/* * Mesa 3-D graphics library * * Copyright (C) 1999-2008 Brian Paul All Rights Reserved. * Copyright (C) 2009 VMware, Inc. 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 * THE AUTHORS OR COPYRIGHT HOLDERS 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. */ /** * \file mtypes.h * Main Mesa data structures. * * Please try to mark derived values with a leading underscore ('_'). */ #ifndef MTYPES_H #define MTYPES_H #include /* uint32_t */ #include #include "c11/threads.h" #include "main/glheader.h" #include "main/config.h" #include "glapi/glapi.h" #include "math/m_matrix.h" /* GLmatrix */ #include "compiler/shader_enums.h" #include "compiler/shader_info.h" #include "main/formats.h" /* MESA_FORMAT_COUNT */ #include "compiler/glsl/list.h" #include "util/bitscan.h" #include "util/u_dynarray.h" #ifdef __cplusplus extern "C" { #endif /** * \name 64-bit extension of GLbitfield. */ /*@{*/ typedef GLuint64 GLbitfield64; /** Set a single bit */ #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b)) /** Set all bits up to excluding bit b */ #define BITFIELD64_MASK(b) \ ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1) /** Set count bits starting from bit b */ #define BITFIELD64_RANGE(b, count) \ (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b)) /** * \name Some forward type declarations */ /*@{*/ struct _mesa_HashTable; struct gl_attrib_node; struct gl_list_extensions; struct gl_meta_state; struct gl_program_cache; struct gl_texture_object; struct gl_debug_state; struct gl_context; struct st_context; struct gl_uniform_storage; struct prog_instruction; struct gl_program_parameter_list; struct set; struct set_entry; struct vbo_context; /*@}*/ /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */ #define PRIM_MAX GL_PATCHES #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1) #define PRIM_UNKNOWN (PRIM_MAX + 2) /** * Determine if the given gl_varying_slot appears in the fragment shader. */ static inline GLboolean _mesa_varying_slot_in_fs(gl_varying_slot slot) { switch (slot) { case VARYING_SLOT_PSIZ: case VARYING_SLOT_BFC0: case VARYING_SLOT_BFC1: case VARYING_SLOT_EDGE: case VARYING_SLOT_CLIP_VERTEX: case VARYING_SLOT_LAYER: case VARYING_SLOT_TESS_LEVEL_OUTER: case VARYING_SLOT_TESS_LEVEL_INNER: case VARYING_SLOT_BOUNDING_BOX0: case VARYING_SLOT_BOUNDING_BOX1: return GL_FALSE; default: return GL_TRUE; } } /** * Indexes for all renderbuffers */ typedef enum { /* the four standard color buffers */ BUFFER_FRONT_LEFT, BUFFER_BACK_LEFT, BUFFER_FRONT_RIGHT, BUFFER_BACK_RIGHT, BUFFER_DEPTH, BUFFER_STENCIL, BUFFER_ACCUM, /* optional aux buffer */ BUFFER_AUX0, /* generic renderbuffers */ BUFFER_COLOR0, BUFFER_COLOR1, BUFFER_COLOR2, BUFFER_COLOR3, BUFFER_COLOR4, BUFFER_COLOR5, BUFFER_COLOR6, BUFFER_COLOR7, BUFFER_COUNT, BUFFER_NONE = -1, } gl_buffer_index; /** * Bit flags for all renderbuffers */ #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT) #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT) #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT) #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT) #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0) #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1) #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2) #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3) #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH) #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL) #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM) #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0) #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1) #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2) #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3) #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4) #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5) #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6) #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7) /** * Mask of all the color buffer bits (but not accum). */ #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \ BUFFER_BIT_BACK_LEFT | \ BUFFER_BIT_FRONT_RIGHT | \ BUFFER_BIT_BACK_RIGHT | \ BUFFER_BIT_AUX0 | \ BUFFER_BIT_COLOR0 | \ BUFFER_BIT_COLOR1 | \ BUFFER_BIT_COLOR2 | \ BUFFER_BIT_COLOR3 | \ BUFFER_BIT_COLOR4 | \ BUFFER_BIT_COLOR5 | \ BUFFER_BIT_COLOR6 | \ BUFFER_BIT_COLOR7) /* Mask of bits for depth+stencil buffers */ #define BUFFER_BITS_DEPTH_STENCIL (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL) /** * Framebuffer configuration (aka visual / pixelformat) * Note: some of these fields should be boolean, but it appears that * code in drivers/dri/common/util.c requires int-sized fields. */ 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 rgbBits; /* total bits for rgb */ GLint indexBits; /* total bits for colorindex */ GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits; GLint depthBits; GLint stencilBits; GLint numAuxBuffers; GLint level; /* EXT_visual_rating / GLX 1.2 */ GLint visualRating; /* EXT_visual_info / GLX 1.2 */ GLint transparentPixel; /* colors are floats scaled to ints */ GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha; GLint transparentIndex; /* ARB_multisample / SGIS_multisample */ GLint sampleBuffers; GLint samples; /* SGIX_pbuffer / GLX 1.3 */ GLint maxPbufferWidth; GLint maxPbufferHeight; GLint maxPbufferPixels; GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */ GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */ /* OML_swap_method */ GLint swapMethod; /* EXT_texture_from_pixmap */ GLint bindToTextureRgb; GLint bindToTextureRgba; GLint bindToMipmapTexture; GLint bindToTextureTargets; GLint yInverted; /* EXT_framebuffer_sRGB */ GLint sRGBCapable; }; /** * \name Bit flags used for updating material values. */ /*@{*/ #define MAT_ATTRIB_FRONT_AMBIENT 0 #define MAT_ATTRIB_BACK_AMBIENT 1 #define MAT_ATTRIB_FRONT_DIFFUSE 2 #define MAT_ATTRIB_BACK_DIFFUSE 3 #define MAT_ATTRIB_FRONT_SPECULAR 4 #define MAT_ATTRIB_BACK_SPECULAR 5 #define MAT_ATTRIB_FRONT_EMISSION 6 #define MAT_ATTRIB_BACK_EMISSION 7 #define MAT_ATTRIB_FRONT_SHININESS 8 #define MAT_ATTRIB_BACK_SHININESS 9 #define MAT_ATTRIB_FRONT_INDEXES 10 #define MAT_ATTRIB_BACK_INDEXES 11 #define MAT_ATTRIB_MAX 12 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f)) #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f)) #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f)) #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f)) #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f)) #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f)) #define MAT_INDEX_AMBIENT 0 #define MAT_INDEX_DIFFUSE 1 #define MAT_INDEX_SPECULAR 2 #define MAT_BIT_FRONT_AMBIENT (1< ) */ GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */ GLfloat _VP_inf_spot_attenuation; GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */ GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */ GLfloat _MatSpecular[2][3]; /**< material spec * light specular */ /*@}*/ }; /** * Light model state. */ 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 */ }; /** * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT) */ struct gl_accum_attrib { GLfloat ClearColor[4]; /**< Accumulation buffer clear color */ }; /** * Used for storing clear color, texture border color, etc. * The float values are typically unclamped. */ union gl_color_union { GLfloat f[4]; GLint i[4]; GLuint ui[4]; }; /** * Color buffer attribute group (GL_COLOR_BUFFER_BIT). */ struct gl_colorbuffer_attrib { GLuint ClearIndex; /**< Index for glClear */ union gl_color_union ClearColor; /**< Color for glClear, unclamped */ GLuint IndexMask; /**< Color index write mask */ GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */ GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */ /** * \name alpha testing */ /*@{*/ GLboolean AlphaEnabled; /**< Alpha test enabled flag */ GLenum AlphaFunc; /**< Alpha test function */ GLfloat AlphaRefUnclamped; GLclampf AlphaRef; /**< Alpha reference value */ /*@}*/ /** * \name Blending */ /*@{*/ GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */ /* NOTE: this does _not_ depend on fragment clamping or any other clamping * control, only on the fixed-pointness of the render target. * The query does however depend on fragment color clamping. */ GLfloat BlendColorUnclamped[4]; /**< Blending color */ GLfloat BlendColor[4]; /**< Blending color */ struct { GLenum SrcRGB; /**< RGB blend source term */ GLenum DstRGB; /**< RGB blend dest term */ GLenum SrcA; /**< Alpha blend source term */ GLenum DstA; /**< Alpha blend dest term */ GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */ GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */ /** * Set if any blend factor uses SRC1. Computed at the time blend factors * get set. */ GLboolean _UsesDualSrc; } Blend[MAX_DRAW_BUFFERS]; /** Are the blend func terms currently different for each buffer/target? */ GLboolean _BlendFuncPerBuffer; /** Are the blend equations currently different for each buffer/target? */ GLboolean _BlendEquationPerBuffer; /** * Which advanced blending mode is in use (or BLEND_NONE). * * KHR_blend_equation_advanced only allows advanced blending with a single * draw buffer, and NVX_blend_equation_advanced_multi_draw_buffer still * requires all draw buffers to match, so we only need a single value. */ enum gl_advanced_blend_mode _AdvancedBlendMode; /** Coherency requested via glEnable(GL_BLEND_ADVANCED_COHERENT_KHR)? */ bool BlendCoherent; /*@}*/ /** * \name Logic op */ /*@{*/ GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */ GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */ GLenum LogicOp; /**< Logic operator */ /*@}*/ GLboolean DitherFlag; /**< Dither enable flag */ GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */ GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */ GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */ GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */ }; /** * Current attribute group (GL_CURRENT_BIT). */ struct gl_current_attrib { /** * \name Current vertex attributes (color, texcoords, etc). * \note Values are valid only after FLUSH_VERTICES has been called. * \note Index and Edgeflag current values are stored as floats in the * SIX and SEVEN attribute slots. * \note We need double storage for 64-bit vertex attributes */ GLfloat Attrib[VERT_ATTRIB_MAX][4*2]; /** * \name Current raster position attributes (always up to date after a * glRasterPos call). */ GLfloat RasterPos[4]; GLfloat RasterDistance; GLfloat RasterColor[4]; GLfloat RasterSecondaryColor[4]; GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4]; GLboolean RasterPosValid; }; /** * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT). */ struct gl_depthbuffer_attrib { GLenum Func; /**< Function for depth buffer compare */ GLclampd Clear; /**< Value to clear depth buffer to */ GLboolean Test; /**< Depth buffering enabled flag */ GLboolean Mask; /**< Depth buffer writable? */ GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */ GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */ }; /** * Evaluator attribute group (GL_EVAL_BIT). */ struct gl_eval_attrib { /** * \name 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; /*@}*/ /** * \name 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; /*@}*/ }; /** * Compressed fog mode. */ enum gl_fog_mode { FOG_NONE, FOG_LINEAR, FOG_EXP, FOG_EXP2, }; /** * Fog attribute group (GL_FOG_BIT). */ struct gl_fog_attrib { GLboolean Enabled; /**< Fog enabled flag */ GLboolean ColorSumEnabled; uint8_t _PackedMode; /**< Fog mode as 2 bits */ uint8_t _PackedEnabledMode; /**< Masked CompressedMode */ GLfloat ColorUnclamped[4]; /**< Fog color */ 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 */ GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */ GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */ GLenum FogDistanceMode; /**< GL_NV_fog_distance */ }; /** * Hint attribute group (GL_HINT_BIT). * * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE. */ struct gl_hint_attrib { GLenum PerspectiveCorrection; GLenum PointSmooth; GLenum LineSmooth; GLenum PolygonSmooth; GLenum Fog; GLenum TextureCompression; /**< GL_ARB_texture_compression */ GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */ GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */ }; /** * Lighting attribute group (GL_LIGHT_BIT). */ struct gl_light_attrib { struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */ struct gl_lightmodel Model; /**< Lighting model */ /** * Front and back material values. * Note: must call FLUSH_VERTICES() before using. */ struct gl_material Material; GLboolean Enabled; /**< Lighting enabled flag */ GLboolean ColorMaterialEnabled; GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */ GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */ GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */ GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */ GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */ GLboolean _ClampVertexColor; GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */ /** * Derived state for optimizations: */ /*@{*/ GLbitfield _EnabledLights; /**< bitmask containing enabled lights */ GLboolean _NeedEyeCoords; GLboolean _NeedVertices; /**< Use fast shader? */ GLfloat _BaseColor[2][3]; /*@}*/ }; /** * Line attribute group (GL_LINE_BIT). */ 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 */ }; /** * Display list attribute group (GL_LIST_BIT). */ struct gl_list_attrib { GLuint ListBase; }; /** * Multisample attribute group (GL_MULTISAMPLE_BIT). */ struct gl_multisample_attrib { GLboolean Enabled; GLboolean SampleAlphaToCoverage; GLboolean SampleAlphaToOne; GLboolean SampleCoverage; GLboolean SampleCoverageInvert; GLboolean SampleShading; /* ARB_texture_multisample / GL3.2 additions */ GLboolean SampleMask; GLfloat SampleCoverageValue; /**< In range [0, 1] */ GLfloat MinSampleShadingValue; /**< In range [0, 1] */ /** The GL spec defines this as an array but >32x MSAA is madness */ GLbitfield SampleMaskValue; }; /** * A pixelmap (see glPixelMap) */ struct gl_pixelmap { GLint Size; GLfloat Map[MAX_PIXEL_MAP_TABLE]; }; /** * Collection of all pixelmaps */ struct gl_pixelmaps { struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */ struct gl_pixelmap GtoG; struct gl_pixelmap BtoB; struct gl_pixelmap AtoA; struct gl_pixelmap ItoR; struct gl_pixelmap ItoG; struct gl_pixelmap ItoB; struct gl_pixelmap ItoA; struct gl_pixelmap ItoI; struct gl_pixelmap StoS; }; /** * Pixel attribute group (GL_PIXEL_MODE_BIT). */ struct gl_pixel_attrib { GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */ /*--- Begin Pixel Transfer State ---*/ /* Fields are in the order in which they're applied... */ /** Scale & Bias (index shift, offset) */ /*@{*/ GLfloat RedBias, RedScale; GLfloat GreenBias, GreenScale; GLfloat BlueBias, BlueScale; GLfloat AlphaBias, AlphaScale; GLfloat DepthBias, DepthScale; GLint IndexShift, IndexOffset; /*@}*/ /* Pixel Maps */ /* Note: actual pixel maps are not part of this attrib group */ GLboolean MapColorFlag; GLboolean MapStencilFlag; /*--- End Pixel Transfer State ---*/ /** glPixelZoom */ GLfloat ZoomX, ZoomY; }; /** * Point attribute group (GL_POINT_BIT). */ struct gl_point_attrib { GLfloat Size; /**< User-specified point size */ GLfloat Params[3]; /**< GL_EXT_point_parameters */ GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */ GLfloat Threshold; /**< GL_EXT_point_parameters */ GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */ GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */ GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */ GLbitfield CoordReplace; /**< GL_ARB_point_sprite*/ GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */ GLenum SpriteOrigin; /**< GL_ARB_point_sprite */ }; /** * Polygon attribute group (GL_POLYGON_BIT). */ 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 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 OffsetClamp; /**< Polygon offset clamp, from user */ GLboolean OffsetPoint; /**< Offset in GL_POINT mode */ GLboolean OffsetLine; /**< Offset in