mesa: Make gl_vertex_array contain pointers to first order VAO members.
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39 #include "c11/threads.h"
40
41 #include "main/glheader.h"
42 #include "main/config.h"
43 #include "glapi/glapi.h"
44 #include "math/m_matrix.h" /* GLmatrix */
45 #include "compiler/shader_enums.h"
46 #include "compiler/shader_info.h"
47 #include "main/formats.h" /* MESA_FORMAT_COUNT */
48 #include "compiler/glsl/list.h"
49 #include "util/simple_mtx.h"
50 #include "util/u_dynarray.h"
51
52
53 #ifdef __cplusplus
54 extern "C" {
55 #endif
56
57
58 /** Set a single bit */
59 #define BITFIELD_BIT(b) ((GLbitfield)1 << (b))
60 /** Set all bits up to excluding bit b */
61 #define BITFIELD_MASK(b) \
62 ((b) == 32 ? (~(GLbitfield)0) : BITFIELD_BIT(b) - 1)
63 /** Set count bits starting from bit b */
64 #define BITFIELD_RANGE(b, count) \
65 (BITFIELD_MASK((b) + (count)) & ~BITFIELD_MASK(b))
66
67
68 /**
69 * \name 64-bit extension of GLbitfield.
70 */
71 /*@{*/
72 typedef GLuint64 GLbitfield64;
73
74 /** Set a single bit */
75 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
76 /** Set all bits up to excluding bit b */
77 #define BITFIELD64_MASK(b) \
78 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
79 /** Set count bits starting from bit b */
80 #define BITFIELD64_RANGE(b, count) \
81 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
82
83
84 #define GET_COLORMASK_BIT(mask, buf, chan) (((mask) >> (4 * (buf) + (chan))) & 0x1)
85 #define GET_COLORMASK(mask, buf) (((mask) >> (4 * (buf))) & 0xf)
86
87
88 /**
89 * \name Some forward type declarations
90 */
91 /*@{*/
92 struct _mesa_HashTable;
93 struct gl_attrib_node;
94 struct gl_list_extensions;
95 struct gl_meta_state;
96 struct gl_program_cache;
97 struct gl_texture_object;
98 struct gl_debug_state;
99 struct gl_context;
100 struct st_context;
101 struct gl_uniform_storage;
102 struct prog_instruction;
103 struct gl_program_parameter_list;
104 struct gl_shader_spirv_data;
105 struct set;
106 struct vbo_context;
107 /*@}*/
108
109
110 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
111 #define PRIM_MAX GL_PATCHES
112 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
113 #define PRIM_UNKNOWN (PRIM_MAX + 2)
114
115 /**
116 * Determine if the given gl_varying_slot appears in the fragment shader.
117 */
118 static inline GLboolean
119 _mesa_varying_slot_in_fs(gl_varying_slot slot)
120 {
121 switch (slot) {
122 case VARYING_SLOT_PSIZ:
123 case VARYING_SLOT_BFC0:
124 case VARYING_SLOT_BFC1:
125 case VARYING_SLOT_EDGE:
126 case VARYING_SLOT_CLIP_VERTEX:
127 case VARYING_SLOT_LAYER:
128 case VARYING_SLOT_TESS_LEVEL_OUTER:
129 case VARYING_SLOT_TESS_LEVEL_INNER:
130 case VARYING_SLOT_BOUNDING_BOX0:
131 case VARYING_SLOT_BOUNDING_BOX1:
132 return GL_FALSE;
133 default:
134 return GL_TRUE;
135 }
136 }
137
138 /**
139 * Indexes for all renderbuffers
140 */
141 typedef enum
142 {
143 /* the four standard color buffers */
144 BUFFER_FRONT_LEFT,
145 BUFFER_BACK_LEFT,
146 BUFFER_FRONT_RIGHT,
147 BUFFER_BACK_RIGHT,
148 BUFFER_DEPTH,
149 BUFFER_STENCIL,
150 BUFFER_ACCUM,
151 /* optional aux buffer */
152 BUFFER_AUX0,
153 /* generic renderbuffers */
154 BUFFER_COLOR0,
155 BUFFER_COLOR1,
156 BUFFER_COLOR2,
157 BUFFER_COLOR3,
158 BUFFER_COLOR4,
159 BUFFER_COLOR5,
160 BUFFER_COLOR6,
161 BUFFER_COLOR7,
162 BUFFER_COUNT,
163 BUFFER_NONE = -1,
164 } gl_buffer_index;
165
166 /**
167 * Bit flags for all renderbuffers
168 */
169 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
170 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
171 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
172 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
173 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
174 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
175 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
176 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
177 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
178 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
179 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
180 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
181 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
182 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
183 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
184 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
185 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
186 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
187 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
188
189 /**
190 * Mask of all the color buffer bits (but not accum).
191 */
192 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
193 BUFFER_BIT_BACK_LEFT | \
194 BUFFER_BIT_FRONT_RIGHT | \
195 BUFFER_BIT_BACK_RIGHT | \
196 BUFFER_BIT_AUX0 | \
197 BUFFER_BIT_COLOR0 | \
198 BUFFER_BIT_COLOR1 | \
199 BUFFER_BIT_COLOR2 | \
200 BUFFER_BIT_COLOR3 | \
201 BUFFER_BIT_COLOR4 | \
202 BUFFER_BIT_COLOR5 | \
203 BUFFER_BIT_COLOR6 | \
204 BUFFER_BIT_COLOR7)
205
206 /* Mask of bits for depth+stencil buffers */
207 #define BUFFER_BITS_DEPTH_STENCIL (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL)
208
209 /**
210 * Framebuffer configuration (aka visual / pixelformat)
211 * Note: some of these fields should be boolean, but it appears that
212 * code in drivers/dri/common/util.c requires int-sized fields.
213 */
214 struct gl_config
215 {
216 GLboolean rgbMode;
217 GLboolean floatMode;
218 GLuint doubleBufferMode;
219 GLuint stereoMode;
220
221 GLboolean haveAccumBuffer;
222 GLboolean haveDepthBuffer;
223 GLboolean haveStencilBuffer;
224
225 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
226 GLuint redMask, greenMask, blueMask, alphaMask;
227 GLint rgbBits; /* total bits for rgb */
228 GLint indexBits; /* total bits for colorindex */
229
230 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
231 GLint depthBits;
232 GLint stencilBits;
233
234 GLint numAuxBuffers;
235
236 GLint level;
237
238 /* EXT_visual_rating / GLX 1.2 */
239 GLint visualRating;
240
241 /* EXT_visual_info / GLX 1.2 */
242 GLint transparentPixel;
243 /* colors are floats scaled to ints */
244 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
245 GLint transparentIndex;
246
247 /* ARB_multisample / SGIS_multisample */
248 GLint sampleBuffers;
249 GLuint samples;
250
251 /* SGIX_pbuffer / GLX 1.3 */
252 GLint maxPbufferWidth;
253 GLint maxPbufferHeight;
254 GLint maxPbufferPixels;
255 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
256 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
257
258 /* OML_swap_method */
259 GLint swapMethod;
260
261 /* EXT_texture_from_pixmap */
262 GLint bindToTextureRgb;
263 GLint bindToTextureRgba;
264 GLint bindToMipmapTexture;
265 GLint bindToTextureTargets;
266 GLint yInverted;
267
268 /* EXT_framebuffer_sRGB */
269 GLint sRGBCapable;
270 };
271
272
273 /**
274 * \name Bit flags used for updating material values.
275 */
276 /*@{*/
277 #define MAT_ATTRIB_FRONT_AMBIENT 0
278 #define MAT_ATTRIB_BACK_AMBIENT 1
279 #define MAT_ATTRIB_FRONT_DIFFUSE 2
280 #define MAT_ATTRIB_BACK_DIFFUSE 3
281 #define MAT_ATTRIB_FRONT_SPECULAR 4
282 #define MAT_ATTRIB_BACK_SPECULAR 5
283 #define MAT_ATTRIB_FRONT_EMISSION 6
284 #define MAT_ATTRIB_BACK_EMISSION 7
285 #define MAT_ATTRIB_FRONT_SHININESS 8
286 #define MAT_ATTRIB_BACK_SHININESS 9
287 #define MAT_ATTRIB_FRONT_INDEXES 10
288 #define MAT_ATTRIB_BACK_INDEXES 11
289 #define MAT_ATTRIB_MAX 12
290
291 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
292 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
293 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
294 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
295 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
296 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
297
298 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
299 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
300 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
301 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
302 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
303 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
304 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
305 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
306 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
307 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
308 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
309 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
310
311
312 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
313 MAT_BIT_FRONT_AMBIENT | \
314 MAT_BIT_FRONT_DIFFUSE | \
315 MAT_BIT_FRONT_SPECULAR | \
316 MAT_BIT_FRONT_SHININESS | \
317 MAT_BIT_FRONT_INDEXES)
318
319 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
320 MAT_BIT_BACK_AMBIENT | \
321 MAT_BIT_BACK_DIFFUSE | \
322 MAT_BIT_BACK_SPECULAR | \
323 MAT_BIT_BACK_SHININESS | \
324 MAT_BIT_BACK_INDEXES)
325
326 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
327 /*@}*/
328
329
330 /**
331 * Material state.
332 */
333 struct gl_material
334 {
335 GLfloat Attrib[MAT_ATTRIB_MAX][4];
336 };
337
338
339 /**
340 * Light state flags.
341 */
342 /*@{*/
343 #define LIGHT_SPOT 0x1
344 #define LIGHT_LOCAL_VIEWER 0x2
345 #define LIGHT_POSITIONAL 0x4
346 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
347 /*@}*/
348
349
350 /**
351 * Light source state.
352 */
353 struct gl_light
354 {
355 GLfloat Ambient[4]; /**< ambient color */
356 GLfloat Diffuse[4]; /**< diffuse color */
357 GLfloat Specular[4]; /**< specular color */
358 GLfloat EyePosition[4]; /**< position in eye coordinates */
359 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
360 GLfloat SpotExponent;
361 GLfloat SpotCutoff; /**< in degrees */
362 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
363 GLfloat ConstantAttenuation;
364 GLfloat LinearAttenuation;
365 GLfloat QuadraticAttenuation;
366 GLboolean Enabled; /**< On/off flag */
367
368 /**
369 * \name Derived fields
370 */
371 /*@{*/
372 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
373
374 GLfloat _Position[4]; /**< position in eye/obj coordinates */
375 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
376 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
377 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
378 GLfloat _VP_inf_spot_attenuation;
379
380 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
381 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
382 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
383 /*@}*/
384 };
385
386
387 /**
388 * Light model state.
389 */
390 struct gl_lightmodel
391 {
392 GLfloat Ambient[4]; /**< ambient color */
393 GLboolean LocalViewer; /**< Local (or infinite) view point? */
394 GLboolean TwoSide; /**< Two (or one) sided lighting? */
395 GLenum16 ColorControl; /**< either GL_SINGLE_COLOR
396 or GL_SEPARATE_SPECULAR_COLOR */
397 };
398
399
400 /**
401 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
402 */
403 struct gl_accum_attrib
404 {
405 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
406 };
407
408
409 /**
410 * Used for storing clear color, texture border color, etc.
411 * The float values are typically unclamped.
412 */
413 union gl_color_union
414 {
415 GLfloat f[4];
416 GLint i[4];
417 GLuint ui[4];
418 };
419
420 /**
421 * Remapped color logical operations
422 *
423 * With the exception of NVIDIA hardware, which consumes the OpenGL enumerants
424 * directly, everything wants this mapping of color logical operations.
425 *
426 * Fun fact: These values are just the bit-reverse of the low-nibble of the GL
427 * enumerant values (i.e., `GL_NOOP & 0x0f` is `b0101' while
428 * \c COLOR_LOGICOP_NOOP is `b1010`).
429 *
430 * Fun fact #2: These values are just an encoding of the operation as a table
431 * of bit values. The result of the logic op is:
432 *
433 * result_bit = (logic_op >> (2 * src_bit + dst_bit)) & 1
434 *
435 * For the GL enums, the result is:
436 *
437 * result_bit = logic_op & (1 << (2 * src_bit + dst_bit))
438 */
439 enum PACKED gl_logicop_mode {
440 COLOR_LOGICOP_CLEAR = 0,
441 COLOR_LOGICOP_NOR = 1,
442 COLOR_LOGICOP_AND_INVERTED = 2,
443 COLOR_LOGICOP_COPY_INVERTED = 3,
444 COLOR_LOGICOP_AND_REVERSE = 4,
445 COLOR_LOGICOP_INVERT = 5,
446 COLOR_LOGICOP_XOR = 6,
447 COLOR_LOGICOP_NAND = 7,
448 COLOR_LOGICOP_AND = 8,
449 COLOR_LOGICOP_EQUIV = 9,
450 COLOR_LOGICOP_NOOP = 10,
451 COLOR_LOGICOP_OR_INVERTED = 11,
452 COLOR_LOGICOP_COPY = 12,
453 COLOR_LOGICOP_OR_REVERSE = 13,
454 COLOR_LOGICOP_OR = 14,
455 COLOR_LOGICOP_SET = 15
456 };
457
458 /**
459 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
460 */
461 struct gl_colorbuffer_attrib
462 {
463 GLuint ClearIndex; /**< Index for glClear */
464 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
465 GLuint IndexMask; /**< Color index write mask */
466
467 /** 4 colormask bits per draw buffer, max 8 draw buffers. 4*8 = 32 bits */
468 GLbitfield ColorMask;
469
470 GLenum16 DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
471
472 /**
473 * \name alpha testing
474 */
475 /*@{*/
476 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
477 GLenum16 AlphaFunc; /**< Alpha test function */
478 GLfloat AlphaRefUnclamped;
479 GLclampf AlphaRef; /**< Alpha reference value */
480 /*@}*/
481
482 /**
483 * \name Blending
484 */
485 /*@{*/
486 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
487
488 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
489 * control, only on the fixed-pointness of the render target.
490 * The query does however depend on fragment color clamping.
491 */
492 GLfloat BlendColorUnclamped[4]; /**< Blending color */
493 GLfloat BlendColor[4]; /**< Blending color */
494
495 struct
496 {
497 GLenum16 SrcRGB; /**< RGB blend source term */
498 GLenum16 DstRGB; /**< RGB blend dest term */
499 GLenum16 SrcA; /**< Alpha blend source term */
500 GLenum16 DstA; /**< Alpha blend dest term */
501 GLenum16 EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
502 GLenum16 EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
503 /**
504 * Set if any blend factor uses SRC1. Computed at the time blend factors
505 * get set.
506 */
507 GLboolean _UsesDualSrc;
508 } Blend[MAX_DRAW_BUFFERS];
509 /** Are the blend func terms currently different for each buffer/target? */
510 GLboolean _BlendFuncPerBuffer;
511 /** Are the blend equations currently different for each buffer/target? */
512 GLboolean _BlendEquationPerBuffer;
513
514 /**
515 * Which advanced blending mode is in use (or BLEND_NONE).
516 *
517 * KHR_blend_equation_advanced only allows advanced blending with a single
518 * draw buffer, and NVX_blend_equation_advanced_multi_draw_buffer still
519 * requires all draw buffers to match, so we only need a single value.
520 */
521 enum gl_advanced_blend_mode _AdvancedBlendMode;
522
523 /** Coherency requested via glEnable(GL_BLEND_ADVANCED_COHERENT_KHR)? */
524 bool BlendCoherent;
525 /*@}*/
526
527 /**
528 * \name Logic op
529 */
530 /*@{*/
531 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
532 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
533 GLenum16 LogicOp; /**< Logic operator */
534 enum gl_logicop_mode _LogicOp;
535 /*@}*/
536
537 GLboolean DitherFlag; /**< Dither enable flag */
538
539 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
540 GLenum16 ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
541 GLenum16 ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
542
543 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
544 };
545
546
547 /**
548 * Current attribute group (GL_CURRENT_BIT).
549 */
550 struct gl_current_attrib
551 {
552 /**
553 * \name Current vertex attributes (color, texcoords, etc).
554 * \note Values are valid only after FLUSH_VERTICES has been called.
555 * \note Index and Edgeflag current values are stored as floats in the
556 * SIX and SEVEN attribute slots.
557 * \note We need double storage for 64-bit vertex attributes
558 */
559 GLfloat Attrib[VERT_ATTRIB_MAX][4*2];
560
561 /**
562 * \name Current raster position attributes (always up to date after a
563 * glRasterPos call).
564 */
565 GLfloat RasterPos[4];
566 GLfloat RasterDistance;
567 GLfloat RasterColor[4];
568 GLfloat RasterSecondaryColor[4];
569 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
570 GLboolean RasterPosValid;
571 };
572
573
574 /**
575 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
576 */
577 struct gl_depthbuffer_attrib
578 {
579 GLenum16 Func; /**< Function for depth buffer compare */
580 GLclampd Clear; /**< Value to clear depth buffer to */
581 GLboolean Test; /**< Depth buffering enabled flag */
582 GLboolean Mask; /**< Depth buffer writable? */
583 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
584 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
585 };
586
587
588 /**
589 * Evaluator attribute group (GL_EVAL_BIT).
590 */
591 struct gl_eval_attrib
592 {
593 /**
594 * \name Enable bits
595 */
596 /*@{*/
597 GLboolean Map1Color4;
598 GLboolean Map1Index;
599 GLboolean Map1Normal;
600 GLboolean Map1TextureCoord1;
601 GLboolean Map1TextureCoord2;
602 GLboolean Map1TextureCoord3;
603 GLboolean Map1TextureCoord4;
604 GLboolean Map1Vertex3;
605 GLboolean Map1Vertex4;
606 GLboolean Map2Color4;
607 GLboolean Map2Index;
608 GLboolean Map2Normal;
609 GLboolean Map2TextureCoord1;
610 GLboolean Map2TextureCoord2;
611 GLboolean Map2TextureCoord3;
612 GLboolean Map2TextureCoord4;
613 GLboolean Map2Vertex3;
614 GLboolean Map2Vertex4;
615 GLboolean AutoNormal;
616 /*@}*/
617
618 /**
619 * \name Map Grid endpoints and divisions and calculated du values
620 */
621 /*@{*/
622 GLint MapGrid1un;
623 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
624 GLint MapGrid2un, MapGrid2vn;
625 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
626 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
627 /*@}*/
628 };
629
630
631 /**
632 * Compressed fog mode.
633 */
634 enum gl_fog_mode
635 {
636 FOG_NONE,
637 FOG_LINEAR,
638 FOG_EXP,
639 FOG_EXP2,
640 };
641
642
643 /**
644 * Fog attribute group (GL_FOG_BIT).
645 */
646 struct gl_fog_attrib
647 {
648 GLboolean Enabled; /**< Fog enabled flag */
649 GLboolean ColorSumEnabled;
650 uint8_t _PackedMode; /**< Fog mode as 2 bits */
651 uint8_t _PackedEnabledMode; /**< Masked CompressedMode */
652 GLfloat ColorUnclamped[4]; /**< Fog color */
653 GLfloat Color[4]; /**< Fog color */
654 GLfloat Density; /**< Density >= 0.0 */
655 GLfloat Start; /**< Start distance in eye coords */
656 GLfloat End; /**< End distance in eye coords */
657 GLfloat Index; /**< Fog index */
658 GLenum16 Mode; /**< Fog mode */
659 GLenum16 FogCoordinateSource;/**< GL_EXT_fog_coord */
660 GLenum16 FogDistanceMode; /**< GL_NV_fog_distance */
661 };
662
663
664 /**
665 * Hint attribute group (GL_HINT_BIT).
666 *
667 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
668 */
669 struct gl_hint_attrib
670 {
671 GLenum16 PerspectiveCorrection;
672 GLenum16 PointSmooth;
673 GLenum16 LineSmooth;
674 GLenum16 PolygonSmooth;
675 GLenum16 Fog;
676 GLenum16 TextureCompression; /**< GL_ARB_texture_compression */
677 GLenum16 GenerateMipmap; /**< GL_SGIS_generate_mipmap */
678 GLenum16 FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
679 };
680
681
682 /**
683 * Lighting attribute group (GL_LIGHT_BIT).
684 */
685 struct gl_light_attrib
686 {
687 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
688 struct gl_lightmodel Model; /**< Lighting model */
689
690 /**
691 * Front and back material values.
692 * Note: must call FLUSH_VERTICES() before using.
693 */
694 struct gl_material Material;
695
696 GLboolean Enabled; /**< Lighting enabled flag */
697 GLboolean ColorMaterialEnabled;
698
699 GLenum16 ShadeModel; /**< GL_FLAT or GL_SMOOTH */
700 GLenum16 ProvokingVertex; /**< GL_EXT_provoking_vertex */
701 GLenum16 ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
702 GLenum16 ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
703 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
704
705
706 GLboolean _ClampVertexColor;
707 GLenum16 ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
708
709 /**
710 * Derived state for optimizations:
711 */
712 /*@{*/
713 GLbitfield _EnabledLights; /**< bitmask containing enabled lights */
714
715 GLboolean _NeedEyeCoords;
716 GLboolean _NeedVertices; /**< Use fast shader? */
717
718 GLfloat _BaseColor[2][3];
719 /*@}*/
720 };
721
722
723 /**
724 * Line attribute group (GL_LINE_BIT).
725 */
726 struct gl_line_attrib
727 {
728 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
729 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
730 GLushort StipplePattern; /**< Stipple pattern */
731 GLint StippleFactor; /**< Stipple repeat factor */
732 GLfloat Width; /**< Line width */
733 };
734
735
736 /**
737 * Display list attribute group (GL_LIST_BIT).
