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1 /*
2  * Mesa 3-D graphics library
3  * Version:  7.7
4  *
5  * Copyright (C) 1999-2008  Brian Paul   All Rights Reserved.
6  * Copyright (C) 2009  VMware, Inc.  All Rights Reserved.
7  *
8  * Permission is hereby granted, free of charge, to any person obtaining a
9  * copy of this software and associated documentation files (the "Software"),
10  * to deal in the Software without restriction, including without limitation
11  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12  * and/or sell copies of the Software, and to permit persons to whom the
13  * Software is furnished to do so, subject to the following conditions:
14  *
15  * The above copyright notice and this permission notice shall be included
16  * in all copies or substantial portions of the Software.
17  *
18  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
21  * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22  * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23  * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24  */
25 
26 /**
27  * \file mtypes.h
28  * Main Mesa data structures.
29  *
30  * Please try to mark derived values with a leading underscore ('_').
31  */
32 
33 #ifndef MTYPES_H
34 #define MTYPES_H
35 
36 
37 #include "main/glheader.h"
38 #include "main/config.h"
39 #include "main/mfeatures.h"
40 //#include "glapi/glapi.h"
41 //#include "math/m_matrix.h"	/* GLmatrix */
42 #include "main/simple_list.h"	/* struct simple_node */
43 
44 
45 /**
46  * Color channel data type.
47  */
48 #if CHAN_BITS == 8
49    typedef GLubyte GLchan;
50 #define CHAN_MAX 255
51 #define CHAN_MAXF 255.0F
52 #define CHAN_TYPE GL_UNSIGNED_BYTE
53 #elif CHAN_BITS == 16
54    typedef GLushort GLchan;
55 #define CHAN_MAX 65535
56 #define CHAN_MAXF 65535.0F
57 #define CHAN_TYPE GL_UNSIGNED_SHORT
58 #elif CHAN_BITS == 32
59    typedef GLfloat GLchan;
60 #define CHAN_MAX 1.0
61 #define CHAN_MAXF 1.0F
62 #define CHAN_TYPE GL_FLOAT
63 #else
64 #error "illegal number of color channel bits"
65 #endif
66 
67 
68 /**
69  * Stencil buffer data type.
70  */
71 #if STENCIL_BITS==8
72    typedef GLubyte GLstencil;
73 #elif STENCIL_BITS==16
74    typedef GLushort GLstencil;
75 #else
76 #  error "illegal number of stencil bits"
77 #endif
78 
79 
80 /**
81  * \name 64-bit extension of GLbitfield.
82  */
83 /*@{*/
84 typedef GLuint64 GLbitfield64;
85 
86 #define BITFIELD64_ONE         1ULL
87 #define BITFIELD64_ALLONES     ~0ULL
88 
89 /** Set a single bit */
90 #define BITFIELD64_BIT(b)      (BITFIELD64_ONE << (b))
91 
92 /** Set a mask of the least significant \c b bits */
93 #define BITFIELD64_MASK(b)     (((b) >= 64) ? BITFIELD64_ALLONES : \
94 				(BITFIELD64_BIT(b) - 1))
95 
96 /**
97  * Set all bits from l (low bit) to h (high bit), inclusive.
98  *
99  * \note \C BITFIELD_64_RANGE(0, 63) return 64 set bits.
100  */
101 #define BITFIELD64_RANGE(l, h) (BITFIELD64_MASK((h) + 1) & ~BITFIELD64_MASK(l))
102 /*@}*/
103 
104 
105 /**
106  * \name Some forward type declarations
107  */
108 /*@{*/
109 struct _mesa_HashTable;
110 struct gl_attrib_node;
111 struct gl_list_extensions;
112 struct gl_meta_state;
113 struct gl_pixelstore_attrib;
114 struct gl_program_cache;
115 struct gl_texture_format;
116 struct gl_texture_image;
117 struct gl_texture_object;
118 struct gl_context;
119 struct st_context;
120 /*@}*/
121 
122 
123 
124 /**
125  * Shader stages. Note that these will become 5 with tessellation.
126  * These MUST have the same values as gallium's PIPE_SHADER_*
127  */
128 typedef enum
129 {
130    MESA_SHADER_VERTEX = 0,
131    MESA_SHADER_FRAGMENT = 1,
132    MESA_SHADER_GEOMETRY = 2,
133    MESA_SHADER_TYPES = 3
134 } gl_shader_type;
135 
136 
137 
138 /**
139  * Indexes for vertex program attributes.
140  * GL_NV_vertex_program aliases generic attributes over the conventional
141  * attributes.  In GL_ARB_vertex_program shader the aliasing is optional.
142  * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
143  * generic attributes are distinct/separate).
144  */
145 typedef enum
146 {
147    VERT_ATTRIB_POS = 0,
148    VERT_ATTRIB_WEIGHT = 1,
149    VERT_ATTRIB_NORMAL = 2,
150    VERT_ATTRIB_COLOR0 = 3,
151    VERT_ATTRIB_COLOR1 = 4,
152    VERT_ATTRIB_FOG = 5,
153    VERT_ATTRIB_COLOR_INDEX = 6,
154    VERT_ATTRIB_POINT_SIZE = 6,  /*alias*/
155    VERT_ATTRIB_EDGEFLAG = 7,
156    VERT_ATTRIB_TEX0 = 8,
157    VERT_ATTRIB_TEX1 = 9,
158    VERT_ATTRIB_TEX2 = 10,
159    VERT_ATTRIB_TEX3 = 11,
160    VERT_ATTRIB_TEX4 = 12,
161    VERT_ATTRIB_TEX5 = 13,
162    VERT_ATTRIB_TEX6 = 14,
163    VERT_ATTRIB_TEX7 = 15,
164    VERT_ATTRIB_GENERIC0 = 16,
165    VERT_ATTRIB_GENERIC1 = 17,
166    VERT_ATTRIB_GENERIC2 = 18,
167    VERT_ATTRIB_GENERIC3 = 19,
168    VERT_ATTRIB_GENERIC4 = 20,
169    VERT_ATTRIB_GENERIC5 = 21,
170    VERT_ATTRIB_GENERIC6 = 22,
171    VERT_ATTRIB_GENERIC7 = 23,
172    VERT_ATTRIB_GENERIC8 = 24,
173    VERT_ATTRIB_GENERIC9 = 25,
174    VERT_ATTRIB_GENERIC10 = 26,
175    VERT_ATTRIB_GENERIC11 = 27,
176    VERT_ATTRIB_GENERIC12 = 28,
177    VERT_ATTRIB_GENERIC13 = 29,
178    VERT_ATTRIB_GENERIC14 = 30,
179    VERT_ATTRIB_GENERIC15 = 31,
180    VERT_ATTRIB_MAX = 32
181 } gl_vert_attrib;
182 
183 /**
184  * Bitflags for vertex attributes.
185  * These are used in bitfields in many places.
186  */
187 /*@{*/
188 #define VERT_BIT_POS         (1 << VERT_ATTRIB_POS)
189 #define VERT_BIT_WEIGHT      (1 << VERT_ATTRIB_WEIGHT)
190 #define VERT_BIT_NORMAL      (1 << VERT_ATTRIB_NORMAL)
191 #define VERT_BIT_COLOR0      (1 << VERT_ATTRIB_COLOR0)
192 #define VERT_BIT_COLOR1      (1 << VERT_ATTRIB_COLOR1)
193 #define VERT_BIT_FOG         (1 << VERT_ATTRIB_FOG)
194 #define VERT_BIT_COLOR_INDEX (1 << VERT_ATTRIB_COLOR_INDEX)
195 #define VERT_BIT_EDGEFLAG    (1 << VERT_ATTRIB_EDGEFLAG)
196 #define VERT_BIT_TEX0        (1 << VERT_ATTRIB_TEX0)
197 #define VERT_BIT_TEX1        (1 << VERT_ATTRIB_TEX1)
198 #define VERT_BIT_TEX2        (1 << VERT_ATTRIB_TEX2)
199 #define VERT_BIT_TEX3        (1 << VERT_ATTRIB_TEX3)
200 #define VERT_BIT_TEX4        (1 << VERT_ATTRIB_TEX4)
201 #define VERT_BIT_TEX5        (1 << VERT_ATTRIB_TEX5)
202 #define VERT_BIT_TEX6        (1 << VERT_ATTRIB_TEX6)
203 #define VERT_BIT_TEX7        (1 << VERT_ATTRIB_TEX7)
204 #define VERT_BIT_GENERIC0    (1 << VERT_ATTRIB_GENERIC0)
205 #define VERT_BIT_GENERIC1    (1 << VERT_ATTRIB_GENERIC1)
206 #define VERT_BIT_GENERIC2    (1 << VERT_ATTRIB_GENERIC2)
207 #define VERT_BIT_GENERIC3    (1 << VERT_ATTRIB_GENERIC3)
208 #define VERT_BIT_GENERIC4    (1 << VERT_ATTRIB_GENERIC4)
209 #define VERT_BIT_GENERIC5    (1 << VERT_ATTRIB_GENERIC5)
210 #define VERT_BIT_GENERIC6    (1 << VERT_ATTRIB_GENERIC6)
211 #define VERT_BIT_GENERIC7    (1 << VERT_ATTRIB_GENERIC7)
212 #define VERT_BIT_GENERIC8    (1 << VERT_ATTRIB_GENERIC8)
213 #define VERT_BIT_GENERIC9    (1 << VERT_ATTRIB_GENERIC9)
214 #define VERT_BIT_GENERIC10   (1 << VERT_ATTRIB_GENERIC10)
215 #define VERT_BIT_GENERIC11   (1 << VERT_ATTRIB_GENERIC11)
216 #define VERT_BIT_GENERIC12   (1 << VERT_ATTRIB_GENERIC12)
217 #define VERT_BIT_GENERIC13   (1 << VERT_ATTRIB_GENERIC13)
218 #define VERT_BIT_GENERIC14   (1 << VERT_ATTRIB_GENERIC14)
219 #define VERT_BIT_GENERIC15   (1 << VERT_ATTRIB_GENERIC15)
220 
221 #define VERT_BIT_TEX(u)  (1 << (VERT_ATTRIB_TEX0 + (u)))
222 #define VERT_BIT_GENERIC(g)  (1 << (VERT_ATTRIB_GENERIC0 + (g)))
223 /*@}*/
224 
225 
226 /**
227  * Indexes for vertex program result attributes
228  */
229 typedef enum
230 {
231    VERT_RESULT_HPOS = 0,
232    VERT_RESULT_COL0 = 1,
233    VERT_RESULT_COL1 = 2,
234    VERT_RESULT_FOGC = 3,
235    VERT_RESULT_TEX0 = 4,
236    VERT_RESULT_TEX1 = 5,
237    VERT_RESULT_TEX2 = 6,
238    VERT_RESULT_TEX3 = 7,
239    VERT_RESULT_TEX4 = 8,
240    VERT_RESULT_TEX5 = 9,
241    VERT_RESULT_TEX6 = 10,
242    VERT_RESULT_TEX7 = 11,
243    VERT_RESULT_PSIZ = 12,
244    VERT_RESULT_BFC0 = 13,
245    VERT_RESULT_BFC1 = 14,
246    VERT_RESULT_EDGE = 15,
247    VERT_RESULT_VAR0 = 16,  /**< shader varying */
248    VERT_RESULT_MAX = (VERT_RESULT_VAR0 + MAX_VARYING)
249 } gl_vert_result;
250 
251 
252 /*********************************************/
253 
254 /**
255  * Indexes for geometry program attributes.
256  */
257 typedef enum
258 {
259    GEOM_ATTRIB_POSITION = 0,
260    GEOM_ATTRIB_COLOR0 = 1,
261    GEOM_ATTRIB_COLOR1 = 2,
262    GEOM_ATTRIB_SECONDARY_COLOR0 = 3,
263    GEOM_ATTRIB_SECONDARY_COLOR1 = 4,
264    GEOM_ATTRIB_FOG_FRAG_COORD = 5,
265    GEOM_ATTRIB_POINT_SIZE = 6,
266    GEOM_ATTRIB_CLIP_VERTEX = 7,
267    GEOM_ATTRIB_PRIMITIVE_ID = 8,
268    GEOM_ATTRIB_TEX_COORD = 9,
269 
270    GEOM_ATTRIB_VAR0 = 16,
271    GEOM_ATTRIB_MAX = (GEOM_ATTRIB_VAR0 + MAX_VARYING)
272 } gl_geom_attrib;
273 
274 /**
275  * Bitflags for geometry attributes.
276  * These are used in bitfields in many places.
277  */
278 /*@{*/
279 #define GEOM_BIT_COLOR0      (1 << GEOM_ATTRIB_COLOR0)
280 #define GEOM_BIT_COLOR1      (1 << GEOM_ATTRIB_COLOR1)
281 #define GEOM_BIT_SCOLOR0     (1 << GEOM_ATTRIB_SECONDARY_COLOR0)
282 #define GEOM_BIT_SCOLOR1     (1 << GEOM_ATTRIB_SECONDARY_COLOR1)
283 #define GEOM_BIT_TEX_COORD   (1 << GEOM_ATTRIB_TEX_COORD)
284 #define GEOM_BIT_FOG_COORD   (1 << GEOM_ATTRIB_FOG_FRAG_COORD)
285 #define GEOM_BIT_POSITION    (1 << GEOM_ATTRIB_POSITION)
286 #define GEOM_BIT_POINT_SIDE  (1 << GEOM_ATTRIB_POINT_SIZE)
287 #define GEOM_BIT_CLIP_VERTEX (1 << GEOM_ATTRIB_CLIP_VERTEX)
288 #define GEOM_BIT_PRIM_ID     (1 << GEOM_ATTRIB_PRIMITIVE_ID)
289 #define GEOM_BIT_VAR0        (1 << GEOM_ATTRIB_VAR0)
290 
291 #define GEOM_BIT_VAR(g)  (1 << (GEOM_BIT_VAR0 + (g)))
292 /*@}*/
293 
294 
295 /**
296  * Indexes for geometry program result attributes
297  */
298 /*@{*/
299 typedef enum {
300    GEOM_RESULT_POS  = 0,
301    GEOM_RESULT_COL0  = 1,
302    GEOM_RESULT_COL1  = 2,
303    GEOM_RESULT_SCOL0 = 3,
304    GEOM_RESULT_SCOL1 = 4,
305    GEOM_RESULT_FOGC = 5,
306    GEOM_RESULT_TEX0 = 6,
307    GEOM_RESULT_TEX1 = 7,
308    GEOM_RESULT_TEX2 = 8,
309    GEOM_RESULT_TEX3 = 9,
310    GEOM_RESULT_TEX4 = 10,
311    GEOM_RESULT_TEX5 = 11,
312    GEOM_RESULT_TEX6 = 12,
313    GEOM_RESULT_TEX7 = 13,
314    GEOM_RESULT_PSIZ = 14,
315    GEOM_RESULT_CLPV = 15,
316    GEOM_RESULT_PRID = 16,
317    GEOM_RESULT_LAYR = 17,
318    GEOM_RESULT_VAR0 = 18,  /**< shader varying, should really be 16 */
319    /* ### we need to -2 because var0 is 18 instead 16 like in the others */
320    GEOM_RESULT_MAX  =  (GEOM_RESULT_VAR0 + MAX_VARYING - 2)
321 } gl_geom_result;
322 /*@}*/
323 
324 /**
325  * Indexes for fragment program input attributes.
326  */
327 typedef enum
328 {
329    FRAG_ATTRIB_WPOS = 0,
330    FRAG_ATTRIB_COL0 = 1,
331    FRAG_ATTRIB_COL1 = 2,
332    FRAG_ATTRIB_FOGC = 3,
333    FRAG_ATTRIB_TEX0 = 4,
334    FRAG_ATTRIB_TEX1 = 5,
335    FRAG_ATTRIB_TEX2 = 6,
336    FRAG_ATTRIB_TEX3 = 7,
337    FRAG_ATTRIB_TEX4 = 8,
338    FRAG_ATTRIB_TEX5 = 9,
339    FRAG_ATTRIB_TEX6 = 10,
340    FRAG_ATTRIB_TEX7 = 11,
341    FRAG_ATTRIB_FACE = 12,  /**< front/back face */
342    FRAG_ATTRIB_PNTC = 13,  /**< sprite/point coord */
343    FRAG_ATTRIB_VAR0 = 14,  /**< shader varying */
344    FRAG_ATTRIB_MAX = (FRAG_ATTRIB_VAR0 + MAX_VARYING)
345 } gl_frag_attrib;
346 
347 /**
348  * Bitflags for fragment program input attributes.
