/* $Id: mtypes.h,v 1.51 2001/10/17 13:31:07 brianp Exp $ */ /* * Mesa 3-D graphics library * Version: 3.5 * * Copyright (C) 1999-2001 Brian Paul All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #ifndef TYPES_H #define TYPES_H #include "glheader.h" #include "config.h" /* Hardwired parameters */ #include "glapitable.h" #include "glthread.h" #include "math/m_matrix.h" /* GLmatrix */ #if defined(MESA_TRACE) #include "Trace/tr_context.h" #endif /* Please try to mark derived values with a leading underscore ('_'). */ /* * Color channel data type: */ #if CHAN_BITS == 8 typedef GLubyte GLchan; #define CHAN_MAX 255 #define CHAN_MAXF 255.0F #define CHAN_TYPE GL_UNSIGNED_BYTE #elif CHAN_BITS == 16 typedef GLushort GLchan; #define CHAN_MAX 65535 #define CHAN_MAXF 65535.0F #define CHAN_TYPE GL_UNSIGNED_SHORT #elif CHAN_BITS == 32 typedef GLfloat GLchan; #define CHAN_MAX 1.0 #define CHAN_MAXF 1.0F #define CHAN_TYPE GL_FLOAT #else #error illegal number of color channel bits #endif /* * Accumulation buffer data type: */ #if ACCUM_BITS==8 typedef GLbyte GLaccum; #elif ACCUM_BITS==16 typedef GLshort GLaccum; #elif ACCUM_BITS==32 typedef GLfloat GLaccum; #else # error "illegal number of accumulation bits" #endif /* * Stencil buffer data type: */ #if STENCIL_BITS==8 typedef GLubyte GLstencil; # define STENCIL_MAX 0xff #elif STENCIL_BITS==16 typedef GLushort GLstencil; # define STENCIL_MAX 0xffff #else # error "illegal number of stencil bits" #endif /* * Depth buffer data type: */ typedef GLuint GLdepth; /* Must be 32-bits! */ /* * Fixed point data type: */ typedef int GLfixed; /* * Some forward type declarations */ struct _mesa_HashTable; struct gl_texture_image; struct gl_texture_object; typedef struct __GLcontextRec GLcontext; typedef struct __GLcontextModesRec GLvisual; typedef struct gl_frame_buffer GLframebuffer; /* Maximum number of temporary vertices required for clipping. (Used * in array_cache and tnl modules). */ #define MAX_CLIPPED_VERTICES ((2 * (6 + MAX_CLIP_PLANES))+1) /* Data structure for color tables */ struct gl_color_table { GLenum Format; /* GL_ALPHA, GL_RGB, GL_RGB, etc */ GLenum IntFormat; GLuint Size; /* number of entries (rows) in table */ GLvoid *Table; /* either GLfloat * or GLchan * */ GLboolean FloatTable; /* are entries stored as floats? */ GLubyte RedSize; GLubyte GreenSize; GLubyte BlueSize; GLubyte AlphaSize; GLubyte LuminanceSize; GLubyte IntensitySize; }; /* * Bit flags used for updating material values. */ #define FRONT_AMBIENT_BIT 0x1 #define BACK_AMBIENT_BIT 0x2 #define FRONT_DIFFUSE_BIT 0x4 #define BACK_DIFFUSE_BIT 0x8 #define FRONT_SPECULAR_BIT 0x10 #define BACK_SPECULAR_BIT 0x20 #define FRONT_EMISSION_BIT 0x40 #define BACK_EMISSION_BIT 0x80 #define FRONT_SHININESS_BIT 0x100 #define BACK_SHININESS_BIT 0x200 #define FRONT_INDEXES_BIT 0x400 #define BACK_INDEXES_BIT 0x800 #define FRONT_MATERIAL_BITS (FRONT_EMISSION_BIT | FRONT_AMBIENT_BIT | \ FRONT_DIFFUSE_BIT | FRONT_SPECULAR_BIT | \ FRONT_SHININESS_BIT | FRONT_INDEXES_BIT) #define BACK_MATERIAL_BITS (BACK_EMISSION_BIT | BACK_AMBIENT_BIT | \ BACK_DIFFUSE_BIT | BACK_SPECULAR_BIT | \ BACK_SHININESS_BIT | BACK_INDEXES_BIT) #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS) /* * Specular exponent and material shininess lookup table sizes: */ #define EXP_TABLE_SIZE 512 #define SHINE_TABLE_SIZE 256 struct gl_shine_tab { struct gl_shine_tab *next, *prev; GLfloat tab[SHINE_TABLE_SIZE+1]; GLfloat shininess; GLuint refcount; }; struct gl_light { struct gl_light *next; /* double linked list with sentinel */ struct gl_light *prev; GLfloat Ambient[4]; /* ambient color */ GLfloat Diffuse[4]; /* diffuse color */ GLfloat Specular[4]; /* specular color */ GLfloat EyePosition[4]; /* position in eye coordinates */ GLfloat EyeDirection[4]; /* spotlight dir in eye coordinates */ GLfloat SpotExponent; GLfloat SpotCutoff; /* in degress */ GLfloat _CosCutoff; /* = MAX(0, cos(SpotCutoff)) */ GLfloat ConstantAttenuation; GLfloat LinearAttenuation; GLfloat QuadraticAttenuation; GLboolean Enabled; /* On/off flag */ /* Derived fields */ GLuint _Flags; /* State */ GLfloat _Position[4]; /* position in eye/obj coordinates */ GLfloat _VP_inf_norm[3]; /* Norm direction to infinite light */ GLfloat _h_inf_norm[3]; /* Norm( _VP_inf_norm + <0,0,1> ) */ GLfloat _NormDirection[4]; /* normalized spotlight direction */ GLfloat _VP_inf_spot_attenuation; GLfloat _SpotExpTable[EXP_TABLE_SIZE][2]; /* to replace a pow() call */ GLfloat _MatAmbient[2][3]; /* material ambient * light ambient */ GLfloat _MatDiffuse[2][3]; /* material diffuse * light diffuse */ GLfloat _MatSpecular[2][3]; /* material spec * light specular */ GLfloat _dli; /* CI diffuse light intensity */ GLfloat _sli; /* CI specular light intensity */ }; struct gl_lightmodel { GLfloat Ambient[4]; /* ambient color */ GLboolean LocalViewer; /* Local (or infinite) view point? */ GLboolean TwoSide; /* Two (or one) sided lighting? */ GLenum ColorControl; /* either GL_SINGLE_COLOR */ /* or GL_SEPARATE_SPECULAR_COLOR */ }; struct gl_material { GLfloat Ambient[4]; GLfloat Diffuse[4]; GLfloat Specular[4]; GLfloat Emission[4]; GLfloat Shininess; GLfloat AmbientIndex; /* for color index lighting */ GLfloat DiffuseIndex; /* for color index lighting */ GLfloat SpecularIndex; /* for color index lighting */ }; /* * Attribute structures: * We define a struct for each attribute group to make pushing and * popping attributes easy. Also it's a good organization. */ struct gl_accum_attrib { GLfloat ClearColor[4]; /* Accumulation buffer clear color */ }; /* * Used in DrawDestMask below */ #define FRONT_LEFT_BIT 1 #define FRONT_RIGHT_BIT 2 #define BACK_LEFT_BIT 4 #define BACK_RIGHT_BIT 8 struct gl_colorbuffer_attrib { GLuint ClearIndex; /* Index to use for glClear */ GLchan ClearColor[4]; /* Color to use for glClear */ GLuint IndexMask; /* Color index write mask */ GLubyte ColorMask[4]; /* Each flag is 0xff or 0x0 */ GLenum DrawBuffer; /* Which buffer to draw into */ GLenum DriverDrawBuffer; /* Current