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/*
* 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 "main/glheader.h"
#include "main/config.h"
#include "glapi/glapi.h"
#include "math/m_matrix.h" /* GLmatrix */
#include "main/simple_list.h" /* struct simple_node */
#include "main/formats.h" /* MESA_FORMAT_COUNT */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \name 64-bit extension of GLbitfield.
*/
/*@{*/
typedef GLuint64 GLbitfield64;
/** Set a single bit */
#define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
/** Set all bits up to excluding bit b */
#define BITFIELD64_MASK(b) \
((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
/** Set count bits starting from bit b */
#define BITFIELD64_RANGE(b, count) \
(BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
/**
* \name Some forward type declarations
*/
/*@{*/
struct _mesa_HashTable;
struct gl_attrib_node;
struct gl_list_extensions;
struct gl_meta_state;
struct gl_program_cache;
struct gl_texture_object;
struct gl_debug_state;
struct gl_context;
struct st_context;
struct gl_uniform_storage;
struct prog_instruction;
struct gl_program_parameter_list;
struct set;
struct set_entry;
struct vbo_context;
/*@}*/
/** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
#define PRIM_MAX GL_TRIANGLE_STRIP_ADJACENCY
#define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
#define PRIM_UNKNOWN (PRIM_MAX + 2)
/**
* Indexes for vertex program attributes.
* GL_NV_vertex_program aliases generic attributes over the conventional
* attributes. In GL_ARB_vertex_program shader the aliasing is optional.
* In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
* generic attributes are distinct/separate).
*/
typedef enum
{
VERT_ATTRIB_POS = 0,
VERT_ATTRIB_WEIGHT = 1,
VERT_ATTRIB_NORMAL = 2,
VERT_ATTRIB_COLOR0 = 3,
VERT_ATTRIB_COLOR1 = 4,
VERT_ATTRIB_FOG = 5,
VERT_ATTRIB_COLOR_INDEX = 6,
VERT_ATTRIB_EDGEFLAG = 7,
VERT_ATTRIB_TEX0 = 8,
VERT_ATTRIB_TEX1 = 9,
VERT_ATTRIB_TEX2 = 10,
VERT_ATTRIB_TEX3 = 11,
VERT_ATTRIB_TEX4 = 12,
VERT_ATTRIB_TEX5 = 13,
VERT_ATTRIB_TEX6 = 14,
VERT_ATTRIB_TEX7 = 15,
VERT_ATTRIB_POINT_SIZE = 16,
VERT_ATTRIB_GENERIC0 = 17,
VERT_ATTRIB_GENERIC1 = 18,
VERT_ATTRIB_GENERIC2 = 19,
VERT_ATTRIB_GENERIC3 = 20,
VERT_ATTRIB_GENERIC4 = 21,
VERT_ATTRIB_GENERIC5 = 22,
VERT_ATTRIB_GENERIC6 = 23,
VERT_ATTRIB_GENERIC7 = 24,
VERT_ATTRIB_GENERIC8 = 25,
VERT_ATTRIB_GENERIC9 = 26,
VERT_ATTRIB_GENERIC10 = 27,
VERT_ATTRIB_GENERIC11 = 28,
VERT_ATTRIB_GENERIC12 = 29,
VERT_ATTRIB_GENERIC13 = 30,
VERT_ATTRIB_GENERIC14 = 31,
VERT_ATTRIB_GENERIC15 = 32,
VERT_ATTRIB_MAX = 33
} gl_vert_attrib;
/**
* Symbolic constats to help iterating over
* specific blocks of vertex attributes.
*
* VERT_ATTRIB_FF
* includes all fixed function attributes as well as
* the aliased GL_NV_vertex_program shader attributes.
* VERT_ATTRIB_TEX
* include the classic texture coordinate attributes.
* Is a subset of VERT_ATTRIB_FF.
* VERT_ATTRIB_GENERIC
* include the OpenGL 2.0+ GLSL generic shader attributes.
* These alias the generic GL_ARB_vertex_shader attributes.
*/
#define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
#define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
#define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
#define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
#define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
#define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
/**
* Bitflags for vertex attributes.
* These are used in bitfields in many places.
*/
/*@{*/
#define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
#define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
#define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
#define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
#define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
#define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
#define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
#define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
#define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
#define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
#define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
#define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
#define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
#define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
#define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
#define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
#define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
#define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
#define VERT_BIT(i) BITFIELD64_BIT(i)
#define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
#define VERT_BIT_FF(i) VERT_BIT(i)
#define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
#define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
#define VERT_BIT_TEX_ALL \
BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
#define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
#define VERT_BIT_GENERIC_ALL \
BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
/*@}*/
/**
* Indexes for vertex shader outputs, geometry shader inputs/outputs, and
* fragment shader inputs.
*
* Note that some of these values are not available to all pipeline stages.
*
* When this enum is updated, the following code must be updated too:
* - vertResults (in prog_print.c's arb_output_attrib_string())
* - fragAttribs (in prog_print.c's arb_input_attrib_string())
* - _mesa_varying_slot_in_fs()
*/
typedef enum
{
VARYING_SLOT_POS,
VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
VARYING_SLOT_COL1,
VARYING_SLOT_FOGC,
VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
VARYING_SLOT_TEX1,
VARYING_SLOT_TEX2,
VARYING_SLOT_TEX3,
VARYING_SLOT_TEX4,
VARYING_SLOT_TEX5,
VARYING_SLOT_TEX6,
VARYING_SLOT_TEX7,
VARYING_SLOT_PSIZ, /* Does not appear in FS */
VARYING_SLOT_BFC0, /* Does not appear in FS */
VARYING_SLOT_BFC1, /* Does not appear in FS */
VARYING_SLOT_EDGE, /* Does not appear in FS */
VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
VARYING_SLOT_CLIP_DIST0,
VARYING_SLOT_CLIP_DIST1,
VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
VARYING_SLOT_LAYER, /* Appears as VS or GS output */
VARYING_SLOT_VIEWPORT, /* Appears as VS or GS output */
VARYING_SLOT_FACE, /* FS only */
VARYING_SLOT_PNTC, /* FS only */
VARYING_SLOT_VAR0, /* First generic varying slot */
VARYING_SLOT_MAX = VARYING_SLOT_VAR0 + MAX_VARYING
} gl_varying_slot;
/**
* Bitflags for varying slots.
*/
/*@{*/
#define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
#define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
#define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
#define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
#define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
#define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
#define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
#define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
#define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
#define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
#define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
#define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
#define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
#define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
MAX_TEXTURE_COORD_UNITS)
#define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
#define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
#define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
#define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
#define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
#define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
#define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
#define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
#define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
#define VARYING_BIT_VIEWPORT BITFIELD64_BIT(VARYING_SLOT_VIEWPORT)
#define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
#define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
#define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
/*@}*/
/**
* Bitflags for system values.
*/
#define SYSTEM_BIT_SAMPLE_ID BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_ID)
#define SYSTEM_BIT_SAMPLE_POS BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_POS)
#define SYSTEM_BIT_SAMPLE_MASK_IN BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_MASK_IN)
/**
* Determine if the given gl_varying_slot appears in the fragment shader.
*/
static inline GLboolean
_mesa_varying_slot_in_fs(gl_varying_slot slot)
{
switch (slot) {
case VARYING_SLOT_PSIZ:
case VARYING_SLOT_BFC0:
case VARYING_SLOT_BFC1:
case VARYING_SLOT_EDGE:
case VARYING_SLOT_CLIP_VERTEX:
case VARYING_SLOT_LAYER:
return GL_FALSE;
default:
return GL_TRUE;
}
}
/**
* Fragment program results
*/
typedef enum
{
FRAG_RESULT_DEPTH = 0,
FRAG_RESULT_STENCIL = 1,
/* If a single color should be written to all render targets, this
* register is written. No FRAG_RESULT_DATAn will be written.
*/
FRAG_RESULT_COLOR = 2,
FRAG_RESULT_SAMPLE_MASK = 3,
/* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
* or ARB_fragment_program fragment.color[n]) color results. If
* any are written, FRAG_RESULT_COLOR will not be written.
*/
FRAG_RESULT_DATA0 = 4,
FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
} gl_frag_result;
/**
* Indexes for all renderbuffers
*/
typedef enum
{
/* the four standard color buffers */
BUFFER_FRONT_LEFT,
BUFFER_BACK_LEFT,
BUFFER_FRONT_RIGHT,
BUFFER_BACK_RIGHT,
BUFFER_DEPTH,
BUFFER_STENCIL,
BUFFER_ACCUM,
/* optional aux buffer */
BUFFER_AUX0,
/* generic renderbuffers */
BUFFER_COLOR0,
BUFFER_COLOR1,
BUFFER_COLOR2,
BUFFER_COLOR3,
BUFFER_COLOR4,
BUFFER_COLOR5,
BUFFER_COLOR6,
BUFFER_COLOR7,
BUFFER_COUNT
} gl_buffer_index;
/**
* Bit flags for all renderbuffers
*/
#define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
#define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
#define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
#define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
#define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
#define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
#define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
#define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
#define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
#define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
#define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
#define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
#define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
#define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
#define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
#define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
#define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
#define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
#define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
/**
* Mask of all the color buffer bits (but not accum).
*/
#define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
BUFFER_BIT_BACK_LEFT | \
BUFFER_BIT_FRONT_RIGHT | \
BUFFER_BIT_BACK_RIGHT | \
BUFFER_BIT_AUX0 | \
BUFFER_BIT_COLOR0 | \
BUFFER_BIT_COLOR1 | \
BUFFER_BIT_COLOR2 | \
BUFFER_BIT_COLOR3 | \
BUFFER_BIT_COLOR4 | \
BUFFER_BIT_COLOR5 | \
BUFFER_BIT_COLOR6 | \
BUFFER_BIT_COLOR7)
/**
* Shader stages. Note that these will become 5 with tessellation.
*
* The order must match how shaders are ordered in the pipeline.
* The GLSL linker assumes that if i<j, then the j-th shader is
* executed later than the i-th shader.
*/
typedef enum
{
MESA_SHADER_VERTEX = 0,
MESA_SHADER_GEOMETRY = 1,
MESA_SHADER_FRAGMENT = 2,
MESA_SHADER_COMPUTE = 3,
} gl_shader_stage;
#define MESA_SHADER_STAGES (MESA_SHADER_COMPUTE + 1)
/**
* 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;
GLboolean colorIndexMode; /* XXX is this used anywhere? */
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
*/
/*@{*/
GLenum LogicOp; /**< Logic operator */
GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
/*@}*/
GLboolean DitherFlag; /**< Dither enable flag */
GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
};
/**
* Current attribute group (GL_CURRENT_BIT).
*/
struct gl_current_attrib
{
/**
* \name Current vertex attributes.
* \note Values are valid only after FLUSH_VERTICES has been called.
* \note Index and Edgeflag current values are stored as floats in the
* SIX and SEVEN attribute slots.
*/
GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
/**
* \name Current raster position attributes (always valid).
* \note This set of attributes is very similar to the SWvertex struct.
*/
/*@{*/
GLfloat RasterPos[4];
GLfloat RasterDistance;
GLfloat RasterColor[4];
GLfloat RasterSecondaryColor[4];
GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
GLboolean RasterPosValid;
/*@}*/
};
/**
* Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
*/
struct gl_depthbuffer_attrib
{
GLenum Func; /**< Function for depth buffer compare */
GLclampd Clear; /**< Value to clear depth buffer to */
GLboolean Test; /**< Depth buffering enabled flag */
GLboolean Mask; /**< Depth buffer writable? */
GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
};
/**
* Evaluator attribute group (GL_EVAL_BIT).