349  */
350 /*@{*/
351 #define FRAG_BIT_WPOS  (1 << FRAG_ATTRIB_WPOS)
352 #define FRAG_BIT_COL0  (1 << FRAG_ATTRIB_COL0)
353 #define FRAG_BIT_COL1  (1 << FRAG_ATTRIB_COL1)
354 #define FRAG_BIT_FOGC  (1 << FRAG_ATTRIB_FOGC)
355 #define FRAG_BIT_FACE  (1 << FRAG_ATTRIB_FACE)
356 #define FRAG_BIT_PNTC  (1 << FRAG_ATTRIB_PNTC)
357 #define FRAG_BIT_TEX0  (1 << FRAG_ATTRIB_TEX0)
358 #define FRAG_BIT_TEX1  (1 << FRAG_ATTRIB_TEX1)
359 #define FRAG_BIT_TEX2  (1 << FRAG_ATTRIB_TEX2)
360 #define FRAG_BIT_TEX3  (1 << FRAG_ATTRIB_TEX3)
361 #define FRAG_BIT_TEX4  (1 << FRAG_ATTRIB_TEX4)
362 #define FRAG_BIT_TEX5  (1 << FRAG_ATTRIB_TEX5)
363 #define FRAG_BIT_TEX6  (1 << FRAG_ATTRIB_TEX6)
364 #define FRAG_BIT_TEX7  (1 << FRAG_ATTRIB_TEX7)
365 #define FRAG_BIT_VAR0  (1 << FRAG_ATTRIB_VAR0)
366 
367 #define FRAG_BIT_TEX(U)  (FRAG_BIT_TEX0 << (U))
368 #define FRAG_BIT_VAR(V)  (FRAG_BIT_VAR0 << (V))
369 
370 #define FRAG_BITS_TEX_ANY (FRAG_BIT_TEX0|	\
371 			   FRAG_BIT_TEX1|	\
372 			   FRAG_BIT_TEX2|	\
373 			   FRAG_BIT_TEX3|	\
374 			   FRAG_BIT_TEX4|	\
375 			   FRAG_BIT_TEX5|	\
376 			   FRAG_BIT_TEX6|	\
377 			   FRAG_BIT_TEX7)
378 /*@}*/
379 
380 
381 /**
382  * Fragment program results
383  */
384 typedef enum
385 {
386    FRAG_RESULT_DEPTH = 0,
387    FRAG_RESULT_STENCIL = 1,
388    FRAG_RESULT_COLOR = 2,
389    FRAG_RESULT_DATA0 = 3,
390    FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
391 } gl_frag_result;
392 
393 
394 /**
395  * Indexes for all renderbuffers
396  */
397 typedef enum
398 {
399    /* the four standard color buffers */
400    BUFFER_FRONT_LEFT,
401    BUFFER_BACK_LEFT,
402    BUFFER_FRONT_RIGHT,
403    BUFFER_BACK_RIGHT,
404    BUFFER_DEPTH,
405    BUFFER_STENCIL,
406    BUFFER_ACCUM,
407    /* optional aux buffer */
408    BUFFER_AUX0,
409    /* generic renderbuffers */
410    BUFFER_COLOR0,
411    BUFFER_COLOR1,
412    BUFFER_COLOR2,
413    BUFFER_COLOR3,
414    BUFFER_COLOR4,
415    BUFFER_COLOR5,
416    BUFFER_COLOR6,
417    BUFFER_COLOR7,
418    BUFFER_COUNT
419 } gl_buffer_index;
420 
421 /**
422  * Bit flags for all renderbuffers
423  */
424 #define BUFFER_BIT_FRONT_LEFT   (1 << BUFFER_FRONT_LEFT)
425 #define BUFFER_BIT_BACK_LEFT    (1 << BUFFER_BACK_LEFT)
426 #define BUFFER_BIT_FRONT_RIGHT  (1 << BUFFER_FRONT_RIGHT)
427 #define BUFFER_BIT_BACK_RIGHT   (1 << BUFFER_BACK_RIGHT)
428 #define BUFFER_BIT_AUX0         (1 << BUFFER_AUX0)
429 #define BUFFER_BIT_AUX1         (1 << BUFFER_AUX1)
430 #define BUFFER_BIT_AUX2         (1 << BUFFER_AUX2)
431 #define BUFFER_BIT_AUX3         (1 << BUFFER_AUX3)
432 #define BUFFER_BIT_DEPTH        (1 << BUFFER_DEPTH)
433 #define BUFFER_BIT_STENCIL      (1 << BUFFER_STENCIL)
434 #define BUFFER_BIT_ACCUM        (1 << BUFFER_ACCUM)
435 #define BUFFER_BIT_COLOR0       (1 << BUFFER_COLOR0)
436 #define BUFFER_BIT_COLOR1       (1 << BUFFER_COLOR1)
437 #define BUFFER_BIT_COLOR2       (1 << BUFFER_COLOR2)
438 #define BUFFER_BIT_COLOR3       (1 << BUFFER_COLOR3)
439 #define BUFFER_BIT_COLOR4       (1 << BUFFER_COLOR4)
440 #define BUFFER_BIT_COLOR5       (1 << BUFFER_COLOR5)
441 #define BUFFER_BIT_COLOR6       (1 << BUFFER_COLOR6)
442 #define BUFFER_BIT_COLOR7       (1 << BUFFER_COLOR7)
443 
444 /**
445  * Mask of all the color buffer bits (but not accum).
446  */
447 #define BUFFER_BITS_COLOR  (BUFFER_BIT_FRONT_LEFT | \
448                             BUFFER_BIT_BACK_LEFT | \
449                             BUFFER_BIT_FRONT_RIGHT | \
450                             BUFFER_BIT_BACK_RIGHT | \
451                             BUFFER_BIT_AUX0 | \
452                             BUFFER_BIT_COLOR0 | \
453                             BUFFER_BIT_COLOR1 | \
454                             BUFFER_BIT_COLOR2 | \
455                             BUFFER_BIT_COLOR3 | \
456                             BUFFER_BIT_COLOR4 | \
457                             BUFFER_BIT_COLOR5 | \
458                             BUFFER_BIT_COLOR6 | \
459                             BUFFER_BIT_COLOR7)
460 
461 
462 /**
463  * Framebuffer configuration (aka visual / pixelformat)
464  * Note: some of these fields should be boolean, but it appears that
465  * code in drivers/dri/common/util.c requires int-sized fields.
466  */
467 struct gl_config
468 {
469    GLboolean rgbMode;
470    GLboolean floatMode;
471    GLboolean colorIndexMode;  /* XXX is this used anywhere? */
472    GLuint doubleBufferMode;
473    GLuint stereoMode;
474 
475    GLboolean haveAccumBuffer;
476    GLboolean haveDepthBuffer;
477    GLboolean haveStencilBuffer;
478 
479    GLint redBits, greenBits, blueBits, alphaBits;	/* bits per comp */
480    GLuint redMask, greenMask, blueMask, alphaMask;
481    GLint rgbBits;		/* total bits for rgb */
482    GLint indexBits;		/* total bits for colorindex */
483 
484    GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
485    GLint depthBits;
486    GLint stencilBits;
487 
488    GLint numAuxBuffers;
489 
490    GLint level;
491 
492    /* EXT_visual_rating / GLX 1.2 */
493    GLint visualRating;
494 
495    /* EXT_visual_info / GLX 1.2 */
496    GLint transparentPixel;
497    /*    colors are floats scaled to ints */
498    GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
499    GLint transparentIndex;
500 
501    /* ARB_multisample / SGIS_multisample */
502    GLint sampleBuffers;
503    GLint samples;
504 
505    /* SGIX_pbuffer / GLX 1.3 */
506    GLint maxPbufferWidth;
507    GLint maxPbufferHeight;
508    GLint maxPbufferPixels;
509    GLint optimalPbufferWidth;   /* Only for SGIX_pbuffer. */
510    GLint optimalPbufferHeight;  /* Only for SGIX_pbuffer. */
511 
512    /* OML_swap_method */
513    GLint swapMethod;
514 
515    /* EXT_texture_from_pixmap */
516    GLint bindToTextureRgb;
517    GLint bindToTextureRgba;
518    GLint bindToMipmapTexture;
519    GLint bindToTextureTargets;
520    GLint yInverted;
521 };
522 
523 
524 /**
525  * Data structure for color tables
526  */
527 struct gl_color_table
528 {
529    GLenum InternalFormat;      /**< The user-specified format */
530    GLenum _BaseFormat;         /**< GL_ALPHA, GL_RGBA, GL_RGB, etc */
531    GLuint Size;                /**< number of entries in table */
532    GLfloat *TableF;            /**< Color table, floating point values */
533    GLubyte *TableUB;           /**< Color table, ubyte values */
534    GLubyte RedSize;
535    GLubyte GreenSize;
536    GLubyte BlueSize;
537    GLubyte AlphaSize;
538    GLubyte LuminanceSize;
539    GLubyte IntensitySize;
540 };
541 
542 
543 /**
544  * \name Bit flags used for updating material values.
545  */
546 /*@{*/
547 #define MAT_ATTRIB_FRONT_AMBIENT           0
548 #define MAT_ATTRIB_BACK_AMBIENT            1
549 #define MAT_ATTRIB_FRONT_DIFFUSE           2
550 #define MAT_ATTRIB_BACK_DIFFUSE            3
551 #define MAT_ATTRIB_FRONT_SPECULAR          4
552 #define MAT_ATTRIB_BACK_SPECULAR           5
553 #define MAT_ATTRIB_FRONT_EMISSION          6
554 #define MAT_ATTRIB_BACK_EMISSION           7
555 #define MAT_ATTRIB_FRONT_SHININESS         8
556 #define MAT_ATTRIB_BACK_SHININESS          9
557 #define MAT_ATTRIB_FRONT_INDEXES           10
558 #define MAT_ATTRIB_BACK_INDEXES            11
559 #define MAT_ATTRIB_MAX                     12
560 
561 #define MAT_ATTRIB_AMBIENT(f)  (MAT_ATTRIB_FRONT_AMBIENT+(f))
562 #define MAT_ATTRIB_DIFFUSE(f)  (MAT_ATTRIB_FRONT_DIFFUSE+(f))
563 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
564 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
565 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
566 #define MAT_ATTRIB_INDEXES(f)  (MAT_ATTRIB_FRONT_INDEXES+(f))
567 
568 #define MAT_INDEX_AMBIENT  0
569 #define MAT_INDEX_DIFFUSE  1
570 #define MAT_INDEX_SPECULAR 2
571 
572 #define MAT_BIT_FRONT_AMBIENT         (1<<MAT_ATTRIB_FRONT_AMBIENT)
573 #define MAT_BIT_BACK_AMBIENT          (1<<MAT_ATTRIB_BACK_AMBIENT)
574 #define MAT_BIT_FRONT_DIFFUSE         (1<<MAT_ATTRIB_FRONT_DIFFUSE)
575 #define MAT_BIT_BACK_DIFFUSE          (1<<MAT_ATTRIB_BACK_DIFFUSE)
576 #define MAT_BIT_FRONT_SPECULAR        (1<<MAT_ATTRIB_FRONT_SPECULAR)
577 #define MAT_BIT_BACK_SPECULAR         (1<<MAT_ATTRIB_BACK_SPECULAR)
578 #define MAT_BIT_FRONT_EMISSION        (1<<MAT_ATTRIB_FRONT_EMISSION)
579 #define MAT_BIT_BACK_EMISSION         (1<<MAT_ATTRIB_BACK_EMISSION)
580 #define MAT_BIT_FRONT_SHININESS       (1<<MAT_ATTRIB_FRONT_SHININESS)
581 #define MAT_BIT_BACK_SHININESS        (1<<MAT_ATTRIB_BACK_SHININESS)
582 #define MAT_BIT_FRONT_INDEXES         (1<<MAT_ATTRIB_FRONT_INDEXES)
583 #define MAT_BIT_BACK_INDEXES          (1<<MAT_ATTRIB_BACK_INDEXES)
584 
585 
586 #define FRONT_MATERIAL_BITS	(MAT_BIT_FRONT_EMISSION | 	\
587 				 MAT_BIT_FRONT_AMBIENT |	\
588 				 MAT_BIT_FRONT_DIFFUSE | 	\
589 				 MAT_BIT_FRONT_SPECULAR |	\
590 				 MAT_BIT_FRONT_SHININESS | 	\
591 				 MAT_BIT_FRONT_INDEXES)
592 
593 #define BACK_MATERIAL_BITS	(MAT_BIT_BACK_EMISSION |	\
594 				 MAT_BIT_BACK_AMBIENT |		\
595 				 MAT_BIT_BACK_DIFFUSE |		\
596 				 MAT_BIT_BACK_SPECULAR |	\
597 				 MAT_BIT_BACK_SHININESS |	\
598 				 MAT_BIT_BACK_INDEXES)
599 
600 #define ALL_MATERIAL_BITS	(FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
601 /*@}*/
602 
603 
604 #define EXP_TABLE_SIZE 512	/**< Specular exponent lookup table sizes */
605 #define SHINE_TABLE_SIZE 256	/**< Material shininess lookup table sizes */
606 
607 /**
608  * Material shininess lookup table.
609  */
610 struct gl_shine_tab
611 {
612    struct gl_shine_tab *next, *prev;
613    GLfloat tab[SHINE_TABLE_SIZE+1];
614    GLfloat shininess;
615    GLuint refcount;
616 };
617 
618 
619 /**
620  * Light source state.
621  */
622 struct gl_light
623 {
624    struct gl_light *next;	/**< double linked list with sentinel */
625    struct gl_light *prev;
626 
627    GLfloat Ambient[4];		/**< ambient color */
628    GLfloat Diffuse[4];		/**< diffuse color */
629    GLfloat Specular[4];		/**< specular color */
630    GLfloat EyePosition[4];	/**< position in eye coordinates */
631    GLfloat SpotDirection[4];	/**< spotlight direction in eye coordinates */
632    GLfloat SpotExponent;
633    GLfloat SpotCutoff;		/**< in degrees */
634    GLfloat _CosCutoffNeg;	/**< = cos(SpotCutoff) */
635    GLfloat _CosCutoff;		/**< = MAX(0, cos(SpotCutoff)) */
636    GLfloat ConstantAttenuation;
637    GLfloat LinearAttenuation;
638    GLfloat QuadraticAttenuation;
639    GLboolean Enabled;		/**< On/off flag */
640 
641    /**
642     * \name Derived fields
643     */
644    /*@{*/
645    GLbitfield _Flags;		/**< State */
646 
647    GLfloat _Position[4];	/**< position in eye/obj coordinates */
648    GLfloat _VP_inf_norm[3];	/**< Norm direction to infinite light */
649    GLfloat _h_inf_norm[3];	/**< Norm( _VP_inf_norm + <0,0,1> ) */
650    GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
651    GLfloat _VP_inf_spot_attenuation;
652 
653    GLfloat _SpotExpTable[EXP_TABLE_SIZE][2];  /**< to replace a pow() call */
654    GLfloat _MatAmbient[2][3];	/**< material ambient * light ambient */
655    GLfloat _MatDiffuse[2][3];	/**< material diffuse * light diffuse */
656    GLfloat _MatSpecular[2][3];	/**< material spec * light specular */
657    GLfloat _dli;		/**< CI diffuse light intensity */
658    GLfloat _sli;		/**< CI specular light intensity */
659    /*@}*/
660 };
661 
662 
663 /**
664  * Light model state.
665  */
666 struct gl_lightmodel
667 {
668    GLfloat Ambient[4];		/**< ambient color */
669    GLboolean LocalViewer;	/**< Local (or infinite) view point? */
670    GLboolean TwoSide;		/**< Two (or one) sided lighting? */
671    GLenum ColorControl;		/**< either GL_SINGLE_COLOR
672 				 *    or GL_SEPARATE_SPECULAR_COLOR */
673 };
674 
675 
676 /**
677  * Material state.
678  */
679 struct gl_material
680 {
681    GLfloat Attrib[MAT_ATTRIB_MAX][4];
682 };
683 
684 
685 /**
686  * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
687  */
688 struct gl_accum_attrib
689 {
690    GLfloat ClearColor[4];	/**< Accumulation buffer clear color */
691 };
692 
693 
694 /**
695  * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
696  */
697 struct gl_colorbuffer_attrib
698 {
699    GLuint ClearIndex;			/**< Index to use for glClear */
700    GLclampf ClearColor[4];		/**< Color to use for glClear */
701 
702    GLuint IndexMask;			/**< Color index write mask */
703    GLubyte ColorMask[MAX_DRAW_BUFFERS][4];/**< Each flag is 0xff or 0x0 */
704 
705    GLenum DrawBuffer[MAX_DRAW_BUFFERS];	/**< Which buffer to draw into */
706 
707    /**
708     * \name alpha testing
709     */
710    /*@{*/
711    GLboolean AlphaEnabled;		/**< Alpha test enabled flag */
712    GLenum AlphaFunc;			/**< Alpha test function */
713    GLclampf AlphaRef;			/**< Alpha reference value */
714    /*@}*/
715 
716    /**
717     * \name Blending
718     */
719    /*@{*/
720    GLbitfield BlendEnabled;		/**< Per-buffer blend enable flags */
721    GLenum BlendSrcRGB;			/**< Blending source operator */
722    GLenum BlendDstRGB;			/**< Blending destination operator */
723    GLenum BlendSrcA;			/**< GL_INGR_blend_func_separate */
724    GLenum BlendDstA;			/**< GL_INGR_blend_func_separate */
725    GLenum BlendEquationRGB;		/**< Blending equation */
726    GLenum BlendEquationA;		/**< GL_EXT_blend_equation_separate */
727    GLfloat BlendColor[4];		/**< Blending color */
728    /*@}*/
729 
730    /**
731     * \name Logic op
732     */
733    /*@{*/
734    GLenum LogicOp;			/**< Logic operator */
735    GLboolean IndexLogicOpEnabled;	/**< Color index logic op enabled flag */
736    GLboolean ColorLogicOpEnabled;	/**< RGBA logic op enabled flag */
737    GLboolean _LogicOpEnabled;		/**< RGBA logic op + EXT_blend_logic_op enabled flag */
738    /*@}*/
739 
740    GLboolean DitherFlag;		/**< Dither enable flag */
741 
742    GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
743    GLenum ClampReadColor;     /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
744 };
745 
746 
747 /**
748  * Current attribute group (GL_CURRENT_BIT).
749  */
750 struct gl_current_attrib
751 {
752    /**
753     * \name Current vertex attributes.
754     * \note Values are valid only after FLUSH_VERTICES has been called.
755     * \note Index and Edgeflag current values are stored as floats in the
756     * SIX and SEVEN attribute slots.
757     */
758    GLfloat Attrib[VERT_ATTRIB_MAX][4];	/**< Position, color, texcoords, etc */
759 
760    /**
761     * \name Current raster position attributes (always valid).
762     * \note This set of attributes is very similar to the SWvertex struct.
