1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39 #include "c11/threads.h"
40
41 #include "main/glheader.h"
42 #include "main/glthread.h"
43 #include "main/menums.h"
44 #include "main/config.h"
45 #include "glapi/glapi.h"
46 #include "math/m_matrix.h" /* GLmatrix */
47 #include "compiler/shader_enums.h"
48 #include "compiler/shader_info.h"
49 #include "main/formats.h" /* MESA_FORMAT_COUNT */
50 #include "compiler/glsl/list.h"
51 #include "util/simple_mtx.h"
52 #include "util/u_dynarray.h"
53 #include "vbo/vbo.h"
54
55
56 #ifdef __cplusplus
57 extern "C" {
58 #endif
59
60 #define GET_COLORMASK_BIT(mask, buf, chan) (((mask) >> (4 * (buf) + (chan))) & 0x1)
61 #define GET_COLORMASK(mask, buf) (((mask) >> (4 * (buf))) & 0xf)
62
63
64 /**
65 * \name Some forward type declarations
66 */
67 /*@{*/
68 struct _mesa_HashTable;
69 struct gl_attrib_node;
70 struct gl_list_extensions;
71 struct gl_meta_state;
72 struct gl_program_cache;
73 struct gl_texture_object;
74 struct gl_debug_state;
75 struct gl_context;
76 struct st_context;
77 struct gl_uniform_storage;
78 struct prog_instruction;
79 struct gl_program_parameter_list;
80 struct gl_shader_spirv_data;
81 struct set;
82 struct shader_includes;
83 /*@}*/
84
85
86 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
87 #define PRIM_MAX GL_PATCHES
88 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
89 #define PRIM_UNKNOWN (PRIM_MAX + 2)
90
91 /**
92 * Determine if the given gl_varying_slot appears in the fragment shader.
93 */
94 static inline GLboolean
_mesa_varying_slot_in_fs(gl_varying_slot slot)95 _mesa_varying_slot_in_fs(gl_varying_slot slot)
96 {
97 switch (slot) {
98 case VARYING_SLOT_PSIZ:
99 case VARYING_SLOT_BFC0:
100 case VARYING_SLOT_BFC1:
101 case VARYING_SLOT_EDGE:
102 case VARYING_SLOT_CLIP_VERTEX:
103 case VARYING_SLOT_LAYER:
104 case VARYING_SLOT_TESS_LEVEL_OUTER:
105 case VARYING_SLOT_TESS_LEVEL_INNER:
106 case VARYING_SLOT_BOUNDING_BOX0:
107 case VARYING_SLOT_BOUNDING_BOX1:
108 case VARYING_SLOT_VIEWPORT_MASK:
109 return GL_FALSE;
110 default:
111 return GL_TRUE;
112 }
113 }
114
115 /**
116 * Bit flags for all renderbuffers
117 */
118 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
119 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
120 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
121 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
122 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
123 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
124 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
125 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
126 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
127 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
128 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
129 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
130 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
131 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
132 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
133 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
134 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
135 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
136 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
137
138 /**
139 * Mask of all the color buffer bits (but not accum).
140 */
141 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
142 BUFFER_BIT_BACK_LEFT | \
143 BUFFER_BIT_FRONT_RIGHT | \
144 BUFFER_BIT_BACK_RIGHT | \
145 BUFFER_BIT_AUX0 | \
146 BUFFER_BIT_COLOR0 | \
147 BUFFER_BIT_COLOR1 | \
148 BUFFER_BIT_COLOR2 | \
149 BUFFER_BIT_COLOR3 | \
150 BUFFER_BIT_COLOR4 | \
151 BUFFER_BIT_COLOR5 | \
152 BUFFER_BIT_COLOR6 | \
153 BUFFER_BIT_COLOR7)
154
155 /* Mask of bits for depth+stencil buffers */
156 #define BUFFER_BITS_DEPTH_STENCIL (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL)
157
158 /**
159 * Framebuffer configuration (aka visual / pixelformat)
160 * Note: some of these fields should be boolean, but it appears that
161 * code in drivers/dri/common/util.c requires int-sized fields.
162 */
163 struct gl_config
164 {
165 GLboolean floatMode;
166 GLuint doubleBufferMode;
167 GLuint stereoMode;
168
169 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
170 GLuint redMask, greenMask, blueMask, alphaMask;
171 GLint redShift, greenShift, blueShift, alphaShift;
172 GLint rgbBits; /* total bits for rgb */
173
174 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
175 GLint depthBits;
176 GLint stencilBits;
177
178 GLint numAuxBuffers;
179
180 GLint level;
181
182 /* EXT_visual_rating / GLX 1.2 */
183 GLint visualRating;
184
185 /* EXT_visual_info / GLX 1.2 */
186 GLint transparentPixel;
187 /* colors are floats scaled to ints */
188 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
189 GLint transparentIndex;
190
191 /* ARB_multisample / SGIS_multisample */
192 GLint sampleBuffers;
193 GLuint samples;
194
195 /* SGIX_pbuffer / GLX 1.3 */
196 GLint maxPbufferWidth;
197 GLint maxPbufferHeight;
198 GLint maxPbufferPixels;
199 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
200 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
201
202 /* OML_swap_method */
203 GLint swapMethod;
204
205 /* EXT_texture_from_pixmap */
206 GLint bindToTextureRgb;
207 GLint bindToTextureRgba;
208 GLint bindToMipmapTexture;
209 GLint bindToTextureTargets;
210 GLint yInverted;
211
212 /* EXT_framebuffer_sRGB */
213 GLint sRGBCapable;
214
215 /* EGL_KHR_mutable_render_buffer */
216 GLuint mutableRenderBuffer; /* bool */
217 };
218
219
220 /**
221 * \name Bit flags used for updating material values.
222 */
223 /*@{*/
224 #define MAT_ATTRIB_FRONT_AMBIENT 0
225 #define MAT_ATTRIB_BACK_AMBIENT 1
226 #define MAT_ATTRIB_FRONT_DIFFUSE 2
227 #define MAT_ATTRIB_BACK_DIFFUSE 3
228 #define MAT_ATTRIB_FRONT_SPECULAR 4
229 #define MAT_ATTRIB_BACK_SPECULAR 5
230 #define MAT_ATTRIB_FRONT_EMISSION 6
231 #define MAT_ATTRIB_BACK_EMISSION 7
232 #define MAT_ATTRIB_FRONT_SHININESS 8
233 #define MAT_ATTRIB_BACK_SHININESS 9
234 #define MAT_ATTRIB_FRONT_INDEXES 10
235 #define MAT_ATTRIB_BACK_INDEXES 11
236 #define MAT_ATTRIB_MAX 12
237
238 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
239 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
240 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
241 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
242 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
243 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
244
245 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
246 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
247 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
248 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
249 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
250 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
251 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
252 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
253 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
254 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
255 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
256 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
257
258
259 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
260 MAT_BIT_FRONT_AMBIENT | \
261 MAT_BIT_FRONT_DIFFUSE | \
262 MAT_BIT_FRONT_SPECULAR | \
263 MAT_BIT_FRONT_SHININESS | \
264 MAT_BIT_FRONT_INDEXES)
265
266 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
267 MAT_BIT_BACK_AMBIENT | \
268 MAT_BIT_BACK_DIFFUSE | \
269 MAT_BIT_BACK_SPECULAR | \
270 MAT_BIT_BACK_SHININESS | \
271 MAT_BIT_BACK_INDEXES)
272
273 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
274 /*@}*/
275
276
277 /**
278 * Material state.
279 */
280 struct gl_material
281 {
282 GLfloat Attrib[MAT_ATTRIB_MAX][4];
283 };
284
285
286 /**
287 * Light state flags.
288 */
289 /*@{*/
290 #define LIGHT_SPOT 0x1
291 #define LIGHT_LOCAL_VIEWER 0x2
292 #define LIGHT_POSITIONAL 0x4
293 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
294 /*@}*/
295
296
297 /**
298 * Light source state.
299 */
300 struct gl_light
301 {
302 GLfloat Ambient[4]; /**< ambient color */
303 GLfloat Diffuse[4]; /**< diffuse color */
304 GLfloat Specular[4]; /**< specular color */
305 GLfloat EyePosition[4]; /**< position in eye coordinates */
306 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
307 GLfloat SpotExponent;
308 GLfloat SpotCutoff; /**< in degrees */
309 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
310 GLfloat ConstantAttenuation;
311 GLfloat LinearAttenuation;
312 GLfloat QuadraticAttenuation;
313 GLboolean Enabled; /**< On/off flag */
314
315 /**
316 * \name Derived fields
317 */
318 /*@{*/
319 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
320
321 GLfloat _Position[4]; /**< position in eye/obj coordinates */
322 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
323 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
324 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
325 GLfloat _VP_inf_spot_attenuation;
326
327 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
328 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
329 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
330 /*@}*/
331 };
332
333
334 /**
335 * Light model state.
336 */
337 struct gl_lightmodel
338 {
339 GLfloat Ambient[4]; /**< ambient color */
340 GLboolean LocalViewer; /**< Local (or infinite) view point? */
341 GLboolean TwoSide; /**< Two (or one) sided lighting? */
342 GLenum16 ColorControl; /**< either GL_SINGLE_COLOR
343 or GL_SEPARATE_SPECULAR_COLOR */
344 };
345
346
347 /**
348 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
349 */
350 struct gl_accum_attrib
351 {
352 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
353 };
354
355
356 /**
357 * Used for storing clear color, texture border color, etc.
358 * The float values are typically unclamped.
359 */
360 union gl_color_union
361 {
362 GLfloat f[4];
363 GLint i[4];
364 GLuint ui[4];
365 };
366
367
368 /**
369 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
370 */
371 struct gl_colorbuffer_attrib
372 {
373 GLuint ClearIndex; /**< Index for glClear */
374 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
375 GLuint IndexMask; /**< Color index write mask */
376
377 /** 4 colormask bits per draw buffer, max 8 draw buffers. 4*8 = 32 bits */
378 GLbitfield ColorMask;
379
380 GLenum16 DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
381
382 /**
383 * \name alpha testing
384 */
385 /*@{*/
386 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
387 GLenum16 AlphaFunc; /**< Alpha test function */
388 GLfloat AlphaRefUnclamped;
389 GLclampf AlphaRef; /**< Alpha reference value */
390 /*@}*/
391
392 /**
393 * \name Blending
394 */
395 /*@{*/
396 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
397
398 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
399 * control, only on the fixed-pointness of the render target.
400 * The query does however depend on fragment color clamping.
401 */
402 GLfloat BlendColorUnclamped[4]; /**< Blending color */
403 GLfloat BlendColor[4]; /**< Blending color */
404
405 struct
406 {
407 GLenum16 SrcRGB; /**< RGB blend source term */
408 GLenum16 DstRGB; /**< RGB blend dest term */
409 GLenum16 SrcA; /**< Alpha blend source term */
410 GLenum16 DstA; /**< Alpha blend dest term */
411 GLenum16 EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
412 GLenum16 EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
413 /**
414 * Set if any blend factor uses SRC1. Computed at the time blend factors
415 * get set.
416 */
417 GLboolean _UsesDualSrc;
418 } Blend[MAX_DRAW_BUFFERS];
419 /** Are the blend func terms currently different for each buffer/target? */
420 GLboolean _BlendFuncPerBuffer;
421 /** Are the blend equations currently different for each buffer/target? */
422 GLboolean _BlendEquationPerBuffer;
423
424 /**
425 * Which advanced blending mode is in use (or BLEND_NONE).
426 *
427 * KHR_blend_equation_advanced only allows advanced blending with a single
428 * draw buffer, and NVX_blend_equation_advanced_multi_draw_buffer still
429 * requires all draw buffers to match, so we only need a single value.
430 */
431 enum gl_advanced_blend_mode _AdvancedBlendMode;
432
433 /** Coherency requested via glEnable(GL_BLEND_ADVANCED_COHERENT_KHR)? */
434 bool BlendCoherent;
435 /*@}*/
436
437 /**
438 * \name Logic op
439 */
440 /*@{*/
441 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
442 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
443 GLenum16 LogicOp; /**< Logic operator */
444 enum gl_logicop_mode _LogicOp;
445 /*@}*/
446
447 GLboolean DitherFlag; /**< Dither enable flag */
448
449 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
450 GLenum16 ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
451 GLenum16 ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
452
453 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
454 };
455
456
457 /**
458 * Vertex format to describe a vertex element.
459 */
460 struct gl_vertex_format
461 {
462 GLenum16 Type; /**< datatype: GL_FLOAT, GL_INT, etc */
463 GLenum16 Format; /**< default: GL_RGBA, but may be GL_BGRA */
464 enum pipe_format _PipeFormat:16; /**< pipe_format for Gallium */
465 GLubyte Size:5; /**< components per element (1,2,3,4) */
466 GLubyte Normalized:1; /**< GL_ARB_vertex_program */
467 GLubyte Integer:1; /**< Integer-valued? */
468 GLubyte Doubles:1; /**< double values are not converted to floats */
469 GLubyte _ElementSize; /**< Size of each element in bytes */
470 };
471
472
473 /**
474 * Current attribute group (GL_CURRENT_BIT).
475 */
476 struct gl_current_attrib
477 {
478 /**
479 * \name Current vertex attributes (color, texcoords, etc).
480 * \note Values are valid only after FLUSH_VERTICES has been called.
481 * \note Index and Edgeflag current values are stored as floats in the
482 * SIX and SEVEN attribute slots.
483 * \note We need double storage for 64-bit vertex attributes
484 */
485 GLfloat Attrib[VERT_ATTRIB_MAX][4*2];
486
487 /**
488 * \name Current raster position attributes (always up to date after a
489 * glRasterPos call).
490 */
491 GLfloat RasterPos[4];
492 GLfloat RasterDistance;
493 GLfloat RasterColor[4];
494 GLfloat RasterSecondaryColor[4];
495 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
496 GLboolean RasterPosValid;
497 };
498
499
500 /**
501 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
502 */
503 struct gl_depthbuffer_attrib
504 {
505 GLenum16 Func; /**< Function for depth buffer compare */
506 GLclampd Clear; /**< Value to clear depth buffer to */
507 GLboolean Test; /**< Depth buffering enabled flag */
508 GLboolean Mask; /**< Depth buffer writable? */
509 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
510 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
511 };
512
513
514 /**
515 * Evaluator attribute group (GL_EVAL_BIT).
516 */
517 struct gl_eval_attrib
518 {
519 /**
520 * \name Enable bits
521 */
522 /*@{*/
523 GLboolean Map1Color4;
524 GLboolean Map1Index;
525 GLboolean Map1Normal;
526 GLboolean Map1TextureCoord1;
527 GLboolean Map1TextureCoord2;
528 GLboolean Map1TextureCoord3;
529 GLboolean Map1TextureCoord4;
530 GLboolean Map1Vertex3;
531 GLboolean Map1Vertex4;
532 GLboolean Map2Color4;
533 GLboolean Map2Index;
534 GLboolean Map2Normal;
535 GLboolean Map2TextureCoord1;
536 GLboolean Map2TextureCoord2;
537 GLboolean Map2TextureCoord3;
538 GLboolean Map2TextureCoord4;
539 GLboolean Map2Vertex3;
540 GLboolean Map2Vertex4;
541 GLboolean AutoNormal;
542 /*@}*/
543
544 /**
545 * \name Map Grid endpoints and divisions and calculated du values
546 */
547 /*@{*/
548 GLint MapGrid1un;
549 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
550 GLint MapGrid2un, MapGrid2vn;
551 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
552 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
553 /*@}*/
554 };
555
556
557 /**
558 * Compressed fog mode.
559 */
560 enum gl_fog_mode
561 {
562 FOG_NONE,
563 FOG_LINEAR,
564 FOG_EXP,
565 FOG_EXP2,
566 };
567
568
569 /**
570 * Fog attribute group (GL_FOG_BIT).
571 */
572 struct gl_fog_attrib
573 {
574 GLboolean Enabled; /**< Fog enabled flag */
575 GLboolean ColorSumEnabled;
576 uint8_t _PackedMode; /**< Fog mode as 2 bits */
577 uint8_t _PackedEnabledMode; /**< Masked CompressedMode */
578 GLfloat ColorUnclamped[4]; /**< Fog color */
579 GLfloat Color[4]; /**< Fog color */
580 GLfloat Density; /**< Density >= 0.0 */
581 GLfloat Start; /**< Start distance in eye coords */
582 GLfloat End; /**< End distance in eye coords */
583 GLfloat Index; /**< Fog index */
584 GLenum16 Mode; /**< Fog mode */
585 GLenum16 FogCoordinateSource;/**< GL_EXT_fog_coord */
586 GLenum16 FogDistanceMode; /**< GL_NV_fog_distance */
587 };
588
589
590 /**
591 * Hint attribute group (GL_HINT_BIT).
592 *
593 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
594 */
595 struct gl_hint_attrib
596 {
597 GLenum16 PerspectiveCorrection;
598 GLenum16 PointSmooth;
599 GLenum16 LineSmooth;
600 GLenum16 PolygonSmooth;
601 GLenum16 Fog;
602 GLenum16 TextureCompression; /**< GL_ARB_texture_compression */
603 GLenum16 GenerateMipmap; /**< GL_SGIS_generate_mipmap */
604 GLenum16 FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
605 GLuint MaxShaderCompilerThreads; /**< GL_ARB_parallel_shader_compile */
606 };
607
608
609 /**
610 * Lighting attribute group (GL_LIGHT_BIT).
611 */
612 struct gl_light_attrib
613 {
614 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
615 struct gl_lightmodel Model; /**< Lighting model */
616
617 /**
618 * Front and back material values.
619 * Note: must call FLUSH_VERTICES() before using.
620 */
621 struct gl_material Material;
622
623 GLboolean Enabled; /**< Lighting enabled flag */
624 GLboolean ColorMaterialEnabled;
625
626 GLenum16 ShadeModel; /**< GL_FLAT or GL_SMOOTH */
627 GLenum16 ProvokingVertex; /**< GL_EXT_provoking_vertex */
628 GLenum16 ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
629 GLenum16 ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
630 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
631
632
633 GLboolean _ClampVertexColor;
634 GLenum16 ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
635
636 /**
637 * Derived state for optimizations:
638 */
639 /*@{*/
640 GLbitfield _EnabledLights; /**< bitmask containing enabled lights */
641
642 GLboolean _NeedEyeCoords;
643 GLboolean _NeedVertices; /**< Use fast shader? */
644
645 GLfloat _BaseColor[2][3];
646 /*@}*/
647 };
648
649
650 /**
651 * Line attribute group (GL_LINE_BIT).
652 */
653 struct gl_line_attrib
654 {
655 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
656 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
657 GLushort StipplePattern; /**< Stipple pattern */
658 GLint StippleFactor; /**< Stipple repeat factor */
659 GLfloat Width; /**< Line width */
660 };
661
662
663 /**
664 * Display list attribute group (GL_LIST_BIT).
665 */
666 struct gl_list_attrib
667 {
668 GLuint ListBase;
669 };
670
671
672 /**
673 * Multisample attribute group (GL_MULTISAMPLE_BIT).
674 */
675 struct gl_multisample_attrib
676 {
677 GLboolean Enabled;
678 GLboolean SampleAlphaToCoverage;
679 GLboolean SampleAlphaToOne;
680 GLboolean SampleCoverage;
681 GLboolean SampleCoverageInvert;
682 GLboolean SampleShading;
683
684 /* ARB_texture_multisample / GL3.2 additions */
685 GLboolean SampleMask;
686
687 GLfloat SampleCoverageValue; /**< In range [0, 1] */
688 GLfloat MinSampleShadingValue; /**< In range [0, 1] */
689
690 /** The GL spec defines this as an array but >32x MSAA is madness */
691 GLbitfield SampleMaskValue;
692
693 /* NV_alpha_to_coverage_dither_control */
694 GLenum SampleAlphaToCoverageDitherControl;
695 };
696
697
698 /**
699 * A pixelmap (see glPixelMap)
700 */
701 struct gl_pixelmap
702 {
703 GLint Size;
704 GLfloat Map[MAX_PIXEL_MAP_TABLE];
705 };
706
707
708 /**
709 * Collection of all pixelmaps
710 */
711 struct gl_pixelmaps
712 {
713 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
714 struct gl_pixelmap GtoG;
715 struct gl_pixelmap BtoB;
716 struct gl_pixelmap AtoA;
717 struct gl_pixelmap ItoR;
718 struct gl_pixelmap ItoG;
719 struct gl_pixelmap ItoB;
720 struct gl_pixelmap ItoA;
721 struct gl_pixelmap ItoI;
722 struct gl_pixelmap StoS;
723 };
724
725
726 /**
727 * Pixel attribute group (GL_PIXEL_MODE_BIT).
728 */
729 struct gl_pixel_attrib
730 {
731 GLenum16 ReadBuffer; /**< source buffer for glRead/CopyPixels() */
732
733 /*--- Begin Pixel Transfer State ---*/
734 /* Fields are in the order in which they're applied... */
735
736 /** Scale & Bias (index shift, offset) */
737 /*@{*/
738 GLfloat RedBias, RedScale;
739 GLfloat GreenBias, GreenScale;
740 GLfloat BlueBias, BlueScale;
741 GLfloat AlphaBias, AlphaScale;
742 GLfloat DepthBias, DepthScale;
743 GLint IndexShift, IndexOffset;
744 /*@}*/
745
746 /* Pixel Maps */
747 /* Note: actual pixel maps are not part of this attrib group */
748 GLboolean MapColorFlag;
749 GLboolean MapStencilFlag;
750
751 /*--- End Pixel Transfer State ---*/
752
753 /** glPixelZoom */
754 GLfloat ZoomX, ZoomY;
755 };
756
757
758 /**
759 * Point attribute group (GL_POINT_BIT).
760 */
761 struct gl_point_attrib
762 {
763 GLfloat Size; /**< User-specified point size */
764 GLfloat Params[3]; /**< GL_EXT_point_parameters */
765 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
766 GLfloat Threshold; /**< GL_EXT_point_parameters */
767 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
768 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
769 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
770 GLbitfield CoordReplace; /**< GL_ARB_point_sprite*/
771 GLenum16 SpriteRMode; /**< GL_NV_point_sprite (only!) */
772 GLenum16 SpriteOrigin; /**< GL_ARB_point_sprite */
773 };
774
775
776 /**
777 * Polygon attribute group (GL_POLYGON_BIT).
