b86aeb6c1f1c874d70466a3456eae889625029dd
[reactos.git] / reactos / dll / opengl / mesa / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.7
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include "main/glheader.h"
38 #include "main/config.h"
39 #include "main/mfeatures.h"
40 #include "glapi/glapi.h"
41 #include "math/m_matrix.h" /* GLmatrix */
42 #include "main/simple_list.h" /* struct simple_node */
43 #include "main/formats.h" /* MESA_FORMAT_COUNT */
44
45
46 #ifdef __cplusplus
47 extern "C" {
48 #endif
49
50
51 /**
52 * \name 64-bit extension of GLbitfield.
53 */
54 /*@{*/
55 typedef GLuint64 GLbitfield64;
56
57 /** Set a single bit */
58 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
59 /** Set all bits up to excluding bit b */
60 #define BITFIELD64_MASK(b) \
61 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
62 /** Set count bits starting from bit b */
63 #define BITFIELD64_RANGE(b, count) \
64 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
65
66
67 /**
68 * \name Some forward type declarations
69 */
70 /*@{*/
71 struct _mesa_HashTable;
72 struct gl_attrib_node;
73 struct gl_list_extensions;
74 struct gl_meta_state;
75 struct gl_program_cache;
76 struct gl_texture_object;
77 struct gl_context;
78 struct st_context;
79 struct gl_uniform_storage;
80 /*@}*/
81
82
83 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
84 #define PRIM_OUTSIDE_BEGIN_END (GL_POLYGON+1)
85 #define PRIM_INSIDE_UNKNOWN_PRIM (GL_POLYGON+2)
86 #define PRIM_UNKNOWN (GL_POLYGON+3)
87
88
89 /**
90 * Shader stages. Note that these will become 5 with tessellation.
91 * These MUST have the same values as gallium's PIPE_SHADER_*
92 */
93 typedef enum
94 {
95 MESA_SHADER_VERTEX = 0,
96 MESA_SHADER_FRAGMENT = 1,
97 MESA_SHADER_GEOMETRY = 2,
98 MESA_SHADER_TYPES = 3
99 } gl_shader_type;
100
101
102
103 /**
104 * Indexes for vertex program attributes.
105 * GL_NV_vertex_program aliases generic attributes over the conventional
106 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
107 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
108 * generic attributes are distinct/separate).
109 */
110 typedef enum
111 {
112 VERT_ATTRIB_POS = 0,
113 VERT_ATTRIB_WEIGHT = 1,
114 VERT_ATTRIB_NORMAL = 2,
115 VERT_ATTRIB_COLOR0 = 3,
116 VERT_ATTRIB_COLOR1 = 4,
117 VERT_ATTRIB_FOG = 5,
118 VERT_ATTRIB_COLOR_INDEX = 6,
119 VERT_ATTRIB_EDGEFLAG = 7,
120 VERT_ATTRIB_TEX0 = 8,
121 VERT_ATTRIB_TEX1 = 9,
122 VERT_ATTRIB_TEX2 = 10,
123 VERT_ATTRIB_TEX3 = 11,
124 VERT_ATTRIB_TEX4 = 12,
125 VERT_ATTRIB_TEX5 = 13,
126 VERT_ATTRIB_TEX6 = 14,
127 VERT_ATTRIB_TEX7 = 15,
128 VERT_ATTRIB_POINT_SIZE = 16,
129 VERT_ATTRIB_GENERIC0 = 17,
130 VERT_ATTRIB_GENERIC1 = 18,
131 VERT_ATTRIB_GENERIC2 = 19,
132 VERT_ATTRIB_GENERIC3 = 20,
133 VERT_ATTRIB_GENERIC4 = 21,
134 VERT_ATTRIB_GENERIC5 = 22,
135 VERT_ATTRIB_GENERIC6 = 23,
136 VERT_ATTRIB_GENERIC7 = 24,
137 VERT_ATTRIB_GENERIC8 = 25,
138 VERT_ATTRIB_GENERIC9 = 26,
139 VERT_ATTRIB_GENERIC10 = 27,
140 VERT_ATTRIB_GENERIC11 = 28,
141 VERT_ATTRIB_GENERIC12 = 29,
142 VERT_ATTRIB_GENERIC13 = 30,
143 VERT_ATTRIB_GENERIC14 = 31,
144 VERT_ATTRIB_GENERIC15 = 32,
145 VERT_ATTRIB_MAX = 33
146 } gl_vert_attrib;
147
148 /**
149 * Symbolic constats to help iterating over
150 * specific blocks of vertex attributes.
151 *
152 * VERT_ATTRIB_FF
153 * includes all fixed function attributes as well as
154 * the aliased GL_NV_vertex_program shader attributes.
155 * VERT_ATTRIB_TEX
156 * include the classic texture coordinate attributes.
157 * Is a subset of VERT_ATTRIB_FF.
158 * VERT_ATTRIB_GENERIC_NV
159 * include the NV shader attributes.
160 * Is a subset of VERT_ATTRIB_FF.
161 * VERT_ATTRIB_GENERIC
162 * include the OpenGL 2.0+ GLSL generic shader attributes.
163 * These alias the generic GL_ARB_vertex_shader attributes.
164 */
165 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
166 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
167
168 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
169 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
170
171 #define VERT_ATTRIB_GENERIC_NV(i) (VERT_ATTRIB_POS + (i))
172 #define VERT_ATTRIB_GENERIC_NV_MAX MAX_VERTEX_GENERIC_ATTRIBS
173
174 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
175 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
176
177 /**
178 * Bitflags for vertex attributes.
179 * These are used in bitfields in many places.
180 */
181 /*@{*/
182 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
183 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
184 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
185 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
186 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
187 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
188 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
189 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
190 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
191 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
192 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
193 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
194 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
195 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
196 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
197 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
198 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
199 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
200
201 #define VERT_BIT(i) BITFIELD64_BIT(i)
202 #define VERT_BIT_ALL (BITFIELD64_BIT(VERT_ATTRIB_MAX) - 1)
203
204 #define VERT_BIT_FF(i) VERT_BIT(i)
205 #define VERT_BIT_FF_ALL (BITFIELD64_BIT(VERT_ATTRIB_FF_MAX) - 1)
206 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
207 #define VERT_BIT_TEX_ALL \
208 ((BITFIELD64_BIT(VERT_ATTRIB_TEX_MAX) - 1) << VERT_ATTRIB_TEX(0))
209 #define VERT_BIT_GENERIC_NV(i) VERT_BIT(VERT_ATTRIB_GENERIC_NV(i))
210 #define VERT_BIT_GENERIC_NV_ALL \
211 ((BITFIELD64_BIT(VERT_ATTRIB_GENERIC_NV_MAX) - 1) << (VERT_ATTRIB_GENERIC_NV(0)))
212 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
213 #define VERT_BIT_GENERIC_ALL \
214 ((BITFIELD64_BIT(VERT_ATTRIB_GENERIC_MAX) - 1) << (VERT_ATTRIB_GENERIC(0)))
215 /*@}*/
216
217
218 /**
219 * Indexes for vertex program result attributes. Note that
220 * _mesa_vert_result_to_frag_attrib() and _mesa_frag_attrib_to_vert_result() make
221 * assumptions about the layout of this enum.
222 */
223 typedef enum
224 {
225 VERT_RESULT_HPOS = 0,
226 VERT_RESULT_COL0 = 1,
227 VERT_RESULT_COL1 = 2,
228 VERT_RESULT_FOGC = 3,
229 VERT_RESULT_TEX0 = 4,
230 VERT_RESULT_TEX1 = 5,
231 VERT_RESULT_TEX2 = 6,
232 VERT_RESULT_TEX3 = 7,
233 VERT_RESULT_TEX4 = 8,
234 VERT_RESULT_TEX5 = 9,
235 VERT_RESULT_TEX6 = 10,
236 VERT_RESULT_TEX7 = 11,
237 VERT_RESULT_PSIZ = 12,
238 VERT_RESULT_BFC0 = 13,
239 VERT_RESULT_BFC1 = 14,
240 VERT_RESULT_EDGE = 15,
241 VERT_RESULT_CLIP_VERTEX = 16,
242 VERT_RESULT_CLIP_DIST0 = 17,
243 VERT_RESULT_CLIP_DIST1 = 18,
244 VERT_RESULT_VAR0 = 19, /**< shader varying */
245 VERT_RESULT_MAX = (VERT_RESULT_VAR0 + MAX_VARYING)
246 } gl_vert_result;
247
248
249 /*********************************************/
250
251 /**
252 * Indexes for geometry program attributes.
253 */
254 typedef enum
255 {
256 GEOM_ATTRIB_POSITION = 0,
257 GEOM_ATTRIB_COLOR0 = 1,
258 GEOM_ATTRIB_COLOR1 = 2,
259 GEOM_ATTRIB_SECONDARY_COLOR0 = 3,
260 GEOM_ATTRIB_SECONDARY_COLOR1 = 4,
261 GEOM_ATTRIB_FOG_FRAG_COORD = 5,
262 GEOM_ATTRIB_POINT_SIZE = 6,
263 GEOM_ATTRIB_CLIP_VERTEX = 7,
264 GEOM_ATTRIB_PRIMITIVE_ID = 8,
265 GEOM_ATTRIB_TEX_COORD = 9,
266
267 GEOM_ATTRIB_VAR0 = 16,
268 GEOM_ATTRIB_MAX = (GEOM_ATTRIB_VAR0 + MAX_VARYING)
269 } gl_geom_attrib;
270
271 /**
272 * Bitflags for geometry attributes.
273 * These are used in bitfields in many places.
274 */
275 /*@{*/
276 #define GEOM_BIT_COLOR0 (1 << GEOM_ATTRIB_COLOR0)
277 #define GEOM_BIT_COLOR1 (1 << GEOM_ATTRIB_COLOR1)
278 #define GEOM_BIT_SCOLOR0 (1 << GEOM_ATTRIB_SECONDARY_COLOR0)
279 #define GEOM_BIT_SCOLOR1 (1 << GEOM_ATTRIB_SECONDARY_COLOR1)
280 #define GEOM_BIT_TEX_COORD (1 << GEOM_ATTRIB_TEX_COORD)
281 #define GEOM_BIT_FOG_COORD (1 << GEOM_ATTRIB_FOG_FRAG_COORD)
282 #define GEOM_BIT_POSITION (1 << GEOM_ATTRIB_POSITION)
283 #define GEOM_BIT_POINT_SIDE (1 << GEOM_ATTRIB_POINT_SIZE)
284 #define GEOM_BIT_CLIP_VERTEX (1 << GEOM_ATTRIB_CLIP_VERTEX)
285 #define GEOM_BIT_PRIM_ID (1 << GEOM_ATTRIB_PRIMITIVE_ID)
286 #define GEOM_BIT_VAR0 (1 << GEOM_ATTRIB_VAR0)
287
288 #define GEOM_BIT_VAR(g) (1 << (GEOM_BIT_VAR0 + (g)))
289 /*@}*/
290
291
292 /**
293 * Indexes for geometry program result attributes
294 */
295 typedef enum
296 {
297 GEOM_RESULT_POS = 0,
298 GEOM_RESULT_COL0 = 1,
299 GEOM_RESULT_COL1 = 2,
300 GEOM_RESULT_SCOL0 = 3,
301 GEOM_RESULT_SCOL1 = 4,
302 GEOM_RESULT_FOGC = 5,
303 GEOM_RESULT_TEX0 = 6,
304 GEOM_RESULT_TEX1 = 7,
305 GEOM_RESULT_TEX2 = 8,
306 GEOM_RESULT_TEX3 = 9,
307 GEOM_RESULT_TEX4 = 10,
308 GEOM_RESULT_TEX5 = 11,
309 GEOM_RESULT_TEX6 = 12,
310 GEOM_RESULT_TEX7 = 13,
311 GEOM_RESULT_PSIZ = 14,
312 GEOM_RESULT_CLPV = 15,
313 GEOM_RESULT_PRID = 16,
314 GEOM_RESULT_LAYR = 17,
315 GEOM_RESULT_VAR0 = 18, /**< shader varying, should really be 16 */
316 /* ### we need to -2 because var0 is 18 instead 16 like in the others */
317 GEOM_RESULT_MAX = (GEOM_RESULT_VAR0 + MAX_VARYING - 2)
318 } gl_geom_result;
319
320
321 /**
322 * Indexes for fragment program input attributes. Note that
323 * _mesa_vert_result_to_frag_attrib() and frag_attrib_to_vert_result() make
324 * assumptions about the layout of this enum.
325 */
326 typedef enum
327 {
328 FRAG_ATTRIB_WPOS = 0,
329 FRAG_ATTRIB_COL0 = 1,
330 FRAG_ATTRIB_COL1 = 2,
331 FRAG_ATTRIB_FOGC = 3,
332 FRAG_ATTRIB_TEX0 = 4,
333 FRAG_ATTRIB_TEX1 = 5,
334 FRAG_ATTRIB_TEX2 = 6,
335 FRAG_ATTRIB_TEX3 = 7,
336 FRAG_ATTRIB_TEX4 = 8,
337 FRAG_ATTRIB_TEX5 = 9,
338 FRAG_ATTRIB_TEX6 = 10,
339 FRAG_ATTRIB_TEX7 = 11,
340 FRAG_ATTRIB_FACE = 12, /**< front/back face */
341 FRAG_ATTRIB_PNTC = 13, /**< sprite/point coord */
342 FRAG_ATTRIB_CLIP_DIST0 = 14,
343 FRAG_ATTRIB_CLIP_DIST1 = 15,
344 FRAG_ATTRIB_VAR0 = 16, /**< shader varying */
345 FRAG_ATTRIB_MAX = (FRAG_ATTRIB_VAR0 + MAX_VARYING)
346 } gl_frag_attrib;
347
348
349 /**
350 * Convert from a gl_vert_result value to the corresponding gl_frag_attrib.
351 *
352 * VERT_RESULT_HPOS is converted to FRAG_ATTRIB_WPOS.
353 *
354 * gl_vert_result values which have no corresponding gl_frag_attrib
355 * (VERT_RESULT_PSIZ, VERT_RESULT_BFC0, VERT_RESULT_BFC1, and
356 * VERT_RESULT_EDGE) are converted to a value of -1.
