glsl: remove Lower{TCS,TES}PatchVerticesIn
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39 #include "c11/threads.h"
40
41 #include "main/glheader.h"
42 #include "main/config.h"
43 #include "glapi/glapi.h"
44 #include "math/m_matrix.h" /* GLmatrix */
45 #include "compiler/shader_enums.h"
46 #include "compiler/shader_info.h"
47 #include "main/formats.h" /* MESA_FORMAT_COUNT */
48 #include "compiler/glsl/list.h"
49 #include "util/bitscan.h"
50 #include "util/simple_mtx.h"
51 #include "util/u_dynarray.h"
52
53
54 #ifdef __cplusplus
55 extern "C" {
56 #endif
57
58
59 /** Set a single bit */
60 #define BITFIELD_BIT(b) ((GLbitfield)1 << (b))
61 /** Set all bits up to excluding bit b */
62 #define BITFIELD_MASK(b) \
63 ((b) == 32 ? (~(GLbitfield)0) : BITFIELD_BIT(b) - 1)
64 /** Set count bits starting from bit b */
65 #define BITFIELD_RANGE(b, count) \
66 (BITFIELD_MASK((b) + (count)) & ~BITFIELD_MASK(b))
67
68
69 /**
70 * \name 64-bit extension of GLbitfield.
71 */
72 /*@{*/
73 typedef GLuint64 GLbitfield64;
74
75 /** Set a single bit */
76 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
77 /** Set all bits up to excluding bit b */
78 #define BITFIELD64_MASK(b) \
79 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
80 /** Set count bits starting from bit b */
81 #define BITFIELD64_RANGE(b, count) \
82 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
83
84
85 /**
86 * \name Some forward type declarations
87 */
88 /*@{*/
89 struct _mesa_HashTable;
90 struct gl_attrib_node;
91 struct gl_list_extensions;
92 struct gl_meta_state;
93 struct gl_program_cache;
94 struct gl_texture_object;
95 struct gl_debug_state;
96 struct gl_context;
97 struct st_context;
98 struct gl_uniform_storage;
99 struct prog_instruction;
100 struct gl_program_parameter_list;
101 struct gl_shader_spirv_data;
102 struct set;
103 struct vbo_context;
104 /*@}*/
105
106
107 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
108 #define PRIM_MAX GL_PATCHES
109 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
110 #define PRIM_UNKNOWN (PRIM_MAX + 2)
111
112 /**
113 * Determine if the given gl_varying_slot appears in the fragment shader.
114 */
115 static inline GLboolean
116 _mesa_varying_slot_in_fs(gl_varying_slot slot)
117 {
118 switch (slot) {
119 case VARYING_SLOT_PSIZ:
120 case VARYING_SLOT_BFC0:
121 case VARYING_SLOT_BFC1:
122 case VARYING_SLOT_EDGE:
123 case VARYING_SLOT_CLIP_VERTEX:
124 case VARYING_SLOT_LAYER:
125 case VARYING_SLOT_TESS_LEVEL_OUTER:
126 case VARYING_SLOT_TESS_LEVEL_INNER:
127 case VARYING_SLOT_BOUNDING_BOX0:
128 case VARYING_SLOT_BOUNDING_BOX1:
129 return GL_FALSE;
130 default:
131 return GL_TRUE;
132 }
133 }
134
135 /**
136 * Indexes for all renderbuffers
137 */
138 typedef enum
139 {
140 /* the four standard color buffers */
141 BUFFER_FRONT_LEFT,
142 BUFFER_BACK_LEFT,
143 BUFFER_FRONT_RIGHT,
144 BUFFER_BACK_RIGHT,
145 BUFFER_DEPTH,
146 BUFFER_STENCIL,
147 BUFFER_ACCUM,
148 /* optional aux buffer */
149 BUFFER_AUX0,
150 /* generic renderbuffers */
151 BUFFER_COLOR0,
152 BUFFER_COLOR1,
153 BUFFER_COLOR2,
154 BUFFER_COLOR3,
155 BUFFER_COLOR4,
156 BUFFER_COLOR5,
157 BUFFER_COLOR6,
158 BUFFER_COLOR7,
159 BUFFER_COUNT,
160 BUFFER_NONE = -1,
161 } gl_buffer_index;
162
163 /**
164 * Bit flags for all renderbuffers
165 */
166 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
167 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
168 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
169 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
170 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
171 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
172 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
173 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
174 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
175 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
176 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
177 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
178 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
179 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
180 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
181 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
182 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
183 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
184 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
185
186 /**
187 * Mask of all the color buffer bits (but not accum).
188 */
189 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
190 BUFFER_BIT_BACK_LEFT | \
191 BUFFER_BIT_FRONT_RIGHT | \
192 BUFFER_BIT_BACK_RIGHT | \
193 BUFFER_BIT_AUX0 | \
194 BUFFER_BIT_COLOR0 | \
195 BUFFER_BIT_COLOR1 | \
196 BUFFER_BIT_COLOR2 | \
197 BUFFER_BIT_COLOR3 | \
198 BUFFER_BIT_COLOR4 | \
199 BUFFER_BIT_COLOR5 | \
200 BUFFER_BIT_COLOR6 | \
201 BUFFER_BIT_COLOR7)
202
203 /* Mask of bits for depth+stencil buffers */
204 #define BUFFER_BITS_DEPTH_STENCIL (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL)
205
206 /**
207 * Framebuffer configuration (aka visual / pixelformat)
208 * Note: some of these fields should be boolean, but it appears that
209 * code in drivers/dri/common/util.c requires int-sized fields.
210 */
211 struct gl_config
212 {
213 GLboolean rgbMode;
214 GLboolean floatMode;
215 GLuint doubleBufferMode;
216 GLuint stereoMode;
217
218 GLboolean haveAccumBuffer;
219 GLboolean haveDepthBuffer;
220 GLboolean haveStencilBuffer;
221
222 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
223 GLuint redMask, greenMask, blueMask, alphaMask;
224 GLint rgbBits; /* total bits for rgb */
225 GLint indexBits; /* total bits for colorindex */
226
227 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
228 GLint depthBits;
229 GLint stencilBits;
230
231 GLint numAuxBuffers;
232
233 GLint level;
234
235 /* EXT_visual_rating / GLX 1.2 */
236 GLint visualRating;
237
238 /* EXT_visual_info / GLX 1.2 */
239 GLint transparentPixel;
240 /* colors are floats scaled to ints */
241 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
242 GLint transparentIndex;
243
244 /* ARB_multisample / SGIS_multisample */
245 GLint sampleBuffers;
246 GLint samples;
247
248 /* SGIX_pbuffer / GLX 1.3 */
249 GLint maxPbufferWidth;
250 GLint maxPbufferHeight;
251 GLint maxPbufferPixels;
252 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
253 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
254
255 /* OML_swap_method */
256 GLint swapMethod;
257
258 /* EXT_texture_from_pixmap */
259 GLint bindToTextureRgb;
260 GLint bindToTextureRgba;
261 GLint bindToMipmapTexture;
262 GLint bindToTextureTargets;
263 GLint yInverted;
264
265 /* EXT_framebuffer_sRGB */
266 GLint sRGBCapable;
267 };
268
269
270 /**
271 * \name Bit flags used for updating material values.
272 */
273 /*@{*/
274 #define MAT_ATTRIB_FRONT_AMBIENT 0
275 #define MAT_ATTRIB_BACK_AMBIENT 1
276 #define MAT_ATTRIB_FRONT_DIFFUSE 2
277 #define MAT_ATTRIB_BACK_DIFFUSE 3
278 #define MAT_ATTRIB_FRONT_SPECULAR 4
279 #define MAT_ATTRIB_BACK_SPECULAR 5
280 #define MAT_ATTRIB_FRONT_EMISSION 6
281 #define MAT_ATTRIB_BACK_EMISSION 7
282 #define MAT_ATTRIB_FRONT_SHININESS 8
283 #define MAT_ATTRIB_BACK_SHININESS 9
284 #define MAT_ATTRIB_FRONT_INDEXES 10
285 #define MAT_ATTRIB_BACK_INDEXES 11
286 #define MAT_ATTRIB_MAX 12
287
288 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
289 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
290 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
291 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
292 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
293 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
294
295 #define MAT_INDEX_AMBIENT 0
296 #define MAT_INDEX_DIFFUSE 1
297 #define MAT_INDEX_SPECULAR 2
298
299 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
300 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
301 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
302 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
303 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
304 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
305 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
306 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
307 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
308 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
309 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
310 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
311
312
313 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
314 MAT_BIT_FRONT_AMBIENT | \
315 MAT_BIT_FRONT_DIFFUSE | \
316 MAT_BIT_FRONT_SPECULAR | \
317 MAT_BIT_FRONT_SHININESS | \
318 MAT_BIT_FRONT_INDEXES)
319
320 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
321 MAT_BIT_BACK_AMBIENT | \
322 MAT_BIT_BACK_DIFFUSE | \
323 MAT_BIT_BACK_SPECULAR | \
324 MAT_BIT_BACK_SHININESS | \
325 MAT_BIT_BACK_INDEXES)
326
327 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
328 /*@}*/
329
330
331 /**
332 * Material state.
333 */
334 struct gl_material
335 {
336 GLfloat Attrib[MAT_ATTRIB_MAX][4];
337 };
338
339
340 /**
341 * Light state flags.
342 */
343 /*@{*/
344 #define LIGHT_SPOT 0x1
345 #define LIGHT_LOCAL_VIEWER 0x2
346 #define LIGHT_POSITIONAL 0x4
347 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
348 /*@}*/
349
350
351 /**
352 * Light source state.
353 */
354 struct gl_light
355 {
356 GLfloat Ambient[4]; /**< ambient color */
357 GLfloat Diffuse[4]; /**< diffuse color */
358 GLfloat Specular[4]; /**< specular color */
359 GLfloat EyePosition[4]; /**< position in eye coordinates */
360 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
361 GLfloat SpotExponent;
362 GLfloat SpotCutoff; /**< in degrees */
363 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
364 GLfloat ConstantAttenuation;
365 GLfloat LinearAttenuation;
366 GLfloat QuadraticAttenuation;
367 GLboolean Enabled; /**< On/off flag */
368
369 /**
370 * \name Derived fields
371 */
372 /*@{*/
373 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
374
375 GLfloat _Position[4]; /**< position in eye/obj coordinates */
376 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
377 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
378 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
379 GLfloat _VP_inf_spot_attenuation;
380
381 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
382 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
383 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
384 /*@}*/
385 };
386
387
388 /**
389 * Light model state.
390 */
391 struct gl_lightmodel
392 {
393 GLfloat Ambient[4]; /**< ambient color */
394 GLboolean LocalViewer; /**< Local (or infinite) view point? */
395 GLboolean TwoSide; /**< Two (or one) sided lighting? */
396 GLenum ColorControl; /**< either GL_SINGLE_COLOR
397 * or GL_SEPARATE_SPECULAR_COLOR */
398 };
399
400
401 /**
402 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
403 */
404 struct gl_accum_attrib
405 {
406 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
407 };
408
409
410 /**
411 * Used for storing clear color, texture border color, etc.
412 * The float values are typically unclamped.
413 */
414 union gl_color_union
415 {
416 GLfloat f[4];
417 GLint i[4];
418 GLuint ui[4];
419 };
420
421
422 /**
423 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
424 */
425 struct gl_colorbuffer_attrib
426 {
427 GLuint ClearIndex; /**< Index for glClear */
428 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
429 GLuint IndexMask; /**< Color index write mask */
430 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
431
432 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
433
434 /**
435 * \name alpha testing
436 */
437 /*@{*/
438 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
439 GLenum AlphaFunc; /**< Alpha test function */
440 GLfloat AlphaRefUnclamped;
441 GLclampf AlphaRef; /**< Alpha reference value */
442 /*@}*/
443
444 /**
445 * \name Blending
446 */
447 /*@{*/
448 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
449
450 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
451 * control, only on the fixed-pointness of the render target.
452 * The query does however depend on fragment color clamping.
453 */
454 GLfloat BlendColorUnclamped[4]; /**< Blending color */
455 GLfloat BlendColor[4]; /**< Blending color */
456
457 struct
458 {
459 GLenum SrcRGB; /**< RGB blend source term */
460 GLenum DstRGB; /**< RGB blend dest term */
461 GLenum SrcA; /**< Alpha blend source term */
462 GLenum DstA; /**< Alpha blend dest term */
463 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
464 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
465 /**
466 * Set if any blend factor uses SRC1. Computed at the time blend factors
467 * get set.
468 */
469 GLboolean _UsesDualSrc;
470 } Blend[MAX_DRAW_BUFFERS];
471 /** Are the blend func terms currently different for each buffer/target? */
472 GLboolean _BlendFuncPerBuffer;
473 /** Are the blend equations currently different for each buffer/target? */
474 GLboolean _BlendEquationPerBuffer;
475
476 /**
477 * Which advanced blending mode is in use (or BLEND_NONE).
478 *
479 * KHR_blend_equation_advanced only allows advanced blending with a single
480 * draw buffer, and NVX_blend_equation_advanced_multi_draw_buffer still
481 * requires all draw buffers to match, so we only need a single value.
482 */
483 enum gl_advanced_blend_mode _AdvancedBlendMode;
484
485 /** Coherency requested via glEnable(GL_BLEND_ADVANCED_COHERENT_KHR)? */
486 bool BlendCoherent;
487 /*@}*/
488
489 /**
490 * \name Logic op
491 */
492 /*@{*/
493 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
494 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
495 GLenum LogicOp; /**< Logic operator */
496
497 /*@}*/
498
499 GLboolean DitherFlag; /**< Dither enable flag */
500
501 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
502 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
503 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
504
505 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
506 };
507
508
509 /**
510 * Current attribute group (GL_CURRENT_BIT).
511 */
512 struct gl_current_attrib
513 {
514 /**
515 * \name Current vertex attributes (color, texcoords, etc).
516 * \note Values are valid only after FLUSH_VERTICES has been called.
517 * \note Index and Edgeflag current values are stored as floats in the
518 * SIX and SEVEN attribute slots.
519 * \note We need double storage for 64-bit vertex attributes
520 */
521 GLfloat Attrib[VERT_ATTRIB_MAX][4*2];
522
523 /**
524 * \name Current raster position attributes (always up to date after a
525 * glRasterPos call).
526 */
527 GLfloat RasterPos[4];
528 GLfloat RasterDistance;
529 GLfloat RasterColor[4];
530 GLfloat RasterSecondaryColor[4];
531 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
532 GLboolean RasterPosValid;
533 };
534
535
536 /**
537 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
538 */
539 struct gl_depthbuffer_attrib
540 {
541 GLenum Func; /**< Function for depth buffer compare */
542 GLclampd Clear; /**< Value to clear depth buffer to */
543 GLboolean Test; /**< Depth buffering enabled flag */
544 GLboolean Mask; /**< Depth buffer writable? */
545 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
546 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
547 };
548
549
550 /**
551 * Evaluator attribute group (GL_EVAL_BIT).
552 */
553 struct gl_eval_attrib
554 {
555 /**
556 * \name Enable bits
557 */
558 /*@{*/
559 GLboolean Map1Color4;
560 GLboolean Map1Index;
561 GLboolean Map1Normal;
562 GLboolean Map1TextureCoord1;
563 GLboolean Map1TextureCoord2;
564 GLboolean Map1TextureCoord3;
565 GLboolean Map1TextureCoord4;
566 GLboolean Map1Vertex3;
567 GLboolean Map1Vertex4;
568 GLboolean Map2Color4;
569 GLboolean Map2Index;
570 GLboolean Map2Normal;
571 GLboolean Map2TextureCoord1;
572 GLboolean Map2TextureCoord2;
573 GLboolean Map2TextureCoord3;
574 GLboolean Map2TextureCoord4;
575 GLboolean Map2Vertex3;
576 GLboolean Map2Vertex4;
577 GLboolean AutoNormal;
578 /*@}*/
579
580 /**
581 * \name Map Grid endpoints and divisions and calculated du values
582 */
583 /*@{*/
584 GLint MapGrid1un;
585 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
586 GLint MapGrid2un, MapGrid2vn;
587 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
588 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
589 /*@}*/
590 };
591
592
593 /**
594 * Compressed fog mode.
595 */
596 enum gl_fog_mode
597 {
598 FOG_NONE,
599 FOG_LINEAR,
600 FOG_EXP,
601 FOG_EXP2,
602 };
603
604
605 /**
606 * Fog attribute group (GL_FOG_BIT).
607 */
608 struct gl_fog_attrib
609 {
610 GLboolean Enabled; /**< Fog enabled flag */
611 GLboolean ColorSumEnabled;
612 uint8_t _PackedMode; /**< Fog mode as 2 bits */
613 uint8_t _PackedEnabledMode; /**< Masked CompressedMode */
614 GLfloat ColorUnclamped[4]; /**< Fog color */
615 GLfloat Color[4]; /**< Fog color */
616 GLfloat Density; /**< Density >= 0.0 */
617 GLfloat Start; /**< Start distance in eye coords */
618 GLfloat End; /**< End distance in eye coords */
619 GLfloat Index; /**< Fog index */
620 GLenum Mode; /**< Fog mode */
621 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
622 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
623 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
624 };
625
626
627 /**
628 * Hint attribute group (GL_HINT_BIT).
629 *
630 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
631 */
632 struct gl_hint_attrib
633 {
634 GLenum PerspectiveCorrection;
635 GLenum PointSmooth;
636 GLenum LineSmooth;
637 GLenum PolygonSmooth;
638 GLenum Fog;
639 GLenum TextureCompression; /**< GL_ARB_texture_compression */
640 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
641 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
642 };
643
644
645 /**
646 * Lighting attribute group (GL_LIGHT_BIT).
647 */
648 struct gl_light_attrib
649 {
650 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
651 struct gl_lightmodel Model; /**< Lighting model */
652
653 /**
654 * Front and back material values.
655 * Note: must call FLUSH_VERTICES() before using.
656 */
657 struct gl_material Material;
658
659 GLboolean Enabled; /**< Lighting enabled flag */
660 GLboolean ColorMaterialEnabled;
661
662 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
663 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
664 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
665 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
666 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
667
668
669 GLboolean _ClampVertexColor;
670 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
671
672 /**
673 * Derived state for optimizations:
674 */
675 /*@{*/
676 GLbitfield _EnabledLights; /**< bitmask containing enabled lights */
677
678 GLboolean _NeedEyeCoords;
679 GLboolean _NeedVertices; /**< Use fast shader? */
680
681 GLfloat _BaseColor[2][3];
682 /*@}*/
683 };
684
685
686 /**
687 * Line attribute group (GL_LINE_BIT).
688 */
689 struct gl_line_attrib
690 {
691 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
692 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
693 GLushort StipplePattern; /**< Stipple pattern */
694 GLint StippleFactor; /**< Stipple repeat factor */
695 GLfloat Width; /**< Line width */
696 };
697
698
699 /**
700 * Display list attribute group (GL_LIST_BIT).
701 */
702 struct gl_list_attrib
703 {
704 GLuint ListBase;
705 };
706
707
708 /**
709 * Multisample attribute group (GL_MULTISAMPLE_BIT).
710 */
711 struct gl_multisample_attrib
712 {
713 GLboolean Enabled;
714 GLboolean SampleAlphaToCoverage;
715 GLboolean SampleAlphaToOne;
716 GLboolean SampleCoverage;
717 GLboolean SampleCoverageInvert;
718 GLboolean SampleShading;
719
720 /* ARB_texture_multisample / GL3.2 additions */
721 GLboolean SampleMask;
722
723 GLfloat SampleCoverageValue; /**< In range [0, 1] */
724 GLfloat MinSampleShadingValue; /**< In range [0, 1] */
725
726 /** The GL spec defines this as an array but >32x MSAA is madness */
727 GLbitfield SampleMaskValue;
728 };
729
730
731 /**
732 * A pixelmap (see glPixelMap)
733 */
734 struct gl_pixelmap
735 {
736 GLint Size;
737 GLfloat Map[MAX_PIXEL_MAP_TABLE];
738 };
739
740
741 /**
742 * Collection of all pixelmaps
743 */
744 struct gl_pixelmaps
745 {
746 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
747 struct gl_pixelmap GtoG;
748 struct gl_pixelmap BtoB;
749 struct gl_pixelmap AtoA;
750 struct gl_pixelmap ItoR;
751 struct gl_pixelmap ItoG;
752 struct gl_pixelmap ItoB;
753 struct gl_pixelmap ItoA;
754 struct gl_pixelmap ItoI;
755 struct gl_pixelmap StoS;
756 };
757
758
759 /**
760 * Pixel attribute group (GL_PIXEL_MODE_BIT).
