mesa/vbo/tnl: Move gl_vertex_array related stuff to tnl.
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39 #include "c11/threads.h"
40
41 #include "main/glheader.h"
42 #include "main/menums.h"
43 #include "main/config.h"
44 #include "glapi/glapi.h"
45 #include "math/m_matrix.h" /* GLmatrix */
46 #include "compiler/shader_enums.h"
47 #include "compiler/shader_info.h"
48 #include "main/formats.h" /* MESA_FORMAT_COUNT */
49 #include "compiler/glsl/list.h"
50 #include "util/simple_mtx.h"
51 #include "util/u_dynarray.h"
52
53
54 #ifdef __cplusplus
55 extern "C" {
56 #endif
57
58 #define GET_COLORMASK_BIT(mask, buf, chan) (((mask) >> (4 * (buf) + (chan))) & 0x1)
59 #define GET_COLORMASK(mask, buf) (((mask) >> (4 * (buf))) & 0xf)
60
61
62 /**
63 * \name Some forward type declarations
64 */
65 /*@{*/
66 struct _mesa_HashTable;
67 struct gl_attrib_node;
68 struct gl_list_extensions;
69 struct gl_meta_state;
70 struct gl_program_cache;
71 struct gl_texture_object;
72 struct gl_debug_state;
73 struct gl_context;
74 struct st_context;
75 struct gl_uniform_storage;
76 struct prog_instruction;
77 struct gl_program_parameter_list;
78 struct gl_shader_spirv_data;
79 struct set;
80 struct vbo_context;
81 /*@}*/
82
83
84 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
85 #define PRIM_MAX GL_PATCHES
86 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
87 #define PRIM_UNKNOWN (PRIM_MAX + 2)
88
89 /**
90 * Determine if the given gl_varying_slot appears in the fragment shader.
91 */
92 static inline GLboolean
93 _mesa_varying_slot_in_fs(gl_varying_slot slot)
94 {
95 switch (slot) {
96 case VARYING_SLOT_PSIZ:
97 case VARYING_SLOT_BFC0:
98 case VARYING_SLOT_BFC1:
99 case VARYING_SLOT_EDGE:
100 case VARYING_SLOT_CLIP_VERTEX:
101 case VARYING_SLOT_LAYER:
102 case VARYING_SLOT_TESS_LEVEL_OUTER:
103 case VARYING_SLOT_TESS_LEVEL_INNER:
104 case VARYING_SLOT_BOUNDING_BOX0:
105 case VARYING_SLOT_BOUNDING_BOX1:
106 return GL_FALSE;
107 default:
108 return GL_TRUE;
109 }
110 }
111
112 /**
113 * Bit flags for all renderbuffers
114 */
115 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
116 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
117 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
118 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
119 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
120 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
121 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
122 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
123 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
124 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
125 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
126 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
127 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
128 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
129 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
130 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
131 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
132 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
133 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
134
135 /**
136 * Mask of all the color buffer bits (but not accum).
137 */
138 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
139 BUFFER_BIT_BACK_LEFT | \
140 BUFFER_BIT_FRONT_RIGHT | \
141 BUFFER_BIT_BACK_RIGHT | \
142 BUFFER_BIT_AUX0 | \
143 BUFFER_BIT_COLOR0 | \
144 BUFFER_BIT_COLOR1 | \
145 BUFFER_BIT_COLOR2 | \
146 BUFFER_BIT_COLOR3 | \
147 BUFFER_BIT_COLOR4 | \
148 BUFFER_BIT_COLOR5 | \
149 BUFFER_BIT_COLOR6 | \
150 BUFFER_BIT_COLOR7)
151
152 /* Mask of bits for depth+stencil buffers */
153 #define BUFFER_BITS_DEPTH_STENCIL (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL)
154
155 /**
156 * Framebuffer configuration (aka visual / pixelformat)
157 * Note: some of these fields should be boolean, but it appears that
158 * code in drivers/dri/common/util.c requires int-sized fields.
159 */
160 struct gl_config
161 {
162 GLboolean rgbMode;
163 GLboolean floatMode;
164 GLuint doubleBufferMode;
165 GLuint stereoMode;
166
167 GLboolean haveAccumBuffer;
168 GLboolean haveDepthBuffer;
169 GLboolean haveStencilBuffer;
170
171 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
172 GLuint redMask, greenMask, blueMask, alphaMask;
173 GLint rgbBits; /* total bits for rgb */
174 GLint indexBits; /* total bits for colorindex */
175
176 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
177 GLint depthBits;
178 GLint stencilBits;
179
180 GLint numAuxBuffers;
181
182 GLint level;
183
184 /* EXT_visual_rating / GLX 1.2 */
185 GLint visualRating;
186
187 /* EXT_visual_info / GLX 1.2 */
188 GLint transparentPixel;
189 /* colors are floats scaled to ints */
190 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
191 GLint transparentIndex;
192
193 /* ARB_multisample / SGIS_multisample */
194 GLint sampleBuffers;
195 GLuint samples;
196
197 /* SGIX_pbuffer / GLX 1.3 */
198 GLint maxPbufferWidth;
199 GLint maxPbufferHeight;
200 GLint maxPbufferPixels;
201 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
202 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
203
204 /* OML_swap_method */
205 GLint swapMethod;
206
207 /* EXT_texture_from_pixmap */
208 GLint bindToTextureRgb;
209 GLint bindToTextureRgba;
210 GLint bindToMipmapTexture;
211 GLint bindToTextureTargets;
212 GLint yInverted;
213
214 /* EXT_framebuffer_sRGB */
215 GLint sRGBCapable;
216 };
217
218
219 /**
220 * \name Bit flags used for updating material values.
221 */
222 /*@{*/
223 #define MAT_ATTRIB_FRONT_AMBIENT 0
224 #define MAT_ATTRIB_BACK_AMBIENT 1
225 #define MAT_ATTRIB_FRONT_DIFFUSE 2
226 #define MAT_ATTRIB_BACK_DIFFUSE 3
227 #define MAT_ATTRIB_FRONT_SPECULAR 4
228 #define MAT_ATTRIB_BACK_SPECULAR 5
229 #define MAT_ATTRIB_FRONT_EMISSION 6
230 #define MAT_ATTRIB_BACK_EMISSION 7
231 #define MAT_ATTRIB_FRONT_SHININESS 8
232 #define MAT_ATTRIB_BACK_SHININESS 9
233 #define MAT_ATTRIB_FRONT_INDEXES 10
234 #define MAT_ATTRIB_BACK_INDEXES 11
235 #define MAT_ATTRIB_MAX 12
236
237 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
238 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
239 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
240 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
241 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
242 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
243
244 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
245 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
246 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
247 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
248 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
249 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
250 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
251 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
252 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
253 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
254 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
255 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
256
257
258 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
259 MAT_BIT_FRONT_AMBIENT | \
260 MAT_BIT_FRONT_DIFFUSE | \
261 MAT_BIT_FRONT_SPECULAR | \
262 MAT_BIT_FRONT_SHININESS | \
263 MAT_BIT_FRONT_INDEXES)
264
265 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
266 MAT_BIT_BACK_AMBIENT | \
267 MAT_BIT_BACK_DIFFUSE | \
268 MAT_BIT_BACK_SPECULAR | \
269 MAT_BIT_BACK_SHININESS | \
270 MAT_BIT_BACK_INDEXES)
271
272 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
273 /*@}*/
274
275
276 /**
277 * Material state.
278 */
279 struct gl_material
280 {
281 GLfloat Attrib[MAT_ATTRIB_MAX][4];
282 };
283
284
285 /**
286 * Light state flags.
287 */
288 /*@{*/
289 #define LIGHT_SPOT 0x1
290 #define LIGHT_LOCAL_VIEWER 0x2
291 #define LIGHT_POSITIONAL 0x4
292 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
293 /*@}*/
294
295
296 /**
297 * Light source state.
298 */
299 struct gl_light
300 {
301 GLfloat Ambient[4]; /**< ambient color */
302 GLfloat Diffuse[4]; /**< diffuse color */
303 GLfloat Specular[4]; /**< specular color */
304 GLfloat EyePosition[4]; /**< position in eye coordinates */
305 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
306 GLfloat SpotExponent;
307 GLfloat SpotCutoff; /**< in degrees */
308 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
309 GLfloat ConstantAttenuation;
310 GLfloat LinearAttenuation;
311 GLfloat QuadraticAttenuation;
312 GLboolean Enabled; /**< On/off flag */
313
314 /**
315 * \name Derived fields
316 */
317 /*@{*/
318 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
319
320 GLfloat _Position[4]; /**< position in eye/obj coordinates */
321 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
322 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
323 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
324 GLfloat _VP_inf_spot_attenuation;
325
326 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
327 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
328 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
329 /*@}*/
330 };
331
332
333 /**
334 * Light model state.
335 */
336 struct gl_lightmodel
337 {
338 GLfloat Ambient[4]; /**< ambient color */
339 GLboolean LocalViewer; /**< Local (or infinite) view point? */
340 GLboolean TwoSide; /**< Two (or one) sided lighting? */
341 GLenum16 ColorControl; /**< either GL_SINGLE_COLOR
342 or GL_SEPARATE_SPECULAR_COLOR */
343 };
344
345
346 /**
347 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
348 */
349 struct gl_accum_attrib
350 {
351 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
352 };
353
354
355 /**
356 * Used for storing clear color, texture border color, etc.
357 * The float values are typically unclamped.
358 */
359 union gl_color_union
360 {
361 GLfloat f[4];
362 GLint i[4];
363 GLuint ui[4];
364 };
365
366
367 /**
368 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
369 */
370 struct gl_colorbuffer_attrib
371 {
372 GLuint ClearIndex; /**< Index for glClear */
373 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
374 GLuint IndexMask; /**< Color index write mask */
375
376 /** 4 colormask bits per draw buffer, max 8 draw buffers. 4*8 = 32 bits */
377 GLbitfield ColorMask;
378
379 GLenum16 DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
380
381 /**
382 * \name alpha testing
383 */
384 /*@{*/
385 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
386 GLenum16 AlphaFunc; /**< Alpha test function */
387 GLfloat AlphaRefUnclamped;
388 GLclampf AlphaRef; /**< Alpha reference value */
389 /*@}*/
390
391 /**
392 * \name Blending
393 */
394 /*@{*/
395 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
396
397 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
398 * control, only on the fixed-pointness of the render target.
399 * The query does however depend on fragment color clamping.
400 */
401 GLfloat BlendColorUnclamped[4]; /**< Blending color */
402 GLfloat BlendColor[4]; /**< Blending color */
403
404 struct
405 {
406 GLenum16 SrcRGB; /**< RGB blend source term */
407 GLenum16 DstRGB; /**< RGB blend dest term */
408 GLenum16 SrcA; /**< Alpha blend source term */
409 GLenum16 DstA; /**< Alpha blend dest term */
410 GLenum16 EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
411 GLenum16 EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
412 /**
413 * Set if any blend factor uses SRC1. Computed at the time blend factors
414 * get set.
415 */
416 GLboolean _UsesDualSrc;
417 } Blend[MAX_DRAW_BUFFERS];
418 /** Are the blend func terms currently different for each buffer/target? */
419 GLboolean _BlendFuncPerBuffer;
420 /** Are the blend equations currently different for each buffer/target? */
421 GLboolean _BlendEquationPerBuffer;
422
423 /**
424 * Which advanced blending mode is in use (or BLEND_NONE).
425 *
426 * KHR_blend_equation_advanced only allows advanced blending with a single
427 * draw buffer, and NVX_blend_equation_advanced_multi_draw_buffer still
428 * requires all draw buffers to match, so we only need a single value.
429 */
430 enum gl_advanced_blend_mode _AdvancedBlendMode;
431
432 /** Coherency requested via glEnable(GL_BLEND_ADVANCED_COHERENT_KHR)? */
433 bool BlendCoherent;
434 /*@}*/
435
436 /**
437 * \name Logic op
438 */
439 /*@{*/
440 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
441 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
442 GLenum16 LogicOp; /**< Logic operator */
443 enum gl_logicop_mode _LogicOp;
444 /*@}*/
445
446 GLboolean DitherFlag; /**< Dither enable flag */
447
448 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
449 GLenum16 ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
450 GLenum16 ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
451
452 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
453 };
454
455
456 /**
457 * Current attribute group (GL_CURRENT_BIT).
458 */
459 struct gl_current_attrib
460 {
461 /**
462 * \name Current vertex attributes (color, texcoords, etc).
463 * \note Values are valid only after FLUSH_VERTICES has been called.
464 * \note Index and Edgeflag current values are stored as floats in the
465 * SIX and SEVEN attribute slots.
466 * \note We need double storage for 64-bit vertex attributes
467 */
468 GLfloat Attrib[VERT_ATTRIB_MAX][4*2];
469
470 /**
471 * \name Current raster position attributes (always up to date after a
472 * glRasterPos call).
473 */
474 GLfloat RasterPos[4];
475 GLfloat RasterDistance;
476 GLfloat RasterColor[4];
477 GLfloat RasterSecondaryColor[4];
478 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
479 GLboolean RasterPosValid;
480 };
481
482
483 /**
484 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
485 */
486 struct gl_depthbuffer_attrib
487 {
488 GLenum16 Func; /**< Function for depth buffer compare */
489 GLclampd Clear; /**< Value to clear depth buffer to */
490 GLboolean Test; /**< Depth buffering enabled flag */
491 GLboolean Mask; /**< Depth buffer writable? */
492 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
493 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
494 };
495
496
497 /**
498 * Evaluator attribute group (GL_EVAL_BIT).
499 */
500 struct gl_eval_attrib
501 {
502 /**
503 * \name Enable bits
504 */
505 /*@{*/
506 GLboolean Map1Color4;
507 GLboolean Map1Index;
508 GLboolean Map1Normal;
509 GLboolean Map1TextureCoord1;
510 GLboolean Map1TextureCoord2;
511 GLboolean Map1TextureCoord3;
512 GLboolean Map1TextureCoord4;
513 GLboolean Map1Vertex3;
514 GLboolean Map1Vertex4;
515 GLboolean Map2Color4;
516 GLboolean Map2Index;
517 GLboolean Map2Normal;
518 GLboolean Map2TextureCoord1;
519 GLboolean Map2TextureCoord2;
520 GLboolean Map2TextureCoord3;
521 GLboolean Map2TextureCoord4;
522 GLboolean Map2Vertex3;
523 GLboolean Map2Vertex4;
524 GLboolean AutoNormal;
525 /*@}*/
526
527 /**
528 * \name Map Grid endpoints and divisions and calculated du values
529 */
530 /*@{*/
531 GLint MapGrid1un;
532 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
533 GLint MapGrid2un, MapGrid2vn;
534 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
535 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
536 /*@}*/
537 };
538
539
540 /**
541 * Compressed fog mode.
542 */
543 enum gl_fog_mode
544 {
545 FOG_NONE,
546 FOG_LINEAR,
547 FOG_EXP,
548 FOG_EXP2,
549 };
550
551
552 /**
553 * Fog attribute group (GL_FOG_BIT).
554 */
555 struct gl_fog_attrib
556 {
557 GLboolean Enabled; /**< Fog enabled flag */
558 GLboolean ColorSumEnabled;
559 uint8_t _PackedMode; /**< Fog mode as 2 bits */
560 uint8_t _PackedEnabledMode; /**< Masked CompressedMode */
561 GLfloat ColorUnclamped[4]; /**< Fog color */
562 GLfloat Color[4]; /**< Fog color */
563 GLfloat Density; /**< Density >= 0.0 */
564 GLfloat Start; /**< Start distance in eye coords */
565 GLfloat End; /**< End distance in eye coords */
566 GLfloat Index; /**< Fog index */
567 GLenum16 Mode; /**< Fog mode */
568 GLenum16 FogCoordinateSource;/**< GL_EXT_fog_coord */
569 GLenum16 FogDistanceMode; /**< GL_NV_fog_distance */
570 };
571
572
573 /**
574 * Hint attribute group (GL_HINT_BIT).
575 *
576 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
577 */
578 struct gl_hint_attrib
579 {
580 GLenum16 PerspectiveCorrection;
581 GLenum16 PointSmooth;
582 GLenum16 LineSmooth;
583 GLenum16 PolygonSmooth;
584 GLenum16 Fog;
585 GLenum16 TextureCompression; /**< GL_ARB_texture_compression */
586 GLenum16 GenerateMipmap; /**< GL_SGIS_generate_mipmap */
587 GLenum16 FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
588 };
589
590
591 /**
592 * Lighting attribute group (GL_LIGHT_BIT).
593 */
594 struct gl_light_attrib
595 {
596 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
597 struct gl_lightmodel Model; /**< Lighting model */
598
599 /**
600 * Front and back material values.
601 * Note: must call FLUSH_VERTICES() before using.
602 */
603 struct gl_material Material;
604
605 GLboolean Enabled; /**< Lighting enabled flag */
606 GLboolean ColorMaterialEnabled;
607
608 GLenum16 ShadeModel; /**< GL_FLAT or GL_SMOOTH */
609 GLenum16 ProvokingVertex; /**< GL_EXT_provoking_vertex */
610 GLenum16 ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
611 GLenum16 ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
612 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
613
614
615 GLboolean _ClampVertexColor;
616 GLenum16 ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
617
618 /**
619 * Derived state for optimizations:
620 */
621 /*@{*/
622 GLbitfield _EnabledLights; /**< bitmask containing enabled lights */
623
624 GLboolean _NeedEyeCoords;
625 GLboolean _NeedVertices; /**< Use fast shader? */
626
627 GLfloat _BaseColor[2][3];
628 /*@}*/
629 };
630
631
632 /**
633 * Line attribute group (GL_LINE_BIT).
634 */
635 struct gl_line_attrib
636 {
637 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
638 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
639 GLushort StipplePattern; /**< Stipple pattern */
640 GLint StippleFactor; /**< Stipple repeat factor */
641 GLfloat Width; /**< Line width */
642 };
643
644
645 /**
646 * Display list attribute group (GL_LIST_BIT).
647 */
648 struct gl_list_attrib
649 {
650 GLuint ListBase;
651 };
652
653
654 /**
655 * Multisample attribute group (GL_MULTISAMPLE_BIT).
656 */
657 struct gl_multisample_attrib
658 {
659 GLboolean Enabled;
660 GLboolean SampleAlphaToCoverage;
661 GLboolean SampleAlphaToOne;
662 GLboolean SampleCoverage;
663 GLboolean SampleCoverageInvert;
664 GLboolean SampleShading;
665
666 /* ARB_texture_multisample / GL3.2 additions */
667 GLboolean SampleMask;
668
669 GLfloat SampleCoverageValue; /**< In range [0, 1] */
670 GLfloat MinSampleShadingValue; /**< In range [0, 1] */
671
672 /** The GL spec defines this as an array but >32x MSAA is madness */
673 GLbitfield SampleMaskValue;
674 };
675
676
677 /**
678 * A pixelmap (see glPixelMap)
679 */
680 struct gl_pixelmap
681 {
682 GLint Size;
683 GLfloat Map[MAX_PIXEL_MAP_TABLE];
684 };
685
686
687 /**
688 * Collection of all pixelmaps
689 */
690 struct gl_pixelmaps
691 {
692 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
693 struct gl_pixelmap GtoG;
694 struct gl_pixelmap BtoB;
695 struct gl_pixelmap AtoA;
696 struct gl_pixelmap ItoR;
697 struct gl_pixelmap ItoG;
698 struct gl_pixelmap ItoB;
699 struct gl_pixelmap ItoA;
700 struct gl_pixelmap ItoI;
701 struct gl_pixelmap StoS;
702 };
703
704
705 /**
706 * Pixel attribute group (GL_PIXEL_MODE_BIT).
707 */
708 struct gl_pixel_attrib
709 {
710 GLenum16 ReadBuffer; /**< source buffer for glRead/CopyPixels() */
711
712 /*--- Begin Pixel Transfer State ---*/
713 /* Fields are in the order in which they're applied... */
714
715 /** Scale & Bias (index shift, offset) */
716 /*@{*/
717 GLfloat RedBias, RedScale;
718 GLfloat GreenBias, GreenScale;
719 GLfloat BlueBias, BlueScale;
720 GLfloat AlphaBias, AlphaScale;
721 GLfloat DepthBias, DepthScale;
722 GLint IndexShift, IndexOffset;
723 /*@}*/
724
725 /* Pixel Maps */
726 /* Note: actual pixel maps are not part of this attrib group */
727 GLboolean MapColorFlag;
728 GLboolean MapStencilFlag;
729
730 /*--- End Pixel Transfer State ---*/
731
732 /** glPixelZoom */
733 GLfloat ZoomX, ZoomY;
734 };
735
736
737 /**
738 * Point attribute group (GL_POINT_BIT).
