mesa: Remove unused gl_config::indexBits
[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/menums.h"
43 #include "main/config.h"
44 #include "glapi/glapi.h"
45 #include "math/m_matrix.h" /* GLmatrix */
46 #include "compiler/shader_enums.h"
47 #include "compiler/shader_info.h"
48 #include "main/formats.h" /* MESA_FORMAT_COUNT */
49 #include "compiler/glsl/list.h"
50 #include "util/simple_mtx.h"
51 #include "util/u_dynarray.h"
52
53
54 #ifdef __cplusplus
55 extern "C" {
56 #endif
57
58 #define GET_COLORMASK_BIT(mask, buf, chan) (((mask) >> (4 * (buf) + (chan))) & 0x1)
59 #define GET_COLORMASK(mask, buf) (((mask) >> (4 * (buf))) & 0xf)
60
61
62 /**
63 * \name Some forward type declarations
64 */
65 /*@{*/
66 struct _mesa_HashTable;
67 struct gl_attrib_node;
68 struct gl_list_extensions;
69 struct gl_meta_state;
70 struct gl_program_cache;
71 struct gl_texture_object;
72 struct gl_debug_state;
73 struct gl_context;
74 struct st_context;
75 struct gl_uniform_storage;
76 struct prog_instruction;
77 struct gl_program_parameter_list;
78 struct gl_shader_spirv_data;
79 struct set;
80 struct vbo_context;
81 /*@}*/
82
83
84 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
85 #define PRIM_MAX GL_PATCHES
86 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
87 #define PRIM_UNKNOWN (PRIM_MAX + 2)
88
89 /**
90 * Determine if the given gl_varying_slot appears in the fragment shader.
91 */
92 static inline GLboolean
93 _mesa_varying_slot_in_fs(gl_varying_slot slot)
94 {
95 switch (slot) {
96 case VARYING_SLOT_PSIZ:
97 case VARYING_SLOT_BFC0:
98 case VARYING_SLOT_BFC1:
99 case VARYING_SLOT_EDGE:
100 case VARYING_SLOT_CLIP_VERTEX:
101 case VARYING_SLOT_LAYER:
102 case VARYING_SLOT_TESS_LEVEL_OUTER:
103 case VARYING_SLOT_TESS_LEVEL_INNER:
104 case VARYING_SLOT_BOUNDING_BOX0:
105 case VARYING_SLOT_BOUNDING_BOX1:
106 return GL_FALSE;
107 default:
108 return GL_TRUE;
109 }
110 }
111
112 /**
113 * Bit flags for all renderbuffers
114 */
115 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
116 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
117 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
118 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
119 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
120 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
121 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
122 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
123 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
124 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
125 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
126 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
127 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
128 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
129 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
130 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
131 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
132 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
133 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
134
135 /**
136 * Mask of all the color buffer bits (but not accum).
137 */
138 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
139 BUFFER_BIT_BACK_LEFT | \
140 BUFFER_BIT_FRONT_RIGHT | \
141 BUFFER_BIT_BACK_RIGHT | \
142 BUFFER_BIT_AUX0 | \
143 BUFFER_BIT_COLOR0 | \
144 BUFFER_BIT_COLOR1 | \
145 BUFFER_BIT_COLOR2 | \
146 BUFFER_BIT_COLOR3 | \
147 BUFFER_BIT_COLOR4 | \
148 BUFFER_BIT_COLOR5 | \
149 BUFFER_BIT_COLOR6 | \
150 BUFFER_BIT_COLOR7)
151
152 /* Mask of bits for depth+stencil buffers */
153 #define BUFFER_BITS_DEPTH_STENCIL (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL)
154
155 /**
156 * Framebuffer configuration (aka visual / pixelformat)
157 * Note: some of these fields should be boolean, but it appears that
158 * code in drivers/dri/common/util.c requires int-sized fields.
159 */
160 struct gl_config
161 {
162 GLboolean rgbMode;
163 GLboolean floatMode;
164 GLuint doubleBufferMode;
165 GLuint stereoMode;
166
167 GLboolean haveAccumBuffer;
168 GLboolean haveDepthBuffer;
169 GLboolean haveStencilBuffer;
170
171 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
172 GLuint redMask, greenMask, blueMask, alphaMask;
173 GLint redShift, greenShift, blueShift, alphaShift;
174 GLint rgbBits; /* total bits for rgb */
175
176 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
177 GLint depthBits;
178 GLint stencilBits;
179
180 GLint numAuxBuffers;
181
182 GLint level;
183
184 /* EXT_visual_rating / GLX 1.2 */
185 GLint visualRating;
186
187 /* EXT_visual_info / GLX 1.2 */
188 GLint transparentPixel;
189 /* colors are floats scaled to ints */
190 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
191 GLint transparentIndex;
192
193 /* ARB_multisample / SGIS_multisample */
194 GLint sampleBuffers;
195 GLuint samples;
196
197 /* SGIX_pbuffer / GLX 1.3 */
198 GLint maxPbufferWidth;
199 GLint maxPbufferHeight;
200 GLint maxPbufferPixels;
201 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
202 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
203
204 /* OML_swap_method */
205 GLint swapMethod;
206
207 /* EXT_texture_from_pixmap */
208 GLint bindToTextureRgb;
209 GLint bindToTextureRgba;
210 GLint bindToMipmapTexture;
211 GLint bindToTextureTargets;
212 GLint yInverted;
213
214 /* EXT_framebuffer_sRGB */
215 GLint sRGBCapable;
216
217 /* EGL_KHR_mutable_render_buffer */
218 GLuint mutableRenderBuffer; /* bool */
219 };
220
221
222 /**
223 * \name Bit flags used for updating material values.
224 */
225 /*@{*/
226 #define MAT_ATTRIB_FRONT_AMBIENT 0
227 #define MAT_ATTRIB_BACK_AMBIENT 1
228 #define MAT_ATTRIB_FRONT_DIFFUSE 2
229 #define MAT_ATTRIB_BACK_DIFFUSE 3
230 #define MAT_ATTRIB_FRONT_SPECULAR 4
231 #define MAT_ATTRIB_BACK_SPECULAR 5
232 #define MAT_ATTRIB_FRONT_EMISSION 6
233 #define MAT_ATTRIB_BACK_EMISSION 7
234 #define MAT_ATTRIB_FRONT_SHININESS 8
235 #define MAT_ATTRIB_BACK_SHININESS 9
236 #define MAT_ATTRIB_FRONT_INDEXES 10
237 #define MAT_ATTRIB_BACK_INDEXES 11
238 #define MAT_ATTRIB_MAX 12
239
240 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
241 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
242 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
243 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
244 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
245 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
246
247 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
248 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
249 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
250 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
251 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
252 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
253 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
254 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
255 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
256 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
257 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
258 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
259
260
261 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
262 MAT_BIT_FRONT_AMBIENT | \
263 MAT_BIT_FRONT_DIFFUSE | \
264 MAT_BIT_FRONT_SPECULAR | \
265 MAT_BIT_FRONT_SHININESS | \
266 MAT_BIT_FRONT_INDEXES)
267
268 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
269 MAT_BIT_BACK_AMBIENT | \
270 MAT_BIT_BACK_DIFFUSE | \
271 MAT_BIT_BACK_SPECULAR | \
272 MAT_BIT_BACK_SHININESS | \
273 MAT_BIT_BACK_INDEXES)
274
275 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
276 /*@}*/
277
278
279 /**
280 * Material state.
281 */
282 struct gl_material
283 {
284 GLfloat Attrib[MAT_ATTRIB_MAX][4];
285 };
286
287
288 /**
289 * Light state flags.
290 */
291 /*@{*/
292 #define LIGHT_SPOT 0x1
293 #define LIGHT_LOCAL_VIEWER 0x2
294 #define LIGHT_POSITIONAL 0x4
295 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
296 /*@}*/
297
298
299 /**
300 * Light source state.
301 */
302 struct gl_light
303 {
304 GLfloat Ambient[4]; /**< ambient color */
305 GLfloat Diffuse[4]; /**< diffuse color */
306 GLfloat Specular[4]; /**< specular color */
307 GLfloat EyePosition[4]; /**< position in eye coordinates */
308 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
309 GLfloat SpotExponent;
310 GLfloat SpotCutoff; /**< in degrees */
311 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
312 GLfloat ConstantAttenuation;
313 GLfloat LinearAttenuation;
314 GLfloat QuadraticAttenuation;
315 GLboolean Enabled; /**< On/off flag */
316
317 /**
318 * \name Derived fields
319 */
320 /*@{*/
321 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
322
323 GLfloat _Position[4]; /**< position in eye/obj coordinates */
324 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
325 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
326 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
327 GLfloat _VP_inf_spot_attenuation;
328
329 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
330 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
331 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
332 /*@}*/
333 };
334
335
336 /**
337 * Light model state.
338 */
339 struct gl_lightmodel
340 {
341 GLfloat Ambient[4]; /**< ambient color */
342 GLboolean LocalViewer; /**< Local (or infinite) view point? */
343 GLboolean TwoSide; /**< Two (or one) sided lighting? */
344 GLenum16 ColorControl; /**< either GL_SINGLE_COLOR
345 or GL_SEPARATE_SPECULAR_COLOR */
346 };
347
348
349 /**
350 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
351 */
352 struct gl_accum_attrib
353 {
354 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
355 };
356
357
358 /**
359 * Used for storing clear color, texture border color, etc.
360 * The float values are typically unclamped.
361 */
362 union gl_color_union
363 {
364 GLfloat f[4];
365 GLint i[4];
366 GLuint ui[4];
367 };
368
369
370 /**
371 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
372 */
373 struct gl_colorbuffer_attrib
374 {
375 GLuint ClearIndex; /**< Index for glClear */
376 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
377 GLuint IndexMask; /**< Color index write mask */
378
379 /** 4 colormask bits per draw buffer, max 8 draw buffers. 4*8 = 32 bits */
380 GLbitfield ColorMask;
381
382 GLenum16 DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
383
384 /**
385 * \name alpha testing
386 */
387 /*@{*/
388 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
389 GLenum16 AlphaFunc; /**< Alpha test function */
390 GLfloat AlphaRefUnclamped;
391 GLclampf AlphaRef; /**< Alpha reference value */
392 /*@}*/
393
394 /**
395 * \name Blending
396 */
397 /*@{*/
398 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
399
400 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
401 * control, only on the fixed-pointness of the render target.
402 * The query does however depend on fragment color clamping.
403 */
404 GLfloat BlendColorUnclamped[4]; /**< Blending color */
405 GLfloat BlendColor[4]; /**< Blending color */
406
407 struct
408 {
409 GLenum16 SrcRGB; /**< RGB blend source term */
410 GLenum16 DstRGB; /**< RGB blend dest term */
411 GLenum16 SrcA; /**< Alpha blend source term */
412 GLenum16 DstA; /**< Alpha blend dest term */
413 GLenum16 EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
414 GLenum16 EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
415 /**
416 * Set if any blend factor uses SRC1. Computed at the time blend factors
417 * get set.
418 */
419 GLboolean _UsesDualSrc;
420 } Blend[MAX_DRAW_BUFFERS];
421 /** Are the blend func terms currently different for each buffer/target? */
422 GLboolean _BlendFuncPerBuffer;
423 /** Are the blend equations currently different for each buffer/target? */
424 GLboolean _BlendEquationPerBuffer;
425
426 /**
427 * Which advanced blending mode is in use (or BLEND_NONE).
428 *
429 * KHR_blend_equation_advanced only allows advanced blending with a single
430 * draw buffer, and NVX_blend_equation_advanced_multi_draw_buffer still
431 * requires all draw buffers to match, so we only need a single value.
432 */
433 enum gl_advanced_blend_mode _AdvancedBlendMode;
434
435 /** Coherency requested via glEnable(GL_BLEND_ADVANCED_COHERENT_KHR)? */
436 bool BlendCoherent;
437 /*@}*/
438
439 /**
440 * \name Logic op
441 */
442 /*@{*/
443 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
444 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
445 GLenum16 LogicOp; /**< Logic operator */
446 enum gl_logicop_mode _LogicOp;
447 /*@}*/
448
449 GLboolean DitherFlag; /**< Dither enable flag */
450
451 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
452 GLenum16 ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
453 GLenum16 ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
454
455 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
456 };
457
458
459 /**
460 * Vertex format to describe a vertex element.
461 */
462 struct gl_vertex_format
463 {
464 GLenum16 Type; /**< datatype: GL_FLOAT, GL_INT, etc */
465 GLenum16 Format; /**< default: GL_RGBA, but may be GL_BGRA */
466 GLubyte Size:5; /**< components per element (1,2,3,4) */
467 GLubyte Normalized:1; /**< GL_ARB_vertex_program */
468 GLubyte Integer:1; /**< Integer-valued? */
469 GLubyte Doubles:1; /**< double values are not converted to floats */
470 GLubyte _ElementSize; /**< Size of each element in bytes */
471 };
472
473
474 /**
475 * Current attribute group (GL_CURRENT_BIT).
476 */
477 struct gl_current_attrib
478 {
479 /**
480 * \name Current vertex attributes (color, texcoords, etc).
481 * \note Values are valid only after FLUSH_VERTICES has been called.
482 * \note Index and Edgeflag current values are stored as floats in the
483 * SIX and SEVEN attribute slots.
484 * \note We need double storage for 64-bit vertex attributes
485 */
486 GLfloat Attrib[VERT_ATTRIB_MAX][4*2];
487
488 /**
489 * \name Current raster position attributes (always up to date after a
490 * glRasterPos call).
491 */
492 GLfloat RasterPos[4];
493 GLfloat RasterDistance;
494 GLfloat RasterColor[4];
495 GLfloat RasterSecondaryColor[4];
496 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
497 GLboolean RasterPosValid;
498 };
499
500
501 /**
502 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
503 */
504 struct gl_depthbuffer_attrib
505 {
506 GLenum16 Func; /**< Function for depth buffer compare */
507 GLclampd Clear; /**< Value to clear depth buffer to */
508 GLboolean Test; /**< Depth buffering enabled flag */
509 GLboolean Mask; /**< Depth buffer writable? */
510 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
511 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
512 };
513
514
515 /**
516 * Evaluator attribute group (GL_EVAL_BIT).
517 */
518 struct gl_eval_attrib
519 {
520 /**
521 * \name Enable bits
522 */
523 /*@{*/
524 GLboolean Map1Color4;
525 GLboolean Map1Index;
526 GLboolean Map1Normal;
527 GLboolean Map1TextureCoord1;
528 GLboolean Map1TextureCoord2;
529 GLboolean Map1TextureCoord3;
530 GLboolean Map1TextureCoord4;
531 GLboolean Map1Vertex3;
532 GLboolean Map1Vertex4;
533 GLboolean Map2Color4;
534 GLboolean Map2Index;
535 GLboolean Map2Normal;
536 GLboolean Map2TextureCoord1;
537 GLboolean Map2TextureCoord2;
538 GLboolean Map2TextureCoord3;
539 GLboolean Map2TextureCoord4;
540 GLboolean Map2Vertex3;
541 GLboolean Map2Vertex4;
542 GLboolean AutoNormal;
543 /*@}*/
544
545 /**
546 * \name Map Grid endpoints and divisions and calculated du values
547 */
548 /*@{*/
549 GLint MapGrid1un;
550 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
551 GLint MapGrid2un, MapGrid2vn;
552 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
553 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
554 /*@}*/
555 };
556
557
558 /**
559 * Compressed fog mode.
560 */
561 enum gl_fog_mode
562 {
563 FOG_NONE,
564 FOG_LINEAR,
565 FOG_EXP,
566 FOG_EXP2,
567 };
568
569
570 /**
571 * Fog attribute group (GL_FOG_BIT).
572 */
573 struct gl_fog_attrib
574 {
575 GLboolean Enabled; /**< Fog enabled flag */
576 GLboolean ColorSumEnabled;
577 uint8_t _PackedMode; /**< Fog mode as 2 bits */
578 uint8_t _PackedEnabledMode; /**< Masked CompressedMode */
579 GLfloat ColorUnclamped[4]; /**< Fog color */
580 GLfloat Color[4]; /**< Fog color */
581 GLfloat Density; /**< Density >= 0.0 */
582 GLfloat Start; /**< Start distance in eye coords */
583 GLfloat End; /**< End distance in eye coords */
584 GLfloat Index; /**< Fog index */
585 GLenum16 Mode; /**< Fog mode */
586 GLenum16 FogCoordinateSource;/**< GL_EXT_fog_coord */
587 GLenum16 FogDistanceMode; /**< GL_NV_fog_distance */
588 };
589
590
591 /**
592 * Hint attribute group (GL_HINT_BIT).
593 *
594 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
595 */
596 struct gl_hint_attrib
597 {
598 GLenum16 PerspectiveCorrection;
599 GLenum16 PointSmooth;
600 GLenum16 LineSmooth;
601 GLenum16 PolygonSmooth;
602 GLenum16 Fog;
603 GLenum16 TextureCompression; /**< GL_ARB_texture_compression */
604 GLenum16 GenerateMipmap; /**< GL_SGIS_generate_mipmap */
605 GLenum16 FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
606 GLuint MaxShaderCompilerThreads; /**< GL_ARB_parallel_shader_compile */
607 };
608
609
610 /**
611 * Lighting attribute group (GL_LIGHT_BIT).
612 */
613 struct gl_light_attrib
614 {
615 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
616 struct gl_lightmodel Model; /**< Lighting model */
617
618 /**
619 * Front and back material values.
620 * Note: must call FLUSH_VERTICES() before using.
621 */
622 struct gl_material Material;
623
624 GLboolean Enabled; /**< Lighting enabled flag */
625 GLboolean ColorMaterialEnabled;
626
627 GLenum16 ShadeModel; /**< GL_FLAT or GL_SMOOTH */
628 GLenum16 ProvokingVertex; /**< GL_EXT_provoking_vertex */
629 GLenum16 ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
630 GLenum16 ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
631 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
632
633
634 GLboolean _ClampVertexColor;
635 GLenum16 ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
636
637 /**
638 * Derived state for optimizations:
639 */
640 /*@{*/
641 GLbitfield _EnabledLights; /**< bitmask containing enabled lights */
642
643 GLboolean _NeedEyeCoords;
644 GLboolean _NeedVertices; /**< Use fast shader? */
645
646 GLfloat _BaseColor[2][3];
647 /*@}*/
648 };
649
650
651 /**
652 * Line attribute group (GL_LINE_BIT).
653 */
654 struct gl_line_attrib
655 {
656 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
657 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
658 GLushort StipplePattern; /**< Stipple pattern */
659 GLint StippleFactor; /**< Stipple repeat factor */
660 GLfloat Width; /**< Line width */
661 };
662
663
664 /**
665 * Display list attribute group (GL_LIST_BIT).
666 */
667 struct gl_list_attrib
668 {
669 GLuint ListBase;
670 };
671
672
673 /**
674 * Multisample attribute group (GL_MULTISAMPLE_BIT).
675 */
676 struct gl_multisample_attrib
677 {
678 GLboolean Enabled;
679 GLboolean SampleAlphaToCoverage;
680 GLboolean SampleAlphaToOne;
681 GLboolean SampleCoverage;
682 GLboolean SampleCoverageInvert;
683 GLboolean SampleShading;
684
685 /* ARB_texture_multisample / GL3.2 additions */
686 GLboolean SampleMask;
687
688 GLfloat SampleCoverageValue; /**< In range [0, 1] */
689 GLfloat MinSampleShadingValue; /**< In range [0, 1] */
690
691 /** The GL spec defines this as an array but >32x MSAA is madness */
692 GLbitfield SampleMaskValue;
693 };
694
695
696 /**
697 * A pixelmap (see glPixelMap)
698 */
699 struct gl_pixelmap
700 {
701 GLint Size;
702 GLfloat Map[MAX_PIXEL_MAP_TABLE];
703 };
704
705
706 /**
707 * Collection of all pixelmaps
708 */
709 struct gl_pixelmaps
710 {
711 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
712 struct gl_pixelmap GtoG;
713 struct gl_pixelmap BtoB;
714 struct gl_pixelmap AtoA;
715 struct gl_pixelmap ItoR;
716 struct gl_pixelmap ItoG;
717 struct gl_pixelmap ItoB;
718 struct gl_pixelmap ItoA;
719 struct gl_pixelmap ItoI;
720 struct gl_pixelmap StoS;
721 };
722
723
724 /**
725 * Pixel attribute group (GL_PIXEL_MODE_BIT).
726 */
727 struct gl_pixel_attrib
728 {
729 GLenum16 ReadBuffer; /**< source buffer for glRead/CopyPixels() */
730
731 /*--- Begin Pixel Transfer State ---*/
732 /* Fields are in the order in which they're applied... */
733
734 /** Scale & Bias (index shift, offset) */
735 /*@{*/
736 GLfloat RedBias, RedScale;
737 GLfloat GreenBias, GreenScale;
738 GLfloat BlueBias, BlueScale;
739 GLfloat AlphaBias, AlphaScale;
740 GLfloat DepthBias, DepthScale;
741 GLint IndexShift, IndexOffset;
742 /*@}*/
743
744 /* Pixel Maps */
745 /* Note: actual pixel maps are not part of this attrib group */
746 GLboolean MapColorFlag;
747 GLboolean MapStencilFlag;
748
749 /*--- End Pixel Transfer State ---*/
750
751 /** glPixelZoom */
752 GLfloat ZoomX, ZoomY;
753 };
754
755
756 /**
757 * Point attribute group (GL_POINT_BIT).