761 */
762 struct gl_pixel_attrib
763 {
764 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
765
766 /*--- Begin Pixel Transfer State ---*/
767 /* Fields are in the order in which they're applied... */
768
769 /** Scale & Bias (index shift, offset) */
770 /*@{*/
771 GLfloat RedBias, RedScale;
772 GLfloat GreenBias, GreenScale;
773 GLfloat BlueBias, BlueScale;
774 GLfloat AlphaBias, AlphaScale;
775 GLfloat DepthBias, DepthScale;
776 GLint IndexShift, IndexOffset;
777 /*@}*/
778
779 /* Pixel Maps */
780 /* Note: actual pixel maps are not part of this attrib group */
781 GLboolean MapColorFlag;
782 GLboolean MapStencilFlag;
783
784 /*--- End Pixel Transfer State ---*/
785
786 /** glPixelZoom */
787 GLfloat ZoomX, ZoomY;
788 };
789
790
791 /**
792 * Point attribute group (GL_POINT_BIT).
793 */
794 struct gl_point_attrib
795 {
796 GLfloat Size; /**< User-specified point size */
797 GLfloat Params[3]; /**< GL_EXT_point_parameters */
798 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
799 GLfloat Threshold; /**< GL_EXT_point_parameters */
800 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
801 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
802 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
803 GLbitfield CoordReplace; /**< GL_ARB_point_sprite*/
804 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
805 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
806 };
807
808
809 /**
810 * Polygon attribute group (GL_POLYGON_BIT).
811 */
812 struct gl_polygon_attrib
813 {
814 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
815 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
816 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
817 GLboolean CullFlag; /**< Culling on/off flag */
818 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
819 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
820 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
821 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
822 GLfloat OffsetUnits; /**< Polygon offset units, from user */
823 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
824 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
825 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
826 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
827 };
828
829
830 /**
831 * Scissor attributes (GL_SCISSOR_BIT).
832 */
833 struct gl_scissor_rect
834 {
835 GLint X, Y; /**< Lower left corner of box */
836 GLsizei Width, Height; /**< Size of box */
837 };
838 struct gl_scissor_attrib
839 {
840 GLbitfield EnableFlags; /**< Scissor test enabled? */
841 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
842 GLint NumWindowRects; /**< Count of enabled window rectangles */
843 GLenum WindowRectMode; /**< Whether to include or exclude the rects */
844 struct gl_scissor_rect WindowRects[MAX_WINDOW_RECTANGLES];
845 };
846
847
848 /**
849 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
850 *
851 * Three sets of stencil data are tracked so that OpenGL 2.0,
852 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
853 * simultaneously. In each of the stencil state arrays, element 0 corresponds
854 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
855 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
856 * GL_EXT_stencil_two_side GL_BACK state.
857 *
858 * The derived value \c _BackFace is either 1 or 2 depending on whether or
859 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
860 *
861 * The derived value \c _TestTwoSide is set when the front-face and back-face
862 * stencil state are different.
863 */
864 struct gl_stencil_attrib
865 {
866 GLboolean Enabled; /**< Enabled flag */
867 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
868 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
869 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
870 GLenum Function[3]; /**< Stencil function */
871 GLenum FailFunc[3]; /**< Fail function */
872 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
873 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
874 GLint Ref[3]; /**< Reference value */
875 GLuint ValueMask[3]; /**< Value mask */
876 GLuint WriteMask[3]; /**< Write mask */
877 GLuint Clear; /**< Clear value */
878 };
879
880
881 /**
882 * An index for each type of texture object. These correspond to the GL
883 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
884 * Note: the order is from highest priority to lowest priority.
885 */
886 typedef enum
887 {
888 TEXTURE_2D_MULTISAMPLE_INDEX,
889 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
890 TEXTURE_CUBE_ARRAY_INDEX,
891 TEXTURE_BUFFER_INDEX,
892 TEXTURE_2D_ARRAY_INDEX,
893 TEXTURE_1D_ARRAY_INDEX,
894 TEXTURE_EXTERNAL_INDEX,
895 TEXTURE_CUBE_INDEX,
896 TEXTURE_3D_INDEX,
897 TEXTURE_RECT_INDEX,
898 TEXTURE_2D_INDEX,
899 TEXTURE_1D_INDEX,
900 NUM_TEXTURE_TARGETS
901 } gl_texture_index;
902
903
904 /**
905 * Bit flags for each type of texture object
906 */
907 /*@{*/
908 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
909 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
910 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
911 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
912 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
913 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
914 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
915 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
916 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
917 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
918 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
919 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
920 /*@}*/
921
922
923 /**
924 * Texture image state. Drivers will typically create a subclass of this
925 * with extra fields for memory buffers, etc.
926 */
927 struct gl_texture_image
928 {
929 GLint InternalFormat; /**< Internal format as given by the user */
930 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
931 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
932 * GL_INTENSITY, GL_DEPTH_COMPONENT or
933 * GL_DEPTH_STENCIL_EXT only. Used for
934 * choosing TexEnv arithmetic.
935 */
936 mesa_format TexFormat; /**< The actual texture memory format */
937
938 GLuint Border; /**< 0 or 1 */
939 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
940 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
941 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
942 GLuint Width2; /**< = Width - 2*Border */
943 GLuint Height2; /**< = Height - 2*Border */
944 GLuint Depth2; /**< = Depth - 2*Border */
945 GLuint WidthLog2; /**< = log2(Width2) */
946 GLuint HeightLog2; /**< = log2(Height2) */
947 GLuint DepthLog2; /**< = log2(Depth2) */
948 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
949 levels, computed from the dimensions */
950
951 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
952 GLuint Level; /**< Which mipmap level am I? */
953 /** Cube map face: index into gl_texture_object::Image[] array */
954 GLuint Face;
955
956 /** GL_ARB_texture_multisample */
957 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
958 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
959 };
960
961
962 /**
963 * Indexes for cube map faces.
964 */
965 typedef enum
966 {
967 FACE_POS_X = 0,
968 FACE_NEG_X = 1,
969 FACE_POS_Y = 2,
970 FACE_NEG_Y = 3,
971 FACE_POS_Z = 4,
972 FACE_NEG_Z = 5,
973 MAX_FACES = 6
974 } gl_face_index;
975
976
977 /**
978 * Sampler object state. These objects are new with GL_ARB_sampler_objects
979 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
980 */
981 struct gl_sampler_object
982 {
983 simple_mtx_t Mutex;
984 GLuint Name;
985 GLint RefCount;
986 GLchar *Label; /**< GL_KHR_debug */
987
988 GLenum WrapS; /**< S-axis texture image wrap mode */
989 GLenum WrapT; /**< T-axis texture image wrap mode */
990 GLenum WrapR; /**< R-axis texture image wrap mode */
991 GLenum MinFilter; /**< minification filter */
992 GLenum MagFilter; /**< magnification filter */
993 union gl_color_union BorderColor; /**< Interpreted according to texture format */
994 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
995 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
996 GLfloat LodBias; /**< OpenGL 1.4 */
997 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
998 GLenum CompareMode; /**< GL_ARB_shadow */
999 GLenum CompareFunc; /**< GL_ARB_shadow */
1000 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1001 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1002
1003 /** GL_ARB_bindless_texture */
1004 bool HandleAllocated;
1005 struct util_dynarray Handles;
1006 };
1007
1008
1009 /**
1010 * Texture object state. Contains the array of mipmap images, border color,
1011 * wrap modes, filter modes, and shadow/texcompare state.
1012 */
1013 struct gl_texture_object
1014 {
1015 simple_mtx_t Mutex; /**< for thread safety */
1016 GLint RefCount; /**< reference count */
1017 GLuint Name; /**< the user-visible texture object ID */
1018 GLchar *Label; /**< GL_KHR_debug */
1019 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1020 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
1021 Only valid when Target is valid. */
1022
1023 struct gl_sampler_object Sampler;
1024
1025 GLenum DepthMode; /**< GL_ARB_depth_texture */
1026
1027 GLfloat Priority; /**< in [0,1] */
1028 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1029 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1030 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1031 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1032 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1033 GLint CropRect[4]; /**< GL_OES_draw_texture */
1034 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1035 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1036 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1037 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1038 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1039 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1040 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1041 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1042 pressure? */
1043 GLboolean Immutable; /**< GL_ARB_texture_storage */
1044 GLboolean _IsFloat; /**< GL_OES_float_texture */
1045 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
1046 bool StencilSampling; /**< Should we sample stencil instead of depth? */
1047 bool HandleAllocated; /**< GL_ARB_bindless_texture */
1048
1049 GLuint MinLevel; /**< GL_ARB_texture_view */
1050 GLuint MinLayer; /**< GL_ARB_texture_view */
1051 GLuint NumLevels; /**< GL_ARB_texture_view */
1052 GLuint NumLayers; /**< GL_ARB_texture_view */
1053
1054 /** GL_EXT_memory_object */
1055 GLenum TextureTiling;
1056
1057 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1058 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1059
1060 /** GL_ARB_texture_buffer_object */
1061 struct gl_buffer_object *BufferObject;
1062 GLenum BufferObjectFormat;
1063 /** Equivalent Mesa format for BufferObjectFormat. */
1064 mesa_format _BufferObjectFormat;
1065 /** GL_ARB_texture_buffer_range */
1066 GLintptr BufferOffset;
1067 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1068
1069 /** GL_OES_EGL_image_external */
1070 GLint RequiredTextureImageUnits;
1071
1072 /** GL_ARB_shader_image_load_store */
1073 GLenum ImageFormatCompatibilityType;
1074
1075 /** GL_ARB_bindless_texture */
1076 struct util_dynarray SamplerHandles;
1077 struct util_dynarray ImageHandles;
1078 };
1079
1080
1081 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1082 #define MAX_COMBINER_TERMS 4
1083
1084
1085 /**
1086 * Texture combine environment state.
1087 */
1088 struct gl_tex_env_combine_state
1089 {
1090 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1091 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1092 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1093 GLenum SourceRGB[MAX_COMBINER_TERMS];
1094 GLenum SourceA[MAX_COMBINER_TERMS];
1095 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1096 GLenum OperandRGB[MAX_COMBINER_TERMS];
1097 GLenum OperandA[MAX_COMBINER_TERMS];
1098 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1099 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1100 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1101 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1102 };
1103
1104
1105 /** Compressed TexEnv effective Combine mode */
1106 enum gl_tex_env_mode
1107 {
1108 TEXENV_MODE_REPLACE, /* r = a0 */
1109 TEXENV_MODE_MODULATE, /* r = a0 * a1 */
1110 TEXENV_MODE_ADD, /* r = a0 + a1 */
1111 TEXENV_MODE_ADD_SIGNED, /* r = a0 + a1 - 0.5 */
1112 TEXENV_MODE_INTERPOLATE, /* r = a0 * a2 + a1 * (1 - a2) */
1113 TEXENV_MODE_SUBTRACT, /* r = a0 - a1 */
1114 TEXENV_MODE_DOT3_RGB, /* r = a0 . a1 */
1115 TEXENV_MODE_DOT3_RGB_EXT, /* r = a0 . a1 */
1116 TEXENV_MODE_DOT3_RGBA, /* r = a0 . a1 */
1117 TEXENV_MODE_DOT3_RGBA_EXT, /* r = a0 . a1 */
1118 TEXENV_MODE_MODULATE_ADD_ATI, /* r = a0 * a2 + a1 */
1119 TEXENV_MODE_MODULATE_SIGNED_ADD_ATI, /* r = a0 * a2 + a1 - 0.5 */
1120 TEXENV_MODE_MODULATE_SUBTRACT_ATI, /* r = a0 * a2 - a1 */
1121 TEXENV_MODE_ADD_PRODUCTS_NV, /* r = a0 * a1 + a2 * a3 */
1122 TEXENV_MODE_ADD_PRODUCTS_SIGNED_NV, /* r = a0 * a1 + a2 * a3 - 0.5 */
1123 };
1124
1125
1126 /** Compressed TexEnv Combine source */
1127 enum gl_tex_env_source
1128 {
1129 TEXENV_SRC_TEXTURE0,
1130 TEXENV_SRC_TEXTURE1,
1131 TEXENV_SRC_TEXTURE2,
1132 TEXENV_SRC_TEXTURE3,
1133 TEXENV_SRC_TEXTURE4,
1134 TEXENV_SRC_TEXTURE5,
1135 TEXENV_SRC_TEXTURE6,
1136 TEXENV_SRC_TEXTURE7,
1137 TEXENV_SRC_TEXTURE,
1138 TEXENV_SRC_PREVIOUS,
1139 TEXENV_SRC_PRIMARY_COLOR,
1140 TEXENV_SRC_CONSTANT,
1141 TEXENV_SRC_ZERO,
1142 TEXENV_SRC_ONE,
1143 };
1144
1145
1146 /** Compressed TexEnv Combine operand */
1147 enum gl_tex_env_operand
1148 {
1149 TEXENV_OPR_COLOR,
1150 TEXENV_OPR_ONE_MINUS_COLOR,
1151 TEXENV_OPR_ALPHA,
1152 TEXENV_OPR_ONE_MINUS_ALPHA,
1153 };
1154
1155
1156 /** Compressed TexEnv Combine argument */
1157 struct gl_tex_env_argument
1158 {
1159 #ifdef __GNUC__
1160 __extension__ uint8_t Source:4; /**< TEXENV_SRC_x */
1161 __extension__ uint8_t Operand:2; /**< TEXENV_OPR_x */
1162 #else
1163 uint8_t Source; /**< SRC_x */
1164 uint8_t Operand; /**< OPR_x */
1165 #endif
1166 };
1167
1168
1169 /***
1170 * Compressed TexEnv Combine state.
1171 */
1172 struct gl_tex_env_combine_packed
1173 {
1174 uint32_t ModeRGB:4; /**< Effective mode for RGB as 4 bits */
1175 uint32_t ModeA:4; /**< Effective mode for RGB as 4 bits */
1176 uint32_t ScaleShiftRGB:2; /**< 0, 1 or 2 */
1177 uint32_t ScaleShiftA:2; /**< 0, 1 or 2 */
1178 uint32_t NumArgsRGB:3; /**< Number of inputs used for the RGB combiner */
1179 uint32_t NumArgsA:3; /**< Number of inputs used for the A combiner */
1180 /** Source arguments in a packed manner */
1181 struct gl_tex_env_argument ArgsRGB[MAX_COMBINER_TERMS];
1182 struct gl_tex_env_argument ArgsA[MAX_COMBINER_TERMS];
1183 };
1184
1185
1186 /**
1187 * TexGenEnabled flags.
1188 */
1189 /*@{*/
1190 #define S_BIT 1
1191 #define T_BIT 2
1192 #define R_BIT 4
1193 #define Q_BIT 8
1194 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1195 /*@}*/
1196
1197
1198 /**
1199 * Bit flag versions of the corresponding GL_ constants.
1200 */
1201 /*@{*/
1202 #define TEXGEN_SPHERE_MAP 0x1
1203 #define TEXGEN_OBJ_LINEAR 0x2
1204 #define TEXGEN_EYE_LINEAR 0x4
1205 #define TEXGEN_REFLECTION_MAP_NV 0x8
1206 #define TEXGEN_NORMAL_MAP_NV 0x10
1207
1208 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1209 TEXGEN_REFLECTION_MAP_NV | \
1210 TEXGEN_NORMAL_MAP_NV)
1211 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1212 TEXGEN_REFLECTION_MAP_NV | \
1213 TEXGEN_NORMAL_MAP_NV | \
1214 TEXGEN_EYE_LINEAR)
1215 /*@}*/
1216
1217
1218
1219 /** Tex-gen enabled for texture unit? */
1220 #define ENABLE_TEXGEN(unit) (1 << (unit))
1221
1222 /** Non-identity texture matrix for texture unit? */
1223 #define ENABLE_TEXMAT(unit) (1 << (unit))
1224
1225
1226 /**
1227 * Texture coord generation state.
1228 */
1229 struct gl_texgen
1230 {
1231 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1232 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1233 GLfloat ObjectPlane[4];
1234 GLfloat EyePlane[4];
1235 };
1236
1237
1238 /**
1239 * Texture unit state. Contains enable flags, texture environment/function/
1240 * combiners, texgen state, and pointers to current texture objects.
1241 */
1242 struct gl_texture_unit
1243 {
1244 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1245
1246 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1247 GLclampf EnvColor[4];
1248 GLfloat EnvColorUnclamped[4];
1249
1250 struct gl_texgen GenS;
1251 struct gl_texgen GenT;
1252 struct gl_texgen GenR;
1253 struct gl_texgen GenQ;
1254 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1255 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1256
1257 GLfloat LodBias; /**< for biasing mipmap levels */
1258
1259 /** Texture targets that have a non-default texture bound */
1260 GLbitfield _BoundTextures;
1261
1262 /** Current sampler object (GL_ARB_sampler_objects) */
1263 struct gl_sampler_object *Sampler;
1264
1265 /**
1266 * \name GL_EXT_texture_env_combine
1267 */
1268 struct gl_tex_env_combine_state Combine;
1269
1270 /**
1271 * Derived state based on \c EnvMode and the \c BaseFormat of the
1272 * currently enabled texture.
1273 */
1274 struct gl_tex_env_combine_state _EnvMode;
1275
1276 /**
1277 * Currently enabled combiner state. This will point to either
1278 * \c Combine or \c _EnvMode.
1279 */
1280 struct gl_tex_env_combine_state *_CurrentCombine;
1281
1282 /** Current texture object pointers */
1283 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1284
1285 /** Points to highest priority, complete and enabled texture object */
1286 struct gl_texture_object *_Current;
1287
1288 /** Current compressed TexEnv & Combine state */
1289 struct gl_tex_env_combine_packed _CurrentCombinePacked;
1290 };
1291
1292
1293 /**
1294 * Texture attribute group (GL_TEXTURE_BIT).
1295 */
1296 struct gl_texture_attrib
1297 {
1298 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1299
1300 /** GL_ARB_seamless_cubemap */
1301 GLboolean CubeMapSeamless;
1302
1303 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1304
1305 /** GL_ARB_texture_buffer_object */
1306 struct gl_buffer_object *BufferObject;
1307
1308 /** Texture coord units/sets used for fragment texturing */
1309 GLbitfield _EnabledCoordUnits;
1310
1311 /** Texture coord units that have texgen enabled */
1312 GLbitfield _TexGenEnabled;
1313
1314 /** Texture coord units that have non-identity matrices */
1315 GLbitfield _TexMatEnabled;
1316
1317 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1318 GLbitfield _GenFlags;
1319
1320 /** Largest index of a texture unit with _Current != NULL. */
1321 GLint _MaxEnabledTexImageUnit;
1322
1323 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1324 GLint NumCurrentTexUsed;
1325
1326 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1327 };
1328
1329
1330 /**
1331 * Data structure representing a single clip plane (e.g. one of the elements
1332 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1333 */
1334 typedef GLfloat gl_clip_plane[4];
1335
1336
1337 /**
1338 * Transformation attribute group (GL_TRANSFORM_BIT).
1339 */
1340 struct gl_transform_attrib
1341 {
1342 GLenum MatrixMode; /**< Matrix mode */
1343 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1344 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1345 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1346 GLboolean Normalize; /**< Normalize all normals? */
1347 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1348 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1349 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1350 /** GL_ARB_clip_control */
1351 GLenum ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1352 GLenum ClipDepthMode; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1353 };
1354
1355
1356 /**
1357 * Viewport attribute group (GL_VIEWPORT_BIT).
1358 */
1359 struct gl_viewport_attrib
1360 {
1361 GLfloat X, Y; /**< position */
1362 GLfloat Width, Height; /**< size */
1363 GLdouble Near, Far; /**< Depth buffer range */
1364 };
1365
1366
1367 typedef enum {
1368 MAP_USER,
1369 MAP_INTERNAL,
1370
1371 MAP_COUNT
1372 } gl_map_buffer_index;
1373
1374
1375 /**
1376 * Fields describing a mapped buffer range.
1377 */
1378 struct gl_buffer_mapping {
1379 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1380 GLvoid *Pointer; /**< User-space address of mapping */
1381 GLintptr Offset; /**< Mapped offset */
1382 GLsizeiptr Length; /**< Mapped length */
1383 };
1384
1385
1386 /**
1387 * Usages we've seen for a buffer object.