738 */
739 struct gl_list_attrib
740 {
741 GLuint ListBase;
742 };
743
744
745 /**
746 * Multisample attribute group (GL_MULTISAMPLE_BIT).
747 */
748 struct gl_multisample_attrib
749 {
750 GLboolean Enabled;
751 GLboolean SampleAlphaToCoverage;
752 GLboolean SampleAlphaToOne;
753 GLboolean SampleCoverage;
754 GLboolean SampleCoverageInvert;
755 GLboolean SampleShading;
756
757 /* ARB_texture_multisample / GL3.2 additions */
758 GLboolean SampleMask;
759
760 GLfloat SampleCoverageValue; /**< In range [0, 1] */
761 GLfloat MinSampleShadingValue; /**< In range [0, 1] */
762
763 /** The GL spec defines this as an array but >32x MSAA is madness */
764 GLbitfield SampleMaskValue;
765 };
766
767
768 /**
769 * A pixelmap (see glPixelMap)
770 */
771 struct gl_pixelmap
772 {
773 GLint Size;
774 GLfloat Map[MAX_PIXEL_MAP_TABLE];
775 };
776
777
778 /**
779 * Collection of all pixelmaps
780 */
781 struct gl_pixelmaps
782 {
783 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
784 struct gl_pixelmap GtoG;
785 struct gl_pixelmap BtoB;
786 struct gl_pixelmap AtoA;
787 struct gl_pixelmap ItoR;
788 struct gl_pixelmap ItoG;
789 struct gl_pixelmap ItoB;
790 struct gl_pixelmap ItoA;
791 struct gl_pixelmap ItoI;
792 struct gl_pixelmap StoS;
793 };
794
795
796 /**
797 * Pixel attribute group (GL_PIXEL_MODE_BIT).
798 */
799 struct gl_pixel_attrib
800 {
801 GLenum16 ReadBuffer; /**< source buffer for glRead/CopyPixels() */
802
803 /*--- Begin Pixel Transfer State ---*/
804 /* Fields are in the order in which they're applied... */
805
806 /** Scale & Bias (index shift, offset) */
807 /*@{*/
808 GLfloat RedBias, RedScale;
809 GLfloat GreenBias, GreenScale;
810 GLfloat BlueBias, BlueScale;
811 GLfloat AlphaBias, AlphaScale;
812 GLfloat DepthBias, DepthScale;
813 GLint IndexShift, IndexOffset;
814 /*@}*/
815
816 /* Pixel Maps */
817 /* Note: actual pixel maps are not part of this attrib group */
818 GLboolean MapColorFlag;
819 GLboolean MapStencilFlag;
820
821 /*--- End Pixel Transfer State ---*/
822
823 /** glPixelZoom */
824 GLfloat ZoomX, ZoomY;
825 };
826
827
828 /**
829 * Point attribute group (GL_POINT_BIT).
830 */
831 struct gl_point_attrib
832 {
833 GLfloat Size; /**< User-specified point size */
834 GLfloat Params[3]; /**< GL_EXT_point_parameters */
835 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
836 GLfloat Threshold; /**< GL_EXT_point_parameters */
837 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
838 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
839 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
840 GLbitfield CoordReplace; /**< GL_ARB_point_sprite*/
841 GLenum16 SpriteRMode; /**< GL_NV_point_sprite (only!) */
842 GLenum16 SpriteOrigin; /**< GL_ARB_point_sprite */
843 };
844
845
846 /**
847 * Polygon attribute group (GL_POLYGON_BIT).
848 */
849 struct gl_polygon_attrib
850 {
851 GLenum16 FrontFace; /**< Either GL_CW or GL_CCW */
852 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
853 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
854 GLboolean CullFlag; /**< Culling on/off flag */
855 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
856 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
857 GLenum16 CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
858 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
859 GLfloat OffsetUnits; /**< Polygon offset units, from user */
860 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
861 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
862 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
863 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
864 };
865
866
867 /**
868 * Scissor attributes (GL_SCISSOR_BIT).
869 */
870 struct gl_scissor_rect
871 {
872 GLint X, Y; /**< Lower left corner of box */
873 GLsizei Width, Height; /**< Size of box */
874 };
875
876
877 struct gl_scissor_attrib
878 {
879 GLbitfield EnableFlags; /**< Scissor test enabled? */
880 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
881 GLint NumWindowRects; /**< Count of enabled window rectangles */
882 GLenum16 WindowRectMode; /**< Whether to include or exclude the rects */
883 struct gl_scissor_rect WindowRects[MAX_WINDOW_RECTANGLES];
884 };
885
886
887 /**
888 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
889 *
890 * Three sets of stencil data are tracked so that OpenGL 2.0,
891 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
892 * simultaneously. In each of the stencil state arrays, element 0 corresponds
893 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
894 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
895 * GL_EXT_stencil_two_side GL_BACK state.
896 *
897 * The derived value \c _BackFace is either 1 or 2 depending on whether or
898 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
899 *
900 * The derived value \c _TestTwoSide is set when the front-face and back-face
901 * stencil state are different.
902 */
903 struct gl_stencil_attrib
904 {
905 GLboolean Enabled; /**< Enabled flag */
906 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
907 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
908 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
909 GLenum16 Function[3]; /**< Stencil function */
910 GLenum16 FailFunc[3]; /**< Fail function */
911 GLenum16 ZPassFunc[3]; /**< Depth buffer pass function */
912 GLenum16 ZFailFunc[3]; /**< Depth buffer fail function */
913 GLint Ref[3]; /**< Reference value */
914 GLuint ValueMask[3]; /**< Value mask */
915 GLuint WriteMask[3]; /**< Write mask */
916 GLuint Clear; /**< Clear value */
917 };
918
919
920 /**
921 * An index for each type of texture object. These correspond to the GL
922 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
923 * Note: the order is from highest priority to lowest priority.
924 */
925 typedef enum
926 {
927 TEXTURE_2D_MULTISAMPLE_INDEX,
928 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
929 TEXTURE_CUBE_ARRAY_INDEX,
930 TEXTURE_BUFFER_INDEX,
931 TEXTURE_2D_ARRAY_INDEX,
932 TEXTURE_1D_ARRAY_INDEX,
933 TEXTURE_EXTERNAL_INDEX,
934 TEXTURE_CUBE_INDEX,
935 TEXTURE_3D_INDEX,
936 TEXTURE_RECT_INDEX,
937 TEXTURE_2D_INDEX,
938 TEXTURE_1D_INDEX,
939 NUM_TEXTURE_TARGETS
940 } gl_texture_index;
941
942
943 /**
944 * Bit flags for each type of texture object
945 */
946 /*@{*/
947 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
948 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
949 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
950 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
951 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
952 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
953 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
954 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
955 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
956 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
957 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
958 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
959 /*@}*/
960
961
962 /**
963 * Texture image state. Drivers will typically create a subclass of this
964 * with extra fields for memory buffers, etc.
965 */
966 struct gl_texture_image
967 {
968 GLint InternalFormat; /**< Internal format as given by the user */
969 GLenum16 _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
970 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
971 * GL_INTENSITY, GL_DEPTH_COMPONENT or
972 * GL_DEPTH_STENCIL_EXT only. Used for
973 * choosing TexEnv arithmetic.
974 */
975 mesa_format TexFormat; /**< The actual texture memory format */
976
977 GLuint Border; /**< 0 or 1 */
978 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
979 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
980 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
981 GLuint Width2; /**< = Width - 2*Border */
982 GLuint Height2; /**< = Height - 2*Border */
983 GLuint Depth2; /**< = Depth - 2*Border */
984 GLuint WidthLog2; /**< = log2(Width2) */
985 GLuint HeightLog2; /**< = log2(Height2) */
986 GLuint DepthLog2; /**< = log2(Depth2) */
987 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
988 levels, computed from the dimensions */
989
990 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
991 GLuint Level; /**< Which mipmap level am I? */
992 /** Cube map face: index into gl_texture_object::Image[] array */
993 GLuint Face;
994
995 /** GL_ARB_texture_multisample */
996 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
997 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
998 };
999
1000
1001 /**
1002 * Indexes for cube map faces.
1003 */
1004 typedef enum
1005 {
1006 FACE_POS_X = 0,
1007 FACE_NEG_X = 1,
1008 FACE_POS_Y = 2,
1009 FACE_NEG_Y = 3,
1010 FACE_POS_Z = 4,
1011 FACE_NEG_Z = 5,
1012 MAX_FACES = 6
1013 } gl_face_index;
1014
1015
1016 /**
1017 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1018 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1019 */
1020 struct gl_sampler_object
1021 {
1022 simple_mtx_t Mutex;
1023 GLuint Name;
1024 GLchar *Label; /**< GL_KHR_debug */
1025 GLint RefCount;
1026
1027 GLenum16 WrapS; /**< S-axis texture image wrap mode */
1028 GLenum16 WrapT; /**< T-axis texture image wrap mode */
1029 GLenum16 WrapR; /**< R-axis texture image wrap mode */
1030 GLenum16 MinFilter; /**< minification filter */
1031 GLenum16 MagFilter; /**< magnification filter */
1032 GLenum16 sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1033 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1034 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1035 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1036 GLfloat LodBias; /**< OpenGL 1.4 */
1037 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1038 GLenum16 CompareMode; /**< GL_ARB_shadow */
1039 GLenum16 CompareFunc; /**< GL_ARB_shadow */
1040 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1041
1042 /** GL_ARB_bindless_texture */
1043 bool HandleAllocated;
1044 struct util_dynarray Handles;
1045 };
1046
1047
1048 /**
1049 * Texture object state. Contains the array of mipmap images, border color,
1050 * wrap modes, filter modes, and shadow/texcompare state.
1051 */
1052 struct gl_texture_object
1053 {
1054 simple_mtx_t Mutex; /**< for thread safety */
1055 GLint RefCount; /**< reference count */
1056 GLuint Name; /**< the user-visible texture object ID */
1057 GLenum16 Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1058 GLenum16 DepthMode; /**< GL_ARB_depth_texture */
1059 GLchar *Label; /**< GL_KHR_debug */
1060
1061 struct gl_sampler_object Sampler;
1062
1063 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
1064 Only valid when Target is valid. */
1065 GLfloat Priority; /**< in [0,1] */
1066 GLint MaxLevel; /**< max mipmap level (max=1000), OpenGL 1.2 */
1067 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1068 GLbyte _MaxLevel; /**< actual max mipmap level (q in the spec) */
1069 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1070 GLint CropRect[4]; /**< GL_OES_draw_texture */
1071 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1072 GLushort _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1073 GLbyte ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1074 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1075 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1076 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1077 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1078 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1079 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1080 pressure? */
1081 GLboolean Immutable; /**< GL_ARB_texture_storage */
1082 GLboolean _IsFloat; /**< GL_OES_float_texture */
1083 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
1084 bool StencilSampling; /**< Should we sample stencil instead of depth? */
1085 bool HandleAllocated; /**< GL_ARB_bindless_texture */
1086
1087 /** GL_OES_EGL_image_external */
1088 GLubyte RequiredTextureImageUnits;
1089
1090 GLubyte MinLevel; /**< GL_ARB_texture_view */
1091 GLubyte NumLevels; /**< GL_ARB_texture_view */
1092 GLushort MinLayer; /**< GL_ARB_texture_view */
1093 GLushort NumLayers; /**< GL_ARB_texture_view */
1094
1095 /** GL_EXT_memory_object */
1096 GLenum16 TextureTiling;
1097
1098 /** GL_ARB_shader_image_load_store */
1099 GLenum16 ImageFormatCompatibilityType;
1100
1101 /** GL_ARB_texture_buffer_object */
1102 GLenum16 BufferObjectFormat;
1103 /** Equivalent Mesa format for BufferObjectFormat. */
1104 mesa_format _BufferObjectFormat;
1105 struct gl_buffer_object *BufferObject;
1106
1107 /** GL_ARB_texture_buffer_range */
1108 GLintptr BufferOffset;
1109 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1110
1111 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1112 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1113
1114 /** GL_ARB_bindless_texture */
1115 struct util_dynarray SamplerHandles;
1116 struct util_dynarray ImageHandles;
1117 };
1118
1119
1120 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1121 #define MAX_COMBINER_TERMS 4
1122
1123
1124 /**
1125 * Texture combine environment state.
1126 */
1127 struct gl_tex_env_combine_state
1128 {
1129 GLenum16 ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1130 GLenum16 ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1131 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1132 GLenum16 SourceRGB[MAX_COMBINER_TERMS];
1133 GLenum16 SourceA[MAX_COMBINER_TERMS];
1134 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1135 GLenum16 OperandRGB[MAX_COMBINER_TERMS];
1136 GLenum16 OperandA[MAX_COMBINER_TERMS];
1137 GLubyte ScaleShiftRGB; /**< 0, 1 or 2 */
1138 GLubyte ScaleShiftA; /**< 0, 1 or 2 */
1139 GLubyte _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1140 GLubyte _NumArgsA; /**< Number of inputs used for the A combiner */
1141 };
1142
1143
1144 /** Compressed TexEnv effective Combine mode */
1145 enum gl_tex_env_mode
1146 {
1147 TEXENV_MODE_REPLACE, /* r = a0 */
1148 TEXENV_MODE_MODULATE, /* r = a0 * a1 */
1149 TEXENV_MODE_ADD, /* r = a0 + a1 */
1150 TEXENV_MODE_ADD_SIGNED, /* r = a0 + a1 - 0.5 */
1151 TEXENV_MODE_INTERPOLATE, /* r = a0 * a2 + a1 * (1 - a2) */
1152 TEXENV_MODE_SUBTRACT, /* r = a0 - a1 */
1153 TEXENV_MODE_DOT3_RGB, /* r = a0 . a1 */
1154 TEXENV_MODE_DOT3_RGB_EXT, /* r = a0 . a1 */
1155 TEXENV_MODE_DOT3_RGBA, /* r = a0 . a1 */
1156 TEXENV_MODE_DOT3_RGBA_EXT, /* r = a0 . a1 */
1157 TEXENV_MODE_MODULATE_ADD_ATI, /* r = a0 * a2 + a1 */
1158 TEXENV_MODE_MODULATE_SIGNED_ADD_ATI, /* r = a0 * a2 + a1 - 0.5 */
1159 TEXENV_MODE_MODULATE_SUBTRACT_ATI, /* r = a0 * a2 - a1 */
1160 TEXENV_MODE_ADD_PRODUCTS_NV, /* r = a0 * a1 + a2 * a3 */
1161 TEXENV_MODE_ADD_PRODUCTS_SIGNED_NV, /* r = a0 * a1 + a2 * a3 - 0.5 */
1162 };
1163
1164
1165 /** Compressed TexEnv Combine source */
1166 enum gl_tex_env_source
1167 {
1168 TEXENV_SRC_TEXTURE0,
1169 TEXENV_SRC_TEXTURE1,
1170 TEXENV_SRC_TEXTURE2,
1171 TEXENV_SRC_TEXTURE3,
1172 TEXENV_SRC_TEXTURE4,
1173 TEXENV_SRC_TEXTURE5,
1174 TEXENV_SRC_TEXTURE6,
1175 TEXENV_SRC_TEXTURE7,
1176 TEXENV_SRC_TEXTURE,
1177 TEXENV_SRC_PREVIOUS,
1178 TEXENV_SRC_PRIMARY_COLOR,
1179 TEXENV_SRC_CONSTANT,
1180 TEXENV_SRC_ZERO,
1181 TEXENV_SRC_ONE,
1182 };
1183
1184
1185 /** Compressed TexEnv Combine operand */
1186 enum gl_tex_env_operand
1187 {
1188 TEXENV_OPR_COLOR,
1189 TEXENV_OPR_ONE_MINUS_COLOR,
1190 TEXENV_OPR_ALPHA,
1191 TEXENV_OPR_ONE_MINUS_ALPHA,
1192 };
1193
1194
1195 /** Compressed TexEnv Combine argument */
1196 struct gl_tex_env_argument
1197 {
1198 #ifdef __GNUC__
1199 __extension__ uint8_t Source:4; /**< TEXENV_SRC_x */
1200 __extension__ uint8_t Operand:2; /**< TEXENV_OPR_x */
1201 #else
1202 uint8_t Source; /**< SRC_x */
1203 uint8_t Operand; /**< OPR_x */
1204 #endif
1205 };
1206
1207
1208 /***
1209 * Compressed TexEnv Combine state.
1210 */
1211 struct gl_tex_env_combine_packed
1212 {
1213 uint32_t ModeRGB:4; /**< Effective mode for RGB as 4 bits */
1214 uint32_t ModeA:4; /**< Effective mode for RGB as 4 bits */
1215 uint32_t ScaleShiftRGB:2; /**< 0, 1 or 2 */
1216 uint32_t ScaleShiftA:2; /**< 0, 1 or 2 */
1217 uint32_t NumArgsRGB:3; /**< Number of inputs used for the RGB combiner */
1218 uint32_t NumArgsA:3; /**< Number of inputs used for the A combiner */
1219 /** Source arguments in a packed manner */
1220 struct gl_tex_env_argument ArgsRGB[MAX_COMBINER_TERMS];
1221 struct gl_tex_env_argument ArgsA[MAX_COMBINER_TERMS];
1222 };
1223
1224
1225 /**
1226 * TexGenEnabled flags.
1227 */
1228 /*@{*/
1229 #define S_BIT 1
1230 #define T_BIT 2
1231 #define R_BIT 4
1232 #define Q_BIT 8
1233 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1234 /*@}*/
1235
1236
1237 /**
1238 * Bit flag versions of the corresponding GL_ constants.
1239 */
1240 /*@{*/
1241 #define TEXGEN_SPHERE_MAP 0x1
1242 #define TEXGEN_OBJ_LINEAR 0x2
1243 #define TEXGEN_EYE_LINEAR 0x4
1244 #define TEXGEN_REFLECTION_MAP_NV 0x8
1245 #define TEXGEN_NORMAL_MAP_NV 0x10
1246
1247 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1248 TEXGEN_REFLECTION_MAP_NV | \
1249 TEXGEN_NORMAL_MAP_NV)
1250 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1251 TEXGEN_REFLECTION_MAP_NV | \
1252 TEXGEN_NORMAL_MAP_NV | \
1253 TEXGEN_EYE_LINEAR)
1254 /*@}*/
1255
1256
1257
1258 /** Tex-gen enabled for texture unit? */
1259 #define ENABLE_TEXGEN(unit) (1 << (unit))
1260
1261 /** Non-identity texture matrix for texture unit? */
1262 #define ENABLE_TEXMAT(unit) (1 << (unit))
1263
1264
1265 /**
1266 * Texture coord generation state.
1267 */
1268 struct gl_texgen
1269 {
1270 GLenum16 Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1271 GLbitfield8 _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1272 GLfloat ObjectPlane[4];
1273 GLfloat EyePlane[4];
1274 };
1275
1276
1277 /**
1278 * Sampler-related subset of a texture unit, like current texture objects.
1279 */
1280 struct gl_texture_unit
1281 {
1282 GLfloat LodBias; /**< for biasing mipmap levels */
1283
1284 /** Texture targets that have a non-default texture bound */
1285 GLbitfield _BoundTextures;
1286
1287 /** Current sampler object (GL_ARB_sampler_objects) */
1288 struct gl_sampler_object *Sampler;
1289
1290 /** Current texture object pointers */
1291 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1292
1293 /** Points to highest priority, complete and enabled texture object */
1294 struct gl_texture_object *_Current;
1295 };
1296
1297
1298 /**
1299 * Fixed-function-related subset of a texture unit, like enable flags,
1300 * texture environment/function/combiners, and texgen state.
1301 */
1302 struct gl_fixedfunc_texture_unit
1303 {
1304 GLbitfield16 Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1305
1306 GLenum16 EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1307 GLclampf EnvColor[4];
1308 GLfloat EnvColorUnclamped[4];
1309
1310 struct gl_texgen GenS;
1311 struct gl_texgen GenT;
1312 struct gl_texgen GenR;
1313 struct gl_texgen GenQ;
1314 GLbitfield8 TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1315 GLbitfield8 _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1316
1317 /**
1318 * \name GL_EXT_texture_env_combine
1319 */
1320 struct gl_tex_env_combine_state Combine;
1321
1322 /**
1323 * Derived state based on \c EnvMode and the \c BaseFormat of the
1324 * currently enabled texture.
1325 */
1326 struct gl_tex_env_combine_state _EnvMode;
1327
1328 /** Current compressed TexEnv & Combine state */
1329 struct gl_tex_env_combine_packed _CurrentCombinePacked;
1330
1331 /**
1332 * Currently enabled combiner state. This will point to either
1333 * \c Combine or \c _EnvMode.
1334 */
1335 struct gl_tex_env_combine_state *_CurrentCombine;
1336 };
1337
1338
1339 /**
1340 * Texture attribute group (GL_TEXTURE_BIT).
1341 */
1342 struct gl_texture_attrib
1343 {
1344 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1345
1346 /** GL_ARB_texture_buffer_object */
1347 struct gl_buffer_object *BufferObject;
1348
1349 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1350
1351 /** Texture coord units/sets used for fragment texturing */
1352 GLbitfield8 _EnabledCoordUnits;
1353
1354 /** Texture coord units that have texgen enabled */
1355 GLbitfield8 _TexGenEnabled;
1356
1357 /** Texture coord units that have non-identity matrices */
1358 GLbitfield8 _TexMatEnabled;
1359
1360 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1361 GLbitfield8 _GenFlags;
1362
1363 /** Largest index of a texture unit with _Current != NULL. */
1364 GLshort _MaxEnabledTexImageUnit;
1365
1366 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1367 GLubyte NumCurrentTexUsed;
1368
1369 /** GL_ARB_seamless_cubemap */
1370 GLboolean CubeMapSeamless;
1371
1372 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1373 struct gl_fixedfunc_texture_unit FixedFuncUnit[MAX_TEXTURE_COORD_UNITS];
1374 };
1375
1376
1377 /**
1378 * Data structure representing a single clip plane (e.g. one of the elements
1379 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1380 */
1381 typedef GLfloat gl_clip_plane[4];
1382
1383
1384 /**
1385 * Transformation attribute group (GL_TRANSFORM_BIT).
