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