device driver dest buffer */ GLboolean MultiDrawBuffer; /* Drawing to mutliple buffers? */ GLubyte DrawDestMask; /* bitwise-OR of bitflags above */ /* alpha testing */ GLboolean AlphaEnabled; /* Alpha test enabled flag */ GLenum AlphaFunc; /* Alpha test function */ GLchan AlphaRef; /* Alpha ref value as GLchan */ /* blending */ GLboolean BlendEnabled; /* Blending enabled flag */ GLenum BlendSrcRGB; /* Blending source operator */ GLenum BlendDstRGB; /* Blending destination operator */ GLenum BlendSrcA; /* GL_INGR_blend_func_separate */ GLenum BlendDstA; /* GL_INGR_blend_func_separate */ GLenum BlendEquation; GLfloat BlendColor[4]; /* logic op */ GLenum LogicOp; /* Logic operator */ GLboolean IndexLogicOpEnabled; /* Color index logic op enabled flag */ GLboolean ColorLogicOpEnabled; /* RGBA logic op enabled flag */ GLboolean DitherFlag; /* Dither enable flag */ }; struct gl_current_attrib { /* These values valid only when FLUSH_VERTICES has been called. */ GLfloat Normal[3]; /* Current vertex normal */ GLfloat Color[4]; /* Current RGBA color */ GLfloat SecondaryColor[4]; /* Current secondary color */ GLfloat FogCoord; /* Current Fog coord */ GLuint Index; /* Current color index */ GLboolean EdgeFlag; /* Current edge flag */ GLfloat Texcoord[MAX_TEXTURE_UNITS][4]; /* Current texture coords */ /* These values are always valid. */ GLfloat RasterPos[4]; /* Current raster position */ GLfloat RasterDistance; /* Current raster distance */ GLfloat RasterColor[4]; /* Current raster color */ GLfloat RasterSecondaryColor[4]; /* Current rast 2ndary color */ GLuint RasterIndex; /* Current raster index */ GLfloat *RasterTexCoord; /* Current raster texcoord*/ GLfloat RasterMultiTexCoord[MAX_TEXTURE_UNITS][4]; GLfloat RasterFogCoord; GLboolean RasterPosValid; /* Raster po valid flag */ }; struct gl_depthbuffer_attrib { GLenum Func; /* Function for depth buffer compare */ GLfloat Clear; /* Value to clear depth buffer to */ GLboolean Test; /* Depth buffering enabled flag */ GLboolean Mask; /* Depth buffer writable? */ GLboolean OcclusionTest; /* GL_HP_occlusion_test */ }; struct gl_enable_attrib { GLboolean AlphaTest; GLboolean AutoNormal; GLboolean Blend; GLboolean ClipPlane[MAX_CLIP_PLANES]; GLboolean ColorMaterial; GLboolean Convolution1D; GLboolean Convolution2D; GLboolean Separable2D; GLboolean CullFace; GLboolean DepthTest; GLboolean Dither; GLboolean Fog; GLboolean Histogram; GLboolean Light[MAX_LIGHTS]; GLboolean Lighting; GLboolean LineSmooth; GLboolean LineStipple; GLboolean IndexLogicOp; GLboolean ColorLogicOp; GLboolean Map1Color4; GLboolean Map1Index; GLboolean Map1Normal; GLboolean Map1TextureCoord1; GLboolean Map1TextureCoord2; GLboolean Map1TextureCoord3; GLboolean Map1TextureCoord4; GLboolean Map1Vertex3; GLboolean Map1Vertex4; GLboolean Map2Color4; GLboolean Map2Index; GLboolean Map2Normal; GLboolean Map2TextureCoord1; GLboolean Map2TextureCoord2; GLboolean Map2TextureCoord3; GLboolean Map2TextureCoord4; GLboolean Map2Vertex3; GLboolean Map2Vertex4; GLboolean MinMax; GLboolean Normalize; GLboolean PixelTexture; GLboolean PointSmooth; GLboolean PolygonOffsetPoint; GLboolean PolygonOffsetLine; GLboolean PolygonOffsetFill; GLboolean PolygonSmooth; GLboolean PolygonStipple; GLboolean RescaleNormals; GLboolean Scissor; GLboolean Stencil; GLboolean MultisampleEnabled; /* GL_ARB_multisample */ GLboolean SampleAlphaToCoverage; /* GL_ARB_multisample */ GLboolean SampleAlphaToOne; /* GL_ARB_multisample */ GLboolean SampleCoverage; /* GL_ARB_multisample */ GLboolean SampleCoverageInvert; /* GL_ARB_multisample */ GLboolean RasterPositionUnclipped; /* GL_IBM_rasterpos_clip */ GLuint Texture[MAX_TEXTURE_UNITS]; GLuint TexGen[MAX_TEXTURE_UNITS]; }; struct gl_eval_attrib { /* Enable bits */ GLboolean Map1Color4; GLboolean Map1Index; GLboolean Map1Normal; GLboolean Map1TextureCoord1; GLboolean Map1TextureCoord2; GLboolean Map1TextureCoord3; GLboolean Map1TextureCoord4; GLboolean Map1Vertex3; GLboolean Map1Vertex4; GLboolean Map2Color4; GLboolean Map2Index; GLboolean Map2Normal; GLboolean Map2TextureCoord1; GLboolean Map2TextureCoord2; GLboolean Map2TextureCoord3; GLboolean Map2TextureCoord4; GLboolean Map2Vertex3; GLboolean Map2Vertex4; GLboolean AutoNormal; /* Map Grid endpoints and divisions and calculated du values */ GLint MapGrid1un; GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du; GLint MapGrid2un, MapGrid2vn; GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du; GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv; }; struct gl_fog_attrib { GLboolean Enabled; /* Fog enabled flag */ GLfloat Color[4]; /* Fog color */ GLfloat Density; /* Density >= 0.0 */ GLfloat Start; /* Start distance in eye coords */ GLfloat End; /* End distance in eye coords */ GLfloat Index; /* Fog index */ GLenum Mode; /* Fog mode */ GLboolean ColorSumEnabled; GLenum FogCoordinateSource; /* GL_EXT_fog_coord */ }; struct gl_hint_attrib { /* always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE */ GLenum PerspectiveCorrection; GLenum PointSmooth; GLenum LineSmooth; GLenum PolygonSmooth; GLenum Fog; GLenum ClipVolumeClipping; /* GL_EXT_clip_volume_hint */ GLenum TextureCompression; /* GL_ARB_texture_compression */ GLenum GenerateMipmap; /* GL_SGIS_generate_mipmap */ }; struct gl_histogram_attrib { GLuint Width; /* number of table entries */ GLint Format; /* GL_ALPHA, GL_RGB, etc */ GLuint Count[HISTOGRAM_TABLE_SIZE][4]; /* the histogram */ GLboolean Sink; /* terminate image transfer? */ GLubyte RedSize; /* Bits per counter */ GLubyte GreenSize; GLubyte BlueSize; GLubyte AlphaSize; GLubyte LuminanceSize; }; struct gl_minmax_attrib { GLenum Format; GLboolean Sink; GLfloat Min[4], Max[4]; /* RGBA */ }; struct gl_convolution_attrib { GLenum Format; GLenum InternalFormat; GLuint Width; GLuint Height; GLfloat Filter[MAX_CONVOLUTION_WIDTH * MAX_CONVOLUTION_HEIGHT * 4]; }; struct gl_light_attrib { struct gl_light Light[MAX_LIGHTS]; /* Array of lights */ struct gl_lightmodel Model; /* Lighting model */ /* Must