*/
struct gl_eval_attrib
{
/**
* \name Enable bits
*/
/*@{*/
GLboolean Map1Color4;
GLboolean Map1Index;
GLboolean Map1Normal;
GLboolean Map1TextureCoord1;
GLboolean Map1TextureCoord2;
GLboolean Map1TextureCoord3;
GLboolean Map1TextureCoord4;
GLboolean Map1Vertex3;
GLboolean Map1Vertex4;
GLboolean Map2Color4;
GLboolean Map2Index;
GLboolean Map2Normal;
GLboolean Map2TextureCoord1;
GLboolean Map2TextureCoord2;
GLboolean Map2TextureCoord3;
GLboolean Map2TextureCoord4;
GLboolean Map2Vertex3;
GLboolean Map2Vertex4;
GLboolean AutoNormal;
/*@}*/
/**
* \name Map Grid endpoints and divisions and calculated du values
*/
/*@{*/
GLint MapGrid1un;
GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
GLint MapGrid2un, MapGrid2vn;
GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
/*@}*/
};
/**
* Fog attribute group (GL_FOG_BIT).
*/
struct gl_fog_attrib
{
GLboolean Enabled; /**< Fog enabled flag */
GLfloat ColorUnclamped[4]; /**< Fog color */
GLfloat Color[4]; /**< Fog color */
GLfloat Density; /**< Density >= 0.0 */
GLfloat Start; /**< Start distance in eye coords */
GLfloat End; /**< End distance in eye coords */
GLfloat Index; /**< Fog index */
GLenum Mode; /**< Fog mode */
GLboolean ColorSumEnabled;
GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
GLenum FogDistanceMode; /**< GL_NV_fog_distance */
};
/**
* Hint attribute group (GL_HINT_BIT).
*
* Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
*/
struct gl_hint_attrib
{
GLenum PerspectiveCorrection;
GLenum PointSmooth;
GLenum LineSmooth;
GLenum PolygonSmooth;
GLenum Fog;
GLenum TextureCompression; /**< GL_ARB_texture_compression */
GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
};
/**
* Lighting attribute group (GL_LIGHT_BIT).
*/
struct gl_light_attrib
{
struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
struct gl_lightmodel Model; /**< Lighting model */
/**
* Front and back material values.
* Note: must call FLUSH_VERTICES() before using.
*/
struct gl_material Material;
GLboolean Enabled; /**< Lighting enabled flag */
GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
GLboolean ColorMaterialEnabled;
GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
GLboolean _ClampVertexColor;
struct gl_light EnabledList; /**< List sentinel */
/**
* Derived state for optimizations:
*/
/*@{*/
GLboolean _NeedEyeCoords;
GLboolean _NeedVertices; /**< Use fast shader? */
GLfloat _BaseColor[2][3];
/*@}*/
};
/**
* Line attribute group (GL_LINE_BIT).
*/
struct gl_line_attrib
{
GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
GLushort StipplePattern; /**< Stipple pattern */
GLint StippleFactor; /**< Stipple repeat factor */
GLfloat Width; /**< Line width */
};
/**
* Display list attribute group (GL_LIST_BIT).
*/
struct gl_list_attrib
{
GLuint ListBase;
};
/**
* Multisample attribute group (GL_MULTISAMPLE_BIT).
*/
struct gl_multisample_attrib
{
GLboolean Enabled;
GLboolean _Enabled; /**< true if Enabled and multisample buffer */
GLboolean SampleAlphaToCoverage;
GLboolean SampleAlphaToOne;
GLboolean SampleCoverage;
GLfloat SampleCoverageValue;
GLboolean SampleCoverageInvert;
GLboolean SampleShading;
GLfloat MinSampleShadingValue;
/* ARB_texture_multisample / GL3.2 additions */
GLboolean SampleMask;
/** The GL spec defines this as an array but >32x MSAA is madness */
GLbitfield SampleMaskValue;
};
/**
* A pixelmap (see glPixelMap)
*/
struct gl_pixelmap
{
GLint Size;
GLfloat Map[MAX_PIXEL_MAP_TABLE];
};
/**
* Collection of all pixelmaps
*/
struct gl_pixelmaps
{
struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
struct gl_pixelmap GtoG;
struct gl_pixelmap BtoB;
struct gl_pixelmap AtoA;
struct gl_pixelmap ItoR;
struct gl_pixelmap ItoG;
struct gl_pixelmap ItoB;
struct gl_pixelmap ItoA;
struct gl_pixelmap ItoI;
struct gl_pixelmap StoS;
};
/**
* Pixel attribute group (GL_PIXEL_MODE_BIT).
*/
struct gl_pixel_attrib
{
GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
/*--- Begin Pixel Transfer State ---*/
/* Fields are in the order in which they're applied... */
/** Scale & Bias (index shift, offset) */
/*@{*/
GLfloat RedBias, RedScale;
GLfloat GreenBias, GreenScale;
GLfloat BlueBias, BlueScale;
GLfloat AlphaBias, AlphaScale;
GLfloat DepthBias, DepthScale;
GLint IndexShift, IndexOffset;
/*@}*/
/* Pixel Maps */
/* Note: actual pixel maps are not part of this attrib group */
GLboolean MapColorFlag;
GLboolean MapStencilFlag;
/*--- End Pixel Transfer State ---*/
/** glPixelZoom */
GLfloat ZoomX, ZoomY;
};
/**
* Point attribute group (GL_POINT_BIT).
*/
struct gl_point_attrib
{
GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
GLfloat Size; /**< User-specified point size */
GLfloat Params[3]; /**< GL_EXT_point_parameters */
GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
GLfloat Threshold; /**< GL_EXT_point_parameters */
GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
};
/**
* Polygon attribute group (GL_POLYGON_BIT).
*/
struct gl_polygon_attrib
{
GLenum FrontFace; /**< Either GL_CW or GL_CCW */
GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
GLboolean CullFlag; /**< Culling on/off flag */
GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
GLfloat OffsetFactor; /**< Polygon offset factor, from user */
GLfloat OffsetUnits; /**< Polygon offset units, from user */
GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
GLboolean OffsetLine; /**< Offset in GL_LINE mode */
GLboolean OffsetFill; /**< Offset in GL_FILL mode */
};
/**
* Scissor attributes (GL_SCISSOR_BIT).
*/
struct gl_scissor_rect
{
GLint X, Y; /**< Lower left corner of box */
GLsizei Width, Height; /**< Size of box */
};
struct gl_scissor_attrib
{
GLbitfield EnableFlags; /**< Scissor test enabled? */
struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
};
/**
* Stencil attribute group (GL_STENCIL_BUFFER_BIT).
*
* Three sets of stencil data are tracked so that OpenGL 2.0,
* GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
* simultaneously. In each of the stencil state arrays, element 0 corresponds
* to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
* GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
* GL_EXT_stencil_two_side GL_BACK state.
*
* The derived value \c _BackFace is either 1 or 2 depending on whether or
* not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
*
* The derived value \c _TestTwoSide is set when the front-face and back-face
* stencil state are different.
*/
struct gl_stencil_attrib
{
GLboolean Enabled; /**< Enabled flag */
GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
GLboolean _Enabled; /**< Enabled and stencil buffer present */
GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
GLboolean _TestTwoSide;
GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
GLenum Function[3]; /**< Stencil function */
GLenum FailFunc[3]; /**< Fail function */
GLenum ZPassFunc[3]; /**< Depth buffer pass function */
GLenum ZFailFunc[3]; /**< Depth buffer fail function */
GLint Ref[3]; /**< Reference value */
GLuint ValueMask[3]; /**< Value mask */
GLuint WriteMask[3]; /**< Write mask */
GLuint Clear; /**< Clear value */
};
/**
* An index for each type of texture object. These correspond to the GL
* texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
* Note: the order is from highest priority to lowest priority.
*/
typedef enum
{
TEXTURE_2D_MULTISAMPLE_INDEX,
TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
TEXTURE_CUBE_ARRAY_INDEX,
TEXTURE_BUFFER_INDEX,
TEXTURE_2D_ARRAY_INDEX,
TEXTURE_1D_ARRAY_INDEX,
TEXTURE_EXTERNAL_INDEX,
TEXTURE_CUBE_INDEX,
TEXTURE_3D_INDEX,
TEXTURE_RECT_INDEX,
TEXTURE_2D_INDEX,
TEXTURE_1D_INDEX,
NUM_TEXTURE_TARGETS
} gl_texture_index;
/**
* Bit flags for each type of texture object
*/
/*@{*/
#define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
#define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
#define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
#define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
#define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
#define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
#define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
#define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
#define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
#define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
#define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
#define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
/*@}*/
/**
* Texture image state. Drivers will typically create a subclass of this
* with extra fields for memory buffers, etc.
*/
struct gl_texture_image
{
GLint InternalFormat; /**< Internal format as given by the user */
GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
* GL_LUMINANCE, GL_LUMINANCE_ALPHA,
* GL_INTENSITY, GL_DEPTH_COMPONENT or
* GL_DEPTH_STENCIL_EXT only. Used for
* choosing TexEnv arithmetic.
*/
mesa_format TexFormat; /**< The actual texture memory format */
GLuint Border; /**< 0 or 1 */
GLuint Width; /**< = 2^WidthLog2 + 2*Border */
GLuint Height; /**< = 2^HeightLog2 + 2*Border */
GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
GLuint Width2; /**< = Width - 2*Border */
GLuint Height2; /**< = Height - 2*Border */
GLuint Depth2; /**< = Depth - 2*Border */
GLuint WidthLog2; /**< = log2(Width2) */
GLuint HeightLog2; /**< = log2(Height2) */
GLuint DepthLog2; /**< = log2(Depth2) */
GLuint MaxNumLevels; /**< = maximum possible number of mipmap
levels, computed from the dimensions */
struct gl_texture_object *TexObject; /**< Pointer back to parent object */
GLuint Level; /**< Which mipmap level am I? */
/** Cube map face: index into gl_texture_object::Image[] array */
GLuint Face;
/** GL_ARB_texture_multisample */
GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
};
/**
* Indexes for cube map faces.
*/
typedef enum
{
FACE_POS_X = 0,
FACE_NEG_X = 1,
FACE_POS_Y = 2,
FACE_NEG_Y = 3,
FACE_POS_Z = 4,
FACE_NEG_Z = 5,
MAX_FACES = 6
} gl_face_index;
/**
* Sampler object state. These objects are new with GL_ARB_sampler_objects
* and OpenGL 3.3. Legacy texture objects also contain a sampler object.
*/
struct gl_sampler_object
{
GLuint Name;
GLint RefCount;
GLchar *Label; /**< GL_KHR_debug */
GLenum WrapS; /**< S-axis texture image wrap mode */
GLenum WrapT; /**< T-axis texture image wrap mode */
GLenum WrapR; /**< R-axis texture image wrap mode */
GLenum MinFilter; /**< minification filter */
GLenum MagFilter; /**< magnification filter */
union gl_color_union BorderColor; /**< Interpreted according to texture format */
GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
GLfloat LodBias; /**< OpenGL 1.4 */
GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
GLenum CompareMode; /**< GL_ARB_shadow */
GLenum CompareFunc; /**< GL_ARB_shadow */
GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
};
/**
* Texture object state. Contains the array of mipmap images, border color,
* wrap modes, filter modes, and shadow/texcompare state.