GL_LINE mode */ GLboolean OffsetFill; /**< Offset in GL_FILL mode */ }; /** * Scissor attributes (GL_SCISSOR_BIT). */ struct gl_scissor_rect { GLint X, Y; /**< Lower left corner of box */ GLsizei Width, Height; /**< Size of box */ }; struct gl_scissor_attrib { GLbitfield EnableFlags; /**< Scissor test enabled? */ struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS]; GLint NumWindowRects; /**< Count of enabled window rectangles */ GLenum WindowRectMode; /**< Whether to include or exclude the rects */ struct gl_scissor_rect WindowRects[MAX_WINDOW_RECTANGLES]; }; /** * Stencil attribute group (GL_STENCIL_BUFFER_BIT). * * Three sets of stencil data are tracked so that OpenGL 2.0, * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported * simultaneously. In each of the stencil state arrays, element 0 corresponds * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 / * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the * GL_EXT_stencil_two_side GL_BACK state. * * The derived value \c _BackFace is either 1 or 2 depending on whether or * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled. * * The derived value \c _TestTwoSide is set when the front-face and back-face * stencil state are different. */ struct gl_stencil_attrib { GLboolean Enabled; /**< Enabled flag */ GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */ GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */ GLubyte _BackFace; /**< Current back stencil state (1 or 2) */ GLenum Function[3]; /**< Stencil function */ GLenum FailFunc[3]; /**< Fail function */ GLenum ZPassFunc[3]; /**< Depth buffer pass function */ GLenum ZFailFunc[3]; /**< Depth buffer fail function */ GLint Ref[3]; /**< Reference value */ GLuint ValueMask[3]; /**< Value mask */ GLuint WriteMask[3]; /**< Write mask */ GLuint Clear; /**< Clear value */ }; /** * An index for each type of texture object. These correspond to the GL * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc. * Note: the order is from highest priority to lowest priority. */ typedef enum { TEXTURE_2D_MULTISAMPLE_INDEX, TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX, TEXTURE_CUBE_ARRAY_INDEX, TEXTURE_BUFFER_INDEX, TEXTURE_2D_ARRAY_INDEX, TEXTURE_1D_ARRAY_INDEX, TEXTURE_EXTERNAL_INDEX, TEXTURE_CUBE_INDEX, TEXTURE_3D_INDEX, TEXTURE_RECT_INDEX, TEXTURE_2D_INDEX, TEXTURE_1D_INDEX, NUM_TEXTURE_TARGETS } gl_texture_index; /** * Bit flags for each type of texture object */ /*@{*/ #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX) #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX) #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX) #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX) #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX) #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX) #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX) #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX) #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX) #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX) #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX) #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX) /*@}*/ /** * Texture image state. Drivers will typically create a subclass of this * with extra fields for memory buffers, etc. */ struct gl_texture_image { GLint InternalFormat; /**< Internal format as given by the user */ GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA, * GL_LUMINANCE, GL_LUMINANCE_ALPHA, * GL_INTENSITY, GL_DEPTH_COMPONENT or * GL_DEPTH_STENCIL_EXT only. Used for * choosing TexEnv arithmetic. */ mesa_format TexFormat; /**< The actual texture memory format */ 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 MaxNumLevels; /**< = maximum possible number of mipmap levels, computed from the dimensions */ struct gl_texture_object *TexObject; /**< Pointer back to parent object */ GLuint Level; /**< Which mipmap level am I? */ /** Cube map face: index into gl_texture_object::Image[] array */ GLuint Face; /** GL_ARB_texture_multisample */ GLuint NumSamples; /**< Sample count, or 0 for non-multisample */ GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */ }; /** * Indexes for cube map faces. */ typedef enum { FACE_POS_X = 0, FACE_NEG_X = 1, FACE_POS_Y = 2, FACE_NEG_Y = 3, FACE_POS_Z = 4, FACE_NEG_Z = 5, MAX_FACES = 6 } gl_face_index; /** * Sampler object state. These objects are new with GL_ARB_sampler_objects * and OpenGL 3.3. Legacy texture objects also contain a sampler object. */ struct gl_sampler_object { mtx_t Mutex; GLuint Name; GLint RefCount; GLchar *Label; /**< GL_KHR_debug */ GLenum WrapS; /**< S-axis texture image wrap mode */ GLenum WrapT; /**< T-axis texture image wrap mode */ GLenum WrapR; /**< R-axis texture image wrap mode */ GLenum MinFilter; /**< minification filter */ GLenum MagFilter; /**< magnification filter */ union gl_color_union BorderColor; /**< Interpreted according to texture format */ GLfloat MinLod; /**< min lambda, OpenGL 1.2 */ GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */ GLfloat LodBias; /**< OpenGL 1.4 */ GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */ GLenum CompareMode; /**< GL_ARB_shadow */ GLenum CompareFunc; /**< GL_ARB_shadow */ GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */ GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */ /** GL_ARB_bindless_texture */ struct util_dynarray Handles; bool HandleAllocated; }; /** * Texture object state. Contains the array of mipmap images, border color, * wrap modes, filter modes, and shadow/texcompare state. */ struct gl_texture_object { mtx_t Mutex; /**< for thread safety */ GLint RefCount; /**< reference count */ GLuint Name; /**< the user-visible texture object ID */ GLchar *Label; /**< GL_KHR_debug */ GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */ gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index. Only valid when Target is valid. */ struct gl_sampler_object Sampler; GLenum DepthMode; /**< GL_ARB_depth_texture */ bool StencilSampling; /**< Should we sample stencil instead of depth? */ GLfloat Priority; /**< in [0,1] */ GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */ GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */ GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */ GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */ GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */ GLint CropRect[4]; /**< GL_OES_draw_texture */ GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */ GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */ GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */ GLboolean _BaseComplete; /**< Is the base texture level valid? */ GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */ GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */ GLboolean _RenderToTexture; /**< Any rendering to this texture? */ GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */ GLboolean Immutable; /**< GL_ARB_texture_storage */ GLboolean _IsFloat; /**< GL_OES_float_texture */ GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */ GLuint MinLevel; /**< GL_ARB_texture_view */ GLuint MinLayer; /**< GL_ARB_texture_view */ GLuint NumLevels; /**< GL_ARB_texture_view */ GLuint NumLayers; /**< GL_ARB_texture_view */ /** Actual texture images, indexed by [cube face] and [mipmap level] */ struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS]; /** GL_ARB_texture_buffer_object */ struct gl_buffer_object *BufferObject; GLenum BufferObjectFormat; /** Equivalent Mesa format for BufferObjectFormat. */ mesa_format _BufferObjectFormat; /** GL_ARB_texture_buffer_range */ GLintptr BufferOffset; GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */ /** GL_OES_EGL_image_external */ GLint RequiredTextureImageUnits; /** GL_ARB_shader_image_load_store */ GLenum ImageFormatCompatibilityType; /** GL_ARB_bindless_texture */ struct util_dynarray SamplerHandles; struct util_dynarray ImageHandles; bool HandleAllocated; }; /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */ #define MAX_COMBINER_TERMS 4 /** * Texture combine environment state. */ struct gl_tex_env_combine_state { GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */ GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */ /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */ GLenum SourceRGB[MAX_COMBINER_TERMS]; GLenum SourceA[MAX_COMBINER_TERMS]; /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */ GLenum OperandRGB[MAX_COMBINER_TERMS]; GLenum OperandA[MAX_COMBINER_TERMS]; GLuint ScaleShiftRGB; /**< 0, 1 or 2 */ GLuint ScaleShiftA; /**< 0, 1 or 2 */ GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */ GLuint _NumArgsA; /**< Number of inputs used for the A combiner */ }; /** Compressed TexEnv effective Combine mode */ enum gl_tex_env_mode { TEXENV_MODE_REPLACE, /* r = a0 */ TEXENV_MODE_MODULATE, /* r = a0 * a1 */ TEXENV_MODE_ADD, /* r = a0 + a1 */ TEXENV_MODE_ADD_SIGNED, /* r = a0 + a1 - 0.5 */ TEXENV_MODE_INTERPOLATE, /* r = a0 * a2 + a1 * (1 - a2) */ TEXENV_MODE_SUBTRACT, /* r = a0 - a1 */ TEXENV_MODE_DOT3_RGB, /* r = a0 . a1 */ TEXENV_MODE_DOT3_RGB_EXT, /* r = a0 . a1 */ TEXENV_MODE_DOT3_RGBA, /* r = a0 . a1 */ TEXENV_MODE_DOT3_RGBA_EXT, /* r = a0 . a1 */ TEXENV_MODE_MODULATE_ADD_ATI, /* r = a0 * a2 + a1 */ TEXENV_MODE_MODULATE_SIGNED_ADD_ATI, /* r = a0 * a2 + a1 - 0.5 */ TEXENV_MODE_MODULATE_SUBTRACT_ATI, /* r = a0 * a2 - a1 */ TEXENV_MODE_ADD_PRODUCTS_NV, /* r = a0 * a1 + a2 * a3 */ TEXENV_MODE_ADD_PRODUCTS_SIGNED_NV, /* r = a0 * a1 + a2 * a3 - 0.5 */ }; /** Compressed TexEnv Combine source */ enum gl_tex_env_source { TEXENV_SRC_TEXTURE0, TEXENV_SRC_TEXTURE1, TEXENV_SRC_TEXTURE2, TEXENV_SRC_TEXTURE3, TEXENV_SRC_TEXTURE4, TEXENV_SRC_TEXTURE5, TEXENV_SRC_TEXTURE6, TEXENV_SRC_TEXTURE7, TEXENV_SRC_TEXTURE, TEXENV_SRC_PREVIOUS, TEXENV_SRC_PRIMARY_COLOR, TEXENV_SRC_CONSTANT, TEXENV_SRC_ZERO, TEXENV_SRC_ONE, }; /** Compressed TexEnv Combine operand */ enum gl_tex_env_operand { TEXENV_OPR_COLOR, TEXENV_OPR_ONE_MINUS_COLOR, TEXENV_OPR_ALPHA, TEXENV_OPR_ONE_MINUS_ALPHA, }; /** Compressed TexEnv Combine argument */ struct gl_tex_env_argument { #ifdef __GNUC__ __extension__ uint8_t Source:4; /**< TEXENV_SRC_x */ __extension__ uint8_t Operand:2; /**< TEXENV_OPR_x */ #else uint8_t Source; /**< SRC_x */ uint8_t Operand; /**< OPR_x */ #endif }; /*** * Compressed TexEnv Combine state. */ struct gl_tex_env_combine_packed { uint32_t ModeRGB:4; /**< Effective mode for RGB as 4 bits */ uint32_t ModeA:4; /**< Effective mode for RGB as 4 bits */ uint32_t ScaleShiftRGB:2; /**< 0, 1 or 2 */ uint32_t ScaleShiftA:2; /**< 0, 1 or 2 */ uint32_t NumArgsRGB:3; /**< Number of inputs used for the RGB combiner */ uint32_t NumArgsA:3; /**< Number of inputs used for the A combiner */ /** Source arguments in a packed manner */ struct gl_tex_env_argument ArgsRGB[MAX_COMBINER_TERMS]; struct gl_tex_env_argument ArgsA[MAX_COMBINER_TERMS]; }; /** * TexGenEnabled flags. */ /*@{*/ #define S_BIT 1 #define T_BIT 2 #define R_BIT 4 #define Q_BIT 8 #define STR_BITS (S_BIT | T_BIT | R_BIT) /*@}*/ /** * Bit flag versions of the corresponding 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) /*@}*/ /** Tex-gen enabled for texture unit? */ #define ENABLE_TEXGEN(unit) (1 << (unit)) /** Non-identity texture matrix for texture unit? */ #define ENABLE_TEXMAT(unit) (1 << (unit)) /** * Texture coord generation state. */ struct gl_texgen { GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */ GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */ GLfloat ObjectPlane[4]; GLfloat EyePlane[4]; }; /** * Texture unit state. Contains enable flags, texture environment/function/ * combiners, texgen state, and pointers to current texture objects. */ struct gl_texture_unit { GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */ GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */ GLclampf EnvColor[4]; GLfloat EnvColorUnclamped[4]; struct gl_texgen GenS; struct gl_texgen GenT; struct gl_texgen GenR; struct gl_texgen GenQ; GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */ GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */ GLfloat LodBias; /**< for biasing mipmap levels */ /** Texture targets that have a non-default texture bound */ GLbitfield _BoundTextures; /** Current sampler object (GL_ARB_sampler_objects) */ struct gl_sampler_object *Sampler; /** * \name GL_EXT_texture_env_combine */ struct gl_tex_env_combine_state Combine; /** * Derived state based on \c EnvMode and the \c BaseFormat of the * currently enabled texture. */ struct gl_tex_env_combine_state _EnvMode; /** * Currently enabled combiner state. This will point to either * \c Combine or \c _EnvMode. */ struct gl_tex_env_combine_state *_CurrentCombine; /** Current texture object pointers */ struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS]; /** Points to highest priority, complete and enabled texture object */ struct gl_texture_object *_Current; /** Current compressed TexEnv & Combine state */ struct gl_tex_env_combine_packed _CurrentCombinePacked; }; /** * Texture attribute group (GL_TEXTURE_BIT). */ struct gl_texture_attrib { GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */ /** GL_ARB_seamless_cubemap */ GLboolean CubeMapSeamless; struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS]; /** GL_ARB_texture_buffer_object */ struct gl_buffer_object *BufferObject; /** Texture coord units/sets used for fragment texturing */ GLbitfield _EnabledCoordUnits; /** Texture coord units that have texgen enabled */ GLbitfield _TexGenEnabled; /** Texture coord units that have non-identity matrices */ GLbitfield _TexMatEnabled; /** Bitwise-OR of all Texture.Unit[i]._GenFlags */ GLbitfield _GenFlags; /** Largest index of a texture unit with _Current != NULL. */ GLint _MaxEnabledTexImageUnit; /** Largest index + 1 of texture units that have had any CurrentTex set. */ GLint NumCurrentTexUsed; struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; }; /** * Data structure representing a single clip plane (e.g. one of the elements * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array). */ typedef GLfloat gl_clip_plane[4]; /** * Transformation attribute group (GL_TRANSFORM_BIT). */ struct gl_transform_attrib { GLenum MatrixMode; /**< Matrix mode */ gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */ gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */ GLbitfield ClipPlanesEnabled; /**< on/off bitmask */ GLboolean Normalize; /**< Normalize all normals? */ GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */ GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */ GLboolean DepthClamp; /**< GL_ARB_depth_clamp */ /** GL_ARB_clip_control */ GLenum ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */ GLenum ClipDepthMode; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */ }; /** * Viewport attribute group (GL_VIEWPORT_BIT). */ struct gl_viewport_attrib { GLfloat X, Y; /**< position */ GLfloat Width, Height; /**< size */ GLdouble Near, Far; /**< Depth buffer range */ }; typedef enum { MAP_USER, MAP_INTERNAL, MAP_COUNT } gl_map_buffer_index; /** * Fields describing a mapped buffer range. */ struct gl_buffer_mapping { GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */ GLvoid *Pointer; /**< User-space address of mapping */ GLintptr Offset; /**< Mapped offset */ GLsizeiptr Length; /**< Mapped length */ }; /** * Usages we've seen for a buffer object. */ typedef enum { USAGE_UNIFORM_BUFFER = 0x1, USAGE_TEXTURE_BUFFER = 0x2, USAGE_ATOMIC_COUNTER_BUFFER = 0x4, USAGE_SHADER_STORAGE_BUFFER = 0x8, USAGE_TRANSFORM_FEEDBACK_BUFFER = 0x10, USAGE_PIXEL_PACK_BUFFER = 0x20, USAGE_DISABLE_MINMAX_CACHE = 0x40, } gl_buffer_usage; /** * GL_ARB_vertex/pixel_buffer_object buffer object */ struct gl_buffer_object { mtx_t Mutex; GLint RefCount; GLuint Name; GLchar *Label; /**< GL_KHR_debug */ GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */ GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */ GLsizeiptrARB Size; /**< Size of buffer storage in bytes */ GLubyte *Data; /**< Location of storage either in RAM or VRAM. */ GLboolean DeletePending; /**< true if buffer object is removed