flush FLUSH_VERTICES before referencing: */ struct gl_material Material[2]; /* Material 0=front, 1=back */ GLboolean Enabled; /* Lighting enabled flag */ GLenum ShadeModel; /* GL_FLAT or GL_SMOOTH */ GLenum ColorMaterialFace; /* GL_FRONT, BACK or FRONT_AND_BACK */ GLenum ColorMaterialMode; /* GL_AMBIENT, GL_DIFFUSE, etc */ GLuint ColorMaterialBitmask; /* bitmask formed from Face and Mode */ GLboolean ColorMaterialEnabled; struct gl_light EnabledList; /* List sentinel */ /* Derived for optimizations: */ GLboolean _NeedVertices; /* Use fast shader? */ GLuint _Flags; /* LIGHT_* flags, see below */ GLfloat _BaseColor[2][3]; }; #define LIGHT_SPOT 0x1 #define LIGHT_LOCAL_VIEWER 0x2 #define LIGHT_POSITIONAL 0x4 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER) struct gl_line_attrib { GLboolean SmoothFlag; /* GL_LINE_SMOOTH enabled? */ GLboolean StippleFlag; /* GL_LINE_STIPPLE enabled? */ GLushort StipplePattern; /* Stipple pattern */ GLint StippleFactor; /* Stipple repeat factor */ GLfloat Width; /* Line width */ GLfloat _Width; /* Clamped Line width */ }; struct gl_list_attrib { GLuint ListBase; }; struct gl_list_opcode { GLuint size; void (*execute)( GLcontext *ctx, void *data ); void (*destroy)( GLcontext *ctx, void *data ); void (*print)( GLcontext *ctx, void *data ); }; #define GL_MAX_EXT_OPCODES 16 struct gl_list_extensions { struct gl_list_opcode opcode[GL_MAX_EXT_OPCODES]; GLuint nr_opcodes; }; struct gl_multisample_attrib { GLboolean Enabled; GLboolean SampleAlphaToCoverage; GLboolean SampleAlphaToOne; GLboolean SampleCoverage; GLfloat SampleCoverageValue; GLboolean SampleCoverageInvert; }; struct gl_pixel_attrib { GLenum ReadBuffer; /* src buffer for glRead/CopyPixels */ GLenum DriverReadBuffer; /* Driver's current source buffer */ GLfloat RedBias, RedScale; GLfloat GreenBias, GreenScale; GLfloat BlueBias, BlueScale; GLfloat AlphaBias, AlphaScale; GLfloat DepthBias, DepthScale; GLint IndexShift, IndexOffset; GLboolean MapColorFlag; GLboolean MapStencilFlag; GLfloat ZoomX, ZoomY; GLint MapStoSsize; /* Size of each pixel map */ GLint MapItoIsize; GLint MapItoRsize; GLint MapItoGsize; GLint MapItoBsize; GLint MapItoAsize; GLint MapRtoRsize; GLint MapGtoGsize; GLint MapBtoBsize; GLint MapAtoAsize; GLint MapStoS[MAX_PIXEL_MAP_TABLE]; /* Pixel map tables */ GLint MapItoI[MAX_PIXEL_MAP_TABLE]; GLfloat MapItoR[MAX_PIXEL_MAP_TABLE]; GLfloat MapItoG[MAX_PIXEL_MAP_TABLE]; GLfloat MapItoB[MAX_PIXEL_MAP_TABLE]; GLfloat MapItoA[MAX_PIXEL_MAP_TABLE]; GLubyte MapItoR8[MAX_PIXEL_MAP_TABLE]; /* converted to 8-bit color */ GLubyte MapItoG8[MAX_PIXEL_MAP_TABLE]; GLubyte MapItoB8[MAX_PIXEL_MAP_TABLE]; GLubyte MapItoA8[MAX_PIXEL_MAP_TABLE]; GLfloat MapRtoR[MAX_PIXEL_MAP_TABLE]; GLfloat MapGtoG[MAX_PIXEL_MAP_TABLE]; GLfloat MapBtoB[MAX_PIXEL_MAP_TABLE]; GLfloat MapAtoA[MAX_PIXEL_MAP_TABLE]; /* GL_EXT_histogram */ GLboolean HistogramEnabled; GLboolean MinMaxEnabled; /* GL_SGIS_pixel_texture */ GLboolean PixelTextureEnabled; GLenum FragmentRgbSource; GLenum FragmentAlphaSource; /* GL_SGI_color_matrix */ GLfloat PostColorMatrixScale[4]; /* RGBA */ GLfloat PostColorMatrixBias[4]; /* RGBA */ /* GL_SGI_color_table */ GLfloat ColorTableScale[4]; GLfloat ColorTableBias[4]; GLboolean ColorTableEnabled; GLfloat PCCTscale[4]; GLfloat PCCTbias[4]; GLboolean PostConvolutionColorTableEnabled; GLfloat PCMCTscale[4]; GLfloat PCMCTbias[4]; GLboolean PostColorMatrixColorTableEnabled; /* Convolution */ GLboolean Convolution1DEnabled; GLboolean Convolution2DEnabled; GLboolean Separable2DEnabled; GLfloat ConvolutionBorderColor[3][4]; GLenum ConvolutionBorderMode[3]; GLfloat ConvolutionFilterScale[3][4]; GLfloat ConvolutionFilterBias[3][4]; GLfloat PostConvolutionScale[4]; /* RGBA */ GLfloat PostConvolutionBias[4]; /* RGBA */ }; struct gl_point_attrib { GLboolean SmoothFlag; /* True if GL_POINT_SMOOTH is enabled */ GLboolean SpriteMode; /* GL_MESA_sprite_point extension */ GLfloat Size; /* User-specified point size */ GLfloat _Size; /* Size clamped to Const.Min/MaxPointSize */ GLfloat Params[3]; /* GL_EXT_point_parameters */ GLfloat MinSize, MaxSize; /* GL_EXT_point_parameters */ GLfloat Threshold; /* GL_EXT_point_parameters */ GLboolean _Attenuated; /* True if Params != [1, 0, 0] */ }; struct gl_polygon_attrib { GLenum FrontFace; /* Either GL_CW or GL_CCW */ GLenum FrontMode; /* Either GL_POINT, GL_LINE or GL_FILL */ GLenum BackMode; /* Either GL_POINT, GL_LINE or GL_FILL */ GLboolean _FrontBit; /* */ GLboolean CullFlag; /* Culling on/off flag */ GLboolean SmoothFlag; /* True if GL_POLYGON_SMOOTH is enabled */ GLboolean StippleFlag; /* True if GL_POLYGON_STIPPLE is enabled */ GLenum CullFaceMode; /* Culling mode GL_FRONT or GL_BACK */ GLfloat OffsetFactor; /* Polygon offset factor, from user */ GLfloat OffsetUnits; /* Polygon offset units, from user */ GLfloat OffsetMRD; /* = OffsetUnits * visual->MRD */ GLboolean OffsetPoint; /* Offset in GL_POINT mode */ GLboolean OffsetLine; /* Offset in GL_LINE mode */ GLboolean OffsetFill; /* Offset in GL_FILL mode */ GLboolean _OffsetAny; }; struct gl_scissor_attrib { GLboolean Enabled; /* Scissor test enabled? */ GLint X, Y; /* Lower left corner of box */ GLsizei Width, Height; /* Size of box */ }; struct gl_stencil_attrib { GLboolean Enabled; /* Enabled flag */ GLenum Function; /* Stencil function */ GLenum FailFunc; /* Fail function */ GLenum ZPassFunc; /* Depth buffer pass function */ GLenum ZFailFunc; /* Depth buffer fail function */ GLstencil Ref; /* Reference value */ GLstencil ValueMask; /* Value mask */ GLstencil Clear; /* Clear value */ GLstencil WriteMask; /* Write mask */ }; /* TexGenEnabled flags */ #define S_BIT 1 #define T_BIT 2 #define R_BIT 4 #define Q_BIT 8 /* Texture Enabled flags */ #define TEXTURE0_1D 0x1 /* Texture unit 0 (default) */ #define TEXTURE0_2D 0x2 #define TEXTURE0_3D 0x4 #define TEXTURE0_CUBE 0x8 #define TEXTURE0_ANY (TEXTURE0_1D | TEXTURE0_2D | TEXTURE0_3D | TEXTURE0_CUBE) #define TEXTURE1_1D (TEXTURE0_1D << 4) /* Texture unit 1 */ #define