763     */
764    /*@{*/
765    GLfloat RasterPos[4];
766    GLfloat RasterDistance;
767    GLfloat RasterColor[4];
768    GLfloat RasterSecondaryColor[4];
769    GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
770    GLboolean RasterPosValid;
771    /*@}*/
772 };
773 
774 
775 /**
776  * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
777  */
778 struct gl_depthbuffer_attrib
779 {
780    GLenum Func;			/**< Function for depth buffer compare */
781    GLclampd Clear;		/**< Value to clear depth buffer to */
782    GLboolean Test;		/**< Depth buffering enabled flag */
783    GLboolean Mask;		/**< Depth buffer writable? */
784    GLboolean BoundsTest;        /**< GL_EXT_depth_bounds_test */
785    GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
786 };
787 
788 
789 /**
790  * Evaluator attribute group (GL_EVAL_BIT).
791  */
792 struct gl_eval_attrib
793 {
794    /**
795     * \name Enable bits
796     */
797    /*@{*/
798    GLboolean Map1Color4;
799    GLboolean Map1Index;
800    GLboolean Map1Normal;
801    GLboolean Map1TextureCoord1;
802    GLboolean Map1TextureCoord2;
803    GLboolean Map1TextureCoord3;
804    GLboolean Map1TextureCoord4;
805    GLboolean Map1Vertex3;
806    GLboolean Map1Vertex4;
807    GLboolean Map1Attrib[16];  /* GL_NV_vertex_program */
808    GLboolean Map2Color4;
809    GLboolean Map2Index;
810    GLboolean Map2Normal;
811    GLboolean Map2TextureCoord1;
812    GLboolean Map2TextureCoord2;
813    GLboolean Map2TextureCoord3;
814    GLboolean Map2TextureCoord4;
815    GLboolean Map2Vertex3;
816    GLboolean Map2Vertex4;
817    GLboolean Map2Attrib[16];  /* GL_NV_vertex_program */
818    GLboolean AutoNormal;
819    /*@}*/
820 
821    /**
822     * \name Map Grid endpoints and divisions and calculated du values
823     */
824    /*@{*/
825    GLint MapGrid1un;
826    GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
827    GLint MapGrid2un, MapGrid2vn;
828    GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
829    GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
830    /*@}*/
831 };
832 
833 
834 /**
835  * Fog attribute group (GL_FOG_BIT).
836  */
837 struct gl_fog_attrib
838 {
839    GLboolean Enabled;		/**< Fog enabled flag */
840    GLfloat Color[4];		/**< Fog color */
841    GLfloat Density;		/**< Density >= 0.0 */
842    GLfloat Start;		/**< Start distance in eye coords */
843    GLfloat End;			/**< End distance in eye coords */
844    GLfloat Index;		/**< Fog index */
845    GLenum Mode;			/**< Fog mode */
846    GLboolean ColorSumEnabled;
847    GLenum FogCoordinateSource;  /**< GL_EXT_fog_coord */
848    GLfloat _Scale;		/**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
849 };
850 
851 
852 /**
853  * Hint attribute group (GL_HINT_BIT).
854  *
855  * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
856  */
857 struct gl_hint_attrib
858 {
859    GLenum PerspectiveCorrection;
860    GLenum PointSmooth;
861    GLenum LineSmooth;
862    GLenum PolygonSmooth;
863    GLenum Fog;
864    GLenum ClipVolumeClipping;   /**< GL_EXT_clip_volume_hint */
865    GLenum TextureCompression;   /**< GL_ARB_texture_compression */
866    GLenum GenerateMipmap;       /**< GL_SGIS_generate_mipmap */
867    GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
868 };
869 
870 /**
871  * Light state flags.
872  */
873 /*@{*/
874 #define LIGHT_SPOT         0x1
875 #define LIGHT_LOCAL_VIEWER 0x2
876 #define LIGHT_POSITIONAL   0x4
877 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
878 /*@}*/
879 
880 
881 /**
882  * Lighting attribute group (GL_LIGHT_BIT).
883  */
884 struct gl_light_attrib
885 {
886    struct gl_light Light[MAX_LIGHTS];	/**< Array of light sources */
887    struct gl_lightmodel Model;		/**< Lighting model */
888 
889    /**
890     * Must flush FLUSH_VERTICES before referencing:
891     */
892    /*@{*/
893    struct gl_material Material; 	/**< Includes front & back values */
894    /*@}*/
895 
896    GLboolean Enabled;			/**< Lighting enabled flag */
897    GLenum ShadeModel;			/**< GL_FLAT or GL_SMOOTH */
898    GLenum ProvokingVertex;              /**< GL_EXT_provoking_vertex */
899    GLenum ColorMaterialFace;		/**< GL_FRONT, BACK or FRONT_AND_BACK */
900    GLenum ColorMaterialMode;		/**< GL_AMBIENT, GL_DIFFUSE, etc */
901    GLbitfield ColorMaterialBitmask;	/**< bitmask formed from Face and Mode */
902    GLboolean ColorMaterialEnabled;
903    GLenum ClampVertexColor;
904 
905    struct gl_light EnabledList;         /**< List sentinel */
906 
907    /**
908     * Derived state for optimizations:
909     */
910    /*@{*/
911    GLboolean _NeedEyeCoords;
912    GLboolean _NeedVertices;		/**< Use fast shader? */
913    GLbitfield _Flags;		        /**< LIGHT_* flags, see above */
914    GLfloat _BaseColor[2][3];
915    /*@}*/
916 };
917 
918 
919 /**
920  * Line attribute group (GL_LINE_BIT).
921  */
922 struct gl_line_attrib
923 {
924    GLboolean SmoothFlag;	/**< GL_LINE_SMOOTH enabled? */
925    GLboolean StippleFlag;	/**< GL_LINE_STIPPLE enabled? */
926    GLushort StipplePattern;	/**< Stipple pattern */
927    GLint StippleFactor;		/**< Stipple repeat factor */
928    GLfloat Width;		/**< Line width */
929 };
930 
931 
932 /**
933  * Display list attribute group (GL_LIST_BIT).
934  */
935 struct gl_list_attrib
936 {
937    GLuint ListBase;
938 };
939 
940 
941 /**
942  * Multisample attribute group (GL_MULTISAMPLE_BIT).
943  */
944 struct gl_multisample_attrib
945 {
946    GLboolean Enabled;
947    GLboolean _Enabled;   /**< true if Enabled and multisample buffer */
948    GLboolean SampleAlphaToCoverage;
949    GLboolean SampleAlphaToOne;
950    GLboolean SampleCoverage;
951    GLfloat SampleCoverageValue;
952    GLboolean SampleCoverageInvert;
953 };
954 
955 
956 /**
957  * A pixelmap (see glPixelMap)
958  */
959 struct gl_pixelmap
960 {
961    GLint Size;
962    GLfloat Map[MAX_PIXEL_MAP_TABLE];
963    GLubyte Map8[MAX_PIXEL_MAP_TABLE];  /**< converted to 8-bit color */
964 };
965 
966 
967 /**
968  * Collection of all pixelmaps
969  */
970 struct gl_pixelmaps
971 {
972    struct gl_pixelmap RtoR;  /**< i.e. GL_PIXEL_MAP_R_TO_R */
973    struct gl_pixelmap GtoG;
974    struct gl_pixelmap BtoB;
975    struct gl_pixelmap AtoA;
976    struct gl_pixelmap ItoR;
977    struct gl_pixelmap ItoG;
978    struct gl_pixelmap ItoB;
979    struct gl_pixelmap ItoA;
980    struct gl_pixelmap ItoI;
981    struct gl_pixelmap StoS;
982 };
983 
984 
985 /**
986  * Pixel attribute group (GL_PIXEL_MODE_BIT).
987  */
988 struct gl_pixel_attrib
989 {
990    GLenum ReadBuffer;		/**< source buffer for glRead/CopyPixels() */
991 
992    /*--- Begin Pixel Transfer State ---*/
993    /* Fields are in the order in which they're applied... */
994 
995    /** Scale & Bias (index shift, offset) */
996    /*@{*/
997    GLfloat RedBias, RedScale;
998    GLfloat GreenBias, GreenScale;
999    GLfloat BlueBias, BlueScale;
1000    GLfloat AlphaBias, AlphaScale;
1001    GLfloat DepthBias, DepthScale;
1002    GLint IndexShift, IndexOffset;
1003    /*@}*/
1004 
1005    /* Pixel Maps */
1006    /* Note: actual pixel maps are not part of this attrib group */
1007    GLboolean MapColorFlag;
1008    GLboolean MapStencilFlag;
1009 
1010    /*--- End Pixel Transfer State ---*/
1011 
1012    /** glPixelZoom */
1013    GLfloat ZoomX, ZoomY;
1014 
1015    /** GL_SGI_texture_color_table */
1016    GLfloat TextureColorTableScale[4]; /**< RGBA */
1017    GLfloat TextureColorTableBias[4];  /**< RGBA */
1018 };
1019 
1020 
1021 /**
1022  * Point attribute group (GL_POINT_BIT).
1023  */
1024 struct gl_point_attrib
1025 {
1026    GLboolean SmoothFlag;	/**< True if GL_POINT_SMOOTH is enabled */
1027    GLfloat Size;		/**< User-specified point size */
1028    GLfloat Params[3];		/**< GL_EXT_point_parameters */
1029    GLfloat MinSize, MaxSize;	/**< GL_EXT_point_parameters */
1030    GLfloat Threshold;		/**< GL_EXT_point_parameters */
1031    GLboolean _Attenuated;	/**< True if Params != [1, 0, 0] */
1032    GLboolean PointSprite;	/**< GL_NV/ARB_point_sprite */
1033    GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
1034    GLenum SpriteRMode;		/**< GL_NV_point_sprite (only!) */
1035    GLenum SpriteOrigin;		/**< GL_ARB_point_sprite */
1036 };
1037 
1038 
1039 /**
1040  * Polygon attribute group (GL_POLYGON_BIT).
1041  */
1042 struct gl_polygon_attrib
1043 {
1044    GLenum FrontFace;		/**< Either GL_CW or GL_CCW */
1045    GLenum FrontMode;		/**< Either GL_POINT, GL_LINE or GL_FILL */
1046    GLenum BackMode;		/**< Either GL_POINT, GL_LINE or GL_FILL */
1047    GLboolean _FrontBit;		/**< 0=GL_CCW, 1=GL_CW */
1048    GLboolean CullFlag;		/**< Culling on/off flag */
1049    GLboolean SmoothFlag;	/**< True if GL_POLYGON_SMOOTH is enabled */
1050    GLboolean StippleFlag;	/**< True if GL_POLYGON_STIPPLE is enabled */
1051    GLenum CullFaceMode;		/**< Culling mode GL_FRONT or GL_BACK */
1052    GLfloat OffsetFactor;	/**< Polygon offset factor, from user */
1053    GLfloat OffsetUnits;		/**< Polygon offset units, from user */
1054    GLboolean OffsetPoint;	/**< Offset in GL_POINT mode */
1055    GLboolean OffsetLine;	/**< Offset in GL_LINE mode */
1056    GLboolean OffsetFill;	/**< Offset in GL_FILL mode */
1057 };
1058 
1059 
1060 /**
1061  * Scissor attributes (GL_SCISSOR_BIT).
1062  */
1063 struct gl_scissor_attrib
1064 {
1065    GLboolean Enabled;		/**< Scissor test enabled? */
1066    GLint X, Y;			/**< Lower left corner of box */
1067    GLsizei Width, Height;	/**< Size of box */
1068 };
1069 
1070 
1071 /**
1072  * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1073  *
1074  * Three sets of stencil data are tracked so that OpenGL 2.0,
1075  * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1076  * simultaneously.  In each of the stencil state arrays, element 0 corresponds
1077  * to GL_FRONT.  Element 1 corresponds to the OpenGL 2.0 /
1078  * GL_ATI_separate_stencil GL_BACK state.  Element 2 corresponds to the
1079  * GL_EXT_stencil_two_side GL_BACK state.
1080  *
1081  * The derived value \c _BackFace is either 1 or 2 depending on whether or
1082  * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1083  *
1084  * The derived value \c _TestTwoSide is set when the front-face and back-face
1085  * stencil state are different.
1086  */
1087 struct gl_stencil_attrib
1088 {
1089    GLboolean Enabled;		/**< Enabled flag */
1090    GLboolean TestTwoSide;	/**< GL_EXT_stencil_two_side */
1091    GLubyte ActiveFace;		/**< GL_EXT_stencil_two_side (0 or 2) */
1092    GLboolean _Enabled;          /**< Enabled and stencil buffer present */
1093    GLboolean _TestTwoSide;
1094    GLubyte _BackFace;           /**< Current back stencil state (1 or 2) */
1095    GLenum Function[3];		/**< Stencil function */
1096    GLenum FailFunc[3];		/**< Fail function */
1097    GLenum ZPassFunc[3];		/**< Depth buffer pass function */
1098    GLenum ZFailFunc[3];		/**< Depth buffer fail function */
1099    GLint Ref[3];		/**< Reference value */
1100    GLuint ValueMask[3];		/**< Value mask */
1101    GLuint WriteMask[3];		/**< Write mask */
1102    GLuint Clear;		/**< Clear value */
1103 };
1104 
1105 
1106 /**
1107  * An index for each type of texture object.  These correspond to the GL
1108  * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1109  * Note: the order is from highest priority to lowest priority.
1110  */
1111 typedef enum
1112 {
1113    TEXTURE_2D_ARRAY_INDEX,
1114    TEXTURE_1D_ARRAY_INDEX,
1115    TEXTURE_CUBE_INDEX,
1116    TEXTURE_3D_INDEX,
1117    TEXTURE_RECT_INDEX,
1118    TEXTURE_2D_INDEX,
1119    TEXTURE_1D_INDEX,
1120    NUM_TEXTURE_TARGETS
1121 } gl_texture_index;
1122 
1123 
1124 /**
1125  * Bit flags for each type of texture object
1126  * Used for Texture.Unit[]._ReallyEnabled flags.
1127  */
1128 /*@{*/
1129 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1130 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1131 #define TEXTURE_CUBE_BIT     (1 << TEXTURE_CUBE_INDEX)
1132 #define TEXTURE_3D_BIT       (1 << TEXTURE_3D_INDEX)
1133 #define TEXTURE_RECT_BIT     (1 << TEXTURE_RECT_INDEX)
1134 #define TEXTURE_2D_BIT       (1 << TEXTURE_2D_INDEX)
1135 #define TEXTURE_1D_BIT       (1 << TEXTURE_1D_INDEX)
1136 /*@}*/
1137 
1138 
1139 /**
1140  * TexGenEnabled flags.
1141  */
1142 /*@{*/
1143 #define S_BIT 1
1144 #define T_BIT 2
1145 #define R_BIT 4
1146 #define Q_BIT 8
1147 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1148 /*@}*/
1149 
1150 
1151 /**
1152  * Bit flag versions of the corresponding GL_ constants.
1153  */
1154 /*@{*/
1155 #define TEXGEN_SPHERE_MAP        0x1
1156 #define TEXGEN_OBJ_LINEAR        0x2
1157 #define TEXGEN_EYE_LINEAR        0x4
1158 #define TEXGEN_REFLECTION_MAP_NV 0x8
1159 #define TEXGEN_NORMAL_MAP_NV     0x10
1160 
1161 #define TEXGEN_NEED_NORMALS      (TEXGEN_SPHERE_MAP        | \
1162 				  TEXGEN_REFLECTION_MAP_NV | \
1163 				  TEXGEN_NORMAL_MAP_NV)
1164 #define TEXGEN_NEED_EYE_COORD    (TEXGEN_SPHERE_MAP        | \
1165 				  TEXGEN_REFLECTION_MAP_NV | \
1166 				  TEXGEN_NORMAL_MAP_NV     | \
1167 				  TEXGEN_EYE_LINEAR)
1168 /*@}*/
1169 
1170 
1171 
1172 /** Tex-gen enabled for texture unit? */
1173 #define ENABLE_TEXGEN(unit) (1 << (unit))
1174 
1175 /** Non-identity texture matrix for texture unit? */
1176 #define ENABLE_TEXMAT(unit) (1 << (unit))
1177 
1178 
1179 /**
1180  * Texel fetch function prototype.  We use texel fetch functions to
1181  * extract RGBA, color indexes and depth components out of 1D, 2D and 3D
1182  * texture images.  These functions help to isolate us from the gritty
1183  * details of all the various texture image encodings.
1184  *
1185  * \param texImage texture image.
1186  * \param col texel column.
1187  * \param row texel row.
1188  * \param img texel image level/layer.
1189  * \param texelOut output texel (up to 4 GLchans)
1190  */
1191 typedef void (*FetchTexelFuncC)( const struct gl_texture_image *texImage,
1192                                  GLint col, GLint row, GLint img,
1193                                  GLchan *texelOut );
1194 
1195 /**
1196  * As above, but returns floats.
1197  * Used for depth component images and for upcoming signed/float
1198  * texture images.
1199  */
1200 typedef void (*FetchTexelFuncF)( const struct gl_texture_image *texImage,
1201                                  GLint col, GLint row, GLint img,
1202                                  GLfloat *texelOut );
1203 
1204 
1205 typedef void (*StoreTexelFunc)(struct gl_texture_image *texImage,
1206                                GLint col, GLint row, GLint img,
1207                                const void *texel);
1208 
1209 
1210 /**
1211  * Texture image state.  Describes the dimensions of a texture image,
1212  * the texel format and pointers to Texel Fetch functions.
1213  */
1214 struct gl_texture_image
1215 {
1216    GLint InternalFormat;	/**< Internal format as given by the user */
1217    GLenum _BaseFormat;		/**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1218 				 *   GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1219 				 *   GL_INTENSITY, GL_COLOR_INDEX,
1220 				 *   GL_DEPTH_COMPONENT or GL_DEPTH_STENCIL_EXT
1221                                  *   only. Used for choosing TexEnv arithmetic.