357 */
358 static inline int
359 _mesa_vert_result_to_frag_attrib(gl_vert_result vert_result)
360 {
361 if (vert_result >= VERT_RESULT_CLIP_DIST0)
362 return vert_result - VERT_RESULT_CLIP_DIST0 + FRAG_ATTRIB_CLIP_DIST0;
363 else if (vert_result <= VERT_RESULT_TEX7)
364 return vert_result;
365 else
366 return -1;
367 }
368
369
370 /**
371 * Convert from a gl_frag_attrib value to the corresponding gl_vert_result.
372 *
373 * FRAG_ATTRIB_WPOS is converted to VERT_RESULT_HPOS.
374 *
375 * gl_frag_attrib values which have no corresponding gl_vert_result
376 * (FRAG_ATTRIB_FACE and FRAG_ATTRIB_PNTC) are converted to a value of -1.
377 */
378 static inline int
379 _mesa_frag_attrib_to_vert_result(gl_frag_attrib frag_attrib)
380 {
381 if (frag_attrib <= FRAG_ATTRIB_TEX7)
382 return frag_attrib;
383 else if (frag_attrib >= FRAG_ATTRIB_CLIP_DIST0)
384 return frag_attrib - FRAG_ATTRIB_CLIP_DIST0 + VERT_RESULT_CLIP_DIST0;
385 else
386 return -1;
387 }
388
389
390 /**
391 * Bitflags for fragment program input attributes.
392 */
393 /*@{*/
394 #define FRAG_BIT_WPOS (1 << FRAG_ATTRIB_WPOS)
395 #define FRAG_BIT_COL0 (1 << FRAG_ATTRIB_COL0)
396 #define FRAG_BIT_COL1 (1 << FRAG_ATTRIB_COL1)
397 #define FRAG_BIT_FOGC (1 << FRAG_ATTRIB_FOGC)
398 #define FRAG_BIT_FACE (1 << FRAG_ATTRIB_FACE)
399 #define FRAG_BIT_PNTC (1 << FRAG_ATTRIB_PNTC)
400 #define FRAG_BIT_TEX0 (1 << FRAG_ATTRIB_TEX0)
401 #define FRAG_BIT_TEX1 (1 << FRAG_ATTRIB_TEX1)
402 #define FRAG_BIT_TEX2 (1 << FRAG_ATTRIB_TEX2)
403 #define FRAG_BIT_TEX3 (1 << FRAG_ATTRIB_TEX3)
404 #define FRAG_BIT_TEX4 (1 << FRAG_ATTRIB_TEX4)
405 #define FRAG_BIT_TEX5 (1 << FRAG_ATTRIB_TEX5)
406 #define FRAG_BIT_TEX6 (1 << FRAG_ATTRIB_TEX6)
407 #define FRAG_BIT_TEX7 (1 << FRAG_ATTRIB_TEX7)
408 #define FRAG_BIT_VAR0 (1 << FRAG_ATTRIB_VAR0)
409
410 #define FRAG_BIT_TEX(U) (FRAG_BIT_TEX0 << (U))
411 #define FRAG_BIT_VAR(V) (FRAG_BIT_VAR0 << (V))
412
413 #define FRAG_BITS_TEX_ANY (FRAG_BIT_TEX0| \
414 FRAG_BIT_TEX1| \
415 FRAG_BIT_TEX2| \
416 FRAG_BIT_TEX3| \
417 FRAG_BIT_TEX4| \
418 FRAG_BIT_TEX5| \
419 FRAG_BIT_TEX6| \
420 FRAG_BIT_TEX7)
421 /*@}*/
422
423
424 /**
425 * Fragment program results
426 */
427 typedef enum
428 {
429 FRAG_RESULT_DEPTH = 0,
430 FRAG_RESULT_STENCIL = 1,
431 /* If a single color should be written to all render targets, this
432 * register is written. No FRAG_RESULT_DATAn will be written.
433 */
434 FRAG_RESULT_COLOR = 2,
435
436 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
437 * or ARB_fragment_program fragment.color[n]) color results. If
438 * any are written, FRAG_RESULT_COLOR will not be written.
439 */
440 FRAG_RESULT_DATA0 = 3,
441 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
442 } gl_frag_result;
443
444
445 /**
446 * Indexes for all renderbuffers
447 */
448 typedef enum
449 {
450 /* the four standard color buffers */
451 BUFFER_FRONT_LEFT,
452 BUFFER_BACK_LEFT,
453 BUFFER_FRONT_RIGHT,
454 BUFFER_BACK_RIGHT,
455 BUFFER_DEPTH,
456 BUFFER_STENCIL,
457 BUFFER_ACCUM,
458 /* optional aux buffer */
459 BUFFER_AUX0,
460 /* generic renderbuffers */
461 BUFFER_COLOR0,
462 BUFFER_COLOR1,
463 BUFFER_COLOR2,
464 BUFFER_COLOR3,
465 BUFFER_COLOR4,
466 BUFFER_COLOR5,
467 BUFFER_COLOR6,
468 BUFFER_COLOR7,
469 BUFFER_COUNT
470 } gl_buffer_index;
471
472 /**
473 * Bit flags for all renderbuffers
474 */
475 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
476 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
477 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
478 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
479 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
480 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
481 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
482 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
483 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
484 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
485 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
486 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
487 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
488 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
489 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
490 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
491 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
492 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
493 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
494
495 /**
496 * Mask of all the color buffer bits (but not accum).
497 */
498 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
499 BUFFER_BIT_BACK_LEFT | \
500 BUFFER_BIT_FRONT_RIGHT | \
501 BUFFER_BIT_BACK_RIGHT | \
502 BUFFER_BIT_AUX0 | \
503 BUFFER_BIT_COLOR0 | \
504 BUFFER_BIT_COLOR1 | \
505 BUFFER_BIT_COLOR2 | \
506 BUFFER_BIT_COLOR3 | \
507 BUFFER_BIT_COLOR4 | \
508 BUFFER_BIT_COLOR5 | \
509 BUFFER_BIT_COLOR6 | \
510 BUFFER_BIT_COLOR7)
511
512
513 /**
514 * Framebuffer configuration (aka visual / pixelformat)
515 * Note: some of these fields should be boolean, but it appears that
516 * code in drivers/dri/common/util.c requires int-sized fields.
517 */
518 struct gl_config
519 {
520 GLboolean rgbMode;
521 GLboolean floatMode;
522 GLboolean colorIndexMode; /* XXX is this used anywhere? */
523 GLuint doubleBufferMode;
524 GLuint stereoMode;
525
526 GLboolean haveAccumBuffer;
527 GLboolean haveDepthBuffer;
528 GLboolean haveStencilBuffer;
529
530 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
531 GLuint redMask, greenMask, blueMask, alphaMask;
532 GLint rgbBits; /* total bits for rgb */
533 GLint indexBits; /* total bits for colorindex */
534
535 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
536 GLint depthBits;
537 GLint stencilBits;
538
539 GLint numAuxBuffers;
540
541 GLint level;
542
543 /* EXT_visual_rating / GLX 1.2 */
544 GLint visualRating;
545
546 /* EXT_visual_info / GLX 1.2 */
547 GLint transparentPixel;
548 /* colors are floats scaled to ints */
549 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
550 GLint transparentIndex;
551
552 /* ARB_multisample / SGIS_multisample */
553 GLint sampleBuffers;
554 GLint samples;
555
556 /* SGIX_pbuffer / GLX 1.3 */
557 GLint maxPbufferWidth;
558 GLint maxPbufferHeight;
559 GLint maxPbufferPixels;
560 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
561 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
562
563 /* OML_swap_method */
564 GLint swapMethod;
565
566 /* EXT_texture_from_pixmap */
567 GLint bindToTextureRgb;
568 GLint bindToTextureRgba;
569 GLint bindToMipmapTexture;
570 GLint bindToTextureTargets;
571 GLint yInverted;
572
573 /* EXT_framebuffer_sRGB */
574 GLint sRGBCapable;
575 };
576
577
578 /**
579 * \name Bit flags used for updating material values.
580 */
581 /*@{*/
582 #define MAT_ATTRIB_FRONT_AMBIENT 0
583 #define MAT_ATTRIB_BACK_AMBIENT 1
584 #define MAT_ATTRIB_FRONT_DIFFUSE 2
585 #define MAT_ATTRIB_BACK_DIFFUSE 3
586 #define MAT_ATTRIB_FRONT_SPECULAR 4
587 #define MAT_ATTRIB_BACK_SPECULAR 5
588 #define MAT_ATTRIB_FRONT_EMISSION 6
589 #define MAT_ATTRIB_BACK_EMISSION 7
590 #define MAT_ATTRIB_FRONT_SHININESS 8
591 #define MAT_ATTRIB_BACK_SHININESS 9
592 #define MAT_ATTRIB_FRONT_INDEXES 10
593 #define MAT_ATTRIB_BACK_INDEXES 11
594 #define MAT_ATTRIB_MAX 12
595
596 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
597 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
598 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
599 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
600 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
601 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
602
603 #define MAT_INDEX_AMBIENT 0
604 #define MAT_INDEX_DIFFUSE 1
605 #define MAT_INDEX_SPECULAR 2
606
607 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
608 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
609 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
610 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
611 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
612 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
613 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
614 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
615 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
616 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
617 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
618 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
619
620
621 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
622 MAT_BIT_FRONT_AMBIENT | \
623 MAT_BIT_FRONT_DIFFUSE | \
624 MAT_BIT_FRONT_SPECULAR | \
625 MAT_BIT_FRONT_SHININESS | \
626 MAT_BIT_FRONT_INDEXES)
627
628 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
629 MAT_BIT_BACK_AMBIENT | \
630 MAT_BIT_BACK_DIFFUSE | \
631 MAT_BIT_BACK_SPECULAR | \
632 MAT_BIT_BACK_SHININESS | \
633 MAT_BIT_BACK_INDEXES)
634
635 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
636 /*@}*/
637
638
639 #define EXP_TABLE_SIZE 512 /**< Specular exponent lookup table sizes */
640 #define SHINE_TABLE_SIZE 256 /**< Material shininess lookup table sizes */
641
642 /**
643 * Material shininess lookup table.
644 */
645 struct gl_shine_tab
646 {
647 struct gl_shine_tab *next, *prev;
648 GLfloat tab[SHINE_TABLE_SIZE+1];
649 GLfloat shininess;
650 GLuint refcount;
651 };
652
653
654 /**
655 * Light source state.
656 */
657 struct gl_light
658 {
659 struct gl_light *next; /**< double linked list with sentinel */
660 struct gl_light *prev;
661
662 GLfloat Ambient[4]; /**< ambient color */
663 GLfloat Diffuse[4]; /**< diffuse color */
664 GLfloat Specular[4]; /**< specular color */
665 GLfloat EyePosition[4]; /**< position in eye coordinates */
666 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
667 GLfloat SpotExponent;
668 GLfloat SpotCutoff; /**< in degrees */
669 GLfloat _CosCutoffNeg; /**< = cos(SpotCutoff) */
670 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
671 GLfloat ConstantAttenuation;
672 GLfloat LinearAttenuation;
673 GLfloat QuadraticAttenuation;
674 GLboolean Enabled; /**< On/off flag */
675
676 /**
677 * \name Derived fields
678 */
679 /*@{*/
680 GLbitfield _Flags; /**< State */
681
682 GLfloat _Position[4]; /**< position in eye/obj coordinates */
683 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
684 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
685 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
686 GLfloat _VP_inf_spot_attenuation;
687
688 GLfloat _SpotExpTable[EXP_TABLE_SIZE][2]; /**< to replace a pow() call */
689 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
690 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
691 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
692 /*@}*/
693 };
694
695
696 /**
697 * Light model state.
698 */
699 struct gl_lightmodel
700 {
701 GLfloat Ambient[4]; /**< ambient color */
702 GLboolean LocalViewer; /**< Local (or infinite) view point? */
703 GLboolean TwoSide; /**< Two (or one) sided lighting? */
704 GLenum ColorControl; /**< either GL_SINGLE_COLOR
705 * or GL_SEPARATE_SPECULAR_COLOR */
706 };
707
708
709 /**
710 * Material state.
711 */
712 struct gl_material
713 {
714 GLfloat Attrib[MAT_ATTRIB_MAX][4];
715 };
716
717
718 /**
719 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
720 */
721 struct gl_accum_attrib
722 {
723 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
724 };
725
726
727 /**
728 * Used for storing clear color, texture border color, etc.
729 * The float values are typically unclamped.
730 */
731 union gl_color_union
732 {
733 GLfloat f[4];
734 GLint i[4];
735 GLuint ui[4];
736 };
737
738
739 /**
740 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
741 */
742 struct gl_colorbuffer_attrib
743 {
744 GLuint ClearIndex; /**< Index for glClear */
745 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
746 GLuint IndexMask; /**< Color index write mask */
747 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
748
749 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
750
751 /**
752 * \name alpha testing
753 */
754 /*@{*/
755 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
756 GLenum AlphaFunc; /**< Alpha test function */
757 GLfloat AlphaRefUnclamped;
758 GLclampf AlphaRef; /**< Alpha reference value */
759 /*@}*/
760
761 /**
762 * \name Blending
763 */
764 /*@{*/
765 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
766
767 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
768 * control, only on the fixed-pointness of the render target.
769 * The query does however depend on fragment color clamping.
770 */
771 GLfloat BlendColorUnclamped[4]; /**< Blending color */
772 GLfloat BlendColor[4]; /**< Blending color */
773
774 struct
775 {
776 GLenum SrcRGB; /**< RGB blend source term */
777 GLenum DstRGB; /**< RGB blend dest term */
778 GLenum SrcA; /**< Alpha blend source term */
779 GLenum DstA; /**< Alpha blend dest term */
780 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
781 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
782 } Blend[MAX_DRAW_BUFFERS];
783 /** Are the blend func terms currently different for each buffer/target? */
784 GLboolean _BlendFuncPerBuffer;
785 /** Are the blend equations currently different for each buffer/target? */
786 GLboolean _BlendEquationPerBuffer;
787 /*@}*/
788
789 /**
790 * \name Logic op
791 */
792 /*@{*/
793 GLenum LogicOp; /**< Logic operator */
794 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
795 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
796 /*@}*/
797
798 GLboolean DitherFlag; /**< Dither enable flag */
799
800 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
801 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
802 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
803 GLboolean _ClampReadColor; /** < with GL_FIXED_ONLY_ARB resolved */
804
805 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
806 };
807
808
809 /**
810 * Current attribute group (GL_CURRENT_BIT).
