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. */
1199 struct gl_sampler_object Sampler;
1201 GLenum DepthMode; /**< GL_ARB_depth_texture */
1202 bool StencilSampling; /**< Should we sample stencil instead of depth? */
1204 GLfloat Priority; /**< in [0,1] */
1205 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1206 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1207 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1208 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1209 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1210 GLint CropRect[4]; /**< GL_OES_draw_texture */
1211 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1212 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1213 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1214 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1215 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1216 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1217 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1218 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1220 GLboolean Immutable; /**< GL_ARB_texture_storage */
1222 GLuint MinLevel; /**< GL_ARB_texture_view */
1223 GLuint MinLayer; /**< GL_ARB_texture_view */
1224 GLuint NumLevels; /**< GL_ARB_texture_view */
1225 GLuint NumLayers; /**< GL_ARB_texture_view */
1227 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1228 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1230 /** GL_ARB_texture_buffer_object */
1231 struct gl_buffer_object *BufferObject;
1232 GLenum BufferObjectFormat;
1233 /** Equivalent Mesa format for BufferObjectFormat. */
1234 mesa_format _BufferObjectFormat;
1235 /** GL_ARB_texture_buffer_range */
1236 GLintptr BufferOffset;
1237 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1239 /** GL_OES_EGL_image_external */
1240 GLint RequiredTextureImageUnits;
1242 /** GL_ARB_shader_image_load_store */
1243 GLenum ImageFormatCompatibilityType;
1247 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1248 #define MAX_COMBINER_TERMS 4
1252 * Texture combine environment state.
1254 struct gl_tex_env_combine_state
1256 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1257 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1258 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1259 GLenum SourceRGB[MAX_COMBINER_TERMS];
1260 GLenum SourceA[MAX_COMBINER_TERMS];
1261 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1262 GLenum OperandRGB[MAX_COMBINER_TERMS];
1263 GLenum OperandA[MAX_COMBINER_TERMS];
1264 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1265 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1266 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1267 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1272 * TexGenEnabled flags.
1279 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1284 * Bit flag versions of the corresponding GL_ constants.
1287 #define TEXGEN_SPHERE_MAP 0x1
1288 #define TEXGEN_OBJ_LINEAR 0x2
1289 #define TEXGEN_EYE_LINEAR 0x4
1290 #define TEXGEN_REFLECTION_MAP_NV 0x8
1291 #define TEXGEN_NORMAL_MAP_NV 0x10
1293 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1294 TEXGEN_REFLECTION_MAP_NV | \
1295 TEXGEN_NORMAL_MAP_NV)
1296 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1297 TEXGEN_REFLECTION_MAP_NV | \
1298 TEXGEN_NORMAL_MAP_NV | \
1304 /** Tex-gen enabled for texture unit? */
1305 #define ENABLE_TEXGEN(unit) (1 << (unit))
1307 /** Non-identity texture matrix for texture unit? */
1308 #define ENABLE_TEXMAT(unit) (1 << (unit))
1312 * Texture coord generation state.
1316 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1317 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1318 GLfloat ObjectPlane[4];
1319 GLfloat EyePlane[4];
1324 * Texture unit state. Contains enable flags, texture environment/function/
1325 * combiners, texgen state, and pointers to current texture objects.
1327 struct gl_texture_unit
1329 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1331 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1332 GLclampf EnvColor[4];
1333 GLfloat EnvColorUnclamped[4];
1335 struct gl_texgen GenS;
1336 struct gl_texgen GenT;
1337 struct gl_texgen GenR;
1338 struct gl_texgen GenQ;
1339 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1340 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1342 GLfloat LodBias; /**< for biasing mipmap levels */
1344 GLfloat RotMatrix[4]; /* 2x2 matrix */
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;
1375 * Texture attribute group (GL_TEXTURE_BIT).
1377 struct gl_texture_attrib
1379 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1380 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1382 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1384 /** GL_ARB_texture_buffer_object */
1385 struct gl_buffer_object *BufferObject;
1387 /** GL_ARB_seamless_cubemap */
1388 GLboolean CubeMapSeamless;
1390 /** Texture coord units/sets used for fragment texturing */
1391 GLbitfield _EnabledCoordUnits;
1393 /** Texture coord units that have texgen enabled */
1394 GLbitfield _TexGenEnabled;
1396 /** Texture coord units that have non-identity matrices */
1397 GLbitfield _TexMatEnabled;
1399 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1400 GLbitfield _GenFlags;
1402 /** Largest index of a texture unit with _Current != NULL. */
1403 GLint _MaxEnabledTexImageUnit;
1405 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1406 GLint NumCurrentTexUsed;
1411 * Data structure representing a single clip plane (e.g. one of the elements
1412 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1414 typedef GLfloat gl_clip_plane[4];
1418 * Transformation attribute group (GL_TRANSFORM_BIT).
1420 struct gl_transform_attrib
1422 GLenum MatrixMode; /**< Matrix mode */
1423 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1424 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1425 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1426 GLboolean Normalize; /**< Normalize all normals? */
1427 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1428 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1429 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1434 * Viewport attribute group (GL_VIEWPORT_BIT).
1436 struct gl_viewport_attrib
1438 GLfloat X, Y; /**< position */
1439 GLfloat Width, Height; /**< size */
1440 GLdouble Near, Far; /**< Depth buffer range */
1441 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1450 } gl_map_buffer_index;
1454 * Fields describing a mapped buffer range.
1456 struct gl_buffer_mapping {
1457 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1458 GLvoid *Pointer; /**< User-space address of mapping */
1459 GLintptr Offset; /**< Mapped offset */
1460 GLsizeiptr Length; /**< Mapped length */
1465 * GL_ARB_vertex/pixel_buffer_object buffer object
1467 struct gl_buffer_object
1472 GLchar *Label; /**< GL_KHR_debug */
1473 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1474 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1475 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1476 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1477 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1478 GLboolean Written; /**< Ever written to? (for debugging) */
1479 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1480 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1482 struct gl_buffer_mapping Mappings[MAP_COUNT];
1487 * Client pixel packing/unpacking attributes
1489 struct gl_pixelstore_attrib
1497 GLboolean SwapBytes;
1499 GLboolean Invert; /**< GL_MESA_pack_invert */
1500 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1505 * Client vertex array attributes
1507 struct gl_client_array
1509 GLint Size; /**< components per element (1,2,3,4) */
1510 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1511 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1512 GLsizei Stride; /**< user-specified stride */
1513 GLsizei StrideB; /**< actual stride in bytes */
1514 const GLubyte *Ptr; /**< Points to array data */
1515 GLboolean Enabled; /**< Enabled flag is a boolean */
1516 GLboolean Normalized; /**< GL_ARB_vertex_program */
1517 GLboolean Integer; /**< Integer-valued? */
1518 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1519 GLuint _ElementSize; /**< size of each element in bytes */
1521 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1522 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1527 * Vertex attribute array as seen by the client.
1529 * Contains the size, type, format and normalization flag,
1530 * along with the index of a vertex buffer binding point.
1532 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1533 * and is only present for backwards compatibility reasons.
1534 * Rendering always uses VERTEX_BINDING_STRIDE.
1535 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1536 * and VERTEX_BINDING_STRIDE to the same value, while
1537 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1539 struct gl_vertex_attrib_array
1541 GLint Size; /**< Components per element (1,2,3,4) */
1542 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1543 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1544 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1545 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1546 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1547 GLboolean Enabled; /**< Whether the array is enabled */
1548 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1549 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1550 GLuint _ElementSize; /**< Size of each element in bytes */
1551 GLuint VertexBinding; /**< Vertex buffer binding */
1556 * This describes the buffer object used for a vertex array (or
1557 * multiple vertex arrays). If BufferObj points to the default/null
1558 * buffer object, then the vertex array lives in user memory and not a VBO.
1560 struct gl_vertex_buffer_binding
1562 GLintptr Offset; /**< User-specified offset */
1563 GLsizei Stride; /**< User-specified stride */
1564 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1565 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1566 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1571 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+,
1572 * GL_ARB_vertex_array_object, or the original GL_APPLE_vertex_array_object
1575 struct gl_vertex_array_object
1577 /** Name of the VAO as received from glGenVertexArray. */
1579 GLchar *Label; /**< GL_KHR_debug */
1585 * Does the VAO use ARB semantics or Apple semantics?
1587 * There are several ways in which ARB_vertex_array_object and
1588 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1591 * - ARB VAOs require that all array data be sourced from vertex buffer
1592 * objects, but Apple VAOs do not.
1594 * - ARB VAOs require that names come from GenVertexArrays.
1596 * This flag notes which behavior governs this VAO.
1598 GLboolean ARBsemantics;
1601 * Has this array object been bound?
1603 GLboolean EverBound;
1606 * Derived vertex attribute arrays
1608 * This is a legacy data structure created from gl_vertex_attrib_array and
1609 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1611 struct gl_client_array _VertexAttrib[VERT_ATTRIB_MAX];
1613 /** Vertex attribute arrays */
1614 struct gl_vertex_attrib_array VertexAttrib[VERT_ATTRIB_MAX];
1616 /** Vertex buffer bindings */
1617 struct gl_vertex_buffer_binding VertexBinding[VERT_ATTRIB_MAX];
1619 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1620 GLbitfield64 _Enabled;
1622 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1623 GLbitfield64 NewArrays;
1626 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1627 * we can determine the max legal (in bounds) glDrawElements array index.
