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