mesa: Also track a remapped version of the color logic op
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39 #include "c11/threads.h"
40
41 #include "main/glheader.h"
42 #include "main/config.h"
43 #include "glapi/glapi.h"
44 #include "math/m_matrix.h" /* GLmatrix */
45 #include "compiler/shader_enums.h"
46 #include "compiler/shader_info.h"
47 #include "main/formats.h" /* MESA_FORMAT_COUNT */
48 #include "compiler/glsl/list.h"
49 #include "util/simple_mtx.h"
50 #include "util/u_dynarray.h"
51
52
53 #ifdef __cplusplus
54 extern "C" {
55 #endif
56
57
58 /** Set a single bit */
59 #define BITFIELD_BIT(b) ((GLbitfield)1 << (b))
60 /** Set all bits up to excluding bit b */
61 #define BITFIELD_MASK(b) \
62 ((b) == 32 ? (~(GLbitfield)0) : BITFIELD_BIT(b) - 1)
63 /** Set count bits starting from bit b */
64 #define BITFIELD_RANGE(b, count) \
65 (BITFIELD_MASK((b) + (count)) & ~BITFIELD_MASK(b))
66
67
68 /**
69 * \name 64-bit extension of GLbitfield.
70 */
71 /*@{*/
72 typedef GLuint64 GLbitfield64;
73
74 /** Set a single bit */
75 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
76 /** Set all bits up to excluding bit b */
77 #define BITFIELD64_MASK(b) \
78 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
79 /** Set count bits starting from bit b */
80 #define BITFIELD64_RANGE(b, count) \
81 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
82
83
84 /**
85 * \name Some forward type declarations
86 */
87 /*@{*/
88 struct _mesa_HashTable;
89 struct gl_attrib_node;
90 struct gl_list_extensions;
91 struct gl_meta_state;
92 struct gl_program_cache;
93 struct gl_texture_object;
94 struct gl_debug_state;
95 struct gl_context;
96 struct st_context;
97 struct gl_uniform_storage;
98 struct prog_instruction;
99 struct gl_program_parameter_list;
100 struct gl_shader_spirv_data;
101 struct set;
102 struct vbo_context;
103 /*@}*/
104
105
106 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
107 #define PRIM_MAX GL_PATCHES
108 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
109 #define PRIM_UNKNOWN (PRIM_MAX + 2)
110
111 /**
112 * Determine if the given gl_varying_slot appears in the fragment shader.
113 */
114 static inline GLboolean
115 _mesa_varying_slot_in_fs(gl_varying_slot slot)
116 {
117 switch (slot) {
118 case VARYING_SLOT_PSIZ:
119 case VARYING_SLOT_BFC0:
120 case VARYING_SLOT_BFC1:
121 case VARYING_SLOT_EDGE:
122 case VARYING_SLOT_CLIP_VERTEX:
123 case VARYING_SLOT_LAYER:
124 case VARYING_SLOT_TESS_LEVEL_OUTER:
125 case VARYING_SLOT_TESS_LEVEL_INNER:
126 case VARYING_SLOT_BOUNDING_BOX0:
127 case VARYING_SLOT_BOUNDING_BOX1:
128 return GL_FALSE;
129 default:
130 return GL_TRUE;
131 }
132 }
133
134 /**
135 * Indexes for all renderbuffers
136 */
137 typedef enum
138 {
139 /* the four standard color buffers */
140 BUFFER_FRONT_LEFT,
141 BUFFER_BACK_LEFT,
142 BUFFER_FRONT_RIGHT,
143 BUFFER_BACK_RIGHT,
144 BUFFER_DEPTH,
145 BUFFER_STENCIL,
146 BUFFER_ACCUM,
147 /* optional aux buffer */
148 BUFFER_AUX0,
149 /* generic renderbuffers */
150 BUFFER_COLOR0,
151 BUFFER_COLOR1,
152 BUFFER_COLOR2,
153 BUFFER_COLOR3,
154 BUFFER_COLOR4,
155 BUFFER_COLOR5,
156 BUFFER_COLOR6,
157 BUFFER_COLOR7,
158 BUFFER_COUNT,
159 BUFFER_NONE = -1,
160 } gl_buffer_index;
161
162 /**
163 * Bit flags for all renderbuffers
164 */
165 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
166 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
167 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
168 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
169 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
170 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
171 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
172 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
173 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
174 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
175 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
176 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
177 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
178 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
179 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
180 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
181 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
182 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
183 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
184
185 /**
186 * Mask of all the color buffer bits (but not accum).
187 */
188 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
189 BUFFER_BIT_BACK_LEFT | \
190 BUFFER_BIT_FRONT_RIGHT | \
191 BUFFER_BIT_BACK_RIGHT | \
192 BUFFER_BIT_AUX0 | \
193 BUFFER_BIT_COLOR0 | \
194 BUFFER_BIT_COLOR1 | \
195 BUFFER_BIT_COLOR2 | \
196 BUFFER_BIT_COLOR3 | \
197 BUFFER_BIT_COLOR4 | \
198 BUFFER_BIT_COLOR5 | \
199 BUFFER_BIT_COLOR6 | \
200 BUFFER_BIT_COLOR7)
201
202 /* Mask of bits for depth+stencil buffers */
203 #define BUFFER_BITS_DEPTH_STENCIL (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL)
204
205 /**
206 * Framebuffer configuration (aka visual / pixelformat)
207 * Note: some of these fields should be boolean, but it appears that
208 * code in drivers/dri/common/util.c requires int-sized fields.
209 */
210 struct gl_config
211 {
212 GLboolean rgbMode;
213 GLboolean floatMode;
214 GLuint doubleBufferMode;
215 GLuint stereoMode;
216
217 GLboolean haveAccumBuffer;
218 GLboolean haveDepthBuffer;
219 GLboolean haveStencilBuffer;
220
221 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
222 GLuint redMask, greenMask, blueMask, alphaMask;
223 GLint rgbBits; /* total bits for rgb */
224 GLint indexBits; /* total bits for colorindex */
225
226 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
227 GLint depthBits;
228 GLint stencilBits;
229
230 GLint numAuxBuffers;
231
232 GLint level;
233
234 /* EXT_visual_rating / GLX 1.2 */
235 GLint visualRating;
236
237 /* EXT_visual_info / GLX 1.2 */
238 GLint transparentPixel;
239 /* colors are floats scaled to ints */
240 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
241 GLint transparentIndex;
242
243 /* ARB_multisample / SGIS_multisample */
244 GLint sampleBuffers;
245 GLuint samples;
246
247 /* SGIX_pbuffer / GLX 1.3 */
248 GLint maxPbufferWidth;
249 GLint maxPbufferHeight;
250 GLint maxPbufferPixels;
251 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
252 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
253
254 /* OML_swap_method */
255 GLint swapMethod;
256
257 /* EXT_texture_from_pixmap */
258 GLint bindToTextureRgb;
259 GLint bindToTextureRgba;
260 GLint bindToMipmapTexture;
261 GLint bindToTextureTargets;
262 GLint yInverted;
263
264 /* EXT_framebuffer_sRGB */
265 GLint sRGBCapable;
266 };
267
268
269 /**
270 * \name Bit flags used for updating material values.
271 */
272 /*@{*/
273 #define MAT_ATTRIB_FRONT_AMBIENT 0
274 #define MAT_ATTRIB_BACK_AMBIENT 1
275 #define MAT_ATTRIB_FRONT_DIFFUSE 2
276 #define MAT_ATTRIB_BACK_DIFFUSE 3
277 #define MAT_ATTRIB_FRONT_SPECULAR 4
278 #define MAT_ATTRIB_BACK_SPECULAR 5
279 #define MAT_ATTRIB_FRONT_EMISSION 6
280 #define MAT_ATTRIB_BACK_EMISSION 7
281 #define MAT_ATTRIB_FRONT_SHININESS 8
282 #define MAT_ATTRIB_BACK_SHININESS 9
283 #define MAT_ATTRIB_FRONT_INDEXES 10
284 #define MAT_ATTRIB_BACK_INDEXES 11
285 #define MAT_ATTRIB_MAX 12
286
287 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
288 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
289 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
290 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
291 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
292 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
293
294 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
295 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
296 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
297 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
298 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
299 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
300 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
301 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
302 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
303 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
304 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
305 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
306
307
308 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
309 MAT_BIT_FRONT_AMBIENT | \
310 MAT_BIT_FRONT_DIFFUSE | \
311 MAT_BIT_FRONT_SPECULAR | \
312 MAT_BIT_FRONT_SHININESS | \
313 MAT_BIT_FRONT_INDEXES)
314
315 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
316 MAT_BIT_BACK_AMBIENT | \
317 MAT_BIT_BACK_DIFFUSE | \
318 MAT_BIT_BACK_SPECULAR | \
319 MAT_BIT_BACK_SHININESS | \
320 MAT_BIT_BACK_INDEXES)
321
322 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
323 /*@}*/
324
325
326 /**
327 * Material state.
328 */
329 struct gl_material
330 {
331 GLfloat Attrib[MAT_ATTRIB_MAX][4];
332 };
333
334
335 /**
336 * Light state flags.
337 */
338 /*@{*/
339 #define LIGHT_SPOT 0x1
340 #define LIGHT_LOCAL_VIEWER 0x2
341 #define LIGHT_POSITIONAL 0x4
342 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
343 /*@}*/
344
345
346 /**
347 * Light source state.
348 */
349 struct gl_light
350 {
351 GLfloat Ambient[4]; /**< ambient color */
352 GLfloat Diffuse[4]; /**< diffuse color */
353 GLfloat Specular[4]; /**< specular color */
354 GLfloat EyePosition[4]; /**< position in eye coordinates */
355 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
356 GLfloat SpotExponent;
357 GLfloat SpotCutoff; /**< in degrees */
358 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
359 GLfloat ConstantAttenuation;
360 GLfloat LinearAttenuation;
361 GLfloat QuadraticAttenuation;
362 GLboolean Enabled; /**< On/off flag */
363
364 /**
365 * \name Derived fields
366 */
367 /*@{*/
368 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
369
370 GLfloat _Position[4]; /**< position in eye/obj coordinates */
371 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
372 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
373 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
374 GLfloat _VP_inf_spot_attenuation;
375
376 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
377 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
378 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
379 /*@}*/
380 };
381
382
383 /**
384 * Light model state.
385 */
386 struct gl_lightmodel
387 {
388 GLfloat Ambient[4]; /**< ambient color */
389 GLboolean LocalViewer; /**< Local (or infinite) view point? */
390 GLboolean TwoSide; /**< Two (or one) sided lighting? */
391 GLenum ColorControl; /**< either GL_SINGLE_COLOR
392 or GL_SEPARATE_SPECULAR_COLOR */
393 };
394
395
396 /**
397 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
398 */
399 struct gl_accum_attrib
400 {
401 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
402 };
403
404
405 /**
406 * Used for storing clear color, texture border color, etc.
407 * The float values are typically unclamped.
408 */
409 union gl_color_union
410 {
411 GLfloat f[4];
412 GLint i[4];
413 GLuint ui[4];
414 };
415
416 /**
417 * Remapped color logical operations
418 *
419 * With the exception of NVIDIA hardware, which consumes the OpenGL enumerants
420 * directly, everything wants this mapping of color logical operations.
421 *
422 * Fun fact: These values are just the bit-reverse of the low-nibble of the GL
423 * enumerant values (i.e., `GL_NOOP & 0x0f` is `b0101' while
424 * \c COLOR_LOGICOP_NOOP is `b1010`).
425 *
426 * Fun fact #2: These values are just an encoding of the operation as a table
427 * of bit values. The result of the logic op is:
428 *
429 * result_bit = (logic_op >> (2 * src_bit + dst_bit)) & 1
430 *
431 * For the GL enums, the result is:
432 *
433 * result_bit = logic_op & (1 << (2 * src_bit + dst_bit))
434 */
435 enum PACKED gl_logicop_mode {
436 COLOR_LOGICOP_CLEAR = 0,
437 COLOR_LOGICOP_NOR = 1,
438 COLOR_LOGICOP_AND_INVERTED = 2,
439 COLOR_LOGICOP_COPY_INVERTED = 3,
440 COLOR_LOGICOP_AND_REVERSE = 4,
441 COLOR_LOGICOP_INVERT = 5,
442 COLOR_LOGICOP_XOR = 6,
443 COLOR_LOGICOP_NAND = 7,
444 COLOR_LOGICOP_AND = 8,
445 COLOR_LOGICOP_EQUIV = 9,
446 COLOR_LOGICOP_NOOP = 10,
447 COLOR_LOGICOP_OR_INVERTED = 11,
448 COLOR_LOGICOP_COPY = 12,
449 COLOR_LOGICOP_OR_REVERSE = 13,
450 COLOR_LOGICOP_OR = 14,
451 COLOR_LOGICOP_SET = 15
452 };
453
454 /**
455 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
456 */
457 struct gl_colorbuffer_attrib
458 {
459 GLuint ClearIndex; /**< Index for glClear */
460 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
461 GLuint IndexMask; /**< Color index write mask */
462 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
463
464 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
465
466 /**
467 * \name alpha testing
468 */
469 /*@{*/
470 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
471 GLenum AlphaFunc; /**< Alpha test function */
472 GLfloat AlphaRefUnclamped;
473 GLclampf AlphaRef; /**< Alpha reference value */
474 /*@}*/
475
476 /**
477 * \name Blending
478 */
479 /*@{*/
480 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
481
482 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
483 * control, only on the fixed-pointness of the render target.
484 * The query does however depend on fragment color clamping.
485 */
486 GLfloat BlendColorUnclamped[4]; /**< Blending color */
487 GLfloat BlendColor[4]; /**< Blending color */
488
489 struct
490 {
491 GLenum SrcRGB; /**< RGB blend source term */
492 GLenum DstRGB; /**< RGB blend dest term */
493 GLenum SrcA; /**< Alpha blend source term */
494 GLenum DstA; /**< Alpha blend dest term */
495 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
496 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
497 /**
498 * Set if any blend factor uses SRC1. Computed at the time blend factors
499 * get set.
500 */
501 GLboolean _UsesDualSrc;
502 } Blend[MAX_DRAW_BUFFERS];
503 /** Are the blend func terms currently different for each buffer/target? */
504 GLboolean _BlendFuncPerBuffer;
505 /** Are the blend equations currently different for each buffer/target? */
506 GLboolean _BlendEquationPerBuffer;
507
508 /**
509 * Which advanced blending mode is in use (or BLEND_NONE).
510 *
511 * KHR_blend_equation_advanced only allows advanced blending with a single
512 * draw buffer, and NVX_blend_equation_advanced_multi_draw_buffer still
513 * requires all draw buffers to match, so we only need a single value.
514 */
515 enum gl_advanced_blend_mode _AdvancedBlendMode;
516
517 /** Coherency requested via glEnable(GL_BLEND_ADVANCED_COHERENT_KHR)? */
518 bool BlendCoherent;
519 /*@}*/
520
521 /**
522 * \name Logic op
523 */
524 /*@{*/
525 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
526 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
527 GLenum LogicOp; /**< Logic operator */
528 enum gl_logicop_mode _LogicOp;
529
530 /*@}*/
531
532 GLboolean DitherFlag; /**< Dither enable flag */
533
534 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
535 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
536 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
537
538 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
539 };
540
541
542 /**
543 * Current attribute group (GL_CURRENT_BIT).
544 */
545 struct gl_current_attrib
546 {
547 /**
548 * \name Current vertex attributes (color, texcoords, etc).
549 * \note Values are valid only after FLUSH_VERTICES has been called.
550 * \note Index and Edgeflag current values are stored as floats in the
551 * SIX and SEVEN attribute slots.
552 * \note We need double storage for 64-bit vertex attributes
553 */
554 GLfloat Attrib[VERT_ATTRIB_MAX][4*2];
555
556 /**
557 * \name Current raster position attributes (always up to date after a
558 * glRasterPos call).
559 */
560 GLfloat RasterPos[4];
561 GLfloat RasterDistance;
562 GLfloat RasterColor[4];
563 GLfloat RasterSecondaryColor[4];
564 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
565 GLboolean RasterPosValid;
566 };
567
568
569 /**
570 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
571 */
572 struct gl_depthbuffer_attrib
573 {
574 GLenum Func; /**< Function for depth buffer compare */
575 GLclampd Clear; /**< Value to clear depth buffer to */
576 GLboolean Test; /**< Depth buffering enabled flag */
577 GLboolean Mask; /**< Depth buffer writable? */
578 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
579 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
580 };
581
582
583 /**
584 * Evaluator attribute group (GL_EVAL_BIT).
585 */
586 struct gl_eval_attrib
587 {
588 /**
589 * \name Enable bits
590 */
591 /*@{*/
592 GLboolean Map1Color4;
593 GLboolean Map1Index;
594 GLboolean Map1Normal;
595 GLboolean Map1TextureCoord1;
596 GLboolean Map1TextureCoord2;
597 GLboolean Map1TextureCoord3;
598 GLboolean Map1TextureCoord4;
599 GLboolean Map1Vertex3;
600 GLboolean Map1Vertex4;
601 GLboolean Map2Color4;
602 GLboolean Map2Index;
603 GLboolean Map2Normal;
604 GLboolean Map2TextureCoord1;
605 GLboolean Map2TextureCoord2;
606 GLboolean Map2TextureCoord3;
607 GLboolean Map2TextureCoord4;
608 GLboolean Map2Vertex3;
609 GLboolean Map2Vertex4;
610 GLboolean AutoNormal;
611 /*@}*/
612
613 /**
614 * \name Map Grid endpoints and divisions and calculated du values
615 */
616 /*@{*/
617 GLint MapGrid1un;
618 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
619 GLint MapGrid2un, MapGrid2vn;
620 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
621 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
622 /*@}*/
623 };
624
625
626 /**
627 * Compressed fog mode.
628 */
629 enum gl_fog_mode
630 {
631 FOG_NONE,
632 FOG_LINEAR,
633 FOG_EXP,
634 FOG_EXP2,
635 };
636
637
638 /**
639 * Fog attribute group (GL_FOG_BIT).
640 */
641 struct gl_fog_attrib
642 {
643 GLboolean Enabled; /**< Fog enabled flag */
644 GLboolean ColorSumEnabled;
645 uint8_t _PackedMode; /**< Fog mode as 2 bits */
646 uint8_t _PackedEnabledMode; /**< Masked CompressedMode */
647 GLfloat ColorUnclamped[4]; /**< Fog color */
648 GLfloat Color[4]; /**< Fog color */
649 GLfloat Density; /**< Density >= 0.0 */
650 GLfloat Start; /**< Start distance in eye coords */
651 GLfloat End; /**< End distance in eye coords */
652 GLfloat Index; /**< Fog index */
653 GLenum Mode; /**< Fog mode */
654 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
655 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
656 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
657 };
658
659
660 /**
661 * Hint attribute group (GL_HINT_BIT).
662 *
663 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
664 */
665 struct gl_hint_attrib
666 {
667 GLenum PerspectiveCorrection;
668 GLenum PointSmooth;
669 GLenum LineSmooth;
670 GLenum PolygonSmooth;
671 GLenum Fog;
672 GLenum TextureCompression; /**< GL_ARB_texture_compression */
673 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
674 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
675 };
676
677
678 /**
679 * Lighting attribute group (GL_LIGHT_BIT).
680 */
681 struct gl_light_attrib
682 {
683 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
684 struct gl_lightmodel Model; /**< Lighting model */
685
686 /**
687 * Front and back material values.
688 * Note: must call FLUSH_VERTICES() before using.
689 */
690 struct gl_material Material;
691
692 GLboolean Enabled; /**< Lighting enabled flag */
693 GLboolean ColorMaterialEnabled;
694
695 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
696 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
697 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
698 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
699 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
700
701
702 GLboolean _ClampVertexColor;
703 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
704
705 /**
706 * Derived state for optimizations:
707 */
708 /*@{*/
709 GLbitfield _EnabledLights; /**< bitmask containing enabled lights */
710
711 GLboolean _NeedEyeCoords;
712 GLboolean _NeedVertices; /**< Use fast shader? */
713
714 GLfloat _BaseColor[2][3];
715 /*@}*/
716 };
717
718
719 /**
720 * Line attribute group (GL_LINE_BIT).
721 */
722 struct gl_line_attrib
723 {
724 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
725 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
726 GLushort StipplePattern; /**< Stipple pattern */
727 GLint StippleFactor; /**< Stipple repeat factor */
728 GLfloat Width; /**< Line width */
729 };
730
731
732 /**
733 * Display list attribute group (GL_LIST_BIT).
734 */
735 struct gl_list_attrib
736 {
737 GLuint ListBase;
738 };
739
740
741 /**
742 * Multisample attribute group (GL_MULTISAMPLE_BIT).
