2 * Mesa 3-D graphics library
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
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:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
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.
28 * Main Mesa data structures.
30 * Please try to mark derived values with a leading underscore ('_').
37 #include <stdint.h> /* uint32_t */
40 #include "main/glheader.h"
41 #include "main/config.h"
42 #include "glapi/glapi.h"
43 #include "math/m_matrix.h" /* GLmatrix */
44 #include "main/simple_list.h" /* struct simple_node */
45 #include "main/formats.h" /* MESA_FORMAT_COUNT */
54 * \name 64-bit extension of GLbitfield.
57 typedef GLuint64 GLbitfield64;
59 /** Set a single bit */
60 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
61 /** Set all bits up to excluding bit b */
62 #define BITFIELD64_MASK(b) \
63 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
64 /** Set count bits starting from bit b */
65 #define BITFIELD64_RANGE(b, count) \
66 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
70 * \name Some forward type declarations
73 struct _mesa_HashTable;
74 struct gl_attrib_node;
75 struct gl_list_extensions;
77 struct gl_program_cache;
78 struct gl_texture_object;
79 struct gl_debug_state;
82 struct gl_uniform_storage;
83 struct prog_instruction;
84 struct gl_program_parameter_list;
91 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
92 #define PRIM_MAX GL_TRIANGLE_STRIP_ADJACENCY
93 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
94 #define PRIM_UNKNOWN (PRIM_MAX + 2)
99 * Indexes for vertex program attributes.
100 * GL_NV_vertex_program aliases generic attributes over the conventional
101 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
102 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
103 * generic attributes are distinct/separate).
108 VERT_ATTRIB_WEIGHT = 1,
109 VERT_ATTRIB_NORMAL = 2,
110 VERT_ATTRIB_COLOR0 = 3,
111 VERT_ATTRIB_COLOR1 = 4,
113 VERT_ATTRIB_COLOR_INDEX = 6,
114 VERT_ATTRIB_EDGEFLAG = 7,
115 VERT_ATTRIB_TEX0 = 8,
116 VERT_ATTRIB_TEX1 = 9,
117 VERT_ATTRIB_TEX2 = 10,
118 VERT_ATTRIB_TEX3 = 11,
119 VERT_ATTRIB_TEX4 = 12,
120 VERT_ATTRIB_TEX5 = 13,
121 VERT_ATTRIB_TEX6 = 14,
122 VERT_ATTRIB_TEX7 = 15,
123 VERT_ATTRIB_POINT_SIZE = 16,
124 VERT_ATTRIB_GENERIC0 = 17,
125 VERT_ATTRIB_GENERIC1 = 18,
126 VERT_ATTRIB_GENERIC2 = 19,
127 VERT_ATTRIB_GENERIC3 = 20,
128 VERT_ATTRIB_GENERIC4 = 21,
129 VERT_ATTRIB_GENERIC5 = 22,
130 VERT_ATTRIB_GENERIC6 = 23,
131 VERT_ATTRIB_GENERIC7 = 24,
132 VERT_ATTRIB_GENERIC8 = 25,
133 VERT_ATTRIB_GENERIC9 = 26,
134 VERT_ATTRIB_GENERIC10 = 27,
135 VERT_ATTRIB_GENERIC11 = 28,
136 VERT_ATTRIB_GENERIC12 = 29,
137 VERT_ATTRIB_GENERIC13 = 30,
138 VERT_ATTRIB_GENERIC14 = 31,
139 VERT_ATTRIB_GENERIC15 = 32,
144 * Symbolic constats to help iterating over
145 * specific blocks of vertex attributes.
148 * includes all fixed function attributes as well as
149 * the aliased GL_NV_vertex_program shader attributes.
151 * include the classic texture coordinate attributes.
152 * Is a subset of VERT_ATTRIB_FF.
153 * VERT_ATTRIB_GENERIC
154 * include the OpenGL 2.0+ GLSL generic shader attributes.
155 * These alias the generic GL_ARB_vertex_shader attributes.
157 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
158 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
160 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
161 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
163 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
164 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
167 * Bitflags for vertex attributes.
168 * These are used in bitfields in many places.
171 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
172 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
173 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
174 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
175 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
176 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
177 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
178 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
179 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
180 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
181 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
182 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
183 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
184 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
185 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
186 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
187 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
188 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
190 #define VERT_BIT(i) BITFIELD64_BIT(i)
191 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
193 #define VERT_BIT_FF(i) VERT_BIT(i)
194 #define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
195 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
196 #define VERT_BIT_TEX_ALL \
197 BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
199 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
200 #define VERT_BIT_GENERIC_ALL \
201 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
206 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
207 * fragment shader inputs.
209 * Note that some of these values are not available to all pipeline stages.
211 * When this enum is updated, the following code must be updated too:
212 * - vertResults (in prog_print.c's arb_output_attrib_string())
213 * - fragAttribs (in prog_print.c's arb_input_attrib_string())
214 * - _mesa_varying_slot_in_fs()
219 VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
222 VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
230 VARYING_SLOT_PSIZ, /* Does not appear in FS */
231 VARYING_SLOT_BFC0, /* Does not appear in FS */
232 VARYING_SLOT_BFC1, /* Does not appear in FS */
233 VARYING_SLOT_EDGE, /* Does not appear in FS */
234 VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
235 VARYING_SLOT_CLIP_DIST0,
236 VARYING_SLOT_CLIP_DIST1,
237 VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
238 VARYING_SLOT_LAYER, /* Appears as VS or GS output */
239 VARYING_SLOT_VIEWPORT, /* Appears as VS or GS output */
240 VARYING_SLOT_FACE, /* FS only */
241 VARYING_SLOT_PNTC, /* FS only */
242 VARYING_SLOT_VAR0, /* First generic varying slot */
243 VARYING_SLOT_MAX = VARYING_SLOT_VAR0 + MAX_VARYING
248 * Bitflags for varying slots.
251 #define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
252 #define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
253 #define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
254 #define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
255 #define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
256 #define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
257 #define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
258 #define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
259 #define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
260 #define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
261 #define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
262 #define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
263 #define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
264 #define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
265 MAX_TEXTURE_COORD_UNITS)
266 #define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
267 #define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
268 #define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
269 #define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
270 #define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
271 #define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
272 #define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
273 #define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
274 #define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
275 #define VARYING_BIT_VIEWPORT BITFIELD64_BIT(VARYING_SLOT_VIEWPORT)
276 #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
277 #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
278 #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
282 * Bitflags for system values.
284 #define SYSTEM_BIT_SAMPLE_ID BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_ID)
285 #define SYSTEM_BIT_SAMPLE_POS BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_POS)
286 #define SYSTEM_BIT_SAMPLE_MASK_IN BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_MASK_IN)
289 * Determine if the given gl_varying_slot appears in the fragment shader.
291 static inline GLboolean
292 _mesa_varying_slot_in_fs(gl_varying_slot slot)
295 case VARYING_SLOT_PSIZ:
296 case VARYING_SLOT_BFC0:
297 case VARYING_SLOT_BFC1:
298 case VARYING_SLOT_EDGE:
299 case VARYING_SLOT_CLIP_VERTEX:
300 case VARYING_SLOT_LAYER:
309 * Fragment program results
313 FRAG_RESULT_DEPTH = 0,
314 FRAG_RESULT_STENCIL = 1,
315 /* If a single color should be written to all render targets, this
316 * register is written. No FRAG_RESULT_DATAn will be written.
318 FRAG_RESULT_COLOR = 2,
319 FRAG_RESULT_SAMPLE_MASK = 3,
321 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
322 * or ARB_fragment_program fragment.color[n]) color results. If
323 * any are written, FRAG_RESULT_COLOR will not be written.
325 FRAG_RESULT_DATA0 = 4,
326 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
331 * Indexes for all renderbuffers
335 /* the four standard color buffers */
343 /* optional aux buffer */
345 /* generic renderbuffers */
358 * Bit flags for all renderbuffers
360 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
361 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
362 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
363 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
364 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
365 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
366 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
367 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
368 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
369 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
370 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
371 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
372 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
373 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
374 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
375 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
376 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
377 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
378 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
381 * Mask of all the color buffer bits (but not accum).
383 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
384 BUFFER_BIT_BACK_LEFT | \
385 BUFFER_BIT_FRONT_RIGHT | \
386 BUFFER_BIT_BACK_RIGHT | \
388 BUFFER_BIT_COLOR0 | \
389 BUFFER_BIT_COLOR1 | \
390 BUFFER_BIT_COLOR2 | \
391 BUFFER_BIT_COLOR3 | \
392 BUFFER_BIT_COLOR4 | \
393 BUFFER_BIT_COLOR5 | \
394 BUFFER_BIT_COLOR6 | \
399 * Shader stages. Note that these will become 5 with tessellation.
401 * The order must match how shaders are ordered in the pipeline.
402 * The GLSL linker assumes that if i<j, then the j-th shader is
403 * executed later than the i-th shader.
407 MESA_SHADER_VERTEX = 0,
408 MESA_SHADER_GEOMETRY = 1,
409 MESA_SHADER_FRAGMENT = 2,
410 MESA_SHADER_COMPUTE = 3,
413 #define MESA_SHADER_STAGES (MESA_SHADER_COMPUTE + 1)
417 * Framebuffer configuration (aka visual / pixelformat)
418 * Note: some of these fields should be boolean, but it appears that
419 * code in drivers/dri/common/util.c requires int-sized fields.
425 GLboolean colorIndexMode; /* XXX is this used anywhere? */
426 GLuint doubleBufferMode;
429 GLboolean haveAccumBuffer;
430 GLboolean haveDepthBuffer;
431 GLboolean haveStencilBuffer;
433 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
434 GLuint redMask, greenMask, blueMask, alphaMask;
435 GLint rgbBits; /* total bits for rgb */
436 GLint indexBits; /* total bits for colorindex */
438 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
446 /* EXT_visual_rating / GLX 1.2 */
449 /* EXT_visual_info / GLX 1.2 */
450 GLint transparentPixel;
451 /* colors are floats scaled to ints */
452 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
453 GLint transparentIndex;
455 /* ARB_multisample / SGIS_multisample */
459 /* SGIX_pbuffer / GLX 1.3 */
460 GLint maxPbufferWidth;
461 GLint maxPbufferHeight;
462 GLint maxPbufferPixels;
463 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
464 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
466 /* OML_swap_method */
469 /* EXT_texture_from_pixmap */
470 GLint bindToTextureRgb;
471 GLint bindToTextureRgba;
472 GLint bindToMipmapTexture;
473 GLint bindToTextureTargets;
476 /* EXT_framebuffer_sRGB */
482 * \name Bit flags used for updating material values.
485 #define MAT_ATTRIB_FRONT_AMBIENT 0
486 #define MAT_ATTRIB_BACK_AMBIENT 1
487 #define MAT_ATTRIB_FRONT_DIFFUSE 2
488 #define MAT_ATTRIB_BACK_DIFFUSE 3
489 #define MAT_ATTRIB_FRONT_SPECULAR 4
490 #define MAT_ATTRIB_BACK_SPECULAR 5
491 #define MAT_ATTRIB_FRONT_EMISSION 6
492 #define MAT_ATTRIB_BACK_EMISSION 7
493 #define MAT_ATTRIB_FRONT_SHININESS 8
494 #define MAT_ATTRIB_BACK_SHININESS 9
495 #define MAT_ATTRIB_FRONT_INDEXES 10
496 #define MAT_ATTRIB_BACK_INDEXES 11
497 #define MAT_ATTRIB_MAX 12
499 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
500 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
501 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
502 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
503 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
504 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
506 #define MAT_INDEX_AMBIENT 0
507 #define MAT_INDEX_DIFFUSE 1
508 #define MAT_INDEX_SPECULAR 2
510 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
511 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
512 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
513 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
514 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
515 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
516 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
517 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
518 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
519 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
520 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
521 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
524 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
525 MAT_BIT_FRONT_AMBIENT | \
526 MAT_BIT_FRONT_DIFFUSE | \
527 MAT_BIT_FRONT_SPECULAR | \
528 MAT_BIT_FRONT_SHININESS | \
529 MAT_BIT_FRONT_INDEXES)
531 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
532 MAT_BIT_BACK_AMBIENT | \
533 MAT_BIT_BACK_DIFFUSE | \
534 MAT_BIT_BACK_SPECULAR | \
535 MAT_BIT_BACK_SHININESS | \
536 MAT_BIT_BACK_INDEXES)
538 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
547 GLfloat Attrib[MAT_ATTRIB_MAX][4];
555 #define LIGHT_SPOT 0x1
556 #define LIGHT_LOCAL_VIEWER 0x2
557 #define LIGHT_POSITIONAL 0x4
558 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
563 * Light source state.
567 struct gl_light *next; /**< double linked list with sentinel */
568 struct gl_light *prev;
570 GLfloat Ambient[4]; /**< ambient color */
571 GLfloat Diffuse[4]; /**< diffuse color */
572 GLfloat Specular[4]; /**< specular color */
573 GLfloat EyePosition[4]; /**< position in eye coordinates */
574 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
575 GLfloat SpotExponent;
576 GLfloat SpotCutoff; /**< in degrees */
577 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
578 GLfloat ConstantAttenuation;
579 GLfloat LinearAttenuation;
580 GLfloat QuadraticAttenuation;
581 GLboolean Enabled; /**< On/off flag */
584 * \name Derived fields
587 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
589 GLfloat _Position[4]; /**< position in eye/obj coordinates */
590 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
591 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
592 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
593 GLfloat _VP_inf_spot_attenuation;
595 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
596 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
597 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
607 GLfloat Ambient[4]; /**< ambient color */
608 GLboolean LocalViewer; /**< Local (or infinite) view point? */
609 GLboolean TwoSide; /**< Two (or one) sided lighting? */
610 GLenum ColorControl; /**< either GL_SINGLE_COLOR
611 * or GL_SEPARATE_SPECULAR_COLOR */
616 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
618 struct gl_accum_attrib
620 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
625 * Used for storing clear color, texture border color, etc.