739 */
740 struct gl_point_attrib
741 {
742 GLfloat Size; /**< User-specified point size */
743 GLfloat Params[3]; /**< GL_EXT_point_parameters */
744 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
745 GLfloat Threshold; /**< GL_EXT_point_parameters */
746 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
747 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
748 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
749 GLbitfield CoordReplace; /**< GL_ARB_point_sprite*/
750 GLenum16 SpriteRMode; /**< GL_NV_point_sprite (only!) */
751 GLenum16 SpriteOrigin; /**< GL_ARB_point_sprite */
752 };
753
754
755 /**
756 * Polygon attribute group (GL_POLYGON_BIT).
757 */
758 struct gl_polygon_attrib
759 {
760 GLenum16 FrontFace; /**< Either GL_CW or GL_CCW */
761 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
762 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
763 GLboolean CullFlag; /**< Culling on/off flag */
764 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
765 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
766 GLenum16 CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
767 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
768 GLfloat OffsetUnits; /**< Polygon offset units, from user */
769 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
770 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
771 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
772 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
773 };
774
775
776 /**
777 * Scissor attributes (GL_SCISSOR_BIT).
778 */
779 struct gl_scissor_rect
780 {
781 GLint X, Y; /**< Lower left corner of box */
782 GLsizei Width, Height; /**< Size of box */
783 };
784
785
786 struct gl_scissor_attrib
787 {
788 GLbitfield EnableFlags; /**< Scissor test enabled? */
789 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
790 GLint NumWindowRects; /**< Count of enabled window rectangles */
791 GLenum16 WindowRectMode; /**< Whether to include or exclude the rects */
792 struct gl_scissor_rect WindowRects[MAX_WINDOW_RECTANGLES];
793 };
794
795
796 /**
797 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
798 *
799 * Three sets of stencil data are tracked so that OpenGL 2.0,
800 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
801 * simultaneously. In each of the stencil state arrays, element 0 corresponds
802 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
803 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
804 * GL_EXT_stencil_two_side GL_BACK state.
805 *
806 * The derived value \c _BackFace is either 1 or 2 depending on whether or
807 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
808 *
809 * The derived value \c _TestTwoSide is set when the front-face and back-face
810 * stencil state are different.
811 */
812 struct gl_stencil_attrib
813 {
814 GLboolean Enabled; /**< Enabled flag */
815 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
816 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
817 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
818 GLenum16 Function[3]; /**< Stencil function */
819 GLenum16 FailFunc[3]; /**< Fail function */
820 GLenum16 ZPassFunc[3]; /**< Depth buffer pass function */
821 GLenum16 ZFailFunc[3]; /**< Depth buffer fail function */
822 GLint Ref[3]; /**< Reference value */
823 GLuint ValueMask[3]; /**< Value mask */
824 GLuint WriteMask[3]; /**< Write mask */
825 GLuint Clear; /**< Clear value */
826 };
827
828
829 /**
830 * Bit flags for each type of texture object
831 */
832 /*@{*/
833 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
834 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
835 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
836 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
837 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
838 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
839 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
840 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
841 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
842 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
843 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
844 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
845 /*@}*/
846
847
848 /**
849 * Texture image state. Drivers will typically create a subclass of this
850 * with extra fields for memory buffers, etc.
851 */
852 struct gl_texture_image
853 {
854 GLint InternalFormat; /**< Internal format as given by the user */
855 GLenum16 _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
856 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
857 * GL_INTENSITY, GL_DEPTH_COMPONENT or
858 * GL_DEPTH_STENCIL_EXT only. Used for
859 * choosing TexEnv arithmetic.
860 */
861 mesa_format TexFormat; /**< The actual texture memory format */
862
863 GLuint Border; /**< 0 or 1 */
864 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
865 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
866 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
867 GLuint Width2; /**< = Width - 2*Border */
868 GLuint Height2; /**< = Height - 2*Border */
869 GLuint Depth2; /**< = Depth - 2*Border */
870 GLuint WidthLog2; /**< = log2(Width2) */
871 GLuint HeightLog2; /**< = log2(Height2) */
872 GLuint DepthLog2; /**< = log2(Depth2) */
873 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
874 levels, computed from the dimensions */
875
876 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
877 GLuint Level; /**< Which mipmap level am I? */
878 /** Cube map face: index into gl_texture_object::Image[] array */
879 GLuint Face;
880
881 /** GL_ARB_texture_multisample */
882 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
883 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
884 };
885
886
887 /**
888 * Indexes for cube map faces.
889 */
890 typedef enum
891 {
892 FACE_POS_X = 0,
893 FACE_NEG_X = 1,
894 FACE_POS_Y = 2,
895 FACE_NEG_Y = 3,
896 FACE_POS_Z = 4,
897 FACE_NEG_Z = 5,
898 MAX_FACES = 6
899 } gl_face_index;
900
901
902 /**
903 * Sampler object state. These objects are new with GL_ARB_sampler_objects
904 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
905 */
906 struct gl_sampler_object
907 {
908 simple_mtx_t Mutex;
909 GLuint Name;
910 GLchar *Label; /**< GL_KHR_debug */
911 GLint RefCount;
912
913 GLenum16 WrapS; /**< S-axis texture image wrap mode */
914 GLenum16 WrapT; /**< T-axis texture image wrap mode */
915 GLenum16 WrapR; /**< R-axis texture image wrap mode */
916 GLenum16 MinFilter; /**< minification filter */
917 GLenum16 MagFilter; /**< magnification filter */
918 GLenum16 sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
919 union gl_color_union BorderColor; /**< Interpreted according to texture format */
920 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
921 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
922 GLfloat LodBias; /**< OpenGL 1.4 */
923 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
924 GLenum16 CompareMode; /**< GL_ARB_shadow */
925 GLenum16 CompareFunc; /**< GL_ARB_shadow */
926 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
927
928 /** GL_ARB_bindless_texture */
929 bool HandleAllocated;
930 struct util_dynarray Handles;
931 };
932
933
934 /**
935 * Texture object state. Contains the array of mipmap images, border color,
936 * wrap modes, filter modes, and shadow/texcompare state.
937 */
938 struct gl_texture_object
939 {
940 simple_mtx_t Mutex; /**< for thread safety */
941 GLint RefCount; /**< reference count */
942 GLuint Name; /**< the user-visible texture object ID */
943 GLenum16 Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
944 GLenum16 DepthMode; /**< GL_ARB_depth_texture */
945 GLchar *Label; /**< GL_KHR_debug */
946
947 struct gl_sampler_object Sampler;
948
949 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
950 Only valid when Target is valid. */
951 GLfloat Priority; /**< in [0,1] */
952 GLint MaxLevel; /**< max mipmap level (max=1000), OpenGL 1.2 */
953 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
954 GLbyte _MaxLevel; /**< actual max mipmap level (q in the spec) */
955 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
956 GLint CropRect[4]; /**< GL_OES_draw_texture */
957 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
958 GLushort _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
959 GLbyte ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
960 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
961 GLboolean _BaseComplete; /**< Is the base texture level valid? */
962 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
963 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
964 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
965 GLboolean Purgeable; /**< Is the buffer purgeable under memory
966 pressure? */
967 GLboolean Immutable; /**< GL_ARB_texture_storage */
968 GLboolean _IsFloat; /**< GL_OES_float_texture */
969 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
970 bool StencilSampling; /**< Should we sample stencil instead of depth? */
971 bool HandleAllocated; /**< GL_ARB_bindless_texture */
972
973 /** GL_OES_EGL_image_external */
974 GLubyte RequiredTextureImageUnits;
975
976 GLubyte MinLevel; /**< GL_ARB_texture_view */
977 GLubyte NumLevels; /**< GL_ARB_texture_view */
978 GLushort MinLayer; /**< GL_ARB_texture_view */
979 GLushort NumLayers; /**< GL_ARB_texture_view */
980
981 /** GL_EXT_memory_object */
982 GLenum16 TextureTiling;
983
984 /** GL_ARB_shader_image_load_store */
985 GLenum16 ImageFormatCompatibilityType;
986
987 /** GL_ARB_texture_buffer_object */
988 GLenum16 BufferObjectFormat;
989 /** Equivalent Mesa format for BufferObjectFormat. */
990 mesa_format _BufferObjectFormat;
991 struct gl_buffer_object *BufferObject;
992
993 /** GL_ARB_texture_buffer_range */
994 GLintptr BufferOffset;
995 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
996
997 /** Actual texture images, indexed by [cube face] and [mipmap level] */
998 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
999
1000 /** GL_ARB_bindless_texture */
1001 struct util_dynarray SamplerHandles;
1002 struct util_dynarray ImageHandles;
1003 };
1004
1005
1006 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1007 #define MAX_COMBINER_TERMS 4
1008
1009
1010 /**
1011 * Texture combine environment state.
1012 */
1013 struct gl_tex_env_combine_state
1014 {
1015 GLenum16 ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1016 GLenum16 ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1017 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1018 GLenum16 SourceRGB[MAX_COMBINER_TERMS];
1019 GLenum16 SourceA[MAX_COMBINER_TERMS];
1020 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1021 GLenum16 OperandRGB[MAX_COMBINER_TERMS];
1022 GLenum16 OperandA[MAX_COMBINER_TERMS];
1023 GLubyte ScaleShiftRGB; /**< 0, 1 or 2 */
1024 GLubyte ScaleShiftA; /**< 0, 1 or 2 */
1025 GLubyte _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1026 GLubyte _NumArgsA; /**< Number of inputs used for the A combiner */
1027 };
1028
1029
1030 /** Compressed TexEnv effective Combine mode */
1031 enum gl_tex_env_mode
1032 {
1033 TEXENV_MODE_REPLACE, /* r = a0 */
1034 TEXENV_MODE_MODULATE, /* r = a0 * a1 */
1035 TEXENV_MODE_ADD, /* r = a0 + a1 */
1036 TEXENV_MODE_ADD_SIGNED, /* r = a0 + a1 - 0.5 */
1037 TEXENV_MODE_INTERPOLATE, /* r = a0 * a2 + a1 * (1 - a2) */
1038 TEXENV_MODE_SUBTRACT, /* r = a0 - a1 */
1039 TEXENV_MODE_DOT3_RGB, /* r = a0 . a1 */
1040 TEXENV_MODE_DOT3_RGB_EXT, /* r = a0 . a1 */
1041 TEXENV_MODE_DOT3_RGBA, /* r = a0 . a1 */
1042 TEXENV_MODE_DOT3_RGBA_EXT, /* r = a0 . a1 */
1043 TEXENV_MODE_MODULATE_ADD_ATI, /* r = a0 * a2 + a1 */
1044 TEXENV_MODE_MODULATE_SIGNED_ADD_ATI, /* r = a0 * a2 + a1 - 0.5 */
1045 TEXENV_MODE_MODULATE_SUBTRACT_ATI, /* r = a0 * a2 - a1 */
1046 TEXENV_MODE_ADD_PRODUCTS_NV, /* r = a0 * a1 + a2 * a3 */
1047 TEXENV_MODE_ADD_PRODUCTS_SIGNED_NV, /* r = a0 * a1 + a2 * a3 - 0.5 */
1048 };
1049
1050
1051 /** Compressed TexEnv Combine source */
1052 enum gl_tex_env_source
1053 {
1054 TEXENV_SRC_TEXTURE0,
1055 TEXENV_SRC_TEXTURE1,
1056 TEXENV_SRC_TEXTURE2,
1057 TEXENV_SRC_TEXTURE3,
1058 TEXENV_SRC_TEXTURE4,
1059 TEXENV_SRC_TEXTURE5,
1060 TEXENV_SRC_TEXTURE6,
1061 TEXENV_SRC_TEXTURE7,
1062 TEXENV_SRC_TEXTURE,
1063 TEXENV_SRC_PREVIOUS,
1064 TEXENV_SRC_PRIMARY_COLOR,
1065 TEXENV_SRC_CONSTANT,
1066 TEXENV_SRC_ZERO,
1067 TEXENV_SRC_ONE,
1068 };
1069
1070
1071 /** Compressed TexEnv Combine operand */
1072 enum gl_tex_env_operand
1073 {
1074 TEXENV_OPR_COLOR,
1075 TEXENV_OPR_ONE_MINUS_COLOR,
1076 TEXENV_OPR_ALPHA,
1077 TEXENV_OPR_ONE_MINUS_ALPHA,
1078 };
1079
1080
1081 /** Compressed TexEnv Combine argument */
1082 struct gl_tex_env_argument
1083 {
1084 #ifdef __GNUC__
1085 __extension__ uint8_t Source:4; /**< TEXENV_SRC_x */
1086 __extension__ uint8_t Operand:2; /**< TEXENV_OPR_x */
1087 #else
1088 uint8_t Source; /**< SRC_x */
1089 uint8_t Operand; /**< OPR_x */
1090 #endif
1091 };
1092
1093
1094 /***
1095 * Compressed TexEnv Combine state.
1096 */
1097 struct gl_tex_env_combine_packed
1098 {
1099 uint32_t ModeRGB:4; /**< Effective mode for RGB as 4 bits */
1100 uint32_t ModeA:4; /**< Effective mode for RGB as 4 bits */
1101 uint32_t ScaleShiftRGB:2; /**< 0, 1 or 2 */
1102 uint32_t ScaleShiftA:2; /**< 0, 1 or 2 */
1103 uint32_t NumArgsRGB:3; /**< Number of inputs used for the RGB combiner */
1104 uint32_t NumArgsA:3; /**< Number of inputs used for the A combiner */
1105 /** Source arguments in a packed manner */
1106 struct gl_tex_env_argument ArgsRGB[MAX_COMBINER_TERMS];
1107 struct gl_tex_env_argument ArgsA[MAX_COMBINER_TERMS];
1108 };
1109
1110
1111 /**
1112 * TexGenEnabled flags.
1113 */
1114 /*@{*/
1115 #define S_BIT 1
1116 #define T_BIT 2
1117 #define R_BIT 4
1118 #define Q_BIT 8
1119 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1120 /*@}*/
1121
1122
1123 /**
1124 * Bit flag versions of the corresponding GL_ constants.
1125 */
1126 /*@{*/
1127 #define TEXGEN_SPHERE_MAP 0x1
1128 #define TEXGEN_OBJ_LINEAR 0x2
1129 #define TEXGEN_EYE_LINEAR 0x4
1130 #define TEXGEN_REFLECTION_MAP_NV 0x8
1131 #define TEXGEN_NORMAL_MAP_NV 0x10
1132
1133 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1134 TEXGEN_REFLECTION_MAP_NV | \
1135 TEXGEN_NORMAL_MAP_NV)
1136 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1137 TEXGEN_REFLECTION_MAP_NV | \
1138 TEXGEN_NORMAL_MAP_NV | \
1139 TEXGEN_EYE_LINEAR)
1140 /*@}*/
1141
1142
1143
1144 /** Tex-gen enabled for texture unit? */
1145 #define ENABLE_TEXGEN(unit) (1 << (unit))
1146
1147 /** Non-identity texture matrix for texture unit? */
1148 #define ENABLE_TEXMAT(unit) (1 << (unit))
1149
1150
1151 /**
1152 * Texture coord generation state.
1153 */
1154 struct gl_texgen
1155 {
1156 GLenum16 Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1157 GLbitfield8 _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1158 GLfloat ObjectPlane[4];
1159 GLfloat EyePlane[4];
1160 };
1161
1162
1163 /**
1164 * Sampler-related subset of a texture unit, like current texture objects.
1165 */
1166 struct gl_texture_unit
1167 {
1168 GLfloat LodBias; /**< for biasing mipmap levels */
1169
1170 /** Texture targets that have a non-default texture bound */
1171 GLbitfield _BoundTextures;
1172
1173 /** Current sampler object (GL_ARB_sampler_objects) */
1174 struct gl_sampler_object *Sampler;
1175
1176 /** Current texture object pointers */
1177 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1178
1179 /** Points to highest priority, complete and enabled texture object */
1180 struct gl_texture_object *_Current;
1181 };
1182
1183
1184 /**
1185 * Fixed-function-related subset of a texture unit, like enable flags,
1186 * texture environment/function/combiners, and texgen state.
1187 */
1188 struct gl_fixedfunc_texture_unit
1189 {
1190 GLbitfield16 Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1191
1192 GLenum16 EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1193 GLclampf EnvColor[4];
1194 GLfloat EnvColorUnclamped[4];
1195
1196 struct gl_texgen GenS;
1197 struct gl_texgen GenT;
1198 struct gl_texgen GenR;
1199 struct gl_texgen GenQ;
1200 GLbitfield8 TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1201 GLbitfield8 _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1202
1203 /**
1204 * \name GL_EXT_texture_env_combine
1205 */
1206 struct gl_tex_env_combine_state Combine;
1207
1208 /**
1209 * Derived state based on \c EnvMode and the \c BaseFormat of the
1210 * currently enabled texture.
1211 */
1212 struct gl_tex_env_combine_state _EnvMode;
1213
1214 /** Current compressed TexEnv & Combine state */
1215 struct gl_tex_env_combine_packed _CurrentCombinePacked;
1216
1217 /**
1218 * Currently enabled combiner state. This will point to either
1219 * \c Combine or \c _EnvMode.
1220 */
1221 struct gl_tex_env_combine_state *_CurrentCombine;
1222 };
1223
1224
1225 /**
1226 * Texture attribute group (GL_TEXTURE_BIT).
1227 */
1228 struct gl_texture_attrib
1229 {
1230 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1231
1232 /** GL_ARB_texture_buffer_object */
1233 struct gl_buffer_object *BufferObject;
1234
1235 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1236
1237 /** Texture coord units/sets used for fragment texturing */
1238 GLbitfield8 _EnabledCoordUnits;
1239
1240 /** Texture coord units that have texgen enabled */
1241 GLbitfield8 _TexGenEnabled;
1242
1243 /** Texture coord units that have non-identity matrices */
1244 GLbitfield8 _TexMatEnabled;
1245
1246 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1247 GLbitfield8 _GenFlags;
1248
1249 /** Largest index of a texture unit with _Current != NULL. */
1250 GLshort _MaxEnabledTexImageUnit;
1251
1252 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1253 GLubyte NumCurrentTexUsed;
1254
1255 /** GL_ARB_seamless_cubemap */
1256 GLboolean CubeMapSeamless;
1257
1258 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1259 struct gl_fixedfunc_texture_unit FixedFuncUnit[MAX_TEXTURE_COORD_UNITS];
1260 };
1261
1262
1263 /**
1264 * Data structure representing a single clip plane (e.g. one of the elements
1265 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1266 */
1267 typedef GLfloat gl_clip_plane[4];
1268
1269
1270 /**
1271 * Transformation attribute group (GL_TRANSFORM_BIT).
1272 */
1273 struct gl_transform_attrib
1274 {
1275 GLenum16 MatrixMode; /**< Matrix mode */
1276 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1277 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1278 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1279 GLboolean Normalize; /**< Normalize all normals? */
1280 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1281 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1282 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1283 /** GL_ARB_clip_control */
1284 GLenum16 ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1285 GLenum16 ClipDepthMode;/**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1286 };
1287
1288
1289 /**
1290 * Viewport attribute group (GL_VIEWPORT_BIT).
1291 */
1292 struct gl_viewport_attrib
1293 {
1294 GLfloat X, Y; /**< position */
1295 GLfloat Width, Height; /**< size */
1296 GLfloat Near, Far; /**< Depth buffer range */
1297 };
1298
1299
1300 /**
1301 * Fields describing a mapped buffer range.
1302 */
1303 struct gl_buffer_mapping
1304 {
1305 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1306 GLvoid *Pointer; /**< User-space address of mapping */
1307 GLintptr Offset; /**< Mapped offset */
1308 GLsizeiptr Length; /**< Mapped length */
1309 };
1310
1311
1312 /**
1313 * Usages we've seen for a buffer object.
