| /* |
| * Mesa 3-D graphics library |
| * |
| * Copyright (C) 1999-2008 Brian Paul All Rights Reserved. |
| * Copyright (C) 2009 VMware, Inc. All Rights Reserved. |
| * |
| * Permission is hereby granted, free of charge, to any person obtaining a |
| * copy of this software and associated documentation files (the "Software"), |
| * to deal in the Software without restriction, including without limitation |
| * the rights to use, copy, modify, merge, publish, distribute, sublicense, |
| * and/or sell copies of the Software, and to permit persons to whom the |
| * Software is furnished to do so, subject to the following conditions: |
| * |
| * The above copyright notice and this permission notice shall be included |
| * in all copies or substantial portions of the Software. |
| * |
| * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS |
| * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
| * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
| * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR |
| * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, |
| * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR |
| * OTHER DEALINGS IN THE SOFTWARE. |
| */ |
| |
| /** |
| * \file mtypes.h |
| * Main Mesa data structures. |
| * |
| * Please try to mark derived values with a leading underscore ('_'). |
| */ |
| |
| #ifndef MTYPES_H |
| #define MTYPES_H |
| |
| |
| #include <stdint.h> /* uint32_t */ |
| #include <stdbool.h> |
| #include "c11/threads.h" |
| |
| #include "main/glheader.h" |
| #include "main/config.h" |
| #include "glapi/glapi.h" |
| #include "math/m_matrix.h" /* GLmatrix */ |
| #include "compiler/shader_enums.h" |
| #include "main/formats.h" /* MESA_FORMAT_COUNT */ |
| #include "compiler/glsl/list.h" |
| |
| |
| #ifdef __cplusplus |
| extern "C" { |
| #endif |
| |
| |
| /** |
| * \name 64-bit extension of GLbitfield. |
| */ |
| /*@{*/ |
| typedef GLuint64 GLbitfield64; |
| |
| /** Set a single bit */ |
| #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b)) |
| /** Set all bits up to excluding bit b */ |
| #define BITFIELD64_MASK(b) \ |
| ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1) |
| /** Set count bits starting from bit b */ |
| #define BITFIELD64_RANGE(b, count) \ |
| (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b)) |
| |
| |
| /** |
| * \name Some forward type declarations |
| */ |
| /*@{*/ |
| struct _mesa_HashTable; |
| struct gl_attrib_node; |
| struct gl_list_extensions; |
| struct gl_meta_state; |
| struct gl_program_cache; |
| struct gl_texture_object; |
| struct gl_debug_state; |
| struct gl_context; |
| struct st_context; |
| struct gl_uniform_storage; |
| struct prog_instruction; |
| struct gl_program_parameter_list; |
| struct set; |
| struct set_entry; |
| struct vbo_context; |
| /*@}*/ |
| |
| |
| /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */ |
| #define PRIM_MAX GL_PATCHES |
| #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1) |
| #define PRIM_UNKNOWN (PRIM_MAX + 2) |
| |
| /** |
| * Determine if the given gl_varying_slot appears in the fragment shader. |
| */ |
| static inline GLboolean |
| _mesa_varying_slot_in_fs(gl_varying_slot slot) |
| { |
| switch (slot) { |
| case VARYING_SLOT_PSIZ: |
| case VARYING_SLOT_BFC0: |
| case VARYING_SLOT_BFC1: |
| case VARYING_SLOT_EDGE: |
| case VARYING_SLOT_CLIP_VERTEX: |
| case VARYING_SLOT_LAYER: |
| case VARYING_SLOT_TESS_LEVEL_OUTER: |
| case VARYING_SLOT_TESS_LEVEL_INNER: |
| return GL_FALSE; |
| default: |
| return GL_TRUE; |
| } |
| } |
| |
| /** |
| * Indexes for all renderbuffers |
| */ |
| typedef enum |
| { |
| /* the four standard color buffers */ |
| BUFFER_FRONT_LEFT, |
| BUFFER_BACK_LEFT, |
| BUFFER_FRONT_RIGHT, |
| BUFFER_BACK_RIGHT, |
| BUFFER_DEPTH, |
| BUFFER_STENCIL, |
| BUFFER_ACCUM, |
| /* optional aux buffer */ |
| BUFFER_AUX0, |
| /* generic renderbuffers */ |
| BUFFER_COLOR0, |
| BUFFER_COLOR1, |
| BUFFER_COLOR2, |
| BUFFER_COLOR3, |
| BUFFER_COLOR4, |
| BUFFER_COLOR5, |
| BUFFER_COLOR6, |
| BUFFER_COLOR7, |
| BUFFER_COUNT |
| } gl_buffer_index; |
| |
| /** |
| * Bit flags for all renderbuffers |
| */ |
| #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT) |
| #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT) |
| #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT) |
| #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT) |
| #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0) |
| #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1) |
| #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2) |
| #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3) |
| #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH) |
| #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL) |
| #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM) |
| #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0) |
| #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1) |
| #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2) |
| #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3) |
| #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4) |
| #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5) |
| #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6) |
| #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7) |
| |
| /** |
| * Mask of all the color buffer bits (but not accum). |
| */ |
| #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \ |
| BUFFER_BIT_BACK_LEFT | \ |
| BUFFER_BIT_FRONT_RIGHT | \ |
| BUFFER_BIT_BACK_RIGHT | \ |
| BUFFER_BIT_AUX0 | \ |
| BUFFER_BIT_COLOR0 | \ |
| BUFFER_BIT_COLOR1 | \ |
| BUFFER_BIT_COLOR2 | \ |
| BUFFER_BIT_COLOR3 | \ |
| BUFFER_BIT_COLOR4 | \ |
| BUFFER_BIT_COLOR5 | \ |
| BUFFER_BIT_COLOR6 | \ |
| BUFFER_BIT_COLOR7) |
| |
| /** |
| * Framebuffer configuration (aka visual / pixelformat) |
| * Note: some of these fields should be boolean, but it appears that |
| * code in drivers/dri/common/util.c requires int-sized fields. |
| */ |
| struct gl_config |
| { |
| GLboolean rgbMode; |
| GLboolean floatMode; |
| GLuint doubleBufferMode; |
| GLuint stereoMode; |
| |
| GLboolean haveAccumBuffer; |
| GLboolean haveDepthBuffer; |
| GLboolean haveStencilBuffer; |
| |
| GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */ |
| GLuint redMask, greenMask, blueMask, alphaMask; |
| GLint rgbBits; /* total bits for rgb */ |
| GLint indexBits; /* total bits for colorindex */ |
| |
| GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits; |
| GLint depthBits; |
| GLint stencilBits; |
| |
| GLint numAuxBuffers; |
| |
| GLint level; |
| |
| /* EXT_visual_rating / GLX 1.2 */ |
| GLint visualRating; |
| |
| /* EXT_visual_info / GLX 1.2 */ |
| GLint transparentPixel; |
| /* colors are floats scaled to ints */ |
| GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha; |
| GLint transparentIndex; |
| |
| /* ARB_multisample / SGIS_multisample */ |
| GLint sampleBuffers; |
| GLint samples; |
| |
| /* SGIX_pbuffer / GLX 1.3 */ |
| GLint maxPbufferWidth; |
| GLint maxPbufferHeight; |
| GLint maxPbufferPixels; |
| GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */ |
| GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */ |
| |
| /* OML_swap_method */ |
| GLint swapMethod; |
| |
| /* EXT_texture_from_pixmap */ |
| GLint bindToTextureRgb; |
| GLint bindToTextureRgba; |
| GLint bindToMipmapTexture; |
| GLint bindToTextureTargets; |
| GLint yInverted; |
| |
| /* EXT_framebuffer_sRGB */ |
| GLint sRGBCapable; |
| }; |
| |
| |
| /** |
| * \name Bit flags used for updating material values. |
| */ |
| /*@{*/ |
| #define MAT_ATTRIB_FRONT_AMBIENT 0 |
| #define MAT_ATTRIB_BACK_AMBIENT 1 |
| #define MAT_ATTRIB_FRONT_DIFFUSE 2 |
| #define MAT_ATTRIB_BACK_DIFFUSE 3 |
| #define MAT_ATTRIB_FRONT_SPECULAR 4 |
| #define MAT_ATTRIB_BACK_SPECULAR 5 |
| #define MAT_ATTRIB_FRONT_EMISSION 6 |
| #define MAT_ATTRIB_BACK_EMISSION 7 |
| #define MAT_ATTRIB_FRONT_SHININESS 8 |
| #define MAT_ATTRIB_BACK_SHININESS 9 |
| #define MAT_ATTRIB_FRONT_INDEXES 10 |
| #define MAT_ATTRIB_BACK_INDEXES 11 |
| #define MAT_ATTRIB_MAX 12 |
| |
| #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f)) |
| #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f)) |
| #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f)) |
| #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f)) |
| #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f)) |
| #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f)) |
| |
| #define MAT_INDEX_AMBIENT 0 |
| #define MAT_INDEX_DIFFUSE 1 |
| #define MAT_INDEX_SPECULAR 2 |
| |
| #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT) |
| #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT) |
| #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE) |
| #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE) |
| #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR) |
| #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR) |
| #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION) |
| #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION) |
| #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS) |
| #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS) |
| #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES) |
| #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES) |
| |
| |
| #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \ |
| MAT_BIT_FRONT_AMBIENT | \ |
| MAT_BIT_FRONT_DIFFUSE | \ |
| MAT_BIT_FRONT_SPECULAR | \ |
| MAT_BIT_FRONT_SHININESS | \ |
| MAT_BIT_FRONT_INDEXES) |
| |
| #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \ |
| MAT_BIT_BACK_AMBIENT | \ |
| MAT_BIT_BACK_DIFFUSE | \ |
| MAT_BIT_BACK_SPECULAR | \ |
| MAT_BIT_BACK_SHININESS | \ |
| MAT_BIT_BACK_INDEXES) |
| |
| #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS) |
| /*@}*/ |
| |
| |
| /** |
| * Material state. |
| */ |
| struct gl_material |
| { |
| GLfloat Attrib[MAT_ATTRIB_MAX][4]; |
| }; |
| |
| |
| /** |
| * Light state flags. |
| */ |
| /*@{*/ |
| #define LIGHT_SPOT 0x1 |
| #define LIGHT_LOCAL_VIEWER 0x2 |
| #define LIGHT_POSITIONAL 0x4 |
| #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER) |
| /*@}*/ |
| |
| |
| /** |
| * Light source state. |
| */ |
| struct gl_light |
| { |
| struct gl_light *next; /**< double linked list with sentinel */ |
| struct gl_light *prev; |
| |
| GLfloat Ambient[4]; /**< ambient color */ |
| GLfloat Diffuse[4]; /**< diffuse color */ |
| GLfloat Specular[4]; /**< specular color */ |
| GLfloat EyePosition[4]; /**< position in eye coordinates */ |
| GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */ |
| GLfloat SpotExponent; |
| GLfloat SpotCutoff; /**< in degrees */ |
| GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */ |
| GLfloat ConstantAttenuation; |
| GLfloat LinearAttenuation; |
| GLfloat QuadraticAttenuation; |
| GLboolean Enabled; /**< On/off flag */ |
| |
| /** |
| * \name Derived fields |
| */ |
| /*@{*/ |
| GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */ |
| |
| GLfloat _Position[4]; /**< position in eye/obj coordinates */ |
| GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */ |
| GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */ |
| GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */ |
| GLfloat _VP_inf_spot_attenuation; |
| |
| GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */ |
| GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */ |
| GLfloat _MatSpecular[2][3]; /**< material spec * light specular */ |
| /*@}*/ |
| }; |
| |
| |
| /** |
| * Light model state. |
| */ |
| struct gl_lightmodel |
| { |
| GLfloat Ambient[4]; /**< ambient color */ |
| GLboolean LocalViewer; /**< Local (or infinite) view point? */ |
| GLboolean TwoSide; /**< Two (or one) sided lighting? */ |
| GLenum ColorControl; /**< either GL_SINGLE_COLOR |
| * or GL_SEPARATE_SPECULAR_COLOR */ |
| }; |
| |
| |
| /** |
| * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT) |
| */ |
| struct gl_accum_attrib |
| { |
| GLfloat ClearColor[4]; /**< Accumulation buffer clear color */ |
| }; |
| |
| |
| /** |
| * Used for storing clear color, texture border color, etc. |
| * The float values are typically unclamped. |
| */ |
| union gl_color_union |
| { |
| GLfloat f[4]; |
| GLint i[4]; |
| GLuint ui[4]; |
| }; |
| |
| |
| /** |
| * Color buffer attribute group (GL_COLOR_BUFFER_BIT). |
| */ |
| struct gl_colorbuffer_attrib |
| { |
| GLuint ClearIndex; /**< Index for glClear */ |
| union gl_color_union ClearColor; /**< Color for glClear, unclamped */ |
| GLuint IndexMask; /**< Color index write mask */ |
| GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */ |
| |
| GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */ |
| |
| /** |
| * \name alpha testing |
| */ |
| /*@{*/ |
| GLboolean AlphaEnabled; /**< Alpha test enabled flag */ |
| GLenum AlphaFunc; /**< Alpha test function */ |
| GLfloat AlphaRefUnclamped; |
| GLclampf AlphaRef; /**< Alpha reference value */ |
| /*@}*/ |
| |
| /** |
| * \name Blending |
| */ |
| /*@{*/ |
| GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */ |
| |
| /* NOTE: this does _not_ depend on fragment clamping or any other clamping |
| * control, only on the fixed-pointness of the render target. |
| * The query does however depend on fragment color clamping. |
| */ |
| GLfloat BlendColorUnclamped[4]; /**< Blending color */ |
| GLfloat BlendColor[4]; /**< Blending color */ |
| |
| struct |
| { |
| GLenum SrcRGB; /**< RGB blend source term */ |
| GLenum DstRGB; /**< RGB blend dest term */ |
| GLenum SrcA; /**< Alpha blend source term */ |
| GLenum DstA; /**< Alpha blend dest term */ |
| GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */ |
| GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */ |
| /** |
| * Set if any blend factor uses SRC1. Computed at the time blend factors |
| * get set. |
| */ |
| GLboolean _UsesDualSrc; |
| } Blend[MAX_DRAW_BUFFERS]; |
| /** Are the blend func terms currently different for each buffer/target? */ |
| GLboolean _BlendFuncPerBuffer; |
| /** Are the blend equations currently different for each buffer/target? */ |
| GLboolean _BlendEquationPerBuffer; |
| /*@}*/ |
| |
| /** |
| * \name Logic op |
| */ |
| /*@{*/ |
| GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */ |
| GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */ |
| GLenum LogicOp; /**< Logic operator */ |
| |
| /*@}*/ |
| |
| GLboolean DitherFlag; /**< Dither enable flag */ |
| |
| GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */ |
| GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */ |
| GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */ |
| |
| GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */ |
| }; |
| |
| |
| /** |
| * Current attribute group (GL_CURRENT_BIT). |
| */ |
| struct gl_current_attrib |
| { |
| /** |
| * \name Current vertex attributes (color, texcoords, etc). |
| * \note Values are valid only after FLUSH_VERTICES has been called. |
| * \note Index and Edgeflag current values are stored as floats in the |
| * SIX and SEVEN attribute slots. |
| * \note We need double storage for 64-bit vertex attributes |
| */ |
| GLfloat Attrib[VERT_ATTRIB_MAX][4*2]; |
| |
| /** |
| * \name Current raster position attributes (always up to date after a |
| * glRasterPos call). |
| */ |
| GLfloat RasterPos[4]; |
| GLfloat RasterDistance; |
| GLfloat RasterColor[4]; |
| GLfloat RasterSecondaryColor[4]; |
| GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4]; |
| GLboolean RasterPosValid; |
| }; |
| |
| |
| /** |
| * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT). |
| */ |
| struct gl_depthbuffer_attrib |
| { |
| GLenum Func; /**< Function for depth buffer compare */ |
| GLclampd Clear; /**< Value to clear depth buffer to */ |
| GLboolean Test; /**< Depth buffering enabled flag */ |
| GLboolean Mask; /**< Depth buffer writable? */ |
| GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */ |
| GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */ |
| }; |
| |
| |
| /** |
| * Evaluator attribute group (GL_EVAL_BIT). |
| */ |
| struct gl_eval_attrib |
| { |
| /** |
| * \name Enable bits |
| */ |
| /*@{*/ |
| GLboolean Map1Color4; |
| GLboolean Map1Index; |
| GLboolean Map1Normal; |
| GLboolean Map1TextureCoord1; |
| GLboolean Map1TextureCoord2; |
| GLboolean Map1TextureCoord3; |
| GLboolean Map1TextureCoord4; |
| GLboolean Map1Vertex3; |
| GLboolean Map1Vertex4; |
| GLboolean Map2Color4; |
| GLboolean Map2Index; |
| GLboolean Map2Normal; |
| GLboolean Map2TextureCoord1; |
| GLboolean Map2TextureCoord2; |
| GLboolean Map2TextureCoord3; |
| GLboolean Map2TextureCoord4; |
| GLboolean Map2Vertex3; |
| GLboolean Map2Vertex4; |
| GLboolean AutoNormal; |
| /*@}*/ |
| |
| /** |
| * \name Map Grid endpoints and divisions and calculated du values |
| */ |
| /*@{*/ |
| GLint MapGrid1un; |
| GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du; |
| GLint MapGrid2un, MapGrid2vn; |
| GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du; |
| GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv; |
| /*@}*/ |
| }; |
| |
| |
| /** |
| * Fog attribute group (GL_FOG_BIT). |
| */ |
| struct gl_fog_attrib |
| { |
| GLboolean Enabled; /**< Fog enabled flag */ |
| GLboolean ColorSumEnabled; |
| GLfloat ColorUnclamped[4]; /**< Fog color */ |
| GLfloat Color[4]; /**< Fog color */ |
| GLfloat Density; /**< Density >= 0.0 */ |
| GLfloat Start; /**< Start distance in eye coords */ |
| GLfloat End; /**< End distance in eye coords */ |
| GLfloat Index; /**< Fog index */ |
| GLenum Mode; /**< Fog mode */ |
| GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */ |
| GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */ |
| GLenum FogDistanceMode; /**< GL_NV_fog_distance */ |
| }; |
| |
| |
| /** |
| * Hint attribute group (GL_HINT_BIT). |
| * |
| * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE. |
| */ |
| struct gl_hint_attrib |
| { |
| GLenum PerspectiveCorrection; |
| GLenum PointSmooth; |
| GLenum LineSmooth; |
| GLenum PolygonSmooth; |
| GLenum Fog; |
| GLenum TextureCompression; /**< GL_ARB_texture_compression */ |
| GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */ |
| GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */ |
| }; |
| |
| |
| /** |
| * Lighting attribute group (GL_LIGHT_BIT). |
| */ |
| struct gl_light_attrib |
| { |
| struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */ |
| struct gl_lightmodel Model; /**< Lighting model */ |
| |
| /** |
| * Front and back material values. |
| * Note: must call FLUSH_VERTICES() before using. |
| */ |
| struct gl_material Material; |
| |
| GLboolean Enabled; /**< Lighting enabled flag */ |
| GLboolean ColorMaterialEnabled; |
| |
| GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */ |
| GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */ |
| GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */ |
| GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */ |
| GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */ |
| |
| |
| GLboolean _ClampVertexColor; |
| GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */ |
| |
| /** |
| * Derived state for optimizations: |
| */ |
| /*@{*/ |
| GLboolean _NeedEyeCoords; |
| GLboolean _NeedVertices; /**< Use fast shader? */ |
| struct gl_light EnabledList; /**< List sentinel */ |
| |
| GLfloat _BaseColor[2][3]; |
| /*@}*/ |
| }; |
| |
| |
| /** |
| * Line attribute group (GL_LINE_BIT). |
| */ |
| struct gl_line_attrib |
| { |
| GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */ |
| GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */ |
| GLushort StipplePattern; /**< Stipple pattern */ |
| GLint StippleFactor; /**< Stipple repeat factor */ |
| GLfloat Width; /**< Line width */ |
| }; |
| |
| |
| /** |
| * Display list attribute group (GL_LIST_BIT). |
| */ |
| struct gl_list_attrib |
| { |
| GLuint ListBase; |
| }; |
| |
| |
| /** |
| * Multisample attribute group (GL_MULTISAMPLE_BIT). |
| */ |
| struct gl_multisample_attrib |
| { |
| GLboolean Enabled; |
| GLboolean SampleAlphaToCoverage; |
| GLboolean SampleAlphaToOne; |
| GLboolean SampleCoverage; |
| GLboolean SampleCoverageInvert; |
| GLboolean SampleShading; |
| |
| /* ARB_texture_multisample / GL3.2 additions */ |
| GLboolean SampleMask; |
| |
| GLfloat SampleCoverageValue; |
| GLfloat MinSampleShadingValue; |
| |
| /** The GL spec defines this as an array but >32x MSAA is madness */ |
| GLbitfield SampleMaskValue; |
| }; |
| |
| |
| /** |
| * A pixelmap (see glPixelMap) |
| */ |
| struct gl_pixelmap |
| { |
| GLint Size; |
| GLfloat Map[MAX_PIXEL_MAP_TABLE]; |
| }; |
| |
| |
| /** |
| * Collection of all pixelmaps |
| */ |
| struct gl_pixelmaps |
| { |
| struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */ |
| struct gl_pixelmap GtoG; |
| struct gl_pixelmap BtoB; |
| struct gl_pixelmap AtoA; |
| struct gl_pixelmap ItoR; |
| struct gl_pixelmap ItoG; |
| struct gl_pixelmap ItoB; |
| struct gl_pixelmap ItoA; |
| struct gl_pixelmap ItoI; |
| struct gl_pixelmap StoS; |
| }; |
| |
| |
| /** |
| * Pixel attribute group (GL_PIXEL_MODE_BIT). |
| */ |
| struct gl_pixel_attrib |
| { |
| GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */ |
| |
| /*--- Begin Pixel Transfer State ---*/ |
| /* Fields are in the order in which they're applied... */ |
| |
| /** Scale & Bias (index shift, offset) */ |
| /*@{*/ |
| GLfloat RedBias, RedScale; |
| GLfloat GreenBias, GreenScale; |
| GLfloat BlueBias, BlueScale; |
| GLfloat AlphaBias, AlphaScale; |
| GLfloat DepthBias, DepthScale; |
| GLint IndexShift, IndexOffset; |
| /*@}*/ |
| |
| /* Pixel Maps */ |
| /* Note: actual pixel maps are not part of this attrib group */ |
| GLboolean MapColorFlag; |
| GLboolean MapStencilFlag; |
| |
| /*--- End Pixel Transfer State ---*/ |
| |
| /** glPixelZoom */ |
| GLfloat ZoomX, ZoomY; |
| }; |
| |
| |
| /** |
| * Point attribute group (GL_POINT_BIT). |
| */ |
| struct gl_point_attrib |
| { |
| GLfloat Size; /**< User-specified point size */ |
| GLfloat Params[3]; /**< GL_EXT_point_parameters */ |
| GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */ |
| GLfloat Threshold; /**< GL_EXT_point_parameters */ |
| GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */ |
| GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */ |
| GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */ |
| GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/ |
| GLbitfield CoordReplaceBits; /**< GL_ARB_point_sprite*/ |
| GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */ |
| GLenum SpriteOrigin; /**< GL_ARB_point_sprite */ |
| }; |
| |
| |
| /** |
| * Polygon attribute group (GL_POLYGON_BIT). |
| */ |
| struct gl_polygon_attrib |
| { |
| GLenum FrontFace; /**< Either GL_CW or GL_CCW */ |
| GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */ |
| GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */ |
| GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */ |
| GLboolean CullFlag; /**< Culling on/off flag */ |
| GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */ |
| GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */ |
| GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */ |
| GLfloat OffsetFactor; /**< Polygon offset factor, from user */ |
| GLfloat OffsetUnits; /**< Polygon offset units, from user */ |
| GLfloat OffsetClamp; /**< Polygon offset clamp, from user */ |
| GLboolean OffsetPoint; /**< Offset in GL_POINT mode */ |
| GLboolean OffsetLine; /**< Offset in GL_LINE mode */ |
| GLboolean OffsetFill; /**< Offset in GL_FILL mode */ |
| }; |
| |
| |
| /** |
| * Scissor attributes (GL_SCISSOR_BIT). |
| */ |
| struct gl_scissor_rect |
| { |
| GLint X, Y; /**< Lower left corner of box */ |
| GLsizei Width, Height; /**< Size of box */ |
| }; |
| struct gl_scissor_attrib |
| { |
| GLbitfield EnableFlags; /**< Scissor test enabled? */ |
| struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS]; |
| }; |
| |
| |
| /** |
| * Stencil attribute group (GL_STENCIL_BUFFER_BIT). |
| * |
| * Three sets of stencil data are tracked so that OpenGL 2.0, |
| * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported |
| * simultaneously. In each of the stencil state arrays, element 0 corresponds |
| * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 / |
| * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the |
| * GL_EXT_stencil_two_side GL_BACK state. |
| * |
| * The derived value \c _BackFace is either 1 or 2 depending on whether or |
| * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled. |
| * |
| * The derived value \c _TestTwoSide is set when the front-face and back-face |
| * stencil state are different. |
| */ |
| struct gl_stencil_attrib |
| { |
| GLboolean Enabled; /**< Enabled flag */ |
| GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */ |
| GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */ |
| GLboolean _Enabled; /**< Enabled and stencil buffer present */ |
| GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */ |
| GLboolean _TestTwoSide; |
| GLubyte _BackFace; /**< Current back stencil state (1 or 2) */ |
| GLenum Function[3]; /**< Stencil function */ |
| GLenum FailFunc[3]; /**< Fail function */ |
| GLenum ZPassFunc[3]; /**< Depth buffer pass function */ |
| GLenum ZFailFunc[3]; /**< Depth buffer fail function */ |
| GLint Ref[3]; /**< Reference value */ |
| GLuint ValueMask[3]; /**< Value mask */ |
| GLuint WriteMask[3]; /**< Write mask */ |
| GLuint Clear; /**< Clear value */ |
| }; |
| |
| |
| /** |
| * An index for each type of texture object. These correspond to the GL |
| * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc. |
| * Note: the order is from highest priority to lowest priority. |
| */ |
| typedef enum |
| { |
| TEXTURE_2D_MULTISAMPLE_INDEX, |
| TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX, |
| TEXTURE_CUBE_ARRAY_INDEX, |
| TEXTURE_BUFFER_INDEX, |
| TEXTURE_2D_ARRAY_INDEX, |
| TEXTURE_1D_ARRAY_INDEX, |
| TEXTURE_EXTERNAL_INDEX, |
| TEXTURE_CUBE_INDEX, |
| TEXTURE_3D_INDEX, |
| TEXTURE_RECT_INDEX, |
| TEXTURE_2D_INDEX, |
| TEXTURE_1D_INDEX, |
| NUM_TEXTURE_TARGETS |
| } gl_texture_index; |
| |
| |
| /** |
| * Bit flags for each type of texture object |
| */ |
| /*@{*/ |
| #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX) |
| #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX) |
| #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX) |
| #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX) |
| #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX) |
| #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX) |
| #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX) |
| #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX) |
| #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX) |
| #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX) |
| #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX) |
| #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX) |
| /*@}*/ |
| |
| |
| /** |
| * Texture image state. Drivers will typically create a subclass of this |
| * with extra fields for memory buffers, etc. |
| */ |
| struct gl_texture_image |
| { |
| GLint InternalFormat; /**< Internal format as given by the user */ |
| GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA, |
| * GL_LUMINANCE, GL_LUMINANCE_ALPHA, |
| * GL_INTENSITY, GL_DEPTH_COMPONENT or |
| * GL_DEPTH_STENCIL_EXT only. Used for |
| * choosing TexEnv arithmetic. |
| */ |
| mesa_format TexFormat; /**< The actual texture memory format */ |
| |
| GLuint Border; /**< 0 or 1 */ |
| GLuint Width; /**< = 2^WidthLog2 + 2*Border */ |
| GLuint Height; /**< = 2^HeightLog2 + 2*Border */ |
| GLuint Depth; /**< = 2^DepthLog2 + 2*Border */ |
| GLuint Width2; /**< = Width - 2*Border */ |
| GLuint Height2; /**< = Height - 2*Border */ |
| GLuint Depth2; /**< = Depth - 2*Border */ |
| GLuint WidthLog2; /**< = log2(Width2) */ |
| GLuint HeightLog2; /**< = log2(Height2) */ |
| GLuint DepthLog2; /**< = log2(Depth2) */ |
| GLuint MaxNumLevels; /**< = maximum possible number of mipmap |
| levels, computed from the dimensions */ |
| |
| struct gl_texture_object *TexObject; /**< Pointer back to parent object */ |
| GLuint Level; /**< Which mipmap level am I? */ |
| /** Cube map face: index into gl_texture_object::Image[] array */ |
| GLuint Face; |
| |
| /** GL_ARB_texture_multisample */ |
| GLuint NumSamples; /**< Sample count, or 0 for non-multisample */ |
| GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */ |
| }; |
| |
| |
| /** |
| * Indexes for cube map faces. |
| */ |
| typedef enum |
| { |
| FACE_POS_X = 0, |
| FACE_NEG_X = 1, |
| FACE_POS_Y = 2, |
| FACE_NEG_Y = 3, |
| FACE_POS_Z = 4, |
| FACE_NEG_Z = 5, |
| MAX_FACES = 6 |
| } gl_face_index; |
| |
| |
| /** |
| * Sampler object state. These objects are new with GL_ARB_sampler_objects |
| * and OpenGL 3.3. Legacy texture objects also contain a sampler object. |
| */ |
| struct gl_sampler_object |
| { |
| mtx_t Mutex; |
| GLuint Name; |
| GLint RefCount; |
| GLchar *Label; /**< GL_KHR_debug */ |
| |
| GLenum WrapS; /**< S-axis texture image wrap mode */ |
| GLenum WrapT; /**< T-axis texture image wrap mode */ |
| GLenum WrapR; /**< R-axis texture image wrap mode */ |
| GLenum MinFilter; /**< minification filter */ |
| GLenum MagFilter; /**< magnification filter */ |
| union gl_color_union BorderColor; /**< Interpreted according to texture format */ |
| GLfloat MinLod; /**< min lambda, OpenGL 1.2 */ |
| GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */ |
| GLfloat LodBias; /**< OpenGL 1.4 */ |
| GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */ |
| GLenum CompareMode; /**< GL_ARB_shadow */ |
| GLenum CompareFunc; /**< GL_ARB_shadow */ |
| GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */ |
| GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */ |
| }; |
| |
| |
| /** |
| * Texture object state. Contains the array of mipmap images, border color, |
| * wrap modes, filter modes, and shadow/texcompare state. |
| */ |
| struct gl_texture_object |
| { |
| mtx_t Mutex; /**< for thread safety */ |
| GLint RefCount; /**< reference count */ |
| GLuint Name; /**< the user-visible texture object ID */ |
| GLchar *Label; /**< GL_KHR_debug */ |
| GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */ |
| gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index. |
| Only valid when Target is valid. */ |
| |
| struct gl_sampler_object Sampler; |
| |
| GLenum DepthMode; /**< GL_ARB_depth_texture */ |
| bool StencilSampling; /**< Should we sample stencil instead of depth? */ |
| |
| GLfloat Priority; /**< in [0,1] */ |
| GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */ |
| GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */ |
| GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */ |
| GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */ |
| GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */ |
| GLint CropRect[4]; /**< GL_OES_draw_texture */ |
| GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */ |
| GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */ |
| GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */ |
| GLboolean _BaseComplete; /**< Is the base texture level valid? */ |
| GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */ |
| GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */ |
| GLboolean _RenderToTexture; /**< Any rendering to this texture? */ |
| GLboolean Purgeable; /**< Is the buffer purgeable under memory |
| pressure? */ |
| GLboolean Immutable; /**< GL_ARB_texture_storage */ |
| GLboolean _IsFloat; /**< GL_OES_float_texture */ |
| GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */ |
| |
| GLuint MinLevel; /**< GL_ARB_texture_view */ |
| GLuint MinLayer; /**< GL_ARB_texture_view */ |
| GLuint NumLevels; /**< GL_ARB_texture_view */ |
| GLuint NumLayers; /**< GL_ARB_texture_view */ |
| |
| /** Actual texture images, indexed by [cube face] and [mipmap level] */ |
| struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS]; |
| |
| /** GL_ARB_texture_buffer_object */ |
| struct gl_buffer_object *BufferObject; |
| GLenum BufferObjectFormat; |
| /** Equivalent Mesa format for BufferObjectFormat. */ |
| mesa_format _BufferObjectFormat; |
| /** GL_ARB_texture_buffer_range */ |
| GLintptr BufferOffset; |
| GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */ |
| |
| /** GL_OES_EGL_image_external */ |
| GLint RequiredTextureImageUnits; |
| |
| /** GL_ARB_shader_image_load_store */ |
| GLenum ImageFormatCompatibilityType; |
| }; |
| |
| |
| /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */ |
| #define MAX_COMBINER_TERMS 4 |
| |
| |
| /** |
| * Texture combine environment state. |
| */ |
| struct gl_tex_env_combine_state |
| { |
| GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */ |
| GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */ |
| /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */ |
| GLenum SourceRGB[MAX_COMBINER_TERMS]; |
| GLenum SourceA[MAX_COMBINER_TERMS]; |
| /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */ |
| GLenum OperandRGB[MAX_COMBINER_TERMS]; |
| GLenum OperandA[MAX_COMBINER_TERMS]; |
| GLuint ScaleShiftRGB; /**< 0, 1 or 2 */ |
| GLuint ScaleShiftA; /**< 0, 1 or 2 */ |
| GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */ |
| GLuint _NumArgsA; /**< Number of inputs used for the A combiner */ |
| }; |
| |
| |
| /** |
| * TexGenEnabled flags. |
| */ |
| /*@{*/ |
| #define S_BIT 1 |
| #define T_BIT 2 |
| #define R_BIT 4 |
| #define Q_BIT 8 |
| #define STR_BITS (S_BIT | T_BIT | R_BIT) |
| /*@}*/ |
| |
| |
| /** |
| * Bit flag versions of the corresponding GL_ constants. |
| */ |
| /*@{*/ |
| #define TEXGEN_SPHERE_MAP 0x1 |
| #define TEXGEN_OBJ_LINEAR 0x2 |
| #define TEXGEN_EYE_LINEAR 0x4 |
| #define TEXGEN_REFLECTION_MAP_NV 0x8 |
| #define TEXGEN_NORMAL_MAP_NV 0x10 |
| |
| #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \ |
| TEXGEN_REFLECTION_MAP_NV | \ |
| TEXGEN_NORMAL_MAP_NV) |
| #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \ |
| TEXGEN_REFLECTION_MAP_NV | \ |
| TEXGEN_NORMAL_MAP_NV | \ |
| TEXGEN_EYE_LINEAR) |
| /*@}*/ |
| |
| |
| |
| /** Tex-gen enabled for texture unit? */ |
| #define ENABLE_TEXGEN(unit) (1 << (unit)) |
| |
| /** Non-identity texture matrix for texture unit? */ |
| #define ENABLE_TEXMAT(unit) (1 << (unit)) |
| |
| |
| /** |
| * Texture coord generation state. |
| */ |
| struct gl_texgen |
| { |
| GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */ |
| GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */ |
| GLfloat ObjectPlane[4]; |
| GLfloat EyePlane[4]; |
| }; |
| |
| |
| /** |
| * Texture unit state. Contains enable flags, texture environment/function/ |
| * combiners, texgen state, and pointers to current texture objects. |
| */ |
| struct gl_texture_unit |
| { |
| GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */ |
| |
| GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */ |
| GLclampf EnvColor[4]; |
| GLfloat EnvColorUnclamped[4]; |
| |
| struct gl_texgen GenS; |
| struct gl_texgen GenT; |
| struct gl_texgen GenR; |
| struct gl_texgen GenQ; |
| GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */ |
| GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */ |
| |
| GLfloat LodBias; /**< for biasing mipmap levels */ |
| |
| /** Texture targets that have a non-default texture bound */ |
| GLbitfield _BoundTextures; |
| |
| /** Current sampler object (GL_ARB_sampler_objects) */ |
| struct gl_sampler_object *Sampler; |
| |
| /** |
| * \name GL_EXT_texture_env_combine |
| */ |
| struct gl_tex_env_combine_state Combine; |
| |
| /** |
| * Derived state based on \c EnvMode and the \c BaseFormat of the |
| * currently enabled texture. |
| */ |
| struct gl_tex_env_combine_state _EnvMode; |
| |
| /** |
| * Currently enabled combiner state. This will point to either |
| * \c Combine or \c _EnvMode. |
| */ |
| struct gl_tex_env_combine_state *_CurrentCombine; |
| |
| /** Current texture object pointers */ |
| struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS]; |
| |
| /** Points to highest priority, complete and enabled texture object */ |
| struct gl_texture_object *_Current; |
| |
| }; |
| |
| |
| /** |
| * Texture attribute group (GL_TEXTURE_BIT). |
| */ |
| struct gl_texture_attrib |
| { |
| GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */ |
| |
| /** GL_ARB_seamless_cubemap */ |
| GLboolean CubeMapSeamless; |
| |
| struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS]; |
| |
| /** GL_ARB_texture_buffer_object */ |
| struct gl_buffer_object *BufferObject; |
| |
| /** Texture coord units/sets used for fragment texturing */ |
| GLbitfield _EnabledCoordUnits; |
| |
| /** Texture coord units that have texgen enabled */ |