from the hash */ GLboolean Written; /**< Ever written to? (for debugging) */ GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */ GLboolean Immutable; /**< GL_ARB_buffer_storage */ gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */ /** Counters used for buffer usage warnings */ GLuint NumSubDataCalls; GLuint NumMapBufferWriteCalls; struct gl_buffer_mapping Mappings[MAP_COUNT]; /** Memoization of min/max index computations for static index buffers */ struct hash_table *MinMaxCache; unsigned MinMaxCacheHitIndices; unsigned MinMaxCacheMissIndices; bool MinMaxCacheDirty; bool HandleAllocated; /**< GL_ARB_bindless_texture */ }; /** * Client pixel packing/unpacking attributes */ struct gl_pixelstore_attrib { GLint Alignment; GLint RowLength; GLint SkipPixels; GLint SkipRows; GLint ImageHeight; GLint SkipImages; GLboolean SwapBytes; GLboolean LsbFirst; GLboolean Invert; /**< GL_MESA_pack_invert */ GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */ GLint CompressedBlockHeight; GLint CompressedBlockDepth; GLint CompressedBlockSize; struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */ }; /** * Vertex array information which is derived from gl_array_attributes * and gl_vertex_buffer_binding information. Used by the VBO module and * device drivers. */ struct gl_vertex_array { GLint Size; /**< components per element (1,2,3,4) */ GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */ GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */ GLsizei StrideB; /**< actual stride in bytes */ GLuint _ElementSize; /**< size of each element in bytes */ const GLubyte *Ptr; /**< Points to array data */ GLboolean Normalized; /**< GL_ARB_vertex_program */ GLboolean Integer; /**< Integer-valued? */ GLboolean Doubles; /**< double precision values are not converted to floats */ GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */ struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */ }; /** * Attributes to describe a vertex array. * * Contains the size, type, format and normalization flag, * along with the index of a vertex buffer binding point. * * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE * and is only present for backwards compatibility reasons. * Rendering always uses VERTEX_BINDING_STRIDE. * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE * and VERTEX_BINDING_STRIDE to the same value, while * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE. */ struct gl_array_attributes { GLint Size; /**< Components per element (1,2,3,4) */ GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */ GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */ GLsizei Stride; /**< Stride as specified with gl*Pointer() */ const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */ GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */ GLboolean Enabled; /**< Whether the array is enabled */ GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */ GLboolean Integer; /**< Fixed-point values are not converted to floats */ GLboolean Doubles; /**< double precision values are not converted to floats */ GLuint _ElementSize; /**< Size of each element in bytes */ GLuint BufferBindingIndex; /**< Vertex buffer binding */ }; /** * This describes the buffer object used for a vertex array (or * multiple vertex arrays). If BufferObj points to the default/null * buffer object, then the vertex array lives in user memory and not a VBO. */ struct gl_vertex_buffer_binding { GLintptr Offset; /**< User-specified offset */ GLsizei Stride; /**< User-specified stride */ GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */ struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */ GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */ }; /** * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+ / * the GL_ARB_vertex_array_object extension. */ struct gl_vertex_array_object { /** Name of the VAO as received from glGenVertexArray. */ GLuint Name; GLint RefCount; GLchar *Label; /**< GL_KHR_debug */ /** * Has this array object been bound? */ GLboolean EverBound; /** * Derived vertex attribute arrays * * This is a legacy data structure created from gl_vertex_attrib_array and * gl_vertex_buffer_binding, for compatibility with existing driver code. */ struct gl_vertex_array _VertexAttrib[VERT_ATTRIB_MAX]; /** Vertex attribute arrays */ struct gl_array_attributes VertexAttrib[VERT_ATTRIB_MAX]; /** Vertex buffer bindings */ struct gl_vertex_buffer_binding BufferBinding[VERT_ATTRIB_MAX]; /** Mask indicating which vertex arrays have vertex buffer associated. */ GLbitfield64 VertexAttribBufferMask; /** Mask of VERT_BIT_* values indicating which arrays are enabled */ GLbitfield64 _Enabled; /** Mask of VERT_BIT_* values indicating changed/dirty arrays */ GLbitfield64 NewArrays; /** The index buffer (also known as the element array buffer in OpenGL). */ struct gl_buffer_object *IndexBufferObj; }; /** Used to signal when transitioning from one kind of drawing method * to another. */ typedef enum { DRAW_NONE, /**< Initial value only */ DRAW_BEGIN_END, DRAW_DISPLAY_LIST, DRAW_ARRAYS } gl_draw_method; /** * Enum for the OpenGL APIs we know about and may support. * * NOTE: This must match the api_enum table in * src/mesa/main/get_hash_generator.py */ typedef enum { API_OPENGL_COMPAT, /* legacy / compatibility contexts */ API_OPENGLES, API_OPENGLES2, API_OPENGL_CORE, API_OPENGL_LAST = API_OPENGL_CORE } gl_api; /** * Vertex array state */ struct gl_array_attrib { /** Currently bound array object. */ struct gl_vertex_array_object *VAO; /** The default vertex array object */ struct gl_vertex_array_object *DefaultVAO; /** The last VAO accessed by a DSA function */ struct gl_vertex_array_object *LastLookedUpVAO; /** Array objects (GL_ARB_vertex_array_object) */ struct _mesa_HashTable *Objects; GLint ActiveTexture; /**< Client Active Texture */ GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */ GLuint LockCount; /**< GL_EXT_compiled_vertex_array */ /** * \name Primitive restart controls * * Primitive restart is enabled if either \c PrimitiveRestart or * \c PrimitiveRestartFixedIndex is set. */ /*@{*/ GLboolean PrimitiveRestart; GLboolean PrimitiveRestartFixedIndex; GLboolean _PrimitiveRestart; GLuint RestartIndex; /*@}*/ /** One of the DRAW_xxx flags, not consumed by drivers */ gl_draw_method DrawMethod; /* GL_ARB_vertex_buffer_object */ struct gl_buffer_object *ArrayBufferObj; /** * Vertex arrays as consumed by a driver. * The array pointer is set up only by the VBO module. */ const struct gl_vertex_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */ /** Legal array datatypes and the API for which they have been computed */ GLbitfield LegalTypesMask; gl_api LegalTypesMaskAPI; }; /** * Feedback buffer state */ struct gl_feedback { GLenum Type; GLbitfield _Mask; /**< FB_* bits */ GLfloat *Buffer; GLuint BufferSize; GLuint Count; }; /** * Selection buffer state */ struct gl_selection { GLuint *Buffer; /**< selection buffer */ GLuint BufferSize; /**< size of the selection buffer */ GLuint BufferCount; /**< number of values in the selection buffer */ GLuint Hits; /**< number of records in the selection buffer */ GLuint NameStackDepth; /**< name stack depth */ GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */ GLboolean HitFlag; /**< hit flag */ GLfloat HitMinZ; /**< minimum hit depth */ GLfloat HitMaxZ; /**< maximum hit depth */ }; /** * 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 evaluator control point state */ struct gl_evaluators { /** * \name 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; /*@}*/ /** * \name 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; /*@}*/ }; struct gl_transform_feedback_varying_info { char *Name; GLenum Type; GLint BufferIndex; GLint Size; GLint Offset; }; /** * Per-output info vertex shaders for transform feedback. */ struct gl_transform_feedback_output { uint32_t OutputRegister; uint32_t OutputBuffer; uint32_t NumComponents; uint32_t StreamId; /** offset (in DWORDs) of this output within the interleaved structure */ uint32_t DstOffset; /** * Offset into the output register of the data to output. For example, * if NumComponents is 2 and ComponentOffset is 1, then the data to * offset is in the y and z components of the output register. */ uint32_t ComponentOffset; }; struct gl_transform_feedback_buffer { uint32_t Binding; uint32_t NumVaryings; /** * Total number of components stored in each buffer. This may be used by * hardware back-ends to determine the correct stride when interleaving * multiple transform feedback outputs in the same buffer. */ uint32_t Stride; /** * Which transform feedback stream this buffer binding is associated with. */ uint32_t Stream; }; /** Post-link transform feedback info. */ struct gl_transform_feedback_info { unsigned NumOutputs; /* Bitmask of active buffer indices. */ unsigned ActiveBuffers; struct gl_transform_feedback_output *Outputs; /** Transform feedback varyings used for the linking of this shader program. * * Use for glGetTransformFeedbackVarying(). */ struct gl_transform_feedback_varying_info *Varyings; GLint NumVarying; struct gl_transform_feedback_buffer Buffers[MAX_FEEDBACK_BUFFERS]; }; /** * Transform feedback object state */ struct gl_transform_feedback_object { GLuint Name; /**< AKA the object ID */ GLint RefCount; GLchar *Label; /**< GL_KHR_debug */ GLboolean Active; /**< Is transform feedback enabled? */ GLboolean Paused; /**< Is transform feedback paused? */ GLboolean EndedAnytime; /**< Has EndTransformFeedback been called at least once? */ GLboolean EverBound; /**< Has this object been bound? */ /** * GLES: if Active is true, remaining number of primitives which can be * rendered without overflow. This is necessary to track because GLES * requires us to generate INVALID_OPERATION if a call to glDrawArrays or * glDrawArraysInstanced would overflow transform feedback buffers. * Undefined if Active is false. * * Not tracked for desktop GL since it's unnecessary. */ unsigned GlesRemainingPrims; /** * The program active when BeginTransformFeedback() was called. * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage], * where stage is the pipeline stage that is the source of data for * transform feedback. */ struct gl_program *program; /** The feedback buffers */ GLuint BufferNames[MAX_FEEDBACK_BUFFERS]; struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS]; /** Start of feedback data in dest buffer */ GLintptr Offset[MAX_FEEDBACK_BUFFERS]; /** * Max data to put into dest buffer (in bytes). Computed based on * RequestedSize and the actual size of the buffer. */ GLsizeiptr Size[MAX_FEEDBACK_BUFFERS]; /** * Size that was specified when the buffer was bound. If the buffer was * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is * zero. */ GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS]; }; /** * Context state for transform feedback. */ struct gl_transform_feedback_state { GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */ /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */ struct gl_buffer_object *CurrentBuffer; /** The table of all transform feedback objects */ struct _mesa_HashTable *Objects; /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */ struct gl_transform_feedback_object *CurrentObject; /** The default xform-fb object (Name==0) */ struct gl_transform_feedback_object *DefaultObject; }; /** * A "performance monitor" as described in AMD_performance_monitor. */ struct gl_perf_monitor_object { GLuint Name; /** True if the monitor is currently active (Begin called but not End). */ GLboolean Active; /** * True if the monitor has ended. * * This is distinct from !Active because it may never have began. */ GLboolean Ended; /** * A list of groups with currently active counters. * * ActiveGroups[g] == n if there are n counters active from group 'g'. */ unsigned *ActiveGroups; /** * An array of bitsets, subscripted by group ID, then indexed by counter ID. * * Checking whether counter 'c' in group 'g' is active can be done via: * * BITSET_TEST(ActiveCounters[g], c) */ GLuint **ActiveCounters; }; union gl_perf_monitor_counter_value { float f; uint64_t u64; uint32_t u32; }; struct gl_perf_monitor_counter { /** Human readable name for the counter. */ const char *Name; /** * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT, * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD. */ GLenum Type; /** Minimum counter value. */ union gl_perf_monitor_counter_value Minimum; /** Maximum counter value. */ union gl_perf_monitor_counter_value Maximum; }; struct gl_perf_monitor_group { /** Human readable name for the group. */ const char *Name; /** * Maximum number of counters in this group which can be active at the * same time. */ GLuint MaxActiveCounters; /** Array of counters within this group. */ const struct gl_perf_monitor_counter *Counters; GLuint NumCounters; }; /** * A query object instance as described in INTEL_performance_query. * * NB: We want to keep this and the corresponding backend structure * relatively lean considering that applications may expect to * allocate enough objects to be able to query around all draw calls * in a frame. */ struct gl_perf_query_object { GLuint Id; /**< hash table ID/name */ unsigned Used:1; /**< has been used for 1 or more queries */ unsigned Active:1; /**< inside Begin/EndPerfQuery */ unsigned Ready:1; /**< result is ready? */ }; /** * Context state for AMD_performance_monitor. */ struct gl_perf_monitor_state { /** Array of performance monitor groups (indexed by group ID) */ const struct gl_perf_monitor_group *Groups; GLuint NumGroups; /** The table of all performance monitors. */ struct _mesa_HashTable *Monitors; }; /** * Context state for INTEL_performance_query. */ struct gl_perf_query_state { struct _mesa_HashTable *Objects; /**< The table of all performance query objects */ }; /** * A bindless sampler object. */ struct gl_bindless_sampler { /** Texture unit (set by glUniform1()). */ GLubyte unit; /** Texture Target (TEXTURE_1D/2D/3D/etc_INDEX). */ gl_texture_index target; /** Whether this bindless sampler is bound to a unit. */ GLboolean bound; /** Pointer to the base of the data. */ GLvoid *data; }; /** * A bindless image object. */ struct gl_bindless_image { /** Image unit (set by glUniform1()). */ GLubyte unit; /** Access qualifier (GL_READ_WRITE, GL_READ_ONLY, GL_WRITE_ONLY) */ GLenum access; /** Whether this bindless image is bound to a unit. */ GLboolean bound; /** Pointer to the base of the data. */ GLvoid *data; }; /** * Names of the various vertex/fragment program register files, etc. * * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c) * All values should fit in a 4-bit field. * * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be * considered to be "uniform" variables since they can only be set outside * glBegin/End. They're also all stored in the same Parameters array. */ typedef enum { PROGRAM_TEMPORARY, /**< machine->Temporary[] */ PROGRAM_ARRAY, /**< Arrays & Matrixes */ PROGRAM_INPUT, /**< machine->Inputs[] */ PROGRAM_OUTPUT, /**< machine->Outputs[] */ PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */ PROGRAM_CONSTANT, /**< gl_program->Parameters[] */ PROGRAM_UNIFORM, /**< gl_program->Parameters[] */ PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */ PROGRAM_ADDRESS, /**< machine->AddressReg */ PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */ PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */ PROGRAM_UNDEFINED, /**< Invalid/TBD value */ PROGRAM_IMMEDIATE, /**< Immediate value, used by TGSI */ PROGRAM_BUFFER, /**< for shader buffers, compile-time only */ PROGRAM_MEMORY, /**< for shared, global and local memory */ PROGRAM_IMAGE, /**< for shader images, compile-time only */ PROGRAM_FILE_MAX } gl_register_file; /** * Base class for any kind of program object */ struct gl_program { /** FIXME: This must be first until we split shader_info from nir_shader */ struct shader_info info; GLuint Id; GLint RefCount; GLubyte *String; /**< Null-terminated program text */ GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */ GLenum Format; /**< String