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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 #include "main/formats.h"       /* MESA_FORMAT_COUNT */
44 
45 
46 #ifdef __cplusplus
47 extern "C" {
48 #endif
49 
50 
51 /**
52  * \name 64-bit extension of GLbitfield.
53  */
54 /*@{*/
55 typedef GLuint64 GLbitfield64;
56 
57 /** Set a single bit */
58 #define BITFIELD64_BIT(b)      ((GLbitfield64)1 << (b))
59 /** Set all bits up to excluding bit b */
60 #define BITFIELD64_MASK(b)      \
61    ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
62 /** Set count bits starting from bit b  */
63 #define BITFIELD64_RANGE(b, count) \
64    (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
65 
66 
67 /**
68  * \name Some forward type declarations
69  */
70 /*@{*/
71 struct _mesa_HashTable;
72 struct gl_attrib_node;
73 struct gl_list_extensions;
74 struct gl_meta_state;
75 struct gl_program_cache;
76 struct gl_texture_object;
77 struct gl_context;
78 struct st_context;
79 struct gl_uniform_storage;
80 struct prog_instruction;
81 struct gl_program_parameter_list;
82 /*@}*/
83 
84 
85 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
86 #define PRIM_OUTSIDE_BEGIN_END   (GL_POLYGON+1)
87 #define PRIM_INSIDE_UNKNOWN_PRIM (GL_POLYGON+2)
88 #define PRIM_UNKNOWN             (GL_POLYGON+3)
89 
90 
91 
92 /**
93  * Indexes for vertex program attributes.
94  * GL_NV_vertex_program aliases generic attributes over the conventional
95  * attributes.  In GL_ARB_vertex_program shader the aliasing is optional.
96  * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
97  * generic attributes are distinct/separate).
98  */
99 typedef enum
100 {
101    VERT_ATTRIB_POS = 0,
102    VERT_ATTRIB_WEIGHT = 1,
103    VERT_ATTRIB_NORMAL = 2,
104    VERT_ATTRIB_COLOR0 = 3,
105    VERT_ATTRIB_COLOR1 = 4,
106    VERT_ATTRIB_FOG = 5,
107    VERT_ATTRIB_COLOR_INDEX = 6,
108    VERT_ATTRIB_EDGEFLAG = 7,
109    VERT_ATTRIB_TEX0 = 8,
110    VERT_ATTRIB_TEX1 = 9,
111    VERT_ATTRIB_TEX2 = 10,
112    VERT_ATTRIB_TEX3 = 11,
113    VERT_ATTRIB_TEX4 = 12,
114    VERT_ATTRIB_TEX5 = 13,
115    VERT_ATTRIB_TEX6 = 14,
116    VERT_ATTRIB_TEX7 = 15,
117    VERT_ATTRIB_POINT_SIZE = 16,
118    VERT_ATTRIB_GENERIC0 = 17,
119    VERT_ATTRIB_GENERIC1 = 18,
120    VERT_ATTRIB_GENERIC2 = 19,
121    VERT_ATTRIB_GENERIC3 = 20,
122    VERT_ATTRIB_GENERIC4 = 21,
123    VERT_ATTRIB_GENERIC5 = 22,
124    VERT_ATTRIB_GENERIC6 = 23,
125    VERT_ATTRIB_GENERIC7 = 24,
126    VERT_ATTRIB_GENERIC8 = 25,
127    VERT_ATTRIB_GENERIC9 = 26,
128    VERT_ATTRIB_GENERIC10 = 27,
129    VERT_ATTRIB_GENERIC11 = 28,
130    VERT_ATTRIB_GENERIC12 = 29,
131    VERT_ATTRIB_GENERIC13 = 30,
132    VERT_ATTRIB_GENERIC14 = 31,
133    VERT_ATTRIB_GENERIC15 = 32,
134    VERT_ATTRIB_MAX = 33
135 } gl_vert_attrib;
136 
137 /**
138  * Symbolic constats to help iterating over
139  * specific blocks of vertex attributes.
140  *
141  * VERT_ATTRIB_FF
142  *   includes all fixed function attributes as well as
143  *   the aliased GL_NV_vertex_program shader attributes.
144  * VERT_ATTRIB_TEX
145  *   include the classic texture coordinate attributes.
146  *   Is a subset of VERT_ATTRIB_FF.
147  * VERT_ATTRIB_GENERIC_NV
148  *   include the NV shader attributes.
149  *   Is a subset of VERT_ATTRIB_FF.
150  * VERT_ATTRIB_GENERIC
151  *   include the OpenGL 2.0+ GLSL generic shader attributes.
152  *   These alias the generic GL_ARB_vertex_shader attributes.
153  */
154 #define VERT_ATTRIB_FF(i)           (VERT_ATTRIB_POS + (i))
155 #define VERT_ATTRIB_FF_MAX          VERT_ATTRIB_GENERIC0
156 
157 #define VERT_ATTRIB_TEX(i)          (VERT_ATTRIB_TEX0 + (i))
158 #define VERT_ATTRIB_TEX_MAX         MAX_TEXTURE_COORD_UNITS
159 
160 #define VERT_ATTRIB_GENERIC_NV(i)   (VERT_ATTRIB_POS + (i))
161 #define VERT_ATTRIB_GENERIC_NV_MAX  MAX_VERTEX_GENERIC_ATTRIBS
162 
163 #define VERT_ATTRIB_GENERIC(i)      (VERT_ATTRIB_GENERIC0 + (i))
164 #define VERT_ATTRIB_GENERIC_MAX     MAX_VERTEX_GENERIC_ATTRIBS
165 
166 /**
167  * Bitflags for vertex attributes.
168  * These are used in bitfields in many places.
169  */
170 /*@{*/
171 #define VERT_BIT_POS             BITFIELD64_BIT(VERT_ATTRIB_POS)
172 #define VERT_BIT_WEIGHT          BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
173 #define VERT_BIT_NORMAL          BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
174 #define VERT_BIT_COLOR0          BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
175 #define VERT_BIT_COLOR1          BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
176 #define VERT_BIT_FOG             BITFIELD64_BIT(VERT_ATTRIB_FOG)
177 #define VERT_BIT_COLOR_INDEX     BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
178 #define VERT_BIT_EDGEFLAG        BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
179 #define VERT_BIT_TEX0            BITFIELD64_BIT(VERT_ATTRIB_TEX0)
180 #define VERT_BIT_TEX1            BITFIELD64_BIT(VERT_ATTRIB_TEX1)
181 #define VERT_BIT_TEX2            BITFIELD64_BIT(VERT_ATTRIB_TEX2)
182 #define VERT_BIT_TEX3            BITFIELD64_BIT(VERT_ATTRIB_TEX3)
183 #define VERT_BIT_TEX4            BITFIELD64_BIT(VERT_ATTRIB_TEX4)
184 #define VERT_BIT_TEX5            BITFIELD64_BIT(VERT_ATTRIB_TEX5)
185 #define VERT_BIT_TEX6            BITFIELD64_BIT(VERT_ATTRIB_TEX6)
186 #define VERT_BIT_TEX7            BITFIELD64_BIT(VERT_ATTRIB_TEX7)
187 #define VERT_BIT_POINT_SIZE      BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
188 #define VERT_BIT_GENERIC0        BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
189 
190 #define VERT_BIT(i)              BITFIELD64_BIT(i)
191 #define VERT_BIT_ALL             BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
192 
193 #define VERT_BIT_FF(i)           VERT_BIT(i)
194 #define VERT_BIT_FF_ALL          BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
195 #define VERT_BIT_TEX(i)          VERT_BIT(VERT_ATTRIB_TEX(i))
196 #define VERT_BIT_TEX_ALL         \
197    BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
198 #define VERT_BIT_FF_NVALIAS      \
199    BITFIELD64_RANGE(VERT_ATTRIB_POS, VERT_ATTRIB_TEX(VERT_ATTRIB_TEX_MAX))
200 
201 #define VERT_BIT_GENERIC_NV(i)   VERT_BIT(VERT_ATTRIB_GENERIC_NV(i))
202 #define VERT_BIT_GENERIC_NV_ALL  \
203    BITFIELD64_RANGE(VERT_ATTRIB_GENERIC_NV(0), VERT_ATTRIB_GENERIC_NV_MAX)
204 
205 #define VERT_BIT_GENERIC(i)      VERT_BIT(VERT_ATTRIB_GENERIC(i))
206 #define VERT_BIT_GENERIC_ALL     \
207    BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
208 /*@}*/
209 
210 
211 /**
212  * Indexes for vertex program result attributes.  Note that
213  * _mesa_vert_result_to_frag_attrib() and _mesa_frag_attrib_to_vert_result() make
214  * assumptions about the layout of this enum.
215  */
216 typedef enum
217 {
218    VERT_RESULT_HPOS = 0,
219    VERT_RESULT_COL0 = 1,
220    VERT_RESULT_COL1 = 2,
221    VERT_RESULT_FOGC = 3,
222    VERT_RESULT_TEX0 = 4,
223    VERT_RESULT_TEX1 = 5,
224    VERT_RESULT_TEX2 = 6,
225    VERT_RESULT_TEX3 = 7,
226    VERT_RESULT_TEX4 = 8,
227    VERT_RESULT_TEX5 = 9,
228    VERT_RESULT_TEX6 = 10,
229    VERT_RESULT_TEX7 = 11,
230    VERT_RESULT_PSIZ = 12,
231    VERT_RESULT_BFC0 = 13,
232    VERT_RESULT_BFC1 = 14,
233    VERT_RESULT_EDGE = 15,
234    VERT_RESULT_CLIP_VERTEX = 16,
235    VERT_RESULT_CLIP_DIST0 = 17,
236    VERT_RESULT_CLIP_DIST1 = 18,
237    VERT_RESULT_VAR0 = 19,  /**< shader varying */
238    VERT_RESULT_MAX = (VERT_RESULT_VAR0 + MAX_VARYING)
239 } gl_vert_result;
240 
241 
242 /*********************************************/
243 
244 /**
245  * Indexes for geometry program attributes.
246  */
247 typedef enum
248 {
249    GEOM_ATTRIB_POSITION = 0,
250    GEOM_ATTRIB_COLOR0 = 1,
251    GEOM_ATTRIB_COLOR1 = 2,
252    GEOM_ATTRIB_SECONDARY_COLOR0 = 3,
253    GEOM_ATTRIB_SECONDARY_COLOR1 = 4,
254    GEOM_ATTRIB_FOG_FRAG_COORD = 5,
255    GEOM_ATTRIB_POINT_SIZE = 6,
256    GEOM_ATTRIB_CLIP_VERTEX = 7,
257    GEOM_ATTRIB_PRIMITIVE_ID = 8,
258    GEOM_ATTRIB_TEX_COORD = 9,
259 
260    GEOM_ATTRIB_VAR0 = 16,
261    GEOM_ATTRIB_MAX = (GEOM_ATTRIB_VAR0 + MAX_VARYING)
262 } gl_geom_attrib;
263 
264 /**
265  * Bitflags for geometry attributes.
266  * These are used in bitfields in many places.
267  */
268 /*@{*/
269 #define GEOM_BIT_COLOR0      (1 << GEOM_ATTRIB_COLOR0)
270 #define GEOM_BIT_COLOR1      (1 << GEOM_ATTRIB_COLOR1)
271 #define GEOM_BIT_SCOLOR0     (1 << GEOM_ATTRIB_SECONDARY_COLOR0)
272 #define GEOM_BIT_SCOLOR1     (1 << GEOM_ATTRIB_SECONDARY_COLOR1)
273 #define GEOM_BIT_TEX_COORD   (1 << GEOM_ATTRIB_TEX_COORD)
274 #define GEOM_BIT_FOG_COORD   (1 << GEOM_ATTRIB_FOG_FRAG_COORD)
275 #define GEOM_BIT_POSITION    (1 << GEOM_ATTRIB_POSITION)
276 #define GEOM_BIT_POINT_SIDE  (1 << GEOM_ATTRIB_POINT_SIZE)
277 #define GEOM_BIT_CLIP_VERTEX (1 << GEOM_ATTRIB_CLIP_VERTEX)
278 #define GEOM_BIT_PRIM_ID     (1 << GEOM_ATTRIB_PRIMITIVE_ID)
279 #define GEOM_BIT_VAR0        (1 << GEOM_ATTRIB_VAR0)
280 
281 #define GEOM_BIT_VAR(g)  (1 << (GEOM_BIT_VAR0 + (g)))
282 /*@}*/
283 
284 
285 /**
286  * Indexes for geometry program result attributes
287  */
288 typedef enum
289 {
290    GEOM_RESULT_POS  = 0,
291    GEOM_RESULT_COL0  = 1,
292    GEOM_RESULT_COL1  = 2,
293    GEOM_RESULT_SCOL0 = 3,
294    GEOM_RESULT_SCOL1 = 4,
295    GEOM_RESULT_FOGC = 5,
296    GEOM_RESULT_TEX0 = 6,
297    GEOM_RESULT_TEX1 = 7,
298    GEOM_RESULT_TEX2 = 8,
299    GEOM_RESULT_TEX3 = 9,
300    GEOM_RESULT_TEX4 = 10,
301    GEOM_RESULT_TEX5 = 11,
302    GEOM_RESULT_TEX6 = 12,
303    GEOM_RESULT_TEX7 = 13,
304    GEOM_RESULT_PSIZ = 14,
305    GEOM_RESULT_CLPV = 15,
306    GEOM_RESULT_PRID = 16,
307    GEOM_RESULT_LAYR = 17,
308    GEOM_RESULT_VAR0 = 18,  /**< shader varying, should really be 16 */
309    /* ### we need to -2 because var0 is 18 instead 16 like in the others */
310    GEOM_RESULT_MAX  =  (GEOM_RESULT_VAR0 + MAX_VARYING - 2)
311 } gl_geom_result;
312 
313 
314 /**
315  * Indexes for fragment program input attributes.  Note that
316  * _mesa_vert_result_to_frag_attrib() and frag_attrib_to_vert_result() make
317  * assumptions about the layout of this enum.
318  */
319 typedef enum
320 {
321    FRAG_ATTRIB_WPOS = 0,
322    FRAG_ATTRIB_COL0 = 1,
323    FRAG_ATTRIB_COL1 = 2,
324    FRAG_ATTRIB_FOGC = 3,
325    FRAG_ATTRIB_TEX0 = 4,
326    FRAG_ATTRIB_TEX1 = 5,
327    FRAG_ATTRIB_TEX2 = 6,
328    FRAG_ATTRIB_TEX3 = 7,
329    FRAG_ATTRIB_TEX4 = 8,
330    FRAG_ATTRIB_TEX5 = 9,
331    FRAG_ATTRIB_TEX6 = 10,
332    FRAG_ATTRIB_TEX7 = 11,
333    FRAG_ATTRIB_FACE = 12,  /**< front/back face */
334    FRAG_ATTRIB_PNTC = 13,  /**< sprite/point coord */
335    FRAG_ATTRIB_CLIP_DIST0 = 14,
336    FRAG_ATTRIB_CLIP_DIST1 = 15,
337    FRAG_ATTRIB_VAR0 = 16,  /**< shader varying */
338    FRAG_ATTRIB_MAX = (FRAG_ATTRIB_VAR0 + MAX_VARYING)
339 } gl_frag_attrib;
340 
341 
342 /**
343  * Convert from a gl_vert_result value to the corresponding gl_frag_attrib.
344  *
345  * VERT_RESULT_HPOS is converted to FRAG_ATTRIB_WPOS.
346  *
347  * gl_vert_result values which have no corresponding gl_frag_attrib
348  * (VERT_RESULT_PSIZ, VERT_RESULT_BFC0, VERT_RESULT_BFC1, and
349  * VERT_RESULT_EDGE) are converted to a value of -1.
350  */
351 static inline int
_mesa_vert_result_to_frag_attrib(gl_vert_result vert_result)352 _mesa_vert_result_to_frag_attrib(gl_vert_result vert_result)
353 {
354    if (vert_result >= VERT_RESULT_CLIP_DIST0)
355       return vert_result - VERT_RESULT_CLIP_DIST0 + FRAG_ATTRIB_CLIP_DIST0;
356    else if (vert_result <= VERT_RESULT_TEX7)
357       return vert_result;
358    else
359       return -1;
360 }
361 
362 
363 /**
364  * Convert from a gl_frag_attrib value to the corresponding gl_vert_result.
365  *
366  * FRAG_ATTRIB_WPOS is converted to VERT_RESULT_HPOS.
367  *
368  * gl_frag_attrib values which have no corresponding gl_vert_result
369  * (FRAG_ATTRIB_FACE and FRAG_ATTRIB_PNTC) are converted to a value of -1.
370  */
371 static inline int
_mesa_frag_attrib_to_vert_result(gl_frag_attrib frag_attrib)372 _mesa_frag_attrib_to_vert_result(gl_frag_attrib frag_attrib)
373 {
374    if (frag_attrib <= FRAG_ATTRIB_TEX7)
375       return frag_attrib;
376    else if (frag_attrib >= FRAG_ATTRIB_CLIP_DIST0)
377       return frag_attrib - FRAG_ATTRIB_CLIP_DIST0 + VERT_RESULT_CLIP_DIST0;
378    else
379       return -1;
380 }
381 
382 
383 /**
384  * Bitflags for fragment program input attributes.
