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4358 Serge 1
/*
2
 * Mesa 3-D graphics library
3
 *
4
 * Copyright (C) 1999-2008  Brian Paul   All Rights Reserved.
5
 * Copyright (C) 2009  VMware, Inc.  All Rights Reserved.
6
 *
7
 * Permission is hereby granted, free of charge, to any person obtaining a
8
 * copy of this software and associated documentation files (the "Software"),
9
 * to deal in the Software without restriction, including without limitation
10
 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11
 * and/or sell copies of the Software, and to permit persons to whom the
12
 * Software is furnished to do so, subject to the following conditions:
13
 *
14
 * The above copyright notice and this permission notice shall be included
15
 * in all copies or substantial portions of the Software.
16
 *
17
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18
 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
20
 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21
 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22
 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23
 * OTHER DEALINGS IN THE SOFTWARE.
24
 */
25
 
26
/**
27
 * \file mtypes.h
28
 * Main Mesa data structures.
29
 *
30
 * Please try to mark derived values with a leading underscore ('_').
31
 */
32
 
33
#ifndef MTYPES_H
34
#define MTYPES_H
35
 
36
 
37
#include "main/glheader.h"
38
#include "main/config.h"
39
#include "glapi/glapi.h"
40
#include "math/m_matrix.h"	/* GLmatrix */
41
#include "main/simple_list.h"	/* struct simple_node */
42
#include "main/formats.h"       /* MESA_FORMAT_COUNT */
43
 
44
 
45
#ifdef __cplusplus
46
extern "C" {
47
#endif
48
 
49
 
50
/**
51
 * \name 64-bit extension of GLbitfield.
52
 */
53
/*@{*/
54
typedef GLuint64 GLbitfield64;
55
 
56
/** Set a single bit */
57
#define BITFIELD64_BIT(b)      ((GLbitfield64)1 << (b))
58
/** Set all bits up to excluding bit b */
59
#define BITFIELD64_MASK(b)      \
60
   ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
61
/** Set count bits starting from bit b  */
62
#define BITFIELD64_RANGE(b, count) \
63
   (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
64
 
65
 
66
/**
67
 * \name Some forward type declarations
68
 */
69
/*@{*/
70
struct _mesa_HashTable;
71
struct gl_attrib_node;
72
struct gl_list_extensions;
73
struct gl_meta_state;
74
struct gl_program_cache;
75
struct gl_texture_object;
76
struct gl_context;
77
struct st_context;
78
struct gl_uniform_storage;
79
struct prog_instruction;
80
struct gl_program_parameter_list;
81
struct set;
82
struct set_entry;
83
/*@}*/
84
 
85
 
86
/** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
87
#define PRIM_MAX                 GL_TRIANGLE_STRIP_ADJACENCY
88
#define PRIM_OUTSIDE_BEGIN_END   (PRIM_MAX + 1)
89
#define PRIM_UNKNOWN             (PRIM_MAX + 2)
90
 
91
 
92
 
93
/**
94
 * Indexes for vertex program attributes.
95
 * GL_NV_vertex_program aliases generic attributes over the conventional
96
 * attributes.  In GL_ARB_vertex_program shader the aliasing is optional.
97
 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
98
 * generic attributes are distinct/separate).
99
 */
100
typedef enum
101
{
102
   VERT_ATTRIB_POS = 0,
103
   VERT_ATTRIB_WEIGHT = 1,
104
   VERT_ATTRIB_NORMAL = 2,
105
   VERT_ATTRIB_COLOR0 = 3,
106
   VERT_ATTRIB_COLOR1 = 4,
107
   VERT_ATTRIB_FOG = 5,
108
   VERT_ATTRIB_COLOR_INDEX = 6,
109
   VERT_ATTRIB_EDGEFLAG = 7,
110
   VERT_ATTRIB_TEX0 = 8,
111
   VERT_ATTRIB_TEX1 = 9,
112
   VERT_ATTRIB_TEX2 = 10,
113
   VERT_ATTRIB_TEX3 = 11,
114
   VERT_ATTRIB_TEX4 = 12,
115
   VERT_ATTRIB_TEX5 = 13,
116
   VERT_ATTRIB_TEX6 = 14,
117
   VERT_ATTRIB_TEX7 = 15,
118
   VERT_ATTRIB_POINT_SIZE = 16,
119
   VERT_ATTRIB_GENERIC0 = 17,
120
   VERT_ATTRIB_GENERIC1 = 18,
121
   VERT_ATTRIB_GENERIC2 = 19,
122
   VERT_ATTRIB_GENERIC3 = 20,
123
   VERT_ATTRIB_GENERIC4 = 21,
124
   VERT_ATTRIB_GENERIC5 = 22,
125
   VERT_ATTRIB_GENERIC6 = 23,
126
   VERT_ATTRIB_GENERIC7 = 24,
127
   VERT_ATTRIB_GENERIC8 = 25,
128
   VERT_ATTRIB_GENERIC9 = 26,
129
   VERT_ATTRIB_GENERIC10 = 27,
130
   VERT_ATTRIB_GENERIC11 = 28,
131
   VERT_ATTRIB_GENERIC12 = 29,
132
   VERT_ATTRIB_GENERIC13 = 30,
133
   VERT_ATTRIB_GENERIC14 = 31,
134
   VERT_ATTRIB_GENERIC15 = 32,
135
   VERT_ATTRIB_MAX = 33
136
} gl_vert_attrib;
137
 
138
/**
139
 * Symbolic constats to help iterating over
140
 * specific blocks of vertex attributes.
141
 *
142
 * VERT_ATTRIB_FF
143
 *   includes all fixed function attributes as well as
144
 *   the aliased GL_NV_vertex_program shader attributes.
145
 * VERT_ATTRIB_TEX
146
 *   include the classic texture coordinate attributes.
147
 *   Is a subset of VERT_ATTRIB_FF.
148
 * VERT_ATTRIB_GENERIC
149
 *   include the OpenGL 2.0+ GLSL generic shader attributes.
150
 *   These alias the generic GL_ARB_vertex_shader attributes.
151
 */
152
#define VERT_ATTRIB_FF(i)           (VERT_ATTRIB_POS + (i))
153
#define VERT_ATTRIB_FF_MAX          VERT_ATTRIB_GENERIC0
154
 
155
#define VERT_ATTRIB_TEX(i)          (VERT_ATTRIB_TEX0 + (i))
156
#define VERT_ATTRIB_TEX_MAX         MAX_TEXTURE_COORD_UNITS
157
 
158
#define VERT_ATTRIB_GENERIC(i)      (VERT_ATTRIB_GENERIC0 + (i))
159
#define VERT_ATTRIB_GENERIC_MAX     MAX_VERTEX_GENERIC_ATTRIBS
160
 
161
/**
162
 * Bitflags for vertex attributes.
163
 * These are used in bitfields in many places.
164
 */
165
/*@{*/
166
#define VERT_BIT_POS             BITFIELD64_BIT(VERT_ATTRIB_POS)
167
#define VERT_BIT_WEIGHT          BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
168
#define VERT_BIT_NORMAL          BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
169
#define VERT_BIT_COLOR0          BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
170
#define VERT_BIT_COLOR1          BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
171
#define VERT_BIT_FOG             BITFIELD64_BIT(VERT_ATTRIB_FOG)
172
#define VERT_BIT_COLOR_INDEX     BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
173
#define VERT_BIT_EDGEFLAG        BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
174
#define VERT_BIT_TEX0            BITFIELD64_BIT(VERT_ATTRIB_TEX0)
175
#define VERT_BIT_TEX1            BITFIELD64_BIT(VERT_ATTRIB_TEX1)
176
#define VERT_BIT_TEX2            BITFIELD64_BIT(VERT_ATTRIB_TEX2)
177
#define VERT_BIT_TEX3            BITFIELD64_BIT(VERT_ATTRIB_TEX3)
178
#define VERT_BIT_TEX4            BITFIELD64_BIT(VERT_ATTRIB_TEX4)
179
#define VERT_BIT_TEX5            BITFIELD64_BIT(VERT_ATTRIB_TEX5)
180
#define VERT_BIT_TEX6            BITFIELD64_BIT(VERT_ATTRIB_TEX6)
181
#define VERT_BIT_TEX7            BITFIELD64_BIT(VERT_ATTRIB_TEX7)
182
#define VERT_BIT_POINT_SIZE      BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
183
#define VERT_BIT_GENERIC0        BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
184
 
185
#define VERT_BIT(i)              BITFIELD64_BIT(i)
186
#define VERT_BIT_ALL             BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
187
 
188
#define VERT_BIT_FF(i)           VERT_BIT(i)
189
#define VERT_BIT_FF_ALL          BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
190
#define VERT_BIT_TEX(i)          VERT_BIT(VERT_ATTRIB_TEX(i))
191
#define VERT_BIT_TEX_ALL         \
192
   BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
193
 
194
#define VERT_BIT_GENERIC(i)      VERT_BIT(VERT_ATTRIB_GENERIC(i))
195
#define VERT_BIT_GENERIC_ALL     \
196
   BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
197
/*@}*/
198
 
199
 
200
/**
201
 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
202
 * fragment shader inputs.
203
 *
204
 * Note that some of these values are not available to all pipeline stages.
205
 *
206
 * When this enum is updated, the following code must be updated too:
207
 * - vertResults (in prog_print.c's arb_output_attrib_string())
208
 * - fragAttribs (in prog_print.c's arb_input_attrib_string())
209
 * - _mesa_varying_slot_in_fs()
210
 */
211
typedef enum
212
{
213
   VARYING_SLOT_POS,
214
   VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
215
   VARYING_SLOT_COL1,
216
   VARYING_SLOT_FOGC,
217
   VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
218
   VARYING_SLOT_TEX1,
219
   VARYING_SLOT_TEX2,
220
   VARYING_SLOT_TEX3,
221
   VARYING_SLOT_TEX4,
222
   VARYING_SLOT_TEX5,
223
   VARYING_SLOT_TEX6,
224
   VARYING_SLOT_TEX7,
225
   VARYING_SLOT_PSIZ, /* Does not appear in FS */
226
   VARYING_SLOT_BFC0, /* Does not appear in FS */
227
   VARYING_SLOT_BFC1, /* Does not appear in FS */
228
   VARYING_SLOT_EDGE, /* Does not appear in FS */
229
   VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
230
   VARYING_SLOT_CLIP_DIST0,
231
   VARYING_SLOT_CLIP_DIST1,
232
   VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
233
   VARYING_SLOT_LAYER, /* Appears as VS or GS output */
234
   VARYING_SLOT_FACE, /* FS only */
235
   VARYING_SLOT_PNTC, /* FS only */
236
   VARYING_SLOT_VAR0, /* First generic varying slot */
237
   VARYING_SLOT_MAX = VARYING_SLOT_VAR0 + MAX_VARYING
238
} gl_varying_slot;
239
 
240
 
241
/**
242
 * Bitflags for varying slots.
243
 */
244
/*@{*/
245
#define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
246
#define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
247
#define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
248
#define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
249
#define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
250
#define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
251
#define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
252
#define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
253
#define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
254
#define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
255
#define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
256
#define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
257
#define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
258
#define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
259
                                              MAX_TEXTURE_COORD_UNITS)
260
#define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
261
#define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
262
#define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
263
#define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
264
#define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
265
#define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
266
#define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
267
#define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
268
#define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
269
#define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
270
#define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
271
#define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
272
/*@}*/
273
 
274
 
275
/**
276
 * Determine if the given gl_varying_slot appears in the fragment shader.
277
 */
278
static inline GLboolean
279
_mesa_varying_slot_in_fs(gl_varying_slot slot)
280
{
281
   switch (slot) {
282
   case VARYING_SLOT_PSIZ:
283
   case VARYING_SLOT_BFC0:
284
   case VARYING_SLOT_BFC1:
285
   case VARYING_SLOT_EDGE:
286
   case VARYING_SLOT_CLIP_VERTEX:
287
   case VARYING_SLOT_LAYER:
288
      return GL_FALSE;
289
   default:
290
      return GL_TRUE;
291
   }
292
}
293
 
294
 
295
/**
296
 * Fragment program results
297
 */
298
typedef enum
299
{
300
   FRAG_RESULT_DEPTH = 0,
301
   FRAG_RESULT_STENCIL = 1,
302
   /* If a single color should be written to all render targets, this
303
    * register is written.  No FRAG_RESULT_DATAn will be written.
304
    */
305
   FRAG_RESULT_COLOR = 2,
306
 
307
   /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
308
    * or ARB_fragment_program fragment.color[n]) color results.  If
309
    * any are written, FRAG_RESULT_COLOR will not be written.
310
    */
311
   FRAG_RESULT_DATA0 = 3,
312
   FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
313
} gl_frag_result;
314
 
315
 
316
/**
317
 * Indexes for all renderbuffers
318
 */
319
typedef enum
320
{
321
   /* the four standard color buffers */
322
   BUFFER_FRONT_LEFT,
323
   BUFFER_BACK_LEFT,
324
   BUFFER_FRONT_RIGHT,
325
   BUFFER_BACK_RIGHT,
326
   BUFFER_DEPTH,
327
   BUFFER_STENCIL,
328
   BUFFER_ACCUM,
329
   /* optional aux buffer */
330
   BUFFER_AUX0,
331
   /* generic renderbuffers */
332
   BUFFER_COLOR0,
333
   BUFFER_COLOR1,
334
   BUFFER_COLOR2,
335
   BUFFER_COLOR3,
336
   BUFFER_COLOR4,
337
   BUFFER_COLOR5,
338
   BUFFER_COLOR6,
339
   BUFFER_COLOR7,
340
   BUFFER_COUNT
341
} gl_buffer_index;
342
 
343
/**
344
 * Bit flags for all renderbuffers
345
 */
346
#define BUFFER_BIT_FRONT_LEFT   (1 << BUFFER_FRONT_LEFT)
347
#define BUFFER_BIT_BACK_LEFT    (1 << BUFFER_BACK_LEFT)
348
#define BUFFER_BIT_FRONT_RIGHT  (1 << BUFFER_FRONT_RIGHT)
349
#define BUFFER_BIT_BACK_RIGHT   (1 << BUFFER_BACK_RIGHT)
350
#define BUFFER_BIT_AUX0         (1 << BUFFER_AUX0)
351
#define BUFFER_BIT_AUX1         (1 << BUFFER_AUX1)
352
#define BUFFER_BIT_AUX2         (1 << BUFFER_AUX2)
353
#define BUFFER_BIT_AUX3         (1 << BUFFER_AUX3)
354
#define BUFFER_BIT_DEPTH        (1 << BUFFER_DEPTH)
355
#define BUFFER_BIT_STENCIL      (1 << BUFFER_STENCIL)
356
#define BUFFER_BIT_ACCUM        (1 << BUFFER_ACCUM)
357
#define BUFFER_BIT_COLOR0       (1 << BUFFER_COLOR0)
358
#define BUFFER_BIT_COLOR1       (1 << BUFFER_COLOR1)
359
#define BUFFER_BIT_COLOR2       (1 << BUFFER_COLOR2)
360
#define BUFFER_BIT_COLOR3       (1 << BUFFER_COLOR3)
361
#define BUFFER_BIT_COLOR4       (1 << BUFFER_COLOR4)
362
#define BUFFER_BIT_COLOR5       (1 << BUFFER_COLOR5)
363
#define BUFFER_BIT_COLOR6       (1 << BUFFER_COLOR6)
364
#define BUFFER_BIT_COLOR7       (1 << BUFFER_COLOR7)
365
 
366
/**
367
 * Mask of all the color buffer bits (but not accum).
368
 */
369
#define BUFFER_BITS_COLOR  (BUFFER_BIT_FRONT_LEFT | \
370
                            BUFFER_BIT_BACK_LEFT | \
371
                            BUFFER_BIT_FRONT_RIGHT | \
372
                            BUFFER_BIT_BACK_RIGHT | \
373
                            BUFFER_BIT_AUX0 | \
374
                            BUFFER_BIT_COLOR0 | \
375
                            BUFFER_BIT_COLOR1 | \
376
                            BUFFER_BIT_COLOR2 | \
377
                            BUFFER_BIT_COLOR3 | \
378
                            BUFFER_BIT_COLOR4 | \
379
                            BUFFER_BIT_COLOR5 | \
380
                            BUFFER_BIT_COLOR6 | \
381
                            BUFFER_BIT_COLOR7)
382
 
383
 
384
/**
385
 * Framebuffer configuration (aka visual / pixelformat)
386
 * Note: some of these fields should be boolean, but it appears that
387
 * code in drivers/dri/common/util.c requires int-sized fields.
388
 */
389
struct gl_config
390
{
391
   GLboolean rgbMode;
392
   GLboolean floatMode;
393
   GLboolean colorIndexMode;  /* XXX is this used anywhere? */
394
   GLuint doubleBufferMode;
395
   GLuint stereoMode;
396
 
397
   GLboolean haveAccumBuffer;
398
   GLboolean haveDepthBuffer;
399
   GLboolean haveStencilBuffer;
400
 
401
   GLint redBits, greenBits, blueBits, alphaBits;	/* bits per comp */
402
   GLuint redMask, greenMask, blueMask, alphaMask;
403
   GLint rgbBits;		/* total bits for rgb */
404
   GLint indexBits;		/* total bits for colorindex */
405
 
406
   GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
407
   GLint depthBits;
408
   GLint stencilBits;
409
 
410
   GLint numAuxBuffers;
411
 
412
   GLint level;
413
 
414
   /* EXT_visual_rating / GLX 1.2 */
415
   GLint visualRating;
416
 
417
   /* EXT_visual_info / GLX 1.2 */
418
   GLint transparentPixel;
419
   /*    colors are floats scaled to ints */
420
   GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
421
   GLint transparentIndex;
422
 
423
   /* ARB_multisample / SGIS_multisample */
424
   GLint sampleBuffers;
425
   GLint samples;
426
 
427
   /* SGIX_pbuffer / GLX 1.3 */
428
   GLint maxPbufferWidth;
429
   GLint maxPbufferHeight;
430
   GLint maxPbufferPixels;
431
   GLint optimalPbufferWidth;   /* Only for SGIX_pbuffer. */
432
   GLint optimalPbufferHeight;  /* Only for SGIX_pbuffer. */
433
 
434
   /* OML_swap_method */
435
   GLint swapMethod;
436
 
437
   /* EXT_texture_from_pixmap */
438
   GLint bindToTextureRgb;
439
   GLint bindToTextureRgba;
440
   GLint bindToMipmapTexture;
441
   GLint bindToTextureTargets;
442
   GLint yInverted;
443
 