1222 				 */
1223    GLuint TexFormat;            /**< The actual format: MESA_FORMAT_x */
1224 
1225    GLuint Border;		/**< 0 or 1 */
1226    GLuint Width;		/**< = 2^WidthLog2 + 2*Border */
1227    GLuint Height;		/**< = 2^HeightLog2 + 2*Border */
1228    GLuint Depth;		/**< = 2^DepthLog2 + 2*Border */
1229    GLuint Width2;		/**< = Width - 2*Border */
1230    GLuint Height2;		/**< = Height - 2*Border */
1231    GLuint Depth2;		/**< = Depth - 2*Border */
1232    GLuint WidthLog2;		/**< = log2(Width2) */
1233    GLuint HeightLog2;		/**< = log2(Height2) */
1234    GLuint DepthLog2;		/**< = log2(Depth2) */
1235    GLuint MaxLog2;		/**< = MAX(WidthLog2, HeightLog2) */
1236    GLfloat WidthScale;		/**< used for mipmap LOD computation */
1237    GLfloat HeightScale;		/**< used for mipmap LOD computation */
1238    GLfloat DepthScale;		/**< used for mipmap LOD computation */
1239    GLboolean IsClientData;	/**< Data owned by client? */
1240    GLboolean _IsPowerOfTwo;	/**< Are all dimensions powers of two? */
1241 
1242    struct gl_texture_object *TexObject;  /**< Pointer back to parent object */
1243 
1244    FetchTexelFuncC FetchTexelc;	/**< GLchan texel fetch function pointer */
1245    FetchTexelFuncF FetchTexelf;	/**< Float texel fetch function pointer */
1246 
1247    GLuint RowStride;		/**< Padded width in units of texels */
1248    GLuint *ImageOffsets;        /**< if 3D texture: array [Depth] of offsets to
1249                                      each 2D slice in 'Data', in texels */
1250    GLvoid *Data;		/**< Image data, accessed via FetchTexel() */
1251 
1252    /**
1253     * \name For device driver:
1254     */
1255    /*@{*/
1256    void *DriverData;		/**< Arbitrary device driver data */
1257    /*@}*/
1258 };
1259 
1260 
1261 /**
1262  * Indexes for cube map faces.
1263  */
1264 typedef enum
1265 {
1266    FACE_POS_X = 0,
1267    FACE_NEG_X = 1,
1268    FACE_POS_Y = 2,
1269    FACE_NEG_Y = 3,
1270    FACE_POS_Z = 4,
1271    FACE_NEG_Z = 5,
1272    MAX_FACES = 6
1273 } gl_face_index;
1274 
1275 
1276 ///**
1277 // * Texture object state.  Contains the array of mipmap images, border color,
1278 // * wrap modes, filter modes, shadow/texcompare state, and the per-texture
1279 // * color palette.
1280 // */
1281 //struct gl_texture_object
1282 //{
1283 //   _glthread_Mutex Mutex;	/**< for thread safety */
1284 //   GLint RefCount;		/**< reference count */
1285 //   GLuint Name;			/**< the user-visible texture object ID */
1286 //   GLenum Target;               /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1287 //   GLfloat Priority;		/**< in [0,1] */
1288 //   union {
1289 //      GLfloat f[4];
1290 //      GLuint ui[4];
1291 //      GLint i[4];
1292 //   } BorderColor;               /**< Interpreted according to texture format */
1293 //   GLenum WrapS;		/**< S-axis texture image wrap mode */
1294 //   GLenum WrapT;		/**< T-axis texture image wrap mode */
1295 //   GLenum WrapR;		/**< R-axis texture image wrap mode */
1296 //   GLenum MinFilter;		/**< minification filter */
1297 //   GLenum MagFilter;		/**< magnification filter */
1298 //   GLfloat MinLod;		/**< min lambda, OpenGL 1.2 */
1299 //   GLfloat MaxLod;		/**< max lambda, OpenGL 1.2 */
1300 //   GLfloat LodBias;		/**< OpenGL 1.4 */
1301 //   GLint BaseLevel;		/**< min mipmap level, OpenGL 1.2 */
1302 //   GLint MaxLevel;		/**< max mipmap level, OpenGL 1.2 */
1303 //   GLfloat MaxAnisotropy;	/**< GL_EXT_texture_filter_anisotropic */
1304 //   GLenum CompareMode;		/**< GL_ARB_shadow */
1305 //   GLenum CompareFunc;		/**< GL_ARB_shadow */
1306 //   GLfloat CompareFailValue;    /**< GL_ARB_shadow_ambient */
1307 //   GLenum DepthMode;		/**< GL_ARB_depth_texture */
1308 //   GLint _MaxLevel;		/**< actual max mipmap level (q in the spec) */
1309 //   GLfloat _MaxLambda;		/**< = _MaxLevel - BaseLevel (q - b in spec) */
1310 //   GLint CropRect[4];           /**< GL_OES_draw_texture */
1311 //   GLenum Swizzle[4];           /**< GL_EXT_texture_swizzle */
1312 //   GLuint _Swizzle;             /**< same as Swizzle, but SWIZZLE_* format */
1313 //   GLboolean GenerateMipmap;    /**< GL_SGIS_generate_mipmap */
1314 //   GLboolean _Complete;		/**< Is texture object complete? */
1315 //   GLboolean _RenderToTexture;  /**< Any rendering to this texture? */
1316 //   GLboolean Purgeable;         /**< Is the buffer purgeable under memory pressure? */
1317 //
1318 //   /** Actual texture images, indexed by [cube face] and [mipmap level] */
1319 //   struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1320 //
1321 //   /** GL_EXT_paletted_texture */
1322 //   struct gl_color_table Palette;
1323 //
1324 //   /**
1325 //    * \name For device driver.
1326 //    * Note: instead of attaching driver data to this pointer, it's preferable
1327 //    * to instead use this struct as a base class for your own texture object
1328 //    * class.  Driver->NewTextureObject() can be used to implement the
1329 //    * allocation.
1330 //    */
1331 //   void *DriverData;	/**< Arbitrary device driver data */
1332 //};
1333 
1334 
1335 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1336 #define MAX_COMBINER_TERMS 4
1337 
1338 
1339 /**
1340  * Texture combine environment state.
1341  */
1342 struct gl_tex_env_combine_state
1343 {
1344    GLenum ModeRGB;       /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1345    GLenum ModeA;         /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1346    /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1347    GLenum SourceRGB[MAX_COMBINER_TERMS];
1348    GLenum SourceA[MAX_COMBINER_TERMS];
1349    /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1350    GLenum OperandRGB[MAX_COMBINER_TERMS];
1351    GLenum OperandA[MAX_COMBINER_TERMS];
1352    GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1353    GLuint ScaleShiftA;   /**< 0, 1 or 2 */
1354    GLuint _NumArgsRGB;   /**< Number of inputs used for the RGB combiner */
1355    GLuint _NumArgsA;     /**< Number of inputs used for the A combiner */
1356 };
1357 
1358 
1359 /**
1360  * Texture coord generation state.
1361  */
1362 struct gl_texgen
1363 {
1364    GLenum Mode;         /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1365    GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1366    GLfloat ObjectPlane[4];
1367    GLfloat EyePlane[4];
1368 };
1369 
1370 
1371 /**
1372  * Texture unit state.  Contains enable flags, texture environment/function/
1373  * combiners, texgen state, pointers to current texture objects and
1374  * post-filter color tables.
1375  */
1376 struct gl_texture_unit
1377 {
1378    GLbitfield Enabled;          /**< bitmask of TEXTURE_*_BIT flags */
1379    GLbitfield _ReallyEnabled;   /**< 0 or exactly one of TEXTURE_*_BIT flags */
1380 
1381    GLenum EnvMode;              /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1382    GLfloat EnvColor[4];
1383 
1384    struct gl_texgen GenS;
1385    struct gl_texgen GenT;
1386    struct gl_texgen GenR;
1387    struct gl_texgen GenQ;
1388    GLbitfield TexGenEnabled;	/**< Bitwise-OR of [STRQ]_BIT values */
1389    GLbitfield _GenFlags;	/**< Bitwise-OR of Gen[STRQ]._ModeBit */
1390 
1391    GLfloat LodBias;		/**< for biasing mipmap levels */
1392    GLenum BumpTarget;
1393    GLfloat RotMatrix[4]; /* 2x2 matrix */
1394 
1395    /**
1396     * \name GL_EXT_texture_env_combine
1397     */
1398    struct gl_tex_env_combine_state Combine;
1399 
1400    /**
1401     * Derived state based on \c EnvMode and the \c BaseFormat of the
1402     * currently enabled texture.
1403     */
1404    struct gl_tex_env_combine_state _EnvMode;
1405 
1406    /**
1407     * Currently enabled combiner state.  This will point to either
1408     * \c Combine or \c _EnvMode.
1409     */
1410    struct gl_tex_env_combine_state *_CurrentCombine;
1411 
1412    /** Current texture object pointers */
1413    struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1414 
1415    /** Points to highest priority, complete and enabled texture object */
1416    struct gl_texture_object *_Current;
1417 
1418    /** GL_SGI_texture_color_table */
1419    /*@{*/
1420    struct gl_color_table ColorTable;
1421    struct gl_color_table ProxyColorTable;
1422    GLboolean ColorTableEnabled;
1423    /*@}*/
1424 };
1425 
1426 
1427 /**
1428  * Texture attribute group (GL_TEXTURE_BIT).
1429  */
1430 struct gl_texture_attrib
1431 {
1432    GLuint CurrentUnit;   /**< GL_ACTIVE_TEXTURE */
1433    struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1434 
1435    struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1436 
1437    /** GL_ARB_seamless_cubemap */
1438    GLboolean CubeMapSeamless;
1439 
1440    /** GL_EXT_shared_texture_palette */
1441    GLboolean SharedPalette;
1442    struct gl_color_table Palette;
1443 
1444    /** Texture units/samplers used by vertex or fragment texturing */
1445    GLbitfield _EnabledUnits;
1446 
1447    /** Texture coord units/sets used for fragment texturing */
1448    GLbitfield _EnabledCoordUnits;
1449 
1450    /** Texture coord units that have texgen enabled */
1451    GLbitfield _TexGenEnabled;
1452 
1453    /** Texture coord units that have non-identity matrices */
1454    GLbitfield _TexMatEnabled;
1455 
1456    /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1457    GLbitfield _GenFlags;
1458 };
1459 
1460 
1461 /**
1462  * Transformation attribute group (GL_TRANSFORM_BIT).
1463  */
1464 struct gl_transform_attrib
1465 {
1466    GLenum MatrixMode;				/**< Matrix mode */
1467    GLfloat EyeUserPlane[MAX_CLIP_PLANES][4];	/**< User clip planes */
1468    GLfloat _ClipUserPlane[MAX_CLIP_PLANES][4];	/**< derived */
1469    GLbitfield ClipPlanesEnabled;                /**< on/off bitmask */
1470    GLboolean Normalize;				/**< Normalize all normals? */
1471    GLboolean RescaleNormals;			/**< GL_EXT_rescale_normal */
1472    GLboolean RasterPositionUnclipped;           /**< GL_IBM_rasterpos_clip */
1473    GLboolean DepthClamp;			/**< GL_ARB_depth_clamp */
1474 
1475    GLfloat CullEyePos[4];
1476    GLfloat CullObjPos[4];
1477 };
1478 
1479 
1480 /**
1481  * Viewport attribute group (GL_VIEWPORT_BIT).
1482  */
1483 //struct gl_viewport_attrib
1484 //{
1485 //   GLint X, Y;			/**< position */
1486 //   GLsizei Width, Height;	/**< size */
1487 //   GLfloat Near, Far;		/**< Depth buffer range */
1488 //   GLmatrix _WindowMap;		/**< Mapping transformation as a matrix. */
1489 //};
1490 
1491 
1492 ///**
1493 // * GL_ARB_vertex/pixel_buffer_object buffer object
1494 // */
1495 //struct gl_buffer_object
1496 //{
1497 //   _glthread_Mutex Mutex;
1498 //   GLint RefCount;
1499 //   GLuint Name;
1500 //   GLenum Usage;        /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1501 //   GLsizeiptrARB Size;  /**< Size of buffer storage in bytes */
1502 //   GLubyte *Data;       /**< Location of storage either in RAM or VRAM. */
1503 //   /** Fields describing a mapped buffer */
1504 //   /*@{*/
1505 //   GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1506 //   GLvoid *Pointer;     /**< User-space address of mapping */
1507 //   GLintptr Offset;     /**< Mapped offset */
1508 //   GLsizeiptr Length;   /**< Mapped length */
1509 //   /*@}*/
1510 //   GLboolean Written;   /**< Ever written to? (for debugging) */
1511 //   GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1512 //};
1513 
1514 
1515 /**
1516  * Client pixel packing/unpacking attributes
1517  */
1518 struct gl_pixelstore_attrib
1519 {
1520    GLint Alignment;
1521    GLint RowLength;
1522    GLint SkipPixels;
1523    GLint SkipRows;
1524    GLint ImageHeight;
1525    GLint SkipImages;
1526    GLboolean SwapBytes;
1527    GLboolean LsbFirst;
1528    GLboolean ClientStorage; /**< GL_APPLE_client_storage */
1529    GLboolean Invert;        /**< GL_MESA_pack_invert */
1530    struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1531 };
1532 
1533 
1534 /**
1535  * Client vertex array attributes
1536  */
1537 struct gl_client_array
1538 {
1539    GLint Size;                  /**< components per element (1,2,3,4) */
1540    GLenum Type;                 /**< datatype: GL_FLOAT, GL_INT, etc */
1541    GLenum Format;               /**< default: GL_RGBA, but may be GL_BGRA */
1542    GLsizei Stride;		/**< user-specified stride */
1543    GLsizei StrideB;		/**< actual stride in bytes */
1544    const GLubyte *Ptr;          /**< Points to array data */
1545    GLboolean Enabled;		/**< Enabled flag is a boolean */
1546    GLboolean Normalized;        /**< GL_ARB_vertex_program */
1547    GLboolean Integer;           /**< Integer-valued? */
1548    GLuint _ElementSize;         /**< size of each element in bytes */
1549 
1550    struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1551    GLuint _MaxElement;          /**< max element index into array buffer + 1 */
1552 };
1553 
1554 
1555 ///**
1556 // * Collection of vertex arrays.  Defined by the GL_APPLE_vertex_array_object
1557 // * extension, but a nice encapsulation in any case.
1558 // */
1559 //struct gl_array_object
1560 //{
1561 //   /** Name of the array object as received from glGenVertexArrayAPPLE. */
1562 //   GLuint Name;
1563 //
1564 //   GLint RefCount;
1565 //   _glthread_Mutex Mutex;
1566 //   GLboolean VBOonly;  /**< require all arrays to live in VBOs? */
1567 //
1568 //   /** Conventional vertex arrays */
1569 //   /*@{*/
1570 //   struct gl_client_array Vertex;
1571 //   struct gl_client_array Weight;
1572 //   struct gl_client_array Normal;
1573 //   struct gl_client_array Color;
1574 //   struct gl_client_array SecondaryColor;
1575 //   struct gl_client_array FogCoord;
1576 //   struct gl_client_array Index;
1577 //   struct gl_client_array EdgeFlag;
1578 //   struct gl_client_array TexCoord[MAX_TEXTURE_COORD_UNITS];
1579 //   struct gl_client_array PointSize;
1580 //   /*@}*/
1581 //
1582 //   /**
1583 //    * Generic arrays for vertex programs/shaders.
1584 //    * For NV vertex programs, these attributes alias and take priority
1585 //    * over the conventional attribs above.  For ARB vertex programs and
1586 //    * GLSL vertex shaders, these attributes are separate.
1587 //    */
1588 //   struct gl_client_array VertexAttrib[MAX_VERTEX_GENERIC_ATTRIBS];
1589 //
1590 //   /** Mask of _NEW_ARRAY_* values indicating which arrays are enabled */
1591 //   GLbitfield _Enabled;
1592 //
1593 //   /**
1594 //    * Min of all enabled arrays' _MaxElement.  When arrays reside inside VBOs
1595 //    * we can determine the max legal (in bounds) glDrawElements array index.