811 */
812 struct gl_current_attrib
813 {
814 /**
815 * \name Current vertex attributes.
816 * \note Values are valid only after FLUSH_VERTICES has been called.
817 * \note Index and Edgeflag current values are stored as floats in the
818 * SIX and SEVEN attribute slots.
819 */
820 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
821
822 /**
823 * \name Current raster position attributes (always valid).
824 * \note This set of attributes is very similar to the SWvertex struct.
825 */
826 /*@{*/
827 GLfloat RasterPos[4];
828 GLfloat RasterDistance;
829 GLfloat RasterColor[4];
830 GLfloat RasterSecondaryColor[4];
831 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
832 GLboolean RasterPosValid;
833 /*@}*/
834 };
835
836
837 /**
838 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
839 */
840 struct gl_depthbuffer_attrib
841 {
842 GLenum Func; /**< Function for depth buffer compare */
843 GLclampd Clear; /**< Value to clear depth buffer to */
844 GLboolean Test; /**< Depth buffering enabled flag */
845 GLboolean Mask; /**< Depth buffer writable? */
846 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
847 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
848 };
849
850
851 /**
852 * Evaluator attribute group (GL_EVAL_BIT).
853 */
854 struct gl_eval_attrib
855 {
856 /**
857 * \name Enable bits
858 */
859 /*@{*/
860 GLboolean Map1Color4;
861 GLboolean Map1Index;
862 GLboolean Map1Normal;
863 GLboolean Map1TextureCoord1;
864 GLboolean Map1TextureCoord2;
865 GLboolean Map1TextureCoord3;
866 GLboolean Map1TextureCoord4;
867 GLboolean Map1Vertex3;
868 GLboolean Map1Vertex4;
869 GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */
870 GLboolean Map2Color4;
871 GLboolean Map2Index;
872 GLboolean Map2Normal;
873 GLboolean Map2TextureCoord1;
874 GLboolean Map2TextureCoord2;
875 GLboolean Map2TextureCoord3;
876 GLboolean Map2TextureCoord4;
877 GLboolean Map2Vertex3;
878 GLboolean Map2Vertex4;
879 GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */
880 GLboolean AutoNormal;
881 /*@}*/
882
883 /**
884 * \name Map Grid endpoints and divisions and calculated du values
885 */
886 /*@{*/
887 GLint MapGrid1un;
888 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
889 GLint MapGrid2un, MapGrid2vn;
890 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
891 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
892 /*@}*/
893 };
894
895
896 /**
897 * Fog attribute group (GL_FOG_BIT).
898 */
899 struct gl_fog_attrib
900 {
901 GLboolean Enabled; /**< Fog enabled flag */
902 GLfloat ColorUnclamped[4]; /**< Fog color */
903 GLfloat Color[4]; /**< Fog color */
904 GLfloat Density; /**< Density >= 0.0 */
905 GLfloat Start; /**< Start distance in eye coords */
906 GLfloat End; /**< End distance in eye coords */
907 GLfloat Index; /**< Fog index */
908 GLenum Mode; /**< Fog mode */
909 GLboolean ColorSumEnabled;
910 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
911 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
912 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
913 };
914
915
916 /**
917 * \brief Layout qualifiers for gl_FragDepth.
918 *
919 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
920 * a layout qualifier.
921 *
922 * \see enum ir_depth_layout
923 */
924 enum gl_frag_depth_layout {
925 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
926 FRAG_DEPTH_LAYOUT_ANY,
927 FRAG_DEPTH_LAYOUT_GREATER,
928 FRAG_DEPTH_LAYOUT_LESS,
929 FRAG_DEPTH_LAYOUT_UNCHANGED
930 };
931
932
933 /**
934 * Hint attribute group (GL_HINT_BIT).
935 *
936 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
937 */
938 struct gl_hint_attrib
939 {
940 GLenum PerspectiveCorrection;
941 GLenum PointSmooth;
942 GLenum LineSmooth;
943 GLenum PolygonSmooth;
944 GLenum Fog;
945 GLenum ClipVolumeClipping; /**< GL_EXT_clip_volume_hint */
946 GLenum TextureCompression; /**< GL_ARB_texture_compression */
947 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
948 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
949 };
950
951 /**
952 * Light state flags.
953 */
954 /*@{*/
955 #define LIGHT_SPOT 0x1
956 #define LIGHT_LOCAL_VIEWER 0x2
957 #define LIGHT_POSITIONAL 0x4
958 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
959 /*@}*/
960
961
962 /**
963 * Lighting attribute group (GL_LIGHT_BIT).
964 */
965 struct gl_light_attrib
966 {
967 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
968 struct gl_lightmodel Model; /**< Lighting model */
969
970 /**
971 * Must flush FLUSH_VERTICES before referencing:
972 */
973 /*@{*/
974 struct gl_material Material; /**< Includes front & back values */
975 /*@}*/
976
977 GLboolean Enabled; /**< Lighting enabled flag */
978 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
979 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
980 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
981 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
982 GLbitfield ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
983 GLboolean ColorMaterialEnabled;
984 GLenum ClampVertexColor;
985 GLboolean _ClampVertexColor;
986
987 struct gl_light EnabledList; /**< List sentinel */
988
989 /**
990 * Derived state for optimizations:
991 */
992 /*@{*/
993 GLboolean _NeedEyeCoords;
994 GLboolean _NeedVertices; /**< Use fast shader? */
995 GLbitfield _Flags; /**< LIGHT_* flags, see above */
996 GLfloat _BaseColor[2][3];
997 /*@}*/
998 };
999
1000
1001 /**
1002 * Line attribute group (GL_LINE_BIT).
1003 */
1004 struct gl_line_attrib
1005 {
1006 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
1007 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
1008 GLushort StipplePattern; /**< Stipple pattern */
1009 GLint StippleFactor; /**< Stipple repeat factor */
1010 GLfloat Width; /**< Line width */
1011 };
1012
1013
1014 /**
1015 * Display list attribute group (GL_LIST_BIT).
1016 */
1017 struct gl_list_attrib
1018 {
1019 GLuint ListBase;
1020 };
1021
1022
1023 /**
1024 * Multisample attribute group (GL_MULTISAMPLE_BIT).
1025 */
1026 struct gl_multisample_attrib
1027 {
1028 GLboolean Enabled;
1029 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
1030 GLboolean SampleAlphaToCoverage;
1031 GLboolean SampleAlphaToOne;
1032 GLboolean SampleCoverage;
1033 GLfloat SampleCoverageValue;
1034 GLboolean SampleCoverageInvert;
1035 };
1036
1037
1038 /**
1039 * A pixelmap (see glPixelMap)
1040 */
1041 struct gl_pixelmap
1042 {
1043 GLint Size;
1044 GLfloat Map[MAX_PIXEL_MAP_TABLE];
1045 GLubyte Map8[MAX_PIXEL_MAP_TABLE]; /**< converted to 8-bit color */
1046 };
1047
1048
1049 /**
1050 * Collection of all pixelmaps
1051 */
1052 struct gl_pixelmaps
1053 {
1054 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
1055 struct gl_pixelmap GtoG;
1056 struct gl_pixelmap BtoB;
1057 struct gl_pixelmap AtoA;
1058 struct gl_pixelmap ItoR;
1059 struct gl_pixelmap ItoG;
1060 struct gl_pixelmap ItoB;
1061 struct gl_pixelmap ItoA;
1062 struct gl_pixelmap ItoI;
1063 struct gl_pixelmap StoS;
1064 };
1065
1066
1067 /**
1068 * Pixel attribute group (GL_PIXEL_MODE_BIT).
1069 */
1070 struct gl_pixel_attrib
1071 {
1072 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
1073
1074 /*--- Begin Pixel Transfer State ---*/
1075 /* Fields are in the order in which they're applied... */
1076
1077 /** Scale & Bias (index shift, offset) */
1078 /*@{*/
1079 GLfloat RedBias, RedScale;
1080 GLfloat GreenBias, GreenScale;
1081 GLfloat BlueBias, BlueScale;
1082 GLfloat AlphaBias, AlphaScale;
1083 GLfloat DepthBias, DepthScale;
1084 GLint IndexShift, IndexOffset;
1085 /*@}*/
1086
1087 /* Pixel Maps */
1088 /* Note: actual pixel maps are not part of this attrib group */
1089 GLboolean MapColorFlag;
1090 GLboolean MapStencilFlag;
1091
1092 /*--- End Pixel Transfer State ---*/
1093
1094 /** glPixelZoom */
1095 GLfloat ZoomX, ZoomY;
1096 };
1097
1098
1099 /**
1100 * Point attribute group (GL_POINT_BIT).
1101 */
1102 struct gl_point_attrib
1103 {
1104 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
1105 GLfloat Size; /**< User-specified point size */
1106 GLfloat Params[3]; /**< GL_EXT_point_parameters */
1107 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
1108 GLfloat Threshold; /**< GL_EXT_point_parameters */
1109 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
1110 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
1111 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
1112 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
1113 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
1114 };
1115
1116
1117 /**
1118 * Polygon attribute group (GL_POLYGON_BIT).
1119 */
1120 struct gl_polygon_attrib
1121 {
1122 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
1123 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1124 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1125 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
1126 GLboolean CullFlag; /**< Culling on/off flag */
1127 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
1128 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
1129 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
1130 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
1131 GLfloat OffsetUnits; /**< Polygon offset units, from user */
1132 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
1133 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
1134 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
1135 };
1136
1137
1138 /**
1139 * Scissor attributes (GL_SCISSOR_BIT).
1140 */
1141 struct gl_scissor_attrib
1142 {
1143 GLboolean Enabled; /**< Scissor test enabled? */
1144 GLint X, Y; /**< Lower left corner of box */
1145 GLsizei Width, Height; /**< Size of box */
1146 };
1147
1148
1149 /**
1150 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1151 *
1152 * Three sets of stencil data are tracked so that OpenGL 2.0,
1153 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1154 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1155 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1156 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1157 * GL_EXT_stencil_two_side GL_BACK state.
1158 *
1159 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1160 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1161 *
1162 * The derived value \c _TestTwoSide is set when the front-face and back-face
1163 * stencil state are different.
1164 */
1165 struct gl_stencil_attrib
1166 {
1167 GLboolean Enabled; /**< Enabled flag */
1168 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1169 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1170 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1171 GLboolean _TestTwoSide;
1172 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1173 GLenum Function[3]; /**< Stencil function */
1174 GLenum FailFunc[3]; /**< Fail function */
1175 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1176 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1177 GLint Ref[3]; /**< Reference value */
1178 GLuint ValueMask[3]; /**< Value mask */
1179 GLuint WriteMask[3]; /**< Write mask */
1180 GLuint Clear; /**< Clear value */
1181 };
1182
1183
1184 /**
1185 * An index for each type of texture object. These correspond to the GL
1186 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1187 * Note: the order is from highest priority to lowest priority.
1188 */
1189 typedef enum
1190 {
1191 TEXTURE_BUFFER_INDEX,
1192 TEXTURE_2D_ARRAY_INDEX,
1193 TEXTURE_1D_ARRAY_INDEX,
1194 TEXTURE_EXTERNAL_INDEX,
1195 TEXTURE_CUBE_INDEX,
1196 TEXTURE_3D_INDEX,
1197 TEXTURE_RECT_INDEX,
1198 TEXTURE_2D_INDEX,
1199 TEXTURE_1D_INDEX,
1200 NUM_TEXTURE_TARGETS
1201 } gl_texture_index;
1202
1203
1204 /**
1205 * Bit flags for each type of texture object
1206 * Used for Texture.Unit[]._ReallyEnabled flags.
1207 */
1208 /*@{*/
1209 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1210 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1211 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1212 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1213 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1214 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1215 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1216 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1217 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1218 /*@}*/
1219
1220
1221 /**
1222 * TexGenEnabled flags.
1223 */
1224 /*@{*/
1225 #define S_BIT 1
1226 #define T_BIT 2
1227 #define R_BIT 4
1228 #define Q_BIT 8
1229 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1230 /*@}*/
1231
1232
1233 /**
1234 * Bit flag versions of the corresponding GL_ constants.
1235 */
1236 /*@{*/
1237 #define TEXGEN_SPHERE_MAP 0x1
1238 #define TEXGEN_OBJ_LINEAR 0x2
1239 #define TEXGEN_EYE_LINEAR 0x4
1240 #define TEXGEN_REFLECTION_MAP_NV 0x8
1241 #define TEXGEN_NORMAL_MAP_NV 0x10
1242
1243 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1244 TEXGEN_REFLECTION_MAP_NV | \
1245 TEXGEN_NORMAL_MAP_NV)
1246 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1247 TEXGEN_REFLECTION_MAP_NV | \
1248 TEXGEN_NORMAL_MAP_NV | \
1249 TEXGEN_EYE_LINEAR)
1250 /*@}*/
1251
1252
1253
1254 /** Tex-gen enabled for texture unit? */
1255 #define ENABLE_TEXGEN(unit) (1 << (unit))
1256
1257 /** Non-identity texture matrix for texture unit? */
1258 #define ENABLE_TEXMAT(unit) (1 << (unit))
1259
1260
1261 /**
1262 * Texture image state. Drivers will typically create a subclass of this
1263 * with extra fields for memory buffers, etc.
1264 */
1265 struct gl_texture_image
1266 {
1267 GLint InternalFormat; /**< Internal format as given by the user */
1268 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1269 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1270 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1271 * GL_DEPTH_STENCIL_EXT only. Used for
1272 * choosing TexEnv arithmetic.
