/* * 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 "main/glheader.h" #include "main/config.h" #include "glapi/glapi.h" #include "math/m_matrix.h" /* GLmatrix */ #include "main/simple_list.h" /* struct simple_node */ #include "main/formats.h" /* MESA_FORMAT_COUNT */ #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_TRIANGLE_STRIP_ADJACENCY #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1) #define PRIM_UNKNOWN (PRIM_MAX + 2) /** * Indexes for vertex program attributes. * GL_NV_vertex_program aliases generic attributes over the conventional * attributes. In GL_ARB_vertex_program shader the aliasing is optional. * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the * generic attributes are distinct/separate). */ typedef enum { VERT_ATTRIB_POS = 0, VERT_ATTRIB_WEIGHT = 1, VERT_ATTRIB_NORMAL = 2, VERT_ATTRIB_COLOR0 = 3, VERT_ATTRIB_COLOR1 = 4, VERT_ATTRIB_FOG = 5, VERT_ATTRIB_COLOR_INDEX = 6, VERT_ATTRIB_EDGEFLAG = 7, VERT_ATTRIB_TEX0 = 8, VERT_ATTRIB_TEX1 = 9, VERT_ATTRIB_TEX2 = 10, VERT_ATTRIB_TEX3 = 11, VERT_ATTRIB_TEX4 = 12, VERT_ATTRIB_TEX5 = 13, VERT_ATTRIB_TEX6 = 14, VERT_ATTRIB_TEX7 = 15, VERT_ATTRIB_POINT_SIZE = 16, VERT_ATTRIB_GENERIC0 = 17, VERT_ATTRIB_GENERIC1 = 18, VERT_ATTRIB_GENERIC2 = 19, VERT_ATTRIB_GENERIC3 = 20, VERT_ATTRIB_GENERIC4 = 21, VERT_ATTRIB_GENERIC5 = 22, VERT_ATTRIB_GENERIC6 = 23, VERT_ATTRIB_GENERIC7 = 24, VERT_ATTRIB_GENERIC8 = 25, VERT_ATTRIB_GENERIC9 = 26, VERT_ATTRIB_GENERIC10 = 27, VERT_ATTRIB_GENERIC11 = 28, VERT_ATTRIB_GENERIC12 = 29, VERT_ATTRIB_GENERIC13 = 30, VERT_ATTRIB_GENERIC14 = 31, VERT_ATTRIB_GENERIC15 = 32, VERT_ATTRIB_MAX = 33 } gl_vert_attrib; /** * Symbolic constats to help iterating over * specific blocks of vertex attributes. * * VERT_ATTRIB_FF * includes all fixed function attributes as well as * the aliased GL_NV_vertex_program shader attributes. * VERT_ATTRIB_TEX * include the classic texture coordinate attributes. * Is a subset of VERT_ATTRIB_FF. * VERT_ATTRIB_GENERIC * include the OpenGL 2.0+ GLSL generic shader attributes. * These alias the generic GL_ARB_vertex_shader attributes. */ #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i)) #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i)) #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i)) #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS /** * Bitflags for vertex attributes. * These are used in bitfields in many places. */ /*@{*/ #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS) #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT) #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL) #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0) #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1) #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG) #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX) #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG) #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0) #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1) #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2) #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3) #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4) #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5) #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6) #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7) #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE) #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0) #define VERT_BIT(i) BITFIELD64_BIT(i) #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX) #define VERT_BIT_FF(i) VERT_BIT(i) #define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX) #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i)) #define VERT_BIT_TEX_ALL \ BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX) #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i)) #define VERT_BIT_GENERIC_ALL \ BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX) /*@}*/ /** * Indexes for vertex shader outputs, geometry shader inputs/outputs, and * fragment shader inputs. * * Note that some of these values are not available to all pipeline stages. * * When this enum is updated, the following code must be updated too: * - vertResults (in prog_print.c's arb_output_attrib_string()) * - fragAttribs (in prog_print.c's arb_input_attrib_string()) * - _mesa_varying_slot_in_fs() */ typedef enum { VARYING_SLOT_POS, VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */ VARYING_SLOT_COL1, VARYING_SLOT_FOGC, VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */ VARYING_SLOT_TEX1, VARYING_SLOT_TEX2, VARYING_SLOT_TEX3, VARYING_SLOT_TEX4, VARYING_SLOT_TEX5, VARYING_SLOT_TEX6, VARYING_SLOT_TEX7, VARYING_SLOT_PSIZ, /* Does not appear in FS */ VARYING_SLOT_BFC0, /* Does not appear in FS */ VARYING_SLOT_BFC1, /* Does not appear in FS */ VARYING_SLOT_EDGE, /* Does not appear in FS */ VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */ VARYING_SLOT_CLIP_DIST0, VARYING_SLOT_CLIP_DIST1, VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */ VARYING_SLOT_LAYER, /* Appears as VS or GS output */ VARYING_SLOT_VIEWPORT, /* Appears as VS or GS output */ VARYING_SLOT_FACE, /* FS only */ VARYING_SLOT_PNTC, /* FS only */ VARYING_SLOT_VAR0, /* First