1314 */
1315 typedef enum
1316 {
1317 USAGE_UNIFORM_BUFFER = 0x1,
1318 USAGE_TEXTURE_BUFFER = 0x2,
1319 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1320 USAGE_SHADER_STORAGE_BUFFER = 0x8,
1321 USAGE_TRANSFORM_FEEDBACK_BUFFER = 0x10,
1322 USAGE_PIXEL_PACK_BUFFER = 0x20,
1323 USAGE_DISABLE_MINMAX_CACHE = 0x40,
1324 } gl_buffer_usage;
1325
1326
1327 /**
1328 * GL_ARB_vertex/pixel_buffer_object buffer object
1329 */
1330 struct gl_buffer_object
1331 {
1332 GLint RefCount;
1333 GLuint Name;
1334 GLchar *Label; /**< GL_KHR_debug */
1335 GLenum16 Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1336 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1337 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1338 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1339 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1340 GLboolean Written; /**< Ever written to? (for debugging) */
1341 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1342 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1343 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1344
1345 /** Counters used for buffer usage warnings */
1346 GLuint NumSubDataCalls;
1347 GLuint NumMapBufferWriteCalls;
1348
1349 struct gl_buffer_mapping Mappings[MAP_COUNT];
1350
1351 /** Memoization of min/max index computations for static index buffers */
1352 simple_mtx_t MinMaxCacheMutex;
1353 struct hash_table *MinMaxCache;
1354 unsigned MinMaxCacheHitIndices;
1355 unsigned MinMaxCacheMissIndices;
1356 bool MinMaxCacheDirty;
1357
1358 bool HandleAllocated; /**< GL_ARB_bindless_texture */
1359 };
1360
1361
1362 /**
1363 * Client pixel packing/unpacking attributes
1364 */
1365 struct gl_pixelstore_attrib
1366 {
1367 GLint Alignment;
1368 GLint RowLength;
1369 GLint SkipPixels;
1370 GLint SkipRows;
1371 GLint ImageHeight;
1372 GLint SkipImages;
1373 GLboolean SwapBytes;
1374 GLboolean LsbFirst;
1375 GLboolean Invert; /**< GL_MESA_pack_invert */
1376 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1377 GLint CompressedBlockHeight;
1378 GLint CompressedBlockDepth;
1379 GLint CompressedBlockSize;
1380 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1381 };
1382
1383
1384 /**
1385 * Enum for defining the mapping for the position/generic0 attribute.
1386 *
1387 * Do not change the order of the values as these are used as
1388 * array indices.
1389 */
1390 typedef enum
1391 {
1392 ATTRIBUTE_MAP_MODE_IDENTITY, /**< 1:1 mapping */
1393 ATTRIBUTE_MAP_MODE_POSITION, /**< get position and generic0 from position */
1394 ATTRIBUTE_MAP_MODE_GENERIC0, /**< get position and generic0 from generic0 */
1395 ATTRIBUTE_MAP_MODE_MAX /**< for sizing arrays */
1396 } gl_attribute_map_mode;
1397
1398
1399 /**
1400 * Attributes to describe a vertex array.
1401 *
1402 * Contains the size, type, format and normalization flag,
1403 * along with the index of a vertex buffer binding point.
1404 *
1405 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1406 * and is only present for backwards compatibility reasons.
1407 * Rendering always uses VERTEX_BINDING_STRIDE.
1408 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1409 * and VERTEX_BINDING_STRIDE to the same value, while
1410 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1411 */
1412 struct gl_array_attributes
1413 {
1414 /** Points to client array data. Not used when a VBO is bound */
1415 const GLubyte *Ptr;
1416 /** Offset of the first element relative to the binding offset */
1417 GLuint RelativeOffset;
1418 GLshort Stride; /**< Stride as specified with gl*Pointer() */
1419 GLenum16 Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1420 GLenum16 Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1421 GLboolean Enabled; /**< Whether the array is enabled */
1422 GLubyte Size; /**< Components per element (1,2,3,4) */
1423 unsigned Normalized:1; /**< Fixed-point values are normalized when converted to floats */
1424 unsigned Integer:1; /**< Fixed-point values are not converted to floats */
1425 unsigned Doubles:1; /**< double precision values are not converted to floats */
1426 unsigned _ElementSize:8; /**< Size of each element in bytes */
1427 /** Index into gl_vertex_array_object::BufferBinding[] array */
1428 unsigned BufferBindingIndex:6;
1429
1430 /**
1431 * Derived effective buffer binding index
1432 *
1433 * Index into the gl_vertex_buffer_binding array of the vao.
1434 * Similar to BufferBindingIndex, but with the mapping of the
1435 * position/generic0 attributes applied and with identical
1436 * gl_vertex_buffer_binding entries collapsed to a single
1437 * entry within the vao.
1438 *
1439 * The value is valid past calling _mesa_update_vao_derived_arrays.
1440 * Note that _mesa_update_vao_derived_arrays is called when binding
1441 * the VAO to Array._DrawVAO.
1442 */
1443 unsigned _EffBufferBindingIndex:6;
1444 /**
1445 * Derived effective relative offset.
1446 *
1447 * Relative offset to the effective buffers offset in
1448 * gl_vertex_buffer_binding::_EffOffset.
1449 *
1450 * The value is valid past calling _mesa_update_vao_derived_arrays.
1451 * Note that _mesa_update_vao_derived_arrays is called when binding
1452 * the VAO to Array._DrawVAO.
1453 */
1454 GLushort _EffRelativeOffset;
1455 };
1456
1457
1458 /**
1459 * This describes the buffer object used for a vertex array (or
1460 * multiple vertex arrays). If BufferObj points to the default/null
1461 * buffer object, then the vertex array lives in user memory and not a VBO.
1462 */
1463 struct gl_vertex_buffer_binding
1464 {
1465 GLintptr Offset; /**< User-specified offset */
1466 GLsizei Stride; /**< User-specified stride */
1467 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1468 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1469 GLbitfield _BoundArrays; /**< Arrays bound to this binding point */
1470
1471 /**
1472 * Derived effective bound arrays.
1473 *
1474 * The effective binding handles enabled arrays past the
1475 * position/generic0 attribute mapping and reduces the refered
1476 * gl_vertex_buffer_binding entries to a unique subset.
1477 *
1478 * The value is valid past calling _mesa_update_vao_derived_arrays.
1479 * Note that _mesa_update_vao_derived_arrays is called when binding
1480 * the VAO to Array._DrawVAO.
1481 */
1482 GLbitfield _EffBoundArrays;
1483 /**
1484 * Derived offset.
1485 *
1486 * The absolute offset to that we can collapse some attributes
1487 * to this unique effective binding.
1488 * For user space array bindings this contains the smallest pointer value
1489 * in the bound and interleaved arrays.
1490 * For VBO bindings this contains an offset that lets the attributes
1491 * _EffRelativeOffset stay positive and in bounds with
1492 * Const.MaxVertexAttribRelativeOffset
1493 *
1494 * The value is valid past calling _mesa_update_vao_derived_arrays.
1495 * Note that _mesa_update_vao_derived_arrays is called when binding
1496 * the VAO to Array._DrawVAO.
1497 */
1498 GLintptr _EffOffset;
1499 };
1500
1501
1502 /**
1503 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+ /
1504 * the GL_ARB_vertex_array_object extension.
1505 */
1506 struct gl_vertex_array_object
1507 {
1508 /** Name of the VAO as received from glGenVertexArray. */
1509 GLuint Name;
1510
1511 GLint RefCount;
1512
1513 GLchar *Label; /**< GL_KHR_debug */
1514
1515 /**
1516 * Has this array object been bound?
1517 */
1518 GLboolean EverBound;
1519
1520 /**
1521 * Marked to true if the object is shared between contexts and immutable.
1522 * Then reference counting is done using atomics and thread safe.
1523 * Is used for dlist VAOs.
1524 */
1525 bool SharedAndImmutable;
1526
1527 /** Vertex attribute arrays */
1528 struct gl_array_attributes VertexAttrib[VERT_ATTRIB_MAX];
1529
1530 /** Vertex buffer bindings */
1531 struct gl_vertex_buffer_binding BufferBinding[VERT_ATTRIB_MAX];
1532
1533 /** Mask indicating which vertex arrays have vertex buffer associated. */
1534 GLbitfield VertexAttribBufferMask;
1535
1536 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1537 GLbitfield _Enabled;
1538
1539 /**
1540 * Mask of VERT_BIT_* enabled arrays past position/generic0 mapping
1541 *
1542 * The value is valid past calling _mesa_update_vao_derived_arrays.
1543 * Note that _mesa_update_vao_derived_arrays is called when binding
1544 * the VAO to Array._DrawVAO.
1545 */
1546 GLbitfield _EffEnabledVBO;
1547
1548 /** Denotes the way the position/generic0 attribute is mapped */
1549 gl_attribute_map_mode _AttributeMapMode;
1550
1551 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1552 GLbitfield NewArrays;
1553
1554 /** The index buffer (also known as the element array buffer in OpenGL). */
1555 struct gl_buffer_object *IndexBufferObj;
1556 };
1557
1558
1559 /**
1560 * Vertex array state
1561 */
1562 struct gl_array_attrib
1563 {
1564 /** Currently bound array object. */
1565 struct gl_vertex_array_object *VAO;
1566
1567 /** The default vertex array object */
1568 struct gl_vertex_array_object *DefaultVAO;
1569
1570 /** The last VAO accessed by a DSA function */
1571 struct gl_vertex_array_object *LastLookedUpVAO;
1572
1573 /** Array objects (GL_ARB_vertex_array_object) */
1574 struct _mesa_HashTable *Objects;
1575
1576 GLint ActiveTexture; /**< Client Active Texture */
1577 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1578 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1579
1580 /**
1581 * \name Primitive restart controls
1582 *
1583 * Primitive restart is enabled if either \c PrimitiveRestart or
1584 * \c PrimitiveRestartFixedIndex is set.
1585 */
1586 /*@{*/
1587 GLboolean PrimitiveRestart;
1588 GLboolean PrimitiveRestartFixedIndex;
1589 GLboolean _PrimitiveRestart;
1590 GLuint RestartIndex;
1591 /*@}*/
1592
1593 /* GL_ARB_vertex_buffer_object */
1594 struct gl_buffer_object *ArrayBufferObj;
1595
1596 /**
1597 * Vertex array object that is used with the currently active draw command.
1598 * The _DrawVAO is either set to the currently bound VAO for array type
1599 * draws or to internal VAO's set up by the vbo module to execute immediate
1600 * mode or display list draws.
1601 */
1602 struct gl_vertex_array_object *_DrawVAO;
1603 /**
1604 * The VERT_BIT_* bits effectively enabled from the current _DrawVAO.
1605 * This is always a subset of _mesa_get_vao_vp_inputs(_DrawVAO)
1606 * but may omit those arrays that shall not be referenced by the current
1607 * gl_vertex_program_state::_VPMode. For example the generic attributes are
1608 * maked out form the _DrawVAO's enabled arrays when a fixed function
1609 * array draw is executed.
1610 */
1611 GLbitfield _DrawVAOEnabledAttribs;
1612 /**
1613 * Initially or if the VAO referenced by _DrawVAO is deleted the _DrawVAO
1614 * pointer is set to the _EmptyVAO which is just an empty VAO all the time.
1615 */
1616 struct gl_vertex_array_object *_EmptyVAO;
1617
1618 /** Legal array datatypes and the API for which they have been computed */
1619 GLbitfield LegalTypesMask;
1620 gl_api LegalTypesMaskAPI;
1621 };
1622
1623
1624 /**
1625 * Feedback buffer state
1626 */
1627 struct gl_feedback
1628 {
1629 GLenum16 Type;
1630 GLbitfield _Mask; /**< FB_* bits */
1631 GLfloat *Buffer;
1632 GLuint BufferSize;
1633 GLuint Count;
1634 };
1635
1636
1637 /**
1638 * Selection buffer state
1639 */
1640 struct gl_selection
1641 {
1642 GLuint *Buffer; /**< selection buffer */
1643 GLuint BufferSize; /**< size of the selection buffer */
1644 GLuint BufferCount; /**< number of values in the selection buffer */
1645 GLuint Hits; /**< number of records in the selection buffer */
1646 GLuint NameStackDepth; /**< name stack depth */
1647 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1648 GLboolean HitFlag; /**< hit flag */
1649 GLfloat HitMinZ; /**< minimum hit depth */
1650 GLfloat HitMaxZ; /**< maximum hit depth */
1651 };
1652
1653
1654 /**
1655 * 1-D Evaluator control points
1656 */
1657 struct gl_1d_map
1658 {
1659 GLuint Order; /**< Number of control points */
1660 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1661 GLfloat *Points; /**< Points to contiguous control points */
1662 };
1663
1664
1665 /**
1666 * 2-D Evaluator control points
1667 */
1668 struct gl_2d_map
1669 {
1670 GLuint Uorder; /**< Number of control points in U dimension */
1671 GLuint Vorder; /**< Number of control points in V dimension */
1672 GLfloat u1, u2, du;
1673 GLfloat v1, v2, dv;
1674 GLfloat *Points; /**< Points to contiguous control points */
1675 };
1676
1677
1678 /**
1679 * All evaluator control point state
1680 */
1681 struct gl_evaluators
1682 {
1683 /**
1684 * \name 1-D maps
1685 */
1686 /*@{*/
1687 struct gl_1d_map Map1Vertex3;
1688 struct gl_1d_map Map1Vertex4;
1689 struct gl_1d_map Map1Index;
1690 struct gl_1d_map Map1Color4;
1691 struct gl_1d_map Map1Normal;
1692 struct gl_1d_map Map1Texture1;
1693 struct gl_1d_map Map1Texture2;
1694 struct gl_1d_map Map1Texture3;
1695 struct gl_1d_map Map1Texture4;
1696 /*@}*/
1697
1698 /**
1699 * \name 2-D maps
1700 */
1701 /*@{*/
1702 struct gl_2d_map Map2Vertex3;
1703 struct gl_2d_map Map2Vertex4;
1704 struct gl_2d_map Map2Index;
1705 struct gl_2d_map Map2Color4;
1706 struct gl_2d_map Map2Normal;
1707 struct gl_2d_map Map2Texture1;
1708 struct gl_2d_map Map2Texture2;
1709 struct gl_2d_map Map2Texture3;
1710 struct gl_2d_map Map2Texture4;
1711 /*@}*/
1712 };
1713
1714
1715 struct gl_transform_feedback_varying_info
1716 {
1717 char *Name;
1718 GLenum16 Type;
1719 GLint BufferIndex;
1720 GLint Size;
1721 GLint Offset;
1722 };
1723
1724
1725 /**
1726 * Per-output info vertex shaders for transform feedback.
1727 */
1728 struct gl_transform_feedback_output
1729 {
1730 uint32_t OutputRegister;
1731 uint32_t OutputBuffer;
1732 uint32_t NumComponents;
1733 uint32_t StreamId;
1734
1735 /** offset (in DWORDs) of this output within the interleaved structure */
1736 uint32_t DstOffset;
1737
1738 /**
1739 * Offset into the output register of the data to output. For example,
1740 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1741 * offset is in the y and z components of the output register.
1742 */
1743 uint32_t ComponentOffset;
1744 };
1745
1746
1747 struct gl_transform_feedback_buffer
1748 {
1749 uint32_t Binding;
1750
1751 uint32_t NumVaryings;
1752
1753 /**
1754 * Total number of components stored in each buffer. This may be used by
1755 * hardware back-ends to determine the correct stride when interleaving
1756 * multiple transform feedback outputs in the same buffer.
1757 */
1758 uint32_t Stride;
1759
1760 /**
1761 * Which transform feedback stream this buffer binding is associated with.
1762 */
1763 uint32_t Stream;
1764 };
1765
1766
1767 /** Post-link transform feedback info. */
1768 struct gl_transform_feedback_info
1769 {
1770 unsigned NumOutputs;
1771
1772 /* Bitmask of active buffer indices. */
1773 unsigned ActiveBuffers;
1774
1775 struct gl_transform_feedback_output *Outputs;
1776
1777 /** Transform feedback varyings used for the linking of this shader program.
1778 *
1779 * Use for glGetTransformFeedbackVarying().
1780 */
1781 struct gl_transform_feedback_varying_info *Varyings;
1782 GLint NumVarying;
1783
1784 struct gl_transform_feedback_buffer Buffers[MAX_FEEDBACK_BUFFERS];
1785 };
1786
1787
1788 /**
1789 * Transform feedback object state
1790 */
1791 struct gl_transform_feedback_object
1792 {
1793 GLuint Name; /**< AKA the object ID */
1794 GLint RefCount;
1795 GLchar *Label; /**< GL_KHR_debug */
1796 GLboolean Active; /**< Is transform feedback enabled? */
1797 GLboolean Paused; /**< Is transform feedback paused? */
1798 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1799 at least once? */
1800 GLboolean EverBound; /**< Has this object been bound? */
1801
1802 /**
1803 * GLES: if Active is true, remaining number of primitives which can be
1804 * rendered without overflow. This is necessary to track because GLES
1805 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1806 * glDrawArraysInstanced would overflow transform feedback buffers.
1807 * Undefined if Active is false.
1808 *
1809 * Not tracked for desktop GL since it's unnecessary.
1810 */
1811 unsigned GlesRemainingPrims;
1812
1813 /**
1814 * The program active when BeginTransformFeedback() was called.
1815 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1816 * where stage is the pipeline stage that is the source of data for
1817 * transform feedback.
1818 */
1819 struct gl_program *program;
1820
1821 /** The feedback buffers */
1822 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1823 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1824
1825 /** Start of feedback data in dest buffer */
1826 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1827
1828 /**
1829 * Max data to put into dest buffer (in bytes). Computed based on
1830 * RequestedSize and the actual size of the buffer.
1831 */
1832 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1833
1834 /**
1835 * Size that was specified when the buffer was bound. If the buffer was
1836 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1837 * zero.
1838 */
1839 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1840 };
1841
1842
1843 /**
1844 * Context state for transform feedback.
1845 */
1846 struct gl_transform_feedback_state
1847 {
1848 GLenum16 Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1849
1850 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1851 struct gl_buffer_object *CurrentBuffer;
1852
1853 /** The table of all transform feedback objects */
1854 struct _mesa_HashTable *Objects;
1855
1856 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1857 struct gl_transform_feedback_object *CurrentObject;
1858
1859 /** The default xform-fb object (Name==0) */
1860 struct gl_transform_feedback_object *DefaultObject;
1861 };
1862
1863
1864 /**
1865 * A "performance monitor" as described in AMD_performance_monitor.
1866 */
1867 struct gl_perf_monitor_object
1868 {
1869 GLuint Name;
1870
1871 /** True if the monitor is currently active (Begin called but not End). */
1872 GLboolean Active;
1873
1874 /**
1875 * True if the monitor has ended.
1876 *
1877 * This is distinct from !Active because it may never have began.
1878 */
1879 GLboolean Ended;
1880
1881 /**
1882 * A list of groups with currently active counters.
1883 *
1884 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1885 */
1886 unsigned *ActiveGroups;
1887
1888 /**
1889 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1890 *
1891 * Checking whether counter 'c' in group 'g' is active can be done via:
1892 *
1893 * BITSET_TEST(ActiveCounters[g], c)
1894 */
1895 GLuint **ActiveCounters;
1896 };
1897
1898
1899 union gl_perf_monitor_counter_value
1900 {
1901 float f;
1902 uint64_t u64;
1903 uint32_t u32;
1904 };
1905
1906
1907 struct gl_perf_monitor_counter
1908 {
1909 /** Human readable name for the counter. */
1910 const char *Name;
1911
1912 /**
1913 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1914 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1915 */
1916 GLenum16 Type;
1917
1918 /** Minimum counter value. */
1919 union gl_perf_monitor_counter_value Minimum;
1920
1921 /** Maximum counter value. */
1922 union gl_perf_monitor_counter_value Maximum;
1923 };
1924
1925
1926 struct gl_perf_monitor_group
1927 {
1928 /** Human readable name for the group. */
1929 const char *Name;
1930
1931 /**
1932 * Maximum number of counters in this group which can be active at the
1933 * same time.
