mesa: shrink size of gl_array_attributes (v2)
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39 #include "c11/threads.h"
40
41 #include "main/glheader.h"
42 #include "main/config.h"
43 #include "glapi/glapi.h"
44 #include "math/m_matrix.h" /* GLmatrix */
45 #include "compiler/shader_enums.h"
46 #include "compiler/shader_info.h"
47 #include "main/formats.h" /* MESA_FORMAT_COUNT */
48 #include "compiler/glsl/list.h"
49 #include "util/simple_mtx.h"
50 #include "util/u_dynarray.h"
51
52
53 #ifdef __cplusplus
54 extern "C" {
55 #endif
56
57
58 /** Set a single bit */
59 #define BITFIELD_BIT(b) ((GLbitfield)1 << (b))
60 /** Set all bits up to excluding bit b */
61 #define BITFIELD_MASK(b) \
62 ((b) == 32 ? (~(GLbitfield)0) : BITFIELD_BIT(b) - 1)
63 /** Set count bits starting from bit b */
64 #define BITFIELD_RANGE(b, count) \
65 (BITFIELD_MASK((b) + (count)) & ~BITFIELD_MASK(b))
66
67
68 /**
69 * \name 64-bit extension of GLbitfield.
70 */
71 /*@{*/
72 typedef GLuint64 GLbitfield64;
73
74 /** Set a single bit */
75 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
76 /** Set all bits up to excluding bit b */
77 #define BITFIELD64_MASK(b) \
78 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
79 /** Set count bits starting from bit b */
80 #define BITFIELD64_RANGE(b, count) \
81 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
82
83
84 /**
85 * \name Some forward type declarations
86 */
87 /*@{*/
88 struct _mesa_HashTable;
89 struct gl_attrib_node;
90 struct gl_list_extensions;
91 struct gl_meta_state;
92 struct gl_program_cache;
93 struct gl_texture_object;
94 struct gl_debug_state;
95 struct gl_context;
96 struct st_context;
97 struct gl_uniform_storage;
98 struct prog_instruction;
99 struct gl_program_parameter_list;
100 struct gl_shader_spirv_data;
101 struct set;
102 struct vbo_context;
103 /*@}*/
104
105
106 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
107 #define PRIM_MAX GL_PATCHES
108 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
109 #define PRIM_UNKNOWN (PRIM_MAX + 2)
110
111 /**
112 * Determine if the given gl_varying_slot appears in the fragment shader.
113 */
114 static inline GLboolean
115 _mesa_varying_slot_in_fs(gl_varying_slot slot)
116 {
117 switch (slot) {
118 case VARYING_SLOT_PSIZ:
119 case VARYING_SLOT_BFC0:
120 case VARYING_SLOT_BFC1:
121 case VARYING_SLOT_EDGE:
122 case VARYING_SLOT_CLIP_VERTEX:
123 case VARYING_SLOT_LAYER:
124 case VARYING_SLOT_TESS_LEVEL_OUTER:
125 case VARYING_SLOT_TESS_LEVEL_INNER:
126 case VARYING_SLOT_BOUNDING_BOX0:
127 case VARYING_SLOT_BOUNDING_BOX1:
128 return GL_FALSE;
129 default:
130 return GL_TRUE;
131 }
132 }
133
134 /**
135 * Indexes for all renderbuffers
136 */
137 typedef enum
138 {
139 /* the four standard color buffers */
140 BUFFER_FRONT_LEFT,
141 BUFFER_BACK_LEFT,
142 BUFFER_FRONT_RIGHT,
143 BUFFER_BACK_RIGHT,
144 BUFFER_DEPTH,
145 BUFFER_STENCIL,
146 BUFFER_ACCUM,
147 /* optional aux buffer */
148 BUFFER_AUX0,
149 /* generic renderbuffers */
150 BUFFER_COLOR0,
151 BUFFER_COLOR1,
152 BUFFER_COLOR2,
153 BUFFER_COLOR3,
154 BUFFER_COLOR4,
155 BUFFER_COLOR5,
156 BUFFER_COLOR6,
157 BUFFER_COLOR7,
158 BUFFER_COUNT,
159 BUFFER_NONE = -1,
160 } gl_buffer_index;
161
162 /**
163 * Bit flags for all renderbuffers
164 */
165 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
166 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
167 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
168 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
169 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
170 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
171 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
172 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
173 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
174 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
175 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
176 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
177 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
178 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
179 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
180 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
181 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
182 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
183 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
184
185 /**
186 * Mask of all the color buffer bits (but not accum).
187 */
188 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
189 BUFFER_BIT_BACK_LEFT | \
190 BUFFER_BIT_FRONT_RIGHT | \
191 BUFFER_BIT_BACK_RIGHT | \
192 BUFFER_BIT_AUX0 | \
193 BUFFER_BIT_COLOR0 | \
194 BUFFER_BIT_COLOR1 | \
195 BUFFER_BIT_COLOR2 | \
196 BUFFER_BIT_COLOR3 | \
197 BUFFER_BIT_COLOR4 | \
198 BUFFER_BIT_COLOR5 | \
199 BUFFER_BIT_COLOR6 | \
200 BUFFER_BIT_COLOR7)
201
202 /* Mask of bits for depth+stencil buffers */
203 #define BUFFER_BITS_DEPTH_STENCIL (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL)
204
205 /**
206 * Framebuffer configuration (aka visual / pixelformat)
207 * Note: some of these fields should be boolean, but it appears that
208 * code in drivers/dri/common/util.c requires int-sized fields.
209 */
210 struct gl_config
211 {
212 GLboolean rgbMode;
213 GLboolean floatMode;
214 GLuint doubleBufferMode;
215 GLuint stereoMode;
216
217 GLboolean haveAccumBuffer;
218 GLboolean haveDepthBuffer;
219 GLboolean haveStencilBuffer;
220
221 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
222 GLuint redMask, greenMask, blueMask, alphaMask;
223 GLint rgbBits; /* total bits for rgb */
224 GLint indexBits; /* total bits for colorindex */
225
226 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
227 GLint depthBits;
228 GLint stencilBits;
229
230 GLint numAuxBuffers;
231
232 GLint level;
233
234 /* EXT_visual_rating / GLX 1.2 */
235 GLint visualRating;
236
237 /* EXT_visual_info / GLX 1.2 */
238 GLint transparentPixel;
239 /* colors are floats scaled to ints */
240 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
241 GLint transparentIndex;
242
243 /* ARB_multisample / SGIS_multisample */
244 GLint sampleBuffers;
245 GLuint samples;
246
247 /* SGIX_pbuffer / GLX 1.3 */
248 GLint maxPbufferWidth;
249 GLint maxPbufferHeight;
250 GLint maxPbufferPixels;
251 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
252 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
253
254 /* OML_swap_method */
255 GLint swapMethod;
256
257 /* EXT_texture_from_pixmap */
258 GLint bindToTextureRgb;
259 GLint bindToTextureRgba;
260 GLint bindToMipmapTexture;
261 GLint bindToTextureTargets;
262 GLint yInverted;
263
264 /* EXT_framebuffer_sRGB */
265 GLint sRGBCapable;
266 };
267
268
269 /**
270 * \name Bit flags used for updating material values.
271 */
272 /*@{*/
273 #define MAT_ATTRIB_FRONT_AMBIENT 0
274 #define MAT_ATTRIB_BACK_AMBIENT 1
275 #define MAT_ATTRIB_FRONT_DIFFUSE 2
276 #define MAT_ATTRIB_BACK_DIFFUSE 3
277 #define MAT_ATTRIB_FRONT_SPECULAR 4
278 #define MAT_ATTRIB_BACK_SPECULAR 5
279 #define MAT_ATTRIB_FRONT_EMISSION 6
280 #define MAT_ATTRIB_BACK_EMISSION 7
281 #define MAT_ATTRIB_FRONT_SHININESS 8
282 #define MAT_ATTRIB_BACK_SHININESS 9
283 #define MAT_ATTRIB_FRONT_INDEXES 10
284 #define MAT_ATTRIB_BACK_INDEXES 11
285 #define MAT_ATTRIB_MAX 12
286
287 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
288 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
289 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
290 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
291 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
292 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
293
294 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
295 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
296 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
297 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
298 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
299 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
300 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
301 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
302 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
303 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
304 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
305 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
306
307
308 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
309 MAT_BIT_FRONT_AMBIENT | \
310 MAT_BIT_FRONT_DIFFUSE | \
311 MAT_BIT_FRONT_SPECULAR | \
312 MAT_BIT_FRONT_SHININESS | \
313 MAT_BIT_FRONT_INDEXES)
314
315 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
316 MAT_BIT_BACK_AMBIENT | \
317 MAT_BIT_BACK_DIFFUSE | \
318 MAT_BIT_BACK_SPECULAR | \
319 MAT_BIT_BACK_SHININESS | \
320 MAT_BIT_BACK_INDEXES)
321
322 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
323 /*@}*/
324
325
326 /**
327 * Material state.
328 */
329 struct gl_material
330 {
331 GLfloat Attrib[MAT_ATTRIB_MAX][4];
332 };
333
334
335 /**
336 * Light state flags.
337 */
338 /*@{*/
339 #define LIGHT_SPOT 0x1
340 #define LIGHT_LOCAL_VIEWER 0x2
341 #define LIGHT_POSITIONAL 0x4
342 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
343 /*@}*/
344
345
346 /**
347 * Light source state.
348 */
349 struct gl_light
350 {
351 GLfloat Ambient[4]; /**< ambient color */
352 GLfloat Diffuse[4]; /**< diffuse color */
353 GLfloat Specular[4]; /**< specular color */
354 GLfloat EyePosition[4]; /**< position in eye coordinates */
355 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
356 GLfloat SpotExponent;
357 GLfloat SpotCutoff; /**< in degrees */
358 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
359 GLfloat ConstantAttenuation;
360 GLfloat LinearAttenuation;
361 GLfloat QuadraticAttenuation;
362 GLboolean Enabled; /**< On/off flag */
363
364 /**
365 * \name Derived fields
366 */
367 /*@{*/
368 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
369
370 GLfloat _Position[4]; /**< position in eye/obj coordinates */
371 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
372 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
373 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
374 GLfloat _VP_inf_spot_attenuation;
375
376 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
377 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
378 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
379 /*@}*/
380 };
381
382
383 /**
384 * Light model state.
385 */
386 struct gl_lightmodel
387 {
388 GLfloat Ambient[4]; /**< ambient color */
389 GLboolean LocalViewer; /**< Local (or infinite) view point? */
390 GLboolean TwoSide; /**< Two (or one) sided lighting? */
391 GLenum16 ColorControl; /**< either GL_SINGLE_COLOR
392 or GL_SEPARATE_SPECULAR_COLOR */
393 };
394
395
396 /**
397 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
398 */
399 struct gl_accum_attrib
400 {
401 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
402 };
403
404
405 /**
406 * Used for storing clear color, texture border color, etc.
407 * The float values are typically unclamped.
408 */
409 union gl_color_union
410 {
411 GLfloat f[4];
412 GLint i[4];
413 GLuint ui[4];
414 };
415
416 /**
417 * Remapped color logical operations
418 *
419 * With the exception of NVIDIA hardware, which consumes the OpenGL enumerants
420 * directly, everything wants this mapping of color logical operations.
421 *
422 * Fun fact: These values are just the bit-reverse of the low-nibble of the GL
423 * enumerant values (i.e., `GL_NOOP & 0x0f` is `b0101' while
424 * \c COLOR_LOGICOP_NOOP is `b1010`).
425 *
426 * Fun fact #2: These values are just an encoding of the operation as a table
427 * of bit values. The result of the logic op is:
428 *
429 * result_bit = (logic_op >> (2 * src_bit + dst_bit)) & 1
430 *
431 * For the GL enums, the result is:
432 *
433 * result_bit = logic_op & (1 << (2 * src_bit + dst_bit))
434 */
435 enum PACKED gl_logicop_mode {
436 COLOR_LOGICOP_CLEAR = 0,
437 COLOR_LOGICOP_NOR = 1,
438 COLOR_LOGICOP_AND_INVERTED = 2,
439 COLOR_LOGICOP_COPY_INVERTED = 3,
440 COLOR_LOGICOP_AND_REVERSE = 4,
441 COLOR_LOGICOP_INVERT = 5,
442 COLOR_LOGICOP_XOR = 6,
443 COLOR_LOGICOP_NAND = 7,
444 COLOR_LOGICOP_AND = 8,
445 COLOR_LOGICOP_EQUIV = 9,
446 COLOR_LOGICOP_NOOP = 10,
447 COLOR_LOGICOP_OR_INVERTED = 11,
448 COLOR_LOGICOP_COPY = 12,
449 COLOR_LOGICOP_OR_REVERSE = 13,
450 COLOR_LOGICOP_OR = 14,
451 COLOR_LOGICOP_SET = 15
452 };
453
454 /**
455 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
456 */
457 struct gl_colorbuffer_attrib
458 {
459 GLuint ClearIndex; /**< Index for glClear */
460 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
461 GLuint IndexMask; /**< Color index write mask */
462 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
463
464 GLenum16 DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
465
466 /**
467 * \name alpha testing
468 */
469 /*@{*/
470 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
471 GLenum16 AlphaFunc; /**< Alpha test function */
472 GLfloat AlphaRefUnclamped;
473 GLclampf AlphaRef; /**< Alpha reference value */
474 /*@}*/
475
476 /**
477 * \name Blending
478 */
479 /*@{*/
480 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
481
482 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
483 * control, only on the fixed-pointness of the render target.
484 * The query does however depend on fragment color clamping.
485 */
486 GLfloat BlendColorUnclamped[4]; /**< Blending color */
487 GLfloat BlendColor[4]; /**< Blending color */
488
489 struct
490 {
491 GLenum16 SrcRGB; /**< RGB blend source term */
492 GLenum16 DstRGB; /**< RGB blend dest term */
493 GLenum16 SrcA; /**< Alpha blend source term */
494 GLenum16 DstA; /**< Alpha blend dest term */
495 GLenum16 EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
496 GLenum16 EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
497 /**
498 * Set if any blend factor uses SRC1. Computed at the time blend factors
499 * get set.
500 */
501 GLboolean _UsesDualSrc;
502 } Blend[MAX_DRAW_BUFFERS];
503 /** Are the blend func terms currently different for each buffer/target? */
504 GLboolean _BlendFuncPerBuffer;
505 /** Are the blend equations currently different for each buffer/target? */
506 GLboolean _BlendEquationPerBuffer;
507
508 /**
509 * Which advanced blending mode is in use (or BLEND_NONE).
510 *
511 * KHR_blend_equation_advanced only allows advanced blending with a single
512 * draw buffer, and NVX_blend_equation_advanced_multi_draw_buffer still
513 * requires all draw buffers to match, so we only need a single value.
514 */
515 enum gl_advanced_blend_mode _AdvancedBlendMode;
516
517 /** Coherency requested via glEnable(GL_BLEND_ADVANCED_COHERENT_KHR)? */
518 bool BlendCoherent;
519 /*@}*/
520
521 /**
522 * \name Logic op
523 */
524 /*@{*/
525 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
526 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
527 GLenum16 LogicOp; /**< Logic operator */
528 enum gl_logicop_mode _LogicOp;
529 /*@}*/
530
531 GLboolean DitherFlag; /**< Dither enable flag */
532
533 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
534 GLenum16 ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
535 GLenum16 ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
536
537 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
538 };
539
540
541 /**
542 * Current attribute group (GL_CURRENT_BIT).
543 */
544 struct gl_current_attrib
545 {
546 /**
547 * \name Current vertex attributes (color, texcoords, etc).
548 * \note Values are valid only after FLUSH_VERTICES has been called.
549 * \note Index and Edgeflag current values are stored as floats in the
550 * SIX and SEVEN attribute slots.
551 * \note We need double storage for 64-bit vertex attributes
552 */
553 GLfloat Attrib[VERT_ATTRIB_MAX][4*2];
554
555 /**
556 * \name Current raster position attributes (always up to date after a
557 * glRasterPos call).
558 */
559 GLfloat RasterPos[4];
560 GLfloat RasterDistance;
561 GLfloat RasterColor[4];
562 GLfloat RasterSecondaryColor[4];
563 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
564 GLboolean RasterPosValid;
565 };
566
567
568 /**
569 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
570 */
571 struct gl_depthbuffer_attrib
572 {
573 GLenum16 Func; /**< Function for depth buffer compare */
574 GLclampd Clear; /**< Value to clear depth buffer to */
575 GLboolean Test; /**< Depth buffering enabled flag */
576 GLboolean Mask; /**< Depth buffer writable? */
577 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
578 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
579 };
580
581
582 /**
583 * Evaluator attribute group (GL_EVAL_BIT).
584 */
585 struct gl_eval_attrib
586 {
587 /**
588 * \name Enable bits
589 */
590 /*@{*/
591 GLboolean Map1Color4;
592 GLboolean Map1Index;
593 GLboolean Map1Normal;
594 GLboolean Map1TextureCoord1;
595 GLboolean Map1TextureCoord2;
596 GLboolean Map1TextureCoord3;
597 GLboolean Map1TextureCoord4;
598 GLboolean Map1Vertex3;
599 GLboolean Map1Vertex4;
600 GLboolean Map2Color4;
601 GLboolean Map2Index;
602 GLboolean Map2Normal;
603 GLboolean Map2TextureCoord1;
604 GLboolean Map2TextureCoord2;
605 GLboolean Map2TextureCoord3;
606 GLboolean Map2TextureCoord4;
607 GLboolean Map2Vertex3;
608 GLboolean Map2Vertex4;
609 GLboolean AutoNormal;
610 /*@}*/
611
612 /**
613 * \name Map Grid endpoints and divisions and calculated du values
614 */
615 /*@{*/
616 GLint MapGrid1un;
617 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
618 GLint MapGrid2un, MapGrid2vn;
619 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
620 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
621 /*@}*/
622 };
623
624
625 /**
626 * Compressed fog mode.
627 */
628 enum gl_fog_mode
629 {
630 FOG_NONE,
631 FOG_LINEAR,
632 FOG_EXP,
633 FOG_EXP2,
634 };
635
636
637 /**
638 * Fog attribute group (GL_FOG_BIT).
639 */
640 struct gl_fog_attrib
641 {
642 GLboolean Enabled; /**< Fog enabled flag */
643 GLboolean ColorSumEnabled;
644 uint8_t _PackedMode; /**< Fog mode as 2 bits */
645 uint8_t _PackedEnabledMode; /**< Masked CompressedMode */
646 GLfloat ColorUnclamped[4]; /**< Fog color */
647 GLfloat Color[4]; /**< Fog color */
648 GLfloat Density; /**< Density >= 0.0 */
649 GLfloat Start; /**< Start distance in eye coords */
650 GLfloat End; /**< End distance in eye coords */
651 GLfloat Index; /**< Fog index */
652 GLenum16 Mode; /**< Fog mode */
653 GLenum16 FogCoordinateSource;/**< GL_EXT_fog_coord */
654 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
655 GLenum16 FogDistanceMode; /**< GL_NV_fog_distance */
656 };
657
658
659 /**
660 * Hint attribute group (GL_HINT_BIT).
661 *
662 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
663 */
664 struct gl_hint_attrib
665 {
666 GLenum16 PerspectiveCorrection;
667 GLenum16 PointSmooth;
668 GLenum16 LineSmooth;
669 GLenum16 PolygonSmooth;
670 GLenum16 Fog;
671 GLenum16 TextureCompression; /**< GL_ARB_texture_compression */
672 GLenum16 GenerateMipmap; /**< GL_SGIS_generate_mipmap */
673 GLenum16 FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
674 };
675
676
677 /**
678 * Lighting attribute group (GL_LIGHT_BIT).
679 */
680 struct gl_light_attrib
681 {
682 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
683 struct gl_lightmodel Model; /**< Lighting model */
684
685 /**
686 * Front and back material values.
687 * Note: must call FLUSH_VERTICES() before using.
688 */
689 struct gl_material Material;
690
691 GLboolean Enabled; /**< Lighting enabled flag */
692 GLboolean ColorMaterialEnabled;
693
694 GLenum16 ShadeModel; /**< GL_FLAT or GL_SMOOTH */
695 GLenum16 ProvokingVertex; /**< GL_EXT_provoking_vertex */
696 GLenum16 ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
697 GLenum16 ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
698 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
699
700
701 GLboolean _ClampVertexColor;
702 GLenum16 ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
703
704 /**
705 * Derived state for optimizations:
706 */
707 /*@{*/
708 GLbitfield _EnabledLights; /**< bitmask containing enabled lights */
709
710 GLboolean _NeedEyeCoords;
711 GLboolean _NeedVertices; /**< Use fast shader? */
712
713 GLfloat _BaseColor[2][3];
714 /*@}*/
715 };
716
717
718 /**
719 * Line attribute group (GL_LINE_BIT).
720 */
721 struct gl_line_attrib
722 {
723 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
724 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
725 GLushort StipplePattern; /**< Stipple pattern */
726 GLint StippleFactor; /**< Stipple repeat factor */
727 GLfloat Width; /**< Line width */
728 };
729
730
731 /**
732 * Display list attribute group (GL_LIST_BIT).