1388 */
1389 typedef enum {
1390 USAGE_UNIFORM_BUFFER = 0x1,
1391 USAGE_TEXTURE_BUFFER = 0x2,
1392 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1393 USAGE_SHADER_STORAGE_BUFFER = 0x8,
1394 USAGE_TRANSFORM_FEEDBACK_BUFFER = 0x10,
1395 USAGE_PIXEL_PACK_BUFFER = 0x20,
1396 USAGE_DISABLE_MINMAX_CACHE = 0x40,
1397 } gl_buffer_usage;
1398
1399
1400 /**
1401 * GL_ARB_vertex/pixel_buffer_object buffer object
1402 */
1403 struct gl_buffer_object
1404 {
1405 simple_mtx_t Mutex;
1406 GLint RefCount;
1407 GLuint Name;
1408 GLchar *Label; /**< GL_KHR_debug */
1409 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1410 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1411 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1412 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1413 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1414 GLboolean Written; /**< Ever written to? (for debugging) */
1415 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1416 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1417 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1418
1419 /** Counters used for buffer usage warnings */
1420 GLuint NumSubDataCalls;
1421 GLuint NumMapBufferWriteCalls;
1422
1423 struct gl_buffer_mapping Mappings[MAP_COUNT];
1424
1425 /** Memoization of min/max index computations for static index buffers */
1426 struct hash_table *MinMaxCache;
1427 unsigned MinMaxCacheHitIndices;
1428 unsigned MinMaxCacheMissIndices;
1429 bool MinMaxCacheDirty;
1430
1431 bool HandleAllocated; /**< GL_ARB_bindless_texture */
1432 };
1433
1434
1435 /**
1436 * Client pixel packing/unpacking attributes
1437 */
1438 struct gl_pixelstore_attrib
1439 {
1440 GLint Alignment;
1441 GLint RowLength;
1442 GLint SkipPixels;
1443 GLint SkipRows;
1444 GLint ImageHeight;
1445 GLint SkipImages;
1446 GLboolean SwapBytes;
1447 GLboolean LsbFirst;
1448 GLboolean Invert; /**< GL_MESA_pack_invert */
1449 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1450 GLint CompressedBlockHeight;
1451 GLint CompressedBlockDepth;
1452 GLint CompressedBlockSize;
1453 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1454 };
1455
1456
1457 /**
1458 * Vertex array information which is derived from gl_array_attributes
1459 * and gl_vertex_buffer_binding information. Used by the VBO module and
1460 * device drivers.
1461 */
1462 struct gl_vertex_array
1463 {
1464 GLint Size; /**< components per element (1,2,3,4) */
1465 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1466 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1467 GLsizei StrideB; /**< actual stride in bytes */
1468 GLuint _ElementSize; /**< size of each element in bytes */
1469 const GLubyte *Ptr; /**< Points to array data */
1470 GLboolean Normalized; /**< GL_ARB_vertex_program */
1471 GLboolean Integer; /**< Integer-valued? */
1472 GLboolean Doubles; /**< double precision values are not converted to floats */
1473 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1474
1475 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1476 };
1477
1478
1479 /**
1480 * Attributes to describe a vertex array.
1481 *
1482 * Contains the size, type, format and normalization flag,
1483 * along with the index of a vertex buffer binding point.
1484 *
1485 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1486 * and is only present for backwards compatibility reasons.
1487 * Rendering always uses VERTEX_BINDING_STRIDE.
1488 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1489 * and VERTEX_BINDING_STRIDE to the same value, while
1490 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1491 */
1492 struct gl_array_attributes
1493 {
1494 GLint Size; /**< Components per element (1,2,3,4) */
1495 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1496 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1497 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1498 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1499 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1500 GLboolean Enabled; /**< Whether the array is enabled */
1501 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1502 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1503 GLboolean Doubles; /**< double precision values are not converted to floats */
1504 GLuint _ElementSize; /**< Size of each element in bytes */
1505 GLuint BufferBindingIndex; /**< Vertex buffer binding */
1506 };
1507
1508
1509 /**
1510 * This describes the buffer object used for a vertex array (or
1511 * multiple vertex arrays). If BufferObj points to the default/null
1512 * buffer object, then the vertex array lives in user memory and not a VBO.
1513 */
1514 struct gl_vertex_buffer_binding
1515 {
1516 GLintptr Offset; /**< User-specified offset */
1517 GLsizei Stride; /**< User-specified stride */
1518 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1519 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1520 GLbitfield _BoundArrays; /**< Arrays bound to this binding point */
1521 };
1522
1523
1524 /**
1525 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+ /
1526 * the GL_ARB_vertex_array_object extension.
1527 */
1528 struct gl_vertex_array_object
1529 {
1530 /** Name of the VAO as received from glGenVertexArray. */
1531 GLuint Name;
1532
1533 GLint RefCount;
1534
1535 GLchar *Label; /**< GL_KHR_debug */
1536
1537 /**
1538 * Has this array object been bound?
1539 */
1540 GLboolean EverBound;
1541
1542 /**
1543 * Derived vertex attribute arrays
1544 *
1545 * This is a legacy data structure created from gl_vertex_attrib_array and
1546 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1547 */
1548 struct gl_vertex_array _VertexAttrib[VERT_ATTRIB_MAX];
1549
1550 /** Vertex attribute arrays */
1551 struct gl_array_attributes VertexAttrib[VERT_ATTRIB_MAX];
1552
1553 /** Vertex buffer bindings */
1554 struct gl_vertex_buffer_binding BufferBinding[VERT_ATTRIB_MAX];
1555
1556 /** Mask indicating which vertex arrays have vertex buffer associated. */
1557 GLbitfield VertexAttribBufferMask;
1558
1559 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1560 GLbitfield _Enabled;
1561
1562 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1563 GLbitfield NewArrays;
1564
1565 /** The index buffer (also known as the element array buffer in OpenGL). */
1566 struct gl_buffer_object *IndexBufferObj;
1567 };
1568
1569
1570 /** Used to signal when transitioning from one kind of drawing method
1571 * to another.
1572 */
1573 typedef enum {
1574 DRAW_NONE, /**< Initial value only */
1575 DRAW_BEGIN_END,
1576 DRAW_DISPLAY_LIST,
1577 DRAW_ARRAYS
1578 } gl_draw_method;
1579
1580 /**
1581 * Enum for the OpenGL APIs we know about and may support.
1582 *
1583 * NOTE: This must match the api_enum table in
1584 * src/mesa/main/get_hash_generator.py
1585 */
1586 typedef enum
1587 {
1588 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
1589 API_OPENGLES,
1590 API_OPENGLES2,
1591 API_OPENGL_CORE,
1592 API_OPENGL_LAST = API_OPENGL_CORE
1593 } gl_api;
1594
1595 /**
1596 * Vertex array state
1597 */
1598 struct gl_array_attrib
1599 {
1600 /** Currently bound array object. */
1601 struct gl_vertex_array_object *VAO;
1602
1603 /** The default vertex array object */
1604 struct gl_vertex_array_object *DefaultVAO;
1605
1606 /** The last VAO accessed by a DSA function */
1607 struct gl_vertex_array_object *LastLookedUpVAO;
1608
1609 /** Array objects (GL_ARB_vertex_array_object) */
1610 struct _mesa_HashTable *Objects;
1611
1612 GLint ActiveTexture; /**< Client Active Texture */
1613 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1614 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1615
1616 /**
1617 * \name Primitive restart controls
1618 *
1619 * Primitive restart is enabled if either \c PrimitiveRestart or
1620 * \c PrimitiveRestartFixedIndex is set.
1621 */
1622 /*@{*/
1623 GLboolean PrimitiveRestart;
1624 GLboolean PrimitiveRestartFixedIndex;
1625 GLboolean _PrimitiveRestart;
1626 GLuint RestartIndex;
1627 /*@}*/
1628
1629 /** One of the DRAW_xxx flags, not consumed by drivers */
1630 gl_draw_method DrawMethod;
1631
1632 /* GL_ARB_vertex_buffer_object */
1633 struct gl_buffer_object *ArrayBufferObj;
1634
1635 /**
1636 * Vertex arrays as consumed by a driver.
1637 * The array pointer is set up only by the VBO module.
1638 */
1639 const struct gl_vertex_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1640
1641 /** Legal array datatypes and the API for which they have been computed */
1642 GLbitfield LegalTypesMask;
1643 gl_api LegalTypesMaskAPI;
1644 };
1645
1646
1647 /**
1648 * Feedback buffer state
1649 */
1650 struct gl_feedback
1651 {
1652 GLenum Type;
1653 GLbitfield _Mask; /**< FB_* bits */
1654 GLfloat *Buffer;
1655 GLuint BufferSize;
1656 GLuint Count;
1657 };
1658
1659
1660 /**
1661 * Selection buffer state
1662 */
1663 struct gl_selection
1664 {
1665 GLuint *Buffer; /**< selection buffer */
1666 GLuint BufferSize; /**< size of the selection buffer */
1667 GLuint BufferCount; /**< number of values in the selection buffer */
1668 GLuint Hits; /**< number of records in the selection buffer */
1669 GLuint NameStackDepth; /**< name stack depth */
1670 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1671 GLboolean HitFlag; /**< hit flag */
1672 GLfloat HitMinZ; /**< minimum hit depth */
1673 GLfloat HitMaxZ; /**< maximum hit depth */
1674 };
1675
1676
1677 /**
1678 * 1-D Evaluator control points
1679 */
1680 struct gl_1d_map
1681 {
1682 GLuint Order; /**< Number of control points */
1683 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1684 GLfloat *Points; /**< Points to contiguous control points */
1685 };
1686
1687
1688 /**
1689 * 2-D Evaluator control points
1690 */
1691 struct gl_2d_map
1692 {
1693 GLuint Uorder; /**< Number of control points in U dimension */
1694 GLuint Vorder; /**< Number of control points in V dimension */
1695 GLfloat u1, u2, du;
1696 GLfloat v1, v2, dv;
1697 GLfloat *Points; /**< Points to contiguous control points */
1698 };
1699
1700
1701 /**
1702 * All evaluator control point state
1703 */
1704 struct gl_evaluators
1705 {
1706 /**
1707 * \name 1-D maps
1708 */
1709 /*@{*/
1710 struct gl_1d_map Map1Vertex3;
1711 struct gl_1d_map Map1Vertex4;
1712 struct gl_1d_map Map1Index;
1713 struct gl_1d_map Map1Color4;
1714 struct gl_1d_map Map1Normal;
1715 struct gl_1d_map Map1Texture1;
1716 struct gl_1d_map Map1Texture2;
1717 struct gl_1d_map Map1Texture3;
1718 struct gl_1d_map Map1Texture4;
1719 /*@}*/
1720
1721 /**
1722 * \name 2-D maps
1723 */
1724 /*@{*/
1725 struct gl_2d_map Map2Vertex3;
1726 struct gl_2d_map Map2Vertex4;
1727 struct gl_2d_map Map2Index;
1728 struct gl_2d_map Map2Color4;
1729 struct gl_2d_map Map2Normal;
1730 struct gl_2d_map Map2Texture1;
1731 struct gl_2d_map Map2Texture2;
1732 struct gl_2d_map Map2Texture3;
1733 struct gl_2d_map Map2Texture4;
1734 /*@}*/
1735 };
1736
1737
1738 struct gl_transform_feedback_varying_info
1739 {
1740 char *Name;
1741 GLenum Type;
1742 GLint BufferIndex;
1743 GLint Size;
1744 GLint Offset;
1745 };
1746
1747
1748 /**
1749 * Per-output info vertex shaders for transform feedback.
1750 */
1751 struct gl_transform_feedback_output
1752 {
1753 uint32_t OutputRegister;
1754 uint32_t OutputBuffer;
1755 uint32_t NumComponents;
1756 uint32_t StreamId;
1757
1758 /** offset (in DWORDs) of this output within the interleaved structure */
1759 uint32_t DstOffset;
1760
1761 /**
1762 * Offset into the output register of the data to output. For example,
1763 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1764 * offset is in the y and z components of the output register.
1765 */
1766 uint32_t ComponentOffset;
1767 };
1768
1769
1770 struct gl_transform_feedback_buffer
1771 {
1772 uint32_t Binding;
1773
1774 uint32_t NumVaryings;
1775
1776 /**
1777 * Total number of components stored in each buffer. This may be used by
1778 * hardware back-ends to determine the correct stride when interleaving
1779 * multiple transform feedback outputs in the same buffer.
1780 */
1781 uint32_t Stride;
1782
1783 /**
1784 * Which transform feedback stream this buffer binding is associated with.
1785 */
1786 uint32_t Stream;
1787 };
1788
1789
1790 /** Post-link transform feedback info. */
1791 struct gl_transform_feedback_info
1792 {
1793 /* Was xfb enabled via the api or in shader layout qualifiers */
1794 bool api_enabled;
1795
1796 unsigned NumOutputs;
1797
1798 /* Bitmask of active buffer indices. */
1799 unsigned ActiveBuffers;
1800
1801 struct gl_transform_feedback_output *Outputs;
1802
1803 /** Transform feedback varyings used for the linking of this shader program.
1804 *
1805 * Use for glGetTransformFeedbackVarying().
1806 */
1807 struct gl_transform_feedback_varying_info *Varyings;
1808 GLint NumVarying;
1809
1810 struct gl_transform_feedback_buffer Buffers[MAX_FEEDBACK_BUFFERS];
1811 };
1812
1813
1814 /**
1815 * Transform feedback object state
1816 */
1817 struct gl_transform_feedback_object
1818 {
1819 GLuint Name; /**< AKA the object ID */
1820 GLint RefCount;
1821 GLchar *Label; /**< GL_KHR_debug */
1822 GLboolean Active; /**< Is transform feedback enabled? */
1823 GLboolean Paused; /**< Is transform feedback paused? */
1824 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1825 at least once? */
1826 GLboolean EverBound; /**< Has this object been bound? */
1827
1828 /**
1829 * GLES: if Active is true, remaining number of primitives which can be
1830 * rendered without overflow. This is necessary to track because GLES
1831 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1832 * glDrawArraysInstanced would overflow transform feedback buffers.
1833 * Undefined if Active is false.
1834 *
1835 * Not tracked for desktop GL since it's unnecessary.
1836 */
1837 unsigned GlesRemainingPrims;
1838
1839 /**
1840 * The program active when BeginTransformFeedback() was called.
1841 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1842 * where stage is the pipeline stage that is the source of data for
1843 * transform feedback.
1844 */
1845 struct gl_program *program;
1846
1847 /** The feedback buffers */
1848 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1849 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1850
1851 /** Start of feedback data in dest buffer */
1852 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1853
1854 /**
1855 * Max data to put into dest buffer (in bytes). Computed based on
1856 * RequestedSize and the actual size of the buffer.
1857 */
1858 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1859
1860 /**
1861 * Size that was specified when the buffer was bound. If the buffer was
1862 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1863 * zero.
1864 */
1865 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1866 };
1867
1868
1869 /**
1870 * Context state for transform feedback.
1871 */
1872 struct gl_transform_feedback_state
1873 {
1874 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1875
1876 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1877 struct gl_buffer_object *CurrentBuffer;
1878
1879 /** The table of all transform feedback objects */
1880 struct _mesa_HashTable *Objects;
1881
1882 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1883 struct gl_transform_feedback_object *CurrentObject;
1884
1885 /** The default xform-fb object (Name==0) */
1886 struct gl_transform_feedback_object *DefaultObject;
1887 };
1888
1889
1890 /**
1891 * A "performance monitor" as described in AMD_performance_monitor.
1892 */
1893 struct gl_perf_monitor_object
1894 {
1895 GLuint Name;
1896
1897 /** True if the monitor is currently active (Begin called but not End). */
1898 GLboolean Active;
1899
1900 /**
1901 * True if the monitor has ended.
1902 *
1903 * This is distinct from !Active because it may never have began.
1904 */
1905 GLboolean Ended;
1906
1907 /**
1908 * A list of groups with currently active counters.
1909 *
1910 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1911 */
1912 unsigned *ActiveGroups;
1913
1914 /**
1915 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1916 *
1917 * Checking whether counter 'c' in group 'g' is active can be done via:
1918 *
1919 * BITSET_TEST(ActiveCounters[g], c)
1920 */
1921 GLuint **ActiveCounters;
1922 };
1923
1924
1925 union gl_perf_monitor_counter_value
1926 {
1927 float f;
1928 uint64_t u64;
1929 uint32_t u32;
1930 };
1931
1932
1933 struct gl_perf_monitor_counter
1934 {
1935 /** Human readable name for the counter. */
1936 const char *Name;
1937
1938 /**
1939 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1940 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1941 */
1942 GLenum Type;
1943
1944 /** Minimum counter value. */
1945 union gl_perf_monitor_counter_value Minimum;
1946
1947 /** Maximum counter value. */
1948 union gl_perf_monitor_counter_value Maximum;
1949 };
1950
1951
1952 struct gl_perf_monitor_group
1953 {
1954 /** Human readable name for the group. */
1955 const char *Name;
1956
1957 /**
1958 * Maximum number of counters in this group which can be active at the
1959 * same time.
1960 */
1961 GLuint MaxActiveCounters;
1962
1963 /** Array of counters within this group. */
1964 const struct gl_perf_monitor_counter *Counters;
1965 GLuint NumCounters;
1966 };
1967
1968
1969 /**
1970 * A query object instance as described in INTEL_performance_query.
1971 *
1972 * NB: We want to keep this and the corresponding backend structure
1973 * relatively lean considering that applications may expect to
1974 * allocate enough objects to be able to query around all draw calls
1975 * in a frame.
1976 */
1977 struct gl_perf_query_object
1978 {
1979 GLuint Id; /**< hash table ID/name */
1980 unsigned Used:1; /**< has been used for 1 or more queries */
1981 unsigned Active:1; /**< inside Begin/EndPerfQuery */
1982 unsigned Ready:1; /**< result is ready? */
1983 };
1984
1985
1986 /**
1987 * Context state for AMD_performance_monitor.
1988 */
1989 struct gl_perf_monitor_state
1990 {
1991 /** Array of performance monitor groups (indexed by group ID) */
1992 const struct gl_perf_monitor_group *Groups;
1993 GLuint NumGroups;
1994
1995 /** The table of all performance monitors. */
1996 struct _mesa_HashTable *Monitors;
1997 };
1998
1999
2000 /**
2001 * Context state for INTEL_performance_query.
2002 */
2003 struct gl_perf_query_state
2004 {
2005 struct _mesa_HashTable *Objects; /**< The table of all performance query objects */
2006 };
2007
2008
2009 /**
2010 * A bindless sampler object.
2011 */
2012 struct gl_bindless_sampler
2013 {
2014 /** Texture unit (set by glUniform1()). */
2015 GLubyte unit;
2016
2017 /** Whether this bindless sampler is bound to a unit. */
2018 GLboolean bound;
2019
2020 /** Texture Target (TEXTURE_1D/2D/3D/etc_INDEX). */
2021 gl_texture_index target;
2022
2023 /** Pointer to the base of the data. */
2024 GLvoid *data;
2025 };
2026
2027 /**
2028 * A bindless image object.
2029 */
2030 struct gl_bindless_image
2031 {
2032 /** Image unit (set by glUniform1()). */
2033 GLubyte unit;
2034
2035 /** Whether this bindless image is bound to a unit. */
2036 GLboolean bound;
2037
2038 /** Access qualifier (GL_READ_WRITE, GL_READ_ONLY, GL_WRITE_ONLY) */
2039 GLenum access;
2040
2041 /** Pointer to the base of the data. */
2042 GLvoid *data;
2043 };
2044
2045 /**
2046 * Names of the various vertex/fragment program register files, etc.
2047 *
2048 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
2049 * All values should fit in a 4-bit field.
2050 *
2051 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
2052 * considered to be "uniform" variables since they can only be set outside
2053 * glBegin/End. They're also all stored in the same Parameters array.