626 * The float values are typically unclamped.
637 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
639 struct gl_colorbuffer_attrib
641 GLuint ClearIndex; /**< Index for glClear */
642 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
643 GLuint IndexMask; /**< Color index write mask */
644 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
646 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
649 * \name alpha testing
652 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
653 GLenum AlphaFunc; /**< Alpha test function */
654 GLfloat AlphaRefUnclamped;
655 GLclampf AlphaRef; /**< Alpha reference value */
662 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
664 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
665 * control, only on the fixed-pointness of the render target.
666 * The query does however depend on fragment color clamping.
668 GLfloat BlendColorUnclamped[4]; /**< Blending color */
669 GLfloat BlendColor[4]; /**< Blending color */
673 GLenum SrcRGB; /**< RGB blend source term */
674 GLenum DstRGB; /**< RGB blend dest term */
675 GLenum SrcA; /**< Alpha blend source term */
676 GLenum DstA; /**< Alpha blend dest term */
677 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
678 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
680 * Set if any blend factor uses SRC1. Computed at the time blend factors
683 GLboolean _UsesDualSrc;
684 } Blend[MAX_DRAW_BUFFERS];
685 /** Are the blend func terms currently different for each buffer/target? */
686 GLboolean _BlendFuncPerBuffer;
687 /** Are the blend equations currently different for each buffer/target? */
688 GLboolean _BlendEquationPerBuffer;
695 GLenum LogicOp; /**< Logic operator */
696 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
697 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
700 GLboolean DitherFlag; /**< Dither enable flag */
702 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
703 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
704 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
706 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
711 * Current attribute group (GL_CURRENT_BIT).
713 struct gl_current_attrib
716 * \name Current vertex attributes.
717 * \note Values are valid only after FLUSH_VERTICES has been called.
718 * \note Index and Edgeflag current values are stored as floats in the
719 * SIX and SEVEN attribute slots.
721 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
724 * \name Current raster position attributes (always valid).
725 * \note This set of attributes is very similar to the SWvertex struct.
728 GLfloat RasterPos[4];
729 GLfloat RasterDistance;
730 GLfloat RasterColor[4];
731 GLfloat RasterSecondaryColor[4];
732 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
733 GLboolean RasterPosValid;
739 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
741 struct gl_depthbuffer_attrib
743 GLenum Func; /**< Function for depth buffer compare */
744 GLclampd Clear; /**< Value to clear depth buffer to */
745 GLboolean Test; /**< Depth buffering enabled flag */
746 GLboolean Mask; /**< Depth buffer writable? */
747 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
748 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
753 * Evaluator attribute group (GL_EVAL_BIT).
755 struct gl_eval_attrib
761 GLboolean Map1Color4;
763 GLboolean Map1Normal;
764 GLboolean Map1TextureCoord1;
765 GLboolean Map1TextureCoord2;
766 GLboolean Map1TextureCoord3;
767 GLboolean Map1TextureCoord4;
768 GLboolean Map1Vertex3;
769 GLboolean Map1Vertex4;
770 GLboolean Map2Color4;
772 GLboolean Map2Normal;
773 GLboolean Map2TextureCoord1;
774 GLboolean Map2TextureCoord2;
775 GLboolean Map2TextureCoord3;
776 GLboolean Map2TextureCoord4;
777 GLboolean Map2Vertex3;
778 GLboolean Map2Vertex4;
779 GLboolean AutoNormal;
783 * \name Map Grid endpoints and divisions and calculated du values
787 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
788 GLint MapGrid2un, MapGrid2vn;
789 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
790 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
796 * Fog attribute group (GL_FOG_BIT).
800 GLboolean Enabled; /**< Fog enabled flag */
801 GLfloat ColorUnclamped[4]; /**< Fog color */
802 GLfloat Color[4]; /**< Fog color */
803 GLfloat Density; /**< Density >= 0.0 */
804 GLfloat Start; /**< Start distance in eye coords */
805 GLfloat End; /**< End distance in eye coords */
806 GLfloat Index; /**< Fog index */
807 GLenum Mode; /**< Fog mode */
808 GLboolean ColorSumEnabled;
809 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
810 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
811 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
816 * Hint attribute group (GL_HINT_BIT).
818 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
820 struct gl_hint_attrib
822 GLenum PerspectiveCorrection;
825 GLenum PolygonSmooth;
827 GLenum TextureCompression; /**< GL_ARB_texture_compression */
828 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
829 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
834 * Lighting attribute group (GL_LIGHT_BIT).
836 struct gl_light_attrib
838 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
839 struct gl_lightmodel Model; /**< Lighting model */
842 * Front and back material values.
843 * Note: must call FLUSH_VERTICES() before using.
845 struct gl_material Material;
847 GLboolean Enabled; /**< Lighting enabled flag */
848 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
849 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
850 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
851 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
852 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
853 GLboolean ColorMaterialEnabled;
854 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
855 GLboolean _ClampVertexColor;
857 struct gl_light EnabledList; /**< List sentinel */
860 * Derived state for optimizations:
863 GLboolean _NeedEyeCoords;
864 GLboolean _NeedVertices; /**< Use fast shader? */
865 GLfloat _BaseColor[2][3];
871 * Line attribute group (GL_LINE_BIT).
873 struct gl_line_attrib
875 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
876 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
877 GLushort StipplePattern; /**< Stipple pattern */
878 GLint StippleFactor; /**< Stipple repeat factor */
879 GLfloat Width; /**< Line width */
884 * Display list attribute group (GL_LIST_BIT).
886 struct gl_list_attrib
893 * Multisample attribute group (GL_MULTISAMPLE_BIT).
895 struct gl_multisample_attrib
898 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
899 GLboolean SampleAlphaToCoverage;
900 GLboolean SampleAlphaToOne;
901 GLboolean SampleCoverage;
902 GLfloat SampleCoverageValue;
903 GLboolean SampleCoverageInvert;
904 GLboolean SampleShading;
905 GLfloat MinSampleShadingValue;
907 /* ARB_texture_multisample / GL3.2 additions */
908 GLboolean SampleMask;
909 /** The GL spec defines this as an array but >32x MSAA is madness */
910 GLbitfield SampleMaskValue;
915 * A pixelmap (see glPixelMap)
920 GLfloat Map[MAX_PIXEL_MAP_TABLE];
925 * Collection of all pixelmaps
929 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
930 struct gl_pixelmap GtoG;
931 struct gl_pixelmap BtoB;
932 struct gl_pixelmap AtoA;
933 struct gl_pixelmap ItoR;
934 struct gl_pixelmap ItoG;
935 struct gl_pixelmap ItoB;
936 struct gl_pixelmap ItoA;
937 struct gl_pixelmap ItoI;
938 struct gl_pixelmap StoS;
943 * Pixel attribute group (GL_PIXEL_MODE_BIT).
945 struct gl_pixel_attrib
947 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
949 /*--- Begin Pixel Transfer State ---*/
950 /* Fields are in the order in which they're applied... */
952 /** Scale & Bias (index shift, offset) */
954 GLfloat RedBias, RedScale;
955 GLfloat GreenBias, GreenScale;
956 GLfloat BlueBias, BlueScale;
957 GLfloat AlphaBias, AlphaScale;
958 GLfloat DepthBias, DepthScale;
959 GLint IndexShift, IndexOffset;
963 /* Note: actual pixel maps are not part of this attrib group */
964 GLboolean MapColorFlag;
965 GLboolean MapStencilFlag;
967 /*--- End Pixel Transfer State ---*/
970 GLfloat ZoomX, ZoomY;
975 * Point attribute group (GL_POINT_BIT).
977 struct gl_point_attrib
979 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
980 GLfloat Size; /**< User-specified point size */
981 GLfloat Params[3]; /**< GL_EXT_point_parameters */
982 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
983 GLfloat Threshold; /**< GL_EXT_point_parameters */
984 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
985 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
986 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
987 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
988 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
993 * Polygon attribute group (GL_POLYGON_BIT).
995 struct gl_polygon_attrib
997 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
998 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
999 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1000 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
1001 GLboolean CullFlag; /**< Culling on/off flag */
1002 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
1003 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
1004 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
1005 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
1006 GLfloat OffsetUnits; /**< Polygon offset units, from user */
1007 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
1008 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
1009 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
1014 * Scissor attributes (GL_SCISSOR_BIT).
1016 struct gl_scissor_rect
1018 GLint X, Y; /**< Lower left corner of box */
1019 GLsizei Width, Height; /**< Size of box */
1021 struct gl_scissor_attrib
1023 GLbitfield EnableFlags; /**< Scissor test enabled? */
1024 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
1029 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1031 * Three sets of stencil data are tracked so that OpenGL 2.0,
1032 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1033 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1034 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1035 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1036 * GL_EXT_stencil_two_side GL_BACK state.
1038 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1039 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1041 * The derived value \c _TestTwoSide is set when the front-face and back-face
1042 * stencil state are different.
1044 struct gl_stencil_attrib
1046 GLboolean Enabled; /**< Enabled flag */
1047 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1048 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1049 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1050 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
1051 GLboolean _TestTwoSide;
1052 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1053 GLenum Function[3]; /**< Stencil function */
1054 GLenum FailFunc[3]; /**< Fail function */
1055 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1056 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1057 GLint Ref[3]; /**< Reference value */
1058 GLuint ValueMask[3]; /**< Value mask */
1059 GLuint WriteMask[3]; /**< Write mask */
1060 GLuint Clear; /**< Clear value */
1065 * An index for each type of texture object. These correspond to the GL
1066 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1067 * Note: the order is from highest priority to lowest priority.
1071 TEXTURE_2D_MULTISAMPLE_INDEX,
1072 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
1073 TEXTURE_CUBE_ARRAY_INDEX,
1074 TEXTURE_BUFFER_INDEX,
1075 TEXTURE_2D_ARRAY_INDEX,
1076 TEXTURE_1D_ARRAY_INDEX,
1077 TEXTURE_EXTERNAL_INDEX,
1088 * Bit flags for each type of texture object
1091 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
1092 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
1093 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
1094 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1095 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1096 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1097 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1098 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1099 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1100 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1101 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1102 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1107 * Texture image state. Drivers will typically create a subclass of this
1108 * with extra fields for memory buffers, etc.
1110 struct gl_texture_image
1112 GLint InternalFormat; /**< Internal format as given by the user */
1113 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1114 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1115 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1116 * GL_DEPTH_STENCIL_EXT only. Used for
1117 * choosing TexEnv arithmetic.
1119 mesa_format TexFormat; /**< The actual texture memory format */
1121 GLuint Border; /**< 0 or 1 */
1122 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1123 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1124 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1125 GLuint Width2; /**< = Width - 2*Border */
1126 GLuint Height2; /**< = Height - 2*Border */
1127 GLuint Depth2; /**< = Depth - 2*Border */
1128 GLuint WidthLog2; /**< = log2(Width2) */
1129 GLuint HeightLog2; /**< = log2(Height2) */
1130 GLuint DepthLog2; /**< = log2(Depth2) */
1131 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
1132 levels, computed from the dimensions */
1134 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1135 GLuint Level; /**< Which mipmap level am I? */
1136 /** Cube map face: index into gl_texture_object::Image[] array */
1139 /** GL_ARB_texture_multisample */
1140 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
1141 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
1146 * Indexes for cube map faces.
1161 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1162 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1164 struct gl_sampler_object
1168 GLchar *Label; /**< GL_KHR_debug */
1170 GLenum WrapS; /**< S-axis texture image wrap mode */
1171 GLenum WrapT; /**< T-axis texture image wrap mode */
1172 GLenum WrapR; /**< R-axis texture image wrap mode */
1173 GLenum MinFilter; /**< minification filter */
1174 GLenum MagFilter; /**< magnification filter */
1175 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1176 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1177 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1178 GLfloat LodBias; /**< OpenGL 1.4 */
1179 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1180 GLenum CompareMode; /**< GL_ARB_shadow */
1181 GLenum CompareFunc; /**< GL_ARB_shadow */
1182 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1183 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1188 * Texture object state. Contains the array of mipmap images, border color,
1189 * wrap modes, filter modes, and shadow/texcompare state.
1191 struct gl_texture_object
1193 mtx_t Mutex; /**< for thread safety */
1194 GLint RefCount; /**< reference count */
1195 GLuint Name; /**< the user-visible texture object ID */
1196 GLchar *Label; /**< GL_KHR_debug */
1197 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1198 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
1199 Only valid when Target is valid. */
1201 struct gl_sampler_object Sampler;
1203 GLenum DepthMode; /**< GL_ARB_depth_texture */
1204 bool StencilSampling; /**< Should we sample stencil instead of depth? */
1206 GLfloat Priority; /**< in [0,1] */
1207 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1208 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1209 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1210 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1211 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1212 GLint CropRect[4]; /**< GL_OES_draw_texture */
1213 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1214 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1215 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1216 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1217 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1218 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1219 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1220 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1222 GLboolean Immutable; /**< GL_ARB_texture_storage */
1224 GLuint MinLevel; /**< GL_ARB_texture_view */
1225 GLuint MinLayer; /**< GL_ARB_texture_view */
1226 GLuint NumLevels; /**< GL_ARB_texture_view */
1227 GLuint NumLayers; /**< GL_ARB_texture_view */
1229 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1230 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1232 /** GL_ARB_texture_buffer_object */
1233 struct gl_buffer_object *BufferObject;
1234 GLenum BufferObjectFormat;
1235 /** Equivalent Mesa format for BufferObjectFormat. */
1236 mesa_format _BufferObjectFormat;
1237 /** GL_ARB_texture_buffer_range */
1238 GLintptr BufferOffset;
1239 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1241 /** GL_OES_EGL_image_external */
1242 GLint RequiredTextureImageUnits;
1244 /** GL_ARB_shader_image_load_store */
1245 GLenum ImageFormatCompatibilityType;
1249 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1250 #define MAX_COMBINER_TERMS 4
1254 * Texture combine environment state.