758 */
759 struct gl_point_attrib
760 {
761 GLfloat Size; /**< User-specified point size */
762 GLfloat Params[3]; /**< GL_EXT_point_parameters */
763 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
764 GLfloat Threshold; /**< GL_EXT_point_parameters */
765 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
766 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
767 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
768 GLbitfield CoordReplace; /**< GL_ARB_point_sprite*/
769 GLenum16 SpriteRMode; /**< GL_NV_point_sprite (only!) */
770 GLenum16 SpriteOrigin; /**< GL_ARB_point_sprite */
771 };
772
773
774 /**
775 * Polygon attribute group (GL_POLYGON_BIT).
776 */
777 struct gl_polygon_attrib
778 {
779 GLenum16 FrontFace; /**< Either GL_CW or GL_CCW */
780 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
781 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
782 GLboolean CullFlag; /**< Culling on/off flag */
783 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
784 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
785 GLenum16 CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
786 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
787 GLfloat OffsetUnits; /**< Polygon offset units, from user */
788 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
789 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
790 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
791 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
792 };
793
794
795 /**
796 * Scissor attributes (GL_SCISSOR_BIT).
797 */
798 struct gl_scissor_rect
799 {
800 GLint X, Y; /**< Lower left corner of box */
801 GLsizei Width, Height; /**< Size of box */
802 };
803
804
805 struct gl_scissor_attrib
806 {
807 GLbitfield EnableFlags; /**< Scissor test enabled? */
808 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
809 GLint NumWindowRects; /**< Count of enabled window rectangles */
810 GLenum16 WindowRectMode; /**< Whether to include or exclude the rects */
811 struct gl_scissor_rect WindowRects[MAX_WINDOW_RECTANGLES];
812 };
813
814
815 /**
816 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
817 *
818 * Three sets of stencil data are tracked so that OpenGL 2.0,
819 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
820 * simultaneously. In each of the stencil state arrays, element 0 corresponds
821 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
822 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
823 * GL_EXT_stencil_two_side GL_BACK state.
824 *
825 * The derived value \c _BackFace is either 1 or 2 depending on whether or
826 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
827 *
828 * The derived value \c _TestTwoSide is set when the front-face and back-face
829 * stencil state are different.
830 */
831 struct gl_stencil_attrib
832 {
833 GLboolean Enabled; /**< Enabled flag */
834 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
835 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
836 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
837 GLenum16 Function[3]; /**< Stencil function */
838 GLenum16 FailFunc[3]; /**< Fail function */
839 GLenum16 ZPassFunc[3]; /**< Depth buffer pass function */
840 GLenum16 ZFailFunc[3]; /**< Depth buffer fail function */
841 GLint Ref[3]; /**< Reference value */
842 GLuint ValueMask[3]; /**< Value mask */
843 GLuint WriteMask[3]; /**< Write mask */
844 GLuint Clear; /**< Clear value */
845 };
846
847
848 /**
849 * Bit flags for each type of texture object
850 */
851 /*@{*/
852 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
853 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
854 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
855 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
856 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
857 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
858 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
859 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
860 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
861 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
862 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
863 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
864 /*@}*/
865
866
867 /**
868 * Texture image state. Drivers will typically create a subclass of this
869 * with extra fields for memory buffers, etc.
870 */
871 struct gl_texture_image
872 {
873 GLint InternalFormat; /**< Internal format as given by the user */
874 GLenum16 _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
875 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
876 * GL_INTENSITY, GL_DEPTH_COMPONENT or
877 * GL_DEPTH_STENCIL_EXT only. Used for
878 * choosing TexEnv arithmetic.
879 */
880 mesa_format TexFormat; /**< The actual texture memory format */
881
882 GLuint Border; /**< 0 or 1 */
883 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
884 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
885 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
886 GLuint Width2; /**< = Width - 2*Border */
887 GLuint Height2; /**< = Height - 2*Border */
888 GLuint Depth2; /**< = Depth - 2*Border */
889 GLuint WidthLog2; /**< = log2(Width2) */
890 GLuint HeightLog2; /**< = log2(Height2) */
891 GLuint DepthLog2; /**< = log2(Depth2) */
892 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
893 levels, computed from the dimensions */
894
895 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
896 GLuint Level; /**< Which mipmap level am I? */
897 /** Cube map face: index into gl_texture_object::Image[] array */
898 GLuint Face;
899
900 /** GL_ARB_texture_multisample */
901 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
902 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
903 };
904
905
906 /**
907 * Indexes for cube map faces.
908 */
909 typedef enum
910 {
911 FACE_POS_X = 0,
912 FACE_NEG_X = 1,
913 FACE_POS_Y = 2,
914 FACE_NEG_Y = 3,
915 FACE_POS_Z = 4,
916 FACE_NEG_Z = 5,
917 MAX_FACES = 6
918 } gl_face_index;
919
920
921 /**
922 * Sampler object state. These objects are new with GL_ARB_sampler_objects
923 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
924 */
925 struct gl_sampler_object
926 {
927 simple_mtx_t Mutex;
928 GLuint Name;
929 GLchar *Label; /**< GL_KHR_debug */
930 GLint RefCount;
931
932 GLenum16 WrapS; /**< S-axis texture image wrap mode */
933 GLenum16 WrapT; /**< T-axis texture image wrap mode */
934 GLenum16 WrapR; /**< R-axis texture image wrap mode */
935 GLenum16 MinFilter; /**< minification filter */
936 GLenum16 MagFilter; /**< magnification filter */
937 GLenum16 sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
938 union gl_color_union BorderColor; /**< Interpreted according to texture format */
939 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
940 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
941 GLfloat LodBias; /**< OpenGL 1.4 */
942 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
943 GLenum16 CompareMode; /**< GL_ARB_shadow */
944 GLenum16 CompareFunc; /**< GL_ARB_shadow */
945 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
946
947 /** GL_ARB_bindless_texture */
948 bool HandleAllocated;
949 struct util_dynarray Handles;
950 };
951
952
953 /**
954 * Texture object state. Contains the array of mipmap images, border color,
955 * wrap modes, filter modes, and shadow/texcompare state.
956 */
957 struct gl_texture_object
958 {
959 simple_mtx_t Mutex; /**< for thread safety */
960 GLint RefCount; /**< reference count */
961 GLuint Name; /**< the user-visible texture object ID */
962 GLenum16 Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
963 GLenum16 DepthMode; /**< GL_ARB_depth_texture */
964 GLchar *Label; /**< GL_KHR_debug */
965
966 struct gl_sampler_object Sampler;
967
968 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
969 Only valid when Target is valid. */
970 GLfloat Priority; /**< in [0,1] */
971 GLint MaxLevel; /**< max mipmap level (max=1000), OpenGL 1.2 */
972 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
973 GLbyte _MaxLevel; /**< actual max mipmap level (q in the spec) */
974 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
975 GLint CropRect[4]; /**< GL_OES_draw_texture */
976 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
977 GLushort _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
978 GLbyte ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
979 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
980 GLboolean _BaseComplete; /**< Is the base texture level valid? */
981 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
982 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
983 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
984 GLboolean Purgeable; /**< Is the buffer purgeable under memory
985 pressure? */
986 GLboolean Immutable; /**< GL_ARB_texture_storage */
987 GLboolean _IsFloat; /**< GL_OES_float_texture */
988 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
989 bool StencilSampling; /**< Should we sample stencil instead of depth? */
990 bool HandleAllocated; /**< GL_ARB_bindless_texture */
991
992 /** GL_OES_EGL_image_external */
993 GLubyte RequiredTextureImageUnits;
994
995 GLubyte MinLevel; /**< GL_ARB_texture_view */
996 GLubyte NumLevels; /**< GL_ARB_texture_view */
997 GLushort MinLayer; /**< GL_ARB_texture_view */
998 GLushort NumLayers; /**< GL_ARB_texture_view */
999
1000 /** GL_EXT_memory_object */
1001 GLenum16 TextureTiling;
1002
1003 /** GL_ARB_shader_image_load_store */
1004 GLenum16 ImageFormatCompatibilityType;
1005
1006 /** GL_ARB_texture_buffer_object */
1007 GLenum16 BufferObjectFormat;
1008 /** Equivalent Mesa format for BufferObjectFormat. */
1009 mesa_format _BufferObjectFormat;
1010 struct gl_buffer_object *BufferObject;
1011
1012 /** GL_ARB_texture_buffer_range */
1013 GLintptr BufferOffset;
1014 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1015
1016 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1017 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1018
1019 /** GL_ARB_bindless_texture */
1020 struct util_dynarray SamplerHandles;
1021 struct util_dynarray ImageHandles;
1022 };
1023
1024
1025 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1026 #define MAX_COMBINER_TERMS 4
1027
1028
1029 /**
1030 * Texture combine environment state.
1031 */
1032 struct gl_tex_env_combine_state
1033 {
1034 GLenum16 ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1035 GLenum16 ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1036 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1037 GLenum16 SourceRGB[MAX_COMBINER_TERMS];
1038 GLenum16 SourceA[MAX_COMBINER_TERMS];
1039 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1040 GLenum16 OperandRGB[MAX_COMBINER_TERMS];
1041 GLenum16 OperandA[MAX_COMBINER_TERMS];
1042 GLubyte ScaleShiftRGB; /**< 0, 1 or 2 */
1043 GLubyte ScaleShiftA; /**< 0, 1 or 2 */
1044 GLubyte _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1045 GLubyte _NumArgsA; /**< Number of inputs used for the A combiner */
1046 };
1047
1048
1049 /** Compressed TexEnv effective Combine mode */
1050 enum gl_tex_env_mode
1051 {
1052 TEXENV_MODE_REPLACE, /* r = a0 */
1053 TEXENV_MODE_MODULATE, /* r = a0 * a1 */
1054 TEXENV_MODE_ADD, /* r = a0 + a1 */
1055 TEXENV_MODE_ADD_SIGNED, /* r = a0 + a1 - 0.5 */
1056 TEXENV_MODE_INTERPOLATE, /* r = a0 * a2 + a1 * (1 - a2) */
1057 TEXENV_MODE_SUBTRACT, /* r = a0 - a1 */
1058 TEXENV_MODE_DOT3_RGB, /* r = a0 . a1 */
1059 TEXENV_MODE_DOT3_RGB_EXT, /* r = a0 . a1 */
1060 TEXENV_MODE_DOT3_RGBA, /* r = a0 . a1 */
1061 TEXENV_MODE_DOT3_RGBA_EXT, /* r = a0 . a1 */
1062 TEXENV_MODE_MODULATE_ADD_ATI, /* r = a0 * a2 + a1 */
1063 TEXENV_MODE_MODULATE_SIGNED_ADD_ATI, /* r = a0 * a2 + a1 - 0.5 */
1064 TEXENV_MODE_MODULATE_SUBTRACT_ATI, /* r = a0 * a2 - a1 */
1065 TEXENV_MODE_ADD_PRODUCTS_NV, /* r = a0 * a1 + a2 * a3 */
1066 TEXENV_MODE_ADD_PRODUCTS_SIGNED_NV, /* r = a0 * a1 + a2 * a3 - 0.5 */
1067 };
1068
1069
1070 /** Compressed TexEnv Combine source */
1071 enum gl_tex_env_source
1072 {
1073 TEXENV_SRC_TEXTURE0,
1074 TEXENV_SRC_TEXTURE1,
1075 TEXENV_SRC_TEXTURE2,
1076 TEXENV_SRC_TEXTURE3,
1077 TEXENV_SRC_TEXTURE4,
1078 TEXENV_SRC_TEXTURE5,
1079 TEXENV_SRC_TEXTURE6,
1080 TEXENV_SRC_TEXTURE7,
1081 TEXENV_SRC_TEXTURE,
1082 TEXENV_SRC_PREVIOUS,
1083 TEXENV_SRC_PRIMARY_COLOR,
1084 TEXENV_SRC_CONSTANT,
1085 TEXENV_SRC_ZERO,
1086 TEXENV_SRC_ONE,
1087 };
1088
1089
1090 /** Compressed TexEnv Combine operand */
1091 enum gl_tex_env_operand
1092 {
1093 TEXENV_OPR_COLOR,
1094 TEXENV_OPR_ONE_MINUS_COLOR,
1095 TEXENV_OPR_ALPHA,
1096 TEXENV_OPR_ONE_MINUS_ALPHA,
1097 };
1098
1099
1100 /** Compressed TexEnv Combine argument */
1101 struct gl_tex_env_argument
1102 {
1103 #ifdef __GNUC__
1104 __extension__ uint8_t Source:4; /**< TEXENV_SRC_x */
1105 __extension__ uint8_t Operand:2; /**< TEXENV_OPR_x */
1106 #else
1107 uint8_t Source; /**< SRC_x */
1108 uint8_t Operand; /**< OPR_x */
1109 #endif
1110 };
1111
1112
1113 /***
1114 * Compressed TexEnv Combine state.
1115 */
1116 struct gl_tex_env_combine_packed
1117 {
1118 uint32_t ModeRGB:4; /**< Effective mode for RGB as 4 bits */
1119 uint32_t ModeA:4; /**< Effective mode for RGB as 4 bits */
1120 uint32_t ScaleShiftRGB:2; /**< 0, 1 or 2 */
1121 uint32_t ScaleShiftA:2; /**< 0, 1 or 2 */
1122 uint32_t NumArgsRGB:3; /**< Number of inputs used for the RGB combiner */
1123 uint32_t NumArgsA:3; /**< Number of inputs used for the A combiner */
1124 /** Source arguments in a packed manner */
1125 struct gl_tex_env_argument ArgsRGB[MAX_COMBINER_TERMS];
1126 struct gl_tex_env_argument ArgsA[MAX_COMBINER_TERMS];
1127 };
1128
1129
1130 /**
1131 * TexGenEnabled flags.
1132 */
1133 /*@{*/
1134 #define S_BIT 1
1135 #define T_BIT 2
1136 #define R_BIT 4
1137 #define Q_BIT 8
1138 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1139 /*@}*/
1140
1141
1142 /**
1143 * Bit flag versions of the corresponding GL_ constants.
1144 */
1145 /*@{*/
1146 #define TEXGEN_SPHERE_MAP 0x1
1147 #define TEXGEN_OBJ_LINEAR 0x2
1148 #define TEXGEN_EYE_LINEAR 0x4
1149 #define TEXGEN_REFLECTION_MAP_NV 0x8
1150 #define TEXGEN_NORMAL_MAP_NV 0x10
1151
1152 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1153 TEXGEN_REFLECTION_MAP_NV | \
1154 TEXGEN_NORMAL_MAP_NV)
1155 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1156 TEXGEN_REFLECTION_MAP_NV | \
1157 TEXGEN_NORMAL_MAP_NV | \
1158 TEXGEN_EYE_LINEAR)
1159 /*@}*/
1160
1161
1162
1163 /** Tex-gen enabled for texture unit? */
1164 #define ENABLE_TEXGEN(unit) (1 << (unit))
1165
1166 /** Non-identity texture matrix for texture unit? */
1167 #define ENABLE_TEXMAT(unit) (1 << (unit))
1168
1169
1170 /**
1171 * Texture coord generation state.
1172 */
1173 struct gl_texgen
1174 {
1175 GLenum16 Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1176 GLbitfield8 _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1177 GLfloat ObjectPlane[4];
1178 GLfloat EyePlane[4];
1179 };
1180
1181
1182 /**
1183 * Sampler-related subset of a texture unit, like current texture objects.
1184 */
1185 struct gl_texture_unit
1186 {
1187 GLfloat LodBias; /**< for biasing mipmap levels */
1188
1189 /** Texture targets that have a non-default texture bound */
1190 GLbitfield _BoundTextures;
1191
1192 /** Current sampler object (GL_ARB_sampler_objects) */
1193 struct gl_sampler_object *Sampler;
1194
1195 /** Current texture object pointers */
1196 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1197
1198 /** Points to highest priority, complete and enabled texture object */
1199 struct gl_texture_object *_Current;
1200 };
1201
1202
1203 /**
1204 * Fixed-function-related subset of a texture unit, like enable flags,
1205 * texture environment/function/combiners, and texgen state.
1206 */
1207 struct gl_fixedfunc_texture_unit
1208 {
1209 GLbitfield16 Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1210
1211 GLenum16 EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1212 GLclampf EnvColor[4];
1213 GLfloat EnvColorUnclamped[4];
1214
1215 struct gl_texgen GenS;
1216 struct gl_texgen GenT;
1217 struct gl_texgen GenR;
1218 struct gl_texgen GenQ;
1219 GLbitfield8 TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1220 GLbitfield8 _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1221
1222 /**
1223 * \name GL_EXT_texture_env_combine
1224 */
1225 struct gl_tex_env_combine_state Combine;
1226
1227 /**
1228 * Derived state based on \c EnvMode and the \c BaseFormat of the
1229 * currently enabled texture.
1230 */
1231 struct gl_tex_env_combine_state _EnvMode;
1232
1233 /** Current compressed TexEnv & Combine state */
1234 struct gl_tex_env_combine_packed _CurrentCombinePacked;
1235
1236 /**
1237 * Currently enabled combiner state. This will point to either
1238 * \c Combine or \c _EnvMode.
1239 */
1240 struct gl_tex_env_combine_state *_CurrentCombine;
1241 };
1242
1243
1244 /**
1245 * Texture attribute group (GL_TEXTURE_BIT).
1246 */
1247 struct gl_texture_attrib
1248 {
1249 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1250
1251 /** GL_ARB_texture_buffer_object */
1252 struct gl_buffer_object *BufferObject;
1253
1254 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1255
1256 /** Texture coord units/sets used for fragment texturing */
1257 GLbitfield8 _EnabledCoordUnits;
1258
1259 /** Texture coord units that have texgen enabled */
1260 GLbitfield8 _TexGenEnabled;
1261
1262 /** Texture coord units that have non-identity matrices */
1263 GLbitfield8 _TexMatEnabled;
1264
1265 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1266 GLbitfield8 _GenFlags;
1267
1268 /** Largest index of a texture unit with _Current != NULL. */
1269 GLshort _MaxEnabledTexImageUnit;
1270
1271 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1272 GLubyte NumCurrentTexUsed;
1273
1274 /** GL_ARB_seamless_cubemap */
1275 GLboolean CubeMapSeamless;
1276
1277 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1278 struct gl_fixedfunc_texture_unit FixedFuncUnit[MAX_TEXTURE_COORD_UNITS];
1279 };
1280
1281
1282 /**
1283 * Data structure representing a single clip plane (e.g. one of the elements
1284 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1285 */
1286 typedef GLfloat gl_clip_plane[4];
1287
1288
1289 /**
1290 * Transformation attribute group (GL_TRANSFORM_BIT).
1291 */
1292 struct gl_transform_attrib
1293 {
1294 GLenum16 MatrixMode; /**< Matrix mode */
1295 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1296 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1297 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1298 GLboolean Normalize; /**< Normalize all normals? */
1299 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1300 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1301 GLboolean DepthClampNear; /**< GL_AMD_depth_clamp_separate */
1302 GLboolean DepthClampFar; /**< GL_AMD_depth_clamp_separate */
1303 /** GL_ARB_clip_control */
1304 GLenum16 ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1305 GLenum16 ClipDepthMode;/**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1306 };
1307
1308
1309 /**
1310 * Viewport attribute group (GL_VIEWPORT_BIT).
1311 */
1312 struct gl_viewport_attrib
1313 {
1314 GLfloat X, Y; /**< position */
1315 GLfloat Width, Height; /**< size */
1316 GLfloat Near, Far; /**< Depth buffer range */
1317 };
1318
1319
1320 /**
1321 * Fields describing a mapped buffer range.
1322 */
1323 struct gl_buffer_mapping
1324 {
1325 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1326 GLvoid *Pointer; /**< User-space address of mapping */
1327 GLintptr Offset; /**< Mapped offset */
1328 GLsizeiptr Length; /**< Mapped length */
1329 };
1330
1331
1332 /**
1333 * Usages we've seen for a buffer object.
1334 */
1335 typedef enum
1336 {
1337 USAGE_UNIFORM_BUFFER = 0x1,
1338 USAGE_TEXTURE_BUFFER = 0x2,
1339 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1340 USAGE_SHADER_STORAGE_BUFFER = 0x8,
1341 USAGE_TRANSFORM_FEEDBACK_BUFFER = 0x10,
1342 USAGE_PIXEL_PACK_BUFFER = 0x20,
1343 USAGE_ARRAY_BUFFER = 0x40,
1344 USAGE_ELEMENT_ARRAY_BUFFER = 0x80,
1345 USAGE_DISABLE_MINMAX_CACHE = 0x100,
1346 } gl_buffer_usage;
1347
1348
1349 /**
1350 * GL_ARB_vertex/pixel_buffer_object buffer object
1351 */
1352 struct gl_buffer_object
1353 {
1354 GLint RefCount;
1355 GLuint Name;
1356 GLchar *Label; /**< GL_KHR_debug */
1357 GLenum16 Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1358 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1359 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1360 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1361 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1362 GLboolean Written; /**< Ever written to? (for debugging) */
1363 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1364 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1365 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1366
1367 /** Counters used for buffer usage warnings */
1368 GLuint NumSubDataCalls;
1369 GLuint NumMapBufferWriteCalls;
1370
1371 struct gl_buffer_mapping Mappings[MAP_COUNT];
1372
1373 /** Memoization of min/max index computations for static index buffers */
1374 simple_mtx_t MinMaxCacheMutex;
1375 struct hash_table *MinMaxCache;
1376 unsigned MinMaxCacheHitIndices;
1377 unsigned MinMaxCacheMissIndices;
1378 bool MinMaxCacheDirty;
1379
1380 bool HandleAllocated; /**< GL_ARB_bindless_texture */
1381 };
1382
1383
1384 /**
1385 * Client pixel packing/unpacking attributes
1386 */
1387 struct gl_pixelstore_attrib
1388 {
1389 GLint Alignment;
1390 GLint RowLength;
1391 GLint SkipPixels;
1392 GLint SkipRows;
1393 GLint ImageHeight;
1394 GLint SkipImages;
1395 GLboolean SwapBytes;
1396 GLboolean LsbFirst;
1397 GLboolean Invert; /**< GL_MESA_pack_invert */
1398 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1399 GLint CompressedBlockHeight;
1400 GLint CompressedBlockDepth;
1401 GLint CompressedBlockSize;
1402 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1403 };
1404
1405
1406 /**
1407 * Enum for defining the mapping for the position/generic0 attribute.