| GLbitfield _TexGenEnabled; |
| |
| /** Texture coord units that have non-identity matrices */ |
| GLbitfield _TexMatEnabled; |
| |
| /** Bitwise-OR of all Texture.Unit[i]._GenFlags */ |
| GLbitfield _GenFlags; |
| |
| /** Largest index of a texture unit with _Current != NULL. */ |
| GLint _MaxEnabledTexImageUnit; |
| |
| /** Largest index + 1 of texture units that have had any CurrentTex set. */ |
| GLint NumCurrentTexUsed; |
| |
| struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; |
| }; |
| |
| |
| /** |
| * Data structure representing a single clip plane (e.g. one of the elements |
| * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array). |
| */ |
| typedef GLfloat gl_clip_plane[4]; |
| |
| |
| /** |
| * Transformation attribute group (GL_TRANSFORM_BIT). |
| */ |
| struct gl_transform_attrib |
| { |
| GLenum MatrixMode; /**< Matrix mode */ |
| gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */ |
| gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */ |
| GLbitfield ClipPlanesEnabled; /**< on/off bitmask */ |
| GLboolean Normalize; /**< Normalize all normals? */ |
| GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */ |
| GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */ |
| GLboolean DepthClamp; /**< GL_ARB_depth_clamp */ |
| /** GL_ARB_clip_control */ |
| GLenum ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */ |
| GLenum ClipDepthMode; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */ |
| }; |
| |
| |
| /** |
| * Viewport attribute group (GL_VIEWPORT_BIT). |
| */ |
| struct gl_viewport_attrib |
| { |
| GLfloat X, Y; /**< position */ |
| GLfloat Width, Height; /**< size */ |
| GLdouble Near, Far; /**< Depth buffer range */ |
| }; |
| |
| |
| typedef enum { |
| MAP_USER, |
| MAP_INTERNAL, |
| |
| MAP_COUNT |
| } gl_map_buffer_index; |
| |
| |
| /** |
| * Fields describing a mapped buffer range. |
| */ |
| struct gl_buffer_mapping { |
| GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */ |
| GLvoid *Pointer; /**< User-space address of mapping */ |
| GLintptr Offset; /**< Mapped offset */ |
| GLsizeiptr Length; /**< Mapped length */ |
| }; |
| |
| |
| /** |
| * Usages we've seen for a buffer object. |
| */ |
| typedef enum { |
| USAGE_UNIFORM_BUFFER = 0x1, |
| USAGE_TEXTURE_BUFFER = 0x2, |
| USAGE_ATOMIC_COUNTER_BUFFER = 0x4, |
| USAGE_SHADER_STORAGE_BUFFER = 0x8, |
| USAGE_TRANSFORM_FEEDBACK_BUFFER = 0x10, |
| USAGE_PIXEL_PACK_BUFFER = 0x20, |
| USAGE_DISABLE_MINMAX_CACHE = 0x40, |
| } gl_buffer_usage; |
| |
| |
| /** |
| * GL_ARB_vertex/pixel_buffer_object buffer object |
| */ |
| struct gl_buffer_object |
| { |
| mtx_t Mutex; |
| GLint RefCount; |
| GLuint Name; |
| GLchar *Label; /**< GL_KHR_debug */ |
| GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */ |
| GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */ |
| GLsizeiptrARB Size; /**< Size of buffer storage in bytes */ |
| GLubyte *Data; /**< Location of storage either in RAM or VRAM. */ |
| GLboolean DeletePending; /**< true if buffer object is removed from the hash */ |
| GLboolean Written; /**< Ever written to? (for debugging) */ |
| GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */ |
| GLboolean Immutable; /**< GL_ARB_buffer_storage */ |
| gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */ |
| |
| /** Counters used for buffer usage warnings */ |
| GLuint NumSubDataCalls; |
| GLuint NumMapBufferWriteCalls; |
| |
| struct gl_buffer_mapping Mappings[MAP_COUNT]; |
| |
| /** Memoization of min/max index computations for static index buffers */ |
| struct hash_table *MinMaxCache; |
| unsigned MinMaxCacheHitIndices; |
| unsigned MinMaxCacheMissIndices; |
| bool MinMaxCacheDirty; |
| }; |
| |
| |
| /** |
| * Client pixel packing/unpacking attributes |
| */ |
| struct gl_pixelstore_attrib |
| { |
| GLint Alignment; |
| GLint RowLength; |
| GLint SkipPixels; |
| GLint SkipRows; |
| GLint ImageHeight; |
| GLint SkipImages; |
| GLboolean SwapBytes; |
| GLboolean LsbFirst; |
| GLboolean Invert; /**< GL_MESA_pack_invert */ |
| GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */ |
| GLint CompressedBlockHeight; |
| GLint CompressedBlockDepth; |
| GLint CompressedBlockSize; |
| struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */ |
| }; |
| |
| |
| /** |
| * Client vertex array attributes |
| */ |
| struct gl_client_array |
| { |
| GLint Size; /**< components per element (1,2,3,4) */ |
| GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */ |
| GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */ |
| GLsizei Stride; /**< user-specified stride */ |
| GLsizei StrideB; /**< actual stride in bytes */ |
| GLuint _ElementSize; /**< size of each element in bytes */ |
| const GLubyte *Ptr; /**< Points to array data */ |
| GLboolean Enabled; /**< Enabled flag is a boolean */ |
| GLboolean Normalized; /**< GL_ARB_vertex_program */ |
| GLboolean Integer; /**< Integer-valued? */ |
| GLboolean Doubles; /**< double precision values are not converted to floats */ |
| GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */ |
| |
| struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */ |
| }; |
| |
| |
| /** |
| * Vertex attribute array as seen by the client. |
| * |
| * Contains the size, type, format and normalization flag, |
| * along with the index of a vertex buffer binding point. |
| * |
| * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE |
| * and is only present for backwards compatibility reasons. |
| * Rendering always uses VERTEX_BINDING_STRIDE. |
| * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE |
| * and VERTEX_BINDING_STRIDE to the same value, while |
| * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE. |
| */ |
| struct gl_vertex_attrib_array |
| { |
| GLint Size; /**< Components per element (1,2,3,4) */ |
| GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */ |
| GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */ |
| GLsizei Stride; /**< Stride as specified with gl*Pointer() */ |
| const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */ |
| GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */ |
| GLboolean Enabled; /**< Whether the array is enabled */ |
| GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */ |
| GLboolean Integer; /**< Fixed-point values are not converted to floats */ |
| GLboolean Doubles; /**< double precision values are not converted to floats */ |
| GLuint _ElementSize; /**< Size of each element in bytes */ |
| GLuint VertexBinding; /**< Vertex buffer binding */ |
| }; |
| |
| |
| /** |
| * This describes the buffer object used for a vertex array (or |
| * multiple vertex arrays). If BufferObj points to the default/null |
| * buffer object, then the vertex array lives in user memory and not a VBO. |
| */ |
| struct gl_vertex_buffer_binding |
| { |
| GLintptr Offset; /**< User-specified offset */ |
| GLsizei Stride; /**< User-specified stride */ |
| GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */ |
| struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */ |
| GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */ |
| }; |
| |
| |
| /** |
| * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+, |
| * GL_ARB_vertex_array_object, or the original GL_APPLE_vertex_array_object |
| * extension. |
| */ |
| struct gl_vertex_array_object |
| { |
| /** Name of the VAO as received from glGenVertexArray. */ |
| GLuint Name; |
| |
| GLint RefCount; |
| |
| GLchar *Label; /**< GL_KHR_debug */ |
| |
| mtx_t Mutex; |
| |
| /** |
| * Does the VAO use ARB semantics or Apple semantics? |
| * |
| * There are several ways in which ARB_vertex_array_object and |
| * APPLE_vertex_array_object VAOs have differing semantics. At the very |
| * least, |
| * |
| * - ARB VAOs require that all array data be sourced from vertex buffer |
| * objects, but Apple VAOs do not. |
| * |
| * - ARB VAOs require that names come from GenVertexArrays. |
| * |
| * This flag notes which behavior governs this VAO. |
| */ |
| GLboolean ARBsemantics; |
| |
| /** |
| * Has this array object been bound? |
| */ |
| GLboolean EverBound; |
| |
| /** |
| * Derived vertex attribute arrays |
| * |
| * This is a legacy data structure created from gl_vertex_attrib_array and |
| * gl_vertex_buffer_binding, for compatibility with existing driver code. |
| */ |
| struct gl_client_array _VertexAttrib[VERT_ATTRIB_MAX]; |
| |
| /** Vertex attribute arrays */ |
| struct gl_vertex_attrib_array VertexAttrib[VERT_ATTRIB_MAX]; |
| |
| /** Vertex buffer bindings */ |
| struct gl_vertex_buffer_binding VertexBinding[VERT_ATTRIB_MAX]; |
| |
| /** Mask indicating which vertex arrays have vertex buffer associated. */ |
| GLbitfield64 VertexAttribBufferMask; |
| |
| /** Mask of VERT_BIT_* values indicating which arrays are enabled */ |
| GLbitfield64 _Enabled; |
| |
| /** Mask of VERT_BIT_* values indicating changed/dirty arrays */ |
| GLbitfield64 NewArrays; |
| |
| /** The index buffer (also known as the element array buffer in OpenGL). */ |
| struct gl_buffer_object *IndexBufferObj; |
| }; |
| |
| |
| /** Used to signal when transitioning from one kind of drawing method |
| * to another. |
| */ |
| typedef enum { |
| DRAW_NONE, /**< Initial value only */ |
| DRAW_BEGIN_END, |
| DRAW_DISPLAY_LIST, |
| DRAW_ARRAYS |
| } gl_draw_method; |
| |
| /** |
| * Enum for the OpenGL APIs we know about and may support. |
| * |
| * NOTE: This must match the api_enum table in |
| * src/mesa/main/get_hash_generator.py |
| */ |
| typedef enum |
| { |
| API_OPENGL_COMPAT, /* legacy / compatibility contexts */ |
| API_OPENGLES, |
| API_OPENGLES2, |
| API_OPENGL_CORE, |
| API_OPENGL_LAST = API_OPENGL_CORE |
| } gl_api; |
| |
| /** |
| * Vertex array state |
| */ |
| struct gl_array_attrib |
| { |
| /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */ |
| struct gl_vertex_array_object *VAO; |
| |
| /** The default vertex array object */ |
| struct gl_vertex_array_object *DefaultVAO; |
| |
| /** The last VAO accessed by a DSA function */ |
| struct gl_vertex_array_object *LastLookedUpVAO; |
| |
| /** Array objects (GL_ARB/APPLE_vertex_array_object) */ |
| struct _mesa_HashTable *Objects; |
| |
| GLint ActiveTexture; /**< Client Active Texture */ |
| GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */ |
| GLuint LockCount; /**< GL_EXT_compiled_vertex_array */ |
| |
| /** |
| * \name Primitive restart controls |
| * |
| * Primitive restart is enabled if either \c PrimitiveRestart or |
| * \c PrimitiveRestartFixedIndex is set. |
| */ |
| /*@{*/ |
| GLboolean PrimitiveRestart; |
| GLboolean PrimitiveRestartFixedIndex; |
| GLboolean _PrimitiveRestart; |
| GLuint RestartIndex; |
| /*@}*/ |
| |
| /** One of the DRAW_xxx flags, not consumed by drivers */ |
| gl_draw_method DrawMethod; |
| |
| /* GL_ARB_vertex_buffer_object */ |
| struct gl_buffer_object *ArrayBufferObj; |
| |
| /** |
| * Vertex arrays as consumed by a driver. |
| * The array pointer is set up only by the VBO module. |
| */ |
| const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */ |
| |
| /** Legal array datatypes and the API for which they have been computed */ |
| GLbitfield LegalTypesMask; |
| gl_api LegalTypesMaskAPI; |
| }; |
| |
| |
| /** |
| * Feedback buffer state |
| */ |
| struct gl_feedback |
| { |
| GLenum Type; |
| GLbitfield _Mask; /**< FB_* bits */ |
| GLfloat *Buffer; |
| GLuint BufferSize; |
| GLuint Count; |
| }; |
| |
| |
| /** |
| * Selection buffer state |
| */ |
| struct gl_selection |
| { |
| GLuint *Buffer; /**< selection buffer */ |
| GLuint BufferSize; /**< size of the selection buffer */ |
| GLuint BufferCount; /**< number of values in the selection buffer */ |
| GLuint Hits; /**< number of records in the selection buffer */ |
| GLuint NameStackDepth; /**< name stack depth */ |
| GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */ |
| GLboolean HitFlag; /**< hit flag */ |
| GLfloat HitMinZ; /**< minimum hit depth */ |
| GLfloat HitMaxZ; /**< maximum hit depth */ |
| }; |
| |
| |
| /** |
| * 1-D Evaluator control points |
| */ |
| struct gl_1d_map |
| { |
| GLuint Order; /**< Number of control points */ |
| GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */ |
| GLfloat *Points; /**< Points to contiguous control points */ |
| }; |
| |
| |
| /** |
| * 2-D Evaluator control points |
| */ |
| struct gl_2d_map |
| { |
| GLuint Uorder; /**< Number of control points in U dimension */ |
| GLuint Vorder; /**< Number of control points in V dimension */ |
| GLfloat u1, u2, du; |
| GLfloat v1, v2, dv; |
| GLfloat *Points; /**< Points to contiguous control points */ |
| }; |
| |
| |
| /** |
| * All evaluator control point state |
| */ |
| struct gl_evaluators |
| { |
| /** |
| * \name 1-D maps |
| */ |
| /*@{*/ |
| struct gl_1d_map Map1Vertex3; |
| struct gl_1d_map Map1Vertex4; |
| struct gl_1d_map Map1Index; |
| struct gl_1d_map Map1Color4; |
| struct gl_1d_map Map1Normal; |
| struct gl_1d_map Map1Texture1; |
| struct gl_1d_map Map1Texture2; |
| struct gl_1d_map Map1Texture3; |
| struct gl_1d_map Map1Texture4; |
| /*@}*/ |
| |
| /** |
| * \name 2-D maps |
| */ |
| /*@{*/ |
| struct gl_2d_map Map2Vertex3; |
| struct gl_2d_map Map2Vertex4; |
| struct gl_2d_map Map2Index; |
| struct gl_2d_map Map2Color4; |
| struct gl_2d_map Map2Normal; |
| struct gl_2d_map Map2Texture1; |
| struct gl_2d_map Map2Texture2; |
| struct gl_2d_map Map2Texture3; |
| struct gl_2d_map Map2Texture4; |
| /*@}*/ |
| }; |
| |
| |
| struct gl_transform_feedback_varying_info |
| { |
| char *Name; |
| GLenum Type; |
| GLint BufferIndex; |
| GLint Size; |
| GLint Offset; |
| }; |
| |
| |
| /** |
| * Per-output info vertex shaders for transform feedback. |
| */ |
| struct gl_transform_feedback_output |
| { |
| unsigned OutputRegister; |
| unsigned OutputBuffer; |
| unsigned NumComponents; |
| unsigned StreamId; |
| |
| /** offset (in DWORDs) of this output within the interleaved structure */ |
| unsigned DstOffset; |
| |
| /** |
| * Offset into the output register of the data to output. For example, |
| * if NumComponents is 2 and ComponentOffset is 1, then the data to |
| * offset is in the y and z components of the output register. |
| */ |
| unsigned ComponentOffset; |
| }; |
| |
| |
| struct gl_transform_feedback_buffer |
| { |
| unsigned Binding; |
| |
| unsigned NumVaryings; |
| |
| /** |
| * Total number of components stored in each buffer. This may be used by |
| * hardware back-ends to determine the correct stride when interleaving |
| * multiple transform feedback outputs in the same buffer. |
| */ |
| unsigned Stride; |
| |
| /** |
| * Which transform feedback stream this buffer binding is associated with. |
| */ |
| unsigned Stream; |
| }; |
| |
| |
| /** Post-link transform feedback info. */ |
| struct gl_transform_feedback_info |
| { |
| unsigned NumOutputs; |
| |
| /* Bitmask of active buffer indices. */ |
| unsigned ActiveBuffers; |
| |
| struct gl_transform_feedback_output *Outputs; |
| |
| /** Transform feedback varyings used for the linking of this shader program. |
| * |
| * Use for glGetTransformFeedbackVarying(). |
| */ |
| struct gl_transform_feedback_varying_info *Varyings; |
| GLint NumVarying; |
| |
| struct gl_transform_feedback_buffer Buffers[MAX_FEEDBACK_BUFFERS]; |
| }; |
| |
| |
| /** |
| * Transform feedback object state |
| */ |
| struct gl_transform_feedback_object |
| { |
| GLuint Name; /**< AKA the object ID */ |
| GLint RefCount; |
| GLchar *Label; /**< GL_KHR_debug */ |
| GLboolean Active; /**< Is transform feedback enabled? */ |
| GLboolean Paused; /**< Is transform feedback paused? */ |
| GLboolean EndedAnytime; /**< Has EndTransformFeedback been called |
| at least once? */ |
| GLboolean EverBound; /**< Has this object been bound? */ |
| |
| /** |
| * GLES: if Active is true, remaining number of primitives which can be |
| * rendered without overflow. This is necessary to track because GLES |
| * requires us to generate INVALID_OPERATION if a call to glDrawArrays or |
| * glDrawArraysInstanced would overflow transform feedback buffers. |
| * Undefined if Active is false. |
| * |
| * Not tracked for desktop GL since it's unnecessary. |
| */ |
| unsigned GlesRemainingPrims; |
| |
| /** |
| * The shader program active when BeginTransformFeedback() was called. |
| * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage], |
| * where stage is the pipeline stage that is the source of data for |
| * transform feedback. |
| */ |
| struct gl_shader_program *shader_program; |
| |
| /** The feedback buffers */ |
| GLuint BufferNames[MAX_FEEDBACK_BUFFERS]; |
| struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS]; |
| |
| /** Start of feedback data in dest buffer */ |
| GLintptr Offset[MAX_FEEDBACK_BUFFERS]; |
| |
| /** |
| * Max data to put into dest buffer (in bytes). Computed based on |
| * RequestedSize and the actual size of the buffer. |
| */ |
| GLsizeiptr Size[MAX_FEEDBACK_BUFFERS]; |
| |
| /** |
| * Size that was specified when the buffer was bound. If the buffer was |
| * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is |
| * zero. |
| */ |
| GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS]; |
| }; |
| |
| |
| /** |
| * Context state for transform feedback. |
| */ |
| struct gl_transform_feedback_state |
| { |
| GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */ |
| |
| /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */ |
| struct gl_buffer_object *CurrentBuffer; |
| |
| /** The table of all transform feedback objects */ |
| struct _mesa_HashTable *Objects; |
| |
| /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */ |
| struct gl_transform_feedback_object *CurrentObject; |
| |
| /** The default xform-fb object (Name==0) */ |
| struct gl_transform_feedback_object *DefaultObject; |
| }; |
| |
| |
| /** |
| * A "performance monitor" as described in AMD_performance_monitor. |
| */ |
| struct gl_perf_monitor_object |
| { |
| GLuint Name; |
| |
| /** True if the monitor is currently active (Begin called but not End). */ |
| GLboolean Active; |
| |
| /** |
| * True if the monitor has ended. |
| * |
| * This is distinct from !Active because it may never have began. |
| */ |
| GLboolean Ended; |
| |
| /** |
| * A list of groups with currently active counters. |
| * |
| * ActiveGroups[g] == n if there are n counters active from group 'g'. |