743 */
744 struct gl_multisample_attrib
745 {
746 GLboolean Enabled;
747 GLboolean SampleAlphaToCoverage;
748 GLboolean SampleAlphaToOne;
749 GLboolean SampleCoverage;
750 GLboolean SampleCoverageInvert;
751 GLboolean SampleShading;
752
753 /* ARB_texture_multisample / GL3.2 additions */
754 GLboolean SampleMask;
755
756 GLfloat SampleCoverageValue; /**< In range [0, 1] */
757 GLfloat MinSampleShadingValue; /**< In range [0, 1] */
758
759 /** The GL spec defines this as an array but >32x MSAA is madness */
760 GLbitfield SampleMaskValue;
761 };
762
763
764 /**
765 * A pixelmap (see glPixelMap)
766 */
767 struct gl_pixelmap
768 {
769 GLint Size;
770 GLfloat Map[MAX_PIXEL_MAP_TABLE];
771 };
772
773
774 /**
775 * Collection of all pixelmaps
776 */
777 struct gl_pixelmaps
778 {
779 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
780 struct gl_pixelmap GtoG;
781 struct gl_pixelmap BtoB;
782 struct gl_pixelmap AtoA;
783 struct gl_pixelmap ItoR;
784 struct gl_pixelmap ItoG;
785 struct gl_pixelmap ItoB;
786 struct gl_pixelmap ItoA;
787 struct gl_pixelmap ItoI;
788 struct gl_pixelmap StoS;
789 };
790
791
792 /**
793 * Pixel attribute group (GL_PIXEL_MODE_BIT).
794 */
795 struct gl_pixel_attrib
796 {
797 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
798
799 /*--- Begin Pixel Transfer State ---*/
800 /* Fields are in the order in which they're applied... */
801
802 /** Scale & Bias (index shift, offset) */
803 /*@{*/
804 GLfloat RedBias, RedScale;
805 GLfloat GreenBias, GreenScale;
806 GLfloat BlueBias, BlueScale;
807 GLfloat AlphaBias, AlphaScale;
808 GLfloat DepthBias, DepthScale;
809 GLint IndexShift, IndexOffset;
810 /*@}*/
811
812 /* Pixel Maps */
813 /* Note: actual pixel maps are not part of this attrib group */
814 GLboolean MapColorFlag;
815 GLboolean MapStencilFlag;
816
817 /*--- End Pixel Transfer State ---*/
818
819 /** glPixelZoom */
820 GLfloat ZoomX, ZoomY;
821 };
822
823
824 /**
825 * Point attribute group (GL_POINT_BIT).
826 */
827 struct gl_point_attrib
828 {
829 GLfloat Size; /**< User-specified point size */
830 GLfloat Params[3]; /**< GL_EXT_point_parameters */
831 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
832 GLfloat Threshold; /**< GL_EXT_point_parameters */
833 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
834 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
835 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
836 GLbitfield CoordReplace; /**< GL_ARB_point_sprite*/
837 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
838 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
839 };
840
841
842 /**
843 * Polygon attribute group (GL_POLYGON_BIT).
844 */
845 struct gl_polygon_attrib
846 {
847 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
848 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
849 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
850 GLboolean CullFlag; /**< Culling on/off flag */
851 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
852 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
853 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
854 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
855 GLfloat OffsetUnits; /**< Polygon offset units, from user */
856 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
857 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
858 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
859 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
860 };
861
862
863 /**
864 * Scissor attributes (GL_SCISSOR_BIT).
865 */
866 struct gl_scissor_rect
867 {
868 GLint X, Y; /**< Lower left corner of box */
869 GLsizei Width, Height; /**< Size of box */
870 };
871
872
873 struct gl_scissor_attrib
874 {
875 GLbitfield EnableFlags; /**< Scissor test enabled? */
876 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
877 GLint NumWindowRects; /**< Count of enabled window rectangles */
878 GLenum WindowRectMode; /**< Whether to include or exclude the rects */
879 struct gl_scissor_rect WindowRects[MAX_WINDOW_RECTANGLES];
880 };
881
882
883 /**
884 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
885 *
886 * Three sets of stencil data are tracked so that OpenGL 2.0,
887 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
888 * simultaneously. In each of the stencil state arrays, element 0 corresponds
889 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
890 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
891 * GL_EXT_stencil_two_side GL_BACK state.
892 *
893 * The derived value \c _BackFace is either 1 or 2 depending on whether or
894 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
895 *
896 * The derived value \c _TestTwoSide is set when the front-face and back-face
897 * stencil state are different.
898 */
899 struct gl_stencil_attrib
900 {
901 GLboolean Enabled; /**< Enabled flag */
902 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
903 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
904 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
905 GLenum Function[3]; /**< Stencil function */
906 GLenum FailFunc[3]; /**< Fail function */
907 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
908 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
909 GLint Ref[3]; /**< Reference value */
910 GLuint ValueMask[3]; /**< Value mask */
911 GLuint WriteMask[3]; /**< Write mask */
912 GLuint Clear; /**< Clear value */
913 };
914
915
916 /**
917 * An index for each type of texture object. These correspond to the GL
918 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
919 * Note: the order is from highest priority to lowest priority.
920 */
921 typedef enum
922 {
923 TEXTURE_2D_MULTISAMPLE_INDEX,
924 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
925 TEXTURE_CUBE_ARRAY_INDEX,
926 TEXTURE_BUFFER_INDEX,
927 TEXTURE_2D_ARRAY_INDEX,
928 TEXTURE_1D_ARRAY_INDEX,
929 TEXTURE_EXTERNAL_INDEX,
930 TEXTURE_CUBE_INDEX,
931 TEXTURE_3D_INDEX,
932 TEXTURE_RECT_INDEX,
933 TEXTURE_2D_INDEX,
934 TEXTURE_1D_INDEX,
935 NUM_TEXTURE_TARGETS
936 } gl_texture_index;
937
938
939 /**
940 * Bit flags for each type of texture object
941 */
942 /*@{*/
943 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
944 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
945 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
946 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
947 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
948 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
949 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
950 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
951 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
952 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
953 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
954 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
955 /*@}*/
956
957
958 /**
959 * Texture image state. Drivers will typically create a subclass of this
960 * with extra fields for memory buffers, etc.
961 */
962 struct gl_texture_image
963 {
964 GLint InternalFormat; /**< Internal format as given by the user */
965 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
966 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
967 * GL_INTENSITY, GL_DEPTH_COMPONENT or
968 * GL_DEPTH_STENCIL_EXT only. Used for
969 * choosing TexEnv arithmetic.
970 */
971 mesa_format TexFormat; /**< The actual texture memory format */
972
973 GLuint Border; /**< 0 or 1 */
974 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
975 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
976 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
977 GLuint Width2; /**< = Width - 2*Border */
978 GLuint Height2; /**< = Height - 2*Border */
979 GLuint Depth2; /**< = Depth - 2*Border */
980 GLuint WidthLog2; /**< = log2(Width2) */
981 GLuint HeightLog2; /**< = log2(Height2) */
982 GLuint DepthLog2; /**< = log2(Depth2) */
983 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
984 levels, computed from the dimensions */
985
986 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
987 GLuint Level; /**< Which mipmap level am I? */
988 /** Cube map face: index into gl_texture_object::Image[] array */
989 GLuint Face;
990
991 /** GL_ARB_texture_multisample */
992 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
993 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
994 };
995
996
997 /**
998 * Indexes for cube map faces.
999 */
1000 typedef enum
1001 {
1002 FACE_POS_X = 0,
1003 FACE_NEG_X = 1,
1004 FACE_POS_Y = 2,
1005 FACE_NEG_Y = 3,
1006 FACE_POS_Z = 4,
1007 FACE_NEG_Z = 5,
1008 MAX_FACES = 6
1009 } gl_face_index;
1010
1011
1012 /**
1013 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1014 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1015 */
1016 struct gl_sampler_object
1017 {
1018 simple_mtx_t Mutex;
1019 GLuint Name;
1020 GLint RefCount;
1021 GLchar *Label; /**< GL_KHR_debug */
1022
1023 GLenum WrapS; /**< S-axis texture image wrap mode */
1024 GLenum WrapT; /**< T-axis texture image wrap mode */
1025 GLenum WrapR; /**< R-axis texture image wrap mode */
1026 GLenum MinFilter; /**< minification filter */
1027 GLenum MagFilter; /**< magnification filter */
1028 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1029 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1030 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1031 GLfloat LodBias; /**< OpenGL 1.4 */
1032 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1033 GLenum CompareMode; /**< GL_ARB_shadow */
1034 GLenum CompareFunc; /**< GL_ARB_shadow */
1035 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1036 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1037
1038 /** GL_ARB_bindless_texture */
1039 bool HandleAllocated;
1040 struct util_dynarray Handles;
1041 };
1042
1043
1044 /**
1045 * Texture object state. Contains the array of mipmap images, border color,
1046 * wrap modes, filter modes, and shadow/texcompare state.
1047 */
1048 struct gl_texture_object
1049 {
1050 simple_mtx_t Mutex; /**< for thread safety */
1051 GLint RefCount; /**< reference count */
1052 GLuint Name; /**< the user-visible texture object ID */
1053 GLchar *Label; /**< GL_KHR_debug */
1054 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1055 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
1056 Only valid when Target is valid. */
1057
1058 struct gl_sampler_object Sampler;
1059
1060 GLenum DepthMode; /**< GL_ARB_depth_texture */
1061
1062 GLfloat Priority; /**< in [0,1] */
1063 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1064 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1065 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1066 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1067 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1068 GLint CropRect[4]; /**< GL_OES_draw_texture */
1069 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1070 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1071 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1072 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1073 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1074 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1075 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1076 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1077 pressure? */
1078 GLboolean Immutable; /**< GL_ARB_texture_storage */
1079 GLboolean _IsFloat; /**< GL_OES_float_texture */
1080 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
1081 bool StencilSampling; /**< Should we sample stencil instead of depth? */
1082 bool HandleAllocated; /**< GL_ARB_bindless_texture */
1083
1084 GLuint MinLevel; /**< GL_ARB_texture_view */
1085 GLuint MinLayer; /**< GL_ARB_texture_view */
1086 GLuint NumLevels; /**< GL_ARB_texture_view */
1087 GLuint NumLayers; /**< GL_ARB_texture_view */
1088
1089 /** GL_EXT_memory_object */
1090 GLenum TextureTiling;
1091
1092 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1093 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1094
1095 /** GL_ARB_texture_buffer_object */
1096 struct gl_buffer_object *BufferObject;
1097 GLenum BufferObjectFormat;
1098 /** Equivalent Mesa format for BufferObjectFormat. */
1099 mesa_format _BufferObjectFormat;
1100 /** GL_ARB_texture_buffer_range */
1101 GLintptr BufferOffset;
1102 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1103
1104 /** GL_OES_EGL_image_external */
1105 GLint RequiredTextureImageUnits;
1106
1107 /** GL_ARB_shader_image_load_store */
1108 GLenum ImageFormatCompatibilityType;
1109
1110 /** GL_ARB_bindless_texture */
1111 struct util_dynarray SamplerHandles;
1112 struct util_dynarray ImageHandles;
1113 };
1114
1115
1116 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1117 #define MAX_COMBINER_TERMS 4
1118
1119
1120 /**
1121 * Texture combine environment state.
1122 */
1123 struct gl_tex_env_combine_state
1124 {
1125 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1126 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1127 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1128 GLenum SourceRGB[MAX_COMBINER_TERMS];
1129 GLenum SourceA[MAX_COMBINER_TERMS];
1130 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1131 GLenum OperandRGB[MAX_COMBINER_TERMS];
1132 GLenum OperandA[MAX_COMBINER_TERMS];
1133 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1134 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1135 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1136 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1137 };
1138
1139
1140 /** Compressed TexEnv effective Combine mode */
1141 enum gl_tex_env_mode
1142 {
1143 TEXENV_MODE_REPLACE, /* r = a0 */
1144 TEXENV_MODE_MODULATE, /* r = a0 * a1 */
1145 TEXENV_MODE_ADD, /* r = a0 + a1 */
1146 TEXENV_MODE_ADD_SIGNED, /* r = a0 + a1 - 0.5 */
1147 TEXENV_MODE_INTERPOLATE, /* r = a0 * a2 + a1 * (1 - a2) */
1148 TEXENV_MODE_SUBTRACT, /* r = a0 - a1 */
1149 TEXENV_MODE_DOT3_RGB, /* r = a0 . a1 */
1150 TEXENV_MODE_DOT3_RGB_EXT, /* r = a0 . a1 */
1151 TEXENV_MODE_DOT3_RGBA, /* r = a0 . a1 */
1152 TEXENV_MODE_DOT3_RGBA_EXT, /* r = a0 . a1 */
1153 TEXENV_MODE_MODULATE_ADD_ATI, /* r = a0 * a2 + a1 */
1154 TEXENV_MODE_MODULATE_SIGNED_ADD_ATI, /* r = a0 * a2 + a1 - 0.5 */
1155 TEXENV_MODE_MODULATE_SUBTRACT_ATI, /* r = a0 * a2 - a1 */
1156 TEXENV_MODE_ADD_PRODUCTS_NV, /* r = a0 * a1 + a2 * a3 */
1157 TEXENV_MODE_ADD_PRODUCTS_SIGNED_NV, /* r = a0 * a1 + a2 * a3 - 0.5 */
1158 };
1159
1160
1161 /** Compressed TexEnv Combine source */
1162 enum gl_tex_env_source
1163 {
1164 TEXENV_SRC_TEXTURE0,
1165 TEXENV_SRC_TEXTURE1,
1166 TEXENV_SRC_TEXTURE2,
1167 TEXENV_SRC_TEXTURE3,
1168 TEXENV_SRC_TEXTURE4,
1169 TEXENV_SRC_TEXTURE5,
1170 TEXENV_SRC_TEXTURE6,
1171 TEXENV_SRC_TEXTURE7,
1172 TEXENV_SRC_TEXTURE,
1173 TEXENV_SRC_PREVIOUS,
1174 TEXENV_SRC_PRIMARY_COLOR,
1175 TEXENV_SRC_CONSTANT,
1176 TEXENV_SRC_ZERO,
1177 TEXENV_SRC_ONE,
1178 };
1179
1180
1181 /** Compressed TexEnv Combine operand */
1182 enum gl_tex_env_operand
1183 {
1184 TEXENV_OPR_COLOR,
1185 TEXENV_OPR_ONE_MINUS_COLOR,
1186 TEXENV_OPR_ALPHA,
1187 TEXENV_OPR_ONE_MINUS_ALPHA,
1188 };
1189
1190
1191 /** Compressed TexEnv Combine argument */
1192 struct gl_tex_env_argument
1193 {
1194 #ifdef __GNUC__
1195 __extension__ uint8_t Source:4; /**< TEXENV_SRC_x */
1196 __extension__ uint8_t Operand:2; /**< TEXENV_OPR_x */
1197 #else
1198 uint8_t Source; /**< SRC_x */
1199 uint8_t Operand; /**< OPR_x */
1200 #endif
1201 };
1202
1203
1204 /***
1205 * Compressed TexEnv Combine state.
1206 */
1207 struct gl_tex_env_combine_packed
1208 {
1209 uint32_t ModeRGB:4; /**< Effective mode for RGB as 4 bits */
1210 uint32_t ModeA:4; /**< Effective mode for RGB as 4 bits */
1211 uint32_t ScaleShiftRGB:2; /**< 0, 1 or 2 */
1212 uint32_t ScaleShiftA:2; /**< 0, 1 or 2 */
1213 uint32_t NumArgsRGB:3; /**< Number of inputs used for the RGB combiner */
1214 uint32_t NumArgsA:3; /**< Number of inputs used for the A combiner */
1215 /** Source arguments in a packed manner */
1216 struct gl_tex_env_argument ArgsRGB[MAX_COMBINER_TERMS];
1217 struct gl_tex_env_argument ArgsA[MAX_COMBINER_TERMS];
1218 };
1219
1220
1221 /**
1222 * TexGenEnabled flags.
1223 */
1224 /*@{*/
1225 #define S_BIT 1
1226 #define T_BIT 2
1227 #define R_BIT 4
1228 #define Q_BIT 8
1229 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1230 /*@}*/
1231
1232
1233 /**
1234 * Bit flag versions of the corresponding GL_ constants.
1235 */
1236 /*@{*/
1237 #define TEXGEN_SPHERE_MAP 0x1
1238 #define TEXGEN_OBJ_LINEAR 0x2
1239 #define TEXGEN_EYE_LINEAR 0x4
1240 #define TEXGEN_REFLECTION_MAP_NV 0x8
1241 #define TEXGEN_NORMAL_MAP_NV 0x10
1242
1243 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1244 TEXGEN_REFLECTION_MAP_NV | \
1245 TEXGEN_NORMAL_MAP_NV)
1246 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1247 TEXGEN_REFLECTION_MAP_NV | \
1248 TEXGEN_NORMAL_MAP_NV | \
1249 TEXGEN_EYE_LINEAR)
1250 /*@}*/
1251
1252
1253
1254 /** Tex-gen enabled for texture unit? */
1255 #define ENABLE_TEXGEN(unit) (1 << (unit))
1256
1257 /** Non-identity texture matrix for texture unit? */
1258 #define ENABLE_TEXMAT(unit) (1 << (unit))
1259
1260
1261 /**
1262 * Texture coord generation state.
1263 */
1264 struct gl_texgen
1265 {
1266 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1267 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1268 GLfloat ObjectPlane[4];
1269 GLfloat EyePlane[4];
1270 };
1271
1272
1273 /**
1274 * Texture unit state. Contains enable flags, texture environment/function/
1275 * combiners, texgen state, and pointers to current texture objects.
1276 */
1277 struct gl_texture_unit
1278 {
1279 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1280
1281 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1282 GLclampf EnvColor[4];
1283 GLfloat EnvColorUnclamped[4];
1284
1285 struct gl_texgen GenS;
1286 struct gl_texgen GenT;
1287 struct gl_texgen GenR;
1288 struct gl_texgen GenQ;
1289 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1290 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1291
1292 GLfloat LodBias; /**< for biasing mipmap levels */
1293
1294 /** Texture targets that have a non-default texture bound */
1295 GLbitfield _BoundTextures;
1296
1297 /** Current sampler object (GL_ARB_sampler_objects) */
1298 struct gl_sampler_object *Sampler;
1299
1300 /**
1301 * \name GL_EXT_texture_env_combine
1302 */
1303 struct gl_tex_env_combine_state Combine;
1304
1305 /**
1306 * Derived state based on \c EnvMode and the \c BaseFormat of the
1307 * currently enabled texture.
1308 */
1309 struct gl_tex_env_combine_state _EnvMode;
1310
1311 /**
1312 * Currently enabled combiner state. This will point to either
1313 * \c Combine or \c _EnvMode.
1314 */
1315 struct gl_tex_env_combine_state *_CurrentCombine;
1316
1317 /** Current texture object pointers */
1318 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1319
1320 /** Points to highest priority, complete and enabled texture object */
1321 struct gl_texture_object *_Current;
1322
1323 /** Current compressed TexEnv & Combine state */
1324 struct gl_tex_env_combine_packed _CurrentCombinePacked;
1325 };
1326
1327
1328 /**
1329 * Texture attribute group (GL_TEXTURE_BIT).
1330 */
1331 struct gl_texture_attrib
1332 {
1333 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1334
1335 /** GL_ARB_seamless_cubemap */
1336 GLboolean CubeMapSeamless;
1337
1338 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1339
1340 /** GL_ARB_texture_buffer_object */
1341 struct gl_buffer_object *BufferObject;
1342
1343 /** Texture coord units/sets used for fragment texturing */
1344 GLbitfield _EnabledCoordUnits;
1345
1346 /** Texture coord units that have texgen enabled */
1347 GLbitfield _TexGenEnabled;
1348
1349 /** Texture coord units that have non-identity matrices */
1350 GLbitfield _TexMatEnabled;
1351
1352 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1353 GLbitfield _GenFlags;
1354
1355 /** Largest index of a texture unit with _Current != NULL. */
1356 GLint _MaxEnabledTexImageUnit;
1357
1358 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1359 GLint NumCurrentTexUsed;
1360
1361 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1362 };
1363
1364
1365 /**
1366 * Data structure representing a single clip plane (e.g. one of the elements
1367 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1368 */
1369 typedef GLfloat gl_clip_plane[4];
1370
1371
1372 /**
1373 * Transformation attribute group (GL_TRANSFORM_BIT).
1374 */
1375 struct gl_transform_attrib
1376 {
1377 GLenum MatrixMode; /**< Matrix mode */
1378 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1379 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1380 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1381 GLboolean Normalize; /**< Normalize all normals? */
1382 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1383 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1384 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1385 /** GL_ARB_clip_control */
1386 GLenum ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1387 GLenum ClipDepthMode; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1388 };
1389
1390
1391 /**
1392 * Viewport attribute group (GL_VIEWPORT_BIT).