encoding format */ GLboolean _Used; /**< Ever used for drawing? Used for debugging */ struct nir_shader *nir; bool is_arb_asm; /** Is this an ARB assembly-style program */ /** Is this program written to on disk shader cache */ bool program_written_to_cache; GLbitfield64 SecondaryOutputsWritten; /**< Subset of OutputsWritten outputs written with non-zero index. */ GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */ GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */ GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */ GLbitfield ExternalSamplersUsed; /**< Texture units used for samplerExternalOES */ /* Fragement shader only fields */ GLboolean OriginUpperLeft; GLboolean PixelCenterInteger; /** Named parameters, constants, etc. from program text */ struct gl_program_parameter_list *Parameters; /** Map from sampler unit to texture unit (set by glUniform1i()) */ GLubyte SamplerUnits[MAX_SAMPLERS]; /* FIXME: We should be able to make this struct a union. However some * drivers (i915/fragment_programs, swrast/prog_execute) mix the use of * these fields, we should fix this. */ struct { /** Fields used by GLSL programs */ struct { /** Data shared by gl_program and gl_shader_program */ struct gl_shader_program_data *data; struct gl_active_atomic_buffer **AtomicBuffers; /** Post-link transform feedback info. */ struct gl_transform_feedback_info *LinkedTransformFeedback; /** * Number of types for subroutine uniforms. */ GLuint NumSubroutineUniformTypes; /** * Subroutine uniform remap table * based on the program level uniform remap table. */ GLuint NumSubroutineUniforms; /* non-sparse total */ GLuint NumSubroutineUniformRemapTable; struct gl_uniform_storage **SubroutineUniformRemapTable; /** * Num of subroutine functions for this stage and storage for them. */ GLuint NumSubroutineFunctions; GLuint MaxSubroutineFunctionIndex; struct gl_subroutine_function *SubroutineFunctions; /** * Map from image uniform index to image unit (set by glUniform1i()) * * An image uniform index is associated with each image uniform by * the linker. The image index associated with each uniform is * stored in the \c gl_uniform_storage::image field. */ GLubyte ImageUnits[MAX_IMAGE_UNIFORMS]; /** * Access qualifier specified in the shader for each image uniform * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c * GL_READ_WRITE. * * It may be different, though only more strict than the value of * \c gl_image_unit::Access for the corresponding image unit. */ GLenum ImageAccess[MAX_IMAGE_UNIFORMS]; struct gl_uniform_block **UniformBlocks; struct gl_uniform_block **ShaderStorageBlocks; /** Which texture target is being sampled * (TEXTURE_1D/2D/3D/etc_INDEX) */ gl_texture_index SamplerTargets[MAX_SAMPLERS]; /** * Number of samplers declared with the bindless_sampler layout * qualifier as specified by ARB_bindless_texture. */ GLuint NumBindlessSamplers; GLboolean HasBoundBindlessSampler; struct gl_bindless_sampler *BindlessSamplers; /** * Number of images declared with the bindless_image layout qualifier * as specified by ARB_bindless_texture. */ GLuint NumBindlessImages; GLboolean HasBoundBindlessImage; struct gl_bindless_image *BindlessImages; union { struct { /** * A bitmask of gl_advanced_blend_mode values */ GLbitfield BlendSupport; } fs; }; } sh; /** ARB assembly-style program fields */ struct { struct prog_instruction *Instructions; /** * Local parameters used by the program. * * It's dynamically allocated because it is rarely used (just * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries * once it's allocated. */ GLfloat (*LocalParams)[4]; /** Bitmask of which register files are read/written with indirect * addressing. Mask of (1 << PROGRAM_x) bits. */ GLbitfield IndirectRegisterFiles; /** Logical counts */ /*@{*/ GLuint NumInstructions; GLuint NumTemporaries; GLuint NumParameters; GLuint NumAttributes; GLuint NumAddressRegs; GLuint NumAluInstructions; GLuint NumTexInstructions; GLuint NumTexIndirections; /*@}*/ /** Native, actual h/w counts */ /*@{*/ GLuint NumNativeInstructions; GLuint NumNativeTemporaries; GLuint NumNativeParameters; GLuint NumNativeAttributes; GLuint NumNativeAddressRegs; GLuint NumNativeAluInstructions; GLuint NumNativeTexInstructions; GLuint NumNativeTexIndirections; /*@}*/ /** Used by ARB assembly-style programs. Can only be true for vertex * programs. */ GLboolean IsPositionInvariant; } arb; }; }; /** * State common to vertex and fragment programs. */ struct gl_program_state { GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */ const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */ }; /** * Context state for vertex programs. */ struct gl_vertex_program_state { GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */ GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */ GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */ struct gl_program *Current; /**< User-bound vertex program */ /** Currently enabled and valid vertex program (including internal * programs, user-defined vertex programs and GLSL vertex shaders). * This is the program we must use when rendering. */ struct gl_program *_Current; GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */ /** Should fixed-function T&L be implemented with a vertex prog? */ GLboolean _MaintainTnlProgram; /** Program to emulate fixed-function T&L (see above) */ struct gl_program *_TnlProgram; /** Cache of fixed-function programs */ struct gl_program_cache *Cache; GLboolean _Overriden; }; /** * Context state for tessellation control programs. */ struct gl_tess_ctrl_program_state { /** Currently bound and valid shader. */ struct gl_program *_Current; GLint patch_vertices; GLfloat patch_default_outer_level[4]; GLfloat patch_default_inner_level[2]; }; /** * Context state for tessellation evaluation programs. */ struct gl_tess_eval_program_state { /** Currently bound and valid shader. */ struct gl_program *_Current; }; /** * Context state for geometry programs. */ struct gl_geometry_program_state { /** Currently enabled and valid program (including internal programs * and compiled shader programs). */ struct gl_program *_Current; }; /** * Context state for fragment programs. */ struct gl_fragment_program_state { GLboolean Enabled; /**< User-set fragment program enable flag */ struct gl_program *Current; /**< User-bound fragment program */ /** Currently enabled and valid fragment program (including internal * programs, user-defined fragment programs and GLSL fragment shaders). * This is the program we must use when rendering. */ struct gl_program *_Current; GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */ /** Should fixed-function texturing be implemented with a fragment prog? */ GLboolean _MaintainTexEnvProgram; /** Program to emulate fixed-function texture env/combine (see above) */ struct gl_program *_TexEnvProgram; /** Cache of fixed-function programs */ struct gl_program_cache *Cache; }; /** * Context state for compute programs. */ struct gl_compute_program_state { /** Currently enabled and valid program (including internal programs * and compiled shader programs). */ struct gl_program *_Current; }; /** * ATI_fragment_shader runtime state */ struct atifs_instruction; struct atifs_setupinst; /** * ATI fragment shader */ struct ati_fragment_shader { GLuint Id; GLint RefCount; struct atifs_instruction *Instructions[2]; struct atifs_setupinst *SetupInst[2]; GLfloat Constants[8][4]; GLbitfield LocalConstDef; /**< Indicates which constants have been set */ GLubyte numArithInstr[2]; GLubyte regsAssigned[2]; GLubyte NumPasses; /**< 1 or 2 */ GLubyte cur_pass; GLubyte last_optype; GLboolean interpinp1; GLboolean isValid; GLuint swizzlerq; struct gl_program *Program; }; /** * Context state for GL_ATI_fragment_shader */ struct gl_ati_fragment_shader_state { GLboolean Enabled; GLboolean Compiling; GLfloat GlobalConstants[8][4]; struct ati_fragment_shader *Current; }; /** * Shader subroutine function definition */ struct gl_subroutine_function { char *name; int index; int num_compat_types; const struct glsl_type **types; }; /** * Shader information needed by both gl_shader and gl_linked shader. */ struct gl_shader_info { /** * Tessellation Control shader state from layout qualifiers. */ struct { /** * 0 - vertices not declared in shader, or * 1 .. GL_MAX_PATCH_VERTICES */ GLint VerticesOut; } TessCtrl; /** * Tessellation Evaluation shader state from layout qualifiers. */ struct { /** * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set * in this shader. */ GLenum PrimitiveMode; enum gl_tess_spacing Spacing; /** * GL_CW, GL_CCW, or 0 if it's not set in this shader. */ GLenum VertexOrder; /** * 1, 0, or -1 if it's not set in this shader. */ int PointMode; } TessEval; /** * Geometry shader state from GLSL 1.50 layout qualifiers. */ struct { GLint VerticesOut; /** * 0 - Invocations count not declared in shader, or * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS */ GLint Invocations; /** * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this * shader. */ GLenum InputType; /** * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if * it's not set in this shader. */ GLenum OutputType; } Geom; /** * Compute shader state from ARB_compute_shader and * ARB_compute_variable_group_size layout qualifiers. */ struct { /** * Size specified using local_size_{x,y,z}, or all 0's to indicate that * it's not set in this shader. */ unsigned LocalSize[3]; /** * Whether a variable work group size has been specified as defined by * ARB_compute_variable_group_size. */ bool LocalSizeVariable; } Comp; }; /** * A linked GLSL shader object. */ struct gl_linked_shader { gl_shader_stage Stage; #ifdef DEBUG unsigned SourceChecksum; #endif struct gl_program *Program; /**< Post-compile assembly code */ /** * \name Sampler tracking * * \note Each of these fields is only set post-linking. */ /*@{*/ GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */ /*@}*/ /** * Number of default uniform block components used by this shader. * * This field is only set post-linking. */ unsigned num_uniform_components; /** * Number of combined uniform components used by this shader. * * This field is only set post-linking. It is the sum of the uniform block * sizes divided by sizeof(float), and num_uniform_compoennts. */ unsigned num_combined_uniform_components; struct exec_list *ir; struct exec_list *packed_varyings; struct exec_list *fragdata_arrays; struct glsl_symbol_table *symbols; }; static inline GLbitfield gl_external_samplers(struct gl_program *prog) { GLbitfield external_samplers = 0; GLbitfield mask = prog->SamplersUsed; while (mask) { int idx = u_bit_scan(&mask); if (prog->sh.SamplerTargets[idx] == TEXTURE_EXTERNAL_INDEX) external_samplers |= (1 << idx); } return external_samplers; } /** * Compile status enum. compile_skipped is used to indicate the compile * was skipped due to the shader matching one that's been seen before by * the on-disk cache. */ enum gl_compile_status { compile_failure = 0, compile_success, compile_skipped, compiled_no_opts }; /** * A GLSL shader object. */ struct gl_shader { /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB || * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER. * Must be the first field. */ GLenum Type; gl_shader_stage Stage; GLuint Name; /**< AKA the handle */ GLint RefCount; /**< Reference count */ GLchar *Label; /**< GL_KHR_debug */ unsigned char sha1[20]; /**< SHA1 hash of pre-processed source */ GLboolean DeletePending; enum gl_compile_status CompileStatus; bool IsES; /**< True if this shader uses GLSL ES */ #ifdef DEBUG unsigned SourceChecksum; /**< for debug/logging purposes */ #endif const GLchar *Source; /**< Source code string */ const GLchar *FallbackSource; /**< Fallback string used by on-disk cache*/ GLchar *InfoLog; unsigned Version; /**< GLSL version used for linking */ struct exec_list *ir; struct glsl_symbol_table *symbols; /** * A bitmask of gl_advanced_blend_mode values */ GLbitfield BlendSupport; /** * Whether early fragment tests are enabled as defined by * ARB_shader_image_load_store. */ bool EarlyFragmentTests; bool ARB_fragment_coord_conventions_enable; bool redeclares_gl_fragcoord; bool uses_gl_fragcoord; bool PostDepthCoverage; bool InnerCoverage; /** * Fragment shader state from GLSL 1.50 layout qualifiers. */ bool origin_upper_left; bool pixel_center_integer; /** * Whether bindless_sampler/bindless_image, and respectively * bound_sampler/bound_image are declared at global scope as defined by * ARB_bindless_texture. */ bool bindless_sampler; bool bindless_image; bool bound_sampler; bool bound_image; /** Global xfb_stride out qualifier if any */ GLuint TransformFeedbackBufferStride[MAX_FEEDBACK_BUFFERS]; struct gl_shader_info info; }; struct gl_uniform_buffer_variable { char *Name; /** * Name of the uniform as seen by glGetUniformIndices. * * glGetUniformIndices requires that the block instance index \b not be * present in the name of queried uniforms. * * \note * \c gl_uniform_buffer_variable::IndexName and * \c gl_uniform_buffer_variable::Name may point to identical storage. */ char *IndexName; const struct glsl_type *Type; unsigned int Offset; GLboolean RowMajor; }; enum gl_uniform_block_packing { ubo_packing_std140, ubo_packing_shared, ubo_packing_packed, ubo_packing_std430 }; struct gl_uniform_block { /** Declared name of the uniform block */ char *Name; /** Array of supplemental information about UBO ir_variables. */ struct gl_uniform_buffer_variable *Uniforms; GLuint NumUniforms; /** * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use * with glBindBufferBase to bind a buffer object to this uniform block. */ GLuint Binding; /** * Minimum size (in bytes) of a buffer object to back this uniform buffer * (GL_UNIFORM_BLOCK_DATA_SIZE). */ GLuint UniformBufferSize; /** Stages that reference this block */ uint8_t stageref; /** * Linearized array index for uniform block instance arrays * * Given a uniform block instance array declared with size * blk[s_0][s_1]..[s_m], the block referenced by blk[i_0][i_1]..