1273 */
1274 gl_format TexFormat; /**< The actual texture memory format */
1275
1276 GLuint Border; /**< 0 or 1 */
1277 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1278 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1279 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1280 GLuint Width2; /**< = Width - 2*Border */
1281 GLuint Height2; /**< = Height - 2*Border */
1282 GLuint Depth2; /**< = Depth - 2*Border */
1283 GLuint WidthLog2; /**< = log2(Width2) */
1284 GLuint HeightLog2; /**< = log2(Height2) */
1285 GLuint DepthLog2; /**< = log2(Depth2) */
1286 GLuint MaxLog2; /**< = MAX(WidthLog2, HeightLog2) */
1287
1288 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1289 GLuint Level; /**< Which mipmap level am I? */
1290 /** Cube map face: index into gl_texture_object::Image[] array */
1291 GLuint Face;
1292 };
1293
1294
1295 /**
1296 * Indexes for cube map faces.
1297 */
1298 typedef enum
1299 {
1300 FACE_POS_X = 0,
1301 FACE_NEG_X = 1,
1302 FACE_POS_Y = 2,
1303 FACE_NEG_Y = 3,
1304 FACE_POS_Z = 4,
1305 FACE_NEG_Z = 5,
1306 MAX_FACES = 6
1307 } gl_face_index;
1308
1309
1310 /**
1311 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1312 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1313 */
1314 struct gl_sampler_object
1315 {
1316 GLuint Name;
1317 GLint RefCount;
1318
1319 GLenum WrapS; /**< S-axis texture image wrap mode */
1320 GLenum WrapT; /**< T-axis texture image wrap mode */
1321 GLenum WrapR; /**< R-axis texture image wrap mode */
1322 GLenum MinFilter; /**< minification filter */
1323 GLenum MagFilter; /**< magnification filter */
1324 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1325 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1326 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1327 GLfloat LodBias; /**< OpenGL 1.4 */
1328 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1329 GLenum CompareMode; /**< GL_ARB_shadow */
1330 GLenum CompareFunc; /**< GL_ARB_shadow */
1331 GLfloat CompareFailValue; /**< GL_ARB_shadow_ambient */
1332 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1333 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1334
1335 /* deprecated sampler state */
1336 GLenum DepthMode; /**< GL_ARB_depth_texture */
1337 };
1338
1339
1340 /**
1341 * Texture object state. Contains the array of mipmap images, border color,
1342 * wrap modes, filter modes, and shadow/texcompare state.
1343 */
1344 struct gl_texture_object
1345 {
1346 _glthread_Mutex Mutex; /**< for thread safety */
1347 GLint RefCount; /**< reference count */
1348 GLuint Name; /**< the user-visible texture object ID */
1349 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1350
1351 struct gl_sampler_object Sampler;
1352
1353 GLfloat Priority; /**< in [0,1] */
1354 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1355 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1356 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1357 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */
1358 GLint CropRect[4]; /**< GL_OES_draw_texture */
1359 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1360 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1361 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1362 GLboolean _Complete; /**< Is texture object complete? */
1363 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1364 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1365 GLboolean Immutable; /**< GL_ARB_texture_storage */
1366
1367 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1368 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1369
1370 /** GL_ARB_texture_buffer_object */
1371 struct gl_buffer_object *BufferObject;
1372 GLenum BufferObjectFormat;
1373
1374 /** GL_OES_EGL_image_external */
1375 GLint RequiredTextureImageUnits;
1376 };
1377
1378
1379 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1380 #define MAX_COMBINER_TERMS 4
1381
1382
1383 /**
1384 * Texture combine environment state.
1385 */
1386 struct gl_tex_env_combine_state
1387 {
1388 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1389 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1390 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1391 GLenum SourceRGB[MAX_COMBINER_TERMS];
1392 GLenum SourceA[MAX_COMBINER_TERMS];
1393 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1394 GLenum OperandRGB[MAX_COMBINER_TERMS];
1395 GLenum OperandA[MAX_COMBINER_TERMS];
1396 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1397 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1398 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1399 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1400 };
1401
1402
1403 /**
1404 * Texture coord generation state.
1405 */
1406 struct gl_texgen
1407 {
1408 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1409 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1410 GLfloat ObjectPlane[4];
1411 GLfloat EyePlane[4];
1412 };
1413
1414
1415 /**
1416 * Texture unit state. Contains enable flags, texture environment/function/
1417 * combiners, texgen state, and pointers to current texture objects.
1418 */
1419 struct gl_texture_unit
1420 {
1421 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1422 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1423
1424 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1425 GLclampf EnvColor[4];
1426 GLfloat EnvColorUnclamped[4];
1427
1428 struct gl_texgen GenS;
1429 struct gl_texgen GenT;
1430 struct gl_texgen GenR;
1431 struct gl_texgen GenQ;
1432 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1433 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1434
1435 GLfloat LodBias; /**< for biasing mipmap levels */
1436 GLenum BumpTarget;
1437 GLfloat RotMatrix[4]; /* 2x2 matrix */
1438
1439 /** Current sampler object (GL_ARB_sampler_objects) */
1440 struct gl_sampler_object *Sampler;
1441
1442 /**
1443 * \name GL_EXT_texture_env_combine
1444 */
1445 struct gl_tex_env_combine_state Combine;
1446
1447 /**
1448 * Derived state based on \c EnvMode and the \c BaseFormat of the
1449 * currently enabled texture.
1450 */
1451 struct gl_tex_env_combine_state _EnvMode;
1452
1453 /**
1454 * Currently enabled combiner state. This will point to either
1455 * \c Combine or \c _EnvMode.
1456 */
1457 struct gl_tex_env_combine_state *_CurrentCombine;
1458
1459 /** Current texture object pointers */
1460 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1461
1462 /** Points to highest priority, complete and enabled texture object */
1463 struct gl_texture_object *_Current;
1464 };
1465
1466
1467 /**
1468 * Texture attribute group (GL_TEXTURE_BIT).
1469 */
1470 struct gl_texture_attrib
1471 {
1472 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1473 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1474
1475 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1476
1477 /** GL_ARB_texture_buffer_object */
1478 struct gl_buffer_object *BufferObject;
1479
1480 /** GL_ARB_seamless_cubemap */
1481 GLboolean CubeMapSeamless;
1482
1483 /** Texture units/samplers used by vertex or fragment texturing */
1484 GLbitfield _EnabledUnits;
1485
1486 /** Texture coord units/sets used for fragment texturing */
1487 GLbitfield _EnabledCoordUnits;
1488
1489 /** Texture coord units that have texgen enabled */
1490 GLbitfield _TexGenEnabled;
1491
1492 /** Texture coord units that have non-identity matrices */
1493 GLbitfield _TexMatEnabled;
1494
1495 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1496 GLbitfield _GenFlags;
1497 };
1498
1499
1500 /**
1501 * Data structure representing a single clip plane (e.g. one of the elements
1502 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1503 */
1504 typedef GLfloat gl_clip_plane[4];
1505
1506
1507 /**
1508 * Transformation attribute group (GL_TRANSFORM_BIT).
1509 */
1510 struct gl_transform_attrib
1511 {
1512 GLenum MatrixMode; /**< Matrix mode */
1513 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1514 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1515 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1516 GLboolean Normalize; /**< Normalize all normals? */
1517 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1518 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1519 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1520
1521 GLfloat CullEyePos[4];
1522 GLfloat CullObjPos[4];
1523 };
1524
1525
1526 /**
1527 * Viewport attribute group (GL_VIEWPORT_BIT).
1528 */
1529 struct gl_viewport_attrib
1530 {
1531 GLint X, Y; /**< position */
1532 GLsizei Width, Height; /**< size */
1533 GLfloat Near, Far; /**< Depth buffer range */
1534 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1535 };
1536
1537
1538 /**
1539 * GL_ARB_vertex/pixel_buffer_object buffer object
1540 */
1541 struct gl_buffer_object
1542 {
1543 _glthread_Mutex Mutex;
1544 GLint RefCount;
1545 GLuint Name;
1546 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1547 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1548 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1549 /** Fields describing a mapped buffer */
1550 /*@{*/
1551 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1552 GLvoid *Pointer; /**< User-space address of mapping */
1553 GLintptr Offset; /**< Mapped offset */
1554 GLsizeiptr Length; /**< Mapped length */
1555 /*@}*/
1556 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1557 GLboolean Written; /**< Ever written to? (for debugging) */
1558 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1559 };
1560
1561
1562 /**
1563 * Client pixel packing/unpacking attributes
1564 */
1565 struct gl_pixelstore_attrib
1566 {
1567 GLint Alignment;
1568 GLint RowLength;
1569 GLint SkipPixels;
1570 GLint SkipRows;
1571 GLint ImageHeight;
1572 GLint SkipImages;
1573 GLboolean SwapBytes;
1574 GLboolean LsbFirst;
1575 GLboolean Invert; /**< GL_MESA_pack_invert */
1576 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1577 };
1578
1579
1580 /**
1581 * Client vertex array attributes
1582 */
1583 struct gl_client_array
1584 {
1585 GLint Size; /**< components per element (1,2,3,4) */
1586 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1587 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1588 GLsizei Stride; /**< user-specified stride */
1589 GLsizei StrideB; /**< actual stride in bytes */
1590 const GLubyte *Ptr; /**< Points to array data */
1591 GLboolean Enabled; /**< Enabled flag is a boolean */
1592 GLboolean Normalized; /**< GL_ARB_vertex_program */
1593 GLboolean Integer; /**< Integer-valued? */
1594 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1595 GLuint _ElementSize; /**< size of each element in bytes */
1596
1597 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1598 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1599 };
1600
1601
1602 /**
1603 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1604 * extension, but a nice encapsulation in any case.
1605 */
1606 struct gl_array_object
1607 {
1608 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1609 GLuint Name;
1610
1611 GLint RefCount;
1612 _glthread_Mutex Mutex;
1613
1614 /**
1615 * Does the VAO use ARB semantics or Apple semantics?
1616 *
1617 * There are several ways in which ARB_vertex_array_object and
1618 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1619 * least,
1620 *
1621 * - ARB VAOs require that all array data be sourced from vertex buffer
1622 * objects, but Apple VAOs do not.
1623 *
1624 * - ARB VAOs require that names come from GenVertexArrays.
1625 *
1626 * This flag notes which behavior governs this VAO.
1627 */
1628 GLboolean ARBsemantics;
1629
1630 /**
1631 * Has this array object been bound?
1632 */
1633 GLboolean _Used;
1634
1635 /** Vertex attribute arrays */
1636 struct gl_client_array VertexAttrib[VERT_ATTRIB_MAX];
1637
1638 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1639 GLbitfield64 _Enabled;
1640
1641 /**
1642 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1643 * we can determine the max legal (in bounds) glDrawElements array index.
1644 */
1645 GLuint _MaxElement;
1646
1647 struct gl_buffer_object *ElementArrayBufferObj;
1648 };
1649
1650
1651 /**
1652 * Vertex array state
1653 */
1654 struct gl_array_attrib
1655 {
1656 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1657 struct gl_array_object *ArrayObj;
1658
1659 /** The default vertex array object */
1660 struct gl_array_object *DefaultArrayObj;
1661
1662 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1663 struct _mesa_HashTable *Objects;
1664
1665 GLint ActiveTexture; /**< Client Active Texture */
1666 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1667 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1668
1669 /** GL 3.1 (slightly different from GL_NV_primitive_restart) */
1670 GLboolean PrimitiveRestart;
1671 GLuint RestartIndex;
1672
1673 GLbitfield64 NewState; /**< mask of VERT_BIT_* values */
1674 GLboolean RebindArrays; /**< whether the VBO module should rebind arrays */
1675
1676 /* GL_ARB_vertex_buffer_object */
1677 struct gl_buffer_object *ArrayBufferObj;
1678 };
1679
1680
1681 /**
1682 * Feedback buffer state
1683 */
1684 struct gl_feedback
1685 {
1686 GLenum Type;
1687 GLbitfield _Mask; /**< FB_* bits */
1688 GLfloat *Buffer;
1689 GLuint BufferSize;
1690 GLuint Count;
1691 };
1692
1693
1694 /**
1695 * Selection buffer state
1696 */
1697 struct gl_selection
1698 {
1699 GLuint *Buffer; /**< selection buffer */
1700 GLuint BufferSize; /**< size of the selection buffer */
1701 GLuint BufferCount; /**< number of values in the selection buffer */
1702 GLuint Hits; /**< number of records in the selection buffer */
1703 GLuint NameStackDepth; /**< name stack depth */
1704 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1705 GLboolean HitFlag; /**< hit flag */
1706 GLfloat HitMinZ; /**< minimum hit depth */
1707 GLfloat HitMaxZ; /**< maximum hit depth */
1708 };
1709
1710
1711 /**
1712 * 1-D Evaluator control points
1713 */
1714 struct gl_1d_map
1715 {
1716 GLuint Order; /**< Number of control points */
1717 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1718 GLfloat *Points; /**< Points to contiguous control points */
1719 };
1720
1721
1722 /**
1723 * 2-D Evaluator control points
1724 */
1725 struct gl_2d_map
1726 {
1727 GLuint Uorder; /**< Number of control points in U dimension */
1728 GLuint Vorder; /**< Number of control points in V dimension */
1729 GLfloat u1, u2, du;
1730 GLfloat v1, v2, dv;
1731 GLfloat *Points; /**< Points to contiguous control points */
1732 };
1733
1734
1735 /**
1736 * All evaluator control point state
1737 */
1738 struct gl_evaluators
1739 {
1740 /**
1741 * \name 1-D maps
1742 */
1743 /*@{*/
1744 struct gl_1d_map Map1Vertex3;
1745 struct gl_1d_map Map1Vertex4;
1746 struct gl_1d_map Map1Index;
1747 struct gl_1d_map Map1Color4;
1748 struct gl_1d_map Map1Normal;
1749 struct gl_1d_map Map1Texture1;
1750 struct gl_1d_map Map1Texture2;
1751 struct gl_1d_map Map1Texture3;
1752 struct gl_1d_map Map1Texture4;
1753 struct gl_1d_map Map1Attrib[16]; /**< GL_NV_vertex_program */
1754 /*@}*/
1755
1756 /**
1757 * \name 2-D maps
1758 */
1759 /*@{*/
1760 struct gl_2d_map Map2Vertex3;
1761 struct gl_2d_map Map2Vertex4;
1762 struct gl_2d_map Map2Index;
1763 struct gl_2d_map Map2Color4;
1764 struct gl_2d_map Map2Normal;
1765 struct gl_2d_map Map2Texture1;
1766 struct gl_2d_map Map2Texture2;
1767 struct gl_2d_map Map2Texture3;
1768 struct gl_2d_map Map2Texture4;
1769 struct gl_2d_map Map2Attrib[16]; /**< GL_NV_vertex_program */
1770 /*@}*/
1771 };
1772
1773
1774 /**
1775 * Names of the various vertex/fragment program register files, etc.