778 */
779 struct gl_polygon_attrib
780 {
781 GLenum16 FrontFace; /**< Either GL_CW or GL_CCW */
782 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
783 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
784 GLboolean CullFlag; /**< Culling on/off flag */
785 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
786 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
787 GLenum16 CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
788 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
789 GLfloat OffsetUnits; /**< Polygon offset units, from user */
790 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
791 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
792 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
793 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
794 };
795
796
797 /**
798 * Scissor attributes (GL_SCISSOR_BIT).
799 */
800 struct gl_scissor_rect
801 {
802 GLint X, Y; /**< Lower left corner of box */
803 GLsizei Width, Height; /**< Size of box */
804 };
805
806
807 struct gl_scissor_attrib
808 {
809 GLbitfield EnableFlags; /**< Scissor test enabled? */
810 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
811 GLint NumWindowRects; /**< Count of enabled window rectangles */
812 GLenum16 WindowRectMode; /**< Whether to include or exclude the rects */
813 struct gl_scissor_rect WindowRects[MAX_WINDOW_RECTANGLES];
814 };
815
816
817 /**
818 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
819 *
820 * Three sets of stencil data are tracked so that OpenGL 2.0,
821 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
822 * simultaneously. In each of the stencil state arrays, element 0 corresponds
823 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
824 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
825 * GL_EXT_stencil_two_side GL_BACK state.
826 *
827 * The derived value \c _BackFace is either 1 or 2 depending on whether or
828 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
829 *
830 * The derived value \c _TestTwoSide is set when the front-face and back-face
831 * stencil state are different.
832 */
833 struct gl_stencil_attrib
834 {
835 GLboolean Enabled; /**< Enabled flag */
836 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
837 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
838 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
839 GLenum16 Function[3]; /**< Stencil function */
840 GLenum16 FailFunc[3]; /**< Fail function */
841 GLenum16 ZPassFunc[3]; /**< Depth buffer pass function */
842 GLenum16 ZFailFunc[3]; /**< Depth buffer fail function */
843 GLint Ref[3]; /**< Reference value */
844 GLuint ValueMask[3]; /**< Value mask */
845 GLuint WriteMask[3]; /**< Write mask */
846 GLuint Clear; /**< Clear value */
847 };
848
849
850 /**
851 * Bit flags for each type of texture object
852 */
853 /*@{*/
854 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
855 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
856 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
857 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
858 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
859 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
860 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
861 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
862 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
863 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
864 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
865 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
866 /*@}*/
867
868
869 /**
870 * Texture image state. Drivers will typically create a subclass of this
871 * with extra fields for memory buffers, etc.
872 */
873 struct gl_texture_image
874 {
875 GLint InternalFormat; /**< Internal format as given by the user */
876 GLenum16 _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
877 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
878 * GL_INTENSITY, GL_DEPTH_COMPONENT or
879 * GL_DEPTH_STENCIL_EXT only. Used for
880 * choosing TexEnv arithmetic.
881 */
882 mesa_format TexFormat; /**< The actual texture memory format */
883
884 GLuint Border; /**< 0 or 1 */
885 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
886 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
887 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
888 GLuint Width2; /**< = Width - 2*Border */
889 GLuint Height2; /**< = Height - 2*Border */
890 GLuint Depth2; /**< = Depth - 2*Border */
891 GLuint WidthLog2; /**< = log2(Width2) */
892 GLuint HeightLog2; /**< = log2(Height2) */
893 GLuint DepthLog2; /**< = log2(Depth2) */
894 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
895 levels, computed from the dimensions */
896
897 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
898 GLuint Level; /**< Which mipmap level am I? */
899 /** Cube map face: index into gl_texture_object::Image[] array */
900 GLuint Face;
901
902 /** GL_ARB_texture_multisample */
903 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
904 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
905 };
906
907
908 /**
909 * Indexes for cube map faces.
910 */
911 typedef enum
912 {
913 FACE_POS_X = 0,
914 FACE_NEG_X = 1,
915 FACE_POS_Y = 2,
916 FACE_NEG_Y = 3,
917 FACE_POS_Z = 4,
918 FACE_NEG_Z = 5,
919 MAX_FACES = 6
920 } gl_face_index;
921
922
923 /**
924 * Sampler object state. These objects are new with GL_ARB_sampler_objects
925 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
926 */
927 struct gl_sampler_object
928 {
929 simple_mtx_t Mutex;
930 GLuint Name;
931 GLchar *Label; /**< GL_KHR_debug */
932 GLint RefCount;
933
934 GLenum16 WrapS; /**< S-axis texture image wrap mode */
935 GLenum16 WrapT; /**< T-axis texture image wrap mode */
936 GLenum16 WrapR; /**< R-axis texture image wrap mode */
937 GLenum16 MinFilter; /**< minification filter */
938 GLenum16 MagFilter; /**< magnification filter */
939 GLenum16 sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
940 union gl_color_union BorderColor; /**< Interpreted according to texture format */
941 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
942 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
943 GLfloat LodBias; /**< OpenGL 1.4 */
944 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
945 GLenum16 CompareMode; /**< GL_ARB_shadow */
946 GLenum16 CompareFunc; /**< GL_ARB_shadow */
947 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
948
949 /** GL_ARB_bindless_texture */
950 bool HandleAllocated;
951 struct util_dynarray Handles;
952 };
953
954
955 /**
956 * Texture object state. Contains the array of mipmap images, border color,
957 * wrap modes, filter modes, and shadow/texcompare state.
958 */
959 struct gl_texture_object
960 {
961 simple_mtx_t Mutex; /**< for thread safety */
962 GLint RefCount; /**< reference count */
963 GLuint Name; /**< the user-visible texture object ID */
964 GLenum16 Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
965 GLenum16 DepthMode; /**< GL_ARB_depth_texture */
966 GLchar *Label; /**< GL_KHR_debug */
967
968 struct gl_sampler_object Sampler;
969
970 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
971 Only valid when Target is valid. */
972 GLfloat Priority; /**< in [0,1] */
973 GLint MaxLevel; /**< max mipmap level (max=1000), OpenGL 1.2 */
974 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
975 GLbyte _MaxLevel; /**< actual max mipmap level (q in the spec) */
976 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
977 GLint CropRect[4]; /**< GL_OES_draw_texture */
978 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
979 GLushort _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
980 GLbyte ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
981 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
982 GLboolean _BaseComplete; /**< Is the base texture level valid? */
983 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
984 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
985 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
986 GLboolean Purgeable; /**< Is the buffer purgeable under memory
987 pressure? */
988 GLboolean Immutable; /**< GL_ARB_texture_storage */
989 GLboolean _IsFloat; /**< GL_OES_float_texture */
990 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
991 bool StencilSampling; /**< Should we sample stencil instead of depth? */
992 bool HandleAllocated; /**< GL_ARB_bindless_texture */
993
994 /** GL_OES_EGL_image_external */
995 GLubyte RequiredTextureImageUnits;
996
997 GLubyte MinLevel; /**< GL_ARB_texture_view */
998 GLubyte NumLevels; /**< GL_ARB_texture_view */
999 GLushort MinLayer; /**< GL_ARB_texture_view */
1000 GLushort NumLayers; /**< GL_ARB_texture_view */
1001
1002 /** GL_EXT_memory_object */
1003 GLenum16 TextureTiling;
1004
1005 /** GL_ARB_shader_image_load_store */
1006 GLenum16 ImageFormatCompatibilityType;
1007
1008 /** GL_ARB_texture_buffer_object */
1009 GLenum16 BufferObjectFormat;
1010 /** Equivalent Mesa format for BufferObjectFormat. */
1011 mesa_format _BufferObjectFormat;
1012 struct gl_buffer_object *BufferObject;
1013
1014 /** GL_ARB_texture_buffer_range */
1015 GLintptr BufferOffset;
1016 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1017
1018 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1019 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1020
1021 /** GL_ARB_bindless_texture */
1022 struct util_dynarray SamplerHandles;
1023 struct util_dynarray ImageHandles;
1024 };
1025
1026
1027 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1028 #define MAX_COMBINER_TERMS 4
1029
1030
1031 /**
1032 * Texture combine environment state.
1033 */
1034 struct gl_tex_env_combine_state
1035 {
1036 GLenum16 ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1037 GLenum16 ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1038 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1039 GLenum16 SourceRGB[MAX_COMBINER_TERMS];
1040 GLenum16 SourceA[MAX_COMBINER_TERMS];
1041 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1042 GLenum16 OperandRGB[MAX_COMBINER_TERMS];
1043 GLenum16 OperandA[MAX_COMBINER_TERMS];
1044 GLubyte ScaleShiftRGB; /**< 0, 1 or 2 */
1045 GLubyte ScaleShiftA; /**< 0, 1 or 2 */
1046 GLubyte _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1047 GLubyte _NumArgsA; /**< Number of inputs used for the A combiner */
1048 };
1049
1050
1051 /** Compressed TexEnv effective Combine mode */
1052 enum gl_tex_env_mode
1053 {
1054 TEXENV_MODE_REPLACE, /* r = a0 */
1055 TEXENV_MODE_MODULATE, /* r = a0 * a1 */
1056 TEXENV_MODE_ADD, /* r = a0 + a1 */
1057 TEXENV_MODE_ADD_SIGNED, /* r = a0 + a1 - 0.5 */
1058 TEXENV_MODE_INTERPOLATE, /* r = a0 * a2 + a1 * (1 - a2) */
1059 TEXENV_MODE_SUBTRACT, /* r = a0 - a1 */
1060 TEXENV_MODE_DOT3_RGB, /* r = a0 . a1 */
1061 TEXENV_MODE_DOT3_RGB_EXT, /* r = a0 . a1 */
1062 TEXENV_MODE_DOT3_RGBA, /* r = a0 . a1 */
1063 TEXENV_MODE_DOT3_RGBA_EXT, /* r = a0 . a1 */
1064 TEXENV_MODE_MODULATE_ADD_ATI, /* r = a0 * a2 + a1 */
1065 TEXENV_MODE_MODULATE_SIGNED_ADD_ATI, /* r = a0 * a2 + a1 - 0.5 */
1066 TEXENV_MODE_MODULATE_SUBTRACT_ATI, /* r = a0 * a2 - a1 */
1067 TEXENV_MODE_ADD_PRODUCTS_NV, /* r = a0 * a1 + a2 * a3 */
1068 TEXENV_MODE_ADD_PRODUCTS_SIGNED_NV, /* r = a0 * a1 + a2 * a3 - 0.5 */
1069 };
1070
1071
1072 /** Compressed TexEnv Combine source */
1073 enum gl_tex_env_source
1074 {
1075 TEXENV_SRC_TEXTURE0,
1076 TEXENV_SRC_TEXTURE1,
1077 TEXENV_SRC_TEXTURE2,
1078 TEXENV_SRC_TEXTURE3,
1079 TEXENV_SRC_TEXTURE4,
1080 TEXENV_SRC_TEXTURE5,
1081 TEXENV_SRC_TEXTURE6,
1082 TEXENV_SRC_TEXTURE7,
1083 TEXENV_SRC_TEXTURE,
1084 TEXENV_SRC_PREVIOUS,
1085 TEXENV_SRC_PRIMARY_COLOR,
1086 TEXENV_SRC_CONSTANT,
1087 TEXENV_SRC_ZERO,
1088 TEXENV_SRC_ONE,
1089 };
1090
1091
1092 /** Compressed TexEnv Combine operand */
1093 enum gl_tex_env_operand
1094 {
1095 TEXENV_OPR_COLOR,
1096 TEXENV_OPR_ONE_MINUS_COLOR,
1097 TEXENV_OPR_ALPHA,
1098 TEXENV_OPR_ONE_MINUS_ALPHA,
1099 };
1100
1101
1102 /** Compressed TexEnv Combine argument */
1103 struct gl_tex_env_argument
1104 {
1105 #ifdef __GNUC__
1106 __extension__ uint8_t Source:4; /**< TEXENV_SRC_x */
1107 __extension__ uint8_t Operand:2; /**< TEXENV_OPR_x */
1108 #else
1109 uint8_t Source; /**< SRC_x */
1110 uint8_t Operand; /**< OPR_x */
1111 #endif
1112 };
1113
1114
1115 /***
1116 * Compressed TexEnv Combine state.
1117 */
1118 struct gl_tex_env_combine_packed
1119 {
1120 uint32_t ModeRGB:4; /**< Effective mode for RGB as 4 bits */
1121 uint32_t ModeA:4; /**< Effective mode for RGB as 4 bits */
1122 uint32_t ScaleShiftRGB:2; /**< 0, 1 or 2 */
1123 uint32_t ScaleShiftA:2; /**< 0, 1 or 2 */
1124 uint32_t NumArgsRGB:3; /**< Number of inputs used for the RGB combiner */
1125 uint32_t NumArgsA:3; /**< Number of inputs used for the A combiner */
1126 /** Source arguments in a packed manner */
1127 struct gl_tex_env_argument ArgsRGB[MAX_COMBINER_TERMS];
1128 struct gl_tex_env_argument ArgsA[MAX_COMBINER_TERMS];
1129 };
1130
1131
1132 /**
1133 * TexGenEnabled flags.
1134 */
1135 /*@{*/
1136 #define S_BIT 1
1137 #define T_BIT 2
1138 #define R_BIT 4
1139 #define Q_BIT 8
1140 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1141 /*@}*/
1142
1143
1144 /**
1145 * Bit flag versions of the corresponding GL_ constants.
1146 */
1147 /*@{*/
1148 #define TEXGEN_SPHERE_MAP 0x1
1149 #define TEXGEN_OBJ_LINEAR 0x2
1150 #define TEXGEN_EYE_LINEAR 0x4
1151 #define TEXGEN_REFLECTION_MAP_NV 0x8
1152 #define TEXGEN_NORMAL_MAP_NV 0x10
1153
1154 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1155 TEXGEN_REFLECTION_MAP_NV | \
1156 TEXGEN_NORMAL_MAP_NV)
1157 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1158 TEXGEN_REFLECTION_MAP_NV | \
1159 TEXGEN_NORMAL_MAP_NV | \
1160 TEXGEN_EYE_LINEAR)
1161 /*@}*/
1162
1163
1164
1165 /** Tex-gen enabled for texture unit? */
1166 #define ENABLE_TEXGEN(unit) (1 << (unit))
1167
1168 /** Non-identity texture matrix for texture unit? */
1169 #define ENABLE_TEXMAT(unit) (1 << (unit))
1170
1171
1172 /**
1173 * Texture coord generation state.
1174 */
1175 struct gl_texgen
1176 {
1177 GLenum16 Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1178 GLbitfield8 _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1179 GLfloat ObjectPlane[4];
1180 GLfloat EyePlane[4];
1181 };
1182
1183
1184 /**
1185 * Sampler-related subset of a texture unit, like current texture objects.
1186 */
1187 struct gl_texture_unit
1188 {
1189 GLfloat LodBias; /**< for biasing mipmap levels */
1190
1191 /** Texture targets that have a non-default texture bound */
1192 GLbitfield _BoundTextures;
1193
1194 /** Current sampler object (GL_ARB_sampler_objects) */
1195 struct gl_sampler_object *Sampler;
1196
1197 /** Current texture object pointers */
1198 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1199
1200 /** Points to highest priority, complete and enabled texture object */
1201 struct gl_texture_object *_Current;
1202 };
1203
1204
1205 /**
1206 * Fixed-function-related subset of a texture unit, like enable flags,
1207 * texture environment/function/combiners, and texgen state.
1208 */
1209 struct gl_fixedfunc_texture_unit
1210 {
1211 GLbitfield16 Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1212
1213 GLenum16 EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1214 GLclampf EnvColor[4];
1215 GLfloat EnvColorUnclamped[4];
1216
1217 struct gl_texgen GenS;
1218 struct gl_texgen GenT;
1219 struct gl_texgen GenR;
1220 struct gl_texgen GenQ;
1221 GLbitfield8 TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1222 GLbitfield8 _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1223
1224 /**
1225 * \name GL_EXT_texture_env_combine
1226 */
1227 struct gl_tex_env_combine_state Combine;
1228
1229 /**
1230 * Derived state based on \c EnvMode and the \c BaseFormat of the
1231 * currently enabled texture.
1232 */
1233 struct gl_tex_env_combine_state _EnvMode;
1234
1235 /** Current compressed TexEnv & Combine state */
1236 struct gl_tex_env_combine_packed _CurrentCombinePacked;
1237
1238 /**
1239 * Currently enabled combiner state. This will point to either
1240 * \c Combine or \c _EnvMode.
1241 */
1242 struct gl_tex_env_combine_state *_CurrentCombine;
1243 };
1244
1245
1246 /**
1247 * Texture attribute group (GL_TEXTURE_BIT).
1248 */
1249 struct gl_texture_attrib
1250 {
1251 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1252
1253 /** GL_ARB_texture_buffer_object */
1254 struct gl_buffer_object *BufferObject;
1255
1256 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1257
1258 /** Texture coord units/sets used for fragment texturing */
1259 GLbitfield8 _EnabledCoordUnits;
1260
1261 /** Texture coord units that have texgen enabled */
1262 GLbitfield8 _TexGenEnabled;
1263
1264 /** Texture coord units that have non-identity matrices */
1265 GLbitfield8 _TexMatEnabled;
1266
1267 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1268 GLbitfield8 _GenFlags;
1269
1270 /** Largest index of a texture unit with _Current != NULL. */
1271 GLshort _MaxEnabledTexImageUnit;
1272
1273 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1274 GLubyte NumCurrentTexUsed;
1275
1276 /** GL_ARB_seamless_cubemap */
1277 GLboolean CubeMapSeamless;
1278
1279 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1280 struct gl_fixedfunc_texture_unit FixedFuncUnit[MAX_TEXTURE_COORD_UNITS];
1281 };
1282
1283
1284 /**
1285 * Data structure representing a single clip plane (e.g. one of the elements
1286 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1287 */
1288 typedef GLfloat gl_clip_plane[4];
1289
1290
1291 /**
1292 * Transformation attribute group (GL_TRANSFORM_BIT).
1293 */
1294 struct gl_transform_attrib
1295 {
1296 GLenum16 MatrixMode; /**< Matrix mode */
1297 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1298 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1299 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1300 GLboolean Normalize; /**< Normalize all normals? */
1301 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1302 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1303 GLboolean DepthClampNear; /**< GL_AMD_depth_clamp_separate */
1304 GLboolean DepthClampFar; /**< GL_AMD_depth_clamp_separate */
1305 /** GL_ARB_clip_control */
1306 GLenum16 ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1307 GLenum16 ClipDepthMode;/**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1308 };
1309
1310
1311 /**
1312 * Viewport attribute group (GL_VIEWPORT_BIT).
1313 */
1314 struct gl_viewport_attrib
1315 {
1316 GLfloat X, Y; /**< position */
1317 GLfloat Width, Height; /**< size */
1318 GLfloat Near, Far; /**< Depth buffer range */
1319
1320 /**< GL_NV_viewport_swizzle */
1321 GLenum16 SwizzleX, SwizzleY, SwizzleZ, SwizzleW;
1322 };
1323
1324
1325 /**
1326 * Fields describing a mapped buffer range.
1327 */
1328 struct gl_buffer_mapping
1329 {
1330 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1331 GLvoid *Pointer; /**< User-space address of mapping */
1332 GLintptr Offset; /**< Mapped offset */
1333 GLsizeiptr Length; /**< Mapped length */
1334 };
1335
1336
1337 /**
1338 * Usages we've seen for a buffer object.
1339 */
1340 typedef enum
1341 {
1342 USAGE_UNIFORM_BUFFER = 0x1,
1343 USAGE_TEXTURE_BUFFER = 0x2,
1344 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1345 USAGE_SHADER_STORAGE_BUFFER = 0x8,
1346 USAGE_TRANSFORM_FEEDBACK_BUFFER = 0x10,
1347 USAGE_PIXEL_PACK_BUFFER = 0x20,
1348 USAGE_ARRAY_BUFFER = 0x40,
1349 USAGE_ELEMENT_ARRAY_BUFFER = 0x80,
1350 USAGE_DISABLE_MINMAX_CACHE = 0x100,
1351 } gl_buffer_usage;
1352
1353
1354 /**
1355 * GL_ARB_vertex/pixel_buffer_object buffer object
1356 */
1357 struct gl_buffer_object
1358 {
1359 GLint RefCount;
1360 GLuint Name;
1361 GLchar *Label; /**< GL_KHR_debug */
1362 GLenum16 Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1363 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1364 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1365 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1366 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1367 GLboolean Written; /**< Ever written to? (for debugging) */
1368 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1369 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1370 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1371
1372 /** Counters used for buffer usage warnings */
1373 GLuint NumSubDataCalls;
1374 GLuint NumMapBufferWriteCalls;
1375
1376 struct gl_buffer_mapping Mappings[MAP_COUNT];
1377
1378 /** Memoization of min/max index computations for static index buffers */
1379 simple_mtx_t MinMaxCacheMutex;
1380 struct hash_table *MinMaxCache;
1381 unsigned MinMaxCacheHitIndices;
1382 unsigned MinMaxCacheMissIndices;
1383 bool MinMaxCacheDirty;
1384
1385 bool HandleAllocated; /**< GL_ARB_bindless_texture */
1386 };
1387
1388
1389 /**
1390 * Client pixel packing/unpacking attributes
1391 */
1392 struct gl_pixelstore_attrib
1393 {
1394 GLint Alignment;
1395 GLint RowLength;
1396 GLint SkipPixels;
1397 GLint SkipRows;
1398 GLint ImageHeight;
1399 GLint SkipImages;
1400 GLboolean SwapBytes;
1401 GLboolean LsbFirst;
1402 GLboolean Invert; /**< GL_MESA_pack_invert */
1403 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1404 GLint CompressedBlockHeight;
1405 GLint CompressedBlockDepth;
1406 GLint CompressedBlockSize;
1407 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1408 };
1409
1410
1411 /**
1412 * Enum for defining the mapping for the position/generic0 attribute.
1413 *
1414 * Do not change the order of the values as these are used as
1415 * array indices.
1416 */
1417 typedef enum
1418 {
1419 ATTRIBUTE_MAP_MODE_IDENTITY, /**< 1:1 mapping */
1420 ATTRIBUTE_MAP_MODE_POSITION, /**< get position and generic0 from position */
1421 ATTRIBUTE_MAP_MODE_GENERIC0, /**< get position and generic0 from generic0 */
1422 ATTRIBUTE_MAP_MODE_MAX /**< for sizing arrays */
1423 } gl_attribute_map_mode;
1424
1425
1426 /**
1427 * Attributes to describe a vertex array.