1393 */
1394 struct gl_viewport_attrib
1395 {
1396 GLfloat X, Y; /**< position */
1397 GLfloat Width, Height; /**< size */
1398 GLdouble Near, Far; /**< Depth buffer range */
1399 };
1400
1401
1402 typedef enum
1403 {
1404 MAP_USER,
1405 MAP_INTERNAL,
1406 MAP_COUNT
1407 } gl_map_buffer_index;
1408
1409
1410 /**
1411 * Fields describing a mapped buffer range.
1412 */
1413 struct gl_buffer_mapping
1414 {
1415 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1416 GLvoid *Pointer; /**< User-space address of mapping */
1417 GLintptr Offset; /**< Mapped offset */
1418 GLsizeiptr Length; /**< Mapped length */
1419 };
1420
1421
1422 /**
1423 * Usages we've seen for a buffer object.
1424 */
1425 typedef enum
1426 {
1427 USAGE_UNIFORM_BUFFER = 0x1,
1428 USAGE_TEXTURE_BUFFER = 0x2,
1429 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1430 USAGE_SHADER_STORAGE_BUFFER = 0x8,
1431 USAGE_TRANSFORM_FEEDBACK_BUFFER = 0x10,
1432 USAGE_PIXEL_PACK_BUFFER = 0x20,
1433 USAGE_DISABLE_MINMAX_CACHE = 0x40,
1434 } gl_buffer_usage;
1435
1436
1437 /**
1438 * GL_ARB_vertex/pixel_buffer_object buffer object
1439 */
1440 struct gl_buffer_object
1441 {
1442 simple_mtx_t Mutex;
1443 GLint RefCount;
1444 GLuint Name;
1445 GLchar *Label; /**< GL_KHR_debug */
1446 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1447 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1448 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1449 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1450 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1451 GLboolean Written; /**< Ever written to? (for debugging) */
1452 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1453 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1454 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1455
1456 /** Counters used for buffer usage warnings */
1457 GLuint NumSubDataCalls;
1458 GLuint NumMapBufferWriteCalls;
1459
1460 struct gl_buffer_mapping Mappings[MAP_COUNT];
1461
1462 /** Memoization of min/max index computations for static index buffers */
1463 struct hash_table *MinMaxCache;
1464 unsigned MinMaxCacheHitIndices;
1465 unsigned MinMaxCacheMissIndices;
1466 bool MinMaxCacheDirty;
1467
1468 bool HandleAllocated; /**< GL_ARB_bindless_texture */
1469 };
1470
1471
1472 /**
1473 * Client pixel packing/unpacking attributes
1474 */
1475 struct gl_pixelstore_attrib
1476 {
1477 GLint Alignment;
1478 GLint RowLength;
1479 GLint SkipPixels;
1480 GLint SkipRows;
1481 GLint ImageHeight;
1482 GLint SkipImages;
1483 GLboolean SwapBytes;
1484 GLboolean LsbFirst;
1485 GLboolean Invert; /**< GL_MESA_pack_invert */
1486 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1487 GLint CompressedBlockHeight;
1488 GLint CompressedBlockDepth;
1489 GLint CompressedBlockSize;
1490 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1491 };
1492
1493
1494 /**
1495 * Vertex array information which is derived from gl_array_attributes
1496 * and gl_vertex_buffer_binding information. Used by the VBO module and
1497 * device drivers.
1498 */
1499 struct gl_vertex_array
1500 {
1501 GLint Size; /**< components per element (1,2,3,4) */
1502 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1503 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1504 GLsizei StrideB; /**< actual stride in bytes */
1505 GLuint _ElementSize; /**< size of each element in bytes */
1506 const GLubyte *Ptr; /**< Points to array data */
1507 GLboolean Normalized; /**< GL_ARB_vertex_program */
1508 GLboolean Integer; /**< Integer-valued? */
1509 GLboolean Doubles; /**< double precision values are not converted to floats */
1510 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1511
1512 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1513 };
1514
1515
1516 /**
1517 * Attributes to describe a vertex array.
1518 *
1519 * Contains the size, type, format and normalization flag,
1520 * along with the index of a vertex buffer binding point.
1521 *
1522 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1523 * and is only present for backwards compatibility reasons.
1524 * Rendering always uses VERTEX_BINDING_STRIDE.
1525 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1526 * and VERTEX_BINDING_STRIDE to the same value, while
1527 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1528 */
1529 struct gl_array_attributes
1530 {
1531 GLint Size; /**< Components per element (1,2,3,4) */
1532 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1533 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1534 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1535 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1536 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1537 GLboolean Enabled; /**< Whether the array is enabled */
1538 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1539 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1540 GLboolean Doubles; /**< double precision values are not converted to floats */
1541 GLuint _ElementSize; /**< Size of each element in bytes */
1542 GLuint BufferBindingIndex; /**< Vertex buffer binding */
1543 };
1544
1545
1546 /**
1547 * This describes the buffer object used for a vertex array (or
1548 * multiple vertex arrays). If BufferObj points to the default/null
1549 * buffer object, then the vertex array lives in user memory and not a VBO.
1550 */
1551 struct gl_vertex_buffer_binding
1552 {
1553 GLintptr Offset; /**< User-specified offset */
1554 GLsizei Stride; /**< User-specified stride */
1555 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1556 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1557 GLbitfield _BoundArrays; /**< Arrays bound to this binding point */
1558 };
1559
1560
1561 /**
1562 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+ /
1563 * the GL_ARB_vertex_array_object extension.
1564 */
1565 struct gl_vertex_array_object
1566 {
1567 /** Name of the VAO as received from glGenVertexArray. */
1568 GLuint Name;
1569
1570 GLint RefCount;
1571
1572 GLchar *Label; /**< GL_KHR_debug */
1573
1574 /**
1575 * Has this array object been bound?
1576 */
1577 GLboolean EverBound;
1578
1579 /**
1580 * Derived vertex attribute arrays
1581 *
1582 * This is a legacy data structure created from gl_array_attributes and
1583 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1584 */
1585 struct gl_vertex_array _VertexAttrib[VERT_ATTRIB_MAX];
1586
1587 /** Vertex attribute arrays */
1588 struct gl_array_attributes VertexAttrib[VERT_ATTRIB_MAX];
1589
1590 /** Vertex buffer bindings */
1591 struct gl_vertex_buffer_binding BufferBinding[VERT_ATTRIB_MAX];
1592
1593 /** Mask indicating which vertex arrays have vertex buffer associated. */
1594 GLbitfield VertexAttribBufferMask;
1595
1596 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1597 GLbitfield _Enabled;
1598
1599 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1600 GLbitfield NewArrays;
1601
1602 /** The index buffer (also known as the element array buffer in OpenGL). */
1603 struct gl_buffer_object *IndexBufferObj;
1604 };
1605
1606
1607 /**
1608 * Used to signal when transitioning from one kind of drawing method
1609 * to another.
1610 */
1611 typedef enum
1612 {
1613 DRAW_NONE, /**< Initial value only */
1614 DRAW_BEGIN_END,
1615 DRAW_DISPLAY_LIST,
1616 DRAW_ARRAYS
1617 } gl_draw_method;
1618
1619
1620 /**
1621 * Enum for the OpenGL APIs we know about and may support.
1622 *
1623 * NOTE: This must match the api_enum table in
1624 * src/mesa/main/get_hash_generator.py
1625 */
1626 typedef enum
1627 {
1628 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
1629 API_OPENGLES,
1630 API_OPENGLES2,
1631 API_OPENGL_CORE,
1632 API_OPENGL_LAST = API_OPENGL_CORE
1633 } gl_api;
1634
1635
1636 /**
1637 * Vertex array state
1638 */
1639 struct gl_array_attrib
1640 {
1641 /** Currently bound array object. */
1642 struct gl_vertex_array_object *VAO;
1643
1644 /** The default vertex array object */
1645 struct gl_vertex_array_object *DefaultVAO;
1646
1647 /** The last VAO accessed by a DSA function */
1648 struct gl_vertex_array_object *LastLookedUpVAO;
1649
1650 /** Array objects (GL_ARB_vertex_array_object) */
1651 struct _mesa_HashTable *Objects;
1652
1653 GLint ActiveTexture; /**< Client Active Texture */
1654 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1655 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1656
1657 /**
1658 * \name Primitive restart controls
1659 *
1660 * Primitive restart is enabled if either \c PrimitiveRestart or
1661 * \c PrimitiveRestartFixedIndex is set.
1662 */
1663 /*@{*/
1664 GLboolean PrimitiveRestart;
1665 GLboolean PrimitiveRestartFixedIndex;
1666 GLboolean _PrimitiveRestart;
1667 GLuint RestartIndex;
1668 /*@}*/
1669
1670 /** One of the DRAW_xxx flags, not consumed by drivers */
1671 gl_draw_method DrawMethod;
1672
1673 /* GL_ARB_vertex_buffer_object */
1674 struct gl_buffer_object *ArrayBufferObj;
1675
1676 /**
1677 * Vertex arrays as consumed by a driver.
1678 * The array pointer is set up only by the VBO module.
1679 */
1680 const struct gl_vertex_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1681
1682 /** Legal array datatypes and the API for which they have been computed */
1683 GLbitfield LegalTypesMask;
1684 gl_api LegalTypesMaskAPI;
1685 };
1686
1687
1688 /**
1689 * Feedback buffer state
1690 */
1691 struct gl_feedback
1692 {
1693 GLenum Type;
1694 GLbitfield _Mask; /**< FB_* bits */
1695 GLfloat *Buffer;
1696 GLuint BufferSize;
1697 GLuint Count;
1698 };
1699
1700
1701 /**
1702 * Selection buffer state
1703 */
1704 struct gl_selection
1705 {
1706 GLuint *Buffer; /**< selection buffer */
1707 GLuint BufferSize; /**< size of the selection buffer */
1708 GLuint BufferCount; /**< number of values in the selection buffer */
1709 GLuint Hits; /**< number of records in the selection buffer */
1710 GLuint NameStackDepth; /**< name stack depth */
1711 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1712 GLboolean HitFlag; /**< hit flag */
1713 GLfloat HitMinZ; /**< minimum hit depth */
1714 GLfloat HitMaxZ; /**< maximum hit depth */
1715 };
1716
1717
1718 /**
1719 * 1-D Evaluator control points
1720 */
1721 struct gl_1d_map
1722 {
1723 GLuint Order; /**< Number of control points */
1724 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1725 GLfloat *Points; /**< Points to contiguous control points */
1726 };
1727
1728
1729 /**
1730 * 2-D Evaluator control points
1731 */
1732 struct gl_2d_map
1733 {
1734 GLuint Uorder; /**< Number of control points in U dimension */
1735 GLuint Vorder; /**< Number of control points in V dimension */
1736 GLfloat u1, u2, du;
1737 GLfloat v1, v2, dv;
1738 GLfloat *Points; /**< Points to contiguous control points */
1739 };
1740
1741
1742 /**
1743 * All evaluator control point state
1744 */
1745 struct gl_evaluators
1746 {
1747 /**
1748 * \name 1-D maps
1749 */
1750 /*@{*/
1751 struct gl_1d_map Map1Vertex3;
1752 struct gl_1d_map Map1Vertex4;
1753 struct gl_1d_map Map1Index;
1754 struct gl_1d_map Map1Color4;
1755 struct gl_1d_map Map1Normal;
1756 struct gl_1d_map Map1Texture1;
1757 struct gl_1d_map Map1Texture2;
1758 struct gl_1d_map Map1Texture3;
1759 struct gl_1d_map Map1Texture4;
1760 /*@}*/
1761
1762 /**
1763 * \name 2-D maps
1764 */
1765 /*@{*/
1766 struct gl_2d_map Map2Vertex3;
1767 struct gl_2d_map Map2Vertex4;
1768 struct gl_2d_map Map2Index;
1769 struct gl_2d_map Map2Color4;
1770 struct gl_2d_map Map2Normal;
1771 struct gl_2d_map Map2Texture1;
1772 struct gl_2d_map Map2Texture2;
1773 struct gl_2d_map Map2Texture3;
1774 struct gl_2d_map Map2Texture4;
1775 /*@}*/
1776 };
1777
1778
1779 struct gl_transform_feedback_varying_info
1780 {
1781 char *Name;
1782 GLenum Type;
1783 GLint BufferIndex;
1784 GLint Size;
1785 GLint Offset;
1786 };
1787
1788
1789 /**
1790 * Per-output info vertex shaders for transform feedback.
1791 */
1792 struct gl_transform_feedback_output
1793 {
1794 uint32_t OutputRegister;
1795 uint32_t OutputBuffer;
1796 uint32_t NumComponents;
1797 uint32_t StreamId;
1798
1799 /** offset (in DWORDs) of this output within the interleaved structure */
1800 uint32_t DstOffset;
1801
1802 /**
1803 * Offset into the output register of the data to output. For example,
1804 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1805 * offset is in the y and z components of the output register.
1806 */
1807 uint32_t ComponentOffset;
1808 };
1809
1810
1811 struct gl_transform_feedback_buffer
1812 {
1813 uint32_t Binding;
1814
1815 uint32_t NumVaryings;
1816
1817 /**
1818 * Total number of components stored in each buffer. This may be used by
1819 * hardware back-ends to determine the correct stride when interleaving
1820 * multiple transform feedback outputs in the same buffer.
1821 */
1822 uint32_t Stride;
1823
1824 /**
1825 * Which transform feedback stream this buffer binding is associated with.
1826 */
1827 uint32_t Stream;
1828 };
1829
1830
1831 /** Post-link transform feedback info. */
1832 struct gl_transform_feedback_info
1833 {
1834 /* Was xfb enabled via the api or in shader layout qualifiers */
1835 bool api_enabled;
1836
1837 unsigned NumOutputs;
1838
1839 /* Bitmask of active buffer indices. */
1840 unsigned ActiveBuffers;
1841
1842 struct gl_transform_feedback_output *Outputs;
1843
1844 /** Transform feedback varyings used for the linking of this shader program.
1845 *
1846 * Use for glGetTransformFeedbackVarying().
1847 */
1848 struct gl_transform_feedback_varying_info *Varyings;
1849 GLint NumVarying;
1850
1851 struct gl_transform_feedback_buffer Buffers[MAX_FEEDBACK_BUFFERS];
1852 };
1853
1854
1855 /**
1856 * Transform feedback object state
1857 */
1858 struct gl_transform_feedback_object
1859 {
1860 GLuint Name; /**< AKA the object ID */
1861 GLint RefCount;
1862 GLchar *Label; /**< GL_KHR_debug */
1863 GLboolean Active; /**< Is transform feedback enabled? */
1864 GLboolean Paused; /**< Is transform feedback paused? */
1865 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1866 at least once? */
1867 GLboolean EverBound; /**< Has this object been bound? */
1868
1869 /**
1870 * GLES: if Active is true, remaining number of primitives which can be
1871 * rendered without overflow. This is necessary to track because GLES
1872 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1873 * glDrawArraysInstanced would overflow transform feedback buffers.
1874 * Undefined if Active is false.
1875 *
1876 * Not tracked for desktop GL since it's unnecessary.
1877 */
1878 unsigned GlesRemainingPrims;
1879
1880 /**
1881 * The program active when BeginTransformFeedback() was called.
1882 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1883 * where stage is the pipeline stage that is the source of data for
1884 * transform feedback.
1885 */
1886 struct gl_program *program;
1887
1888 /** The feedback buffers */
1889 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1890 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1891
1892 /** Start of feedback data in dest buffer */
1893 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1894
1895 /**
1896 * Max data to put into dest buffer (in bytes). Computed based on
1897 * RequestedSize and the actual size of the buffer.
1898 */
1899 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1900
1901 /**
1902 * Size that was specified when the buffer was bound. If the buffer was
1903 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1904 * zero.
1905 */
1906 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1907 };
1908
1909
1910 /**
1911 * Context state for transform feedback.
1912 */
1913 struct gl_transform_feedback_state
1914 {
1915 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1916
1917 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1918 struct gl_buffer_object *CurrentBuffer;
1919
1920 /** The table of all transform feedback objects */
1921 struct _mesa_HashTable *Objects;
1922
1923 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1924 struct gl_transform_feedback_object *CurrentObject;
1925
1926 /** The default xform-fb object (Name==0) */
1927 struct gl_transform_feedback_object *DefaultObject;
1928 };
1929
1930
1931 /**
1932 * A "performance monitor" as described in AMD_performance_monitor.
1933 */
1934 struct gl_perf_monitor_object
1935 {
1936 GLuint Name;
1937
1938 /** True if the monitor is currently active (Begin called but not End). */
1939 GLboolean Active;
1940
1941 /**
1942 * True if the monitor has ended.
1943 *
1944 * This is distinct from !Active because it may never have began.
1945 */
1946 GLboolean Ended;
1947
1948 /**
1949 * A list of groups with currently active counters.
1950 *
1951 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1952 */
1953 unsigned *ActiveGroups;
1954
1955 /**
1956 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1957 *
1958 * Checking whether counter 'c' in group 'g' is active can be done via:
1959 *
1960 * BITSET_TEST(ActiveCounters[g], c)
1961 */
1962 GLuint **ActiveCounters;
1963 };
1964
1965
1966 union gl_perf_monitor_counter_value
1967 {
1968 float f;
1969 uint64_t u64;
1970 uint32_t u32;
1971 };
1972
1973
1974 struct gl_perf_monitor_counter
1975 {
1976 /** Human readable name for the counter. */
1977 const char *Name;
1978
1979 /**
1980 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1981 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1982 */
1983 GLenum Type;
1984
1985 /** Minimum counter value. */
1986 union gl_perf_monitor_counter_value Minimum;
1987
1988 /** Maximum counter value. */
1989 union gl_perf_monitor_counter_value Maximum;
1990 };
1991
1992
1993 struct gl_perf_monitor_group
1994 {
1995 /** Human readable name for the group. */
1996 const char *Name;
1997
1998 /**
1999 * Maximum number of counters in this group which can be active at the
2000 * same time.
2001 */
2002 GLuint MaxActiveCounters;
2003
2004 /** Array of counters within this group. */
2005 const struct gl_perf_monitor_counter *Counters;
2006 GLuint NumCounters;
2007 };
2008
2009
2010 /**
2011 * A query object instance as described in INTEL_performance_query.
2012 *
2013 * NB: We want to keep this and the corresponding backend structure
2014 * relatively lean considering that applications may expect to
2015 * allocate enough objects to be able to query around all draw calls
2016 * in a frame.
2017 */
2018 struct gl_perf_query_object
2019 {
2020 GLuint Id; /**< hash table ID/name */
2021 unsigned Used:1; /**< has been used for 1 or more queries */
2022 unsigned Active:1; /**< inside Begin/EndPerfQuery */
2023 unsigned Ready:1; /**< result is ready? */
2024 };
2025
2026
2027 /**
2028 * Context state for AMD_performance_monitor.
2029 */
2030 struct gl_perf_monitor_state
2031 {
2032 /** Array of performance monitor groups (indexed by group ID) */
2033 const struct gl_perf_monitor_group *Groups;
2034 GLuint NumGroups;
2035
2036 /** The table of all performance monitors. */
2037 struct _mesa_HashTable *Monitors;
2038 };
2039
2040
2041 /**
2042 * Context state for INTEL_performance_query.
2043 */
2044 struct gl_perf_query_state
2045 {
2046 struct _mesa_HashTable *Objects; /**< The table of all performance query objects */
2047 };
2048
2049
2050 /**
2051 * A bindless sampler object.
2052 */
2053 struct gl_bindless_sampler
2054 {
2055 /** Texture unit (set by glUniform1()). */
2056 GLubyte unit;
2057
2058 /** Whether this bindless sampler is bound to a unit. */
2059 GLboolean bound;
2060
2061 /** Texture Target (TEXTURE_1D/2D/3D/etc_INDEX). */
2062 gl_texture_index target;
2063
2064 /** Pointer to the base of the data. */
2065 GLvoid *data;
2066 };
2067
2068
2069 /**
2070 * A bindless image object.
2071 */
2072 struct gl_bindless_image
2073 {
2074 /** Image unit (set by glUniform1()). */
2075 GLubyte unit;
2076
2077 /** Whether this bindless image is bound to a unit. */
2078 GLboolean bound;
2079
2080 /** Access qualifier (GL_READ_WRITE, GL_READ_ONLY, GL_WRITE_ONLY) */
2081 GLenum access;
2082
2083 /** Pointer to the base of the data. */
2084 GLvoid *data;
2085 };
2086
2087
2088 /**
2089 * Names of the various vertex/fragment program register files, etc.
2090 *
2091 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
2092 * All values should fit in a 4-bit field.
