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