generic varying slot */ VARYING_SLOT_MAX = VARYING_SLOT_VAR0 + MAX_VARYING } gl_varying_slot; /** * Bitflags for varying slots. */ /*@{*/ #define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS) #define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0) #define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1) #define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC) #define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0) #define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1) #define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2) #define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3) #define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4) #define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5) #define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6) #define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7) #define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U)) #define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \ MAX_TEXTURE_COORD_UNITS) #define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ) #define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0) #define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1) #define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE) #define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX) #define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0) #define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1) #define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID) #define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER) #define VARYING_BIT_VIEWPORT BITFIELD64_BIT(VARYING_SLOT_VIEWPORT) #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE) #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC) #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V)) /*@}*/ /** * Bitflags for system values. */ #define SYSTEM_BIT_SAMPLE_ID BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_ID) #define SYSTEM_BIT_SAMPLE_POS BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_POS) #define SYSTEM_BIT_SAMPLE_MASK_IN BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_MASK_IN) /** * 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: return GL_FALSE; default: return GL_TRUE; } } /** * Fragment program results */ typedef enum { FRAG_RESULT_DEPTH = 0, FRAG_RESULT_STENCIL = 1, /* If a single color should be written to all render targets, this * register is written. No FRAG_RESULT_DATAn will be written. */ FRAG_RESULT_COLOR = 2, FRAG_RESULT_SAMPLE_MASK = 3, /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n] * or ARB_fragment_program fragment.color[n]) color results. If * any are written, FRAG_RESULT_COLOR will not be written. */ FRAG_RESULT_DATA0 = 4, FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS) } gl_frag_result; /** * 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 } 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) /** * Shader stages. Note that these will become 5 with tessellation. * * The order must match how shaders are ordered in the pipeline. * The GLSL linker assumes that if i ) */ 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; /*@}*/ /** * \name Logic op */ /*@{*/ GLenum LogicOp; /**< Logic operator */ GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */ GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */ /*@}*/ GLboolean DitherFlag; /**< Dither enable flag */ GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */ GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */ 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. * \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. */ GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */ /** * \name Current raster position attributes (always valid). * \note This set of attributes is very similar to the SWvertex struct. */ /*@{*/ 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; /*@}*/ }; /** * Fog attribute group (GL_FOG_BIT). */ struct gl_fog_attrib { GLboolean Enabled; /**< Fog enabled flag */ 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 */ GLboolean ColorSumEnabled; 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 */ 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 ColorMaterialEnabled; GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */ GLboolean _ClampVertexColor; struct gl_light EnabledList; /**< List sentinel */ /** * Derived state for optimizations: */ /*@{*/ 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 _Enabled; /**< true if Enabled and multisample buffer */ GLboolean SampleAlphaToCoverage; GLboolean SampleAlphaToOne; GLboolean SampleCoverage; GLfloat SampleCoverageValue; GLboolean SampleCoverageInvert; GLboolean SampleShading; GLfloat MinSampleShadingValue; /* ARB_texture_multisample / GL3.2 additions */ GLboolean SampleMask; /** 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 { GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */ 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 _Attenuated; /**< True if Params != [1, 0, 0] */ GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */ GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< 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 _FrontBit; /**< 0=GL_CCW, 1=GL_CW */ 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 */ 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]; }; /** * 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) */ GLboolean _Enabled; /**< Enabled and stencil buffer present */ GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */ GLboolean _TestTwoSide; 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 { 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 */ }; /** * 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 */ 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; }; /** 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 */ }; /** * 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 */ GLenum BumpTarget; GLfloat RotMatrix[4]; /* 2x2 matrix */ /** 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; /** Texture targets that have a non-default texture bound */ GLbitfield _BoundTextures; }; /** * Texture attribute group (GL_TEXTURE_BIT). */ struct gl_texture_attrib { GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */ struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS]; /** GL_ARB_texture_buffer_object */ struct gl_buffer_object *BufferObject; /** GL_ARB_seamless_cubemap */ GLboolean CubeMapSeamless; /** 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; }; /** * 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 */ }; /** * Viewport attribute group (GL_VIEWPORT_BIT). */ struct gl_viewport_attrib { GLfloat X, Y; /**< position */ GLfloat Width, Height; /**< size */ GLdouble Near, Far; /**< Depth buffer range */ GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */ }; 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 */ }; /** * 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 */ struct gl_buffer_mapping Mappings[MAP_COUNT]; }; /** * 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 */ struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */ }; /** * Client vertex array attributes */ struct gl_client_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 Stride; /**< user-specified stride */ GLsizei StrideB; /**< actual stride in bytes */ const GLubyte *Ptr; /**< Points to array data */ GLboolean Enabled; /**< Enabled flag is a boolean */ GLboolean Normalized; /**< GL_ARB_vertex_program */ GLboolean Integer; /**< Integer-valued? */ GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */ GLuint _ElementSize; /**< size of each element in bytes */ struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */ GLuint _MaxElement; /**< max element index into array buffer + 1 */ }; /** * Vertex attribute array as seen by the client. * * 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_vertex_attrib_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 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 */ GLuint _ElementSize; /**< Size of each element in bytes */ GLuint VertexBinding; /**< 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+, * GL_ARB_vertex_array_object, or the original GL_APPLE_vertex_array_object * extension. */ struct gl_vertex_array_object { /** Name of the VAO as received from glGenVertexArray. */ GLuint Name; GLchar *Label; /**< GL_KHR_debug */ GLint RefCount; mtx_t Mutex; /** * Does the VAO use ARB semantics or Apple semantics? * * There are several ways in which ARB_vertex_array_object and * APPLE_vertex_array_object VAOs have differing semantics. At the very * least, * * - ARB VAOs require that all array data be sourced from vertex buffer * objects, but Apple VAOs do not. * * - ARB VAOs require that names come from GenVertexArrays. * * This flag notes which behavior governs this VAO. */ GLboolean ARBsemantics; /** * 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_client_array _VertexAttrib[VERT_ATTRIB_MAX]; /** Vertex attribute arrays */ struct gl_vertex_attrib_array VertexAttrib[VERT_ATTRIB_MAX]; /** Vertex buffer bindings */ struct gl_vertex_buffer_binding VertexBinding[VERT_ATTRIB_MAX]; /** Mask of VERT_BIT_* values indicating which arrays are enabled */ GLbitfield64 _Enabled; /** Mask of VERT_BIT_* values indicating changed/dirty arrays */ GLbitfield64 NewArrays; /** * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs * we can determine the max legal (in bounds) glDrawElements array index. */ GLuint _MaxElement; /** The index buffer (also known as the element array buffer in OpenGL). */ struct gl_buffer_object *IndexBufferObj; }; /** * Vertex array state */ struct gl_array_attrib { /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */ struct gl_vertex_array_object *VAO; /** The default vertex array object */ struct gl_vertex_array_object *DefaultVAO; /** Array objects (GL_ARB/APPLE_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; /*@}*/ /* 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_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */ }; /** * 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 Size; }; /** * Per-output info vertex shaders for transform feedback. */ struct gl_transform_feedback_output { unsigned OutputRegister; unsigned OutputBuffer; unsigned NumComponents; /** offset (in DWORDs) of this output within the interleaved structure */ unsigned 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. */ unsigned ComponentOffset; }; /** Post-link transform feedback info. */ struct gl_transform_feedback_info { unsigned NumOutputs; /** * Number of transform feedback buffers in use by this program. */ unsigned NumBuffers; 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; /** * 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. */ unsigned BufferStride[MAX_FEEDBACK_BUFFERS]; }; /** * Transform feedback object state */ struct gl_transform_feedback_object { GLuint Name; /**< AKA the object ID */ GLchar *Label; /**< GL_KHR_debug */ GLint RefCount; 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? */ /** * The shader 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_shader_program *shader_program; /** * 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 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; }; /** * 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; }; /** * 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_FILE_MAX } gl_register_file; /** * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be * one of these values. */ typedef enum { SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */ SYSTEM_VALUE_VERTEX_ID, /**< Vertex shader only */ SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */ SYSTEM_VALUE_SAMPLE_ID, /**< Fragment shader only */ SYSTEM_VALUE_SAMPLE_POS, /**< Fragment shader only */ SYSTEM_VALUE_SAMPLE_MASK_IN, /**< Fragment shader only */ SYSTEM_VALUE_INVOCATION_ID, /**< Geometry shader only */ SYSTEM_VALUE_MAX /**< Number of values */ } gl_system_value; /** * The possible interpolation qualifiers that can be applied to a fragment * shader input in GLSL. * * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the * gl_fragment_program data structure to 0 causes the default behavior. */ enum glsl_interp_qualifier { INTERP_QUALIFIER_NONE = 0, INTERP_QUALIFIER_SMOOTH, INTERP_QUALIFIER_FLAT, INTERP_QUALIFIER_NOPERSPECTIVE, INTERP_QUALIFIER_COUNT /**< Number of interpolation qualifiers */ }; /** * \brief Layout qualifiers for gl_FragDepth. * * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with * a layout qualifier. * * \see enum ir_depth_layout */ enum gl_frag_depth_layout { FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */ FRAG_DEPTH_LAYOUT_ANY, FRAG_DEPTH_LAYOUT_GREATER, FRAG_DEPTH_LAYOUT_LESS, FRAG_DEPTH_LAYOUT_UNCHANGED }; /** * Base class for any kind of program object */ struct gl_program { GLuint Id; GLubyte *String; /**< Null-terminated program text */ GLint RefCount; GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */ GLenum Format; /**< String encoding format */ struct prog_instruction *Instructions; GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */ GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */ GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */ GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */ GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */ 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. */ GLboolean UsesGather; /**< Does this program use gather4 at all? */ /** * For vertex and geometry shaders, true if the program uses the * gl_ClipDistance output. Ignored for fragment shaders. */ GLboolean UsesClipDistanceOut; /** Named parameters, constants, etc. from program text */ struct gl_program_parameter_list *Parameters; /** * 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]; /** Map from sampler unit to texture unit (set by glUniform1i()) */ GLubyte SamplerUnits[MAX_SAMPLERS]; /** 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; /*@}*/ }; /** Vertex program object */ struct gl_vertex_program { struct gl_program Base; /**< base class */ GLboolean IsPositionInvariant; }; /** Geometry program object */ struct gl_geometry_program { struct gl_program Base; /**< base class */ GLint VerticesIn; GLint VerticesOut; GLint Invocations; GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB, GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */ GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */ GLboolean UsesEndPrimitive; }; /** Fragment program object */ struct gl_fragment_program { struct gl_program Base; /**< base class */ GLboolean UsesKill; /**< shader uses KIL instruction */ GLboolean UsesDFdy; /**< shader uses DDY instruction */ GLboolean OriginUpperLeft; GLboolean PixelCenterInteger; enum gl_frag_depth_layout FragDepthLayout; /** * GLSL interpolation qualifier associated with each fragment shader input. * For inputs that do not have an interpolation qualifier specified in * GLSL, the value is INTERP_QUALIFIER_NONE. */ enum glsl_interp_qualifier InterpQualifier[VARYING_SLOT_MAX]; /** * Bitfield indicating, for each fragment shader input, 1 if that input * uses centroid interpolation, 0 otherwise. Unused inputs are 0. */ GLbitfield64 IsCentroid; /** * Bitfield indicating, for each fragment shader input, 1 if that input * uses sample interpolation, 0 otherwise. Unused inputs are 0. */ GLbitfield64 IsSample; }; /** Compute program object */ struct gl_compute_program { struct gl_program Base; /**< base class */ /** * Size specified using local_size_{x,y,z}. */ unsigned LocalSize[3]; }; /** * 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 _Enabled; /**< Enabled