1428 *
1429 * Contains the size, type, format and normalization flag,
1430 * along with the index of a vertex buffer binding point.
1431 *
1432 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1433 * and is only present for backwards compatibility reasons.
1434 * Rendering always uses VERTEX_BINDING_STRIDE.
1435 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1436 * and VERTEX_BINDING_STRIDE to the same value, while
1437 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1438 */
1439 struct gl_array_attributes
1440 {
1441 /** Points to client array data. Not used when a VBO is bound */
1442 const GLubyte *Ptr;
1443 /** Offset of the first element relative to the binding offset */
1444 GLuint RelativeOffset;
1445 /** Vertex format */
1446 struct gl_vertex_format Format;
1447 /** Stride as specified with gl*Pointer() */
1448 GLshort Stride;
1449 /** Index into gl_vertex_array_object::BufferBinding[] array */
1450 GLubyte BufferBindingIndex;
1451
1452 /**
1453 * Derived effective buffer binding index
1454 *
1455 * Index into the gl_vertex_buffer_binding array of the vao.
1456 * Similar to BufferBindingIndex, but with the mapping of the
1457 * position/generic0 attributes applied and with identical
1458 * gl_vertex_buffer_binding entries collapsed to a single
1459 * entry within the vao.
1460 *
1461 * The value is valid past calling _mesa_update_vao_derived_arrays.
1462 * Note that _mesa_update_vao_derived_arrays is called when binding
1463 * the VAO to Array._DrawVAO.
1464 */
1465 GLubyte _EffBufferBindingIndex;
1466 /**
1467 * Derived effective relative offset.
1468 *
1469 * Relative offset to the effective buffers offset in
1470 * gl_vertex_buffer_binding::_EffOffset.
1471 *
1472 * The value is valid past calling _mesa_update_vao_derived_arrays.
1473 * Note that _mesa_update_vao_derived_arrays is called when binding
1474 * the VAO to Array._DrawVAO.
1475 */
1476 GLushort _EffRelativeOffset;
1477 };
1478
1479
1480 /**
1481 * This describes the buffer object used for a vertex array (or
1482 * multiple vertex arrays). If BufferObj points to the default/null
1483 * buffer object, then the vertex array lives in user memory and not a VBO.
1484 */
1485 struct gl_vertex_buffer_binding
1486 {
1487 GLintptr Offset; /**< User-specified offset */
1488 GLsizei Stride; /**< User-specified stride */
1489 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1490 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1491 GLbitfield _BoundArrays; /**< Arrays bound to this binding point */
1492
1493 /**
1494 * Derived effective bound arrays.
1495 *
1496 * The effective binding handles enabled arrays past the
1497 * position/generic0 attribute mapping and reduces the refered
1498 * gl_vertex_buffer_binding entries to a unique subset.
1499 *
1500 * The value is valid past calling _mesa_update_vao_derived_arrays.
1501 * Note that _mesa_update_vao_derived_arrays is called when binding
1502 * the VAO to Array._DrawVAO.
1503 */
1504 GLbitfield _EffBoundArrays;
1505 /**
1506 * Derived offset.
1507 *
1508 * The absolute offset to that we can collapse some attributes
1509 * to this unique effective binding.
1510 * For user space array bindings this contains the smallest pointer value
1511 * in the bound and interleaved arrays.
1512 * For VBO bindings this contains an offset that lets the attributes
1513 * _EffRelativeOffset stay positive and in bounds with
1514 * Const.MaxVertexAttribRelativeOffset
1515 *
1516 * The value is valid past calling _mesa_update_vao_derived_arrays.
1517 * Note that _mesa_update_vao_derived_arrays is called when binding
1518 * the VAO to Array._DrawVAO.
1519 */
1520 GLintptr _EffOffset;
1521 };
1522
1523
1524 /**
1525 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+ /
1526 * the GL_ARB_vertex_array_object extension.
1527 */
1528 struct gl_vertex_array_object
1529 {
1530 /** Name of the VAO as received from glGenVertexArray. */
1531 GLuint Name;
1532
1533 GLint RefCount;
1534
1535 GLchar *Label; /**< GL_KHR_debug */
1536
1537 /**
1538 * Has this array object been bound?
1539 */
1540 GLboolean EverBound;
1541
1542 /**
1543 * Whether the VAO is changed by the application so often that some of
1544 * the derived fields are not updated at all to decrease overhead.
1545 * Also, interleaved arrays are not detected, because it's too expensive
1546 * to do that before every draw call.
1547 */
1548 bool IsDynamic;
1549
1550 /**
1551 * Marked to true if the object is shared between contexts and immutable.
1552 * Then reference counting is done using atomics and thread safe.
1553 * Is used for dlist VAOs.
1554 */
1555 bool SharedAndImmutable;
1556
1557 /**
1558 * Number of updates that were done by the application. This is used to
1559 * decide whether the VAO is static or dynamic.
1560 */
1561 unsigned NumUpdates;
1562
1563 /** Vertex attribute arrays */
1564 struct gl_array_attributes VertexAttrib[VERT_ATTRIB_MAX];
1565
1566 /** Vertex buffer bindings */
1567 struct gl_vertex_buffer_binding BufferBinding[VERT_ATTRIB_MAX];
1568
1569 /** Mask indicating which vertex arrays have vertex buffer associated. */
1570 GLbitfield VertexAttribBufferMask;
1571
1572 /** Mask indicating which vertex arrays have a non-zero instance divisor. */
1573 GLbitfield NonZeroDivisorMask;
1574
1575 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1576 GLbitfield Enabled;
1577
1578 /**
1579 * Mask of VERT_BIT_* enabled arrays past position/generic0 mapping
1580 *
1581 * The value is valid past calling _mesa_update_vao_derived_arrays.
1582 * Note that _mesa_update_vao_derived_arrays is called when binding
1583 * the VAO to Array._DrawVAO.
1584 */
1585 GLbitfield _EffEnabledVBO;
1586
1587 /** Same as _EffEnabledVBO, but for instance divisors. */
1588 GLbitfield _EffEnabledNonZeroDivisor;
1589
1590 /** Denotes the way the position/generic0 attribute is mapped */
1591 gl_attribute_map_mode _AttributeMapMode;
1592
1593 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1594 GLbitfield NewArrays;
1595
1596 /** The index buffer (also known as the element array buffer in OpenGL). */
1597 struct gl_buffer_object *IndexBufferObj;
1598 };
1599
1600
1601 /**
1602 * Vertex array state
1603 */
1604 struct gl_array_attrib
1605 {
1606 /** Currently bound array object. */
1607 struct gl_vertex_array_object *VAO;
1608
1609 /** The default vertex array object */
1610 struct gl_vertex_array_object *DefaultVAO;
1611
1612 /** The last VAO accessed by a DSA function */
1613 struct gl_vertex_array_object *LastLookedUpVAO;
1614
1615 /** These contents are copied to newly created VAOs. */
1616 struct gl_vertex_array_object DefaultVAOState;
1617
1618 /** Array objects (GL_ARB_vertex_array_object) */
1619 struct _mesa_HashTable *Objects;
1620
1621 GLint ActiveTexture; /**< Client Active Texture */
1622 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1623 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1624
1625 /**
1626 * \name Primitive restart controls
1627 *
1628 * Primitive restart is enabled if either \c PrimitiveRestart or
1629 * \c PrimitiveRestartFixedIndex is set.
1630 */
1631 /*@{*/
1632 GLboolean PrimitiveRestart;
1633 GLboolean PrimitiveRestartFixedIndex;
1634 GLboolean _PrimitiveRestart;
1635 GLuint RestartIndex;
1636 GLuint _RestartIndex[4]; /**< Restart indices for index_size - 1. */
1637 /*@}*/
1638
1639 /* GL_ARB_vertex_buffer_object */
1640 struct gl_buffer_object *ArrayBufferObj;
1641
1642 /**
1643 * Vertex array object that is used with the currently active draw command.
1644 * The _DrawVAO is either set to the currently bound VAO for array type
1645 * draws or to internal VAO's set up by the vbo module to execute immediate
1646 * mode or display list draws.
1647 */
1648 struct gl_vertex_array_object *_DrawVAO;
1649 /**
1650 * The VERT_BIT_* bits effectively enabled from the current _DrawVAO.
1651 * This is always a subset of _mesa_get_vao_vp_inputs(_DrawVAO)
1652 * but may omit those arrays that shall not be referenced by the current
1653 * gl_vertex_program_state::_VPMode. For example the generic attributes are
1654 * maked out form the _DrawVAO's enabled arrays when a fixed function
1655 * array draw is executed.
1656 */
1657 GLbitfield _DrawVAOEnabledAttribs;
1658 /**
1659 * Initially or if the VAO referenced by _DrawVAO is deleted the _DrawVAO
1660 * pointer is set to the _EmptyVAO which is just an empty VAO all the time.
1661 */
1662 struct gl_vertex_array_object *_EmptyVAO;
1663
1664 /** Legal array datatypes and the API for which they have been computed */
1665 GLbitfield LegalTypesMask;
1666 gl_api LegalTypesMaskAPI;
1667 };
1668
1669
1670 /**
1671 * Feedback buffer state
1672 */
1673 struct gl_feedback
1674 {
1675 GLenum16 Type;
1676 GLbitfield _Mask; /**< FB_* bits */
1677 GLfloat *Buffer;
1678 GLuint BufferSize;
1679 GLuint Count;
1680 };
1681
1682
1683 /**
1684 * Selection buffer state
1685 */
1686 struct gl_selection
1687 {
1688 GLuint *Buffer; /**< selection buffer */
1689 GLuint BufferSize; /**< size of the selection buffer */
1690 GLuint BufferCount; /**< number of values in the selection buffer */
1691 GLuint Hits; /**< number of records in the selection buffer */
1692 GLuint NameStackDepth; /**< name stack depth */
1693 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1694 GLboolean HitFlag; /**< hit flag */
1695 GLfloat HitMinZ; /**< minimum hit depth */
1696 GLfloat HitMaxZ; /**< maximum hit depth */
1697 };
1698
1699
1700 /**
1701 * 1-D Evaluator control points
1702 */
1703 struct gl_1d_map
1704 {
1705 GLuint Order; /**< Number of control points */
1706 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1707 GLfloat *Points; /**< Points to contiguous control points */
1708 };
1709
1710
1711 /**
1712 * 2-D Evaluator control points
1713 */
1714 struct gl_2d_map
1715 {
1716 GLuint Uorder; /**< Number of control points in U dimension */
1717 GLuint Vorder; /**< Number of control points in V dimension */
1718 GLfloat u1, u2, du;
1719 GLfloat v1, v2, dv;
1720 GLfloat *Points; /**< Points to contiguous control points */
1721 };
1722
1723
1724 /**
1725 * All evaluator control point state
1726 */
1727 struct gl_evaluators
1728 {
1729 /**
1730 * \name 1-D maps
1731 */
1732 /*@{*/
1733 struct gl_1d_map Map1Vertex3;
1734 struct gl_1d_map Map1Vertex4;
1735 struct gl_1d_map Map1Index;
1736 struct gl_1d_map Map1Color4;
1737 struct gl_1d_map Map1Normal;
1738 struct gl_1d_map Map1Texture1;
1739 struct gl_1d_map Map1Texture2;
1740 struct gl_1d_map Map1Texture3;
1741 struct gl_1d_map Map1Texture4;
1742 /*@}*/
1743
1744 /**
1745 * \name 2-D maps
1746 */
1747 /*@{*/
1748 struct gl_2d_map Map2Vertex3;
1749 struct gl_2d_map Map2Vertex4;
1750 struct gl_2d_map Map2Index;
1751 struct gl_2d_map Map2Color4;
1752 struct gl_2d_map Map2Normal;
1753 struct gl_2d_map Map2Texture1;
1754 struct gl_2d_map Map2Texture2;
1755 struct gl_2d_map Map2Texture3;
1756 struct gl_2d_map Map2Texture4;
1757 /*@}*/
1758 };
1759
1760
1761 struct gl_transform_feedback_varying_info
1762 {
1763 char *Name;
1764 GLenum16 Type;
1765 GLint BufferIndex;
1766 GLint Size;
1767 GLint Offset;
1768 };
1769
1770
1771 /**
1772 * Per-output info vertex shaders for transform feedback.
1773 */
1774 struct gl_transform_feedback_output
1775 {
1776 uint32_t OutputRegister;
1777 uint32_t OutputBuffer;
1778 uint32_t NumComponents;
1779 uint32_t StreamId;
1780
1781 /** offset (in DWORDs) of this output within the interleaved structure */
1782 uint32_t DstOffset;
1783
1784 /**
1785 * Offset into the output register of the data to output. For example,
1786 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1787 * offset is in the y and z components of the output register.
1788 */
1789 uint32_t ComponentOffset;
1790 };
1791
1792
1793 struct gl_transform_feedback_buffer
1794 {
1795 uint32_t Binding;
1796
1797 uint32_t NumVaryings;
1798
1799 /**
1800 * Total number of components stored in each buffer. This may be used by
1801 * hardware back-ends to determine the correct stride when interleaving
1802 * multiple transform feedback outputs in the same buffer.
1803 */
1804 uint32_t Stride;
1805
1806 /**
1807 * Which transform feedback stream this buffer binding is associated with.
1808 */
1809 uint32_t Stream;
1810 };
1811
1812
1813 /** Post-link transform feedback info. */
1814 struct gl_transform_feedback_info
1815 {
1816 unsigned NumOutputs;
1817
1818 /* Bitmask of active buffer indices. */
1819 unsigned ActiveBuffers;
1820
1821 struct gl_transform_feedback_output *Outputs;
1822
1823 /** Transform feedback varyings used for the linking of this shader program.
1824 *
1825 * Use for glGetTransformFeedbackVarying().
1826 */
1827 struct gl_transform_feedback_varying_info *Varyings;
1828 GLint NumVarying;
1829
1830 struct gl_transform_feedback_buffer Buffers[MAX_FEEDBACK_BUFFERS];
1831 };
1832
1833
1834 /**
1835 * Transform feedback object state
1836 */
1837 struct gl_transform_feedback_object
1838 {
1839 GLuint Name; /**< AKA the object ID */
1840 GLint RefCount;
1841 GLchar *Label; /**< GL_KHR_debug */
1842 GLboolean Active; /**< Is transform feedback enabled? */
1843 GLboolean Paused; /**< Is transform feedback paused? */
1844 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1845 at least once? */
1846 GLboolean EverBound; /**< Has this object been bound? */
1847
1848 /**
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.
1854 *
1855 * Not tracked for desktop GL since it's unnecessary.
1856 */
1857 unsigned GlesRemainingPrims;
1858
1859 /**
1860 * The program active when BeginTransformFeedback() was called.
1861 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1862 * where stage is the pipeline stage that is the source of data for
1863 * transform feedback.
1864 */
1865 struct gl_program *program;
1866
1867 /** The feedback buffers */
1868 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1869 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1870
1871 /** Start of feedback data in dest buffer */
1872 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1873
1874 /**
1875 * Max data to put into dest buffer (in bytes). Computed based on
1876 * RequestedSize and the actual size of the buffer.
1877 */
1878 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1879
1880 /**
1881 * Size that was specified when the buffer was bound. If the buffer was
1882 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1883 * zero.
1884 */
1885 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1886 };
1887
1888
1889 /**
1890 * Context state for transform feedback.
1891 */
1892 struct gl_transform_feedback_state
1893 {
1894 GLenum16 Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1895
1896 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1897 struct gl_buffer_object *CurrentBuffer;
1898
1899 /** The table of all transform feedback objects */
1900 struct _mesa_HashTable *Objects;
1901
1902 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1903 struct gl_transform_feedback_object *CurrentObject;
1904
1905 /** The default xform-fb object (Name==0) */
1906 struct gl_transform_feedback_object *DefaultObject;
1907 };
1908
1909
1910 /**
1911 * A "performance monitor" as described in AMD_performance_monitor.
1912 */
1913 struct gl_perf_monitor_object
1914 {
1915 GLuint Name;
1916
1917 /** True if the monitor is currently active (Begin called but not End). */
1918 GLboolean Active;
1919
1920 /**
1921 * True if the monitor has ended.
1922 *
1923 * This is distinct from !Active because it may never have began.
1924 */
1925 GLboolean Ended;
1926
1927 /**
1928 * A list of groups with currently active counters.
1929 *
1930 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1931 */
1932 unsigned *ActiveGroups;
1933
1934 /**
1935 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1936 *
1937 * Checking whether counter 'c' in group 'g' is active can be done via:
1938 *
1939 * BITSET_TEST(ActiveCounters[g], c)
1940 */
1941 GLuint **ActiveCounters;
1942 };
1943
1944
1945 union gl_perf_monitor_counter_value
1946 {
1947 float f;
1948 uint64_t u64;
1949 uint32_t u32;
1950 };
1951
1952
1953 struct gl_perf_monitor_counter
1954 {
1955 /** Human readable name for the counter. */
1956 const char *Name;
1957
1958 /**
1959 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1960 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1961 */
1962 GLenum16 Type;
1963
1964 /** Minimum counter value. */
1965 union gl_perf_monitor_counter_value Minimum;
1966
1967 /** Maximum counter value. */
1968 union gl_perf_monitor_counter_value Maximum;
1969 };
1970
1971
1972 struct gl_perf_monitor_group
1973 {
1974 /** Human readable name for the group. */
1975 const char *Name;
1976
1977 /**
1978 * Maximum number of counters in this group which can be active at the
1979 * same time.
1980 */
1981 GLuint MaxActiveCounters;
1982
1983 /** Array of counters within this group. */
1984 const struct gl_perf_monitor_counter *Counters;
1985 GLuint NumCounters;
1986 };
1987
1988
1989 /**
1990 * A query object instance as described in INTEL_performance_query.
1991 *
1992 * NB: We want to keep this and the corresponding backend structure
1993 * relatively lean considering that applications may expect to
1994 * allocate enough objects to be able to query around all draw calls
1995 * in a frame.
1996 */
1997 struct gl_perf_query_object
1998 {
1999 GLuint Id; /**< hash table ID/name */
2000 unsigned Used:1; /**< has been used for 1 or more queries */
2001 unsigned Active:1; /**< inside Begin/EndPerfQuery */
2002 unsigned Ready:1; /**< result is ready? */
2003 };
2004
2005
2006 /**
2007 * Context state for AMD_performance_monitor.
2008 */
2009 struct gl_perf_monitor_state
2010 {
2011 /** Array of performance monitor groups (indexed by group ID) */
2012 const struct gl_perf_monitor_group *Groups;
2013 GLuint NumGroups;
2014
2015 /** The table of all performance monitors. */
2016 struct _mesa_HashTable *Monitors;
2017 };
2018
2019
2020 /**
2021 * Context state for INTEL_performance_query.
2022 */
2023 struct gl_perf_query_state
2024 {
2025 struct _mesa_HashTable *Objects; /**< The table of all performance query objects */
2026 };
2027
2028
2029 /**
2030 * A bindless sampler object.
2031 */
2032 struct gl_bindless_sampler
2033 {
2034 /** Texture unit (set by glUniform1()). */
2035 GLubyte unit;
2036
2037 /** Whether this bindless sampler is bound to a unit. */
2038 GLboolean bound;
2039
2040 /** Texture Target (TEXTURE_1D/2D/3D/etc_INDEX). */
2041 gl_texture_index target;
2042
2043 /** Pointer to the base of the data. */
2044 GLvoid *data;
2045 };
2046
2047
2048 /**
2049 * A bindless image object.
2050 */
2051 struct gl_bindless_image
2052 {
2053 /** Image unit (set by glUniform1()). */
2054 GLubyte unit;
2055
2056 /** Whether this bindless image is bound to a unit. */
2057 GLboolean bound;
2058
2059 /** Access qualifier (GL_READ_WRITE, GL_READ_ONLY, GL_WRITE_ONLY, or
2060 * GL_NONE to indicate both read-only and write-only)
2061 */
2062 GLenum16 access;
2063
2064 /** Pointer to the base of the data. */
2065 GLvoid *data;
2066 };
2067
2068
2069 /**
2070 * Base class for any kind of program object
2071 */
2072 struct gl_program
2073 {
2074 /** FIXME: This must be first until we split shader_info from nir_shader */
2075 struct shader_info info;
2076
2077 GLuint Id;
2078 GLint RefCount;
2079 GLubyte *String; /**< Null-terminated program text */
2080
2081 /** GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2082 GLenum16 Target;
2083 GLenum16 Format; /**< String encoding format */
2084
2085 GLboolean _Used; /**< Ever used for drawing? Used for debugging */
2086
2087 struct nir_shader *nir;
2088
2089 /* Saved and restored with metadata. Freed with ralloc. */
2090 void *driver_cache_blob;
2091 size_t driver_cache_blob_size;
2092
2093 bool is_arb_asm; /** Is this an ARB assembly-style program */
2094
2095 /** Is this program written to on disk shader cache */
2096 bool program_written_to_cache;
2097
2098 /** A bitfield indicating which vertex shader inputs consume two slots
2099 *
2100 * This is used for mapping from single-slot input locations in the GL API
2101 * to dual-slot double input locations in the shader. This field is set
2102 * once as part of linking and never updated again to ensure the mapping
2103 * remains consistent.
2104 *
2105 * Note: There may be dual-slot variables in the original shader source
2106 * which do not appear in this bitfield due to having been eliminated by
2107 * the compiler prior to DualSlotInputs being calculated. There may also
2108 * be bits set in this bitfield which are set but which the shader never
2109 * reads due to compiler optimizations eliminating such variables after
2110 * DualSlotInputs is calculated.
2111 */
2112 GLbitfield64 DualSlotInputs;
2113 /** Subset of OutputsWritten outputs written with non-zero index. */
2114 GLbitfield64 SecondaryOutputsWritten;
2115 /** TEXTURE_x_BIT bitmask */
2116 GLbitfield16 TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
2117 /** Bitfield of which samplers are used */
2118 GLbitfield SamplersUsed;
2119 /** Texture units used for shadow sampling. */
2120 GLbitfield ShadowSamplers;
2121 /** Texture units used for samplerExternalOES */
2122 GLbitfield ExternalSamplersUsed;
2123
2124 /** Named parameters, constants, etc. from program text */
2125 struct gl_program_parameter_list *Parameters;
2126
2127 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2128 GLubyte SamplerUnits[MAX_SAMPLERS];
2129
2130 /* FIXME: We should be able to make this struct a union. However some
2131 * drivers (i915/fragment_programs, swrast/prog_execute) mix the use of
2132 * these fields, we should fix this.