1408 *
1409 * Do not change the order of the values as these are used as
1410 * array indices.
1411 */
1412 typedef enum
1413 {
1414 ATTRIBUTE_MAP_MODE_IDENTITY, /**< 1:1 mapping */
1415 ATTRIBUTE_MAP_MODE_POSITION, /**< get position and generic0 from position */
1416 ATTRIBUTE_MAP_MODE_GENERIC0, /**< get position and generic0 from generic0 */
1417 ATTRIBUTE_MAP_MODE_MAX /**< for sizing arrays */
1418 } gl_attribute_map_mode;
1419
1420
1421 /**
1422 * Attributes to describe a vertex array.
1423 *
1424 * Contains the size, type, format and normalization flag,
1425 * along with the index of a vertex buffer binding point.
1426 *
1427 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1428 * and is only present for backwards compatibility reasons.
1429 * Rendering always uses VERTEX_BINDING_STRIDE.
1430 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1431 * and VERTEX_BINDING_STRIDE to the same value, while
1432 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1433 */
1434 struct gl_array_attributes
1435 {
1436 /** Points to client array data. Not used when a VBO is bound */
1437 const GLubyte *Ptr;
1438 /** Offset of the first element relative to the binding offset */
1439 GLuint RelativeOffset;
1440 /** Vertex format */
1441 struct gl_vertex_format Format;
1442 /** Stride as specified with gl*Pointer() */
1443 GLshort Stride;
1444 /** Index into gl_vertex_array_object::BufferBinding[] array */
1445 GLubyte BufferBindingIndex;
1446
1447 /**
1448 * Derived effective buffer binding index
1449 *
1450 * Index into the gl_vertex_buffer_binding array of the vao.
1451 * Similar to BufferBindingIndex, but with the mapping of the
1452 * position/generic0 attributes applied and with identical
1453 * gl_vertex_buffer_binding entries collapsed to a single
1454 * entry within the vao.
1455 *
1456 * The value is valid past calling _mesa_update_vao_derived_arrays.
1457 * Note that _mesa_update_vao_derived_arrays is called when binding
1458 * the VAO to Array._DrawVAO.
1459 */
1460 GLubyte _EffBufferBindingIndex;
1461 /**
1462 * Derived effective relative offset.
1463 *
1464 * Relative offset to the effective buffers offset in
1465 * gl_vertex_buffer_binding::_EffOffset.
1466 *
1467 * The value is valid past calling _mesa_update_vao_derived_arrays.
1468 * Note that _mesa_update_vao_derived_arrays is called when binding
1469 * the VAO to Array._DrawVAO.
1470 */
1471 GLushort _EffRelativeOffset;
1472 };
1473
1474
1475 /**
1476 * This describes the buffer object used for a vertex array (or
1477 * multiple vertex arrays). If BufferObj points to the default/null
1478 * buffer object, then the vertex array lives in user memory and not a VBO.
1479 */
1480 struct gl_vertex_buffer_binding
1481 {
1482 GLintptr Offset; /**< User-specified offset */
1483 GLsizei Stride; /**< User-specified stride */
1484 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1485 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1486 GLbitfield _BoundArrays; /**< Arrays bound to this binding point */
1487
1488 /**
1489 * Derived effective bound arrays.
1490 *
1491 * The effective binding handles enabled arrays past the
1492 * position/generic0 attribute mapping and reduces the refered
1493 * gl_vertex_buffer_binding entries to a unique subset.
1494 *
1495 * The value is valid past calling _mesa_update_vao_derived_arrays.
1496 * Note that _mesa_update_vao_derived_arrays is called when binding
1497 * the VAO to Array._DrawVAO.
1498 */
1499 GLbitfield _EffBoundArrays;
1500 /**
1501 * Derived offset.
1502 *
1503 * The absolute offset to that we can collapse some attributes
1504 * to this unique effective binding.
1505 * For user space array bindings this contains the smallest pointer value
1506 * in the bound and interleaved arrays.
1507 * For VBO bindings this contains an offset that lets the attributes
1508 * _EffRelativeOffset stay positive and in bounds with
1509 * Const.MaxVertexAttribRelativeOffset
1510 *
1511 * The value is valid past calling _mesa_update_vao_derived_arrays.
1512 * Note that _mesa_update_vao_derived_arrays is called when binding
1513 * the VAO to Array._DrawVAO.
1514 */
1515 GLintptr _EffOffset;
1516 };
1517
1518
1519 /**
1520 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+ /
1521 * the GL_ARB_vertex_array_object extension.
1522 */
1523 struct gl_vertex_array_object
1524 {
1525 /** Name of the VAO as received from glGenVertexArray. */
1526 GLuint Name;
1527
1528 GLint RefCount;
1529
1530 GLchar *Label; /**< GL_KHR_debug */
1531
1532 /**
1533 * Has this array object been bound?
1534 */
1535 GLboolean EverBound;
1536
1537 /**
1538 * Marked to true if the object is shared between contexts and immutable.
1539 * Then reference counting is done using atomics and thread safe.
1540 * Is used for dlist VAOs.
1541 */
1542 bool SharedAndImmutable;
1543
1544 /** Vertex attribute arrays */
1545 struct gl_array_attributes VertexAttrib[VERT_ATTRIB_MAX];
1546
1547 /** Vertex buffer bindings */
1548 struct gl_vertex_buffer_binding BufferBinding[VERT_ATTRIB_MAX];
1549
1550 /** Mask indicating which vertex arrays have vertex buffer associated. */
1551 GLbitfield VertexAttribBufferMask;
1552
1553 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1554 GLbitfield Enabled;
1555
1556 /**
1557 * Mask of VERT_BIT_* enabled arrays past position/generic0 mapping
1558 *
1559 * The value is valid past calling _mesa_update_vao_derived_arrays.
1560 * Note that _mesa_update_vao_derived_arrays is called when binding
1561 * the VAO to Array._DrawVAO.
1562 */
1563 GLbitfield _EffEnabledVBO;
1564
1565 /** Denotes the way the position/generic0 attribute is mapped */
1566 gl_attribute_map_mode _AttributeMapMode;
1567
1568 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1569 GLbitfield NewArrays;
1570
1571 /** The index buffer (also known as the element array buffer in OpenGL). */
1572 struct gl_buffer_object *IndexBufferObj;
1573 };
1574
1575
1576 /**
1577 * Vertex array state
1578 */
1579 struct gl_array_attrib
1580 {
1581 /** Currently bound array object. */
1582 struct gl_vertex_array_object *VAO;
1583
1584 /** The default vertex array object */
1585 struct gl_vertex_array_object *DefaultVAO;
1586
1587 /** The last VAO accessed by a DSA function */
1588 struct gl_vertex_array_object *LastLookedUpVAO;
1589
1590 /** Array objects (GL_ARB_vertex_array_object) */
1591 struct _mesa_HashTable *Objects;
1592
1593 GLint ActiveTexture; /**< Client Active Texture */
1594 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1595 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1596
1597 /**
1598 * \name Primitive restart controls
1599 *
1600 * Primitive restart is enabled if either \c PrimitiveRestart or
1601 * \c PrimitiveRestartFixedIndex is set.
1602 */
1603 /*@{*/
1604 GLboolean PrimitiveRestart;
1605 GLboolean PrimitiveRestartFixedIndex;
1606 GLboolean _PrimitiveRestart;
1607 GLuint RestartIndex;
1608 /*@}*/
1609
1610 /* GL_ARB_vertex_buffer_object */
1611 struct gl_buffer_object *ArrayBufferObj;
1612
1613 /**
1614 * Vertex array object that is used with the currently active draw command.
1615 * The _DrawVAO is either set to the currently bound VAO for array type
1616 * draws or to internal VAO's set up by the vbo module to execute immediate
1617 * mode or display list draws.
1618 */
1619 struct gl_vertex_array_object *_DrawVAO;
1620 /**
1621 * The VERT_BIT_* bits effectively enabled from the current _DrawVAO.
1622 * This is always a subset of _mesa_get_vao_vp_inputs(_DrawVAO)
1623 * but may omit those arrays that shall not be referenced by the current
1624 * gl_vertex_program_state::_VPMode. For example the generic attributes are
1625 * maked out form the _DrawVAO's enabled arrays when a fixed function
1626 * array draw is executed.
1627 */
1628 GLbitfield _DrawVAOEnabledAttribs;
1629 /**
1630 * Initially or if the VAO referenced by _DrawVAO is deleted the _DrawVAO
1631 * pointer is set to the _EmptyVAO which is just an empty VAO all the time.
1632 */
1633 struct gl_vertex_array_object *_EmptyVAO;
1634
1635 /** Legal array datatypes and the API for which they have been computed */
1636 GLbitfield LegalTypesMask;
1637 gl_api LegalTypesMaskAPI;
1638 };
1639
1640
1641 /**
1642 * Feedback buffer state
1643 */
1644 struct gl_feedback
1645 {
1646 GLenum16 Type;
1647 GLbitfield _Mask; /**< FB_* bits */
1648 GLfloat *Buffer;
1649 GLuint BufferSize;
1650 GLuint Count;
1651 };
1652
1653
1654 /**
1655 * Selection buffer state
1656 */
1657 struct gl_selection
1658 {
1659 GLuint *Buffer; /**< selection buffer */
1660 GLuint BufferSize; /**< size of the selection buffer */
1661 GLuint BufferCount; /**< number of values in the selection buffer */
1662 GLuint Hits; /**< number of records in the selection buffer */
1663 GLuint NameStackDepth; /**< name stack depth */
1664 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1665 GLboolean HitFlag; /**< hit flag */
1666 GLfloat HitMinZ; /**< minimum hit depth */
1667 GLfloat HitMaxZ; /**< maximum hit depth */
1668 };
1669
1670
1671 /**
1672 * 1-D Evaluator control points
1673 */
1674 struct gl_1d_map
1675 {
1676 GLuint Order; /**< Number of control points */
1677 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1678 GLfloat *Points; /**< Points to contiguous control points */
1679 };
1680
1681
1682 /**
1683 * 2-D Evaluator control points
1684 */
1685 struct gl_2d_map
1686 {
1687 GLuint Uorder; /**< Number of control points in U dimension */
1688 GLuint Vorder; /**< Number of control points in V dimension */
1689 GLfloat u1, u2, du;
1690 GLfloat v1, v2, dv;
1691 GLfloat *Points; /**< Points to contiguous control points */
1692 };
1693
1694
1695 /**
1696 * All evaluator control point state
1697 */
1698 struct gl_evaluators
1699 {
1700 /**
1701 * \name 1-D maps
1702 */
1703 /*@{*/
1704 struct gl_1d_map Map1Vertex3;
1705 struct gl_1d_map Map1Vertex4;
1706 struct gl_1d_map Map1Index;
1707 struct gl_1d_map Map1Color4;
1708 struct gl_1d_map Map1Normal;
1709 struct gl_1d_map Map1Texture1;
1710 struct gl_1d_map Map1Texture2;
1711 struct gl_1d_map Map1Texture3;
1712 struct gl_1d_map Map1Texture4;
1713 /*@}*/
1714
1715 /**
1716 * \name 2-D maps
1717 */
1718 /*@{*/
1719 struct gl_2d_map Map2Vertex3;
1720 struct gl_2d_map Map2Vertex4;
1721 struct gl_2d_map Map2Index;
1722 struct gl_2d_map Map2Color4;
1723 struct gl_2d_map Map2Normal;
1724 struct gl_2d_map Map2Texture1;
1725 struct gl_2d_map Map2Texture2;
1726 struct gl_2d_map Map2Texture3;
1727 struct gl_2d_map Map2Texture4;
1728 /*@}*/
1729 };
1730
1731
1732 struct gl_transform_feedback_varying_info
1733 {
1734 char *Name;
1735 GLenum16 Type;
1736 GLint BufferIndex;
1737 GLint Size;
1738 GLint Offset;
1739 };
1740
1741
1742 /**
1743 * Per-output info vertex shaders for transform feedback.
1744 */
1745 struct gl_transform_feedback_output
1746 {
1747 uint32_t OutputRegister;
1748 uint32_t OutputBuffer;
1749 uint32_t NumComponents;
1750 uint32_t StreamId;
1751
1752 /** offset (in DWORDs) of this output within the interleaved structure */
1753 uint32_t DstOffset;
1754
1755 /**
1756 * Offset into the output register of the data to output. For example,
1757 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1758 * offset is in the y and z components of the output register.
1759 */
1760 uint32_t ComponentOffset;
1761 };
1762
1763
1764 struct gl_transform_feedback_buffer
1765 {
1766 uint32_t Binding;
1767
1768 uint32_t NumVaryings;
1769
1770 /**
1771 * Total number of components stored in each buffer. This may be used by
1772 * hardware back-ends to determine the correct stride when interleaving
1773 * multiple transform feedback outputs in the same buffer.
1774 */
1775 uint32_t Stride;
1776
1777 /**
1778 * Which transform feedback stream this buffer binding is associated with.
1779 */
1780 uint32_t Stream;
1781 };
1782
1783
1784 /** Post-link transform feedback info. */
1785 struct gl_transform_feedback_info
1786 {
1787 unsigned NumOutputs;
1788
1789 /* Bitmask of active buffer indices. */
1790 unsigned ActiveBuffers;
1791
1792 struct gl_transform_feedback_output *Outputs;
1793
1794 /** Transform feedback varyings used for the linking of this shader program.
1795 *
1796 * Use for glGetTransformFeedbackVarying().
1797 */
1798 struct gl_transform_feedback_varying_info *Varyings;
1799 GLint NumVarying;
1800
1801 struct gl_transform_feedback_buffer Buffers[MAX_FEEDBACK_BUFFERS];
1802 };
1803
1804
1805 /**
1806 * Transform feedback object state
1807 */
1808 struct gl_transform_feedback_object
1809 {
1810 GLuint Name; /**< AKA the object ID */
1811 GLint RefCount;
1812 GLchar *Label; /**< GL_KHR_debug */
1813 GLboolean Active; /**< Is transform feedback enabled? */
1814 GLboolean Paused; /**< Is transform feedback paused? */
1815 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1816 at least once? */
1817 GLboolean EverBound; /**< Has this object been bound? */
1818
1819 /**
1820 * GLES: if Active is true, remaining number of primitives which can be
1821 * rendered without overflow. This is necessary to track because GLES
1822 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1823 * glDrawArraysInstanced would overflow transform feedback buffers.
1824 * Undefined if Active is false.
1825 *
1826 * Not tracked for desktop GL since it's unnecessary.
1827 */
1828 unsigned GlesRemainingPrims;
1829
1830 /**
1831 * The program active when BeginTransformFeedback() was called.
1832 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1833 * where stage is the pipeline stage that is the source of data for
1834 * transform feedback.
1835 */
1836 struct gl_program *program;
1837
1838 /** The feedback buffers */
1839 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1840 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1841
1842 /** Start of feedback data in dest buffer */
1843 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1844
1845 /**
1846 * Max data to put into dest buffer (in bytes). Computed based on
1847 * RequestedSize and the actual size of the buffer.
1848 */
1849 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1850
1851 /**
1852 * Size that was specified when the buffer was bound. If the buffer was
1853 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1854 * zero.
1855 */
1856 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1857 };
1858
1859
1860 /**
1861 * Context state for transform feedback.
1862 */
1863 struct gl_transform_feedback_state
1864 {
1865 GLenum16 Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1866
1867 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1868 struct gl_buffer_object *CurrentBuffer;
1869
1870 /** The table of all transform feedback objects */
1871 struct _mesa_HashTable *Objects;
1872
1873 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1874 struct gl_transform_feedback_object *CurrentObject;
1875
1876 /** The default xform-fb object (Name==0) */
1877 struct gl_transform_feedback_object *DefaultObject;
1878 };
1879
1880
1881 /**
1882 * A "performance monitor" as described in AMD_performance_monitor.
1883 */
1884 struct gl_perf_monitor_object
1885 {
1886 GLuint Name;
1887
1888 /** True if the monitor is currently active (Begin called but not End). */
1889 GLboolean Active;
1890
1891 /**
1892 * True if the monitor has ended.
1893 *
1894 * This is distinct from !Active because it may never have began.
1895 */
1896 GLboolean Ended;
1897
1898 /**
1899 * A list of groups with currently active counters.
1900 *
1901 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1902 */
1903 unsigned *ActiveGroups;
1904
1905 /**
1906 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1907 *
1908 * Checking whether counter 'c' in group 'g' is active can be done via:
1909 *
1910 * BITSET_TEST(ActiveCounters[g], c)
1911 */
1912 GLuint **ActiveCounters;
1913 };
1914
1915
1916 union gl_perf_monitor_counter_value
1917 {
1918 float f;
1919 uint64_t u64;
1920 uint32_t u32;
1921 };
1922
1923
1924 struct gl_perf_monitor_counter
1925 {
1926 /** Human readable name for the counter. */
1927 const char *Name;
1928
1929 /**
1930 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1931 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1932 */
1933 GLenum16 Type;
1934
1935 /** Minimum counter value. */
1936 union gl_perf_monitor_counter_value Minimum;
1937
1938 /** Maximum counter value. */
1939 union gl_perf_monitor_counter_value Maximum;
1940 };
1941
1942
1943 struct gl_perf_monitor_group
1944 {
1945 /** Human readable name for the group. */
1946 const char *Name;
1947
1948 /**
1949 * Maximum number of counters in this group which can be active at the
1950 * same time.
1951 */
1952 GLuint MaxActiveCounters;
1953
1954 /** Array of counters within this group. */
1955 const struct gl_perf_monitor_counter *Counters;
1956 GLuint NumCounters;
1957 };
1958
1959
1960 /**
1961 * A query object instance as described in INTEL_performance_query.
1962 *
1963 * NB: We want to keep this and the corresponding backend structure
1964 * relatively lean considering that applications may expect to
1965 * allocate enough objects to be able to query around all draw calls
1966 * in a frame.
1967 */
1968 struct gl_perf_query_object
1969 {
1970 GLuint Id; /**< hash table ID/name */
1971 unsigned Used:1; /**< has been used for 1 or more queries */
1972 unsigned Active:1; /**< inside Begin/EndPerfQuery */
1973 unsigned Ready:1; /**< result is ready? */
1974 };
1975
1976
1977 /**
1978 * Context state for AMD_performance_monitor.
1979 */
1980 struct gl_perf_monitor_state
1981 {
1982 /** Array of performance monitor groups (indexed by group ID) */
1983 const struct gl_perf_monitor_group *Groups;
1984 GLuint NumGroups;
1985
1986 /** The table of all performance monitors. */
1987 struct _mesa_HashTable *Monitors;
1988 };
1989
1990
1991 /**
1992 * Context state for INTEL_performance_query.
1993 */
1994 struct gl_perf_query_state
1995 {
1996 struct _mesa_HashTable *Objects; /**< The table of all performance query objects */
1997 };
1998
1999
2000 /**
2001 * A bindless sampler object.
2002 */
2003 struct gl_bindless_sampler
2004 {
2005 /** Texture unit (set by glUniform1()). */
2006 GLubyte unit;
2007
2008 /** Whether this bindless sampler is bound to a unit. */
2009 GLboolean bound;
2010
2011 /** Texture Target (TEXTURE_1D/2D/3D/etc_INDEX). */
2012 gl_texture_index target;
2013
2014 /** Pointer to the base of the data. */
2015 GLvoid *data;
2016 };
2017
2018
2019 /**
2020 * A bindless image object.
2021 */
2022 struct gl_bindless_image
2023 {
2024 /** Image unit (set by glUniform1()). */
2025 GLubyte unit;
2026
2027 /** Whether this bindless image is bound to a unit. */
2028 GLboolean bound;
2029
2030 /** Access qualifier (GL_READ_WRITE, GL_READ_ONLY, GL_WRITE_ONLY, or
2031 * GL_NONE to indicate both read-only and write-only)
2032 */
2033 GLenum16 access;
2034
2035 /** Pointer to the base of the data. */
2036 GLvoid *data;
2037 };
2038
2039
2040 /**
2041 * Current vertex processing mode: fixed function vs. shader.
2042 * In reality, fixed function is probably implemented by a shader but that's
2043 * not what we care about here.
2044 */
2045 typedef enum
2046 {
2047 VP_MODE_FF, /**< legacy / fixed function */
2048 VP_MODE_SHADER, /**< ARB vertex program or GLSL vertex shader */
2049 VP_MODE_MAX /**< for sizing arrays */
2050 } gl_vertex_processing_mode;
2051
2052
2053 /**
2054 * Base class for any kind of program object
2055 */
2056 struct gl_program
2057 {
2058 /** FIXME: This must be first until we split shader_info from nir_shader */
2059 struct shader_info info;
2060
2061 GLuint Id;
2062 GLint RefCount;
2063 GLubyte *String; /**< Null-terminated program text */
2064
2065 /** GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2066 GLenum16 Target;
2067 GLenum16 Format; /**< String encoding format */
2068
2069 GLboolean _Used; /**< Ever used for drawing? Used for debugging */
2070
2071 struct nir_shader *nir;
2072
2073 /* Saved and restored with metadata. Freed with ralloc. */
2074 void *driver_cache_blob;
2075 size_t driver_cache_blob_size;
2076
2077 bool is_arb_asm; /** Is this an ARB assembly-style program */
2078
2079 /** Is this program written to on disk shader cache */
2080 bool program_written_to_cache;
2081
2082 /** A bitfield indicating which vertex shader inputs consume two slots
2083 *
2084 * This is used for mapping from single-slot input locations in the GL API
2085 * to dual-slot double input locations in the shader. This field is set
2086 * once as part of linking and never updated again to ensure the mapping
2087 * remains consistent.