[i_m] will * have the linearized array index * * m-1 m * i_m + ∑ i_j * ∏ s_k * j=0 k=j+1 * * For a uniform block instance that is not an array, this is always 0. */ uint8_t linearized_array_index; /** * Layout specified in the shader * * This isn't accessible through the API, but it is used while * cross-validating uniform blocks. */ enum gl_uniform_block_packing _Packing; GLboolean _RowMajor; }; /** * Structure that represents a reference to an atomic buffer from some * shader program. */ struct gl_active_atomic_buffer { /** Uniform indices of the atomic counters declared within it. */ GLuint *Uniforms; GLuint NumUniforms; /** Binding point index associated with it. */ GLuint Binding; /** Minimum reasonable size it is expected to have. */ GLuint MinimumSize; /** Shader stages making use of it. */ GLboolean StageReferences[MESA_SHADER_STAGES]; }; /** * Data container for shader queries. This holds only the minimal * amount of required information for resource queries to work. */ struct gl_shader_variable { /** * Declared type of the variable */ const struct glsl_type *type; /** * If the variable is in an interface block, this is the type of the block. */ const struct glsl_type *interface_type; /** * For variables inside structs (possibly recursively), this is the * outermost struct type. */ const struct glsl_type *outermost_struct_type; /** * Declared name of the variable */ char *name; /** * Storage location of the base of this variable * * The precise meaning of this field depends on the nature of the variable. * * - Vertex shader input: one of the values from \c gl_vert_attrib. * - Vertex shader output: one of the values from \c gl_varying_slot. * - Geometry shader input: one of the values from \c gl_varying_slot. * - Geometry shader output: one of the values from \c gl_varying_slot. * - Fragment shader input: one of the values from \c gl_varying_slot. * - Fragment shader output: one of the values from \c gl_frag_result. * - Uniforms: Per-stage uniform slot number for default uniform block. * - Uniforms: Index within the uniform block definition for UBO members. * - Non-UBO Uniforms: explicit location until linking then reused to * store uniform slot number. * - Other: This field is not currently used. * * If the variable is a uniform, shader input, or shader output, and the * slot has not been assigned, the value will be -1. */ int location; /** * Specifies the first component the variable is stored in as per * ARB_enhanced_layouts. */ unsigned component:2; /** * Output index for dual source blending. * * \note * The GLSL spec only allows the values 0 or 1 for the index in \b dual * source blending. */ unsigned index:1; /** * Specifies whether a shader input/output is per-patch in tessellation * shader stages. */ unsigned patch:1; /** * Storage class of the variable. * * \sa (n)ir_variable_mode */ unsigned mode:4; /** * Interpolation mode for shader inputs / outputs * * \sa glsl_interp_mode */ unsigned interpolation:2; /** * Was the location explicitly set in the shader? * * If the location is explicitly set in the shader, it \b cannot be changed * by the linker or by the API (e.g., calls to \c glBindAttribLocation have * no effect). */ unsigned explicit_location:1; /** * Precision qualifier. */ unsigned precision:2; }; /** * Active resource in a gl_shader_program */ struct gl_program_resource { GLenum Type; /** Program interface type. */ const void *Data; /** Pointer to resource associated data structure. */ uint8_t StageReferences; /** Bitmask of shader stage references. */ }; /** * Link status enum. linking_skipped is used to indicate linking * was skipped due to the shader being loaded from the on-disk cache. */ enum gl_link_status { linking_failure = 0, linking_success, linking_skipped }; /** * A data structure to be shared by gl_shader_program and gl_program. */ struct gl_shader_program_data { GLint RefCount; /**< Reference count */ /** SHA1 hash of linked shader program */ unsigned char sha1[20]; unsigned NumUniformStorage; unsigned NumHiddenUniforms; struct gl_uniform_storage *UniformStorage; unsigned NumUniformBlocks; struct gl_uniform_block *UniformBlocks; unsigned NumShaderStorageBlocks; struct gl_uniform_block *ShaderStorageBlocks; struct gl_active_atomic_buffer *AtomicBuffers; unsigned NumAtomicBuffers; /* Shader cache variables used during restore */ unsigned NumUniformDataSlots; union gl_constant_value *UniformDataSlots; bool cache_fallback; /* TODO: This used by Gallium drivers to skip the cache on tgsi fallback. * All structures (gl_program, uniform storage, etc) will get recreated * even though we have already loaded them from cache. Once the i965 cache * lands we should switch to using the cache_fallback support. */ bool skip_cache; /** List of all active resources after linking. */ struct gl_program_resource *ProgramResourceList; unsigned NumProgramResourceList; enum gl_link_status LinkStatus; /**< GL_LINK_STATUS */ GLboolean Validated; GLchar *InfoLog; unsigned Version; /**< GLSL version used for linking */ /* Mask of stages this program was linked against */ unsigned linked_stages; }; /** * A GLSL program object. * Basically a linked collection of vertex and fragment shaders. */ struct gl_shader_program { GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */ GLuint Name; /**< aka handle or ID */ GLchar *Label; /**< GL_KHR_debug */ GLint RefCount; /**< Reference count */ GLboolean DeletePending; /** * Is the application intending to glGetProgramBinary this program? */ GLboolean BinaryRetreivableHint; /** * Indicates whether program can be bound for individual pipeline stages * using UseProgramStages after it is next linked. */ GLboolean SeparateShader; GLuint NumShaders; /**< number of attached shaders */ struct gl_shader **Shaders; /**< List of attached the shaders */ /** * User-defined attribute bindings * * These are set via \c glBindAttribLocation and are used to direct the * GLSL linker. These are \b not the values used in the compiled shader, * and they are \b not the values returned by \c glGetAttribLocation. */ struct string_to_uint_map *AttributeBindings; /** * User-defined fragment data bindings * * These are set via \c glBindFragDataLocation and are used to direct the * GLSL linker. These are \b not the values used in the compiled shader, * and they are \b not the values returned by \c glGetFragDataLocation. */ struct string_to_uint_map *FragDataBindings; struct string_to_uint_map *FragDataIndexBindings; /** * Transform feedback varyings last specified by * glTransformFeedbackVaryings(). * * For the current set of transform feedback varyings used for transform * feedback output, see LinkedTransformFeedback. */ struct { GLenum BufferMode; /** Global xfb_stride out qualifier if any */ GLuint BufferStride[MAX_FEEDBACK_BUFFERS]; GLuint NumVarying; GLchar **VaryingNames; /**< Array [NumVarying] of char * */ } TransformFeedback; struct gl_program *last_vert_prog; /** Post-link gl_FragDepth layout for ARB_conservative_depth. */ enum gl_frag_depth_layout FragDepthLayout; /** * Geometry shader state - copied into gl_program by * _mesa_copy_linked_program_data(). */ struct { GLint VerticesIn; bool UsesEndPrimitive; bool UsesStreams; } Geom; /** * Compute shader state - copied into gl_program by * _mesa_copy_linked_program_data(). */ struct { /** * Size of shared variables accessed by the compute shader. */ unsigned SharedSize; } Comp; /** Data shared by gl_program and gl_shader_program */ struct gl_shader_program_data *data; /** * Mapping from GL uniform locations returned by \c glUniformLocation to * UniformStorage entries. Arrays will have multiple contiguous slots * in the UniformRemapTable, all pointing to the same UniformStorage entry. */ unsigned NumUniformRemapTable; struct gl_uniform_storage **UniformRemapTable; /** * Sometimes there are empty slots left over in UniformRemapTable after we * allocate slots to explicit locations. This list stores the blocks of * continuous empty slots inside UniformRemapTable. */ struct exec_list EmptyUniformLocations; /** * Total number of explicit uniform location including inactive uniforms. */ unsigned NumExplicitUniformLocations; /** * Map of active uniform names to locations * * Maps any active uniform that is not an array element to a location. * Each active uniform, including individual structure members will appear * in this map. This roughly corresponds to the set of names that would be * enumerated by \c glGetActiveUniform. */ struct string_to_uint_map *UniformHash; GLboolean SamplersValidated; /**< Samplers validated against texture units? */ bool IsES; /**< True if this program uses GLSL ES */ /** * Per-stage shaders resulting from the first stage of linking. * * Set of linked shaders for this program. The array is accessed using the * \c MESA_SHADER_* defines. Entries for non-existent stages will be * \c NULL. */ struct gl_linked_shader *_LinkedShaders[MESA_SHADER_STAGES]; /* True if any of the fragment shaders attached to this program use: * #extension ARB_fragment_coord_conventions: enable */ GLboolean ARB_fragment_coord_conventions_enable; }; #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */ #define GLSL_LOG 0x2 /**< Write shaders to files */ #define GLSL_UNIFORMS 0x4 /**< Print glUniform calls */ #define GLSL_NOP_VERT 0x8 /**< Force no-op vertex shaders */ #define GLSL_NOP_FRAG 0x10 /**< Force no-op fragment shaders */ #define GLSL_USE_PROG 0x20 /**< Log glUseProgram calls */ #define GLSL_REPORT_ERRORS 0x40 /**< Print compilation errors */ #define GLSL_DUMP_ON_ERROR 0x80 /**< Dump shaders to stderr on compile error */ #define GLSL_CACHE_INFO 0x100 /**< Print debug information about shader cache */ #define GLSL_CACHE_FALLBACK 0x200 /**< Force shader cache fallback paths */ /** * Context state for GLSL vertex/fragment shaders. * Extended to support pipeline object */ struct gl_pipeline_object { /** Name of the pipeline object as received from glGenProgramPipelines. * It would be 0 for shaders without separate shader objects. */ GLuint Name; GLint RefCount; GLchar *Label; /**< GL_KHR_debug */ /** * Programs used for rendering * * There is a separate program set for each shader stage. */ struct gl_program *CurrentProgram[MESA_SHADER_STAGES]; struct gl_shader_program *ReferencedPrograms[MESA_SHADER_STAGES]; /** * Program used by glUniform calls. * * Explicitly set by \c glUseProgram and \c glActiveProgramEXT. */ struct gl_shader_program *ActiveProgram; GLbitfield Flags; /**< Mask of GLSL_x flags */ GLboolean EverBound; /**< Has the pipeline object been created */ GLboolean Validated; /**< Pipeline Validation status */ GLchar *InfoLog; }; /** * Context state for GLSL pipeline shaders. */ struct gl_pipeline_shader_state { /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */ struct gl_pipeline_object *Current; /* Default Object to ensure that _Shader is never NULL */ struct gl_pipeline_object *Default; /** Pipeline objects */ struct _mesa_HashTable *Objects; }; /** * Compiler options for a single GLSL shaders type */ struct gl_shader_compiler_options { /** Driver-selectable options: */ GLboolean EmitNoLoops; GLboolean EmitNoCont; /**< Emit CONT opcode? */ GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */ GLboolean EmitNoPow; /**< Emit POW opcodes? */ GLboolean EmitNoSat; /**< Emit SAT opcodes? */ GLboolean LowerCombinedClipCullDistance; /** Lower gl_ClipDistance and * gl_CullDistance together from * float[8] to vec4[2] **/ /** * \name Forms of indirect addressing the driver cannot do. */ /*@{*/ GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */ GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */ GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */ GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */ GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */ /*@}*/ GLuint MaxIfDepth; /**< Maximum nested IF blocks */ GLuint MaxUnrollIterations; /** * Optimize code for array of structures backends. * * This is a proxy for: * - preferring DP4 instructions (rather than MUL/MAD) for * matrix * vector operations, such as position transformation. */ GLboolean OptimizeForAOS; GLboolean LowerBufferInterfaceBlocks; /**< Lower UBO and SSBO access to intrinsics. */ /** Clamp UBO and SSBO block indices so they don't go out-of-bounds. */ GLboolean ClampBlockIndicesToArrayBounds; const struct nir_shader_compiler_options *NirOptions; }; /** * Occlusion/timer query object. */ struct gl_query_object { GLenum Target; /**< The query target, when active */ GLuint Id; /**< hash table ID/name */ GLchar *Label; /**< GL_KHR_debug */ GLuint64EXT Result; /**< the counter */ GLboolean Active; /**< inside Begin/EndQuery */ GLboolean Ready; /**< result is ready? */ GLboolean EverBound;/**< has query object ever been bound */ GLuint Stream; /**< The stream */ }; /** * Context state for query objects. */ struct gl_query_state { struct _mesa_HashTable *QueryObjects; struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */ struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */ /** GL_NV_conditional_render */ struct gl_query_object *CondRenderQuery; /** GL_EXT_transform_feedback */ struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS]; struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS]; /** GL_ARB_transform_feedback_overflow_query */ struct gl_query_object *TransformFeedbackOverflow[MAX_VERTEX_STREAMS]; struct gl_query_object *TransformFeedbackOverflowAny; /** GL_ARB_timer_query */ struct gl_query_object *TimeElapsed; /** GL_ARB_pipeline_statistics_query */ struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS]; GLenum CondRenderMode; }; /** Sync object state */ struct gl_sync_object { GLenum Type; /**< GL_SYNC_FENCE */ GLuint Name; /**< Fence name */ GLchar *Label; /**< GL_KHR_debug */ GLint RefCount; /**< Reference count */ GLboolean DeletePending; /**< Object was deleted while there were still * live references (e.g., sync not yet finished) */ GLenum SyncCondition; GLbitfield Flags; /**< Flags passed to glFenceSync */ GLuint StatusFlag:1; /**< Has the sync object been signaled? */ }; /** * State which can be shared by multiple contexts: */ struct gl_shared_state { mtx_t Mutex; /**< for thread safety */ GLint RefCount; /**< Reference count */ struct _mesa_HashTable *DisplayList; /**< Display lists hash table */ struct _mesa_HashTable *BitmapAtlas; /**< For optimized glBitmap text */ struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */ /** Default texture objects (shared by all texture units) */ struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS]; /** Fallback texture used when a bound texture is incomplete */ struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS]; /** * \name Thread safety and statechange notification for texture * objects. * * \todo Improve the granularity of locking. */ /*@{*/ mtx_t TexMutex; /**< texobj thread safety */ GLuint TextureStateStamp; /**< state notification for shared tex */ /*@}*/ /** Default buffer object for vertex arrays that aren't in VBOs */ struct gl_buffer_object *NullBufferObj; /** * \name Vertex/geometry/fragment programs */ /*@{*/ struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */ struct gl_program *DefaultVertexProgram; struct gl_program *DefaultFragmentProgram; /*@}*/ /* GL_ATI_fragment_shader */ struct _mesa_HashTable *ATIShaders; struct ati_fragment_shader *DefaultFragmentShader; struct _mesa_HashTable *BufferObjects; /** Table of both gl_shader and gl_shader_program objects */ struct _mesa_HashTable *ShaderObjects; /* GL_EXT_framebuffer_object */ struct _mesa_HashTable *RenderBuffers; struct _mesa_HashTable *FrameBuffers; /* GL_ARB_sync */ struct set *SyncObjects; /** GL_ARB_sampler_objects */ struct _mesa_HashTable *SamplerObjects; /* GL_ARB_bindless_texture */ struct hash_table_u64 *TextureHandles; struct hash_table_u64 *ImageHandles; mtx_t HandlesMutex; /**< For texture/image handles safety */ /** * Some context in this share group was affected by a GPU reset * * On the next call to \c glGetGraphicsResetStatus, contexts that have not * been affected by a GPU reset must also return * \c GL_INNOCENT_CONTEXT_RESET_ARB. * * Once this field becomes true, it is never reset to false. */ bool ShareGroupReset; }; /** * Renderbuffers represent drawing surfaces such as color, depth and/or * stencil. A framebuffer object has a set of renderbuffers. * Drivers will typically derive subclasses of this type. */ struct gl_renderbuffer { mtx_t Mutex; /**< for thread safety */ GLuint ClassID; /**< Useful for drivers */ GLuint Name; GLchar *Label; /**< GL_KHR_debug */ GLint RefCount; GLuint Width, Height; GLuint Depth; GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */ GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */ /** * True for renderbuffers that wrap textures, giving the driver a chance to * flush render caches through the FinishRenderTexture hook. * * Drivers may also set this on renderbuffers other than those generated by * glFramebufferTexture(), though it means FinishRenderTexture() would be * called without a rb->TexImage. */ GLboolean NeedsFinishRenderTexture; GLubyte NumSamples; GLenum InternalFormat; /**< The user-specified format */ GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or GL_STENCIL_INDEX. */ mesa_format Format; /**< The actual renderbuffer memory format */ /** * Pointer to the texture image if this renderbuffer wraps a texture, * otherwise NULL. * * Note that the reference on the gl_texture_object containing this * TexImage is held by the gl_renderbuffer_attachment. */ struct gl_texture_image *TexImage; /** Delete this renderbuffer */ void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb); /** Allocate new storage for this renderbuffer */ GLboolean (*AllocStorage)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLenum internalFormat, GLuint width, GLuint height); }; /** * A renderbuffer attachment points to either a texture object (and specifies * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer. */ struct gl_renderbuffer_attachment { GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */ GLboolean