1934 */
1935 GLuint MaxActiveCounters;
1936
1937 /** Array of counters within this group. */
1938 const struct gl_perf_monitor_counter *Counters;
1939 GLuint NumCounters;
1940 };
1941
1942
1943 /**
1944 * A query object instance as described in INTEL_performance_query.
1945 *
1946 * NB: We want to keep this and the corresponding backend structure
1947 * relatively lean considering that applications may expect to
1948 * allocate enough objects to be able to query around all draw calls
1949 * in a frame.
1950 */
1951 struct gl_perf_query_object
1952 {
1953 GLuint Id; /**< hash table ID/name */
1954 unsigned Used:1; /**< has been used for 1 or more queries */
1955 unsigned Active:1; /**< inside Begin/EndPerfQuery */
1956 unsigned Ready:1; /**< result is ready? */
1957 };
1958
1959
1960 /**
1961 * Context state for AMD_performance_monitor.
1962 */
1963 struct gl_perf_monitor_state
1964 {
1965 /** Array of performance monitor groups (indexed by group ID) */
1966 const struct gl_perf_monitor_group *Groups;
1967 GLuint NumGroups;
1968
1969 /** The table of all performance monitors. */
1970 struct _mesa_HashTable *Monitors;
1971 };
1972
1973
1974 /**
1975 * Context state for INTEL_performance_query.
1976 */
1977 struct gl_perf_query_state
1978 {
1979 struct _mesa_HashTable *Objects; /**< The table of all performance query objects */
1980 };
1981
1982
1983 /**
1984 * A bindless sampler object.
1985 */
1986 struct gl_bindless_sampler
1987 {
1988 /** Texture unit (set by glUniform1()). */
1989 GLubyte unit;
1990
1991 /** Whether this bindless sampler is bound to a unit. */
1992 GLboolean bound;
1993
1994 /** Texture Target (TEXTURE_1D/2D/3D/etc_INDEX). */
1995 gl_texture_index target;
1996
1997 /** Pointer to the base of the data. */
1998 GLvoid *data;
1999 };
2000
2001
2002 /**
2003 * A bindless image object.
2004 */
2005 struct gl_bindless_image
2006 {
2007 /** Image unit (set by glUniform1()). */
2008 GLubyte unit;
2009
2010 /** Whether this bindless image is bound to a unit. */
2011 GLboolean bound;
2012
2013 /** Access qualifier (GL_READ_WRITE, GL_READ_ONLY, GL_WRITE_ONLY) */
2014 GLenum16 access;
2015
2016 /** Pointer to the base of the data. */
2017 GLvoid *data;
2018 };
2019
2020
2021 /**
2022 * Current vertex processing mode: fixed function vs. shader.
2023 * In reality, fixed function is probably implemented by a shader but that's
2024 * not what we care about here.
2025 */
2026 typedef enum
2027 {
2028 VP_MODE_FF, /**< legacy / fixed function */
2029 VP_MODE_SHADER, /**< ARB vertex program or GLSL vertex shader */
2030 VP_MODE_MAX /**< for sizing arrays */
2031 } gl_vertex_processing_mode;
2032
2033
2034 /**
2035 * Base class for any kind of program object
2036 */
2037 struct gl_program
2038 {
2039 /** FIXME: This must be first until we split shader_info from nir_shader */
2040 struct shader_info info;
2041
2042 GLuint Id;
2043 GLint RefCount;
2044 GLubyte *String; /**< Null-terminated program text */
2045
2046 /** GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2047 GLenum16 Target;
2048 GLenum16 Format; /**< String encoding format */
2049
2050 GLboolean _Used; /**< Ever used for drawing? Used for debugging */
2051
2052 struct nir_shader *nir;
2053
2054 /* Saved and restored with metadata. Freed with ralloc. */
2055 void *driver_cache_blob;
2056 size_t driver_cache_blob_size;
2057
2058 bool is_arb_asm; /** Is this an ARB assembly-style program */
2059
2060 /** Is this program written to on disk shader cache */
2061 bool program_written_to_cache;
2062
2063 /** Subset of OutputsWritten outputs written with non-zero index. */
2064 GLbitfield64 SecondaryOutputsWritten;
2065 /** TEXTURE_x_BIT bitmask */
2066 GLbitfield16 TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
2067 /** Bitfield of which samplers are used */
2068 GLbitfield SamplersUsed;
2069 /** Texture units used for shadow sampling. */
2070 GLbitfield ShadowSamplers;
2071 /** Texture units used for samplerExternalOES */
2072 GLbitfield ExternalSamplersUsed;
2073
2074 /* Fragement shader only fields */
2075 GLboolean OriginUpperLeft;
2076 GLboolean PixelCenterInteger;
2077
2078 /** Named parameters, constants, etc. from program text */
2079 struct gl_program_parameter_list *Parameters;
2080
2081 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2082 GLubyte SamplerUnits[MAX_SAMPLERS];
2083
2084 /* FIXME: We should be able to make this struct a union. However some
2085 * drivers (i915/fragment_programs, swrast/prog_execute) mix the use of
2086 * these fields, we should fix this.
2087 */
2088 struct {
2089 /** Fields used by GLSL programs */
2090 struct {
2091 /** Data shared by gl_program and gl_shader_program */
2092 struct gl_shader_program_data *data;
2093
2094 struct gl_active_atomic_buffer **AtomicBuffers;
2095
2096 /** Post-link transform feedback info. */
2097 struct gl_transform_feedback_info *LinkedTransformFeedback;
2098
2099 /**
2100 * Number of types for subroutine uniforms.
2101 */
2102 GLuint NumSubroutineUniformTypes;
2103
2104 /**
2105 * Subroutine uniform remap table
2106 * based on the program level uniform remap table.
2107 */
2108 GLuint NumSubroutineUniforms; /* non-sparse total */
2109 GLuint NumSubroutineUniformRemapTable;
2110 struct gl_uniform_storage **SubroutineUniformRemapTable;
2111
2112 /**
2113 * Num of subroutine functions for this stage and storage for them.
2114 */
2115 GLuint NumSubroutineFunctions;
2116 GLuint MaxSubroutineFunctionIndex;
2117 struct gl_subroutine_function *SubroutineFunctions;
2118
2119 /**
2120 * Map from image uniform index to image unit (set by glUniform1i())
2121 *
2122 * An image uniform index is associated with each image uniform by
2123 * the linker. The image index associated with each uniform is
2124 * stored in the \c gl_uniform_storage::image field.
2125 */
2126 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2127
2128 /**
2129 * Access qualifier specified in the shader for each image uniform
2130 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2131 * GL_READ_WRITE.
2132 *
2133 * It may be different, though only more strict than the value of
2134 * \c gl_image_unit::Access for the corresponding image unit.
2135 */
2136 GLenum16 ImageAccess[MAX_IMAGE_UNIFORMS];
2137
2138 struct gl_uniform_block **UniformBlocks;
2139 struct gl_uniform_block **ShaderStorageBlocks;
2140
2141 /** Which texture target is being sampled
2142 * (TEXTURE_1D/2D/3D/etc_INDEX)
2143 */
2144 GLubyte SamplerTargets[MAX_SAMPLERS];
2145
2146 /**
2147 * Number of samplers declared with the bindless_sampler layout
2148 * qualifier as specified by ARB_bindless_texture.
2149 */
2150 GLuint NumBindlessSamplers;
2151 GLboolean HasBoundBindlessSampler;
2152 struct gl_bindless_sampler *BindlessSamplers;
2153
2154 /**
2155 * Number of images declared with the bindless_image layout qualifier
2156 * as specified by ARB_bindless_texture.
2157 */
2158 GLuint NumBindlessImages;
2159 GLboolean HasBoundBindlessImage;
2160 struct gl_bindless_image *BindlessImages;
2161
2162 union {
2163 struct {
2164 /**
2165 * A bitmask of gl_advanced_blend_mode values
2166 */
2167 GLbitfield BlendSupport;
2168 } fs;
2169 };
2170 } sh;
2171
2172 /** ARB assembly-style program fields */
2173 struct {
2174 struct prog_instruction *Instructions;
2175
2176 /**
2177 * Local parameters used by the program.
2178 *
2179 * It's dynamically allocated because it is rarely used (just
2180 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries
2181 * once it's allocated.
2182 */
2183 GLfloat (*LocalParams)[4];
2184
2185 /** Bitmask of which register files are read/written with indirect
2186 * addressing. Mask of (1 << PROGRAM_x) bits.
2187 */
2188 GLbitfield IndirectRegisterFiles;
2189
2190 /** Logical counts */
2191 /*@{*/
2192 GLuint NumInstructions;
2193 GLuint NumTemporaries;
2194 GLuint NumParameters;
2195 GLuint NumAttributes;
2196 GLuint NumAddressRegs;
2197 GLuint NumAluInstructions;
2198 GLuint NumTexInstructions;
2199 GLuint NumTexIndirections;
2200 /*@}*/
2201 /** Native, actual h/w counts */
2202 /*@{*/
2203 GLuint NumNativeInstructions;
2204 GLuint NumNativeTemporaries;
2205 GLuint NumNativeParameters;
2206 GLuint NumNativeAttributes;
2207 GLuint NumNativeAddressRegs;
2208 GLuint NumNativeAluInstructions;
2209 GLuint NumNativeTexInstructions;
2210 GLuint NumNativeTexIndirections;
2211 /*@}*/
2212
2213 /** Used by ARB assembly-style programs. Can only be true for vertex
2214 * programs.
2215 */
2216 GLboolean IsPositionInvariant;
2217 } arb;
2218 };
2219 };
2220
2221
2222 /**
2223 * State common to vertex and fragment programs.
2224 */
2225 struct gl_program_state
2226 {
2227 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2228 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2229 };
2230
2231
2232 /**
2233 * Context state for vertex programs.
2234 */
2235 struct gl_vertex_program_state
2236 {
2237 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2238 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2239 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2240 /** Should fixed-function T&L be implemented with a vertex prog? */
2241 GLboolean _MaintainTnlProgram;
2242
2243 struct gl_program *Current; /**< User-bound vertex program */
2244
2245 /** Currently enabled and valid vertex program (including internal
2246 * programs, user-defined vertex programs and GLSL vertex shaders).
2247 * This is the program we must use when rendering.
2248 */
2249 struct gl_program *_Current;
2250
2251 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2252
2253 /** Program to emulate fixed-function T&L (see above) */
2254 struct gl_program *_TnlProgram;
2255
2256 /** Cache of fixed-function programs */
2257 struct gl_program_cache *Cache;
2258
2259 GLboolean _Overriden;
2260
2261 /**
2262 * If we have a vertex program, a TNL program or no program at all.
2263 * Note that this value should be kept up to date all the time,
2264 * nevertheless its correctness is asserted in _mesa_update_state.
2265 * The reason is to avoid calling _mesa_update_state twice we need
2266 * this value on draw *before* actually calling _mesa_update_state.
2267 * Also it should need to get recomputed only on changes to the
2268 * vertex program which are heavyweight already.
2269 */
2270 gl_vertex_processing_mode _VPMode;
2271 };
2272
2273 /**
2274 * Context state for tessellation control programs.
2275 */
2276 struct gl_tess_ctrl_program_state
2277 {
2278 /** Currently bound and valid shader. */
2279 struct gl_program *_Current;
2280
2281 GLint patch_vertices;
2282 GLfloat patch_default_outer_level[4];
2283 GLfloat patch_default_inner_level[2];
2284 };
2285
2286 /**
2287 * Context state for tessellation evaluation programs.
2288 */
2289 struct gl_tess_eval_program_state
2290 {
2291 /** Currently bound and valid shader. */
2292 struct gl_program *_Current;
2293 };
2294
2295 /**
2296 * Context state for geometry programs.
2297 */
2298 struct gl_geometry_program_state
2299 {
2300 /**
2301 * Currently enabled and valid program (including internal programs
2302 * and compiled shader programs).
2303 */
2304 struct gl_program *_Current;
2305 };
2306
2307 /**
2308 * Context state for fragment programs.
2309 */
2310 struct gl_fragment_program_state
2311 {
2312 GLboolean Enabled; /**< User-set fragment program enable flag */
2313 /** Should fixed-function texturing be implemented with a fragment prog? */
2314 GLboolean _MaintainTexEnvProgram;
2315
2316 struct gl_program *Current; /**< User-bound fragment program */
2317
2318 /**
2319 * Currently enabled and valid fragment program (including internal
2320 * programs, user-defined fragment programs and GLSL fragment shaders).
2321 * This is the program we must use when rendering.
2322 */
2323 struct gl_program *_Current;
2324
2325 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2326
2327 /** Program to emulate fixed-function texture env/combine (see above) */
2328 struct gl_program *_TexEnvProgram;
2329
2330 /** Cache of fixed-function programs */
2331 struct gl_program_cache *Cache;
2332 };
2333
2334
2335 /**
2336 * Context state for compute programs.
2337 */
2338 struct gl_compute_program_state
2339 {
2340 /** Currently enabled and valid program (including internal programs
2341 * and compiled shader programs).
2342 */
2343 struct gl_program *_Current;
2344 };
2345
2346
2347 /**
2348 * ATI_fragment_shader runtime state
2349 */
2350
2351 struct atifs_instruction;
2352 struct atifs_setupinst;
2353
2354 /**
2355 * ATI fragment shader
2356 */
2357 struct ati_fragment_shader
2358 {
2359 GLuint Id;
2360 GLint RefCount;
2361 struct atifs_instruction *Instructions[2];
2362 struct atifs_setupinst *SetupInst[2];
2363 GLfloat Constants[8][4];
2364 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2365 GLubyte numArithInstr[2];
2366 GLubyte regsAssigned[2];
2367 GLubyte NumPasses; /**< 1 or 2 */
2368 /**
2369 * Current compile stage: 0 setup pass1, 1 arith pass1,
2370 * 2 setup pass2, 3 arith pass2.
2371 */
2372 GLubyte cur_pass;
2373 GLubyte last_optype;
2374 GLboolean interpinp1;
2375 GLboolean isValid;
2376 /**
2377 * Array of 2 bit values for each tex unit to remember whether
2378 * STR or STQ swizzle was used
2379 */
2380 GLuint swizzlerq;
2381 struct gl_program *Program;
2382 };
2383
2384 /**
2385 * Context state for GL_ATI_fragment_shader
2386 */
2387 struct gl_ati_fragment_shader_state
2388 {
2389 GLboolean Enabled;
2390 GLboolean Compiling;
2391 GLfloat GlobalConstants[8][4];
2392 struct ati_fragment_shader *Current;
2393 };
2394
2395 /**
2396 * Shader subroutine function definition
2397 */
2398 struct gl_subroutine_function
2399 {
2400 char *name;
2401 int index;
2402 int num_compat_types;
2403 const struct glsl_type **types;
2404 };
2405
2406 /**
2407 * Shader information needed by both gl_shader and gl_linked shader.
2408 */
2409 struct gl_shader_info
2410 {
2411 /**
2412 * Tessellation Control shader state from layout qualifiers.
2413 */
2414 struct {
2415 /**
2416 * 0 - vertices not declared in shader, or
2417 * 1 .. GL_MAX_PATCH_VERTICES
2418 */
2419 GLint VerticesOut;
2420 } TessCtrl;
2421
2422 /**
2423 * Tessellation Evaluation shader state from layout qualifiers.
2424 */
2425 struct {
2426 /**
2427 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2428 * in this shader.
2429 */
2430 GLenum16 PrimitiveMode;
2431
2432 enum gl_tess_spacing Spacing;
2433
2434 /**
2435 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2436 */
2437 GLenum16 VertexOrder;
2438 /**
2439 * 1, 0, or -1 if it's not set in this shader.
2440 */
2441 int PointMode;
2442 } TessEval;
2443
2444 /**
2445 * Geometry shader state from GLSL 1.50 layout qualifiers.
2446 */
2447 struct {
2448 GLint VerticesOut;
2449 /**
2450 * 0 - Invocations count not declared in shader, or
2451 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2452 */
2453 GLint Invocations;
2454 /**
2455 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2456 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2457 * shader.
2458 */
2459 GLenum16 InputType;
2460 /**
2461 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2462 * it's not set in this shader.
2463 */
2464 GLenum16 OutputType;
2465 } Geom;
2466
2467 /**
2468 * Compute shader state from ARB_compute_shader and
2469 * ARB_compute_variable_group_size layout qualifiers.
2470 */
2471 struct {
2472 /**
2473 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2474 * it's not set in this shader.
2475 */
2476 unsigned LocalSize[3];
2477
2478 /**
2479 * Whether a variable work group size has been specified as defined by
2480 * ARB_compute_variable_group_size.
2481 */
2482 bool LocalSizeVariable;
2483 } Comp;
2484 };
2485
2486 /**
2487 * A linked GLSL shader object.
2488 */
2489 struct gl_linked_shader
2490 {
2491 gl_shader_stage Stage;
2492
2493 #ifdef DEBUG
2494 unsigned SourceChecksum;
2495 #endif
2496
2497 struct gl_program *Program; /**< Post-compile assembly code */
2498
2499 /**
2500 * \name Sampler tracking
2501 *
2502 * \note Each of these fields is only set post-linking.
2503 */
2504 /*@{*/
2505 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2506 /*@}*/
2507
2508 /**
2509 * Number of default uniform block components used by this shader.
2510 *
2511 * This field is only set post-linking.
2512 */
2513 unsigned num_uniform_components;
2514
2515 /**
2516 * Number of combined uniform components used by this shader.
2517 *
2518 * This field is only set post-linking. It is the sum of the uniform block
2519 * sizes divided by sizeof(float), and num_uniform_compoennts.
2520 */
2521 unsigned num_combined_uniform_components;
2522
2523 struct exec_list *ir;
2524 struct exec_list *packed_varyings;
2525 struct exec_list *fragdata_arrays;
2526 struct glsl_symbol_table *symbols;
2527
2528 /**
2529 * ARB_gl_spirv related data.
2530 *
2531 * This is actually a reference to the gl_shader::spirv_data, which
2532 * stores information that is also needed during linking.
2533 */
2534 struct gl_shader_spirv_data *spirv_data;
2535 };
2536
2537
2538 /**
2539 * Compile status enum. COMPILE_SKIPPED is used to indicate the compile
2540 * was skipped due to the shader matching one that's been seen before by
2541 * the on-disk cache.
2542 */
2543 enum gl_compile_status
2544 {
2545 COMPILE_FAILURE = 0,
2546 COMPILE_SUCCESS,
2547 COMPILE_SKIPPED,
2548 COMPILED_NO_OPTS
2549 };
2550
2551 /**
2552 * A GLSL shader object.
2553 */
2554 struct gl_shader
2555 {
2556 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2557 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2558 * Must be the first field.
2559 */
2560 GLenum16 Type;
2561 gl_shader_stage Stage;
2562 GLuint Name; /**< AKA the handle */
2563 GLint RefCount; /**< Reference count */
2564 GLchar *Label; /**< GL_KHR_debug */
2565 unsigned char sha1[20]; /**< SHA1 hash of pre-processed source */
2566 GLboolean DeletePending;
2567 bool IsES; /**< True if this shader uses GLSL ES */
2568
2569 enum gl_compile_status CompileStatus;
2570
2571 #ifdef DEBUG
2572 unsigned SourceChecksum; /**< for debug/logging purposes */
2573 #endif
2574 const GLchar *Source; /**< Source code string */
2575
2576 const GLchar *FallbackSource; /**< Fallback string used by on-disk cache*/
2577
2578 GLchar *InfoLog;
2579
2580 unsigned Version; /**< GLSL version used for linking */
2581
2582 /**
2583 * A bitmask of gl_advanced_blend_mode values
2584 */
2585 GLbitfield BlendSupport;
2586
2587 struct exec_list *ir;
2588 struct glsl_symbol_table *symbols;
2589
2590 /**
2591 * Whether early fragment tests are enabled as defined by
2592 * ARB_shader_image_load_store.
2593 */
2594 bool EarlyFragmentTests;
2595
2596 bool ARB_fragment_coord_conventions_enable;
2597
2598 bool redeclares_gl_fragcoord;
2599 bool uses_gl_fragcoord;
2600
2601 bool PostDepthCoverage;
2602 bool InnerCoverage;
2603
2604 /**
2605 * Fragment shader state from GLSL 1.50 layout qualifiers.
