**< Active shine tables */
2976 struct gl_shine_tab *_ShineTabList; /**< MRU list of inactive shine tables */
2977 /**@}*/
2978
2979 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
2980
2981 /** \name For debugging/development only */
2982 /*@{*/
2983 GLboolean FirstTimeCurrent;
2984 /*@}*/
2985
2986 /** Dither disable via MESA_NO_DITHER env var */
2987 GLboolean NoDither;
2988
2989 /** software compression/decompression supported or not */
2990 GLboolean Mesa_DXTn;
2991
2992 /**
2993 * Use dp4 (rather than mul/mad) instructions for position
2994 * transformation?
2995 */
2996 GLboolean mvp_with_dp4;
2997
2998 /** Core tnl module support */
2999 struct gl_tnl_module TnlModule;
3000
3001 /**
3002 * \name Hooks for module contexts.
3003 *
3004 * These will eventually live in the driver or elsewhere.
3005 */
3006 /*@{*/
3007 void *swrast_context;
3008 void *swsetup_context;
3009 void *swtnl_context;
3010 void *swtnl_im;
3011 struct st_context *st;
3012 void *aelt_context;
3013 /*@}*/
3014 };
3015
3016
3017 /** The string names for GL_POINT, GL_LINE_LOOP, etc */
3018 extern const char *_mesa_prim_name[GL_POLYGON+4];
3019
3020
3021 #ifdef DEBUG
3022 extern int MESA_VERBOSE;
3023 extern int MESA_DEBUG_FLAGS;
3024 # define MESA_FUNCTION __FUNCTION__
3025 #else
3026 # define MESA_VERBOSE 0
3027 # define MESA_DEBUG_FLAGS 0
3028 # define MESA_FUNCTION "a function"
3029 # ifndef NDEBUG
3030 # define NDEBUG
3031 # endif
3032 #endif
3033
3034
3035 /** The MESA_VERBOSE var is a bitmask of these flags */
3036 enum _verbose
3037 {
3038 VERBOSE_VARRAY = 0x0001,
3039 VERBOSE_TEXTURE = 0x0002,
3040 VERBOSE_MATERIAL = 0x0004,
3041 VERBOSE_PIPELINE = 0x0008,
3042 VERBOSE_DRIVER = 0x0010,
3043 VERBOSE_STATE = 0x0020,
3044 VERBOSE_API = 0x0040,
3045 VERBOSE_DISPLAY_LIST = 0x0100,
3046 VERBOSE_LIGHTING = 0x0200,
3047 VERBOSE_PRIMS = 0x0400,
3048 VERBOSE_VERTS = 0x0800,
3049 VERBOSE_DISASSEM = 0x1000,
3050 VERBOSE_DRAW = 0x2000,
3051 VERBOSE_SWAPBUFFERS = 0x4000
3052 };
3053
3054
3055 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3056 enum _debug
3057 {
3058 DEBUG_ALWAYS_FLUSH = 0x1
3059 };
3060
3061
3062
3063 #endif /* MTYPES_H */