2054 */
2055 typedef enum
2056 {
2057 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
2058 PROGRAM_ARRAY, /**< Arrays & Matrixes */
2059 PROGRAM_INPUT, /**< machine->Inputs[] */
2060 PROGRAM_OUTPUT, /**< machine->Outputs[] */
2061 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
2062 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
2063 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
2064 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
2065 PROGRAM_ADDRESS, /**< machine->AddressReg */
2066 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
2067 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
2068 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
2069 PROGRAM_IMMEDIATE, /**< Immediate value, used by TGSI */
2070 PROGRAM_BUFFER, /**< for shader buffers, compile-time only */
2071 PROGRAM_MEMORY, /**< for shared, global and local memory */
2072 PROGRAM_IMAGE, /**< for shader images, compile-time only */
2073 PROGRAM_HW_ATOMIC, /**< for hw atomic counters, compile-time only */
2074 PROGRAM_FILE_MAX
2075 } gl_register_file;
2076
2077
2078 /**
2079 * Base class for any kind of program object
2080 */
2081 struct gl_program
2082 {
2083 /** FIXME: This must be first until we split shader_info from nir_shader */
2084 struct shader_info info;
2085
2086 GLuint Id;
2087 GLint RefCount;
2088 GLubyte *String; /**< Null-terminated program text */
2089
2090 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2091 GLenum Format; /**< String encoding format */
2092
2093 GLboolean _Used; /**< Ever used for drawing? Used for debugging */
2094
2095 struct nir_shader *nir;
2096
2097 /* Saved and restored with metadata. Freed with ralloc. */
2098 void *driver_cache_blob;
2099 size_t driver_cache_blob_size;
2100
2101 bool is_arb_asm; /** Is this an ARB assembly-style program */
2102
2103 /** Is this program written to on disk shader cache */
2104 bool program_written_to_cache;
2105
2106 GLbitfield64 SecondaryOutputsWritten; /**< Subset of OutputsWritten outputs written with non-zero index. */
2107 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
2108 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
2109 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
2110 GLbitfield ExternalSamplersUsed; /**< Texture units used for samplerExternalOES */
2111
2112 /* Fragement shader only fields */
2113 GLboolean OriginUpperLeft;
2114 GLboolean PixelCenterInteger;
2115
2116 /** Named parameters, constants, etc. from program text */
2117 struct gl_program_parameter_list *Parameters;
2118
2119 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2120 GLubyte SamplerUnits[MAX_SAMPLERS];
2121
2122 /* FIXME: We should be able to make this struct a union. However some
2123 * drivers (i915/fragment_programs, swrast/prog_execute) mix the use of
2124 * these fields, we should fix this.
2125 */
2126 struct {
2127 /** Fields used by GLSL programs */
2128 struct {
2129 /** Data shared by gl_program and gl_shader_program */
2130 struct gl_shader_program_data *data;
2131
2132 struct gl_active_atomic_buffer **AtomicBuffers;
2133
2134 /** Post-link transform feedback info. */
2135 struct gl_transform_feedback_info *LinkedTransformFeedback;
2136
2137 /**
2138 * Number of types for subroutine uniforms.
2139 */
2140 GLuint NumSubroutineUniformTypes;
2141
2142 /**
2143 * Subroutine uniform remap table
2144 * based on the program level uniform remap table.
2145 */
2146 GLuint NumSubroutineUniforms; /* non-sparse total */
2147 GLuint NumSubroutineUniformRemapTable;
2148 struct gl_uniform_storage **SubroutineUniformRemapTable;
2149
2150 /**
2151 * Num of subroutine functions for this stage and storage for them.
2152 */
2153 GLuint NumSubroutineFunctions;
2154 GLuint MaxSubroutineFunctionIndex;
2155 struct gl_subroutine_function *SubroutineFunctions;
2156
2157 /**
2158 * Map from image uniform index to image unit (set by glUniform1i())
2159 *
2160 * An image uniform index is associated with each image uniform by
2161 * the linker. The image index associated with each uniform is
2162 * stored in the \c gl_uniform_storage::image field.
2163 */
2164 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2165
2166 /**
2167 * Access qualifier specified in the shader for each image uniform
2168 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2169 * GL_READ_WRITE.
2170 *
2171 * It may be different, though only more strict than the value of
2172 * \c gl_image_unit::Access for the corresponding image unit.
2173 */
2174 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2175
2176 struct gl_uniform_block **UniformBlocks;
2177 struct gl_uniform_block **ShaderStorageBlocks;
2178
2179 /** Which texture target is being sampled
2180 * (TEXTURE_1D/2D/3D/etc_INDEX)
2181 */
2182 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2183
2184 /**
2185 * Number of samplers declared with the bindless_sampler layout
2186 * qualifier as specified by ARB_bindless_texture.
2187 */
2188 GLuint NumBindlessSamplers;
2189 GLboolean HasBoundBindlessSampler;
2190 struct gl_bindless_sampler *BindlessSamplers;
2191
2192 /**
2193 * Number of images declared with the bindless_image layout qualifier
2194 * as specified by ARB_bindless_texture.
2195 */
2196 GLuint NumBindlessImages;
2197 GLboolean HasBoundBindlessImage;
2198 struct gl_bindless_image *BindlessImages;
2199
2200 union {
2201 struct {
2202 /**
2203 * A bitmask of gl_advanced_blend_mode values
2204 */
2205 GLbitfield BlendSupport;
2206 } fs;
2207 };
2208 } sh;
2209
2210 /** ARB assembly-style program fields */
2211 struct {
2212 struct prog_instruction *Instructions;
2213
2214 /**
2215 * Local parameters used by the program.
2216 *
2217 * It's dynamically allocated because it is rarely used (just
2218 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries
2219 * once it's allocated.
2220 */
2221 GLfloat (*LocalParams)[4];
2222
2223 /** Bitmask of which register files are read/written with indirect
2224 * addressing. Mask of (1 << PROGRAM_x) bits.
2225 */
2226 GLbitfield IndirectRegisterFiles;
2227
2228 /** Logical counts */
2229 /*@{*/
2230 GLuint NumInstructions;
2231 GLuint NumTemporaries;
2232 GLuint NumParameters;
2233 GLuint NumAttributes;
2234 GLuint NumAddressRegs;
2235 GLuint NumAluInstructions;
2236 GLuint NumTexInstructions;
2237 GLuint NumTexIndirections;
2238 /*@}*/
2239 /** Native, actual h/w counts */
2240 /*@{*/
2241 GLuint NumNativeInstructions;
2242 GLuint NumNativeTemporaries;
2243 GLuint NumNativeParameters;
2244 GLuint NumNativeAttributes;
2245 GLuint NumNativeAddressRegs;
2246 GLuint NumNativeAluInstructions;
2247 GLuint NumNativeTexInstructions;
2248 GLuint NumNativeTexIndirections;
2249 /*@}*/
2250
2251 /** Used by ARB assembly-style programs. Can only be true for vertex
2252 * programs.
2253 */
2254 GLboolean IsPositionInvariant;
2255 } arb;
2256 };
2257 };
2258
2259
2260 /**
2261 * State common to vertex and fragment programs.
2262 */
2263 struct gl_program_state
2264 {
2265 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2266 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2267 };
2268
2269
2270 /**
2271 * Context state for vertex programs.
2272 */
2273 struct gl_vertex_program_state
2274 {
2275 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2276 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2277 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2278 /** Should fixed-function T&L be implemented with a vertex prog? */
2279 GLboolean _MaintainTnlProgram;
2280
2281 struct gl_program *Current; /**< User-bound vertex program */
2282
2283 /** Currently enabled and valid vertex program (including internal
2284 * programs, user-defined vertex programs and GLSL vertex shaders).
2285 * This is the program we must use when rendering.
2286 */
2287 struct gl_program *_Current;
2288
2289 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2290
2291 /** Program to emulate fixed-function T&L (see above) */
2292 struct gl_program *_TnlProgram;
2293
2294 /** Cache of fixed-function programs */
2295 struct gl_program_cache *Cache;
2296
2297 GLboolean _Overriden;
2298 };
2299
2300 /**
2301 * Context state for tessellation control programs.
2302 */
2303 struct gl_tess_ctrl_program_state
2304 {
2305 /** Currently bound and valid shader. */
2306 struct gl_program *_Current;
2307
2308 GLint patch_vertices;
2309 GLfloat patch_default_outer_level[4];
2310 GLfloat patch_default_inner_level[2];
2311 };
2312
2313 /**
2314 * Context state for tessellation evaluation programs.
2315 */
2316 struct gl_tess_eval_program_state
2317 {
2318 /** Currently bound and valid shader. */
2319 struct gl_program *_Current;
2320 };
2321
2322 /**
2323 * Context state for geometry programs.
2324 */
2325 struct gl_geometry_program_state
2326 {
2327 /** Currently enabled and valid program (including internal programs
2328 * and compiled shader programs).
2329 */
2330 struct gl_program *_Current;
2331 };
2332
2333 /**
2334 * Context state for fragment programs.
2335 */
2336 struct gl_fragment_program_state
2337 {
2338 GLboolean Enabled; /**< User-set fragment program enable flag */
2339 /** Should fixed-function texturing be implemented with a fragment prog? */
2340 GLboolean _MaintainTexEnvProgram;
2341
2342 struct gl_program *Current; /**< User-bound fragment program */
2343
2344 /** Currently enabled and valid fragment program (including internal
2345 * programs, user-defined fragment programs and GLSL fragment shaders).
2346 * This is the program we must use when rendering.
2347 */
2348 struct gl_program *_Current;
2349
2350 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2351
2352 /** Program to emulate fixed-function texture env/combine (see above) */
2353 struct gl_program *_TexEnvProgram;
2354
2355 /** Cache of fixed-function programs */
2356 struct gl_program_cache *Cache;
2357 };
2358
2359
2360 /**
2361 * Context state for compute programs.
2362 */
2363 struct gl_compute_program_state
2364 {
2365 /** Currently enabled and valid program (including internal programs
2366 * and compiled shader programs).
2367 */
2368 struct gl_program *_Current;
2369 };
2370
2371
2372 /**
2373 * ATI_fragment_shader runtime state
2374 */
2375
2376 struct atifs_instruction;
2377 struct atifs_setupinst;
2378
2379 /**
2380 * ATI fragment shader
2381 */
2382 struct ati_fragment_shader
2383 {
2384 GLuint Id;
2385 GLint RefCount;
2386 struct atifs_instruction *Instructions[2];
2387 struct atifs_setupinst *SetupInst[2];
2388 GLfloat Constants[8][4];
2389 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2390 GLubyte numArithInstr[2];
2391 GLubyte regsAssigned[2];
2392 GLubyte NumPasses; /**< 1 or 2 */
2393 /** Current compile stage: 0 setup pass1, 1 arith pass1, 2 setup pass2, 3 arith pass2 */
2394 GLubyte cur_pass;
2395 GLubyte last_optype;
2396 GLboolean interpinp1;
2397 GLboolean isValid;
2398 /** Array of 2 bit values for each tex unit to remember whether
2399 * STR or STQ swizzle was used
2400 */
2401 GLuint swizzlerq;
2402 struct gl_program *Program;
2403 };
2404
2405 /**
2406 * Context state for GL_ATI_fragment_shader
2407 */
2408 struct gl_ati_fragment_shader_state
2409 {
2410 GLboolean Enabled;
2411 GLboolean Compiling;
2412 GLfloat GlobalConstants[8][4];
2413 struct ati_fragment_shader *Current;
2414 };
2415
2416 /**
2417 * Shader subroutine function definition
2418 */
2419 struct gl_subroutine_function
2420 {
2421 char *name;
2422 int index;
2423 int num_compat_types;
2424 const struct glsl_type **types;
2425 };
2426
2427 /**
2428 * Shader information needed by both gl_shader and gl_linked shader.
2429 */
2430 struct gl_shader_info
2431 {
2432 /**
2433 * Tessellation Control shader state from layout qualifiers.
2434 */
2435 struct {
2436 /**
2437 * 0 - vertices not declared in shader, or
2438 * 1 .. GL_MAX_PATCH_VERTICES
2439 */
2440 GLint VerticesOut;
2441 } TessCtrl;
2442
2443 /**
2444 * Tessellation Evaluation shader state from layout qualifiers.
2445 */
2446 struct {
2447 /**
2448 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2449 * in this shader.
2450 */
2451 GLenum PrimitiveMode;
2452
2453 enum gl_tess_spacing Spacing;
2454
2455 /**
2456 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2457 */
2458 GLenum VertexOrder;
2459 /**
2460 * 1, 0, or -1 if it's not set in this shader.
2461 */
2462 int PointMode;
2463 } TessEval;
2464
2465 /**
2466 * Geometry shader state from GLSL 1.50 layout qualifiers.
2467 */
2468 struct {
2469 GLint VerticesOut;
2470 /**
2471 * 0 - Invocations count not declared in shader, or
2472 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2473 */
2474 GLint Invocations;
2475 /**
2476 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2477 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2478 * shader.
2479 */
2480 GLenum InputType;
2481 /**
2482 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2483 * it's not set in this shader.
2484 */
2485 GLenum OutputType;
2486 } Geom;
2487
2488 /**
2489 * Compute shader state from ARB_compute_shader and
2490 * ARB_compute_variable_group_size layout qualifiers.
2491 */
2492 struct {
2493 /**
2494 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2495 * it's not set in this shader.
2496 */
2497 unsigned LocalSize[3];
2498
2499 /**
2500 * Whether a variable work group size has been specified as defined by
2501 * ARB_compute_variable_group_size.
2502 */
2503 bool LocalSizeVariable;
2504 } Comp;
2505 };
2506
2507 /**
2508 * A linked GLSL shader object.
2509 */
2510 struct gl_linked_shader
2511 {
2512 gl_shader_stage Stage;
2513
2514 #ifdef DEBUG
2515 unsigned SourceChecksum;
2516 #endif
2517
2518 struct gl_program *Program; /**< Post-compile assembly code */
2519
2520 /**
2521 * \name Sampler tracking
2522 *
2523 * \note Each of these fields is only set post-linking.
2524 */
2525 /*@{*/
2526 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2527 /*@}*/
2528
2529 /**
2530 * Number of default uniform block components used by this shader.
2531 *
2532 * This field is only set post-linking.
2533 */
2534 unsigned num_uniform_components;
2535
2536 /**
2537 * Number of combined uniform components used by this shader.
2538 *
2539 * This field is only set post-linking. It is the sum of the uniform block
2540 * sizes divided by sizeof(float), and num_uniform_compoennts.
2541 */
2542 unsigned num_combined_uniform_components;
2543
2544 struct exec_list *ir;
2545 struct exec_list *packed_varyings;
2546 struct exec_list *fragdata_arrays;
2547 struct glsl_symbol_table *symbols;
2548 };
2549
2550
2551 static inline GLbitfield
2552 gl_external_samplers(const struct gl_program *prog)
2553 {
2554 GLbitfield external_samplers = 0;
2555 GLbitfield mask = prog->SamplersUsed;
2556
2557 while (mask) {
2558 int idx = u_bit_scan(&mask);
2559 if (prog->sh.SamplerTargets[idx] == TEXTURE_EXTERNAL_INDEX)
2560 external_samplers |= (1 << idx);
2561 }
2562
2563 return external_samplers;
2564 }
2565
2566
2567 /**
2568 * Compile status enum. compile_skipped is used to indicate the compile
2569 * was skipped due to the shader matching one that's been seen before by
2570 * the on-disk cache.
2571 */
2572 enum gl_compile_status
2573 {
2574 compile_failure = 0,
2575 compile_success,
2576 compile_skipped,
2577 compiled_no_opts
2578 };
2579
2580 /**
2581 * A GLSL shader object.
2582 */
2583 struct gl_shader
2584 {
2585 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2586 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2587 * Must be the first field.
2588 */
2589 GLenum Type;
2590 gl_shader_stage Stage;
2591 GLuint Name; /**< AKA the handle */
2592 GLint RefCount; /**< Reference count */
2593 GLchar *Label; /**< GL_KHR_debug */
2594 unsigned char sha1[20]; /**< SHA1 hash of pre-processed source */
2595 GLboolean DeletePending;
2596 bool IsES; /**< True if this shader uses GLSL ES */
2597
2598 enum gl_compile_status CompileStatus;
2599
2600 #ifdef DEBUG
2601 unsigned SourceChecksum; /**< for debug/logging purposes */
2602 #endif
2603 const GLchar *Source; /**< Source code string */
2604
2605 const GLchar *FallbackSource; /**< Fallback string used by on-disk cache*/
2606
2607 GLchar *InfoLog;
2608
2609 unsigned Version; /**< GLSL version used for linking */
2610
2611 /**
2612 * A bitmask of gl_advanced_blend_mode values
2613 */
2614 GLbitfield BlendSupport;
2615
2616 struct exec_list *ir;
2617 struct glsl_symbol_table *symbols;
2618
2619 /**
2620 * Whether early fragment tests are enabled as defined by
2621 * ARB_shader_image_load_store.
2622 */
2623 bool EarlyFragmentTests;
2624
2625 bool ARB_fragment_coord_conventions_enable;
2626
2627 bool redeclares_gl_fragcoord;
2628 bool uses_gl_fragcoord;
2629
2630 bool PostDepthCoverage;
2631 bool InnerCoverage;
2632
2633 /**
2634 * Fragment shader state from GLSL 1.50 layout qualifiers.
2635 */
2636 bool origin_upper_left;
2637 bool pixel_center_integer;
2638
2639 /**
2640 * Whether bindless_sampler/bindless_image, and respectively
2641 * bound_sampler/bound_image are declared at global scope as defined by
2642 * ARB_bindless_texture.
2643 */
2644 bool bindless_sampler;
2645 bool bindless_image;
2646 bool bound_sampler;
2647 bool bound_image;
2648
2649 /** Global xfb_stride out qualifier if any */
2650 GLuint TransformFeedbackBufferStride[MAX_FEEDBACK_BUFFERS];
2651
2652 struct gl_shader_info info;
2653
2654 /* ARB_gl_spirv related data */
2655 struct gl_shader_spirv_data *spirv_data;
2656 };
2657
2658
2659 struct gl_uniform_buffer_variable
2660 {
2661 char *Name;
2662
2663 /**
2664 * Name of the uniform as seen by glGetUniformIndices.
2665 *
2666 * glGetUniformIndices requires that the block instance index \b not be
2667 * present in the name of queried uniforms.
2668 *
2669 * \note
2670 * \c gl_uniform_buffer_variable::IndexName and
2671 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2672 */
2673 char *IndexName;
2674
2675 const struct glsl_type *Type;
2676 unsigned int Offset;
2677 GLboolean RowMajor;
2678 };
2679
2680
2681 struct gl_uniform_block
2682 {
2683 /** Declared name of the uniform block */
2684 char *Name;
2685
2686 /** Array of supplemental information about UBO ir_variables. */
2687 struct gl_uniform_buffer_variable *Uniforms;
2688 GLuint NumUniforms;
2689
2690 /**
2691 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2692 * with glBindBufferBase to bind a buffer object to this uniform block.
2693 */
2694 GLuint Binding;
2695
2696 /**
2697 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2698 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2699 */
2700 GLuint UniformBufferSize;
2701
2702 /** Stages that reference this block */
2703 uint8_t stageref;
2704
2705 /**
2706 * Linearized array index for uniform block instance arrays
2707 *
2708 * Given a uniform block instance array declared with size
2709 * blk[s_0][s_1]..[s_m], the block referenced by blk[i_0][i_1]..[i_m] will
2710 * have the linearized array index
2711 *
2712 * m-1 m
2713 * i_m + ∑ i_j * ∏ s_k
2714 * j=0 k=j+1
2715 *
2716 * For a uniform block instance that is not an array, this is always 0.
2717 */
2718 uint8_t linearized_array_index;
2719
2720 /**
2721 * Layout specified in the shader
2722 *
2723 * This isn't accessible through the API, but it is used while
2724 * cross-validating uniform blocks.
2725 */
2726 enum glsl_interface_packing _Packing;
2727 GLboolean _RowMajor;
2728 };
2729
2730 /**
2731 * Structure that represents a reference to an atomic buffer from some
2732 * shader program.
2733 */
2734 struct gl_active_atomic_buffer
2735 {
2736 /** Uniform indices of the atomic counters declared within it. */
2737 GLuint *Uniforms;
2738 GLuint NumUniforms;
2739
2740 /** Binding point index associated with it. */
2741 GLuint Binding;
2742
2743 /** Minimum reasonable size it is expected to have. */
2744 GLuint MinimumSize;
2745
2746 /** Shader stages making use of it. */
2747 GLboolean StageReferences[MESA_SHADER_STAGES];
2748 };
2749
2750 /**
2751 * Data container for shader queries. This holds only the minimal
2752 * amount of required information for resource queries to work.
2753 */
2754 struct gl_shader_variable
2755 {
2756 /**
2757 * Declared type of the variable
2758 */
2759 const struct glsl_type *type;
2760
2761 /**
2762 * If the variable is in an interface block, this is the type of the block.
2763 */
2764 const struct glsl_type *interface_type;
2765
2766 /**
2767 * For variables inside structs (possibly recursively), this is the
2768 * outermost struct type.
2769 */
2770 const struct glsl_type *outermost_struct_type;
2771
2772 /**
2773 * Declared name of the variable
2774 */
2775 char *name;
2776
2777 /**
2778 * Storage location of the base of this variable
2779 *
2780 * The precise meaning of this field depends on the nature of the variable.
2781 *
2782 * - Vertex shader input: one of the values from \c gl_vert_attrib.
2783 * - Vertex shader output: one of the values from \c gl_varying_slot.
2784 * - Geometry shader input: one of the values from \c gl_varying_slot.
2785 * - Geometry shader output: one of the values from \c gl_varying_slot.
2786 * - Fragment shader input: one of the values from \c gl_varying_slot.