TEXTURE1_2D (TEXTURE0_2D << 4) #define TEXTURE1_3D (TEXTURE0_3D << 4) #define TEXTURE1_CUBE (TEXTURE0_CUBE << 4) #define TEXTURE1_ANY (TEXTURE1_1D | TEXTURE1_2D | TEXTURE1_3D | TEXTURE1_CUBE) #define TEXTURE2_1D (TEXTURE0_1D << 8) /* Texture unit 2 */ #define TEXTURE2_2D (TEXTURE0_2D << 8) #define TEXTURE2_3D (TEXTURE0_3D << 8) #define TEXTURE2_CUBE (TEXTURE0_CUBE << 8) #define TEXTURE2_ANY (TEXTURE2_1D | TEXTURE2_2D | TEXTURE2_3D | TEXTURE2_CUBE) #define TEXTURE3_1D (TEXTURE0_1D << 12) /* Texture unit 3 */ #define TEXTURE3_2D (TEXTURE0_2D << 12) #define TEXTURE3_3D (TEXTURE0_3D << 12) #define TEXTURE3_CUBE (TEXTURE0_CUBE << 12) #define TEXTURE3_ANY (TEXTURE3_1D | TEXTURE3_2D | TEXTURE3_3D | TEXTURE3_CUBE) #define TEXTURE4_1D (TEXTURE0_1D << 16) /* Texture unit 4 */ #define TEXTURE4_2D (TEXTURE0_2D << 16) #define TEXTURE4_3D (TEXTURE0_3D << 16) #define TEXTURE4_CUBE (TEXTURE0_CUBE << 16) #define TEXTURE5_ANY (TEXTURE3_1D | TEXTURE3_2D | TEXTURE3_3D | TEXTURE3_CUBE) #define TEXTURE5_1D (TEXTURE0_1D << 20) /* Texture unit 5 */ #define TEXTURE5_2D (TEXTURE0_2D << 20) #define TEXTURE5_3D (TEXTURE0_3D << 20) #define TEXTURE5_CUBE (TEXTURE0_CUBE << 20) #define TEXTURE5_ANY (TEXTURE3_1D | TEXTURE3_2D | TEXTURE3_3D | TEXTURE3_CUBE) #define TEXTURE6_1D (TEXTURE0_1D << 24) /* Texture unit 6 */ #define TEXTURE6_2D (TEXTURE0_2D << 24) #define TEXTURE6_3D (TEXTURE0_3D << 24) #define TEXTURE6_CUBE (TEXTURE0_CUBE << 24) #define TEXTURE6_ANY (TEXTURE3_1D | TEXTURE3_2D | TEXTURE3_3D | TEXTURE3_CUBE) #define TEXTURE7_1D (TEXTURE0_1D << 28) /* Texture unit 7 */ #define TEXTURE7_2D (TEXTURE0_2D << 28) #define TEXTURE7_3D (TEXTURE0_3D << 28) #define TEXTURE7_CUBE (TEXTURE0_CUBE << 28) #define TEXTURE7_ANY (TEXTURE3_1D | TEXTURE3_2D | TEXTURE3_3D | TEXTURE3_CUBE) /* Bitmap versions of the GL_ constants. */ #define TEXGEN_SPHERE_MAP 0x1 #define TEXGEN_OBJ_LINEAR 0x2 #define TEXGEN_EYE_LINEAR 0x4 #define TEXGEN_REFLECTION_MAP_NV 0x8 #define TEXGEN_NORMAL_MAP_NV 0x10 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \ TEXGEN_REFLECTION_MAP_NV | \ TEXGEN_NORMAL_MAP_NV) #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \ TEXGEN_REFLECTION_MAP_NV | \ TEXGEN_NORMAL_MAP_NV | \ TEXGEN_EYE_LINEAR) /* A selection of state flags to make driver and module's lives easier. */ #define ENABLE_TEXGEN0 0x1 #define ENABLE_TEXGEN1 0x2 #define ENABLE_TEXGEN2 0x4 #define ENABLE_TEXGEN3 0x8 #define ENABLE_TEXGEN4 0x10 #define ENABLE_TEXGEN5 0x20 #define ENABLE_TEXGEN6 0x40 #define ENABLE_TEXGEN7 0x80 #define ENABLE_TEXMAT0 0x1 /* Ie. not the identity matrix */ #define ENABLE_TEXMAT1 0x2 #define ENABLE_TEXMAT2 0x4 #define ENABLE_TEXMAT3 0x8 #define ENABLE_TEXMAT4 0x10 #define ENABLE_TEXMAT5 0x20 #define ENABLE_TEXMAT6 0x40 #define ENABLE_TEXMAT7 0x80 #define ENABLE_TEXGEN(i) (ENABLE_TEXGEN0 << (i)) #define ENABLE_TEXMAT(i) (ENABLE_TEXMAT0 << (i)) /* * If teximage is color-index, texelOut returns GLchan[1]. * If teximage is depth, texelOut returns GLfloat[1]. * Otherwise, texelOut returns GLchan[4]. */ typedef void (*FetchTexelFunc)( const struct gl_texture_image *texImage, GLint col, GLint row, GLint img, GLvoid *texelOut ); /* Texture format record */ struct gl_texture_format { GLint MesaFormat; /* One of the MESA_FORMAT_* values */ GLenum BaseFormat; /* Either GL_ALPHA, GL_INTENSITY, GL_LUMINANCE, * GL_LUMINANCE_ALPHA, GL_RGB, GL_RGBA, * GL_COLOR_INDEX or GL_DEPTH_COMPONENT. */ GLenum Type; /* Internal type as GL enum value */ GLubyte RedBits; /* Bits per texel component */ GLubyte GreenBits; GLubyte BlueBits; GLubyte AlphaBits; GLubyte LuminanceBits; GLubyte IntensityBits; GLubyte IndexBits; GLubyte DepthBits; GLint TexelBytes; FetchTexelFunc FetchTexel1D; /* Texel fetch function pointers */ FetchTexelFunc FetchTexel2D; FetchTexelFunc FetchTexel3D; }; /* Texture image record */ struct gl_texture_image { GLenum Format; /* GL_ALPHA, GL_LUMINANCE, GL_LUMINANCE_ALPHA, * GL_INTENSITY, GL_RGB, GL_RGBA, * GL_COLOR_INDEX or GL_DEPTH_COMPONENT only. */ GLint IntFormat; /* Internal format as given by the user */ GLuint Border; /* 0 or 1 */ GLuint Width; /* = 2^WidthLog2 + 2*Border */ GLuint Height; /* = 2^HeightLog2 + 2*Border */ GLuint Depth; /* = 2^DepthLog2 + 2*Border */ GLuint Width2; /* = Width - 2*Border */ GLuint Height2; /* = Height - 2*Border */ GLuint Depth2; /* = Depth - 2*Border */ GLuint WidthLog2; /* = log2(Width2) */ GLuint HeightLog2; /* = log2(Height2) */ GLuint DepthLog2; /* = log2(Depth2) */ GLuint MaxLog2; /* = MAX(WidthLog2, HeightLog2) */ GLvoid *Data; /* Image data, accessed via FetchTexel() */ const struct gl_texture_format *TexFormat; FetchTexelFunc FetchTexel; /* Texel fetch function pointer */ GLboolean IsCompressed; /* GL_ARB_texture_compression */ GLuint CompressedSize; /* GL_ARB_texture_compression */ /* For device driver: */ void *DriverData; /* Arbitrary device driver data */ }; /* Texture object record */ struct gl_texture_object { _glthread_Mutex Mutex; /* for thread safety */ GLint RefCount; /* reference count */ GLuint Name; /* an unsigned integer */ GLuint Dimensions; /* 1 or 2 or 3 or 6 (cube map) */ GLfloat Priority; /* in [0,1] */ GLchan BorderColor[4]; GLenum WrapS; /* Wrap modes are: GL_CLAMP, REPEAT */ GLenum WrapT; /* GL_CLAMP_TO_EDGE, and */ GLenum WrapR; /* GL_CLAMP_TO_BORDER_ARB */ GLenum MinFilter; /* minification filter */ GLenum MagFilter; /* magnification filter */ GLfloat MinLod; /* min lambda, OpenGL 1.2 */ GLfloat MaxLod; /* max lambda, OpenGL 1.2 */ GLint BaseLevel; /* min mipmap level, OpenGL 1.2 */ GLint MaxLevel; /* max mipmap level, OpenGL 1.2 */ GLfloat MaxAnisotropy; /* GL_EXT_texture_filter_anisotropic */ GLboolean CompareFlag; /* GL_SGIX_shadow */ GLenum CompareOperator; /* GL_SGIX_shadow */ GLchan ShadowAmbient; /* GL_SGIX_shadow_ambient */ GLint _MaxLevel; /* actual max mipmap level (q in the spec) */ GLfloat _MaxLambda; /* = _MaxLevel - BaseLevel (q - b in spec) */ GLboolean GenerateMipmap; /* GL_SGIS_generate_mipmap */ struct gl_texture_image *Image[MAX_TEXTURE_LEVELS]; /* Texture cube faces */ /* Image[] is alias for *PosX[MAX_TEXTURE_LEVELS]; */ struct gl_texture_image *NegX[MAX_TEXTURE_LEVELS]; struct gl_texture_image *PosY[MAX_TEXTURE_LEVELS]; struct gl_texture_image *NegY[MAX_TEXTURE_LEVELS]; struct gl_texture_image *PosZ[MAX_TEXTURE_LEVELS]; struct gl_texture_image *NegZ[MAX_TEXTURE_LEVELS]; /* GL_EXT_paletted_texture */ struct gl_color_table Palette; GLboolean Complete; /* Is texture object complete? */ struct gl_texture_object *Next; /* Next in linked list */ /* For device driver: */ void *DriverData; /* Arbitrary device driver data */ }; /* * Texture units are new with the multitexture extension. */ struct gl_texture_unit { GLuint Enabled; /* bitmask of TEXTURE0_1D, _2D, _3D, _CUBE */ GLuint _ReallyEnabled; /* 0 or one of TEXTURE0_1D, _2D, _3D, _CUBE */ GLenum EnvMode; /* GL_MODULATE, GL_DECAL, GL_BLEND, etc. */ GLfloat EnvColor[4]; GLuint TexGenEnabled; /* Bitwise-OR of [STRQ]_BIT values */ GLenum GenModeS; /* Tex coord generation mode, either */ GLenum GenModeT; /* GL_OBJECT_LINEAR, or */ GLenum GenModeR; /* GL_EYE_LINEAR, or */ GLenum GenModeQ; /* GL_SPHERE_MAP */ GLuint _GenBitS; GLuint _GenBitT; GLuint _GenBitR; GLuint _GenBitQ; GLuint _GenFlags; /* bitwise or of GenBit[STRQ] */ GLfloat ObjectPlaneS[4]; GLfloat ObjectPlaneT[4]; GLfloat ObjectPlaneR[4]; GLfloat ObjectPlaneQ[4]; GLfloat EyePlaneS[4]; GLfloat EyePlaneT[4]; GLfloat EyePlaneR[4]; GLfloat EyePlaneQ[4]; GLfloat LodBias; /* for biasing mipmap levels */ /* GL_EXT_texture_env_combine */ GLenum CombineModeRGB; /* GL_REPLACE, GL_DECAL, GL_ADD, etc. */ GLenum CombineModeA; /* GL_REPLACE, GL_DECAL, GL_ADD, etc. */ GLenum CombineSourceRGB[3]; /* GL_PRIMARY_COLOR, GL_TEXTURE, etc. */ GLenum CombineSourceA[3]; /* GL_PRIMARY_COLOR, GL_TEXTURE, etc. */ GLenum CombineOperandRGB[3]; /* SRC_COLOR, ONE_MINUS_SRC_COLOR, etc */ GLenum CombineOperandA[3]; /* SRC_ALPHA, ONE_MINUS_SRC_ALPHA, etc */ GLuint CombineScaleShiftRGB; /* 0, 1 or 2 */ GLuint CombineScaleShiftA; /* 0, 1 or 2 */ struct gl_texture_object *Current1D; struct gl_texture_object *Current2D; struct gl_texture_object *Current3D; struct gl_texture_object *CurrentCubeMap; /* GL_ARB_texture_cube_map */ struct gl_texture_object *_Current; /* Points to really enabled tex obj */ struct gl_texture_object Saved1D; /* only used by glPush/PopAttrib */ struct gl_texture_object Saved2D; struct gl_texture_object Saved3D; struct gl_texture_object SavedCubeMap; }; struct gl_texture_attrib { /* multitexture */ GLuint CurrentUnit; /* Active texture unit */ GLuint _ReallyEnabled; /* enables for all texture units: */ /* = (Unit[0]._ReallyEnabled << 0) | */ /* (Unit[1]._ReallyEnabled << 4) | */ /* (Unit[2]._ReallyEnabled << 8) | etc... */ GLuint _GenFlags; /* for texgen */ GLuint _TexGenEnabled; GLuint _TexMatEnabled; struct gl_texture_unit Unit[MAX_TEXTURE_UNITS]; struct gl_texture_object *Proxy1D; struct gl_texture_object *Proxy2D; struct gl_texture_object *Proxy3D; struct gl_texture_object *ProxyCubeMap; /* GL_EXT_shared_texture_palette */ GLboolean SharedPalette; struct gl_color_table Palette; }; struct gl_transform_attrib { GLenum MatrixMode; /* Matrix mode */ GLfloat EyeUserPlane[MAX_CLIP_PLANES][4]; GLfloat _ClipUserPlane[MAX_CLIP_PLANES][4]; /* derived */ GLboolean ClipEnabled[MAX_CLIP_PLANES]; GLubyte _AnyClip; /* How many ClipEnabled? */ GLboolean Normalize; /* Normalize all normals? */ GLboolean RescaleNormals; /* GL_EXT_rescale_normal */ GLboolean RasterPositionUnclipped; /* GL_IBM_rasterpos_clip */ }; struct gl_viewport_attrib { GLint X, Y; /* position */ GLsizei Width, Height; /* size */ GLfloat Near, Far; /* Depth buffer range */ GLmatrix _WindowMap; /* Mapping transformation as a matrix. */ }; /* For the attribute stack: */ struct gl_attrib_node { GLbitfield kind; void *data; struct gl_attrib_node *next; }; /* * Client pixel packing/unpacking attributes */ struct gl_pixelstore_attrib { GLint Alignment; GLint RowLength; GLint SkipPixels; GLint SkipRows; GLint ImageHeight; /* for GL_EXT_texture3D */ GLint SkipImages; /* for GL_EXT_texture3D */ GLboolean SwapBytes; GLboolean LsbFirst; }; #define CA_CLIENT_DATA 0x1 /* Data not alloced by mesa */ /* * Client vertex array attributes */ struct gl_client_array { GLint Size; GLenum Type; GLsizei Stride; /* user-specified stride */ GLsizei StrideB; /* actual stride in bytes */ void *Ptr; GLuint Flags; GLboolean Enabled; }; struct gl_array_attrib { struct gl_client_array Vertex; /* client data descriptors */ struct gl_client_array Normal; struct gl_client_array Color; struct gl_client_array SecondaryColor; struct gl_client_array FogCoord; struct gl_client_array Index; struct gl_client_array TexCoord[MAX_TEXTURE_UNITS]; struct gl_client_array EdgeFlag; GLint TexCoordInterleaveFactor; GLint ActiveTexture; /* Client Active Texture */ GLuint LockFirst; GLuint LockCount; GLuint _Enabled; /* _NEW_ARRAY_* - bit set if array enabled */ GLuint NewState; /* _NEW_ARRAY_* */ }; struct gl_feedback { GLenum Type; GLuint _Mask; /* FB_* bits */ GLfloat *Buffer; GLuint BufferSize; GLuint Count; }; struct gl_selection { GLuint *Buffer; GLuint BufferSize; /* size of SelectBuffer */ GLuint BufferCount; /* number of values in SelectBuffer */ GLuint Hits; /* number of records in SelectBuffer */ GLuint NameStackDepth; GLuint NameStack[MAX_NAME_STACK_DEPTH]; GLboolean HitFlag; GLfloat HitMinZ, HitMaxZ; }; /* * 1-D Evaluator control points */ struct gl_1d_map { GLuint Order; /* Number of control points */ GLfloat u1, u2, du; /* u1, u2, 1.0/(u2-u1) */ GLfloat *Points; /* Points to contiguous control points */ }; /* * 2-D Evaluator control points */ struct gl_2d_map { GLuint Uorder; /* Number of control points in U dimension */ GLuint Vorder; /* Number of control points in V dimension */ GLfloat u1, u2, du; GLfloat v1, v2, dv; GLfloat *Points; /* Points to contiguous control points */ }; /* * All evalutator control points */ struct gl_evaluators { /* 1-D maps */ struct gl_1d_map Map1Vertex3; struct gl_1d_map