1596 //    */
1597 //   GLuint _MaxElement;
1598 //};
1599 
1600 
1601 /**
1602  * Vertex array state
1603  */
1604 struct gl_array_attrib
1605 {
1606    /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1607    struct gl_array_object *ArrayObj;
1608 
1609    /** The default vertex array object */
1610    struct gl_array_object *DefaultArrayObj;
1611 
1612    /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1613    struct _mesa_HashTable *Objects;
1614 
1615    GLint ActiveTexture;		/**< Client Active Texture */
1616    GLuint LockFirst;            /**< GL_EXT_compiled_vertex_array */
1617    GLuint LockCount;            /**< GL_EXT_compiled_vertex_array */
1618 
1619    /** GL 3.1 (slightly different from GL_NV_primitive_restart) */
1620    GLboolean PrimitiveRestart;
1621    GLuint RestartIndex;
1622 
1623    GLbitfield NewState;		/**< mask of _NEW_ARRAY_* values */
1624 
1625    /* GL_ARB_vertex_buffer_object */
1626    struct gl_buffer_object *ArrayBufferObj;
1627    struct gl_buffer_object *ElementArrayBufferObj;
1628 };
1629 
1630 
1631 /**
1632  * Feedback buffer state
1633  */
1634 struct gl_feedback
1635 {
1636    GLenum Type;
1637    GLbitfield _Mask;    /**< FB_* bits */
1638    GLfloat *Buffer;
1639    GLuint BufferSize;
1640    GLuint Count;
1641 };
1642 
1643 
1644 /**
1645  * Selection buffer state
1646  */
1647 struct gl_selection
1648 {
1649    GLuint *Buffer;	/**< selection buffer */
1650    GLuint BufferSize;	/**< size of the selection buffer */
1651    GLuint BufferCount;	/**< number of values in the selection buffer */
1652    GLuint Hits;		/**< number of records in the selection buffer */
1653    GLuint NameStackDepth; /**< name stack depth */
1654    GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1655    GLboolean HitFlag;	/**< hit flag */
1656    GLfloat HitMinZ;	/**< minimum hit depth */
1657    GLfloat HitMaxZ;	/**< maximum hit depth */
1658 };
1659 
1660 
1661 /**
1662  * 1-D Evaluator control points
1663  */
1664 struct gl_1d_map
1665 {
1666    GLuint Order;	/**< Number of control points */
1667    GLfloat u1, u2, du;	/**< u1, u2, 1.0/(u2-u1) */
1668    GLfloat *Points;	/**< Points to contiguous control points */
1669 };
1670 
1671 
1672 /**
1673  * 2-D Evaluator control points
1674  */
1675 struct gl_2d_map
1676 {
1677    GLuint Uorder;		/**< Number of control points in U dimension */
1678    GLuint Vorder;		/**< Number of control points in V dimension */
1679    GLfloat u1, u2, du;
1680    GLfloat v1, v2, dv;
1681    GLfloat *Points;		/**< Points to contiguous control points */
1682 };
1683 
1684 
1685 /**
1686  * All evaluator control point state
1687  */
1688 struct gl_evaluators
1689 {
1690    /**
1691     * \name 1-D maps
1692     */
1693    /*@{*/
1694    struct gl_1d_map Map1Vertex3;
1695    struct gl_1d_map Map1Vertex4;
1696    struct gl_1d_map Map1Index;
1697    struct gl_1d_map Map1Color4;
1698    struct gl_1d_map Map1Normal;
1699    struct gl_1d_map Map1Texture1;
1700    struct gl_1d_map Map1Texture2;
1701    struct gl_1d_map Map1Texture3;
1702    struct gl_1d_map Map1Texture4;
1703    struct gl_1d_map Map1Attrib[16];  /**< GL_NV_vertex_program */
1704    /*@}*/
1705 
1706    /**
1707     * \name 2-D maps
1708     */
1709    /*@{*/
1710    struct gl_2d_map Map2Vertex3;
1711    struct gl_2d_map Map2Vertex4;
1712    struct gl_2d_map Map2Index;
1713    struct gl_2d_map Map2Color4;
1714    struct gl_2d_map Map2Normal;
1715    struct gl_2d_map Map2Texture1;
1716    struct gl_2d_map Map2Texture2;
1717    struct gl_2d_map Map2Texture3;
1718    struct gl_2d_map Map2Texture4;
1719    struct gl_2d_map Map2Attrib[16];  /**< GL_NV_vertex_program */
1720    /*@}*/
1721 };
1722 
1723 
1724 /**
1725  * Names of the various vertex/fragment program register files, etc.
1726  *
1727  * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1728  * All values should fit in a 4-bit field.
1729  *
1730  * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR, PROGRAM_NAMED_PARAM,
1731  * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1732  * be "uniform" variables since they can only be set outside glBegin/End.
1733  * They're also all stored in the same Parameters array.
1734  */
1735 typedef enum
1736 {
1737    PROGRAM_TEMPORARY,   /**< machine->Temporary[] */
1738    PROGRAM_INPUT,       /**< machine->Inputs[] */
1739    PROGRAM_OUTPUT,      /**< machine->Outputs[] */
1740    PROGRAM_VARYING,     /**< machine->Inputs[]/Outputs[] */
1741    PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
1742    PROGRAM_ENV_PARAM,   /**< gl_program->Parameters[] */
1743    PROGRAM_STATE_VAR,   /**< gl_program->Parameters[] */
1744    PROGRAM_NAMED_PARAM, /**< gl_program->Parameters[] */
1745    PROGRAM_CONSTANT,    /**< gl_program->Parameters[] */
1746    PROGRAM_UNIFORM,     /**< gl_program->Parameters[] */
1747    PROGRAM_WRITE_ONLY,  /**< A dummy, write-only register */
1748    PROGRAM_ADDRESS,     /**< machine->AddressReg */
1749    PROGRAM_SAMPLER,     /**< for shader samplers, compile-time only */
1750    PROGRAM_UNDEFINED,   /**< Invalid/TBD value */
1751    PROGRAM_FILE_MAX
1752 } gl_register_file;
1753 
1754 
1755 /** Vertex and fragment instructions */
1756 struct prog_instruction;
1757 struct gl_program_parameter_list;
1758 struct gl_uniform_list;
1759 
1760 
1761 /**
1762  * Base class for any kind of program object
1763  */
1764 struct gl_program
1765 {
1766    GLuint Id;
1767    GLubyte *String;  /**< Null-terminated program text */
1768    GLint RefCount;
1769    GLenum Target;    /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_FRAGMENT_PROGRAM_NV */
1770    GLenum Format;    /**< String encoding format */
1771    GLboolean Resident;
1772 
1773    struct prog_instruction *Instructions;
1774 
1775    GLbitfield InputsRead;     /**< Bitmask of which input regs are read */
1776    GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1777    GLbitfield InputFlags[MAX_PROGRAM_INPUTS];   /**< PROG_PARAM_BIT_x flags */
1778    GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
1779    GLbitfield TexturesUsed[MAX_TEXTURE_UNITS];  /**< TEXTURE_x_BIT bitmask */
1780    GLbitfield SamplersUsed;   /**< Bitfield of which samplers are used */
1781    GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1782 
1783 
1784    /** Named parameters, constants, etc. from program text */
1785    struct gl_program_parameter_list *Parameters;
1786    /** Numbered local parameters */
1787    GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
1788 
1789    /** Vertex/fragment shader varying vars */
1790    struct gl_program_parameter_list *Varying;
1791    /** Vertex program user-defined attributes */
1792    struct gl_program_parameter_list *Attributes;
1793 
1794    /** Map from sampler unit to texture unit (set by glUniform1i()) */
1795    GLubyte SamplerUnits[MAX_SAMPLERS];
1796    /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
1797    gl_texture_index SamplerTargets[MAX_SAMPLERS];
1798 
1799    /** Bitmask of which register files are read/written with indirect
1800     * addressing.  Mask of (1 << PROGRAM_x) bits.
1801     */
1802    GLbitfield IndirectRegisterFiles;
1803 
1804    /** Logical counts */
1805    /*@{*/
1806    GLuint NumInstructions;
1807    GLuint NumTemporaries;
1808    GLuint NumParameters;
1809    GLuint NumAttributes;
1810    GLuint NumAddressRegs;
1811    GLuint NumAluInstructions;
1812    GLuint NumTexInstructions;
1813    GLuint NumTexIndirections;
1814    /*@}*/
1815    /** Native, actual h/w counts */
1816    /*@{*/
1817    GLuint NumNativeInstructions;
1818    GLuint NumNativeTemporaries;
1819    GLuint NumNativeParameters;
1820    GLuint NumNativeAttributes;
1821    GLuint NumNativeAddressRegs;
1822    GLuint NumNativeAluInstructions;
1823    GLuint NumNativeTexInstructions;
1824    GLuint NumNativeTexIndirections;
1825    /*@}*/
1826 };
1827 
1828 
1829 /** Vertex program object */
1830 struct gl_vertex_program
1831 {
1832    struct gl_program Base;   /**< base class */
1833    GLboolean IsNVProgram;    /**< is this a GL_NV_vertex_program program? */
1834    GLboolean IsPositionInvariant;
1835 };
1836 
1837 
1838 /** Geometry program object */
1839 struct gl_geometry_program
1840 {
1841    struct gl_program Base;   /**< base class */
1842 
1843    GLint VerticesOut;
1844    GLenum InputType;  /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
1845                            GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
1846    GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
1847 };
1848 
1849 
1850 /** Fragment program object */
1851 struct gl_fragment_program
1852 {
1853    struct gl_program Base;   /**< base class */
1854    GLenum FogOption;
1855    GLboolean UsesKill;          /**< shader uses KIL instruction */
1856    GLboolean OriginUpperLeft;
1857    GLboolean PixelCenterInteger;
1858 };
1859 
1860 
1861 /**
1862  * State common to vertex and fragment programs.
1863  */
1864 struct gl_program_state
1865 {
1866    GLint ErrorPos;                       /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
1867    const char *ErrorString;              /* GL_PROGRAM_ERROR_STRING_ARB/NV */
1868 };
1869 
1870 
1871 /**
1872  * Context state for vertex programs.
1873  */
1874 struct gl_vertex_program_state
1875 {
1876    GLboolean Enabled;            /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
1877    GLboolean _Enabled;           /**< Enabled and _valid_ user program? */
1878    GLboolean PointSizeEnabled;   /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
1879    GLboolean TwoSideEnabled;     /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
1880    struct gl_vertex_program *Current;  /**< User-bound vertex program */
1881 
1882    /** Currently enabled and valid vertex program (including internal
1883     * programs, user-defined vertex programs and GLSL vertex shaders).
1884     * This is the program we must use when rendering.
1885     */
1886    struct gl_vertex_program *_Current;
1887 
1888    GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1889 
1890    /* For GL_NV_vertex_program only: */
1891    GLenum TrackMatrix[MAX_PROGRAM_ENV_PARAMS / 4];
1892    GLenum TrackMatrixTransform[MAX_PROGRAM_ENV_PARAMS / 4];
1893 
1894    /** Should fixed-function T&L be implemented with a vertex prog? */
1895    GLboolean _MaintainTnlProgram;
1896 
1897    /** Program to emulate fixed-function T&L (see above) */
1898    struct gl_vertex_program *_TnlProgram;
1899 
1900    /** Cache of fixed-function programs */
1901    struct gl_program_cache *Cache;
1902 
1903    GLboolean _Overriden;
1904 };
1905 
1906 
1907 /**
1908  * Context state for geometry programs.
1909  */
1910 struct gl_geometry_program_state
1911 {
1912    GLboolean Enabled;               /**< GL_ARB_GEOMETRY_SHADER4 */
1913    GLboolean _Enabled;              /**< Enabled and valid program? */
1914    struct gl_geometry_program *Current;  /**< user-bound geometry program */
1915 
1916    /** Currently enabled and valid program (including internal programs
1917     * and compiled shader programs).
1918     */
1919    struct gl_geometry_program *_Current;
1920 
1921    GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1922 
1923    /** Cache of fixed-function programs */
1924    struct gl_program_cache *Cache;
1925 };
1926 
1927 /**
1928  * Context state for fragment programs.
1929  */
1930 struct gl_fragment_program_state
1931 {
1932    GLboolean Enabled;     /**< User-set fragment program enable flag */
1933    GLboolean _Enabled;    /**< Enabled and _valid_ user program? */
1934    struct gl_fragment_program *Current;  /**< User-bound fragment program */
1935 
1936    /** Currently enabled and valid fragment program (including internal
1937     * programs, user-defined fragment programs and GLSL fragment shaders).
1938     * This is the program we must use when rendering.
1939     */
1940    struct gl_fragment_program *_Current;
1941 
1942    GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1943 
1944    /** Should fixed-function texturing be implemented with a fragment prog? */
1945    GLboolean _MaintainTexEnvProgram;
1946 
1947    /** Program to emulate fixed-function texture env/combine (see above) */
1948    struct gl_fragment_program *_TexEnvProgram;
1949 
1950    /** Cache of fixed-function programs */
1951    struct gl_program_cache *Cache;
1952 };
1953 
1954 
1955 /**
1956  * ATI_fragment_shader runtime state
1957  */
1958 #define ATI_FS_INPUT_PRIMARY 0
1959 #define ATI_FS_INPUT_SECONDARY 1
1960 
1961 struct atifs_instruction;
1962 struct atifs_setupinst;
1963 
1964 /**
1965  * ATI fragment shader
1966  */
1967 struct ati_fragment_shader
1968 {
1969    GLuint Id;
1970    GLint RefCount;
1971    struct atifs_instruction *Instructions[2];
1972    struct atifs_setupinst *SetupInst[2];
1973    GLfloat Constants[8][4];
1974    GLbitfield LocalConstDef;  /**< Indicates which constants have been set */
1975    GLubyte numArithInstr[2];
1976    GLubyte regsAssigned[2];
1977    GLubyte NumPasses;         /**< 1 or 2 */
1978    GLubyte cur_pass;
1979    GLubyte last_optype;
1980    GLboolean interpinp1;
1981    GLboolean isValid;
1982    GLuint swizzlerq;
1983 };
1984 
1985 /**
1986  * Context state for GL_ATI_fragment_shader
1987  */
1988 struct gl_ati_fragment_shader_state
1989 {
1990    GLboolean Enabled;
1991    GLboolean _Enabled;                  /**< enabled and valid shader? */
1992    GLboolean Compiling;
1993    GLfloat GlobalConstants[8][4];
1994    struct ati_fragment_shader *Current;
1995 };
1996 
1997 
1998 /**
1999  * Occlusion/timer query object.
2000  */
2001 struct gl_query_object
2002 {
2003    GLenum Target;      /**< The query target, when active */
2004    GLuint Id;          /**< hash table ID/name */
2005    GLuint64EXT Result; /**< the counter */
2006    GLboolean Active;   /**< inside Begin/EndQuery */
2007    GLboolean Ready;    /**< result is ready? */
2008 };
2009 
2010 
2011 /**
2012  * Context state for query objects.
2013  */
2014 struct gl_query_state
2015 {
2016    struct _mesa_HashTable *QueryObjects;
2017    struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2018    struct gl_query_object *CurrentTimerObject;     /* GL_EXT_timer_query */
2019 
2020    /** GL_NV_conditional_render */
2021    struct gl_query_object *CondRenderQuery;
2022 
2023    /** GL_EXT_transform_feedback */
2024    struct gl_query_object *PrimitivesGenerated;
2025    struct gl_query_object *PrimitivesWritten;
2026 
2027    /** GL_ARB_timer_query */
2028    struct gl_query_object *TimeElapsed;
2029 
2030    GLenum CondRenderMode;
2031 };
2032 
2033 
2034 /** Sync object state */
2035 struct gl_sync_object {
2036    struct simple_node link;
2037    GLenum Type;               /**< GL_SYNC_FENCE */
2038    GLuint Name;               /**< Fence name */
2039    GLint RefCount;            /**< Reference count */
2040    GLboolean DeletePending;   /**< Object was deleted while there were still
2041 			       * live references (e.g., sync not yet finished)
2042 			       */
2043    GLenum SyncCondition;
2044    GLbitfield Flags;          /**< Flags passed to glFenceSync */
2045    GLuint StatusFlag:1;       /**< Has the sync object been signaled? */
2046 };
2047 
2048 
2049 /** Set by #pragma directives */
2050 struct gl_sl_pragmas
2051 {
2052    GLboolean IgnoreOptimize;  /**< ignore #pragma optimize(on/off) ? */
2053    GLboolean IgnoreDebug;     /**< ignore #pragma debug(on/off) ? */
2054    GLboolean Optimize;  /**< defaults on */
2055    GLboolean Debug;     /**< defaults off */
2056 };
2057 
2058 
2059 /**
2060  * A GLSL vertex or fragment shader object.
2061  */
2062 struct gl_shader
2063 {
2064    GLenum Type;  /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB (first field!) */
2065    GLuint Name;  /**< AKA the handle */
2066    GLint RefCount;  /**< Reference count */
2067    GLboolean DeletePending;
2068    GLboolean CompileStatus;
2069    GLboolean Main;  /**< shader defines main() */
2070    GLboolean UnresolvedRefs;
2071    const GLchar *Source;  /**< Source code string */
2072 //   GLuint SourceChecksum;       /**< for debug/logging purposes */
2073 //   struct gl_program *Program;  /**< Post-compile assembly code */
2074    GLchar *InfoLog;
2075    struct gl_sl_pragmas Pragmas;
2076 
2077    unsigned Version;       /**< GLSL version used for linking */
2078 
2079    struct exec_list *ir;
2080    struct glsl_symbol_table *symbols;
2081    /** Shaders containing built-in functions that are used for linking. */
2082    struct gl_shader *builtins_to_link[16];
2083    unsigned num_builtins_to_link;
2084 
2085    struct Executable * executable;
2086    void (*function)();     /**< the active function */
2087    unsigned SamplersUsed;  /**< bitfield of samplers used by shader */
2088 };
2089 
2090 
2091 /**
2092  * A GLSL program object.
2093  * Basically a linked collection of vertex and fragment shaders.
2094  */
2095 struct gl_shader_program
2096 {
2097    GLenum Type;  /**< Always GL_SHADER_PROGRAM (internal token) */
2098    GLuint Name;  /**< aka handle or ID */
2099    GLint RefCount;  /**< Reference count */
2100    GLboolean DeletePending;
2101 
2102    GLuint NumShaders;          /**< number of attached shaders */
2103    struct gl_shader **Shaders; /**< List of attached the shaders */
2104 
2105    /** User-defined attribute bindings (glBindAttribLocation) */
2106    struct gl_program_parameter_list *Attributes;
2107 
2108    /** Transform feedback varyings */
2109 //   struct {
2110 //      GLenum BufferMode;
2111 //      GLuint NumVarying;
2112 //      GLchar **VaryingNames;  /**< Array [NumVarying] of char * */
2113 //   } TransformFeedback;
2114 
2115    /** Geometry shader state - copied into gl_geometry_program at link time */
2116 //   struct {
2117 //      GLint VerticesOut;
2118 //      GLenum InputType;  /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2119 //                              GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2120 //      GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2121 //   } Geom;
2122 
2123    /* post-link info: */
2124 //   struct gl_vertex_program *VertexProgram;     /**< Linked vertex program */
2125 //   struct gl_fragment_program *FragmentProgram; /**< Linked fragment prog */
2126 //   struct gl_geometry_program *GeometryProgram; /**< Linked geometry prog */
2127    struct gl_uniform_list *Uniforms;
2128    struct gl_program_parameter_list *Varying;
2129    GLboolean LinkStatus;   /**< GL_LINK_STATUS */
2130    GLboolean Validated;
2131    GLboolean _Used;        /**< Ever used for drawing? */
2132    GLchar *InfoLog;
2133    unsigned Version;       /**< GLSL version used for linking */
2134 
2135    /**
2136     * Per-stage shaders resulting from the first stage of linking.