385  */
386 /*@{*/
387 #define FRAG_BIT_WPOS  (1 << FRAG_ATTRIB_WPOS)
388 #define FRAG_BIT_COL0  (1 << FRAG_ATTRIB_COL0)
389 #define FRAG_BIT_COL1  (1 << FRAG_ATTRIB_COL1)
390 #define FRAG_BIT_FOGC  (1 << FRAG_ATTRIB_FOGC)
391 #define FRAG_BIT_FACE  (1 << FRAG_ATTRIB_FACE)
392 #define FRAG_BIT_PNTC  (1 << FRAG_ATTRIB_PNTC)
393 #define FRAG_BIT_TEX0  (1 << FRAG_ATTRIB_TEX0)
394 #define FRAG_BIT_TEX1  (1 << FRAG_ATTRIB_TEX1)
395 #define FRAG_BIT_TEX2  (1 << FRAG_ATTRIB_TEX2)
396 #define FRAG_BIT_TEX3  (1 << FRAG_ATTRIB_TEX3)
397 #define FRAG_BIT_TEX4  (1 << FRAG_ATTRIB_TEX4)
398 #define FRAG_BIT_TEX5  (1 << FRAG_ATTRIB_TEX5)
399 #define FRAG_BIT_TEX6  (1 << FRAG_ATTRIB_TEX6)
400 #define FRAG_BIT_TEX7  (1 << FRAG_ATTRIB_TEX7)
401 #define FRAG_BIT_VAR0  (1 << FRAG_ATTRIB_VAR0)
402 
403 #define FRAG_BIT_TEX(U)  (FRAG_BIT_TEX0 << (U))
404 #define FRAG_BIT_VAR(V)  (FRAG_BIT_VAR0 << (V))
405 
406 #define FRAG_BITS_TEX_ANY (FRAG_BIT_TEX0|	\
407 			   FRAG_BIT_TEX1|	\
408 			   FRAG_BIT_TEX2|	\
409 			   FRAG_BIT_TEX3|	\
410 			   FRAG_BIT_TEX4|	\
411 			   FRAG_BIT_TEX5|	\
412 			   FRAG_BIT_TEX6|	\
413 			   FRAG_BIT_TEX7)
414 /*@}*/
415 
416 
417 /**
418  * Fragment program results
419  */
420 typedef enum
421 {
422    FRAG_RESULT_DEPTH = 0,
423    FRAG_RESULT_STENCIL = 1,
424    /* If a single color should be written to all render targets, this
425     * register is written.  No FRAG_RESULT_DATAn will be written.
426     */
427    FRAG_RESULT_COLOR = 2,
428 
429    /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
430     * or ARB_fragment_program fragment.color[n]) color results.  If
431     * any are written, FRAG_RESULT_COLOR will not be written.
432     */
433    FRAG_RESULT_DATA0 = 3,
434    FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
435 } gl_frag_result;
436 
437 
438 /**
439  * Indexes for all renderbuffers
440  */
441 typedef enum
442 {
443    /* the four standard color buffers */
444    BUFFER_FRONT_LEFT,
445    BUFFER_BACK_LEFT,
446    BUFFER_FRONT_RIGHT,
447    BUFFER_BACK_RIGHT,
448    BUFFER_DEPTH,
449    BUFFER_STENCIL,
450    BUFFER_ACCUM,
451    /* optional aux buffer */
452    BUFFER_AUX0,
453    /* generic renderbuffers */
454    BUFFER_COLOR0,
455    BUFFER_COLOR1,
456    BUFFER_COLOR2,
457    BUFFER_COLOR3,
458    BUFFER_COLOR4,
459    BUFFER_COLOR5,
460    BUFFER_COLOR6,
461    BUFFER_COLOR7,
462    BUFFER_COUNT
463 } gl_buffer_index;
464 
465 /**
466  * Bit flags for all renderbuffers
467  */
468 #define BUFFER_BIT_FRONT_LEFT   (1 << BUFFER_FRONT_LEFT)
469 #define BUFFER_BIT_BACK_LEFT    (1 << BUFFER_BACK_LEFT)
470 #define BUFFER_BIT_FRONT_RIGHT  (1 << BUFFER_FRONT_RIGHT)
471 #define BUFFER_BIT_BACK_RIGHT   (1 << BUFFER_BACK_RIGHT)
472 #define BUFFER_BIT_AUX0         (1 << BUFFER_AUX0)
473 #define BUFFER_BIT_AUX1         (1 << BUFFER_AUX1)
474 #define BUFFER_BIT_AUX2         (1 << BUFFER_AUX2)
475 #define BUFFER_BIT_AUX3         (1 << BUFFER_AUX3)
476 #define BUFFER_BIT_DEPTH        (1 << BUFFER_DEPTH)
477 #define BUFFER_BIT_STENCIL      (1 << BUFFER_STENCIL)
478 #define BUFFER_BIT_ACCUM        (1 << BUFFER_ACCUM)
479 #define BUFFER_BIT_COLOR0       (1 << BUFFER_COLOR0)
480 #define BUFFER_BIT_COLOR1       (1 << BUFFER_COLOR1)
481 #define BUFFER_BIT_COLOR2       (1 << BUFFER_COLOR2)
482 #define BUFFER_BIT_COLOR3       (1 << BUFFER_COLOR3)
483 #define BUFFER_BIT_COLOR4       (1 << BUFFER_COLOR4)
484 #define BUFFER_BIT_COLOR5       (1 << BUFFER_COLOR5)
485 #define BUFFER_BIT_COLOR6       (1 << BUFFER_COLOR6)
486 #define BUFFER_BIT_COLOR7       (1 << BUFFER_COLOR7)
487 
488 /**
489  * Mask of all the color buffer bits (but not accum).
490  */
491 #define BUFFER_BITS_COLOR  (BUFFER_BIT_FRONT_LEFT | \
492                             BUFFER_BIT_BACK_LEFT | \
493                             BUFFER_BIT_FRONT_RIGHT | \
494                             BUFFER_BIT_BACK_RIGHT | \
495                             BUFFER_BIT_AUX0 | \
496                             BUFFER_BIT_COLOR0 | \
497                             BUFFER_BIT_COLOR1 | \
498                             BUFFER_BIT_COLOR2 | \
499                             BUFFER_BIT_COLOR3 | \
500                             BUFFER_BIT_COLOR4 | \
501                             BUFFER_BIT_COLOR5 | \
502                             BUFFER_BIT_COLOR6 | \
503                             BUFFER_BIT_COLOR7)
504 
505 
506 /**
507  * Framebuffer configuration (aka visual / pixelformat)
508  * Note: some of these fields should be boolean, but it appears that
509  * code in drivers/dri/common/util.c requires int-sized fields.
510  */
511 struct gl_config
512 {
513    GLboolean rgbMode;
514    GLboolean floatMode;
515    GLboolean colorIndexMode;  /* XXX is this used anywhere? */
516    GLuint doubleBufferMode;
517    GLuint stereoMode;
518 
519    GLboolean haveAccumBuffer;
520    GLboolean haveDepthBuffer;
521    GLboolean haveStencilBuffer;
522 
523    GLint redBits, greenBits, blueBits, alphaBits;	/* bits per comp */
524    GLuint redMask, greenMask, blueMask, alphaMask;
525    GLint rgbBits;		/* total bits for rgb */
526    GLint indexBits;		/* total bits for colorindex */
527 
528    GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
529    GLint depthBits;
530    GLint stencilBits;
531 
532    GLint numAuxBuffers;
533 
534    GLint level;
535 
536    /* EXT_visual_rating / GLX 1.2 */
537    GLint visualRating;
538 
539    /* EXT_visual_info / GLX 1.2 */
540    GLint transparentPixel;
541    /*    colors are floats scaled to ints */
542    GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
543    GLint transparentIndex;
544 
545    /* ARB_multisample / SGIS_multisample */
546    GLint sampleBuffers;
547    GLint samples;
548 
549    /* SGIX_pbuffer / GLX 1.3 */
550    GLint maxPbufferWidth;
551    GLint maxPbufferHeight;
552    GLint maxPbufferPixels;
553    GLint optimalPbufferWidth;   /* Only for SGIX_pbuffer. */
554    GLint optimalPbufferHeight;  /* Only for SGIX_pbuffer. */
555 
556    /* OML_swap_method */
557    GLint swapMethod;
558 
559    /* EXT_texture_from_pixmap */
560    GLint bindToTextureRgb;
561    GLint bindToTextureRgba;
562    GLint bindToMipmapTexture;
563    GLint bindToTextureTargets;
564    GLint yInverted;
565 
566    /* EXT_framebuffer_sRGB */
567    GLint sRGBCapable;
568 };
569 
570 
571 /**
572  * \name Bit flags used for updating material values.
573  */
574 /*@{*/
575 #define MAT_ATTRIB_FRONT_AMBIENT           0
576 #define MAT_ATTRIB_BACK_AMBIENT            1
577 #define MAT_ATTRIB_FRONT_DIFFUSE           2
578 #define MAT_ATTRIB_BACK_DIFFUSE            3
579 #define MAT_ATTRIB_FRONT_SPECULAR          4
580 #define MAT_ATTRIB_BACK_SPECULAR           5
581 #define MAT_ATTRIB_FRONT_EMISSION          6
582 #define MAT_ATTRIB_BACK_EMISSION           7
583 #define MAT_ATTRIB_FRONT_SHININESS         8
584 #define MAT_ATTRIB_BACK_SHININESS          9
585 #define MAT_ATTRIB_FRONT_INDEXES           10
586 #define MAT_ATTRIB_BACK_INDEXES            11
587 #define MAT_ATTRIB_MAX                     12
588 
589 #define MAT_ATTRIB_AMBIENT(f)  (MAT_ATTRIB_FRONT_AMBIENT+(f))
590 #define MAT_ATTRIB_DIFFUSE(f)  (MAT_ATTRIB_FRONT_DIFFUSE+(f))
591 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
592 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
593 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
594 #define MAT_ATTRIB_INDEXES(f)  (MAT_ATTRIB_FRONT_INDEXES+(f))
595 
596 #define MAT_INDEX_AMBIENT  0
597 #define MAT_INDEX_DIFFUSE  1
598 #define MAT_INDEX_SPECULAR 2
599 
600 #define MAT_BIT_FRONT_AMBIENT         (1<<MAT_ATTRIB_FRONT_AMBIENT)
601 #define MAT_BIT_BACK_AMBIENT          (1<<MAT_ATTRIB_BACK_AMBIENT)
602 #define MAT_BIT_FRONT_DIFFUSE         (1<<MAT_ATTRIB_FRONT_DIFFUSE)
603 #define MAT_BIT_BACK_DIFFUSE          (1<<MAT_ATTRIB_BACK_DIFFUSE)
604 #define MAT_BIT_FRONT_SPECULAR        (1<<MAT_ATTRIB_FRONT_SPECULAR)
605 #define MAT_BIT_BACK_SPECULAR         (1<<MAT_ATTRIB_BACK_SPECULAR)
606 #define MAT_BIT_FRONT_EMISSION        (1<<MAT_ATTRIB_FRONT_EMISSION)
607 #define MAT_BIT_BACK_EMISSION         (1<<MAT_ATTRIB_BACK_EMISSION)
608 #define MAT_BIT_FRONT_SHININESS       (1<<MAT_ATTRIB_FRONT_SHININESS)
609 #define MAT_BIT_BACK_SHININESS        (1<<MAT_ATTRIB_BACK_SHININESS)
610 #define MAT_BIT_FRONT_INDEXES         (1<<MAT_ATTRIB_FRONT_INDEXES)
611 #define MAT_BIT_BACK_INDEXES          (1<<MAT_ATTRIB_BACK_INDEXES)
612 
613 
614 #define FRONT_MATERIAL_BITS	(MAT_BIT_FRONT_EMISSION | 	\
615 				 MAT_BIT_FRONT_AMBIENT |	\
616 				 MAT_BIT_FRONT_DIFFUSE | 	\
617 				 MAT_BIT_FRONT_SPECULAR |	\
618 				 MAT_BIT_FRONT_SHININESS | 	\
619 				 MAT_BIT_FRONT_INDEXES)
620 
621 #define BACK_MATERIAL_BITS	(MAT_BIT_BACK_EMISSION |	\
622 				 MAT_BIT_BACK_AMBIENT |		\
623 				 MAT_BIT_BACK_DIFFUSE |		\
624 				 MAT_BIT_BACK_SPECULAR |	\
625 				 MAT_BIT_BACK_SHININESS |	\
626 				 MAT_BIT_BACK_INDEXES)
627 
628 #define ALL_MATERIAL_BITS	(FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
629 /*@}*/
630 
631 
632 /**
633  * Material state.
634  */
635 struct gl_material
636 {
637    GLfloat Attrib[MAT_ATTRIB_MAX][4];
638 };
639 
640 
641 /**
642  * Light state flags.
643  */
644 /*@{*/
645 #define LIGHT_SPOT         0x1
646 #define LIGHT_LOCAL_VIEWER 0x2
647 #define LIGHT_POSITIONAL   0x4
648 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
649 /*@}*/
650 
651 
652 /**
653  * Light source state.
654  */
655 struct gl_light
656 {
657    struct gl_light *next;	/**< double linked list with sentinel */
658    struct gl_light *prev;
659 
660    GLfloat Ambient[4];		/**< ambient color */
661    GLfloat Diffuse[4];		/**< diffuse color */
662    GLfloat Specular[4];		/**< specular color */
663    GLfloat EyePosition[4];	/**< position in eye coordinates */
664    GLfloat SpotDirection[4];	/**< spotlight direction in eye coordinates */
665    GLfloat SpotExponent;
666    GLfloat SpotCutoff;		/**< in degrees */
667    GLfloat _CosCutoff;		/**< = MAX(0, cos(SpotCutoff)) */
668    GLfloat ConstantAttenuation;
669    GLfloat LinearAttenuation;
670    GLfloat QuadraticAttenuation;
671    GLboolean Enabled;		/**< On/off flag */
672 
673    /**
674     * \name Derived fields
675     */
676    /*@{*/
677    GLbitfield _Flags;		/**< Mask of LIGHT_x bits defined above */
678 
679    GLfloat _Position[4];	/**< position in eye/obj coordinates */
680    GLfloat _VP_inf_norm[3];	/**< Norm direction to infinite light */
681    GLfloat _h_inf_norm[3];	/**< Norm( _VP_inf_norm + <0,0,1> ) */
682    GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
683    GLfloat _VP_inf_spot_attenuation;
684 
685    GLfloat _MatAmbient[2][3];	/**< material ambient * light ambient */
686    GLfloat _MatDiffuse[2][3];	/**< material diffuse * light diffuse */
687    GLfloat _MatSpecular[2][3];	/**< material spec * light specular */
688    /*@}*/
689 };
690 
691 
692 /**
693  * Light model state.
694  */
695 struct gl_lightmodel
696 {
697    GLfloat Ambient[4];		/**< ambient color */
698    GLboolean LocalViewer;	/**< Local (or infinite) view point? */
699    GLboolean TwoSide;		/**< Two (or one) sided lighting? */
700    GLenum ColorControl;		/**< either GL_SINGLE_COLOR
701 				 *    or GL_SEPARATE_SPECULAR_COLOR */
702 };
703 
704 
705 /**
706  * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
707  */
708 struct gl_accum_attrib
709 {
710    GLfloat ClearColor[4];	/**< Accumulation buffer clear color */
711 };
712 
713 
714 /**
715  * Used for storing clear color, texture border color, etc.
716  * The float values are typically unclamped.
717  */
718 union gl_color_union
719 {
720    GLfloat f[4];
721    GLint i[4];
722    GLuint ui[4];
723 };
724 
725 
726 /**
727  * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
728  */
729 struct gl_colorbuffer_attrib
730 {
731    GLuint ClearIndex;                      /**< Index for glClear */
732    union gl_color_union ClearColor;        /**< Color for glClear, unclamped */
733    GLuint IndexMask;                       /**< Color index write mask */
734    GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
735 
736    GLenum DrawBuffer[MAX_DRAW_BUFFERS];	/**< Which buffer to draw into */
737 
738    /**
739     * \name alpha testing
740     */
741    /*@{*/
742    GLboolean AlphaEnabled;		/**< Alpha test enabled flag */
743    GLenum AlphaFunc;			/**< Alpha test function */
744    GLfloat AlphaRefUnclamped;
745    GLclampf AlphaRef;			/**< Alpha reference value */
746    /*@}*/
747 
748    /**
749     * \name Blending
750     */
751    /*@{*/
752    GLbitfield BlendEnabled;		/**< Per-buffer blend enable flags */
753 
754    /* NOTE: this does _not_ depend on fragment clamping or any other clamping
755     * control, only on the fixed-pointness of the render target.
756     * The query does however depend on fragment color clamping.
757     */
758    GLfloat BlendColorUnclamped[4];               /**< Blending color */
759    GLfloat BlendColor[4];		/**< Blending color */
760 
761    struct
762    {
763       GLenum SrcRGB;             /**< RGB blend source term */
764       GLenum DstRGB;             /**< RGB blend dest term */
765       GLenum SrcA;               /**< Alpha blend source term */
766       GLenum DstA;               /**< Alpha blend dest term */
767       GLenum EquationRGB;        /**< GL_ADD, GL_SUBTRACT, etc. */
768       GLenum EquationA;          /**< GL_ADD, GL_SUBTRACT, etc. */
769       /**
770        * Set if any blend factor uses SRC1.  Computed at the time blend factors
771        * get set.
772        */
773       GLboolean _UsesDualSrc;
774    } Blend[MAX_DRAW_BUFFERS];
775    /** Are the blend func terms currently different for each buffer/target? */
776    GLboolean _BlendFuncPerBuffer;
777    /** Are the blend equations currently different for each buffer/target? */
778    GLboolean _BlendEquationPerBuffer;
779    /*@}*/
780 
781    /**
782     * \name Logic op
783     */
784    /*@{*/
785    GLenum LogicOp;			/**< Logic operator */
786    GLboolean IndexLogicOpEnabled;	/**< Color index logic op enabled flag */
787    GLboolean ColorLogicOpEnabled;	/**< RGBA logic op enabled flag */
788    /*@}*/
789 
790    GLboolean DitherFlag;		/**< Dither enable flag */
791 
792    GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
793    GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
794    GLenum ClampReadColor;     /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
795    GLboolean _ClampReadColor;     /** < with GL_FIXED_ONLY_ARB resolved */
796 
797    GLboolean sRGBEnabled;	/**< Framebuffer sRGB blending/updating requested */
798 };
799 
800 
801 /**
802  * Current attribute group (GL_CURRENT_BIT).
803  */
804 struct gl_current_attrib
805 {
806    /**
807     * \name Current vertex attributes.
808     * \note Values are valid only after FLUSH_VERTICES has been called.
809     * \note Index and Edgeflag current values are stored as floats in the
810     * SIX and SEVEN attribute slots.
811     */
812    GLfloat Attrib[VERT_ATTRIB_MAX][4];	/**< Position, color, texcoords, etc */
813 
814    /**
815     * \name Current raster position attributes (always valid).
816     * \note This set of attributes is very similar to the SWvertex struct.