2606 */
2607 bool origin_upper_left;
2608 bool pixel_center_integer;
2609
2610 /**
2611 * Whether bindless_sampler/bindless_image, and respectively
2612 * bound_sampler/bound_image are declared at global scope as defined by
2613 * ARB_bindless_texture.
2614 */
2615 bool bindless_sampler;
2616 bool bindless_image;
2617 bool bound_sampler;
2618 bool bound_image;
2619
2620 /** Global xfb_stride out qualifier if any */
2621 GLuint TransformFeedbackBufferStride[MAX_FEEDBACK_BUFFERS];
2622
2623 struct gl_shader_info info;
2624
2625 /* ARB_gl_spirv related data */
2626 struct gl_shader_spirv_data *spirv_data;
2627 };
2628
2629
2630 struct gl_uniform_buffer_variable
2631 {
2632 char *Name;
2633
2634 /**
2635 * Name of the uniform as seen by glGetUniformIndices.
2636 *
2637 * glGetUniformIndices requires that the block instance index \b not be
2638 * present in the name of queried uniforms.
2639 *
2640 * \note
2641 * \c gl_uniform_buffer_variable::IndexName and
2642 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2643 */
2644 char *IndexName;
2645
2646 const struct glsl_type *Type;
2647 unsigned int Offset;
2648 GLboolean RowMajor;
2649 };
2650
2651
2652 struct gl_uniform_block
2653 {
2654 /** Declared name of the uniform block */
2655 char *Name;
2656
2657 /** Array of supplemental information about UBO ir_variables. */
2658 struct gl_uniform_buffer_variable *Uniforms;
2659 GLuint NumUniforms;
2660
2661 /**
2662 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2663 * with glBindBufferBase to bind a buffer object to this uniform block.
2664 */
2665 GLuint Binding;
2666
2667 /**
2668 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2669 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2670 */
2671 GLuint UniformBufferSize;
2672
2673 /** Stages that reference this block */
2674 uint8_t stageref;
2675
2676 /**
2677 * Linearized array index for uniform block instance arrays
2678 *
2679 * Given a uniform block instance array declared with size
2680 * blk[s_0][s_1]..[s_m], the block referenced by blk[i_0][i_1]..[i_m] will
2681 * have the linearized array index
2682 *
2683 * m-1 m
2684 * i_m + ∑ i_j * ∏ s_k
2685 * j=0 k=j+1
2686 *
2687 * For a uniform block instance that is not an array, this is always 0.
2688 */
2689 uint8_t linearized_array_index;
2690
2691 /**
2692 * Layout specified in the shader
2693 *
2694 * This isn't accessible through the API, but it is used while
2695 * cross-validating uniform blocks.
2696 */
2697 enum glsl_interface_packing _Packing;
2698 GLboolean _RowMajor;
2699 };
2700
2701 /**
2702 * Structure that represents a reference to an atomic buffer from some
2703 * shader program.
2704 */
2705 struct gl_active_atomic_buffer
2706 {
2707 /** Uniform indices of the atomic counters declared within it. */
2708 GLuint *Uniforms;
2709 GLuint NumUniforms;
2710
2711 /** Binding point index associated with it. */
2712 GLuint Binding;
2713
2714 /** Minimum reasonable size it is expected to have. */
2715 GLuint MinimumSize;
2716
2717 /** Shader stages making use of it. */
2718 GLboolean StageReferences[MESA_SHADER_STAGES];
2719 };
2720
2721 /**
2722 * Data container for shader queries. This holds only the minimal
2723 * amount of required information for resource queries to work.
2724 */
2725 struct gl_shader_variable
2726 {
2727 /**
2728 * Declared type of the variable
2729 */
2730 const struct glsl_type *type;
2731
2732 /**
2733 * If the variable is in an interface block, this is the type of the block.
2734 */
2735 const struct glsl_type *interface_type;
2736
2737 /**
2738 * For variables inside structs (possibly recursively), this is the
2739 * outermost struct type.
2740 */
2741 const struct glsl_type *outermost_struct_type;
2742
2743 /**
2744 * Declared name of the variable
2745 */
2746 char *name;
2747
2748 /**
2749 * Storage location of the base of this variable
2750 *
2751 * The precise meaning of this field depends on the nature of the variable.
2752 *
2753 * - Vertex shader input: one of the values from \c gl_vert_attrib.
2754 * - Vertex shader output: one of the values from \c gl_varying_slot.
2755 * - Geometry shader input: one of the values from \c gl_varying_slot.
2756 * - Geometry shader output: one of the values from \c gl_varying_slot.
2757 * - Fragment shader input: one of the values from \c gl_varying_slot.
2758 * - Fragment shader output: one of the values from \c gl_frag_result.
2759 * - Uniforms: Per-stage uniform slot number for default uniform block.
2760 * - Uniforms: Index within the uniform block definition for UBO members.
2761 * - Non-UBO Uniforms: explicit location until linking then reused to
2762 * store uniform slot number.
2763 * - Other: This field is not currently used.
2764 *
2765 * If the variable is a uniform, shader input, or shader output, and the
2766 * slot has not been assigned, the value will be -1.
2767 */
2768 int location;
2769
2770 /**
2771 * Specifies the first component the variable is stored in as per
2772 * ARB_enhanced_layouts.
2773 */
2774 unsigned component:2;
2775
2776 /**
2777 * Output index for dual source blending.
2778 *
2779 * \note
2780 * The GLSL spec only allows the values 0 or 1 for the index in \b dual
2781 * source blending.
2782 */
2783 unsigned index:1;
2784
2785 /**
2786 * Specifies whether a shader input/output is per-patch in tessellation
2787 * shader stages.
2788 */
2789 unsigned patch:1;
2790
2791 /**
2792 * Storage class of the variable.
2793 *
2794 * \sa (n)ir_variable_mode
2795 */
2796 unsigned mode:4;
2797
2798 /**
2799 * Interpolation mode for shader inputs / outputs
2800 *
2801 * \sa glsl_interp_mode
2802 */
2803 unsigned interpolation:2;
2804
2805 /**
2806 * Was the location explicitly set in the shader?
2807 *
2808 * If the location is explicitly set in the shader, it \b cannot be changed
2809 * by the linker or by the API (e.g., calls to \c glBindAttribLocation have
2810 * no effect).
2811 */
2812 unsigned explicit_location:1;
2813
2814 /**
2815 * Precision qualifier.
2816 */
2817 unsigned precision:2;
2818 };
2819
2820 /**
2821 * Active resource in a gl_shader_program
2822 */
2823 struct gl_program_resource
2824 {
2825 GLenum16 Type; /** Program interface type. */
2826 const void *Data; /** Pointer to resource associated data structure. */
2827 uint8_t StageReferences; /** Bitmask of shader stage references. */
2828 };
2829
2830 /**
2831 * Link status enum. LINKING_SKIPPED is used to indicate linking
2832 * was skipped due to the shader being loaded from the on-disk cache.
2833 */
2834 enum gl_link_status
2835 {
2836 LINKING_FAILURE = 0,
2837 LINKING_SUCCESS,
2838 LINKING_SKIPPED
2839 };
2840
2841 /**
2842 * A data structure to be shared by gl_shader_program and gl_program.
2843 */
2844 struct gl_shader_program_data
2845 {
2846 GLint RefCount; /**< Reference count */
2847
2848 /** SHA1 hash of linked shader program */
2849 unsigned char sha1[20];
2850
2851 unsigned NumUniformStorage;
2852 unsigned NumHiddenUniforms;
2853 struct gl_uniform_storage *UniformStorage;
2854
2855 unsigned NumUniformBlocks;
2856 unsigned NumShaderStorageBlocks;
2857
2858 struct gl_uniform_block *UniformBlocks;
2859 struct gl_uniform_block *ShaderStorageBlocks;
2860
2861 struct gl_active_atomic_buffer *AtomicBuffers;
2862 unsigned NumAtomicBuffers;
2863
2864 /* Shader cache variables used during restore */
2865 unsigned NumUniformDataSlots;
2866 union gl_constant_value *UniformDataSlots;
2867
2868 /* Used to hold initial uniform values for program binary restores.
2869 *
2870 * From the ARB_get_program_binary spec:
2871 *
2872 * "A successful call to ProgramBinary will reset all uniform
2873 * variables to their initial values. The initial value is either
2874 * the value of the variable's initializer as specified in the
2875 * original shader source, or 0 if no initializer was present.
2876 */
2877 union gl_constant_value *UniformDataDefaults;
2878
2879 GLboolean Validated;
2880
2881 /** List of all active resources after linking. */
2882 struct gl_program_resource *ProgramResourceList;
2883 unsigned NumProgramResourceList;
2884
2885 enum gl_link_status LinkStatus; /**< GL_LINK_STATUS */
2886 GLchar *InfoLog;
2887
2888 unsigned Version; /**< GLSL version used for linking */
2889
2890 /* Mask of stages this program was linked against */
2891 unsigned linked_stages;
2892 };
2893
2894 /**
2895 * A GLSL program object.
2896 * Basically a linked collection of vertex and fragment shaders.
2897 */
2898 struct gl_shader_program
2899 {
2900 GLenum16 Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2901 GLuint Name; /**< aka handle or ID */
2902 GLchar *Label; /**< GL_KHR_debug */
2903 GLint RefCount; /**< Reference count */
2904 GLboolean DeletePending;
2905
2906 /**
2907 * Is the application intending to glGetProgramBinary this program?
2908 */
2909 GLboolean BinaryRetreivableHint;
2910
2911 /**
2912 * Indicates whether program can be bound for individual pipeline stages
2913 * using UseProgramStages after it is next linked.
2914 */
2915 GLboolean SeparateShader;
2916
2917 GLuint NumShaders; /**< number of attached shaders */
2918 struct gl_shader **Shaders; /**< List of attached the shaders */
2919
2920 /**
2921 * User-defined attribute bindings
2922 *
2923 * These are set via \c glBindAttribLocation and are used to direct the
2924 * GLSL linker. These are \b not the values used in the compiled shader,
2925 * and they are \b not the values returned by \c glGetAttribLocation.
2926 */
2927 struct string_to_uint_map *AttributeBindings;
2928
2929 /**
2930 * User-defined fragment data bindings
2931 *
2932 * These are set via \c glBindFragDataLocation and are used to direct the
2933 * GLSL linker. These are \b not the values used in the compiled shader,
2934 * and they are \b not the values returned by \c glGetFragDataLocation.
2935 */
2936 struct string_to_uint_map *FragDataBindings;
2937 struct string_to_uint_map *FragDataIndexBindings;
2938
2939 /**
2940 * Transform feedback varyings last specified by
2941 * glTransformFeedbackVaryings().
2942 *
2943 * For the current set of transform feedback varyings used for transform
2944 * feedback output, see LinkedTransformFeedback.
2945 */
2946 struct {
2947 GLenum16 BufferMode;
2948 /** Global xfb_stride out qualifier if any */
2949 GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
2950 GLuint NumVarying;
2951 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2952 } TransformFeedback;
2953
2954 struct gl_program *last_vert_prog;
2955
2956 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2957 enum gl_frag_depth_layout FragDepthLayout;
2958
2959 /**
2960 * Geometry shader state - copied into gl_program by
2961 * _mesa_copy_linked_program_data().
2962 */
2963 struct {
2964 GLint VerticesIn;
2965
2966 bool UsesEndPrimitive;
2967 bool UsesStreams;
2968 } Geom;
2969
2970 /**
2971 * Compute shader state - copied into gl_program by
2972 * _mesa_copy_linked_program_data().
2973 */
2974 struct {
2975 /**
2976 * Size of shared variables accessed by the compute shader.
2977 */
2978 unsigned SharedSize;
2979 } Comp;
2980
2981 /** Data shared by gl_program and gl_shader_program */
2982 struct gl_shader_program_data *data;
2983
2984 /**
2985 * Mapping from GL uniform locations returned by \c glUniformLocation to
2986 * UniformStorage entries. Arrays will have multiple contiguous slots
2987 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2988 */
2989 unsigned NumUniformRemapTable;
2990 struct gl_uniform_storage **UniformRemapTable;
2991
2992 /**
2993 * Sometimes there are empty slots left over in UniformRemapTable after we
2994 * allocate slots to explicit locations. This list stores the blocks of
2995 * continuous empty slots inside UniformRemapTable.
2996 */
2997 struct exec_list EmptyUniformLocations;
2998
2999 /**
3000 * Total number of explicit uniform location including inactive uniforms.
3001 */
3002 unsigned NumExplicitUniformLocations;
3003
3004 /**
3005 * Map of active uniform names to locations
3006 *
3007 * Maps any active uniform that is not an array element to a location.
3008 * Each active uniform, including individual structure members will appear
3009 * in this map. This roughly corresponds to the set of names that would be
3010 * enumerated by \c glGetActiveUniform.
3011 */
3012 struct string_to_uint_map *UniformHash;
3013
3014 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
3015
3016 bool IsES; /**< True if this program uses GLSL ES */
3017
3018 /**
3019 * Per-stage shaders resulting from the first stage of linking.
3020 *
3021 * Set of linked shaders for this program. The array is accessed using the
3022 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
3023 * \c NULL.
3024 */
3025 struct gl_linked_shader *_LinkedShaders[MESA_SHADER_STAGES];
3026
3027 /**
3028 * True if any of the fragment shaders attached to this program use:
3029 * #extension ARB_fragment_coord_conventions: enable
3030 */
3031 GLboolean ARB_fragment_coord_conventions_enable;
3032 };
3033
3034
3035 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
3036 #define GLSL_LOG 0x2 /**< Write shaders to files */
3037 #define GLSL_UNIFORMS 0x4 /**< Print glUniform calls */
3038 #define GLSL_NOP_VERT 0x8 /**< Force no-op vertex shaders */
3039 #define GLSL_NOP_FRAG 0x10 /**< Force no-op fragment shaders */
3040 #define GLSL_USE_PROG 0x20 /**< Log glUseProgram calls */
3041 #define GLSL_REPORT_ERRORS 0x40 /**< Print compilation errors */
3042 #define GLSL_DUMP_ON_ERROR 0x80 /**< Dump shaders to stderr on compile error */
3043 #define GLSL_CACHE_INFO 0x100 /**< Print debug information about shader cache */
3044 #define GLSL_CACHE_FALLBACK 0x200 /**< Force shader cache fallback paths */
3045
3046
3047 /**
3048 * Context state for GLSL vertex/fragment shaders.
3049 * Extended to support pipeline object
3050 */
3051 struct gl_pipeline_object
3052 {
3053 /** Name of the pipeline object as received from glGenProgramPipelines.
3054 * It would be 0 for shaders without separate shader objects.
3055 */
3056 GLuint Name;
3057
3058 GLint RefCount;
3059
3060 GLchar *Label; /**< GL_KHR_debug */
3061
3062 /**
3063 * Programs used for rendering
3064 *
3065 * There is a separate program set for each shader stage.
3066 */
3067 struct gl_program *CurrentProgram[MESA_SHADER_STAGES];
3068
3069 struct gl_shader_program *ReferencedPrograms[MESA_SHADER_STAGES];
3070
3071 /**
3072 * Program used by glUniform calls.
3073 *
3074 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
3075 */
3076 struct gl_shader_program *ActiveProgram;
3077
3078 GLbitfield Flags; /**< Mask of GLSL_x flags */
3079 GLboolean EverBound; /**< Has the pipeline object been created */
3080 GLboolean Validated; /**< Pipeline Validation status */
3081
3082 GLchar *InfoLog;
3083 };
3084
3085 /**
3086 * Context state for GLSL pipeline shaders.
3087 */
3088 struct gl_pipeline_shader_state
3089 {
3090 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
3091 struct gl_pipeline_object *Current;
3092
3093 /** Default Object to ensure that _Shader is never NULL */
3094 struct gl_pipeline_object *Default;
3095
3096 /** Pipeline objects */
3097 struct _mesa_HashTable *Objects;
3098 };
3099
3100 /**
3101 * Compiler options for a single GLSL shaders type
3102 */
3103 struct gl_shader_compiler_options
3104 {
3105 /** Driver-selectable options: */
3106 GLboolean EmitNoLoops;
3107 GLboolean EmitNoCont; /**< Emit CONT opcode? */
3108 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
3109 GLboolean EmitNoPow; /**< Emit POW opcodes? */
3110 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
3111 GLboolean LowerCombinedClipCullDistance; /** Lower gl_ClipDistance and
3112 * gl_CullDistance together from
3113 * float[8] to vec4[2]
3114 **/
3115
3116 /**
3117 * \name Forms of indirect addressing the driver cannot do.
3118 */
3119 /*@{*/
3120 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
3121 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
3122 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
3123 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
3124 GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
3125 /*@}*/
3126
3127 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
3128 GLuint MaxUnrollIterations;
3129
3130 /**
3131 * Optimize code for array of structures backends.
3132 *
3133 * This is a proxy for:
3134 * - preferring DP4 instructions (rather than MUL/MAD) for
3135 * matrix * vector operations, such as position transformation.
3136 */
3137 GLboolean OptimizeForAOS;
3138
3139 /** Lower UBO and SSBO access to intrinsics. */
3140 GLboolean LowerBufferInterfaceBlocks;
3141
3142 /** Clamp UBO and SSBO block indices so they don't go out-of-bounds. */
3143 GLboolean ClampBlockIndicesToArrayBounds;
3144
3145 const struct nir_shader_compiler_options *NirOptions;
3146 };
3147
3148
3149 /**
3150 * Occlusion/timer query object.
3151 */
3152 struct gl_query_object
3153 {
3154 GLenum16 Target; /**< The query target, when active */
3155 GLuint Id; /**< hash table ID/name */
3156 GLchar *Label; /**< GL_KHR_debug */
3157 GLuint64EXT Result; /**< the counter */
3158 GLboolean Active; /**< inside Begin/EndQuery */
3159 GLboolean Ready; /**< result is ready? */
3160 GLboolean EverBound;/**< has query object ever been bound */
3161 GLuint Stream; /**< The stream */
3162 };
3163
3164
3165 /**
3166 * Context state for query objects.
3167 */
3168 struct gl_query_state
3169 {
3170 struct _mesa_HashTable *QueryObjects;
3171 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
3172 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
3173
3174 /** GL_NV_conditional_render */
3175 struct gl_query_object *CondRenderQuery;
3176
3177 /** GL_EXT_transform_feedback */
3178 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
3179 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
3180
3181 /** GL_ARB_transform_feedback_overflow_query */
3182 struct gl_query_object *TransformFeedbackOverflow[MAX_VERTEX_STREAMS];
3183 struct gl_query_object *TransformFeedbackOverflowAny;
3184
3185 /** GL_ARB_timer_query */
3186 struct gl_query_object *TimeElapsed;
3187
3188 /** GL_ARB_pipeline_statistics_query */
3189 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
3190
3191 GLenum16 CondRenderMode;
3192 };
3193
3194
3195 /** Sync object state */
3196 struct gl_sync_object
3197 {
3198 GLuint Name; /**< Fence name */
3199 GLint RefCount; /**< Reference count */
3200 GLchar *Label; /**< GL_KHR_debug */
3201 GLboolean DeletePending; /**< Object was deleted while there were still
3202 * live references (e.g., sync not yet finished)
3203 */
3204 GLenum16 SyncCondition;
3205 GLbitfield Flags; /**< Flags passed to glFenceSync */
3206 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
3207 };
3208
3209
3210 /**
3211 * State which can be shared by multiple contexts:
3212 */
3213 struct gl_shared_state
3214 {
3215 simple_mtx_t Mutex; /**< for thread safety */
3216 GLint RefCount; /**< Reference count */
3217 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
3218 struct _mesa_HashTable *BitmapAtlas; /**< For optimized glBitmap text */
3219 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
3220
3221 /** Default texture objects (shared by all texture units) */
3222 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
3223
3224 /** Fallback texture used when a bound texture is incomplete */
3225 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
3226
3227 /**
3228 * \name Thread safety and statechange notification for texture
3229 * objects.
3230 *
3231 * \todo Improve the granularity of locking.