2787 * - Fragment shader output: one of the values from \c gl_frag_result.
2788 * - Uniforms: Per-stage uniform slot number for default uniform block.
2789 * - Uniforms: Index within the uniform block definition for UBO members.
2790 * - Non-UBO Uniforms: explicit location until linking then reused to
2791 * store uniform slot number.
2792 * - Other: This field is not currently used.
2793 *
2794 * If the variable is a uniform, shader input, or shader output, and the
2795 * slot has not been assigned, the value will be -1.
2796 */
2797 int location;
2798
2799 /**
2800 * Specifies the first component the variable is stored in as per
2801 * ARB_enhanced_layouts.
2802 */
2803 unsigned component:2;
2804
2805 /**
2806 * Output index for dual source blending.
2807 *
2808 * \note
2809 * The GLSL spec only allows the values 0 or 1 for the index in \b dual
2810 * source blending.
2811 */
2812 unsigned index:1;
2813
2814 /**
2815 * Specifies whether a shader input/output is per-patch in tessellation
2816 * shader stages.
2817 */
2818 unsigned patch:1;
2819
2820 /**
2821 * Storage class of the variable.
2822 *
2823 * \sa (n)ir_variable_mode
2824 */
2825 unsigned mode:4;
2826
2827 /**
2828 * Interpolation mode for shader inputs / outputs
2829 *
2830 * \sa glsl_interp_mode
2831 */
2832 unsigned interpolation:2;
2833
2834 /**
2835 * Was the location explicitly set in the shader?
2836 *
2837 * If the location is explicitly set in the shader, it \b cannot be changed
2838 * by the linker or by the API (e.g., calls to \c glBindAttribLocation have
2839 * no effect).
2840 */
2841 unsigned explicit_location:1;
2842
2843 /**
2844 * Precision qualifier.
2845 */
2846 unsigned precision:2;
2847 };
2848
2849 /**
2850 * Active resource in a gl_shader_program
2851 */
2852 struct gl_program_resource
2853 {
2854 GLenum Type; /** Program interface type. */
2855 const void *Data; /** Pointer to resource associated data structure. */
2856 uint8_t StageReferences; /** Bitmask of shader stage references. */
2857 };
2858
2859 /**
2860 * Link status enum. linking_skipped is used to indicate linking
2861 * was skipped due to the shader being loaded from the on-disk cache.
2862 */
2863 enum gl_link_status
2864 {
2865 linking_failure = 0,
2866 linking_success,
2867 linking_skipped
2868 };
2869
2870 /**
2871 * A data structure to be shared by gl_shader_program and gl_program.
2872 */
2873 struct gl_shader_program_data
2874 {
2875 GLint RefCount; /**< Reference count */
2876
2877 /** SHA1 hash of linked shader program */
2878 unsigned char sha1[20];
2879
2880 unsigned NumUniformStorage;
2881 unsigned NumHiddenUniforms;
2882 struct gl_uniform_storage *UniformStorage;
2883
2884 unsigned NumUniformBlocks;
2885 unsigned NumShaderStorageBlocks;
2886
2887 struct gl_uniform_block *UniformBlocks;
2888 struct gl_uniform_block *ShaderStorageBlocks;
2889
2890 struct gl_active_atomic_buffer *AtomicBuffers;
2891 unsigned NumAtomicBuffers;
2892
2893 /* Shader cache variables used during restore */
2894 unsigned NumUniformDataSlots;
2895 union gl_constant_value *UniformDataSlots;
2896
2897 /* Used to hold initial uniform values for program binary restores.
2898 *
2899 * From the ARB_get_program_binary spec:
2900 *
2901 * "A successful call to ProgramBinary will reset all uniform
2902 * variables to their initial values. The initial value is either
2903 * the value of the variable's initializer as specified in the
2904 * original shader source, or 0 if no initializer was present.
2905 */
2906 union gl_constant_value *UniformDataDefaults;
2907
2908 GLboolean Validated;
2909
2910 /** List of all active resources after linking. */
2911 struct gl_program_resource *ProgramResourceList;
2912 unsigned NumProgramResourceList;
2913
2914 enum gl_link_status LinkStatus; /**< GL_LINK_STATUS */
2915 GLchar *InfoLog;
2916
2917 unsigned Version; /**< GLSL version used for linking */
2918
2919 /* Mask of stages this program was linked against */
2920 unsigned linked_stages;
2921 };
2922
2923 /**
2924 * A GLSL program object.
2925 * Basically a linked collection of vertex and fragment shaders.
2926 */
2927 struct gl_shader_program
2928 {
2929 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2930 GLuint Name; /**< aka handle or ID */
2931 GLchar *Label; /**< GL_KHR_debug */
2932 GLint RefCount; /**< Reference count */
2933 GLboolean DeletePending;
2934
2935 /**
2936 * Is the application intending to glGetProgramBinary this program?
2937 */
2938 GLboolean BinaryRetreivableHint;
2939
2940 /**
2941 * Indicates whether program can be bound for individual pipeline stages
2942 * using UseProgramStages after it is next linked.
2943 */
2944 GLboolean SeparateShader;
2945
2946 GLuint NumShaders; /**< number of attached shaders */
2947 struct gl_shader **Shaders; /**< List of attached the shaders */
2948
2949 /**
2950 * User-defined attribute bindings
2951 *
2952 * These are set via \c glBindAttribLocation and are used to direct the
2953 * GLSL linker. These are \b not the values used in the compiled shader,
2954 * and they are \b not the values returned by \c glGetAttribLocation.
2955 */
2956 struct string_to_uint_map *AttributeBindings;
2957
2958 /**
2959 * User-defined fragment data bindings
2960 *
2961 * These are set via \c glBindFragDataLocation and are used to direct the
2962 * GLSL linker. These are \b not the values used in the compiled shader,
2963 * and they are \b not the values returned by \c glGetFragDataLocation.
2964 */
2965 struct string_to_uint_map *FragDataBindings;
2966 struct string_to_uint_map *FragDataIndexBindings;
2967
2968 /**
2969 * Transform feedback varyings last specified by
2970 * glTransformFeedbackVaryings().
2971 *
2972 * For the current set of transform feedback varyings used for transform
2973 * feedback output, see LinkedTransformFeedback.
2974 */
2975 struct {
2976 GLenum BufferMode;
2977 /** Global xfb_stride out qualifier if any */
2978 GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
2979 GLuint NumVarying;
2980 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2981 } TransformFeedback;
2982
2983 struct gl_program *last_vert_prog;
2984
2985 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2986 enum gl_frag_depth_layout FragDepthLayout;
2987
2988 /**
2989 * Geometry shader state - copied into gl_program by
2990 * _mesa_copy_linked_program_data().
2991 */
2992 struct {
2993 GLint VerticesIn;
2994
2995 bool UsesEndPrimitive;
2996 bool UsesStreams;
2997 } Geom;
2998
2999 /**
3000 * Compute shader state - copied into gl_program by
3001 * _mesa_copy_linked_program_data().
3002 */
3003 struct {
3004 /**
3005 * Size of shared variables accessed by the compute shader.
3006 */
3007 unsigned SharedSize;
3008 } Comp;
3009
3010 /** Data shared by gl_program and gl_shader_program */
3011 struct gl_shader_program_data *data;
3012
3013 /**
3014 * Mapping from GL uniform locations returned by \c glUniformLocation to
3015 * UniformStorage entries. Arrays will have multiple contiguous slots
3016 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
3017 */
3018 unsigned NumUniformRemapTable;
3019 struct gl_uniform_storage **UniformRemapTable;
3020
3021 /**
3022 * Sometimes there are empty slots left over in UniformRemapTable after we
3023 * allocate slots to explicit locations. This list stores the blocks of
3024 * continuous empty slots inside UniformRemapTable.
3025 */
3026 struct exec_list EmptyUniformLocations;
3027
3028 /**
3029 * Total number of explicit uniform location including inactive uniforms.
3030 */
3031 unsigned NumExplicitUniformLocations;
3032
3033 /**
3034 * Map of active uniform names to locations
3035 *
3036 * Maps any active uniform that is not an array element to a location.
3037 * Each active uniform, including individual structure members will appear
3038 * in this map. This roughly corresponds to the set of names that would be
3039 * enumerated by \c glGetActiveUniform.
3040 */
3041 struct string_to_uint_map *UniformHash;
3042
3043 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
3044
3045 bool IsES; /**< True if this program uses GLSL ES */
3046
3047 /**
3048 * Per-stage shaders resulting from the first stage of linking.
3049 *
3050 * Set of linked shaders for this program. The array is accessed using the
3051 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
3052 * \c NULL.
3053 */
3054 struct gl_linked_shader *_LinkedShaders[MESA_SHADER_STAGES];
3055
3056 /* True if any of the fragment shaders attached to this program use:
3057 * #extension ARB_fragment_coord_conventions: enable
3058 */
3059 GLboolean ARB_fragment_coord_conventions_enable;
3060 };
3061
3062
3063 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
3064 #define GLSL_LOG 0x2 /**< Write shaders to files */
3065 #define GLSL_UNIFORMS 0x4 /**< Print glUniform calls */
3066 #define GLSL_NOP_VERT 0x8 /**< Force no-op vertex shaders */
3067 #define GLSL_NOP_FRAG 0x10 /**< Force no-op fragment shaders */
3068 #define GLSL_USE_PROG 0x20 /**< Log glUseProgram calls */
3069 #define GLSL_REPORT_ERRORS 0x40 /**< Print compilation errors */
3070 #define GLSL_DUMP_ON_ERROR 0x80 /**< Dump shaders to stderr on compile error */
3071 #define GLSL_CACHE_INFO 0x100 /**< Print debug information about shader cache */
3072 #define GLSL_CACHE_FALLBACK 0x200 /**< Force shader cache fallback paths */
3073
3074
3075 /**
3076 * Context state for GLSL vertex/fragment shaders.
3077 * Extended to support pipeline object
3078 */
3079 struct gl_pipeline_object
3080 {
3081 /** Name of the pipeline object as received from glGenProgramPipelines.
3082 * It would be 0 for shaders without separate shader objects.
3083 */
3084 GLuint Name;
3085
3086 GLint RefCount;
3087
3088 GLchar *Label; /**< GL_KHR_debug */
3089
3090 /**
3091 * Programs used for rendering
3092 *
3093 * There is a separate program set for each shader stage.
3094 */
3095 struct gl_program *CurrentProgram[MESA_SHADER_STAGES];
3096
3097 struct gl_shader_program *ReferencedPrograms[MESA_SHADER_STAGES];
3098
3099 /**
3100 * Program used by glUniform calls.
3101 *
3102 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
3103 */
3104 struct gl_shader_program *ActiveProgram;
3105
3106 GLbitfield Flags; /**< Mask of GLSL_x flags */
3107
3108 GLboolean EverBound; /**< Has the pipeline object been created */
3109
3110 GLboolean Validated; /**< Pipeline Validation status */
3111
3112 GLchar *InfoLog;
3113 };
3114
3115 /**
3116 * Context state for GLSL pipeline shaders.
3117 */
3118 struct gl_pipeline_shader_state
3119 {
3120 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
3121 struct gl_pipeline_object *Current;
3122
3123 /* Default Object to ensure that _Shader is never NULL */
3124 struct gl_pipeline_object *Default;
3125
3126 /** Pipeline objects */
3127 struct _mesa_HashTable *Objects;
3128 };
3129
3130 /**
3131 * Compiler options for a single GLSL shaders type
3132 */
3133 struct gl_shader_compiler_options
3134 {
3135 /** Driver-selectable options: */
3136 GLboolean EmitNoLoops;
3137 GLboolean EmitNoCont; /**< Emit CONT opcode? */
3138 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
3139 GLboolean EmitNoPow; /**< Emit POW opcodes? */
3140 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
3141 GLboolean LowerCombinedClipCullDistance; /** Lower gl_ClipDistance and
3142 * gl_CullDistance together from
3143 * float[8] to vec4[2]
3144 **/
3145
3146 /**
3147 * \name Forms of indirect addressing the driver cannot do.
3148 */
3149 /*@{*/
3150 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
3151 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
3152 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
3153 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
3154 GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
3155 /*@}*/
3156
3157 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
3158 GLuint MaxUnrollIterations;
3159
3160 /**
3161 * Optimize code for array of structures backends.
3162 *
3163 * This is a proxy for:
3164 * - preferring DP4 instructions (rather than MUL/MAD) for
3165 * matrix * vector operations, such as position transformation.
3166 */
3167 GLboolean OptimizeForAOS;
3168
3169 GLboolean LowerBufferInterfaceBlocks; /**< Lower UBO and SSBO access to intrinsics. */
3170
3171 /** Clamp UBO and SSBO block indices so they don't go out-of-bounds. */
3172 GLboolean ClampBlockIndicesToArrayBounds;
3173
3174 const struct nir_shader_compiler_options *NirOptions;
3175 };
3176
3177
3178 /**
3179 * Occlusion/timer query object.
3180 */
3181 struct gl_query_object
3182 {
3183 GLenum Target; /**< The query target, when active */
3184 GLuint Id; /**< hash table ID/name */
3185 GLchar *Label; /**< GL_KHR_debug */
3186 GLuint64EXT Result; /**< the counter */
3187 GLboolean Active; /**< inside Begin/EndQuery */
3188 GLboolean Ready; /**< result is ready? */
3189 GLboolean EverBound;/**< has query object ever been bound */
3190 GLuint Stream; /**< The stream */
3191 };
3192
3193
3194 /**
3195 * Context state for query objects.
3196 */
3197 struct gl_query_state
3198 {
3199 struct _mesa_HashTable *QueryObjects;
3200 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
3201 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
3202
3203 /** GL_NV_conditional_render */
3204 struct gl_query_object *CondRenderQuery;
3205
3206 /** GL_EXT_transform_feedback */
3207 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
3208 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
3209
3210 /** GL_ARB_transform_feedback_overflow_query */
3211 struct gl_query_object *TransformFeedbackOverflow[MAX_VERTEX_STREAMS];
3212 struct gl_query_object *TransformFeedbackOverflowAny;
3213
3214 /** GL_ARB_timer_query */
3215 struct gl_query_object *TimeElapsed;
3216
3217 /** GL_ARB_pipeline_statistics_query */
3218 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
3219
3220 GLenum CondRenderMode;
3221 };
3222
3223
3224 /** Sync object state */
3225 struct gl_sync_object
3226 {
3227 GLuint Name; /**< Fence name */
3228 GLint RefCount; /**< Reference count */
3229 GLchar *Label; /**< GL_KHR_debug */
3230 GLboolean DeletePending; /**< Object was deleted while there were still
3231 * live references (e.g., sync not yet finished)
3232 */
3233 GLenum SyncCondition;
3234 GLbitfield Flags; /**< Flags passed to glFenceSync */
3235 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
3236 };
3237
3238
3239 /**
3240 * State which can be shared by multiple contexts:
3241 */
3242 struct gl_shared_state
3243 {
3244 simple_mtx_t Mutex; /**< for thread safety */
3245 GLint RefCount; /**< Reference count */
3246 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
3247 struct _mesa_HashTable *BitmapAtlas; /**< For optimized glBitmap text */
3248 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
3249
3250 /** Default texture objects (shared by all texture units) */
3251 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
3252
3253 /** Fallback texture used when a bound texture is incomplete */
3254 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
3255
3256 /**
3257 * \name Thread safety and statechange notification for texture
3258 * objects.
3259 *
3260 * \todo Improve the granularity of locking.
3261 */
3262 /*@{*/
3263 mtx_t TexMutex; /**< texobj thread safety */
3264 GLuint TextureStateStamp; /**< state notification for shared tex */
3265 /*@}*/
3266
3267 /** Default buffer object for vertex arrays that aren't in VBOs */
3268 struct gl_buffer_object *NullBufferObj;
3269
3270 /**
3271 * \name Vertex/geometry/fragment programs
3272 */
3273 /*@{*/
3274 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3275 struct gl_program *DefaultVertexProgram;
3276 struct gl_program *DefaultFragmentProgram;
3277 /*@}*/
3278
3279 /* GL_ATI_fragment_shader */
3280 struct _mesa_HashTable *ATIShaders;
3281 struct ati_fragment_shader *DefaultFragmentShader;
3282
3283 struct _mesa_HashTable *BufferObjects;
3284
3285 /** Table of both gl_shader and gl_shader_program objects */
3286 struct _mesa_HashTable *ShaderObjects;
3287
3288 /* GL_EXT_framebuffer_object */
3289 struct _mesa_HashTable *RenderBuffers;
3290 struct _mesa_HashTable *FrameBuffers;
3291
3292 /* GL_ARB_sync */
3293 struct set *SyncObjects;
3294
3295 /** GL_ARB_sampler_objects */
3296 struct _mesa_HashTable *SamplerObjects;
3297
3298 /* GL_ARB_bindless_texture */
3299 struct hash_table_u64 *TextureHandles;
3300 struct hash_table_u64 *ImageHandles;
3301 mtx_t HandlesMutex; /**< For texture/image handles safety */
3302
3303 /**
3304 * Some context in this share group was affected by a GPU reset
3305 *
3306 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3307 * been affected by a GPU reset must also return
3308 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3309 *
3310 * Once this field becomes true, it is never reset to false.
3311 */
3312 bool ShareGroupReset;
3313
3314 /** EXT_external_objects */
3315 struct _mesa_HashTable *MemoryObjects;
3316
3317 /**
3318 * Some context in this share group was affected by a disjoint
3319 * operation. This operation can be anything that has effects on
3320 * values of timer queries in such manner that they become invalid for
3321 * performance metrics. As example gpu reset, counter overflow or gpu
3322 * frequency changes.
3323 */
3324 bool DisjointOperation;
3325 };
3326
3327
3328
3329 /**
3330 * Renderbuffers represent drawing surfaces such as color, depth and/or
3331 * stencil. A framebuffer object has a set of renderbuffers.
3332 * Drivers will typically derive subclasses of this type.
3333 */
3334 struct gl_renderbuffer
3335 {
3336 simple_mtx_t Mutex; /**< for thread safety */
3337 GLuint ClassID; /**< Useful for drivers */
3338 GLuint Name;
3339 GLchar *Label; /**< GL_KHR_debug */
3340 GLint RefCount;
3341 GLuint Width, Height;
3342 GLuint Depth;
3343 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3344 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3345 /**
3346 * True for renderbuffers that wrap textures, giving the driver a chance to
3347 * flush render caches through the FinishRenderTexture hook.
3348 *
3349 * Drivers may also set this on renderbuffers other than those generated by
3350 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3351 * called without a rb->TexImage.
3352 */
3353 GLboolean NeedsFinishRenderTexture;
3354 GLubyte NumSamples; /**< zero means not multisampled */
3355 GLenum InternalFormat; /**< The user-specified format */
3356 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3357 GL_STENCIL_INDEX. */
3358 mesa_format Format; /**< The actual renderbuffer memory format */
3359 /**
3360 * Pointer to the texture image if this renderbuffer wraps a texture,
3361 * otherwise NULL.
3362 *
3363 * Note that the reference on the gl_texture_object containing this
3364 * TexImage is held by the gl_renderbuffer_attachment.
3365 */
3366 struct gl_texture_image *TexImage;
3367
3368 /** Delete this renderbuffer */
3369 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3370
3371 /** Allocate new storage for this renderbuffer */
3372 GLboolean (*AllocStorage)(struct gl_context *ctx,
3373 struct gl_renderbuffer *rb,
3374 GLenum internalFormat,
3375 GLuint width, GLuint height);
3376 };
3377
3378
3379 /**
3380 * A renderbuffer attachment points to either a texture object (and specifies
3381 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3382 */
3383 struct gl_renderbuffer_attachment
3384 {
3385 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3386 GLboolean Complete;
3387
3388 /**
3389 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3390 * application supplied renderbuffer object.
3391 */
3392 struct gl_renderbuffer *Renderbuffer;
3393
3394 /**
3395 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3396 * supplied texture object.
3397 */
3398 struct gl_texture_object *Texture;
3399 GLuint TextureLevel; /**< Attached mipmap level. */
3400 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3401 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3402 * and 2D array textures */
3403 GLboolean Layered;
3404 };
3405
3406
3407 /**
3408 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3409 * In C++ terms, think of this as a base class from which device drivers
3410 * will make derived classes.
3411 */
3412 struct gl_framebuffer
3413 {
3414 simple_mtx_t Mutex; /**< for thread safety */
3415 /**
3416 * If zero, this is a window system framebuffer. If non-zero, this
3417 * is a FBO framebuffer; note that for some devices (i.e. those with
3418 * a natural pixel coordinate system for FBOs that differs from the
3419 * OpenGL/Mesa coordinate system), this means that the viewport,
3420 * polygon face orientation, and polygon stipple will have to be inverted.