817     */
818    /*@{*/
819    GLfloat RasterPos[4];
820    GLfloat RasterDistance;
821    GLfloat RasterColor[4];
822    GLfloat RasterSecondaryColor[4];
823    GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
824    GLboolean RasterPosValid;
825    /*@}*/
826 };
827 
828 
829 /**
830  * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
831  */
832 struct gl_depthbuffer_attrib
833 {
834    GLenum Func;			/**< Function for depth buffer compare */
835    GLclampd Clear;		/**< Value to clear depth buffer to */
836    GLboolean Test;		/**< Depth buffering enabled flag */
837    GLboolean Mask;		/**< Depth buffer writable? */
838    GLboolean BoundsTest;        /**< GL_EXT_depth_bounds_test */
839    GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
840 };
841 
842 
843 /**
844  * Evaluator attribute group (GL_EVAL_BIT).
845  */
846 struct gl_eval_attrib
847 {
848    /**
849     * \name Enable bits
850     */
851    /*@{*/
852    GLboolean Map1Color4;
853    GLboolean Map1Index;
854    GLboolean Map1Normal;
855    GLboolean Map1TextureCoord1;
856    GLboolean Map1TextureCoord2;
857    GLboolean Map1TextureCoord3;
858    GLboolean Map1TextureCoord4;
859    GLboolean Map1Vertex3;
860    GLboolean Map1Vertex4;
861    GLboolean Map1Attrib[16];  /* GL_NV_vertex_program */
862    GLboolean Map2Color4;
863    GLboolean Map2Index;
864    GLboolean Map2Normal;
865    GLboolean Map2TextureCoord1;
866    GLboolean Map2TextureCoord2;
867    GLboolean Map2TextureCoord3;
868    GLboolean Map2TextureCoord4;
869    GLboolean Map2Vertex3;
870    GLboolean Map2Vertex4;
871    GLboolean Map2Attrib[16];  /* GL_NV_vertex_program */
872    GLboolean AutoNormal;
873    /*@}*/
874 
875    /**
876     * \name Map Grid endpoints and divisions and calculated du values
877     */
878    /*@{*/
879    GLint MapGrid1un;
880    GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
881    GLint MapGrid2un, MapGrid2vn;
882    GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
883    GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
884    /*@}*/
885 };
886 
887 
888 /**
889  * Fog attribute group (GL_FOG_BIT).
890  */
891 struct gl_fog_attrib
892 {
893    GLboolean Enabled;		/**< Fog enabled flag */
894    GLfloat ColorUnclamped[4];            /**< Fog color */
895    GLfloat Color[4];		/**< Fog color */
896    GLfloat Density;		/**< Density >= 0.0 */
897    GLfloat Start;		/**< Start distance in eye coords */
898    GLfloat End;			/**< End distance in eye coords */
899    GLfloat Index;		/**< Fog index */
900    GLenum Mode;			/**< Fog mode */
901    GLboolean ColorSumEnabled;
902    GLenum FogCoordinateSource;  /**< GL_EXT_fog_coord */
903    GLfloat _Scale;		/**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
904    GLenum FogDistanceMode;     /**< GL_NV_fog_distance */
905 };
906 
907 
908 /**
909  * Hint attribute group (GL_HINT_BIT).
910  *
911  * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
912  */
913 struct gl_hint_attrib
914 {
915    GLenum PerspectiveCorrection;
916    GLenum PointSmooth;
917    GLenum LineSmooth;
918    GLenum PolygonSmooth;
919    GLenum Fog;
920    GLenum ClipVolumeClipping;   /**< GL_EXT_clip_volume_hint */
921    GLenum TextureCompression;   /**< GL_ARB_texture_compression */
922    GLenum GenerateMipmap;       /**< GL_SGIS_generate_mipmap */
923    GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
924 };
925 
926 
927 /**
928  * Lighting attribute group (GL_LIGHT_BIT).
929  */
930 struct gl_light_attrib
931 {
932    struct gl_light Light[MAX_LIGHTS];	/**< Array of light sources */
933    struct gl_lightmodel Model;		/**< Lighting model */
934 
935    /**
936     * Front and back material values.
937     * Note: must call FLUSH_VERTICES() before using.
938     */
939    struct gl_material Material;
940 
941    GLboolean Enabled;			/**< Lighting enabled flag */
942    GLenum ShadeModel;			/**< GL_FLAT or GL_SMOOTH */
943    GLenum ProvokingVertex;              /**< GL_EXT_provoking_vertex */
944    GLenum ColorMaterialFace;		/**< GL_FRONT, BACK or FRONT_AND_BACK */
945    GLenum ColorMaterialMode;		/**< GL_AMBIENT, GL_DIFFUSE, etc */
946    GLbitfield _ColorMaterialBitmask;	/**< bitmask formed from Face and Mode */
947    GLboolean ColorMaterialEnabled;
948    GLenum ClampVertexColor;             /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
949    GLboolean _ClampVertexColor;
950 
951    struct gl_light EnabledList;         /**< List sentinel */
952 
953    /**
954     * Derived state for optimizations:
955     */
956    /*@{*/
957    GLboolean _NeedEyeCoords;
958    GLboolean _NeedVertices;		/**< Use fast shader? */
959    GLfloat _BaseColor[2][3];
960    /*@}*/
961 };
962 
963 
964 /**
965  * Line attribute group (GL_LINE_BIT).
966  */
967 struct gl_line_attrib
968 {
969    GLboolean SmoothFlag;	/**< GL_LINE_SMOOTH enabled? */
970    GLboolean StippleFlag;	/**< GL_LINE_STIPPLE enabled? */
971    GLushort StipplePattern;	/**< Stipple pattern */
972    GLint StippleFactor;		/**< Stipple repeat factor */
973    GLfloat Width;		/**< Line width */
974 };
975 
976 
977 /**
978  * Display list attribute group (GL_LIST_BIT).
979  */
980 struct gl_list_attrib
981 {
982    GLuint ListBase;
983 };
984 
985 
986 /**
987  * Multisample attribute group (GL_MULTISAMPLE_BIT).
988  */
989 struct gl_multisample_attrib
990 {
991    GLboolean Enabled;
992    GLboolean _Enabled;   /**< true if Enabled and multisample buffer */
993    GLboolean SampleAlphaToCoverage;
994    GLboolean SampleAlphaToOne;
995    GLboolean SampleCoverage;
996    GLfloat SampleCoverageValue;
997    GLboolean SampleCoverageInvert;
998 };
999 
1000 
1001 /**
1002  * A pixelmap (see glPixelMap)
1003  */
1004 struct gl_pixelmap
1005 {
1006    GLint Size;
1007    GLfloat Map[MAX_PIXEL_MAP_TABLE];
1008 };
1009 
1010 
1011 /**
1012  * Collection of all pixelmaps
1013  */
1014 struct gl_pixelmaps
1015 {
1016    struct gl_pixelmap RtoR;  /**< i.e. GL_PIXEL_MAP_R_TO_R */
1017    struct gl_pixelmap GtoG;
1018    struct gl_pixelmap BtoB;
1019    struct gl_pixelmap AtoA;
1020    struct gl_pixelmap ItoR;
1021    struct gl_pixelmap ItoG;
1022    struct gl_pixelmap ItoB;
1023    struct gl_pixelmap ItoA;
1024    struct gl_pixelmap ItoI;
1025    struct gl_pixelmap StoS;
1026 };
1027 
1028 
1029 /**
1030  * Pixel attribute group (GL_PIXEL_MODE_BIT).
1031  */
1032 struct gl_pixel_attrib
1033 {
1034    GLenum ReadBuffer;		/**< source buffer for glRead/CopyPixels() */
1035 
1036    /*--- Begin Pixel Transfer State ---*/
1037    /* Fields are in the order in which they're applied... */
1038 
1039    /** Scale & Bias (index shift, offset) */
1040    /*@{*/
1041    GLfloat RedBias, RedScale;
1042    GLfloat GreenBias, GreenScale;
1043    GLfloat BlueBias, BlueScale;
1044    GLfloat AlphaBias, AlphaScale;
1045    GLfloat DepthBias, DepthScale;
1046    GLint IndexShift, IndexOffset;
1047    /*@}*/
1048 
1049    /* Pixel Maps */
1050    /* Note: actual pixel maps are not part of this attrib group */
1051    GLboolean MapColorFlag;
1052    GLboolean MapStencilFlag;
1053 
1054    /*--- End Pixel Transfer State ---*/
1055 
1056    /** glPixelZoom */
1057    GLfloat ZoomX, ZoomY;
1058 };
1059 
1060 
1061 /**
1062  * Point attribute group (GL_POINT_BIT).
1063  */
1064 struct gl_point_attrib
1065 {
1066    GLboolean SmoothFlag;	/**< True if GL_POINT_SMOOTH is enabled */
1067    GLfloat Size;		/**< User-specified point size */
1068    GLfloat Params[3];		/**< GL_EXT_point_parameters */
1069    GLfloat MinSize, MaxSize;	/**< GL_EXT_point_parameters */
1070    GLfloat Threshold;		/**< GL_EXT_point_parameters */
1071    GLboolean _Attenuated;	/**< True if Params != [1, 0, 0] */
1072    GLboolean PointSprite;	/**< GL_NV/ARB_point_sprite */
1073    GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
1074    GLenum SpriteRMode;		/**< GL_NV_point_sprite (only!) */
1075    GLenum SpriteOrigin;		/**< GL_ARB_point_sprite */
1076 };
1077 
1078 
1079 /**
1080  * Polygon attribute group (GL_POLYGON_BIT).
1081  */
1082 struct gl_polygon_attrib
1083 {
1084    GLenum FrontFace;		/**< Either GL_CW or GL_CCW */
1085    GLenum FrontMode;		/**< Either GL_POINT, GL_LINE or GL_FILL */
1086    GLenum BackMode;		/**< Either GL_POINT, GL_LINE or GL_FILL */
1087    GLboolean _FrontBit;		/**< 0=GL_CCW, 1=GL_CW */
1088    GLboolean CullFlag;		/**< Culling on/off flag */
1089    GLboolean SmoothFlag;	/**< True if GL_POLYGON_SMOOTH is enabled */
1090    GLboolean StippleFlag;	/**< True if GL_POLYGON_STIPPLE is enabled */
1091    GLenum CullFaceMode;		/**< Culling mode GL_FRONT or GL_BACK */
1092    GLfloat OffsetFactor;	/**< Polygon offset factor, from user */
1093    GLfloat OffsetUnits;		/**< Polygon offset units, from user */
1094    GLboolean OffsetPoint;	/**< Offset in GL_POINT mode */
1095    GLboolean OffsetLine;	/**< Offset in GL_LINE mode */
1096    GLboolean OffsetFill;	/**< Offset in GL_FILL mode */
1097 };
1098 
1099 
1100 /**
1101  * Scissor attributes (GL_SCISSOR_BIT).
1102  */
1103 struct gl_scissor_attrib
1104 {
1105    GLboolean Enabled;		/**< Scissor test enabled? */
1106    GLint X, Y;			/**< Lower left corner of box */
1107    GLsizei Width, Height;	/**< Size of box */
1108 };
1109 
1110 
1111 /**
1112  * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1113  *
1114  * Three sets of stencil data are tracked so that OpenGL 2.0,
1115  * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1116  * simultaneously.  In each of the stencil state arrays, element 0 corresponds
1117  * to GL_FRONT.  Element 1 corresponds to the OpenGL 2.0 /
1118  * GL_ATI_separate_stencil GL_BACK state.  Element 2 corresponds to the
1119  * GL_EXT_stencil_two_side GL_BACK state.
1120  *
1121  * The derived value \c _BackFace is either 1 or 2 depending on whether or
1122  * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1123  *
1124  * The derived value \c _TestTwoSide is set when the front-face and back-face
1125  * stencil state are different.
1126  */
1127 struct gl_stencil_attrib
1128 {
1129    GLboolean Enabled;		/**< Enabled flag */
1130    GLboolean TestTwoSide;	/**< GL_EXT_stencil_two_side */
1131    GLubyte ActiveFace;		/**< GL_EXT_stencil_two_side (0 or 2) */
1132    GLboolean _Enabled;          /**< Enabled and stencil buffer present */
1133    GLboolean _TestTwoSide;
1134    GLubyte _BackFace;           /**< Current back stencil state (1 or 2) */
1135    GLenum Function[3];		/**< Stencil function */
1136    GLenum FailFunc[3];		/**< Fail function */
1137    GLenum ZPassFunc[3];		/**< Depth buffer pass function */
1138    GLenum ZFailFunc[3];		/**< Depth buffer fail function */
1139    GLint Ref[3];		/**< Reference value */
1140    GLuint ValueMask[3];		/**< Value mask */
1141    GLuint WriteMask[3];		/**< Write mask */
1142    GLuint Clear;		/**< Clear value */
1143 };
1144 
1145 
1146 /**
1147  * An index for each type of texture object.  These correspond to the GL
1148  * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1149  * Note: the order is from highest priority to lowest priority.
1150  */
1151 typedef enum
1152 {
1153    TEXTURE_BUFFER_INDEX,
1154    TEXTURE_2D_ARRAY_INDEX,
1155    TEXTURE_1D_ARRAY_INDEX,
1156    TEXTURE_EXTERNAL_INDEX,
1157    TEXTURE_CUBE_INDEX,
1158    TEXTURE_3D_INDEX,
1159    TEXTURE_RECT_INDEX,
1160    TEXTURE_2D_INDEX,
1161    TEXTURE_1D_INDEX,
1162    NUM_TEXTURE_TARGETS
1163 } gl_texture_index;
1164 
1165 
1166 /**
1167  * Bit flags for each type of texture object
1168  * Used for Texture.Unit[]._ReallyEnabled flags.
1169  */
1170 /*@{*/
1171 #define TEXTURE_BUFFER_BIT   (1 << TEXTURE_BUFFER_INDEX)
1172 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1173 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1174 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1175 #define TEXTURE_CUBE_BIT     (1 << TEXTURE_CUBE_INDEX)
1176 #define TEXTURE_3D_BIT       (1 << TEXTURE_3D_INDEX)
1177 #define TEXTURE_RECT_BIT     (1 << TEXTURE_RECT_INDEX)
1178 #define TEXTURE_2D_BIT       (1 << TEXTURE_2D_INDEX)
1179 #define TEXTURE_1D_BIT       (1 << TEXTURE_1D_INDEX)
1180 /*@}*/
1181 
1182 
1183 /**
1184  * Texture image state.  Drivers will typically create a subclass of this
1185  * with extra fields for memory buffers, etc.
1186  */
1187 struct gl_texture_image
1188 {
1189    GLint InternalFormat;	/**< Internal format as given by the user */
1190    GLenum _BaseFormat;		/**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1191 				 *   GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1192 				 *   GL_INTENSITY, GL_DEPTH_COMPONENT or
1193 				 *   GL_DEPTH_STENCIL_EXT only. Used for
1194 				 *   choosing TexEnv arithmetic.
1195 				 */
1196    gl_format TexFormat;         /**< The actual texture memory format */
1197 
1198    GLuint Border;		/**< 0 or 1 */
1199    GLuint Width;		/**< = 2^WidthLog2 + 2*Border */
1200    GLuint Height;		/**< = 2^HeightLog2 + 2*Border */
1201    GLuint Depth;		/**< = 2^DepthLog2 + 2*Border */
1202    GLuint Width2;		/**< = Width - 2*Border */
1203    GLuint Height2;		/**< = Height - 2*Border */
1204    GLuint Depth2;		/**< = Depth - 2*Border */
1205    GLuint WidthLog2;		/**< = log2(Width2) */
1206    GLuint HeightLog2;		/**< = log2(Height2) */
1207    GLuint DepthLog2;		/**< = log2(Depth2) */
1208    GLuint MaxNumLevels;		/**< = maximum possible number of mipmap
1209                                        levels, computed from the dimensions */
1210 
1211    struct gl_texture_object *TexObject;  /**< Pointer back to parent object */
1212    GLuint Level;                /**< Which mipmap level am I? */
1213    /** Cube map face: index into gl_texture_object::Image[] array */
1214    GLuint Face;
1215 };
1216 
1217 
1218 /**
1219  * Indexes for cube map faces.
1220  */
1221 typedef enum
1222 {
1223    FACE_POS_X = 0,
1224    FACE_NEG_X = 1,
1225    FACE_POS_Y = 2,
1226    FACE_NEG_Y = 3,
1227    FACE_POS_Z = 4,
1228    FACE_NEG_Z = 5,
1229    MAX_FACES = 6
1230 } gl_face_index;
1231 
1232 
1233 /**
1234  * Sampler object state.  These objects are new with GL_ARB_sampler_objects
1235  * and OpenGL 3.3.  Legacy texture objects also contain a sampler object.
1236  */
1237 struct gl_sampler_object
1238 {
1239    GLuint Name;
1240    GLint RefCount;
1241 
1242    GLenum WrapS;		/**< S-axis texture image wrap mode */
1243    GLenum WrapT;		/**< T-axis texture image wrap mode */
1244    GLenum WrapR;		/**< R-axis texture image wrap mode */
1245    GLenum MinFilter;		/**< minification filter */
1246    GLenum MagFilter;		/**< magnification filter */
1247    union gl_color_union BorderColor;  /**< Interpreted according to texture format */
1248    GLfloat MinLod;		/**< min lambda, OpenGL 1.2 */
1249    GLfloat MaxLod;		/**< max lambda, OpenGL 1.2 */
1250    GLfloat LodBias;		/**< OpenGL 1.4 */
1251    GLfloat MaxAnisotropy;	/**< GL_EXT_texture_filter_anisotropic */
1252    GLenum CompareMode;		/**< GL_ARB_shadow */
1253    GLenum CompareFunc;		/**< GL_ARB_shadow */
1254    GLenum sRGBDecode;           /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1255    GLboolean CubeMapSeamless;   /**< GL_AMD_seamless_cubemap_per_texture */
1256 };
1257 
1258 
1259 /**
1260  * Texture object state.  Contains the array of mipmap images, border color,
1261  * wrap modes, filter modes, and shadow/texcompare state.