444
   /* EXT_framebuffer_sRGB */
445
   GLint sRGBCapable;
446
};
447
 
448
 
449
/**
450
 * \name Bit flags used for updating material values.
451
 */
452
/*@{*/
453
#define MAT_ATTRIB_FRONT_AMBIENT           0
454
#define MAT_ATTRIB_BACK_AMBIENT            1
455
#define MAT_ATTRIB_FRONT_DIFFUSE           2
456
#define MAT_ATTRIB_BACK_DIFFUSE            3
457
#define MAT_ATTRIB_FRONT_SPECULAR          4
458
#define MAT_ATTRIB_BACK_SPECULAR           5
459
#define MAT_ATTRIB_FRONT_EMISSION          6
460
#define MAT_ATTRIB_BACK_EMISSION           7
461
#define MAT_ATTRIB_FRONT_SHININESS         8
462
#define MAT_ATTRIB_BACK_SHININESS          9
463
#define MAT_ATTRIB_FRONT_INDEXES           10
464
#define MAT_ATTRIB_BACK_INDEXES            11
465
#define MAT_ATTRIB_MAX                     12
466
 
467
#define MAT_ATTRIB_AMBIENT(f)  (MAT_ATTRIB_FRONT_AMBIENT+(f))
468
#define MAT_ATTRIB_DIFFUSE(f)  (MAT_ATTRIB_FRONT_DIFFUSE+(f))
469
#define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
470
#define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
471
#define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
472
#define MAT_ATTRIB_INDEXES(f)  (MAT_ATTRIB_FRONT_INDEXES+(f))
473
 
474
#define MAT_INDEX_AMBIENT  0
475
#define MAT_INDEX_DIFFUSE  1
476
#define MAT_INDEX_SPECULAR 2
477
 
478
#define MAT_BIT_FRONT_AMBIENT         (1<
479
#define MAT_BIT_BACK_AMBIENT          (1<
480
#define MAT_BIT_FRONT_DIFFUSE         (1<
481
#define MAT_BIT_BACK_DIFFUSE          (1<
482
#define MAT_BIT_FRONT_SPECULAR        (1<
483
#define MAT_BIT_BACK_SPECULAR         (1<
484
#define MAT_BIT_FRONT_EMISSION        (1<
485
#define MAT_BIT_BACK_EMISSION         (1<
486
#define MAT_BIT_FRONT_SHININESS       (1<
487
#define MAT_BIT_BACK_SHININESS        (1<
488
#define MAT_BIT_FRONT_INDEXES         (1<
489
#define MAT_BIT_BACK_INDEXES          (1<
490
 
491
 
492
#define FRONT_MATERIAL_BITS	(MAT_BIT_FRONT_EMISSION | 	\
493
				 MAT_BIT_FRONT_AMBIENT |	\
494
				 MAT_BIT_FRONT_DIFFUSE | 	\
495
				 MAT_BIT_FRONT_SPECULAR |	\
496
				 MAT_BIT_FRONT_SHININESS | 	\
497
				 MAT_BIT_FRONT_INDEXES)
498
 
499
#define BACK_MATERIAL_BITS	(MAT_BIT_BACK_EMISSION |	\
500
				 MAT_BIT_BACK_AMBIENT |		\
501
				 MAT_BIT_BACK_DIFFUSE |		\
502
				 MAT_BIT_BACK_SPECULAR |	\
503
				 MAT_BIT_BACK_SHININESS |	\
504
				 MAT_BIT_BACK_INDEXES)
505
 
506
#define ALL_MATERIAL_BITS	(FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
507
/*@}*/
508
 
509
 
510
/**
511
 * Material state.
512
 */
513
struct gl_material
514
{
515
   GLfloat Attrib[MAT_ATTRIB_MAX][4];
516
};
517
 
518
 
519
/**
520
 * Light state flags.
521
 */
522
/*@{*/
523
#define LIGHT_SPOT         0x1
524
#define LIGHT_LOCAL_VIEWER 0x2
525
#define LIGHT_POSITIONAL   0x4
526
#define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
527
/*@}*/
528
 
529
 
530
/**
531
 * Light source state.
532
 */
533
struct gl_light
534
{
535
   struct gl_light *next;	/**< double linked list with sentinel */
536
   struct gl_light *prev;
537
 
538
   GLfloat Ambient[4];		/**< ambient color */
539
   GLfloat Diffuse[4];		/**< diffuse color */
540
   GLfloat Specular[4];		/**< specular color */
541
   GLfloat EyePosition[4];	/**< position in eye coordinates */
542
   GLfloat SpotDirection[4];	/**< spotlight direction in eye coordinates */
543
   GLfloat SpotExponent;
544
   GLfloat SpotCutoff;		/**< in degrees */
545
   GLfloat _CosCutoff;		/**< = MAX(0, cos(SpotCutoff)) */
546
   GLfloat ConstantAttenuation;
547
   GLfloat LinearAttenuation;
548
   GLfloat QuadraticAttenuation;
549
   GLboolean Enabled;		/**< On/off flag */
550
 
551
   /**
552
    * \name Derived fields
553
    */
554
   /*@{*/
555
   GLbitfield _Flags;		/**< Mask of LIGHT_x bits defined above */
556
 
557
   GLfloat _Position[4];	/**< position in eye/obj coordinates */
558
   GLfloat _VP_inf_norm[3];	/**< Norm direction to infinite light */
559
   GLfloat _h_inf_norm[3];	/**< Norm( _VP_inf_norm + <0,0,1> ) */
560
   GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
561
   GLfloat _VP_inf_spot_attenuation;
562
 
563
   GLfloat _MatAmbient[2][3];	/**< material ambient * light ambient */
564
   GLfloat _MatDiffuse[2][3];	/**< material diffuse * light diffuse */
565
   GLfloat _MatSpecular[2][3];	/**< material spec * light specular */
566
   /*@}*/
567
};
568
 
569
 
570
/**
571
 * Light model state.
572
 */
573
struct gl_lightmodel
574
{
575
   GLfloat Ambient[4];		/**< ambient color */
576
   GLboolean LocalViewer;	/**< Local (or infinite) view point? */
577
   GLboolean TwoSide;		/**< Two (or one) sided lighting? */
578
   GLenum ColorControl;		/**< either GL_SINGLE_COLOR
579
				 *    or GL_SEPARATE_SPECULAR_COLOR */
580
};
581
 
582
 
583
/**
584
 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
585
 */
586
struct gl_accum_attrib
587
{
588
   GLfloat ClearColor[4];	/**< Accumulation buffer clear color */
589
};
590
 
591
 
592
/**
593
 * Used for storing clear color, texture border color, etc.
594
 * The float values are typically unclamped.
595
 */
596
union gl_color_union
597
{
598
   GLfloat f[4];
599
   GLint i[4];
600
   GLuint ui[4];
601
};
602
 
603
 
604
/**
605
 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
606
 */
607
struct gl_colorbuffer_attrib
608
{
609
   GLuint ClearIndex;                      /**< Index for glClear */
610
   union gl_color_union ClearColor;        /**< Color for glClear, unclamped */
611
   GLuint IndexMask;                       /**< Color index write mask */
612
   GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
613
 
614
   GLenum DrawBuffer[MAX_DRAW_BUFFERS];	/**< Which buffer to draw into */
615
 
616
   /**
617
    * \name alpha testing
618
    */
619
   /*@{*/
620
   GLboolean AlphaEnabled;		/**< Alpha test enabled flag */
621
   GLenum AlphaFunc;			/**< Alpha test function */
622
   GLfloat AlphaRefUnclamped;
623
   GLclampf AlphaRef;			/**< Alpha reference value */
624
   /*@}*/
625
 
626
   /**
627
    * \name Blending
628
    */
629
   /*@{*/
630
   GLbitfield BlendEnabled;		/**< Per-buffer blend enable flags */
631
 
632
   /* NOTE: this does _not_ depend on fragment clamping or any other clamping
633
    * control, only on the fixed-pointness of the render target.
634
    * The query does however depend on fragment color clamping.
635
    */
636
   GLfloat BlendColorUnclamped[4];               /**< Blending color */
637
   GLfloat BlendColor[4];		/**< Blending color */
638
 
639
   struct
640
   {
641
      GLenum SrcRGB;             /**< RGB blend source term */
642
      GLenum DstRGB;             /**< RGB blend dest term */
643
      GLenum SrcA;               /**< Alpha blend source term */
644
      GLenum DstA;               /**< Alpha blend dest term */
645
      GLenum EquationRGB;        /**< GL_ADD, GL_SUBTRACT, etc. */
646
      GLenum EquationA;          /**< GL_ADD, GL_SUBTRACT, etc. */
647
      /**
648
       * Set if any blend factor uses SRC1.  Computed at the time blend factors
649
       * get set.
650
       */
651
      GLboolean _UsesDualSrc;
652
   } Blend[MAX_DRAW_BUFFERS];
653
   /** Are the blend func terms currently different for each buffer/target? */
654
   GLboolean _BlendFuncPerBuffer;
655
   /** Are the blend equations currently different for each buffer/target? */
656
   GLboolean _BlendEquationPerBuffer;
657
   /*@}*/
658
 
659
   /**
660
    * \name Logic op
661
    */
662
   /*@{*/
663
   GLenum LogicOp;			/**< Logic operator */
664
   GLboolean IndexLogicOpEnabled;	/**< Color index logic op enabled flag */
665
   GLboolean ColorLogicOpEnabled;	/**< RGBA logic op enabled flag */
666
   /*@}*/
667
 
668
   GLboolean DitherFlag;		/**< Dither enable flag */
669
 
670
   GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
671
   GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
672
   GLenum ClampReadColor;     /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
673
 
674
   GLboolean sRGBEnabled;    /**< Framebuffer sRGB blending/updating requested */
675
};
676
 
677
 
678
/**
679
 * Current attribute group (GL_CURRENT_BIT).
680
 */
681
struct gl_current_attrib
682
{
683
   /**
684
    * \name Current vertex attributes.
685
    * \note Values are valid only after FLUSH_VERTICES has been called.
686
    * \note Index and Edgeflag current values are stored as floats in the
687
    * SIX and SEVEN attribute slots.
688
    */
689
   GLfloat Attrib[VERT_ATTRIB_MAX][4];	/**< Position, color, texcoords, etc */
690
 
691
   /**
692
    * \name Current raster position attributes (always valid).
693
    * \note This set of attributes is very similar to the SWvertex struct.
694
    */
695
   /*@{*/
696
   GLfloat RasterPos[4];
697
   GLfloat RasterDistance;
698
   GLfloat RasterColor[4];
699
   GLfloat RasterSecondaryColor[4];
700
   GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
701
   GLboolean RasterPosValid;
702
   /*@}*/
703
};
704
 
705
 
706
/**
707
 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
708
 */
709
struct gl_depthbuffer_attrib
710
{
711
   GLenum Func;			/**< Function for depth buffer compare */
712
   GLclampd Clear;		/**< Value to clear depth buffer to */
713
   GLboolean Test;		/**< Depth buffering enabled flag */
714
   GLboolean Mask;		/**< Depth buffer writable? */
715
   GLboolean BoundsTest;        /**< GL_EXT_depth_bounds_test */
716
   GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
717
};
718
 
719
 
720
/**
721
 * Evaluator attribute group (GL_EVAL_BIT).
722
 */
723
struct gl_eval_attrib
724
{
725
   /**
726
    * \name Enable bits
727
    */
728
   /*@{*/
729
   GLboolean Map1Color4;
730
   GLboolean Map1Index;
731
   GLboolean Map1Normal;
732
   GLboolean Map1TextureCoord1;
733
   GLboolean Map1TextureCoord2;
734
   GLboolean Map1TextureCoord3;
735
   GLboolean Map1TextureCoord4;
736
   GLboolean Map1Vertex3;
737
   GLboolean Map1Vertex4;
738
   GLboolean Map2Color4;
739
   GLboolean Map2Index;
740
   GLboolean Map2Normal;
741
   GLboolean Map2TextureCoord1;
742
   GLboolean Map2TextureCoord2;
743
   GLboolean Map2TextureCoord3;
744
   GLboolean Map2TextureCoord4;
745
   GLboolean Map2Vertex3;
746
   GLboolean Map2Vertex4;
747
   GLboolean AutoNormal;
748
   /*@}*/
749
 
750
   /**
751
    * \name Map Grid endpoints and divisions and calculated du values
752
    */
753
   /*@{*/
754
   GLint MapGrid1un;
755
   GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
756
   GLint MapGrid2un, MapGrid2vn;
757
   GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
758
   GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
759
   /*@}*/
760
};
761
 
762
 
763
/**
764
 * Fog attribute group (GL_FOG_BIT).
765
 */
766
struct gl_fog_attrib
767
{
768
   GLboolean Enabled;		/**< Fog enabled flag */
769
   GLfloat ColorUnclamped[4];            /**< Fog color */
770
   GLfloat Color[4];		/**< Fog color */
771
   GLfloat Density;		/**< Density >= 0.0 */
772
   GLfloat Start;		/**< Start distance in eye coords */
773
   GLfloat End;			/**< End distance in eye coords */
774
   GLfloat Index;		/**< Fog index */
775
   GLenum Mode;			/**< Fog mode */
776
   GLboolean ColorSumEnabled;
777
   GLenum FogCoordinateSource;  /**< GL_EXT_fog_coord */
778
   GLfloat _Scale;		/**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
779
   GLenum FogDistanceMode;     /**< GL_NV_fog_distance */
780
};
781
 
782
 
783
/**
784
 * Hint attribute group (GL_HINT_BIT).
785
 *
786
 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
787
 */
788
struct gl_hint_attrib
789
{
790
   GLenum PerspectiveCorrection;
791
   GLenum PointSmooth;
792
   GLenum LineSmooth;
793
   GLenum PolygonSmooth;
794
   GLenum Fog;
795
   GLenum TextureCompression;   /**< GL_ARB_texture_compression */
796
   GLenum GenerateMipmap;       /**< GL_SGIS_generate_mipmap */
797
   GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
798
};
799
 
800
 
801
/**
802
 * Lighting attribute group (GL_LIGHT_BIT).
803
 */
804
struct gl_light_attrib
805
{
806
   struct gl_light Light[MAX_LIGHTS];	/**< Array of light sources */
807
   struct gl_lightmodel Model;		/**< Lighting model */
808
 
809
   /**
810
    * Front and back material values.
811
    * Note: must call FLUSH_VERTICES() before using.
812
    */
813
   struct gl_material Material;
814
 
815
   GLboolean Enabled;			/**< Lighting enabled flag */
816
   GLenum ShadeModel;			/**< GL_FLAT or GL_SMOOTH */
817
   GLenum ProvokingVertex;              /**< GL_EXT_provoking_vertex */
818
   GLenum ColorMaterialFace;		/**< GL_FRONT, BACK or FRONT_AND_BACK */
819
   GLenum ColorMaterialMode;		/**< GL_AMBIENT, GL_DIFFUSE, etc */
820
   GLbitfield _ColorMaterialBitmask;	/**< bitmask formed from Face and Mode */
821
   GLboolean ColorMaterialEnabled;
822
   GLenum ClampVertexColor;             /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
823
   GLboolean _ClampVertexColor;
824
 
825
   struct gl_light EnabledList;         /**< List sentinel */
826
 
827
   /**
828
    * Derived state for optimizations:
829
    */
830
   /*@{*/
831
   GLboolean _NeedEyeCoords;
832
   GLboolean _NeedVertices;		/**< Use fast shader? */
833
   GLfloat _BaseColor[2][3];
834
   /*@}*/
835
};
836
 
837
 
838
/**
839
 * Line attribute group (GL_LINE_BIT).
840
 */
841
struct gl_line_attrib
842
{
843
   GLboolean SmoothFlag;	/**< GL_LINE_SMOOTH enabled? */
844
   GLboolean StippleFlag;	/**< GL_LINE_STIPPLE enabled? */
845
   GLushort StipplePattern;	/**< Stipple pattern */
846
   GLint StippleFactor;		/**< Stipple repeat factor */
847
   GLfloat Width;		/**< Line width */
848
};
849
 
850
 
851
/**
852
 * Display list attribute group (GL_LIST_BIT).
853
 */
854
struct gl_list_attrib
855
{
856
   GLuint ListBase;
857
};
858
 
859
 
860
/**
861
 * Multisample attribute group (GL_MULTISAMPLE_BIT).
862
 */
863
struct gl_multisample_attrib
864
{
865
   GLboolean Enabled;
866
   GLboolean _Enabled;   /**< true if Enabled and multisample buffer */
867
   GLboolean SampleAlphaToCoverage;
868
   GLboolean SampleAlphaToOne;
869
   GLboolean SampleCoverage;
870
   GLfloat SampleCoverageValue;
871
   GLboolean SampleCoverageInvert;
872
 
873
   /* ARB_texture_multisample / GL3.2 additions */
874
   GLboolean SampleMask;
875
   /** The GL spec defines this as an array but >32x MSAA is madness */
876
   GLbitfield SampleMaskValue;
877
};
878
 
879
 
880
/**
881
 * A pixelmap (see glPixelMap)
882
 */
883
struct gl_pixelmap
884
{
885
   GLint Size;
886
   GLfloat Map[MAX_PIXEL_MAP_TABLE];
887
};
888
 
889
 
890
/**
891
 * Collection of all pixelmaps
892
 */
893
struct gl_pixelmaps
894
{
895
   struct gl_pixelmap RtoR;  /**< i.e. GL_PIXEL_MAP_R_TO_R */
896
   struct gl_pixelmap GtoG;
897
   struct gl_pixelmap BtoB;
898
   struct gl_pixelmap AtoA;
899
   struct gl_pixelmap ItoR;
900
   struct gl_pixelmap ItoG;
901
   struct gl_pixelmap ItoB;
902
   struct gl_pixelmap ItoA;
903
   struct gl_pixelmap ItoI;
904
   struct gl_pixelmap StoS;
905
};
906
 
907
 
908
/**
909
 * Pixel attribute group (GL_PIXEL_MODE_BIT).
910
 */
911
struct gl_pixel_attrib
912
{
913
   GLenum ReadBuffer;		/**< source buffer for glRead/CopyPixels() */
914
 
915
   /*--- Begin Pixel Transfer State ---*/
916
   /* Fields are in the order in which they're applied... */
917
 
918
   /** Scale & Bias (index shift, offset) */
919
   /*@{*/
920
   GLfloat RedBias, RedScale;
921
   GLfloat GreenBias, GreenScale;
922
   GLfloat BlueBias, BlueScale;
923
   GLfloat AlphaBias, AlphaScale;
924
   GLfloat DepthBias, DepthScale;
925
   GLint IndexShift, IndexOffset;
926
   /*@}*/
927
 
928
   /* Pixel Maps */
929
   /* Note: actual pixel maps are not part of this attrib group */
930
   GLboolean MapColorFlag;
931
   GLboolean MapStencilFlag;
932
 
