struct gl_program_parameter_list;
struct gl_shader_spirv_data;
struct set;
+struct shader_includes;
struct vbo_context;
/*@}*/
*/
struct gl_config
{
- GLboolean rgbMode;
GLboolean floatMode;
GLuint doubleBufferMode;
GLuint stereoMode;
- GLboolean haveAccumBuffer;
- GLboolean haveDepthBuffer;
- GLboolean haveStencilBuffer;
-
GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
GLuint redMask, greenMask, blueMask, alphaMask;
+ GLint redShift, greenShift, blueShift, alphaShift;
GLint rgbBits; /* total bits for rgb */
- GLint indexBits; /* total bits for colorindex */
GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
GLint depthBits;
*/
union gl_constant_value *UniformDataDefaults;
+ /** Hash for quick search by name. */
+ struct hash_table_u64 *ProgramResourceHash;
+
GLboolean Validated;
/** List of all active resources after linking. */
/** Clamp UBO and SSBO block indices so they don't go out-of-bounds. */
GLboolean ClampBlockIndicesToArrayBounds;
+ /** (driconf) Force gl_Position to be considered invariant */
+ GLboolean PositionAlwaysInvariant;
+
const struct nir_shader_compiler_options *NirOptions;
};
struct hash_table_u64 *ImageHandles;
mtx_t HandlesMutex; /**< For texture/image handles safety */
+ /* GL_ARB_shading_language_include */
+ struct shader_includes *ShaderIncludes;
+ /* glCompileShaderInclude expects ShaderIncludes not to change while it is
+ * in progress.
+ */
+ mtx_t ShaderIncludeMutex;
+
/**
* Some context in this share group was affected by a GPU reset
*
*/
bool GLSLOptimizeConservatively;
+ /**
+ * Whether to call lower_const_arrays_to_uniforms() during linking.
+ */
+ bool GLSLLowerConstArrays;
+
/**
* True if gl_TessLevelInner/Outer[] in the TES should be inputs
* (otherwise, they're system values).
/** Is the drivers uniform storage packed or padded to 16 bytes. */
bool PackedDriverUniformStorage;
+ /** Does the driver make use of the NIR based GLSL linker */
+ bool UseNIRGLSLLinker;
+
+ /** Wether or not glBitmap uses red textures rather than alpha */
+ bool BitmapUsesRed;
+
/** GL_ARB_gl_spirv */
struct spirv_supported_capabilities SpirVCapabilities;
/** GL_ARB_spirv_extensions */
struct spirv_supported_extensions *SpirVExtensions;
+
+ char *VendorOverride;
};
GLboolean EXT_blend_equation_separate;
GLboolean EXT_blend_func_separate;
GLboolean EXT_blend_minmax;
+ GLboolean EXT_demote_to_helper_invocation;
GLboolean EXT_depth_bounds_test;
GLboolean EXT_disjoint_timer_query;
GLboolean EXT_draw_buffers2;
+ GLboolean EXT_EGL_image_storage;
GLboolean EXT_float_blend;
GLboolean EXT_framebuffer_multisample;
GLboolean EXT_framebuffer_multisample_blit_scaled;
struct hash_table_u64 *ResidentTextureHandles;
struct hash_table_u64 *ResidentImageHandles;
/*@}*/
+
+ bool shader_builtin_ref;
};
/**