1262  */
1263 struct gl_texture_object
1264 {
1265    _glthread_Mutex Mutex;	/**< for thread safety */
1266    GLint RefCount;		/**< reference count */
1267    GLuint Name;			/**< the user-visible texture object ID */
1268    GLenum Target;               /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1269 
1270    struct gl_sampler_object Sampler;
1271 
1272    GLenum DepthMode;		/**< GL_ARB_depth_texture */
1273 
1274    GLfloat Priority;		/**< in [0,1] */
1275    GLint BaseLevel;		/**< min mipmap level, OpenGL 1.2 */
1276    GLint MaxLevel;		/**< max mipmap level, OpenGL 1.2 */
1277    GLint _MaxLevel;		/**< actual max mipmap level (q in the spec) */
1278    GLfloat _MaxLambda;		/**< = _MaxLevel - BaseLevel (q - b in spec) */
1279    GLint CropRect[4];           /**< GL_OES_draw_texture */
1280    GLenum Swizzle[4];           /**< GL_EXT_texture_swizzle */
1281    GLuint _Swizzle;             /**< same as Swizzle, but SWIZZLE_* format */
1282    GLboolean GenerateMipmap;    /**< GL_SGIS_generate_mipmap */
1283    GLboolean _BaseComplete;     /**< Is the base texture level valid? */
1284    GLboolean _MipmapComplete;   /**< Is the whole mipmap valid? */
1285    GLboolean _IsIntegerFormat;  /**< Does the texture store integer values? */
1286    GLboolean _RenderToTexture;  /**< Any rendering to this texture? */
1287    GLboolean Purgeable;         /**< Is the buffer purgeable under memory pressure? */
1288    GLboolean Immutable;         /**< GL_ARB_texture_storage */
1289 
1290    /** Actual texture images, indexed by [cube face] and [mipmap level] */
1291    struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1292 
1293    /** GL_ARB_texture_buffer_object */
1294    struct gl_buffer_object *BufferObject;
1295    GLenum BufferObjectFormat;
1296    /** Equivalent Mesa format for BufferObjectFormat. */
1297    gl_format _BufferObjectFormat;
1298 
1299    /** GL_OES_EGL_image_external */
1300    GLint RequiredTextureImageUnits;
1301 };
1302 
1303 
1304 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1305 #define MAX_COMBINER_TERMS 4
1306 
1307 
1308 /**
1309  * Texture combine environment state.
1310  */
1311 struct gl_tex_env_combine_state
1312 {
1313    GLenum ModeRGB;       /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1314    GLenum ModeA;         /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1315    /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1316    GLenum SourceRGB[MAX_COMBINER_TERMS];
1317    GLenum SourceA[MAX_COMBINER_TERMS];
1318    /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1319    GLenum OperandRGB[MAX_COMBINER_TERMS];
1320    GLenum OperandA[MAX_COMBINER_TERMS];
1321    GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1322    GLuint ScaleShiftA;   /**< 0, 1 or 2 */
1323    GLuint _NumArgsRGB;   /**< Number of inputs used for the RGB combiner */
1324    GLuint _NumArgsA;     /**< Number of inputs used for the A combiner */
1325 };
1326 
1327 
1328 /**
1329  * TexGenEnabled flags.
1330  */
1331 /*@{*/
1332 #define S_BIT 1
1333 #define T_BIT 2
1334 #define R_BIT 4
1335 #define Q_BIT 8
1336 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1337 /*@}*/
1338 
1339 
1340 /**
1341  * Bit flag versions of the corresponding GL_ constants.
1342  */
1343 /*@{*/
1344 #define TEXGEN_SPHERE_MAP        0x1
1345 #define TEXGEN_OBJ_LINEAR        0x2
1346 #define TEXGEN_EYE_LINEAR        0x4
1347 #define TEXGEN_REFLECTION_MAP_NV 0x8
1348 #define TEXGEN_NORMAL_MAP_NV     0x10
1349 
1350 #define TEXGEN_NEED_NORMALS      (TEXGEN_SPHERE_MAP        | \
1351 				  TEXGEN_REFLECTION_MAP_NV | \
1352 				  TEXGEN_NORMAL_MAP_NV)
1353 #define TEXGEN_NEED_EYE_COORD    (TEXGEN_SPHERE_MAP        | \
1354 				  TEXGEN_REFLECTION_MAP_NV | \
1355 				  TEXGEN_NORMAL_MAP_NV     | \
1356 				  TEXGEN_EYE_LINEAR)
1357 /*@}*/
1358 
1359 
1360 
1361 /** Tex-gen enabled for texture unit? */
1362 #define ENABLE_TEXGEN(unit) (1 << (unit))
1363 
1364 /** Non-identity texture matrix for texture unit? */
1365 #define ENABLE_TEXMAT(unit) (1 << (unit))
1366 
1367 
1368 /**
1369  * Texture coord generation state.
1370  */
1371 struct gl_texgen
1372 {
1373    GLenum Mode;         /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1374    GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1375    GLfloat ObjectPlane[4];
1376    GLfloat EyePlane[4];
1377 };
1378 
1379 
1380 /**
1381  * Texture unit state.  Contains enable flags, texture environment/function/
1382  * combiners, texgen state, and pointers to current texture objects.
1383  */
1384 struct gl_texture_unit
1385 {
1386    GLbitfield Enabled;          /**< bitmask of TEXTURE_*_BIT flags */
1387    GLbitfield _ReallyEnabled;   /**< 0 or exactly one of TEXTURE_*_BIT flags */
1388 
1389    GLenum EnvMode;              /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1390    GLclampf EnvColor[4];
1391    GLfloat EnvColorUnclamped[4];
1392 
1393    struct gl_texgen GenS;
1394    struct gl_texgen GenT;
1395    struct gl_texgen GenR;
1396    struct gl_texgen GenQ;
1397    GLbitfield TexGenEnabled;	/**< Bitwise-OR of [STRQ]_BIT values */
1398    GLbitfield _GenFlags;	/**< Bitwise-OR of Gen[STRQ]._ModeBit */
1399 
1400    GLfloat LodBias;		/**< for biasing mipmap levels */
1401    GLenum BumpTarget;
1402    GLfloat RotMatrix[4]; /* 2x2 matrix */
1403 
1404    /** Current sampler object (GL_ARB_sampler_objects) */
1405    struct gl_sampler_object *Sampler;
1406 
1407    /**
1408     * \name GL_EXT_texture_env_combine
1409     */
1410    struct gl_tex_env_combine_state Combine;
1411 
1412    /**
1413     * Derived state based on \c EnvMode and the \c BaseFormat of the
1414     * currently enabled texture.
1415     */
1416    struct gl_tex_env_combine_state _EnvMode;
1417 
1418    /**
1419     * Currently enabled combiner state.  This will point to either
1420     * \c Combine or \c _EnvMode.
1421     */
1422    struct gl_tex_env_combine_state *_CurrentCombine;
1423 
1424    /** Current texture object pointers */
1425    struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1426 
1427    /** Points to highest priority, complete and enabled texture object */
1428    struct gl_texture_object *_Current;
1429 };
1430 
1431 
1432 /**
1433  * Texture attribute group (GL_TEXTURE_BIT).
1434  */
1435 struct gl_texture_attrib
1436 {
1437    GLuint CurrentUnit;   /**< GL_ACTIVE_TEXTURE */
1438    struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1439 
1440    struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1441 
1442    /** GL_ARB_texture_buffer_object */
1443    struct gl_buffer_object *BufferObject;
1444 
1445    /** GL_ARB_seamless_cubemap */
1446    GLboolean CubeMapSeamless;
1447 
1448    /** Texture units/samplers used by vertex or fragment texturing */
1449    GLbitfield _EnabledUnits;
1450 
1451    /** Texture coord units/sets used for fragment texturing */
1452    GLbitfield _EnabledCoordUnits;
1453 
1454    /** Texture coord units that have texgen enabled */
1455    GLbitfield _TexGenEnabled;
1456 
1457    /** Texture coord units that have non-identity matrices */
1458    GLbitfield _TexMatEnabled;
1459 
1460    /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1461    GLbitfield _GenFlags;
1462 };
1463 
1464 
1465 /**
1466  * Data structure representing a single clip plane (e.g. one of the elements
1467  * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1468  */
1469 typedef GLfloat gl_clip_plane[4];
1470 
1471 
1472 /**
1473  * Transformation attribute group (GL_TRANSFORM_BIT).
1474  */
1475 struct gl_transform_attrib
1476 {
1477    GLenum MatrixMode;				/**< Matrix mode */
1478    gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES];	/**< User clip planes */
1479    gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1480    GLbitfield ClipPlanesEnabled;                /**< on/off bitmask */
1481    GLboolean Normalize;				/**< Normalize all normals? */
1482    GLboolean RescaleNormals;			/**< GL_EXT_rescale_normal */
1483    GLboolean RasterPositionUnclipped;           /**< GL_IBM_rasterpos_clip */
1484    GLboolean DepthClamp;			/**< GL_ARB_depth_clamp */
1485 
1486    GLfloat CullEyePos[4];
1487    GLfloat CullObjPos[4];
1488 };
1489 
1490 
1491 /**
1492  * Viewport attribute group (GL_VIEWPORT_BIT).
1493  */
1494 struct gl_viewport_attrib
1495 {
1496    GLint X, Y;			/**< position */
1497    GLsizei Width, Height;	/**< size */
1498    GLfloat Near, Far;		/**< Depth buffer range */
1499    GLmatrix _WindowMap;		/**< Mapping transformation as a matrix. */
1500 };
1501 
1502 
1503 /**
1504  * GL_ARB_vertex/pixel_buffer_object buffer object
1505  */
1506 struct gl_buffer_object
1507 {
1508    _glthread_Mutex Mutex;
1509    GLint RefCount;
1510    GLuint Name;
1511    GLenum Usage;        /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1512    GLsizeiptrARB Size;  /**< Size of buffer storage in bytes */
1513    GLubyte *Data;       /**< Location of storage either in RAM or VRAM. */
1514    /** Fields describing a mapped buffer */
1515    /*@{*/
1516    GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1517    GLvoid *Pointer;     /**< User-space address of mapping */
1518    GLintptr Offset;     /**< Mapped offset */
1519    GLsizeiptr Length;   /**< Mapped length */
1520    /*@}*/
1521    GLboolean DeletePending;   /**< true if buffer object is removed from the hash */
1522    GLboolean Written;   /**< Ever written to? (for debugging) */
1523    GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1524 };
1525 
1526 
1527 /**
1528  * Client pixel packing/unpacking attributes
1529  */
1530 struct gl_pixelstore_attrib
1531 {
1532    GLint Alignment;
1533    GLint RowLength;
1534    GLint SkipPixels;
1535    GLint SkipRows;
1536    GLint ImageHeight;
1537    GLint SkipImages;
1538    GLboolean SwapBytes;
1539    GLboolean LsbFirst;
1540    GLboolean Invert;        /**< GL_MESA_pack_invert */
1541    struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1542 };
1543 
1544 
1545 /**
1546  * Client vertex array attributes
1547  */
1548 struct gl_client_array
1549 {
1550    GLint Size;                  /**< components per element (1,2,3,4) */
1551    GLenum Type;                 /**< datatype: GL_FLOAT, GL_INT, etc */
1552    GLenum Format;               /**< default: GL_RGBA, but may be GL_BGRA */
1553    GLsizei Stride;		/**< user-specified stride */
1554    GLsizei StrideB;		/**< actual stride in bytes */
1555    const GLubyte *Ptr;          /**< Points to array data */
1556    GLboolean Enabled;		/**< Enabled flag is a boolean */
1557    GLboolean Normalized;        /**< GL_ARB_vertex_program */
1558    GLboolean Integer;           /**< Integer-valued? */
1559    GLuint InstanceDivisor;      /**< GL_ARB_instanced_arrays */
1560    GLuint _ElementSize;         /**< size of each element in bytes */
1561 
1562    struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1563    GLuint _MaxElement;          /**< max element index into array buffer + 1 */
1564 };
1565 
1566 
1567 /**
1568  * Collection of vertex arrays.  Defined by the GL_APPLE_vertex_array_object
1569  * extension, but a nice encapsulation in any case.
1570  */
1571 struct gl_array_object
1572 {
1573    /** Name of the array object as received from glGenVertexArrayAPPLE. */
1574    GLuint Name;
1575 
1576    GLint RefCount;
1577    _glthread_Mutex Mutex;
1578 
1579    /**
1580     * Does the VAO use ARB semantics or Apple semantics?
1581     *
1582     * There are several ways in which ARB_vertex_array_object and
1583     * APPLE_vertex_array_object VAOs have differing semantics.  At the very
1584     * least,
1585     *
1586     *     - ARB VAOs require that all array data be sourced from vertex buffer
1587     *       objects, but Apple VAOs do not.
1588     *
1589     *     - ARB VAOs require that names come from GenVertexArrays.
1590     *
1591     * This flag notes which behavior governs this VAO.
1592     */
1593    GLboolean ARBsemantics;
1594 
1595    /**
1596     * Has this array object been bound?
1597     */
1598    GLboolean _Used;
1599 
1600    /** Vertex attribute arrays */
1601    struct gl_client_array VertexAttrib[VERT_ATTRIB_MAX];
1602 
1603    /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1604    GLbitfield64 _Enabled;
1605 
1606    /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1607    GLbitfield64 NewArrays;
1608 
1609    /**
1610     * Min of all enabled arrays' _MaxElement.  When arrays reside inside VBOs
1611     * we can determine the max legal (in bounds) glDrawElements array index.
1612     */
1613    GLuint _MaxElement;
1614 
1615    struct gl_buffer_object *ElementArrayBufferObj;
1616 };
1617 
1618 
1619 /**
1620  * Vertex array state
1621  */
1622 struct gl_array_attrib
1623 {
1624    /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1625    struct gl_array_object *ArrayObj;
1626 
1627    /** The default vertex array object */
1628    struct gl_array_object *DefaultArrayObj;
1629 
1630    /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1631    struct _mesa_HashTable *Objects;
1632 
1633    GLint ActiveTexture;		/**< Client Active Texture */
1634    GLuint LockFirst;            /**< GL_EXT_compiled_vertex_array */
1635    GLuint LockCount;            /**< GL_EXT_compiled_vertex_array */
1636 
1637    /** GL 3.1 (slightly different from GL_NV_primitive_restart) */
1638    GLboolean PrimitiveRestart;
1639    GLuint RestartIndex;
1640 
1641    /* GL_ARB_vertex_buffer_object */
1642    struct gl_buffer_object *ArrayBufferObj;
1643 
1644    /**
1645     * Vertex arrays as consumed by a driver.
1646     * The array pointer is set up only by the VBO module. */
1647    const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1648 };
1649 
1650 
1651 /**
1652  * Feedback buffer state
1653  */
1654 struct gl_feedback
1655 {
1656    GLenum Type;
1657    GLbitfield _Mask;    /**< FB_* bits */
1658    GLfloat *Buffer;
1659    GLuint BufferSize;
1660    GLuint Count;
1661 };
1662 
1663 
1664 /**
1665  * Selection buffer state
1666  */
1667 struct gl_selection
1668 {
1669    GLuint *Buffer;	/**< selection buffer */
1670    GLuint BufferSize;	/**< size of the selection buffer */
1671    GLuint BufferCount;	/**< number of values in the selection buffer */
1672    GLuint Hits;		/**< number of records in the selection buffer */
1673    GLuint NameStackDepth; /**< name stack depth */
1674    GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1675    GLboolean HitFlag;	/**< hit flag */
1676    GLfloat HitMinZ;	/**< minimum hit depth */
1677    GLfloat HitMaxZ;	/**< maximum hit depth */
1678 };
1679 
1680 
1681 /**
1682  * 1-D Evaluator control points
1683  */
1684 struct gl_1d_map
1685 {
1686    GLuint Order;	/**< Number of control points */
1687    GLfloat u1, u2, du;	/**< u1, u2, 1.0/(u2-u1) */
1688    GLfloat *Points;	/**< Points to contiguous control points */
1689 };
1690 
1691 
1692 /**
1693  * 2-D Evaluator control points
1694  */
1695 struct gl_2d_map
1696 {
1697    GLuint Uorder;		/**< Number of control points in U dimension */
1698    GLuint Vorder;		/**< Number of control points in V dimension */
1699    GLfloat u1, u2, du;
1700    GLfloat v1, v2, dv;
1701    GLfloat *Points;		/**< Points to contiguous control points */
1702 };
1703 
1704 
1705 /**
1706  * All evaluator control point state
1707  */
1708 struct gl_evaluators
1709 {
1710    /**
1711     * \name 1-D maps
1712     */
1713    /*@{*/
1714    struct gl_1d_map Map1Vertex3;
1715    struct gl_1d_map Map1Vertex4;
1716    struct gl_1d_map Map1Index;
1717    struct gl_1d_map Map1Color4;
1718    struct gl_1d_map Map1Normal;
1719    struct gl_1d_map Map1Texture1;
1720    struct gl_1d_map Map1Texture2;
1721    struct gl_1d_map Map1Texture3;
1722    struct gl_1d_map Map1Texture4;
1723    struct gl_1d_map Map1Attrib[16];  /**< GL_NV_vertex_program */
1724    /*@}*/
1725 
1726    /**
1727     * \name 2-D maps
1728     */
1729    /*@{*/
1730    struct gl_2d_map Map2Vertex3;
1731    struct gl_2d_map Map2Vertex4;
1732    struct gl_2d_map Map2Index;
1733    struct gl_2d_map Map2Color4;
1734    struct gl_2d_map Map2Normal;
1735    struct gl_2d_map Map2Texture1;
1736    struct gl_2d_map Map2Texture2;
1737    struct gl_2d_map Map2Texture3;
1738    struct gl_2d_map Map2Texture4;
1739    struct gl_2d_map Map2Attrib[16];  /**< GL_NV_vertex_program */
1740    /*@}*/
1741 };
1742 
1743 
1744 struct gl_transform_feedback_varying_info
1745 {
1746    char *Name;
1747    GLenum Type;
1748    GLint Size;
1749 };
1750 
1751 
1752 /**
1753  * Per-output info vertex shaders for transform feedback.
1754  */
1755 struct gl_transform_feedback_output
1756 {
1757    unsigned OutputRegister;
1758    unsigned OutputBuffer;
1759    unsigned NumComponents;
1760 
1761    /** offset (in DWORDs) of this output within the interleaved structure */
1762    unsigned DstOffset;
1763 
1764    /**
1765     * Offset into the output register of the data to output.  For example,
1766     * if NumComponents is 2 and ComponentOffset is 1, then the data to
1767     * offset is in the y and z components of the output register.
1768     */
1769    unsigned ComponentOffset;
1770 };
1771 
1772 
1773 /** Post-link transform feedback info. */
1774 struct gl_transform_feedback_info
1775 {
1776    unsigned NumOutputs;
1777 
1778    /**
1779     * Number of transform feedback buffers in use by this program.