2137     *
2138     * Set of linked shaders for this program.  The array is accessed using the
2139     * \c MESA_SHADER_* defines.  Entries for non-existent stages will be
2140     * \c NULL.
2141     */
2142    struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES];
2143    GLfloat (*ValuesUniform)[4]; /** < samplers are at ValuesUniform[gl_uniform_list::Slots + sampler.Pos]*/
2144    GLfloat (*ValuesVertexInput)[4];    /**< actually a VertexInput */
2145    GLfloat (*ValuesVertexOutput)[4];   /**< actually a VertexOutput */
2146    void * InputOuputBase;              /**< allocation base for Values* */
2147 
2148    unsigned AttributeSlots;/**< [0,AttributeSlots-1] read by vertex shader */
2149    unsigned VaryingSlots;  /**< [0,VaryingSlots-1] read by fragment shader */
2150    unsigned UsesFragCoord : 1, UsesPointCoord : 1;
2151 };
2152 
2153 
2154 #define GLSL_DUMP      0x1  /**< Dump shaders to stdout */
2155 #define GLSL_LOG       0x2  /**< Write shaders to files */
2156 #define GLSL_OPT       0x4  /**< Force optimizations (override pragmas) */
2157 #define GLSL_NO_OPT    0x8  /**< Force no optimizations (override pragmas) */
2158 #define GLSL_UNIFORMS 0x10  /**< Print glUniform calls */
2159 #define GLSL_NOP_VERT 0x20  /**< Force no-op vertex shaders */
2160 #define GLSL_NOP_FRAG 0x40  /**< Force no-op fragment shaders */
2161 #define GLSL_USE_PROG 0x80  /**< Log glUseProgram calls */
2162 
2163 
2164 /**
2165  * Context state for GLSL vertex/fragment shaders.
2166  */
2167 struct gl_shader_state
2168 {
2169    /**
2170     * Programs used for rendering
2171     *
2172     * There is a separate program set for each shader stage.  If
2173     * GL_EXT_separate_shader_objects is not supported, each of these must point
2174     * to \c NULL or to the same program.
2175     */
2176    struct gl_shader_program *CurrentVertexProgram;
2177    struct gl_shader_program *CurrentGeometryProgram;
2178    struct gl_shader_program *CurrentFragmentProgram;
2179 
2180    /**
2181     * Program used by glUniform calls.
2182     *
2183     * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2184     */
2185    struct gl_shader_program *ActiveProgram;
2186 
2187    void *MemPool;
2188 
2189    GLbitfield Flags;                    /**< Mask of GLSL_x flags */
2190 };
2191 
2192 /**
2193  * Compiler options for a single GLSL shaders type
2194  */
2195 struct gl_shader_compiler_options
2196 {
2197    /** Driver-selectable options: */
2198    GLboolean EmitCondCodes;             /**< Use condition codes? */
2199    GLboolean EmitNVTempInitialization;  /**< 0-fill NV temp registers */
2200    /**
2201     * Attempts to flatten all ir_if (OPCODE_IF) for GPUs that can't
2202     * support control flow.
2203     */
2204    GLboolean EmitNoIfs;
2205    GLboolean EmitNoLoops;
2206    GLboolean EmitNoFunctions;
2207    GLboolean EmitNoCont;                  /**< Emit CONT opcode? */
2208    GLboolean EmitNoMainReturn;            /**< Emit CONT/RET opcodes? */
2209    GLboolean EmitNoNoise;                 /**< Emit NOISE opcodes? */
2210    GLboolean EmitNoPow;                   /**< Emit POW opcodes? */
2211 
2212    /**
2213     * \name Forms of indirect addressing the driver cannot do.
2214     */
2215    /*@{*/
2216    GLboolean EmitNoIndirectInput;   /**< No indirect addressing of inputs */
2217    GLboolean EmitNoIndirectOutput;  /**< No indirect addressing of outputs */
2218    GLboolean EmitNoIndirectTemp;    /**< No indirect addressing of temps */
2219    GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2220    /*@}*/
2221 
2222    GLuint MaxUnrollIterations;
2223 
2224    struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2225 };
2226 
2227 /**
2228  * Transform feedback object state
2229  */
2230 struct gl_transform_feedback_object
2231 {
2232    GLuint Name;  /**< AKA the object ID */
2233    GLint RefCount;
2234    GLboolean Active;  /**< Is transform feedback enabled? */
2235    GLboolean Paused;  /**< Is transform feedback paused? */
2236 
2237    /** The feedback buffers */
2238    GLuint BufferNames[MAX_FEEDBACK_ATTRIBS];
2239    struct gl_buffer_object *Buffers[MAX_FEEDBACK_ATTRIBS];
2240 
2241    /** Start of feedback data in dest buffer */
2242    GLintptr Offset[MAX_FEEDBACK_ATTRIBS];
2243    /** Max data to put into dest buffer (in bytes) */
2244    GLsizeiptr Size[MAX_FEEDBACK_ATTRIBS];
2245 };
2246 
2247 
2248 /**
2249  * Context state for transform feedback.
2250  */
2251 struct gl_transform_feedback
2252 {
2253    GLenum Mode;       /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
2254 
2255    GLboolean RasterDiscard;  /**< GL_RASTERIZER_DISCARD */
2256 
2257    /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
2258    struct gl_buffer_object *CurrentBuffer;
2259 
2260    /** The table of all transform feedback objects */
2261    struct _mesa_HashTable *Objects;
2262 
2263    /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
2264    struct gl_transform_feedback_object *CurrentObject;
2265 
2266    /** The default xform-fb object (Name==0) */
2267    struct gl_transform_feedback_object *DefaultObject;
2268 };
2269 
2270 
2271 
2272 ///**
2273 // * State which can be shared by multiple contexts:
2274 // */
2275 //struct gl_shared_state
2276 //{
2277 //   _glthread_Mutex Mutex;		   /**< for thread safety */
2278 //   GLint RefCount;			   /**< Reference count */
2279 //   struct _mesa_HashTable *DisplayList;	   /**< Display lists hash table */
2280 //   struct _mesa_HashTable *TexObjects;	   /**< Texture objects hash table */
2281 //
2282 //   /** Default texture objects (shared by all texture units) */
2283 //   struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2284 //
2285 //   /** Fallback texture used when a bound texture is incomplete */
2286 //   struct gl_texture_object *FallbackTex;
2287 //
2288 //   /**
2289 //    * \name Thread safety and statechange notification for texture
2290 //    * objects.
2291 //    *
2292 //    * \todo Improve the granularity of locking.
2293 //    */
2294 //   /*@{*/
2295 //   _glthread_Mutex TexMutex;		/**< texobj thread safety */
2296 //   GLuint TextureStateStamp;	        /**< state notification for shared tex */
2297 //   /*@}*/
2298 //
2299 //   /** Default buffer object for vertex arrays that aren't in VBOs */
2300 //   struct gl_buffer_object *NullBufferObj;
2301 //
2302 //   /**
2303 //    * \name Vertex/geometry/fragment programs
2304 //    */
2305 //   /*@{*/
2306 //   struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2307 //   struct gl_vertex_program *DefaultVertexProgram;
2308 //   struct gl_fragment_program *DefaultFragmentProgram;
2309 //   struct gl_geometry_program *DefaultGeometryProgram;
2310 //   /*@}*/
2311 //
2312 //   /* GL_ATI_fragment_shader */
2313 //   struct _mesa_HashTable *ATIShaders;
2314 //   struct ati_fragment_shader *DefaultFragmentShader;
2315 //
2316 //   struct _mesa_HashTable *BufferObjects;
2317 //
2318 //   /** Table of both gl_shader and gl_shader_program objects */
2319 //   struct _mesa_HashTable *ShaderObjects;
2320 //
2321 //   /* GL_EXT_framebuffer_object */
2322 //   struct _mesa_HashTable *RenderBuffers;
2323 //   struct _mesa_HashTable *FrameBuffers;
2324 //
2325 //   /* GL_ARB_sync */
2326 //   struct simple_node SyncObjects;
2327 //
2328 //   void *DriverData;  /**< Device driver shared state */
2329 //};
2330 
2331 
2332 
2333 
2334 ///**
2335 // * A renderbuffer stores colors or depth values or stencil values.
2336 // * A framebuffer object will have a collection of these.
2337 // * Data are read/written to the buffer with a handful of Get/Put functions.
2338 // *
2339 // * Instances of this object are allocated with the Driver's NewRenderbuffer
2340 // * hook.  Drivers will likely wrap this class inside a driver-specific
2341 // * class to simulate inheritance.
2342 // */
2343 //struct gl_renderbuffer
2344 //{
2345 //#define RB_MAGIC 0xaabbccdd
2346 //   int Magic; /** XXX TEMPORARY DEBUG INFO */
2347 //   _glthread_Mutex Mutex;		   /**< for thread safety */
2348 //   GLuint ClassID;        /**< Useful for drivers */
2349 //   GLuint Name;
2350 //   GLint RefCount;
2351 //   GLuint Width, Height;
2352 //   GLboolean Purgeable;   /**< Is the buffer purgeable under memory pressure? */
2353 //
2354 //   GLenum InternalFormat; /**< The user-specified format */
2355 //   GLenum _BaseFormat;    /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2356 //                               GL_STENCIL_INDEX. */
2357 //   GLuint Format;         /**< The actual format: MESA_FORMAT_x */
2358 //
2359 //   GLubyte NumSamples;
2360 //
2361 //   GLenum DataType;      /**< Type of values passed to the Get/Put functions */
2362 //   GLvoid *Data;        /**< This may not be used by some kinds of RBs */
2363 //
2364 //   /* Used to wrap one renderbuffer around another: */
2365 //   struct gl_renderbuffer *Wrapped;
2366 //
2367 //   /* Delete this renderbuffer */
2368 //   void (*Delete)(struct gl_renderbuffer *rb);
2369 //
2370 //   /* Allocate new storage for this renderbuffer */
2371 //   GLboolean (*AllocStorage)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2372 //                             GLenum internalFormat,
2373 //                             GLuint width, GLuint height);
2374 //
2375 //   /* Lock/Unlock are called before/after calling the Get/Put functions.
2376 //    * Not sure this is the right place for these yet.
2377 //   void (*Lock)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2378 //   void (*Unlock)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2379 //    */
2380 //
2381 //   /* Return a pointer to the element/pixel at (x,y).
2382 //    * Should return NULL if the buffer memory can't be directly addressed.
2383 //    */
2384 //   void *(*GetPointer)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2385 //                       GLint x, GLint y);
2386 //
2387 //   /* Get/Read a row of values.
2388 //    * The values will be of format _BaseFormat and type DataType.
2389 //    */
2390 //   void (*GetRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2391 //                  GLint x, GLint y, void *values);
2392 //
2393 //   /* Get/Read values at arbitrary locations.
2394 //    * The values will be of format _BaseFormat and type DataType.
2395 //    */
2396 //   void (*GetValues)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2397 //                     const GLint x[], const GLint y[], void *values);
2398 //
2399 //   /* Put/Write a row of values.
2400 //    * The values will be of format _BaseFormat and type DataType.
2401 //    */
2402 //   void (*PutRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2403 //                  GLint x, GLint y, const void *values, const GLubyte *mask);
2404 //
2405 //   /* Put/Write a row of RGB values.  This is a special-case routine that's
2406 //    * only used for RGBA renderbuffers when the source data is GL_RGB. That's
2407 //    * a common case for glDrawPixels and some triangle routines.
2408 //    * The values will be of format GL_RGB and type DataType.
2409 //    */
2410 //   void (*PutRowRGB)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2411 //                    GLint x, GLint y, const void *values, const GLubyte *mask);
2412 //
2413 //
2414 //   /* Put/Write a row of identical values.
2415 //    * The values will be of format _BaseFormat and type DataType.
2416 //    */
2417 //   void (*PutMonoRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2418 //                     GLint x, GLint y, const void *value, const GLubyte *mask);
2419 //
2420 //   /* Put/Write values at arbitrary locations.
2421 //    * The values will be of format _BaseFormat and type DataType.
2422 //    */
2423 //   void (*PutValues)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2424 //                     const GLint x[], const GLint y[], const void *values,
2425 //                     const GLubyte *mask);
2426 //   /* Put/Write identical values at arbitrary locations.
2427 //    * The values will be of format _BaseFormat and type DataType.
2428 //    */
2429 //   void (*PutMonoValues)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2430 //                         GLuint count, const GLint x[], const GLint y[],
2431 //                         const void *value, const GLubyte *mask);
2432 //};
2433 
2434 
2435 /**
2436  * A renderbuffer attachment points to either a texture object (and specifies
2437  * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2438  */
2439 struct gl_renderbuffer_attachment
2440 {
2441    GLenum Type;  /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2442    GLboolean Complete;
2443 
2444    /**
2445     * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2446     * application supplied renderbuffer object.
2447     */
2448    struct gl_renderbuffer *Renderbuffer;
2449 
2450    /**
2451     * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2452     * supplied texture object.
2453     */
2454    struct gl_texture_object *Texture;
2455    GLuint TextureLevel; /**< Attached mipmap level. */
2456    GLuint CubeMapFace;  /**< 0 .. 5, for cube map textures. */
2457    GLuint Zoffset;      /**< Slice for 3D textures,  or layer for both 1D
2458                          * and 2D array textures */
2459 };
2460 
2461 
2462 ///**
2463 // * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2464 // * In C++ terms, think of this as a base class from which device drivers
2465 // * will make derived classes.
2466 // */
2467 //struct gl_framebuffer
2468 //{
2469 //   _glthread_Mutex Mutex;  /**< for thread safety */
2470 //   /**
2471 //    * If zero, this is a window system framebuffer.  If non-zero, this
2472 //    * is a FBO framebuffer; note that for some devices (i.e. those with
2473 //    * a natural pixel coordinate system for FBOs that differs from the
2474 //    * OpenGL/Mesa coordinate system), this means that the viewport,
2475 //    * polygon face orientation, and polygon stipple will have to be inverted.
2476 //    */
2477 //   GLuint Name;
2478 //
2479 //   GLint RefCount;
2480 //   GLboolean DeletePending;
2481 //
2482 //   /**
2483 //    * The framebuffer's visual. Immutable if this is a window system buffer.
2484 //    * Computed from attachments if user-made FBO.
2485 //    */
2486 //   struct gl_config Visual;
2487 //
2488 //   GLboolean Initialized;
2489 //
2490 //   GLuint Width, Height;	/**< size of frame buffer in pixels */
2491 //
2492 //   /** \name  Drawing bounds (Intersection of buffer size and scissor box) */
2493 //   /*@{*/
2494 //   GLint _Xmin, _Xmax;  /**< inclusive */
2495 //   GLint _Ymin, _Ymax;  /**< exclusive */
2496 //   /*@}*/
2497 //
2498 //   /** \name  Derived Z buffer stuff */
2499 //   /*@{*/
2500 //   GLuint _DepthMax;	/**< Max depth buffer value */
2501 //   GLfloat _DepthMaxF;	/**< Float max depth buffer value */
2502 //   GLfloat _MRD;	/**< minimum resolvable difference in Z values */
2503 //   /*@}*/
2504 //
2505 //   /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2506 //   GLenum _Status;
2507 //
2508 //   /** Integer color values */
2509 //   GLboolean _IntegerColor;
2510 //
2511 //   /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2512 //   struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2513 //
2514 //   /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2515 //    * attribute group and GL_PIXEL attribute group, respectively.
2516 //    */
2517 //   GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
2518 //   GLenum ColorReadBuffer;
2519 //
2520 //   /** Computed from ColorDraw/ReadBuffer above */
2521 //   GLuint _NumColorDrawBuffers;
2522 //   GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
2523 //   GLint _ColorReadBufferIndex; /* -1 = None */
2524 //   struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
2525 //   struct gl_renderbuffer *_ColorReadBuffer;
2526 //
2527 //   /** The Actual depth/stencil buffers to use.  May be wrappers around the
2528 //    * depth/stencil buffers attached above. */
2529 //   struct gl_renderbuffer *_DepthBuffer;
2530 //   struct gl_renderbuffer *_StencilBuffer;
2531 //
2532 //   /** Delete this framebuffer */
2533 //   void (*Delete)(struct gl_framebuffer *fb);
2534 //};
2535 
2536 
2537 /**
2538  * Limits for vertex and fragment programs/shaders.
2539  */
2540 struct gl_program_constants
2541 {
2542    /* logical limits */
2543    GLuint MaxInstructions;
2544    GLuint MaxAluInstructions;
2545    GLuint MaxTexInstructions;
2546    GLuint MaxTexIndirections;
2547    GLuint MaxAttribs;
2548    GLuint MaxTemps;
2549    GLuint MaxAddressRegs;
2550    GLuint MaxParameters;
2551    GLuint MaxLocalParams;
2552    GLuint MaxEnvParams;
2553    /* native/hardware limits */
2554    GLuint MaxNativeInstructions;
2555    GLuint MaxNativeAluInstructions;
2556    GLuint MaxNativeTexInstructions;
2557    GLuint MaxNativeTexIndirections;
2558    GLuint MaxNativeAttribs;
2559    GLuint MaxNativeTemps;
2560    GLuint MaxNativeAddressRegs;
2561    GLuint MaxNativeParameters;
2562    /* For shaders */
2563    GLuint MaxUniformComponents;
2564    /* GL_ARB_geometry_shader4 */
2565    GLuint MaxGeometryTextureImageUnits;
2566    GLuint MaxGeometryVaryingComponents;
2567    GLuint MaxVertexVaryingComponents;
2568    GLuint MaxGeometryUniformComponents;
2569    GLuint MaxGeometryOutputVertices;
2570    GLuint MaxGeometryTotalOutputComponents;
2571 };
2572 
2573 
2574 /**
2575  * Constants which may be overridden by device driver during context creation
2576  * but are never changed after that.