1256 struct gl_tex_env_combine_state
1258 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1259 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1260 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1261 GLenum SourceRGB[MAX_COMBINER_TERMS];
1262 GLenum SourceA[MAX_COMBINER_TERMS];
1263 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1264 GLenum OperandRGB[MAX_COMBINER_TERMS];
1265 GLenum OperandA[MAX_COMBINER_TERMS];
1266 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1267 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1268 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1269 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1274 * TexGenEnabled flags.
1281 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1286 * Bit flag versions of the corresponding GL_ constants.
1289 #define TEXGEN_SPHERE_MAP 0x1
1290 #define TEXGEN_OBJ_LINEAR 0x2
1291 #define TEXGEN_EYE_LINEAR 0x4
1292 #define TEXGEN_REFLECTION_MAP_NV 0x8
1293 #define TEXGEN_NORMAL_MAP_NV 0x10
1295 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1296 TEXGEN_REFLECTION_MAP_NV | \
1297 TEXGEN_NORMAL_MAP_NV)
1298 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1299 TEXGEN_REFLECTION_MAP_NV | \
1300 TEXGEN_NORMAL_MAP_NV | \
1306 /** Tex-gen enabled for texture unit? */
1307 #define ENABLE_TEXGEN(unit) (1 << (unit))
1309 /** Non-identity texture matrix for texture unit? */
1310 #define ENABLE_TEXMAT(unit) (1 << (unit))
1314 * Texture coord generation state.
1318 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1319 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1320 GLfloat ObjectPlane[4];
1321 GLfloat EyePlane[4];
1326 * Texture unit state. Contains enable flags, texture environment/function/
1327 * combiners, texgen state, and pointers to current texture objects.
1329 struct gl_texture_unit
1331 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1333 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1334 GLclampf EnvColor[4];
1335 GLfloat EnvColorUnclamped[4];
1337 struct gl_texgen GenS;
1338 struct gl_texgen GenT;
1339 struct gl_texgen GenR;
1340 struct gl_texgen GenQ;
1341 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1342 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1344 GLfloat LodBias; /**< for biasing mipmap levels */
1346 /** Current sampler object (GL_ARB_sampler_objects) */
1347 struct gl_sampler_object *Sampler;
1350 * \name GL_EXT_texture_env_combine
1352 struct gl_tex_env_combine_state Combine;
1355 * Derived state based on \c EnvMode and the \c BaseFormat of the
1356 * currently enabled texture.
1358 struct gl_tex_env_combine_state _EnvMode;
1361 * Currently enabled combiner state. This will point to either
1362 * \c Combine or \c _EnvMode.
1364 struct gl_tex_env_combine_state *_CurrentCombine;
1366 /** Current texture object pointers */
1367 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1369 /** Points to highest priority, complete and enabled texture object */
1370 struct gl_texture_object *_Current;
1372 /** Texture targets that have a non-default texture bound */
1373 GLbitfield _BoundTextures;
1378 * Texture attribute group (GL_TEXTURE_BIT).
1380 struct gl_texture_attrib
1382 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1383 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1385 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1387 /** GL_ARB_texture_buffer_object */
1388 struct gl_buffer_object *BufferObject;
1390 /** GL_ARB_seamless_cubemap */
1391 GLboolean CubeMapSeamless;
1393 /** Texture coord units/sets used for fragment texturing */
1394 GLbitfield _EnabledCoordUnits;
1396 /** Texture coord units that have texgen enabled */
1397 GLbitfield _TexGenEnabled;
1399 /** Texture coord units that have non-identity matrices */
1400 GLbitfield _TexMatEnabled;
1402 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1403 GLbitfield _GenFlags;
1405 /** Largest index of a texture unit with _Current != NULL. */
1406 GLint _MaxEnabledTexImageUnit;
1408 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1409 GLint NumCurrentTexUsed;
1414 * Data structure representing a single clip plane (e.g. one of the elements
1415 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1417 typedef GLfloat gl_clip_plane[4];
1421 * Transformation attribute group (GL_TRANSFORM_BIT).
1423 struct gl_transform_attrib
1425 GLenum MatrixMode; /**< Matrix mode */
1426 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1427 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1428 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1429 GLboolean Normalize; /**< Normalize all normals? */
1430 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1431 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1432 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1437 * Viewport attribute group (GL_VIEWPORT_BIT).
1439 struct gl_viewport_attrib
1441 GLfloat X, Y; /**< position */
1442 GLfloat Width, Height; /**< size */
1443 GLdouble Near, Far; /**< Depth buffer range */
1444 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1453 } gl_map_buffer_index;
1457 * Fields describing a mapped buffer range.
1459 struct gl_buffer_mapping {
1460 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1461 GLvoid *Pointer; /**< User-space address of mapping */
1462 GLintptr Offset; /**< Mapped offset */
1463 GLsizeiptr Length; /**< Mapped length */
1468 * GL_ARB_vertex/pixel_buffer_object buffer object
1470 struct gl_buffer_object
1475 GLchar *Label; /**< GL_KHR_debug */
1476 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1477 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1478 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1479 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1480 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1481 GLboolean Written; /**< Ever written to? (for debugging) */
1482 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1483 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1485 struct gl_buffer_mapping Mappings[MAP_COUNT];
1490 * Client pixel packing/unpacking attributes
1492 struct gl_pixelstore_attrib
1500 GLboolean SwapBytes;
1502 GLboolean Invert; /**< GL_MESA_pack_invert */
1503 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1504 GLint CompressedBlockHeight;
1505 GLint CompressedBlockDepth;
1506 GLint CompressedBlockSize;
1507 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1512 * Client vertex array attributes
1514 struct gl_client_array
1516 GLint Size; /**< components per element (1,2,3,4) */
1517 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1518 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1519 GLsizei Stride; /**< user-specified stride */
1520 GLsizei StrideB; /**< actual stride in bytes */
1521 const GLubyte *Ptr; /**< Points to array data */
1522 GLboolean Enabled; /**< Enabled flag is a boolean */
1523 GLboolean Normalized; /**< GL_ARB_vertex_program */
1524 GLboolean Integer; /**< Integer-valued? */
1525 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1526 GLuint _ElementSize; /**< size of each element in bytes */
1528 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1533 * Vertex attribute array as seen by the client.
1535 * Contains the size, type, format and normalization flag,
1536 * along with the index of a vertex buffer binding point.
1538 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1539 * and is only present for backwards compatibility reasons.
1540 * Rendering always uses VERTEX_BINDING_STRIDE.
1541 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1542 * and VERTEX_BINDING_STRIDE to the same value, while
1543 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1545 struct gl_vertex_attrib_array
1547 GLint Size; /**< Components per element (1,2,3,4) */
1548 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1549 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1550 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1551 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1552 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1553 GLboolean Enabled; /**< Whether the array is enabled */
1554 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1555 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1556 GLuint _ElementSize; /**< Size of each element in bytes */
1557 GLuint VertexBinding; /**< Vertex buffer binding */
1562 * This describes the buffer object used for a vertex array (or
1563 * multiple vertex arrays). If BufferObj points to the default/null
1564 * buffer object, then the vertex array lives in user memory and not a VBO.
1566 struct gl_vertex_buffer_binding
1568 GLintptr Offset; /**< User-specified offset */
1569 GLsizei Stride; /**< User-specified stride */
1570 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1571 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1572 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1577 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+,
1578 * GL_ARB_vertex_array_object, or the original GL_APPLE_vertex_array_object
1581 struct gl_vertex_array_object
1583 /** Name of the VAO as received from glGenVertexArray. */
1585 GLchar *Label; /**< GL_KHR_debug */
1591 * Does the VAO use ARB semantics or Apple semantics?
1593 * There are several ways in which ARB_vertex_array_object and
1594 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1597 * - ARB VAOs require that all array data be sourced from vertex buffer
1598 * objects, but Apple VAOs do not.
1600 * - ARB VAOs require that names come from GenVertexArrays.
1602 * This flag notes which behavior governs this VAO.
1604 GLboolean ARBsemantics;
1607 * Has this array object been bound?
1609 GLboolean EverBound;
1612 * Derived vertex attribute arrays
1614 * This is a legacy data structure created from gl_vertex_attrib_array and
1615 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1617 struct gl_client_array _VertexAttrib[VERT_ATTRIB_MAX];
1619 /** Vertex attribute arrays */
1620 struct gl_vertex_attrib_array VertexAttrib[VERT_ATTRIB_MAX];
1622 /** Vertex buffer bindings */
1623 struct gl_vertex_buffer_binding VertexBinding[VERT_ATTRIB_MAX];
1625 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1626 GLbitfield64 _Enabled;
1628 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1629 GLbitfield64 NewArrays;
1631 /** The index buffer (also known as the element array buffer in OpenGL). */
1632 struct gl_buffer_object *IndexBufferObj;
1636 /** Used to signal when transitioning from one kind of drawing method
1640 DRAW_NONE, /**< Initial value only */
1648 * Vertex array state
1650 struct gl_array_attrib
1652 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1653 struct gl_vertex_array_object *VAO;
1655 /** The default vertex array object */
1656 struct gl_vertex_array_object *DefaultVAO;
1658 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1659 struct _mesa_HashTable *Objects;
1661 GLint ActiveTexture; /**< Client Active Texture */
1662 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1663 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1666 * \name Primitive restart controls
1668 * Primitive restart is enabled if either \c PrimitiveRestart or
1669 * \c PrimitiveRestartFixedIndex is set.
1672 GLboolean PrimitiveRestart;
1673 GLboolean PrimitiveRestartFixedIndex;
1674 GLboolean _PrimitiveRestart;
1675 GLuint RestartIndex;
1678 /* GL_ARB_vertex_buffer_object */
1679 struct gl_buffer_object *ArrayBufferObj;
1682 * Vertex arrays as consumed by a driver.
1683 * The array pointer is set up only by the VBO module.
1685 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1687 /** One of the DRAW_xxx flags, not consumed by drivers */
1688 gl_draw_method DrawMethod;
1690 /** Legal array datatypes */
1691 GLbitfield LegalTypesMask;
1696 * Feedback buffer state
1701 GLbitfield _Mask; /**< FB_* bits */
1709 * Selection buffer state
1713 GLuint *Buffer; /**< selection buffer */
1714 GLuint BufferSize; /**< size of the selection buffer */
1715 GLuint BufferCount; /**< number of values in the selection buffer */
1716 GLuint Hits; /**< number of records in the selection buffer */
1717 GLuint NameStackDepth; /**< name stack depth */
1718 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1719 GLboolean HitFlag; /**< hit flag */
1720 GLfloat HitMinZ; /**< minimum hit depth */
1721 GLfloat HitMaxZ; /**< maximum hit depth */
1726 * 1-D Evaluator control points
1730 GLuint Order; /**< Number of control points */
1731 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1732 GLfloat *Points; /**< Points to contiguous control points */
1737 * 2-D Evaluator control points
1741 GLuint Uorder; /**< Number of control points in U dimension */
1742 GLuint Vorder; /**< Number of control points in V dimension */
1745 GLfloat *Points; /**< Points to contiguous control points */
1750 * All evaluator control point state
1752 struct gl_evaluators
1758 struct gl_1d_map Map1Vertex3;
1759 struct gl_1d_map Map1Vertex4;
1760 struct gl_1d_map Map1Index;
1761 struct gl_1d_map Map1Color4;
1762 struct gl_1d_map Map1Normal;
1763 struct gl_1d_map Map1Texture1;
1764 struct gl_1d_map Map1Texture2;
1765 struct gl_1d_map Map1Texture3;
1766 struct gl_1d_map Map1Texture4;
1773 struct gl_2d_map Map2Vertex3;
1774 struct gl_2d_map Map2Vertex4;
1775 struct gl_2d_map Map2Index;
1776 struct gl_2d_map Map2Color4;
1777 struct gl_2d_map Map2Normal;
1778 struct gl_2d_map Map2Texture1;
1779 struct gl_2d_map Map2Texture2;
1780 struct gl_2d_map Map2Texture3;
1781 struct gl_2d_map Map2Texture4;
1786 struct gl_transform_feedback_varying_info
1795 * Per-output info vertex shaders for transform feedback.
1797 struct gl_transform_feedback_output
1799 unsigned OutputRegister;
1800 unsigned OutputBuffer;
1801 unsigned NumComponents;
1804 /** offset (in DWORDs) of this output within the interleaved structure */
1808 * Offset into the output register of the data to output. For example,
1809 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1810 * offset is in the y and z components of the output register.
1812 unsigned ComponentOffset;
1816 /** Post-link transform feedback info. */
1817 struct gl_transform_feedback_info
1819 unsigned NumOutputs;
1822 * Number of transform feedback buffers in use by this program.