1780     */
1781    unsigned NumBuffers;
1782 
1783    struct gl_transform_feedback_output *Outputs;
1784 
1785    /** Transform feedback varyings used for the linking of this shader program.
1786     *
1787     * Use for glGetTransformFeedbackVarying().
1788     */
1789    struct gl_transform_feedback_varying_info *Varyings;
1790    GLint NumVarying;
1791 
1792    /**
1793     * Total number of components stored in each buffer.  This may be used by
1794     * hardware back-ends to determine the correct stride when interleaving
1795     * multiple transform feedback outputs in the same buffer.
1796     */
1797    unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1798 };
1799 
1800 
1801 /**
1802  * Transform feedback object state
1803  */
1804 struct gl_transform_feedback_object
1805 {
1806    GLuint Name;  /**< AKA the object ID */
1807    GLint RefCount;
1808    GLboolean Active;  /**< Is transform feedback enabled? */
1809    GLboolean Paused;  /**< Is transform feedback paused? */
1810    GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1811                                 at least once? */
1812 
1813    /** The feedback buffers */
1814    GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1815    struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1816 
1817    /** Start of feedback data in dest buffer */
1818    GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1819    /** Max data to put into dest buffer (in bytes) */
1820    GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1821 };
1822 
1823 
1824 /**
1825  * Context state for transform feedback.
1826  */
1827 struct gl_transform_feedback_state
1828 {
1829    GLenum Mode;       /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1830 
1831    /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1832    struct gl_buffer_object *CurrentBuffer;
1833 
1834    /** The table of all transform feedback objects */
1835    struct _mesa_HashTable *Objects;
1836 
1837    /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1838    struct gl_transform_feedback_object *CurrentObject;
1839 
1840    /** The default xform-fb object (Name==0) */
1841    struct gl_transform_feedback_object *DefaultObject;
1842 };
1843 
1844 
1845 /**
1846  * Names of the various vertex/fragment program register files, etc.
1847  *
1848  * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1849  * All values should fit in a 4-bit field.
1850  *
1851  * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR, PROGRAM_NAMED_PARAM,
1852  * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1853  * be "uniform" variables since they can only be set outside glBegin/End.
1854  * They're also all stored in the same Parameters array.
1855  */
1856 typedef enum
1857 {
1858    PROGRAM_TEMPORARY,   /**< machine->Temporary[] */
1859    PROGRAM_INPUT,       /**< machine->Inputs[] */
1860    PROGRAM_OUTPUT,      /**< machine->Outputs[] */
1861    PROGRAM_VARYING,     /**< machine->Inputs[]/Outputs[] */
1862    PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
1863    PROGRAM_ENV_PARAM,   /**< gl_program->Parameters[] */
1864    PROGRAM_STATE_VAR,   /**< gl_program->Parameters[] */
1865    PROGRAM_NAMED_PARAM, /**< gl_program->Parameters[] */
1866    PROGRAM_CONSTANT,    /**< gl_program->Parameters[] */
1867    PROGRAM_UNIFORM,     /**< gl_program->Parameters[] */
1868    PROGRAM_WRITE_ONLY,  /**< A dummy, write-only register */
1869    PROGRAM_ADDRESS,     /**< machine->AddressReg */
1870    PROGRAM_SAMPLER,     /**< for shader samplers, compile-time only */
1871    PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1872    PROGRAM_UNDEFINED,   /**< Invalid/TBD value */
1873    PROGRAM_FILE_MAX
1874 } gl_register_file;
1875 
1876 
1877 /**
1878  * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1879  * one of these values.
1880  */
1881 typedef enum
1882 {
1883    SYSTEM_VALUE_FRONT_FACE,  /**< Fragment shader only (not done yet) */
1884    SYSTEM_VALUE_VERTEX_ID,   /**< Vertex shader only */
1885    SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
1886    SYSTEM_VALUE_MAX          /**< Number of values */
1887 } gl_system_value;
1888 
1889 
1890 /**
1891  * The possible interpolation qualifiers that can be applied to a fragment
1892  * shader input in GLSL.
1893  *
1894  * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
1895  * gl_fragment_program data structure to 0 causes the default behavior.
1896  */
1897 enum glsl_interp_qualifier
1898 {
1899    INTERP_QUALIFIER_NONE = 0,
1900    INTERP_QUALIFIER_SMOOTH,
1901    INTERP_QUALIFIER_FLAT,
1902    INTERP_QUALIFIER_NOPERSPECTIVE
1903 };
1904 
1905 
1906 /**
1907  * \brief Layout qualifiers for gl_FragDepth.
1908  *
1909  * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
1910  * a layout qualifier.
1911  *
1912  * \see enum ir_depth_layout
1913  */
1914 enum gl_frag_depth_layout
1915 {
1916    FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
1917    FRAG_DEPTH_LAYOUT_ANY,
1918    FRAG_DEPTH_LAYOUT_GREATER,
1919    FRAG_DEPTH_LAYOUT_LESS,
1920    FRAG_DEPTH_LAYOUT_UNCHANGED
1921 };
1922 
1923 
1924 /**
1925  * Base class for any kind of program object
1926  */
1927 struct gl_program
1928 {
1929    GLuint Id;
1930    GLubyte *String;  /**< Null-terminated program text */
1931    GLint RefCount;
1932    GLenum Target;    /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_FRAGMENT_PROGRAM_NV */
1933    GLenum Format;    /**< String encoding format */
1934    GLboolean Resident;
1935 
1936    struct prog_instruction *Instructions;
1937 
1938    GLbitfield64 InputsRead;     /**< Bitmask of which input regs are read */
1939    GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1940    GLbitfield SystemValuesRead;   /**< Bitmask of SYSTEM_VALUE_x inputs used */
1941    GLbitfield InputFlags[MAX_PROGRAM_INPUTS];   /**< PROG_PARAM_BIT_x flags */
1942    GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
1943    GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS];  /**< TEXTURE_x_BIT bitmask */
1944    GLbitfield SamplersUsed;   /**< Bitfield of which samplers are used */
1945    GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1946 
1947 
1948    /** Named parameters, constants, etc. from program text */
1949    struct gl_program_parameter_list *Parameters;
1950    /** Numbered local parameters */
1951    GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
1952 
1953    /** Map from sampler unit to texture unit (set by glUniform1i()) */
1954    GLubyte SamplerUnits[MAX_SAMPLERS];
1955 
1956    /** Bitmask of which register files are read/written with indirect
1957     * addressing.  Mask of (1 << PROGRAM_x) bits.
1958     */
1959    GLbitfield IndirectRegisterFiles;
1960 
1961    /** Logical counts */
1962    /*@{*/
1963    GLuint NumInstructions;
1964    GLuint NumTemporaries;
1965    GLuint NumParameters;
1966    GLuint NumAttributes;
1967    GLuint NumAddressRegs;
1968    GLuint NumAluInstructions;
1969    GLuint NumTexInstructions;
1970    GLuint NumTexIndirections;
1971    /*@}*/
1972    /** Native, actual h/w counts */
1973    /*@{*/
1974    GLuint NumNativeInstructions;
1975    GLuint NumNativeTemporaries;
1976    GLuint NumNativeParameters;
1977    GLuint NumNativeAttributes;
1978    GLuint NumNativeAddressRegs;
1979    GLuint NumNativeAluInstructions;
1980    GLuint NumNativeTexInstructions;
1981    GLuint NumNativeTexIndirections;
1982    /*@}*/
1983 };
1984 
1985 
1986 /** Vertex program object */
1987 struct gl_vertex_program
1988 {
1989    struct gl_program Base;   /**< base class */
1990    GLboolean IsNVProgram;    /**< is this a GL_NV_vertex_program program? */
1991    GLboolean IsPositionInvariant;
1992    GLboolean UsesClipDistance;
1993 };
1994 
1995 
1996 /** Geometry program object */
1997 struct gl_geometry_program
1998 {
1999    struct gl_program Base;   /**< base class */
2000 
2001    GLint VerticesOut;
2002    GLenum InputType;  /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2003                            GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2004    GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2005 };
2006 
2007 
2008 /** Fragment program object */
2009 struct gl_fragment_program
2010 {
2011    struct gl_program Base;   /**< base class */
2012    GLboolean UsesKill;          /**< shader uses KIL instruction */
2013    GLboolean UsesDFdy;          /**< shader uses DDY instruction */
2014    GLboolean OriginUpperLeft;
2015    GLboolean PixelCenterInteger;
2016    enum gl_frag_depth_layout FragDepthLayout;
2017 
2018    /**
2019     * GLSL interpolation qualifier associated with each fragment shader input.
2020     * For inputs that do not have an interpolation qualifier specified in
2021     * GLSL, the value is INTERP_QUALIFIER_NONE.
2022     */
2023    enum glsl_interp_qualifier InterpQualifier[FRAG_ATTRIB_MAX];
2024 
2025    /**
2026     * Bitfield indicating, for each fragment shader input, 1 if that input
2027     * uses centroid interpolation, 0 otherwise.  Unused inputs are 0.
2028     */
2029    GLbitfield64 IsCentroid;
2030 };
2031 
2032 
2033 /**
2034  * State common to vertex and fragment programs.
2035  */
2036 struct gl_program_state
2037 {
2038    GLint ErrorPos;                       /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2039    const char *ErrorString;              /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2040 };
2041 
2042 
2043 /**
2044  * Context state for vertex programs.
2045  */
2046 struct gl_vertex_program_state
2047 {
2048    GLboolean Enabled;            /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2049    GLboolean _Enabled;           /**< Enabled and _valid_ user program? */
2050    GLboolean PointSizeEnabled;   /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2051    GLboolean TwoSideEnabled;     /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2052    /** Computed two sided lighting for fixed function/programs. */
2053    GLboolean _TwoSideEnabled;
2054    struct gl_vertex_program *Current;  /**< User-bound vertex program */
2055 
2056    /** Currently enabled and valid vertex program (including internal
2057     * programs, user-defined vertex programs and GLSL vertex shaders).
2058     * This is the program we must use when rendering.
2059     */
2060    struct gl_vertex_program *_Current;
2061 
2062    GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2063 
2064    /* For GL_NV_vertex_program only: */
2065    GLenum TrackMatrix[MAX_PROGRAM_ENV_PARAMS / 4];
2066    GLenum TrackMatrixTransform[MAX_PROGRAM_ENV_PARAMS / 4];
2067 
2068    /** Should fixed-function T&L be implemented with a vertex prog? */
2069    GLboolean _MaintainTnlProgram;
2070 
2071    /** Program to emulate fixed-function T&L (see above) */
2072    struct gl_vertex_program *_TnlProgram;
2073 
2074    /** Cache of fixed-function programs */
2075    struct gl_program_cache *Cache;
2076 
2077    GLboolean _Overriden;
2078 };
2079 
2080 
2081 /**
2082  * Context state for geometry programs.
2083  */
2084 struct gl_geometry_program_state
2085 {
2086    GLboolean Enabled;               /**< GL_ARB_GEOMETRY_SHADER4 */
2087    GLboolean _Enabled;              /**< Enabled and valid program? */
2088    struct gl_geometry_program *Current;  /**< user-bound geometry program */
2089 
2090    /** Currently enabled and valid program (including internal programs
2091     * and compiled shader programs).
2092     */
2093    struct gl_geometry_program *_Current;
2094 
2095    GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2096 
2097    /** Cache of fixed-function programs */
2098    struct gl_program_cache *Cache;
2099 };
2100 
2101 /**
2102  * Context state for fragment programs.
2103  */
2104 struct gl_fragment_program_state
2105 {
2106    GLboolean Enabled;     /**< User-set fragment program enable flag */
2107    GLboolean _Enabled;    /**< Enabled and _valid_ user program? */
2108    struct gl_fragment_program *Current;  /**< User-bound fragment program */
2109 
2110    /** Currently enabled and valid fragment program (including internal
2111     * programs, user-defined fragment programs and GLSL fragment shaders).
2112     * This is the program we must use when rendering.
2113     */
2114    struct gl_fragment_program *_Current;
2115 
2116    GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2117 
2118    /** Should fixed-function texturing be implemented with a fragment prog? */
2119    GLboolean _MaintainTexEnvProgram;
2120 
2121    /** Program to emulate fixed-function texture env/combine (see above) */
2122    struct gl_fragment_program *_TexEnvProgram;
2123 
2124    /** Cache of fixed-function programs */
2125    struct gl_program_cache *Cache;
2126 };
2127 
2128 
2129 /**
2130  * ATI_fragment_shader runtime state
2131  */
2132 #define ATI_FS_INPUT_PRIMARY 0
2133 #define ATI_FS_INPUT_SECONDARY 1
2134 
2135 struct atifs_instruction;
2136 struct atifs_setupinst;
2137 
2138 /**
2139  * ATI fragment shader
2140  */
2141 struct ati_fragment_shader
2142 {
2143    GLuint Id;
2144    GLint RefCount;
2145    struct atifs_instruction *Instructions[2];
2146    struct atifs_setupinst *SetupInst[2];
2147    GLfloat Constants[8][4];
2148    GLbitfield LocalConstDef;  /**< Indicates which constants have been set */
2149    GLubyte numArithInstr[2];
2150    GLubyte regsAssigned[2];
2151    GLubyte NumPasses;         /**< 1 or 2 */
2152    GLubyte cur_pass;
2153    GLubyte last_optype;
2154    GLboolean interpinp1;
2155    GLboolean isValid;
2156    GLuint swizzlerq;
2157 };
2158 
2159 /**
2160  * Context state for GL_ATI_fragment_shader
2161  */
2162 struct gl_ati_fragment_shader_state
2163 {
2164    GLboolean Enabled;
2165    GLboolean _Enabled;                  /**< enabled and valid shader? */
2166    GLboolean Compiling;
2167    GLfloat GlobalConstants[8][4];
2168    struct ati_fragment_shader *Current;
2169 };
2170 
2171 
2172 /** Set by #pragma directives */
2173 struct gl_sl_pragmas
2174 {
2175    GLboolean IgnoreOptimize;  /**< ignore #pragma optimize(on/off) ? */
2176    GLboolean IgnoreDebug;     /**< ignore #pragma debug(on/off) ? */
2177    GLboolean Optimize;  /**< defaults on */
2178    GLboolean Debug;     /**< defaults off */
2179 };
2180 
2181 
2182 /**
2183  * A GLSL vertex or fragment shader object.
2184  */
2185 struct gl_shader
2186 {
2187    GLenum Type;  /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB (first field!) */
2188    GLuint Name;  /**< AKA the handle */
2189    GLint RefCount;  /**< Reference count */
2190    GLboolean DeletePending;
2191    GLboolean CompileStatus;
2192    const GLchar *Source;  /**< Source code string */
2193    GLuint SourceChecksum;       /**< for debug/logging purposes */
2194    struct gl_program *Program;  /**< Post-compile assembly code */
2195    GLchar *InfoLog;
2196    struct gl_sl_pragmas Pragmas;
2197 
2198    unsigned Version;       /**< GLSL version used for linking */
2199 
2200    /**
2201     * \name Sampler tracking
2202     *
2203     * \note Each of these fields is only set post-linking.
2204     */
2205    /*@{*/
2206    unsigned num_samplers;	/**< Number of samplers used by this shader. */
2207    GLbitfield active_samplers;	/**< Bitfield of which samplers are used */
2208    GLbitfield shadow_samplers;	/**< Samplers used for shadow sampling. */
2209    /*@}*/
2210 
2211    /**
2212     * Number of uniform components used by this shader.
2213     *
2214     * This field is only set post-linking.
2215     */
2216    unsigned num_uniform_components;
2217 
2218    /**
2219     * This shader's uniform block information.
2220     *
2221     * The offsets of the variables are assigned only for shaders in a program's
2222     * _LinkedShaders[].
2223     */
2224    struct gl_uniform_block *UniformBlocks;
2225    unsigned NumUniformBlocks;
2226 
2227    struct exec_list *ir;
2228    struct glsl_symbol_table *symbols;
2229 
2230    /** Shaders containing built-in functions that are used for linking. */
2231    struct gl_shader *builtins_to_link[16];
2232    unsigned num_builtins_to_link;
2233 };
2234 
2235 
2236 /**
2237  * Shader stages. Note that these will become 5 with tessellation.
2238  * These MUST have the same values as gallium's PIPE_SHADER_*
2239  */
2240 typedef enum
2241 {
2242    MESA_SHADER_VERTEX = 0,
2243    MESA_SHADER_FRAGMENT = 1,
2244    MESA_SHADER_GEOMETRY = 2,
2245    MESA_SHADER_TYPES = 3
2246 } gl_shader_type;
2247 
2248 struct gl_uniform_buffer_variable
2249 {
2250    char *Name;
2251    const struct glsl_type *Type;
2252    unsigned int Buffer;
2253    unsigned int Offset;
2254    GLboolean RowMajor;
2255 };
2256 
2257 struct gl_uniform_block
2258 {
2259    /** Declared name of the uniform block */
2260    char *Name;
2261 
2262    /** Array of supplemental information about UBO ir_variables. */
2263    struct gl_uniform_buffer_variable *Uniforms;
2264    GLuint NumUniforms;
2265 
2266    /**
2267     * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2268     * with glBindBufferBase to bind a buffer object to this uniform block.  When
2269     * updated in the program, _NEW_BUFFER_OBJECT will be set.
2270     */
2271    GLuint Binding;
2272 
2273    /**
2274     * Minimum size of a buffer object to back this uniform buffer
2275     * (GL_UNIFORM_BLOCK_DATA_SIZE).
2276     */
2277    GLuint UniformBufferSize;
2278 };
2279 
2280 /**
2281  * A GLSL program object.
2282  * Basically a linked collection of vertex and fragment shaders.
2283  */
2284 struct gl_shader_program
2285 {
2286    GLenum Type;  /**< Always GL_SHADER_PROGRAM (internal token) */
2287    GLuint Name;  /**< aka handle or ID */
2288    GLint RefCount;  /**< Reference count */
2289    GLboolean DeletePending;
2290 
2291    /**
2292     * Flags that the linker should not reject the program if it lacks
2293     * a vertex or fragment shader.  GLES2 doesn't allow separate
2294     * shader objects, and would reject them.  However, we internally
2295     * build separate shader objects for fixed function programs, which
2296     * we use for drivers/common/meta.c and for handling
2297     * _mesa_update_state with no program bound (for example in
2298     * glClear()).