3232 */
3233 /*@{*/
3234 mtx_t TexMutex; /**< texobj thread safety */
3235 GLuint TextureStateStamp; /**< state notification for shared tex */
3236 /*@}*/
3237
3238 /** Default buffer object for vertex arrays that aren't in VBOs */
3239 struct gl_buffer_object *NullBufferObj;
3240
3241 /**
3242 * \name Vertex/geometry/fragment programs
3243 */
3244 /*@{*/
3245 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3246 struct gl_program *DefaultVertexProgram;
3247 struct gl_program *DefaultFragmentProgram;
3248 /*@}*/
3249
3250 /* GL_ATI_fragment_shader */
3251 struct _mesa_HashTable *ATIShaders;
3252 struct ati_fragment_shader *DefaultFragmentShader;
3253
3254 struct _mesa_HashTable *BufferObjects;
3255
3256 /** Table of both gl_shader and gl_shader_program objects */
3257 struct _mesa_HashTable *ShaderObjects;
3258
3259 /* GL_EXT_framebuffer_object */
3260 struct _mesa_HashTable *RenderBuffers;
3261 struct _mesa_HashTable *FrameBuffers;
3262
3263 /* GL_ARB_sync */
3264 struct set *SyncObjects;
3265
3266 /** GL_ARB_sampler_objects */
3267 struct _mesa_HashTable *SamplerObjects;
3268
3269 /* GL_ARB_bindless_texture */
3270 struct hash_table_u64 *TextureHandles;
3271 struct hash_table_u64 *ImageHandles;
3272 mtx_t HandlesMutex; /**< For texture/image handles safety */
3273
3274 /**
3275 * Some context in this share group was affected by a GPU reset
3276 *
3277 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3278 * been affected by a GPU reset must also return
3279 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3280 *
3281 * Once this field becomes true, it is never reset to false.
3282 */
3283 bool ShareGroupReset;
3284
3285 /** EXT_external_objects */
3286 struct _mesa_HashTable *MemoryObjects;
3287
3288 /** EXT_semaphore */
3289 struct _mesa_HashTable *SemaphoreObjects;
3290
3291 /**
3292 * Some context in this share group was affected by a disjoint
3293 * operation. This operation can be anything that has effects on
3294 * values of timer queries in such manner that they become invalid for
3295 * performance metrics. As example gpu reset, counter overflow or gpu
3296 * frequency changes.
3297 */
3298 bool DisjointOperation;
3299 };
3300
3301
3302
3303 /**
3304 * Renderbuffers represent drawing surfaces such as color, depth and/or
3305 * stencil. A framebuffer object has a set of renderbuffers.
3306 * Drivers will typically derive subclasses of this type.
3307 */
3308 struct gl_renderbuffer
3309 {
3310 simple_mtx_t Mutex; /**< for thread safety */
3311 GLuint ClassID; /**< Useful for drivers */
3312 GLuint Name;
3313 GLchar *Label; /**< GL_KHR_debug */
3314 GLint RefCount;
3315 GLuint Width, Height;
3316 GLuint Depth;
3317 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3318 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3319 /**
3320 * True for renderbuffers that wrap textures, giving the driver a chance to
3321 * flush render caches through the FinishRenderTexture hook.
3322 *
3323 * Drivers may also set this on renderbuffers other than those generated by
3324 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3325 * called without a rb->TexImage.
3326 */
3327 GLboolean NeedsFinishRenderTexture;
3328 GLubyte NumSamples; /**< zero means not multisampled */
3329 GLenum16 InternalFormat; /**< The user-specified format */
3330 GLenum16 _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3331 GL_STENCIL_INDEX. */
3332 mesa_format Format; /**< The actual renderbuffer memory format */
3333 /**
3334 * Pointer to the texture image if this renderbuffer wraps a texture,
3335 * otherwise NULL.
3336 *
3337 * Note that the reference on the gl_texture_object containing this
3338 * TexImage is held by the gl_renderbuffer_attachment.
3339 */
3340 struct gl_texture_image *TexImage;
3341
3342 /** Delete this renderbuffer */
3343 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3344
3345 /** Allocate new storage for this renderbuffer */
3346 GLboolean (*AllocStorage)(struct gl_context *ctx,
3347 struct gl_renderbuffer *rb,
3348 GLenum internalFormat,
3349 GLuint width, GLuint height);
3350 };
3351
3352
3353 /**
3354 * A renderbuffer attachment points to either a texture object (and specifies
3355 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3356 */
3357 struct gl_renderbuffer_attachment
3358 {
3359 GLenum16 Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3360 GLboolean Complete;
3361
3362 /**
3363 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3364 * application supplied renderbuffer object.
3365 */
3366 struct gl_renderbuffer *Renderbuffer;
3367
3368 /**
3369 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3370 * supplied texture object.
3371 */
3372 struct gl_texture_object *Texture;
3373 GLuint TextureLevel; /**< Attached mipmap level. */
3374 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3375 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3376 * and 2D array textures */
3377 GLboolean Layered;
3378 };
3379
3380
3381 /**
3382 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3383 * In C++ terms, think of this as a base class from which device drivers
3384 * will make derived classes.
3385 */
3386 struct gl_framebuffer
3387 {
3388 simple_mtx_t Mutex; /**< for thread safety */
3389 /**
3390 * If zero, this is a window system framebuffer. If non-zero, this
3391 * is a FBO framebuffer; note that for some devices (i.e. those with
3392 * a natural pixel coordinate system for FBOs that differs from the
3393 * OpenGL/Mesa coordinate system), this means that the viewport,
3394 * polygon face orientation, and polygon stipple will have to be inverted.
3395 */
3396 GLuint Name;
3397 GLint RefCount;
3398
3399 GLchar *Label; /**< GL_KHR_debug */
3400
3401 GLboolean DeletePending;
3402
3403 /**
3404 * The framebuffer's visual. Immutable if this is a window system buffer.
3405 * Computed from attachments if user-made FBO.
3406 */
3407 struct gl_config Visual;
3408
3409 /**
3410 * Size of frame buffer in pixels. If there are no attachments, then both
3411 * of these are 0.
3412 */
3413 GLuint Width, Height;
3414
3415 /**
3416 * In the case that the framebuffer has no attachment (i.e.
3417 * GL_ARB_framebuffer_no_attachments) then the geometry of
3418 * the framebuffer is specified by the default values.
3419 */
3420 struct {
3421 GLuint Width, Height, Layers, NumSamples;
3422 GLboolean FixedSampleLocations;
3423 /* Derived from NumSamples by the driver so that it can choose a valid
3424 * value for the hardware.
3425 */
3426 GLuint _NumSamples;
3427 } DefaultGeometry;
3428
3429 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3430 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3431 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3432 */
3433 /*@{*/
3434 GLint _Xmin, _Xmax;
3435 GLint _Ymin, _Ymax;
3436 /*@}*/
3437
3438 /** \name Derived Z buffer stuff */
3439 /*@{*/
3440 GLuint _DepthMax; /**< Max depth buffer value */
3441 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3442 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3443 /*@}*/
3444
3445 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3446 GLenum16 _Status;
3447
3448 /** Whether one of Attachment has Type != GL_NONE
3449 * NOTE: the values for Width and Height are set to 0 in case of having
3450 * no attachments, a backend driver supporting the extension
3451 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3452 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3453 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3454 * _Ymax do NOT take into account _HasAttachments being false). To get the
3455 * geometry of the framebuffer, the helper functions
3456 * _mesa_geometric_width(),
3457 * _mesa_geometric_height(),
3458 * _mesa_geometric_samples() and
3459 * _mesa_geometric_layers()
3460 * are available that check _HasAttachments.
3461 */
3462 bool _HasAttachments;
3463
3464 GLbitfield _IntegerBuffers; /**< Which color buffers are integer valued */
3465
3466 /* ARB_color_buffer_float */
3467 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3468 GLboolean _HasSNormOrFloatColorBuffer;
3469
3470 /**
3471 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3472 * is not layered. For cube maps and cube map arrays, each cube face
3473 * counts as a layer. As the case for Width, Height a backend driver
3474 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3475 * in the case that _HasAttachments is false
3476 */
3477 GLuint MaxNumLayers;
3478
3479 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3480 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3481
3482 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3483 * attribute group and GL_PIXEL attribute group, respectively.
3484 */
3485 GLenum16 ColorDrawBuffer[MAX_DRAW_BUFFERS];
3486 GLenum16 ColorReadBuffer;
3487
3488 /** Computed from ColorDraw/ReadBuffer above */
3489 GLuint _NumColorDrawBuffers;
3490 gl_buffer_index _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS];
3491 gl_buffer_index _ColorReadBufferIndex;
3492 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3493 struct gl_renderbuffer *_ColorReadBuffer;
3494
3495 /** Delete this framebuffer */
3496 void (*Delete)(struct gl_framebuffer *fb);
3497 };
3498
3499
3500 /**
3501 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3502 */
3503 struct gl_precision
3504 {
3505 GLushort RangeMin; /**< min value exponent */
3506 GLushort RangeMax; /**< max value exponent */
3507 GLushort Precision; /**< number of mantissa bits */
3508 };
3509
3510
3511 /**
3512 * Limits for vertex, geometry and fragment programs/shaders.
3513 */
3514 struct gl_program_constants
3515 {
3516 /* logical limits */
3517 GLuint MaxInstructions;
3518 GLuint MaxAluInstructions;
3519 GLuint MaxTexInstructions;
3520 GLuint MaxTexIndirections;
3521 GLuint MaxAttribs;
3522 GLuint MaxTemps;
3523 GLuint MaxAddressRegs;
3524 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3525 GLuint MaxParameters;
3526 GLuint MaxLocalParams;
3527 GLuint MaxEnvParams;
3528 /* native/hardware limits */
3529 GLuint MaxNativeInstructions;
3530 GLuint MaxNativeAluInstructions;
3531 GLuint MaxNativeTexInstructions;
3532 GLuint MaxNativeTexIndirections;
3533 GLuint MaxNativeAttribs;
3534 GLuint MaxNativeTemps;
3535 GLuint MaxNativeAddressRegs;
3536 GLuint MaxNativeParameters;
3537 /* For shaders */
3538 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3539
3540 /**
3541 * \name Per-stage input / output limits
3542 *
3543 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3544 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3545 * ES). This is stored as \c gl_constants::MaxVarying.
3546 *
3547 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3548 * variables. Each stage as a certain number of outputs that it can feed
3549 * to the next stage and a certain number inputs that it can consume from
3550 * the previous stage.
3551 *
3552 * Vertex shader inputs do not participate this in this accounting.
3553 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3554 *
3555 * Fragment shader outputs do not participate this in this accounting.
3556 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3557 */
3558 /*@{*/
3559 GLuint MaxInputComponents;
3560 GLuint MaxOutputComponents;
3561 /*@}*/
3562
3563 /* ES 2.0 and GL_ARB_ES2_compatibility */
3564 struct gl_precision LowFloat, MediumFloat, HighFloat;
3565 struct gl_precision LowInt, MediumInt, HighInt;
3566 /* GL_ARB_uniform_buffer_object */
3567 GLuint MaxUniformBlocks;
3568 GLuint MaxCombinedUniformComponents;
3569 GLuint MaxTextureImageUnits;
3570
3571 /* GL_ARB_shader_atomic_counters */
3572 GLuint MaxAtomicBuffers;
3573 GLuint MaxAtomicCounters;
3574
3575 /* GL_ARB_shader_image_load_store */
3576 GLuint MaxImageUniforms;
3577
3578 /* GL_ARB_shader_storage_buffer_object */
3579 GLuint MaxShaderStorageBlocks;
3580 };
3581
3582 /**
3583 * Constants which may be overridden by device driver during context creation
3584 * but are never changed after that.
3585 */
3586 struct gl_constants
3587 {
3588 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3589 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3590 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3591 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3592 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3593 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3594 GLuint MaxTextureCoordUnits;
3595 GLuint MaxCombinedTextureImageUnits;
3596 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3597 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3598 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3599 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3600
3601 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3602
3603 GLuint MaxArrayLockSize;
3604
3605 GLint SubPixelBits;
3606
3607 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3608 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3609 GLfloat PointSizeGranularity;
3610 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3611 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3612 GLfloat LineWidthGranularity;
3613
3614 GLuint MaxClipPlanes;
3615 GLuint MaxLights;
3616 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3617 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3618
3619 GLuint MaxViewportWidth, MaxViewportHeight;
3620 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3621 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3622 struct {
3623 GLfloat Min;
3624 GLfloat Max;
3625 } ViewportBounds; /**< GL_ARB_viewport_array */
3626 GLuint MaxWindowRectangles; /**< GL_EXT_window_rectangles */
3627
3628 struct gl_program_constants Program[MESA_SHADER_STAGES];
3629 GLuint MaxProgramMatrices;
3630 GLuint MaxProgramMatrixStackDepth;
3631
3632 struct {
3633 GLuint SamplesPassed;
3634 GLuint TimeElapsed;
3635 GLuint Timestamp;
3636 GLuint PrimitivesGenerated;
3637 GLuint PrimitivesWritten;
3638 GLuint VerticesSubmitted;
3639 GLuint PrimitivesSubmitted;
3640 GLuint VsInvocations;
3641 GLuint TessPatches;
3642 GLuint TessInvocations;
3643 GLuint GsInvocations;
3644 GLuint GsPrimitives;
3645 GLuint FsInvocations;
3646 GLuint ComputeInvocations;
3647 GLuint ClInPrimitives;
3648 GLuint ClOutPrimitives;
3649 } QueryCounterBits;
3650
3651 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3652
3653 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3654 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3655 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3656
3657 /**
3658 * GL_ARB_framebuffer_no_attachments
3659 */
3660 GLuint MaxFramebufferWidth;
3661 GLuint MaxFramebufferHeight;
3662 GLuint MaxFramebufferLayers;
3663 GLuint MaxFramebufferSamples;
3664
3665 /** Number of varying vectors between any two shader stages. */
3666 GLuint MaxVarying;
3667
3668 /** @{
3669 * GL_ARB_uniform_buffer_object
3670 */
3671 GLuint MaxCombinedUniformBlocks;
3672 GLuint MaxUniformBufferBindings;
3673 GLuint MaxUniformBlockSize;
3674 GLuint UniformBufferOffsetAlignment;
3675 /** @} */
3676
3677 /** @{
3678 * GL_ARB_shader_storage_buffer_object
3679 */
3680 GLuint MaxCombinedShaderStorageBlocks;
3681 GLuint MaxShaderStorageBufferBindings;
3682 GLuint MaxShaderStorageBlockSize;
3683 GLuint ShaderStorageBufferOffsetAlignment;
3684 /** @} */
3685
3686 /**
3687 * GL_ARB_explicit_uniform_location
3688 */
3689 GLuint MaxUserAssignableUniformLocations;
3690
3691 /** geometry shader */
3692 GLuint MaxGeometryOutputVertices;
3693 GLuint MaxGeometryTotalOutputComponents;
3694
3695 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3696 GLuint GLSLVersionCompat; /**< Desktop compat GLSL version supported */
3697
3698 /**
3699 * Changes default GLSL extension behavior from "error" to "warn". It's out
3700 * of spec, but it can make some apps work that otherwise wouldn't.
3701 */
3702 GLboolean ForceGLSLExtensionsWarn;
3703
3704 /**
3705 * If non-zero, forces GLSL shaders to behave as if they began
3706 * with "#version ForceGLSLVersion".
3707 */
3708 GLuint ForceGLSLVersion;
3709
3710 /**
3711 * Allow GLSL #extension directives in the middle of shaders.
3712 */
3713 GLboolean AllowGLSLExtensionDirectiveMidShader;
3714
3715 /**
3716 * Allow GLSL built-in variables to be redeclared verbatim
3717 */
3718 GLboolean AllowGLSLBuiltinVariableRedeclaration;
3719
3720 /**
3721 * Allow GLSL interpolation qualifier mismatch across shader stages.
3722 */
3723 GLboolean AllowGLSLCrossStageInterpolationMismatch;
3724
3725 /**
3726 * Allow creating a higher compat profile (version 3.1+) for apps that
3727 * request it. Be careful when adding that driconf option because some
3728 * features are unimplemented and might not work correctly.
3729 */
3730 GLboolean AllowHigherCompatVersion;
3731
3732 /**
3733 * Force computing the absolute value for sqrt() and inversesqrt() to follow
3734 * D3D9 when apps rely on this behaviour.
3735 */
3736 GLboolean ForceGLSLAbsSqrt;
3737
3738 /**
3739 * Force uninitialized variables to default to zero.
3740 */
3741 GLboolean GLSLZeroInit;
3742
3743 /**
3744 * Does the driver support real 32-bit integers? (Otherwise, integers are
3745 * simulated via floats.)
3746 */
3747 GLboolean NativeIntegers;
3748
3749 /**
3750 * Does VertexID count from zero or from base vertex?
3751 *
3752 * \note
3753 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3754 * ignored and need not be set.
3755 */
3756 bool VertexID_is_zero_based;
3757
3758 /**
3759 * If the driver supports real 32-bit integers, what integer value should be
3760 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3761 */
3762 GLuint UniformBooleanTrue;
3763
3764 /**
3765 * Maximum amount of time, measured in nanseconds, that the server can wait.
3766 */
3767 GLuint64 MaxServerWaitTimeout;
3768
3769 /** GL_EXT_provoking_vertex */
3770 GLboolean QuadsFollowProvokingVertexConvention;
3771
3772 /** GL_ARB_viewport_array */
3773 GLenum16 LayerAndVPIndexProvokingVertex;
3774
3775 /** OpenGL version 3.0 */
3776 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3777
3778 /** OpenGL version 3.2 */
3779 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3780
3781 /** OpenGL version 4.4 */
3782 GLuint MaxVertexAttribStride;
3783
3784 /** GL_EXT_transform_feedback */
3785 GLuint MaxTransformFeedbackBuffers;
3786 GLuint MaxTransformFeedbackSeparateComponents;
3787 GLuint MaxTransformFeedbackInterleavedComponents;
3788 GLuint MaxVertexStreams;
3789
3790 /** GL_EXT_gpu_shader4 */
3791 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3792
3793 /** GL_ARB_texture_gather */
3794 GLuint MinProgramTextureGatherOffset;
3795 GLuint MaxProgramTextureGatherOffset;
3796 GLuint MaxProgramTextureGatherComponents;
3797
3798 /* GL_ARB_robustness */
3799 GLenum16 ResetStrategy;
3800
3801 /* GL_KHR_robustness */
3802 GLboolean RobustAccess;
3803
3804 /* GL_ARB_blend_func_extended */
3805 GLuint MaxDualSourceDrawBuffers;
3806
3807 /**
3808 * Whether the implementation strips out and ignores texture borders.
3809 *
3810 * Many GPU hardware implementations don't support rendering with texture
3811 * borders and mipmapped textures. (Note: not static border color, but the
3812 * old 1-pixel border around each edge). Implementations then have to do
3813 * slow fallbacks to be correct, or just ignore the border and be fast but
3814 * wrong. Setting the flag strips the border off of TexImage calls,
3815 * providing "fast but wrong" at significantly reduced driver complexity.
3816 *
3817 * Texture borders are deprecated in GL 3.0.
3818 **/
3819 GLboolean StripTextureBorder;
3820
3821 /**
3822 * For drivers which can do a better job at eliminating unused uniforms
3823 * than the GLSL compiler.
3824 *
3825 * XXX Remove these as soon as a better solution is available.
3826 */
3827 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3828
3829 /** Whether gl_FragCoord and gl_FrontFacing are system values. */
3830 bool GLSLFragCoordIsSysVal;
3831 bool GLSLFrontFacingIsSysVal;
3832
3833 /**
3834 * Run the minimum amount of GLSL optimizations to be able to link
3835 * shaders optimally (eliminate dead varyings and uniforms) and just do
3836 * all the necessary lowering.
3837 */
3838 bool GLSLOptimizeConservatively;
3839
3840 /**
3841 * True if gl_TessLevelInner/Outer[] in the TES should be inputs
3842 * (otherwise, they're system values).
3843 */
3844 bool GLSLTessLevelsAsInputs;
3845
3846 /**
3847 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3848 * than passing the transform feedback object to the drawing function.