Complete; /** * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the * application supplied renderbuffer object. */ struct gl_renderbuffer *Renderbuffer; /** * If \c Type is \c GL_TEXTURE, this stores a pointer to the application * supplied texture object. */ struct gl_texture_object *Texture; GLuint TextureLevel; /**< Attached mipmap level. */ GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */ GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D * and 2D array textures */ GLboolean Layered; }; /** * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc). * In C++ terms, think of this as a base class from which device drivers * will make derived classes. */ struct gl_framebuffer { mtx_t Mutex; /**< for thread safety */ /** * If zero, this is a window system framebuffer. If non-zero, this * is a FBO framebuffer; note that for some devices (i.e. those with * a natural pixel coordinate system for FBOs that differs from the * OpenGL/Mesa coordinate system), this means that the viewport, * polygon face orientation, and polygon stipple will have to be inverted. */ GLuint Name; GLint RefCount; GLchar *Label; /**< GL_KHR_debug */ GLboolean DeletePending; /** * The framebuffer's visual. Immutable if this is a window system buffer. * Computed from attachments if user-made FBO. */ struct gl_config Visual; /** * Size of frame buffer in pixels. If there are no attachments, then both * of these are 0. */ GLuint Width, Height; /** * In the case that the framebuffer has no attachment (i.e. * GL_ARB_framebuffer_no_attachments) then the geometry of * the framebuffer is specified by the default values. */ struct { GLuint Width, Height, Layers, NumSamples; GLboolean FixedSampleLocations; /* Derived from NumSamples by the driver so that it can choose a valid * value for the hardware. */ GLuint _NumSamples; } DefaultGeometry; /** \name Drawing bounds (Intersection of buffer size and scissor box) * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax), * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax) */ /*@{*/ GLint _Xmin, _Xmax; GLint _Ymin, _Ymax; /*@}*/ /** \name Derived Z buffer stuff */ /*@{*/ GLuint _DepthMax; /**< Max depth buffer value */ GLfloat _DepthMaxF; /**< Float max depth buffer value */ GLfloat _MRD; /**< minimum resolvable difference in Z values */ /*@}*/ /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */ GLenum _Status; /** Whether one of Attachment has Type != GL_NONE * NOTE: the values for Width and Height are set to 0 in case of having * no attachments, a backend driver supporting the extension * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments * and if GL_FALSE, must then use the values in DefaultGeometry to initialize * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and * _Ymax do NOT take into account _HasAttachments being false). To get the * geometry of the framebuffer, the helper functions * _mesa_geometric_width(), * _mesa_geometric_height(), * _mesa_geometric_samples() and * _mesa_geometric_layers() * are available that check _HasAttachments. */ bool _HasAttachments; GLbitfield _IntegerBuffers; /**< Which color buffers are integer valued */ /* ARB_color_buffer_float */ GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */ GLboolean _HasSNormOrFloatColorBuffer; /** * The maximum number of layers in the framebuffer, or 0 if the framebuffer * is not layered. For cube maps and cube map arrays, each cube face * counts as a layer. As the case for Width, Height a backend driver * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry * in the case that _HasAttachments is false */ GLuint MaxNumLayers; /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */ struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT]; /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER * attribute group and GL_PIXEL attribute group, respectively. */ GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS]; GLenum ColorReadBuffer; /** Computed from ColorDraw/ReadBuffer above */ GLuint _NumColorDrawBuffers; GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */ GLint _ColorReadBufferIndex; /* -1 = None */ struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS]; struct gl_renderbuffer *_ColorReadBuffer; /** Delete this framebuffer */ void (*Delete)(struct gl_framebuffer *fb); }; /** * Precision info for shader datatypes. See glGetShaderPrecisionFormat(). */ struct gl_precision { GLushort RangeMin; /**< min value exponent */ GLushort RangeMax; /**< max value exponent */ GLushort Precision; /**< number of mantissa bits */ }; /** * Limits for vertex, geometry and fragment programs/shaders. */ struct gl_program_constants { /* logical limits */ GLuint MaxInstructions; GLuint MaxAluInstructions; GLuint MaxTexInstructions; GLuint MaxTexIndirections; GLuint MaxAttribs; GLuint MaxTemps; GLuint MaxAddressRegs; GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */ GLuint MaxParameters; GLuint MaxLocalParams; GLuint MaxEnvParams; /* native/hardware limits */ GLuint MaxNativeInstructions; GLuint MaxNativeAluInstructions; GLuint MaxNativeTexInstructions; GLuint MaxNativeTexIndirections; GLuint MaxNativeAttribs; GLuint MaxNativeTemps; GLuint MaxNativeAddressRegs; GLuint MaxNativeParameters; /* For shaders */ GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */ /** * \name Per-stage input / output limits * * Previous to OpenGL 3.2, the intrastage data limits were advertised with * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in * ES). This is stored as \c gl_constants::MaxVarying. * * Starting with OpenGL 3.2, the limits are advertised with per-stage * variables. Each stage as a certain number of outputs that it can feed * to the next stage and a certain number inputs that it can consume from * the previous stage. * * Vertex shader inputs do not participate this in this accounting. * These are tracked exclusively by \c gl_program_constants::MaxAttribs. * * Fragment shader outputs do not participate this in this accounting. * These are tracked exclusively by \c gl_constants::MaxDrawBuffers. */ /*@{*/ GLuint MaxInputComponents; GLuint MaxOutputComponents; /*@}*/ /* ES 2.0 and GL_ARB_ES2_compatibility */ struct gl_precision LowFloat, MediumFloat, HighFloat; struct gl_precision LowInt, MediumInt, HighInt; /* GL_ARB_uniform_buffer_object */ GLuint MaxUniformBlocks; GLuint MaxCombinedUniformComponents; GLuint MaxTextureImageUnits; /* GL_ARB_shader_atomic_counters */ GLuint MaxAtomicBuffers; GLuint MaxAtomicCounters; /* GL_ARB_shader_image_load_store */ GLuint MaxImageUniforms; /* GL_ARB_shader_storage_buffer_object */ GLuint MaxShaderStorageBlocks; }; /** * Constants which may be overridden by device driver during context creation * but are never changed after that. */ struct gl_constants { GLuint MaxTextureMbytes; /**< Max memory per image, in MB */ GLuint MaxTextureLevels; /**< Max mipmap levels. */ GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */ GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */ GLuint MaxArrayTextureLayers; /**< Max layers in array textures */ GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */ GLuint MaxTextureCoordUnits; GLuint MaxCombinedTextureImageUnits; GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */ GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */ GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */ GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */ GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */ 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 MaxClipPlanes; GLuint MaxLights; GLfloat MaxShininess; /**< GL_NV_light_max_exponent */ GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */ GLuint MaxViewportWidth, MaxViewportHeight; GLuint MaxViewports; /**< GL_ARB_viewport_array */ GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */ struct { GLfloat Min; GLfloat Max; } ViewportBounds; /**< GL_ARB_viewport_array */ GLuint MaxWindowRectangles; /**< GL_EXT_window_rectangles */ struct gl_program_constants Program[MESA_SHADER_STAGES]; GLuint MaxProgramMatrices; GLuint MaxProgramMatrixStackDepth; struct { GLuint SamplesPassed; GLuint TimeElapsed; GLuint Timestamp; GLuint PrimitivesGenerated; GLuint PrimitivesWritten; GLuint VerticesSubmitted; GLuint PrimitivesSubmitted; GLuint VsInvocations; GLuint TessPatches; GLuint TessInvocations; GLuint GsInvocations; GLuint GsPrimitives; GLuint FsInvocations; GLuint ComputeInvocations; GLuint ClInPrimitives; GLuint ClOutPrimitives; } QueryCounterBits; GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */ GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */ GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */ GLuint MaxSamples; /**< GL_ARB_framebuffer_object */ /** * GL_ARB_framebuffer_no_attachments */ GLuint MaxFramebufferWidth; GLuint MaxFramebufferHeight; GLuint MaxFramebufferLayers; GLuint MaxFramebufferSamples; /** Number of varying vectors between any two shader stages. */ GLuint MaxVarying; /** @{ * GL_ARB_uniform_buffer_object */ GLuint MaxCombinedUniformBlocks; GLuint MaxUniformBufferBindings; GLuint MaxUniformBlockSize; GLuint UniformBufferOffsetAlignment; /** @} */ /** @{ * GL_ARB_shader_storage_buffer_object */ GLuint MaxCombinedShaderStorageBlocks; GLuint MaxShaderStorageBufferBindings; GLuint MaxShaderStorageBlockSize; GLuint ShaderStorageBufferOffsetAlignment; /** @} */ /** * GL_ARB_explicit_uniform_location */ GLuint MaxUserAssignableUniformLocations; /** geometry shader */ GLuint MaxGeometryOutputVertices; GLuint MaxGeometryTotalOutputComponents; GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */ /** * Changes default GLSL extension behavior from "error" to "warn". It's out * of spec, but it can make some apps work that otherwise wouldn't. */ GLboolean ForceGLSLExtensionsWarn; /** * If non-zero, forces GLSL shaders to behave as if they began * with "#version ForceGLSLVersion". */ GLuint ForceGLSLVersion; /** * Allow GLSL #extension directives in the middle of shaders. */ GLboolean AllowGLSLExtensionDirectiveMidShader; /** * Allow GLSL built-in variables to be redeclared verbatim */ GLboolean AllowGLSLBuiltinVariableRedeclaration; /** * Allow creating a higher compat profile (version 3.1+) for apps that * request it. Be careful when adding that driconf option because some * features are unimplemented and might not work correctly. */ GLboolean AllowHigherCompatVersion; /** * Force computing the absolute value for sqrt() and inversesqrt() to follow * D3D9 when apps rely on this behaviour. */ GLboolean ForceGLSLAbsSqrt; /** * Force uninitialized variables to default to zero. */ GLboolean GLSLZeroInit; /** * Does the driver support real 32-bit integers? (Otherwise, integers are * simulated via floats.) */ GLboolean NativeIntegers; /** * Does VertexID count from zero or from base vertex? * * \note * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is * ignored and need not be set. */ bool VertexID_is_zero_based; /** * If the driver supports real 32-bit integers, what integer value should be * used for boolean true in uniform uploads? (Usually 1 or ~0.) */ GLuint UniformBooleanTrue; /** * Maximum amount of time, measured in nanseconds, that the server can wait. */ GLuint64 MaxServerWaitTimeout; /** GL_EXT_provoking_vertex */ GLboolean QuadsFollowProvokingVertexConvention; /** GL_ARB_viewport_array */ GLenum LayerAndVPIndexProvokingVertex; /** OpenGL version 3.0 */ GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */ /** OpenGL version 3.2 */ GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */ /** OpenGL version 4.4 */ GLuint MaxVertexAttribStride; /** GL_EXT_transform_feedback */ GLuint MaxTransformFeedbackBuffers; GLuint MaxTransformFeedbackSeparateComponents; GLuint MaxTransformFeedbackInterleavedComponents; GLuint MaxVertexStreams; /** GL_EXT_gpu_shader4 */ GLint MinProgramTexelOffset, MaxProgramTexelOffset; /** GL_ARB_texture_gather */ GLuint MinProgramTextureGatherOffset; GLuint MaxProgramTextureGatherOffset; GLuint MaxProgramTextureGatherComponents; /* GL_ARB_robustness */ GLenum ResetStrategy; /* GL_KHR_robustness */ GLboolean RobustAccess; /* GL_ARB_blend_func_extended */ GLuint MaxDualSourceDrawBuffers; /** * Whether the implementation strips out and ignores texture borders. * * Many GPU hardware implementations don't support rendering with texture * borders and mipmapped textures. (Note: not static border color, but the * old 1-pixel border around each edge). Implementations then have to do * slow fallbacks to be correct, or just ignore the border and be fast but * wrong. Setting the flag strips the border off of TexImage calls, * providing "fast but wrong" at significantly reduced driver complexity. * * Texture borders are deprecated in GL 3.0. **/ GLboolean StripTextureBorder; /** * For drivers which can do a better job at eliminating unused uniforms * than the GLSL compiler. * * XXX Remove these as soon as a better solution is available. */ GLboolean GLSLSkipStrictMaxUniformLimitCheck; /** Whether gl_FragCoord and gl_FrontFacing are system values. */ bool GLSLFragCoordIsSysVal; bool GLSLFrontFacingIsSysVal; /** * Run the minimum amount of GLSL optimizations to be able to link * shaders optimally (eliminate dead varyings and uniforms) and just do * all the necessary lowering. */ bool GLSLOptimizeConservatively; /** * True if gl_TessLevelInner/Outer[] in the TES should be inputs * (otherwise, they're system values). */ bool GLSLTessLevelsAsInputs; /** * Always use the GetTransformFeedbackVertexCount() driver hook, rather * than passing the transform feedback object to the drawing function. */ GLboolean AlwaysUseGetTransformFeedbackVertexCount; /** GL_ARB_map_buffer_alignment */ GLuint MinMapBufferAlignment; /** * Disable varying packing. This is out of spec, but potentially useful * for older platforms that supports a limited number of texture * indirections--on these platforms, unpacking the varyings in the fragment * shader increases the number of texture indirections by 1, which might * make some shaders not executable at all. * * Drivers that support transform feedback must set this value to GL_FALSE. */ GLboolean DisableVaryingPacking; /** * Should meaningful names be generated for compiler temporary variables? * * Generally, it is not useful to have the compiler generate "meaningful" * names for temporary variables that it creates. This can, however, be a * useful debugging aid. In Mesa debug builds or release builds when * MESA_GLSL is set at run-time, meaningful names will be generated. * Drivers can also force names to be generated by setting this field. * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump * vertex shader assembly) is set at run-time. */ bool GenerateTemporaryNames; /* * Maximum value supported for an index in DrawElements and friends. * * This must be at least (1ull<<24)-1. The default value is * (1ull<<32)-1. * * \since ES 3.0 or GL_ARB_ES3_compatibility * \sa _mesa_init_constants */ GLuint64 MaxElementIndex; /** * Disable interpretation of line continuations (lines ending with a * backslash character ('\') in GLSL source. */ GLboolean DisableGLSLLineContinuations; /** GL_ARB_texture_multisample */ GLint MaxColorTextureSamples; GLint MaxDepthTextureSamples; GLint MaxIntegerSamples; /** * GL_EXT_texture_multisample_blit_scaled implementation assumes that * samples are laid out in a rectangular grid roughly corresponding to * sample locations within a pixel. Below SampleMap{2,4,8}x variables * are used to map indices of rectangular grid to sample numbers within * a pixel. This mapping of indices to sample numbers must be initialized * by the driver for the target hardware. For example, if we have the 8X * MSAA sample number layout (sample positions) for XYZ hardware: * * sample indices layout sample number layout * --------- --------- * | 0 | 1 | | a | b | * --------- --------- * | 2 | 3 | | c | d | * --------- --------- * | 4 | 5 | | e | f | * --------- --------- * | 6 | 7 | | g | h | * --------- --------- * * Where a,b,c,d,e,f,g,h are integers between [0-7]. * * Then, initialize the SampleMap8x variable for XYZ hardware as shown * below: * SampleMap8x = {a, b, c, d, e, f, g, h}; * * Follow the logic for sample counts 2-8. * * For 16x the sample indices layout as a 4x4 grid as follows: * * ----------------- * | 0 | 1 | 2 | 3 | * ----------------- * | 4 | 5 | 6 | 7 | * ----------------- * | 8 | 9 |10 |11 | * ----------------- * |12 |13 |14 |15 | * ----------------- */ uint8_t SampleMap2x[2]; uint8_t SampleMap4x[4]; uint8_t SampleMap8x[8]; uint8_t SampleMap16x[16]; /** GL_ARB_shader_atomic_counters */ GLuint MaxAtomicBufferBindings; GLuint MaxAtomicBufferSize; GLuint MaxCombinedAtomicBuffers; GLuint MaxCombinedAtomicCounters; /** GL_ARB_vertex_attrib_binding */ GLint MaxVertexAttribRelativeOffset; GLint MaxVertexAttribBindings; /* GL_ARB_shader_image_load_store */ GLuint MaxImageUnits; GLuint MaxCombinedShaderOutputResources; GLuint MaxImageSamples; GLuint MaxCombinedImageUniforms; /** GL_ARB_compute_shader */ GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */ GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */ GLuint MaxComputeWorkGroupInvocations; GLuint MaxComputeSharedMemorySize; /** GL_ARB_compute_variable_group_size */ GLuint MaxComputeVariableGroupSize[3]; /* Array of x, y, z dimensions */ GLuint MaxComputeVariableGroupInvocations; /** GL_ARB_gpu_shader5 */ GLfloat MinFragmentInterpolationOffset; GLfloat MaxFragmentInterpolationOffset; GLboolean FakeSWMSAA; /** GL_KHR_context_flush_control */ GLenum ContextReleaseBehavior; struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES]; /** GL_ARB_tessellation_shader */ GLuint MaxPatchVertices; GLuint MaxTessGenLevel; GLuint MaxTessPatchComponents; GLuint MaxTessControlTotalOutputComponents; bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */ bool LowerTCSPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */ bool LowerTESPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */ bool PrimitiveRestartForPatches; bool LowerCsDerivedVariables; /**< Lower gl_GlobalInvocationID and * gl_LocalInvocationIndex based on * other builtin variables. */ /** GL_OES_primitive_bounding_box */ bool NoPrimitiveBoundingBoxOutput; /** GL_ARB_sparse_buffer */ GLuint SparseBufferPageSize; /** Used as an input for sha1 generation in the on-disk shader cache */ unsigned char *dri_config_options_sha1; /** When drivers are OK with mapped buffers during draw and other calls. */ bool AllowMappedBuffersDuringExecution; }; /** * Enable flag for each OpenGL extension. Different device drivers will * enable different extensions at runtime. */ struct gl_extensions { GLboolean dummy; /* don't remove this! */ GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */ GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */ GLboolean ANGLE_texture_compression_dxt; GLboolean ARB_ES2_compatibility; GLboolean ARB_ES3_compatibility; GLboolean ARB_ES3_1_compatibility; GLboolean ARB_ES3_2_compatibility; GLboolean ARB_arrays_of_arrays; GLboolean ARB_base_instance; GLboolean ARB_bindless_texture; GLboolean ARB_blend_func_extended; GLboolean ARB_buffer_storage; GLboolean ARB_clear_texture; GLboolean ARB_clip_control; GLboolean ARB_color_buffer_float; GLboolean ARB_compute_shader; GLboolean ARB_compute_variable_group_size; GLboolean ARB_conditional_render_inverted; GLboolean ARB_conservative_depth; GLboolean ARB_copy_image; GLboolean ARB_cull_distance; GLboolean ARB_depth_buffer_float; GLboolean ARB_depth_clamp; GLboolean ARB_depth_texture; GLboolean ARB_derivative_control; GLboolean ARB_draw_buffers_blend; GLboolean ARB_draw_elements_base_vertex; GLboolean ARB_draw_indirect; GLboolean ARB_draw_instanced; GLboolean ARB_fragment_coord_conventions; GLboolean ARB_fragment_layer_viewport; GLboolean ARB_fragment_program; GLboolean ARB_fragment_program_shadow; GLboolean ARB_fragment_shader; GLboolean ARB_framebuffer_no_attachments; GLboolean ARB_framebuffer_object; GLboolean ARB_enhanced_layouts; GLboolean ARB_explicit_attrib_location; GLboolean ARB_explicit_uniform_location; GLboolean ARB_gpu_shader5; GLboolean ARB_gpu_shader_fp64; GLboolean ARB_gpu_shader_int64; GLboolean ARB_half_float_vertex; GLboolean ARB_indirect_parameters; GLboolean ARB_instanced_arrays; GLboolean ARB_internalformat_query; GLboolean ARB_internalformat_query2; GLboolean ARB_map_buffer_range; GLboolean ARB_occlusion_query; GLboolean ARB_occlusion_query2; GLboolean ARB_pipeline_statistics_query; GLboolean ARB_point_sprite; GLboolean ARB_post_depth_coverage; GLboolean ARB_query_buffer_object; GLboolean ARB_robust_buffer_access_behavior; GLboolean ARB_sample_shading; GLboolean ARB_seamless_cube_map; GLboolean ARB_shader_atomic_counter_ops; GLboolean ARB_shader_atomic_counters; GLboolean ARB_shader_ballot; GLboolean ARB_shader_bit_encoding; GLboolean ARB_shader_clock; GLboolean ARB_shader_draw_parameters; GLboolean ARB_shader_group_vote; GLboolean ARB_shader_image_load_store; GLboolean ARB_shader_image_size; GLboolean ARB_shader_precision; GLboolean ARB_shader_stencil_export; GLboolean ARB_shader_storage_buffer_object; GLboolean ARB_shader_texture_image_samples; GLboolean ARB_shader_texture_lod; GLboolean ARB_shader_viewport_layer_array; GLboolean ARB_shading_language_packing; GLboolean ARB_shading_language_420pack; GLboolean ARB_shadow; GLboolean ARB_sparse_buffer; GLboolean ARB_stencil_texturing; GLboolean ARB_sync; GLboolean ARB_tessellation_shader; GLboolean ARB_texture_border_clamp; GLboolean ARB_texture_buffer_object; GLboolean ARB_texture_buffer_object_rgb32; GLboolean ARB_texture_buffer_range; GLboolean ARB_texture_compression_bptc; GLboolean ARB_texture_compression_rgtc; GLboolean ARB_texture_cube_map; GLboolean ARB_texture_cube_map_array; GLboolean ARB_texture_env_combine; GLboolean ARB_texture_env_crossbar; GLboolean ARB_texture_env_dot3; GLboolean ARB_texture_float; GLboolean ARB_texture_gather; GLboolean ARB_texture_mirror_clamp_to_edge; GLboolean ARB_texture_multisample; GLboolean ARB_texture_non_power_of_two; GLboolean ARB_texture_stencil8; GLboolean ARB_texture_query_levels; GLboolean ARB_texture_query_lod; GLboolean ARB_texture_rg; GLboolean ARB_texture_rgb10_a2ui; GLboolean ARB_texture_view; GLboolean ARB_timer_query; GLboolean ARB_transform_feedback2; GLboolean ARB_transform_feedback3; GLboolean ARB_transform_feedback_instanced; GLboolean ARB_transform_feedback_overflow_query; GLboolean ARB_uniform_buffer_object; GLboolean ARB_vertex_attrib_64bit; GLboolean ARB_vertex_program; GLboolean ARB_vertex_shader; GLboolean ARB_vertex_type_10f_11f_11f_rev; GLboolean ARB_vertex_type_2_10_10_10_rev; GLboolean ARB_viewport_array; GLboolean EXT_blend_color; GLboolean EXT_blend_equation_separate; GLboolean EXT_blend_func_separate; GLboolean EXT_blend_minmax; GLboolean EXT_depth_bounds_test; GLboolean EXT_draw_buffers2; GLboolean EXT_framebuffer_multisample; GLboolean EXT_framebuffer_multisample_blit_scaled; GLboolean EXT_framebuffer_sRGB; GLboolean EXT_gpu_program_parameters; GLboolean EXT_gpu_shader4; GLboolean EXT_packed_float; GLboolean EXT_pixel_buffer_object; GLboolean EXT_point_parameters; GLboolean EXT_polygon_offset_clamp; GLboolean EXT_provoking_vertex; GLboolean EXT_shader_integer_mix; GLboolean EXT_shader_samples_identical; GLboolean EXT_stencil_two_side; GLboolean EXT_texture_array; GLboolean EXT_texture_compression_latc; GLboolean EXT_texture_compression_s3tc; GLboolean EXT_texture_env_dot3; GLboolean EXT_texture_filter_anisotropic; GLboolean EXT_texture_integer; GLboolean EXT_texture_mirror_clamp; GLboolean EXT_texture_shared_exponent; GLboolean EXT_texture_snorm; GLboolean EXT_texture_sRGB; GLboolean EXT_texture_sRGB_decode; GLboolean EXT_texture_swizzle; GLboolean EXT_transform_feedback; GLboolean EXT_timer_query; GLboolean EXT_vertex_array_bgra; GLboolean EXT_window_rectangles; GLboolean OES_copy_image; GLboolean OES_primitive_bounding_box; GLboolean OES_sample_variables; GLboolean OES_standard_derivatives; GLboolean OES_texture_buffer; GLboolean OES_texture_cube_map_array; GLboolean OES_viewport_array; /* vendor extensions */ GLboolean AMD_performance_monitor; GLboolean AMD_pinned_memory; GLboolean AMD_seamless_cubemap_per_texture; GLboolean AMD_vertex_shader_layer; GLboolean AMD_vertex_shader_viewport_index; GLboolean ANDROID_extension_pack_es31a; GLboolean APPLE_object_purgeable; GLboolean ATI_meminfo; GLboolean ATI_texture_compression_3dc; GLboolean ATI_texture_mirror_once; GLboolean ATI_texture_env_combine3; GLboolean ATI_fragment_shader; GLboolean ATI_separate_stencil; GLboolean GREMEDY_string_marker; GLboolean INTEL_conservative_rasterization; GLboolean INTEL_performance_query; GLboolean KHR_blend_equation_advanced; GLboolean KHR_blend_equation_advanced_coherent; GLboolean KHR_robustness; GLboolean KHR_texture_compression_astc_hdr; GLboolean KHR_texture_compression_astc_ldr; GLboolean KHR_texture_compression_astc_sliced_3d; GLboolean MESA_pack_invert; GLboolean MESA_shader_framebuffer_fetch; GLboolean MESA_shader_framebuffer_fetch_non_coherent; GLboolean MESA_shader_integer_functions; GLboolean MESA_ycbcr_texture; GLboolean NV_conditional_render; GLboolean NV_fill_rectangle; GLboolean NV_fog_distance; GLboolean NV_point_sprite; GLboolean NV_primitive_restart; GLboolean NV_texture_barrier; GLboolean NV_texture_env_combine4; GLboolean NV_texture_rectangle; GLboolean NV_vdpau_interop; GLboolean NVX_gpu_memory_info; GLboolean TDFX_texture_compression_FXT1; GLboolean OES_EGL_image; GLboolean OES_draw_texture; GLboolean OES_depth_texture_cube_map; GLboolean OES_EGL_image_external; GLboolean OES_texture_float; GLboolean OES_texture_float_linear; GLboolean OES_texture_half_float; GLboolean OES_texture_half_float_linear; GLboolean OES_compressed_ETC1_RGB8_texture; GLboolean OES_geometry_shader; GLboolean OES_texture_compression_astc; GLboolean extension_sentinel; /** The extension string */ const GLubyte *String; /** Number of supported extensions */ GLuint Count; /** * The context version which extension helper functions compare against. * By default, the value is equal to ctx->Version. This changes to ~0 * while meta is in progress. */ GLubyte Version; }; /** * A stack of matrices (projection, modelview, color, texture, etc). */ struct gl_matrix_stack { GLmatrix *Top; /**< points into Stack */ GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */ unsigned StackSize; /**< Number of elements in Stack */ GLuint Depth; /**< 0 <= Depth < MaxDepth */ GLuint MaxDepth; /**< size of Stack[] array */ GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */ }; /** * \name Bits for image transfer operations * \sa __struct gl_contextRec::ImageTransferState. */ /*@{*/ #define IMAGE_SCALE_BIAS_BIT 0x1 #define IMAGE_SHIFT_OFFSET_BIT 0x2 #define IMAGE_MAP_COLOR_BIT 0x4 #define IMAGE_CLAMP_BIT 0x800 /** Pixel Transfer ops */ #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \ IMAGE_SHIFT_OFFSET_BIT | \ IMAGE_MAP_COLOR_BIT) /** * \name Bits to indicate what state has changed. */ /*@{*/ #define _NEW_MODELVIEW (1u << 0) /**< gl_context::ModelView */ #define _NEW_PROJECTION (1u << 1) /**< gl_context::Projection */ #define _NEW_TEXTURE_MATRIX (1u << 2) /**< gl_context::TextureMatrix */ #define _NEW_COLOR (1u << 3) /**< gl_context::Color */ #define _NEW_DEPTH (1u << 4) /**< gl_context::Depth */ #define _NEW_EVAL (1u << 5) /**< gl_context::Eval, EvalMap */ #define _NEW_FOG (1u << 6) /**< gl_context::Fog */ #define _NEW_HINT (1u << 7) /**< gl_context::Hint */ #define _NEW_LIGHT (1u << 8) /**< gl_context::Light */ #define _NEW_LINE (1u << 9) /**< gl_context::Line */ #define _NEW_PIXEL (1u << 10) /**< gl_context::Pixel */ #define _NEW_POINT (1u << 11) /**< gl_context::Point */ #define _NEW_POLYGON (1u << 12) /**< gl_context::Polygon */ #define _NEW_POLYGONSTIPPLE (1u << 13) /**< gl_context::PolygonStipple */ #define _NEW_SCISSOR (1u << 14) /**< gl_context::Scissor */ #define _NEW_STENCIL (1u << 15) /**< gl_context::Stencil */ #define _NEW_TEXTURE_OBJECT (1u << 16) /**< gl_context::Texture (bindings only) */ #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 */ #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 */ #define _NEW_MULTISAMPLE (1u << 24) /**< gl_context::Multisample */ #define _NEW_TRACK_MATRIX (1u << 25) /**< gl_context::VertexProgram */ #define _NEW_PROGRAM (1u << 26) /**< New program/shader state */ #define _NEW_PROGRAM_CONSTANTS (1u << 27) /* gap */ #define _NEW_FRAG_CLAMP (1u << 29) /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */ #define _NEW_VARYING_VP_INPUTS (1u << 31) /**< gl_context::varying_vp_inputs */ #define _NEW_ALL ~0 /*@}*/ /** * Composite state flags */ /*@{*/ #define _NEW_TEXTURE (_NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE) #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \ _NEW_TEXTURE_STATE | \ _NEW_POINT | \ _NEW_PROGRAM | \ _NEW_MODELVIEW) #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \ _NEW_FOG | \ _NEW_PROGRAM) /*@}*/ /* This has to be included here. */ #include "dd.h" /** * Display list flags. * Strictly this is a tnl-private concept, but it doesn't seem * worthwhile adding a tnl private structure just to hold this one bit * of information: */ #define DLIST_DANGLING_REFS 0x1 /** Opaque declaration of display list payload data type */ union gl_dlist_node; /** * Provide a location where information about a display list can be * collected. Could be extended with driverPrivate structures, * etc. in the future. */ struct gl_display_list { GLuint Name; GLchar *Label; /**< GL_KHR_debug */ GLbitfield Flags; /**< DLIST_x flags */ /** The dlist commands are in a linked list of nodes */ union gl_dlist_node *Head; }; /** * State used during display list compilation and execution. */ struct gl_dlist_state { GLuint CallDepth; /**< Current recursion calling depth */ struct gl_display_list *CurrentList; /**< List currently being compiled */ union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */ GLuint CurrentPos; /**< Index into current block of nodes */ GLvertexformat ListVtxfmt; GLubyte ActiveAttribSize[VERT_ATTRIB_MAX]; GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4]; GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX]; GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4]; struct { /* State known to have been set by the currently-compiling display * list. Used to eliminate some redundant state changes. */ GLenum ShadeModel; } Current; }; /** @{ * * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums * to small enums suitable for use as an array index. */ enum mesa_debug_source { MESA_DEBUG_SOURCE_API, MESA_DEBUG_SOURCE_WINDOW_SYSTEM, MESA_DEBUG_SOURCE_SHADER_COMPILER, MESA_DEBUG_SOURCE_THIRD_PARTY, MESA_DEBUG_SOURCE_APPLICATION, MESA_DEBUG_SOURCE_OTHER, MESA_DEBUG_SOURCE_COUNT }; enum mesa_debug_type { MESA_DEBUG_TYPE_ERROR, MESA_DEBUG_TYPE_DEPRECATED, MESA_DEBUG_TYPE_UNDEFINED, MESA_DEBUG_TYPE_PORTABILITY, MESA_DEBUG_TYPE_PERFORMANCE, MESA_DEBUG_TYPE_OTHER, MESA_DEBUG_TYPE_MARKER, MESA_DEBUG_TYPE_PUSH_GROUP, MESA_DEBUG_TYPE_POP_GROUP, MESA_DEBUG_TYPE_COUNT }; enum mesa_debug_severity { MESA_DEBUG_SEVERITY_LOW, MESA_DEBUG_SEVERITY_MEDIUM, MESA_DEBUG_SEVERITY_HIGH, MESA_DEBUG_SEVERITY_NOTIFICATION, MESA_DEBUG_SEVERITY_COUNT }; /** @} */ /** * Driver-specific state flags. * * These are or'd with gl_context::NewDriverState to notify a driver about * a state change. The driver sets the flags at context creation and * the meaning of the bits set is opaque to core Mesa. */ struct gl_driver_flags { /** gl_context::Array::_DrawArrays (vertex array state) */ uint64_t NewArray; /** gl_context::TransformFeedback::CurrentObject */ uint64_t NewTransformFeedback; /** gl_context::TransformFeedback::CurrentObject::shader_program */ uint64_t NewTransformFeedbackProg; /** gl_context::RasterDiscard */ uint64_t NewRasterizerDiscard; /** * gl_context::UniformBufferBindings * gl_shader_program::UniformBlocks */ uint64_t NewUniformBuffer; /** * gl_context::ShaderStorageBufferBindings * gl_shader_program::ShaderStorageBlocks */ uint64_t NewShaderStorageBuffer; uint64_t NewTextureBuffer; /** * gl_context::AtomicBufferBindings */ uint64_t NewAtomicBuffer; /** * gl_context::ImageUnits */ uint64_t