1631 /** The index buffer (also known as the element array buffer in OpenGL). */
1632 struct gl_buffer_object *IndexBufferObj;
1637 * Vertex array state
1639 struct gl_array_attrib
1641 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1642 struct gl_vertex_array_object *VAO;
1644 /** The default vertex array object */
1645 struct gl_vertex_array_object *DefaultVAO;
1647 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1648 struct _mesa_HashTable *Objects;
1650 GLint ActiveTexture; /**< Client Active Texture */
1651 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1652 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1655 * \name Primitive restart controls
1657 * Primitive restart is enabled if either \c PrimitiveRestart or
1658 * \c PrimitiveRestartFixedIndex is set.
1661 GLboolean PrimitiveRestart;
1662 GLboolean PrimitiveRestartFixedIndex;
1663 GLboolean _PrimitiveRestart;
1664 GLuint RestartIndex;
1667 /* GL_ARB_vertex_buffer_object */
1668 struct gl_buffer_object *ArrayBufferObj;
1671 * Vertex arrays as consumed by a driver.
1672 * The array pointer is set up only by the VBO module.
1674 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1679 * Feedback buffer state
1684 GLbitfield _Mask; /**< FB_* bits */
1692 * Selection buffer state
1696 GLuint *Buffer; /**< selection buffer */
1697 GLuint BufferSize; /**< size of the selection buffer */
1698 GLuint BufferCount; /**< number of values in the selection buffer */
1699 GLuint Hits; /**< number of records in the selection buffer */
1700 GLuint NameStackDepth; /**< name stack depth */
1701 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1702 GLboolean HitFlag; /**< hit flag */
1703 GLfloat HitMinZ; /**< minimum hit depth */
1704 GLfloat HitMaxZ; /**< maximum hit depth */
1709 * 1-D Evaluator control points
1713 GLuint Order; /**< Number of control points */
1714 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1715 GLfloat *Points; /**< Points to contiguous control points */
1720 * 2-D Evaluator control points
1724 GLuint Uorder; /**< Number of control points in U dimension */
1725 GLuint Vorder; /**< Number of control points in V dimension */
1728 GLfloat *Points; /**< Points to contiguous control points */
1733 * All evaluator control point state
1735 struct gl_evaluators
1741 struct gl_1d_map Map1Vertex3;
1742 struct gl_1d_map Map1Vertex4;
1743 struct gl_1d_map Map1Index;
1744 struct gl_1d_map Map1Color4;
1745 struct gl_1d_map Map1Normal;
1746 struct gl_1d_map Map1Texture1;
1747 struct gl_1d_map Map1Texture2;
1748 struct gl_1d_map Map1Texture3;
1749 struct gl_1d_map Map1Texture4;
1756 struct gl_2d_map Map2Vertex3;
1757 struct gl_2d_map Map2Vertex4;
1758 struct gl_2d_map Map2Index;
1759 struct gl_2d_map Map2Color4;
1760 struct gl_2d_map Map2Normal;
1761 struct gl_2d_map Map2Texture1;
1762 struct gl_2d_map Map2Texture2;
1763 struct gl_2d_map Map2Texture3;
1764 struct gl_2d_map Map2Texture4;
1769 struct gl_transform_feedback_varying_info
1778 * Per-output info vertex shaders for transform feedback.
1780 struct gl_transform_feedback_output
1782 unsigned OutputRegister;
1783 unsigned OutputBuffer;
1784 unsigned NumComponents;
1786 /** offset (in DWORDs) of this output within the interleaved structure */
1790 * Offset into the output register of the data to output. For example,
1791 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1792 * offset is in the y and z components of the output register.
1794 unsigned ComponentOffset;
1798 /** Post-link transform feedback info. */
1799 struct gl_transform_feedback_info
1801 unsigned NumOutputs;
1804 * Number of transform feedback buffers in use by this program.
1806 unsigned NumBuffers;
1808 struct gl_transform_feedback_output *Outputs;
1810 /** Transform feedback varyings used for the linking of this shader program.
1812 * Use for glGetTransformFeedbackVarying().
1814 struct gl_transform_feedback_varying_info *Varyings;
1818 * Total number of components stored in each buffer. This may be used by
1819 * hardware back-ends to determine the correct stride when interleaving
1820 * multiple transform feedback outputs in the same buffer.
1822 unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1827 * Transform feedback object state
1829 struct gl_transform_feedback_object
1831 GLuint Name; /**< AKA the object ID */
1832 GLchar *Label; /**< GL_KHR_debug */
1834 GLboolean Active; /**< Is transform feedback enabled? */
1835 GLboolean Paused; /**< Is transform feedback paused? */
1836 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1838 GLboolean EverBound; /**< Has this object been bound? */
1841 * The shader program active when BeginTransformFeedback() was called.
1842 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1843 * where stage is the pipeline stage that is the source of data for
1844 * transform feedback.
1846 struct gl_shader_program *shader_program;
1849 * GLES: if Active is true, remaining number of primitives which can be
1850 * rendered without overflow. This is necessary to track because GLES
1851 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1852 * glDrawArraysInstanced would overflow transform feedback buffers.
1853 * Undefined if Active is false.
1855 * Not tracked for desktop GL since it's unnecessary.
1857 unsigned GlesRemainingPrims;
1859 /** The feedback buffers */
1860 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1861 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1863 /** Start of feedback data in dest buffer */
1864 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1867 * Max data to put into dest buffer (in bytes). Computed based on
1868 * RequestedSize and the actual size of the buffer.
1870 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1873 * Size that was specified when the buffer was bound. If the buffer was
1874 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1877 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1882 * Context state for transform feedback.
1884 struct gl_transform_feedback_state
1886 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1888 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1889 struct gl_buffer_object *CurrentBuffer;
1891 /** The table of all transform feedback objects */
1892 struct _mesa_HashTable *Objects;
1894 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1895 struct gl_transform_feedback_object *CurrentObject;
1897 /** The default xform-fb object (Name==0) */
1898 struct gl_transform_feedback_object *DefaultObject;
1903 * A "performance monitor" as described in AMD_performance_monitor.
1905 struct gl_perf_monitor_object
1909 /** True if the monitor is currently active (Begin called but not End). */
1913 * True if the monitor has ended.
1915 * This is distinct from !Active because it may never have began.
1920 * A list of groups with currently active counters.
1922 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1924 unsigned *ActiveGroups;
1927 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1929 * Checking whether counter 'c' in group 'g' is active can be done via:
1931 * BITSET_TEST(ActiveCounters[g], c)
1933 GLuint **ActiveCounters;
1937 union gl_perf_monitor_counter_value
1945 struct gl_perf_monitor_counter
1947 /** Human readable name for the counter. */
1951 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1952 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1956 /** Minimum counter value. */
1957 union gl_perf_monitor_counter_value Minimum;
1959 /** Maximum counter value. */
1960 union gl_perf_monitor_counter_value Maximum;
1964 struct gl_perf_monitor_group
1966 /** Human readable name for the group. */
1970 * Maximum number of counters in this group which can be active at the
1973 GLuint MaxActiveCounters;
1975 /** Array of counters within this group. */
1976 const struct gl_perf_monitor_counter *Counters;
1982 * Context state for AMD_performance_monitor.
1984 struct gl_perf_monitor_state
1986 /** Array of performance monitor groups (indexed by group ID) */
1987 const struct gl_perf_monitor_group *Groups;
1990 /** The table of all performance monitors. */
1991 struct _mesa_HashTable *Monitors;
1996 * Names of the various vertex/fragment program register files, etc.
1998 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1999 * All values should fit in a 4-bit field.
2001 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
2002 * considered to be "uniform" variables since they can only be set outside
2003 * glBegin/End. They're also all stored in the same Parameters array.
2007 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
2008 PROGRAM_ARRAY, /**< Arrays & Matrixes */
2009 PROGRAM_INPUT, /**< machine->Inputs[] */
2010 PROGRAM_OUTPUT, /**< machine->Outputs[] */
2011 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
2012 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
2013 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
2014 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
2015 PROGRAM_ADDRESS, /**< machine->AddressReg */
2016 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
2017 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
2018 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
2024 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
2025 * one of these values.
2029 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
2030 SYSTEM_VALUE_VERTEX_ID, /**< Vertex shader only */
2031 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
2032 SYSTEM_VALUE_SAMPLE_ID, /**< Fragment shader only */
2033 SYSTEM_VALUE_SAMPLE_POS, /**< Fragment shader only */
2034 SYSTEM_VALUE_SAMPLE_MASK_IN, /**< Fragment shader only */
2035 SYSTEM_VALUE_INVOCATION_ID, /**< Geometry shader only */
2036 SYSTEM_VALUE_MAX /**< Number of values */
2041 * The possible interpolation qualifiers that can be applied to a fragment
2042 * shader input in GLSL.
2044 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
2045 * gl_fragment_program data structure to 0 causes the default behavior.
2047 enum glsl_interp_qualifier
2049 INTERP_QUALIFIER_NONE = 0,
2050 INTERP_QUALIFIER_SMOOTH,
2051 INTERP_QUALIFIER_FLAT,
2052 INTERP_QUALIFIER_NOPERSPECTIVE,
2053 INTERP_QUALIFIER_COUNT /**< Number of interpolation qualifiers */
2058 * \brief Layout qualifiers for gl_FragDepth.
2060 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
2061 * a layout qualifier.
2063 * \see enum ir_depth_layout
2065 enum gl_frag_depth_layout
2067 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
2068 FRAG_DEPTH_LAYOUT_ANY,
2069 FRAG_DEPTH_LAYOUT_GREATER,
2070 FRAG_DEPTH_LAYOUT_LESS,
2071 FRAG_DEPTH_LAYOUT_UNCHANGED
2076 * Base class for any kind of program object
2081 GLubyte *String; /**< Null-terminated program text */
2083 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2084 GLenum Format; /**< String encoding format */
2086 struct prog_instruction *Instructions;
2088 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
2089 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
2090 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
2091 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
2092 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
2093 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
2094 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
2095 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
2097 GLboolean UsesGather; /**< Does this program use gather4 at all? */
2100 * For vertex and geometry shaders, true if the program uses the
2101 * gl_ClipDistance output. Ignored for fragment shaders.