Map1Vertex4; struct gl_1d_map Map1Index; struct gl_1d_map Map1Color4; struct gl_1d_map Map1Normal; struct gl_1d_map Map1Texture1; struct gl_1d_map Map1Texture2; struct gl_1d_map Map1Texture3; struct gl_1d_map Map1Texture4; /* 2-D maps */ struct gl_2d_map Map2Vertex3; struct gl_2d_map Map2Vertex4; struct gl_2d_map Map2Index; struct gl_2d_map Map2Color4; struct gl_2d_map Map2Normal; struct gl_2d_map Map2Texture1; struct gl_2d_map Map2Texture2; struct gl_2d_map Map2Texture3; struct gl_2d_map Map2Texture4; }; /* * State which can be shared by multiple contexts: */ struct gl_shared_state { _glthread_Mutex Mutex; /* for thread safety */ GLint RefCount; /* Reference count */ struct _mesa_HashTable *DisplayList; /* Display lists hash table */ struct _mesa_HashTable *TexObjects; /* Texture objects hash table */ struct gl_texture_object *TexObjectList;/* Linked list of texture objects */ /* Default texture objects (shared by all multi-texture units) */ struct gl_texture_object *Default1D; struct gl_texture_object *Default2D; struct gl_texture_object *Default3D; struct gl_texture_object *DefaultCubeMap; void *DriverData; /* Device driver shared state */ }; /* * A "frame buffer" is a color buffer and its optional ancillary buffers: * depth, accum, stencil, and software-simulated alpha buffers. * In C++ terms, think of this as a base class from which device drivers * will make derived classes. */ struct gl_frame_buffer { GLvisual Visual; /* The corresponding visual */ GLint Width, Height; /* size of frame buffer in pixels */ GLboolean UseSoftwareDepthBuffer; GLboolean UseSoftwareAccumBuffer; GLboolean UseSoftwareStencilBuffer; GLboolean UseSoftwareAlphaBuffers; /* Software depth (aka Z) buffer */ GLvoid *DepthBuffer; /* array [Width*Height] of GLushort or GLuint*/ /* Software stencil buffer */ GLstencil *Stencil; /* array [Width*Height] of GLstencil values */ /* Software accumulation buffer */ GLaccum *Accum; /* array [4*Width*Height] of GLaccum values */ /* Software alpha planes */ GLchan *FrontLeftAlpha; /* array [Width*Height] of GLubyte */ GLchan *BackLeftAlpha; /* array [Width*Height] of GLubyte */ GLchan *FrontRightAlpha; /* array [Width*Height] of GLubyte */ GLchan *BackRightAlpha; /* array [Width*Height] of GLubyte */ GLchan *Alpha; /* Points to current alpha buffer */ /* Drawing bounds: intersection of window size and scissor box */ GLint _Xmin, _Ymin; /* inclusive */ GLint _Xmax, _Ymax; /* exclusive */ }; /* * Constants which may be overriden by device driver during context creation * but are never changed after that. */ struct gl_constants { GLint MaxTextureLevels; GLint Max3DTextureLevels; GLint MaxCubeTextureLevels; GLuint MaxTextureUnits; GLfloat MaxTextureMaxAnisotropy; /* GL_EXT_texture_filter_anisotropic */ GLuint MaxArrayLockSize; GLint SubPixelBits; GLfloat MinPointSize, MaxPointSize; /* aliased */ GLfloat MinPointSizeAA, MaxPointSizeAA; /* antialiased */ GLfloat PointSizeGranularity; GLfloat MinLineWidth, MaxLineWidth; /* aliased */ GLfloat MinLineWidthAA, MaxLineWidthAA; /* antialiased */ GLfloat LineWidthGranularity; GLuint NumAuxBuffers; GLuint MaxColorTableSize; GLuint MaxConvolutionWidth; GLuint MaxConvolutionHeight; GLuint NumCompressedTextureFormats; /* GL_ARB_texture_compression */ GLenum CompressedTextureFormats[MAX_COMPRESSED_TEXTURE_FORMATS]; GLuint MaxClipPlanes; GLuint MaxLights; }; /* * List of extensions. */ struct extension; struct gl_extensions { char *ext_string; struct extension *ext_list; /* Flags to quickly test if certain extensions are available. * Not every extension needs to have such a flag, but it's encouraged. */ GLboolean ARB_imaging; GLboolean ARB_multisample; GLboolean ARB_multitexture; GLboolean ARB_texture_border_clamp; GLboolean ARB_texture_compression; GLboolean ARB_texture_cube_map; GLboolean ARB_texture_env_combine; GLboolean ARB_texture_env_dot3; GLboolean ARB_texture_mirrored_repeat; GLboolean EXT_blend_color; GLboolean EXT_blend_func_separate; GLboolean EXT_blend_logic_op; GLboolean EXT_blend_minmax; GLboolean EXT_blend_subtract; GLboolean EXT_clip_volume_hint; GLboolean EXT_convolution; GLboolean EXT_compiled_vertex_array; GLboolean EXT_fog_coord; GLboolean EXT_histogram; GLboolean EXT_packed_pixels; GLboolean EXT_paletted_texture; GLboolean EXT_point_parameters; GLboolean EXT_polygon_offset; GLboolean EXT_rescale_normal; GLboolean EXT_secondary_color; GLboolean EXT_shared_texture_palette; GLboolean EXT_stencil_wrap; GLboolean EXT_texture3D; GLboolean EXT_texture_compression_s3tc; GLboolean EXT_texture_env_add; GLboolean EXT_texture_env_combine; GLboolean EXT_texture_env_dot3; GLboolean EXT_texture_filter_anisotropic; GLboolean EXT_texture_object; GLboolean EXT_texture_lod_bias; GLboolean EXT_vertex_array_set; GLboolean HP_occlusion_test; GLboolean IBM_rasterpos_clip; GLboolean INGR_blend_func_separate; GLboolean MESA_window_pos; GLboolean MESA_resize_buffers; GLboolean MESA_sprite_point; GLboolean NV_blend_square; GLboolean NV_texgen_reflection; GLboolean SGI_color_matrix; GLboolean SGI_color_table; GLboolean SGIS_generate_mipmap; GLboolean SGIS_pixel_texture; GLboolean SGIS_texture_edge_clamp; GLboolean SGIX_depth_texture; GLboolean SGIX_pixel_texture; GLboolean SGIX_shadow; GLboolean SGIX_shadow_ambient; GLboolean _3DFX_texture_compression_FXT1; }; /* * Bits for image transfer operations (ctx->ImageTransferState). */ #define IMAGE_SCALE_BIAS_BIT 0x1 #define IMAGE_SHIFT_OFFSET_BIT 0x2 #define IMAGE_MAP_COLOR_BIT 0x4 #define IMAGE_COLOR_TABLE_BIT 0x8 #define IMAGE_CONVOLUTION_BIT 0x10 #define IMAGE_POST_CONVOLUTION_SCALE_BIAS 0x20 #define IMAGE_POST_CONVOLUTION_COLOR_TABLE_BIT 0x40 #define IMAGE_COLOR_MATRIX_BIT 0x80 #define IMAGE_POST_COLOR_MATRIX_COLOR_TABLE_BIT 0x100 #define IMAGE_HISTOGRAM_BIT 0x200 #define IMAGE_MIN_MAX_BIT 0x400 /* transfer ops up to convolution: */ #define IMAGE_PRE_CONVOLUTION_BITS (IMAGE_SCALE_BIAS_BIT | \ IMAGE_SHIFT_OFFSET_BIT | \ IMAGE_MAP_COLOR_BIT | \ IMAGE_COLOR_TABLE_BIT) /* transfer ops after convolution: */ #define IMAGE_POST_CONVOLUTION_BITS (IMAGE_POST_CONVOLUTION_SCALE_BIAS | \ IMAGE_POST_CONVOLUTION_COLOR_TABLE_BIT | \ IMAGE_COLOR_MATRIX_BIT | \ IMAGE_POST_COLOR_MATRIX_COLOR_TABLE_BIT |\ IMAGE_HISTOGRAM_BIT | \ IMAGE_MIN_MAX_BIT) /* * Bits to indicate what state has changed. 