1776 *
1777 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1778 * All values should fit in a 4-bit field.
1779 *
1780 * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR, PROGRAM_NAMED_PARAM,
1781 * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1782 * be "uniform" variables since they can only be set outside glBegin/End.
1783 * They're also all stored in the same Parameters array.
1784 */
1785 typedef enum
1786 {
1787 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1788 PROGRAM_INPUT, /**< machine->Inputs[] */
1789 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1790 PROGRAM_VARYING, /**< machine->Inputs[]/Outputs[] */
1791 PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
1792 PROGRAM_ENV_PARAM, /**< gl_program->Parameters[] */
1793 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1794 PROGRAM_NAMED_PARAM, /**< gl_program->Parameters[] */
1795 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1796 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1797 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1798 PROGRAM_ADDRESS, /**< machine->AddressReg */
1799 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1800 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1801 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1802 PROGRAM_FILE_MAX
1803 } gl_register_file;
1804
1805
1806 /**
1807 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1808 * one of these values.
1809 */
1810 typedef enum
1811 {
1812 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
1813 SYSTEM_VALUE_VERTEX_ID, /**< Vertex shader only */
1814 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
1815 SYSTEM_VALUE_MAX /**< Number of values */
1816 } gl_system_value;
1817
1818
1819 /**
1820 * The possible interpolation qualifiers that can be applied to a fragment
1821 * shader input in GLSL.
1822 *
1823 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
1824 * gl_fragment_program data structure to 0 causes the default behavior.
1825 */
1826 enum glsl_interp_qualifier
1827 {
1828 INTERP_QUALIFIER_NONE = 0,
1829 INTERP_QUALIFIER_SMOOTH,
1830 INTERP_QUALIFIER_FLAT,
1831 INTERP_QUALIFIER_NOPERSPECTIVE
1832 };
1833
1834
1835 /** Vertex and fragment instructions */
1836 struct prog_instruction;
1837 struct gl_program_parameter_list;
1838 struct gl_uniform_list;
1839
1840 struct gl_transform_feedback_varying_info {
1841 char *Name;
1842 GLenum Type;
1843 GLint Size;
1844 };
1845
1846 struct gl_transform_feedback_output {
1847 unsigned OutputRegister;
1848 unsigned OutputBuffer;
1849 unsigned NumComponents;
1850
1851 /** offset (in DWORDs) of this output within the interleaved structure */
1852 unsigned DstOffset;
1853
1854 /**
1855 * Offset into the output register of the data to output. For example,
1856 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1857 * offset is in the y and z components of the output register.
1858 */
1859 unsigned ComponentOffset;
1860 };
1861
1862 /** Post-link transform feedback info. */
1863 struct gl_transform_feedback_info {
1864 unsigned NumOutputs;
1865
1866 /**
1867 * Number of transform feedback buffers in use by this program.
1868 */
1869 unsigned NumBuffers;
1870
1871 struct gl_transform_feedback_output *Outputs;
1872
1873 /** Transform feedback varyings used for the linking of this shader program.
1874 *
1875 * Use for glGetTransformFeedbackVarying().
1876 */
1877 struct gl_transform_feedback_varying_info *Varyings;
1878 GLint NumVarying;
1879
1880 /**
1881 * Total number of components stored in each buffer. This may be used by
1882 * hardware back-ends to determine the correct stride when interleaving
1883 * multiple transform feedback outputs in the same buffer.
1884 */
1885 unsigned BufferStride[MAX_FEEDBACK_ATTRIBS];
1886 };
1887
1888 /**
1889 * Base class for any kind of program object
1890 */
1891 struct gl_program
1892 {
1893 GLuint Id;
1894 GLubyte *String; /**< Null-terminated program text */
1895 GLint RefCount;
1896 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_FRAGMENT_PROGRAM_NV */
1897 GLenum Format; /**< String encoding format */
1898 GLboolean Resident;
1899
1900 struct prog_instruction *Instructions;
1901
1902 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
1903 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1904 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1905 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
1906 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
1907 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1908 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1909 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1910
1911
1912 /** Named parameters, constants, etc. from program text */
1913 struct gl_program_parameter_list *Parameters;
1914 /** Numbered local parameters */
1915 GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
1916
1917 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1918 GLubyte SamplerUnits[MAX_SAMPLERS];
1919
1920 /** Bitmask of which register files are read/written with indirect
1921 * addressing. Mask of (1 << PROGRAM_x) bits.
1922 */
1923 GLbitfield IndirectRegisterFiles;
1924
1925 /** Logical counts */
1926 /*@{*/
1927 GLuint NumInstructions;
1928 GLuint NumTemporaries;
1929 GLuint NumParameters;
1930 GLuint NumAttributes;
1931 GLuint NumAddressRegs;
1932 GLuint NumAluInstructions;
1933 GLuint NumTexInstructions;
1934 GLuint NumTexIndirections;
1935 /*@}*/
1936 /** Native, actual h/w counts */
1937 /*@{*/
1938 GLuint NumNativeInstructions;
1939 GLuint NumNativeTemporaries;
1940 GLuint NumNativeParameters;
1941 GLuint NumNativeAttributes;
1942 GLuint NumNativeAddressRegs;
1943 GLuint NumNativeAluInstructions;
1944 GLuint NumNativeTexInstructions;
1945 GLuint NumNativeTexIndirections;
1946 /*@}*/
1947 };
1948
1949
1950 /** Vertex program object */
1951 struct gl_vertex_program
1952 {
1953 struct gl_program Base; /**< base class */
1954 GLboolean IsNVProgram; /**< is this a GL_NV_vertex_program program? */
1955 GLboolean IsPositionInvariant;
1956 GLboolean UsesClipDistance;
1957 };
1958
1959
1960 /** Geometry program object */
1961 struct gl_geometry_program
1962 {
1963 struct gl_program Base; /**< base class */
1964
1965 GLint VerticesOut;
1966 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
1967 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
1968 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
1969 };
1970
1971
1972 /** Fragment program object */
1973 struct gl_fragment_program
1974 {
1975 struct gl_program Base; /**< base class */
1976 GLboolean UsesKill; /**< shader uses KIL instruction */
1977 GLboolean OriginUpperLeft;
1978 GLboolean PixelCenterInteger;
1979 enum gl_frag_depth_layout FragDepthLayout;
1980
1981 /**
1982 * GLSL interpolation qualifier associated with each fragment shader input.
1983 * For inputs that do not have an interpolation qualifier specified in
1984 * GLSL, the value is INTERP_QUALIFIER_NONE.
1985 */
1986 enum glsl_interp_qualifier InterpQualifier[FRAG_ATTRIB_MAX];
1987 };
1988
1989
1990 /**
1991 * State common to vertex and fragment programs.
1992 */
1993 struct gl_program_state
1994 {
1995 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
1996 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
1997 };
1998
1999
2000 /**
2001 * Context state for vertex programs.
2002 */
2003 struct gl_vertex_program_state
2004 {
2005 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2006 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2007 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2008 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2009 /** Computed two sided lighting for fixed function/programs. */
2010 GLboolean _TwoSideEnabled;
2011 struct gl_vertex_program *Current; /**< User-bound vertex program */
2012
2013 /** Currently enabled and valid vertex program (including internal
2014 * programs, user-defined vertex programs and GLSL vertex shaders).
2015 * This is the program we must use when rendering.
2016 */
2017 struct gl_vertex_program *_Current;
2018
2019 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2020
2021 /* For GL_NV_vertex_program only: */
2022 GLenum TrackMatrix[MAX_PROGRAM_ENV_PARAMS / 4];
2023 GLenum TrackMatrixTransform[MAX_PROGRAM_ENV_PARAMS / 4];
2024
2025 /** Should fixed-function T&L be implemented with a vertex prog? */
2026 GLboolean _MaintainTnlProgram;
2027
2028 /** Program to emulate fixed-function T&L (see above) */
2029 struct gl_vertex_program *_TnlProgram;
2030
2031 /** Cache of fixed-function programs */
2032 struct gl_program_cache *Cache;
2033
2034 GLboolean _Overriden;
2035 };
2036
2037
2038 /**
2039 * Context state for geometry programs.
2040 */
2041 struct gl_geometry_program_state
2042 {
2043 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
2044 GLboolean _Enabled; /**< Enabled and valid program? */
2045 struct gl_geometry_program *Current; /**< user-bound geometry program */
2046
2047 /** Currently enabled and valid program (including internal programs
2048 * and compiled shader programs).
2049 */
2050 struct gl_geometry_program *_Current;
2051
2052 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2053
2054 /** Cache of fixed-function programs */
2055 struct gl_program_cache *Cache;
2056 };
2057
2058 /**
2059 * Context state for fragment programs.
2060 */
2061 struct gl_fragment_program_state
2062 {
2063 GLboolean Enabled; /**< User-set fragment program enable flag */
2064 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2065 struct gl_fragment_program *Current; /**< User-bound fragment program */
2066
2067 /** Currently enabled and valid fragment program (including internal
2068 * programs, user-defined fragment programs and GLSL fragment shaders).
2069 * This is the program we must use when rendering.
2070 */
2071 struct gl_fragment_program *_Current;
2072
2073 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2074
2075 /** Should fixed-function texturing be implemented with a fragment prog? */
2076 GLboolean _MaintainTexEnvProgram;
2077
2078 /** Program to emulate fixed-function texture env/combine (see above) */
2079 struct gl_fragment_program *_TexEnvProgram;
2080
2081 /** Cache of fixed-function programs */
2082 struct gl_program_cache *Cache;
2083 };
2084
2085
2086 /**
2087 * ATI_fragment_shader runtime state
2088 */
2089 #define ATI_FS_INPUT_PRIMARY 0
2090 #define ATI_FS_INPUT_SECONDARY 1
2091
2092 struct atifs_instruction;
2093 struct atifs_setupinst;
2094
2095 /**
2096 * ATI fragment shader
2097 */
2098 struct ati_fragment_shader
2099 {
2100 GLuint Id;
2101 GLint RefCount;
2102 struct atifs_instruction *Instructions[2];
2103 struct atifs_setupinst *SetupInst[2];
2104 GLfloat Constants[8][4];
2105 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2106 GLubyte numArithInstr[2];
2107 GLubyte regsAssigned[2];
2108 GLubyte NumPasses; /**< 1 or 2 */
2109 GLubyte cur_pass;
2110 GLubyte last_optype;
2111 GLboolean interpinp1;
2112 GLboolean isValid;
2113 GLuint swizzlerq;
2114 };
2115
2116 /**
2117 * Context state for GL_ATI_fragment_shader
2118 */
2119 struct gl_ati_fragment_shader_state
2120 {
2121 GLboolean Enabled;
2122 GLboolean _Enabled; /**< enabled and valid shader? */
2123 GLboolean Compiling;
2124 GLfloat GlobalConstants[8][4];
2125 struct ati_fragment_shader *Current;
2126 };
2127
2128
2129 /**
2130 * Occlusion/timer query object.
2131 */
2132 struct gl_query_object
2133 {
2134 GLenum Target; /**< The query target, when active */
2135 GLuint Id; /**< hash table ID/name */
2136 GLuint64EXT Result; /**< the counter */
2137 GLboolean Active; /**< inside Begin/EndQuery */
2138 GLboolean Ready; /**< result is ready? */
2139 };
2140
2141
2142 /**
2143 * Context state for query objects.
2144 */
2145 struct gl_query_state
2146 {
2147 struct _mesa_HashTable *QueryObjects;
2148 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2149 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2150
2151 /** GL_NV_conditional_render */
2152 struct gl_query_object *CondRenderQuery;
2153
2154 /** GL_EXT_transform_feedback */
2155 struct gl_query_object *PrimitivesGenerated;
2156 struct gl_query_object *PrimitivesWritten;
2157
2158 /** GL_ARB_timer_query */
2159 struct gl_query_object *TimeElapsed;
2160
2161 GLenum CondRenderMode;
2162 };
2163
2164
2165 /** Sync object state */
2166 struct gl_sync_object {
2167 struct simple_node link;
2168 GLenum Type; /**< GL_SYNC_FENCE */
2169 GLuint Name; /**< Fence name */
2170 GLint RefCount; /**< Reference count */
2171 GLboolean DeletePending; /**< Object was deleted while there were still
2172 * live references (e.g., sync not yet finished)
2173 */
2174 GLenum SyncCondition;
2175 GLbitfield Flags; /**< Flags passed to glFenceSync */
2176 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2177 };
2178
2179
2180 /** Set by #pragma directives */
2181 struct gl_sl_pragmas
2182 {
2183 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2184 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2185 GLboolean Optimize; /**< defaults on */
2186 GLboolean Debug; /**< defaults off */
2187 };
2188
2189
2190 /**
2191 * A GLSL vertex or fragment shader object.
2192 */
2193 struct gl_shader
2194 {
2195 GLenum Type; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB (first field!) */
2196 GLuint Name; /**< AKA the handle */
2197 GLint RefCount; /**< Reference count */
2198 GLboolean DeletePending;
2199 GLboolean CompileStatus;
2200 const GLchar *Source; /**< Source code string */
2201 GLuint SourceChecksum; /**< for debug/logging purposes */
2202 struct gl_program *Program; /**< Post-compile assembly code */
2203 GLchar *InfoLog;
2204 struct gl_sl_pragmas Pragmas;
2205
2206 unsigned Version; /**< GLSL version used for linking */
2207
2208 /**
2209 * \name Sampler tracking
2210 *
2211 * \note Each of these fields is only set post-linking.
2212 */
2213 /*@{*/
2214 unsigned num_samplers; /**< Number of samplers used by this shader. */
2215 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2216 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2217 /*@}*/
2218
2219 /**
2220 * Number of uniform components used by this shader.
2221 *
2222 * This field is only set post-linking.