2103 GLboolean UsesClipDistanceOut;
2106 /** Named parameters, constants, etc. from program text */
2107 struct gl_program_parameter_list *Parameters;
2110 * Local parameters used by the program.
2112 * It's dynamically allocated because it is rarely used (just
2113 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
2116 GLfloat (*LocalParams)[4];
2118 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2119 GLubyte SamplerUnits[MAX_SAMPLERS];
2121 /** Bitmask of which register files are read/written with indirect
2122 * addressing. Mask of (1 << PROGRAM_x) bits.
2124 GLbitfield IndirectRegisterFiles;
2126 /** Logical counts */
2128 GLuint NumInstructions;
2129 GLuint NumTemporaries;
2130 GLuint NumParameters;
2131 GLuint NumAttributes;
2132 GLuint NumAddressRegs;
2133 GLuint NumAluInstructions;
2134 GLuint NumTexInstructions;
2135 GLuint NumTexIndirections;
2137 /** Native, actual h/w counts */
2139 GLuint NumNativeInstructions;
2140 GLuint NumNativeTemporaries;
2141 GLuint NumNativeParameters;
2142 GLuint NumNativeAttributes;
2143 GLuint NumNativeAddressRegs;
2144 GLuint NumNativeAluInstructions;
2145 GLuint NumNativeTexInstructions;
2146 GLuint NumNativeTexIndirections;
2151 /** Vertex program object */
2152 struct gl_vertex_program
2154 struct gl_program Base; /**< base class */
2155 GLboolean IsPositionInvariant;
2159 /** Geometry program object */
2160 struct gl_geometry_program
2162 struct gl_program Base; /**< base class */
2167 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2168 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2169 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2170 GLboolean UsesEndPrimitive;
2174 /** Fragment program object */
2175 struct gl_fragment_program
2177 struct gl_program Base; /**< base class */
2178 GLboolean UsesKill; /**< shader uses KIL instruction */
2179 GLboolean UsesDFdy; /**< shader uses DDY instruction */
2180 GLboolean OriginUpperLeft;
2181 GLboolean PixelCenterInteger;
2182 enum gl_frag_depth_layout FragDepthLayout;
2185 * GLSL interpolation qualifier associated with each fragment shader input.
2186 * For inputs that do not have an interpolation qualifier specified in
2187 * GLSL, the value is INTERP_QUALIFIER_NONE.
2189 enum glsl_interp_qualifier InterpQualifier[VARYING_SLOT_MAX];
2192 * Bitfield indicating, for each fragment shader input, 1 if that input
2193 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2195 GLbitfield64 IsCentroid;
2198 * Bitfield indicating, for each fragment shader input, 1 if that input
2199 * uses sample interpolation, 0 otherwise. Unused inputs are 0.
2201 GLbitfield64 IsSample;
2205 /** Compute program object */
2206 struct gl_compute_program
2208 struct gl_program Base; /**< base class */
2211 * Size specified using local_size_{x,y,z}.
2213 unsigned LocalSize[3];
2218 * State common to vertex and fragment programs.
2220 struct gl_program_state
2222 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2223 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2228 * Context state for vertex programs.
2230 struct gl_vertex_program_state
2232 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2233 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2234 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2235 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2236 /** Computed two sided lighting for fixed function/programs. */
2237 GLboolean _TwoSideEnabled;
2238 struct gl_vertex_program *Current; /**< User-bound vertex program */
2240 /** Currently enabled and valid vertex program (including internal
2241 * programs, user-defined vertex programs and GLSL vertex shaders).
2242 * This is the program we must use when rendering.
2244 struct gl_vertex_program *_Current;
2246 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2248 /** Should fixed-function T&L be implemented with a vertex prog? */
2249 GLboolean _MaintainTnlProgram;
2251 /** Program to emulate fixed-function T&L (see above) */
2252 struct gl_vertex_program *_TnlProgram;
2254 /** Cache of fixed-function programs */
2255 struct gl_program_cache *Cache;
2257 GLboolean _Overriden;
2262 * Context state for geometry programs.
2264 struct gl_geometry_program_state
2266 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
2267 GLboolean _Enabled; /**< Enabled and valid program? */
2268 struct gl_geometry_program *Current; /**< user-bound geometry program */
2270 /** Currently enabled and valid program (including internal programs
2271 * and compiled shader programs).
2273 struct gl_geometry_program *_Current;
2275 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2277 /** Cache of fixed-function programs */
2278 struct gl_program_cache *Cache;
2282 * Context state for fragment programs.
2284 struct gl_fragment_program_state
2286 GLboolean Enabled; /**< User-set fragment program enable flag */
2287 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2288 struct gl_fragment_program *Current; /**< User-bound fragment program */
2290 /** Currently enabled and valid fragment program (including internal
2291 * programs, user-defined fragment programs and GLSL fragment shaders).
2292 * This is the program we must use when rendering.
2294 struct gl_fragment_program *_Current;
2296 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2298 /** Should fixed-function texturing be implemented with a fragment prog? */
2299 GLboolean _MaintainTexEnvProgram;
2301 /** Program to emulate fixed-function texture env/combine (see above) */
2302 struct gl_fragment_program *_TexEnvProgram;
2304 /** Cache of fixed-function programs */
2305 struct gl_program_cache *Cache;
2310 * ATI_fragment_shader runtime state
2312 #define ATI_FS_INPUT_PRIMARY 0
2313 #define ATI_FS_INPUT_SECONDARY 1
2315 struct atifs_instruction;
2316 struct atifs_setupinst;
2319 * ATI fragment shader
2321 struct ati_fragment_shader
2325 struct atifs_instruction *Instructions[2];
2326 struct atifs_setupinst *SetupInst[2];
2327 GLfloat Constants[8][4];
2328 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2329 GLubyte numArithInstr[2];
2330 GLubyte regsAssigned[2];
2331 GLubyte NumPasses; /**< 1 or 2 */
2333 GLubyte last_optype;
2334 GLboolean interpinp1;
2340 * Context state for GL_ATI_fragment_shader
2342 struct gl_ati_fragment_shader_state
2345 GLboolean _Enabled; /**< enabled and valid shader? */
2346 GLboolean Compiling;
2347 GLfloat GlobalConstants[8][4];
2348 struct ati_fragment_shader *Current;
2352 /** Set by #pragma directives */
2353 struct gl_sl_pragmas
2355 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2356 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2357 GLboolean Optimize; /**< defaults on */
2358 GLboolean Debug; /**< defaults off */
2363 * A GLSL vertex or fragment shader object.
2367 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB.
2368 * Must be the first field.
2371 gl_shader_stage Stage;
2372 GLuint Name; /**< AKA the handle */
2373 GLchar *Label; /**< GL_KHR_debug */
2374 GLint RefCount; /**< Reference count */
2375 GLboolean DeletePending;
2376 GLboolean CompileStatus;
2377 const GLchar *Source; /**< Source code string */
2378 GLuint SourceChecksum; /**< for debug/logging purposes */
2379 struct gl_program *Program; /**< Post-compile assembly code */
2381 struct gl_sl_pragmas Pragmas;
2383 unsigned Version; /**< GLSL version used for linking */
2384 GLboolean IsES; /**< True if this shader uses GLSL ES */
2387 * \name Sampler tracking
2389 * \note Each of these fields is only set post-linking.
2392 unsigned num_samplers; /**< Number of samplers used by this shader. */
2393 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2394 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2398 * Map from sampler unit to texture unit (set by glUniform1i())
2400 * A sampler unit is associated with each sampler uniform by the linker.
2401 * The sampler unit associated with each uniform is stored in the
2402 * \c gl_uniform_storage::sampler field.
2404 GLubyte SamplerUnits[MAX_SAMPLERS];
2405 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2406 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2409 * Number of default uniform block components used by this shader.
2411 * This field is only set post-linking.
2413 unsigned num_uniform_components;
2416 * Number of combined uniform components used by this shader.
2418 * This field is only set post-linking. It is the sum of the uniform block
2419 * sizes divided by sizeof(float), and num_uniform_compoennts.
2421 unsigned num_combined_uniform_components;
2424 * This shader's uniform block information.
2426 * These fields are only set post-linking.
2428 struct gl_uniform_block *UniformBlocks;
2429 unsigned NumUniformBlocks;
2431 struct exec_list *ir;
2432 struct glsl_symbol_table *symbols;
2434 bool uses_builtin_functions;
2435 bool uses_gl_fragcoord;
2436 bool redeclares_gl_fragcoord;
2437 bool ARB_fragment_coord_conventions_enable;
2440 * Fragment shader state from GLSL 1.50 layout qualifiers.
2442 bool origin_upper_left;
2443 bool pixel_center_integer;
2446 * Geometry shader state from GLSL 1.50 layout qualifiers.
2451 * 0 - Invocations count not declared in shader, or
2452 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2456 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2457 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2462 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2463 * it's not set in this shader.
2469 * Map from image uniform index to image unit (set by glUniform1i())
2471 * An image uniform index is associated with each image uniform by
2472 * the linker. The image index associated with each uniform is
2473 * stored in the \c gl_uniform_storage::image field.
2475 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2478 * Access qualifier specified in the shader for each image uniform
2479 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2482 * It may be different, though only more strict than the value of
2483 * \c gl_image_unit::Access for the corresponding image unit.