1824 unsigned NumBuffers;
1826 struct gl_transform_feedback_output *Outputs;
1828 /** Transform feedback varyings used for the linking of this shader program.
1830 * Use for glGetTransformFeedbackVarying().
1832 struct gl_transform_feedback_varying_info *Varyings;
1836 * Total number of components stored in each buffer. This may be used by
1837 * hardware back-ends to determine the correct stride when interleaving
1838 * multiple transform feedback outputs in the same buffer.
1840 unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1845 * Transform feedback object state
1847 struct gl_transform_feedback_object
1849 GLuint Name; /**< AKA the object ID */
1850 GLchar *Label; /**< GL_KHR_debug */
1852 GLboolean Active; /**< Is transform feedback enabled? */
1853 GLboolean Paused; /**< Is transform feedback paused? */
1854 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1856 GLboolean EverBound; /**< Has this object been bound? */
1859 * The shader program active when BeginTransformFeedback() was called.
1860 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1861 * where stage is the pipeline stage that is the source of data for
1862 * transform feedback.
1864 struct gl_shader_program *shader_program;
1867 * GLES: if Active is true, remaining number of primitives which can be
1868 * rendered without overflow. This is necessary to track because GLES
1869 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1870 * glDrawArraysInstanced would overflow transform feedback buffers.
1871 * Undefined if Active is false.
1873 * Not tracked for desktop GL since it's unnecessary.
1875 unsigned GlesRemainingPrims;
1877 /** The feedback buffers */
1878 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1879 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1881 /** Start of feedback data in dest buffer */
1882 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1885 * Max data to put into dest buffer (in bytes). Computed based on
1886 * RequestedSize and the actual size of the buffer.
1888 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1891 * Size that was specified when the buffer was bound. If the buffer was
1892 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1895 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1900 * Context state for transform feedback.
1902 struct gl_transform_feedback_state
1904 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1906 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1907 struct gl_buffer_object *CurrentBuffer;
1909 /** The table of all transform feedback objects */
1910 struct _mesa_HashTable *Objects;
1912 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1913 struct gl_transform_feedback_object *CurrentObject;
1915 /** The default xform-fb object (Name==0) */
1916 struct gl_transform_feedback_object *DefaultObject;
1921 * A "performance monitor" as described in AMD_performance_monitor.
1923 struct gl_perf_monitor_object
1927 /** True if the monitor is currently active (Begin called but not End). */
1931 * True if the monitor has ended.
1933 * This is distinct from !Active because it may never have began.
1938 * A list of groups with currently active counters.
1940 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1942 unsigned *ActiveGroups;
1945 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1947 * Checking whether counter 'c' in group 'g' is active can be done via:
1949 * BITSET_TEST(ActiveCounters[g], c)
1951 GLuint **ActiveCounters;
1955 union gl_perf_monitor_counter_value
1963 struct gl_perf_monitor_counter
1965 /** Human readable name for the counter. */
1969 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1970 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1974 /** Minimum counter value. */
1975 union gl_perf_monitor_counter_value Minimum;
1977 /** Maximum counter value. */
1978 union gl_perf_monitor_counter_value Maximum;
1982 struct gl_perf_monitor_group
1984 /** Human readable name for the group. */
1988 * Maximum number of counters in this group which can be active at the
1991 GLuint MaxActiveCounters;
1993 /** Array of counters within this group. */
1994 const struct gl_perf_monitor_counter *Counters;
2000 * Context state for AMD_performance_monitor.
2002 struct gl_perf_monitor_state
2004 /** Array of performance monitor groups (indexed by group ID) */
2005 const struct gl_perf_monitor_group *Groups;
2008 /** The table of all performance monitors. */
2009 struct _mesa_HashTable *Monitors;
2014 * Names of the various vertex/fragment program register files, etc.
2016 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
2017 * All values should fit in a 4-bit field.
2019 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
2020 * considered to be "uniform" variables since they can only be set outside
2021 * glBegin/End. They're also all stored in the same Parameters array.
2025 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
2026 PROGRAM_ARRAY, /**< Arrays & Matrixes */
2027 PROGRAM_INPUT, /**< machine->Inputs[] */
2028 PROGRAM_OUTPUT, /**< machine->Outputs[] */
2029 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
2030 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
2031 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
2032 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
2033 PROGRAM_ADDRESS, /**< machine->AddressReg */
2034 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
2035 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
2036 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
2042 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
2043 * one of these values.
2048 * \name Vertex shader system values
2052 * OpenGL-style vertex ID.
2054 * Section 2.11.7 (Shader Execution), subsection Shader Inputs, of the
2055 * OpenGL 3.3 core profile spec says:
2057 * "gl_VertexID holds the integer index i implicitly passed by
2058 * DrawArrays or one of the other drawing commands defined in section
2061 * Section 2.8.3 (Drawing Commands) of the same spec says:
2063 * "The commands....are equivalent to the commands with the same base
2064 * name (without the BaseVertex suffix), except that the ith element
2065 * transferred by the corresponding draw call will be taken from
2066 * element indices[i] + basevertex of each enabled array."
2068 * Additionally, the overview in the GL_ARB_shader_draw_parameters spec
2071 * "In unextended GL, vertex shaders have inputs named gl_VertexID and
2072 * gl_InstanceID, which contain, respectively the index of the vertex
2073 * and instance. The value of gl_VertexID is the implicitly passed
2074 * index of the vertex being processed, which includes the value of
2075 * baseVertex, for those commands that accept it."
2077 * gl_VertexID gets basevertex added in. This differs from DirectX where
2078 * SV_VertexID does \b not get basevertex added in.
2081 * If all system values are available, \c SYSTEM_VALUE_VERTEX_ID will be
2082 * equal to \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus
2083 * \c SYSTEM_VALUE_BASE_VERTEX.
2085 * \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_BASE_VERTEX
2087 SYSTEM_VALUE_VERTEX_ID,
2090 * Instanced ID as supplied to gl_InstanceID
2092 * Values assigned to gl_InstanceID always begin with zero, regardless of
2093 * the value of baseinstance.
2095 * Section 11.1.3.9 (Shader Inputs) of the OpenGL 4.4 core profile spec
2098 * "gl_InstanceID holds the integer instance number of the current
2099 * primitive in an instanced draw call (see section 10.5)."
2101 * Through a big chain of pseudocode, section 10.5 describes that
2102 * baseinstance is not counted by gl_InstanceID. In that section, notice
2104 * "If an enabled vertex attribute array is instanced (it has a
2105 * non-zero divisor as specified by VertexAttribDivisor), the element
2106 * index that is transferred to the GL, for all vertices, is given by
2108 * floor(instance/divisor) + baseinstance
2110 * If an array corresponding to an attribute required by a vertex
2111 * shader is not enabled, then the corresponding element is taken from
2112 * the current attribute state (see section 10.2)."
2114 * Note that baseinstance is \b not included in the value of instance.
2116 SYSTEM_VALUE_INSTANCE_ID,
2119 * DirectX-style vertex ID.
2121 * Unlike \c SYSTEM_VALUE_VERTEX_ID, this system value does \b not include
2122 * the value of basevertex.
2124 * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_BASE_VERTEX
2126 SYSTEM_VALUE_VERTEX_ID_ZERO_BASE,
2129 * Value of \c basevertex passed to \c glDrawElementsBaseVertex and similar
2132 * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE
2134 SYSTEM_VALUE_BASE_VERTEX,
2138 * \name Geometry shader system values
2141 SYSTEM_VALUE_INVOCATION_ID,
2145 * \name Fragment shader system values
2148 SYSTEM_VALUE_FRONT_FACE, /**< (not done yet) */
2149 SYSTEM_VALUE_SAMPLE_ID,
2150 SYSTEM_VALUE_SAMPLE_POS,
2151 SYSTEM_VALUE_SAMPLE_MASK_IN,
2154 SYSTEM_VALUE_MAX /**< Number of values */
2159 * The possible interpolation qualifiers that can be applied to a fragment
2160 * shader input in GLSL.
2162 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
2163 * gl_fragment_program data structure to 0 causes the default behavior.
2165 enum glsl_interp_qualifier
2167 INTERP_QUALIFIER_NONE = 0,
2168 INTERP_QUALIFIER_SMOOTH,
2169 INTERP_QUALIFIER_FLAT,
2170 INTERP_QUALIFIER_NOPERSPECTIVE,
2171 INTERP_QUALIFIER_COUNT /**< Number of interpolation qualifiers */
2176 * \brief Layout qualifiers for gl_FragDepth.
2178 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
2179 * a layout qualifier.
2181 * \see enum ir_depth_layout
2183 enum gl_frag_depth_layout
2185 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
2186 FRAG_DEPTH_LAYOUT_ANY,
2187 FRAG_DEPTH_LAYOUT_GREATER,
2188 FRAG_DEPTH_LAYOUT_LESS,
2189 FRAG_DEPTH_LAYOUT_UNCHANGED
2194 * Base class for any kind of program object
2199 GLubyte *String; /**< Null-terminated program text */
2201 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2202 GLenum Format; /**< String encoding format */
2204 struct prog_instruction *Instructions;
2206 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
2207 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
2208 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
2209 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
2210 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
2211 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
2212 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
2213 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
2215 GLboolean UsesGather; /**< Does this program use gather4 at all? */
2218 * For vertex and geometry shaders, true if the program uses the
2219 * gl_ClipDistance output. Ignored for fragment shaders.
2221 GLboolean UsesClipDistanceOut;
2224 /** Named parameters, constants, etc. from program text */
2225 struct gl_program_parameter_list *Parameters;
2228 * Local parameters used by the program.
2230 * It's dynamically allocated because it is rarely used (just
2231 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
2234 GLfloat (*LocalParams)[4];
2236 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2237 GLubyte SamplerUnits[MAX_SAMPLERS];
2239 /** Bitmask of which register files are read/written with indirect
2240 * addressing. Mask of (1 << PROGRAM_x) bits.
2242 GLbitfield IndirectRegisterFiles;
2244 /** Logical counts */
2246 GLuint NumInstructions;
2247 GLuint NumTemporaries;
2248 GLuint NumParameters;
2249 GLuint NumAttributes;
2250 GLuint NumAddressRegs;
2251 GLuint NumAluInstructions;
2252 GLuint NumTexInstructions;
2253 GLuint NumTexIndirections;
2255 /** Native, actual h/w counts */
2257 GLuint NumNativeInstructions;
2258 GLuint NumNativeTemporaries;
2259 GLuint NumNativeParameters;
2260 GLuint NumNativeAttributes;
2261 GLuint NumNativeAddressRegs;
2262 GLuint NumNativeAluInstructions;
2263 GLuint NumNativeTexInstructions;
2264 GLuint NumNativeTexIndirections;
2269 /** Vertex program object */
2270 struct gl_vertex_program
2272 struct gl_program Base; /**< base class */
2273 GLboolean IsPositionInvariant;
2277 /** Geometry program object */
2278 struct gl_geometry_program
2280 struct gl_program Base; /**< base class */
2285 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2286 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2287 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2288 bool UsesEndPrimitive;
2293 /** Fragment program object */
2294 struct gl_fragment_program
2296 struct gl_program Base; /**< base class */
2297 GLboolean UsesKill; /**< shader uses KIL instruction */
2298 GLboolean UsesDFdy; /**< shader uses DDY instruction */
2299 GLboolean OriginUpperLeft;
2300 GLboolean PixelCenterInteger;
2301 enum gl_frag_depth_layout FragDepthLayout;
2304 * GLSL interpolation qualifier associated with each fragment shader input.
2305 * For inputs that do not have an interpolation qualifier specified in
2306 * GLSL, the value is INTERP_QUALIFIER_NONE.
2308 enum glsl_interp_qualifier InterpQualifier[VARYING_SLOT_MAX];
2311 * Bitfield indicating, for each fragment shader input, 1 if that input
2312 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2314 GLbitfield64 IsCentroid;
2317 * Bitfield indicating, for each fragment shader input, 1 if that input
2318 * uses sample interpolation, 0 otherwise. Unused inputs are 0.
2320 GLbitfield64 IsSample;
2324 /** Compute program object */
2325 struct gl_compute_program
2327 struct gl_program Base; /**< base class */
2330 * Size specified using local_size_{x,y,z}.
2332 unsigned LocalSize[3];
2337 * State common to vertex and fragment programs.
2339 struct gl_program_state
2341 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2342 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2347 * Context state for vertex programs.
2349 struct gl_vertex_program_state
2351 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2352 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2353 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2354 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2355 /** Computed two sided lighting for fixed function/programs. */
2356 GLboolean _TwoSideEnabled;
2357 struct gl_vertex_program *Current; /**< User-bound vertex program */
2359 /** Currently enabled and valid vertex program (including internal
2360 * programs, user-defined vertex programs and GLSL vertex shaders).
2361 * This is the program we must use when rendering.
2363 struct gl_vertex_program *_Current;
2365 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2367 /** Should fixed-function T&L be implemented with a vertex prog? */
2368 GLboolean _MaintainTnlProgram;
2370 /** Program to emulate fixed-function T&L (see above) */
2371 struct gl_vertex_program *_TnlProgram;
2373 /** Cache of fixed-function programs */
2374 struct gl_program_cache *Cache;
2376 GLboolean _Overriden;
2381 * Context state for geometry programs.
2383 struct gl_geometry_program_state
2385 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
2386 GLboolean _Enabled; /**< Enabled and valid program? */
2387 struct gl_geometry_program *Current; /**< user-bound geometry program */
2389 /** Currently enabled and valid program (including internal programs
2390 * and compiled shader programs).