3849 */
3850 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3851
3852 /** GL_ARB_map_buffer_alignment */
3853 GLuint MinMapBufferAlignment;
3854
3855 /**
3856 * Disable varying packing. This is out of spec, but potentially useful
3857 * for older platforms that supports a limited number of texture
3858 * indirections--on these platforms, unpacking the varyings in the fragment
3859 * shader increases the number of texture indirections by 1, which might
3860 * make some shaders not executable at all.
3861 *
3862 * Drivers that support transform feedback must set this value to GL_FALSE.
3863 */
3864 GLboolean DisableVaryingPacking;
3865
3866 /**
3867 * UBOs and SSBOs can be packed tightly by the OpenGL implementation when
3868 * layout is set as shared (the default) or packed. However most Mesa drivers
3869 * just use STD140 for these layouts. This flag allows drivers to use STD430
3870 * for packed and shared layouts which allows arrays to be packed more
3871 * tightly.
3872 */
3873 bool UseSTD430AsDefaultPacking;
3874
3875 /**
3876 * Should meaningful names be generated for compiler temporary variables?
3877 *
3878 * Generally, it is not useful to have the compiler generate "meaningful"
3879 * names for temporary variables that it creates. This can, however, be a
3880 * useful debugging aid. In Mesa debug builds or release builds when
3881 * MESA_GLSL is set at run-time, meaningful names will be generated.
3882 * Drivers can also force names to be generated by setting this field.
3883 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3884 * vertex shader assembly) is set at run-time.
3885 */
3886 bool GenerateTemporaryNames;
3887
3888 /*
3889 * Maximum value supported for an index in DrawElements and friends.
3890 *
3891 * This must be at least (1ull<<24)-1. The default value is
3892 * (1ull<<32)-1.
3893 *
3894 * \since ES 3.0 or GL_ARB_ES3_compatibility
3895 * \sa _mesa_init_constants
3896 */
3897 GLuint64 MaxElementIndex;
3898
3899 /**
3900 * Disable interpretation of line continuations (lines ending with a
3901 * backslash character ('\') in GLSL source.
3902 */
3903 GLboolean DisableGLSLLineContinuations;
3904
3905 /** GL_ARB_texture_multisample */
3906 GLint MaxColorTextureSamples;
3907 GLint MaxDepthTextureSamples;
3908 GLint MaxIntegerSamples;
3909
3910 /**
3911 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3912 * samples are laid out in a rectangular grid roughly corresponding to
3913 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3914 * are used to map indices of rectangular grid to sample numbers within
3915 * a pixel. This mapping of indices to sample numbers must be initialized
3916 * by the driver for the target hardware. For example, if we have the 8X
3917 * MSAA sample number layout (sample positions) for XYZ hardware:
3918 *
3919 * sample indices layout sample number layout
3920 * --------- ---------
3921 * | 0 | 1 | | a | b |
3922 * --------- ---------
3923 * | 2 | 3 | | c | d |
3924 * --------- ---------
3925 * | 4 | 5 | | e | f |
3926 * --------- ---------
3927 * | 6 | 7 | | g | h |
3928 * --------- ---------
3929 *
3930 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3931 *
3932 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3933 * below:
3934 * SampleMap8x = {a, b, c, d, e, f, g, h};
3935 *
3936 * Follow the logic for sample counts 2-8.
3937 *
3938 * For 16x the sample indices layout as a 4x4 grid as follows:
3939 *
3940 * -----------------
3941 * | 0 | 1 | 2 | 3 |
3942 * -----------------
3943 * | 4 | 5 | 6 | 7 |
3944 * -----------------
3945 * | 8 | 9 |10 |11 |
3946 * -----------------
3947 * |12 |13 |14 |15 |
3948 * -----------------
3949 */
3950 uint8_t SampleMap2x[2];
3951 uint8_t SampleMap4x[4];
3952 uint8_t SampleMap8x[8];
3953 uint8_t SampleMap16x[16];
3954
3955 /** GL_ARB_shader_atomic_counters */
3956 GLuint MaxAtomicBufferBindings;
3957 GLuint MaxAtomicBufferSize;
3958 GLuint MaxCombinedAtomicBuffers;
3959 GLuint MaxCombinedAtomicCounters;
3960
3961 /** GL_ARB_vertex_attrib_binding */
3962 GLint MaxVertexAttribRelativeOffset;
3963 GLint MaxVertexAttribBindings;
3964
3965 /* GL_ARB_shader_image_load_store */
3966 GLuint MaxImageUnits;
3967 GLuint MaxCombinedShaderOutputResources;
3968 GLuint MaxImageSamples;
3969 GLuint MaxCombinedImageUniforms;
3970
3971 /** GL_ARB_compute_shader */
3972 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3973 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3974 GLuint MaxComputeWorkGroupInvocations;
3975 GLuint MaxComputeSharedMemorySize;
3976
3977 /** GL_ARB_compute_variable_group_size */
3978 GLuint MaxComputeVariableGroupSize[3]; /* Array of x, y, z dimensions */
3979 GLuint MaxComputeVariableGroupInvocations;
3980
3981 /** GL_ARB_gpu_shader5 */
3982 GLfloat MinFragmentInterpolationOffset;
3983 GLfloat MaxFragmentInterpolationOffset;
3984
3985 GLboolean FakeSWMSAA;
3986
3987 /** GL_KHR_context_flush_control */
3988 GLenum16 ContextReleaseBehavior;
3989
3990 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
3991
3992 /** GL_ARB_tessellation_shader */
3993 GLuint MaxPatchVertices;
3994 GLuint MaxTessGenLevel;
3995 GLuint MaxTessPatchComponents;
3996 GLuint MaxTessControlTotalOutputComponents;
3997 bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
3998 bool PrimitiveRestartForPatches;
3999 bool LowerCsDerivedVariables; /**< Lower gl_GlobalInvocationID and
4000 * gl_LocalInvocationIndex based on
4001 * other builtin variables. */
4002
4003 /** GL_OES_primitive_bounding_box */
4004 bool NoPrimitiveBoundingBoxOutput;
4005
4006 /** GL_ARB_sparse_buffer */
4007 GLuint SparseBufferPageSize;
4008
4009 /** Used as an input for sha1 generation in the on-disk shader cache */
4010 unsigned char *dri_config_options_sha1;
4011
4012 /** When drivers are OK with mapped buffers during draw and other calls. */
4013 bool AllowMappedBuffersDuringExecution;
4014
4015 /** GL_ARB_get_program_binary */
4016 GLuint NumProgramBinaryFormats;
4017
4018 /** GL_NV_conservative_raster */
4019 GLuint MaxSubpixelPrecisionBiasBits;
4020
4021 /** GL_NV_conservative_raster_dilate */
4022 GLfloat ConservativeRasterDilateRange[2];
4023 GLfloat ConservativeRasterDilateGranularity;
4024
4025 /** Is the drivers uniform storage packed or padded to 16 bytes. */
4026 bool PackedDriverUniformStorage;
4027
4028 /** GL_ARB_gl_spirv */
4029 struct spirv_supported_capabilities SpirVCapabilities;
4030 };
4031
4032
4033 /**
4034 * Enable flag for each OpenGL extension. Different device drivers will
4035 * enable different extensions at runtime.
4036 */
4037 struct gl_extensions
4038 {
4039 GLboolean dummy; /* don't remove this! */
4040 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
4041 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
4042 GLboolean ANGLE_texture_compression_dxt;
4043 GLboolean ARB_ES2_compatibility;
4044 GLboolean ARB_ES3_compatibility;
4045 GLboolean ARB_ES3_1_compatibility;
4046 GLboolean ARB_ES3_2_compatibility;
4047 GLboolean ARB_arrays_of_arrays;
4048 GLboolean ARB_base_instance;
4049 GLboolean ARB_bindless_texture;
4050 GLboolean ARB_blend_func_extended;
4051 GLboolean ARB_buffer_storage;
4052 GLboolean ARB_clear_texture;
4053 GLboolean ARB_clip_control;
4054 GLboolean ARB_color_buffer_float;
4055 GLboolean ARB_compatibility;
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_semaphore;
4176 GLboolean EXT_semaphore_fd;
4177 GLboolean EXT_shader_integer_mix;
4178 GLboolean EXT_shader_samples_identical;
4179 GLboolean EXT_stencil_two_side;
4180 GLboolean EXT_texture_array;
4181 GLboolean EXT_texture_compression_latc;
4182 GLboolean EXT_texture_compression_s3tc;
4183 GLboolean EXT_texture_env_dot3;
4184 GLboolean EXT_texture_filter_anisotropic;
4185 GLboolean EXT_texture_integer;
4186 GLboolean EXT_texture_mirror_clamp;
4187 GLboolean EXT_texture_shared_exponent;
4188 GLboolean EXT_texture_snorm;
4189 GLboolean EXT_texture_sRGB;
4190 GLboolean EXT_texture_sRGB_decode;
4191 GLboolean EXT_texture_swizzle;
4192 GLboolean EXT_texture_type_2_10_10_10_REV;
4193 GLboolean EXT_transform_feedback;
4194 GLboolean EXT_timer_query;
4195 GLboolean EXT_vertex_array_bgra;
4196 GLboolean EXT_window_rectangles;
4197 GLboolean OES_copy_image;
4198 GLboolean OES_primitive_bounding_box;
4199 GLboolean OES_sample_variables;
4200 GLboolean OES_standard_derivatives;
4201 GLboolean OES_texture_buffer;
4202 GLboolean OES_texture_cube_map_array;
4203 GLboolean OES_viewport_array;
4204 /* vendor extensions */
4205 GLboolean AMD_performance_monitor;
4206 GLboolean AMD_pinned_memory;
4207 GLboolean AMD_seamless_cubemap_per_texture;
4208 GLboolean AMD_vertex_shader_layer;
4209 GLboolean AMD_vertex_shader_viewport_index;
4210 GLboolean ANDROID_extension_pack_es31a;
4211 GLboolean APPLE_object_purgeable;
4212 GLboolean ATI_meminfo;
4213 GLboolean ATI_texture_compression_3dc;
4214 GLboolean ATI_texture_mirror_once;
4215 GLboolean ATI_texture_env_combine3;
4216 GLboolean ATI_fragment_shader;
4217 GLboolean ATI_separate_stencil;
4218 GLboolean GREMEDY_string_marker;
4219 GLboolean INTEL_conservative_rasterization;
4220 GLboolean INTEL_performance_query;
4221 GLboolean KHR_blend_equation_advanced;
4222 GLboolean KHR_blend_equation_advanced_coherent;
4223 GLboolean KHR_robustness;
4224 GLboolean KHR_texture_compression_astc_hdr;
4225 GLboolean KHR_texture_compression_astc_ldr;
4226 GLboolean KHR_texture_compression_astc_sliced_3d;
4227 GLboolean MESA_tile_raster_order;
4228 GLboolean MESA_pack_invert;
4229 GLboolean EXT_shader_framebuffer_fetch;
4230 GLboolean EXT_shader_framebuffer_fetch_non_coherent;
4231 GLboolean MESA_shader_integer_functions;
4232 GLboolean MESA_ycbcr_texture;
4233 GLboolean NV_conditional_render;
4234 GLboolean NV_fill_rectangle;
4235 GLboolean NV_fog_distance;
4236 GLboolean NV_point_sprite;
4237 GLboolean NV_primitive_restart;
4238 GLboolean NV_texture_barrier;
4239 GLboolean NV_texture_env_combine4;
4240 GLboolean NV_texture_rectangle;
4241 GLboolean NV_vdpau_interop;
4242 GLboolean NV_conservative_raster;
4243 GLboolean NV_conservative_raster_dilate;
4244 GLboolean NV_conservative_raster_pre_snap_triangles;
4245 GLboolean NV_conservative_raster_pre_snap;
4246 GLboolean NVX_gpu_memory_info;
4247 GLboolean TDFX_texture_compression_FXT1;
4248 GLboolean OES_EGL_image;
4249 GLboolean OES_draw_texture;
4250 GLboolean OES_depth_texture_cube_map;
4251 GLboolean OES_EGL_image_external;
4252 GLboolean OES_texture_float;
4253 GLboolean OES_texture_float_linear;
4254 GLboolean OES_texture_half_float;
4255 GLboolean OES_texture_half_float_linear;
4256 GLboolean OES_compressed_ETC1_RGB8_texture;
4257 GLboolean OES_geometry_shader;
4258 GLboolean OES_texture_compression_astc;
4259 GLboolean extension_sentinel;
4260 /** The extension string */
4261 const GLubyte *String;
4262 /** Number of supported extensions */
4263 GLuint Count;
4264 /**
4265 * The context version which extension helper functions compare against.
4266 * By default, the value is equal to ctx->Version. This changes to ~0
4267 * while meta is in progress.
4268 */
4269 GLubyte Version;
4270 /**
4271 * Force-enabled, yet unrecognized, extensions.
4272 * See _mesa_one_time_init_extension_overrides()
4273 */
4274 #define MAX_UNRECOGNIZED_EXTENSIONS 16
4275 const char *unrecognized_extensions[MAX_UNRECOGNIZED_EXTENSIONS];
4276 };
4277
4278
4279 /**
4280 * A stack of matrices (projection, modelview, color, texture, etc).
4281 */
4282 struct gl_matrix_stack
4283 {
4284 GLmatrix *Top; /**< points into Stack */
4285 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
4286 unsigned StackSize; /**< Number of elements in Stack */
4287 GLuint Depth; /**< 0 <= Depth < MaxDepth */
4288 GLuint MaxDepth; /**< size of Stack[] array */
4289 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
4290 };
4291
4292
4293 /**
4294 * \name Bits for image transfer operations
4295 * \sa __struct gl_contextRec::ImageTransferState.
4296 */
4297 /*@{*/
4298 #define IMAGE_SCALE_BIAS_BIT 0x1
4299 #define IMAGE_SHIFT_OFFSET_BIT 0x2
4300 #define IMAGE_MAP_COLOR_BIT 0x4
4301 #define IMAGE_CLAMP_BIT 0x800
4302
4303
4304 /** Pixel Transfer ops */
4305 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
4306 IMAGE_SHIFT_OFFSET_BIT | \
4307 IMAGE_MAP_COLOR_BIT)
4308
4309
4310 /**
4311 * \name Bits to indicate what state has changed.
4312 */
4313 /*@{*/
4314 #define _NEW_MODELVIEW (1u << 0) /**< gl_context::ModelView */
4315 #define _NEW_PROJECTION (1u << 1) /**< gl_context::Projection */
4316 #define _NEW_TEXTURE_MATRIX (1u << 2) /**< gl_context::TextureMatrix */
4317 #define _NEW_COLOR (1u << 3) /**< gl_context::Color */
4318 #define _NEW_DEPTH (1u << 4) /**< gl_context::Depth */
4319 #define _NEW_EVAL (1u << 5) /**< gl_context::Eval, EvalMap */
4320 #define _NEW_FOG (1u << 6) /**< gl_context::Fog */
4321 #define _NEW_HINT (1u << 7) /**< gl_context::Hint */
4322 #define _NEW_LIGHT (1u << 8) /**< gl_context::Light */
4323 #define _NEW_LINE (1u << 9) /**< gl_context::Line */
4324 #define _NEW_PIXEL (1u << 10) /**< gl_context::Pixel */
4325 #define _NEW_POINT (1u << 11) /**< gl_context::Point */
4326 #define _NEW_POLYGON (1u << 12) /**< gl_context::Polygon */
4327 #define _NEW_POLYGONSTIPPLE (1u << 13) /**< gl_context::PolygonStipple */
4328 #define _NEW_SCISSOR (1u << 14) /**< gl_context::Scissor */
4329 #define _NEW_STENCIL (1u << 15) /**< gl_context::Stencil */
4330 #define _NEW_TEXTURE_OBJECT (1u << 16) /**< gl_context::Texture (bindings only) */
4331 #define _NEW_TRANSFORM (1u << 17) /**< gl_context::Transform */
4332 #define _NEW_VIEWPORT (1u << 18) /**< gl_context::Viewport */
4333 #define _NEW_TEXTURE_STATE (1u << 19) /**< gl_context::Texture (states only) */
4334 #define _NEW_ARRAY (1u << 20) /**< gl_context::Array */
4335 #define _NEW_RENDERMODE (1u << 21) /**< gl_context::RenderMode, etc */
4336 #define _NEW_BUFFERS (1u << 22) /**< gl_context::Visual, DrawBuffer, */
4337 #define _NEW_CURRENT_ATTRIB (1u << 23) /**< gl_context::Current */
4338 #define _NEW_MULTISAMPLE (1u << 24) /**< gl_context::Multisample */
4339 #define _NEW_TRACK_MATRIX (1u << 25) /**< gl_context::VertexProgram */
4340 #define _NEW_PROGRAM (1u << 26) /**< New program/shader state */
4341 #define _NEW_PROGRAM_CONSTANTS (1u << 27)
4342 /* gap */
4343 #define _NEW_FRAG_CLAMP (1u << 29)
4344 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4345 #define _NEW_VARYING_VP_INPUTS (1u << 31) /**< gl_context::varying_vp_inputs */
4346 #define _NEW_ALL ~0
4347 /*@}*/
4348
4349
4350 /**
4351 * Composite state flags
4352 */
4353 /*@{*/
4354 #define _NEW_TEXTURE (_NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE)
4355
4356 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
4357 _NEW_TEXTURE_STATE | \
4358 _NEW_POINT | \
4359 _NEW_PROGRAM | \
4360 _NEW_MODELVIEW)
4361
4362 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
4363 _NEW_FOG | \
4364 _NEW_PROGRAM)
4365
4366
4367 /*@}*/
4368
4369
4370
4371
4372 /* This has to be included here. */
4373 #include "dd.h"
4374
4375
4376 /** Opaque declaration of display list payload data type */
4377 union gl_dlist_node;
4378
4379
4380 /**
4381 * Per-display list information.
4382 */
4383 struct gl_display_list
4384 {
4385 GLuint Name;
4386 GLbitfield Flags; /**< DLIST_x flags */
4387 GLchar *Label; /**< GL_KHR_debug */
4388 /** The dlist commands are in a linked list of nodes */
4389 union gl_dlist_node *Head;
4390 };
4391
4392
4393 /**
4394 * State used during display list compilation and execution.
4395 */
4396 struct gl_dlist_state
4397 {
4398 struct gl_display_list *CurrentList; /**< List currently being compiled */
4399 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
4400 GLuint CurrentPos; /**< Index into current block of nodes */
4401 GLuint CallDepth; /**< Current recursion calling depth */
4402
4403 GLvertexformat ListVtxfmt;
4404
4405 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
4406 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
4407
4408 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
4409 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
4410
4411 struct {
4412 /* State known to have been set by the currently-compiling display
4413 * list. Used to eliminate some redundant state changes.
4414 */
4415 GLenum16 ShadeModel;
4416 } Current;
4417 };
4418
4419 /**
4420 * Driver-specific state flags.
4421 *
4422 * These are or'd with gl_context::NewDriverState to notify a driver about
4423 * a state change. The driver sets the flags at context creation and
4424 * the meaning of the bits set is opaque to core Mesa.