733 */
734 struct gl_list_attrib
735 {
736 GLuint ListBase;
737 };
738
739
740 /**
741 * Multisample attribute group (GL_MULTISAMPLE_BIT).
742 */
743 struct gl_multisample_attrib
744 {
745 GLboolean Enabled;
746 GLboolean SampleAlphaToCoverage;
747 GLboolean SampleAlphaToOne;
748 GLboolean SampleCoverage;
749 GLboolean SampleCoverageInvert;
750 GLboolean SampleShading;
751
752 /* ARB_texture_multisample / GL3.2 additions */
753 GLboolean SampleMask;
754
755 GLfloat SampleCoverageValue; /**< In range [0, 1] */
756 GLfloat MinSampleShadingValue; /**< In range [0, 1] */
757
758 /** The GL spec defines this as an array but >32x MSAA is madness */
759 GLbitfield SampleMaskValue;
760 };
761
762
763 /**
764 * A pixelmap (see glPixelMap)
765 */
766 struct gl_pixelmap
767 {
768 GLint Size;
769 GLfloat Map[MAX_PIXEL_MAP_TABLE];
770 };
771
772
773 /**
774 * Collection of all pixelmaps
775 */
776 struct gl_pixelmaps
777 {
778 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
779 struct gl_pixelmap GtoG;
780 struct gl_pixelmap BtoB;
781 struct gl_pixelmap AtoA;
782 struct gl_pixelmap ItoR;
783 struct gl_pixelmap ItoG;
784 struct gl_pixelmap ItoB;
785 struct gl_pixelmap ItoA;
786 struct gl_pixelmap ItoI;
787 struct gl_pixelmap StoS;
788 };
789
790
791 /**
792 * Pixel attribute group (GL_PIXEL_MODE_BIT).
793 */
794 struct gl_pixel_attrib
795 {
796 GLenum16 ReadBuffer; /**< source buffer for glRead/CopyPixels() */
797
798 /*--- Begin Pixel Transfer State ---*/
799 /* Fields are in the order in which they're applied... */
800
801 /** Scale & Bias (index shift, offset) */
802 /*@{*/
803 GLfloat RedBias, RedScale;
804 GLfloat GreenBias, GreenScale;
805 GLfloat BlueBias, BlueScale;
806 GLfloat AlphaBias, AlphaScale;
807 GLfloat DepthBias, DepthScale;
808 GLint IndexShift, IndexOffset;
809 /*@}*/
810
811 /* Pixel Maps */
812 /* Note: actual pixel maps are not part of this attrib group */
813 GLboolean MapColorFlag;
814 GLboolean MapStencilFlag;
815
816 /*--- End Pixel Transfer State ---*/
817
818 /** glPixelZoom */
819 GLfloat ZoomX, ZoomY;
820 };
821
822
823 /**
824 * Point attribute group (GL_POINT_BIT).
825 */
826 struct gl_point_attrib
827 {
828 GLfloat Size; /**< User-specified point size */
829 GLfloat Params[3]; /**< GL_EXT_point_parameters */
830 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
831 GLfloat Threshold; /**< GL_EXT_point_parameters */
832 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
833 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
834 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
835 GLbitfield CoordReplace; /**< GL_ARB_point_sprite*/
836 GLenum16 SpriteRMode; /**< GL_NV_point_sprite (only!) */
837 GLenum16 SpriteOrigin; /**< GL_ARB_point_sprite */
838 };
839
840
841 /**
842 * Polygon attribute group (GL_POLYGON_BIT).
843 */
844 struct gl_polygon_attrib
845 {
846 GLenum16 FrontFace; /**< Either GL_CW or GL_CCW */
847 GLenum16 FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
848 GLenum16 BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
849 GLboolean CullFlag; /**< Culling on/off flag */
850 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
851 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
852 GLenum16 CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
853 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
854 GLfloat OffsetUnits; /**< Polygon offset units, from user */
855 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
856 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
857 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
858 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
859 };
860
861
862 /**
863 * Scissor attributes (GL_SCISSOR_BIT).
864 */
865 struct gl_scissor_rect
866 {
867 GLint X, Y; /**< Lower left corner of box */
868 GLsizei Width, Height; /**< Size of box */
869 };
870
871
872 struct gl_scissor_attrib
873 {
874 GLbitfield EnableFlags; /**< Scissor test enabled? */
875 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
876 GLint NumWindowRects; /**< Count of enabled window rectangles */
877 GLenum16 WindowRectMode; /**< Whether to include or exclude the rects */
878 struct gl_scissor_rect WindowRects[MAX_WINDOW_RECTANGLES];
879 };
880
881
882 /**
883 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
884 *
885 * Three sets of stencil data are tracked so that OpenGL 2.0,
886 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
887 * simultaneously. In each of the stencil state arrays, element 0 corresponds
888 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
889 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
890 * GL_EXT_stencil_two_side GL_BACK state.
891 *
892 * The derived value \c _BackFace is either 1 or 2 depending on whether or
893 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
894 *
895 * The derived value \c _TestTwoSide is set when the front-face and back-face
896 * stencil state are different.
897 */
898 struct gl_stencil_attrib
899 {
900 GLboolean Enabled; /**< Enabled flag */
901 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
902 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
903 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
904 GLenum16 Function[3]; /**< Stencil function */
905 GLenum16 FailFunc[3]; /**< Fail function */
906 GLenum16 ZPassFunc[3]; /**< Depth buffer pass function */
907 GLenum16 ZFailFunc[3]; /**< Depth buffer fail function */
908 GLint Ref[3]; /**< Reference value */
909 GLuint ValueMask[3]; /**< Value mask */
910 GLuint WriteMask[3]; /**< Write mask */
911 GLuint Clear; /**< Clear value */
912 };
913
914
915 /**
916 * An index for each type of texture object. These correspond to the GL
917 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
918 * Note: the order is from highest priority to lowest priority.
919 */
920 typedef enum
921 {
922 TEXTURE_2D_MULTISAMPLE_INDEX,
923 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
924 TEXTURE_CUBE_ARRAY_INDEX,
925 TEXTURE_BUFFER_INDEX,
926 TEXTURE_2D_ARRAY_INDEX,
927 TEXTURE_1D_ARRAY_INDEX,
928 TEXTURE_EXTERNAL_INDEX,
929 TEXTURE_CUBE_INDEX,
930 TEXTURE_3D_INDEX,
931 TEXTURE_RECT_INDEX,
932 TEXTURE_2D_INDEX,
933 TEXTURE_1D_INDEX,
934 NUM_TEXTURE_TARGETS
935 } gl_texture_index;
936
937
938 /**
939 * Bit flags for each type of texture object
940 */
941 /*@{*/
942 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
943 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
944 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
945 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
946 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
947 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
948 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
949 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
950 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
951 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
952 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
953 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
954 /*@}*/
955
956
957 /**
958 * Texture image state. Drivers will typically create a subclass of this
959 * with extra fields for memory buffers, etc.
960 */
961 struct gl_texture_image
962 {
963 GLint InternalFormat; /**< Internal format as given by the user */
964 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
965 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
966 * GL_INTENSITY, GL_DEPTH_COMPONENT or
967 * GL_DEPTH_STENCIL_EXT only. Used for
968 * choosing TexEnv arithmetic.
969 */
970 mesa_format TexFormat; /**< The actual texture memory format */
971
972 GLuint Border; /**< 0 or 1 */
973 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
974 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
975 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
976 GLuint Width2; /**< = Width - 2*Border */
977 GLuint Height2; /**< = Height - 2*Border */
978 GLuint Depth2; /**< = Depth - 2*Border */
979 GLuint WidthLog2; /**< = log2(Width2) */
980 GLuint HeightLog2; /**< = log2(Height2) */
981 GLuint DepthLog2; /**< = log2(Depth2) */
982 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
983 levels, computed from the dimensions */
984
985 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
986 GLuint Level; /**< Which mipmap level am I? */
987 /** Cube map face: index into gl_texture_object::Image[] array */
988 GLuint Face;
989
990 /** GL_ARB_texture_multisample */
991 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
992 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
993 };
994
995
996 /**
997 * Indexes for cube map faces.
998 */
999 typedef enum
1000 {
1001 FACE_POS_X = 0,
1002 FACE_NEG_X = 1,
1003 FACE_POS_Y = 2,
1004 FACE_NEG_Y = 3,
1005 FACE_POS_Z = 4,
1006 FACE_NEG_Z = 5,
1007 MAX_FACES = 6
1008 } gl_face_index;
1009
1010
1011 /**
1012 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1013 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1014 */
1015 struct gl_sampler_object
1016 {
1017 simple_mtx_t Mutex;
1018 GLuint Name;
1019 GLint RefCount;
1020 GLchar *Label; /**< GL_KHR_debug */
1021
1022 GLenum16 WrapS; /**< S-axis texture image wrap mode */
1023 GLenum16 WrapT; /**< T-axis texture image wrap mode */
1024 GLenum16 WrapR; /**< R-axis texture image wrap mode */
1025 GLenum16 MinFilter; /**< minification filter */
1026 GLenum16 MagFilter; /**< magnification filter */
1027 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1028 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1029 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1030 GLfloat LodBias; /**< OpenGL 1.4 */
1031 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1032 GLenum16 CompareMode; /**< GL_ARB_shadow */
1033 GLenum16 CompareFunc; /**< GL_ARB_shadow */
1034 GLenum16 sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1035 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1036
1037 /** GL_ARB_bindless_texture */
1038 bool HandleAllocated;
1039 struct util_dynarray Handles;
1040 };
1041
1042
1043 /**
1044 * Texture object state. Contains the array of mipmap images, border color,
1045 * wrap modes, filter modes, and shadow/texcompare state.
1046 */
1047 struct gl_texture_object
1048 {
1049 simple_mtx_t Mutex; /**< for thread safety */
1050 GLint RefCount; /**< reference count */
1051 GLuint Name; /**< the user-visible texture object ID */
1052 GLchar *Label; /**< GL_KHR_debug */
1053 GLenum16 Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1054 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
1055 Only valid when Target is valid. */
1056
1057 struct gl_sampler_object Sampler;
1058
1059 GLenum16 DepthMode; /**< GL_ARB_depth_texture */
1060
1061 GLfloat Priority; /**< in [0,1] */
1062 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1063 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1064 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1065 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1066 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1067 GLint CropRect[4]; /**< GL_OES_draw_texture */
1068 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1069 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1070 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1071 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1072 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1073 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1074 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1075 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1076 pressure? */
1077 GLboolean Immutable; /**< GL_ARB_texture_storage */
1078 GLboolean _IsFloat; /**< GL_OES_float_texture */
1079 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
1080 bool StencilSampling; /**< Should we sample stencil instead of depth? */
1081 bool HandleAllocated; /**< GL_ARB_bindless_texture */
1082
1083 GLuint MinLevel; /**< GL_ARB_texture_view */
1084 GLuint MinLayer; /**< GL_ARB_texture_view */
1085 GLuint NumLevels; /**< GL_ARB_texture_view */
1086 GLuint NumLayers; /**< GL_ARB_texture_view */
1087
1088 /** GL_EXT_memory_object */
1089 GLenum16 TextureTiling;
1090
1091 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1092 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1093
1094 /** GL_ARB_texture_buffer_object */
1095 struct gl_buffer_object *BufferObject;
1096 GLenum16 BufferObjectFormat;
1097 /** Equivalent Mesa format for BufferObjectFormat. */
1098 mesa_format _BufferObjectFormat;
1099 /** GL_ARB_texture_buffer_range */
1100 GLintptr BufferOffset;
1101 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1102
1103 /** GL_OES_EGL_image_external */
1104 GLint RequiredTextureImageUnits;
1105
1106 /** GL_ARB_shader_image_load_store */
1107 GLenum16 ImageFormatCompatibilityType;
1108
1109 /** GL_ARB_bindless_texture */
1110 struct util_dynarray SamplerHandles;
1111 struct util_dynarray ImageHandles;
1112 };
1113
1114
1115 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1116 #define MAX_COMBINER_TERMS 4
1117
1118
1119 /**
1120 * Texture combine environment state.
1121 */
1122 struct gl_tex_env_combine_state
1123 {
1124 GLenum16 ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1125 GLenum16 ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1126 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1127 GLenum16 SourceRGB[MAX_COMBINER_TERMS];
1128 GLenum16 SourceA[MAX_COMBINER_TERMS];
1129 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1130 GLenum16 OperandRGB[MAX_COMBINER_TERMS];
1131 GLenum16 OperandA[MAX_COMBINER_TERMS];
1132 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1133 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1134 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1135 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1136 };
1137
1138
1139 /** Compressed TexEnv effective Combine mode */
1140 enum gl_tex_env_mode
1141 {
1142 TEXENV_MODE_REPLACE, /* r = a0 */
1143 TEXENV_MODE_MODULATE, /* r = a0 * a1 */
1144 TEXENV_MODE_ADD, /* r = a0 + a1 */
1145 TEXENV_MODE_ADD_SIGNED, /* r = a0 + a1 - 0.5 */
1146 TEXENV_MODE_INTERPOLATE, /* r = a0 * a2 + a1 * (1 - a2) */
1147 TEXENV_MODE_SUBTRACT, /* r = a0 - a1 */
1148 TEXENV_MODE_DOT3_RGB, /* r = a0 . a1 */
1149 TEXENV_MODE_DOT3_RGB_EXT, /* r = a0 . a1 */
1150 TEXENV_MODE_DOT3_RGBA, /* r = a0 . a1 */
1151 TEXENV_MODE_DOT3_RGBA_EXT, /* r = a0 . a1 */
1152 TEXENV_MODE_MODULATE_ADD_ATI, /* r = a0 * a2 + a1 */
1153 TEXENV_MODE_MODULATE_SIGNED_ADD_ATI, /* r = a0 * a2 + a1 - 0.5 */
1154 TEXENV_MODE_MODULATE_SUBTRACT_ATI, /* r = a0 * a2 - a1 */
1155 TEXENV_MODE_ADD_PRODUCTS_NV, /* r = a0 * a1 + a2 * a3 */
1156 TEXENV_MODE_ADD_PRODUCTS_SIGNED_NV, /* r = a0 * a1 + a2 * a3 - 0.5 */
1157 };
1158
1159
1160 /** Compressed TexEnv Combine source */
1161 enum gl_tex_env_source
1162 {
1163 TEXENV_SRC_TEXTURE0,
1164 TEXENV_SRC_TEXTURE1,
1165 TEXENV_SRC_TEXTURE2,
1166 TEXENV_SRC_TEXTURE3,
1167 TEXENV_SRC_TEXTURE4,
1168 TEXENV_SRC_TEXTURE5,
1169 TEXENV_SRC_TEXTURE6,
1170 TEXENV_SRC_TEXTURE7,
1171 TEXENV_SRC_TEXTURE,
1172 TEXENV_SRC_PREVIOUS,
1173 TEXENV_SRC_PRIMARY_COLOR,
1174 TEXENV_SRC_CONSTANT,
1175 TEXENV_SRC_ZERO,
1176 TEXENV_SRC_ONE,
1177 };
1178
1179
1180 /** Compressed TexEnv Combine operand */
1181 enum gl_tex_env_operand
1182 {
1183 TEXENV_OPR_COLOR,
1184 TEXENV_OPR_ONE_MINUS_COLOR,
1185 TEXENV_OPR_ALPHA,
1186 TEXENV_OPR_ONE_MINUS_ALPHA,
1187 };
1188
1189
1190 /** Compressed TexEnv Combine argument */
1191 struct gl_tex_env_argument
1192 {
1193 #ifdef __GNUC__
1194 __extension__ uint8_t Source:4; /**< TEXENV_SRC_x */
1195 __extension__ uint8_t Operand:2; /**< TEXENV_OPR_x */
1196 #else
1197 uint8_t Source; /**< SRC_x */
1198 uint8_t Operand; /**< OPR_x */
1199 #endif
1200 };
1201
1202
1203 /***
1204 * Compressed TexEnv Combine state.
1205 */
1206 struct gl_tex_env_combine_packed
1207 {
1208 uint32_t ModeRGB:4; /**< Effective mode for RGB as 4 bits */
1209 uint32_t ModeA:4; /**< Effective mode for RGB as 4 bits */
1210 uint32_t ScaleShiftRGB:2; /**< 0, 1 or 2 */
1211 uint32_t ScaleShiftA:2; /**< 0, 1 or 2 */
1212 uint32_t NumArgsRGB:3; /**< Number of inputs used for the RGB combiner */
1213 uint32_t NumArgsA:3; /**< Number of inputs used for the A combiner */
1214 /** Source arguments in a packed manner */
1215 struct gl_tex_env_argument ArgsRGB[MAX_COMBINER_TERMS];
1216 struct gl_tex_env_argument ArgsA[MAX_COMBINER_TERMS];
1217 };
1218
1219
1220 /**
1221 * TexGenEnabled flags.
1222 */
1223 /*@{*/
1224 #define S_BIT 1
1225 #define T_BIT 2
1226 #define R_BIT 4
1227 #define Q_BIT 8
1228 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1229 /*@}*/
1230
1231
1232 /**
1233 * Bit flag versions of the corresponding GL_ constants.
1234 */
1235 /*@{*/
1236 #define TEXGEN_SPHERE_MAP 0x1
1237 #define TEXGEN_OBJ_LINEAR 0x2
1238 #define TEXGEN_EYE_LINEAR 0x4
1239 #define TEXGEN_REFLECTION_MAP_NV 0x8
1240 #define TEXGEN_NORMAL_MAP_NV 0x10
1241
1242 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1243 TEXGEN_REFLECTION_MAP_NV | \
1244 TEXGEN_NORMAL_MAP_NV)
1245 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1246 TEXGEN_REFLECTION_MAP_NV | \
1247 TEXGEN_NORMAL_MAP_NV | \
1248 TEXGEN_EYE_LINEAR)
1249 /*@}*/
1250
1251
1252
1253 /** Tex-gen enabled for texture unit? */
1254 #define ENABLE_TEXGEN(unit) (1 << (unit))
1255
1256 /** Non-identity texture matrix for texture unit? */
1257 #define ENABLE_TEXMAT(unit) (1 << (unit))
1258
1259
1260 /**
1261 * Texture coord generation state.
1262 */
1263 struct gl_texgen
1264 {
1265 GLenum16 Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1266 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1267 GLfloat ObjectPlane[4];
1268 GLfloat EyePlane[4];
1269 };
1270
1271
1272 /**
1273 * Texture unit state. Contains enable flags, texture environment/function/
1274 * combiners, texgen state, and pointers to current texture objects.
1275 */
1276 struct gl_texture_unit
1277 {
1278 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1279
1280 GLenum16 EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1281 GLclampf EnvColor[4];
1282 GLfloat EnvColorUnclamped[4];
1283
1284 struct gl_texgen GenS;
1285 struct gl_texgen GenT;
1286 struct gl_texgen GenR;
1287 struct gl_texgen GenQ;
1288 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1289 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1290
1291 GLfloat LodBias; /**< for biasing mipmap levels */
1292
1293 /** Texture targets that have a non-default texture bound */
1294 GLbitfield _BoundTextures;
1295
1296 /** Current sampler object (GL_ARB_sampler_objects) */
1297 struct gl_sampler_object *Sampler;
1298
1299 /**
1300 * \name GL_EXT_texture_env_combine
1301 */
1302 struct gl_tex_env_combine_state Combine;
1303
1304 /**
1305 * Derived state based on \c EnvMode and the \c BaseFormat of the
1306 * currently enabled texture.
1307 */
1308 struct gl_tex_env_combine_state _EnvMode;
1309
1310 /**
1311 * Currently enabled combiner state. This will point to either
1312 * \c Combine or \c _EnvMode.
1313 */
1314 struct gl_tex_env_combine_state *_CurrentCombine;
1315
1316 /** Current texture object pointers */
1317 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1318
1319 /** Points to highest priority, complete and enabled texture object */
1320 struct gl_texture_object *_Current;
1321
1322 /** Current compressed TexEnv & Combine state */
1323 struct gl_tex_env_combine_packed _CurrentCombinePacked;
1324 };
1325
1326
1327 /**
1328 * Texture attribute group (GL_TEXTURE_BIT).
1329 */
1330 struct gl_texture_attrib
1331 {
1332 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1333
1334 /** GL_ARB_seamless_cubemap */
1335 GLboolean CubeMapSeamless;
1336
1337 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1338
1339 /** GL_ARB_texture_buffer_object */
1340 struct gl_buffer_object *BufferObject;
1341
1342 /** Texture coord units/sets used for fragment texturing */
1343 GLbitfield _EnabledCoordUnits;
1344
1345 /** Texture coord units that have texgen enabled */
1346 GLbitfield _TexGenEnabled;
1347
1348 /** Texture coord units that have non-identity matrices */
1349 GLbitfield _TexMatEnabled;
1350
1351 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1352 GLbitfield _GenFlags;
1353
1354 /** Largest index of a texture unit with _Current != NULL. */
1355 GLint _MaxEnabledTexImageUnit;
1356
1357 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1358 GLint NumCurrentTexUsed;
1359
1360 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1361 };
1362
1363
1364 /**
1365 * Data structure representing a single clip plane (e.g. one of the elements
1366 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1367 */
1368 typedef GLfloat gl_clip_plane[4];
1369
1370
1371 /**
1372 * Transformation attribute group (GL_TRANSFORM_BIT).