*/
struct gl_texture_object
{
mtx_t Mutex; /**< for thread safety */
GLint RefCount; /**< reference count */
GLuint Name; /**< the user-visible texture object ID */
GLchar *Label; /**< GL_KHR_debug */
GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
Only valid when Target is valid. */
struct gl_sampler_object Sampler;
GLenum DepthMode; /**< GL_ARB_depth_texture */
bool StencilSampling; /**< Should we sample stencil instead of depth? */
GLfloat Priority; /**< in [0,1] */
GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
GLint CropRect[4]; /**< GL_OES_draw_texture */
GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
GLboolean _BaseComplete; /**< Is the base texture level valid? */
GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
GLboolean _RenderToTexture; /**< Any rendering to this texture? */
GLboolean Purgeable; /**< Is the buffer purgeable under memory
pressure? */
GLboolean Immutable; /**< GL_ARB_texture_storage */
GLuint MinLevel; /**< GL_ARB_texture_view */
GLuint MinLayer; /**< GL_ARB_texture_view */
GLuint NumLevels; /**< GL_ARB_texture_view */
GLuint NumLayers; /**< GL_ARB_texture_view */
/** Actual texture images, indexed by [cube face] and [mipmap level] */
struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
/** GL_ARB_texture_buffer_object */
struct gl_buffer_object *BufferObject;
GLenum BufferObjectFormat;
/** Equivalent Mesa format for BufferObjectFormat. */
mesa_format _BufferObjectFormat;
/** GL_ARB_texture_buffer_range */
GLintptr BufferOffset;
GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
/** GL_OES_EGL_image_external */
GLint RequiredTextureImageUnits;
/** GL_ARB_shader_image_load_store */
GLenum ImageFormatCompatibilityType;
};
/** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
#define MAX_COMBINER_TERMS 4
/**
* Texture combine environment state.
*/
struct gl_tex_env_combine_state
{
GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
/** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
GLenum SourceRGB[MAX_COMBINER_TERMS];
GLenum SourceA[MAX_COMBINER_TERMS];
/** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
GLenum OperandRGB[MAX_COMBINER_TERMS];
GLenum OperandA[MAX_COMBINER_TERMS];
GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
GLuint ScaleShiftA; /**< 0, 1 or 2 */
GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
};
/**
* TexGenEnabled flags.
*/
/*@{*/
#define S_BIT 1
#define T_BIT 2
#define R_BIT 4
#define Q_BIT 8
#define STR_BITS (S_BIT | T_BIT | R_BIT)
/*@}*/
/**
* Bit flag versions of the corresponding GL_ constants.
*/
/*@{*/
#define TEXGEN_SPHERE_MAP 0x1
#define TEXGEN_OBJ_LINEAR 0x2
#define TEXGEN_EYE_LINEAR 0x4
#define TEXGEN_REFLECTION_MAP_NV 0x8
#define TEXGEN_NORMAL_MAP_NV 0x10
#define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
TEXGEN_REFLECTION_MAP_NV | \
TEXGEN_NORMAL_MAP_NV)
#define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
TEXGEN_REFLECTION_MAP_NV | \
TEXGEN_NORMAL_MAP_NV | \
TEXGEN_EYE_LINEAR)
/*@}*/
/** Tex-gen enabled for texture unit? */
#define ENABLE_TEXGEN(unit) (1 << (unit))
/** Non-identity texture matrix for texture unit? */
#define ENABLE_TEXMAT(unit) (1 << (unit))
/**
* Texture coord generation state.
*/
struct gl_texgen
{
GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
GLfloat ObjectPlane[4];
GLfloat EyePlane[4];
};
/**
* Texture unit state. Contains enable flags, texture environment/function/
* combiners, texgen state, and pointers to current texture objects.
*/
struct gl_texture_unit
{
GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
GLclampf EnvColor[4];
GLfloat EnvColorUnclamped[4];
struct gl_texgen GenS;
struct gl_texgen GenT;
struct gl_texgen GenR;
struct gl_texgen GenQ;
GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
GLfloat LodBias; /**< for biasing mipmap levels */
/** Current sampler object (GL_ARB_sampler_objects) */
struct gl_sampler_object *Sampler;
/**
* \name GL_EXT_texture_env_combine
*/
struct gl_tex_env_combine_state Combine;
/**
* Derived state based on \c EnvMode and the \c BaseFormat of the
* currently enabled texture.
*/
struct gl_tex_env_combine_state _EnvMode;
/**
* Currently enabled combiner state. This will point to either
* \c Combine or \c _EnvMode.
*/
struct gl_tex_env_combine_state *_CurrentCombine;
/** Current texture object pointers */
struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
/** Points to highest priority, complete and enabled texture object */
struct gl_texture_object *_Current;
/** Texture targets that have a non-default texture bound */
GLbitfield _BoundTextures;
};
/**
* Texture attribute group (GL_TEXTURE_BIT).
*/
struct gl_texture_attrib
{
GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
/** GL_ARB_texture_buffer_object */
struct gl_buffer_object *BufferObject;
/** GL_ARB_seamless_cubemap */
GLboolean CubeMapSeamless;
/** Texture coord units/sets used for fragment texturing */
GLbitfield _EnabledCoordUnits;
/** Texture coord units that have texgen enabled */
GLbitfield _TexGenEnabled;
/** Texture coord units that have non-identity matrices */
GLbitfield _TexMatEnabled;
/** Bitwise-OR of all Texture.Unit[i]._GenFlags */
GLbitfield _GenFlags;
/** Largest index of a texture unit with _Current != NULL. */
GLint _MaxEnabledTexImageUnit;
/** Largest index + 1 of texture units that have had any CurrentTex set. */
GLint NumCurrentTexUsed;
};
/**
* Data structure representing a single clip plane (e.g. one of the elements
* of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
*/
typedef GLfloat gl_clip_plane[4];
/**
* Transformation attribute group (GL_TRANSFORM_BIT).
*/
struct gl_transform_attrib
{
GLenum MatrixMode; /**< Matrix mode */
gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
GLboolean Normalize; /**< Normalize all normals? */
GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
/** 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 */
GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
};
typedef enum {
MAP_USER,
MAP_INTERNAL,
MAP_COUNT
} gl_map_buffer_index;
/**
* Fields describing a mapped buffer range.
*/
struct gl_buffer_mapping {
GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
GLvoid *Pointer; /**< User-space address of mapping */
GLintptr Offset; /**< Mapped offset */
GLsizeiptr Length; /**< Mapped length */
};
/**
* Usages we've seen for a buffer object.
*/
typedef enum {
USAGE_UNIFORM_BUFFER = 0x1,
USAGE_TEXTURE_BUFFER = 0x2,
USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
} 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? */
struct gl_buffer_mapping Mappings[MAP_COUNT];
};
/**
* Client pixel packing/unpacking attributes
*/
struct gl_pixelstore_attrib
{
GLint Alignment;
GLint RowLength;
GLint SkipPixels;
GLint SkipRows;
GLint ImageHeight;
GLint SkipImages;
GLboolean SwapBytes;
GLboolean LsbFirst;
GLboolean Invert; /**< GL_MESA_pack_invert */
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 */
const GLubyte *Ptr; /**< Points to array data */
GLboolean Enabled; /**< Enabled flag is a boolean */
GLboolean Normalized; /**< GL_ARB_vertex_program */
GLboolean Integer; /**< Integer-valued? */
GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
GLuint _ElementSize; /**< size of each element in bytes */
struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
};
/**
* Vertex attribute array as seen by the client.
*
* Contains the size, type, format and normalization flag,
* along with the index of a vertex buffer binding point.
*
* Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
* and is only present for backwards compatibility reasons.
* Rendering always uses VERTEX_BINDING_STRIDE.
* The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
* and VERTEX_BINDING_STRIDE to the same value, while
* glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
*/
struct gl_vertex_attrib_array
{
GLint Size; /**< Components per element (1,2,3,4) */
GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
GLsizei Stride; /**< Stride as specified with gl*Pointer() */
const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
GLboolean Enabled; /**< Whether the array is enabled */
GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
GLboolean Integer; /**< Fixed-point values are not converted to floats */
GLuint _ElementSize; /**< Size of each element in bytes */
GLuint VertexBinding; /**< Vertex buffer binding */
};
/**
* This describes the buffer object used for a vertex array (or
* multiple vertex arrays). If BufferObj points to the default/null
* buffer object, then the vertex array lives in user memory and not a VBO.
*/
struct gl_vertex_buffer_binding
{
GLintptr Offset; /**< User-specified offset */
GLsizei Stride; /**< User-specified stride */
GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
};
/**
* A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+,
* GL_ARB_vertex_array_object, or the original GL_APPLE_vertex_array_object
* extension.
*/
struct gl_vertex_array_object
{
/** Name of the VAO as received from glGenVertexArray. */
GLuint Name;
GLchar *Label; /**< GL_KHR_debug */
GLint RefCount;
mtx_t Mutex;
/**
* Does the VAO use ARB semantics or Apple semantics?
*
* There are several ways in which ARB_vertex_array_object and
* APPLE_vertex_array_object VAOs have differing semantics. At the very
* least,
*
* - ARB VAOs require that all array data be sourced from vertex buffer
* objects, but Apple VAOs do not.
*
* - ARB VAOs require that names come from GenVertexArrays.
*
* This flag notes which behavior governs this VAO.
*/
GLboolean ARBsemantics;
/**
* Has this array object been bound?
*/
GLboolean EverBound;
/**
* Derived vertex attribute arrays
*
* This is a legacy data structure created from gl_vertex_attrib_array and
* gl_vertex_buffer_binding, for compatibility with existing driver code.
*/
struct gl_client_array _VertexAttrib[VERT_ATTRIB_MAX];
/** Vertex attribute arrays */
struct gl_vertex_attrib_array VertexAttrib[VERT_ATTRIB_MAX];
/** Vertex buffer bindings */
struct gl_vertex_buffer_binding VertexBinding[VERT_ATTRIB_MAX];
/** Mask of VERT_BIT_* values indicating which arrays are enabled */
GLbitfield64 _Enabled;
/** Mask of VERT_BIT_* values indicating changed/dirty arrays */
GLbitfield64 NewArrays;
/** 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;
/**
* Vertex array state
*/
struct gl_array_attrib
{
/** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
struct gl_vertex_array_object *VAO;
/** The default vertex array object */
struct gl_vertex_array_object *DefaultVAO;
/** Array objects (GL_ARB/APPLE_vertex_array_object) */
struct _mesa_HashTable *Objects;
GLint ActiveTexture; /**< Client Active Texture */
GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
/**
* \name Primitive restart controls
*
* Primitive restart is enabled if either \c PrimitiveRestart or
* \c PrimitiveRestartFixedIndex is set.
*/
/*@{*/
GLboolean PrimitiveRestart;
GLboolean PrimitiveRestartFixedIndex;
GLboolean _PrimitiveRestart;
GLuint RestartIndex;
/*@}*/
/* GL_ARB_vertex_buffer_object */
struct gl_buffer_object *ArrayBufferObj;
/**
* Vertex arrays as consumed by a driver.
* The array pointer is set up only by the VBO module.