2223 */
2224 unsigned num_uniform_components;
2225
2226 struct exec_list *ir;
2227 struct glsl_symbol_table *symbols;
2228
2229 /** Shaders containing built-in functions that are used for linking. */
2230 struct gl_shader *builtins_to_link[16];
2231 unsigned num_builtins_to_link;
2232 };
2233
2234
2235 /**
2236 * A GLSL program object.
2237 * Basically a linked collection of vertex and fragment shaders.
2238 */
2239 struct gl_shader_program
2240 {
2241 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2242 GLuint Name; /**< aka handle or ID */
2243 GLint RefCount; /**< Reference count */
2244 GLboolean DeletePending;
2245
2246 /**
2247 * Flags that the linker should not reject the program if it lacks
2248 * a vertex or fragment shader. GLES2 doesn't allow separate
2249 * shader objects, and would reject them. However, we internally
2250 * build separate shader objects for fixed function programs, which
2251 * we use for drivers/common/meta.c and for handling
2252 * _mesa_update_state with no program bound (for example in
2253 * glClear()).
2254 */
2255 GLboolean InternalSeparateShader;
2256
2257 GLuint NumShaders; /**< number of attached shaders */
2258 struct gl_shader **Shaders; /**< List of attached the shaders */
2259
2260 /**
2261 * User-defined attribute bindings
2262 *
2263 * These are set via \c glBindAttribLocation and are used to direct the
2264 * GLSL linker. These are \b not the values used in the compiled shader,
2265 * and they are \b not the values returned by \c glGetAttribLocation.
2266 */
2267 struct string_to_uint_map *AttributeBindings;
2268
2269 /**
2270 * User-defined fragment data bindings
2271 *
2272 * These are set via \c glBindFragDataLocation and are used to direct the
2273 * GLSL linker. These are \b not the values used in the compiled shader,
2274 * and they are \b not the values returned by \c glGetFragDataLocation.
2275 */
2276 struct string_to_uint_map *FragDataBindings;
2277
2278 /**
2279 * Transform feedback varyings last specified by
2280 * glTransformFeedbackVaryings().
2281 *
2282 * For the current set of transform feeedback varyings used for transform
2283 * feedback output, see LinkedTransformFeedback.
2284 */
2285 struct {
2286 GLenum BufferMode;
2287 GLuint NumVarying;
2288 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2289 } TransformFeedback;
2290
2291 /** Post-link transform feedback info. */
2292 struct gl_transform_feedback_info LinkedTransformFeedback;
2293
2294 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2295 enum gl_frag_depth_layout FragDepthLayout;
2296
2297 /** Geometry shader state - copied into gl_geometry_program at link time */
2298 struct {
2299 GLint VerticesOut;
2300 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2301 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2302 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2303 } Geom;
2304
2305 /** Vertex shader state - copied into gl_vertex_program at link time */
2306 struct {
2307 GLboolean UsesClipDistance; /**< True if gl_ClipDistance is written to. */
2308 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2309 0 if not present. */
2310 } Vert;
2311
2312 /* post-link info: */
2313 unsigned NumUserUniformStorage;
2314 struct gl_uniform_storage *UniformStorage;
2315
2316 /**
2317 * Map of active uniform names to locations
2318 *
2319 * Maps any active uniform that is not an array element to a location.
2320 * Each active uniform, including individual structure members will appear
2321 * in this map. This roughly corresponds to the set of names that would be
2322 * enumerated by \c glGetActiveUniform.
2323 */
2324 struct string_to_uint_map *UniformHash;
2325
2326 /**
2327 * Map from sampler unit to texture unit (set by glUniform1i())
2328 *
2329 * A sampler unit is associated with each sampler uniform by the linker.
2330 * The sampler unit associated with each uniform is stored in the
2331 * \c gl_uniform_storage::sampler field.
2332 */
2333 GLubyte SamplerUnits[MAX_SAMPLERS];
2334 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2335 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2336
2337 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2338 GLboolean Validated;
2339 GLboolean _Used; /**< Ever used for drawing? */
2340 GLchar *InfoLog;
2341
2342 unsigned Version; /**< GLSL version used for linking */
2343
2344 /**
2345 * Per-stage shaders resulting from the first stage of linking.
2346 *
2347 * Set of linked shaders for this program. The array is accessed using the
2348 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2349 * \c NULL.
2350 */
2351 struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES];
2352 };
2353
2354
2355 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2356 #define GLSL_LOG 0x2 /**< Write shaders to files */
2357 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2358 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2359 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2360 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2361 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2362 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2363
2364
2365 /**
2366 * Context state for GLSL vertex/fragment shaders.
2367 */
2368 struct gl_shader_state
2369 {
2370 /**
2371 * Programs used for rendering
2372 *
2373 * There is a separate program set for each shader stage. If
2374 * GL_EXT_separate_shader_objects is not supported, each of these must point
2375 * to \c NULL or to the same program.
2376 */
2377 struct gl_shader_program *CurrentVertexProgram;
2378 struct gl_shader_program *CurrentGeometryProgram;
2379 struct gl_shader_program *CurrentFragmentProgram;
2380
2381 struct gl_shader_program *_CurrentFragmentProgram;
2382
2383 /**
2384 * Program used by glUniform calls.
2385 *
2386 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2387 */
2388 struct gl_shader_program *ActiveProgram;
2389
2390 GLbitfield Flags; /**< Mask of GLSL_x flags */
2391 };
2392
2393 /**
2394 * Compiler options for a single GLSL shaders type
2395 */
2396 struct gl_shader_compiler_options
2397 {
2398 /** Driver-selectable options: */
2399 GLboolean EmitCondCodes; /**< Use condition codes? */
2400 GLboolean EmitNVTempInitialization; /**< 0-fill NV temp registers */
2401 GLboolean EmitNoLoops;
2402 GLboolean EmitNoFunctions;
2403 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2404 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2405 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2406 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2407 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2408
2409 /**
2410 * \name Forms of indirect addressing the driver cannot do.
2411 */
2412 /*@{*/
2413 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2414 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2415 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2416 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2417 /*@}*/
2418
2419 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2420 GLuint MaxUnrollIterations;
2421
2422 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2423 };
2424
2425 /**
2426 * Transform feedback object state
2427 */
2428 struct gl_transform_feedback_object
2429 {
2430 GLuint Name; /**< AKA the object ID */
2431 GLint RefCount;
2432 GLboolean Active; /**< Is transform feedback enabled? */
2433 GLboolean Paused; /**< Is transform feedback paused? */
2434 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
2435 at least once? */
2436
2437 /** The feedback buffers */
2438 GLuint BufferNames[MAX_FEEDBACK_ATTRIBS];
2439 struct gl_buffer_object *Buffers[MAX_FEEDBACK_ATTRIBS];
2440
2441 /** Start of feedback data in dest buffer */
2442 GLintptr Offset[MAX_FEEDBACK_ATTRIBS];
2443 /** Max data to put into dest buffer (in bytes) */
2444 GLsizeiptr Size[MAX_FEEDBACK_ATTRIBS];
2445 };
2446
2447
2448 /**
2449 * Context state for transform feedback.
2450 */
2451 struct gl_transform_feedback
2452 {
2453 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
2454
2455 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
2456 struct gl_buffer_object *CurrentBuffer;
2457
2458 /** The table of all transform feedback objects */
2459 struct _mesa_HashTable *Objects;
2460
2461 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
2462 struct gl_transform_feedback_object *CurrentObject;
2463
2464 /** The default xform-fb object (Name==0) */
2465 struct gl_transform_feedback_object *DefaultObject;
2466 };
2467
2468
2469
2470 /**
2471 * State which can be shared by multiple contexts:
2472 */
2473 struct gl_shared_state
2474 {
2475 _glthread_Mutex Mutex; /**< for thread safety */
2476 GLint RefCount; /**< Reference count */
2477 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2478 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2479
2480 /** Default texture objects (shared by all texture units) */
2481 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2482
2483 /** Fallback texture used when a bound texture is incomplete */
2484 struct gl_texture_object *FallbackTex;
2485
2486 /**
2487 * \name Thread safety and statechange notification for texture
2488 * objects.
2489 *
2490 * \todo Improve the granularity of locking.
2491 */
2492 /*@{*/
2493 _glthread_Mutex TexMutex; /**< texobj thread safety */
2494 GLuint TextureStateStamp; /**< state notification for shared tex */
2495 /*@}*/
2496
2497 /** Default buffer object for vertex arrays that aren't in VBOs */
2498 struct gl_buffer_object *NullBufferObj;
2499
2500 /**
2501 * \name Vertex/geometry/fragment programs
2502 */
2503 /*@{*/
2504 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2505 struct gl_vertex_program *DefaultVertexProgram;
2506 struct gl_fragment_program *DefaultFragmentProgram;
2507 struct gl_geometry_program *DefaultGeometryProgram;
2508 /*@}*/
2509
2510 /* GL_ATI_fragment_shader */
2511 struct _mesa_HashTable *ATIShaders;
2512 struct ati_fragment_shader *DefaultFragmentShader;
2513
2514 struct _mesa_HashTable *BufferObjects;
2515
2516 /** Table of both gl_shader and gl_shader_program objects */
2517 struct _mesa_HashTable *ShaderObjects;
2518
2519 /* GL_EXT_framebuffer_object */
2520 struct _mesa_HashTable *RenderBuffers;
2521 struct _mesa_HashTable *FrameBuffers;
2522
2523 /* GL_ARB_sync */
2524 struct simple_node SyncObjects;
2525
2526 /** GL_ARB_sampler_objects */
2527 struct _mesa_HashTable *SamplerObjects;
2528
2529 void *DriverData; /**< Device driver shared state */
2530 };
2531
2532
2533
2534 /**
2535 * Renderbuffers represent drawing surfaces such as color, depth and/or
2536 * stencil. A framebuffer object has a set of renderbuffers.
2537 * Drivers will typically derive subclasses of this type.
2538 */
2539 struct gl_renderbuffer
2540 {
2541 _glthread_Mutex Mutex; /**< for thread safety */
2542 GLuint ClassID; /**< Useful for drivers */
2543 GLuint Name;
2544 GLint RefCount;
2545 GLuint Width, Height;
2546 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2547 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
2548 GLubyte NumSamples;
2549 GLenum InternalFormat; /**< The user-specified format */
2550 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2551 GL_STENCIL_INDEX. */
2552 gl_format Format; /**< The actual renderbuffer memory format */
2553
2554 /** Delete this renderbuffer */
2555 void (*Delete)(struct gl_renderbuffer *rb);
2556
2557 /** Allocate new storage for this renderbuffer */
2558 GLboolean (*AllocStorage)(struct gl_context *ctx,
2559 struct gl_renderbuffer *rb,
2560 GLenum internalFormat,
2561 GLuint width, GLuint height);
2562 };
2563
2564
2565 /**
2566 * A renderbuffer attachment points to either a texture object (and specifies
2567 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2568 */
2569 struct gl_renderbuffer_attachment
2570 {
2571 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2572 GLboolean Complete;
2573
2574 /**
2575 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2576 * application supplied renderbuffer object.
2577 */
2578 struct gl_renderbuffer *Renderbuffer;
2579
2580 /**
2581 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2582 * supplied texture object.
2583 */
2584 struct gl_texture_object *Texture;
2585 GLuint TextureLevel; /**< Attached mipmap level. */
2586 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2587 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2588 * and 2D array textures */
2589 };
2590
2591
2592 /**
2593 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2594 * In C++ terms, think of this as a base class from which device drivers
2595 * will make derived classes.
2596 */
2597 struct gl_framebuffer
2598 {
2599 _glthread_Mutex Mutex; /**< for thread safety */
2600 /**
2601 * If zero, this is a window system framebuffer. If non-zero, this
2602 * is a FBO framebuffer; note that for some devices (i.e. those with
2603 * a natural pixel coordinate system for FBOs that differs from the
2604 * OpenGL/Mesa coordinate system), this means that the viewport,
2605 * polygon face orientation, and polygon stipple will have to be inverted.
2606 */
2607 GLuint Name;
2608
2609 GLint RefCount;
2610 GLboolean DeletePending;
2611
2612 /**
2613 * The framebuffer's visual. Immutable if this is a window system buffer.
2614 * Computed from attachments if user-made FBO.
2615 */
2616 struct gl_config Visual;
2617
2618 GLboolean Initialized;
2619
2620 GLuint Width, Height; /**< size of frame buffer in pixels */
2621
2622 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2623 /*@{*/
2624 GLint _Xmin, _Xmax; /**< inclusive */
2625 GLint _Ymin, _Ymax; /**< exclusive */
2626 /*@}*/
2627
2628 /** \name Derived Z buffer stuff */
2629 /*@{*/
2630 GLuint _DepthMax; /**< Max depth buffer value */
2631 GLfloat _DepthMaxF; /**< Float max depth buffer value */
2632 GLfloat _MRD; /**< minimum resolvable difference in Z values */
2633 /*@}*/
2634
2635 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2636 GLenum _Status;
2637
2638 /** Integer color values */
2639 GLboolean _IntegerColor;
2640
2641 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2642 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2643
2644 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2645 * attribute group and GL_PIXEL attribute group, respectively.
2646 */
2647 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
2648 GLenum ColorReadBuffer;
2649
2650 /** Computed from ColorDraw/ReadBuffer above */
2651 GLuint _NumColorDrawBuffers;
2652 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
2653 GLint _ColorReadBufferIndex; /* -1 = None */
2654 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
2655 struct gl_renderbuffer *_ColorReadBuffer;
2656
2657 /** Delete this framebuffer */
2658 void (*Delete)(struct gl_framebuffer *fb);
2659 };
2660
2661
2662 /**
2663 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
2664 */
2665 struct gl_precision
2666 {
2667 GLushort RangeMin; /**< min value exponent */
2668 GLushort RangeMax; /**< max value exponent */
2669 GLushort Precision; /**< number of mantissa bits */
2670 };
2671
2672
2673 /**
2674 * Limits for vertex, geometry and fragment programs/shaders.