2093 *
2094 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
2095 * considered to be "uniform" variables since they can only be set outside
2096 * glBegin/End. They're also all stored in the same Parameters array.
2097 */
2098 typedef enum
2099 {
2100 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
2101 PROGRAM_ARRAY, /**< Arrays & Matrixes */
2102 PROGRAM_INPUT, /**< machine->Inputs[] */
2103 PROGRAM_OUTPUT, /**< machine->Outputs[] */
2104 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
2105 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
2106 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
2107 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
2108 PROGRAM_ADDRESS, /**< machine->AddressReg */
2109 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
2110 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
2111 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
2112 PROGRAM_IMMEDIATE, /**< Immediate value, used by TGSI */
2113 PROGRAM_BUFFER, /**< for shader buffers, compile-time only */
2114 PROGRAM_MEMORY, /**< for shared, global and local memory */
2115 PROGRAM_IMAGE, /**< for shader images, compile-time only */
2116 PROGRAM_HW_ATOMIC, /**< for hw atomic counters, compile-time only */
2117 PROGRAM_FILE_MAX
2118 } gl_register_file;
2119
2120
2121 /**
2122 * Base class for any kind of program object
2123 */
2124 struct gl_program
2125 {
2126 /** FIXME: This must be first until we split shader_info from nir_shader */
2127 struct shader_info info;
2128
2129 GLuint Id;
2130 GLint RefCount;
2131 GLubyte *String; /**< Null-terminated program text */
2132
2133 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2134 GLenum Format; /**< String encoding format */
2135
2136 GLboolean _Used; /**< Ever used for drawing? Used for debugging */
2137
2138 struct nir_shader *nir;
2139
2140 /* Saved and restored with metadata. Freed with ralloc. */
2141 void *driver_cache_blob;
2142 size_t driver_cache_blob_size;
2143
2144 bool is_arb_asm; /** Is this an ARB assembly-style program */
2145
2146 /** Is this program written to on disk shader cache */
2147 bool program_written_to_cache;
2148
2149 GLbitfield64 SecondaryOutputsWritten; /**< Subset of OutputsWritten outputs written with non-zero index. */
2150 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
2151 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
2152 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
2153 GLbitfield ExternalSamplersUsed; /**< Texture units used for samplerExternalOES */
2154
2155 /* Fragement shader only fields */
2156 GLboolean OriginUpperLeft;
2157 GLboolean PixelCenterInteger;
2158
2159 /** Named parameters, constants, etc. from program text */
2160 struct gl_program_parameter_list *Parameters;
2161
2162 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2163 GLubyte SamplerUnits[MAX_SAMPLERS];
2164
2165 /* FIXME: We should be able to make this struct a union. However some
2166 * drivers (i915/fragment_programs, swrast/prog_execute) mix the use of
2167 * these fields, we should fix this.
2168 */
2169 struct {
2170 /** Fields used by GLSL programs */
2171 struct {
2172 /** Data shared by gl_program and gl_shader_program */
2173 struct gl_shader_program_data *data;
2174
2175 struct gl_active_atomic_buffer **AtomicBuffers;
2176
2177 /** Post-link transform feedback info. */
2178 struct gl_transform_feedback_info *LinkedTransformFeedback;
2179
2180 /**
2181 * Number of types for subroutine uniforms.
2182 */
2183 GLuint NumSubroutineUniformTypes;
2184
2185 /**
2186 * Subroutine uniform remap table
2187 * based on the program level uniform remap table.
2188 */
2189 GLuint NumSubroutineUniforms; /* non-sparse total */
2190 GLuint NumSubroutineUniformRemapTable;
2191 struct gl_uniform_storage **SubroutineUniformRemapTable;
2192
2193 /**
2194 * Num of subroutine functions for this stage and storage for them.
2195 */
2196 GLuint NumSubroutineFunctions;
2197 GLuint MaxSubroutineFunctionIndex;
2198 struct gl_subroutine_function *SubroutineFunctions;
2199
2200 /**
2201 * Map from image uniform index to image unit (set by glUniform1i())
2202 *
2203 * An image uniform index is associated with each image uniform by
2204 * the linker. The image index associated with each uniform is
2205 * stored in the \c gl_uniform_storage::image field.
2206 */
2207 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2208
2209 /**
2210 * Access qualifier specified in the shader for each image uniform
2211 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2212 * GL_READ_WRITE.
2213 *
2214 * It may be different, though only more strict than the value of
2215 * \c gl_image_unit::Access for the corresponding image unit.
2216 */
2217 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2218
2219 struct gl_uniform_block **UniformBlocks;
2220 struct gl_uniform_block **ShaderStorageBlocks;
2221
2222 /** Which texture target is being sampled
2223 * (TEXTURE_1D/2D/3D/etc_INDEX)
2224 */
2225 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2226
2227 /**
2228 * Number of samplers declared with the bindless_sampler layout
2229 * qualifier as specified by ARB_bindless_texture.
2230 */
2231 GLuint NumBindlessSamplers;
2232 GLboolean HasBoundBindlessSampler;
2233 struct gl_bindless_sampler *BindlessSamplers;
2234
2235 /**
2236 * Number of images declared with the bindless_image layout qualifier
2237 * as specified by ARB_bindless_texture.
2238 */
2239 GLuint NumBindlessImages;
2240 GLboolean HasBoundBindlessImage;
2241 struct gl_bindless_image *BindlessImages;
2242
2243 union {
2244 struct {
2245 /**
2246 * A bitmask of gl_advanced_blend_mode values
2247 */
2248 GLbitfield BlendSupport;
2249 } fs;
2250 };
2251 } sh;
2252
2253 /** ARB assembly-style program fields */
2254 struct {
2255 struct prog_instruction *Instructions;
2256
2257 /**
2258 * Local parameters used by the program.
2259 *
2260 * It's dynamically allocated because it is rarely used (just
2261 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries
2262 * once it's allocated.
2263 */
2264 GLfloat (*LocalParams)[4];
2265
2266 /** Bitmask of which register files are read/written with indirect
2267 * addressing. Mask of (1 << PROGRAM_x) bits.
2268 */
2269 GLbitfield IndirectRegisterFiles;
2270
2271 /** Logical counts */
2272 /*@{*/
2273 GLuint NumInstructions;
2274 GLuint NumTemporaries;
2275 GLuint NumParameters;
2276 GLuint NumAttributes;
2277 GLuint NumAddressRegs;
2278 GLuint NumAluInstructions;
2279 GLuint NumTexInstructions;
2280 GLuint NumTexIndirections;
2281 /*@}*/
2282 /** Native, actual h/w counts */
2283 /*@{*/
2284 GLuint NumNativeInstructions;
2285 GLuint NumNativeTemporaries;
2286 GLuint NumNativeParameters;
2287 GLuint NumNativeAttributes;
2288 GLuint NumNativeAddressRegs;
2289 GLuint NumNativeAluInstructions;
2290 GLuint NumNativeTexInstructions;
2291 GLuint NumNativeTexIndirections;
2292 /*@}*/
2293
2294 /** Used by ARB assembly-style programs. Can only be true for vertex
2295 * programs.
2296 */
2297 GLboolean IsPositionInvariant;
2298 } arb;
2299 };
2300 };
2301
2302
2303 /**
2304 * State common to vertex and fragment programs.
2305 */
2306 struct gl_program_state
2307 {
2308 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2309 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2310 };
2311
2312
2313 /**
2314 * Context state for vertex programs.
2315 */
2316 struct gl_vertex_program_state
2317 {
2318 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2319 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2320 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2321 /** Should fixed-function T&L be implemented with a vertex prog? */
2322 GLboolean _MaintainTnlProgram;
2323
2324 struct gl_program *Current; /**< User-bound vertex program */
2325
2326 /** Currently enabled and valid vertex program (including internal
2327 * programs, user-defined vertex programs and GLSL vertex shaders).
2328 * This is the program we must use when rendering.
2329 */
2330 struct gl_program *_Current;
2331
2332 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2333
2334 /** Program to emulate fixed-function T&L (see above) */
2335 struct gl_program *_TnlProgram;
2336
2337 /** Cache of fixed-function programs */
2338 struct gl_program_cache *Cache;
2339
2340 GLboolean _Overriden;
2341 };
2342
2343 /**
2344 * Context state for tessellation control programs.
2345 */
2346 struct gl_tess_ctrl_program_state
2347 {
2348 /** Currently bound and valid shader. */
2349 struct gl_program *_Current;
2350
2351 GLint patch_vertices;
2352 GLfloat patch_default_outer_level[4];
2353 GLfloat patch_default_inner_level[2];
2354 };
2355
2356 /**
2357 * Context state for tessellation evaluation programs.
2358 */
2359 struct gl_tess_eval_program_state
2360 {
2361 /** Currently bound and valid shader. */
2362 struct gl_program *_Current;
2363 };
2364
2365 /**
2366 * Context state for geometry programs.
2367 */
2368 struct gl_geometry_program_state
2369 {
2370 /** Currently enabled and valid program (including internal programs
2371 * and compiled shader programs).
2372 */
2373 struct gl_program *_Current;
2374 };
2375
2376 /**
2377 * Context state for fragment programs.
2378 */
2379 struct gl_fragment_program_state
2380 {
2381 GLboolean Enabled; /**< User-set fragment program enable flag */
2382 /** Should fixed-function texturing be implemented with a fragment prog? */
2383 GLboolean _MaintainTexEnvProgram;
2384
2385 struct gl_program *Current; /**< User-bound fragment program */
2386
2387 /** Currently enabled and valid fragment program (including internal
2388 * programs, user-defined fragment programs and GLSL fragment shaders).
2389 * This is the program we must use when rendering.
2390 */
2391 struct gl_program *_Current;
2392
2393 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2394
2395 /** Program to emulate fixed-function texture env/combine (see above) */
2396 struct gl_program *_TexEnvProgram;
2397
2398 /** Cache of fixed-function programs */
2399 struct gl_program_cache *Cache;
2400 };
2401
2402
2403 /**
2404 * Context state for compute programs.
2405 */
2406 struct gl_compute_program_state
2407 {
2408 /** Currently enabled and valid program (including internal programs
2409 * and compiled shader programs).
2410 */
2411 struct gl_program *_Current;
2412 };
2413
2414
2415 /**
2416 * ATI_fragment_shader runtime state
2417 */
2418
2419 struct atifs_instruction;
2420 struct atifs_setupinst;
2421
2422 /**
2423 * ATI fragment shader
2424 */
2425 struct ati_fragment_shader
2426 {
2427 GLuint Id;
2428 GLint RefCount;
2429 struct atifs_instruction *Instructions[2];
2430 struct atifs_setupinst *SetupInst[2];
2431 GLfloat Constants[8][4];
2432 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2433 GLubyte numArithInstr[2];
2434 GLubyte regsAssigned[2];
2435 GLubyte NumPasses; /**< 1 or 2 */
2436 /** Current compile stage: 0 setup pass1, 1 arith pass1, 2 setup pass2, 3 arith pass2 */
2437 GLubyte cur_pass;
2438 GLubyte last_optype;
2439 GLboolean interpinp1;
2440 GLboolean isValid;
2441 /** Array of 2 bit values for each tex unit to remember whether
2442 * STR or STQ swizzle was used
2443 */
2444 GLuint swizzlerq;
2445 struct gl_program *Program;
2446 };
2447
2448 /**
2449 * Context state for GL_ATI_fragment_shader
2450 */
2451 struct gl_ati_fragment_shader_state
2452 {
2453 GLboolean Enabled;
2454 GLboolean Compiling;
2455 GLfloat GlobalConstants[8][4];
2456 struct ati_fragment_shader *Current;
2457 };
2458
2459 /**
2460 * Shader subroutine function definition
2461 */
2462 struct gl_subroutine_function
2463 {
2464 char *name;
2465 int index;
2466 int num_compat_types;
2467 const struct glsl_type **types;
2468 };
2469
2470 /**
2471 * Shader information needed by both gl_shader and gl_linked shader.
2472 */
2473 struct gl_shader_info
2474 {
2475 /**
2476 * Tessellation Control shader state from layout qualifiers.
2477 */
2478 struct {
2479 /**
2480 * 0 - vertices not declared in shader, or
2481 * 1 .. GL_MAX_PATCH_VERTICES
2482 */
2483 GLint VerticesOut;
2484 } TessCtrl;
2485
2486 /**
2487 * Tessellation Evaluation shader state from layout qualifiers.
2488 */
2489 struct {
2490 /**
2491 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2492 * in this shader.
2493 */
2494 GLenum PrimitiveMode;
2495
2496 enum gl_tess_spacing Spacing;
2497
2498 /**
2499 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2500 */
2501 GLenum VertexOrder;
2502 /**
2503 * 1, 0, or -1 if it's not set in this shader.
2504 */
2505 int PointMode;
2506 } TessEval;
2507
2508 /**
2509 * Geometry shader state from GLSL 1.50 layout qualifiers.
2510 */
2511 struct {
2512 GLint VerticesOut;
2513 /**
2514 * 0 - Invocations count not declared in shader, or
2515 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2516 */
2517 GLint Invocations;
2518 /**
2519 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2520 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2521 * shader.
2522 */
2523 GLenum InputType;
2524 /**
2525 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2526 * it's not set in this shader.
2527 */
2528 GLenum OutputType;
2529 } Geom;
2530
2531 /**
2532 * Compute shader state from ARB_compute_shader and
2533 * ARB_compute_variable_group_size layout qualifiers.
2534 */
2535 struct {
2536 /**
2537 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2538 * it's not set in this shader.
2539 */
2540 unsigned LocalSize[3];
2541
2542 /**
2543 * Whether a variable work group size has been specified as defined by
2544 * ARB_compute_variable_group_size.
2545 */
2546 bool LocalSizeVariable;
2547 } Comp;
2548 };
2549
2550 /**
2551 * A linked GLSL shader object.
2552 */
2553 struct gl_linked_shader
2554 {
2555 gl_shader_stage Stage;
2556
2557 #ifdef DEBUG
2558 unsigned SourceChecksum;
2559 #endif
2560
2561 struct gl_program *Program; /**< Post-compile assembly code */
2562
2563 /**
2564 * \name Sampler tracking
2565 *
2566 * \note Each of these fields is only set post-linking.
2567 */
2568 /*@{*/
2569 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2570 /*@}*/
2571
2572 /**
2573 * Number of default uniform block components used by this shader.
2574 *
2575 * This field is only set post-linking.
2576 */
2577 unsigned num_uniform_components;
2578
2579 /**
2580 * Number of combined uniform components used by this shader.
2581 *
2582 * This field is only set post-linking. It is the sum of the uniform block
2583 * sizes divided by sizeof(float), and num_uniform_compoennts.
2584 */
2585 unsigned num_combined_uniform_components;
2586
2587 struct exec_list *ir;
2588 struct exec_list *packed_varyings;
2589 struct exec_list *fragdata_arrays;
2590 struct glsl_symbol_table *symbols;
2591 };
2592
2593
2594 /**
2595 * Compile status enum. compile_skipped is used to indicate the compile
2596 * was skipped due to the shader matching one that's been seen before by
2597 * the on-disk cache.
2598 */
2599 enum gl_compile_status
2600 {
2601 compile_failure = 0,
2602 compile_success,
2603 compile_skipped,
2604 compiled_no_opts
2605 };
2606
2607 /**
2608 * A GLSL shader object.
2609 */
2610 struct gl_shader
2611 {
2612 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2613 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2614 * Must be the first field.
2615 */
2616 GLenum Type;
2617 gl_shader_stage Stage;
2618 GLuint Name; /**< AKA the handle */
2619 GLint RefCount; /**< Reference count */
2620 GLchar *Label; /**< GL_KHR_debug */
2621 unsigned char sha1[20]; /**< SHA1 hash of pre-processed source */
2622 GLboolean DeletePending;
2623 bool IsES; /**< True if this shader uses GLSL ES */
2624
2625 enum gl_compile_status CompileStatus;
2626
2627 #ifdef DEBUG
2628 unsigned SourceChecksum; /**< for debug/logging purposes */
2629 #endif
2630 const GLchar *Source; /**< Source code string */
2631
2632 const GLchar *FallbackSource; /**< Fallback string used by on-disk cache*/
2633
2634 GLchar *InfoLog;
2635
2636 unsigned Version; /**< GLSL version used for linking */
2637
2638 /**
2639 * A bitmask of gl_advanced_blend_mode values
2640 */
2641 GLbitfield BlendSupport;
2642
2643 struct exec_list *ir;
2644 struct glsl_symbol_table *symbols;
2645
2646 /**
2647 * Whether early fragment tests are enabled as defined by
2648 * ARB_shader_image_load_store.
2649 */
2650 bool EarlyFragmentTests;
2651
2652 bool ARB_fragment_coord_conventions_enable;
2653
2654 bool redeclares_gl_fragcoord;
2655 bool uses_gl_fragcoord;
2656
2657 bool PostDepthCoverage;
2658 bool InnerCoverage;
2659
2660 /**
2661 * Fragment shader state from GLSL 1.50 layout qualifiers.
2662 */
2663 bool origin_upper_left;
2664 bool pixel_center_integer;
2665
2666 /**
2667 * Whether bindless_sampler/bindless_image, and respectively
2668 * bound_sampler/bound_image are declared at global scope as defined by
2669 * ARB_bindless_texture.
2670 */
2671 bool bindless_sampler;
2672 bool bindless_image;
2673 bool bound_sampler;
2674 bool bound_image;
2675
2676 /** Global xfb_stride out qualifier if any */
2677 GLuint TransformFeedbackBufferStride[MAX_FEEDBACK_BUFFERS];
2678
2679 struct gl_shader_info info;
2680
2681 /* ARB_gl_spirv related data */
2682 struct gl_shader_spirv_data *spirv_data;
2683 };
2684
2685
2686 struct gl_uniform_buffer_variable
2687 {
2688 char *Name;
2689
2690 /**
2691 * Name of the uniform as seen by glGetUniformIndices.
2692 *
2693 * glGetUniformIndices requires that the block instance index \b not be
2694 * present in the name of queried uniforms.
2695 *
2696 * \note
2697 * \c gl_uniform_buffer_variable::IndexName and
2698 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2699 */
2700 char *IndexName;
2701
2702 const struct glsl_type *Type;
2703 unsigned int Offset;
2704 GLboolean RowMajor;
2705 };
2706
2707
2708 struct gl_uniform_block
2709 {
2710 /** Declared name of the uniform block */
2711 char *Name;
2712
2713 /** Array of supplemental information about UBO ir_variables. */
2714 struct gl_uniform_buffer_variable *Uniforms;
2715 GLuint NumUniforms;
2716
2717 /**
2718 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2719 * with glBindBufferBase to bind a buffer object to this uniform block.
2720 */
2721 GLuint Binding;
2722
2723 /**
2724 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2725 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2726 */
2727 GLuint UniformBufferSize;
2728
2729 /** Stages that reference this block */
2730 uint8_t stageref;
2731
2732 /**
2733 * Linearized array index for uniform block instance arrays
2734 *
2735 * Given a uniform block instance array declared with size
2736 * blk[s_0][s_1]..[s_m], the block referenced by blk[i_0][i_1]..[i_m] will
2737 * have the linearized array index
2738 *
2739 * m-1 m
2740 * i_m + ∑ i_j * ∏ s_k
2741 * j=0 k=j+1
2742 *
2743 * For a uniform block instance that is not an array, this is always 0.
2744 */
2745 uint8_t linearized_array_index;
2746
2747 /**
2748 * Layout specified in the shader
2749 *
2750 * This isn't accessible through the API, but it is used while
2751 * cross-validating uniform blocks.
2752 */
2753 enum glsl_interface_packing _Packing;
2754 GLboolean _RowMajor;
2755 };
2756
2757 /**
2758 * Structure that represents a reference to an atomic buffer from some
2759 * shader program.
2760 */
2761 struct gl_active_atomic_buffer
2762 {
2763 /** Uniform indices of the atomic counters declared within it. */
2764 GLuint *Uniforms;
2765 GLuint NumUniforms;
2766
2767 /** Binding point index associated with it. */
2768 GLuint Binding;
2769
2770 /** Minimum reasonable size it is expected to have. */
2771 GLuint MinimumSize;
2772
2773 /** Shader stages making use of it. */
2774 GLboolean StageReferences[MESA_SHADER_STAGES];
2775 };
2776
2777 /**
2778 * Data container for shader queries. This holds only the minimal
2779 * amount of required information for resource queries to work.
2780 */
2781 struct gl_shader_variable
2782 {
2783 /**
2784 * Declared type of the variable
2785 */
2786 const struct glsl_type *type;
2787
2788 /**
2789 * If the variable is in an interface block, this is the type of the block.
2790 */
2791 const struct glsl_type *interface_type;
2792
2793 /**
2794 * For variables inside structs (possibly recursively), this is the
2795 * outermost struct type.