*/
const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
/** One of the DRAW_xxx flags, not consumed by drivers */
gl_draw_method DrawMethod;
/** Legal array datatypes */
GLbitfield LegalTypesMask;
};
/**
* Feedback buffer state
*/
struct gl_feedback
{
GLenum Type;
GLbitfield _Mask; /**< FB_* bits */
GLfloat *Buffer;
GLuint BufferSize;
GLuint Count;
};
/**
* Selection buffer state
*/
struct gl_selection
{
GLuint *Buffer; /**< selection buffer */
GLuint BufferSize; /**< size of the selection buffer */
GLuint BufferCount; /**< number of values in the selection buffer */
GLuint Hits; /**< number of records in the selection buffer */
GLuint NameStackDepth; /**< name stack depth */
GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
GLboolean HitFlag; /**< hit flag */
GLfloat HitMinZ; /**< minimum hit depth */
GLfloat HitMaxZ; /**< maximum hit depth */
};
/**
* 1-D Evaluator control points
*/
struct gl_1d_map
{
GLuint Order; /**< Number of control points */
GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
GLfloat *Points; /**< Points to contiguous control points */
};
/**
* 2-D Evaluator control points
*/
struct gl_2d_map
{
GLuint Uorder; /**< Number of control points in U dimension */
GLuint Vorder; /**< Number of control points in V dimension */
GLfloat u1, u2, du;
GLfloat v1, v2, dv;
GLfloat *Points; /**< Points to contiguous control points */
};
/**
* All evaluator control point state
*/
struct gl_evaluators
{
/**
* \name 1-D maps
*/
/*@{*/
struct gl_1d_map Map1Vertex3;
struct gl_1d_map Map1Vertex4;
struct gl_1d_map Map1Index;
struct gl_1d_map Map1Color4;
struct gl_1d_map Map1Normal;
struct gl_1d_map Map1Texture1;
struct gl_1d_map Map1Texture2;
struct gl_1d_map Map1Texture3;
struct gl_1d_map Map1Texture4;
/*@}*/
/**
* \name 2-D maps
*/
/*@{*/
struct gl_2d_map Map2Vertex3;
struct gl_2d_map Map2Vertex4;
struct gl_2d_map Map2Index;
struct gl_2d_map Map2Color4;
struct gl_2d_map Map2Normal;
struct gl_2d_map Map2Texture1;
struct gl_2d_map Map2Texture2;
struct gl_2d_map Map2Texture3;
struct gl_2d_map Map2Texture4;
/*@}*/
};
struct gl_transform_feedback_varying_info
{
char *Name;
GLenum Type;
GLint Size;
};
/**
* Per-output info vertex shaders for transform feedback.
*/
struct gl_transform_feedback_output
{
unsigned OutputRegister;
unsigned OutputBuffer;
unsigned NumComponents;
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;
};
/** Post-link transform feedback info. */
struct gl_transform_feedback_info
{
unsigned NumOutputs;
/**
* Number of transform feedback buffers in use by this program.
*/
unsigned NumBuffers;
struct gl_transform_feedback_output *Outputs;
/** Transform feedback varyings used for the linking of this shader program.
*
* Use for glGetTransformFeedbackVarying().
*/
struct gl_transform_feedback_varying_info *Varyings;
GLint NumVarying;
/**
* Total number of components stored in each buffer. This may be used by
* hardware back-ends to determine the correct stride when interleaving
* multiple transform feedback outputs in the same buffer.
*/
unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
};
/**
* Transform feedback object state
*/
struct gl_transform_feedback_object
{
GLuint Name; /**< AKA the object ID */
GLchar *Label; /**< GL_KHR_debug */
GLint RefCount;
GLboolean Active; /**< Is transform feedback enabled? */
GLboolean Paused; /**< Is transform feedback paused? */
GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
at least once? */
GLboolean EverBound; /**< Has this object been bound? */
/**
* The shader program active when BeginTransformFeedback() was called.
* When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
* where stage is the pipeline stage that is the source of data for
* transform feedback.
*/
struct gl_shader_program *shader_program;
/**
* GLES: if Active is true, remaining number of primitives which can be
* rendered without overflow. This is necessary to track because GLES
* requires us to generate INVALID_OPERATION if a call to glDrawArrays or
* glDrawArraysInstanced would overflow transform feedback buffers.
* Undefined if Active is false.
*
* Not tracked for desktop GL since it's unnecessary.
*/
unsigned GlesRemainingPrims;
/** The feedback buffers */
GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
/** Start of feedback data in dest buffer */
GLintptr Offset[MAX_FEEDBACK_BUFFERS];
/**
* Max data to put into dest buffer (in bytes). Computed based on
* RequestedSize and the actual size of the buffer.
*/
GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
/**
* Size that was specified when the buffer was bound. If the buffer was
* bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
* zero.
*/
GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
};
/**
* Context state for transform feedback.
*/
struct gl_transform_feedback_state
{
GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
/** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
struct gl_buffer_object *CurrentBuffer;
/** The table of all transform feedback objects */
struct _mesa_HashTable *Objects;
/** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
struct gl_transform_feedback_object *CurrentObject;
/** The default xform-fb object (Name==0) */
struct gl_transform_feedback_object *DefaultObject;
};
/**
* A "performance monitor" as described in AMD_performance_monitor.
*/
struct gl_perf_monitor_object
{
GLuint Name;
/** True if the monitor is currently active (Begin called but not End). */
GLboolean Active;
/**
* True if the monitor has ended.
*
* This is distinct from !Active because it may never have began.
*/
GLboolean Ended;
/**
* A list of groups with currently active counters.
*
* ActiveGroups[g] == n if there are n counters active from group 'g'.
*/
unsigned *ActiveGroups;
/**
* An array of bitsets, subscripted by group ID, then indexed by counter ID.
*
* Checking whether counter 'c' in group 'g' is active can be done via:
*
* BITSET_TEST(ActiveCounters[g], c)
*/
GLuint **ActiveCounters;
};
union gl_perf_monitor_counter_value
{
float f;
uint64_t u64;
uint32_t u32;
};
struct gl_perf_monitor_counter
{
/** Human readable name for the counter. */
const char *Name;
/**
* Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
* UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
*/
GLenum Type;
/** Minimum counter value. */
union gl_perf_monitor_counter_value Minimum;
/** Maximum counter value. */
union gl_perf_monitor_counter_value Maximum;
};
struct gl_perf_monitor_group
{
/** Human readable name for the group. */
const char *Name;
/**
* Maximum number of counters in this group which can be active at the
* same time.
*/
GLuint MaxActiveCounters;
/** Array of counters within this group. */
const struct gl_perf_monitor_counter *Counters;
GLuint NumCounters;
};
/**
* Context state for AMD_performance_monitor.
*/
struct gl_perf_monitor_state
{
/** Array of performance monitor groups (indexed by group ID) */
const struct gl_perf_monitor_group *Groups;
GLuint NumGroups;
/** The table of all performance monitors. */
struct _mesa_HashTable *Monitors;
};
/**
* Names of the various vertex/fragment program register files, etc.
*
* NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
* All values should fit in a 4-bit field.
*
* NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
* considered to be "uniform" variables since they can only be set outside
* glBegin/End. They're also all stored in the same Parameters array.
*/
typedef enum
{
PROGRAM_TEMPORARY, /**< machine->Temporary[] */
PROGRAM_ARRAY, /**< Arrays & Matrixes */
PROGRAM_INPUT, /**< machine->Inputs[] */
PROGRAM_OUTPUT, /**< machine->Outputs[] */
PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
PROGRAM_ADDRESS, /**< machine->AddressReg */
PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
PROGRAM_UNDEFINED, /**< Invalid/TBD value */
PROGRAM_FILE_MAX
} gl_register_file;
/**
* If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
* one of these values.
*/
typedef enum
{
/**
* \name Vertex shader system values
*/
/*@{*/
/**
* OpenGL-style vertex ID.
*
* Section 2.11.7 (Shader Execution), subsection Shader Inputs, of the
* OpenGL 3.3 core profile spec says:
*
* "gl_VertexID holds the integer index i implicitly passed by
* DrawArrays or one of the other drawing commands defined in section
* 2.8.3."
*
* Section 2.8.3 (Drawing Commands) of the same spec says:
*
* "The commands....are equivalent to the commands with the same base
* name (without the BaseVertex suffix), except that the ith element
* transferred by the corresponding draw call will be taken from
* element indices[i] + basevertex of each enabled array."
*
* Additionally, the overview in the GL_ARB_shader_draw_parameters spec
* says:
*
* "In unextended GL, vertex shaders have inputs named gl_VertexID and
* gl_InstanceID, which contain, respectively the index of the vertex
* and instance. The value of gl_VertexID is the implicitly passed
* index of the vertex being processed, which includes the value of
* baseVertex, for those commands that accept it."
*
* gl_VertexID gets basevertex added in. This differs from DirectX where
* SV_VertexID does \b not get basevertex added in.
*
* \note
* If all system values are available, \c SYSTEM_VALUE_VERTEX_ID will be
* equal to \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus
* \c SYSTEM_VALUE_BASE_VERTEX.
*
* \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_BASE_VERTEX
*/
SYSTEM_VALUE_VERTEX_ID,
/**
* Instanced ID as supplied to gl_InstanceID
*
* Values assigned to gl_InstanceID always begin with zero, regardless of
* the value of baseinstance.
*
* Section 11.1.3.9 (Shader Inputs) of the OpenGL 4.4 core profile spec
* says:
*
* "gl_InstanceID holds the integer instance number of the current
* primitive in an instanced draw call (see section 10.5)."
*
* Through a big chain of pseudocode, section 10.5 describes that
* baseinstance is not counted by gl_InstanceID. In that section, notice
*
* "If an enabled vertex attribute array is instanced (it has a
* non-zero divisor as specified by VertexAttribDivisor), the element
* index that is transferred to the GL, for all vertices, is given by
*
* floor(instance/divisor) + baseinstance
*
* If an array corresponding to an attribute required by a vertex
* shader is not enabled, then the corresponding element is taken from
* the current attribute state (see section 10.2)."
*
* Note that baseinstance is \b not included in the value of instance.
*/
SYSTEM_VALUE_INSTANCE_ID,
/**
* DirectX-style vertex ID.
*
* Unlike \c SYSTEM_VALUE_VERTEX_ID, this system value does \b not include
* the value of basevertex.
*
* \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_BASE_VERTEX
*/
SYSTEM_VALUE_VERTEX_ID_ZERO_BASE,
/**
* Value of \c basevertex passed to \c glDrawElementsBaseVertex and similar
* functions.
*
* \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE
*/
SYSTEM_VALUE_BASE_VERTEX,
/*@}*/
/**
* \name Geometry shader system values
*/
/*@{*/
SYSTEM_VALUE_INVOCATION_ID,
/*@}*/
/**
* \name Fragment shader system values
*/
/*@{*/
SYSTEM_VALUE_FRONT_FACE, /**< (not done yet) */
SYSTEM_VALUE_SAMPLE_ID,
SYSTEM_VALUE_SAMPLE_POS,
SYSTEM_VALUE_SAMPLE_MASK_IN,
/*@}*/
SYSTEM_VALUE_MAX /**< Number of values */
} gl_system_value;
/**
* The possible interpolation qualifiers that can be applied to a fragment
* shader input in GLSL.
*
* Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
* gl_fragment_program data structure to 0 causes the default behavior.
*/
enum glsl_interp_qualifier
{
INTERP_QUALIFIER_NONE = 0,
INTERP_QUALIFIER_SMOOTH,
INTERP_QUALIFIER_FLAT,
INTERP_QUALIFIER_NOPERSPECTIVE,
INTERP_QUALIFIER_COUNT /**< Number of interpolation qualifiers */
};
/**
* \brief Layout qualifiers for gl_FragDepth.
*
* Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
* a layout qualifier.
*
* \see enum ir_depth_layout
*/
enum gl_frag_depth_layout
{
FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
FRAG_DEPTH_LAYOUT_ANY,
FRAG_DEPTH_LAYOUT_GREATER,
FRAG_DEPTH_LAYOUT_LESS,
FRAG_DEPTH_LAYOUT_UNCHANGED
};
/**
* Base class for any kind of program object
*/
struct gl_program
{
GLuint Id;
GLubyte *String; /**< Null-terminated program text */
GLint RefCount;
GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
GLenum Format; /**< String encoding format */
struct prog_instruction *Instructions;
GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
GLboolean UsesGather; /**< Does this program use gather4 at all? */
/**
* For vertex and geometry shaders, true if the program uses the
* gl_ClipDistance output. Ignored for fragment shaders.
*/
GLboolean UsesClipDistanceOut;
/** Named parameters, constants, etc. from program text */
struct gl_program_parameter_list *Parameters;
/**
* Local parameters used by the program.
*
* It's dynamically allocated because it is rarely used (just
* assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
* allocated.