2088 *
2089 * Note: There may be dual-slot variables in the original shader source
2090 * which do not appear in this bitfield due to having been eliminated by
2091 * the compiler prior to DualSlotInputs being calculated. There may also
2092 * be bits set in this bitfield which are set but which the shader never
2093 * reads due to compiler optimizations eliminating such variables after
2094 * DualSlotInputs is calculated.
2095 */
2096 GLbitfield64 DualSlotInputs;
2097 /** Subset of OutputsWritten outputs written with non-zero index. */
2098 GLbitfield64 SecondaryOutputsWritten;
2099 /** TEXTURE_x_BIT bitmask */
2100 GLbitfield16 TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
2101 /** Bitfield of which samplers are used */
2102 GLbitfield SamplersUsed;
2103 /** Texture units used for shadow sampling. */
2104 GLbitfield ShadowSamplers;
2105 /** Texture units used for samplerExternalOES */
2106 GLbitfield ExternalSamplersUsed;
2107
2108 /** Named parameters, constants, etc. from program text */
2109 struct gl_program_parameter_list *Parameters;
2110
2111 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2112 GLubyte SamplerUnits[MAX_SAMPLERS];
2113
2114 /* FIXME: We should be able to make this struct a union. However some
2115 * drivers (i915/fragment_programs, swrast/prog_execute) mix the use of
2116 * these fields, we should fix this.
2117 */
2118 struct {
2119 /** Fields used by GLSL programs */
2120 struct {
2121 /** Data shared by gl_program and gl_shader_program */
2122 struct gl_shader_program_data *data;
2123
2124 struct gl_active_atomic_buffer **AtomicBuffers;
2125
2126 /** Post-link transform feedback info. */
2127 struct gl_transform_feedback_info *LinkedTransformFeedback;
2128
2129 /**
2130 * Number of types for subroutine uniforms.
2131 */
2132 GLuint NumSubroutineUniformTypes;
2133
2134 /**
2135 * Subroutine uniform remap table
2136 * based on the program level uniform remap table.
2137 */
2138 GLuint NumSubroutineUniforms; /* non-sparse total */
2139 GLuint NumSubroutineUniformRemapTable;
2140 struct gl_uniform_storage **SubroutineUniformRemapTable;
2141
2142 /**
2143 * Num of subroutine functions for this stage and storage for them.
2144 */
2145 GLuint NumSubroutineFunctions;
2146 GLuint MaxSubroutineFunctionIndex;
2147 struct gl_subroutine_function *SubroutineFunctions;
2148
2149 /**
2150 * Map from image uniform index to image unit (set by glUniform1i())
2151 *
2152 * An image uniform index is associated with each image uniform by
2153 * the linker. The image index associated with each uniform is
2154 * stored in the \c gl_uniform_storage::image field.
2155 */
2156 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2157
2158 /**
2159 * Access qualifier specified in the shader for each image uniform
2160 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY, \c
2161 * GL_READ_WRITE, or \c GL_NONE to indicate both read-only and
2162 * write-only.
2163 *
2164 * It may be different, though only more strict than the value of
2165 * \c gl_image_unit::Access for the corresponding image unit.
2166 */
2167 GLenum16 ImageAccess[MAX_IMAGE_UNIFORMS];
2168
2169 struct gl_uniform_block **UniformBlocks;
2170 struct gl_uniform_block **ShaderStorageBlocks;
2171
2172 /**
2173 * Bitmask of shader storage blocks not declared as read-only.
2174 */
2175 unsigned ShaderStorageBlocksWriteAccess;
2176
2177 /** Which texture target is being sampled
2178 * (TEXTURE_1D/2D/3D/etc_INDEX)
2179 */
2180 GLubyte SamplerTargets[MAX_SAMPLERS];
2181
2182 /**
2183 * Number of samplers declared with the bindless_sampler layout
2184 * qualifier as specified by ARB_bindless_texture.
2185 */
2186 GLuint NumBindlessSamplers;
2187 GLboolean HasBoundBindlessSampler;
2188 struct gl_bindless_sampler *BindlessSamplers;
2189
2190 /**
2191 * Number of images declared with the bindless_image layout qualifier
2192 * as specified by ARB_bindless_texture.
2193 */
2194 GLuint NumBindlessImages;
2195 GLboolean HasBoundBindlessImage;
2196 struct gl_bindless_image *BindlessImages;
2197
2198 union {
2199 struct {
2200 /**
2201 * A bitmask of gl_advanced_blend_mode values
2202 */
2203 GLbitfield BlendSupport;
2204 } fs;
2205 };
2206 } sh;
2207
2208 /** ARB assembly-style program fields */
2209 struct {
2210 struct prog_instruction *Instructions;
2211
2212 /**
2213 * Local parameters used by the program.
2214 *
2215 * It's dynamically allocated because it is rarely used (just
2216 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries
2217 * once it's allocated.
2218 */
2219 GLfloat (*LocalParams)[4];
2220
2221 /** Bitmask of which register files are read/written with indirect
2222 * addressing. Mask of (1 << PROGRAM_x) bits.
2223 */
2224 GLbitfield IndirectRegisterFiles;
2225
2226 /** Logical counts */
2227 /*@{*/
2228 GLuint NumInstructions;
2229 GLuint NumTemporaries;
2230 GLuint NumParameters;
2231 GLuint NumAttributes;
2232 GLuint NumAddressRegs;
2233 GLuint NumAluInstructions;
2234 GLuint NumTexInstructions;
2235 GLuint NumTexIndirections;
2236 /*@}*/
2237 /** Native, actual h/w counts */
2238 /*@{*/
2239 GLuint NumNativeInstructions;
2240 GLuint NumNativeTemporaries;
2241 GLuint NumNativeParameters;
2242 GLuint NumNativeAttributes;
2243 GLuint NumNativeAddressRegs;
2244 GLuint NumNativeAluInstructions;
2245 GLuint NumNativeTexInstructions;
2246 GLuint NumNativeTexIndirections;
2247 /*@}*/
2248
2249 /** Used by ARB assembly-style programs. Can only be true for vertex
2250 * programs.
2251 */
2252 GLboolean IsPositionInvariant;
2253 } arb;
2254 };
2255 };
2256
2257
2258 /**
2259 * State common to vertex and fragment programs.
2260 */
2261 struct gl_program_state
2262 {
2263 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2264 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2265 };
2266
2267
2268 /**
2269 * Context state for vertex programs.
2270 */
2271 struct gl_vertex_program_state
2272 {
2273 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2274 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2275 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2276 /** Should fixed-function T&L be implemented with a vertex prog? */
2277 GLboolean _MaintainTnlProgram;
2278
2279 struct gl_program *Current; /**< User-bound vertex program */
2280
2281 /** Currently enabled and valid vertex program (including internal
2282 * programs, user-defined vertex programs and GLSL vertex shaders).
2283 * This is the program we must use when rendering.
2284 */
2285 struct gl_program *_Current;
2286
2287 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2288
2289 /** Program to emulate fixed-function T&L (see above) */
2290 struct gl_program *_TnlProgram;
2291
2292 /** Cache of fixed-function programs */
2293 struct gl_program_cache *Cache;
2294
2295 GLboolean _Overriden;
2296
2297 /**
2298 * If we have a vertex program, a TNL program or no program at all.
2299 * Note that this value should be kept up to date all the time,
2300 * nevertheless its correctness is asserted in _mesa_update_state.
2301 * The reason is to avoid calling _mesa_update_state twice we need
2302 * this value on draw *before* actually calling _mesa_update_state.
2303 * Also it should need to get recomputed only on changes to the
2304 * vertex program which are heavyweight already.
2305 */
2306 gl_vertex_processing_mode _VPMode;
2307 };
2308
2309 /**
2310 * Context state for tessellation control programs.
2311 */
2312 struct gl_tess_ctrl_program_state
2313 {
2314 /** Currently bound and valid shader. */
2315 struct gl_program *_Current;
2316
2317 GLint patch_vertices;
2318 GLfloat patch_default_outer_level[4];
2319 GLfloat patch_default_inner_level[2];
2320 };
2321
2322 /**
2323 * Context state for tessellation evaluation programs.
2324 */
2325 struct gl_tess_eval_program_state
2326 {
2327 /** Currently bound and valid shader. */
2328 struct gl_program *_Current;
2329 };
2330
2331 /**
2332 * Context state for geometry programs.
2333 */
2334 struct gl_geometry_program_state
2335 {
2336 /**
2337 * Currently enabled and valid program (including internal programs
2338 * and compiled shader programs).
2339 */
2340 struct gl_program *_Current;
2341 };
2342
2343 /**
2344 * Context state for fragment programs.
2345 */
2346 struct gl_fragment_program_state
2347 {
2348 GLboolean Enabled; /**< User-set fragment program enable flag */
2349 /** Should fixed-function texturing be implemented with a fragment prog? */
2350 GLboolean _MaintainTexEnvProgram;
2351
2352 struct gl_program *Current; /**< User-bound fragment program */
2353
2354 /**
2355 * Currently enabled and valid fragment program (including internal
2356 * programs, user-defined fragment programs and GLSL fragment shaders).
2357 * This is the program we must use when rendering.
2358 */
2359 struct gl_program *_Current;
2360
2361 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2362
2363 /** Program to emulate fixed-function texture env/combine (see above) */
2364 struct gl_program *_TexEnvProgram;
2365
2366 /** Cache of fixed-function programs */
2367 struct gl_program_cache *Cache;
2368 };
2369
2370
2371 /**
2372 * Context state for compute programs.
2373 */
2374 struct gl_compute_program_state
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 /**
2384 * ATI_fragment_shader runtime state
2385 */
2386
2387 struct atifs_instruction;
2388 struct atifs_setupinst;
2389
2390 /**
2391 * ATI fragment shader
2392 */
2393 struct ati_fragment_shader
2394 {
2395 GLuint Id;
2396 GLint RefCount;
2397 struct atifs_instruction *Instructions[2];
2398 struct atifs_setupinst *SetupInst[2];
2399 GLfloat Constants[8][4];
2400 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2401 GLubyte numArithInstr[2];
2402 GLubyte regsAssigned[2];
2403 GLubyte NumPasses; /**< 1 or 2 */
2404 /**
2405 * Current compile stage: 0 setup pass1, 1 arith pass1,
2406 * 2 setup pass2, 3 arith pass2.
2407 */
2408 GLubyte cur_pass;
2409 GLubyte last_optype;
2410 GLboolean interpinp1;
2411 GLboolean isValid;
2412 /**
2413 * Array of 2 bit values for each tex unit to remember whether
2414 * STR or STQ swizzle was used
2415 */
2416 GLuint swizzlerq;
2417 struct gl_program *Program;
2418 };
2419
2420 /**
2421 * Context state for GL_ATI_fragment_shader
2422 */
2423 struct gl_ati_fragment_shader_state
2424 {
2425 GLboolean Enabled;
2426 GLboolean Compiling;
2427 GLfloat GlobalConstants[8][4];
2428 struct ati_fragment_shader *Current;
2429 };
2430
2431 /**
2432 * Shader subroutine function definition
2433 */
2434 struct gl_subroutine_function
2435 {
2436 char *name;
2437 int index;
2438 int num_compat_types;
2439 const struct glsl_type **types;
2440 };
2441
2442 /**
2443 * Shader information needed by both gl_shader and gl_linked shader.
2444 */
2445 struct gl_shader_info
2446 {
2447 /**
2448 * Tessellation Control shader state from layout qualifiers.
2449 */
2450 struct {
2451 /**
2452 * 0 - vertices not declared in shader, or
2453 * 1 .. GL_MAX_PATCH_VERTICES
2454 */
2455 GLint VerticesOut;
2456 } TessCtrl;
2457
2458 /**
2459 * Tessellation Evaluation shader state from layout qualifiers.
2460 */
2461 struct {
2462 /**
2463 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2464 * in this shader.
2465 */
2466 GLenum16 PrimitiveMode;
2467
2468 enum gl_tess_spacing Spacing;
2469
2470 /**
2471 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2472 */
2473 GLenum16 VertexOrder;
2474 /**
2475 * 1, 0, or -1 if it's not set in this shader.
2476 */
2477 int PointMode;
2478 } TessEval;
2479
2480 /**
2481 * Geometry shader state from GLSL 1.50 layout qualifiers.
2482 */
2483 struct {
2484 GLint VerticesOut;
2485 /**
2486 * 0 - Invocations count not declared in shader, or
2487 * 1 .. Const.MaxGeometryShaderInvocations
2488 */
2489 GLint Invocations;
2490 /**
2491 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2492 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2493 * shader.
2494 */
2495 GLenum16 InputType;
2496 /**
2497 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2498 * it's not set in this shader.
2499 */
2500 GLenum16 OutputType;
2501 } Geom;
2502
2503 /**
2504 * Compute shader state from ARB_compute_shader and
2505 * ARB_compute_variable_group_size layout qualifiers.
2506 */
2507 struct {
2508 /**
2509 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2510 * it's not set in this shader.
2511 */
2512 unsigned LocalSize[3];
2513
2514 /**
2515 * Whether a variable work group size has been specified as defined by
2516 * ARB_compute_variable_group_size.
2517 */
2518 bool LocalSizeVariable;
2519
2520 /*
2521 * Arrangement of invocations used to calculate derivatives in a compute
2522 * shader. From NV_compute_shader_derivatives.
2523 */
2524 enum gl_derivative_group DerivativeGroup;
2525 } Comp;
2526 };
2527
2528 /**
2529 * A linked GLSL shader object.
2530 */
2531 struct gl_linked_shader
2532 {
2533 gl_shader_stage Stage;
2534
2535 #ifdef DEBUG
2536 unsigned SourceChecksum;
2537 #endif
2538
2539 struct gl_program *Program; /**< Post-compile assembly code */
2540
2541 /**
2542 * \name Sampler tracking
2543 *
2544 * \note Each of these fields is only set post-linking.
2545 */
2546 /*@{*/
2547 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2548 /*@}*/
2549
2550 /**
2551 * Number of default uniform block components used by this shader.
2552 *
2553 * This field is only set post-linking.
2554 */
2555 unsigned num_uniform_components;
2556
2557 /**
2558 * Number of combined uniform components used by this shader.
2559 *
2560 * This field is only set post-linking. It is the sum of the uniform block
2561 * sizes divided by sizeof(float), and num_uniform_compoennts.
2562 */
2563 unsigned num_combined_uniform_components;
2564
2565 struct exec_list *ir;
2566 struct exec_list *packed_varyings;
2567 struct exec_list *fragdata_arrays;
2568 struct glsl_symbol_table *symbols;
2569
2570 /**
2571 * ARB_gl_spirv related data.
2572 *
2573 * This is actually a reference to the gl_shader::spirv_data, which
2574 * stores information that is also needed during linking.
2575 */
2576 struct gl_shader_spirv_data *spirv_data;
2577 };
2578
2579
2580 /**
2581 * Compile status enum. COMPILE_SKIPPED is used to indicate the compile
2582 * was skipped due to the shader matching one that's been seen before by
2583 * the on-disk cache.
2584 */
2585 enum gl_compile_status
2586 {
2587 COMPILE_FAILURE = 0,
2588 COMPILE_SUCCESS,
2589 COMPILE_SKIPPED
2590 };
2591
2592 /**
2593 * A GLSL shader object.
2594 */
2595 struct gl_shader
2596 {
2597 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2598 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2599 * Must be the first field.
2600 */
2601 GLenum16 Type;
2602 gl_shader_stage Stage;
2603 GLuint Name; /**< AKA the handle */
2604 GLint RefCount; /**< Reference count */
2605 GLchar *Label; /**< GL_KHR_debug */
2606 unsigned char sha1[20]; /**< SHA1 hash of pre-processed source */
2607 GLboolean DeletePending;
2608 bool IsES; /**< True if this shader uses GLSL ES */
2609
2610 enum gl_compile_status CompileStatus;
2611
2612 #ifdef DEBUG
2613 unsigned SourceChecksum; /**< for debug/logging purposes */
2614 #endif
2615 const GLchar *Source; /**< Source code string */
2616
2617 const GLchar *FallbackSource; /**< Fallback string used by on-disk cache*/
2618
2619 GLchar *InfoLog;
2620
2621 unsigned Version; /**< GLSL version used for linking */
2622
2623 /**
2624 * A bitmask of gl_advanced_blend_mode values
2625 */
2626 GLbitfield BlendSupport;
2627
2628 struct exec_list *ir;
2629 struct glsl_symbol_table *symbols;
2630
2631 /**
2632 * Whether early fragment tests are enabled as defined by
2633 * ARB_shader_image_load_store.
2634 */
2635 bool EarlyFragmentTests;
2636
2637 bool ARB_fragment_coord_conventions_enable;
2638
2639 bool redeclares_gl_fragcoord;
2640 bool uses_gl_fragcoord;
2641
2642 bool PostDepthCoverage;
2643 bool PixelInterlockOrdered;
2644 bool PixelInterlockUnordered;
2645 bool SampleInterlockOrdered;
2646 bool SampleInterlockUnordered;
2647 bool InnerCoverage;
2648
2649 /**
2650 * Fragment shader state from GLSL 1.50 layout qualifiers.
2651 */
2652 bool origin_upper_left;
2653 bool pixel_center_integer;
2654
2655 /**
2656 * Whether bindless_sampler/bindless_image, and respectively
2657 * bound_sampler/bound_image are declared at global scope as defined by
2658 * ARB_bindless_texture.
2659 */
2660 bool bindless_sampler;
2661 bool bindless_image;
2662 bool bound_sampler;
2663 bool bound_image;
2664
2665 /** Global xfb_stride out qualifier if any */
2666 GLuint TransformFeedbackBufferStride[MAX_FEEDBACK_BUFFERS];
2667
2668 struct gl_shader_info info;
2669
2670 /* ARB_gl_spirv related data */
2671 struct gl_shader_spirv_data *spirv_data;
2672 };
2673
2674
2675 struct gl_uniform_buffer_variable
2676 {
2677 char *Name;
2678
2679 /**
2680 * Name of the uniform as seen by glGetUniformIndices.
2681 *
2682 * glGetUniformIndices requires that the block instance index \b not be
2683 * present in the name of queried uniforms.
2684 *
2685 * \note
2686 * \c gl_uniform_buffer_variable::IndexName and
2687 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2688 */
2689 char *IndexName;
2690
2691 const struct glsl_type *Type;
2692 unsigned int Offset;
2693 GLboolean RowMajor;
2694 };
2695
2696
2697 struct gl_uniform_block
2698 {
2699 /** Declared name of the uniform block */
2700 char *Name;
2701
2702 /** Array of supplemental information about UBO ir_variables. */
2703 struct gl_uniform_buffer_variable *Uniforms;
2704 GLuint NumUniforms;
2705
2706 /**
2707 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2708 * with glBindBufferBase to bind a buffer object to this uniform block.
2709 */
2710 GLuint Binding;
2711
2712 /**
2713 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2714 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2715 */
2716 GLuint UniformBufferSize;
2717
2718 /** Stages that reference this block */
2719 uint8_t stageref;
2720
2721 /**
2722 * Linearized array index for uniform block instance arrays
2723 *
2724 * Given a uniform block instance array declared with size
2725 * blk[s_0][s_1]..[s_m], the block referenced by blk[i_0][i_1]..[i_m] will
2726 * have the linearized array index
2727 *
2728 * m-1 m
2729 * i_m + ∑ i_j * ∏ s_k
2730 * j=0 k=j+1
2731 *
2732 * For a uniform block instance that is not an array, this is always 0.
2733 */
2734 uint8_t linearized_array_index;
2735
2736 /**
2737 * Layout specified in the shader
2738 *
2739 * This isn't accessible through the API, but it is used while
2740 * cross-validating uniform blocks.
2741 */
2742 enum glsl_interface_packing _Packing;
2743 GLboolean _RowMajor;
2744 };
2745
2746 /**
2747 * Structure that represents a reference to an atomic buffer from some
2748 * shader program.
2749 */
2750 struct gl_active_atomic_buffer
2751 {
2752 /** Uniform indices of the atomic counters declared within it. */
2753 GLuint *Uniforms;
2754 GLuint NumUniforms;
2755
2756 /** Binding point index associated with it. */
2757 GLuint Binding;
2758
2759 /** Minimum reasonable size it is expected to have. */
2760 GLuint MinimumSize;
2761
2762 /** Shader stages making use of it. */
2763 GLboolean StageReferences[MESA_SHADER_STAGES];
2764 };
2765
2766 /**
2767 * Data container for shader queries. This holds only the minimal
2768 * amount of required information for resource queries to work.
2769 */
2770 struct gl_shader_variable
2771 {
2772 /**
2773 * Declared type of the variable
2774 */
2775 const struct glsl_type *type;
2776
2777 /**
2778 * If the variable is in an interface block, this is the type of the block.
2779 */
2780 const struct glsl_type *interface_type;
2781
2782 /**
2783 * For variables inside structs (possibly recursively), this is the
2784 * outermost struct type.
2785 */
2786 const struct glsl_type *outermost_struct_type;
2787
2788 /**
2789 * Declared name of the variable
2790 */
2791 char *name;
2792
2793 /**
2794 * Storage location of the base of this variable
2795 *
2796 * The precise meaning of this field depends on the nature of the variable.
2797 *
2798 * - Vertex shader input: one of the values from \c gl_vert_attrib.
2799 * - Vertex shader output: one of the values from \c gl_varying_slot.
2800 * - Geometry shader input: one of the values from \c gl_varying_slot.
2801 * - Geometry shader output: one of the values from \c gl_varying_slot.
2802 * - Fragment shader input: one of the values from \c gl_varying_slot.
2803 * - Fragment shader output: one of the values from \c gl_frag_result.