2796 */
2797 const struct glsl_type *outermost_struct_type;
2798
2799 /**
2800 * Declared name of the variable
2801 */
2802 char *name;
2803
2804 /**
2805 * Storage location of the base of this variable
2806 *
2807 * The precise meaning of this field depends on the nature of the variable.
2808 *
2809 * - Vertex shader input: one of the values from \c gl_vert_attrib.
2810 * - Vertex shader output: one of the values from \c gl_varying_slot.
2811 * - Geometry shader input: one of the values from \c gl_varying_slot.
2812 * - Geometry shader output: one of the values from \c gl_varying_slot.
2813 * - Fragment shader input: one of the values from \c gl_varying_slot.
2814 * - Fragment shader output: one of the values from \c gl_frag_result.
2815 * - Uniforms: Per-stage uniform slot number for default uniform block.
2816 * - Uniforms: Index within the uniform block definition for UBO members.
2817 * - Non-UBO Uniforms: explicit location until linking then reused to
2818 * store uniform slot number.
2819 * - Other: This field is not currently used.
2820 *
2821 * If the variable is a uniform, shader input, or shader output, and the
2822 * slot has not been assigned, the value will be -1.
2823 */
2824 int location;
2825
2826 /**
2827 * Specifies the first component the variable is stored in as per
2828 * ARB_enhanced_layouts.
2829 */
2830 unsigned component:2;
2831
2832 /**
2833 * Output index for dual source blending.
2834 *
2835 * \note
2836 * The GLSL spec only allows the values 0 or 1 for the index in \b dual
2837 * source blending.
2838 */
2839 unsigned index:1;
2840
2841 /**
2842 * Specifies whether a shader input/output is per-patch in tessellation
2843 * shader stages.
2844 */
2845 unsigned patch:1;
2846
2847 /**
2848 * Storage class of the variable.
2849 *
2850 * \sa (n)ir_variable_mode
2851 */
2852 unsigned mode:4;
2853
2854 /**
2855 * Interpolation mode for shader inputs / outputs
2856 *
2857 * \sa glsl_interp_mode
2858 */
2859 unsigned interpolation:2;
2860
2861 /**
2862 * Was the location explicitly set in the shader?
2863 *
2864 * If the location is explicitly set in the shader, it \b cannot be changed
2865 * by the linker or by the API (e.g., calls to \c glBindAttribLocation have
2866 * no effect).
2867 */
2868 unsigned explicit_location:1;
2869
2870 /**
2871 * Precision qualifier.
2872 */
2873 unsigned precision:2;
2874 };
2875
2876 /**
2877 * Active resource in a gl_shader_program
2878 */
2879 struct gl_program_resource
2880 {
2881 GLenum Type; /** Program interface type. */
2882 const void *Data; /** Pointer to resource associated data structure. */
2883 uint8_t StageReferences; /** Bitmask of shader stage references. */
2884 };
2885
2886 /**
2887 * Link status enum. linking_skipped is used to indicate linking
2888 * was skipped due to the shader being loaded from the on-disk cache.
2889 */
2890 enum gl_link_status
2891 {
2892 linking_failure = 0,
2893 linking_success,
2894 linking_skipped
2895 };
2896
2897 /**
2898 * A data structure to be shared by gl_shader_program and gl_program.
2899 */
2900 struct gl_shader_program_data
2901 {
2902 GLint RefCount; /**< Reference count */
2903
2904 /** SHA1 hash of linked shader program */
2905 unsigned char sha1[20];
2906
2907 unsigned NumUniformStorage;
2908 unsigned NumHiddenUniforms;
2909 struct gl_uniform_storage *UniformStorage;
2910
2911 unsigned NumUniformBlocks;
2912 unsigned NumShaderStorageBlocks;
2913
2914 struct gl_uniform_block *UniformBlocks;
2915 struct gl_uniform_block *ShaderStorageBlocks;
2916
2917 struct gl_active_atomic_buffer *AtomicBuffers;
2918 unsigned NumAtomicBuffers;
2919
2920 /* Shader cache variables used during restore */
2921 unsigned NumUniformDataSlots;
2922 union gl_constant_value *UniformDataSlots;
2923
2924 /* Used to hold initial uniform values for program binary restores.
2925 *
2926 * From the ARB_get_program_binary spec:
2927 *
2928 * "A successful call to ProgramBinary will reset all uniform
2929 * variables to their initial values. The initial value is either
2930 * the value of the variable's initializer as specified in the
2931 * original shader source, or 0 if no initializer was present.
2932 */
2933 union gl_constant_value *UniformDataDefaults;
2934
2935 GLboolean Validated;
2936
2937 /** List of all active resources after linking. */
2938 struct gl_program_resource *ProgramResourceList;
2939 unsigned NumProgramResourceList;
2940
2941 enum gl_link_status LinkStatus; /**< GL_LINK_STATUS */
2942 GLchar *InfoLog;
2943
2944 unsigned Version; /**< GLSL version used for linking */
2945
2946 /* Mask of stages this program was linked against */
2947 unsigned linked_stages;
2948 };
2949
2950 /**
2951 * A GLSL program object.
2952 * Basically a linked collection of vertex and fragment shaders.
2953 */
2954 struct gl_shader_program
2955 {
2956 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2957 GLuint Name; /**< aka handle or ID */
2958 GLchar *Label; /**< GL_KHR_debug */
2959 GLint RefCount; /**< Reference count */
2960 GLboolean DeletePending;
2961
2962 /**
2963 * Is the application intending to glGetProgramBinary this program?
2964 */
2965 GLboolean BinaryRetreivableHint;
2966
2967 /**
2968 * Indicates whether program can be bound for individual pipeline stages
2969 * using UseProgramStages after it is next linked.
2970 */
2971 GLboolean SeparateShader;
2972
2973 GLuint NumShaders; /**< number of attached shaders */
2974 struct gl_shader **Shaders; /**< List of attached the shaders */
2975
2976 /**
2977 * User-defined attribute bindings
2978 *
2979 * These are set via \c glBindAttribLocation and are used to direct the
2980 * GLSL linker. These are \b not the values used in the compiled shader,
2981 * and they are \b not the values returned by \c glGetAttribLocation.
2982 */
2983 struct string_to_uint_map *AttributeBindings;
2984
2985 /**
2986 * User-defined fragment data bindings
2987 *
2988 * These are set via \c glBindFragDataLocation and are used to direct the
2989 * GLSL linker. These are \b not the values used in the compiled shader,
2990 * and they are \b not the values returned by \c glGetFragDataLocation.
2991 */
2992 struct string_to_uint_map *FragDataBindings;
2993 struct string_to_uint_map *FragDataIndexBindings;
2994
2995 /**
2996 * Transform feedback varyings last specified by
2997 * glTransformFeedbackVaryings().
2998 *
2999 * For the current set of transform feedback varyings used for transform
3000 * feedback output, see LinkedTransformFeedback.
3001 */
3002 struct {
3003 GLenum BufferMode;
3004 /** Global xfb_stride out qualifier if any */
3005 GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
3006 GLuint NumVarying;
3007 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
3008 } TransformFeedback;
3009
3010 struct gl_program *last_vert_prog;
3011
3012 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
3013 enum gl_frag_depth_layout FragDepthLayout;
3014
3015 /**
3016 * Geometry shader state - copied into gl_program by
3017 * _mesa_copy_linked_program_data().
3018 */
3019 struct {
3020 GLint VerticesIn;
3021
3022 bool UsesEndPrimitive;
3023 bool UsesStreams;
3024 } Geom;
3025
3026 /**
3027 * Compute shader state - copied into gl_program by
3028 * _mesa_copy_linked_program_data().
3029 */
3030 struct {
3031 /**
3032 * Size of shared variables accessed by the compute shader.
3033 */
3034 unsigned SharedSize;
3035 } Comp;
3036
3037 /** Data shared by gl_program and gl_shader_program */
3038 struct gl_shader_program_data *data;
3039
3040 /**
3041 * Mapping from GL uniform locations returned by \c glUniformLocation to
3042 * UniformStorage entries. Arrays will have multiple contiguous slots
3043 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
3044 */
3045 unsigned NumUniformRemapTable;
3046 struct gl_uniform_storage **UniformRemapTable;
3047
3048 /**
3049 * Sometimes there are empty slots left over in UniformRemapTable after we
3050 * allocate slots to explicit locations. This list stores the blocks of
3051 * continuous empty slots inside UniformRemapTable.
3052 */
3053 struct exec_list EmptyUniformLocations;
3054
3055 /**
3056 * Total number of explicit uniform location including inactive uniforms.
3057 */
3058 unsigned NumExplicitUniformLocations;
3059
3060 /**
3061 * Map of active uniform names to locations
3062 *
3063 * Maps any active uniform that is not an array element to a location.
3064 * Each active uniform, including individual structure members will appear
3065 * in this map. This roughly corresponds to the set of names that would be
3066 * enumerated by \c glGetActiveUniform.
3067 */
3068 struct string_to_uint_map *UniformHash;
3069
3070 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
3071
3072 bool IsES; /**< True if this program uses GLSL ES */
3073
3074 /**
3075 * Per-stage shaders resulting from the first stage of linking.
3076 *
3077 * Set of linked shaders for this program. The array is accessed using the
3078 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
3079 * \c NULL.
3080 */
3081 struct gl_linked_shader *_LinkedShaders[MESA_SHADER_STAGES];
3082
3083 /* True if any of the fragment shaders attached to this program use:
3084 * #extension ARB_fragment_coord_conventions: enable
3085 */
3086 GLboolean ARB_fragment_coord_conventions_enable;
3087 };
3088
3089
3090 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
3091 #define GLSL_LOG 0x2 /**< Write shaders to files */
3092 #define GLSL_UNIFORMS 0x4 /**< Print glUniform calls */
3093 #define GLSL_NOP_VERT 0x8 /**< Force no-op vertex shaders */
3094 #define GLSL_NOP_FRAG 0x10 /**< Force no-op fragment shaders */
3095 #define GLSL_USE_PROG 0x20 /**< Log glUseProgram calls */
3096 #define GLSL_REPORT_ERRORS 0x40 /**< Print compilation errors */
3097 #define GLSL_DUMP_ON_ERROR 0x80 /**< Dump shaders to stderr on compile error */
3098 #define GLSL_CACHE_INFO 0x100 /**< Print debug information about shader cache */
3099 #define GLSL_CACHE_FALLBACK 0x200 /**< Force shader cache fallback paths */
3100
3101
3102 /**
3103 * Context state for GLSL vertex/fragment shaders.
3104 * Extended to support pipeline object
3105 */
3106 struct gl_pipeline_object
3107 {
3108 /** Name of the pipeline object as received from glGenProgramPipelines.
3109 * It would be 0 for shaders without separate shader objects.
3110 */
3111 GLuint Name;
3112
3113 GLint RefCount;
3114
3115 GLchar *Label; /**< GL_KHR_debug */
3116
3117 /**
3118 * Programs used for rendering
3119 *
3120 * There is a separate program set for each shader stage.
3121 */
3122 struct gl_program *CurrentProgram[MESA_SHADER_STAGES];
3123
3124 struct gl_shader_program *ReferencedPrograms[MESA_SHADER_STAGES];
3125
3126 /**
3127 * Program used by glUniform calls.
3128 *
3129 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
3130 */
3131 struct gl_shader_program *ActiveProgram;
3132
3133 GLbitfield Flags; /**< Mask of GLSL_x flags */
3134
3135 GLboolean EverBound; /**< Has the pipeline object been created */
3136
3137 GLboolean Validated; /**< Pipeline Validation status */
3138
3139 GLchar *InfoLog;
3140 };
3141
3142 /**
3143 * Context state for GLSL pipeline shaders.
3144 */
3145 struct gl_pipeline_shader_state
3146 {
3147 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
3148 struct gl_pipeline_object *Current;
3149
3150 /* Default Object to ensure that _Shader is never NULL */
3151 struct gl_pipeline_object *Default;
3152
3153 /** Pipeline objects */
3154 struct _mesa_HashTable *Objects;
3155 };
3156
3157 /**
3158 * Compiler options for a single GLSL shaders type
3159 */
3160 struct gl_shader_compiler_options
3161 {
3162 /** Driver-selectable options: */
3163 GLboolean EmitNoLoops;
3164 GLboolean EmitNoCont; /**< Emit CONT opcode? */
3165 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
3166 GLboolean EmitNoPow; /**< Emit POW opcodes? */
3167 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
3168 GLboolean LowerCombinedClipCullDistance; /** Lower gl_ClipDistance and
3169 * gl_CullDistance together from
3170 * float[8] to vec4[2]
3171 **/
3172
3173 /**
3174 * \name Forms of indirect addressing the driver cannot do.
3175 */
3176 /*@{*/
3177 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
3178 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
3179 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
3180 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
3181 GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
3182 /*@}*/
3183
3184 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
3185 GLuint MaxUnrollIterations;
3186
3187 /**
3188 * Optimize code for array of structures backends.
3189 *
3190 * This is a proxy for:
3191 * - preferring DP4 instructions (rather than MUL/MAD) for
3192 * matrix * vector operations, such as position transformation.
3193 */
3194 GLboolean OptimizeForAOS;
3195
3196 GLboolean LowerBufferInterfaceBlocks; /**< Lower UBO and SSBO access to intrinsics. */
3197
3198 /** Clamp UBO and SSBO block indices so they don't go out-of-bounds. */
3199 GLboolean ClampBlockIndicesToArrayBounds;
3200
3201 const struct nir_shader_compiler_options *NirOptions;
3202 };
3203
3204
3205 /**
3206 * Occlusion/timer query object.
3207 */
3208 struct gl_query_object
3209 {
3210 GLenum Target; /**< The query target, when active */
3211 GLuint Id; /**< hash table ID/name */
3212 GLchar *Label; /**< GL_KHR_debug */
3213 GLuint64EXT Result; /**< the counter */
3214 GLboolean Active; /**< inside Begin/EndQuery */
3215 GLboolean Ready; /**< result is ready? */
3216 GLboolean EverBound;/**< has query object ever been bound */
3217 GLuint Stream; /**< The stream */
3218 };
3219
3220
3221 /**
3222 * Context state for query objects.
3223 */
3224 struct gl_query_state
3225 {
3226 struct _mesa_HashTable *QueryObjects;
3227 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
3228 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
3229
3230 /** GL_NV_conditional_render */
3231 struct gl_query_object *CondRenderQuery;
3232
3233 /** GL_EXT_transform_feedback */
3234 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
3235 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
3236
3237 /** GL_ARB_transform_feedback_overflow_query */
3238 struct gl_query_object *TransformFeedbackOverflow[MAX_VERTEX_STREAMS];
3239 struct gl_query_object *TransformFeedbackOverflowAny;
3240
3241 /** GL_ARB_timer_query */
3242 struct gl_query_object *TimeElapsed;
3243
3244 /** GL_ARB_pipeline_statistics_query */
3245 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
3246
3247 GLenum CondRenderMode;
3248 };
3249
3250
3251 /** Sync object state */
3252 struct gl_sync_object
3253 {
3254 GLuint Name; /**< Fence name */
3255 GLint RefCount; /**< Reference count */
3256 GLchar *Label; /**< GL_KHR_debug */
3257 GLboolean DeletePending; /**< Object was deleted while there were still
3258 * live references (e.g., sync not yet finished)
3259 */
3260 GLenum SyncCondition;
3261 GLbitfield Flags; /**< Flags passed to glFenceSync */
3262 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
3263 };
3264
3265
3266 /**
3267 * State which can be shared by multiple contexts:
3268 */
3269 struct gl_shared_state
3270 {
3271 simple_mtx_t Mutex; /**< for thread safety */
3272 GLint RefCount; /**< Reference count */
3273 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
3274 struct _mesa_HashTable *BitmapAtlas; /**< For optimized glBitmap text */
3275 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
3276
3277 /** Default texture objects (shared by all texture units) */
3278 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
3279
3280 /** Fallback texture used when a bound texture is incomplete */
3281 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
3282
3283 /**
3284 * \name Thread safety and statechange notification for texture
3285 * objects.
3286 *
3287 * \todo Improve the granularity of locking.
3288 */
3289 /*@{*/
3290 mtx_t TexMutex; /**< texobj thread safety */
3291 GLuint TextureStateStamp; /**< state notification for shared tex */
3292 /*@}*/
3293
3294 /** Default buffer object for vertex arrays that aren't in VBOs */
3295 struct gl_buffer_object *NullBufferObj;
3296
3297 /**
3298 * \name Vertex/geometry/fragment programs
3299 */
3300 /*@{*/
3301 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3302 struct gl_program *DefaultVertexProgram;
3303 struct gl_program *DefaultFragmentProgram;
3304 /*@}*/
3305
3306 /* GL_ATI_fragment_shader */
3307 struct _mesa_HashTable *ATIShaders;
3308 struct ati_fragment_shader *DefaultFragmentShader;
3309
3310 struct _mesa_HashTable *BufferObjects;
3311
3312 /** Table of both gl_shader and gl_shader_program objects */
3313 struct _mesa_HashTable *ShaderObjects;
3314
3315 /* GL_EXT_framebuffer_object */
3316 struct _mesa_HashTable *RenderBuffers;
3317 struct _mesa_HashTable *FrameBuffers;
3318
3319 /* GL_ARB_sync */
3320 struct set *SyncObjects;
3321
3322 /** GL_ARB_sampler_objects */
3323 struct _mesa_HashTable *SamplerObjects;
3324
3325 /* GL_ARB_bindless_texture */
3326 struct hash_table_u64 *TextureHandles;
3327 struct hash_table_u64 *ImageHandles;
3328 mtx_t HandlesMutex; /**< For texture/image handles safety */
3329
3330 /**
3331 * Some context in this share group was affected by a GPU reset
3332 *
3333 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3334 * been affected by a GPU reset must also return
3335 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3336 *
3337 * Once this field becomes true, it is never reset to false.
3338 */
3339 bool ShareGroupReset;
3340
3341 /** EXT_external_objects */
3342 struct _mesa_HashTable *MemoryObjects;
3343
3344 /**
3345 * Some context in this share group was affected by a disjoint
3346 * operation. This operation can be anything that has effects on
3347 * values of timer queries in such manner that they become invalid for
3348 * performance metrics. As example gpu reset, counter overflow or gpu
3349 * frequency changes.
3350 */
3351 bool DisjointOperation;
3352 };
3353
3354
3355
3356 /**
3357 * Renderbuffers represent drawing surfaces such as color, depth and/or
3358 * stencil. A framebuffer object has a set of renderbuffers.
3359 * Drivers will typically derive subclasses of this type.
3360 */
3361 struct gl_renderbuffer
3362 {
3363 simple_mtx_t Mutex; /**< for thread safety */
3364 GLuint ClassID; /**< Useful for drivers */
3365 GLuint Name;
3366 GLchar *Label; /**< GL_KHR_debug */
3367 GLint RefCount;
3368 GLuint Width, Height;
3369 GLuint Depth;
3370 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3371 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3372 /**
3373 * True for renderbuffers that wrap textures, giving the driver a chance to
3374 * flush render caches through the FinishRenderTexture hook.
3375 *
3376 * Drivers may also set this on renderbuffers other than those generated by
3377 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3378 * called without a rb->TexImage.
3379 */
3380 GLboolean NeedsFinishRenderTexture;
3381 GLubyte NumSamples; /**< zero means not multisampled */
3382 GLenum InternalFormat; /**< The user-specified format */
3383 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3384 GL_STENCIL_INDEX. */
3385 mesa_format Format; /**< The actual renderbuffer memory format */
3386 /**
3387 * Pointer to the texture image if this renderbuffer wraps a texture,
3388 * otherwise NULL.
3389 *
3390 * Note that the reference on the gl_texture_object containing this
3391 * TexImage is held by the gl_renderbuffer_attachment.
3392 */
3393 struct gl_texture_image *TexImage;
3394
3395 /** Delete this renderbuffer */
3396 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3397
3398 /** Allocate new storage for this renderbuffer */
3399 GLboolean (*AllocStorage)(struct gl_context *ctx,
3400 struct gl_renderbuffer *rb,
3401 GLenum internalFormat,
3402 GLuint width, GLuint height);
3403 };
3404
3405
3406 /**
3407 * A renderbuffer attachment points to either a texture object (and specifies
3408 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3409 */
3410 struct gl_renderbuffer_attachment
3411 {
3412 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3413 GLboolean Complete;
3414
3415 /**
3416 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3417 * application supplied renderbuffer object.
3418 */
3419 struct gl_renderbuffer *Renderbuffer;
3420
3421 /**
3422 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3423 * supplied texture object.