933
   /*--- End Pixel Transfer State ---*/
934
 
935
   /** glPixelZoom */
936
   GLfloat ZoomX, ZoomY;
937
};
938
 
939
 
940
/**
941
 * Point attribute group (GL_POINT_BIT).
942
 */
943
struct gl_point_attrib
944
{
945
   GLboolean SmoothFlag;	/**< True if GL_POINT_SMOOTH is enabled */
946
   GLfloat Size;		/**< User-specified point size */
947
   GLfloat Params[3];		/**< GL_EXT_point_parameters */
948
   GLfloat MinSize, MaxSize;	/**< GL_EXT_point_parameters */
949
   GLfloat Threshold;		/**< GL_EXT_point_parameters */
950
   GLboolean _Attenuated;	/**< True if Params != [1, 0, 0] */
951
   GLboolean PointSprite;	/**< GL_NV/ARB_point_sprite */
952
   GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
953
   GLenum SpriteRMode;		/**< GL_NV_point_sprite (only!) */
954
   GLenum SpriteOrigin;		/**< GL_ARB_point_sprite */
955
};
956
 
957
 
958
/**
959
 * Polygon attribute group (GL_POLYGON_BIT).
960
 */
961
struct gl_polygon_attrib
962
{
963
   GLenum FrontFace;		/**< Either GL_CW or GL_CCW */
964
   GLenum FrontMode;		/**< Either GL_POINT, GL_LINE or GL_FILL */
965
   GLenum BackMode;		/**< Either GL_POINT, GL_LINE or GL_FILL */
966
   GLboolean _FrontBit;		/**< 0=GL_CCW, 1=GL_CW */
967
   GLboolean CullFlag;		/**< Culling on/off flag */
968
   GLboolean SmoothFlag;	/**< True if GL_POLYGON_SMOOTH is enabled */
969
   GLboolean StippleFlag;	/**< True if GL_POLYGON_STIPPLE is enabled */
970
   GLenum CullFaceMode;		/**< Culling mode GL_FRONT or GL_BACK */
971
   GLfloat OffsetFactor;	/**< Polygon offset factor, from user */
972
   GLfloat OffsetUnits;		/**< Polygon offset units, from user */
973
   GLboolean OffsetPoint;	/**< Offset in GL_POINT mode */
974
   GLboolean OffsetLine;	/**< Offset in GL_LINE mode */
975
   GLboolean OffsetFill;	/**< Offset in GL_FILL mode */
976
};
977
 
978
 
979
/**
980
 * Scissor attributes (GL_SCISSOR_BIT).
981
 */
982
struct gl_scissor_attrib
983
{
984
   GLboolean Enabled;		/**< Scissor test enabled? */
985
   GLint X, Y;			/**< Lower left corner of box */
986
   GLsizei Width, Height;	/**< Size of box */
987
};
988
 
989
 
990
/**
991
 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
992
 *
993
 * Three sets of stencil data are tracked so that OpenGL 2.0,
994
 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
995
 * simultaneously.  In each of the stencil state arrays, element 0 corresponds
996
 * to GL_FRONT.  Element 1 corresponds to the OpenGL 2.0 /
997
 * GL_ATI_separate_stencil GL_BACK state.  Element 2 corresponds to the
998
 * GL_EXT_stencil_two_side GL_BACK state.
999
 *
1000
 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1001
 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1002
 *
1003
 * The derived value \c _TestTwoSide is set when the front-face and back-face
1004
 * stencil state are different.
1005
 */
1006
struct gl_stencil_attrib
1007
{
1008
   GLboolean Enabled;		/**< Enabled flag */
1009
   GLboolean TestTwoSide;	/**< GL_EXT_stencil_two_side */
1010
   GLubyte ActiveFace;		/**< GL_EXT_stencil_two_side (0 or 2) */
1011
   GLboolean _Enabled;          /**< Enabled and stencil buffer present */
1012
   GLboolean _WriteEnabled;     /**< _Enabled and non-zero writemasks */
1013
   GLboolean _TestTwoSide;
1014
   GLubyte _BackFace;           /**< Current back stencil state (1 or 2) */
1015
   GLenum Function[3];		/**< Stencil function */
1016
   GLenum FailFunc[3];		/**< Fail function */
1017
   GLenum ZPassFunc[3];		/**< Depth buffer pass function */
1018
   GLenum ZFailFunc[3];		/**< Depth buffer fail function */
1019
   GLint Ref[3];		/**< Reference value */
1020
   GLuint ValueMask[3];		/**< Value mask */
1021
   GLuint WriteMask[3];		/**< Write mask */
1022
   GLuint Clear;		/**< Clear value */
1023
};
1024
 
1025
 
1026
/**
1027
 * An index for each type of texture object.  These correspond to the GL
1028
 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1029
 * Note: the order is from highest priority to lowest priority.
1030
 */
1031
typedef enum
1032
{
1033
   TEXTURE_2D_MULTISAMPLE_INDEX,
1034
   TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
1035
   TEXTURE_CUBE_ARRAY_INDEX,
1036
   TEXTURE_BUFFER_INDEX,
1037
   TEXTURE_2D_ARRAY_INDEX,
1038
   TEXTURE_1D_ARRAY_INDEX,
1039
   TEXTURE_EXTERNAL_INDEX,
1040
   TEXTURE_CUBE_INDEX,
1041
   TEXTURE_3D_INDEX,
1042
   TEXTURE_RECT_INDEX,
1043
   TEXTURE_2D_INDEX,
1044
   TEXTURE_1D_INDEX,
1045
   NUM_TEXTURE_TARGETS
1046
} gl_texture_index;
1047
 
1048
 
1049
/**
1050
 * Bit flags for each type of texture object
1051
 * Used for Texture.Unit[]._ReallyEnabled flags.
1052
 */
1053
/*@{*/
1054
#define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
1055
#define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
1056
#define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
1057
#define TEXTURE_BUFFER_BIT   (1 << TEXTURE_BUFFER_INDEX)
1058
#define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1059
#define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1060
#define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1061
#define TEXTURE_CUBE_BIT     (1 << TEXTURE_CUBE_INDEX)
1062
#define TEXTURE_3D_BIT       (1 << TEXTURE_3D_INDEX)
1063
#define TEXTURE_RECT_BIT     (1 << TEXTURE_RECT_INDEX)
1064
#define TEXTURE_2D_BIT       (1 << TEXTURE_2D_INDEX)
1065
#define TEXTURE_1D_BIT       (1 << TEXTURE_1D_INDEX)
1066
/*@}*/
1067
 
1068
 
1069
/**
1070
 * Texture image state.  Drivers will typically create a subclass of this
1071
 * with extra fields for memory buffers, etc.
1072
 */
1073
struct gl_texture_image
1074
{
1075
   GLint InternalFormat;	/**< Internal format as given by the user */
1076
   GLenum _BaseFormat;		/**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1077
				 *   GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1078
				 *   GL_INTENSITY, GL_DEPTH_COMPONENT or
1079
				 *   GL_DEPTH_STENCIL_EXT only. Used for
1080
				 *   choosing TexEnv arithmetic.
1081
				 */
1082
   gl_format TexFormat;         /**< The actual texture memory format */
1083
 
1084
   GLuint Border;		/**< 0 or 1 */
1085
   GLuint Width;		/**< = 2^WidthLog2 + 2*Border */
1086
   GLuint Height;		/**< = 2^HeightLog2 + 2*Border */
1087
   GLuint Depth;		/**< = 2^DepthLog2 + 2*Border */
1088
   GLuint Width2;		/**< = Width - 2*Border */
1089
   GLuint Height2;		/**< = Height - 2*Border */
1090
   GLuint Depth2;		/**< = Depth - 2*Border */
1091
   GLuint WidthLog2;		/**< = log2(Width2) */
1092
   GLuint HeightLog2;		/**< = log2(Height2) */
1093
   GLuint DepthLog2;		/**< = log2(Depth2) */
1094
   GLuint MaxNumLevels;		/**< = maximum possible number of mipmap
1095
                                       levels, computed from the dimensions */
1096
 
1097
   struct gl_texture_object *TexObject;  /**< Pointer back to parent object */
1098
   GLuint Level;                /**< Which mipmap level am I? */
1099
   /** Cube map face: index into gl_texture_object::Image[] array */
1100
   GLuint Face;
1101
 
1102
   /** GL_ARB_texture_multisample */
1103
   GLuint NumSamples;            /**< Sample count, or 0 for non-multisample */
1104
   GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
1105
};
1106
 
1107
 
1108
/**
1109
 * Indexes for cube map faces.
1110
 */
1111
typedef enum
1112
{
1113
   FACE_POS_X = 0,
1114
   FACE_NEG_X = 1,
1115
   FACE_POS_Y = 2,
1116
   FACE_NEG_Y = 3,
1117
   FACE_POS_Z = 4,
1118
   FACE_NEG_Z = 5,
1119
   MAX_FACES = 6
1120
} gl_face_index;
1121
 
1122
 
1123
/**
1124
 * Sampler object state.  These objects are new with GL_ARB_sampler_objects
1125
 * and OpenGL 3.3.  Legacy texture objects also contain a sampler object.
1126
 */
1127
struct gl_sampler_object
1128
{
1129
   GLuint Name;
1130
   GLint RefCount;
1131
 
1132
   GLenum WrapS;		/**< S-axis texture image wrap mode */
1133
   GLenum WrapT;		/**< T-axis texture image wrap mode */
1134
   GLenum WrapR;		/**< R-axis texture image wrap mode */
1135
   GLenum MinFilter;		/**< minification filter */
1136
   GLenum MagFilter;		/**< magnification filter */
1137
   union gl_color_union BorderColor;  /**< Interpreted according to texture format */
1138
   GLfloat MinLod;		/**< min lambda, OpenGL 1.2 */
1139
   GLfloat MaxLod;		/**< max lambda, OpenGL 1.2 */
1140
   GLfloat LodBias;		/**< OpenGL 1.4 */
1141
   GLfloat MaxAnisotropy;	/**< GL_EXT_texture_filter_anisotropic */
1142
   GLenum CompareMode;		/**< GL_ARB_shadow */
1143
   GLenum CompareFunc;		/**< GL_ARB_shadow */
1144
   GLenum sRGBDecode;           /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1145
   GLboolean CubeMapSeamless;   /**< GL_AMD_seamless_cubemap_per_texture */
1146
};
1147
 
1148
 
1149
/**
1150
 * Texture object state.  Contains the array of mipmap images, border color,
1151
 * wrap modes, filter modes, and shadow/texcompare state.
1152
 */
1153
struct gl_texture_object
1154
{
1155
   _glthread_Mutex Mutex;	/**< for thread safety */
1156
   GLint RefCount;		/**< reference count */
1157
   GLuint Name;			/**< the user-visible texture object ID */
1158
   GLenum Target;               /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1159
 
1160
   struct gl_sampler_object Sampler;
1161
 
1162
   GLenum DepthMode;		/**< GL_ARB_depth_texture */
1163
 
1164
   GLfloat Priority;		/**< in [0,1] */
1165
   GLint BaseLevel;		/**< min mipmap level, OpenGL 1.2 */
1166
   GLint MaxLevel;		/**< max mipmap level, OpenGL 1.2 */
1167
   GLint ImmutableLevels;       /**< ES 3.0 / ARB_texture_view */
1168
   GLint _MaxLevel;		/**< actual max mipmap level (q in the spec) */
1169
   GLfloat _MaxLambda;		/**< = _MaxLevel - BaseLevel (q - b in spec) */
1170
   GLint CropRect[4];           /**< GL_OES_draw_texture */
1171
   GLenum Swizzle[4];           /**< GL_EXT_texture_swizzle */
1172
   GLuint _Swizzle;             /**< same as Swizzle, but SWIZZLE_* format */
1173
   GLboolean GenerateMipmap;    /**< GL_SGIS_generate_mipmap */
1174
   GLboolean _BaseComplete;     /**< Is the base texture level valid? */
1175
   GLboolean _MipmapComplete;   /**< Is the whole mipmap valid? */
1176
   GLboolean _IsIntegerFormat;  /**< Does the texture store integer values? */
1177
   GLboolean _RenderToTexture;  /**< Any rendering to this texture? */
1178
   GLboolean Purgeable;         /**< Is the buffer purgeable under memory pressure? */
1179
   GLboolean Immutable;         /**< GL_ARB_texture_storage */
1180
 
1181
   /** Actual texture images, indexed by [cube face] and [mipmap level] */
1182
   struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1183
 
1184
   /** GL_ARB_texture_buffer_object */
1185
   struct gl_buffer_object *BufferObject;
1186
   GLenum BufferObjectFormat;
1187
   /** Equivalent Mesa format for BufferObjectFormat. */
1188
   gl_format _BufferObjectFormat;
1189
   /** GL_ARB_texture_buffer_range */
1190
   GLintptr BufferOffset;
1191
   GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1192
 
1193
   /** GL_OES_EGL_image_external */
1194
   GLint RequiredTextureImageUnits;
1195
};
1196
 
1197
 
1198
/** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1199
#define MAX_COMBINER_TERMS 4
1200
 
1201
 
1202
/**
1203
 * Texture combine environment state.
1204
 */
1205
struct gl_tex_env_combine_state
1206
{
1207
   GLenum ModeRGB;       /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1208
   GLenum ModeA;         /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1209
   /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1210
   GLenum SourceRGB[MAX_COMBINER_TERMS];
1211
   GLenum SourceA[MAX_COMBINER_TERMS];
1212
   /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1213
   GLenum OperandRGB[MAX_COMBINER_TERMS];
1214
   GLenum OperandA[MAX_COMBINER_TERMS];
1215
   GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1216
   GLuint ScaleShiftA;   /**< 0, 1 or 2 */
1217
   GLuint _NumArgsRGB;   /**< Number of inputs used for the RGB combiner */
1218
   GLuint _NumArgsA;     /**< Number of inputs used for the A combiner */
1219
};
1220
 
1221
 
1222
/**
1223
 * TexGenEnabled flags.
1224
 */
1225
/*@{*/
1226
#define S_BIT 1
1227
#define T_BIT 2
1228
#define R_BIT 4
1229
#define Q_BIT 8
1230
#define STR_BITS (S_BIT | T_BIT | R_BIT)
1231
/*@}*/
1232
 
1233
 
1234
/**
1235
 * Bit flag versions of the corresponding GL_ constants.
1236
 */
1237
/*@{*/
1238
#define TEXGEN_SPHERE_MAP        0x1
1239
#define TEXGEN_OBJ_LINEAR        0x2
1240
#define TEXGEN_EYE_LINEAR        0x4
1241
#define TEXGEN_REFLECTION_MAP_NV 0x8
1242
#define TEXGEN_NORMAL_MAP_NV     0x10
1243
 
1244
#define TEXGEN_NEED_NORMALS      (TEXGEN_SPHERE_MAP        | \
1245
				  TEXGEN_REFLECTION_MAP_NV | \
1246
				  TEXGEN_NORMAL_MAP_NV)
1247
#define TEXGEN_NEED_EYE_COORD    (TEXGEN_SPHERE_MAP        | \
1248
				  TEXGEN_REFLECTION_MAP_NV | \
1249
				  TEXGEN_NORMAL_MAP_NV     | \
1250
				  TEXGEN_EYE_LINEAR)
1251
/*@}*/
1252
 
1253
 
1254
 
1255
/** Tex-gen enabled for texture unit? */
1256
#define ENABLE_TEXGEN(unit) (1 << (unit))
1257
 
1258
/** Non-identity texture matrix for texture unit? */
1259
#define ENABLE_TEXMAT(unit) (1 << (unit))
1260
 
1261
 
1262
/**
1263
 * Texture coord generation state.
1264
 */
1265
struct gl_texgen
1266
{
1267
   GLenum Mode;         /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1268
   GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1269
   GLfloat ObjectPlane[4];
1270
   GLfloat EyePlane[4];
1271
};
1272
 
1273
 
1274
/**
1275
 * Texture unit state.  Contains enable flags, texture environment/function/
1276
 * combiners, texgen state, and pointers to current texture objects.
1277
 */
1278
struct gl_texture_unit
1279
{
1280
   GLbitfield Enabled;          /**< bitmask of TEXTURE_*_BIT flags */
1281
   GLbitfield _ReallyEnabled;   /**< 0 or exactly one of TEXTURE_*_BIT flags */
1282
 
1283
   GLenum EnvMode;              /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1284
   GLclampf EnvColor[4];
1285
   GLfloat EnvColorUnclamped[4];
1286
 
1287
   struct gl_texgen GenS;
1288
   struct gl_texgen GenT;
1289
   struct gl_texgen GenR;
1290
   struct gl_texgen GenQ;
1291
   GLbitfield TexGenEnabled;	/**< Bitwise-OR of [STRQ]_BIT values */
1292
   GLbitfield _GenFlags;	/**< Bitwise-OR of Gen[STRQ]._ModeBit */
1293
 
1294
   GLfloat LodBias;		/**< for biasing mipmap levels */
1295
   GLenum BumpTarget;
1296
   GLfloat RotMatrix[4]; /* 2x2 matrix */
1297
 
1298
   /** Current sampler object (GL_ARB_sampler_objects) */
1299
   struct gl_sampler_object *Sampler;
1300
 
1301
   /**
1302
    * \name GL_EXT_texture_env_combine
1303
    */
1304
   struct gl_tex_env_combine_state Combine;
1305
 
1306
   /**
1307
    * Derived state based on \c EnvMode and the \c BaseFormat of the
1308
    * currently enabled texture.
1309
    */
1310
   struct gl_tex_env_combine_state _EnvMode;
1311
 
1312
   /**
1313
    * Currently enabled combiner state.  This will point to either
1314
    * \c Combine or \c _EnvMode.
1315
    */
1316
   struct gl_tex_env_combine_state *_CurrentCombine;
1317
 
1318
   /** Current texture object pointers */
1319
   struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1320
 
1321
   /** Points to highest priority, complete and enabled texture object */
1322
   struct gl_texture_object *_Current;
1323
};
1324
 
1325
 
1326
/**
1327
 * Texture attribute group (GL_TEXTURE_BIT).
1328
 */
1329
struct gl_texture_attrib
1330
{
1331
   GLuint CurrentUnit;   /**< GL_ACTIVE_TEXTURE */
1332
   struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1333
 
1334
   struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1335
 
1336
   /** GL_ARB_texture_buffer_object */
1337
   struct gl_buffer_object *BufferObject;
1338
 
1339
   /** GL_ARB_seamless_cubemap */
1340
   GLboolean CubeMapSeamless;
1341
 
1342
   /** Texture units/samplers used by vertex or fragment texturing */
1343
   GLbitfield _EnabledUnits;
1344
 
1345
   /** Texture coord units/sets used for fragment texturing */
1346
   GLbitfield _EnabledCoordUnits;
1347
 
1348
   /** Texture coord units that have texgen enabled */
1349
   GLbitfield _TexGenEnabled;
1350
 