1386 */
1387 struct gl_transform_attrib
1388 {
1389 GLenum16 MatrixMode; /**< Matrix mode */
1390 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1391 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1392 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1393 GLboolean Normalize; /**< Normalize all normals? */
1394 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1395 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1396 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1397 /** GL_ARB_clip_control */
1398 GLenum16 ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1399 GLenum16 ClipDepthMode;/**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1400 };
1401
1402
1403 /**
1404 * Viewport attribute group (GL_VIEWPORT_BIT).
1405 */
1406 struct gl_viewport_attrib
1407 {
1408 GLfloat X, Y; /**< position */
1409 GLfloat Width, Height; /**< size */
1410 GLfloat Near, Far; /**< Depth buffer range */
1411 };
1412
1413
1414 typedef enum
1415 {
1416 MAP_USER,
1417 MAP_INTERNAL,
1418 MAP_COUNT
1419 } gl_map_buffer_index;
1420
1421
1422 /**
1423 * Fields describing a mapped buffer range.
1424 */
1425 struct gl_buffer_mapping
1426 {
1427 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1428 GLvoid *Pointer; /**< User-space address of mapping */
1429 GLintptr Offset; /**< Mapped offset */
1430 GLsizeiptr Length; /**< Mapped length */
1431 };
1432
1433
1434 /**
1435 * Usages we've seen for a buffer object.
1436 */
1437 typedef enum
1438 {
1439 USAGE_UNIFORM_BUFFER = 0x1,
1440 USAGE_TEXTURE_BUFFER = 0x2,
1441 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1442 USAGE_SHADER_STORAGE_BUFFER = 0x8,
1443 USAGE_TRANSFORM_FEEDBACK_BUFFER = 0x10,
1444 USAGE_PIXEL_PACK_BUFFER = 0x20,
1445 USAGE_DISABLE_MINMAX_CACHE = 0x40,
1446 } gl_buffer_usage;
1447
1448
1449 /**
1450 * GL_ARB_vertex/pixel_buffer_object buffer object
1451 */
1452 struct gl_buffer_object
1453 {
1454 GLint RefCount;
1455 GLuint Name;
1456 GLchar *Label; /**< GL_KHR_debug */
1457 GLenum16 Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1458 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1459 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1460 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1461 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1462 GLboolean Written; /**< Ever written to? (for debugging) */
1463 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1464 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1465 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1466
1467 /** Counters used for buffer usage warnings */
1468 GLuint NumSubDataCalls;
1469 GLuint NumMapBufferWriteCalls;
1470
1471 struct gl_buffer_mapping Mappings[MAP_COUNT];
1472
1473 /** Memoization of min/max index computations for static index buffers */
1474 simple_mtx_t MinMaxCacheMutex;
1475 struct hash_table *MinMaxCache;
1476 unsigned MinMaxCacheHitIndices;
1477 unsigned MinMaxCacheMissIndices;
1478 bool MinMaxCacheDirty;
1479
1480 bool HandleAllocated; /**< GL_ARB_bindless_texture */
1481 };
1482
1483
1484 /**
1485 * Client pixel packing/unpacking attributes
1486 */
1487 struct gl_pixelstore_attrib
1488 {
1489 GLint Alignment;
1490 GLint RowLength;
1491 GLint SkipPixels;
1492 GLint SkipRows;
1493 GLint ImageHeight;
1494 GLint SkipImages;
1495 GLboolean SwapBytes;
1496 GLboolean LsbFirst;
1497 GLboolean Invert; /**< GL_MESA_pack_invert */
1498 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1499 GLint CompressedBlockHeight;
1500 GLint CompressedBlockDepth;
1501 GLint CompressedBlockSize;
1502 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1503 };
1504
1505
1506 /**
1507 * Enum for defining the mapping for the position/generic0 attribute.
1508 *
1509 * Do not change the order of the values as these are used as
1510 * array indices.
1511 */
1512 typedef enum
1513 {
1514 ATTRIBUTE_MAP_MODE_IDENTITY, /**< 1:1 mapping */
1515 ATTRIBUTE_MAP_MODE_POSITION, /**< get position and generic0 from position */
1516 ATTRIBUTE_MAP_MODE_GENERIC0, /**< get position and generic0 from generic0 */
1517 ATTRIBUTE_MAP_MODE_MAX /**< for sizing arrays */
1518 } gl_attribute_map_mode;
1519
1520
1521 /**
1522 * Attributes to describe a vertex array.
1523 *
1524 * Contains the size, type, format and normalization flag,
1525 * along with the index of a vertex buffer binding point.
1526 *
1527 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1528 * and is only present for backwards compatibility reasons.
1529 * Rendering always uses VERTEX_BINDING_STRIDE.
1530 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1531 * and VERTEX_BINDING_STRIDE to the same value, while
1532 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1533 */
1534 struct gl_array_attributes
1535 {
1536 /** Points to client array data. Not used when a VBO is bound */
1537 const GLubyte *Ptr;
1538 /** Offset of the first element relative to the binding offset */
1539 GLuint RelativeOffset;
1540 GLshort Stride; /**< Stride as specified with gl*Pointer() */
1541 GLenum16 Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1542 GLenum16 Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1543 GLboolean Enabled; /**< Whether the array is enabled */
1544 GLubyte Size; /**< Components per element (1,2,3,4) */
1545 unsigned Normalized:1; /**< Fixed-point values are normalized when converted to floats */
1546 unsigned Integer:1; /**< Fixed-point values are not converted to floats */
1547 unsigned Doubles:1; /**< double precision values are not converted to floats */
1548 unsigned _ElementSize:8; /**< Size of each element in bytes */
1549 /** Index into gl_vertex_array_object::BufferBinding[] array */
1550 unsigned BufferBindingIndex:6;
1551 };
1552
1553
1554 /**
1555 * This describes the buffer object used for a vertex array (or
1556 * multiple vertex arrays). If BufferObj points to the default/null
1557 * buffer object, then the vertex array lives in user memory and not a VBO.
1558 */
1559 struct gl_vertex_buffer_binding
1560 {
1561 GLintptr Offset; /**< User-specified offset */
1562 GLsizei Stride; /**< User-specified stride */
1563 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1564 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1565 GLbitfield _BoundArrays; /**< Arrays bound to this binding point */
1566 };
1567
1568
1569 /**
1570 * Vertex array information which is derived from gl_array_attributes
1571 * and gl_vertex_buffer_binding information. Used by the VBO module and
1572 * device drivers.
1573 */
1574 struct gl_vertex_array
1575 {
1576 /** Vertex attribute array */
1577 const struct gl_array_attributes *VertexAttrib;
1578 /** Vertex buffer binding */
1579 const struct gl_vertex_buffer_binding *BufferBinding;
1580 };
1581
1582
1583 /**
1584 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+ /
1585 * the GL_ARB_vertex_array_object extension.
1586 */
1587 struct gl_vertex_array_object
1588 {
1589 /** Name of the VAO as received from glGenVertexArray. */
1590 GLuint Name;
1591
1592 GLint RefCount;
1593
1594 GLchar *Label; /**< GL_KHR_debug */
1595
1596 /**
1597 * Has this array object been bound?
1598 */
1599 GLboolean EverBound;
1600
1601 /**
1602 * Marked to true if the object is shared between contexts and immutable.
1603 * Then reference counting is done using atomics and thread safe.
1604 * Is used for dlist VAOs.
1605 */
1606 bool SharedAndImmutable;
1607
1608 /** Vertex attribute arrays */
1609 struct gl_array_attributes VertexAttrib[VERT_ATTRIB_MAX];
1610
1611 /** Vertex buffer bindings */
1612 struct gl_vertex_buffer_binding BufferBinding[VERT_ATTRIB_MAX];
1613
1614 /** Mask indicating which vertex arrays have vertex buffer associated. */
1615 GLbitfield VertexAttribBufferMask;
1616
1617 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1618 GLbitfield _Enabled;
1619
1620 /** Denotes the way the position/generic0 attribute is mapped */
1621 gl_attribute_map_mode _AttributeMapMode;
1622
1623 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1624 GLbitfield NewArrays;
1625
1626 /** The index buffer (also known as the element array buffer in OpenGL). */
1627 struct gl_buffer_object *IndexBufferObj;
1628 };
1629
1630
1631 /**
1632 * Enum for the OpenGL APIs we know about and may support.
1633 *
1634 * NOTE: This must match the api_enum table in
1635 * src/mesa/main/get_hash_generator.py
1636 */
1637 typedef enum
1638 {
1639 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
1640 API_OPENGLES,
1641 API_OPENGLES2,
1642 API_OPENGL_CORE,
1643 API_OPENGL_LAST = API_OPENGL_CORE
1644 } gl_api;
1645
1646
1647 /**
1648 * Vertex array state
1649 */
1650 struct gl_array_attrib
1651 {
1652 /** Currently bound array object. */
1653 struct gl_vertex_array_object *VAO;
1654
1655 /** The default vertex array object */
1656 struct gl_vertex_array_object *DefaultVAO;
1657
1658 /** The last VAO accessed by a DSA function */
1659 struct gl_vertex_array_object *LastLookedUpVAO;
1660
1661 /** Array objects (GL_ARB_vertex_array_object) */
1662 struct _mesa_HashTable *Objects;
1663
1664 GLint ActiveTexture; /**< Client Active Texture */
1665 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1666 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1667
1668 /**
1669 * \name Primitive restart controls
1670 *
1671 * Primitive restart is enabled if either \c PrimitiveRestart or
1672 * \c PrimitiveRestartFixedIndex is set.
1673 */
1674 /*@{*/
1675 GLboolean PrimitiveRestart;
1676 GLboolean PrimitiveRestartFixedIndex;
1677 GLboolean _PrimitiveRestart;
1678 GLuint RestartIndex;
1679 /*@}*/
1680
1681 /* GL_ARB_vertex_buffer_object */
1682 struct gl_buffer_object *ArrayBufferObj;
1683
1684 /**
1685 * Vertex array object that is used with the currently active draw command.
1686 * The _DrawVAO is either set to the currently bound VAO for array type
1687 * draws or to internal VAO's set up by the vbo module to execute immediate
1688 * mode or display list draws.
1689 */
1690 struct gl_vertex_array_object *_DrawVAO;
1691 /**
1692 * The VERT_BIT_* bits effectively enabled from the current _DrawVAO.
1693 * This is always a subset of _mesa_get_vao_vp_inputs(_DrawVAO)
1694 * but may omit those arrays that shall not be referenced by the current
1695 * gl_vertex_program_state::_VPMode. For example the generic attributes are
1696 * maked out form the _DrawVAO's enabled arrays when a fixed function
1697 * array draw is executed.
1698 */
1699 GLbitfield _DrawVAOEnabledAttribs;
1700 /**
1701 * Initially or if the VAO referenced by _DrawVAO is deleted the _DrawVAO
1702 * pointer is set to the _EmptyVAO which is just an empty VAO all the time.
1703 */
1704 struct gl_vertex_array_object *_EmptyVAO;
1705
1706 /**
1707 * Vertex arrays as consumed by a driver.
1708 * The array pointer is set up only by the VBO module.
1709 */
1710 const struct gl_vertex_array *_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1711
1712 /** Legal array datatypes and the API for which they have been computed */
1713 GLbitfield LegalTypesMask;
1714 gl_api LegalTypesMaskAPI;
1715 };
1716
1717
1718 /**
1719 * Feedback buffer state
1720 */
1721 struct gl_feedback
1722 {
1723 GLenum16 Type;
1724 GLbitfield _Mask; /**< FB_* bits */
1725 GLfloat *Buffer;
1726 GLuint BufferSize;
1727 GLuint Count;
1728 };
1729
1730
1731 /**
1732 * Selection buffer state
1733 */
1734 struct gl_selection
1735 {
1736 GLuint *Buffer; /**< selection buffer */
1737 GLuint BufferSize; /**< size of the selection buffer */
1738 GLuint BufferCount; /**< number of values in the selection buffer */
1739 GLuint Hits; /**< number of records in the selection buffer */
1740 GLuint NameStackDepth; /**< name stack depth */
1741 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1742 GLboolean HitFlag; /**< hit flag */
1743 GLfloat HitMinZ; /**< minimum hit depth */
1744 GLfloat HitMaxZ; /**< maximum hit depth */
1745 };
1746
1747
1748 /**
1749 * 1-D Evaluator control points
1750 */
1751 struct gl_1d_map
1752 {
1753 GLuint Order; /**< Number of control points */
1754 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1755 GLfloat *Points; /**< Points to contiguous control points */
1756 };
1757
1758
1759 /**
1760 * 2-D Evaluator control points
1761 */
1762 struct gl_2d_map
1763 {
1764 GLuint Uorder; /**< Number of control points in U dimension */
1765 GLuint Vorder; /**< Number of control points in V dimension */
1766 GLfloat u1, u2, du;
1767 GLfloat v1, v2, dv;
1768 GLfloat *Points; /**< Points to contiguous control points */
1769 };
1770
1771
1772 /**
1773 * All evaluator control point state
1774 */
1775 struct gl_evaluators
1776 {
1777 /**
1778 * \name 1-D maps
1779 */
1780 /*@{*/
1781 struct gl_1d_map Map1Vertex3;
1782 struct gl_1d_map Map1Vertex4;
1783 struct gl_1d_map Map1Index;
1784 struct gl_1d_map Map1Color4;
1785 struct gl_1d_map Map1Normal;
1786 struct gl_1d_map Map1Texture1;
1787 struct gl_1d_map Map1Texture2;
1788 struct gl_1d_map Map1Texture3;
1789 struct gl_1d_map Map1Texture4;
1790 /*@}*/
1791
1792 /**
1793 * \name 2-D maps
1794 */
1795 /*@{*/
1796 struct gl_2d_map Map2Vertex3;
1797 struct gl_2d_map Map2Vertex4;
1798 struct gl_2d_map Map2Index;
1799 struct gl_2d_map Map2Color4;
1800 struct gl_2d_map Map2Normal;
1801 struct gl_2d_map Map2Texture1;
1802 struct gl_2d_map Map2Texture2;
1803 struct gl_2d_map Map2Texture3;
1804 struct gl_2d_map Map2Texture4;
1805 /*@}*/
1806 };
1807
1808
1809 struct gl_transform_feedback_varying_info
1810 {
1811 char *Name;
1812 GLenum16 Type;
1813 GLint BufferIndex;
1814 GLint Size;
1815 GLint Offset;
1816 };
1817
1818
1819 /**
1820 * Per-output info vertex shaders for transform feedback.
1821 */
1822 struct gl_transform_feedback_output
1823 {
1824 uint32_t OutputRegister;
1825 uint32_t OutputBuffer;
1826 uint32_t NumComponents;
1827 uint32_t StreamId;
1828
1829 /** offset (in DWORDs) of this output within the interleaved structure */
1830 uint32_t DstOffset;
1831
1832 /**
1833 * Offset into the output register of the data to output. For example,
1834 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1835 * offset is in the y and z components of the output register.
1836 */
1837 uint32_t ComponentOffset;
1838 };
1839
1840
1841 struct gl_transform_feedback_buffer
1842 {
1843 uint32_t Binding;
1844
1845 uint32_t NumVaryings;
1846
1847 /**
1848 * Total number of components stored in each buffer. This may be used by
1849 * hardware back-ends to determine the correct stride when interleaving
1850 * multiple transform feedback outputs in the same buffer.
1851 */
1852 uint32_t Stride;
1853
1854 /**
1855 * Which transform feedback stream this buffer binding is associated with.
1856 */
1857 uint32_t Stream;
1858 };
1859
1860
1861 /** Post-link transform feedback info. */
1862 struct gl_transform_feedback_info
1863 {
1864 /* Was xfb enabled via the api or in shader layout qualifiers */
1865 bool api_enabled;
1866
1867 unsigned NumOutputs;
1868
1869 /* Bitmask of active buffer indices. */
1870 unsigned ActiveBuffers;
1871
1872 struct gl_transform_feedback_output *Outputs;
1873
1874 /** Transform feedback varyings used for the linking of this shader program.
1875 *
1876 * Use for glGetTransformFeedbackVarying().
1877 */
1878 struct gl_transform_feedback_varying_info *Varyings;
1879 GLint NumVarying;
1880
1881 struct gl_transform_feedback_buffer Buffers[MAX_FEEDBACK_BUFFERS];
1882 };
1883
1884
1885 /**
1886 * Transform feedback object state
1887 */
1888 struct gl_transform_feedback_object
1889 {
1890 GLuint Name; /**< AKA the object ID */
1891 GLint RefCount;
1892 GLchar *Label; /**< GL_KHR_debug */
1893 GLboolean Active; /**< Is transform feedback enabled? */
1894 GLboolean Paused; /**< Is transform feedback paused? */
1895 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1896 at least once? */
1897 GLboolean EverBound; /**< Has this object been bound? */
1898
1899 /**
1900 * GLES: if Active is true, remaining number of primitives which can be
1901 * rendered without overflow. This is necessary to track because GLES
1902 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1903 * glDrawArraysInstanced would overflow transform feedback buffers.
1904 * Undefined if Active is false.
1905 *
1906 * Not tracked for desktop GL since it's unnecessary.
1907 */
1908 unsigned GlesRemainingPrims;
1909
1910 /**
1911 * The program active when BeginTransformFeedback() was called.
1912 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1913 * where stage is the pipeline stage that is the source of data for
1914 * transform feedback.
1915 */
1916 struct gl_program *program;
1917
1918 /** The feedback buffers */
1919 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1920 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1921
1922 /** Start of feedback data in dest buffer */
1923 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1924
1925 /**
1926 * Max data to put into dest buffer (in bytes). Computed based on
1927 * RequestedSize and the actual size of the buffer.
1928 */
1929 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1930
1931 /**
1932 * Size that was specified when the buffer was bound. If the buffer was
1933 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1934 * zero.
1935 */
1936 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1937 };
1938
1939
1940 /**
1941 * Context state for transform feedback.
1942 */
1943 struct gl_transform_feedback_state
1944 {
1945 GLenum16 Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1946
1947 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1948 struct gl_buffer_object *CurrentBuffer;
1949
1950 /** The table of all transform feedback objects */
1951 struct _mesa_HashTable *Objects;
1952
1953 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1954 struct gl_transform_feedback_object *CurrentObject;
1955
1956 /** The default xform-fb object (Name==0) */
1957 struct gl_transform_feedback_object *DefaultObject;
1958 };
1959
1960
1961 /**
1962 * A "performance monitor" as described in AMD_performance_monitor.
1963 */
1964 struct gl_perf_monitor_object
1965 {
1966 GLuint Name;
1967
1968 /** True if the monitor is currently active (Begin called but not End). */
1969 GLboolean Active;
1970
1971 /**
1972 * True if the monitor has ended.
1973 *
1974 * This is distinct from !Active because it may never have began.
1975 */
1976 GLboolean Ended;
1977
1978 /**
1979 * A list of groups with currently active counters.
1980 *
1981 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1982 */
1983 unsigned *ActiveGroups;
1984
1985 /**
1986 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1987 *
1988 * Checking whether counter 'c' in group 'g' is active can be done via:
1989 *
1990 * BITSET_TEST(ActiveCounters[g], c)
1991 */
1992 GLuint **ActiveCounters;
1993 };
1994
1995
1996 union gl_perf_monitor_counter_value
1997 {
1998 float f;
1999 uint64_t u64;
2000 uint32_t u32;
2001 };
2002
2003
2004 struct gl_perf_monitor_counter
2005 {
2006 /** Human readable name for the counter. */
2007 const char *Name;
2008
2009 /**
2010 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
2011 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
2012 */
2013 GLenum16 Type;
2014
2015 /** Minimum counter value. */
2016 union gl_perf_monitor_counter_value Minimum;
2017
2018 /** Maximum counter value. */
2019 union gl_perf_monitor_counter_value Maximum;
2020 };
2021
2022
2023 struct gl_perf_monitor_group
2024 {
2025 /** Human readable name for the group. */
2026 const char *Name;
2027
2028 /**
2029 * Maximum number of counters in this group which can be active at the
2030 * same time.
2031 */
2032 GLuint MaxActiveCounters;
2033
2034 /** Array of counters within this group. */
2035 const struct gl_perf_monitor_counter *Counters;
2036 GLuint NumCounters;
2037 };
2038
2039
2040 /**
2041 * A query object instance as described in INTEL_performance_query.
2042 *
2043 * NB: We want to keep this and the corresponding backend structure
2044 * relatively lean considering that applications may expect to
2045 * allocate enough objects to be able to query around all draw calls
2046 * in a frame.
2047 */
2048 struct gl_perf_query_object
2049 {
2050 GLuint Id; /**< hash table ID/name */
2051 unsigned Used:1; /**< has been used for 1 or more queries */
2052 unsigned Active:1; /**< inside Begin/EndPerfQuery */
2053 unsigned Ready:1; /**< result is ready? */
2054 };
2055
2056
2057 /**
2058 * Context state for AMD_performance_monitor.