1373 */
1374 struct gl_transform_attrib
1375 {
1376 GLenum16 MatrixMode; /**< Matrix mode */
1377 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1378 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1379 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1380 GLboolean Normalize; /**< Normalize all normals? */
1381 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1382 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1383 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1384 /** GL_ARB_clip_control */
1385 GLenum16 ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1386 GLenum16 ClipDepthMode;/**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1387 };
1388
1389
1390 /**
1391 * Viewport attribute group (GL_VIEWPORT_BIT).
1392 */
1393 struct gl_viewport_attrib
1394 {
1395 GLfloat X, Y; /**< position */
1396 GLfloat Width, Height; /**< size */
1397 GLdouble Near, Far; /**< Depth buffer range */
1398 };
1399
1400
1401 typedef enum
1402 {
1403 MAP_USER,
1404 MAP_INTERNAL,
1405 MAP_COUNT
1406 } gl_map_buffer_index;
1407
1408
1409 /**
1410 * Fields describing a mapped buffer range.
1411 */
1412 struct gl_buffer_mapping
1413 {
1414 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1415 GLvoid *Pointer; /**< User-space address of mapping */
1416 GLintptr Offset; /**< Mapped offset */
1417 GLsizeiptr Length; /**< Mapped length */
1418 };
1419
1420
1421 /**
1422 * Usages we've seen for a buffer object.
1423 */
1424 typedef enum
1425 {
1426 USAGE_UNIFORM_BUFFER = 0x1,
1427 USAGE_TEXTURE_BUFFER = 0x2,
1428 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1429 USAGE_SHADER_STORAGE_BUFFER = 0x8,
1430 USAGE_TRANSFORM_FEEDBACK_BUFFER = 0x10,
1431 USAGE_PIXEL_PACK_BUFFER = 0x20,
1432 USAGE_DISABLE_MINMAX_CACHE = 0x40,
1433 } gl_buffer_usage;
1434
1435
1436 /**
1437 * GL_ARB_vertex/pixel_buffer_object buffer object
1438 */
1439 struct gl_buffer_object
1440 {
1441 simple_mtx_t Mutex;
1442 GLint RefCount;
1443 GLuint Name;
1444 GLchar *Label; /**< GL_KHR_debug */
1445 GLenum16 Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1446 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1447 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1448 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1449 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1450 GLboolean Written; /**< Ever written to? (for debugging) */
1451 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1452 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1453 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1454
1455 /** Counters used for buffer usage warnings */
1456 GLuint NumSubDataCalls;
1457 GLuint NumMapBufferWriteCalls;
1458
1459 struct gl_buffer_mapping Mappings[MAP_COUNT];
1460
1461 /** Memoization of min/max index computations for static index buffers */
1462 struct hash_table *MinMaxCache;
1463 unsigned MinMaxCacheHitIndices;
1464 unsigned MinMaxCacheMissIndices;
1465 bool MinMaxCacheDirty;
1466
1467 bool HandleAllocated; /**< GL_ARB_bindless_texture */
1468 };
1469
1470
1471 /**
1472 * Client pixel packing/unpacking attributes
1473 */
1474 struct gl_pixelstore_attrib
1475 {
1476 GLint Alignment;
1477 GLint RowLength;
1478 GLint SkipPixels;
1479 GLint SkipRows;
1480 GLint ImageHeight;
1481 GLint SkipImages;
1482 GLboolean SwapBytes;
1483 GLboolean LsbFirst;
1484 GLboolean Invert; /**< GL_MESA_pack_invert */
1485 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1486 GLint CompressedBlockHeight;
1487 GLint CompressedBlockDepth;
1488 GLint CompressedBlockSize;
1489 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1490 };
1491
1492
1493 /**
1494 * Vertex array information which is derived from gl_array_attributes
1495 * and gl_vertex_buffer_binding information. Used by the VBO module and
1496 * device drivers.
1497 */
1498 struct gl_vertex_array
1499 {
1500 /** if NULL, vertex data are in user memory */
1501 struct gl_buffer_object *BufferObj;
1502 /** Pointer into user memory, or offset into the BufferObj */
1503 const GLubyte *Ptr;
1504 GLsizei StrideB; /**< actual stride in bytes */
1505 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1506 GLenum16 Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1507 GLenum16 Format; /**< default: GL_RGBA, but may be GL_BGRA */
1508 unsigned Size:4; /**< components per element (1,2,3,4) */
1509 unsigned _ElementSize:8; /**< in bytes, up to 4*sizeof(GLdouble) */
1510 unsigned Normalized:1; /**< GL_ARB_vertex_program */
1511 unsigned Integer:1; /**< Integer-valued? */
1512 unsigned Doubles:1; /**< doubles not converted to floats */
1513 };
1514
1515
1516 /**
1517 * Attributes to describe a vertex array.
1518 *
1519 * Contains the size, type, format and normalization flag,
1520 * along with the index of a vertex buffer binding point.
1521 *
1522 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1523 * and is only present for backwards compatibility reasons.
1524 * Rendering always uses VERTEX_BINDING_STRIDE.
1525 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1526 * and VERTEX_BINDING_STRIDE to the same value, while
1527 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1528 */
1529 struct gl_array_attributes
1530 {
1531 /** Points to client array data. Not used when a VBO is bound */
1532 const GLubyte *Ptr;
1533 /** Offset of the first element relative to the binding offset */
1534 GLuint RelativeOffset;
1535 GLshort Stride; /**< Stride as specified with gl*Pointer() */
1536 GLenum16 Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1537 GLenum16 Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1538 GLboolean Enabled; /**< Whether the array is enabled */
1539 GLubyte Size; /**< Components per element (1,2,3,4) */
1540 unsigned Normalized:1; /**< Fixed-point values are normalized when converted to floats */
1541 unsigned Integer:1; /**< Fixed-point values are not converted to floats */
1542 unsigned Doubles:1; /**< double precision values are not converted to floats */
1543 unsigned _ElementSize:8; /**< Size of each element in bytes */
1544 /** Index into gl_vertex_array_object::BufferBinding[] array */
1545 unsigned BufferBindingIndex:6;
1546 };
1547
1548
1549 /**
1550 * This describes the buffer object used for a vertex array (or
1551 * multiple vertex arrays). If BufferObj points to the default/null
1552 * buffer object, then the vertex array lives in user memory and not a VBO.
1553 */
1554 struct gl_vertex_buffer_binding
1555 {
1556 GLintptr Offset; /**< User-specified offset */
1557 GLsizei Stride; /**< User-specified stride */
1558 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1559 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1560 GLbitfield _BoundArrays; /**< Arrays bound to this binding point */
1561 };
1562
1563
1564 /**
1565 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+ /
1566 * the GL_ARB_vertex_array_object extension.
1567 */
1568 struct gl_vertex_array_object
1569 {
1570 /** Name of the VAO as received from glGenVertexArray. */
1571 GLuint Name;
1572
1573 GLint RefCount;
1574
1575 GLchar *Label; /**< GL_KHR_debug */
1576
1577 /**
1578 * Has this array object been bound?
1579 */
1580 GLboolean EverBound;
1581
1582 /**
1583 * Derived vertex attribute arrays
1584 *
1585 * This is a legacy data structure created from gl_array_attributes and
1586 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1587 */
1588 struct gl_vertex_array _VertexAttrib[VERT_ATTRIB_MAX];
1589
1590 /** Vertex attribute arrays */
1591 struct gl_array_attributes VertexAttrib[VERT_ATTRIB_MAX];
1592
1593 /** Vertex buffer bindings */
1594 struct gl_vertex_buffer_binding BufferBinding[VERT_ATTRIB_MAX];
1595
1596 /** Mask indicating which vertex arrays have vertex buffer associated. */
1597 GLbitfield VertexAttribBufferMask;
1598
1599 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1600 GLbitfield _Enabled;
1601
1602 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1603 GLbitfield NewArrays;
1604
1605 /** The index buffer (also known as the element array buffer in OpenGL). */
1606 struct gl_buffer_object *IndexBufferObj;
1607 };
1608
1609
1610 /**
1611 * Enum for the OpenGL APIs we know about and may support.
1612 *
1613 * NOTE: This must match the api_enum table in
1614 * src/mesa/main/get_hash_generator.py
1615 */
1616 typedef enum
1617 {
1618 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
1619 API_OPENGLES,
1620 API_OPENGLES2,
1621 API_OPENGL_CORE,
1622 API_OPENGL_LAST = API_OPENGL_CORE
1623 } gl_api;
1624
1625
1626 /**
1627 * Vertex array state
1628 */
1629 struct gl_array_attrib
1630 {
1631 /** Currently bound array object. */
1632 struct gl_vertex_array_object *VAO;
1633
1634 /** The default vertex array object */
1635 struct gl_vertex_array_object *DefaultVAO;
1636
1637 /** The last VAO accessed by a DSA function */
1638 struct gl_vertex_array_object *LastLookedUpVAO;
1639
1640 /** Array objects (GL_ARB_vertex_array_object) */
1641 struct _mesa_HashTable *Objects;
1642
1643 GLint ActiveTexture; /**< Client Active Texture */
1644 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1645 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1646
1647 /**
1648 * \name Primitive restart controls
1649 *
1650 * Primitive restart is enabled if either \c PrimitiveRestart or
1651 * \c PrimitiveRestartFixedIndex is set.
1652 */
1653 /*@{*/
1654 GLboolean PrimitiveRestart;
1655 GLboolean PrimitiveRestartFixedIndex;
1656 GLboolean _PrimitiveRestart;
1657 GLuint RestartIndex;
1658 /*@}*/
1659
1660 /* GL_ARB_vertex_buffer_object */
1661 struct gl_buffer_object *ArrayBufferObj;
1662
1663 /**
1664 * Vertex arrays as consumed by a driver.
1665 * The array pointer is set up only by the VBO module.
1666 */
1667 const struct gl_vertex_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1668
1669 /** Legal array datatypes and the API for which they have been computed */
1670 GLbitfield LegalTypesMask;
1671 gl_api LegalTypesMaskAPI;
1672 };
1673
1674
1675 /**
1676 * Feedback buffer state
1677 */
1678 struct gl_feedback
1679 {
1680 GLenum16 Type;
1681 GLbitfield _Mask; /**< FB_* bits */
1682 GLfloat *Buffer;
1683 GLuint BufferSize;
1684 GLuint Count;
1685 };
1686
1687
1688 /**
1689 * Selection buffer state
1690 */
1691 struct gl_selection
1692 {
1693 GLuint *Buffer; /**< selection buffer */
1694 GLuint BufferSize; /**< size of the selection buffer */
1695 GLuint BufferCount; /**< number of values in the selection buffer */
1696 GLuint Hits; /**< number of records in the selection buffer */
1697 GLuint NameStackDepth; /**< name stack depth */
1698 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1699 GLboolean HitFlag; /**< hit flag */
1700 GLfloat HitMinZ; /**< minimum hit depth */
1701 GLfloat HitMaxZ; /**< maximum hit depth */
1702 };
1703
1704
1705 /**
1706 * 1-D Evaluator control points
1707 */
1708 struct gl_1d_map
1709 {
1710 GLuint Order; /**< Number of control points */
1711 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1712 GLfloat *Points; /**< Points to contiguous control points */
1713 };
1714
1715
1716 /**
1717 * 2-D Evaluator control points
1718 */
1719 struct gl_2d_map
1720 {
1721 GLuint Uorder; /**< Number of control points in U dimension */
1722 GLuint Vorder; /**< Number of control points in V dimension */
1723 GLfloat u1, u2, du;
1724 GLfloat v1, v2, dv;
1725 GLfloat *Points; /**< Points to contiguous control points */
1726 };
1727
1728
1729 /**
1730 * All evaluator control point state
1731 */
1732 struct gl_evaluators
1733 {
1734 /**
1735 * \name 1-D maps
1736 */
1737 /*@{*/
1738 struct gl_1d_map Map1Vertex3;
1739 struct gl_1d_map Map1Vertex4;
1740 struct gl_1d_map Map1Index;
1741 struct gl_1d_map Map1Color4;
1742 struct gl_1d_map Map1Normal;
1743 struct gl_1d_map Map1Texture1;
1744 struct gl_1d_map Map1Texture2;
1745 struct gl_1d_map Map1Texture3;
1746 struct gl_1d_map Map1Texture4;
1747 /*@}*/
1748
1749 /**
1750 * \name 2-D maps
1751 */
1752 /*@{*/
1753 struct gl_2d_map Map2Vertex3;
1754 struct gl_2d_map Map2Vertex4;
1755 struct gl_2d_map Map2Index;
1756 struct gl_2d_map Map2Color4;
1757 struct gl_2d_map Map2Normal;
1758 struct gl_2d_map Map2Texture1;
1759 struct gl_2d_map Map2Texture2;
1760 struct gl_2d_map Map2Texture3;
1761 struct gl_2d_map Map2Texture4;
1762 /*@}*/
1763 };
1764
1765
1766 struct gl_transform_feedback_varying_info
1767 {
1768 char *Name;
1769 GLenum16 Type;
1770 GLint BufferIndex;
1771 GLint Size;
1772 GLint Offset;
1773 };
1774
1775
1776 /**
1777 * Per-output info vertex shaders for transform feedback.
1778 */
1779 struct gl_transform_feedback_output
1780 {
1781 uint32_t OutputRegister;
1782 uint32_t OutputBuffer;
1783 uint32_t NumComponents;
1784 uint32_t StreamId;
1785
1786 /** offset (in DWORDs) of this output within the interleaved structure */
1787 uint32_t DstOffset;
1788
1789 /**
1790 * Offset into the output register of the data to output. For example,
1791 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1792 * offset is in the y and z components of the output register.
1793 */
1794 uint32_t ComponentOffset;
1795 };
1796
1797
1798 struct gl_transform_feedback_buffer
1799 {
1800 uint32_t Binding;
1801
1802 uint32_t NumVaryings;
1803
1804 /**
1805 * Total number of components stored in each buffer. This may be used by
1806 * hardware back-ends to determine the correct stride when interleaving
1807 * multiple transform feedback outputs in the same buffer.
1808 */
1809 uint32_t Stride;
1810
1811 /**
1812 * Which transform feedback stream this buffer binding is associated with.
1813 */
1814 uint32_t Stream;
1815 };
1816
1817
1818 /** Post-link transform feedback info. */
1819 struct gl_transform_feedback_info
1820 {
1821 /* Was xfb enabled via the api or in shader layout qualifiers */
1822 bool api_enabled;
1823
1824 unsigned NumOutputs;
1825
1826 /* Bitmask of active buffer indices. */
1827 unsigned ActiveBuffers;
1828
1829 struct gl_transform_feedback_output *Outputs;
1830
1831 /** Transform feedback varyings used for the linking of this shader program.
1832 *
1833 * Use for glGetTransformFeedbackVarying().
1834 */
1835 struct gl_transform_feedback_varying_info *Varyings;
1836 GLint NumVarying;
1837
1838 struct gl_transform_feedback_buffer Buffers[MAX_FEEDBACK_BUFFERS];
1839 };
1840
1841
1842 /**
1843 * Transform feedback object state
1844 */
1845 struct gl_transform_feedback_object
1846 {
1847 GLuint Name; /**< AKA the object ID */
1848 GLint RefCount;
1849 GLchar *Label; /**< GL_KHR_debug */
1850 GLboolean Active; /**< Is transform feedback enabled? */
1851 GLboolean Paused; /**< Is transform feedback paused? */
1852 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1853 at least once? */
1854 GLboolean EverBound; /**< Has this object been bound? */
1855
1856 /**
1857 * GLES: if Active is true, remaining number of primitives which can be
1858 * rendered without overflow. This is necessary to track because GLES
1859 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1860 * glDrawArraysInstanced would overflow transform feedback buffers.
1861 * Undefined if Active is false.
1862 *
1863 * Not tracked for desktop GL since it's unnecessary.
1864 */
1865 unsigned GlesRemainingPrims;
1866
1867 /**
1868 * The program active when BeginTransformFeedback() was called.
1869 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1870 * where stage is the pipeline stage that is the source of data for
1871 * transform feedback.
1872 */
1873 struct gl_program *program;
1874
1875 /** The feedback buffers */
1876 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1877 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1878
1879 /** Start of feedback data in dest buffer */
1880 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1881
1882 /**
1883 * Max data to put into dest buffer (in bytes). Computed based on
1884 * RequestedSize and the actual size of the buffer.
1885 */
1886 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1887
1888 /**
1889 * Size that was specified when the buffer was bound. If the buffer was
1890 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1891 * zero.
1892 */
1893 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1894 };
1895
1896
1897 /**
1898 * Context state for transform feedback.
1899 */
1900 struct gl_transform_feedback_state
1901 {
1902 GLenum16 Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1903
1904 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1905 struct gl_buffer_object *CurrentBuffer;
1906
1907 /** The table of all transform feedback objects */
1908 struct _mesa_HashTable *Objects;
1909
1910 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1911 struct gl_transform_feedback_object *CurrentObject;
1912
1913 /** The default xform-fb object (Name==0) */
1914 struct gl_transform_feedback_object *DefaultObject;
1915 };
1916
1917
1918 /**
1919 * A "performance monitor" as described in AMD_performance_monitor.
1920 */
1921 struct gl_perf_monitor_object
1922 {
1923 GLuint Name;
1924
1925 /** True if the monitor is currently active (Begin called but not End). */
1926 GLboolean Active;
1927
1928 /**
1929 * True if the monitor has ended.
1930 *
1931 * This is distinct from !Active because it may never have began.
1932 */
1933 GLboolean Ended;
1934
1935 /**
1936 * A list of groups with currently active counters.
1937 *
1938 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1939 */
1940 unsigned *ActiveGroups;
1941
1942 /**
1943 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1944 *
1945 * Checking whether counter 'c' in group 'g' is active can be done via:
1946 *
1947 * BITSET_TEST(ActiveCounters[g], c)
1948 */
1949 GLuint **ActiveCounters;
1950 };
1951
1952
1953 union gl_perf_monitor_counter_value
1954 {
1955 float f;
1956 uint64_t u64;
1957 uint32_t u32;
1958 };
1959
1960
1961 struct gl_perf_monitor_counter
1962 {
1963 /** Human readable name for the counter. */
1964 const char *Name;
1965
1966 /**
1967 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1968 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1969 */
1970 GLenum16 Type;
1971
1972 /** Minimum counter value. */
1973 union gl_perf_monitor_counter_value Minimum;
1974
1975 /** Maximum counter value. */
1976 union gl_perf_monitor_counter_value Maximum;
1977 };
1978
1979
1980 struct gl_perf_monitor_group
1981 {
1982 /** Human readable name for the group. */
1983 const char *Name;
1984
1985 /**
1986 * Maximum number of counters in this group which can be active at the
1987 * same time.
1988 */
1989 GLuint MaxActiveCounters;
1990
1991 /** Array of counters within this group. */
1992 const struct gl_perf_monitor_counter *Counters;
1993 GLuint NumCounters;
1994 };
1995
1996
1997 /**
1998 * A query object instance as described in INTEL_performance_query.
1999 *
2000 * NB: We want to keep this and the corresponding backend structure
2001 * relatively lean considering that applications may expect to
2002 * allocate enough objects to be able to query around all draw calls
2003 * in a frame.
2004 */
2005 struct gl_perf_query_object
2006 {
2007 GLuint Id; /**< hash table ID/name */
2008 unsigned Used:1; /**< has been used for 1 or more queries */
2009 unsigned Active:1; /**< inside Begin/EndPerfQuery */
2010 unsigned Ready:1; /**< result is ready? */
2011 };
2012
2013
2014 /**
2015 * Context state for AMD_performance_monitor.
2016 */
2017 struct gl_perf_monitor_state
2018 {
2019 /** Array of performance monitor groups (indexed by group ID) */
2020 const struct gl_perf_monitor_group *Groups;
2021 GLuint NumGroups;
2022
2023 /** The table of all performance monitors. */
2024 struct _mesa_HashTable *Monitors;
2025 };
2026
2027
2028 /**
2029 * Context state for INTEL_performance_query.
2030 */
2031 struct gl_perf_query_state
2032 {
2033 struct _mesa_HashTable *Objects; /**< The table of all performance query objects */
2034 };
2035
2036
2037 /**
2038 * A bindless sampler object.
2039 */
2040 struct gl_bindless_sampler
2041 {
2042 /** Texture unit (set by glUniform1()). */
2043 GLubyte unit;
2044
2045 /** Whether this bindless sampler is bound to a unit. */
2046 GLboolean bound;
2047
2048 /** Texture Target (TEXTURE_1D/2D/3D/etc_INDEX). */
2049 gl_texture_index target;
2050
2051 /** Pointer to the base of the data. */
2052 GLvoid *data;
2053 };
2054
2055
2056 /**
2057 * A bindless image object.