1351
   /** Texture coord units that have non-identity matrices */
1352
   GLbitfield _TexMatEnabled;
1353
 
1354
   /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1355
   GLbitfield _GenFlags;
1356
};
1357
 
1358
 
1359
/**
1360
 * Data structure representing a single clip plane (e.g. one of the elements
1361
 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1362
 */
1363
typedef GLfloat gl_clip_plane[4];
1364
 
1365
 
1366
/**
1367
 * Transformation attribute group (GL_TRANSFORM_BIT).
1368
 */
1369
struct gl_transform_attrib
1370
{
1371
   GLenum MatrixMode;				/**< Matrix mode */
1372
   gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES];	/**< User clip planes */
1373
   gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1374
   GLbitfield ClipPlanesEnabled;                /**< on/off bitmask */
1375
   GLboolean Normalize;				/**< Normalize all normals? */
1376
   GLboolean RescaleNormals;			/**< GL_EXT_rescale_normal */
1377
   GLboolean RasterPositionUnclipped;           /**< GL_IBM_rasterpos_clip */
1378
   GLboolean DepthClamp;			/**< GL_ARB_depth_clamp */
1379
 
1380
   GLfloat CullEyePos[4];
1381
   GLfloat CullObjPos[4];
1382
};
1383
 
1384
 
1385
/**
1386
 * Viewport attribute group (GL_VIEWPORT_BIT).
1387
 */
1388
struct gl_viewport_attrib
1389
{
1390
   GLint X, Y;			/**< position */
1391
   GLsizei Width, Height;	/**< size */
1392
   GLfloat Near, Far;		/**< Depth buffer range */
1393
   GLmatrix _WindowMap;		/**< Mapping transformation as a matrix. */
1394
};
1395
 
1396
 
1397
/**
1398
 * GL_ARB_vertex/pixel_buffer_object buffer object
1399
 */
1400
struct gl_buffer_object
1401
{
1402
   _glthread_Mutex Mutex;
1403
   GLint RefCount;
1404
   GLuint Name;
1405
   GLenum Usage;        /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1406
   GLsizeiptrARB Size;  /**< Size of buffer storage in bytes */
1407
   GLubyte *Data;       /**< Location of storage either in RAM or VRAM. */
1408
   /** Fields describing a mapped buffer */
1409
   /*@{*/
1410
   GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1411
   GLvoid *Pointer;     /**< User-space address of mapping */
1412
   GLintptr Offset;     /**< Mapped offset */
1413
   GLsizeiptr Length;   /**< Mapped length */
1414
   /*@}*/
1415
   GLboolean DeletePending;   /**< true if buffer object is removed from the hash */
1416
   GLboolean Written;   /**< Ever written to? (for debugging) */
1417
   GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1418
};
1419
 
1420
 
1421
/**
1422
 * Client pixel packing/unpacking attributes
1423
 */
1424
struct gl_pixelstore_attrib
1425
{
1426
   GLint Alignment;
1427
   GLint RowLength;
1428
   GLint SkipPixels;
1429
   GLint SkipRows;
1430
   GLint ImageHeight;
1431
   GLint SkipImages;
1432
   GLboolean SwapBytes;
1433
   GLboolean LsbFirst;
1434
   GLboolean Invert;        /**< GL_MESA_pack_invert */
1435
   struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1436
};
1437
 
1438
 
1439
/**
1440
 * Client vertex array attributes
1441
 */
1442
struct gl_client_array
1443
{
1444
   GLint Size;                  /**< components per element (1,2,3,4) */
1445
   GLenum Type;                 /**< datatype: GL_FLOAT, GL_INT, etc */
1446
   GLenum Format;               /**< default: GL_RGBA, but may be GL_BGRA */
1447
   GLsizei Stride;		/**< user-specified stride */
1448
   GLsizei StrideB;		/**< actual stride in bytes */
1449
   const GLubyte *Ptr;          /**< Points to array data */
1450
   GLboolean Enabled;		/**< Enabled flag is a boolean */
1451
   GLboolean Normalized;        /**< GL_ARB_vertex_program */
1452
   GLboolean Integer;           /**< Integer-valued? */
1453
   GLuint InstanceDivisor;      /**< GL_ARB_instanced_arrays */
1454
   GLuint _ElementSize;         /**< size of each element in bytes */
1455
 
1456
   struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1457
   GLuint _MaxElement;          /**< max element index into array buffer + 1 */
1458
};
1459
 
1460
 
1461
/**
1462
 * Collection of vertex arrays.  Defined by the GL_APPLE_vertex_array_object
1463
 * extension, but a nice encapsulation in any case.
1464
 */
1465
struct gl_array_object
1466
{
1467
   /** Name of the array object as received from glGenVertexArrayAPPLE. */
1468
   GLuint Name;
1469
 
1470
   GLint RefCount;
1471
   _glthread_Mutex Mutex;
1472
 
1473
   /**
1474
    * Does the VAO use ARB semantics or Apple semantics?
1475
    *
1476
    * There are several ways in which ARB_vertex_array_object and
1477
    * APPLE_vertex_array_object VAOs have differing semantics.  At the very
1478
    * least,
1479
    *
1480
    *     - ARB VAOs require that all array data be sourced from vertex buffer
1481
    *       objects, but Apple VAOs do not.
1482
    *
1483
    *     - ARB VAOs require that names come from GenVertexArrays.
1484
    *
1485
    * This flag notes which behavior governs this VAO.
1486
    */
1487
   GLboolean ARBsemantics;
1488
 
1489
   /**
1490
    * Has this array object been bound?
1491
    */
1492
   GLboolean EverBound;
1493
 
1494
   /** Vertex attribute arrays */
1495
   struct gl_client_array VertexAttrib[VERT_ATTRIB_MAX];
1496
 
1497
   /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1498
   GLbitfield64 _Enabled;
1499
 
1500
   /**
1501
    * Min of all enabled arrays' _MaxElement.  When arrays reside inside VBOs
1502
    * we can determine the max legal (in bounds) glDrawElements array index.
1503
    */
1504
   GLuint _MaxElement;
1505
 
1506
   struct gl_buffer_object *ElementArrayBufferObj;
1507
};
1508
 
1509
 
1510
/**
1511
 * Vertex array state
1512
 */
1513
struct gl_array_attrib
1514
{
1515
   /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1516
   struct gl_array_object *ArrayObj;
1517
 
1518
   /** The default vertex array object */
1519
   struct gl_array_object *DefaultArrayObj;
1520
 
1521
   /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1522
   struct _mesa_HashTable *Objects;
1523
 
1524
   GLint ActiveTexture;		/**< Client Active Texture */
1525
   GLuint LockFirst;            /**< GL_EXT_compiled_vertex_array */
1526
   GLuint LockCount;            /**< GL_EXT_compiled_vertex_array */
1527
 
1528
   /**
1529
    * \name Primitive restart controls
1530
    *
1531
    * Primitive restart is enabled if either \c PrimitiveRestart or
1532
    * \c PrimitiveRestartFixedIndex is set.
1533
    */
1534
   /*@{*/
1535
   GLboolean PrimitiveRestart;
1536
   GLboolean PrimitiveRestartFixedIndex;
1537
   GLboolean _PrimitiveRestart;
1538
   GLuint RestartIndex;
1539
   /*@}*/
1540
 
1541
   /* GL_ARB_vertex_buffer_object */
1542
   struct gl_buffer_object *ArrayBufferObj;
1543
 
1544
   /**
1545
    * Vertex arrays as consumed by a driver.
1546
    * The array pointer is set up only by the VBO module.
1547
    */
1548
   const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1549
};
1550
 
1551
 
1552
/**
1553
 * Feedback buffer state
1554
 */
1555
struct gl_feedback
1556
{
1557
   GLenum Type;
1558
   GLbitfield _Mask;    /**< FB_* bits */
1559
   GLfloat *Buffer;
1560
   GLuint BufferSize;
1561
   GLuint Count;
1562
};
1563
 
1564
 
1565
/**
1566
 * Selection buffer state
1567
 */
1568
struct gl_selection
1569
{
1570
   GLuint *Buffer;	/**< selection buffer */
1571
   GLuint BufferSize;	/**< size of the selection buffer */
1572
   GLuint BufferCount;	/**< number of values in the selection buffer */
1573
   GLuint Hits;		/**< number of records in the selection buffer */
1574
   GLuint NameStackDepth; /**< name stack depth */
1575
   GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1576
   GLboolean HitFlag;	/**< hit flag */
1577
   GLfloat HitMinZ;	/**< minimum hit depth */
1578
   GLfloat HitMaxZ;	/**< maximum hit depth */
1579
};
1580
 
1581
 
1582
/**
1583
 * 1-D Evaluator control points
1584
 */
1585
struct gl_1d_map
1586
{
1587
   GLuint Order;	/**< Number of control points */
1588
   GLfloat u1, u2, du;	/**< u1, u2, 1.0/(u2-u1) */
1589
   GLfloat *Points;	/**< Points to contiguous control points */
1590
};
1591
 
1592
 
1593
/**
1594
 * 2-D Evaluator control points
1595
 */
1596
struct gl_2d_map
1597
{
1598
   GLuint Uorder;		/**< Number of control points in U dimension */
1599
   GLuint Vorder;		/**< Number of control points in V dimension */
1600
   GLfloat u1, u2, du;
1601
   GLfloat v1, v2, dv;
1602
   GLfloat *Points;		/**< Points to contiguous control points */
1603
};
1604
 
1605
 
1606
/**
1607
 * All evaluator control point state
1608
 */
1609
struct gl_evaluators
1610
{
1611
   /**
1612
    * \name 1-D maps
1613
    */
1614
   /*@{*/
1615
   struct gl_1d_map Map1Vertex3;
1616
   struct gl_1d_map Map1Vertex4;
1617
   struct gl_1d_map Map1Index;
1618
   struct gl_1d_map Map1Color4;
1619
   struct gl_1d_map Map1Normal;
1620
   struct gl_1d_map Map1Texture1;
1621
   struct gl_1d_map Map1Texture2;
1622
   struct gl_1d_map Map1Texture3;
1623
   struct gl_1d_map Map1Texture4;
1624
   /*@}*/
1625
 
1626
   /**
1627
    * \name 2-D maps
1628
    */
1629
   /*@{*/
1630
   struct gl_2d_map Map2Vertex3;
1631
   struct gl_2d_map Map2Vertex4;
1632
   struct gl_2d_map Map2Index;
1633
   struct gl_2d_map Map2Color4;
1634
   struct gl_2d_map Map2Normal;
1635
   struct gl_2d_map Map2Texture1;
1636
   struct gl_2d_map Map2Texture2;
1637
   struct gl_2d_map Map2Texture3;
1638
   struct gl_2d_map Map2Texture4;
1639
   /*@}*/
1640
};
1641
 
1642
 
1643
struct gl_transform_feedback_varying_info
1644
{
1645
   char *Name;
1646
   GLenum Type;
1647
   GLint Size;
1648
};
1649
 
1650
 
1651
/**
1652
 * Per-output info vertex shaders for transform feedback.
1653
 */
1654
struct gl_transform_feedback_output
1655
{
1656
   unsigned OutputRegister;
1657
   unsigned OutputBuffer;
1658
   unsigned NumComponents;
1659
 
1660
   /** offset (in DWORDs) of this output within the interleaved structure */
1661
   unsigned DstOffset;
1662
 
1663
   /**
1664
    * Offset into the output register of the data to output.  For example,
1665
    * if NumComponents is 2 and ComponentOffset is 1, then the data to
1666
    * offset is in the y and z components of the output register.
1667
    */
1668
   unsigned ComponentOffset;
1669
};
1670
 
1671
 
1672
/** Post-link transform feedback info. */
1673
struct gl_transform_feedback_info
1674
{
1675
   unsigned NumOutputs;
1676
 
1677
   /**
1678
    * Number of transform feedback buffers in use by this program.
1679
    */
1680
   unsigned NumBuffers;
1681
 
1682
   struct gl_transform_feedback_output *Outputs;
1683
 
1684
   /** Transform feedback varyings used for the linking of this shader program.
1685
    *
1686
    * Use for glGetTransformFeedbackVarying().
1687
    */
1688
   struct gl_transform_feedback_varying_info *Varyings;
1689
   GLint NumVarying;
1690
 
1691
   /**
1692
    * Total number of components stored in each buffer.  This may be used by
1693
    * hardware back-ends to determine the correct stride when interleaving
1694
    * multiple transform feedback outputs in the same buffer.
1695
    */
1696
   unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1697
};
1698
 
1699
 
1700
/**
1701
 * Transform feedback object state
1702
 */
1703
struct gl_transform_feedback_object
1704
{
1705
   GLuint Name;  /**< AKA the object ID */
1706
   GLint RefCount;
1707
   GLboolean Active;  /**< Is transform feedback enabled? */
1708
   GLboolean Paused;  /**< Is transform feedback paused? */
1709
   GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1710
                                at least once? */
1711
   GLboolean EverBound; /**< Has this object been bound? */
1712
 
1713
   /**
1714
    * GLES: if Active is true, remaining number of primitives which can be
1715
    * rendered without overflow.  This is necessary to track because GLES
1716
    * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1717
    * glDrawArraysInstanced would overflow transform feedback buffers.
1718
    * Undefined if Active is false.
1719
    *
1720
    * Not tracked for desktop GL since it's unnecessary.
1721
    */
1722
   unsigned GlesRemainingPrims;
1723
 
1724
   /** The feedback buffers */
1725
   GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1726
   struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1727
 
1728
   /** Start of feedback data in dest buffer */
1729
   GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1730
 
1731
   /**
1732
    * Max data to put into dest buffer (in bytes).  Computed based on
1733
    * RequestedSize and the actual size of the buffer.
1734
    */
1735
   GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1736
 
1737
   /**
1738
    * Size that was specified when the buffer was bound.  If the buffer was
1739
    * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1740
    * zero.
1741
    */
1742
   GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1743
};
1744
 
1745
 
1746
/**
1747
 * Context state for transform feedback.
1748
 */
1749
struct gl_transform_feedback_state
1750
{
1751
   GLenum Mode;       /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1752
 
1753
   /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1754
   struct gl_buffer_object *CurrentBuffer;
1755
 
1756
   /** The table of all transform feedback objects */
1757
   struct _mesa_HashTable *Objects;
1758
 
1759
   /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1760
   struct gl_transform_feedback_object *CurrentObject;
1761
 
1762
   /** The default xform-fb object (Name==0) */
1763
   struct gl_transform_feedback_object *DefaultObject;
1764
};
1765
 
1766
 
1767
/**
1768
 * Names of the various vertex/fragment program register files, etc.
1769
 *
1770
 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1771
 * All values should fit in a 4-bit field.
1772
 *
1773
 * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR,
1774
 * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1775
 * be "uniform" variables since they can only be set outside glBegin/End.
1776
 * They're also all stored in the same Parameters array.
1777
 */
1778
typedef enum
1779
{
1780
   PROGRAM_TEMPORARY,   /**< machine->Temporary[] */
1781
   PROGRAM_ARRAY,       /**< Arrays & Matrixes */
1782
   PROGRAM_INPUT,       /**< machine->Inputs[] */
1783
   PROGRAM_OUTPUT,      /**< machine->Outputs[] */
1784
   PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
1785
   PROGRAM_ENV_PARAM,   /**< gl_program->Parameters[] */
1786
   PROGRAM_STATE_VAR,   /**< gl_program->Parameters[] */
1787
   PROGRAM_CONSTANT,    /**< gl_program->Parameters[] */
1788
   PROGRAM_UNIFORM,     /**< gl_program->Parameters[] */
1789
   PROGRAM_WRITE_ONLY,  /**< A dummy, write-only register */
1790
   PROGRAM_ADDRESS,     /**< machine->AddressReg */
1791
   PROGRAM_SAMPLER,     /**< for shader samplers, compile-time only */
1792
   PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1793
   PROGRAM_UNDEFINED,   /**< Invalid/TBD value */
1794
   PROGRAM_FILE_MAX
1795
} gl_register_file;
1796
 
1797
 
1798
/**
1799
 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1800
 * one of these values.
1801
 */
1802
typedef enum
1803
{
1804
   SYSTEM_VALUE_FRONT_FACE,  /**< Fragment shader only (not done yet) */
1805
   SYSTEM_VALUE_VERTEX_ID,   /**< Vertex shader only */
1806
   SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
1807
   SYSTEM_VALUE_MAX          /**< Number of values */
1808
} gl_system_value;
1809
 
1810
 
1811
/**
1812
 * The possible interpolation qualifiers that can be applied to a fragment
1813
 * shader input in GLSL.
1814
 *
1815
 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
1816
 * gl_fragment_program data structure to 0 causes the default behavior.
1817
 */
1818
enum glsl_interp_qualifier
1819
{
1820
   INTERP_QUALIFIER_NONE = 0,
1821
   INTERP_QUALIFIER_SMOOTH,
1822
   INTERP_QUALIFIER_FLAT,
1823
   INTERP_QUALIFIER_NOPERSPECTIVE,
1824
   INTERP_QUALIFIER_COUNT /**< Number of interpolation qualifiers */
1825
};
1826
 
1827
 
1828
/**
1829
 * \brief Layout qualifiers for gl_FragDepth.
1830
 *
1831
 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
1832
 * a layout qualifier.
1833
 *
1834
 * \see enum ir_depth_layout
1835
 */
1836
enum gl_frag_depth_layout
1837
{
1838
   FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
1839
   FRAG_DEPTH_LAYOUT_ANY,
1840
   FRAG_DEPTH_LAYOUT_GREATER,
1841
   FRAG_DEPTH_LAYOUT_LESS,
1842
   FRAG_DEPTH_LAYOUT_UNCHANGED
1843
};
1844
 
1845
 
1846
/**
1847
 * Base class for any kind of program object
1848
 */
1849
struct gl_program
1850
{
1851
   GLuint Id;
1852
   GLubyte *String;  /**< Null-terminated program text */
1853
   GLint RefCount;
1854
   GLenum Target;    /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB */
1855
   GLenum Format;    /**< String encoding format */
1856
 
1857
   struct prog_instruction *Instructions;
1858
 
1859
   GLbitfield64 InputsRead;     /**< Bitmask of which input regs are read */
1860
   GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1861
   GLbitfield SystemValuesRead;   /**< Bitmask of SYSTEM_VALUE_x inputs used */
1862
   GLbitfield InputFlags[MAX_PROGRAM_INPUTS];   /**< PROG_PARAM_BIT_x flags */
1863
   GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
1864
   GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS];  /**< TEXTURE_x_BIT bitmask */
1865
   GLbitfield SamplersUsed;   /**< Bitfield of which samplers are used */
1866
   GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1867
 
1868
 
1869
   /** Named parameters, constants, etc. from program text */
1870
   struct gl_program_parameter_list *Parameters;
1871
   /** Numbered local parameters */
1872
   GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
1873
 