6 unused flags. */ #define _NEW_MODELVIEW 0x1 /* ctx->ModelView */ #define _NEW_PROJECTION 0x2 /* ctx->Projection */ #define _NEW_TEXTURE_MATRIX 0x4 /* ctx->TextureMatrix */ #define _NEW_COLOR_MATRIX 0x8 /* ctx->ColorMatrix */ #define _NEW_ACCUM 0x10 /* ctx->Accum */ #define _NEW_COLOR 0x20 /* ctx->Color */ #define _NEW_DEPTH 0x40 /* ctx->Depth */ #define _NEW_EVAL 0x80 /* ctx->Eval, ctx->EvalMap */ #define _NEW_FOG 0x100 /* ctx->Fog */ #define _NEW_HINT 0x200 /* ctx->Hint */ #define _NEW_LIGHT 0x400 /* ctx->Light */ #define _NEW_LINE 0x800 /* ctx->Line */ #define _NEW_PIXEL 0x1000 /* ctx->Pixel */ #define _NEW_POINT 0x2000 /* ctx->Point */ #define _NEW_POLYGON 0x4000 /* ctx->Polygon */ #define _NEW_POLYGONSTIPPLE 0x8000 /* ctx->PolygonStipple */ #define _NEW_SCISSOR 0x10000 /* ctx->Scissor */ #define _NEW_STENCIL 0x20000 /* ctx->Stencil */ #define _NEW_TEXTURE 0x40000 /* ctx->Texture */ #define _NEW_TRANSFORM 0x80000 /* ctx->Transform */ #define _NEW_VIEWPORT 0x100000 /* ctx->Viewport */ #define _NEW_PACKUNPACK 0x200000 /* ctx->Pack, ctx->Unpack */ #define _NEW_ARRAY 0x400000 /* ctx->Array */ #define _NEW_RENDERMODE 0x800000 /* RenderMode, Feedback, Select */ #define _NEW_BUFFERS 0x1000000 /* ctx->Visual, ctx->DrawBuffer, */ #define _NEW_MULTISAMPLE 0x2000000 /* ctx->Multisample */ #define _NEW_ALL ~0 /* Bits to track array state changes (also used to summarize array enabled) */ #define _NEW_ARRAY_VERTEX 0x1 #define _NEW_ARRAY_COLOR 0x2 #define _NEW_ARRAY_NORMAL 0x4 #define _NEW_ARRAY_INDEX 0x8 #define _NEW_ARRAY_EDGEFLAG 0x10 #define _NEW_ARRAY_SECONDARYCOLOR 0x20 #define _NEW_ARRAY_FOGCOORD 0x40 #define _NEW_ARRAY_TEXCOORD_0 0x80 #define _NEW_ARRAY_TEXCOORD_1 0x100 #define _NEW_ARRAY_TEXCOORD_2 0x200 #define _NEW_ARRAY_TEXCOORD_3 0x400 #define _NEW_ARRAY_TEXCOORD_4 0x800 #define _NEW_ARRAY_TEXCOORD_5 0x1000 #define _NEW_ARRAY_TEXCOORD_6 0x2000 #define _NEW_ARRAY_TEXCOORD_7 0x4000 #define _NEW_ARRAY_ALL 0x7fff #define _NEW_ARRAY_TEXCOORD(i) (_NEW_ARRAY_TEXCOORD_0 << (i)) /* A bunch of flags that we think might be useful to drivers. */ #define DD_FLATSHADE 0x1 #define DD_SEPARATE_SPECULAR 0x2 #define DD_TRI_CULL_FRONT_BACK 0x4 /* special case on some hw */ #define DD_TRI_LIGHT_TWOSIDE 0x8 #define DD_TRI_UNFILLED 0x10 #define DD_TRI_SMOOTH 0x20 #define DD_TRI_STIPPLE 0x40 #define DD_TRI_OFFSET 0x80 #define DD_LINE_SMOOTH 0x100 #define DD_LINE_STIPPLE 0x200 #define DD_LINE_WIDTH 0x400 #define DD_POINT_SMOOTH 0x800 #define DD_POINT_SIZE 0x1000 #define DD_POINT_ATTEN 0x2000 /* Define the state changes under which each of these bits might change */ #define _DD_NEW_FLATSHADE _NEW_LIGHT #define _DD_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | _NEW_FOG) #define _DD_NEW_TRI_CULL_FRONT_BACK _NEW_POLYGON #define _DD_NEW_TRI_LIGHT_TWOSIDE _NEW_LIGHT #define _DD_NEW_TRI_UNFILLED _NEW_POLYGON #define _DD_NEW_TRI_SMOOTH _NEW_POLYGON #define _DD_NEW_TRI_STIPPLE _NEW_POLYGON #define _DD_NEW_TRI_OFFSET _NEW_POLYGON #define _DD_NEW_LINE_SMOOTH _NEW_LINE #define _DD_NEW_LINE_STIPPLE _NEW_LINE #define _DD_NEW_LINE_WIDTH _NEW_LINE #define _DD_NEW_POINT_SMOOTH _NEW_POINT #define _DD_NEW_POINT_SIZE _NEW_POINT #define _DD_NEW_POINT_ATTEN _NEW_POINT #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \ _NEW_TEXTURE | \ _NEW_POINT | \ _NEW_MODELVIEW) #define _MESA_NEW_NEED_NORMALS (_NEW_LIGHT | \ _NEW_TEXTURE) #define _IMAGE_NEW_TRANSFER_STATE (_NEW_PIXEL | _NEW_COLOR_MATRIX) #define NEED_NORMALS_TEXGEN 0x1 #define NEED_NORMALS_LIGHT 0x2 #define NEED_EYE_TEXGEN 0x1 #define NEED_EYE_LIGHT 0x2 #define NEED_EYE_LIGHT_MODELVIEW 0x4 #define NEED_EYE_POINT_ATTEN 0x8 /* * Forward declaration of display list datatypes: */ union node; typedef union node Node; /* This has to be included here. */ #include "dd.h" /* * Core Mesa's support for tnl modules: */ #define NUM_VERTEX_FORMAT_ENTRIES (sizeof(GLvertexformat) / sizeof(void *)) struct gl_tnl_module { /* Vertex format to be lazily swapped into current dispatch. */ GLvertexformat *Current; /* Record of functions swapped out. On restore, only need to swap * these functions back in. */ void *Swapped[NUM_VERTEX_FORMAT_ENTRIES][2]; GLuint SwapCount; }; /* * The library context: */ struct __GLcontextRec { /* ** Os related interfaces; these *must* be the first members of this ** structure, because they are exposed to the outside world (i.e. GLX ** extension). */ __GLimports imports; __GLexports exports; /* State possibly shared with other contexts in the address space */ struct gl_shared_state *Shared; /* API function pointer tables */ struct _glapi_table *Save; /* Display list save funcs */ struct _glapi_table *Exec; /* Execute funcs */ struct _glapi_table *CurrentDispatch; /* == Save or Exec !! */ GLboolean ExecPrefersFloat; /* What preference for color conversion? */ GLboolean SavePrefersFloat; GLvisual Visual; GLframebuffer *DrawBuffer; /* buffer for writing */ GLframebuffer *ReadBuffer; /* buffer for reading */ /* Driver function pointer table */ struct dd_function_table Driver; void *DriverCtx; /* Points to device driver context/state */ void *DriverMgrCtx; /* Points to device driver manager (optional)*/ /* Core/Driver constants */ struct gl_constants Const; /* Modelview matrix and stack */ GLmatrix ModelView; /* current matrix, not stored on stack */ GLuint ModelViewStackDepth; GLmatrix ModelViewStack[MAX_MODELVIEW_STACK_DEPTH - 1]; /* Projection matrix and stack */ GLmatrix ProjectionMatrix; /* current matrix, not stored on stack */ GLuint ProjectionStackDepth; GLmatrix ProjectionStack[MAX_PROJECTION_STACK_DEPTH - 1]; /* Combined modelview and projection matrix */ GLmatrix _ModelProjectMatrix; /* Texture matrix and stack */ GLmatrix TextureMatrix[MAX_TEXTURE_UNITS]; GLuint