NewImageUnits; /** * gl_context::TessCtrlProgram::patch_default_* */ uint64_t NewDefaultTessLevels; /** * gl_context::IntelConservativeRasterization */ uint64_t NewIntelConservativeRasterization; /** * gl_context::Scissor::WindowRects */ uint64_t NewWindowRectangles; /** gl_context::Color::sRGBEnabled */ uint64_t NewFramebufferSRGB; /** gl_context::Scissor::EnableFlags */ uint64_t NewScissorTest; /** gl_context::Scissor::ScissorArray */ uint64_t NewScissorRect; /** gl_context::Color::Alpha* */ uint64_t NewAlphaTest; /** gl_context::Color::Blend/Dither */ uint64_t NewBlend; /** gl_context::Color::BlendColor */ uint64_t NewBlendColor; /** gl_context::Color::Color/Index */ uint64_t NewColorMask; /** gl_context::Depth */ uint64_t NewDepth; /** gl_context::Color::LogicOp/ColorLogicOp/IndexLogicOp */ uint64_t NewLogicOp; /** gl_context::Multisample::Enabled */ uint64_t NewMultisampleEnable; /** gl_context::Multisample::SampleAlphaTo* */ uint64_t NewSampleAlphaToXEnable; /** gl_context::Multisample::SampleCoverage/SampleMaskValue */ uint64_t NewSampleMask; /** gl_context::Multisample::(Min)SampleShading */ uint64_t NewSampleShading; /** gl_context::Stencil */ uint64_t NewStencil; /** gl_context::Transform::ClipOrigin/ClipDepthMode */ uint64_t NewClipControl; /** gl_context::Transform::EyeUserPlane */ uint64_t NewClipPlane; /** gl_context::Transform::ClipPlanesEnabled */ uint64_t NewClipPlaneEnable; /** gl_context::Transform::DepthClamp */ uint64_t NewDepthClamp; /** gl_context::Line */ uint64_t NewLineState; /** gl_context::Polygon */ uint64_t NewPolygonState; /** gl_context::PolygonStipple */ uint64_t NewPolygonStipple; /** gl_context::ViewportArray */ uint64_t NewViewport; /** Shader constants (uniforms, program parameters, state constants) */ uint64_t NewShaderConstants[MESA_SHADER_STAGES]; }; struct gl_uniform_buffer_binding { struct gl_buffer_object *BufferObject; /** Start of uniform block data in the buffer */ GLintptr Offset; /** Size of data allowed to be referenced from the buffer (in bytes) */ GLsizeiptr Size; /** * glBindBufferBase() indicates that the Size should be ignored and only * limited by the current size of the BufferObject. */ GLboolean AutomaticSize; }; struct gl_shader_storage_buffer_binding { struct gl_buffer_object *BufferObject; /** Start of shader storage block data in the buffer */ GLintptr Offset; /** Size of data allowed to be referenced from the buffer (in bytes) */ GLsizeiptr Size; /** * glBindBufferBase() indicates that the Size should be ignored and only * limited by the current size of the BufferObject. */ GLboolean AutomaticSize; }; /** * ARB_shader_image_load_store image unit. */ struct gl_image_unit { /** * Texture object bound to this unit. */ struct gl_texture_object *TexObj; /** * Level of the texture object bound to this unit. */ GLuint Level; /** * \c GL_TRUE if the whole level is bound as an array of layers, \c * GL_FALSE if only some specific layer of the texture is bound. * \sa Layer */ GLboolean Layered; /** * Layer of the texture object bound to this unit as specified by the * application. */ GLuint Layer; /** * Layer of the texture object bound to this unit, or zero if the * whole level is bound. */ GLuint _Layer; /** * Access allowed to this texture image. Either \c GL_READ_ONLY, * \c GL_WRITE_ONLY or \c GL_READ_WRITE. */ GLenum Access; /** * GL internal format that determines the interpretation of the * image memory when shader image operations are performed through * this unit. */ GLenum Format; /** * Mesa format corresponding to \c Format. */ mesa_format _ActualFormat; }; /** * Binding point for an atomic counter buffer object. */ struct gl_atomic_buffer_binding { struct gl_buffer_object *BufferObject; GLintptr Offset; GLsizeiptr Size; }; /** * Shader subroutines storage */ struct gl_subroutine_index_binding { GLuint NumIndex; GLuint *IndexPtr; }; struct gl_texture_handle_object { struct gl_texture_object *texObj; struct gl_sampler_object *sampObj; GLuint64 handle; }; struct gl_image_handle_object { struct gl_image_unit imgObj; GLuint64 handle; }; /** * Mesa rendering context. * * This is the central context data structure for Mesa. Almost all * OpenGL state is contained in this structure. * Think of this as a base class from which device drivers will derive * sub classes. */ struct gl_context { /** State possibly shared with other contexts in the address space */ struct gl_shared_state *Shared; /** \name API function pointer tables */ /*@{*/ gl_api API; /** * The current dispatch table for non-displaylist-saving execution, either * BeginEnd or OutsideBeginEnd */ struct _glapi_table *Exec; /** * The normal dispatch table for non-displaylist-saving, non-begin/end */ struct _glapi_table *OutsideBeginEnd; /** The dispatch table used between glNewList() and glEndList() */ struct _glapi_table *Save; /** * The dispatch table used between glBegin() and glEnd() (outside of a * display list). Only valid functions between those two are set, which is * mostly just the set in a GLvertexformat struct. */ struct _glapi_table *BeginEnd; /** * Dispatch table for when a graphics reset has happened. */ struct _glapi_table *ContextLost; /** * Dispatch table used to marshal API calls from the client program to a * separate server thread. NULL if API calls are not being marshalled to * another thread. */ struct _glapi_table *MarshalExec; /** * Dispatch table currently in use for fielding API calls from the client * program. If API calls are being marshalled to another thread, this == * MarshalExec. Otherwise it == CurrentServerDispatch. */ struct _glapi_table *CurrentClientDispatch; /** * Dispatch table currently in use for performing API calls. == Save or * Exec. */ struct _glapi_table *CurrentServerDispatch; /*@}*/ struct glthread_state *GLThread; struct gl_config Visual; struct gl_framebuffer *DrawBuffer; /**< buffer for writing */ struct gl_framebuffer *ReadBuffer; /**< buffer for reading */ struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */ struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */ /** * Device driver function pointer table */ struct dd_function_table Driver; /** Core/Driver constants */ struct gl_constants Const; /** \name The various 4x4 matrix stacks */ /*@{*/ struct gl_matrix_stack ModelviewMatrixStack; struct gl_matrix_stack ProjectionMatrixStack; struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS]; struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES]; struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */ /*@}*/ /** Combined modelview and projection matrix */ GLmatrix _ModelProjectMatrix; /** \name Display lists */ struct gl_dlist_state ListState; GLboolean ExecuteFlag; /**< Execute GL commands? */ GLboolean CompileFlag; /**< Compile GL commands into display list? */ /** Extension information */ struct gl_extensions Extensions; /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */ GLuint Version; char *VersionString; /** \name State attribute stack (for glPush/PopAttrib) */ /*@{*/ GLuint AttribStackDepth; struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH]; /*@}*/ /** \name Renderer attribute groups * * 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 Accum; /**< Accum buffer attributes */ struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */ struct gl_current_attrib Current; /**< Current attributes */ struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */ struct gl_eval_attrib Eval; /**< Eval attributes */ struct gl_fog_attrib Fog; /**< Fog attributes */ struct gl_hint_attrib Hint; /**< Hint attributes */ struct gl_light_attrib Light; /**< Light attributes */ struct gl_line_attrib Line; /**< Line attributes */ struct gl_list_attrib List; /**< List attributes */ struct gl_multisample_attrib Multisample; struct gl_pixel_attrib Pixel; /**< Pixel attributes */ struct gl_point_attrib Point; /**< Point attributes */ struct gl_polygon_attrib Polygon; /**< Polygon attributes */ GLuint PolygonStipple[32]; /**< Polygon stipple */ struct gl_scissor_attrib Scissor; /**< Scissor attributes */ struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */ struct gl_texture_attrib Texture; /**< Texture attributes */ struct gl_transform_attrib Transform; /**< Transformation attributes */ struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */ /*@}*/ /** \name Client attribute stack */ /*@{*/ GLuint ClientAttribStackDepth; struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH]; /*@}*/ /** \name 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_pixelstore_attrib DefaultPacking; /**< Default params */ /*@}*/ /** \name Other assorted state (not pushed/popped on attribute stack) */ /*@{*/ struct gl_pixelmaps PixelMaps; struct gl_evaluators EvalMap; /**< All evaluators */ struct gl_feedback Feedback; /**< Feedback */ struct gl_selection Select; /**< Selection */ struct gl_program_state Program; /**< general program state */ struct gl_vertex_program_state VertexProgram; struct gl_fragment_program_state FragmentProgram; struct gl_geometry_program_state GeometryProgram; struct gl_compute_program_state ComputeProgram; struct gl_tess_ctrl_program_state TessCtrlProgram; struct gl_tess_eval_program_state TessEvalProgram; struct gl_ati_fragment_shader_state ATIFragmentShader; struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */ struct gl_pipeline_object Shader; /**< GLSL shader object state */ /** * Current active shader pipeline state * * Almost all internal users want ::_Shader instead of ::Shader. The * exceptions are bits of legacy GLSL API that do not know about separate * shader objects. * * If a program is active via \c glUseProgram, this will point to * \c ::Shader. * * If a program pipeline is active via \c glBindProgramPipeline, this will * point to \c ::Pipeline.Current. * * If neither a program nor a program pipeline is active, this will point to * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be * \c NULL. */ struct gl_pipeline_object *_Shader; struct gl_query_state Query; /**< occlusion, timer queries */ struct gl_transform_feedback_state TransformFeedback; struct gl_perf_monitor_state PerfMonitor; struct gl_perf_query_state PerfQuery; struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */ struct gl_buffer_object *ParameterBuffer; /** < GL_ARB_indirect_parameters */ struct gl_buffer_object *DispatchIndirectBuffer; /** < GL_ARB_compute_shader */ struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */ struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */ struct gl_buffer_object *QueryBuffer; /**< GL_ARB_query_buffer_object */ /** * Current GL_ARB_uniform_buffer_object binding referenced by * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc. */ struct gl_buffer_object *UniformBuffer; /** * Current GL_ARB_shader_storage_buffer_object binding referenced by * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc. */ struct gl_buffer_object *ShaderStorageBuffer; /** * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1. * This is set up using glBindBufferRange() or glBindBufferBase(). They are * associated with uniform blocks by glUniformBlockBinding()'s state in the * shader program. */ struct gl_uniform_buffer_binding UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS]; /** * Array of shader storage buffers for ARB_shader_storage_buffer_object * and GL 4.3. This is set up using glBindBufferRange() or * glBindBufferBase(). They are associated with shader storage blocks by * glShaderStorageBlockBinding()'s state in the shader program. */ struct gl_shader_storage_buffer_binding ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS]; /** * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER * target. */ struct gl_buffer_object *AtomicBuffer; /** * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD * target. */ struct gl_buffer_object *ExternalVirtualMemoryBuffer; /** * Array of atomic counter buffer binding points. */ struct gl_atomic_buffer_binding AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS]; /** * Array of image units for ARB_shader_image_load_store. */ struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS]; struct gl_subroutine_index_binding SubroutineIndex[MESA_SHADER_STAGES]; /*@}*/ struct gl_meta_state *Meta; /**< for "meta" operations */ /* GL_EXT_framebuffer_object */ struct gl_renderbuffer *CurrentRenderbuffer; GLenum ErrorValue; /**< Last error code */ /** * Recognize and silence repeated error debug messages in buggy apps. */ const char *ErrorDebugFmtString; GLuint ErrorDebugCount; /* GL_ARB_debug_output/GL_KHR_debug */ mtx_t DebugMutex; struct gl_debug_state *Debug; GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */ GLbitfield NewState; /**< bitwise-or of _NEW_* flags */ uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */ struct gl_driver_flags DriverFlags; GLboolean ViewportInitialized; /**< has viewport size been initialized? */ GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */ /** \name Derived state */ GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */ GLfloat _EyeZDir[3]; GLfloat _ModelViewInvScale; GLboolean _NeedEyeCoords; GLboolean _ForceEyeCoords; GLuint TextureStateTimestamp; /**< detect changes to shared state */ struct gl_list_extensions *ListExt; /**< driver dlist extensions */ /** \name For debugging/development only */ /*@{*/ GLboolean FirstTimeCurrent; /*@}*/ /** * False if this context was created without a config. This is needed * because the initial state of glDrawBuffers depends on this */ GLboolean HasConfig; /** software compression/decompression supported or not */ GLboolean Mesa_DXTn; GLboolean TextureFormatSupported[MESA_FORMAT_COUNT]; GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */ GLboolean IntelConservativeRasterization; /**< GL_INTEL_CONSERVATIVE_RASTERIZATION */ /** * \name Hooks for module contexts. * * These will eventually live in the driver or elsewhere. */ /*@{*/ void *swrast_context; void *swsetup_context; void *swtnl_context; struct vbo_context *vbo_context; struct st_context *st; void *aelt_context; /*@}*/ /** * \name NV_vdpau_interop */ /*@{*/ const void *vdpDevice; const void *vdpGetProcAddress; struct set *vdpSurfaces; /*@}*/ /** * Has this context observed a GPU reset in any context in the share group? * * Once this field becomes true, it is never reset to false. */ GLboolean ShareGroupReset; /** * \name OES_primitive_bounding_box * * Stores the arguments to glPrimitiveBoundingBox */ GLfloat PrimitiveBoundingBox[8]; struct disk_cache *Cache; /** * \name GL_ARB_bindless_texture */ /*@{*/ struct hash_table_u64 *ResidentTextureHandles; struct hash_table_u64 *ResidentImageHandles; /*@}*/ }; /** * Information about memory usage. All sizes are in kilobytes. */ struct gl_memory_info { unsigned total_device_memory; /**< size of device memory, e.g. VRAM */ unsigned avail_device_memory; /**< free device memory at the moment */ unsigned total_staging_memory; /**< size of staging memory, e.g. GART */ unsigned avail_staging_memory; /**< free staging memory at the moment */ unsigned device_memory_evicted; /**< size of memory evicted (monotonic counter) */ unsigned nr_device_memory_evictions; /**< # of evictions (monotonic counter) */ }; #ifdef DEBUG extern int MESA_VERBOSE; extern int MESA_DEBUG_FLAGS; # define MESA_FUNCTION __func__ #else # define MESA_VERBOSE 0 # define MESA_DEBUG_FLAGS 0 # define MESA_FUNCTION "a function" #endif /** The MESA_VERBOSE var is a bitmask of these flags */ enum _verbose { VERBOSE_VARRAY = 0x0001, VERBOSE_TEXTURE = 0x0002, VERBOSE_MATERIAL = 0x0004, VERBOSE_PIPELINE = 0x0008, VERBOSE_DRIVER = 0x0010, VERBOSE_STATE = 0x0020, VERBOSE_API = 0x0040, VERBOSE_DISPLAY_LIST = 0x0100, VERBOSE_LIGHTING = 0x0200, VERBOSE_PRIMS = 0x0400, VERBOSE_VERTS = 0x0800, VERBOSE_DISASSEM = 0x1000, VERBOSE_DRAW = 0x2000, VERBOSE_SWAPBUFFERS = 0x4000 }; /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */ enum _debug { DEBUG_SILENT = (1 << 0), DEBUG_ALWAYS_FLUSH = (1 << 1), DEBUG_INCOMPLETE_TEXTURE = (1 << 2), DEBUG_INCOMPLETE_FBO = (1 << 3), DEBUG_CONTEXT = (1 << 4) }; #ifdef __cplusplus } #endif #endif /* MTYPES_H */