1874
   /** Map from sampler unit to texture unit (set by glUniform1i()) */
1875
   GLubyte SamplerUnits[MAX_SAMPLERS];
1876
 
1877
   /** Bitmask of which register files are read/written with indirect
1878
    * addressing.  Mask of (1 << PROGRAM_x) bits.
1879
    */
1880
   GLbitfield IndirectRegisterFiles;
1881
 
1882
   /** Logical counts */
1883
   /*@{*/
1884
   GLuint NumInstructions;
1885
   GLuint NumTemporaries;
1886
   GLuint NumParameters;
1887
   GLuint NumAttributes;
1888
   GLuint NumAddressRegs;
1889
   GLuint NumAluInstructions;
1890
   GLuint NumTexInstructions;
1891
   GLuint NumTexIndirections;
1892
   /*@}*/
1893
   /** Native, actual h/w counts */
1894
   /*@{*/
1895
   GLuint NumNativeInstructions;
1896
   GLuint NumNativeTemporaries;
1897
   GLuint NumNativeParameters;
1898
   GLuint NumNativeAttributes;
1899
   GLuint NumNativeAddressRegs;
1900
   GLuint NumNativeAluInstructions;
1901
   GLuint NumNativeTexInstructions;
1902
   GLuint NumNativeTexIndirections;
1903
   /*@}*/
1904
};
1905
 
1906
 
1907
/** Vertex program object */
1908
struct gl_vertex_program
1909
{
1910
   struct gl_program Base;   /**< base class */
1911
   GLboolean IsPositionInvariant;
1912
   GLboolean UsesClipDistance;
1913
};
1914
 
1915
 
1916
/** Geometry program object */
1917
struct gl_geometry_program
1918
{
1919
   struct gl_program Base;   /**< base class */
1920
 
1921
   GLint VerticesOut;
1922
   GLenum InputType;  /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
1923
                           GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
1924
   GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
1925
};
1926
 
1927
 
1928
/** Fragment program object */
1929
struct gl_fragment_program
1930
{
1931
   struct gl_program Base;   /**< base class */
1932
   GLboolean UsesKill;          /**< shader uses KIL instruction */
1933
   GLboolean UsesDFdy;          /**< shader uses DDY instruction */
1934
   GLboolean OriginUpperLeft;
1935
   GLboolean PixelCenterInteger;
1936
   enum gl_frag_depth_layout FragDepthLayout;
1937
 
1938
   /**
1939
    * GLSL interpolation qualifier associated with each fragment shader input.
1940
    * For inputs that do not have an interpolation qualifier specified in
1941
    * GLSL, the value is INTERP_QUALIFIER_NONE.
1942
    */
1943
   enum glsl_interp_qualifier InterpQualifier[VARYING_SLOT_MAX];
1944
 
1945
   /**
1946
    * Bitfield indicating, for each fragment shader input, 1 if that input
1947
    * uses centroid interpolation, 0 otherwise.  Unused inputs are 0.
1948
    */
1949
   GLbitfield64 IsCentroid;
1950
};
1951
 
1952
 
1953
/**
1954
 * State common to vertex and fragment programs.
1955
 */
1956
struct gl_program_state
1957
{
1958
   GLint ErrorPos;                       /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
1959
   const char *ErrorString;              /* GL_PROGRAM_ERROR_STRING_ARB/NV */
1960
};
1961
 
1962
 
1963
/**
1964
 * Context state for vertex programs.
1965
 */
1966
struct gl_vertex_program_state
1967
{
1968
   GLboolean Enabled;            /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
1969
   GLboolean _Enabled;           /**< Enabled and _valid_ user program? */
1970
   GLboolean PointSizeEnabled;   /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
1971
   GLboolean TwoSideEnabled;     /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
1972
   /** Computed two sided lighting for fixed function/programs. */
1973
   GLboolean _TwoSideEnabled;
1974
   struct gl_vertex_program *Current;  /**< User-bound vertex program */
1975
 
1976
   /** Currently enabled and valid vertex program (including internal
1977
    * programs, user-defined vertex programs and GLSL vertex shaders).
1978
    * This is the program we must use when rendering.
1979
    */
1980
   struct gl_vertex_program *_Current;
1981
 
1982
   GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1983
 
1984
   /** Should fixed-function T&L be implemented with a vertex prog? */
1985
   GLboolean _MaintainTnlProgram;
1986
 
1987
   /** Program to emulate fixed-function T&L (see above) */
1988
   struct gl_vertex_program *_TnlProgram;
1989
 
1990
   /** Cache of fixed-function programs */
1991
   struct gl_program_cache *Cache;
1992
 
1993
   GLboolean _Overriden;
1994
};
1995
 
1996
 
1997
/**
1998
 * Context state for geometry programs.
1999
 */
2000
struct gl_geometry_program_state
2001
{
2002
   GLboolean Enabled;               /**< GL_ARB_GEOMETRY_SHADER4 */
2003
   GLboolean _Enabled;              /**< Enabled and valid program? */
2004
   struct gl_geometry_program *Current;  /**< user-bound geometry program */
2005
 
2006
   /** Currently enabled and valid program (including internal programs
2007
    * and compiled shader programs).
2008
    */
2009
   struct gl_geometry_program *_Current;
2010
 
2011
   GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2012
 
2013
   /** Cache of fixed-function programs */
2014
   struct gl_program_cache *Cache;
2015
};
2016
 
2017
/**
2018
 * Context state for fragment programs.
2019
 */
2020
struct gl_fragment_program_state
2021
{
2022
   GLboolean Enabled;     /**< User-set fragment program enable flag */
2023
   GLboolean _Enabled;    /**< Enabled and _valid_ user program? */
2024
   struct gl_fragment_program *Current;  /**< User-bound fragment program */
2025
 
2026
   /** Currently enabled and valid fragment program (including internal
2027
    * programs, user-defined fragment programs and GLSL fragment shaders).
2028
    * This is the program we must use when rendering.
2029
    */
2030
   struct gl_fragment_program *_Current;
2031
 
2032
   GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2033
 
2034
   /** Should fixed-function texturing be implemented with a fragment prog? */
2035
   GLboolean _MaintainTexEnvProgram;
2036
 
2037
   /** Program to emulate fixed-function texture env/combine (see above) */
2038
   struct gl_fragment_program *_TexEnvProgram;
2039
 
2040
   /** Cache of fixed-function programs */
2041
   struct gl_program_cache *Cache;
2042
};
2043
 
2044
 
2045
/**
2046
 * ATI_fragment_shader runtime state
2047
 */
2048
#define ATI_FS_INPUT_PRIMARY 0
2049
#define ATI_FS_INPUT_SECONDARY 1
2050
 
2051
struct atifs_instruction;
2052
struct atifs_setupinst;
2053
 
2054
/**
2055
 * ATI fragment shader
2056
 */
2057
struct ati_fragment_shader
2058
{
2059
   GLuint Id;
2060
   GLint RefCount;
2061
   struct atifs_instruction *Instructions[2];
2062
   struct atifs_setupinst *SetupInst[2];
2063
   GLfloat Constants[8][4];
2064
   GLbitfield LocalConstDef;  /**< Indicates which constants have been set */
2065
   GLubyte numArithInstr[2];
2066
   GLubyte regsAssigned[2];
2067
   GLubyte NumPasses;         /**< 1 or 2 */
2068
   GLubyte cur_pass;
2069
   GLubyte last_optype;
2070
   GLboolean interpinp1;
2071
   GLboolean isValid;
2072
   GLuint swizzlerq;
2073
};
2074
 
2075
/**
2076
 * Context state for GL_ATI_fragment_shader
2077
 */
2078
struct gl_ati_fragment_shader_state
2079
{
2080
   GLboolean Enabled;
2081
   GLboolean _Enabled;                  /**< enabled and valid shader? */
2082
   GLboolean Compiling;
2083
   GLfloat GlobalConstants[8][4];
2084
   struct ati_fragment_shader *Current;
2085
};
2086
 
2087
 
2088
/** Set by #pragma directives */
2089
struct gl_sl_pragmas
2090
{
2091
   GLboolean IgnoreOptimize;  /**< ignore #pragma optimize(on/off) ? */
2092
   GLboolean IgnoreDebug;     /**< ignore #pragma debug(on/off) ? */
2093
   GLboolean Optimize;  /**< defaults on */
2094
   GLboolean Debug;     /**< defaults off */
2095
};
2096
 
2097
 
2098
/**
2099
 * A GLSL vertex or fragment shader object.
2100
 */
2101
struct gl_shader
2102
{
2103
   /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB.
2104
    * Must be the first field.
2105
    */
2106
   GLenum Type;
2107
   GLuint Name;  /**< AKA the handle */
2108
   GLint RefCount;  /**< Reference count */
2109
   GLboolean DeletePending;
2110
   GLboolean CompileStatus;
2111
   const GLchar *Source;  /**< Source code string */
2112
   GLuint SourceChecksum;       /**< for debug/logging purposes */
2113
   struct gl_program *Program;  /**< Post-compile assembly code */
2114
   GLchar *InfoLog;
2115
   struct gl_sl_pragmas Pragmas;
2116
 
2117
   unsigned Version;       /**< GLSL version used for linking */
2118
   GLboolean IsES;         /**< True if this shader uses GLSL ES */
2119
 
2120
   /**
2121
    * \name Sampler tracking
2122
    *
2123
    * \note Each of these fields is only set post-linking.
2124
    */
2125
   /*@{*/
2126
   unsigned num_samplers;	/**< Number of samplers used by this shader. */
2127
   GLbitfield active_samplers;	/**< Bitfield of which samplers are used */
2128
   GLbitfield shadow_samplers;	/**< Samplers used for shadow sampling. */
2129
   /*@}*/
2130
 
2131
   /**
2132
    * Map from sampler unit to texture unit (set by glUniform1i())
2133
    *
2134
    * A sampler unit is associated with each sampler uniform by the linker.
2135
    * The sampler unit associated with each uniform is stored in the
2136
    * \c gl_uniform_storage::sampler field.
2137
    */
2138
   GLubyte SamplerUnits[MAX_SAMPLERS];
2139
   /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2140
   gl_texture_index SamplerTargets[MAX_SAMPLERS];
2141
 
2142
   /**
2143
    * Number of default uniform block components used by this shader.
2144
    *
2145
    * This field is only set post-linking.
2146
    */
2147
   unsigned num_uniform_components;
2148
 
2149
   /**
2150
    * Number of combined uniform components used by this shader.
2151
    *
2152
    * This field is only set post-linking.  It is the sum of the uniform block
2153
    * sizes divided by sizeof(float), and num_uniform_compoennts.
2154
    */
2155
   unsigned num_combined_uniform_components;
2156
 
2157
   /**
2158
    * This shader's uniform block information.
2159
    *
2160
    * The offsets of the variables are assigned only for shaders in a program's
2161
    * _LinkedShaders[].
2162
    */
2163
   struct gl_uniform_block *UniformBlocks;
2164
   unsigned NumUniformBlocks;
2165
 
2166
   struct exec_list *ir;
2167
   struct glsl_symbol_table *symbols;
2168
 
2169
   /** Shaders containing built-in functions that are used for linking. */
2170
   struct gl_shader *builtins_to_link[16];
2171
   unsigned num_builtins_to_link;
2172
};
2173
 
2174
 
2175
/**
2176
 * Shader stages. Note that these will become 5 with tessellation.
2177
 *
2178
 * The order must match how shaders are ordered in the pipeline.
2179
 * The GLSL linker assumes that if i
2180
 * executed later than the i-th shader.
2181
 */
2182
typedef enum
2183
{
2184
   MESA_SHADER_VERTEX = 0,
2185
   MESA_SHADER_GEOMETRY = 1,
2186
   MESA_SHADER_FRAGMENT = 2,
2187
   MESA_SHADER_TYPES = 3
2188
} gl_shader_type;
2189
 
2190
 
2191
struct gl_uniform_buffer_variable
2192
{
2193
   char *Name;
2194
 
2195
   /**
2196
    * Name of the uniform as seen by glGetUniformIndices.
2197
    *
2198
    * glGetUniformIndices requires that the block instance index \b not be
2199
    * present in the name of queried uniforms.
2200
    *
2201
    * \note
2202
    * \c gl_uniform_buffer_variable::IndexName and
2203
    * \c gl_uniform_buffer_variable::Name may point to identical storage.
2204
    */
2205
   char *IndexName;
2206
 
2207
   const struct glsl_type *Type;
2208
   unsigned int Offset;
2209
   GLboolean RowMajor;
2210
};
2211
 
2212
 
2213
enum gl_uniform_block_packing
2214
{
2215
   ubo_packing_std140,
2216
   ubo_packing_shared,
2217
   ubo_packing_packed
2218
};
2219
 
2220
 
2221
struct gl_uniform_block
2222
{
2223
   /** Declared name of the uniform block */
2224
   char *Name;
2225
 
2226
   /** Array of supplemental information about UBO ir_variables. */
2227
   struct gl_uniform_buffer_variable *Uniforms;
2228
   GLuint NumUniforms;
2229
 
2230
   /**
2231
    * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2232
    * with glBindBufferBase to bind a buffer object to this uniform block.  When
2233
    * updated in the program, _NEW_BUFFER_OBJECT will be set.
2234
    */
2235
   GLuint Binding;
2236
 
2237
   /**
2238
    * Minimum size of a buffer object to back this uniform buffer
2239
    * (GL_UNIFORM_BLOCK_DATA_SIZE).
2240
    */
2241
   GLuint UniformBufferSize;
2242
 
2243
   /**
2244
    * Layout specified in the shader
2245
    *
2246
    * This isn't accessible through the API, but it is used while
2247
    * cross-validating uniform blocks.
2248
    */
2249
   enum gl_uniform_block_packing _Packing;
2250
};
2251
 
2252
 
2253
/**
2254
 * A GLSL program object.
2255
 * Basically a linked collection of vertex and fragment shaders.
2256
 */
2257
struct gl_shader_program
2258
{
2259
   GLenum Type;  /**< Always GL_SHADER_PROGRAM (internal token) */
2260
   GLuint Name;  /**< aka handle or ID */
2261
   GLint RefCount;  /**< Reference count */
2262
   GLboolean DeletePending;
2263
 
2264
   /**
2265
    * Is the application intending to glGetProgramBinary this program?
2266
    */
2267
   GLboolean BinaryRetreivableHint;
2268
 
2269
   /**
2270
    * Flags that the linker should not reject the program if it lacks
2271
    * a vertex or fragment shader.  GLES2 doesn't allow separate
2272
    * shader objects, and would reject them.  However, we internally
2273
    * build separate shader objects for fixed function programs, which
2274
    * we use for drivers/common/meta.c and for handling
2275
    * _mesa_update_state with no program bound (for example in
2276
    * glClear()).
2277
    */
2278
   GLboolean InternalSeparateShader;
2279
 
2280
   GLuint NumShaders;          /**< number of attached shaders */
2281
   struct gl_shader **Shaders; /**< List of attached the shaders */
2282
 
2283
   /**
2284
    * User-defined attribute bindings
2285
    *
2286
    * These are set via \c glBindAttribLocation and are used to direct the
2287
    * GLSL linker.  These are \b not the values used in the compiled shader,
2288
    * and they are \b not the values returned by \c glGetAttribLocation.
2289
    */
2290
   struct string_to_uint_map *AttributeBindings;
2291
 
2292
   /**
2293
    * User-defined fragment data bindings
2294
    *
2295
    * These are set via \c glBindFragDataLocation and are used to direct the
2296
    * GLSL linker.  These are \b not the values used in the compiled shader,
2297
    * and they are \b not the values returned by \c glGetFragDataLocation.
2298
    */
2299
   struct string_to_uint_map *FragDataBindings;
2300
   struct string_to_uint_map *FragDataIndexBindings;
2301
 
2302
   /**
2303
    * Transform feedback varyings last specified by
2304
    * glTransformFeedbackVaryings().
2305
    *
2306
    * For the current set of transform feeedback varyings used for transform
2307
    * feedback output, see LinkedTransformFeedback.
2308
    */
2309
   struct {
2310
      GLenum BufferMode;
2311
      GLuint NumVarying;
2312
      GLchar **VaryingNames;  /**< Array [NumVarying] of char * */
2313
   } TransformFeedback;
2314
 
2315
   /** Post-link transform feedback info. */
2316
   struct gl_transform_feedback_info LinkedTransformFeedback;
2317
 
2318
   /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2319
   enum gl_frag_depth_layout FragDepthLayout;
2320
 
2321
   /** Geometry shader state - copied into gl_geometry_program at link time */
2322
   struct {
2323
      GLint VerticesOut;
2324
      GLenum InputType;  /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2325
                              GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2326
      GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2327
   } Geom;
2328
 
2329
   /** Vertex shader state - copied into gl_vertex_program at link time */
2330
   struct {
2331
      GLboolean UsesClipDistance; /**< True if gl_ClipDistance is written to. */
2332
      GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2333
 
2334
   } Vert;
2335
 
2336
   /* post-link info: */
2337
   unsigned NumUserUniformStorage;
2338
   struct gl_uniform_storage *UniformStorage;
2339
 
2340
   struct gl_uniform_block *UniformBlocks;
2341
   unsigned NumUniformBlocks;
2342
 
2343
   /**
2344
    * Scale factor for the uniform base location
2345
    *
2346
    * This is used to generate locations (returned by \c glGetUniformLocation)
2347
    * of uniforms.  The base location of the uniform is multiplied by this
2348
    * value, and the array index is added.
2349
    *
2350
    * \note
2351
    * Must be >= 1.
2352
    *
2353
    * \sa
2354
    * _mesa_uniform_merge_location_offset, _mesa_uniform_split_location_offset
2355
    */
2356
   unsigned UniformLocationBaseScale;
2357
 
2358
   /**
2359
    * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2360
    * they're used in, or -1.
2361
    *
2362
    * This is used to maintain the Binding values of the stage's UniformBlocks[]
2363
    * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2364
    */
2365
   int *UniformBlockStageIndex[MESA_SHADER_TYPES];
2366
 
2367
   /**
2368
    * Map of active uniform names to locations
2369
    *
2370
    * Maps any active uniform that is not an array element to a location.
2371
    * Each active uniform, including individual structure members will appear
2372
    * in this map.  This roughly corresponds to the set of names that would be
2373
    * enumerated by \c glGetActiveUniform.
2374
    */
2375
   struct string_to_uint_map *UniformHash;
2376
 
2377
   GLboolean LinkStatus;   /**< GL_LINK_STATUS */
2378
   GLboolean Validated;
2379
   GLboolean _Used;        /**< Ever used for drawing? */
2380
   GLchar *InfoLog;
2381
 
2382
   unsigned Version;       /**< GLSL version used for linking */
2383
   GLboolean IsES;         /**< True if this program uses GLSL ES */
2384
 
