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;
};
+/**
+ * Vertex format to describe a vertex element.
+ */
+struct gl_vertex_format
+{
+ GLenum16 Type; /**< datatype: GL_FLOAT, GL_INT, etc */
+ GLenum16 Format; /**< default: GL_RGBA, but may be GL_BGRA */
+ GLubyte Size:5; /**< components per element (1,2,3,4) */
+ GLubyte Normalized:1; /**< GL_ARB_vertex_program */
+ GLubyte Integer:1; /**< Integer-valued? */
+ GLubyte Doubles:1; /**< double values are not converted to floats */
+ GLubyte _ElementSize; /**< Size of each element in bytes */
+};
+
+
/**
* Current attribute group (GL_CURRENT_BIT).
*/
GLenum16 TextureCompression; /**< GL_ARB_texture_compression */
GLenum16 GenerateMipmap; /**< GL_SGIS_generate_mipmap */
GLenum16 FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
+ GLuint MaxShaderCompilerThreads; /**< GL_ARB_parallel_shader_compile */
};
USAGE_SHADER_STORAGE_BUFFER = 0x8,
USAGE_TRANSFORM_FEEDBACK_BUFFER = 0x10,
USAGE_PIXEL_PACK_BUFFER = 0x20,
- USAGE_DISABLE_MINMAX_CACHE = 0x40,
+ USAGE_ARRAY_BUFFER = 0x40,
+ USAGE_ELEMENT_ARRAY_BUFFER = 0x80,
+ USAGE_DISABLE_MINMAX_CACHE = 0x100,
} gl_buffer_usage;
const GLubyte *Ptr;
/** Offset of the first element relative to the binding offset */
GLuint RelativeOffset;
- GLshort Stride; /**< Stride as specified with gl*Pointer() */
- GLenum16 Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
- GLenum16 Format; /**< Default: GL_RGBA, but may be GL_BGRA */
- GLboolean Enabled; /**< Whether the array is enabled */
- GLubyte Size; /**< Components per element (1,2,3,4) */
- unsigned Normalized:1; /**< Fixed-point values are normalized when converted to floats */
- unsigned Integer:1; /**< Fixed-point values are not converted to floats */
- unsigned Doubles:1; /**< double precision values are not converted to floats */
- unsigned _ElementSize:8; /**< Size of each element in bytes */
+ /** Vertex format */
+ struct gl_vertex_format Format;
+ /** Stride as specified with gl*Pointer() */
+ GLshort Stride;
/** Index into gl_vertex_array_object::BufferBinding[] array */
- unsigned BufferBindingIndex:6;
+ GLubyte BufferBindingIndex;
/**
* Derived effective buffer binding index
* Note that _mesa_update_vao_derived_arrays is called when binding
* the VAO to Array._DrawVAO.
*/
- unsigned _EffBufferBindingIndex:6;
+ GLubyte _EffBufferBindingIndex;
/**
* Derived effective relative offset.
*
GLbitfield VertexAttribBufferMask;
/** Mask of VERT_BIT_* values indicating which arrays are enabled */
- GLbitfield _Enabled;
+ GLbitfield Enabled;
/**
* Mask of VERT_BIT_* enabled arrays past position/generic0 mapping
/** Texture units used for samplerExternalOES */
GLbitfield ExternalSamplersUsed;
- /* Fragement shader only fields */
- GLboolean OriginUpperLeft;
- GLboolean PixelCenterInteger;
-
/** Named parameters, constants, etc. from program text */
struct gl_program_parameter_list *Parameters;
struct gl_uniform_block **UniformBlocks;
struct gl_uniform_block **ShaderStorageBlocks;
+ /**
+ * Bitmask of shader storage blocks not declared as read-only.
+ */
+ unsigned ShaderStorageBlocksWriteAccess;
+
/** Which texture target is being sampled
* (TEXTURE_1D/2D/3D/etc_INDEX)
*/
* ARB_compute_variable_group_size.
*/
bool LocalSizeVariable;
+
+ /*
+ * Arrangement of invocations used to calculate derivatives in a compute
+ * shader. From NV_compute_shader_derivatives.
+ */
+ enum gl_derivative_group DerivativeGroup;
} Comp;
};
{
COMPILE_FAILURE = 0,
COMPILE_SUCCESS,
- COMPILE_SKIPPED,
- COMPILED_NO_OPTS
+ COMPILE_SKIPPED
};
/**
*/
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. */
/**
* Is the application intending to glGetProgramBinary this program?
+ *
+ * BinaryRetrievableHint is the currently active hint that gets set
+ * during initialization and after linking and BinaryRetrievableHintPending
+ * is the hint set by the user to be active when program is linked next time.