2059 */
2060 struct gl_perf_monitor_state
2061 {
2062 /** Array of performance monitor groups (indexed by group ID) */
2063 const struct gl_perf_monitor_group *Groups;
2064 GLuint NumGroups;
2065
2066 /** The table of all performance monitors. */
2067 struct _mesa_HashTable *Monitors;
2068 };
2069
2070
2071 /**
2072 * Context state for INTEL_performance_query.
2073 */
2074 struct gl_perf_query_state
2075 {
2076 struct _mesa_HashTable *Objects; /**< The table of all performance query objects */
2077 };
2078
2079
2080 /**
2081 * A bindless sampler object.
2082 */
2083 struct gl_bindless_sampler
2084 {
2085 /** Texture unit (set by glUniform1()). */
2086 GLubyte unit;
2087
2088 /** Whether this bindless sampler is bound to a unit. */
2089 GLboolean bound;
2090
2091 /** Texture Target (TEXTURE_1D/2D/3D/etc_INDEX). */
2092 gl_texture_index target;
2093
2094 /** Pointer to the base of the data. */
2095 GLvoid *data;
2096 };
2097
2098
2099 /**
2100 * A bindless image object.
2101 */
2102 struct gl_bindless_image
2103 {
2104 /** Image unit (set by glUniform1()). */
2105 GLubyte unit;
2106
2107 /** Whether this bindless image is bound to a unit. */
2108 GLboolean bound;
2109
2110 /** Access qualifier (GL_READ_WRITE, GL_READ_ONLY, GL_WRITE_ONLY) */
2111 GLenum16 access;
2112
2113 /** Pointer to the base of the data. */
2114 GLvoid *data;
2115 };
2116
2117
2118 /**
2119 * Names of the various vertex/fragment program register files, etc.
2120 *
2121 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
2122 * All values should fit in a 4-bit field.
2123 *
2124 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
2125 * considered to be "uniform" variables since they can only be set outside
2126 * glBegin/End. They're also all stored in the same Parameters array.
2127 */
2128 typedef enum
2129 {
2130 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
2131 PROGRAM_ARRAY, /**< Arrays & Matrixes */
2132 PROGRAM_INPUT, /**< machine->Inputs[] */
2133 PROGRAM_OUTPUT, /**< machine->Outputs[] */
2134 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
2135 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
2136 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
2137 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
2138 PROGRAM_ADDRESS, /**< machine->AddressReg */
2139 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
2140 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
2141 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
2142 PROGRAM_IMMEDIATE, /**< Immediate value, used by TGSI */
2143 PROGRAM_BUFFER, /**< for shader buffers, compile-time only */
2144 PROGRAM_MEMORY, /**< for shared, global and local memory */
2145 PROGRAM_IMAGE, /**< for shader images, compile-time only */
2146 PROGRAM_HW_ATOMIC, /**< for hw atomic counters, compile-time only */
2147 PROGRAM_FILE_MAX
2148 } gl_register_file;
2149
2150
2151 /**
2152 * Current vertex processing mode: fixed function vs. shader.
2153 * In reality, fixed function is probably implemented by a shader but that's
2154 * not what we care about here.
2155 */
2156 typedef enum
2157 {
2158 VP_MODE_FF, /**< legacy / fixed function */
2159 VP_MODE_SHADER, /**< ARB vertex program or GLSL vertex shader */
2160 VP_MODE_MAX /**< for sizing arrays */
2161 } gl_vertex_processing_mode;
2162
2163
2164 /**
2165 * Base class for any kind of program object
2166 */
2167 struct gl_program
2168 {
2169 /** FIXME: This must be first until we split shader_info from nir_shader */
2170 struct shader_info info;
2171
2172 GLuint Id;
2173 GLint RefCount;
2174 GLubyte *String; /**< Null-terminated program text */
2175
2176 /** GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2177 GLenum16 Target;
2178 GLenum16 Format; /**< String encoding format */
2179
2180 GLboolean _Used; /**< Ever used for drawing? Used for debugging */
2181
2182 struct nir_shader *nir;
2183
2184 /* Saved and restored with metadata. Freed with ralloc. */
2185 void *driver_cache_blob;
2186 size_t driver_cache_blob_size;
2187
2188 bool is_arb_asm; /** Is this an ARB assembly-style program */
2189
2190 /** Is this program written to on disk shader cache */
2191 bool program_written_to_cache;
2192
2193 /** Subset of OutputsWritten outputs written with non-zero index. */
2194 GLbitfield64 SecondaryOutputsWritten;
2195 /** TEXTURE_x_BIT bitmask */
2196 GLbitfield16 TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
2197 /** Bitfield of which samplers are used */
2198 GLbitfield SamplersUsed;
2199 /** Texture units used for shadow sampling. */
2200 GLbitfield ShadowSamplers;
2201 /** Texture units used for samplerExternalOES */
2202 GLbitfield ExternalSamplersUsed;
2203
2204 /* Fragement shader only fields */
2205 GLboolean OriginUpperLeft;
2206 GLboolean PixelCenterInteger;
2207
2208 /** Named parameters, constants, etc. from program text */
2209 struct gl_program_parameter_list *Parameters;
2210
2211 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2212 GLubyte SamplerUnits[MAX_SAMPLERS];
2213
2214 /* FIXME: We should be able to make this struct a union. However some
2215 * drivers (i915/fragment_programs, swrast/prog_execute) mix the use of
2216 * these fields, we should fix this.
2217 */
2218 struct {
2219 /** Fields used by GLSL programs */
2220 struct {
2221 /** Data shared by gl_program and gl_shader_program */
2222 struct gl_shader_program_data *data;
2223
2224 struct gl_active_atomic_buffer **AtomicBuffers;
2225
2226 /** Post-link transform feedback info. */
2227 struct gl_transform_feedback_info *LinkedTransformFeedback;
2228
2229 /**
2230 * Number of types for subroutine uniforms.
2231 */
2232 GLuint NumSubroutineUniformTypes;
2233
2234 /**
2235 * Subroutine uniform remap table
2236 * based on the program level uniform remap table.
2237 */
2238 GLuint NumSubroutineUniforms; /* non-sparse total */
2239 GLuint NumSubroutineUniformRemapTable;
2240 struct gl_uniform_storage **SubroutineUniformRemapTable;
2241
2242 /**
2243 * Num of subroutine functions for this stage and storage for them.
2244 */
2245 GLuint NumSubroutineFunctions;
2246 GLuint MaxSubroutineFunctionIndex;
2247 struct gl_subroutine_function *SubroutineFunctions;
2248
2249 /**
2250 * Map from image uniform index to image unit (set by glUniform1i())
2251 *
2252 * An image uniform index is associated with each image uniform by
2253 * the linker. The image index associated with each uniform is
2254 * stored in the \c gl_uniform_storage::image field.
2255 */
2256 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2257
2258 /**
2259 * Access qualifier specified in the shader for each image uniform
2260 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2261 * GL_READ_WRITE.
2262 *
2263 * It may be different, though only more strict than the value of
2264 * \c gl_image_unit::Access for the corresponding image unit.
2265 */
2266 GLenum16 ImageAccess[MAX_IMAGE_UNIFORMS];
2267
2268 struct gl_uniform_block **UniformBlocks;
2269 struct gl_uniform_block **ShaderStorageBlocks;
2270
2271 /** Which texture target is being sampled
2272 * (TEXTURE_1D/2D/3D/etc_INDEX)
2273 */
2274 GLubyte SamplerTargets[MAX_SAMPLERS];
2275
2276 /**
2277 * Number of samplers declared with the bindless_sampler layout
2278 * qualifier as specified by ARB_bindless_texture.
2279 */
2280 GLuint NumBindlessSamplers;
2281 GLboolean HasBoundBindlessSampler;
2282 struct gl_bindless_sampler *BindlessSamplers;
2283
2284 /**
2285 * Number of images declared with the bindless_image layout qualifier
2286 * as specified by ARB_bindless_texture.
2287 */
2288 GLuint NumBindlessImages;
2289 GLboolean HasBoundBindlessImage;
2290 struct gl_bindless_image *BindlessImages;
2291
2292 union {
2293 struct {
2294 /**
2295 * A bitmask of gl_advanced_blend_mode values
2296 */
2297 GLbitfield BlendSupport;
2298 } fs;
2299 };
2300 } sh;
2301
2302 /** ARB assembly-style program fields */
2303 struct {
2304 struct prog_instruction *Instructions;
2305
2306 /**
2307 * Local parameters used by the program.
2308 *
2309 * It's dynamically allocated because it is rarely used (just
2310 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries
2311 * once it's allocated.
2312 */
2313 GLfloat (*LocalParams)[4];
2314
2315 /** Bitmask of which register files are read/written with indirect
2316 * addressing. Mask of (1 << PROGRAM_x) bits.
2317 */
2318 GLbitfield IndirectRegisterFiles;
2319
2320 /** Logical counts */
2321 /*@{*/
2322 GLuint NumInstructions;
2323 GLuint NumTemporaries;
2324 GLuint NumParameters;
2325 GLuint NumAttributes;
2326 GLuint NumAddressRegs;
2327 GLuint NumAluInstructions;
2328 GLuint NumTexInstructions;
2329 GLuint NumTexIndirections;
2330 /*@}*/
2331 /** Native, actual h/w counts */
2332 /*@{*/
2333 GLuint NumNativeInstructions;
2334 GLuint NumNativeTemporaries;
2335 GLuint NumNativeParameters;
2336 GLuint NumNativeAttributes;
2337 GLuint NumNativeAddressRegs;
2338 GLuint NumNativeAluInstructions;
2339 GLuint NumNativeTexInstructions;
2340 GLuint NumNativeTexIndirections;
2341 /*@}*/
2342
2343 /** Used by ARB assembly-style programs. Can only be true for vertex
2344 * programs.
2345 */
2346 GLboolean IsPositionInvariant;
2347 } arb;
2348 };
2349 };
2350
2351
2352 /**
2353 * State common to vertex and fragment programs.
2354 */
2355 struct gl_program_state
2356 {
2357 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2358 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2359 };
2360
2361
2362 /**
2363 * Context state for vertex programs.
2364 */
2365 struct gl_vertex_program_state
2366 {
2367 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2368 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2369 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2370 /** Should fixed-function T&L be implemented with a vertex prog? */
2371 GLboolean _MaintainTnlProgram;
2372
2373 struct gl_program *Current; /**< User-bound vertex program */
2374
2375 /** Currently enabled and valid vertex program (including internal
2376 * programs, user-defined vertex programs and GLSL vertex shaders).
2377 * This is the program we must use when rendering.
2378 */
2379 struct gl_program *_Current;
2380
2381 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2382
2383 /** Program to emulate fixed-function T&L (see above) */
2384 struct gl_program *_TnlProgram;
2385
2386 /** Cache of fixed-function programs */
2387 struct gl_program_cache *Cache;
2388
2389 GLboolean _Overriden;
2390
2391 /**
2392 * If we have a vertex program, a TNL program or no program at all.
2393 * Note that this value should be kept up to date all the time,
2394 * nevertheless its correctness is asserted in _mesa_update_state.
2395 * The reason is to avoid calling _mesa_update_state twice we need
2396 * this value on draw *before* actually calling _mesa_update_state.
2397 * Also it should need to get recomputed only on changes to the
2398 * vertex program which are heavyweight already.
2399 */
2400 gl_vertex_processing_mode _VPMode;
2401 };
2402
2403 /**
2404 * Context state for tessellation control programs.
2405 */
2406 struct gl_tess_ctrl_program_state
2407 {
2408 /** Currently bound and valid shader. */
2409 struct gl_program *_Current;
2410
2411 GLint patch_vertices;
2412 GLfloat patch_default_outer_level[4];
2413 GLfloat patch_default_inner_level[2];
2414 };
2415
2416 /**
2417 * Context state for tessellation evaluation programs.
2418 */
2419 struct gl_tess_eval_program_state
2420 {
2421 /** Currently bound and valid shader. */
2422 struct gl_program *_Current;
2423 };
2424
2425 /**
2426 * Context state for geometry programs.
2427 */
2428 struct gl_geometry_program_state
2429 {
2430 /**
2431 * Currently enabled and valid program (including internal programs
2432 * and compiled shader programs).
2433 */
2434 struct gl_program *_Current;
2435 };
2436
2437 /**
2438 * Context state for fragment programs.
2439 */
2440 struct gl_fragment_program_state
2441 {
2442 GLboolean Enabled; /**< User-set fragment program enable flag */
2443 /** Should fixed-function texturing be implemented with a fragment prog? */
2444 GLboolean _MaintainTexEnvProgram;
2445
2446 struct gl_program *Current; /**< User-bound fragment program */
2447
2448 /**
2449 * Currently enabled and valid fragment program (including internal
2450 * programs, user-defined fragment programs and GLSL fragment shaders).
2451 * This is the program we must use when rendering.
2452 */
2453 struct gl_program *_Current;
2454
2455 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2456
2457 /** Program to emulate fixed-function texture env/combine (see above) */
2458 struct gl_program *_TexEnvProgram;
2459
2460 /** Cache of fixed-function programs */
2461 struct gl_program_cache *Cache;
2462 };
2463
2464
2465 /**
2466 * Context state for compute programs.
2467 */
2468 struct gl_compute_program_state
2469 {
2470 /** Currently enabled and valid program (including internal programs
2471 * and compiled shader programs).
2472 */
2473 struct gl_program *_Current;
2474 };
2475
2476
2477 /**
2478 * ATI_fragment_shader runtime state
2479 */
2480
2481 struct atifs_instruction;
2482 struct atifs_setupinst;
2483
2484 /**
2485 * ATI fragment shader
2486 */
2487 struct ati_fragment_shader
2488 {
2489 GLuint Id;
2490 GLint RefCount;
2491 struct atifs_instruction *Instructions[2];
2492 struct atifs_setupinst *SetupInst[2];
2493 GLfloat Constants[8][4];
2494 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2495 GLubyte numArithInstr[2];
2496 GLubyte regsAssigned[2];
2497 GLubyte NumPasses; /**< 1 or 2 */
2498 /**
2499 * Current compile stage: 0 setup pass1, 1 arith pass1,
2500 * 2 setup pass2, 3 arith pass2.
2501 */
2502 GLubyte cur_pass;
2503 GLubyte last_optype;
2504 GLboolean interpinp1;
2505 GLboolean isValid;
2506 /**
2507 * Array of 2 bit values for each tex unit to remember whether
2508 * STR or STQ swizzle was used
2509 */
2510 GLuint swizzlerq;
2511 struct gl_program *Program;
2512 };
2513
2514 /**
2515 * Context state for GL_ATI_fragment_shader
2516 */
2517 struct gl_ati_fragment_shader_state
2518 {
2519 GLboolean Enabled;
2520 GLboolean Compiling;
2521 GLfloat GlobalConstants[8][4];
2522 struct ati_fragment_shader *Current;
2523 };
2524
2525 /**
2526 * Shader subroutine function definition
2527 */
2528 struct gl_subroutine_function
2529 {
2530 char *name;
2531 int index;
2532 int num_compat_types;
2533 const struct glsl_type **types;
2534 };
2535
2536 /**
2537 * Shader information needed by both gl_shader and gl_linked shader.
2538 */
2539 struct gl_shader_info
2540 {
2541 /**
2542 * Tessellation Control shader state from layout qualifiers.
2543 */
2544 struct {
2545 /**
2546 * 0 - vertices not declared in shader, or
2547 * 1 .. GL_MAX_PATCH_VERTICES
2548 */
2549 GLint VerticesOut;
2550 } TessCtrl;
2551
2552 /**
2553 * Tessellation Evaluation shader state from layout qualifiers.
2554 */
2555 struct {
2556 /**
2557 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2558 * in this shader.
2559 */
2560 GLenum16 PrimitiveMode;
2561
2562 enum gl_tess_spacing Spacing;
2563
2564 /**
2565 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2566 */
2567 GLenum16 VertexOrder;
2568 /**
2569 * 1, 0, or -1 if it's not set in this shader.
2570 */
2571 int PointMode;
2572 } TessEval;
2573
2574 /**
2575 * Geometry shader state from GLSL 1.50 layout qualifiers.
2576 */
2577 struct {
2578 GLint VerticesOut;
2579 /**
2580 * 0 - Invocations count not declared in shader, or
2581 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2582 */
2583 GLint Invocations;
2584 /**
2585 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2586 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2587 * shader.
2588 */
2589 GLenum16 InputType;
2590 /**
2591 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2592 * it's not set in this shader.
2593 */
2594 GLenum16 OutputType;
2595 } Geom;
2596
2597 /**
2598 * Compute shader state from ARB_compute_shader and
2599 * ARB_compute_variable_group_size layout qualifiers.
2600 */
2601 struct {
2602 /**
2603 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2604 * it's not set in this shader.
2605 */
2606 unsigned LocalSize[3];
2607
2608 /**
2609 * Whether a variable work group size has been specified as defined by
2610 * ARB_compute_variable_group_size.
2611 */
2612 bool LocalSizeVariable;
2613 } Comp;
2614 };
2615
2616 /**
2617 * A linked GLSL shader object.
2618 */
2619 struct gl_linked_shader
2620 {
2621 gl_shader_stage Stage;
2622
2623 #ifdef DEBUG
2624 unsigned SourceChecksum;
2625 #endif
2626
2627 struct gl_program *Program; /**< Post-compile assembly code */
2628
2629 /**
2630 * \name Sampler tracking
2631 *
2632 * \note Each of these fields is only set post-linking.
2633 */
2634 /*@{*/
2635 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2636 /*@}*/
2637
2638 /**
2639 * Number of default uniform block components used by this shader.
2640 *
2641 * This field is only set post-linking.
2642 */
2643 unsigned num_uniform_components;
2644
2645 /**
2646 * Number of combined uniform components used by this shader.
2647 *
2648 * This field is only set post-linking. It is the sum of the uniform block
2649 * sizes divided by sizeof(float), and num_uniform_compoennts.
2650 */
2651 unsigned num_combined_uniform_components;
2652
2653 struct exec_list *ir;
2654 struct exec_list *packed_varyings;
2655 struct exec_list *fragdata_arrays;
2656 struct glsl_symbol_table *symbols;
2657 };
2658
2659
2660 /**
2661 * Compile status enum. COMPILE_SKIPPED is used to indicate the compile
2662 * was skipped due to the shader matching one that's been seen before by
2663 * the on-disk cache.
2664 */
2665 enum gl_compile_status
2666 {
2667 COMPILE_FAILURE = 0,
2668 COMPILE_SUCCESS,
2669 COMPILE_SKIPPED,
2670 COMPILED_NO_OPTS
2671 };
2672
2673 /**
2674 * A GLSL shader object.
2675 */
2676 struct gl_shader
2677 {
2678 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2679 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2680 * Must be the first field.
2681 */
2682 GLenum16 Type;
2683 gl_shader_stage Stage;
2684 GLuint Name; /**< AKA the handle */
2685 GLint RefCount; /**< Reference count */
2686 GLchar *Label; /**< GL_KHR_debug */
2687 unsigned char sha1[20]; /**< SHA1 hash of pre-processed source */
2688 GLboolean DeletePending;
2689 bool IsES; /**< True if this shader uses GLSL ES */
2690
2691 enum gl_compile_status CompileStatus;
2692
2693 #ifdef DEBUG
2694 unsigned SourceChecksum; /**< for debug/logging purposes */
2695 #endif
2696 const GLchar *Source; /**< Source code string */
2697
2698 const GLchar *FallbackSource; /**< Fallback string used by on-disk cache*/
2699
2700 GLchar *InfoLog;
2701
2702 unsigned Version; /**< GLSL version used for linking */
2703
2704 /**
2705 * A bitmask of gl_advanced_blend_mode values
2706 */
2707 GLbitfield BlendSupport;
2708
2709 struct exec_list *ir;
2710 struct glsl_symbol_table *symbols;
2711
2712 /**
2713 * Whether early fragment tests are enabled as defined by
2714 * ARB_shader_image_load_store.
2715 */
2716 bool EarlyFragmentTests;
2717
2718 bool ARB_fragment_coord_conventions_enable;
2719
2720 bool redeclares_gl_fragcoord;
2721 bool uses_gl_fragcoord;
2722
2723 bool PostDepthCoverage;
2724 bool InnerCoverage;
2725
2726 /**
2727 * Fragment shader state from GLSL 1.50 layout qualifiers.
2728 */
2729 bool origin_upper_left;
2730 bool pixel_center_integer;
2731
2732 /**
2733 * Whether bindless_sampler/bindless_image, and respectively
2734 * bound_sampler/bound_image are declared at global scope as defined by
2735 * ARB_bindless_texture.
2736 */
2737 bool bindless_sampler;
2738 bool bindless_image;
2739 bool bound_sampler;
2740 bool bound_image;
2741
2742 /** Global xfb_stride out qualifier if any */
2743 GLuint TransformFeedbackBufferStride[MAX_FEEDBACK_BUFFERS];
2744
2745 struct gl_shader_info info;
2746
2747 /* ARB_gl_spirv related data */
2748 struct gl_shader_spirv_data *spirv_data;
2749 };
2750
2751
2752 struct gl_uniform_buffer_variable
2753 {
2754 char *Name;
2755
2756 /**
2757 * Name of the uniform as seen by glGetUniformIndices.
2758 *
2759 * glGetUniformIndices requires that the block instance index \b not be
2760 * present in the name of queried uniforms.
