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  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<<MAT_ATTRIB_FRONT_AMBIENT)
  479. #define MAT_BIT_BACK_AMBIENT          (1<<MAT_ATTRIB_BACK_AMBIENT)
  480. #define MAT_BIT_FRONT_DIFFUSE         (1<<MAT_ATTRIB_FRONT_DIFFUSE)
  481. #define MAT_BIT_BACK_DIFFUSE          (1<<MAT_ATTRIB_BACK_DIFFUSE)
  482. #define MAT_BIT_FRONT_SPECULAR        (1<<MAT_ATTRIB_FRONT_SPECULAR)
  483. #define MAT_BIT_BACK_SPECULAR         (1<<MAT_ATTRIB_BACK_SPECULAR)
  484. #define MAT_BIT_FRONT_EMISSION        (1<<MAT_ATTRIB_FRONT_EMISSION)
  485. #define MAT_BIT_BACK_EMISSION         (1<<MAT_ATTRIB_BACK_EMISSION)
  486. #define MAT_BIT_FRONT_SHININESS       (1<<MAT_ATTRIB_FRONT_SHININESS)
  487. #define MAT_BIT_BACK_SHININESS        (1<<MAT_ATTRIB_BACK_SHININESS)
  488. #define MAT_BIT_FRONT_INDEXES         (1<<MAT_ATTRIB_FRONT_INDEXES)
  489. #define MAT_BIT_BACK_INDEXES          (1<<MAT_ATTRIB_BACK_INDEXES)
  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<j, then the j-th shader is
  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.                                          0 if not present. */
  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
  3650. # define ENTER() printf("ENTER %s\n", __FUNCTION__)
  3651. # define LEAVE() printf("LEAVE %s\n", __FUNCTION__)
  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 */
  3707.