2804 * - Uniforms: Per-stage uniform slot number for default uniform block.
2805 * - Uniforms: Index within the uniform block definition for UBO members.
2806 * - Non-UBO Uniforms: explicit location until linking then reused to
2807 * store uniform slot number.
2808 * - Other: This field is not currently used.
2809 *
2810 * If the variable is a uniform, shader input, or shader output, and the
2811 * slot has not been assigned, the value will be -1.
2812 */
2813 int location;
2814
2815 /**
2816 * Specifies the first component the variable is stored in as per
2817 * ARB_enhanced_layouts.
2818 */
2819 unsigned component:2;
2820
2821 /**
2822 * Output index for dual source blending.
2823 *
2824 * \note
2825 * The GLSL spec only allows the values 0 or 1 for the index in \b dual
2826 * source blending.
2827 */
2828 unsigned index:1;
2829
2830 /**
2831 * Specifies whether a shader input/output is per-patch in tessellation
2832 * shader stages.
2833 */
2834 unsigned patch:1;
2835
2836 /**
2837 * Storage class of the variable.
2838 *
2839 * \sa (n)ir_variable_mode
2840 */
2841 unsigned mode:4;
2842
2843 /**
2844 * Interpolation mode for shader inputs / outputs
2845 *
2846 * \sa glsl_interp_mode
2847 */
2848 unsigned interpolation:2;
2849
2850 /**
2851 * Was the location explicitly set in the shader?
2852 *
2853 * If the location is explicitly set in the shader, it \b cannot be changed
2854 * by the linker or by the API (e.g., calls to \c glBindAttribLocation have
2855 * no effect).
2856 */
2857 unsigned explicit_location:1;
2858
2859 /**
2860 * Precision qualifier.
2861 */
2862 unsigned precision:2;
2863 };
2864
2865 /**
2866 * Active resource in a gl_shader_program
2867 */
2868 struct gl_program_resource
2869 {
2870 GLenum16 Type; /** Program interface type. */
2871 const void *Data; /** Pointer to resource associated data structure. */
2872 uint8_t StageReferences; /** Bitmask of shader stage references. */
2873 };
2874
2875 /**
2876 * Link status enum. LINKING_SKIPPED is used to indicate linking
2877 * was skipped due to the shader being loaded from the on-disk cache.
2878 */
2879 enum gl_link_status
2880 {
2881 LINKING_FAILURE = 0,
2882 LINKING_SUCCESS,
2883 LINKING_SKIPPED
2884 };
2885
2886 /**
2887 * A data structure to be shared by gl_shader_program and gl_program.
2888 */
2889 struct gl_shader_program_data
2890 {
2891 GLint RefCount; /**< Reference count */
2892
2893 /** SHA1 hash of linked shader program */
2894 unsigned char sha1[20];
2895
2896 unsigned NumUniformStorage;
2897 unsigned NumHiddenUniforms;
2898 struct gl_uniform_storage *UniformStorage;
2899
2900 unsigned NumUniformBlocks;
2901 unsigned NumShaderStorageBlocks;
2902
2903 struct gl_uniform_block *UniformBlocks;
2904 struct gl_uniform_block *ShaderStorageBlocks;
2905
2906 struct gl_active_atomic_buffer *AtomicBuffers;
2907 unsigned NumAtomicBuffers;
2908
2909 /* Shader cache variables used during restore */
2910 unsigned NumUniformDataSlots;
2911 union gl_constant_value *UniformDataSlots;
2912
2913 /* Used to hold initial uniform values for program binary restores.
2914 *
2915 * From the ARB_get_program_binary spec:
2916 *
2917 * "A successful call to ProgramBinary will reset all uniform
2918 * variables to their initial values. The initial value is either
2919 * the value of the variable's initializer as specified in the
2920 * original shader source, or 0 if no initializer was present.
2921 */
2922 union gl_constant_value *UniformDataDefaults;
2923
2924 GLboolean Validated;
2925
2926 /** List of all active resources after linking. */
2927 struct gl_program_resource *ProgramResourceList;
2928 unsigned NumProgramResourceList;
2929
2930 enum gl_link_status LinkStatus; /**< GL_LINK_STATUS */
2931 GLchar *InfoLog;
2932
2933 unsigned Version; /**< GLSL version used for linking */
2934
2935 /* Mask of stages this program was linked against */
2936 unsigned linked_stages;
2937
2938 /* Whether the shaders of this program are loaded from SPIR-V binaries
2939 * (all have the SPIR_V_BINARY_ARB state). This was introduced by the
2940 * ARB_gl_spirv extension.
2941 */
2942 bool spirv;
2943 };
2944
2945 /**
2946 * A GLSL program object.
2947 * Basically a linked collection of vertex and fragment shaders.
2948 */
2949 struct gl_shader_program
2950 {
2951 GLenum16 Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2952 GLuint Name; /**< aka handle or ID */
2953 GLchar *Label; /**< GL_KHR_debug */
2954 GLint RefCount; /**< Reference count */
2955 GLboolean DeletePending;
2956
2957 /**
2958 * Is the application intending to glGetProgramBinary this program?
2959 *
2960 * BinaryRetrievableHint is the currently active hint that gets set
2961 * during initialization and after linking and BinaryRetrievableHintPending
2962 * is the hint set by the user to be active when program is linked next time.
2963 */
2964 GLboolean BinaryRetrievableHint;
2965 GLboolean BinaryRetrievableHintPending;
2966
2967 /**
2968 * Indicates whether program can be bound for individual pipeline stages
2969 * using UseProgramStages after it is next linked.
2970 */
2971 GLboolean SeparateShader;
2972
2973 GLuint NumShaders; /**< number of attached shaders */
2974 struct gl_shader **Shaders; /**< List of attached the shaders */
2975
2976 /**
2977 * User-defined attribute bindings
2978 *
2979 * These are set via \c glBindAttribLocation and are used to direct the
2980 * GLSL linker. These are \b not the values used in the compiled shader,
2981 * and they are \b not the values returned by \c glGetAttribLocation.
2982 */
2983 struct string_to_uint_map *AttributeBindings;
2984
2985 /**
2986 * User-defined fragment data bindings
2987 *
2988 * These are set via \c glBindFragDataLocation and are used to direct the
2989 * GLSL linker. These are \b not the values used in the compiled shader,
2990 * and they are \b not the values returned by \c glGetFragDataLocation.
2991 */
2992 struct string_to_uint_map *FragDataBindings;
2993 struct string_to_uint_map *FragDataIndexBindings;
2994
2995 /**
2996 * Transform feedback varyings last specified by
2997 * glTransformFeedbackVaryings().
2998 *
2999 * For the current set of transform feedback varyings used for transform
3000 * feedback output, see LinkedTransformFeedback.
3001 */
3002 struct {
3003 GLenum16 BufferMode;
3004 /** Global xfb_stride out qualifier if any */
3005 GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
3006 GLuint NumVarying;
3007 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
3008 } TransformFeedback;
3009
3010 struct gl_program *last_vert_prog;
3011
3012 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
3013 enum gl_frag_depth_layout FragDepthLayout;
3014
3015 /**
3016 * Geometry shader state - copied into gl_program by
3017 * _mesa_copy_linked_program_data().
3018 */
3019 struct {
3020 GLint VerticesIn;
3021
3022 bool UsesEndPrimitive;
3023 bool UsesStreams;
3024 } Geom;
3025
3026 /**
3027 * Compute shader state - copied into gl_program by
3028 * _mesa_copy_linked_program_data().
3029 */
3030 struct {
3031 /**
3032 * Size of shared variables accessed by the compute shader.
3033 */
3034 unsigned SharedSize;
3035 } Comp;
3036
3037 /** Data shared by gl_program and gl_shader_program */
3038 struct gl_shader_program_data *data;
3039
3040 /**
3041 * Mapping from GL uniform locations returned by \c glUniformLocation to
3042 * UniformStorage entries. Arrays will have multiple contiguous slots
3043 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
3044 */
3045 unsigned NumUniformRemapTable;
3046 struct gl_uniform_storage **UniformRemapTable;
3047
3048 /**
3049 * Sometimes there are empty slots left over in UniformRemapTable after we
3050 * allocate slots to explicit locations. This list stores the blocks of
3051 * continuous empty slots inside UniformRemapTable.
3052 */
3053 struct exec_list EmptyUniformLocations;
3054
3055 /**
3056 * Total number of explicit uniform location including inactive uniforms.
3057 */
3058 unsigned NumExplicitUniformLocations;
3059
3060 /**
3061 * Map of active uniform names to locations
3062 *
3063 * Maps any active uniform that is not an array element to a location.
3064 * Each active uniform, including individual structure members will appear
3065 * in this map. This roughly corresponds to the set of names that would be
3066 * enumerated by \c glGetActiveUniform.
3067 */
3068 struct string_to_uint_map *UniformHash;
3069
3070 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
3071
3072 bool IsES; /**< True if this program uses GLSL ES */
3073
3074 /**
3075 * Per-stage shaders resulting from the first stage of linking.
3076 *
3077 * Set of linked shaders for this program. The array is accessed using the
3078 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
3079 * \c NULL.
3080 */
3081 struct gl_linked_shader *_LinkedShaders[MESA_SHADER_STAGES];
3082
3083 /**
3084 * True if any of the fragment shaders attached to this program use:
3085 * #extension ARB_fragment_coord_conventions: enable
3086 */
3087 GLboolean ARB_fragment_coord_conventions_enable;
3088 };
3089
3090
3091 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
3092 #define GLSL_LOG 0x2 /**< Write shaders to files */
3093 #define GLSL_UNIFORMS 0x4 /**< Print glUniform calls */
3094 #define GLSL_NOP_VERT 0x8 /**< Force no-op vertex shaders */
3095 #define GLSL_NOP_FRAG 0x10 /**< Force no-op fragment shaders */
3096 #define GLSL_USE_PROG 0x20 /**< Log glUseProgram calls */
3097 #define GLSL_REPORT_ERRORS 0x40 /**< Print compilation errors */
3098 #define GLSL_DUMP_ON_ERROR 0x80 /**< Dump shaders to stderr on compile error */
3099 #define GLSL_CACHE_INFO 0x100 /**< Print debug information about shader cache */
3100 #define GLSL_CACHE_FALLBACK 0x200 /**< Force shader cache fallback paths */
3101
3102
3103 /**
3104 * Context state for GLSL vertex/fragment shaders.
3105 * Extended to support pipeline object
3106 */
3107 struct gl_pipeline_object
3108 {
3109 /** Name of the pipeline object as received from glGenProgramPipelines.
3110 * It would be 0 for shaders without separate shader objects.
3111 */
3112 GLuint Name;
3113
3114 GLint RefCount;
3115
3116 GLchar *Label; /**< GL_KHR_debug */
3117
3118 /**
3119 * Programs used for rendering
3120 *
3121 * There is a separate program set for each shader stage.
3122 */
3123 struct gl_program *CurrentProgram[MESA_SHADER_STAGES];
3124
3125 struct gl_shader_program *ReferencedPrograms[MESA_SHADER_STAGES];
3126
3127 /**
3128 * Program used by glUniform calls.
3129 *
3130 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
3131 */
3132 struct gl_shader_program *ActiveProgram;
3133
3134 GLbitfield Flags; /**< Mask of GLSL_x flags */
3135 GLboolean EverBound; /**< Has the pipeline object been created */
3136 GLboolean Validated; /**< Pipeline Validation status */
3137
3138 GLchar *InfoLog;
3139 };
3140
3141 /**
3142 * Context state for GLSL pipeline shaders.
3143 */
3144 struct gl_pipeline_shader_state
3145 {
3146 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
3147 struct gl_pipeline_object *Current;
3148
3149 /** Default Object to ensure that _Shader is never NULL */
3150 struct gl_pipeline_object *Default;
3151
3152 /** Pipeline objects */
3153 struct _mesa_HashTable *Objects;
3154 };
3155
3156 /**
3157 * Compiler options for a single GLSL shaders type
3158 */
3159 struct gl_shader_compiler_options
3160 {
3161 /** Driver-selectable options: */
3162 GLboolean EmitNoLoops;
3163 GLboolean EmitNoCont; /**< Emit CONT opcode? */
3164 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
3165 GLboolean EmitNoPow; /**< Emit POW opcodes? */
3166 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
3167 GLboolean LowerCombinedClipCullDistance; /** Lower gl_ClipDistance and
3168 * gl_CullDistance together from
3169 * float[8] to vec4[2]
3170 **/
3171
3172 /**
3173 * \name Forms of indirect addressing the driver cannot do.
3174 */
3175 /*@{*/
3176 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
3177 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
3178 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
3179 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
3180 GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
3181 /*@}*/
3182
3183 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
3184 GLuint MaxUnrollIterations;
3185
3186 /**
3187 * Optimize code for array of structures backends.
3188 *
3189 * This is a proxy for:
3190 * - preferring DP4 instructions (rather than MUL/MAD) for
3191 * matrix * vector operations, such as position transformation.
3192 */
3193 GLboolean OptimizeForAOS;
3194
3195 /** Lower UBO and SSBO access to intrinsics. */
3196 GLboolean LowerBufferInterfaceBlocks;
3197
3198 /** Clamp UBO and SSBO block indices so they don't go out-of-bounds. */
3199 GLboolean ClampBlockIndicesToArrayBounds;
3200
3201 const struct nir_shader_compiler_options *NirOptions;
3202 };
3203
3204
3205 /**
3206 * Occlusion/timer query object.
3207 */
3208 struct gl_query_object
3209 {
3210 GLenum16 Target; /**< The query target, when active */
3211 GLuint Id; /**< hash table ID/name */
3212 GLchar *Label; /**< GL_KHR_debug */
3213 GLuint64EXT Result; /**< the counter */
3214 GLboolean Active; /**< inside Begin/EndQuery */
3215 GLboolean Ready; /**< result is ready? */
3216 GLboolean EverBound;/**< has query object ever been bound */
3217 GLuint Stream; /**< The stream */
3218 };
3219
3220
3221 /**
3222 * Context state for query objects.
3223 */
3224 struct gl_query_state
3225 {
3226 struct _mesa_HashTable *QueryObjects;
3227 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
3228 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
3229
3230 /** GL_NV_conditional_render */
3231 struct gl_query_object *CondRenderQuery;
3232
3233 /** GL_EXT_transform_feedback */
3234 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
3235 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
3236
3237 /** GL_ARB_transform_feedback_overflow_query */
3238 struct gl_query_object *TransformFeedbackOverflow[MAX_VERTEX_STREAMS];
3239 struct gl_query_object *TransformFeedbackOverflowAny;
3240
3241 /** GL_ARB_timer_query */
3242 struct gl_query_object *TimeElapsed;
3243
3244 /** GL_ARB_pipeline_statistics_query */
3245 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
3246
3247 GLenum16 CondRenderMode;
3248 };
3249
3250
3251 /** Sync object state */
3252 struct gl_sync_object
3253 {
3254 GLuint Name; /**< Fence name */
3255 GLint RefCount; /**< Reference count */
3256 GLchar *Label; /**< GL_KHR_debug */
3257 GLboolean DeletePending; /**< Object was deleted while there were still
3258 * live references (e.g., sync not yet finished)
3259 */
3260 GLenum16 SyncCondition;
3261 GLbitfield Flags; /**< Flags passed to glFenceSync */
3262 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
3263 };
3264
3265
3266 /**
3267 * State which can be shared by multiple contexts:
3268 */
3269 struct gl_shared_state
3270 {
3271 simple_mtx_t Mutex; /**< for thread safety */
3272 GLint RefCount; /**< Reference count */
3273 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
3274 struct _mesa_HashTable *BitmapAtlas; /**< For optimized glBitmap text */
3275 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
3276
3277 /** Default texture objects (shared by all texture units) */
3278 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
3279
3280 /** Fallback texture used when a bound texture is incomplete */
3281 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
3282
3283 /**
3284 * \name Thread safety and statechange notification for texture
3285 * objects.
3286 *
3287 * \todo Improve the granularity of locking.
3288 */
3289 /*@{*/
3290 mtx_t TexMutex; /**< texobj thread safety */
3291 GLuint TextureStateStamp; /**< state notification for shared tex */
3292 /*@}*/
3293
3294 /** Default buffer object for vertex arrays that aren't in VBOs */
3295 struct gl_buffer_object *NullBufferObj;
3296
3297 /**
3298 * \name Vertex/geometry/fragment programs
3299 */
3300 /*@{*/
3301 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3302 struct gl_program *DefaultVertexProgram;
3303 struct gl_program *DefaultFragmentProgram;
3304 /*@}*/
3305
3306 /* GL_ATI_fragment_shader */
3307 struct _mesa_HashTable *ATIShaders;
3308 struct ati_fragment_shader *DefaultFragmentShader;
3309
3310 struct _mesa_HashTable *BufferObjects;
3311
3312 /** Table of both gl_shader and gl_shader_program objects */
3313 struct _mesa_HashTable *ShaderObjects;
3314
3315 /* GL_EXT_framebuffer_object */
3316 struct _mesa_HashTable *RenderBuffers;
3317 struct _mesa_HashTable *FrameBuffers;
3318
3319 /* GL_ARB_sync */
3320 struct set *SyncObjects;
3321
3322 /** GL_ARB_sampler_objects */
3323 struct _mesa_HashTable *SamplerObjects;
3324
3325 /* GL_ARB_bindless_texture */
3326 struct hash_table_u64 *TextureHandles;
3327 struct hash_table_u64 *ImageHandles;
3328 mtx_t HandlesMutex; /**< For texture/image handles safety */
3329
3330 /**
3331 * Some context in this share group was affected by a GPU reset
3332 *
3333 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3334 * been affected by a GPU reset must also return
3335 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3336 *
3337 * Once this field becomes true, it is never reset to false.
3338 */
3339 bool ShareGroupReset;
3340
3341 /** EXT_external_objects */
3342 struct _mesa_HashTable *MemoryObjects;
3343
3344 /** EXT_semaphore */
3345 struct _mesa_HashTable *SemaphoreObjects;
3346
3347 /**
3348 * Some context in this share group was affected by a disjoint
3349 * operation. This operation can be anything that has effects on
3350 * values of timer queries in such manner that they become invalid for
3351 * performance metrics. As example gpu reset, counter overflow or gpu
3352 * frequency changes.
3353 */
3354 bool DisjointOperation;
3355 };
3356
3357
3358
3359 /**
3360 * Renderbuffers represent drawing surfaces such as color, depth and/or
3361 * stencil. A framebuffer object has a set of renderbuffers.
3362 * Drivers will typically derive subclasses of this type.
3363 */
3364 struct gl_renderbuffer
3365 {
3366 simple_mtx_t Mutex; /**< for thread safety */
3367 GLuint ClassID; /**< Useful for drivers */
3368 GLuint Name;
3369 GLchar *Label; /**< GL_KHR_debug */
3370 GLint RefCount;
3371 GLuint Width, Height;
3372 GLuint Depth;
3373 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3374 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3375 /**
3376 * True for renderbuffers that wrap textures, giving the driver a chance to
3377 * flush render caches through the FinishRenderTexture hook.
3378 *
3379 * Drivers may also set this on renderbuffers other than those generated by
3380 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3381 * called without a rb->TexImage.
3382 */
3383 GLboolean NeedsFinishRenderTexture;
3384 GLubyte NumSamples; /**< zero means not multisampled */
3385 GLubyte NumStorageSamples; /**< for AMD_framebuffer_multisample_advanced */
3386 GLenum16 InternalFormat; /**< The user-specified format */
3387 GLenum16 _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3388 GL_STENCIL_INDEX. */
3389 mesa_format Format; /**< The actual renderbuffer memory format */
3390 /**
3391 * Pointer to the texture image if this renderbuffer wraps a texture,
3392 * otherwise NULL.
3393 *
3394 * Note that the reference on the gl_texture_object containing this
3395 * TexImage is held by the gl_renderbuffer_attachment.
3396 */
3397 struct gl_texture_image *TexImage;
3398
3399 /** Delete this renderbuffer */
3400 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3401
3402 /** Allocate new storage for this renderbuffer */
3403 GLboolean (*AllocStorage)(struct gl_context *ctx,
3404 struct gl_renderbuffer *rb,
3405 GLenum internalFormat,
3406 GLuint width, GLuint height);
3407 };
3408
3409
3410 /**
3411 * A renderbuffer attachment points to either a texture object (and specifies
3412 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3413 */
3414 struct gl_renderbuffer_attachment
3415 {
3416 GLenum16 Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3417 GLboolean Complete;
3418
3419 /**
3420 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3421 * application supplied renderbuffer object.
3422 */
3423 struct gl_renderbuffer *Renderbuffer;
3424
3425 /**
3426 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3427 * supplied texture object.
3428 */
3429 struct gl_texture_object *Texture;
3430 GLuint TextureLevel; /**< Attached mipmap level. */
3431 GLsizei NumSamples; /**< from FramebufferTexture2DMultisampleEXT */
3432 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3433 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3434 * and 2D array textures */
3435 GLboolean Layered;
3436 };
3437
3438
3439 /**
3440 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3441 * In C++ terms, think of this as a base class from which device drivers
3442 * will make derived classes.
3443 */
3444 struct gl_framebuffer
3445 {
3446 simple_mtx_t Mutex; /**< for thread safety */
3447 /**
3448 * If zero, this is a window system framebuffer. If non-zero, this
3449 * is a FBO framebuffer; note that for some devices (i.e. those with
3450 * a natural pixel coordinate system for FBOs that differs from the
3451 * OpenGL/Mesa coordinate system), this means that the viewport,
3452 * polygon face orientation, and polygon stipple will have to be inverted.
3453 */
3454 GLuint Name;
3455 GLint RefCount;
3456
3457 GLchar *Label; /**< GL_KHR_debug */
3458
3459 GLboolean DeletePending;
3460
3461 /**
3462 * The framebuffer's visual. Immutable if this is a window system buffer.