2058 */
2059 struct gl_bindless_image
2060 {
2061 /** Image unit (set by glUniform1()). */
2062 GLubyte unit;
2063
2064 /** Whether this bindless image is bound to a unit. */
2065 GLboolean bound;
2066
2067 /** Access qualifier (GL_READ_WRITE, GL_READ_ONLY, GL_WRITE_ONLY) */
2068 GLenum16 access;
2069
2070 /** Pointer to the base of the data. */
2071 GLvoid *data;
2072 };
2073
2074
2075 /**
2076 * Names of the various vertex/fragment program register files, etc.
2077 *
2078 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
2079 * All values should fit in a 4-bit field.
2080 *
2081 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
2082 * considered to be "uniform" variables since they can only be set outside
2083 * glBegin/End. They're also all stored in the same Parameters array.
2084 */
2085 typedef enum
2086 {
2087 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
2088 PROGRAM_ARRAY, /**< Arrays & Matrixes */
2089 PROGRAM_INPUT, /**< machine->Inputs[] */
2090 PROGRAM_OUTPUT, /**< machine->Outputs[] */
2091 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
2092 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
2093 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
2094 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
2095 PROGRAM_ADDRESS, /**< machine->AddressReg */
2096 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
2097 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
2098 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
2099 PROGRAM_IMMEDIATE, /**< Immediate value, used by TGSI */
2100 PROGRAM_BUFFER, /**< for shader buffers, compile-time only */
2101 PROGRAM_MEMORY, /**< for shared, global and local memory */
2102 PROGRAM_IMAGE, /**< for shader images, compile-time only */
2103 PROGRAM_HW_ATOMIC, /**< for hw atomic counters, compile-time only */
2104 PROGRAM_FILE_MAX
2105 } gl_register_file;
2106
2107
2108 /**
2109 * Base class for any kind of program object
2110 */
2111 struct gl_program
2112 {
2113 /** FIXME: This must be first until we split shader_info from nir_shader */
2114 struct shader_info info;
2115
2116 GLuint Id;
2117 GLint RefCount;
2118 GLubyte *String; /**< Null-terminated program text */
2119
2120 /** GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2121 GLenum16 Target;
2122 GLenum16 Format; /**< String encoding format */
2123
2124 GLboolean _Used; /**< Ever used for drawing? Used for debugging */
2125
2126 struct nir_shader *nir;
2127
2128 /* Saved and restored with metadata. Freed with ralloc. */
2129 void *driver_cache_blob;
2130 size_t driver_cache_blob_size;
2131
2132 bool is_arb_asm; /** Is this an ARB assembly-style program */
2133
2134 /** Is this program written to on disk shader cache */
2135 bool program_written_to_cache;
2136
2137 /** Subset of OutputsWritten outputs written with non-zero index. */
2138 GLbitfield64 SecondaryOutputsWritten;
2139 /** TEXTURE_x_BIT bitmask */
2140 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
2141 /** Bitfield of which samplers are used */
2142 GLbitfield SamplersUsed;
2143 /** Texture units used for shadow sampling. */
2144 GLbitfield ShadowSamplers;
2145 /** Texture units used for samplerExternalOES */
2146 GLbitfield ExternalSamplersUsed;
2147
2148 /* Fragement shader only fields */
2149 GLboolean OriginUpperLeft;
2150 GLboolean PixelCenterInteger;
2151
2152 /** Named parameters, constants, etc. from program text */
2153 struct gl_program_parameter_list *Parameters;
2154
2155 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2156 GLubyte SamplerUnits[MAX_SAMPLERS];
2157
2158 /* FIXME: We should be able to make this struct a union. However some
2159 * drivers (i915/fragment_programs, swrast/prog_execute) mix the use of
2160 * these fields, we should fix this.
2161 */
2162 struct {
2163 /** Fields used by GLSL programs */
2164 struct {
2165 /** Data shared by gl_program and gl_shader_program */
2166 struct gl_shader_program_data *data;
2167
2168 struct gl_active_atomic_buffer **AtomicBuffers;
2169
2170 /** Post-link transform feedback info. */
2171 struct gl_transform_feedback_info *LinkedTransformFeedback;
2172
2173 /**
2174 * Number of types for subroutine uniforms.
2175 */
2176 GLuint NumSubroutineUniformTypes;
2177
2178 /**
2179 * Subroutine uniform remap table
2180 * based on the program level uniform remap table.
2181 */
2182 GLuint NumSubroutineUniforms; /* non-sparse total */
2183 GLuint NumSubroutineUniformRemapTable;
2184 struct gl_uniform_storage **SubroutineUniformRemapTable;
2185
2186 /**
2187 * Num of subroutine functions for this stage and storage for them.
2188 */
2189 GLuint NumSubroutineFunctions;
2190 GLuint MaxSubroutineFunctionIndex;
2191 struct gl_subroutine_function *SubroutineFunctions;
2192
2193 /**
2194 * Map from image uniform index to image unit (set by glUniform1i())
2195 *
2196 * An image uniform index is associated with each image uniform by
2197 * the linker. The image index associated with each uniform is
2198 * stored in the \c gl_uniform_storage::image field.
2199 */
2200 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2201
2202 /**
2203 * Access qualifier specified in the shader for each image uniform
2204 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2205 * GL_READ_WRITE.
2206 *
2207 * It may be different, though only more strict than the value of
2208 * \c gl_image_unit::Access for the corresponding image unit.
2209 */
2210 GLenum16 ImageAccess[MAX_IMAGE_UNIFORMS];
2211
2212 struct gl_uniform_block **UniformBlocks;
2213 struct gl_uniform_block **ShaderStorageBlocks;
2214
2215 /** Which texture target is being sampled
2216 * (TEXTURE_1D/2D/3D/etc_INDEX)
2217 */
2218 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2219
2220 /**
2221 * Number of samplers declared with the bindless_sampler layout
2222 * qualifier as specified by ARB_bindless_texture.
2223 */
2224 GLuint NumBindlessSamplers;
2225 GLboolean HasBoundBindlessSampler;
2226 struct gl_bindless_sampler *BindlessSamplers;
2227
2228 /**
2229 * Number of images declared with the bindless_image layout qualifier
2230 * as specified by ARB_bindless_texture.
2231 */
2232 GLuint NumBindlessImages;
2233 GLboolean HasBoundBindlessImage;
2234 struct gl_bindless_image *BindlessImages;
2235
2236 union {
2237 struct {
2238 /**
2239 * A bitmask of gl_advanced_blend_mode values
2240 */
2241 GLbitfield BlendSupport;
2242 } fs;
2243 };
2244 } sh;
2245
2246 /** ARB assembly-style program fields */
2247 struct {
2248 struct prog_instruction *Instructions;
2249
2250 /**
2251 * Local parameters used by the program.
2252 *
2253 * It's dynamically allocated because it is rarely used (just
2254 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries
2255 * once it's allocated.
2256 */
2257 GLfloat (*LocalParams)[4];
2258
2259 /** Bitmask of which register files are read/written with indirect
2260 * addressing. Mask of (1 << PROGRAM_x) bits.
2261 */
2262 GLbitfield IndirectRegisterFiles;
2263
2264 /** Logical counts */
2265 /*@{*/
2266 GLuint NumInstructions;
2267 GLuint NumTemporaries;
2268 GLuint NumParameters;
2269 GLuint NumAttributes;
2270 GLuint NumAddressRegs;
2271 GLuint NumAluInstructions;
2272 GLuint NumTexInstructions;
2273 GLuint NumTexIndirections;
2274 /*@}*/
2275 /** Native, actual h/w counts */
2276 /*@{*/
2277 GLuint NumNativeInstructions;
2278 GLuint NumNativeTemporaries;
2279 GLuint NumNativeParameters;
2280 GLuint NumNativeAttributes;
2281 GLuint NumNativeAddressRegs;
2282 GLuint NumNativeAluInstructions;
2283 GLuint NumNativeTexInstructions;
2284 GLuint NumNativeTexIndirections;
2285 /*@}*/
2286
2287 /** Used by ARB assembly-style programs. Can only be true for vertex
2288 * programs.
2289 */
2290 GLboolean IsPositionInvariant;
2291 } arb;
2292 };
2293 };
2294
2295
2296 /**
2297 * State common to vertex and fragment programs.
2298 */
2299 struct gl_program_state
2300 {
2301 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2302 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2303 };
2304
2305
2306 /**
2307 * Context state for vertex programs.
2308 */
2309 struct gl_vertex_program_state
2310 {
2311 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2312 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2313 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2314 /** Should fixed-function T&L be implemented with a vertex prog? */
2315 GLboolean _MaintainTnlProgram;
2316
2317 struct gl_program *Current; /**< User-bound vertex program */
2318
2319 /** Currently enabled and valid vertex program (including internal
2320 * programs, user-defined vertex programs and GLSL vertex shaders).
2321 * This is the program we must use when rendering.
2322 */
2323 struct gl_program *_Current;
2324
2325 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2326
2327 /** Program to emulate fixed-function T&L (see above) */
2328 struct gl_program *_TnlProgram;
2329
2330 /** Cache of fixed-function programs */
2331 struct gl_program_cache *Cache;
2332
2333 GLboolean _Overriden;
2334 };
2335
2336 /**
2337 * Context state for tessellation control programs.
2338 */
2339 struct gl_tess_ctrl_program_state
2340 {
2341 /** Currently bound and valid shader. */
2342 struct gl_program *_Current;
2343
2344 GLint patch_vertices;
2345 GLfloat patch_default_outer_level[4];
2346 GLfloat patch_default_inner_level[2];
2347 };
2348
2349 /**
2350 * Context state for tessellation evaluation programs.
2351 */
2352 struct gl_tess_eval_program_state
2353 {
2354 /** Currently bound and valid shader. */
2355 struct gl_program *_Current;
2356 };
2357
2358 /**
2359 * Context state for geometry programs.
2360 */
2361 struct gl_geometry_program_state
2362 {
2363 /**
2364 * Currently enabled and valid program (including internal programs
2365 * and compiled shader programs).
2366 */
2367 struct gl_program *_Current;
2368 };
2369
2370 /**
2371 * Context state for fragment programs.
2372 */
2373 struct gl_fragment_program_state
2374 {
2375 GLboolean Enabled; /**< User-set fragment program enable flag */
2376 /** Should fixed-function texturing be implemented with a fragment prog? */
2377 GLboolean _MaintainTexEnvProgram;
2378
2379 struct gl_program *Current; /**< User-bound fragment program */
2380
2381 /**
2382 * Currently enabled and valid fragment program (including internal
2383 * programs, user-defined fragment programs and GLSL fragment shaders).
2384 * This is the program we must use when rendering.
2385 */
2386 struct gl_program *_Current;
2387
2388 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2389
2390 /** Program to emulate fixed-function texture env/combine (see above) */
2391 struct gl_program *_TexEnvProgram;
2392
2393 /** Cache of fixed-function programs */
2394 struct gl_program_cache *Cache;
2395 };
2396
2397
2398 /**
2399 * Context state for compute programs.
2400 */
2401 struct gl_compute_program_state
2402 {
2403 /** Currently enabled and valid program (including internal programs
2404 * and compiled shader programs).
2405 */
2406 struct gl_program *_Current;
2407 };
2408
2409
2410 /**
2411 * ATI_fragment_shader runtime state
2412 */
2413
2414 struct atifs_instruction;
2415 struct atifs_setupinst;
2416
2417 /**
2418 * ATI fragment shader
2419 */
2420 struct ati_fragment_shader
2421 {
2422 GLuint Id;
2423 GLint RefCount;
2424 struct atifs_instruction *Instructions[2];
2425 struct atifs_setupinst *SetupInst[2];
2426 GLfloat Constants[8][4];
2427 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2428 GLubyte numArithInstr[2];
2429 GLubyte regsAssigned[2];
2430 GLubyte NumPasses; /**< 1 or 2 */
2431 /**
2432 * Current compile stage: 0 setup pass1, 1 arith pass1,
2433 * 2 setup pass2, 3 arith pass2.
2434 */
2435 GLubyte cur_pass;
2436 GLubyte last_optype;
2437 GLboolean interpinp1;
2438 GLboolean isValid;
2439 /**
2440 * Array of 2 bit values for each tex unit to remember whether
2441 * STR or STQ swizzle was used
2442 */
2443 GLuint swizzlerq;
2444 struct gl_program *Program;
2445 };
2446
2447 /**
2448 * Context state for GL_ATI_fragment_shader
2449 */
2450 struct gl_ati_fragment_shader_state
2451 {
2452 GLboolean Enabled;
2453 GLboolean Compiling;
2454 GLfloat GlobalConstants[8][4];
2455 struct ati_fragment_shader *Current;
2456 };
2457
2458 /**
2459 * Shader subroutine function definition
2460 */
2461 struct gl_subroutine_function
2462 {
2463 char *name;
2464 int index;
2465 int num_compat_types;
2466 const struct glsl_type **types;
2467 };
2468
2469 /**
2470 * Shader information needed by both gl_shader and gl_linked shader.
2471 */
2472 struct gl_shader_info
2473 {
2474 /**
2475 * Tessellation Control shader state from layout qualifiers.
2476 */
2477 struct {
2478 /**
2479 * 0 - vertices not declared in shader, or
2480 * 1 .. GL_MAX_PATCH_VERTICES
2481 */
2482 GLint VerticesOut;
2483 } TessCtrl;
2484
2485 /**
2486 * Tessellation Evaluation shader state from layout qualifiers.
2487 */
2488 struct {
2489 /**
2490 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2491 * in this shader.
2492 */
2493 GLenum16 PrimitiveMode;
2494
2495 enum gl_tess_spacing Spacing;
2496
2497 /**
2498 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2499 */
2500 GLenum16 VertexOrder;
2501 /**
2502 * 1, 0, or -1 if it's not set in this shader.
2503 */
2504 int PointMode;
2505 } TessEval;
2506
2507 /**
2508 * Geometry shader state from GLSL 1.50 layout qualifiers.
2509 */
2510 struct {
2511 GLint VerticesOut;
2512 /**
2513 * 0 - Invocations count not declared in shader, or
2514 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2515 */
2516 GLint Invocations;
2517 /**
2518 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2519 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2520 * shader.
2521 */
2522 GLenum16 InputType;
2523 /**
2524 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2525 * it's not set in this shader.
2526 */
2527 GLenum16 OutputType;
2528 } Geom;
2529
2530 /**
2531 * Compute shader state from ARB_compute_shader and
2532 * ARB_compute_variable_group_size layout qualifiers.
2533 */
2534 struct {
2535 /**
2536 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2537 * it's not set in this shader.
2538 */
2539 unsigned LocalSize[3];
2540
2541 /**
2542 * Whether a variable work group size has been specified as defined by
2543 * ARB_compute_variable_group_size.
2544 */
2545 bool LocalSizeVariable;
2546 } Comp;
2547 };
2548
2549 /**
2550 * A linked GLSL shader object.
2551 */
2552 struct gl_linked_shader
2553 {
2554 gl_shader_stage Stage;
2555
2556 #ifdef DEBUG
2557 unsigned SourceChecksum;
2558 #endif
2559
2560 struct gl_program *Program; /**< Post-compile assembly code */
2561
2562 /**
2563 * \name Sampler tracking
2564 *
2565 * \note Each of these fields is only set post-linking.
2566 */
2567 /*@{*/
2568 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2569 /*@}*/
2570
2571 /**
2572 * Number of default uniform block components used by this shader.
2573 *
2574 * This field is only set post-linking.
2575 */
2576 unsigned num_uniform_components;
2577
2578 /**
2579 * Number of combined uniform components used by this shader.
2580 *
2581 * This field is only set post-linking. It is the sum of the uniform block
2582 * sizes divided by sizeof(float), and num_uniform_compoennts.
2583 */
2584 unsigned num_combined_uniform_components;
2585
2586 struct exec_list *ir;
2587 struct exec_list *packed_varyings;
2588 struct exec_list *fragdata_arrays;
2589 struct glsl_symbol_table *symbols;
2590 };
2591
2592
2593 /**
2594 * Compile status enum. COMPILE_SKIPPED is used to indicate the compile
2595 * was skipped due to the shader matching one that's been seen before by
2596 * the on-disk cache.
2597 */
2598 enum gl_compile_status
2599 {
2600 COMPILE_FAILURE = 0,
2601 COMPILE_SUCCESS,
2602 COMPILE_SKIPPED,
2603 COMPILED_NO_OPTS
2604 };
2605
2606 /**
2607 * A GLSL shader object.
2608 */
2609 struct gl_shader
2610 {
2611 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2612 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2613 * Must be the first field.
2614 */
2615 GLenum16 Type;
2616 gl_shader_stage Stage;
2617 GLuint Name; /**< AKA the handle */
2618 GLint RefCount; /**< Reference count */
2619 GLchar *Label; /**< GL_KHR_debug */
2620 unsigned char sha1[20]; /**< SHA1 hash of pre-processed source */
2621 GLboolean DeletePending;
2622 bool IsES; /**< True if this shader uses GLSL ES */
2623
2624 enum gl_compile_status CompileStatus;
2625
2626 #ifdef DEBUG
2627 unsigned SourceChecksum; /**< for debug/logging purposes */
2628 #endif
2629 const GLchar *Source; /**< Source code string */
2630
2631 const GLchar *FallbackSource; /**< Fallback string used by on-disk cache*/
2632
2633 GLchar *InfoLog;
2634
2635 unsigned Version; /**< GLSL version used for linking */
2636
2637 /**
2638 * A bitmask of gl_advanced_blend_mode values
2639 */
2640 GLbitfield BlendSupport;
2641
2642 struct exec_list *ir;
2643 struct glsl_symbol_table *symbols;
2644
2645 /**
2646 * Whether early fragment tests are enabled as defined by
2647 * ARB_shader_image_load_store.
2648 */
2649 bool EarlyFragmentTests;
2650
2651 bool ARB_fragment_coord_conventions_enable;
2652
2653 bool redeclares_gl_fragcoord;
2654 bool uses_gl_fragcoord;
2655
2656 bool PostDepthCoverage;
2657 bool InnerCoverage;
2658
2659 /**
2660 * Fragment shader state from GLSL 1.50 layout qualifiers.
2661 */
2662 bool origin_upper_left;
2663 bool pixel_center_integer;
2664
2665 /**
2666 * Whether bindless_sampler/bindless_image, and respectively
2667 * bound_sampler/bound_image are declared at global scope as defined by
2668 * ARB_bindless_texture.
2669 */
2670 bool bindless_sampler;
2671 bool bindless_image;
2672 bool bound_sampler;
2673 bool bound_image;
2674
2675 /** Global xfb_stride out qualifier if any */
2676 GLuint TransformFeedbackBufferStride[MAX_FEEDBACK_BUFFERS];
2677
2678 struct gl_shader_info info;
2679
2680 /* ARB_gl_spirv related data */
2681 struct gl_shader_spirv_data *spirv_data;
2682 };
2683
2684
2685 struct gl_uniform_buffer_variable
2686 {
2687 char *Name;
2688
2689 /**
2690 * Name of the uniform as seen by glGetUniformIndices.
2691 *
2692 * glGetUniformIndices requires that the block instance index \b not be
2693 * present in the name of queried uniforms.
2694 *
2695 * \note
2696 * \c gl_uniform_buffer_variable::IndexName and
2697 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2698 */
2699 char *IndexName;
2700
2701 const struct glsl_type *Type;
2702 unsigned int Offset;
2703 GLboolean RowMajor;
2704 };
2705
2706
2707 struct gl_uniform_block
2708 {
2709 /** Declared name of the uniform block */
2710 char *Name;
2711
2712 /** Array of supplemental information about UBO ir_variables. */
2713 struct gl_uniform_buffer_variable *Uniforms;
2714 GLuint NumUniforms;
2715
2716 /**
2717 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2718 * with glBindBufferBase to bind a buffer object to this uniform block.
2719 */
2720 GLuint Binding;
2721
2722 /**
2723 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2724 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2725 */
2726 GLuint UniformBufferSize;
2727
2728 /** Stages that reference this block */
2729 uint8_t stageref;
2730
2731 /**
2732 * Linearized array index for uniform block instance arrays
2733 *
2734 * Given a uniform block instance array declared with size
2735 * blk[s_0][s_1]..[s_m], the block referenced by blk[i_0][i_1]..[i_m] will
2736 * have the linearized array index
2737 *
2738 * m-1 m
2739 * i_m + ∑ i_j * ∏ s_k
2740 * j=0 k=j+1
2741 *
2742 * For a uniform block instance that is not an array, this is always 0.
2743 */
2744 uint8_t linearized_array_index;
2745
2746 /**
2747 * Layout specified in the shader
2748 *
2749 * This isn't accessible through the API, but it is used while
2750 * cross-validating uniform blocks.
2751 */
2752 enum glsl_interface_packing _Packing;
2753 GLboolean _RowMajor;
2754 };
2755
2756 /**
2757 * Structure that represents a reference to an atomic buffer from some
2758 * shader program.