and _valid_ user program? */ GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */ GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */ /** Computed two sided lighting for fixed function/programs. */ GLboolean _TwoSideEnabled; struct gl_vertex_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_vertex_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_vertex_program *_TnlProgram; /** Cache of fixed-function programs */ struct gl_program_cache *Cache; GLboolean _Overriden; }; /** * Context state for geometry programs. */ struct gl_geometry_program_state { GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */ GLboolean _Enabled; /**< Enabled and valid program? */ struct gl_geometry_program *Current; /**< user-bound geometry program */ /** Currently enabled and valid program (including internal programs * and compiled shader programs). */ struct gl_geometry_program *_Current; GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */ /** Cache of fixed-function programs */ struct gl_program_cache *Cache; }; /** * Context state for fragment programs. */ struct gl_fragment_program_state { GLboolean Enabled; /**< User-set fragment program enable flag */ GLboolean _Enabled; /**< Enabled and _valid_ user program? */ struct gl_fragment_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_fragment_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_fragment_program *_TexEnvProgram; /** Cache of fixed-function programs */ struct gl_program_cache *Cache; }; /** * ATI_fragment_shader runtime state */ #define ATI_FS_INPUT_PRIMARY 0 #define ATI_FS_INPUT_SECONDARY 1 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; }; /** * Context state for GL_ATI_fragment_shader */ struct gl_ati_fragment_shader_state { GLboolean Enabled; GLboolean _Enabled; /**< enabled and valid shader? */ GLboolean Compiling; GLfloat GlobalConstants[8][4]; struct ati_fragment_shader *Current; }; /** Set by #pragma directives */ struct gl_sl_pragmas { GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */ GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */ GLboolean Optimize; /**< defaults on */ GLboolean Debug; /**< defaults off */ }; /** * A GLSL vertex or fragment shader object. */ struct gl_shader { /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB. * Must be the first field. */ GLenum Type; gl_shader_stage Stage; GLuint Name; /**< AKA the handle */ GLchar *Label; /**< GL_KHR_debug */ GLint RefCount; /**< Reference count */ GLboolean DeletePending; GLboolean CompileStatus; const GLchar *Source; /**< Source code string */ GLuint SourceChecksum; /**< for debug/logging purposes */ struct gl_program *Program; /**< Post-compile assembly code */ GLchar *InfoLog; struct gl_sl_pragmas Pragmas; unsigned Version; /**< GLSL version used for linking */ GLboolean IsES; /**< True if this shader uses GLSL ES */ /** * \name Sampler tracking * * \note Each of these fields is only set post-linking. */ /*@{*/ unsigned num_samplers; /**< Number of samplers used by this shader. */ GLbitfield active_samplers; /**< Bitfield of which samplers are used */ GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */ /*@}*/ /** * Map from sampler unit to texture unit (set by glUniform1i()) * * A sampler unit is associated with each sampler uniform by the linker. * The sampler unit associated with each uniform is stored in the * \c gl_uniform_storage::sampler field. */ GLubyte SamplerUnits[MAX_SAMPLERS]; /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */ gl_texture_index SamplerTargets[MAX_SAMPLERS]; /** * 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; /** * This shader's uniform block information. * * These fields are only set post-linking. */ struct gl_uniform_block *UniformBlocks; unsigned NumUniformBlocks; struct exec_list *ir; struct glsl_symbol_table *symbols; bool uses_builtin_functions; bool uses_gl_fragcoord; bool redeclares_gl_fragcoord; bool ARB_fragment_coord_conventions_enable; /** * Fragment shader state from GLSL 1.50 layout qualifiers. */ bool origin_upper_left; bool pixel_center_integer; /** * 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; /** * 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]; /** * Number of image uniforms defined in the shader. It specifies * the number of valid elements in the \c ImageUnits and \c * ImageAccess arrays above. */ GLuint NumImages; /** * Compute shader state from ARB_compute_shader 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]; } Comp; }; 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 }; 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. When * updated in the program, _NEW_BUFFER_OBJECT will be set. */ GLuint Binding; /** * Minimum size of a buffer object to back this uniform buffer * (GL_UNIFORM_BLOCK_DATA_SIZE). */ GLuint UniformBufferSize; /** * 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; }; /** * 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]; }; /** * 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; /** * Flags that the linker should not reject the program if it lacks * a vertex or fragment shader. GLES2 doesn't allow separate * shader objects, and would reject them. However, we internally * build separate shader objects for