2385
   /**
2386
    * Per-stage shaders resulting from the first stage of linking.
2387
    *
2388
    * Set of linked shaders for this program.  The array is accessed using the
2389
    * \c MESA_SHADER_* defines.  Entries for non-existent stages will be
2390
    * \c NULL.
2391
    */
2392
   struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES];
2393
};
2394
 
2395
 
2396
#define GLSL_DUMP      0x1  /**< Dump shaders to stdout */
2397
#define GLSL_LOG       0x2  /**< Write shaders to files */
2398
#define GLSL_OPT       0x4  /**< Force optimizations (override pragmas) */
2399
#define GLSL_NO_OPT    0x8  /**< Force no optimizations (override pragmas) */
2400
#define GLSL_UNIFORMS 0x10  /**< Print glUniform calls */
2401
#define GLSL_NOP_VERT 0x20  /**< Force no-op vertex shaders */
2402
#define GLSL_NOP_FRAG 0x40  /**< Force no-op fragment shaders */
2403
#define GLSL_USE_PROG 0x80  /**< Log glUseProgram calls */
2404
#define GLSL_REPORT_ERRORS 0x100  /**< Print compilation errors */
2405
 
2406
 
2407
/**
2408
 * Context state for GLSL vertex/fragment shaders.
2409
 */
2410
struct gl_shader_state
2411
{
2412
   /**
2413
    * Programs used for rendering
2414
    *
2415
    * There is a separate program set for each shader stage.  If
2416
    * GL_EXT_separate_shader_objects is not supported, each of these must point
2417
    * to \c NULL or to the same program.
2418
    */
2419
   struct gl_shader_program *CurrentVertexProgram;
2420
   struct gl_shader_program *CurrentGeometryProgram;
2421
   struct gl_shader_program *CurrentFragmentProgram;
2422
 
2423
   struct gl_shader_program *_CurrentFragmentProgram;
2424
 
2425
   /**
2426
    * Program used by glUniform calls.
2427
    *
2428
    * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2429
    */
2430
   struct gl_shader_program *ActiveProgram;
2431
 
2432
   GLbitfield Flags;                    /**< Mask of GLSL_x flags */
2433
};
2434
 
2435
 
2436
/**
2437
 * Compiler options for a single GLSL shaders type
2438
 */
2439
struct gl_shader_compiler_options
2440
{
2441
   /** Driver-selectable options: */
2442
   GLboolean EmitCondCodes;             /**< Use condition codes? */
2443
   GLboolean EmitNoLoops;
2444
   GLboolean EmitNoFunctions;
2445
   GLboolean EmitNoCont;                  /**< Emit CONT opcode? */
2446
   GLboolean EmitNoMainReturn;            /**< Emit CONT/RET opcodes? */
2447
   GLboolean EmitNoNoise;                 /**< Emit NOISE opcodes? */
2448
   GLboolean EmitNoPow;                   /**< Emit POW opcodes? */
2449
   GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2450
 
2451
   /**
2452
    * \name Forms of indirect addressing the driver cannot do.
2453
    */
2454
   /*@{*/
2455
   GLboolean EmitNoIndirectInput;   /**< No indirect addressing of inputs */
2456
   GLboolean EmitNoIndirectOutput;  /**< No indirect addressing of outputs */
2457
   GLboolean EmitNoIndirectTemp;    /**< No indirect addressing of temps */
2458
   GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2459
   /*@}*/
2460
 
2461
   GLuint MaxIfDepth;               /**< Maximum nested IF blocks */
2462
   GLuint MaxUnrollIterations;
2463
 
2464
   /**
2465
    * Prefer DP4 instructions (rather than MUL/MAD) for matrix * vector
2466
    * operations, such as position transformation.
2467
    */
2468
   GLboolean PreferDP4;
2469
 
2470
   struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2471
};
2472
 
2473
 
2474
/**
2475
 * Occlusion/timer query object.
2476
 */
2477
struct gl_query_object
2478
{
2479
   GLenum Target;      /**< The query target, when active */
2480
   GLuint Id;          /**< hash table ID/name */
2481
   GLuint64EXT Result; /**< the counter */
2482
   GLboolean Active;   /**< inside Begin/EndQuery */
2483
   GLboolean Ready;    /**< result is ready? */
2484
   GLboolean EverBound;/**< has query object ever been bound */
2485
};
2486
 
2487
 
2488
/**
2489
 * Context state for query objects.
2490
 */
2491
struct gl_query_state
2492
{
2493
   struct _mesa_HashTable *QueryObjects;
2494
   struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2495
   struct gl_query_object *CurrentTimerObject;     /* GL_EXT_timer_query */
2496
 
2497
   /** GL_NV_conditional_render */
2498
   struct gl_query_object *CondRenderQuery;
2499
 
2500
   /** GL_EXT_transform_feedback */
2501
   struct gl_query_object *PrimitivesGenerated;
2502
   struct gl_query_object *PrimitivesWritten;
2503
 
2504
   /** GL_ARB_timer_query */
2505
   struct gl_query_object *TimeElapsed;
2506
 
2507
   GLenum CondRenderMode;
2508
};
2509
 
2510
 
2511
/** Sync object state */
2512
struct gl_sync_object
2513
{
2514
   GLenum Type;               /**< GL_SYNC_FENCE */
2515
   GLuint Name;               /**< Fence name */
2516
   GLint RefCount;            /**< Reference count */
2517
   GLboolean DeletePending;   /**< Object was deleted while there were still
2518
			       * live references (e.g., sync not yet finished)
2519
			       */
2520
   GLenum SyncCondition;
2521
   GLbitfield Flags;          /**< Flags passed to glFenceSync */
2522
   GLuint StatusFlag:1;       /**< Has the sync object been signaled? */
2523
};
2524
 
2525
 
2526
/**
2527
 * State which can be shared by multiple contexts:
2528
 */
2529
struct gl_shared_state
2530
{
2531
   _glthread_Mutex Mutex;		   /**< for thread safety */
2532
   GLint RefCount;			   /**< Reference count */
2533
   struct _mesa_HashTable *DisplayList;	   /**< Display lists hash table */
2534
   struct _mesa_HashTable *TexObjects;	   /**< Texture objects hash table */
2535
 
2536
   /** Default texture objects (shared by all texture units) */
2537
   struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2538
 
2539
   /** Fallback texture used when a bound texture is incomplete */
2540
   struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
2541
 
2542
   /**
2543
    * \name Thread safety and statechange notification for texture
2544
    * objects.
2545
    *
2546
    * \todo Improve the granularity of locking.
2547
    */
2548
   /*@{*/
2549
   _glthread_Mutex TexMutex;		/**< texobj thread safety */
2550
   GLuint TextureStateStamp;	        /**< state notification for shared tex */
2551
   /*@}*/
2552
 
2553
   /** Default buffer object for vertex arrays that aren't in VBOs */
2554
   struct gl_buffer_object *NullBufferObj;
2555
 
2556
   /**
2557
    * \name Vertex/geometry/fragment programs
2558
    */
2559
   /*@{*/
2560
   struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2561
   struct gl_vertex_program *DefaultVertexProgram;
2562
   struct gl_fragment_program *DefaultFragmentProgram;
2563
   struct gl_geometry_program *DefaultGeometryProgram;
2564
   /*@}*/
2565
 
2566
   /* GL_ATI_fragment_shader */
2567
   struct _mesa_HashTable *ATIShaders;
2568
   struct ati_fragment_shader *DefaultFragmentShader;
2569
 
2570
   struct _mesa_HashTable *BufferObjects;
2571
 
2572
   /** Table of both gl_shader and gl_shader_program objects */
2573
   struct _mesa_HashTable *ShaderObjects;
2574
 
2575
   /* GL_EXT_framebuffer_object */
2576
   struct _mesa_HashTable *RenderBuffers;
2577
   struct _mesa_HashTable *FrameBuffers;
2578
 
2579
   /* GL_ARB_sync */
2580
   struct set *SyncObjects;
2581
 
2582
   /** GL_ARB_sampler_objects */
2583
   struct _mesa_HashTable *SamplerObjects;
2584
};
2585
 
2586
 
2587
 
2588
/**
2589
 * Renderbuffers represent drawing surfaces such as color, depth and/or
2590
 * stencil.  A framebuffer object has a set of renderbuffers.
2591
 * Drivers will typically derive subclasses of this type.
2592
 */
2593
struct gl_renderbuffer
2594
{
2595
   _glthread_Mutex Mutex; /**< for thread safety */
2596
   GLuint ClassID;        /**< Useful for drivers */
2597
   GLuint Name;
2598
   GLint RefCount;
2599
   GLuint Width, Height;
2600
   GLuint Depth;
2601
   GLboolean Purgeable;  /**< Is the buffer purgeable under memory pressure? */
2602
   GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
2603
   /**
2604
    * True for renderbuffers that wrap textures, giving the driver a chance to
2605
    * flush render caches through the FinishRenderTexture hook.
2606
    *
2607
    * Drivers may also set this on renderbuffers other than those generated by
2608
    * glFramebufferTexture(), though it means FinishRenderTexture() would be
2609
    * called without a rb->TexImage.
2610
    */
2611
   GLboolean NeedsFinishRenderTexture;
2612
   GLubyte NumSamples;
2613
   GLenum InternalFormat; /**< The user-specified format */
2614
   GLenum _BaseFormat;    /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2615
                               GL_STENCIL_INDEX. */
2616
   gl_format Format;      /**< The actual renderbuffer memory format */
2617
   /**
2618
    * Pointer to the texture image if this renderbuffer wraps a texture,
2619
    * otherwise NULL.
2620
    *
2621
    * Note that the reference on the gl_texture_object containing this
2622
    * TexImage is held by the gl_renderbuffer_attachment.
2623
    */
2624
   struct gl_texture_image *TexImage;
2625
 
2626
   /** Delete this renderbuffer */
2627
   void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2628
 
2629
   /** Allocate new storage for this renderbuffer */
2630
   GLboolean (*AllocStorage)(struct gl_context *ctx,
2631
                             struct gl_renderbuffer *rb,
2632
                             GLenum internalFormat,
2633
                             GLuint width, GLuint height);
2634
};
2635
 
2636
 
2637
/**
2638
 * A renderbuffer attachment points to either a texture object (and specifies
2639
 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2640
 */
2641
struct gl_renderbuffer_attachment
2642
{
2643
   GLenum Type;  /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2644
   GLboolean Complete;
2645
 
2646
   /**
2647
    * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2648
    * application supplied renderbuffer object.
2649
    */
2650
   struct gl_renderbuffer *Renderbuffer;
2651
 
2652
   /**
2653
    * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2654
    * supplied texture object.
2655
    */
2656
   struct gl_texture_object *Texture;
2657
   GLuint TextureLevel; /**< Attached mipmap level. */
2658
   GLuint CubeMapFace;  /**< 0 .. 5, for cube map textures. */
2659
   GLuint Zoffset;      /**< Slice for 3D textures,  or layer for both 1D
2660
                         * and 2D array textures */
2661
   GLboolean Layered;
2662
};
2663
 
2664
 
2665
/**
2666
 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2667
 * In C++ terms, think of this as a base class from which device drivers
2668
 * will make derived classes.
2669
 */
2670
struct gl_framebuffer
2671
{
2672
   _glthread_Mutex Mutex;  /**< for thread safety */
2673
   /**
2674
    * If zero, this is a window system framebuffer.  If non-zero, this
2675
    * is a FBO framebuffer; note that for some devices (i.e. those with
2676
    * a natural pixel coordinate system for FBOs that differs from the
2677
    * OpenGL/Mesa coordinate system), this means that the viewport,
2678
    * polygon face orientation, and polygon stipple will have to be inverted.
2679
    */
2680
   GLuint Name;
2681
 
2682
   GLint RefCount;
2683
   GLboolean DeletePending;
2684
 
2685
   /**
2686
    * The framebuffer's visual. Immutable if this is a window system buffer.
2687
    * Computed from attachments if user-made FBO.
2688
    */
2689
   struct gl_config Visual;
2690
 
2691
   GLuint Width, Height;	/**< size of frame buffer in pixels */
2692
 
2693
   /** \name  Drawing bounds (Intersection of buffer size and scissor box) */
2694
   /*@{*/
2695
   GLint _Xmin, _Xmax;  /**< inclusive */
2696
   GLint _Ymin, _Ymax;  /**< exclusive */
2697
   /*@}*/
2698
 
2699
   /** \name  Derived Z buffer stuff */
2700
   /*@{*/
2701
   GLuint _DepthMax;	/**< Max depth buffer value */
2702
   GLfloat _DepthMaxF;	/**< Float max depth buffer value */
2703
   GLfloat _MRD;	/**< minimum resolvable difference in Z values */
2704
   /*@}*/
2705
 
2706
   /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2707
   GLenum _Status;
2708
 
2709
   /** Integer color values */
2710
   GLboolean _IntegerColor;
2711
 
2712
   /* ARB_color_buffer_float */
2713
   GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
2714
   GLboolean _HasSNormOrFloatColorBuffer;
2715
 
2716
   /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2717
   struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2718
 
2719
   /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2720
    * attribute group and GL_PIXEL attribute group, respectively.
2721
    */
2722
   GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
2723
   GLenum ColorReadBuffer;
2724
 
2725
   /** Computed from ColorDraw/ReadBuffer above */
2726
   GLuint _NumColorDrawBuffers;
2727
   GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
2728
   GLint _ColorReadBufferIndex; /* -1 = None */
2729
   struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
2730
   struct gl_renderbuffer *_ColorReadBuffer;
2731
 
2732
   GLboolean Layered;
2733
 
2734
   /** Delete this framebuffer */
2735
   void (*Delete)(struct gl_framebuffer *fb);
2736
};
2737
 
2738
 
2739
/**
2740
 * Precision info for shader datatypes.  See glGetShaderPrecisionFormat().
2741
 */
2742
struct gl_precision
2743
{
2744
   GLushort RangeMin;   /**< min value exponent */
2745
   GLushort RangeMax;   /**< max value exponent */
2746
   GLushort Precision;  /**< number of mantissa bits */
2747
};
2748
 
2749
 
2750
/**
2751
 * Limits for vertex, geometry and fragment programs/shaders.
2752
 */
2753
struct gl_program_constants
2754
{
2755
   /* logical limits */
2756
   GLuint MaxInstructions;
2757
   GLuint MaxAluInstructions;
2758
   GLuint MaxTexInstructions;
2759
   GLuint MaxTexIndirections;
2760
   GLuint MaxAttribs;
2761
   GLuint MaxTemps;
2762
   GLuint MaxAddressRegs;
2763
   GLuint MaxAddressOffset;  /**< [-MaxAddressOffset, MaxAddressOffset-1] */
2764
   GLuint MaxParameters;
2765
   GLuint MaxLocalParams;
2766
   GLuint MaxEnvParams;
2767
   /* native/hardware limits */
2768
   GLuint MaxNativeInstructions;
2769
   GLuint MaxNativeAluInstructions;
2770
   GLuint MaxNativeTexInstructions;
2771
   GLuint MaxNativeTexIndirections;
2772
   GLuint MaxNativeAttribs;
2773
   GLuint MaxNativeTemps;
2774
   GLuint MaxNativeAddressRegs;
2775
   GLuint MaxNativeParameters;
2776
   /* For shaders */
2777
   GLuint MaxUniformComponents;  /**< Usually == MaxParameters * 4 */
2778
   /* ES 2.0 and GL_ARB_ES2_compatibility */
2779
   struct gl_precision LowFloat, MediumFloat, HighFloat;
2780
   struct gl_precision LowInt, MediumInt, HighInt;
2781
   /* GL_ARB_uniform_buffer_object */
2782
   GLuint MaxUniformBlocks;
2783
   GLuint MaxCombinedUniformComponents;
2784
   GLuint MaxTextureImageUnits;
2785
};
2786
 
2787
 
2788
/**
2789
 * Constants which may be overridden by device driver during context creation
2790
 * but are never changed after that.
2791
 */
2792
struct gl_constants
2793
{
2794
   GLuint MaxTextureMbytes;      /**< Max memory per image, in MB */
2795
   GLuint MaxTextureLevels;      /**< Max mipmap levels. */
2796
   GLuint Max3DTextureLevels;    /**< Max mipmap levels for 3D textures */
2797
   GLuint MaxCubeTextureLevels;  /**< Max mipmap levels for cube textures */
2798
   GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
2799
   GLuint MaxTextureRectSize;    /**< Max rectangle texture size, in pixes */
2800
   GLuint MaxTextureCoordUnits;
2801
   GLuint MaxCombinedTextureImageUnits;
2802
   GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
2803
   GLfloat MaxTextureMaxAnisotropy;  /**< GL_EXT_texture_filter_anisotropic */
2804
   GLfloat MaxTextureLodBias;        /**< GL_EXT_texture_lod_bias */
2805
   GLuint MaxTextureBufferSize;      /**< GL_ARB_texture_buffer_object */
2806
 
2807
   GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
2808
 
2809
   GLuint MaxArrayLockSize;
2810
 
2811
   GLint SubPixelBits;
2812
 
2813
   GLfloat MinPointSize, MaxPointSize;	     /**< aliased */
2814
   GLfloat MinPointSizeAA, MaxPointSizeAA;   /**< antialiased */
2815
   GLfloat PointSizeGranularity;
2816
   GLfloat MinLineWidth, MaxLineWidth;       /**< aliased */
2817
   GLfloat MinLineWidthAA, MaxLineWidthAA;   /**< antialiased */
2818
   GLfloat LineWidthGranularity;
2819
 
2820
   GLuint MaxClipPlanes;
2821
   GLuint MaxLights;
2822
   GLfloat MaxShininess;                     /**< GL_NV_light_max_exponent */
2823
   GLfloat MaxSpotExponent;                  /**< GL_NV_light_max_exponent */
2824
 
2825
   GLuint MaxViewportWidth, MaxViewportHeight;
2826
 
2827
   struct gl_program_constants VertexProgram;   /**< GL_ARB_vertex_program */
2828
   struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
2829
   struct gl_program_constants GeometryProgram;  /**< GL_ARB_geometry_shader4 */
2830
   GLuint MaxProgramMatrices;
2831
   GLuint MaxProgramMatrixStackDepth;
2832
 
2833
   struct {
2834
      GLuint SamplesPassed;
2835
      GLuint TimeElapsed;
2836
      GLuint Timestamp;
2837
      GLuint PrimitivesGenerated;
2838
      GLuint PrimitivesWritten;
2839
   } QueryCounterBits;
2840
 
2841
   /** vertex array / buffer object bounds checking */
2842
   GLboolean CheckArrayBounds;
2843
 