3421 */
3422 GLuint Name;
3423 GLint RefCount;
3424
3425 GLchar *Label; /**< GL_KHR_debug */
3426
3427 GLboolean DeletePending;
3428
3429 /**
3430 * The framebuffer's visual. Immutable if this is a window system buffer.
3431 * Computed from attachments if user-made FBO.
3432 */
3433 struct gl_config Visual;
3434
3435 /**
3436 * Size of frame buffer in pixels. If there are no attachments, then both
3437 * of these are 0.
3438 */
3439 GLuint Width, Height;
3440
3441 /**
3442 * In the case that the framebuffer has no attachment (i.e.
3443 * GL_ARB_framebuffer_no_attachments) then the geometry of
3444 * the framebuffer is specified by the default values.
3445 */
3446 struct {
3447 GLuint Width, Height, Layers, NumSamples;
3448 GLboolean FixedSampleLocations;
3449 /* Derived from NumSamples by the driver so that it can choose a valid
3450 * value for the hardware.
3451 */
3452 GLuint _NumSamples;
3453 } DefaultGeometry;
3454
3455 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3456 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3457 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3458 */
3459 /*@{*/
3460 GLint _Xmin, _Xmax;
3461 GLint _Ymin, _Ymax;
3462 /*@}*/
3463
3464 /** \name Derived Z buffer stuff */
3465 /*@{*/
3466 GLuint _DepthMax; /**< Max depth buffer value */
3467 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3468 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3469 /*@}*/
3470
3471 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3472 GLenum _Status;
3473
3474 /** Whether one of Attachment has Type != GL_NONE
3475 * NOTE: the values for Width and Height are set to 0 in case of having
3476 * no attachments, a backend driver supporting the extension
3477 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3478 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3479 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3480 * _Ymax do NOT take into account _HasAttachments being false). To get the
3481 * geometry of the framebuffer, the helper functions
3482 * _mesa_geometric_width(),
3483 * _mesa_geometric_height(),
3484 * _mesa_geometric_samples() and
3485 * _mesa_geometric_layers()
3486 * are available that check _HasAttachments.
3487 */
3488 bool _HasAttachments;
3489
3490 GLbitfield _IntegerBuffers; /**< Which color buffers are integer valued */
3491
3492 /* ARB_color_buffer_float */
3493 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3494 GLboolean _HasSNormOrFloatColorBuffer;
3495
3496 /**
3497 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3498 * is not layered. For cube maps and cube map arrays, each cube face
3499 * counts as a layer. As the case for Width, Height a backend driver
3500 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3501 * in the case that _HasAttachments is false
3502 */
3503 GLuint MaxNumLayers;
3504
3505 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3506 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3507
3508 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3509 * attribute group and GL_PIXEL attribute group, respectively.
3510 */
3511 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3512 GLenum ColorReadBuffer;
3513
3514 /** Computed from ColorDraw/ReadBuffer above */
3515 GLuint _NumColorDrawBuffers;
3516 gl_buffer_index _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS];
3517 gl_buffer_index _ColorReadBufferIndex;
3518 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3519 struct gl_renderbuffer *_ColorReadBuffer;
3520
3521 /** Delete this framebuffer */
3522 void (*Delete)(struct gl_framebuffer *fb);
3523 };
3524
3525
3526 /**
3527 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3528 */
3529 struct gl_precision
3530 {
3531 GLushort RangeMin; /**< min value exponent */
3532 GLushort RangeMax; /**< max value exponent */
3533 GLushort Precision; /**< number of mantissa bits */
3534 };
3535
3536
3537 /**
3538 * Limits for vertex, geometry and fragment programs/shaders.
3539 */
3540 struct gl_program_constants
3541 {
3542 /* logical limits */
3543 GLuint MaxInstructions;
3544 GLuint MaxAluInstructions;
3545 GLuint MaxTexInstructions;
3546 GLuint MaxTexIndirections;
3547 GLuint MaxAttribs;
3548 GLuint MaxTemps;
3549 GLuint MaxAddressRegs;
3550 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3551 GLuint MaxParameters;
3552 GLuint MaxLocalParams;
3553 GLuint MaxEnvParams;
3554 /* native/hardware limits */
3555 GLuint MaxNativeInstructions;
3556 GLuint MaxNativeAluInstructions;
3557 GLuint MaxNativeTexInstructions;
3558 GLuint MaxNativeTexIndirections;
3559 GLuint MaxNativeAttribs;
3560 GLuint MaxNativeTemps;
3561 GLuint MaxNativeAddressRegs;
3562 GLuint MaxNativeParameters;
3563 /* For shaders */
3564 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3565
3566 /**
3567 * \name Per-stage input / output limits
3568 *
3569 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3570 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3571 * ES). This is stored as \c gl_constants::MaxVarying.
3572 *
3573 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3574 * variables. Each stage as a certain number of outputs that it can feed
3575 * to the next stage and a certain number inputs that it can consume from
3576 * the previous stage.
3577 *
3578 * Vertex shader inputs do not participate this in this accounting.
3579 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3580 *
3581 * Fragment shader outputs do not participate this in this accounting.
3582 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3583 */
3584 /*@{*/
3585 GLuint MaxInputComponents;
3586 GLuint MaxOutputComponents;
3587 /*@}*/
3588
3589 /* ES 2.0 and GL_ARB_ES2_compatibility */
3590 struct gl_precision LowFloat, MediumFloat, HighFloat;
3591 struct gl_precision LowInt, MediumInt, HighInt;
3592 /* GL_ARB_uniform_buffer_object */
3593 GLuint MaxUniformBlocks;
3594 GLuint MaxCombinedUniformComponents;
3595 GLuint MaxTextureImageUnits;
3596
3597 /* GL_ARB_shader_atomic_counters */
3598 GLuint MaxAtomicBuffers;
3599 GLuint MaxAtomicCounters;
3600
3601 /* GL_ARB_shader_image_load_store */
3602 GLuint MaxImageUniforms;
3603
3604 /* GL_ARB_shader_storage_buffer_object */
3605 GLuint MaxShaderStorageBlocks;
3606 };
3607
3608 /**
3609 * Constants which may be overridden by device driver during context creation
3610 * but are never changed after that.
3611 */
3612 struct gl_constants
3613 {
3614 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3615 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3616 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3617 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3618 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3619 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3620 GLuint MaxTextureCoordUnits;
3621 GLuint MaxCombinedTextureImageUnits;
3622 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3623 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3624 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3625 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3626
3627 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3628
3629 GLuint MaxArrayLockSize;
3630
3631 GLint SubPixelBits;
3632
3633 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3634 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3635 GLfloat PointSizeGranularity;
3636 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3637 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3638 GLfloat LineWidthGranularity;
3639
3640 GLuint MaxClipPlanes;
3641 GLuint MaxLights;
3642 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3643 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3644
3645 GLuint MaxViewportWidth, MaxViewportHeight;
3646 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3647 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3648 struct {
3649 GLfloat Min;
3650 GLfloat Max;
3651 } ViewportBounds; /**< GL_ARB_viewport_array */
3652 GLuint MaxWindowRectangles; /**< GL_EXT_window_rectangles */
3653
3654 struct gl_program_constants Program[MESA_SHADER_STAGES];
3655 GLuint MaxProgramMatrices;
3656 GLuint MaxProgramMatrixStackDepth;
3657
3658 struct {
3659 GLuint SamplesPassed;
3660 GLuint TimeElapsed;
3661 GLuint Timestamp;
3662 GLuint PrimitivesGenerated;
3663 GLuint PrimitivesWritten;
3664 GLuint VerticesSubmitted;
3665 GLuint PrimitivesSubmitted;
3666 GLuint VsInvocations;
3667 GLuint TessPatches;
3668 GLuint TessInvocations;
3669 GLuint GsInvocations;
3670 GLuint GsPrimitives;
3671 GLuint FsInvocations;
3672 GLuint ComputeInvocations;
3673 GLuint ClInPrimitives;
3674 GLuint ClOutPrimitives;
3675 } QueryCounterBits;
3676
3677 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3678
3679 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3680 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3681 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3682
3683 /**
3684 * GL_ARB_framebuffer_no_attachments
3685 */
3686 GLuint MaxFramebufferWidth;
3687 GLuint MaxFramebufferHeight;
3688 GLuint MaxFramebufferLayers;
3689 GLuint MaxFramebufferSamples;
3690
3691 /** Number of varying vectors between any two shader stages. */
3692 GLuint MaxVarying;
3693
3694 /** @{
3695 * GL_ARB_uniform_buffer_object
3696 */
3697 GLuint MaxCombinedUniformBlocks;
3698 GLuint MaxUniformBufferBindings;
3699 GLuint MaxUniformBlockSize;
3700 GLuint UniformBufferOffsetAlignment;
3701 /** @} */
3702
3703 /** @{
3704 * GL_ARB_shader_storage_buffer_object
3705 */
3706 GLuint MaxCombinedShaderStorageBlocks;
3707 GLuint MaxShaderStorageBufferBindings;
3708 GLuint MaxShaderStorageBlockSize;
3709 GLuint ShaderStorageBufferOffsetAlignment;
3710 /** @} */
3711
3712 /**
3713 * GL_ARB_explicit_uniform_location
3714 */
3715 GLuint MaxUserAssignableUniformLocations;
3716
3717 /** geometry shader */
3718 GLuint MaxGeometryOutputVertices;
3719 GLuint MaxGeometryTotalOutputComponents;
3720
3721 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3722
3723 /**
3724 * Changes default GLSL extension behavior from "error" to "warn". It's out
3725 * of spec, but it can make some apps work that otherwise wouldn't.
3726 */
3727 GLboolean ForceGLSLExtensionsWarn;
3728
3729 /**
3730 * If non-zero, forces GLSL shaders to behave as if they began
3731 * with "#version ForceGLSLVersion".
3732 */
3733 GLuint ForceGLSLVersion;
3734
3735 /**
3736 * Allow GLSL #extension directives in the middle of shaders.
3737 */
3738 GLboolean AllowGLSLExtensionDirectiveMidShader;
3739
3740 /**
3741 * Allow GLSL built-in variables to be redeclared verbatim
3742 */
3743 GLboolean AllowGLSLBuiltinVariableRedeclaration;
3744
3745 /**
3746 * Allow GLSL interpolation qualifier mismatch across shader stages.
3747 */
3748 GLboolean AllowGLSLCrossStageInterpolationMismatch;
3749
3750 /**
3751 * Allow creating a higher compat profile (version 3.1+) for apps that
3752 * request it. Be careful when adding that driconf option because some
3753 * features are unimplemented and might not work correctly.
3754 */
3755 GLboolean AllowHigherCompatVersion;
3756
3757 /**
3758 * Force computing the absolute value for sqrt() and inversesqrt() to follow
3759 * D3D9 when apps rely on this behaviour.
3760 */
3761 GLboolean ForceGLSLAbsSqrt;
3762
3763 /**
3764 * Force uninitialized variables to default to zero.
3765 */
3766 GLboolean GLSLZeroInit;
3767
3768 /**
3769 * Does the driver support real 32-bit integers? (Otherwise, integers are
3770 * simulated via floats.)
3771 */
3772 GLboolean NativeIntegers;
3773
3774 /**
3775 * Does VertexID count from zero or from base vertex?
3776 *
3777 * \note
3778 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3779 * ignored and need not be set.
3780 */
3781 bool VertexID_is_zero_based;
3782
3783 /**
3784 * If the driver supports real 32-bit integers, what integer value should be
3785 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3786 */
3787 GLuint UniformBooleanTrue;
3788
3789 /**
3790 * Maximum amount of time, measured in nanseconds, that the server can wait.
3791 */
3792 GLuint64 MaxServerWaitTimeout;
3793
3794 /** GL_EXT_provoking_vertex */
3795 GLboolean QuadsFollowProvokingVertexConvention;
3796
3797 /** GL_ARB_viewport_array */
3798 GLenum LayerAndVPIndexProvokingVertex;
3799
3800 /** OpenGL version 3.0 */
3801 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3802
3803 /** OpenGL version 3.2 */
3804 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3805
3806 /** OpenGL version 4.4 */
3807 GLuint MaxVertexAttribStride;
3808
3809 /** GL_EXT_transform_feedback */
3810 GLuint MaxTransformFeedbackBuffers;
3811 GLuint MaxTransformFeedbackSeparateComponents;
3812 GLuint MaxTransformFeedbackInterleavedComponents;
3813 GLuint MaxVertexStreams;
3814
3815 /** GL_EXT_gpu_shader4 */
3816 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3817
3818 /** GL_ARB_texture_gather */
3819 GLuint MinProgramTextureGatherOffset;
3820 GLuint MaxProgramTextureGatherOffset;
3821 GLuint MaxProgramTextureGatherComponents;
3822
3823 /* GL_ARB_robustness */
3824 GLenum ResetStrategy;
3825
3826 /* GL_KHR_robustness */
3827 GLboolean RobustAccess;
3828
3829 /* GL_ARB_blend_func_extended */
3830 GLuint MaxDualSourceDrawBuffers;
3831
3832 /**
3833 * Whether the implementation strips out and ignores texture borders.
3834 *
3835 * Many GPU hardware implementations don't support rendering with texture
3836 * borders and mipmapped textures. (Note: not static border color, but the
3837 * old 1-pixel border around each edge). Implementations then have to do
3838 * slow fallbacks to be correct, or just ignore the border and be fast but
3839 * wrong. Setting the flag strips the border off of TexImage calls,
3840 * providing "fast but wrong" at significantly reduced driver complexity.
3841 *
3842 * Texture borders are deprecated in GL 3.0.
3843 **/
3844 GLboolean StripTextureBorder;
3845
3846 /**
3847 * For drivers which can do a better job at eliminating unused uniforms
3848 * than the GLSL compiler.
3849 *
3850 * XXX Remove these as soon as a better solution is available.
3851 */
3852 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3853
3854 /** Whether gl_FragCoord and gl_FrontFacing are system values. */
3855 bool GLSLFragCoordIsSysVal;
3856 bool GLSLFrontFacingIsSysVal;
3857
3858 /**
3859 * Run the minimum amount of GLSL optimizations to be able to link
3860 * shaders optimally (eliminate dead varyings and uniforms) and just do
3861 * all the necessary lowering.
3862 */
3863 bool GLSLOptimizeConservatively;
3864
3865 /**
3866 * True if gl_TessLevelInner/Outer[] in the TES should be inputs
3867 * (otherwise, they're system values).
3868 */
3869 bool GLSLTessLevelsAsInputs;
3870
3871 /**
3872 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3873 * than passing the transform feedback object to the drawing function.
3874 */
3875 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3876
3877 /** GL_ARB_map_buffer_alignment */
3878 GLuint MinMapBufferAlignment;
3879
3880 /**
3881 * Disable varying packing. This is out of spec, but potentially useful
3882 * for older platforms that supports a limited number of texture
3883 * indirections--on these platforms, unpacking the varyings in the fragment
3884 * shader increases the number of texture indirections by 1, which might
3885 * make some shaders not executable at all.
3886 *
3887 * Drivers that support transform feedback must set this value to GL_FALSE.
3888 */
3889 GLboolean DisableVaryingPacking;
3890
3891 /**
3892 * UBOs and SSBOs can be packed tightly by the OpenGL implementation when
3893 * layout is set as shared (the default) or packed. However most Mesa drivers
3894 * just use STD140 for these layouts. This flag allows drivers to use STD430
3895 * for packed and shared layouts which allows arrays to be packed more
3896 * tightly.
3897 */
3898 bool UseSTD430AsDefaultPacking;
3899
3900 /**
3901 * Should meaningful names be generated for compiler temporary variables?
3902 *
3903 * Generally, it is not useful to have the compiler generate "meaningful"
3904 * names for temporary variables that it creates. This can, however, be a
3905 * useful debugging aid. In Mesa debug builds or release builds when
3906 * MESA_GLSL is set at run-time, meaningful names will be generated.
3907 * Drivers can also force names to be generated by setting this field.
3908 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3909 * vertex shader assembly) is set at run-time.
3910 */
3911 bool GenerateTemporaryNames;
3912
3913 /*
3914 * Maximum value supported for an index in DrawElements and friends.
3915 *
3916 * This must be at least (1ull<<24)-1. The default value is
3917 * (1ull<<32)-1.
3918 *
3919 * \since ES 3.0 or GL_ARB_ES3_compatibility
3920 * \sa _mesa_init_constants
3921 */
3922 GLuint64 MaxElementIndex;
3923
3924 /**
3925 * Disable interpretation of line continuations (lines ending with a
3926 * backslash character ('\') in GLSL source.
3927 */
3928 GLboolean DisableGLSLLineContinuations;
3929
3930 /** GL_ARB_texture_multisample */
3931 GLint MaxColorTextureSamples;
3932 GLint MaxDepthTextureSamples;
3933 GLint MaxIntegerSamples;
3934
3935 /**
3936 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3937 * samples are laid out in a rectangular grid roughly corresponding to
3938 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3939 * are used to map indices of rectangular grid to sample numbers within
3940 * a pixel. This mapping of indices to sample numbers must be initialized
3941 * by the driver for the target hardware. For example, if we have the 8X
3942 * MSAA sample number layout (sample positions) for XYZ hardware:
3943 *
3944 * sample indices layout sample number layout
3945 * --------- ---------
3946 * | 0 | 1 | | a | b |
3947 * --------- ---------
3948 * | 2 | 3 | | c | d |
3949 * --------- ---------
3950 * | 4 | 5 | | e | f |
3951 * --------- ---------
3952 * | 6 | 7 | | g | h |
3953 * --------- ---------
3954 *
3955 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3956 *
3957 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3958 * below:
3959 * SampleMap8x = {a, b, c, d, e, f, g, h};
3960 *
3961 * Follow the logic for sample counts 2-8.
3962 *
3963 * For 16x the sample indices layout as a 4x4 grid as follows:
3964 *
3965 * -----------------
3966 * | 0 | 1 | 2 | 3 |
3967 * -----------------
3968 * | 4 | 5 | 6 | 7 |
3969 * -----------------
3970 * | 8 | 9 |10 |11 |
3971 * -----------------
3972 * |12 |13 |14 |15 |
3973 * -----------------
3974 */
3975 uint8_t SampleMap2x[2];
3976 uint8_t SampleMap4x[4];
3977 uint8_t SampleMap8x[8];
3978 uint8_t SampleMap16x[16];
3979
3980 /** GL_ARB_shader_atomic_counters */
3981 GLuint MaxAtomicBufferBindings;
3982 GLuint MaxAtomicBufferSize;
3983 GLuint MaxCombinedAtomicBuffers;
3984 GLuint MaxCombinedAtomicCounters;
3985
3986 /** GL_ARB_vertex_attrib_binding */
3987 GLint MaxVertexAttribRelativeOffset;
3988 GLint MaxVertexAttribBindings;
3989
3990 /* GL_ARB_shader_image_load_store */
3991 GLuint MaxImageUnits;
3992 GLuint MaxCombinedShaderOutputResources;
3993 GLuint MaxImageSamples;
3994 GLuint MaxCombinedImageUniforms;
3995
3996 /** GL_ARB_compute_shader */
3997 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3998 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3999 GLuint MaxComputeWorkGroupInvocations;
4000 GLuint MaxComputeSharedMemorySize;
4001
4002 /** GL_ARB_compute_variable_group_size */
4003 GLuint MaxComputeVariableGroupSize[3]; /* Array of x, y, z dimensions */
4004 GLuint MaxComputeVariableGroupInvocations;
4005
4006 /** GL_ARB_gpu_shader5 */
4007 GLfloat MinFragmentInterpolationOffset;
4008 GLfloat MaxFragmentInterpolationOffset;
4009
4010 GLboolean FakeSWMSAA;
4011
4012 /** GL_KHR_context_flush_control */
4013 GLenum ContextReleaseBehavior;
4014
4015 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
4016
4017 /** GL_ARB_tessellation_shader */
4018 GLuint MaxPatchVertices;
4019 GLuint MaxTessGenLevel;
4020 GLuint MaxTessPatchComponents;
4021 GLuint MaxTessControlTotalOutputComponents;
4022 bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
4023 bool PrimitiveRestartForPatches;
4024 bool LowerCsDerivedVariables; /**< Lower gl_GlobalInvocationID and
4025 * gl_LocalInvocationIndex based on
4026 * other builtin variables. */
4027
4028 /** GL_OES_primitive_bounding_box */
4029 bool NoPrimitiveBoundingBoxOutput;
4030
4031 /** GL_ARB_sparse_buffer */
4032 GLuint SparseBufferPageSize;
4033
4034 /** Used as an input for sha1 generation in the on-disk shader cache */
4035 unsigned char *dri_config_options_sha1;
4036
4037 /** When drivers are OK with mapped buffers during draw and other calls. */
4038 bool AllowMappedBuffersDuringExecution;
4039
4040 /** GL_ARB_get_program_binary */
4041 GLuint NumProgramBinaryFormats;
4042 };
4043
4044
4045 /**
4046 * Enable flag for each OpenGL extension. Different device drivers will
4047 * enable different extensions at runtime.