2485 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2488 * Number of image uniforms defined in the shader. It specifies
2489 * the number of valid elements in the \c ImageUnits and \c
2490 * ImageAccess arrays above.
2495 * Compute shader state from ARB_compute_shader layout qualifiers.
2499 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2500 * it's not set in this shader.
2502 unsigned LocalSize[3];
2507 struct gl_uniform_buffer_variable
2512 * Name of the uniform as seen by glGetUniformIndices.
2514 * glGetUniformIndices requires that the block instance index \b not be
2515 * present in the name of queried uniforms.
2518 * \c gl_uniform_buffer_variable::IndexName and
2519 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2523 const struct glsl_type *Type;
2524 unsigned int Offset;
2529 enum gl_uniform_block_packing
2537 struct gl_uniform_block
2539 /** Declared name of the uniform block */
2542 /** Array of supplemental information about UBO ir_variables. */
2543 struct gl_uniform_buffer_variable *Uniforms;
2547 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2548 * with glBindBufferBase to bind a buffer object to this uniform block. When
2549 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2554 * Minimum size of a buffer object to back this uniform buffer
2555 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2557 GLuint UniformBufferSize;
2560 * Layout specified in the shader
2562 * This isn't accessible through the API, but it is used while
2563 * cross-validating uniform blocks.
2565 enum gl_uniform_block_packing _Packing;
2569 * Structure that represents a reference to an atomic buffer from some
2572 struct gl_active_atomic_buffer
2574 /** Uniform indices of the atomic counters declared within it. */
2578 /** Binding point index associated with it. */
2581 /** Minimum reasonable size it is expected to have. */
2584 /** Shader stages making use of it. */
2585 GLboolean StageReferences[MESA_SHADER_STAGES];
2589 * A GLSL program object.
2590 * Basically a linked collection of vertex and fragment shaders.
2592 struct gl_shader_program
2594 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2595 GLuint Name; /**< aka handle or ID */
2596 GLchar *Label; /**< GL_KHR_debug */
2597 GLint RefCount; /**< Reference count */
2598 GLboolean DeletePending;
2601 * Is the application intending to glGetProgramBinary this program?
2603 GLboolean BinaryRetreivableHint;
2606 * Flags that the linker should not reject the program if it lacks
2607 * a vertex or fragment shader. GLES2 doesn't allow separate
2608 * shader objects, and would reject them. However, we internally
2609 * build separate shader objects for fixed function programs, which
2610 * we use for drivers/common/meta.c and for handling
2611 * _mesa_update_state with no program bound (for example in
2614 GLboolean InternalSeparateShader;
2617 * Indicates whether program can be bound for individual pipeline stages
2618 * using UseProgramStages after it is next linked.
2620 GLboolean SeparateShader;
2622 GLuint NumShaders; /**< number of attached shaders */
2623 struct gl_shader **Shaders; /**< List of attached the shaders */
2626 * User-defined attribute bindings
2628 * These are set via \c glBindAttribLocation and are used to direct the
2629 * GLSL linker. These are \b not the values used in the compiled shader,
2630 * and they are \b not the values returned by \c glGetAttribLocation.
2632 struct string_to_uint_map *AttributeBindings;
2635 * User-defined fragment data bindings
2637 * These are set via \c glBindFragDataLocation and are used to direct the
2638 * GLSL linker. These are \b not the values used in the compiled shader,
2639 * and they are \b not the values returned by \c glGetFragDataLocation.
2641 struct string_to_uint_map *FragDataBindings;
2642 struct string_to_uint_map *FragDataIndexBindings;
2645 * Transform feedback varyings last specified by
2646 * glTransformFeedbackVaryings().
2648 * For the current set of transform feeedback varyings used for transform
2649 * feedback output, see LinkedTransformFeedback.
2654 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2655 } TransformFeedback;
2657 /** Post-link transform feedback info. */
2658 struct gl_transform_feedback_info LinkedTransformFeedback;
2660 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2661 enum gl_frag_depth_layout FragDepthLayout;
2664 * Geometry shader state - copied into gl_geometry_program by
2665 * _mesa_copy_linked_program_data().
2671 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2674 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2675 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2676 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2678 * True if gl_ClipDistance is written to. Copied into
2679 * gl_geometry_program by _mesa_copy_linked_program_data().
2681 GLboolean UsesClipDistance;
2682 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2683 0 if not present. */
2684 GLboolean UsesEndPrimitive;
2687 /** Vertex shader state */
2690 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2691 * by _mesa_copy_linked_program_data().
2693 GLboolean UsesClipDistance;
2694 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2695 0 if not present. */
2699 * Compute shader state - copied into gl_compute_program by
2700 * _mesa_copy_linked_program_data().
2704 * If this shader contains a compute stage, size specified using
2705 * local_size_{x,y,z}. Otherwise undefined.
2707 unsigned LocalSize[3];
2710 /* post-link info: */
2711 unsigned NumUserUniformStorage;
2712 struct gl_uniform_storage *UniformStorage;
2715 * Mapping from GL uniform locations returned by \c glUniformLocation to
2716 * UniformStorage entries. Arrays will have multiple contiguous slots
2717 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2719 unsigned NumUniformRemapTable;
2720 struct gl_uniform_storage **UniformRemapTable;
2723 * Size of the gl_ClipDistance array that is output from the last pipeline
2724 * stage before the fragment shader.
2726 unsigned LastClipDistanceArraySize;
2728 struct gl_uniform_block *UniformBlocks;
2729 unsigned NumUniformBlocks;
2732 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2733 * they're used in, or -1.
2735 * This is used to maintain the Binding values of the stage's UniformBlocks[]
2736 * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2738 int *UniformBlockStageIndex[MESA_SHADER_STAGES];
2741 * Map of active uniform names to locations
2743 * Maps any active uniform that is not an array element to a location.
2744 * Each active uniform, including individual structure members will appear
2745 * in this map. This roughly corresponds to the set of names that would be
2746 * enumerated by \c glGetActiveUniform.
2748 struct string_to_uint_map *UniformHash;
2750 struct gl_active_atomic_buffer *AtomicBuffers;
2751 unsigned NumAtomicBuffers;
2753 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2754 GLboolean Validated;
2755 GLboolean _Used; /**< Ever used for drawing? */
2758 unsigned Version; /**< GLSL version used for linking */
2759 GLboolean IsES; /**< True if this program uses GLSL ES */
2762 * Per-stage shaders resulting from the first stage of linking.
2764 * Set of linked shaders for this program. The array is accessed using the
2765 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2768 struct gl_shader *_LinkedShaders[MESA_SHADER_STAGES];
2770 /* True if any of the fragment shaders attached to this program use:
2771 * #extension ARB_fragment_coord_conventions: enable
2773 GLboolean ARB_fragment_coord_conventions_enable;
2777 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2778 #define GLSL_LOG 0x2 /**< Write shaders to files */
2779 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2780 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2781 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2782 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2783 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2784 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2785 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2786 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2790 * Context state for GLSL vertex/fragment shaders.
2791 * Extended to support pipeline object
2793 struct gl_pipeline_object
2795 /** Name of the pipeline object as received from glGenProgramPipelines.
2796 * It would be 0 for shaders without separate shader objects.
2805 * Programs used for rendering
2807 * There is a separate program set for each shader stage. If
2808 * GL_EXT_separate_shader_objects is not supported, each of these must point
2809 * to \c NULL or to the same program.
2811 struct gl_shader_program *CurrentProgram[MESA_SHADER_STAGES];
2813 struct gl_shader_program *_CurrentFragmentProgram;
2816 * Program used by glUniform calls.
2818 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2820 struct gl_shader_program *ActiveProgram;
2822 GLbitfield Flags; /**< Mask of GLSL_x flags */
2824 GLboolean EverBound; /**< Has the pipeline object been created */
2826 GLboolean Validated; /**< Pipeline Validation status */
2832 * Context state for GLSL pipeline shaders.
2834 struct gl_pipeline_shader_state
2836 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
2837 struct gl_pipeline_object *Current;
2839 /* Default Object to ensure that _Shader is never NULL */
2840 struct gl_pipeline_object *Default;
2842 /** Pipeline objects */
2843 struct _mesa_HashTable *Objects;
2847 * Compiler options for a single GLSL shaders type
2849 struct gl_shader_compiler_options
2851 /** Driver-selectable options: */
2852 GLboolean EmitCondCodes; /**< Use condition codes? */
2853 GLboolean EmitNoLoops;
2854 GLboolean EmitNoFunctions;
2855 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2856 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2857 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2858 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2859 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2862 * \name Forms of indirect addressing the driver cannot do.
2865 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2866 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2867 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2868 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2871 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2872 GLuint MaxUnrollIterations;
2875 * Optimize code for array of structures backends.
2877 * This is a proxy for:
2878 * - preferring DP4 instructions (rather than MUL/MAD) for
2879 * matrix * vector operations, such as position transformation.
2881 GLboolean OptimizeForAOS;
2883 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2888 * Occlusion/timer query object.
2890 struct gl_query_object
2892 GLenum Target; /**< The query target, when active */
2893 GLuint Id; /**< hash table ID/name */
2894 GLchar *Label; /**< GL_KHR_debug */
2895 GLuint64EXT Result; /**< the counter */
2896 GLboolean Active; /**< inside Begin/EndQuery */
2897 GLboolean Ready; /**< result is ready? */
2898 GLboolean EverBound;/**< has query object ever been bound */
2903 * Context state for query objects.