2577  */
2578 struct gl_constants
2579 {
2580    GLint MaxTextureMbytes;      /**< Max memory per image, in MB */
2581    GLint MaxTextureLevels;      /**< Max mipmap levels. */
2582    GLint Max3DTextureLevels;    /**< Max mipmap levels for 3D textures */
2583    GLint MaxCubeTextureLevels;  /**< Max mipmap levels for cube textures */
2584    GLint MaxArrayTextureLayers; /**< Max layers in array textures */
2585    GLint MaxTextureRectSize;    /**< Max rectangle texture size, in pixes */
2586    GLuint MaxTextureCoordUnits;
2587    GLuint MaxTextureImageUnits;
2588    GLuint MaxVertexTextureImageUnits;
2589    GLuint MaxCombinedTextureImageUnits;
2590    GLuint MaxTextureUnits;           /**< = MIN(CoordUnits, ImageUnits) */
2591    GLfloat MaxTextureMaxAnisotropy;  /**< GL_EXT_texture_filter_anisotropic */
2592    GLfloat MaxTextureLodBias;        /**< GL_EXT_texture_lod_bias */
2593 
2594    GLuint MaxArrayLockSize;
2595 
2596    GLint SubPixelBits;
2597 
2598    GLfloat MinPointSize, MaxPointSize;	     /**< aliased */
2599    GLfloat MinPointSizeAA, MaxPointSizeAA;   /**< antialiased */
2600    GLfloat PointSizeGranularity;
2601    GLfloat MinLineWidth, MaxLineWidth;       /**< aliased */
2602    GLfloat MinLineWidthAA, MaxLineWidthAA;   /**< antialiased */
2603    GLfloat LineWidthGranularity;
2604 
2605    GLuint MaxColorTableSize;
2606 
2607    GLuint MaxClipPlanes;
2608    GLuint MaxLights;
2609    GLfloat MaxShininess;                     /**< GL_NV_light_max_exponent */
2610    GLfloat MaxSpotExponent;                  /**< GL_NV_light_max_exponent */
2611 
2612    GLuint MaxViewportWidth, MaxViewportHeight;
2613 
2614    struct gl_program_constants VertexProgram;   /**< GL_ARB_vertex_program */
2615    struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
2616    struct gl_program_constants GeometryProgram;  /**< GL_ARB_geometry_shader4 */
2617    GLuint MaxProgramMatrices;
2618    GLuint MaxProgramMatrixStackDepth;
2619 
2620    /** vertex array / buffer object bounds checking */
2621    GLboolean CheckArrayBounds;
2622 
2623    GLuint MaxDrawBuffers;    /**< GL_ARB_draw_buffers */
2624 
2625    GLuint MaxColorAttachments;   /**< GL_EXT_framebuffer_object */
2626    GLuint MaxRenderbufferSize;   /**< GL_EXT_framebuffer_object */
2627    GLuint MaxSamples;            /**< GL_ARB_framebuffer_object */
2628 
2629    GLuint MaxVarying;  /**< Number of float[4] varying parameters */
2630 
2631 //   GLuint GLSLVersion;  /**< GLSL version supported (ex: 120 = 1.20) */
2632 
2633 //   /** Which texture units support GL_ATI_envmap_bumpmap as targets */
2634 //   GLbitfield SupportedBumpUnits;
2635 //
2636 //   /**
2637 //    * Maximum amount of time, measured in nanseconds, that the server can wait.
2638 //    */
2639 //   GLuint64 MaxServerWaitTimeout;
2640 //
2641 //   /** GL_EXT_provoking_vertex */
2642 //   GLboolean QuadsFollowProvokingVertexConvention;
2643 //
2644 //   /** OpenGL version 3.0 */
2645 //   GLbitfield ContextFlags;  /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
2646 //
2647 //   /** OpenGL version 3.2 */
2648 //   GLbitfield ProfileMask;   /**< Mask of CONTEXT_x_PROFILE_BIT */
2649 //
2650 //   /** GL_EXT_transform_feedback */
2651 //   GLuint MaxTransformFeedbackSeparateAttribs;
2652 //   GLuint MaxTransformFeedbackSeparateComponents;
2653 //   GLuint MaxTransformFeedbackInterleavedComponents;
2654 //
2655 //   /** GL_EXT_gpu_shader4 */
2656 //   GLint MinProgramTexelOffset, MaxProgramTexelOffset;
2657 };
2658 
2659 
2660 /**
2661  * Enable flag for each OpenGL extension.  Different device drivers will
2662  * enable different extensions at runtime.
2663  */
2664 struct gl_extensions
2665 {
2666    GLboolean dummy;  /* don't remove this! */
2667    GLboolean ARB_blend_func_extended;
2668    GLboolean ARB_copy_buffer;
2669    GLboolean ARB_depth_buffer_float;
2670    GLboolean ARB_depth_clamp;
2671    GLboolean ARB_depth_texture;
2672    GLboolean ARB_draw_buffers;
2673    GLboolean ARB_draw_elements_base_vertex;
2674    GLboolean ARB_draw_instanced;
2675    GLboolean ARB_fragment_coord_conventions;
2676    GLboolean ARB_fragment_program;
2677    GLboolean ARB_fragment_program_shadow;
2678    GLboolean ARB_fragment_shader;
2679    GLboolean ARB_framebuffer_object;
2680    GLboolean ARB_explicit_attrib_location;
2681    GLboolean ARB_geometry_shader4;
2682    GLboolean ARB_half_float_pixel;
2683    GLboolean ARB_half_float_vertex;
2684    GLboolean ARB_instanced_arrays;
2685    GLboolean ARB_map_buffer_range;
2686    GLboolean ARB_multisample;
2687    GLboolean ARB_multitexture;
2688    GLboolean ARB_occlusion_query;
2689    GLboolean ARB_occlusion_query2;
2690    GLboolean ARB_point_sprite;
2691    GLboolean ARB_sampler_objects;
2692    GLboolean ARB_seamless_cube_map;
2693    GLboolean ARB_shader_objects;
2694    GLboolean ARB_shader_stencil_export;
2695    GLboolean ARB_shading_language_100;
2696    GLboolean ARB_shadow;
2697    GLboolean ARB_shadow_ambient;
2698    GLboolean ARB_sync;
2699    GLboolean ARB_texture_border_clamp;
2700    GLboolean ARB_texture_buffer_object;
2701    GLboolean ARB_texture_compression;
2702    GLboolean ARB_texture_compression_rgtc;
2703    GLboolean ARB_texture_cube_map;
2704    GLboolean ARB_texture_env_combine;
2705    GLboolean ARB_texture_env_crossbar;
2706    GLboolean ARB_texture_env_dot3;
2707    GLboolean ARB_texture_float;
2708    GLboolean ARB_texture_mirrored_repeat;
2709    GLboolean ARB_texture_multisample;
2710    GLboolean ARB_texture_non_power_of_two;
2711    GLboolean ARB_texture_rg;
2712    GLboolean ARB_texture_rgb10_a2ui;
2713    GLboolean ARB_timer_query;
2714    GLboolean ARB_transform_feedback2;
2715    GLboolean ARB_transpose_matrix;
2716    GLboolean ARB_uniform_buffer_object;
2717    GLboolean ARB_vertex_array_object;
2718    GLboolean ARB_vertex_buffer_object;
2719    GLboolean ARB_vertex_program;
2720    GLboolean ARB_vertex_shader;
2721    GLboolean ARB_vertex_type_2_10_10_10_rev;
2722    GLboolean ARB_window_pos;
2723    GLboolean EXT_abgr;
2724    GLboolean EXT_bgra;
2725    GLboolean EXT_blend_color;
2726    GLboolean EXT_blend_equation_separate;
2727    GLboolean EXT_blend_func_separate;
2728    GLboolean EXT_blend_logic_op;
2729    GLboolean EXT_blend_minmax;
2730    GLboolean EXT_blend_subtract;
2731    GLboolean EXT_clip_volume_hint;
2732    GLboolean EXT_compiled_vertex_array;
2733    GLboolean EXT_copy_texture;
2734    GLboolean EXT_depth_bounds_test;
2735    GLboolean EXT_draw_buffers2;
2736    GLboolean EXT_draw_range_elements;
2737    GLboolean EXT_fog_coord;
2738    GLboolean EXT_framebuffer_blit;
2739    GLboolean EXT_framebuffer_multisample;
2740    GLboolean EXT_framebuffer_object;
2741    GLboolean EXT_framebuffer_sRGB;
2742    GLboolean EXT_gpu_program_parameters;
2743    GLboolean EXT_gpu_shader4;
2744    GLboolean EXT_multi_draw_arrays;
2745    GLboolean EXT_paletted_texture;
2746    GLboolean EXT_packed_depth_stencil;
2747    GLboolean EXT_packed_float;
2748    GLboolean EXT_packed_pixels;
2749    GLboolean EXT_pixel_buffer_object;
2750    GLboolean EXT_point_parameters;
2751    GLboolean EXT_polygon_offset;
2752    GLboolean EXT_provoking_vertex;
2753    GLboolean EXT_rescale_normal;
2754    GLboolean EXT_shadow_funcs;
2755    GLboolean EXT_secondary_color;
2756    GLboolean EXT_separate_shader_objects;
2757    GLboolean EXT_separate_specular_color;
2758    GLboolean EXT_shared_texture_palette;
2759    GLboolean EXT_stencil_wrap;
2760    GLboolean EXT_stencil_two_side;
2761    GLboolean EXT_subtexture;
2762    GLboolean EXT_texture;
2763    GLboolean EXT_texture_object;
2764    GLboolean EXT_texture3D;
2765    GLboolean EXT_texture_array;
2766    GLboolean EXT_texture_compression_s3tc;
2767    GLboolean EXT_texture_env_add;
2768    GLboolean EXT_texture_env_combine;
2769    GLboolean EXT_texture_env_dot3;
2770    GLboolean EXT_texture_filter_anisotropic;
2771    GLboolean EXT_texture_integer;
2772    GLboolean EXT_texture_lod_bias;
2773    GLboolean EXT_texture_mirror_clamp;
2774    GLboolean EXT_texture_shared_exponent;
2775    GLboolean EXT_texture_sRGB;
2776    GLboolean EXT_texture_swizzle;
2777    GLboolean EXT_transform_feedback;
2778    GLboolean EXT_timer_query;
2779    GLboolean EXT_vertex_array;
2780    GLboolean EXT_vertex_array_bgra;
2781    GLboolean EXT_vertex_array_set;
2782    /* vendor extensions */
2783    GLboolean APPLE_client_storage;
2784    GLboolean APPLE_packed_pixels;
2785    GLboolean APPLE_vertex_array_object;
2786    GLboolean APPLE_object_purgeable;
2787    GLboolean ATI_envmap_bumpmap;
2788    GLboolean ATI_texture_mirror_once;
2789    GLboolean ATI_texture_env_combine3;
2790    GLboolean ATI_fragment_shader;
2791    GLboolean ATI_separate_stencil;
2792    GLboolean IBM_rasterpos_clip;
2793    GLboolean IBM_multimode_draw_arrays;
2794    GLboolean MESA_pack_invert;
2795    GLboolean MESA_resize_buffers;
2796    GLboolean MESA_ycbcr_texture;
2797    GLboolean MESA_texture_array;
2798    GLboolean MESA_texture_signed_rgba;
2799    GLboolean NV_blend_square;
2800    GLboolean NV_conditional_render;
2801    GLboolean NV_fragment_program;
2802    GLboolean NV_fragment_program_option;
2803    GLboolean NV_light_max_exponent;
2804    GLboolean NV_point_sprite;
2805    GLboolean NV_primitive_restart;
2806    GLboolean NV_texgen_reflection;
2807    GLboolean NV_texture_env_combine4;
2808    GLboolean NV_texture_rectangle;
2809    GLboolean NV_vertex_program;
2810    GLboolean NV_vertex_program1_1;
2811    GLboolean OES_read_format;
2812    GLboolean SGI_texture_color_table;
2813    GLboolean SGIS_generate_mipmap;
2814    GLboolean SGIS_texture_edge_clamp;
2815    GLboolean SGIS_texture_lod;
2816    GLboolean TDFX_texture_compression_FXT1;
2817    GLboolean S3_s3tc;
2818    GLboolean OES_EGL_image;
2819    GLboolean OES_draw_texture;
2820    GLboolean EXT_texture_format_BGRA8888;
2821    /** The extension string */
2822    const GLubyte *String;
2823    /** Number of supported extensions */
2824    GLuint Count;
2825 };
2826 
2827 
2828 /**
2829  * A stack of matrices (projection, modelview, color, texture, etc).
2830  */
2831 //struct gl_matrix_stack
2832 //{
2833 //   GLmatrix *Top;      /**< points into Stack */
2834 //   GLmatrix *Stack;    /**< array [MaxDepth] of GLmatrix */
2835 //   GLuint Depth;       /**< 0 <= Depth < MaxDepth */
2836 //   GLuint MaxDepth;    /**< size of Stack[] array */
2837 //   GLuint DirtyFlag;   /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
2838 //};
2839 
2840 
2841 /**
2842  * \name Bits for image transfer operations
2843  * \sa __struct gl_contextRec::ImageTransferState.
2844  */
2845 /*@{*/
2846 #define IMAGE_SCALE_BIAS_BIT                      0x1
2847 #define IMAGE_SHIFT_OFFSET_BIT                    0x2
2848 #define IMAGE_MAP_COLOR_BIT                       0x4
2849 #define IMAGE_CLAMP_BIT                           0x800
2850 
2851 
2852 /** Pixel Transfer ops */
2853 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT |			\
2854 		    IMAGE_SHIFT_OFFSET_BIT |			\
2855 		    IMAGE_MAP_COLOR_BIT)
2856 
2857 /**
2858  * \name Bits to indicate what state has changed.
2859  *
2860  * 4 unused flags.
2861  */
2862 /*@{*/
2863 #define _NEW_MODELVIEW		0x1        /**< __struct gl_contextRec::ModelView */
2864 #define _NEW_PROJECTION		0x2        /**< __struct gl_contextRec::Projection */
2865 #define _NEW_TEXTURE_MATRIX	0x4        /**< __struct gl_contextRec::TextureMatrix */
2866 #define _NEW_ACCUM		0x10       /**< __struct gl_contextRec::Accum */
2867 #define _NEW_COLOR		0x20       /**< __struct gl_contextRec::Color */
2868 #define _NEW_DEPTH		0x40       /**< __struct gl_contextRec::Depth */
2869 #define _NEW_EVAL		0x80       /**< __struct gl_contextRec::Eval, __struct gl_contextRec::EvalMap */
2870 #define _NEW_FOG		0x100      /**< __struct gl_contextRec::Fog */
2871 #define _NEW_HINT		0x200      /**< __struct gl_contextRec::Hint */
2872 #define _NEW_LIGHT		0x400      /**< __struct gl_contextRec::Light */
2873 #define _NEW_LINE		0x800      /**< __struct gl_contextRec::Line */
2874 #define _NEW_PIXEL		0x1000     /**< __struct gl_contextRec::Pixel */
2875 #define _NEW_POINT		0x2000     /**< __struct gl_contextRec::Point */
2876 #define _NEW_POLYGON		0x4000     /**< __struct gl_contextRec::Polygon */
2877 #define _NEW_POLYGONSTIPPLE	0x8000     /**< __struct gl_contextRec::PolygonStipple */
2878 #define _NEW_SCISSOR		0x10000    /**< __struct gl_contextRec::Scissor */
2879 #define _NEW_STENCIL		0x20000    /**< __struct gl_contextRec::Stencil */
2880 #define _NEW_TEXTURE		0x40000    /**< __struct gl_contextRec::Texture */
2881 #define _NEW_TRANSFORM		0x80000    /**< __struct gl_contextRec::Transform */
2882 #define _NEW_VIEWPORT		0x100000   /**< __struct gl_contextRec::Viewport */
2883 #define _NEW_PACKUNPACK		0x200000   /**< __struct gl_contextRec::Pack, __struct gl_contextRec::Unpack */
2884 #define _NEW_ARRAY	        0x400000   /**< __struct gl_contextRec::Array */
2885 #define _NEW_RENDERMODE		0x800000   /**< __struct gl_contextRec::RenderMode, __struct gl_contextRec::Feedback, __struct gl_contextRec::Select */
2886 #define _NEW_BUFFERS            0x1000000  /**< __struct gl_contextRec::Visual, __struct gl_contextRec::DrawBuffer, */
2887 #define _NEW_MULTISAMPLE        0x2000000  /**< __struct gl_contextRec::Multisample */
2888 #define _NEW_TRACK_MATRIX       0x4000000  /**< __struct gl_contextRec::VertexProgram */
2889 #define _NEW_PROGRAM            0x8000000  /**< __struct gl_contextRec::VertexProgram */
2890 #define _NEW_CURRENT_ATTRIB     0x10000000  /**< __struct gl_contextRec::Current */
2891 #define _NEW_PROGRAM_CONSTANTS  0x20000000
2892 #define _NEW_BUFFER_OBJECT      0x40000000
2893 #define _NEW_ALL ~0
2894 /*@}*/
2895 
2896 
2897 /**
2898  * \name Bits to track array state changes
2899  *
2900  * Also used to summarize array enabled.