*/
GLfloat (*LocalParams)[4];
/** Map from sampler unit to texture unit (set by glUniform1i()) */
GLubyte SamplerUnits[MAX_SAMPLERS];
/** Bitmask of which register files are read/written with indirect
* addressing. Mask of (1 << PROGRAM_x) bits.
*/
GLbitfield IndirectRegisterFiles;
/** Logical counts */
/*@{*/
GLuint NumInstructions;
GLuint NumTemporaries;
GLuint NumParameters;
GLuint NumAttributes;
GLuint NumAddressRegs;
GLuint NumAluInstructions;
GLuint NumTexInstructions;
GLuint NumTexIndirections;
/*@}*/
/** Native, actual h/w counts */
/*@{*/
GLuint NumNativeInstructions;
GLuint NumNativeTemporaries;
GLuint NumNativeParameters;
GLuint NumNativeAttributes;
GLuint NumNativeAddressRegs;
GLuint NumNativeAluInstructions;
GLuint NumNativeTexInstructions;
GLuint NumNativeTexIndirections;
/*@}*/
};
/** Vertex program object */
struct gl_vertex_program
{
struct gl_program Base; /**< base class */
GLboolean IsPositionInvariant;
};
/** Geometry program object */
struct gl_geometry_program
{
struct gl_program Base; /**< base class */
GLint VerticesIn;
GLint VerticesOut;
GLint Invocations;
GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
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];
};
/**
* State common to vertex and fragment programs.
*/
struct gl_program_state
{
GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
};
/**
* Context state for vertex programs.
*/
struct gl_vertex_program_state
{
GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
GLboolean _Enabled; /**< Enabled and _valid_ user program? */
GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
/** Computed two sided lighting for fixed function/programs. */
GLboolean _TwoSideEnabled;
struct gl_vertex_program *Current; /**< User-bound vertex program */
/** Currently enabled and valid vertex program (including internal
* programs, user-defined vertex programs and GLSL vertex shaders).
* This is the program we must use when rendering.
*/
struct gl_vertex_program *_Current;
GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
/** Should fixed-function T&L be implemented with a vertex prog? */
GLboolean _MaintainTnlProgram;
/** Program to emulate fixed-function T&L (see above) */
struct gl_vertex_program *_TnlProgram;
/** Cache of fixed-function programs */
struct gl_program_cache *Cache;
GLboolean _Overriden;
};
/**
* Context state for geometry programs.
*/
struct gl_geometry_program_state
{
GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
GLboolean _Enabled; /**< Enabled and valid program? */
struct gl_geometry_program *Current; /**< user-bound geometry program */
/** Currently enabled and valid program (including internal programs
* and compiled shader programs).
*/
struct gl_geometry_program *_Current;
GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
};
/**
* 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
{
struct gl_compute_program *Current; /**< user-bound compute program */
/** Currently enabled and valid program (including internal programs
* and compiled shader programs).
*/
struct gl_compute_program *_Current;
};
/**
* ATI_fragment_shader runtime state
*/
#define ATI_FS_INPUT_PRIMARY 0
#define ATI_FS_INPUT_SECONDARY 1
struct atifs_instruction;
struct atifs_setupinst;
/**
* ATI fragment shader
*/
struct ati_fragment_shader
{
GLuint Id;
GLint RefCount;
struct atifs_instruction *Instructions[2];
struct atifs_setupinst *SetupInst[2];
GLfloat Constants[8][4];
GLbitfield LocalConstDef; /**< Indicates which constants have been set */
GLubyte numArithInstr[2];
GLubyte regsAssigned[2];
GLubyte NumPasses; /**< 1 or 2 */
GLubyte cur_pass;
GLubyte last_optype;
GLboolean interpinp1;
GLboolean isValid;
GLuint swizzlerq;
};
/**
* Context state for GL_ATI_fragment_shader
*/
struct gl_ati_fragment_shader_state
{
GLboolean Enabled;
GLboolean _Enabled; /**< enabled and valid shader? */
GLboolean Compiling;
GLfloat GlobalConstants[8][4];
struct ati_fragment_shader *Current;
};
/** Set by #pragma directives */
struct gl_sl_pragmas
{
GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
GLboolean Optimize; /**< defaults on */
GLboolean Debug; /**< defaults off */
};
/**
* A GLSL vertex or fragment shader object.
*/
struct gl_shader
{
/** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB.
* Must be the first field.
*/
GLenum Type;
gl_shader_stage Stage;
GLuint Name; /**< AKA the handle */
GLchar *Label; /**< GL_KHR_debug */
GLint RefCount; /**< Reference count */
GLboolean DeletePending;
GLboolean CompileStatus;
const GLchar *Source; /**< Source code string */
GLuint SourceChecksum; /**< for debug/logging purposes */
struct gl_program *Program; /**< Post-compile assembly code */
GLchar *InfoLog;
struct gl_sl_pragmas Pragmas;
unsigned Version; /**< GLSL version used for linking */
GLboolean IsES; /**< True if this shader uses GLSL ES */
/**
* \name Sampler tracking
*
* \note Each of these fields is only set post-linking.
*/
/*@{*/
unsigned num_samplers; /**< Number of samplers used by this shader. */
GLbitfield active_samplers; /**< Bitfield of which samplers are used */
GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
/*@}*/
/**
* Map from sampler unit to texture unit (set by glUniform1i())
*
* A sampler unit is associated with each sampler uniform by the linker.
* The sampler unit associated with each uniform is stored in the
* \c gl_uniform_storage::sampler field.
*/
GLubyte SamplerUnits[MAX_SAMPLERS];
/** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
gl_texture_index SamplerTargets[MAX_SAMPLERS];
/**
* Number of default uniform block components used by this shader.
*
* This field is only set post-linking.
*/
unsigned num_uniform_components;
/**
* Number of combined uniform components used by this shader.
*
* This field is only set post-linking. It is the sum of the uniform block
* sizes divided by sizeof(float), and num_uniform_compoennts.
*/
unsigned num_combined_uniform_components;
/**
* This shader's uniform block information.
*
* These fields are only set post-linking.
*/
struct gl_uniform_block *UniformBlocks;
unsigned NumUniformBlocks;
struct exec_list *ir;
struct glsl_symbol_table *symbols;
bool uses_builtin_functions;
bool uses_gl_fragcoord;
bool redeclares_gl_fragcoord;
bool ARB_fragment_coord_conventions_enable;
/**
* Fragment shader state from GLSL 1.50 layout qualifiers.
*/
bool origin_upper_left;
bool pixel_center_integer;
/**
* Geometry shader state from GLSL 1.50 layout qualifiers.
*/
struct {
GLint VerticesOut;
/**
* 0 - Invocations count not declared in shader, or
* 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
*/
GLint Invocations;
/**
* GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
* GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
* shader.
*/
GLenum InputType;
/**
* GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
* it's not set in this shader.
*/
GLenum OutputType;
} Geom;
/**
* Map from image uniform index to image unit (set by glUniform1i())
*
* An image uniform index is associated with each image uniform by
* the linker. The image index associated with each uniform is
* stored in the \c gl_uniform_storage::image field.
*/
GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
/**
* Access qualifier specified in the shader for each image uniform
* index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
* GL_READ_WRITE.
*
* It may be different, though only more strict than the value of
* \c gl_image_unit::Access for the corresponding image unit.
*/
GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
/**
* Number of image uniforms defined in the shader. It specifies
* the number of valid elements in the \c ImageUnits and \c
* ImageAccess arrays above.
*/
GLuint NumImages;
/**
* Compute shader state from ARB_compute_shader layout qualifiers.
*/
struct {
/**
* Size specified using local_size_{x,y,z}, or all 0's to indicate that
* it's not set in this shader.
*/
unsigned LocalSize[3];
} Comp;
};
struct gl_uniform_buffer_variable
{
char *Name;
/**
* Name of the uniform as seen by glGetUniformIndices.
*
* glGetUniformIndices requires that the block instance index \b not be
* present in the name of queried uniforms.
*
* \note
* \c gl_uniform_buffer_variable::IndexName and
* \c gl_uniform_buffer_variable::Name may point to identical storage.
*/
char *IndexName;
const struct glsl_type *Type;
unsigned int Offset;
GLboolean RowMajor;
};
enum gl_uniform_block_packing
{
ubo_packing_std140,
ubo_packing_shared,
ubo_packing_packed
};
struct gl_uniform_block
{
/** Declared name of the uniform block */
char *Name;
/** Array of supplemental information about UBO ir_variables. */
struct gl_uniform_buffer_variable *Uniforms;
GLuint NumUniforms;
/**
* Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
* with glBindBufferBase to bind a buffer object to this uniform block. When
* updated in the program, _NEW_BUFFER_OBJECT will be set.
*/
GLuint Binding;
/**
* Minimum size (in bytes) of a buffer object to back this uniform buffer
* (GL_UNIFORM_BLOCK_DATA_SIZE).
*/
GLuint UniformBufferSize;
/**
* Layout specified in the shader
*
* This isn't accessible through the API, but it is used while
* cross-validating uniform blocks.
*/
enum gl_uniform_block_packing _Packing;
};
/**
* Structure that represents a reference to an atomic buffer from some
* shader program.
*/
struct gl_active_atomic_buffer
{
/** Uniform indices of the atomic counters declared within it. */
GLuint *Uniforms;
GLuint NumUniforms;
/** Binding point index associated with it. */
GLuint Binding;
/** Minimum reasonable size it is expected to have. */
GLuint MinimumSize;
/** Shader stages making use of it. */
GLboolean StageReferences[MESA_SHADER_STAGES];
};
/**
* A GLSL program object.
* Basically a linked collection of vertex and fragment shaders.
*/
struct gl_shader_program
{
GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
GLuint Name; /**< aka handle or ID */
GLchar *Label; /**< GL_KHR_debug */
GLint RefCount; /**< Reference count */
GLboolean DeletePending;
/**
* Is the application intending to glGetProgramBinary this program?
*/
GLboolean BinaryRetreivableHint;
/**
* 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;
GLuint NumVarying;
GLchar **VaryingNames; /**< Array [NumVarying] of char * */
} TransformFeedback;
/** Post-link transform feedback info. */
struct gl_transform_feedback_info LinkedTransformFeedback;
/** Post-link gl_FragDepth layout for ARB_conservative_depth. */
enum gl_frag_depth_layout FragDepthLayout;
/**
* Geometry shader state - copied into gl_geometry_program by
* _mesa_copy_linked_program_data().
*/
struct {
GLint VerticesIn;
GLint VerticesOut;
/**
* 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
*/
GLint Invocations;
GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
/**
* True if gl_ClipDistance is written to. Copied into
* gl_geometry_program by _mesa_copy_linked_program_data().
*/
GLboolean UsesClipDistance;
GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
0 if not present. */
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().
*/
GLboolean UsesClipDistance;
GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
0 if not present. */
} Vert;
/**
* Compute shader state - copied into gl_compute_program by
* _mesa_copy_linked_program_data().
*/
struct {
/**
* If this shader contains a compute stage, size specified using
* local_size_{x,y,z}. Otherwise undefined.
*/
unsigned LocalSize[3];
} Comp;
/* post-link info: */
unsigned NumUserUniformStorage;
struct gl_uniform_storage *UniformStorage;
/**
* Mapping from GL uniform locations returned by \c glUniformLocation to
* UniformStorage entries. Arrays will have multiple contiguous slots
* in the UniformRemapTable, all pointing to the same UniformStorage entry.
*/
unsigned NumUniformRemapTable;
struct gl_uniform_storage **UniformRemapTable;
/**
* Size of the gl_ClipDistance array that is output from the last pipeline
* stage before the fragment shader.
*/
unsigned LastClipDistanceArraySize;
struct gl_uniform_block *UniformBlocks;
unsigned NumUniformBlocks;
/**
* Indices into the _LinkedShaders's UniformBlocks[] array for each stage
* they're used in, or -1.