3463 * Computed from attachments if user-made FBO.
3464 */
3465 struct gl_config Visual;
3466
3467 /**
3468 * Size of frame buffer in pixels. If there are no attachments, then both
3469 * of these are 0.
3470 */
3471 GLuint Width, Height;
3472
3473 /**
3474 * In the case that the framebuffer has no attachment (i.e.
3475 * GL_ARB_framebuffer_no_attachments) then the geometry of
3476 * the framebuffer is specified by the default values.
3477 */
3478 struct {
3479 GLuint Width, Height, Layers, NumSamples;
3480 GLboolean FixedSampleLocations;
3481 /* Derived from NumSamples by the driver so that it can choose a valid
3482 * value for the hardware.
3483 */
3484 GLuint _NumSamples;
3485 } DefaultGeometry;
3486
3487 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3488 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3489 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3490 */
3491 /*@{*/
3492 GLint _Xmin, _Xmax;
3493 GLint _Ymin, _Ymax;
3494 /*@}*/
3495
3496 /** \name Derived Z buffer stuff */
3497 /*@{*/
3498 GLuint _DepthMax; /**< Max depth buffer value */
3499 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3500 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3501 /*@}*/
3502
3503 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3504 GLenum16 _Status;
3505
3506 /** Whether one of Attachment has Type != GL_NONE
3507 * NOTE: the values for Width and Height are set to 0 in case of having
3508 * no attachments, a backend driver supporting the extension
3509 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3510 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3511 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3512 * _Ymax do NOT take into account _HasAttachments being false). To get the
3513 * geometry of the framebuffer, the helper functions
3514 * _mesa_geometric_width(),
3515 * _mesa_geometric_height(),
3516 * _mesa_geometric_samples() and
3517 * _mesa_geometric_layers()
3518 * are available that check _HasAttachments.
3519 */
3520 bool _HasAttachments;
3521
3522 GLbitfield _IntegerBuffers; /**< Which color buffers are integer valued */
3523 GLbitfield _RGBBuffers; /**< Which color buffers have baseformat == RGB */
3524 GLbitfield _FP32Buffers; /**< Which color buffers are FP32 */
3525
3526 /* ARB_color_buffer_float */
3527 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3528 GLboolean _HasSNormOrFloatColorBuffer;
3529
3530 /**
3531 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3532 * is not layered. For cube maps and cube map arrays, each cube face
3533 * counts as a layer. As the case for Width, Height a backend driver
3534 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3535 * in the case that _HasAttachments is false
3536 */
3537 GLuint MaxNumLayers;
3538
3539 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3540 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3541
3542 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3543 * attribute group and GL_PIXEL attribute group, respectively.
3544 */
3545 GLenum16 ColorDrawBuffer[MAX_DRAW_BUFFERS];
3546 GLenum16 ColorReadBuffer;
3547
3548 /* GL_ARB_sample_locations */
3549 GLfloat *SampleLocationTable; /**< If NULL, no table has been specified */
3550 GLboolean ProgrammableSampleLocations;
3551 GLboolean SampleLocationPixelGrid;
3552
3553 /** Computed from ColorDraw/ReadBuffer above */
3554 GLuint _NumColorDrawBuffers;
3555 gl_buffer_index _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS];
3556 gl_buffer_index _ColorReadBufferIndex;
3557 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3558 struct gl_renderbuffer *_ColorReadBuffer;
3559
3560 /* GL_MESA_framebuffer_flip_y */
3561 bool FlipY;
3562
3563 /** Delete this framebuffer */
3564 void (*Delete)(struct gl_framebuffer *fb);
3565 };
3566
3567
3568 /**
3569 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3570 */
3571 struct gl_precision
3572 {
3573 GLushort RangeMin; /**< min value exponent */
3574 GLushort RangeMax; /**< max value exponent */
3575 GLushort Precision; /**< number of mantissa bits */
3576 };
3577
3578
3579 /**
3580 * Limits for vertex, geometry and fragment programs/shaders.
3581 */
3582 struct gl_program_constants
3583 {
3584 /* logical limits */
3585 GLuint MaxInstructions;
3586 GLuint MaxAluInstructions;
3587 GLuint MaxTexInstructions;
3588 GLuint MaxTexIndirections;
3589 GLuint MaxAttribs;
3590 GLuint MaxTemps;
3591 GLuint MaxAddressRegs;
3592 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3593 GLuint MaxParameters;
3594 GLuint MaxLocalParams;
3595 GLuint MaxEnvParams;
3596 /* native/hardware limits */
3597 GLuint MaxNativeInstructions;
3598 GLuint MaxNativeAluInstructions;
3599 GLuint MaxNativeTexInstructions;
3600 GLuint MaxNativeTexIndirections;
3601 GLuint MaxNativeAttribs;
3602 GLuint MaxNativeTemps;
3603 GLuint MaxNativeAddressRegs;
3604 GLuint MaxNativeParameters;
3605 /* For shaders */
3606 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3607
3608 /**
3609 * \name Per-stage input / output limits
3610 *
3611 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3612 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3613 * ES). This is stored as \c gl_constants::MaxVarying.
3614 *
3615 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3616 * variables. Each stage as a certain number of outputs that it can feed
3617 * to the next stage and a certain number inputs that it can consume from
3618 * the previous stage.
3619 *
3620 * Vertex shader inputs do not participate this in this accounting.
3621 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3622 *
3623 * Fragment shader outputs do not participate this in this accounting.
3624 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3625 */
3626 /*@{*/
3627 GLuint MaxInputComponents;
3628 GLuint MaxOutputComponents;
3629 /*@}*/
3630
3631 /* ES 2.0 and GL_ARB_ES2_compatibility */
3632 struct gl_precision LowFloat, MediumFloat, HighFloat;
3633 struct gl_precision LowInt, MediumInt, HighInt;
3634 /* GL_ARB_uniform_buffer_object */
3635 GLuint MaxUniformBlocks;
3636 uint64_t MaxCombinedUniformComponents;
3637 GLuint MaxTextureImageUnits;
3638
3639 /* GL_ARB_shader_atomic_counters */
3640 GLuint MaxAtomicBuffers;
3641 GLuint MaxAtomicCounters;
3642
3643 /* GL_ARB_shader_image_load_store */
3644 GLuint MaxImageUniforms;
3645
3646 /* GL_ARB_shader_storage_buffer_object */
3647 GLuint MaxShaderStorageBlocks;
3648 };
3649
3650 /**
3651 * Constants which may be overridden by device driver during context creation
3652 * but are never changed after that.
3653 */
3654 struct gl_constants
3655 {
3656 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3657 GLuint MaxTextureSize; /**< Max 1D/2D texture size, in pixels*/
3658 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3659 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3660 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3661 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3662 GLuint MaxTextureCoordUnits;
3663 GLuint MaxCombinedTextureImageUnits;
3664 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3665 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3666 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3667 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3668
3669 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3670
3671 GLuint MaxArrayLockSize;
3672
3673 GLint SubPixelBits;
3674
3675 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3676 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3677 GLfloat PointSizeGranularity;
3678 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3679 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3680 GLfloat LineWidthGranularity;
3681
3682 GLuint MaxClipPlanes;
3683 GLuint MaxLights;
3684 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3685 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3686
3687 GLuint MaxViewportWidth, MaxViewportHeight;
3688 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3689 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3690 struct {
3691 GLfloat Min;
3692 GLfloat Max;
3693 } ViewportBounds; /**< GL_ARB_viewport_array */
3694 GLuint MaxWindowRectangles; /**< GL_EXT_window_rectangles */
3695
3696 struct gl_program_constants Program[MESA_SHADER_STAGES];
3697 GLuint MaxProgramMatrices;
3698 GLuint MaxProgramMatrixStackDepth;
3699
3700 struct {
3701 GLuint SamplesPassed;
3702 GLuint TimeElapsed;
3703 GLuint Timestamp;
3704 GLuint PrimitivesGenerated;
3705 GLuint PrimitivesWritten;
3706 GLuint VerticesSubmitted;
3707 GLuint PrimitivesSubmitted;
3708 GLuint VsInvocations;
3709 GLuint TessPatches;
3710 GLuint TessInvocations;
3711 GLuint GsInvocations;
3712 GLuint GsPrimitives;
3713 GLuint FsInvocations;
3714 GLuint ComputeInvocations;
3715 GLuint ClInPrimitives;
3716 GLuint ClOutPrimitives;
3717 } QueryCounterBits;
3718
3719 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3720
3721 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3722 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3723 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3724
3725 /**
3726 * GL_ARB_framebuffer_no_attachments
3727 */
3728 GLuint MaxFramebufferWidth;
3729 GLuint MaxFramebufferHeight;
3730 GLuint MaxFramebufferLayers;
3731 GLuint MaxFramebufferSamples;
3732
3733 /** Number of varying vectors between any two shader stages. */
3734 GLuint MaxVarying;
3735
3736 /** @{
3737 * GL_ARB_uniform_buffer_object
3738 */
3739 GLuint MaxCombinedUniformBlocks;
3740 GLuint MaxUniformBufferBindings;
3741 GLuint MaxUniformBlockSize;
3742 GLuint UniformBufferOffsetAlignment;
3743 /** @} */
3744
3745 /** @{
3746 * GL_ARB_shader_storage_buffer_object
3747 */
3748 GLuint MaxCombinedShaderStorageBlocks;
3749 GLuint MaxShaderStorageBufferBindings;
3750 GLuint MaxShaderStorageBlockSize;
3751 GLuint ShaderStorageBufferOffsetAlignment;
3752 /** @} */
3753
3754 /**
3755 * GL_ARB_explicit_uniform_location
3756 */
3757 GLuint MaxUserAssignableUniformLocations;
3758
3759 /** geometry shader */
3760 GLuint MaxGeometryOutputVertices;
3761 GLuint MaxGeometryTotalOutputComponents;
3762 GLuint MaxGeometryShaderInvocations;
3763
3764 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3765 GLuint GLSLVersionCompat; /**< Desktop compat GLSL version supported */
3766
3767 /**
3768 * Changes default GLSL extension behavior from "error" to "warn". It's out
3769 * of spec, but it can make some apps work that otherwise wouldn't.
3770 */
3771 GLboolean ForceGLSLExtensionsWarn;
3772
3773 /**
3774 * If non-zero, forces GLSL shaders to behave as if they began
3775 * with "#version ForceGLSLVersion".
3776 */
3777 GLuint ForceGLSLVersion;
3778
3779 /**
3780 * Allow GLSL #extension directives in the middle of shaders.
3781 */
3782 GLboolean AllowGLSLExtensionDirectiveMidShader;
3783
3784 /**
3785 * Allow builtins as part of constant expressions. This was not allowed
3786 * until GLSL 1.20 this allows it everywhere.
3787 */
3788 GLboolean AllowGLSLBuiltinConstantExpression;
3789
3790 /**
3791 * Allow some relaxation of GLSL ES shader restrictions. This encompasses
3792 * a number of relaxations to the ES shader rules.
3793 */
3794 GLboolean AllowGLSLRelaxedES;
3795
3796 /**
3797 * Allow GLSL built-in variables to be redeclared verbatim
3798 */
3799 GLboolean AllowGLSLBuiltinVariableRedeclaration;
3800
3801 /**
3802 * Allow GLSL interpolation qualifier mismatch across shader stages.
3803 */
3804 GLboolean AllowGLSLCrossStageInterpolationMismatch;
3805
3806 /**
3807 * Allow creating a higher compat profile (version 3.1+) for apps that
3808 * request it. Be careful when adding that driconf option because some
3809 * features are unimplemented and might not work correctly.
3810 */
3811 GLboolean AllowHigherCompatVersion;
3812
3813 /**
3814 * Allow layout qualifiers on function parameters.
3815 */
3816 GLboolean AllowLayoutQualifiersOnFunctionParameters;
3817
3818 /**
3819 * Force computing the absolute value for sqrt() and inversesqrt() to follow
3820 * D3D9 when apps rely on this behaviour.
3821 */
3822 GLboolean ForceGLSLAbsSqrt;
3823
3824 /**
3825 * Force uninitialized variables to default to zero.
3826 */
3827 GLboolean GLSLZeroInit;
3828
3829 /**
3830 * Does the driver support real 32-bit integers? (Otherwise, integers are
3831 * simulated via floats.)
3832 */
3833 GLboolean NativeIntegers;
3834
3835 /**
3836 * Does VertexID count from zero or from base vertex?
3837 *
3838 * \note
3839 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3840 * ignored and need not be set.
3841 */
3842 bool VertexID_is_zero_based;
3843
3844 /**
3845 * If the driver supports real 32-bit integers, what integer value should be
3846 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3847 */
3848 GLuint UniformBooleanTrue;
3849
3850 /**
3851 * Maximum amount of time, measured in nanseconds, that the server can wait.
3852 */
3853 GLuint64 MaxServerWaitTimeout;
3854
3855 /** GL_EXT_provoking_vertex */
3856 GLboolean QuadsFollowProvokingVertexConvention;
3857
3858 /** GL_ARB_viewport_array */
3859 GLenum16 LayerAndVPIndexProvokingVertex;
3860
3861 /** OpenGL version 3.0 */
3862 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3863
3864 /** OpenGL version 3.2 */
3865 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3866
3867 /** OpenGL version 4.4 */
3868 GLuint MaxVertexAttribStride;
3869
3870 /** GL_EXT_transform_feedback */
3871 GLuint MaxTransformFeedbackBuffers;
3872 GLuint MaxTransformFeedbackSeparateComponents;
3873 GLuint MaxTransformFeedbackInterleavedComponents;
3874 GLuint MaxVertexStreams;
3875
3876 /** GL_EXT_gpu_shader4 */
3877 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3878
3879 /** GL_ARB_texture_gather */
3880 GLuint MinProgramTextureGatherOffset;
3881 GLuint MaxProgramTextureGatherOffset;
3882 GLuint MaxProgramTextureGatherComponents;
3883
3884 /* GL_ARB_robustness */
3885 GLenum16 ResetStrategy;
3886
3887 /* GL_KHR_robustness */
3888 GLboolean RobustAccess;
3889
3890 /* GL_ARB_blend_func_extended */
3891 GLuint MaxDualSourceDrawBuffers;
3892
3893 /**
3894 * Whether the implementation strips out and ignores texture borders.
3895 *
3896 * Many GPU hardware implementations don't support rendering with texture
3897 * borders and mipmapped textures. (Note: not static border color, but the
3898 * old 1-pixel border around each edge). Implementations then have to do
3899 * slow fallbacks to be correct, or just ignore the border and be fast but
3900 * wrong. Setting the flag strips the border off of TexImage calls,
3901 * providing "fast but wrong" at significantly reduced driver complexity.
3902 *
3903 * Texture borders are deprecated in GL 3.0.
3904 **/
3905 GLboolean StripTextureBorder;
3906
3907 /**
3908 * For drivers which can do a better job at eliminating unused uniforms
3909 * than the GLSL compiler.
3910 *
3911 * XXX Remove these as soon as a better solution is available.
3912 */
3913 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3914
3915 /**
3916 * Whether gl_FragCoord, gl_PointCoord and gl_FrontFacing
3917 * are system values.
3918 **/
3919 bool GLSLFragCoordIsSysVal;
3920 bool GLSLPointCoordIsSysVal;
3921 bool GLSLFrontFacingIsSysVal;
3922
3923 /**
3924 * Run the minimum amount of GLSL optimizations to be able to link
3925 * shaders optimally (eliminate dead varyings and uniforms) and just do
3926 * all the necessary lowering.
3927 */
3928 bool GLSLOptimizeConservatively;
3929
3930 /**
3931 * Whether to call lower_const_arrays_to_uniforms() during linking.
3932 */
3933 bool GLSLLowerConstArrays;
3934
3935 /**
3936 * True if gl_TessLevelInner/Outer[] in the TES should be inputs
3937 * (otherwise, they're system values).
3938 */
3939 bool GLSLTessLevelsAsInputs;
3940
3941 /**
3942 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3943 * than passing the transform feedback object to the drawing function.
3944 */
3945 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3946
3947 /** GL_ARB_map_buffer_alignment */
3948 GLuint MinMapBufferAlignment;
3949
3950 /**
3951 * Disable varying packing. This is out of spec, but potentially useful
3952 * for older platforms that supports a limited number of texture
3953 * indirections--on these platforms, unpacking the varyings in the fragment
3954 * shader increases the number of texture indirections by 1, which might
3955 * make some shaders not executable at all.
3956 *
3957 * Drivers that support transform feedback must set this value to GL_FALSE.
3958 */
3959 GLboolean DisableVaryingPacking;
3960
3961 /**
3962 * UBOs and SSBOs can be packed tightly by the OpenGL implementation when
3963 * layout is set as shared (the default) or packed. However most Mesa drivers
3964 * just use STD140 for these layouts. This flag allows drivers to use STD430
3965 * for packed and shared layouts which allows arrays to be packed more
3966 * tightly.
3967 */
3968 bool UseSTD430AsDefaultPacking;
3969
3970 /**
3971 * Should meaningful names be generated for compiler temporary variables?
3972 *
3973 * Generally, it is not useful to have the compiler generate "meaningful"
3974 * names for temporary variables that it creates. This can, however, be a
3975 * useful debugging aid. In Mesa debug builds or release builds when
3976 * MESA_GLSL is set at run-time, meaningful names will be generated.
3977 * Drivers can also force names to be generated by setting this field.
3978 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3979 * vertex shader assembly) is set at run-time.
3980 */
3981 bool GenerateTemporaryNames;
3982
3983 /*
3984 * Maximum value supported for an index in DrawElements and friends.
3985 *
3986 * This must be at least (1ull<<24)-1. The default value is
3987 * (1ull<<32)-1.
3988 *
3989 * \since ES 3.0 or GL_ARB_ES3_compatibility
3990 * \sa _mesa_init_constants
3991 */
3992 GLuint64 MaxElementIndex;
3993
3994 /**
3995 * Disable interpretation of line continuations (lines ending with a
3996 * backslash character ('\') in GLSL source.
3997 */
3998 GLboolean DisableGLSLLineContinuations;
3999
4000 /** GL_ARB_texture_multisample */
4001 GLint MaxColorTextureSamples;
4002 GLint MaxDepthTextureSamples;
4003 GLint MaxIntegerSamples;
4004
4005 /** GL_AMD_framebuffer_multisample_advanced */
4006 GLint MaxColorFramebufferSamples;
4007 GLint MaxColorFramebufferStorageSamples;
4008 GLint MaxDepthStencilFramebufferSamples;
4009
4010 /* An array of supported MSAA modes allowing different sample
4011 * counts per attachment type.
4012 */
4013 struct {
4014 GLint NumColorSamples;
4015 GLint NumColorStorageSamples;
4016 GLint NumDepthStencilSamples;
4017 } SupportedMultisampleModes[40];
4018 GLint NumSupportedMultisampleModes;
4019
4020 /**
4021 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
4022 * samples are laid out in a rectangular grid roughly corresponding to
4023 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
4024 * are used to map indices of rectangular grid to sample numbers within
4025 * a pixel. This mapping of indices to sample numbers must be initialized
4026 * by the driver for the target hardware. For example, if we have the 8X
4027 * MSAA sample number layout (sample positions) for XYZ hardware:
4028 *
4029 * sample indices layout sample number layout
4030 * --------- ---------
4031 * | 0 | 1 | | a | b |
4032 * --------- ---------
4033 * | 2 | 3 | | c | d |
4034 * --------- ---------
4035 * | 4 | 5 | | e | f |
4036 * --------- ---------
4037 * | 6 | 7 | | g | h |
4038 * --------- ---------
4039 *
4040 * Where a,b,c,d,e,f,g,h are integers between [0-7].
4041 *
4042 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
4043 * below:
4044 * SampleMap8x = {a, b, c, d, e, f, g, h};
4045 *
4046 * Follow the logic for sample counts 2-8.