2675 */
2676 struct gl_program_constants
2677 {
2678 /* logical limits */
2679 GLuint MaxInstructions;
2680 GLuint MaxAluInstructions;
2681 GLuint MaxTexInstructions;
2682 GLuint MaxTexIndirections;
2683 GLuint MaxAttribs;
2684 GLuint MaxTemps;
2685 GLuint MaxAddressRegs;
2686 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
2687 GLuint MaxParameters;
2688 GLuint MaxLocalParams;
2689 GLuint MaxEnvParams;
2690 /* native/hardware limits */
2691 GLuint MaxNativeInstructions;
2692 GLuint MaxNativeAluInstructions;
2693 GLuint MaxNativeTexInstructions;
2694 GLuint MaxNativeTexIndirections;
2695 GLuint MaxNativeAttribs;
2696 GLuint MaxNativeTemps;
2697 GLuint MaxNativeAddressRegs;
2698 GLuint MaxNativeParameters;
2699 /* For shaders */
2700 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
2701 /* ES 2.0 and GL_ARB_ES2_compatibility */
2702 struct gl_precision LowFloat, MediumFloat, HighFloat;
2703 struct gl_precision LowInt, MediumInt, HighInt;
2704 };
2705
2706
2707 /**
2708 * Constants which may be overridden by device driver during context creation
2709 * but are never changed after that.
2710 */
2711 struct gl_constants
2712 {
2713 GLint MaxTextureMbytes; /**< Max memory per image, in MB */
2714 GLint MaxTextureLevels; /**< Max mipmap levels. */
2715 GLint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
2716 GLint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
2717 GLint MaxArrayTextureLayers; /**< Max layers in array textures */
2718 GLint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
2719 GLuint MaxTextureCoordUnits;
2720 GLuint MaxTextureImageUnits;
2721 GLuint MaxVertexTextureImageUnits;
2722 GLuint MaxCombinedTextureImageUnits;
2723 GLuint MaxGeometryTextureImageUnits;
2724 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, ImageUnits) */
2725 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
2726 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
2727 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
2728
2729 GLuint MaxArrayLockSize;
2730
2731 GLint SubPixelBits;
2732
2733 GLfloat MinPointSize, MaxPointSize; /**< aliased */
2734 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
2735 GLfloat PointSizeGranularity;
2736 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
2737 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
2738 GLfloat LineWidthGranularity;
2739
2740 GLuint MaxColorTableSize;
2741
2742 GLuint MaxClipPlanes;
2743 GLuint MaxLights;
2744 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
2745 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
2746
2747 GLuint MaxViewportWidth, MaxViewportHeight;
2748
2749 struct gl_program_constants VertexProgram; /**< GL_ARB_vertex_program */
2750 struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
2751 struct gl_program_constants GeometryProgram; /**< GL_ARB_geometry_shader4 */
2752 GLuint MaxProgramMatrices;
2753 GLuint MaxProgramMatrixStackDepth;
2754
2755 /** vertex array / buffer object bounds checking */
2756 GLboolean CheckArrayBounds;
2757
2758 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
2759
2760 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
2761 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
2762 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
2763
2764 /** Number of varying vectors between vertex and fragment shaders */
2765 GLuint MaxVarying;
2766 GLuint MaxVertexVaryingComponents; /**< Between vert and geom shader */
2767 GLuint MaxGeometryVaryingComponents; /**< Between geom and frag shader */
2768
2769 /** GL_ARB_geometry_shader4 */
2770 GLuint MaxGeometryOutputVertices;
2771 GLuint MaxGeometryTotalOutputComponents;
2772
2773 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
2774
2775 /**
2776 * Changes default GLSL extension behavior from "error" to "warn". It's out
2777 * of spec, but it can make some apps work that otherwise wouldn't.
2778 */
2779 GLboolean ForceGLSLExtensionsWarn;
2780
2781 /**
2782 * Does the driver support real 32-bit integers? (Otherwise, integers are
2783 * simulated via floats.)
2784 */
2785 GLboolean NativeIntegers;
2786
2787 /**
2788 * If the driver supports real 32-bit integers, what integer value should be
2789 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
2790 */
2791 GLuint UniformBooleanTrue;
2792
2793 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
2794 GLbitfield SupportedBumpUnits;
2795
2796 /**
2797 * Maximum amount of time, measured in nanseconds, that the server can wait.
2798 */
2799 GLuint64 MaxServerWaitTimeout;
2800
2801 /** GL_EXT_provoking_vertex */
2802 GLboolean QuadsFollowProvokingVertexConvention;
2803
2804 /** OpenGL version 3.0 */
2805 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
2806
2807 /** OpenGL version 3.2 */
2808 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
2809
2810 /** GL_EXT_transform_feedback */
2811 GLuint MaxTransformFeedbackSeparateAttribs;
2812 GLuint MaxTransformFeedbackSeparateComponents;
2813 GLuint MaxTransformFeedbackInterleavedComponents;
2814
2815 /** GL_EXT_gpu_shader4 */
2816 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
2817
2818 /* GL_EXT_framebuffer_sRGB */
2819 GLboolean sRGBCapable; /* can enable sRGB blend/update on FBOs */
2820
2821 /* GL_ARB_robustness */
2822 GLenum ResetStrategy;
2823
2824 /**
2825 * Whether the implementation strips out and ignores texture borders.
2826 *
2827 * Many GPU hardware implementations don't support rendering with texture
2828 * borders and mipmapped textures. (Note: not static border color, but the
2829 * old 1-pixel border around each edge). Implementations then have to do
2830 * slow fallbacks to be correct, or just ignore the border and be fast but
2831 * wrong. Setting the flag stripts the border off of TexImage calls,
2832 * providing "fast but wrong" at significantly reduced driver complexity.
2833 *
2834 * Texture borders are deprecated in GL 3.0.
2835 **/
2836 GLboolean StripTextureBorder;
2837
2838 /**
2839 * For drivers which can do a better job at eliminating unused varyings
2840 * and uniforms than the GLSL compiler.
2841 *
2842 * XXX Remove these as soon as a better solution is available.
2843 */
2844 GLboolean GLSLSkipStrictMaxVaryingLimitCheck;
2845 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
2846 };
2847
2848
2849 /**
2850 * Enable flag for each OpenGL extension. Different device drivers will
2851 * enable different extensions at runtime.
2852 */
2853 struct gl_extensions
2854 {
2855 GLboolean dummy; /* don't remove this! */
2856 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
2857 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
2858 GLboolean ARB_ES2_compatibility;
2859 GLboolean ARB_blend_func_extended;
2860 GLboolean ARB_color_buffer_float;
2861 GLboolean ARB_conservative_depth;
2862 GLboolean ARB_copy_buffer;
2863 GLboolean ARB_depth_buffer_float;
2864 GLboolean ARB_depth_clamp;
2865 GLboolean ARB_depth_texture;
2866 GLboolean ARB_draw_buffers_blend;
2867 GLboolean ARB_draw_elements_base_vertex;
2868 GLboolean ARB_draw_instanced;
2869 GLboolean ARB_fragment_coord_conventions;
2870 GLboolean ARB_fragment_program;
2871 GLboolean ARB_fragment_program_shadow;
2872 GLboolean ARB_fragment_shader;
2873 GLboolean ARB_framebuffer_object;
2874 GLboolean ARB_explicit_attrib_location;
2875 GLboolean ARB_geometry_shader4;
2876 GLboolean ARB_half_float_pixel;
2877 GLboolean ARB_half_float_vertex;
2878 GLboolean ARB_instanced_arrays;
2879 GLboolean ARB_map_buffer_range;
2880 GLboolean ARB_occlusion_query;
2881 GLboolean ARB_occlusion_query2;
2882 GLboolean ARB_point_sprite;
2883 GLboolean ARB_sampler_objects;
2884 GLboolean ARB_seamless_cube_map;
2885 GLboolean ARB_shader_objects;
2886 GLboolean ARB_shader_stencil_export;
2887 GLboolean ARB_shader_texture_lod;
2888 GLboolean ARB_shading_language_100;
2889 GLboolean ARB_shadow;
2890 GLboolean ARB_shadow_ambient;
2891 GLboolean ARB_sync;
2892 GLboolean ARB_texture_border_clamp;
2893 GLboolean ARB_texture_buffer_object;
2894 GLboolean ARB_texture_compression_rgtc;
2895 GLboolean ARB_texture_cube_map;
2896 GLboolean ARB_texture_env_combine;
2897 GLboolean ARB_texture_env_crossbar;
2898 GLboolean ARB_texture_env_dot3;
2899 GLboolean ARB_texture_float;
2900 GLboolean ARB_texture_multisample;
2901 GLboolean ARB_texture_non_power_of_two;
2902 GLboolean ARB_texture_rg;
2903 GLboolean ARB_texture_rgb10_a2ui;
2904 GLboolean ARB_texture_storage;
2905 GLboolean ARB_timer_query;
2906 GLboolean ARB_transform_feedback2;
2907 GLboolean ARB_transpose_matrix;
2908 GLboolean ARB_uniform_buffer_object;
2909 GLboolean ARB_vertex_array_object;
2910 GLboolean ARB_vertex_program;
2911 GLboolean ARB_vertex_shader;
2912 GLboolean ARB_vertex_type_2_10_10_10_rev;
2913 GLboolean ARB_window_pos;
2914 GLboolean EXT_blend_color;
2915 GLboolean EXT_blend_equation_separate;
2916 GLboolean EXT_blend_func_separate;
2917 GLboolean EXT_blend_minmax;
2918 GLboolean EXT_clip_volume_hint;
2919 GLboolean EXT_compiled_vertex_array;
2920 GLboolean EXT_depth_bounds_test;
2921 GLboolean EXT_draw_buffers2;
2922 GLboolean EXT_draw_range_elements;
2923 GLboolean EXT_fog_coord;
2924 GLboolean EXT_framebuffer_blit;
2925 GLboolean EXT_framebuffer_multisample;
2926 GLboolean EXT_framebuffer_object;
2927 GLboolean EXT_framebuffer_sRGB;
2928 GLboolean EXT_gpu_program_parameters;
2929 GLboolean EXT_gpu_shader4;
2930 GLboolean EXT_packed_depth_stencil;
2931 GLboolean EXT_packed_float;
2932 GLboolean EXT_packed_pixels;
2933 GLboolean EXT_pixel_buffer_object;
2934 GLboolean EXT_point_parameters;
2935 GLboolean EXT_provoking_vertex;
2936 GLboolean EXT_rescale_normal;
2937 GLboolean EXT_shadow_funcs;
2938 GLboolean EXT_secondary_color;
2939 GLboolean EXT_separate_shader_objects;
2940 GLboolean EXT_separate_specular_color;
2941 GLboolean EXT_stencil_two_side;
2942 GLboolean EXT_texture3D;
2943 GLboolean EXT_texture_array;
2944 GLboolean EXT_texture_compression_latc;
2945 GLboolean EXT_texture_compression_s3tc;
2946 GLboolean EXT_texture_env_dot3;
2947 GLboolean EXT_texture_filter_anisotropic;
2948 GLboolean EXT_texture_integer;
2949 GLboolean EXT_texture_mirror_clamp;
2950 GLboolean EXT_texture_shared_exponent;
2951 GLboolean EXT_texture_snorm;
2952 GLboolean EXT_texture_sRGB;
2953 GLboolean EXT_texture_sRGB_decode;
2954 GLboolean EXT_texture_swizzle;
2955 GLboolean EXT_transform_feedback;
2956 GLboolean EXT_timer_query;
2957 GLboolean EXT_vertex_array_bgra;
2958 GLboolean OES_standard_derivatives;
2959 /* vendor extensions */
2960 GLboolean AMD_seamless_cubemap_per_texture;
2961 GLboolean APPLE_packed_pixels;
2962 GLboolean APPLE_vertex_array_object;
2963 GLboolean APPLE_object_purgeable;
2964 GLboolean ATI_envmap_bumpmap;
2965 GLboolean ATI_texture_compression_3dc;
2966 GLboolean ATI_texture_mirror_once;
2967 GLboolean ATI_texture_env_combine3;
2968 GLboolean ATI_fragment_shader;
2969 GLboolean ATI_separate_stencil;
2970 GLboolean IBM_rasterpos_clip;
2971 GLboolean IBM_multimode_draw_arrays;
2972 GLboolean MESA_pack_invert;
2973 GLboolean MESA_resize_buffers;
2974 GLboolean MESA_ycbcr_texture;
2975 GLboolean MESA_texture_array;
2976 GLboolean NV_blend_square;
2977 GLboolean NV_conditional_render;
2978 GLboolean NV_fog_distance;
2979 GLboolean NV_fragment_program;
2980 GLboolean NV_fragment_program_option;
2981 GLboolean NV_light_max_exponent;
2982 GLboolean NV_point_sprite;
2983 GLboolean NV_primitive_restart;
2984 GLboolean NV_texture_barrier;
2985 GLboolean NV_texgen_reflection;
2986 GLboolean NV_texture_env_combine4;
2987 GLboolean NV_texture_rectangle;
2988 GLboolean NV_vertex_program;
2989 GLboolean NV_vertex_program1_1;
2990 GLboolean SGIS_texture_lod;
2991 GLboolean TDFX_texture_compression_FXT1;
2992 GLboolean S3_s3tc;
2993 GLboolean OES_EGL_image;
2994 GLboolean OES_draw_texture;
2995 GLboolean OES_EGL_image_external;
2996 GLboolean OES_compressed_ETC1_RGB8_texture;
2997 GLboolean extension_sentinel;
2998 /** The extension string */
2999 const GLubyte *String;
3000 /** Number of supported extensions */
3001 GLuint Count;
3002 };
3003
3004
3005 /**
3006 * A stack of matrices (projection, modelview, color, texture, etc).
3007 */
3008 struct gl_matrix_stack
3009 {
3010 GLmatrix *Top; /**< points into Stack */
3011 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3012 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3013 GLuint MaxDepth; /**< size of Stack[] array */
3014 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3015 };
3016
3017
3018 /**
3019 * \name Bits for image transfer operations
3020 * \sa __struct gl_contextRec::ImageTransferState.
3021 */
3022 /*@{*/
3023 #define IMAGE_SCALE_BIAS_BIT 0x1
3024 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3025 #define IMAGE_MAP_COLOR_BIT 0x4
3026 #define IMAGE_CLAMP_BIT 0x800
3027
3028
3029 /** Pixel Transfer ops */
3030 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3031 IMAGE_SHIFT_OFFSET_BIT | \
3032 IMAGE_MAP_COLOR_BIT)
3033
3034 /**
3035 * \name Bits to indicate what state has changed.