*
* This is used to maintain the Binding values of the stage's UniformBlocks[]
* and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
*/
int *UniformBlockStageIndex[MESA_SHADER_STAGES];
/**
* Map of active uniform names to locations
*
* Maps any active uniform that is not an array element to a location.
* Each active uniform, including individual structure members will appear
* in this map. This roughly corresponds to the set of names that would be
* enumerated by \c glGetActiveUniform.
*/
struct string_to_uint_map *UniformHash;
struct gl_active_atomic_buffer *AtomicBuffers;
unsigned NumAtomicBuffers;
GLboolean LinkStatus; /**< GL_LINK_STATUS */
GLboolean Validated;
GLboolean _Used; /**< Ever used for drawing? */
GLboolean SamplersValidated; /**< Samplers validated against texture units? */
GLchar *InfoLog;
unsigned Version; /**< GLSL version used for linking */
GLboolean IsES; /**< True if this program uses GLSL ES */
/**
* Per-stage shaders resulting from the first stage of linking.
*
* Set of linked shaders for this program. The array is accessed using the
* \c MESA_SHADER_* defines. Entries for non-existent stages will be
* \c NULL.
*/
struct gl_shader *_LinkedShaders[MESA_SHADER_STAGES];
/* True if any of the fragment shaders attached to this program use:
* #extension ARB_fragment_coord_conventions: enable
*/
GLboolean ARB_fragment_coord_conventions_enable;
};
#define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
#define GLSL_LOG 0x2 /**< Write shaders to files */
#define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
#define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
#define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
#define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
#define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
#define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
#define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
#define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
/**
* Context state for GLSL vertex/fragment shaders.
* Extended to support pipeline object
*/
struct gl_pipeline_object
{
/** Name of the pipeline object as received from glGenProgramPipelines.
* It would be 0 for shaders without separate shader objects.
*/
GLuint Name;
GLint RefCount;
mtx_t Mutex;
/**
* Programs used for rendering
*
* There is a separate program set for each shader stage.
*/
struct gl_shader_program *CurrentProgram[MESA_SHADER_STAGES];
struct gl_shader_program *_CurrentFragmentProgram;
/**
* Program used by glUniform calls.
*
* Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
*/
struct gl_shader_program *ActiveProgram;
GLbitfield Flags; /**< Mask of GLSL_x flags */
GLboolean EverBound; /**< Has the pipeline object been created */
GLboolean Validated; /**< Pipeline Validation status */
GLchar *InfoLog;
};
/**
* Context state for GLSL pipeline shaders.
*/
struct gl_pipeline_shader_state
{
/** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
struct gl_pipeline_object *Current;
/* Default Object to ensure that _Shader is never NULL */
struct gl_pipeline_object *Default;
/** Pipeline objects */
struct _mesa_HashTable *Objects;
};
/**
* Compiler options for a single GLSL shaders type
*/
struct gl_shader_compiler_options
{
/** Driver-selectable options: */
GLboolean EmitCondCodes; /**< Use condition codes? */
GLboolean EmitNoLoops;
GLboolean EmitNoFunctions;
GLboolean EmitNoCont; /**< Emit CONT opcode? */
GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
GLboolean EmitNoPow; /**< Emit POW opcodes? */
GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
/**
* \name Forms of indirect addressing the driver cannot do.
*/
/*@{*/
GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
/*@}*/
GLuint MaxIfDepth; /**< Maximum nested IF blocks */
GLuint MaxUnrollIterations;
/**
* Optimize code for array of structures backends.
*
* This is a proxy for:
* - preferring DP4 instructions (rather than MUL/MAD) for
* matrix * vector operations, such as position transformation.
*/
GLboolean OptimizeForAOS;
struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
};
/**
* Occlusion/timer query object.
*/
struct gl_query_object
{
GLenum Target; /**< The query target, when active */
GLuint Id; /**< hash table ID/name */
GLchar *Label; /**< GL_KHR_debug */
GLuint64EXT Result; /**< the counter */
GLboolean Active; /**< inside Begin/EndQuery */
GLboolean Ready; /**< result is ready? */
GLboolean EverBound;/**< has query object ever been bound */
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;
GLenum CondRenderMode;
};
/** Sync object state */
struct gl_sync_object
{
GLenum Type; /**< GL_SYNC_FENCE */
GLuint Name; /**< Fence name */
GLchar *Label; /**< GL_KHR_debug */
GLint RefCount; /**< Reference count */
GLboolean DeletePending; /**< Object was deleted while there were still
* live references (e.g., sync not yet finished)
*/
GLenum SyncCondition;
GLbitfield Flags; /**< Flags passed to glFenceSync */
GLuint StatusFlag:1; /**< Has the sync object been signaled? */
};
/**
* State which can be shared by multiple contexts:
*/
struct gl_shared_state
{
mtx_t Mutex; /**< for thread safety */
GLint RefCount; /**< Reference count */
struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
/** Default texture objects (shared by all texture units) */
struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
/** Fallback texture used when a bound texture is incomplete */
struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
/**
* \name Thread safety and statechange notification for texture
* objects.
*
* \todo Improve the granularity of locking.
*/
/*@{*/
mtx_t TexMutex; /**< texobj thread safety */
GLuint TextureStateStamp; /**< state notification for shared tex */
/*@}*/
/** Default buffer object for vertex arrays that aren't in VBOs */
struct gl_buffer_object *NullBufferObj;
/**
* \name Vertex/geometry/fragment programs
*/
/*@{*/
struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
struct gl_vertex_program *DefaultVertexProgram;
struct gl_fragment_program *DefaultFragmentProgram;
struct gl_geometry_program *DefaultGeometryProgram;
/*@}*/
/* GL_ATI_fragment_shader */
struct _mesa_HashTable *ATIShaders;
struct ati_fragment_shader *DefaultFragmentShader;
struct _mesa_HashTable *BufferObjects;
/** Table of both gl_shader and gl_shader_program objects */
struct _mesa_HashTable *ShaderObjects;
/* GL_EXT_framebuffer_object */
struct _mesa_HashTable *RenderBuffers;
struct _mesa_HashTable *FrameBuffers;
/* GL_ARB_sync */
struct set *SyncObjects;
/** GL_ARB_sampler_objects */
struct _mesa_HashTable *SamplerObjects;
/**
* Some context in this share group was affected by a GPU reset
*
* On the next call to \c glGetGraphicsResetStatus, contexts that have not
* been affected by a GPU reset must also return
* \c GL_INNOCENT_CONTEXT_RESET_ARB.
*
* Once this field becomes true, it is never reset to false.
*/
bool ShareGroupReset;
};
/**
* Renderbuffers represent drawing surfaces such as color, depth and/or
* stencil. A framebuffer object has a set of renderbuffers.
* Drivers will typically derive subclasses of this type.
*/
struct gl_renderbuffer
{
mtx_t Mutex; /**< for thread safety */
GLuint ClassID; /**< Useful for drivers */
GLuint Name;
GLchar *Label; /**< GL_KHR_debug */
GLint RefCount;
GLuint Width, Height;
GLuint Depth;
GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
/**
* True for renderbuffers that wrap textures, giving the driver a chance to
* flush render caches through the FinishRenderTexture hook.
*
* Drivers may also set this on renderbuffers other than those generated by
* glFramebufferTexture(), though it means FinishRenderTexture() would be
* called without a rb->TexImage.
*/
GLboolean NeedsFinishRenderTexture;
GLubyte NumSamples;
GLenum InternalFormat; /**< The user-specified format */
GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
GL_STENCIL_INDEX. */
mesa_format Format; /**< The actual renderbuffer memory format */
/**
* Pointer to the texture image if this renderbuffer wraps a texture,
* otherwise NULL.
*
* Note that the reference on the gl_texture_object containing this
* TexImage is held by the gl_renderbuffer_attachment.
*/
struct gl_texture_image *TexImage;
/** Delete this renderbuffer */
void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
/** Allocate new storage for this renderbuffer */
GLboolean (*AllocStorage)(struct gl_context *ctx,
struct gl_renderbuffer *rb,
GLenum internalFormat,
GLuint width, GLuint height);
};
/**
* A renderbuffer attachment points to either a texture object (and specifies
* a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
*/
struct gl_renderbuffer_attachment
{
GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
GLboolean Complete;
/**
* If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
* application supplied renderbuffer object.
*/
struct gl_renderbuffer *Renderbuffer;
/**
* If \c Type is \c GL_TEXTURE, this stores a pointer to the application
* supplied texture object.
*/
struct gl_texture_object *Texture;
GLuint TextureLevel; /**< Attached mipmap level. */
GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
* and 2D array textures */
GLboolean Layered;
};
/**
* A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
* In C++ terms, think of this as a base class from which device drivers
* will make derived classes.
*/
struct gl_framebuffer
{
mtx_t Mutex; /**< for thread safety */
/**
* If zero, this is a window system framebuffer. If non-zero, this
* is a FBO framebuffer; note that for some devices (i.e. those with
* a natural pixel coordinate system for FBOs that differs from the
* OpenGL/Mesa coordinate system), this means that the viewport,
* polygon face orientation, and polygon stipple will have to be inverted.
*/
GLuint Name;
GLchar *Label; /**< GL_KHR_debug */
GLint RefCount;
GLboolean DeletePending;
/**
* The framebuffer's visual. Immutable if this is a window system buffer.
* Computed from attachments if user-made FBO.
*/
struct gl_config Visual;
GLuint Width, Height; /**< size of frame buffer in pixels */
/** \name Drawing bounds (Intersection of buffer size and scissor box) */
/*@{*/
GLint _Xmin, _Xmax; /**< inclusive */
GLint _Ymin, _Ymax; /**< exclusive */
/*@}*/
/** \name Derived Z buffer stuff */
/*@{*/
GLuint _DepthMax; /**< Max depth buffer value */
GLfloat _DepthMaxF; /**< Float max depth buffer value */
GLfloat _MRD; /**< minimum resolvable difference in Z values */
/*@}*/
/** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
GLenum _Status;
/** Integer color values */
GLboolean _IntegerColor;
/* ARB_color_buffer_float */
GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
GLboolean _HasSNormOrFloatColorBuffer;
/** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
/* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
* attribute group and GL_PIXEL attribute group, respectively.
*/
GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
GLenum ColorReadBuffer;
/** Computed from ColorDraw/ReadBuffer above */
GLuint _NumColorDrawBuffers;
GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
GLint _ColorReadBufferIndex; /* -1 = None */
struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
struct gl_renderbuffer *_ColorReadBuffer;
/**
* The maximum number of layers in the framebuffer, or 0 if the framebuffer
* is not layered. For cube maps and cube map arrays, each cube face
* counts as a layer.
*/
GLuint MaxNumLayers;
/** Delete this framebuffer */
void (*Delete)(struct gl_framebuffer *fb);
};
/**
* Precision info for shader datatypes. See glGetShaderPrecisionFormat().
*/
struct gl_precision
{
GLushort RangeMin; /**< min value exponent */
GLushort RangeMax; /**< max value exponent */
GLushort Precision; /**< number of mantissa bits */
};
/**
* Limits for vertex, geometry and fragment programs/shaders.
*/
struct gl_program_constants
{
/* logical limits */
GLuint MaxInstructions;
GLuint MaxAluInstructions;
GLuint MaxTexInstructions;
GLuint MaxTexIndirections;
GLuint MaxAttribs;
GLuint MaxTemps;
GLuint MaxAddressRegs;
GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
GLuint MaxParameters;
GLuint MaxLocalParams;
GLuint MaxEnvParams;
/* native/hardware limits */
GLuint MaxNativeInstructions;
GLuint MaxNativeAluInstructions;
GLuint MaxNativeTexInstructions;
GLuint MaxNativeTexIndirections;
GLuint MaxNativeAttribs;
GLuint MaxNativeTemps;
GLuint MaxNativeAddressRegs;
GLuint MaxNativeParameters;
/* For shaders */
GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
/**
* \name Per-stage input / output limits
*
* Previous to OpenGL 3.2, the intrastage data limits were advertised with
* a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
* ES). This is stored as \c gl_constants::MaxVarying.