2133 */
2134 struct {
2135 /** Fields used by GLSL programs */
2136 struct {
2137 /** Data shared by gl_program and gl_shader_program */
2138 struct gl_shader_program_data *data;
2139
2140 struct gl_active_atomic_buffer **AtomicBuffers;
2141
2142 /** Post-link transform feedback info. */
2143 struct gl_transform_feedback_info *LinkedTransformFeedback;
2144
2145 /**
2146 * Number of types for subroutine uniforms.
2147 */
2148 GLuint NumSubroutineUniformTypes;
2149
2150 /**
2151 * Subroutine uniform remap table
2152 * based on the program level uniform remap table.
2153 */
2154 GLuint NumSubroutineUniforms; /* non-sparse total */
2155 GLuint NumSubroutineUniformRemapTable;
2156 struct gl_uniform_storage **SubroutineUniformRemapTable;
2157
2158 /**
2159 * Num of subroutine functions for this stage and storage for them.
2160 */
2161 GLuint NumSubroutineFunctions;
2162 GLuint MaxSubroutineFunctionIndex;
2163 struct gl_subroutine_function *SubroutineFunctions;
2164
2165 /**
2166 * Map from image uniform index to image unit (set by glUniform1i())
2167 *
2168 * An image uniform index is associated with each image uniform by
2169 * the linker. The image index associated with each uniform is
2170 * stored in the \c gl_uniform_storage::image field.
2171 */
2172 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2173
2174 /**
2175 * Access qualifier specified in the shader for each image uniform
2176 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY, \c
2177 * GL_READ_WRITE, or \c GL_NONE to indicate both read-only and
2178 * write-only.
2179 *
2180 * It may be different, though only more strict than the value of
2181 * \c gl_image_unit::Access for the corresponding image unit.
2182 */
2183 GLenum16 ImageAccess[MAX_IMAGE_UNIFORMS];
2184
2185 GLuint NumUniformBlocks;
2186 struct gl_uniform_block **UniformBlocks;
2187 struct gl_uniform_block **ShaderStorageBlocks;
2188
2189 /**
2190 * Bitmask of shader storage blocks not declared as read-only.
2191 */
2192 unsigned ShaderStorageBlocksWriteAccess;
2193
2194 /** Which texture target is being sampled
2195 * (TEXTURE_1D/2D/3D/etc_INDEX)
2196 */
2197 GLubyte SamplerTargets[MAX_SAMPLERS];
2198
2199 /**
2200 * Number of samplers declared with the bindless_sampler layout
2201 * qualifier as specified by ARB_bindless_texture.
2202 */
2203 GLuint NumBindlessSamplers;
2204 GLboolean HasBoundBindlessSampler;
2205 struct gl_bindless_sampler *BindlessSamplers;
2206
2207 /**
2208 * Number of images declared with the bindless_image layout qualifier
2209 * as specified by ARB_bindless_texture.
2210 */
2211 GLuint NumBindlessImages;
2212 GLboolean HasBoundBindlessImage;
2213 struct gl_bindless_image *BindlessImages;
2214
2215 union {
2216 struct {
2217 /**
2218 * A bitmask of gl_advanced_blend_mode values
2219 */
2220 GLbitfield BlendSupport;
2221 } fs;
2222 };
2223 } sh;
2224
2225 /** ARB assembly-style program fields */
2226 struct {
2227 struct prog_instruction *Instructions;
2228
2229 /**
2230 * Local parameters used by the program.
2231 *
2232 * It's dynamically allocated because it is rarely used (just
2233 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries
2234 * once it's allocated.
2235 */
2236 GLfloat (*LocalParams)[4];
2237
2238 /** Bitmask of which register files are read/written with indirect
2239 * addressing. Mask of (1 << PROGRAM_x) bits.
2240 */
2241 GLbitfield IndirectRegisterFiles;
2242
2243 /** Logical counts */
2244 /*@{*/
2245 GLuint NumInstructions;
2246 GLuint NumTemporaries;
2247 GLuint NumParameters;
2248 GLuint NumAttributes;
2249 GLuint NumAddressRegs;
2250 GLuint NumAluInstructions;
2251 GLuint NumTexInstructions;
2252 GLuint NumTexIndirections;
2253 /*@}*/
2254 /** Native, actual h/w counts */
2255 /*@{*/
2256 GLuint NumNativeInstructions;
2257 GLuint NumNativeTemporaries;
2258 GLuint NumNativeParameters;
2259 GLuint NumNativeAttributes;
2260 GLuint NumNativeAddressRegs;
2261 GLuint NumNativeAluInstructions;
2262 GLuint NumNativeTexInstructions;
2263 GLuint NumNativeTexIndirections;
2264 /*@}*/
2265
2266 /** Used by ARB assembly-style programs. Can only be true for vertex
2267 * programs.
2268 */
2269 GLboolean IsPositionInvariant;
2270 } arb;
2271 };
2272 };
2273
2274
2275 /**
2276 * State common to vertex and fragment programs.
2277 */
2278 struct gl_program_state
2279 {
2280 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2281 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2282 };
2283
2284
2285 /**
2286 * Context state for vertex programs.
2287 */
2288 struct gl_vertex_program_state
2289 {
2290 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2291 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2292 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2293 /** Should fixed-function T&L be implemented with a vertex prog? */
2294 GLboolean _MaintainTnlProgram;
2295 /** Whether the fixed-func program is being used right now. */
2296 GLboolean _UsesTnlProgram;
2297
2298 struct gl_program *Current; /**< User-bound vertex program */
2299
2300 /** Currently enabled and valid vertex program (including internal
2301 * programs, user-defined vertex programs and GLSL vertex shaders).
2302 * This is the program we must use when rendering.
2303 */
2304 struct gl_program *_Current;
2305
2306 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2307
2308 /** Program to emulate fixed-function T&L (see above) */
2309 struct gl_program *_TnlProgram;
2310
2311 /** Cache of fixed-function programs */
2312 struct gl_program_cache *Cache;
2313
2314 GLboolean _Overriden;
2315
2316 /**
2317 * If we have a vertex program, a TNL program or no program at all.
2318 * Note that this value should be kept up to date all the time,
2319 * nevertheless its correctness is asserted in _mesa_update_state.
2320 * The reason is to avoid calling _mesa_update_state twice we need
2321 * this value on draw *before* actually calling _mesa_update_state.
2322 * Also it should need to get recomputed only on changes to the
2323 * vertex program which are heavyweight already.
2324 */
2325 gl_vertex_processing_mode _VPMode;
2326 };
2327
2328 /**
2329 * Context state for tessellation control programs.
2330 */
2331 struct gl_tess_ctrl_program_state
2332 {
2333 /** Currently bound and valid shader. */
2334 struct gl_program *_Current;
2335
2336 GLint patch_vertices;
2337 GLfloat patch_default_outer_level[4];
2338 GLfloat patch_default_inner_level[2];
2339 };
2340
2341 /**
2342 * Context state for tessellation evaluation programs.
2343 */
2344 struct gl_tess_eval_program_state
2345 {
2346 /** Currently bound and valid shader. */
2347 struct gl_program *_Current;
2348 };
2349
2350 /**
2351 * Context state for geometry programs.
2352 */
2353 struct gl_geometry_program_state
2354 {
2355 /**
2356 * Currently enabled and valid program (including internal programs
2357 * and compiled shader programs).
2358 */
2359 struct gl_program *_Current;
2360 };
2361
2362 /**
2363 * Context state for fragment programs.
2364 */
2365 struct gl_fragment_program_state
2366 {
2367 GLboolean Enabled; /**< User-set fragment program enable flag */
2368 /** Should fixed-function texturing be implemented with a fragment prog? */
2369 GLboolean _MaintainTexEnvProgram;
2370 /** Whether the fixed-func program is being used right now. */
2371 GLboolean _UsesTexEnvProgram;
2372
2373 struct gl_program *Current; /**< User-bound fragment program */
2374
2375 /**
2376 * Currently enabled and valid fragment program (including internal
2377 * programs, user-defined fragment programs and GLSL fragment shaders).
2378 * This is the program we must use when rendering.
2379 */
2380 struct gl_program *_Current;
2381
2382 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2383
2384 /** Program to emulate fixed-function texture env/combine (see above) */
2385 struct gl_program *_TexEnvProgram;
2386
2387 /** Cache of fixed-function programs */
2388 struct gl_program_cache *Cache;
2389 };
2390
2391
2392 /**
2393 * Context state for compute programs.
2394 */
2395 struct gl_compute_program_state
2396 {
2397 /** Currently enabled and valid program (including internal programs
2398 * and compiled shader programs).
2399 */
2400 struct gl_program *_Current;
2401 };
2402
2403
2404 /**
2405 * ATI_fragment_shader runtime state
2406 */
2407
2408 struct atifs_instruction;
2409 struct atifs_setupinst;
2410
2411 /**
2412 * ATI fragment shader
2413 */
2414 struct ati_fragment_shader
2415 {
2416 GLuint Id;
2417 GLint RefCount;
2418 struct atifs_instruction *Instructions[2];
2419 struct atifs_setupinst *SetupInst[2];
2420 GLfloat Constants[8][4];
2421 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2422 GLubyte numArithInstr[2];
2423 GLubyte regsAssigned[2];
2424 GLubyte NumPasses; /**< 1 or 2 */
2425 /**
2426 * Current compile stage: 0 setup pass1, 1 arith pass1,
2427 * 2 setup pass2, 3 arith pass2.
2428 */
2429 GLubyte cur_pass;
2430 GLubyte last_optype;
2431 GLboolean interpinp1;
2432 GLboolean isValid;
2433 /**
2434 * Array of 2 bit values for each tex unit to remember whether
2435 * STR or STQ swizzle was used
2436 */
2437 GLuint swizzlerq;
2438 struct gl_program *Program;
2439 };
2440
2441 /**
2442 * Context state for GL_ATI_fragment_shader
2443 */
2444 struct gl_ati_fragment_shader_state
2445 {
2446 GLboolean Enabled;
2447 GLboolean Compiling;
2448 GLfloat GlobalConstants[8][4];
2449 struct ati_fragment_shader *Current;
2450 };
2451
2452 /**
2453 * Shader subroutine function definition
2454 */
2455 struct gl_subroutine_function
2456 {
2457 char *name;
2458 int index;
2459 int num_compat_types;
2460 const struct glsl_type **types;
2461 };
2462
2463 /**
2464 * Shader information needed by both gl_shader and gl_linked shader.
2465 */
2466 struct gl_shader_info
2467 {
2468 /**
2469 * Tessellation Control shader state from layout qualifiers.
2470 */
2471 struct {
2472 /**
2473 * 0 - vertices not declared in shader, or
2474 * 1 .. GL_MAX_PATCH_VERTICES
2475 */
2476 GLint VerticesOut;
2477 } TessCtrl;
2478
2479 /**
2480 * Tessellation Evaluation shader state from layout qualifiers.
2481 */
2482 struct {
2483 /**
2484 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2485 * in this shader.
2486 */
2487 GLenum16 PrimitiveMode;
2488
2489 enum gl_tess_spacing Spacing;
2490
2491 /**
2492 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2493 */
2494 GLenum16 VertexOrder;
2495 /**
2496 * 1, 0, or -1 if it's not set in this shader.
2497 */
2498 int PointMode;
2499 } TessEval;
2500
2501 /**
2502 * Geometry shader state from GLSL 1.50 layout qualifiers.
2503 */
2504 struct {
2505 GLint VerticesOut;
2506 /**
2507 * 0 - Invocations count not declared in shader, or
2508 * 1 .. Const.MaxGeometryShaderInvocations
2509 */
2510 GLint Invocations;
2511 /**
2512 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2513 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2514 * shader.
2515 */
2516 GLenum16 InputType;
2517 /**
2518 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2519 * it's not set in this shader.
2520 */
2521 GLenum16 OutputType;
2522 } Geom;
2523
2524 /**
2525 * Compute shader state from ARB_compute_shader and
2526 * ARB_compute_variable_group_size layout qualifiers.
2527 */
2528 struct {
2529 /**
2530 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2531 * it's not set in this shader.
2532 */
2533 unsigned LocalSize[3];
2534
2535 /**
2536 * Whether a variable work group size has been specified as defined by
2537 * ARB_compute_variable_group_size.
2538 */
2539 bool LocalSizeVariable;
2540
2541 /*
2542 * Arrangement of invocations used to calculate derivatives in a compute
2543 * shader. From NV_compute_shader_derivatives.
2544 */
2545 enum gl_derivative_group DerivativeGroup;
2546 } Comp;
2547 };
2548
2549 /**
2550 * A linked GLSL shader object.
2551 */
2552 struct gl_linked_shader
2553 {
2554 gl_shader_stage Stage;
2555
2556 #ifdef DEBUG
2557 unsigned SourceChecksum;
2558 #endif
2559
2560 struct gl_program *Program; /**< Post-compile assembly code */
2561
2562 /**
2563 * \name Sampler tracking
2564 *
2565 * \note Each of these fields is only set post-linking.
2566 */
2567 /*@{*/
2568 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2569 /*@}*/
2570
2571 /**
2572 * Number of default uniform block components used by this shader.
2573 *
2574 * This field is only set post-linking.
2575 */
2576 unsigned num_uniform_components;
2577
2578 /**
2579 * Number of combined uniform components used by this shader.
2580 *
2581 * This field is only set post-linking. It is the sum of the uniform block
2582 * sizes divided by sizeof(float), and num_uniform_compoennts.
2583 */
2584 unsigned num_combined_uniform_components;
2585
2586 struct exec_list *ir;
2587 struct exec_list *packed_varyings;
2588 struct exec_list *fragdata_arrays;
2589 struct glsl_symbol_table *symbols;
2590
2591 /**
2592 * ARB_gl_spirv related data.
2593 *
2594 * This is actually a reference to the gl_shader::spirv_data, which
2595 * stores information that is also needed during linking.
2596 */
2597 struct gl_shader_spirv_data *spirv_data;
2598 };
2599
2600
2601 /**
2602 * Compile status enum. COMPILE_SKIPPED is used to indicate the compile
2603 * was skipped due to the shader matching one that's been seen before by
2604 * the on-disk cache.
2605 */
2606 enum gl_compile_status
2607 {
2608 COMPILE_FAILURE = 0,
2609 COMPILE_SUCCESS,
2610 COMPILE_SKIPPED
2611 };
2612
2613 /**
2614 * A GLSL shader object.
2615 */
2616 struct gl_shader
2617 {
2618 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2619 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2620 * Must be the first field.
2621 */
2622 GLenum16 Type;
2623 gl_shader_stage Stage;
2624 GLuint Name; /**< AKA the handle */
2625 GLint RefCount; /**< Reference count */
2626 GLchar *Label; /**< GL_KHR_debug */
2627 unsigned char sha1[20]; /**< SHA1 hash of pre-processed source */
2628 GLboolean DeletePending;
2629 bool IsES; /**< True if this shader uses GLSL ES */
2630
2631 enum gl_compile_status CompileStatus;
2632
2633 #ifdef DEBUG
2634 unsigned SourceChecksum; /**< for debug/logging purposes */
2635 #endif
2636 const GLchar *Source; /**< Source code string */
2637
2638 const GLchar *FallbackSource; /**< Fallback string used by on-disk cache*/
2639
2640 GLchar *InfoLog;
2641
2642 unsigned Version; /**< GLSL version used for linking */
2643
2644 /**
2645 * A bitmask of gl_advanced_blend_mode values
2646 */
2647 GLbitfield BlendSupport;
2648
2649 struct exec_list *ir;
2650 struct glsl_symbol_table *symbols;
2651
2652 /**
2653 * Whether early fragment tests are enabled as defined by
2654 * ARB_shader_image_load_store.
2655 */
2656 bool EarlyFragmentTests;
2657
2658 bool ARB_fragment_coord_conventions_enable;
2659
2660 bool redeclares_gl_fragcoord;
2661 bool uses_gl_fragcoord;
2662
2663 bool PostDepthCoverage;
2664 bool PixelInterlockOrdered;
2665 bool PixelInterlockUnordered;
2666 bool SampleInterlockOrdered;
2667 bool SampleInterlockUnordered;
2668 bool InnerCoverage;
2669
2670 /**
2671 * Fragment shader state from GLSL 1.50 layout qualifiers.
2672 */
2673 bool origin_upper_left;
2674 bool pixel_center_integer;
2675
2676 /**
2677 * Whether bindless_sampler/bindless_image, and respectively
2678 * bound_sampler/bound_image are declared at global scope as defined by
2679 * ARB_bindless_texture.
2680 */
2681 bool bindless_sampler;
2682 bool bindless_image;
2683 bool bound_sampler;
2684 bool bound_image;
2685
2686 /**
2687 * Whether layer output is viewport-relative.
2688 */
2689 bool redeclares_gl_layer;
2690 bool layer_viewport_relative;
2691
2692 /** Global xfb_stride out qualifier if any */
2693 GLuint TransformFeedbackBufferStride[MAX_FEEDBACK_BUFFERS];
2694
2695 struct gl_shader_info info;
2696
2697 /* ARB_gl_spirv related data */
2698 struct gl_shader_spirv_data *spirv_data;
2699 };
2700
2701
2702 struct gl_uniform_buffer_variable
2703 {
2704 char *Name;
2705
2706 /**
2707 * Name of the uniform as seen by glGetUniformIndices.
2708 *
2709 * glGetUniformIndices requires that the block instance index \b not be
2710 * present in the name of queried uniforms.
2711 *
2712 * \note
2713 * \c gl_uniform_buffer_variable::IndexName and
2714 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2715 */
2716 char *IndexName;
2717
2718 const struct glsl_type *Type;
2719 unsigned int Offset;
2720 GLboolean RowMajor;
2721 };
2722
2723
2724 struct gl_uniform_block
2725 {
2726 /** Declared name of the uniform block */
2727 char *Name;
2728
2729 /** Array of supplemental information about UBO ir_variables. */
2730 struct gl_uniform_buffer_variable *Uniforms;
2731 GLuint NumUniforms;
2732
2733 /**
2734 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2735 * with glBindBufferBase to bind a buffer object to this uniform block.
2736 */
2737 GLuint Binding;
2738
2739 /**
2740 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2741 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2742 */
2743 GLuint UniformBufferSize;
2744
2745 /** Stages that reference this block */
2746 uint8_t stageref;
2747
2748 /**
2749 * Linearized array index for uniform block instance arrays
2750 *
2751 * Given a uniform block instance array declared with size
2752 * blk[s_0][s_1]..[s_m], the block referenced by blk[i_0][i_1]..[i_m] will
2753 * have the linearized array index
2754 *
2755 * m-1 m
2756 * i_m + ∑ i_j * ∏ s_k
2757 * j=0 k=j+1
2758 *
2759 * For a uniform block instance that is not an array, this is always 0.
2760 */
2761 uint8_t linearized_array_index;
2762
2763 /**
2764 * Layout specified in the shader
2765 *
2766 * This isn't accessible through the API, but it is used while
2767 * cross-validating uniform blocks.
2768 */
2769 enum glsl_interface_packing _Packing;
2770 GLboolean _RowMajor;
2771 };
2772
2773 /**
2774 * Structure that represents a reference to an atomic buffer from some
2775 * shader program.
2776 */
2777 struct gl_active_atomic_buffer
2778 {
2779 /** Uniform indices of the atomic counters declared within it. */
2780 GLuint *Uniforms;
2781 GLuint NumUniforms;
2782
2783 /** Binding point index associated with it. */
2784 GLuint Binding;
2785
2786 /** Minimum reasonable size it is expected to have. */
2787 GLuint MinimumSize;
2788
2789 /** Shader stages making use of it. */
2790 GLboolean StageReferences[MESA_SHADER_STAGES];
2791 };
2792
2793 /**
2794 * Data container for shader queries. This holds only the minimal
2795 * amount of required information for resource queries to work.
2796 */
2797 struct gl_shader_variable
2798 {
2799 /**
2800 * Declared type of the variable
2801 */
2802 const struct glsl_type *type;
2803
2804 /**
2805 * If the variable is in an interface block, this is the type of the block.
2806 */
2807 const struct glsl_type *interface_type;
2808
2809 /**
2810 * For variables inside structs (possibly recursively), this is the
2811 * outermost struct type.
2812 */
2813 const struct glsl_type *outermost_struct_type;
2814
2815 /**
2816 * Declared name of the variable
2817 */
2818 char *name;
2819
2820 /**
2821 * Storage location of the base of this variable
2822 *
2823 * The precise meaning of this field depends on the nature of the variable.
2824 *
2825 * - Vertex shader input: one of the values from \c gl_vert_attrib.
2826 * - Vertex shader output: one of the values from \c gl_varying_slot.
2827 * - Geometry shader input: one of the values from \c gl_varying_slot.
2828 * - Geometry shader output: one of the values from \c gl_varying_slot.
2829 * - Fragment shader input: one of the values from \c gl_varying_slot.
2830 * - Fragment shader output: one of the values from \c gl_frag_result.
2831 * - Uniforms: Per-stage uniform slot number for default uniform block.
2832 * - Uniforms: Index within the uniform block definition for UBO members.
2833 * - Non-UBO Uniforms: explicit location until linking then reused to
2834 * store uniform slot number.
2835 * - Other: This field is not currently used.
2836 *
2837 * If the variable is a uniform, shader input, or shader output, and the
2838 * slot has not been assigned, the value will be -1.
2839 */
2840 int location;
2841
2842 /**
2843 * Specifies the first component the variable is stored in as per
2844 * ARB_enhanced_layouts.
2845 */
2846 unsigned component:2;
2847
2848 /**
2849 * Output index for dual source blending.
2850 *
2851 * \note
2852 * The GLSL spec only allows the values 0 or 1 for the index in \b dual
2853 * source blending.
2854 */
2855 unsigned index:1;
2856
2857 /**
2858 * Specifies whether a shader input/output is per-patch in tessellation
2859 * shader stages.
2860 */
2861 unsigned patch:1;
2862
2863 /**
2864 * Storage class of the variable.
2865 *
2866 * \sa (n)ir_variable_mode
2867 */
2868 unsigned mode:4;
2869
2870 /**
2871 * Interpolation mode for shader inputs / outputs
2872 *
2873 * \sa glsl_interp_mode
2874 */
2875 unsigned interpolation:2;
2876
2877 /**
2878 * Was the location explicitly set in the shader?