| */ |
| unsigned *ActiveGroups; |
| |
| /** |
| * An array of bitsets, subscripted by group ID, then indexed by counter ID. |
| * |
| * Checking whether counter 'c' in group 'g' is active can be done via: |
| * |
| * BITSET_TEST(ActiveCounters[g], c) |
| */ |
| GLuint **ActiveCounters; |
| }; |
| |
| |
| union gl_perf_monitor_counter_value |
| { |
| float f; |
| uint64_t u64; |
| uint32_t u32; |
| }; |
| |
| |
| struct gl_perf_monitor_counter |
| { |
| /** Human readable name for the counter. */ |
| const char *Name; |
| |
| /** |
| * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT, |
| * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD. |
| */ |
| GLenum Type; |
| |
| /** Minimum counter value. */ |
| union gl_perf_monitor_counter_value Minimum; |
| |
| /** Maximum counter value. */ |
| union gl_perf_monitor_counter_value Maximum; |
| }; |
| |
| |
| struct gl_perf_monitor_group |
| { |
| /** Human readable name for the group. */ |
| const char *Name; |
| |
| /** |
| * Maximum number of counters in this group which can be active at the |
| * same time. |
| */ |
| GLuint MaxActiveCounters; |
| |
| /** Array of counters within this group. */ |
| const struct gl_perf_monitor_counter *Counters; |
| GLuint NumCounters; |
| }; |
| |
| |
| /** |
| * Context state for AMD_performance_monitor. |
| */ |
| struct gl_perf_monitor_state |
| { |
| /** Array of performance monitor groups (indexed by group ID) */ |
| const struct gl_perf_monitor_group *Groups; |
| GLuint NumGroups; |
| |
| /** The table of all performance monitors. */ |
| struct _mesa_HashTable *Monitors; |
| }; |
| |
| |
| /** |
| * Names of the various vertex/fragment program register files, etc. |
| * |
| * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c) |
| * All values should fit in a 4-bit field. |
| * |
| * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be |
| * considered to be "uniform" variables since they can only be set outside |
| * glBegin/End. They're also all stored in the same Parameters array. |
| */ |
| typedef enum |
| { |
| PROGRAM_TEMPORARY, /**< machine->Temporary[] */ |
| PROGRAM_ARRAY, /**< Arrays & Matrixes */ |
| PROGRAM_INPUT, /**< machine->Inputs[] */ |
| PROGRAM_OUTPUT, /**< machine->Outputs[] */ |
| PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */ |
| PROGRAM_CONSTANT, /**< gl_program->Parameters[] */ |
| PROGRAM_UNIFORM, /**< gl_program->Parameters[] */ |
| PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */ |
| PROGRAM_ADDRESS, /**< machine->AddressReg */ |
| PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */ |
| PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */ |
| PROGRAM_UNDEFINED, /**< Invalid/TBD value */ |
| PROGRAM_IMMEDIATE, /**< Immediate value, used by TGSI */ |
| PROGRAM_BUFFER, /**< for shader buffers, compile-time only */ |
| PROGRAM_MEMORY, /**< for shared, global and local memory */ |
| PROGRAM_IMAGE, /**< for shader images, compile-time only */ |
| PROGRAM_FILE_MAX |
| } gl_register_file; |
| |
| |
| /** |
| * Base class for any kind of program object |
| */ |
| struct gl_program |
| { |
| mtx_t Mutex; |
| GLuint Id; |
| GLint RefCount; |
| GLubyte *String; /**< Null-terminated program text */ |
| |
| GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */ |
| GLenum Format; /**< String encoding format */ |
| |
| struct prog_instruction *Instructions; |
| |
| struct nir_shader *nir; |
| |
| GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */ |
| GLbitfield64 DoubleInputsRead; /**< Bitmask of which input regs are read and are doubles */ |
| GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */ |
| GLbitfield PatchInputsRead; /**< VAR[0..31] usage for patch inputs (user-defined only) */ |
| GLbitfield PatchOutputsWritten; /**< VAR[0..31] usage for patch outputs (user-defined only) */ |
| GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */ |
| GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */ |
| GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */ |
| GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */ |
| |
| GLboolean UsesGather; /**< Does this program use gather4 at all? */ |
| |
| /** |
| * For vertex and geometry shaders, true if the program uses the |
| * gl_ClipDistance output. Ignored for fragment shaders. |
| */ |
| unsigned ClipDistanceArraySize; |
| unsigned CullDistanceArraySize; |
| |
| |
| /** Named parameters, constants, etc. from program text */ |
| struct gl_program_parameter_list *Parameters; |
| |
| /** |
| * Local parameters used by the program. |
| * |
| * It's dynamically allocated because it is rarely used (just |
| * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's |
| * allocated. |
| */ |
| GLfloat (*LocalParams)[4]; |
| |
| /** Map from sampler unit to texture unit (set by glUniform1i()) */ |
| GLubyte SamplerUnits[MAX_SAMPLERS]; |
| |
| /** Bitmask of which register files are read/written with indirect |
| * addressing. Mask of (1 << PROGRAM_x) bits. |
| */ |
| GLbitfield IndirectRegisterFiles; |
| |
| /** Logical counts */ |
| /*@{*/ |
| GLuint NumInstructions; |
| GLuint NumTemporaries; |
| GLuint NumParameters; |
| GLuint NumAttributes; |
| GLuint NumAddressRegs; |
| GLuint NumAluInstructions; |
| GLuint NumTexInstructions; |
| GLuint NumTexIndirections; |
| /*@}*/ |
| /** Native, actual h/w counts */ |
| /*@{*/ |
| GLuint NumNativeInstructions; |
| GLuint NumNativeTemporaries; |
| GLuint NumNativeParameters; |
| GLuint NumNativeAttributes; |
| GLuint NumNativeAddressRegs; |
| GLuint NumNativeAluInstructions; |
| GLuint NumNativeTexInstructions; |
| GLuint NumNativeTexIndirections; |
| /*@}*/ |
| }; |
| |
| |
| /** Vertex program object */ |
| struct gl_vertex_program |
| { |
| struct gl_program Base; /**< base class */ |
| GLboolean IsPositionInvariant; |
| }; |
| |
| |
| /** Tessellation control program object */ |
| struct gl_tess_ctrl_program |
| { |
| struct gl_program Base; /**< base class */ |
| |
| /* output layout */ |
| GLint VerticesOut; |
| }; |
| |
| |
| /** Tessellation evaluation program object */ |
| struct gl_tess_eval_program |
| { |
| struct gl_program Base; /**< base class */ |
| |
| /* input layout */ |
| GLenum PrimitiveMode; /* GL_TRIANGLES, GL_QUADS or GL_ISOLINES */ |
| GLenum Spacing; /* GL_EQUAL, GL_FRACTIONAL_EVEN, GL_FRACTIONAL_ODD */ |
| GLenum VertexOrder; /* GL_CW or GL_CCW */ |
| bool PointMode; |
| }; |
| |
| |
| /** Geometry program object */ |
| struct gl_geometry_program |
| { |
| struct gl_program Base; /**< base class */ |
| |
| GLint VerticesIn; |
| GLint VerticesOut; |
| GLint Invocations; |
| GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB, |
| GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */ |
| GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */ |
| bool UsesEndPrimitive; |
| bool UsesStreams; |
| }; |
| |
| |
| /** Fragment program object */ |
| struct gl_fragment_program |
| { |
| struct gl_program Base; /**< base class */ |
| GLboolean UsesKill; /**< shader uses KIL instruction */ |
| GLboolean UsesDFdy; /**< shader uses DDY instruction */ |
| GLboolean OriginUpperLeft; |
| GLboolean PixelCenterInteger; |
| enum gl_frag_depth_layout FragDepthLayout; |
| |
| /** |
| * GLSL interpolation qualifier associated with each fragment shader input. |
| * For inputs that do not have an interpolation qualifier specified in |
| * GLSL, the value is INTERP_QUALIFIER_NONE. |
| */ |
| enum glsl_interp_qualifier InterpQualifier[VARYING_SLOT_MAX]; |
| |
| /** |
| * Bitfield indicating, for each fragment shader input, 1 if that input |
| * uses centroid interpolation, 0 otherwise. Unused inputs are 0. |
| */ |
| GLbitfield64 IsCentroid; |
| |
| /** |
| * Bitfield indicating, for each fragment shader input, 1 if that input |
| * uses sample interpolation, 0 otherwise. Unused inputs are 0. |
| */ |
| GLbitfield64 IsSample; |
| }; |
| |
| |
| /** Compute program object */ |
| struct gl_compute_program |
| { |
| struct gl_program Base; /**< base class */ |
| |
| /** |
| * Size specified using local_size_{x,y,z}. |
| */ |
| unsigned LocalSize[3]; |
| |
| /** |
| * Size of shared variables accessed by the compute shader. |
| */ |
| unsigned SharedSize; |
| }; |
| |
| |
| /** |
| * State common to vertex and fragment programs. |
| */ |
| struct gl_program_state |
| { |
| GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */ |
| const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */ |
| }; |
| |
| |
| /** |
| * Context state for vertex programs. |
| */ |
| struct gl_vertex_program_state |
| { |
| GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */ |
| GLboolean _Enabled; /**< Enabled and _valid_ user program? */ |
| GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */ |
| GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */ |
| /** Computed two sided lighting for fixed function/programs. */ |
| GLboolean _TwoSideEnabled; |
| struct gl_vertex_program *Current; /**< User-bound vertex program */ |
| |
| /** Currently enabled and valid vertex program (including internal |
| * programs, user-defined vertex programs and GLSL vertex shaders). |
| * This is the program we must use when rendering. |
| */ |
| struct gl_vertex_program *_Current; |
| |
| GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */ |
| |
| /** Should fixed-function T&L be implemented with a vertex prog? */ |
| GLboolean _MaintainTnlProgram; |
| |
| /** Program to emulate fixed-function T&L (see above) */ |
| struct gl_vertex_program *_TnlProgram; |
| |
| /** Cache of fixed-function programs */ |
| struct gl_program_cache *Cache; |
| |
| GLboolean _Overriden; |
| }; |
| |
| /** |
| * Context state for tessellation control programs. |
| */ |
| struct gl_tess_ctrl_program_state |
| { |
| /** Currently bound and valid shader. */ |
| struct gl_tess_ctrl_program *_Current; |
| |
| GLint patch_vertices; |
| GLfloat patch_default_outer_level[4]; |
| GLfloat patch_default_inner_level[2]; |
| }; |
| |
| /** |
| * Context state for tessellation evaluation programs. |
| */ |
| struct gl_tess_eval_program_state |
| { |
| /** Currently bound and valid shader. */ |
| struct gl_tess_eval_program *_Current; |
| }; |
| |
| /** |
| * Context state for geometry programs. |
| */ |
| struct gl_geometry_program_state |
| { |
| /** Currently enabled and valid program (including internal programs |
| * and compiled shader programs). |
| */ |
| struct gl_geometry_program *_Current; |
| }; |
| |
| /** |
| * Context state for fragment programs. |
| */ |
| struct gl_fragment_program_state |
| { |
| GLboolean Enabled; /**< User-set fragment program enable flag */ |
| GLboolean _Enabled; /**< Enabled and _valid_ user program? */ |
| struct gl_fragment_program *Current; /**< User-bound fragment program */ |
| |
| /** Currently enabled and valid fragment program (including internal |
| * programs, user-defined fragment programs and GLSL fragment shaders). |
| * This is the program we must use when rendering. |
| */ |
| struct gl_fragment_program *_Current; |
| |
| GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */ |
| |
| /** Should fixed-function texturing be implemented with a fragment prog? */ |
| GLboolean _MaintainTexEnvProgram; |
| |
| /** Program to emulate fixed-function texture env/combine (see above) */ |
| struct gl_fragment_program *_TexEnvProgram; |
| |
| /** Cache of fixed-function programs */ |
| struct gl_program_cache *Cache; |
| }; |
| |
| |
| /** |
| * Context state for compute programs. |
| */ |
| struct gl_compute_program_state |
| { |
| /** Currently enabled and valid program (including internal programs |
| * and compiled shader programs). |
| */ |
| struct gl_compute_program *_Current; |
| }; |
| |
| |
| /** |
| * ATI_fragment_shader runtime state |
| */ |
| |
| struct atifs_instruction; |
| struct atifs_setupinst; |
| |
| /** |
| * ATI fragment shader |
| */ |
| struct ati_fragment_shader |
| { |
| GLuint Id; |
| GLint RefCount; |
| struct atifs_instruction *Instructions[2]; |
| struct atifs_setupinst *SetupInst[2]; |
| GLfloat Constants[8][4]; |
| GLbitfield LocalConstDef; /**< Indicates which constants have been set */ |
| GLubyte numArithInstr[2]; |
| GLubyte regsAssigned[2]; |
| GLubyte NumPasses; /**< 1 or 2 */ |
| GLubyte cur_pass; |
| GLubyte last_optype; |
| GLboolean interpinp1; |
| GLboolean isValid; |
| GLuint swizzlerq; |
| struct gl_program *Program; |
| }; |
| |
| /** |
| * Context state for GL_ATI_fragment_shader |
| */ |
| struct gl_ati_fragment_shader_state |
| { |
| GLboolean Enabled; |
| GLboolean _Enabled; /**< enabled and valid shader? */ |
| GLboolean Compiling; |
| GLfloat GlobalConstants[8][4]; |
| struct ati_fragment_shader *Current; |
| }; |
| |
| /** |
| * Shader subroutine function definition |
| */ |
| struct gl_subroutine_function |
| { |
| char *name; |
| int index; |
| int num_compat_types; |
| const struct glsl_type **types; |
| }; |
| |
| /** |
| * A GLSL vertex or fragment shader object. |
| */ |
| struct gl_shader |
| { |
| /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB || |
| * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER. |
| * Must be the first field. |
| */ |
| GLenum Type; |
| gl_shader_stage Stage; |
| GLuint Name; /**< AKA the handle */ |
| GLint RefCount; /**< Reference count */ |
| GLchar *Label; /**< GL_KHR_debug */ |
| GLboolean DeletePending; |
| GLboolean CompileStatus; |
| bool IsES; /**< True if this shader uses GLSL ES */ |
| |
| GLuint SourceChecksum; /**< for debug/logging purposes */ |
| const GLchar *Source; /**< Source code string */ |
| |
| struct gl_program *Program; /**< Post-compile assembly code */ |
| GLchar *InfoLog; |
| |
| unsigned Version; /**< GLSL version used for linking */ |
| |
| /** |
| * \name Sampler tracking |
| * |
| * \note Each of these fields is only set post-linking. |
| */ |
| /*@{*/ |
| unsigned num_samplers; /**< Number of samplers used by this shader. */ |
| GLbitfield active_samplers; /**< Bitfield of which samplers are used */ |
| GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */ |
| /*@}*/ |
| |
| /** |
| * Map from sampler unit to texture unit (set by glUniform1i()) |
| * |
| * A sampler unit is associated with each sampler uniform by the linker. |
| * The sampler unit associated with each uniform is stored in the |
| * \c gl_uniform_storage::sampler field. |
| */ |
| GLubyte SamplerUnits[MAX_SAMPLERS]; |
| /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */ |
| gl_texture_index SamplerTargets[MAX_SAMPLERS]; |
| |
| /** |
| * Number of default uniform block components used by this shader. |
| * |
| * This field is only set post-linking. |
| */ |
| unsigned num_uniform_components; |
| |
| /** |
| * Number of combined uniform components used by this shader. |
| * |
| * This field is only set post-linking. It is the sum of the uniform block |
| * sizes divided by sizeof(float), and num_uniform_compoennts. |
| */ |
| unsigned num_combined_uniform_components; |
| |
| unsigned NumUniformBlocks; |
| struct gl_uniform_block **UniformBlocks; |
| |
| unsigned NumShaderStorageBlocks; |
| struct gl_uniform_block **ShaderStorageBlocks; |
| |
| struct exec_list *ir; |
| struct exec_list *packed_varyings; |
| struct exec_list *fragdata_arrays; |
| struct glsl_symbol_table *symbols; |
| |
| bool uses_builtin_functions; |
| bool uses_gl_fragcoord; |
| bool redeclares_gl_fragcoord; |
| bool ARB_fragment_coord_conventions_enable; |
| |
| /** |
| * Fragment shader state from GLSL 1.50 layout qualifiers. |
| */ |
| bool origin_upper_left; |
| bool pixel_center_integer; |
| |
| struct { |
| /** Global xfb_stride out qualifier if any */ |
| GLuint BufferStride[MAX_FEEDBACK_BUFFERS]; |
| } TransformFeedback; |
| |
| /** |
| * Tessellation Control shader state from layout qualifiers. |
| */ |
| struct { |
| /** |
| * 0 - vertices not declared in shader, or |
| * 1 .. GL_MAX_PATCH_VERTICES |
| */ |
| GLint VerticesOut; |
| } TessCtrl; |
| |
| /** |
| * Tessellation Evaluation shader state from layout qualifiers. |
| */ |
| struct { |
| /** |
| * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set |
| * in this shader. |
| */ |
| GLenum PrimitiveMode; |
| /** |
| * GL_EQUAL, GL_FRACTIONAL_ODD, GL_FRACTIONAL_EVEN, or 0 if it's not set |
| * in this shader. |
| */ |
| GLenum Spacing; |
| /** |
| * GL_CW, GL_CCW, or 0 if it's not set in this shader. |
| */ |
| GLenum VertexOrder; |
| /** |
| * 1, 0, or -1 if it's not set in this shader. |
| */ |
| int PointMode; |
| } TessEval; |
| |
| /** |
| * Geometry shader state from GLSL 1.50 layout qualifiers. |
| */ |
| struct { |
| GLint VerticesOut; |
| /** |
| * 0 - Invocations count not declared in shader, or |
| * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS |
| */ |
| GLint Invocations; |
| /** |
| * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or |
| * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this |
| * shader. |
| */ |
| GLenum InputType; |
| /** |
| * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if |
| * it's not set in this shader. |
| */ |
| GLenum OutputType; |
| } Geom; |
| |
| /** |
| * Map from image uniform index to image unit (set by glUniform1i()) |
| * |
| * An image uniform index is associated with each image uniform by |
| * the linker. The image index associated with each uniform is |
| * stored in the \c gl_uniform_storage::image field. |
| */ |
| GLubyte ImageUnits[MAX_IMAGE_UNIFORMS]; |
| |
| /** |
| * Access qualifier specified in the shader for each image uniform |
| * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c |
| * GL_READ_WRITE. |
| * |
| * It may be different, though only more strict than the value of |
| * \c gl_image_unit::Access for the corresponding image unit. |
| */ |
| GLenum ImageAccess[MAX_IMAGE_UNIFORMS]; |
| |
| /** |
| * Number of image uniforms defined in the shader. It specifies |
| * the number of valid elements in the \c ImageUnits and \c |
| * ImageAccess arrays above. |
| */ |
| GLuint NumImages; |
| |
| struct gl_active_atomic_buffer **AtomicBuffers; |
| unsigned NumAtomicBuffers; |
| |
| /** |
| * Whether early fragment tests are enabled as defined by |
| * ARB_shader_image_load_store. |
| */ |
| bool EarlyFragmentTests; |
| |
| /** |
| * Compute shader state from ARB_compute_shader layout qualifiers. |
| */ |
| struct { |
| /** |