3424 */
3425 struct gl_texture_object *Texture;
3426 GLuint TextureLevel; /**< Attached mipmap level. */
3427 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3428 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3429 * and 2D array textures */
3430 GLboolean Layered;
3431 };
3432
3433
3434 /**
3435 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3436 * In C++ terms, think of this as a base class from which device drivers
3437 * will make derived classes.
3438 */
3439 struct gl_framebuffer
3440 {
3441 simple_mtx_t Mutex; /**< for thread safety */
3442 /**
3443 * If zero, this is a window system framebuffer. If non-zero, this
3444 * is a FBO framebuffer; note that for some devices (i.e. those with
3445 * a natural pixel coordinate system for FBOs that differs from the
3446 * OpenGL/Mesa coordinate system), this means that the viewport,
3447 * polygon face orientation, and polygon stipple will have to be inverted.
3448 */
3449 GLuint Name;
3450 GLint RefCount;
3451
3452 GLchar *Label; /**< GL_KHR_debug */
3453
3454 GLboolean DeletePending;
3455
3456 /**
3457 * The framebuffer's visual. Immutable if this is a window system buffer.
3458 * Computed from attachments if user-made FBO.
3459 */
3460 struct gl_config Visual;
3461
3462 /**
3463 * Size of frame buffer in pixels. If there are no attachments, then both
3464 * of these are 0.
3465 */
3466 GLuint Width, Height;
3467
3468 /**
3469 * In the case that the framebuffer has no attachment (i.e.
3470 * GL_ARB_framebuffer_no_attachments) then the geometry of
3471 * the framebuffer is specified by the default values.
3472 */
3473 struct {
3474 GLuint Width, Height, Layers, NumSamples;
3475 GLboolean FixedSampleLocations;
3476 /* Derived from NumSamples by the driver so that it can choose a valid
3477 * value for the hardware.
3478 */
3479 GLuint _NumSamples;
3480 } DefaultGeometry;
3481
3482 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3483 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3484 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3485 */
3486 /*@{*/
3487 GLint _Xmin, _Xmax;
3488 GLint _Ymin, _Ymax;
3489 /*@}*/
3490
3491 /** \name Derived Z buffer stuff */
3492 /*@{*/
3493 GLuint _DepthMax; /**< Max depth buffer value */
3494 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3495 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3496 /*@}*/
3497
3498 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3499 GLenum _Status;
3500
3501 /** Whether one of Attachment has Type != GL_NONE
3502 * NOTE: the values for Width and Height are set to 0 in case of having
3503 * no attachments, a backend driver supporting the extension
3504 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3505 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3506 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3507 * _Ymax do NOT take into account _HasAttachments being false). To get the
3508 * geometry of the framebuffer, the helper functions
3509 * _mesa_geometric_width(),
3510 * _mesa_geometric_height(),
3511 * _mesa_geometric_samples() and
3512 * _mesa_geometric_layers()
3513 * are available that check _HasAttachments.
3514 */
3515 bool _HasAttachments;
3516
3517 GLbitfield _IntegerBuffers; /**< Which color buffers are integer valued */
3518
3519 /* ARB_color_buffer_float */
3520 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3521 GLboolean _HasSNormOrFloatColorBuffer;
3522
3523 /**
3524 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3525 * is not layered. For cube maps and cube map arrays, each cube face
3526 * counts as a layer. As the case for Width, Height a backend driver
3527 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3528 * in the case that _HasAttachments is false
3529 */
3530 GLuint MaxNumLayers;
3531
3532 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3533 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3534
3535 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3536 * attribute group and GL_PIXEL attribute group, respectively.
3537 */
3538 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3539 GLenum ColorReadBuffer;
3540
3541 /** Computed from ColorDraw/ReadBuffer above */
3542 GLuint _NumColorDrawBuffers;
3543 gl_buffer_index _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS];
3544 gl_buffer_index _ColorReadBufferIndex;
3545 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3546 struct gl_renderbuffer *_ColorReadBuffer;
3547
3548 /** Delete this framebuffer */
3549 void (*Delete)(struct gl_framebuffer *fb);
3550 };
3551
3552
3553 /**
3554 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3555 */
3556 struct gl_precision
3557 {
3558 GLushort RangeMin; /**< min value exponent */
3559 GLushort RangeMax; /**< max value exponent */
3560 GLushort Precision; /**< number of mantissa bits */
3561 };
3562
3563
3564 /**
3565 * Limits for vertex, geometry and fragment programs/shaders.
3566 */
3567 struct gl_program_constants
3568 {
3569 /* logical limits */
3570 GLuint MaxInstructions;
3571 GLuint MaxAluInstructions;
3572 GLuint MaxTexInstructions;
3573 GLuint MaxTexIndirections;
3574 GLuint MaxAttribs;
3575 GLuint MaxTemps;
3576 GLuint MaxAddressRegs;
3577 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3578 GLuint MaxParameters;
3579 GLuint MaxLocalParams;
3580 GLuint MaxEnvParams;
3581 /* native/hardware limits */
3582 GLuint MaxNativeInstructions;
3583 GLuint MaxNativeAluInstructions;
3584 GLuint MaxNativeTexInstructions;
3585 GLuint MaxNativeTexIndirections;
3586 GLuint MaxNativeAttribs;
3587 GLuint MaxNativeTemps;
3588 GLuint MaxNativeAddressRegs;
3589 GLuint MaxNativeParameters;
3590 /* For shaders */
3591 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3592
3593 /**
3594 * \name Per-stage input / output limits
3595 *
3596 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3597 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3598 * ES). This is stored as \c gl_constants::MaxVarying.
3599 *
3600 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3601 * variables. Each stage as a certain number of outputs that it can feed
3602 * to the next stage and a certain number inputs that it can consume from
3603 * the previous stage.
3604 *
3605 * Vertex shader inputs do not participate this in this accounting.
3606 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3607 *
3608 * Fragment shader outputs do not participate this in this accounting.
3609 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3610 */
3611 /*@{*/
3612 GLuint MaxInputComponents;
3613 GLuint MaxOutputComponents;
3614 /*@}*/
3615
3616 /* ES 2.0 and GL_ARB_ES2_compatibility */
3617 struct gl_precision LowFloat, MediumFloat, HighFloat;
3618 struct gl_precision LowInt, MediumInt, HighInt;
3619 /* GL_ARB_uniform_buffer_object */
3620 GLuint MaxUniformBlocks;
3621 GLuint MaxCombinedUniformComponents;
3622 GLuint MaxTextureImageUnits;
3623
3624 /* GL_ARB_shader_atomic_counters */
3625 GLuint MaxAtomicBuffers;
3626 GLuint MaxAtomicCounters;
3627
3628 /* GL_ARB_shader_image_load_store */
3629 GLuint MaxImageUniforms;
3630
3631 /* GL_ARB_shader_storage_buffer_object */
3632 GLuint MaxShaderStorageBlocks;
3633 };
3634
3635 /**
3636 * Constants which may be overridden by device driver during context creation
3637 * but are never changed after that.
3638 */
3639 struct gl_constants
3640 {
3641 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3642 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3643 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3644 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3645 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3646 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3647 GLuint MaxTextureCoordUnits;
3648 GLuint MaxCombinedTextureImageUnits;
3649 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3650 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3651 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3652 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3653
3654 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3655
3656 GLuint MaxArrayLockSize;
3657
3658 GLint SubPixelBits;
3659
3660 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3661 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3662 GLfloat PointSizeGranularity;
3663 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3664 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3665 GLfloat LineWidthGranularity;
3666
3667 GLuint MaxClipPlanes;
3668 GLuint MaxLights;
3669 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3670 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3671
3672 GLuint MaxViewportWidth, MaxViewportHeight;
3673 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3674 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3675 struct {
3676 GLfloat Min;
3677 GLfloat Max;
3678 } ViewportBounds; /**< GL_ARB_viewport_array */
3679 GLuint MaxWindowRectangles; /**< GL_EXT_window_rectangles */
3680
3681 struct gl_program_constants Program[MESA_SHADER_STAGES];
3682 GLuint MaxProgramMatrices;
3683 GLuint MaxProgramMatrixStackDepth;
3684
3685 struct {
3686 GLuint SamplesPassed;
3687 GLuint TimeElapsed;
3688 GLuint Timestamp;
3689 GLuint PrimitivesGenerated;
3690 GLuint PrimitivesWritten;
3691 GLuint VerticesSubmitted;
3692 GLuint PrimitivesSubmitted;
3693 GLuint VsInvocations;
3694 GLuint TessPatches;
3695 GLuint TessInvocations;
3696 GLuint GsInvocations;
3697 GLuint GsPrimitives;
3698 GLuint FsInvocations;
3699 GLuint ComputeInvocations;
3700 GLuint ClInPrimitives;
3701 GLuint ClOutPrimitives;
3702 } QueryCounterBits;
3703
3704 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3705
3706 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3707 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3708 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3709
3710 /**
3711 * GL_ARB_framebuffer_no_attachments
3712 */
3713 GLuint MaxFramebufferWidth;
3714 GLuint MaxFramebufferHeight;
3715 GLuint MaxFramebufferLayers;
3716 GLuint MaxFramebufferSamples;
3717
3718 /** Number of varying vectors between any two shader stages. */
3719 GLuint MaxVarying;
3720
3721 /** @{
3722 * GL_ARB_uniform_buffer_object
3723 */
3724 GLuint MaxCombinedUniformBlocks;
3725 GLuint MaxUniformBufferBindings;
3726 GLuint MaxUniformBlockSize;
3727 GLuint UniformBufferOffsetAlignment;
3728 /** @} */
3729
3730 /** @{
3731 * GL_ARB_shader_storage_buffer_object
3732 */
3733 GLuint MaxCombinedShaderStorageBlocks;
3734 GLuint MaxShaderStorageBufferBindings;
3735 GLuint MaxShaderStorageBlockSize;
3736 GLuint ShaderStorageBufferOffsetAlignment;
3737 /** @} */
3738
3739 /**
3740 * GL_ARB_explicit_uniform_location
3741 */
3742 GLuint MaxUserAssignableUniformLocations;
3743
3744 /** geometry shader */
3745 GLuint MaxGeometryOutputVertices;
3746 GLuint MaxGeometryTotalOutputComponents;
3747
3748 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3749
3750 /**
3751 * Changes default GLSL extension behavior from "error" to "warn". It's out
3752 * of spec, but it can make some apps work that otherwise wouldn't.
3753 */
3754 GLboolean ForceGLSLExtensionsWarn;
3755
3756 /**
3757 * If non-zero, forces GLSL shaders to behave as if they began
3758 * with "#version ForceGLSLVersion".
3759 */
3760 GLuint ForceGLSLVersion;
3761
3762 /**
3763 * Allow GLSL #extension directives in the middle of shaders.
3764 */
3765 GLboolean AllowGLSLExtensionDirectiveMidShader;
3766
3767 /**
3768 * Allow GLSL built-in variables to be redeclared verbatim
3769 */
3770 GLboolean AllowGLSLBuiltinVariableRedeclaration;
3771
3772 /**
3773 * Allow GLSL interpolation qualifier mismatch across shader stages.
3774 */
3775 GLboolean AllowGLSLCrossStageInterpolationMismatch;
3776
3777 /**
3778 * Allow creating a higher compat profile (version 3.1+) for apps that
3779 * request it. Be careful when adding that driconf option because some
3780 * features are unimplemented and might not work correctly.
3781 */
3782 GLboolean AllowHigherCompatVersion;
3783
3784 /**
3785 * Force computing the absolute value for sqrt() and inversesqrt() to follow
3786 * D3D9 when apps rely on this behaviour.
3787 */
3788 GLboolean ForceGLSLAbsSqrt;
3789
3790 /**
3791 * Force uninitialized variables to default to zero.
3792 */
3793 GLboolean GLSLZeroInit;
3794
3795 /**
3796 * Does the driver support real 32-bit integers? (Otherwise, integers are
3797 * simulated via floats.)
3798 */
3799 GLboolean NativeIntegers;
3800
3801 /**
3802 * Does VertexID count from zero or from base vertex?
3803 *
3804 * \note
3805 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3806 * ignored and need not be set.
3807 */
3808 bool VertexID_is_zero_based;
3809
3810 /**
3811 * If the driver supports real 32-bit integers, what integer value should be
3812 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3813 */
3814 GLuint UniformBooleanTrue;
3815
3816 /**
3817 * Maximum amount of time, measured in nanseconds, that the server can wait.
3818 */
3819 GLuint64 MaxServerWaitTimeout;
3820
3821 /** GL_EXT_provoking_vertex */
3822 GLboolean QuadsFollowProvokingVertexConvention;
3823
3824 /** GL_ARB_viewport_array */
3825 GLenum LayerAndVPIndexProvokingVertex;
3826
3827 /** OpenGL version 3.0 */
3828 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3829
3830 /** OpenGL version 3.2 */
3831 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3832
3833 /** OpenGL version 4.4 */
3834 GLuint MaxVertexAttribStride;
3835
3836 /** GL_EXT_transform_feedback */
3837 GLuint MaxTransformFeedbackBuffers;
3838 GLuint MaxTransformFeedbackSeparateComponents;
3839 GLuint MaxTransformFeedbackInterleavedComponents;
3840 GLuint MaxVertexStreams;
3841
3842 /** GL_EXT_gpu_shader4 */
3843 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3844
3845 /** GL_ARB_texture_gather */
3846 GLuint MinProgramTextureGatherOffset;
3847 GLuint MaxProgramTextureGatherOffset;
3848 GLuint MaxProgramTextureGatherComponents;
3849
3850 /* GL_ARB_robustness */
3851 GLenum ResetStrategy;
3852
3853 /* GL_KHR_robustness */
3854 GLboolean RobustAccess;
3855
3856 /* GL_ARB_blend_func_extended */
3857 GLuint MaxDualSourceDrawBuffers;
3858
3859 /**
3860 * Whether the implementation strips out and ignores texture borders.
3861 *
3862 * Many GPU hardware implementations don't support rendering with texture
3863 * borders and mipmapped textures. (Note: not static border color, but the
3864 * old 1-pixel border around each edge). Implementations then have to do
3865 * slow fallbacks to be correct, or just ignore the border and be fast but
3866 * wrong. Setting the flag strips the border off of TexImage calls,
3867 * providing "fast but wrong" at significantly reduced driver complexity.
3868 *
3869 * Texture borders are deprecated in GL 3.0.
3870 **/
3871 GLboolean StripTextureBorder;
3872
3873 /**
3874 * For drivers which can do a better job at eliminating unused uniforms
3875 * than the GLSL compiler.
3876 *
3877 * XXX Remove these as soon as a better solution is available.
3878 */
3879 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3880
3881 /** Whether gl_FragCoord and gl_FrontFacing are system values. */
3882 bool GLSLFragCoordIsSysVal;
3883 bool GLSLFrontFacingIsSysVal;
3884
3885 /**
3886 * Run the minimum amount of GLSL optimizations to be able to link
3887 * shaders optimally (eliminate dead varyings and uniforms) and just do
3888 * all the necessary lowering.
3889 */
3890 bool GLSLOptimizeConservatively;
3891
3892 /**
3893 * True if gl_TessLevelInner/Outer[] in the TES should be inputs
3894 * (otherwise, they're system values).
3895 */
3896 bool GLSLTessLevelsAsInputs;
3897
3898 /**
3899 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3900 * than passing the transform feedback object to the drawing function.
3901 */
3902 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3903
3904 /** GL_ARB_map_buffer_alignment */
3905 GLuint MinMapBufferAlignment;
3906
3907 /**
3908 * Disable varying packing. This is out of spec, but potentially useful
3909 * for older platforms that supports a limited number of texture
3910 * indirections--on these platforms, unpacking the varyings in the fragment
3911 * shader increases the number of texture indirections by 1, which might
3912 * make some shaders not executable at all.
3913 *
3914 * Drivers that support transform feedback must set this value to GL_FALSE.
3915 */
3916 GLboolean DisableVaryingPacking;
3917
3918 /**
3919 * UBOs and SSBOs can be packed tightly by the OpenGL implementation when
3920 * layout is set as shared (the default) or packed. However most Mesa drivers
3921 * just use STD140 for these layouts. This flag allows drivers to use STD430
3922 * for packed and shared layouts which allows arrays to be packed more
3923 * tightly.
3924 */
3925 bool UseSTD430AsDefaultPacking;
3926
3927 /**
3928 * Should meaningful names be generated for compiler temporary variables?
3929 *
3930 * Generally, it is not useful to have the compiler generate "meaningful"
3931 * names for temporary variables that it creates. This can, however, be a
3932 * useful debugging aid. In Mesa debug builds or release builds when
3933 * MESA_GLSL is set at run-time, meaningful names will be generated.
3934 * Drivers can also force names to be generated by setting this field.
3935 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3936 * vertex shader assembly) is set at run-time.
3937 */
3938 bool GenerateTemporaryNames;
3939
3940 /*
3941 * Maximum value supported for an index in DrawElements and friends.
3942 *
3943 * This must be at least (1ull<<24)-1. The default value is
3944 * (1ull<<32)-1.
3945 *
3946 * \since ES 3.0 or GL_ARB_ES3_compatibility
3947 * \sa _mesa_init_constants
3948 */
3949 GLuint64 MaxElementIndex;
3950
3951 /**
3952 * Disable interpretation of line continuations (lines ending with a
3953 * backslash character ('\') in GLSL source.
3954 */
3955 GLboolean DisableGLSLLineContinuations;
3956
3957 /** GL_ARB_texture_multisample */
3958 GLint MaxColorTextureSamples;
3959 GLint MaxDepthTextureSamples;
3960 GLint MaxIntegerSamples;
3961
3962 /**
3963 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3964 * samples are laid out in a rectangular grid roughly corresponding to
3965 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3966 * are used to map indices of rectangular grid to sample numbers within
3967 * a pixel. This mapping of indices to sample numbers must be initialized
3968 * by the driver for the target hardware. For example, if we have the 8X
3969 * MSAA sample number layout (sample positions) for XYZ hardware:
3970 *
3971 * sample indices layout sample number layout
3972 * --------- ---------
3973 * | 0 | 1 | | a | b |
3974 * --------- ---------
3975 * | 2 | 3 | | c | d |
3976 * --------- ---------
3977 * | 4 | 5 | | e | f |
3978 * --------- ---------
3979 * | 6 | 7 | | g | h |
3980 * --------- ---------
3981 *
3982 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3983 *
3984 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3985 * below:
3986 * SampleMap8x = {a, b, c, d, e, f, g, h};
3987 *
3988 * Follow the logic for sample counts 2-8.
3989 *
3990 * For 16x the sample indices layout as a 4x4 grid as follows:
3991 *
3992 * -----------------
3993 * | 0 | 1 | 2 | 3 |
3994 * -----------------
3995 * | 4 | 5 | 6 | 7 |
3996 * -----------------
3997 * | 8 | 9 |10 |11 |
3998 * -----------------
3999 * |12 |13 |14 |15 |
4000 * -----------------
4001 */
4002 uint8_t SampleMap2x[2];
4003 uint8_t SampleMap4x[4];
4004 uint8_t SampleMap8x[8];
4005 uint8_t SampleMap16x[16];
4006
4007 /** GL_ARB_shader_atomic_counters */
4008 GLuint MaxAtomicBufferBindings;
4009 GLuint MaxAtomicBufferSize;
4010 GLuint MaxCombinedAtomicBuffers;
4011 GLuint MaxCombinedAtomicCounters;
4012
4013 /** GL_ARB_vertex_attrib_binding */
4014 GLint MaxVertexAttribRelativeOffset;
4015 GLint MaxVertexAttribBindings;
4016
4017 /* GL_ARB_shader_image_load_store */
4018 GLuint MaxImageUnits;
4019 GLuint MaxCombinedShaderOutputResources;
4020 GLuint MaxImageSamples;
4021 GLuint MaxCombinedImageUniforms;
4022
4023 /** GL_ARB_compute_shader */
4024 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
4025 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
4026 GLuint MaxComputeWorkGroupInvocations;
4027 GLuint MaxComputeSharedMemorySize;
4028
4029 /** GL_ARB_compute_variable_group_size */
4030 GLuint MaxComputeVariableGroupSize[3]; /* Array of x, y, z dimensions */
4031 GLuint MaxComputeVariableGroupInvocations;
4032
4033 /** GL_ARB_gpu_shader5 */
4034 GLfloat MinFragmentInterpolationOffset;
4035 GLfloat MaxFragmentInterpolationOffset;
4036
4037 GLboolean FakeSWMSAA;
4038
4039 /** GL_KHR_context_flush_control */
4040 GLenum ContextReleaseBehavior;
4041
4042 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
4043
4044 /** GL_ARB_tessellation_shader */
4045 GLuint MaxPatchVertices;
4046 GLuint MaxTessGenLevel;
4047 GLuint MaxTessPatchComponents;
4048 GLuint MaxTessControlTotalOutputComponents;
4049 bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
4050 bool PrimitiveRestartForPatches;
4051 bool LowerCsDerivedVariables; /**< Lower gl_GlobalInvocationID and
4052 * gl_LocalInvocationIndex based on
4053 * other builtin variables. */
4054
4055 /** GL_OES_primitive_bounding_box */
4056 bool NoPrimitiveBoundingBoxOutput;
4057
4058 /** GL_ARB_sparse_buffer */
4059 GLuint SparseBufferPageSize;
4060
4061 /** Used as an input for sha1 generation in the on-disk shader cache */
4062 unsigned char *dri_config_options_sha1;
4063
4064 /** When drivers are OK with mapped buffers during draw and other calls. */
4065 bool AllowMappedBuffersDuringExecution;
4066
4067 /** GL_ARB_get_program_binary */
4068 GLuint NumProgramBinaryFormats;
4069 };
4070
4071
4072 /**
4073 * Enable flag for each OpenGL extension. Different device drivers will
4074 * enable different extensions at runtime.