4047 *
4048 * For 16x the sample indices layout as a 4x4 grid as follows:
4049 *
4050 * -----------------
4051 * | 0 | 1 | 2 | 3 |
4052 * -----------------
4053 * | 4 | 5 | 6 | 7 |
4054 * -----------------
4055 * | 8 | 9 |10 |11 |
4056 * -----------------
4057 * |12 |13 |14 |15 |
4058 * -----------------
4059 */
4060 uint8_t SampleMap2x[2];
4061 uint8_t SampleMap4x[4];
4062 uint8_t SampleMap8x[8];
4063 uint8_t SampleMap16x[16];
4064
4065 /** GL_ARB_shader_atomic_counters */
4066 GLuint MaxAtomicBufferBindings;
4067 GLuint MaxAtomicBufferSize;
4068 GLuint MaxCombinedAtomicBuffers;
4069 GLuint MaxCombinedAtomicCounters;
4070
4071 /** GL_ARB_vertex_attrib_binding */
4072 GLint MaxVertexAttribRelativeOffset;
4073 GLint MaxVertexAttribBindings;
4074
4075 /* GL_ARB_shader_image_load_store */
4076 GLuint MaxImageUnits;
4077 GLuint MaxCombinedShaderOutputResources;
4078 GLuint MaxImageSamples;
4079 GLuint MaxCombinedImageUniforms;
4080
4081 /** GL_ARB_compute_shader */
4082 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
4083 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
4084 GLuint MaxComputeWorkGroupInvocations;
4085 GLuint MaxComputeSharedMemorySize;
4086
4087 /** GL_ARB_compute_variable_group_size */
4088 GLuint MaxComputeVariableGroupSize[3]; /* Array of x, y, z dimensions */
4089 GLuint MaxComputeVariableGroupInvocations;
4090
4091 /** GL_ARB_gpu_shader5 */
4092 GLfloat MinFragmentInterpolationOffset;
4093 GLfloat MaxFragmentInterpolationOffset;
4094
4095 GLboolean FakeSWMSAA;
4096
4097 /** GL_KHR_context_flush_control */
4098 GLenum16 ContextReleaseBehavior;
4099
4100 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
4101
4102 /** GL_ARB_tessellation_shader */
4103 GLuint MaxPatchVertices;
4104 GLuint MaxTessGenLevel;
4105 GLuint MaxTessPatchComponents;
4106 GLuint MaxTessControlTotalOutputComponents;
4107 bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
4108 bool PrimitiveRestartForPatches;
4109 bool LowerCsDerivedVariables; /**< Lower gl_GlobalInvocationID and
4110 * gl_LocalInvocationIndex based on
4111 * other builtin variables. */
4112
4113 /** GL_OES_primitive_bounding_box */
4114 bool NoPrimitiveBoundingBoxOutput;
4115
4116 /** GL_ARB_sparse_buffer */
4117 GLuint SparseBufferPageSize;
4118
4119 /** Used as an input for sha1 generation in the on-disk shader cache */
4120 unsigned char *dri_config_options_sha1;
4121
4122 /** When drivers are OK with mapped buffers during draw and other calls. */
4123 bool AllowMappedBuffersDuringExecution;
4124
4125 /** GL_ARB_get_program_binary */
4126 GLuint NumProgramBinaryFormats;
4127
4128 /** GL_NV_conservative_raster */
4129 GLuint MaxSubpixelPrecisionBiasBits;
4130
4131 /** GL_NV_conservative_raster_dilate */
4132 GLfloat ConservativeRasterDilateRange[2];
4133 GLfloat ConservativeRasterDilateGranularity;
4134
4135 /** Is the drivers uniform storage packed or padded to 16 bytes. */
4136 bool PackedDriverUniformStorage;
4137
4138 /** GL_ARB_gl_spirv */
4139 struct spirv_supported_capabilities SpirVCapabilities;
4140
4141 /** GL_ARB_spirv_extensions */
4142 struct spirv_supported_extensions *SpirVExtensions;
4143
4144 char *VendorOverride;
4145 };
4146
4147
4148 /**
4149 * Enable flag for each OpenGL extension. Different device drivers will
4150 * enable different extensions at runtime.
4151 */
4152 struct gl_extensions
4153 {
4154 GLboolean dummy; /* don't remove this! */
4155 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
4156 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
4157 GLboolean ANGLE_texture_compression_dxt;
4158 GLboolean ARB_ES2_compatibility;
4159 GLboolean ARB_ES3_compatibility;
4160 GLboolean ARB_ES3_1_compatibility;
4161 GLboolean ARB_ES3_2_compatibility;
4162 GLboolean ARB_arrays_of_arrays;
4163 GLboolean ARB_base_instance;
4164 GLboolean ARB_bindless_texture;
4165 GLboolean ARB_blend_func_extended;
4166 GLboolean ARB_buffer_storage;
4167 GLboolean ARB_clear_texture;
4168 GLboolean ARB_clip_control;
4169 GLboolean ARB_color_buffer_float;
4170 GLboolean ARB_compatibility;
4171 GLboolean ARB_compute_shader;
4172 GLboolean ARB_compute_variable_group_size;
4173 GLboolean ARB_conditional_render_inverted;
4174 GLboolean ARB_conservative_depth;
4175 GLboolean ARB_copy_image;
4176 GLboolean ARB_cull_distance;
4177 GLboolean ARB_depth_buffer_float;
4178 GLboolean ARB_depth_clamp;
4179 GLboolean ARB_depth_texture;
4180 GLboolean ARB_derivative_control;
4181 GLboolean ARB_draw_buffers_blend;
4182 GLboolean ARB_draw_elements_base_vertex;
4183 GLboolean ARB_draw_indirect;
4184 GLboolean ARB_draw_instanced;
4185 GLboolean ARB_fragment_coord_conventions;
4186 GLboolean ARB_fragment_layer_viewport;
4187 GLboolean ARB_fragment_program;
4188 GLboolean ARB_fragment_program_shadow;
4189 GLboolean ARB_fragment_shader;
4190 GLboolean ARB_framebuffer_no_attachments;
4191 GLboolean ARB_framebuffer_object;
4192 GLboolean ARB_fragment_shader_interlock;
4193 GLboolean ARB_enhanced_layouts;
4194 GLboolean ARB_explicit_attrib_location;
4195 GLboolean ARB_explicit_uniform_location;
4196 GLboolean ARB_gl_spirv;
4197 GLboolean ARB_gpu_shader5;
4198 GLboolean ARB_gpu_shader_fp64;
4199 GLboolean ARB_gpu_shader_int64;
4200 GLboolean ARB_half_float_vertex;
4201 GLboolean ARB_indirect_parameters;
4202 GLboolean ARB_instanced_arrays;
4203 GLboolean ARB_internalformat_query;
4204 GLboolean ARB_internalformat_query2;
4205 GLboolean ARB_map_buffer_range;
4206 GLboolean ARB_occlusion_query;
4207 GLboolean ARB_occlusion_query2;
4208 GLboolean ARB_pipeline_statistics_query;
4209 GLboolean ARB_point_sprite;
4210 GLboolean ARB_polygon_offset_clamp;
4211 GLboolean ARB_post_depth_coverage;
4212 GLboolean ARB_query_buffer_object;
4213 GLboolean ARB_robust_buffer_access_behavior;
4214 GLboolean ARB_sample_locations;
4215 GLboolean ARB_sample_shading;
4216 GLboolean ARB_seamless_cube_map;
4217 GLboolean ARB_shader_atomic_counter_ops;
4218 GLboolean ARB_shader_atomic_counters;
4219 GLboolean ARB_shader_ballot;
4220 GLboolean ARB_shader_bit_encoding;
4221 GLboolean ARB_shader_clock;
4222 GLboolean ARB_shader_draw_parameters;
4223 GLboolean ARB_shader_group_vote;
4224 GLboolean ARB_shader_image_load_store;
4225 GLboolean ARB_shader_image_size;
4226 GLboolean ARB_shader_precision;
4227 GLboolean ARB_shader_stencil_export;
4228 GLboolean ARB_shader_storage_buffer_object;
4229 GLboolean ARB_shader_texture_image_samples;
4230 GLboolean ARB_shader_texture_lod;
4231 GLboolean ARB_shader_viewport_layer_array;
4232 GLboolean ARB_shading_language_packing;
4233 GLboolean ARB_shading_language_420pack;
4234 GLboolean ARB_shadow;
4235 GLboolean ARB_sparse_buffer;
4236 GLboolean ARB_stencil_texturing;
4237 GLboolean ARB_spirv_extensions;
4238 GLboolean ARB_sync;
4239 GLboolean ARB_tessellation_shader;
4240 GLboolean ARB_texture_border_clamp;
4241 GLboolean ARB_texture_buffer_object;
4242 GLboolean ARB_texture_buffer_object_rgb32;
4243 GLboolean ARB_texture_buffer_range;
4244 GLboolean ARB_texture_compression_bptc;
4245 GLboolean ARB_texture_compression_rgtc;
4246 GLboolean ARB_texture_cube_map;
4247 GLboolean ARB_texture_cube_map_array;
4248 GLboolean ARB_texture_env_combine;
4249 GLboolean ARB_texture_env_crossbar;
4250 GLboolean ARB_texture_env_dot3;
4251 GLboolean ARB_texture_filter_anisotropic;
4252 GLboolean ARB_texture_float;
4253 GLboolean ARB_texture_gather;
4254 GLboolean ARB_texture_mirror_clamp_to_edge;
4255 GLboolean ARB_texture_multisample;
4256 GLboolean ARB_texture_non_power_of_two;
4257 GLboolean ARB_texture_stencil8;
4258 GLboolean ARB_texture_query_levels;
4259 GLboolean ARB_texture_query_lod;
4260 GLboolean ARB_texture_rg;
4261 GLboolean ARB_texture_rgb10_a2ui;
4262 GLboolean ARB_texture_view;
4263 GLboolean ARB_timer_query;
4264 GLboolean ARB_transform_feedback2;
4265 GLboolean ARB_transform_feedback3;
4266 GLboolean ARB_transform_feedback_instanced;
4267 GLboolean ARB_transform_feedback_overflow_query;
4268 GLboolean ARB_uniform_buffer_object;
4269 GLboolean ARB_vertex_attrib_64bit;
4270 GLboolean ARB_vertex_program;
4271 GLboolean ARB_vertex_shader;
4272 GLboolean ARB_vertex_type_10f_11f_11f_rev;
4273 GLboolean ARB_vertex_type_2_10_10_10_rev;
4274 GLboolean ARB_viewport_array;
4275 GLboolean EXT_blend_color;
4276 GLboolean EXT_blend_equation_separate;
4277 GLboolean EXT_blend_func_separate;
4278 GLboolean EXT_blend_minmax;
4279 GLboolean EXT_depth_bounds_test;
4280 GLboolean EXT_disjoint_timer_query;
4281 GLboolean EXT_draw_buffers2;
4282 GLboolean EXT_float_blend;
4283 GLboolean EXT_framebuffer_multisample;
4284 GLboolean EXT_framebuffer_multisample_blit_scaled;
4285 GLboolean EXT_framebuffer_sRGB;
4286 GLboolean EXT_gpu_program_parameters;
4287 GLboolean EXT_gpu_shader4;
4288 GLboolean EXT_memory_object;
4289 GLboolean EXT_memory_object_fd;
4290 GLboolean EXT_multisampled_render_to_texture;
4291 GLboolean EXT_packed_float;
4292 GLboolean EXT_pixel_buffer_object;
4293 GLboolean EXT_point_parameters;
4294 GLboolean EXT_provoking_vertex;
4295 GLboolean EXT_render_snorm;
4296 GLboolean EXT_semaphore;
4297 GLboolean EXT_semaphore_fd;
4298 GLboolean EXT_shader_image_load_formatted;
4299 GLboolean EXT_shader_image_load_store;
4300 GLboolean EXT_shader_integer_mix;
4301 GLboolean EXT_shader_samples_identical;
4302 GLboolean EXT_sRGB;
4303 GLboolean EXT_stencil_two_side;
4304 GLboolean EXT_texture_array;
4305 GLboolean EXT_texture_buffer_object;
4306 GLboolean EXT_texture_compression_latc;
4307 GLboolean EXT_texture_compression_s3tc;
4308 GLboolean EXT_texture_compression_s3tc_srgb;
4309 GLboolean EXT_texture_env_dot3;
4310 GLboolean EXT_texture_filter_anisotropic;
4311 GLboolean EXT_texture_integer;
4312 GLboolean EXT_texture_mirror_clamp;
4313 GLboolean EXT_texture_shadow_lod;
4314 GLboolean EXT_texture_shared_exponent;
4315 GLboolean EXT_texture_snorm;
4316 GLboolean EXT_texture_sRGB;
4317 GLboolean EXT_texture_sRGB_R8;
4318 GLboolean EXT_texture_sRGB_decode;
4319 GLboolean EXT_texture_swizzle;
4320 GLboolean EXT_texture_type_2_10_10_10_REV;
4321 GLboolean EXT_transform_feedback;
4322 GLboolean EXT_timer_query;
4323 GLboolean EXT_vertex_array_bgra;
4324 GLboolean EXT_window_rectangles;
4325 GLboolean OES_copy_image;
4326 GLboolean OES_primitive_bounding_box;
4327 GLboolean OES_sample_variables;
4328 GLboolean OES_standard_derivatives;
4329 GLboolean OES_texture_buffer;
4330 GLboolean OES_texture_cube_map_array;
4331 GLboolean OES_texture_view;
4332 GLboolean OES_viewport_array;
4333 /* vendor extensions */
4334 GLboolean AMD_compressed_ATC_texture;
4335 GLboolean AMD_framebuffer_multisample_advanced;
4336 GLboolean AMD_depth_clamp_separate;
4337 GLboolean AMD_performance_monitor;
4338 GLboolean AMD_pinned_memory;
4339 GLboolean AMD_seamless_cubemap_per_texture;
4340 GLboolean AMD_vertex_shader_layer;
4341 GLboolean AMD_vertex_shader_viewport_index;
4342 GLboolean ANDROID_extension_pack_es31a;
4343 GLboolean APPLE_object_purgeable;
4344 GLboolean ATI_meminfo;
4345 GLboolean ATI_texture_compression_3dc;
4346 GLboolean ATI_texture_mirror_once;
4347 GLboolean ATI_texture_env_combine3;
4348 GLboolean ATI_fragment_shader;
4349 GLboolean GREMEDY_string_marker;
4350 GLboolean INTEL_conservative_rasterization;
4351 GLboolean INTEL_performance_query;
4352 GLboolean INTEL_shader_atomic_float_minmax;
4353 GLboolean KHR_blend_equation_advanced;
4354 GLboolean KHR_blend_equation_advanced_coherent;
4355 GLboolean KHR_robustness;
4356 GLboolean KHR_texture_compression_astc_hdr;
4357 GLboolean KHR_texture_compression_astc_ldr;
4358 GLboolean KHR_texture_compression_astc_sliced_3d;
4359 GLboolean MESA_framebuffer_flip_y;
4360 GLboolean MESA_tile_raster_order;
4361 GLboolean MESA_pack_invert;
4362 GLboolean EXT_shader_framebuffer_fetch;
4363 GLboolean EXT_shader_framebuffer_fetch_non_coherent;
4364 GLboolean MESA_shader_integer_functions;
4365 GLboolean MESA_ycbcr_texture;
4366 GLboolean NV_compute_shader_derivatives;
4367 GLboolean NV_conditional_render;
4368 GLboolean NV_fill_rectangle;
4369 GLboolean NV_fog_distance;
4370 GLboolean NV_point_sprite;
4371 GLboolean NV_primitive_restart;
4372 GLboolean NV_shader_atomic_float;
4373 GLboolean NV_texture_barrier;
4374 GLboolean NV_texture_env_combine4;
4375 GLboolean NV_texture_rectangle;
4376 GLboolean NV_vdpau_interop;
4377 GLboolean NV_conservative_raster;
4378 GLboolean NV_conservative_raster_dilate;
4379 GLboolean NV_conservative_raster_pre_snap_triangles;
4380 GLboolean NV_conservative_raster_pre_snap;
4381 GLboolean NVX_gpu_memory_info;
4382 GLboolean TDFX_texture_compression_FXT1;
4383 GLboolean OES_EGL_image;
4384 GLboolean OES_draw_texture;
4385 GLboolean OES_depth_texture_cube_map;
4386 GLboolean OES_EGL_image_external;
4387 GLboolean OES_texture_float;
4388 GLboolean OES_texture_float_linear;
4389 GLboolean OES_texture_half_float;
4390 GLboolean OES_texture_half_float_linear;
4391 GLboolean OES_compressed_ETC1_RGB8_texture;
4392 GLboolean OES_geometry_shader;
4393 GLboolean OES_texture_compression_astc;
4394 GLboolean extension_sentinel;
4395 /** The extension string */
4396 const GLubyte *String;
4397 /** Number of supported extensions */
4398 GLuint Count;
4399 /**
4400 * The context version which extension helper functions compare against.
4401 * By default, the value is equal to ctx->Version. This changes to ~0
4402 * while meta is in progress.
4403 */
4404 GLubyte Version;
4405 /**
4406 * Force-enabled, yet unrecognized, extensions.
4407 * See _mesa_one_time_init_extension_overrides()
4408 */
4409 #define MAX_UNRECOGNIZED_EXTENSIONS 16
4410 const char *unrecognized_extensions[MAX_UNRECOGNIZED_EXTENSIONS];
4411 };
4412
4413
4414 /**
4415 * A stack of matrices (projection, modelview, color, texture, etc).
4416 */
4417 struct gl_matrix_stack
4418 {
4419 GLmatrix *Top; /**< points into Stack */
4420 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
4421 unsigned StackSize; /**< Number of elements in Stack */
4422 GLuint Depth; /**< 0 <= Depth < MaxDepth */
4423 GLuint MaxDepth; /**< size of Stack[] array */
4424 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
4425 };
4426
4427
4428 /**
4429 * \name Bits for image transfer operations
4430 * \sa __struct gl_contextRec::ImageTransferState.
4431 */
4432 /*@{*/
4433 #define IMAGE_SCALE_BIAS_BIT 0x1
4434 #define IMAGE_SHIFT_OFFSET_BIT 0x2
4435 #define IMAGE_MAP_COLOR_BIT 0x4
4436 #define IMAGE_CLAMP_BIT 0x800
4437
4438
4439 /** Pixel Transfer ops */
4440 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
4441 IMAGE_SHIFT_OFFSET_BIT | \
4442 IMAGE_MAP_COLOR_BIT)
4443
4444
4445 /**
4446 * \name Bits to indicate what state has changed.
4447 */
4448 /*@{*/
4449 #define _NEW_MODELVIEW (1u << 0) /**< gl_context::ModelView */
4450 #define _NEW_PROJECTION (1u << 1) /**< gl_context::Projection */
4451 #define _NEW_TEXTURE_MATRIX (1u << 2) /**< gl_context::TextureMatrix */
4452 #define _NEW_COLOR (1u << 3) /**< gl_context::Color */
4453 #define _NEW_DEPTH (1u << 4) /**< gl_context::Depth */
4454 #define _NEW_EVAL (1u << 5) /**< gl_context::Eval, EvalMap */
4455 #define _NEW_FOG (1u << 6) /**< gl_context::Fog */
4456 #define _NEW_HINT (1u << 7) /**< gl_context::Hint */
4457 #define _NEW_LIGHT (1u << 8) /**< gl_context::Light */
4458 #define _NEW_LINE (1u << 9) /**< gl_context::Line */
4459 #define _NEW_PIXEL (1u << 10) /**< gl_context::Pixel */
4460 #define _NEW_POINT (1u << 11) /**< gl_context::Point */
4461 #define _NEW_POLYGON (1u << 12) /**< gl_context::Polygon */
4462 #define _NEW_POLYGONSTIPPLE (1u << 13) /**< gl_context::PolygonStipple */
4463 #define _NEW_SCISSOR (1u << 14) /**< gl_context::Scissor */
4464 #define _NEW_STENCIL (1u << 15) /**< gl_context::Stencil */
4465 #define _NEW_TEXTURE_OBJECT (1u << 16) /**< gl_context::Texture (bindings only) */
4466 #define _NEW_TRANSFORM (1u << 17) /**< gl_context::Transform */
4467 #define _NEW_VIEWPORT (1u << 18) /**< gl_context::Viewport */
4468 #define _NEW_TEXTURE_STATE (1u << 19) /**< gl_context::Texture (states only) */
4469 /* gap */
4470 #define _NEW_RENDERMODE (1u << 21) /**< gl_context::RenderMode, etc */
4471 #define _NEW_BUFFERS (1u << 22) /**< gl_context::Visual, DrawBuffer, */
4472 #define _NEW_CURRENT_ATTRIB (1u << 23) /**< gl_context::Current */
4473 #define _NEW_MULTISAMPLE (1u << 24) /**< gl_context::Multisample */
4474 #define _NEW_TRACK_MATRIX (1u << 25) /**< gl_context::VertexProgram */
4475 #define _NEW_PROGRAM (1u << 26) /**< New program/shader state */
4476 #define _NEW_PROGRAM_CONSTANTS (1u << 27)
4477 /* gap */
4478 #define _NEW_FRAG_CLAMP (1u << 29)
4479 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4480 #define _NEW_VARYING_VP_INPUTS (1u << 31) /**< gl_context::varying_vp_inputs */
4481 #define _NEW_ALL ~0
4482 /*@}*/
4483
4484
4485 /**
4486 * Composite state flags
4487 */
4488 /*@{*/
4489 #define _NEW_TEXTURE (_NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE)
4490
4491 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
4492 _NEW_TEXTURE_STATE | \
4493 _NEW_POINT | \
4494 _NEW_PROGRAM | \
4495 _NEW_MODELVIEW)
4496
4497 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
4498 _NEW_FOG | \
4499 _NEW_PROGRAM)
4500
4501
4502 /*@}*/
4503
4504
4505
4506
4507 /* This has to be included here. */
4508 #include "dd.h"
4509
4510
4511 /** Opaque declaration of display list payload data type */
4512 union gl_dlist_node;
4513
4514
4515 /**
4516 * Per-display list information.
4517 */
4518 struct gl_display_list
4519 {
4520 GLuint Name;
4521 GLbitfield Flags; /**< DLIST_x flags */
4522 GLchar *Label; /**< GL_KHR_debug */
4523 /** The dlist commands are in a linked list of nodes */
4524 union gl_dlist_node *Head;
4525 };
4526
4527
4528 /**
4529 * State used during display list compilation and execution.
4530 */
4531 struct gl_dlist_state
4532 {
4533 struct gl_display_list *CurrentList; /**< List currently being compiled */
4534 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
4535 GLuint CurrentPos; /**< Index into current block of nodes */
4536 GLuint CallDepth; /**< Current recursion calling depth */
4537
4538 GLvertexformat ListVtxfmt;
4539
4540 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
4541 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][8];
4542
4543 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
4544 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
4545
4546 struct {
4547 /* State known to have been set by the currently-compiling display
4548 * list. Used to eliminate some redundant state changes.
4549 */
4550 GLenum16 ShadeModel;
4551 } Current;
4552 };
4553
4554 /**
4555 * Driver-specific state flags.
4556 *
4557 * These are or'd with gl_context::NewDriverState to notify a driver about
4558 * a state change. The driver sets the flags at context creation and
4559 * the meaning of the bits set is opaque to core Mesa.