2901  */
2902 /*@{*/
2903 #define _NEW_ARRAY_VERTEX           VERT_BIT_POS
2904 #define _NEW_ARRAY_WEIGHT           VERT_BIT_WEIGHT
2905 #define _NEW_ARRAY_NORMAL           VERT_BIT_NORMAL
2906 #define _NEW_ARRAY_COLOR0           VERT_BIT_COLOR0
2907 #define _NEW_ARRAY_COLOR1           VERT_BIT_COLOR1
2908 #define _NEW_ARRAY_FOGCOORD         VERT_BIT_FOG
2909 #define _NEW_ARRAY_INDEX            VERT_BIT_COLOR_INDEX
2910 #define _NEW_ARRAY_EDGEFLAG         VERT_BIT_EDGEFLAG
2911 #define _NEW_ARRAY_POINT_SIZE       VERT_BIT_COLOR_INDEX  /* aliased */
2912 #define _NEW_ARRAY_TEXCOORD_0       VERT_BIT_TEX0
2913 #define _NEW_ARRAY_TEXCOORD_1       VERT_BIT_TEX1
2914 #define _NEW_ARRAY_TEXCOORD_2       VERT_BIT_TEX2
2915 #define _NEW_ARRAY_TEXCOORD_3       VERT_BIT_TEX3
2916 #define _NEW_ARRAY_TEXCOORD_4       VERT_BIT_TEX4
2917 #define _NEW_ARRAY_TEXCOORD_5       VERT_BIT_TEX5
2918 #define _NEW_ARRAY_TEXCOORD_6       VERT_BIT_TEX6
2919 #define _NEW_ARRAY_TEXCOORD_7       VERT_BIT_TEX7
2920 #define _NEW_ARRAY_ATTRIB_0         VERT_BIT_GENERIC0  /* start at bit 16 */
2921 #define _NEW_ARRAY_ALL              0xffffffff
2922 
2923 
2924 #define _NEW_ARRAY_TEXCOORD(i) (_NEW_ARRAY_TEXCOORD_0 << (i))
2925 #define _NEW_ARRAY_ATTRIB(i) (_NEW_ARRAY_ATTRIB_0 << (i))
2926 /*@}*/
2927 
2928 
2929 
2930 /**
2931  * \name A bunch of flags that we think might be useful to drivers.
2932  *
2933  * Set in the __struct gl_contextRec::_TriangleCaps bitfield.
2934  */
2935 /*@{*/
2936 #define DD_FLATSHADE                0x1
2937 #define DD_SEPARATE_SPECULAR        0x2
2938 #define DD_TRI_CULL_FRONT_BACK      0x4 /* special case on some hw */
2939 #define DD_TRI_LIGHT_TWOSIDE        0x8
2940 #define DD_TRI_UNFILLED             0x10
2941 #define DD_TRI_SMOOTH               0x20
2942 #define DD_TRI_STIPPLE              0x40
2943 #define DD_TRI_OFFSET               0x80
2944 #define DD_LINE_SMOOTH              0x100
2945 #define DD_LINE_STIPPLE             0x200
2946 #define DD_POINT_SMOOTH             0x400
2947 #define DD_POINT_ATTEN              0x800
2948 #define DD_TRI_TWOSTENCIL           0x1000
2949 /*@}*/
2950 
2951 
2952 /**
2953  * \name Define the state changes under which each of these bits might change
2954  */
2955 /*@{*/
2956 #define _DD_NEW_FLATSHADE                _NEW_LIGHT
2957 #define _DD_NEW_SEPARATE_SPECULAR        (_NEW_LIGHT | _NEW_FOG | _NEW_PROGRAM)
2958 #define _DD_NEW_TRI_CULL_FRONT_BACK      _NEW_POLYGON
2959 #define _DD_NEW_TRI_LIGHT_TWOSIDE        _NEW_LIGHT
2960 #define _DD_NEW_TRI_UNFILLED             _NEW_POLYGON
2961 #define _DD_NEW_TRI_SMOOTH               _NEW_POLYGON
2962 #define _DD_NEW_TRI_STIPPLE              _NEW_POLYGON
2963 #define _DD_NEW_TRI_OFFSET               _NEW_POLYGON
2964 #define _DD_NEW_LINE_SMOOTH              _NEW_LINE
2965 #define _DD_NEW_LINE_STIPPLE             _NEW_LINE
2966 #define _DD_NEW_LINE_WIDTH               _NEW_LINE
2967 #define _DD_NEW_POINT_SMOOTH             _NEW_POINT
2968 #define _DD_NEW_POINT_SIZE               _NEW_POINT
2969 #define _DD_NEW_POINT_ATTEN              _NEW_POINT
2970 /*@}*/
2971 
2972 
2973 /**
2974  * Composite state flags
2975  */
2976 /*@{*/
2977 #define _MESA_NEW_NEED_EYE_COORDS         (_NEW_LIGHT |		\
2978                                            _NEW_TEXTURE |	\
2979                                            _NEW_POINT |		\
2980                                            _NEW_PROGRAM |	\
2981                                            _NEW_MODELVIEW)
2982 
2983 #define _MESA_NEW_NEED_NORMALS            (_NEW_LIGHT |		\
2984                                            _NEW_TEXTURE)
2985 
2986 #define _MESA_NEW_TRANSFER_STATE          (_NEW_PIXEL)
2987 /*@}*/
2988 
2989 
2990 
2991 
2992 /* This has to be included here. */
2993 //#include "dd.h"
2994 
2995 
2996 /**
2997  * Display list flags.
2998  * Strictly this is a tnl-private concept, but it doesn't seem
2999  * worthwhile adding a tnl private structure just to hold this one bit
3000  * of information:
3001  */
3002 #define DLIST_DANGLING_REFS     0x1
3003 
3004 
3005 /** Opaque declaration of display list payload data type */
3006 union gl_dlist_node;
3007 
3008 
3009 /**
3010  * Provide a location where information about a display list can be
3011  * collected.  Could be extended with driverPrivate structures,
3012  * etc. in the future.
3013  */
3014 struct gl_display_list
3015 {
3016    GLuint Name;
3017    GLbitfield Flags;  /**< DLIST_x flags */
3018    /** The dlist commands are in a linked list of nodes */
3019    union gl_dlist_node *Head;
3020 };
3021 
3022 
3023 ///**
3024 // * State used during display list compilation and execution.
3025 // */
3026 //struct gl_dlist_state
3027 //{
3028 //   GLuint CallDepth;		/**< Current recursion calling depth */
3029 //
3030 //   struct gl_display_list *CurrentList; /**< List currently being compiled */
3031 //   union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3032 //   GLuint CurrentPos;		/**< Index into current block of nodes */
3033 //
3034 //   GLvertexformat ListVtxfmt;
3035 //
3036 //   GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3037 //   GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3038 //
3039 //   GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3040 //   GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3041 //
3042 //   GLubyte ActiveIndex;
3043 //   GLfloat CurrentIndex;
3044 //
3045 //   GLubyte ActiveEdgeFlag;
3046 //   GLboolean CurrentEdgeFlag;
3047 //
3048 //   struct {
3049 //      /* State known to have been set by the currently-compiling display
3050 //       * list.  Used to eliminate some redundant state changes.
3051 //       */
3052 //      GLenum ShadeModel;
3053 //   } Current;
3054 //};
3055 
3056 /**
3057  * Enum for the OpenGL APIs we know about and may support.
3058  */
3059 typedef enum {
3060    API_OPENGL,
3061    API_OPENGLES,
3062    API_OPENGLES2
3063 } gl_api;
3064 
3065 /**
3066  * Mesa rendering context.
3067  *
3068  * This is the central context data structure for Mesa.  Almost all
3069  * OpenGL state is contained in this structure.
3070  * Think of this as a base class from which device drivers will derive
3071  * sub classes.
3072  *
3073  * The struct gl_context typedef names this structure.
3074  */
3075 struct gl_context
3076 {
3077    /** State possibly shared with other contexts in the address space */
3078 //   struct gl_shared_state *Shared;
3079 
3080    /** \name API function pointer tables */
3081    /*@{*/
3082    gl_api API;
3083 //   struct _glapi_table *Save;	/**< Display list save functions */
3084 //   struct _glapi_table *Exec;	/**< Execute functions */
3085 //   struct _glapi_table *CurrentDispatch;  /**< == Save or Exec !! */
3086    /*@}*/
3087 
3088 //   struct gl_config Visual;
3089 //   struct gl_framebuffer *DrawBuffer;	/**< buffer for writing */
3090 //   struct gl_framebuffer *ReadBuffer;	/**< buffer for reading */
3091 //   struct gl_framebuffer *WinSysDrawBuffer;  /**< set with MakeCurrent */
3092 //   struct gl_framebuffer *WinSysReadBuffer;  /**< set with MakeCurrent */
3093 
3094    /**
3095     * Device driver function pointer table
3096     */
3097 //   struct dd_function_table Driver;
3098 
3099 //   void *DriverCtx;	/**< Points to device driver context/state */
3100 
3101    /** Core/Driver constants */
3102    struct gl_constants Const;
3103 
3104 //   /** \name The various 4x4 matrix stacks */
3105 //   /*@{*/
3106 //   struct gl_matrix_stack ModelviewMatrixStack;
3107 //   struct gl_matrix_stack ProjectionMatrixStack;
3108 //   struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3109 //   struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3110 //   struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3111 //   /*@}*/
3112 //
3113 //   /** Combined modelview and projection matrix */
3114 //   GLmatrix _ModelProjectMatrix;
3115 
3116 //   /** \name Display lists */
3117 //   struct gl_dlist_state ListState;
3118 
3119 //   GLboolean ExecuteFlag;	/**< Execute GL commands? */
3120 //   GLboolean CompileFlag;	/**< Compile GL commands into display list? */
3121 
3122 //   /** Extension information */
3123    struct gl_extensions Extensions;
3124 //
3125 //   /** Version info */
3126 //   GLuint VersionMajor, VersionMinor;
3127 //   char *VersionString;
3128 //
3129 //   /** \name State attribute stack (for glPush/PopAttrib) */
3130 //   /*@{*/
3131 //   GLuint AttribStackDepth;
3132 //   struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3133 //   /*@}*/
3134 
3135 //   /** \name Renderer attribute groups
3136 //    *
3137 //    * We define a struct for each attribute group to make pushing and popping
3138 //    * attributes easy.  Also it's a good organization.
3139 //    */
3140 //   /*@{*/
3141 //   struct gl_accum_attrib	Accum;		/**< Accum buffer attributes */
3142 //   struct gl_colorbuffer_attrib	Color;		/**< Color buffer attributes */
3143 //   struct gl_current_attrib	Current;	/**< Current attributes */
3144 //   struct gl_depthbuffer_attrib	Depth;		/**< Depth buffer attributes */
3145 //   struct gl_eval_attrib	Eval;		/**< Eval attributes */
3146 //   struct gl_fog_attrib		Fog;		/**< Fog attributes */
3147 //   struct gl_hint_attrib	Hint;		/**< Hint attributes */
3148 //   struct gl_light_attrib	Light;		/**< Light attributes */
3149 //   struct gl_line_attrib	Line;		/**< Line attributes */
3150 //   struct gl_list_attrib	List;		/**< List attributes */
3151 //   struct gl_multisample_attrib Multisample;
3152 //   struct gl_pixel_attrib	Pixel;		/**< Pixel attributes */
3153 //   struct gl_point_attrib	Point;		/**< Point attributes */
3154 //   struct gl_polygon_attrib	Polygon;	/**< Polygon attributes */
3155 //   GLuint PolygonStipple[32];			/**< Polygon stipple */
3156 //   struct gl_scissor_attrib	Scissor;	/**< Scissor attributes */
3157 //   struct gl_stencil_attrib	Stencil;	/**< Stencil buffer attributes */
3158 //   struct gl_texture_attrib	Texture;	/**< Texture attributes */
3159 //   struct gl_transform_attrib	Transform;	/**< Transformation attributes */
3160 //   struct gl_viewport_attrib	Viewport;	/**< Viewport attributes */
3161 //   /*@}*/
3162 //
3163 //   /** \name Client attribute stack */
3164 //   /*@{*/
3165 //   GLuint ClientAttribStackDepth;
3166 //   struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3167 //   /*@}*/
3168 //
3169 //   /** \name Client attribute groups */
3170 //   /*@{*/
3171 //   struct gl_array_attrib	Array;	/**< Vertex arrays */
3172 //   struct gl_pixelstore_attrib	Pack;	/**< Pixel packing */
3173 //   struct gl_pixelstore_attrib	Unpack;	/**< Pixel unpacking */
3174 //   struct gl_pixelstore_attrib	DefaultPacking;	/**< Default params */
3175 //   /*@}*/
3176 //
3177 //   /** \name Other assorted state (not pushed/popped on attribute stack) */
3178 //   /*@{*/
3179 //   struct gl_pixelmaps          PixelMaps;
3180 
3181 //   struct gl_evaluators EvalMap;   /**< All evaluators */
3182 //   struct gl_feedback   Feedback;  /**< Feedback */
3183 //   struct gl_selection  Select;    /**< Selection */
3184 
3185 //   struct gl_program_state Program;  /**< general program state */
3186 //   struct gl_vertex_program_state VertexProgram;
3187 //   struct gl_fragment_program_state FragmentProgram;
3188 //   struct gl_geometry_program_state GeometryProgram;
3189 //   struct gl_ati_fragment_shader_state ATIFragmentShader;
3190 
3191 //   struct gl_shader_state Shader; /**< GLSL shader object state */
3192 //   struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
3193 
3194 //   struct gl_query_state Query;  /**< occlusion, timer queries */
3195 
3196 //   struct gl_transform_feedback TransformFeedback;
3197 
3198 //   struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3199 //   struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3200 //   /*@}*/
3201 //
3202 //   struct gl_meta_state *Meta;  /**< for "meta" operations */
3203 //
3204 //   /* GL_EXT_framebuffer_object */
3205 //   struct gl_renderbuffer *CurrentRenderbuffer;
3206 //
3207 //   GLenum ErrorValue;        /**< Last error code */
3208 //
3209 //   /**
3210 //    * Recognize and silence repeated error debug messages in buggy apps.
3211 //    */
3212 //   const char *ErrorDebugFmtString;
3213 //   GLuint ErrorDebugCount;
3214 
3215 //   GLenum RenderMode;        /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3216 //   GLbitfield NewState;      /**< bitwise-or of _NEW_* flags */
3217 
3218 //   GLboolean ViewportInitialized;  /**< has viewport size been initialized? */
3219 
3220 //   GLbitfield varying_vp_inputs;  /**< mask of VERT_BIT_* flags */
3221 //
3222 //   /** \name Derived state */
3223 //   /*@{*/
3224 //   /** Bitwise-or of DD_* flags.  Note that this bitfield may be used before
3225 //    * state validation so they need to always be current.
3226 //    */
3227 //   GLbitfield _TriangleCaps;
3228 //   GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
3229 //   GLfloat _EyeZDir[3];
3230 //   GLfloat _ModelViewInvScale;
3231 //   GLboolean _NeedEyeCoords;
3232 //   GLboolean _ForceEyeCoords;
3233 //
3234 //   GLuint TextureStateTimestamp; /**< detect changes to shared state */
3235 
3236 //   struct gl_shine_tab *_ShineTable[2]; /**< Active shine tables */
3237 //   struct gl_shine_tab *_ShineTabList;  /**< MRU list of inactive shine tables */
3238 //   /**@}*/
3239 //
3240 //   struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3241 //
3242 //   /** \name For debugging/development only */
3243 //   /*@{*/
3244 //   GLboolean FirstTimeCurrent;
3245 //   /*@}*/
3246 //
3247 //   /** Dither disable via MESA_NO_DITHER env var */
3248 //   GLboolean NoDither;
3249 //
3250 //   /** software compression/decompression supported or not */
3251 //   GLboolean Mesa_DXTn;
3252 //
3253 //   /**
3254 //    * Use dp4 (rather than mul/mad) instructions for position
3255 //    * transformation?
3256 //    */
3257 //   GLboolean mvp_with_dp4;
3258 //
3259 //   /**
3260 //    * \name Hooks for module contexts.
3261 //    *
3262 //    * These will eventually live in the driver or elsewhere.
3263 //    */
3264 //   /*@{*/
3265 //   void *swrast_context;
3266 //   void *swsetup_context;
3267 //   void *swtnl_context;
3268 //   void *swtnl_im;
3269 //   struct st_context *st;
3270 //   void *aelt_context;
3271 //   /*@}*/
3272 };
3273 
3274 
3275 /** The string names for GL_POINT, GL_LINE_LOOP, etc */
3276 extern const char *_mesa_prim_name[GL_POLYGON+4];
3277 
3278 
3279 #ifdef DEBUG
3280 extern int MESA_VERBOSE;
3281 extern int MESA_DEBUG_FLAGS;
3282 # define MESA_FUNCTION __FUNCTION__
3283 #else
3284 # define MESA_VERBOSE 0
3285 # define MESA_DEBUG_FLAGS 0
3286 # define MESA_FUNCTION "a function"
3287 # ifndef NDEBUG
3288 #  define NDEBUG
3289 # endif
3290 #endif
3291 
3292 
3293 /** The MESA_VERBOSE var is a bitmask of these flags */
3294 enum _verbose
3295 {
3296    VERBOSE_VARRAY		= 0x0001,
3297    VERBOSE_TEXTURE		= 0x0002,
3298    VERBOSE_MATERIAL		= 0x0004,
3299    VERBOSE_PIPELINE		= 0x0008,
3300    VERBOSE_DRIVER		= 0x0010,
3301    VERBOSE_STATE		= 0x0020,
3302    VERBOSE_API			= 0x0040,
3303    VERBOSE_DISPLAY_LIST		= 0x0100,
3304    VERBOSE_LIGHTING		= 0x0200,
3305    VERBOSE_PRIMS		= 0x0400,
3306    VERBOSE_VERTS		= 0x0800,
3307    VERBOSE_DISASSEM		= 0x1000,
3308    VERBOSE_DRAW                 = 0x2000,
3309    VERBOSE_SWAPBUFFERS          = 0x4000
3310 };
3311 
3312 
3313 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3314 enum _debug
3315 {
3316    DEBUG_ALWAYS_FLUSH		= 0x1
3317 };
3318 
3319 
3320 
3321 #endif /* MTYPES_H */
3322