2299     */
2300    GLboolean InternalSeparateShader;
2301 
2302    GLuint NumShaders;          /**< number of attached shaders */
2303    struct gl_shader **Shaders; /**< List of attached the shaders */
2304 
2305    /**
2306     * User-defined attribute bindings
2307     *
2308     * These are set via \c glBindAttribLocation and are used to direct the
2309     * GLSL linker.  These are \b not the values used in the compiled shader,
2310     * and they are \b not the values returned by \c glGetAttribLocation.
2311     */
2312    struct string_to_uint_map *AttributeBindings;
2313 
2314    /**
2315     * User-defined fragment data bindings
2316     *
2317     * These are set via \c glBindFragDataLocation and are used to direct the
2318     * GLSL linker.  These are \b not the values used in the compiled shader,
2319     * and they are \b not the values returned by \c glGetFragDataLocation.
2320     */
2321    struct string_to_uint_map *FragDataBindings;
2322    struct string_to_uint_map *FragDataIndexBindings;
2323 
2324    /**
2325     * Transform feedback varyings last specified by
2326     * glTransformFeedbackVaryings().
2327     *
2328     * For the current set of transform feeedback varyings used for transform
2329     * feedback output, see LinkedTransformFeedback.
2330     */
2331    struct {
2332       GLenum BufferMode;
2333       GLuint NumVarying;
2334       GLchar **VaryingNames;  /**< Array [NumVarying] of char * */
2335    } TransformFeedback;
2336 
2337    /** Post-link transform feedback info. */
2338    struct gl_transform_feedback_info LinkedTransformFeedback;
2339 
2340    /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2341    enum gl_frag_depth_layout FragDepthLayout;
2342 
2343    /** Geometry shader state - copied into gl_geometry_program at link time */
2344    struct {
2345       GLint VerticesOut;
2346       GLenum InputType;  /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2347                               GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2348       GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2349    } Geom;
2350 
2351    /** Vertex shader state - copied into gl_vertex_program at link time */
2352    struct {
2353       GLboolean UsesClipDistance; /**< True if gl_ClipDistance is written to. */
2354       GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2355                                          0 if not present. */
2356    } Vert;
2357 
2358    /* post-link info: */
2359    unsigned NumUserUniformStorage;
2360    struct gl_uniform_storage *UniformStorage;
2361 
2362    struct gl_uniform_block *UniformBlocks;
2363    unsigned NumUniformBlocks;
2364 
2365    /**
2366     * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2367     * they're used in, or -1.
2368     *
2369     * This is used to maintain the Binding values of the stage's UniformBlocks[]
2370     * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2371     */
2372    int *UniformBlockStageIndex[MESA_SHADER_TYPES];
2373 
2374    /**
2375     * Map of active uniform names to locations
2376     *
2377     * Maps any active uniform that is not an array element to a location.
2378     * Each active uniform, including individual structure members will appear
2379     * in this map.  This roughly corresponds to the set of names that would be
2380     * enumerated by \c glGetActiveUniform.
2381     */
2382    struct string_to_uint_map *UniformHash;
2383 
2384    /**
2385     * Map from sampler unit to texture unit (set by glUniform1i())
2386     *
2387     * A sampler unit is associated with each sampler uniform by the linker.
2388     * The sampler unit associated with each uniform is stored in the
2389     * \c gl_uniform_storage::sampler field.
2390     */
2391    GLubyte SamplerUnits[MAX_SAMPLERS];
2392    /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2393    gl_texture_index SamplerTargets[MAX_SAMPLERS];
2394 
2395    GLboolean LinkStatus;   /**< GL_LINK_STATUS */
2396    GLboolean Validated;
2397    GLboolean _Used;        /**< Ever used for drawing? */
2398    GLchar *InfoLog;
2399 
2400    unsigned Version;       /**< GLSL version used for linking */
2401 
2402    /**
2403     * Per-stage shaders resulting from the first stage of linking.
2404     *
2405     * Set of linked shaders for this program.  The array is accessed using the
2406     * \c MESA_SHADER_* defines.  Entries for non-existent stages will be
2407     * \c NULL.
2408     */
2409    struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES];
2410 };
2411 
2412 
2413 #define GLSL_DUMP      0x1  /**< Dump shaders to stdout */
2414 #define GLSL_LOG       0x2  /**< Write shaders to files */
2415 #define GLSL_OPT       0x4  /**< Force optimizations (override pragmas) */
2416 #define GLSL_NO_OPT    0x8  /**< Force no optimizations (override pragmas) */
2417 #define GLSL_UNIFORMS 0x10  /**< Print glUniform calls */
2418 #define GLSL_NOP_VERT 0x20  /**< Force no-op vertex shaders */
2419 #define GLSL_NOP_FRAG 0x40  /**< Force no-op fragment shaders */
2420 #define GLSL_USE_PROG 0x80  /**< Log glUseProgram calls */
2421 #define GLSL_REPORT_ERRORS 0x100  /**< Print compilation errors */
2422 
2423 
2424 /**
2425  * Context state for GLSL vertex/fragment shaders.
2426  */
2427 struct gl_shader_state
2428 {
2429    /**
2430     * Programs used for rendering
2431     *
2432     * There is a separate program set for each shader stage.  If
2433     * GL_EXT_separate_shader_objects is not supported, each of these must point
2434     * to \c NULL or to the same program.
2435     */
2436    struct gl_shader_program *CurrentVertexProgram;
2437    struct gl_shader_program *CurrentGeometryProgram;
2438    struct gl_shader_program *CurrentFragmentProgram;
2439 
2440    struct gl_shader_program *_CurrentFragmentProgram;
2441 
2442    /**
2443     * Program used by glUniform calls.
2444     *
2445     * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2446     */
2447    struct gl_shader_program *ActiveProgram;
2448 
2449    GLbitfield Flags;                    /**< Mask of GLSL_x flags */
2450 };
2451 
2452 
2453 /**
2454  * Compiler options for a single GLSL shaders type
2455  */
2456 struct gl_shader_compiler_options
2457 {
2458    /** Driver-selectable options: */
2459    GLboolean EmitCondCodes;             /**< Use condition codes? */
2460    GLboolean EmitNVTempInitialization;  /**< 0-fill NV temp registers */
2461    GLboolean EmitNoLoops;
2462    GLboolean EmitNoFunctions;
2463    GLboolean EmitNoCont;                  /**< Emit CONT opcode? */
2464    GLboolean EmitNoMainReturn;            /**< Emit CONT/RET opcodes? */
2465    GLboolean EmitNoNoise;                 /**< Emit NOISE opcodes? */
2466    GLboolean EmitNoPow;                   /**< Emit POW opcodes? */
2467    GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2468 
2469    /**
2470     * \name Forms of indirect addressing the driver cannot do.
2471     */
2472    /*@{*/
2473    GLboolean EmitNoIndirectInput;   /**< No indirect addressing of inputs */
2474    GLboolean EmitNoIndirectOutput;  /**< No indirect addressing of outputs */
2475    GLboolean EmitNoIndirectTemp;    /**< No indirect addressing of temps */
2476    GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2477    /*@}*/
2478 
2479    GLuint MaxIfDepth;               /**< Maximum nested IF blocks */
2480    GLuint MaxUnrollIterations;
2481 
2482    struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2483 };
2484 
2485 
2486 /**
2487  * Occlusion/timer query object.
2488  */
2489 struct gl_query_object
2490 {
2491    GLenum Target;      /**< The query target, when active */
2492    GLuint Id;          /**< hash table ID/name */
2493    GLuint64EXT Result; /**< the counter */
2494    GLboolean Active;   /**< inside Begin/EndQuery */
2495    GLboolean Ready;    /**< result is ready? */
2496 };
2497 
2498 
2499 /**
2500  * Context state for query objects.
2501  */
2502 struct gl_query_state
2503 {
2504    struct _mesa_HashTable *QueryObjects;
2505    struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2506    struct gl_query_object *CurrentTimerObject;     /* GL_EXT_timer_query */
2507 
2508    /** GL_NV_conditional_render */
2509    struct gl_query_object *CondRenderQuery;
2510 
2511    /** GL_EXT_transform_feedback */
2512    struct gl_query_object *PrimitivesGenerated;
2513    struct gl_query_object *PrimitivesWritten;
2514 
2515    /** GL_ARB_timer_query */
2516    struct gl_query_object *TimeElapsed;
2517 
2518    GLenum CondRenderMode;
2519 };
2520 
2521 
2522 /** Sync object state */
2523 struct gl_sync_object
2524 {
2525    struct simple_node link;
2526    GLenum Type;               /**< GL_SYNC_FENCE */
2527    GLuint Name;               /**< Fence name */
2528    GLint RefCount;            /**< Reference count */
2529    GLboolean DeletePending;   /**< Object was deleted while there were still
2530 			       * live references (e.g., sync not yet finished)
2531 			       */
2532    GLenum SyncCondition;
2533    GLbitfield Flags;          /**< Flags passed to glFenceSync */
2534    GLuint StatusFlag:1;       /**< Has the sync object been signaled? */
2535 };
2536 
2537 
2538 /**
2539  * State which can be shared by multiple contexts:
2540  */
2541 struct gl_shared_state
2542 {
2543    _glthread_Mutex Mutex;		   /**< for thread safety */
2544    GLint RefCount;			   /**< Reference count */
2545    struct _mesa_HashTable *DisplayList;	   /**< Display lists hash table */
2546    struct _mesa_HashTable *TexObjects;	   /**< Texture objects hash table */
2547 
2548    /** Default texture objects (shared by all texture units) */
2549    struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2550 
2551    /** Fallback texture used when a bound texture is incomplete */
2552    struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
2553 
2554    /**
2555     * \name Thread safety and statechange notification for texture
2556     * objects.
2557     *
2558     * \todo Improve the granularity of locking.
2559     */
2560    /*@{*/
2561    _glthread_Mutex TexMutex;		/**< texobj thread safety */
2562    GLuint TextureStateStamp;	        /**< state notification for shared tex */
2563    /*@}*/
2564 
2565    /** Default buffer object for vertex arrays that aren't in VBOs */
2566    struct gl_buffer_object *NullBufferObj;
2567 
2568    /**
2569     * \name Vertex/geometry/fragment programs
2570     */
2571    /*@{*/
2572    struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2573    struct gl_vertex_program *DefaultVertexProgram;
2574    struct gl_fragment_program *DefaultFragmentProgram;
2575    struct gl_geometry_program *DefaultGeometryProgram;
2576    /*@}*/
2577 
2578    /* GL_ATI_fragment_shader */
2579    struct _mesa_HashTable *ATIShaders;
2580    struct ati_fragment_shader *DefaultFragmentShader;
2581 
2582    struct _mesa_HashTable *BufferObjects;
2583 
2584    /** Table of both gl_shader and gl_shader_program objects */
2585    struct _mesa_HashTable *ShaderObjects;
2586 
2587    /* GL_EXT_framebuffer_object */
2588    struct _mesa_HashTable *RenderBuffers;
2589    struct _mesa_HashTable *FrameBuffers;
2590 
2591    /* GL_ARB_sync */
2592    struct simple_node SyncObjects;
2593 
2594    /** GL_ARB_sampler_objects */
2595    struct _mesa_HashTable *SamplerObjects;
2596 };
2597 
2598 
2599 
2600 /**
2601  * Renderbuffers represent drawing surfaces such as color, depth and/or
2602  * stencil.  A framebuffer object has a set of renderbuffers.
2603  * Drivers will typically derive subclasses of this type.
2604  */
2605 struct gl_renderbuffer
2606 {
2607    _glthread_Mutex Mutex; /**< for thread safety */
2608    GLuint ClassID;        /**< Useful for drivers */
2609    GLuint Name;
2610    GLint RefCount;
2611    GLuint Width, Height;
2612    GLboolean Purgeable;  /**< Is the buffer purgeable under memory pressure? */
2613    GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
2614    GLubyte NumSamples;
2615    GLenum InternalFormat; /**< The user-specified format */
2616    GLenum _BaseFormat;    /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2617                                GL_STENCIL_INDEX. */
2618    gl_format Format;      /**< The actual renderbuffer memory format */
2619 
2620    /** Delete this renderbuffer */
2621    void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2622 
2623    /** Allocate new storage for this renderbuffer */
2624    GLboolean (*AllocStorage)(struct gl_context *ctx,
2625                              struct gl_renderbuffer *rb,
2626                              GLenum internalFormat,
2627                              GLuint width, GLuint height);
2628 };
2629 
2630 
2631 /**
2632  * A renderbuffer attachment points to either a texture object (and specifies
2633  * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2634  */
2635 struct gl_renderbuffer_attachment
2636 {
2637    GLenum Type;  /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2638    GLboolean Complete;
2639 
2640    /**
2641     * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2642     * application supplied renderbuffer object.
2643     */
2644    struct gl_renderbuffer *Renderbuffer;
2645 
2646    /**
2647     * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2648     * supplied texture object.
2649     */
2650    struct gl_texture_object *Texture;
2651    GLuint TextureLevel; /**< Attached mipmap level. */
2652    GLuint CubeMapFace;  /**< 0 .. 5, for cube map textures. */
2653    GLuint Zoffset;      /**< Slice for 3D textures,  or layer for both 1D
2654                          * and 2D array textures */
2655 };
2656 
2657 
2658 /**
2659  * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2660  * In C++ terms, think of this as a base class from which device drivers
2661  * will make derived classes.
2662  */
2663 struct gl_framebuffer
2664 {
2665    _glthread_Mutex Mutex;  /**< for thread safety */
2666    /**
2667     * If zero, this is a window system framebuffer.  If non-zero, this
2668     * is a FBO framebuffer; note that for some devices (i.e. those with
2669     * a natural pixel coordinate system for FBOs that differs from the
2670     * OpenGL/Mesa coordinate system), this means that the viewport,
2671     * polygon face orientation, and polygon stipple will have to be inverted.
2672     */
2673    GLuint Name;
2674 
2675    GLint RefCount;
2676    GLboolean DeletePending;
2677 
2678    /**
2679     * The framebuffer's visual. Immutable if this is a window system buffer.
2680     * Computed from attachments if user-made FBO.
2681     */
2682    struct gl_config Visual;
2683 
2684    GLboolean Initialized;
2685 
2686    GLuint Width, Height;	/**< size of frame buffer in pixels */
2687 
2688    /** \name  Drawing bounds (Intersection of buffer size and scissor box) */
2689    /*@{*/
2690    GLint _Xmin, _Xmax;  /**< inclusive */
2691    GLint _Ymin, _Ymax;  /**< exclusive */
2692    /*@}*/
2693 
2694    /** \name  Derived Z buffer stuff */
2695    /*@{*/
2696    GLuint _DepthMax;	/**< Max depth buffer value */
2697    GLfloat _DepthMaxF;	/**< Float max depth buffer value */
2698    GLfloat _MRD;	/**< minimum resolvable difference in Z values */
2699    /*@}*/
2700 
2701    /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2702    GLenum _Status;
2703 
2704    /** Integer color values */
2705    GLboolean _IntegerColor;
2706 
2707    /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2708    struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2709 
2710    /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2711     * attribute group and GL_PIXEL attribute group, respectively.
2712     */
2713    GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
2714    GLenum ColorReadBuffer;
2715 
2716    /** Computed from ColorDraw/ReadBuffer above */
2717    GLuint _NumColorDrawBuffers;
2718    GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
2719    GLint _ColorReadBufferIndex; /* -1 = None */
2720    struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
2721    struct gl_renderbuffer *_ColorReadBuffer;
2722 
2723    /** Delete this framebuffer */
2724    void (*Delete)(struct gl_framebuffer *fb);
2725 };
2726 
2727 
2728 /**
2729  * Precision info for shader datatypes.  See glGetShaderPrecisionFormat().
2730  */
2731 struct gl_precision
2732 {
2733    GLushort RangeMin;   /**< min value exponent */
2734    GLushort RangeMax;   /**< max value exponent */
2735    GLushort Precision;  /**< number of mantissa bits */
2736 };
2737 
2738 
2739 /**
2740  * Limits for vertex, geometry and fragment programs/shaders.
2741  */
2742 struct gl_program_constants
2743 {
2744    /* logical limits */
2745    GLuint MaxInstructions;
2746    GLuint MaxAluInstructions;
2747    GLuint MaxTexInstructions;
2748    GLuint MaxTexIndirections;
2749    GLuint MaxAttribs;
2750    GLuint MaxTemps;
2751    GLuint MaxAddressRegs;
2752    GLuint MaxAddressOffset;  /**< [-MaxAddressOffset, MaxAddressOffset-1] */
2753    GLuint MaxParameters;
2754    GLuint MaxLocalParams;
2755    GLuint MaxEnvParams;
2756    /* native/hardware limits */
2757    GLuint MaxNativeInstructions;
2758    GLuint MaxNativeAluInstructions;
2759    GLuint MaxNativeTexInstructions;
2760    GLuint MaxNativeTexIndirections;
2761    GLuint MaxNativeAttribs;
2762    GLuint MaxNativeTemps;
2763    GLuint MaxNativeAddressRegs;
2764    GLuint MaxNativeParameters;
2765    /* For shaders */
2766    GLuint MaxUniformComponents;  /**< Usually == MaxParameters * 4 */
2767    /* ES 2.0 and GL_ARB_ES2_compatibility */
2768    struct gl_precision LowFloat, MediumFloat, HighFloat;
2769    struct gl_precision LowInt, MediumInt, HighInt;
2770    /* GL_ARB_uniform_buffer_object */
2771    GLuint MaxUniformBlocks;
2772    GLuint MaxCombinedUniformComponents;
2773 };
2774 
2775 
2776 /**
2777  * Constants which may be overridden by device driver during context creation
2778  * but are never changed after that.