2761 *
2762 * \note
2763 * \c gl_uniform_buffer_variable::IndexName and
2764 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2765 */
2766 char *IndexName;
2767
2768 const struct glsl_type *Type;
2769 unsigned int Offset;
2770 GLboolean RowMajor;
2771 };
2772
2773
2774 struct gl_uniform_block
2775 {
2776 /** Declared name of the uniform block */
2777 char *Name;
2778
2779 /** Array of supplemental information about UBO ir_variables. */
2780 struct gl_uniform_buffer_variable *Uniforms;
2781 GLuint NumUniforms;
2782
2783 /**
2784 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2785 * with glBindBufferBase to bind a buffer object to this uniform block.
2786 */
2787 GLuint Binding;
2788
2789 /**
2790 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2791 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2792 */
2793 GLuint UniformBufferSize;
2794
2795 /** Stages that reference this block */
2796 uint8_t stageref;
2797
2798 /**
2799 * Linearized array index for uniform block instance arrays
2800 *
2801 * Given a uniform block instance array declared with size
2802 * blk[s_0][s_1]..[s_m], the block referenced by blk[i_0][i_1]..[i_m] will
2803 * have the linearized array index
2804 *
2805 * m-1 m
2806 * i_m + ∑ i_j * ∏ s_k
2807 * j=0 k=j+1
2808 *
2809 * For a uniform block instance that is not an array, this is always 0.
2810 */
2811 uint8_t linearized_array_index;
2812
2813 /**
2814 * Layout specified in the shader
2815 *
2816 * This isn't accessible through the API, but it is used while
2817 * cross-validating uniform blocks.
2818 */
2819 enum glsl_interface_packing _Packing;
2820 GLboolean _RowMajor;
2821 };
2822
2823 /**
2824 * Structure that represents a reference to an atomic buffer from some
2825 * shader program.
2826 */
2827 struct gl_active_atomic_buffer
2828 {
2829 /** Uniform indices of the atomic counters declared within it. */
2830 GLuint *Uniforms;
2831 GLuint NumUniforms;
2832
2833 /** Binding point index associated with it. */
2834 GLuint Binding;
2835
2836 /** Minimum reasonable size it is expected to have. */
2837 GLuint MinimumSize;
2838
2839 /** Shader stages making use of it. */
2840 GLboolean StageReferences[MESA_SHADER_STAGES];
2841 };
2842
2843 /**
2844 * Data container for shader queries. This holds only the minimal
2845 * amount of required information for resource queries to work.
2846 */
2847 struct gl_shader_variable
2848 {
2849 /**
2850 * Declared type of the variable
2851 */
2852 const struct glsl_type *type;
2853
2854 /**
2855 * If the variable is in an interface block, this is the type of the block.
2856 */
2857 const struct glsl_type *interface_type;
2858
2859 /**
2860 * For variables inside structs (possibly recursively), this is the
2861 * outermost struct type.
2862 */
2863 const struct glsl_type *outermost_struct_type;
2864
2865 /**
2866 * Declared name of the variable
2867 */
2868 char *name;
2869
2870 /**
2871 * Storage location of the base of this variable
2872 *
2873 * The precise meaning of this field depends on the nature of the variable.
2874 *
2875 * - Vertex shader input: one of the values from \c gl_vert_attrib.
2876 * - Vertex shader output: one of the values from \c gl_varying_slot.
2877 * - Geometry shader input: one of the values from \c gl_varying_slot.
2878 * - Geometry shader output: one of the values from \c gl_varying_slot.
2879 * - Fragment shader input: one of the values from \c gl_varying_slot.
2880 * - Fragment shader output: one of the values from \c gl_frag_result.
2881 * - Uniforms: Per-stage uniform slot number for default uniform block.
2882 * - Uniforms: Index within the uniform block definition for UBO members.
2883 * - Non-UBO Uniforms: explicit location until linking then reused to
2884 * store uniform slot number.
2885 * - Other: This field is not currently used.
2886 *
2887 * If the variable is a uniform, shader input, or shader output, and the
2888 * slot has not been assigned, the value will be -1.
2889 */
2890 int location;
2891
2892 /**
2893 * Specifies the first component the variable is stored in as per
2894 * ARB_enhanced_layouts.
2895 */
2896 unsigned component:2;
2897
2898 /**
2899 * Output index for dual source blending.
2900 *
2901 * \note
2902 * The GLSL spec only allows the values 0 or 1 for the index in \b dual
2903 * source blending.
2904 */
2905 unsigned index:1;
2906
2907 /**
2908 * Specifies whether a shader input/output is per-patch in tessellation
2909 * shader stages.
2910 */
2911 unsigned patch:1;
2912
2913 /**
2914 * Storage class of the variable.
2915 *
2916 * \sa (n)ir_variable_mode
2917 */
2918 unsigned mode:4;
2919
2920 /**
2921 * Interpolation mode for shader inputs / outputs
2922 *
2923 * \sa glsl_interp_mode
2924 */
2925 unsigned interpolation:2;
2926
2927 /**
2928 * Was the location explicitly set in the shader?
2929 *
2930 * If the location is explicitly set in the shader, it \b cannot be changed
2931 * by the linker or by the API (e.g., calls to \c glBindAttribLocation have
2932 * no effect).
2933 */
2934 unsigned explicit_location:1;
2935
2936 /**
2937 * Precision qualifier.
2938 */
2939 unsigned precision:2;
2940 };
2941
2942 /**
2943 * Active resource in a gl_shader_program
2944 */
2945 struct gl_program_resource
2946 {
2947 GLenum16 Type; /** Program interface type. */
2948 const void *Data; /** Pointer to resource associated data structure. */
2949 uint8_t StageReferences; /** Bitmask of shader stage references. */
2950 };
2951
2952 /**
2953 * Link status enum. LINKING_SKIPPED is used to indicate linking
2954 * was skipped due to the shader being loaded from the on-disk cache.
2955 */
2956 enum gl_link_status
2957 {
2958 LINKING_FAILURE = 0,
2959 LINKING_SUCCESS,
2960 LINKING_SKIPPED
2961 };
2962
2963 /**
2964 * A data structure to be shared by gl_shader_program and gl_program.
2965 */
2966 struct gl_shader_program_data
2967 {
2968 GLint RefCount; /**< Reference count */
2969
2970 /** SHA1 hash of linked shader program */
2971 unsigned char sha1[20];
2972
2973 unsigned NumUniformStorage;
2974 unsigned NumHiddenUniforms;
2975 struct gl_uniform_storage *UniformStorage;
2976
2977 unsigned NumUniformBlocks;
2978 unsigned NumShaderStorageBlocks;
2979
2980 struct gl_uniform_block *UniformBlocks;
2981 struct gl_uniform_block *ShaderStorageBlocks;
2982
2983 struct gl_active_atomic_buffer *AtomicBuffers;
2984 unsigned NumAtomicBuffers;
2985
2986 /* Shader cache variables used during restore */
2987 unsigned NumUniformDataSlots;
2988 union gl_constant_value *UniformDataSlots;
2989
2990 /* Used to hold initial uniform values for program binary restores.
2991 *
2992 * From the ARB_get_program_binary spec:
2993 *
2994 * "A successful call to ProgramBinary will reset all uniform
2995 * variables to their initial values. The initial value is either
2996 * the value of the variable's initializer as specified in the
2997 * original shader source, or 0 if no initializer was present.
2998 */
2999 union gl_constant_value *UniformDataDefaults;
3000
3001 GLboolean Validated;
3002
3003 /** List of all active resources after linking. */
3004 struct gl_program_resource *ProgramResourceList;
3005 unsigned NumProgramResourceList;
3006
3007 enum gl_link_status LinkStatus; /**< GL_LINK_STATUS */
3008 GLchar *InfoLog;
3009
3010 unsigned Version; /**< GLSL version used for linking */
3011
3012 /* Mask of stages this program was linked against */
3013 unsigned linked_stages;
3014 };
3015
3016 /**
3017 * A GLSL program object.
3018 * Basically a linked collection of vertex and fragment shaders.
3019 */
3020 struct gl_shader_program
3021 {
3022 GLenum16 Type; /**< Always GL_SHADER_PROGRAM (internal token) */
3023 GLuint Name; /**< aka handle or ID */
3024 GLchar *Label; /**< GL_KHR_debug */
3025 GLint RefCount; /**< Reference count */
3026 GLboolean DeletePending;
3027
3028 /**
3029 * Is the application intending to glGetProgramBinary this program?
3030 */
3031 GLboolean BinaryRetreivableHint;
3032
3033 /**
3034 * Indicates whether program can be bound for individual pipeline stages
3035 * using UseProgramStages after it is next linked.
3036 */
3037 GLboolean SeparateShader;
3038
3039 GLuint NumShaders; /**< number of attached shaders */
3040 struct gl_shader **Shaders; /**< List of attached the shaders */
3041
3042 /**
3043 * User-defined attribute bindings
3044 *
3045 * These are set via \c glBindAttribLocation and are used to direct the
3046 * GLSL linker. These are \b not the values used in the compiled shader,
3047 * and they are \b not the values returned by \c glGetAttribLocation.
3048 */
3049 struct string_to_uint_map *AttributeBindings;
3050
3051 /**
3052 * User-defined fragment data bindings
3053 *
3054 * These are set via \c glBindFragDataLocation and are used to direct the
3055 * GLSL linker. These are \b not the values used in the compiled shader,
3056 * and they are \b not the values returned by \c glGetFragDataLocation.
3057 */
3058 struct string_to_uint_map *FragDataBindings;
3059 struct string_to_uint_map *FragDataIndexBindings;
3060
3061 /**
3062 * Transform feedback varyings last specified by
3063 * glTransformFeedbackVaryings().
3064 *
3065 * For the current set of transform feedback varyings used for transform
3066 * feedback output, see LinkedTransformFeedback.
3067 */
3068 struct {
3069 GLenum16 BufferMode;
3070 /** Global xfb_stride out qualifier if any */
3071 GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
3072 GLuint NumVarying;
3073 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
3074 } TransformFeedback;
3075
3076 struct gl_program *last_vert_prog;
3077
3078 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
3079 enum gl_frag_depth_layout FragDepthLayout;
3080
3081 /**
3082 * Geometry shader state - copied into gl_program by
3083 * _mesa_copy_linked_program_data().
3084 */
3085 struct {
3086 GLint VerticesIn;
3087
3088 bool UsesEndPrimitive;
3089 bool UsesStreams;
3090 } Geom;
3091
3092 /**
3093 * Compute shader state - copied into gl_program by
3094 * _mesa_copy_linked_program_data().
3095 */
3096 struct {
3097 /**
3098 * Size of shared variables accessed by the compute shader.
3099 */
3100 unsigned SharedSize;
3101 } Comp;
3102
3103 /** Data shared by gl_program and gl_shader_program */
3104 struct gl_shader_program_data *data;
3105
3106 /**
3107 * Mapping from GL uniform locations returned by \c glUniformLocation to
3108 * UniformStorage entries. Arrays will have multiple contiguous slots
3109 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
3110 */
3111 unsigned NumUniformRemapTable;
3112 struct gl_uniform_storage **UniformRemapTable;
3113
3114 /**
3115 * Sometimes there are empty slots left over in UniformRemapTable after we
3116 * allocate slots to explicit locations. This list stores the blocks of
3117 * continuous empty slots inside UniformRemapTable.
3118 */
3119 struct exec_list EmptyUniformLocations;
3120
3121 /**
3122 * Total number of explicit uniform location including inactive uniforms.
3123 */
3124 unsigned NumExplicitUniformLocations;
3125
3126 /**
3127 * Map of active uniform names to locations
3128 *
3129 * Maps any active uniform that is not an array element to a location.
3130 * Each active uniform, including individual structure members will appear
3131 * in this map. This roughly corresponds to the set of names that would be
3132 * enumerated by \c glGetActiveUniform.
3133 */
3134 struct string_to_uint_map *UniformHash;
3135
3136 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
3137
3138 bool IsES; /**< True if this program uses GLSL ES */
3139
3140 /**
3141 * Per-stage shaders resulting from the first stage of linking.
3142 *
3143 * Set of linked shaders for this program. The array is accessed using the
3144 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
3145 * \c NULL.
3146 */
3147 struct gl_linked_shader *_LinkedShaders[MESA_SHADER_STAGES];
3148
3149 /**
3150 * True if any of the fragment shaders attached to this program use:
3151 * #extension ARB_fragment_coord_conventions: enable
3152 */
3153 GLboolean ARB_fragment_coord_conventions_enable;
3154 };
3155
3156
3157 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
3158 #define GLSL_LOG 0x2 /**< Write shaders to files */
3159 #define GLSL_UNIFORMS 0x4 /**< Print glUniform calls */
3160 #define GLSL_NOP_VERT 0x8 /**< Force no-op vertex shaders */
3161 #define GLSL_NOP_FRAG 0x10 /**< Force no-op fragment shaders */
3162 #define GLSL_USE_PROG 0x20 /**< Log glUseProgram calls */
3163 #define GLSL_REPORT_ERRORS 0x40 /**< Print compilation errors */
3164 #define GLSL_DUMP_ON_ERROR 0x80 /**< Dump shaders to stderr on compile error */
3165 #define GLSL_CACHE_INFO 0x100 /**< Print debug information about shader cache */
3166 #define GLSL_CACHE_FALLBACK 0x200 /**< Force shader cache fallback paths */
3167
3168
3169 /**
3170 * Context state for GLSL vertex/fragment shaders.
3171 * Extended to support pipeline object
3172 */
3173 struct gl_pipeline_object
3174 {
3175 /** Name of the pipeline object as received from glGenProgramPipelines.
3176 * It would be 0 for shaders without separate shader objects.
3177 */
3178 GLuint Name;
3179
3180 GLint RefCount;
3181
3182 GLchar *Label; /**< GL_KHR_debug */
3183
3184 /**
3185 * Programs used for rendering
3186 *
3187 * There is a separate program set for each shader stage.
3188 */
3189 struct gl_program *CurrentProgram[MESA_SHADER_STAGES];
3190
3191 struct gl_shader_program *ReferencedPrograms[MESA_SHADER_STAGES];
3192
3193 /**
3194 * Program used by glUniform calls.
3195 *
3196 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
3197 */
3198 struct gl_shader_program *ActiveProgram;
3199
3200 GLbitfield Flags; /**< Mask of GLSL_x flags */
3201 GLboolean EverBound; /**< Has the pipeline object been created */
3202 GLboolean Validated; /**< Pipeline Validation status */
3203
3204 GLchar *InfoLog;
3205 };
3206
3207 /**
3208 * Context state for GLSL pipeline shaders.
3209 */
3210 struct gl_pipeline_shader_state
3211 {
3212 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
3213 struct gl_pipeline_object *Current;
3214
3215 /** Default Object to ensure that _Shader is never NULL */
3216 struct gl_pipeline_object *Default;
3217
3218 /** Pipeline objects */
3219 struct _mesa_HashTable *Objects;
3220 };
3221
3222 /**
3223 * Compiler options for a single GLSL shaders type
3224 */
3225 struct gl_shader_compiler_options
3226 {
3227 /** Driver-selectable options: */
3228 GLboolean EmitNoLoops;
3229 GLboolean EmitNoCont; /**< Emit CONT opcode? */
3230 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
3231 GLboolean EmitNoPow; /**< Emit POW opcodes? */
3232 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
3233 GLboolean LowerCombinedClipCullDistance; /** Lower gl_ClipDistance and
3234 * gl_CullDistance together from
3235 * float[8] to vec4[2]
3236 **/
3237
3238 /**
3239 * \name Forms of indirect addressing the driver cannot do.
3240 */
3241 /*@{*/
3242 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
3243 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
3244 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
3245 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
3246 GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
3247 /*@}*/
3248
3249 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
3250 GLuint MaxUnrollIterations;
3251
3252 /**
3253 * Optimize code for array of structures backends.
3254 *
3255 * This is a proxy for:
3256 * - preferring DP4 instructions (rather than MUL/MAD) for
3257 * matrix * vector operations, such as position transformation.
3258 */
3259 GLboolean OptimizeForAOS;
3260
3261 /** Lower UBO and SSBO access to intrinsics. */
3262 GLboolean LowerBufferInterfaceBlocks;
3263
3264 /** Clamp UBO and SSBO block indices so they don't go out-of-bounds. */
3265 GLboolean ClampBlockIndicesToArrayBounds;
3266
3267 const struct nir_shader_compiler_options *NirOptions;
3268 };
3269
3270
3271 /**
3272 * Occlusion/timer query object.
3273 */
3274 struct gl_query_object
3275 {
3276 GLenum16 Target; /**< The query target, when active */
3277 GLuint Id; /**< hash table ID/name */
3278 GLchar *Label; /**< GL_KHR_debug */
3279 GLuint64EXT Result; /**< the counter */
3280 GLboolean Active; /**< inside Begin/EndQuery */
3281 GLboolean Ready; /**< result is ready? */
3282 GLboolean EverBound;/**< has query object ever been bound */
3283 GLuint Stream; /**< The stream */
3284 };
3285
3286
3287 /**
3288 * Context state for query objects.
3289 */
3290 struct gl_query_state
3291 {
3292 struct _mesa_HashTable *QueryObjects;
3293 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
3294 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
3295
3296 /** GL_NV_conditional_render */
3297 struct gl_query_object *CondRenderQuery;
3298
3299 /** GL_EXT_transform_feedback */
3300 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
3301 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
3302
3303 /** GL_ARB_transform_feedback_overflow_query */
3304 struct gl_query_object *TransformFeedbackOverflow[MAX_VERTEX_STREAMS];
3305 struct gl_query_object *TransformFeedbackOverflowAny;
3306
3307 /** GL_ARB_timer_query */
3308 struct gl_query_object *TimeElapsed;
3309
3310 /** GL_ARB_pipeline_statistics_query */
3311 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
3312
3313 GLenum16 CondRenderMode;
3314 };
3315
3316
3317 /** Sync object state */
3318 struct gl_sync_object
3319 {
3320 GLuint Name; /**< Fence name */
3321 GLint RefCount; /**< Reference count */
3322 GLchar *Label; /**< GL_KHR_debug */
3323 GLboolean DeletePending; /**< Object was deleted while there were still
3324 * live references (e.g., sync not yet finished)
3325 */
3326 GLenum16 SyncCondition;
3327 GLbitfield Flags; /**< Flags passed to glFenceSync */
3328 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
3329 };
3330
3331
3332 /**
3333 * State which can be shared by multiple contexts:
3334 */
3335 struct gl_shared_state
3336 {
3337 simple_mtx_t Mutex; /**< for thread safety */
3338 GLint RefCount; /**< Reference count */
3339 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
3340 struct _mesa_HashTable *BitmapAtlas; /**< For optimized glBitmap text */
3341 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
3342
3343 /** Default texture objects (shared by all texture units) */
3344 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
3345
3346 /** Fallback texture used when a bound texture is incomplete */
3347 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
3348
3349 /**
3350 * \name Thread safety and statechange notification for texture
3351 * objects.
3352 *
3353 * \todo Improve the granularity of locking.
3354 */
3355 /*@{*/
3356 mtx_t TexMutex; /**< texobj thread safety */
3357 GLuint TextureStateStamp; /**< state notification for shared tex */
3358 /*@}*/
3359
3360 /** Default buffer object for vertex arrays that aren't in VBOs */
3361 struct gl_buffer_object *NullBufferObj;
3362
3363 /**
3364 * \name Vertex/geometry/fragment programs
3365 */
3366 /*@{*/
3367 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3368 struct gl_program *DefaultVertexProgram;
3369 struct gl_program *DefaultFragmentProgram;
3370 /*@}*/
3371
3372 /* GL_ATI_fragment_shader */
3373 struct _mesa_HashTable *ATIShaders;
3374 struct ati_fragment_shader *DefaultFragmentShader;
3375
3376 struct _mesa_HashTable *BufferObjects;
3377
3378 /** Table of both gl_shader and gl_shader_program objects */
3379 struct _mesa_HashTable *ShaderObjects;
3380
3381 /* GL_EXT_framebuffer_object */
3382 struct _mesa_HashTable *RenderBuffers;
3383 struct _mesa_HashTable *FrameBuffers;
3384
3385 /* GL_ARB_sync */
3386 struct set *SyncObjects;
3387
3388 /** GL_ARB_sampler_objects */
3389 struct _mesa_HashTable *SamplerObjects;
3390
3391 /* GL_ARB_bindless_texture */
3392 struct hash_table_u64 *TextureHandles;
3393 struct hash_table_u64 *ImageHandles;
3394 mtx_t HandlesMutex; /**< For texture/image handles safety */
3395
3396 /**
3397 * Some context in this share group was affected by a GPU reset
3398 *
3399 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3400 * been affected by a GPU reset must also return
3401 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3402 *
3403 * Once this field becomes true, it is never reset to false.
3404 */
3405 bool ShareGroupReset;
3406
3407 /** EXT_external_objects */
3408 struct _mesa_HashTable *MemoryObjects;
3409
3410 /** EXT_semaphore */
3411 struct _mesa_HashTable *SemaphoreObjects;
3412
3413 /**
3414 * Some context in this share group was affected by a disjoint
3415 * operation. This operation can be anything that has effects on
3416 * values of timer queries in such manner that they become invalid for
3417 * performance metrics. As example gpu reset, counter overflow or gpu
3418 * frequency changes.
3419 */
3420 bool DisjointOperation;
3421 };
3422
3423
3424
3425 /**
3426 * Renderbuffers represent drawing surfaces such as color, depth and/or
3427 * stencil. A framebuffer object has a set of renderbuffers.
3428 * Drivers will typically derive subclasses of this type.