2759 */
2760 struct gl_active_atomic_buffer
2761 {
2762 /** Uniform indices of the atomic counters declared within it. */
2763 GLuint *Uniforms;
2764 GLuint NumUniforms;
2765
2766 /** Binding point index associated with it. */
2767 GLuint Binding;
2768
2769 /** Minimum reasonable size it is expected to have. */
2770 GLuint MinimumSize;
2771
2772 /** Shader stages making use of it. */
2773 GLboolean StageReferences[MESA_SHADER_STAGES];
2774 };
2775
2776 /**
2777 * Data container for shader queries. This holds only the minimal
2778 * amount of required information for resource queries to work.
2779 */
2780 struct gl_shader_variable
2781 {
2782 /**
2783 * Declared type of the variable
2784 */
2785 const struct glsl_type *type;
2786
2787 /**
2788 * If the variable is in an interface block, this is the type of the block.
2789 */
2790 const struct glsl_type *interface_type;
2791
2792 /**
2793 * For variables inside structs (possibly recursively), this is the
2794 * outermost struct type.
2795 */
2796 const struct glsl_type *outermost_struct_type;
2797
2798 /**
2799 * Declared name of the variable
2800 */
2801 char *name;
2802
2803 /**
2804 * Storage location of the base of this variable
2805 *
2806 * The precise meaning of this field depends on the nature of the variable.
2807 *
2808 * - Vertex shader input: one of the values from \c gl_vert_attrib.
2809 * - Vertex shader output: one of the values from \c gl_varying_slot.
2810 * - Geometry shader input: one of the values from \c gl_varying_slot.
2811 * - Geometry shader output: one of the values from \c gl_varying_slot.
2812 * - Fragment shader input: one of the values from \c gl_varying_slot.
2813 * - Fragment shader output: one of the values from \c gl_frag_result.
2814 * - Uniforms: Per-stage uniform slot number for default uniform block.
2815 * - Uniforms: Index within the uniform block definition for UBO members.
2816 * - Non-UBO Uniforms: explicit location until linking then reused to
2817 * store uniform slot number.
2818 * - Other: This field is not currently used.
2819 *
2820 * If the variable is a uniform, shader input, or shader output, and the
2821 * slot has not been assigned, the value will be -1.
2822 */
2823 int location;
2824
2825 /**
2826 * Specifies the first component the variable is stored in as per
2827 * ARB_enhanced_layouts.
2828 */
2829 unsigned component:2;
2830
2831 /**
2832 * Output index for dual source blending.
2833 *
2834 * \note
2835 * The GLSL spec only allows the values 0 or 1 for the index in \b dual
2836 * source blending.
2837 */
2838 unsigned index:1;
2839
2840 /**
2841 * Specifies whether a shader input/output is per-patch in tessellation
2842 * shader stages.
2843 */
2844 unsigned patch:1;
2845
2846 /**
2847 * Storage class of the variable.
2848 *
2849 * \sa (n)ir_variable_mode
2850 */
2851 unsigned mode:4;
2852
2853 /**
2854 * Interpolation mode for shader inputs / outputs
2855 *
2856 * \sa glsl_interp_mode
2857 */
2858 unsigned interpolation:2;
2859
2860 /**
2861 * Was the location explicitly set in the shader?
2862 *
2863 * If the location is explicitly set in the shader, it \b cannot be changed
2864 * by the linker or by the API (e.g., calls to \c glBindAttribLocation have
2865 * no effect).
2866 */
2867 unsigned explicit_location:1;
2868
2869 /**
2870 * Precision qualifier.
2871 */
2872 unsigned precision:2;
2873 };
2874
2875 /**
2876 * Active resource in a gl_shader_program
2877 */
2878 struct gl_program_resource
2879 {
2880 GLenum16 Type; /** Program interface type. */
2881 const void *Data; /** Pointer to resource associated data structure. */
2882 uint8_t StageReferences; /** Bitmask of shader stage references. */
2883 };
2884
2885 /**
2886 * Link status enum. LINKING_SKIPPED is used to indicate linking
2887 * was skipped due to the shader being loaded from the on-disk cache.
2888 */
2889 enum gl_link_status
2890 {
2891 LINKING_FAILURE = 0,
2892 LINKING_SUCCESS,
2893 LINKING_SKIPPED
2894 };
2895
2896 /**
2897 * A data structure to be shared by gl_shader_program and gl_program.
2898 */
2899 struct gl_shader_program_data
2900 {
2901 GLint RefCount; /**< Reference count */
2902
2903 /** SHA1 hash of linked shader program */
2904 unsigned char sha1[20];
2905
2906 unsigned NumUniformStorage;
2907 unsigned NumHiddenUniforms;
2908 struct gl_uniform_storage *UniformStorage;
2909
2910 unsigned NumUniformBlocks;
2911 unsigned NumShaderStorageBlocks;
2912
2913 struct gl_uniform_block *UniformBlocks;
2914 struct gl_uniform_block *ShaderStorageBlocks;
2915
2916 struct gl_active_atomic_buffer *AtomicBuffers;
2917 unsigned NumAtomicBuffers;
2918
2919 /* Shader cache variables used during restore */
2920 unsigned NumUniformDataSlots;
2921 union gl_constant_value *UniformDataSlots;
2922
2923 /* Used to hold initial uniform values for program binary restores.
2924 *
2925 * From the ARB_get_program_binary spec:
2926 *
2927 * "A successful call to ProgramBinary will reset all uniform
2928 * variables to their initial values. The initial value is either
2929 * the value of the variable's initializer as specified in the
2930 * original shader source, or 0 if no initializer was present.
2931 */
2932 union gl_constant_value *UniformDataDefaults;
2933
2934 GLboolean Validated;
2935
2936 /** List of all active resources after linking. */
2937 struct gl_program_resource *ProgramResourceList;
2938 unsigned NumProgramResourceList;
2939
2940 enum gl_link_status LinkStatus; /**< GL_LINK_STATUS */
2941 GLchar *InfoLog;
2942
2943 unsigned Version; /**< GLSL version used for linking */
2944
2945 /* Mask of stages this program was linked against */
2946 unsigned linked_stages;
2947 };
2948
2949 /**
2950 * A GLSL program object.
2951 * Basically a linked collection of vertex and fragment shaders.
2952 */
2953 struct gl_shader_program
2954 {
2955 GLenum16 Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2956 GLuint Name; /**< aka handle or ID */
2957 GLchar *Label; /**< GL_KHR_debug */
2958 GLint RefCount; /**< Reference count */
2959 GLboolean DeletePending;
2960
2961 /**
2962 * Is the application intending to glGetProgramBinary this program?
2963 */
2964 GLboolean BinaryRetreivableHint;
2965
2966 /**
2967 * Indicates whether program can be bound for individual pipeline stages
2968 * using UseProgramStages after it is next linked.
2969 */
2970 GLboolean SeparateShader;
2971
2972 GLuint NumShaders; /**< number of attached shaders */
2973 struct gl_shader **Shaders; /**< List of attached the shaders */
2974
2975 /**
2976 * User-defined attribute bindings
2977 *
2978 * These are set via \c glBindAttribLocation and are used to direct the
2979 * GLSL linker. These are \b not the values used in the compiled shader,
2980 * and they are \b not the values returned by \c glGetAttribLocation.
2981 */
2982 struct string_to_uint_map *AttributeBindings;
2983
2984 /**
2985 * User-defined fragment data bindings
2986 *
2987 * These are set via \c glBindFragDataLocation and are used to direct the
2988 * GLSL linker. These are \b not the values used in the compiled shader,
2989 * and they are \b not the values returned by \c glGetFragDataLocation.
2990 */
2991 struct string_to_uint_map *FragDataBindings;
2992 struct string_to_uint_map *FragDataIndexBindings;
2993
2994 /**
2995 * Transform feedback varyings last specified by
2996 * glTransformFeedbackVaryings().
2997 *
2998 * For the current set of transform feedback varyings used for transform
2999 * feedback output, see LinkedTransformFeedback.
3000 */
3001 struct {
3002 GLenum16 BufferMode;
3003 /** Global xfb_stride out qualifier if any */
3004 GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
3005 GLuint NumVarying;
3006 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
3007 } TransformFeedback;
3008
3009 struct gl_program *last_vert_prog;
3010
3011 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
3012 enum gl_frag_depth_layout FragDepthLayout;
3013
3014 /**
3015 * Geometry shader state - copied into gl_program by
3016 * _mesa_copy_linked_program_data().
3017 */
3018 struct {
3019 GLint VerticesIn;
3020
3021 bool UsesEndPrimitive;
3022 bool UsesStreams;
3023 } Geom;
3024
3025 /**
3026 * Compute shader state - copied into gl_program by
3027 * _mesa_copy_linked_program_data().
3028 */
3029 struct {
3030 /**
3031 * Size of shared variables accessed by the compute shader.
3032 */
3033 unsigned SharedSize;
3034 } Comp;
3035
3036 /** Data shared by gl_program and gl_shader_program */
3037 struct gl_shader_program_data *data;
3038
3039 /**
3040 * Mapping from GL uniform locations returned by \c glUniformLocation to
3041 * UniformStorage entries. Arrays will have multiple contiguous slots
3042 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
3043 */
3044 unsigned NumUniformRemapTable;
3045 struct gl_uniform_storage **UniformRemapTable;
3046
3047 /**
3048 * Sometimes there are empty slots left over in UniformRemapTable after we
3049 * allocate slots to explicit locations. This list stores the blocks of
3050 * continuous empty slots inside UniformRemapTable.
3051 */
3052 struct exec_list EmptyUniformLocations;
3053
3054 /**
3055 * Total number of explicit uniform location including inactive uniforms.
3056 */
3057 unsigned NumExplicitUniformLocations;
3058
3059 /**
3060 * Map of active uniform names to locations
3061 *
3062 * Maps any active uniform that is not an array element to a location.
3063 * Each active uniform, including individual structure members will appear
3064 * in this map. This roughly corresponds to the set of names that would be
3065 * enumerated by \c glGetActiveUniform.
3066 */
3067 struct string_to_uint_map *UniformHash;
3068
3069 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
3070
3071 bool IsES; /**< True if this program uses GLSL ES */
3072
3073 /**
3074 * Per-stage shaders resulting from the first stage of linking.
3075 *
3076 * Set of linked shaders for this program. The array is accessed using the
3077 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
3078 * \c NULL.
3079 */
3080 struct gl_linked_shader *_LinkedShaders[MESA_SHADER_STAGES];
3081
3082 /**
3083 * True if any of the fragment shaders attached to this program use:
3084 * #extension ARB_fragment_coord_conventions: enable
3085 */
3086 GLboolean ARB_fragment_coord_conventions_enable;
3087 };
3088
3089
3090 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
3091 #define GLSL_LOG 0x2 /**< Write shaders to files */
3092 #define GLSL_UNIFORMS 0x4 /**< Print glUniform calls */
3093 #define GLSL_NOP_VERT 0x8 /**< Force no-op vertex shaders */
3094 #define GLSL_NOP_FRAG 0x10 /**< Force no-op fragment shaders */
3095 #define GLSL_USE_PROG 0x20 /**< Log glUseProgram calls */
3096 #define GLSL_REPORT_ERRORS 0x40 /**< Print compilation errors */
3097 #define GLSL_DUMP_ON_ERROR 0x80 /**< Dump shaders to stderr on compile error */
3098 #define GLSL_CACHE_INFO 0x100 /**< Print debug information about shader cache */
3099 #define GLSL_CACHE_FALLBACK 0x200 /**< Force shader cache fallback paths */
3100
3101
3102 /**
3103 * Context state for GLSL vertex/fragment shaders.
3104 * Extended to support pipeline object
3105 */
3106 struct gl_pipeline_object
3107 {
3108 /** Name of the pipeline object as received from glGenProgramPipelines.
3109 * It would be 0 for shaders without separate shader objects.
3110 */
3111 GLuint Name;
3112
3113 GLint RefCount;
3114
3115 GLchar *Label; /**< GL_KHR_debug */
3116
3117 /**
3118 * Programs used for rendering
3119 *
3120 * There is a separate program set for each shader stage.
3121 */
3122 struct gl_program *CurrentProgram[MESA_SHADER_STAGES];
3123
3124 struct gl_shader_program *ReferencedPrograms[MESA_SHADER_STAGES];
3125
3126 /**
3127 * Program used by glUniform calls.
3128 *
3129 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
3130 */
3131 struct gl_shader_program *ActiveProgram;
3132
3133 GLbitfield Flags; /**< Mask of GLSL_x flags */
3134 GLboolean EverBound; /**< Has the pipeline object been created */
3135 GLboolean Validated; /**< Pipeline Validation status */
3136
3137 GLchar *InfoLog;
3138 };
3139
3140 /**
3141 * Context state for GLSL pipeline shaders.
3142 */
3143 struct gl_pipeline_shader_state
3144 {
3145 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
3146 struct gl_pipeline_object *Current;
3147
3148 /** Default Object to ensure that _Shader is never NULL */
3149 struct gl_pipeline_object *Default;
3150
3151 /** Pipeline objects */
3152 struct _mesa_HashTable *Objects;
3153 };
3154
3155 /**
3156 * Compiler options for a single GLSL shaders type
3157 */
3158 struct gl_shader_compiler_options
3159 {
3160 /** Driver-selectable options: */
3161 GLboolean EmitNoLoops;
3162 GLboolean EmitNoCont; /**< Emit CONT opcode? */
3163 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
3164 GLboolean EmitNoPow; /**< Emit POW opcodes? */
3165 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
3166 GLboolean LowerCombinedClipCullDistance; /** Lower gl_ClipDistance and
3167 * gl_CullDistance together from
3168 * float[8] to vec4[2]
3169 **/
3170
3171 /**
3172 * \name Forms of indirect addressing the driver cannot do.
3173 */
3174 /*@{*/
3175 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
3176 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
3177 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
3178 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
3179 GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
3180 /*@}*/
3181
3182 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
3183 GLuint MaxUnrollIterations;
3184
3185 /**
3186 * Optimize code for array of structures backends.
3187 *
3188 * This is a proxy for:
3189 * - preferring DP4 instructions (rather than MUL/MAD) for
3190 * matrix * vector operations, such as position transformation.
3191 */
3192 GLboolean OptimizeForAOS;
3193
3194 /** Lower UBO and SSBO access to intrinsics. */
3195 GLboolean LowerBufferInterfaceBlocks;
3196
3197 /** Clamp UBO and SSBO block indices so they don't go out-of-bounds. */
3198 GLboolean ClampBlockIndicesToArrayBounds;
3199
3200 const struct nir_shader_compiler_options *NirOptions;
3201 };
3202
3203
3204 /**
3205 * Occlusion/timer query object.
3206 */
3207 struct gl_query_object
3208 {
3209 GLenum Target; /**< The query target, when active */
3210 GLuint Id; /**< hash table ID/name */
3211 GLchar *Label; /**< GL_KHR_debug */
3212 GLuint64EXT Result; /**< the counter */
3213 GLboolean Active; /**< inside Begin/EndQuery */
3214 GLboolean Ready; /**< result is ready? */
3215 GLboolean EverBound;/**< has query object ever been bound */
3216 GLuint Stream; /**< The stream */
3217 };
3218
3219
3220 /**
3221 * Context state for query objects.
3222 */
3223 struct gl_query_state
3224 {
3225 struct _mesa_HashTable *QueryObjects;
3226 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
3227 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
3228
3229 /** GL_NV_conditional_render */
3230 struct gl_query_object *CondRenderQuery;
3231
3232 /** GL_EXT_transform_feedback */
3233 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
3234 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
3235
3236 /** GL_ARB_transform_feedback_overflow_query */
3237 struct gl_query_object *TransformFeedbackOverflow[MAX_VERTEX_STREAMS];
3238 struct gl_query_object *TransformFeedbackOverflowAny;
3239
3240 /** GL_ARB_timer_query */
3241 struct gl_query_object *TimeElapsed;
3242
3243 /** GL_ARB_pipeline_statistics_query */
3244 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
3245
3246 GLenum16 CondRenderMode;
3247 };
3248
3249
3250 /** Sync object state */
3251 struct gl_sync_object
3252 {
3253 GLuint Name; /**< Fence name */
3254 GLint RefCount; /**< Reference count */
3255 GLchar *Label; /**< GL_KHR_debug */
3256 GLboolean DeletePending; /**< Object was deleted while there were still
3257 * live references (e.g., sync not yet finished)
3258 */
3259 GLenum16 SyncCondition;
3260 GLbitfield Flags; /**< Flags passed to glFenceSync */
3261 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
3262 };
3263
3264
3265 /**
3266 * State which can be shared by multiple contexts:
3267 */
3268 struct gl_shared_state
3269 {
3270 simple_mtx_t Mutex; /**< for thread safety */
3271 GLint RefCount; /**< Reference count */
3272 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
3273 struct _mesa_HashTable *BitmapAtlas; /**< For optimized glBitmap text */
3274 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
3275
3276 /** Default texture objects (shared by all texture units) */
3277 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
3278
3279 /** Fallback texture used when a bound texture is incomplete */
3280 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
3281
3282 /**
3283 * \name Thread safety and statechange notification for texture
3284 * objects.
3285 *
3286 * \todo Improve the granularity of locking.
3287 */
3288 /*@{*/
3289 mtx_t TexMutex; /**< texobj thread safety */
3290 GLuint TextureStateStamp; /**< state notification for shared tex */
3291 /*@}*/
3292
3293 /** Default buffer object for vertex arrays that aren't in VBOs */
3294 struct gl_buffer_object *NullBufferObj;
3295
3296 /**
3297 * \name Vertex/geometry/fragment programs
3298 */
3299 /*@{*/
3300 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3301 struct gl_program *DefaultVertexProgram;
3302 struct gl_program *DefaultFragmentProgram;
3303 /*@}*/
3304
3305 /* GL_ATI_fragment_shader */
3306 struct _mesa_HashTable *ATIShaders;
3307 struct ati_fragment_shader *DefaultFragmentShader;
3308
3309 struct _mesa_HashTable *BufferObjects;
3310
3311 /** Table of both gl_shader and gl_shader_program objects */
3312 struct _mesa_HashTable *ShaderObjects;
3313
3314 /* GL_EXT_framebuffer_object */
3315 struct _mesa_HashTable *RenderBuffers;
3316 struct _mesa_HashTable *FrameBuffers;
3317
3318 /* GL_ARB_sync */
3319 struct set *SyncObjects;
3320
3321 /** GL_ARB_sampler_objects */
3322 struct _mesa_HashTable *SamplerObjects;
3323
3324 /* GL_ARB_bindless_texture */
3325 struct hash_table_u64 *TextureHandles;
3326 struct hash_table_u64 *ImageHandles;
3327 mtx_t HandlesMutex; /**< For texture/image handles safety */
3328
3329 /**
3330 * Some context in this share group was affected by a GPU reset
3331 *
3332 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3333 * been affected by a GPU reset must also return
3334 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3335 *
3336 * Once this field becomes true, it is never reset to false.
3337 */
3338 bool ShareGroupReset;
3339
3340 /** EXT_external_objects */
3341 struct _mesa_HashTable *MemoryObjects;
3342
3343 /**
3344 * Some context in this share group was affected by a disjoint
3345 * operation. This operation can be anything that has effects on
3346 * values of timer queries in such manner that they become invalid for
3347 * performance metrics. As example gpu reset, counter overflow or gpu
3348 * frequency changes.
3349 */
3350 bool DisjointOperation;
3351 };
3352
3353
3354
3355 /**
3356 * Renderbuffers represent drawing surfaces such as color, depth and/or
3357 * stencil. A framebuffer object has a set of renderbuffers.
3358 * Drivers will typically derive subclasses of this type.
3359 */
3360 struct gl_renderbuffer
3361 {
3362 simple_mtx_t Mutex; /**< for thread safety */
3363 GLuint ClassID; /**< Useful for drivers */
3364 GLuint Name;
3365 GLchar *Label; /**< GL_KHR_debug */
3366 GLint RefCount;
3367 GLuint Width, Height;
3368 GLuint Depth;
3369 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3370 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3371 /**
3372 * True for renderbuffers that wrap textures, giving the driver a chance to
3373 * flush render caches through the FinishRenderTexture hook.
3374 *
3375 * Drivers may also set this on renderbuffers other than those generated by
3376 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3377 * called without a rb->TexImage.
3378 */
3379 GLboolean NeedsFinishRenderTexture;
3380 GLubyte NumSamples; /**< zero means not multisampled */
3381 GLenum16 InternalFormat; /**< The user-specified format */
3382 GLenum16 _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3383 GL_STENCIL_INDEX. */
3384 mesa_format Format; /**< The actual renderbuffer memory format */
3385 /**
3386 * Pointer to the texture image if this renderbuffer wraps a texture,
3387 * otherwise NULL.
3388 *
3389 * Note that the reference on the gl_texture_object containing this
3390 * TexImage is held by the gl_renderbuffer_attachment.