2879 *
2880 * If the location is explicitly set in the shader, it \b cannot be changed
2881 * by the linker or by the API (e.g., calls to \c glBindAttribLocation have
2882 * no effect).
2883 */
2884 unsigned explicit_location:1;
2885
2886 /**
2887 * Precision qualifier.
2888 */
2889 unsigned precision:2;
2890 };
2891
2892 /**
2893 * Active resource in a gl_shader_program
2894 */
2895 struct gl_program_resource
2896 {
2897 GLenum16 Type; /** Program interface type. */
2898 const void *Data; /** Pointer to resource associated data structure. */
2899 uint8_t StageReferences; /** Bitmask of shader stage references. */
2900 };
2901
2902 /**
2903 * Link status enum. LINKING_SKIPPED is used to indicate linking
2904 * was skipped due to the shader being loaded from the on-disk cache.
2905 */
2906 enum gl_link_status
2907 {
2908 LINKING_FAILURE = 0,
2909 LINKING_SUCCESS,
2910 LINKING_SKIPPED
2911 };
2912
2913 /**
2914 * A data structure to be shared by gl_shader_program and gl_program.
2915 */
2916 struct gl_shader_program_data
2917 {
2918 GLint RefCount; /**< Reference count */
2919
2920 /** SHA1 hash of linked shader program */
2921 unsigned char sha1[20];
2922
2923 unsigned NumUniformStorage;
2924 unsigned NumHiddenUniforms;
2925 struct gl_uniform_storage *UniformStorage;
2926
2927 unsigned NumUniformBlocks;
2928 unsigned NumShaderStorageBlocks;
2929
2930 struct gl_uniform_block *UniformBlocks;
2931 struct gl_uniform_block *ShaderStorageBlocks;
2932
2933 struct gl_active_atomic_buffer *AtomicBuffers;
2934 unsigned NumAtomicBuffers;
2935
2936 /* Shader cache variables used during restore */
2937 unsigned NumUniformDataSlots;
2938 union gl_constant_value *UniformDataSlots;
2939
2940 /* Used to hold initial uniform values for program binary restores.
2941 *
2942 * From the ARB_get_program_binary spec:
2943 *
2944 * "A successful call to ProgramBinary will reset all uniform
2945 * variables to their initial values. The initial value is either
2946 * the value of the variable's initializer as specified in the
2947 * original shader source, or 0 if no initializer was present.
2948 */
2949 union gl_constant_value *UniformDataDefaults;
2950
2951 /** Hash for quick search by name. */
2952 struct hash_table_u64 *ProgramResourceHash;
2953
2954 GLboolean Validated;
2955
2956 /** List of all active resources after linking. */
2957 struct gl_program_resource *ProgramResourceList;
2958 unsigned NumProgramResourceList;
2959
2960 enum gl_link_status LinkStatus; /**< GL_LINK_STATUS */
2961 GLchar *InfoLog;
2962
2963 unsigned Version; /**< GLSL version used for linking */
2964
2965 /* Mask of stages this program was linked against */
2966 unsigned linked_stages;
2967
2968 /* Whether the shaders of this program are loaded from SPIR-V binaries
2969 * (all have the SPIR_V_BINARY_ARB state). This was introduced by the
2970 * ARB_gl_spirv extension.
2971 */
2972 bool spirv;
2973 };
2974
2975 /**
2976 * A GLSL program object.
2977 * Basically a linked collection of vertex and fragment shaders.
2978 */
2979 struct gl_shader_program
2980 {
2981 GLenum16 Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2982 GLuint Name; /**< aka handle or ID */
2983 GLchar *Label; /**< GL_KHR_debug */
2984 GLint RefCount; /**< Reference count */
2985 GLboolean DeletePending;
2986
2987 /**
2988 * Is the application intending to glGetProgramBinary this program?
2989 *
2990 * BinaryRetrievableHint is the currently active hint that gets set
2991 * during initialization and after linking and BinaryRetrievableHintPending
2992 * is the hint set by the user to be active when program is linked next time.
2993 */
2994 GLboolean BinaryRetrievableHint;
2995 GLboolean BinaryRetrievableHintPending;
2996
2997 /**
2998 * Indicates whether program can be bound for individual pipeline stages
2999 * using UseProgramStages after it is next linked.
3000 */
3001 GLboolean SeparateShader;
3002
3003 GLuint NumShaders; /**< number of attached shaders */
3004 struct gl_shader **Shaders; /**< List of attached the shaders */
3005
3006 /**
3007 * User-defined attribute bindings
3008 *
3009 * These are set via \c glBindAttribLocation and are used to direct the
3010 * GLSL linker. These are \b not the values used in the compiled shader,
3011 * and they are \b not the values returned by \c glGetAttribLocation.
3012 */
3013 struct string_to_uint_map *AttributeBindings;
3014
3015 /**
3016 * User-defined fragment data bindings
3017 *
3018 * These are set via \c glBindFragDataLocation and are used to direct the
3019 * GLSL linker. These are \b not the values used in the compiled shader,
3020 * and they are \b not the values returned by \c glGetFragDataLocation.
3021 */
3022 struct string_to_uint_map *FragDataBindings;
3023 struct string_to_uint_map *FragDataIndexBindings;
3024
3025 /**
3026 * Transform feedback varyings last specified by
3027 * glTransformFeedbackVaryings().
3028 *
3029 * For the current set of transform feedback varyings used for transform
3030 * feedback output, see LinkedTransformFeedback.
3031 */
3032 struct {
3033 GLenum16 BufferMode;
3034 /** Global xfb_stride out qualifier if any */
3035 GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
3036 GLuint NumVarying;
3037 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
3038 } TransformFeedback;
3039
3040 struct gl_program *last_vert_prog;
3041
3042 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
3043 enum gl_frag_depth_layout FragDepthLayout;
3044
3045 /**
3046 * Geometry shader state - copied into gl_program by
3047 * _mesa_copy_linked_program_data().
3048 */
3049 struct {
3050 GLint VerticesIn;
3051
3052 bool UsesEndPrimitive;
3053 unsigned ActiveStreamMask;
3054 } Geom;
3055
3056 /**
3057 * Compute shader state - copied into gl_program by
3058 * _mesa_copy_linked_program_data().
3059 */
3060 struct {
3061 /**
3062 * Size of shared variables accessed by the compute shader.
3063 */
3064 unsigned SharedSize;
3065 } Comp;
3066
3067 /** Data shared by gl_program and gl_shader_program */
3068 struct gl_shader_program_data *data;
3069
3070 /**
3071 * Mapping from GL uniform locations returned by \c glUniformLocation to
3072 * UniformStorage entries. Arrays will have multiple contiguous slots
3073 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
3074 */
3075 unsigned NumUniformRemapTable;
3076 struct gl_uniform_storage **UniformRemapTable;
3077
3078 /**
3079 * Sometimes there are empty slots left over in UniformRemapTable after we
3080 * allocate slots to explicit locations. This list stores the blocks of
3081 * continuous empty slots inside UniformRemapTable.
3082 */
3083 struct exec_list EmptyUniformLocations;
3084
3085 /**
3086 * Total number of explicit uniform location including inactive uniforms.
3087 */
3088 unsigned NumExplicitUniformLocations;
3089
3090 /**
3091 * Map of active uniform names to locations
3092 *
3093 * Maps any active uniform that is not an array element to a location.
3094 * Each active uniform, including individual structure members will appear
3095 * in this map. This roughly corresponds to the set of names that would be
3096 * enumerated by \c glGetActiveUniform.
3097 */
3098 struct string_to_uint_map *UniformHash;
3099
3100 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
3101
3102 bool IsES; /**< True if this program uses GLSL ES */
3103
3104 /**
3105 * Per-stage shaders resulting from the first stage of linking.
3106 *
3107 * Set of linked shaders for this program. The array is accessed using the
3108 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
3109 * \c NULL.
3110 */
3111 struct gl_linked_shader *_LinkedShaders[MESA_SHADER_STAGES];
3112
3113 /**
3114 * True if any of the fragment shaders attached to this program use:
3115 * #extension ARB_fragment_coord_conventions: enable
3116 */
3117 GLboolean ARB_fragment_coord_conventions_enable;
3118 };
3119
3120
3121 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
3122 #define GLSL_LOG 0x2 /**< Write shaders to files */
3123 #define GLSL_UNIFORMS 0x4 /**< Print glUniform calls */
3124 #define GLSL_NOP_VERT 0x8 /**< Force no-op vertex shaders */
3125 #define GLSL_NOP_FRAG 0x10 /**< Force no-op fragment shaders */
3126 #define GLSL_USE_PROG 0x20 /**< Log glUseProgram calls */
3127 #define GLSL_REPORT_ERRORS 0x40 /**< Print compilation errors */
3128 #define GLSL_DUMP_ON_ERROR 0x80 /**< Dump shaders to stderr on compile error */
3129 #define GLSL_CACHE_INFO 0x100 /**< Print debug information about shader cache */
3130 #define GLSL_CACHE_FALLBACK 0x200 /**< Force shader cache fallback paths */
3131
3132
3133 /**
3134 * Context state for GLSL vertex/fragment shaders.
3135 * Extended to support pipeline object
3136 */
3137 struct gl_pipeline_object
3138 {
3139 /** Name of the pipeline object as received from glGenProgramPipelines.
3140 * It would be 0 for shaders without separate shader objects.
3141 */
3142 GLuint Name;
3143
3144 GLint RefCount;
3145
3146 GLchar *Label; /**< GL_KHR_debug */
3147
3148 /**
3149 * Programs used for rendering
3150 *
3151 * There is a separate program set for each shader stage.
3152 */
3153 struct gl_program *CurrentProgram[MESA_SHADER_STAGES];
3154
3155 struct gl_shader_program *ReferencedPrograms[MESA_SHADER_STAGES];
3156
3157 /**
3158 * Program used by glUniform calls.
3159 *
3160 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
3161 */
3162 struct gl_shader_program *ActiveProgram;
3163
3164 GLbitfield Flags; /**< Mask of GLSL_x flags */
3165 GLboolean EverBound; /**< Has the pipeline object been created */
3166 GLboolean Validated; /**< Pipeline Validation status */
3167
3168 GLchar *InfoLog;
3169 };
3170
3171 /**
3172 * Context state for GLSL pipeline shaders.
3173 */
3174 struct gl_pipeline_shader_state
3175 {
3176 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
3177 struct gl_pipeline_object *Current;
3178
3179 /** Default Object to ensure that _Shader is never NULL */
3180 struct gl_pipeline_object *Default;
3181
3182 /** Pipeline objects */
3183 struct _mesa_HashTable *Objects;
3184 };
3185
3186 /**
3187 * Compiler options for a single GLSL shaders type
3188 */
3189 struct gl_shader_compiler_options
3190 {
3191 /** Driver-selectable options: */
3192 GLboolean EmitNoLoops;
3193 GLboolean EmitNoCont; /**< Emit CONT opcode? */
3194 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
3195 GLboolean EmitNoPow; /**< Emit POW opcodes? */
3196 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
3197 GLboolean LowerCombinedClipCullDistance; /** Lower gl_ClipDistance and
3198 * gl_CullDistance together from
3199 * float[8] to vec4[2]
3200 **/
3201 GLbitfield LowerBuiltinVariablesXfb; /**< Which builtin variables should
3202 * be lowered for transform feedback
3203 **/
3204
3205 /**
3206 * If we can lower the precision of variables based on precision
3207 * qualifiers
3208 */
3209 GLboolean LowerPrecisionFloat16;
3210 GLboolean LowerPrecisionInt16;
3211 GLboolean LowerPrecisionDerivatives;
3212
3213 /**
3214 * This enables lowering of 16b constants. Some drivers may not
3215 * to lower constants to 16b (ie. if the hw can do automatic
3216 * narrowing on constant load)
3217 */
3218 GLboolean LowerPrecisionConstants;
3219
3220 /**
3221 * \name Forms of indirect addressing the driver cannot do.
3222 */
3223 /*@{*/
3224 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
3225 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
3226 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
3227 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
3228 GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
3229 /*@}*/
3230
3231 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
3232 GLuint MaxUnrollIterations;
3233
3234 /**
3235 * Optimize code for array of structures backends.
3236 *
3237 * This is a proxy for:
3238 * - preferring DP4 instructions (rather than MUL/MAD) for
3239 * matrix * vector operations, such as position transformation.
3240 */
3241 GLboolean OptimizeForAOS;
3242
3243 /** Lower UBO and SSBO access to intrinsics. */
3244 GLboolean LowerBufferInterfaceBlocks;
3245
3246 /** Clamp UBO and SSBO block indices so they don't go out-of-bounds. */
3247 GLboolean ClampBlockIndicesToArrayBounds;
3248
3249 /** (driconf) Force gl_Position to be considered invariant */
3250 GLboolean PositionAlwaysInvariant;
3251
3252 const struct nir_shader_compiler_options *NirOptions;
3253 };
3254
3255
3256 /**
3257 * Occlusion/timer query object.
3258 */
3259 struct gl_query_object
3260 {
3261 GLenum16 Target; /**< The query target, when active */
3262 GLuint Id; /**< hash table ID/name */
3263 GLchar *Label; /**< GL_KHR_debug */
3264 GLuint64EXT Result; /**< the counter */
3265 GLboolean Active; /**< inside Begin/EndQuery */
3266 GLboolean Ready; /**< result is ready? */
3267 GLboolean EverBound;/**< has query object ever been bound */
3268 GLuint Stream; /**< The stream */
3269 };
3270
3271
3272 /**
3273 * Context state for query objects.
3274 */
3275 struct gl_query_state
3276 {
3277 struct _mesa_HashTable *QueryObjects;
3278 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
3279 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
3280
3281 /** GL_NV_conditional_render */
3282 struct gl_query_object *CondRenderQuery;
3283
3284 /** GL_EXT_transform_feedback */
3285 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
3286 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
3287
3288 /** GL_ARB_transform_feedback_overflow_query */
3289 struct gl_query_object *TransformFeedbackOverflow[MAX_VERTEX_STREAMS];
3290 struct gl_query_object *TransformFeedbackOverflowAny;
3291
3292 /** GL_ARB_timer_query */
3293 struct gl_query_object *TimeElapsed;
3294
3295 /** GL_ARB_pipeline_statistics_query */
3296 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
3297
3298 GLenum16 CondRenderMode;
3299 };
3300
3301
3302 /** Sync object state */
3303 struct gl_sync_object
3304 {
3305 GLuint Name; /**< Fence name */
3306 GLint RefCount; /**< Reference count */
3307 GLchar *Label; /**< GL_KHR_debug */
3308 GLboolean DeletePending; /**< Object was deleted while there were still
3309 * live references (e.g., sync not yet finished)
3310 */
3311 GLenum16 SyncCondition;
3312 GLbitfield Flags; /**< Flags passed to glFenceSync */
3313 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
3314 };
3315
3316
3317 /**
3318 * State which can be shared by multiple contexts:
3319 */
3320 struct gl_shared_state
3321 {
3322 simple_mtx_t Mutex; /**< for thread safety */
3323 GLint RefCount; /**< Reference count */
3324 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
3325 struct _mesa_HashTable *BitmapAtlas; /**< For optimized glBitmap text */
3326 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
3327
3328 /** Default texture objects (shared by all texture units) */
3329 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
3330
3331 /** Fallback texture used when a bound texture is incomplete */
3332 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
3333
3334 /**
3335 * \name Thread safety and statechange notification for texture
3336 * objects.
3337 *
3338 * \todo Improve the granularity of locking.
3339 */
3340 /*@{*/
3341 mtx_t TexMutex; /**< texobj thread safety */
3342 GLuint TextureStateStamp; /**< state notification for shared tex */
3343 /*@}*/
3344
3345 /**
3346 * \name Vertex/geometry/fragment programs
3347 */
3348 /*@{*/
3349 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3350 struct gl_program *DefaultVertexProgram;
3351 struct gl_program *DefaultFragmentProgram;
3352 /*@}*/
3353
3354 /* GL_ATI_fragment_shader */
3355 struct _mesa_HashTable *ATIShaders;
3356 struct ati_fragment_shader *DefaultFragmentShader;
3357
3358 struct _mesa_HashTable *BufferObjects;
3359
3360 /** Table of both gl_shader and gl_shader_program objects */
3361 struct _mesa_HashTable *ShaderObjects;
3362
3363 /* GL_EXT_framebuffer_object */
3364 struct _mesa_HashTable *RenderBuffers;
3365 struct _mesa_HashTable *FrameBuffers;
3366
3367 /* GL_ARB_sync */
3368 struct set *SyncObjects;
3369
3370 /** GL_ARB_sampler_objects */
3371 struct _mesa_HashTable *SamplerObjects;
3372
3373 /* GL_ARB_bindless_texture */
3374 struct hash_table_u64 *TextureHandles;
3375 struct hash_table_u64 *ImageHandles;
3376 mtx_t HandlesMutex; /**< For texture/image handles safety */
3377
3378 /* GL_ARB_shading_language_include */
3379 struct shader_includes *ShaderIncludes;
3380 /* glCompileShaderInclude expects ShaderIncludes not to change while it is
3381 * in progress.
3382 */
3383 mtx_t ShaderIncludeMutex;
3384
3385 /**
3386 * Some context in this share group was affected by a GPU reset
3387 *
3388 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3389 * been affected by a GPU reset must also return
3390 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3391 *
3392 * Once this field becomes true, it is never reset to false.
3393 */
3394 bool ShareGroupReset;
3395
3396 /** EXT_external_objects */
3397 struct _mesa_HashTable *MemoryObjects;
3398
3399 /** EXT_semaphore */
3400 struct _mesa_HashTable *SemaphoreObjects;
3401
3402 /**
3403 * Some context in this share group was affected by a disjoint
3404 * operation. This operation can be anything that has effects on
3405 * values of timer queries in such manner that they become invalid for
3406 * performance metrics. As example gpu reset, counter overflow or gpu
3407 * frequency changes.
3408 */
3409 bool DisjointOperation;
3410 };
3411
3412
3413
3414 /**
3415 * Renderbuffers represent drawing surfaces such as color, depth and/or
3416 * stencil. A framebuffer object has a set of renderbuffers.
3417 * Drivers will typically derive subclasses of this type.
3418 */
3419 struct gl_renderbuffer
3420 {
3421 simple_mtx_t Mutex; /**< for thread safety */
3422 GLuint ClassID; /**< Useful for drivers */
3423 GLuint Name;
3424 GLchar *Label; /**< GL_KHR_debug */
3425 GLint RefCount;
3426 GLuint Width, Height;
3427 GLuint Depth;
3428 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3429 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3430 /**
3431 * True for renderbuffers that wrap textures, giving the driver a chance to
3432 * flush render caches through the FinishRenderTexture hook.
3433 *
3434 * Drivers may also set this on renderbuffers other than those generated by
3435 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3436 * called without a rb->TexImage.
3437 */
3438 GLboolean NeedsFinishRenderTexture;
3439 GLubyte NumSamples; /**< zero means not multisampled */
3440 GLubyte NumStorageSamples; /**< for AMD_framebuffer_multisample_advanced */
3441 GLenum16 InternalFormat; /**< The user-specified format */
3442 GLenum16 _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3443 GL_STENCIL_INDEX. */
3444 mesa_format Format; /**< The actual renderbuffer memory format */
3445 /**
3446 * Pointer to the texture image if this renderbuffer wraps a texture,
3447 * otherwise NULL.
3448 *
3449 * Note that the reference on the gl_texture_object containing this
3450 * TexImage is held by the gl_renderbuffer_attachment.
3451 */
3452 struct gl_texture_image *TexImage;
3453
3454 /** Delete this renderbuffer */
3455 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3456
3457 /** Allocate new storage for this renderbuffer */
3458 GLboolean (*AllocStorage)(struct gl_context *ctx,
3459 struct gl_renderbuffer *rb,
3460 GLenum internalFormat,
3461 GLuint width, GLuint height);
3462 };
3463
3464
3465 /**
3466 * A renderbuffer attachment points to either a texture object (and specifies
3467 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3468 */
3469 struct gl_renderbuffer_attachment
3470 {
3471 GLenum16 Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3472 GLboolean Complete;
3473
3474 /**
3475 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3476 * application supplied renderbuffer object.
3477 */
3478 struct gl_renderbuffer *Renderbuffer;
3479
3480 /**
3481 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3482 * supplied texture object.
3483 */
3484 struct gl_texture_object *Texture;
3485 GLuint TextureLevel; /**< Attached mipmap level. */
3486 GLsizei NumSamples; /**< from FramebufferTexture2DMultisampleEXT */
3487 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3488 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3489 * and 2D array textures */
3490 GLboolean Layered;
3491 };
3492
3493
3494 /**
3495 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3496 * In C++ terms, think of this as a base class from which device drivers
3497 * will make derived classes.
3498 */
3499 struct gl_framebuffer
3500 {
3501 simple_mtx_t Mutex; /**< for thread safety */
3502 /**
3503 * If zero, this is a window system framebuffer. If non-zero, this
3504 * is a FBO framebuffer; note that for some devices (i.e. those with
3505 * a natural pixel coordinate system for FBOs that differs from the
3506 * OpenGL/Mesa coordinate system), this means that the viewport,
3507 * polygon face orientation, and polygon stipple will have to be inverted.
3508 */
3509 GLuint Name;
3510 GLint RefCount;
3511
3512 GLchar *Label; /**< GL_KHR_debug */
3513
3514 GLboolean DeletePending;
3515
3516 /**
3517 * The framebuffer's visual. Immutable if this is a window system buffer.
3518 * Computed from attachments if user-made FBO.
3519 */
3520 struct gl_config Visual;
3521
3522 /**
3523 * Size of frame buffer in pixels. If there are no attachments, then both
3524 * of these are 0.
3525 */
3526 GLuint Width, Height;
3527
3528 /**
3529 * In the case that the framebuffer has no attachment (i.e.
3530 * GL_ARB_framebuffer_no_attachments) then the geometry of
3531 * the framebuffer is specified by the default values.
3532 */
3533 struct {
3534 GLuint Width, Height, Layers, NumSamples;
3535 GLboolean FixedSampleLocations;
3536 /* Derived from NumSamples by the driver so that it can choose a valid
3537 * value for the hardware.