4048 */
4049 struct gl_extensions
4050 {
4051 GLboolean dummy; /* don't remove this! */
4052 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
4053 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
4054 GLboolean ANGLE_texture_compression_dxt;
4055 GLboolean ARB_ES2_compatibility;
4056 GLboolean ARB_ES3_compatibility;
4057 GLboolean ARB_ES3_1_compatibility;
4058 GLboolean ARB_ES3_2_compatibility;
4059 GLboolean ARB_arrays_of_arrays;
4060 GLboolean ARB_base_instance;
4061 GLboolean ARB_bindless_texture;
4062 GLboolean ARB_blend_func_extended;
4063 GLboolean ARB_buffer_storage;
4064 GLboolean ARB_clear_texture;
4065 GLboolean ARB_clip_control;
4066 GLboolean ARB_color_buffer_float;
4067 GLboolean ARB_compute_shader;
4068 GLboolean ARB_compute_variable_group_size;
4069 GLboolean ARB_conditional_render_inverted;
4070 GLboolean ARB_conservative_depth;
4071 GLboolean ARB_copy_image;
4072 GLboolean ARB_cull_distance;
4073 GLboolean ARB_depth_buffer_float;
4074 GLboolean ARB_depth_clamp;
4075 GLboolean ARB_depth_texture;
4076 GLboolean ARB_derivative_control;
4077 GLboolean ARB_draw_buffers_blend;
4078 GLboolean ARB_draw_elements_base_vertex;
4079 GLboolean ARB_draw_indirect;
4080 GLboolean ARB_draw_instanced;
4081 GLboolean ARB_fragment_coord_conventions;
4082 GLboolean ARB_fragment_layer_viewport;
4083 GLboolean ARB_fragment_program;
4084 GLboolean ARB_fragment_program_shadow;
4085 GLboolean ARB_fragment_shader;
4086 GLboolean ARB_framebuffer_no_attachments;
4087 GLboolean ARB_framebuffer_object;
4088 GLboolean ARB_enhanced_layouts;
4089 GLboolean ARB_explicit_attrib_location;
4090 GLboolean ARB_explicit_uniform_location;
4091 GLboolean ARB_gl_spirv;
4092 GLboolean ARB_gpu_shader5;
4093 GLboolean ARB_gpu_shader_fp64;
4094 GLboolean ARB_gpu_shader_int64;
4095 GLboolean ARB_half_float_vertex;
4096 GLboolean ARB_indirect_parameters;
4097 GLboolean ARB_instanced_arrays;
4098 GLboolean ARB_internalformat_query;
4099 GLboolean ARB_internalformat_query2;
4100 GLboolean ARB_map_buffer_range;
4101 GLboolean ARB_occlusion_query;
4102 GLboolean ARB_occlusion_query2;
4103 GLboolean ARB_pipeline_statistics_query;
4104 GLboolean ARB_point_sprite;
4105 GLboolean ARB_polygon_offset_clamp;
4106 GLboolean ARB_post_depth_coverage;
4107 GLboolean ARB_query_buffer_object;
4108 GLboolean ARB_robust_buffer_access_behavior;
4109 GLboolean ARB_sample_shading;
4110 GLboolean ARB_seamless_cube_map;
4111 GLboolean ARB_shader_atomic_counter_ops;
4112 GLboolean ARB_shader_atomic_counters;
4113 GLboolean ARB_shader_ballot;
4114 GLboolean ARB_shader_bit_encoding;
4115 GLboolean ARB_shader_clock;
4116 GLboolean ARB_shader_draw_parameters;
4117 GLboolean ARB_shader_group_vote;
4118 GLboolean ARB_shader_image_load_store;
4119 GLboolean ARB_shader_image_size;
4120 GLboolean ARB_shader_precision;
4121 GLboolean ARB_shader_stencil_export;
4122 GLboolean ARB_shader_storage_buffer_object;
4123 GLboolean ARB_shader_texture_image_samples;
4124 GLboolean ARB_shader_texture_lod;
4125 GLboolean ARB_shader_viewport_layer_array;
4126 GLboolean ARB_shading_language_packing;
4127 GLboolean ARB_shading_language_420pack;
4128 GLboolean ARB_shadow;
4129 GLboolean ARB_sparse_buffer;
4130 GLboolean ARB_stencil_texturing;
4131 GLboolean ARB_sync;
4132 GLboolean ARB_tessellation_shader;
4133 GLboolean ARB_texture_border_clamp;
4134 GLboolean ARB_texture_buffer_object;
4135 GLboolean ARB_texture_buffer_object_rgb32;
4136 GLboolean ARB_texture_buffer_range;
4137 GLboolean ARB_texture_compression_bptc;
4138 GLboolean ARB_texture_compression_rgtc;
4139 GLboolean ARB_texture_cube_map;
4140 GLboolean ARB_texture_cube_map_array;
4141 GLboolean ARB_texture_env_combine;
4142 GLboolean ARB_texture_env_crossbar;
4143 GLboolean ARB_texture_env_dot3;
4144 GLboolean ARB_texture_filter_anisotropic;
4145 GLboolean ARB_texture_float;
4146 GLboolean ARB_texture_gather;
4147 GLboolean ARB_texture_mirror_clamp_to_edge;
4148 GLboolean ARB_texture_multisample;
4149 GLboolean ARB_texture_non_power_of_two;
4150 GLboolean ARB_texture_stencil8;
4151 GLboolean ARB_texture_query_levels;
4152 GLboolean ARB_texture_query_lod;
4153 GLboolean ARB_texture_rg;
4154 GLboolean ARB_texture_rgb10_a2ui;
4155 GLboolean ARB_texture_view;
4156 GLboolean ARB_timer_query;
4157 GLboolean ARB_transform_feedback2;
4158 GLboolean ARB_transform_feedback3;
4159 GLboolean ARB_transform_feedback_instanced;
4160 GLboolean ARB_transform_feedback_overflow_query;
4161 GLboolean ARB_uniform_buffer_object;
4162 GLboolean ARB_vertex_attrib_64bit;
4163 GLboolean ARB_vertex_program;
4164 GLboolean ARB_vertex_shader;
4165 GLboolean ARB_vertex_type_10f_11f_11f_rev;
4166 GLboolean ARB_vertex_type_2_10_10_10_rev;
4167 GLboolean ARB_viewport_array;
4168 GLboolean EXT_blend_color;
4169 GLboolean EXT_blend_equation_separate;
4170 GLboolean EXT_blend_func_separate;
4171 GLboolean EXT_blend_minmax;
4172 GLboolean EXT_depth_bounds_test;
4173 GLboolean EXT_disjoint_timer_query;
4174 GLboolean EXT_draw_buffers2;
4175 GLboolean EXT_framebuffer_multisample;
4176 GLboolean EXT_framebuffer_multisample_blit_scaled;
4177 GLboolean EXT_framebuffer_sRGB;
4178 GLboolean EXT_gpu_program_parameters;
4179 GLboolean EXT_gpu_shader4;
4180 GLboolean EXT_memory_object;
4181 GLboolean EXT_memory_object_fd;
4182 GLboolean EXT_packed_float;
4183 GLboolean EXT_pixel_buffer_object;
4184 GLboolean EXT_point_parameters;
4185 GLboolean EXT_provoking_vertex;
4186 GLboolean EXT_shader_integer_mix;
4187 GLboolean EXT_shader_samples_identical;
4188 GLboolean EXT_stencil_two_side;
4189 GLboolean EXT_texture_array;
4190 GLboolean EXT_texture_compression_latc;
4191 GLboolean EXT_texture_compression_s3tc;
4192 GLboolean EXT_texture_env_dot3;
4193 GLboolean EXT_texture_filter_anisotropic;
4194 GLboolean EXT_texture_integer;
4195 GLboolean EXT_texture_mirror_clamp;
4196 GLboolean EXT_texture_shared_exponent;
4197 GLboolean EXT_texture_snorm;
4198 GLboolean EXT_texture_sRGB;
4199 GLboolean EXT_texture_sRGB_decode;
4200 GLboolean EXT_texture_swizzle;
4201 GLboolean EXT_texture_type_2_10_10_10_REV;
4202 GLboolean EXT_transform_feedback;
4203 GLboolean EXT_timer_query;
4204 GLboolean EXT_vertex_array_bgra;
4205 GLboolean EXT_window_rectangles;
4206 GLboolean OES_copy_image;
4207 GLboolean OES_primitive_bounding_box;
4208 GLboolean OES_sample_variables;
4209 GLboolean OES_standard_derivatives;
4210 GLboolean OES_texture_buffer;
4211 GLboolean OES_texture_cube_map_array;
4212 GLboolean OES_viewport_array;
4213 /* vendor extensions */
4214 GLboolean AMD_performance_monitor;
4215 GLboolean AMD_pinned_memory;
4216 GLboolean AMD_seamless_cubemap_per_texture;
4217 GLboolean AMD_vertex_shader_layer;
4218 GLboolean AMD_vertex_shader_viewport_index;
4219 GLboolean ANDROID_extension_pack_es31a;
4220 GLboolean APPLE_object_purgeable;
4221 GLboolean ATI_meminfo;
4222 GLboolean ATI_texture_compression_3dc;
4223 GLboolean ATI_texture_mirror_once;
4224 GLboolean ATI_texture_env_combine3;
4225 GLboolean ATI_fragment_shader;
4226 GLboolean ATI_separate_stencil;
4227 GLboolean GREMEDY_string_marker;
4228 GLboolean INTEL_conservative_rasterization;
4229 GLboolean INTEL_performance_query;
4230 GLboolean KHR_blend_equation_advanced;
4231 GLboolean KHR_blend_equation_advanced_coherent;
4232 GLboolean KHR_robustness;
4233 GLboolean KHR_texture_compression_astc_hdr;
4234 GLboolean KHR_texture_compression_astc_ldr;
4235 GLboolean KHR_texture_compression_astc_sliced_3d;
4236 GLboolean MESA_tile_raster_order;
4237 GLboolean MESA_pack_invert;
4238 GLboolean MESA_shader_framebuffer_fetch;
4239 GLboolean MESA_shader_framebuffer_fetch_non_coherent;
4240 GLboolean MESA_shader_integer_functions;
4241 GLboolean MESA_ycbcr_texture;
4242 GLboolean NV_conditional_render;
4243 GLboolean NV_fill_rectangle;
4244 GLboolean NV_fog_distance;
4245 GLboolean NV_point_sprite;
4246 GLboolean NV_primitive_restart;
4247 GLboolean NV_texture_barrier;
4248 GLboolean NV_texture_env_combine4;
4249 GLboolean NV_texture_rectangle;
4250 GLboolean NV_vdpau_interop;
4251 GLboolean NVX_gpu_memory_info;
4252 GLboolean TDFX_texture_compression_FXT1;
4253 GLboolean OES_EGL_image;
4254 GLboolean OES_draw_texture;
4255 GLboolean OES_depth_texture_cube_map;
4256 GLboolean OES_EGL_image_external;
4257 GLboolean OES_texture_float;
4258 GLboolean OES_texture_float_linear;
4259 GLboolean OES_texture_half_float;
4260 GLboolean OES_texture_half_float_linear;
4261 GLboolean OES_compressed_ETC1_RGB8_texture;
4262 GLboolean OES_geometry_shader;
4263 GLboolean OES_texture_compression_astc;
4264 GLboolean extension_sentinel;
4265 /** The extension string */
4266 const GLubyte *String;
4267 /** Number of supported extensions */
4268 GLuint Count;
4269 /**
4270 * The context version which extension helper functions compare against.
4271 * By default, the value is equal to ctx->Version. This changes to ~0
4272 * while meta is in progress.
4273 */
4274 GLubyte Version;
4275 /**
4276 * Force-enabled, yet unrecognized, extensions.
4277 * See _mesa_one_time_init_extension_overrides()
4278 */
4279 #define MAX_UNRECOGNIZED_EXTENSIONS 16
4280 const char *unrecognized_extensions[MAX_UNRECOGNIZED_EXTENSIONS];
4281 };
4282
4283
4284 /**
4285 * A stack of matrices (projection, modelview, color, texture, etc).
4286 */
4287 struct gl_matrix_stack
4288 {
4289 GLmatrix *Top; /**< points into Stack */
4290 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
4291 unsigned StackSize; /**< Number of elements in Stack */
4292 GLuint Depth; /**< 0 <= Depth < MaxDepth */
4293 GLuint MaxDepth; /**< size of Stack[] array */
4294 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
4295 };
4296
4297
4298 /**
4299 * \name Bits for image transfer operations
4300 * \sa __struct gl_contextRec::ImageTransferState.
4301 */
4302 /*@{*/
4303 #define IMAGE_SCALE_BIAS_BIT 0x1
4304 #define IMAGE_SHIFT_OFFSET_BIT 0x2
4305 #define IMAGE_MAP_COLOR_BIT 0x4
4306 #define IMAGE_CLAMP_BIT 0x800
4307
4308
4309 /** Pixel Transfer ops */
4310 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
4311 IMAGE_SHIFT_OFFSET_BIT | \
4312 IMAGE_MAP_COLOR_BIT)
4313
4314 /**
4315 * \name Bits to indicate what state has changed.
4316 */
4317 /*@{*/
4318 #define _NEW_MODELVIEW (1u << 0) /**< gl_context::ModelView */
4319 #define _NEW_PROJECTION (1u << 1) /**< gl_context::Projection */
4320 #define _NEW_TEXTURE_MATRIX (1u << 2) /**< gl_context::TextureMatrix */
4321 #define _NEW_COLOR (1u << 3) /**< gl_context::Color */
4322 #define _NEW_DEPTH (1u << 4) /**< gl_context::Depth */
4323 #define _NEW_EVAL (1u << 5) /**< gl_context::Eval, EvalMap */
4324 #define _NEW_FOG (1u << 6) /**< gl_context::Fog */
4325 #define _NEW_HINT (1u << 7) /**< gl_context::Hint */
4326 #define _NEW_LIGHT (1u << 8) /**< gl_context::Light */
4327 #define _NEW_LINE (1u << 9) /**< gl_context::Line */
4328 #define _NEW_PIXEL (1u << 10) /**< gl_context::Pixel */
4329 #define _NEW_POINT (1u << 11) /**< gl_context::Point */
4330 #define _NEW_POLYGON (1u << 12) /**< gl_context::Polygon */
4331 #define _NEW_POLYGONSTIPPLE (1u << 13) /**< gl_context::PolygonStipple */
4332 #define _NEW_SCISSOR (1u << 14) /**< gl_context::Scissor */
4333 #define _NEW_STENCIL (1u << 15) /**< gl_context::Stencil */
4334 #define _NEW_TEXTURE_OBJECT (1u << 16) /**< gl_context::Texture (bindings only) */
4335 #define _NEW_TRANSFORM (1u << 17) /**< gl_context::Transform */
4336 #define _NEW_VIEWPORT (1u << 18) /**< gl_context::Viewport */
4337 #define _NEW_TEXTURE_STATE (1u << 19) /**< gl_context::Texture (states only) */
4338 #define _NEW_ARRAY (1u << 20) /**< gl_context::Array */
4339 #define _NEW_RENDERMODE (1u << 21) /**< gl_context::RenderMode, etc */
4340 #define _NEW_BUFFERS (1u << 22) /**< gl_context::Visual, DrawBuffer, */
4341 #define _NEW_CURRENT_ATTRIB (1u << 23) /**< gl_context::Current */
4342 #define _NEW_MULTISAMPLE (1u << 24) /**< gl_context::Multisample */
4343 #define _NEW_TRACK_MATRIX (1u << 25) /**< gl_context::VertexProgram */
4344 #define _NEW_PROGRAM (1u << 26) /**< New program/shader state */
4345 #define _NEW_PROGRAM_CONSTANTS (1u << 27)
4346 /* gap */
4347 #define _NEW_FRAG_CLAMP (1u << 29)
4348 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4349 #define _NEW_VARYING_VP_INPUTS (1u << 31) /**< gl_context::varying_vp_inputs */
4350 #define _NEW_ALL ~0
4351 /*@}*/
4352
4353
4354 /**
4355 * Composite state flags
4356 */
4357 /*@{*/
4358 #define _NEW_TEXTURE (_NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE)
4359
4360 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
4361 _NEW_TEXTURE_STATE | \
4362 _NEW_POINT | \
4363 _NEW_PROGRAM | \
4364 _NEW_MODELVIEW)
4365
4366 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
4367 _NEW_FOG | \
4368 _NEW_PROGRAM)
4369
4370
4371 /*@}*/
4372
4373
4374
4375
4376 /* This has to be included here. */
4377 #include "dd.h"
4378
4379
4380 /**
4381 * Display list flags.
4382 * Strictly this is a tnl-private concept, but it doesn't seem
4383 * worthwhile adding a tnl private structure just to hold this one bit
4384 * of information:
4385 */
4386 #define DLIST_DANGLING_REFS 0x1
4387
4388
4389 /** Opaque declaration of display list payload data type */
4390 union gl_dlist_node;
4391
4392
4393 /**
4394 * Provide a location where information about a display list can be
4395 * collected. Could be extended with driverPrivate structures,
4396 * etc. in the future.
4397 */
4398 struct gl_display_list
4399 {
4400 GLuint Name;
4401 GLbitfield Flags; /**< DLIST_x flags */
4402 GLchar *Label; /**< GL_KHR_debug */
4403 /** The dlist commands are in a linked list of nodes */
4404 union gl_dlist_node *Head;
4405 };
4406
4407
4408 /**
4409 * State used during display list compilation and execution.
4410 */
4411 struct gl_dlist_state
4412 {
4413 struct gl_display_list *CurrentList; /**< List currently being compiled */
4414 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
4415 GLuint CurrentPos; /**< Index into current block of nodes */
4416 GLuint CallDepth; /**< Current recursion calling depth */
4417
4418 GLvertexformat ListVtxfmt;
4419
4420 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
4421 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
4422
4423 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
4424 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
4425
4426 struct {
4427 /* State known to have been set by the currently-compiling display
4428 * list. Used to eliminate some redundant state changes.
4429 */
4430 GLenum ShadeModel;
4431 } Current;
4432 };
4433
4434 /** @{
4435 *
4436 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
4437 * to small enums suitable for use as an array index.
4438 */
4439
4440 enum mesa_debug_source {
4441 MESA_DEBUG_SOURCE_API,
4442 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
4443 MESA_DEBUG_SOURCE_SHADER_COMPILER,
4444 MESA_DEBUG_SOURCE_THIRD_PARTY,
4445 MESA_DEBUG_SOURCE_APPLICATION,
4446 MESA_DEBUG_SOURCE_OTHER,
4447 MESA_DEBUG_SOURCE_COUNT
4448 };
4449
4450 enum mesa_debug_type {
4451 MESA_DEBUG_TYPE_ERROR,
4452 MESA_DEBUG_TYPE_DEPRECATED,
4453 MESA_DEBUG_TYPE_UNDEFINED,
4454 MESA_DEBUG_TYPE_PORTABILITY,
4455 MESA_DEBUG_TYPE_PERFORMANCE,
4456 MESA_DEBUG_TYPE_OTHER,
4457 MESA_DEBUG_TYPE_MARKER,
4458 MESA_DEBUG_TYPE_PUSH_GROUP,
4459 MESA_DEBUG_TYPE_POP_GROUP,
4460 MESA_DEBUG_TYPE_COUNT
4461 };
4462
4463 enum mesa_debug_severity {
4464 MESA_DEBUG_SEVERITY_LOW,
4465 MESA_DEBUG_SEVERITY_MEDIUM,
4466 MESA_DEBUG_SEVERITY_HIGH,
4467 MESA_DEBUG_SEVERITY_NOTIFICATION,
4468 MESA_DEBUG_SEVERITY_COUNT
4469 };
4470
4471 /** @} */
4472
4473 /**
4474 * Driver-specific state flags.
4475 *
4476 * These are or'd with gl_context::NewDriverState to notify a driver about
4477 * a state change. The driver sets the flags at context creation and
4478 * the meaning of the bits set is opaque to core Mesa.