*
* Starting with OpenGL 3.2, the limits are advertised with per-stage
* variables. Each stage as a certain number of outputs that it can feed
* to the next stage and a certain number inputs that it can consume from
* the previous stage.
*
* Vertex shader inputs do not participate this in this accounting.
* These are tracked exclusively by \c gl_program_constants::MaxAttribs.
*
* Fragment shader outputs do not participate this in this accounting.
* These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
*/
/*@{*/
GLuint MaxInputComponents;
GLuint MaxOutputComponents;
/*@}*/
/* ES 2.0 and GL_ARB_ES2_compatibility */
struct gl_precision LowFloat, MediumFloat, HighFloat;
struct gl_precision LowInt, MediumInt, HighInt;
/* GL_ARB_uniform_buffer_object */
GLuint MaxUniformBlocks;
GLuint MaxCombinedUniformComponents;
GLuint MaxTextureImageUnits;
/* GL_ARB_shader_atomic_counters */
GLuint MaxAtomicBuffers;
GLuint MaxAtomicCounters;
/* GL_ARB_shader_image_load_store */
GLuint MaxImageUniforms;
};
/**
* Constants which may be overridden by device driver during context creation
* but are never changed after that.
*/
struct gl_constants
{
GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
GLuint MaxTextureLevels; /**< Max mipmap levels. */
GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
GLuint MaxTextureCoordUnits;
GLuint MaxCombinedTextureImageUnits;
GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
GLuint MaxArrayLockSize;
GLint SubPixelBits;
GLfloat MinPointSize, MaxPointSize; /**< aliased */
GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
GLfloat PointSizeGranularity;
GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
GLfloat LineWidthGranularity;
GLuint MaxClipPlanes;
GLuint MaxLights;
GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
GLuint MaxViewportWidth, MaxViewportHeight;
GLuint MaxViewports; /**< GL_ARB_viewport_array */
GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
struct {
GLfloat Min;
GLfloat Max;
} ViewportBounds; /**< GL_ARB_viewport_array */
struct gl_program_constants Program[MESA_SHADER_STAGES];
GLuint MaxProgramMatrices;
GLuint MaxProgramMatrixStackDepth;
struct {
GLuint SamplesPassed;
GLuint TimeElapsed;
GLuint Timestamp;
GLuint PrimitivesGenerated;
GLuint PrimitivesWritten;
} QueryCounterBits;
GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
/** Number of varying vectors between any two shader stages. */
GLuint MaxVarying;
/** @{
* GL_ARB_uniform_buffer_object
*/
GLuint MaxCombinedUniformBlocks;
GLuint MaxUniformBufferBindings;
GLuint MaxUniformBlockSize;
GLuint UniformBufferOffsetAlignment;
/** @} */
/**
* GL_ARB_explicit_uniform_location
*/
GLuint MaxUserAssignableUniformLocations;
/** GL_ARB_geometry_shader4 */
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 without the #version directive 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;
/** 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;
/**
* 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 other sample counts.
*/
uint8_t SampleMap2x[2];
uint8_t SampleMap4x[4];
uint8_t SampleMap8x[8];
/** GL_ARB_shader_atomic_counters */
GLuint MaxAtomicBufferBindings;
GLuint MaxAtomicBufferSize;
GLuint MaxCombinedAtomicBuffers;
GLuint MaxCombinedAtomicCounters;
/** GL_ARB_vertex_attrib_binding */
GLint MaxVertexAttribRelativeOffset;
GLint MaxVertexAttribBindings;
/* GL_ARB_shader_image_load_store */
GLuint MaxImageUnits;
GLuint MaxCombinedImageUnitsAndFragmentOutputs;
GLuint MaxImageSamples;
GLuint MaxCombinedImageUniforms;
/** GL_ARB_compute_shader */
GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
GLuint MaxComputeWorkGroupInvocations;
/** GL_ARB_gpu_shader5 */
GLfloat MinFragmentInterpolationOffset;
GLfloat MaxFragmentInterpolationOffset;
GLboolean FakeSWMSAA;
struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
};
/**
* Enable flag for each OpenGL extension. Different device drivers will
* enable different extensions at runtime.
*/
struct gl_extensions
{
GLboolean dummy; /* don't remove this! */
GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
GLboolean ANGLE_texture_compression_dxt;
GLboolean ARB_ES2_compatibility;
GLboolean ARB_ES3_compatibility;
GLboolean ARB_arrays_of_arrays;
GLboolean ARB_base_instance;
GLboolean ARB_blend_func_extended;
GLboolean ARB_buffer_storage;
GLboolean ARB_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_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_object;
GLboolean ARB_explicit_attrib_location;
GLboolean ARB_explicit_uniform_location;
GLboolean ARB_geometry_shader4;
GLboolean ARB_gpu_shader5;
GLboolean ARB_half_float_vertex;
GLboolean ARB_instanced_arrays;
GLboolean ARB_internalformat_query;
GLboolean ARB_map_buffer_range;
GLboolean ARB_occlusion_query;
GLboolean ARB_occlusion_query2;
GLboolean ARB_point_sprite;
GLboolean ARB_sample_shading;
GLboolean ARB_seamless_cube_map;
GLboolean ARB_shader_atomic_counters;
GLboolean ARB_shader_bit_encoding;
GLboolean ARB_shader_image_load_store;
GLboolean ARB_shader_stencil_export;
GLboolean ARB_shader_texture_lod;
GLboolean ARB_shading_language_packing;
GLboolean ARB_shading_language_420pack;
GLboolean ARB_shadow;
GLboolean ARB_stencil_texturing;
GLboolean ARB_sync;
GLboolean ARB_texture_border_clamp;
GLboolean ARB_texture_buffer_object;
GLboolean ARB_texture_buffer_object_rgb32;
GLboolean ARB_texture_buffer_range;
GLboolean ARB_texture_compression_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_program;
GLboolean ARB_vertex_shader;
GLboolean ARB_vertex_type_10f_11f_11f_rev;
GLboolean ARB_vertex_type_2_10_10_10_rev;
GLboolean ARB_viewport_array;
GLboolean EXT_blend_color;
GLboolean EXT_blend_equation_separate;
GLboolean EXT_blend_func_separate;
GLboolean EXT_blend_minmax;
GLboolean EXT_depth_bounds_test;
GLboolean EXT_draw_buffers2;
GLboolean EXT_framebuffer_multisample;
GLboolean EXT_framebuffer_multisample_blit_scaled;
GLboolean EXT_framebuffer_sRGB;
GLboolean EXT_gpu_program_parameters;
GLboolean EXT_gpu_shader4;
GLboolean EXT_packed_float;
GLboolean EXT_pixel_buffer_object;
GLboolean EXT_point_parameters;
GLboolean EXT_provoking_vertex;
GLboolean EXT_shader_integer_mix;
GLboolean EXT_stencil_two_side;
GLboolean EXT_texture3D;
GLboolean EXT_texture_array;
GLboolean EXT_texture_compression_latc;
GLboolean EXT_texture_compression_s3tc;
GLboolean EXT_texture_env_dot3;
GLboolean EXT_texture_filter_anisotropic;
GLboolean EXT_texture_integer;
GLboolean EXT_texture_mirror_clamp;
GLboolean EXT_texture_shared_exponent;
GLboolean EXT_texture_snorm;
GLboolean EXT_texture_sRGB;
GLboolean EXT_texture_sRGB_decode;
GLboolean EXT_texture_swizzle;
GLboolean EXT_transform_feedback;
GLboolean EXT_timer_query;
GLboolean EXT_vertex_array_bgra;
GLboolean OES_standard_derivatives;
/* vendor extensions */
GLboolean AMD_performance_monitor;
GLboolean AMD_seamless_cubemap_per_texture;
GLboolean AMD_vertex_shader_layer;
GLboolean AMD_vertex_shader_viewport_index;
GLboolean APPLE_object_purgeable;
GLboolean ATI_texture_compression_3dc;
GLboolean ATI_texture_mirror_once;
GLboolean ATI_texture_env_combine3;
GLboolean ATI_fragment_shader;
GLboolean ATI_separate_stencil;
GLboolean INTEL_performance_query;
GLboolean MESA_pack_invert;
GLboolean MESA_ycbcr_texture;
GLboolean NV_conditional_render;
GLboolean NV_fog_distance;
GLboolean NV_fragment_program_option;
GLboolean NV_point_sprite;
GLboolean NV_primitive_restart;
GLboolean NV_texture_barrier;
GLboolean NV_texture_env_combine4;
GLboolean NV_texture_rectangle;
GLboolean NV_vdpau_interop;
GLboolean TDFX_texture_compression_FXT1;
GLboolean OES_EGL_image;
GLboolean OES_draw_texture;
GLboolean OES_depth_texture_cube_map;
GLboolean OES_EGL_image_external;
GLboolean OES_compressed_ETC1_RGB8_texture;
GLboolean extension_sentinel;
/** The extension string */
const GLubyte *String;
/** Number of supported extensions */
GLuint Count;
};
/**
* A stack of matrices (projection, modelview, color, texture, etc).
*/
struct gl_matrix_stack
{
GLmatrix *Top; /**< points into Stack */
GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
GLuint Depth; /**< 0 <= Depth < MaxDepth */
GLuint MaxDepth; /**< size of Stack[] array */
GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
};
/**
* \name Bits for image transfer operations
* \sa __struct gl_contextRec::ImageTransferState.
*/
/*@{*/
#define IMAGE_SCALE_BIAS_BIT 0x1
#define IMAGE_SHIFT_OFFSET_BIT 0x2
#define IMAGE_MAP_COLOR_BIT 0x4
#define IMAGE_CLAMP_BIT 0x800
/** Pixel Transfer ops */
#define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
IMAGE_SHIFT_OFFSET_BIT | \
IMAGE_MAP_COLOR_BIT)
/**
* \name Bits to indicate what state has changed.
*/
/*@{*/
#define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
#define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
#define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
#define _NEW_COLOR (1 << 3) /**< gl_context::Color */
#define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
#define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
#define _NEW_FOG (1 << 6) /**< gl_context::Fog */
#define _NEW_HINT (1 << 7) /**< gl_context::Hint */
#define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
#define _NEW_LINE (1 << 9) /**< gl_context::Line */
#define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
#define _NEW_POINT (1 << 11) /**< gl_context::Point */
#define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
#define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
#define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
#define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
#define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
#define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
#define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
/* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
#define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
#define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
#define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
#define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
#define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
#define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
#define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
#define _NEW_PROGRAM_CONSTANTS (1 << 27)
#define _NEW_BUFFER_OBJECT (1 << 28)
#define _NEW_FRAG_CLAMP (1 << 29)
/* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
#define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
#define _NEW_ALL ~0
/*@}*/
/**
* Composite state flags
*/
/*@{*/
#define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
_NEW_TEXTURE | \
_NEW_POINT | \
_NEW_PROGRAM | \
_NEW_MODELVIEW)
#define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
_NEW_FOG | \
_NEW_PROGRAM)
/*@}*/
/* This has to be included here. */
#include "dd.h"
/**
* Display list flags.
* Strictly this is a tnl-private concept, but it doesn't seem
* worthwhile adding a tnl private structure just to hold this one bit
* of information:
*/
#define DLIST_DANGLING_REFS 0x1
/** Opaque declaration of display list payload data type */
union gl_dlist_node;
/**
* Provide a location where information about a display list can be
* collected. Could be extended with driverPrivate structures,
* etc. in the future.