| * Size specified using local_size_{x,y,z}, or all 0's to indicate that |
| * it's not set in this shader. |
| */ |
| unsigned LocalSize[3]; |
| } Comp; |
| |
| /** |
| * Number of types for subroutine uniforms. |
| */ |
| GLuint NumSubroutineUniformTypes; |
| |
| /** |
| * Subroutine uniform remap table |
| * based on the program level uniform remap table. |
| */ |
| GLuint NumSubroutineUniforms; /* non-sparse total */ |
| GLuint NumSubroutineUniformRemapTable; |
| struct gl_uniform_storage **SubroutineUniformRemapTable; |
| |
| /** |
| * Num of subroutine functions for this stage |
| * and storage for them. |
| */ |
| GLuint NumSubroutineFunctions; |
| GLuint MaxSubroutineFunctionIndex; |
| struct gl_subroutine_function *SubroutineFunctions; |
| }; |
| |
| |
| struct gl_uniform_buffer_variable |
| { |
| char *Name; |
| |
| /** |
| * Name of the uniform as seen by glGetUniformIndices. |
| * |
| * glGetUniformIndices requires that the block instance index \b not be |
| * present in the name of queried uniforms. |
| * |
| * \note |
| * \c gl_uniform_buffer_variable::IndexName and |
| * \c gl_uniform_buffer_variable::Name may point to identical storage. |
| */ |
| char *IndexName; |
| |
| const struct glsl_type *Type; |
| unsigned int Offset; |
| GLboolean RowMajor; |
| }; |
| |
| |
| enum gl_uniform_block_packing |
| { |
| ubo_packing_std140, |
| ubo_packing_shared, |
| ubo_packing_packed, |
| ubo_packing_std430 |
| }; |
| |
| |
| struct gl_uniform_block |
| { |
| /** Declared name of the uniform block */ |
| char *Name; |
| |
| /** Array of supplemental information about UBO ir_variables. */ |
| struct gl_uniform_buffer_variable *Uniforms; |
| GLuint NumUniforms; |
| |
| /** |
| * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use |
| * with glBindBufferBase to bind a buffer object to this uniform block. When |
| * updated in the program, _NEW_BUFFER_OBJECT will be set. |
| */ |
| GLuint Binding; |
| |
| /** |
| * Minimum size (in bytes) of a buffer object to back this uniform buffer |
| * (GL_UNIFORM_BLOCK_DATA_SIZE). |
| */ |
| GLuint UniformBufferSize; |
| |
| /** Stages that reference this block */ |
| uint8_t stageref; |
| |
| /** |
| * Layout specified in the shader |
| * |
| * This isn't accessible through the API, but it is used while |
| * cross-validating uniform blocks. |
| */ |
| enum gl_uniform_block_packing _Packing; |
| }; |
| |
| /** |
| * Structure that represents a reference to an atomic buffer from some |
| * shader program. |
| */ |
| struct gl_active_atomic_buffer |
| { |
| /** Uniform indices of the atomic counters declared within it. */ |
| GLuint *Uniforms; |
| GLuint NumUniforms; |
| |
| /** Binding point index associated with it. */ |
| GLuint Binding; |
| |
| /** Minimum reasonable size it is expected to have. */ |
| GLuint MinimumSize; |
| |
| /** Shader stages making use of it. */ |
| GLboolean StageReferences[MESA_SHADER_STAGES]; |
| }; |
| |
| /** |
| * Data container for shader queries. This holds only the minimal |
| * amount of required information for resource queries to work. |
| */ |
| struct gl_shader_variable |
| { |
| /** |
| * Declared type of the variable |
| */ |
| const struct glsl_type *type; |
| |
| /** |
| * If the variable is in an interface block, this is the type of the block. |
| */ |
| const struct glsl_type *interface_type; |
| |
| /** |
| * For variables inside structs (possibly recursively), this is the |
| * outermost struct type. |
| */ |
| const struct glsl_type *outermost_struct_type; |
| |
| /** |
| * Declared name of the variable |
| */ |
| char *name; |
| |
| /** |
| * Storage location of the base of this variable |
| * |
| * The precise meaning of this field depends on the nature of the variable. |
| * |
| * - Vertex shader input: one of the values from \c gl_vert_attrib. |
| * - Vertex shader output: one of the values from \c gl_varying_slot. |
| * - Geometry shader input: one of the values from \c gl_varying_slot. |
| * - Geometry shader output: one of the values from \c gl_varying_slot. |
| * - Fragment shader input: one of the values from \c gl_varying_slot. |
| * - Fragment shader output: one of the values from \c gl_frag_result. |
| * - Uniforms: Per-stage uniform slot number for default uniform block. |
| * - Uniforms: Index within the uniform block definition for UBO members. |
| * - Non-UBO Uniforms: explicit location until linking then reused to |
| * store uniform slot number. |
| * - Other: This field is not currently used. |
| * |
| * If the variable is a uniform, shader input, or shader output, and the |
| * slot has not been assigned, the value will be -1. |
| */ |
| int location; |
| |
| /** |
| * Specifies the first component the variable is stored in as per |
| * ARB_enhanced_layouts. |
| */ |
| unsigned component:2; |
| |
| /** |
| * Output index for dual source blending. |
| * |
| * \note |
| * The GLSL spec only allows the values 0 or 1 for the index in \b dual |
| * source blending. |
| */ |
| unsigned index:1; |
| |
| /** |
| * Specifies whether a shader input/output is per-patch in tessellation |
| * shader stages. |
| */ |
| unsigned patch:1; |
| |
| /** |
| * Storage class of the variable. |
| * |
| * \sa (n)ir_variable_mode |
| */ |
| unsigned mode:4; |
| |
| /** |
| * Interpolation mode for shader inputs / outputs |
| * |
| * \sa ir_variable_interpolation |
| */ |
| unsigned interpolation:2; |
| |
| /** |
| * Was the location explicitly set in the shader? |
| * |
| * If the location is explicitly set in the shader, it \b cannot be changed |
| * by the linker or by the API (e.g., calls to \c glBindAttribLocation have |
| * no effect). |
| */ |
| unsigned explicit_location:1; |
| |
| /** |
| * Precision qualifier. |
| */ |
| unsigned precision:2; |
| }; |
| |
| /** |
| * Active resource in a gl_shader_program |
| */ |
| struct gl_program_resource |
| { |
| GLenum Type; /** Program interface type. */ |
| const void *Data; /** Pointer to resource associated data structure. */ |
| uint8_t StageReferences; /** Bitmask of shader stage references. */ |
| }; |
| |
| /** |
| * A GLSL program object. |
| * Basically a linked collection of vertex and fragment shaders. |
| */ |
| struct gl_shader_program |
| { |
| GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */ |
| GLuint Name; /**< aka handle or ID */ |
| GLchar *Label; /**< GL_KHR_debug */ |
| GLint RefCount; /**< Reference count */ |
| GLboolean DeletePending; |
| |
| /** |
| * Is the application intending to glGetProgramBinary this program? |
| */ |
| GLboolean BinaryRetreivableHint; |
| |
| /** |
| * Indicates whether program can be bound for individual pipeline stages |
| * using UseProgramStages after it is next linked. |
| */ |
| GLboolean SeparateShader; |
| |
| GLuint NumShaders; /**< number of attached shaders */ |
| struct gl_shader **Shaders; /**< List of attached the shaders */ |
| |
| /** |
| * User-defined attribute bindings |
| * |
| * These are set via \c glBindAttribLocation and are used to direct the |
| * GLSL linker. These are \b not the values used in the compiled shader, |
| * and they are \b not the values returned by \c glGetAttribLocation. |
| */ |
| struct string_to_uint_map *AttributeBindings; |
| |
| /** |
| * User-defined fragment data bindings |
| * |
| * These are set via \c glBindFragDataLocation and are used to direct the |
| * GLSL linker. These are \b not the values used in the compiled shader, |
| * and they are \b not the values returned by \c glGetFragDataLocation. |
| */ |
| struct string_to_uint_map *FragDataBindings; |
| struct string_to_uint_map *FragDataIndexBindings; |
| |
| /** |
| * Transform feedback varyings last specified by |
| * glTransformFeedbackVaryings(). |
| * |
| * For the current set of transform feedback varyings used for transform |
| * feedback output, see LinkedTransformFeedback. |
| */ |
| struct { |
| GLenum BufferMode; |
| /** Global xfb_stride out qualifier if any */ |
| GLuint BufferStride[MAX_FEEDBACK_BUFFERS]; |
| GLuint NumVarying; |
| GLchar **VaryingNames; /**< Array [NumVarying] of char * */ |
| } TransformFeedback; |
| |
| /** Post-link transform feedback info. */ |
| struct gl_transform_feedback_info LinkedTransformFeedback; |
| |
| /** Post-link gl_FragDepth layout for ARB_conservative_depth. */ |
| enum gl_frag_depth_layout FragDepthLayout; |
| |
| /** |
| * Tessellation Control shader state from layout qualifiers. |
| */ |
| struct { |
| /** |
| * 0 - vertices not declared in shader, or |
| * 1 .. GL_MAX_PATCH_VERTICES |
| */ |
| GLint VerticesOut; |
| } TessCtrl; |
| |
| /** |
| * Tessellation Evaluation shader state from layout qualifiers. |
| */ |
| struct { |
| /** GL_TRIANGLES, GL_QUADS or GL_ISOLINES */ |
| GLenum PrimitiveMode; |
| /** GL_EQUAL, GL_FRACTIONAL_ODD or GL_FRACTIONAL_EVEN */ |
| GLenum Spacing; |
| /** GL_CW or GL_CCW */ |
| GLenum VertexOrder; |
| bool PointMode; |
| /** |
| * True if gl_ClipDistance is written to. Copied into |
| * gl_tess_eval_program by _mesa_copy_linked_program_data(). |
| */ |
| GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or |
| 0 if not present. */ |
| GLuint CullDistanceArraySize; /**< Size of the gl_CullDistance array, or |
| 0 if not present. */ |
| } TessEval; |
| |
| /** |
| * Geometry shader state - copied into gl_geometry_program by |
| * _mesa_copy_linked_program_data(). |
| */ |
| struct { |
| GLint VerticesIn; |
| GLint VerticesOut; |
| /** |
| * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS |
| */ |
| GLint Invocations; |
| GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB, |
| GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */ |
| GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */ |
| /** |
| * True if gl_ClipDistance is written to. Copied into |
| * gl_geometry_program by _mesa_copy_linked_program_data(). |
| */ |
| GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or |
| 0 if not present. */ |
| GLuint CullDistanceArraySize; /**< Size of the gl_CullDistance array, or |
| 0 if not present. */ |
| bool UsesEndPrimitive; |
| bool UsesStreams; |
| } Geom; |
| |
| /** Vertex shader state */ |
| struct { |
| /** |
| * True if gl_ClipDistance is written to. Copied into gl_vertex_program |
| * by _mesa_copy_linked_program_data(). |
| */ |
| GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or |
| 0 if not present. */ |
| GLuint CullDistanceArraySize; /**< Size of the gl_CullDistance array, or |
| 0 if not present. */ |
| } Vert; |
| |
| /** |
| * Compute shader state - copied into gl_compute_program by |
| * _mesa_copy_linked_program_data(). |
| */ |
| struct { |
| /** |
| * If this shader contains a compute stage, size specified using |
| * local_size_{x,y,z}. Otherwise undefined. |
| */ |
| unsigned LocalSize[3]; |
| /** |
| * Size of shared variables accessed by the compute shader. |
| */ |
| unsigned SharedSize; |
| } Comp; |
| |
| /* post-link info: */ |
| unsigned NumUniformStorage; |
| unsigned NumHiddenUniforms; |
| struct gl_uniform_storage *UniformStorage; |
| |
| /** |
| * Mapping from GL uniform locations returned by \c glUniformLocation to |
| * UniformStorage entries. Arrays will have multiple contiguous slots |
| * in the UniformRemapTable, all pointing to the same UniformStorage entry. |
| */ |
| unsigned NumUniformRemapTable; |
| struct gl_uniform_storage **UniformRemapTable; |
| |
| /** |
| * Sometimes there are empty slots left over in UniformRemapTable after we |
| * allocate slots to explicit locations. This list stores the blocks of |
| * continuous empty slots inside UniformRemapTable. |
| */ |
| struct exec_list EmptyUniformLocations; |
| |
| /** |
| * Size of the gl_ClipDistance array that is output from the last pipeline |
| * stage before the fragment shader. |
| */ |
| unsigned LastClipDistanceArraySize; |
| unsigned LastCullDistanceArraySize; |
| |
| unsigned NumUniformBlocks; |
| struct gl_uniform_block *UniformBlocks; |
| |
| unsigned NumShaderStorageBlocks; |
| struct gl_uniform_block *ShaderStorageBlocks; |
| |
| /** |
| * Map of active uniform names to locations |
| * |
| * Maps any active uniform that is not an array element to a location. |
| * Each active uniform, including individual structure members will appear |
| * in this map. This roughly corresponds to the set of names that would be |
| * enumerated by \c glGetActiveUniform. |
| */ |
| struct string_to_uint_map *UniformHash; |
| |
| struct gl_active_atomic_buffer *AtomicBuffers; |
| unsigned NumAtomicBuffers; |
| |
| GLboolean LinkStatus; /**< GL_LINK_STATUS */ |
| GLboolean Validated; |
| GLboolean _Used; /**< Ever used for drawing? */ |
| GLboolean SamplersValidated; /**< Samplers validated against texture units? */ |
| GLchar *InfoLog; |
| |
| unsigned Version; /**< GLSL version used for linking */ |
| bool IsES; /**< True if this program uses GLSL ES */ |
| |
| /** |
| * Per-stage shaders resulting from the first stage of linking. |
| * |
| * Set of linked shaders for this program. The array is accessed using the |
| * \c MESA_SHADER_* defines. Entries for non-existent stages will be |
| * \c NULL. |
| */ |
| struct gl_shader *_LinkedShaders[MESA_SHADER_STAGES]; |
| |
| /** List of all active resources after linking. */ |
| struct gl_program_resource *ProgramResourceList; |
| unsigned NumProgramResourceList; |
| |
| /* True if any of the fragment shaders attached to this program use: |
| * #extension ARB_fragment_coord_conventions: enable |
| */ |
| GLboolean ARB_fragment_coord_conventions_enable; |
| }; |
| |
| |
| #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */ |
| #define GLSL_LOG 0x2 /**< Write shaders to files */ |
| #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */ |
| #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */ |
| #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */ |
| #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */ |
| #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */ |
| #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */ |
| #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */ |
| #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */ |
| |
| |
| /** |
| * Context state for GLSL vertex/fragment shaders. |
| * Extended to support pipeline object |
| */ |
| struct gl_pipeline_object |
| { |
| /** Name of the pipeline object as received from glGenProgramPipelines. |
| * It would be 0 for shaders without separate shader objects. |
| */ |
| GLuint Name; |
| |
| GLint RefCount; |
| |
| mtx_t Mutex; |
| |
| GLchar *Label; /**< GL_KHR_debug */ |
| |
| /** |
| * Programs used for rendering |
| * |
| * There is a separate program set for each shader stage. |
| */ |
| struct gl_shader_program *CurrentProgram[MESA_SHADER_STAGES]; |
| |
| struct gl_shader_program *_CurrentFragmentProgram; |
| |
| /** |
| * Program used by glUniform calls. |
| * |
| * Explicitly set by \c glUseProgram and \c glActiveProgramEXT. |
| */ |
| struct gl_shader_program *ActiveProgram; |
| |
| GLbitfield Flags; /**< Mask of GLSL_x flags */ |
| |
| GLboolean EverBound; /**< Has the pipeline object been created */ |
| |
| GLboolean Validated; /**< Pipeline Validation status */ |
| |
| GLchar *InfoLog; |
| }; |
| |
| /** |
| * Context state for GLSL pipeline shaders. |
| */ |
| struct gl_pipeline_shader_state |
| { |
| /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */ |
| struct gl_pipeline_object *Current; |
| |
| /* Default Object to ensure that _Shader is never NULL */ |
| struct gl_pipeline_object *Default; |
| |
| /** Pipeline objects */ |
| struct _mesa_HashTable *Objects; |
| }; |
| |
| /** |
| * Compiler options for a single GLSL shaders type |
| */ |
| struct gl_shader_compiler_options |
| { |
| /** Driver-selectable options: */ |
| GLboolean EmitNoLoops; |
| GLboolean EmitNoFunctions; |
| GLboolean EmitNoCont; /**< Emit CONT opcode? */ |
| GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */ |
| GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */ |
| GLboolean EmitNoPow; /**< Emit POW opcodes? */ |
| GLboolean EmitNoSat; /**< Emit SAT opcodes? */ |
| GLboolean LowerCombinedClipCullDistance; /** Lower gl_ClipDistance and |
| * gl_CullDistance together from |
| * float[8] to vec4[2] |
| **/ |
| |
| /** |
| * \name Forms of indirect addressing the driver cannot do. |
| */ |
| /*@{*/ |
| GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */ |
| GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */ |
| GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */ |
| GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */ |
| GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */ |
| /*@}*/ |
| |
| GLuint MaxIfDepth; /**< Maximum nested IF blocks */ |
| GLuint MaxUnrollIterations; |
| |
| /** |
| * Optimize code for array of structures backends. |
| * |
| * This is a proxy for: |
| * - preferring DP4 instructions (rather than MUL/MAD) for |
| * matrix * vector operations, such as position transformation. |
| */ |
| GLboolean OptimizeForAOS; |
| |
| GLboolean LowerBufferInterfaceBlocks; /**< Lower UBO and SSBO access to intrinsics. */ |
| |
| /** Clamp UBO and SSBO block indices so they don't go out-of-bounds. */ |
| GLboolean ClampBlockIndicesToArrayBounds; |
| |
| GLboolean LowerShaderSharedVariables; /**< Lower compute shader shared |
| * variable access to intrinsics. */ |
| |
| const struct nir_shader_compiler_options *NirOptions; |
| }; |
| |
| |
| /** |
| * Occlusion/timer query object. |
| */ |
| struct gl_query_object |
| { |
| GLenum Target; /**< The query target, when active */ |
| GLuint Id; /**< hash table ID/name */ |
| GLchar *Label; /**< GL_KHR_debug */ |
| GLuint64EXT Result; /**< the counter */ |
| GLboolean Active; /**< inside Begin/EndQuery */ |
| GLboolean Ready; /**< result is ready? */ |
| GLboolean EverBound;/**< has query object ever been bound */ |
| GLuint Stream; /**< The stream */ |
| }; |
| |
| |
| /** |
| * Context state for query objects. |
| */ |
| struct gl_query_state |
| { |
| struct _mesa_HashTable *QueryObjects; |
| struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */ |
| struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */ |
| |
| /** GL_NV_conditional_render */ |
| struct gl_query_object *CondRenderQuery; |
| |
| /** GL_EXT_transform_feedback */ |
| struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS]; |
| struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS]; |
| |
| /** GL_ARB_timer_query */ |
| struct gl_query_object *TimeElapsed; |
| |
| /** GL_ARB_pipeline_statistics_query */ |
| struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS]; |
| |
| GLenum CondRenderMode; |
| }; |
| |
| |
| /** Sync object state */ |
| struct gl_sync_object |
| { |
| GLenum Type; /**< GL_SYNC_FENCE */ |
| GLuint Name; /**< Fence name */ |
| GLchar *Label; /**< GL_KHR_debug */ |
| GLint RefCount; /**< Reference count */ |
| GLboolean DeletePending; /**< Object was deleted while there were still |
| * live references (e.g., sync not yet finished) |
| */ |
| GLenum SyncCondition; |
| GLbitfield Flags; /**< Flags passed to glFenceSync */ |
| GLuint StatusFlag:1; /**< Has the sync object been signaled? */ |
| }; |
| |
| |
| /** |
| * State which can be shared by multiple contexts: |
| */ |
| struct gl_shared_state |
| { |
| mtx_t Mutex; /**< for thread safety */ |
| GLint RefCount; /**< Reference count */ |
| struct _mesa_HashTable *DisplayList; /**< Display lists hash table */ |
| struct _mesa_HashTable *BitmapAtlas; /**< For optimized glBitmap text */ |
| struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */ |
| |
| /** Default texture objects (shared by all texture units) */ |
| struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS]; |
| |
| /** Fallback texture used when a bound texture is incomplete */ |
| struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS]; |
| |
| /** |
| * \name Thread safety and statechange notification for texture |
| * objects. |
| * |
| * \todo Improve the granularity of locking. |
| */ |
| /*@{*/ |
| mtx_t TexMutex; /**< texobj thread safety */ |
| GLuint TextureStateStamp; /**< state notification for shared tex */ |
| /*@}*/ |
| |
| /** Default buffer object for vertex arrays that aren't in VBOs */ |
| struct gl_buffer_object *NullBufferObj; |
| |
| /** |
| * \name Vertex/geometry/fragment programs |
| */ |
| /*@{*/ |
| struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */ |
| struct gl_vertex_program *DefaultVertexProgram; |
| struct gl_fragment_program *DefaultFragmentProgram; |
| /*@}*/ |
| |
| /* GL_ATI_fragment_shader */ |
| struct _mesa_HashTable *ATIShaders; |
| struct ati_fragment_shader *DefaultFragmentShader; |
| |
| struct _mesa_HashTable *BufferObjects; |
| |
| /** Table of both gl_shader and gl_shader_program objects */ |
| struct _mesa_HashTable *ShaderObjects; |
| |
| /* GL_EXT_framebuffer_object */ |
| struct _mesa_HashTable *RenderBuffers; |
| struct _mesa_HashTable *FrameBuffers; |
| |
| /* GL_ARB_sync */ |
| struct set *SyncObjects; |
| |
| /** GL_ARB_sampler_objects */ |
| struct _mesa_HashTable *SamplerObjects; |
| |
| /** |
| * Some context in this share group was affected by a GPU reset |
| * |
| * On the next call to \c glGetGraphicsResetStatus, contexts that have not |
| * been affected by a GPU reset must also return |
| * \c GL_INNOCENT_CONTEXT_RESET_ARB. |
| * |
| * Once this field becomes true, it is never reset to false. |
| */ |
| bool ShareGroupReset; |
| }; |
| |
| |
| |
| /** |
| * Renderbuffers represent drawing surfaces such as color, depth and/or |
| * stencil. A framebuffer object has a set of renderbuffers. |
| * Drivers will typically derive subclasses of this type. |
| */ |
| struct gl_renderbuffer |
| { |
| mtx_t Mutex; /**< for thread safety */ |
| GLuint ClassID; /**< Useful for drivers */ |
| GLuint Name; |
| GLchar *Label; /**< GL_KHR_debug */ |
| GLint RefCount; |
| GLuint Width, Height; |
| GLuint Depth; |
| GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */ |
| GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */ |
| /** |
| * True for renderbuffers that wrap textures, giving the driver a chance to |
| * flush render caches through the FinishRenderTexture hook. |
| * |
| * Drivers may also set this on renderbuffers other than those generated by |
| * glFramebufferTexture(), though it means FinishRenderTexture() would be |
| * called without a rb->TexImage. |
| */ |
| GLboolean NeedsFinishRenderTexture; |
| GLubyte NumSamples; |
| GLenum InternalFormat; /**< The user-specified format */ |
| GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or |
| GL_STENCIL_INDEX. */ |
| mesa_format Format; /**< The actual renderbuffer memory format */ |
| /** |
| * Pointer to the texture image if this renderbuffer wraps a texture, |
| * otherwise NULL. |
| * |
| * Note that the reference on the gl_texture_object containing this |
| * TexImage is held by the gl_renderbuffer_attachment. |
| */ |
| struct gl_texture_image *TexImage; |
| |
| /** Delete this renderbuffer */ |
| void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb); |
| |
| /** Allocate new storage for this renderbuffer */ |
| GLboolean (*AllocStorage)(struct gl_context *ctx, |
| struct gl_renderbuffer *rb, |
| GLenum internalFormat, |
| GLuint width, GLuint height); |
| }; |
| |
| |
| /** |
| * A renderbuffer attachment points to either a texture object (and specifies |
| * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer. |
| */ |
| struct gl_renderbuffer_attachment |
| { |
| GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */ |
| GLboolean Complete; |
| |
| /** |
| * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the |
| * application supplied renderbuffer object. |
| */ |
| struct gl_renderbuffer *Renderbuffer; |
| |
| /** |
| * If \c Type is \c GL_TEXTURE, this stores a pointer to the application |
| * supplied texture object. |
| */ |
| struct gl_texture_object *Texture; |
| GLuint TextureLevel; /**< Attached mipmap level. */ |
| GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */ |
| GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D |
| * and 2D array textures */ |
| GLboolean Layered; |
| }; |
| |
| |
| /** |
| * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc). |
| * In C++ terms, think of this as a base class from which device drivers |
| * will make derived classes. |
| */ |
| struct gl_framebuffer |
| { |
| mtx_t Mutex; /**< for thread safety */ |
| /** |
| * If zero, this is a window system framebuffer. If non-zero, this |
| * is a FBO framebuffer; note that for some devices (i.e. those with |
| * a natural pixel coordinate system for FBOs that differs from the |
| * OpenGL/Mesa coordinate system), this means that the viewport, |
| * polygon face orientation, and polygon stipple will have to be inverted. |
| */ |
| GLuint Name; |
| GLint RefCount; |
| |
| GLchar *Label; /**< GL_KHR_debug */ |
| |
| GLboolean DeletePending; |
| |
| /** |
| * The framebuffer's visual. Immutable if this is a window system buffer. |
| * Computed from attachments if user-made FBO. |
| */ |
| struct gl_config Visual; |
| |
| /** |
| * Size of frame buffer in pixels. If there are no attachments, then both |
| * of these are 0. |
| */ |
| GLuint Width, Height; |
| |
| /** |
| * In the case that the framebuffer has no attachment (i.e. |
| * GL_ARB_framebuffer_no_attachments) then the geometry of |
| * the framebuffer is specified by the default values. |
| */ |
| struct { |
| GLuint Width, Height, Layers, NumSamples; |
| GLboolean FixedSampleLocations; |
| /* Derived from NumSamples by the driver so that it can choose a valid |
| * value for the hardware. |
| */ |
| GLuint _NumSamples; |
| } DefaultGeometry; |
| |
| /** \name Drawing bounds (Intersection of buffer size and scissor box) |
| * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax), |
| * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax) |
| */ |
| /*@{*/ |
| GLint _Xmin, _Xmax; |
| GLint _Ymin, _Ymax; |
| /*@}*/ |
| |
| /** \name Derived Z buffer stuff */ |
| /*@{*/ |
| GLuint _DepthMax; /**< Max depth buffer value */ |
| GLfloat _DepthMaxF; /**< Float max depth buffer value */ |
| GLfloat _MRD; /**< minimum resolvable difference in Z values */ |
| /*@}*/ |
| |
| /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */ |
| GLenum _Status; |
| |
| /** Whether one of Attachment has Type != GL_NONE |
| * NOTE: the values for Width and Height are set to 0 in case of having |
| * no attachments, a backend driver supporting the extension |
| * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments |
| * and if GL_FALSE, must then use the values in DefaultGeometry to initialize |
| * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and |
| * _Ymax do NOT take into account _HasAttachments being false). To get the |
| * geometry of the framebuffer, the helper functions |
| * _mesa_geometric_width(), |
| * _mesa_geometric_height(), |
| * _mesa_geometric_samples() and |
| * _mesa_geometric_layers() |
| * are available that check _HasAttachments. |
| */ |
| bool _HasAttachments; |
| |
| /** Integer color values */ |
| GLboolean _IntegerColor; |
| |
| /* ARB_color_buffer_float */ |
| GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */ |
| GLboolean _HasSNormOrFloatColorBuffer; |
| |
| /** |
| * The maximum number of layers in the framebuffer, or 0 if the framebuffer |
| * is not layered. For cube maps and cube map arrays, each cube face |
| * counts as a layer. As the case for Width, Height a backend driver |
| * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry |
| * in the case that _HasAttachments is false |
| */ |
| GLuint MaxNumLayers; |
| |
| /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */ |
| struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT]; |
| |
| /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER |
| * attribute group and GL_PIXEL attribute group, respectively. |
| */ |
| GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS]; |
| GLenum ColorReadBuffer; |
| |
| /** Computed from ColorDraw/ReadBuffer above */ |
| GLuint _NumColorDrawBuffers; |
| GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */ |
| GLint _ColorReadBufferIndex; /* -1 = None */ |
| struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS]; |
| struct gl_renderbuffer *_ColorReadBuffer; |
| |
| /** Delete this framebuffer */ |
| void (*Delete)(struct gl_framebuffer *fb); |
| }; |
| |
| |
| /** |
| * Precision info for shader datatypes. See glGetShaderPrecisionFormat(). |
| */ |
| struct gl_precision |
| { |
| GLushort RangeMin; /**< min value exponent */ |
| GLushort RangeMax; /**< max value exponent */ |
| GLushort Precision; /**< number of mantissa bits */ |
| }; |
| |
| |
| /** |
| * Limits for vertex, geometry and fragment programs/shaders. |
| */ |
| struct gl_program_constants |
| { |
| /* logical limits */ |
| GLuint MaxInstructions; |
| GLuint MaxAluInstructions; |
| GLuint MaxTexInstructions; |
| GLuint MaxTexIndirections; |
| GLuint MaxAttribs; |
| GLuint MaxTemps; |
| GLuint MaxAddressRegs; |
| GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */ |
| GLuint MaxParameters; |
| GLuint MaxLocalParams; |
| GLuint MaxEnvParams; |
| /* native/hardware limits */ |
| GLuint MaxNativeInstructions; |
| GLuint MaxNativeAluInstructions; |
| GLuint MaxNativeTexInstructions; |
| GLuint MaxNativeTexIndirections; |
| GLuint MaxNativeAttribs; |
| GLuint MaxNativeTemps; |
| GLuint MaxNativeAddressRegs; |
| GLuint MaxNativeParameters; |
| /* For shaders */ |
| GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */ |
| |
| /** |
| * \name Per-stage input / output limits |
| * |
| * Previous to OpenGL 3.2, the intrastage data limits were advertised with |
| * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in |
| * ES). This is stored as \c gl_constants::MaxVarying. |
| * |
| * Starting with OpenGL 3.2, the limits are advertised with per-stage |
| * variables. Each stage as a certain number of outputs that it can feed |
| * to the next stage and a certain number inputs that it can consume from |
| * the previous stage. |
| * |
| * Vertex shader inputs do not participate this in this accounting. |
| * These are tracked exclusively by \c gl_program_constants::MaxAttribs. |
| * |
| * Fragment shader outputs do not participate this in this accounting. |
| * These are tracked exclusively by \c gl_constants::MaxDrawBuffers. |
| */ |
| /*@{*/ |
| GLuint MaxInputComponents; |
| GLuint MaxOutputComponents; |
| /*@}*/ |
| |
| /* ES 2.0 and GL_ARB_ES2_compatibility */ |
| struct gl_precision LowFloat, MediumFloat, HighFloat; |
| struct gl_precision LowInt, MediumInt, HighInt; |
| /* GL_ARB_uniform_buffer_object */ |
| GLuint MaxUniformBlocks; |
| GLuint MaxCombinedUniformComponents; |
| GLuint MaxTextureImageUnits; |
| |
| /* GL_ARB_shader_atomic_counters */ |
| GLuint MaxAtomicBuffers; |
| GLuint MaxAtomicCounters; |
| |
| /* GL_ARB_shader_image_load_store */ |
| GLuint MaxImageUniforms; |
| |
| /* GL_ARB_shader_storage_buffer_object */ |
| GLuint MaxShaderStorageBlocks; |
| }; |
| |
| |
| /** |
| * Constants which may be overridden by device driver during context creation |
| * but are never changed after that. |
| */ |
| struct gl_constants |
| { |
| GLuint MaxTextureMbytes; /**< Max memory per image, in MB */ |
| GLuint MaxTextureLevels; /**< Max mipmap levels. */ |
| GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */ |
| GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */ |
| GLuint MaxArrayTextureLayers; /**< Max layers in array textures */ |
| GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */ |
| GLuint MaxTextureCoordUnits; |
| GLuint MaxCombinedTextureImageUnits; |
| GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */ |
| GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */ |
| GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */ |
| GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */ |
| |
| GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */ |
| |
| GLuint MaxArrayLockSize; |
| |
| GLint SubPixelBits; |
| |
| GLfloat MinPointSize, MaxPointSize; /**< aliased */ |
| GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */ |
| GLfloat PointSizeGranularity; |
| GLfloat MinLineWidth, MaxLineWidth; /**< aliased */ |
| GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */ |
| GLfloat LineWidthGranularity; |
| |
| GLuint MaxClipPlanes; |
| GLuint MaxLights; |
| GLfloat MaxShininess; /**< GL_NV_light_max_exponent */ |
| GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */ |
| |
| GLuint MaxViewportWidth, MaxViewportHeight; |
| GLuint MaxViewports; /**< GL_ARB_viewport_array */ |
| GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */ |
| struct { |
| GLfloat Min; |
| GLfloat Max; |
| } ViewportBounds; /**< GL_ARB_viewport_array */ |
| |
| struct gl_program_constants Program[MESA_SHADER_STAGES]; |
| GLuint MaxProgramMatrices; |
| GLuint MaxProgramMatrixStackDepth; |
| |
| struct { |
| GLuint SamplesPassed; |
| GLuint TimeElapsed; |
| GLuint Timestamp; |
| GLuint PrimitivesGenerated; |
| GLuint PrimitivesWritten; |
| GLuint VerticesSubmitted; |
| GLuint PrimitivesSubmitted; |
| GLuint VsInvocations; |
| GLuint TessPatches; |
| GLuint TessInvocations; |
| GLuint GsInvocations; |
| GLuint GsPrimitives; |
| GLuint FsInvocations; |
| GLuint ComputeInvocations; |
| GLuint ClInPrimitives; |
| GLuint ClOutPrimitives; |
| } QueryCounterBits; |
| |
| GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */ |
| |
| GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */ |
| GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */ |
| GLuint MaxSamples; /**< GL_ARB_framebuffer_object */ |
| |
| /** |
| * GL_ARB_framebuffer_no_attachments |
| */ |
| GLuint MaxFramebufferWidth; |
| GLuint MaxFramebufferHeight; |
| GLuint MaxFramebufferLayers; |
| GLuint MaxFramebufferSamples; |
| |
| /** Number of varying vectors between any two shader stages. */ |
| GLuint MaxVarying; |
| |
| /** @{ |
| * GL_ARB_uniform_buffer_object |
| */ |
| GLuint MaxCombinedUniformBlocks; |
| GLuint MaxUniformBufferBindings; |
| GLuint MaxUniformBlockSize; |
| GLuint UniformBufferOffsetAlignment; |
| /** @} */ |
| |
| /** @{ |
| * GL_ARB_shader_storage_buffer_object |
| */ |
| GLuint MaxCombinedShaderStorageBlocks; |
| GLuint MaxShaderStorageBufferBindings; |
| GLuint MaxShaderStorageBlockSize; |
| GLuint ShaderStorageBufferOffsetAlignment; |
| /** @} */ |
| |
| /** |
| * GL_ARB_explicit_uniform_location |
| */ |
| GLuint MaxUserAssignableUniformLocations; |
| |
| /** geometry shader */ |
| GLuint MaxGeometryOutputVertices; |
| GLuint MaxGeometryTotalOutputComponents; |
| |
| GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */ |
| |
| /** |
| * Changes default GLSL extension behavior from "error" to "warn". It's out |
| * of spec, but it can make some apps work that otherwise wouldn't. |
| */ |
| GLboolean ForceGLSLExtensionsWarn; |
| |
| /** |
| * If non-zero, forces GLSL shaders to behave as if they began |
| * with "#version ForceGLSLVersion". |
| */ |
| GLuint ForceGLSLVersion; |
| |
| /** |
| * Allow GLSL #extension directives in the middle of shaders. |
| */ |
| GLboolean AllowGLSLExtensionDirectiveMidShader; |
| |
| /** |
| * Does the driver support real 32-bit integers? (Otherwise, integers are |
| * simulated via floats.) |
| */ |
| GLboolean NativeIntegers; |
| |
| /** |
| * Does VertexID count from zero or from base vertex? |
| * |
| * \note |
| * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is |
| * ignored and need not be set. |
| */ |
| bool VertexID_is_zero_based; |
| |
| /** |
| * If the driver supports real 32-bit integers, what integer value should be |
| * used for boolean true in uniform uploads? (Usually 1 or ~0.) |
| */ |
| GLuint UniformBooleanTrue; |
| |
| /** |
| * Maximum amount of time, measured in nanseconds, that the server can wait. |
| */ |
| GLuint64 MaxServerWaitTimeout; |
| |
| /** GL_EXT_provoking_vertex */ |
| GLboolean QuadsFollowProvokingVertexConvention; |
| |
| /** GL_ARB_viewport_array */ |
| GLenum LayerAndVPIndexProvokingVertex; |
| |
| /** OpenGL version 3.0 */ |
| GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */ |
| |
| /** OpenGL version 3.2 */ |
| GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */ |
| |
| /** OpenGL version 4.4 */ |
| GLuint MaxVertexAttribStride; |
| |
| /** GL_EXT_transform_feedback */ |
| GLuint MaxTransformFeedbackBuffers; |
| GLuint MaxTransformFeedbackSeparateComponents; |
| GLuint MaxTransformFeedbackInterleavedComponents; |
| GLuint MaxVertexStreams; |
| |
| /** GL_EXT_gpu_shader4 */ |
| GLint MinProgramTexelOffset, MaxProgramTexelOffset; |
| |