fixed function programs, which * we use for drivers/common/meta.c and for handling * _mesa_update_state with no program bound (for example in * glClear()). */ GLboolean InternalSeparateShader; /** * 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 feeedback varyings used for transform * feedback output, see LinkedTransformFeedback. */ struct { GLenum BufferMode; GLuint NumVarying; GLchar **VaryingNames; /**< Array [NumVarying] of char * */ } TransformFeedback; /** Post-link transform feedback info. */ struct gl_transform_feedback_info LinkedTransformFeedback; /** Post-link gl_FragDepth layout for ARB_conservative_depth. */ enum gl_frag_depth_layout FragDepthLayout; /** * Geometry shader state - copied into gl_geometry_program by * _mesa_copy_linked_program_data(). */ struct { GLint VerticesIn; GLint VerticesOut; /** * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS */ GLint Invocations; GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB, GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */ GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */ /** * True if gl_ClipDistance is written to. Copied into * gl_geometry_program by _mesa_copy_linked_program_data(). */ GLboolean UsesClipDistance; GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or 0 if not present. */ GLboolean UsesEndPrimitive; } Geom; /** Vertex shader state */ struct { /** * True if gl_ClipDistance is written to. Copied into gl_vertex_program * by _mesa_copy_linked_program_data(). */ GLboolean UsesClipDistance; GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or 0 if not present. */ } Vert; /** * Compute shader state - copied into gl_compute_program by * _mesa_copy_linked_program_data(). */ struct { /** * If this shader contains a compute stage, size specified using * local_size_{x,y,z}. Otherwise undefined. */ unsigned LocalSize[3]; } Comp; /* post-link info: */ unsigned NumUserUniformStorage; struct gl_uniform_storage *UniformStorage; /** * 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; /** * Size of the gl_ClipDistance array that is output from the last pipeline * stage before the fragment shader. */ unsigned LastClipDistanceArraySize; struct gl_uniform_block *UniformBlocks; unsigned NumUniformBlocks; /** * Indices into the _LinkedShaders's UniformBlocks[] array for each stage * they're used in, or -1. * * This is used to maintain the Binding values of the stage's UniformBlocks[] * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries. */ int *UniformBlockStageIndex[MESA_SHADER_STAGES]; /** * 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; struct gl_active_atomic_buffer *AtomicBuffers; unsigned NumAtomicBuffers; GLboolean LinkStatus; /**< GL_LINK_STATUS */ GLboolean Validated; GLboolean _Used; /**< Ever used for drawing? */ GLchar *InfoLog; unsigned Version; /**< GLSL version used for linking */ GLboolean 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_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_OPT 0x4 /**< Force optimizations (override pragmas) */ #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */ #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */ #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */ #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */ #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */ #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */ #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */ /** * 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; mtx_t Mutex; /** * Programs used for rendering * * There is a separate program set for each shader stage. If * GL_EXT_separate_shader_objects is not supported, each of these must point * to \c NULL or to the same program. */ struct gl_shader_program *CurrentProgram[MESA_SHADER_STAGES]; struct gl_shader_program *_CurrentFragmentProgram; /** * 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 EmitCondCodes; /**< Use condition codes? */ GLboolean EmitNoLoops; GLboolean EmitNoFunctions; GLboolean EmitNoCont; /**< Emit CONT opcode? */ GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */ GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */ GLboolean EmitNoPow; /**< Emit POW opcodes? */ GLboolean LowerClipDistance; /**< Lower gl_ClipDistance 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 */ /*@}*/ 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; struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */ }; /** * 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 */ }; /** * 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; struct gl_query_object *PrimitivesWritten; /** GL_ARB_timer_query */ struct gl_query_object *TimeElapsed; 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 *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_vertex_program *DefaultVertexProgram; struct gl_fragment_program *DefaultFragmentProgram; struct gl_geometry_program *DefaultGeometryProgram; /*@}*/ /* 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; /** * 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; GLchar *Label; /**< GL_KHR_debug */ GLint RefCount; 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; GLuint Width, Height; /**< size of frame buffer in pixels */ /** \name