2392 struct gl_geometry_program *_Current;
2394 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2398 * Context state for fragment programs.
2400 struct gl_fragment_program_state
2402 GLboolean Enabled; /**< User-set fragment program enable flag */
2403 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2404 struct gl_fragment_program *Current; /**< User-bound fragment program */
2406 /** Currently enabled and valid fragment program (including internal
2407 * programs, user-defined fragment programs and GLSL fragment shaders).
2408 * This is the program we must use when rendering.
2410 struct gl_fragment_program *_Current;
2412 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2414 /** Should fixed-function texturing be implemented with a fragment prog? */
2415 GLboolean _MaintainTexEnvProgram;
2417 /** Program to emulate fixed-function texture env/combine (see above) */
2418 struct gl_fragment_program *_TexEnvProgram;
2420 /** Cache of fixed-function programs */
2421 struct gl_program_cache *Cache;
2426 * Context state for compute programs.
2428 struct gl_compute_program_state
2430 struct gl_compute_program *Current; /**< user-bound compute program */
2432 /** Currently enabled and valid program (including internal programs
2433 * and compiled shader programs).
2435 struct gl_compute_program *_Current;
2440 * ATI_fragment_shader runtime state
2442 #define ATI_FS_INPUT_PRIMARY 0
2443 #define ATI_FS_INPUT_SECONDARY 1
2445 struct atifs_instruction;
2446 struct atifs_setupinst;
2449 * ATI fragment shader
2451 struct ati_fragment_shader
2455 struct atifs_instruction *Instructions[2];
2456 struct atifs_setupinst *SetupInst[2];
2457 GLfloat Constants[8][4];
2458 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2459 GLubyte numArithInstr[2];
2460 GLubyte regsAssigned[2];
2461 GLubyte NumPasses; /**< 1 or 2 */
2463 GLubyte last_optype;
2464 GLboolean interpinp1;
2470 * Context state for GL_ATI_fragment_shader
2472 struct gl_ati_fragment_shader_state
2475 GLboolean _Enabled; /**< enabled and valid shader? */
2476 GLboolean Compiling;
2477 GLfloat GlobalConstants[8][4];
2478 struct ati_fragment_shader *Current;
2482 /** Set by #pragma directives */
2483 struct gl_sl_pragmas
2485 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2486 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2487 GLboolean Optimize; /**< defaults on */
2488 GLboolean Debug; /**< defaults off */
2493 * A GLSL vertex or fragment shader object.
2497 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB.
2498 * Must be the first field.
2501 gl_shader_stage Stage;
2502 GLuint Name; /**< AKA the handle */
2503 GLchar *Label; /**< GL_KHR_debug */
2504 GLint RefCount; /**< Reference count */
2505 GLboolean DeletePending;
2506 GLboolean CompileStatus;
2507 const GLchar *Source; /**< Source code string */
2508 GLuint SourceChecksum; /**< for debug/logging purposes */
2509 struct gl_program *Program; /**< Post-compile assembly code */
2511 struct gl_sl_pragmas Pragmas;
2513 unsigned Version; /**< GLSL version used for linking */
2514 GLboolean IsES; /**< True if this shader uses GLSL ES */
2517 * \name Sampler tracking
2519 * \note Each of these fields is only set post-linking.
2522 unsigned num_samplers; /**< Number of samplers used by this shader. */
2523 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2524 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2528 * Map from sampler unit to texture unit (set by glUniform1i())
2530 * A sampler unit is associated with each sampler uniform by the linker.
2531 * The sampler unit associated with each uniform is stored in the
2532 * \c gl_uniform_storage::sampler field.
2534 GLubyte SamplerUnits[MAX_SAMPLERS];
2535 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2536 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2539 * Number of default uniform block components used by this shader.
2541 * This field is only set post-linking.
2543 unsigned num_uniform_components;
2546 * Number of combined uniform components used by this shader.
2548 * This field is only set post-linking. It is the sum of the uniform block
2549 * sizes divided by sizeof(float), and num_uniform_compoennts.
2551 unsigned num_combined_uniform_components;
2554 * This shader's uniform block information.
2556 * These fields are only set post-linking.
2558 struct gl_uniform_block *UniformBlocks;
2559 unsigned NumUniformBlocks;
2561 struct exec_list *ir;
2562 struct glsl_symbol_table *symbols;
2564 bool uses_builtin_functions;
2565 bool uses_gl_fragcoord;
2566 bool redeclares_gl_fragcoord;
2567 bool ARB_fragment_coord_conventions_enable;
2570 * Fragment shader state from GLSL 1.50 layout qualifiers.
2572 bool origin_upper_left;
2573 bool pixel_center_integer;
2576 * Geometry shader state from GLSL 1.50 layout qualifiers.
2581 * 0 - Invocations count not declared in shader, or
2582 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2586 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2587 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2592 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2593 * it's not set in this shader.
2599 * Map from image uniform index to image unit (set by glUniform1i())
2601 * An image uniform index is associated with each image uniform by
2602 * the linker. The image index associated with each uniform is
2603 * stored in the \c gl_uniform_storage::image field.
2605 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2608 * Access qualifier specified in the shader for each image uniform
2609 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2612 * It may be different, though only more strict than the value of
2613 * \c gl_image_unit::Access for the corresponding image unit.
2615 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2618 * Number of image uniforms defined in the shader. It specifies
2619 * the number of valid elements in the \c ImageUnits and \c
2620 * ImageAccess arrays above.
2625 * Compute shader state from ARB_compute_shader layout qualifiers.
2629 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2630 * it's not set in this shader.
2632 unsigned LocalSize[3];
2637 struct gl_uniform_buffer_variable
2642 * Name of the uniform as seen by glGetUniformIndices.
2644 * glGetUniformIndices requires that the block instance index \b not be
2645 * present in the name of queried uniforms.
2648 * \c gl_uniform_buffer_variable::IndexName and
2649 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2653 const struct glsl_type *Type;
2654 unsigned int Offset;
2659 enum gl_uniform_block_packing
2667 struct gl_uniform_block
2669 /** Declared name of the uniform block */
2672 /** Array of supplemental information about UBO ir_variables. */
2673 struct gl_uniform_buffer_variable *Uniforms;
2677 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2678 * with glBindBufferBase to bind a buffer object to this uniform block. When
2679 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2684 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2685 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2687 GLuint UniformBufferSize;
2690 * Layout specified in the shader
2692 * This isn't accessible through the API, but it is used while
2693 * cross-validating uniform blocks.
2695 enum gl_uniform_block_packing _Packing;
2699 * Structure that represents a reference to an atomic buffer from some
2702 struct gl_active_atomic_buffer
2704 /** Uniform indices of the atomic counters declared within it. */
2708 /** Binding point index associated with it. */
2711 /** Minimum reasonable size it is expected to have. */
2714 /** Shader stages making use of it. */
2715 GLboolean StageReferences[MESA_SHADER_STAGES];
2719 * A GLSL program object.
2720 * Basically a linked collection of vertex and fragment shaders.
2722 struct gl_shader_program
2724 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2725 GLuint Name; /**< aka handle or ID */
2726 GLchar *Label; /**< GL_KHR_debug */
2727 GLint RefCount; /**< Reference count */
2728 GLboolean DeletePending;
2731 * Is the application intending to glGetProgramBinary this program?
2733 GLboolean BinaryRetreivableHint;
2736 * Indicates whether program can be bound for individual pipeline stages
2737 * using UseProgramStages after it is next linked.
2739 GLboolean SeparateShader;
2741 GLuint NumShaders; /**< number of attached shaders */
2742 struct gl_shader **Shaders; /**< List of attached the shaders */
2745 * User-defined attribute bindings
2747 * These are set via \c glBindAttribLocation and are used to direct the
2748 * GLSL linker. These are \b not the values used in the compiled shader,
2749 * and they are \b not the values returned by \c glGetAttribLocation.
2751 struct string_to_uint_map *AttributeBindings;
2754 * User-defined fragment data bindings
2756 * These are set via \c glBindFragDataLocation and are used to direct the
2757 * GLSL linker. These are \b not the values used in the compiled shader,
2758 * and they are \b not the values returned by \c glGetFragDataLocation.
2760 struct string_to_uint_map *FragDataBindings;
2761 struct string_to_uint_map *FragDataIndexBindings;
2764 * Transform feedback varyings last specified by
2765 * glTransformFeedbackVaryings().
2767 * For the current set of transform feeedback varyings used for transform
2768 * feedback output, see LinkedTransformFeedback.
2773 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2774 } TransformFeedback;
2776 /** Post-link transform feedback info. */
2777 struct gl_transform_feedback_info LinkedTransformFeedback;
2779 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2780 enum gl_frag_depth_layout FragDepthLayout;
2783 * Geometry shader state - copied into gl_geometry_program by
2784 * _mesa_copy_linked_program_data().
2790 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2793 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2794 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2795 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2797 * True if gl_ClipDistance is written to. Copied into
2798 * gl_geometry_program by _mesa_copy_linked_program_data().
2800 GLboolean UsesClipDistance;
2801 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2802 0 if not present. */
2803 bool UsesEndPrimitive;
2807 /** Vertex shader state */
2810 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2811 * by _mesa_copy_linked_program_data().
2813 GLboolean UsesClipDistance;
2814 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2815 0 if not present. */
2819 * Compute shader state - copied into gl_compute_program by
2820 * _mesa_copy_linked_program_data().
2824 * If this shader contains a compute stage, size specified using
2825 * local_size_{x,y,z}. Otherwise undefined.
2827 unsigned LocalSize[3];
2830 /* post-link info: */
2831 unsigned NumUserUniformStorage;
2832 struct gl_uniform_storage *UniformStorage;
2835 * Mapping from GL uniform locations returned by \c glUniformLocation to
2836 * UniformStorage entries. Arrays will have multiple contiguous slots
2837 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2839 unsigned NumUniformRemapTable;
2840 struct gl_uniform_storage **UniformRemapTable;
2843 * Size of the gl_ClipDistance array that is output from the last pipeline
2844 * stage before the fragment shader.
2846 unsigned LastClipDistanceArraySize;
2848 struct gl_uniform_block *UniformBlocks;
2849 unsigned NumUniformBlocks;
2852 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2853 * they're used in, or -1.
2855 * This is used to maintain the Binding values of the stage's UniformBlocks[]
2856 * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2858 int *UniformBlockStageIndex[MESA_SHADER_STAGES];
2861 * Map of active uniform names to locations
2863 * Maps any active uniform that is not an array element to a location.
2864 * Each active uniform, including individual structure members will appear
2865 * in this map. This roughly corresponds to the set of names that would be
2866 * enumerated by \c glGetActiveUniform.
2868 struct string_to_uint_map *UniformHash;
2870 struct gl_active_atomic_buffer *AtomicBuffers;
2871 unsigned NumAtomicBuffers;
2873 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2874 GLboolean Validated;
2875 GLboolean _Used; /**< Ever used for drawing? */
2878 unsigned Version; /**< GLSL version used for linking */
2879 GLboolean IsES; /**< True if this program uses GLSL ES */
2882 * Per-stage shaders resulting from the first stage of linking.
2884 * Set of linked shaders for this program. The array is accessed using the
2885 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2888 struct gl_shader *_LinkedShaders[MESA_SHADER_STAGES];
2890 /* True if any of the fragment shaders attached to this program use:
2891 * #extension ARB_fragment_coord_conventions: enable
2893 GLboolean ARB_fragment_coord_conventions_enable;
2897 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2898 #define GLSL_LOG 0x2 /**< Write shaders to files */
2899 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2900 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2901 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2902 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2903 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2904 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2905 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2906 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2910 * Context state for GLSL vertex/fragment shaders.
2911 * Extended to support pipeline object
2913 struct gl_pipeline_object
2915 /** Name of the pipeline object as received from glGenProgramPipelines.
2916 * It would be 0 for shaders without separate shader objects.
2925 * Programs used for rendering
2927 * There is a separate program set for each shader stage.
2929 struct gl_shader_program *CurrentProgram[MESA_SHADER_STAGES];
2931 struct gl_shader_program *_CurrentFragmentProgram;
2934 * Program used by glUniform calls.
2936 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2938 struct gl_shader_program *ActiveProgram;
2940 GLbitfield Flags; /**< Mask of GLSL_x flags */
2942 GLboolean EverBound; /**< Has the pipeline object been created */
2944 GLboolean Validated; /**< Pipeline Validation status */
2950 * Context state for GLSL pipeline shaders.
2952 struct gl_pipeline_shader_state
2954 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
2955 struct gl_pipeline_object *Current;
2957 /* Default Object to ensure that _Shader is never NULL */
2958 struct gl_pipeline_object *Default;
2960 /** Pipeline objects */
2961 struct _mesa_HashTable *Objects;
2965 * Compiler options for a single GLSL shaders type
2967 struct gl_shader_compiler_options
2969 /** Driver-selectable options: */
2970 GLboolean EmitCondCodes; /**< Use condition codes? */
2971 GLboolean EmitNoLoops;
2972 GLboolean EmitNoFunctions;
2973 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2974 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2975 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2976 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2977 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2980 * \name Forms of indirect addressing the driver cannot do.
2983 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2984 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2985 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2986 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2989 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2990 GLuint MaxUnrollIterations;
2993 * Optimize code for array of structures backends.
2995 * This is a proxy for:
2996 * - preferring DP4 instructions (rather than MUL/MAD) for
2997 * matrix * vector operations, such as position transformation.
2999 GLboolean OptimizeForAOS;
3001 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
3006 * Occlusion/timer query object.