4425 */
4426 struct gl_driver_flags
4427 {
4428 /** gl_context::Array::_DrawArrays (vertex array state) */
4429 uint64_t NewArray;
4430
4431 /** gl_context::TransformFeedback::CurrentObject */
4432 uint64_t NewTransformFeedback;
4433
4434 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4435 uint64_t NewTransformFeedbackProg;
4436
4437 /** gl_context::RasterDiscard */
4438 uint64_t NewRasterizerDiscard;
4439
4440 /** gl_context::TileRasterOrder* */
4441 uint64_t NewTileRasterOrder;
4442
4443 /**
4444 * gl_context::UniformBufferBindings
4445 * gl_shader_program::UniformBlocks
4446 */
4447 uint64_t NewUniformBuffer;
4448
4449 /**
4450 * gl_context::ShaderStorageBufferBindings
4451 * gl_shader_program::ShaderStorageBlocks
4452 */
4453 uint64_t NewShaderStorageBuffer;
4454
4455 uint64_t NewTextureBuffer;
4456
4457 /**
4458 * gl_context::AtomicBufferBindings
4459 */
4460 uint64_t NewAtomicBuffer;
4461
4462 /**
4463 * gl_context::ImageUnits
4464 */
4465 uint64_t NewImageUnits;
4466
4467 /**
4468 * gl_context::TessCtrlProgram::patch_default_*
4469 */
4470 uint64_t NewDefaultTessLevels;
4471
4472 /**
4473 * gl_context::IntelConservativeRasterization
4474 */
4475 uint64_t NewIntelConservativeRasterization;
4476
4477 /**
4478 * gl_context::NvConservativeRasterization
4479 */
4480 uint64_t NewNvConservativeRasterization;
4481
4482 /**
4483 * gl_context::ConservativeRasterMode/ConservativeRasterDilate
4484 * gl_context::SubpixelPrecisionBias
4485 */
4486 uint64_t NewNvConservativeRasterizationParams;
4487
4488 /**
4489 * gl_context::Scissor::WindowRects
4490 */
4491 uint64_t NewWindowRectangles;
4492
4493 /** gl_context::Color::sRGBEnabled */
4494 uint64_t NewFramebufferSRGB;
4495
4496 /** gl_context::Scissor::EnableFlags */
4497 uint64_t NewScissorTest;
4498
4499 /** gl_context::Scissor::ScissorArray */
4500 uint64_t NewScissorRect;
4501
4502 /** gl_context::Color::Alpha* */
4503 uint64_t NewAlphaTest;
4504
4505 /** gl_context::Color::Blend/Dither */
4506 uint64_t NewBlend;
4507
4508 /** gl_context::Color::BlendColor */
4509 uint64_t NewBlendColor;
4510
4511 /** gl_context::Color::Color/Index */
4512 uint64_t NewColorMask;
4513
4514 /** gl_context::Depth */
4515 uint64_t NewDepth;
4516
4517 /** gl_context::Color::LogicOp/ColorLogicOp/IndexLogicOp */
4518 uint64_t NewLogicOp;
4519
4520 /** gl_context::Multisample::Enabled */
4521 uint64_t NewMultisampleEnable;
4522
4523 /** gl_context::Multisample::SampleAlphaTo* */
4524 uint64_t NewSampleAlphaToXEnable;
4525
4526 /** gl_context::Multisample::SampleCoverage/SampleMaskValue */
4527 uint64_t NewSampleMask;
4528
4529 /** gl_context::Multisample::(Min)SampleShading */
4530 uint64_t NewSampleShading;
4531
4532 /** gl_context::Stencil */
4533 uint64_t NewStencil;
4534
4535 /** gl_context::Transform::ClipOrigin/ClipDepthMode */
4536 uint64_t NewClipControl;
4537
4538 /** gl_context::Transform::EyeUserPlane */
4539 uint64_t NewClipPlane;
4540
4541 /** gl_context::Transform::ClipPlanesEnabled */
4542 uint64_t NewClipPlaneEnable;
4543
4544 /** gl_context::Transform::DepthClamp */
4545 uint64_t NewDepthClamp;
4546
4547 /** gl_context::Line */
4548 uint64_t NewLineState;
4549
4550 /** gl_context::Polygon */
4551 uint64_t NewPolygonState;
4552
4553 /** gl_context::PolygonStipple */
4554 uint64_t NewPolygonStipple;
4555
4556 /** gl_context::ViewportArray */
4557 uint64_t NewViewport;
4558
4559 /** Shader constants (uniforms, program parameters, state constants) */
4560 uint64_t NewShaderConstants[MESA_SHADER_STAGES];
4561 };
4562
4563 struct gl_buffer_binding
4564 {
4565 struct gl_buffer_object *BufferObject;
4566 /** Start of uniform block data in the buffer */
4567 GLintptr Offset;
4568 /** Size of data allowed to be referenced from the buffer (in bytes) */
4569 GLsizeiptr Size;
4570 /**
4571 * glBindBufferBase() indicates that the Size should be ignored and only
4572 * limited by the current size of the BufferObject.
4573 */
4574 GLboolean AutomaticSize;
4575 };
4576
4577 /**
4578 * ARB_shader_image_load_store image unit.
4579 */
4580 struct gl_image_unit
4581 {
4582 /**
4583 * Texture object bound to this unit.
4584 */
4585 struct gl_texture_object *TexObj;
4586
4587 /**
4588 * Level of the texture object bound to this unit.
4589 */
4590 GLubyte Level;
4591
4592 /**
4593 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4594 * GL_FALSE if only some specific layer of the texture is bound.
4595 * \sa Layer
4596 */
4597 GLboolean Layered;
4598
4599 /**
4600 * Layer of the texture object bound to this unit as specified by the
4601 * application.
4602 */
4603 GLushort Layer;
4604
4605 /**
4606 * Layer of the texture object bound to this unit, or zero if
4607 * Layered == false.
4608 */
4609 GLushort _Layer;
4610
4611 /**
4612 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4613 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4614 */
4615 GLenum16 Access;
4616
4617 /**
4618 * GL internal format that determines the interpretation of the
4619 * image memory when shader image operations are performed through
4620 * this unit.
4621 */
4622 GLenum16 Format;
4623
4624 /**
4625 * Mesa format corresponding to \c Format.
4626 */
4627 mesa_format _ActualFormat:16;
4628 };
4629
4630 /**
4631 * Shader subroutines storage
4632 */
4633 struct gl_subroutine_index_binding
4634 {
4635 GLuint NumIndex;
4636 GLuint *IndexPtr;
4637 };
4638
4639 struct gl_texture_handle_object
4640 {
4641 struct gl_texture_object *texObj;
4642 struct gl_sampler_object *sampObj;
4643 GLuint64 handle;
4644 };
4645
4646 struct gl_image_handle_object
4647 {
4648 struct gl_image_unit imgObj;
4649 GLuint64 handle;
4650 };
4651
4652 struct gl_memory_object
4653 {
4654 GLuint Name; /**< hash table ID/name */
4655 GLboolean Immutable; /**< denotes mutability state of parameters */
4656 GLboolean Dedicated; /**< import memory from a dedicated allocation */
4657 };
4658
4659 struct gl_semaphore_object
4660 {
4661 GLuint Name; /**< hash table ID/name */
4662 };
4663
4664 /**
4665 * Mesa rendering context.
4666 *
4667 * This is the central context data structure for Mesa. Almost all
4668 * OpenGL state is contained in this structure.
4669 * Think of this as a base class from which device drivers will derive
4670 * sub classes.
4671 */
4672 struct gl_context
4673 {
4674 /** State possibly shared with other contexts in the address space */
4675 struct gl_shared_state *Shared;
4676
4677 /** \name API function pointer tables */
4678 /*@{*/
4679 gl_api API;
4680
4681 /**
4682 * The current dispatch table for non-displaylist-saving execution, either
4683 * BeginEnd or OutsideBeginEnd
4684 */
4685 struct _glapi_table *Exec;
4686 /**
4687 * The normal dispatch table for non-displaylist-saving, non-begin/end
4688 */
4689 struct _glapi_table *OutsideBeginEnd;
4690 /** The dispatch table used between glNewList() and glEndList() */
4691 struct _glapi_table *Save;
4692 /**
4693 * The dispatch table used between glBegin() and glEnd() (outside of a
4694 * display list). Only valid functions between those two are set, which is
4695 * mostly just the set in a GLvertexformat struct.
4696 */
4697 struct _glapi_table *BeginEnd;
4698 /**
4699 * Dispatch table for when a graphics reset has happened.
4700 */
4701 struct _glapi_table *ContextLost;
4702 /**
4703 * Dispatch table used to marshal API calls from the client program to a
4704 * separate server thread. NULL if API calls are not being marshalled to
4705 * another thread.
4706 */
4707 struct _glapi_table *MarshalExec;
4708 /**
4709 * Dispatch table currently in use for fielding API calls from the client
4710 * program. If API calls are being marshalled to another thread, this ==
4711 * MarshalExec. Otherwise it == CurrentServerDispatch.
4712 */
4713 struct _glapi_table *CurrentClientDispatch;
4714
4715 /**
4716 * Dispatch table currently in use for performing API calls. == Save or
4717 * Exec.
4718 */
4719 struct _glapi_table *CurrentServerDispatch;
4720
4721 /*@}*/
4722
4723 struct glthread_state *GLThread;
4724
4725 struct gl_config Visual;
4726 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4727 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4728 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4729 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4730
4731 /**
4732 * Device driver function pointer table
4733 */
4734 struct dd_function_table Driver;
4735
4736 /** Core/Driver constants */
4737 struct gl_constants Const;
4738
4739 /** \name The various 4x4 matrix stacks */
4740 /*@{*/
4741 struct gl_matrix_stack ModelviewMatrixStack;
4742 struct gl_matrix_stack ProjectionMatrixStack;
4743 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4744 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4745 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4746 /*@}*/
4747
4748 /** Combined modelview and projection matrix */
4749 GLmatrix _ModelProjectMatrix;
4750
4751 /** \name Display lists */
4752 struct gl_dlist_state ListState;
4753
4754 GLboolean ExecuteFlag; /**< Execute GL commands? */
4755 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4756
4757 /** Extension information */
4758 struct gl_extensions Extensions;
4759
4760 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4761 GLuint Version;
4762 char *VersionString;
4763
4764 /** \name State attribute stack (for glPush/PopAttrib) */
4765 /*@{*/
4766 GLuint AttribStackDepth;
4767 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4768 /*@}*/
4769
4770 /** \name Renderer attribute groups
4771 *
4772 * We define a struct for each attribute group to make pushing and popping
4773 * attributes easy. Also it's a good organization.
4774 */
4775 /*@{*/
4776 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4777 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4778 struct gl_current_attrib Current; /**< Current attributes */
4779 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4780 struct gl_eval_attrib Eval; /**< Eval attributes */
4781 struct gl_fog_attrib Fog; /**< Fog attributes */
4782 struct gl_hint_attrib Hint; /**< Hint attributes */
4783 struct gl_light_attrib Light; /**< Light attributes */
4784 struct gl_line_attrib Line; /**< Line attributes */
4785 struct gl_list_attrib List; /**< List attributes */
4786 struct gl_multisample_attrib Multisample;
4787 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4788 struct gl_point_attrib Point; /**< Point attributes */
4789 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4790 GLuint PolygonStipple[32]; /**< Polygon stipple */
4791 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4792 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4793 struct gl_texture_attrib Texture; /**< Texture attributes */
4794 struct gl_transform_attrib Transform; /**< Transformation attributes */
4795 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4796 GLuint SubpixelPrecisionBias[2]; /**< Viewport attributes */
4797 /*@}*/
4798
4799 /** \name Client attribute stack */
4800 /*@{*/
4801 GLuint ClientAttribStackDepth;
4802 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4803 /*@}*/
4804
4805 /** \name Client attribute groups */
4806 /*@{*/
4807 struct gl_array_attrib Array; /**< Vertex arrays */
4808 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4809 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4810 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4811 /*@}*/
4812
4813 /** \name Other assorted state (not pushed/popped on attribute stack) */
4814 /*@{*/
4815 struct gl_pixelmaps PixelMaps;
4816
4817 struct gl_evaluators EvalMap; /**< All evaluators */
4818 struct gl_feedback Feedback; /**< Feedback */
4819 struct gl_selection Select; /**< Selection */
4820
4821 struct gl_program_state Program; /**< general program state */
4822 struct gl_vertex_program_state VertexProgram;
4823 struct gl_fragment_program_state FragmentProgram;
4824 struct gl_geometry_program_state GeometryProgram;
4825 struct gl_compute_program_state ComputeProgram;
4826 struct gl_tess_ctrl_program_state TessCtrlProgram;
4827 struct gl_tess_eval_program_state TessEvalProgram;
4828 struct gl_ati_fragment_shader_state ATIFragmentShader;
4829
4830 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4831 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4832
4833 /**
4834 * Current active shader pipeline state
4835 *
4836 * Almost all internal users want ::_Shader instead of ::Shader. The
4837 * exceptions are bits of legacy GLSL API that do not know about separate
4838 * shader objects.
4839 *
4840 * If a program is active via \c glUseProgram, this will point to
4841 * \c ::Shader.
4842 *
4843 * If a program pipeline is active via \c glBindProgramPipeline, this will
4844 * point to \c ::Pipeline.Current.
4845 *
4846 * If neither a program nor a program pipeline is active, this will point to
4847 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4848 * \c NULL.
4849 */
4850 struct gl_pipeline_object *_Shader;
4851
4852 struct gl_query_state Query; /**< occlusion, timer queries */
4853
4854 struct gl_transform_feedback_state TransformFeedback;
4855
4856 struct gl_perf_monitor_state PerfMonitor;
4857 struct gl_perf_query_state PerfQuery;
4858
4859 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4860 struct gl_buffer_object *ParameterBuffer; /** < GL_ARB_indirect_parameters */
4861 struct gl_buffer_object *DispatchIndirectBuffer; /** < GL_ARB_compute_shader */
4862
4863 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4864 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4865
4866 struct gl_buffer_object *QueryBuffer; /**< GL_ARB_query_buffer_object */
4867
4868 /**
4869 * Current GL_ARB_uniform_buffer_object binding referenced by
4870 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4871 */
4872 struct gl_buffer_object *UniformBuffer;
4873
4874 /**
4875 * Current GL_ARB_shader_storage_buffer_object binding referenced by
4876 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
4877 */
4878 struct gl_buffer_object *ShaderStorageBuffer;
4879
4880 /**
4881 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4882 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4883 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4884 * shader program.
4885 */
4886 struct gl_buffer_binding
4887 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4888
4889 /**
4890 * Array of shader storage buffers for ARB_shader_storage_buffer_object
4891 * and GL 4.3. This is set up using glBindBufferRange() or
4892 * glBindBufferBase(). They are associated with shader storage blocks by
4893 * glShaderStorageBlockBinding()'s state in the shader program.
4894 */
4895 struct gl_buffer_binding
4896 ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
4897
4898 /**
4899 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4900 * target.
4901 */
4902 struct gl_buffer_object *AtomicBuffer;
4903
4904 /**
4905 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4906 * target.
4907 */
4908 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
4909
4910 /**
4911 * Array of atomic counter buffer binding points.
4912 */
4913 struct gl_buffer_binding
4914 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4915
4916 /**
4917 * Array of image units for ARB_shader_image_load_store.
4918 */
4919 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4920
4921 struct gl_subroutine_index_binding SubroutineIndex[MESA_SHADER_STAGES];
4922 /*@}*/
4923
4924 struct gl_meta_state *Meta; /**< for "meta" operations */
4925
4926 /* GL_EXT_framebuffer_object */
4927 struct gl_renderbuffer *CurrentRenderbuffer;
4928
4929 GLenum16 ErrorValue; /**< Last error code */
4930
4931 /**
4932 * Recognize and silence repeated error debug messages in buggy apps.
4933 */
4934 const char *ErrorDebugFmtString;
4935 GLuint ErrorDebugCount;
4936
4937 /* GL_ARB_debug_output/GL_KHR_debug */
4938 simple_mtx_t DebugMutex;
4939 struct gl_debug_state *Debug;
4940
4941 GLenum16 RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4942 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4943 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
4944
4945 struct gl_driver_flags DriverFlags;
4946
4947 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4948
4949 GLbitfield varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4950
4951 /** \name Derived state */
4952 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4953 GLfloat _EyeZDir[3];
4954 GLfloat _ModelViewInvScale; /* may be for model- or eyespace lighting */
4955 GLfloat _ModelViewInvScaleEyespace; /* always factor defined in spec */
4956 GLboolean _NeedEyeCoords;
4957 GLboolean _ForceEyeCoords;
4958
4959 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4960
4961 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4962
4963 /** \name For debugging/development only */
4964 /*@{*/
4965 GLboolean FirstTimeCurrent;
4966 /*@}*/
4967
4968 /**
4969 * False if this context was created without a config. This is needed
4970 * because the initial state of glDrawBuffers depends on this
4971 */
4972 GLboolean HasConfig;
4973
4974 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4975
4976 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4977 GLboolean IntelConservativeRasterization; /**< GL_CONSERVATIVE_RASTERIZATION_INTEL */
4978 GLboolean ConservativeRasterization; /**< GL_CONSERVATIVE_RASTERIZATION_NV */
4979 GLfloat ConservativeRasterDilate;
4980 GLenum16 ConservativeRasterMode;
4981
4982 /** Does glVertexAttrib(0) alias glVertex()? */
4983 bool _AttribZeroAliasesVertex;
4984
4985 /**
4986 * When set, TileRasterOrderIncreasingX/Y control the order that a tiled
4987 * renderer's tiles should be excecuted, to meet the requirements of
4988 * GL_MESA_tile_raster_order.
4989 */
4990 GLboolean TileRasterOrderFixed;
4991 GLboolean TileRasterOrderIncreasingX;
4992 GLboolean TileRasterOrderIncreasingY;
4993
4994 /**
4995 * \name Hooks for module contexts.
4996 *
4997 * These will eventually live in the driver or elsewhere.
4998 */
4999 /*@{*/
5000 void *swrast_context;
5001 void *swsetup_context;
5002 void *swtnl_context;
5003 struct vbo_context *vbo_context;
5004 struct st_context *st;
5005 void *aelt_context;
5006 /*@}*/
5007
5008 /**
5009 * \name NV_vdpau_interop
5010 */
5011 /*@{*/
5012 const void *vdpDevice;
5013 const void *vdpGetProcAddress;
5014 struct set *vdpSurfaces;
5015 /*@}*/
5016
5017 /**
5018 * Has this context observed a GPU reset in any context in the share group?
5019 *
5020 * Once this field becomes true, it is never reset to false.
5021 */
5022 GLboolean ShareGroupReset;
5023
5024 /**
5025 * \name OES_primitive_bounding_box
5026 *
5027 * Stores the arguments to glPrimitiveBoundingBox
5028 */
5029 GLfloat PrimitiveBoundingBox[8];
5030
5031 struct disk_cache *Cache;
5032
5033 /**
5034 * \name GL_ARB_bindless_texture
5035 */
5036 /*@{*/
5037 struct hash_table_u64 *ResidentTextureHandles;
5038 struct hash_table_u64 *ResidentImageHandles;
5039 /*@}*/
5040 };
5041
5042 /**
5043 * Information about memory usage. All sizes are in kilobytes.
5044 */
5045 struct gl_memory_info
5046 {
5047 unsigned total_device_memory; /**< size of device memory, e.g. VRAM */
5048 unsigned avail_device_memory; /**< free device memory at the moment */
5049 unsigned total_staging_memory; /**< size of staging memory, e.g. GART */
5050 unsigned avail_staging_memory; /**< free staging memory at the moment */
5051 unsigned device_memory_evicted; /**< size of memory evicted (monotonic counter) */
5052 unsigned nr_device_memory_evictions; /**< # of evictions (monotonic counter) */
5053 };
5054
5055 #ifdef DEBUG
5056 extern int MESA_VERBOSE;
5057 extern int MESA_DEBUG_FLAGS;
5058 #else
5059 # define MESA_VERBOSE 0
5060 # define MESA_DEBUG_FLAGS 0
5061 #endif
5062
5063
5064 /** The MESA_VERBOSE var is a bitmask of these flags */
5065 enum _verbose
5066 {
5067 VERBOSE_VARRAY = 0x0001,
5068 VERBOSE_TEXTURE = 0x0002,
5069 VERBOSE_MATERIAL = 0x0004,
5070 VERBOSE_PIPELINE = 0x0008,
5071 VERBOSE_DRIVER = 0x0010,
5072 VERBOSE_STATE = 0x0020,
5073 VERBOSE_API = 0x0040,
5074 VERBOSE_DISPLAY_LIST = 0x0100,
5075 VERBOSE_LIGHTING = 0x0200,
5076 VERBOSE_PRIMS = 0x0400,
5077 VERBOSE_VERTS = 0x0800,
5078 VERBOSE_DISASSEM = 0x1000,
5079 VERBOSE_DRAW = 0x2000,
5080 VERBOSE_SWAPBUFFERS = 0x4000
5081 };
5082
5083
5084 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
5085 enum _debug
5086 {
5087 DEBUG_SILENT = (1 << 0),
5088 DEBUG_ALWAYS_FLUSH = (1 << 1),
5089 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
5090 DEBUG_INCOMPLETE_FBO = (1 << 3),
5091 DEBUG_CONTEXT = (1 << 4)
5092 };
5093
5094 #ifdef __cplusplus
5095 }
5096 #endif
5097
5098 #endif /* MTYPES_H */