4075 */
4076 struct gl_extensions
4077 {
4078 GLboolean dummy; /* don't remove this! */
4079 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
4080 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
4081 GLboolean ANGLE_texture_compression_dxt;
4082 GLboolean ARB_ES2_compatibility;
4083 GLboolean ARB_ES3_compatibility;
4084 GLboolean ARB_ES3_1_compatibility;
4085 GLboolean ARB_ES3_2_compatibility;
4086 GLboolean ARB_arrays_of_arrays;
4087 GLboolean ARB_base_instance;
4088 GLboolean ARB_bindless_texture;
4089 GLboolean ARB_blend_func_extended;
4090 GLboolean ARB_buffer_storage;
4091 GLboolean ARB_clear_texture;
4092 GLboolean ARB_clip_control;
4093 GLboolean ARB_color_buffer_float;
4094 GLboolean ARB_compute_shader;
4095 GLboolean ARB_compute_variable_group_size;
4096 GLboolean ARB_conditional_render_inverted;
4097 GLboolean ARB_conservative_depth;
4098 GLboolean ARB_copy_image;
4099 GLboolean ARB_cull_distance;
4100 GLboolean ARB_depth_buffer_float;
4101 GLboolean ARB_depth_clamp;
4102 GLboolean ARB_depth_texture;
4103 GLboolean ARB_derivative_control;
4104 GLboolean ARB_draw_buffers_blend;
4105 GLboolean ARB_draw_elements_base_vertex;
4106 GLboolean ARB_draw_indirect;
4107 GLboolean ARB_draw_instanced;
4108 GLboolean ARB_fragment_coord_conventions;
4109 GLboolean ARB_fragment_layer_viewport;
4110 GLboolean ARB_fragment_program;
4111 GLboolean ARB_fragment_program_shadow;
4112 GLboolean ARB_fragment_shader;
4113 GLboolean ARB_framebuffer_no_attachments;
4114 GLboolean ARB_framebuffer_object;
4115 GLboolean ARB_enhanced_layouts;
4116 GLboolean ARB_explicit_attrib_location;
4117 GLboolean ARB_explicit_uniform_location;
4118 GLboolean ARB_gl_spirv;
4119 GLboolean ARB_gpu_shader5;
4120 GLboolean ARB_gpu_shader_fp64;
4121 GLboolean ARB_gpu_shader_int64;
4122 GLboolean ARB_half_float_vertex;
4123 GLboolean ARB_indirect_parameters;
4124 GLboolean ARB_instanced_arrays;
4125 GLboolean ARB_internalformat_query;
4126 GLboolean ARB_internalformat_query2;
4127 GLboolean ARB_map_buffer_range;
4128 GLboolean ARB_occlusion_query;
4129 GLboolean ARB_occlusion_query2;
4130 GLboolean ARB_pipeline_statistics_query;
4131 GLboolean ARB_point_sprite;
4132 GLboolean ARB_polygon_offset_clamp;
4133 GLboolean ARB_post_depth_coverage;
4134 GLboolean ARB_query_buffer_object;
4135 GLboolean ARB_robust_buffer_access_behavior;
4136 GLboolean ARB_sample_shading;
4137 GLboolean ARB_seamless_cube_map;
4138 GLboolean ARB_shader_atomic_counter_ops;
4139 GLboolean ARB_shader_atomic_counters;
4140 GLboolean ARB_shader_ballot;
4141 GLboolean ARB_shader_bit_encoding;
4142 GLboolean ARB_shader_clock;
4143 GLboolean ARB_shader_draw_parameters;
4144 GLboolean ARB_shader_group_vote;
4145 GLboolean ARB_shader_image_load_store;
4146 GLboolean ARB_shader_image_size;
4147 GLboolean ARB_shader_precision;
4148 GLboolean ARB_shader_stencil_export;
4149 GLboolean ARB_shader_storage_buffer_object;
4150 GLboolean ARB_shader_texture_image_samples;
4151 GLboolean ARB_shader_texture_lod;
4152 GLboolean ARB_shader_viewport_layer_array;
4153 GLboolean ARB_shading_language_packing;
4154 GLboolean ARB_shading_language_420pack;
4155 GLboolean ARB_shadow;
4156 GLboolean ARB_sparse_buffer;
4157 GLboolean ARB_stencil_texturing;
4158 GLboolean ARB_sync;
4159 GLboolean ARB_tessellation_shader;
4160 GLboolean ARB_texture_border_clamp;
4161 GLboolean ARB_texture_buffer_object;
4162 GLboolean ARB_texture_buffer_object_rgb32;
4163 GLboolean ARB_texture_buffer_range;
4164 GLboolean ARB_texture_compression_bptc;
4165 GLboolean ARB_texture_compression_rgtc;
4166 GLboolean ARB_texture_cube_map;
4167 GLboolean ARB_texture_cube_map_array;
4168 GLboolean ARB_texture_env_combine;
4169 GLboolean ARB_texture_env_crossbar;
4170 GLboolean ARB_texture_env_dot3;
4171 GLboolean ARB_texture_filter_anisotropic;
4172 GLboolean ARB_texture_float;
4173 GLboolean ARB_texture_gather;
4174 GLboolean ARB_texture_mirror_clamp_to_edge;
4175 GLboolean ARB_texture_multisample;
4176 GLboolean ARB_texture_non_power_of_two;
4177 GLboolean ARB_texture_stencil8;
4178 GLboolean ARB_texture_query_levels;
4179 GLboolean ARB_texture_query_lod;
4180 GLboolean ARB_texture_rg;
4181 GLboolean ARB_texture_rgb10_a2ui;
4182 GLboolean ARB_texture_view;
4183 GLboolean ARB_timer_query;
4184 GLboolean ARB_transform_feedback2;
4185 GLboolean ARB_transform_feedback3;
4186 GLboolean ARB_transform_feedback_instanced;
4187 GLboolean ARB_transform_feedback_overflow_query;
4188 GLboolean ARB_uniform_buffer_object;
4189 GLboolean ARB_vertex_attrib_64bit;
4190 GLboolean ARB_vertex_program;
4191 GLboolean ARB_vertex_shader;
4192 GLboolean ARB_vertex_type_10f_11f_11f_rev;
4193 GLboolean ARB_vertex_type_2_10_10_10_rev;
4194 GLboolean ARB_viewport_array;
4195 GLboolean EXT_blend_color;
4196 GLboolean EXT_blend_equation_separate;
4197 GLboolean EXT_blend_func_separate;
4198 GLboolean EXT_blend_minmax;
4199 GLboolean EXT_depth_bounds_test;
4200 GLboolean EXT_disjoint_timer_query;
4201 GLboolean EXT_draw_buffers2;
4202 GLboolean EXT_framebuffer_multisample;
4203 GLboolean EXT_framebuffer_multisample_blit_scaled;
4204 GLboolean EXT_framebuffer_sRGB;
4205 GLboolean EXT_gpu_program_parameters;
4206 GLboolean EXT_gpu_shader4;
4207 GLboolean EXT_memory_object;
4208 GLboolean EXT_memory_object_fd;
4209 GLboolean EXT_packed_float;
4210 GLboolean EXT_pixel_buffer_object;
4211 GLboolean EXT_point_parameters;
4212 GLboolean EXT_provoking_vertex;
4213 GLboolean EXT_shader_integer_mix;
4214 GLboolean EXT_shader_samples_identical;
4215 GLboolean EXT_stencil_two_side;
4216 GLboolean EXT_texture_array;
4217 GLboolean EXT_texture_compression_latc;
4218 GLboolean EXT_texture_compression_s3tc;
4219 GLboolean EXT_texture_env_dot3;
4220 GLboolean EXT_texture_filter_anisotropic;
4221 GLboolean EXT_texture_integer;
4222 GLboolean EXT_texture_mirror_clamp;
4223 GLboolean EXT_texture_shared_exponent;
4224 GLboolean EXT_texture_snorm;
4225 GLboolean EXT_texture_sRGB;
4226 GLboolean EXT_texture_sRGB_decode;
4227 GLboolean EXT_texture_swizzle;
4228 GLboolean EXT_texture_type_2_10_10_10_REV;
4229 GLboolean EXT_transform_feedback;
4230 GLboolean EXT_timer_query;
4231 GLboolean EXT_vertex_array_bgra;
4232 GLboolean EXT_window_rectangles;
4233 GLboolean OES_copy_image;
4234 GLboolean OES_primitive_bounding_box;
4235 GLboolean OES_sample_variables;
4236 GLboolean OES_standard_derivatives;
4237 GLboolean OES_texture_buffer;
4238 GLboolean OES_texture_cube_map_array;
4239 GLboolean OES_viewport_array;
4240 /* vendor extensions */
4241 GLboolean AMD_performance_monitor;
4242 GLboolean AMD_pinned_memory;
4243 GLboolean AMD_seamless_cubemap_per_texture;
4244 GLboolean AMD_vertex_shader_layer;
4245 GLboolean AMD_vertex_shader_viewport_index;
4246 GLboolean ANDROID_extension_pack_es31a;
4247 GLboolean APPLE_object_purgeable;
4248 GLboolean ATI_meminfo;
4249 GLboolean ATI_texture_compression_3dc;
4250 GLboolean ATI_texture_mirror_once;
4251 GLboolean ATI_texture_env_combine3;
4252 GLboolean ATI_fragment_shader;
4253 GLboolean ATI_separate_stencil;
4254 GLboolean GREMEDY_string_marker;
4255 GLboolean INTEL_conservative_rasterization;
4256 GLboolean INTEL_performance_query;
4257 GLboolean KHR_blend_equation_advanced;
4258 GLboolean KHR_blend_equation_advanced_coherent;
4259 GLboolean KHR_robustness;
4260 GLboolean KHR_texture_compression_astc_hdr;
4261 GLboolean KHR_texture_compression_astc_ldr;
4262 GLboolean KHR_texture_compression_astc_sliced_3d;
4263 GLboolean MESA_tile_raster_order;
4264 GLboolean MESA_pack_invert;
4265 GLboolean MESA_shader_framebuffer_fetch;
4266 GLboolean MESA_shader_framebuffer_fetch_non_coherent;
4267 GLboolean MESA_shader_integer_functions;
4268 GLboolean MESA_ycbcr_texture;
4269 GLboolean NV_conditional_render;
4270 GLboolean NV_fill_rectangle;
4271 GLboolean NV_fog_distance;
4272 GLboolean NV_point_sprite;
4273 GLboolean NV_primitive_restart;
4274 GLboolean NV_texture_barrier;
4275 GLboolean NV_texture_env_combine4;
4276 GLboolean NV_texture_rectangle;
4277 GLboolean NV_vdpau_interop;
4278 GLboolean NVX_gpu_memory_info;
4279 GLboolean TDFX_texture_compression_FXT1;
4280 GLboolean OES_EGL_image;
4281 GLboolean OES_draw_texture;
4282 GLboolean OES_depth_texture_cube_map;
4283 GLboolean OES_EGL_image_external;
4284 GLboolean OES_texture_float;
4285 GLboolean OES_texture_float_linear;
4286 GLboolean OES_texture_half_float;
4287 GLboolean OES_texture_half_float_linear;
4288 GLboolean OES_compressed_ETC1_RGB8_texture;
4289 GLboolean OES_geometry_shader;
4290 GLboolean OES_texture_compression_astc;
4291 GLboolean extension_sentinel;
4292 /** The extension string */
4293 const GLubyte *String;
4294 /** Number of supported extensions */
4295 GLuint Count;
4296 /**
4297 * The context version which extension helper functions compare against.
4298 * By default, the value is equal to ctx->Version. This changes to ~0
4299 * while meta is in progress.
4300 */
4301 GLubyte Version;
4302 /**
4303 * Force-enabled, yet unrecognized, extensions.
4304 * See _mesa_one_time_init_extension_overrides()
4305 */
4306 #define MAX_UNRECOGNIZED_EXTENSIONS 16
4307 const char *unrecognized_extensions[MAX_UNRECOGNIZED_EXTENSIONS];
4308 };
4309
4310
4311 /**
4312 * A stack of matrices (projection, modelview, color, texture, etc).
4313 */
4314 struct gl_matrix_stack
4315 {
4316 GLmatrix *Top; /**< points into Stack */
4317 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
4318 unsigned StackSize; /**< Number of elements in Stack */
4319 GLuint Depth; /**< 0 <= Depth < MaxDepth */
4320 GLuint MaxDepth; /**< size of Stack[] array */
4321 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
4322 };
4323
4324
4325 /**
4326 * \name Bits for image transfer operations
4327 * \sa __struct gl_contextRec::ImageTransferState.
4328 */
4329 /*@{*/
4330 #define IMAGE_SCALE_BIAS_BIT 0x1
4331 #define IMAGE_SHIFT_OFFSET_BIT 0x2
4332 #define IMAGE_MAP_COLOR_BIT 0x4
4333 #define IMAGE_CLAMP_BIT 0x800
4334
4335
4336 /** Pixel Transfer ops */
4337 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
4338 IMAGE_SHIFT_OFFSET_BIT | \
4339 IMAGE_MAP_COLOR_BIT)
4340
4341
4342 /**
4343 * \name Bits to indicate what state has changed.
4344 */
4345 /*@{*/
4346 #define _NEW_MODELVIEW (1u << 0) /**< gl_context::ModelView */
4347 #define _NEW_PROJECTION (1u << 1) /**< gl_context::Projection */
4348 #define _NEW_TEXTURE_MATRIX (1u << 2) /**< gl_context::TextureMatrix */
4349 #define _NEW_COLOR (1u << 3) /**< gl_context::Color */
4350 #define _NEW_DEPTH (1u << 4) /**< gl_context::Depth */
4351 #define _NEW_EVAL (1u << 5) /**< gl_context::Eval, EvalMap */
4352 #define _NEW_FOG (1u << 6) /**< gl_context::Fog */
4353 #define _NEW_HINT (1u << 7) /**< gl_context::Hint */
4354 #define _NEW_LIGHT (1u << 8) /**< gl_context::Light */
4355 #define _NEW_LINE (1u << 9) /**< gl_context::Line */
4356 #define _NEW_PIXEL (1u << 10) /**< gl_context::Pixel */
4357 #define _NEW_POINT (1u << 11) /**< gl_context::Point */
4358 #define _NEW_POLYGON (1u << 12) /**< gl_context::Polygon */
4359 #define _NEW_POLYGONSTIPPLE (1u << 13) /**< gl_context::PolygonStipple */
4360 #define _NEW_SCISSOR (1u << 14) /**< gl_context::Scissor */
4361 #define _NEW_STENCIL (1u << 15) /**< gl_context::Stencil */
4362 #define _NEW_TEXTURE_OBJECT (1u << 16) /**< gl_context::Texture (bindings only) */
4363 #define _NEW_TRANSFORM (1u << 17) /**< gl_context::Transform */
4364 #define _NEW_VIEWPORT (1u << 18) /**< gl_context::Viewport */
4365 #define _NEW_TEXTURE_STATE (1u << 19) /**< gl_context::Texture (states only) */
4366 #define _NEW_ARRAY (1u << 20) /**< gl_context::Array */
4367 #define _NEW_RENDERMODE (1u << 21) /**< gl_context::RenderMode, etc */
4368 #define _NEW_BUFFERS (1u << 22) /**< gl_context::Visual, DrawBuffer, */
4369 #define _NEW_CURRENT_ATTRIB (1u << 23) /**< gl_context::Current */
4370 #define _NEW_MULTISAMPLE (1u << 24) /**< gl_context::Multisample */
4371 #define _NEW_TRACK_MATRIX (1u << 25) /**< gl_context::VertexProgram */
4372 #define _NEW_PROGRAM (1u << 26) /**< New program/shader state */
4373 #define _NEW_PROGRAM_CONSTANTS (1u << 27)
4374 /* gap */
4375 #define _NEW_FRAG_CLAMP (1u << 29)
4376 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4377 #define _NEW_VARYING_VP_INPUTS (1u << 31) /**< gl_context::varying_vp_inputs */
4378 #define _NEW_ALL ~0
4379 /*@}*/
4380
4381
4382 /**
4383 * Composite state flags
4384 */
4385 /*@{*/
4386 #define _NEW_TEXTURE (_NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE)
4387
4388 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
4389 _NEW_TEXTURE_STATE | \
4390 _NEW_POINT | \
4391 _NEW_PROGRAM | \
4392 _NEW_MODELVIEW)
4393
4394 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
4395 _NEW_FOG | \
4396 _NEW_PROGRAM)
4397
4398
4399 /*@}*/
4400
4401
4402
4403
4404 /* This has to be included here. */
4405 #include "dd.h"
4406
4407
4408 /** Opaque declaration of display list payload data type */
4409 union gl_dlist_node;
4410
4411
4412 /**
4413 * Per-display list information.
4414 */
4415 struct gl_display_list
4416 {
4417 GLuint Name;
4418 GLbitfield Flags; /**< DLIST_x flags */
4419 GLchar *Label; /**< GL_KHR_debug */
4420 /** The dlist commands are in a linked list of nodes */
4421 union gl_dlist_node *Head;
4422 };
4423
4424
4425 /**
4426 * State used during display list compilation and execution.
4427 */
4428 struct gl_dlist_state
4429 {
4430 struct gl_display_list *CurrentList; /**< List currently being compiled */
4431 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
4432 GLuint CurrentPos; /**< Index into current block of nodes */
4433 GLuint CallDepth; /**< Current recursion calling depth */
4434
4435 GLvertexformat ListVtxfmt;
4436
4437 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
4438 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
4439
4440 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
4441 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
4442
4443 struct {
4444 /* State known to have been set by the currently-compiling display
4445 * list. Used to eliminate some redundant state changes.
4446 */
4447 GLenum ShadeModel;
4448 } Current;
4449 };
4450
4451 /** @{
4452 *
4453 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
4454 * to small enums suitable for use as an array index.
4455 */
4456
4457 enum mesa_debug_source
4458 {
4459 MESA_DEBUG_SOURCE_API,
4460 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
4461 MESA_DEBUG_SOURCE_SHADER_COMPILER,
4462 MESA_DEBUG_SOURCE_THIRD_PARTY,
4463 MESA_DEBUG_SOURCE_APPLICATION,
4464 MESA_DEBUG_SOURCE_OTHER,
4465 MESA_DEBUG_SOURCE_COUNT
4466 };
4467
4468 enum mesa_debug_type
4469 {
4470 MESA_DEBUG_TYPE_ERROR,
4471 MESA_DEBUG_TYPE_DEPRECATED,
4472 MESA_DEBUG_TYPE_UNDEFINED,
4473 MESA_DEBUG_TYPE_PORTABILITY,
4474 MESA_DEBUG_TYPE_PERFORMANCE,
4475 MESA_DEBUG_TYPE_OTHER,
4476 MESA_DEBUG_TYPE_MARKER,
4477 MESA_DEBUG_TYPE_PUSH_GROUP,
4478 MESA_DEBUG_TYPE_POP_GROUP,
4479 MESA_DEBUG_TYPE_COUNT
4480 };
4481
4482 enum mesa_debug_severity
4483 {
4484 MESA_DEBUG_SEVERITY_LOW,
4485 MESA_DEBUG_SEVERITY_MEDIUM,
4486 MESA_DEBUG_SEVERITY_HIGH,
4487 MESA_DEBUG_SEVERITY_NOTIFICATION,
4488 MESA_DEBUG_SEVERITY_COUNT
4489 };
4490
4491 /** @} */
4492
4493 /**
4494 * Driver-specific state flags.
4495 *
4496 * These are or'd with gl_context::NewDriverState to notify a driver about
4497 * a state change. The driver sets the flags at context creation and
4498 * the meaning of the bits set is opaque to core Mesa.