| /** GL_ARB_texture_gather */ |
| GLuint MinProgramTextureGatherOffset; |
| GLuint MaxProgramTextureGatherOffset; |
| GLuint MaxProgramTextureGatherComponents; |
| |
| /* GL_ARB_robustness */ |
| GLenum ResetStrategy; |
| |
| /* GL_ARB_blend_func_extended */ |
| GLuint MaxDualSourceDrawBuffers; |
| |
| /** |
| * Whether the implementation strips out and ignores texture borders. |
| * |
| * Many GPU hardware implementations don't support rendering with texture |
| * borders and mipmapped textures. (Note: not static border color, but the |
| * old 1-pixel border around each edge). Implementations then have to do |
| * slow fallbacks to be correct, or just ignore the border and be fast but |
| * wrong. Setting the flag strips the border off of TexImage calls, |
| * providing "fast but wrong" at significantly reduced driver complexity. |
| * |
| * Texture borders are deprecated in GL 3.0. |
| **/ |
| GLboolean StripTextureBorder; |
| |
| /** |
| * For drivers which can do a better job at eliminating unused uniforms |
| * than the GLSL compiler. |
| * |
| * XXX Remove these as soon as a better solution is available. |
| */ |
| GLboolean GLSLSkipStrictMaxUniformLimitCheck; |
| |
| /** Whether gl_FragCoord and gl_FrontFacing are system values. */ |
| bool GLSLFragCoordIsSysVal; |
| bool GLSLFrontFacingIsSysVal; |
| |
| /** |
| * Always use the GetTransformFeedbackVertexCount() driver hook, rather |
| * than passing the transform feedback object to the drawing function. |
| */ |
| GLboolean AlwaysUseGetTransformFeedbackVertexCount; |
| |
| /** GL_ARB_map_buffer_alignment */ |
| GLuint MinMapBufferAlignment; |
| |
| /** |
| * Disable varying packing. This is out of spec, but potentially useful |
| * for older platforms that supports a limited number of texture |
| * indirections--on these platforms, unpacking the varyings in the fragment |
| * shader increases the number of texture indirections by 1, which might |
| * make some shaders not executable at all. |
| * |
| * Drivers that support transform feedback must set this value to GL_FALSE. |
| */ |
| GLboolean DisableVaryingPacking; |
| |
| /** |
| * Should meaningful names be generated for compiler temporary variables? |
| * |
| * Generally, it is not useful to have the compiler generate "meaningful" |
| * names for temporary variables that it creates. This can, however, be a |
| * useful debugging aid. In Mesa debug builds or release builds when |
| * MESA_GLSL is set at run-time, meaningful names will be generated. |
| * Drivers can also force names to be generated by setting this field. |
| * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump |
| * vertex shader assembly) is set at run-time. |
| */ |
| bool GenerateTemporaryNames; |
| |
| /* |
| * Maximum value supported for an index in DrawElements and friends. |
| * |
| * This must be at least (1ull<<24)-1. The default value is |
| * (1ull<<32)-1. |
| * |
| * \since ES 3.0 or GL_ARB_ES3_compatibility |
| * \sa _mesa_init_constants |
| */ |
| GLuint64 MaxElementIndex; |
| |
| /** |
| * Disable interpretation of line continuations (lines ending with a |
| * backslash character ('\') in GLSL source. |
| */ |
| GLboolean DisableGLSLLineContinuations; |
| |
| /** GL_ARB_texture_multisample */ |
| GLint MaxColorTextureSamples; |
| GLint MaxDepthTextureSamples; |
| GLint MaxIntegerSamples; |
| |
| /** |
| * GL_EXT_texture_multisample_blit_scaled implementation assumes that |
| * samples are laid out in a rectangular grid roughly corresponding to |
| * sample locations within a pixel. Below SampleMap{2,4,8}x variables |
| * are used to map indices of rectangular grid to sample numbers within |
| * a pixel. This mapping of indices to sample numbers must be initialized |
| * by the driver for the target hardware. For example, if we have the 8X |
| * MSAA sample number layout (sample positions) for XYZ hardware: |
| * |
| * sample indices layout sample number layout |
| * --------- --------- |
| * | 0 | 1 | | a | b | |
| * --------- --------- |
| * | 2 | 3 | | c | d | |
| * --------- --------- |
| * | 4 | 5 | | e | f | |
| * --------- --------- |
| * | 6 | 7 | | g | h | |
| * --------- --------- |
| * |
| * Where a,b,c,d,e,f,g,h are integers between [0-7]. |
| * |
| * Then, initialize the SampleMap8x variable for XYZ hardware as shown |
| * below: |
| * SampleMap8x = {a, b, c, d, e, f, g, h}; |
| * |
| * Follow the logic for sample counts 2-8. |
| * |
| * For 16x the sample indices layout as a 4x4 grid as follows: |
| * |
| * ----------------- |
| * | 0 | 1 | 2 | 3 | |
| * ----------------- |
| * | 4 | 5 | 6 | 7 | |
| * ----------------- |
| * | 8 | 9 |10 |11 | |
| * ----------------- |
| * |12 |13 |14 |15 | |
| * ----------------- |
| */ |
| uint8_t SampleMap2x[2]; |
| uint8_t SampleMap4x[4]; |
| uint8_t SampleMap8x[8]; |
| uint8_t SampleMap16x[16]; |
| |
| /** GL_ARB_shader_atomic_counters */ |
| GLuint MaxAtomicBufferBindings; |
| GLuint MaxAtomicBufferSize; |
| GLuint MaxCombinedAtomicBuffers; |
| GLuint MaxCombinedAtomicCounters; |
| |
| /** GL_ARB_vertex_attrib_binding */ |
| GLint MaxVertexAttribRelativeOffset; |
| GLint MaxVertexAttribBindings; |
| |
| /* GL_ARB_shader_image_load_store */ |
| GLuint MaxImageUnits; |
| GLuint MaxCombinedShaderOutputResources; |
| GLuint MaxImageSamples; |
| GLuint MaxCombinedImageUniforms; |
| |
| /** GL_ARB_compute_shader */ |
| GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */ |
| GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */ |
| GLuint MaxComputeWorkGroupInvocations; |
| GLuint MaxComputeSharedMemorySize; |
| |
| /** GL_ARB_gpu_shader5 */ |
| GLfloat MinFragmentInterpolationOffset; |
| GLfloat MaxFragmentInterpolationOffset; |
| |
| GLboolean FakeSWMSAA; |
| |
| /** GL_KHR_context_flush_control */ |
| GLenum ContextReleaseBehavior; |
| |
| struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES]; |
| |
| /** GL_ARB_tessellation_shader */ |
| GLuint MaxPatchVertices; |
| GLuint MaxTessGenLevel; |
| GLuint MaxTessPatchComponents; |
| GLuint MaxTessControlTotalOutputComponents; |
| bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */ |
| bool LowerTCSPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */ |
| bool LowerTESPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */ |
| bool PrimitiveRestartForPatches; |
| bool LowerCsDerivedVariables; /**< Lower gl_GlobalInvocationID and |
| * gl_LocalInvocationIndex based on |
| * other builtin variables. */ |
| }; |
| |
| |
| /** |
| * Enable flag for each OpenGL extension. Different device drivers will |
| * enable different extensions at runtime. |
| */ |
| struct gl_extensions |
| { |
| GLboolean dummy; /* don't remove this! */ |
| GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */ |
| GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */ |
| GLboolean ANGLE_texture_compression_dxt; |
| GLboolean ARB_ES2_compatibility; |
| GLboolean ARB_ES3_compatibility; |
| GLboolean ARB_ES3_1_compatibility; |
| GLboolean ARB_ES3_2_compatibility; |
| GLboolean ARB_arrays_of_arrays; |
| GLboolean ARB_base_instance; |
| GLboolean ARB_blend_func_extended; |
| GLboolean ARB_buffer_storage; |
| GLboolean ARB_clear_texture; |
| GLboolean ARB_clip_control; |
| GLboolean ARB_color_buffer_float; |
| GLboolean ARB_compute_shader; |
| GLboolean ARB_conditional_render_inverted; |
| GLboolean ARB_conservative_depth; |
| GLboolean ARB_copy_image; |
| GLboolean ARB_cull_distance; |
| GLboolean ARB_depth_buffer_float; |
| GLboolean ARB_depth_clamp; |
| GLboolean ARB_depth_texture; |
| GLboolean ARB_derivative_control; |
| GLboolean ARB_draw_buffers_blend; |
| GLboolean ARB_draw_elements_base_vertex; |
| GLboolean ARB_draw_indirect; |
| GLboolean ARB_draw_instanced; |
| GLboolean ARB_fragment_coord_conventions; |
| GLboolean ARB_fragment_layer_viewport; |
| GLboolean ARB_fragment_program; |
| GLboolean ARB_fragment_program_shadow; |
| GLboolean ARB_fragment_shader; |
| GLboolean ARB_framebuffer_no_attachments; |
| GLboolean ARB_framebuffer_object; |
| GLboolean ARB_enhanced_layouts; |
| GLboolean ARB_explicit_attrib_location; |
| GLboolean ARB_explicit_uniform_location; |
| GLboolean ARB_gpu_shader5; |
| GLboolean ARB_gpu_shader_fp64; |
| GLboolean ARB_half_float_vertex; |
| GLboolean ARB_indirect_parameters; |
| GLboolean ARB_instanced_arrays; |
| GLboolean ARB_internalformat_query; |
| GLboolean ARB_internalformat_query2; |
| GLboolean ARB_map_buffer_range; |
| GLboolean ARB_occlusion_query; |
| GLboolean ARB_occlusion_query2; |
| GLboolean ARB_pipeline_statistics_query; |
| GLboolean ARB_point_sprite; |
| GLboolean ARB_query_buffer_object; |
| GLboolean ARB_robust_buffer_access_behavior; |
| GLboolean ARB_sample_shading; |
| GLboolean ARB_seamless_cube_map; |
| GLboolean ARB_shader_atomic_counter_ops; |
| GLboolean ARB_shader_atomic_counters; |
| GLboolean ARB_shader_bit_encoding; |
| GLboolean ARB_shader_clock; |
| GLboolean ARB_shader_draw_parameters; |
| GLboolean ARB_shader_group_vote; |
| GLboolean ARB_shader_image_load_store; |
| GLboolean ARB_shader_image_size; |
| GLboolean ARB_shader_precision; |
| GLboolean ARB_shader_stencil_export; |
| GLboolean ARB_shader_storage_buffer_object; |
| GLboolean ARB_shader_subroutine; |
| GLboolean ARB_shader_texture_image_samples; |
| GLboolean ARB_shader_texture_lod; |
| GLboolean ARB_shading_language_packing; |
| GLboolean ARB_shading_language_420pack; |
| GLboolean ARB_shadow; |
| GLboolean ARB_stencil_texturing; |
| GLboolean ARB_sync; |
| GLboolean ARB_tessellation_shader; |
| GLboolean ARB_texture_border_clamp; |
| GLboolean ARB_texture_buffer_object; |
| GLboolean ARB_texture_buffer_object_rgb32; |
| GLboolean ARB_texture_buffer_range; |
| GLboolean ARB_texture_compression_bptc; |
| GLboolean ARB_texture_compression_rgtc; |
| GLboolean ARB_texture_cube_map; |
| GLboolean ARB_texture_cube_map_array; |
| GLboolean ARB_texture_env_combine; |
| GLboolean ARB_texture_env_crossbar; |
| GLboolean ARB_texture_env_dot3; |
| GLboolean ARB_texture_float; |
| GLboolean ARB_texture_gather; |
| GLboolean ARB_texture_mirror_clamp_to_edge; |
| GLboolean ARB_texture_multisample; |
| GLboolean ARB_texture_non_power_of_two; |
| GLboolean ARB_texture_stencil8; |
| GLboolean ARB_texture_query_levels; |
| GLboolean ARB_texture_query_lod; |
| GLboolean ARB_texture_rg; |
| GLboolean ARB_texture_rgb10_a2ui; |
| GLboolean ARB_texture_view; |
| GLboolean ARB_timer_query; |
| GLboolean ARB_transform_feedback2; |
| GLboolean ARB_transform_feedback3; |
| GLboolean ARB_transform_feedback_instanced; |
| GLboolean ARB_uniform_buffer_object; |
| GLboolean ARB_vertex_attrib_64bit; |
| GLboolean ARB_vertex_program; |
| GLboolean ARB_vertex_shader; |
| GLboolean ARB_vertex_type_10f_11f_11f_rev; |
| GLboolean ARB_vertex_type_2_10_10_10_rev; |
| GLboolean ARB_viewport_array; |
| GLboolean EXT_blend_color; |
| GLboolean EXT_blend_equation_separate; |
| GLboolean EXT_blend_func_separate; |
| GLboolean EXT_blend_minmax; |
| GLboolean EXT_depth_bounds_test; |
| GLboolean EXT_draw_buffers2; |
| GLboolean EXT_framebuffer_multisample; |
| GLboolean EXT_framebuffer_multisample_blit_scaled; |
| GLboolean EXT_framebuffer_sRGB; |
| GLboolean EXT_gpu_program_parameters; |
| GLboolean EXT_gpu_shader4; |
| GLboolean EXT_packed_float; |
| GLboolean EXT_pixel_buffer_object; |
| GLboolean EXT_point_parameters; |
| GLboolean EXT_polygon_offset_clamp; |
| GLboolean EXT_provoking_vertex; |
| GLboolean EXT_shader_integer_mix; |
| GLboolean EXT_shader_samples_identical; |
| GLboolean EXT_stencil_two_side; |
| GLboolean EXT_texture_array; |
| GLboolean EXT_texture_compression_latc; |
| GLboolean EXT_texture_compression_s3tc; |
| GLboolean EXT_texture_env_dot3; |
| GLboolean EXT_texture_filter_anisotropic; |
| GLboolean EXT_texture_integer; |
| GLboolean EXT_texture_mirror_clamp; |
| GLboolean EXT_texture_shared_exponent; |
| GLboolean EXT_texture_snorm; |
| GLboolean EXT_texture_sRGB; |
| GLboolean EXT_texture_sRGB_decode; |
| GLboolean EXT_texture_swizzle; |
| GLboolean EXT_transform_feedback; |
| GLboolean EXT_timer_query; |
| GLboolean EXT_vertex_array_bgra; |
| GLboolean OES_copy_image; |
| GLboolean OES_sample_variables; |
| GLboolean OES_shader_io_blocks; |
| GLboolean OES_standard_derivatives; |
| GLboolean OES_texture_buffer; |
| /* vendor extensions */ |
| GLboolean AMD_performance_monitor; |
| GLboolean AMD_pinned_memory; |
| GLboolean AMD_seamless_cubemap_per_texture; |
| GLboolean AMD_vertex_shader_layer; |
| GLboolean AMD_vertex_shader_viewport_index; |
| GLboolean APPLE_object_purgeable; |
| GLboolean ATI_meminfo; |
| GLboolean ATI_texture_compression_3dc; |
| GLboolean ATI_texture_mirror_once; |
| GLboolean ATI_texture_env_combine3; |
| GLboolean ATI_fragment_shader; |
| GLboolean ATI_separate_stencil; |
| GLboolean GREMEDY_string_marker; |
| GLboolean INTEL_performance_query; |
| GLboolean KHR_robustness; |
| GLboolean KHR_texture_compression_astc_hdr; |
| GLboolean KHR_texture_compression_astc_ldr; |
| GLboolean MESA_pack_invert; |
| GLboolean MESA_ycbcr_texture; |
| GLboolean NV_conditional_render; |
| GLboolean NV_fog_distance; |
| GLboolean NV_point_sprite; |
| GLboolean NV_primitive_restart; |
| GLboolean NV_texture_barrier; |
| GLboolean NV_texture_env_combine4; |
| GLboolean NV_texture_rectangle; |
| GLboolean NV_vdpau_interop; |
| GLboolean NVX_gpu_memory_info; |
| GLboolean TDFX_texture_compression_FXT1; |
| GLboolean OES_EGL_image; |
| GLboolean OES_draw_texture; |
| GLboolean OES_depth_texture_cube_map; |
| GLboolean OES_EGL_image_external; |
| GLboolean OES_texture_float; |
| GLboolean OES_texture_float_linear; |
| GLboolean OES_texture_half_float; |
| GLboolean OES_texture_half_float_linear; |
| GLboolean OES_compressed_ETC1_RGB8_texture; |
| GLboolean OES_geometry_shader; |
| GLboolean OES_texture_compression_astc; |
| GLboolean extension_sentinel; |
| /** The extension string */ |
| const GLubyte *String; |
| /** Number of supported extensions */ |
| GLuint Count; |
| /** |
| * The context version which extension helper functions compare against. |
| * By default, the value is equal to ctx->Version. This changes to ~0 |
| * while meta is in progress. |
| */ |
| GLubyte Version; |
| }; |
| |
| |
| /** |
| * A stack of matrices (projection, modelview, color, texture, etc). |
| */ |
| struct gl_matrix_stack |
| { |
| GLmatrix *Top; /**< points into Stack */ |
| GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */ |
| GLuint Depth; /**< 0 <= Depth < MaxDepth */ |
| GLuint MaxDepth; /**< size of Stack[] array */ |
| GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */ |
| }; |
| |
| |
| /** |
| * \name Bits for image transfer operations |
| * \sa __struct gl_contextRec::ImageTransferState. |
| */ |
| /*@{*/ |
| #define IMAGE_SCALE_BIAS_BIT 0x1 |
| #define IMAGE_SHIFT_OFFSET_BIT 0x2 |
| #define IMAGE_MAP_COLOR_BIT 0x4 |
| #define IMAGE_CLAMP_BIT 0x800 |
| |
| |
| /** Pixel Transfer ops */ |
| #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \ |
| IMAGE_SHIFT_OFFSET_BIT | \ |
| IMAGE_MAP_COLOR_BIT) |
| |
| /** |
| * \name Bits to indicate what state has changed. |
| */ |
| /*@{*/ |
| #define _NEW_MODELVIEW (1u << 0) /**< gl_context::ModelView */ |
| #define _NEW_PROJECTION (1u << 1) /**< gl_context::Projection */ |
| #define _NEW_TEXTURE_MATRIX (1u << 2) /**< gl_context::TextureMatrix */ |
| #define _NEW_COLOR (1u << 3) /**< gl_context::Color */ |
| #define _NEW_DEPTH (1u << 4) /**< gl_context::Depth */ |
| #define _NEW_EVAL (1u << 5) /**< gl_context::Eval, EvalMap */ |
| #define _NEW_FOG (1u << 6) /**< gl_context::Fog */ |
| #define _NEW_HINT (1u << 7) /**< gl_context::Hint */ |
| #define _NEW_LIGHT (1u << 8) /**< gl_context::Light */ |
| #define _NEW_LINE (1u << 9) /**< gl_context::Line */ |
| #define _NEW_PIXEL (1u << 10) /**< gl_context::Pixel */ |
| #define _NEW_POINT (1u << 11) /**< gl_context::Point */ |
| #define _NEW_POLYGON (1u << 12) /**< gl_context::Polygon */ |
| #define _NEW_POLYGONSTIPPLE (1u << 13) /**< gl_context::PolygonStipple */ |
| #define _NEW_SCISSOR (1u << 14) /**< gl_context::Scissor */ |
| #define _NEW_STENCIL (1u << 15) /**< gl_context::Stencil */ |
| #define _NEW_TEXTURE (1u << 16) /**< gl_context::Texture */ |
| #define _NEW_TRANSFORM (1u << 17) /**< gl_context::Transform */ |
| #define _NEW_VIEWPORT (1u << 18) /**< gl_context::Viewport */ |
| /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */ |
| #define _NEW_ARRAY (1u << 20) /**< gl_context::Array */ |
| #define _NEW_RENDERMODE (1u << 21) /**< gl_context::RenderMode, etc */ |
| #define _NEW_BUFFERS (1u << 22) /**< gl_context::Visual, DrawBuffer, */ |
| #define _NEW_CURRENT_ATTRIB (1u << 23) /**< gl_context::Current */ |
| #define _NEW_MULTISAMPLE (1u << 24) /**< gl_context::Multisample */ |
| #define _NEW_TRACK_MATRIX (1u << 25) /**< gl_context::VertexProgram */ |
| #define _NEW_PROGRAM (1u << 26) /**< New program/shader state */ |
| #define _NEW_PROGRAM_CONSTANTS (1u << 27) |
| #define _NEW_BUFFER_OBJECT (1u << 28) |
| #define _NEW_FRAG_CLAMP (1u << 29) |
| /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */ |
| #define _NEW_VARYING_VP_INPUTS (1u << 31) /**< gl_context::varying_vp_inputs */ |
| #define _NEW_ALL ~0 |
| /*@}*/ |
| |
| |
| /** |
| * Composite state flags |
| */ |
| /*@{*/ |
| #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \ |
| _NEW_TEXTURE | \ |
| _NEW_POINT | \ |
| _NEW_PROGRAM | \ |
| _NEW_MODELVIEW) |
| |
| #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \ |
| _NEW_FOG | \ |
| _NEW_PROGRAM) |
| |
| |
| /*@}*/ |
| |
| |
| |
| |
| /* This has to be included here. */ |
| #include "dd.h" |
| |
| |
| /** |
| * Display list flags. |
| * Strictly this is a tnl-private concept, but it doesn't seem |
| * worthwhile adding a tnl private structure just to hold this one bit |
| * of information: |
| */ |
| #define DLIST_DANGLING_REFS 0x1 |
| |
| |
| /** Opaque declaration of display list payload data type */ |
| union gl_dlist_node; |
| |
| |
| /** |
| * Provide a location where information about a display list can be |
| * collected. Could be extended with driverPrivate structures, |
| * etc. in the future. |
| */ |
| struct gl_display_list |
| { |
| GLuint Name; |
| GLchar *Label; /**< GL_KHR_debug */ |
| GLbitfield Flags; /**< DLIST_x flags */ |
| /** The dlist commands are in a linked list of nodes */ |