3008 struct gl_query_object
3010 GLenum Target; /**< The query target, when active */
3011 GLuint Id; /**< hash table ID/name */
3012 GLchar *Label; /**< GL_KHR_debug */
3013 GLuint64EXT Result; /**< the counter */
3014 GLboolean Active; /**< inside Begin/EndQuery */
3015 GLboolean Ready; /**< result is ready? */
3016 GLboolean EverBound;/**< has query object ever been bound */
3017 GLuint Stream; /**< The stream */
3022 * Context state for query objects.
3024 struct gl_query_state
3026 struct _mesa_HashTable *QueryObjects;
3027 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
3028 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
3030 /** GL_NV_conditional_render */
3031 struct gl_query_object *CondRenderQuery;
3033 /** GL_EXT_transform_feedback */
3034 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
3035 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
3037 /** GL_ARB_timer_query */
3038 struct gl_query_object *TimeElapsed;
3040 GLenum CondRenderMode;
3044 /** Sync object state */
3045 struct gl_sync_object
3047 GLenum Type; /**< GL_SYNC_FENCE */
3048 GLuint Name; /**< Fence name */
3049 GLchar *Label; /**< GL_KHR_debug */
3050 GLint RefCount; /**< Reference count */
3051 GLboolean DeletePending; /**< Object was deleted while there were still
3052 * live references (e.g., sync not yet finished)
3054 GLenum SyncCondition;
3055 GLbitfield Flags; /**< Flags passed to glFenceSync */
3056 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
3061 * State which can be shared by multiple contexts:
3063 struct gl_shared_state
3065 mtx_t Mutex; /**< for thread safety */
3066 GLint RefCount; /**< Reference count */
3067 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
3068 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
3070 /** Default texture objects (shared by all texture units) */
3071 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
3073 /** Fallback texture used when a bound texture is incomplete */
3074 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
3077 * \name Thread safety and statechange notification for texture
3080 * \todo Improve the granularity of locking.
3083 mtx_t TexMutex; /**< texobj thread safety */
3084 GLuint TextureStateStamp; /**< state notification for shared tex */
3087 /** Default buffer object for vertex arrays that aren't in VBOs */
3088 struct gl_buffer_object *NullBufferObj;
3091 * \name Vertex/geometry/fragment programs
3094 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3095 struct gl_vertex_program *DefaultVertexProgram;
3096 struct gl_fragment_program *DefaultFragmentProgram;
3097 struct gl_geometry_program *DefaultGeometryProgram;
3100 /* GL_ATI_fragment_shader */
3101 struct _mesa_HashTable *ATIShaders;
3102 struct ati_fragment_shader *DefaultFragmentShader;
3104 struct _mesa_HashTable *BufferObjects;
3106 /** Table of both gl_shader and gl_shader_program objects */
3107 struct _mesa_HashTable *ShaderObjects;
3109 /* GL_EXT_framebuffer_object */
3110 struct _mesa_HashTable *RenderBuffers;
3111 struct _mesa_HashTable *FrameBuffers;
3114 struct set *SyncObjects;
3116 /** GL_ARB_sampler_objects */
3117 struct _mesa_HashTable *SamplerObjects;
3120 * Some context in this share group was affected by a GPU reset
3122 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3123 * been affected by a GPU reset must also return
3124 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3126 * Once this field becomes true, it is never reset to false.
3128 bool ShareGroupReset;
3134 * Renderbuffers represent drawing surfaces such as color, depth and/or
3135 * stencil. A framebuffer object has a set of renderbuffers.
3136 * Drivers will typically derive subclasses of this type.
3138 struct gl_renderbuffer
3140 mtx_t Mutex; /**< for thread safety */
3141 GLuint ClassID; /**< Useful for drivers */
3143 GLchar *Label; /**< GL_KHR_debug */
3145 GLuint Width, Height;
3147 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3148 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3150 * True for renderbuffers that wrap textures, giving the driver a chance to
3151 * flush render caches through the FinishRenderTexture hook.
3153 * Drivers may also set this on renderbuffers other than those generated by
3154 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3155 * called without a rb->TexImage.
3157 GLboolean NeedsFinishRenderTexture;
3159 GLenum InternalFormat; /**< The user-specified format */
3160 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3161 GL_STENCIL_INDEX. */
3162 mesa_format Format; /**< The actual renderbuffer memory format */
3164 * Pointer to the texture image if this renderbuffer wraps a texture,
3167 * Note that the reference on the gl_texture_object containing this
3168 * TexImage is held by the gl_renderbuffer_attachment.
3170 struct gl_texture_image *TexImage;
3172 /** Delete this renderbuffer */
3173 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3175 /** Allocate new storage for this renderbuffer */
3176 GLboolean (*AllocStorage)(struct gl_context *ctx,
3177 struct gl_renderbuffer *rb,
3178 GLenum internalFormat,
3179 GLuint width, GLuint height);
3184 * A renderbuffer attachment points to either a texture object (and specifies
3185 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3187 struct gl_renderbuffer_attachment
3189 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3193 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3194 * application supplied renderbuffer object.
3196 struct gl_renderbuffer *Renderbuffer;
3199 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3200 * supplied texture object.
3202 struct gl_texture_object *Texture;
3203 GLuint TextureLevel; /**< Attached mipmap level. */
3204 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3205 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3206 * and 2D array textures */
3212 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3213 * In C++ terms, think of this as a base class from which device drivers
3214 * will make derived classes.
3216 struct gl_framebuffer
3218 mtx_t Mutex; /**< for thread safety */
3220 * If zero, this is a window system framebuffer. If non-zero, this
3221 * is a FBO framebuffer; note that for some devices (i.e. those with
3222 * a natural pixel coordinate system for FBOs that differs from the
3223 * OpenGL/Mesa coordinate system), this means that the viewport,
3224 * polygon face orientation, and polygon stipple will have to be inverted.
3227 GLchar *Label; /**< GL_KHR_debug */
3230 GLboolean DeletePending;
3233 * The framebuffer's visual. Immutable if this is a window system buffer.
3234 * Computed from attachments if user-made FBO.
3236 struct gl_config Visual;
3238 GLuint Width, Height; /**< size of frame buffer in pixels */
3240 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
3242 GLint _Xmin, _Xmax; /**< inclusive */
3243 GLint _Ymin, _Ymax; /**< exclusive */
3246 /** \name Derived Z buffer stuff */
3248 GLuint _DepthMax; /**< Max depth buffer value */
3249 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3250 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3253 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3256 /** Integer color values */
3257 GLboolean _IntegerColor;
3259 /* ARB_color_buffer_float */
3260 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3261 GLboolean _HasSNormOrFloatColorBuffer;
3263 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3264 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3266 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3267 * attribute group and GL_PIXEL attribute group, respectively.
3269 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3270 GLenum ColorReadBuffer;
3272 /** Computed from ColorDraw/ReadBuffer above */
3273 GLuint _NumColorDrawBuffers;
3274 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3275 GLint _ColorReadBufferIndex; /* -1 = None */
3276 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3277 struct gl_renderbuffer *_ColorReadBuffer;
3280 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3281 * is not layered. For cube maps and cube map arrays, each cube face
3282 * counts as a layer.
3284 GLuint MaxNumLayers;
3286 /** Delete this framebuffer */
3287 void (*Delete)(struct gl_framebuffer *fb);
3292 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3296 GLushort RangeMin; /**< min value exponent */
3297 GLushort RangeMax; /**< max value exponent */
3298 GLushort Precision; /**< number of mantissa bits */
3303 * Limits for vertex, geometry and fragment programs/shaders.
3305 struct gl_program_constants
3307 /* logical limits */
3308 GLuint MaxInstructions;
3309 GLuint MaxAluInstructions;
3310 GLuint MaxTexInstructions;
3311 GLuint MaxTexIndirections;
3314 GLuint MaxAddressRegs;
3315 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3316 GLuint MaxParameters;
3317 GLuint MaxLocalParams;
3318 GLuint MaxEnvParams;
3319 /* native/hardware limits */
3320 GLuint MaxNativeInstructions;
3321 GLuint MaxNativeAluInstructions;
3322 GLuint MaxNativeTexInstructions;
3323 GLuint MaxNativeTexIndirections;
3324 GLuint MaxNativeAttribs;
3325 GLuint MaxNativeTemps;
3326 GLuint MaxNativeAddressRegs;
3327 GLuint MaxNativeParameters;
3329 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3332 * \name Per-stage input / output limits
3334 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3335 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3336 * ES). This is stored as \c gl_constants::MaxVarying.
3338 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3339 * variables. Each stage as a certain number of outputs that it can feed
3340 * to the next stage and a certain number inputs that it can consume from
3341 * the previous stage.
3343 * Vertex shader inputs do not participate this in this accounting.
3344 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3346 * Fragment shader outputs do not participate this in this accounting.
3347 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3350 GLuint MaxInputComponents;
3351 GLuint MaxOutputComponents;
3354 /* ES 2.0 and GL_ARB_ES2_compatibility */
3355 struct gl_precision LowFloat, MediumFloat, HighFloat;
3356 struct gl_precision LowInt, MediumInt, HighInt;
3357 /* GL_ARB_uniform_buffer_object */
3358 GLuint MaxUniformBlocks;
3359 GLuint MaxCombinedUniformComponents;
3360 GLuint MaxTextureImageUnits;
3362 /* GL_ARB_shader_atomic_counters */
3363 GLuint MaxAtomicBuffers;
3364 GLuint MaxAtomicCounters;
3366 /* GL_ARB_shader_image_load_store */
3367 GLuint MaxImageUniforms;
3372 * Constants which may be overridden by device driver during context creation
3373 * but are never changed after that.
3377 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3378 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3379 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3380 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3381 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3382 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3383 GLuint MaxTextureCoordUnits;
3384 GLuint MaxCombinedTextureImageUnits;
3385 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3386 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3387 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3388 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3390 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3392 GLuint MaxArrayLockSize;
3396 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3397 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3398 GLfloat PointSizeGranularity;
3399 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3400 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3401 GLfloat LineWidthGranularity;
3403 GLuint MaxClipPlanes;
3405 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3406 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3408 GLuint MaxViewportWidth, MaxViewportHeight;
3409 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3410 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3414 } ViewportBounds; /**< GL_ARB_viewport_array */
3416 struct gl_program_constants Program[MESA_SHADER_STAGES];
3417 GLuint MaxProgramMatrices;
3418 GLuint MaxProgramMatrixStackDepth;
3421 GLuint SamplesPassed;
3424 GLuint PrimitivesGenerated;
3425 GLuint PrimitivesWritten;
3428 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3430 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3431 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3432 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3434 /** Number of varying vectors between any two shader stages. */
3438 * GL_ARB_uniform_buffer_object
3440 GLuint MaxCombinedUniformBlocks;
3441 GLuint MaxUniformBufferBindings;
3442 GLuint MaxUniformBlockSize;
3443 GLuint UniformBufferOffsetAlignment;
3447 * GL_ARB_explicit_uniform_location
3449 GLuint MaxUserAssignableUniformLocations;
3451 /** GL_ARB_geometry_shader4 */
3452 GLuint MaxGeometryOutputVertices;
3453 GLuint MaxGeometryTotalOutputComponents;
3455 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3458 * Changes default GLSL extension behavior from "error" to "warn". It's out
3459 * of spec, but it can make some apps work that otherwise wouldn't.
3461 GLboolean ForceGLSLExtensionsWarn;
3464 * If non-zero, forces GLSL shaders without the #version directive to behave
3465 * as if they began with "#version ForceGLSLVersion".
3467 GLuint ForceGLSLVersion;
3470 * Allow GLSL #extension directives in the middle of shaders.
3472 GLboolean AllowGLSLExtensionDirectiveMidShader;
3475 * Does the driver support real 32-bit integers? (Otherwise, integers are
3476 * simulated via floats.)
3478 GLboolean NativeIntegers;
3481 * Does VertexID count from zero or from base vertex?
3484 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3485 * ignored and need not be set.
3487 bool VertexID_is_zero_based;
3490 * If the driver supports real 32-bit integers, what integer value should be
3491 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3493 GLuint UniformBooleanTrue;
3496 * Maximum amount of time, measured in nanseconds, that the server can wait.
3498 GLuint64 MaxServerWaitTimeout;
3500 /** GL_EXT_provoking_vertex */
3501 GLboolean QuadsFollowProvokingVertexConvention;
3503 /** OpenGL version 3.0 */
3504 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3506 /** OpenGL version 3.2 */
3507 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3509 /** OpenGL version 4.4 */
3510 GLuint MaxVertexAttribStride;
3512 /** GL_EXT_transform_feedback */
3513 GLuint MaxTransformFeedbackBuffers;
3514 GLuint MaxTransformFeedbackSeparateComponents;
3515 GLuint MaxTransformFeedbackInterleavedComponents;
3516 GLuint MaxVertexStreams;
3518 /** GL_EXT_gpu_shader4 */
3519 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3521 /** GL_ARB_texture_gather */
3522 GLuint MinProgramTextureGatherOffset;
3523 GLuint MaxProgramTextureGatherOffset;
3524 GLuint MaxProgramTextureGatherComponents;
3526 /* GL_ARB_robustness */
3527 GLenum ResetStrategy;
3529 /* GL_ARB_blend_func_extended */
3530 GLuint MaxDualSourceDrawBuffers;
3533 * Whether the implementation strips out and ignores texture borders.