2905 struct gl_query_state
2907 struct _mesa_HashTable *QueryObjects;
2908 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2909 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2911 /** GL_NV_conditional_render */
2912 struct gl_query_object *CondRenderQuery;
2914 /** GL_EXT_transform_feedback */
2915 struct gl_query_object *PrimitivesGenerated;
2916 struct gl_query_object *PrimitivesWritten;
2918 /** GL_ARB_timer_query */
2919 struct gl_query_object *TimeElapsed;
2921 GLenum CondRenderMode;
2925 /** Sync object state */
2926 struct gl_sync_object
2928 GLenum Type; /**< GL_SYNC_FENCE */
2929 GLuint Name; /**< Fence name */
2930 GLchar *Label; /**< GL_KHR_debug */
2931 GLint RefCount; /**< Reference count */
2932 GLboolean DeletePending; /**< Object was deleted while there were still
2933 * live references (e.g., sync not yet finished)
2935 GLenum SyncCondition;
2936 GLbitfield Flags; /**< Flags passed to glFenceSync */
2937 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2942 * State which can be shared by multiple contexts:
2944 struct gl_shared_state
2946 mtx_t Mutex; /**< for thread safety */
2947 GLint RefCount; /**< Reference count */
2948 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2949 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2951 /** Default texture objects (shared by all texture units) */
2952 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2954 /** Fallback texture used when a bound texture is incomplete */
2955 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
2958 * \name Thread safety and statechange notification for texture
2961 * \todo Improve the granularity of locking.
2964 mtx_t TexMutex; /**< texobj thread safety */
2965 GLuint TextureStateStamp; /**< state notification for shared tex */
2968 /** Default buffer object for vertex arrays that aren't in VBOs */
2969 struct gl_buffer_object *NullBufferObj;
2972 * \name Vertex/geometry/fragment programs
2975 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2976 struct gl_vertex_program *DefaultVertexProgram;
2977 struct gl_fragment_program *DefaultFragmentProgram;
2978 struct gl_geometry_program *DefaultGeometryProgram;
2981 /* GL_ATI_fragment_shader */
2982 struct _mesa_HashTable *ATIShaders;
2983 struct ati_fragment_shader *DefaultFragmentShader;
2985 struct _mesa_HashTable *BufferObjects;
2987 /** Table of both gl_shader and gl_shader_program objects */
2988 struct _mesa_HashTable *ShaderObjects;
2990 /* GL_EXT_framebuffer_object */
2991 struct _mesa_HashTable *RenderBuffers;
2992 struct _mesa_HashTable *FrameBuffers;
2995 struct set *SyncObjects;
2997 /** GL_ARB_sampler_objects */
2998 struct _mesa_HashTable *SamplerObjects;
3001 * Some context in this share group was affected by a GPU reset
3003 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3004 * been affected by a GPU reset must also return
3005 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3007 * Once this field becomes true, it is never reset to false.
3009 bool ShareGroupReset;
3015 * Renderbuffers represent drawing surfaces such as color, depth and/or
3016 * stencil. A framebuffer object has a set of renderbuffers.
3017 * Drivers will typically derive subclasses of this type.
3019 struct gl_renderbuffer
3021 mtx_t Mutex; /**< for thread safety */
3022 GLuint ClassID; /**< Useful for drivers */
3024 GLchar *Label; /**< GL_KHR_debug */
3026 GLuint Width, Height;
3028 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3029 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3031 * True for renderbuffers that wrap textures, giving the driver a chance to
3032 * flush render caches through the FinishRenderTexture hook.
3034 * Drivers may also set this on renderbuffers other than those generated by
3035 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3036 * called without a rb->TexImage.
3038 GLboolean NeedsFinishRenderTexture;
3040 GLenum InternalFormat; /**< The user-specified format */
3041 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3042 GL_STENCIL_INDEX. */
3043 mesa_format Format; /**< The actual renderbuffer memory format */
3045 * Pointer to the texture image if this renderbuffer wraps a texture,
3048 * Note that the reference on the gl_texture_object containing this
3049 * TexImage is held by the gl_renderbuffer_attachment.
3051 struct gl_texture_image *TexImage;
3053 /** Delete this renderbuffer */
3054 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3056 /** Allocate new storage for this renderbuffer */
3057 GLboolean (*AllocStorage)(struct gl_context *ctx,
3058 struct gl_renderbuffer *rb,
3059 GLenum internalFormat,
3060 GLuint width, GLuint height);
3065 * A renderbuffer attachment points to either a texture object (and specifies
3066 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3068 struct gl_renderbuffer_attachment
3070 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3074 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3075 * application supplied renderbuffer object.
3077 struct gl_renderbuffer *Renderbuffer;
3080 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3081 * supplied texture object.
3083 struct gl_texture_object *Texture;
3084 GLuint TextureLevel; /**< Attached mipmap level. */
3085 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3086 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3087 * and 2D array textures */
3093 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3094 * In C++ terms, think of this as a base class from which device drivers
3095 * will make derived classes.
3097 struct gl_framebuffer
3099 mtx_t Mutex; /**< for thread safety */
3101 * If zero, this is a window system framebuffer. If non-zero, this
3102 * is a FBO framebuffer; note that for some devices (i.e. those with
3103 * a natural pixel coordinate system for FBOs that differs from the
3104 * OpenGL/Mesa coordinate system), this means that the viewport,
3105 * polygon face orientation, and polygon stipple will have to be inverted.
3108 GLchar *Label; /**< GL_KHR_debug */
3111 GLboolean DeletePending;
3114 * The framebuffer's visual. Immutable if this is a window system buffer.
3115 * Computed from attachments if user-made FBO.
3117 struct gl_config Visual;
3119 GLuint Width, Height; /**< size of frame buffer in pixels */
3121 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
3123 GLint _Xmin, _Xmax; /**< inclusive */
3124 GLint _Ymin, _Ymax; /**< exclusive */
3127 /** \name Derived Z buffer stuff */
3129 GLuint _DepthMax; /**< Max depth buffer value */
3130 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3131 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3134 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3137 /** Integer color values */
3138 GLboolean _IntegerColor;
3140 /* ARB_color_buffer_float */
3141 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3142 GLboolean _HasSNormOrFloatColorBuffer;
3144 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3145 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3147 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3148 * attribute group and GL_PIXEL attribute group, respectively.
3150 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3151 GLenum ColorReadBuffer;
3153 /** Computed from ColorDraw/ReadBuffer above */
3154 GLuint _NumColorDrawBuffers;
3155 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3156 GLint _ColorReadBufferIndex; /* -1 = None */
3157 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3158 struct gl_renderbuffer *_ColorReadBuffer;
3161 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3162 * is not layered. For cube maps and cube map arrays, each cube face
3163 * counts as a layer.
3165 GLuint MaxNumLayers;
3167 /** Delete this framebuffer */
3168 void (*Delete)(struct gl_framebuffer *fb);
3173 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3177 GLushort RangeMin; /**< min value exponent */
3178 GLushort RangeMax; /**< max value exponent */
3179 GLushort Precision; /**< number of mantissa bits */
3184 * Limits for vertex, geometry and fragment programs/shaders.
3186 struct gl_program_constants
3188 /* logical limits */
3189 GLuint MaxInstructions;
3190 GLuint MaxAluInstructions;
3191 GLuint MaxTexInstructions;
3192 GLuint MaxTexIndirections;
3195 GLuint MaxAddressRegs;
3196 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3197 GLuint MaxParameters;
3198 GLuint MaxLocalParams;
3199 GLuint MaxEnvParams;
3200 /* native/hardware limits */
3201 GLuint MaxNativeInstructions;
3202 GLuint MaxNativeAluInstructions;
3203 GLuint MaxNativeTexInstructions;
3204 GLuint MaxNativeTexIndirections;
3205 GLuint MaxNativeAttribs;
3206 GLuint MaxNativeTemps;
3207 GLuint MaxNativeAddressRegs;
3208 GLuint MaxNativeParameters;
3210 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3213 * \name Per-stage input / output limits
3215 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3216 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3217 * ES). This is stored as \c gl_constants::MaxVarying.
3219 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3220 * variables. Each stage as a certain number of outputs that it can feed
3221 * to the next stage and a certain number inputs that it can consume from
3222 * the previous stage.
3224 * Vertex shader inputs do not participate this in this accounting.
3225 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3227 * Fragment shader outputs do not participate this in this accounting.
3228 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3231 GLuint MaxInputComponents;
3232 GLuint MaxOutputComponents;
3235 /* ES 2.0 and GL_ARB_ES2_compatibility */
3236 struct gl_precision LowFloat, MediumFloat, HighFloat;
3237 struct gl_precision LowInt, MediumInt, HighInt;
3238 /* GL_ARB_uniform_buffer_object */
3239 GLuint MaxUniformBlocks;
3240 GLuint MaxCombinedUniformComponents;
3241 GLuint MaxTextureImageUnits;
3243 /* GL_ARB_shader_atomic_counters */
3244 GLuint MaxAtomicBuffers;
3245 GLuint MaxAtomicCounters;
3247 /* GL_ARB_shader_image_load_store */
3248 GLuint MaxImageUniforms;
3253 * Constants which may be overridden by device driver during context creation
3254 * but are never changed after that.