*/
- GLboolean BinaryRetreivableHint;
+ GLboolean BinaryRetrievableHint;
+ GLboolean BinaryRetrievableHintPending;
/**
* Indicates whether program can be bound for individual pipeline stages
/** 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
*
*/
struct gl_texture_object *Texture;
GLuint TextureLevel; /**< Attached mipmap level. */
+ GLsizei NumSamples; /**< from FramebufferTexture2DMultisampleEXT */
GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
* and 2D array textures */
bool _HasAttachments;
GLbitfield _IntegerBuffers; /**< Which color buffers are integer valued */
+ GLbitfield _RGBBuffers; /**< Which color buffers have baseformat == RGB */
+ GLbitfield _FP32Buffers; /**< Which color buffers are FP32 */
/* ARB_color_buffer_float */
GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
struct gl_constants
{
GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
- GLuint MaxTextureLevels; /**< Max mipmap levels. */
+ GLuint MaxTextureSize; /**< Max 1D/2D texture size, in pixels*/
GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
*/
GLboolean GLSLSkipStrictMaxUniformLimitCheck;
- /** Whether gl_FragCoord and gl_FrontFacing are system values. */
+ /**
+ * Whether gl_FragCoord, gl_PointCoord and gl_FrontFacing
+ * are system values.
+ **/
bool GLSLFragCoordIsSysVal;
+ bool GLSLPointCoordIsSysVal;
bool GLSLFrontFacingIsSysVal;
/**
*/
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 ARB_shadow;
GLboolean ARB_sparse_buffer;
GLboolean ARB_stencil_texturing;
+ GLboolean ARB_spirv_extensions;
GLboolean ARB_sync;
GLboolean ARB_tessellation_shader;
GLboolean ARB_texture_border_clamp;
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;
GLboolean EXT_framebuffer_sRGB;
GLboolean EXT_gpu_shader4;
GLboolean EXT_memory_object;
GLboolean EXT_memory_object_fd;
+ GLboolean EXT_multisampled_render_to_texture;
GLboolean EXT_packed_float;
GLboolean EXT_pixel_buffer_object;
GLboolean EXT_point_parameters;
GLboolean EXT_render_snorm;
GLboolean EXT_semaphore;
GLboolean EXT_semaphore_fd;
+ GLboolean EXT_shader_image_load_formatted;
+ GLboolean EXT_shader_image_load_store;
GLboolean EXT_shader_integer_mix;
GLboolean EXT_shader_samples_identical;
+ GLboolean EXT_sRGB;
GLboolean EXT_stencil_two_side;
GLboolean EXT_texture_array;
+ GLboolean EXT_texture_buffer_object;
GLboolean EXT_texture_compression_latc;
GLboolean EXT_texture_compression_s3tc;
+ GLboolean EXT_texture_compression_s3tc_srgb;
GLboolean EXT_texture_env_dot3;
GLboolean EXT_texture_filter_anisotropic;
GLboolean EXT_texture_integer;
GLboolean EXT_texture_mirror_clamp;
+ GLboolean EXT_texture_shadow_lod;
GLboolean EXT_texture_shared_exponent;
GLboolean EXT_texture_snorm;
GLboolean EXT_texture_sRGB;
GLboolean OES_texture_view;
GLboolean OES_viewport_array;
/* vendor extensions */
+ GLboolean AMD_compressed_ATC_texture;
GLboolean AMD_framebuffer_multisample_advanced;
GLboolean AMD_depth_clamp_separate;
GLboolean AMD_performance_monitor;
GLboolean ATI_fragment_shader;
GLboolean GREMEDY_string_marker;
GLboolean INTEL_conservative_rasterization;
- GLboolean INTEL_fragment_shader_ordering;
GLboolean INTEL_performance_query;
GLboolean INTEL_shader_atomic_float_minmax;
GLboolean KHR_blend_equation_advanced;
GLboolean EXT_shader_framebuffer_fetch_non_coherent;
GLboolean MESA_shader_integer_functions;
GLboolean MESA_ycbcr_texture;
+ GLboolean NV_compute_shader_derivatives;
GLboolean NV_conditional_render;
GLboolean NV_fill_rectangle;
GLboolean NV_fog_distance;
#define _NEW_TRANSFORM (1u << 17) /**< gl_context::Transform */
#define _NEW_VIEWPORT (1u << 18) /**< gl_context::Viewport */
#define _NEW_TEXTURE_STATE (1u << 19) /**< gl_context::Texture (states only) */
-#define _NEW_ARRAY (1u << 20) /**< gl_context::Array */
+/* gap */
#define _NEW_RENDERMODE (1u << 21) /**< gl_context::RenderMode, etc */
#define _NEW_BUFFERS (1u << 22) /**< gl_context::Visual, DrawBuffer, */
#define _NEW_CURRENT_ATTRIB (1u << 23) /**< gl_context::Current */
*/
struct gl_pipeline_object *_Shader;
+ /**
+ * NIR containing the functions that implement software fp64 support.
+ */
+ struct nir_shader *SoftFP64;
+
struct gl_query_state Query; /**< occlusion, timer queries */
struct gl_transform_feedback_state TransformFeedback;
void *swtnl_context;
struct vbo_context *vbo_context;
struct st_context *st;
- void *aelt_context;
/*@}*/
/**
struct hash_table_u64 *ResidentTextureHandles;
struct hash_table_u64 *ResidentImageHandles;
/*@}*/
+
+ bool shader_builtin_ref;
};
/**
unsigned nr_device_memory_evictions; /**< # of evictions (monotonic counter) */
};
-#ifdef DEBUG
+#ifndef NDEBUG
extern int MESA_VERBOSE;
extern int MESA_DEBUG_FLAGS;
#else