3429 */
3430 struct gl_renderbuffer
3431 {
3432 simple_mtx_t Mutex; /**< for thread safety */
3433 GLuint ClassID; /**< Useful for drivers */
3434 GLuint Name;
3435 GLchar *Label; /**< GL_KHR_debug */
3436 GLint RefCount;
3437 GLuint Width, Height;
3438 GLuint Depth;
3439 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3440 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3441 /**
3442 * True for renderbuffers that wrap textures, giving the driver a chance to
3443 * flush render caches through the FinishRenderTexture hook.
3444 *
3445 * Drivers may also set this on renderbuffers other than those generated by
3446 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3447 * called without a rb->TexImage.
3448 */
3449 GLboolean NeedsFinishRenderTexture;
3450 GLubyte NumSamples; /**< zero means not multisampled */
3451 GLenum16 InternalFormat; /**< The user-specified format */
3452 GLenum16 _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3453 GL_STENCIL_INDEX. */
3454 mesa_format Format; /**< The actual renderbuffer memory format */
3455 /**
3456 * Pointer to the texture image if this renderbuffer wraps a texture,
3457 * otherwise NULL.
3458 *
3459 * Note that the reference on the gl_texture_object containing this
3460 * TexImage is held by the gl_renderbuffer_attachment.
3461 */
3462 struct gl_texture_image *TexImage;
3463
3464 /** Delete this renderbuffer */
3465 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3466
3467 /** Allocate new storage for this renderbuffer */
3468 GLboolean (*AllocStorage)(struct gl_context *ctx,
3469 struct gl_renderbuffer *rb,
3470 GLenum internalFormat,
3471 GLuint width, GLuint height);
3472 };
3473
3474
3475 /**
3476 * A renderbuffer attachment points to either a texture object (and specifies
3477 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3478 */
3479 struct gl_renderbuffer_attachment
3480 {
3481 GLenum16 Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3482 GLboolean Complete;
3483
3484 /**
3485 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3486 * application supplied renderbuffer object.
3487 */
3488 struct gl_renderbuffer *Renderbuffer;
3489
3490 /**
3491 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3492 * supplied texture object.
3493 */
3494 struct gl_texture_object *Texture;
3495 GLuint TextureLevel; /**< Attached mipmap level. */
3496 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3497 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3498 * and 2D array textures */
3499 GLboolean Layered;
3500 };
3501
3502
3503 /**
3504 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3505 * In C++ terms, think of this as a base class from which device drivers
3506 * will make derived classes.
3507 */
3508 struct gl_framebuffer
3509 {
3510 simple_mtx_t Mutex; /**< for thread safety */
3511 /**
3512 * If zero, this is a window system framebuffer. If non-zero, this
3513 * is a FBO framebuffer; note that for some devices (i.e. those with
3514 * a natural pixel coordinate system for FBOs that differs from the
3515 * OpenGL/Mesa coordinate system), this means that the viewport,
3516 * polygon face orientation, and polygon stipple will have to be inverted.
3517 */
3518 GLuint Name;
3519 GLint RefCount;
3520
3521 GLchar *Label; /**< GL_KHR_debug */
3522
3523 GLboolean DeletePending;
3524
3525 /**
3526 * The framebuffer's visual. Immutable if this is a window system buffer.
3527 * Computed from attachments if user-made FBO.
3528 */
3529 struct gl_config Visual;
3530
3531 /**
3532 * Size of frame buffer in pixels. If there are no attachments, then both
3533 * of these are 0.
3534 */
3535 GLuint Width, Height;
3536
3537 /**
3538 * In the case that the framebuffer has no attachment (i.e.
3539 * GL_ARB_framebuffer_no_attachments) then the geometry of
3540 * the framebuffer is specified by the default values.
3541 */
3542 struct {
3543 GLuint Width, Height, Layers, NumSamples;
3544 GLboolean FixedSampleLocations;
3545 /* Derived from NumSamples by the driver so that it can choose a valid
3546 * value for the hardware.
3547 */
3548 GLuint _NumSamples;
3549 } DefaultGeometry;
3550
3551 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3552 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3553 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3554 */
3555 /*@{*/
3556 GLint _Xmin, _Xmax;
3557 GLint _Ymin, _Ymax;
3558 /*@}*/
3559
3560 /** \name Derived Z buffer stuff */
3561 /*@{*/
3562 GLuint _DepthMax; /**< Max depth buffer value */
3563 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3564 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3565 /*@}*/
3566
3567 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3568 GLenum16 _Status;
3569
3570 /** Whether one of Attachment has Type != GL_NONE
3571 * NOTE: the values for Width and Height are set to 0 in case of having
3572 * no attachments, a backend driver supporting the extension
3573 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3574 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3575 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3576 * _Ymax do NOT take into account _HasAttachments being false). To get the
3577 * geometry of the framebuffer, the helper functions
3578 * _mesa_geometric_width(),
3579 * _mesa_geometric_height(),
3580 * _mesa_geometric_samples() and
3581 * _mesa_geometric_layers()
3582 * are available that check _HasAttachments.
3583 */
3584 bool _HasAttachments;
3585
3586 GLbitfield _IntegerBuffers; /**< Which color buffers are integer valued */
3587
3588 /* ARB_color_buffer_float */
3589 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3590 GLboolean _HasSNormOrFloatColorBuffer;
3591
3592 /**
3593 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3594 * is not layered. For cube maps and cube map arrays, each cube face
3595 * counts as a layer. As the case for Width, Height a backend driver
3596 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3597 * in the case that _HasAttachments is false
3598 */
3599 GLuint MaxNumLayers;
3600
3601 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3602 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3603
3604 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3605 * attribute group and GL_PIXEL attribute group, respectively.
3606 */
3607 GLenum16 ColorDrawBuffer[MAX_DRAW_BUFFERS];
3608 GLenum16 ColorReadBuffer;
3609
3610 /** Computed from ColorDraw/ReadBuffer above */
3611 GLuint _NumColorDrawBuffers;
3612 gl_buffer_index _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS];
3613 gl_buffer_index _ColorReadBufferIndex;
3614 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3615 struct gl_renderbuffer *_ColorReadBuffer;
3616
3617 /** Delete this framebuffer */
3618 void (*Delete)(struct gl_framebuffer *fb);
3619 };
3620
3621
3622 /**
3623 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3624 */
3625 struct gl_precision
3626 {
3627 GLushort RangeMin; /**< min value exponent */
3628 GLushort RangeMax; /**< max value exponent */
3629 GLushort Precision; /**< number of mantissa bits */
3630 };
3631
3632
3633 /**
3634 * Limits for vertex, geometry and fragment programs/shaders.
3635 */
3636 struct gl_program_constants
3637 {
3638 /* logical limits */
3639 GLuint MaxInstructions;
3640 GLuint MaxAluInstructions;
3641 GLuint MaxTexInstructions;
3642 GLuint MaxTexIndirections;
3643 GLuint MaxAttribs;
3644 GLuint MaxTemps;
3645 GLuint MaxAddressRegs;
3646 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3647 GLuint MaxParameters;
3648 GLuint MaxLocalParams;
3649 GLuint MaxEnvParams;
3650 /* native/hardware limits */
3651 GLuint MaxNativeInstructions;
3652 GLuint MaxNativeAluInstructions;
3653 GLuint MaxNativeTexInstructions;
3654 GLuint MaxNativeTexIndirections;
3655 GLuint MaxNativeAttribs;
3656 GLuint MaxNativeTemps;
3657 GLuint MaxNativeAddressRegs;
3658 GLuint MaxNativeParameters;
3659 /* For shaders */
3660 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3661
3662 /**
3663 * \name Per-stage input / output limits
3664 *
3665 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3666 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3667 * ES). This is stored as \c gl_constants::MaxVarying.
3668 *
3669 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3670 * variables. Each stage as a certain number of outputs that it can feed
3671 * to the next stage and a certain number inputs that it can consume from
3672 * the previous stage.
3673 *
3674 * Vertex shader inputs do not participate this in this accounting.
3675 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3676 *
3677 * Fragment shader outputs do not participate this in this accounting.
3678 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3679 */
3680 /*@{*/
3681 GLuint MaxInputComponents;
3682 GLuint MaxOutputComponents;
3683 /*@}*/
3684
3685 /* ES 2.0 and GL_ARB_ES2_compatibility */
3686 struct gl_precision LowFloat, MediumFloat, HighFloat;
3687 struct gl_precision LowInt, MediumInt, HighInt;
3688 /* GL_ARB_uniform_buffer_object */
3689 GLuint MaxUniformBlocks;
3690 GLuint MaxCombinedUniformComponents;
3691 GLuint MaxTextureImageUnits;
3692
3693 /* GL_ARB_shader_atomic_counters */
3694 GLuint MaxAtomicBuffers;
3695 GLuint MaxAtomicCounters;
3696
3697 /* GL_ARB_shader_image_load_store */
3698 GLuint MaxImageUniforms;
3699
3700 /* GL_ARB_shader_storage_buffer_object */
3701 GLuint MaxShaderStorageBlocks;
3702 };
3703
3704 /**
3705 * Constants which may be overridden by device driver during context creation
3706 * but are never changed after that.
3707 */
3708 struct gl_constants
3709 {
3710 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3711 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3712 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3713 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3714 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3715 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3716 GLuint MaxTextureCoordUnits;
3717 GLuint MaxCombinedTextureImageUnits;
3718 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3719 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3720 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3721 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3722
3723 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3724
3725 GLuint MaxArrayLockSize;
3726
3727 GLint SubPixelBits;
3728
3729 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3730 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3731 GLfloat PointSizeGranularity;
3732 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3733 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3734 GLfloat LineWidthGranularity;
3735
3736 GLuint MaxClipPlanes;
3737 GLuint MaxLights;
3738 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3739 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3740
3741 GLuint MaxViewportWidth, MaxViewportHeight;
3742 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3743 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3744 struct {
3745 GLfloat Min;
3746 GLfloat Max;
3747 } ViewportBounds; /**< GL_ARB_viewport_array */
3748 GLuint MaxWindowRectangles; /**< GL_EXT_window_rectangles */
3749
3750 struct gl_program_constants Program[MESA_SHADER_STAGES];
3751 GLuint MaxProgramMatrices;
3752 GLuint MaxProgramMatrixStackDepth;
3753
3754 struct {
3755 GLuint SamplesPassed;
3756 GLuint TimeElapsed;
3757 GLuint Timestamp;
3758 GLuint PrimitivesGenerated;
3759 GLuint PrimitivesWritten;
3760 GLuint VerticesSubmitted;
3761 GLuint PrimitivesSubmitted;
3762 GLuint VsInvocations;
3763 GLuint TessPatches;
3764 GLuint TessInvocations;
3765 GLuint GsInvocations;
3766 GLuint GsPrimitives;
3767 GLuint FsInvocations;
3768 GLuint ComputeInvocations;
3769 GLuint ClInPrimitives;
3770 GLuint ClOutPrimitives;
3771 } QueryCounterBits;
3772
3773 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3774
3775 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3776 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3777 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3778
3779 /**
3780 * GL_ARB_framebuffer_no_attachments
3781 */
3782 GLuint MaxFramebufferWidth;
3783 GLuint MaxFramebufferHeight;
3784 GLuint MaxFramebufferLayers;
3785 GLuint MaxFramebufferSamples;
3786
3787 /** Number of varying vectors between any two shader stages. */
3788 GLuint MaxVarying;
3789
3790 /** @{
3791 * GL_ARB_uniform_buffer_object
3792 */
3793 GLuint MaxCombinedUniformBlocks;
3794 GLuint MaxUniformBufferBindings;
3795 GLuint MaxUniformBlockSize;
3796 GLuint UniformBufferOffsetAlignment;
3797 /** @} */
3798
3799 /** @{
3800 * GL_ARB_shader_storage_buffer_object
3801 */
3802 GLuint MaxCombinedShaderStorageBlocks;
3803 GLuint MaxShaderStorageBufferBindings;
3804 GLuint MaxShaderStorageBlockSize;
3805 GLuint ShaderStorageBufferOffsetAlignment;
3806 /** @} */
3807
3808 /**
3809 * GL_ARB_explicit_uniform_location
3810 */
3811 GLuint MaxUserAssignableUniformLocations;
3812
3813 /** geometry shader */
3814 GLuint MaxGeometryOutputVertices;
3815 GLuint MaxGeometryTotalOutputComponents;
3816
3817 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3818
3819 /**
3820 * Changes default GLSL extension behavior from "error" to "warn". It's out
3821 * of spec, but it can make some apps work that otherwise wouldn't.
3822 */
3823 GLboolean ForceGLSLExtensionsWarn;
3824
3825 /**
3826 * If non-zero, forces GLSL shaders to behave as if they began
3827 * with "#version ForceGLSLVersion".
3828 */
3829 GLuint ForceGLSLVersion;
3830
3831 /**
3832 * Allow GLSL #extension directives in the middle of shaders.
3833 */
3834 GLboolean AllowGLSLExtensionDirectiveMidShader;
3835
3836 /**
3837 * Allow GLSL built-in variables to be redeclared verbatim
3838 */
3839 GLboolean AllowGLSLBuiltinVariableRedeclaration;
3840
3841 /**
3842 * Allow GLSL interpolation qualifier mismatch across shader stages.
3843 */
3844 GLboolean AllowGLSLCrossStageInterpolationMismatch;
3845
3846 /**
3847 * Allow creating a higher compat profile (version 3.1+) for apps that
3848 * request it. Be careful when adding that driconf option because some
3849 * features are unimplemented and might not work correctly.
3850 */
3851 GLboolean AllowHigherCompatVersion;
3852
3853 /**
3854 * Force computing the absolute value for sqrt() and inversesqrt() to follow
3855 * D3D9 when apps rely on this behaviour.
3856 */
3857 GLboolean ForceGLSLAbsSqrt;
3858
3859 /**
3860 * Force uninitialized variables to default to zero.
3861 */
3862 GLboolean GLSLZeroInit;
3863
3864 /**
3865 * Does the driver support real 32-bit integers? (Otherwise, integers are
3866 * simulated via floats.)
3867 */
3868 GLboolean NativeIntegers;
3869
3870 /**
3871 * Does VertexID count from zero or from base vertex?
3872 *
3873 * \note
3874 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3875 * ignored and need not be set.
3876 */
3877 bool VertexID_is_zero_based;
3878
3879 /**
3880 * If the driver supports real 32-bit integers, what integer value should be
3881 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3882 */
3883 GLuint UniformBooleanTrue;
3884
3885 /**
3886 * Maximum amount of time, measured in nanseconds, that the server can wait.
3887 */
3888 GLuint64 MaxServerWaitTimeout;
3889
3890 /** GL_EXT_provoking_vertex */
3891 GLboolean QuadsFollowProvokingVertexConvention;
3892
3893 /** GL_ARB_viewport_array */
3894 GLenum16 LayerAndVPIndexProvokingVertex;
3895
3896 /** OpenGL version 3.0 */
3897 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3898
3899 /** OpenGL version 3.2 */
3900 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3901
3902 /** OpenGL version 4.4 */
3903 GLuint MaxVertexAttribStride;
3904
3905 /** GL_EXT_transform_feedback */
3906 GLuint MaxTransformFeedbackBuffers;
3907 GLuint MaxTransformFeedbackSeparateComponents;
3908 GLuint MaxTransformFeedbackInterleavedComponents;
3909 GLuint MaxVertexStreams;
3910
3911 /** GL_EXT_gpu_shader4 */
3912 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3913
3914 /** GL_ARB_texture_gather */
3915 GLuint MinProgramTextureGatherOffset;
3916 GLuint MaxProgramTextureGatherOffset;
3917 GLuint MaxProgramTextureGatherComponents;
3918
3919 /* GL_ARB_robustness */
3920 GLenum16 ResetStrategy;
3921
3922 /* GL_KHR_robustness */
3923 GLboolean RobustAccess;
3924
3925 /* GL_ARB_blend_func_extended */
3926 GLuint MaxDualSourceDrawBuffers;
3927
3928 /**
3929 * Whether the implementation strips out and ignores texture borders.
3930 *
3931 * Many GPU hardware implementations don't support rendering with texture
3932 * borders and mipmapped textures. (Note: not static border color, but the
3933 * old 1-pixel border around each edge). Implementations then have to do
3934 * slow fallbacks to be correct, or just ignore the border and be fast but
3935 * wrong. Setting the flag strips the border off of TexImage calls,
3936 * providing "fast but wrong" at significantly reduced driver complexity.
3937 *
3938 * Texture borders are deprecated in GL 3.0.
3939 **/
3940 GLboolean StripTextureBorder;
3941
3942 /**
3943 * For drivers which can do a better job at eliminating unused uniforms
3944 * than the GLSL compiler.
3945 *
3946 * XXX Remove these as soon as a better solution is available.
3947 */
3948 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3949
3950 /** Whether gl_FragCoord and gl_FrontFacing are system values. */
3951 bool GLSLFragCoordIsSysVal;
3952 bool GLSLFrontFacingIsSysVal;
3953
3954 /**
3955 * Run the minimum amount of GLSL optimizations to be able to link
3956 * shaders optimally (eliminate dead varyings and uniforms) and just do
3957 * all the necessary lowering.
3958 */
3959 bool GLSLOptimizeConservatively;
3960
3961 /**
3962 * True if gl_TessLevelInner/Outer[] in the TES should be inputs
3963 * (otherwise, they're system values).
3964 */
3965 bool GLSLTessLevelsAsInputs;
3966
3967 /**
3968 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3969 * than passing the transform feedback object to the drawing function.
3970 */
3971 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3972
3973 /** GL_ARB_map_buffer_alignment */
3974 GLuint MinMapBufferAlignment;
3975
3976 /**
3977 * Disable varying packing. This is out of spec, but potentially useful
3978 * for older platforms that supports a limited number of texture
3979 * indirections--on these platforms, unpacking the varyings in the fragment
3980 * shader increases the number of texture indirections by 1, which might
3981 * make some shaders not executable at all.
3982 *
3983 * Drivers that support transform feedback must set this value to GL_FALSE.
3984 */
3985 GLboolean DisableVaryingPacking;
3986
3987 /**
3988 * UBOs and SSBOs can be packed tightly by the OpenGL implementation when
3989 * layout is set as shared (the default) or packed. However most Mesa drivers
3990 * just use STD140 for these layouts. This flag allows drivers to use STD430
3991 * for packed and shared layouts which allows arrays to be packed more
3992 * tightly.
3993 */
3994 bool UseSTD430AsDefaultPacking;
3995
3996 /**
3997 * Should meaningful names be generated for compiler temporary variables?
3998 *
3999 * Generally, it is not useful to have the compiler generate "meaningful"
4000 * names for temporary variables that it creates. This can, however, be a
4001 * useful debugging aid. In Mesa debug builds or release builds when
4002 * MESA_GLSL is set at run-time, meaningful names will be generated.
4003 * Drivers can also force names to be generated by setting this field.
4004 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
4005 * vertex shader assembly) is set at run-time.
4006 */
4007 bool GenerateTemporaryNames;
4008
4009 /*
4010 * Maximum value supported for an index in DrawElements and friends.
4011 *
4012 * This must be at least (1ull<<24)-1. The default value is
4013 * (1ull<<32)-1.
4014 *
4015 * \since ES 3.0 or GL_ARB_ES3_compatibility
4016 * \sa _mesa_init_constants
4017 */
4018 GLuint64 MaxElementIndex;
4019
4020 /**
4021 * Disable interpretation of line continuations (lines ending with a
4022 * backslash character ('\') in GLSL source.
4023 */
4024 GLboolean DisableGLSLLineContinuations;
4025
4026 /** GL_ARB_texture_multisample */
4027 GLint MaxColorTextureSamples;
4028 GLint MaxDepthTextureSamples;
4029 GLint MaxIntegerSamples;
4030
4031 /**
4032 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
4033 * samples are laid out in a rectangular grid roughly corresponding to
4034 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
4035 * are used to map indices of rectangular grid to sample numbers within
4036 * a pixel. This mapping of indices to sample numbers must be initialized
4037 * by the driver for the target hardware. For example, if we have the 8X
4038 * MSAA sample number layout (sample positions) for XYZ hardware:
4039 *
4040 * sample indices layout sample number layout
4041 * --------- ---------
4042 * | 0 | 1 | | a | b |
4043 * --------- ---------
4044 * | 2 | 3 | | c | d |
4045 * --------- ---------
4046 * | 4 | 5 | | e | f |
4047 * --------- ---------
4048 * | 6 | 7 | | g | h |
4049 * --------- ---------
4050 *
4051 * Where a,b,c,d,e,f,g,h are integers between [0-7].
4052 *
4053 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
4054 * below:
4055 * SampleMap8x = {a, b, c, d, e, f, g, h};
4056 *
4057 * Follow the logic for sample counts 2-8.