3391 */
3392 struct gl_texture_image *TexImage;
3393
3394 /** Delete this renderbuffer */
3395 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3396
3397 /** Allocate new storage for this renderbuffer */
3398 GLboolean (*AllocStorage)(struct gl_context *ctx,
3399 struct gl_renderbuffer *rb,
3400 GLenum internalFormat,
3401 GLuint width, GLuint height);
3402 };
3403
3404
3405 /**
3406 * A renderbuffer attachment points to either a texture object (and specifies
3407 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3408 */
3409 struct gl_renderbuffer_attachment
3410 {
3411 GLenum16 Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3412 GLboolean Complete;
3413
3414 /**
3415 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3416 * application supplied renderbuffer object.
3417 */
3418 struct gl_renderbuffer *Renderbuffer;
3419
3420 /**
3421 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3422 * supplied texture object.
3423 */
3424 struct gl_texture_object *Texture;
3425 GLuint TextureLevel; /**< Attached mipmap level. */
3426 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3427 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3428 * and 2D array textures */
3429 GLboolean Layered;
3430 };
3431
3432
3433 /**
3434 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3435 * In C++ terms, think of this as a base class from which device drivers
3436 * will make derived classes.
3437 */
3438 struct gl_framebuffer
3439 {
3440 simple_mtx_t Mutex; /**< for thread safety */
3441 /**
3442 * If zero, this is a window system framebuffer. If non-zero, this
3443 * is a FBO framebuffer; note that for some devices (i.e. those with
3444 * a natural pixel coordinate system for FBOs that differs from the
3445 * OpenGL/Mesa coordinate system), this means that the viewport,
3446 * polygon face orientation, and polygon stipple will have to be inverted.
3447 */
3448 GLuint Name;
3449 GLint RefCount;
3450
3451 GLchar *Label; /**< GL_KHR_debug */
3452
3453 GLboolean DeletePending;
3454
3455 /**
3456 * The framebuffer's visual. Immutable if this is a window system buffer.
3457 * Computed from attachments if user-made FBO.
3458 */
3459 struct gl_config Visual;
3460
3461 /**
3462 * Size of frame buffer in pixels. If there are no attachments, then both
3463 * of these are 0.
3464 */
3465 GLuint Width, Height;
3466
3467 /**
3468 * In the case that the framebuffer has no attachment (i.e.
3469 * GL_ARB_framebuffer_no_attachments) then the geometry of
3470 * the framebuffer is specified by the default values.
3471 */
3472 struct {
3473 GLuint Width, Height, Layers, NumSamples;
3474 GLboolean FixedSampleLocations;
3475 /* Derived from NumSamples by the driver so that it can choose a valid
3476 * value for the hardware.
3477 */
3478 GLuint _NumSamples;
3479 } DefaultGeometry;
3480
3481 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3482 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3483 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3484 */
3485 /*@{*/
3486 GLint _Xmin, _Xmax;
3487 GLint _Ymin, _Ymax;
3488 /*@}*/
3489
3490 /** \name Derived Z buffer stuff */
3491 /*@{*/
3492 GLuint _DepthMax; /**< Max depth buffer value */
3493 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3494 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3495 /*@}*/
3496
3497 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3498 GLenum16 _Status;
3499
3500 /** Whether one of Attachment has Type != GL_NONE
3501 * NOTE: the values for Width and Height are set to 0 in case of having
3502 * no attachments, a backend driver supporting the extension
3503 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3504 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3505 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3506 * _Ymax do NOT take into account _HasAttachments being false). To get the
3507 * geometry of the framebuffer, the helper functions
3508 * _mesa_geometric_width(),
3509 * _mesa_geometric_height(),
3510 * _mesa_geometric_samples() and
3511 * _mesa_geometric_layers()
3512 * are available that check _HasAttachments.
3513 */
3514 bool _HasAttachments;
3515
3516 GLbitfield _IntegerBuffers; /**< Which color buffers are integer valued */
3517
3518 /* ARB_color_buffer_float */
3519 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3520 GLboolean _HasSNormOrFloatColorBuffer;
3521
3522 /**
3523 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3524 * is not layered. For cube maps and cube map arrays, each cube face
3525 * counts as a layer. As the case for Width, Height a backend driver
3526 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3527 * in the case that _HasAttachments is false
3528 */
3529 GLuint MaxNumLayers;
3530
3531 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3532 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3533
3534 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3535 * attribute group and GL_PIXEL attribute group, respectively.
3536 */
3537 GLenum16 ColorDrawBuffer[MAX_DRAW_BUFFERS];
3538 GLenum16 ColorReadBuffer;
3539
3540 /** Computed from ColorDraw/ReadBuffer above */
3541 GLuint _NumColorDrawBuffers;
3542 gl_buffer_index _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS];
3543 gl_buffer_index _ColorReadBufferIndex;
3544 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3545 struct gl_renderbuffer *_ColorReadBuffer;
3546
3547 /** Delete this framebuffer */
3548 void (*Delete)(struct gl_framebuffer *fb);
3549 };
3550
3551
3552 /**
3553 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3554 */
3555 struct gl_precision
3556 {
3557 GLushort RangeMin; /**< min value exponent */
3558 GLushort RangeMax; /**< max value exponent */
3559 GLushort Precision; /**< number of mantissa bits */
3560 };
3561
3562
3563 /**
3564 * Limits for vertex, geometry and fragment programs/shaders.
3565 */
3566 struct gl_program_constants
3567 {
3568 /* logical limits */
3569 GLuint MaxInstructions;
3570 GLuint MaxAluInstructions;
3571 GLuint MaxTexInstructions;
3572 GLuint MaxTexIndirections;
3573 GLuint MaxAttribs;
3574 GLuint MaxTemps;
3575 GLuint MaxAddressRegs;
3576 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3577 GLuint MaxParameters;
3578 GLuint MaxLocalParams;
3579 GLuint MaxEnvParams;
3580 /* native/hardware limits */
3581 GLuint MaxNativeInstructions;
3582 GLuint MaxNativeAluInstructions;
3583 GLuint MaxNativeTexInstructions;
3584 GLuint MaxNativeTexIndirections;
3585 GLuint MaxNativeAttribs;
3586 GLuint MaxNativeTemps;
3587 GLuint MaxNativeAddressRegs;
3588 GLuint MaxNativeParameters;
3589 /* For shaders */
3590 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3591
3592 /**
3593 * \name Per-stage input / output limits
3594 *
3595 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3596 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3597 * ES). This is stored as \c gl_constants::MaxVarying.
3598 *
3599 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3600 * variables. Each stage as a certain number of outputs that it can feed
3601 * to the next stage and a certain number inputs that it can consume from
3602 * the previous stage.
3603 *
3604 * Vertex shader inputs do not participate this in this accounting.
3605 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3606 *
3607 * Fragment shader outputs do not participate this in this accounting.
3608 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3609 */
3610 /*@{*/
3611 GLuint MaxInputComponents;
3612 GLuint MaxOutputComponents;
3613 /*@}*/
3614
3615 /* ES 2.0 and GL_ARB_ES2_compatibility */
3616 struct gl_precision LowFloat, MediumFloat, HighFloat;
3617 struct gl_precision LowInt, MediumInt, HighInt;
3618 /* GL_ARB_uniform_buffer_object */
3619 GLuint MaxUniformBlocks;
3620 GLuint MaxCombinedUniformComponents;
3621 GLuint MaxTextureImageUnits;
3622
3623 /* GL_ARB_shader_atomic_counters */
3624 GLuint MaxAtomicBuffers;
3625 GLuint MaxAtomicCounters;
3626
3627 /* GL_ARB_shader_image_load_store */
3628 GLuint MaxImageUniforms;
3629
3630 /* GL_ARB_shader_storage_buffer_object */
3631 GLuint MaxShaderStorageBlocks;
3632 };
3633
3634 /**
3635 * Constants which may be overridden by device driver during context creation
3636 * but are never changed after that.
3637 */
3638 struct gl_constants
3639 {
3640 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3641 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3642 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3643 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3644 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3645 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3646 GLuint MaxTextureCoordUnits;
3647 GLuint MaxCombinedTextureImageUnits;
3648 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3649 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3650 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3651 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3652
3653 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3654
3655 GLuint MaxArrayLockSize;
3656
3657 GLint SubPixelBits;
3658
3659 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3660 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3661 GLfloat PointSizeGranularity;
3662 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3663 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3664 GLfloat LineWidthGranularity;
3665
3666 GLuint MaxClipPlanes;
3667 GLuint MaxLights;
3668 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3669 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3670
3671 GLuint MaxViewportWidth, MaxViewportHeight;
3672 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3673 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3674 struct {
3675 GLfloat Min;
3676 GLfloat Max;
3677 } ViewportBounds; /**< GL_ARB_viewport_array */
3678 GLuint MaxWindowRectangles; /**< GL_EXT_window_rectangles */
3679
3680 struct gl_program_constants Program[MESA_SHADER_STAGES];
3681 GLuint MaxProgramMatrices;
3682 GLuint MaxProgramMatrixStackDepth;
3683
3684 struct {
3685 GLuint SamplesPassed;
3686 GLuint TimeElapsed;
3687 GLuint Timestamp;
3688 GLuint PrimitivesGenerated;
3689 GLuint PrimitivesWritten;
3690 GLuint VerticesSubmitted;
3691 GLuint PrimitivesSubmitted;
3692 GLuint VsInvocations;
3693 GLuint TessPatches;
3694 GLuint TessInvocations;
3695 GLuint GsInvocations;
3696 GLuint GsPrimitives;
3697 GLuint FsInvocations;
3698 GLuint ComputeInvocations;
3699 GLuint ClInPrimitives;
3700 GLuint ClOutPrimitives;
3701 } QueryCounterBits;
3702
3703 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3704
3705 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3706 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3707 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3708
3709 /**
3710 * GL_ARB_framebuffer_no_attachments
3711 */
3712 GLuint MaxFramebufferWidth;
3713 GLuint MaxFramebufferHeight;
3714 GLuint MaxFramebufferLayers;
3715 GLuint MaxFramebufferSamples;
3716
3717 /** Number of varying vectors between any two shader stages. */
3718 GLuint MaxVarying;
3719
3720 /** @{
3721 * GL_ARB_uniform_buffer_object
3722 */
3723 GLuint MaxCombinedUniformBlocks;
3724 GLuint MaxUniformBufferBindings;
3725 GLuint MaxUniformBlockSize;
3726 GLuint UniformBufferOffsetAlignment;
3727 /** @} */
3728
3729 /** @{
3730 * GL_ARB_shader_storage_buffer_object
3731 */
3732 GLuint MaxCombinedShaderStorageBlocks;
3733 GLuint MaxShaderStorageBufferBindings;
3734 GLuint MaxShaderStorageBlockSize;
3735 GLuint ShaderStorageBufferOffsetAlignment;
3736 /** @} */
3737
3738 /**
3739 * GL_ARB_explicit_uniform_location
3740 */
3741 GLuint MaxUserAssignableUniformLocations;
3742
3743 /** geometry shader */
3744 GLuint MaxGeometryOutputVertices;
3745 GLuint MaxGeometryTotalOutputComponents;
3746
3747 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3748
3749 /**
3750 * Changes default GLSL extension behavior from "error" to "warn". It's out
3751 * of spec, but it can make some apps work that otherwise wouldn't.
3752 */
3753 GLboolean ForceGLSLExtensionsWarn;
3754
3755 /**
3756 * If non-zero, forces GLSL shaders to behave as if they began
3757 * with "#version ForceGLSLVersion".
3758 */
3759 GLuint ForceGLSLVersion;
3760
3761 /**
3762 * Allow GLSL #extension directives in the middle of shaders.
3763 */
3764 GLboolean AllowGLSLExtensionDirectiveMidShader;
3765
3766 /**
3767 * Allow GLSL built-in variables to be redeclared verbatim
3768 */
3769 GLboolean AllowGLSLBuiltinVariableRedeclaration;
3770
3771 /**
3772 * Allow GLSL interpolation qualifier mismatch across shader stages.
3773 */
3774 GLboolean AllowGLSLCrossStageInterpolationMismatch;
3775
3776 /**
3777 * Allow creating a higher compat profile (version 3.1+) for apps that
3778 * request it. Be careful when adding that driconf option because some
3779 * features are unimplemented and might not work correctly.
3780 */
3781 GLboolean AllowHigherCompatVersion;
3782
3783 /**
3784 * Force computing the absolute value for sqrt() and inversesqrt() to follow
3785 * D3D9 when apps rely on this behaviour.
3786 */
3787 GLboolean ForceGLSLAbsSqrt;
3788
3789 /**
3790 * Force uninitialized variables to default to zero.
3791 */
3792 GLboolean GLSLZeroInit;
3793
3794 /**
3795 * Does the driver support real 32-bit integers? (Otherwise, integers are
3796 * simulated via floats.)
3797 */
3798 GLboolean NativeIntegers;
3799
3800 /**
3801 * Does VertexID count from zero or from base vertex?
3802 *
3803 * \note
3804 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3805 * ignored and need not be set.
3806 */
3807 bool VertexID_is_zero_based;
3808
3809 /**
3810 * If the driver supports real 32-bit integers, what integer value should be
3811 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3812 */
3813 GLuint UniformBooleanTrue;
3814
3815 /**
3816 * Maximum amount of time, measured in nanseconds, that the server can wait.
3817 */
3818 GLuint64 MaxServerWaitTimeout;
3819
3820 /** GL_EXT_provoking_vertex */
3821 GLboolean QuadsFollowProvokingVertexConvention;
3822
3823 /** GL_ARB_viewport_array */
3824 GLenum16 LayerAndVPIndexProvokingVertex;
3825
3826 /** OpenGL version 3.0 */
3827 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3828
3829 /** OpenGL version 3.2 */
3830 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3831
3832 /** OpenGL version 4.4 */
3833 GLuint MaxVertexAttribStride;
3834
3835 /** GL_EXT_transform_feedback */
3836 GLuint MaxTransformFeedbackBuffers;
3837 GLuint MaxTransformFeedbackSeparateComponents;
3838 GLuint MaxTransformFeedbackInterleavedComponents;
3839 GLuint MaxVertexStreams;
3840
3841 /** GL_EXT_gpu_shader4 */
3842 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3843
3844 /** GL_ARB_texture_gather */
3845 GLuint MinProgramTextureGatherOffset;
3846 GLuint MaxProgramTextureGatherOffset;
3847 GLuint MaxProgramTextureGatherComponents;
3848
3849 /* GL_ARB_robustness */
3850 GLenum16 ResetStrategy;
3851
3852 /* GL_KHR_robustness */
3853 GLboolean RobustAccess;
3854
3855 /* GL_ARB_blend_func_extended */
3856 GLuint MaxDualSourceDrawBuffers;
3857
3858 /**
3859 * Whether the implementation strips out and ignores texture borders.
3860 *
3861 * Many GPU hardware implementations don't support rendering with texture
3862 * borders and mipmapped textures. (Note: not static border color, but the
3863 * old 1-pixel border around each edge). Implementations then have to do
3864 * slow fallbacks to be correct, or just ignore the border and be fast but
3865 * wrong. Setting the flag strips the border off of TexImage calls,
3866 * providing "fast but wrong" at significantly reduced driver complexity.
3867 *
3868 * Texture borders are deprecated in GL 3.0.
3869 **/
3870 GLboolean StripTextureBorder;
3871
3872 /**
3873 * For drivers which can do a better job at eliminating unused uniforms
3874 * than the GLSL compiler.
3875 *
3876 * XXX Remove these as soon as a better solution is available.
3877 */
3878 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3879
3880 /** Whether gl_FragCoord and gl_FrontFacing are system values. */
3881 bool GLSLFragCoordIsSysVal;
3882 bool GLSLFrontFacingIsSysVal;
3883
3884 /**
3885 * Run the minimum amount of GLSL optimizations to be able to link
3886 * shaders optimally (eliminate dead varyings and uniforms) and just do
3887 * all the necessary lowering.
3888 */
3889 bool GLSLOptimizeConservatively;
3890
3891 /**
3892 * True if gl_TessLevelInner/Outer[] in the TES should be inputs
3893 * (otherwise, they're system values).
3894 */
3895 bool GLSLTessLevelsAsInputs;
3896
3897 /**
3898 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3899 * than passing the transform feedback object to the drawing function.
3900 */
3901 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3902
3903 /** GL_ARB_map_buffer_alignment */
3904 GLuint MinMapBufferAlignment;
3905
3906 /**
3907 * Disable varying packing. This is out of spec, but potentially useful
3908 * for older platforms that supports a limited number of texture
3909 * indirections--on these platforms, unpacking the varyings in the fragment
3910 * shader increases the number of texture indirections by 1, which might
3911 * make some shaders not executable at all.
3912 *
3913 * Drivers that support transform feedback must set this value to GL_FALSE.
3914 */
3915 GLboolean DisableVaryingPacking;
3916
3917 /**
3918 * UBOs and SSBOs can be packed tightly by the OpenGL implementation when
3919 * layout is set as shared (the default) or packed. However most Mesa drivers
3920 * just use STD140 for these layouts. This flag allows drivers to use STD430
3921 * for packed and shared layouts which allows arrays to be packed more
3922 * tightly.
3923 */
3924 bool UseSTD430AsDefaultPacking;
3925
3926 /**
3927 * Should meaningful names be generated for compiler temporary variables?
3928 *
3929 * Generally, it is not useful to have the compiler generate "meaningful"
3930 * names for temporary variables that it creates. This can, however, be a
3931 * useful debugging aid. In Mesa debug builds or release builds when
3932 * MESA_GLSL is set at run-time, meaningful names will be generated.
3933 * Drivers can also force names to be generated by setting this field.
3934 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3935 * vertex shader assembly) is set at run-time.
3936 */
3937 bool GenerateTemporaryNames;
3938
3939 /*
3940 * Maximum value supported for an index in DrawElements and friends.
3941 *
3942 * This must be at least (1ull<<24)-1. The default value is
3943 * (1ull<<32)-1.
3944 *
3945 * \since ES 3.0 or GL_ARB_ES3_compatibility
3946 * \sa _mesa_init_constants
3947 */
3948 GLuint64 MaxElementIndex;
3949
3950 /**
3951 * Disable interpretation of line continuations (lines ending with a
3952 * backslash character ('\') in GLSL source.
3953 */
3954 GLboolean DisableGLSLLineContinuations;
3955
3956 /** GL_ARB_texture_multisample */
3957 GLint MaxColorTextureSamples;
3958 GLint MaxDepthTextureSamples;
3959 GLint MaxIntegerSamples;
3960
3961 /**
3962 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3963 * samples are laid out in a rectangular grid roughly corresponding to
3964 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3965 * are used to map indices of rectangular grid to sample numbers within
3966 * a pixel. This mapping of indices to sample numbers must be initialized
3967 * by the driver for the target hardware. For example, if we have the 8X
3968 * MSAA sample number layout (sample positions) for XYZ hardware:
3969 *
3970 * sample indices layout sample number layout
3971 * --------- ---------
3972 * | 0 | 1 | | a | b |
3973 * --------- ---------
3974 * | 2 | 3 | | c | d |
3975 * --------- ---------
3976 * | 4 | 5 | | e | f |
3977 * --------- ---------
3978 * | 6 | 7 | | g | h |
3979 * --------- ---------
3980 *
3981 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3982 *
3983 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3984 * below:
3985 * SampleMap8x = {a, b, c, d, e, f, g, h};
3986 *
3987 * Follow the logic for sample counts 2-8.
3988 *
3989 * For 16x the sample indices layout as a 4x4 grid as follows:
3990 *
3991 * -----------------
3992 * | 0 | 1 | 2 | 3 |
3993 * -----------------
3994 * | 4 | 5 | 6 | 7 |
3995 * -----------------
3996 * | 8 | 9 |10 |11 |
3997 * -----------------
3998 * |12 |13 |14 |15 |
3999 * -----------------
4000 */
4001 uint8_t SampleMap2x[2];
4002 uint8_t SampleMap4x[4];
4003 uint8_t SampleMap8x[8];
4004 uint8_t SampleMap16x[16];
4005
4006 /** GL_ARB_shader_atomic_counters */
4007 GLuint MaxAtomicBufferBindings;
4008 GLuint MaxAtomicBufferSize;
4009 GLuint MaxCombinedAtomicBuffers;
4010 GLuint MaxCombinedAtomicCounters;
4011
4012 /** GL_ARB_vertex_attrib_binding */
4013 GLint MaxVertexAttribRelativeOffset;
4014 GLint MaxVertexAttribBindings;
4015
4016 /* GL_ARB_shader_image_load_store */
4017 GLuint MaxImageUnits;
4018 GLuint MaxCombinedShaderOutputResources;
4019 GLuint MaxImageSamples;
4020 GLuint MaxCombinedImageUniforms;
4021
4022 /** GL_ARB_compute_shader */
4023 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
4024 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
4025 GLuint MaxComputeWorkGroupInvocations;
4026 GLuint MaxComputeSharedMemorySize;
4027
4028 /** GL_ARB_compute_variable_group_size */
4029 GLuint MaxComputeVariableGroupSize[3]; /* Array of x, y, z dimensions */
4030 GLuint MaxComputeVariableGroupInvocations;
4031
4032 /** GL_ARB_gpu_shader5 */
4033 GLfloat MinFragmentInterpolationOffset;
4034 GLfloat MaxFragmentInterpolationOffset;
4035
4036 GLboolean FakeSWMSAA;
4037
4038 /** GL_KHR_context_flush_control */
4039 GLenum16 ContextReleaseBehavior;
4040
4041 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
4042
4043 /** GL_ARB_tessellation_shader */
4044 GLuint MaxPatchVertices;
4045 GLuint MaxTessGenLevel;
4046 GLuint MaxTessPatchComponents;
4047 GLuint MaxTessControlTotalOutputComponents;
4048 bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
4049 bool PrimitiveRestartForPatches;
4050 bool LowerCsDerivedVariables; /**< Lower gl_GlobalInvocationID and
4051 * gl_LocalInvocationIndex based on
4052 * other builtin variables. */
4053
4054 /** GL_OES_primitive_bounding_box */
4055 bool NoPrimitiveBoundingBoxOutput;
4056
4057 /** GL_ARB_sparse_buffer */
4058 GLuint SparseBufferPageSize;
4059
4060 /** Used as an input for sha1 generation in the on-disk shader cache */
4061 unsigned char *dri_config_options_sha1;
4062
4063 /** When drivers are OK with mapped buffers during draw and other calls. */
4064 bool AllowMappedBuffersDuringExecution;
4065
4066 /** GL_ARB_get_program_binary */
4067 GLuint NumProgramBinaryFormats;
4068 };
4069
4070
4071 /**
4072 * Enable flag for each OpenGL extension. Different device drivers will
4073 * enable different extensions at runtime.