4499 */
4500 struct gl_driver_flags
4501 {
4502 /** gl_context::Array::_DrawArrays (vertex array state) */
4503 uint64_t NewArray;
4504
4505 /** gl_context::TransformFeedback::CurrentObject */
4506 uint64_t NewTransformFeedback;
4507
4508 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4509 uint64_t NewTransformFeedbackProg;
4510
4511 /** gl_context::RasterDiscard */
4512 uint64_t NewRasterizerDiscard;
4513
4514 /** gl_context::TileRasterOrder* */
4515 uint64_t NewTileRasterOrder;
4516
4517 /**
4518 * gl_context::UniformBufferBindings
4519 * gl_shader_program::UniformBlocks
4520 */
4521 uint64_t NewUniformBuffer;
4522
4523 /**
4524 * gl_context::ShaderStorageBufferBindings
4525 * gl_shader_program::ShaderStorageBlocks
4526 */
4527 uint64_t NewShaderStorageBuffer;
4528
4529 uint64_t NewTextureBuffer;
4530
4531 /**
4532 * gl_context::AtomicBufferBindings
4533 */
4534 uint64_t NewAtomicBuffer;
4535
4536 /**
4537 * gl_context::ImageUnits
4538 */
4539 uint64_t NewImageUnits;
4540
4541 /**
4542 * gl_context::TessCtrlProgram::patch_default_*
4543 */
4544 uint64_t NewDefaultTessLevels;
4545
4546 /**
4547 * gl_context::IntelConservativeRasterization
4548 */
4549 uint64_t NewIntelConservativeRasterization;
4550
4551 /**
4552 * gl_context::Scissor::WindowRects
4553 */
4554 uint64_t NewWindowRectangles;
4555
4556 /** gl_context::Color::sRGBEnabled */
4557 uint64_t NewFramebufferSRGB;
4558
4559 /** gl_context::Scissor::EnableFlags */
4560 uint64_t NewScissorTest;
4561
4562 /** gl_context::Scissor::ScissorArray */
4563 uint64_t NewScissorRect;
4564
4565 /** gl_context::Color::Alpha* */
4566 uint64_t NewAlphaTest;
4567
4568 /** gl_context::Color::Blend/Dither */
4569 uint64_t NewBlend;
4570
4571 /** gl_context::Color::BlendColor */
4572 uint64_t NewBlendColor;
4573
4574 /** gl_context::Color::Color/Index */
4575 uint64_t NewColorMask;
4576
4577 /** gl_context::Depth */
4578 uint64_t NewDepth;
4579
4580 /** gl_context::Color::LogicOp/ColorLogicOp/IndexLogicOp */
4581 uint64_t NewLogicOp;
4582
4583 /** gl_context::Multisample::Enabled */
4584 uint64_t NewMultisampleEnable;
4585
4586 /** gl_context::Multisample::SampleAlphaTo* */
4587 uint64_t NewSampleAlphaToXEnable;
4588
4589 /** gl_context::Multisample::SampleCoverage/SampleMaskValue */
4590 uint64_t NewSampleMask;
4591
4592 /** gl_context::Multisample::(Min)SampleShading */
4593 uint64_t NewSampleShading;
4594
4595 /** gl_context::Stencil */
4596 uint64_t NewStencil;
4597
4598 /** gl_context::Transform::ClipOrigin/ClipDepthMode */
4599 uint64_t NewClipControl;
4600
4601 /** gl_context::Transform::EyeUserPlane */
4602 uint64_t NewClipPlane;
4603
4604 /** gl_context::Transform::ClipPlanesEnabled */
4605 uint64_t NewClipPlaneEnable;
4606
4607 /** gl_context::Transform::DepthClamp */
4608 uint64_t NewDepthClamp;
4609
4610 /** gl_context::Line */
4611 uint64_t NewLineState;
4612
4613 /** gl_context::Polygon */
4614 uint64_t NewPolygonState;
4615
4616 /** gl_context::PolygonStipple */
4617 uint64_t NewPolygonStipple;
4618
4619 /** gl_context::ViewportArray */
4620 uint64_t NewViewport;
4621
4622 /** Shader constants (uniforms, program parameters, state constants) */
4623 uint64_t NewShaderConstants[MESA_SHADER_STAGES];
4624 };
4625
4626 struct gl_buffer_binding
4627 {
4628 struct gl_buffer_object *BufferObject;
4629 /** Start of uniform block data in the buffer */
4630 GLintptr Offset;
4631 /** Size of data allowed to be referenced from the buffer (in bytes) */
4632 GLsizeiptr Size;
4633 /**
4634 * glBindBufferBase() indicates that the Size should be ignored and only
4635 * limited by the current size of the BufferObject.
4636 */
4637 GLboolean AutomaticSize;
4638 };
4639
4640 /**
4641 * ARB_shader_image_load_store image unit.
4642 */
4643 struct gl_image_unit
4644 {
4645 /**
4646 * Texture object bound to this unit.
4647 */
4648 struct gl_texture_object *TexObj;
4649
4650 /**
4651 * Level of the texture object bound to this unit.
4652 */
4653 GLuint Level;
4654
4655 /**
4656 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4657 * GL_FALSE if only some specific layer of the texture is bound.
4658 * \sa Layer
4659 */
4660 GLboolean Layered;
4661
4662 /**
4663 * Layer of the texture object bound to this unit as specified by the
4664 * application.
4665 */
4666 GLuint Layer;
4667
4668 /**
4669 * Layer of the texture object bound to this unit, or zero if the
4670 * whole level is bound.
4671 */
4672 GLuint _Layer;
4673
4674 /**
4675 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4676 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4677 */
4678 GLenum Access;
4679
4680 /**
4681 * GL internal format that determines the interpretation of the
4682 * image memory when shader image operations are performed through
4683 * this unit.
4684 */
4685 GLenum Format;
4686
4687 /**
4688 * Mesa format corresponding to \c Format.
4689 */
4690 mesa_format _ActualFormat;
4691
4692 };
4693
4694 /**
4695 * Shader subroutines storage
4696 */
4697 struct gl_subroutine_index_binding
4698 {
4699 GLuint NumIndex;
4700 GLuint *IndexPtr;
4701 };
4702
4703 struct gl_texture_handle_object
4704 {
4705 struct gl_texture_object *texObj;
4706 struct gl_sampler_object *sampObj;
4707 GLuint64 handle;
4708 };
4709
4710 struct gl_image_handle_object
4711 {
4712 struct gl_image_unit imgObj;
4713 GLuint64 handle;
4714 };
4715
4716 struct gl_memory_object
4717 {
4718 GLuint Name; /**< hash table ID/name */
4719 GLboolean Immutable; /**< denotes mutability state of parameters */
4720 GLboolean Dedicated; /**< import memory from a dedicated allocation */
4721 };
4722
4723 /**
4724 * Mesa rendering context.
4725 *
4726 * This is the central context data structure for Mesa. Almost all
4727 * OpenGL state is contained in this structure.
4728 * Think of this as a base class from which device drivers will derive
4729 * sub classes.
4730 */
4731 struct gl_context
4732 {
4733 /** State possibly shared with other contexts in the address space */
4734 struct gl_shared_state *Shared;
4735
4736 /** \name API function pointer tables */
4737 /*@{*/
4738 gl_api API;
4739
4740 /**
4741 * The current dispatch table for non-displaylist-saving execution, either
4742 * BeginEnd or OutsideBeginEnd
4743 */
4744 struct _glapi_table *Exec;
4745 /**
4746 * The normal dispatch table for non-displaylist-saving, non-begin/end
4747 */
4748 struct _glapi_table *OutsideBeginEnd;
4749 /** The dispatch table used between glNewList() and glEndList() */
4750 struct _glapi_table *Save;
4751 /**
4752 * The dispatch table used between glBegin() and glEnd() (outside of a
4753 * display list). Only valid functions between those two are set, which is
4754 * mostly just the set in a GLvertexformat struct.
4755 */
4756 struct _glapi_table *BeginEnd;
4757 /**
4758 * Dispatch table for when a graphics reset has happened.
4759 */
4760 struct _glapi_table *ContextLost;
4761 /**
4762 * Dispatch table used to marshal API calls from the client program to a
4763 * separate server thread. NULL if API calls are not being marshalled to
4764 * another thread.
4765 */
4766 struct _glapi_table *MarshalExec;
4767 /**
4768 * Dispatch table currently in use for fielding API calls from the client
4769 * program. If API calls are being marshalled to another thread, this ==
4770 * MarshalExec. Otherwise it == CurrentServerDispatch.
4771 */
4772 struct _glapi_table *CurrentClientDispatch;
4773
4774 /**
4775 * Dispatch table currently in use for performing API calls. == Save or
4776 * Exec.
4777 */
4778 struct _glapi_table *CurrentServerDispatch;
4779
4780 /*@}*/
4781
4782 struct glthread_state *GLThread;
4783
4784 struct gl_config Visual;
4785 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4786 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4787 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4788 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4789
4790 /**
4791 * Device driver function pointer table
4792 */
4793 struct dd_function_table Driver;
4794
4795 /** Core/Driver constants */
4796 struct gl_constants Const;
4797
4798 /** \name The various 4x4 matrix stacks */
4799 /*@{*/
4800 struct gl_matrix_stack ModelviewMatrixStack;
4801 struct gl_matrix_stack ProjectionMatrixStack;
4802 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4803 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4804 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4805 /*@}*/
4806
4807 /** Combined modelview and projection matrix */
4808 GLmatrix _ModelProjectMatrix;
4809
4810 /** \name Display lists */
4811 struct gl_dlist_state ListState;
4812
4813 GLboolean ExecuteFlag; /**< Execute GL commands? */
4814 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4815
4816 /** Extension information */
4817 struct gl_extensions Extensions;
4818
4819 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4820 GLuint Version;
4821 char *VersionString;
4822
4823 /** \name State attribute stack (for glPush/PopAttrib) */
4824 /*@{*/
4825 GLuint AttribStackDepth;
4826 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4827 /*@}*/
4828
4829 /** \name Renderer attribute groups
4830 *
4831 * We define a struct for each attribute group to make pushing and popping
4832 * attributes easy. Also it's a good organization.
4833 */
4834 /*@{*/
4835 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4836 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4837 struct gl_current_attrib Current; /**< Current attributes */
4838 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4839 struct gl_eval_attrib Eval; /**< Eval attributes */
4840 struct gl_fog_attrib Fog; /**< Fog attributes */
4841 struct gl_hint_attrib Hint; /**< Hint attributes */
4842 struct gl_light_attrib Light; /**< Light attributes */
4843 struct gl_line_attrib Line; /**< Line attributes */
4844 struct gl_list_attrib List; /**< List attributes */
4845 struct gl_multisample_attrib Multisample;
4846 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4847 struct gl_point_attrib Point; /**< Point attributes */
4848 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4849 GLuint PolygonStipple[32]; /**< Polygon stipple */
4850 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4851 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4852 struct gl_texture_attrib Texture; /**< Texture attributes */
4853 struct gl_transform_attrib Transform; /**< Transformation attributes */
4854 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4855 /*@}*/
4856
4857 /** \name Client attribute stack */
4858 /*@{*/
4859 GLuint ClientAttribStackDepth;
4860 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4861 /*@}*/
4862
4863 /** \name Client attribute groups */
4864 /*@{*/
4865 struct gl_array_attrib Array; /**< Vertex arrays */
4866 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4867 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4868 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4869 /*@}*/
4870
4871 /** \name Other assorted state (not pushed/popped on attribute stack) */
4872 /*@{*/
4873 struct gl_pixelmaps PixelMaps;
4874
4875 struct gl_evaluators EvalMap; /**< All evaluators */
4876 struct gl_feedback Feedback; /**< Feedback */
4877 struct gl_selection Select; /**< Selection */
4878
4879 struct gl_program_state Program; /**< general program state */
4880 struct gl_vertex_program_state VertexProgram;
4881 struct gl_fragment_program_state FragmentProgram;
4882 struct gl_geometry_program_state GeometryProgram;
4883 struct gl_compute_program_state ComputeProgram;
4884 struct gl_tess_ctrl_program_state TessCtrlProgram;
4885 struct gl_tess_eval_program_state TessEvalProgram;
4886 struct gl_ati_fragment_shader_state ATIFragmentShader;
4887
4888 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4889 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4890
4891 /**
4892 * Current active shader pipeline state
4893 *
4894 * Almost all internal users want ::_Shader instead of ::Shader. The
4895 * exceptions are bits of legacy GLSL API that do not know about separate
4896 * shader objects.
4897 *
4898 * If a program is active via \c glUseProgram, this will point to
4899 * \c ::Shader.
4900 *
4901 * If a program pipeline is active via \c glBindProgramPipeline, this will
4902 * point to \c ::Pipeline.Current.
4903 *
4904 * If neither a program nor a program pipeline is active, this will point to
4905 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4906 * \c NULL.
4907 */
4908 struct gl_pipeline_object *_Shader;
4909
4910 struct gl_query_state Query; /**< occlusion, timer queries */
4911
4912 struct gl_transform_feedback_state TransformFeedback;
4913
4914 struct gl_perf_monitor_state PerfMonitor;
4915 struct gl_perf_query_state PerfQuery;
4916
4917 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4918 struct gl_buffer_object *ParameterBuffer; /** < GL_ARB_indirect_parameters */
4919 struct gl_buffer_object *DispatchIndirectBuffer; /** < GL_ARB_compute_shader */
4920
4921 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4922 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4923
4924 struct gl_buffer_object *QueryBuffer; /**< GL_ARB_query_buffer_object */
4925
4926 /**
4927 * Current GL_ARB_uniform_buffer_object binding referenced by
4928 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4929 */
4930 struct gl_buffer_object *UniformBuffer;
4931
4932 /**
4933 * Current GL_ARB_shader_storage_buffer_object binding referenced by
4934 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
4935 */
4936 struct gl_buffer_object *ShaderStorageBuffer;
4937
4938 /**
4939 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4940 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4941 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4942 * shader program.
4943 */
4944 struct gl_buffer_binding
4945 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4946
4947 /**
4948 * Array of shader storage buffers for ARB_shader_storage_buffer_object
4949 * and GL 4.3. This is set up using glBindBufferRange() or
4950 * glBindBufferBase(). They are associated with shader storage blocks by
4951 * glShaderStorageBlockBinding()'s state in the shader program.
4952 */
4953 struct gl_buffer_binding
4954 ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
4955
4956 /**
4957 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4958 * target.
4959 */
4960 struct gl_buffer_object *AtomicBuffer;
4961
4962 /**
4963 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4964 * target.
4965 */
4966 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
4967
4968 /**
4969 * Array of atomic counter buffer binding points.
4970 */
4971 struct gl_buffer_binding
4972 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4973
4974 /**
4975 * Array of image units for ARB_shader_image_load_store.
4976 */
4977 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4978
4979 struct gl_subroutine_index_binding SubroutineIndex[MESA_SHADER_STAGES];
4980 /*@}*/
4981
4982 struct gl_meta_state *Meta; /**< for "meta" operations */
4983
4984 /* GL_EXT_framebuffer_object */
4985 struct gl_renderbuffer *CurrentRenderbuffer;
4986
4987 GLenum ErrorValue; /**< Last error code */
4988
4989 /**
4990 * Recognize and silence repeated error debug messages in buggy apps.
4991 */
4992 const char *ErrorDebugFmtString;
4993 GLuint ErrorDebugCount;
4994
4995 /* GL_ARB_debug_output/GL_KHR_debug */
4996 simple_mtx_t DebugMutex;
4997 struct gl_debug_state *Debug;
4998
4999 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
5000 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
5001 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
5002
5003 struct gl_driver_flags DriverFlags;
5004
5005 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
5006
5007 GLbitfield varying_vp_inputs; /**< mask of VERT_BIT_* flags */
5008
5009 /** \name Derived state */
5010 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
5011 GLfloat _EyeZDir[3];
5012 GLfloat _ModelViewInvScale; /* may be for model- or eyespace lighting */
5013 GLfloat _ModelViewInvScaleEyespace; /* always factor defined in spec */
5014 GLboolean _NeedEyeCoords;
5015 GLboolean _ForceEyeCoords;
5016
5017 GLuint TextureStateTimestamp; /**< detect changes to shared state */
5018
5019 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
5020
5021 /** \name For debugging/development only */
5022 /*@{*/
5023 GLboolean FirstTimeCurrent;
5024 /*@}*/
5025
5026 /**
5027 * False if this context was created without a config. This is needed
5028 * because the initial state of glDrawBuffers depends on this
5029 */
5030 GLboolean HasConfig;
5031
5032 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
5033
5034 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
5035 GLboolean IntelConservativeRasterization; /**< GL_INTEL_CONSERVATIVE_RASTERIZATION */
5036
5037 /** Does glVertexAttrib(0) alias glVertex()? */
5038 bool _AttribZeroAliasesVertex;
5039
5040 /**
5041 * When set, TileRasterOrderIncreasingX/Y control the order that a tiled
5042 * renderer's tiles should be excecuted, to meet the requirements of
5043 * GL_MESA_tile_raster_order.
5044 */
5045 GLboolean TileRasterOrderFixed;
5046 GLboolean TileRasterOrderIncreasingX;
5047 GLboolean TileRasterOrderIncreasingY;
5048
5049 /**
5050 * \name Hooks for module contexts.
5051 *
5052 * These will eventually live in the driver or elsewhere.
5053 */
5054 /*@{*/
5055 void *swrast_context;
5056 void *swsetup_context;
5057 void *swtnl_context;
5058 struct vbo_context *vbo_context;
5059 struct st_context *st;
5060 void *aelt_context;
5061 /*@}*/
5062
5063 /**
5064 * \name NV_vdpau_interop
5065 */
5066 /*@{*/
5067 const void *vdpDevice;
5068 const void *vdpGetProcAddress;
5069 struct set *vdpSurfaces;
5070 /*@}*/
5071
5072 /**
5073 * Has this context observed a GPU reset in any context in the share group?
5074 *
5075 * Once this field becomes true, it is never reset to false.
5076 */
5077 GLboolean ShareGroupReset;
5078
5079 /**
5080 * \name OES_primitive_bounding_box
5081 *
5082 * Stores the arguments to glPrimitiveBoundingBox
5083 */
5084 GLfloat PrimitiveBoundingBox[8];
5085
5086 struct disk_cache *Cache;
5087
5088 /**
5089 * \name GL_ARB_bindless_texture
5090 */
5091 /*@{*/
5092 struct hash_table_u64 *ResidentTextureHandles;
5093 struct hash_table_u64 *ResidentImageHandles;
5094 /*@}*/
5095 };
5096
5097 /**
5098 * Information about memory usage. All sizes are in kilobytes.
5099 */
5100 struct gl_memory_info
5101 {
5102 unsigned total_device_memory; /**< size of device memory, e.g. VRAM */
5103 unsigned avail_device_memory; /**< free device memory at the moment */
5104 unsigned total_staging_memory; /**< size of staging memory, e.g. GART */
5105 unsigned avail_staging_memory; /**< free staging memory at the moment */
5106 unsigned device_memory_evicted; /**< size of memory evicted (monotonic counter) */
5107 unsigned nr_device_memory_evictions; /**< # of evictions (monotonic counter) */
5108 };
5109
5110 #ifdef DEBUG
5111 extern int MESA_VERBOSE;
5112 extern int MESA_DEBUG_FLAGS;
5113 # define MESA_FUNCTION __func__
5114 #else
5115 # define MESA_VERBOSE 0
5116 # define MESA_DEBUG_FLAGS 0
5117 # define MESA_FUNCTION "a function"
5118 #endif
5119
5120
5121 /** The MESA_VERBOSE var is a bitmask of these flags */
5122 enum _verbose
5123 {
5124 VERBOSE_VARRAY = 0x0001,
5125 VERBOSE_TEXTURE = 0x0002,
5126 VERBOSE_MATERIAL = 0x0004,
5127 VERBOSE_PIPELINE = 0x0008,
5128 VERBOSE_DRIVER = 0x0010,
5129 VERBOSE_STATE = 0x0020,
5130 VERBOSE_API = 0x0040,
5131 VERBOSE_DISPLAY_LIST = 0x0100,
5132 VERBOSE_LIGHTING = 0x0200,
5133 VERBOSE_PRIMS = 0x0400,
5134 VERBOSE_VERTS = 0x0800,
5135 VERBOSE_DISASSEM = 0x1000,
5136 VERBOSE_DRAW = 0x2000,
5137 VERBOSE_SWAPBUFFERS = 0x4000
5138 };
5139
5140
5141 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
5142 enum _debug
5143 {
5144 DEBUG_SILENT = (1 << 0),
5145 DEBUG_ALWAYS_FLUSH = (1 << 1),
5146 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
5147 DEBUG_INCOMPLETE_FBO = (1 << 3),
5148 DEBUG_CONTEXT = (1 << 4)
5149 };
5150
5151 #ifdef __cplusplus
5152 }
5153 #endif
5154
5155 #endif /* MTYPES_H */