| union gl_dlist_node *Head; |
| }; |
| |
| |
| /** |
| * State used during display list compilation and execution. |
| */ |
| struct gl_dlist_state |
| { |
| GLuint CallDepth; /**< Current recursion calling depth */ |
| |
| struct gl_display_list *CurrentList; /**< List currently being compiled */ |
| union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */ |
| GLuint CurrentPos; /**< Index into current block of nodes */ |
| |
| GLvertexformat ListVtxfmt; |
| |
| GLubyte ActiveAttribSize[VERT_ATTRIB_MAX]; |
| GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4]; |
| |
| GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX]; |
| GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4]; |
| |
| struct { |
| /* State known to have been set by the currently-compiling display |
| * list. Used to eliminate some redundant state changes. |
| */ |
| GLenum ShadeModel; |
| } Current; |
| }; |
| |
| /** @{ |
| * |
| * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums |
| * to small enums suitable for use as an array index. |
| */ |
| |
| enum mesa_debug_source { |
| MESA_DEBUG_SOURCE_API, |
| MESA_DEBUG_SOURCE_WINDOW_SYSTEM, |
| MESA_DEBUG_SOURCE_SHADER_COMPILER, |
| MESA_DEBUG_SOURCE_THIRD_PARTY, |
| MESA_DEBUG_SOURCE_APPLICATION, |
| MESA_DEBUG_SOURCE_OTHER, |
| MESA_DEBUG_SOURCE_COUNT |
| }; |
| |
| enum mesa_debug_type { |
| MESA_DEBUG_TYPE_ERROR, |
| MESA_DEBUG_TYPE_DEPRECATED, |
| MESA_DEBUG_TYPE_UNDEFINED, |
| MESA_DEBUG_TYPE_PORTABILITY, |
| MESA_DEBUG_TYPE_PERFORMANCE, |
| MESA_DEBUG_TYPE_OTHER, |
| MESA_DEBUG_TYPE_MARKER, |
| MESA_DEBUG_TYPE_PUSH_GROUP, |
| MESA_DEBUG_TYPE_POP_GROUP, |
| MESA_DEBUG_TYPE_COUNT |
| }; |
| |
| enum mesa_debug_severity { |
| MESA_DEBUG_SEVERITY_LOW, |
| MESA_DEBUG_SEVERITY_MEDIUM, |
| MESA_DEBUG_SEVERITY_HIGH, |
| MESA_DEBUG_SEVERITY_NOTIFICATION, |
| MESA_DEBUG_SEVERITY_COUNT |
| }; |
| |
| /** @} */ |
| |
| /** |
| * Driver-specific state flags. |
| * |
| * These are or'd with gl_context::NewDriverState to notify a driver about |
| * a state change. The driver sets the flags at context creation and |
| * the meaning of the bits set is opaque to core Mesa. |
| */ |
| struct gl_driver_flags |
| { |
| /** gl_context::Array::_DrawArrays (vertex array state) */ |
| uint64_t NewArray; |
| |
| /** gl_context::TransformFeedback::CurrentObject */ |
| uint64_t NewTransformFeedback; |
| |
| /** gl_context::TransformFeedback::CurrentObject::shader_program */ |
| uint64_t NewTransformFeedbackProg; |
| |
| /** gl_context::RasterDiscard */ |
| uint64_t NewRasterizerDiscard; |
| |
| /** |
| * gl_context::UniformBufferBindings |
| * gl_shader_program::UniformBlocks |
| */ |
| uint64_t NewUniformBuffer; |
| |
| /** |
| * gl_context::ShaderStorageBufferBindings |
| * gl_shader_program::ShaderStorageBlocks |
| */ |
| uint64_t NewShaderStorageBuffer; |
| |
| uint64_t NewTextureBuffer; |
| |
| /** |
| * gl_context::AtomicBufferBindings |
| */ |
| uint64_t NewAtomicBuffer; |
| |
| /** |
| * gl_context::ImageUnits |
| */ |
| uint64_t NewImageUnits; |
| |
| /** |
| * gl_context::TessCtrlProgram::patch_default_* |
| */ |
| uint64_t NewDefaultTessLevels; |
| }; |
| |
| struct gl_uniform_buffer_binding |
| { |
| struct gl_buffer_object *BufferObject; |
| /** Start of uniform block data in the buffer */ |
| GLintptr Offset; |
| /** Size of data allowed to be referenced from the buffer (in bytes) */ |
| GLsizeiptr Size; |
| /** |
| * glBindBufferBase() indicates that the Size should be ignored and only |
| * limited by the current size of the BufferObject. |
| */ |
| GLboolean AutomaticSize; |
| }; |
| |
| struct gl_shader_storage_buffer_binding |
| { |
| struct gl_buffer_object *BufferObject; |
| /** Start of shader storage block data in the buffer */ |
| GLintptr Offset; |
| /** Size of data allowed to be referenced from the buffer (in bytes) */ |
| GLsizeiptr Size; |
| /** |
| * glBindBufferBase() indicates that the Size should be ignored and only |
| * limited by the current size of the BufferObject. |
| */ |
| GLboolean AutomaticSize; |
| }; |
| |
| /** |
| * ARB_shader_image_load_store image unit. |
| */ |
| struct gl_image_unit |
| { |
| /** |
| * Texture object bound to this unit. |
| */ |
| struct gl_texture_object *TexObj; |
| |
| /** |
| * Level of the texture object bound to this unit. |
| */ |
| GLuint Level; |
| |
| /** |
| * \c GL_TRUE if the whole level is bound as an array of layers, \c |
| * GL_FALSE if only some specific layer of the texture is bound. |
| * \sa Layer |
| */ |
| GLboolean Layered; |
| |
| /** |
| * Layer of the texture object bound to this unit as specified by the |
| * application. |
| */ |
| GLuint Layer; |
| |
| /** |
| * Layer of the texture object bound to this unit, or zero if the |
| * whole level is bound. |
| */ |
| GLuint _Layer; |
| |
| /** |
| * Access allowed to this texture image. Either \c GL_READ_ONLY, |
| * \c GL_WRITE_ONLY or \c GL_READ_WRITE. |
| */ |
| GLenum Access; |
| |
| /** |
| * GL internal format that determines the interpretation of the |
| * image memory when shader image operations are performed through |
| * this unit. |
| */ |
| GLenum Format; |
| |
| /** |
| * Mesa format corresponding to \c Format. |
| */ |
| mesa_format _ActualFormat; |
| |
| }; |
| |
| /** |
| * Binding point for an atomic counter buffer object. |
| */ |
| struct gl_atomic_buffer_binding |
| { |
| struct gl_buffer_object *BufferObject; |
| GLintptr Offset; |
| GLsizeiptr Size; |
| }; |
| |
| /** |
| * Mesa rendering context. |
| * |
| * This is the central context data structure for Mesa. Almost all |
| * OpenGL state is contained in this structure. |
| * Think of this as a base class from which device drivers will derive |
| * sub classes. |
| */ |
| struct gl_context |
| { |
| /** State possibly shared with other contexts in the address space */ |
| struct gl_shared_state *Shared; |
| |
| /** \name API function pointer tables */ |
| /*@{*/ |
| gl_api API; |
| /** |
| * The current dispatch table for non-displaylist-saving execution, either |
| * BeginEnd or OutsideBeginEnd |
| */ |
| struct _glapi_table *Exec; |
| /** |
| * The normal dispatch table for non-displaylist-saving, non-begin/end |
| */ |
| struct _glapi_table *OutsideBeginEnd; |
| /** The dispatch table used between glNewList() and glEndList() */ |
| struct _glapi_table *Save; |
| /** |
| * The dispatch table used between glBegin() and glEnd() (outside of a |
| * display list). Only valid functions between those two are set, which is |
| * mostly just the set in a GLvertexformat struct. |
| */ |
| struct _glapi_table *BeginEnd; |
| /** |
| * Dispatch table for when a graphics reset has happened. |
| */ |
| struct _glapi_table *ContextLost; |
| /** |
| * Tracks the current dispatch table out of the 4 above, so that it can be |
| * re-set on glXMakeCurrent(). |
| */ |
| struct _glapi_table *CurrentDispatch; |
| /*@}*/ |
| |
| struct gl_config Visual; |
| struct gl_framebuffer *DrawBuffer; /**< buffer for writing */ |
| struct gl_framebuffer *ReadBuffer; /**< buffer for reading */ |
| struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */ |
| struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */ |
| |
| /** |
| * Device driver function pointer table |
| */ |
| struct dd_function_table Driver; |
| |
| /** Core/Driver constants */ |
| struct gl_constants Const; |
| |
| /** \name The various 4x4 matrix stacks */ |
| /*@{*/ |
| struct gl_matrix_stack ModelviewMatrixStack; |
| struct gl_matrix_stack ProjectionMatrixStack; |
| struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS]; |
| struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES]; |
| struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */ |
| /*@}*/ |
| |
| /** Combined modelview and projection matrix */ |
| GLmatrix _ModelProjectMatrix; |
| |
| /** \name Display lists */ |
| struct gl_dlist_state ListState; |
| |
| GLboolean ExecuteFlag; /**< Execute GL commands? */ |
| GLboolean CompileFlag; /**< Compile GL commands into display list? */ |
| |
| /** Extension information */ |
| struct gl_extensions Extensions; |
| |
| /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */ |
| GLuint Version; |
| char *VersionString; |
| |
| /** \name State attribute stack (for glPush/PopAttrib) */ |
| /*@{*/ |
| GLuint AttribStackDepth; |
| struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH]; |
| /*@}*/ |
| |
| /** \name Renderer attribute groups |
| * |
| * We define a struct for each attribute group to make pushing and popping |
| * attributes easy. Also it's a good organization. |
| */ |
| /*@{*/ |
| struct gl_accum_attrib Accum; /**< Accum buffer attributes */ |
| struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */ |
| struct gl_current_attrib Current; /**< Current attributes */ |
| struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */ |
| struct gl_eval_attrib Eval; /**< Eval attributes */ |
| struct gl_fog_attrib Fog; /**< Fog attributes */ |
| struct gl_hint_attrib Hint; /**< Hint attributes */ |
| struct gl_light_attrib Light; /**< Light attributes */ |
| struct gl_line_attrib Line; /**< Line attributes */ |
| struct gl_list_attrib List; /**< List attributes */ |
| struct gl_multisample_attrib Multisample; |
| struct gl_pixel_attrib Pixel; /**< Pixel attributes */ |
| struct gl_point_attrib Point; /**< Point attributes */ |
| struct gl_polygon_attrib Polygon; /**< Polygon attributes */ |
| GLuint PolygonStipple[32]; /**< Polygon stipple */ |
| struct gl_scissor_attrib Scissor; /**< Scissor attributes */ |
| struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */ |
| struct gl_texture_attrib Texture; /**< Texture attributes */ |
| struct gl_transform_attrib Transform; /**< Transformation attributes */ |
| struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */ |
| /*@}*/ |
| |
| /** \name Client attribute stack */ |
| /*@{*/ |
| GLuint ClientAttribStackDepth; |
| struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH]; |
| /*@}*/ |
| |
| /** \name Client attribute groups */ |
| /*@{*/ |
| struct gl_array_attrib Array; /**< Vertex arrays */ |
| struct gl_pixelstore_attrib Pack; /**< Pixel packing */ |
| struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */ |
| struct gl_pixelstore_attrib DefaultPacking; /**< Default params */ |
| /*@}*/ |
| |
| /** \name Other assorted state (not pushed/popped on attribute stack) */ |
| /*@{*/ |
| struct gl_pixelmaps PixelMaps; |
| |
| struct gl_evaluators EvalMap; /**< All evaluators */ |
| struct gl_feedback Feedback; /**< Feedback */ |
| struct gl_selection Select; /**< Selection */ |
| |
| struct gl_program_state Program; /**< general program state */ |
| struct gl_vertex_program_state VertexProgram; |
| struct gl_fragment_program_state FragmentProgram; |
| struct gl_geometry_program_state GeometryProgram; |
| struct gl_compute_program_state ComputeProgram; |
| struct gl_tess_ctrl_program_state TessCtrlProgram; |
| struct gl_tess_eval_program_state TessEvalProgram; |
| struct gl_ati_fragment_shader_state ATIFragmentShader; |
| |
| struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */ |
| struct gl_pipeline_object Shader; /**< GLSL shader object state */ |
| |
| /** |
| * Current active shader pipeline state |
| * |
| * Almost all internal users want ::_Shader instead of ::Shader. The |
| * exceptions are bits of legacy GLSL API that do not know about separate |
| * shader objects. |
| * |
| * If a program is active via \c glUseProgram, this will point to |
| * \c ::Shader. |
| * |
| * If a program pipeline is active via \c glBindProgramPipeline, this will |
| * point to \c ::Pipeline.Current. |
| * |
| * If neither a program nor a program pipeline is active, this will point to |
| * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be |
| * \c NULL. |
| */ |
| struct gl_pipeline_object *_Shader; |
| |
| struct gl_query_state Query; /**< occlusion, timer queries */ |
| |
| struct gl_transform_feedback_state TransformFeedback; |
| |
| struct gl_perf_monitor_state PerfMonitor; |
| |
| struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */ |
| struct gl_buffer_object *ParameterBuffer; /** < GL_ARB_indirect_parameters */ |
| struct gl_buffer_object *DispatchIndirectBuffer; /** < GL_ARB_compute_shader */ |
| |
| struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */ |
| struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */ |
| |
| struct gl_buffer_object *QueryBuffer; /**< GL_ARB_query_buffer_object */ |
| |
| /** |
| * Current GL_ARB_uniform_buffer_object binding referenced by |
| * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc. |
| */ |
| struct gl_buffer_object *UniformBuffer; |
| |
| /** |
| * Current GL_ARB_shader_storage_buffer_object binding referenced by |
| * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc. |
| */ |
| struct gl_buffer_object *ShaderStorageBuffer; |
| |
| /** |
| * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1. |
| * This is set up using glBindBufferRange() or glBindBufferBase(). They are |
| * associated with uniform blocks by glUniformBlockBinding()'s state in the |
| * shader program. |
| */ |
| struct gl_uniform_buffer_binding |
| UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS]; |
| |
| /** |
| * Array of shader storage buffers for ARB_shader_storage_buffer_object |
| * and GL 4.3. This is set up using glBindBufferRange() or |
| * glBindBufferBase(). They are associated with shader storage blocks by |
| * glShaderStorageBlockBinding()'s state in the shader program. |
| */ |
| struct gl_shader_storage_buffer_binding |
| ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS]; |
| |
| /** |
| * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER |
| * target. |
| */ |
| struct gl_buffer_object *AtomicBuffer; |
| |
| /** |
| * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD |
| * target. |
| */ |
| struct gl_buffer_object *ExternalVirtualMemoryBuffer; |
| |
| /** |
| * Array of atomic counter buffer binding points. |
| */ |
| struct gl_atomic_buffer_binding |
| AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS]; |
| |
| /** |
| * Array of image units for ARB_shader_image_load_store. |
| */ |
| struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS]; |
| |
| /*@}*/ |
| |
| struct gl_meta_state *Meta; /**< for "meta" operations */ |
| |
| /* GL_EXT_framebuffer_object */ |
| struct gl_renderbuffer *CurrentRenderbuffer; |
| |
| GLenum ErrorValue; /**< Last error code */ |
| |
| /** |
| * Recognize and silence repeated error debug messages in buggy apps. |
| */ |
| const char *ErrorDebugFmtString; |
| GLuint ErrorDebugCount; |
| |
| /* GL_ARB_debug_output/GL_KHR_debug */ |
| mtx_t DebugMutex; |
| struct gl_debug_state *Debug; |
| |
| GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */ |
| GLbitfield NewState; /**< bitwise-or of _NEW_* flags */ |
| uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */ |
| |
| struct gl_driver_flags DriverFlags; |
| |
| GLboolean ViewportInitialized; /**< has viewport size been initialized? */ |
| |
| GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */ |
| |
| /** \name Derived state */ |
| GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */ |
| GLfloat _EyeZDir[3]; |
| GLfloat _ModelViewInvScale; |
| GLboolean _NeedEyeCoords; |
| GLboolean _ForceEyeCoords; |
| |
| GLuint TextureStateTimestamp; /**< detect changes to shared state */ |
| |
| struct gl_list_extensions *ListExt; /**< driver dlist extensions */ |
| |
| /** \name For debugging/development only */ |
| /*@{*/ |
| GLboolean FirstTimeCurrent; |
| /*@}*/ |
| |
| /** |
| * False if this context was created without a config. This is needed |
| * because the initial state of glDrawBuffers depends on this |
| */ |
| GLboolean HasConfig; |
| |
| /** software compression/decompression supported or not */ |
| GLboolean Mesa_DXTn; |
| |
| GLboolean TextureFormatSupported[MESA_FORMAT_COUNT]; |
| |
| GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */ |
| |
| /** |
| * \name Hooks for module contexts. |
| * |
| * These will eventually live in the driver or elsewhere. |
| */ |
| /*@{*/ |
| void *swrast_context; |
| void *swsetup_context; |
| void *swtnl_context; |
| struct vbo_context *vbo_context; |
| struct st_context *st; |
| void *aelt_context; |
| /*@}*/ |
| |
| /** |
| * \name NV_vdpau_interop |
| */ |
| /*@{*/ |
| const void *vdpDevice; |
| const void *vdpGetProcAddress; |
| struct set *vdpSurfaces; |
| /*@}*/ |
| |
| /** |
| * Has this context observed a GPU reset in any context in the share group? |
| * |
| * Once this field becomes true, it is never reset to false. |
| */ |
| GLboolean ShareGroupReset; |
| }; |
| |
| /** |
| * Information about memory usage. All sizes are in kilobytes. |
| */ |
| struct gl_memory_info |
| { |
| unsigned total_device_memory; /**< size of device memory, e.g. VRAM */ |
| unsigned avail_device_memory; /**< free device memory at the moment */ |
| unsigned total_staging_memory; /**< size of staging memory, e.g. GART */ |
| unsigned avail_staging_memory; /**< free staging memory at the moment */ |
| unsigned device_memory_evicted; /**< size of memory evicted (monotonic counter) */ |
| unsigned nr_device_memory_evictions; /**< # of evictions (monotonic counter) */ |
| }; |
| |
| #ifdef DEBUG |
| extern int MESA_VERBOSE; |
| extern int MESA_DEBUG_FLAGS; |
| # define MESA_FUNCTION __func__ |
| #else |
| # define MESA_VERBOSE 0 |
| # define MESA_DEBUG_FLAGS 0 |
| # define MESA_FUNCTION "a function" |
| #endif |
| |
| |
| /** The MESA_VERBOSE var is a bitmask of these flags */ |
| enum _verbose |
| { |
| VERBOSE_VARRAY = 0x0001, |
| VERBOSE_TEXTURE = 0x0002, |
| VERBOSE_MATERIAL = 0x0004, |
| VERBOSE_PIPELINE = 0x0008, |
| VERBOSE_DRIVER = 0x0010, |
| VERBOSE_STATE = 0x0020, |
| VERBOSE_API = 0x0040, |
| VERBOSE_DISPLAY_LIST = 0x0100, |
| VERBOSE_LIGHTING = 0x0200, |
| VERBOSE_PRIMS = 0x0400, |
| VERBOSE_VERTS = 0x0800, |
| VERBOSE_DISASSEM = 0x1000, |
| VERBOSE_DRAW = 0x2000, |
| VERBOSE_SWAPBUFFERS = 0x4000 |
| }; |
| |
| |
| /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */ |
| enum _debug |
| { |
| DEBUG_SILENT = (1 << 0), |
| DEBUG_ALWAYS_FLUSH = (1 << 1), |
| DEBUG_INCOMPLETE_TEXTURE = (1 << 2), |
| DEBUG_INCOMPLETE_FBO = (1 << 3) |
| }; |
| |
| #ifdef __cplusplus |
| } |
| #endif |
| |
| #endif /* MTYPES_H */ |