2779  */
2780 struct gl_constants
2781 {
2782    GLint MaxTextureMbytes;      /**< Max memory per image, in MB */
2783    GLint MaxTextureLevels;      /**< Max mipmap levels. */
2784    GLint Max3DTextureLevels;    /**< Max mipmap levels for 3D textures */
2785    GLint MaxCubeTextureLevels;  /**< Max mipmap levels for cube textures */
2786    GLint MaxArrayTextureLayers; /**< Max layers in array textures */
2787    GLint MaxTextureRectSize;    /**< Max rectangle texture size, in pixes */
2788    GLuint MaxTextureCoordUnits;
2789    GLuint MaxTextureImageUnits;
2790    GLuint MaxVertexTextureImageUnits;
2791    GLuint MaxCombinedTextureImageUnits;
2792    GLuint MaxGeometryTextureImageUnits;
2793    GLuint MaxTextureUnits;           /**< = MIN(CoordUnits, ImageUnits) */
2794    GLfloat MaxTextureMaxAnisotropy;  /**< GL_EXT_texture_filter_anisotropic */
2795    GLfloat MaxTextureLodBias;        /**< GL_EXT_texture_lod_bias */
2796    GLuint MaxTextureBufferSize;      /**< GL_ARB_texture_buffer_object */
2797 
2798    GLuint MaxArrayLockSize;
2799 
2800    GLint SubPixelBits;
2801 
2802    GLfloat MinPointSize, MaxPointSize;	     /**< aliased */
2803    GLfloat MinPointSizeAA, MaxPointSizeAA;   /**< antialiased */
2804    GLfloat PointSizeGranularity;
2805    GLfloat MinLineWidth, MaxLineWidth;       /**< aliased */
2806    GLfloat MinLineWidthAA, MaxLineWidthAA;   /**< antialiased */
2807    GLfloat LineWidthGranularity;
2808 
2809    GLuint MaxColorTableSize;
2810 
2811    GLuint MaxClipPlanes;
2812    GLuint MaxLights;
2813    GLfloat MaxShininess;                     /**< GL_NV_light_max_exponent */
2814    GLfloat MaxSpotExponent;                  /**< GL_NV_light_max_exponent */
2815 
2816    GLuint MaxViewportWidth, MaxViewportHeight;
2817 
2818    struct gl_program_constants VertexProgram;   /**< GL_ARB_vertex_program */
2819    struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
2820    struct gl_program_constants GeometryProgram;  /**< GL_ARB_geometry_shader4 */
2821    GLuint MaxProgramMatrices;
2822    GLuint MaxProgramMatrixStackDepth;
2823 
2824    struct {
2825       GLuint SamplesPassed;
2826       GLuint TimeElapsed;
2827       GLuint Timestamp;
2828       GLuint PrimitivesGenerated;
2829       GLuint PrimitivesWritten;
2830    } QueryCounterBits;
2831 
2832    /** vertex array / buffer object bounds checking */
2833    GLboolean CheckArrayBounds;
2834 
2835    GLuint MaxDrawBuffers;    /**< GL_ARB_draw_buffers */
2836 
2837    GLuint MaxColorAttachments;   /**< GL_EXT_framebuffer_object */
2838    GLuint MaxRenderbufferSize;   /**< GL_EXT_framebuffer_object */
2839    GLuint MaxSamples;            /**< GL_ARB_framebuffer_object */
2840 
2841    /** Number of varying vectors between vertex and fragment shaders */
2842    GLuint MaxVarying;
2843    GLuint MaxVertexVaryingComponents;   /**< Between vert and geom shader */
2844    GLuint MaxGeometryVaryingComponents; /**< Between geom and frag shader */
2845 
2846    /** @{
2847     * GL_ARB_uniform_buffer_object
2848     */
2849    GLuint MaxCombinedUniformBlocks;
2850    GLuint MaxUniformBufferBindings;
2851    GLuint MaxUniformBlockSize;
2852    GLuint UniformBufferOffsetAlignment;
2853    /** @} */
2854 
2855    /** GL_ARB_geometry_shader4 */
2856    GLuint MaxGeometryOutputVertices;
2857    GLuint MaxGeometryTotalOutputComponents;
2858 
2859    GLuint GLSLVersion;  /**< GLSL version supported (ex: 120 = 1.20) */
2860 
2861    /**
2862     * Changes default GLSL extension behavior from "error" to "warn".  It's out
2863     * of spec, but it can make some apps work that otherwise wouldn't.
2864     */
2865    GLboolean ForceGLSLExtensionsWarn;
2866 
2867    /**
2868     * Does the driver support real 32-bit integers?  (Otherwise, integers are
2869     * simulated via floats.)
2870     */
2871    GLboolean NativeIntegers;
2872 
2873    /**
2874     * If the driver supports real 32-bit integers, what integer value should be
2875     * used for boolean true in uniform uploads?  (Usually 1 or ~0.)
2876     */
2877    GLuint UniformBooleanTrue;
2878 
2879    /** Which texture units support GL_ATI_envmap_bumpmap as targets */
2880    GLbitfield SupportedBumpUnits;
2881 
2882    /**
2883     * Maximum amount of time, measured in nanseconds, that the server can wait.
2884     */
2885    GLuint64 MaxServerWaitTimeout;
2886 
2887    /** GL_EXT_provoking_vertex */
2888    GLboolean QuadsFollowProvokingVertexConvention;
2889 
2890    /** OpenGL version 3.0 */
2891    GLbitfield ContextFlags;  /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
2892 
2893    /** OpenGL version 3.2 */
2894    GLbitfield ProfileMask;   /**< Mask of CONTEXT_x_PROFILE_BIT */
2895 
2896    /** GL_EXT_transform_feedback */
2897    GLuint MaxTransformFeedbackBuffers;
2898    GLuint MaxTransformFeedbackSeparateComponents;
2899    GLuint MaxTransformFeedbackInterleavedComponents;
2900    GLuint MaxVertexStreams;
2901 
2902    /** GL_EXT_gpu_shader4 */
2903    GLint MinProgramTexelOffset, MaxProgramTexelOffset;
2904 
2905    /* GL_ARB_robustness */
2906    GLenum ResetStrategy;
2907 
2908    /* GL_ARB_blend_func_extended */
2909    GLuint MaxDualSourceDrawBuffers;
2910 
2911    /**
2912     * Whether the implementation strips out and ignores texture borders.
2913     *
2914     * Many GPU hardware implementations don't support rendering with texture
2915     * borders and mipmapped textures.  (Note: not static border color, but the
2916     * old 1-pixel border around each edge).  Implementations then have to do
2917     * slow fallbacks to be correct, or just ignore the border and be fast but
2918     * wrong.  Setting the flag strips the border off of TexImage calls,
2919     * providing "fast but wrong" at significantly reduced driver complexity.
2920     *
2921     * Texture borders are deprecated in GL 3.0.
2922     **/
2923    GLboolean StripTextureBorder;
2924 
2925    /**
2926     * For drivers which can do a better job at eliminating unused varyings
2927     * and uniforms than the GLSL compiler.
2928     *
2929     * XXX Remove these as soon as a better solution is available.
2930     */
2931    GLboolean GLSLSkipStrictMaxVaryingLimitCheck;
2932    GLboolean GLSLSkipStrictMaxUniformLimitCheck;
2933 
2934    /**
2935     * Force software support for primitive restart in the VBO module.
2936     */
2937    GLboolean PrimitiveRestartInSoftware;
2938 };
2939 
2940 
2941 /**
2942  * Enable flag for each OpenGL extension.  Different device drivers will
2943  * enable different extensions at runtime.
2944  */
2945 struct gl_extensions
2946 {
2947    GLboolean dummy;  /* don't remove this! */
2948    GLboolean dummy_true;  /* Set true by _mesa_init_extensions(). */
2949    GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
2950    GLboolean ARB_ES2_compatibility;
2951    GLboolean ARB_base_instance;
2952    GLboolean ARB_blend_func_extended;
2953    GLboolean ARB_color_buffer_float;
2954    GLboolean ARB_conservative_depth;
2955    GLboolean ARB_copy_buffer;
2956    GLboolean ARB_depth_buffer_float;
2957    GLboolean ARB_depth_clamp;
2958    GLboolean ARB_depth_texture;
2959    GLboolean ARB_draw_buffers_blend;
2960    GLboolean ARB_draw_elements_base_vertex;
2961    GLboolean ARB_draw_instanced;
2962    GLboolean ARB_fragment_coord_conventions;
2963    GLboolean ARB_fragment_program;
2964    GLboolean ARB_fragment_program_shadow;
2965    GLboolean ARB_fragment_shader;
2966    GLboolean ARB_framebuffer_object;
2967    GLboolean ARB_explicit_attrib_location;
2968    GLboolean ARB_geometry_shader4;
2969    GLboolean ARB_half_float_pixel;
2970    GLboolean ARB_half_float_vertex;
2971    GLboolean ARB_instanced_arrays;
2972    GLboolean ARB_map_buffer_range;
2973    GLboolean ARB_occlusion_query;
2974    GLboolean ARB_occlusion_query2;
2975    GLboolean ARB_point_sprite;
2976    GLboolean ARB_seamless_cube_map;
2977    GLboolean ARB_shader_bit_encoding;
2978    GLboolean ARB_shader_objects;
2979    GLboolean ARB_shader_stencil_export;
2980    GLboolean ARB_shader_texture_lod;
2981    GLboolean ARB_shading_language_100;
2982    GLboolean ARB_shadow;
2983    GLboolean ARB_sync;
2984    GLboolean ARB_texture_border_clamp;
2985    GLboolean ARB_texture_buffer_object;
2986    GLboolean ARB_texture_compression_rgtc;
2987    GLboolean ARB_texture_cube_map;
2988    GLboolean ARB_texture_env_combine;
2989    GLboolean ARB_texture_env_crossbar;
2990    GLboolean ARB_texture_env_dot3;
2991    GLboolean ARB_texture_float;
2992    GLboolean ARB_texture_multisample;
2993    GLboolean ARB_texture_non_power_of_two;
2994    GLboolean ARB_texture_rg;
2995    GLboolean ARB_texture_rgb10_a2ui;
2996    GLboolean ARB_texture_storage;
2997    GLboolean ARB_timer_query;
2998    GLboolean ARB_transform_feedback2;
2999    GLboolean ARB_transform_feedback3;
3000    GLboolean ARB_transform_feedback_instanced;
3001    GLboolean ARB_transpose_matrix;
3002    GLboolean ARB_uniform_buffer_object;
3003    GLboolean ARB_vertex_program;
3004    GLboolean ARB_vertex_shader;
3005    GLboolean ARB_vertex_type_2_10_10_10_rev;
3006    GLboolean ARB_window_pos;
3007    GLboolean EXT_blend_color;
3008    GLboolean EXT_blend_equation_separate;
3009    GLboolean EXT_blend_func_separate;
3010    GLboolean EXT_blend_minmax;
3011    GLboolean EXT_clip_volume_hint;
3012    GLboolean EXT_compiled_vertex_array;
3013    GLboolean EXT_depth_bounds_test;
3014    GLboolean EXT_draw_buffers2;
3015    GLboolean EXT_draw_range_elements;
3016    GLboolean EXT_fog_coord;
3017    GLboolean EXT_framebuffer_blit;
3018    GLboolean EXT_framebuffer_multisample;
3019    GLboolean EXT_framebuffer_object;
3020    GLboolean EXT_framebuffer_sRGB;
3021    GLboolean EXT_gpu_program_parameters;
3022    GLboolean EXT_gpu_shader4;
3023    GLboolean EXT_packed_depth_stencil;
3024    GLboolean EXT_packed_float;
3025    GLboolean EXT_packed_pixels;
3026    GLboolean EXT_pixel_buffer_object;
3027    GLboolean EXT_point_parameters;
3028    GLboolean EXT_provoking_vertex;
3029    GLboolean EXT_rescale_normal;
3030    GLboolean EXT_shadow_funcs;
3031    GLboolean EXT_secondary_color;
3032    GLboolean EXT_separate_shader_objects;
3033    GLboolean EXT_separate_specular_color;
3034    GLboolean EXT_stencil_two_side;
3035    GLboolean EXT_texture3D;
3036    GLboolean EXT_texture_array;
3037    GLboolean EXT_texture_compression_latc;
3038    GLboolean EXT_texture_compression_s3tc;
3039    GLboolean EXT_texture_env_dot3;
3040    GLboolean EXT_texture_filter_anisotropic;
3041    GLboolean EXT_texture_integer;
3042    GLboolean EXT_texture_mirror_clamp;
3043    GLboolean EXT_texture_shared_exponent;
3044    GLboolean EXT_texture_snorm;
3045    GLboolean EXT_texture_sRGB;
3046    GLboolean EXT_texture_sRGB_decode;
3047    GLboolean EXT_texture_swizzle;
3048    GLboolean EXT_transform_feedback;
3049    GLboolean EXT_timer_query;
3050    GLboolean EXT_vertex_array_bgra;
3051    GLboolean OES_standard_derivatives;
3052    /* vendor extensions */
3053    GLboolean AMD_seamless_cubemap_per_texture;
3054    GLboolean APPLE_packed_pixels;
3055    GLboolean APPLE_object_purgeable;
3056    GLboolean ATI_envmap_bumpmap;
3057    GLboolean ATI_texture_compression_3dc;
3058    GLboolean ATI_texture_mirror_once;
3059    GLboolean ATI_texture_env_combine3;
3060    GLboolean ATI_fragment_shader;
3061    GLboolean ATI_separate_stencil;
3062    GLboolean IBM_rasterpos_clip;
3063    GLboolean IBM_multimode_draw_arrays;
3064    GLboolean MESA_pack_invert;
3065    GLboolean MESA_resize_buffers;
3066    GLboolean MESA_ycbcr_texture;
3067    GLboolean MESA_texture_array;
3068    GLboolean NV_blend_square;
3069    GLboolean NV_conditional_render;
3070    GLboolean NV_fog_distance;
3071    GLboolean NV_fragment_program;
3072    GLboolean NV_fragment_program_option;
3073    GLboolean NV_light_max_exponent;
3074    GLboolean NV_point_sprite;
3075    GLboolean NV_primitive_restart;
3076    GLboolean NV_read_buffer;
3077    GLboolean NV_texture_barrier;
3078    GLboolean NV_texgen_reflection;
3079    GLboolean NV_texture_env_combine4;
3080    GLboolean NV_texture_rectangle;
3081    GLboolean NV_vertex_program;
3082    GLboolean NV_vertex_program1_1;
3083    GLboolean SGIS_texture_lod;
3084    GLboolean TDFX_texture_compression_FXT1;
3085    GLboolean S3_s3tc;
3086    GLboolean OES_EGL_image;
3087    GLboolean OES_draw_texture;
3088    GLboolean OES_EGL_image_external;
3089    GLboolean OES_compressed_ETC1_RGB8_texture;
3090    GLboolean extension_sentinel;
3091    /** The extension string */
3092    const GLubyte *String;
3093    /** Number of supported extensions */
3094    GLuint Count;
3095 };
3096 
3097 
3098 /**
3099  * A stack of matrices (projection, modelview, color, texture, etc).
3100  */
3101 struct gl_matrix_stack
3102 {
3103    GLmatrix *Top;      /**< points into Stack */
3104    GLmatrix *Stack;    /**< array [MaxDepth] of GLmatrix */
3105    GLuint Depth;       /**< 0 <= Depth < MaxDepth */
3106    GLuint MaxDepth;    /**< size of Stack[] array */
3107    GLuint DirtyFlag;   /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3108 };
3109 
3110 
3111 /**
3112  * \name Bits for image transfer operations
3113  * \sa __struct gl_contextRec::ImageTransferState.
3114  */
3115 /*@{*/
3116 #define IMAGE_SCALE_BIAS_BIT                      0x1
3117 #define IMAGE_SHIFT_OFFSET_BIT                    0x2
3118 #define IMAGE_MAP_COLOR_BIT                       0x4
3119 #define IMAGE_CLAMP_BIT                           0x800
3120 
3121 
3122 /** Pixel Transfer ops */
3123 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT |			\
3124 		    IMAGE_SHIFT_OFFSET_BIT |			\
3125 		    IMAGE_MAP_COLOR_BIT)
3126 
3127 /**
3128  * \name Bits to indicate what state has changed.
3129  */
3130 /*@{*/
3131 #define _NEW_MODELVIEW         (1 << 0)   /**< gl_context::ModelView */
3132 #define _NEW_PROJECTION        (1 << 1)   /**< gl_context::Projection */
3133 #define _NEW_TEXTURE_MATRIX    (1 << 2)   /**< gl_context::TextureMatrix */
3134 #define _NEW_COLOR             (1 << 3)   /**< gl_context::Color */
3135 #define _NEW_DEPTH             (1 << 4)   /**< gl_context::Depth */
3136 #define _NEW_EVAL              (1 << 5)   /**< gl_context::Eval, EvalMap */
3137 #define _NEW_FOG               (1 << 6)   /**< gl_context::Fog */
3138 #define _NEW_HINT              (1 << 7)   /**< gl_context::Hint */
3139 #define _NEW_LIGHT             (1 << 8)   /**< gl_context::Light */
3140 #define _NEW_LINE              (1 << 9)   /**< gl_context::Line */
3141 #define _NEW_PIXEL             (1 << 10)  /**< gl_context::Pixel */
3142 #define _NEW_POINT             (1 << 11)  /**< gl_context::Point */
3143 #define _NEW_POLYGON           (1 << 12)  /**< gl_context::Polygon */
3144 #define _NEW_POLYGONSTIPPLE    (1 << 13)  /**< gl_context::PolygonStipple */
3145 #define _NEW_SCISSOR           (1 << 14)  /**< gl_context::Scissor */
3146 #define _NEW_STENCIL           (1 << 15)  /**< gl_context::Stencil */
3147 #define _NEW_TEXTURE           (1 << 16)  /**< gl_context::Texture */
3148 #define _NEW_TRANSFORM         (1 << 17)  /**< gl_context::Transform */
3149 #define _NEW_VIEWPORT          (1 << 18)  /**< gl_context::Viewport */
3150 #define _NEW_PACKUNPACK        (1 << 19)  /**< gl_context::Pack, Unpack */
3151 #define _NEW_ARRAY             (1 << 20)  /**< gl_context::Array */
3152 #define _NEW_RENDERMODE        (1 << 21)  /**< gl_context::RenderMode, etc */
3153 #define _NEW_BUFFERS           (1 << 22)  /**< gl_context::Visual, DrawBuffer, */
3154 #define _NEW_CURRENT_ATTRIB    (1 << 23)  /**< gl_context::Current */
3155 #define _NEW_MULTISAMPLE       (1 << 24)  /**< gl_context::Multisample */
3156 #define _NEW_TRACK_MATRIX      (1 << 25)  /**< gl_context::VertexProgram */
3157 #define _NEW_PROGRAM           (1 << 26)  /**< New program/shader state */
3158 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3159 #define _NEW_BUFFER_OBJECT     (1 << 28)
3160 #define _NEW_FRAG_CLAMP        (1 << 29)
3161 #define _NEW_TRANSFORM_FEEDBACK (1 << 30) /**< gl_context::TransformFeedback */
3162 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3163 #define _NEW_ALL ~0
3164 
3165 /**
3166  * We use _NEW_TRANSFORM for GL_RASTERIZER_DISCARD.  This #define is for
3167  * clarity.