3538 */
3539 GLuint _NumSamples;
3540 } DefaultGeometry;
3541
3542 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3543 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3544 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3545 */
3546 /*@{*/
3547 GLint _Xmin, _Xmax;
3548 GLint _Ymin, _Ymax;
3549 /*@}*/
3550
3551 /** \name Derived Z buffer stuff */
3552 /*@{*/
3553 GLuint _DepthMax; /**< Max depth buffer value */
3554 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3555 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3556 /*@}*/
3557
3558 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3559 GLenum16 _Status;
3560
3561 /** Whether one of Attachment has Type != GL_NONE
3562 * NOTE: the values for Width and Height are set to 0 in case of having
3563 * no attachments, a backend driver supporting the extension
3564 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3565 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3566 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3567 * _Ymax do NOT take into account _HasAttachments being false). To get the
3568 * geometry of the framebuffer, the helper functions
3569 * _mesa_geometric_width(),
3570 * _mesa_geometric_height(),
3571 * _mesa_geometric_samples() and
3572 * _mesa_geometric_layers()
3573 * are available that check _HasAttachments.
3574 */
3575 bool _HasAttachments;
3576
3577 GLbitfield _IntegerBuffers; /**< Which color buffers are integer valued */
3578 GLbitfield _RGBBuffers; /**< Which color buffers have baseformat == RGB */
3579 GLbitfield _FP32Buffers; /**< Which color buffers are FP32 */
3580
3581 /* ARB_color_buffer_float */
3582 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3583 GLboolean _HasSNormOrFloatColorBuffer;
3584
3585 /**
3586 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3587 * is not layered. For cube maps and cube map arrays, each cube face
3588 * counts as a layer. As the case for Width, Height a backend driver
3589 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3590 * in the case that _HasAttachments is false
3591 */
3592 GLuint MaxNumLayers;
3593
3594 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3595 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3596
3597 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3598 * attribute group and GL_PIXEL attribute group, respectively.
3599 */
3600 GLenum16 ColorDrawBuffer[MAX_DRAW_BUFFERS];
3601 GLenum16 ColorReadBuffer;
3602
3603 /* GL_ARB_sample_locations */
3604 GLfloat *SampleLocationTable; /**< If NULL, no table has been specified */
3605 GLboolean ProgrammableSampleLocations;
3606 GLboolean SampleLocationPixelGrid;
3607
3608 /** Computed from ColorDraw/ReadBuffer above */
3609 GLuint _NumColorDrawBuffers;
3610 gl_buffer_index _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS];
3611 gl_buffer_index _ColorReadBufferIndex;
3612 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3613 struct gl_renderbuffer *_ColorReadBuffer;
3614
3615 /* GL_MESA_framebuffer_flip_y */
3616 bool FlipY;
3617
3618 /** Delete this framebuffer */
3619 void (*Delete)(struct gl_framebuffer *fb);
3620 };
3621
3622
3623 /**
3624 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3625 */
3626 struct gl_precision
3627 {
3628 GLushort RangeMin; /**< min value exponent */
3629 GLushort RangeMax; /**< max value exponent */
3630 GLushort Precision; /**< number of mantissa bits */
3631 };
3632
3633
3634 /**
3635 * Limits for vertex, geometry and fragment programs/shaders.
3636 */
3637 struct gl_program_constants
3638 {
3639 /* logical limits */
3640 GLuint MaxInstructions;
3641 GLuint MaxAluInstructions;
3642 GLuint MaxTexInstructions;
3643 GLuint MaxTexIndirections;
3644 GLuint MaxAttribs;
3645 GLuint MaxTemps;
3646 GLuint MaxAddressRegs;
3647 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3648 GLuint MaxParameters;
3649 GLuint MaxLocalParams;
3650 GLuint MaxEnvParams;
3651 /* native/hardware limits */
3652 GLuint MaxNativeInstructions;
3653 GLuint MaxNativeAluInstructions;
3654 GLuint MaxNativeTexInstructions;
3655 GLuint MaxNativeTexIndirections;
3656 GLuint MaxNativeAttribs;
3657 GLuint MaxNativeTemps;
3658 GLuint MaxNativeAddressRegs;
3659 GLuint MaxNativeParameters;
3660 /* For shaders */
3661 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3662
3663 /**
3664 * \name Per-stage input / output limits
3665 *
3666 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3667 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3668 * ES). This is stored as \c gl_constants::MaxVarying.
3669 *
3670 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3671 * variables. Each stage as a certain number of outputs that it can feed
3672 * to the next stage and a certain number inputs that it can consume from
3673 * the previous stage.
3674 *
3675 * Vertex shader inputs do not participate this in this accounting.
3676 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3677 *
3678 * Fragment shader outputs do not participate this in this accounting.
3679 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3680 */
3681 /*@{*/
3682 GLuint MaxInputComponents;
3683 GLuint MaxOutputComponents;
3684 /*@}*/
3685
3686 /* ES 2.0 and GL_ARB_ES2_compatibility */
3687 struct gl_precision LowFloat, MediumFloat, HighFloat;
3688 struct gl_precision LowInt, MediumInt, HighInt;
3689 /* GL_ARB_uniform_buffer_object */
3690 GLuint MaxUniformBlocks;
3691 uint64_t MaxCombinedUniformComponents;
3692 GLuint MaxTextureImageUnits;
3693
3694 /* GL_ARB_shader_atomic_counters */
3695 GLuint MaxAtomicBuffers;
3696 GLuint MaxAtomicCounters;
3697
3698 /* GL_ARB_shader_image_load_store */
3699 GLuint MaxImageUniforms;
3700
3701 /* GL_ARB_shader_storage_buffer_object */
3702 GLuint MaxShaderStorageBlocks;
3703 };
3704
3705 /**
3706 * Constants which may be overridden by device driver during context creation
3707 * but are never changed after that.
3708 */
3709 struct gl_constants
3710 {
3711 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3712 GLuint MaxTextureSize; /**< Max 1D/2D texture size, in pixels*/
3713 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3714 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3715 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3716 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3717 GLuint MaxTextureCoordUnits;
3718 GLuint MaxCombinedTextureImageUnits;
3719 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3720 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3721 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3722 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3723
3724 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3725
3726 GLuint MaxArrayLockSize;
3727
3728 GLint SubPixelBits;
3729
3730 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3731 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3732 GLfloat PointSizeGranularity;
3733 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3734 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3735 GLfloat LineWidthGranularity;
3736
3737 GLuint MaxClipPlanes;
3738 GLuint MaxLights;
3739 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3740 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3741
3742 GLuint MaxViewportWidth, MaxViewportHeight;
3743 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3744 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3745 struct {
3746 GLfloat Min;
3747 GLfloat Max;
3748 } ViewportBounds; /**< GL_ARB_viewport_array */
3749 GLuint MaxWindowRectangles; /**< GL_EXT_window_rectangles */
3750
3751 struct gl_program_constants Program[MESA_SHADER_STAGES];
3752 GLuint MaxProgramMatrices;
3753 GLuint MaxProgramMatrixStackDepth;
3754
3755 struct {
3756 GLuint SamplesPassed;
3757 GLuint TimeElapsed;
3758 GLuint Timestamp;
3759 GLuint PrimitivesGenerated;
3760 GLuint PrimitivesWritten;
3761 GLuint VerticesSubmitted;
3762 GLuint PrimitivesSubmitted;
3763 GLuint VsInvocations;
3764 GLuint TessPatches;
3765 GLuint TessInvocations;
3766 GLuint GsInvocations;
3767 GLuint GsPrimitives;
3768 GLuint FsInvocations;
3769 GLuint ComputeInvocations;
3770 GLuint ClInPrimitives;
3771 GLuint ClOutPrimitives;
3772 } QueryCounterBits;
3773
3774 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3775
3776 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3777 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3778 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3779
3780 /**
3781 * GL_ARB_framebuffer_no_attachments
3782 */
3783 GLuint MaxFramebufferWidth;
3784 GLuint MaxFramebufferHeight;
3785 GLuint MaxFramebufferLayers;
3786 GLuint MaxFramebufferSamples;
3787
3788 /** Number of varying vectors between any two shader stages. */
3789 GLuint MaxVarying;
3790
3791 /** @{
3792 * GL_ARB_uniform_buffer_object
3793 */
3794 GLuint MaxCombinedUniformBlocks;
3795 GLuint MaxUniformBufferBindings;
3796 GLuint MaxUniformBlockSize;
3797 GLuint UniformBufferOffsetAlignment;
3798 /** @} */
3799
3800 /** @{
3801 * GL_ARB_shader_storage_buffer_object
3802 */
3803 GLuint MaxCombinedShaderStorageBlocks;
3804 GLuint MaxShaderStorageBufferBindings;
3805 GLuint MaxShaderStorageBlockSize;
3806 GLuint ShaderStorageBufferOffsetAlignment;
3807 /** @} */
3808
3809 /**
3810 * GL_ARB_explicit_uniform_location
3811 */
3812 GLuint MaxUserAssignableUniformLocations;
3813
3814 /** geometry shader */
3815 GLuint MaxGeometryOutputVertices;
3816 GLuint MaxGeometryTotalOutputComponents;
3817 GLuint MaxGeometryShaderInvocations;
3818
3819 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3820 GLuint GLSLVersionCompat; /**< Desktop compat GLSL version supported */
3821
3822 /**
3823 * Changes default GLSL extension behavior from "error" to "warn". It's out
3824 * of spec, but it can make some apps work that otherwise wouldn't.
3825 */
3826 GLboolean ForceGLSLExtensionsWarn;
3827
3828 /**
3829 * If non-zero, forces GLSL shaders to behave as if they began
3830 * with "#version ForceGLSLVersion".
3831 */
3832 GLuint ForceGLSLVersion;
3833
3834 /**
3835 * Allow GLSL #extension directives in the middle of shaders.
3836 */
3837 GLboolean AllowGLSLExtensionDirectiveMidShader;
3838
3839 /**
3840 * Allow a subset of GLSL 1.20 in GLSL 1.10 as needed by SPECviewperf13.
3841 */
3842 GLboolean AllowGLSL120SubsetIn110;
3843
3844 /**
3845 * Allow builtins as part of constant expressions. This was not allowed
3846 * until GLSL 1.20 this allows it everywhere.
3847 */
3848 GLboolean AllowGLSLBuiltinConstantExpression;
3849
3850 /**
3851 * Allow some relaxation of GLSL ES shader restrictions. This encompasses
3852 * a number of relaxations to the ES shader rules.
3853 */
3854 GLboolean AllowGLSLRelaxedES;
3855
3856 /**
3857 * Allow GLSL built-in variables to be redeclared verbatim
3858 */
3859 GLboolean AllowGLSLBuiltinVariableRedeclaration;
3860
3861 /**
3862 * Allow GLSL interpolation qualifier mismatch across shader stages.
3863 */
3864 GLboolean AllowGLSLCrossStageInterpolationMismatch;
3865
3866 /**
3867 * Allow creating a higher compat profile (version 3.1+) for apps that
3868 * request it. Be careful when adding that driconf option because some
3869 * features are unimplemented and might not work correctly.
3870 */
3871 GLboolean AllowHigherCompatVersion;
3872
3873 /**
3874 * Allow extra tokens at end of preprocessor directives. The CTS now tests
3875 * to make sure these are not allowed. However, previously drivers would
3876 * allow them to exist and just issue a warning so some old applications
3877 * depend on this.
3878 */
3879 GLboolean AllowExtraPPTokens;
3880
3881 /**
3882 * Force computing the absolute value for sqrt() and inversesqrt() to follow
3883 * D3D9 when apps rely on this behaviour.
3884 */
3885 GLboolean ForceGLSLAbsSqrt;
3886
3887 /**
3888 * Types of variable to default initialized to zero. Supported values are:
3889 * - 0: no zero initialization
3890 * - 1: all shader variables and gl_FragColor are initialiazed to 0
3891 * - 2: same as 1, but shader out variables are *not* initialized, while
3892 * function out variables are now initialized.
3893 */
3894 GLchar GLSLZeroInit;
3895
3896 /**
3897 * Force GL names reuse. Needed by SPECviewperf13.
3898 */
3899 GLboolean ForceGLNamesReuse;
3900
3901 /**
3902 * Treat integer textures using GL_LINEAR filters as GL_NEAREST.
3903 */
3904 GLboolean ForceIntegerTexNearest;
3905
3906 /**
3907 * Does the driver support real 32-bit integers? (Otherwise, integers are
3908 * simulated via floats.)
3909 */
3910 GLboolean NativeIntegers;
3911
3912 /**
3913 * Does VertexID count from zero or from base vertex?
3914 *
3915 * \note
3916 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3917 * ignored and need not be set.
3918 */
3919 bool VertexID_is_zero_based;
3920
3921 /**
3922 * If the driver supports real 32-bit integers, what integer value should be
3923 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3924 */
3925 GLuint UniformBooleanTrue;
3926
3927 /**
3928 * Maximum amount of time, measured in nanseconds, that the server can wait.
3929 */
3930 GLuint64 MaxServerWaitTimeout;
3931
3932 /** GL_EXT_provoking_vertex */
3933 GLboolean QuadsFollowProvokingVertexConvention;
3934
3935 /** GL_ARB_viewport_array */
3936 GLenum16 LayerAndVPIndexProvokingVertex;
3937
3938 /** OpenGL version 3.0 */
3939 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3940
3941 /** OpenGL version 3.2 */
3942 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3943
3944 /** OpenGL version 4.4 */
3945 GLuint MaxVertexAttribStride;
3946
3947 /** GL_EXT_transform_feedback */
3948 GLuint MaxTransformFeedbackBuffers;
3949 GLuint MaxTransformFeedbackSeparateComponents;
3950 GLuint MaxTransformFeedbackInterleavedComponents;
3951 GLuint MaxVertexStreams;
3952
3953 /** GL_EXT_gpu_shader4 */
3954 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3955
3956 /** GL_ARB_texture_gather */
3957 GLuint MinProgramTextureGatherOffset;
3958 GLuint MaxProgramTextureGatherOffset;
3959 GLuint MaxProgramTextureGatherComponents;
3960
3961 /* GL_ARB_robustness */
3962 GLenum16 ResetStrategy;
3963
3964 /* GL_KHR_robustness */
3965 GLboolean RobustAccess;
3966
3967 /* GL_ARB_blend_func_extended */
3968 GLuint MaxDualSourceDrawBuffers;
3969
3970 /**
3971 * Whether the implementation strips out and ignores texture borders.
3972 *
3973 * Many GPU hardware implementations don't support rendering with texture
3974 * borders and mipmapped textures. (Note: not static border color, but the
3975 * old 1-pixel border around each edge). Implementations then have to do
3976 * slow fallbacks to be correct, or just ignore the border and be fast but
3977 * wrong. Setting the flag strips the border off of TexImage calls,
3978 * providing "fast but wrong" at significantly reduced driver complexity.
3979 *
3980 * Texture borders are deprecated in GL 3.0.
3981 **/
3982 GLboolean StripTextureBorder;
3983
3984 /**
3985 * For drivers which can do a better job at eliminating unused uniforms
3986 * than the GLSL compiler.
3987 *
3988 * XXX Remove these as soon as a better solution is available.
3989 */
3990 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3991
3992 /**
3993 * Whether gl_FragCoord, gl_PointCoord and gl_FrontFacing
3994 * are system values.
3995 **/
3996 bool GLSLFragCoordIsSysVal;
3997 bool GLSLPointCoordIsSysVal;
3998 bool GLSLFrontFacingIsSysVal;
3999
4000 /**
4001 * Run the minimum amount of GLSL optimizations to be able to link
4002 * shaders optimally (eliminate dead varyings and uniforms) and just do
4003 * all the necessary lowering.
4004 */
4005 bool GLSLOptimizeConservatively;
4006
4007 /**
4008 * Whether to call lower_const_arrays_to_uniforms() during linking.
4009 */
4010 bool GLSLLowerConstArrays;
4011
4012 /**
4013 * True if gl_TessLevelInner/Outer[] in the TES should be inputs
4014 * (otherwise, they're system values).
4015 */
4016 bool GLSLTessLevelsAsInputs;
4017
4018 /**
4019 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
4020 * than passing the transform feedback object to the drawing function.
4021 */
4022 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
4023
4024 /** GL_ARB_map_buffer_alignment */
4025 GLuint MinMapBufferAlignment;
4026
4027 /**
4028 * Disable varying packing. This is out of spec, but potentially useful
4029 * for older platforms that supports a limited number of texture
4030 * indirections--on these platforms, unpacking the varyings in the fragment
4031 * shader increases the number of texture indirections by 1, which might
4032 * make some shaders not executable at all.
4033 *
4034 * Drivers that support transform feedback must set this value to GL_FALSE.
4035 */
4036 GLboolean DisableVaryingPacking;
4037
4038 /**
4039 * Disable varying packing if used for transform feedback. This is needed
4040 * for some drivers (e.g. Panfrost) where transform feedback requires
4041 * unpacked varyings.
4042 *
4043 * This variable is mutually exlusive with DisableVaryingPacking.
4044 */
4045 GLboolean DisableTransformFeedbackPacking;
4046
4047 /**
4048 * UBOs and SSBOs can be packed tightly by the OpenGL implementation when
4049 * layout is set as shared (the default) or packed. However most Mesa drivers
4050 * just use STD140 for these layouts. This flag allows drivers to use STD430
4051 * for packed and shared layouts which allows arrays to be packed more
4052 * tightly.
4053 */
4054 bool UseSTD430AsDefaultPacking;
4055
4056 /**
4057 * Should meaningful names be generated for compiler temporary variables?
4058 *
4059 * Generally, it is not useful to have the compiler generate "meaningful"
4060 * names for temporary variables that it creates. This can, however, be a
4061 * useful debugging aid. In Mesa debug builds or release builds when
4062 * MESA_GLSL is set at run-time, meaningful names will be generated.
4063 * Drivers can also force names to be generated by setting this field.
4064 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
4065 * vertex shader assembly) is set at run-time.
4066 */
4067 bool GenerateTemporaryNames;
4068
4069 /*
4070 * Maximum value supported for an index in DrawElements and friends.
4071 *
4072 * This must be at least (1ull<<24)-1. The default value is
4073 * (1ull<<32)-1.
4074 *
4075 * \since ES 3.0 or GL_ARB_ES3_compatibility
4076 * \sa _mesa_init_constants
4077 */
4078 GLuint64 MaxElementIndex;
4079
4080 /**
4081 * Disable interpretation of line continuations (lines ending with a
4082 * backslash character ('\') in GLSL source.
4083 */
4084 GLboolean DisableGLSLLineContinuations;
4085
4086 /** GL_ARB_texture_multisample */
4087 GLint MaxColorTextureSamples;
4088 GLint MaxDepthTextureSamples;
4089 GLint MaxIntegerSamples;
4090
4091 /** GL_AMD_framebuffer_multisample_advanced */
4092 GLint MaxColorFramebufferSamples;
4093 GLint MaxColorFramebufferStorageSamples;
4094 GLint MaxDepthStencilFramebufferSamples;
4095
4096 /* An array of supported MSAA modes allowing different sample
4097 * counts per attachment type.
4098 */
4099 struct {
4100 GLint NumColorSamples;
4101 GLint NumColorStorageSamples;
4102 GLint NumDepthStencilSamples;
4103 } SupportedMultisampleModes[40];
4104 GLint NumSupportedMultisampleModes;
4105
4106 /** GL_ARB_shader_atomic_counters */
4107 GLuint MaxAtomicBufferBindings;
4108 GLuint MaxAtomicBufferSize;
4109 GLuint MaxCombinedAtomicBuffers;
4110 GLuint MaxCombinedAtomicCounters;
4111
4112 /** GL_ARB_vertex_attrib_binding */
4113 GLint MaxVertexAttribRelativeOffset;
4114 GLint MaxVertexAttribBindings;
4115
4116 /* GL_ARB_shader_image_load_store */
4117 GLuint MaxImageUnits;
4118 GLuint MaxCombinedShaderOutputResources;
4119 GLuint MaxImageSamples;
4120 GLuint MaxCombinedImageUniforms;
4121
4122 /** GL_ARB_compute_shader */
4123 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
4124 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
4125 GLuint MaxComputeWorkGroupInvocations;
4126 GLuint MaxComputeSharedMemorySize;
4127
4128 /** GL_ARB_compute_variable_group_size */
4129 GLuint MaxComputeVariableGroupSize[3]; /* Array of x, y, z dimensions */
4130 GLuint MaxComputeVariableGroupInvocations;
4131
4132 /** GL_ARB_gpu_shader5 */
4133 GLfloat MinFragmentInterpolationOffset;
4134 GLfloat MaxFragmentInterpolationOffset;
4135
4136 GLboolean FakeSWMSAA;
4137
4138 /** GL_KHR_context_flush_control */
4139 GLenum16 ContextReleaseBehavior;
4140
4141 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
4142
4143 /** GL_ARB_tessellation_shader */
4144 GLuint MaxPatchVertices;
4145 GLuint MaxTessGenLevel;
4146 GLuint MaxTessPatchComponents;
4147 GLuint MaxTessControlTotalOutputComponents;
4148 bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
4149 bool PrimitiveRestartForPatches;
4150 bool LowerCsDerivedVariables; /**< Lower gl_GlobalInvocationID and
4151 * gl_LocalInvocationIndex based on
4152 * other builtin variables. */
4153
4154 /** GL_OES_primitive_bounding_box */
4155 bool NoPrimitiveBoundingBoxOutput;
4156
4157 /** GL_ARB_sparse_buffer */
4158 GLuint SparseBufferPageSize;
4159
4160 /** Used as an input for sha1 generation in the on-disk shader cache */
4161 unsigned char *dri_config_options_sha1;
4162
4163 /** When drivers are OK with mapped buffers during draw and other calls. */
4164 bool AllowMappedBuffersDuringExecution;
4165
4166 /**
4167 * Whether buffer creation, unsynchronized mapping, unmapping, and
4168 * deletion is thread-safe.