3258 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3259 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3260 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3261 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3262 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3263 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3264 GLuint MaxTextureCoordUnits;
3265 GLuint MaxCombinedTextureImageUnits;
3266 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3267 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3268 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3269 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3271 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3273 GLuint MaxArrayLockSize;
3277 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3278 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3279 GLfloat PointSizeGranularity;
3280 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3281 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3282 GLfloat LineWidthGranularity;
3284 GLuint MaxClipPlanes;
3286 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3287 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3289 GLuint MaxViewportWidth, MaxViewportHeight;
3290 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3291 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3295 } ViewportBounds; /**< GL_ARB_viewport_array */
3297 struct gl_program_constants Program[MESA_SHADER_STAGES];
3298 GLuint MaxProgramMatrices;
3299 GLuint MaxProgramMatrixStackDepth;
3302 GLuint SamplesPassed;
3305 GLuint PrimitivesGenerated;
3306 GLuint PrimitivesWritten;
3309 /** vertex array / buffer object bounds checking */
3310 GLboolean CheckArrayBounds;
3312 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3314 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3315 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3316 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3318 /** Number of varying vectors between any two shader stages. */
3322 * GL_ARB_uniform_buffer_object
3324 GLuint MaxCombinedUniformBlocks;
3325 GLuint MaxUniformBufferBindings;
3326 GLuint MaxUniformBlockSize;
3327 GLuint UniformBufferOffsetAlignment;
3330 /** GL_ARB_geometry_shader4 */
3331 GLuint MaxGeometryOutputVertices;
3332 GLuint MaxGeometryTotalOutputComponents;
3334 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
3337 * Changes default GLSL extension behavior from "error" to "warn". It's out
3338 * of spec, but it can make some apps work that otherwise wouldn't.
3340 GLboolean ForceGLSLExtensionsWarn;
3343 * If non-zero, forces GLSL shaders without the #version directive to behave
3344 * as if they began with "#version ForceGLSLVersion".
3346 GLuint ForceGLSLVersion;
3349 * Does the driver support real 32-bit integers? (Otherwise, integers are
3350 * simulated via floats.)
3352 GLboolean NativeIntegers;
3355 * If the driver supports real 32-bit integers, what integer value should be
3356 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3358 GLuint UniformBooleanTrue;
3360 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
3361 GLbitfield SupportedBumpUnits;
3364 * Maximum amount of time, measured in nanseconds, that the server can wait.
3366 GLuint64 MaxServerWaitTimeout;
3368 /** GL_EXT_provoking_vertex */
3369 GLboolean QuadsFollowProvokingVertexConvention;
3371 /** OpenGL version 3.0 */
3372 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3374 /** OpenGL version 3.2 */
3375 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3377 /** GL_EXT_transform_feedback */
3378 GLuint MaxTransformFeedbackBuffers;
3379 GLuint MaxTransformFeedbackSeparateComponents;
3380 GLuint MaxTransformFeedbackInterleavedComponents;
3381 GLuint MaxVertexStreams;
3383 /** GL_EXT_gpu_shader4 */
3384 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3386 /** GL_ARB_texture_gather */
3387 GLuint MinProgramTextureGatherOffset;
3388 GLuint MaxProgramTextureGatherOffset;
3389 GLuint MaxProgramTextureGatherComponents;
3391 /* GL_ARB_robustness */
3392 GLenum ResetStrategy;
3394 /* GL_ARB_blend_func_extended */
3395 GLuint MaxDualSourceDrawBuffers;
3398 * Whether the implementation strips out and ignores texture borders.
3400 * Many GPU hardware implementations don't support rendering with texture
3401 * borders and mipmapped textures. (Note: not static border color, but the
3402 * old 1-pixel border around each edge). Implementations then have to do
3403 * slow fallbacks to be correct, or just ignore the border and be fast but
3404 * wrong. Setting the flag strips the border off of TexImage calls,
3405 * providing "fast but wrong" at significantly reduced driver complexity.
3407 * Texture borders are deprecated in GL 3.0.
3409 GLboolean StripTextureBorder;
3412 * For drivers which can do a better job at eliminating unused uniforms
3413 * than the GLSL compiler.
3415 * XXX Remove these as soon as a better solution is available.
3417 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3420 * Force software support for primitive restart in the VBO module.
3422 GLboolean PrimitiveRestartInSoftware;
3425 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3426 * than passing the transform feedback object to the drawing function.
3428 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3430 /** GL_ARB_map_buffer_alignment */
3431 GLuint MinMapBufferAlignment;
3434 * Disable varying packing. This is out of spec, but potentially useful
3435 * for older platforms that supports a limited number of texture
3436 * indirections--on these platforms, unpacking the varyings in the fragment
3437 * shader increases the number of texture indirections by 1, which might
3438 * make some shaders not executable at all.
3440 * Drivers that support transform feedback must set this value to GL_FALSE.
3442 GLboolean DisableVaryingPacking;
3445 * Maximum value supported for an index in DrawElements and friends.
3447 * This must be at least (1ull<<24)-1. The default value is
3450 * \since ES 3.0 or GL_ARB_ES3_compatibility
3451 * \sa _mesa_init_constants
3453 GLuint64 MaxElementIndex;
3456 * Disable interpretation of line continuations (lines ending with a
3457 * backslash character ('\') in GLSL source.
3459 GLboolean DisableGLSLLineContinuations;
3461 /** GL_ARB_texture_multisample */
3462 GLint MaxColorTextureSamples;
3463 GLint MaxDepthTextureSamples;
3464 GLint MaxIntegerSamples;
3466 /** GL_ARB_shader_atomic_counters */
3467 GLuint MaxAtomicBufferBindings;
3468 GLuint MaxAtomicBufferSize;
3469 GLuint MaxCombinedAtomicBuffers;
3470 GLuint MaxCombinedAtomicCounters;
3472 /** GL_ARB_vertex_attrib_binding */
3473 GLint MaxVertexAttribRelativeOffset;
3474 GLint MaxVertexAttribBindings;
3476 /* GL_ARB_shader_image_load_store */
3477 GLuint MaxImageUnits;
3478 GLuint MaxCombinedImageUnitsAndFragmentOutputs;
3479 GLuint MaxImageSamples;
3480 GLuint MaxCombinedImageUniforms;
3482 /** GL_ARB_compute_shader */
3483 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3484 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3485 GLuint MaxComputeWorkGroupInvocations;
3487 /** GL_ARB_gpu_shader5 */
3488 GLfloat MinFragmentInterpolationOffset;
3489 GLfloat MaxFragmentInterpolationOffset;
3491 GLboolean FakeSWMSAA;
3496 * Enable flag for each OpenGL extension. Different device drivers will
3497 * enable different extensions at runtime.
3499 struct gl_extensions
3501 GLboolean dummy; /* don't remove this! */
3502 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3503 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3504 GLboolean ANGLE_texture_compression_dxt;
3505 GLboolean ARB_ES2_compatibility;
3506 GLboolean ARB_ES3_compatibility;
3507 GLboolean ARB_arrays_of_arrays;
3508 GLboolean ARB_base_instance;
3509 GLboolean ARB_blend_func_extended;
3510 GLboolean ARB_buffer_storage;
3511 GLboolean ARB_color_buffer_float;
3512 GLboolean ARB_compute_shader;
3513 GLboolean ARB_conservative_depth;
3514 GLboolean ARB_depth_buffer_float;
3515 GLboolean ARB_depth_clamp;
3516 GLboolean ARB_depth_texture;
3517 GLboolean ARB_draw_buffers_blend;
3518 GLboolean ARB_draw_elements_base_vertex;
3519 GLboolean ARB_draw_indirect;
3520 GLboolean ARB_draw_instanced;
3521 GLboolean ARB_fragment_coord_conventions;
3522 GLboolean ARB_fragment_program;
3523 GLboolean ARB_fragment_program_shadow;
3524 GLboolean ARB_fragment_shader;
3525 GLboolean ARB_framebuffer_object;
3526 GLboolean ARB_explicit_attrib_location;
3527 GLboolean ARB_geometry_shader4;
3528 GLboolean ARB_gpu_shader5;
3529 GLboolean ARB_half_float_vertex;
3530 GLboolean ARB_instanced_arrays;
3531 GLboolean ARB_internalformat_query;
3532 GLboolean ARB_map_buffer_range;
3533 GLboolean ARB_occlusion_query;
3534 GLboolean ARB_occlusion_query2;
3535 GLboolean ARB_point_sprite;
3536 GLboolean ARB_sample_shading;
3537 GLboolean ARB_seamless_cube_map;
3538 GLboolean ARB_separate_shader_objects;
3539 GLboolean ARB_shader_atomic_counters;
3540 GLboolean ARB_shader_bit_encoding;
3541 GLboolean ARB_shader_image_load_store;
3542 GLboolean ARB_shader_stencil_export;
3543 GLboolean ARB_shader_texture_lod;
3544 GLboolean ARB_shading_language_packing;
3545 GLboolean ARB_shading_language_420pack;
3546 GLboolean ARB_shadow;
3547 GLboolean ARB_stencil_texturing;
3549 GLboolean ARB_texture_border_clamp;
3550 GLboolean ARB_texture_buffer_object;
3551 GLboolean ARB_texture_buffer_object_rgb32;
3552 GLboolean ARB_texture_buffer_range;
3553 GLboolean ARB_texture_compression_rgtc;
3554 GLboolean ARB_texture_cube_map;
3555 GLboolean ARB_texture_cube_map_array;
3556 GLboolean ARB_texture_env_combine;
3557 GLboolean ARB_texture_env_crossbar;
3558 GLboolean ARB_texture_env_dot3;
3559 GLboolean ARB_texture_float;
3560 GLboolean ARB_texture_gather;
3561 GLboolean ARB_texture_mirror_clamp_to_edge;
3562 GLboolean ARB_texture_multisample;
3563 GLboolean ARB_texture_non_power_of_two;