4074 */
4075 struct gl_extensions
4076 {
4077 GLboolean dummy; /* don't remove this! */
4078 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
4079 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
4080 GLboolean ANGLE_texture_compression_dxt;
4081 GLboolean ARB_ES2_compatibility;
4082 GLboolean ARB_ES3_compatibility;
4083 GLboolean ARB_ES3_1_compatibility;
4084 GLboolean ARB_ES3_2_compatibility;
4085 GLboolean ARB_arrays_of_arrays;
4086 GLboolean ARB_base_instance;
4087 GLboolean ARB_bindless_texture;
4088 GLboolean ARB_blend_func_extended;
4089 GLboolean ARB_buffer_storage;
4090 GLboolean ARB_clear_texture;
4091 GLboolean ARB_clip_control;
4092 GLboolean ARB_color_buffer_float;
4093 GLboolean ARB_compute_shader;
4094 GLboolean ARB_compute_variable_group_size;
4095 GLboolean ARB_conditional_render_inverted;
4096 GLboolean ARB_conservative_depth;
4097 GLboolean ARB_copy_image;
4098 GLboolean ARB_cull_distance;
4099 GLboolean ARB_depth_buffer_float;
4100 GLboolean ARB_depth_clamp;
4101 GLboolean ARB_depth_texture;
4102 GLboolean ARB_derivative_control;
4103 GLboolean ARB_draw_buffers_blend;
4104 GLboolean ARB_draw_elements_base_vertex;
4105 GLboolean ARB_draw_indirect;
4106 GLboolean ARB_draw_instanced;
4107 GLboolean ARB_fragment_coord_conventions;
4108 GLboolean ARB_fragment_layer_viewport;
4109 GLboolean ARB_fragment_program;
4110 GLboolean ARB_fragment_program_shadow;
4111 GLboolean ARB_fragment_shader;
4112 GLboolean ARB_framebuffer_no_attachments;
4113 GLboolean ARB_framebuffer_object;
4114 GLboolean ARB_enhanced_layouts;
4115 GLboolean ARB_explicit_attrib_location;
4116 GLboolean ARB_explicit_uniform_location;
4117 GLboolean ARB_gl_spirv;
4118 GLboolean ARB_gpu_shader5;
4119 GLboolean ARB_gpu_shader_fp64;
4120 GLboolean ARB_gpu_shader_int64;
4121 GLboolean ARB_half_float_vertex;
4122 GLboolean ARB_indirect_parameters;
4123 GLboolean ARB_instanced_arrays;
4124 GLboolean ARB_internalformat_query;
4125 GLboolean ARB_internalformat_query2;
4126 GLboolean ARB_map_buffer_range;
4127 GLboolean ARB_occlusion_query;
4128 GLboolean ARB_occlusion_query2;
4129 GLboolean ARB_pipeline_statistics_query;
4130 GLboolean ARB_point_sprite;
4131 GLboolean ARB_polygon_offset_clamp;
4132 GLboolean ARB_post_depth_coverage;
4133 GLboolean ARB_query_buffer_object;
4134 GLboolean ARB_robust_buffer_access_behavior;
4135 GLboolean ARB_sample_shading;
4136 GLboolean ARB_seamless_cube_map;
4137 GLboolean ARB_shader_atomic_counter_ops;
4138 GLboolean ARB_shader_atomic_counters;
4139 GLboolean ARB_shader_ballot;
4140 GLboolean ARB_shader_bit_encoding;
4141 GLboolean ARB_shader_clock;
4142 GLboolean ARB_shader_draw_parameters;
4143 GLboolean ARB_shader_group_vote;
4144 GLboolean ARB_shader_image_load_store;
4145 GLboolean ARB_shader_image_size;
4146 GLboolean ARB_shader_precision;
4147 GLboolean ARB_shader_stencil_export;
4148 GLboolean ARB_shader_storage_buffer_object;
4149 GLboolean ARB_shader_texture_image_samples;
4150 GLboolean ARB_shader_texture_lod;
4151 GLboolean ARB_shader_viewport_layer_array;
4152 GLboolean ARB_shading_language_packing;
4153 GLboolean ARB_shading_language_420pack;
4154 GLboolean ARB_shadow;
4155 GLboolean ARB_sparse_buffer;
4156 GLboolean ARB_stencil_texturing;
4157 GLboolean ARB_sync;
4158 GLboolean ARB_tessellation_shader;
4159 GLboolean ARB_texture_border_clamp;
4160 GLboolean ARB_texture_buffer_object;
4161 GLboolean ARB_texture_buffer_object_rgb32;
4162 GLboolean ARB_texture_buffer_range;
4163 GLboolean ARB_texture_compression_bptc;
4164 GLboolean ARB_texture_compression_rgtc;
4165 GLboolean ARB_texture_cube_map;
4166 GLboolean ARB_texture_cube_map_array;
4167 GLboolean ARB_texture_env_combine;
4168 GLboolean ARB_texture_env_crossbar;
4169 GLboolean ARB_texture_env_dot3;
4170 GLboolean ARB_texture_filter_anisotropic;
4171 GLboolean ARB_texture_float;
4172 GLboolean ARB_texture_gather;
4173 GLboolean ARB_texture_mirror_clamp_to_edge;
4174 GLboolean ARB_texture_multisample;
4175 GLboolean ARB_texture_non_power_of_two;
4176 GLboolean ARB_texture_stencil8;
4177 GLboolean ARB_texture_query_levels;
4178 GLboolean ARB_texture_query_lod;
4179 GLboolean ARB_texture_rg;
4180 GLboolean ARB_texture_rgb10_a2ui;
4181 GLboolean ARB_texture_view;
4182 GLboolean ARB_timer_query;
4183 GLboolean ARB_transform_feedback2;
4184 GLboolean ARB_transform_feedback3;
4185 GLboolean ARB_transform_feedback_instanced;
4186 GLboolean ARB_transform_feedback_overflow_query;
4187 GLboolean ARB_uniform_buffer_object;
4188 GLboolean ARB_vertex_attrib_64bit;
4189 GLboolean ARB_vertex_program;
4190 GLboolean ARB_vertex_shader;
4191 GLboolean ARB_vertex_type_10f_11f_11f_rev;
4192 GLboolean ARB_vertex_type_2_10_10_10_rev;
4193 GLboolean ARB_viewport_array;
4194 GLboolean EXT_blend_color;
4195 GLboolean EXT_blend_equation_separate;
4196 GLboolean EXT_blend_func_separate;
4197 GLboolean EXT_blend_minmax;
4198 GLboolean EXT_depth_bounds_test;
4199 GLboolean EXT_disjoint_timer_query;
4200 GLboolean EXT_draw_buffers2;
4201 GLboolean EXT_framebuffer_multisample;
4202 GLboolean EXT_framebuffer_multisample_blit_scaled;
4203 GLboolean EXT_framebuffer_sRGB;
4204 GLboolean EXT_gpu_program_parameters;
4205 GLboolean EXT_gpu_shader4;
4206 GLboolean EXT_memory_object;
4207 GLboolean EXT_memory_object_fd;
4208 GLboolean EXT_packed_float;
4209 GLboolean EXT_pixel_buffer_object;
4210 GLboolean EXT_point_parameters;
4211 GLboolean EXT_provoking_vertex;
4212 GLboolean EXT_shader_integer_mix;
4213 GLboolean EXT_shader_samples_identical;
4214 GLboolean EXT_stencil_two_side;
4215 GLboolean EXT_texture_array;
4216 GLboolean EXT_texture_compression_latc;
4217 GLboolean EXT_texture_compression_s3tc;
4218 GLboolean EXT_texture_env_dot3;
4219 GLboolean EXT_texture_filter_anisotropic;
4220 GLboolean EXT_texture_integer;
4221 GLboolean EXT_texture_mirror_clamp;
4222 GLboolean EXT_texture_shared_exponent;
4223 GLboolean EXT_texture_snorm;
4224 GLboolean EXT_texture_sRGB;
4225 GLboolean EXT_texture_sRGB_decode;
4226 GLboolean EXT_texture_swizzle;
4227 GLboolean EXT_texture_type_2_10_10_10_REV;
4228 GLboolean EXT_transform_feedback;
4229 GLboolean EXT_timer_query;
4230 GLboolean EXT_vertex_array_bgra;
4231 GLboolean EXT_window_rectangles;
4232 GLboolean OES_copy_image;
4233 GLboolean OES_primitive_bounding_box;
4234 GLboolean OES_sample_variables;
4235 GLboolean OES_standard_derivatives;
4236 GLboolean OES_texture_buffer;
4237 GLboolean OES_texture_cube_map_array;
4238 GLboolean OES_viewport_array;
4239 /* vendor extensions */
4240 GLboolean AMD_performance_monitor;
4241 GLboolean AMD_pinned_memory;
4242 GLboolean AMD_seamless_cubemap_per_texture;
4243 GLboolean AMD_vertex_shader_layer;
4244 GLboolean AMD_vertex_shader_viewport_index;
4245 GLboolean ANDROID_extension_pack_es31a;
4246 GLboolean APPLE_object_purgeable;
4247 GLboolean ATI_meminfo;
4248 GLboolean ATI_texture_compression_3dc;
4249 GLboolean ATI_texture_mirror_once;
4250 GLboolean ATI_texture_env_combine3;
4251 GLboolean ATI_fragment_shader;
4252 GLboolean ATI_separate_stencil;
4253 GLboolean GREMEDY_string_marker;
4254 GLboolean INTEL_conservative_rasterization;
4255 GLboolean INTEL_performance_query;
4256 GLboolean KHR_blend_equation_advanced;
4257 GLboolean KHR_blend_equation_advanced_coherent;
4258 GLboolean KHR_robustness;
4259 GLboolean KHR_texture_compression_astc_hdr;
4260 GLboolean KHR_texture_compression_astc_ldr;
4261 GLboolean KHR_texture_compression_astc_sliced_3d;
4262 GLboolean MESA_tile_raster_order;
4263 GLboolean MESA_pack_invert;
4264 GLboolean MESA_shader_framebuffer_fetch;
4265 GLboolean MESA_shader_framebuffer_fetch_non_coherent;
4266 GLboolean MESA_shader_integer_functions;
4267 GLboolean MESA_ycbcr_texture;
4268 GLboolean NV_conditional_render;
4269 GLboolean NV_fill_rectangle;
4270 GLboolean NV_fog_distance;
4271 GLboolean NV_point_sprite;
4272 GLboolean NV_primitive_restart;
4273 GLboolean NV_texture_barrier;
4274 GLboolean NV_texture_env_combine4;
4275 GLboolean NV_texture_rectangle;
4276 GLboolean NV_vdpau_interop;
4277 GLboolean NVX_gpu_memory_info;
4278 GLboolean TDFX_texture_compression_FXT1;
4279 GLboolean OES_EGL_image;
4280 GLboolean OES_draw_texture;
4281 GLboolean OES_depth_texture_cube_map;
4282 GLboolean OES_EGL_image_external;
4283 GLboolean OES_texture_float;
4284 GLboolean OES_texture_float_linear;
4285 GLboolean OES_texture_half_float;
4286 GLboolean OES_texture_half_float_linear;
4287 GLboolean OES_compressed_ETC1_RGB8_texture;
4288 GLboolean OES_geometry_shader;
4289 GLboolean OES_texture_compression_astc;
4290 GLboolean extension_sentinel;
4291 /** The extension string */
4292 const GLubyte *String;
4293 /** Number of supported extensions */
4294 GLuint Count;
4295 /**
4296 * The context version which extension helper functions compare against.
4297 * By default, the value is equal to ctx->Version. This changes to ~0
4298 * while meta is in progress.
4299 */
4300 GLubyte Version;
4301 /**
4302 * Force-enabled, yet unrecognized, extensions.
4303 * See _mesa_one_time_init_extension_overrides()
4304 */
4305 #define MAX_UNRECOGNIZED_EXTENSIONS 16
4306 const char *unrecognized_extensions[MAX_UNRECOGNIZED_EXTENSIONS];
4307 };
4308
4309
4310 /**
4311 * A stack of matrices (projection, modelview, color, texture, etc).
4312 */
4313 struct gl_matrix_stack
4314 {
4315 GLmatrix *Top; /**< points into Stack */
4316 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
4317 unsigned StackSize; /**< Number of elements in Stack */
4318 GLuint Depth; /**< 0 <= Depth < MaxDepth */
4319 GLuint MaxDepth; /**< size of Stack[] array */
4320 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
4321 };
4322
4323
4324 /**
4325 * \name Bits for image transfer operations
4326 * \sa __struct gl_contextRec::ImageTransferState.
4327 */
4328 /*@{*/
4329 #define IMAGE_SCALE_BIAS_BIT 0x1
4330 #define IMAGE_SHIFT_OFFSET_BIT 0x2
4331 #define IMAGE_MAP_COLOR_BIT 0x4
4332 #define IMAGE_CLAMP_BIT 0x800
4333
4334
4335 /** Pixel Transfer ops */
4336 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
4337 IMAGE_SHIFT_OFFSET_BIT | \
4338 IMAGE_MAP_COLOR_BIT)
4339
4340
4341 /**
4342 * \name Bits to indicate what state has changed.
4343 */
4344 /*@{*/
4345 #define _NEW_MODELVIEW (1u << 0) /**< gl_context::ModelView */
4346 #define _NEW_PROJECTION (1u << 1) /**< gl_context::Projection */
4347 #define _NEW_TEXTURE_MATRIX (1u << 2) /**< gl_context::TextureMatrix */
4348 #define _NEW_COLOR (1u << 3) /**< gl_context::Color */
4349 #define _NEW_DEPTH (1u << 4) /**< gl_context::Depth */
4350 #define _NEW_EVAL (1u << 5) /**< gl_context::Eval, EvalMap */
4351 #define _NEW_FOG (1u << 6) /**< gl_context::Fog */
4352 #define _NEW_HINT (1u << 7) /**< gl_context::Hint */
4353 #define _NEW_LIGHT (1u << 8) /**< gl_context::Light */
4354 #define _NEW_LINE (1u << 9) /**< gl_context::Line */
4355 #define _NEW_PIXEL (1u << 10) /**< gl_context::Pixel */
4356 #define _NEW_POINT (1u << 11) /**< gl_context::Point */
4357 #define _NEW_POLYGON (1u << 12) /**< gl_context::Polygon */
4358 #define _NEW_POLYGONSTIPPLE (1u << 13) /**< gl_context::PolygonStipple */
4359 #define _NEW_SCISSOR (1u << 14) /**< gl_context::Scissor */
4360 #define _NEW_STENCIL (1u << 15) /**< gl_context::Stencil */
4361 #define _NEW_TEXTURE_OBJECT (1u << 16) /**< gl_context::Texture (bindings only) */
4362 #define _NEW_TRANSFORM (1u << 17) /**< gl_context::Transform */
4363 #define _NEW_VIEWPORT (1u << 18) /**< gl_context::Viewport */
4364 #define _NEW_TEXTURE_STATE (1u << 19) /**< gl_context::Texture (states only) */
4365 #define _NEW_ARRAY (1u << 20) /**< gl_context::Array */
4366 #define _NEW_RENDERMODE (1u << 21) /**< gl_context::RenderMode, etc */
4367 #define _NEW_BUFFERS (1u << 22) /**< gl_context::Visual, DrawBuffer, */
4368 #define _NEW_CURRENT_ATTRIB (1u << 23) /**< gl_context::Current */
4369 #define _NEW_MULTISAMPLE (1u << 24) /**< gl_context::Multisample */
4370 #define _NEW_TRACK_MATRIX (1u << 25) /**< gl_context::VertexProgram */
4371 #define _NEW_PROGRAM (1u << 26) /**< New program/shader state */
4372 #define _NEW_PROGRAM_CONSTANTS (1u << 27)
4373 /* gap */
4374 #define _NEW_FRAG_CLAMP (1u << 29)
4375 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4376 #define _NEW_VARYING_VP_INPUTS (1u << 31) /**< gl_context::varying_vp_inputs */
4377 #define _NEW_ALL ~0
4378 /*@}*/
4379
4380
4381 /**
4382 * Composite state flags
4383 */
4384 /*@{*/
4385 #define _NEW_TEXTURE (_NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE)
4386
4387 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
4388 _NEW_TEXTURE_STATE | \
4389 _NEW_POINT | \
4390 _NEW_PROGRAM | \
4391 _NEW_MODELVIEW)
4392
4393 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
4394 _NEW_FOG | \
4395 _NEW_PROGRAM)
4396
4397
4398 /*@}*/
4399
4400
4401
4402
4403 /* This has to be included here. */
4404 #include "dd.h"
4405
4406
4407 /** Opaque declaration of display list payload data type */
4408 union gl_dlist_node;
4409
4410
4411 /**
4412 * Per-display list information.
4413 */
4414 struct gl_display_list
4415 {
4416 GLuint Name;
4417 GLbitfield Flags; /**< DLIST_x flags */
4418 GLchar *Label; /**< GL_KHR_debug */
4419 /** The dlist commands are in a linked list of nodes */
4420 union gl_dlist_node *Head;
4421 };
4422
4423
4424 /**
4425 * State used during display list compilation and execution.
4426 */
4427 struct gl_dlist_state
4428 {
4429 struct gl_display_list *CurrentList; /**< List currently being compiled */
4430 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
4431 GLuint CurrentPos; /**< Index into current block of nodes */
4432 GLuint CallDepth; /**< Current recursion calling depth */
4433
4434 GLvertexformat ListVtxfmt;
4435
4436 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
4437 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
4438
4439 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
4440 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
4441
4442 struct {
4443 /* State known to have been set by the currently-compiling display
4444 * list. Used to eliminate some redundant state changes.
4445 */
4446 GLenum16 ShadeModel;
4447 } Current;
4448 };
4449
4450 /** @{
4451 *
4452 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
4453 * to small enums suitable for use as an array index.
4454 */
4455
4456 enum mesa_debug_source
4457 {
4458 MESA_DEBUG_SOURCE_API,
4459 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
4460 MESA_DEBUG_SOURCE_SHADER_COMPILER,
4461 MESA_DEBUG_SOURCE_THIRD_PARTY,
4462 MESA_DEBUG_SOURCE_APPLICATION,
4463 MESA_DEBUG_SOURCE_OTHER,
4464 MESA_DEBUG_SOURCE_COUNT
4465 };
4466
4467 enum mesa_debug_type
4468 {
4469 MESA_DEBUG_TYPE_ERROR,
4470 MESA_DEBUG_TYPE_DEPRECATED,
4471 MESA_DEBUG_TYPE_UNDEFINED,
4472 MESA_DEBUG_TYPE_PORTABILITY,
4473 MESA_DEBUG_TYPE_PERFORMANCE,
4474 MESA_DEBUG_TYPE_OTHER,
4475 MESA_DEBUG_TYPE_MARKER,
4476 MESA_DEBUG_TYPE_PUSH_GROUP,
4477 MESA_DEBUG_TYPE_POP_GROUP,
4478 MESA_DEBUG_TYPE_COUNT
4479 };
4480
4481 enum mesa_debug_severity
4482 {
4483 MESA_DEBUG_SEVERITY_LOW,
4484 MESA_DEBUG_SEVERITY_MEDIUM,
4485 MESA_DEBUG_SEVERITY_HIGH,
4486 MESA_DEBUG_SEVERITY_NOTIFICATION,
4487 MESA_DEBUG_SEVERITY_COUNT
4488 };
4489
4490 /** @} */
4491
4492 /**
4493 * Driver-specific state flags.