2844
   GLuint MaxDrawBuffers;    /**< GL_ARB_draw_buffers */
2845
 
2846
   GLuint MaxColorAttachments;   /**< GL_EXT_framebuffer_object */
2847
   GLuint MaxRenderbufferSize;   /**< GL_EXT_framebuffer_object */
2848
   GLuint MaxSamples;            /**< GL_ARB_framebuffer_object */
2849
 
2850
   /** Number of varying vectors between any two shader stages. */
2851
   GLuint MaxVarying;
2852
   GLuint MaxVaryingComponents;
2853
 
2854
   /** @{
2855
    * GL_ARB_uniform_buffer_object
2856
    */
2857
   GLuint MaxCombinedUniformBlocks;
2858
   GLuint MaxUniformBufferBindings;
2859
   GLuint MaxUniformBlockSize;
2860
   GLuint UniformBufferOffsetAlignment;
2861
   /** @} */
2862
 
2863
   /** GL_ARB_geometry_shader4 */
2864
   GLuint MaxGeometryOutputVertices;
2865
   GLuint MaxGeometryTotalOutputComponents;
2866
 
2867
   GLuint GLSLVersion;  /**< GLSL version supported (ex: 120 = 1.20) */
2868
 
2869
   /**
2870
    * Changes default GLSL extension behavior from "error" to "warn".  It's out
2871
    * of spec, but it can make some apps work that otherwise wouldn't.
2872
    */
2873
   GLboolean ForceGLSLExtensionsWarn;
2874
 
2875
   /**
2876
    * If non-zero, forces GLSL shaders without the #version directive to behave
2877
    * as if they began with "#version ForceGLSLVersion".
2878
    */
2879
   GLuint ForceGLSLVersion;
2880
 
2881
   /**
2882
    * Does the driver support real 32-bit integers?  (Otherwise, integers are
2883
    * simulated via floats.)
2884
    */
2885
   GLboolean NativeIntegers;
2886
 
2887
   /**
2888
    * If the driver supports real 32-bit integers, what integer value should be
2889
    * used for boolean true in uniform uploads?  (Usually 1 or ~0.)
2890
    */
2891
   GLuint UniformBooleanTrue;
2892
 
2893
   /** Which texture units support GL_ATI_envmap_bumpmap as targets */
2894
   GLbitfield SupportedBumpUnits;
2895
 
2896
   /**
2897
    * Maximum amount of time, measured in nanseconds, that the server can wait.
2898
    */
2899
   GLuint64 MaxServerWaitTimeout;
2900
 
2901
   /** GL_EXT_provoking_vertex */
2902
   GLboolean QuadsFollowProvokingVertexConvention;
2903
 
2904
   /** OpenGL version 3.0 */
2905
   GLbitfield ContextFlags;  /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
2906
 
2907
   /** OpenGL version 3.2 */
2908
   GLbitfield ProfileMask;   /**< Mask of CONTEXT_x_PROFILE_BIT */
2909
 
2910
   /** GL_EXT_transform_feedback */
2911
   GLuint MaxTransformFeedbackBuffers;
2912
   GLuint MaxTransformFeedbackSeparateComponents;
2913
   GLuint MaxTransformFeedbackInterleavedComponents;
2914
   GLuint MaxVertexStreams;
2915
 
2916
   /** GL_EXT_gpu_shader4 */
2917
   GLint MinProgramTexelOffset, MaxProgramTexelOffset;
2918
 
2919
   /* GL_ARB_robustness */
2920
   GLenum ResetStrategy;
2921
 
2922
   /* GL_ARB_blend_func_extended */
2923
   GLuint MaxDualSourceDrawBuffers;
2924
 
2925
   /**
2926
    * Whether the implementation strips out and ignores texture borders.
2927
    *
2928
    * Many GPU hardware implementations don't support rendering with texture
2929
    * borders and mipmapped textures.  (Note: not static border color, but the
2930
    * old 1-pixel border around each edge).  Implementations then have to do
2931
    * slow fallbacks to be correct, or just ignore the border and be fast but
2932
    * wrong.  Setting the flag strips the border off of TexImage calls,
2933
    * providing "fast but wrong" at significantly reduced driver complexity.
2934
    *
2935
    * Texture borders are deprecated in GL 3.0.
2936
    **/
2937
   GLboolean StripTextureBorder;
2938
 
2939
   /**
2940
    * For drivers which can do a better job at eliminating unused uniforms
2941
    * than the GLSL compiler.
2942
    *
2943
    * XXX Remove these as soon as a better solution is available.
2944
    */
2945
   GLboolean GLSLSkipStrictMaxUniformLimitCheck;
2946
 
2947
   /**
2948
    * Force software support for primitive restart in the VBO module.
2949
    */
2950
   GLboolean PrimitiveRestartInSoftware;
2951
 
2952
   /** GL_ARB_map_buffer_alignment */
2953
   GLuint MinMapBufferAlignment;
2954
 
2955
   /**
2956
    * Disable varying packing.  This is out of spec, but potentially useful
2957
    * for older platforms that supports a limited number of texture
2958
    * indirections--on these platforms, unpacking the varyings in the fragment
2959
    * shader increases the number of texture indirections by 1, which might
2960
    * make some shaders not executable at all.
2961
    *
2962
    * Drivers that support transform feedback must set this value to GL_FALSE.
2963
    */
2964
   GLboolean DisableVaryingPacking;
2965
 
2966
   /*
2967
    * Maximum value supported for an index in DrawElements and friends.
2968
    *
2969
    * This must be at least (1ull<<24)-1.  The default value is
2970
    * (1ull<<32)-1.
2971
    *
2972
    * \since ES 3.0 or GL_ARB_ES3_compatibility
2973
    * \sa _mesa_init_constants
2974
    */
2975
   GLuint64 MaxElementIndex;
2976
 
2977
   /**
2978
    * Disable interpretation of line continuations (lines ending with a
2979
    * backslash character ('\') in GLSL source.
2980
    */
2981
   GLboolean DisableGLSLLineContinuations;
2982
 
2983
   /** GL_ARB_texture_multisample */
2984
   GLint MaxColorTextureSamples;
2985
   GLint MaxDepthTextureSamples;
2986
   GLint MaxIntegerSamples;
2987
};
2988
 
2989
 
2990
/**
2991
 * Enable flag for each OpenGL extension.  Different device drivers will
2992
 * enable different extensions at runtime.
2993
 */
2994
struct gl_extensions
2995
{
2996
   GLboolean dummy;  /* don't remove this! */
2997
   GLboolean dummy_true;  /* Set true by _mesa_init_extensions(). */
2998
   GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
2999
   GLboolean ANGLE_texture_compression_dxt;
3000
   GLboolean ARB_ES2_compatibility;
3001
   GLboolean ARB_ES3_compatibility;
3002
   GLboolean ARB_base_instance;
3003
   GLboolean ARB_blend_func_extended;
3004
   GLboolean ARB_color_buffer_float;
3005
   GLboolean ARB_conservative_depth;
3006
   GLboolean ARB_depth_buffer_float;
3007
   GLboolean ARB_depth_clamp;
3008
   GLboolean ARB_depth_texture;
3009
   GLboolean ARB_draw_buffers_blend;
3010
   GLboolean ARB_draw_elements_base_vertex;
3011
   GLboolean ARB_draw_instanced;
3012
   GLboolean ARB_fragment_coord_conventions;
3013
   GLboolean ARB_fragment_program;
3014
   GLboolean ARB_fragment_program_shadow;
3015
   GLboolean ARB_fragment_shader;
3016
   GLboolean ARB_framebuffer_object;
3017
   GLboolean ARB_explicit_attrib_location;
3018
   GLboolean ARB_geometry_shader4;
3019
   GLboolean ARB_gpu_shader5;
3020
   GLboolean ARB_half_float_pixel;
3021
   GLboolean ARB_half_float_vertex;
3022
   GLboolean ARB_instanced_arrays;
3023
   GLboolean ARB_internalformat_query;
3024
   GLboolean ARB_map_buffer_alignment;
3025
   GLboolean ARB_map_buffer_range;
3026
   GLboolean ARB_occlusion_query;
3027
   GLboolean ARB_occlusion_query2;
3028
   GLboolean ARB_point_sprite;
3029
   GLboolean ARB_seamless_cube_map;
3030
   GLboolean ARB_shader_bit_encoding;
3031
   GLboolean ARB_shader_stencil_export;
3032
   GLboolean ARB_shader_texture_lod;
3033
   GLboolean ARB_shading_language_packing;
3034
   GLboolean ARB_shading_language_420pack;
3035
   GLboolean ARB_shadow;
3036
   GLboolean ARB_sync;
3037
   GLboolean ARB_texture_border_clamp;
3038
   GLboolean ARB_texture_buffer_object;
3039
   GLboolean ARB_texture_buffer_object_rgb32;
3040
   GLboolean ARB_texture_buffer_range;
3041
   GLboolean ARB_texture_compression_rgtc;
3042
   GLboolean ARB_texture_cube_map;
3043
   GLboolean ARB_texture_cube_map_array;
3044
   GLboolean ARB_texture_env_combine;
3045
   GLboolean ARB_texture_env_crossbar;
3046
   GLboolean ARB_texture_env_dot3;
3047
   GLboolean ARB_texture_float;
3048
   GLboolean ARB_texture_multisample;
3049
   GLboolean ARB_texture_non_power_of_two;
3050
   GLboolean ARB_texture_query_lod;
3051
   GLboolean ARB_texture_rg;
3052
   GLboolean ARB_texture_rgb10_a2ui;
3053
   GLboolean ARB_timer_query;
3054
   GLboolean ARB_transform_feedback2;
3055
   GLboolean ARB_transform_feedback3;
3056
   GLboolean ARB_transform_feedback_instanced;
3057
   GLboolean ARB_uniform_buffer_object;
3058
   GLboolean ARB_vertex_program;
3059
   GLboolean ARB_vertex_shader;
3060
   GLboolean ARB_vertex_type_2_10_10_10_rev;
3061
   GLboolean EXT_blend_color;
3062
   GLboolean EXT_blend_equation_separate;
3063
   GLboolean EXT_blend_func_separate;
3064
   GLboolean EXT_blend_minmax;
3065
   GLboolean EXT_depth_bounds_test;
3066
   GLboolean EXT_draw_buffers2;
3067
   GLboolean EXT_framebuffer_blit;
3068
   GLboolean EXT_framebuffer_multisample;
3069
   GLboolean EXT_framebuffer_multisample_blit_scaled;
3070
   GLboolean EXT_framebuffer_sRGB;
3071
   GLboolean EXT_gpu_program_parameters;
3072
   GLboolean EXT_gpu_shader4;
3073
   GLboolean EXT_packed_depth_stencil;
3074
   GLboolean EXT_packed_float;
3075
   GLboolean EXT_pixel_buffer_object;
3076
   GLboolean EXT_point_parameters;
3077
   GLboolean EXT_provoking_vertex;
3078
   GLboolean EXT_separate_shader_objects;
3079
   GLboolean EXT_stencil_two_side;
3080
   GLboolean EXT_texture3D;
3081
   GLboolean EXT_texture_array;
3082
   GLboolean EXT_texture_compression_latc;
3083
   GLboolean EXT_texture_compression_s3tc;
3084
   GLboolean EXT_texture_env_dot3;
3085
   GLboolean EXT_texture_filter_anisotropic;
3086
   GLboolean EXT_texture_integer;
3087
   GLboolean EXT_texture_mirror_clamp;
3088
   GLboolean EXT_texture_shared_exponent;
3089
   GLboolean EXT_texture_snorm;
3090
   GLboolean EXT_texture_sRGB;
3091
   GLboolean EXT_texture_sRGB_decode;
3092
   GLboolean EXT_texture_swizzle;
3093
   GLboolean EXT_transform_feedback;
3094
   GLboolean EXT_timer_query;
3095
   GLboolean EXT_vertex_array_bgra;
3096
   GLboolean OES_standard_derivatives;
3097
   /* vendor extensions */
3098
   GLboolean AMD_seamless_cubemap_per_texture;
3099
   GLboolean AMD_vertex_shader_layer;
3100
   GLboolean APPLE_object_purgeable;
3101
   GLboolean ATI_envmap_bumpmap;
3102
   GLboolean ATI_texture_compression_3dc;
3103
   GLboolean ATI_texture_mirror_once;
3104
   GLboolean ATI_texture_env_combine3;
3105
   GLboolean ATI_fragment_shader;
3106
   GLboolean ATI_separate_stencil;
3107
   GLboolean MESA_pack_invert;
3108
   GLboolean MESA_ycbcr_texture;
3109
   GLboolean MESA_texture_array;
3110
   GLboolean NV_conditional_render;
3111
   GLboolean NV_fog_distance;
3112
   GLboolean NV_fragment_program_option;
3113
   GLboolean NV_point_sprite;
3114
   GLboolean NV_primitive_restart;
3115
   GLboolean NV_texture_barrier;
3116
   GLboolean NV_texture_env_combine4;
3117
   GLboolean NV_texture_rectangle;
3118
   GLboolean TDFX_texture_compression_FXT1;
3119
   GLboolean OES_EGL_image;
3120
   GLboolean OES_draw_texture;
3121
   GLboolean OES_depth_texture_cube_map;
3122
   GLboolean OES_EGL_image_external;
3123
   GLboolean OES_compressed_ETC1_RGB8_texture;
3124
   GLboolean extension_sentinel;
3125
   /** The extension string */
3126
   const GLubyte *String;
3127
   /** Number of supported extensions */
3128
   GLuint Count;
3129
};
3130
 
3131
 
3132
/**
3133
 * A stack of matrices (projection, modelview, color, texture, etc).
3134
 */
3135
struct gl_matrix_stack
3136
{
3137
   GLmatrix *Top;      /**< points into Stack */
3138
   GLmatrix *Stack;    /**< array [MaxDepth] of GLmatrix */
3139
   GLuint Depth;       /**< 0 <= Depth < MaxDepth */
3140
   GLuint MaxDepth;    /**< size of Stack[] array */
3141
   GLuint DirtyFlag;   /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3142
};
3143
 
3144
 
3145
/**
3146
 * \name Bits for image transfer operations
3147
 * \sa __struct gl_contextRec::ImageTransferState.
3148
 */
3149
/*@{*/
3150
#define IMAGE_SCALE_BIAS_BIT                      0x1
3151
#define IMAGE_SHIFT_OFFSET_BIT                    0x2
3152
#define IMAGE_MAP_COLOR_BIT                       0x4
3153
#define IMAGE_CLAMP_BIT                           0x800
3154
 
3155
 
3156
/** Pixel Transfer ops */
3157
#define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT |			\
3158
		    IMAGE_SHIFT_OFFSET_BIT |			\
3159
		    IMAGE_MAP_COLOR_BIT)
3160
 
3161
/**
3162
 * \name Bits to indicate what state has changed.
3163
 */
3164
/*@{*/
3165
#define _NEW_MODELVIEW         (1 << 0)   /**< gl_context::ModelView */
3166
#define _NEW_PROJECTION        (1 << 1)   /**< gl_context::Projection */
3167
#define _NEW_TEXTURE_MATRIX    (1 << 2)   /**< gl_context::TextureMatrix */
3168
#define _NEW_COLOR             (1 << 3)   /**< gl_context::Color */
3169
#define _NEW_DEPTH             (1 << 4)   /**< gl_context::Depth */
3170
#define _NEW_EVAL              (1 << 5)   /**< gl_context::Eval, EvalMap */
3171
#define _NEW_FOG               (1 << 6)   /**< gl_context::Fog */
3172
#define _NEW_HINT              (1 << 7)   /**< gl_context::Hint */
3173
#define _NEW_LIGHT             (1 << 8)   /**< gl_context::Light */
3174
#define _NEW_LINE              (1 << 9)   /**< gl_context::Line */
3175
#define _NEW_PIXEL             (1 << 10)  /**< gl_context::Pixel */
3176
#define _NEW_POINT             (1 << 11)  /**< gl_context::Point */
3177
#define _NEW_POLYGON           (1 << 12)  /**< gl_context::Polygon */
3178
#define _NEW_POLYGONSTIPPLE    (1 << 13)  /**< gl_context::PolygonStipple */
3179
#define _NEW_SCISSOR           (1 << 14)  /**< gl_context::Scissor */
3180
#define _NEW_STENCIL           (1 << 15)  /**< gl_context::Stencil */
3181
#define _NEW_TEXTURE           (1 << 16)  /**< gl_context::Texture */
3182
#define _NEW_TRANSFORM         (1 << 17)  /**< gl_context::Transform */
3183
#define _NEW_VIEWPORT          (1 << 18)  /**< gl_context::Viewport */
3184
/* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3185
#define _NEW_ARRAY             (1 << 20)  /**< gl_context::Array */
3186
#define _NEW_RENDERMODE        (1 << 21)  /**< gl_context::RenderMode, etc */
3187
#define _NEW_BUFFERS           (1 << 22)  /**< gl_context::Visual, DrawBuffer, */
3188
#define _NEW_CURRENT_ATTRIB    (1 << 23)  /**< gl_context::Current */
3189
#define _NEW_MULTISAMPLE       (1 << 24)  /**< gl_context::Multisample */
3190
#define _NEW_TRACK_MATRIX      (1 << 25)  /**< gl_context::VertexProgram */
3191
#define _NEW_PROGRAM           (1 << 26)  /**< New program/shader state */
3192
#define _NEW_PROGRAM_CONSTANTS (1 << 27)
3193
#define _NEW_BUFFER_OBJECT     (1 << 28)
3194
#define _NEW_FRAG_CLAMP        (1 << 29)
3195
/* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3196
#define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3197
#define _NEW_ALL ~0
3198
/*@}*/
3199
 
3200
 
3201
/**
3202
 * Composite state flags
3203
 */
3204
/*@{*/
3205
#define _MESA_NEW_NEED_EYE_COORDS         (_NEW_LIGHT |		\
3206
                                           _NEW_TEXTURE |	\
3207
                                           _NEW_POINT |		\
3208
                                           _NEW_PROGRAM |	\
3209
                                           _NEW_MODELVIEW)
3210
 
3211
#define _MESA_NEW_SEPARATE_SPECULAR        (_NEW_LIGHT | \
3212
                                            _NEW_FOG | \
3213
                                            _NEW_PROGRAM)
3214
 
3215
 
3216
/*@}*/
3217
 
3218
 
3219
 
3220
 
3221
/* This has to be included here. */
3222
#include "dd.h"
3223
 
3224
 
3225
/**
3226
 * Display list flags.
3227
 * Strictly this is a tnl-private concept, but it doesn't seem
3228
 * worthwhile adding a tnl private structure just to hold this one bit
3229
 * of information:
3230
 */
3231
#define DLIST_DANGLING_REFS     0x1
3232
 
3233
 
3234
/** Opaque declaration of display list payload data type */
3235
union gl_dlist_node;
3236
 