3564 GLboolean ARB_texture_query_levels;
3565 GLboolean ARB_texture_query_lod;
3566 GLboolean ARB_texture_rg;
3567 GLboolean ARB_texture_rgb10_a2ui;
3568 GLboolean ARB_texture_view;
3569 GLboolean ARB_timer_query;
3570 GLboolean ARB_transform_feedback2;
3571 GLboolean ARB_transform_feedback3;
3572 GLboolean ARB_transform_feedback_instanced;
3573 GLboolean ARB_uniform_buffer_object;
3574 GLboolean ARB_vertex_program;
3575 GLboolean ARB_vertex_shader;
3576 GLboolean ARB_vertex_type_10f_11f_11f_rev;
3577 GLboolean ARB_vertex_type_2_10_10_10_rev;
3578 GLboolean ARB_viewport_array;
3579 GLboolean EXT_blend_color;
3580 GLboolean EXT_blend_equation_separate;
3581 GLboolean EXT_blend_func_separate;
3582 GLboolean EXT_blend_minmax;
3583 GLboolean EXT_depth_bounds_test;
3584 GLboolean EXT_draw_buffers2;
3585 GLboolean EXT_framebuffer_multisample;
3586 GLboolean EXT_framebuffer_multisample_blit_scaled;
3587 GLboolean EXT_framebuffer_sRGB;
3588 GLboolean EXT_gpu_program_parameters;
3589 GLboolean EXT_gpu_shader4;
3590 GLboolean EXT_packed_float;
3591 GLboolean EXT_pixel_buffer_object;
3592 GLboolean EXT_point_parameters;
3593 GLboolean EXT_provoking_vertex;
3594 GLboolean EXT_separate_shader_objects;
3595 GLboolean EXT_shader_integer_mix;
3596 GLboolean EXT_stencil_two_side;
3597 GLboolean EXT_texture3D;
3598 GLboolean EXT_texture_array;
3599 GLboolean EXT_texture_compression_latc;
3600 GLboolean EXT_texture_compression_s3tc;
3601 GLboolean EXT_texture_env_dot3;
3602 GLboolean EXT_texture_filter_anisotropic;
3603 GLboolean EXT_texture_integer;
3604 GLboolean EXT_texture_mirror_clamp;
3605 GLboolean EXT_texture_shared_exponent;
3606 GLboolean EXT_texture_snorm;
3607 GLboolean EXT_texture_sRGB;
3608 GLboolean EXT_texture_sRGB_decode;
3609 GLboolean EXT_texture_swizzle;
3610 GLboolean EXT_transform_feedback;
3611 GLboolean EXT_timer_query;
3612 GLboolean EXT_vertex_array_bgra;
3613 GLboolean OES_standard_derivatives;
3614 /* vendor extensions */
3615 GLboolean AMD_performance_monitor;
3616 GLboolean AMD_seamless_cubemap_per_texture;
3617 GLboolean AMD_vertex_shader_layer;
3618 GLboolean APPLE_object_purgeable;
3619 GLboolean ATI_envmap_bumpmap;
3620 GLboolean ATI_texture_compression_3dc;
3621 GLboolean ATI_texture_mirror_once;
3622 GLboolean ATI_texture_env_combine3;
3623 GLboolean ATI_fragment_shader;
3624 GLboolean ATI_separate_stencil;
3625 GLboolean MESA_pack_invert;
3626 GLboolean MESA_ycbcr_texture;
3627 GLboolean NV_conditional_render;
3628 GLboolean NV_fog_distance;
3629 GLboolean NV_fragment_program_option;
3630 GLboolean NV_point_sprite;
3631 GLboolean NV_primitive_restart;
3632 GLboolean NV_texture_barrier;
3633 GLboolean NV_texture_env_combine4;
3634 GLboolean NV_texture_rectangle;
3635 GLboolean NV_vdpau_interop;
3636 GLboolean TDFX_texture_compression_FXT1;
3637 GLboolean OES_EGL_image;
3638 GLboolean OES_draw_texture;
3639 GLboolean OES_depth_texture_cube_map;
3640 GLboolean OES_EGL_image_external;
3641 GLboolean OES_compressed_ETC1_RGB8_texture;
3642 GLboolean extension_sentinel;
3643 /** The extension string */
3644 const GLubyte *String;
3645 /** Number of supported extensions */
3651 * A stack of matrices (projection, modelview, color, texture, etc).
3653 struct gl_matrix_stack
3655 GLmatrix *Top; /**< points into Stack */
3656 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3657 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3658 GLuint MaxDepth; /**< size of Stack[] array */
3659 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3664 * \name Bits for image transfer operations
3665 * \sa __struct gl_contextRec::ImageTransferState.
3668 #define IMAGE_SCALE_BIAS_BIT 0x1
3669 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3670 #define IMAGE_MAP_COLOR_BIT 0x4
3671 #define IMAGE_CLAMP_BIT 0x800
3674 /** Pixel Transfer ops */
3675 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3676 IMAGE_SHIFT_OFFSET_BIT | \
3677 IMAGE_MAP_COLOR_BIT)
3680 * \name Bits to indicate what state has changed.
3683 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3684 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3685 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3686 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3687 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3688 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3689 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3690 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3691 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3692 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3693 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3694 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3695 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3696 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3697 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3698 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3699 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3700 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3701 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3702 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3703 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3704 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3705 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3706 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3707 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3708 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3709 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3710 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3711 #define _NEW_BUFFER_OBJECT (1 << 28)
3712 #define _NEW_FRAG_CLAMP (1 << 29)
3713 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3714 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3720 * Composite state flags
3723 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3729 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3739 /* This has to be included here. */
3744 * Display list flags.
3745 * Strictly this is a tnl-private concept, but it doesn't seem
3746 * worthwhile adding a tnl private structure just to hold this one bit
3749 #define DLIST_DANGLING_REFS 0x1
3752 /** Opaque declaration of display list payload data type */
3753 union gl_dlist_node;
3757 * Provide a location where information about a display list can be
3758 * collected. Could be extended with driverPrivate structures,
3759 * etc. in the future.
3761 struct gl_display_list
3764 GLchar *Label; /**< GL_KHR_debug */
3765 GLbitfield Flags; /**< DLIST_x flags */
3766 /** The dlist commands are in a linked list of nodes */
3767 union gl_dlist_node *Head;
3772 * State used during display list compilation and execution.
3774 struct gl_dlist_state
3776 GLuint CallDepth; /**< Current recursion calling depth */
3778 struct gl_display_list *CurrentList; /**< List currently being compiled */
3779 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3780 GLuint CurrentPos; /**< Index into current block of nodes */
3782 GLvertexformat ListVtxfmt;
3784 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3785 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3787 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3788 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3791 /* State known to have been set by the currently-compiling display
3792 * list. Used to eliminate some redundant state changes.
3800 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
3801 * to small enums suitable for use as an array index.
3804 enum mesa_debug_source {
3805 MESA_DEBUG_SOURCE_API,
3806 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
3807 MESA_DEBUG_SOURCE_SHADER_COMPILER,
3808 MESA_DEBUG_SOURCE_THIRD_PARTY,
3809 MESA_DEBUG_SOURCE_APPLICATION,
3810 MESA_DEBUG_SOURCE_OTHER,
3811 MESA_DEBUG_SOURCE_COUNT
3814 enum mesa_debug_type {
3815 MESA_DEBUG_TYPE_ERROR,
3816 MESA_DEBUG_TYPE_DEPRECATED,
3817 MESA_DEBUG_TYPE_UNDEFINED,
3818 MESA_DEBUG_TYPE_PORTABILITY,
3819 MESA_DEBUG_TYPE_PERFORMANCE,
3820 MESA_DEBUG_TYPE_OTHER,
3821 MESA_DEBUG_TYPE_MARKER,
3822 MESA_DEBUG_TYPE_PUSH_GROUP,
3823 MESA_DEBUG_TYPE_POP_GROUP,
3824 MESA_DEBUG_TYPE_COUNT
3827 enum mesa_debug_severity {
3828 MESA_DEBUG_SEVERITY_LOW,
3829 MESA_DEBUG_SEVERITY_MEDIUM,
3830 MESA_DEBUG_SEVERITY_HIGH,
3831 MESA_DEBUG_SEVERITY_NOTIFICATION,
3832 MESA_DEBUG_SEVERITY_COUNT
3838 * Enum for the OpenGL APIs we know about and may support.
3840 * NOTE: This must match the api_enum table in
3841 * src/mesa/main/get_hash_generator.py
3845 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
3849 API_OPENGL_LAST = API_OPENGL_CORE
3853 * Driver-specific state flags.
3855 * These are or'd with gl_context::NewDriverState to notify a driver about
3856 * a state change. The driver sets the flags at context creation and
3857 * the meaning of the bits set is opaque to core Mesa.
3859 struct gl_driver_flags
3861 /** gl_context::Array::_DrawArrays (vertex array state) */
3862 GLbitfield NewArray;
3864 /** gl_context::TransformFeedback::CurrentObject */
3865 GLbitfield NewTransformFeedback;
3867 /** gl_context::TransformFeedback::CurrentObject::shader_program */
3868 GLbitfield NewTransformFeedbackProg;
3870 /** gl_context::RasterDiscard */
3871 GLbitfield NewRasterizerDiscard;
3874 * gl_context::UniformBufferBindings
3875 * gl_shader_program::UniformBlocks
3877 GLbitfield NewUniformBuffer;
3880 * gl_context::AtomicBufferBindings
3882 GLbitfield NewAtomicBuffer;
3885 * gl_context::ImageUnits
3887 GLbitfield NewImageUnits;
3890 struct gl_uniform_buffer_binding
3892 struct gl_buffer_object *BufferObject;
3893 /** Start of uniform block data in the buffer */
3895 /** Size of data allowed to be referenced from the buffer (in bytes) */
3898 * glBindBufferBase() indicates that the Size should be ignored and only
3899 * limited by the current size of the BufferObject.