4058 *
4059 * For 16x the sample indices layout as a 4x4 grid as follows:
4060 *
4061 * -----------------
4062 * | 0 | 1 | 2 | 3 |
4063 * -----------------
4064 * | 4 | 5 | 6 | 7 |
4065 * -----------------
4066 * | 8 | 9 |10 |11 |
4067 * -----------------
4068 * |12 |13 |14 |15 |
4069 * -----------------
4070 */
4071 uint8_t SampleMap2x[2];
4072 uint8_t SampleMap4x[4];
4073 uint8_t SampleMap8x[8];
4074 uint8_t SampleMap16x[16];
4075
4076 /** GL_ARB_shader_atomic_counters */
4077 GLuint MaxAtomicBufferBindings;
4078 GLuint MaxAtomicBufferSize;
4079 GLuint MaxCombinedAtomicBuffers;
4080 GLuint MaxCombinedAtomicCounters;
4081
4082 /** GL_ARB_vertex_attrib_binding */
4083 GLint MaxVertexAttribRelativeOffset;
4084 GLint MaxVertexAttribBindings;
4085
4086 /* GL_ARB_shader_image_load_store */
4087 GLuint MaxImageUnits;
4088 GLuint MaxCombinedShaderOutputResources;
4089 GLuint MaxImageSamples;
4090 GLuint MaxCombinedImageUniforms;
4091
4092 /** GL_ARB_compute_shader */
4093 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
4094 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
4095 GLuint MaxComputeWorkGroupInvocations;
4096 GLuint MaxComputeSharedMemorySize;
4097
4098 /** GL_ARB_compute_variable_group_size */
4099 GLuint MaxComputeVariableGroupSize[3]; /* Array of x, y, z dimensions */
4100 GLuint MaxComputeVariableGroupInvocations;
4101
4102 /** GL_ARB_gpu_shader5 */
4103 GLfloat MinFragmentInterpolationOffset;
4104 GLfloat MaxFragmentInterpolationOffset;
4105
4106 GLboolean FakeSWMSAA;
4107
4108 /** GL_KHR_context_flush_control */
4109 GLenum16 ContextReleaseBehavior;
4110
4111 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
4112
4113 /** GL_ARB_tessellation_shader */
4114 GLuint MaxPatchVertices;
4115 GLuint MaxTessGenLevel;
4116 GLuint MaxTessPatchComponents;
4117 GLuint MaxTessControlTotalOutputComponents;
4118 bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
4119 bool PrimitiveRestartForPatches;
4120 bool LowerCsDerivedVariables; /**< Lower gl_GlobalInvocationID and
4121 * gl_LocalInvocationIndex based on
4122 * other builtin variables. */
4123
4124 /** GL_OES_primitive_bounding_box */
4125 bool NoPrimitiveBoundingBoxOutput;
4126
4127 /** GL_ARB_sparse_buffer */
4128 GLuint SparseBufferPageSize;
4129
4130 /** Used as an input for sha1 generation in the on-disk shader cache */
4131 unsigned char *dri_config_options_sha1;
4132
4133 /** When drivers are OK with mapped buffers during draw and other calls. */
4134 bool AllowMappedBuffersDuringExecution;
4135
4136 /** GL_ARB_get_program_binary */
4137 GLuint NumProgramBinaryFormats;
4138 };
4139
4140
4141 /**
4142 * Enable flag for each OpenGL extension. Different device drivers will
4143 * enable different extensions at runtime.
4144 */
4145 struct gl_extensions
4146 {
4147 GLboolean dummy; /* don't remove this! */
4148 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
4149 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
4150 GLboolean ANGLE_texture_compression_dxt;
4151 GLboolean ARB_ES2_compatibility;
4152 GLboolean ARB_ES3_compatibility;
4153 GLboolean ARB_ES3_1_compatibility;
4154 GLboolean ARB_ES3_2_compatibility;
4155 GLboolean ARB_arrays_of_arrays;
4156 GLboolean ARB_base_instance;
4157 GLboolean ARB_bindless_texture;
4158 GLboolean ARB_blend_func_extended;
4159 GLboolean ARB_buffer_storage;
4160 GLboolean ARB_clear_texture;
4161 GLboolean ARB_clip_control;
4162 GLboolean ARB_color_buffer_float;
4163 GLboolean ARB_compatibility;
4164 GLboolean ARB_compute_shader;
4165 GLboolean ARB_compute_variable_group_size;
4166 GLboolean ARB_conditional_render_inverted;
4167 GLboolean ARB_conservative_depth;
4168 GLboolean ARB_copy_image;
4169 GLboolean ARB_cull_distance;
4170 GLboolean ARB_depth_buffer_float;
4171 GLboolean ARB_depth_clamp;
4172 GLboolean ARB_depth_texture;
4173 GLboolean ARB_derivative_control;
4174 GLboolean ARB_draw_buffers_blend;
4175 GLboolean ARB_draw_elements_base_vertex;
4176 GLboolean ARB_draw_indirect;
4177 GLboolean ARB_draw_instanced;
4178 GLboolean ARB_fragment_coord_conventions;
4179 GLboolean ARB_fragment_layer_viewport;
4180 GLboolean ARB_fragment_program;
4181 GLboolean ARB_fragment_program_shadow;
4182 GLboolean ARB_fragment_shader;
4183 GLboolean ARB_framebuffer_no_attachments;
4184 GLboolean ARB_framebuffer_object;
4185 GLboolean ARB_enhanced_layouts;
4186 GLboolean ARB_explicit_attrib_location;
4187 GLboolean ARB_explicit_uniform_location;
4188 GLboolean ARB_gl_spirv;
4189 GLboolean ARB_gpu_shader5;
4190 GLboolean ARB_gpu_shader_fp64;
4191 GLboolean ARB_gpu_shader_int64;
4192 GLboolean ARB_half_float_vertex;
4193 GLboolean ARB_indirect_parameters;
4194 GLboolean ARB_instanced_arrays;
4195 GLboolean ARB_internalformat_query;
4196 GLboolean ARB_internalformat_query2;
4197 GLboolean ARB_map_buffer_range;
4198 GLboolean ARB_occlusion_query;
4199 GLboolean ARB_occlusion_query2;
4200 GLboolean ARB_pipeline_statistics_query;
4201 GLboolean ARB_point_sprite;
4202 GLboolean ARB_polygon_offset_clamp;
4203 GLboolean ARB_post_depth_coverage;
4204 GLboolean ARB_query_buffer_object;
4205 GLboolean ARB_robust_buffer_access_behavior;
4206 GLboolean ARB_sample_shading;
4207 GLboolean ARB_seamless_cube_map;
4208 GLboolean ARB_shader_atomic_counter_ops;
4209 GLboolean ARB_shader_atomic_counters;
4210 GLboolean ARB_shader_ballot;
4211 GLboolean ARB_shader_bit_encoding;
4212 GLboolean ARB_shader_clock;
4213 GLboolean ARB_shader_draw_parameters;
4214 GLboolean ARB_shader_group_vote;
4215 GLboolean ARB_shader_image_load_store;
4216 GLboolean ARB_shader_image_size;
4217 GLboolean ARB_shader_precision;
4218 GLboolean ARB_shader_stencil_export;
4219 GLboolean ARB_shader_storage_buffer_object;
4220 GLboolean ARB_shader_texture_image_samples;
4221 GLboolean ARB_shader_texture_lod;
4222 GLboolean ARB_shader_viewport_layer_array;
4223 GLboolean ARB_shading_language_packing;
4224 GLboolean ARB_shading_language_420pack;
4225 GLboolean ARB_shadow;
4226 GLboolean ARB_sparse_buffer;
4227 GLboolean ARB_stencil_texturing;
4228 GLboolean ARB_sync;
4229 GLboolean ARB_tessellation_shader;
4230 GLboolean ARB_texture_border_clamp;
4231 GLboolean ARB_texture_buffer_object;
4232 GLboolean ARB_texture_buffer_object_rgb32;
4233 GLboolean ARB_texture_buffer_range;
4234 GLboolean ARB_texture_compression_bptc;
4235 GLboolean ARB_texture_compression_rgtc;
4236 GLboolean ARB_texture_cube_map;
4237 GLboolean ARB_texture_cube_map_array;
4238 GLboolean ARB_texture_env_combine;
4239 GLboolean ARB_texture_env_crossbar;
4240 GLboolean ARB_texture_env_dot3;
4241 GLboolean ARB_texture_filter_anisotropic;
4242 GLboolean ARB_texture_float;
4243 GLboolean ARB_texture_gather;
4244 GLboolean ARB_texture_mirror_clamp_to_edge;
4245 GLboolean ARB_texture_multisample;
4246 GLboolean ARB_texture_non_power_of_two;
4247 GLboolean ARB_texture_stencil8;
4248 GLboolean ARB_texture_query_levels;
4249 GLboolean ARB_texture_query_lod;
4250 GLboolean ARB_texture_rg;
4251 GLboolean ARB_texture_rgb10_a2ui;
4252 GLboolean ARB_texture_view;
4253 GLboolean ARB_timer_query;
4254 GLboolean ARB_transform_feedback2;
4255 GLboolean ARB_transform_feedback3;
4256 GLboolean ARB_transform_feedback_instanced;
4257 GLboolean ARB_transform_feedback_overflow_query;
4258 GLboolean ARB_uniform_buffer_object;
4259 GLboolean ARB_vertex_attrib_64bit;
4260 GLboolean ARB_vertex_program;
4261 GLboolean ARB_vertex_shader;
4262 GLboolean ARB_vertex_type_10f_11f_11f_rev;
4263 GLboolean ARB_vertex_type_2_10_10_10_rev;
4264 GLboolean ARB_viewport_array;
4265 GLboolean EXT_blend_color;
4266 GLboolean EXT_blend_equation_separate;
4267 GLboolean EXT_blend_func_separate;
4268 GLboolean EXT_blend_minmax;
4269 GLboolean EXT_depth_bounds_test;
4270 GLboolean EXT_disjoint_timer_query;
4271 GLboolean EXT_draw_buffers2;
4272 GLboolean EXT_framebuffer_multisample;
4273 GLboolean EXT_framebuffer_multisample_blit_scaled;
4274 GLboolean EXT_framebuffer_sRGB;
4275 GLboolean EXT_gpu_program_parameters;
4276 GLboolean EXT_gpu_shader4;
4277 GLboolean EXT_memory_object;
4278 GLboolean EXT_memory_object_fd;
4279 GLboolean EXT_packed_float;
4280 GLboolean EXT_pixel_buffer_object;
4281 GLboolean EXT_point_parameters;
4282 GLboolean EXT_provoking_vertex;
4283 GLboolean EXT_semaphore;
4284 GLboolean EXT_semaphore_fd;
4285 GLboolean EXT_shader_integer_mix;
4286 GLboolean EXT_shader_samples_identical;
4287 GLboolean EXT_stencil_two_side;
4288 GLboolean EXT_texture_array;
4289 GLboolean EXT_texture_compression_latc;
4290 GLboolean EXT_texture_compression_s3tc;
4291 GLboolean EXT_texture_env_dot3;
4292 GLboolean EXT_texture_filter_anisotropic;
4293 GLboolean EXT_texture_integer;
4294 GLboolean EXT_texture_mirror_clamp;
4295 GLboolean EXT_texture_shared_exponent;
4296 GLboolean EXT_texture_snorm;
4297 GLboolean EXT_texture_sRGB;
4298 GLboolean EXT_texture_sRGB_decode;
4299 GLboolean EXT_texture_swizzle;
4300 GLboolean EXT_texture_type_2_10_10_10_REV;
4301 GLboolean EXT_transform_feedback;
4302 GLboolean EXT_timer_query;
4303 GLboolean EXT_vertex_array_bgra;
4304 GLboolean EXT_window_rectangles;
4305 GLboolean OES_copy_image;
4306 GLboolean OES_primitive_bounding_box;
4307 GLboolean OES_sample_variables;
4308 GLboolean OES_standard_derivatives;
4309 GLboolean OES_texture_buffer;
4310 GLboolean OES_texture_cube_map_array;
4311 GLboolean OES_viewport_array;
4312 /* vendor extensions */
4313 GLboolean AMD_performance_monitor;
4314 GLboolean AMD_pinned_memory;
4315 GLboolean AMD_seamless_cubemap_per_texture;
4316 GLboolean AMD_vertex_shader_layer;
4317 GLboolean AMD_vertex_shader_viewport_index;
4318 GLboolean ANDROID_extension_pack_es31a;
4319 GLboolean APPLE_object_purgeable;
4320 GLboolean ATI_meminfo;
4321 GLboolean ATI_texture_compression_3dc;
4322 GLboolean ATI_texture_mirror_once;
4323 GLboolean ATI_texture_env_combine3;
4324 GLboolean ATI_fragment_shader;
4325 GLboolean ATI_separate_stencil;
4326 GLboolean GREMEDY_string_marker;
4327 GLboolean INTEL_conservative_rasterization;
4328 GLboolean INTEL_performance_query;
4329 GLboolean KHR_blend_equation_advanced;
4330 GLboolean KHR_blend_equation_advanced_coherent;
4331 GLboolean KHR_robustness;
4332 GLboolean KHR_texture_compression_astc_hdr;
4333 GLboolean KHR_texture_compression_astc_ldr;
4334 GLboolean KHR_texture_compression_astc_sliced_3d;
4335 GLboolean MESA_tile_raster_order;
4336 GLboolean MESA_pack_invert;
4337 GLboolean EXT_shader_framebuffer_fetch;
4338 GLboolean EXT_shader_framebuffer_fetch_non_coherent;
4339 GLboolean MESA_shader_integer_functions;
4340 GLboolean MESA_ycbcr_texture;
4341 GLboolean NV_conditional_render;
4342 GLboolean NV_fill_rectangle;
4343 GLboolean NV_fog_distance;
4344 GLboolean NV_point_sprite;
4345 GLboolean NV_primitive_restart;
4346 GLboolean NV_texture_barrier;
4347 GLboolean NV_texture_env_combine4;
4348 GLboolean NV_texture_rectangle;
4349 GLboolean NV_vdpau_interop;
4350 GLboolean NVX_gpu_memory_info;
4351 GLboolean TDFX_texture_compression_FXT1;
4352 GLboolean OES_EGL_image;
4353 GLboolean OES_draw_texture;
4354 GLboolean OES_depth_texture_cube_map;
4355 GLboolean OES_EGL_image_external;
4356 GLboolean OES_texture_float;
4357 GLboolean OES_texture_float_linear;
4358 GLboolean OES_texture_half_float;
4359 GLboolean OES_texture_half_float_linear;
4360 GLboolean OES_compressed_ETC1_RGB8_texture;
4361 GLboolean OES_geometry_shader;
4362 GLboolean OES_texture_compression_astc;
4363 GLboolean extension_sentinel;
4364 /** The extension string */
4365 const GLubyte *String;
4366 /** Number of supported extensions */
4367 GLuint Count;
4368 /**
4369 * The context version which extension helper functions compare against.
4370 * By default, the value is equal to ctx->Version. This changes to ~0
4371 * while meta is in progress.
4372 */
4373 GLubyte Version;
4374 /**
4375 * Force-enabled, yet unrecognized, extensions.
4376 * See _mesa_one_time_init_extension_overrides()
4377 */
4378 #define MAX_UNRECOGNIZED_EXTENSIONS 16
4379 const char *unrecognized_extensions[MAX_UNRECOGNIZED_EXTENSIONS];
4380 };
4381
4382
4383 /**
4384 * A stack of matrices (projection, modelview, color, texture, etc).
4385 */
4386 struct gl_matrix_stack
4387 {
4388 GLmatrix *Top; /**< points into Stack */
4389 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
4390 unsigned StackSize; /**< Number of elements in Stack */
4391 GLuint Depth; /**< 0 <= Depth < MaxDepth */
4392 GLuint MaxDepth; /**< size of Stack[] array */
4393 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
4394 };
4395
4396
4397 /**
4398 * \name Bits for image transfer operations
4399 * \sa __struct gl_contextRec::ImageTransferState.
4400 */
4401 /*@{*/
4402 #define IMAGE_SCALE_BIAS_BIT 0x1
4403 #define IMAGE_SHIFT_OFFSET_BIT 0x2
4404 #define IMAGE_MAP_COLOR_BIT 0x4
4405 #define IMAGE_CLAMP_BIT 0x800
4406
4407
4408 /** Pixel Transfer ops */
4409 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
4410 IMAGE_SHIFT_OFFSET_BIT | \
4411 IMAGE_MAP_COLOR_BIT)
4412
4413
4414 /**
4415 * \name Bits to indicate what state has changed.
4416 */
4417 /*@{*/
4418 #define _NEW_MODELVIEW (1u << 0) /**< gl_context::ModelView */
4419 #define _NEW_PROJECTION (1u << 1) /**< gl_context::Projection */
4420 #define _NEW_TEXTURE_MATRIX (1u << 2) /**< gl_context::TextureMatrix */
4421 #define _NEW_COLOR (1u << 3) /**< gl_context::Color */
4422 #define _NEW_DEPTH (1u << 4) /**< gl_context::Depth */
4423 #define _NEW_EVAL (1u << 5) /**< gl_context::Eval, EvalMap */
4424 #define _NEW_FOG (1u << 6) /**< gl_context::Fog */
4425 #define _NEW_HINT (1u << 7) /**< gl_context::Hint */
4426 #define _NEW_LIGHT (1u << 8) /**< gl_context::Light */
4427 #define _NEW_LINE (1u << 9) /**< gl_context::Line */
4428 #define _NEW_PIXEL (1u << 10) /**< gl_context::Pixel */
4429 #define _NEW_POINT (1u << 11) /**< gl_context::Point */
4430 #define _NEW_POLYGON (1u << 12) /**< gl_context::Polygon */
4431 #define _NEW_POLYGONSTIPPLE (1u << 13) /**< gl_context::PolygonStipple */
4432 #define _NEW_SCISSOR (1u << 14) /**< gl_context::Scissor */
4433 #define _NEW_STENCIL (1u << 15) /**< gl_context::Stencil */
4434 #define _NEW_TEXTURE_OBJECT (1u << 16) /**< gl_context::Texture (bindings only) */
4435 #define _NEW_TRANSFORM (1u << 17) /**< gl_context::Transform */
4436 #define _NEW_VIEWPORT (1u << 18) /**< gl_context::Viewport */
4437 #define _NEW_TEXTURE_STATE (1u << 19) /**< gl_context::Texture (states only) */
4438 #define _NEW_ARRAY (1u << 20) /**< gl_context::Array */
4439 #define _NEW_RENDERMODE (1u << 21) /**< gl_context::RenderMode, etc */
4440 #define _NEW_BUFFERS (1u << 22) /**< gl_context::Visual, DrawBuffer, */
4441 #define _NEW_CURRENT_ATTRIB (1u << 23) /**< gl_context::Current */
4442 #define _NEW_MULTISAMPLE (1u << 24) /**< gl_context::Multisample */
4443 #define _NEW_TRACK_MATRIX (1u << 25) /**< gl_context::VertexProgram */
4444 #define _NEW_PROGRAM (1u << 26) /**< New program/shader state */
4445 #define _NEW_PROGRAM_CONSTANTS (1u << 27)
4446 /* gap */
4447 #define _NEW_FRAG_CLAMP (1u << 29)
4448 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4449 #define _NEW_VARYING_VP_INPUTS (1u << 31) /**< gl_context::varying_vp_inputs */
4450 #define _NEW_ALL ~0
4451 /*@}*/
4452
4453
4454 /**
4455 * Composite state flags
4456 */
4457 /*@{*/
4458 #define _NEW_TEXTURE (_NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE)
4459
4460 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
4461 _NEW_TEXTURE_STATE | \
4462 _NEW_POINT | \
4463 _NEW_PROGRAM | \
4464 _NEW_MODELVIEW)
4465
4466 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
4467 _NEW_FOG | \
4468 _NEW_PROGRAM)
4469
4470
4471 /*@}*/
4472
4473
4474
4475
4476 /* This has to be included here. */
4477 #include "dd.h"
4478
4479
4480 /** Opaque declaration of display list payload data type */
4481 union gl_dlist_node;
4482
4483
4484 /**
4485 * Per-display list information.
4486 */
4487 struct gl_display_list
4488 {
4489 GLuint Name;
4490 GLbitfield Flags; /**< DLIST_x flags */
4491 GLchar *Label; /**< GL_KHR_debug */
4492 /** The dlist commands are in a linked list of nodes */
4493 union gl_dlist_node *Head;
4494 };
4495
4496
4497 /**
4498 * State used during display list compilation and execution.
4499 */
4500 struct gl_dlist_state
4501 {
4502 struct gl_display_list *CurrentList; /**< List currently being compiled */
4503 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
4504 GLuint CurrentPos; /**< Index into current block of nodes */
4505 GLuint CallDepth; /**< Current recursion calling depth */
4506
4507 GLvertexformat ListVtxfmt;
4508
4509 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
4510 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
4511
4512 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
4513 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
4514
4515 struct {
4516 /* State known to have been set by the currently-compiling display
4517 * list. Used to eliminate some redundant state changes.
4518 */
4519 GLenum16 ShadeModel;
4520 } Current;
4521 };
4522
4523 /** @{
4524 *
4525 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
4526 * to small enums suitable for use as an array index.
4527 */
4528
4529 enum mesa_debug_source
4530 {
4531 MESA_DEBUG_SOURCE_API,
4532 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
4533 MESA_DEBUG_SOURCE_SHADER_COMPILER,
4534 MESA_DEBUG_SOURCE_THIRD_PARTY,
4535 MESA_DEBUG_SOURCE_APPLICATION,
4536 MESA_DEBUG_SOURCE_OTHER,
4537 MESA_DEBUG_SOURCE_COUNT
4538 };
4539
4540 enum mesa_debug_type
4541 {
4542 MESA_DEBUG_TYPE_ERROR,
4543 MESA_DEBUG_TYPE_DEPRECATED,
4544 MESA_DEBUG_TYPE_UNDEFINED,
4545 MESA_DEBUG_TYPE_PORTABILITY,
4546 MESA_DEBUG_TYPE_PERFORMANCE,
4547 MESA_DEBUG_TYPE_OTHER,
4548 MESA_DEBUG_TYPE_MARKER,
4549 MESA_DEBUG_TYPE_PUSH_GROUP,
4550 MESA_DEBUG_TYPE_POP_GROUP,
4551 MESA_DEBUG_TYPE_COUNT
4552 };
4553
4554 enum mesa_debug_severity
4555 {
4556 MESA_DEBUG_SEVERITY_LOW,
4557 MESA_DEBUG_SEVERITY_MEDIUM,
4558 MESA_DEBUG_SEVERITY_HIGH,
4559 MESA_DEBUG_SEVERITY_NOTIFICATION,
4560 MESA_DEBUG_SEVERITY_COUNT
4561 };
4562
4563 /** @} */
4564
4565 /**
4566 * Driver-specific state flags.