4479 */
4480 struct gl_driver_flags
4481 {
4482 /** gl_context::Array::_DrawArrays (vertex array state) */
4483 uint64_t NewArray;
4484
4485 /** gl_context::TransformFeedback::CurrentObject */
4486 uint64_t NewTransformFeedback;
4487
4488 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4489 uint64_t NewTransformFeedbackProg;
4490
4491 /** gl_context::RasterDiscard */
4492 uint64_t NewRasterizerDiscard;
4493
4494 /** gl_context::TileRasterOrder* */
4495 uint64_t NewTileRasterOrder;
4496
4497 /**
4498 * gl_context::UniformBufferBindings
4499 * gl_shader_program::UniformBlocks
4500 */
4501 uint64_t NewUniformBuffer;
4502
4503 /**
4504 * gl_context::ShaderStorageBufferBindings
4505 * gl_shader_program::ShaderStorageBlocks
4506 */
4507 uint64_t NewShaderStorageBuffer;
4508
4509 uint64_t NewTextureBuffer;
4510
4511 /**
4512 * gl_context::AtomicBufferBindings
4513 */
4514 uint64_t NewAtomicBuffer;
4515
4516 /**
4517 * gl_context::ImageUnits
4518 */
4519 uint64_t NewImageUnits;
4520
4521 /**
4522 * gl_context::TessCtrlProgram::patch_default_*
4523 */
4524 uint64_t NewDefaultTessLevels;
4525
4526 /**
4527 * gl_context::IntelConservativeRasterization
4528 */
4529 uint64_t NewIntelConservativeRasterization;
4530
4531 /**
4532 * gl_context::Scissor::WindowRects
4533 */
4534 uint64_t NewWindowRectangles;
4535
4536 /** gl_context::Color::sRGBEnabled */
4537 uint64_t NewFramebufferSRGB;
4538
4539 /** gl_context::Scissor::EnableFlags */
4540 uint64_t NewScissorTest;
4541
4542 /** gl_context::Scissor::ScissorArray */
4543 uint64_t NewScissorRect;
4544
4545 /** gl_context::Color::Alpha* */
4546 uint64_t NewAlphaTest;
4547
4548 /** gl_context::Color::Blend/Dither */
4549 uint64_t NewBlend;
4550
4551 /** gl_context::Color::BlendColor */
4552 uint64_t NewBlendColor;
4553
4554 /** gl_context::Color::Color/Index */
4555 uint64_t NewColorMask;
4556
4557 /** gl_context::Depth */
4558 uint64_t NewDepth;
4559
4560 /** gl_context::Color::LogicOp/ColorLogicOp/IndexLogicOp */
4561 uint64_t NewLogicOp;
4562
4563 /** gl_context::Multisample::Enabled */
4564 uint64_t NewMultisampleEnable;
4565
4566 /** gl_context::Multisample::SampleAlphaTo* */
4567 uint64_t NewSampleAlphaToXEnable;
4568
4569 /** gl_context::Multisample::SampleCoverage/SampleMaskValue */
4570 uint64_t NewSampleMask;
4571
4572 /** gl_context::Multisample::(Min)SampleShading */
4573 uint64_t NewSampleShading;
4574
4575 /** gl_context::Stencil */
4576 uint64_t NewStencil;
4577
4578 /** gl_context::Transform::ClipOrigin/ClipDepthMode */
4579 uint64_t NewClipControl;
4580
4581 /** gl_context::Transform::EyeUserPlane */
4582 uint64_t NewClipPlane;
4583
4584 /** gl_context::Transform::ClipPlanesEnabled */
4585 uint64_t NewClipPlaneEnable;
4586
4587 /** gl_context::Transform::DepthClamp */
4588 uint64_t NewDepthClamp;
4589
4590 /** gl_context::Line */
4591 uint64_t NewLineState;
4592
4593 /** gl_context::Polygon */
4594 uint64_t NewPolygonState;
4595
4596 /** gl_context::PolygonStipple */
4597 uint64_t NewPolygonStipple;
4598
4599 /** gl_context::ViewportArray */
4600 uint64_t NewViewport;
4601
4602 /** Shader constants (uniforms, program parameters, state constants) */
4603 uint64_t NewShaderConstants[MESA_SHADER_STAGES];
4604 };
4605
4606 struct gl_buffer_binding
4607 {
4608 struct gl_buffer_object *BufferObject;
4609 /** Start of uniform block data in the buffer */
4610 GLintptr Offset;
4611 /** Size of data allowed to be referenced from the buffer (in bytes) */
4612 GLsizeiptr Size;
4613 /**
4614 * glBindBufferBase() indicates that the Size should be ignored and only
4615 * limited by the current size of the BufferObject.
4616 */
4617 GLboolean AutomaticSize;
4618 };
4619
4620 /**
4621 * ARB_shader_image_load_store image unit.
4622 */
4623 struct gl_image_unit
4624 {
4625 /**
4626 * Texture object bound to this unit.
4627 */
4628 struct gl_texture_object *TexObj;
4629
4630 /**
4631 * Level of the texture object bound to this unit.
4632 */
4633 GLuint Level;
4634
4635 /**
4636 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4637 * GL_FALSE if only some specific layer of the texture is bound.
4638 * \sa Layer
4639 */
4640 GLboolean Layered;
4641
4642 /**
4643 * Layer of the texture object bound to this unit as specified by the
4644 * application.
4645 */
4646 GLuint Layer;
4647
4648 /**
4649 * Layer of the texture object bound to this unit, or zero if the
4650 * whole level is bound.
4651 */
4652 GLuint _Layer;
4653
4654 /**
4655 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4656 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4657 */
4658 GLenum Access;
4659
4660 /**
4661 * GL internal format that determines the interpretation of the
4662 * image memory when shader image operations are performed through
4663 * this unit.
4664 */
4665 GLenum Format;
4666
4667 /**
4668 * Mesa format corresponding to \c Format.
4669 */
4670 mesa_format _ActualFormat;
4671
4672 };
4673
4674 /**
4675 * Shader subroutines storage
4676 */
4677 struct gl_subroutine_index_binding
4678 {
4679 GLuint NumIndex;
4680 GLuint *IndexPtr;
4681 };
4682
4683 struct gl_texture_handle_object
4684 {
4685 struct gl_texture_object *texObj;
4686 struct gl_sampler_object *sampObj;
4687 GLuint64 handle;
4688 };
4689
4690 struct gl_image_handle_object
4691 {
4692 struct gl_image_unit imgObj;
4693 GLuint64 handle;
4694 };
4695
4696 struct gl_memory_object
4697 {
4698 GLuint Name; /**< hash table ID/name */
4699 GLboolean Immutable; /**< denotes mutability state of parameters */
4700 GLboolean Dedicated; /**< import memory from a dedicated allocation */
4701 };
4702
4703 /**
4704 * Mesa rendering context.
4705 *
4706 * This is the central context data structure for Mesa. Almost all
4707 * OpenGL state is contained in this structure.
4708 * Think of this as a base class from which device drivers will derive
4709 * sub classes.
4710 */
4711 struct gl_context
4712 {
4713 /** State possibly shared with other contexts in the address space */
4714 struct gl_shared_state *Shared;
4715
4716 /** \name API function pointer tables */
4717 /*@{*/
4718 gl_api API;
4719
4720 /**
4721 * The current dispatch table for non-displaylist-saving execution, either
4722 * BeginEnd or OutsideBeginEnd
4723 */
4724 struct _glapi_table *Exec;
4725 /**
4726 * The normal dispatch table for non-displaylist-saving, non-begin/end
4727 */
4728 struct _glapi_table *OutsideBeginEnd;
4729 /** The dispatch table used between glNewList() and glEndList() */
4730 struct _glapi_table *Save;
4731 /**
4732 * The dispatch table used between glBegin() and glEnd() (outside of a
4733 * display list). Only valid functions between those two are set, which is
4734 * mostly just the set in a GLvertexformat struct.
4735 */
4736 struct _glapi_table *BeginEnd;
4737 /**
4738 * Dispatch table for when a graphics reset has happened.
4739 */
4740 struct _glapi_table *ContextLost;
4741 /**
4742 * Dispatch table used to marshal API calls from the client program to a
4743 * separate server thread. NULL if API calls are not being marshalled to
4744 * another thread.
4745 */
4746 struct _glapi_table *MarshalExec;
4747 /**
4748 * Dispatch table currently in use for fielding API calls from the client
4749 * program. If API calls are being marshalled to another thread, this ==
4750 * MarshalExec. Otherwise it == CurrentServerDispatch.
4751 */
4752 struct _glapi_table *CurrentClientDispatch;
4753
4754 /**
4755 * Dispatch table currently in use for performing API calls. == Save or
4756 * Exec.
4757 */
4758 struct _glapi_table *CurrentServerDispatch;
4759
4760 /*@}*/
4761
4762 struct glthread_state *GLThread;
4763
4764 struct gl_config Visual;
4765 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4766 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4767 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4768 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4769
4770 /**
4771 * Device driver function pointer table
4772 */
4773 struct dd_function_table Driver;
4774
4775 /** Core/Driver constants */
4776 struct gl_constants Const;
4777
4778 /** \name The various 4x4 matrix stacks */
4779 /*@{*/
4780 struct gl_matrix_stack ModelviewMatrixStack;
4781 struct gl_matrix_stack ProjectionMatrixStack;
4782 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4783 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4784 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4785 /*@}*/
4786
4787 /** Combined modelview and projection matrix */
4788 GLmatrix _ModelProjectMatrix;
4789
4790 /** \name Display lists */
4791 struct gl_dlist_state ListState;
4792
4793 GLboolean ExecuteFlag; /**< Execute GL commands? */
4794 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4795
4796 /** Extension information */
4797 struct gl_extensions Extensions;
4798
4799 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4800 GLuint Version;
4801 char *VersionString;
4802
4803 /** \name State attribute stack (for glPush/PopAttrib) */
4804 /*@{*/
4805 GLuint AttribStackDepth;
4806 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4807 /*@}*/
4808
4809 /** \name Renderer attribute groups
4810 *
4811 * We define a struct for each attribute group to make pushing and popping
4812 * attributes easy. Also it's a good organization.
4813 */
4814 /*@{*/
4815 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4816 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4817 struct gl_current_attrib Current; /**< Current attributes */
4818 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4819 struct gl_eval_attrib Eval; /**< Eval attributes */
4820 struct gl_fog_attrib Fog; /**< Fog attributes */
4821 struct gl_hint_attrib Hint; /**< Hint attributes */
4822 struct gl_light_attrib Light; /**< Light attributes */
4823 struct gl_line_attrib Line; /**< Line attributes */
4824 struct gl_list_attrib List; /**< List attributes */
4825 struct gl_multisample_attrib Multisample;
4826 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4827 struct gl_point_attrib Point; /**< Point attributes */
4828 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4829 GLuint PolygonStipple[32]; /**< Polygon stipple */
4830 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4831 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4832 struct gl_texture_attrib Texture; /**< Texture attributes */
4833 struct gl_transform_attrib Transform; /**< Transformation attributes */
4834 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4835 /*@}*/
4836
4837 /** \name Client attribute stack */
4838 /*@{*/
4839 GLuint ClientAttribStackDepth;
4840 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4841 /*@}*/
4842
4843 /** \name Client attribute groups */
4844 /*@{*/
4845 struct gl_array_attrib Array; /**< Vertex arrays */
4846 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4847 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4848 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4849 /*@}*/
4850
4851 /** \name Other assorted state (not pushed/popped on attribute stack) */
4852 /*@{*/
4853 struct gl_pixelmaps PixelMaps;
4854
4855 struct gl_evaluators EvalMap; /**< All evaluators */
4856 struct gl_feedback Feedback; /**< Feedback */
4857 struct gl_selection Select; /**< Selection */
4858
4859 struct gl_program_state Program; /**< general program state */
4860 struct gl_vertex_program_state VertexProgram;
4861 struct gl_fragment_program_state FragmentProgram;
4862 struct gl_geometry_program_state GeometryProgram;
4863 struct gl_compute_program_state ComputeProgram;
4864 struct gl_tess_ctrl_program_state TessCtrlProgram;
4865 struct gl_tess_eval_program_state TessEvalProgram;
4866 struct gl_ati_fragment_shader_state ATIFragmentShader;
4867
4868 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4869 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4870
4871 /**
4872 * Current active shader pipeline state
4873 *
4874 * Almost all internal users want ::_Shader instead of ::Shader. The
4875 * exceptions are bits of legacy GLSL API that do not know about separate
4876 * shader objects.
4877 *
4878 * If a program is active via \c glUseProgram, this will point to
4879 * \c ::Shader.
4880 *
4881 * If a program pipeline is active via \c glBindProgramPipeline, this will
4882 * point to \c ::Pipeline.Current.
4883 *
4884 * If neither a program nor a program pipeline is active, this will point to
4885 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4886 * \c NULL.
4887 */
4888 struct gl_pipeline_object *_Shader;
4889
4890 struct gl_query_state Query; /**< occlusion, timer queries */
4891
4892 struct gl_transform_feedback_state TransformFeedback;
4893
4894 struct gl_perf_monitor_state PerfMonitor;
4895 struct gl_perf_query_state PerfQuery;
4896
4897 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4898 struct gl_buffer_object *ParameterBuffer; /** < GL_ARB_indirect_parameters */
4899 struct gl_buffer_object *DispatchIndirectBuffer; /** < GL_ARB_compute_shader */
4900
4901 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4902 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4903
4904 struct gl_buffer_object *QueryBuffer; /**< GL_ARB_query_buffer_object */
4905
4906 /**
4907 * Current GL_ARB_uniform_buffer_object binding referenced by
4908 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4909 */
4910 struct gl_buffer_object *UniformBuffer;
4911
4912 /**
4913 * Current GL_ARB_shader_storage_buffer_object binding referenced by
4914 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
4915 */
4916 struct gl_buffer_object *ShaderStorageBuffer;
4917
4918 /**
4919 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4920 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4921 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4922 * shader program.
4923 */
4924 struct gl_buffer_binding
4925 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4926
4927 /**
4928 * Array of shader storage buffers for ARB_shader_storage_buffer_object
4929 * and GL 4.3. This is set up using glBindBufferRange() or
4930 * glBindBufferBase(). They are associated with shader storage blocks by
4931 * glShaderStorageBlockBinding()'s state in the shader program.
4932 */
4933 struct gl_buffer_binding
4934 ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
4935
4936 /**
4937 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4938 * target.
4939 */
4940 struct gl_buffer_object *AtomicBuffer;
4941
4942 /**
4943 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4944 * target.
4945 */
4946 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
4947
4948 /**
4949 * Array of atomic counter buffer binding points.
4950 */
4951 struct gl_buffer_binding
4952 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4953
4954 /**
4955 * Array of image units for ARB_shader_image_load_store.
4956 */
4957 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4958
4959 struct gl_subroutine_index_binding SubroutineIndex[MESA_SHADER_STAGES];
4960 /*@}*/
4961
4962 struct gl_meta_state *Meta; /**< for "meta" operations */
4963
4964 /* GL_EXT_framebuffer_object */
4965 struct gl_renderbuffer *CurrentRenderbuffer;
4966
4967 GLenum ErrorValue; /**< Last error code */
4968
4969 /**
4970 * Recognize and silence repeated error debug messages in buggy apps.
4971 */
4972 const char *ErrorDebugFmtString;
4973 GLuint ErrorDebugCount;
4974
4975 /* GL_ARB_debug_output/GL_KHR_debug */
4976 simple_mtx_t DebugMutex;
4977 struct gl_debug_state *Debug;
4978
4979 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4980 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4981 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
4982
4983 struct gl_driver_flags DriverFlags;
4984
4985 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4986
4987 GLbitfield varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4988
4989 /** \name Derived state */
4990 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4991 GLfloat _EyeZDir[3];
4992 GLfloat _ModelViewInvScale; /* may be for model- or eyespace lighting */
4993 GLfloat _ModelViewInvScaleEyespace; /* always factor defined in spec */
4994 GLboolean _NeedEyeCoords;
4995 GLboolean _ForceEyeCoords;
4996
4997 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4998
4999 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
5000
5001 /** \name For debugging/development only */
5002 /*@{*/
5003 GLboolean FirstTimeCurrent;
5004 /*@}*/
5005
5006 /**
5007 * False if this context was created without a config. This is needed
5008 * because the initial state of glDrawBuffers depends on this
5009 */
5010 GLboolean HasConfig;
5011
5012 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
5013
5014 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
5015 GLboolean IntelConservativeRasterization; /**< GL_INTEL_CONSERVATIVE_RASTERIZATION */
5016
5017 /** Does glVertexAttrib(0) alias glVertex()? */
5018 bool _AttribZeroAliasesVertex;
5019
5020 /**
5021 * When set, TileRasterOrderIncreasingX/Y control the order that a tiled
5022 * renderer's tiles should be excecuted, to meet the requirements of
5023 * GL_MESA_tile_raster_order.
5024 */
5025 GLboolean TileRasterOrderFixed;
5026 GLboolean TileRasterOrderIncreasingX;
5027 GLboolean TileRasterOrderIncreasingY;
5028
5029 /**
5030 * \name Hooks for module contexts.
5031 *
5032 * These will eventually live in the driver or elsewhere.
5033 */
5034 /*@{*/
5035 void *swrast_context;
5036 void *swsetup_context;
5037 void *swtnl_context;
5038 struct vbo_context *vbo_context;
5039 struct st_context *st;
5040 void *aelt_context;
5041 /*@}*/
5042
5043 /**
5044 * \name NV_vdpau_interop
5045 */
5046 /*@{*/
5047 const void *vdpDevice;
5048 const void *vdpGetProcAddress;
5049 struct set *vdpSurfaces;
5050 /*@}*/
5051
5052 /**
5053 * Has this context observed a GPU reset in any context in the share group?
5054 *
5055 * Once this field becomes true, it is never reset to false.
5056 */
5057 GLboolean ShareGroupReset;
5058
5059 /**
5060 * \name OES_primitive_bounding_box
5061 *
5062 * Stores the arguments to glPrimitiveBoundingBox
5063 */
5064 GLfloat PrimitiveBoundingBox[8];
5065
5066 struct disk_cache *Cache;
5067
5068 /**
5069 * \name GL_ARB_bindless_texture
5070 */
5071 /*@{*/
5072 struct hash_table_u64 *ResidentTextureHandles;
5073 struct hash_table_u64 *ResidentImageHandles;
5074 /*@}*/
5075 };
5076
5077 /**
5078 * Information about memory usage. All sizes are in kilobytes.
5079 */
5080 struct gl_memory_info
5081 {
5082 unsigned total_device_memory; /**< size of device memory, e.g. VRAM */
5083 unsigned avail_device_memory; /**< free device memory at the moment */
5084 unsigned total_staging_memory; /**< size of staging memory, e.g. GART */
5085 unsigned avail_staging_memory; /**< free staging memory at the moment */
5086 unsigned device_memory_evicted; /**< size of memory evicted (monotonic counter) */
5087 unsigned nr_device_memory_evictions; /**< # of evictions (monotonic counter) */
5088 };
5089
5090 #ifdef DEBUG
5091 extern int MESA_VERBOSE;
5092 extern int MESA_DEBUG_FLAGS;
5093 # define MESA_FUNCTION __func__
5094 #else
5095 # define MESA_VERBOSE 0
5096 # define MESA_DEBUG_FLAGS 0
5097 # define MESA_FUNCTION "a function"
5098 #endif
5099
5100
5101 /** The MESA_VERBOSE var is a bitmask of these flags */
5102 enum _verbose
5103 {
5104 VERBOSE_VARRAY = 0x0001,
5105 VERBOSE_TEXTURE = 0x0002,
5106 VERBOSE_MATERIAL = 0x0004,
5107 VERBOSE_PIPELINE = 0x0008,
5108 VERBOSE_DRIVER = 0x0010,
5109 VERBOSE_STATE = 0x0020,
5110 VERBOSE_API = 0x0040,
5111 VERBOSE_DISPLAY_LIST = 0x0100,
5112 VERBOSE_LIGHTING = 0x0200,
5113 VERBOSE_PRIMS = 0x0400,
5114 VERBOSE_VERTS = 0x0800,
5115 VERBOSE_DISASSEM = 0x1000,
5116 VERBOSE_DRAW = 0x2000,
5117 VERBOSE_SWAPBUFFERS = 0x4000
5118 };
5119
5120
5121 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
5122 enum _debug
5123 {
5124 DEBUG_SILENT = (1 << 0),
5125 DEBUG_ALWAYS_FLUSH = (1 << 1),
5126 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
5127 DEBUG_INCOMPLETE_FBO = (1 << 3),
5128 DEBUG_CONTEXT = (1 << 4)
5129 };
5130
5131 #ifdef __cplusplus
5132 }
5133 #endif
5134
5135 #endif /* MTYPES_H */