4494 *
4495 * These are or'd with gl_context::NewDriverState to notify a driver about
4496 * a state change. The driver sets the flags at context creation and
4497 * the meaning of the bits set is opaque to core Mesa.
4498 */
4499 struct gl_driver_flags
4500 {
4501 /** gl_context::Array::_DrawArrays (vertex array state) */
4502 uint64_t NewArray;
4503
4504 /** gl_context::TransformFeedback::CurrentObject */
4505 uint64_t NewTransformFeedback;
4506
4507 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4508 uint64_t NewTransformFeedbackProg;
4509
4510 /** gl_context::RasterDiscard */
4511 uint64_t NewRasterizerDiscard;
4512
4513 /** gl_context::TileRasterOrder* */
4514 uint64_t NewTileRasterOrder;
4515
4516 /**
4517 * gl_context::UniformBufferBindings
4518 * gl_shader_program::UniformBlocks
4519 */
4520 uint64_t NewUniformBuffer;
4521
4522 /**
4523 * gl_context::ShaderStorageBufferBindings
4524 * gl_shader_program::ShaderStorageBlocks
4525 */
4526 uint64_t NewShaderStorageBuffer;
4527
4528 uint64_t NewTextureBuffer;
4529
4530 /**
4531 * gl_context::AtomicBufferBindings
4532 */
4533 uint64_t NewAtomicBuffer;
4534
4535 /**
4536 * gl_context::ImageUnits
4537 */
4538 uint64_t NewImageUnits;
4539
4540 /**
4541 * gl_context::TessCtrlProgram::patch_default_*
4542 */
4543 uint64_t NewDefaultTessLevels;
4544
4545 /**
4546 * gl_context::IntelConservativeRasterization
4547 */
4548 uint64_t NewIntelConservativeRasterization;
4549
4550 /**
4551 * gl_context::Scissor::WindowRects
4552 */
4553 uint64_t NewWindowRectangles;
4554
4555 /** gl_context::Color::sRGBEnabled */
4556 uint64_t NewFramebufferSRGB;
4557
4558 /** gl_context::Scissor::EnableFlags */
4559 uint64_t NewScissorTest;
4560
4561 /** gl_context::Scissor::ScissorArray */
4562 uint64_t NewScissorRect;
4563
4564 /** gl_context::Color::Alpha* */
4565 uint64_t NewAlphaTest;
4566
4567 /** gl_context::Color::Blend/Dither */
4568 uint64_t NewBlend;
4569
4570 /** gl_context::Color::BlendColor */
4571 uint64_t NewBlendColor;
4572
4573 /** gl_context::Color::Color/Index */
4574 uint64_t NewColorMask;
4575
4576 /** gl_context::Depth */
4577 uint64_t NewDepth;
4578
4579 /** gl_context::Color::LogicOp/ColorLogicOp/IndexLogicOp */
4580 uint64_t NewLogicOp;
4581
4582 /** gl_context::Multisample::Enabled */
4583 uint64_t NewMultisampleEnable;
4584
4585 /** gl_context::Multisample::SampleAlphaTo* */
4586 uint64_t NewSampleAlphaToXEnable;
4587
4588 /** gl_context::Multisample::SampleCoverage/SampleMaskValue */
4589 uint64_t NewSampleMask;
4590
4591 /** gl_context::Multisample::(Min)SampleShading */
4592 uint64_t NewSampleShading;
4593
4594 /** gl_context::Stencil */
4595 uint64_t NewStencil;
4596
4597 /** gl_context::Transform::ClipOrigin/ClipDepthMode */
4598 uint64_t NewClipControl;
4599
4600 /** gl_context::Transform::EyeUserPlane */
4601 uint64_t NewClipPlane;
4602
4603 /** gl_context::Transform::ClipPlanesEnabled */
4604 uint64_t NewClipPlaneEnable;
4605
4606 /** gl_context::Transform::DepthClamp */
4607 uint64_t NewDepthClamp;
4608
4609 /** gl_context::Line */
4610 uint64_t NewLineState;
4611
4612 /** gl_context::Polygon */
4613 uint64_t NewPolygonState;
4614
4615 /** gl_context::PolygonStipple */
4616 uint64_t NewPolygonStipple;
4617
4618 /** gl_context::ViewportArray */
4619 uint64_t NewViewport;
4620
4621 /** Shader constants (uniforms, program parameters, state constants) */
4622 uint64_t NewShaderConstants[MESA_SHADER_STAGES];
4623 };
4624
4625 struct gl_buffer_binding
4626 {
4627 struct gl_buffer_object *BufferObject;
4628 /** Start of uniform block data in the buffer */
4629 GLintptr Offset;
4630 /** Size of data allowed to be referenced from the buffer (in bytes) */
4631 GLsizeiptr Size;
4632 /**
4633 * glBindBufferBase() indicates that the Size should be ignored and only
4634 * limited by the current size of the BufferObject.
4635 */
4636 GLboolean AutomaticSize;
4637 };
4638
4639 /**
4640 * ARB_shader_image_load_store image unit.
4641 */
4642 struct gl_image_unit
4643 {
4644 /**
4645 * Texture object bound to this unit.
4646 */
4647 struct gl_texture_object *TexObj;
4648
4649 /**
4650 * Level of the texture object bound to this unit.
4651 */
4652 GLuint Level;
4653
4654 /**
4655 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4656 * GL_FALSE if only some specific layer of the texture is bound.
4657 * \sa Layer
4658 */
4659 GLboolean Layered;
4660
4661 /**
4662 * Layer of the texture object bound to this unit as specified by the
4663 * application.
4664 */
4665 GLuint Layer;
4666
4667 /**
4668 * Layer of the texture object bound to this unit, or zero if the
4669 * whole level is bound.
4670 */
4671 GLuint _Layer;
4672
4673 /**
4674 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4675 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4676 */
4677 GLenum16 Access;
4678
4679 /**
4680 * GL internal format that determines the interpretation of the
4681 * image memory when shader image operations are performed through
4682 * this unit.
4683 */
4684 GLenum16 Format;
4685
4686 /**
4687 * Mesa format corresponding to \c Format.
4688 */
4689 mesa_format _ActualFormat;
4690
4691 };
4692
4693 /**
4694 * Shader subroutines storage
4695 */
4696 struct gl_subroutine_index_binding
4697 {
4698 GLuint NumIndex;
4699 GLuint *IndexPtr;
4700 };
4701
4702 struct gl_texture_handle_object
4703 {
4704 struct gl_texture_object *texObj;
4705 struct gl_sampler_object *sampObj;
4706 GLuint64 handle;
4707 };
4708
4709 struct gl_image_handle_object
4710 {
4711 struct gl_image_unit imgObj;
4712 GLuint64 handle;
4713 };
4714
4715 struct gl_memory_object
4716 {
4717 GLuint Name; /**< hash table ID/name */
4718 GLboolean Immutable; /**< denotes mutability state of parameters */
4719 GLboolean Dedicated; /**< import memory from a dedicated allocation */
4720 };
4721
4722 /**
4723 * Mesa rendering context.
4724 *
4725 * This is the central context data structure for Mesa. Almost all
4726 * OpenGL state is contained in this structure.
4727 * Think of this as a base class from which device drivers will derive
4728 * sub classes.
4729 */
4730 struct gl_context
4731 {
4732 /** State possibly shared with other contexts in the address space */
4733 struct gl_shared_state *Shared;
4734
4735 /** \name API function pointer tables */
4736 /*@{*/
4737 gl_api API;
4738
4739 /**
4740 * The current dispatch table for non-displaylist-saving execution, either
4741 * BeginEnd or OutsideBeginEnd
4742 */
4743 struct _glapi_table *Exec;
4744 /**
4745 * The normal dispatch table for non-displaylist-saving, non-begin/end
4746 */
4747 struct _glapi_table *OutsideBeginEnd;
4748 /** The dispatch table used between glNewList() and glEndList() */
4749 struct _glapi_table *Save;
4750 /**
4751 * The dispatch table used between glBegin() and glEnd() (outside of a
4752 * display list). Only valid functions between those two are set, which is
4753 * mostly just the set in a GLvertexformat struct.
4754 */
4755 struct _glapi_table *BeginEnd;
4756 /**
4757 * Dispatch table for when a graphics reset has happened.
4758 */
4759 struct _glapi_table *ContextLost;
4760 /**
4761 * Dispatch table used to marshal API calls from the client program to a
4762 * separate server thread. NULL if API calls are not being marshalled to
4763 * another thread.
4764 */
4765 struct _glapi_table *MarshalExec;
4766 /**
4767 * Dispatch table currently in use for fielding API calls from the client
4768 * program. If API calls are being marshalled to another thread, this ==
4769 * MarshalExec. Otherwise it == CurrentServerDispatch.
4770 */
4771 struct _glapi_table *CurrentClientDispatch;
4772
4773 /**
4774 * Dispatch table currently in use for performing API calls. == Save or
4775 * Exec.
4776 */
4777 struct _glapi_table *CurrentServerDispatch;
4778
4779 /*@}*/
4780
4781 struct glthread_state *GLThread;
4782
4783 struct gl_config Visual;
4784 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4785 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4786 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4787 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4788
4789 /**
4790 * Device driver function pointer table
4791 */
4792 struct dd_function_table Driver;
4793
4794 /** Core/Driver constants */
4795 struct gl_constants Const;
4796
4797 /** \name The various 4x4 matrix stacks */
4798 /*@{*/
4799 struct gl_matrix_stack ModelviewMatrixStack;
4800 struct gl_matrix_stack ProjectionMatrixStack;
4801 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4802 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4803 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4804 /*@}*/
4805
4806 /** Combined modelview and projection matrix */
4807 GLmatrix _ModelProjectMatrix;
4808
4809 /** \name Display lists */
4810 struct gl_dlist_state ListState;
4811
4812 GLboolean ExecuteFlag; /**< Execute GL commands? */
4813 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4814
4815 /** Extension information */
4816 struct gl_extensions Extensions;
4817
4818 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4819 GLuint Version;
4820 char *VersionString;
4821
4822 /** \name State attribute stack (for glPush/PopAttrib) */
4823 /*@{*/
4824 GLuint AttribStackDepth;
4825 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4826 /*@}*/
4827
4828 /** \name Renderer attribute groups
4829 *
4830 * We define a struct for each attribute group to make pushing and popping
4831 * attributes easy. Also it's a good organization.
4832 */
4833 /*@{*/
4834 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4835 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4836 struct gl_current_attrib Current; /**< Current attributes */
4837 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4838 struct gl_eval_attrib Eval; /**< Eval attributes */
4839 struct gl_fog_attrib Fog; /**< Fog attributes */
4840 struct gl_hint_attrib Hint; /**< Hint attributes */
4841 struct gl_light_attrib Light; /**< Light attributes */
4842 struct gl_line_attrib Line; /**< Line attributes */
4843 struct gl_list_attrib List; /**< List attributes */
4844 struct gl_multisample_attrib Multisample;
4845 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4846 struct gl_point_attrib Point; /**< Point attributes */
4847 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4848 GLuint PolygonStipple[32]; /**< Polygon stipple */
4849 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4850 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4851 struct gl_texture_attrib Texture; /**< Texture attributes */
4852 struct gl_transform_attrib Transform; /**< Transformation attributes */
4853 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4854 /*@}*/
4855
4856 /** \name Client attribute stack */
4857 /*@{*/
4858 GLuint ClientAttribStackDepth;
4859 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4860 /*@}*/
4861
4862 /** \name Client attribute groups */
4863 /*@{*/
4864 struct gl_array_attrib Array; /**< Vertex arrays */
4865 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4866 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4867 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4868 /*@}*/
4869
4870 /** \name Other assorted state (not pushed/popped on attribute stack) */
4871 /*@{*/
4872 struct gl_pixelmaps PixelMaps;
4873
4874 struct gl_evaluators EvalMap; /**< All evaluators */
4875 struct gl_feedback Feedback; /**< Feedback */
4876 struct gl_selection Select; /**< Selection */
4877
4878 struct gl_program_state Program; /**< general program state */
4879 struct gl_vertex_program_state VertexProgram;
4880 struct gl_fragment_program_state FragmentProgram;
4881 struct gl_geometry_program_state GeometryProgram;
4882 struct gl_compute_program_state ComputeProgram;
4883 struct gl_tess_ctrl_program_state TessCtrlProgram;
4884 struct gl_tess_eval_program_state TessEvalProgram;
4885 struct gl_ati_fragment_shader_state ATIFragmentShader;
4886
4887 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4888 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4889
4890 /**
4891 * Current active shader pipeline state
4892 *
4893 * Almost all internal users want ::_Shader instead of ::Shader. The
4894 * exceptions are bits of legacy GLSL API that do not know about separate
4895 * shader objects.
4896 *
4897 * If a program is active via \c glUseProgram, this will point to
4898 * \c ::Shader.
4899 *
4900 * If a program pipeline is active via \c glBindProgramPipeline, this will
4901 * point to \c ::Pipeline.Current.
4902 *
4903 * If neither a program nor a program pipeline is active, this will point to
4904 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4905 * \c NULL.
4906 */
4907 struct gl_pipeline_object *_Shader;
4908
4909 struct gl_query_state Query; /**< occlusion, timer queries */
4910
4911 struct gl_transform_feedback_state TransformFeedback;
4912
4913 struct gl_perf_monitor_state PerfMonitor;
4914 struct gl_perf_query_state PerfQuery;
4915
4916 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4917 struct gl_buffer_object *ParameterBuffer; /** < GL_ARB_indirect_parameters */
4918 struct gl_buffer_object *DispatchIndirectBuffer; /** < GL_ARB_compute_shader */
4919
4920 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4921 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4922
4923 struct gl_buffer_object *QueryBuffer; /**< GL_ARB_query_buffer_object */
4924
4925 /**
4926 * Current GL_ARB_uniform_buffer_object binding referenced by
4927 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4928 */
4929 struct gl_buffer_object *UniformBuffer;
4930
4931 /**
4932 * Current GL_ARB_shader_storage_buffer_object binding referenced by
4933 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
4934 */
4935 struct gl_buffer_object *ShaderStorageBuffer;
4936
4937 /**
4938 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4939 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4940 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4941 * shader program.
4942 */
4943 struct gl_buffer_binding
4944 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4945
4946 /**
4947 * Array of shader storage buffers for ARB_shader_storage_buffer_object
4948 * and GL 4.3. This is set up using glBindBufferRange() or
4949 * glBindBufferBase(). They are associated with shader storage blocks by
4950 * glShaderStorageBlockBinding()'s state in the shader program.
4951 */
4952 struct gl_buffer_binding
4953 ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
4954
4955 /**
4956 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4957 * target.
4958 */
4959 struct gl_buffer_object *AtomicBuffer;
4960
4961 /**
4962 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4963 * target.
4964 */
4965 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
4966
4967 /**
4968 * Array of atomic counter buffer binding points.
4969 */
4970 struct gl_buffer_binding
4971 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4972
4973 /**
4974 * Array of image units for ARB_shader_image_load_store.
4975 */
4976 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4977
4978 struct gl_subroutine_index_binding SubroutineIndex[MESA_SHADER_STAGES];
4979 /*@}*/
4980
4981 struct gl_meta_state *Meta; /**< for "meta" operations */
4982
4983 /* GL_EXT_framebuffer_object */
4984 struct gl_renderbuffer *CurrentRenderbuffer;
4985
4986 GLenum16 ErrorValue; /**< Last error code */
4987
4988 /**
4989 * Recognize and silence repeated error debug messages in buggy apps.
4990 */
4991 const char *ErrorDebugFmtString;
4992 GLuint ErrorDebugCount;
4993
4994 /* GL_ARB_debug_output/GL_KHR_debug */
4995 simple_mtx_t DebugMutex;
4996 struct gl_debug_state *Debug;
4997
4998 GLenum16 RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4999 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
5000 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
5001
5002 struct gl_driver_flags DriverFlags;
5003
5004 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
5005
5006 GLbitfield varying_vp_inputs; /**< mask of VERT_BIT_* flags */
5007
5008 /** \name Derived state */
5009 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
5010 GLfloat _EyeZDir[3];
5011 GLfloat _ModelViewInvScale; /* may be for model- or eyespace lighting */
5012 GLfloat _ModelViewInvScaleEyespace; /* always factor defined in spec */
5013 GLboolean _NeedEyeCoords;
5014 GLboolean _ForceEyeCoords;
5015
5016 GLuint TextureStateTimestamp; /**< detect changes to shared state */
5017
5018 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
5019
5020 /** \name For debugging/development only */
5021 /*@{*/
5022 GLboolean FirstTimeCurrent;
5023 /*@}*/
5024
5025 /**
5026 * False if this context was created without a config. This is needed
5027 * because the initial state of glDrawBuffers depends on this
5028 */
5029 GLboolean HasConfig;
5030
5031 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
5032
5033 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
5034 GLboolean IntelConservativeRasterization; /**< GL_INTEL_CONSERVATIVE_RASTERIZATION */
5035
5036 /** Does glVertexAttrib(0) alias glVertex()? */
5037 bool _AttribZeroAliasesVertex;
5038
5039 /**
5040 * When set, TileRasterOrderIncreasingX/Y control the order that a tiled
5041 * renderer's tiles should be excecuted, to meet the requirements of
5042 * GL_MESA_tile_raster_order.
5043 */
5044 GLboolean TileRasterOrderFixed;
5045 GLboolean TileRasterOrderIncreasingX;
5046 GLboolean TileRasterOrderIncreasingY;
5047
5048 /**
5049 * \name Hooks for module contexts.
5050 *
5051 * These will eventually live in the driver or elsewhere.
5052 */
5053 /*@{*/
5054 void *swrast_context;
5055 void *swsetup_context;
5056 void *swtnl_context;
5057 struct vbo_context *vbo_context;
5058 struct st_context *st;
5059 void *aelt_context;
5060 /*@}*/
5061
5062 /**
5063 * \name NV_vdpau_interop
5064 */
5065 /*@{*/
5066 const void *vdpDevice;
5067 const void *vdpGetProcAddress;
5068 struct set *vdpSurfaces;
5069 /*@}*/
5070
5071 /**
5072 * Has this context observed a GPU reset in any context in the share group?
5073 *
5074 * Once this field becomes true, it is never reset to false.
5075 */
5076 GLboolean ShareGroupReset;
5077
5078 /**
5079 * \name OES_primitive_bounding_box
5080 *
5081 * Stores the arguments to glPrimitiveBoundingBox
5082 */
5083 GLfloat PrimitiveBoundingBox[8];
5084
5085 struct disk_cache *Cache;
5086
5087 /**
5088 * \name GL_ARB_bindless_texture
5089 */
5090 /*@{*/
5091 struct hash_table_u64 *ResidentTextureHandles;
5092 struct hash_table_u64 *ResidentImageHandles;
5093 /*@}*/
5094 };
5095
5096 /**
5097 * Information about memory usage. All sizes are in kilobytes.
5098 */
5099 struct gl_memory_info
5100 {
5101 unsigned total_device_memory; /**< size of device memory, e.g. VRAM */
5102 unsigned avail_device_memory; /**< free device memory at the moment */
5103 unsigned total_staging_memory; /**< size of staging memory, e.g. GART */
5104 unsigned avail_staging_memory; /**< free staging memory at the moment */
5105 unsigned device_memory_evicted; /**< size of memory evicted (monotonic counter) */
5106 unsigned nr_device_memory_evictions; /**< # of evictions (monotonic counter) */
5107 };
5108
5109 #ifdef DEBUG
5110 extern int MESA_VERBOSE;
5111 extern int MESA_DEBUG_FLAGS;
5112 #else
5113 # define MESA_VERBOSE 0
5114 # define MESA_DEBUG_FLAGS 0
5115 #endif
5116
5117
5118 /** The MESA_VERBOSE var is a bitmask of these flags */
5119 enum _verbose
5120 {
5121 VERBOSE_VARRAY = 0x0001,
5122 VERBOSE_TEXTURE = 0x0002,
5123 VERBOSE_MATERIAL = 0x0004,
5124 VERBOSE_PIPELINE = 0x0008,
5125 VERBOSE_DRIVER = 0x0010,
5126 VERBOSE_STATE = 0x0020,
5127 VERBOSE_API = 0x0040,
5128 VERBOSE_DISPLAY_LIST = 0x0100,
5129 VERBOSE_LIGHTING = 0x0200,
5130 VERBOSE_PRIMS = 0x0400,
5131 VERBOSE_VERTS = 0x0800,
5132 VERBOSE_DISASSEM = 0x1000,
5133 VERBOSE_DRAW = 0x2000,
5134 VERBOSE_SWAPBUFFERS = 0x4000
5135 };
5136
5137
5138 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
5139 enum _debug
5140 {
5141 DEBUG_SILENT = (1 << 0),
5142 DEBUG_ALWAYS_FLUSH = (1 << 1),
5143 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
5144 DEBUG_INCOMPLETE_FBO = (1 << 3),
5145 DEBUG_CONTEXT = (1 << 4)
5146 };
5147
5148 #ifdef __cplusplus
5149 }
5150 #endif
5151
5152 #endif /* MTYPES_H */