4567 *
4568 * These are or'd with gl_context::NewDriverState to notify a driver about
4569 * a state change. The driver sets the flags at context creation and
4570 * the meaning of the bits set is opaque to core Mesa.
4571 */
4572 struct gl_driver_flags
4573 {
4574 /** gl_context::Array::_DrawArrays (vertex array state) */
4575 uint64_t NewArray;
4576
4577 /** gl_context::TransformFeedback::CurrentObject */
4578 uint64_t NewTransformFeedback;
4579
4580 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4581 uint64_t NewTransformFeedbackProg;
4582
4583 /** gl_context::RasterDiscard */
4584 uint64_t NewRasterizerDiscard;
4585
4586 /** gl_context::TileRasterOrder* */
4587 uint64_t NewTileRasterOrder;
4588
4589 /**
4590 * gl_context::UniformBufferBindings
4591 * gl_shader_program::UniformBlocks
4592 */
4593 uint64_t NewUniformBuffer;
4594
4595 /**
4596 * gl_context::ShaderStorageBufferBindings
4597 * gl_shader_program::ShaderStorageBlocks
4598 */
4599 uint64_t NewShaderStorageBuffer;
4600
4601 uint64_t NewTextureBuffer;
4602
4603 /**
4604 * gl_context::AtomicBufferBindings
4605 */
4606 uint64_t NewAtomicBuffer;
4607
4608 /**
4609 * gl_context::ImageUnits
4610 */
4611 uint64_t NewImageUnits;
4612
4613 /**
4614 * gl_context::TessCtrlProgram::patch_default_*
4615 */
4616 uint64_t NewDefaultTessLevels;
4617
4618 /**
4619 * gl_context::IntelConservativeRasterization
4620 */
4621 uint64_t NewIntelConservativeRasterization;
4622
4623 /**
4624 * gl_context::Scissor::WindowRects
4625 */
4626 uint64_t NewWindowRectangles;
4627
4628 /** gl_context::Color::sRGBEnabled */
4629 uint64_t NewFramebufferSRGB;
4630
4631 /** gl_context::Scissor::EnableFlags */
4632 uint64_t NewScissorTest;
4633
4634 /** gl_context::Scissor::ScissorArray */
4635 uint64_t NewScissorRect;
4636
4637 /** gl_context::Color::Alpha* */
4638 uint64_t NewAlphaTest;
4639
4640 /** gl_context::Color::Blend/Dither */
4641 uint64_t NewBlend;
4642
4643 /** gl_context::Color::BlendColor */
4644 uint64_t NewBlendColor;
4645
4646 /** gl_context::Color::Color/Index */
4647 uint64_t NewColorMask;
4648
4649 /** gl_context::Depth */
4650 uint64_t NewDepth;
4651
4652 /** gl_context::Color::LogicOp/ColorLogicOp/IndexLogicOp */
4653 uint64_t NewLogicOp;
4654
4655 /** gl_context::Multisample::Enabled */
4656 uint64_t NewMultisampleEnable;
4657
4658 /** gl_context::Multisample::SampleAlphaTo* */
4659 uint64_t NewSampleAlphaToXEnable;
4660
4661 /** gl_context::Multisample::SampleCoverage/SampleMaskValue */
4662 uint64_t NewSampleMask;
4663
4664 /** gl_context::Multisample::(Min)SampleShading */
4665 uint64_t NewSampleShading;
4666
4667 /** gl_context::Stencil */
4668 uint64_t NewStencil;
4669
4670 /** gl_context::Transform::ClipOrigin/ClipDepthMode */
4671 uint64_t NewClipControl;
4672
4673 /** gl_context::Transform::EyeUserPlane */
4674 uint64_t NewClipPlane;
4675
4676 /** gl_context::Transform::ClipPlanesEnabled */
4677 uint64_t NewClipPlaneEnable;
4678
4679 /** gl_context::Transform::DepthClamp */
4680 uint64_t NewDepthClamp;
4681
4682 /** gl_context::Line */
4683 uint64_t NewLineState;
4684
4685 /** gl_context::Polygon */
4686 uint64_t NewPolygonState;
4687
4688 /** gl_context::PolygonStipple */
4689 uint64_t NewPolygonStipple;
4690
4691 /** gl_context::ViewportArray */
4692 uint64_t NewViewport;
4693
4694 /** Shader constants (uniforms, program parameters, state constants) */
4695 uint64_t NewShaderConstants[MESA_SHADER_STAGES];
4696 };
4697
4698 struct gl_buffer_binding
4699 {
4700 struct gl_buffer_object *BufferObject;
4701 /** Start of uniform block data in the buffer */
4702 GLintptr Offset;
4703 /** Size of data allowed to be referenced from the buffer (in bytes) */
4704 GLsizeiptr Size;
4705 /**
4706 * glBindBufferBase() indicates that the Size should be ignored and only
4707 * limited by the current size of the BufferObject.
4708 */
4709 GLboolean AutomaticSize;
4710 };
4711
4712 /**
4713 * ARB_shader_image_load_store image unit.
4714 */
4715 struct gl_image_unit
4716 {
4717 /**
4718 * Texture object bound to this unit.
4719 */
4720 struct gl_texture_object *TexObj;
4721
4722 /**
4723 * Level of the texture object bound to this unit.
4724 */
4725 GLubyte Level;
4726
4727 /**
4728 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4729 * GL_FALSE if only some specific layer of the texture is bound.
4730 * \sa Layer
4731 */
4732 GLboolean Layered;
4733
4734 /**
4735 * Layer of the texture object bound to this unit as specified by the
4736 * application.
4737 */
4738 GLushort Layer;
4739
4740 /**
4741 * Layer of the texture object bound to this unit, or zero if
4742 * Layered == false.
4743 */
4744 GLushort _Layer;
4745
4746 /**
4747 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4748 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4749 */
4750 GLenum16 Access;
4751
4752 /**
4753 * GL internal format that determines the interpretation of the
4754 * image memory when shader image operations are performed through
4755 * this unit.
4756 */
4757 GLenum16 Format;
4758
4759 /**
4760 * Mesa format corresponding to \c Format.
4761 */
4762 mesa_format _ActualFormat:16;
4763 };
4764
4765 /**
4766 * Shader subroutines storage
4767 */
4768 struct gl_subroutine_index_binding
4769 {
4770 GLuint NumIndex;
4771 GLuint *IndexPtr;
4772 };
4773
4774 struct gl_texture_handle_object
4775 {
4776 struct gl_texture_object *texObj;
4777 struct gl_sampler_object *sampObj;
4778 GLuint64 handle;
4779 };
4780
4781 struct gl_image_handle_object
4782 {
4783 struct gl_image_unit imgObj;
4784 GLuint64 handle;
4785 };
4786
4787 struct gl_memory_object
4788 {
4789 GLuint Name; /**< hash table ID/name */
4790 GLboolean Immutable; /**< denotes mutability state of parameters */
4791 GLboolean Dedicated; /**< import memory from a dedicated allocation */
4792 };
4793
4794 struct gl_semaphore_object
4795 {
4796 GLuint Name; /**< hash table ID/name */
4797 };
4798
4799 /**
4800 * Mesa rendering context.
4801 *
4802 * This is the central context data structure for Mesa. Almost all
4803 * OpenGL state is contained in this structure.
4804 * Think of this as a base class from which device drivers will derive
4805 * sub classes.
4806 */
4807 struct gl_context
4808 {
4809 /** State possibly shared with other contexts in the address space */
4810 struct gl_shared_state *Shared;
4811
4812 /** \name API function pointer tables */
4813 /*@{*/
4814 gl_api API;
4815
4816 /**
4817 * The current dispatch table for non-displaylist-saving execution, either
4818 * BeginEnd or OutsideBeginEnd
4819 */
4820 struct _glapi_table *Exec;
4821 /**
4822 * The normal dispatch table for non-displaylist-saving, non-begin/end
4823 */
4824 struct _glapi_table *OutsideBeginEnd;
4825 /** The dispatch table used between glNewList() and glEndList() */
4826 struct _glapi_table *Save;
4827 /**
4828 * The dispatch table used between glBegin() and glEnd() (outside of a
4829 * display list). Only valid functions between those two are set, which is
4830 * mostly just the set in a GLvertexformat struct.
4831 */
4832 struct _glapi_table *BeginEnd;
4833 /**
4834 * Dispatch table for when a graphics reset has happened.
4835 */
4836 struct _glapi_table *ContextLost;
4837 /**
4838 * Dispatch table used to marshal API calls from the client program to a
4839 * separate server thread. NULL if API calls are not being marshalled to
4840 * another thread.
4841 */
4842 struct _glapi_table *MarshalExec;
4843 /**
4844 * Dispatch table currently in use for fielding API calls from the client
4845 * program. If API calls are being marshalled to another thread, this ==
4846 * MarshalExec. Otherwise it == CurrentServerDispatch.
4847 */
4848 struct _glapi_table *CurrentClientDispatch;
4849
4850 /**
4851 * Dispatch table currently in use for performing API calls. == Save or
4852 * Exec.
4853 */
4854 struct _glapi_table *CurrentServerDispatch;
4855
4856 /*@}*/
4857
4858 struct glthread_state *GLThread;
4859
4860 struct gl_config Visual;
4861 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4862 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4863 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4864 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4865
4866 /**
4867 * Device driver function pointer table
4868 */
4869 struct dd_function_table Driver;
4870
4871 /** Core/Driver constants */
4872 struct gl_constants Const;
4873
4874 /** \name The various 4x4 matrix stacks */
4875 /*@{*/
4876 struct gl_matrix_stack ModelviewMatrixStack;
4877 struct gl_matrix_stack ProjectionMatrixStack;
4878 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4879 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4880 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4881 /*@}*/
4882
4883 /** Combined modelview and projection matrix */
4884 GLmatrix _ModelProjectMatrix;
4885
4886 /** \name Display lists */
4887 struct gl_dlist_state ListState;
4888
4889 GLboolean ExecuteFlag; /**< Execute GL commands? */
4890 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4891
4892 /** Extension information */
4893 struct gl_extensions Extensions;
4894
4895 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4896 GLuint Version;
4897 char *VersionString;
4898
4899 /** \name State attribute stack (for glPush/PopAttrib) */
4900 /*@{*/
4901 GLuint AttribStackDepth;
4902 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4903 /*@}*/
4904
4905 /** \name Renderer attribute groups
4906 *
4907 * We define a struct for each attribute group to make pushing and popping
4908 * attributes easy. Also it's a good organization.
4909 */
4910 /*@{*/
4911 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4912 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4913 struct gl_current_attrib Current; /**< Current attributes */
4914 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4915 struct gl_eval_attrib Eval; /**< Eval attributes */
4916 struct gl_fog_attrib Fog; /**< Fog attributes */
4917 struct gl_hint_attrib Hint; /**< Hint attributes */
4918 struct gl_light_attrib Light; /**< Light attributes */
4919 struct gl_line_attrib Line; /**< Line attributes */
4920 struct gl_list_attrib List; /**< List attributes */
4921 struct gl_multisample_attrib Multisample;
4922 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4923 struct gl_point_attrib Point; /**< Point attributes */
4924 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4925 GLuint PolygonStipple[32]; /**< Polygon stipple */
4926 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4927 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4928 struct gl_texture_attrib Texture; /**< Texture attributes */
4929 struct gl_transform_attrib Transform; /**< Transformation attributes */
4930 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4931 /*@}*/
4932
4933 /** \name Client attribute stack */
4934 /*@{*/
4935 GLuint ClientAttribStackDepth;
4936 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4937 /*@}*/
4938
4939 /** \name Client attribute groups */
4940 /*@{*/
4941 struct gl_array_attrib Array; /**< Vertex arrays */
4942 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4943 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4944 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4945 /*@}*/
4946
4947 /** \name Other assorted state (not pushed/popped on attribute stack) */
4948 /*@{*/
4949 struct gl_pixelmaps PixelMaps;
4950
4951 struct gl_evaluators EvalMap; /**< All evaluators */
4952 struct gl_feedback Feedback; /**< Feedback */
4953 struct gl_selection Select; /**< Selection */
4954
4955 struct gl_program_state Program; /**< general program state */
4956 struct gl_vertex_program_state VertexProgram;
4957 struct gl_fragment_program_state FragmentProgram;
4958 struct gl_geometry_program_state GeometryProgram;
4959 struct gl_compute_program_state ComputeProgram;
4960 struct gl_tess_ctrl_program_state TessCtrlProgram;
4961 struct gl_tess_eval_program_state TessEvalProgram;
4962 struct gl_ati_fragment_shader_state ATIFragmentShader;
4963
4964 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4965 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4966
4967 /**
4968 * Current active shader pipeline state
4969 *
4970 * Almost all internal users want ::_Shader instead of ::Shader. The
4971 * exceptions are bits of legacy GLSL API that do not know about separate
4972 * shader objects.
4973 *
4974 * If a program is active via \c glUseProgram, this will point to
4975 * \c ::Shader.
4976 *
4977 * If a program pipeline is active via \c glBindProgramPipeline, this will
4978 * point to \c ::Pipeline.Current.
4979 *
4980 * If neither a program nor a program pipeline is active, this will point to
4981 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4982 * \c NULL.
4983 */
4984 struct gl_pipeline_object *_Shader;
4985
4986 struct gl_query_state Query; /**< occlusion, timer queries */
4987
4988 struct gl_transform_feedback_state TransformFeedback;
4989
4990 struct gl_perf_monitor_state PerfMonitor;
4991 struct gl_perf_query_state PerfQuery;
4992
4993 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4994 struct gl_buffer_object *ParameterBuffer; /** < GL_ARB_indirect_parameters */
4995 struct gl_buffer_object *DispatchIndirectBuffer; /** < GL_ARB_compute_shader */
4996
4997 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4998 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4999
5000 struct gl_buffer_object *QueryBuffer; /**< GL_ARB_query_buffer_object */
5001
5002 /**
5003 * Current GL_ARB_uniform_buffer_object binding referenced by
5004 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
5005 */
5006 struct gl_buffer_object *UniformBuffer;
5007
5008 /**
5009 * Current GL_ARB_shader_storage_buffer_object binding referenced by
5010 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
5011 */
5012 struct gl_buffer_object *ShaderStorageBuffer;
5013
5014 /**
5015 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
5016 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
5017 * associated with uniform blocks by glUniformBlockBinding()'s state in the
5018 * shader program.
5019 */
5020 struct gl_buffer_binding
5021 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
5022
5023 /**
5024 * Array of shader storage buffers for ARB_shader_storage_buffer_object
5025 * and GL 4.3. This is set up using glBindBufferRange() or
5026 * glBindBufferBase(). They are associated with shader storage blocks by
5027 * glShaderStorageBlockBinding()'s state in the shader program.
5028 */
5029 struct gl_buffer_binding
5030 ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
5031
5032 /**
5033 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
5034 * target.
5035 */
5036 struct gl_buffer_object *AtomicBuffer;
5037
5038 /**
5039 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
5040 * target.
5041 */
5042 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
5043
5044 /**
5045 * Array of atomic counter buffer binding points.
5046 */
5047 struct gl_buffer_binding
5048 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
5049
5050 /**
5051 * Array of image units for ARB_shader_image_load_store.
5052 */
5053 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
5054
5055 struct gl_subroutine_index_binding SubroutineIndex[MESA_SHADER_STAGES];
5056 /*@}*/
5057
5058 struct gl_meta_state *Meta; /**< for "meta" operations */
5059
5060 /* GL_EXT_framebuffer_object */
5061 struct gl_renderbuffer *CurrentRenderbuffer;
5062
5063 GLenum16 ErrorValue; /**< Last error code */
5064
5065 /**
5066 * Recognize and silence repeated error debug messages in buggy apps.
5067 */
5068 const char *ErrorDebugFmtString;
5069 GLuint ErrorDebugCount;
5070
5071 /* GL_ARB_debug_output/GL_KHR_debug */
5072 simple_mtx_t DebugMutex;
5073 struct gl_debug_state *Debug;
5074
5075 GLenum16 RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
5076 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
5077 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
5078
5079 struct gl_driver_flags DriverFlags;
5080
5081 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
5082
5083 GLbitfield varying_vp_inputs; /**< mask of VERT_BIT_* flags */
5084
5085 /** \name Derived state */
5086 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
5087 GLfloat _EyeZDir[3];
5088 GLfloat _ModelViewInvScale; /* may be for model- or eyespace lighting */
5089 GLfloat _ModelViewInvScaleEyespace; /* always factor defined in spec */
5090 GLboolean _NeedEyeCoords;
5091 GLboolean _ForceEyeCoords;
5092
5093 GLuint TextureStateTimestamp; /**< detect changes to shared state */
5094
5095 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
5096
5097 /** \name For debugging/development only */
5098 /*@{*/
5099 GLboolean FirstTimeCurrent;
5100 /*@}*/
5101
5102 /**
5103 * False if this context was created without a config. This is needed
5104 * because the initial state of glDrawBuffers depends on this
5105 */
5106 GLboolean HasConfig;
5107
5108 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
5109
5110 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
5111 GLboolean IntelConservativeRasterization; /**< GL_INTEL_CONSERVATIVE_RASTERIZATION */
5112
5113 /** Does glVertexAttrib(0) alias glVertex()? */
5114 bool _AttribZeroAliasesVertex;
5115
5116 /**
5117 * When set, TileRasterOrderIncreasingX/Y control the order that a tiled
5118 * renderer's tiles should be excecuted, to meet the requirements of
5119 * GL_MESA_tile_raster_order.
5120 */
5121 GLboolean TileRasterOrderFixed;
5122 GLboolean TileRasterOrderIncreasingX;
5123 GLboolean TileRasterOrderIncreasingY;
5124
5125 /**
5126 * \name Hooks for module contexts.
5127 *
5128 * These will eventually live in the driver or elsewhere.
5129 */
5130 /*@{*/
5131 void *swrast_context;
5132 void *swsetup_context;
5133 void *swtnl_context;
5134 struct vbo_context *vbo_context;
5135 struct st_context *st;
5136 void *aelt_context;
5137 /*@}*/
5138
5139 /**
5140 * \name NV_vdpau_interop
5141 */
5142 /*@{*/
5143 const void *vdpDevice;
5144 const void *vdpGetProcAddress;
5145 struct set *vdpSurfaces;
5146 /*@}*/
5147
5148 /**
5149 * Has this context observed a GPU reset in any context in the share group?
5150 *
5151 * Once this field becomes true, it is never reset to false.
5152 */
5153 GLboolean ShareGroupReset;
5154
5155 /**
5156 * \name OES_primitive_bounding_box
5157 *
5158 * Stores the arguments to glPrimitiveBoundingBox
5159 */
5160 GLfloat PrimitiveBoundingBox[8];
5161
5162 struct disk_cache *Cache;
5163
5164 /**
5165 * \name GL_ARB_bindless_texture
5166 */
5167 /*@{*/
5168 struct hash_table_u64 *ResidentTextureHandles;
5169 struct hash_table_u64 *ResidentImageHandles;
5170 /*@}*/
5171 };
5172
5173 /**
5174 * Information about memory usage. All sizes are in kilobytes.
5175 */
5176 struct gl_memory_info
5177 {
5178 unsigned total_device_memory; /**< size of device memory, e.g. VRAM */
5179 unsigned avail_device_memory; /**< free device memory at the moment */
5180 unsigned total_staging_memory; /**< size of staging memory, e.g. GART */
5181 unsigned avail_staging_memory; /**< free staging memory at the moment */
5182 unsigned device_memory_evicted; /**< size of memory evicted (monotonic counter) */
5183 unsigned nr_device_memory_evictions; /**< # of evictions (monotonic counter) */
5184 };
5185
5186 #ifdef DEBUG
5187 extern int MESA_VERBOSE;
5188 extern int MESA_DEBUG_FLAGS;
5189 #else
5190 # define MESA_VERBOSE 0
5191 # define MESA_DEBUG_FLAGS 0
5192 #endif
5193
5194
5195 /** The MESA_VERBOSE var is a bitmask of these flags */
5196 enum _verbose
5197 {
5198 VERBOSE_VARRAY = 0x0001,
5199 VERBOSE_TEXTURE = 0x0002,
5200 VERBOSE_MATERIAL = 0x0004,
5201 VERBOSE_PIPELINE = 0x0008,
5202 VERBOSE_DRIVER = 0x0010,
5203 VERBOSE_STATE = 0x0020,
5204 VERBOSE_API = 0x0040,
5205 VERBOSE_DISPLAY_LIST = 0x0100,
5206 VERBOSE_LIGHTING = 0x0200,
5207 VERBOSE_PRIMS = 0x0400,
5208 VERBOSE_VERTS = 0x0800,
5209 VERBOSE_DISASSEM = 0x1000,
5210 VERBOSE_DRAW = 0x2000,
5211 VERBOSE_SWAPBUFFERS = 0x4000
5212 };
5213
5214
5215 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
5216 enum _debug
5217 {
5218 DEBUG_SILENT = (1 << 0),
5219 DEBUG_ALWAYS_FLUSH = (1 << 1),
5220 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
5221 DEBUG_INCOMPLETE_FBO = (1 << 3),
5222 DEBUG_CONTEXT = (1 << 4)
5223 };
5224
5225 #ifdef __cplusplus
5226 }
5227 #endif
5228
5229 #endif /* MTYPES_H */