3535 * Many GPU hardware implementations don't support rendering with texture
3536 * borders and mipmapped textures. (Note: not static border color, but the
3537 * old 1-pixel border around each edge). Implementations then have to do
3538 * slow fallbacks to be correct, or just ignore the border and be fast but
3539 * wrong. Setting the flag strips the border off of TexImage calls,
3540 * providing "fast but wrong" at significantly reduced driver complexity.
3542 * Texture borders are deprecated in GL 3.0.
3544 GLboolean StripTextureBorder;
3547 * For drivers which can do a better job at eliminating unused uniforms
3548 * than the GLSL compiler.
3550 * XXX Remove these as soon as a better solution is available.
3552 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3555 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3556 * than passing the transform feedback object to the drawing function.
3558 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3560 /** GL_ARB_map_buffer_alignment */
3561 GLuint MinMapBufferAlignment;
3564 * Disable varying packing. This is out of spec, but potentially useful
3565 * for older platforms that supports a limited number of texture
3566 * indirections--on these platforms, unpacking the varyings in the fragment
3567 * shader increases the number of texture indirections by 1, which might
3568 * make some shaders not executable at all.
3570 * Drivers that support transform feedback must set this value to GL_FALSE.
3572 GLboolean DisableVaryingPacking;
3575 * Should meaningful names be generated for compiler temporary variables?
3577 * Generally, it is not useful to have the compiler generate "meaningful"
3578 * names for temporary variables that it creates. This can, however, be a
3579 * useful debugging aid. In Mesa debug builds or release builds when
3580 * MESA_GLSL is set at run-time, meaningful names will be generated.
3581 * Drivers can also force names to be generated by setting this field.
3582 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3583 * vertex shader assembly) is set at run-time.
3585 bool GenerateTemporaryNames;
3588 * Maximum value supported for an index in DrawElements and friends.
3590 * This must be at least (1ull<<24)-1. The default value is
3593 * \since ES 3.0 or GL_ARB_ES3_compatibility
3594 * \sa _mesa_init_constants
3596 GLuint64 MaxElementIndex;
3599 * Disable interpretation of line continuations (lines ending with a
3600 * backslash character ('\') in GLSL source.
3602 GLboolean DisableGLSLLineContinuations;
3604 /** GL_ARB_texture_multisample */
3605 GLint MaxColorTextureSamples;
3606 GLint MaxDepthTextureSamples;
3607 GLint MaxIntegerSamples;
3610 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3611 * samples are laid out in a rectangular grid roughly corresponding to
3612 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3613 * are used to map indices of rectangular grid to sample numbers within
3614 * a pixel. This mapping of indices to sample numbers must be initialized
3615 * by the driver for the target hardware. For example, if we have the 8X
3616 * MSAA sample number layout (sample positions) for XYZ hardware:
3618 * sample indices layout sample number layout
3619 * --------- ---------
3620 * | 0 | 1 | | a | b |
3621 * --------- ---------
3622 * | 2 | 3 | | c | d |
3623 * --------- ---------
3624 * | 4 | 5 | | e | f |
3625 * --------- ---------
3626 * | 6 | 7 | | g | h |
3627 * --------- ---------
3629 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3631 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3633 * SampleMap8x = {a, b, c, d, e, f, g, h};
3635 * Follow the logic for other sample counts.
3637 uint8_t SampleMap2x[2];
3638 uint8_t SampleMap4x[4];
3639 uint8_t SampleMap8x[8];
3641 /** GL_ARB_shader_atomic_counters */
3642 GLuint MaxAtomicBufferBindings;
3643 GLuint MaxAtomicBufferSize;
3644 GLuint MaxCombinedAtomicBuffers;
3645 GLuint MaxCombinedAtomicCounters;
3647 /** GL_ARB_vertex_attrib_binding */
3648 GLint MaxVertexAttribRelativeOffset;
3649 GLint MaxVertexAttribBindings;
3651 /* GL_ARB_shader_image_load_store */
3652 GLuint MaxImageUnits;
3653 GLuint MaxCombinedImageUnitsAndFragmentOutputs;
3654 GLuint MaxImageSamples;
3655 GLuint MaxCombinedImageUniforms;
3657 /** GL_ARB_compute_shader */
3658 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3659 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3660 GLuint MaxComputeWorkGroupInvocations;
3662 /** GL_ARB_gpu_shader5 */
3663 GLfloat MinFragmentInterpolationOffset;
3664 GLfloat MaxFragmentInterpolationOffset;
3666 GLboolean FakeSWMSAA;
3668 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
3673 * Enable flag for each OpenGL extension. Different device drivers will
3674 * enable different extensions at runtime.
3676 struct gl_extensions
3678 GLboolean dummy; /* don't remove this! */
3679 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3680 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3681 GLboolean ANGLE_texture_compression_dxt;
3682 GLboolean ARB_ES2_compatibility;
3683 GLboolean ARB_ES3_compatibility;
3684 GLboolean ARB_arrays_of_arrays;
3685 GLboolean ARB_base_instance;
3686 GLboolean ARB_blend_func_extended;
3687 GLboolean ARB_buffer_storage;
3688 GLboolean ARB_clear_texture;
3689 GLboolean ARB_color_buffer_float;
3690 GLboolean ARB_compute_shader;
3691 GLboolean ARB_conditional_render_inverted;
3692 GLboolean ARB_conservative_depth;
3693 GLboolean ARB_copy_image;
3694 GLboolean ARB_depth_buffer_float;
3695 GLboolean ARB_depth_clamp;
3696 GLboolean ARB_depth_texture;
3697 GLboolean ARB_derivative_control;
3698 GLboolean ARB_draw_buffers_blend;
3699 GLboolean ARB_draw_elements_base_vertex;
3700 GLboolean ARB_draw_indirect;
3701 GLboolean ARB_draw_instanced;
3702 GLboolean ARB_fragment_coord_conventions;
3703 GLboolean ARB_fragment_layer_viewport;
3704 GLboolean ARB_fragment_program;
3705 GLboolean ARB_fragment_program_shadow;
3706 GLboolean ARB_fragment_shader;
3707 GLboolean ARB_framebuffer_object;
3708 GLboolean ARB_explicit_attrib_location;
3709 GLboolean ARB_explicit_uniform_location;
3710 GLboolean ARB_geometry_shader4;
3711 GLboolean ARB_gpu_shader5;
3712 GLboolean ARB_half_float_vertex;
3713 GLboolean ARB_instanced_arrays;
3714 GLboolean ARB_internalformat_query;
3715 GLboolean ARB_map_buffer_range;
3716 GLboolean ARB_occlusion_query;
3717 GLboolean ARB_occlusion_query2;
3718 GLboolean ARB_point_sprite;
3719 GLboolean ARB_sample_shading;
3720 GLboolean ARB_seamless_cube_map;
3721 GLboolean ARB_shader_atomic_counters;
3722 GLboolean ARB_shader_bit_encoding;
3723 GLboolean ARB_shader_image_load_store;
3724 GLboolean ARB_shader_stencil_export;
3725 GLboolean ARB_shader_texture_lod;
3726 GLboolean ARB_shading_language_packing;
3727 GLboolean ARB_shading_language_420pack;
3728 GLboolean ARB_shadow;
3729 GLboolean ARB_stencil_texturing;
3731 GLboolean ARB_texture_border_clamp;
3732 GLboolean ARB_texture_buffer_object;
3733 GLboolean ARB_texture_buffer_object_rgb32;
3734 GLboolean ARB_texture_buffer_range;
3735 GLboolean ARB_texture_compression_bptc;
3736 GLboolean ARB_texture_compression_rgtc;
3737 GLboolean ARB_texture_cube_map;
3738 GLboolean ARB_texture_cube_map_array;
3739 GLboolean ARB_texture_env_combine;
3740 GLboolean ARB_texture_env_crossbar;
3741 GLboolean ARB_texture_env_dot3;
3742 GLboolean ARB_texture_float;
3743 GLboolean ARB_texture_gather;
3744 GLboolean ARB_texture_mirror_clamp_to_edge;
3745 GLboolean ARB_texture_multisample;
3746 GLboolean ARB_texture_non_power_of_two;
3747 GLboolean ARB_texture_stencil8;
3748 GLboolean ARB_texture_query_levels;
3749 GLboolean ARB_texture_query_lod;
3750 GLboolean ARB_texture_rg;
3751 GLboolean ARB_texture_rgb10_a2ui;
3752 GLboolean ARB_texture_view;
3753 GLboolean ARB_timer_query;
3754 GLboolean ARB_transform_feedback2;
3755 GLboolean ARB_transform_feedback3;
3756 GLboolean ARB_transform_feedback_instanced;
3757 GLboolean ARB_uniform_buffer_object;
3758 GLboolean ARB_vertex_program;
3759 GLboolean ARB_vertex_shader;
3760 GLboolean ARB_vertex_type_10f_11f_11f_rev;
3761 GLboolean ARB_vertex_type_2_10_10_10_rev;
3762 GLboolean ARB_viewport_array;
3763 GLboolean EXT_blend_color;
3764 GLboolean EXT_blend_equation_separate;
3765 GLboolean EXT_blend_func_separate;
3766 GLboolean EXT_blend_minmax;
3767 GLboolean EXT_depth_bounds_test;
3768 GLboolean EXT_draw_buffers2;
3769 GLboolean EXT_framebuffer_multisample;
3770 GLboolean EXT_framebuffer_multisample_blit_scaled;
3771 GLboolean EXT_framebuffer_sRGB;
3772 GLboolean EXT_gpu_program_parameters;
3773 GLboolean EXT_gpu_shader4;
3774 GLboolean EXT_packed_float;
3775 GLboolean EXT_pixel_buffer_object;
3776 GLboolean EXT_point_parameters;
3777 GLboolean EXT_provoking_vertex;
3778 GLboolean EXT_shader_integer_mix;
3779 GLboolean EXT_stencil_two_side;
3780 GLboolean EXT_texture3D;
3781 GLboolean EXT_texture_array;
3782 GLboolean EXT_texture_compression_latc;
3783 GLboolean EXT_texture_compression_s3tc;
3784 GLboolean EXT_texture_env_dot3;
3785 GLboolean EXT_texture_filter_anisotropic;
3786 GLboolean EXT_texture_integer;
3787 GLboolean EXT_texture_mirror_clamp;
3788 GLboolean EXT_texture_shared_exponent;
3789 GLboolean EXT_texture_snorm;
3790 GLboolean EXT_texture_sRGB;
3791 GLboolean EXT_texture_sRGB_decode;
3792 GLboolean EXT_texture_swizzle;
3793 GLboolean EXT_transform_feedback;
3794 GLboolean EXT_timer_query;
3795 GLboolean EXT_vertex_array_bgra;
3796 GLboolean OES_standard_derivatives;
3797 /* vendor extensions */
3798 GLboolean AMD_performance_monitor;
3799 GLboolean AMD_seamless_cubemap_per_texture;
3800 GLboolean AMD_vertex_shader_layer;
3801 GLboolean AMD_vertex_shader_viewport_index;
3802 GLboolean APPLE_object_purgeable;
3803 GLboolean ATI_texture_compression_3dc;
3804 GLboolean ATI_texture_mirror_once;
3805 GLboolean ATI_texture_env_combine3;
3806 GLboolean ATI_fragment_shader;
3807 GLboolean ATI_separate_stencil;
3808 GLboolean INTEL_performance_query;
3809 GLboolean MESA_pack_invert;
3810 GLboolean MESA_ycbcr_texture;
3811 GLboolean NV_conditional_render;
3812 GLboolean NV_fog_distance;
3813 GLboolean NV_fragment_program_option;
3814 GLboolean NV_point_sprite;
3815 GLboolean NV_primitive_restart;
3816 GLboolean NV_texture_barrier;
3817 GLboolean NV_texture_env_combine4;
3818 GLboolean NV_texture_rectangle;
3819 GLboolean NV_vdpau_interop;
3820 GLboolean TDFX_texture_compression_FXT1;
3821 GLboolean OES_EGL_image;
3822 GLboolean OES_draw_texture;
3823 GLboolean OES_depth_texture_cube_map;
3824 GLboolean OES_EGL_image_external;
3825 GLboolean OES_compressed_ETC1_RGB8_texture;
3826 GLboolean extension_sentinel;
3827 /** The extension string */
3828 const GLubyte *String;
3829 /** Number of supported extensions */
3835 * A stack of matrices (projection, modelview, color, texture, etc).
3837 struct gl_matrix_stack
3839 GLmatrix *Top; /**< points into Stack */
3840 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3841 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3842 GLuint MaxDepth; /**< size of Stack[] array */
3843 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3848 * \name Bits for image transfer operations
3849 * \sa __struct gl_contextRec::ImageTransferState.
3852 #define IMAGE_SCALE_BIAS_BIT 0x1
3853 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3854 #define IMAGE_MAP_COLOR_BIT 0x4
3855 #define IMAGE_CLAMP_BIT 0x800
3858 /** Pixel Transfer ops */
3859 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3860 IMAGE_SHIFT_OFFSET_BIT | \
3861 IMAGE_MAP_COLOR_BIT)
3864 * \name Bits to indicate what state has changed.
3867 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3868 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3869 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3870 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3871 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3872 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3873 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3874 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3875 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3876 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3877 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3878 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3879 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3880 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3881 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3882 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3883 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3884 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3885 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3886 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3887 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3888 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3889 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3890 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3891 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3892 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3893 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3894 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3895 #define _NEW_BUFFER_OBJECT (1 << 28)
3896 #define _NEW_FRAG_CLAMP (1 << 29)
3897 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3898 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3904 * Composite state flags
3907 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3913 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3923 /* This has to be included here. */
3928 * Display list flags.