*/
struct gl_display_list
{
GLuint Name;
GLchar *Label; /**< GL_KHR_debug */
GLbitfield Flags; /**< DLIST_x flags */
/** The dlist commands are in a linked list of nodes */
union gl_dlist_node *Head;
};
/**
* State used during display list compilation and execution.
*/
struct gl_dlist_state
{
GLuint CallDepth; /**< Current recursion calling depth */
struct gl_display_list *CurrentList; /**< List currently being compiled */
union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
GLuint CurrentPos; /**< Index into current block of nodes */
GLvertexformat ListVtxfmt;
GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
struct {
/* State known to have been set by the currently-compiling display
* list. Used to eliminate some redundant state changes.
*/
GLenum ShadeModel;
} Current;
};
/** @{
*
* These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
* to small enums suitable for use as an array index.
*/
enum mesa_debug_source {
MESA_DEBUG_SOURCE_API,
MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
MESA_DEBUG_SOURCE_SHADER_COMPILER,
MESA_DEBUG_SOURCE_THIRD_PARTY,
MESA_DEBUG_SOURCE_APPLICATION,
MESA_DEBUG_SOURCE_OTHER,
MESA_DEBUG_SOURCE_COUNT
};
enum mesa_debug_type {
MESA_DEBUG_TYPE_ERROR,
MESA_DEBUG_TYPE_DEPRECATED,
MESA_DEBUG_TYPE_UNDEFINED,
MESA_DEBUG_TYPE_PORTABILITY,
MESA_DEBUG_TYPE_PERFORMANCE,
MESA_DEBUG_TYPE_OTHER,
MESA_DEBUG_TYPE_MARKER,
MESA_DEBUG_TYPE_PUSH_GROUP,
MESA_DEBUG_TYPE_POP_GROUP,
MESA_DEBUG_TYPE_COUNT
};
enum mesa_debug_severity {
MESA_DEBUG_SEVERITY_LOW,
MESA_DEBUG_SEVERITY_MEDIUM,
MESA_DEBUG_SEVERITY_HIGH,
MESA_DEBUG_SEVERITY_NOTIFICATION,
MESA_DEBUG_SEVERITY_COUNT
};
/** @} */
/**
* Enum for the OpenGL APIs we know about and may support.
*
* NOTE: This must match the api_enum table in
* src/mesa/main/get_hash_generator.py
*/
typedef enum
{
API_OPENGL_COMPAT, /* legacy / compatibility contexts */
API_OPENGLES,
API_OPENGLES2,
API_OPENGL_CORE,
API_OPENGL_LAST = API_OPENGL_CORE
} gl_api;
/**
* Driver-specific state flags.
*
* These are or'd with gl_context::NewDriverState to notify a driver about
* a state change. The driver sets the flags at context creation and
* the meaning of the bits set is opaque to core Mesa.
*/
struct gl_driver_flags
{
/** gl_context::Array::_DrawArrays (vertex array state) */
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;
uint64_t NewTextureBuffer;
/**
* gl_context::AtomicBufferBindings
*/
uint64_t NewAtomicBuffer;
/**
* gl_context::ImageUnits
*/
uint64_t NewImageUnits;
};
struct gl_uniform_buffer_binding
{
struct gl_buffer_object *BufferObject;
/** Start of uniform block data in the buffer */
GLintptr Offset;
/** Size of data allowed to be referenced from the buffer (in bytes) */
GLsizeiptr Size;
/**
* glBindBufferBase() indicates that the Size should be ignored and only
* limited by the current size of the BufferObject.
*/
GLboolean AutomaticSize;
};
/**
* ARB_shader_image_load_store image unit.
*/
struct gl_image_unit
{
/**
* Texture object bound to this unit.
*/
struct gl_texture_object *TexObj;
/**
* Level of the texture object bound to this unit.
*/
GLuint Level;
/**
* \c GL_TRUE if the whole level is bound as an array of layers, \c
* GL_FALSE if only some specific layer of the texture is bound.
* \sa Layer
*/
GLboolean Layered;
/**
* Layer of the texture object bound to this unit, or zero if the
* whole level is bound.
*/
GLuint Layer;
/**
* Access allowed to this texture image. Either \c GL_READ_ONLY,
* \c GL_WRITE_ONLY or \c GL_READ_WRITE.
*/
GLenum Access;
/**
* GL internal format that determines the interpretation of the
* image memory when shader image operations are performed through
* this unit.
*/
GLenum Format;
/**
* Mesa format corresponding to \c Format.
*/
mesa_format _ActualFormat;
/**
* GL_TRUE if the state of this image unit is valid and access from
* the shader is allowed. Otherwise loads from this unit should
* return zero and stores should have no effect.
*/
GLboolean _Valid;
};
/**
* Binding point for an atomic counter buffer object.
*/
struct gl_atomic_buffer_binding
{
struct gl_buffer_object *BufferObject;
GLintptr Offset;
GLsizeiptr Size;
};
/**
* Mesa rendering context.
*
* This is the central context data structure for Mesa. Almost all
* OpenGL state is contained in this structure.
* Think of this as a base class from which device drivers will derive
* sub classes.
*/
struct gl_context
{
/** State possibly shared with other contexts in the address space */
struct gl_shared_state *Shared;
/** \name API function pointer tables */
/*@{*/
gl_api API;
/**
* The current dispatch table for non-displaylist-saving execution, either
* BeginEnd or OutsideBeginEnd
*/
struct _glapi_table *Exec;
/**
* The normal dispatch table for non-displaylist-saving, non-begin/end
*/
struct _glapi_table *OutsideBeginEnd;
/** The dispatch table used between glNewList() and glEndList() */
struct _glapi_table *Save;
/**
* The dispatch table used between glBegin() and glEnd() (outside of a
* display list). Only valid functions between those two are set, which is
* mostly just the set in a GLvertexformat struct.
*/
struct _glapi_table *BeginEnd;
/**
* Tracks the current dispatch table out of the 3 above, so that it can be
* re-set on glXMakeCurrent().
*/
struct _glapi_table *CurrentDispatch;
/*@}*/
struct gl_config Visual;
struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
/**
* Device driver function pointer table
*/
struct dd_function_table Driver;
/** Core/Driver constants */
struct gl_constants Const;
/** \name The various 4x4 matrix stacks */
/*@{*/
struct gl_matrix_stack ModelviewMatrixStack;
struct gl_matrix_stack ProjectionMatrixStack;
struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
/*@}*/
/** Combined modelview and projection matrix */
GLmatrix _ModelProjectMatrix;
/** \name Display lists */
struct gl_dlist_state ListState;
GLboolean ExecuteFlag; /**< Execute GL commands? */
GLboolean CompileFlag; /**< Compile GL commands into display list? */
/** Extension information */
struct gl_extensions Extensions;
/** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
GLuint Version;
char *VersionString;
/** \name State attribute stack (for glPush/PopAttrib) */
/*@{*/
GLuint AttribStackDepth;
struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
/*@}*/
/** \name Renderer attribute groups
*
* We define a struct for each attribute group to make pushing and popping
* attributes easy. Also it's a good organization.
*/
/*@{*/
struct gl_accum_attrib Accum; /**< Accum buffer attributes */
struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
struct gl_current_attrib Current; /**< Current attributes */
struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
struct gl_eval_attrib Eval; /**< Eval attributes */
struct gl_fog_attrib Fog; /**< Fog attributes */
struct gl_hint_attrib Hint; /**< Hint attributes */
struct gl_light_attrib Light; /**< Light attributes */
struct gl_line_attrib Line; /**< Line attributes */
struct gl_list_attrib List; /**< List attributes */
struct gl_multisample_attrib Multisample;
struct gl_pixel_attrib Pixel; /**< Pixel attributes */
struct gl_point_attrib Point; /**< Point attributes */
struct gl_polygon_attrib Polygon; /**< Polygon attributes */
GLuint PolygonStipple[32]; /**< Polygon stipple */
struct gl_scissor_attrib Scissor; /**< Scissor attributes */
struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
struct gl_texture_attrib Texture; /**< Texture attributes */
struct gl_transform_attrib Transform; /**< Transformation attributes */
struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
/*@}*/
/** \name Client attribute stack */
/*@{*/
GLuint ClientAttribStackDepth;
struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
/*@}*/
/** \name Client attribute groups */
/*@{*/
struct gl_array_attrib Array; /**< Vertex arrays */
struct gl_pixelstore_attrib Pack; /**< Pixel packing */
struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
/*@}*/
/** \name Other assorted state (not pushed/popped on attribute stack) */
/*@{*/
struct gl_pixelmaps PixelMaps;
struct gl_evaluators EvalMap; /**< All evaluators */
struct gl_feedback Feedback; /**< Feedback */
struct gl_selection Select; /**< Selection */
struct gl_program_state Program; /**< general program state */
struct gl_vertex_program_state VertexProgram;
struct gl_fragment_program_state FragmentProgram;
struct gl_geometry_program_state GeometryProgram;
struct gl_compute_program_state ComputeProgram;
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 *CopyReadBuffer; /**< GL_ARB_copy_buffer */
struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
/**
* Current GL_ARB_uniform_buffer_object binding referenced by
* GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
*/
struct gl_buffer_object *UniformBuffer;
/**
* Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
* This is set up using glBindBufferRange() or glBindBufferBase(). They are
* associated with uniform blocks by glUniformBlockBinding()'s state in the
* shader program.
*/
struct gl_uniform_buffer_binding
UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
/**
* Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
* target.
*/
struct gl_buffer_object *AtomicBuffer;
/**
* Array of atomic counter buffer binding points.
*/
struct gl_atomic_buffer_binding
AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
/**
* Array of image units for ARB_shader_image_load_store.
*/
struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
/*@}*/
struct gl_meta_state *Meta; /**< for "meta" operations */
/* GL_EXT_framebuffer_object */
struct gl_renderbuffer *CurrentRenderbuffer;
GLenum ErrorValue; /**< Last error code */
/**
* Recognize and silence repeated error debug messages in buggy apps.
*/
const char *ErrorDebugFmtString;
GLuint ErrorDebugCount;
/* GL_ARB_debug_output/GL_KHR_debug */
struct gl_debug_state *Debug;
GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
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;
};
#ifdef DEBUG
extern int MESA_VERBOSE;
extern int MESA_DEBUG_FLAGS;
# define MESA_FUNCTION __FUNCTION__
#else
# define MESA_VERBOSE 0
# define MESA_DEBUG_FLAGS 0
# define MESA_FUNCTION "a function"
# ifndef NDEBUG
# define NDEBUG
# endif
#endif
/** The MESA_VERBOSE var is a bitmask of these flags */
enum _verbose
{
VERBOSE_VARRAY = 0x0001,
VERBOSE_TEXTURE = 0x0002,
VERBOSE_MATERIAL = 0x0004,
VERBOSE_PIPELINE = 0x0008,
VERBOSE_DRIVER = 0x0010,
VERBOSE_STATE = 0x0020,
VERBOSE_API = 0x0040,
VERBOSE_DISPLAY_LIST = 0x0100,
VERBOSE_LIGHTING = 0x0200,
VERBOSE_PRIMS = 0x0400,
VERBOSE_VERTS = 0x0800,
VERBOSE_DISASSEM = 0x1000,
VERBOSE_DRAW = 0x2000,
VERBOSE_SWAPBUFFERS = 0x4000
};
/** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
enum _debug
{
DEBUG_SILENT = (1 << 0),
DEBUG_ALWAYS_FLUSH = (1 << 1),
DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
DEBUG_INCOMPLETE_FBO = (1 << 3)
};
#ifdef __cplusplus
}
#endif
#endif /* MTYPES_H */