Drawing bounds (Intersection of buffer size and scissor box) */ /*@{*/ GLint _Xmin, _Xmax; /**< inclusive */ GLint _Ymin, _Ymax; /**< exclusive */ /*@}*/ /** \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; /** Integer color values */ GLboolean _IntegerColor; /* ARB_color_buffer_float */ GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */ GLboolean _HasSNormOrFloatColorBuffer; /** 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; /** * 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. */ GLuint MaxNumLayers; /** 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; }; /** * 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 */ struct gl_program_constants Program[MESA_SHADER_STAGES]; GLuint MaxProgramMatrices; GLuint MaxProgramMatrixStackDepth; struct { GLuint SamplesPassed; GLuint TimeElapsed; GLuint Timestamp; GLuint PrimitivesGenerated; GLuint PrimitivesWritten; } QueryCounterBits; /** vertex array / buffer object bounds checking */ GLboolean CheckArrayBounds; GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */ GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */ GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */ GLuint MaxSamples; /**< GL_ARB_framebuffer_object */ /** 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_geometry_shader4 */ GLuint MaxGeometryOutputVertices; GLuint MaxGeometryTotalOutputComponents; GLuint GLSLVersion; /**< 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 without the #version directive to behave * as if they began with "#version ForceGLSLVersion". */ GLuint ForceGLSLVersion; /** * Does the driver support real 32-bit integers? (Otherwise, integers are * simulated via floats.) */ GLboolean NativeIntegers; /** * 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; /** Which texture units support GL_ATI_envmap_bumpmap as targets */ GLbitfield SupportedBumpUnits; /** * Maximum amount of time, measured in nanseconds, that the server can wait. */ GLuint64 MaxServerWaitTimeout; /** GL_EXT_provoking_vertex */ GLboolean QuadsFollowProvokingVertexConvention; /** 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 */ /** 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_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; /** * Force software support for primitive restart in the VBO module. */ GLboolean PrimitiveRestartInSoftware; /** * 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; /* * 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_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 MaxCombinedImageUnitsAndFragmentOutputs; 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; /** GL_ARB_gpu_shader5 */ GLfloat MinFragmentInterpolationOffset; GLfloat MaxFragmentInterpolationOffset; GLboolean FakeSWMSAA; }; /** * 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_arrays_of_arrays; GLboolean ARB_base_instance; GLboolean ARB_blend_func_extended; GLboolean ARB_buffer_storage; GLboolean ARB_color_buffer_float; GLboolean ARB_compute_shader; GLboolean ARB_conservative_depth; GLboolean ARB_depth_buffer_float; GLboolean ARB_depth_clamp; GLboolean ARB_depth_texture; 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_program; GLboolean ARB_fragment_program_shadow; GLboolean ARB_fragment_shader; GLboolean ARB_framebuffer_object; GLboolean ARB_explicit_attrib_location; GLboolean ARB_geometry_shader4; GLboolean ARB_gpu_shader5; GLboolean ARB_half_float_vertex; GLboolean ARB_instanced_arrays; GLboolean ARB_internalformat_query; GLboolean ARB_map_buffer_range; GLboolean ARB_occlusion_query; GLboolean ARB_occlusion_query2; GLboolean ARB_point_sprite; GLboolean ARB_sample_shading; GLboolean ARB_seamless_cube_map; GLboolean ARB_separate_shader_objects; GLboolean ARB_shader_atomic_counters; GLboolean ARB_shader_bit_encoding; GLboolean ARB_shader_image_load_store; GLboolean ARB_shader_stencil_export; GLboolean ARB_shader_texture_lod; GLboolean ARB_shading_language_packing; GLboolean ARB_shading_language_420pack; GLboolean ARB_shadow; GLboolean ARB_stencil_texturing; GLboolean ARB_sync; 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_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_uniform_buffer_object; 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_provoking_vertex; GLboolean EXT_separate_shader_objects; GLboolean EXT_shader_integer_mix; GLboolean EXT_stencil_two_side; GLboolean EXT_texture3D; 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 OES_standard_derivatives; /* vendor extensions */ GLboolean AMD_performance_monitor; GLboolean AMD_seamless_cubemap_per_texture; GLboolean AMD_vertex_shader_layer; GLboolean APPLE_object_purgeable; GLboolean ATI_envmap_bumpmap; GLboolean ATI_texture_compression_3dc; GLboolean ATI_texture_mirror_once; GLboolean ATI_texture_env_combine3; GLboolean ATI_fragment_shader; GLboolean ATI_separate_stencil; GLboolean MESA_pack_invert; GLboolean MESA_ycbcr_texture; GLboolean NV_conditional_render; GLboolean NV_fog_distance; GLboolean NV_fragment_program_option; 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 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_compressed_ETC1_RGB8_texture; GLboolean extension_sentinel; /** The extension string */ const GLubyte *String; /** Number