3168  */
3169 #define _NEW_RASTERIZER_DISCARD _NEW_TRANSFORM
3170 /*@}*/
3171 
3172 
3173 /**
3174  * \name A bunch of flags that we think might be useful to drivers.
3175  *
3176  * Set in the __struct gl_contextRec::_TriangleCaps bitfield.
3177  */
3178 /*@{*/
3179 #define DD_SEPARATE_SPECULAR        (1 << 0)
3180 #define DD_TRI_LIGHT_TWOSIDE        (1 << 1)
3181 #define DD_TRI_UNFILLED             (1 << 2)
3182 #define DD_TRI_SMOOTH               (1 << 3)
3183 #define DD_TRI_STIPPLE              (1 << 4)
3184 #define DD_TRI_OFFSET               (1 << 5)
3185 #define DD_LINE_SMOOTH              (1 << 6)
3186 #define DD_LINE_STIPPLE             (1 << 7)
3187 #define DD_POINT_SMOOTH             (1 << 8)
3188 #define DD_POINT_ATTEN              (1 << 9)
3189 /*@}*/
3190 
3191 
3192 /**
3193  * Composite state flags
3194  */
3195 /*@{*/
3196 #define _MESA_NEW_NEED_EYE_COORDS         (_NEW_LIGHT |		\
3197                                            _NEW_TEXTURE |	\
3198                                            _NEW_POINT |		\
3199                                            _NEW_PROGRAM |	\
3200                                            _NEW_MODELVIEW)
3201 
3202 #define _MESA_NEW_SEPARATE_SPECULAR        (_NEW_LIGHT | \
3203                                             _NEW_FOG | \
3204                                             _NEW_PROGRAM)
3205 
3206 
3207 /*@}*/
3208 
3209 
3210 
3211 
3212 /* This has to be included here. */
3213 #include "dd.h"
3214 
3215 
3216 /**
3217  * Display list flags.
3218  * Strictly this is a tnl-private concept, but it doesn't seem
3219  * worthwhile adding a tnl private structure just to hold this one bit
3220  * of information:
3221  */
3222 #define DLIST_DANGLING_REFS     0x1
3223 
3224 
3225 /** Opaque declaration of display list payload data type */
3226 union gl_dlist_node;
3227 
3228 
3229 /**
3230  * Provide a location where information about a display list can be
3231  * collected.  Could be extended with driverPrivate structures,
3232  * etc. in the future.
3233  */
3234 struct gl_display_list
3235 {
3236    GLuint Name;
3237    GLbitfield Flags;  /**< DLIST_x flags */
3238    /** The dlist commands are in a linked list of nodes */
3239    union gl_dlist_node *Head;
3240 };
3241 
3242 
3243 /**
3244  * State used during display list compilation and execution.
3245  */
3246 struct gl_dlist_state
3247 {
3248    GLuint CallDepth;		/**< Current recursion calling depth */
3249 
3250    struct gl_display_list *CurrentList; /**< List currently being compiled */
3251    union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3252    GLuint CurrentPos;		/**< Index into current block of nodes */
3253 
3254    GLvertexformat ListVtxfmt;
3255 
3256    GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3257    GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3258 
3259    GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3260    GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3261 
3262    struct {
3263       /* State known to have been set by the currently-compiling display
3264        * list.  Used to eliminate some redundant state changes.
3265        */
3266       GLenum ShadeModel;
3267    } Current;
3268 };
3269 
3270 /**
3271  * An error, warning, or other piece of debug information for an application
3272  * to consume via GL_ARB_debug_output.
3273  */
3274 struct gl_debug_msg
3275 {
3276    GLenum source;
3277    GLenum type;
3278    GLuint id;
3279    GLenum severity;
3280    GLsizei length;
3281    GLcharARB *message;
3282 };
3283 
3284 typedef enum {
3285    API_ERROR_UNKNOWN,
3286    API_ERROR_COUNT
3287 } gl_api_error;
3288 
3289 typedef enum {
3290    WINSYS_ERROR_UNKNOWN,
3291    WINSYS_ERROR_COUNT
3292 } gl_winsys_error;
3293 
3294 typedef enum {
3295    SHADER_ERROR_UNKNOWN,
3296    SHADER_ERROR_COUNT
3297 } gl_shader_error;
3298 
3299 typedef enum {
3300    OTHER_ERROR_UNKNOWN,
3301    OTHER_ERROR_OUT_OF_MEMORY,
3302    OTHER_ERROR_COUNT
3303 } gl_other_error;
3304 
3305 struct gl_client_namespace
3306 {
3307    struct _mesa_HashTable *IDs;
3308    unsigned ZeroID; /* a HashTable won't take zero, so store its state here */
3309    struct simple_node Severity[3]; /* lists of IDs in the hash table */
3310 };
3311 
3312 struct gl_client_debug
3313 {
3314    GLboolean Defaults[3][2][6]; /* severity, source, type */
3315    struct gl_client_namespace Namespaces[2][6]; /* source, type */
3316 };
3317 
3318 struct gl_debug_state
3319 {
3320    GLDEBUGPROCARB Callback;
3321    GLvoid *CallbackData;
3322    GLboolean SyncOutput;
3323    GLboolean ApiErrors[API_ERROR_COUNT];
3324    GLboolean WinsysErrors[WINSYS_ERROR_COUNT];
3325    GLboolean ShaderErrors[SHADER_ERROR_COUNT];
3326    GLboolean OtherErrors[OTHER_ERROR_COUNT];
3327    struct gl_client_debug ClientIDs;
3328    struct gl_debug_msg Log[MAX_DEBUG_LOGGED_MESSAGES];
3329    GLint NumMessages;
3330    GLint NextMsg;
3331    GLint NextMsgLength; /* redundant, but copied here from Log[NextMsg].length
3332                            for the sake of the offsetof() code in get.c */
3333 };
3334 
3335 /**
3336  * Enum for the OpenGL APIs we know about and may support.
3337  */
3338 typedef enum
3339 {
3340    API_OPENGL,      /* legacy / compatibility contexts */
3341    API_OPENGLES,
3342    API_OPENGLES2,
3343    API_OPENGL_CORE,
3344 
3345    API_LAST = API_OPENGL_CORE,
3346 } gl_api;
3347 
3348 /**
3349  * Driver-specific state flags.
3350  *
3351  * These are or'd with gl_context::NewDriverState to notify a driver about
3352  * a state change. The driver sets the flags at context creation and
3353  * the meaning of the bits set is opaque to core Mesa.
3354  */
3355 struct gl_driver_flags
3356 {
3357    GLbitfield NewArray;             /**< Vertex array state */
3358 };
3359 
3360 struct gl_uniform_buffer_binding
3361 {
3362    struct gl_buffer_object *BufferObject;
3363    /** Start of uniform block data in the buffer */
3364    GLintptr Offset;
3365    /** Size of data allowed to be referenced from the buffer (in bytes) */
3366    GLsizeiptr Size;
3367    /**
3368     * glBindBufferBase() indicates that the Size should be ignored and only
3369     * limited by the current size of the BufferObject.
3370     */
3371    GLboolean AutomaticSize;
3372 };
3373 
3374 /**
3375  * Mesa rendering context.
3376  *
3377  * This is the central context data structure for Mesa.  Almost all
3378  * OpenGL state is contained in this structure.
3379  * Think of this as a base class from which device drivers will derive
3380  * sub classes.
3381  *
3382  * The struct gl_context typedef names this structure.
3383  */
3384 struct gl_context
3385 {
3386    /** State possibly shared with other contexts in the address space */
3387    struct gl_shared_state *Shared;
3388 
3389    /** \name API function pointer tables */
3390    /*@{*/
3391    gl_api API;
3392    struct _glapi_table *Save;	/**< Display list save functions */
3393    struct _glapi_table *Exec;	/**< Execute functions */
3394    struct _glapi_table *CurrentDispatch;  /**< == Save or Exec !! */
3395    /*@}*/
3396 
3397    struct gl_config Visual;
3398    struct gl_framebuffer *DrawBuffer;	/**< buffer for writing */
3399    struct gl_framebuffer *ReadBuffer;	/**< buffer for reading */
3400    struct gl_framebuffer *WinSysDrawBuffer;  /**< set with MakeCurrent */
3401    struct gl_framebuffer *WinSysReadBuffer;  /**< set with MakeCurrent */
3402 
3403    /**
3404     * Device driver function pointer table
3405     */
3406    struct dd_function_table Driver;
3407 
3408    void *DriverCtx;	/**< Points to device driver context/state */
3409 
3410    /** Core/Driver constants */
3411    struct gl_constants Const;
3412 
3413    /** \name The various 4x4 matrix stacks */
3414    /*@{*/
3415    struct gl_matrix_stack ModelviewMatrixStack;
3416    struct gl_matrix_stack ProjectionMatrixStack;
3417    struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3418    struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3419    struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3420    /*@}*/
3421 
3422    /** Combined modelview and projection matrix */
3423    GLmatrix _ModelProjectMatrix;
3424 
3425    /** \name Display lists */
3426    struct gl_dlist_state ListState;
3427 
3428    GLboolean ExecuteFlag;	/**< Execute GL commands? */
3429    GLboolean CompileFlag;	/**< Compile GL commands into display list? */
3430 
3431    /** Extension information */
3432    struct gl_extensions Extensions;
3433 
3434    /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
3435    GLuint Version;
3436    char *VersionString;
3437 
3438    /** \name State attribute stack (for glPush/PopAttrib) */
3439    /*@{*/
3440    GLuint AttribStackDepth;
3441    struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3442    /*@}*/
3443 
3444    /** \name Renderer attribute groups
3445     *
3446     * We define a struct for each attribute group to make pushing and popping
3447     * attributes easy.  Also it's a good organization.
3448     */
3449    /*@{*/
3450    struct gl_accum_attrib	Accum;		/**< Accum buffer attributes */
3451    struct gl_colorbuffer_attrib	Color;		/**< Color buffer attributes */
3452    struct gl_current_attrib	Current;	/**< Current attributes */
3453    struct gl_depthbuffer_attrib	Depth;		/**< Depth buffer attributes */
3454    struct gl_eval_attrib	Eval;		/**< Eval attributes */
3455    struct gl_fog_attrib		Fog;		/**< Fog attributes */
3456    struct gl_hint_attrib	Hint;		/**< Hint attributes */
3457    struct gl_light_attrib	Light;		/**< Light attributes */
3458    struct gl_line_attrib	Line;		/**< Line attributes */
3459    struct gl_list_attrib	List;		/**< List attributes */
3460    struct gl_multisample_attrib Multisample;
3461    struct gl_pixel_attrib	Pixel;		/**< Pixel attributes */
3462    struct gl_point_attrib	Point;		/**< Point attributes */
3463    struct gl_polygon_attrib	Polygon;	/**< Polygon attributes */
3464    GLuint PolygonStipple[32];			/**< Polygon stipple */
3465    struct gl_scissor_attrib	Scissor;	/**< Scissor attributes */
3466    struct gl_stencil_attrib	Stencil;	/**< Stencil buffer attributes */
3467    struct gl_texture_attrib	Texture;	/**< Texture attributes */
3468    struct gl_transform_attrib	Transform;	/**< Transformation attributes */
3469    struct gl_viewport_attrib	Viewport;	/**< Viewport attributes */
3470    /*@}*/
3471 
3472    /** \name Client attribute stack */
3473    /*@{*/
3474    GLuint ClientAttribStackDepth;
3475    struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3476    /*@}*/
3477 
3478    /** \name Client attribute groups */
3479    /*@{*/
3480    struct gl_array_attrib	Array;	/**< Vertex arrays */
3481    struct gl_pixelstore_attrib	Pack;	/**< Pixel packing */
3482    struct gl_pixelstore_attrib	Unpack;	/**< Pixel unpacking */
3483    struct gl_pixelstore_attrib	DefaultPacking;	/**< Default params */
3484    /*@}*/
3485 
3486    /** \name Other assorted state (not pushed/popped on attribute stack) */
3487    /*@{*/
3488    struct gl_pixelmaps          PixelMaps;
3489 
3490    struct gl_evaluators EvalMap;   /**< All evaluators */
3491    struct gl_feedback   Feedback;  /**< Feedback */
3492    struct gl_selection  Select;    /**< Selection */
3493 
3494    struct gl_program_state Program;  /**< general program state */
3495    struct gl_vertex_program_state VertexProgram;
3496    struct gl_fragment_program_state FragmentProgram;
3497    struct gl_geometry_program_state GeometryProgram;
3498    struct gl_ati_fragment_shader_state ATIFragmentShader;
3499 
3500    struct gl_shader_state Shader; /**< GLSL shader object state */
3501    struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
3502 
3503    struct gl_query_state Query;  /**< occlusion, timer queries */
3504 
3505    struct gl_transform_feedback_state TransformFeedback;
3506 
3507    struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3508    struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3509 
3510    /**
3511     * Current GL_ARB_uniform_buffer_object binding referenced by
3512     * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
3513     */
3514    struct gl_buffer_object *UniformBuffer;
3515 
3516    /**
3517     * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
3518     * This is set up using glBindBufferRange() or glBindBufferBase().  They are
3519     * associated with uniform blocks by glUniformBlockBinding()'s state in the
3520     * shader program.
3521     */
3522    struct gl_uniform_buffer_binding *UniformBufferBindings;
3523 
3524    /*@}*/
3525 
3526    struct gl_meta_state *Meta;  /**< for "meta" operations */
3527 
3528    /* GL_EXT_framebuffer_object */
3529    struct gl_renderbuffer *CurrentRenderbuffer;
3530 
3531    GLenum ErrorValue;        /**< Last error code */
3532 
3533    /* GL_ARB_robustness */
3534    GLenum ResetStatus;
3535 
3536    /**
3537     * Recognize and silence repeated error debug messages in buggy apps.
3538     */
3539    const char *ErrorDebugFmtString;
3540    GLuint ErrorDebugCount;
3541 
3542    /* GL_ARB_debug_output */
3543    struct gl_debug_state Debug;
3544 
3545    GLenum RenderMode;        /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3546    GLbitfield NewState;      /**< bitwise-or of _NEW_* flags */
3547    GLbitfield NewDriverState;/**< bitwise-or of flags from DriverFlags */
3548 
3549    struct gl_driver_flags DriverFlags;
3550 
3551    GLboolean ViewportInitialized;  /**< has viewport size been initialized? */
3552 
3553    GLbitfield64 varying_vp_inputs;  /**< mask of VERT_BIT_* flags */
3554 
3555    /** \name Derived state */
3556    /*@{*/
3557    /** Bitwise-or of DD_* flags.  Note that this bitfield may be used before
3558     * state validation so they need to always be current.
3559     */
3560    GLbitfield _TriangleCaps;
3561    GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
3562    GLfloat _EyeZDir[3];
3563    GLfloat _ModelViewInvScale;
3564    GLboolean _NeedEyeCoords;
3565    GLboolean _ForceEyeCoords;
3566 
3567    GLuint TextureStateTimestamp; /**< detect changes to shared state */
3568 
3569    struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3570 
3571    /** \name For debugging/development only */
3572    /*@{*/
3573    GLboolean FirstTimeCurrent;
3574    /*@}*/
3575 
3576    /** software compression/decompression supported or not */
3577    GLboolean Mesa_DXTn;
3578 
3579    GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
3580 
3581    /**
3582     * Use dp4 (rather than mul/mad) instructions for position
3583     * transformation?
3584     */
3585    GLboolean mvp_with_dp4;
3586 
3587    GLboolean RasterDiscard;  /**< GL_RASTERIZER_DISCARD */
3588 
3589    /**
3590     * \name Hooks for module contexts.
3591     *
3592     * These will eventually live in the driver or elsewhere.
3593     */
3594    /*@{*/
3595    void *swrast_context;
3596    void *swsetup_context;
3597    void *swtnl_context;
3598    void *swtnl_im;
3599    struct st_context *st;
3600    void *aelt_context;
3601    /*@}*/
3602 };
3603 
3604 
3605 #ifdef DEBUG
3606 extern int MESA_VERBOSE;
3607 extern int MESA_DEBUG_FLAGS;
3608 # define MESA_FUNCTION __FUNCTION__
3609 #else
3610 # define MESA_VERBOSE 0
3611 # define MESA_DEBUG_FLAGS 0
3612 # define MESA_FUNCTION "a function"
3613 # ifndef NDEBUG
3614 #  define NDEBUG
3615 # endif
3616 #endif
3617 
3618 
3619 /** The MESA_VERBOSE var is a bitmask of these flags */
3620 enum _verbose
3621 {
3622    VERBOSE_VARRAY		= 0x0001,
3623    VERBOSE_TEXTURE		= 0x0002,
3624    VERBOSE_MATERIAL		= 0x0004,
3625    VERBOSE_PIPELINE		= 0x0008,
3626    VERBOSE_DRIVER		= 0x0010,
3627    VERBOSE_STATE		= 0x0020,
3628    VERBOSE_API			= 0x0040,
3629    VERBOSE_DISPLAY_LIST		= 0x0100,
3630    VERBOSE_LIGHTING		= 0x0200,
3631    VERBOSE_PRIMS		= 0x0400,
3632    VERBOSE_VERTS		= 0x0800,
3633    VERBOSE_DISASSEM		= 0x1000,
3634    VERBOSE_DRAW                 = 0x2000,
3635    VERBOSE_SWAPBUFFERS          = 0x4000
3636 };
3637 
3638 
3639 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3640 enum _debug
3641 {
3642    DEBUG_SILENT                 = (1 << 0),
3643    DEBUG_ALWAYS_FLUSH		= (1 << 1),
3644    DEBUG_INCOMPLETE_TEXTURE     = (1 << 2),
3645    DEBUG_INCOMPLETE_FBO         = (1 << 3)
3646 };
3647 
3648 
3649 
3650 #ifdef __cplusplus
3651 }
3652 #endif
3653 
3654 #endif /* MTYPES_H */
3655