3901 GLboolean AutomaticSize;
3905 * ARB_shader_image_load_store image unit.
3907 struct gl_image_unit
3910 * Texture object bound to this unit.
3912 struct gl_texture_object *TexObj;
3915 * Level of the texture object bound to this unit.
3920 * \c GL_TRUE if the whole level is bound as an array of layers, \c
3921 * GL_FALSE if only some specific layer of the texture is bound.
3927 * Layer of the texture object bound to this unit, or zero if the
3928 * whole level is bound.
3933 * Access allowed to this texture image. Either \c GL_READ_ONLY,
3934 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
3939 * GL internal format that determines the interpretation of the
3940 * image memory when shader image operations are performed through
3946 * Mesa format corresponding to \c Format.
3948 mesa_format _ActualFormat;
3951 * GL_TRUE if the state of this image unit is valid and access from
3952 * the shader is allowed. Otherwise loads from this unit should
3953 * return zero and stores should have no effect.
3959 * Binding point for an atomic counter buffer object.
3961 struct gl_atomic_buffer_binding
3963 struct gl_buffer_object *BufferObject;
3969 * Mesa rendering context.
3971 * This is the central context data structure for Mesa. Almost all
3972 * OpenGL state is contained in this structure.
3973 * Think of this as a base class from which device drivers will derive
3978 /** State possibly shared with other contexts in the address space */
3979 struct gl_shared_state *Shared;
3981 /** \name API function pointer tables */
3985 * The current dispatch table for non-displaylist-saving execution, either
3986 * BeginEnd or OutsideBeginEnd
3988 struct _glapi_table *Exec;
3990 * The normal dispatch table for non-displaylist-saving, non-begin/end
3992 struct _glapi_table *OutsideBeginEnd;
3993 /** The dispatch table used between glNewList() and glEndList() */
3994 struct _glapi_table *Save;
3996 * The dispatch table used between glBegin() and glEnd() (outside of a
3997 * display list). Only valid functions between those two are set, which is
3998 * mostly just the set in a GLvertexformat struct.
4000 struct _glapi_table *BeginEnd;
4002 * Tracks the current dispatch table out of the 3 above, so that it can be
4003 * re-set on glXMakeCurrent().
4005 struct _glapi_table *CurrentDispatch;
4008 struct gl_config Visual;
4009 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4010 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4011 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4012 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4015 * Device driver function pointer table
4017 struct dd_function_table Driver;
4019 /** Core/Driver constants */
4020 struct gl_constants Const;
4022 /** \name The various 4x4 matrix stacks */
4024 struct gl_matrix_stack ModelviewMatrixStack;
4025 struct gl_matrix_stack ProjectionMatrixStack;
4026 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4027 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4028 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4031 /** Combined modelview and projection matrix */
4032 GLmatrix _ModelProjectMatrix;
4034 /** \name Display lists */
4035 struct gl_dlist_state ListState;
4037 GLboolean ExecuteFlag; /**< Execute GL commands? */
4038 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4040 /** Extension information */
4041 struct gl_extensions Extensions;
4043 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4045 char *VersionString;
4047 /** \name State attribute stack (for glPush/PopAttrib) */
4049 GLuint AttribStackDepth;
4050 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4053 /** \name Renderer attribute groups
4055 * We define a struct for each attribute group to make pushing and popping
4056 * attributes easy. Also it's a good organization.
4059 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4060 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4061 struct gl_current_attrib Current; /**< Current attributes */
4062 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4063 struct gl_eval_attrib Eval; /**< Eval attributes */
4064 struct gl_fog_attrib Fog; /**< Fog attributes */
4065 struct gl_hint_attrib Hint; /**< Hint attributes */
4066 struct gl_light_attrib Light; /**< Light attributes */
4067 struct gl_line_attrib Line; /**< Line attributes */
4068 struct gl_list_attrib List; /**< List attributes */
4069 struct gl_multisample_attrib Multisample;
4070 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4071 struct gl_point_attrib Point; /**< Point attributes */
4072 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4073 GLuint PolygonStipple[32]; /**< Polygon stipple */
4074 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4075 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4076 struct gl_texture_attrib Texture; /**< Texture attributes */
4077 struct gl_transform_attrib Transform; /**< Transformation attributes */
4078 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4081 /** \name Client attribute stack */
4083 GLuint ClientAttribStackDepth;
4084 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4087 /** \name Client attribute groups */
4089 struct gl_array_attrib Array; /**< Vertex arrays */
4090 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4091 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4092 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4095 /** \name Other assorted state (not pushed/popped on attribute stack) */
4097 struct gl_pixelmaps PixelMaps;
4099 struct gl_evaluators EvalMap; /**< All evaluators */
4100 struct gl_feedback Feedback; /**< Feedback */
4101 struct gl_selection Select; /**< Selection */
4103 struct gl_program_state Program; /**< general program state */
4104 struct gl_vertex_program_state VertexProgram;
4105 struct gl_fragment_program_state FragmentProgram;
4106 struct gl_geometry_program_state GeometryProgram;
4107 struct gl_ati_fragment_shader_state ATIFragmentShader;
4109 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4110 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4113 * Current active shader pipeline state
4115 * Almost all internal users want ::_Shader instead of ::Shader. The
4116 * exceptions are bits of legacy GLSL API that do not know about separate
4119 * If a program is active via \c glUseProgram, this will point to
4122 * If a program pipeline is active via \c glBindProgramPipeline, this will
4123 * point to \c ::Pipeline.Current.
4125 * If neither a program nor a program pipeline is active, this will point to
4126 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4129 struct gl_pipeline_object *_Shader;
4131 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
4133 struct gl_query_state Query; /**< occlusion, timer queries */
4135 struct gl_transform_feedback_state TransformFeedback;
4137 struct gl_perf_monitor_state PerfMonitor;
4139 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4141 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4142 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4145 * Current GL_ARB_uniform_buffer_object binding referenced by
4146 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4148 struct gl_buffer_object *UniformBuffer;
4151 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4152 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4153 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4156 struct gl_uniform_buffer_binding
4157 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4160 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4163 struct gl_buffer_object *AtomicBuffer;
4166 * Array of atomic counter buffer binding points.
4168 struct gl_atomic_buffer_binding
4169 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4172 * Array of image units for ARB_shader_image_load_store.
4174 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4178 struct gl_meta_state *Meta; /**< for "meta" operations */
4180 /* GL_EXT_framebuffer_object */
4181 struct gl_renderbuffer *CurrentRenderbuffer;
4183 GLenum ErrorValue; /**< Last error code */
4186 * Recognize and silence repeated error debug messages in buggy apps.
4188 const char *ErrorDebugFmtString;
4189 GLuint ErrorDebugCount;
4191 /* GL_ARB_debug_output/GL_KHR_debug */
4192 struct gl_debug_state *Debug;
4194 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4195 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4196 GLbitfield NewDriverState;/**< bitwise-or of flags from DriverFlags */
4198 struct gl_driver_flags DriverFlags;
4200 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4202 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4204 /** \name Derived state */
4205 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4206 GLfloat _EyeZDir[3];
4207 GLfloat _ModelViewInvScale;
4208 GLboolean _NeedEyeCoords;
4209 GLboolean _ForceEyeCoords;
4211 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4213 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4215 /** \name For debugging/development only */
4217 GLboolean FirstTimeCurrent;
4221 * False if this context was created without a config. This is needed
4222 * because the initial state of glDrawBuffers depends on this
4224 GLboolean HasConfig;
4226 /** software compression/decompression supported or not */
4227 GLboolean Mesa_DXTn;
4229 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4231 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4234 * \name Hooks for module contexts.
4236 * These will eventually live in the driver or elsewhere.
4239 void *swrast_context;
4240 void *swsetup_context;
4241 void *swtnl_context;
4242 struct vbo_context *vbo_context;
4243 struct st_context *st;
4248 * \name NV_vdpau_interop
4251 const void *vdpDevice;
4252 const void *vdpGetProcAddress;
4253 struct set *vdpSurfaces;
4257 * Has this context observed a GPU reset in any context in the share group?
4259 * Once this field becomes true, it is never reset to false.
4261 GLboolean ShareGroupReset;
4266 extern int MESA_VERBOSE;
4267 extern int MESA_DEBUG_FLAGS;
4268 # define MESA_FUNCTION __FUNCTION__
4270 # define MESA_VERBOSE 0
4271 # define MESA_DEBUG_FLAGS 0
4272 # define MESA_FUNCTION "a function"
4279 /** The MESA_VERBOSE var is a bitmask of these flags */
4282 VERBOSE_VARRAY = 0x0001,
4283 VERBOSE_TEXTURE = 0x0002,
4284 VERBOSE_MATERIAL = 0x0004,
4285 VERBOSE_PIPELINE = 0x0008,
4286 VERBOSE_DRIVER = 0x0010,
4287 VERBOSE_STATE = 0x0020,
4288 VERBOSE_API = 0x0040,
4289 VERBOSE_DISPLAY_LIST = 0x0100,
4290 VERBOSE_LIGHTING = 0x0200,
4291 VERBOSE_PRIMS = 0x0400,
4292 VERBOSE_VERTS = 0x0800,
4293 VERBOSE_DISASSEM = 0x1000,
4294 VERBOSE_DRAW = 0x2000,
4295 VERBOSE_SWAPBUFFERS = 0x4000
4299 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4302 DEBUG_SILENT = (1 << 0),
4303 DEBUG_ALWAYS_FLUSH = (1 << 1),
4304 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
4305 DEBUG_INCOMPLETE_FBO = (1 << 3)
4314 #endif /* MTYPES_H */