4560 */
4561 struct gl_driver_flags
4562 {
4563 /** gl_context::Array::_DrawArrays (vertex array state) */
4564 uint64_t NewArray;
4565
4566 /** gl_context::TransformFeedback::CurrentObject */
4567 uint64_t NewTransformFeedback;
4568
4569 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4570 uint64_t NewTransformFeedbackProg;
4571
4572 /** gl_context::RasterDiscard */
4573 uint64_t NewRasterizerDiscard;
4574
4575 /** gl_context::TileRasterOrder* */
4576 uint64_t NewTileRasterOrder;
4577
4578 /**
4579 * gl_context::UniformBufferBindings
4580 * gl_shader_program::UniformBlocks
4581 */
4582 uint64_t NewUniformBuffer;
4583
4584 /**
4585 * gl_context::ShaderStorageBufferBindings
4586 * gl_shader_program::ShaderStorageBlocks
4587 */
4588 uint64_t NewShaderStorageBuffer;
4589
4590 uint64_t NewTextureBuffer;
4591
4592 /**
4593 * gl_context::AtomicBufferBindings
4594 */
4595 uint64_t NewAtomicBuffer;
4596
4597 /**
4598 * gl_context::ImageUnits
4599 */
4600 uint64_t NewImageUnits;
4601
4602 /**
4603 * gl_context::TessCtrlProgram::patch_default_*
4604 */
4605 uint64_t NewDefaultTessLevels;
4606
4607 /**
4608 * gl_context::IntelConservativeRasterization
4609 */
4610 uint64_t NewIntelConservativeRasterization;
4611
4612 /**
4613 * gl_context::NvConservativeRasterization
4614 */
4615 uint64_t NewNvConservativeRasterization;
4616
4617 /**
4618 * gl_context::ConservativeRasterMode/ConservativeRasterDilate
4619 * gl_context::SubpixelPrecisionBias
4620 */
4621 uint64_t NewNvConservativeRasterizationParams;
4622
4623 /**
4624 * gl_context::Scissor::WindowRects
4625 */
4626 uint64_t NewWindowRectangles;
4627
4628 /** gl_context::Color::sRGBEnabled */
4629 uint64_t NewFramebufferSRGB;
4630
4631 /** gl_context::Scissor::EnableFlags */
4632 uint64_t NewScissorTest;
4633
4634 /** gl_context::Scissor::ScissorArray */
4635 uint64_t NewScissorRect;
4636
4637 /** gl_context::Color::Alpha* */
4638 uint64_t NewAlphaTest;
4639
4640 /** gl_context::Color::Blend/Dither */
4641 uint64_t NewBlend;
4642
4643 /** gl_context::Color::BlendColor */
4644 uint64_t NewBlendColor;
4645
4646 /** gl_context::Color::Color/Index */
4647 uint64_t NewColorMask;
4648
4649 /** gl_context::Depth */
4650 uint64_t NewDepth;
4651
4652 /** gl_context::Color::LogicOp/ColorLogicOp/IndexLogicOp */
4653 uint64_t NewLogicOp;
4654
4655 /** gl_context::Multisample::Enabled */
4656 uint64_t NewMultisampleEnable;
4657
4658 /** gl_context::Multisample::SampleAlphaTo* */
4659 uint64_t NewSampleAlphaToXEnable;
4660
4661 /** gl_context::Multisample::SampleCoverage/SampleMaskValue */
4662 uint64_t NewSampleMask;
4663
4664 /** gl_context::Multisample::(Min)SampleShading */
4665 uint64_t NewSampleShading;
4666
4667 /** gl_context::Stencil */
4668 uint64_t NewStencil;
4669
4670 /** gl_context::Transform::ClipOrigin/ClipDepthMode */
4671 uint64_t NewClipControl;
4672
4673 /** gl_context::Transform::EyeUserPlane */
4674 uint64_t NewClipPlane;
4675
4676 /** gl_context::Transform::ClipPlanesEnabled */
4677 uint64_t NewClipPlaneEnable;
4678
4679 /** gl_context::Transform::DepthClamp */
4680 uint64_t NewDepthClamp;
4681
4682 /** gl_context::Line */
4683 uint64_t NewLineState;
4684
4685 /** gl_context::Polygon */
4686 uint64_t NewPolygonState;
4687
4688 /** gl_context::PolygonStipple */
4689 uint64_t NewPolygonStipple;
4690
4691 /** gl_context::ViewportArray */
4692 uint64_t NewViewport;
4693
4694 /** Shader constants (uniforms, program parameters, state constants) */
4695 uint64_t NewShaderConstants[MESA_SHADER_STAGES];
4696
4697 /** Programmable sample location state for gl_context::DrawBuffer */
4698 uint64_t NewSampleLocations;
4699 };
4700
4701 struct gl_buffer_binding
4702 {
4703 struct gl_buffer_object *BufferObject;
4704 /** Start of uniform block data in the buffer */
4705 GLintptr Offset;
4706 /** Size of data allowed to be referenced from the buffer (in bytes) */
4707 GLsizeiptr Size;
4708 /**
4709 * glBindBufferBase() indicates that the Size should be ignored and only
4710 * limited by the current size of the BufferObject.
4711 */
4712 GLboolean AutomaticSize;
4713 };
4714
4715 /**
4716 * ARB_shader_image_load_store image unit.
4717 */
4718 struct gl_image_unit
4719 {
4720 /**
4721 * Texture object bound to this unit.
4722 */
4723 struct gl_texture_object *TexObj;
4724
4725 /**
4726 * Level of the texture object bound to this unit.
4727 */
4728 GLubyte Level;
4729
4730 /**
4731 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4732 * GL_FALSE if only some specific layer of the texture is bound.
4733 * \sa Layer
4734 */
4735 GLboolean Layered;
4736
4737 /**
4738 * Layer of the texture object bound to this unit as specified by the
4739 * application.
4740 */
4741 GLushort Layer;
4742
4743 /**
4744 * Layer of the texture object bound to this unit, or zero if
4745 * Layered == false.
4746 */
4747 GLushort _Layer;
4748
4749 /**
4750 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4751 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4752 */
4753 GLenum16 Access;
4754
4755 /**
4756 * GL internal format that determines the interpretation of the
4757 * image memory when shader image operations are performed through
4758 * this unit.
4759 */
4760 GLenum16 Format;
4761
4762 /**
4763 * Mesa format corresponding to \c Format.
4764 */
4765 mesa_format _ActualFormat:16;
4766 };
4767
4768 /**
4769 * Shader subroutines storage
4770 */
4771 struct gl_subroutine_index_binding
4772 {
4773 GLuint NumIndex;
4774 GLuint *IndexPtr;
4775 };
4776
4777 struct gl_texture_handle_object
4778 {
4779 struct gl_texture_object *texObj;
4780 struct gl_sampler_object *sampObj;
4781 GLuint64 handle;
4782 };
4783
4784 struct gl_image_handle_object
4785 {
4786 struct gl_image_unit imgObj;
4787 GLuint64 handle;
4788 };
4789
4790 struct gl_memory_object
4791 {
4792 GLuint Name; /**< hash table ID/name */
4793 GLboolean Immutable; /**< denotes mutability state of parameters */
4794 GLboolean Dedicated; /**< import memory from a dedicated allocation */
4795 };
4796
4797 struct gl_semaphore_object
4798 {
4799 GLuint Name; /**< hash table ID/name */
4800 };
4801
4802 /**
4803 * Mesa rendering context.
4804 *
4805 * This is the central context data structure for Mesa. Almost all
4806 * OpenGL state is contained in this structure.
4807 * Think of this as a base class from which device drivers will derive
4808 * sub classes.
4809 */
4810 struct gl_context
4811 {
4812 /** State possibly shared with other contexts in the address space */
4813 struct gl_shared_state *Shared;
4814
4815 /** \name API function pointer tables */
4816 /*@{*/
4817 gl_api API;
4818
4819 /**
4820 * The current dispatch table for non-displaylist-saving execution, either
4821 * BeginEnd or OutsideBeginEnd
4822 */
4823 struct _glapi_table *Exec;
4824 /**
4825 * The normal dispatch table for non-displaylist-saving, non-begin/end
4826 */
4827 struct _glapi_table *OutsideBeginEnd;
4828 /** The dispatch table used between glNewList() and glEndList() */
4829 struct _glapi_table *Save;
4830 /**
4831 * The dispatch table used between glBegin() and glEnd() (outside of a
4832 * display list). Only valid functions between those two are set, which is
4833 * mostly just the set in a GLvertexformat struct.
4834 */
4835 struct _glapi_table *BeginEnd;
4836 /**
4837 * Dispatch table for when a graphics reset has happened.
4838 */
4839 struct _glapi_table *ContextLost;
4840 /**
4841 * Dispatch table used to marshal API calls from the client program to a
4842 * separate server thread. NULL if API calls are not being marshalled to
4843 * another thread.
4844 */
4845 struct _glapi_table *MarshalExec;
4846 /**
4847 * Dispatch table currently in use for fielding API calls from the client
4848 * program. If API calls are being marshalled to another thread, this ==
4849 * MarshalExec. Otherwise it == CurrentServerDispatch.
4850 */
4851 struct _glapi_table *CurrentClientDispatch;
4852
4853 /**
4854 * Dispatch table currently in use for performing API calls. == Save or
4855 * Exec.
4856 */
4857 struct _glapi_table *CurrentServerDispatch;
4858
4859 /*@}*/
4860
4861 struct glthread_state *GLThread;
4862
4863 struct gl_config Visual;
4864 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4865 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4866 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4867 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4868
4869 /**
4870 * Device driver function pointer table
4871 */
4872 struct dd_function_table Driver;
4873
4874 /** Core/Driver constants */
4875 struct gl_constants Const;
4876
4877 /** \name The various 4x4 matrix stacks */
4878 /*@{*/
4879 struct gl_matrix_stack ModelviewMatrixStack;
4880 struct gl_matrix_stack ProjectionMatrixStack;
4881 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4882 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4883 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4884 /*@}*/
4885
4886 /** Combined modelview and projection matrix */
4887 GLmatrix _ModelProjectMatrix;
4888
4889 /** \name Display lists */
4890 struct gl_dlist_state ListState;
4891
4892 GLboolean ExecuteFlag; /**< Execute GL commands? */
4893 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4894
4895 /** Extension information */
4896 struct gl_extensions Extensions;
4897
4898 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4899 GLuint Version;
4900 char *VersionString;
4901
4902 /** \name State attribute stack (for glPush/PopAttrib) */
4903 /*@{*/
4904 GLuint AttribStackDepth;
4905 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4906 /*@}*/
4907
4908 /** \name Renderer attribute groups
4909 *
4910 * We define a struct for each attribute group to make pushing and popping
4911 * attributes easy. Also it's a good organization.
4912 */
4913 /*@{*/
4914 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4915 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4916 struct gl_current_attrib Current; /**< Current attributes */
4917 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4918 struct gl_eval_attrib Eval; /**< Eval attributes */
4919 struct gl_fog_attrib Fog; /**< Fog attributes */
4920 struct gl_hint_attrib Hint; /**< Hint attributes */
4921 struct gl_light_attrib Light; /**< Light attributes */
4922 struct gl_line_attrib Line; /**< Line attributes */
4923 struct gl_list_attrib List; /**< List attributes */
4924 struct gl_multisample_attrib Multisample;
4925 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4926 struct gl_point_attrib Point; /**< Point attributes */
4927 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4928 GLuint PolygonStipple[32]; /**< Polygon stipple */
4929 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4930 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4931 struct gl_texture_attrib Texture; /**< Texture attributes */
4932 struct gl_transform_attrib Transform; /**< Transformation attributes */
4933 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4934 GLuint SubpixelPrecisionBias[2]; /**< Viewport attributes */
4935 /*@}*/
4936
4937 /** \name Client attribute stack */
4938 /*@{*/
4939 GLuint ClientAttribStackDepth;
4940 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4941 /*@}*/
4942
4943 /** \name Client attribute groups */
4944 /*@{*/
4945 struct gl_array_attrib Array; /**< Vertex arrays */
4946 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4947 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4948 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4949 /*@}*/
4950
4951 /** \name Other assorted state (not pushed/popped on attribute stack) */
4952 /*@{*/
4953 struct gl_pixelmaps PixelMaps;
4954
4955 struct gl_evaluators EvalMap; /**< All evaluators */
4956 struct gl_feedback Feedback; /**< Feedback */
4957 struct gl_selection Select; /**< Selection */
4958
4959 struct gl_program_state Program; /**< general program state */
4960 struct gl_vertex_program_state VertexProgram;
4961 struct gl_fragment_program_state FragmentProgram;
4962 struct gl_geometry_program_state GeometryProgram;
4963 struct gl_compute_program_state ComputeProgram;
4964 struct gl_tess_ctrl_program_state TessCtrlProgram;
4965 struct gl_tess_eval_program_state TessEvalProgram;
4966 struct gl_ati_fragment_shader_state ATIFragmentShader;
4967
4968 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4969 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4970
4971 /**
4972 * Current active shader pipeline state
4973 *
4974 * Almost all internal users want ::_Shader instead of ::Shader. The
4975 * exceptions are bits of legacy GLSL API that do not know about separate
4976 * shader objects.
4977 *
4978 * If a program is active via \c glUseProgram, this will point to
4979 * \c ::Shader.
4980 *
4981 * If a program pipeline is active via \c glBindProgramPipeline, this will
4982 * point to \c ::Pipeline.Current.
4983 *
4984 * If neither a program nor a program pipeline is active, this will point to
4985 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4986 * \c NULL.
4987 */
4988 struct gl_pipeline_object *_Shader;
4989
4990 /**
4991 * NIR containing the functions that implement software fp64 support.
4992 */
4993 struct nir_shader *SoftFP64;
4994
4995 struct gl_query_state Query; /**< occlusion, timer queries */
4996
4997 struct gl_transform_feedback_state TransformFeedback;
4998
4999 struct gl_perf_monitor_state PerfMonitor;
5000 struct gl_perf_query_state PerfQuery;
5001
5002 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
5003 struct gl_buffer_object *ParameterBuffer; /** < GL_ARB_indirect_parameters */
5004 struct gl_buffer_object *DispatchIndirectBuffer; /** < GL_ARB_compute_shader */
5005
5006 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
5007 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
5008
5009 struct gl_buffer_object *QueryBuffer; /**< GL_ARB_query_buffer_object */
5010
5011 /**
5012 * Current GL_ARB_uniform_buffer_object binding referenced by
5013 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
5014 */
5015 struct gl_buffer_object *UniformBuffer;
5016
5017 /**
5018 * Current GL_ARB_shader_storage_buffer_object binding referenced by
5019 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
5020 */
5021 struct gl_buffer_object *ShaderStorageBuffer;
5022
5023 /**
5024 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
5025 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
5026 * associated with uniform blocks by glUniformBlockBinding()'s state in the
5027 * shader program.
5028 */
5029 struct gl_buffer_binding
5030 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
5031
5032 /**
5033 * Array of shader storage buffers for ARB_shader_storage_buffer_object
5034 * and GL 4.3. This is set up using glBindBufferRange() or
5035 * glBindBufferBase(). They are associated with shader storage blocks by
5036 * glShaderStorageBlockBinding()'s state in the shader program.
5037 */
5038 struct gl_buffer_binding
5039 ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
5040
5041 /**
5042 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
5043 * target.
5044 */
5045 struct gl_buffer_object *AtomicBuffer;
5046
5047 /**
5048 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
5049 * target.
5050 */
5051 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
5052
5053 /**
5054 * Array of atomic counter buffer binding points.
5055 */
5056 struct gl_buffer_binding
5057 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
5058
5059 /**
5060 * Array of image units for ARB_shader_image_load_store.
5061 */
5062 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
5063
5064 struct gl_subroutine_index_binding SubroutineIndex[MESA_SHADER_STAGES];
5065 /*@}*/
5066
5067 struct gl_meta_state *Meta; /**< for "meta" operations */
5068
5069 /* GL_EXT_framebuffer_object */
5070 struct gl_renderbuffer *CurrentRenderbuffer;
5071
5072 GLenum16 ErrorValue; /**< Last error code */
5073
5074 /**
5075 * Recognize and silence repeated error debug messages in buggy apps.
5076 */
5077 const char *ErrorDebugFmtString;
5078 GLuint ErrorDebugCount;
5079
5080 /* GL_ARB_debug_output/GL_KHR_debug */
5081 simple_mtx_t DebugMutex;
5082 struct gl_debug_state *Debug;
5083
5084 GLenum16 RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
5085 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
5086 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
5087
5088 struct gl_driver_flags DriverFlags;
5089
5090 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
5091
5092 GLbitfield varying_vp_inputs; /**< mask of VERT_BIT_* flags */
5093
5094 /** \name Derived state */
5095 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
5096 GLfloat _EyeZDir[3];
5097 GLfloat _ModelViewInvScale; /* may be for model- or eyespace lighting */
5098 GLfloat _ModelViewInvScaleEyespace; /* always factor defined in spec */
5099 GLboolean _NeedEyeCoords;
5100 GLboolean _ForceEyeCoords;
5101
5102 GLuint TextureStateTimestamp; /**< detect changes to shared state */
5103
5104 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
5105
5106 /** \name For debugging/development only */
5107 /*@{*/
5108 GLboolean FirstTimeCurrent;
5109 /*@}*/
5110
5111 /**
5112 * False if this context was created without a config. This is needed
5113 * because the initial state of glDrawBuffers depends on this
5114 */
5115 GLboolean HasConfig;
5116
5117 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
5118
5119 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
5120 GLboolean IntelConservativeRasterization; /**< GL_CONSERVATIVE_RASTERIZATION_INTEL */
5121 GLboolean ConservativeRasterization; /**< GL_CONSERVATIVE_RASTERIZATION_NV */
5122 GLfloat ConservativeRasterDilate;
5123 GLenum16 ConservativeRasterMode;
5124
5125 /** Does glVertexAttrib(0) alias glVertex()? */
5126 bool _AttribZeroAliasesVertex;
5127
5128 /**
5129 * When set, TileRasterOrderIncreasingX/Y control the order that a tiled
5130 * renderer's tiles should be excecuted, to meet the requirements of
5131 * GL_MESA_tile_raster_order.
5132 */
5133 GLboolean TileRasterOrderFixed;
5134 GLboolean TileRasterOrderIncreasingX;
5135 GLboolean TileRasterOrderIncreasingY;
5136
5137 /**
5138 * \name Hooks for module contexts.
5139 *
5140 * These will eventually live in the driver or elsewhere.
5141 */
5142 /*@{*/
5143 void *swrast_context;
5144 void *swsetup_context;
5145 void *swtnl_context;
5146 struct vbo_context *vbo_context;
5147 struct st_context *st;
5148 /*@}*/
5149
5150 /**
5151 * \name NV_vdpau_interop
5152 */
5153 /*@{*/
5154 const void *vdpDevice;
5155 const void *vdpGetProcAddress;
5156 struct set *vdpSurfaces;
5157 /*@}*/
5158
5159 /**
5160 * Has this context observed a GPU reset in any context in the share group?
5161 *
5162 * Once this field becomes true, it is never reset to false.
5163 */
5164 GLboolean ShareGroupReset;
5165
5166 /**
5167 * \name OES_primitive_bounding_box
5168 *
5169 * Stores the arguments to glPrimitiveBoundingBox
5170 */
5171 GLfloat PrimitiveBoundingBox[8];
5172
5173 struct disk_cache *Cache;
5174
5175 /**
5176 * \name GL_ARB_bindless_texture
5177 */
5178 /*@{*/
5179 struct hash_table_u64 *ResidentTextureHandles;
5180 struct hash_table_u64 *ResidentImageHandles;
5181 /*@}*/
5182
5183 bool shader_builtin_ref;
5184 };
5185
5186 /**
5187 * Information about memory usage. All sizes are in kilobytes.
5188 */
5189 struct gl_memory_info
5190 {
5191 unsigned total_device_memory; /**< size of device memory, e.g. VRAM */
5192 unsigned avail_device_memory; /**< free device memory at the moment */
5193 unsigned total_staging_memory; /**< size of staging memory, e.g. GART */
5194 unsigned avail_staging_memory; /**< free staging memory at the moment */
5195 unsigned device_memory_evicted; /**< size of memory evicted (monotonic counter) */
5196 unsigned nr_device_memory_evictions; /**< # of evictions (monotonic counter) */
5197 };
5198
5199 #ifndef NDEBUG
5200 extern int MESA_VERBOSE;
5201 extern int MESA_DEBUG_FLAGS;
5202 #else
5203 # define MESA_VERBOSE 0
5204 # define MESA_DEBUG_FLAGS 0
5205 #endif
5206
5207
5208 /** The MESA_VERBOSE var is a bitmask of these flags */
5209 enum _verbose
5210 {
5211 VERBOSE_VARRAY = 0x0001,
5212 VERBOSE_TEXTURE = 0x0002,
5213 VERBOSE_MATERIAL = 0x0004,
5214 VERBOSE_PIPELINE = 0x0008,
5215 VERBOSE_DRIVER = 0x0010,
5216 VERBOSE_STATE = 0x0020,
5217 VERBOSE_API = 0x0040,
5218 VERBOSE_DISPLAY_LIST = 0x0100,
5219 VERBOSE_LIGHTING = 0x0200,
5220 VERBOSE_PRIMS = 0x0400,
5221 VERBOSE_VERTS = 0x0800,
5222 VERBOSE_DISASSEM = 0x1000,
5223 VERBOSE_DRAW = 0x2000,
5224 VERBOSE_SWAPBUFFERS = 0x4000
5225 };
5226
5227
5228 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
5229 enum _debug
5230 {
5231 DEBUG_SILENT = (1 << 0),
5232 DEBUG_ALWAYS_FLUSH = (1 << 1),
5233 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
5234 DEBUG_INCOMPLETE_FBO = (1 << 3),
5235 DEBUG_CONTEXT = (1 << 4)
5236 };
5237
5238 #ifdef __cplusplus
5239 }
5240 #endif
5241
5242 #endif /* MTYPES_H */