3929 * Strictly this is a tnl-private concept, but it doesn't seem
3930 * worthwhile adding a tnl private structure just to hold this one bit
3933 #define DLIST_DANGLING_REFS 0x1
3936 /** Opaque declaration of display list payload data type */
3937 union gl_dlist_node;
3941 * Provide a location where information about a display list can be
3942 * collected. Could be extended with driverPrivate structures,
3943 * etc. in the future.
3945 struct gl_display_list
3948 GLchar *Label; /**< GL_KHR_debug */
3949 GLbitfield Flags; /**< DLIST_x flags */
3950 /** The dlist commands are in a linked list of nodes */
3951 union gl_dlist_node *Head;
3956 * State used during display list compilation and execution.
3958 struct gl_dlist_state
3960 GLuint CallDepth; /**< Current recursion calling depth */
3962 struct gl_display_list *CurrentList; /**< List currently being compiled */
3963 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3964 GLuint CurrentPos; /**< Index into current block of nodes */
3966 GLvertexformat ListVtxfmt;
3968 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3969 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3971 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3972 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3975 /* State known to have been set by the currently-compiling display
3976 * list. Used to eliminate some redundant state changes.
3984 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
3985 * to small enums suitable for use as an array index.
3988 enum mesa_debug_source {
3989 MESA_DEBUG_SOURCE_API,
3990 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
3991 MESA_DEBUG_SOURCE_SHADER_COMPILER,
3992 MESA_DEBUG_SOURCE_THIRD_PARTY,
3993 MESA_DEBUG_SOURCE_APPLICATION,
3994 MESA_DEBUG_SOURCE_OTHER,
3995 MESA_DEBUG_SOURCE_COUNT
3998 enum mesa_debug_type {
3999 MESA_DEBUG_TYPE_ERROR,
4000 MESA_DEBUG_TYPE_DEPRECATED,
4001 MESA_DEBUG_TYPE_UNDEFINED,
4002 MESA_DEBUG_TYPE_PORTABILITY,
4003 MESA_DEBUG_TYPE_PERFORMANCE,
4004 MESA_DEBUG_TYPE_OTHER,
4005 MESA_DEBUG_TYPE_MARKER,
4006 MESA_DEBUG_TYPE_PUSH_GROUP,
4007 MESA_DEBUG_TYPE_POP_GROUP,
4008 MESA_DEBUG_TYPE_COUNT
4011 enum mesa_debug_severity {
4012 MESA_DEBUG_SEVERITY_LOW,
4013 MESA_DEBUG_SEVERITY_MEDIUM,
4014 MESA_DEBUG_SEVERITY_HIGH,
4015 MESA_DEBUG_SEVERITY_NOTIFICATION,
4016 MESA_DEBUG_SEVERITY_COUNT
4022 * Enum for the OpenGL APIs we know about and may support.
4024 * NOTE: This must match the api_enum table in
4025 * src/mesa/main/get_hash_generator.py
4029 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
4033 API_OPENGL_LAST = API_OPENGL_CORE
4037 * Driver-specific state flags.
4039 * These are or'd with gl_context::NewDriverState to notify a driver about
4040 * a state change. The driver sets the flags at context creation and
4041 * the meaning of the bits set is opaque to core Mesa.
4043 struct gl_driver_flags
4045 /** gl_context::Array::_DrawArrays (vertex array state) */
4048 /** gl_context::TransformFeedback::CurrentObject */
4049 uint64_t NewTransformFeedback;
4051 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4052 uint64_t NewTransformFeedbackProg;
4054 /** gl_context::RasterDiscard */
4055 uint64_t NewRasterizerDiscard;
4058 * gl_context::UniformBufferBindings
4059 * gl_shader_program::UniformBlocks
4061 uint64_t NewUniformBuffer;
4064 * gl_context::AtomicBufferBindings
4066 uint64_t NewAtomicBuffer;
4069 * gl_context::ImageUnits
4071 uint64_t NewImageUnits;
4074 struct gl_uniform_buffer_binding
4076 struct gl_buffer_object *BufferObject;
4077 /** Start of uniform block data in the buffer */
4079 /** Size of data allowed to be referenced from the buffer (in bytes) */
4082 * glBindBufferBase() indicates that the Size should be ignored and only
4083 * limited by the current size of the BufferObject.
4085 GLboolean AutomaticSize;
4089 * ARB_shader_image_load_store image unit.
4091 struct gl_image_unit
4094 * Texture object bound to this unit.
4096 struct gl_texture_object *TexObj;
4099 * Level of the texture object bound to this unit.
4104 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4105 * GL_FALSE if only some specific layer of the texture is bound.
4111 * Layer of the texture object bound to this unit, or zero if the
4112 * whole level is bound.
4117 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4118 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4123 * GL internal format that determines the interpretation of the
4124 * image memory when shader image operations are performed through
4130 * Mesa format corresponding to \c Format.
4132 mesa_format _ActualFormat;
4135 * GL_TRUE if the state of this image unit is valid and access from
4136 * the shader is allowed. Otherwise loads from this unit should
4137 * return zero and stores should have no effect.
4143 * Binding point for an atomic counter buffer object.
4145 struct gl_atomic_buffer_binding
4147 struct gl_buffer_object *BufferObject;
4153 * Mesa rendering context.
4155 * This is the central context data structure for Mesa. Almost all
4156 * OpenGL state is contained in this structure.
4157 * Think of this as a base class from which device drivers will derive
4162 /** State possibly shared with other contexts in the address space */
4163 struct gl_shared_state *Shared;
4165 /** \name API function pointer tables */
4169 * The current dispatch table for non-displaylist-saving execution, either
4170 * BeginEnd or OutsideBeginEnd
4172 struct _glapi_table *Exec;
4174 * The normal dispatch table for non-displaylist-saving, non-begin/end
4176 struct _glapi_table *OutsideBeginEnd;
4177 /** The dispatch table used between glNewList() and glEndList() */
4178 struct _glapi_table *Save;
4180 * The dispatch table used between glBegin() and glEnd() (outside of a
4181 * display list). Only valid functions between those two are set, which is
4182 * mostly just the set in a GLvertexformat struct.
4184 struct _glapi_table *BeginEnd;
4186 * Tracks the current dispatch table out of the 3 above, so that it can be
4187 * re-set on glXMakeCurrent().
4189 struct _glapi_table *CurrentDispatch;
4192 struct gl_config Visual;
4193 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4194 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4195 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4196 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4199 * Device driver function pointer table
4201 struct dd_function_table Driver;
4203 /** Core/Driver constants */
4204 struct gl_constants Const;
4206 /** \name The various 4x4 matrix stacks */
4208 struct gl_matrix_stack ModelviewMatrixStack;
4209 struct gl_matrix_stack ProjectionMatrixStack;
4210 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4211 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4212 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4215 /** Combined modelview and projection matrix */
4216 GLmatrix _ModelProjectMatrix;
4218 /** \name Display lists */
4219 struct gl_dlist_state ListState;
4221 GLboolean ExecuteFlag; /**< Execute GL commands? */
4222 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4224 /** Extension information */
4225 struct gl_extensions Extensions;
4227 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4229 char *VersionString;
4231 /** \name State attribute stack (for glPush/PopAttrib) */
4233 GLuint AttribStackDepth;
4234 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4237 /** \name Renderer attribute groups
4239 * We define a struct for each attribute group to make pushing and popping
4240 * attributes easy. Also it's a good organization.
4243 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4244 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4245 struct gl_current_attrib Current; /**< Current attributes */
4246 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4247 struct gl_eval_attrib Eval; /**< Eval attributes */
4248 struct gl_fog_attrib Fog; /**< Fog attributes */
4249 struct gl_hint_attrib Hint; /**< Hint attributes */
4250 struct gl_light_attrib Light; /**< Light attributes */
4251 struct gl_line_attrib Line; /**< Line attributes */
4252 struct gl_list_attrib List; /**< List attributes */
4253 struct gl_multisample_attrib Multisample;
4254 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4255 struct gl_point_attrib Point; /**< Point attributes */
4256 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4257 GLuint PolygonStipple[32]; /**< Polygon stipple */
4258 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4259 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4260 struct gl_texture_attrib Texture; /**< Texture attributes */
4261 struct gl_transform_attrib Transform; /**< Transformation attributes */
4262 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4265 /** \name Client attribute stack */
4267 GLuint ClientAttribStackDepth;
4268 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4271 /** \name Client attribute groups */
4273 struct gl_array_attrib Array; /**< Vertex arrays */
4274 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4275 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4276 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4279 /** \name Other assorted state (not pushed/popped on attribute stack) */
4281 struct gl_pixelmaps PixelMaps;
4283 struct gl_evaluators EvalMap; /**< All evaluators */
4284 struct gl_feedback Feedback; /**< Feedback */
4285 struct gl_selection Select; /**< Selection */
4287 struct gl_program_state Program; /**< general program state */
4288 struct gl_vertex_program_state VertexProgram;
4289 struct gl_fragment_program_state FragmentProgram;
4290 struct gl_geometry_program_state GeometryProgram;
4291 struct gl_compute_program_state ComputeProgram;
4292 struct gl_ati_fragment_shader_state ATIFragmentShader;
4294 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4295 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4298 * Current active shader pipeline state
4300 * Almost all internal users want ::_Shader instead of ::Shader. The
4301 * exceptions are bits of legacy GLSL API that do not know about separate
4304 * If a program is active via \c glUseProgram, this will point to
4307 * If a program pipeline is active via \c glBindProgramPipeline, this will
4308 * point to \c ::Pipeline.Current.
4310 * If neither a program nor a program pipeline is active, this will point to
4311 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4314 struct gl_pipeline_object *_Shader;
4316 struct gl_query_state Query; /**< occlusion, timer queries */
4318 struct gl_transform_feedback_state TransformFeedback;
4320 struct gl_perf_monitor_state PerfMonitor;
4322 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4324 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4325 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4328 * Current GL_ARB_uniform_buffer_object binding referenced by
4329 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4331 struct gl_buffer_object *UniformBuffer;
4334 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4335 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4336 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4339 struct gl_uniform_buffer_binding
4340 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4343 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4346 struct gl_buffer_object *AtomicBuffer;
4349 * Array of atomic counter buffer binding points.
4351 struct gl_atomic_buffer_binding
4352 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4355 * Array of image units for ARB_shader_image_load_store.
4357 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4361 struct gl_meta_state *Meta; /**< for "meta" operations */
4363 /* GL_EXT_framebuffer_object */
4364 struct gl_renderbuffer *CurrentRenderbuffer;
4366 GLenum ErrorValue; /**< Last error code */
4369 * Recognize and silence repeated error debug messages in buggy apps.
4371 const char *ErrorDebugFmtString;
4372 GLuint ErrorDebugCount;
4374 /* GL_ARB_debug_output/GL_KHR_debug */
4375 struct gl_debug_state *Debug;
4377 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4378 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4379 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
4381 struct gl_driver_flags DriverFlags;
4383 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4385 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4387 /** \name Derived state */
4388 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4389 GLfloat _EyeZDir[3];
4390 GLfloat _ModelViewInvScale;
4391 GLboolean _NeedEyeCoords;
4392 GLboolean _ForceEyeCoords;
4394 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4396 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4398 /** \name For debugging/development only */
4400 GLboolean FirstTimeCurrent;
4404 * False if this context was created without a config. This is needed
4405 * because the initial state of glDrawBuffers depends on this
4407 GLboolean HasConfig;
4409 /** software compression/decompression supported or not */
4410 GLboolean Mesa_DXTn;
4412 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4414 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4417 * \name Hooks for module contexts.
4419 * These will eventually live in the driver or elsewhere.
4422 void *swrast_context;
4423 void *swsetup_context;
4424 void *swtnl_context;
4425 struct vbo_context *vbo_context;
4426 struct st_context *st;
4431 * \name NV_vdpau_interop
4434 const void *vdpDevice;
4435 const void *vdpGetProcAddress;
4436 struct set *vdpSurfaces;
4440 * Has this context observed a GPU reset in any context in the share group?
4442 * Once this field becomes true, it is never reset to false.
4444 GLboolean ShareGroupReset;
4449 extern int MESA_VERBOSE;
4450 extern int MESA_DEBUG_FLAGS;
4451 # define MESA_FUNCTION __FUNCTION__
4453 # define MESA_VERBOSE 0
4454 # define MESA_DEBUG_FLAGS 0
4455 # define MESA_FUNCTION "a function"
4462 /** The MESA_VERBOSE var is a bitmask of these flags */
4465 VERBOSE_VARRAY = 0x0001,
4466 VERBOSE_TEXTURE = 0x0002,
4467 VERBOSE_MATERIAL = 0x0004,
4468 VERBOSE_PIPELINE = 0x0008,
4469 VERBOSE_DRIVER = 0x0010,
4470 VERBOSE_STATE = 0x0020,
4471 VERBOSE_API = 0x0040,
4472 VERBOSE_DISPLAY_LIST = 0x0100,
4473 VERBOSE_LIGHTING = 0x0200,
4474 VERBOSE_PRIMS = 0x0400,
4475 VERBOSE_VERTS = 0x0800,
4476 VERBOSE_DISASSEM = 0x1000,
4477 VERBOSE_DRAW = 0x2000,
4478 VERBOSE_SWAPBUFFERS = 0x4000
4482 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4485 DEBUG_SILENT = (1 << 0),
4486 DEBUG_ALWAYS_FLUSH = (1 << 1),
4487 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
4488 DEBUG_INCOMPLETE_FBO = (1 << 3)
4497 #endif /* MTYPES_H */