4169 */
4170 bool BufferCreateMapUnsynchronizedThreadSafe;
4171
4172 /** GL_ARB_get_program_binary */
4173 GLuint NumProgramBinaryFormats;
4174
4175 /** GL_NV_conservative_raster */
4176 GLuint MaxSubpixelPrecisionBiasBits;
4177
4178 /** GL_NV_conservative_raster_dilate */
4179 GLfloat ConservativeRasterDilateRange[2];
4180 GLfloat ConservativeRasterDilateGranularity;
4181
4182 /** Is the drivers uniform storage packed or padded to 16 bytes. */
4183 bool PackedDriverUniformStorage;
4184
4185 /** Does the driver make use of the NIR based GLSL linker */
4186 bool UseNIRGLSLLinker;
4187
4188 /** Wether or not glBitmap uses red textures rather than alpha */
4189 bool BitmapUsesRed;
4190
4191 /** Whether the vertex buffer offset is a signed 32-bit integer. */
4192 bool VertexBufferOffsetIsInt32;
4193
4194 /** Whether the driver can handle MultiDrawElements with non-VBO indices. */
4195 bool MultiDrawWithUserIndices;
4196
4197 /** Whether out-of-order draw (Begin/End) optimizations are allowed. */
4198 bool AllowDrawOutOfOrder;
4199
4200 /** Whether to allow the fast path for frequently updated VAOs. */
4201 bool AllowDynamicVAOFastPath;
4202
4203 /** Whether the driver can support primitive restart with a fixed index.
4204 * This is essentially a subset of NV_primitive_restart with enough support
4205 * to be able to enable GLES 3.1. Some hardware can support this but not the
4206 * full NV extension with arbitrary restart indices.
4207 */
4208 bool PrimitiveRestartFixedIndex;
4209
4210 /** GL_ARB_gl_spirv */
4211 struct spirv_supported_capabilities SpirVCapabilities;
4212
4213 /** GL_ARB_spirv_extensions */
4214 struct spirv_supported_extensions *SpirVExtensions;
4215
4216 char *VendorOverride;
4217
4218 /** Buffer size used to upload vertices from glBegin/glEnd. */
4219 unsigned glBeginEndBufferSize;
4220
4221 /** Whether the driver doesn't want x/y/width/height clipped based on src size
4222 * when doing a copy texture operation (eg: may want out-of-bounds reads that
4223 * produce 0 instead of leaving the texture content undefined).
4224 */
4225 bool NoClippingOnCopyTex;
4226 };
4227
4228
4229 /**
4230 * Enable flag for each OpenGL extension. Different device drivers will
4231 * enable different extensions at runtime.
4232 */
4233 struct gl_extensions
4234 {
4235 GLboolean dummy; /* don't remove this! */
4236 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
4237 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
4238 GLboolean ANGLE_texture_compression_dxt;
4239 GLboolean ARB_ES2_compatibility;
4240 GLboolean ARB_ES3_compatibility;
4241 GLboolean ARB_ES3_1_compatibility;
4242 GLboolean ARB_ES3_2_compatibility;
4243 GLboolean ARB_arrays_of_arrays;
4244 GLboolean ARB_base_instance;
4245 GLboolean ARB_bindless_texture;
4246 GLboolean ARB_blend_func_extended;
4247 GLboolean ARB_buffer_storage;
4248 GLboolean ARB_clear_texture;
4249 GLboolean ARB_clip_control;
4250 GLboolean ARB_color_buffer_float;
4251 GLboolean ARB_compatibility;
4252 GLboolean ARB_compute_shader;
4253 GLboolean ARB_compute_variable_group_size;
4254 GLboolean ARB_conditional_render_inverted;
4255 GLboolean ARB_conservative_depth;
4256 GLboolean ARB_copy_image;
4257 GLboolean ARB_cull_distance;
4258 GLboolean EXT_color_buffer_half_float;
4259 GLboolean ARB_depth_buffer_float;
4260 GLboolean ARB_depth_clamp;
4261 GLboolean ARB_depth_texture;
4262 GLboolean ARB_derivative_control;
4263 GLboolean ARB_draw_buffers_blend;
4264 GLboolean ARB_draw_elements_base_vertex;
4265 GLboolean ARB_draw_indirect;
4266 GLboolean ARB_draw_instanced;
4267 GLboolean ARB_fragment_coord_conventions;
4268 GLboolean ARB_fragment_layer_viewport;
4269 GLboolean ARB_fragment_program;
4270 GLboolean ARB_fragment_program_shadow;
4271 GLboolean ARB_fragment_shader;
4272 GLboolean ARB_framebuffer_no_attachments;
4273 GLboolean ARB_framebuffer_object;
4274 GLboolean ARB_fragment_shader_interlock;
4275 GLboolean ARB_enhanced_layouts;
4276 GLboolean ARB_explicit_attrib_location;
4277 GLboolean ARB_explicit_uniform_location;
4278 GLboolean ARB_gl_spirv;
4279 GLboolean ARB_gpu_shader5;
4280 GLboolean ARB_gpu_shader_fp64;
4281 GLboolean ARB_gpu_shader_int64;
4282 GLboolean ARB_half_float_vertex;
4283 GLboolean ARB_indirect_parameters;
4284 GLboolean ARB_instanced_arrays;
4285 GLboolean ARB_internalformat_query;
4286 GLboolean ARB_internalformat_query2;
4287 GLboolean ARB_map_buffer_range;
4288 GLboolean ARB_occlusion_query;
4289 GLboolean ARB_occlusion_query2;
4290 GLboolean ARB_pipeline_statistics_query;
4291 GLboolean ARB_point_sprite;
4292 GLboolean ARB_polygon_offset_clamp;
4293 GLboolean ARB_post_depth_coverage;
4294 GLboolean ARB_query_buffer_object;
4295 GLboolean ARB_robust_buffer_access_behavior;
4296 GLboolean ARB_sample_locations;
4297 GLboolean ARB_sample_shading;
4298 GLboolean ARB_seamless_cube_map;
4299 GLboolean ARB_shader_atomic_counter_ops;
4300 GLboolean ARB_shader_atomic_counters;
4301 GLboolean ARB_shader_ballot;
4302 GLboolean ARB_shader_bit_encoding;
4303 GLboolean ARB_shader_clock;
4304 GLboolean ARB_shader_draw_parameters;
4305 GLboolean ARB_shader_group_vote;
4306 GLboolean ARB_shader_image_load_store;
4307 GLboolean ARB_shader_image_size;
4308 GLboolean ARB_shader_precision;
4309 GLboolean ARB_shader_stencil_export;
4310 GLboolean ARB_shader_storage_buffer_object;
4311 GLboolean ARB_shader_texture_image_samples;
4312 GLboolean ARB_shader_texture_lod;
4313 GLboolean ARB_shader_viewport_layer_array;
4314 GLboolean ARB_shading_language_packing;
4315 GLboolean ARB_shading_language_420pack;
4316 GLboolean ARB_shadow;
4317 GLboolean ARB_sparse_buffer;
4318 GLboolean ARB_stencil_texturing;
4319 GLboolean ARB_spirv_extensions;
4320 GLboolean ARB_sync;
4321 GLboolean ARB_tessellation_shader;
4322 GLboolean ARB_texture_border_clamp;
4323 GLboolean ARB_texture_buffer_object;
4324 GLboolean ARB_texture_buffer_object_rgb32;
4325 GLboolean ARB_texture_buffer_range;
4326 GLboolean ARB_texture_compression_bptc;
4327 GLboolean ARB_texture_compression_rgtc;
4328 GLboolean ARB_texture_cube_map;
4329 GLboolean ARB_texture_cube_map_array;
4330 GLboolean ARB_texture_env_combine;
4331 GLboolean ARB_texture_env_crossbar;
4332 GLboolean ARB_texture_env_dot3;
4333 GLboolean ARB_texture_filter_anisotropic;
4334 GLboolean ARB_texture_float;
4335 GLboolean ARB_texture_gather;
4336 GLboolean ARB_texture_mirror_clamp_to_edge;
4337 GLboolean ARB_texture_multisample;
4338 GLboolean ARB_texture_non_power_of_two;
4339 GLboolean ARB_texture_stencil8;
4340 GLboolean ARB_texture_query_levels;
4341 GLboolean ARB_texture_query_lod;
4342 GLboolean ARB_texture_rg;
4343 GLboolean ARB_texture_rgb10_a2ui;
4344 GLboolean ARB_texture_view;
4345 GLboolean ARB_timer_query;
4346 GLboolean ARB_transform_feedback2;
4347 GLboolean ARB_transform_feedback3;
4348 GLboolean ARB_transform_feedback_instanced;
4349 GLboolean ARB_transform_feedback_overflow_query;
4350 GLboolean ARB_uniform_buffer_object;
4351 GLboolean ARB_vertex_attrib_64bit;
4352 GLboolean ARB_vertex_program;
4353 GLboolean ARB_vertex_shader;
4354 GLboolean ARB_vertex_type_10f_11f_11f_rev;
4355 GLboolean ARB_vertex_type_2_10_10_10_rev;
4356 GLboolean ARB_viewport_array;
4357 GLboolean EXT_blend_color;
4358 GLboolean EXT_blend_equation_separate;
4359 GLboolean EXT_blend_func_separate;
4360 GLboolean EXT_blend_minmax;
4361 GLboolean EXT_demote_to_helper_invocation;
4362 GLboolean EXT_depth_bounds_test;
4363 GLboolean EXT_disjoint_timer_query;
4364 GLboolean EXT_draw_buffers2;
4365 GLboolean EXT_EGL_image_storage;
4366 GLboolean EXT_float_blend;
4367 GLboolean EXT_framebuffer_multisample;
4368 GLboolean EXT_framebuffer_multisample_blit_scaled;
4369 GLboolean EXT_framebuffer_sRGB;
4370 GLboolean EXT_gpu_program_parameters;
4371 GLboolean EXT_gpu_shader4;
4372 GLboolean EXT_memory_object;
4373 GLboolean EXT_memory_object_fd;
4374 GLboolean EXT_multisampled_render_to_texture;
4375 GLboolean EXT_packed_float;
4376 GLboolean EXT_pixel_buffer_object;
4377 GLboolean EXT_point_parameters;
4378 GLboolean EXT_provoking_vertex;
4379 GLboolean EXT_render_snorm;
4380 GLboolean EXT_semaphore;
4381 GLboolean EXT_semaphore_fd;
4382 GLboolean EXT_shader_image_load_formatted;
4383 GLboolean EXT_shader_image_load_store;
4384 GLboolean EXT_shader_integer_mix;
4385 GLboolean EXT_shader_samples_identical;
4386 GLboolean EXT_sRGB;
4387 GLboolean EXT_stencil_two_side;
4388 GLboolean EXT_texture_array;
4389 GLboolean EXT_texture_buffer_object;
4390 GLboolean EXT_texture_compression_latc;
4391 GLboolean EXT_texture_compression_s3tc;
4392 GLboolean EXT_texture_compression_s3tc_srgb;
4393 GLboolean EXT_texture_env_dot3;
4394 GLboolean EXT_texture_filter_anisotropic;
4395 GLboolean EXT_texture_integer;
4396 GLboolean EXT_texture_mirror_clamp;
4397 GLboolean EXT_texture_norm16;
4398 GLboolean EXT_texture_shadow_lod;
4399 GLboolean EXT_texture_shared_exponent;
4400 GLboolean EXT_texture_snorm;
4401 GLboolean EXT_texture_sRGB;
4402 GLboolean EXT_texture_sRGB_R8;
4403 GLboolean EXT_texture_sRGB_decode;
4404 GLboolean EXT_texture_swizzle;
4405 GLboolean EXT_texture_type_2_10_10_10_REV;
4406 GLboolean EXT_transform_feedback;
4407 GLboolean EXT_timer_query;
4408 GLboolean EXT_vertex_array_bgra;
4409 GLboolean EXT_window_rectangles;
4410 GLboolean OES_copy_image;
4411 GLboolean OES_primitive_bounding_box;
4412 GLboolean OES_sample_variables;
4413 GLboolean OES_standard_derivatives;
4414 GLboolean OES_texture_buffer;
4415 GLboolean OES_texture_cube_map_array;
4416 GLboolean OES_texture_view;
4417 GLboolean OES_viewport_array;
4418 /* vendor extensions */
4419 GLboolean AMD_compressed_ATC_texture;
4420 GLboolean AMD_framebuffer_multisample_advanced;
4421 GLboolean AMD_depth_clamp_separate;
4422 GLboolean AMD_performance_monitor;
4423 GLboolean AMD_pinned_memory;
4424 GLboolean AMD_seamless_cubemap_per_texture;
4425 GLboolean AMD_vertex_shader_layer;
4426 GLboolean AMD_vertex_shader_viewport_index;
4427 GLboolean ANDROID_extension_pack_es31a;
4428 GLboolean APPLE_object_purgeable;
4429 GLboolean ATI_meminfo;
4430 GLboolean ATI_texture_compression_3dc;
4431 GLboolean ATI_texture_mirror_once;
4432 GLboolean ATI_texture_env_combine3;
4433 GLboolean ATI_fragment_shader;
4434 GLboolean GREMEDY_string_marker;
4435 GLboolean INTEL_blackhole_render;
4436 GLboolean INTEL_conservative_rasterization;
4437 GLboolean INTEL_performance_query;
4438 GLboolean INTEL_shader_atomic_float_minmax;
4439 GLboolean INTEL_shader_integer_functions2;
4440 GLboolean KHR_blend_equation_advanced;
4441 GLboolean KHR_blend_equation_advanced_coherent;
4442 GLboolean KHR_robustness;
4443 GLboolean KHR_texture_compression_astc_hdr;
4444 GLboolean KHR_texture_compression_astc_ldr;
4445 GLboolean KHR_texture_compression_astc_sliced_3d;
4446 GLboolean MESA_framebuffer_flip_y;
4447 GLboolean MESA_tile_raster_order;
4448 GLboolean EXT_shader_framebuffer_fetch;
4449 GLboolean EXT_shader_framebuffer_fetch_non_coherent;
4450 GLboolean MESA_shader_integer_functions;
4451 GLboolean MESA_ycbcr_texture;
4452 GLboolean NV_alpha_to_coverage_dither_control;
4453 GLboolean NV_compute_shader_derivatives;
4454 GLboolean NV_conditional_render;
4455 GLboolean NV_copy_depth_to_color;
4456 GLboolean NV_copy_image;
4457 GLboolean NV_fill_rectangle;
4458 GLboolean NV_fog_distance;
4459 GLboolean NV_point_sprite;
4460 GLboolean NV_primitive_restart;
4461 GLboolean NV_shader_atomic_float;
4462 GLboolean NV_shader_atomic_int64;
4463 GLboolean NV_texture_barrier;
4464 GLboolean NV_texture_env_combine4;
4465 GLboolean NV_texture_rectangle;
4466 GLboolean NV_vdpau_interop;
4467 GLboolean NV_conservative_raster;
4468 GLboolean NV_conservative_raster_dilate;
4469 GLboolean NV_conservative_raster_pre_snap_triangles;
4470 GLboolean NV_conservative_raster_pre_snap;
4471 GLboolean NV_viewport_array2;
4472 GLboolean NV_viewport_swizzle;
4473 GLboolean NVX_gpu_memory_info;
4474 GLboolean TDFX_texture_compression_FXT1;
4475 GLboolean OES_EGL_image;
4476 GLboolean OES_draw_texture;
4477 GLboolean OES_depth_texture_cube_map;
4478 GLboolean OES_EGL_image_external;
4479 GLboolean OES_texture_float;
4480 GLboolean OES_texture_float_linear;
4481 GLboolean OES_texture_half_float;
4482 GLboolean OES_texture_half_float_linear;
4483 GLboolean OES_compressed_ETC1_RGB8_texture;
4484 GLboolean OES_geometry_shader;
4485 GLboolean OES_texture_compression_astc;
4486 GLboolean extension_sentinel;
4487 /** The extension string */
4488 const GLubyte *String;
4489 /** Number of supported extensions */
4490 GLuint Count;
4491 /**
4492 * The context version which extension helper functions compare against.
4493 * By default, the value is equal to ctx->Version. This changes to ~0
4494 * while meta is in progress.
4495 */
4496 GLubyte Version;
4497 };
4498
4499
4500 /**
4501 * A stack of matrices (projection, modelview, color, texture, etc).
4502 */
4503 struct gl_matrix_stack
4504 {
4505 GLmatrix *Top; /**< points into Stack */
4506 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
4507 unsigned StackSize; /**< Number of elements in Stack */
4508 GLuint Depth; /**< 0 <= Depth < MaxDepth */
4509 GLuint MaxDepth; /**< size of Stack[] array */
4510 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
4511 };
4512
4513
4514 /**
4515 * \name Bits for image transfer operations
4516 * \sa __struct gl_contextRec::ImageTransferState.
4517 */
4518 /*@{*/
4519 #define IMAGE_SCALE_BIAS_BIT 0x1
4520 #define IMAGE_SHIFT_OFFSET_BIT 0x2
4521 #define IMAGE_MAP_COLOR_BIT 0x4
4522 #define IMAGE_CLAMP_BIT 0x800
4523
4524
4525 /** Pixel Transfer ops */
4526 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
4527 IMAGE_SHIFT_OFFSET_BIT | \
4528 IMAGE_MAP_COLOR_BIT)
4529
4530
4531 /**
4532 * \name Bits to indicate what state has changed.
4533 */
4534 /*@{*/
4535 #define _NEW_MODELVIEW (1u << 0) /**< gl_context::ModelView */
4536 #define _NEW_PROJECTION (1u << 1) /**< gl_context::Projection */
4537 #define _NEW_TEXTURE_MATRIX (1u << 2) /**< gl_context::TextureMatrix */
4538 #define _NEW_COLOR (1u << 3) /**< gl_context::Color */
4539 #define _NEW_DEPTH (1u << 4) /**< gl_context::Depth */
4540 /* gap */
4541 #define _NEW_FOG (1u << 6) /**< gl_context::Fog */
4542 #define _NEW_HINT (1u << 7) /**< gl_context::Hint */
4543 #define _NEW_LIGHT (1u << 8) /**< gl_context::Light */
4544 #define _NEW_LINE (1u << 9) /**< gl_context::Line */
4545 #define _NEW_PIXEL (1u << 10) /**< gl_context::Pixel */
4546 #define _NEW_POINT (1u << 11) /**< gl_context::Point */
4547 #define _NEW_POLYGON (1u << 12) /**< gl_context::Polygon */
4548 #define _NEW_POLYGONSTIPPLE (1u << 13) /**< gl_context::PolygonStipple */
4549 #define _NEW_SCISSOR (1u << 14) /**< gl_context::Scissor */
4550 #define _NEW_STENCIL (1u << 15) /**< gl_context::Stencil */
4551 #define _NEW_TEXTURE_OBJECT (1u << 16) /**< gl_context::Texture (bindings only) */
4552 #define _NEW_TRANSFORM (1u << 17) /**< gl_context::Transform */
4553 #define _NEW_VIEWPORT (1u << 18) /**< gl_context::Viewport */
4554 #define _NEW_TEXTURE_STATE (1u << 19) /**< gl_context::Texture (states only) */
4555 /* gap */
4556 #define _NEW_RENDERMODE (1u << 21) /**< gl_context::RenderMode, etc */
4557 #define _NEW_BUFFERS (1u << 22) /**< gl_context::Visual, DrawBuffer, */
4558 #define _NEW_CURRENT_ATTRIB (1u << 23) /**< gl_context::Current */
4559 #define _NEW_MULTISAMPLE (1u << 24) /**< gl_context::Multisample */
4560 #define _NEW_TRACK_MATRIX (1u << 25) /**< gl_context::VertexProgram */
4561 #define _NEW_PROGRAM (1u << 26) /**< New program/shader state */
4562 #define _NEW_PROGRAM_CONSTANTS (1u << 27)
4563 /* gap */
4564 #define _NEW_FRAG_CLAMP (1u << 29)
4565 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4566 #define _NEW_VARYING_VP_INPUTS (1u << 31) /**< gl_context::varying_vp_inputs */
4567 #define _NEW_ALL ~0
4568 /*@}*/
4569
4570
4571 /**
4572 * Composite state flags
4573 */
4574 /*@{*/
4575 #define _NEW_TEXTURE (_NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE)
4576
4577 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
4578 _NEW_TEXTURE_STATE | \
4579 _NEW_POINT | \
4580 _NEW_PROGRAM | \
4581 _NEW_MODELVIEW)
4582
4583 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
4584 _NEW_FOG | \
4585 _NEW_PROGRAM)
4586
4587
4588 /*@}*/
4589
4590
4591
4592
4593 /* This has to be included here. */
4594 #include "dd.h"
4595
4596
4597 /** Opaque declaration of display list payload data type */
4598 union gl_dlist_node;
4599
4600
4601 /**
4602 * Per-display list information.
4603 */
4604 struct gl_display_list
4605 {
4606 GLuint Name;
4607 GLbitfield Flags; /**< DLIST_x flags */
4608 GLchar *Label; /**< GL_KHR_debug */
4609 /** The dlist commands are in a linked list of nodes */
4610 union gl_dlist_node *Head;
4611 };
4612
4613
4614 /**
4615 * State used during display list compilation and execution.
4616 */
4617 struct gl_dlist_state
4618 {
4619 struct gl_display_list *CurrentList; /**< List currently being compiled */
4620 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
4621 GLuint CurrentPos; /**< Index into current block of nodes */
4622 GLuint CallDepth; /**< Current recursion calling depth */
4623
4624 GLvertexformat ListVtxfmt;
4625
4626 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
4627 uint32_t CurrentAttrib[VERT_ATTRIB_MAX][8];
4628
4629 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
4630 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
4631
4632 struct {
4633 /* State known to have been set by the currently-compiling display
4634 * list. Used to eliminate some redundant state changes.
4635 */
4636 GLenum16 ShadeModel;
4637 } Current;
4638 };
4639
4640 /**
4641 * Driver-specific state flags.
4642 *
4643 * These are or'd with gl_context::NewDriverState to notify a driver about
4644 * a state change. The driver sets the flags at context creation and
4645 * the meaning of the bits set is opaque to core Mesa.