3237
 
3238
/**
3239
 * Provide a location where information about a display list can be
3240
 * collected.  Could be extended with driverPrivate structures,
3241
 * etc. in the future.
3242
 */
3243
struct gl_display_list
3244
{
3245
   GLuint Name;
3246
   GLbitfield Flags;  /**< DLIST_x flags */
3247
   /** The dlist commands are in a linked list of nodes */
3248
   union gl_dlist_node *Head;
3249
};
3250
 
3251
 
3252
/**
3253
 * State used during display list compilation and execution.
3254
 */
3255
struct gl_dlist_state
3256
{
3257
   GLuint CallDepth;		/**< Current recursion calling depth */
3258
 
3259
   struct gl_display_list *CurrentList; /**< List currently being compiled */
3260
   union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3261
   GLuint CurrentPos;		/**< Index into current block of nodes */
3262
 
3263
   GLvertexformat ListVtxfmt;
3264
 
3265
   GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3266
   GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3267
 
3268
   GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3269
   GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3270
 
3271
   struct {
3272
      /* State known to have been set by the currently-compiling display
3273
       * list.  Used to eliminate some redundant state changes.
3274
       */
3275
      GLenum ShadeModel;
3276
   } Current;
3277
};
3278
 
3279
/** @{
3280
 *
3281
 * These are a mapping of the GL_ARB_debug_output enums to small enums
3282
 * suitable for use as an array index.
3283
 */
3284
 
3285
enum mesa_debug_source {
3286
   MESA_DEBUG_SOURCE_API,
3287
   MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
3288
   MESA_DEBUG_SOURCE_SHADER_COMPILER,
3289
   MESA_DEBUG_SOURCE_THIRD_PARTY,
3290
   MESA_DEBUG_SOURCE_APPLICATION,
3291
   MESA_DEBUG_SOURCE_OTHER,
3292
   MESA_DEBUG_SOURCE_COUNT
3293
};
3294
 
3295
enum mesa_debug_type {
3296
   MESA_DEBUG_TYPE_ERROR,
3297
   MESA_DEBUG_TYPE_DEPRECATED,
3298
   MESA_DEBUG_TYPE_UNDEFINED,
3299
   MESA_DEBUG_TYPE_PORTABILITY,
3300
   MESA_DEBUG_TYPE_PERFORMANCE,
3301
   MESA_DEBUG_TYPE_OTHER,
3302
   MESA_DEBUG_TYPE_COUNT
3303
};
3304
 
3305
enum mesa_debug_severity {
3306
   MESA_DEBUG_SEVERITY_LOW,
3307
   MESA_DEBUG_SEVERITY_MEDIUM,
3308
   MESA_DEBUG_SEVERITY_HIGH,
3309
   MESA_DEBUG_SEVERITY_COUNT
3310
};
3311
 
3312
/** @} */
3313
 
3314
/**
3315
 * An error, warning, or other piece of debug information for an application
3316
 * to consume via GL_ARB_debug_output.
3317
 */
3318
struct gl_debug_msg
3319
{
3320
   enum mesa_debug_source source;
3321
   enum mesa_debug_type type;
3322
   GLuint id;
3323
   enum mesa_debug_severity severity;
3324
   GLsizei length;
3325
   GLcharARB *message;
3326
};
3327
 
3328
struct gl_debug_namespace
3329
{
3330
   struct _mesa_HashTable *IDs;
3331
   unsigned ZeroID; /* a HashTable won't take zero, so store its state here */
3332
   /** lists of IDs in the hash table at each severity */
3333
   struct simple_node Severity[MESA_DEBUG_SEVERITY_COUNT];
3334
};
3335
 
3336
struct gl_debug_state
3337
{
3338
   GLDEBUGPROCARB Callback;
3339
   const void *CallbackData;
3340
   GLboolean SyncOutput;
3341
   GLboolean Defaults[MESA_DEBUG_SEVERITY_COUNT][MESA_DEBUG_SOURCE_COUNT][MESA_DEBUG_TYPE_COUNT];
3342
   struct gl_debug_namespace Namespaces[MESA_DEBUG_SOURCE_COUNT][MESA_DEBUG_TYPE_COUNT];
3343
   struct gl_debug_msg Log[MAX_DEBUG_LOGGED_MESSAGES];
3344
   GLint NumMessages;
3345
   GLint NextMsg;
3346
   GLint NextMsgLength; /* redundant, but copied here from Log[NextMsg].length
3347
                           for the sake of the offsetof() code in get.c */
3348
};
3349
 
3350
/**
3351
 * Enum for the OpenGL APIs we know about and may support.
3352
 *
3353
 * NOTE: This must match the api_enum table in
3354
 * src/mesa/main/get_hash_generator.py
3355
 */
3356
typedef enum
3357
{
3358
   API_OPENGL_COMPAT,      /* legacy / compatibility contexts */
3359
   API_OPENGLES,
3360
   API_OPENGLES2,
3361
   API_OPENGL_CORE,
3362
   API_OPENGL_LAST = API_OPENGL_CORE
3363
} gl_api;
3364
 
3365
/**
3366
 * Driver-specific state flags.
3367
 *
3368
 * These are or'd with gl_context::NewDriverState to notify a driver about
3369
 * a state change. The driver sets the flags at context creation and
3370
 * the meaning of the bits set is opaque to core Mesa.
3371
 */
3372
struct gl_driver_flags
3373
{
3374
   /** gl_context::Array::_DrawArrays (vertex array state) */
3375
   GLbitfield NewArray;
3376
 
3377
   /** gl_context::TransformFeedback::CurrentObject */
3378
   GLbitfield NewTransformFeedback;
3379
 
3380
   /** gl_context::RasterDiscard */
3381
   GLbitfield NewRasterizerDiscard;
3382
 
3383
   /**
3384
    * gl_context::UniformBufferBindings
3385
    * gl_shader_program::UniformBlocks
3386
    */
3387
   GLbitfield NewUniformBuffer;
3388
};
3389
 
3390
struct gl_uniform_buffer_binding
3391
{
3392
   struct gl_buffer_object *BufferObject;
3393
   /** Start of uniform block data in the buffer */
3394
   GLintptr Offset;
3395
   /** Size of data allowed to be referenced from the buffer (in bytes) */
3396
   GLsizeiptr Size;
3397
   /**
3398
    * glBindBufferBase() indicates that the Size should be ignored and only
3399
    * limited by the current size of the BufferObject.
3400
    */
3401
   GLboolean AutomaticSize;
3402
};
3403
 
3404
/**
3405
 * Mesa rendering context.
3406
 *
3407
 * This is the central context data structure for Mesa.  Almost all
3408
 * OpenGL state is contained in this structure.
3409
 * Think of this as a base class from which device drivers will derive
3410
 * sub classes.
3411
 *
3412
 * The struct gl_context typedef names this structure.
3413
 */
3414
struct gl_context
3415
{
3416
   /** State possibly shared with other contexts in the address space */
3417
   struct gl_shared_state *Shared;
3418
 
3419
   /** \name API function pointer tables */
3420
   /*@{*/
3421
   gl_api API;
3422
   /**
3423
    * The current dispatch table for non-displaylist-saving execution, either
3424
    * BeginEnd or OutsideBeginEnd
3425
    */
3426
   struct _glapi_table *Exec;
3427
   /**
3428
    * The normal dispatch table for non-displaylist-saving, non-begin/end
3429
    */
3430
   struct _glapi_table *OutsideBeginEnd;
3431
   /** The dispatch table used between glNewList() and glEndList() */
3432
   struct _glapi_table *Save;
3433
   /**
3434
    * The dispatch table used between glBegin() and glEnd() (outside of a
3435
    * display list).  Only valid functions between those two are set, which is
3436
    * mostly just the set in a GLvertexformat struct.
3437
    */
3438
   struct _glapi_table *BeginEnd;
3439
   /**
3440
    * Tracks the current dispatch table out of the 3 above, so that it can be
3441
    * re-set on glXMakeCurrent().
3442
    */
3443
   struct _glapi_table *CurrentDispatch;
3444
   /*@}*/
3445
 
3446
   struct gl_config Visual;
3447
   struct gl_framebuffer *DrawBuffer;	/**< buffer for writing */
3448
   struct gl_framebuffer *ReadBuffer;	/**< buffer for reading */
3449
   struct gl_framebuffer *WinSysDrawBuffer;  /**< set with MakeCurrent */
3450
   struct gl_framebuffer *WinSysReadBuffer;  /**< set with MakeCurrent */
3451
 
3452
   /**
3453
    * Device driver function pointer table
3454
    */
3455
   struct dd_function_table Driver;
3456
 
3457
   /** Core/Driver constants */
3458
   struct gl_constants Const;
3459
 
3460
   /** \name The various 4x4 matrix stacks */
3461
   /*@{*/
3462
   struct gl_matrix_stack ModelviewMatrixStack;
3463
   struct gl_matrix_stack ProjectionMatrixStack;
3464
   struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3465
   struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3466
   struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3467
   /*@}*/
3468
 
3469
   /** Combined modelview and projection matrix */
3470
   GLmatrix _ModelProjectMatrix;
3471
 
3472
   /** \name Display lists */
3473
   struct gl_dlist_state ListState;
3474
 
3475
   GLboolean ExecuteFlag;	/**< Execute GL commands? */
3476
   GLboolean CompileFlag;	/**< Compile GL commands into display list? */
3477
 
3478
   /** Extension information */
3479
   struct gl_extensions Extensions;
3480
 
3481
   /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
3482
   GLuint Version;
3483
   char *VersionString;
3484
 
3485
   /** \name State attribute stack (for glPush/PopAttrib) */
3486
   /*@{*/
3487
   GLuint AttribStackDepth;
3488
   struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3489
   /*@}*/
3490
 
3491
   /** \name Renderer attribute groups
3492
    *
3493
    * We define a struct for each attribute group to make pushing and popping
3494
    * attributes easy.  Also it's a good organization.
3495
    */
3496
   /*@{*/
3497
   struct gl_accum_attrib	Accum;		/**< Accum buffer attributes */
3498
   struct gl_colorbuffer_attrib	Color;		/**< Color buffer attributes */
3499
   struct gl_current_attrib	Current;	/**< Current attributes */
3500
   struct gl_depthbuffer_attrib	Depth;		/**< Depth buffer attributes */
3501
   struct gl_eval_attrib	Eval;		/**< Eval attributes */
3502
   struct gl_fog_attrib		Fog;		/**< Fog attributes */
3503
   struct gl_hint_attrib	Hint;		/**< Hint attributes */
3504
   struct gl_light_attrib	Light;		/**< Light attributes */
3505
   struct gl_line_attrib	Line;		/**< Line attributes */
3506
   struct gl_list_attrib	List;		/**< List attributes */
3507
   struct gl_multisample_attrib Multisample;
3508
   struct gl_pixel_attrib	Pixel;		/**< Pixel attributes */
3509
   struct gl_point_attrib	Point;		/**< Point attributes */
3510
   struct gl_polygon_attrib	Polygon;	/**< Polygon attributes */
3511
   GLuint PolygonStipple[32];			/**< Polygon stipple */
3512
   struct gl_scissor_attrib	Scissor;	/**< Scissor attributes */
3513
   struct gl_stencil_attrib	Stencil;	/**< Stencil buffer attributes */
3514
   struct gl_texture_attrib	Texture;	/**< Texture attributes */
3515
   struct gl_transform_attrib	Transform;	/**< Transformation attributes */
3516
   struct gl_viewport_attrib	Viewport;	/**< Viewport attributes */
3517
   /*@}*/
3518
 
3519
   /** \name Client attribute stack */
3520
   /*@{*/
3521
   GLuint ClientAttribStackDepth;
3522
   struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3523
   /*@}*/
3524
 
3525
   /** \name Client attribute groups */
3526
   /*@{*/
3527
   struct gl_array_attrib	Array;	/**< Vertex arrays */
3528
   struct gl_pixelstore_attrib	Pack;	/**< Pixel packing */
3529
   struct gl_pixelstore_attrib	Unpack;	/**< Pixel unpacking */
3530
   struct gl_pixelstore_attrib	DefaultPacking;	/**< Default params */
3531
   /*@}*/
3532
 
3533
   /** \name Other assorted state (not pushed/popped on attribute stack) */
3534
   /*@{*/
3535
   struct gl_pixelmaps          PixelMaps;
3536
 
3537
   struct gl_evaluators EvalMap;   /**< All evaluators */
3538
   struct gl_feedback   Feedback;  /**< Feedback */
3539
   struct gl_selection  Select;    /**< Selection */
3540
 
3541
   struct gl_program_state Program;  /**< general program state */
3542
   struct gl_vertex_program_state VertexProgram;
3543
   struct gl_fragment_program_state FragmentProgram;
3544
   struct gl_geometry_program_state GeometryProgram;
3545
   struct gl_ati_fragment_shader_state ATIFragmentShader;
3546
 
3547
   struct gl_shader_state Shader; /**< GLSL shader object state */
3548
   struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
3549
 
3550
   struct gl_query_state Query;  /**< occlusion, timer queries */
3551
 
3552
   struct gl_transform_feedback_state TransformFeedback;
3553
 
3554
   struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3555
   struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3556
 
3557
   /**
3558
    * Current GL_ARB_uniform_buffer_object binding referenced by
3559
    * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
3560
    */
3561
   struct gl_buffer_object *UniformBuffer;
3562
 
3563
   /**
3564
    * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
3565
    * This is set up using glBindBufferRange() or glBindBufferBase().  They are
3566
    * associated with uniform blocks by glUniformBlockBinding()'s state in the
3567
    * shader program.
3568
    */
3569
   struct gl_uniform_buffer_binding
3570
      UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
3571
 
3572
   /*@}*/
3573
 
3574
   struct gl_meta_state *Meta;  /**< for "meta" operations */
3575
 
3576
   /* GL_EXT_framebuffer_object */
3577
   struct gl_renderbuffer *CurrentRenderbuffer;
3578
 
3579
   GLenum ErrorValue;        /**< Last error code */
3580
 
3581
   /* GL_ARB_robustness */
3582
   GLenum ResetStatus;
3583
 
3584
   /**
3585
    * Recognize and silence repeated error debug messages in buggy apps.
3586
    */
3587
   const char *ErrorDebugFmtString;
3588
   GLuint ErrorDebugCount;
3589
 
3590
   /* GL_ARB_debug_output */
3591
   struct gl_debug_state Debug;
3592
 
3593
   GLenum RenderMode;        /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3594
   GLbitfield NewState;      /**< bitwise-or of _NEW_* flags */
3595
   GLbitfield NewDriverState;/**< bitwise-or of flags from DriverFlags */
3596
 
3597
   struct gl_driver_flags DriverFlags;
3598
 
3599
   GLboolean ViewportInitialized;  /**< has viewport size been initialized? */
3600
 
3601
   GLbitfield64 varying_vp_inputs;  /**< mask of VERT_BIT_* flags */
3602
 
3603
   /** \name Derived state */
3604
   GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
3605
   GLfloat _EyeZDir[3];
3606
   GLfloat _ModelViewInvScale;
3607
   GLboolean _NeedEyeCoords;
3608
   GLboolean _ForceEyeCoords;
3609
 
3610
   GLuint TextureStateTimestamp; /**< detect changes to shared state */
3611
 
3612
   struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3613
 
3614
   /** \name For debugging/development only */
3615
   /*@{*/
3616
   GLboolean FirstTimeCurrent;
3617
   /*@}*/
3618
 
3619
   /** software compression/decompression supported or not */
3620
   GLboolean Mesa_DXTn;
3621
 
3622
   GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
3623
 
3624
   GLboolean RasterDiscard;  /**< GL_RASTERIZER_DISCARD */
3625
 
3626
   /**
3627
    * \name Hooks for module contexts.
3628
    *
3629
    * These will eventually live in the driver or elsewhere.
3630
    */
3631
   /*@{*/
3632
   void *swrast_context;
3633
   void *swsetup_context;
3634
   void *swtnl_context;
3635
   void *swtnl_im;
3636
   struct st_context *st;
3637
   void *aelt_context;
3638
   /*@}*/
3639
};
3640
 
3641
 
3642
#ifdef DEBUG
3643
# define ENTER() printf("ENTER %s\n", __FUNCTION__)
3644
# define LEAVE() printf("LEAVE %s\n", __FUNCTION__)
3645
# define FAIL() printf("FAIL %s\n", __FUNCTION__)
3646
extern int MESA_VERBOSE;
3647
extern int MESA_DEBUG_FLAGS;
3648
# define MESA_FUNCTION __FUNCTION__
3649
#else
5373 serge 3650
# define ENTER()
3651
# define LEAVE()
4358 Serge 3652
# define FAIL()
3653
# define MESA_VERBOSE 0
3654
# define MESA_DEBUG_FLAGS 0
3655
# define MESA_FUNCTION "a function"
3656
# ifndef NDEBUG
3657
#  define NDEBUG
3658
# endif
3659
#endif
3660
 
3661
#ifdef BRW_DEBUG
3662
  #define BRWENTER() printf("BRWENTER %s\n", __FUNCTION__)
3663
  #define BRWLEAVE() printf("BRWLEAVE %s\n", __FUNCTION__)
3664
  #define BRWFAIL() printf("BRWFAIL %s\n", __FUNCTION__)
3665
#else
3666
  #define BRWENTER()
3667
  #define BRWLEAVE()
3668
  #define BRWFAIL()
3669
#endif
3670
 
3671
/** The MESA_VERBOSE var is a bitmask of these flags */
3672
enum _verbose
3673
{
3674
   VERBOSE_VARRAY		= 0x0001,
3675
   VERBOSE_TEXTURE		= 0x0002,
3676
   VERBOSE_MATERIAL		= 0x0004,
3677
   VERBOSE_PIPELINE		= 0x0008,
3678
   VERBOSE_DRIVER		= 0x0010,
3679
   VERBOSE_STATE		= 0x0020,
3680
   VERBOSE_API			= 0x0040,
3681
   VERBOSE_DISPLAY_LIST		= 0x0100,
3682
   VERBOSE_LIGHTING		= 0x0200,
3683
   VERBOSE_PRIMS		= 0x0400,
3684
   VERBOSE_VERTS		= 0x0800,
3685
   VERBOSE_DISASSEM		= 0x1000,
3686
   VERBOSE_DRAW                 = 0x2000,
3687
   VERBOSE_SWAPBUFFERS          = 0x4000
3688
};
3689
 
3690
 
3691
/** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3692
enum _debug
3693
{
3694
   DEBUG_SILENT                 = (1 << 0),
3695
   DEBUG_ALWAYS_FLUSH		= (1 << 1),
3696
   DEBUG_INCOMPLETE_TEXTURE     = (1 << 2),
3697
   DEBUG_INCOMPLETE_FBO         = (1 << 3)
3698
};
3699
 
3700
 
3701
 
3702
#ifdef __cplusplus
3703
}
3704
#endif
3705
 
3706
#endif /* MTYPES_H */