3036 */
3037 /*@{*/
3038 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3039 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3040 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3041 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3042 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3043 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3044 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3045 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3046 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3047 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3048 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3049 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3050 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3051 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3052 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3053 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3054 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3055 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3056 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3057 #define _NEW_PACKUNPACK (1 << 19) /**< gl_context::Pack, Unpack */
3058 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3059 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3060 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3061 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3062 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3063 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3064 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3065 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3066 #define _NEW_BUFFER_OBJECT (1 << 28)
3067 #define _NEW_FRAG_CLAMP (1 << 29)
3068 #define _NEW_TRANSFORM_FEEDBACK (1 << 30) /**< gl_context::TransformFeedback */
3069 #define _NEW_ALL ~0
3070
3071 /**
3072 * We use _NEW_TRANSFORM for GL_RASTERIZER_DISCARD. This #define is for
3073 * clarity.
3074 */
3075 #define _NEW_RASTERIZER_DISCARD _NEW_TRANSFORM
3076 /*@}*/
3077
3078
3079 /**
3080 * \name A bunch of flags that we think might be useful to drivers.
3081 *
3082 * Set in the __struct gl_contextRec::_TriangleCaps bitfield.
3083 */
3084 /*@{*/
3085 #define DD_FLATSHADE 0x1
3086 #define DD_SEPARATE_SPECULAR 0x2
3087 #define DD_TRI_CULL_FRONT_BACK 0x4 /* special case on some hw */
3088 #define DD_TRI_LIGHT_TWOSIDE 0x8
3089 #define DD_TRI_UNFILLED 0x10
3090 #define DD_TRI_SMOOTH 0x20
3091 #define DD_TRI_STIPPLE 0x40
3092 #define DD_TRI_OFFSET 0x80
3093 #define DD_LINE_SMOOTH 0x100
3094 #define DD_LINE_STIPPLE 0x200
3095 #define DD_POINT_SMOOTH 0x400
3096 #define DD_POINT_ATTEN 0x800
3097 #define DD_TRI_TWOSTENCIL 0x1000
3098 /*@}*/
3099
3100
3101 /**
3102 * \name Define the state changes under which each of these bits might change
3103 */
3104 /*@{*/
3105 #define _DD_NEW_FLATSHADE _NEW_LIGHT
3106 #define _DD_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | _NEW_FOG | _NEW_PROGRAM)
3107 #define _DD_NEW_TRI_CULL_FRONT_BACK _NEW_POLYGON
3108 #define _DD_NEW_TRI_LIGHT_TWOSIDE _NEW_LIGHT
3109 #define _DD_NEW_TRI_UNFILLED _NEW_POLYGON
3110 #define _DD_NEW_TRI_SMOOTH _NEW_POLYGON
3111 #define _DD_NEW_TRI_STIPPLE _NEW_POLYGON
3112 #define _DD_NEW_TRI_OFFSET _NEW_POLYGON
3113 #define _DD_NEW_LINE_SMOOTH _NEW_LINE
3114 #define _DD_NEW_LINE_STIPPLE _NEW_LINE
3115 #define _DD_NEW_LINE_WIDTH _NEW_LINE
3116 #define _DD_NEW_POINT_SMOOTH _NEW_POINT
3117 #define _DD_NEW_POINT_SIZE _NEW_POINT
3118 #define _DD_NEW_POINT_ATTEN _NEW_POINT
3119 /*@}*/
3120
3121
3122 /**
3123 * Composite state flags
3124 */
3125 /*@{*/
3126 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3127 _NEW_TEXTURE | \
3128 _NEW_POINT | \
3129 _NEW_PROGRAM | \
3130 _NEW_MODELVIEW)
3131 /*@}*/
3132
3133
3134
3135
3136 /* This has to be included here. */
3137 #include "dd.h"
3138
3139
3140 /**
3141 * Display list flags.
3142 * Strictly this is a tnl-private concept, but it doesn't seem
3143 * worthwhile adding a tnl private structure just to hold this one bit
3144 * of information:
3145 */
3146 #define DLIST_DANGLING_REFS 0x1
3147
3148
3149 /** Opaque declaration of display list payload data type */
3150 union gl_dlist_node;
3151
3152
3153 /**
3154 * Provide a location where information about a display list can be
3155 * collected. Could be extended with driverPrivate structures,
3156 * etc. in the future.
3157 */
3158 struct gl_display_list
3159 {
3160 GLuint Name;
3161 GLbitfield Flags; /**< DLIST_x flags */
3162 /** The dlist commands are in a linked list of nodes */
3163 union gl_dlist_node *Head;
3164 };
3165
3166
3167 /**
3168 * State used during display list compilation and execution.
3169 */
3170 struct gl_dlist_state
3171 {
3172 GLuint CallDepth; /**< Current recursion calling depth */
3173
3174 struct gl_display_list *CurrentList; /**< List currently being compiled */
3175 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3176 GLuint CurrentPos; /**< Index into current block of nodes */
3177
3178 GLvertexformat ListVtxfmt;
3179
3180 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3181 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3182
3183 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3184 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3185
3186 GLubyte ActiveIndex;
3187 GLfloat CurrentIndex;
3188
3189 GLubyte ActiveEdgeFlag;
3190 GLboolean CurrentEdgeFlag;
3191
3192 struct {
3193 /* State known to have been set by the currently-compiling display
3194 * list. Used to eliminate some redundant state changes.
3195 */
3196 GLenum ShadeModel;
3197 } Current;
3198 };
3199
3200
3201 /**
3202 * Enum for the OpenGL APIs we know about and may support.
3203 */
3204 typedef enum
3205 {
3206 API_OPENGL,
3207 API_OPENGLES,
3208 API_OPENGLES2
3209 } gl_api;
3210
3211
3212 /**
3213 * Mesa rendering context.
3214 *
3215 * This is the central context data structure for Mesa. Almost all
3216 * OpenGL state is contained in this structure.
3217 * Think of this as a base class from which device drivers will derive
3218 * sub classes.
3219 *
3220 * The struct gl_context typedef names this structure.
3221 */
3222 struct gl_context
3223 {
3224 /** State possibly shared with other contexts in the address space */
3225 struct gl_shared_state *Shared;
3226
3227 /** \name API function pointer tables */
3228 /*@{*/
3229 gl_api API;
3230 struct _glapi_table *Save; /**< Display list save functions */
3231 struct _glapi_table *Exec; /**< Execute functions */
3232 struct _glapi_table *CurrentDispatch; /**< == Save or Exec !! */
3233 /*@}*/
3234
3235 struct gl_config Visual;
3236 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
3237 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
3238 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
3239 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
3240
3241 /**
3242 * Device driver function pointer table
3243 */
3244 struct dd_function_table Driver;
3245
3246 void *DriverCtx; /**< Points to device driver context/state */
3247
3248 /** Core/Driver constants */
3249 struct gl_constants Const;
3250
3251 /** \name The various 4x4 matrix stacks */
3252 /*@{*/
3253 struct gl_matrix_stack ModelviewMatrixStack;
3254 struct gl_matrix_stack ProjectionMatrixStack;
3255 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3256 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3257 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3258 /*@}*/
3259
3260 /** Combined modelview and projection matrix */
3261 GLmatrix _ModelProjectMatrix;
3262
3263 /** \name Display lists */
3264 struct gl_dlist_state ListState;
3265
3266 GLboolean ExecuteFlag; /**< Execute GL commands? */
3267 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3268
3269 /** Extension information */
3270 struct gl_extensions Extensions;
3271
3272 /** Version info */
3273 GLuint VersionMajor, VersionMinor;
3274 char *VersionString;
3275
3276 /** \name State attribute stack (for glPush/PopAttrib) */
3277 /*@{*/
3278 GLuint AttribStackDepth;
3279 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3280 /*@}*/
3281
3282 /** \name Renderer attribute groups
3283 *
3284 * We define a struct for each attribute group to make pushing and popping
3285 * attributes easy. Also it's a good organization.
3286 */
3287 /*@{*/
3288 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
3289 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
3290 struct gl_current_attrib Current; /**< Current attributes */
3291 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
3292 struct gl_eval_attrib Eval; /**< Eval attributes */
3293 struct gl_fog_attrib Fog; /**< Fog attributes */
3294 struct gl_hint_attrib Hint; /**< Hint attributes */
3295 struct gl_light_attrib Light; /**< Light attributes */
3296 struct gl_line_attrib Line; /**< Line attributes */
3297 struct gl_list_attrib List; /**< List attributes */
3298 struct gl_multisample_attrib Multisample;
3299 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
3300 struct gl_point_attrib Point; /**< Point attributes */
3301 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
3302 GLuint PolygonStipple[32]; /**< Polygon stipple */
3303 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
3304 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
3305 struct gl_texture_attrib Texture; /**< Texture attributes */
3306 struct gl_transform_attrib Transform; /**< Transformation attributes */
3307 struct gl_viewport_attrib Viewport; /**< Viewport attributes */
3308 /*@}*/
3309
3310 /** \name Client attribute stack */
3311 /*@{*/
3312 GLuint ClientAttribStackDepth;
3313 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3314 /*@}*/
3315
3316 /** \name Client attribute groups */
3317 /*@{*/
3318 struct gl_array_attrib Array; /**< Vertex arrays */
3319 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
3320 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
3321 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
3322 /*@}*/
3323
3324 /** \name Other assorted state (not pushed/popped on attribute stack) */
3325 /*@{*/
3326 struct gl_pixelmaps PixelMaps;
3327
3328 struct gl_evaluators EvalMap; /**< All evaluators */
3329 struct gl_feedback Feedback; /**< Feedback */
3330 struct gl_selection Select; /**< Selection */
3331
3332 struct gl_program_state Program; /**< general program state */
3333 struct gl_vertex_program_state VertexProgram;
3334 struct gl_fragment_program_state FragmentProgram;
3335 struct gl_geometry_program_state GeometryProgram;
3336 struct gl_ati_fragment_shader_state ATIFragmentShader;
3337
3338 struct gl_shader_state Shader; /**< GLSL shader object state */
3339 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
3340
3341 struct gl_query_state Query; /**< occlusion, timer queries */
3342
3343 struct gl_transform_feedback TransformFeedback;
3344
3345 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3346 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3347 /*@}*/
3348
3349 struct gl_meta_state *Meta; /**< for "meta" operations */
3350
3351 /* GL_EXT_framebuffer_object */
3352 struct gl_renderbuffer *CurrentRenderbuffer;
3353
3354 GLenum ErrorValue; /**< Last error code */
3355
3356 /* GL_ARB_robustness */
3357 GLenum ResetStatus;
3358
3359 /**
3360 * Recognize and silence repeated error debug messages in buggy apps.
3361 */
3362 const char *ErrorDebugFmtString;
3363 GLuint ErrorDebugCount;
3364
3365 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3366 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
3367
3368 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
3369
3370 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
3371
3372 /** \name Derived state */
3373 /*@{*/
3374 /** Bitwise-or of DD_* flags. Note that this bitfield may be used before
3375 * state validation so they need to always be current.
3376 */
3377 GLbitfield _TriangleCaps;
3378 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
3379 GLfloat _EyeZDir[3];
3380 GLfloat _ModelViewInvScale;
3381 GLboolean _NeedEyeCoords;
3382 GLboolean _ForceEyeCoords;
3383
3384 GLuint TextureStateTimestamp; /**< detect changes to shared state */
3385
3386 struct gl_shine_tab *_ShineTable[2]; /**< Active shine tables */
3387 struct gl_shine_tab *_ShineTabList; /**< MRU list of inactive shine tables */
3388 /**@}*/
3389
3390 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3391
3392 /** \name For debugging/development only */
3393 /*@{*/
3394 GLboolean FirstTimeCurrent;
3395 /*@}*/
3396
3397 /** software compression/decompression supported or not */
3398 GLboolean Mesa_DXTn;
3399
3400 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
3401
3402 /**
3403 * Use dp4 (rather than mul/mad) instructions for position
3404 * transformation?
3405 */
3406 GLboolean mvp_with_dp4;
3407
3408 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
3409
3410 /**
3411 * \name Hooks for module contexts.
3412 *
3413 * These will eventually live in the driver or elsewhere.
3414 */
3415 /*@{*/
3416 void *swrast_context;
3417 void *swsetup_context;
3418 void *swtnl_context;
3419 void *swtnl_im;
3420 struct st_context *st;
3421 void *aelt_context;
3422 /*@}*/
3423 };
3424
3425
3426 #ifdef DEBUG
3427 extern int MESA_VERBOSE;
3428 extern int MESA_DEBUG_FLAGS;
3429 # define MESA_FUNCTION __FUNCTION__
3430 #else
3431 # define MESA_VERBOSE 0
3432 # define MESA_DEBUG_FLAGS 0
3433 # define MESA_FUNCTION "a function"
3434 # ifndef NDEBUG
3435 # define NDEBUG
3436 # endif
3437 #endif
3438
3439
3440 /** The MESA_VERBOSE var is a bitmask of these flags */
3441 enum _verbose
3442 {
3443 VERBOSE_VARRAY = 0x0001,
3444 VERBOSE_TEXTURE = 0x0002,
3445 VERBOSE_MATERIAL = 0x0004,
3446 VERBOSE_PIPELINE = 0x0008,
3447 VERBOSE_DRIVER = 0x0010,
3448 VERBOSE_STATE = 0x0020,
3449 VERBOSE_API = 0x0040,
3450 VERBOSE_DISPLAY_LIST = 0x0100,
3451 VERBOSE_LIGHTING = 0x0200,
3452 VERBOSE_PRIMS = 0x0400,
3453 VERBOSE_VERTS = 0x0800,
3454 VERBOSE_DISASSEM = 0x1000,
3455 VERBOSE_DRAW = 0x2000,
3456 VERBOSE_SWAPBUFFERS = 0x4000
3457 };
3458
3459
3460 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3461 enum _debug
3462 {
3463 DEBUG_ALWAYS_FLUSH = 0x1
3464 };
3465
3466
3467
3468 #ifdef __cplusplus
3469 }
3470 #endif
3471
3472 #endif /* MTYPES_H */