TextureStackDepth[MAX_TEXTURE_UNITS]; GLmatrix TextureStack[MAX_TEXTURE_UNITS][MAX_TEXTURE_STACK_DEPTH - 1]; /* Color matrix and stack */ GLmatrix ColorMatrix; GLuint ColorStackDepth; GLmatrix ColorStack[MAX_COLOR_STACK_DEPTH - 1]; /* Display lists */ GLuint CallDepth; /* Current recursion calling depth */ GLboolean ExecuteFlag; /* Execute GL commands? */ GLboolean CompileFlag; /* Compile GL commands into display list? */ Node *CurrentListPtr; /* Head of list being compiled */ GLuint CurrentListNum; /* Number of the list being compiled */ Node *CurrentBlock; /* Pointer to current block of nodes */ GLuint CurrentPos; /* Index into current block of nodes */ /* Extensions */ struct gl_extensions Extensions; /* Renderer attribute stack */ GLuint AttribStackDepth; struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH]; /* Renderer attribute groups */ struct gl_accum_attrib Accum; struct gl_colorbuffer_attrib Color; struct gl_current_attrib Current; struct gl_depthbuffer_attrib Depth; struct gl_eval_attrib Eval; struct gl_fog_attrib Fog; struct gl_hint_attrib Hint; struct gl_light_attrib Light; struct gl_line_attrib Line; struct gl_list_attrib List; struct gl_multisample_attrib Multisample; struct gl_pixel_attrib Pixel; struct gl_point_attrib Point; struct gl_polygon_attrib Polygon; GLuint PolygonStipple[32]; struct gl_scissor_attrib Scissor; struct gl_stencil_attrib Stencil; struct gl_texture_attrib Texture; struct gl_transform_attrib Transform; struct gl_viewport_attrib Viewport; /* Other attribute groups */ struct gl_histogram_attrib Histogram; struct gl_minmax_attrib MinMax; struct gl_convolution_attrib Convolution1D; struct gl_convolution_attrib Convolution2D; struct gl_convolution_attrib Separable2D; /* Client attribute stack */ GLuint ClientAttribStackDepth; struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH]; /* Client attribute groups */ struct gl_array_attrib Array; /* Vertex arrays */ struct gl_pixelstore_attrib Pack; /* Pixel packing */ struct gl_pixelstore_attrib Unpack; /* Pixel unpacking */ struct gl_evaluators EvalMap; /* All evaluators */ struct gl_feedback Feedback; /* Feedback */ struct gl_selection Select; /* Selection */ struct gl_color_table ColorTable; /* Pre-convolution */ struct gl_color_table ProxyColorTable; /* Pre-convolution */ struct gl_color_table PostConvolutionColorTable; struct gl_color_table ProxyPostConvolutionColorTable; struct gl_color_table PostColorMatrixColorTable; struct gl_color_table ProxyPostColorMatrixColorTable; GLenum ErrorValue; /* Last error code */ GLenum RenderMode; /* either GL_RENDER, GL_SELECT, GL_FEEDBACK */ GLuint NewState; /* bitwise-or of _NEW_* flags */ /* Derived */ GLuint _TriangleCaps; /* bitwise-or of DD_* flags */ GLuint _ImageTransferState;/* bitwise-or of IMAGE_*_BIT flags */ GLfloat _EyeZDir[3]; GLfloat _ModelViewInvScale; GLuint _NeedEyeCoords; GLuint _NeedNormals; /* Are vertex normal vectors needed? */ struct gl_shine_tab *_ShineTable[2]; /* Active shine tables */ struct gl_shine_tab *_ShineTabList; /* Mru list of inactive shine tables */ struct gl_list_extensions listext; /* driver dlist extensions */ GLboolean OcclusionResult; /* GL_HP_occlusion_test */ GLboolean OcclusionResultSaved; /* GL_HP_occlusion_test */ /* Z buffer stuff */ GLuint DepthMax; /* Max depth buffer value */ GLfloat DepthMaxF; /* Float max depth buffer value */ GLfloat MRD; /* minimum resolvable difference in Z values */ /* Should 3Dfx Glide driver catch signals? */ GLboolean CatchSignals; /* For debugging/development only */ GLboolean NoRaster; GLboolean FirstTimeCurrent; /* Dither disable via MESA_NO_DITHER env var */ GLboolean NoDither; GLboolean Rendering; #if defined(MESA_TRACE) struct _glapi_table *TraceDispatch; trace_context_t *TraceCtx; #else void *TraceDispatch; void *TraceCtx; #endif /* Core tnl module support */ struct gl_tnl_module TnlModule; /* Hooks for module contexts. These will eventually live * in the driver or elsewhere. */ void *swrast_context; void *swsetup_context; void *swtnl_context; void *swtnl_im; void *acache_context; void *aelt_context; }; /* The string names for GL_POINT, GL_LINE_LOOP, etc */ extern const char *_mesa_prim_name[GL_POLYGON+4]; #ifdef MESA_DEBUG extern int MESA_VERBOSE; extern int MESA_DEBUG_FLAGS; #else # define MESA_VERBOSE 0 # define MESA_DEBUG_FLAGS 0 # ifndef NDEBUG # define NDEBUG # endif #endif enum _verbose { VERBOSE_VARRAY = 0x0001, VERBOSE_TEXTURE = 0x0002, VERBOSE_IMMEDIATE = 0x0004, VERBOSE_PIPELINE = 0x0008, VERBOSE_DRIVER = 0x0010, VERBOSE_STATE = 0x0020, VERBOSE_API = 0x0040, VERBOSE_DISPLAY_LIST = 0x0200, VERBOSE_LIGHTING = 0x0400 }; enum _debug { DEBUG_ALWAYS_FLUSH = 0x1 }; #define Elements(x) sizeof(x)/sizeof(*(x)) /* Eventually let the driver specify what statechanges require a flush: */ #define FLUSH_VERTICES(ctx, newstate) \ do { \ if (ctx->Driver.NeedFlush & FLUSH_STORED_VERTICES) \ ctx->Driver.FlushVertices(ctx, FLUSH_STORED_VERTICES); \ ctx->NewState |= newstate; \ } while (0) #define FLUSH_CURRENT(ctx, newstate) \ do { \ if (ctx->Driver.NeedFlush & FLUSH_UPDATE_CURRENT) \ ctx->Driver.FlushVertices(ctx, FLUSH_UPDATE_CURRENT); \ ctx->NewState |= newstate; \ } while (0) #define ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, retval) \ do { \ if (ctx->Driver.CurrentExecPrimitive != PRIM_OUTSIDE_BEGIN_END) { \ _mesa_error( ctx, GL_INVALID_OPERATION, "begin/end" ); \ return retval; \ } \ } while (0) #define ASSERT_OUTSIDE_BEGIN_END(ctx) \ do { \ if (ctx->Driver.CurrentExecPrimitive != PRIM_OUTSIDE_BEGIN_END) { \ _mesa_error( ctx, GL_INVALID_OPERATION, "begin/end" ); \ return; \ } \ } while (0) #define ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx) \ do { \ ASSERT_OUTSIDE_BEGIN_END(ctx); \ FLUSH_VERTICES(ctx, 0); \ } while (0) #define ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH_WITH_RETVAL(ctx, retval) \ do { \ ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, retval); \ FLUSH_VERTICES(ctx, 0); \ } while (0) #endif /* TYPES_H */