4646 */
4647 struct gl_driver_flags
4648 {
4649 /** gl_context::Array::_DrawArrays (vertex array state) */
4650 uint64_t NewArray;
4651
4652 /** gl_context::TransformFeedback::CurrentObject */
4653 uint64_t NewTransformFeedback;
4654
4655 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4656 uint64_t NewTransformFeedbackProg;
4657
4658 /** gl_context::RasterDiscard */
4659 uint64_t NewRasterizerDiscard;
4660
4661 /** gl_context::TileRasterOrder* */
4662 uint64_t NewTileRasterOrder;
4663
4664 /**
4665 * gl_context::UniformBufferBindings
4666 * gl_shader_program::UniformBlocks
4667 */
4668 uint64_t NewUniformBuffer;
4669
4670 /**
4671 * gl_context::ShaderStorageBufferBindings
4672 * gl_shader_program::ShaderStorageBlocks
4673 */
4674 uint64_t NewShaderStorageBuffer;
4675
4676 uint64_t NewTextureBuffer;
4677
4678 /**
4679 * gl_context::AtomicBufferBindings
4680 */
4681 uint64_t NewAtomicBuffer;
4682
4683 /**
4684 * gl_context::ImageUnits
4685 */
4686 uint64_t NewImageUnits;
4687
4688 /**
4689 * gl_context::TessCtrlProgram::patch_default_*
4690 */
4691 uint64_t NewDefaultTessLevels;
4692
4693 /**
4694 * gl_context::IntelConservativeRasterization
4695 */
4696 uint64_t NewIntelConservativeRasterization;
4697
4698 /**
4699 * gl_context::NvConservativeRasterization
4700 */
4701 uint64_t NewNvConservativeRasterization;
4702
4703 /**
4704 * gl_context::ConservativeRasterMode/ConservativeRasterDilate
4705 * gl_context::SubpixelPrecisionBias
4706 */
4707 uint64_t NewNvConservativeRasterizationParams;
4708
4709 /**
4710 * gl_context::Scissor::WindowRects
4711 */
4712 uint64_t NewWindowRectangles;
4713
4714 /** gl_context::Color::sRGBEnabled */
4715 uint64_t NewFramebufferSRGB;
4716
4717 /** gl_context::Scissor::EnableFlags */
4718 uint64_t NewScissorTest;
4719
4720 /** gl_context::Scissor::ScissorArray */
4721 uint64_t NewScissorRect;
4722
4723 /** gl_context::Color::Alpha* */
4724 uint64_t NewAlphaTest;
4725
4726 /** gl_context::Color::Blend/Dither */
4727 uint64_t NewBlend;
4728
4729 /** gl_context::Color::BlendColor */
4730 uint64_t NewBlendColor;
4731
4732 /** gl_context::Color::Color/Index */
4733 uint64_t NewColorMask;
4734
4735 /** gl_context::Depth */
4736 uint64_t NewDepth;
4737
4738 /** gl_context::Color::LogicOp/ColorLogicOp/IndexLogicOp */
4739 uint64_t NewLogicOp;
4740
4741 /** gl_context::Multisample::Enabled */
4742 uint64_t NewMultisampleEnable;
4743
4744 /** gl_context::Multisample::SampleAlphaTo* */
4745 uint64_t NewSampleAlphaToXEnable;
4746
4747 /** gl_context::Multisample::SampleCoverage/SampleMaskValue */
4748 uint64_t NewSampleMask;
4749
4750 /** gl_context::Multisample::(Min)SampleShading */
4751 uint64_t NewSampleShading;
4752
4753 /** gl_context::Stencil */
4754 uint64_t NewStencil;
4755
4756 /** gl_context::Transform::ClipOrigin/ClipDepthMode */
4757 uint64_t NewClipControl;
4758
4759 /** gl_context::Transform::EyeUserPlane */
4760 uint64_t NewClipPlane;
4761
4762 /** gl_context::Transform::ClipPlanesEnabled */
4763 uint64_t NewClipPlaneEnable;
4764
4765 /** gl_context::Color::ClampFragmentColor */
4766 uint64_t NewFragClamp;
4767
4768 /** gl_context::Transform::DepthClamp */
4769 uint64_t NewDepthClamp;
4770
4771 /** gl_context::Line */
4772 uint64_t NewLineState;
4773
4774 /** gl_context::Polygon */
4775 uint64_t NewPolygonState;
4776
4777 /** gl_context::PolygonStipple */
4778 uint64_t NewPolygonStipple;
4779
4780 /** gl_context::ViewportArray */
4781 uint64_t NewViewport;
4782
4783 /** Shader constants (uniforms, program parameters, state constants) */
4784 uint64_t NewShaderConstants[MESA_SHADER_STAGES];
4785
4786 /** Programmable sample location state for gl_context::DrawBuffer */
4787 uint64_t NewSampleLocations;
4788 };
4789
4790 struct gl_buffer_binding
4791 {
4792 struct gl_buffer_object *BufferObject;
4793 /** Start of uniform block data in the buffer */
4794 GLintptr Offset;
4795 /** Size of data allowed to be referenced from the buffer (in bytes) */
4796 GLsizeiptr Size;
4797 /**
4798 * glBindBufferBase() indicates that the Size should be ignored and only
4799 * limited by the current size of the BufferObject.
4800 */
4801 GLboolean AutomaticSize;
4802 };
4803
4804 /**
4805 * ARB_shader_image_load_store image unit.
4806 */
4807 struct gl_image_unit
4808 {
4809 /**
4810 * Texture object bound to this unit.
4811 */
4812 struct gl_texture_object *TexObj;
4813
4814 /**
4815 * Level of the texture object bound to this unit.
4816 */
4817 GLubyte Level;
4818
4819 /**
4820 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4821 * GL_FALSE if only some specific layer of the texture is bound.
4822 * \sa Layer
4823 */
4824 GLboolean Layered;
4825
4826 /**
4827 * Layer of the texture object bound to this unit as specified by the
4828 * application.
4829 */
4830 GLushort Layer;
4831
4832 /**
4833 * Layer of the texture object bound to this unit, or zero if
4834 * Layered == false.
4835 */
4836 GLushort _Layer;
4837
4838 /**
4839 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4840 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4841 */
4842 GLenum16 Access;
4843
4844 /**
4845 * GL internal format that determines the interpretation of the
4846 * image memory when shader image operations are performed through
4847 * this unit.
4848 */
4849 GLenum16 Format;
4850
4851 /**
4852 * Mesa format corresponding to \c Format.
4853 */
4854 mesa_format _ActualFormat:16;
4855 };
4856
4857 /**
4858 * Shader subroutines storage
4859 */
4860 struct gl_subroutine_index_binding
4861 {
4862 GLuint NumIndex;
4863 GLuint *IndexPtr;
4864 };
4865
4866 struct gl_texture_handle_object
4867 {
4868 struct gl_texture_object *texObj;
4869 struct gl_sampler_object *sampObj;
4870 GLuint64 handle;
4871 };
4872
4873 struct gl_image_handle_object
4874 {
4875 struct gl_image_unit imgObj;
4876 GLuint64 handle;
4877 };
4878
4879 struct gl_memory_object
4880 {
4881 GLuint Name; /**< hash table ID/name */
4882 GLboolean Immutable; /**< denotes mutability state of parameters */
4883 GLboolean Dedicated; /**< import memory from a dedicated allocation */
4884 };
4885
4886 struct gl_semaphore_object
4887 {
4888 GLuint Name; /**< hash table ID/name */
4889 };
4890
4891 /**
4892 * One element of the client attrib stack.
4893 */
4894 struct gl_client_attrib_node
4895 {
4896 GLbitfield Mask;
4897 struct gl_array_attrib Array;
4898 struct gl_vertex_array_object VAO;
4899 struct gl_pixelstore_attrib Pack;
4900 struct gl_pixelstore_attrib Unpack;
4901 };
4902
4903 /**
4904 * The VBO module implemented in src/vbo.
4905 */
4906 struct vbo_context {
4907 struct gl_vertex_buffer_binding binding;
4908 struct gl_array_attributes current[VBO_ATTRIB_MAX];
4909
4910 struct gl_vertex_array_object *VAO;
4911
4912 struct vbo_exec_context exec;
4913 struct vbo_save_context save;
4914 };
4915
4916 /**
4917 * Mesa rendering context.
4918 *
4919 * This is the central context data structure for Mesa. Almost all
4920 * OpenGL state is contained in this structure.
4921 * Think of this as a base class from which device drivers will derive
4922 * sub classes.
4923 */
4924 struct gl_context
4925 {
4926 /** State possibly shared with other contexts in the address space */
4927 struct gl_shared_state *Shared;
4928
4929 /** \name API function pointer tables */
4930 /*@{*/
4931 gl_api API;
4932
4933 /**
4934 * The current dispatch table for non-displaylist-saving execution, either
4935 * BeginEnd or OutsideBeginEnd
4936 */
4937 struct _glapi_table *Exec;
4938 /**
4939 * The normal dispatch table for non-displaylist-saving, non-begin/end
4940 */
4941 struct _glapi_table *OutsideBeginEnd;
4942 /** The dispatch table used between glNewList() and glEndList() */
4943 struct _glapi_table *Save;
4944 /**
4945 * The dispatch table used between glBegin() and glEnd() (outside of a
4946 * display list). Only valid functions between those two are set, which is
4947 * mostly just the set in a GLvertexformat struct.
4948 */
4949 struct _glapi_table *BeginEnd;
4950 /**
4951 * Dispatch table for when a graphics reset has happened.
4952 */
4953 struct _glapi_table *ContextLost;
4954 /**
4955 * Dispatch table used to marshal API calls from the client program to a
4956 * separate server thread. NULL if API calls are not being marshalled to
4957 * another thread.
4958 */
4959 struct _glapi_table *MarshalExec;
4960 /**
4961 * Dispatch table currently in use for fielding API calls from the client
4962 * program. If API calls are being marshalled to another thread, this ==
4963 * MarshalExec. Otherwise it == CurrentServerDispatch.
4964 */
4965 struct _glapi_table *CurrentClientDispatch;
4966
4967 /**
4968 * Dispatch table currently in use for performing API calls. == Save or
4969 * Exec.
4970 */
4971 struct _glapi_table *CurrentServerDispatch;
4972
4973 /*@}*/
4974
4975 struct glthread_state GLThread;
4976
4977 struct gl_config Visual;
4978 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4979 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4980 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4981 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4982
4983 /**
4984 * Device driver function pointer table
4985 */
4986 struct dd_function_table Driver;
4987
4988 /** Core/Driver constants */
4989 struct gl_constants Const;
4990
4991 /** \name The various 4x4 matrix stacks */
4992 /*@{*/
4993 struct gl_matrix_stack ModelviewMatrixStack;
4994 struct gl_matrix_stack ProjectionMatrixStack;
4995 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4996 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4997 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4998 /*@}*/
4999
5000 /** Combined modelview and projection matrix */
5001 GLmatrix _ModelProjectMatrix;
5002
5003 /** \name Display lists */
5004 struct gl_dlist_state ListState;
5005
5006 GLboolean ExecuteFlag; /**< Execute GL commands? */
5007 GLboolean CompileFlag; /**< Compile GL commands into display list? */
5008
5009 /** Extension information */
5010 struct gl_extensions Extensions;
5011
5012 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
5013 GLuint Version;
5014 char *VersionString;
5015
5016 /** \name State attribute stack (for glPush/PopAttrib) */
5017 /*@{*/
5018 GLuint AttribStackDepth;
5019 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
5020 /*@}*/
5021
5022 /** \name Renderer attribute groups
5023 *
5024 * We define a struct for each attribute group to make pushing and popping
5025 * attributes easy. Also it's a good organization.
5026 */
5027 /*@{*/
5028 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
5029 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
5030 struct gl_current_attrib Current; /**< Current attributes */
5031 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
5032 struct gl_eval_attrib Eval; /**< Eval attributes */
5033 struct gl_fog_attrib Fog; /**< Fog attributes */
5034 struct gl_hint_attrib Hint; /**< Hint attributes */
5035 struct gl_light_attrib Light; /**< Light attributes */
5036 struct gl_line_attrib Line; /**< Line attributes */
5037 struct gl_list_attrib List; /**< List attributes */
5038 struct gl_multisample_attrib Multisample;
5039 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
5040 struct gl_point_attrib Point; /**< Point attributes */
5041 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
5042 GLuint PolygonStipple[32]; /**< Polygon stipple */
5043 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
5044 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
5045 struct gl_texture_attrib Texture; /**< Texture attributes */
5046 struct gl_transform_attrib Transform; /**< Transformation attributes */
5047 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
5048 GLuint SubpixelPrecisionBias[2]; /**< Viewport attributes */
5049 /*@}*/
5050
5051 /** \name Client attribute stack */
5052 /*@{*/
5053 GLuint ClientAttribStackDepth;
5054 struct gl_client_attrib_node ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
5055 /*@}*/
5056
5057 /** \name Client attribute groups */
5058 /*@{*/
5059 struct gl_array_attrib Array; /**< Vertex arrays */
5060 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
5061 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
5062 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
5063 /*@}*/
5064
5065 /** \name Other assorted state (not pushed/popped on attribute stack) */
5066 /*@{*/
5067 struct gl_pixelmaps PixelMaps;
5068
5069 struct gl_evaluators EvalMap; /**< All evaluators */
5070 struct gl_feedback Feedback; /**< Feedback */
5071 struct gl_selection Select; /**< Selection */
5072
5073 struct gl_program_state Program; /**< general program state */
5074 struct gl_vertex_program_state VertexProgram;
5075 struct gl_fragment_program_state FragmentProgram;
5076 struct gl_geometry_program_state GeometryProgram;
5077 struct gl_compute_program_state ComputeProgram;
5078 struct gl_tess_ctrl_program_state TessCtrlProgram;
5079 struct gl_tess_eval_program_state TessEvalProgram;
5080 struct gl_ati_fragment_shader_state ATIFragmentShader;
5081
5082 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
5083 struct gl_pipeline_object Shader; /**< GLSL shader object state */
5084
5085 /**
5086 * Current active shader pipeline state
5087 *
5088 * Almost all internal users want ::_Shader instead of ::Shader. The
5089 * exceptions are bits of legacy GLSL API that do not know about separate
5090 * shader objects.
5091 *
5092 * If a program is active via \c glUseProgram, this will point to
5093 * \c ::Shader.
5094 *
5095 * If a program pipeline is active via \c glBindProgramPipeline, this will
5096 * point to \c ::Pipeline.Current.
5097 *
5098 * If neither a program nor a program pipeline is active, this will point to
5099 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
5100 * \c NULL.
5101 */
5102 struct gl_pipeline_object *_Shader;
5103
5104 /**
5105 * NIR containing the functions that implement software fp64 support.
5106 */
5107 struct nir_shader *SoftFP64;
5108
5109 struct gl_query_state Query; /**< occlusion, timer queries */
5110
5111 struct gl_transform_feedback_state TransformFeedback;
5112
5113 struct gl_perf_monitor_state PerfMonitor;
5114 struct gl_perf_query_state PerfQuery;
5115
5116 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
5117 struct gl_buffer_object *ParameterBuffer; /** < GL_ARB_indirect_parameters */
5118 struct gl_buffer_object *DispatchIndirectBuffer; /** < GL_ARB_compute_shader */
5119
5120 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
5121 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
5122
5123 struct gl_buffer_object *QueryBuffer; /**< GL_ARB_query_buffer_object */
5124
5125 /**
5126 * Current GL_ARB_uniform_buffer_object binding referenced by
5127 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
5128 */
5129 struct gl_buffer_object *UniformBuffer;
5130
5131 /**
5132 * Current GL_ARB_shader_storage_buffer_object binding referenced by
5133 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
5134 */
5135 struct gl_buffer_object *ShaderStorageBuffer;
5136
5137 /**
5138 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
5139 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
5140 * associated with uniform blocks by glUniformBlockBinding()'s state in the
5141 * shader program.
5142 */
5143 struct gl_buffer_binding
5144 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
5145
5146 /**
5147 * Array of shader storage buffers for ARB_shader_storage_buffer_object
5148 * and GL 4.3. This is set up using glBindBufferRange() or
5149 * glBindBufferBase(). They are associated with shader storage blocks by
5150 * glShaderStorageBlockBinding()'s state in the shader program.
5151 */
5152 struct gl_buffer_binding
5153 ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
5154
5155 /**
5156 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
5157 * target.
5158 */
5159 struct gl_buffer_object *AtomicBuffer;
5160
5161 /**
5162 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
5163 * target.
5164 */
5165 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
5166
5167 /**
5168 * Array of atomic counter buffer binding points.
5169 */
5170 struct gl_buffer_binding
5171 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
5172
5173 /**
5174 * Array of image units for ARB_shader_image_load_store.
5175 */
5176 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
5177
5178 struct gl_subroutine_index_binding SubroutineIndex[MESA_SHADER_STAGES];
5179 /*@}*/
5180
5181 struct gl_meta_state *Meta; /**< for "meta" operations */
5182
5183 /* GL_EXT_framebuffer_object */
5184 struct gl_renderbuffer *CurrentRenderbuffer;
5185
5186 GLenum16 ErrorValue; /**< Last error code */
5187
5188 /**
5189 * Recognize and silence repeated error debug messages in buggy apps.
5190 */
5191 const char *ErrorDebugFmtString;
5192 GLuint ErrorDebugCount;
5193
5194 /* GL_ARB_debug_output/GL_KHR_debug */
5195 simple_mtx_t DebugMutex;
5196 struct gl_debug_state *Debug;
5197
5198 GLenum16 RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
5199 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
5200 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
5201
5202 struct gl_driver_flags DriverFlags;
5203
5204 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
5205 GLboolean _AllowDrawOutOfOrder;
5206
5207 GLbitfield varying_vp_inputs; /**< mask of VERT_BIT_* flags */
5208
5209 /** \name Derived state */
5210 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
5211 GLfloat _EyeZDir[3];
5212 GLfloat _ModelViewInvScale; /* may be for model- or eyespace lighting */
5213 GLfloat _ModelViewInvScaleEyespace; /* always factor defined in spec */
5214 GLboolean _NeedEyeCoords;
5215 GLboolean _ForceEyeCoords;
5216
5217 GLuint TextureStateTimestamp; /**< detect changes to shared state */
5218
5219 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
5220
5221 /** \name For debugging/development only */
5222 /*@{*/
5223 GLboolean FirstTimeCurrent;
5224 /*@}*/
5225
5226 /**
5227 * False if this context was created without a config. This is needed
5228 * because the initial state of glDrawBuffers depends on this
5229 */
5230 GLboolean HasConfig;
5231
5232 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
5233
5234 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
5235 GLboolean IntelConservativeRasterization; /**< GL_CONSERVATIVE_RASTERIZATION_INTEL */
5236 GLboolean ConservativeRasterization; /**< GL_CONSERVATIVE_RASTERIZATION_NV */
5237 GLfloat ConservativeRasterDilate;
5238 GLenum16 ConservativeRasterMode;
5239
5240 GLboolean IntelBlackholeRender; /**< GL_INTEL_blackhole_render */
5241
5242 /** Does glVertexAttrib(0) alias glVertex()? */
5243 bool _AttribZeroAliasesVertex;
5244
5245 /**
5246 * When set, TileRasterOrderIncreasingX/Y control the order that a tiled
5247 * renderer's tiles should be excecuted, to meet the requirements of
5248 * GL_MESA_tile_raster_order.
5249 */
5250 GLboolean TileRasterOrderFixed;
5251 GLboolean TileRasterOrderIncreasingX;
5252 GLboolean TileRasterOrderIncreasingY;
5253
5254 /**
5255 * \name Hooks for module contexts.
5256 *
5257 * These will eventually live in the driver or elsewhere.
5258 */
5259 /*@{*/
5260 void *swrast_context;
5261 void *swsetup_context;
5262 void *swtnl_context;
5263 struct vbo_context vbo_context;
5264 struct st_context *st;
5265 /*@}*/
5266
5267 /**
5268 * \name NV_vdpau_interop
5269 */
5270 /*@{*/
5271 const void *vdpDevice;
5272 const void *vdpGetProcAddress;
5273 struct set *vdpSurfaces;
5274 /*@}*/
5275
5276 /**
5277 * Has this context observed a GPU reset in any context in the share group?
5278 *
5279 * Once this field becomes true, it is never reset to false.
5280 */
5281 GLboolean ShareGroupReset;
5282
5283 /**
5284 * \name OES_primitive_bounding_box
5285 *
5286 * Stores the arguments to glPrimitiveBoundingBox
5287 */
5288 GLfloat PrimitiveBoundingBox[8];
5289
5290 struct disk_cache *Cache;
5291
5292 /**
5293 * \name GL_ARB_bindless_texture
5294 */
5295 /*@{*/
5296 struct hash_table_u64 *ResidentTextureHandles;
5297 struct hash_table_u64 *ResidentImageHandles;
5298 /*@}*/
5299
5300 bool shader_builtin_ref;
5301 };
5302
5303 /**
5304 * Information about memory usage. All sizes are in kilobytes.
5305 */
5306 struct gl_memory_info
5307 {
5308 unsigned total_device_memory; /**< size of device memory, e.g. VRAM */
5309 unsigned avail_device_memory; /**< free device memory at the moment */
5310 unsigned total_staging_memory; /**< size of staging memory, e.g. GART */
5311 unsigned avail_staging_memory; /**< free staging memory at the moment */
5312 unsigned device_memory_evicted; /**< size of memory evicted (monotonic counter) */
5313 unsigned nr_device_memory_evictions; /**< # of evictions (monotonic counter) */
5314 };
5315
5316 #ifndef NDEBUG
5317 extern int MESA_VERBOSE;
5318 extern int MESA_DEBUG_FLAGS;
5319 #else
5320 # define MESA_VERBOSE 0
5321 # define MESA_DEBUG_FLAGS 0
5322 #endif
5323
5324
5325 /** The MESA_VERBOSE var is a bitmask of these flags */
5326 enum _verbose
5327 {
5328 VERBOSE_VARRAY = 0x0001,
5329 VERBOSE_TEXTURE = 0x0002,
5330 VERBOSE_MATERIAL = 0x0004,
5331 VERBOSE_PIPELINE = 0x0008,
5332 VERBOSE_DRIVER = 0x0010,
5333 VERBOSE_STATE = 0x0020,
5334 VERBOSE_API = 0x0040,
5335 VERBOSE_DISPLAY_LIST = 0x0100,
5336 VERBOSE_LIGHTING = 0x0200,
5337 VERBOSE_PRIMS = 0x0400,
5338 VERBOSE_VERTS = 0x0800,
5339 VERBOSE_DISASSEM = 0x1000,
5340 VERBOSE_DRAW = 0x2000,
5341 VERBOSE_SWAPBUFFERS = 0x4000
5342 };
5343
5344
5345 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
5346 enum _debug
5347 {
5348 DEBUG_SILENT = (1 << 0),
5349 DEBUG_ALWAYS_FLUSH = (1 << 1),
5350 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
5351 DEBUG_INCOMPLETE_FBO = (1 << 3),
5352 DEBUG_CONTEXT = (1 << 4)
5353 };
5354
5355 #ifdef __cplusplus
5356 }
5357 #endif
5358
5359 #endif /* MTYPES_H */
5360