of supported extensions */ GLuint Count; }; /** * A stack of matrices (projection, modelview, color, texture, etc). */ struct gl_matrix_stack { GLmatrix *Top; /**< points into Stack */ GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */ 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 (1 << 0) /**< gl_context::ModelView */ #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */ #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */ #define _NEW_COLOR (1 << 3) /**< gl_context::Color */ #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */ #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */ #define _NEW_FOG (1 << 6) /**< gl_context::Fog */ #define _NEW_HINT (1 << 7) /**< gl_context::Hint */ #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */ #define _NEW_LINE (1 << 9) /**< gl_context::Line */ #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */ #define _NEW_POINT (1 << 11) /**< gl_context::Point */ #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */ #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */ #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */ #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */ #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */ #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */ #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */ /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */ #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */ #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */ #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */ #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */ #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */ #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */ #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */ #define _NEW_PROGRAM_CONSTANTS (1 << 27) #define _NEW_BUFFER_OBJECT (1 << 28) #define _NEW_FRAG_CLAMP (1 << 29) /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */ #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */ #define _NEW_ALL ~0 /*@}*/ /** * Composite state flags */ /*@{*/ #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \ _NEW_TEXTURE | \ _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 }; /** @} */ /** * 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; /** * 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) */ GLbitfield NewArray; /** gl_context::TransformFeedback::CurrentObject */ GLbitfield NewTransformFeedback; /** gl_context::TransformFeedback::CurrentObject::shader_program */ GLbitfield NewTransformFeedbackProg; /** gl_context::RasterDiscard */ GLbitfield NewRasterizerDiscard; /** * gl_context::UniformBufferBindings * gl_shader_program::UniformBlocks */ GLbitfield NewUniformBuffer; /** * gl_context::AtomicBufferBindings */ GLbitfield NewAtomicBuffer; /** * gl_context::ImageUnits */ GLbitfield NewImageUnits; }; 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; }; /** * 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, 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; /** * GL_TRUE if the state of this image unit is valid and access from * the shader is allowed. Otherwise loads from this unit should * return zero and stores should have no effect. */ GLboolean _Valid; }; /** * Binding point for an atomic counter buffer object. */ struct gl_atomic_buffer_binding { struct gl_buffer_object *BufferObject; GLintptr Offset; GLsizeiptr Size; }; /** * 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; /** * Tracks the current dispatch table out of the 3 above, so that it can be * re-set on glXMakeCurrent(). */ struct _glapi_table *CurrentDispatch; /*@}*/ 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_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_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES]; struct gl_query_state Query; /**< occlusion, timer queries */ struct gl_transform_feedback_state TransformFeedback; struct gl_perf_monitor_state PerfMonitor; struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */ struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */ struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */ /** * Current GL_ARB_uniform_buffer_object binding referenced by * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc. */ struct gl_buffer_object *UniformBuffer; /** * 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]; /** * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER * target. */ struct gl_buffer_object *AtomicBuffer; /** * 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_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 */ struct gl_debug_state *Debug; GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */ GLbitfield NewState; /**< bitwise-or of _NEW_* flags */ GLbitfield 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 */ /** * \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; }; #ifdef DEBUG extern int MESA_VERBOSE; extern int MESA_DEBUG_FLAGS; # define MESA_FUNCTION __FUNCTION__ #else # define MESA_VERBOSE 0 # define MESA_DEBUG_FLAGS 0 # define MESA_FUNCTION "a function" # ifndef NDEBUG # define NDEBUG # endif #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) }; #ifdef __cplusplus } #endif #endif /* MTYPES_H */